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7 Best VR Escape Room Games on the Oculus Quest 2

VR Escape Rooms are a ton of fun, and a great extension of the VR Puzzle Game genre. If you really love escape rooms, escape games, or VR Puzzle and Adventure Games in general, but can’t make it to one of the physical escape rooms, then the 7 Best VR Escape Room Games will give your problem-solving skills a great test in a virtual environment. If you want a great VR escape room virtual reality experience then keep reading.

Oh, and if you don’t own a Meta Quest 2, don’t worry, all of these games are available on a wide range of VR headsets or VR Devices, such as on the Oculus Rift via PCVR. Some might even be around in some VR arcades.

VR Escape Rooms are a ton of fun, and a great extension of the VR Puzzle Game genre. If you really love escape rooms, escape games, or VR Puzzle and Adventure Games in general, but can’t make it to one of the physical escape rooms, then the 7 Best VR Escape Room Games will give your problem-solving skills a great test in a virtual environment. If you want a great VR escape room virtual reality experience then keep reading.

Oh, and if you don’t own a Meta Quest 2, don’t worry, all of these games are available on a wide range of VR headsets or VR Devices, such as on the Oculus Rift via PCVR. Some might even be around in some VR arcades.

Table of Contents:

A Fisherman's Tale

In A Fisherman’s Tale you are a little wooden puppet of a fisherman who lives out every day in the same way, but one day the skies outside begin to storm, and you need to light the lighthouse you live inside to warn the lone fisherman out at sea. Along the way you meet all sorts of characters to help you on your journey like a hermit crab, and even a picture of your dad.

A Fisherman’s Tale doesn’t have the most complex puzzles, and like many games on this list all these puzzles revolve around doing what you need to do to escape the room you are in and advance to the next level. What it has more than any other game is a very fairy tale atmosphere, both in its puzzles and solutions and its tone and storytelling.

A Fisherman’s Tale is a touching and heartfelt tale with a lot of whimsy and magic to it. If you want an escape room VR game that feels like puzzling your way through a fairy tale, then A Fisherman’s Tale delivers a fun narrative and some interesting puzzles.

Red Matter and Red Matter 2

Red Matter and its sequel, Red Matter 2, take place in a fictional future where not only has humanity started to establish bases and outposts across the solar system, but also where the cold war never truly ended. In both games you take the role of an agent investigating what exactly each side in this conflict is up to, and what the plans for the mysterious “Red Matter” are.

These games play out like a series of Virtual Reality Escape Rooms. They also take full advantage of VR to recreate the stunningly beautiful and wondrous environments of outer space. Each new area you enter is essentially a small escape room of its own, with a new puzzle or mystery to solve to continue on as you uncover the mysteries of the Red Matter and the people involved in its discovery and use.

If you’re a fan of space travel and sci-fi, then you’ll love the gorgeous visuals and setting of a slightly more advanced humanity that has taken to outer space. Even the more mundane and industrial settings are so gorgeous and well made that they practically look like real life. This makes the Red Matter games some of the most immersive experiences.

The puzzles are great and the game is also one of the most beautiful to look at on the Quest 2. If you love a good mystery, or just a fun outer space setting with an interesting story and a series of great escape rooms, then try these games.

Keep Talking and Nobody Explodes

One room to escape from, and inside one person, you, and a bomb. Defuse the bomb before it explodes so you can escape. The thing is, you have no idea how to defuse the bomb, but your partner who isn’t wearing a VR headset does. They have the manual, and their job as the expert is to talk you through how to defuse the bomb before it goes off. This is Keep Talking and Nobody Explodes.

This game is very literally a virtual reality escape room. You need to complete the puzzles on the bomb and defuse it to escape, and it is a very welcome addition to the Quest 2 VR Escape Room catalog because it is inherently a cooperative game.

A lot of the escape room and puzzle games on the Quest 2 are singleplayer experiences, so Keep Talking and Nobody Explodes gives you a great way to enjoy a fun escape room with a friend, even if they don’t own an Oculus Quest 2. If you want a multiplayer game that is also an escape room you won’t find a better option on the Quest 2.

The Room VR: A Dark Matter

In The Room VR: A Dark Matter you are a detective trying to solve the mystery of a disappearing Egyptologist. When you start to dig further and further into the work that your quarry did you are drawn further and further into arcane and otherworldly secrets.

The Room VR: A Dark Matter is another very good looking virtual reality puzzle game with a wide variety of locations ranging from victorian academies to ancient tombs buried beneath the sands that looks like the inside of some lost pyramid. The detailed and immersive environments are not the only draw of this game. The puzzles you solve range from simple machines of the early 20th century, to mysterious curios and magical contraptions.

If you love a victorian style mystery full of ancient curses, magical artifacts, and the mysteries of ancient cultures, then this game might be for you. There are a couple of puzzles that you might have to look at a guide or walkthrough for, but they are generally very manageable and intuitive. 

The only real downside to The Room VR: A Dark Matter is that you can only use teleport movement and snap turning, which by now are very outdated for VR, but serviceable.

I Expect You To Die 1 and 2

In I Expect You to Die and its sequel I Expect You To Die 2, you are a secret agent who must undertake a variety of missions, and most likely die in a funny and interesting way in the process. More than any virtual reality escape game, the need to escape is never more obvious and important than in I Expect You to Die.

Each mission is a single short escape room scenario, where you must achieve your goal (i.e. Stealing a high tech car and driving it out of the back of a moving cargo plane) while also avoiding all of the hilarious hazards of each puzzle piece in your way (i.e. A retinal scan laser and a bomb made of sticks of dynamite).

If you want a more goofy and also fast paced VR Escape Room, then I Expect You To Die 1 and 2 both deliver. It’s got tongue in cheek humor and a wide array of interesting and silly puzzles to solve. The fun comes from figuring out exactly what you need to do to avoid the silly traps and complete the mission alive.

A Rogue Escape

Want a mixture of supply management and survival elements with your escape room VR experience? Then A Rogue Escape might be for you. In this game you are alone on a dangerous planet while trapped inside of a giant mech that is not only the room you must escape from, but your greatest tool in navigating the dangers around you.

