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)
Northern Wing
Climb the stairs and sneak attack the Knight at the top. Loot the Northern Monastery Wing Chest Key he was guarding. Follow the path to the right to find the Loot Crystal #1 we opened for finishing the first boss. Climb the stairs, kill the Crossbowman at the top and drop into the chamber below. Head over and unlock the chest to the right of the stairs with the Northern Monastery Wing Chest Key for a new Weapon (Sword - Shu). Head through the nearby door to return to the Initiation Room.
Main Hall
Upon returning to the Main Hall, turn right and enter the next door. Turn right again to find the sealed door we ignored when we first came through. Now that we have the Main Hall Chest Key, we can open the treasure inside, so open the door and loot the chest for a new Shield (Tower - Cocoon).
Exit and climb to the top of the Citadel again. Enter the Planetarium.
The Planetarium
You will now be able to unlock the previously locked chest on the left for some new Armour (Chest and Legs - Persistance) and the chest on the right for another piece of an Armour Set (Wrist - Persistance). Speak to the Monk and report back about his brother for 4,500XP.
Side-Quest: The Planetarium Piece
If you grabbed the Planetarium Piece when I pointed it out earlier, head over and talk to Antanus in the Planetarium to hand it in. If you didn't grab it, it is quite easy to do so – simply return to where you fought the Beast and look to the right of the large double door leading to the Citadel for the item. Once you have handed the item over you'll be treated to a short cut-scene and earn yourself 1,500XP.
Now make your way down the stairs and exit the Citadel to where we fough the Commander/Beast.
Side-Quest: The Injured Monk and Potion Upgrades
After speaking with the Injured Monk at the Citadel we need to go and clear out the southern watchtower of the Spider inside. This is the building located directly out the gate from the area where we killed the beast and the Commander and is where we grabbed Yetka's dagger for a side-quest early in the game. If you already dispatched the spider during Yetka's side-quest you will not need to do it again and you will find the monk inside the tower waiting for you.
Southern Watchtower
If you have not killed the Spider, enter via the stairs on the roof (watch out for the Crossbowman and Infected here), kill the Marauder inside and descend to the lower level of the tower to find it. Once you have killed the Spider you will need to return to the Wounded Monk at the Citadel to tell him it is dead and then come all the way back to where you killed the Spider once more to chat with him again.
Once the South Watchtower tower is cleared, the Injured Monk will help you out if you give him Tyrant Hearts. For every four Tyrant Hearts you bring him, he will upgrade the efficiency of your potions. Fortunately, you should have four Tyrant Hearts on you at the moment, as such hand them over for a potion upgrade and an achievement/trophy.
Note: for handing in 4 Tyrant Hearts and upgrading your potions, you will earn the achievement/trophy 'Extra Strong'
There are a total of twelve tyrants in the game, so make sure you bring all 12 Tyrant Hearts to the Injured Monk! Upon handing in the third set of four Tyrant Hearts, you'll also earn a tidy sum of 2,000XP for your troubles.
The Burned Watchtower
Now that all the side-quests surrounding the Citadel are out of the way, make your way over towards the graveyard to where the portal to the demon realm is located. Fortunately, the same enemy types are here as the first time you made your way through and as such, should pose no real threat seeing as you will have significantly levelled up since your previous encounters.
On the way, you will want to climb the Burned Watchtower (where we lit the signal fire earlier) and clear out the brand new Forger and Dimensional Beast here to find a new Weapon (Hammer - Hope) and 1,500XP.
Keystone Crypt
When you reach the portal, to the right of the building is a Loot Crystal #6 nearby which has now become active thanks to the Beast's demise. I would recommend banking your XP at the checkpoint next to this before trying the instance inside the Loot Crystal #6 out though as it took me a number of tries before I was able to get it completed.
Loot Crystal #6 - This is our second Infinite Void challenge. In this area you will find a whole lot of darkness. There is a small light that we will need to follow around through the area but there are a number of hazards you will need to watch out for.
Firstly, if you are too far away from the light you will start to lose health, but staying close to the light will regenerate health. Secondly, the path that the light travels passes over a number of glowing green tiles which will poison you if you stand on them. When you reach the point at which the light stops moving, you will also be attacked by a pair of Rogues.
