We're on the home stretch of Death Stranding! After the heartwarming conclusion to Episode 11, we're back in the Eastern Region and ready to finish off this final leg of the journey back home. Things are a little different since we were last year, and there's going to be some big new challenges, but don't worry! We'll help you get through it. In the wrong place? You might be looking for one of our other episode walkthroughs here: SPOILER WARNING! We're trying to make sure these walkthroughs are as spoiler-free as possible when it comes to the main story beats. However, if you're looking at this guide and you're not actually up to Episode 12 yet, then it goes without saying that you're going to be at least a little bit spoiled scrolling through here. TURN AWAY NOW! The thing to keep in mind is that a big part of Death Stranding is the flexibility of the environment and the creativity of how you want to forge a path forward. There are a whole heap of different ways to tackle each mission, and on top of that, the map you encounter might also be different to the one you see in this guide--that's thanks to the multiplayer aspect of the game, where members of the community will clear different paths and place helpful structures in different ways depending on your personal game. That's especially true for this chapter, which relies almost exclusively on community-made structures. That said, this walkthrough will give you a good idea about what you need to do. It can offer one viable path to success if you're at a bit of a loss, or if you just want some inspiration to get you started. Before you start, definitely check out the broader tips in our Death Stranding guide hub to get your head around some must-have tips to always keep in mind. Things will definitely get a little less tough over time with the right preparation! Have a question or a great alternative route we didn't think of? Leave a comment and we'll do our best to address it! Episode 12 - Fragile Needs Cryptobiotes!
Okay, Sam. Okay, Reader. After the lengthy transitional cutscene we've managed to skip the boat ride from Lake Knot City to Port Knot City, so we're all ready to tackle the final leg of the journey back to Capital Knot City. Remember this region? Seems like a cakewalk in retrospect, right? Well, there are a few wrinkles that are going to change things up a bit. First of all: We need to haul cargo for the leg of this trip. Specifically, a case full of cryptobiotes, which means we can't risk getting these little grubs in water! Make sure to pack them high on your back--I like to offload the cryptobiotes, auto-arrange everything, and then throw the cryptobiotes back on so they go on the top. Second: We can't fabricate anything! The chiral network is apparently so unstable that we won't be able to build any gear to help us out. That means no ladders, no PCCs, no nothing. Thankfully, we've still got our wits. And anything stashed in your private locker or garage. And this walkthrough. Episode 12 - It's Raining Today
Third: Yo, it's raining *everywhere*! Like the above screenshots states: As a result, everything you've ever built in this region has been completely destroyed. HOWEVER, structures created by *other* players remain in some kind of move that shows that it *is* important to connect to other people! Wow! Let's just hope that the community has been building some seriously good infrastructure lately, and that it happens to have been brought across to your game. Start heading east, and try sticking to paths that have already been taken by other players (marked with the thin green lines on your map; scan with your odradek to reveal the green footprints in the world). That way, you should have a better chance to encountering other players' structures to help charge up your gear, find more vehicles, cross rivers, and take breaks in private rooms. Episode 12 - Danger! Danger!
Fourth: There are waaaay more BTs in this area now on account of the rain. This includes your favourite balloon BT boys from a couple of episodes ago. Now, I found that driving through these things in a truck meant that didn't chase me down. This might be a different story if you're on foot, especially if you don't have an assault rifle handy to pop them before they splash all over you. It's worth considering taking an alternative route you can, but just know that regardless, you're going to get into some *disastrous* BT situations in this episode--it's difficult to avoid them completely, especially without a good arsenal to rely on! Episode 12 - Trudging Through Tar
If you do get caught by one of the bigger BTs and find yourself in a tar pit, don't panic! If you haven't been caught in one of these up to this point in the game (well done!) know that there is a way out. All you have to do is get to the edge of the tar area. Yes, there is an edge, even though you might not be able to see it when you get caught. As you move through, ruined buildings and other kinds of rubble and objects from the past will appear, helping to create a more effective path out of the tar. Clamber up on them, jump between them, anything that will help you get you away--just make sure you don't get turned around find yourself running back into the tar. Episode 12 - Keep An Eye On BB
Once you do make it out of a tar pit, take the opportunity to soothe BB. This is all very traumatic for him. Episode 12 - Distribution Center Pit Stop
You know how this goes! It's been raining the entire time you've been here, so make sure you take the time to head into the Private Room at the distribution centre and replenish your stamina, blood, and batteries. Also, take the time to rummage through the private/shared lockers and the garage for anything that might be useful for the rest of your journey. Keep heading east, and try and stay aware of BT territories. It's easy to want to rush through and get to the end, letting yourself be careless now and then. But trust me--you're going to want to save your BT-fighting energy for later. Episode 12 - The End Is In Sight!
Making it to the wetlands area close to Capital Knot City is such a satisfying sight because you can just feel your journey coming to an end. But wait, all these fish just appeared out of nowhere? Episode 12 - Cat And Mouse
Oh dear me, it's an unavoidable BT scenario! At least, I think it's unavoidable. Prove me wrong! Anyway, it's a good thing I gave you tips on how to escape these sections a little earlier in the episode because you're going to need to run like hell to get away from a pack of giant BT cats. Use the buildings to your advantage, don't be afraid to make big jumps to help you gain distance, and head towards the direction of Capital Knot City. Huh, I hope those cryptobiotes are okay. Episode 12 - Within Arm's Reach
Great job avoiding those giant cat things! Just another short jog forward and you'll be there. Hey, I can see the front gate of Capital Knot City! Wait, MORE FISH? ARE YOU KIDDING ME RIGHT NOW? Episode 12 - FFFFFFFFFFFFFFFFFFFFF….
...fffffar out! Episode 12 - A Whale Of A Time
Okay look here's the deal--there's an absolutely enormous whale flying around, and you can't leave the area until you blow it to smithereens. You know the score--there are plenty of conveniently-placed weapons around the arena, including your best friends, the Quadruple Rocket Launcher and Blood Pack. Stock up on weapons, clamber up the buildings to give yourself some better movement range and keep firing rockets at that whale's butt. Episode 12 - Fire! Fire! Fire!
Short of diving straight into you if you're walking in the tar and firing a mouth-laser at you, both of which are easy to dodge, the whale doesn't have a lot of menacing attacks. So, you should be safe to just keep gathering weapons and firing away without abandon--it'll be obvious when you need to move. When its health gets down to about a third, the whale will dive into the tar and swim around the tar quite quickly with its fin exposed. It's a lot easier to pile on consistent damage during this phase by using an assault rifle instead of rockets, so I'd recommend stocking up on a couple of those before climbing on top of the nearest building to fire away. It'll return to flight mode from time to time, giving you a chance to use some more explosive firepower if you need to. Once he's done, you're done too! All that's left to do is enter the city and reach the objective marker--not the Distribution Centre, but the Isolation Ward through the ruined town where you first delivered morphine to the President at the beginning of the game. Check your map if you're confused. Before you do that though, you might want to go get a snack, use the bathroom, and get comfy. There are some long cutscenes coming up at the end of this episode and throughout the next. Have you been enjoying this wild ride with us? Well then be sure to join us for the Episode 13 walkthrough.
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