
The clean route through Motorslice is to treat Chapter 0 as real training, not filler. You need three habits before Chapter 1 opens up: keep momentum through landings and wall runs, parry glowing attacks instead of panic-dodging, and use motorslice on orange traversal points the moment the game gives it to you. If you get stuck early, it is usually because you stopped moving before a jump, tried to parry the wrong hazard, or missed the yellow wheel interaction in the City section.
The opening minutes are linear, but they are doing more work than they first appear to. When the game introduces smooth landing, do not just clear the prompt and move on. The point is to preserve forward flow after a drop so your next jump happens immediately. That same idea carries into wall running and climbing: Motorslice rewards committed movement. If you hesitate on the wall, over-correct the camera, or stop to line up every jump from a standstill, the parkour starts feeling much harder than it is.
On the first climbing section, follow the platform order the game quietly teaches: left, right, up, then left again. It is a simple route, but it establishes how the game wants you to read vertical spaces. Breakable obstacles are another early test. If a path looks blocked, try Attack before assuming there is a hidden alternate route. That rule saves time all through Arrival because the chapter mixes traversal and light combat in a way that can make obvious answers look decorative.
The parallel wall section is where a lot of early runs go sloppy. Jump between the walls with momentum instead of mashing the input as fast as possible. You want each leap to come after the character has actually connected with the surface, otherwise you lose height and slide. It is less about raw speed and more about keeping a smooth tempo.
The glowing crane attacks in Arrival exist to teach one of the most important combat rules in the game: if it glows, the answer is often a timed offensive response rather than backing away. Use your attack input as the strike is about to connect. Hitting too early is the common mistake. The glow is your timing cue, but wait for commitment from the crane before you swing. If you parry cleanly here, the traps and later parkour-combat sections in Chapter 1 make much more sense.
After the crane sequence and the stair ascent, look out for the lost drone. It sits right on the core route rather than on a fussy detour, which makes it the most reliable early collectible to pick up. If you are working toward the 30-drone achievement, this is a free deposit, so do not leave it behind. The rest of the orb drones can wait: lock in the guaranteed finds first and come back for precision jumps once you trust the movement.

Near the end of Arrival, you will slide through a narrow passage and reach the section that introduces the motorslice mechanic. This matters immediately, because Chapter 1 assumes you understand that orange elements are traversal tools, not background props. When you see orange climb points, poles, or surfaces that look integrated with machinery, use motorslice on them. The game uses color language consistently here, and missing that language is one of the easiest ways to get stuck for a minute or two in the City chapter.
If Arrival feels short, that is normal. Its job is to teach the full early-game loop: move, read the environment, parry the glow, then use motorslice for verticality.
Chapter 1 opens on a two-path fork into the Megastructure. This looks more dramatic than it really is. The important thing is not which fork you take first, but that you keep pushing forward into the structure itself. Once inside, continue straight and be ready to use the flashlight. The dark mini-parkour stretch is mechanically simple, but it is easy to misread because ledges and wall-run surfaces blend into the environment more than the bright tutorial spaces in Arrival.

That dark parkour room ends at a dead end. When you hit it, look for the yellow wheel and rotate it to open the path onward. That is the key interaction many players miss because the room reads like a movement puzzle first. In practice, the City opening mixes traversal with one straightforward environmental interaction. If you have been searching for a hidden jump or a breakable wall for too long, back up and scan for the yellow wheel instead.
If you are chasing collectibles, know what you are actually committing to. There are 250 orb drones across the full game, and the achievement only asks for 30. That means the early chapters are not a completionist gauntlet. Grab drones that sit near your natural path and skip the ones that demand awkward wall-jump detours; you will have far more than 30 chances over the campaign.
You will also see orange triangle markers in these early sections. Do not treat them as progression gates. They are the deployment points where you bank collected lost drones, part of the optional orb-drone system, not mandatory route objectives. You can walk past them and still finish the chapter cleanly, so only stop at one when you are actually carrying a drone to deposit.
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The first real boss in the City chapter is the Dump Truck, and the fight clicks much faster once you stop treating it like standard melee. The machine is basically a moving obstacle course with weak points. Your first priority is positioning: run under the wheels when the opening appears and stay away from the front crusher. Do not try to parry the crusher. Parry timing matters on glowing traps, but the crusher is a movement problem, not an attack you should challenge.

After avoiding the front danger zone, use the orange beams and poles to start climbing. This is where the Chapter 0 motorslice lesson pays off. The climb is not optional flair; it is the boss mechanic. Wall jumps and orange traversal points lead you to the weak points, and the boss becomes much more manageable if you think in terms of route segments instead of one long panic sequence.
There are four weak points, and they come in order:
If you reach a safe perch, take the hit window and move on rather than overcommitting. Missing a cycle is annoying, but falling off because you got greedy wastes much more time. The boss is built to punish hesitation and impatience, so the winning pace is controlled aggression.
Parry the glowing hazards and trap-like attacks when they are clearly telegraphed, but keep the rule from earlier chapters in mind: glow-based counters are for specific attacks, not everything that looks dangerous. If an attack is a giant crushing hitbox with bad geometry around it, movement is usually the answer.
If you clear Arrival and City with those fundamentals in place, the game’s parkour-combat language becomes much easier to read on both PC and console. The early chapters are really teaching one consistent rule set: preserve momentum, answer glow with timing, and treat machinery as climbable level design as often as you treat it as an enemy.