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Way of the Hunter: All Weapons

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Way of the Hunter: All Weapons

Way of the Hunter is an Open World Hunting Simulator game. One of the most important things in hunting is the weapon that you bring to hunt the specific animal. There are two different categories of weapons in this game from which you can choose your weapon.

In this guide, we’ll tell you all the weapons in Way of the Hunter.

All Weapons

There are two main categories of weapons in this game. Rifles and Shotguns, you can select your hunting rifle from one of these categories. Rifles are used to hunt from a long range and shotguns are used to hunt from a short range. The weapon will depend on the type of animal you are hunting.

All Weapons in Rifle Category

All Weapons in Rifle Category

Remington 783

The Remington 783 is a civilian, bolt-action hunting rifle with a magazine capacity of 4 bullets and it is chambered in .243 Win. This weapon is a great option for hunting deer out to 250 meters.

Steyr Pro Hunter II

The Pro Hunter II is a bolt-action hunting rifle with a magazine capacity of 4 bullets and it is chambered in 7mm-08 Rem. This weapon’s accuracy and durability are legendary and great for hunting in long ranges.

Steyr Pro Hunter

The Pro Hunter is a bolt-action hunting rifle with a magazine capacity of 4 bullets and it is chambered in .243 Win.

Steyr Scout

The Steyr Scout is a bolt-action hunting rifle with a magazine capacity of 5 bullets and it is chambered in .223 Win. This weapon’s weight is 6.6lbs and it can be used in all ranges.

Steyr Monobloc

The Steyr Monobloc is a bolt-action hunting rifle with a magazine capacity of 4 bullets and it is chambered in .308 Win. This weapon has good accuracy and a top ergonomic stock with numerous, innovative options for customization.

Steyr 5M12

The Steyr 5M12 is a bolt-action hunting rifle with a magazine capacity of 3 bullets and it is chambered in .300 Win Mag. Hand Cocking System is easy to operate along with durability, accuracy, and functionality.

Steyr Zephyr II

The Steyr Zephyr II is a bolt-action hunting rifle with a magazine capacity of 5 bullets and it is chambered in .22 LR.

Steyr Carbon CL II

The Steyr Carbon CL II is a bolt-action hunting rifle with a magazine capacity of 3 bullets and it is chambered in .338 Lapua Mag. This weapon has light weight and high stability.

Stinger 22

The Stinger 22 is a semi-automatic hunting rifle with a magazine capacity of 10 bullets and it is chambered in .22 LR. This weapon has low recoil and is easy to use for beginner hunters.

Grandpa’s Old Rifle

The Grandpa’s Old Rifle is a lever-action hunting rifle with a magazine capacity of 6 bullets and it is chambered in 30-30 Win.

All Weapons in Shotgun Category

All Weapons in Shotgun Category

Bonser & Klein Standard

The Bonser & Klein Standard is a break-action shotgun with a magazine capacity of 2 bullets and it is chambered in 16 Ga. This weapon is best in short ranges or to hunt the ducks in your local swamp.

Hol-Den the Jack 1502

Hol-Den the Jack 1502 is a break-action shotgun with a magazine capacity of 2 bullets and it is chambered in 12 Ga. This weapon is lightweight and very responsive.

Morning Silence

The Morning Silence is a semi-automatic shotgun with a magazine capacity of 4 bullets and it is chambered in 20 Ga. This weapon is best to hunt birds, rabbits, and other small animals.

Guide

The Spirit and The Mouse: The Old Man and The TV (Quest) – Walkthrough

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The Spirit and The Mouse: The Old Man and The TV (Quest) – Walkthrough

After meeting Lumion the Spirit and getting to East Street of the Town, you’ll get a quest named “The Old Man and the TV” in which you have to fix the Antenna above the Café. Lumion will tell you to help the Old Man because happiness gives spirit power.

In this guide, we’ll tell you how to complete the Old Man and the TV in the Spirit and the Mouse.

The Old Man and The TV

After listening to the conversation between the Old Man and the Bartender, Lumion will tell you to help the Old Man by fixing the Antenna so he can watch his show. Look in front of the Café and you’ll see chairs. Go towards the chairs and jump on one of the chairs and then jump on the platform. You’ll see dialogue on the screen which will tell you to shock the glowing objects. Press Y to shock the objects and you’ll get Energy. Shock all of the objects on the Platform to gather the Energy and then go to the left side and jump up then jump up on the right side and follow the path. Go up the platform and go to the right side.

