Lords of the Fallen – FAQ/Walkthrough
iOS (iPhone/iPad)
BOOKMARK
FAQ/Walkthrough by sokkus
Version: 1.0 | Updated: 02/24/15
- First Page
- Page 2 of 7
- Next Page
- Last Page
- Table of Contents
Table of Contents
- Introduction
- Creating a Character
- Gameplay Basics
- Gathering Experience and Levelling Up
- Managing Stamina
- Combat Techniques and Stances
- Armour Loading and Movement Speed
- Checkpoint Crystals
- The Crafter's Anvils
- Walkthrough
- Keystone Monastery
- Boss: The First Warden
- Leaving Keystone Monastery
- Keystone Walls
- Yetka's Dagger (Optional)
- Boss: The Commander
- To Keystone Cemetery
- Boss: The Worshipper
- The Rhogar Temple
- Boss: The Infiltrator
- Return to Keystone
- The Catacombs
- Boss: The Champion
- Keystone Citadel
- Boss: The Beast
- Keystone Side-Questing (Optional)
- Return to the Temple
- Boss: The Guardian
- The Chamber of Lies
- Boss: The Annihilator
- The Adyr
- Boss: The Lost Brothers
- To the Top of Keystone Citadel
- Boss: The Judge
- Side-Quests
- The Injured Monk Part 1
- Yetka's Dagger
- The Signal Fire
- The Stone Tablets
- The Crippled Rhogar
- The Deserters Part 1
- The Infected Monk
- Sven's Hammer
- The Thief and the Murderer
- The Injured Monk Part 2
- The Injured Monk Part 3
- The Concerned Monk
- The Deserters Part 2
- The Poison Beast
- The Planetarium Element
- The Cursed Sword
- The Injured Demon Hound
- The Runic Inscriptions
- The Tor Hammer
- The Unity Staff
- Useful Item Locations
- Collectible Locations
- Achievements/Trophies
- Miscellaneous
Walkthrough (Continued)
Outer Passage
Hop across the gap to the wooden platform and continue past the door (that Spider will be in there if you decided to leave it for now). At the end of the platform you'll find a Crossbowman and an Infected. Eliminate the pair of them and use the Tower Key on the nearby locked door.
Grab the Audio Note (Night Watch: Sixth Night) and then move down the corridor.
The corpse on the floor here is really an Infected playing dead, so give his noggin a floggin' when he hops up. Open the door at the end of the hallway and kill the Marauder outside. Loot the chest for a new Weapon (Axe - Fate). Jump the gap to the next set of wooden platforms and follow the passage to the left.
There is an Infected ahead and a Crossbowman further around the corner. Take the closest enemy out, whilst using the wall as cover before moving up to kill the Crossbowman. Behind the Crossbowman is a dead end with a chest containing a Sealed Rune (Small) and a Weapon (Staff - Prejudice).
Return back along the walkway and enter the open doorway. Eliminate the Infected fellow inside.
North Watchtower
Climb the stairs and open the door at the top. There are three Infected and a Marauder in this room. To make things easier, to begin with kill the Infected just inside the door, but try to draw him back into the stairs so that you do not tip off the Marauder or a second Infected in the main room.
Once the first Infected is dead, climb the stairs and sneak attack the Marauder. Finish him off before turning your attention to the second Infected in the room that will now be aware of you. The third will let its presence be known when you get close to it.
After you have cleared out all of the bad guys, loot the item here for Yetka's Dagger. You can also loot the chest containing some Armour (Wrist and Leg – Hot Blood).
Climb the stairs to the next level (note that there may be enemies here if you have died since exploring this location). Exit the door to reach the main wall.
Main Wall
Head back to Yetka and give her the dagger. In exchange she will give you the Key to the Catacombs and 800XP.
When you are ready, pull the lever next to Yetka and enter the courtyard beyond.
Square of Heroes
You will encounter a Rogue and a Marauder in here. Note that we don't want to kill both right away because as soon as we do that the boss will show up and we want to set something in place beforehand. Run to the far end of the area and kill the Rogue as he's much faster so you should have a bit of time before the Marauder arrives. Keep the Marauder alive.
Look back to the gate we entered from and along the wall to the right of this you will see three statues. These correspond to the game's three classes (you can tell by the weapons). The left represents the Rogue, the centre is the Warrior and the right is the Cleric. If you grabbed the Shard of Heroes earlier, we can run over and interact with one of these statues to insert it. During the upcoming boss fight, the boss will destroy the statue and this will give you quite a nice weapon. So do it!
Once you have the shard set up, kill the Marauder to begin the second boss fight.