After the fight, the light will lead you to a nearby treasure chest containing a Poison Resistance Shard. Destroy the nearby pot to have another light spawn. Follow this light over to a second chest containing a light that will follow you around. As you open it however you will be attacked by a Warden. Dispatch him and then use your newfound light friend to find your way back to the entrance.
Return to the 'real' world.
Side-Quest: The Cursed Sword
This short side-quest can be found in the Cemetery nearby, where you fought the Worshipper earlier. Clear the area of the Warden, Golems and the Forger. Once it is safe, look for a hole in the ground beneath the large tree almost directly opposite the entrance coming from the demon realm portal. You can interact with the hole.
When you have the Cursed Sword (which we will have picked up earlier from the Citadel) you will gain the option to bury it. This will summon a spirit whom you will need to kill. Killing it will earn Harkyn 1,500XP, an upgraded version of the Sword (Sword - Cursed Sword) and an achievement/trophy.
Note: For completing the Cursed Sword side-quest you will earn the achievement/trophy 'I Feel Lucky'
At this point, we can also re-enter the Catacombs for another Warp Loot Crystal that the Champion will have unlocked for us. To do so, from the graveyard here enter the main Catacomb door.
New Burial Chambers
From the checkpoint, head down the stairs directly in front, deal with the Knight here and then enter the second doorway on the right. Then you want to enter the first door on the left. Kill the Infested inside and then approach the Loot Crystal #5.
Loot Crystal #5 - This is your second 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:
- Rogue and four Infected
- Forger and two Demon Hounds
- 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:
- Empty Bottle
- Spell Point Shard and
- Trinket (Life leech)
Return through the Loot Crystal to the real world.
When you are ready to go, make your way back to the portal to the demon realm and head inside to continue.
Return to the Temple
Bridge Between Dimensions
Upon entering the Rhogar dimension, move forward until a scene plays – that's our next boss fight!
Keep moving onto the bridge and you'll encounter a Tyrant. Remember we need to grab their hearts before we can kill them. The Tyrant Heart for this fellow is located in a small urn just past him along the left hand side of the bridge. Dodge/roll past the Tyrant, break the pot, grab the heart and then take him down! He'll drop the Small Western Antechamber Key.
Continue forward, fight your way through the Spellcaster and keep moving towards the main temple. As you approach another cut-scene will occur – Yetka's back! After the scene you'll have a choice, you can waylay taking on the boss for now at her behest and make our way back to where we killed the Infiltrator or charge in and take on the boss anyway. The guide will take the former route of course, if you wish to take on the boss now, hop down to the boss fight section below - Boss: The Guardian.
Use the Checkpoint Crystal to save if you like and then let's get exploring. Enter the Western Antechamber.
Western Antechamber
Note: If you helped the Deserters earlier, you'll find them in here shortly after you enter. At this point you can convince them to go and fight the boss if you like, which will save you from killing them for the Human Tattoos quest items later. Once the conversation is over, loot the item by the fire for a Human Tattoo. There is another Human Tattoo here but does not appear to actually be visible in the game world – you can find it by hugging the left hand wall next to the fire and moving slowly away from it. Keep your eye out for the ‘Take' prompt and use it once it appears to snaffle the quest item.
Head down the stairs and turn left at the bottom. As we now have the Small Western Antechamber Key unlock the gate here and grab the Audio Note (Dimensions: Shards) and open the chest for some Armour (Leg and Wrist - Eternal Legend) and a Weapon (Polesword - Burden).
Clear out the bottom area of the room (there is a Forger and a Demon Hound lurking about) and then make your way through the gate to the small room linking the two Antechambers (note the locked chest here we could do nothing with earlier).
Continue into the first room of the eastern antechamber and eliminate the Crossbowman and Shieldman here. Pull the Rogue from the doorway ahead and kill him before proceeding into the main Eastern Antechamber. Kill the Spellcaster in here for the Western Antechamber Chest Key. There is another Rogue hiding around the ground floor of this room and at the top of one of the sets of stairs in here, you can find another Rogue and an Audio Note (Grim Places: Wild Fire). Backtrack to the aforementioned chest and use the key to open it for some Armour (Leg and Wrist - Faith).