In A Rogue Escape you are restricted to the few control and maintenance rooms inside of your mech, and you must learn how to control this machine and keep it running as you explore the planet around you. Unlike a lot of these escape room games, it’s actually possible to lose in A Rogue Escape.

There are plenty of ways to lose with different endings, like your mech running out of fuel or overheating. If this happens you retain some of your progress, like supplies you might have collected, but have to start all over again. This makes A Rogue Escape a more replayable escape room VR game than most, with a lot of different ways to complete your goals or lose.

The biggest fun in this game comes from learning how your mech works and how to pilot it on the fly. Very little is explained, and you need to figure out how to do very basic operations with the computer screens and physical buttons, switches, and dials in each room.

If you want a less conventional escape room experience with some more traditional roguelike and video game elements thrown in, then A Rogue Escape will offer you one of the most unique vr experiences that is part escape room puzzle and part survival game.

Myst

Want to experience the classic game Myst in VR? Well it’s available on the Meta Quest 2! In this game you are an explorer on the strange island of Myst. The island is a place full of secrets and mystical intrigue, where everything is not quite as it seems. Puzzle your way through a series of rooms to continue your adventure through the island and discover the secrets of Myst.

The original Myst was released in 1993 and became a classic for puzzle and digital escape room lovers. It is one of the most revered puzzle titles of all time. VR adds the element of using your actual hands to manipulate objects in this classic experience. The puzzles are strange and not quite rooted in the logic of the world we all know.

As you uncover the story of the island and of your role on it Myst presents a series of not only interesting rooms full of puzzles for you to solve, but a mystery of betrayal and consequence. The puzzles are excellent, though maybe not as easy to solve as some of the other games on this list.

If you love VR Escape Rooms and mystery in general, Myst is a classic for a reason, and is faithfully recreated in this Quest 2 port. The only downside is that some of the visuals aren’t as impressive as in other games on this list, with some textures being very bland and not too fun to look at. Though the puzzle elements themselves are finely detailed enough so that you’ll have no trouble reading notes or understanding what the various contraptions on the island are meant to be.

There you have it, the 7 Best Escape Room VR Games on the Oculus Quest 2. There’s something here for all fans of escape room games in this list of virtual reality escape room games.

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Easily Change and Replace Your Oculus Quest 2 Controller Batteries

When the battery level of your Oculus Quest 2 controllers gets low you’ll need to change the batteries. If you want to know the best way to change your Oculus Quest 2 controller batteries and replace them, then here’s how. After all, you can’t enjoy Virtual Reality with no Oculus Controller battery power.

When the battery level of your Oculus Quest 2 controllers gets low you’ll need to change the batteries. If you want to know the best way to change your Oculus Quest 2 controller batteries and replace them, then here’s how. After all, you can’t enjoy Virtual Reality with no Oculus Controller battery power.

What You’ll Need to Replace the Battery

First you’ll want to grab a couple of single AA batteries. The Meta Quest 2 controllers take alkaline batteries, disposable or rechargeable. Luckily the alkaline battery is the kind most commonly used in all sorts of appliances, and is what you’d call a typical AA battery.

Unlike the Quest 2 headset itself or the Meta Quest Pro controllers, the Quest 2 touch controllers don’t have an internal battery or integrated battery that can be charged with a usb-c cable. Hopefully a built-in rechargeable battery will be included in future Quest models.

If you use your Oculus Quest 2 a lot then you might want to consider getting some rechargeable AA batteries that come with battery chargers, so that you won’t have to throw away old disposable batteries and constantly have to buy more. It’s a good idea to keep your controller battery life from ruining your best Quest 2 experience.

If you have fragile nails or simply don’t want to use them to remove the battery, get a thin tool like a pair of tweezers or thin spatula. You’ll either need to use that or one of your fingernails to remove the battery from the compartment.

Change the Oculus Quest 2 Controller Battery: Short Version

The short version of how to replace your Oculus Quest 2 controller batteries is this: Remove the battery cover on your Quest controller. It’s on the grip of it on the side that doesn’t have the grip button. Then take out the old battery, dispose of it or recharge it, and replace it with a replacement battery before slipping the battery compartment cover back on. For a longer explanation with details and pictures, keep reading this article.

Replace the Oculus Quest 2 Controller Batteries: Long Version

Once you’ve got your batteries it’s time to open the battery covers on the Quest 2 controllers so that you can remove the old AA batteries and replace them with new ones. Since there’s no latch or indentation in the controller it’s not immediately obvious how to do this, so we’ll go through it step by step.

First locate where the cover is. That will be on the outer side of the grip of the controller, the side that does not have the grip button and is completely smooth. If you haven’t removed the stickers indicating which hand to hold the controller in, that will be the side with the “L” or “R” sticker.

At the top of the battery compartment cover you’ll also see a little downwards arrow indented into the plastic, right below the ring at the top of the controller. This small eject icon shows you the direction to push to unlatch the battery cover. It can be hard to see, but easier to feel with one of your fingers.

Once you’ve located the cover, hold the controller in both hands and gently press your thumbs down in the center of the compartment. Then push the cover out towards the bottom of the controller. The goal here is to push the cover slightly inwards and outwards, unlatching it and also moving it away so that you can place in your new AA battery. This can be a little tricky your first few times doing it, and new quest controllers can be a little more stiff and difficult, but keep at it and you’ll get it.

Leave the cover somewhere you won’t lose it for now. It’s time to remove the old battery and replace it. This can also be a little tricky and stiff the first couple of times, but once you get used to this it will be easy. As you can see in the little battery diagram inside the battery compartment, the positive end of the battery is the end that is pointing to the bottom of the controller grip. The negative end is pointed towards the ring.

To remove the battery wedge one of your nails between the top of the battery on the positive end (or a thin tool that can fit in the gap). Then press down on the battery so that the top part of it comes away from the inside of the compartment. This will give you room to pull the battery towards you and out of the controller.

