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Looter’s Literary Review Spiritfarer – All Treasure Locations

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Looter's Literary Review Spiritfarer

It’s a great time to be a Spiritfarer player , as we’ve recently had the Beverly update. As well as bringing the adorable Beverly into the game, there were a whole bunch of quality of life improvements. You can now set waypoints when travelling, so you can pass through things like crates on your way to a new town. You can also have multiple save files, and view your boat in photo mode, among other things. Possibly the best part of the update, though, is the addition of a new quest line for Buck! It’s a fun scavenger hunt, but it’s easy to get a bit stuck with it. So, here are all the treasure locations for Looter’s Literary Review in Spiritfarer ! (And don’t forget to enter our free October giveaway for Darksiders III ).

Portolan Chart #1 Projected in archive room.

Secret Portolan Chart #1

To view the charts, you need to take them to the projector in the archive room. This is the case for all 6 of the treasure maps. The first one shows a picture of an island with a tiny island directly adjacent to it, and the treasure is marked not far from that. When you examine your map, you’ll find that Loneberg is the only island that fits the picture. It’s conveniently near to a bus stop, so you can travel almost straight there. One thing to be aware of is that the angles are slightly off. That means that the actual location is not quite the same in reference to Loneberg as it is in the picture. The exact co-ordinates that you’ll need are -71, 180 .

Secret Portolan Chart #2

Now, this one is particularly sneaky, as the island shown in the picture is Lost Shrine. As such, there’s a good chance you’ll look all around your map, and find nothing. You get access to Lost Shrine after opening the treasure map you get as a reward for doing an errand for Francis. The errand is only available after partially completing Buck’s quest line. Thankfully, you don’t actually need Lost Shrine unlocked to find the location from the chart. The co-ordinates you’ll want to go to are 193, 164 .

Looter's Literary Review Spiritfarer Portolan Chart #2

Secret Portolan Chart #3

This is one of the easier charts in the game, as there aren’t many islands that are this close proximity to each other. The treasure can be found almost slap-bang in the middle of Alt Harbor and Albert’s Shipyard. It’s worth noting, however, that there’s a good chance your Alt Harbor is rotated differently. It seems to be the case that not everybody has Alt Harbor facing the same direction. The island shape is the same, just pointing in a different direction. To get the treasure for this chart, go to 54, 52 .

Secret Portolan Chart #4

There are a few larger islands on the map, and so it might take you a while to narrow this one down. The main thing you want to pay attention to are the formations around the large island. This means you can rule many islands out, and the one you’re left with is Oxbury. The actual treasure location is a little way below it, at the co-ordinates 222, -20 .

Looter's Literary Review Spiritfarer Portolan Chart #4

Secret Portolan Chart #5

There’s not very much to go on with this one, but thankfully, no part of the Spiritfarer map is the same. As such, you can go off the shape of the formation, using the island for reference. Once you follow along the pattern, you’ll find that the treasure location is just below Irina the turtle. Travel to 121, -87 and you’ll be there.

Looter's Literary Review Spiritfarer Portolan Chart #5

Secret Portolan Chart #6

The final chart is again a little easier. Few places on the map are that close together, so it helps narrow down your search. Once you look at island sizes, you’re left with only one place. You’ll find this final location in a triangle with Mount Toroyama and Hoseki Quarry. It’s right by the Nebula shrimp event, if you want another point of reference. The final co-ordinates are -125, 8 .

Looter's Literary Review Spiritfarer Portolan Chart #6

The Looter’s Literary Review quest in Spiritfarer is a lot of fun, and I’m so glad they added it. Buck is such a cheerful character, so it was nice to do a new quest line with him. It makes you feel almost like a pirate, traversing the seas in search for treasure. Hopefully this guide was useful for you in finding all the treasure locations.

What did you think of this new Spiritfarer quest? Join the discussion over in our Facebook community ! I’ll be uploading an interview with the developers, Thunder Lotus, in a couple of weeks, so watch this space! Also, if you love games, why not check out our monthly giveaway? You could win a copy of the impressive Darksiders III !

Hi! I'm Melika Jeddi, a content writer and aspiring author. I've created Screen Hype to share my unique brand of entertaining articles with the world, and to create a fun space that everyone can feel a part of :)

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Looter's Literary Review Locations for Spiritfarer

Spiritfarer

  • Developer: Thunder Lotus Games
  • Publisher: Thunder Lotus Games
  • Genre: Action Adventure
  • Release: Aug 18, 2020
  • Platform: Nintendo Switch

Looter's Literary Review Locations

A guide to help finding the location of the treasures from Buck quests.

Introduction You first need to get a letter and open it to find the "Looter's Literary Review", inside it you will have a "Looter's Literary Review Portolon Chart #1" to see it you will need the projector room from Beverly storyline.

Looter's Literary Review Portolon Chart #1 The location is [-71; 180] where you can find Garden and Field Water Retaining Updates.

Looter's Literary Review Portolon Chart #2 The location is [193; 164] where you can find.

Looter's Literary Review Portolon Chart #3 The location is [54; 52] where you can find.

Looter's Literary Review Portolon Chart #4 The location is [222; -20] where you can find.

Looter's Literary Review Portolon Chart #5 The location is [121; -87] where you can find.

Looter's Literary Review Portolon Chart #6 The location is [-125; 8] where you can find.

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Please Submit a Problem for any incomplete, non-working or fake code listed above. If you know other secrets, hints, glitches or level guides, then please Submit your Stuff and share your insights with other players.

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Spiritfarer

Spiritfarer - Gameplay Video

  • Added on: Aug 19, 2020

Spiritfarer

Spiritfarer - Gameplay Video 2

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Spiritfarer Review

A gorgeous mix of an action-platformer and an animal crossing-style town manager..

Spiritfarer Review - IGN Image

If playing through The Last of Us Part 2’s bleak world is like taking a cold shower, Spiritfarer's is something closer to sliding into a warm bubble bath. Unexpectedly playing these two games side-by-side this month was a bit jarring, as both tackle the heavy topics of death and those left behind in its wake – but while the former does so through dark, unrelenting realism, the latter instead offers a colorful, feel-good hug. And though I do love The Last of Us Part 2, Spiritfarer undoubtedly sails alongside it as one of my favorite games of the year.

While genres can be helpful to quickly explain the structure of a game, Spiritfarer has defied all my best attempts to label it. One could say it’s a story-driven base management 2D action-platformer visual novel metroidvania, but I’d rather just say it’s unique . Its closest analogue might be something like Animal Crossing as you sail on, upgrade, and rearrange a boat full of friendly spirits that ask you to complete tasks for them (if, instead of leaving town, your villagers eventually told you they were ready to die and asked you to do it, that is). Regardless of labels, the result is a gorgeously animated adventure that finds plenty of charm and excitement in what could easily be a gloomy subject.

