
It's a fairly conventional boss fight-dodge the incoming attacks, shoot the vulnerable spots, rinse and repeat until it's over-which, all cards on the table here, I do not care for.

This is the only sort of direct conflict in the game: Reticules on the creature must be shot-and its defenses avoided-in a running battle that eventually leads to a showdown inside an arena. Your overall goal of The Pathless is to discover "Lightstones" that are used to cleanse corrupted obelisks, which will eventually draw out the levels' mystical guardians, who must be battled and cleansed themselves. But the storm can also be avoided entirely by simply staying away from it, which is probably the better option if you want to actually get things done. It's a simplified stealth sequence that doesn't look too punishing: As long as you're outside the cone of view of the boss at the center of the storm you can move about freely, and if you're spotted you'll be unseen as long as you stay still. If you're caught up in it, you'll be separated from the eagle, which you must recover in order to escape. One of the major obstacles you'll encounter in The Pathless is the "Red Storm," which is essentially a vortex of unpleasantness that can overtake you while you're exploring. But I'm also not very good at it yet and I suspect that, kind of like bunny-hopping in Quake, it'll become second-nature fairly quickly. Aiming is automatic and it's impossible to miss as long as you don't release the trigger too quickly, so the goal is to string shots together in a way that keeps you in a constant state of boost.Įffective movement is all about timing and rhythm: As long as you keep shooting targets, your boost meter will stay charged and you'll be able to move very quickly. I sometimes find the shoot-to-sprint system a little distracting because I start to feel like I'm focusing more on the floating targets than the world around me. The Hunter doesn't run terribly quickly on her own, but she can "dash" at very high speeds by shooting floating targets that are found floating throughout each of the game's levels. There's also no fast travel in the game, nor is there a map, so if you want to get somewhere you'll have to get there the old-fashioned way. I wish that devs that choose to make such an achi would at least include an in-game achi screen so that you can track which achis you got on that specific save.It's apparent from the very start that the world of The Pathless is big, and you, the Hunter, are very small.

Argh so annoying! I have some other games where this is the case and it can be quite frustrating. So sounds like the actual requirement for getting No Path Untraveled isn't just to get all the achievements, but to get them all IN ONE SAVE. Just go fly for a min, and the No Path Untraveled pops for me. After I finish the game in that save, it will still think you haven’t done the Epic Flight achievement yet. Once I got it, I load the save and go back to the mountain top and do the Super Slide achievement and continue the game. Of course, this won't be shown on steam (cause who the heck doesn't use globe save to track achievement), so you have to figure out which achievement you are missing in that save and do it again.įor example, I saved on a mountain top then do the Epic Flight achievement. If you got an achievement but then you load a save that doesn't have the achievement and continue the game, in that save, the game will think you don't have that achievement yet. Originally posted by Panda Eyes:Potential Fix!!!