Once the covers are removed make sure to dispose of the old batteries. Googling “nearby battery recycling” can show you some potential locations to dispose of old AA batteries.

Now that the battery compartment is empty get your new battery and determine the positive and negative ends. The positive end will have a little nub on top, there should also be + and - signs on each side that show which end is positive and negative.

Grab a single AA battery, making sure the positive end is up, and slip the negative end into the bottom of the compartment (when the grip is pointed upwards as in these pictures). You can push down on the battery so that you have room to slip in the positive end facing upwards. If you’re still confused on which way the ends should go, there is a little diagram inside of the battery compartment which shows which way the positive end of the battery should go.

Once the new battery is inside, push the battery cover back down over the compartment. When you start up your Meta Quest 2 again, you will see the battery life percentage of your controllers update to reflect the charge of the new battery. It is recommended that you change the batteries of both controllers at the same time.

It is also very easy to just use rechargeable batteries, like those found here on amazon. If there are four then you can just recharge the two old ones using the battery charger after replacing them with two new batteries. This means you don’t have to constantly buy new AA batteries and throw out old ones. It’s also good to reduce your environmental impact, and is just an overall win-win.

If you’re still experiencing power issues with your Oculus Quest controllers like the battery percentage not updating, or the controllers still showing as being low power even with new batteries, then you should contact the Meta support team and possibly get replacement controllers.

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All Swordsman VR Bosses and How to Defeat Them

Having trouble with a Boss in Swordsman VR? Maybe you’re just wondering what bosses are out there in this great sword fighting game on the Oculus Quest 2. Well look no further, the complete list of Bosses in Swordsman VR is right here.

Having trouble with a Boss in Swordsman VR? Maybe you’re just wondering what bosses are out there in this great sword fighting game on the Oculus Quest 2.

Well look no further, the complete list of Bosses in Swordsman VR is right here.

Table Of Contents:

Yagami The Warchief

Yagami The Warchief is the boss of the Samurai levels in Swordsman VR. He has a very impressive helmet and a deadly and poisonous looking sword.

You’ll notice just by looking at him that of all the bosses he is the least armored. His legs and crotch are completely exposed and vulnerable to bladed weapons, as are his arms and the sides of his torso.

Yagami, like all Swordsman VR bosses, will always have one of his soldiers join him in the fight and respawn after a short delay if you kill them. He is also arguably the easiest to take out due to how unarmored he is, but he can hit quickly with his sword.

The best tactic is to lunge forwards to strike him in his unprotected areas and then back up if he tries to counter attack. It can be easy to stunlock him for a little while if you keep dealing good damage, though he can also parry quickly, so be ready to step back before a counterattack comes.

Occasionally circles will appear around the edges of the arena with little green bubbles popping up inside of them.

Standing in these circles will poison you for relatively minor damage, but still it is better to avoid them by staying in the center of the arena.

Defeating Yagami awards you his weapon, Kodoku.

It does great damage and is very light and easy to strike quickly with, especially on undefended legs. It will apply a poison effect on its target pretty regularly, and so is a pretty great weapon for boss fights.

Batu The Executioner

Batu The Executioner is the boss of the Saracen levels in Swordsman VR. He strikes an imposing figure with his huge Mace and plain but menacing armor.

Fortunately that armor doesn’t cover much of his body. His thighs are completely exposed as is his stomach and upper arms. This makes Batu also vulnerable to bladed weapons.

Batu, like all Swordsman VR bosses, will always have one of his soldiers join him in the fight and respawn after a short delay if you kill them. Dealing damage to Batu is not hard if you focus on his legs and stomach with the point of a sword.

Though he hits extremely hard with his huge mace. So be careful, hits with that mace are very hard to block, but easier to avoid. Just like with Yagami the best tactic is to lunge in and out of stabbing range to hit exposed sections without taking a hammering on the face in return.

Ocassionally Batu will raise his mace above his head and slam it into the ground, causing the ground to shatter around him and in lines in multiple directions.

The best thing to do when Batu does this is back away and strafe a little so that you might avoid some damage, being anywhere the ground shatters will hurt you. It’s also best to not already be hurt and recovering when Batu does this, or you might die.

Defeating Batu awards you his weapon, Tombstone. Tombstone is the best mace in the game, easily, and deals incredible damage per hit. It’s a hard hitter that can smack around and stagger heavily armored opponents easily.

Once the special on it charges you can shatter the earth around you and deal damage in a wide area just like Batu does.

Baltok The Disgraced

Baltok The Disgraced is the boss of the Knight levels in Swordsman VR. Baltok wears very menacing and bulbous black armor along with a huge two handed sword.

While he might seem very well armored it is still possible to hit his flesh in his upper thigh and elbows. Cutting his legs is definitely the easiest way to deal damage, as he moves his arms around a lot.

Baltok, like all Swordsman VR bosses, will always have one of his soldiers join him in the fight and respawn after a short delay if you kill them.

Baltok will attack pretty consistently, but his swings are slow and don’t deal an incredible amount of damage compared to some other bosses like Batu. Baltok’s attacks are easy to block, though he does a decent job of defending himself with that sword if you give him the chance.

More than any other boss, Baltok is very easy to stagger and stun, giving you the opportunity to get more hits in. As long as you stay on top of Baltok and keep hitting him he won’t be able to counter attack very often as he’ll keep staggering.

So be very aggressive with Baltok and only back away if you’ve taken a lot of damage. Keep hitting him, alternating between his upper body to stagger him and exposed legs to deal damage.

After Baltok takes some damage he will sometimes kneel and a circle of light will appear around him. You won’t take any damage being near him when he does this, but it does heal him.

To avoid prolonging the fight, hit Baltok whenever he does this as soon as possible and he will immediately stop healing.

Defeating Baltok awards you his weapon, Solis. It’s a pretty decent sword that can be wielded with both hands, and gives you some extra HP. It also increases your HP recovery rate, meaning you’ll start regenerating health faster.

