Horizon Zero Dawn teaches you learn how to play it, gives you some candy loot and throws curious challenges at you on the 5 Hunting Grounds arenas.
Horizon Zero Dawn ticks one other open world content material field with the inclusion of 5 problem arenas. What makes the Hunting Grounds price finishing is their emphasis on techniques and kit choice fairly than pure twitch reflexes – that and the candy gear accessible should you full Weapons of the Lodge.
To kick issues off, go to any Hunting Grounds enviornment in Horizon Zero Dawn – there’s one on Nora lands, simply outdoors the beginning space of Mother’s Embrace – and ask the Keeper concerning the Hunting Lodge. You’ll obtain the errand Hunting for the Lodge, which requires you to finish a modest gathering of challenges throughout a number of Hunting Grounds places to safe entry to the Hunting Lodge in Meridian.
Doing so grants you entry to a series of story aspect quests, but additionally the Weapons for the Lodge. This little quest gives you a brand new and improved model of a weapon for finishing every problem; to gather all three, you’ll want to complete each Hunting Grounds problem in Horizon Zero Dawn on the highest tier.
Each of the 5 Hunting Grounds arenas gives 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.
Working out learn how to full these challenges is nice enjoyable and can train you numerous about learn how to 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.
Nora Hunting Grounds
Find this enviornment simply north east of the North Embrace Gate within the Sacred Lands. You’ll want the Carja tripcaster to move all three, and a blast sling of any kind will probably be an enormous 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 you will need to knock Blaze canisters off Grazers – and that doesn’t imply blow them up, so put your blazing arrows away and change to lavatory commonplace 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 path 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 method across the herd so that you’re standing to 1 aspect of the trail they run down when freaked out, then lob a bomb behind the herd to ship them panicking. Alternately, should you don’t have a sling and are fast sufficient to not fear concerning 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 nicely.
Logpile Trial
- Blazing Sun – 2:00
- Full Sun – 5:00
- Half Sun – 20:00
It’s simple to miss logpiles should you don’t do this problem, however you’ll see them in every single place, 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 lure, which you’ll then set off on prime of them. If you will have a Blast Sling, that is very simple: place your self the place you’ll be able to watch the herd run previous a lure, then use bombs each to spook the herd and to drop the logs on prime of them after they move it.
If you don’t have a sling, attempt setting an internet of Shock Wires simply previous a logpile lure. Spook the herd in order that they run into the wires and are surprised, then sprint up and smack the lure together with your spear to ship the logs tumbling down.
You might have a couple of tries to get this proper; should you battle, attempt chasing the herd from behind and hit a lure upfront 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 you will need 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 onerous if you understand how 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 path.
After initiating this problem, open your quest journal and choose the Carja tripcaster tutorial, and you’ll tick each off in a single go.
Valleymeet Hunting Grounds
Find this enviornment north west of Mother’s Crown as you proceed in the direction of Daytower on the vital quest path. Concentration+ and Fast reload abilities are an enormous assist on this enviornment, so that you may need 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 spotlight the Striders’ blaze canisters at a distance so you will get your photographs off actually rapidly. Ideally you’ll discover a place the place you’ll be able to see three Striders, together with one at far from the others. From stealth, shoot probably the most distant of the 2 grouped Striders first, then use focus so you’ll be able to 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 vital.
Positioning and stealth are actually necessary right here due to the 2 Bellowbacks within the enviornment, and also you may want a few apply runs. If you will have a superb stealth score (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 enviornment requires you to stun Bellowbacks – simple sufficient with the Carja sling and shock bombs – after which knock off their elemental canisters, which is the difficult bit. The canisters are below their tails and you’ll solely simply see the sting of them, so exact taking pictures 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 will have modified your sling for additional shock injury it solely takes one hit, however in any other case you’ll want two. As quickly as you hearth the second bomb begin circling the Bellowback, as it’s worthwhile to be at its aspect to hit the canisters. Slap Focus on after which off once more so the canisters are highlighted, change to your Carja sharpshot bow with tearblast or harvest arrows, activate focus and goal for the very backside fringe of the center canister. Rinse and repeat; you need to be capable to knock a couple of canisters off in a single stun session.
The complicating issue on this trial are the Striders and second Bellowback, as they’ll be part of the fray when you begin making sufficient noise. That’s why we suggest 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 may as well 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 use the struggle bow for this problem, the sling is a greater possibility as a result of you’ll be able to hit a number of targets with it. Modify it for additional freeze injury for finest outcomes.
