Deathloop: Time loops Deathloop guide, walkthrough
Last update: 21 July 2021
On this page of the Deathloop guide there is an explanation what are time loops also called cycles. Additionally, you'll learn how loops affect the course of the game and what an example loop might look like.
Key information about loops
- One of the most important features in Deathloop is that the main characters are stuck in a time loop and playing as a Colt (more important among the playable killers) the main motivation will be getting out of the loop so that the cycle stops resetting and that you don't have to repeat the same day again.
- The way to end the cycle is killing 8 important people on the same day playing as a Colt. Every time we have 24 hours to complete this task.. The people on the kill list are in 4 different districts and you can try to kill them at different times of the day. If the plan to eliminate the "VIPs" fails or if Colt dies, the loop will be restarted and efforts to get out of the time loop will have to start all over again.
- Similar to roguelite games restarting the cycle does not mean restarting the game with zero achievements. In the game, there is primarily a mechanism through which there is a chance to transfer unlocked powers and weapons in order to be able to use them in subsequent cycles and to facilitate further struggle. We discussed this in detail on the page Weapons and powers - how to keep?.
- An important feature of the time loop is also gaining knowledge about the game world. Colt can find new paths to more efficiently bypass opponents or approach the selected objectives of the mission, as well as influence the environment in such a way as to facilitate further attempts. For example, it is possible to find a way for two of the 8 main targets to meet at the same location, so that they can be eliminated in the future in one joint action.
- How effective you will be in gaining information about the island, as well as unlocking new permanent abilities and items of equipment for Colt, will influence the length of the game. If you gain critical intel on mission objectives faster and plan their assassinations more efficiently, you will be able to complete the game faster. Otherwise, it may be necessary to go through more cycles in order to continue to improve failed attempts.
- At the very beginning of the game, Colt gets the reprise power which partially protects him from restarting the loop too quickly. This ability is able to double back the main character to the state before death and guarantee him additional trials. Dying will trigger another loop only after both charges of the Reprise power have been used. We've described how to use Reprise in more detail on the page Death and respawn.
- The theme of the time loop does not play such a big role when playing as Julianna. As a reminder, the assassin always wants to hunt Colt (controlled by another player). The woman is not actively trying to get out of the prison of the time loop. The main differences between the characters are described on the page Colt and Julianna - playable characters.
An example course of a loop
Note - we've described the first moment of the game on a separate page Colt's Prologue. There, you will find a list of all the initial tasks and activities required to proceed to the main part of the campaign.
By default, the new loop starts in the small starting location called Manor Cliffs. You can end up on the beach, if:
- you're starting a brand new campaign,
- you died in the previous loop (after using all charges of the Reprise power that would allow you to resurrect Colt),
- you "manually" finished the previous day on the summary screen.
Your primary task on the beach is always reaching the tunnels where you plan all your moves. In each subsequent attempt, you can find:
- the first firearm (you can pick up the machete only once),
- Hackamajig - a hacking device,
- the Reprise power Slab,
- a double jump trinket - remember that you have to put it in an active trinket slot (if you're planning to use double jumps),
- a Strelak charge - it allows you to use grenades and mines.
Moreover, if you have already unlocked the option to collect and spend Residuum, then you will immediately have the equipment that you infused (saved permanently) in the previous loops. Otherwise, Colt will not have the items from the previous cycle and you will have to build your equipment from scratch (excluding the items from the list above).
The first visit to the beach is longer than the next ones, because Colt has to get the code to the blocked passage. Thankfully, the combination (3663) does not change in subsequent attempts and can also be entered automatically.
As we have already mentioned, tunnels are where you plan your next expeditions. You can go to 4 main locations, which are the Complex, Fristad Rock, Updaam and Karl's Bay. Aside from choosing the district of Blackreef, you also need to choose the time of day - morning, midday, afternoon or evening. This is important because:
- the appearance of the location changes depending on the time of day - for example, unique passages can be locked or unlocked, or you can come across unique characters or clues.
- some Leads/missions can only be completed at a certain time of day,
- some Discoveries are only available at selected times of the day.
You can read in the preparation menu about the times of day linked to specific Leads or clues. You can always go to a given area with certainty that the activity you're interested in will be available.
Additional hint - remember that you can follow the selected clues and discoveries, so that their icons can appear on the screen when you reach a new district.
Aside from analyzing the clues and selecting the district, it's also important to choose Colt's equipment in the Loadout menu. In it, you can:
- choose max. 3 firearms from the list (Colt always takes a machete with him) and, if necessary, modify their upgrades,
- select max. 2 Slabs from the list and modify their upgrades if necessary as well (the Reprise power is always active),
- set active trinkets , i.e. passive skills or stat bonuses (you can choose up to 4),
- check out the infusing menu to infuse (save) or discard the items you have.
Once you've moved to the chosen district of Blackreef, you don't have to hurry. The time is "paused" when you explore the district - you can spend 5 minutes or 2 hours in there and the time of day will not change.
District exploration may end, if:
- you "voluntarily" return to the tunnels with the intention of leaving your current location,
- you die without being able to save yourself with the Reprise power - this will, of course, mean a restart of the Loop.
As there are 4 times of day in the game you can complete up to 4 trips in a single Loop. There are two things to note here:
- You don't have to complete the maximum number of missions, If you're doing a specific Lead and don't want to do other tasks or optional exploration in the meantime, you can skip a time of day and speed up the passage of time to e.g. proceed to from morning to evening.
- You don't have to choose a different district for each time of day. It can be the same neighborhood again in order, if you want to continue its exploration at different hours or to start a different task.
If you made it to the evening and didn't die in the process, a full day summary window will show up on screen. It allows you to infuse or sacrifice your equipment for the last time - remember that unused Residuum does not transfer to the next loop so it can be wasted.
Holding down the button that starts another day will end the current Loop and start a new one. In subsequent cycles, your progress related to the Leads (missions) and discovered clues is not lost. You can resume your mission and explore discoveries in exactly the same spot where you left them without risking the loss of your progress. This way, you never have to rush to complete the current task before the end of the day.
Additional information - almost all the characters you deal with during the game (ordinary enemies and Visionaries) can't remember previous Loops, so once you start a new day, they will return whatever they had planned before and won't prepare for Colt's arrival e.g. to better respond to his attack. You can use this to repeat the same steps in order to e.g. perfectly plan the assassination of a specific Visionary.
Of course, Colt and Julianna do remember the events of the previous days. During the game, you can also meet an intelligent 2-BIT machine (in Charlie's castle), which also can retain some memories about the events and conversations in the past Loops.