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by sokkus

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FAQ/Walkthrough by sokkus

Version: 1.0 | Updated: 02/24/15

Walkthrough (Continued)

Western Gallery

Go to the door at the far end of the room and look down the hallway. Kill the Forger here, but try to draw it into the room with you as there is a second Forger across a gap to the left who will pepper you with arrows if you charge out to attack. Once both Forgers are dead, one of them will have dropped the Right Wing Key.

Note: in New Game + there is an Audio Note (In God We Trust: The Light) on one of the small ledges bridging the two Forger inhabited platforms.

Loot the Right Wing Key and return to the room with the pits in the ground where we fought the Spiders earlier and use the key to open the locked door. Inside is a chest with a Weapon (Great Axe - Crusher) and a piece of Armour (Chest - Eternal Legend). Now backtrack to where we killed the pair of Forgers.

Hop across the gap to the left hand walkway and note the locked gate here (we'll need to go here for a side-quest later so remember the location!). At the end of the walkway, open the door on the left. There is a Tyrant immediately inside. His associated Tyrant Heart in an urn just through the doorway to the right. After grabbing it, kill him now that you are able.

Note: if you have been following this guide, that will be your 9th Tyrant Heart. At this point, you'll earn the achievement/trophy 'Go Breaking My Heart'

Eastern Gallery

Follow the hallway and you should be able to see a Knight at the far end. Be careful if you decide to approach him though as there is another in a small side passage around halfway along the hall on the left. Pull them one at a time using the gauntlet and give their noggins a collective floggin'! At the far end of the hallway you'll find a door that will create a shortcut to an area we visited previously. Watch out for the Fire Golem on the other side.

Retreat back down the hallway and go down the side-passage the Knight was patrolling and follow it to the end. As you approach, you'll spot a Spirit chilling at the end. Pull him into the hallway a little bit before taking him down. Now continue to where the Spirit was located and when you reach its position, take out the Spellcaster down the hallway to the left.

Loot the chest here for a new piece of Armour (Chest - Demon Assassin). As you head back to where we killed the Spirit, you should see a rune-locked door in front. Use a rune to open it for a shortcut back to the room with the Checkpoint Crystal. Note – you will probably encounter a Forger and Demon Hound here (unless you did the entire area without dying of course). Cruise down the stairs and use the Checkpoint Crystal if you need it.

Backtrack to where we killed the pair of Forgers across the gap. This time around, stay on the right hand platform and make your way into the room at the far end.

In here we'll bump into another Tyrant and a Spirit in here. As soon as you enter, look to the right for an item pickup that will net you a new Weapon (Greathammer - Tor).

When the Tyrant patrols out of the room, use your gauntlet to pull the spirit back to the previous hallway and dispatch it. The Tyrant's Heart is located in one of those fancy pots right where the Spirit was originally standing. Lure the Tyrant into the room before darting and rolling past to smash it and grab the item. Then take him down.

Pull the lever here for a cut-scene. This will create a bridge to the lever we pulled earlier. After a short conversation with Yetka, she will run off. As soon as you regain control, you will be attacked by a Spirit who has just spawned next to you. Kill it.

Note: The Tor Greathammer can be used to destroy the small Rhogar statues that we have seen about the place. In order to do this, you need to have Harkyn equip the weapon and make sure you have the two-handed option available – then simply melee them. There are four of these statues in total and destroying these will earn you the Armour Set (Last Traitor).

If you wish, you can backtrack and grab a pair of them now. They are located in the following areas:

  1. Last Traitor (Wrist) - The room after the Guardian fight where Yetka gave us the ability to read the Glyphs on walls.
  2. Last Traitor (Head) – On the Panorama area above the Arena where we fought the Guardian. Right next to the snowy path leading down to the Abandoned Field.

The remaining two pieces of the set are mentioned in the walkthrough below!

When you are ready to continue, return to where we pulled the second lever to extend the bridge and enter the doorway Yetka went in. If you are interested, the door to the right locked with a glyph acts as a shortcut back to the Chamber of Lies (Yetka's floating toast room) and the corridor to the left leads to where we need to go.

Head to the left along the corridor after Yetka and unlock the door at the end. This will deposit us on top of a pair of stairs back in the cavernous room adjacent to the entry area. You'll need to take out the pair of Spellcasters and Golems that will have respawned below (if you have died, if not you should be all good!).Â

Unless you are attacked right away, from the top of the stairs, you can actually run across the narrow ledge to the right. At the end, turn to your left and hop the short gap to reach an item (alternatively, from the top of the stairs you can just hug the left hand wall and run around). This can be picked up for an Empty Bottle. Head down the stairs and clear out the enemies if required.

Now is as good a time as any to grab the Unity staff – a powerful electric-based weapon.

Side-Quest: The Unity Staff

At this time, we should be able to nab the second weapon piece behind that locked gate nearby that I mentioned earlier. To grab this, backtrack to the last lever we pulled and cross the small bridge here to the first lever. Work your way through the corridors here until you end up on the Southern Edge area of the abyss room (where we fought the Warden and Dimensional Beast earlier). Along one of the walls (close to the Loot Crystal #8) you will see a small lever. Pull this to open the gate and then backtrack back to the opposite side of the room – the Northern Edge and enter the now open gate.

