Lords of the Fallen – FAQ/Walkthrough
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FAQ/Walkthrough by sokkus
Version: 1.0 | Updated: 02/24/15
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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)
Sacred Hallways
Immediately inside the door is a Shieldman. Kill him and proceed inside. Note the locked gate here (we'll be coming back shortly so remember its location!). Follow the path to the right and kill the Rhogar Knight patrolling ahead.
At the end of the path, there is a locked chest. There is also a pressure plate on the floor with a symbol on it. Step on this and then sprint back down the corridor to where we saw the locked gate a moment ago – this will be open if you are quick enough. Inside is a chest with armour (Chest, Head and Wrist - Cunning).
Hop down to the stairs below from the hole in the wall to exit. Grab the Ancient Plate nearby.
Continue down the stairs and you will see another Tyrant ahead. The Tyrant Heart for this fellow is located in an urn just to the left of the locked door at the far end of the room. Grab the heart and then turn to face the Tyrant. Unfortunately, doing this will also have the added effect of spawning a Rogue. If you have trouble facing both the Rogue and tyrant at once, backtrack up the stairs and use the Rogue's speed to isolate him from the Tyrant.
Once both are dead, approach the locked door at the far end of the Tyrant's room and use the lever to open it. There is a pair of Spiders in here, one to the left and one to the right. Fortunately, we can use the gauntlet to aggro them one at a time.
After clearing them out, loot the Audio Note (Grim Places: Cruel Species) and the chest for a Poison Resistance Shard, a Ghost Merge Shard and a piece of Armour (Chest - Griffin). Return to the Tyrant's room and take the stairs down to the Checkpoint Crystal.
Climb the stairs behind the Checkpoint Crystal and kill the Crossbowman at the top. Note the inactive Loot Crystal #4 here – this will be activated upon killing the next boss, so be sure to come back! Follow the stairs down to the glowing blue light nearby to fight your next boss.
Boss: The Infiltrator
Note: If you can kill the boss before the lanterns at the top of the room light up (possibly time limit related?), you will be rewarded with a legendary version of the Weapon (Polesword - Uras).
| Attacks | |
| Melee Swings | The boss can perform between a 1 and 3 hit melee combo attack depending on your proximity to him. He will swing his claws first one way and then the other and then follow up with an overhead slam attack. |
| Leap Attack | The boss has a really nasty leaping slash attack which can be launched from a mid-long range. This will take a massive chunk of your health bar and will knock you down. Due to the size of the boss and its speed, it is very difficult to avoid. |
| Stomp | Attacking the boss from the side will have the nearest leg attempt to stomp and skewer you. |
| Projectile Bones | If you keep your distance from the boss, he will fire a couple of energy bones at you. These will stun Harkyn if they hit. |
| Stinger | During the second part of the fight, attacking the boss front on, will cause him to rear back and attempt to stab you with a stinger from beneath. |
| Spawn Pods | After taking enough damage, the boss will shoot out a number of spawn pods. These can be destroyed, but if left to grow can stun Harkyn if he walks over them. These also allow the boss to regenerate health. |
| Regeneration | After spawning pods, the boss will approach and feed on them. This will restore his health. |
Combat Strategy:
The Infiltrator boss is actually significantly easier than the Worshipper we fought previously. There are a couple of things you should know about it though - firstly the blue beam in the centre of the arena will drain your magic if you get too close to it, limiting your ability to use magic abilities and launch ranged attacks with the gauntlet. Secondly, the boss is relatively weak against fire, so equipping your gauntlet with a fire rune can help you out a lot!
The infiltrator's biggest weapon is his leap attack which is devastating in terms of hit points if it hits you, the problem is that it can be difficult to judge a roll to avoid and as it often causes the camera to get a little crazy if you are standing by a wall. The easiest way to combat the Infiltrator is to get into the boss's melee range and attempt to stay there for the duration of the fight to limit his use of projectiles and leap. Pepper him with the gauntlet and maintain a close distance to encourage the boss to use his three hit melee attack, it will become temporarily immobilised after the overhead slam finisher allowing you a window to land a melee attack or two and then back up.
The boss's health bar is divided into two sections and dropping its health below the marker will kick off the second phase of the fight. The boss still performs the same moves and your tactics should remain unchanged for the most part. The biggest difference is that the boss will now spawn little larval pods around the area. These can be destroyed (although I wouldn't bother), will grow over time and can stun Harkyn if he steps on them.
During the second phase the boss will often run to the fully grown pods and feast on them, regenerating his health. Planting a damage over time de-buff from a fire/poison imbued gauntlet will help to mitigate his health gains. Whilst feeding, the boss will also remain stationary and defenceless for a good 3-4 seconds allowing you to get some serious melee damage in on him.
Note: For killing this boss you will earn the achievement/trophy 'Seal the Gate'
For killing the Infiltrator, you'll be rewarded with the quest item – Crystal of the Traveller. Head across the arena to where Yetka is waiting. Loot the item next to her for a Sealed Rune (Big) and a Weapon (Polesword - Uras).
Backtrack up the stairs we entered the area from to enter the Loot Crystal #4 which has now been activated thanks to the Infiltrator's demise.
