You’re almost there – the end of Biomutant is within sight. After defeating three World Eaters, all that remains is resolving your Tribal conflicts, taking down the Murk Puff, and putting an end to Lupa-Lupin. Before heading into any of this end-game content, make sure you’ve got an inventory full of health packs and overpowered weapons. Biomutant never gets too difficult, but this is without a doubt the most challenging portion of the game.
Once you’re confident in your gear – and have your Aura in a rather good spot – it’s time to wrap up the Myriad or Jagni questline.
Biomutant Walkthrough: Table Of Contents
- Part One: Defeating The Jumbo Puff
- Part Two: Defeating The Porky Puff
- Part Three: Defeating The Hoof Puff
- Part Four: Defeating The Murk Puff And Lupa-Lupin
Taking Care Of Tribal Business
Depending on whether you’ve sided with the Jagni or Myriad, you’ll have a slightly different experience at this point in Biomutant’s story. For the sake of simplicity, this guide assumes you’ve sided with the Myriad, although the basic outline remains much the same.
Before moving on to defeat the last World Eater, Out-of-Date wants you to put an end to the Tribal conflict plaguing the land. If you’ve sided with the Myriad, this means uniting all remaining Tribes on the map. Much like you did earlier in the game, you’ll be heading to Forts scattered across Biomutant’s post-apocalyptic world and convincing Sifus to join your alliance.
Depending on your playstyle, this can either be done through brute force or with a bit of finesse that sees you avoid combat altogether. Regardless of which route you choose, conquering Forts isn’t much of a challenge. Simply follow the directions on-screen to reach your objective, then duke it out with rival Sifus as needed.
If all goes as planned, you’ll even be able to skip the last few Tribes, as they’ll see your growing power and opt to join your cause without resistance. If you’d rather ransack their Forts and gain a bit more experience, however, you’re free to do so.
Meeting Whiz And Prepping The Octopod
With the Tribe situation sorted, you’re now tasked with meeting Whiz – a furry creature that will help you prepare yet another vehicle for yet another World Eater. This time around you’re piecing together the Octopod. This string of fetch quests takes much longer than the previous three, and you’ll be sent back and forth from Whiz multiple times before the Octopod is combat-ready.
Despite the added length of these quests, they’re all just as simple as the last ones. Follow your quest markers, chat with NPCs – Chu-Chu is a notable favorite – and leg it back to Whiz. After an hour or so of scrounging up parts, the Octopod should be ready for battle.
How To Defeat The Murk Puff
The Murk Puff battle takes full advantage of its underwater setting, adding a layer of verticality not seen in other World Eater fights. Still – the keys to success remain largely unchanged. Do your best to never stop moving, taking advantage of your newfound ability to change your elevation. You’ll also want to keep an eye out for the crumbling structures throughout the area, as these can get in your way and trap you in a corner.
Beyond that, you’ll need to use your special ability as frequently as possible and keep your aim trained on the Murk Puff’s head. With any luck, you’ll walk away victorious.
The Final Showdown With Lupa-Lupin
You’ve squashed the Tribe debate, the World Eaters are no more, and the world of Biomutant is safe – well, almost safe. There’s still one lingering problem you have to deal with, and that’s the nefarious Lupa-Lupin.
Head back to the Tree of Life, and Lupa-Lupin will break free from the roots holding him in place. This is the final battle of the game, and it’s not going to be easy. Thankfully, it doesn’t require any fetch quests or awkward vehicles – it’s just you and your arsenal of weapons against the angry Lupa-Lupin.
The action is broken into two distinct phases. First up is the basic combat phase, where you’ll fight Lupa-Lupin as you would any other enemy in the game, getting some help from the Tribes you’ve conquered along the way. This phase much easier than phase two, as your Tribe members are great distractions and you’re not likely to be the main target for Lupa-Lupin.
After this phase, however, the ground will give way and you’ll tumble beneath the Tree of Life. From here, it’s a one-on-one matchup between you and your old nemesis. His attacks are much more deadly this time around, and you’ll have to watch for his subtle giveaways before each devastating attack. Once you’ve learned his pattern, the battle much more manageable.
Dodge his incoming attacks, fire back when you can, and try to build up your Super Wung-Fu meter to deal massive damage without the risk of taking any damage. After a bit of back and forth, Lupa-Lupin will eventually fall.
When he does go down, you’ll have the option to finish them off or save them. The choice is entirely up to you and isn’t influenced by any other choices you’ve made throughout the game.
With Lupa-Lupin dealt with, you’ve successfully saved the world of Biomutant. If you’re not ready to put the game down, you’ll be glad to know there’s a New Game+ mode available that lets you attack the game from a different angle and make all the decisions you missed out on during your first playthrough.
Source: Read Full Article