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 Remnant 2 Cheats

 
   
 
 
Remnant 2

Cheat Codes:
------------
Submitted by: David K.

Melee Combat Tip:
-----------------
Small tip that could make a big difference!

I’m not gonna complain but after playing co op with so many players 
I see this rookie mistake that everyone is making:

Don’t roll away from the melee attackers!

I learned this from playing Remnant 1 but it is still a huge deal 
in Remnant 2.

Stamina is as important as your health bar , by rolling away you only 
make yourself more exposed and more vulnerable to their attacks and 
at some point you’d get in a corner or ran out of stamina.

Plus I can assure you like 70% of the melee attackers in this game have
 a follow up attack that is faster than your recovery or the range and 
reach of their melee is greater than your parry.

Solution is to actually roll towards them, with a good timing you will 
avoid the hit , get behind them and have a much bigger window to react.

Plus some of the enemies have weak spots only on their back , and you 
can actually see where you are going and won’t get cornered easily.



How to Use Memory Core II:
--------------------------
When you enter the Ascension Spire, there is a little alcove on the 
left with a hole.

Drop down the hole, there will be a vendor you can craft and buy supplies 
at.

To the right there is an elevator, go down the elevator and there will 
be a giant room with an altar containing the missing 2 cores.

Insert the core and continue.



Sewer Boss (Bloat King) Tips:
-----------------------------
When he starts charging his beam attack, start leaping over the pillars 
in the middle to avoid being pushed off. Strafe when the orbs shoot the 
smaller orbs at you, making sure you have room.

The key to this one is making sure you’re dodging safely and not falling 
into the pit at all.

Also make sure you have upgraded your weapons as much as possible.

You can’t really rely on the dog in this fight as he jumps into the pit 
to fight the oozes.

Note: Upgrade your gear. The numerous times I join randoms in even Survivor 
difficulty only to watch them spend 20-30 rounds to kill 1 sewer slime mob 
is painful, it’s like their weapons aren’t upgraded at all.

When you level up your class, it will raise your power level up to 10 for 
the 1st class ownership, but once you get a secondary class and level that 
up, the two highest class is added together for a power level of 20, it is 
balanced by your weapon levels and your upgrade, essentially not upgrading 
at all will scale the enemy to lv10 while your guns are lv0 if you max out 
two class levels.

You want to maximize your weapon level equal to your power level solely for 
matchmaking and damage output, if you only upgrade 1 long gun to lv20, and 
leave the melee weapon and handgun to lv1, you’d end up with basically a 
average of 7 weapon levels. Remember that weapon levels is the average level 
of all three weapon slots, not the highest you own.

Get the Enigma gun which arcs lightning on multiple targets, then you can 
easily take care of the flying orbs and the mobs in the water.



Spectral Guardian of N’Erud Tips:
---------------------------------
Beat this boss solo as Nerud with my first zone, so maybe his stats werent 
inflated if I was to encounter him later.

The best way I found to fight him was to roll less, as it consumes so much 
stamina. The delayed laser pulses can be walked out of without sprinting, 
the giant hands that pop out of the ground can be walked away from by just 
moving, and the orbs that come from the floor just require constant movement 
to avoid.

The laser beam hands can be timed to roll through, specifically the ones 
that sweep the arena can be rolled through while the others that just target 
you directly can either be sprinted past or side stepped by consistent 
movement, relative to where they are pointing. The black hole hand is super 
easy to dodge, 1 roll when you hear him charging the attack is enough to get 
you clear.

Consistent movement and spatial awareness made it managable, nothing is 
particularly dangerous as most attacks have a long delay that can be reacted 
to. The only part that consistently chipped me was the quick shots by the 
small orbs, but most of those can be dodge rolled.

Just unload on the Orb when he goes for the black hole, focus the rest of 
the fight on dodging. Dont over commit to chipping him down. If you arent 
critting the orb you are wasting ammo and stamina dodging and weaving to only 
get a couple shots off.

Also I was a Gunslinger, the quick draw ability output a ton of damage every
time he would Black Hole.



Chicago Typewriter vs Ar-47:
----------------------------
Which is better for endgame?