Loot Crystal #4 - Inside the Loot Crystal you will find three chests. Open them all to obtain:
- Empty Bottle,
- Weapon (Greatsword - Codex),
- Shield (Bulwark Shield),
- Magic Energy Shard,
- Energy Shard and a
- 2 X Sealed Rune (Small).
Return through the portal to the real world.
Speak with Yetka and hand over all the Ancient Plates you have been collecting. As a reward she will give you multiple shards including:
- Poison Resistance Shard,
- Magic Resistance Shard,
- Lightning Resistance Shard,
- Energy Shard
- Magic Energy Shard.
Following the conversation climb the stairs in front for a cut-scene and another conversation with a Crippled Rhogar. This fellow will give you a side-quest to hunt down those Human Skulls we've been finding and will offer a reward for bringing them to him. Hand in any Skulls you've picked up so far and end the chat.
Return to Keystone
Go through the door to the right of the Crippled Rhogar right and use the lever to open the door – this creates a shortcut back to the cave with the Spiders and the Checkpoint Crystal we came through earlier.
Head back to the Crippled Rhogar and go through the door behind him. Climb the stairs here. At the top you will find a Tyrant waiting for you. The Tyrant Heart for this fight is located in the room at the top of the stairs on the right guarded by a Crossbowman. As such, run past the Tyrant, climb the stairs, kill the Crossbowman and claim the heart before taking on the Tyrant one on one.
Use the lever by the door in the room where we gathered the Tyrant Heart and exit to the Panorama.
The Panorama
As you exit the temple, you will see some wounded soldiers in a small side-area to the left. Enter this area for a cut-scene and a conversation. They are Deserters (we'll see them and hear them mentioned few times form here on out) and will give you a side-quest to clear out the Western Antechamber.
Retrace your steps across the Eternal Flame, killing the Dimensional Beast and the Crossbowmen who are now inhabiting it and go through the door back to the very start of the area. Use the Checkpoint Crystal here if you like and then head into the Western Antechamber.
Wesern Antechamber
As you enter, you'll notice that the floor below is now occupied by a Dimensional Beast. This is our main target. Additionally, the Forger who was here earlier will be here again (unless you haven't died) and so will the Demon Hound down the small corridor at the base of the stairs.
If you can, from the bottom of the stairs use your gauntlet to pull the Dimensional Beast and lure him up top so you don't risk aggravating the other enemies. Once it is dead, you can either stay and kill the rest of the enemies (optional) or return to the deserters and tell them that you have cleared out the room.
For your troubles you'll earn 500XP and a new Weapon (Dagger - Protector). Speak to them again and hand over a potion for an additional 500XP.
Now we are done here, retrace your steps back to the start of the area and talk with the Crafter once again. We'll hand him a quest item and he'll now be available to us whenever we see an Anvil in the world.
After the chat, continue through the portal back to keystone.
The Catacombs
Keystone Crypt
As soon as you are back in keystone, move forward a short distance and a scene will play. After the short chat, loot the soldier for a Human Tattoo and move into the graveyard.
It will now be occupied by a pair of Golems and a Forger in front and to the right as well as a Warden on the far left of the area near the entrance to the Catacombs. Fight the Golems first, then eliminate the Forger before heading in to meet the Warden.
New Enemy: Warden Attacks Melee Swings The boss can perform between a 1 and 4 hit combo depending on your proximity to him. You will need to dodge or block to avoid the successive swings. Overhead Slam The Warden will perform a downward slashing attack that will do significant damage if it hits. The attack will also send out a shockwave and temporarily stun you if you are hit by it. 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. Whirlwind The boss will spin in circles with his weapon out.
Warden Combat Strategy:
The Warden is essentially a carbon copy of the first boss - he will progressively shed his armour and become quicker and quicker as the fight progresses. As he acts in the same way, we can use the same tactics to take him down - wait for the opening provided by his melee attacks (especially the overhead slam) and exploit it to smash him with a melee attack or two. Additionally, we now have access to the gauntlet and the magic projectiles it provides, allowing you to combat the Warden at range, something that is most useful during the final stage of the fights when he is performing the whirlwind attacks.
After dispatching the warden, enter the door leading to the Catacombs.
New Burial Chambers
Upon entering the Catacombs, use the Checkpoint Crystal here if you require it and then head down the tunnel opposite. There is a Rhogar Knight patrolling the length of this, so it is probably wise to draw him back to the checkpoint area to give yourself some wiggle room.
After killing the Knight, find the sealed door along the right wall of the corridor and use a rune to open it. Loot the chest inside for a new Weapon (Greataxe - My Axe).
Return to the corridor and take the next opening to the right. Duck immediately into the first doorway on the left and open the door at the end. Kill the Infected inside. Here you'll find an inactive Loot Crystal #5 (remember the spot! We'll be back later) and a Human Skull.
Go back out the door and follow the side-passage to the left.
Old Burial Chambers
Follow the tunnel until you round the corner to the right. Ahead you will see an Infected. Don't charge in though as there is a Shieldman hiding in the doorway to the right and a second infected is lurking to the left.