Head back into the Western Antechamber and climb the stairs on the opposite side of the room from where we originally entered. Kill the Crossbowman at the top. Find the open door along the left hand wall we opened as a shortcut earlier and head on through. Watch out for the Shieldman just inside on the left who will come to greet you pretty much immediately!
The Panorama
Once he is dead, climb the stairs on the right. At the top, pull the Dimensional Beast over to your current location and kill it here to avoid drawing the nearby Forger into the fight as well. Go and finish him afterwards before proceeding along the only path available at the moment, killing the Rogue along the way. Note that there is a Demon Hound as well, but it will run off as soon as you hit it.
When you reach the snowy path on the left we used earlier continue down here.
Abandoned Range
Eliminate the Dimensional beast at the base of the stairs and head back beneath them to save if you like.
We need to head back to the right where we entered the temple earlier. Before you do that though, if you head to the left first to the fire at the base of the hill where we fought a Dimensional Beast on our previous visit, you will find the Demon Hound that previously ran off back on the Panorama when we attacked it. Attacking it here will have another pair of Demon Hounds spawn nearby and attack you (there is also a Forger on the far side of the area so try to keep away from there!). Once you have killed all three Demon Hounds, one will have dropped an item. Loot this for a Trinket (The Keep).
Now head over to where we entered the Temple previously. Just before you enter, you can go down the small pathway to the left to find the Crippled Rhogar.
Side-quest: Crippled Rhogar
After talking with him earlier, this fellow will now take Human Skulls from you. There are 30 Human Skulls in total and if you followed the guide you should have them all by now. Note that upon handing in all 30 Human Skulls, the quest giver will summon a pair of Rhogar Knights and a Spellcaster to attack you. As such, make sure you are prepared for a fight before you speak with him! Once you have dealt with the enemies, kill the quest giver for the rewards.
There are a couple of rewards on offer for hand in in Human Skulls and they include:
- 15 Human Skulls – Shield (Stance) + 2,000 XP
- 30 Human Skulls – Trinket (Leech) + 2,000 XP.
Continue up the stairs to the entrance to the temple.
Sacred Hallways
Kill the Shieldman in the doorway and the Knight down the hallway to the right. Follow the path to the left down the stairs and all the way around to where we fought the Infiltrator earlier.
On the far side of this room, in front of a glowing glyph, you'll find Yetka. Speak with her. After the conversation, use your gauntlet to shoot the rune, head through and use the lever to open the door to the Chamber of Lies.
Altar Ruins
Move forward and take out the Spellcaster at the end of the passage ahead. Loot the chest here for some Armour (Chest - Effect (warrior), Chest - Demon Assassin (Cleric)). Move through the door at the far end and turn left to encounter your first Rhogar Spirit.
New Enemy: Rhogar Spirit Attacks Magic Bolts If you stray too far from a Spirit, it will fire magic projectiles at you. It can either shoot a single shot attack or a homing attack with multiple smaller magic missiles similar to the Spellcaster. Energy Trap The Spirit will drop a series of traps around itself which will become invisible once they hit the floor. These will stun Harkyn if stepped in so, make sure you keep the Spirit moving during combat. Teleport The Spirit can teleport occasionally, usually pairing it with a nasty melee stab attack. Explosion Upon death, the Spirit will explode - make sure you get out of range or you will take damage and get knocked down.
Rhogar Spirit Combat Strategy:
The Spirits are quite similar to the Spellcasters in that their damage is mostly ranged and magic-based. They do however have several additional abilities to make them much, much trickier.
Firstly, they are pretty much immune to most physical attacks - you will need to use the gauntlet or a rune socketed weapon with a magic effect in order to damage them. They can also teleport and appear behind you for a quick 2-hit melee stab attack that will cause significant damage.
The gauntlet is your most effective weapon against the Spirits, so do your best to stay at range and use environmental objects as cover from incoming projectiles whilst you trade magic fire. Change position when the Spirit uses teleport and ensure you remember where all of those traps are hidden!
