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Traits (3)
Keeper

Traits (3)

Follow this Keeper walkthrough to navigate the water-based Act 2, from Out of the Muck to The Lock Keeper. Learn to use kelp ramps, break Wither blockades, and solve puzzles to progress.

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Follow this Keeper walkthrough to navigate the water-based Act 2, from Out of the Muck to The Lock Keeper. Learn to use kelp ramps, break Wither blockades, and solve puzzles to progress.

At the start of Act 2, the Keeper transforms into a boat, and all traversal will be through water. You can still use the 'A' button to dash forward. Navigation primarily involves sailing over blue-colored kelp ramps.

In Clapperclaw Cove, focus your light on the orange kelp/anemone of crab-like creatures to make it grow. Continue following the water until you reach another kelp ramp, then drop down and turn left past a shipwreck into a cave.

Inside Slime Grotto, take the right path by breaking a blockade. Focus your light on Wither sacs on rocks to create paths. You will encounter multiple blockades requiring you to burn Wither sacs. Follow the water and break Wither sacs to clear paths, often by following vines. You'll need to use your light to clear Wither blockades on blue sacs to open doorways. After passing through a doorway, you'll reunite with Seabird.

Molter Run is a sequence where you sail beside two whale-like creatures, only able to move back and forth with the L-Stick.

In The Coral Sanctum, sail through an archway and dock at a pink coral house to pick up creatures. When a gate falls, send Twig over to lift it, using the L-Stick and then the R-Stick simultaneously with baby Twig to raise it fully. Sail through quickly before it falls. Deliver three of the same critters to the big coral island. To get the first critter, sail right of the big island, break blockades, and focus on a flower to earn the 'Guardians of the Sea' achievement. To get the second critter, sail to the right corner past the light device missing a fuse, light red/orange corals to draw crabs over, then dock. For the third critter, sail past the main island and take a left, then dock. Deliver all four critters to the main island to receive a fuse. Bring the fuse to the device behind the main island, slot it in, and approach the large Wither roots to clear the path. Sail over the blue kelp ramp to the next area.

In The Lock Keeper, approach the machine's power device and send Twig to slot the fuse. To find the next fuse, sail back to where you entered the area and to the left. At a coral house with lights, send Twig to the crank, use the L-Stick to move the large claw under a water stream, fill it, move the claw over a crab, and focus your light on the claw to overturn it, freeing a floating critter. Go to the locked gold gate, focus your light on the eye below the large light to open it. Inside the cave, sail right, break a Wither sac, and find a fuse. Send Twig to collect it. Sail to the left side of the cave, break Wither sacs to free a floating critter. Send Twig to the rightmost sac to reveal it, then focus your light on the wall to reveal the last sac.

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