Walk into the room slightly to aggro the two side-tunnel enemies and draw the Shieldman back in the direction you came. The Infected should stay put in the general area. So once you have dealt with the Shieldman return to where the Infected are waiting and chop them up (note that one will drop and rise again).
Grab the new Weapon (Dagger - Grip) from the chest in the room on the left. Exit the room and go straight ahead into the opening the Shieldman was guarding. After a short distance you will see a door on the left. Open this and look up as you approach the door to see another Spider on the roof – lock it on and shoot it with your gauntlet to knock it down and quickly follow up with a melee combo whilst it is temporarily stunned. Loot the chest in the room for some Armour (Chest, Head and Legs – Living Legend).
Exit and continue left and down the stairs. When you reach the room at the bottom, if you peek through the door to the left there will be an Infected and in the distance a Crossbowman as well. Use your gauntlet to lure the Infected back into the stairway and take it down before proceeding into the room to get the Crossbowman.
When the room is clear, check out where the Crossbowman was standing to find a Human Skull. At this end of the room you will notice that there are three exits. One to the left, one straight ahead and another to the right. Just for the sake of it, let's call this room the junction room for now as I'll be referring to it a few times.
We'll explore the left doorway first as this will open a shortcut back to the Checkpoint Crystal where we entered the Catacombs originally. After entering the left doorway, you'll find a Human Skull on the ground. Proceed up the next set of stairs.
New Burial Chambers
Take the right and climb another set of stairs, killing the Infected at the top. Continue up one last stairway and you will be in a small room with an Infected playing dead at the top of the stairs and another in the room to the left.
When the room is cleansed of nasties, use the lever to open the gate for a shortcut back to the Checkpoint Crystal. You can grab an Audio Note (The Research: Purification) from the corner and use a rune to unlock the chest for some Armour (Chest, Leg, Wrist – Cold Blood).
Return to the junction room.
Old Burial Chambers
This time around, let's go through the right hand doorway. Follow the passage around and down the first set of stairs.
At the base of the stairs is an Infected playing dead (quickly destroy it before it gets up if you can!) and another Infected in the room to the left. Kill them both and proceed into the tunnel to find the Mines.
The Mines
As you work your way along the narrow corridor you will soon bump into a Shieldman. Take him out and lure him back to the previous room if you want some space to work with.
Enter the first door on the left to find an Audio Note (Tales of old: Kyle's Sword) and a sarcophagus that we can interact with – this can be used for a side-quest further in the Catacombs, so try to remember the location!
Keep moving along the path until you reach another large room. This has a pit in the centre and is guarded by a Knight and a Crossbowman. Note, if you run to the far side of the pit and then hug the left hand wall to get on the small ledge here between the sarcophagi, there is a very good chance that the knight will run straight into the cliff for a quick kill. Then go finish off the crossbowman.
Note: If you managed to get one of the enemies to fall to their deaths here you'll earn the achievement/trophy 'Fool of a Tuck'.
We're done here for the moment. The door up the stairs at the far end of the room leads back to Keystone, but don't use it now. Instead backtrack to the junction room.
Royal Tomb
Now that we've explored everywhere else, let's check out the central door.
At the top of the first set of stairs, turn left and grab the Human Skull over near the wall. Approach the door leaving the room and across the hallway you should be able to make out a Forger in an adjacent room. As we approach the Forger, note that we can use the pit in the room with him to our advantage again. Once he is dead, pick up the Audio Note (Dark Deeds: Mutations) and use the Anvil here to visit the Crafter if you feel like doing so.
Exit to the hallway and turn right. Go down the stairs and kill the Baby Spiders at the bottom. Loot the Sealed Rune (Small) by the metal bars. In this area, look for a wooden barricade along the right hand wall. Smash this down with a melee strike to find a tunnel behind it.
As you enter, note the locked metal gate to the left (we'll be back here shortly). Follow the tunnel around the corner and it will split into an upper and lower route. Take the lower first, open the door at the end and loot the chest inside for a Weapon (Shortsword - Bloodsick). Return to the fork and this time climb to the upper level.
When you reach the top of the ramp, look behind you to see an item to loot for a Human Skull. Continue along the set path to find another Human Skull and a floor pressure plate. This will open the locked metal grate I mentioned earlier. Step on this and use your Prayer spell to create a clone. Quickly run down the ramp and into the now open room.
Inside, grab the Human Skull and loot the chest for a new Weapon (Axe - Twinkling Axe). Use the lever to open the door and backtrack to the room with the Anvil where we killed the Forger a few minutes ago.
In the hallway outside, you should find a gap in the floor with a wooden plank laying over it (it's a trap!). Run and jump over the gap. Grab the Human Skull here and proceed up the stairs. Enter the large circular room ahead and kill the Knight.
Return to the passage we just came from and with the stairs at our back, look to the right for an Audio Note (Prisons: Care). Follow the wall back to the left, past the two doorways to find a chest containing the Armour Set (Harmony).
Head to the other side of the room and climb either set of stairs (they link up at the top), there is a Crossbowman on both sides, so make sure you take them out. At the top you'll find a passage guarded by a Shieldman. Kill him and then follow the stairs up to reach the Cell Circle.
