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Tunic guide: 10 things to do in your first 10 hours

One more for the bucket list

A Tunic screenshot Image: Andrew Shouldice/Finji via Polygon

Compared to Elden Ring, Tunic isn’t a particularly lengthy game. However, information is so obtuse and cryptic that some players are bound to get confused while exploring. Our guide is here to help with 10 things that you can do for the first 10 hours of the campaign.

THE EAST FOREST: THE STICK, SWORD, AND SHIELD

Tunic’s sword Image: Andrew Shouldice/Finji via Polygon

Before you get started, we advise you to take a look at our Tunic beginner’s guide. It has all the tips you’ll need as you try to familiarize yourself with the game’s mechanics.

When you’re ready for an adventure, go ahead and pick up the Wooden Stick, which should serve as your first weapon in the game. From there, you’ll need to go to the East Forest to obtain the Sword, a weapon that allows you to cut grass cubes, which act as obstacles. Then, when you’re done, it’s time to get the Shield so you can block melee attacks and projectiles. We discuss all of these in detail in our East Forest walkthrough.

THE OVERWORLD MAP AND TELEPORTERS: UNDERSTANDING THE LAY OF THE LAND

A screenshot of Tunic’s overworld map Image: Andrew Shouldice/Finji via Polygon

Upon clearing the East Forest, you’ll be back at the Overworld. A shiny journal page will be near you. This is Tunic’s Overworld Map, which shows you the landmarks and points of interest. Although each separate dungeon or region has its own map, this one lets you get a feel for the lay of the land and the directions that you need to go to just to reach new destinations.

Standing on one of Tunic’s Golden Teleporters Image: Andrew Shouldice/Finji via Polygon

Speaking of destinations, the Golden Teleporters (i.e., golden squares) can be activated when you stand on them and hold the “A” button. Once you arrive at the Teleporter Realm, you’ll see all the other plates that can be used later on. As such, remember to activate the golden squares that you see to help with exploration.

LOOK FOR ABILITY CARDS

Collecting an Ability Card in Tunic Image: Andrew Shouldice/Finji via Polygon

There are lots of treasure chests in Tunic, and some of these contain Ability Cards. Once equipped, they’ll provide you with passive perks that aid survivability and exploration.

For instance, the Anklet increases your movement speed. Meanwhile, the Scavenger’s Mask prevents your HP from being drained by corrupted purple light. You can refer to our Tunic Ability Cards guide for more information.

UPGRADE YOUR STATS

Making an offering at a shrine in Tunic Image: Andrew Shouldice/Finji via Polygon

Speaking of treasure chests, some of these also have unique collectibles called offerings, which you can use when you’re in front of a Fox Shrine. Simply open your inventory, select the offering, and pay the required gold.

Here are some examples:

  • Pink Flower: Increases your HP.
  • Blue Mushroom: Increases MP.
  • Green Leaf: Increases stamina.
  • Tooth: Increases attack.
  • Fox Toy: Increases defense.
  • Herb Satchel: Increases the amount restored by your potions.

UNDER THE WELL, THE LANTERN, AND THE DARK TOMB

Standing outside of the Dark Tomb in Tunic Image: Andrew Shouldice/Finji via Polygon

Under the Well is a fairly small dungeon in Tunic. The key item that you need to find here is the Lantern, as it will emit a bright glow even in poorly lit areas. It’s practically the only means of traversing the Dark Tomb without losing your way. That will, eventually, take you to the West Garden.

REVISIT THE SEALED TEMPLE

Standing in Tunic’s Sealed Temple Image: Andrew Shouldice/Finji via Polygon

You’ll visit the Sealed Temple early on in Tunic. However, once you leave it, you won’t be able to open the doors until you’ve activated the mechanisms in the East Forest and West Garden.

Once you’ve done that, you may enter the Sealed Temple once more. Unfortunately, there’s a device that requires Three Keys scattered in multiple areas. At the very least, you can head to the top of the temple to the left-hand side exit to find the Magic Wand. This has more consistent ranged attacks compared to the Magic Daggers.

ENTER THE FROG’S DOMAIN TO GET THE MAGIC ORB

Collecting Tunic’s magic orb Image: Andrew Shouldice/Finji via Polygon

The Frog’s Domain is a location that you’ll visit in Tunic. Although it’s full of annoying amphibians, you’ll be able to pick up the Magic Orb from its depths. This gadget acts as a grappling hook, allowing you to cling onto grapple points or turrets to cross gaps.

COLLECT THE THREE KEYS

As mentioned earlier, you can progress further in Tunic’s campaign by finding the Three Keys. We won’t discuss these in detail in this guide, but we’ll give you the gist:

  • Red Key: Forest Fortress. You’ll go to the underground area beneath the fortress before activating the Obelisks to reach the boss arena. There, you’ll fight the Siege Engine.
  • Green Key: Ruined Atoll and Great Library. The Magic Orb mentioned earlier will help you traverse the Ruined Atoll to activate the Obelisks. Once you’re done, the central shrine will let you teleport to the Great Library. There, you’ll have to defeat The Librarian boss that’s guarding this key.
  • Blue Key: The Quarry and Inside the Ziggurat. Your trek in The Quarry will eventually lead you to a ziggurat. This mysterious zone is filled with automatons, and the Boss Scavenger waits for you at the end.

FIGHT AND LOSE TO THE HEIR

Standing in front of the heir, who’s bowing with its sword on the ground as everyone glows blue Image: Andrew Shouldice/Finji via Polygon

Once you have the Three Keys, insert them into the device in the Sealed Temple. Strangely enough, nothing happens… until you check the Teleporter Realm.

When you use the central teleporter, a boss named The Heir will battle you. It’s nearly impossible to beat it, and you’re supposed to lose this fight.

GO TO THE SWAMPS AND OBTAIN THE DASH

Standing at the start of Tunic, after having lost to the heir, and now the fox is a ghost. Image: Andrew Shouldice/Finji via Polygon

Losing to The Heir will spawn you back at the starting point. The difference is that your character is now a ghost. While you’ll see the spirits of other foxes, you won’t be able to understand what they’re saying.

As such, you’ll simply need to go to The Swamps, a region that’s only accessible as a spirit. Explore until you reach the Cathedral. At the very end, you’ll acquire the Dash. This ability will let you cross gaps via rapid teleportation.

The next level of puzzles.

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