Tiller's Rest

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A dark Dran underground settlement

Tiller's Rest is a Location in Remnant 2. Tiller's Rest is one of the areas of LosomnTiller's Rest is a Dran settlement underground, 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 Tiller's Rest NPCs

NPCs in Tiller's Rest are as follows:

 

Remnant 2 Tiller's Rest Items

Items exclusive to Tiller's Rest are as follows:

Equipment

Randomly placed within the location will also be the following:

 

Injectibles

Locations in Losomn Sewers will randomly contain one of the following rooms:

 

One of the Losomn Sewers in a run will also contain the following:

 

 

Remnant 2 Tiller's Rest Enemies

Enemies in Tiller's Rest are as follows:

 

Events and Secret Passages in Tiller's Rest Remnant 2

Events and Secret Passages in Tiller's Rest are the following:

 

 

Remnant 2 Tiller's Rest Walkthrough

Advance through the location until you find the Man in the Sewers. After optionally having a conversation with him, approach the flood gate on the opposite side of the room, where you can climb a ladder to the right.

After a jump down, you will find a shimmering wisp floating atop a wooden structure. You will need to approach to get past, prompting it to possess you.

 To complete the objective, you must bring it back to the Man in the Sewers, but so far it was a one-way path. You must instead circle around through the rest of the location.

On your way you will find several flood gates barring the way, three in total. Using the lever next to them will slowly raise them, but also attract waves of enemies.

The first gate only attracts Dran Commonfolk and Grenadiers, the second time adds a Chainsaw Dran elite into the mix. The final gate spawns two Chainsaw Dran, as well as a Fae Brute.

Proceed towards the initial crossing, where the wisp will be forced out of you and transformed into the Spirit Wisp Amulet. Optionally, you may trade it for the Outcast Ring from the Man in the Sewers.

Note: If you chose to keep the Spirit Wisp Amulet on your first playthrough, and on a second want to get the Outcast Ring, leave the second Amulet on the ground. You can trade the first Amulet for the ring, and then pick up the second, but doing it the other way around turns the duplicate into Scrap.

Remnant 2 Tiller's Rest Gallery, and Notes

  • Other Notes for the Tiller's Rest go here
  • Once a gate is fully opened, it does not reset on death.
  • Only the scripted enemy waves occur, ambushes are disabled.
    • It is therefore not possible to encounter roaming Aberrations in this location.

 

 

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  ♦  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  ♦  Proving Grounds  ♦  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  ♦  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

      Help me out here. Should you def trade on your first encounter with this dran so that the next time you roll this dungeon, you get the spirit wisp amulet? Because if you keep the amulet, you'll end up getting scrap the next time you complete the wisp challenge?

      • Anonymous

        For anyone trying to get the Alchemist Set, there's an exploit you can do to grab it without needing the Monster in the Drain event to play our. All you need to do is find a specific tunnel jotting out of the wall with two large wooden platforms on either side. All you need to do from there is take your armor off and try to strafe jump around to grab the lip of the tunnel. It took me about 20 minutes to get the jump down but it beats wandering around trying to get snatched.

        • Anonymous

          https://imgur.com/LTQ2kVe
          Anyone knows what is that on Tiller's Rest ? At the start of the map on Campaign, some unreachable place, tried to change timer of my PC 90 minutes ahead but nothing, no water, it is not the Meridian weapon event, what is it then ?

          • the safe code is not random at all chec kthe walls break stuff and at mid range your light will enliht the number in glowy yellow, look at the number on his position to get the number position and voilà

            • Anonymous

              The safe in the has most likely 8 5 3 1 and in random order, check the walls with the torch there is another number in green and it shows the position. with the number from the board right to the safe you have two with position, fill the rest...

              • Anonymous

                You can talk to the guy in the drain near where you "kill" the glowy thing to exchange the Spirit Wisp Amulet for an Outcast Ring.

                • Anonymous

                  If you use the high spot to jump back from the original entrance after the spirit wisp jumps inside you, you cannot use the lever anymore

                  • Anonymous

                    Inside Tiller Rest there is some kind of spectral fish or something that jump inside your body and makes you faster and play some whispering sounds.

                    • Anonymous

                      in my instance i can crouch through another drain to a room with a safe that has a 4 digit lock. next to safe is a code 3-2-1-4 but neither combination of those 4 digits does open the safe. does someone know the code or found a hind. is the code/hind even in tillers rest? the gear for the clocktower was in an other area too.

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