Darksiders III

Intro

Hello and welcome to the TrueAchievements walkthrough for Darksiders III. You play as the 3rd Horseman of the Apocalypse, Fury, on a mission to hunt down the Seven Deadly Sins.

This guide will lead you through the two playthroughs required to unlock all achievements in the base game, the title update and the two paid DLC. The first will be on the lowest difficulty level, Story, allowing you to hopefully progress without too many issues. On this playthrough you will be leveling up and improving your equipment while you enjoy the story and get used to the controls.

Towards the end of this first playthrough you will complete the two paid DLC assuming you own them – while not essential there is some useful armour obtained from The Crucible which is highly recommended. This guide is written on the assumption that you have and will play both the DLC. The same tactics will apply if you do not, but some of the battles may be a little more challenging during your second, more difficult playthrough.

After returning to the main campaign and finishing it a first time, you will then start New Game + (NG+) on the highest difficulty required for achievements, Apocalyptic. Note that the game refers to NG+ as Armageddon Mode; to avoid confusion between this and the Apocalyptic difficulty, all references in the guide will be to NG+.

After the General Hints and Tips page, there is a page discussing the different upgrading options. The story walkthrough pages will be interspersed with backtracking pages, each relating to the four Hollow powers you receive as you progress, allowing entry to previously inaccessible areas. Throughout there are some references to events that only occur in NG+ in the form of (NG+ note:). These can obviously be ignored on your first playthrough. The two DLC each have a page, then everything you need to know about the Apocalyptic/NG+ playthrough is discussed on the final page.

So, sharpen those weapons of Scorn... it’s time to reap some souls!

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CONTROLS:

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cn_LS – Movement

- Press cn_LS - Sprint

cn_RS – Camera control

cn_RB – Dash or dodge

cn_A – Jump (press a second time in the air for a double jump)

cn_X – Primary attack with the Barbs of Scorn whip

cn_X Is also used to attach to Swing Points whilst in the air

cn_Y – Secondary attack (available when a Hollow is activated – see below). Hold to perform a stronger Hollow Attack which will be used throughout the game.

cn_RT – Throw the Crossblade. This is a boomerang-style weapon that you will collect through story progression. Hold before releasing for a charged or Hollow Attack. Again, using Hollow Crossblades will be a regular occurrence throughout the game.

cn_LS – Aiming mode. Shifts perspective slightly and adds a crosshair to the screen (used with the Crossblade)

cn_LT – Lock onto enemies. This will display the enemy’s health bar above them and focus your attacks on that single enemy (excluding Havoc Form – you must manually target the enemy when it is active).

– In aiming mode, hold to ‘tag’ enemies with the Crossblade.

When swimming underwater:

cn_B – To descend

cn_A – To ascend

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HOLLOWS:

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Hollows are special powers. You will unlock them through story progression. You can identify which hollow is active by the colour of Fury’s hair, as listed below. Each comes with special moves and a unique weapon.

cn_RB – Hold to remove any activated Hollow (mauve?)

cn_RB and cn_B – Activate Flame Hollow (red)

Special move: Flame Jump. Performed by holding cn_A. This can be done from the ground, after a single or double jump and even after a whip swing. With Flame Hollow active, you can walk in lava without taking damage.

Weapon: Chains of Scorn

cn_RB and cn_Y – Activate Storm Hollow (yellow)

Special move: Storm Glide. Jump and hold cn_A to glide. Throughout the game you will find fixed swirling tubes of wind, called Wind Storms. If you Storm Glide into one it will shoot you up to a higher area.

Weapon: Lance of Scorn

cn_RB and cn_A – Activate Force Hollow (purple)

Special move: Force Walls. You will come across blue/purple crystal paths. Hold cn_A and you will transform into a large ball which will attach to these walls like a magnet. You can then roll along the path.

Force Hollow also gives the ability to walk underwater; in fact, you cannot swim at all when the Hollow is active. The advantage is that you can fight – enemies start appearing underwater later in the game. There is no way to attack them otherwise.

Weapon: Mallet of Scorn

cn_RB and cn_X – Activate Stasis Hollow (white)

Special move: Climb Stasis Walls. These appear as a pair of shimmering white/blue walls. Jump towards one and hold cn_A while in the air. You will hold onto the wall. Release cn_A to leap over to the opposite wall. Hold cn_A again to grab the other wall. Repeat the process until you reach the top.

As the name implies, you can freeze some moving items for a moment with your Stasis Crossblade. This mechanic is used late in the game in the Scar region.

Finally, when you jump on water it will freeze underneath you, allowing you to stand or run over the top of the water.

Weapon: Edge of Scorn

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SPECIAL ATTACKS:

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Fury has two special attacks that need to be charged before they can be used. Their bars are at the top left of the screen. The green bar is your health. Below that is an orange/red bar which is the Wrath Attack bar – it will be orange as it fills and turns red once it is full and can be used. To the left of these is a spiral image that fills with red and turns into a demonic face once it is full. This is the Havoc Bar. Both bars are filled by defeating enemies or by equipping specific equipment that will replenish them over time.

cn_LB and cn_RB – Wrath Attack. This has a different effect depending on which Hollow you have activated.

  • With no Hollow, transform into Havoc Mode for a moment, spinning and jumping in an area attack
  • With Flame Hollow, creates an explosion and sets Fury on fire for a time, also igniting and damaging enemies
  • With Storm Hollow, three typhoons will circle around, targeting your enemies. Can interrupt their attacks
  • With Force Hollow, creates a shockwave attack that damages enemies and pushes them away
  • With Stasis Hollow, covers Fury in a stasis field. Attacking enemies are slowed for a time

cn_LB and cn_RT – Havoc Form. Think of this as a beast mode. You transform into a large red demon. You will deal out Arcane damage. In Havoc Form your only attack is mashing cn_X.

Any damage you take whilst in Havoc Form reduces the Havoc bar. You cannot be injured and will also replenish some of your health while it is active. As mentioned above, holding cn_LT will lock onto an enemy but you still need to manually align your attacks.

Once it is activated, the spiral image in the top left with wind down – once it is out of red, you will automatically revert to standard form. You can, and should, turn off Havoc Form if you have cleared out all the enemies by pressing cn_LB and cn_RT again – this stops the spiral so you will already be some way to fully charging it again.

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ORBS AND RESOURCES:

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Throughout the game you will find orbs. These can be collected by walking near them and pressing cn_B when the prompt appears. They contain resources, both for use in-game and for upgrading.

Resources include Lurcher Crystals and several types of Shards which buff your powers for a short time.

Lurcher Crystals come in several different types and sizes. They can be shattered for Blue Lurchers which are discussed below.

The Shards you can collect are:

  • Health Shards: restore a portion of your health. Come in different sizes.
  • Havoc Shards: fully restore your Havoc bar – very useful and should be saved for Boss battles or problematic fights.
  • Wrath Shards: fully restore your Wrath bar – again, save them for larger encounters.
  • Strength Shards: increases physical damage output
  • Fortification Shards: reduces incoming damage
  • Thorn Shards: reflects a portion of damage back at the attacker
  • Undying Shards: stops you from dying when your health is spent
  • Arcane Shards: boosts Arcane damage output
  • Frenzy Shards: improve attack speed

Your active item, Shards or a special healing item, the Nephilim’s Respite, is displayed on the bottom left of the screen. Use cn_right and cn_left to scroll through them. Press cn_up to use the displayed item. cn_down returns to the Nephilim’s Respite. Shards have a cooldown time until you can use it again. This applies to all types of Shards, so if use a Strength Shard you cannot use a Thorn Shard until the cooldown is done. The Nephilim’s Respite does not have a cooldown.

Resources are used to upgrade and will be discussed in more detail on the next page.

In addition to the orbs listed on the story walkthrough pages, some enemies will randomly drop additional orbs. On rare occasions, orbs may not be there at all.

For collecting 500 orbs of any type, which will happen naturally, you will unlock:

Cleanup Crew

Pickup 500 Item Drops

Cleanup Crew
1 guideOffline Game ModeSingle PlayerCumulative +

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LURCHERS/SOULS:

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There are three forms of Lurchers (Souls) you will collect in the game. Lurchers are awarded for killing enemies and can be found by destroying small environmental objects.

Blue Lurchers are used as currency. The number of Blue Lurchers you are currently carrying is shown on the bottom right of the screen, next to a blue skull icon. Blue lurchers are used with the game’s trader, Vulgrim. You can either purchase items or feed the souls to Vulgrim to level up. Following this guide, you will find ample supplies so there should be no need to use these souls to buy anything. As there is an achievement for reaching level 100, it is recommended that you use all your Blue Lurchers to level up.

The main supply of Blue Lurchers will be Lurcher Crystal orbs that can be found throughout the game as mentioned above. These come in various formats – clumps, clusters, etc… Once collected, they are stored in your inventory and must be shattered to use them. Whenever you come across Vulgrim, shatter any crystals in your inventory and feed them to him.

There is a very useful item called the Luminous Visage. There are only sixteen in the base game and two can be found in the Keepers of the Void. Once collected, they are found on the same Inventory page as the Lurcher Crystals and will increase your level by 1 when shattered. The reason for the warning is that they are much more valuable when used at higher levels.

As with many games, the souls required to level up at higher levels is much more than those for lower levels. For example, to go from Level 4 to 5 costs 1,115 souls. Level 99 to 100 costs 60,865 souls. Each would still only cost one Luminous Visage.

For this reason, you want to save all your Luminous Visages until late in the game.

When you shatter Lurcher Crystals, be very careful not to accidentally shatter your Luminous Visages. Shattering crystals is done by holding cn_A to shatter them individually or cn_X to shatter all of a particular type. You will see a circle around the control icons at the bottom of the screen fill up.

It’s not the end of the world if you accidentally shatter your Luminous Visages but it will mean that you will potentially need to grind for souls, although there is some leeway in the guide.

Each time you level up you gain an attribute point. From the game menu (cn_start), you can choose to put that point into Health, Physical or Arcane. The first two are obvious. Arcane relates to your counter attacks and two special attacks (Havoc and Wrath). An even spread across all three works fine although in NG+, once you have around 30 points in each, you can favour Arcane slightly as you will be using your Havoc Form more often.

Green Lurchers are linked to health. You start the game with a healing object, the Nephilim’s Respite. Using it will replenish some of your health. You start with just two but will collect more as you play, along with increasing the amount of health you replenish with each use. Green Lurchers will restock one Nephilim Respite, up to the maximum you have at the time. If you are already at maximum, the Green Lurcher will do nothing and be lost.

The last is the Yellow Lurcher. These build up your Wrath and Havoc bars.

It’s worth mentioning here that there is a creature in the game called a Blue Lurcher Demon. These hold souls and will absorb any in the nearby area that you find. Hit the Demon with any attack to obtain those souls. They also spawn at the location you die, but more on that below.

There are a few spots in the game that are great for grinding souls. The idea is to kill all the enemies, leaving one and letting it kill you. You will respawn at a Vulgrim Plinth and can rinse and repeat. You’ll earn Lurchers for killing the enemies but remember to collect them from the Blue Lurcher Demon that will spawn at the location you die each time. In fact, you will be using this as a method to obtain two achievements related to collecting souls, discussed on the NG+ page.

Haven: West End is right at the start of the game and there will be several Swarm in the area and building ahead.

Haven: North End has a barricaded area straight ahead. Race in and clear the Minions and Sycophants there, then drop into the hole nearby and let the Suffering kill you.

Haven: South End is the slower but easier location. In the graveyard by the Church, the Suffering on the wall will summon Swarm indefinitely, as long as you don’t get to close to it. The Swarm come in waves of three or four and should be very easy to kill. No need to die here – just keep killing Swarm for as long as you want. This is also a great spot to replenish your Nephilim Shards and Havoc and Wrath bars.

There are others - any area where there is a Vulgrim Plinth near a group of enemies works.

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COMBAT AND ENEMIES:

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The key to combat is timing your dodges. Not only will this avoid incoming damage, it also slows time for a moment and allows you to perform a powerful Arcane Counter attack. If you master the dodge timing you will find the game quite easy.

Enemies come with a variety of different attacks and each have a different timing. Some are telegraphed and quite easy to dodge while others are very fast and have little warning. Combat can be a bit of trial and error – you will obviously need to face the enemy to experience its attacks to learn the dodge timing. For that reason, there is no detailed list of enemies here. I couldn’t find an official bestiary but the list here (with thanks to Reddit use EvieShudder1) apparently comes from the games coding. Some enemies may be mislabelled slightly - I've grouped some enemy types under the one name - but the walkthrough should give you an idea of what to expect.

Off-screen hit indicators are small arrows that appear when an enemy you cannot see is about to attack you. They start as a white arrow but will change to red in the instant before the attack lands. They signify both melee and ranged attacks.

Death is not the end and can actually be useful. When you die, you will respawn nearby, usually at the closest Vulgrim Plinth and can head back and retry the battle or area where you died again. The only real repercussions are that any souls you were carrying at the time of death are temporarily lost (a Blue Lurcher Demon will appear where you died and will be carrying those souls, so you are able to retrieve them). Any shards you used in the battle before dying are gone for good. Your special attack bars will also be at the point they were when you died.

The reason it can be useful is that it respawns all the regular enemies and objects in the game. While it may be a little annoying to have to fight through the same enemies again, it means that you will be collecting more Blue Lurchers and therefore levelling up faster.

One thing to note here is the danger of falling. At different times you will want to drop off ledges to speed up your descent or traverse an area. While you can fall a long way without issue, there is a point where you will respawn up top having lost some health. If you are already low on health, this will kill you. You can get around this by jumping rather than just falling. This enables you to make a second jump or a Flame Jump as you fall. Also, pressing cn_RB to perform a Gravel Grinder attack can often get you down safe. It can also be possible to slide down the walls to break your fall. Just be cautious when jumping off longer drops and if you are not sure, make sure you have full health just in case.

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MISSABLES AND GLITCHES:

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There are three achievements that are marked as missable. They are all covered in the story walkthrough but will be mentioned here.

Balance in all things relates to fully upgrading five Enhancements. This is discussed in more detail on the following page. In short, decide which Enhancements you want to use and focus on fully upgrade them. If you own The Crucible, there is an infinite supply of resources so technically this is not missable.

For Whom the Bell Tolls relates to the battle against Lust. There is a warning message on the story walkthrough page and as long as you are aware of what to do this won't be difficult.

A Parting Gift relates to specific decisions regarding the Lord of Hollows and the demon Abraxis. Once again, follow the walkthrough and it shouldn't be difficult.

In terms of glitches, lets start with a positive one. The infamous BFA achievement unlocks once you have obtained any 49 other achievements, including those from the DLC/title update. If you follow the guide, you will unlock it during one of the DLC. It may not unlock immediately but exiting to the main menu and continuing should trigger it.

Towards the end of the game, some of the cutscenes were problematic. The first scene after the Pride battle would shut down my One X, which can be avoided by skipping the scene and is clearly marked on the story walkthrough page. Another scene at the start of the final battle would sometimes not play at all, leaving Fury standing in an empty arena - jumping into the lava or exiting to the main menu and continuing will usually fix this. Others have reported freezing during the final battle - removing special armour/items seems to fix this.

There were also reports of a glitch where the achievement for reaching Level 100 will not unlock if you use a Luminous Visage to do it. As this is one of the last achievements you will unlock, I was not about to test it! To be safe, make sure that when you progress from Level 99 to 100, you do it by feeding souls to Vulgrim, just in case.

Finally, while not a glitch, the load points deserve a mention. You will come across definite points where the game pauses and loads in the next area. Sometimes this can take 15-20 seconds. Smaller objects, especially things like nodes, can take even longer to appear and it may seem like they are not there at all. Approaching the area from the opposite direction may make things appear. The faster you race through the game, the more pronounced this will be. Annoying, but not game-breaking.

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To upgrade equipment, you must first collect resources. Upgrading is done by Ulthane at the Maker’s Forge – you will reach him early on in the story.

WEAPONS:

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Weapons are upgraded using Adamantine, which comes in different forms. The required resources are:

Level 0 to +1 – 2 Slivers of Adamantine

Level +1 to +2 – 4 Slivers of Adamantine

Level +2 to +3 – 6 Slivers of Adamantine

Level +3 to +4 – 2 Fragments of Adamantine

Level +4 to +5 – 4 Fragments of Adamantine

Level +5 to +6 – 6 Fragments of Adamantine

Level +6 to +7 – 2 Pieces of Adamantine

Level +7 to +8 – 4 Pieces of Adamantine

Level +8 to +9 – 6 Pieces of Adamantine

Level +9 to +10 – 1 Chunk of Adamantine

Note – The Crucible provides Wicked Adamantine which allows upgrading beyond +10. You will likely only obtain 1 x Wicked Adamantine which is enough to upgrade a single weapon to +11.