Keep shocking the objects to gather the Energy. You’ll see a pattern on the wall that you can climb up. Climb on the pattern and then leave when you reach the next platform. Go straight on the path and you’ll meet the Kibblin-Box. The Kibblin-Box will require 25 Energy to turn on the East Antenna. You need to gather the Energy by shocking the Glowing objects in the area. You can get 25 Energy by shocking all of the objects on your path to the roof. Shock all of the plants and objects on the roof to gather the Energy. Once you’ve 25 Energy, interact with the Kibblin-Box again and feed him the Energy.

The Spirit and The Mouse: The Old Man and The TV (Quest) – Walkthrough

After feeding him the Energy, he’ll tell you to help 2 Kibblins in the area and he’ll be able to power up the Antenna. He’ll remove the Camouflage of the Kibblins so you can see them. One of the Kibblins will be standing on the roof. Go and talk to him and he’ll tell you to rotate the Antennas to align them in the direction of the East Antenna. Go down and you’ll meet the other Kibblin that will tell you to find 5 Fallen Letters so he can put them back in the mailboxes. After rotating the Three Antennas and finding all of the Fallen Letters, return to the Kibblins and they’ll return to the Kibblin-Box and the Kibblin-Box will be available to Power Up the East Antenna.

The Spirit and The Mouse: The Old Man and The TV (Quest) – Walkthrough

Return to Kibblin-Box on the roof and talk to him, select the option “Do It” to activate the Antenna. A cutscene will start in which the Antenna will turn back on and the show will start on the TV. Go down to the Café and listen to the conversation. After that, Happiness will appear on the floor. Grab the Happiness to finish the quest.

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Guide

The Spirit and The Mouse: The Spirit and The Mouse (Quest) – Walkthrough

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The Spirit and The Mouse: The Spirit and The Mouse (Quest) – Walkthrough

After reaching the Top of the Electric Pole, Lila the Mouse will get struck by lightning and fall down in the Townhall. Lila the Mouse will survive but she will hear a spirit talking to her.

In this guide, we’ll tell you how to complete the Spirit and the Mouse quest in The Spirit and the Mouse.

The Spirit and the Mouse (Quest)

Lila will start to hear a Spirit in her head when she gets conscious. She’ll realize that her body has changed and a Spirit is calling her back again on the Electric Pole. After the incident, Lila has now powers that will let her move quickly through the Electrical Wireboxes. The Spirit’s name is Lumion and he will tell Lila to use the Electrical Wirebox to come back up on the Electric Pole. Go near the Electrical Wirebox and interact with it to move to the other Electrical Wirebox. Go to the right side and Shock on the Electric Rod to free the Spirit.

The Spirit and The Mouse: The Spirit and The Mouse (Quest) – Walkthrough

After freeing the Spirit, dialogues will start and after the dialogues, The Spirit will tell you to go to East Street of the Town. Go back to the Electrical Wirebox you came up from and use it again to go down. Go towards the main gate of the Townhall to go to East Street. When you reach the door, you’ll see two wooden planks on the bottom level of the door, use the Shock power to remove the planks and enter East Street. A cutscene will play in which you’ll get to see the whole Residential Area.

The Spirit and The Mouse: The Spirit and The Mouse (Quest) – Walkthrough

After the cutscene, go to the right side and climb up to the outside of the window of the Café. You’ll need to listen to the Old Man and the Bartender and the quest will be ended.

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Guide

The Spirit and the Mouse: The Lightning Rod (Quest)– Walkthrough

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The Spirit and the Mouse: The Lightning Rod (Quest)– Walkthrough

There is a huge thunderstorm in the town and Lila the mouse had a long night. The mouse has come to a town named Sainte-et-Claire. The Mouse is going through the streets of the town and hears the villagers of the town from outside their houses. One of the villagers has lost her favorite Scarf and the Scarf has flown away and got stuck on top of the Pole. Lila the Mouse has thought to bring back the Scarf to the Villager to make a change in this town.

In this guide, we’ll tell you how to complete the Lightning Rod in The Spirit and the Mouse.

The Lightning Rod

The Scarf of the Villager is stuck on top of an Electric Pole and you have to climb up on the pole to get Scarf back. You’ll reach South Square which is Sainte-et-Claire Townhall. Once you get control of the mouse again, you need to go straight and climb on the platform in front. You need to climb the off-white pattern on the platform to reach the upper floor of the platform. Press the jump action to grab the pattern and start going up and you’ll reach a metal platform.

lightining

Go to the right side and go up from the Wooden planks, jump on the box and you’ll see a fuse box. Go right from there and you’ll reach the Electric Pole. Once you get there, a Cutscene will start in which Lila the Mouse will climb the Electric Pole and start freeing the scarf from the pole. The Thunderstorm gets wilder and a Lightning Strike will hit Lila and the quest will be ended there.

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