Full game guide
The First 24 Hours | Construction | Food and Water | Weapons and Enemies | Armor | Interactive Map | Calculators
Complete Guide to Sons of the Forest
Everything you need to know to survive: first steps, building, food, weapons, enemies, armor, and a progress checklist
You just crashed in a helicopter. Around you — forest, mountains, and strange sounds. In your hand — an emergency pack. Nearby, Kelvin is groaning. You have 30% health and complete uncertainty. Where do you start? How do you survive the first night? Where do you get weapons, water, food? How do you build a base that won't be destroyed? Who are the mutants and how do you kill them? This guide is your survival plan. Laid out step by step, with numbers, tactics, and calculators. Bookmark it — you'll need it.
You Just Crashed. What's Happening?
The helicopter goes down. A short cutscene plays: your character is knocked out with a revolver blow. You wake up on the ground at the crash site. Around you — forest, mountains, or a beach — depending on where you fell. The crash site is always random. It could be a snowy mountain, a dense forest, or a sandy beach by the ocean.
Pro tip: if you're unlucky and landed on a snowy mountain (far from everything, cold, few resources) — just quit to the main menu and start a new game. The crash site will change. Repeat until you're in a forest or on a beach. The best starting location is the forest. Beach — okay. Mountains — the worst.
Immediately after waking up, you automatically pick up the emergency pack. It's already in your inventory. Open it right now. Without it, you can't even craft a spear, can't chop trees, can't build. Inside the pack are four critically important items:
- Lighter — light fires, ignite some items, illuminate caves
- Tactical Axe — your first weapon. Weak, but chops trees and fends off lone enemies
- GPS Navigator — your map. Shows your position and key point markers
- Building Book — opens with the "B" key. All blueprints and structures are here
What to Loot at the Helicopter? Complete List
Containers are scattered around the crash site. They spawn randomly — not all at once, but something will definitely appear. Loot everything.
Kelvin — Your Main Helper
Kelvin lies unconscious near the helicopter. He's groaning and twitching slightly on the ground — easy to find. Walk up and hold E to pick him up. If you walk past him — he'll wake up on his own in a few days and come running to you. But it's better to pick him up right away.
Kelvin is deaf. He doesn't hear voice commands. All orders are given through the notepad.
First command: "Follow me." At the start, Kelvin will simply follow you. He can't fight and can easily die to enemies. Take care of him.
What Kelvin can do:
- Follow you around
- Take clothes
- Clear area
- Take a break | Wait
- Build a fire or shelter
- Gather sticks, stones, logs, boulders, fish, berries
- Finish started blueprints (place a blueprint, order "Maintain base" — he'll complete it)
What Kelvin CAN'T do:
- Fight
- Start new blueprints (only finish existing ones)
- Enter caves
First Needs: Hunger, Thirst, Sleep
After the crash, your thirst and hunger bars are full, but they'll start dropping. In about 20 minutes of real time you'll need to drink, eat, and sleep.
How it works:
- Hunger and thirst — scales from 0 to 100%
- Stamina = minimum of (hunger, thirst, sleep)
- Example: hunger 0%, thirst 100%, sleep 100% = 70% stamina
- If ALL three hit zero — your character starts losing health
- Keep all three stats above 50% — no stamina problems
Where to Run First? Beginner's Route
You have a tactical axe and an emergency pack. That's the bare minimum. Now you need to get a proper weapon, water, and light. Here's the optimal order:
- Modern Axe — the best first objective. Why this, and not the machete or pistol?
- 80% block — forgives beginner mistakes
- Chops trees well (7-10 hits vs 13-16 with the tactical axe)
- Decent damage, often severs limbs
- Found on the surface, no combat required, reachable in 10-15 minutes
- Near it — a pot (water problem is solved immediately)
- Flashlight — a few steps away from the modern axe.
- Machete — on one of the beaches, stuck in a boat. Fastest attack speed (126/min), but short range. For aggressive players.
- Pistol — in a life raft in the ocean.
Route depends on the crash site:
- Landed in the forest: modern axe → flashlight → machete → pistol
- Landed on a beach: machete → modern axe → flashlight → pistol
- Landed in the mountains: modern axe → flashlight → machete → pistol
First Night: How Not to Die
A full day in the game lasts 58 minutes (exactly as long as raw meat spoils). Night falls about 20-30 minutes after starting.
