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Neva

Neva

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Embark on a captivating journey as Alba, a young girl guided by her loyal wolf companion, Neva, through a world filled with wonder and peril. This atmospheric 2D adventure from Nomada Studio, the creators of GRIS, focuses on exploration, environmental puzzles, and a touching narrative. You'll traverse diverse landscapes, from lush summers to harsh winters, mastering new mechanics like riding Neva and utilizing her unique abilities to overcome obstacles.

This guide will help you navigate every chapter of Neva, ensuring you don't miss any of the elusive Flower collectibles scattered throughout the world. We'll cover solutions to puzzles, strategies for challenging encounters like the Winter Mini-Boss and Final Boss, and help you uncover all the secrets to fully experience Alba and Neva's epic tale.

Getting Started

Master Neva's Summer chapter with our comprehensive walkthrough. Learn how to guide Alba and Neva through puzzles, platforming challenges, and find all five Flower collectibles.

Introduction and Questing Tips

Embark on Neva's Summer chapter with this comprehensive walkthrough. Learn how to guide Alba and Neva, overcome platforming challenges, and discover collectible locations.

Welcome to our Neva (2024) walkthrough! This section covers the Summer chapter, detailing how to complete its objectives and puzzles. We'll also guide you to the five Flower collectibles within this level.

Walkthrough
  1. 1
    Prologue: Begin a New Game, select a difficulty (Adventure Mode is used for this guide). An animated cutscene introduces Alba, her wolvish companions (one unnamed, one cub named Neva), and the game's premise involving falling birds and shadows.
  2. 2
    Summer - Part 1: After waking up, use the Triangle button to interact with Neva and have her wake up. Use the Left Analog Stick to move; Neva will follow.
  3. 3
    Head left, climb the hill to an orange tree. Neva will eat fallen fruits.
  4. 4
    Continue right, cross a puddle. Neva may get distracted by a tree; use Triangle to call her back if she doesn't follow.
  5. 5
    Escort Neva right, up a hill, and into a forest. Use X to jump and X again for a double-jump. Neva can follow single jumps.
  6. 6
    Past the first set of rocks, find and let Neva eat from a blueberry-like fruit.
  7. 7
    Continue right to a new set of rocks. Neva may fall and get hurt; wait for her and pet her with Triangle to proceed.
  8. 8
    Cross the platforms yourself using double-jumps or the Circle (dash/dodge) button.
  9. 9
    Neva may be hesitant after falling; use Triangle to call her. She will use a charged jump to rejoin you.
  10. 10
    Exit the area to the right, passing a deer in the background.
  11. 11
    In the next screen, guide Neva to a fruit on a higher level by calling her (Triangle), then jumping through platforms (X) to reach it.
  12. 12
    Continue right to an orange tree on a tall rock. Guide Neva by jumping through platforms to reach it.

Prelude

Follow our Neva walkthrough to navigate the Prelude chapter, understand Alba and Neva's bond, and learn essential movement and companion mechanics.

Walkthrough
  1. 1
    After starting a New Game and selecting a difficulty (Adventure Mode recommended), watch the opening cutscene.
  2. 2
    The scene introduces Alba, her two wolf companions, and the tragic event where the mother wolf is killed, leaving Alba and Neva alone.
  3. 3
    The 'Summer - Part 1' chapter begins with a tutorial on interacting with Neva. Wake her up by pressing the Triangle button (or your platform's equivalent) when near her.
  4. 4
    Use the Left Analogue Stick to move Alba; Neva will follow.
  5. 5
    Head left to a hill with an orange tree. Neva will eat fallen fruit.
  6. 6
    Continue right, crossing a puddle. Neva may get distracted by a tree; press Triangle to call her back if she doesn't follow.
  7. 7
    Escort Neva right, up a hill, and into a forest with rocks.
  8. 8
    Learn to jump using the X button (or your platform's equivalent) and double-jump by pressing X again in mid-air. Neva can follow single jumps but not double jumps.
  9. 9
    Near the first set of rocks, find and let Neva eat from a blueberry-like fruit.
  10. 10
    Proceed right to a new set of rocks. Neva will attempt to jump, fall, and get hurt. Wait for her and pet her with Triangle to comfort her before proceeding.
  11. 11
    Traverse the platforms yourself using double-jumps or the Circle dash/dodge button (or your platform's equivalent) to cross wide gaps.
  12. 12
    After crossing, Neva may be hesitant. Press Triangle to call her; she will perform a charged jump to reach you.
  13. 13
    Exit the area to the right, passing a large deer in the background.
  14. 14
    Continue right to a screen with a fruit on a higher level. Call Neva with Triangle, then use platforms and jumps to reach the fruit's level. Jump down to let Neva eat.
  15. 15
    Move right to another area with a fruit on a tall rock. Guide Neva by jumping through platforms to reach it.
Tips
  • Always ensure Neva is nearby or call her using the Triangle button if she falls behind or gets distracted.
  • Use the jump and double-jump mechanics to navigate platforms and help Neva follow.
  • Comfort Neva with the Triangle button after she gets hurt or scared to ensure she continues following you.
  • The Circle button can be used for a mid-air dash/dodge to cross larger gaps.