After killing the Spirit, kill the Forger down the nearby hallway beside the stairs to the right and open the chest he was guarding for a new Weapon (Sword - Justice). The stairs lead to a locked gate for the moment so let's ignore those for the time being and instead, head back past where we fought the Spirit and enter the main room (the one with what looks like floating pieces of toast circling about) for a cut-scene.
Following the story sequence, Yetka will hang out here for a bit. As such, we need to head through the door to the left of the locked gate. In the small passage beside the stairway on the left you'll find another Spirit. Draw it out and kill it to prevent it sneaking up on you as you climb the stairs.
At the top of the stairs, you'll see another set of stairs leading up directly in front of you. To the right of this is a small passage with a Shieldman that leads to an Audio Note (Dimensions: Runes) and a chest that contains some Armour (Wrist - Effect) and a Weapon (Polesword - Artefact). You can also open the gate here to create a shortcut back down to the first floor.
Return back the way we came, hugging the left hand wall and continuing past the sets of stairs here. Kill the spirit in the next room for the Blacksmith's Chest Key. At the back of the room you will find a Checkpoint Crystal. Return to the stairs and climb the second set to reach the roof.
Here you will need to fight a Poison Beast. If you completed the Poison Beast side-quest at the Citadel earlier, this monster is essentially its twin. if you didn't, well here's a bit of a run-down on the nasty critter.
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.
After the fight, use a rune to unlock the chest here for some Armour (Head and Leg – Effect) and then pull the lever to unlock the gate by Yetka in the tower below. Cruise back down and use your gauntlet to remove the glyph. Continue through the door.
At the top of the stairs you should be able to make out a pair of Golems and a Tyrant. There is also a Checkpoint Crystal just to the right. The first Golem should notice you immediately and come to attack. Back down the stairs slightly and finish it out of sight of the other enemies. Next wait for the Tyrant to patrol off and use the opportunity to hit the other Golem with your gauntlet. Kill him and then run over to his initial position (make sure you dodge/roll past the Tyrant if he attacks) to find an urn containing the Tyrant Heart. Grab this and then take down the remaining bad guy.
Just to the left of the stairs you'll find an item to loot for a new Shield (Shield - Void). You should also note the location of the Loot Crystal #8 nearby.
Head back to where we entered and with the Checkpoint Crystal at your back have a look along the left wall. There is a small path here that we can use. Hop across the first gap and watch out for the collapsing section of the floor if you move too close to the edge. Turn the corner to encounter a Fire Golem.
New Enemy: Fire Golem 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. Explodes The Fire Golem will run at you and explode.
Fire Golem Combat Strategy:
For the most part, the Fire Golems will only do one thing when you see them - run at you and explode. Stick your shield up or roll away at the last second to minimise the damage that is caused.
Roll to avoid his attack or it may shunt you into the abyss. Kill it and try to stay close to the wall or you may alert the enemies on the other side of the gap to your presence. Loot the chest here for a new Weapon (Fist - Claws).
Note: in New Game + there is an Audio Note (The Traveller: Fate) in the nearby corner. Grabbing this will also award you with a Trinket (Sharp Mind).
Head back to the previous Checkpoint Crystal
Climb the stairs to bump into another Dimensional Beast. Note that this one is slightly different to the ones we have faced previously in that it has a fire element added to its attacks that will burn you if it hits, causing damage over time. Either fight it here or draw it down the stairs for some extra room to manoeuvre. Once it is dead, take stock of where it was positioned. There is a small passage with stairs leading upwards near the centre, a glyph blocking a door to the right and a door to the left. There is also an Audio Note (In god we trust: God's Plan) just to the left of the glyph.
Let's open the door on the left first. Inside you will find a chest but ignore it for now as further down the hall to the left is a Spellcaster who will attack you. Finish him off and then return to open the chest for some Armour (Wrist - Demon Assassin) and a Weapon (Axe - Reminder). If you follow the hallway to the end you will find a locked door guarded by a Fire Golem. We can't open it just yet, but you can kill the enemy if you so wish.
Note: in New Game + there is an Audio Note (the Traveller: Trapped) right by where the Fire Golem was standing. Grabbing this will also award you with a Trinket (Last Stretch).