How to build a shelter:
- Drop the tarp on the ground (from inventory)
- Point at a corner of the tarp
- Press LMB — the character places a stick and the shelter is ready
That's IT. Tarp + 1 stick = shelter in 5 seconds. You can save and sleep.
Campfire:
- Take a stick in hand (from inventory)
- Point at the ground, press LMB (break the stick)
- Press LMB again (break the second stick)
- Hold E (ignite with lighter)
A campfire burns about 2 minutes, 1 minute in rain or snow. Under a roof — longer. Add sticks to extend it.
Sleep is mandatory. Without sleep, stamina drops to zero — you can't run or fight. On the first night, enemies rarely appear (higher chance that no one comes). Serious attacks start around day 3.
Enemies: When They Appear and How to Deal With Them
In the first days on the surface, you'll only meet muddy cannibals — they're harmless, skittish, and run away at the first attack. Serious cannibals appear around day 3. At first, they just observe — watching you from a distance. They don't attack. Around day 4, the first attacks begin.
Golden rule: it's always better to run. You don't waste health, armor, ammo, or time. Regular cannibals only drop bones, which are not scarce in this game. The risk isn't justified.
When it's worth fighting:
- You have armor and a good weapon
- You're defending your base
- You're farming creepy armor from mutants
- You're in a cave and can't walk past
Top Beginner Mistakes (Top 7)
- Excessive aggression. Jumping into fights without armor and weapons.
- Going into caves unprepared. Without a flashlight, armor, weapons, and a save. Caves are dark and full of mutants — zero chance of survival.
- Drinking dirty water. 100% chance of poisoning. Boil water or drink soda.
- Drinking water when thirst is nearly full. One sip = 50% thirst. Drinking at 80% wastes 30% recovery.
- Carrying raw meat around. Spoils in 58 minutes. Cook on a fire (32 sec) or hang on a drying rack.
- Building a campfire without a roof in rain/snow. Without a roof, it burns 1 minute instead of two — you might not finish cooking meat or boiling water.
- Ignoring Kelvin. He's not just a companion — he's a multiplier for your efficiency. Set up storages, order "Maintain base" — and he'll do everything himself.
Day One: The Ideal Action Plan
- Woke up — opened the emergency pack
- Looted ALL supplies around the helicopter
- Picked up Kelvin, ordered "Follow me"
- Took a pill (if available) — restore HP from 30% to 100%
- Ran for the modern axe and pot (10-15 minutes)
- Ran for the flashlight (5 minutes)
- Hunted rabbits and gathered berries along the way
- By nightfall — set up shelter (tarp + stick) and campfire
- Cooked meat, ate, drank, went to sleep
Morning of day two: you're alive, you have an axe, water, and food. Now you can go for the pistol and machete.
How Building Works in Sons of the Forest
Building isn't just "put up walls and a roof." It's your fortress, your warehouse, your safe zone. Unlike the first game, building here is much more flexible: you can build without blueprints, and Kelvin will help finish them. You can build in caves. You can make beautiful multi-story houses with balconies and fireplaces.
The building book opens with the B key. It has several sections: shelters, tree shelters, platforms, furniture, storage, utilities, traps, rafts, secret blueprints (found as you progress). Some blueprints are available right away, some are found in caves and bunkers (secret blueprints).
How to build: choose a blueprint in the book → place it on the ground (move with the mouse, rotate) → press LMB to confirm → gather resources → hold E on each construction point. Done.
Chainsaw — A Turning Point in Building
The chainsaw is located in the entertainment bunker, in the cinema hall. It chops trees about 50-70% faster than the modern axe. If you plan to build a large base — postpone construction until you find the chainsaw. The difference is colossal: what takes 3 hours of real time with an axe, you'll do in an hour with the chainsaw.
The chainsaw runs on batteries. Batteries can be found in containers all over the map.
🔗 Guide: How to Find the ChainsawFirst 3 Structures at a New Base
When you've found a base location — don't try to build a huge house right away. Here's what to place first:
- Temporary shelter (tarp + stick, 5 sec) — for saving and sleeping. You can't save without it.
- Drying rack (6 sticks + 2 ropes) — so meat doesn't spoil. 6 slots, meat hangs forever.
- Water collector (turtle shell + sticks) — passive rainwater collection. Place 3-4 — and you'll always have water (except in winter).
Everything else — house, fence, traps — build after finding the chainsaw. Construction goes 2-3 times faster with it.