Boss: The Commander
Note: If you can defeat this boss without blocking (using only rolling/dodging), you will be rewarded with a legendary version of the Shield (Shield - Commander Shield).
| Attacks | |
| Melee Swings | The boss can perform between a 1 and 2 hit combo depending on your proximity to him. You will need to dodge or block to avoid the successive swings. |
| Shield Slam | The Commander will slam his shield into the ground, stunning you if you are too close. Towards the end of the fight, this slam attack will also cause energy swords to fall from the sky randomly around the boss which you will need to avoid. |
| Melee Waves | The boss will perform a pair of melee attacks at a distance that will fire out a wave of energy. You will need to dodge both. |
| Charge | The boss will charge at you and either perform a shield bash to stun you or perform a follow up with a two hit melee attack combo. |
| Projectiles | The boss will kneel and shoot a spread of energy shields in an arc out in front of him. |
| Summon | The boss will stop and point at the ground nearby before encasing himself in an impenetrable shield wall. This will summon enemies and depending on the stage of the fight you are at, the types of enemies will differ. |
| Shield Wall | After summoning enemies, the boss will fire off energy shields from his shield wall in all directions in an attempt to hit you. |
Combat Strategy:
As with the First Warden, the Commander's health bar is divided into four sections, breaking each into roughly 25% of the boss's total health pool. Reducing the health bar by 25% to each marker will see the boss progressively change tactics. As with the first boss, the strategy to defeating the Commander is to be patient and wait for an opportunity to attack.
For the most part, you want to try and stay close to the boss to limit the attacks that he uses. If you find the sweet spot, you can sit just outside his melee range and he will continue to use the 3 hit combo to attack whilst switching up occasionally to shield slam or summon enemies. Stay at this range and pepper him with your gauntlet attack. Just after shield slam and the 2-3 seconds the boss takes to summon enemies are your best time to attack. Get a good 2-3 hits in on him before quickly backing off to avoid taking damage.
When he does summon enemies, it is imperative that you take them down as soon as possible - you really do not want to have to take on the boss and his subordinates at the same time! When the boss is above 75% health, he will summon a single Marauder, between 50-75% health he will summon a Rogue and when his health drops below 50% he will summon both a Rogue and a Marauder. When below 50%, take out the Rogue as quickly as possible before focusing on the Marauder.
When the boss is reduced to 50% health, his shield slam move will begin to start dropping energy swords from the sky, limiting your ability to exploit the down time after the attack. At this point, you will need to be quick and try to dodge the falling blades and get a single attack (don't get greedy!) in on him before he recovers. You can still pound him when he summons enemies however, so keep doing this until the scene plays to end the fight.
Note: For killing this boss you will earn the achievement/trophy 'Hard Shell, Soft Core'
Note: If you inserted the Shard of Heroes into one of the statues and the boss destroyed it for you, you will earn the achievement/trophy 'Couldn't Have Done it Myself'
After the fight, loot the boss for Sealed Rune (Big), a Shield (Tower - Commander Shield) and a Weapon (Fist - Arrowhead). If you put the Shard of Heroes in a statue, head over to the statue the boss destroyed to loot your new Weapon (Dagger - Revenge / Sword - Warrior / Hammer - Cleric).
Note: If you forgot to insert the Shard of Heroes into one of the statues, you should do it now. There is another boss encounter in this area later in the game and it too can destroy the statue for you.
To continue, head through the large archway opposite the entry to the area and climb the stairs for a cut-scene.
To Keystone Cemetery
Memorial
When we regain control, return to the stairs. From here exit to the courtyard on the left and follow the follow the platform parallel to the stairs to find a Loot Crystal #2. This will have become active by killing the Commander. Interact with it to enter a new area.
Loot Crystal #2 - This is our first infinite Void challenge. In this area you will find a whole lot of darkness. Loot the nearby chest and it will release a small light that we will need to follow around through the area.
Follow the light through the darkness but watch out for a Rogue and Crossbowman in the shadows. Fend them off and when you reach the first area the light stops, you'll also discover a group of 4-5 Infected standing about. Try to pull them away one at a time to dispatch them. Loot the chest here when it is safe to do so for a Weapon (Staff – Qamar) and an Energy Shard.
Look over to the right to see the light has moved off into the distance. Run over here and step on the floor plate below the light. This will cause a nearby chest to open and the light will lead you to it. Unfortunately it's not all that easy as doing so will also spawn a pair of Marauders and a Crossbowman. Stay by the floor panel and wait for the Marauders to come to you. Take them both out and then move towards where the light went to find the Crossbowman in the darkness.
Return to the floor panel and activate it once more. Follow the light to the chest and quickly loot it before it closes. You'll acquire a Fire Resistance Shard and a Sealed Rune (Small).
Now move back to the Loot Crystal and warp back to the real world.
Once you are back in Keystone, follow the small path to the left of the Loot Crystal. You should see a pair of enemies along this path in the distance – a Crossbowman at the base of the tower ahead and a new enemy – a Shieldman patrolling from the tower out along the wall and back again. Pick up the quest item Bloody Flint from the ground in the centre of the path and then take on the Shieldman when he returns.
New Enemy: Shieldman Attacks Quick Stab If you get in close, the Shieldman will perform a darting quick attack with his sword from behind the shield. 3 Swing Melee Shieldmen default to this attack pattern. They will do two broad melee swings in front followed by a quick stab at the end. This can be tricky to dodge and can cause a lot of damage if it lands on Harkyn. Shield Slam The Shieldman will slam his shield into the ground and then sit behind it for a short time. Note that this will stun you if you are too close.