General Gameplay Tips

Navigate Neva's challenges with these general gameplay tips. Learn how character creation choices like gender influence romance options and your journey.

Welcome, adventurer, to the world of Neva! This section provides essential strategies and detailed advice to help you navigate the challenges ahead. Mastering these tips will ensure a smoother and more rewarding journey.

General Gameplay Tips - Neva screenshot
General Gameplay Tips

Character Creation and Progression

  • Gender Matters: Your chosen gender can influence which romance options become available throughout your adventures. Consider this if you have specific narrative paths in mind.
  • Prestige Classes: While powerful, remember that many prestige classes can advance beyond their initial ten levels. Plan your character's progression carefully to maximize their potential.
  • Attack Limits: Be aware that the number of attacks a character can make at level 20 generally caps at 2, 3, or 4, regardless of further level increases. Focus on enhancing the quality of those attacks rather than endlessly increasing their quantity.

Combat and Equipment Strategies

Effective combat relies on understanding your gear and utilizing it strategically. Here's a breakdown of notable items and their uses:

Daggers

  • Drow Dagger: Inflicts an additional 1d6 Acid damage. Excellent for early-game elemental damage.
  • Yawning Portal Dagger +2: While it has a -1 damage modifier, its other properties (not detailed in reference) might make it valuable.
  • Enserric the Dagger +4: Offers Vampiric +5, allowing you to drain health from enemies. Crucially, it also allows for unlimited "Talk" interactions, suggesting unique dialogue or persuasion benefits.
  • Bloodsucker +6: A superior vampiric option with Vampiric +6 and the Keen property, increasing your critical hit threat range. Costs 132344 GP.
  • Risktaker +8: A high-risk, high-reward weapon for assassins. Grants Haste and significant bonuses to Hide (+10) and Move Silently (+10), but imposes INT -4 and WIS -4.
  • Hatred +4: Keen property, and a chance to inflict DC22 STR -1d2 on hit.
  • Strife +4: Keen property, and a 50% chance for 2 rounds of DC22 Doom on hit.