Where to Build? Criteria for the Perfect Spot
Choosing a base location is one of the most important decisions. Wrong spot = hours of extra running across the map.
Criteria for a good spot:
- River nearby — water doesn't freeze in winter, you can fish, transport logs
- Forest nearby — building materials within walking distance
- A cliff on one side — saves logs on fencing, enemies can't approach
- Proximity to caves and bunkers — less running across the map
- Flat area — easier to build
Cave Base — A Secret OP Option
Few know this, but you can build a base right inside a cave. Natives don't go in there. You can place a tent, campfire, storages — and live in complete safety. No need for fences and traps. No need to fear night raids.
Downsides: caves are dark (need a flashlight or torches), no water (carry it with you or place collectors outside), no animals (meat must be brought from the surface). But for a storage base or temporary hideout — it's perfect.
Base Defense: Layered Protection
Even with a palisade, enemies can break through. Especially large mutants — they break fences. Here's how to build an impenetrable defense:
- Outer perimeter: sharpened sticks. Stick a pole in the ground, hit it with an axe to angle it toward enemies. Reinforce the base with stones — then the stick won't break in one hit.
- Middle perimeter: palisade along the border. Only fence in the area you actually use. A large perimeter = more dead zones.
- Traps on approaches: bone grinder (kills everything), fly swatter (against singles), spring trap (flings enemies — fun and effective). Place in narrow spots between sharpened sticks.
- Defensive platforms: at the corners of the base. Height — level with the fence. Convenient for shooting enemies with a bow or crossbow.
Beautiful Roof and Second Floor — Architecture Secrets
Want a beautiful roof, not an ugly awning? Here are the rules:
- Make the slope angle smooth: at the edges — quarter logs, next — half logs, then — 3/4 logs
- Leave one foundation on each side without walls — the roof will start from the first floor and beautifully wrap around the second
- For stairs to the second floor, press RMB to switch mode from roof to stairs
- For the attic, better to hang a rope (zipline) than place stairs — saves space
Light and Electricity
A single light bulb is dim. An average house needs 20+ bulbs. How to wire lighting beautifully:
- Place solar panels on the roof
- Connect a golf cart battery to them (so you have light at night)
- Run wires from all panels to one central one
- From the central panel — one wire to any beam inside the house
- Wrap wires around neighboring beams
Wall torches don't burn out and are cheap to build. Place them on corners and beam junctions — at night, the house looks very atmospheric.
Building Pro Tips
- A roof over a campfire is not required — just add sticks more often. In the house, build a fireplace — there's already a roof there.
- Postpone base construction until you get the chainsaw — 2-3 times faster with it.
- 4 water collectors = uninterrupted water — you simply can't drink it all between rains. Doesn't work in winter.
- Drying racks inside the house — birds don't peck the meat, natives don't steal it.
- Kelvin + storages — order "Maintain base," he'll fill all the holders himself.
- Berry planter glitch: harvest → leave base for 1-3 minutes → return → berries are back. Works only for berries.
- Build the log storage as LARGE right away. The small one is useless — holds too little.
🧮 Satiety Calculator
Choose up to three products — see how many times you'll fully restore hunger, thirst, and sleep.
Choose items to see the result
Water: Where to Get It and How Not to Die of Thirst
Water is life. In the game, water comes in two types: dirty (all water bodies except the ocean) and clean (soda, boiled, or rainwater).
Dirty water — 100% chance of poisoning. Don't drink from lakes and rivers without boiling. Poisoning is cured with meds, but it's better to just boil it.
How to boil water:
- Find a pot (in some tent camps, e.g., near the modern axe)
- Collect water from a water body — hold the pot in hand, hold E while looking at the water (can't collect from the ocean)
- Build a campfire (2 sticks)
- Place the pot on the fire — aim at the fire with the pot in hand, press E
- PRESS THE GEAR ICON — otherwise the water won't boil! The lid will start jumping from the steam
- Wait 1 minute 25 seconds. The lid fell off = water is ready. The lid is jumping = process is ongoing.
Water containers:
- Pot — 4 sips (1 sip = +50% thirst)
- Flask — 2 sips (printed on a 3D printer for 100 ml of resin)
- Total on you: 6 sips or 3 full thirst restorations
Water collector: collects rainwater. Place 3-4 at your base — you won't be able to drink it all between rains. In winter, collectors fill with ice and are useless. Ice cannot be melted.