Return to the previous room and this time use your gauntlet to remove the glyph from the hallway on the opposite side. Wait a few moments before entering as a Spirit is located inside and will patrol up to the door where we can pull it into the main room for a bit more space.
Enter the hallway and smash the pot to your immediate left for an Energy shard. Continue past the door on the left until you reach the end of the hallway to find a chest containing a new Weapon (Dagger - Glow). Enter the door we ran past and use the Anvil here if you wish to do some upgrading.
Continue along the set route here, kill the Fire Golem and pull the lever at the end. Use your gauntlet to destroy the block on the door. Enter to return to the main temple.
Sacred Hallways
If you neglected to come this way after fighting the Infiltrator boss, you will now find yourself face to face with a Tyrant. His Tyrant Heart is in an urn guarded by a Crossbowman up the stairs to the left so quickly race up there, kill the Crossbowman and loot the heart before taking on the main threat. If you have been here previously, climb the stairs, kill the crossbowman and exit to the Panorama.
Before continuing, it is also a good idea to backtrack to where we fought the infiltrator earlier to activate a Checkpoint Crystal as we will be fighting the next boss shortly and a long run back isn't really that fun.
The Panorama
There is a pair of Shieldman enemies patrolling ahead, so pull them over with your gauntlet one at a time and take them down.
Note: If you did not help the group of deserters earlier, you can look in the small side-area to the left here to find a corpse with a Human Tattoo to loot, there is also a corpse propped up on the wall along the main path to the right with a Human Tattoo and another at the base of the set of stairs leading down to the boss with a Human Tattoo and a Weapon (Dagger - Protector).
If you helped the Deserters earlier none of these items will have appeared. Either way, make your way down the stairs and enter the arena to fight the next boss.
Boss: The Guardian
Note: If you can defeat the boss without knocking over any of the braziers in the centre of the area, you will be rewarded with a legendary version of the Weapon (Sword - Firewalker).
| Attacks | |
| Melee Swings | This is the boss's standard attack when you stay in short-medium range. He will swing his pair of swords horizontally in front first one way, then the other. |
| Charge | The boss will lean forward and charge at you from a distance in an attempt to knock you down. This is usually followed up by a spinning blade combo attack. If he hits you with the charge, it is almostimpossible to avoid the follow up attacks. |
| Kick | If you get in too close for some melee action, the boss will stick his swords in the ground, lean back and kick you. |
| Fireballs | The boss will stick both blades in the air and summon fireballs from each of the braziers in the area. They will lock on and home in on Harkyn. You will need to dodge and roll to avoid these. |
Combat Strategy:
The fight with the Guardian requires a good deal of rolling and dodging as the boss will attack you relentlessly with his dual greatswords and magic fireball projectiles. As you may have guessed, most of the Guardian's attacks are fire based, so having a shield or armor set socketed with runes providing fire resistance will reduce the damage he deals somewhat, however several of his moves can be incredibly destructive even with fire resistance maxed.
When the Guardian is not attempting to mash you with a charge and follow up melee combo (which is easily dodged), he is raising his hands and summoning a group of Harkyn-seeking fireballs that can hit you anywhere in the arena. The fireballs are most definitely the biggest threat during this encounter and require that you dodge twice, once just before the first fireball reaches you and then immediately once Harkyn has recovered from the first roll.
Perhaps not surprisingly, the best strategy for taking the Guardian down matches pretty much what we've done for all the bosses to this point - find and exploit the openings in the boss's defences following specific attacks... And the best attack to do this on is the charge and melee combat follow up attack. To encourage the boss to perform this attack, try to stay at range until the boss charges, avoid it, wait a short moment then run up behind him and let him have it! Don't get too greedy on your attacking though as the boss will perform a telegraphed kick, or a more deadly spinning retaliatory attack you if you stay near him for too long. Most of his melee combos that go longer than two swings (you'll need to be close to him for it to happen) will also provide a slight pause and opening for an attack at the end. The boss will not switch tactics too much over the course of the battle, so you can pretty much rinse and repeat until he drops!
