UNBEATABLE – Complete Walkthrough (Step-by-Step Strategy Guide)
December 28, 2025Episode 1
At the very beginning of Episode 1 (Beautiful Morning With You), the first important thing is to get your timing right with the game, because UNBEATABLE relies heavily on pressing the buttons at the right moment. As soon as the game asks for the sound test, count to 4, pressing F at each number at the exact moment it appears. Then, answer the questions normally and, when the “breathing” stage appears, observe the circles: you must press F the instant the outer circle fits into the inner circle, as if they overlap. Soon after, the game evolves into a “snap” training in rhythm, and the logic remains the same: you keep pressing F whenever the circles meet. If you complete this initial sequence correctly, in addition to calibrating the offset for the rest of the episode, you also guarantee the achievement related to the Sound Check (the one for completing the initial test with the “breathe” and the “snap”).
After passing the test, you take control of Eve backstage, and the main objective is to reach the stage where the rest of the band is waiting, but you don’t have to rush straight there. You can explore the scenery calmly and interact with various points. Whenever you see a small black interaction balloon appearing near an object, approach it and press F to examine or talk to it. When you decide to advance the story, follow the corridor, keeping track of the signs with green arrows. At some point, you will notice, on the right side, a tunnel with a bright white light coming from inside. This tunnel is the path to the stage. Upon crossing it, you reach the area that triggers a cutscene, and the game will give you a line like “I’m ready”; select this option to proceed.
Before entering this illuminated tunnel, it’s well worth grabbing an optional achievement. Notice that near the tunnel there’s a door to the left. Go through it to access the Food Court. Inside, look for the merchandise table next to some fans you can talk to. Interact with the table by pressing F and you’ll unlock the achievement related to “stalling before the show” (the Merch achievement, known by the text “I thought she’d be taller”). After that, go back and head to the tunnel to continue the story normally.
After the scene on stage, the controls switch to Beat. Now the path is more direct: keep walking to the right until you find the girl with blue hair, Quaver. In the conversation, you can choose any answer you want, and to switch between options you use Q and E (the game lets you navigate through the dialogue before confirming). Once the conversation ends, continue following Quaver to the right. You’ll come across a fence, and to get past it, you’ll use the jump for the first time: press the spacebar to jump.
On the other side of the fence, the game asks you to hide the guitar case before going to Quaver’s house. Look for the tree near the lake and interact with F there to store the items at that spot. Then, she’ll start a conversation about a “cover story,” as if you need to justify why you’re there. There’s no wrong answer to advance, so choose the one you find most fun (being a new friend, classmate, cousin, or even questioning whether you need this). Afterward, accompany Quaver to the door and, when you’re ready, press F to enter the house.
Inside, follow Quaver to the main area. She’ll ask you to wait while she gets something, and in the meantime you can talk to Crest. Again, the choice of response doesn’t stop progress, so select whichever you prefer. Then, to pass the time and see an extra interaction, go to the kitchen and talk to the maid; accept when she offers a “tour” of the house. After Quaver returns, the story moves to an outdoor area. Go outside and continue following Quaver to the right down the street, paying attention because several people you can interact with will appear along the way.
On this journey, there’s an achievement that’s easy to miss if you just ignore everyone. You’ll find a girl jumping rope. Interact with her and agree to help count the jumps. This minigame works via audio commands: when you hear “Hey!”, it’s your signal to press F in rhythm. When she says “Jump!”, you must press F only once at the right time. When she says “Cross!”, you need to press F three times, maintaining the same rhythm as the jumps. The goal here is to get a high score, and reaching 100 or more unlocks the jump rope minigame achievement (the one about “accidentally becoming a babysitter” and “counting one by one absurdly well”). If you get the timing wrong, try again until you get the rhythm right, because it’s literally a musical perception and cadence exercise.
After that, continue past the ice cream truck and, further ahead, turn left following the street until you reach a wall where there’s a police car. Quaver will ask you to distract the guard, and you can choose between casual conversation, avoiding talking, or engaging in long, drawn-out conversation. Any option works to distract him long enough; it just changes the tone of the subsequent dialogue. Continue advancing the dialogues by pressing F when the game prompts you to move forward. At this point, when Crest reappears and Quaver returns, pay attention because you pick up an important collectible when leaving the neighborhood: the Wristband. Once it’s in your inventory, go around the gate on the right side and look for the bicycles. Interact with them by pressing F to leave the area and continue your journey.
Upon reaching the new area, ride your bicycle to the right until you see the stadium in the background. Go to the main stadium doors and press F to interact, but you’ll notice you can’t enter through there. The solution is to look for another entrance. Continue to the right until you find a hangar door that’s half open. Go up the ramp to the right, use the spacebar to jump to the opening, and then press F to enter the hangar.
Inside the stadium, you’ll be backstage. Before going up the stairs ahead, take a detour: turn right, going around a red box, and continue straight down the corridor. There will be an open door on the left leading to a dressing room. Go inside and look for a second collectible: the keys. They are located below the mirrors, so get close to the correct area and press F to pick them up. With the keys in hand, go back down the corridor, up the stairs, and then turn left to continue the main progression.
Further along the corridor, Quaver will ask for help recreating photos of her parents. From there, you obtain the Parent Photos collectible, and it’s worth remembering that you can consult these images in your Journal by pressing J, because the journal indicates where you should go to recreate the photos. Additionally, still in this sequence within the stadium, there’s also a collectible related to one last photo with Quaver (One More Final Photo With Quaver), which appears on the way through the tunnel to the stage. The idea here is simple: advance calmly, interact when the game indicates, and if you want to complete everything, open the Journal and use the photos as a reference so you don’t miss anything.
When you get close to the tunnel leading to the stage, you’ll find a locked door and will eventually use the Keys to unlock it. After that, Quaver will arrange to meet you in the bleachers area. To reach this location correctly, go to the left and open the other door that leads you through the cafeteria. Walk through the cafeteria, always keeping to the left, past the food stalls, until you see a corridor that leads to the seating area. Upon arriving, the game will offer you a “Let’s go” option; choose this dialogue to advance.