Obviously upgrade the weapons that you like to use, remembering that there is a finite amount Adamantine. You can purchase more, but it’s best to use your souls elsewhere.

If you need guidance, the Barbs of Scorn (whip), the Lance of Scorn (Storm Hollow weapon), the Chains of Scorn (Flame Hollow weapon) and the Crossblade, once you obtain it, are all very useful. Upgrade them in that order.

There are several achievements related to upgrading weapons. For the first weapon you upgrade:

Just the start

Upgrade Any Weapon

Just the start
1 guideOffline Game ModeSingle PlayerShop

For finding 30 Slivers of Adamantine:

Unshakable Fortitude

Collect 30 Slivers of Adamantine

Unshakable Fortitude
1 guideOffline Game ModeSingle Player

For finding 30 Fragments of Adamantine:

Unyielding Strength

Collect 30 Fragments of Adamantine

Unyielding Strength
1 guideOffline Game ModeSingle PlayerCumulative +

For finding 30 Pieces of Adamantine:

Unbreakable Will

Collect 30 Pieces of Adamantine

Unbreakable Will
1 guideOffline Game ModeSingle PlayerCumulative +

For finding 3 Chunks of Adamantine:

Purity of Power

Collect 3 Chunks of Adamantine

Purity of Power
1 guideOffline Game ModeSingle PlayerCumulative +

For upgrading your first weapon to +10:

Take it to the Limit

Upgrade Any Weapon to Max level

Take it to the Limit
1 guideOffline Game ModeSingle PlayerShop

These are all marked on the story walkthrough pages at the time you can expect to unlock them. The good news is that you can receive additional orbs randomly, from enemies or environmental items. This means that you will likely unlock the achievements for collecting Slivers, Fragments and Pieces before they are listed in the story walkthrough pages.

The Xbox achievement tracker works for this game so you can use that to keep and eye on your progress, for these and all other achievements.

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ENHANCEMENTS:

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Enhancements are weapons attachments that increase two stats per Enhancement - one applies to the weapon it is attached to and the other is a passive power that will always be active when it is attached to any weapon. Enhancements must be found and their locations are pointed out in the walkthrough. This guide will encourage the Enhancements that effect your special Havoc Form. Look through the other Enhancements as they may suit you better.

Upgrading Enhancements is more complicated than weapons. Again, you must gather the resources to do so. For Enhancements, these take the form of Angelic and Demonic Artifacts. Note that there is an achievement for fully upgrading five Enhancements. This achievement is marked as missable as there is a finite number of Artifacts per playthrough in the base game. If you partially upgrade every Enhancement you find, you may run out of Artifacts. Decide which Enhancements you want to use and only upgrade them. The Crucible offers infinite Artifacts, so technically the achievement is no longer missable.

Remember that Enhancements must be attached to the weapons you carry. Towards the end of the game you will have six weapons available, so can only have a maximum of six Enhancements equipped.

Enhancements must also be upgraded by Ulthane.

An Enhancement starts out as Unfocused, eg. Unfocused Juggernaut but will still have 2 boosts. To upgrade, you must follow an Angelic or Demonic path, using the associated Artifacts. Each path increases only one of the boosts. The Enhancement will become Angelic or Demonic +1, +2 or +3. Choose your preferred path but be aware that you will eventually upgrade both paths. You can see what each level of upgrading will do in Ulthane's Upgrade Enhancement menu.

When you reach the final level of upgrading, the paths will meet. This will fully upgrade the opposite path and provide the maximum level for both boosts. This level requires a unique resource, an Essence of a Chosen. These are obtained by defeating unique mini-bosses, the Chosen, which will be discussed in the walkthrough. One Essence can be purchased from Vulgrim but there should be no need.

It takes 12 of each Artifact to fully upgrade an Enhancement, along with one Essence of a Chosen.

Unfocused to +1 – 2 Artifacts,

+1 to +2 – 4 Artifacts,

+2 to +3 – 6 Artifacts,

+3 to Balanced – 12 Artifacts of the opposite type and 1 Essence of a Chosen.

RECOMMENDED UPGRADES:

NOTE THAT THIS IS HIGHLY SUBJECTIVE SO, OBVIOUSLY, FEEL FREE TO PERUSE THE LIST OF ENHANCEMENTS AND THEIR BOOSTS BELOW AND MAKE YOUR OWN CHOICES. THIS LIST IS A WELL-BALANCED SETUP THAT SHOULD HOPEFULLY SUIT MOST PLAYERS FOR THOSE WHO WANT A GUIDE.

This assumes that you use the Barbs as your main attack weapon with the Lance as the preferred secondary. In the walkthrough I include reminders to attach/move Enhancements with an eye to this final configuration.

The recommended setup, once everything has been collected/found is:

Barbs of Scorn - Fortifier. Increases health and adds damage output for the most commonly used weapon. Balance 3rd.

Chains of Scorn - Juggernaut. Mainly for the passive reduction to incoming physical damage. Balance 4th.

Lance of Scorn - Chaos. At Balanced, doubles your time in Havoc Form. Also provides health steal, especially if you land Arcane counters. Balance 1st.

Mallet of Scorn - Shade. For the passive reduction to incoming arcane damage OR Obscurus. Dodge benefit. Balance 6th (NG+).

Salvation - Enoch. Passively builds the Havoc Bar. Balance 2nd.

Edge of Scorn - Fafnir. Passively reflects damage back at the attacker. Balance 5th (NG+).

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The first time you upgrade an Enhancement unlocks:

Enhance!

Upgrade an Enhancement

Enhance!
1 guideOffline Game ModeSingle PlayerLevel

Fully upgrading an Enhancement to Balanced unlocks:

Can you restore the Balance?

Upgrade an Enhancement to Balanced

Can you restore the Balance?
1 guideOffline Game ModeSingle PlayerLevel

You also need to upgrade five Enhancements to Balanced. Unless you purchase Artifacts, this will occur during NG+:

Balance in all things

Upgrade 5 Enhancements to Balanced

Balance in all things
2 guidesOffline Game ModeSingle PlayerMissableLevel

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LIST OF ALL ENHANCEMENTS:

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You can find a list of all the Enhancements and their boosts at each level of upgrading here.

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ENVY AND MAKER'S FORGE:

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Start a new game on Story difficulty with Classic Combat (it's the easier mode) and, obviously, no Nightmare Mode (a one-life, save erasing on death mode).

Several cutscenes will play - you can watch them or skip by pressing and then holding cn_A.

You start off by landing in a suitably dramatic manner. Run up the stairs ahead where you will fight some some Swarm enemies. Attack with cn_X.

You can peruse the list of combos from the game menu. Press cn_start then cn_RT twice to reach the Move Sets menu. The Chain Cycle move, performed by holding cn_X is very useful. Fury will move through several single and area attacks. Great when you are surrounded by enemies. If you land the final attack without being interrupted, the targeted enemy will often be slammed down into the ground and rendered ineffectual for a moment. Once you obtain more weapons, use cn_RB and cn_LB to cycle through them on this menu. Don't feel you need to learn them all though. The game should be manageable combining basic cn_X and cn_Y button-mashing for the most part.

When the path turns left, there will be two Minions visible and another will crash through a barricade next to the bus. In general you want to draw enemies back, so you don't engage more enemies who may be waiting further ahead. That's the case here - try to fight these enemies one at a time and well back from the bus. One trick is that you can sometimes attract an enemy from a distance with an attack - just press cn_X and they will often come running over.

Rather than going directly past the bus, head behind the archways opposite. This way you can sneak up on a Ranged Sycophant and easily take it out.

Clear out the rest of the Minions in this area - there are another two prowling around. By the fire in the centre you can see a glowing orb, which indicates an item to be collected. This one is a Small Healing Shard. Walk near it and collect it with cn_B. Head around behind the rock platforms near the fire where you will find a bin up against the wall. Destroy this to find a Wrath Shard.

Now jump up those rock platforms you passed. You will need to double-jump, pressing cn_A twice. At the top, you will learn about using your whip to swing across gaps. As you jump you will see a marker on the Swing Point - at that time you can press cn_X to start your swing. The icon will appear and a metallic chime will sound. Then there is a dead-spot and if you press cn_X now you will perform an attack. Then there is a second chime. You must press cn_X during one of the chimes. If you perform an attack, let it play out and press cn_X again and you should still attach. It can also help to angle the camera up so you can see the Swing Point.

Swing across the gap into the short tunnel.

It may be worth a few practice swings here. Try to line yourself up so you will swing straight across the gap. It’s easy to get on an angle and swing off to the side which can be disconcerting. Always take a moment to line up your swings to make things easier. You are about to walk into a battle which has swings to be made under some time-pressure, so it’s a good idea to practice beforehand.

Turn left and walk into a conspicuously Boss-arena like room...

Here you are thrown up against the first Sin in the game, Envy.

Aside from a regular melee attack, Envy will jump up into the air and do a powerful ground-pound that sends out a shockwave - run away or jump as the wave approaches. The second attack to watch out for an eruption from the ground under you - Envy will raise her hand before this attack. Don’t dodge too soon! Remember to hold cn_LT to lock onto her so you can keep track as she moves around the area.

After depleting her health somewhat, she will slam down into the ground, knocking you to a lower level. Here Envy will be floating in the air. Find the platform in the corner and jump up. Jump up to the next one, then swing to make your way around the room. Try to be quick as after a certain amount of time Envy will release a powerful, undodgeable blast attack from the air.

The platforms and swings form a path around the room. From the final platform, jump in her direction and unleash a triple-cn_X attack, slamming her back to the ground. Take the opportunity for a few cheap shots while she is stunned.

Continue the fight. She will start double shockwaves. After taking some more damage, she will knock you down to a lower level. This time, look behind you to see a platform you can jump to and follow a similar path around the room. Look out for a double swing as you make your way to her.

Once you knock her down a second time she will start triple shockwaves. Once she is killed, a scene will play and you will unlock:

Green with Envy

Defeat Envy

Green with Envy
2 guidesOffline Game ModeSingle PlayerMain Storyline

For your efforts, you will collect the Talisman of Sin which will guide you to the other Deadly Sins. Notice that there is now a compass direction marker at the top of the screen which will be referenced throughout.

Just ahead you should see another glowing orb on the ground. This one is a Grand Lurcher Crystal. Remember to break these crystals when you get the merchant ahead to use as currency.

Jump up to the gap in the wall and go forwards. In the pool to the right is an orb with a Small Healing Shard.

Climb the platforms as they circle around the room upwards and proceed forwards. Your watcher will have a chat as you emerge into a ruined city area.

Head down the slope and follow the path until you reach the chasm. Use the pipe attached to the crane to swing across. The crane will come crashing down behind you.

Players of past Darksiders games might recognise the stone plinth in front of you. For reference, this is Haven: West End and it forms part of the fast-travel system which you will unlock shortly. Ignore it for now. On the right-hand side just past the Plinth you will see a metal bin at the base of a lamppost. Smash it to find a Small Healing Shard.

Proceed forwards, with a few Swarm in your way. There will be a Small Lurcher Clump to the left of the cars directly ahead. There is another behind the bus to the right, but watch out for three Swarm playing possum. It’s behind the small blue car.

Continue on, left from where you first came from, clearing out some more Swarm. (NG+ note: A Forsaken Demon will appear as you approach the opening to the building on the right)

You can head past the opening in the building to the east and down the path to grab a Medium Lurcher Clump – there are a few Swarm here and more will drop down from the right. You can’t access anything else down here for now, so go back and enter the building.

Collect the Healing Shard by the ramp on the left, then go to the right and you will find some stairs. Some Swarm will rush down as you ascend, if they haven't already attacked. Go up one level and then up the ramp to the right where you can find a more Swarm and a Medium Lurcher Clump at the end.

Drop off the edge here to land at the base of the ramp near the building entrance. Turn as you fall as more Swarm will attack from behind you. Clear them out and go around the corner to the right. Double swing across the gap and continue on.

You will drop down a few ledges and come across a green-lit hole in the far wall. Walk into it where Fury will crouch down and your view will change to first-person. These tunnels come in various designs but will be referred to as “Low Tunnels” in this guide. There is never any combat and only a single in the tunnels, which will be highlighted in the walkthrough.

After you exit the tunnel, the next room contains three Swarm, a Minion and an annoying Ranged Sycophant on the ledge at the back. Clear them out, then jump up to the Ranged Sycophant's ledge. Around to the right is a Small Lurcher Clump. Notice the purple clumps ahead which you will return to later.

Drop back off the ledge and find the ramp down in the north-west corner. In the next room, there are two Minions and a Ranged Sycophant over to the right and a large, sleeping Suffering enemy to the left. Drop off the ramp and head to the right. Clear the Minions and Sycophant, staying on this side of the room so the Suffering doesn't join the fight. In the far-right corner is a Medium Lurcher Clump.

With the other enemies dead, approach the Suffering to wake it. Work on your dodge timing and try to avoid its big hits. Just behind it is an orb with the Fortifier Enhancement. Grab it and press cn_start, then cn_RT to the Inventory page – you will be on your Weapons tab. You only have the Barbs of Scorn for now – press cn_Y to “Equip Enhancement” (this control is shown at the bottom of the screen). Select Unfocused Fortifier by holding cn_A, giving yourself and your weapon a boost.

To proceed, head through the broken wall into the building to the east. A Minion will be hiding behind the bookcase to the right, guarding a Small Healing Shard. Continue on to officially enter the Haven region.

If you stand at the edge, look back over your left shoulder to find a gap into the building there. A single Minion is hiding in the corner to the right. In the back right you can grab a Strength Shard. Smash the furniture on the left to find a Medium Lurcher Clump.

Exit the room and go directly east, to the rubble on the other side of the building. A large, flat light grey block creates a ramp leading up to the side of the building. At the top five to six Swarm and a single Minion will attack. Deal with them and follow the path around to find a Large Lurcher Clump at the end.

Now go back to the large tree root and head up. Clear a single Swarm who will drop onto the root and several more from inside the next building. Grab a Small Lurcher Clump by breaking the furniture before the broken wall on the right.

Continue forwards up the ramp. At the top, deal with two Swarm then look around to the left to find a barricade you can smash. Head forwards for a scene where returning Darksiders players will meet an old… friend?

Vulgrim is the game’s merchant and provides a fast travel system. Here you can feed Souls to level up, access his shop or use the Serpent Holes. After the scene, break all the crystals you have. Press cn_start, cn_RT once to the Inventory page, then cn_RB three times to the Crystals tab. Select your Lurcher Crystals and press cn_A to shatter a single one or cn_X to shatter all of a type. Once that's done you should have a little over 3,000 souls.

Now approach the stone plinth for Vulgrim to appear. cn_B will open his menu. Choose to Feed Souls. You can see the amount of Souls you have in the banner at the bottom of the screen (with a blue skull icon). The number of Souls required to level up is shown as a figure above the cn_Y prompt, in the format of 0/800.

You have well over 800 Souls so hold cn_Y to level up and earn an Attribute Point. You will be able to level up a few times. You can also feed souls to Vulgrim even if you won't reach the required amount for the next level - they will stay there until you gather more. Press cn_B twice to leave the conversation with Vulgrim.

Open your menu with cn_start. By levelling up you will have attribute points to spend, so hold cn_A to put it into Health, Strength or Arcane. An even spread is a good option. This unlocks:

First of many...

Spend an Attribute Point

First of many...
1 guideOffline Game ModeSingle PlayerLevel

This conversation also opens up the game's fast travel system, the Serpent Holes. For now, you just have two destinations – you passed Haven: West End earlier after you swung over the gap and collapsed the crane. This location is Haven: Skyscraper. In the Serpent Holes menu, cn_LB and cn_RB select the different regions in the game, where you can select the particular destination you want. You have to 'find' a Serpent Hole before you can fast travel to it. Don't travel anywhere now - exit out to continue.

Opposite Vulgrim to the south is a ledge you can jump up to. Go up the ramp a short way but look to the left where you can see a break in the wall you can jump to. Around the corner is a Medium Lurcher Clump. Return to the ramp and head up, jumping over the gap when you come to it. At the top, swing across to the opposite corner, being ready for a Swarm and two Minions on the far side. Destroy the furniture by the corner of the building here for a Small Healing Shard.

Down the ramp to the north is a single Swarm and a Large Lurcher Clump behind a desk. Grab it and head back up. Step out onto the next tree root. At the fork, go right to grab a Small Lurcher Clump by the web at the end before returning and going up the left path. Another Minion will rush down and attack.