Spiritfarer Gameplay Screenshots

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You play as Stella (accompanied by her adorable cat Daffodil, who can optionally be controlled by another player in local co-op), who must take over as the new Spiritfarer: a mythological ferrymaster who sails an ocean full of fantastical islands in search of spirits to house and, eventually, bring to their final rest at the Everdoor. That task will take you to beautiful villages full of rice fields, snowy lighthouses, and even bustling spirit cities as you collect resources and upgrade your ship in ways that let you explore more of Spiritfarer’s expansive map. Controlling your boat is as simple as picking a spot on the sea chart, the vast majority of which starts tantalizingly hidden.

Once you’ve set a destination, your ship will automatically chug along to it, leaving you with plenty of time to kill and a boatload of tasks to do. Spirits could ask you to build them a house, collect certain items, or visit specific islands, but you get to decide which of their quest lines to prioritize. You could spend your travel time fishing off the aft and then experimenting with your catches in the kitchen to discover recipes, chatting with your spirit friends to learn more about them, building structures to make new resources available (like an orchard to grow fruit trees), and plenty more. Spiritfarer’s day-night cycle always made it feel like I had more to do than time to do it all in, but there was little penalty to going slow beyond missing my self-imposed deadlines. As a result, it’s a fun challenge to juggle and weave these jobs together efficiently, but never one that felt punishing.

There are also buildable crafting stations that turn raw materials like wood and ore found on islands into usable items through simple but cute button-timing minigames – like a loom that lets you turn different fibres into thread, and then thread into fabric. The progression of finding one type of material to make a thing needed for an upgrade that lets you find the next tier of material is a bog-standard affair, but I did appreciate how little “grinding” Spiritfarer asked of me. As long as I was exploring (which I wanted to do anyway) I could generally find what I needed swiftly enough.

In fact, all throughout Spiritfarer, I found myself having to unlearn habits games like Stardew Valley and Animal Crossing have drilled into me. There’s an impulse toward maximum efficiency – having every station working on a thing at all times; processing all your raw materials as soon as you get them; always making sure you’ve got seeds in your garden and a literal bun in the oven. And while you can play that way, Spiritfarer doesn’t actually demand a fast pace, and doing so turns mundane tasks like melting ore to ingots and watering plants repetitive fast. Eventually, I realized that I could just plant stuff when I needed a certain veggie or make ingots when they were asked for, which turned those tasks back into amusing asides instead of constant chores.

Phantom Pains

The spirits you pick up along the way are all unique characters, each with their own story to uncover, house to build, and even favorite foods to learn – and while they may start out looking like the generic spirits you see on islands, bringing them onto the ship reveals their true form as some sort of anthropomorphic animal. Whether it’s the lovably obnoxious frog man Atul or the enchantingly posh deer Gwen, they’re all endearing additions to your rapidly growing mobile village.

Each one of them represents a mini story of their own as well, both in unraveling their actual life before death and the literal quest line you’ll follow to make their stay comfortable. Even if some characters are less lovable than others (I’m looking at you, Giovanni), they’re all wonderfully written. Keeping spirits happy through good food and good hugs (the hug animations for each one are just the greatest thing) will also let them pitch in on your journey, sometimes collecting resources or growing plants. Without spoiling them, one of my favorite guests even just gives you cute drawings they made.

But the biggest thing a new spirit will bring is a request for a home of their own. Fulfilling that order asks you to not only find the resources needed to build their abode, but also to find enough space to fit it alongside all the other structures in a complex game of afterlife Tetris. Crucially, few buildings are a simple box shape, usually having odd parts that jut out and slanted roofs that ultimately force your deck into a jumble of ladders and platforms no matter how many space upgrades you buy to make it bigger. It undoubtedly makes it harder to navigate (an issue Spiritfarer has generally, as it’s also annoyingly difficult to do certain simple things like correctly interact with a spirit when they are standing in front of a door), but I loved that this encouraged a wild, patchwork look instead of a boring stack of apartments.

The layout of your ship isn’t just for aesthetics, either. Each new passenger also unlocks a corresponding resource-gathering minigame. For example, Gwen’s has you sail into a cloud of spectral jellyfish to catch them as they float by, while Atul turns thunderstorms into an opportunity to literally bottle lightning. There’s no real combat in Spiritfarer, but these exciting encounters fill a similar role and transform the roofs and ledges of your floating town into a platforming jungle gym. Suddenly, layout is incredibly important if you want to efficiently collect jellies, offering real challenge to this otherwise peaceful experience – and while I don’t want to spoil anything, the combination of sight and sound in a later one of these genuinely made for one of the most magical experiences I’ve had in any game recently.

Styx and Stones

Platforming prowess comes in handy off the boat too, as islands are dotted with hidden chests full of special items, like rare seeds, recipes, or just tons of money. There’s rarely anything too difficult here, but it’s still fun to explore forests and mines alike in search of secrets, all the while talking to the frequently hilarious spirits who live there full-time (some of whom have amusing, if simple, sidequests for you too, like going to other islands to sell rap albums). And while ship upgrades like an ice-breaking hull open up new parts of the sea to explore, unlockable platforming abilities like a double jump or glide will let you access previously unreachable areas on land, giving you a reason to revisit old locations in what is a surprising but not unwelcome metroidvania twist.

The backtracking can get a little tiresome at times, especially as more and more of the map opens up to you, but the way Spiritfarer chains along tasks is impressive. It took me more than two dozen hours to complete, and I always felt like I had a clear goal I was working toward during that time despite rarely having an explicit “main” objective to lead me. New spirits will come and go from your ship, offering new resources which then unlock new areas that unlock new spirits that unlock new abilities and so on and so forth. This formula does become predictable toward the end, but the characters and locations you see are still so wonderful and diverse that I could have gladly kept going if there were additional spirits to recruit.

But as they come, so do they also go. That’s the cruelest trick Spiritfarer plays: it has you feed and hug and fall in love with these cute, quirky characters, having them help out around the boat and building them lovely custom homes… and then they have to leave. That part of the job is explicitly explained to you at the start, but the first time I had a spirit ask to go to the Everdoor and leave this world I found myself genuinely in denial. I selfishly delayed it as long as I could, and when I ultimately gave in, taking them there was a shockingly affecting act.

Spiritfarer has a lot to say about both life and death, and the way it says it is largely well done. Not all the characters are as impactful as others, but the ones I did connect with really did make me sad to say goodbye. But while it’s undoubtedly somber, Spiritfarer is never a downer. It’s an unrelentingly feel-good game, staying positive (much like the warm hugs Stella so often gives) right to the very end, even when it’s tackling some very heavy stuff.

