Horizon Zero Dawn: get one of the best weapons by finishing the Hunting Grounds challenges

Horizon Zero Dawn teaches you how one can play it, provides you some candy loot and throws curious challenges at you on the 5 Hunting Grounds arenas.

Horizon Zero Dawn: get one of the best weapons by finishing the Hunting Grounds challenges

Horizon Zero Dawn boasts 5 problem arenas. While the Hunting Grounds are value finishing for his or her emphasis on ways and kit choice moderately than pure twitch reflexes, they’re additionally the important thing to unlocking one of the best weapons within the recreation.

There are three weapons out there by way of the Weapons of the Lodge quest and every of them is one of the best of their class in the entire of Horizon Zero Dawn. While they might not add any new ammo varieties to the combination, their dealing with (reload and purpose pace) is vastly improved over even the Shadow variant weapons, which means you possibly can unencumber a mod slot for further harm as a substitute. Well definitely worth the effort of monitoring them down.

To start your quest for one of the best weapons in Horizon Zero Dawn, go to any Hunting Grounds area – there’s one on Nora lands, simply exterior the beginning space of Mother’s Embrace – and ask the Keeper in regards to the Hunting Lodge.

This unlocks the errand-class quest Hunting for the Lodge, which requires you to finish a modest amassing of challenges throughout a number of Hunting Grounds areas to safe entry to the Hunting Lodge in Meridian. Once you may get in, you’ll be capable of entry a sequence of story facet quests, most significantly Weapons of the Lodge.

Weapons of the Lodge is offered from the bar-like enclosure simply to your left as you enter the Hunting Lodge. The NPC right here will clarify the deal: gather a full set of half suns, full suns and blazing suns (defined beneath) to obtain one weapon per assortment.

How to finish Weapons of the Lodge

To full Weapons of the Lodge, you’ll have to deal with all of the Hunting Grounds challenges. Each of the 5 Hunting Grounds arenas provides three challenges, with three tiers of completion relying on how lengthy it takes you. Finishing the problem in 20 minutes or much less nets you a half solar. Do higher and also you’ll earn a full solar. The final reward is a blazing solar. 15 blazing suns marks you as a grasp of Horizon Zero Dawn.

You’ll unlock a brand new weapon in Horizon Zero Dawn if you gather 15 half suns, 15 full suns and 15 blazing suns. Obviously, if you need all one of the best weapons, you have to go for the gold in every of the arenas.

Working out how one can full these challenges is nice enjoyable and can educate you numerous about how one can play Horizon Zero Dawn, however within the pursuits of effectivity, we’ve outlined all 15 challenges beneath in addition to the methods we used to finish them. After all, you’re on this for one of the best weapons, proper? Yeah, we thought so.

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Nora Hunting Grounds

Find this area simply north east of the North Embrace Gate within the Sacred Lands. You’ll want the Carja tripcaster to cross all three trials, and a blast sling of any kind shall be a giant assist. The service provider right here sells each.

Parts Alone Trial

  • Blazing Sun – 1:30
  • Full Sun – 2:00
  • Half Sun – 20:00

For this trial it’s essential to knock Blaze canisters off Grazers – and that doesn’t imply blow them up, so put your blazing arrows away and swap to lavatory customary hunter arrows.

This problem appears tough at first, however is helped alongside by the Grazers’ tendency to gallop away from disturbances in a comparatively straight line. If you might be standing dealing with their route of journey and barely behind them, it’s very simple to ship arrow after arrow into the cluster of canisters on their backs.

Slide down the left rope and rapidly work your means across the herd so that you’re standing to at least one facet of the trail they run down when freaked out, then lob a bomb behind the herd to ship them panicking. Alternately, if you happen to don’t have a sling and are fast sufficient to not fear in regards to the Watchers, simply run straight into the herd.

If you’re cleansing this problem up later within the recreation, tearblast arrows from the Carja sharpshot Bow, and even the Tearblaster itself, make quick work of this problem. Harvest arrows additionally work effectively.

Logpile Trial

  • Blazing Sun – 2:00
  • Full Sun – 5:00
  • Half Sun – 20:00

It’s simple to miss logpiles if you happen to don’t do this problem, however you’ll see them far and wide, particularly in harmful machine zones.