Follow as the path peaks then descends and flattens out. There is something of an ambush when you reach the edge of the building. A single Minion will attack from the left, joined by another Minion and two Swarm from further along the root. You can grab a Medium Lurcher Clump from the rooftop around to the right, where a single Minion is hiding behind a barricade at the corner.

Follow the path across the tree root, jumping up to the left and around the corner. Jump to the top of the building on your right and you may be able to sneak up on a Ranged Sycophant. It will be joined by another two Minions once the fight begins.

By a corpse in the centre of the rooftop is a Large Lurcher Clump. In the south-east corner is a Blue Lurcher Demon floating around.

Drop off the rooftop on the east side and go down the levels to the right. In the bottom room you can spot a single Minion behind the wardrobe. Kill it and grab a Small Lurcher Cluster.

Jump back up and go to the north-west corner of the building. A small ramp at the corner aligns with a Swing Point. Swing across the gap, toward the big tree, then go up the stairs.

You will come across another Vulgrim location – you should have enough Souls to level up again. This Serpent Hole is Haven: Maker’s Forge.

A NETHER FULL OF WRATH:

Home

Go up the nearby ramp into the tree for a scene with the guardian of Haven and another old friend – Ulthane Blackhammer. You will receive a quest to save humans and the means to do it - The Bridge Stone.

To progress, step onto the floor plate in the centre of the wooden elevator just ahead after the scene. Ride the elevator down.

In the next area, you should fill your Havoc Bar - the spiral in the top left will change to a Demonic face. Resist the temptation to use it as there is a tough battle coming up that you want to save it for.

Step out into the large area – this is the Crossroads, a fairly central hub from which you will access the other areas of the game. Find the Vulgrim Plinth just to your right – Haven: Crossroads. (NG+ note: Just to the east of Vulgrim a Forsaken Demon will appear in the direction of the Ambulance)

There is an Angelic Artifact by a corpse leaning against the second concrete barrier straight ahead as you enter – watch out for the Minions patrolling the centre of the area.

Just beyond is a bus shelter. Behind it you can destroy a dumpster for a Small Healing Shard.

From the bus shelter, head to the nearby wall to the west and jump up to the north. Two Swarm will attack. Continue to follow this wall. When you jump up a second time, you should see three or four Swarm on the wall ahead – they will drop down and attack. Below them is a Sliver of Adamantine. Continue following the wall, turning along the back of the area.

When you come to a shrine at the base of two large engraved rocks, two Swarm will attack. This will be roughly opposite the Vulgrim Plinth as you will have looped around the area. On the shrine is a Fortification Shard. Jump up to the left of the rocks and you will see a Medium Lurcher Clump on a rock platform. Look over to the right (east) to see a Suffering clinging to the wall. Approach and it will drop down and attack, being joined by a single Swarm.

In the alcove underneath the Suffering's perch you will find a Sliver of Adamantine.

Go back to the engraved rocks/shrine and head down the ramp to the west, going back to where you started. At the bottom, turn left and follow the wall. You will find a Small Lurcher Clump. Look a little further to see a Ranged Sycophant on a rock; there is another regular Minion down behind it. Take them out.

Continue to the east where you can see two Minions by a campfire.

Once they are dealt with, go to the north-east corner. Break down the barricades and grab a Large Lurcher Clump behind them. Now go to the south-east corner for a fight with an Alpha Sloth Minion guarding a Small Lurcher Cluster. The enemy will drop a Sliver of Adamantine.

With the enemies cleared out, make a short detour back to Ulthane. You have enough resources to upgrade your weapon. Return to the wooden elevator and step on the floor plate to move it back up. Talk to Ulthane and choose to upgrade your weapons. You only have the Bards Of Scorn right now. Hold cn_A to upgrade it once to +1. Aside from a slightly better weapon, this unlocks:

Just the start

Upgrade Any Weapon

Just the start
1 guideOffline Game ModeSingle PlayerShop

Remember to periodically return and continue to upgrade your weapons when you can. Ignore the option to upgrade enhancements for now - save your Artifacts until you have the better enhancements to upgrade.

Take the elevator back down and at the bottom, step off the plate and back onto it again. Hop off the elevator as it starts to go back up. Once it is clear, you can grab a Medium Lurcher Clump at the base of the elevator shaft. Feed your souls to Vulgrim nearby.

Go back to the wrecked bus near the campfire over to the east. There is a hole by its west side. Grab the Wrath Shard just next to the hole then jump down into the Nether.

Crossroads: Nether Entrance

A scene will play and you will automatically save your first Human (01/20) to unlock:

Helping Hand

Save a Human

Helping Hand
2 guidesOffline Game ModeSingle PlayerMain Storyline

The only accessible path is through the low tunnel straight ahead. Follow it to a large room. To your left is a hole in the wall with a Vulgrim Plinth inside. It is Nether: Hatchling Cesspool.

Drop down into the first pit and kill the two Chain Spiders. At the far end of the pit there are three Mosquitoes on the right wall - they will attack when you get close enough. Jump back the way you came and now follow the railing, jumping over the gap. The large eggs here will hatch some pesky Baby Chain Spiders. There is a Medium Lurcher Clump by the corpse.

Continue along the railing, clearing a few more eggs/spiders. One of the eggs at the end can be destroyed to reveal a Small Healing Shard.

Now jump into the second pit. Kill the first Chain Spider and when you go near the orb another will drop in. Grab that orb for a Large Lurcher Clump.

Return to where you came from and swing across the second pit. Head up the ramp and through to the next room. Destroy the boxes to your left to find a Wrath Shard.

Follow the path or just drop off into the lower area. Kill the three Chain Spiders down here. By the south-west column there is a Sliver of Adamantine and by the north-east column is a Medium Lurcher Clump. Exit the pit via the platforms to the east, then turn around and double swing across. Remember to let the swing complete before jumping to the ledge at the far end; if you try to pre-empt it, you won't make it.

Continue along into another room. There will be a couple of Minions here and a Chain Spider will jump in too. Once they are clear, destroy the egg to the left of the entry for a Small Lurcher Clump. Look between the 1st and 2nd vats on the left side to find a corpse with a Medium Lurcher Clump. Approaching the orb by the eggs in the back-right corner will spawn three Baby Chain Spiders. Collect a Large Lurcher Clump here. Finally, destroy the metal barrel in the back-left corner near the exit to reveal a Small Healing Shard.

Proceed into the tunnel and down the stairs. Destroy the cocoons in the tunnel here to find a Havoc Shard.

When you reach a ledge looking over a room below, wait until the Minion down there walks up the stairs opposite (it may already be up there). Look down to the left to find a partially hidden Ranged Minion waiting there. You can drop down on top of it and take it out before the other one returns.

Climb the stairs, deal with the second Minion and grab the Small Lurcher Clump at the top.

Go up the next set of stairs and you are introduced to a new mechanic. There will be a Bomb Bug here. If it is not already, grab it with cn_B and take it over to the orange puddle on the ground (you put it down again with cn_B). It will follow you if you get near it so you can also just lead it to the puddle. The bug will start slurping it up, bloating it and making it glow. Pick it up again and throw it at the cobwebs, igniting them and clearing the way. Press cn_RS to enter aiming mode and cn_RT to throw. If you hold onto a charged Bug for too long it will explode, causing you damage, so it's a good idea to enter aiming mode and line up your shot before picking up the Bug. The Bug will respawn if you mess this up.

Jump down the hole and proceed down the large staircase. Cautiously bait the Minions down here. Initially there will be two with another four waiting ahead (NG+ note: Towards the end of the station when you approach the chasm, a Forsaken Demon will appear). Try to attract then one or two at a time so you don’t get overwhelmed. Just before the train carriage that sticks out across the passageway there is a bin in the centre to destroy for a Small Healing Shard.

Destroy the blue bin at the end of the seats on the right side to find a Small Lurcher Clump. Opposite you should see a Medium Lurcher Clump by a corpse.

Turn left at the end (after eyeing Sloth across the chasm) to find a Vulgrim Plinth ahead. This is Nether: Splintered Station.

Head into the subway station next to Vulgrim to proceed. Drop down to the tracks and kill the Chain Spider at the south end. Look around the corner here to find a Medium Lurcher Clump. Proceed to the north end where you will fight another Chain Spider and some Mosquitos. You should see a Sliver of Adamantine at the end.

Jump back up to the platform. A Bomb Bug should be wandering around up here. Pick it up or have it follow you. Enter the tunnel in the east wall and go down the path. You will see an orange node hanging from the roof – jump and hit it. It will fall and create an orange puddle. If the Bug has followed you, it should immediately rush over to the puddle.

Leave the Bug there for a moment and go down the ramp to the south. Take out the Alpha Sloth Minion here and go through the low tunnel. At the end you will find Human (02/20) and another Sliver of Adamantine.

Backtrack to the Bomb Bug and throw it at the web to clear the way. Head through and when you drop down into a round arena, a mini-boss attacks; the Brood Mother. This nasty looking arachnid melees hard up close and releases smaller Brood Bugs that will rush you and explode near you. The Brood Mother can also charge at you.

Fight as normal but when the Brood Bugs appear, bait them into exploding and dodge away. Keep an eye on the Brood Mother while you do so as she may take the opportunity to line up a damaging charge.

You have another Boss battle coming up, so try to avoid using Havoc Form if you can.

The orb in the small alcove she came from is a Rejuvenation Core. These increases the amount of health you replenish every time you use a Nephilim’s Respite by 75. As this is your first one, you will unlock:

Increased Vigor

Upgrade Nephilim's Respite Healing Amount

Increased Vigor
1 guideOffline Game ModeSingle Player

There is a Frenzy Shard visible by the central obelisks. If not already done by the Brood Mother, you can destroy the northern obelisk with an orange bug to will reveal a Small Healing Shard. You will need to smash the orange node hanging near the web door to be able to charge your Bomb Bug.

Destroy the web door with a Bomb Bug. Grab another Bug before it has reached the orange puddle (before it is charged). Proceed into the tunnel behind the web door and follow it around. When you reach another Bomb Bug at an orange puddle, drop your bug there, so there are two charged bugs ready to go. Go back down the tunnel a short way and destroy the cocoon to find a Small Healing Shard.

Up on the level with the Bugs, the cocoon closest to them has a Small Healing Shard (don't swing your whip too close to the bugs or you will hit and explode them) and there is a Medium Lurcher Clump hidden by the cocoons at the back.

Now for a timed event. Red webs can be burned like normal but will replenish after a short time. You need to throw a Bomb Bug at the red web nearby, then grab the 2nd Bug and sprint through before the red web returns. Quickly throw the second Bug at the regular web to the left here (you can see this through the red web so have a look before you start so you know where to throw). Remember that these Bugs will explode if you carry them for too long, so make the second throw quickly. Drop off the ledge to the right and repeat the process if you need to try again.

Once successful, smash the Blue Lurcher Demon near the ledge here for some more Souls.

Now follow the ramp down to the east behind the web, swing across the gap and approach the ledge for a short scene. You find yourself up against Wrath, who is a tough opponent but a fairly traditional one. He telegraphs his attacks clearly so be ready on the dodge. He has a standard set of attacks – melee, jump and charge attacks - although slow sword swings seem to be his preferred attack.

Now is a great time to use your Havoc Form! You will replenish some of your health in Havoc Form so consider fighting normally at the start of the battle and when you take some damage activate Havoc Form with cn_LB and cn_RT. You are invincible in Havoc Form but hits reduce your Havoc Meter - wail on Wrath as much as you can when it is active.

After his health is down, a cutscene will play out. When you regain control in the new area, smash some Skeletons. After killing several of them, another scene will play out. The Lord of Hollows gives you the Flame Hollow. At the end of the scene you will unlock:

Fight Fire with Fire

Collect the Flame Hollow

Fight Fire with Fire
1 guideOffline Game ModeSingle PlayerMain Storyline

Once you are back in control, turn around and run past the Lord of Hollows. On the east side of the platform is a short bridge down to a Vulgrim Plinth. This is Hollows: The Lord of Hollow’s Chamber.

You can turn Flame Hollow (or any other Hollow) off by holding cn_LB or select it by holding cn_LB and cn_B. With Flame Hollow you can perform Flame Jumps by holding cn_A and a Flame Attack by holding cn_Y. You also get a secondary weapon, the Chains of Scorn. You use these by pressing cn_Y and they can be used in combos with your Barbs of Scorn.

Now that you have a new power, the next page will involve backtracking to grab some loot you couldn't access before.

Expect to be around Level 8.

Talk to Vulgrim and use the Serpent Holes to travel to Haven: Skyscraper. Jump up to the nearby ledge and take the path up. After you swing across the centre of the building and exit onto the tree roots, take the right path. Burn the web at the end with a Flame Attack and grab a Sliver of Adamantine just inside.


Follow the path forwards through the building. When you turn right and are faced with another web, turn around and look up to see a red node hanging from the roof which you can dislodge with a Flame Jump. It will drop a Small Lurcher Cluster.


Now burn that web and exit the building. In the middle of the root here is a Medium Lurcher Cluster. Cross the root and enter the tunnel. Continue until the path ends – some Swarm may appear here. You will have killed them earlier so they will only be here if you have died, causing all regular enemies to respawn. Grab the visible Angelic Artifact at the edge. This is a funky area - it may appear like there is nothing there but if you walk right to the edge, the orb and enemies will magically appear.


Turn around and go back the way you came. At the first tree root you cross, look over the side to the left (north). You will see an orb down below. Drop off and collect a Demonic Artifact.


Drop off the east side down to a lower platform with a Sliver of Adamantine. Ignore the low tunnel here for now.


Drop down again to find yourself right back where you fought the first Suffering. Clear the enemies if they have respawned. On the west side here is a red web to burn through. Inside you’ll find a Demonic Artifact.


Exit and go across the clearing, enter the building to the east and follow the path until you come back to the Haven: Skyscraper Serpent Hole.


Fast travel to Haven: Crossroads. Drop into the Nether via the hole next to the bus over on the east side. You can now burn the red web here. Head forwards and jump up the platforms into a room. Jump up once to the west, then look back to the north-east to see a floor you can jump up to, above the hole you just entered from. There is a Medium Lurcher Cluster up there.


Follow the path up the ramp to the north-west and continue until you come across a Demonic Artifact on a floor overlooking the Crossroads. Leap off and return to Vulgrim. Use the elevator nearby to get back up to the Makers Forge - you'll need to use the lever to call it back down.


Inside the Forge, ascend the wooden walkway to the south. Go all the way up, then cross over the top of the area and outside to the east to find a Swing Point. On the far side, grab the Large Lurcher Clump then Flame Attack the web.


Follow the path through the building and out onto a large root. Immediately look to the left to see a pair of swing points. Swing to the next root and turn right to descend. Inside the building, ignore the root leading back up for a second and go left. Jump up to a ledge here to grab a clearly visible Sliver of Adamantine.


Now ascend the tree root. Flame Jump at the top to continue. A Sycophant will attack from the left. Follow the path this way and clear the next room – there will be a pair of Minions and a Cloaked Sycophant – this appears as a shadowy haze until it is hit. Draw the Minions back and deal with them, then go as far as the fire in the corner. Look east and you will see the Cloaked Sycophant before it attacks you.


The barrel in the south-east corner of this floor has a Healing Shard in it.


Turn left and jump up the floors twice. Look to the right on this floor to find a Demonic Artifact. Jump up to the next floor and smash the barrels straight ahead for a Medium Lurcher Cluster.


Jump up to the left and again to the left, where a Ranged Sycophant and a regular Minion will attack. Follow this floor around and smash the barriers in the corner to reveal a Human (03/20).


Look south then jump down to the small ledge for a Fragment of Adamantine.


Cautiously drop down to the bottom here. Either land on a platform half way down or combine double jumps, Flame Jumps or even a Gravel Grinder move (hold cn_RB). If you just drop you will respawn and lose a chunk of health.


Backtrack to the Forge – out onto the tree root, swing over to the other root and back through the building. Swing back over the gap and descend the wooden walkway.


Use the Serpent Hole outside to travel to Nether: Splintered Station. Follow the path you used before - into the nearby station and through the gap in the east wall. Go down the ramp by the orange puddle and into the low tunnel. Burn the web and go through. Drop down once and deal with some Mosquitos. Above the pool on the south side is a red node with a Medium Lurcher Cluster. Drop down again to fight a Spider Demon and a Chain Spider. At the far end you can find an Angelic Artifact.