Part of the reason for that is in its art and music, which are just phenomenal. The way Spiritfarer uses color (especially as the time of day shifts) is spectacular, and all its animations – from unique hugs to your kitty cat playing with a ball of light – are impressive as hell. Its music is also some of my favorite in any game from recent memory, up there with the likes of Ori in its orchestral beauty. Even though there were always tasks to complete, I’d frequently find myself just standing at the bow of my boat with the UI turned off, watching the sunset and enjoying the moment as I sailed to a new island.

Spiritfarer is a gorgeous mix of an action-platformer and an Animal Crossing-style town manager that stands out as one of the most unique and enjoyable games I’ve played all year. Its lengthy campaign is full of charming characters with somber, touching stories, even when the tasks between them can occasionally lose their shine. But with little pressure to grind or hurry like so many other resource collecting games, the journey to Spiritfarer’s Everdoor is definitely one worth savoring.

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Spiritfarer

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Spiritfarer review - a beautiful, unique blend of genres

The ferryman has come to collect Stella for her last journey, on a plane between the land of the living and the afterlife. As she sits in Charon's boat, he gives her one final job - to help a few souls let go of the regrets that anchor them to life and allow them to pass on.

It sounds like a stately job. A cosy, tranquil journey. In reality however, Spiritfarer isn't a journey across calm seas so much as a sprint. You're given your own boat and set off to explore the spirit realm. In its towns and mountain villages you find spirits willing to join you, but before they can actually move on to the afterlife, you need to both build them a space on your boat to enjoy and coax out their story so they may eventually find closure.

Soon, an eclectic group of passengers settles in. Your first passenger, Dawn, for example, is a fawn with fur so plush it looks like she's wearing a stola. She also has a penchant for smoking. Your uncle Atul, a rotund frog, used to be a handyman and loves sharing food with others. Making them feel at home begins with gathering the resources needed to build a personalised cabin for each passenger. Distinct from the in- and outside, these cabins ooze flair and showcase their owners' personalities, but the best thing about them is how they sit on a boat. You stack them on top of each other like a game of management Tetris, and as your boat grows and you gain new buildings, you may have to move them around in order to find a good spot for each. Just watching the stack grow is an amazingly satisfying visual representation of progress. Stella navigates between these buildings like a character in a side-scrolling platformer, and she has similar abilities, too, which isn't surprising given Thunder Lotus' metroidvania roots.

spiritfarer literary review 3

Jumping passages and a skill system for Stella are essential to traversal, and it still astounds me how well these systems fit with the rest. In order to fully explore each island, you need new skills, such as Stella floating on gusts of wind using her giant hat, which you acquire by using the obols your passengers give you at certain shrines. Revisiting places with new abilities in tow doesn't always yield exciting results - often it's little more than a few new cooking recipes - but the delight I felt at finally being able to fully unveil a place I visited earlier is similar to unlocking a new path in a 'real' metroidvania.

Your passengers are a demanding bunch, regularly crying for food or reminding you of their requests with frankly aggressive frequency. A house, even a swimming one, is only a home when it's filled with the things you love, and so they start asking you to craft improvements. On top of that the field needs to be tended, resources need to be gathered, the boat needs upgrading and food needs to come out of the oven on time.

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Anything you want to make soon requires items that take several steps to craft, too. The depth of the crafting system easily surpasses many similar systems I've come across, and it's the main reason for the game's formidable length of 30 hours for the critical path and almost 40 to find absolutely everything. The balancing of your tasks could be better: following someone's requests tends to end in a roadblock, where you can't craft the item they're asking of you because you don't own the facility yet, and you likely don't have the facility yet because you're missing another crafting resource to build it. To top it all off, just when you have all the items together you notice the boat is too small to accommodate the facility. I abandoned a lot of my plans because of this, and during the late game I would also backtrack to regions I had already combed over to collect a resource I otherwise hadn't needed in hours. Thankfully Spiritfarer does make this easier by allowing you to fast travel via a seal bus stop (don't ask, I don't know) or using the backs of three giant tortoise sisters to plant and resources on their backs and harvest them later (I guess giant tortoises really do carry the world on their back). I forgave these instances of nothing but collecting, though, because finally building something comes with the benefit of being able to discover a new place, meet a new friend, or advance in the story, all of which felt like rewards.

There's a lot to do, and that's why Spiritfarer is actually much easier to manage if you play it with a friend who takes control of Stella's faithful companion, Daffodil the cat. Having a second player with you can make the work go faster, but most resources also have a gathering method that benefits from a second pair of hands. If you smelt something in your forge, for example, you're using two bellows in turns to fan the flames until you reach the optimal temperature for the metal you're working. A single player has to run between the two bellows, whereas two players can do this more efficiently. The game offers simple, but fun minigames for some more exotic resources - all accompanied by a stunning soundtrack - and it would be a shame to spoil all of them for you. They don't overstay their welcome, and add further to the sense that Spiritfarer's world is a quirky place where anything is possible.

spiritfarer literary review 3

And the animation! Gosh, the animation. Spiritfarer's world is beautiful, but it's the amount of visual detail in each animation that really makes it something special. It's cartoonish and warm and feels so very real, from Stella stretching to pull a vegetable from the garden, bending all the way at the knees before pulling it up with a "hnnngh!", to passengers delightedly munching away at their food. That said, as neat as they are to look at, the animations are too long overall - I'm not a fighting game player counting frames, but with animations ranging from a minimum three to six seconds, you're dealing with a notable pause in which you're doing nothing but waiting for the animation to run through, which is especially jarring when some of them are so long because Stella just freezes in place for at least two seconds herself. Running and jumping are accompanied by an animation of her hitting the breaks, too, which makes it difficult to gauge when she actually comes to a halt and frequently made me slip off narrow platforms.

I really wanted the story to be the core of Spiritfarer, because it isn't just a wholesome experience (fast becoming something of a weird catch-all for combat free games), it's a positive look at death. The characters in Spiritfarer get to do what we all want - they can make peace with both their life and death in their own time. They get to decide when it's time to move on. As someone who has lost someone very abruptly, I'm jealous, because death seems much less scary when you reach some kind of understanding of it, or even when you simply get to decide when you're ready to let go of old regrets. To be fair, not everyone in Spiritfarer is that lucky, but they all get to live their best afterlife for a while.

spiritfarer literary review 3

As a player, it's easy to forget that this is the end goal of all of my sauerkraut making and furniture crafting, because compared to the vague snippets of their lives that the characters dole out, I spend a disproportionate amount of time doing other things. It's like working a shift at a nursery home where I take care of so many people that, completely overburdened, I only get to make superficial connections with everyone. I also don't know how I feel about the overall tone of the game, which is quite goofy, right until it isn't. I don't think Spiritfarer could've been solemn, not with its colourful cartoon style and anthropomorphic animals, but it's more of a soap opera than a musing on death. I guess that's life - a grand soap opera right until you have to face your own mortality - but Spiritfarer did give me quite severe whiplash at times (I guess that's life, too).