Next, approach Quaver on stage to trigger a short scene. Soon after, the situation deteriorates with the intervention of the police officer, and that’s when the first real rhythm sequence begins. Here it’s essential to memorize the button pattern: D hits the top notes and F hits the bottom notes. Focus on staying calm, watching the position of the notes and pressing in time, because the game is very fair once you get the pulse of the rhythm.
Next, the pace continues in the form of an escape, with a chase where the controls change according to the type of signal. When the police officers lean out of their cars, the action calls for pressing F at the right time. When the flying vehicles appear, you must press F four times following the visual cues: wait for the pointer or indicator to reach the circle line and execute the four taps in time. When the tank part comes in, the logic is quantity and urgency: you will see several red circles and you need to “hammer” F quickly, pressing it as many times as the number of circles that appear, without holding the button down – it’s a repeated tap. If you follow the visual cues and treat each section as a mini-time challenge, the chase flows well and you’ll get through it without difficulty.
By completing this part up to the opening credits, you also secure the achievement related to finishing Episode 1 up to this milestone (the musical name pun achievement). After the title screen appears, just continue until the end of the episode: watch the last two dialogue scenes and advance the lines with F whenever necessary. At the very beginning of Episode 1 (Beautiful Morning With You), even before the story really gets going, the game asks you to calibrate your timing in the “sound check,” and it’s worth doing it calmly because this affects the whole feeling of accuracy in the rhythmic parts. When the countdown to 4 appears, press F following each number in rhythm. Then, after answering the questions, comes the “breathing” stage: you need to press F exactly at the moment when the outer circles fit over the middle circle. Right after that, the idea is the same, only turning into “snaps” (rhythmic clicks): keep pressing F whenever the circles overlap. If you do this sequence correctly, you’ll get the sound check right at the start.
After calibration, you take control of Eve backstage, and the main objective is to reach the stage where the rest of the band is waiting. The game allows you to explore quite a bit. Notice that several points in the environment generate a kind of small black balloon indicating interaction; when one appears, get close and press F to examine, comment on, or activate the object. If you want to advance the story, follow the corridor in the direction indicated by the signs with green arrows. At some point, you will see, on the right, a tunnel-like passage with a very bright white light coming from inside: go through there to reach the stage area. Once you are near the point of progression, choose the dialogue that indicates you are ready, such as “I’m ready,” and this triggers a scene.
Before heading straight to the stage, you can quickly grab an optional achievement. Instead of going straight through the illuminated tunnel, look for the door to the left of that passage and enter the Food Court. Inside, go to the merch table (the product stand) near a group of fans you can also talk to, and interact with the table by pressing F. That alone will earn you the achievement related to “stalling” before heading to the show.
After the cutscene, you take control of Beat. From here, walk to the right until you find the blue-haired girl, Quaver. She starts a conversation, and the game lets you choose answers, alternating between Q and E. There’s no “wrong” answer here, so choose the one that best matches the tone you want to convey. After the conversation ends, continue following Quaver to the right. You’ll come across a fence and, for the first time, you need to jump to advance: use the spacebar to jump over it.
On the other side of the fence, a simple but mandatory task awaits: store the guitar case discreetly. Find the tree by the lake, lean against it, and press F to choose to store the equipment there. Next, Quaver will bring up the subject of having a “story” to tell, and again selectable answers will appear (Q and E to switch). Any answer works, so choose the funniest, most serious, or strangest one, as you prefer. After that, go with her to the door and, when you’re ready, press F to enter the house.
Inside, follow Quaver to the main area. She’ll ask you to wait a moment while she retrieves something, and in that time you can talk to Crest by choosing one of the available responses. As soon as you can, to pass the time and see extra content, talk to the maid near the kitchen and accept the tour when she offers. This doesn’t hinder anything, it just adds interaction and atmosphere to the scene. When Quaver returns, the story progresses and you go outside.
On the street, continue following Quaver to the right. As you walk, you’ll encounter several people you can interact with, so if you enjoy exploring, keep pressing F at the points of conversation and observation. There’s a very specific achievement here related to a child jumping rope. When you find the girl jumping, interact with her and choose to help count the jumps. The minigame works by sound cue: press F when you hear the “Hey!” that marks the time. When she says “Jump!”, you press F only once at the right time; when she says “Cross!”, you need to press F three times, following the rhythm of the jumps. The goal is to score over 100 points to get the achievement, so focus more on timing accuracy than rushing.
Moving forward, pass the ice cream truck and then turn left, heading towards the wall where there’s a police car. At this point, Quaver asks you to distract the guard, and you’ll see different approaches, from starting a conversation to avoiding it altogether. The important detail is that, regardless of your initial choice, the game gives you dialogue variations afterward, but all serve the purpose of distracting him for a few moments. Continue advancing the dialogue options with F when Crest reappears and when Quaver returns.
Before leaving the neighborhood, pay attention to an important item: you will obtain a wristband in this sequence. Once you have the wristband, go around the gate to the right and head to the bikes. Interact by pressing F to use the bicycles and leave the area.
Upon arriving at the new location, walk to the right from your bike until you see the stadium in the background. Go to the front doors and press F to try to enter, but they won’t be the correct route. To find an alternative access, continue further to the right until you see a hangar door that is slightly open. Go up the small ramp on the right, use the spacebar to jump to the opening, and then press F to enter the hangar.
Once inside the stadium, you’ll find yourself in a backstage area. Before simply going up the stairs ahead, you can grab an important collectible. Turn right, going around the red box, continue straight down the corridor and look for an open door on the left that leads to a dressing room. Go inside and look for the keys under the mirrors; interact with the correct point using F to collect them. With the keys in hand, go back down the corridor to the stairs, go up and then turn left to continue.
Further along this interior section, approximately halfway through, Quaver prompts a moment to recreate photos of her parents. At this point, you begin collecting photos of her parents (parent photos), and it’s worth remembering that you can view these references in your Journal by pressing J, which helps to identify where each “recreation” needs to happen. Also on the way to the stage, there’s a final step involving taking one more photo with Quaver in the access tunnel, so keep your eyes peeled when approaching this transition.