The Flame Jumps to get out of this area can sometimes be quite difficult - keep trying at different sections of the wall, or running towards the wall as you jump rather than statically from the base, and you will eventually make it. Go back to the orange puddle.


Take the tunnel to the north of the orange puddle. Follow this path all the way to the area where you fought Wrath. You can cross over the Brood Mothers area. No need to worry about webs this time - jump up the other side and the ramp you want is on your right. When you arrive at Wrath's arena, notice the three rock columns on the far side. Behind the middle one you will find an Angelic Artifact. Jump up the ledges to the south where you can see a Large Lurcher Cluster.


Follow the tunnel behind it. When you drop down into a room you will face several regular and two Armoured Skeletons - these can block your attacks. Use a charged Hollow attack (hold cn_Y) to get past their block. In a small room to the south is a Fragment of Adamantine. In the south-east of the area is a red node on the roof with a Large Lurcher Cluster. Go to the north side of the room. Smash the sarcophagus in the centre for a Medium Lurcher Cluster. In the south-west corner, smash a small pot by a stone shelf for a Healing Shard.


Leave the room to the west and grab an Angelic Artifact by the edge, then go down the path to the left. Drop into the lava (with Flame Hollow!) and deal with a Lava Abomination and Lava Brute. Watch out for the Brutes 4-swing combo. When it’s killed, its body will shake for a moment then explode so dodge clear. You'll walk painfully slowly in the lava but you can dash (cn_RB) to speed things up a bit.


At the east end is a Piece of Adamantine by a corpse - a second Lava Abomination will appear as you approach this. Near the rock column in the middle of the lava is a Large Lurcher Cluster. Behind the rock column, to the north-west, is the Marauder Enhancement. Attach it to your Chains of Scorn for now but this is not one of the recommended Enhancements to upgrade.


Wade over to the south side where you can see some ledges to climb up. At the top you can find a Demonic Artifact. Drop off here and you will land next to a Large Lurcher Clump.


On the right you will find Vulgrim at Hollows: Blistering Bridge. Smash the pot in the small room to the left of Vulgrim for a Small Lurcher Clump. Shatter all your Lurcher Crystals and you should be able to level up to around Level 13 here.


Now you can use the Serpent Holes to travel back to Hollows: The Lord of Hollow’s Chamber to resume the story.

------------------------------------------------------------------------------------------

EXPLORING THE HOLLOWS:

Home

From Hollows: The Lord of Hollow’s Chamber, make sure Flame Hollow is active and jump down into the lava. Remember you can dash to move faster.

Head west under the platform the Lord of Hollows is standing on. On the south side is a small ledge where you can grab your first Luminous Visage (01/16) next to a corpse. Refer back to the General Hints & Tips page for more about these very useful items.

From now on, be very careful when breaking Lurcher Crystals. Remember the warning about accidentally shattering Luminous Visages. Double check every time you shatter anything in your inventory!

On a small rocky island out to the north of the area is a Fragment of Adamantine. Climb back up using the ledges behind the Vulgrim Plinth. You will need to Flame Jump out of the lava. Go up past the Lord of Hollows and proceed to the red web up the steps to the west.

Use a Flame Attack to get through. Being a red web, it will recharge eventually.

Proceed through the lava pit and use your Flame Jump to ascend up to the ledge on the right past the lavafall.

Follow the lava flow to the left and around to find a Small Lurcher Cluster. Go back and follow the lava to the other side where you can grab a Large Lurcher Clump in the corner past the top of the lavafall.

Return to the central area and Flame Jump up to the north. Step on the floor plate here to rotate the alcove ahead. Step inside when it stops and let it rotate back so you can continue forwards. You will be back at Hollows: Blistering Bridge.

Hit the crystal on the engraved figure in the depression in the centre of the room to open a doorway behind it. Enter and kill the Skeletons in here. Smash the skeletal bones on the right side to find a Fortification Shard.

Head down the ramp and carefully bait the Skeletons a few at a time, watching out for a single Armoured Skeleton. Not far down on the left near a gravestone is a Small Lurcher Cluster.

Follow the platforms until you reach a rock archway with a swing point in it. Look over the right side to see an area you can drop down to. Two Lava Abominations will emerge from the lava here. By a corpse on the rock ledge is a Demonic Artifact.

Flame jump back up to the path and double swing across the gap. A few more Skeletons will be waiting for you here, with a Small Healing Shard to be collected from a bone pile. Flame jump up to the platform to the right.

A Lava Brute awaits up here. On the platform there is a Sliver of Adamantine on the right and a Small Lurcher Clump in a bone pile to the left.

The bridge to the left must be raised from the other side so ignore it for now. To open the gate nearby, Flame jump up to the crystal above it - as long as you're close the flames will activate it. Once the gate is open, climb the stairs ahead.

In the room at the top there are several regular Skeletons. Near the first column on the right you can find a Medium Lurcher Clump if you destroy the items there. At the base of the statue straight ahead you will find an Invigoration Core. This gives you an extra Nephilim's Respite and unlocks:

Increased Capacity

Upgrade Nephilim's Respite Capacity

Increased Capacity
Offline Game ModeSingle Player

There is a Vulgrim Plinth in the alcove in the south-east corner – Hollows: Antechamber. Cautiously head to the stairs beyond the archway opposite. You will see a Skeleton Archer up ahead, but there is a regular Skeleton hiding to the left. You can attract it's attention and run back to the room so you can deal with it without the Archer raining arrows down on you. Then rush up the stairs and deal with the Archer.

Go back down the stairs and drop into the lava pool. Walk behind the lavafall down here to find a Demonic Artifact. This spawns a Lava Abomination outside. Kill it then jump up and climb the stairs to continue.

In the next room there will be some praying Skeletons. Ignore them initially and look for an Archer on a slightly raised ledge around to the right. Target it first then clear out the others.

There is a “Chosen” enemy nearby. If you have opted to play on anything higher than Story Difficulty, I don’t recommend fighting it now as you’re under-powered and it’s a tough battle. On Story it should be manageable but feel free to skip it until later. The guide will prompt you to return but the information is here if you want to give it a go now. You will eventually need to beat at least 4 of the 5 Chosen for crafting materials.

Head up the stairs to the west and smash the pots on the left side, revealing a low tunnel. Go through, where you will find a Sliver of Adamantine by a corpse. Use the lever just past it – if you look through the window ahead a wall should rise up. Exit out the way you came, across the room where the praying Skeletons were and look to the right to get to that opened wall.

Destroy the pots by the small lamp here for a Small Healing Shard. Head up the stairs to meet the first Chosen, the Flame Warden. This guy hits hard (something of a theme in Darksiders 3?). Its attacks are telegraphed so dodge, dodge, dodge. It will teleport away so be ready to dodge when it returns.

Remember you can come back later on if you are struggling – this is a tough fight so early in the game. Once it is down, it will drop an orb containing Essence of a Chosen. Collecting it unlocks:

One Of the Chosen

Collect an Essence of a Chosen

One Of the Chosen
1 guideOffline Game ModeSingle PlayerCollectable

There is also an Angelic Artifact to collect from the corpse at the back of the room and a Large Lurcher Clump in a pot around to the right from the entrance.

Go back to the room with the praying Skeletons to continue.

Hit the crystal on the south wall. This opens the wall to the north.

Walk into the lava stream on the right and follow it south to the lavafall for a Small Lurcher Cluster. Watch out for a single Lava Abomination who will emerge from the lava behind you.

To raise the bridge, you need to hit the crystals on either side of the room. To do so, stand on the stone disc in front of the statue on the left of the room, below the red webs on the wall. Flame jump up and you will ignite the webs. As the flame crosses the webs towards the left crystal, quickly dash back over the lava stream and hit the right crystal with a regular attack. If done correctly, the crystals will turn red and the bridge will rise.

Cross the bridge (NG+ note: A Forsaken Demon will appear on the far side of the bridge) and destroy the pot just to the left of the fire lantern ahead for a Wrath Shard. Take the path to the right and fight the Skeletons here, including a single Armoured one.

Head across the next room to the opening where you can see a large statue. Outside, turn left and jump across the gap. Look past the entry in the wall here to find a Skeleton Archer on a small ledge. You can either jump over and deal with it from this side or go into the room behind it and attack through the window - a regular Skeleton will spawn when you enter that end of the room.

In the centre of this room, opposite the entry, is a bone pile next to a lantern holder - destroy the bones for a Small Healing Shard.

Go to the east end of this room to find a Frenzy Shard by a corpse. Head back outside and look straight ahead to see a section of staircase you can jump to with a Small Lurcher Cluster on it.

Go back inside and find the low tunnel at the west end. Head through to a large room with some Skeletons who will animate when you get near them, an Armoured Skeleton and Skeleton Archers at the far end and on the alcoves above. Clear out the enemies on the ground level – if you stick towards the west side, the Archer above can’t target you.

You can come back to loot the ground floor once the upper levels are clear. Stand on the table in the middle of the room, below the Archer on the west wall and Flame Jump up to it. It’s guarding a Large Lurcher Clump. Kill it then look across the room. Jump to the opposite side and collect souls from the Blue Lurcher Demon.

Staying on this side of the room, jump to the alcove to the south. Smash the sarcophagus here to find a Large Lurcher Clump.

Flame jump up to the next level. Go along this same side to the north end where you can find a sarcophagus with a Sliver of Adamantine. Jump up to the next level where another annoying Skeleton Archer awaits, directly above you. Jump to the central alcove on this side and smash the sarcophagus to find a Large Lurcher Clump.

Jump over to the southern alcove on the west side. This sarcophagus contains a Large Lurcher Clump. At the north end on this side is a little cave behind the alcove with a Demonic Artifact.

Finally, the tier below this one was skipped because of the Archer, so drop down one level and over to the central alcove, staying on this side. The sarcophagus holds a Small Lurcher Clump.

You can now drop down to the ground. On the west the sarcophagus in the southern alcove holds a Medium Lurcher Clump. On the east side, the northern alcove has a sarcophagus with a Small Lurcher Clump.

Find the hole in the central alcove on the east side and jump down into some lava. Follow the path and when you come to a room destroy the pots at the far end for a Thorn Shard. Flame jump up to destroy a red node hanging from the roof for it to drop a Small Lurcher Cluster.

Head down the stairs and continue up the other side. To the left there is a Medium Lurcher Cluster. Go back downstairs and enter the room here to find Vulgrim at Hollows: The Catacombs.

THE PATH TO AVARICE:

Home

Just past Vulgrim to the right is a crystal sword in the clutches of a statue. Hit the sword to open the gate and cause the sword to drop. Pick it up and head through. You should recognise this room from a few moments ago.

Looking ahead you will see that there are two statues at the base of the stairs. The one to the right already has a sword, so approach the one to the left and place the one you are carrying with cn_B.

Now stand between the two and quickly hit them both. This will raise the gate ahead. Continue up to the top of the stairs. You will find three statues but only the central one has a sword.

Start by heading around to the right. Clear out the Skeletons, including two Armoured Skeletons. Ignore the passage in the corner and continue around the side of the room. Grab a Medium Lurcher Clump in front of the gate on the right wall. Take the stairs down to the bottom of the area and kill the Skeleton Archer and Lava Brute down here – remember to watch out for the Brute’s explosion as it dies.

At the base of the large central statue here is a Luminous Visage (02/16). Wade into the lava on the west side and beside the corpse you can see at the base of the column closest to the lavafall you will find a Large Lurcher Clump. Now go through the lavafall and grab a Medium Lurcher Cluster by the gate behind it.

Some Skeletons will appear as you loot the area behind the statue. When you grab the Large Lurcher Clump in the second sarcophagus on the left, a Skeleton Archer appears over to the left. When you run over there, a regular and an Armoured Skeleton appear nearby. The last sarcophagus on this side has a Havoc Shard.

With the ground level cleared, head back up the stairs on the right (south) side, going all the way to the top. Stand on the floor plate here for the alcove ahead to rotate. Go through once it’s turned.

Destroy the pot on the right side just past the statue for a Wrath Shard. Continue on around the corner. At the far end behind the bone piles you can find a Healing Shard.

Now back up just a little and drop down into the room to the west. You will be attacked by a good number of Skeletons. As you whittle down their numbers two Archers and an Armoured Skeleton will join them. Prioritise these targets once they appear. Keep moving and dodging and this shouldn’t be a tough battle.

Now to loot the room – all the loot here is in sarcophagi around the edges of the room. In the south-east corner, on the south wall, destroy the sarcophagus for a Demonic Artifact. The south west has a Large Lurcher Clump. The north west contains a Sliver of Adamantine. In the east wall to the north is an Undying Shard.

Stand on the floor plate in the centre of the room to turn another rotating alcove and use it go reach the next room. Grab the sword here and use Flame Jump to hit the crystal above the gate on the far side to open the gate and exit.

Go back up the steps on the south side and back to the three statues. Place the sword in either empty statue - it doesn't matter which.

From here, go north. Go through the open gate to the west at the corner to find an Elite Skeleton. Deal with it and it will drop a Sliver of Adamantine.

There is a Small Lurcher Clump in the pots on the wall here. Continue on and you will see a low tunnel below the broken stairs. There is a Sliver of Adamantine at the end.

Backtrack to the main room and proceed along the north side to find another rotating alcove and floor plate at the top of the stairs. Head through and kill the two regular Skeletons. At the base of the statue they were praying to is a Large Lurcher Clump while just past it you can destroy some pots for a Small Healing Shard.

In the next room, knock down a red node from the roof for a Large Lurcher Clump.

Proceed along the tunnel until you reach some stairs heading down into a large room. Look left at the top of the stairs and destroy some pots to reveal a low tunnel. At the end, jump up once then Flame Jump up again. Follow the water around to the left to find a Small Lurcher Cluster near the corpse beside a grate.

Drop down to the east and proceed into another room. Clear the few visible Skeletons in the main area, but don’t go too far towards the north-east corner. You will see an Elite Skeleton waiting there. Try to kill all the regular enemies before engaging the Elite. There will be two sitting in the south-west corner and an further three will emerge from the bone piles in front of the Elite.

The Elite will drop a Sliver of Adamantine. In the south-west corner is a Large Lurcher Clump. Near the gate in the west wall is a Small Lurcher Cluster and in the alcove where the Elite was standing is the Chaos Enhancement. Put this on your Chains of Scorn.

Flame Jump to hit the crystal above the gate to exit. You will be in the large room from earlier, before you took the detour through the low tunnel. Take the stairs up to the right, heading north.

There will be another Armoured Skeleton at the top. Go around and you will end up on a ledge overlooking the room with a Swing Point right ahead. Use it to swing across and when you reach the red web at the end of the swing, do a Flame Jump to set it alight. The flame will spread along the web, eventually dropping an orange puddle on the floor to the left of the gate.

When you land, kill the two Skeletons – one regular and one Armoured.

In the north-west corner of the room there is a small alcove with a Sliver of Adamantine in it.

Get the Bomb Bug that’s in the room over to the orange puddle to charge it. Leave it at the puddle.

To the left of the bug you will see a red web on the wall. You need to set this alight with a Flame Attack at the very left (east) end, closest to the stairs, then dash to the floor plate in the centre of the room quickly. The plate rotates an alcove above the gate and reveals a crystal.

The flame will run along the web, ignite the bug and set the other web alight, then travel up the wall to the crystal and activate it, opening the gate.

In the hallway past the gate, look to the left side where you can run up to a side ledge – there is an Angelic Artifact partially hidden up here. Climb the stairs to find another pair of Skeletons, one regular and one Armoured.

Burn the web on the left to reveal a pot hiding a Small Lurcher Cluster. A floor plate is hidden behind the web on the right. Use the plate to get through the rotating alcove and grab the 2nd sword ahead. Flame Jump to activate the crystal above the gate and head back into the main room.

Return to the statues and place the sword. Do a Chain Cycle attack (hold cn_X) so you hit all three swords, causing the large central statue to rotate and extend its arms. Head south and at the corner go up the stairs to the right and follow it up. When you reach the top and the stairs lead back down the other side, look to the right where you can step out onto a ledge and drop onto the statue's arm.

Run forwards into the statues head and Flame Jump up. The circular room here has only one exit so head into the tunnel there.

After a short and disturbing scene, kill the three Avarice Children. Grab a Small Lurcher Cluster by the corpse where the first enemy was.

Head up the ramp and Flame Jump to the ledge at the top. At the north end of this ledge, look up to see a pipe you can swing from. Flame Jump up, then swing across to a smaller ledge. Now swing back across using the same pipe and at the end of your swing do a Flame Jump to reach a higher ledge where you can exit the room.

Drop down and you will find Vulgrim at Nether: Accessway.