Inside, use your gauntlet to hit the Fire Golem across the gap and once it has been dealt with, hop across and loot the chest here for the Staff's Head quest item, an Energy Shard, a Lightning Resistance Shard and a Magic Energy Shard.

Now that we have both pieces of the Unity Staff, make your way back to where you fought the two forgers on either side of the gap earlier. Remember the locked gate here? If you open your inventory screen and equip the Staff's Head as Harkyn's weapon, you can use a melee attack on the gate and it will open. Inside is a chest containing a new Weapon – Staff (Unity).

Note that looting the Unity Staff will have a Spirit spawn on the small balcony platform just outside the room, so be prepared to fight as you leave!

Return to the Northern Edge area (where we grabbed the Staff's Head quest item). This time around, use your gauntlet to dispel the glyph on the doorway next to the stairs we just descended.

Make your way through the tunnel here and as you exit the far side you will be set upon by a Dimensional Beast. Similarly to the last encounter, this enemy also has attacks that are enhanced by fire. So be sure to take that into account as you pummel him silly.

Note: in New Game + there is an Audio Note (The Traveller: Observer) in one of the corners of the platform. For finding all five of ‘The Traveller' Audio Notes, you'll be rewarded with 5,000XP.

Make your way to the stairs leading down to the giant monster ahead. Kill the Fire Golem that rushes up to meet you, keep moving down the set passage along the stairs here, killing the Spirit as you go.

Note: On New Game +, as you head down these stairs, there is an item crystal we can pick up for a piece of Armour (Legs – Response).

When you reach the bottom platform, walk towards the monster and pull the lever on the right hand wall.

Another cut-scene will play. The subsequent conversation and decision is important in the context of the game as depending on your choice, the ending that you receive will differ slightly. Note that killing it will have no real impact other than you not receiveing an achievement/trophy.

Note: if you decide to let it live, you will earn the achievement/trophy ‘She Was the last Woman Here'

After the scene, we need to backtrack all the way to where we encountered the first Dimensional Beast with the fire imbuement. Head back up the stairs and return through the tunnel to the previous room.

The quickest way to get back there is to climb back up the stairs at the cliff's edge and backtrack through the corridor to where we pulled the second lever.

Altar Ruins

At this point, let's make a brief detour through the glyph-locked door here to the Altar Ruins (the floating toast room!) first. When you arrive, peek in the door to the left and kill the Spirit here. Then go and look in the small corridor next to the stairs to find and kill a second. You can acquire an Audio Note (New Religion: The War) by reading the Runic Note on the wall near the base of the stairs.

Climb the stairs and pull a quick 180 at the top, work your way along the walkway here and kill the Spirit you run into. On the left hand wall, you will find the third statue we can destroy with the Tor Greathammer for a piece of Armour (Legs - Last Traitor). Save at the Checkpoint Crystal if you wish and then go back through the door we came from to the Chamber of Lies.

Western Gallery

Kill the Spirit and then cross the bridge to the first lever and enter the opening on the left. Kill the Fire Golem inside and read the Runic Note on the wall for an Audio Note (New Religion: Prepare to Live). Use the Anvil in this room if you wish to change/update your equipment.

Exit the far door and kill the Spirit outside. Follow the hallway to the right and exit into the area where we fought the first Dimensional Beast in the area. You'll need to clear him out again, as well as the pair of Golems below. Save the game at the Checkpoint Crystal at the bottom of the stairs if you like.

Return to where the Dimensional Beast was and look for a set of stairs leading up. Just to the left of these is the final Rhogar Statue we can destroy with the Tor Greathammer for the final piece of the Armour Set (Chest - Last Traitor).

Now climb the aforementioned stairs and defeat the pair of Fire Golems at the top and grab the Audio Note (Grim Places: Lost Memories) before crossing the bridge to fight with the next boss - the Annihilator.

Boss: The Annihilator

Note: If you can defeat the boss with a weapon sporting electrical damage, you will be rewarded with a legendary version of the Weapon (Hammer - Lightning).

Attacks
Melee SwingsThis is the boss's standard attack when you stay in short-medium range. He will swing his mace in a three hit combo attack.
Jump attack

The boss jump a large distance with an overhead slam at the far end in attempt to knock you down. This is usually followed up by a melee combo attack.

Mace Throw

The boss will throw his mace at you. It can be quite damaging when it hits, but is easily avoided.

StunThe boss will raise his hands in the air and a large flash will occur, temporarily stunning Harkyn.
Chain LightningThe boss will shoot lightning out in front of him that can stretch pretty much the entire length of the arena. It will progressively damage you if you stand in its path.

Combat Strategy:

Although his name sounds intimidating, the annihilator is possibly the easiest boss in the whole game. There are a couple of ways of going about killing him, but by far the easiest is to keep your distance from him so that he spams his mace throw attack. You see when he throws his mace, if you dodge it - he will stand still for a good 2-3 seconds before it returns and during this period he will not block - making it ideal to dish out 2-3 melee swings before backing off.

One thing you do need to be careful of though is his flashbang style stun attack. When his health begins to wane a little he will use this more and more frequently. The Annihilator will raise his arms in the air (this is your warning) and after 2-3 seconds a flash will occur, stunning Harkyn. This is impossible to avoid or block and the stun will always occur - as such you want to put as much distance between yourself and the boss as possible when he starts the animation. Usually, if you are far enough away, you'll only need to worry about a mace toss (which you can hopefully avoid).