Your friends' last moments are truly something special, though. The moment you get to say goodbye makes everything worthwhile, because it feels like an arrival. It doesn't feel as if you've just successfully finished a portion of a game, it truly and honestly feels as if you've delivered a friend where they needed to go, and when they thank you, they don't do so in a stilted, gamey way that tells me I am the best, fantastic, the hero, but through positive reinforcement that feels truly genuine. I had to suspend my disbelief at bonds of such strength growing from what little I got to learn of each character, but with just a few lines, Spiritfarer regularly left me in tears.

It's a great show of what Thunder Lotus as a studio excels at, and a mix of contrasting genres that, despite occasional lengths, somehow just works. A pseudo-farming sim on a boat! What a concept.

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Spiritfarer

Spiritfarer review

A compassionate life sim that finds comfort in death., our verdict.

A thought-provoking and bittersweet adventure that understands that death is part of living.

PC Gamer's got your back Our experienced team dedicates many hours to every review, to really get to the heart of what matters most to you. Find out more about how we evaluate games and hardware.

What is it? A wholesome life-sim where you ferry spirits into the afterlife Expect to pay $30 / £24 Developer Thunder Lotus Publisher Thunder Lotus Reviewed on  i5-2500K, 8GB RAM, GTX 670 Multiplayer Yes Link Official site  

Spiritfarer 's lead writer and creative director Nicholas Guérin was at Ubisoft before he joined Thunder Lotus Games. During his nine years there, he worked on the Assassin's Creed series as a level designer, creating scenarios that would let players efficiently and brutally stab people in the neck in acts of vengeful fun. Wanting to create something a little closer to home, Guérin joined Thunder Lotus to develop a game where "everything centered around care" —that approached the topic of death with compassion and openness. Spiritfarer, a life sim about dying, does exactly that.

spiritfarer literary review 3

Spiritfarer®: Farewell Edition

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Spiritfarer Review

Sail, craft, and learn to say goodbye..

Spiritfarer Review

The act of saying goodbye is perhaps one of the most painful things to do. It’s part of being human – of leading an ephemeral existence. Despite our best attempts to ignore the inevitable, we know farewells are unavoidable. Spiritfarer , the latest from Thunder Lotus Games, is all about learning to say goodbye.

Don’t let the depressing theme fool you into thinking Spiritfarer is a strictly somber affair . This is a game that’s as equally entertaining as it is thought provoking, easily capable of lulling you into the relaxing rhythm inherent to life-sims, whilst simultaneously asking you to consider those you’ve lost, and the legacy they left behind.

The Spiritfarer – farmer, crafter, sailor, and friend to the recently deceased.

Spiritfarer opens with your character, Stella, and her cat Daffodil being escorted to the Evergate by Charon himself, ferryman of the River Styx from Greek mythology. It is not you, however, crossing into the afterlife. Charon is ready to move on, and he has chosen Stella as his replacement. Shortly after he departs into the great beyond you’re deposited into the world proper, where you immediately meet up with Stella’s best-friend Gwen and in need of a ferry of your own.

Spiritfarer provides players a gentle, guiding hand for the first couple of hours, slowly introducing its various mechanics while establishing its narrative tone through Gwen. At a mechanical level, Spiritfarer is a life-sim set in an open(ish)-world world where exploration is as important as your day-to-day operations on your ferry.

The amount of chores made available to you as the new Spiritfarer ramps up slowly. The opening act is more concerned with setting the scene than it is overwhelming players with as many systems as possible. That’s not to say you won’t have plenty to do: in the first hour alone I was introduced to navigation, fishing, farming, foraging, weaving, and upgrading my ferry. Thing is, no single aspect of Spiritfarer is overly complex.

Sailing the starlit sea is as simple as placing a waypoint on the ever-expanding map in your cabin. Your movement from port to port is handled automatically, though your ferry will not travel in the dead of night. A small clock sits in the top-right corner that indicates the time-of-day, and when it rotates to the set of sleepy “zzz’s” your ship will come to an abrupt halt. That need not be the end of your day, however, because Stella doesn’t require sleep.

In the early hours of Spiritfarer you’ll likely direct Stella to retire for the evening due to a lack of things to do, but as the game progresses you’ll find yourself often avoiding slumber. Every single activity in Spiritfarer has a minigame attached, though none of them are complicated. The idea is simple: every task will require some level of engagement from you, the player. For example, creating thread on the loom is as basic as holding down the interact button and releasing it when the shuttle passes over the beam, though stopping directly on the golden center crystal will net you a bonus.

Every single action – whether it be harvesting, crafting, or foraging – has some sort of interaction. Sawing a tree down for logs is as easy as moving the left thumbstick back and forth. Mining tasks you with holding the interact button down until the absolute last second when your pickaxe glows its brightest. There are a few exceptions to this rule, such as sheering sheep and milking cows, but by and large there are well over a dozen minigames in Spiritfarer.

spiritfarer-foundry

At the start these minigames are almost dull in their simplicity, but as you add more buildings and spirits to your ship the number of tasks vying for your attention swells. The mundane soon morphs into a calming ritual as you direct Stella across your personalized ferry to finish chores and complete tasks. The life-sim half of Spiritfarer is robust, it just takes a little while to open up. That is because Spiritfarer is a narrative experience first and foremost. The wide open sea is dotted with various islands populated by a host of colorful souls, and the eleven spirits Stella can bring aboard her ferry all have stories of their own to tell.

These spirits – ranging from Stella’s uncle Atul, to the elderly Alice – act not only as vehicles for Spiritfarer’s heartwarming, yet somber approach to mortality, but as your through-line for progression. Each has a clear-cut tale to tell, and the objectives that orbit each spirit establish a sort of roadmap through the game. Gwen, your first companion, can be seen to the afterlife with materials and upgrades easily acquired in the beginning of the game. Summer, the flower-child snake, is recruited shortly before Gwen’s departure, and her tasks will lead you to new areas of the map rich with the next tier of materials.

Spiritfarer utilizes each spirit’s requests as a loose roadmap through the game. One spirit will send you off to visit unknown islands rich with the oak you need to craft your next set of ship upgrades, which will in turn unlock more crafting stations for items needed to progress a second spirit’s storyline. Every task, every little quest, orbits one another, and by the time Spiritfarer kicks off the training wheels you’ll have a clear idea of where to go and what to do to move the story forward.