The Chaos Enhancement is the first you want to upgrade. Travel to Haven: Maker's Forge and upgrade it to Demonic +2. This increases the duration of your Havoc Form, which will be immensely useful, and will also return some of the damage you inflict with your Chains as health. As this is your first upgrade, you will unlock:

Enhance!

Upgrade an Enhancement

Enhance!
1 guideOffline Game ModeSingle PlayerLevel

Go back to Nether: Accessway.

Continue into the tunnel to the east of Vulgrim. Drop down and quickly destroy the barrel to the left to get to a Small Lurcher Clump. The Avarice Children on the bridge ahead will start throwing explosives at you so don’t loiter too long.

Drop down and run forwards around the corner. Drop down again and grab the clearly visible Sliver of Adamantine (NG+ note: A Forsaken Demon will appear when you land). Jump back up the way you came. Turn around so you are looking into the room. You need to jump around the room, all the while being bombed by those annoying Avarice Children… Fortunately, the black marks on the ground indicate the only places where the explosives will land.

Jump over to a platform on the south wall. The next platform is on the west side and from here you need to jump to a platform in the centre.

Continue across to another platform on the far wall. There is a Small Lurcher Cluster here. Turn left and jump across a smaller platform then one final jump to the ledge at the end. You can vent your frustrations on a single Avarice Child here!

Follow the path down and around a corner where you will see three barrels to the right. Smash these for a Healing Shard. Continue around the next corner and the path will rise. You will see an Avarice Child at the top and an orb in the middle. Be mindful of a tripwire in front of the orb. Jump over it to avoid the explosive trap and grab the Small Lurcher Clump.

Jump up to the top level. Up here you have to play chase with the Avarice Children who will run away and attack from afar. They can be hard to spot so use cn_LT randomly to target them when in range. Be careful of more tripwires up here – there are several scattered about and they do more damage than the Children's bombs. It's best to clear out all the enemies before collecting all the visible orbs in the room. Your Barbs of Scorn attacks can also set off the traps if you are too close.

Once the area is clear, start back at the ramp where you entered. Over to the south is a Small Lurcher Cluster and a Sliver of Adamantine.

Head west along the wall and beneath the dinosaur tail is a Wrath Shard, close to the dinosaur, and a Small Lurcher Cluster by the wall. Continue west to find a Thorn Shard in the corner. At the base of the large staircase is a Small Lurcher Clump. In the north-west corner is a Medium Lurcher Cluster. Beneath the dinosaur’s raised foot is a Small Lurcher Clump and finally, beneath the Jurassic head is another Small Lurcher Clump.

Climb the large stairs and jump the wire at the top. Head right into the next room where another two Avarice Children await, along with another tripwire. There is a well-hidden tripwire at the base of the next set of stairs. Climb those stairs and set fire to the web on the left up here. This releases a large hanging light in the main room.

Back-track to the top of the first set of stairs, so you are facing the dinosaur. Now you can use two swing points to get across to the scaffolding by the dinosaur. Once up there, carefully walk to its head to grab a Medium Lurcher Cluster.

Return to the scaffolding and Flame Jump up to the top of the large light. Jump across to the next one, then turn left. You can easily make the jump to the scaffolding to the south with a Flame Jump. At the edge of the scaffolding is a Fortification Shard.

Take the stairs down to the right – mind the tripwire at the bottom - for a fight with an Avarice Child and an Elite Minion. There is a Fragment of Adamantine at the back of the room and the Minion will drop a second.

Go back up the stairs and head east. Jump the first tripwire and then jump up to deal with the Avarice Child. Drop off the other side and grab the Small Lurcher Cluster underneath.

Continue on, jumping one final tripwire and descending some stairs. Go through the doorway to the right and down more stairs. Collect a Small Lurcher Clump near the tunnel to the right. Before entering the room to the north, grab a Small Healing Shard and a Small Lurcher Clump then talk to Vulgrim at Nether: Atrium of Greed.

When you are ready, head into the large room to meet the next Sin, Avarice. He is surprisingly agile, moving quickly and, as usual, hard hitting. Aside from his standard melee attack (single or a group), he will leap up to the top of the junk columns and throw things at you. After two or three throws he will leap into the air and try to ground pound you. As the battle progresses, he will grab items from the columns and use them as a weapon to swing at you in fast attacks.

As usual, be patient and try to time your dodges and maximize Arcane damage. Once he is defeated, you’ll unlock:

All That Glitters

Defeat Avarice

All That Glitters
1 guideOffline Game ModeSingle PlayerMain Storyline

After a scene with the Lord of Hollows, you will obtain the Storm Hollow and its related achievement:

Perfect Storm

Collect the Storm Hollow

Perfect Storm
1 guideOffline Game ModeSingle PlayerMain Storyline

You will return to Avarice’s arena. All the orbs in this room are in plain sight on the ground – be sure to check the corners if you can’t find one. There are 13 in total. You should find:

Luminous Visage x 1 (03/16)

Demonic Artifact x 1

Angelic Artifact x 1

Sliver of Adamantine x 2

Small Lurcher Clump x 6

Wrath Shard

Small Healing Shard

Once you’re got everything, make your way back to Vulgrim just outside. Expect to be around Level 18 by now.

Next is some more backtracking, this time to make use of your new Storm Hollow powers. Your first port of call will be Haven: Crossroads.

The Storm Hollow gives you the ability to Storm Glide. With Storm Hollow active (cn_RB and cn_Y), press and hold cn_A to Storm Glide.

Now that you have the Storm Hollow's weapon, the Lance of Scorn, consider rearranging your Enhancements. Move Chaos onto the Lance and put Marauder back on the Chains. Of these, continue to focus on upgrading Chaos along the Demonic path.

Starting at Haven: Crossroads, follow the left wall again and above the ledges where you jump up you will see a column of swirling wind – these will be referred to as Wind Storms. If you jump into one and activate a Storm Glide, you will be pushed all the way to up the top. It’s always a good idea to look up so you can see where you are headed.

Jump into the Wind Storm and use it to Storm Glide over to the ledge to the south. Remember to hold cn_A the whole time!

Go through the low tunnel here.

You arrive in a room with three Minions, two ranged and one standard, and a sleeping Suffering. The Suffering will be guarding a Fragment of Adamantine. You can’t do anything else in this room for now, so exit back out the low tunnel. Turn right and double jump into a Storm Glide across to another ledge to the south, above the Vulgrim Plinth. Follow this one around to find a Small Lurcher Cluster at the end.

Now return to the Wind Storm, ride it up and glide over to the higher platform to the north. There will be two Alpha Sloth Demons up here. This can be a tough fight but they will drop a Fragment of Adamantine each. At the edge on the left is a Demonic Artifact. A barrel in the centre to the left has a Healing Shard in it.

Go down the tunnel here to find a Vulgrim Plinth – you will go through a low tunnel then continue and double swing across a gap. When you land, turn around and drop back off the edge to a small platform on the south with a Small Lurcher Cache. Jump up and continue, diving into the pool and swimming underwater through a cave before you finally reach Scar: Gnarled Cliffs. You can’t go any further but this Serpent Hole will save a little time later on.

Now fast travel to Haven: Maker’s Forge. Remember to upgrade what you can. Sharing your upgrades between the Barbs and the Lance is a good tactic.

Exit the tree and go down the path opposite Vulgrim. Swing across at the bottom. Go south beside the building and when you go around the corner watch out for Minions and Swarm as you drop down, which may have respawned.

Cross the tree root and before it ascends hop off to the left and go around. You can see a Wind Storm at the edge of the building. Watch for the Minion hiding at the corner if it's respawned.

With Storm Hollow activated, jump towards the Wind Storm and glide up. You will be able to reach the ledge on the eastern building. There is a Sliver of Adamantine right on the edge there.

Go to the right and look in the building. You will see a Taskmaster patrolling and a Suffering clinging to the opposite wall. The Taskmaster can summon a clone that will die in one hit but inflicts damage like normal. Try to bait them one at a time, although the Taskmaster has a habit of just sending clones your way.

Cross this room and follow the path out onto a tree root and into the next building. Before you get to a ramp, smash some furniture on the left covering a doorway. The room behind contains a Small Lurcher Cache. Go back out and down the ramp, clearing out a few Swarm.

At the bottom ramp, before you drop down, look into the building below on the right where you can see a Cloaked Sycophant. When you drop down a Spectral Undead Angel will also appear. If you push the Sycophant back into the room to the south, the Angel may leave you alone for a moment so you can deal with them one at a time.

In the north-east corner is an Angelic Artifact. The desk in the south-east corner has a Frenzy Shard. Go to the south-west and stop at the top of the ramp – look east and up to find a hidden room you can jump up to. Inside is a Medium Lurcher Clump. Now head down the ramp and grab a Piece of Adamantine at the bottom.

Turn right and go down another ramp. Use Storm Glide to get across the gap. Save the Human (04/20) here.

Turn right and smash the furniture to proceed through the hole in the wall. This area has three Swarm. Two Ranged will be down below, while another Swarm could be up the top or down below. At the edge, swing across to the opposite side where you will find the Shade Enhancement.

Drop down to the watery central area and deal with the Swarm. In the south-east corner of the water is a Fragment of Adamantine.

Now for some flying! Out in the open air you will notice a series of five Wind Storms leading around to the left. This is easier than it looks. Jump out towards the closest one and hold cn_A. Don’t let go and just guide yourself from Storm to Storm around to the left until you reach the next building.

Two Swarm will drop in and there is a Teleporting Sycophant who may be here or on the next floor ahead. Grab the Medium Lurcher Cluster by the corpse on the lower floor. Jump up and smash the desk in the centre right to find a Small Healing Shard.

Jump up to the next building. This large area houses enemies. Try to bait them one at a time. A Cloaked Sycophant is straight ahead in the right-hand room. A Minion is waiting on the other side of the wall behind it (this one may be patrolling the area). Continuing this way, another Cloaked Sycophant is hiding in the north-west corner. The next Cloaked Sycophant is waiting on the south side of the building, in the central room. The last is a Ranged Sycophant, propped up on the remains of an upper floor above the previous Sycophant.

Once they are dealt with, grab a Medium Lurcher Cluster from the room where the 4th enemy was, under the upper floor. From here, head west where you can smash the barrier to the small corner room and grab a Piece of Adamantine.

In the north-west corner, where enemy #3 was hiding, is a Large Lurcher Cluster, and on the ledge above it is a Healing Shard.

From this ledge, Storm Glide over to the opposite building, which you should recognise - Maker's Forge is just up to the right. On the far side the building, swing over the gap and ascend to get to the Serpent Hole at Haven: Maker’s Forge.

Your next location is Haven: West End. Go forwards and around the corner to the left, all the way to the end. You may have seen the orbs over the chasm to the west earlier. Now you can Storm Glide over.

Glide over the chasm. The lower ledge has a Piece of Adamantine. Switch to Flame Hollow and Flame Jump up to the upper ledge and grab a Demonic Artifact. Switch back to Storm Hollow and Storm Glide back over the chasm again.

Go back to the previous Serpent Hole and travel to Hollows: The Catacombs. Turn around and go up the stairs to the west and continue up to the right (north). Go into the tunnel at the end of the room down to the lava pool (be sure to switch back to Flame Hollow!). Jump through hole in the ceiling at the far end. In the room with the alcoves above, find the exit in the north-east corner.

Go through the low tunnel and out the doorway, where you can jump onto the section of broken stairway. Storm Glide over to the north, using the Wind Storms to boost your glide and reach a platform there with a Small Lurcher Cluster.

From this platform, look to the east to see a pair of Swing Points. Go over and deal with a single Lava Abomination. Just to the left of the lavafall by a corpse, somewhat hard to spot, is the Enoch Enhancement. Put this onto your Chains of Scorn.

Now retrace the path to get back to the Serpent Hole. Travel back to Nether: Atrium of Greed to resume the story once more. At this stage you should be around level 21.

------------------------------------------------------------------------------------------

TO THE CISTERN:

Home

There's an achievement for killing a total of 666 enemies of any type. This may unlock any time from here, depending on how often enemies have respawned. It will certainly unlock before the end of the campaign so there is no need to farm kills:

Devil's in the Details

Kill 666 Enemies

Devil's in the Details
2 guidesOffline Game ModeSingle PlayerCumulative +

From Nether: Atrium of Greed, enter the tunnel at the base of the stairs to the right. Follow this until it opens up into a cavern. Watch out for the holes in the floor here – it’s a long walk back up!

When you enter the cavern, follow the left wall to find a Small Lurcher Cluster. Continue along this wall (mind the hole) and you will see a short tunnel off to the left in the corner. There are a couple of Avarice Children here by an Angelic Artifact. Now go back to the cavern and cross to the south-west corner, where you can see a Small Lurcher Cluster visible inside a tunnel to your left.

Follow this tunnel as it turns and ends in a small room with a shallow pool on the floor. On the right side there is a ledge you can jump up to with a Small Lurcher Cluster.

Drop back down and go through the low tunnel in the south wall. When you exit, jump up to the metal walkway ahead. Just around the corner is a Healing Shard by a corpse. Continue along until you enter a room with one roller-door ahead and another over to the left. Flick the switch to the left of the door ahead to open both doors. The left door leads back to Nether: Accessway.

To proceed, head through the roller-door by the switch. You will see the orb straight ahead but watch out for a Minion waiting just around the corner. Once it’s dead, grab the orb for a Small Lurcher Cluster.

Climb the next set of stairs. Watch out for a couple of Baby Chain Spiders in the eggs as you enter the next tunnel. At the top two Minions will probably attack you right away if they have respawned. This area should look familiar, with Sloth snoring on his throne over to the right. You are above the subway you passed through earlier.

Make your way to the south-east where you will see a Sliver of Adamantine. Now take out the Alpha Sloth Minion lurking in the north-east corner. It drops another Sliver of Adamantine. Opposite him is a Medium Lurcher Cluster.

Follow the tunnel behind the Minions's position to find a Demonic Artifact.

With the upper level cleared out, drop down below. More Minions down here may have respawned so be ready for them.

Visit the Vulgrim Plinth around the corner if you want, but to progress you will burn the web just before the corner. Head up the ramp to the right.

Smash the cocoon at the top for a Healing Shard then go through the low tunnel to the right of it.

Up until now you’ve been smashing cocoons with reckless abandon but that’s about to change. Drop down and a Mimic will emerge from the central cocoon. Have your finger on cn_RB ready to dodge!

Mimics can be a little odd in that they sometimes won't attack when you approach. Treat every cocoon as suspicious and for those marked as containing Mimics, expect them to emerge when you hit them if not before.

Once it is dealt with, smash the cocoon closest to the edge for a Small Healing Shard. Stay on the lower level and proceed. Deal with a Minion and some Mosquitos. Around the corner you will find a Small Lurcher Cluster.

It may be possible to jump right up against the stalagmites and stalactites here and kill the Elite Minion on the other side, without it being able to hit you in return. It will drop an orb which you can collect a little later. Sometimes it will hop out of range and just wait there, in which case you will need to deal with it later.

Head back and jump up to the upper level. Smash the cocoons here for a Large Lurcher Clump and head up the ramp. There may be a Spider Demon patrolling here - if not it will be in the cavern ahead. The cocoon at the top of the ramp contains a dormant Mimic and you will get souls for destroying it. Always smash cocoons just in case.

Continue on and as the tunnel turns to the left and opens into a cavern, look up. You should see a red node hanging from the roof. Flame Jump up to dislodge a Large Lurcher Clump.

In the cavern ahead, smash the cocoon to your left for a Medium Lurcher Clump. The one on the right has a dormant Mimic.

On the right side of this room you will see a purple node on the roof. Give it a smack to make it drop a purple puddle. This works the same way as the orange puddle but Bugs will destroy purple clumps and nodes.

Head up the ramp on the left of the room and follow it around to find a Bomb Bug. Grab or lead it to the purple puddle then pick it up and throw it at the purple clumps nearby to open up the path.

Head through and drop down. Before doing anything, kill the Chain Spider just to your right.

Down in the waterway there are two Chain Spiders, along with a Mimic in the closest cocoon down there on the right. There are a further two dormant Mimics in the water.

With that level cleared, collect a Medium Lurcher Cluster and a Strength Shard (from a cocoon) near the grate and jump up to deal with the Alpha Sloth Minion opposite. It will drop a Fragment of Adamantine.

Hop back down into the water and follow the tunnel (NG+ note: A Forsaken Demon will appear about half way along this tunnel). At the end, drop off. Underwater, look to the right (south) to find a round opening. Swim through to find a Luminous Visage (04/16). Exit out and surface.