The key to this problem is manipulating the Grazers in order that they run as a bunch close to a logpile entice, which you’ll then set off on high of them. If you’ve gotten a Blast Sling, that is very simple: place your self the place you possibly can watch the herd run previous a entice, then use bombs each to spook the herd and to drop the logs on high of them after they cross it.

If you don’t have a sling, strive setting an internet of Shock Wires simply previous a logpile entice. Spook the herd in order that they run into the wires and are surprised, then sprint up and smack the entice together with your spear to ship the logs tumbling down.

You might have just a few tries to get this proper; if you happen to battle, strive chasing the herd from behind and hit a entice prematurely of them.

Blast Wire Trial

  • Blazing Sun – three:00
  • Full Sun – 6:00
  • Half Sun – 20:00

The solely “trick” to this one is that it’s essential to personal the Carja tripcaster – not the unique Nora model you purchase within the opening missions. The Carja tripcaster is able to setting blast wires, which is able to kill Grazers on influence.

This problem isn’t very exhausting if you know the way to govern the herd, which after the final two challenges needs to be simple as pie. Quickly set a sequence of blast wires within the canyon you’re going to chase the Grazers down, and set them off. For finest outcomes, set extra as you chase the Grazers, in case they reverse route.

After initiating this problem, open your quest journal and choose the Carja tripcaster tutorial, and you’ll tick each off in a single go.

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Valleymeet Hunting Grounds

Find this area north west of Mother’s Crown as you proceed in the direction of Daytower on the essential quest path. Concentration+ and Fast reload expertise are a giant assist on this area, so that you may wish to come again later.

Fire Fight Trial

  • Blazing Sun – zero:40
  • Full Sun – 1:20
  • Half Sun – 20:00

The trick to this one is to make use of Focus to focus on the Striders’ blaze canisters at a distance so you may get your photographs off actually rapidly. Ideally you’ll discover a place the place you possibly can see three Striders, together with one at a ways from the others. From stealth, shoot essentially the most distant of the 2 grouped Striders first, then use focus so you possibly can seize the second because it turns to see what the fuss is about. Quickly deactivate focus after which nab the third Strider, utilizing focus once more if mandatory.

Positioning and stealth are actually vital right here due to the 2 Bellowbacks within the area, and also you may want a few apply runs. If you’ve gotten stealth ranking (don’t neglect to alter your outfit!) taking the left rope and sneaking rapidly to the second space is best.

Shock Trial

  • Blazing Sun – 1:00
  • Full Sun – 2:00
  • Half Sun – 20:00

The hardest problem on this area requires you to stun Bellowbacks – simple sufficient with the Carja sling and shock bombs – after which knock off their elemental canisters, which is the tough bit. The canisters are beneath their tails and you’ll solely simply see the sting of them, so exact capturing is required.

Time your rope slide so that you land proper by the closest Bellowback on the nearest level of its patrol, take a step again so that you don’t get caught in your individual bombs, and blast it to heck with shock bombs instantly. If you’ve gotten modified your sling for further shock harm it solely takes one hit, however in any other case you’ll want two. As quickly as you fireplace the second bomb begin circling the Bellowback, as you have to be at its facet to hit the canisters. Slap Focus on after which off once more so the canisters are highlighted, swap to your Carja sharpshot bow with tearblast or harvest arrows, activate focus and purpose for the very backside fringe of the center canister. Rinse and repeat; it’s best to be capable of knock just a few canisters off in a single stun session.

The complicating issue on this trial are the Striders and second Bellowback, as they’ll be a part of the fray when you begin making sufficient noise. That’s why we advocate hitting the primary Bellowback near the rope, and thereby farther from the opposite machines – however it’s a must to transfer quick regardless. If you’re fast sufficient you can too use shock bombs to stun the Striders close by and get some extra respiration room on your sniping.

Freeze Trial

  • Blazing Sun – 1:30
  • Full Sun – 2:30
  • Half Sun – 20:00

Although you should utilize the warfare bow for this problem, the sling is a greater choice as a result of you possibly can hit a number of targets with it. Modify it for further freeze harm for finest outcomes.

What you wish to do is lob a freeze bomb right into a pair of Striders who’re bunched up collectively, after which instantly hit focus and throw some blast bombs in after it to kill them. This means that you can get it carried out with out aggroing the close by Bellowback, and you’ll rapidly transfer off to hit one other Strider and full the problem, hopefully at first comes gunning for you.