Continue down the corridor until you find the tunnel leading to the stage. Here, the keys you picked up in the dressing room are used to unlock a door, so use the F interaction when prompted. Quaver will arrange to meet you in the bleachers/seating area. To get there, instead of going straight ahead without thinking, go to the left and open the other door to cross the cafeteria. Walk through the cafeteria until you see a corridor leading to the seating area. A good reference point is to go left past the food windows until the correct passage appears. When the option to continue appears, choose something like “Let’s go” to proceed.
As you approach Quaver on stage, you trigger a short scene, and soon after, the situation spirals out of control with the police officer’s interruption, leading into the episode’s first rhythmic sequence. The key here is remembering the key mapping: D usually corresponds to the upper notes and F to the lower notes. Focus on hitting the beat’s timing, because this first song will familiarize you with the rhythm and the feeling of “pressing at the right moment” that the game demands.
The sequence continues in a chase format, with the police pursuing them, and the game transforms the escape into rhythmic commands. The general rule is to always press F following the timing cues on the screen. At certain moments, when the police appear leaning out of the cars, you press F once at the right time; at another point, when the flying vehicles appear, you need to press F four times, synchronizing each press with the moment the timer reaches the line on the circle; and when the tank section with several red circles appears, the idea is to quickly press F the indicated number of times, “spamming” the button according to the number of circles that appear. By maintaining the rhythm, you can finish the chase without major problems.
After the title screen appears, it’s not quite over yet: continue to the end, watching the final two dialogue scenes and pressing F to continue the dialogue when necessary. Finishing these scenes concludes Episode 1 and transitions directly to Episode 2.
Episode 2
In Episode 2 (Perfect Free), you start with introductory scenes featuring new characters, then just advance the dialogue using the F key until the game returns control. When you return to Beat and Quaver, you’ll be presented with a choice about whether or not to eat the buffet food. You can choose any option without fear, because it doesn’t change the course of the episode; it serves more for characterization and the mood of the conversation. After you talk about the “plan,” the story cuts to your arrival at the prison with the twins, and as soon as they understand what’s happening, you’re immediately in the first rhythm battle of the episode, against Clef.
This battle works in the classic UNBEATABLE format: notes appear both above and below the screen, and you need to time them correctly, using D for notes at the top and F for notes at the bottom. When long notes appear, it’s not just a matter of pressing and releasing quickly; you must hold for the indicated time and also confirm the end of the note at the correct timing, because the game often requires the “closing” of the hold. Zigzag tracks require rapid repetition, so instead of trying to nail a perfect hit, it’s best to press the button several times in sequence to follow the pattern. After finishing the battle, dialogue responses appear to choose from, but any will do, so just complete the conversation to continue.
Shortly after, a guard tells you to report to the Yard. To get there, go left, cross to the next room and take the path uphill; continue uphill until you reach the two doors that lead to the Yard, because at this point the rest of the path is usually blocked. In the Yard, you talk to the police officer about rules and can answer however you want. Once you’re finished, you go back inside and the next destination is the cafeteria: go left, pass the evidence room area and go through the door that leads to the cafeteria. Again, the game lets you “choose food” like in the buffet at the beginning, but this is only cosmetic. After the conversation with Penny in the cafeteria, a quick scene plays and the day changes.
The following morning, when your cell is opened, the objective is to go to your work shift at the Factory. Walk to the right side of the cell area and go through the open opening. The guard will guide you inside, and you start your shift by going to the conveyor belt/assembly line at the bottom of the screen and confirming the action to work. Before starting, you may be asked to give the guard another short answer, but it doesn’t change the mechanics. From here, the work minigame is basically product inspection: you test, decide if it’s good, and approve or reject it.
To check the product, look at the left panel, near a red diamond-shaped symbol, and use the three rectangular buttons to perform the tests. There are two main signs that the item is defective: parts coming loose during the process or the stability test indicating instability. If either of these problems occurs, don’t try anything fancy, press the red reject button. If the product passes cleanly, go to the third rectangular button, adjust the voltage to 5, and then confirm with the green approve button. By consistently doing this, you can close the shift without blocking the workflow.
As soon as your shift ends, the game automatically takes you back to the cafeteria, with another conversation with Penny and new food choices that, again, don’t alter the story. When you sit down to talk, options for questions and comments appear; choose the ones you prefer and move on. After that, a guard escorts you back to the Yard and you enter another rhythmic combat sequence. The mechanics are the same as the previous fight, with notes above and below, and here the most important tip is not to “accept” a series of mistakes: if you miss too many notes, your life bar at the top will drain until you get a Game Over, so prioritize consistency, especially on the easy notes.
Winning this fight, you go back to the Factory, but now for a rhythmic sequence with a nostalgic feel. Treat it like a normal song: follow the cues and hit the special notes (the “Silence” notes) in time. After this song, you wake up to another morning, have a conversation in your cell, and are sent back to the Factory to repeat the shift. It’s literally the same procedure as the previous day: test, reject if unstable or breaking, approve if it’s okay with the tension at 5.
In the second shift, an extra important objective comes into play: at some point you’ll notice blueprints and papers on a table. You can continue working normally until the guard gets distracted, and when he’s out of focus, choose to take the documents. This is a collectible from the episode, so it’s worth not missing. Once you’ve collected the blueprints, finish the shift and you’ll return to the cafeteria once more, with the choice of whether or not to eat and more conversation.
After the conversation, the game sends you to find Penny. In this part, inside or near her cell, you need to investigate the environment using the camera: move the view with WASD until you frame the area of the broken wall, and when the interaction appears, press F to examine. By investigating, you can advance by entering the narrow path, crawling through the duct/vent. Finish the conversation with Penny, watch the short scene that follows, and then you are taken back to the courtyard for another rhythmic battle. Go through it the same way, protecting your HP and holding the long notes well.
Upon completing this fight, a window of respite opens up allowing you to visit the Recreation Room. Here, there are two minigames. One is a kind of improvised pool: you use WASD to position the cue and aim, and to hit you hold F to charge power and release to hit; the objective is to pocket the balls without losing the cue ball. The second minigame is on the computer to the right and works like a “brick breaker”: you move the platform to return the ball and destroy the blocks that block the way to the top. If you enjoy completing everything, it’s worth persisting until you break all the bricks, because there’s an achievement linked to clearing the board completely. When you’re finished playing, return to the main cell area and choose the option to sleep at the foot of the stairs.