Jump out of the water to the south, onto the platform above the tunnel you just used. Kill the Chain Spiders here and collect a Thorn Shard from the crates and a Medium Lurcher Cluster near the corpse.

There is a Mimic ahead on the metal bridge. Go forwards and deal with another Chain Spider. Cross the next bridge – the cocoons here will contain a Healing Shard in the centre and a Mimic on the far left.

Now cross over to the last platform. The visible Mimic will be joined by another from one of the cocoons at the back, by the orb, if you get too close. Once they are gone, grab a Small Lurcher Cluster from the corpse.

Hop in the water back to the east side then, while underwater, look west under the platform. There will be a red-lit tunnel. Swim through it and jump out when you can.

The left-hand cocoon here has a Small Lurcher Cluster. To the left of the cocoons is a scaffold frame. Flame Jump up to a ledge above this. Enter the room up here and by the corpse on the left is an Angelic Artifact.

Drop back down and take stairs in the opposite corner up – the second cocoon has a dormant Mimic. At the top you will be overlooking the previous room.

Triple swing across the room. To the right here is a Large Lurcher Clump. Flick the switch on the left to open the large doors at the far end.

Hop back across and swim through those doors. You should see an orb glowing underwater just past them – it’s a Small Lurcher Cluster.

Surface just to the right. There will be two visible Mimics in this corridor. There shouldn’t be any Mimics in the cocoons but you will find a Small Healing Shard.

Burn through the web at the end and grab the Medium Lurcher Clump in the middle of the corridor ahead. When you emerge into a room, look to the right for a switch which opens the door back to the previous room.

Now jump up and Vulgrim will appear at Nether: Cistern. Run up the stairs to the right. Smash the cocoons and save the Human (05/20). Saving this fellow unlocks:

Five's a Crowd

Save 5 Humans

Five's a Crowd
1 guideOffline Game ModeSingle PlayerCumulative +

There is also a Sliver of Adamantine to collect. Head back down to the Vulgrim Plinth.

With a quarter of the available Humans in the game saved, Ulthane has a reward for you. Fast travel to Haven: Maker’s Forge and talk to him to receive the Rider’s Mercy Relic. This handy item provides some good benefits and with an upgrade for each additional 5 Humans you rescue. This is a passive power so you don't need to equip it or attach it for it to work. For now it grants +10% Lurchers When Killing An Enemy.

With that done, upgrade what you can then fast travel back to Nether: Cistern.

THE LAZY MARCH TO SLOTH:

Home

Head through the low tunnel in the east wall. Drop down and fight the visible Mimic and a Spider Demon that drops in when you land. The cocoons to the north-west hold a Wrath Shard and there is an Undying Shard visible next to another cocoon. Smash the two cocoons clumped together at the north which will reveal a low tunnel.

Go through and take the ramp up. There will be two Minions at the top here and one of them may call more enemies. If you go out onto the platform three Baby Chain Spiders will hatch from the eggs and some Mosquitoes will fly down. Clear them out and next to the large rock by the edge is a Fragment of Adamantine. Smash the eggs to the south-east to reveal a Small Lurcher Clump.

Go through the low tunnel nearby. Drop down through the hole to fight The Harvester, a large spider mini-boss. She’s fast but not too difficult, with only combinations of melee attacks. Once she’s down, there are two visible orbs to collect – a Medium Lurcher Cluster and a Demonic Artifact.

Use the train carriage to jump up and go through another low tunnel around the corner. After you stand up, continue and as the tunnel turns to the right you should see a red node hanging from the roof. Hit it with a Flame Jump and it will drop a Small Healing Shard. Just past this to the left is a Medium Lurcher Cluster by a chasm.

Continue along the tunnel, watching for a pair of Baby Chain Spiders to emerge from the eggs and then another set further on. The room you enter is dark, so make sure you have a Hollow active which will provide a little light.

This is a subway station of sorts. You enter on the east platform. There is a rail line in the centre and a platform on the west. Patrolling the area will be some Chain Spiders and Mimics. They move around so just be on your guard. Holding cn_LT to lock onto an enemy from time to time may mark them before you see them.

Stick to the left and head along the east platform where you will come across steps heading up to the left. At the top behind some cocoons, with just a dormant Mimic, is a Demonic Artifact. Go back down the steps and cross to the tracks to the west side. Just to the left will find a low tunnel by a cocoon. Go in to grab a Fragment of Adamantine.

Exit the low tunnel and turn left. At the end of the platform is a clearly visible Large Lurcher Clump, with a Chain Spider that will drop down as you approach.

Drop down onto the tracks and look under the carriage at the end here – there is a low tunnel so head in. At the end drop down to the left and be ready for a Mimic in the cocoon by the edge on the left (it will be out of the orbs light, a little further to the south). That orb is a Medium Lurcher Cluster.

Go through the low tunnel to the left for a mini-boss encounter. This time it’s two Brood Mothers! Remember that the small bugs they drop will explode so evade accordingly. There’s not much to this battle. Use the usual tactics and use Havoc Form if you have it charged.

With the room cleared, look left from the entry (towards the north-east) to find a Large Lurcher Cluster. In the south-east there is the Juggernaut Enhancement and an Angelic Artifact close together. To the west is a Sliver of Adamantine.

Backtrack to the train station (if you are disoriented, head towards the blue light to find the exit). Follow the tracks forward, ready for a Mimic at the far end, and enter the tunnel. The first cocoon holds a Small Lurcher Clump. Just ahead, ignore the right path and two Baby Chain Spiders will emerge from an egg near the carriage. To the left is a Medium Lurcher Cluster.

Now take that side tunnel. When you enter another rail tunnel, the first cocoon is empty. The next, on the left, holds a Mimic. You will come to a Vulgrim Plinth on your left – beside this to the left is a Small Lurcher Cluster. Talk with Vulgrim at Nether: Tangled Grotto.

Smash the cocoons blocking the tunnel ahead to proceed. The enemies in the next room tend to move around so be prepared for that. Ignore the orb you can see on the tracks ahead for a moment. Take the path up to right and cautiously head forwards – several Chain Spiders and a single Spider Demon will be patrolling here; some Baby Chain Spiders will drop in to annoy you and the Minion you may have seen earlier will probably join in too. This battle can potentially get out of control!

Once this right side is clear, grab a Small Lurcher Cluster in the centre of the room and a Medium Lurcher Cluster from the top of the stairs at the far end. South from the bottom of the stairs you will see an orb – a Chain Spider will ambush you here. It’s a Strength Shard. Just next to it is a red node hanging from the roof with a Large Lurcher Cluster. Flame Jump to bring it down.

Go south a fraction and turn left when you can. Follow the wall here to get back to the orb on the tracks you saw before. It is a Medium Lurcher Cluster. Now go into the room on the south side, where you will see another Spider Demon. Deal with it and on the south side of the room you can find a Frenzy Shard by a corpse. Turn left and head down to Mimic Corner – in addition to the one you can see there will be 2 or 3 more in the cocoons. Just on the blocked steps in this corner is a Rejuvenation Core.

Now look to the north. There will be a path up to a pair of carriages. Head up the right one and through a low tunnel to find another Human (06/20) and a Demonic Artifact.

Story 3_Train path

Exit this area and go to the steps in the south-west corner of the large room. Destroy the metal bin at the base of the steps to find a Healing Shard. Go up the steps and around the corner. On the right side is a blue bin with a Wrath Shard (NG+ note: A Forsaken Demon will appear just past the blue bin). Before going into the blue-lit tunnel to the west, look to the north-west to find a Small Lurcher Cluster.

Now enter the blue-lit tunnel and follow it around. Keep going forwards to find a Healing Shard before the doorway and Vulgrim waiting inside at Nether: Transit Turnstile. You are about to fight your next Sin, so be sure to level up as much as you can. If you are able, definitely upgrade the Chaos Enhancement to Balanced. This unlocks an achievement but more importantly doubles your time in Havoc Mode!

Can you restore the Balance?

Upgrade an Enhancement to Balanced

Can you restore the Balance?
1 guideOffline Game ModeSingle PlayerLevel

The next recommended upgrade is the Enoch Enhancement on the Angelic Path.

Go back out of this room and take the tunnel to the left. Follow the path to encounter Sloth. This battle has two distinct phases. Sloth starts on a throne carried by Spiders. He will melee attack, launch projectiles and slam his staff down, summoning more Spiders. In this phase you must attack the Spiders carrying the throne. They will appear to be replaced continually but eventually you will destroy the throne in a cutscene. The Storm Hollow Wrath Attack (cn_RB and cn_LB) is perfect for the first phase.

Now Sloth will attack on foot. He has single and three-hit melee attacks and will jump and attempt to crush you – this will also have an area effect so make you get clear of his landing point. When he lands, he will pause for a moment, giving you a chance for some easy hits. Havoc Form, anyone?

Killing Sloth unlocks:

Throne Potato

Defeat Sloth

Throne Potato
2 guidesOffline Game ModeSingle PlayerMain Storyline

Upon his death, Sloth will drop a Luminous Visage (05/16). Head into the tunnel in the north-east corner near the carriages. Inside you will pass a Large Lurcher Cluster. Up ahead, burn the web on the left which shifts the carriages and creates a bridge back to the Splintered Station. There is an Angelic Artifact here on the right by the edge.

Head over to the station and visit Vulgrim. Use the Serpent Hole to travel to Haven: Crossroads.

OF CHURCHES AND BONES:

Home

To the south-east, right next to the Vulgrim Plinth, you will see a ledge with a web on the wall behind it. Burn the web to reveal a low tunnel. Head through and at the end, Flame Jump up. Hiding on the left wall here is a Cloaked Sycophant waiting to ambush you. Ignore the water to the right and enter the large area to the left. Stick on the left side where you will encounter some Swarm and a Suffering. In the corner behind the Suffering is a Medium Lurcher Cluster.

From the Suffering's location, go west to the edge - there is the remains of a zebra crossing on the ground in line with a lamppost with a bin at the base. That bin contains a Wrath Shard.

Go to the south end of this ledge then drop into the centre path and head further south. At the end, some Swarm will drop in to help the visible Minion. Grab a Thorn Shard at the end. Go back a little and jump up to the ledges to the west. You will have seen a Blue Lurcher Demon with some more souls for you. Up one level from the Demon is a Small Lurcher Cluster around the corner.

Drop down and clear out the enemies – more Swarm will drop in to join the Minion (these enemies may have attacked you earlier). There will be a Medium Lurcher Cluster just down the hill to the west. Continue this way and when you emerge into a large area look to your left to find Vulgrim at Haven: North End.

Around this time you should reach Level 26, meaning you have earned a total of 25 attribute points. Assuming you have assigned all the previous points, spending this one unlocks:

25 to Life

Spend 25 Attribute Points

25 to Life
1 guideOffline Game ModeSingle PlayerLevel

Head forwards into the area. Over to the right, there is a lamp post with a dumpster and a small metal bin at the base - destroy the metal bin for a Healing Shard.

Drop down to the south-west where a pair of Suffering await. You will wake them both so you can’t lure them one at a time. This area has three visible orbs – a Small Lurcher Cluster to the south-east, a Medium Lurcher Cluster near the ledge in the north-west and a Demonic Artifact to the south-west. Next to this is a low tunnel where you will find a Sliver of Adamantine.

Exit out and hop up to the ledge in the north-west side. Jump up again, making sure to go to the south where a single Minion awaits. Now if you look north, you will see a Ranged Sycophant and a Cloaked Sycophant up against the wall to its right. A pair of Swarm will also drop in. Take them all out and on the Minion’s platform you can find a Medium Lurcher Cluster.

Go back to the central area and continue across to the east. There are some Minions in the barricaded outpost in the central area to the south who you may attack as you pass. Keep going east until you see a wrecked bus by a gap on the left between two buildings.

A Swarm and a Cloaked Sycophant will be hiding behind the bus here. Kill them and Flame Jump up the levels behind the bus, heading north. At the top you will find a Sliver of Adamantine. More Swarm may appear up here. This leads back to the previous area, so drop back down and proceed east along the street.

Right at the end you will see a Teleporting Sycophant. Some Swarm will also be lurking up here. By the corpse at the very edge is an Angelic Artifact.

From the edge, turn around and look back the way you came. On the left wall is a large tree root that forms a ramp. Head up there and about half way along look to the left. Flame Jump up and swing across to the root on the other side of the street. Turn left and follow this path to the small room at the end where you can find a Fragment of Adamantine.

The next section requires some tricky swinging. You will not be able to access all the loot over there until later when you have the Force Hollow. If swinging and jumping is not your forte, consider skipping this until later so you only have to do it once.

Step back out onto the root and look south-west, back down the street. Above there are two branches. Flame Jump up, then swing across twice and Flame Jump again so you get to the metal balcony diagonally opposite. Here you can grab a Luminous Visage (06/16), so it was absolutely worth it!

North End Jump

Now face east and swing across to the next balcony. A double jump into a Flame Jump at the start this time. Follow the path around and enter the building where you can find a red node hanging from the roof with a Medium Lurcher Cluster.

That’s all you can access for now. Either retrace your steps or carefully jump down.

Down on the street, enter the small laneway to the south below the balcony you were just on. Watch out for a Cloaked Sycophant lurking at the corner. Nearby is a Medium Lurcher Cluster.

The laneway leads around to the back of the central area. Kill the Sycophant and several Minions here. Beside the tree root by the west wall is a Large Lurcher Cluster. Destroy the bins on the wall slightly further right (north) for a Small Lurcher Cluster.

Head south to the end of the street and drop down. There is a low tunnel on the west. Inside is a Human (07/20) and a Silver of Adamantine.

Exit out and go back to the laneway to the east. You may have already noticed the gap in the wall at the corner where you can enter the building. Go inside and clear out the single Minion in here if it didn’t attack you earlier. There is a Mimic in a cocoon in the back-left near the hole in the wall and another on the right by the Bomb Bug nest. There will be a few dormant Mimics as well.

Behind the counter in the back room is a Medium Lurcher Cluster. On the other side of this room is a red node hanging from the roof with a Small Lurcher Cluster.

Near the entrance is a purple node to knock down which creates a puddle. Lead a Bomb Bug to the puddle and once it's charged, take it outside and throw it at the purple clump to the west. Inside is a Human (08/20) and a Large Lurcher Cluster.

Go back to the room with the purple puddle. On the east side of this room you will see a purple clump behind a barricade. Smash the barricade then throw a charged Bomb Bug to break the clump. Follow this path to the bottom where you will encounter an Alpha Sloth Minion. It will drop a Fragment of Adamantine. Continue into the side room (NG+ note: A Forsaken Demon will spawn in the middle of this room) where you can find a Demonic Artifact around to the left and a Medium Lurcher Cluster on the right.

Head back upstairs and turn left, going through the hole in the wall in the back room. There will be a dormant Mimic in the left-most cocoon here. At the end turn left and head towards the church for a scene where you meet the next Sin, Pride.

Ignore the new portal and turn right (west) to find a Vulgrim Plinth, which is Haven: South End.

Turn around and go inside the church. While your watcher talks, walk along the right side. Behind a large tree root you will find a Small Lurcher Cluster. Go back a little and find a web on one of the columns that leads up to the roof. Burn this and the flame will travel up the web path, causing a bell to fall and smash the floor near the entrance. There is a Sliver of Adamantine behind the altar at the far end of the church.

Head outside to the graveyard via the hole in the east wall. Look up and to the left. There is a Suffering hanging onto the wall. He will summon some Swarm continuously but won’t attack until you get close to him.

Kill the enemies here. From the Suffering’s location, head to the north where you will find an Angelic Artifact by the edge. Cross over to the other side of the area to grab a Large Lurcher Cluster by the east wall.

Look back at the church and you will see some scaffolding to the left of the hole which you can use to access the roof. Jump up and on the lower roof tier, turn right to find a Healing Shard by a corpse. There is more scaffolding to make your way up to the very top. Look left to see a Small Lurcher Cluster by a corpse at the end of the wooden platform at the peak of the roof. Jump over the other side (west) to the lower tier on this side. Look right to see a Demonic Artifact at the end.

Now drop down to the west, landing to the left of the bus you can see down there. Watch out for five or six Swarm in the area. Grab a Large Lurcher Cluster at the very southern end.

Jump back over the bus and drop through the hole in the floor inside the church. Go past the large tomb and just beyond it to the left you will find a Large Lurcher Cluster by a corpse. Head south up the steps. At the back is a Sliver of Adamantine. Be ready for a group of regular Skeletons to spawn when you return to the previous room.

Now take the other exit to the west. Go down the stairs. You will spot three Skeleton Archers on platforms in the room ahead. Jump up and deal with them before dropping to the floor and clearing a few regular and Armoured Skeletons.

