Mirage is the fifth chapter of Jusant. The kid has now arrived at the windy cliffs of the tower, where gusts are strong enough to blow away anyone and anything that is not attached to something. Read ahead as we walk you through the events of Mirage in Jusant and share the locations of all the chapter’s collectibles to assist you in obtaining every trophy in the game.
From the beginning of the chapter, you’ll notice that there are huge gusts of wind blowing on the side of the rocks. The wind will affect your movement, and you’ll have to be wary of its direction as well as the timing of your moves.
On your first climb, you’ll see wind socks on the wall which will help you determine the direction of the wind. The wind picks up in intervals, and in this case, time your jump as the wind blows upwards so that you can reach the rocks above. Do the same thing whenever you need to jump laterally in case you need a boost or just avoid getting hampered by the wind.
Continue climbing up top until you arrive at the two windmills that are close to each other. Get to the very top of the second windmill above and sound off an echo to wake up the vines on top. Climb the rock on the side and wait for the wind to die before doing a double jump towards the vine. Then, move to the right side and get on top of the ladder.
You’ll arrive at another settlement. Go inside and look inside the jar to find Shell #10.
Up ahead to the right is where Cairn #19 can be found.
Further ahead, by the lamp, is Bianca’s Journal #11.
Inside the room up ahead is Fresco #10.
Go back out and descend back to the wall bulbs that you passed by earlier below, then make it to the relay. Drop loose and swing towards the left side to the windmill, go to the left side and place a piton, then swing to the other settlement to the left.
In this settlement is where you’ll find Shell #11.
Make your way back by using the hanging anchor, then attach to the relay. Wait for the wind to blow up, then jump towards the rope. Climb up the bulbs until you reach the next relay.
In this next part, winds are getting stronger, which stops you from progressing further. Use the wheels on the side as windshields, and time your climb once they’re blocking the wind.
Once you get to the top, enter the path into the rocks and look to the left to find Letter #43 posted by the door.
Continue down the stairs up ahead, and you’ll arrive at Fresco #11.
Retrace your steps back into the open, and then take the narrow ledge. Then, go to the house and get Letter #44 inside the crate. If you’ve managed to collect all letters at this point, you’ll receive the Avid reader achievement.
Continue up the crack on the wall and climb all the way up; you’ll have to time your crossing as there are both strong winds and very strong winds up this wall.
Eventually, you’ll reach a cave. Go inside and squeeze through the small gap on the far end.
Once you reach the next room, look for the hole on the left side. Hook up your rope and descend into the hole to find Bianca’s Journal #12.
Look for the crack in the wall and follow the path to reach Fresco #12. If you’ve activated all frescos at this point, you’ll receive the Antique Gallery Manager achievement.
Go back up the hole and head to the tent to find Bianca’s Journal #13. If you’ve collected all of the journals at this point, you’ll receive the Final Ascent achievement.
Head towards the opening of the cave and turn left to find a hanging anchor. Make your way through the next climbing section until you reach the first relay under a windsock.
From this relay, rappel down, and you’ll see an opening in the side of the wall below, which also has a vine. Swing towards this opening, then head inside to find Shell #12 and Altar #4. If you have found all of the shells and altars at this point, you will receive the Sound Archeologist achievement and the Cycle Celebration achievement, respectively.
Make your way back up using the vine, and then continue climbing from the relay. The climb on the crack will be long, and strong gusts will be stopping you from climbing, as well as eat up both your stamina and max stamina. Make sure to attach pitons along the way and rest up from time to time.
Once you get to the top, turn left, then turn left again to find Cairn #20. If you have found all of the cairns at this point, you will receive the Common Ground achievement.
Head towards the huge structure and then interact with it to trigger the next cutscene. The kid will then activate the structure, which calls the attention of an adult ballast. The ballast approaches and offers the kid a ride on its fin, to which the kid jumps.
You’ll then gain control again as you help the kid climb on to the ballast’s back as it flies up. Pull yourself up your rope, then climb on to the ballast’s back until you reach its head.
Another cutscene will play showing the ballast flying to the very top of the tower, showing an icy crater and a structure in the middle of it. The kid goes down into the snow while carrying their companion, as it has been weakened by the cold.