Solis is a great weapon to use in your off hand if you want more survivability in a fight

Bjorn The Savage

Bjorn The Savage is the boss of the Viking levels in Swordsman VR. Bjorn wears an intimidating suit of black plate with a fearsome horned helmet and glowing blue axe.

Of all the bosses in Swordsman VR, Bjorn is the most armored. At first it might even seem like there is no way to hit his flesh. The only somewhat reliable way is the little exposed area over his armpits. The back of his legs also seem exposed, but he will rarely give you a chance to attack them.

For this reason it’s best to use a mace or axe, like Tombstone, to hit Bjorn in his armor and stun him so that you have a chance to stab him in the armpit with a stabbing weapon.

It’s very hard and a little frustrating at times, but if you keep stunning him and trying to stab his armpit he will die eventually. You might find trying to hit the back of his legs easier as well, it’s up to you.

Back off after you get a stab or two in. Bjorn will recover and it is hard to keep him staggered for long. So let him swing his axe at empty air for a bit before you go back in to smack him with your big weapon and try to poke him in an exposed area.

You can stunlock Bjorn for a little while, but not dependably. Fighting Bjorn generally takes a very long time due to this, but if you persevere you can beat him easily. Bjorn, like all Swordsman VR bosses, will always have one of his soldiers join him in the fight and respawn after a short delay if you kill them.

Bjorn will also sometimes raise his axe in the air, and a second later lighting will come down from the sky and hit random points in the arena. Being under this lighting deals a decent amount of damage.

The best way to avoid it is by being near Bjorn when he calls it down. Even better, when Bjorn raises his arm it gives you a perfect chance to stab him in the armpit.

Defeating Bjorn awards you his weapon, Stormbringer. If you like axes then Stormbringer is great. It’s easy to swing and does good damage. The increased crit rate is also a huge bonus.

When the special of Stormbringer is charged point it at an enemy and press the trigger to release a stream of lighting that does a great amount of damage.

The Jotunn

The Jotunn is the final boss of Swordsman VR and can only be fought after you defeat all 4 other bosses. Bjorn stands very tall and towers over most players with his bright red sword. Even his voice is menacing and creepy and otherworldly.

With all the armor he’s wearing it might seem hard to hit Jotunn, but it’s actually pretty straightforward. His legs are open from the bottom of his skirt to the top of his boots. His elbows are also slightly exposed.

If you’re aiming to hurt Jotunn just stab him in the legs, but watch for his sword. He will counter attack you very quickly, though he’s not very good at blocking. He doesn’t really have to be though because he has a massive amount of health and will take a lot of hits to kill.

Still, it’s not hard to do damage to him, you can stun him briefly by smacking him in the head, giving you a chance to stab him in the legs. Still, the Jotunn won’t stay stunned for long and can do a lot of damage to you really quickly.

Once you do some damage to him Jotunn will float in the air and his eyes in his helmet will start to glow. You might notice him attack more quickly after this, but more importantly he will sometimes lift his sword in the air and slam it into the ground.

This will send a wave of fire through the ground in front of him. Don’t get caught in this, it’s practically a death sentence.

To avoid getting hit with The Jotunn’s special attack, always strafe around him, even when you are attacking. It is possible to interrupt it if you hit him when he starts the attack animation, but you can’t rely on that.

Keep moving in a circle around the Jotunn to stay alive. Also be sure to watch out for his companion. The Jotunn will always have a warrior from one of the four nations join him, if you kill the warrior another from a different nation will take his place.

When The Jotunn is close to death he will float in the air again, and this time he grows wings made of fire. If he does this you are very close to defeating him, and he doesn’t gain a new attack or anything, so keep doing what you’re doing.

As long as you avoid getting hit by his special attack and make sure to back away and regenerate if he hits you with his sword then you’ll make it.

Defeating The Jotunn gives you his weapon, Hellfire.

It is the highest damage dealing sword in the game, and when it is charged you can use it to release some hell of your own.

Bonus Bosses

There are also a few bonus bosses that you can fight for additional gold, experience, and their unique weapons.

They can be found by hitting the arrow in the top right corner of the “Main Story” menu. They’re a ton of fun and give some great and powerful weapons as rewards for defeating them.

The pirates section also comes with four additional levels of pirates of fight before you get to go up against their boss, Brownbeard. They all take place in the Caribbean map that also features a deadly Kraken that you’ll need to shoot with one of the cannons on deck before it devours the ship.

Brownbeard

Brownbeard is the final boss of the Pirates levels in Swordsman VR. He walks with a swagger and looks every little bit a tall and imposing pirate with his big brown overcoat, tricorn hat, and Gun Sword.

Though Brownbeard isn’t nearly as imposing as he looks. Well that’s because he has no armor. You can hit him practically anywhere and expect to do impressive damage. Most importantly he’s got no helmet and so you can hit him right in the face and head.

So you can hit Brownbeard practically anywhere. He also doesn’t really counterattack you much, though he will occasionally slowly slash at you with his Gun Sword, or try for a slow stabbing attack.

Brownbeard will mostly edge away from you and try to keep his distance, though he doesn’t move very quickly, and you’ll be able to catch up even in the heaviest of armor.

Just keep attacking Brownbeard, preferably in the head, and he will hardly ever attack you. Leave him alone for too long and he might even shoot at you with the guns on his Gun Sword. If his shots land then they’ll do an insane amount of damage, but even stepping slightly to the side will throw off his aim and cause him to miss.

Defeating Brownbeard gives you his weapon, the Gun Sword.

It does pretty good damage, but is outshone in that department by some of the other boss weapons. What’s so great about this weapon is the gun part. It charges very quickly compared to other boss weapons, and while it isn’t very accurate is devestating when its bullets hit an enemy.

The Gun Sword is currently the only firearm in Swordsman VR, and boy is it fun.

Claus

Claus is the christmas themed boss of Swordsman VR, he’s sort of like Santa Claus gone mad. His eyes glow blue and look very scary. He holds a wicked looking two handed sword and wears menacing red robes.

Still, like Brownbeard, Claus isn’t actually as scary as he looks. He’s got some armor on him but not much. Most importantly his head is totally unprotected.