Climb the stairs to the west then look south – there is an Elite Skeleton waiting there. The pile of bones beside it will spawn a regular Skeleton. On death the Elite will drop a Fragment of Adamantine.

Nearby, there is a corpse with a Large Lurcher Cluster on the west wall. Turn to the north and go all the way to the end where you can smash a single pot containing a Wrath Shard. Go to the south-east corner and you’ll see a red node containing a Medium Lurcher Cluster hanging from a tree. Now exit to the east.

Follow the path down and drop into the chasm. On the left is a Medium Lurcher Cluster and there is a Small Lurcher Cluster in the eggs where you land. To the right you can see another Medium Lurcher Cluster by the edge.

Use the ledges to the left to jump back up to the path. If you head uphill and destroy the eggs here, you can find a Small Healing Shard. Go down the hill and drop off the edge ahead. Enter the tunnel on the left and in the first room you will find a Fragment of Adamantine to the left.

You can’t go further yet, so go back outside. Directly ahead is a ledge you can Flame Jump up to. Swing across to the next ledge. In the small alcove on the left wall over here is a Medium Lurcher Cluster.

From this ledge, you will see a Wind Storm by the rocks to the north-east. Storm Glide up to the higher ledge opposite. Grab the Demonic Artifact at the edge and proceed past the eggs around the corner. You should see a red node on the roof ahead. It has a Large Lurcher Cache, holding a massive 10,000 Souls!

Continue along the path and by the corpse just ahead is a Large Lurcher Cluster. Now you can drop back down to the ledge below and enter the tunnel leading west. The tunnel narrows and eventually you will crouch into a low tunnel. As you exit you will be alerted to a new creature.

The Mansk can be used to access higher platforms. Look over to the west to see a higher ledge. To move the Mansk, you can just hit its legs and it will run directly away from you. You can also slam down on its top with a Gravel Grinder move (jump and press cn_RB in the air). Depending on which side you land on, the Mansk will move in the opposite direction.

Flame Jump onto the Mansk or approach its legs and press cn_B. Push it over to the west side where you can Flame Jump up. There is a Healing Shard at the edge.

Drop off the far side of this platform and continue down into the room. There are two Chain Spiders in the pool below. On the north side of the pool is a Large Lurcher Cluster by a corpse. When you jump up to the west to grab the orb there, a Spider Demon will drop in. The orb is a Fragment of Adamantine.

Several of the eggs on the platform to the north have Baby Chain Spiders if you want some easy Souls.

Head to the higher platform to the south. From here you can drop down behind the wall of thick vines into a partially hidden area to the south. Go through the low tunnel here. At the end you will enter the Bonelands. Jump off the edge and look left to find the Vulgrim Plinth at Bonelands: The Hulking Carcass.

Don’t forget to shatter your Lurcher Clusters – with the Large Cache you should be able to level up 3-4 times here. Expect to be around Level 31.

Your journey into the Bonelands continues on the next page.

------------------------------------------------------------------------------------------

THE ANGEL BASE:

Home

From Bonelands: The Hulking Carcass, proceed to the east. You will notice a hanging Undead Angel ahead. You can knock them down for souls but be ready as some of them will fight back!

To the left is a Fragment of Adamantine at the base of a flagpole – two Swarm will spawn as you approach.

You will spot another new enemy up ahead. The Scribe is floating around on its chair. On top of regular attacks, it will clap its hands above its head to create a power beam attack, often several times in a row. It’ll also try to slam its chair down on you in a Boss-like ground-pound manoeuvre.

The next section can get a little hectic. By the Ambulance and shipping container there will be an Undead Angel, supported by several Swarm. Off in the distance, by a flag, is a Necromancer, who will constantly summon Swarm. Try to deal with the first set of enemies before alerting the Necromancer – however, when you see him summoning, race over there and deal with him before you get swamped.

With the area clear, look to the south of the shipping container you just passed. There is a Medium Lurcher Cluster by the wall. Past the Necromancer’s island is a blue shipping container. To the north of it is a ledge you can Flame Jump up to. There is a Large Lurcher Cluster up here.

Drop back down and look to the left (east). There is a tree with two hanging Undead Angels and an Elite Angel by an orb behind it. Deal with it and it will drop a Fragment of Adamantine. The orb it was next to is an Invigoration Core.

Follow the rock wall south and you will see some items up against the building ahead. Destroy them and enter the low tunnel behind. At the end jump up and collect a Demonic Artifact. Go back out the low tunnel.

Now jump up to the area in front of that building. Kill the Swarm and destroy the dumpster next to the doorway on your left to reveal a Healing Shard. Walk towards the purple clump on the wall and jump on the blue container to the right. Jump onto the next container and you will see a small area behind it. Drop down and some Swarm will appear. Grab the Medium Lurcher Cluster here.

Enter the building on the opposite side and watch out for Stingers flying down from above. You can’t get to their nests yet, so quickly grab the Fragment of Adamantine by the back wall and exit. The Stingers should follow you back outside where you can deal with them.

Jump onto the Mansk and move it over to the north-west side of the area. From there you can Flame Jump up to the upper floor of the building (look for the Blue Lurcher Demon if you can’t see it). Smash that Demon and deal with the two Undead Angels up here as well.

Go to the top of the stairs here and look off the edge to the north-west, looking over the area you just passed through. You will see a pair of silos, with an orb on the second one. Use Storm Glide to get over there and collect a Havoc Shard.

Return to the stairs and head up and around the corner to a low tunnel. At the junction you will see a Medium Lurcher Cluster to the right. You can’t get past the corpse here, so go back around to the left.

When you emerge, drop down to the right. On the metal landing, destroy the crate by some pallets in the corner to the right of the stairs to find a Wrath Shard. Go down those stairs and before they turn right jump off to the left. In the corner here is a Medium Lurcher Clump.

Head forwards to find Vulgrim at Bonelands: Festering Pool.

Continue on the only way you can and you will exit the building. Ahead you will see a battle between Angels and Undead Angels. Sit back and wait until they whittle each other down before you clean up the survivors. Be cautious of the light green pool over to the left. These pools are toxic and will kill you almost instantly, even on Story difficulty. Avoid at all costs.

Once the area is clear, look by the north wall next to a container for a Medium Lurcher Cluster. Find the Mansk opposite the entry and move it to the north-west area where you can then Flame Jump up to the west.

A new enemy will attack as you move forward – an Angelic Beast. Watch out for its ground-pound move. Once it’s down, grab the Medium Lurcher Cluster from in front of the taxi straight ahead. Behind the waterfall to the right is a Fragment of Adamantine. As you exit the waterfall, turn right and head through to a small area there. Kill the Swarm and go into the building to find a Small Lurcher Cache.

Go back to the waterfall and head south. Jump over the buses blocking the way and fight an Undead Angel on the other side who will appear from the opening on the right. Go forwards and drop down into the water. Underwater you can find a Medium Lurcher Cluster. Now surface and hop back up the platforms. Enter the building through the gap in the wall to the west.

An Angel will float down from above and attack. On the right wall is a Medium Lurcher Cluster. Enter the next room where another battle is taking place. Charge on in or let it play out first – up to you. From where you entered, in the near-left corner is a box to destroy for a Wrath Shard. Along the left wall is a Medium Lurcher Cluster.

Go through the only unobstructed door to the right. Another pair of Angels will be fighting in here. Once they’re dealt with, grab the Large Lurcher Cluster opposite the entrance. The large bin near the webbed door (leading back to the previous room) contains a Healing Shard.

Go back to the previous room and burn through the web in the doorway to the west. Jump on the Mansk and move it near the scaffolding, then Flame Jump up. There is a Strength Shard on the wooden planks between the two scaffolds.

Flame Jump up again and deal with the Undead Angel who rushes in. There is another Undead Angel and an Undead Angel Brute in the next room, with another Angel on the scaffold up to the left. The crates in the centre of the room have a Large Lurcher Cluster and the crate next to the barrels just to the right has a Medium Lurcher Cluster.

Go through the door near the scaffold and kill the Angel patrolling outside. On the metal balcony there is a Rejuvenation Core. Now go back to the last room and take the other doorway, heading south.

Turn left and swing over the gap to grab a Fortification Shard. Swing back over and destroy the crate in the corner to the left of the hole in the wall to find a Havoc Shard. Now enter the hole and go down the ramp.

Drop down into a smaller area. In the north-east corner there are some containers you can jump over, between the two buildings. On the other side is a Human (09/20) and a Fragment of Adamantine. When you climb back out of this area you will see a purple node hanging from the rocks straight ahead. Smash it down and have a Bomb Bug feed on the purple puddle.

You need to destroy 2 purple clumps. The first is in plain side on the side of the building. The second will be revealed once the first one is gone and can be targeted from the purple puddle. It is possible to hit the 3rd clump you can see inside but it is an incredibly difficult shot and not worth the frustration. You can clear that up during a backtrack shortly.

Jump back into the building. Hop onto the Mansk and direct it outside through the gap you just created by destroying the 2nd purple clump.

Move the Mansk into the chasm to the south as you exit. It will float on the water. Flame Jump up to the other side. Grab the orb near the door to the left for a Medium Lurcher Cluster.

Go through the door and smash a crate next to a barrel on the right wall for a Healing Shard and continue on. In the next room, turn right and go around the shipping container to find a Medium Lurcher Cluster. Now turn around and go the other way, then around to the right for a scene announcing the next Boss, the Angelic Champion.

The battle will begin with a pair of regular Angels, before a second pair join the fray. After they are dealt with, the Angelic Champion will appear. It attacks with a double melee attack or a fast stab, a shockwave attack by slamming its sword into the ground, a shield-charge and a blunt attack with the shield if you get in close. As always, dodge and use Arcane counter-attack or your special attacks.

Once it is down, another scene will play and you will meet the angel Usiel. You will be given the Crossblade, Salvation, unlocking:

Salvation

Collect Salvation

Salvation
2 guidesOffline Game ModeSingle Player

In aim mode (cn_RS), hold cn_LT to tag up to four targets then cn_RT to throw it. You can also hold cn_RT for a charged shot. It can be helpful in combat but it’s real use is in puzzle-solving.

Move the Enoch Enhancement to Salvation for the passive Havoc regeneration. Put the Juggernaut Enhancement onto the Chains.

After collecting your new weapon, look left (east) and climb the steps. Drop down into the gap and grab an Angelic Artifact. Flame Jump back out. Head back downstairs and find the steps down in to the north-east. At the base of these steps, turn around and look south. You should see the orb on a bookcase which is a Fragment of Adamantine. Go back past the steps and continue to the north wall. Turn left and destroy the barrel in the far corner for a Medium Lurcher Cluster.

Head back upstairs and just past Usiel head right (north). On a bookcase here is a Healing Shard. Now go through the door in the south-west corner. Follow the path but resist the temptation to jump down through the broken floor. Walk down the metal pathway and behind the crates in the corner there is a Demonic Artifact.

Now jump down where you can’t miss Vulgrim at Bonelands: Hangman’s Tree (wow, Vulgrim really wants Salvation!)

DEMONS AND BONES:

Home

Now head outside through the gap near Vulgrim. You will be prompted to use Salvation so give it a try. Target the two Swarm in the water throwing bombs at you. Remember that charging the shot will inflict extra damage. The Crossblade can be useful in drawing enemies away from a group to deal with one or two at a time. Rather than just exchanging fire with these two, target them once then retreat back to the cave Vulgrim is in. They will follow and you can take them out at close quarters.

Head to the left of the large tree and deal with a single Angel flying around. Don't go too far in that direction or you will engage the Angelic Beast you can see on the far side - once again, use the Crossblade to draw the Angel away. Stick to the left and head behind the bus and Ambulance near the silos in this direction to find a Fragment of Adamantine guarded by three Swarm.

Head back to the tree. On this side, at its base, you will find a Medium Lurcher Clump. Go around and kill the Angelic Beast. Further around the base of the the tree is a Sliver of Adamantine.

Remembering that as you will likely have collected extra Slivers in random drops this may have already unlocked, but by now you should certainly unlock:

Unshakable Fortitude

Collect 30 Slivers of Adamantine

Unshakable Fortitude
1 guideOffline Game ModeSingle Player

Look south and attached to the wall just under overpass is a pair of Stinger nests. Use your Crossblade to clear them out from a distance – tag the Stingers and the nests to destroy them all in one go. Below the nests is the Obscurus Enhancement.

Head west under the overpass and clear the four Undead Angels ahead. On the right by the tree is a Medium Lurcher Clump. Move a little west towards the Blue Lurcher Demon you can see and look to the column just south of it to find a Large Lurcher Cluster by a corpse.

Now jump onto that blue container and hit the Blue Lurcher Demon, then drop down and fight the Undead Angel Brute. Continue around the base of the tree to find a Sliver of Adamantine, then further around a Demonic Artifact.

Look to the west and you will see a concrete landing with a distinct yellow light and a blue container on top. Climb up onto the concrete landing here. The blue container has a Medium Lurcher Cluster on top.

Look up to the west where several web-covered containers are hanging from a crane. With Flame Hollow active, throw a charged Salvation shot at the web (a Flame Crossblade), causing it to burn and the containers to drop. They will form a handy path across the deadly green lake.

Jump over and up to the top level. Immediately look right to see a Thorn Shard. Look west up the side of the building to see a large web. Burn it to provide access to the building and to create a short-cut swing to go back to the previous area.

Enter the building and around the corner you will come across three Undead Angels. Kill them, then grab a Medium Lurcher Cluster in the north-east corner. Follow the path past the chain fence and turn right. Smash the crates up against that chain fence to reveal a Small Healing Shard.

Exit the building and turn right. Ignore the Scribe fighting in the distance and edge up to the corner of the building. An Undead Angel will be hiding in ambush. Lure him back so you can deal with him alone. Then head out and take down the Scribe. Keep the fight to this side of the area as there is a Stinger nest on the wall to the north.

With the Scribe dealt with, go to the north-east of this area. The Stinger nest is up here, above a doorway. Deal with it then destroy the small blue bins nearby to find a Medium Lurcher Cluster. Head in through the doorway. The Undead Angel hanging on the left, by the mesh wall, is going to animate so take it down first. Then go and destroy the crates near the purple clump and collect the Fragment of Adamantine that was hidden there.

Up on the west side of the room is a red node with a Large Lurcher Cluster.

Exit this building and go back over to the south, then turn right at the edge. Just after a concrete barrier, where the ground is uneven, there is a Large Lurcher Cluster by a corpse. Continue in this direction as the edge curves around to the north. Near the building at the end is a crate by a spool and a twisted metal fence. Destroy this for a Frenzy Shard.

On the other side of the fence is a ramp leading down. At the bottom you will find Vulgrim at Bonelands: The Drowned District.

Jump up on the ledge to the east and deal with a couple of Swarm before grabbing a Large Lurcher Cluster in the back corner by the green lake. Now go back past Vulgrim and enter the large round pipe you see there. Grab the visible Large Lurcher Clump before entering the tunnel to the left.

This short tunnel ends in a water-filled room. Dive underwater and in the south-west corner you will find a Large Lurcher Cluster by a corpse. Surface and swim to the north-west. Kill the two Swarm and grab a Havoc Shard by the corpse they were standing by. You should see a Fragment of Adamantine behind the waterfall just ahead.

Enter the next room around from the waterfall. There will be an Angel and an Undead Angel ahead. Around to the left is a Necromancer. Try to draw the Angels back before being seen by the Necromancer, who summons Swarm.

Once they are all cleared out, look to the north to see a red node hanging from a branch. It contains a Medium Lurcher Cluster. From here, head towards the area where the Necromancer was and you will see a purple node hanging about half-way over. Knock this down to create a purple puddle which you will make use of in a minute.

Continue around to the left and into the building. A Spectral Undead Angel will appear. These can be tough enemies but use the usual tactics. It will drop a Fragment of Adamantine. By the south wall in the centre is a Healing Shard.

Head to the north-east corner and flick the switch by the roller-door to open it. This is a shortcut back to the previous area. A Bomb Bug will have spawned behind you. Take it back to the purple puddle in the last area, charge it up then throw it to destroy the purple wall in the north-west corner, behind the perfectly-shaped rock in the way.

Head through there and attack the hanging Undead Angels - two will drop down when you approach the orb if you don't. At the end of the cavern is Luminous Visage (07/16).

Go back and charge up another suicidal bug. From the purple puddle, look up on the wall to the west to see a small purple node. Blow this up with the bug and it will drop a Small Lurcher Cache.