The Cell Circle
Follow the passage along to the end and you will find a Knight. Once he is dead, look on the ground near the end of the passage to find an Audio Note (The Research: Doubts). There is also a Checkpoint Crystal to the left. Be cautious in approaching it as through the bars on the right side of the area, you will see a Forger and some Demon Hounds patrol by occasionally.
Save at the Checkpoint Crystal if you like and wait for the Forger to patrol into the room and eliminate him and any Demon Hounds that come with him when he does.
Climb the stairs next to the Checkpoint Crystal and enter the door at the top. Kill the Crossbowman in here and loot the chest for an Attribute Point Shard and some Armour (Head - Cold Blood and Wrist - Living Legend). Return to the Checkpoint Crystal and enter the gate the Forger came through. Just inside is a Human Skull you can grab. Now, we find ourselves in a large circular passageway with multiple cells lining the outer wall.
Turn to the left and work your way around the circle clockwise. At the first set of three cells you come across, pull the lever by the middle door to open them. All three have an Infected inside that we will need to deal with. The left cell also has an Audio Note (Grim Places: Blind Fury) and the centre cell has a Human Skull.
Continue around the Cell Circle to the next set of three cells. Grab the Human Skull along the way and as you approach the second Human Skull, the third cell door behind it will fall, allowing an Infected out which you will need to kill. After doing so, pull the lever nearby to unlock the other two cells. Inside the centre cell is a Human Skull and the left hand cell contains an Infected and a Weapon (Sword - Vanguard Blade).
Keep moving along the Cell Circle to the next set of three cells. Here you will find an Infected Monk. Speak to him and he'll give you a side-quest. We can't open the cells here for the moment as we need to find a lever, but we'll be back in a bit.
Grab the Human Skull by the monk's cell and continue clockwise until you reach the next lever. This will open a pair of cells either side of the lever and another on the way back to the monk's cell area. The cell to the right of the lever houses a Human Skull, the one left of the lever contains an Infected and an Audio Note (Prisons: Politicals). Also in this cell is a weakened wall on the right – use your shield charge to knock it down to find a Weapon (Hammer - Heirloom). Backtrack a short distance and go through the now open cell for a Human Skull.
Note: Remember the Sarcophagus we could interact with back in the right hand passage of the junction room we bumped into earlier? If you take the Heirloom Hammer here and interact with the grave, it will become upgraded into Hammer - Sven's Hammer.
Keep moving along the Cell Circle clockwise and enter the open cell to the left for an Audio Note (Prisons: The Branded). There is a large lever on the inner wall of the Circle here that we need to pull. Do so and then grab the Human Skull next to the statue ahead. Ignore the side tunnel for now, instead continue moving around the circle.
Look for a wooden door to the left, inside you will find the Lever Handle quest item. Back in the Cell Circle, pull the lever nearby to open two more cells. The left contains an Audio Note (Tales of Old: Sven's Hammer) and the right leads to a tunnel with a Marauder and an Anvil inside. There is one more Human Skull to be nabbed in the Cell Circle before we complete our lap of the area.
Now return to the Infected Monk's cell and use the Lever Handle on the broken lever. This will open the doors. Kill the monk for 1,500XP and a Spell Point Shard. Enter the door to the right of the lever for a Shield (Buckler - Blocker).
Now make your way around the Cell Circle until we reach the lever on the central wall and go down the side-passage to the left just after it. Loot the chest here for the quest item – Cell Key.
Opposite the chest, you will see a Merchant and a Thief trapped in adjacent cells. Walk over and speak to one of them to learn of their predicament. Essentially we need to choose who lives and who dies and depending on your choice you will get a different reward. Saving the fellow closest to the stairs rewards you with a Trinket (Magic Leech) saving the other, will earn you the Trinket (Dim Hope).
Note: if you save the fellow for the Dim Hope Trinket, you will find that a side-quest giver in the Citadel later on will be dead.
Use the lever on the wall opposite the two prisoners and kill the Infected inside. Sneak up and attack the Shieldman in the side-tunnel to the left before looting the Audio Note (Our New Home: Deep Down). Now we have two choices - the stairs on the right will lead down to a Checkpoint Crystal and then the next boss. The stairs on the left lead to some more loot.
Yeah, thats right, boss can wait! Let's head down the left hand stairs first.
The Pit
Kill the Knight patrolling the tunnel at the bottom. Ignore the two doors lining the walls of this tunnel for now and instead move to the open area at the end.
There are three Golems and a Crossbowman here. Try to pull the Golems one at a time by moving slightly into the room until you get one's attention, then fall back to the hallway. Repeat for all three. Go and kill the Crossbowman and then loot the area. Just inside the hallway past he Crossbowman is a Human Skull. In the Pit Room itself is a chest we can unlock using runes for a Weapon (Staff - Scab).
Behind the column on the left side of the room closest to the tunnel we came from you will find a pressure plate. Stepping on this will unlock one of the doors we ran past in the tunnel. Use your prayer spell to create a clone on the switch and then enter the tunnel and enter the now open door on your left. Inside, interact with the statue for a Weapon (Shortsword - Bloodlust).
