Eugene continues confronting the misfortunes of life and wiggles through supernatural, mind-bending scenarios. After saving the little girl from the underpass, he wakes up in the forest. What does the future hold for him?
Let’s continue Eugene’s story in this walkthrough of OPUS: Prism Peak.
Table of contents
Regaining Consciousness

After the underpass situation calms down, Eugene will wake up in the woods. From here, move upwards and follow the path through the mountains. At the top, the scenery makes him wonder where he is right now. Still, descend the mountain, and you will eventually find the little girl sleeping.

Eugene will thank her for warning him about the monster in the underpass, but she doesn’t really know much about it, except the name: Shade. And here, the game will provide you with two options.
“Find out more about her.”

She doesn’t reveal her name, but mentions her impending journey to the mountain’s top to return home.
“I can’t just leave her here.”

Despite the kid telling Eugene not to help her, he will pick her up after this. She begins to feel safe and decides to continue her journey with him. Walk down the path in the mountains as Eugene introduces himself to the kid, until a deer with a camera shows up before them.

The deer gives him the camera and asks for a photograph. When it’s done, open the field notes to place the picture inside the notebook, and then fill in the sentence with “Prisma.” Show the picture to the deer, and it will reveal that the little girl is a “Walker,” who is avoiding Shade’s touch. With this, continue moving forward until Eugene and the girl reach an abandoned factory.
Abandoned Factory

Descend into the factory, and interact with any items you can find inside before talking to the little girl. Since you have a camera now, take photos of interesting items to unlock more field notes and an achievement if you’re aiming for a 100% completion.
Interact with the fireplace with the girl, and then ask it how to reach the mountains. However, it requires a picture; you don’t have it for now. Take a picture of the firebowl and show it to the fire to receive a map, and then explore around the factory to find more picture-worthy materials.

Exit through the back exit, then follow the little girl to the top with the broken railings; it will lead you to the other side of this factory. Talk with the girl twice, and interact with the mountain wall to continue the story. But it isn’t an ordinary mountain wall; it is a mysterious, giant creature that doesn’t remember its past self.
“Maybe I can help you see yourself.”
Turn around and keep following the railings until you find a shutter-icon platform. Stand there and take a picture of the giant Ox (the creature’s real identity). Show the Ox its picture, and it will get up, threatening Eugene that if he’s the Seer, it will beat him to pulp.

Ask the question you would like, and when that’s done, select the last option to end this conversation. Then, there’s a choice of dialogue.
“You mentioned the Nameless City, right?”

While the Ox isn’t too happy to hear the answer, it decides to clear the path for both Eugene and the little girl. It tells Eugene about the Seer and the Nameless City, including how to stop the little girl from fading. When it moves away, we enter the station ahead.
The Station

Before anything, open the Field Notes and fill in the blank words: Angry and the Station. Take pictures of the murals and the Seer statue to expand the Field Notes. Give the Seer’s picture to the Firebowl nearby to receive a lucky charm from it. Head outside the station and turn right to find a fading dog. Like the little girl, it doesn’t appear in the camera.
To take its picture, step back to find a platform and stand on it. Open up your camera and focus on the dog until it glows up, and then take a picture. Show it to the dog to make it talk, and then ask about the Nameless city. However, it isn’t interested in talking to a “Seer’s lookalike.” Talk to it twice, and it asks you to get a ticket for the train to the Nameless City.
Return to the Firebowl and ask it about the process to get train tickets. But before it can provide you with the tickets, give it two pictures: The vending machine on the platform and the golden flowers outside the window. Find the golden flowers inside the station, and go to the platform from where you took the picture of the dog. Look left to find a vending machine, and then take its picture.


Show these pictures to the Firebowl, and you will receive two tickets in return. Take the tickets to the dog outside, then sit on the bench to wait for the train.
“Sounds like you can’t help worrying about.”
The dog keeps worrying about the Seer. Similar to the Ox, you will be able to ask the dog some questions about things it has mentioned beforehand. After ending the conversation, talk to the little girl, and she will ask you to call her “Ren.” When Eugene tries to reveal something about someone named “Ren,” the train arrives.

And after boarding it, you will find yourself in the same, isolated place where you picked up the Field Notes notebook. Now, fill the sentences in the notebook with: The Seer never came for her, and waiting for the Seer to come for her. Move ahead and interact with the Firebowl to give it one seed; it will give you a Field Notes page. Add the page to the notebook, and then pick up the picture from the Ox’s statue.

Suddenly, you will be welcomed with a flashback of a 5-year-old Eugene with his dad. They both have a heartwarming conversation about passions. His father was a sculptor, while his grandpa was an award-winning photographer. After it ends, turn around on the road to find the deer’s picture for another flashback.
Eugene remembers how his grandpa was a light in the darkness whenever his parents fought. Turn around again to find the dog’s picture to see an eighteen-year-old fighting with his female friend as he leaves for the city. When it ends, move forward to find the Deer and the Ox. Ask them the given questions to understand the situation further, and then you will wake up on the train.

Ren and Eugene converse about “Fading” away from the world, until suddenly Shade shows up, and she runs away. This concludes OPUS: Prism Peak chapter 1 and our walkthrough part 2. Make sure to check out our OPUS: Prism Peak Walkthrough Hub for more walkthroughs of the game.
Please check out the links below if you’re interested in reading more walkthroughs:
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