Introduction
Returnal is a third-person shooter roguelike where Selene crash-lands on the alien planet Atropos and is trapped in a time loop. Every death resets the world, but you keep your permanent upgrades (sword, grapple, keys) and weapon trait progress. The combat is fast, the dodge has generous i-frames, and the difficulty comes from learning enemy attack patterns rather than grinding for stats. Returnal is fair — when you die, it is almost always because you made a mistake. The key to consistent runs is understanding weapon traits (which are more important than the weapon itself), managing your integrity (HP) efficiently, and knowing the boss patterns so well that you can beat them without taking damage. This guide covers everything you need to beat all six biomes, unlock Act 3, and conquer the Tower of Sisyphus.
Weapons & Trait Tier List
Every weapon in Returnal has traits that unlock and improve as you use the weapon. A low-level weapon with great traits is better than a high-level weapon with bad traits. Weapon level scales with your current progression, but traits are permanent once unlocked. Here is the definitive ranking:
S-Tier Weapons:
- Hollowseeker: The best all-around weapon. Fires fast projectiles that pass through enemies. The "Portal Beam" trait is the single strongest trait in the game — it spawns a beams that auto-targets enemies. "Retarget" makes it hit the same enemy twice. "Shrapnel" creates area damage. A Hollowseeker with Portal Beam + Retarget + Serrated Projectiles can clear entire rooms without you aiming. This weapon carries runs from biome 2 onward.
- Electropylon Driver: Fires pylon tethers that link enemies and deal continuous damage. The damage-over-time is percentage-based, so it scales with enemy HP. "Finisher" trait kills enemies below 20% HP instantly. "Pylon Web" fires multiple tethers per shot. The Electropylon Driver makes bosses trivial — fire 4-5 tethers into the boss, then focus entirely on dodging while the DOT kills them. This is the best boss-killing weapon in the game.
A-Tier Weapons:
- Tachyomatic Carbine: The starting weapon and still excellent. Good fire rate, good damage, easy to aim. "Rising Pitch" (increasing fire rate) and "Critical Hit" (chance to deal 2x damage) are the best traits. The Carbine lacks the Hollowseeker's crowd control but has better single-target DPS.
- Rotgland Lobber: Fires a glob of poison that deals high DOT. "Explosive Rot" causes area damage on impact. "Caustic Rot" increases DOT duration. Excellent for hit-and-run tactics. Weak against flying enemies since the glob arcs slowly.
- Dreadbound: Fires shards that return to you. Insane DPS at close range (the shards hit twice — going out and returning). "Expanding Shards" increases the hitbox at range. "Returning Damage" increases damage on the return trip. The Dreadbound is the highest theoretical DPS weapon, but it is useless against distant enemies and punishes missed shots.
B-Tier Weapons:
- Spitmaw Blaster: A shotgun. High burst damage but short range. "Narrow Spread" and "Slug" make it usable at medium range. Take this only if you have no other option.
- Pyroshell Caster: Fires bouncing grenades. High damage potential but hard to aim. "Sticky" trait makes grenades attach to enemies. "Enlarged Chamber" gives 50% more magazine. Fun but inconsistent.
C-Tier:
- Coilspine Shredder: Fires a single high-damage shot that can be charged. Damage is good but the fire rate is terrible. "Shattering Discs" (the disc returns) is required to make this weapon usable. Avoid until you have unlocked Shattering Discs at level 2.
Trait Unlock Priority: Prioritize unlocking traits on the Hollowseeker (Portal Beam), Tachyomatic Carbine (Rising Pitch), and Electropylon Driver (Finisher). These three weapon trait lines are account-wide and make every future run easier. Spend your early runs specifically leveling these weapons rather than trying to win.
Artifact & Item Priority
Artifacts are permanent upgrades within a run. Some are game-breaking. Others are traps. Here is the tier list:
S-Tier:
- Athletic Slip Ring (Adrenaline): +25% damage at max adrenaline. This is a free damage multiplier. Adrenaline 5.0 is easy to maintain once you learn to avoid damage. Do not pass this up.
- Unhealthy Sustainer (Resin): Turns all resin into +% max integrity instead of just +5 flat. This is the single best integrity scaling item in the game. If you find resin in biome 1, you can enter biome 2 with 200+ max HP.
- Phage Perversion (Obolite): Collecting obolites heals you. Makes farming obolites a healing source. Combine with the "Obolite Magnet" augment for unlimited sustain.
- Resin Shield: Each resin pickup gives a shield that blocks one hit. Combined with Unhealthy Sustainer, every resin makes you tankier AND gives a free hit block.
A-Tier:
- Spare Shredder: Alt-fire recharges 35% faster. Faster alt-fire is more damage, more crowd control. Works on every weapon.
- Overload Bolts: Successful overloads (reloading at the right time) release a damaging pulse. Free area damage for playing well.
- Phage Fangs: Melee kills heal 5% of max integrity. Staggeringly good sustain in biomes 1-2 because most small enemies die in one sword hit.