Upon sleeping, you return to the Factory in a dream sequence. Go through the door on the right and complete another memory song, following the rhythm as usual. The next morning, the routine changes: instead of work, you receive “recreation time” in the Yard, where you can pick up another collectible, a baseball bat. The baseball minigame is straightforward: you need to press F along with the beat to hit the ball. If you miss the timing, it counts as a strike and you lose one of the “balls” indicated at the bottom of the screen; if you lose them all, it’s Game Over, so play with clean timing in mind, not frantically pressing the button.
When the baseball sequence ends, a general conversation breaks out in the courtyard about the escape plan, and soon after, a guard tells you to accompany him, triggering a cutscene. As soon as the scene ends, Beat enters the Rec Room and resumes his conversation with Clef, which turns into another rhythmic battle against her. Winning allows you to return for another shift at the Factory, but now with the real intention of sabotaging the system to create an escape route.
In this sabotage operation, start working normally until you have the chance to distract the guard and lose direct control of the room. When you realize you’re “clear,” choose the actions of hitting the computer in sequence: first hitting, then hitting harder, and finally delivering the heavy blow. After that, you need to manipulate the product’s tension in a specific way: adjust it until the bar fills to the point of completing two entire lines, and only then approve the item. Approval with this exaggerated tension is what triggers the explosion and creates the chaos necessary for the escape.
With the escape underway, go through the evidence room and, when the option to pick up the items appears, choose to grab everything to collect the Walkman and the headphones, which count as collectibles. Next, the game presents you with dialogue choices that are, in practice, the step-by-step process to transform the headphones into an improvised solution: you break the headphones, insist they need to work, wrap them up however you can, and attach them to your shoes. Doing this initiates a rhythmic sequence of sliding on rails. Here the controls change: D is used to jump at the correct timing, marked by diamond-shaped symbols, and F is used to dodge obstacles, indicated by crosshairs. Keep your focus on the icons because this part mixes music and quick reaction, and missing a dodge can be costly.
As soon as that sequence ends, another rhythm battle begins, this time against DC and some police officers. The format is the same as the combat, so treat it like the previous battles: get the timing right, hold the long notes completely, and don’t let your life melt away due to consecutive mistakes. Winning allows you to reunite with the group on the train. On the train, you can help Quaver with another photo: approach her and wait for the camera balloon to appear; when it does, press F and use your phone to recreate the photo she wants, unlocking the collectible from the photo on the train with Quaver (Train Photo With Quaver).
After taking the photo, a quick scene plays, and then the game throws you into another rhythmic action sequence. In this part, the key detail is deflecting enemy drones by pressing F at the right time, like a “hit and run” in rhythm, while the rest functions as a normal sequence mixed with battle segments. Completing this last musical fight will finish Episode 2.
Episode 3
In Episode 3 (Hybrid Rainbow), you continue straight ahead after the chaos and fight at the end of Episode 2, but now the group is inside the sewers. As soon as the initial dialogue finishes, proceed until you reach the first fork in the road: there’s a straight path and another to the left. If you turn left, you can interact with a billboard and graffiti the sign. This graffiti becomes a mini-rhythm challenge, so touch the panel and press F exactly at the points marked with X, always at the right time, as if it were a synchronized “hit the target”. When finished (or ignored), go back and take the main path straight ahead to continue the correct route.
Go straight ahead and then take the right-hand passage under the pipe on the right. You’ll come to another fork in the path. Choose the left path. You’ll see an area with a waterfall further ahead; as you approach it, don’t stay close to the waterfall, but take the left exit that appears before, going down another route. At the end of this section, when you turn right, there will be more dialogue and you’ll find a blocked passage. Clef and Treble will be standing near this blockage while you solve the problem, so what you need to do now is find a way to unblock the path.
Instead of insisting on stopping at the barrier, follow the path to the left of the blockade. At this point, look up and you’ll notice a kind of elevated barricade, and in the middle of the water a bright light will catch your attention. Go to this light and press F to collect the Sewer Access Codes, a collectible from the episode. With the codes in hand, continue walking to the left and follow the pipe until you make another left turn. You’ll reach a terminal. Here’s the important part: use the terminal to enter the code for pipe A. If you want to confirm later, these codes are recorded in your Journal, accessible by pressing the J key, but the pattern for pipe A is: Right, Left, Left, Right, Left (R, L, L, R, L). Enter them in that order and confirm.
Now go back to the blocked area where you left Clef and Treble. If you entered correctly, the blocked path will now be clear. Go across and climb the stairs to continue. On the other side, after talking to them, go to the left and follow the walkway to the area marked as sluice control. As you get closer, the option to observe closely will appear. When you choose this, visually follow pipe C until you find the correct terminal. There are several terminals in this area, and the one you want is the middle one. Open the terminal and enter the code for pipe C, which is: Left, Right, Left, Right, Right (L, R, L, R, R). Confirm to shut off the flow.
Once that’s done, go back and talk to Clef and Treble near the broken section. Because of the script, they end up messing with and undoing what you just fixed, so don’t be alarmed if the problem returns. The solution is simple: go back to the same terminal on pipe C and enter the same code again (L, R, L, R, R) to turn it off a second time. Then go back once more to talk and let the story advance to the next scene.
In this transition, you control Rest inside a room with reports. When you ask the twins to guide you, you can move the character with WASD. Look at the table for orientation and then go to the whiteboard. On it, interact by pressing F on each of the displayed posters, one by one, until you exhaust all interactions. When you finish this part, the game returns to Beat and the group is already leaving the sewers. As soon as the dialogue ends, approach Quaver to talk to her and then enter the shack with everyone.
Inside the shack, your goal is to make the place minimally habitable. Go to the mess on the floor and choose to clean it. Then, do the same with the sofa, choosing the option to clean the sofa when it appears. At some point, Clef mentions that she’s hungry, and this is the cue for you to investigate the refrigerator. Approaching and interacting with the refrigerator, it becomes clear that the shack needs power, so go outside and look for the generator right next to the door. Interact with it to restore power. With the light and power back, go back inside the shack and interact with the sofa to end the day. This leads to a dream sequence: walk to the right through the openings and complete the music in the standard rhythm format.