Shieldman Combat Strategy:
The Shieldmen are essentially Marauder with shields and as such only have a few select moves and all of them are fairly obviously telegraphed, giving you plenty of time to dodge or block. The trick to defeating them easily is being patient! Wait for the Shieldman to use the 3-hit melee combo and lay into him in the short window an attack and then smacking him once or twice whilst he recovers. The overhead slam provides the largest attack window, but you can usually sneak an attack or two in no matter the attack.
Once the Shieldman is out of the picture, follow the path to the base of the tower and kill the Crossbowman. Grab the Audio Note (Night Watch: Fourth Night) and then backtrack all the way to the Loot Crystal.
Now work your way past the large statue here and find the Audio Note (Night Watch: Last Night) by the corpse propped up against the wall. Another Shieldman will patrol from here along the path ahead of us, and as there are Crossbowman up ahead it is best to let him come to you before you attack.
When the Shieldman is dead, work your way up the path cautiously and take out the two Crossbowmen one at a time. Upon reaching the second crossbowman's location, you should be able to see a Checkpoint Crystal ahead. Don't rush forward just yet! Edge forward and look to the left to see a Rogue just waiting to ambush you. Eliminate him before continuing to the Checkpoint Crystal.
The enemies along the path to the left of the Checkpoint Crystal are probably a little too much for most players at the moment (skip down past the blue notes to the heading 'Outer Walls' to keep going) although they are good for a challenge and a good serving of XP. If you are game, you can find a couple of new Weapons and an Empty Bottle for your trouble. You'll also get to check out a new enemy type - the Rhogar Knight.
New Enemy: Rhogar Knight Attacks Charge The Knight will charge at you and perform a follow up swing with his sword. Melee Knights will do between a 2 to 4 swing melee attack depending on your proximity to them. The fourth attack is an open stab at the end. If you get hit by one attack, it is difficult to avoid taking damage from the others. Shield Bash The Knight will smack Harkyn with his shield to stun him and quickly follow up with a stabbing attack.
Rhogar Knight Combat Strategy:
The Knights are easily the trickiest enemies you have faced in the game so far as they are heavily armoured and can do a lot of damage. They are however limited in their attack patterns and telegraph their moves quite obviously, making them easy to dodge. The difficulty is if you get hit by one of their combo melee attacks it can be very difficult to avoid successive blows and when each can take a huge chunk of your health bar, its a recipe for a quick death!
The most useful tidbit about the Knights is that they are not immune to magic, so maintaining a constant stream of damage coming from your gauntlet is a must. You can essentially dodge them for the entire fight and kill them with your gauntlet projectiles - definitely the safest, but more drawn out strategy (unless you have high faith that is!).
As the Knights are shielded, they provide very few openings in their attacks. The biggest opportunity to attack them is to wait for them to start an attack animation and quickly time an attack of your own to hit them first - this is extremely risky and opens you up to a world of pain if you miss. Outside of that, getting a hit in on the Knight will need to wait until the end of their four piece melee combo for a (very brief) pause before he gets his shield up again.
After killing the first Knight, move up to the next area. There is a Crossbowman in the far right corner, two Infected hiding in small alcoves on the wall to the left and another Infected playing dead on the way to the Crossbowman. Note although they act in the same way as the previous enemies we have faced, they are much tougher with more hit points and they do much more damage - so be extra careful! Use your gauntlet to pull them all one at a time (start with the Infected and finish with the crossbowman).
Once the area is clear, use a rune to unlock the chest along the left hand wall for an Empty Bottle and Weapon (Greataxe - Guardman).
There are another two Knights at a dead end ahead. They patrol in different patterns so it is definitely possible to pull them one at a time. After killing them, you will find a locked door here (it's a shortcut inside the Citadel later on). To the left of this is a weak wall. look for the bare patch of wall with the torch above it and run at the wall with your shield up to knock it down. inside is a chest containing a Weapon (Hammer - Blind).
Backtrack to the previous Checkpoint Crystal.
Note: if the enemies were too tricky for now, don't worry (we'll be back later !).
Outer Walls
Enter the building to the right of the Checkpoint Crystal. There is a rogue hiding in the small niche to the right as you enter. Fight him off before looting the Audio Note (The Rhogar: Guard Notes), note the locked door here and continue through the sheltered passage to exit from the far side.
The snowy path here leads down to a second tower. Along the way there are two Shieldmen. The first will patrol from near the middle of the hill up to where you exited the previous building and a second will remain stationary near the centre of the path. As such, wait for the patroller to come to you to take it down on its own. You should be able to sneak up on the stationary Shieldman and stealth attack him for some big damage.
Proceed further down the hill until you reach a large gate. There is an Infected playing dead here so kill him (you'll have to do it twice as he'll get up for seconds).
Burned Watchtower
Instead of going through the gate, turn to the left to see a door. It is locked, but there is a stairway just beside it to the left (it's hard to spot until you get closer). Climb this to the roof. There is a Crossbowman on the far side of the rooftop and another just to your right. You should be able to sneak up and backstab both of them.