The game is still a life-sim, and it’s perfectly comfortable with allowing you the freedom to set your own personal goals. Wanna sit back and farm an obscene amount of carrots for some extra Glims (Spiritfarer’s currency)? By all means – shortly after meeting Summer she’ll teach Stella how to expedite harvests with the power of music (literally), so you’re more than welcome to stock up on carrot seeds, build a handful of Fields, and get to jamming.

spiritfarer-harvest

The only limitations are those bound to the spirits themselves. Spiritfarer is also a side-scrolling platformer, and there are upgrades to be found that’ll allow Stella to explore and access more of the world, and in-turn reach additional materials needed to upgrade her ferry to explore more of the map. Every spirit Stella assists will grant her an Obol (the currency the ancient Greek placed over the eyes of their deceased that would cover their passage across the River Styx), and these are in turned redeemed at altars in a couple of the larger ports for new platforming abilities. Stella will learn to double jump and glide, among other things, and these skills grant her access to areas formerly inaccessible on the various islands across the sea.

In addition to new platforming skills, Stella’s ferry can be upgraded in one of three ways. Additional space for buildings is the simplest improvement, costing an ever increasing amount of Glims, but nothing else. Her workbench can upgraded as well, providing the blueprints required to create more advanced crafting stations like the Foundry and Smithy, which in-turn allow her to make the items needed to advance the third and final upgrade for her ferry: the figurehead.

There are three areas on the outskirts of the map that are sealed off at the start of the game, and Stella will need a certain figurehead to reach each. This final tier of ferry upgrade also bundles some general speed boosts into the linear unlock track, but those aside it’s this third path that dictates your place in the game. Every material and craftable in Spiritfarer follows a logical chain, and if you can’t make it yet you’re likely overlooking something obvious.

Nine out of ten times a spirit’s quest will guide you towards the next item or area you should be exploring, foraging, and trading in, meaning it’s fairly uncommon to find yourself lost at sea so long as you’re keeping tabs with the tasks within your journal and building upgrades as soon as able. That said, there are a handful of times where the game doesn’t provide any clear hints as to where you’re next required material is acquired, leaving you a touch lost. A simple reminder from one of Stella’s companions would go a long way, but the setback rarely lasts long.

All these disparate pieces – life-sim, exploration, and platforming – come together beautifully, and the gorgeous hand-drawn graphics and animations make even the most tedious of tasks feel like a decadent indulgence. Spiritfarer is a breathtakingly beautiful game, with an art-style that evokes childlike awe and wonder, even among the mundane. The rich color palette pops with personality, and every inch of the game has been drawn with crisp, sharp lines that often make Spiritfarer look like an animated film when in motion.

spiritfarer-map

Sound design is stellar across the board as well. Pounding stone to dirt with the crusher rings with a solid metal thud, and sawing down trees has the right reverberation and sizzle. Spiritfarer has a richer soundscape than some of the AAA games I’ve played this year; I’d often find myself leaning back in my office chair soaking in every wave that broke upon the bow of my ferry, as the seagulls squawked hungrily above while Atul played a lively tune on his flute.

The soundtrack is as impressive – equally somber as it is joyful. The recurring leitmotif from the main theme has a haunting habit of popping up when you least expect it the most, punctuating emotional scenes with a sucker-punch to the heart. The compositions are a brilliant mix of woodwinds, strings, and piano that are both evocative and stirring. Spiritfarer’s soundtrack may easily be among my favorites from 2020, which is high praise considering Final Fantasy VII Remake currently tops the list.

As a video game, Spiritfarer is a magical, sublime experience throughout. The core loop of exploration, foraging, farming, and crafting is addictive, and I lost hours upon hours of late night rest to managing my ferry. Its life-sim elements easily stand among the best in the genre, but in marrying them to the spirit of adventure Thunder Lotus has crafted a game that is damn near difficult to put down. The lovely art, fantastic animations, and sublime score all further elevate the experience, and on these merits alone I’d recommend Spiritfarer.

My only complaints rest with the UI. To its credit it’s mostly fine, but I would have appreciated a few features that are currently lacking. For one, you can’t see how many of an item you already own when buying from a vendor, which makes it easy to overspend. As a second point of umbrage, you also can’t see your current count of a material while crafting. I’d would have liked it if the kitchen notified me of what I was cooking if I threw in ingredients from a known recipe: there are over 80 in Spiritfarer, so a little extra notification indicating I was making something I already knew would have saved me some precious materials. These are minor quibbles, and they don’t drastically affect the game. Perhaps they’ll be addressed in a post-launch patch, but for the time being I’ve had to learn to live without them.

All that said with barely a word about the story. You see, life-sims are not well know for their narratives. They can be charming, or willing to tackle difficult topics via a character or two, but the underlying plots are usually rather threadbare. Rune Factory is a notable exception, sure, but it’s pretty familiar as far as stories go. Spiritfarer goes the extra nautical mile, with a sincere tale about loss, death, and the legacies we leave behind.

spiritfarer-gwen

O’ Death, our oldest companion.

Thunder Lotus has not shied away from advertising Spiritfarer as a game about learning to say goodbye. Every person on this planet has either had to do say farewell to a loved one, or will have to eventually. It’s an integral part of being human; no one lives forever. Every spirit Stella takes on has to pass through the Evergate, their death no less inevitable in this strange purgatory they’ve all found themselves within. Stella is the new Spiritfarer after all, and it’s her job to care for them and to see their final requests fulfilled before they depart forever.

I’ve already mentioned the gameplay functionality behind these requests, but each spirit is written with a deft, respectful arc that reflects on the nature of life, and the heritage we all leave behind. Every spirit has a story to tell – a life once lived – and in helping them they begin to open up and reveal their sorrows, regrets, and joys to Stella. Not all the tales are tragic, but every last one of them burrows into the core of your soul.

I don’t want to say too much, otherwise I’d rob Spiritfarer of its gravitas. Writing as much as I have about the gameplay has in some way already done so – Spiritfarer is an excellent video game on a mechanical level, but its self-aware and reflective story places it well above its peers. Spiritfarer is a game that wants to you feel something, and to question and confront those emotions. Every goodbye was bittersweet, as more than a few of the spirits reminded me of my own dearly departed. Perhaps I’m a bit compromised in that regard – I’ve never been able to say goodbye to anyone I’ve lost – but damn did Spiritfarer hit me where it hurt.

Despite its more optimistic take on death, and by proxy life, Spiritfarer posits a compelling thesis: are goodbyes altruistic acts for those about to move on, or are they for our own selfish benefit because we’re unable to confront the inevitable? What is more painful: making peace with a loved one’s demise, or running away from it?

spiritfarer-upgrade

There is no right answer, but Spiritfarer challenges you to find the correct one for yourself. It never reaches for cheap emotional payoffs. The game moved me to tears a few times due to the strength of its characters and writing, and the harrowed memories they resurrected. Spiritfarer is a difficult game at times to play if you’ve ever tasted loss, but it’s also therapeutic.

