Proving Grounds

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An ancient area used as a rite of passage and growth

Proving Grounds is a Location in Remnant 2. Proving Grounds is an ancient area used as a rite of passage and growth, and one of the many worlds that can be explored in Remnant 2Each Location in Remnant 2 will feature unique landscapes, events, dungeons, Bosses, Enemies, and Items.

 

 

Remnant 2 Proving Grounds Items

Items in Proving Grounds are as follows:

 

Remnant 2 Proving Grounds Enemies

Enemies in Proving Grounds are as follows:

__enemies__

 

Remnant 2 Proving Grounds Bosses

Bosses in Proving Grounds are as follows:

 

Events and Secret Passages in Remnant 2 Proving Grounds

Events and Secret Passages in Proving Grounds are the following: 

 

* Random injectable

 

Remnant 2 Proving Grounds Walkthrough

Players will have to navigate the area to reach the two levers, that allows them to lower the water. This will lead to the Ceramic Flask.

 

Remnant 2 Proving Grounds Gallery, and Notes

  • Other Notes for the Proving Grounds go here

 

 

All Remnant 2 Locations
Abyssal Rift  ♦  Alepsis-Taura  ♦  Ascension Spire  ♦  Ashen Wasteland  ♦  Astropath's Respite  ♦  Beatific Gallery  ♦  Beatific Palace  ♦  Blackened Citadel  ♦  Brocwithe Quarter  ♦  Butcher's Quarter  ♦  Cathedral of Omens  ♦  Chamber of the Faithless  ♦  Corrupted Harbor  ♦  Cotton's Kiln  ♦  Council Chamber  ♦  Council Tribunal  ♦  Derelict Lighthouse  ♦  Deserted Atelier  ♦  Dormant N'erudian Facility  ♦  Dran  ♦  Drowned Wen  ♦  Earthen Coliseum  ♦  Eastport  ♦  Endaira's End  ♦  Faithless Thicket  ♦  Forgotten Field  ♦  Forgotten Prison  ♦  Forlorn Coast  ♦  Forsaken Quarter  ♦  Gilded Chambers  ♦  Glistering Cloister  ♦  Goddess's Rest  ♦  Harvester's Reach  ♦  Imperial Gardens  ♦  Infested Abyss  ♦  Ironborough  ♦  Kaeula's Rest  ♦  Lemark District  ♦  Losomn  ♦  Luminous Vale  ♦  Malefic Gallery  ♦  Malefic Palace  ♦  Morrow Parish  ♦  Mournful Promenade  ♦  N'Erud  ♦  Nimue's Retreat  ♦  Palace of the One True King  ♦  Pathway of the Fallen  ♦  Phantom Wasteland  ♦  Postulant's Parlor  ♦  Ravager's Lair  ♦  Root Earth  ♦  Seeker's Rest  ♦  Sentinel's Keep  ♦  Shattered Gallery  ♦  Spectrum Nexus  ♦  Sunken Haunt  ♦  Terminus Station  ♦  The Ancient Canopy  ♦  The Backrooms  ♦  The Bloodless Throne  ♦  The Chimney  ♦  The Dappled Glade  ♦  The Dark Conduit  ♦  The Eon Vault  ♦  The Expanding Glade  ♦  The Far Woods  ♦  The Forbidden Grove  ♦  The Forgotten Commune  ♦  The Forgotten Comune  ♦  The Great Bole  ♦  The Great Hall  ♦  The Great Sewers  ♦  The Hatchery  ♦  The Labyrinth  ♦  The Lament  ♦  The Nameless Nest  ♦  The Putrid Domain  ♦  The Red Throne  ♦  The Tormented Asylum  ♦  The Twisted Chantry  ♦  The Widow's Court  ♦  The Widows Court  ♦  The Withering Weald  ♦  Tiller's Rest  ♦  Timeless Horizon  ♦  Tower of the Unseen  ♦  Twilight Vale  ♦  Vault of the Formless  ♦  Void Vessel Facility  ♦  Walk of Remembrance  ♦  Ward 13  ♦  Yaesha



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    • Anonymous

      I suggest using, cat ring and challenger for 2 death avoidance chances and invader with the second skill, the one that dash you forward. Also, don't worry about getting all items in your first try. Complete the zone, then withouth resting, go back and go throught evrything but without any trap.

      • Anonymous

        TL:DR: Awful area, one hit deaths, die, die, die a lot for mediocre items that'll barely contribute to most builds. Only do this area unless you are a completionism, or haven't suffered enough PTSD from the last time they did an area like this.
        --------
        They couldn't help but create another rage inducing area. Once again you're faced with one hit kill traps while requiring to stand on buttons to generously timed opened doors while hoping a trap doesn't so much as graze you to death. Now it's been added with the Pot monsters Artillery and ranged attacks distracting you even more so.

        You'll quickly run out of patience here and will constantly have to flip between a movement speed build and a combat build as after completing most of the traps you'll be trusted into fighting a few monsters there to catch you off guard.

        My recommendation is unless you are desperate for the items, or really want to play Remnants 2's discount Getting Over It With scenario. I would come back to this area on an easy difficulty so the mobs are less annoying and ensure you read a guide to get ALL of the items first time round so you don't have to put up with an awful zone once more. Because you will die, and die and die until you either figure out the patterns through trial and error, or watch a guide video hoping you can mimic the path.

        The only decent object remotely worth in this area is the Ceramic Jar right at the end to unlock a weapon mod. Of course it would be the very last thing to get. The rest is not worth stressing over unless you have a specific VERY specific build in mind for it.

        • Anonymous

          Instead of immediately trying to get the secret rewards, it's better to first do the puzzles as intended and afterwards do them all over again but with the traps deactivated

          • Anonymous

            There is a secret on the 4th floor with the Dark Sea Armada Ring. You have to trigger the pressure plate but take the reset path on right at the end of the room. There will be a timed door on that path.

            • Anonymous

              What an area. Almost every single trapped room has an additional secret:
              Battle Armor Set in the first room after draining water
              Floodlit Diamond in the second room by jumping into an invisible wall off of the first rising pillar
              An abberation the drops the Gladiator mutator off of the third trap room - stand on the center pressure plate and backtrack through a new passage on the right
              Nothing (that I know of) off the 4th trap room
              Dark Sea Armada Crest off the final room. Open the final door as usual but instead of exiting take the safe backtrack passage at the end of the room. On the same timer as the normal exit door.

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