In winter: rivers don't freeze — collect water there. Soda (+50 water) — emergency source. A pot of water left at the base doesn't freeze.
🔗 Full Guide: Food & WaterReady-to-Eat Food: What to Take and What to Toss
| Item | Food | Water | Special | Verdict |
|---|---|---|---|---|
| MRE | +75 | — | Best ready-to-eat food in the game | Always take |
| Chocolate Bar | +30 | — | Compact, common | Take |
| Canned Food (Cat Food) | +30 | +10 | Needs a can opener. Useless without it | If you have a can opener |
| Cereal | +40 | -5 | Drains water! Only eat with water supply | Caution |
| Ramen (dry) | +25 | -15 | Drains water! Better to cook (75 food, 100 water) | Better to cook |
| Soda | — | +50 | +20 sleep, +50 thirst. Saves you in winter | Always take |
| Bricks (Brain/Bacon/Steak) | +3 | +3 | Rare, found in bunkers. Weak | For a Steam achievement |
Berries, Mushrooms, Plants: What You Can Eat
How to tell safe from poisonous: look at the name color in your inventory. Green = safe. Yellow or red = poisonous.
Safe berries (5 types): blueberries, blackberries, cloudberries, guarana, devil's club berries. +3 food, +3 water each. Can be planted in planters.
Poisonous berries (2 types): snowberries, honeysuckle. Cause poisoning. Cured with meds.
Safe mushrooms (3 types): oyster mushroom, shiitake, yellow hedgehog. +5 food, +2 water. Often appear after rain.
Poisonous mushroom (1 type): fly amanita.
Plants (7 types): yarrow, chicory, fireweed, balsam root, aloe, horsetail, devil's club. All give +2 food, +2 water (except chicory — only +2 food). Used in crafting mixes.
Meat: How to Get, Cook, and Not Get Poisoned
Animals drop: moose — 5 pieces (most profitable), deer — 3, turtle — 2, rabbit/squirrel/raccoon/skunk — 1, fish — 1.
Meat type doesn't matter. A rabbit piece and a moose piece give the same satiety. You just get more pieces from a moose.
| State | Food | Water | Spoil time | How to obtain |
|---|---|---|---|---|
| Raw | +10 | +5 | 58 minutes | Kill an animal |
| Cooked | +50 | — | 174 minutes (≈3 hours) | 32 sec on a fire |
| Dried | +50 | -10 | 348 minutes (≈6 hours) | 58 min on a drying rack |
Hunting and Fishing: Complete Breakdown
The crossbow is the king of hunting. One bolt = kill for most animals. Bolts can be picked up from the carcass — infinite ammo. Silent — doesn't scare other animals. Much more effective than bows and spears.
Bow and spear: small animals die in one hit. Deer and moose — run away with the projectile in them. You lose arrows.
Pistol: overkill for hunting. Noisy, wastes ammo. Not recommended.
Fishing: no fishing rods. Hit fish with a spear in the water. Or place a fish trap — works passively (set it, leave, come back, collect). Or order Kelvin to "Get fish (need to be near water)" — he'll bring 1 fish (even if there are no fish in the water body).
Turtle eggs: a turtle comes out of the ocean onto the beach, lays eggs, and leaves. Collect the eggs before they hatch. +5 food, +5 water each. In the inventory, a turtle can hatch from an egg — cute.
Oysters: collect in shallow ocean waters. +10 food, +7 water. Eaten raw, no penalties.
🔗 Guide: How to Find the CrossbowCraft Mixes (in Inventory, No Fire Needed)
| Mix | Ingredients | Recovery |
|---|---|---|
| ⚡ Energy Mix | Balsam Root + Chicory | 30% stamina |
| ⚡ Energy Mix + | Fireweed + Devil's Club + Chicory | 60% stamina |
| 💚 Health Mix | Aloe + Yarrow | 30% health |
| 💚 Health Mix + | Aloe + Fireweed + Horsetail | 60% health |
Winter: How Not to Die of Hunger and Cold
Surviving is harder in winter. Here's what changes:
- ❄️ Lakes freeze — can't collect water
- ❄️ Water collectors fill with ice
- ❄️ Berries and plants don't bear fruit
- ❄️ Snow can't be melted
- ✅ Rivers don't freeze — collect water there
- ✅ Animals remain — hunting is even easier (animals walk out onto lake ice)
- ✅ Soda — emergency water source
- ✅ A pot of water at the base doesn't freeze
- ✅ Ice on lakes is completely solid — you can walk on it
Cannibalism: Can You Eat Enemies
Yes, you can. Raw limb: +10 food, +5 water, -5 HP. Cooked limb: +50 food, -5 HP. No hidden debuffs, Kelvin and Virginia don't react. But it's better to use animal meat — safer and without penalties.