In celebrating life and memory – in the stories we leave behind – Spiritfarer helped me come to terms with the guilt I’ve always carried for never saying goodbye to anyone. I can’t change the past or resurrect the dead, but that feeling of regret is perfectly human, and Spiritfarer reminded me of that. We can’t change the nature of death, but we can learn to live with it, and to pass on the stories of those who’ve gone on. And maybe, just maybe, one day our loved ones will share our story. The goodbyes may be unavoidable, but we can continue to live on through the memories of those our lives have touched.

The writing is uniformly brilliant across the breadth of experience, from the spirits and their final moments, to the various normal lost souls wandering around. I helped one cast a movie that will never leave development Hell. There was a group of underground rappers who needed my help spreading their latest album across the sea. I helped a workers union successfully press their CEO for better treatment and pay. The majority of side stories are minor allegories for death, but they’re there to provide some much needed levity to Spiritfarer. Some of the main spirits have depressing endings to their arcs, so whenever the game gave me a chance to smile I took it.

Spiritfarer is structured in such a way that it has a definitive end, which is uncommon within life-sims. That’s not to say you can’t go on and play for hundreds of hours. After reaching “the end” Spiritfarer allows you to return to a point just prior, and there are plenty of secrets to plunder, crops to grow, and Glims to accumulate beyond the story’s conclusion. You can play until the end of time if you so choose, but the narrative is worth seeing to its poignant end.

spiritfarer-fast-travel

 The Verdict.

There isn’t a game out there quite like Spiritfarer. It’s a life-sim set on a boat, where mini-games make up the minute-to-minute gameplay. It’s an exploration game built around platforming and sailing the sea. It’s a somber, yet uplifting dissection of life and death that will both sap the breath from your chest and make you smile from ear to ear. Even those who usually balk at life-sims and platformers will find much to love about Spiritfarer, so powerful is its pull.

Spiritfarer is an excellent game in its own right, yet its candid handling of death truly sets it apart from its peers. A couple of small issues with the UI and some progression quirks do pop up here and there, but overall Spiritfarer is easily an essential game for not only fans of life-sims, but video games as a whole. Its addicting gameplay loop is well complimented by its thoughtful story – anyone who likes their relaxation with a side of healthy contemplation will be hard pressed to find a more compelling game this year.

- This article was updated on August 30th, 2020

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Attack of the Fanboy / GAME REVIEWS / Spiritfarer Review

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Spiritfarer

  • Score: 4.5 / 5
  • Available On: PC, Mac, Linux, Stadia, PlayStation 4, Nintendo Switch, Xbox One, Xbox Game Pass (PC and Console)
  • Published By: Thunder Lotus Games
  • Developed By: Thunder Lotus Games
  • Genre: Adventure, Life-Sim/Management
  • US Release Date: August 18th, 2020
  • Reviewed On: PC
  • Quote: " Spiritfarer is an excellent game in its own right, yet its candid handling of death truly sets it apart from its peers. Its addicting gameplay loop is well complimented by its thoughtful story - anyone who likes their relaxation with a side of healthy contemplation will be hard pressed to find a more compelling game this year."
  • Spiritfarer
  • The Field in Spiritfarer (Build Details + Uses)

Standing beside the field in Spiritfarer

The Field works by planting different kinds of seeds and grains in the available plots of land inside. You then have the choice to:

  • Water the plants as needed and wait for them to grow naturally
  • Play a music minigame that allows the plants to grow within seconds

Once the plants are fully grown, they can then be used as ingredients for different kinds of dishes and meals that you can cook in the kitchen. To help you, this guide will go teach you everything you need to know about the Field.

Unlocking the Field

Gwen will introduce you to the field early in the game. / Spiritfarer

The Field gets introduced to you very early in the game by Gwen through the “Seeds for the Future” request, after she teaches you how to cut trees and buy seeds from the Raccoon Shops .

Since this section of the game is part of the “tutorial,” then the Field automatically gets introduced to you, along with the materials you need to build it. Its blueprint also gets unlocked after getting the Beginner Blueprint Station from Albert’s Shipyard.

How To Build the Field

If you’d like to plant more seeds, you also have the option to plant more than one Field. However, note that doing so doubles the cost of the materials, at least until you build the fourth copy.

How To Use the Field

Make sure you water the plants whenever the water drop icon appears. / Spiritfarer

After building the Field, Gwen will head inside and teach you how to use it. Here’s a quick step-by-step explanation:

Step 1: Get inside the Field and interact with any of the three plots.

Step 2: Your inventory will open, showing you all of the seeds that are available for planting.

Step 3: Confirm the seeds you want to grow, and make sure to water them whenever a water drop icon appears at the top of the plot. Watering the plant before this icon appears doesn’t help the plant reach the next stage of growth.

Step 4: Keep watering until the plants are fully grown and ready for harvesting. Once they’re harvested, repeat the process all over again. You can plant up to three seeds per Field at any time.

Learning how to plant and use the Field ends the “tutorial” part of the game.

All Plantable Seeds

Here are all of the seeds you can plant at the Field:

How To Play “Plantasia Fantastica”

Summer will teach you the “Plantasia Fantastica” song to help plants grow faster. / Spiritfarer

If you already have Summer on your boat, she will teach you how to make plants grow faster via the “Jiving Chives” request. Here’s how to play the mini-game:

Step 1: Stand beside any of the plants in the Field.

Step 2: Hold the interact button to bring out the guitar. Once Stella starts playing, hit the right notes as they appear at the top.

Step 3: The more notes you play, the faster the plants grow. You can play this song anytime there’s a plant in the Field.

Field Improvement Upgrades

The Beehive improvement takes up one plot space in the Field. / Spiritfarer

Unlike other buildings, the Field comes with three improvements, all of which are unlocked at various stages of the game.

#1: Field Upgrade

This initial improvement can be found inside Hoseki Quarry . It requires the abilities Double Jump and Glide , and you can find the blueprint in a treasure chest on the right side, past three Air Drafts.

Function: Helps all of your plants grow faster

#2: Water Retaining Soil

This improvement is unlocked via the spirit Buck’s “Looter’s Literary Review” quest. Its exact coordinates are at (X: -71, Y: 180) .

Function: Makes sure that you don’t have to water your plants as often

#3: Beehive

This improvement is unlocked automatically once Jackie gives you the “Feeling the Buzz” request.

Function: Helps you harvest honey in your ship

spiritfarer literary review 3

February Cortes

Feb has been trying to speedrun Super Mario 64 since he was 10 years old, but doesn't have the hand-eye coordination for it. When not attempting that, he spends his free time playing Metroidvanias, platformers, and Resident Evil 4 on all available consoles. He also likes building Gunpla and writing music, and thinks bicycles are man's greatest invention.