What you need 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 completed with out aggroing the close by Bellowback, and you’ll rapidly transfer off to hit one other Strider and full the problem, hopefully at the start comes gunning for you.
Another possibility 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 just’ll take some Freeze injury and aggro every little thing, 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 you’ll want to leg it whenever you’re completed.
Spurflints Hunting Grounds
Find this enviornment 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 far shorter than stealthy varieties could recognize. It’s actually necessary to be proactive in transferring to the Watchers fairly 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 had 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 method over to the left, going behind the Stalker, to take down a 3rd Watcher on the far finish; you may additionally threat utilizing Lure to attract the Watcher from among the many Shell-Walkers when you’ve got 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 free. 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 hanging 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 little thing 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, fairly than operating to the opposite crate pile. It wasn’t precisely precision surgical procedure.
Greatrun Hunting Grounds
This enviornment is correct 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 will get your fingers on to make this problem simpler, however usually, all it’s worthwhile to do is select a Trampler as far-off 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 elements off with out doing do a lot injury 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 will have extra elements 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 simpler after getting explored the world and realized learn how to climb every of the mesas to achieve the Watcher corpses on prime, 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 method: begin on the left finish and dash across the enviornment 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 might help, too – as can the quiet dash ability.
In any case, pace issues up by dropping straight off every Mesa after getting the loot, fairly than climbing down – there’s no time for that, and also you don’t take a lot injury.
Tie Down Trial
- Blazing Sun – 2:00
- Full Sun – four:00
- Half Sun – 20:00
The Keeper offers you an enormous clue right here by saying it’s worthwhile to lure Glinthawks to you; when you’ve got the lure ability, that is very easy.
Slide down the proper hand rope and transfer into cowl. Target the lone Glinthawk on this aspect and use lure to make it method, then tie it down with the Ropecaster. Hit it with regular arrows so the ropes fall off (should you attempt a spear assault there’s an opportunity chances are you’ll inflict a vital, and also you don’t need 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 classes. You needs to be far sufficient from different baddies that nothing else assaults.
Sun Furrows Hunting Grounds
This closing enviornment presents the hardest challenges, and also you’ll need to have the very best gear and loads of abilities unlocked earlier than you problem it. Don’t ignore resistance and well being increase potions, and take into account altering your outfit and modifications: that is the final word take a look at
Ravager vs. Machines Trial
- Blazing Sun – 1:10
- Full Sun – 2:00
- Half Sun – 20:00
There are two Ravagers within the enviornment however the one on the proper is miles from something, so deal with the opposite one to begin with.
Start by sliding down the center rope when the left Ravager is standing dealing with it; it takes a couple of seconds to get down there, so you need 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 additional aggro, main it to the Ravager if vital. Done and dusted: now leg it earlier than the Thunderjaw smashes you each.
Alternately, should you’re assured, zoom all the way down to the left Ravager as advised, however use a tearblast arrow or the tearblaster to knock off its cannon. Hit it a couple of extra occasions 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 transferring away, then sneak over to the Thunderjaw and override it. Immediately aggro each ravagers with distance assaults – triple shot blazing arrows will do respectable injury 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’ method and they need to turn into distracted and ignore you. Continue to assist your huge pal by taking out the Watchers that are available in, and after they’re clear, assault the Ravagers, being very cautious to not kill them. Tying them down or gorgeous them is an enormous assist.
Although the trial description says the Thunderjaw’s disc cannon is the important thing, it doesn’t matter how the Ravagers really die so long as the Thunderjaw is accountable.
Ravager Control Trial
- Blazing Sun – 2:40
- Full Sun – four:00
- Half Sun – 20:00
Again, it’s worthwhile to assist your allies out to get this one completed in time. Start by sliding down the center rope when the left Ravager is standing dealing with it; it takes a couple of seconds so you need to land because it turns away. Override it and instantly ping an arrow into the Thunderjaw in order that it comes to research and the battle begins.
Meanwhile, dash across the outdoors fringe of the world in a clockwise path, avoiding the Watchers right here, till you attain the opposite Ravager. If you’ll be able to take it down quick, instantly shoot off its cannon after which put it down, then use the cannon on the Thunderjaw, reserving a couple of photographs for the top of the struggle. Otherwise, override it, then dive into the fray.
Hit the Thunderjaw with every little thing you will have 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 a couple of ideas: 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 additional injury. Follow up with blast bombs out of your blast sling whereas it’s frozen to do loads of injury, and repeat as vital.