Backtrack through the tunnel and open the other door on the right. Open this and look up as you approach the door to see another Spider on the roof – lock it on and shoot it with your gauntlet to knock it down and quickly follow up with a melee combo whilst it is temporarily stunned. Grab the Audio Note (Our New Home: End of the Line).
Return up the stairs to re-enter the Cell Circle area. This time, go down the set of stairs opposite to reach the Checkpoint Crystal.
Approach the passage below the stairs and fight off the Shieldman waiting for you inside. Exit the far side and loot the Human Skull here.
Note: If you have been following this guide, that will be your 25th Skull. At this point you will unlock the achievement/trophy 'Human Skull'
To your left there will be a Spider on the roof, run over and kill it. Snaffle the Audio Note (Tales of Old: Troublemakers).
Note: On New Game +, there is a piece of Armour (Chest– Response) on the ground next to the Audio Note.
When you are ready, pull the lever here to open the gate and enter the arena to fight with the next boss – The Champion.
Boss: The Champion
Note: If you can defeat the boss without allowing him to enter rage mode (scripted moments excluded) during the fight, you will be rewarded with a legendary version of the Weapon (Fist - Sting).
| Attacks | |
| Melee Swings | The boss can perform between a 1 and 3 hit melee combo attack depending on your proximity to him. He will swing his claws first one way and then the other and then follow up with an uppercut attack. |
| Charge | The boss will lean back and then charge at you from across the arena, knocking you down and causing damage. |
| Ground Rupture | The boss will fire a series of homing projectiles beneath the ground that will explode when they reach Harkyn's position. These can be identified by the rocks popping up from the surface as it approaches. |
| Ground Slam | The boss will occasionally slam the ground to stun Harkyn if you get too greedy with the melee attacks! |
| Grab and Bash | If you get too close to the Champion and stay there for too long, he can grab Harkyn and will hit him several times and then tossing him to the ground, draining a sizeable amount of health. |
| Rage Mode | Upon entering rage mode, the boss's weapons will catch on fire and he will deal significantly increased damage until it is depleted. |
Combat Strategy:
The most important element to this fight is the yellow bar that sits beneath the boss's health bar. This is his Rage meter. This will progressively fill up when he lands blows on you or takes damage and once full, the Champion will enter 'Rage Mode' in which the boss's weapons will catch on fire and he will deal significantly increased damage until the bar is depleted. To limit his use of Rage, ensure that before the fight you remove anything that will cause a damage over time de-buff (e.g Poison/Fire on your gauntlet/weapons) as this will trigger it very quickly. Additionally, you will want to avoid being hit as much as possible.
The Champion's health bar is divided into three sections, breaking each into roughly 33% of the boss's total health pool. Reducing the health bar by 33% to each marker along the health bar will see the boss automatically enter Rage mode for a short time, so try to avoid him at all costs during these instances.
Another element of the fight that will make it a hell of a lot easier is to have Harkyn equip a tower shield - we can use the tower shield's secondary function to exploit a weakness in the boss's attack patterns that can stun him quite easily.
For the first 2/3 of the fight, you want to keep your distance from the Champion, avoiding the subterranean projectiles and waiting for him to use the Charge attack. When he does use the Charge attack, quickly use the secondary ability of the tower shield to create a shield wall. The boss will crash into this and be temporarily stunned, allowing you to run up and hit him once or twice. You can essentially repeat this tactic until the boss reaches 33% health.
From here on in, the Champion will not use charge until he is much closer to Harkyn and as we don't have enough time for the shield wall ability to occur, we'll need to change tactics. At this point, 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. Stay at this range and wait for the uppercut, before running in and landing an attack or two before rolling away (don't get greedy!). Keep doing this until he drops!
Note: For killing this boss you will earn the achievement/trophy 'No Time For Losers'
Once the boss has dropped, loot the Sealed Rune (Big) and the Weapon (Fist - Sting).
Go and talk to Soldier Agile who has just appeared. He'll point out the doorway behind him – the door here leads to the Citadel, but before we go, grab the Human Skull next to it and climb the stairs to the left of the door. Kill the Crossbowman at the top. Keep going up the next flight of stairs and kill the two Infected along the way.
In the room at the top you'll find an Infected playing dead and an Audio Note (Tales of Old: Troublemaker). There is also a lever which will open the gate here, creating a shortcut back to the Cell Circle. Return down the stairs and enter the door to the Citadel.
Keystone Citadel
Flooded Halls
As soon as you enter the Citadel, there will be a Checkpoint Crystal in front of you, head on up and use it if you need to do so.
Climb the stairs to enter a large flooded room. At the far end of the area to the left is a Warden. Use your gauntlet to inflict as much damage as you can from a distance before using your usual tactics to kill his face off.
Now loot the room – there is an Audio Note (After the War: New Disciple) by the top of the stairs we came from and a Human Skull on the floor near the exit. There is also an Anvil by the door leading to the next area that we can use to do some crafting if necessary.
