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by ExtremePhobia

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FAQ/Walkthrough by ExtremePhobia

Version: 1.10 | Updated: 04/22/19

Walkthrough / Before You Start

Mission 14: Diverging Point - V

From the starting point, roll down the ramp ahead, hopping over the ledges as you approach them. Even after V starts struggling to continue, push onward and downward until you slowly walk into the middle of a gathering of purple stones.

Dream World

When you awaken in the dream world, go straight ahead until you see the three doors clearly. Collect any Orbs that you need that are scattered around before heading for the giant purple door on the right.

When you walk through the door into the next room, you'll find yourself in a dark place with three spheres floating in front of you. Each of these represents one of your companions. You can choose whichever you like, but I highly recommend taking Shadow. He's the most versatile, capable of doing good damage while providing good movement options (V gets exhausted when running).

Phantom Goliath

Once you pick an ally, a battle will start with a Phantom Goliath. This Goliath is pretty similar to the real one, but he's not quite as sturdy and you're not right up in his face (which is where he does most of his damage). If you've got an abundance of DT, set Shadow to auto-attack and start reading in the corner.

The most important thing here is to watch Shadow's health. He's the only thing you've got at the moment. If he goes into a stalemate, you're a sitting duck. If his health gets low, perform a side dodge to quickly recall him and recover some of his health. Rinse and repeat to make short work of this faux Goliath.

Phantom Artemis

After the battle ends, you'll be returned to the previous part of this dream world. This time, choose the door directly ahead, and when you get to the room beyond, choose Nightmare (provided you have even just 5 DT bars).

Phantom Artemis is a lot like the last battle against Goliath, get to a safe spot and start reading. Summon Nightmare in at the start, and if you've got an abundance of DT, feel free to put Shadow on auto-attack again. If you're not sure if you have enough, save the DT and control Shadow manually. Nightmare will act as a distraction so you can focus on Shadow's actions.

Artemis is a lot faster than Goliath, and you'll want to watch for two major attacks. She'll still use both Sweep and her charging attack. Dodging the Sweep is a little tricky, but you can still jump over them, you just won't have your second jump. Thankfully, the charge is much the same as before. Since you have Shadow, wait for the backflip and then just dodge to the side.

Phantom Angelo

You'll once again return to the main section of the dream world. Take the door to the left and reclaim your final companion. You'll be back to full fighting strength at this point.

Fighting Phantom Angelo is a little bit tougher than the other two because of the range. It's possible for him to get so far away that it's difficult for your companions to get to him. Next thing you know, you move closer and then he's right on top of you swinging away with his really long sword.

Still, he's designed to face an opponent head-on, so he'll rarely hit Griffon and hits on Nightmare will have no effect. Make sure to not get sucked too far in and keep an eye on Shadow's health and he'll be done in no time.


Dark Reward

After the fight with Angelo, you'll have all three companions and all three locks on the giant door will be gone. However, before leaving, you'll have one final task here.

Turn to the left and you'll find two large craggy spires. On top of the one on the right (closest to the large door) is an Orb Fragment, but we're going to have to get there by climbing the spire on the left. From here, just run up to it and jump up the small flat surfaces until you reach the top with the Red Orbs. Turn and face the other spire.

Unfortunately, there's a rock floating in the way and it's pretty far. Turn and aim slightly to the left of the floating rock. You're going to jump forward, use Gambit (R1/RB + Forward + O/B) to teleport forward. This will put you next to or just beyond the rock, so turn to the right and double jump/glide to the other spire. When you land on top, you'll collect Blue Orb Fragment #25.

When you have the fragment, drop down and exit the dream world through the large door.


Descent

After exiting the dream world, continue downward. Once you get on a roll, try to perform only a single jump to collect the Red Orbs on the way. This will preserve your momentum better. After the cutscene, you'll come to a fork. Take the right path which will end with a Blood Clot. Destroy the blood clot before returning to the fork.

Take the other fork and watch on the right side. As you proceed down, you'll a small gap in the wall that allows you to drop off the side. Drop off and collect Purple Orb Fragment #7. On the left side will be stairs leading back up to the top.

Keep moving down this path. You'll come to a section where you can fall off the ramp to the left. Do so and you'll find a Blood Clot against the wall. Bust that open. This will open the path below you, but there's actually a small space behind where the clot was. Walk forward to find the glowing spot for Secret Mission 10. Step on the glow, turn around and look up to find the sigil.

Secret Mission 10: Get to the goal without touching the ground

Well, this one's going to be tricky, isn't it? And to answer that, I say unequivocally yes!

The Difficult but "Expected" Method

The goal is pretty far away, and if you want to glide down as "expected", you can. It's a little far to glide all the way. Stand on the right side of the ledge (it's a little higher), jump off the edge towards the tunnel and at the top, start swinging your cane by pressing O/B. This will carry you a little way forward while stalling your fall.

When you start losing altitude, don't panic. Wait until you fall low enough that you're below the top of the tunnel. At this point perform a Gambit (R1/RB + Forward + O/B). This will teleport you a fair distance into the tunnel. Finally, double jump and glide with Griffon the rest of the way.

The Easy and Probably ACTUALLY Expected Method

When you start this mission, you should have a full DT bar. So long as you have learned Promotion, you can call Nightmare, drop off the ledge, perform Promotion to hop on his shoulder and then stroll over to the end. This might not be possible depending on how much DT you have or if you don't have Promotion (obviously), but if you have those, you can sleep your way to completing this mission.

After completing this secret mission, you'll earn yourself Blue Orb Fragment #26.

At this point, your path forward is completely clear. Grab the few Red Orbs on the way down, and when you pass into the purple tunnel at the bottom, the mission will end. You'll earn the Gotta Hurry achievement at the results screen.