The following morning, leave the shack and go to the beach until the option to go to town appears. Entering the village, climb the stairs leading from the beach and turn left. You’ll overhear a conversation between Treble and Clef with Quaver. After joining in, enter the ramen bar and talk to Quaver inside. The dialogue choices here are more about tone than consequence, so select what you prefer and proceed. Then, the twins enter, the conversation changes, and after they leave you have another round of conversation with Quaver, also without blocking progress. Finally, go outside because the objective now is to find Quaver again, and the game facilitates this with footprints on the ground pointing in the right direction. The trail of footprints leads you back to the shack area.
If you like to pick up extra interactions, there’s another optional graffiti spot in the city: above the shops, to the right of the ramen stand, you can use cardboard boxes as steps. Jump up on the boxes and keep jumping until you reach the roof. Up there, cross the wooden planks to reach another billboard and tag again using the same method, pressing F at the marked points at the correct timing.
Following the main storyline, near the entrance of the shack a dog appears and you can interact with it, choosing different responses just to vary the scene. After that, a flashback occurs and you enter a conversation with Treble. When it ends, go to the entrance of a bar located above the bookstore and coffee shop. Inside, talk to the bartender and advance the conversation until you hear about a way to access the apartment above the shop. There’s also some cool optional content here: if you try to order a drink, the bartender might offer you a tip and open a bartending minigame. To do well, the rule is to listen to how the customer describes what they want and assemble the glass with ingredients that match the profile, then shake it to the rhythm. You have a time limit and need to meet a tip goal to end your shift. If your intention is to get all the orders right, use the correct combinations: for the order “sweet, balanced and fruity, but still alcoholic”, mix New, Sour, Bitters and Demerara; for “crunchy, balanced and refreshing, not earthy at all”, use Bitters, New and Ice; For the order that explicitly calls for an Old Fashioned, use Nostalgia, Bitters, and Demerara; for “any plant you have,” use Bitters, Nostalgia, and Sour; and for “something that will startle me,” just use Ice. If you make all the orders perfectly, you’ll earn a specific performance achievement. If you want a different, more “meme-worthy” achievement, you can ignore the orders and serve Old Fashioned to everyone, always using Nostalgia, Bitters, and Demerara. After completing a turn, talk to the bartender again to get the Sally’s Bar Menu, which is a collectible.
Leaving the bar, go to the blue building to its left and interact with the door to go up to the roof. Up there, jump to the right to land on the roof of the Books and Brew café and choose the option to break in. Inside the building, walk to the right and pick up a photo from a shelf. Then, exit the same way you came in. When you go down, a police officer will approach you, and you can respond however you want, because a battle that’s designed for you to lose as part of the storyline will follow, so don’t get frustrated trying to “save” the fight. After the conversations and flashbacks that follow, go to the right and enter the Rest Area.
In the Rest Area, approach the vending machine and prepare for a rhythmic sequence linked to the location. The pattern here is simple, but requires a good ear: you listen to the beat and press F at each X mark that appears on the line, always in the correct time. Once finished, head left to the Lighthouse area. There you’ll find Quaver again and need to enter the lighthouse. To do this, climb the ladder to the left of the gate and jump to the other side. As soon as you do, you’ll be in a battle against police officers. Beat the fight and then return to the gate to break the padlock and allow Quaver to accompany you. Then go to the door on the right side of the lighthouse, remove the board and enter.
Inside the lighthouse, talk to the twins, and the game will then let you create your own band posters. You can design them however you like, but the controls matter: use F to add stickers, the spacebar to change colors, Q and E to adjust the size, and ESC to access other options, including finalizing the poster. When Quaver shows you her poster, there’s a dialogue choice achievement. To get it, respond in a “kind” way, praising her by choosing the equivalent of “It’s… great.” After that, the game asks you to decide whether you’ll use your poster or hers, and either decision works.
With the posters ready, the mission becomes “covering up police propaganda” around town by pasting over them. The process is always the same: reach the marked point, interact by pressing F, and then do a mini timing trick, pressing F in rhythm when the circles align. You need to cover one point inside or near the shack and two more points in the city for the story to unlock. One of them is right next to the stairs leading up from the beach. The other is in the main square (Town Square), next to the convenience store.
While you’re going back and forth, take the opportunity to collect photos with Quaver, as they’re usually located near the main path. Near Books and Brew, there’s a store photo to recreate and get the STORE PHOTO WITH QUAVER collectible. In the Rest Area, interact with the vending machine again to take another photo and get the REST AREA PHOTO WITH QUAVER collectible. After you’ve placed the three posters needed to advance, return to the shack and look for the “look at the sea” interaction; choosing this option will guarantee you the SHACK PHOTO WITH QUAVER collectible.
When you first enter Town Square, even before you start exploring, another rhythmic location sequence plays. Again, it’s the same scheme: listen to the beat and press F on the X markers on the timeline at the right time. After that, go to the convenience store on the right (Nine 2 Five). Outside, nearby, there’s a mandatory poster spot to paste over the advertisement. Inside, there’s a silly and quick achievement: enter and jump on the counter three times to unlock the achievement related to just jumping around. Outside the convenience store, there are also gachapon machines; interact with them twice while Quaver is with you to get the GACHAPON collectible.
After putting up the posters in the square, Clef appears complaining, and the game lets you head to the lighthouse whenever you want, but first, it’s worth resolving some optional things if you’re completing everything. In Town Square, there’s Whacktown, a baseball minigame. First, talk to the two kids outside, then go inside and use the computer to play in “Not So Easy” mode. The mechanics are identical to the other batting modes in the game: press F at the right time to hit the ball, and avoid missing all your strike balls, because running out of strike balls results in a Game Over. If you win without using up all your strike balls, you get the baseball prize collectible (the funny-named item related to “baseball”). For a more challenging achievement, you need to complete this challenge on “Not So Easy” with at least 7 strike balls remaining. And there’s an extra layer, linked to “ghost baseball”: after winning the prize and talking to the kids about it, go back inside, interact with Bay 02 and complete the minigame several times until a specific text appears at the bottom indicating that you’ve entered the “haunted” round, then win again to unlock the achievement and also the OLD MOONLIT FLOWER collectible. If it’s difficult, it’s worth using Assist Mode in the options to make it easier.