Main Hall
At the top of the stairs, look out for a Rogue over by the right hand wall. Kill him and then look in the opposite corner to find an Audio Note (After the War: Judge Disciple).
On the next set of stairs you will see a Crossbowman. Use your gauntlet to shoot it whilst using the base of the stairs as cover. Climb the stairs once you have dealt with him to find a Crossbowman and a Marauder at the top. The Marauder should walk off, so focus on the Crossbowman before going after him.
At the end of the hallway is a Spellcaster, so run up and get in his face to take him down quickly – remember to avoid the arcane blast and the explosion he is prone to on death! Be warned though, as soon as you kill him, a pair of Rogues will spawn somewhere behind you and immediately move into attack you. Fight them off and try to kite them back down the stairs for a bit more space if it gets tricky.
Before continuing, return back and enter the room on the left.
There are two Audio Notes in here. As you enter, keep your eye out for a Rogue who sometimes appears behind you. Loot the pair of Audio Notes (The Plot: Join Me and After the War: Old Priest). Return to where we fought the Spellcaster – note the rune-locked door here (don't bother with it just yet, but we'll be back later).
Peek through the door and if you edge forward, you'll see a Warden hiding just around the corner to the left and an Infected playing dead at the far end of the room.
If you enter the room slighty, hug the right wall and move just to where you can see the Warden, but he can't see you, you can fire your gauntlet at him and take off 1/4 -1/3 of his health before he moves to attack. When he does aggro, draw him back into the previous area so that you have some room to move as you fight. When he's dead, run over and kill the Infected.
Go through the doorway here.
Inner Chambers
At the top of the stairs is a locked door in front (a shortcut outside we can use later on). To the left of this is a short dead end passage with a Rhogar Knight we'll need to kill and a new Weapon (Axe - Gargoyle and Hawk).
Work your way up the stairs here until you encounter some Citadel guards fighting off Rhogar forces. Help them kill the Shieldman and the Crossbowman. Once both of them have fallen, a cut-scene will play.
After the conversation, head over to the fire nearby and loot the Audio Note (After the War: Angry Priest) sitting in front of it.
Through the next door, you have three exits to check out. The room to the right has a weak wall just inside that we can smash down with a shield charge to find a chest holding an Armour Set (Will).
The left hand room has an Audio Note (After the War: The Rebel). You can also speak with the Injured Monk here (he'll only be here if you cut off his hand earlier AND gave him a potion) and he'll ask you to go clear out a tower of enemies for the next part of his side-quest. If you have already killed the spider in the southern watchtower during the Yetka's dagger quest, you can speak with him again and tell him it is safe in which case the next part of his side-quest can begin, if not we'll help him out shortly.
Return to the central room and take the remaining exit. Grab the Audio Note (The Research: Books) from below the stairs and then climb the spiral staircase to the very top. In the room to the right is a Checkpoint Crystal and an Anvil.
We want to use the lift here for now and ride it to the very top of the Citadel.
When you reach the top, immediately turn around and run out the doorway. On the balcony to the left you will find an Audio Note (My Vow: I Swear To Her). Return and approach the group of soldiers for a cut-scene and conversation.
Following the cut-scene, we'll now have to go clear another area – the Planetarium. Return down the lift and down the stairs until you spot the doorway on the left (this was guarded previously). Enter to find the Planetarium.
The Planetarium
Inside you'll find a pair of locked chests and we can't do anything with them as yet, but we'll be back for these later. For now make your way to the stairs.
Below you'll see a Crossbowman in the opposite corner and a Knight between the sets of stairs below. Use your gauntlet to take out the Crossbowman from the stairs before moving down to take on the Knight. Once the room is clear, loot the chest by the Knight's initial position for a Shield (Buckler - Harmony).
Note: in New Game + there are a pair of Audio Notes (Book of Justice: Hand and Book of Justice: Revenge) at the base of the stairs.
There are two corridors at the back of the room. The left leads to a pressure plate switch we'll use shortly, the right leads to another small room populated by a Shieldman and a Rogue. Again, if you are cautious, you should be able to use the gauntlet to pull one enemy at a time to save yourself some grief. Once they are both dead, look in the corner behind the giant crystal for a chest containing an Armour Set (Dimensions).
Enter the small door here to find a Marauder and a Spellcaster inside. If possible, try to pull the Marauder through the door to the crystal room so that you can focus on taking him down without the threat of magic projectiles. Return inside once he is done to get the Spellcaster.
There is another locked chest in this room which we can't do anything with now and a locked door (this is opened by the pressure plate I mentioned earlier). Backtrack to the previous room and find the pressure plate. Use Harkyn's Prayer spell to create a clone on the switch and then sprint back to the now open door. Inside you'll find a chest with an Armour Set (Blessing). Use the lever here to escape the room.
Note: in New Game + there is an Audio Note (Book of Justice: Father) in the nearby corner.
Proceed through the only other entrance available and you'll find yourself on a small balcony with a Warden. Use your usual tactics to take him down. Once defeated, a scene will play to prod the story along.