After clearing the rooftop, look for the large pile of logs. Harkyn can interact with this if you picked up the Bloody Flint quest item earlier. This will earn you an easy 1,000 XP and unlock another side-quest later in the game. Lighting the fire will have the added effect of summoning a Rogue who will race into the area in an attempt to ambush you - so defend yourself and kill him.
Climb down the stairs to enter the watchtower proper. Fight the Marauder inside and go through the small doorway to find a lever to open the gate here, creating a shortcut back to the Memorial area near the last Loot Crystal #2 and a chest containing an Empty Bottle, and a pair of Shields (Buckler - Buckler and Kite - Heavy Shield).
Note: it is possible (but not recommended) to jump ahead to the next boss fight now. We can do this by dropping down to a snowy path behind the burned Tower through the broken wall in the room with the Marauder. Here you'll find a chest with an Empty Bottle, Magic Resistance Shard and Weapon (Greatsword – Guard's Greatsword) as well as an Audio Note (Grim Places: Grim Graves). Follow the path to the end to find the boss. In terms of story however, I'd recommend returning after the boss fight.
Outer Walls
Backtrack out of the burned Watchtower and return to the gate. This time continue down the hill. As you go you will notice an inactive Loot Crystal #3 to the left. As you approach the bottom you'll be attacked by a new type of enemy – the Golem.
New Enemy: Golem Attacks Leap Attack Similar to Rogues and Spiders, the Golem can perform a leaping attack from a decent distance away which can knock you down and do significant damage in the process. 3-4 Hit Combo Golems can perform a 3-4 hit combo when in close proximity to you. The attacks are extremely fast and if you get hit once, it is difficult to avoid taking the follow up attacks.
Golem Combat Strategy:
The Golems are fairly weak enemies with no real defence to speak of. They are however extremely fast and they often attack in pairs. They favour a leaping attack that can hit you very quickly and like to follow it up with a 3-4 hit melee combo attack to take off a large chunk of health if it hits.
You can attempt to hit them with your gauntlet from a distance, but your best bet is to block the leap attack they perform to open their assault and quickly follow up with a two hit chained melee combo of your own - if you have a decent weapon, this should be enough to kill them. If not, rinse and repeat!
After killing the first Golem, continue down the hill a little further.
Keystone Crypt
At the bottom of the hill you will see another Golem and a Rogue off to the left. The Golem should automatically clue in on your position as you near the bottom, so when you see it start moving in your direction, back up the hill a little so you can take it out without the Crossbowman getting involved.
Return to the bottom of the hill, kill the Crossbowman and go through the small gate to find another inactive Loot Crystal #6, a Checkpoint Crystal and Kaslo. To the right of the Checkpoint Crystal is an item you can nab for a Human Skull quest item (we need to collect 30 of these for a side-quest later on) and just by the inactive Loot Crystal #6 there is a chest we can loot for a Ghost Merge Shard and a pair of Weapons (Shortsword – Steel Dagger and Sword - Steel Sword).
Speak to Kaslo to proceed and you'll earn 750XP. After the chat, go through the pathway opposite the crypt Kaslo is looking at and throw the switch to enter the Graveyard. Here we'll fight our next boss – The Worshipper.
Boss: The Worshipper
Note: If you can get the boss to kill two summoned golems during the fight, you will be rewarded with a legendary version of the Weapon (Greataxe - Clawfinger).
| Attacks | |
| Melee Swings | The boss can perform between a 1 and 2 hit melee combo attack depending on your proximity to him. He will swing his scythe first one way and then the other. You will need to dodge or block to avoid the successive swings. |
| Scythe Slam | The Worshipper will slam his weapon into the ground, causing a blue aura to emanate around him for a short time after. This will stun you if you touch it, opening you up to one of the bad guys nasty melee attacks. |
| Rupture | The boss will smash the ground with his weapon and cause blue energy spikes to rupture from the ground beneath Harkyn. You need to keep moving to avoid them. |
| Skull Grenades | If you keep your distance form the boss, he will grab a handfull of skulls and throw them at you, detonating on impact. |
| Summon | The boss will stop and stick his arms in the air for a few seconds. This will summon Golems in cocoons. You can destroy the cocoons but if you take too long Golems will emerge and attack alongside the boss. |
| Energy Blast | The boss will fall to his knees and start signing a spell on the ground. Blue clouds will pop up over the graveyard and damage you if you touch them. after a short time the boss will unleash an energy blast that will kill anything in the graveyard not beneath one of the shelters. |
Combat Strategy:
As with the previous two bosses, we want to try and stay relatively close to the Worshipper to prevent him from using his ranged abilities too much and using your gauntlet to inflict small amounts of damage whilst awaiting an opening in the boss's defences. Unfortunately, the boss is very quick to use his scythe slam stun technique due to his two hit melee attack has a very quick recovery time and if you get stuck in it, you are guaranteed to cop at least one melee strike for your trouble.
The Worshipper has numerous damaging attacks, but none more so than his energy blast, which we'll just address quickly - this attack happens when the boss goes to his knees and starts making gestures with this hands. When you see him do this - DO NOT attack him, instead make your way to one of the five sheltered buildings inside the Graveyard. These are a safe zone. If you get caught outside one of these shelters when the attack goes off you will be killed instantly.
