With more past revelations of Eugene, we continue his story in this walkthrough of OPUS: Prism Peak. He and Ren reach the desired station and escape in the nick of time from a Shade forming in the train.
Here is the complete chapter 2 walkthrough of OPUS: Prism Peak.
Table of contents
The Train

When Ren leaves the train, open up the Field Notes and fill in the sentences with these: “He’s buried under the factory” and “Tell the Seer to go back home.” Move forward, take photos of the posters to receive seeds that you can use to trade items with the Firebowl, and then go to the last cabin to talk with Ren.
She’s afraid of fading away in this world. Talk to her, and when the conversation ends, turn around and then move towards the elderly goat. After the train conductor explains to the goat about fading away and the Shade’s smell, talk to it and ask the six available questions.

Now, interact with the Firebowl and ask it how to clear the Shade’s smell. It will ask for an image of the seer sitting on the train. To find it, return to Ren’s cabin and look left to find a statue of the Seer. Take its picture and then show it to the fire to receive a Fadelight Embershine Tea.

Give the tea to Ren, and then Eugene will ask her if she remembers anything. Unfortunately, she doesn’t. Return to the elderly goat and hear its conversation with the conductor. After a little debate about Shade’s smell, the train will finally start moving.
As you travel to the destination, talk to the dog and the elderly goat to further understand the situation in this land. Every spirit is after the same objective: Finding the Seer and asking him to take their photo and stop the fading; nobody likes to die.

Return to Ren and interact with her. Eugene sits down and explains that his life has been a failure, and he hasn’t achieved anything despite being 40 years old.
“Never shared these thoughts…“
After he self-laments more, Eugene explains how he feels about helping Ren in this world. Even if things didn’t work out in his world, he is more than happy to help Ren.

“Maybe I’m the one who wants to go.”
Ren falls asleep a few moments later. When the perspective changes, take out your camera and take a picture of Eugene. Before you can inspect the picture, the Shade will suddenly start chasing the train. The goal is to stop it. So, turn around and take its picture through the open window opposite the dog.

The Shade will disintegrate into photos, then change direction to follow the train from behind. Wait for it to open its mouth, and when you see a blank picture inside it, use the camera again. For the final push, the Shade will arrive from the right side. Turn around, and use the open window to take its picture when the mouth is open.

Despite all efforts, the train will derail. Eugene again regains consciousness inside the dream world, covered in fog. Turn right from the hut to find a picture inside the water; it’s the same one you took in the train before the Shade’s arrival. Interact with it to recall a distant memory of seven-year-old Eugene with his grandpa.
Grandpa reveals that the Seer is a God beyond the golden horizon, who knows the real names of everything. The weird symbols on every picture are the Seer’s language. To Eugene, his grandpa was a Seer because he used to help him in everything.

Move forward and pick up the image near the vending machine to initiate the next distant memory of a nine-year-old Eugene. Whenever his parents fought, his grandpa would take him for a walk, give him life lessons, and reassure him that no matter what happens, he will be there for him.

Move forward when the memory ends, and then interact with an underdeveloped picture inside the train. When it disappears, talk to the deer before you. After asking all the questions, you will return to the real world. Ren and the dog will drag you outside the derailed train, but there’s something off here: Ren is fading away as you can see through her now.
The Fields

Talk to everyone near the train wreck, and then take a picture of the Seer’s statue and Embershine fields. Return to Ren, then explore the second derailed cabin to meet the conductor, who is a giant boar. He tells Eugene about how Ren is fading away, and tells him to take her picture as he has the eye of the Seer, the camera.
“My camera can’t see her.”
With this conversation, the conductor drops his suspicions and asks Eugene to help him find a seemingly faded traveler. If they forget about them, then there’s no helping them. Now, return to Ren and talk to her. She will mention her body fading away.
“I’ll get you home.”
Turn around to find the Firebowl, and ask it how to see the goat. Give it the Seer’s picture you took at the Embershine Fields, and in return, it will provide you with a Shutter Dial. Adjust the shutter dial to 3, and then return to the Seer’s statue. Look left to find the fading elderly goat, and take its picture when it is in focus.

Show it to the goat, and he will return to life; you can now act like a Seer. Check on Ren as she has fallen into the fields; she can barely walk now.

“Grab my hand, I’ll carry you.”
Take her to the conductor. Talk to the elderly goat there, who reveals himself as the Seer’s teacher.
“He’s brave to go after his goal.”
Talk to the conductor after the conversation with the elderly goat ends; it’s time to begin the journey towards the Nameless city to find the Seer. Everyone rides on the conductor’s back and has heartfelt conversations, which allows them to trust each other.

After traveling for a few days, the cutscene will end. Interact with Eugene to bring up a dialogue choice.
“Perfect for a photo.”
He will take a picture of the mountain. Talk to Ren now, and let Eugene and her have a conversation about his past life. Then, talk to the elderly goat.

“The Nameless City would be nice, right?”
Talk to Ren again and wait for the night to pass. Before the morning, Eugene will find himself in the dream world again. Open the Field Notes and fill in the sentences with: “He was always smiling quietly” and “Meet the Seer again.” Look below to find a picture of the Firebowl to see a distant memory of a nine-year-old Eugene.

Spending time with his grandpa near the Firebowl in the mountains, they pray for the grandma to keep looking over their family. Look above to find the next picture, and continue the memory at the mountains. His grandpa tells him to look up at the sky for the brightest fire after he disappears; he will be watching over Eugene and his family.
Turn right for the next picture, and a year will pass in the distant memories. Eugene, now ten years old, suffers from hallucinations after going into the fog in the mountains despite his grandpa’s advice. Still, his grandpa carries him away to safety.

Suddenly, the elderly goat will appear before you. It tells Eugene that it’s not his time to join the Great Flow at the Nightwaters. Use all the available dialogue.
“It’s fine, I can do this…”
Abandoned Village

The elderly goat calls Eugene his ‘Student’, and he finally wakes up in a different location with Ren. However, the spirits are nowhere to be seen.
“Carry her.”
After picking her up, turn right to find a broken platform. Use it to cross the stacks of wood, and turn left to find the conductor and the dog. Exhaust their dialogue, explore the area to find observations, and get seeds in return. Talk to the conductor again, and he will ask you to take his picture.

Show it to him. However, he needs another thing before he takes everyone to the Nameless City. Turn around to find a Firebowl in the tents, and show it the conductor’s picture to receive a gift. Give the gift to him.
Tip: If you approach the cliff and try to descend it, you will unlock the first alternate ending.
“Home is where your friends are.”
He agrees and tells you to drink the gift at the cliff’s edge; there is a table. However, drinking the gift will make Eugene unconscious, and he will return to the dream world.
Follow the petals over the water to find an underdeveloped photo. Then, turn around and move forward to find the next picture on the ground. This initiates a distant memory from the time when Eugene was 17. Additionally, this confirms the identity of both the Conductor and the Dog: Phil and Jean.


Phil was Eugene’s best friend, and Jean was his girlfriend. Again, follow the flowers to find the photo of the conductor and the dog. This memory explains how Phil and Jean got married after Eugene left them behind to live in the city; life doesn’t work out as planned.
Now, talk to the conductor and the dog ahead.
“Okay… I’ll keep going…”
You will wake up at the rail tracks after the conversation, and a white horse will arrive to guide you.

And here, OPUS: Prism Peak chapter 2 comes to an end. Don’t forget to check out the game’s complete walkthrough hub right here.
For more walkthroughs, check out the links below:
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