So when you attack you’ll want to go straight for his head. Stabbing is generally the easiest way to deal fast damage to him, and you’ll want to deal damage quickly.

Pretty often Claus will summon a ring of frost around him in a very large area. If you’re caught in it you will be slowed for a couple of seconds. This sounds like it might be bad, but it really isn’t.

Claus might deal a lot of damage when he hits you, but he doesn’t really attack all that much, and when he does it’s usually heavily telegraphed attacks with his giant sword.

He also doesn’t defend himself very well, leaving his head almost constantly exposed to attacks. So just keep stabbing him in the head.

Though the fight is complicated a little bit by the arena of ice you’re standing on crumbling at the edges, so don’t fall off. Though if Claus falls off he’ll just teleport back into the center of the arena.

So watch for Claus’s attacks, as few as they are, and keep hitting him in the head for massive damage. He’ll go down well before the arena becomes worringly small. His constant use of his ring of ice ability will also leave him even more vulnerable to your attacks.

Defeating Claus unlocks his awesome two handed sword, Frostbite.

Frostbite is great, though it doesn’t do as much damage as other boss weapons like Solis, and though it charges relatively quickly it’s ability doesn’t do damage. Instead it slows enemies in a wide circle, making them move in slow motion for a few seconds.

While Frostbite isn’t the most powerful boss weapon it is definitely a very entertaining one.

Hel

Hel is not only the only female boss in Swordsman VR, but also the only boss with an arena that has multiple rooms. You’ll start the fight against her on a big bridge leading up to a massive door. She wields two daggers that she wields expertly.

Hel also has more armor than it seems she has. Her face is completely covered, and so is her chest, upper torso, and most of her arms. She does, as usual, have a huge gap in protection on her upper legs and thighs. Though critically she completely lacks protection on the back of her head.

In the first phase she will come towards you quickly and attack with her dual daggers. After attacking you a few times or taking a few hits she will disappear and then reappear a few moments later to attack you again.

It’s very easy to whack her on the back of the head with a slashing weapon, or stab her in the legs with a pointed one. Though her attacks are rapid and deal decent damage to you, and she tends to move around quickly.

Be careful when Hel teleports and make sure she doesn’t sneak up behind you. You won’t have to deal a ton of damage to her to cause her to give up and teleport away.

When Hel gives up the big doors at the end of the bridge will open, so go through them. After a long walk you’ll find yourself in another room with a huge giant in it.

This big guy will smash you with his fists or swat you with the back of his hands if you get close, so don’t.

He’s very slow and you should be able to outpace him easily if you aren’t wearing super heavy armor, though you can still always stay a little ahead of him if you do and hug the four pillars around the room from time to time.

You’ll also notice four crystals on the sides of the room. One of them will glow. That’s your target. Immediately go to the glowing crystal and hit it a bunch of times to break it.

The giant will roar, and a few seconds later another crystal will start glowing. Keep destroying the glowing crystals until there are none left.

Then the giant will keel over and you can close in and stab him in the head to take him down.

After another creepy voiceline a bunch of red lines will appear, avoid those, that’s Hels special attack for her final phase. Shortly after they appear daggers will pop out of thin air and fly forward wherever the red lines were.

They deal pretty big damage, so it’s best to not get hit by them. After using this ability for the first time Hel will appear and attack you. She will function much like the first time you fought her, and so the same tactics still apply.

Hel doesn’t take a lot of hits to bring down, her main protection is her speed. If you can close and get a bunch of solid hits to the back of her head or her legs, then you’ll have won!

After defeating Hel in Swordsman VR you’ll unlock her dagger, Reaper.

While the game won’t allow you to dual wield it, this is a great dagger and one of the most powerful weapons in the game. It’s very short, sure, but each hit with it does a ton of damage.

You can stab really quickly with this thing and it’s a ton of fun to use. Not to mention its special ability that lets you “Dimension Jump.” This basically means you’ll phase out of existence for a few moments and move very quickly. This lets you move behind enemies, who will look dumbfounded at where you were last, or escape to heal very easily.

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The Walking Dead Saints and Sinners Walkthrough and Guide - Part 8 - Rampart

Stuck in The Walking Dead Saints and Sinners? Wondering where to go next? Maybe you just like to see what is in store for you before you get there, or want to look back and see if you missed anything in The Walking Dead: Saints & Sinners. Well don’t worry we’ve got you covered with this complete walkthrough. This is the eighth part, where you go to Rampart High School and find out what happened to Casey’s squad.

Stuck in The Walking Dead Saints and Sinners? Wondering where to go next? Maybe you just like to see what is in store for you before you get there, or want to look back and see if you missed anything in The Walking Dead: Saints & Sinners. Well don’t worry we’ve got you covered with this complete walkthrough. This is the eighth part, where you go to Rampart High School and find out what happened to Casey’s squad.

This article will detail how to progress through the main story missions as quickly as possible, with a couple of guiding tips thrown in here and there to make your adventure smoother. Only those recipes that are convenient to get when doing a task for the first time are included. For a full list of all recipes in The Walking Dead: Saints & Sinners, check out our recipe guide article. Spoilers will be as light as possible, but there will be story spoilers by necessity in this walkthrough, but there won’t be any explanation of what is going on in the story beyond what is necessary to make the walkthrough make sense.

All Walkthrough Parts:

Rampart

Today you’re going to be going to Rampart High School to find out what happened to Casey’s squadmates. As always it is recommended to bring some sort of firearm as well as enough melee weaponry to get through the walkers you will run into. You’ll only have to worry about walkers in Rampart. You might also want to bring an explosive like a Nail Bomb in order to take a very minor shortcut at the beginning of the level, more on that soon.

Whenever you’re ready, as always, take the boat to Rampart.

You’ll arrive in the upper left corner of the map, right beside that blue building with the Basketball on it. That’s the basketball court, and the huge building colored a light red is the school itself.

The first place you’ll be going is into the Basketball court itself. When you walk to the nearest door on the left side of the building you’ll notice that it’s locked. Now if you brought some explosives you could always destroy the door with those and waltz in, but it will actually be easier to find all of the squadmates by going the non explosives route. That involves taking a left and going around the upper side of the building.