Early on there are two major openings we can exploit to land attacks during the fight. Firstly, when the boss hits the ground and summons the energy spikes he will be immobilised briefly. The attack causes three energy spikes to emerge from the ground beneath Harkyn. If you get your timing right, dodge the first two and then immediately run at the boss whilst avoiding the third and hit him once or twice with a melee attack. Secondly, if you can get the boss to use his melee attacks near one of the sheltered zones, if you can get him to break it, he will be stunned for a few seconds, allowing you to get a few taps in on him.
Once the boss loses a bit of health, the Worshipper will start to spawn a pair of Golems periodically to help him out. During his summoning animation (which takes several seconds) he is completely unguarded and you can definitely get in close and wail on him with a few melee attacks at this point. Just don't stay too long after the animation finishes or that stun attack will get you.
The summoned Golems themselves will sit in a small crystal cocoon for a few moments before bursting out. Fortunately, if you can land a blow on the cocoons before this happens, it will be destroyed - an easy way to do this is to look in the general location of a cocoon and fire off your gauntlet, if you don't have the boss locked on, it will automatically target the cocoon from a distance.
At this point, it is a matter of patience - wait for the boss to open his defences, destroy the Golem crystals as soon as possible and get into shelter when the Energy Blast goes off. It can be quite a tricky fight, but after a few attempts though, you'll get the pattern down and you will find that it's really not all that difficult after all!
Note: For killing this boss you will earn the achievement/trophy 'Only After Disaster'
Once the boss has dropped, loot him for a Sealed Rune (Big) and a new Weapon (Greataxe – Clawfinger).
There are plenty of other bits and pieces lying around the graveyard to loot as well. In the very centre of the area is a Human Skull. Then starting at the entrance, cut a lap of the graveyard. Heading to the left you'll find a Human Skull by the first set of graves. Past the first sheltered building you'll find an Audio Note (Tales of Old: Kyle's Grave). Continue on to the next set of graves for another Human Skull.
We'll then reach the entrance to the Catacombs. Ignore this for now and continue searching the graveyard. On the far side of the graveyard from the entrance you'll find a Human Skull between the two sheltered buildings closest to the Catacombs. Just to the left of the third sheltered building you'll find an Audio Note (Dimensions: Temple).
Now return to Kaslo and speak to him. He'll open a portal to the demon realm. That's where we need to go next. Before we do that however, we'll just take a brief detour.
Return back up the hill towards the main Keystone area and as you go you will see that with the death of the Worshiper the Loot Crystal #3 halfway up the hill has now become active.
Loot Crystal #3 - This is your first Proving Ground Arena! There is a Checkpoint and an Anvil located either side of the entrance warp crystal. The goal here is to fight off all the enemies to progress. To begin, stand on the circular panel in the very centre of the room. The waves include:
- Shieldman and Marauder
- Rogue, Crossbowman and Infected
- Infected and Knight
Once all three waves have been defeated, step on the plate in the centre of the arena once more for a chest. Loot it for:
- Attribute Point Shard,
- a Spell Point Shard and
- a Trinket (Back Breaker)
Return through the Loot Crystal to the real world.
Backtrack to the burned Watchtower and from the room with the Marauder inside find the destroyed wall by the stairs and drop down to a small snowy path below. Here you will find a chest containing an Empty Bottle, Magic Resistance Shard and a Weapon (Greatsword – Guard's Greatsword) there is also an Audio Note (Grim Places: Grim Graves).
Follow the path to the end and drop into the graveyard. Return to Kaslo and enter the portal.
Note: At this point you will earn the achievement/trophy 'The Real Lords Starts Here'
The Rhogar Temple
Bridge Between Dimensions
Once you arrive in the Rhogar realm, cross the bridge and continue up the stairs until a cut-scene ensues. Here we will meet the Crafter.
The Crafter is a useful fellow as he allows us to unlock the Sealed Runes that we have been collecting. The unlocked runes can then be socketed into weapons, armour and the gauntlet to give them special abilities. Use this opportunity to unlock a few small runes and then socket your weapon and armour.
Note: At this point you will earn the achievement/trophy 'He Speaks in Riddles'
Once you are done with the Crafter, keep moving along the path until you reach the large locked gate with the Checkpoint Crystal next to it. Speak to Yetka who is standing nearby – she will give you a side-quest and wants you to find some Stone Tablets for her.
Either side of the short pair of stairs leading to the gate is a doorway. The right hand entrance leads to the Eastern Antechamber and the left hand door empties into the Western Antechamber. Let's head through the right hand door first.
Eastern Antechamber
As soon as you enter, you should see an item on a small ledge by the grating to the right. You can run and jump over to this and pick it up for a Magic Energy Shard. Hop back across the gap and go down the stairs to face a new type of enemy – the Forger.