You can pile on additional damage with the gauntlet from a distance, but essentially, as long as you distance yourself from the boss during the stun move, the tactic of rolling away from the mace, dashing in and dropping a few hits on the boss will work for the duration of the fight.

Note: For killing this boss you will earn the achievement/trophy 'Not a Question of Can or Can't'

Following the fight be sure to loot the new Weapon (Hammer - Lightning) and the Sealed Rune (Large).

Now backtrack to the previous room and enter the Loot Crystal #8 which is now active.

Loot Crystal #8 - Inside the Loot Crystal you will find three chests. Open them all to obtain:

  • Empty Bottle,
  • Weapon (Greatsword - Core),
  • Lightning Resistance Shard,
  • Magic Resistance Shard,
  • Energy Shard and a
  • Sealed Rune (Small).

Now that all of your looting is done, return to the 'real' world.

Note: For looting all three Treasure trove Loot Crystals you will earn the achievement/trophy 'Treasure Left Alone'

Fight your way back to where you killed the Annihilator. Continue out the far end of the boss area to find another portal. Cruise on through here to enter a new zone.

The Adyr

Adyr

Follow the narrow winding path for a short distance until you enter an open area. In this small circular area you will be presented with ghosts of each of the bosses you have taken down to this point. The game will also give you some nifty stats including the weapon you used to kill them, how long you took to take them down and how many attempts it took to kill them.

This is essentially a story sequence and there is no real threat for a little while, just speaking. To proceed you need to attack each of the shades as they appear (they won't fight back). Some of the bosses ghosts will drop pieces of an Armour Set which will depend on the class you are playing as (FALLEN (Warrior)/???/???). Be sure to pick them up!

At the end of the ghost killing section, you'll be given the Rune of Adyr.

Note: The Rune of Adyr is important as the game has three different main endings and viewing each of these depends on what you do with the rune. Once you speak to the Blacksmith the next time, you will be given the choice – you can:

  • Give the Blacksmith the Rune,
  • Apply the rune to a weapon or
  • Apply the rune to some armour.

Each of these options leads to a different ending and you will need to complete the game three different times to see them all.

Head over and speak to the ghostly form of Kaslo when he appears. During the conversation you'll be given a choice which, depending on your choice will alter the ending that you receive at the end of the game. Following the conversation you'll be whisked back to the Citadel.

Note: At this point you will earn the achievement/trophy 'Shout at the Gods'

Flooded Hallways

As soon as you regain control, turn Harkyn around to find a chest behind you containing a Spell Point Shard and a Poison Resistance Shard. Enter the now active Loot Crystal #9 (No bosses required for this one!) here.

Loot Crystal #9- This is your third Proving Ground Arena! As per usual, there is a Checkpoint Crystal 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:

  1. Tyrant (No heart required!), Crossbowman and Human Crossbowman.
  2. Two Rogues and a Knight.
  3. Fire Beast and a 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,
  • Spell Point Shard and
  • Weapon (Greataxe - Ceremonial)

Return through the Loot Crystal to the real world.

Open the gate in front to return to the familiar Flooded Hallways area. Enter the main room and after a short distance a cut-scene will kick in to introduce a new boss - the Lost Brothers.

Boss: The Lost Brothers

Note: Depending on which of the bosses you defeat first, you will earn a legendary version of the Shield (Shield - Defender) with altered resistances.

Lightning Brother Attacks
Melee SwingsThis is the boss's standard attack when you stay in short-medium range. He will swing his sword in a two hit combo attack.
Pounce

The boss will jump at you from a distance and perform a melee attack with an AOE lightning strike on impact.

Lightning Toss

The boss will occasionally fire off a lightning bolt in your direction when at range.

Lightning StompIf you stay in close proximity to the boss for too long it will stomp its feet a few times, sending lightning shockwaves outwards.
Fire Brother Attacks
Melee SwingsThe boss has a lazy one swing melee attack.
PounceThe boss will jump at you from a distance and perform a melee attack with an AOE fire strike on impact.
Back KickStaying too close behind the boss will see him kick backwards and hit you.
Fire BreathThe boss will shoot a wave of fire in a half circle around him. This will cause damage on impact and burning damage over time.
Fire OilThe Boss will spread fire in patches along the ground which will stay in place for 20-30 seconds. Walking through this by accident will not only damage you, but has a chance of burning you – causing damage over time.

Combat Strategy:

This boss fight has you up against not one, but two bosses. Each of the two bosses have a different set of moves based around their elemental persuasion (listed above) so you will need to familiarise yourself with their attacks and what they entail. Fortunately, the two brothers will rarely attack you together, only doing so in transition periods as they instead opt to take turns fighting Harkyn one-on-one.

The thing that most players will find difficult in this fight is that the same tactics will not work for each Brother and as they switch over frequently, it is imperative that you remember to switch your combat manoeuvring to match. The other tricky bit is attempting to keep an eye on the second, passive brother whilst fighting the first. When it comes time to switch, the inactive brother will drop from the ceiling and create a fire/lightning shockwave with a fairly large area of effect and you'll want to steer clear of this.

When you are taking on the Fire Brother, there are very few openings in his defences. Additionally, the majority of his attacks dish out AOE damage that will cause a burning status on Harkyn, resulting in damage over time. Try to use your gauntlet as much as possible to whittle away a little bit of his health at a time. The biggest opening you can exploit for an attack is when the boss utilises its fire breath attack during which time you can sneak around to the side or behind it and slash him a few times with your weapon of choice.