- Dismantler: Fabricator items cost 25% less. This saves you 75-100 obolites per biome. Take this early for maximum value.
Items to Buy at Fabricators: Large Silphium > Integrity Augment > Astronaut Figurine > Carbine/Hollowseeker. The Astronaut Figurine (revive once) is 200 obolites and should be bought every run if you see it. The "Child's Watch" (revive at a nearby location) is a substitute but costs 325.
Items to Avoid: "Phage Spike" (damage when you pick up items) is not worth the debuff. "Disrupting Overload" (deals damage on overload but you lose adrenaline on fail) is too punishing. "Dash Sensor" (parasite that stops you from dashing through enemies) turns you into a bullet sponge.
Parasite Strategy
Parasites are temporary augments with a positive and a negative effect. They are central to Returnal's risk-reward system. The key is knowing which parasites to keep and which to remove at the "Parasite Cleaner" machines:
Keep These Parasites:
- +15% Protection / -2% Damage: Protection is the most underrated stat in Returnal. 15% protection means every hit does 15% less damage. The damage penalty is negligible. Always keep this parasite.
- +5% Repair Efficiency / -5% Protection: Healing items restore 5% more. The protection loss is small. Keep this in biomes 1-2 where healing is scarce.
- +10% Max Integrity / -25% Slime Resistance: Slime damage is rare. +10% max HP is huge. Keep this every time.
- Obolites on Melee Kill / Falls Damage You: If you are comfortable with platforming (you should be), the fall damage penalty is a non-issue. Melee kills generating obolites is a massive economy boost.
Remove These Immediately:
- +25% Max Integrity / Dash Bolts: Dash Bolts deal damage every time you dash. Dashing is your primary survival tool. Losing 20+ HP every dash is run-ending. Remove on sight.
- +15% Weapon Damage / Low % Malfunction on Item Pickup: The damage boost is tempting, but a random malfunction (like "cannot pick up items") is a run-ender. Not worth the risk.
- +1 Shield / Can Be Obolized: If a Sucker enemy hits you, you lose all your obolites. This is crippling. Remove at first chance.
You can carry up to 5 parasites. The Parasite Cleaner machine removes a random parasite for 25 obolites. Use it aggressively if you have bad parasites. The "Parasite Harvester" artifact (gain max integrity when removing parasites) turns parasite cleaning into a HP upgrade — always take this artifact if offered.
Biome Walkthrough
Biome 1 — Overgrown Ruins: Your first biome. Learn the enemy patterns here because they reappear throughout the game. Key tips: always melee the dog-like enemies (they stagger and die in one hit). Leave the "Phrike" boss fight until you have 150+ integrity and at least an Astronaut Figurine. Clear every side room for resin and obolites. The "xenoglyph" translation room gives free artifacts — always do it.
Biome 2 — Crimson Wastes: A desert biome with long sightlines. The "Kerberon" dogs are the biggest threat — they lunge at you from off-screen and track your movement. Dash toward them (into the lunge) rather than away, and you phase through their attack. The key items here are the "Hollowseeker" (the best weapon) often drops from the first blue door. The boss "Ixion" is unlocked after grappling across the broken bridge. Do not enter Ixion without 200+ integrity and an Astronaut Figurine.
Biome 3 — Derelict Citadel: The hardest biome until you master it. Jumping platforms over bottomless pits, drone enemies that swarm you, and cameras that trigger turrets. Strategy: the drones are weak to the Rotgland Lobber (one DOT kills them). Always shoot cameras from range before entering a room. The "Drone" enemies explode on death — back away after killing them. The "Nemesis" boss fight is the hardest in the game. Use the Electropylon Driver for the best results — fire pylons at each platform as you traverse and the boss will kill itself on them.
Biome 4 — Echoing Ruins: After your first clear, you return to a rearranged version of Biome 1. Your permanent upgrades (sword, grapple) are intact, but artifacts and weapons reset. This biome is easier than Biome 1 because you have the grapple hook. Prioritize unlocking weapon traits here — the "Data Cube" rooms give permanent weapon upgrades. The "Hyperion" boss fights in the tower at the end. His attacks are slow and telegraphed. Stay at long range and dodge the musical note patterns.
Biome 5 — Fractured Wastes: An ice-themed biome accessed after Biome 4. This biome has no boss — it is a gauntlet of locked-door challenge rooms. Bring the Hollowseeker with Portal Beam. Each locked room spawns waves of enemies. Do not enter a locked room until you have 200+ integrity and a weapon at level 15+. The "Winged Kerberon" enemies here have a new lunge attack that hits twice. Dash twice in succession to avoid it.
Biome 6 — Abyssal Scar: An underwater biome with zero gravity. Your jump turns into a swim. The "Malformed" enemies have enormous HP pools and spawn constantly. Use the Electropylon Driver to create a "web" of tethers in chokepoints — enemies kill themselves walking through it. The final boss "Ophion" has the easiest pattern of all bosses once you understand it: stay in one position and strafe left-right. His tentacle attacks always aim at where you were, not where you are going.