New Enemy: Forger Attacks Flaming Crossbow The Forger will regularly shoot bolts at Harkyn using his crossbow. These are actually fire imbued bolts that will cause a burning status and damage over time. 2-3 Hit Combo Forgers can perform a 2-3 hit combo when in close proximity to you. Traps The Forgers can utilise traps, which will temporarily stun Harkyn if he steps in them.
Forger Combat Strategy:
The Forgers are a tricky enemy for the time being as they are not only pesky at long range, but they are surprisingly nimble and good at dodging attacks up close and they are also the first enemy we have come across with the ability to heal themselves.
Your best bet for taking them down in a hurry is to use your gauntlet as you approach them (whilst avoiding bolts obviously) and then staying close to the Forger to limit his attacks to melee only. At this point, it is really just a matter of avoiding his melee combos and landing your own until they drop.
You will want to try and pull the forger over to you as there are another pair of Rogues in this room that will want to attack you if you get to close to them. Fight off the Forger by the stairs and then enter the room to track down the other baddies.
Once the room is clear look for a set of stairs opposite the entrance. At the top you'll see an item we can loot for an Energy Shard. Run back to the top of the stairs and either hug the left hand wall or jump to the small rocky beam behind them to the right to reach a platform behind. Kill the Rogue here. Grab the Audio Note (Tales of Old: Crafter's Pet) and loot the chest for a new Weapon (Polesword - Lost Pike).
Return to the floor and look for a small gate that we can open directly below the room's entrance. Enter the area slowly as there is a crossbowman and a Shieldman hiding to the right. Once they are dead, grab the Ancient Plate in the corner and pull the lever.
Backtrack to the Bridge between dimensions and this time, make your way into the Western Antechamber.
Western Antechamber
As you enter the room, you'll notice two enemies fighting each other down below. Let them finish and one will die, making things a little easier. In the meantime, there is a chest on this first ledge you can loot for some Armour (Head and Chest – Wisdom).
Head down the stairs when you are ready to meet a new enemy type – the Demon Hound.
New Enemy: Demon Hound Attacks Leap Attack Similar to Rogues and Spiders, the Demon Hounds can perform a leaping attack from a decent distance away which can knock you down and do significant damage in the process. 3-4 Hit Combo Hounds can perform a 3-4 hit combo when in close proximity to you. The attacks are extremely fast and if you get hit once, it is difficult to avoid taking the follow up attacks.
Demon Hound Combat Strategy:
The Demon Hounds are almost identical to the golems in that they are fairly weak enemies with no real defence to speak of. They are however extremely fast and they often attack in groups. They favour a leaping attack that can hit you very quickly and like to follow it up with a 3-4 hit melee combo attack to take off a large chunk of health if it hits.
You can attempt to hit them with your gauntlet from a distance, but your best bet is to block the leap attack they perform to open their assault and quickly follow up with a two hit melee combo of your own - if you have a decent weapon, this should be enough to kill them. If not, rinse and repeat!
When you reach the bottom of the stairs, use your gauntlet to pull the Demon Hound over to you, there is a Forger on the far side of the room and things are easier without his involvement! Head over and take him out once you are finished with the hound.
Drop down and locate the gate below the entrance we can open. Inside you'll find another lever. This will create a shortcut between the East and West Antechambers. There is also a locked chest here that we will not be able to open until we find a key (much later in the game).
For now, backtrack to where we last saw Yetka and you'll notice that the gate is now gone. Use the Checkpoint Crystal if you like before heading into the next area.
Eternal Flame
As you go through the gate, you will see a new type of enemy in the distance – a Tyrant.
New Enemy: Tyrant Attacks Melee Swings The Tyrant will utilise the Spear to perform a 2-4 hit spinning combo regularly. This can be difficult to judge but can be avoided with some well-timed rolling. Overhead Slam The Tyrant will often wind up and perform a downward slashing attack. This attack can be quite damaging if it hits and will cause a knockback effect that will temporarily stun Harkyn. Stab Attack Tyrants can perform a lunging stab attack with their spear which usually occurs if you are just outside their range of attack. Regeneration The Tyrant can completely regenerate its health when it reaches near death, unless you are in possession of its heart.
Tyrant Combat Strategy:
The most important thing to know about taking on a Tyrant is that they are essentially indestructible unless you can find and grab their hearts before killing them. Tyrant Hearts are usually located in fairly close proximity to the Tyrants and can be found in an ornate urn that needs to be destroyed. as such, finding and grabbing this is the priority when facing a Tyrant.
As for the Tyrants, well they act as a bigger, meaner version of Marauders. because of this, they fortunately only have a few select moves and all of them are fairly obviously telegraphed, giving you plenty of time to dodge or block. The trick to defeating them easily is being patient! Lure the Tyrant into performing an attack and then smacking him once or twice whilst he recovers. The overhead slam provides the largest attack window, but you can usually sneak an attack or two in no matter the attack.
Kiting the Tyrants around whilst peppering them with gauntlet fire is also an effective, albeit slow method of taking them down safely.
Just to the left of the entrance, you will see an urn you can smash to pick up the Tyrant's Heart. Once you have that in your possession, move down into the large open area to take on the big boy himself.