The Lightning Brother on the other hand is much easier. He acts a lot more like a standard enemy whose melee attack pattern is obvious to identify, easy to avoid and has an opening for 1-2 melee attacks at the end of it. The trick to beating him down quickly is to stay in the 'sweet spot' in which you are just out of his range, but close enough so that he will attempt the melee combo, avoid it and then damage him before quickly rolling away to dodge the lightning stomp that will undoubtedly follow. This tactic can pretty much be used for the entire fight. Additionally, the lightning brother will fire projectiles at Harkyn during transition periods - so be sure to dodge!

Once you have killed one of the Brothers, the fight will become even trickier as the surviving brother will absorb the abilities of the dead boss. Remember which brother you are fighting and retain the same tactics you have used throughout the fight, just be aware that some additional dodging is most definitely necessary.

Note: For killing this boss you will earn the achievement/trophy 'Two Against One'

After the fight grab the Sealed Rune (Big) and the Shield (Shield - Defender) that the boss dropped. Note that the properties of the shield will vary depending on which of the Brothers you killed last (the shield will have 100 resistance to the element of the brother that is last to be killed - either Fire or Lightning).

Return to the passage you came from and look on the ground next to the Loot Crystal #9 to find a newly spawned Audio Note (Dark Deeds: The Subjects).

Use the Anvil over by the now locked door in the main room if you like and when you are ready, climb the stairs to the left to progress.

To the Top of Keystone Citadel

Old Quarters

At the top of the stairs we'll bump into our first human enemy. From here on in, we will be encountering humans rather than Rhogar and despite the fact that the Rhogar have been kicking the regular folks' collective ass for the duration of the game, the human enemies we face now are much, much stronger than anything we've fought before.

There is a Rogue right at the top of the stairs and a Knight down the corridor to the left. Pull the rogue back to the boss room and then move up to take out the Knight once he is dead. There will be an Audio Note (The Results) over by where the Knight was standing.

At this point, we are pretty much in the final stretch for the game. The final boss can be found at the very top of the Citadel (where we took the lift up to earlier) but before we can do that, it's a good idea to go and mop up any remaining side-quests and exploration. As such we can either head through the doorway opposite the top of the stairs we entered from and kill the rogue and the Knight in the room below before exiting the Citadel to do more exploring. Or we can continue up the stairs by the Knight.

Additional tasks include:

  • Return to the Roghar Temple to find the final two Runic Notes for Audio Notes. The first Audio Note (New Religion: The Judges) can be found on the second floor of the Eastern Antechamber and the second Audio Note (New Religion: The Lords) is near where we spoke with the Crippled Rhogar after the fight with the Infiltrator.
  • Return to the Rhogar Temple to kill the final two Tyrants (they can both be found at the Portal – the arena where we fought the Infiltrator earlier) for the remaining Tyrant Hearts. These have a chance to drop a Weapon (Polesword - Jaw).
  • Hand in the remaining Tyrant Hearts to the Wounded Monk in the South Watchtower.
  • Visit the top of the burned watchtower (if you haven't already) where we lit the signal fire earlier for a new Weapon (Hammer - Hope).
  • Visit and complete any remaining Loot Crystals.

Climb the stairs nearby, kill the archer at the top and then enter the Loot Crystal #10 here.

Loot Crystal #10- This is your fourth and final Proving Ground Arena! As per usual, there is a Checkpoint Crysta and 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:

  1. Three Spiders
  2. Human Rogue and a Spirit.
  3. Two Spellcasters and a 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,
  • Spell Point Shard and
  • Armour Set (Lords)
  • Weapon (Hammer - Glance)

Return through the Loot Crystal to the real world.

Note: For completing all four Proving Ground Loot Crystals you will earn the achievement/trophy 'Are you not Entertained?'

Kill the archer (again) ahead and continue through the passage behind him. Move towards the far end of the room and cautiously approach the doorway – there is a knight here that will attempt to ambush you if you are not careful. Lure him back into the room and take him down.

Main Hallway

If you edge out the next door, look to the left until you see an archer. Use your gauntlet to shoot him and quickly duck back into the previous room. If he refuses to come, pop out into the open for half a second and then quickly run back behind the wall so he preps and fires an arrow. As soon as he does, lean out and shoot him with your gauntlet. This is a longer but easy way to deal with him – just watch out for those magic draining grenades he throws! Continue until he's dead.

Now enter the main hall and move a short distance along it to the right. The enemy at the far end will run off before a human with a greatsword enters the far end of the hallway to confront you (after the first run through, he will spawn in the small room to the left). After you have killed him, return to where we killed the archer.

If you look below you'll see three knights (two with shields and one with a greatsword). In the midst of these three is an Audio Note (Wanted: Guard Orders). To get at this we can fortunately pull the enemies one at a time using the gauntlet and dispatch them at the top of the stairs.

Now make your way down the main hall until you reach the next doorway. Just inside you should be able to make out an archer. However, there is also a Rogue located behind the short corner to the left, so try to take the Archer down close to the entryway so that you can focus on a single target before moving into the room to fight the Rogue.

