Mewgenics is split into numerous acts, with each introducing new and more challenging mechanics. This can come as a shock if you’re still struggling through the early areas, since there’s no indication initially.
For the curious and the stumped, we’ll go over exactly what you need to do to unlock Act 2, and how to simplify that process.
Unlocking Act 2

Act 2 of Mewgenics unlocks after clearing the two furthest challenges in Act 1, the Boneyard and the Caves.
The Boneyard

One of the major requirements, clearing the Boneyard is a trial and a half. Unlocked after clearing the Junkyard, the Boneyard is packed with undead foes and dangerous locales.
Your main roadblock will come in the form of Dybbuk, the Boneyard’s final boss. Dybbuk is a downright frustrating combatant, dodging out of the way whenever they’re targeted by an attack or skill.
Burning them down once isn’t enough, as they’ll possess their killer for a second round. AOE skills are a great way to catch Dybbuk despite the dodges, and try to give the killing blow to your weakest cat.
Most enemies in the Boneyard are Undead, making them extra vulnerable to Holy damage. Clerics are even better than usual on Boneyard trips because of this, so be sure to snag some Holy spells on the way.
You’ll also unlock a variety of different abilities and spells for classes you clear the Boneyard with, mostly themed around the undead and grotesques.
The Caves

The Caves are the second requirement, unlocked by clearing a run through the Sewers. The Caves are largely themed around spiders and dark-dwelling monsters, with a giant Spiderette as the finale.
The final fight starts with a single spider kitten, giving you time to set up before killing it and summoning the boss proper. Her and children use webs to entangle the party, which are highly vulnerable to flame.
If you don’t feel comfortable torching your party, you’ll need to find ways to deal damage without using your basic actions. Webs block basic attacks, so damaging skills are great picks.
The Hunter is packed with them, and can do great damage even when its movement is stuck by webs.
The caves have unlocks for every collar class as well, opening up new builds and avenues for your cats as you move into Act 2.
Act 2 Unlocked

Once you’ve managed to clear both routes, you’ll unlock the Desert, the first area of Act 2! The desert is an absolute scorcher, requiring careful positioning and use of water to keep your cats healthy.
It’s a long hard road down Act 2, but once you’ve unlocked it, you’ll be able to head straight to the desert on subsequent runs!
We recommend starting with some second-generation cats that carry stats and abilities from Retired cats you’ve cleared runs with previously. You’ll need the extra oomph.
Not only will Act 2 be calling, but special fights will come out to challenge you directly, so make sure you’re prepared!

Also Read
Set TheGameSlayer as your Preferred Source on Google to find us more easily in your searches for game guides, news, reviews and features!