Note that there is a Forger at the far side of the arena and a Demon Hound patrolling both the left and sight sides of the area as well, so be sure to keep the Tyrant close to the entrance unless you want company! Upon dying, the Tyrant will drop the Small Western Antechamber Key.
Western Antechamber
Make a brief return to the Western Antechamber and you'll find another set of stairs in here opposite where we came in. Climb these and eliminate the Crossbowman at the top – note that they now have flaming arrows which cause damage over time. Make sure you dodge as much as possible to avoid it!
After killing him, use the Small Western Antechamber Key on the locked door he was guarding. Inside you'll find an Ancient Plate and a chest containing an Attribute Point Shard and a piece of Armour (leg - Cunning). Return back past the stairs and follow the platform to the end to find a Poison Resistance Shard behind some urns.
Eternal Flame
Head back to where we fought the Tyrant. Clear out the pair of Hounds and the Forger in the Eternal Flame area one at a time and then loot the joint! There is an Empty Bottle along the left-hand wall and near one of the braziers in the centre of the area you'll find a Sealed Rune (Small).
There is only one other exit out of the area and that's via the stone archway to the left of the sealed passage. Climb the stairs here to reach the Panorama.
The Panorama
At the top of the stairs you will bump into a Shieldman. After dispatching him, follow the pathway to the right and kill a second. In the dead end behind him you will find a Sealed Rune (Small).
Return to the stairs and continue past them. Pull the Rogue just ahead and take him down. Note the Rhogar Statue just behind him. Right next to this is a snowy pathway leading down to the next area. However, there is a chest and a pair of shortcuts to open ahead, so let's get that done first.
Behind the debris just ahead another Rogue awaits. Kill him before continuing along the path.
Ahead you'll see a new enemy type – this is a Dimensional Beast.
New Enemy: Dimensional Beast Attacks Melee Swings The beast will utilise its clawed arms to perform a 2-4 hit melee combo regularly. This can be difficult to judge but can be avoided with some well-timed rolling. Shoot Spikes If you stray too far from the dimensional Beast, it will fire spikes at you similarly to a Crossbowman. Leap Attack The Beasts can perform a leaping slash attack from a decent distance away which can knock you down and do significant damage in the process. Back Spikes If you stay too close to the Beast's behind for too long, it will stick its claws in the ground and shoot out spikes from its back in a damaging melee attack. Bite If you stand still in front of the beast in close proximity, it will bite Harkyn, picking him up by his head and tossing him elsewhere - this causes a great deal of damage and knockdown. Fire Breath The boss will shoot a sustained jet of fire in a half circle around him. This will cause damage on impact and burning damage over time. Regeneration The boss can stick his claws into the ground and regenerate health and once he is finished, he will do a small AOE explosion attack that will damage you if you are too close.
Dimensional Beast Combat Strategy:
The Dimensional beasts have a huge array of moves at their disposal and can be quite intimidating the first time you come up against them. The trick is to get in close and land melee attacks on the boss in the small defensive openings that are offered after it performs a pounce attack or during the fire breath. It is possible to attack at other times, however if you do this ensure that you continue to strafe around the beast as you fight or you risk copping the back spike attack or being bitten.
When the beast goes to regenerate, be sure to get in and smack him a few times to limit the amount of health he can restore but be sure to get out of range of the AOE attack when he finishes. Another good strategy is to have a Poison or Fire Rune socketed in your gauntlet and hit him with a damage over time effect during the regenerative phase.
You will want to draw the Dimensional Beast over to you as there is a Forger in the area just to the right. As such, as much as possible try to keep the fight localised to the section of the area closest to where we came from.
After defeating the beast, make your way over to the Forger's location and take him down as well. Open the chest he was guarding for a new Weapon (Greatsword – Lurker Thrust). Find the Audio Note (Dimensions: Rifts) nearby and go down the stairs beside it.
Kill the Shieldman at the bottom of the stairs. Open the door to the right and pull the lever inside to create a shortcut back to the Eternal Flame (where we fought the Tyrant). Now open the door to the left at the bottom of the stairs to open a shortcut back to the Western Antechamber.
At the end of the hallway you will see a new enemy a Spellcaster.
New Enemy: Spellcaster Attacks Arcane Blast If you get in too close to the Spellcaster for too long, it will throw its arms out and perform an exploding arcane magic blast that will damage you heavily if you are too close. Magic Bolts If you stray too far from a Spellcaster, it will fire magic balls at you similarly to a Crossbowman. It can either shoot a single shot attack or a homing attack with multiple smaller magic missiles. Either way, rolling is your best bet to avoid damage. Leap The Spellcaster can perform a leaping slash attack from a decent distance away which can knock you down and do significant damage in the process. Drain Health When the Spellcaster's health gets low, it will hit Harkyn with a red energy attack - this will progressively drain your health and apply it to the Spellcaster's health bar. Magic Shield The Spellcaster will surround themselves in a blue magic shield that will relfect some of the damage they take from Harkyn, essentially forcing you to damage yourself. Explosion Upon death, the Spellcaster will wait several moments and then explode - make sure you get out of range or you will take damage and get knocked down.
