![]() ![]() Possess the guard again through the gap and walk him to the next gate, then have the monster pull the lever again. Possess him and climb down the ladders until he’s at the bottom of the room, then have the monster squeeze through the door and pull the lever. ![]() To solve the puzzle inside, you need to walk this same guard around the room to have him open the gate. You’ll then be able to possess the wandering guard and open the gate. To get past the locked barrier, go to where the save point is and slither through the small gap next to it. Then head down in the next room, before going down again and left to get to the Containment Unit entrance. Containment Unit 4 - Botanical Gardensįrom the Botanical Gardens sign, enter, then head left to exit the room in the opposite direction from the green exit sign. Once you reach the other side without triggering the beams, you’ll be able to claim the Containment Unit Tank. You can now cloak through the laser beams, pausing to spider web shot through the gaps in the wall to recharge your cloak as you go. Now slither all the way over to the left-hand side of the room and deposit two biomass so you can use your cloak and spider web abilities. Head over to the left and pull the lever in front of you to take a look at the laser beams, then pull the panel off the energy recharge box above you. Next go over to the right, then look for some wood you can break on the right-hand wall. Containment Unit 3 - Uranium Minesįrom the Uranium Mines sign, enter, then go down, and down again on the next screen. In the next screen, go through the door on the right to reach the Containment Unit, which you can break without solving any further puzzles. ![]() At the bottom of the screen you’ll see the Containment Unit symbol blocked by some wood. Go down the one-way pipe here and then head left. When you reach the Frontier Wastelands, where you find the BSL-4 Research Ward sign, go past the entrance to the ward - over and up to the right. Now head up and you’ll see the door for the first Containment Unit on your left. Then head right and squeeze through the door illuminated by the red light. Go right, then down through the one-way pipe. On the next screen, go left a little, then down past the save point on your right - this leads to the hazardous waste landfill. Go down the elevator shaft below you, then take a left. The easiest way to get to each sign is by navigating through the Frontier, because you can use your late-game powers to open up new paths.įrom the Military Junkyard sign, you’ll squeeze back to where you exited on your first run. Since you’re likely backtracking to find all of these, and since there’s no map with reference points, I’ve done the instructions starting from the signs that usually appear at the exit of each of the levels telling you how many of the save points and powers you’ve found inside. These can be things like giving you extra prehensile tentacles to capture unfortunate scientists with, or give your defensive abilities extra electrical juice. Each one gives you an interesting new power to flesh out your monster’s moveset. Carrion: All Containment Unit LocationsĬarrion isn’t a long game, but it features a grand total of 9 Containment Units to uncover. Here’s where to find all of the Containment Unit locations in Carrion, as well as how to clear a path once you get there. Some are easier to spot than others, and most need you to deploy specific powers in quirky ways to clear a path. There’s one Containment Unit in every area of Carrion, and they’re usually very inconspicuously hidden. ![]() Like many games in the Metroidvania-style, backtracking is essential in Carrion to find every secret power-up, and you’ll have to revisit multiple locations to crack open every Containment Unit. And that’s just one of the reasons why it’s so difficult to track down all of the Containment Units in Carrion. When you’re a twenty foot long tentacle monster, it’s tough to read a map. ![]()
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