Another choice is to do all of it on the run, simply lobbing Freeze Bombs into teams as you run in the direction of them, accepting that you simply’ll take some Freeze harm and aggro every part, and wail round together with your spear; one heavy assault will insta-kill a frozen Strider.

In any case, managing Bellowback aggro is essential right here, however it would be best to leg it if you’re carried out.

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Spurflints Hunting Grounds

Find this area south-east of Meridian. All the challenges listed below are about stealth, so choose and modify your outfit accordingly.

Watch Out Trial

  • Blazing Sun – 2:00
  • Full Sun – three:00
  • Half Sun – 20:00

For this trial it’s a must to kill three Watchers with out them recognizing you, and the time restrict is way shorter than stealthy varieties might respect. It’s actually vital to be proactive in shifting to the Watchers moderately than sitting again in cowl and calling them to you with rocks or Lure, otherwise you’ll simply run out of time.

Start through the use of your Focus to tag all of the Watchers earlier than you slide down the rope. We discovered it best to attend until two Watchers on the proper have been comparatively shut collectively, then slide down and silent strike them each in fast succession earlier than rolling into cowl to keep away from consideration from close by machines. We then made our means over to the left, going behind the Stalker, to take down a 3rd Watcher on the far finish; you may also threat utilizing Lure to attract the Watcher from among the many Shell-Walkers you probably have time.

Stalker Kill Trial

  • Blazing Sun – 2:00
  • Full Sun – three:30
  • Half Sun – 20:00

The trickiest a part of this trial is killing the primary Stalker with out all hell breaking unfastened. Luckily, you don’t want a lot time for the second Stalker because it doesn’t matter how a lot aggro you draw taking it down.

We managed this one by sliding down the left rope whereas the Watcher was shut by and silent putting it, then utilizing silent strike on the close by Stalker, smashing it with the Tearblaster to cease it going into stealth, then simply hammering it; no different Machine was shut sufficient to listen to the commotion. We then simply sprinted to the second Stalker and let fly with every part we had, and legged it out of the following chaos. Much stealth, very sneaky.

Sleight of Crate Trial

  • Blazing Sun – zero:50
  • Full Sun – 1:30
  • Half Sun – 20:00

Before you begin this trial, discover the world totally to find two teams of three crates – fortunately, you don’t have to take away all of your targets from Shell-Walkers to succeed!

We did this one by taking the proper rope, sprinting to the closest crates and looting all of them rapidly earlier than anybody noticed us. We then hit the closest Shell-Walker with the Tearblaster and stole its crate whereas it skittered about in confusiog, moderately than operating to the opposite crate pile. It wasn’t precisely precision surgical procedure.

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Greatrun Hunting Grounds

This area is true by Daytower. The challenges listed below are all about pace and managing aggro, however freeze resistance is a assist.

Parts Wrangling Trial

  • Blazing Sun – 1:30
  • Full Sun – 2:30
  • Half Sun – 20:00

Bring one of the best Ropecaster you may get your arms on to make this problem simpler, however on the whole, all you have to do is select a Trampler as distant from the Watchers and Glinthawks as doable, tie it down and simply go ham on it.

Tearblast arrows (or certainly the Tearblaster) make it simpler to knock components off with out doing do a lot harm the Tramper dies. Using melee assaults will lower the time it takes for the Trampler to interrupt freed from the ropes.

If your Trampler does break away however you’ve gotten extra components to knock off it, merely tie it down once more; it nonetheless counts.

Pace Trial

  • Blazing Sun – 1:30
  • Full Sun – 2:00
  • Half Sun – 20:00

This problem is less complicated after getting explored the world and realized how one can climb every of the mesas to achieve the Watcher corpses on high, so be happy to zip down and have a poke round earlier than you begin the trial correct.

Once you might be assured, right here’s one of the best strategy: begin on the left finish and dash across the area from mesa to mesa in a clockwise sample. If you might be fast sufficient you received’t undergo for the aggro you pull, however carrying your finest stealth outfit may also help, too – as can the quiet dash talent.