Spellcaster Combat Strategy:
You should treat the Spellcasters in the same way as Crossbowmen. Now, with the exception of their high magic defence, the Spellcasters are actually quite squishy and should not take more than a few well place melee attacks to kill. The difficulty is getting in close enough to damage them without being hit by their magic projectile attacks. As the gauntlet is ineffective, you will need to roll to avoid the bolts and work your way up to their position.
When in close, watch out for the telegraphed signs of the arcane explosion and make yourself scarce when it happens before returning and finishing them off. If you are fighting multiple enemies at once and a Spellcaster starts using the drain life attack, either stop what you are doing immediately and go and kill him or immediately run out of the caster's line of sight. This attack is very, very damaging and persistent and can pretty much de-rail your attempts at surviving combat.
When the Spellcaster has lightning shielding him, hitting it with your weapon will deal damage to both you and the spellcaster. With a Warrior it is quite easy to accidently one-shot kill yourself. As such, wait for the barrier to dissipate before recommencing your attack.
The Spellcaster is unfortunately standing right next to a Knight and even attacking him at range will do little good due to his magic resistance. This particular Spellcaster also seems quite stubborn in that you can never seem to lure him to you like you can other enemies.
The best way to take him out is to shoot the gauntlet at him as you approach whilst dodging his attacks, then quickly laying into him with your melee weapon to take him down ASAP. Quickly dive out of the way of his death explosion and then focus on killing the Knight.This particular Knight often drops a Shield (Tower - Two-Horned Shield).
The room behind him contains an inactive Loot Crystal #7 and a doorway back to the Eternal Flame arena. Head back the way we came through the hallway, grabbing the Ancient Plate quest item and look out for a door on the left. We can use two runes to open this. Inside you will find a chest housing an Empty Bottle and a Trinket (Greed).
Backtrack out of the area, back up the stairs and to the Rhogar statue I pointed out earlier. Go down the path to reach the Abandoned Range.
Abandoned Range
At the bottom of the pathway you will be attacked by a Dimensional Beast. Upon killing it, look back towards the stairs we just came down and you should see a cave to the left. Inside you will find a Checkpoint Crystal.
If you move deeper into the cave, you will notice a hole in the centre – don't fall in here as it will kill you instantly. Instead, you can work your way along the platforms tucked up against either wall. To begin with hug the left hand wall and follow the narrow platform around until you reach a chest. Open this for a Spell Point Shard, a Poison Resistance Shard and a piece of Armour (Leg - Griffin).
Continue to hug the left hand wall and as you turn the next corner, there should be a Spider in the distance. From here, shoot it with your gauntlet – it shouldn't be able to reach you and if you are lucky, it will walk into the chasm for a quick death. Make your way over to the platform where the Spider was chilling originally and grab the Ancient Plate.
Approach the door to the left. Look up as you come close to the door to see another Spider on the roof – lock it on and shoot it with your gauntlet for an easy kill. Now enter the door, kill any Baby Spiders wandering around and loot the nearby chest for a Weapon (Staff - Conciet).
Backtrack to the Checkpoint Crystal.
Exit the cave and instead of going straight ahead down the path (there is a Tyrant here and we can't reach his heart just yet), take a left just after the flaming brazier.
Continue to the left and kill the Dimensional Beast by the fires. Behind this is a dead end however there are also short paths leading to the left and the right. Both are guarded by a Golem apiece, so draw them out and kill them before exploring. The right hand path has a chest containing some pieces of Armour (Wrist and Leg – Wisdom) and a new Weapon (Greataxe - Swing). The left hand path has a Magic Energy Shard hidden behind some shrubs.
Return to the nearby fire where we fought the Dimensional Beast. From here, we want to climb the hill ahead and to the left. Approach it slowly and you'll be able to make out a Forger up top on the right. However, what you can't see is the group of three Demon Hounds further ahead along the path. As such, hit the Forger with the gauntlet and draw him to the bottom of the path so that you can eliminate him unmolested.
Again, edge up the hill but this time use the opportunity to hit one of the Demon Hounds before quickly running back to the bottom of the hill. Attacking one will have all three become hostile, but if we are at the bottom of the hill, they will take longer to get to Harkyn, which gives us more time to take them out as they arrive.
Climb the hill one final time and keep going straight, past the fire until you reach a cliff edge. You will find an Audio Note (Dimensions: My Treasure) here.
Make your way towards the right to see a pair of Crossbowmen in the distance. As you move up, on the right hand ledge there is an Energy Shard. Use the trees and other environmental objects as cover and shoot the Crossbowmen to death with your gauntlet.
Directly behind where they were standing you will find a brazier with an urn next to it containing a Tyrant Heart. There is also a chest here that contains some Armour (Head and Wrist - Griffin).
Drop down and kill the Tyrant below. Once he is pushing up daisies, climb the stairs he was guarding. You will find an Energy Shard off to the right and another at the end of the short pathway to the right on a small ledge overlooking the cliff. Use the lever at the top of the stairs to open the door to the temple.
- First Page
- Page 2 of 7
- Next Page
- Last Page