If you’re aiming for the achievement of covering all police posters on the map, in addition to the main locations, also look for the extra spots where you can put up posters: one in the waterfront area near the stairs, one in the neighborhood area after the police station, and later one at the train station after the show at the lighthouse. Putting them up in all the spots will unlock the achievement for completing all the “posting” areas.
When you’re ready to advance the main story, return to the Lighthouse and interact with the door to start “Showtime.” You’ll have a choice of response, but any will work, and then you complete a rhythmic sequence of the show. After the concert, the scene is interrupted by the twins, conversations with Clef take place, more flashbacks occur, and the game jumps to the following morning. At the train station, talk to Treble to decide your next steps and leave with her. Once you arrive back at Town Square, a battle takes place. Winning will allow you to return to Whacktown, start another round of the minigame, and pay attention to Clef’s dialogue while playing.
After this conversation, leave Whacktown and return to the Lighthouse. Here you can get another photo collectible: choose the option to take a photo, zoom in on the Quaver at the top of the lighthouse and take a picture to get the LIGHTHOUSE PHOTO WITH QUAVER. Right after, complete another location rhythm at the lighthouse, again pressing F on the X markers of the line at the right time. Finally, the story enters a sequence of planning a heist at a HARM facility. In this part, use the camera with WASD to look around and press F on everything you can interact with. Some objects require photos with the spacebar, and the main ones are: the sewer pipes, police cars, an open window, an observation tower, and security cameras. Only after observing everything and photographing what is necessary does the game unlock the real action.
When the heist begins, the logic becomes “don’t stop the rhythm”: you’ll need to keep hitting the beat by pressing F whenever the circles meet, like a constant timing test. When you reach the elevator, wait for it to descend to the bottom and then walk out to the left. There’s an area with seized items there, and the most important thing to look for is a beatbox at the end of the row. Then, outside, go around the building and talk to Clef. She asks for something heavy. Go to the left, pick up a brick and take it back to her to trigger another scene and another rhythmic escape sequence. In this run, the controls are very specific: use D to jump at the right time when diamond-shaped markers appear, and use F to dodge when targeting symbols appear. After finishing this part, just watch the final scenes and face another rhythmic battle sequence to close out episode 3 for good.
Episode 4
In Episode 4, All Want and All Feeling, the story opens with a HARM press conference, so there’s no secret here: read the lines and advance the dialogue until the game returns you to Beat and the rest of the group. After the conversation ends in the new hideout, you enter a mandatory rhythmic sequence, so focus on the timing of the notes and finish the song to continue. Once the game puts you backstage, Beat stays behind to organize things before everyone leaves: walk to the left, interact with the indicated point, and choose the action to store and arrange the equipment to advance. Then, after the chat with Penny and the transition back to the hideout, you get a moment of exploration in the city with Quaver. Leave the hideout and go down the sidewalk to the left; you’ll soon encounter police officers and a device that “muffles” sound, so prepare for a rhythm battle and win. Once the fight is over, the game gives you the chance to break the machine, and the mechanics are classic timing: press F the instant the circles fit together to destroy the device. With that resolved, continue walking to the left until the option to return to the city appears, cross the walkway to the left and, going down the stairs, talk to the child standing there because they start the minigame “the floor is lava”. In this challenge, you need to cross to the right jumping on top of the cars without touching the ground; make the jumps calmly, but remember that there is a timer, so don’t stand still deciding for too long. When you pass the barricade, climb onto the winch-like mechanism, cross through it and use it to reach the roof. Up there there is another muffler and a policeman; at this point you can talk before fighting if you want to see the interaction, but in the end you can fight anyway and then break the muffler in rhythm, pressing F when the circles fit together. To complete the minigame and return to the street, enter through the roof door, and upon descending you will receive a reward item, the Medal, which counts as a collectible. Still in the same block, a little past the child from the minigame, enter the abandoned studio with a yellow sign on the facade and pick up the collectible there, the strange vacuum cleaner marked EVIL (?) VACUUM. Exit the studio, continue along the sidewalk to the left and you will see a convenience store on the corner; before entering it, notice that there is an underpass entrance where you can interact with a billboard and graffiti it, and this graffiti is also done rhythmically, pressing F at the marked points at the right time. Then, enter the convenience store and look for the middle shelf on the left to interact with the option to buy snacks, which gives you the Onigiri as a Day 1 collectible with Quaver. When you finish this loop, cross the walkway again and return to the hideout to continue the story.This leads to another obligatory rhythmic track. After the “show,” the game takes you to a laundromat with Quaver; once the dialogue ends, walk to the left and interact with the machine, choosing the option to create “art,” then skip ahead through the dialogue and exit through the door when it’s unlocked. Next, Beat meets Penny at a bar, and after their conversation, you need to find her at the abandoned City Street studio; to get there quickly, walk along the sidewalk past the convenience store and, before the stairs leading up to the walkway, enter the building with the yellow signs and complete the scene with her to end the night and wake up the next day. On Day 2, you explore again, now with Treble, but there’s one detail worth doing immediately: talk to Clef and complete the practice as soon as the game allows, because this unlocks the path to the arcade section later. After that, leave the hideout and return to City Street; Enter the convenience store with Treble and you’ll see two boys being scolded for suspected theft. Choose any dialogue option to defend them and end the scene. Now go back to interacting with the store and buy a snack from the top right shelf to receive the Mochi as your Day 2 collectible. Leaving the store, notice a muffled voice coming from the sewers; talk to it, agree to help, and you’ll learn you need a tool near the bar in City Center. Walk to the left to enter City Center, continue straight ahead until you reach the street with the bar, and on the left side of the bar you’ll find a manhole with a glow above it; pick up the Crowbar there, as it will unlock several things from here on out. With the tool obtained, return to the central monument area and cross over to reach the Arcade by going up the stairs; at the entrance, the children are complaining that nothing works, go in with Treble and Clef and agree to help fix it. To solve this, you need to gain a “head start”: exit the Arcade and look for the scaffolding path; cross the monument, return along the restaurant street to the bar street, and to the left of the bar, climb using the truck, then a box, and