The door to the left behind the Rogue leads to the Initiation Room and a Checkpoint Crystal (if you want to save). You'll need to kill the archer guarding the door here and then once inside, a Rogue and a Knight with a greatsword.

Note: This Checkpoint Crystal seems somewhat buggy. My first two visits to this specific Checkpoint Crystal saw it activate but it remained unusable, the third time I checked back it worked fine.

Return to the main hallway and enter the next door for a short cut-scene and a fight against the Captain. The Captain handles in essentially the same way as the knights you've been fighting against with the greatswords. He is however slightly quicker and has much stronger attacks. Lure him back to the room with the Checkpoint Crystal and use the wide open space to take him down (gauntlet is best!).

Upon damaging him enough he will slump to his knees. Approach him for a conversation. Afterwards give his noggin a floggin' for 5,000XP and then loot the item he drops for the Southern Trench Key, an Audio Note (Wanted: Antanas Will) and a Trinket (The Great Burden).

Head back to where we encountered the Captain. Now that we have the Southern Trench Key we can do a little more exploring if you like, in which case you can exit via the doorway here. If you want to keep pushing on, make your way up the stairs.

Explore the Southern Trench (Optional)

Memorial

Outside, kill the two Knights who greet you. If you haven't been here yet, with your back to the exit door, look to the right to spot a weak wall. Use your shield bash (sprint at the wall whilst holding the shield up) to break it down. Inside is a chest containing a Weapon (Hammer - Blindman).

Continue along the path to the right until you reach the Checkpoint Crystal, killing baddies as you go. Enter the building just after it (we went through here to reach the Graveyard earlier). Kill the Rogue in the first niche to the right and then use the Southern Trench Key to open the locked door behind where he was waiting.

At the bottom of the stairs, kill the Rhogar Knight and the Crossbowman. Look beside the stairs we came down for a small path leading to a dead end. Run and shield bash the weakened wall here down to find a hidden room. Inside there is a locked chest. Walk over and interact with the glowing blue cloud for a conversation. Afterwards, swing your weapon at it. Following another brief conversation, the ghost will disappear and the lock on the chest will vanish too. Loot the chest for 1,000XP and a new Trinket (New Dawn). Return outside.

Move up a little further into the area to encounter a Poison Beast next to a doorway leading onwards. Use the open area around its location to take the beast down and then look to the left of the archway to the next area for an Audio Note (Prisons: Second Chance) and a chest containing a Weapon (Polesword - Rhogar) and a Poison Resistance Shard.

Go through the archway and turn right. There is a lever here which will open a shortcut back to the Square of Heroes where we fought the Commander and the Beast.

Now look further to the left. There is a Fire Beast in the distance and there is also a Crossbowman and a Spirit in that general direction as well. Use your gauntlet to pull the beast and take it back through the archway to fight it without the added annoyance of projectiles. Once it is dead, return through the archway and take out the Crossbowman and the Spirit.

Explore the area to find a pair of golden chests. The one directly behind the ruined structure requires a rune to open and contains a Weapon (Shortsword - Impatience). The second chest is by a second lever that opens a gate back to the Commander/Beast arena and it contains a Shield (Tower - Eagle's Wings).

Now backtrack to where we exited the Citadel and head back inside to continue with the game.

Main Hallway

At the top of the stairs, enter the doorway. There is a Knight and a Rogue in here and pulling either one will alert the other as well, so you'll need to fight both of them off. If you want to take them on separately, drag them back into the previous room and down a few flights of stairs, the rogue is much quicker than the knight so you should be able to finish him off before the Knight arrives.

Loot the Knight for the Planetarium Chest Key. Continue through the door and at the base of the spiral stairs you will find an Audio Note (Monk's Fate: I Found Him). Climb the stairs and enter the first doorway in the right – watch out as you enter for the knight with the greatsword who attempts to ambush you.

Go down the stairs and follow the passage to the left. Kill the Knight along the way. Inside the next room on the right, you'll find a locked chest next to a desk. Use the Planetarium Key on it to find a Weapon (Sword - Guard's Sword). Return to the spiral stairs.

At the top of the stairs, enter the room to the right for a Checkpoint Crystal and an Anvil.

Note: If you haven't made your choice yet, you'll need to use the Anvil and decide what to do with the Rune of Adyr. Remember there are three choices, each leading to a different ending – you can:

  • Give the Crafter the Rune,
  • Apply the rune to a weapon or
  • Apply the rune to some armour.

Each of these options leads to a different ending and you will need to complete the game three different times to see them all.

When you are ready to attempt to finish the game, step into the lift nearby and ride it to the top of the Citadel for the final boss fight.

Boss: The Judge

Attacks
Melee SwingsThe boss has several melee combo attacks that will differ depending on your proximity to him and the side at which you approach. The most common attack is three hit combo attack finishing with an overhead slam.
Stabthe Judge can perform a two attack melee combo ending in a heavy damage single stabbing attack which usually occurs if you are just outside his melee range.
Charge and PounceThe Judge will charge at you from across the map and perform a leaping attack from a decent distance away with an overhead slam at the far end in attempt to knock you down. This is usually followed up by a melee combo attack.
Projectile Spears

The boss will throw 6-7 blades at you which will fan out in a semi-circle from in front of his position.