Other Melee Weapons

  • Kukri +6: A solid base weapon.
  • Cutting Star +8: Adds 1d6 Fire damage and has a 25% chance to inflict DC14 Blindness for 3 rounds.
  • Ice Reaver +8 (Handaxe): Deals 1d6 Cold damage and has Cold Resistance 15/-.
  • Imaskari Kama +8: Inflicts 1d6 Acid damage and grants Discipline +5.
  • Izu's Hammer of Fabrication +6 (Light Hammer): A crafter's dream, providing Lore +15 and Craft Weapon +15. Costs 172543 GP.
  • Storm +8 (Light Hammer): Deals 1d8 Electrical damage and has Electrical Resistance 10/-.
  • Mace of Disruption +8: A potent weapon against undead, offering +3 enchantment, +8 vs Undead, and 1d10 Fire damage vs Undead.
  • Lavoera's Wrath +3 (Mace): Good-aligned, +6 vs Outsiders, and a 20 DC Slay Undead effect.
  • Unmaking +5 (Short Sword): Exceptional against constructs, providing +8 vs Construct and 1d8 Acid damage vs Construct, plus DEX +3.
  • Feyduster +8 (Short Sword): 50% chance to inflict DC16 Sleep for 2 rounds.
  • Souldrinker +5 (Sickle): A dangerous weapon with a DC16 Level Drain and Vampiric +1. Costs 78675 GP.
  • Brimstone +7 (Bastard Sword): Deals 2d6 Fire damage and has a 75% chance to inflict DC26 Daze for 1 round. Costs 219947 GP.
  • Harvest Axe +8 (Dwarven Waraxe): Features a DC18 Vorpal effect, capable of instant kills.
  • Radiant Death +12 (Katana): An incredibly powerful weapon with Keen, Crit +5, and a natural AC penalty of -5. Costs 894671 GP.
  • Aramil's Blade +6 (Longsword): Keen, DC14 Vorpal, STR +8, DEX -4, and Call Lightning 1/day. A truly legendary blade.
  • Nemesis +6 (Morningstar): Deals 1d8 Divine damage and has a 50% chance to inflict DC26 Slow for 2 rounds. Costs 174200 GP.
  • Devil's Sting +6 (Rapier): Inflicts 1d6 Acid damage and has a DC26 Poison (STR -1d2, CON -1d2) effect. Costs 625819 GP.
  • Desert Wind +8 (Scimitar): Deals 2d6 Fire damage.
  • Hammer of the Glacier +5 (Warhammer): Deals 20 Cold damage and has a 75% chance to inflict DC14 Stun for 1 round.
  • Deathcoil +5 (Whip): For evil Blackguards, deals 1d10 Negative Energy damage.
  • Slasher of Koth +5 (Greataxe): Deals 1d10 Electrical damage and is Keen. Costs 50886 GP.
  • Tebimar's Scythe +5: Keen and adds 1d8 to critical hits.

Ranged Weapons and Ammunition

  • Crossbow of Lightning Strike: Offers Atk +8, Haste, and 1d6 Lightning damage. Costs 147199 GP.
  • Assanti (Composite Shortbow): Atk +5, Mighty +5, 1d6 Lightning damage, and unlimited ammunition.
  • Forever (Composite Longbow): Atk +6, Mighty +5, 1d6 Fire damage, and unlimited ammunition.
  • North Wind Bow +8 (Longbow): Atk +8, Mighty +8, 20 Cold damage, and 1d6 Cold damage.
  • Poison Arrow: Inflicts DC26 Poison (STR -1d2, CON -1d2) and 2d6 Acid damage. Comes in stacks of 99.
  • Arrow of Petrification: Can turn enemies to stone (Flesh to Stone effect).
  • Bolt of Negative Energy: Deals 3 damage and inflicts Negative Energy.

Utility and Defensive Items

  • Thornshield +4: Provides AC Deflection +4 and Damage Reduction 5/+5. Costs 116667 GP.
  • Acid Bomb / Fire Bomb: Single-use grenades for area-of-effect damage. Approximately 450 GP each.

Spellcasting and Magic Items

  • Staff of Sodalis +5 (Sorcerer/Wizard): Grants access to Energy Drain, Energy Burst, and Energy Ray spells.
  • Staff of Balpheron +6 (Sorcerer/Wizard): Provides a Haste effect, Scintillating Sphere, and other benefits.
  • Withering +6 (Staff): For Pale Masters, allows Animate Dead 3/day.
  • Fiery Power Quarterstaff +5: Grants Meteor Swarm and Wall of Fire spells.
  • Golden Sickle +8: Boosts Animal Empathy +5 and grants +1 to L0-L3 Druid Spells.
  • Staff of Ascension +4 (Druid): Deals 1d6 Electrical damage and allows Call Lightning 1/day.

General Exploration and Interaction

Always speak to every NPC you encounter, even if they seem insignificant. Many quests, lore details, and hidden opportunities are revealed through dialogue. Pay attention to environmental cues and inspect suspicious areas for hidden passages or items. Remember to save frequently, especially before entering new areas or engaging in challenging encounters.

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