then the awning to reach the structure. Follow the scaffolding, jump the gap, enter the elevator, and when you reach the top, go around and jump another gap. Now comes the part that seems strange, but that’s what it is: face the large toothbrush billboard, slide towards the toothpaste to be propelled to the roof, and up there, defeat the policeman and break another muffler in the circle minigame with F at the right time. Upon completion, the game throws you back in front of the Arcade and night falls. If you want an extra achievement here, enter the Arcade and play the dance minigame; the trick to scoring high without exceeding the central meter is to use WASD to “spread” the arrows, but with discipline, waiting for them to cool down before sending too many at once.Because when the arrows turn red, they fill the meter much faster, so hold your hand, distribute the drinks, and let it cool. Now go back to the convenience store and use the crowbar to help the person trapped in the sewer, which takes you inside and allows you to break another muffler. Then, go left again, return to the City Center, and go to the bar; talking to the bartender allows you to start another round of the bartending minigame, and if you get all the orders right, you unlock the achievement for this night. To avoid getting lost, think of the orders as “flavor profiles” and assemble them correctly: when they order the cocktail the game calls Old Fashioned at this stage, use New, Sour, Bitters, and Demerara; when they order something with a lot of flavor and personality, use Nostalgia, Bitters, and Sour; when they ask for “straight to the point,” serve only New; when the person says they don’t want anything, finish without adding any ingredients; when they order something simple, refreshing, and not sweet, use Ice, New, and Nostalgia; And when they ask for something modern, fruity, bright, and not at all “Old,” use Ice, New, and Sour, always remembering to shake to the rhythm and respect the time limit to meet the goal. When you decide to advance the story, return to City Street and enter the studio again to find Penny; upon finishing, you reunite with Quaver at the hideout and, after the conversation, receive the BRAIN POISON DEMO collectible. This becomes Day 3, now with Clef accompanying you, and you can explore before returning to practice. At the beginning of Day 3, take the quickest route to another collectible: go straight to the convenience store and buy a snack on the bottom left shelf to get the Candy. If you want to complete important optional tasks, return to City Center and look for the gate to the left of the Arcade to enter the schoolyard; There you’ll find the rope girl again, and to unlock this chapter you need to complete the minigame two more times, ensuring high scores on each attempt, so focus on the audio and press F exactly at the right time to consistently score above 100. Also in this City Center area, there’s another quick achievement related to the crowbar: after saving the person in the sewer, go to the school gates, find another manhole and use the Crowbar to open and enter. Inside the schoolyard there’s also an extra collectible linked to a broken device: talk to the janitor inside the school and then go around the building on the right side to find the damaged muffler and pick up the HARM BOLT. And if you’re in the mood for more optional combat, near the City Center monument you can talk to a protester that day and start a battle to fend off police officers. When you’re ready to continue the storyline, return to the hideout and talk to Quaver to start the practice; if you linger too long exploring, the game may automatically pull you back there before the day ends. After the practice,Treble calls you to talk on the rooftop, you choose your answers, and the story continues with the group meeting at the restaurant. After leaving, return to City Street and enter the studio to see Penny. The game then advances to Day 4, with Penny following you. She suggests going to the bar, but first you can grab another collectible: enter the convenience store with Penny and buy a snack from the top left shelf to receive the Hotdog. When you want to continue the main storyline, go to the bar; the bartender will collect your outstanding balance and put you to work a shift, which is the same bartender minigame with the same order profiles, so repeat the correct combinations and finish the shift. Immediately afterwards, you go straight to the day’s show, with another mandatory rhythm sequence. After the performance, another scene with the band at the restaurant plays, and Beat automatically returns with Penny to the studio. Complete the final dialogue, and that’s it, Episode 4 ends, and the game immediately moves on to the next episode.
Episode 5
In Episode 5, All There Is To It, the action begins in infiltration mode: Beat and Penny sneak into a HARM facility and, before any exploration, you’re thrown into a rhythm battle against Crest. Play this fight like any other combat in the game, keeping an eye on the notes coming from above and below and respecting the timing of each hit, because the goal here is simply to prevent your life from running out before the enemy’s bar is depleted. Once you win, don’t run away, because the main reward comes soon after: grab Crest’s access card, which is available as a collectible and is necessary to unlock progress. With the card in hand, cross over to the next room and take the opportunity to interact with the “Notes” terminals if you want to hear voice recordings and better contextualize the place; they don’t freeze the story, but they’re there for you to press F and listen. Then, go to the open passage further ahead and use Crest’s card to unlock the elevator, as the door won’t open without credentials.
When the elevator takes you to the 50th floor, exit through the door and proceed, because the path is immediately blocked by police officers, initiating another rhythmic combat. The rule here is the same: get the timing right, hold the long notes until the end when they appear, and treat very fast sequences as patterns that require firm repetition of the rhythm, since making too many mistakes drains your HP and forces you to repeat. After defeating the guards, look at the door on the right: it’s the main route, but you’ll discover you need a second card to open it. Instead of trying, go back down the corridor you came from. Besides having a few more Note terminals, you’ll notice a broken door and, right in front of it, a glow indicating an item on the floor. Get close and interact to get the Trill access card, which also counts as a collectible and is precisely the key you were missing for the door on the right. Now go back to the locked door area and use the newly obtained card to unlock it and continue.
In the next room, the game places you in front of a strange piece of equipment, and Penny advances first. Before chasing after her, find the accessible console and choose the option to press the command when it appears, because that’s what moves the situation forward and makes Crest retreat. After that, go through the door towards Penny. In a short conversation, you can choose any answer and continue, because what really matters is the next progression section: you enter a cargo elevator that becomes the setting for a large battle, now against DC and the HARM twins once again. This is one of the most demanding points of the episode, so the best way to get through it without suffering is to prioritize consistency, not heroism. Hit the easy notes to keep your health high, don’t release holds prematurely, and in the fast-paced sequence sections maintain the rhythm with controlled repetition. If your life runs out, there’s no shortcut; you need to try again until you complete it.