SummonThe boss will periodically summon a group of 4-5 Infected.
Fire LinesThe Judge will leave the area temporarily and attempt to hit you from a distance with lines of fire in paths across the battle zone. The fires will stay put for a good 10-15 seconds and will cause burning status and damage over time if touched.
Absorb HealthAfter using his fire attack, the boss will drop back to the arena level and use an ability to draw in and kill any remianing summoned Infected enemies. This will regenerate the Judge's health.
Red Orb/CloudsAfter taking a bit of damage, the boss will drop red clouds around the combat area. These are bad as they not only cause damage, but they also permanently reduce Harkyn's base hit points for the duration of the fight.

Combat Strategy:

The Judge is your final challenge in Lords of the Fallen and despite looking big and mean, if you have got some decent gear he should not give you too much trouble at all. As with the Guardian, most of the Judge's damage comes from a fire based attacks so having high fire defence and runes to increase that attribute will assist in mitigating some of the damage.

We will start the fight at the very top of the Citadel and after a short amount of time, the game will transition us to a larger arena in which to fight below.

For the most part, you will be fighting the boss at ground level, however he will periodically emit a green gas before jumping back up to the balcony overlooking the combat zone, summon a group of 4-5 Infected enemies and then drop lines of fire into the area which will stay active for a short time afterwards - the fires will damage Harkyn and cause burning and damage over time if they connect or are stepped in. During this time, you will need to kill as many of the Infected as you can, because when the boss drops back down to your level, he will consume any remaining Infected and regenerate a chunk of health.

Once he has summoned Infected a couple of times, the boss will also use his red cloud attack in which he throws a red orb along the ground which leaves a red cloud. Not only will the red cloud damage Harkyn, but it will reduce Harkyn's base maximum hit point total. Nasty! Additionally, if the red cloud hits an Infected, it will explode causing a large amount of area of effect damage if you are too close to it. in summation Red orb/cloud = bad so stay well away from it!

You can only inflict damage on the boss when he is in the combat area at ground level. He has a large range of damaging attacks, but by staying close to his melee range you can limit the use of his mid-long range abilities such as the projectile spears and his charge. His two different melee combos are both easy enough to avoid and have a slight pause afterwards which allow you to get in and hack away once or twice for some damage. His biggest opening is as he is summoning the Infected, just before leaning to the balcony as he will stand still for a good 2-3 seconds with no attempt to defend himself. There is also an opening in his defense right after he drops down to the balcony and begins to absorb the Infected.

At every opportunity, you should use your gauntlet to supplement your damage and keep his health ticking down.

Eventually, once you have inflicted enough damage, the boss will fall and you will have completed the game. Congratulations!

Note: For killing this boss you will earn two of the following achievement/trophies for completing the game depending on the class that you started out with and the choice you made with the Rune of Adyr:

  • 'Way of the Warrior'
  • 'Way of the Rogue'
  • 'Way of the Cleric'
  • 'God is Dead' (applied Rune of Adyr to armour)
  • 'Faith is Weakness' (applied Rune of Adyr to a weapon)
  • 'Whole World in His Hands' (gave Rune of Adyr to the Crafter)

Side-Quests

There are several side-quests in Lords of the Fallen and although they are not hugely involved and do not require a great deal of effort they do offer up some nice rewards including some nice lump sums of XP, new Trinkets, some powerful weapons and a couple of achievements/trophies.

Unfortunately, these side-quests can be easily missed as they are not pointed out to you, nor are they tracked in any visible way in the menus or on screen objective prompts. As this is the case, I have incorporated all of the side-quests in the game into the above walkthrough so as long as you follow it, you should be able to get them all done!

For your convenience, I have listed all of the side-quests I encountered in the game in order of appearance and a brief description on how to accomplish each below.

The Injured Monk Part 1

This is the first side-quest we can undertake in the game and it is broken down into several parts that span a good portion of the campaign.

Upon leaving the Keystone Monastery at the start and opening the gate, you will bump into the Injured Monk immediately outside. Speaking to him will start the side-quest. During the conversation agree to cut off his arm and then give him a potion afterwards to complete the first part. Note that you must give him a potion to have him appear later in the game for a follow up task.

Yetka's Dagger

You will meet Yetka for the first time as you approach the gate to the Square of Heroes (where we fight the Commander). Speaking with her a couple of times will have her give you a side-quest to find her dagger.

The dagger itself is in the Northern Watchtower but at this stage we cannot access it just yet. In order to reach it, you need to enter the Southern Watchtower (the one closest to Yetka). After going down the first set of stairs, kill the Marauder and the Rogue and then approach the hole in the wall close to the stairs we came down, look over the edge to find a small platform with the North Watchtower key on it. Drop down and grab it.

Continue along the wooden walkways here, going through the small stone passage on the right) and continuing until you reach the far end. Climb to the top of the tower via the staircases in here and kill the Marauder and three Infected at the top before looting the item in the middle of the room for the dagger.

Return to Yetka and give her the dagger. In exchange she will give you the Key to the Catacombs.

The Signal Fire

After defeating the Commander, go through the now opened archway and climb the stairs to the top. Follow the platform parallel to the stairs to find Loot Crystal #2 (this will have become active by killing the Commander). 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.

Once you have the Bloody Flint, play through the area until you reach the Burned Watchtower. Fight off the enemies on the roof of this and then interact with the large pile of wood here to set it on fire. This will complete the side-quest.

Watch out because doing this will cause a Rogue to spawn and attack you from behind.