🧮 Calculator: Weapon vs Enemy
Choose a weapon and an enemy — see how many hits or shots are needed to kill.
Choose a weapon and an enemy to see the result
The Golden Rule of Combat
Most of the time, it's better to run. You don't waste health, armor, ammo, or time. Regular cannibals only drop bones, which are not scarce in this game. The risk isn't justified.
When it's worth fighting:
- You have armor and a good weapon
- You're defending your base
- You're farming creepy armor from mutants
- You're in a cave with no way back
Melee Weapons: Comparison Table
| Weapon | Damage (base/upg.) | Speed | Block | Range | Stage | Location |
|---|---|---|---|---|---|---|
| Tactical Axe | 12.4 / — | 110/min | 60% | Low | Start | Emergency Pack |
| Crafted Bow | 40-70 / — | ≈54/min | None | ≈80 m | Start | Craft: 2 sticks + rope + duct tape |
| Spear | 10.4 (~40 thrown) | ≈78/min | None | High | Start | Craft: 2 sticks + duct tape + knife |
| Modern Axe | 32.7 / 49.5 | ≈84/min | 80% | Medium | Start | Tent camp in the NW |
| Machete | 15.3 / 22.9 | ≈126/min | 50% | Very Low | Start | North beach, stuck in a boat |
| Fire Axe | 38.5 / 57.7 | ≈66/min | 80% | Medium | Mid | Dug-up bunker (shovel required) |
| Katana | 32.7 / 49 | ≈120/min | Weak | High | Late | Bunker on east coast (VIP keycard) |
Firearms & Ranged Weapons
| Weapon | Damage (natives/mutants) | Speed | Ammo | Stage |
|---|---|---|---|---|
| Pistol | 70 / 12.2 | ≈144/min | 9x18 (common) | Start |
| Shotgun (Buckshot) | 180+ / 70 | Low (pump 1.5s) | Buckshot (rare) | Mid |
| Crossbow | 100 / 50 | Very Low (reload 4s) | Bolts (very rare) | Mid |
| Compound Bow | 30-52.5 (three arrow types) | ≈54/min | Arrows (craftable) | Mid |
| Rifle | 100 / 35 | Very Low (bolt 3s) | Rifle rounds (very rare) | Late |
Enemies: Mutants (Complete Table)
| Enemy | HP: | Threat | Speed | Knocks Down | Creepy Armor | Key Tactic |
|---|---|---|---|---|---|---|
| Puffy | 120 | 5/10 | 6/10 | No | No | Headshot — goes down. In caves — axe |
| Blue Puffy | 280 | 9/10 | 6/10 | Yes (almost all) | 2 pcs | Ranged combat only! Explosives |
| Fingers | 180 | 6/10 | 7/10 | No | 1 pc | Hit legs → kneels for 6 sec |
| Twins | 220 | 6/10 | 7/10 | No | 2 pcs | Circle around, hit back and limbs |
| Baby | 10 | 2/10 | 3/10 | No | No | Spear or bow — 1 hit. Don't stand still |
| Caterpillar | 300 | 7/10 | 7/10 | Yes | 2 pcs | Explosives — 2 grenades |
| Blob | 300 | 0/10 | 0/10 | No | No | Not an enemy, an obstacle. One grenade does it |
| Demon | 200 | 6/10 | 9/10 | No | 1 pc | Cross — 3-4 displays at 1-2 m. Dies to the cross! |
| Virginia Mutant | 320 | 8/10 | 9/10 | Yes (jump) | 2 pcs | Katana — run around and slice |
| Armsy | 400 | 7/10 | 7/10 | No | 2 pcs | Run around, hit. Often misses |
| Legsy | 500 | 9/10 | 8/10 | Yes (jump) | 2 pcs | Explosives or stun gun + katana |
| Holey | 600 | 8/10 | 4/10 (8/10 charge) | Yes (all attacks) | 2 pcs | Shotgun from 2 meters. Don't get close! |
Enemies: Cannibals and Bosses
| Enemy | HP | Threat | Speed | Features |
|---|---|---|---|---|
| Muddy Cannibal | 100 | 3/10 | 6/10 | Skittish. Runs when HP below 30%. Eats carrion |
| Regular Native | 100-200 | 3-7/10 | 6/10 | Subtypes: spearman, deer, fireman, assassin |
| Tribe Chief | 180 | 5/10 | 5/10 | Every attack knocks down. No melee combat |
| Titan (Fat) | 170 | 4/10 | 7/10 | Breaks structures. Not afraid of the cross |
| Demon Boss | 1100 | 10/10 | 10/10 | Melee combat — death. Explosives, shotgun |
| Jianyu Zhang (Final) | 1500 | 10/10 | 10/10 | All attacks knock down. EVERYTHING powerful into battle |
How to Escape Any Enemy
Most mutants are afraid of the cross. Show them the cross — they back away. Deals no damage, but gives you time to leave.