It all depends on your playstyle and what mods and mutators are you slotting 
in, Chicago needs to be fired continuosly to make it accurate, in terms of 
damage per-second Chicago wins I guess, but the mod generation per-hit is 
low, AR-47 is the opposite and has a longer damage range drop off, AR-47 
has more damage per shot, and generates mods better, but thats my opinion.

The Chicago Typwriter and the Bonesaw fit the same niche. One can overheat 
and has longer reloads, but bigger magazine capacity and more overall damage. 
The other can’t overheat, but has wider spread at the start, and has less 
magazine capacity, but faster reloads.

I consider both of these guns S tier because of their interactions with 
Lifesteal. They do high DPS, especially if you can hit weak points with them, 
and will outheal incoming damage if you’re not hit back to back in a short 
span of time. I can tank shots from enemies and just keep outputting damage 
to heal up the health I lose, and end up never using my relic for healing 
unless I’ve really ? up.

Shoutout to the Momentum mutator, that increases crit chance and crit damage 
for each crit, stacking up to 10 times. Amazing with rapid fire weapons like 
these two.



The Nightweaver Fight Tips:
---------------------------
Use the M60 put flaming ammo mod on it, I used the hunter and challenger use 
the hunter second skill and challenger final skill.

Buff up as you enter the door Aim, make sure to wait the 1s then melt her, 
in a couple seconds she will try to summon minions focus on the crystal heart
in her chest total kill time on normal is about 8-10s.

Second stage is the roughest key points is always double roll when she attacks 
because she 100% of the time follows up with a devastating knock down and life 
leach does about 115 damage seems to ignore armor.

Her weak point is available when summoning but she tends to run around a lot 
before. So I just sat in the main lobby it has the most room to maneuver.

Use the minions as a safe time to heal and reload. summons 4-5 minions and 
attacks within seconds of the last dying usually from a wall but sometimes from 
the floor.

If you are wanting the melee weapon know that she restores her heart if she 
life leaches you.



Easy XP Farm:
-------------
Written by Laverinto

This is a guide to farm XP. I only found this reliable source. 
(Been testing myself).

-=How to Farm=-
1.Get Sagestone (*). You get it in Yaesha. Drops on The lament and The Twisted 
  Chantry. You can also lvl up the trait Scholar to lvl 10 for an extra 15% to 
  a total of 25% extra EXP.
2.Reroll Yaesha until you get The Chimeny
3.Reach the event where you have to have to go down while fighting ordes of 
  enemies. Do not finish the event, instead, stay on the bottom part and kill 
  as much as you want. The event will never end unless you destroy the last 
  roots.

(*) Sagestone is a Ring and accessory in Remnant 2. Sagestone is enhances your 
experience by increasing earned experience points by 10%. Sagestone can be found 
at Yaesha (random world drop).

Note: Enemies spawn ammo and scrap so you can get easy EXP for your archetypes 
and some scrap. Lvl 9 to lvl 10 can be farmed in 10-15 mins depending on how 
fast you kill the enemies. Better if you have the Enigma.



Wind Tower in Coop (Possible Solution):
---------------------------------------
As a guest, I had successfully done this thrice with random people.

From my past experience of solving this lag issue, both players need to stay 
on their note for around at least 2 sec before moving away, because in my 
observation, it seems that this puzzle doesn’t care about how much longer a 
note is played, but does get affected by how short a note is played.

I also used gunshots to facilitate the synchronization. One gunshot means it’s 
time for both players to get on the note; after staying on the note for at 
least 2 sec, then 2 consecutive gunshots are fired, meaning it’s time for the 
players to get off of the current note and get into position for the next one.

Of course, this pattern (1 gunshot to get on, then staying, and finally 2 
gunshots to leave for the next note) has to be repeatedly performed several 
times by the party leader to the partner in order for him/her to understand the 
message of “keep staying on the note till 2 consecutive gunshots are fired.”

Also, although unproven, it’s a hypothesis that the solo-able puzzle (Wind 
Hollow Circlet ring) has to be solved before the coop puzzle (Band Band ring) 
can be started. Because my first time doing this as a guest with randoms, we 
skipped doing the solo-able puzzle (Wind Hollow Circlet ring) and went straight 
for the coop puzzle (Band Band ring). However, we could not get the green/blue 
wind to appear (the visual sign of successfully solving a puzzle) for the coop 
puzzle, until we solved the solo-able puzzle first.