In any case, pace issues up by dropping straight off every Mesa after getting the loot, moderately than climbing down – there’s no time for that, and also you don’t take a lot harm.

Tie Down Trial

  • Blazing Sun – 2:00
  • Full Sun – four:00
  • Half Sun – 20:00

The Keeper provides you an enormous clue right here by saying you have to lure Glinthawks to you; you probably have the lure talent, that is very easy.

Slide down the proper hand rope and transfer into cowl. Target the lone Glinthawk on this facet and use lure to make it strategy, then tie it down with the Ropecaster. Hit it with regular arrows so the ropes fall off (if you happen to strive a spear assault there’s an opportunity you could inflict a essential, and also you don’t wish to kill the Glinthawk!), then tie it down once more. Repeat till you win.

If you’re fast sufficient with the Ropecaster, the Glinthawk received’t get an opportunity to assault between bondage periods. You needs to be far sufficient from different baddies that nothing else assaults.

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Sun Furrows Hunting Grounds

This remaining area presents the hardest challenges, and also you’ll wish to have the very best gear and loads of expertise unlocked earlier than you problem it. Don’t ignore resistance and well being enhance potions, and think about altering your outfit and modifications: that is the final word check

Ravager vs. Machines Trial

  • Blazing Sun – 1:10
  • Full Sun – 2:00
  • Half Sun – 20:00

There are two Ravagers within the area however the one on the proper is miles from something, so give attention to the opposite one to start out with.

Start by sliding down the center rope when the left Ravager is standing dealing with it; it takes just a few seconds to get down there, so it’s best to land because the Ravager turns away. Override the Ravager, then flip behind you and ping an arrow within the physique of the close by Watcher so it comes operating to struggle the Ravager and alerts different close by enemies.

Run clockwise across the Arena and ping the following Watcher you see for further aggro, main it to the Ravager if mandatory. Done and dusted: now leg it earlier than the Thunderjaw smashes you each.

Alternately, if you happen to’re assured, zoom all the way down to the left Ravager as recommended, however use a tearblast arrow or the tearblaster to knock off its cannon. Hit it just a few extra instances to knock off its armour, then homicide it with its personal gun and activate the Watchers who needs to be attacking by then.

Thunderjaw vs. Ravager Trial

  • Blazing Sun – 2:00
  • Full Sun – 2:30
  • Half Sun – 20:00

The trick with this one is to assist your ally out. Slide down the proper rope when the Ravager is shifting away, then sneak over to the Thunderjaw and override it. Immediately aggro each ravagers with distance assaults – triple shot blazing arrows will do respectable harm in addition to upsetting them. They ought to roar down into the world and start battle with you and the Thunderjaw.

Roll to get out of the Ravagers’ means and they need to develop into distracted and ignore you. Continue to assist your huge pal by taking out the Watchers that are available, and after they’re clear, assault the Ravagers, being very cautious to not kill them. Tying them down or gorgeous them is a giant assist.

Although the trial description says the Thunderjaw’s disc cannon is the important thing, it doesn’t matter how the Ravagers truly die so long as the Thunderjaw is accountable.

Ravager Control Trial

  • Blazing Sun – 2:40
  • Full Sun – four:00
  • Half Sun – 20:00

Again, you have to assist your allies out to get this one carried out in time. Start by sliding down the center rope when the left Ravager is standing dealing with it; it takes just a few seconds so it’s best to land because it turns away. Override it and instantly ping an arrow into the Thunderjaw in order that it comes to analyze and the battle begins.

Meanwhile, dash across the exterior fringe of the world in a clockwise route, avoiding the Watchers right here, till you attain the opposite Ravager. If you possibly can take it down quick, instantly shoot off its cannon after which put it down, then use the cannon on the Thunderjaw, reserving just a few photographs for the top of the struggle. Otherwise, override it, then dive into the fray.

Hit the Thunderjaw with every part you’ve gotten whereas avoiding its assaults, then when its well being will get good and low, quickly tie it down so the Ravagers can end it – or end it your self with the cannon you stole.

If that is your first Thunderjaw struggle, listed below are just a few suggestions: tearblast its cannons and tail to make it much less lethal, then hit it with freeze bombs out of your sling to make it take further harm. Follow up with blast bombs out of your blast sling whereas it’s frozen to do loads of harm, and repeat as mandatory.



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