Note: At this point you will earn the achievement/trophy 'He Who Protects Us'
Following the scene, be sure to loot the Sealed Rune (Small) the Warden dropped and then speak to Kaslo again. Choose the “Support Me” option during the conversation to restore your potions to full.
Note: in New Game + there is an Audio Note (Book of Justice: Books of Law) in the nearby corner.
Make your way back through the previous rooms. When you reach the door leading to the spiral staircase, speak to the Concerned Monk here. He'll give you a side-quest to find his missing brother. Accept the quest if you like and then continue down the stairs until you reach the bottom.
Keep backtracking through the area until you reach the Captain we spoke to earlier. A scene will play and he too, will give you a new side-quest. He wants us to collect Human Tattoos by finding and killing Deserters (we met them earlier in the demon realm).
Further down the stairs, if you previously used the Blood Flint to light the signal fire on your way to the Worshipper boss, you will bump into a pair of talking guards speaking about it. Speak to them and at the end of the conversation you will receive 500XP.
When you arrive at the large door with the holographic glyph in front of it, use your gauntlet to shoot it. This will make it disappear and allow you leave the area… for a boss fight.
Boss: The Beast
Note: If you can kill the boss without being hit by or stepping in poison for the duration of the fight, you will be rewarded with a legendary version of the Weapon (Hammer - Stain).
| Attacks | |
| Melee Swings | This is the boss's standard attack when you stay in short-medium range. He will swing his club along the ground in front first one way, then the other. |
| Charge | The boss will charge at you from a distance in an attempt to knock you down. |
| Overhead Smash | The boss winds up and smashes his weapon into the ground in front of him. This not only causes a good deal of damage, but sets off a shockwave in front which can also knock you back. |
| Stomp | If you get in too close, or attack his legs, he will stomp multiple times, causing spikes to emerge from the ground around him. |
| Grab and Bash | If you get too close to the beast for too long, he can pick you up and throw you, causing significant damage even with heavy armour equipped. |
| Poison Spit | The Beast will bend over and shoot poison at you. This is a spray attack that will land on the ground and then stay in play for around 20 seconds. It will damage you if you step in it. |
Combat Strategy:
The Beast is huge and as such most of his moves are quite obviously telegraphed so you know they are coming from a mile off - as such most are easy to avoid. Perhaps the most useful piece of information I can give you for this boss is that it is extremely weak to fire. As such, equip gauntlet with a decent fire rune and you can pretty much shoot the boss from a distance for the duration of the battle.
The best tactic I came up with was to avoid using melee attacks all together - the boss's stomping attacks can be tricky to get away from and you get very little headway on his health whilst needing to roll and block constantly. Instead I opted to attack from range. With a fire-imbued gauntlet equipped use the paved circle in the centre of the arena as a guide and backtrack around this in a wide circle and you should maintain a position just out of range of the Beast's melee attacks. Each time he performs his second melee attack, stop and hit him with the gauntlet and then start backtracking again.
Staying at this type of rage will enable you to pretty much cruise through the fight, you just need to avoid the poison on the ground when he spits it (although if you are circling the paved circle as suggested, it should be gone by the time you get back around to it) and the occasional charging dash attack.
Note: For killing this boss you will earn the achievement/trophy 'Anger is a Gift'
Once the boss has dropped, loot the Sealed Rune (Big) and the Weapon (Hammer - Stain).
Following the fight, speak with the human knight who magically appears in the courtyard with you to receive yet another side-quest – to kill a Poison Beast in the citadel. You'll also want to look just to the right of the door to the Citadel to find an item we can pick up – the Planetarium Piece.
At this point you can continue with the main quest line by returning to the graveyard and using the portal to return to the demon realm. Alternatively, you can unlock another shortcut to the Citadel and complete some side-quests beforehand… The latter of which is exactly what the guide is going to do! If you wish to continue, skip down to the next section – Return to the Temple.
Keystone Side-Questing (Optional)
Return through the large doors we just exited from and head down the stairs in front. The gate has re-opened again, allowing us back to the Flooded Hallways.
In the large room here, you will see that the portcullis blocking the stairs on the right hand side of the room is now open. Before we do that though, head down to where we fought the Champion previously.
Monster Prison
In the arena here, you'll see that the blocked off area we previously could not access is now opened up. Inside there are three Audio Notes (Grim Places: Vicious Poison, My Vow: I Swear to Him and Dark Deeds: More Than Human). There is also a chest here that contains a piece of Armour (Head - Persistance), a Ghost Merge Shard and an Empty Bottle. Return to the Citadel.
Flooded Hallways
Now that we are back in the Flooded Hallways, let's tackle that newly opened door! This leads to the Old Quarters area of the Citadel.
Old Quarters
Be careful as you climb the stairs as there is a pair of Knights at the top. Fortunately, they are far enough apart that you should be able to hit the closest with your gauntlet from the stairs and draw him to the previous room area to duel him one on one. When he's done, climb the stairs again and go for his mate further into the room. There is a Human Skull on the ground next to a sarcophagus here.