There you’ll notice a red flag flying from a hole in the side of the building, above a dumpster.

Here is where you can actually climb into the Basketball Court building. All of those ledges with white chalk on them are where you can get a handhold and climb up. So first climb on top of the dumpster, then on the roof, and then use the chalky handholds where the bricks are missing to hoist yourself into the building.

You will find yourself in a dark locker room, and at the end there is an open door leading into an office. Go straight into there and find a corpse decked out in military gear with a broken gun and two notes next to it (if you blew your way through one of the doors on the ground level you’ll have to find the stairs that lead upwards and find this guy). Read the notes, and before you turn around and go downstairs make sure to check the other office room next to the one the corpse is in, you’ll find a free two handed nail bat on the ground.

When you’re done in the office go downstairs. When you reach the bottom you’ll see some double doors, and another single door to your right. The door to your right is a supply room, so if you want some loot give it a look. Rampart High School is big, and there will be opportunities to fill your backpack later as well. When you’re ready go through the double doors and find yourself in the Basketball Gym itself.

The gym was clearly meant to house refugees at some point, and is full of cots and privacy dividers. Now it’s also full of zombies, and is very dark. The zombies will even respawn if you end up backtracking through the gym, so unless you want to fight walkers forever it’s best to move quickly.

There’s some loose items to be found on the cots and floor, but for the most part this is not a great area to look for stuff. What you really want to do is find the corpse of a woman hunched against a cot and lit by a lamp beside her. She is in the first section of the Gym full of cots past the double doors you came in from. You can see her in the picture above. She will also have a note, go ahead and read it.

You’ll also see some bloody footprints leading away from her corpse. It can be easy to lose sight of them when fighting through the many walkers in the gym, but you’ll find that they lead to a little square room in the corner of the gym with locked double doors. Just like the last time you dealt with locked doors, the solution is to climb over them.

To the right of the locked door are some bleachers. Walk up them until you get to the top. When you do look at the side of the locked room, and you’ll see some more handholds marked with white chalk.

Climb up them so you’re at the top of the locked room, and then drop down through a hole in the roof. You’ll find yourself up in the ceiling of the room with a walker. Kill it, and if you'd like there’s an Easter Egg note up there in the ceiling with you.

Once you’re done drop through the hole in the ceiling where one of the ceiling tiles is missing. Now that you’re back on the ground floor you’ll see another body in military gear propped up against a bench. Beside it is a crafting recipe for the Noise Maker Bomb and another note.

When you exit the room you’ll find a pair of double doors on the wall on your right, take them outside and get some fresh air. Then turn immediately to your left, you might notice that you are right back where you started your trip to Rampart High School. Soon you’ll find a gate on your left, swing it open and keep going forward.

Past the ambulance in front of you you’ll see a trail of bloody footprints leading away from the Basketball Gym on your left and over towards the school proper on your right, follow them to a set of double doors. This is the entrance to the school cafeteria.

It’s dark inside, but this time there are no walkers (when you come back in the future there will be zombies in here though). You’ll see a lit figure sitting on the ground on the other end of the cafeteria. Go to him. It’s one of Casey’s squadmates. Talk to him.

He’ll have a message for Casey, and a request for you. He will never leave that cafeteria, whether you let him slowly die and turn into a walker, or mercy kill him right there is up to you. There’s no way to save this man. Whatever you do about this dilemma, make sure to loot the cafeteria. There are a few pretty consistent spawns for items like the voodoo doll and PWNBOT.

Once you’re done in the cafeteria you are free to exit the map. You’ve fulfilled Casey’s request, but there is a fantastic weapon recipe you can pick up easily from here. Just go through the double doors next to the man you just talked to, and at the end of the hall take a left. Keep going past the doors and lockers until you get to the double doors at the end of the hallway that are blocked with a desk. Take the door immediately on the right of it.

That’s the nurse’s office. There’s some loot inside, but most importantly if you go to the bathroom in the back the recipe for the 4th and Pain axe is on the bathroom counter next to the sink. If you like the Cleaver then the 4th and Pain is a direct upgrade to it.

Feel free to explore Rampart High School and fill up your bag, if you have time left. There is a key to a hidden room and a safe code to be found in Rampart as well. If you want to know where to find those check out our article with all recipe locations in The Walking Dead: Saints and Sinners.

The easiest way to leave Rampart is going to be the way you came in in the top left corner of the map. Many of the doors which will be open if you return to Rampart are either locked or barricaded when you come in for the first time.

Back at the Resting Place

When you make it back make sure to talk to Casey on the radio. He’ll have a lot to say about his squadmates and the Reserve. If you pay close attention you might guess where the Reserve is located.

Once you talk to Casey make sure to recycle all your junk items and get ready for the next day. You might have noticed that the lantern is lit again. That means May has another request for you. For now, go to sleep.

Need a guide on what comes next? Want to find out what May wants now, and how to get it? Then head over to Part 9.

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All Guns and Weapons in Into The Radius VR - Rifles

Into the Radius is a big game with a ton of guns and weapons to get your hands on. As you climb through security levels you’ll probably wonder which ones you should take and are best for your play style, or what are the pros and cons of each? Well if you’re curious then here are your answers in this complete list of all Guns and Weapons in Into The Radius VR.

Into the Radius is a big game with a ton of guns and weapons to get your hands on. As you climb through security levels you’ll probably wonder which ones you should take and are best for your play style, or what are the pros and cons of each?

Well if you’re curious then here are your answers in this complete list of all Guns and Weapons in Into The Radius VR.

Into The Radius has a ton of guns, so the whole list is broken up into several articles. This article covers Rifles if you want to find out about Pistols and Submachine Guns then go to the Pistols and Submachine Guns article here, and if you want to find out about shotguns then go to the shotguns article here.

Oh, and if you’re thinking about buying a gun in the game, remember that you can always try it out in the Firing Range for free!

