This is a guide for the Sun-Steps Tallneck in Horizon Zero Dawn (HZD). Read on to learn more about where to find them, how to climb them, and how to override them!
List of Contents
Sun-Steps |
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Recommended Level: | 17 |
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Rewards |
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Note that this area will only be made available after exiting the Carja Fort in A Seeker At The Gates
.
Heading out of the Daytower, follow the road northwest until you reach the northern river. Once you've reached it, head north till you see structures to the east.
Using your Focus, you'll spot another signal, represented by a pulsing purple dot, and you can follow it down towards the bandit and cultist camp. Be wary as there are patrols around the area.
Enemy Type | Quantity |
---|---|
Bandits | 5 |
Cultist Dredger | 3 |
Cultist Thug | 7 |
Cultist Sniper | 7 |
Cultist Priest | 1 |
Cultist Heavy | 1 |
Corruptor | 1 |
This area is quite large, so you should make the most of the campfires to save your progress! This area is also conveniently placed next to the overlook and a Bandit patrol route. You can stealthily take them out one by one or use your tripcaster to cast traps around the area. Just be sure to separate the party when you can or you may be facing down large groups at once.
Using the grass as cover, you can take out the Cultist Dredger overlooking the entrance to the Sun-Steps. To the left, there are 2 Cultist Thugs and 1 Sniper. One of the thugs is visible from the grass by the entrance and can be taken with a well placed headshot. This will farner the attention of the others who may come up to investigate.
If they do, use it to your advantage and take them out, if not, move forward to get a better angle on the sniper who watches from the top of the structure. WIth them down, you're free to go closer and take out the Sniper and Thug on the right side and go further down to take down the lone scouts.
Once the Sniper and Thug to the right of the entrace are taken care of, you'll have a perfect vantage point to take out the cultists on the structure on the other side of the entrance, the thugs in the center, as well as the Corruptor.
To effectively take out a Corruptor, you'll need incendiary arrows. Scan the Corruptor using your Focus and make sure you have a full quiver of arrows ready, as well as the materials to create more. Once you've gained the attention of the corruptor, stay out of range from it to keep it from leaping at you.
Kite it until it stops chasing you, even if you have to leave the area so that you can sneakily attack it over and over again.
Note that once you draw the ire of the Corruptor, it's likely other cultists nearby who haven't been downed yet will come after you, including those on the other side of the Sun-Steps. Hide and use stealth attacks to deal as much damage without being found.
Once you've clearned the gate portion of the map, go to the western side until you find a ladder with yellow ropes. Going up to the second storey, you'll find a spot where you can jump on the Tallneck.
Take care if you haven't taken out the other cultists here and stay hidden until the Tallneck is close enough to jump on!
When the Tallneck comes near, make a run for it and hop on! Just remember that climbable spots are usually marked in yellow, or can be highlighted using your Focus!
Now that the worst is over, step forward and use your spear to override the Tallneck. This will reveal a chunk of the map, along with the machine sites that you can find!
If you're looking to gain more XP, you can stand atop the Tallneck and wait till it goes around the different structures. Cultists won't notice you from here and you'll have a great vantage point to finish them all off!
All Tallneck Locations and Guides
Tallneck Guides | |
---|---|
Devil's Thirst | Copper Deeps |
Sun-Steps | Spearshafts |
Rustwash | Frostfigures |
Tallneck: Sun-Steps
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