Ignore the stairs for now and instead go through the doorway opposite the top of the stairs we just came up. Moving down the stairs in this room slightly should trigger a Rogue to attack. Backtrack to the previous room and dispatch him when he arrives. Re-enter the room and kill the Crossbowman hanging out in the far corner of the area. Loot the nearby Weapon (Shortsword - Curse) – we'll be using this for a side-quest later so be sure to nab it!
Note that you can also enter the arched doorway nearby and use the door at the bottom to unlock a shortcut outside to the Memorial between the area where we fought the Commander/Beast and the Graveyard. Don't do that yet though unless you want to kill all those baddies again!
Return to where we fought the Knights and this time take the stairs leading up. Enter the room to the left at the top and deal with the Marauder standing guard. Make note of the Loot Crystal #10 and the pressure plate on the floor here.
Move cautiously into the opening at the top of the stairs. From the hallway here you will be able to see a Rogue just on the right in the next room as well as a pair of Infected in the middle of the area. Use your gauntlet to pull them one at a time into the previous area and kill them.
Once all three are dead, enter the room. Look along the left hand wall (opposite where the Rogue was standing) to see cracks - its a weak wall. Sprint at the wall and hold up your shield to break it down. There's a locked door in here. Remember the pressure plate we saw a minute ago? That will open it. Return to the pressure plate and use Harkyn's Prayer spell to create a clone on the switch before running back and entering the now open door. Open the chest here for a Spell Point Shard and a Poison Resistance Shard.
Note: In New Game + there is an Audio Note (Book of Justice: Trinity) in the nearby corner.
Exit to the main hallway via the other doorway.
Side-Quest: Poison Beast
Main Hall
Follow the main hall to the left and you'll bump into the guard who appeared outside when we killed the Beast. Speak to him to start the next part of his side-quest. When you are done, head through the now unlocked door opposite his position. It's the Initiation Room where we fought the Warden at the start of the game! This time however, there is a new baddie in his place.
New Enemy: Poison/Fire Beast Attacks 3 Swing Melee The boss swipes at you with a 2-3 hit melee combo. His attacks do a massive amount of damage if they hit you and they will also poison you causing additional damage over time. Roll The boss will curl into a ball and roll at you in an attempt to knock you down. He is pretty much invulnerable to attacks at this point, so focus on dodging! Explodes Upon death, the boss will explode in a shower of poison, damaging you if you are too close and inflicting a poison status.
Poison/Fire Beast Combat Strategy:
These fellows can be quite difficult due to their attacks being both quick and very damaging, plus to make things even more difficult they also inflicting damage over time effects on Harkyn if they do hit. Obviously, if the beast uses the roll attack, you'll want to roll to avoid the initial impact and then strafe to avoid the continued attempt to hit you.
Although it is possible to attack the enemies whilst blocking/dodging their melee attacks, by far the easiest way to deal with them is to use your gauntlet as much as possible whilst staying just outside their melee attack range and backpedalling in circles - if you do this well enough, they will essentially follow you around the room for the duration of the fight and never even attempt an attack.
Once you have killed the Poison Beast, loot the Sealed Rune (Small) he drops and then return to the quest giver and speak to him for another 7,500 XP.
Note: On New Game + the Poison Beast will also drop a Trinket (Equalizer).
Side-Quest: The Concerned Monk
Return to the Initiation Room and go through the left hand door (where we went after killing the Warden). There is a Shieldman and a Rogue waiting for you. After killing them, proceed down the first set of stairs and enter one of the doors ahead. In the small room between the two adjacent bedrooms, there is a weak wall. Sprint at the wall with your shield raised to go through.
Pick up the Cellar Quest Key from the ground in front of you. As you enter the next door, a Spider will attack you from the right. Try to fight him around your current position as there is an Infected a little further into the room as well. Once the spider is dead, ignore the two doorways below and instead move to the far end of the room and kill the Infected. Grab the Human Skull item nearby. Continuing past his location, there will be another Infected and an Audio Note (The Plot: Point Three) on the left.
Keep moving down the stairs and kill the Spider in the back left corner. Loot the Human Skull here. Note the weak wall behind where the Spider was located, run up and charge this with your shield up to break it down. Inside you'll find an Empty Bottle.
Exit the hidden room and note the nearby doorway with the lever next to it (we'll exit through here when we're done!).
At the bottom of the next set of stairs is a doorway leading to some cells and another Spider in front. Kill it and exit the cell room through the door at the far end, we'll be back near the start of the area. Note the pressure plate behind the half-open portcullis on the right (we'll check that out momentarily). Find the other stairway leading downwards here and kill the spider inside.
There are two doors along the left hand wall here. The first is locked (we can open this with the pressure plate) and the second, at the end of the corridor, contains a Checkpoint Crystal and a lootable item – Main Hall Chest Key. Save if you like. To access the pressure plate, you'll need to roll beneath the half-open grill. Inside you'll also find an Audio Note (The Plot: Dirty Work). Use the Prayer spell to create a clone on the pressure plate and then return to the now opened door.
Inside, kill the Spider. Loot the item crystal for a Weapon (Fist - Needles). Walk up to the glowing cocoon nearby and interact with it. Loot the item that drops for the Citadel Cellar Key. Head back to the locked door with the lever we spotted earlier and move on through.
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