In the 2nd and the 3rd time as a guest with randoms, I didn’t test this hypothesis 
of the order of solving the two puzzles, because it’s very difficult to get random 
people to be patient with the teaching of the gunshots pattern without firstly 
giving them some incentive (Wind Hollow Circlet ring); thus the solo-able puzzle
got solved first, and I got no chance of disproving the hypothesis that the order
of puzzles matters, which can be easily disproved by successfully solving the 
coop puzzle first, and then the solo-able puzzle last in order to show that the
order of solving the two puzzles does not matter.



Corrupted Lumenite Farm:
------------------------
Written by Wh1stl3

-=Classes I Used=-
I used the Challenger with the Bulwark skill, and Explorer with the movement skill. 
Note that you dont need Explorer at all for this, its just that the extra 20% movement
speed helps with getting there.

-=The Route=-
The route is the same as when you’re going for the Labyrinth Staff.

-=The Exploit=-
So basically, what you want to do is, after killing the boss, you use Liquid Escape 
(or jump off) to respawn, then ALT+F4 to close the game.

This resets the spawn of the Aberrant. Most of the time. I did 10 runs and it 
respawned at least 8 of those times.

If it doesn’t immediately respawn though, die and then do the path again and it 
should be there.




Guide to Complete the Dranception Quest:
----------------------------------------
Written by MELABONES

-=How-To=-
In order to do this quest you will need specific worlds and starting points. You 
will need Ethereal Manor this starts the Dranception Quest, Red Throne in Yaesha, 
Forgotten Prison in NErud, Morrow Parish in Losomn. You will also need to have 
access to the Labyrinth and the Check Point right after the Train Car Horde Fight 
on Root Earth. Other then the Labyrinth and Root Earth spots the rest can be done 
using Adventure but if you can roll most of these locations within your Campaign 
that makes this way easier.

-=Step 1=-
Find the Dran Man sitting in the chair in the Ethereal Manor and let him grab you. 
You can find Ethereal Manor randomly within any Losomon flaming dungeon except 
Lenmark District.

-=Step 2=-
Once you’re transported to the dream version of the Ethereal Manor instead of 
completing the door puzzles to get out of the manor drink Liquid Escape (consumable 
in your inventory).

-=Step 3=-
Awake in the Corrupted Throne and loot the Crimson Dreamstone (You can’t die past 
this point as this is what triggers the dranception quest or you need to start 
over by rerolling another ethereal manor and repeating the process).

-=Step 4=-
Return to Ward 13 and talk to the Dran man who is now near the shipping containers 
where Ford is located at the beginning of the story. Keep talking till he says WAKE 
UP.

-=Step 5=-
Travel to the Red Throne (either from campaign or adventure mode, but DON’T reroll 
your campaign if you already progressed to ROOT EARTH) and locate the Dran in a 
room down the right side path of the red throne entrance. Keep talking till he 
says WAKE UP.

-=Step 6v
Swap to your already progressed campaign and travel to the main stone in Labyrinth 
with the big portal. Go up the stairs and behind the portal to find and talk to the 
Dran. keep talking till he says WAKE UP.

-=Step 7=-
Travel to Forgotten Prison on N’Erud the checkpoint right before the boss room with 
Tal’Ratha either in your campaign or a new adventure the Dran man is standing off 
to the left from when you enter the room. Talk to him until he says WAKE UP.

-=Step 8=-
Swap back to your campaign and travel to Root Earth. Go past the Train Cart Horde 
Event Room and just past the small checkpoint stone, you’ll find the next Dran man 
standing against a fence. Talk to him until he says WAKE UP.

-=Step 9=-
Head to the Tormented Asylum on Losomn in either campaign or adventure mode. You’ll 
find the last Dran down in the basement near a sewer grate on the left side. He will 
give you a new consumable, Dran’s Dream.

-=Step 10=-
Use Dran’s Dream to teleport yourself to the Forgotten Null. Here you’ll find a 
new purple item drop, Occult Vessel. Bring this back to McCabe in Ward 13 and she’ll 
craft the Anguish handgun! Note: If you decide to share and invite other players 
make sure to invite them before using the Dran Dream as once you’re in the Forgotten 
Null players can’t join your session from there.
 

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