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‘Neighbors’ Opens the Door to a Literary Career Cut Short

A story collection from Diane Oliver, who died at 22, locates the strength in Black families surviving their separate but equal surroundings.

An illustration is made up of three panels showing, from left: The red silhouette of a walking woman, who is slowly fading away; a partially open dormitory door with a red pennant on its front and a shadow creeping on the floor from inside; and a close-up of a Black hand on a brown background.

By Alexandra Jacobs

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NEIGHBORS AND OTHER STORIES, by Diane Oliver

Ploughshares … Granta … Mademoiselle?

Yes, children, before it stopped publishing fiction in 1992 , this sadly defunct glossy magazine was, between the lipstick ads, a deep and shimmering American literary oasis.

Mlle, pronounced Millie around the office like the dependable farm girl she was, showcased the short stories of James Baldwin, Truman Capote, Barbara Kingsolver and a ballroom’s worth of other award-winning writers. It ran a summer guest editor program for college students whose alumni included Joan Didion, Ann Beattie and most famously — because of the novel “The Bell Jar,” with its memorable scene of ptomaine poisoning after a luncheon of avocado stuffed with crabmeat — Sylvia Plath .

Also Diane Oliver, whose death, at 22 after a motorcycle accident, was even more premature than Plath’s. She will be eternally mademoiselle.

Born in 1943 to schoolteachers in Charlotte, N.C., Oliver, who was Black, attended segregated schools, university in Greensboro and the Iowa Writers’ Workshop. She lived to see four of her stories published, including in The Sewanee Review and Negro Digest. A new collection, “Neighbors and Other Stories,” gathers these with 10 more and an introduction by Tayari Jones , the author of “An American Marriage.”

At a moment when short stories seem less regular launchpads for long careers than occasional meteors , reading these is like finding hunks of gold bullion buried in your backyard.

Oliver’s primary topic — she didn’t have enough time on this earth to develop many — was the private bulwark of the family, during a time when Jim Crow “separate but equal” laws still ruled the South.

In the title story, which was posthumously awarded the O. Henry Prize in 1967, a mother, father and sister agonize over a young boy who, if they can stomach subjecting him to the experience, will be single-handedly integrating his elementary school in the morning. Police cruisers haunt their house. In “The Closet on the Top Floor,” a student named Winifred realizes she is “tired of being the Experiment” as she settles uneasily into a white college, deciding to major in history because drama would mean playing “the maid’s part for four years,” and biology might require field trips and “testing” how motels will receive her. Sublimating the stress and ringed by mean-girl white roommates, she begins hiding desserts — and then herself.

Food turns up frequently in Oliver’s work: nothing as fancy as the Plathian avocados, which have been romanticized and recreated by multiple food blogs and at least one Twitter “feed ,” but as totems of scarcity. I don’t think Bon Appetit will be publishing a recipe for “mice and rice soup,” from a story called “When the Apples are Ripe,” about brothers, an elderly friend and a pocket watch, anytime soon.

In “Traffic Jam” a mother of five, her husband’s whereabouts uncertain, leaves her baby and diapers in a laundry basket on an acquaintance’s porch so she can go work as a maid, and pilfers four slices of ham from her white employer’s fridge. The same mother appears in another story, hoping for peach trees to feed the children on the long walk home from a frustrating doctor’s visit. And when a young woman named Jenny joins a sit-in at a department store tearoom (“Before Twilight”), she observes how “all of the lights were soft pink and cast a hazy glow on the tablecloth,” and thinks “even brussels sprouts would taste good in a place like this.”

Such luminous simplicity is deceptive; these stories detail basic routines of getting through difficult days, but then often deliver a massive wallop. That might just be a variant on the phrase “you people,” the cold shock of casual, legitimized racism spoken out loud or as internal monologue. “Not that she was conscious of color, but light-skinned children looked brighter at spring parties,” one character thinks.“The more they smelled,” another has observed, “the earlier they came to school.”

“Mint Juleps Not Served Here,” wherein a patronizing social worker visits a reclusive Black family in the woods to check on their son Rabbit, who’s gone mute after being bullied, has a hilarious horror-movie twist. (In The Bitter Southerner, the writer Michael A. Gonzales compared Oliver to both Jordan Peele and Shirley Jackson , and I agree.) The succinct “No Brown Sugar in Anybody’s Milk,” which the Paris Review ran last year , is a clever folding screen of fantasy, nightmare and tiring reality.

“Neighbors and Other Stories” is not wholly polished; how could it be? The experimental “Frozen Voices” whorls around and around confusingly, repetitively — something about an affair? A plane crash? “I never said goodbye,” the narrator intones again and again.

Jet magazine was one of the few periodicals to say goodbye to Diane Oliver with an obituary. Thanks to this collection, The New York Times now belatedly bids a full-throated hello.

NEIGHBORS AND OTHER STORIES | Diane Oliver | Grove | 320 pp. | $27

Alexandra Jacobs is a Times book critic and occasional features writer. She joined The Times in 2010. More about Alexandra Jacobs

A Guide to Black History Month

The monthlong celebration honors how african americans have shaped the united states through both triumphs and trauma..

Carter G. Woodson’s house, the birthplace of Black History Month, was a hub of scholarship, bringing together generations of intellectuals, writers and activists .

Wondering how Black History Month  came to be? Learn about the history of this celebration .

Dig deeper with the 1619 Project , an initiative by The Times Magazine that aims to reframe America’s history by placing the consequences of slavery at the very center of the nation’s narrative.

Expand your knowledge with Black History, Continued , our project devoted to pivotal moments and transformative figures in Black history.

Explore Black love in all its forms and expressions with this collection of heart-warming stories .

Celebrate the contributions of Black authors to literature by diving into the works of Octavia Butler  and Toni Morrison .

Over the years, many important African American landmarks have disappeared or fallen into disrepair. Here are eight historical sites  that are being preserved.

IMAGES

  1. Looter's Literary Review Spiritfarer

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  2. Looter's Literary Review Spiritfarer

    spiritfarer literary review 3

  3. Looter's Literary Review Spiritfarer

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  4. Spiritfarer third gameplay teaser

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  5. Spiritfarer review

    spiritfarer literary review 3

  6. Review: Spiritfarer is a beautiful tale about death

    spiritfarer literary review 3

VIDEO

  1. Spiritfarer PS5 Gameplay Walkthrough Part 4

  2. Spiritfarer®: Farewell Edition / 靈魂遠去 Walkthrough Part 17

  3. Spiritfarer 3

  4. Spiritfarer Ep.3

  5. [SpiritFarer] Part 3! Rate my Voice Acting Skills

  6. Spiritfarer Walkthrough: Part 3 (No Commentary)

COMMENTS

  1. Looter's Literary Review Spiritfarer

    Overall Secret Portolan Chart #1 To view the charts, you need to take them to the projector in the archive room. This is the case for all 6 of the treasure maps. The first one shows a picture of an island with a tiny island directly adjacent to it, and the treasure is marked not far from that.