Cannibals are afraid of a relative's head/skull. Take a severed head or skull in hand — show it, they scatter in terror.
Puffies react to light and sound. Put away your flashlight, crouch — you'll walk by unnoticed.
Demons die from the cross. The only mutant the cross kills. 3-4 displays at a distance of 1-2 meters — and it ignites and dies.
🔗 Guide: How to Find the Rope Gun and Cross🧮 Calculator: Armor vs Enemy
Choose an armor type and an enemy — see how many hits one piece of armor can withstand.
Choose armor and an enemy to see the result
All Armor Types: Comparison
| Armor Type | Durability | Crafting | Location | For Whom |
|---|---|---|---|---|
| Leaf | 100 | Cloth + 10 leaves | Craft in inventory | Stealth players. Reduces visibility |
| Hide | 140 | Cloth + 2 hides | Craft (deer, moose) | Intermediate. Not recommended — complex craft |
| Bone | 180 | 4 bones + 1 rope + 1 duct tape | Craft (bones from natives) | Early-mid. Accessible, easy craft |
| Creepy | 200 | Not crafted | Only from mutants | Goal #1. Best protection for the cost |
| Tech | 300 | Tech cloth + wire + duct tape + circuit board + batteries | Craft (tech cloth — 3D printer, 250 ml resin) | Most durable. Complex craft |
| Ancient | Unbreakable | Not crafted | Once in a cave | 70% demon protection. Acts as a "key" in the story |
Which Armor Do You Need? Choice by Playstyle
🎯 Stealth Style
Your goal is to avoid combat. Leaf armor reduces visibility. Wear it from start to finish. Don't engage in open fights, use the bow and crossbow at range, attack from behind.
Order: leaf armor (start) → keep wearing it to the end.
⚔️ Universal Style
Your goal is balanced survival. Start with bone (easy craft from bones), switch to creepy (from mutants) in the mid-game.
Order: bone (start) → creepy (mid) → tech (late, optional).
Where to Farm Creepy Armor
Creepy armor is the #1 goal in the mid-game. It drops from most mutants.
Best mutants to farm:
- Fingers — 1 pc, the most accessible. In almost every cave. Hit the legs — kneels for 6 seconds
- Twins — 2 pcs. Circle around, hit the back
- Demon — 1 pc. 3-4 cross displays
Important: if a mutant has ≤150 HP left — explosives will tear it apart, and you CAN'T skin the armor. If you want the armor — don't use explosives on low HP.
🔗 Guide: How to Find the Cross (repels mutants)How Armor Protection Works
Armor protects the whole body evenly — it doesn't matter where the enemy hits. One armor piece = one protection unit. When a piece breaks — it disappears.
10 pieces of creepy armor make you nearly invulnerable to most enemies. You can withstand a huge number of hits before you start losing health.
Ancient armor never breaks. But there's only one in the whole game, found in a specific story cave. Protects against demons by 70-80%. Against other enemies — regular protection.
Ancient Armor
Found in "Cave D (Lake Cave)." Provides good protection, but its main value is demon protection. Ancient armor is the best option for getting through the final caves with demons.
🔗 Guide: How to Find the Rifle and Ancient Armor📌 EARLY GAME
📌 KEYCARDS
📌 BOSSES
📌 STORY
🖱 Scroll — zoom | Click & drag — pan | Click a marker — details