Table of Contents:

5.45x39mm

5.45x39mm is a caliber commonly used by late Soviet weapons, and those most commonly used in Russia. Of all the rifle calibers it is the most common to find while scavenging Pechorsk, and overall rifles using it are generally the most attainable and cheap to acquire.

Each rifle using this caliber also shares magazines, so a magazine for one is a magazine for all, and all carry 30 rounds. Weapons with this caliber become available at Security Level 3.

AKS-74u

A classic of Soviet invention, the AKS-74u is a rifle so small that it’s almost a Submachine Gun.

If you fold the stock in it can be extremely easy to use in close quarters, and even with the folding stock extended it is very short and light.

This ease of use and versatility comes with some drawbacks though. Since it is so short the AKS-74u is not very accurate and deals slightly less damage when compared to other rifles, but is superior to most SMGs in accuracy, damage, and as recoil.

Still, the AKS-74u will struggle when compared to other rifles at medium to long ranges. If you want an SMG type of weapon with a lower fire rate but greater accuracy then the AKS-74u delivers on that.

AK-74

The big brother of the AKS-74u, the AK-74 is the full version.

It may be heavier and harder to use in close quarters, but it is definitely more accurate and has less recoil.

For these reasons the AK-74 is generally superior to it’s smaller cousin, and is an all around solid rifle when you start to go to Pobeda Factory and enter the mid game.

It has reasonable recoil and a rate of fire that is controllable when firing fully automatic at short ranges. Especially after some modifications and attachments, the AK-74 is very effective at medium range.

It can also fit an underbarrel grenade launcher capable of launching the Russian VOG-25 rifle grenade. Though if you’re planning on sinking a lot of money into an AK-74, you’re probably better off using that cash on its newer iteration, the AK-74M.

AK-74M

The AK-74M is a more advanced version of the AK-74. It is an upgrade in all aspects, and if you can afford it, get this instead.

Not only is the AK-74M lighter, but it also shoots more accurately and has more controllable recoil.

Overall there is no downside when comparing the functionality of the AK-74M to the AK-74. The AK-74M can also fit all of the attachments that the AK-74 can, including the grenade launcher.

5.56x45mm

This is the caliber of most weapons used by NATO countries, and especially the American military. 5.56x45mm rounds can be found a little less commonly than 5.45x39mm, and weapons using it are mostly equivalent to those using 5.54x39mm.

Still, the weapons of this caliber support more modern weapon attachments right out of the box without needing to pay to add extra attachment rails. Weapons with this caliber become available at Security Level 3.

M4A1

Famous for its use by the American Marine Corps, the M4A1 is the rifle you think of when you think of Western militaries.

You might think that the increased cost of buying this gun would make it undoubtedly better than other rifles at the same security level, but there are some drawbacks to using the M4A1.

While the rate of fire at full auto is much better with the M4A1, the recoil can be much harder to control due to this. The iron sights are not great either, though that is up to personal preference, and you can easily add a new sight as an attachment on the top rail.

Overall the M4A1 is a western equivalent to the AK-74M, with similar accuracy and damage per hit as well as a greater rate of fire.

AUG

The AUG is the bullpup equivalent to the M4A1, meaning that magazines are loaded behind where the trigger is located.

This placement of the magazine might be confusing for you in a tense situation if you aren’t used to it, so whether or not that is a drawback is up to you.

However the AUG is much more capable of landing hits when firing full auto when compared to the M4A1, and has a rate of fire similar to the AK-74s. Unfortunately it does not share magazines with the M4A1, despite using the same bullets.

The iron sights are also not great, though you won’t have to pay extra to get a rail that can fit modern sights.

Generally the M4A1 is more moddable. Also the AUG is heavier, though it has a higher muzzle velocity and can hit targets slightly further away.

7.62x39mm

The 7.62x39mm was a bullet caliber used by the Soviets before switching over to 5.45x39mm, so guns that use it in Into the Radius are both old soviet technology.

These bullets can be used in the only rifle that you get access to before security level 3, the SKS, and the AKM which you can get at security 3.

SKS

The SKS is a very old rifle of Soviet design, used in World War 2. It fires semi automatic, and can use all of the same magazines that the AKM uses, which includes 10 round and 30 round mags.

The biggest upside to the SKS is that you can buy it at security level 2, which makes it the best option for medium to long range shooting before you hit security 3.

Though at security level 2 you’ll only be able to buy short magazines, and when you get to level 3 you’ll find that the SKS is outclassed by a lot of the guns you get access to, including the AKM.

The SKS is not very moddable and cannot fit a suppressor, and cannot fire fully automatic. It also does slightly less damage than other security level 3 assault rifles like the AK-74 and AKM.

Unless you’re really struggling to get to security level 3, save your money for something better.

AKM

The AKM is an improved version of the AK-47, and is the most common firearm in the world.

It can take 10 or 30 round magazines, and is overall a direct improvement over the SKS. The AKM can fire fully automatic and can be modified to a much greater extent.

Comparing the AKM to other assault rifles at security level 3 like the AK-74 and M4A1, it has some pros and cons as well. While it is the loudest of all these early rifles, it also does slightly more damage per hit.

Though it also has a lower muzzle velocity as well, making it perform worse at long ranges, though for most engagements you won’t notice this.

9x39mm

Available to Security Level 4, 9x39mm is a strange caliber used by Russian special forces weapons.

The upside of this caliber is that it is very quiet, and two of the three weapons that use it have integrated suppressors. This makes these guns great if you really like stealth and don’t want to spend a small fortune on suppressors and suppressor repairs.

The downside is that you pay for this with extremely low muzzle velocity, making all of them perform extremely poorly at long ranges.

VSS 'Vintorez'

The VSS ‘Vintorez’ is an experimental rifle originally produced by the Soviet Union and intended for covert operations.

Its integrated suppressor makes it a great choice for stealth players, since it and it’s counterpart, the AS VAL, are the two more silent guns in the game before modifications.

When using subsonic rounds, the VSS ‘Vintorez’ and AS VAL are the best stealth weapons in Into the Radius.

