![]() Nor does it tell you where all the optional stuff is, you’ll mostly need to sniff that out yourself. ![]() There are a few rare places where I couldn’t help myself and mention upgrades that aren’t strictly necessary to progress in the game. In these cases I cover the offending nonessential material with spoiler tags. Throughout the guide, I usually use the in-game names for upgrades. This deliberately obscures what the upgrade actually does, so you won't spoil yourself at a glance. ![]() When there's a plainer title, I use spoiler tags to hide it. This game refers to most upgrades as “Arms” from now on I’ll be using the same terminology in this guide. Apocalypse flasks and health pickups do not count as Arms. Make sure to use the “Set Reminder” function on your map screen to mark places of interest that you can’t yet do anything with. Obviously it’s up to you how you use it, but do use it, it’s there to help, and you can set as many reminder marks as you want. Like many metroidvanias, the map is divided up into regions, and those regions are divided up into little sections (screens) with entrances and exits between them. Exits from a section look like slightly darker “breaks” in the colored section border. There are no “secret” exits in this game! That’s right, if it’s possible to leave a section by walking (or falling) into the edge of the screen, you’ll see the exit on the map, period. ![]() Don’t worry, this game has plenty of other ways to confuse and confound you than that. I found Axiom Verge 2 to be a little more linear than most metroidvanias, but the usual advice still applies: poke around in every nook and cranny when you can, and of course come back to revisit old areas after you’ve gotten a few new Arms. On that note: in many metroidvanias, the usual procedure is to obliterate every enemy in an area while doing a full investigation of everything in sight. ![]()
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