If all else fails, playing it safe and keeping your distance from the boss whilst using the gauntlet to dish out all of your damage is aso a valid strategy to take down the Guardian, however it will take significantly longer and will require a lot more precise dodging.
If you don't mind missing out on the legendary version of the weapon the boss drops, there is another weakness that you can take advantage of. At the centre of the Eternal Flame area, you will have already noticed there are several braziers. These are used by the boss when he summons his flaming projectiles to shoot at you. Now if you can sprint at these with your shield up, you can knock them over. Doing this will cause the guardian to run over and fix it - leaving himself undefended for a short time.
Note: For killing this boss you will earn the achievement/trophy 'Thousands of Candles'
Once the Guardian has been killed, loot his drops for a Weapon (Sword - Firewalker) and a Sealed Rune (Big). Note that if you sent the deserters in to attack him previously, you will find their corpses on the side of the arena closest to where you entered. You can loot both of them for a Human Tattoo each and a Trinket (Amulet of the Betrayer).
Inside the doorway closets to the stairs that we came into the arena from, you'll find a Knight and a Loot Crystal. Kill the knight and enter the portal.
Loot Crystal #7 - This is our third and final Infinite Void challenge. It is also the biggest and most difficult!
From the start location, move up to the fire you can see a short distance ahead. There are a total of six Infected guarding it. As you approach three of them will hop up and attempt to ambush you. Defend yourself and put them down before picking off the others nearby one at a time with your gauntlet.
On the far side of the campfire and to the right, you will see two sets of glowing symbols on the ground. Beyond the light of the fire, you should see a trail of these glowing symbols leading off into the distance.
Follow the one at the far side of the campfire first out through the darkness. Be careful when you reach the second symbol as there are 3-5 Infected in the darkness ahead. Although you may struggle to see them, you should still be able to lock them on from here and hit them with your gauntlet.
When it is safe, continue along the symbol path until you find a group of three chests. Loot them for… Nothing! As soon as you have looted the third, a Fire Beast and a Fire Golem will attack you from behind. Try to get the Fire Golems to explode first so that you can focus on the Fire Beast by itself. Avoid its attacks (they cause burning damage) and take it down.
Return to the campfire to see it is now inhabited by two Knights and a Tyrant. Kite the Knights around as you try to avoid the Tyrant and use your gauntlet and melee to take both of the Knights down. Now we can focus on the Tyrant. The urn containing his Tyrant Heart is in the darkness beyond the campfire and we'll be unable to find it easily unless you kill the Tyrant once to watch him regenerate – follow the red light linking the Tyrant to the Tyrant Heart as he regenerates to find it. Once you've grabbed the heart, kill the Tyrant.
Once the fireplace is clear a chest will appear next to it. Open it to find an Attribute Point Shard and a new Weapon (Sword - Tribute).
From the campfire, this time follow the symbol path to the right. Here you will find a red cloud that will transform into a ring of fire when you arrive. At this point you will need to eliminate a Spellcaster and two Shieldmen to leave. Try to focus on the Spellcaster first as its projectiles and life drain can severely mess up your combat ability.
After they have been killed, loot the chest that appears for a Magic Energy Shard and a new Weapon (Hammer - Fly).
Now that all of your looting is done, return to the 'real' world.
Exit back to where we killed the Guardian. When you are ready to continue, use your gauntlet on the glyph blocking the passage out of the area, loot the chest behind it for some Armour (Chest and Head - Faith) and then enter the door ahead to enter the Chamber of Lies.
Note: At this point, if you want to hand in the Captain's side-quest for the Human Tattoos, you will need to return to Keystone Citadel and hand them in at this point. You will be rewarded with 1,000XP and a Trinket (The Great Burden). I am unsure when the actual point of no return is for this side-quest, but I was unable to do so once I killed the next boss. As this is the case, its better to be safe than sorry and get it done now!
The Chamber of Lies
As soon as you enter the door, you will see a Tyrant and a Spellcaster ahead. Ignore them for now and instead look to your right to find a chest containing a Shield (Shield - Fiery Witholder) and Weapon (Longsword - Last Will).