Later in the game, once you have spoken with Antanas and Kaslo in the Citadel, you will find a pair of guards talking about the Signal Fire. Speak with them to earn an additional 500XP.

The Stone Tablets

You'll be able to pick up this side-quest by speaking with Yetka by the large, locked gate to the Eternal Flame area on your first visit to the Rhogar Realm. There are 5 Ancient Plates in total and you can hand these in after killing the Infiltrator boss.

They can be found in the following locations:

  1. Eastern Antechamber – In the small room at ground level with the lever linking the two antechambers together.
  2. Western Antechamber – After killing the first Tyrant use the Small Western Antechamber Key on the second floor of the Western Antechamber (by the Crossbowman). Inside you'll find an Ancient Plate and a chest containing an Attribute Point Shard and a piece of Armour (leg - Cunning).
  3. Eternal Flame – in the small hallway beneath the Panorama to the left of the main Eternal Flame area. This is guarded by a Spellcaster.
  4. Abandoned Range – You can find this one in the small cave where you find the Checkpoint Crystal. It is guarded by Spiders at the back of the cave.
  5. Sacred Hallways – Just after entering the Sacred Hallways, this is just on the left as you go down the stairs towards the Tyrant.

The Crippled Rhogar

You will bump into the Crippled Rhogar immediately after killing the Infiltrator boss. This fellow will give you a side-quest to hunt down the Human Skull collectible items that can be found in the Keystone Crypt, Catacombs and Keystone Citadel. He will offer a reward for bringing them to him.

Upon leaving the Rhogar realm and returning, he will have moved to a snowy ledge overlooking a cliff in the Abandoned Field area by the back entrance to the main Temple (where we entered to fight the Infiltrator).

There are 30 Human Skulls in total (5 in the Keystone Crypt/Graveyard, 21 in the Catacombs and 4 in Keystone Citadel) and if you follow the guide you should be able to find them all by the time you reach him on your second visit to the Rhogar realm. There are a couple of rewards on offer for handing in Human Skulls and they include:

  • 15 Human Skulls – Shield (Stance) + 2,000 XP
  • 30 Human Skulls – Trinket (Leech) + 2,000 XP.

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 30 skull reward.

The Deserters Part 1

You'll run into the deserters upon leaving the Rhogar Temple after killing the Infiltrator boss. Speaking with them will give you your first side-task. They want you to head over to the Western Antechamber in the Rhogar Realm and kill the Dimensional Beast located inside.

Note that this is optional, and the next side-quest involving these fellows will continue regardless of whether you complete this part or not. However, for clearing out the Western Antechamber and informing the deserters you have done so, you will be rewarded with 500XP and a Weapon (Dagger – Protector). You can also speak to them once more after receiving your rewards and hand over a potion for an additional 500 XP.

The Infected Monk

The Infected Monk can be found locked inside a cell in the Cell Circle portion of the Catacombs area. Speaking with him, he asks you to put him out of his misery.

To do this, we need to activate the lever to his right – but there is no lever handle! This can be found on the opposite side of the Cell Circle inside a wooden door near a statue and a large decorative level (we need to pull this to open the arena for the boss fight with the Champion).

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).

Sven's Hammer

You'll find the Heirloom hammer behind a weak wall inside one of the cells in the Cell Circle portion of the Catacombs. This particular cell is located a couple to the left of the Infected Monk's cell and can be identified by a number of lit candles inside. Us your shield charge to bring down the wall and loot the Heirloom Hammer from the Altar inside.

We can now take this hammer to a specific sarcophagus located in the Catacombs in order to upgrade it. The sarcophagus is located off the main junction room (the room with three exits) that links the shortcut from the Checkpoint Crystal at the very start of the Catacombs to the Royal Tomb and Mines area of the Catacombs. This particular tomb we are looking for is located in the small Mines area, in the first door on the left (there is an Audio Note (Kyle's Sword) here if you have not already got it).

The Thief and the Murderer

You will come across the Thief and the murderer towards the end of the Catacombs. There are a pair of prisoners 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.

The Injured Monk Part 2

When you finally enter Keysone Citadel after your first visit to the Rhogar world and working your way through the Catacombs you will find the Monk near the top of the Citadel in the room opposite the triage area where all the wounded soldiers are being treated.

At this point the Injured Monk will ask you to go and clear out his research area of monsters so that he can continue his work into upgraded potions. The area that he wishes you to clear out is the Southern Watchtower – which if you remember correctly is the tower directly in front of you as you go out the gate of the Square of Heroes (where we fought the Commander/Beast).

Inside the tower you will find the usual suspects – Infected and Crossbowman on the roof, a Marauder and Rogue on the next level down and on the second level down you will find a Spider. The Spider is the monster that needs to be killed to complete the second part of the side-quest.

Once you have killed the Spider, return to the Injured Monk in the Keystone Citadel and tell him that the tower is now clear.

The Injured Monk Part 3

You will find the Injured Monk where we killed the Spider in the Southern Watchtower. Speaking to him will have him give you the third part of the side-quest. During this section, you will need to gather Tyrant Hearts (we need to do this to kill them anyway) and hand them over to him. Handing over at least four will have the monk upgrade your potions and the achievement/trophy ‘Extra Strong'.