  2. Looter's Literary Review

    Description Buck is really excited about some magazine or journal or whatever it is. Rewards Master Adventurer Membership Card Quest Progression Looter's Literary Review is a quest found in Spiritfarer . It recurs once every 2 in-game days, up to a total of 6 times. Each part of the quest begins with a letter delivered to your mailbox.

  3. Steam Community :: Guide :: Looter's Literary Review Locations

    87 ratings Looter's Literary Review Locations By Rivey A guide to help finding the location of the treasures from Buck quests. 4 Award Favorite Share

  4. Looter's Literary Review Portolan Chart 3

    3. What is Fandom? Take your favorite fandoms with you and never miss a beat. Spiritfarer Wiki is a FANDOM Games Community. Looter's Literary Review Portolan Chart #3 is an item found in Spiritfarer.

  5. Looter's Literary Review

    Looter's Literary Review - All Treasure Locations! Guide. I noticed that there were no written guides for the locations in Looter's Literary Review, and that some of the treasures were a bit hard to find. The only thing I could find was a 20 minute Youtube video, which I had to keep clicking around to find the locations from.

  6. Buck Questline Walkthrough + Spirit Guide (Spiritfarer)

    Finding Bryan Cooking Dishes Demons of Light The Fires of Tondor Looter's Literary Review Portolan Chart #1 Portolan Chart #2 Portolan Chart #3 Portolan Chart #4 Portolan Chart #5 Portolan Chart #6 Characteristics How To Get Buck Start by visiting Hikarishima Lighthouse. To get Buck on the ship, you will need two abilities:

  7. Steam Community :: Guide :: All Crow's End Inc. lost bounties!

    Looter's Literary Review (Find the Crow's End Inc. lost bounty) is a quest found after Buck unlock the XP Potions event. It recurs once every 2 in-game days, up to a total of 6 times. It is delivered to your mailbox. Once the letter is opened a map is added that can be viewed in the archive room. The bounties cannot be retrieved unless one has ...

  8. Looter's Literary Review Locations for Spiritfarer

    A guide to help finding the location of the treasures from Buck quests. You first need to get a letter and open it to find the "Looter's Literary Review", inside it you will have a "Looter's Literary Review Portolon Chart #1" to see it you will need the projector room from Beverly storyline. The location is [-71; 180] where you can find Garden ...

  9. Looter's Literary Review : r/Spiritfarer

    by BittyBird22 Looter's Literary Review Does anyone know the exact location for this quest? I've looked all over! Edit: Found it! :) -71 180 5 23 comments Add a Comment ourtime99 • 2 yr. ago For me it was X=-73, Y=183, or very close to that. It took me several tries in that area to find it. BittyBird22 • 2 yr. ago

  10. Spiritfarer Review

    23 Images You play as Stella (accompanied by her adorable cat Daffodil, who can optionally be controlled by another player in local co-op), who must take over as the new Spiritfarer: a...

  11. Spiritfarer

    Beverly update

  12. Issues with Looters Literary Review #6 : r/Spiritfarer

    VDOM DHTML YPE html>. Issues with Looters Literary Review #6 : r/Spiritfarer. Open menu Go to Reddit Home. r/Spiritfarer. Log InLog in to Reddit. Expand user menu Open settings menu. Log In / Sign Up. reReddit: Top posts of August 14, 2022. reReddit: Top posts of August 2022.

  13. Spiritfarer review

    Updated on 18 Aug 2020 21 comments Follow Spiritfarer By marrying metroidvania, management sim and a good dose of kindness, Spiritfarer manages to feel simultaneously familiar and refreshing....

  14. Laksa and Looter's Literary Review!

    Today we cook some food for Beverly, Buck gets a new questline, and we go on a frantic search for nebula and cotton!Check out the game on Steam:https://store...

  15. Looter's Literary Review : r/Spiritfarer

    Mature Rainbow cat! 😻. (OC) Hi friends, I'm building a cozy animal genetics-focused RPG where you can breed and raise cute pets! We just launched our Steam page and would love your support <3. Thought you guys should be aware of this cute little game that's coming, especially if you also love to read.

  16. Spiritfarer review

    Spiritfarer's lead writer and creative director Nicholas Guérin was at Ubisoft before he joined Thunder Lotus Games. During his nine years there, he worked on the Assassin's Creed serie

  17. Steam Community :: Guide :: Looter's Literary Review Spiritfarer

    Looter's Literary Review Spiritfarer. By DerryHughes. Координаты сокровищ вороньего края, квест Бака "Литературный обзор мародёров". 1. 2. 1. 1 . ... 2022 @ 3:05am Благодарю! Silent Tale Feb 9, 2022 @ 2:24am спасибо!!! Receba Jan 5, 2022 @ 4:16pm vlw < > ...

  18. Buck's looter's literary review :: Spiritfarer®: Farewell Edition

    Hello, have you opened the letter and spoken to Buck? After doing so, you should be able to find it by interacting with the projector and going to the second menu tab. #1. luciladiclaudio1 Sep 2, 2022 @ 3:32pm. yes, I have. but when I go to the projector, it doesn't turn on, I don't know what to do. #2. Sarah [developer] Sep 6, 2022 @ 8:17am.

  19. Spiritfarer Review

    Spiritfarer provides players a gentle, guiding hand for the first couple of hours, slowly introducing its various mechanics while establishing its narrative tone through Gwen. At a mechanical level, Spiritfarer is a life-sim set in an open(ish)-world world where exploration is as important as your day-to-day operations on your ferry.

  20. The Field in Spiritfarer (Build Details + Uses)

    Step 1: Stand beside any of the plants in the Field. Step 2: Hold the interact button to bring out the guitar. Once Stella starts playing, hit the right notes as they appear at the top. Step 3: The more notes you play, the faster the plants grow. You can play this song anytime there's a plant in the Field.

  21. [ASMR, Walkthrough] Spiritfarer From Zero EP46 Looter's Literary Review

    [ASMR, Walkthrough] Spiritfarer From Zero EP46 Looter's Literary Review [Portolan Chart#4 223,-19], Farm

  22. Looter's Literary Review Portolan Chart 2

    Looter's Literary Review Portolan Chart #2 is an item found in Spiritfarer. Potential spoilers ahead! The treasure marked in the chart is located at 193, 164 .

  23. Book Review: 'Neighbors and Other Stories,' by Diane Oliver

    Yes, children, before it stopped publishing fiction in 1992, this sadly defunct glossy magazine was, between the lipstick ads, a deep and shimmering American literary oasis.