They also both deal a good deal more damage than the Security Level 3 weapons of the 5.45x39mm, 5.56x45mm, and 7.62x39mm calibers, even the AKM. The VSS ‘Vintorez’ is also more accurate, though it fires bullets with an extremely low velocity and you will have to aim significantly above your target at even medium ranges.

The greatest downside of the VSS ‘Vintorez’ is its low magazine capacity of 20 rounds and that it doesn’t fire fully automatic.

AS VAL

The AS VAL is the newer version of the VSS ‘Vintorez’.

It has a folding stock, which makes it a little better in tight spaces. The AS VAL also has an integrated suppressor like the VSS ‘Vintorez’ and takes the same 20 round magazines.

The AS VAL is mostly like the Vintorez, but slightly different in a few respects.

The VAL can fire fully automatic, but is less accurate and does slightly less damage per shot. It’s also a little lighter.

OC-14-4A 'Groza'

The OC-14-4A ‘Groza’ is a Russian unsuppressed rifle with a bullpup design, meaning that magazines are loaded behind where the trigger is located.

This placement of the magazine might be confusing for you in a tense situation if you aren’t used to it, so whether or not that is a drawback is up to you.

The OC-14-4A ‘Groza’ has some truly weird iron sights that many find hard to aim. It also does slightly less damage per shot than the other weapons in its caliber.

It’s also slightly less accurate and has a lower fire rate, though it can go full auto. The ‘Groza’ does have the upside of taking 30 round magazines instead of 20, and has an integrated VOG-25 grenade launcher.

7.62x54mmR

The 7.62x54mmR cartridge is used by Russian bolt action and sniper rifles.

It was originally developed for the Mosin Nagant rifle all the way back in 1891. It is pretty uncommon to find out in the Radius.

Mosin Nagant

Available at security level 3, the Mosin Nagant rifle is your best option for long ranged combat until Security Level 4. The Mosin Nagant rifle was originally designed and adopted by the Russian Empire as its service rifle in 1891.

It is one of the longest serving weapons in military history. As for Into the Radius, the Mosin Nagant is great if you are looking for a bolt action rifle, though it will be your only choice of one throughout most of the game.

It has fantastic range and very high damage. The main downside is the low magazine capacity of 5 rounds and very low rate of fire due to having to use the bolt every time to chamber a new round.

So if you use the Mosin Nagant you’ll want to be very certain that you hit your shots and make them count. You’ll also have to manually reload each bullet into the breach, so reloading the Mosin Nagant takes a while too.

Tiger Rifle

The Tiger Rifle is a much more modern gun to use with the 7.62x54mmR cartridge. Unlike the Mosin Nagant it doesn’t need to be chambered after every shot and can fire semi automatic.

This makes it a much more versatile weapon.

The Tiger Rifle is also capable of hitting targets at very long distances, and has interchangeable magazines holding 10 rounds.

While the Tiger Rifle does a great amount of damage per shot, it still does less than the Mosin Nagant. It is also slightly less accurate.

7.62x51mm

The 7.62x51mm caliber is the most expensive caliber in the game, and unlike many other rifle calibers only has two variations, Cheap and FMJ. Cheap rounds (or CHP) are worse in every respect to FMJ.

Despite not being called “AP” rounds, FMJ rounds have great armor penetration and damage per hit.

M14

Available at Security Level 4, the M14 used to be the main service rifle of the United States military. In Into the Radius it is an extremely heavy hitting rifle, with each hit dealing almost as much damage as one from the Tiger Rifle.

The M14 easily outdamages all 9x39mm weapons, and is more accurate to boot.

The downsides of the M14 is that it isn’t highly reliable and will require frequent repairs, and is very loud. It also has a pretty large magazine for a semi automatic rifle of 20 rounds.

It can shoot far and does a lot of damage, making it practically a sniper rifle in Into the Radius.

FN FAL

The FN FAL is the automatically firing and more reliable counterpart to the M14.

While the FN FAL doesn’t do the extremely high damage of the M14 and isn’t as accurate, it is still a great assault rifle that hits harder than any of the 9x39mm guns.

It is still extremely loud though, and can’t be suppressed. It’s hard to control when firing fully automatic, but is much more versatile to use at shorter ranges than the M14.

For Security Level 4, the FN FAL is pretty good, but things get great at Security Level 5.

FN17 Rifle (SCAR)

The FN17 Rifle, also known as the ‘SCAR’ was a potential candidate to become the United States’ military new battle rifle, but was rejected. Luckily it fits right in in the Pechorsk Zone as the most powerful assault rifle available to you.

The only downsides are it’s high price, and the fact that it degrades more quickly than other weapons.

Once you have the funds to afford this beast though, you will never go back to another rifle in this game. There is nothing but upsides. The FN17 does a lot of damage, can fire fully automatic, and is also very accurate.

The FN17 is capable of sniping about as effectively as the Tiger rifle, just swapping in a longer range scope on the top rail will turn it into a very effective long range tool.

The SCAR absolutely destroys enemies at any point in the game, though its magazines are limited to 20 rounds, you’ll rarely need all of them if you put your shots on target.

Even armored foes can’t stand up to it at any range. There is no weapon in the game more versatile and powerful than the FN17.

DVL-10 Diversant

If you want to sniper far and hit hard, then the DVL-10 Diversant should be the rifle of choice for you.

It has the highest damage per shot of the game, and is extremely accurate.

The DVL-10 also comes with an integrated suppressor and is very quiet, so you won’t attract a lot of enemies using this. It also has a magazine size of 10, which is not bad for a sniper rifle.

The only downsides are that you need to cycle the bolt on the gun in between each shot like the Mosin Nagant, because the DVL-10 is a bolt action sniper rifle. Still, you’ll rarely need to land more than one shot with this monster.

Like the FN17 rifle, the only downside is the cost, but at Security Level 5, what else will you need to spend your money on.

There you have it, all of the Rifles in Into the Radius. If you want to find out about the shotguns in this game check the shotgun article here. If you’re curious about pistols and submachine guns check out that article here.

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