The Tyrants are all found within the confines of the Rhogar realm and can be found in the following locations:

  1. Eternal Flame - The first time you visit the Eternal Flame
  2. Abandoned Range – in the snowy path leading to the cack entrance to the Rhogar Temple.
  3. Sacred Hallways – Encountered on the way to the Infiltrator boss fight.
  4. Sacred Hallways – After the Infiltrator fight, take the set of stairs to the left of the Crippled Rhogar.
  5. Interdimensional Bridge – On the bridge in front of the portal upon returning to the Rhogar realm after killing the Beast boss.
  6. Chamber of Lies – In the large open room with the pit in the centre after coming from the Altar Ruins (Yetka's floating toast room).
  7. Eternal Flame – Can be found inside Loot Crystal #7 after defeating the Guardian.
  8. Chamber of Lies – After entering the main temple via the locked door in the Eternal Flame, you'll find the Tryant in the first room.
  9. Chamber of Lies – Through the door on the left hand ledge in the location where there is pair of platforms running parallel with a Forger on either side. The Tyrant is immediately inside.
  10. Chamber of Lies – Right by the second lever we need to pull to extend the bridge to the Annihilator.
  11. Sacred Hallways - In the room where we fought the Infiltrator after killing the Annihilator boss.
  12. Sacred Hallways - In the room where we fought the Infiltrator after killing the Annihilator boss.

The Concerned Monk

You will find the Concerned Monk just inside the entrance to the Planetarium after speaking with Antanas at the top of the Citadel for the first time. He'll ask you to go and locate his brother who has gone missing.

Return to the Initiation Room (where we fought the first boss) 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. Walk up to the glowing cocoon nearby and interact with it to update your objectives. Loot the item that drops from the cocoon for the Citadel Cellar Key. Loot the item crystal nearby for a Weapon (Fist - Needles). Head back to the locked door with the lever we spotted earlier and move on through.

Once you have investigated the cocoon, you can return to the Concerned Monk in the Planetarium to give him the good news for 4,500XP.

You should now also be able to unlock the previously locked chests either side of the Concerend Monk for some new Armour (Chest, Legs and Wrist - Persistance).

The Deserters Part 2

After killing the Infiltrator and returning to Keystone, as you exit the portal a scene will play. Once the conversation with the wounded soldier is over, he will drop an item a Human Tatoo. Grab this and proceed through the game. Once you arrive in the Keystone Citadel, you will meet the captain of the guard. Upon speaking with him, he'll ask you to track down and kill the deserters who fled to the Rhogar realm and provide proof of doing so by collecting their Human Tattoo quest items. There are 5 Human Tatoos in total (1 in Keystone Crypts we picked up earlier and 4 in the Rhogar Temple).

After returning to the Rhogar world, depending on whether or not you completed the first part of the deserters side-quest previously in the game, the deserters will appear in different locations.

  • If you helped the deserters previously by clearing out the Western Antechamber when requested, you will find them in the Western Antechamber. When you meet with them again you will find a dead soldier we can loot for a Human Tattoo and there is another under a tile nearby (doesn't seem to appear in the world, but the button prompt to pick it up will occur). We can also speak to the survivors and encourage them to attack the Guardian boss – doing this will allow you to loot their corpses after said boss fight. This will also net you a new Trinket (Amulet of the Betrayer).
  • If you did not help the deserters previously, their bodies will appear strewn across the Panorama from the entrance to the Eternal Flame to the main entrance of the main Temple. Looting each of these bodies will net you a Human Tattoo each, with the final one also giving the Weapon (Dagger – Defender).

Once you have all of the Human tattoos, return to Keystone Citadel and speak with the guard captain. You will be rewarded with 1,000XP and a Trinket (The Great Burden).

Note: 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 Annihilator boss. as such, I would recommend handing it in after fighting the Guardian.

The Poison Beast

Following the boss fight with the Beast, 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.

Return back inside the Citadel and follow the main hall until you 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.

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.

The Planetarium Element

After defeating the Beast Boss, look back towards the Citadel and just to the right of the door leading to the Citadel you'll be able to see an item we can pick up – the Planetarium Piece.

Return to the Planetarium and talk to Antanus to turn the object in. Once you have handed the item over you'll be treated to a short cut-scene and earn yourself 1,500XP.

The Cursed Sword

This short side-quest can be found in the Cemetery where we fought the Worshipper earlier. Clear the area of enemies and once it is safe, look for a hole in the ground beneath a large tree (almost directly opposite the gate to the demon realm portal). You can interact with the hole.

If you have the Cursed Sword (which we can find in the Old Quarters section of the Citadel) you will gain the option to bury it. Doing so will summon a spirit which will attack you and you'll need to dispatch it.

Killing the spirit will earn Harkyn 1,500XP, an upgraded version of the Sword (Sword - Cursed Sword) and an achievement/trophy 'I Feel Lucky'.

The Injured Demon Hound

Once you return to the Rhogar realm after defeating the Champion and the Beast bosses make your way up to the Panorama, to the area where we fought the first Dimensional Beast in the game. As you continue along the platform towards the path to the Abandoned Range, you'll encounter a Demon Hound. Attacking this will see it run off.

Make your way down the snowy path to the Abandoned Range and Kill the Dimensional Beast at the base of the stairs. From the fire here, take the left path to find a bunch of burning debris. You'll also find the Demon Hound we attacked earlier that ran off.

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).