When the fight ends and the elevator reaches the top, don’t ignore the panel: walk to the console and interact with it to free Penny, as she’s trapped until you activate the command. After that, follow her through the open entrance. Near the central piece of this section, there’s another Notes terminal for you to read or listen to, so use it if you want, and continue following Penny to the left. At some point, the option to “invade” or “break through” will appear on the interface; choose this action to initiate the forced entry and push the story towards its climax.
From here on, the route is quite straightforward: climb the ramp ahead until you reach a kind of memory rift, a strange phenomenon in the environment. Watch the dialogues and cutscenes, because a boss fight begins soon after. An important detail to avoid frustration is understanding that this first boss battle is designed for you to lose in the end, so your real goal is to endure as long as possible, learn the pattern, and accept that the outcome doesn’t depend on your perfection. After the cutscene knocks you down, you enter a conversation with Rest, followed by a second boss battle, now the real one for continuing. Play with the same survival mentality: focus on timing, respect the long notes, and don’t let a sequence of mistakes become a domino effect, because the game punishes you more when you lose your rhythm for a few seconds in a row. After winning this second fight, watch the cutscenes until the game transforms the action into a direct command of force: a sequence will appear where you need to punch, and here it’s not about fine timing, it’s about speed, so repeatedly press F as fast as you can until the animation finishes.
From there, just watch the rest of the cutscenes until the episode ends. Upon reaching the end, you also unlock the achievement tied to the chapter’s conclusion, so just keep advancing the scenes when the game prompts you to confirm and let Episode 5 complete the transition to what comes next.
Episode 6
In Episode 6, “A Young Girl Plays a Song,” the game begins with a cutscene that immediately places you inside one of Beat’s memories, so the first part is more about following the script than freely exploring. As soon as you wake up in the apartment, walk to the left as if you were going out, but don’t leave yet: before going through the exit door, approach the bathroom door and interact to take a shower. This step is mandatory for the sequence to continue, so confirm the action when it appears.
After the shower, a short scene plays where Beat tries to play some music. Once that part ends and you regain control, go down all the stairs in the building until you reach street level. Once down there, walk to the right, without complicating things, until you find the Dumpling Garden restaurant. Enter the restaurant and, once inside, look for the door that leads to the back. Touch it and press F to go through.
From there, Beat’s work shift begins. Here, the game may offer you some dialogue options, and you can choose whichever you prefer, such as playing with the idea of being fired or hired, because this is more about the conversation of the moment than about changing the course of the episode. After that, it’s basically a matter of waiting for the workday to end and watching the scenes and dialogues that follow, advancing when the game allows it.
At a certain point, you’ll see a TV screen again, just like at the beginning of the game. When this happens, approach it and press F to read the message displayed. Doing so will take you into another of Beat’s memories. Again, walk to the left and this time, answer the knock on the door, interacting at the right point. In the ensuing conversation, choose whichever response you want from the available options, because what matters is finishing the dialogue for the storyline to move forward.
When this sequence ends, you return to the field where the story began, the place where you first met Quaver. Talk to Rest and then follow her across the field to the right, going to Quaver’s house. There are no shortcuts here, just follow along to trigger the next transition. As soon as Rest and Beat get in the car, a journey begins through several important locations in the story, and the first destination is a HARM facility.
Upon arriving at the facility, go to the front doors and enter. Inside, you’ll see Crest being affected by the void, so approach him and interact to initiate a battle. Treat this fight like standard UNBEATABLE combat: maintain the pace, don’t abandon long notes before the end, and avoid sequences of mistakes, because losing time for a few seconds usually drains your life quickly. After winning, watch the dialogues and cutscenes that follow, because the story needs this segment to connect to the next destination.
After that, the game takes you back to the town from Episode 3. Once you regain control, walk to the right, talking to familiar characters along the way if you want to see the interactions, and then enter the Rest Area. Inside, look for Treble and Clef and talk to them to complete this part of the storyline. Once the conversation is over, go left and head to the Lighthouse area. When you find the HARM twins, do as you did with Crest: interact with them to trigger another battle.
This fight against the twins mixes formats. Besides the normal combat mechanics, there are moments reminiscent of the baseball minigame, where objects come towards you and you need to hit them at the right time by pressing F, as if you were hitting the ball in a beat. There are also dodging sections, where the game marks the moment with circles meeting, and your job is to press F exactly when they overlap to escape. The best way to avoid getting lost is to mentally separate what’s happening: when it’s “hitting,” think about attack timing; when it’s “circle connecting,” think about defense timing; and when the standard combat returns, go back to reading the mechanics and consistency.
After this battle, watch the dialogue and cutscenes, and then Rest and Beat drive to another location, the prison. Upon arrival, walk to the right, passing through the cell area. Some prisoners may speak to you as you pass, but the main objective is to continue until you enter the next room. Inside, approach the DC’s body affected by the void and interact to initiate the fight.
DC’s combat alternates between action sequences with specific commands and more traditional combat sections. In the action segment, you use D to jump when diamond-shaped markers appear, and F to dodge shots when targeting symbols appear. The idea here is to look at the symbol and react at the right time, without anticipating too much. After this part, the game shifts to normal combat mechanics, so go back to basics: land the beat, hold until the end, and don’t let your life drop due to a series of mistakes.
After the victory, you enter more scenes and memories of Beat, and then the car moves to another stop. At this next point, you find Sforzando trapped in the void. Interact with him to talk and advance. Once you finish, you enter a longer memory sequence. Here the progression is simple: press F to advance the dialogues, and when you have movement control, go through the doors and passages in the scenery to continue. Instead of searching for hidden items, what unlocks progression is continuing to go through, choosing the openings on the left or right as they appear, until the sequence is complete.
After these flashbacks, a cutscene shows Beat trying to reach Quaver within the void, and this triggers the final rhythmic sequence of the story. The difference is that, in this final moment, the game puts you in a state where you are literally “unbeatable,” so you don’t need to worry about mistakes bringing you down or the pressure of losing by hitting a wrong note. Still, it’s worth following the rhythm and enjoying the music, because this is the emotional conclusion of the game. By finishing this sequence and watching what comes next, you complete Episode 6 and unlock the achievement related to the ending, completing the story.
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