Now look back past the door to the left to spy Yetka hanging out in the corner. Hug the wall as you head over to her to avoid pulling enemies. Talk with her for a Stone of Divine Understanding and several Audio Notes (Old Religion: God's Wrath, Old Religion: Fire in the Sky, Old Religion: Prayers and Old Religion: Ultimate Sin). The Stone of Divine Understanding will allow you to read the glowing rune notes that we've been seeing on walls occasionally, so be sure to check them out when you see them now!
Once the conversation is finished, read the Runic Note on the wall directly in front of Harkyn for an Audio Note (New Religion: The Triumph).
Note: in New Game + there is an Audio Note (The Traveller: Time) on the ground to the right of Yetka.
Now look along the left hand wall and just behind Yetka you should be able to see a door. Wait for the Tyrant to walk over to the far side of the room and then move up to the door and enter.
Inside you will need to fight a Warden. Unfortunately, during this fight you will almost certainly be joined by a Forger patrolling up and down the stairs at the back of the room and if you are really unlucky – a Demon Hound as well. Note that engaging the Warden will also likely alert the Spellcaster and the Tyrant in the previous room however the Tyrant is too big to fit through the door, so you'll just need to worry about the odd Spellcaster projectile coming through.
Once you have killed the Warden and his friends, note the Checkpoint Crystal on the left and then look in the urn beside the entrance door for the Tyrant Heart. Now look back through the door to the previous area and focus on taking out the Tyrant (easily dealt with using the gauntlet if he is still stuck in the doorway!) and the Spellcaster.
Climb the stairs behind the Checkpoint Crystal to find a chest at the top. Open this for a new piece of Armour (Head - Eternal Legend).
Note: in New Game + there is an Audio Note (The Traveller: Chaos) at the top of these stairs. Grabbing this will also award you with a Trinket (First Amulet of the Traveller).
Return to the previous room where the Tyrant was patrolling and head to the open door opposite the main entrance.
Northern Edge
You will be attacked by a Golem as you enter. Further inside is a second Golem and a there are also a pair of Spellcasters hanging around on and by the stairs on your right. Try to pull the Golem first so that you can focus on taking down the Spellcasters one at a time afterwards.
When the area is clear, check out a small ledge just to the left of the door we entered from for an Audio Note (Lords of the Fallen: Their Image). Note the locked gate here and remember its location - this contains one piece of a weapon that we can combine together later on as part of a side-quest.
Return to the entrance and look past it. Note the door blocked by the glyph for now and head down the passage to the right of it.
Chamber Entrance
Kill the Spellcaster lurking here and enter the next door on the right. Climb the stairs and hang a left at the top but stop in the doorway.
Look up at the roof at this point and use your gauntlet to shoot the Spider here to avoid a fight. Note the large holes in the ground in this room – they lead to large falls and an instant death if you slip into one, so obviously – steer clear. Look over to the right side of the room to see another Spider on the roof in the distance. Gauntlet his ass to the floor as well and then deal with the small group of Baby Spiders at ground level.
There is a locked door to the left of the entrance (this requires a key) and two open doorways on the right side of the area. Head over there and take the right hand passage first.
Just inside you'll notice a sealed rune door on the right. Use a pair of runes to open the door and loot the chest within for a Weapon (Sword - Spine Slasher) and a quest item – Weapon Hilt (this is another part of the weapon we can combine in this area I mentioned earlier).. You can also open the door at the end of the hallway for a shortcut back to the entry room where Yetka is still located.
Return to the Spider room and take the other open doorway. There is a Spider to the left and 4-5 Baby Spiders on the ground. Try to fight them just outside the doorway so that you can use it as a bottleneck to attack multiple targets at once. Once the room is safe, check out the Anvil on the left side if you wish to do some modifications and smash the pot nearby for a Magic Shard.
When you are ready, continue through the opening across form the entrance and climb the stairs to the top. Kill the Spellcaster in the hallway here. There is an Audio Note (In God we Trust: You Are Safe) on the right side of the room which can be tricky to spot (for me it spawned beneath a tile and all I could see was the glow). There is also a Sealed Rune (Small) in a pot by the Spellcaster's initial location.
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