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14. Dixaroc
Keeper

14. Dixaroc

Follow this detailed walkthrough for Keeper, guiding you through the watery challenges of Dixaroc. Learn to navigate kelp ramps, clear Wither blockades, and power up ancient machines.

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Follow this detailed walkthrough for Keeper, guiding you through the watery challenges of Dixaroc. Learn to navigate kelp ramps, clear Wither blockades, and power up ancient machines.

Walkthrough
  1. 1
    Start Act 2 by navigating the boat form through water areas. Use the 'dash' ability (A button) to move faster.
  2. 2
    Follow blue-colored kelp ramps to progress through the initial area.
  3. 3
    In Clapperclaw Cove, focus your light on the orange kelp/anemone of crab-like creatures to make it grow.
  4. 4
    Continue forward until you reach another kelp ramp. Drop down and take a left past a shipwreck into a cave.
  5. 5
    In Slime Grotto, take the right path by breaking a blockade (A button).
  6. 6
    Focus your light on Wither sacs on rocks to create paths. Break through blockades by dashing.
  7. 7
    Burn Wither sacs on rocks and blue sacs to open pathways.
  8. 8
    Follow the stream to reunite with Seabird, then continue forward and left.
  9. 9
    In Molter Run, use the L-Stick to move back and forth, following two whale-like creatures.
  10. 10
    In The Coral Sanctum, sail through the archway and dock (A button) at a pink coral house to pick up creatures.
  11. 11
    Send Twig (X button) to lift a gate, using the L-Stick and R-Stick simultaneously to raise it before it falls.
  12. 12
    Sail to the big coral island and deliver three of the same critters collected earlier.
  13. 13
    To get the first of the remaining critters, sail right of the big island, break blockades, and focus on a flower to earn the 'Guardians of the Sea' achievement.
  14. 14
    Cure Wither vines/sacs around a coral house to pick up the next critter.
  15. 15
    To get the next critter, sail past the main island to the right corner. Light red/orange corals to draw crabs over, then dock.
  16. 16
    To get the last critter, sail past the main island and take a left. Dock to pick it up.
  17. 17
    Deliver all four critters to the main island to obtain a fuse. Use Twig (X button) and the L-Stick to tug it free.
  18. 18
    Bring the fuse to the power device behind the main island and slot it in (X button).
  19. 19
    Sail toward the powered light and approach large Wither roots to clear a path. Sail over the blue kelp ramp.
  20. 20
    In The Lock Keeper area, slot the first fuse into the large machine's power device (X button).
  21. 21
    Sail back to the entrance area and to the left. At a coral house with lights, send Twig (X button) to a crank.
  22. 22
    Use the L-Stick to move a large claw under a water stream, then over a crab. Focus light on the claw to overturn it, freeing a critter.
  23. 23
    Go to the locked gold gate. Focus your light on the eye below the large light to open it.
  24. 24
    Inside the cave, sail right and break a Wither sac to find a fuse. Send Twig to collect it.
  25. 25
    Sail to the left side of the cave. Break Wither sacs to free another critter. Send Twig to the right one to reveal the sac, then focus light on the wall to reveal the last sac.
Tips
  • Use the 'dash' ability (A button) while sailing to move faster through water areas.
  • Focusing your light on Wither sacs is crucial for clearing paths and solving puzzles.
  • Utilize Twig's abilities (X button) and stick controls (L-Stick, R-Stick) to manipulate objects and collect items.
  • Pay attention to environmental cues like kelp ramps, Wither blockades, and glowing corals.
  • The 'Guardians of the Sea' achievement is obtained by focusing light on a specific flower in The Coral Sanctum.
Collecting fuses and powering up machines progresses the story and unlocks new areas.

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