All Boss Patterns
Every boss in Returnal has a fixed pattern. Here is exactly how to beat each one without taking damage:
Phrike (Biome 1): Three phases. Phase 1: melee slam + green orb spread. Strafe left constantly — the orbs cannot track if you move perpendicular. Phase 2: Phrike adds a "blue ring" attack that expands outward. Jump over the ring. Phase 3: adds red orbs that track you with mild homing. Dash through them toward Phrike and unload. The sword does heavy damage. After each stagger, melee Phrike for 2x damage.
Ixion (Biome 2): Three phases. Phase 1: Ixion stays on the ground. He does a 3-hit combo (dodge through each hit) and a sweeping beam (jump over it). Phase 2: he flies up and summons explosive orbs that rain down. The orbs have a shadow on the ground — stand in the gaps between shadows. Phase 3: ground is covered in energy, restricting your movement. Ixion charges at you with a blue aura. Dash toward him at the last second — the i-frames protect you and you end up behind him for free shots.
Nemesis (Biome 3): The hardest boss. Three phases. Phase 1: platform-to-platform fight. Stay on the back platforms and shoot Nemesis between his laser sweeps. Phase 2: you fall to a lower arena. Nemesis spawns orbs that orbit him. The orbs are the real threat — shoot them before they reach you. Phase 3: Nemesis fires a continuous beam that sweeps the arena. The beam always sweeps clockwise. Move counter-clockwise to stay ahead of it. Use the Electropylon Driver — fire 4 pylons into Nemesis, then focus entirely on dodging.
Hyperion (Biome 4): Two phases. Phase 1: Hyperion sits in the organ, firing musical note patterns. The notes travel in straight lines with gaps between them. Stand in the gaps. Shoot Hyperion when the organ is tilted open. Phase 2: adds faster note patterns + a tracking beam. The beam is telegraphed by a red line — dash perpendicular to it at the last moment. Between attacks, Hyperion slams the ground with a shockwave. Jump over the shockwave. The Tachyomatic Carbine with Rising Pitch is ideal here — you need sustained DPS.
Ophion (Biome 6): Two phases. Phase 1: Ophion has three glowing weak points (eyes). Shoot them while dodging his tentacle attacks. Each tentacle has a yellow telegraph before it strikes. Strafe left or right and you avoid all tentacle hits. Phase 2: adds a "black orb" attack that creates a vacuum pulling you toward it. Dash away from the orb. The floor falls away into a pit — grapple hook points appear periodically. This fight is a DPS race: the longer it goes, the more floor disappears. A level 15+ Electropylon Driver with Finisher kills Ophion in under 60 seconds.
Act 3 & Tower of Sisyphus
Act 3 (True Ending): After beating Act 2 (biomes 4-6), you unlock Act 3. In each biome, there is a "Sunface Fragment" hidden somewhere. There are 6 fragments total (one per biome). Collecting all 6 and bringing them to the car in biome 1 triggers the true ending cutscene. Fragment locations are semi-randomized — they always appear in the same type of room, but which room varies. Biome 1's fragment is in the room with the dead giant (use the grapple on the glowing orb). Biome 2's is in the room with the broken bridge. Biome 3's is in the tower room near the boss gate. Biome 4's is in the Echoing Ruins' water pool area. Biome 5's is in the locked challenge room (hardest to reach). Biome 6's is in the large open area before the boss. You do NOT need to collect all 6 in a single run — fragments persist across deaths. Once you have all 6, go to the car in biome 1's starting area and use the "Car Key" (found in a side room in biome 1) to open the trunk.
Tower of Sisyphus: The endless survival mode. Unlocked after your first Biome 1 boss kill. The Tower is a vertical ascent through procedurally generated rooms with escalating enemy density. You have a "Phases" system: every 3 rooms is a "phase," and at the end of each phase, you face a miniboss. The difficulty increases with each phase. Key Tower tips:
- Build for melee. The "Melee Damage" artifact (+50% sword damage) is the best Tower artifact. The "Phage Fangs" parasite (heal on melee kill) keeps you alive. The sword one-shots most enemies and deals 40+ damage to bosses.
- The "Shield" consumable is mandatory. Shields block the next hit. In the Tower, a single hit often means losing your adrenaline multiplier. Shield prevents this.
- Poison and DOT weapons are king. The Rotgland Lobber and Electropylon Driver let you fire once, then focus on dodging while the DOT kills enemies. This is the safest Tower strategy.
- Adrenaline management. Your multiplier increases as you kill enemies without taking damage. Adrenaline 5.0 gives +50% damage. If you take damage, your multiplier resets. Play cautiously at high adrenaline — use the sword from range (lunge attack) rather than getting close.
The Tower has no hard cap — players have reached Phase 30+, but the rewards stop scaling at Phase 20 (all weapon traits are maxed). The main goal is to unlock the "Tower Databanks" which give permanent stat bonuses (weapon damage, protection, max integrity) across all game modes. A good Tower run to 15-20 phases can give enough Ether to reroll artifacts for 10+ cycles.