Now go back into the room. As you enter, look up to the left to see a break in the railing above. Flame Jump up and destroy the crate nearby for a Medium Lurcher Cluster. Follow this railing east and behind some items in the corner you will find a Large Lurcher Cluster.

Drop back down into the room and Flame Jump up on the south side where you can exit the building.

Start by turning left and heading up the stairs. Follow around and you will re-enter the building on a higher level. Turn right and jump over the crate. In addition to the Undead Angel you can see patrolling around the corner, a second one will drop in here too. At the end of the railing here you can’t miss a Thorn Shard.

In the south-east corner is a hanging red node – you may have run past this to deal with the enemies. It drops a Medium Lurcher Cluster.

Climb the steps and enter the room at the top. There is a Spectral Undead Angel at the far end waiting for you. Once it is dealt with, Flame Jump up to a level above – back to the east you will find a Demonic Artifact.

Backtrack to where you re-entered the building. From the entry, look forwards (north) and up to see a web covered swing point. Throw a Flame Crossblade to burn the web and drop it down a little. You can now double-swing over to the ledge opposite.

When you land, look back over your right shoulder, into the previous room. You should see a web-covered doorway to the left of the Swing Point. Burn the web with a Flame Crossblade use the nearest Swing Point at an angle towards the doorway then jump to reach it.

Inside is a Human (10/10), unlocking:

Crowd Source

Save 10 Humans

Crowd Source
1 guideOffline Game ModeSingle PlayerCumulative +

Grab a Fragment of Adamantine and use the switch nearby to open the door. Go through and follow the path around. Instead of using the Swing Points again, backtrack outside and back down the stairs. There is a second path through this building with more loot to collect. This time continue down the other steps opposite.

At the bottom, loop around to the right to find a low tunnel. Go through and turn left to find a Fragment of Adamantine.

Storm Glide and use the Wind Storm above which will take you up to the higher platform to the north. Follow this platform around and grab a Medium Lurcher Cache before the gap. Storm Glide over and before you exit the building, look left to see a red node on the roof which contains a Piece of Adamantine.

Outside at the edge of the platform is an Angelic Artifact. Storm Glide over to the platform to the right. This is the same place you swung over to before – you just did a loop to grab the extra loot.

Proceed north along this path, dealing with Swarm who appear and an Angel. On the left near the waterfall is a Small Lurcher Cluster. Continue forwards then swing over when the path turns. Jump up the platforms into another building.

This building has a little puzzle. Start by flicking the switch on the wall by the door to the north-east. This opens both the gate directly in front and a second on the far side of the next room. Hit the switch again to close the gates but dash through the first one before it shuts.

Drop down into the room to the south-west, where a Bomb Bug will spawn. Pick it up and throw it up into the main room. Now hop back up and draw the bug over to the purple puddle. Throw the charged bug at the purple clump on the west wall.

Before proceeding, fetch another Bug and get it to the puddle but leave it there for now.

Now enter the pathway you revealed in the west wall. You’ll turn left and follow a narrow path between the wall and some crates. At the end of the crates, look left to find a Medium Lurcher Cluster.

Go up the stairs and jump up and to the left (east). Jump over the crate and onto the Mansk. If you look directly opposite over the room you can see a gap in the crates – this is where you’re headed. Move the Mansk so it floats down into the room below. You can either jump as it floats down or Flame Jump once it lands.

Up top, go forwards then drop off to the right to find yourself back at the gate switch. Flick it once to open the gates. Go in and grab the charged bug and destroy the second purple clump you can now see behind the second gate.

Before you exit, move the Mansk to the north-east corner by the first gate. Flame Jump up to a platform above the switch where you will find a Demonic Artifact.

Drop down and head through the passage you revealed to the south. Jump through the hole at the end and hop onto the Mansk there. Move it south, off the edge. You will land near Vulgrim at the Bonelands: The Drowned District.

Before proceeding, make a quick trip back to Haven: Maker’s Forge. With ten Humans saved, Ulthane will upgrade your Rider’s Mercy, increasing your Wrath reward from Wrath Lurchers by 20%. You just need to talk to Ulthane.

Return to the Bonelands: Drowned District and hop back on the Mansk. Push it up the ramp and as far south as you can go. Look up to see a break in the side barrier of the freeway above. Flame Jump up there. An Undead Angel and a Spectral Undead Angel are patrolling up here. There is a Large Lurcher Cluster just to right of where you landed.

Head left along the broken freeway. A huge tentacle will knock down the section a road ahead allowing you to continue. Swarm will attack from the next section along, with two Ranged remaining up there. In front of the bus that one of the Ranged Swarm is on there is a Medium Lurcher Cluster.

The next freeway section has a patrolling Angelic Beast. Towards the far end is a red node hanging from a tree branch with a Large Lurcher Cluster. Jump up to the next section and proceed down off the bridge. Just around the corner you will run into Vulgrim at Bonelands: Mangled Freeway.

A SHIP OF LUST:

Home

Just next to Vulgrim is a low tunnel. Go through and at the end you will hear a Human gibbering. Look around to the left to find him - Human (11/20). Go through the doorway opposite and drop through the hole in the floor.

Turn around and head south down some stairs. Smash the red node here for a Medium Lurcher Cluster. Now go back upstairs and head forwards. Drop down off the end – you may be attacked right away by a Spectral Undead Angel from the right.

Head left and destroy the boxes on the metal walkway in the back-right corner to reveal a low tunnel. Inside is an Elite Undead Angel. It’ll drop a Piece of Adamantine. In the corner where it was standing is a Luminous Visage (08/16). Head back out the low tunnel.

Proceed to the east. In addition to the Spectral Undead Angel which you may have already killed, there is an Undead Angel and an Undead Angel Brute. Try to lure them one at a time.

Look to the north-east corner where there are a couple of barrels by a doorway. Smash them to locate a Strength Shard. To the west you will see a short set of steps up to a slightly raised metal platform. Flame Jump up at the end onto the containers on the left where you will find a Large Lurcher Cluster.

Drop down and move north off the platform. Use the switch you see ahead to open the door. This is a shortcut back to the Bonelands: Festering Pools Vulgrim Plinth.

From the door, head east. You will see a Medium Lurcher Cluster up ahead by the left wall. Around the corner there is a minor jump scare. Jump up to the crate at the end and collect a Healing Shard. Flame Jump up to the right where you can reach the next floor.

Follow the path, expecting another Tentacley surprise. Around to the left in the next room is a Blue Lurcher Demon. Looking back to the south, double swing across to proceed.

When you land, turn around and look at the left (west) wall to see a gap higher up. Flame Jump up there. Inside there are Stinger nests on the left and right walls. In the back corner is an Angelic Artifact.

Jump back out of this room and onto the platform you were on just before. Drop down onto the containers below (west). In the next fight against a Scribe, with a Necromancer hiding behind a mesh fence on a higher level behind, you want to target the Necromancer first.

Ignore the Scribe and as you turn the corner Flame Jump onto the square grey containers on the left.

Jump to boxes before Scribe/Necromancer

From here you can jump up to higher crate on the left. Follow the path forwards behind the mesh fence and around to where you can get to the Necromancer. Take it out. The Scribe will be throwing projectiles at you so don’t completely ignore it.

Quickly grab the Undying Shard up here before you go back and deal with the Scribe and any Swarm that the Necromancer summoned. Once it’s clear, find the corpse in the north-east of the area with a Fragment of Adamantine next to it.

Now climb the containers on the south wall that are roughly opposite from where you came from. You can grab a Large Lurcher Cluster at the top before entering the room. Use the switch on the left wall to open the door and go through. There is a Wrath Shard just on the other side of the door. Move forwards toward the red glow and (jump scare warning) a scene will play out, taking you to the next boss.

Despite its size, the Kraken is not much of a boss fight if you’re quick. It will slam its tentacles down or sweep them sideways to attack if you let it. Use Salvation to tag all four of its eyes and it will assume a defensive posture. If you only hit one or two, the eyes will stay shut for a short period to time – you may have enough time for a second shot on the remaining ones. Best to try and tag all four in one shot. Once it’s curled up, run out to the south. It will eventually uncurl and resume the fight, so don’t linger in the area too long!

*** Spoiler - click to reveal ***

Grab a Small Lurcher Cluster from the left side of the opening to the south, then go through.

Just up ahead you will find Vulgrim at Bonelands: Cargo Ship. Before you reach it, use the switch on the wall to the right and head through the door that opens. Defeat the Swarm in here and at the end you will find a Fragment of Adamantine.

Use the switch at the end here to open the door and create a shortcut back to the building we were previously in – no need to go back that way though. Return to Vulgrim and continue past him, heading south. Stick on the right wall and as it turns a corner you will find a Healing Shard. Then continue south.

After a chat with your Watcher, jump onto the containers in the centre of the area. Slightly hidden on the other side is a Large Lurcher Cluster. Jump back onto the path and continue forwards towards the ship.

Before you climb up and enter, there is a missable achievement related to this next Boss-fight. You will be fighting Lust, who is a challenging enough opponent. She has a standard single or double melee attack and a quick stab attack. She will charge at you and swing a pair of quick sword attacks and can leap over you can stab at you from above. Finally, she has a spinning attack where she swings her sword around.

The missable component relates to the second half of the fight. Once her health is down some, Usiel will join the battle. You must defeat Lust without killing Usiel. In theory this isn’t difficult as Lust will already be at half health. The real risk comes from focusing on Lust and dying to Usiel wailing away on you. Keep locked onto Lust through the whole battle and focus on her, but have an eye on Usiel as well. It doesn’t matter if Usiel takes damage – he just has to live through the fight.

Head into the ship and enjoy the eventful cutscene before completing the fight as described. Once Lust is defeated, you will unlock:

Delusions of Grandeur

Defeat Lust

Delusions of Grandeur
1 guideOffline Game ModeSingle PlayerMain Storyline

If you didn’t beat Usiel down during the fight, you will also unlock:

For Whom the Bell Tolls

Kill Lust Without Defeating Usiel

For Whom the Bell Tolls
2 guidesOffline Game ModeSingle PlayerMissable

Usiel will also reward you with the Fafnir Enhancement the next time you visit him at the Angel Base.

The scenes will play out and you will receive your next gift from the Lord of Hollows, the Force Hollow. This unlocks:

I Wanna Rock

Collect the Force Hollow

I Wanna Rock
2 guidesOffline Game ModeSingle PlayerMain Storyline

You’ll regain control inside Lusts’ ship. Up ahead you will find Vulgrim at Boneyards: Cargo Hold. Your first goal is to return to the previous arena.

The new Force Hollow is activated with cn_LB and cn_A. With it comes another weapon, the Mallet of Scorn. Attach the Shade Enhancement to it for a further reduction to incoming damage.

RELEASE THE KRAKEN:

Home

Look to the right of Vulgrim. There is a purple clump on the west wall above a container. You should already have Force Hollow active, so either throw a Force Crossblade shot up there or climb up and use a Force Attack by holding cn_Y. With the purple clump destroyed, go through into the ship and collect a Luminous Visage (09/16) from where-ever Lust fell.

You now have a new game mechanic. In the south-east corner of the room is a purple crystal path leading up the wall (called Force Paths from now on). Jump towards the wall then press and hold cn_A. You will transform into a ball and can roll up the wall. Go up to the ledge at the end of the Force Path. You must keep cn_A held down the whole way or you will fall off.

Head north and drop through the hole to find an Angelic Artifact on the railing by the container. Break the purple clump on the east side of the room, then jump out and attach to the Force Path opposite. Follow it to the right and around the corner. When you can go no further, drop off the wall and you will land safely on solid ground.

Walk around the containers to the east to continue as you have another chat with the Watcher. Follow the path to the north. The first purple clump you come across contains a Large Lurcher Cluster. The clump on the ground to the far-left behind the containers has a Large Lurcher Cluster.

Throw a Force Crossblade at the purple clumps on the building ahead and then jump through the hole. Inside, turn left and go up the short set of steps and through the low tunnel here. When you exit, look left for some purple clumps with a Small Lurcher Cache behind them.

In the next room, smash the purple clump in the back for a Healing Shard then the other one to reveal a hole in the floor. Drop through and clear out some Swarm in the area. Destroy the purple clump near where you landed for a Large Lurcher Cluster.

Enter the adjacent, larger room and look up in the right corner to see a small purple node. Hit it with a Force Crossblade and it will drop a Small Lurcher Cache.

Through the broken wall at the opposite end you will see a Spectral Angel which will be joined by a Spectral Angel Brute when you approach.

Once they are dealt with, ignore the building to the north for now and jump east over the edge of the broken roadway. Turn left (north) and head along the outside the building. Just over the sunken container is a Small Lurcher Cache next to a corpse whose head you can just see as you approach. Now go back the way you came and jump onto the containers to the south.

The container closest to the green lake here has a Medium Lurcher Cluster on it. Using Storm Hollow, jump into the Wind Storm and Storm Glide over the green lake (NG+ note: A Forsaken Demon will spawn when you land). On the other side, 2 Undead Angels will attack, along with several Stingers from the nests on the wall to the east. Try to quickly take out the nests to stop them from spawning endlessly.

On the platform below the nests is a Demonic Artifact. You can also destroy the pallets here to the left of the roller-door to reveal a Large Healing Shard. Look to the right to see a purple node up on the wall. Knock it down to find a Medium Lurcher Cluster. Turn around and face the green lake. On the single container off to the left you will find a Large Lurcher Cache.

Now head north where you will see a Spectral Undead Angel waiting for you. Kill it and head up onto the metal landing it was on. Ignore the purple clump for a moment and destroy the pallets in the back-left corner to grab a Wrath Shard.

Now deal with that purple clump and enter the building. Between huge wheels to the left is a Spectral Angel Brute. Draw it back and deal with it. Now go all the way to the end of the railing directly to the left inside. You will see a corpse with an Angelic Artifact here.

Back up a fraction and look east across the building where you will see another orb. As you approach a second Spectral Angel Brute will appear. Once it is gone, grab that orb for a Large Lurcher Cache. Head south, passing two of the large wheels. Between the second and the third is an Undying Shard. (NG+ note: A Forsaken Demon will appear between these two wheels)

Outside at the south end you should be able to see an Angelic Beast and an Undead Spectral Angel further off. Obviously try to draw the Beast over first before dealing with the Angel. There are also some Swarm past the Angel so be careful not to engage them as well.

The Angel will drop a Piece of Adamantine. Next to the corpse in the middle of this area is a Large Lurcher Cache and don’t miss the Blue Lurcher Demon floating around in the north-east corner.

Go to the left of the entrance to the next building (south-east) to the edge of the green water. On the side of the building you will see a purple node. Smash it down for a Grand Lurcher Crystal. Now enter the building and clear the Swarm if you haven’t already. An Undead Angel will drop down from the right as you reach the centre.

Jump up on the platform on the right side and destroy the crates near the roller-door to find a Large Healing Shard.

Outside you will have noticed a large black and purple block, called a Force Block. Stand beside it so you are facing south, into the building. Hit it with a Force Attack to slide it into the building. Now hit it to the east, then again to the south, back to the west and finally to the south one last time. This will put it up against the back wall. If you look up here you can see an opening. Flame Jump up onto the block and then again up through the opening.

Head around to the right and before the doorway is a red node to knock down from the roof for a Large Lurcher Cache. Through that door and to the left there is a Mansk. Jump on and move it west down to the ground. It will hit an invisible wall and avoid the green water. Push it up to the north close to the metal steps. Once there, Flame Jump up to the roof.

Jump up again and enter the upper level of the building on the right. Head around to the right where you can see a Human (12/20). Just past the human look to the left to see a corpse and a Medium Lurcher Cache behind the smaller wheel.

To the back-left of the room is a hanging Undead Angel that will attack as you approach. Next to it there is a red node with a Piece of Adamantine.

Go back to the entrance and, whilst still inside, look north. You will see a container you can use to jump up to an upper level. Inside is the next optional Chosen mini-boss, the Corrupted Tomekeeper. He is essentially a beefed-up Scribe with similar attacks. His one unique attack is a beam attack which is charged by two purple orbs for a few seconds. This gives you time to smack him but when he moves his hands be quick to dodge!

On death the Corrupted Tomekeeper drops an Essence of a Chosen. In the north-east corner you will find a Grand Lurcher Crystal. If you didn't tackle the Flame Warden previously, you will now unlock:

One Of the Chosen

Collect an Essence of a Chosen

One Of the Chosen
1 guideOffline Game ModeSingle PlayerCollectable

This optional side area is now done for now. Exit the building and drop back down to the ground level, heading south. Use the Wind Storms to cross back over the green water and jump back onto the fallen section of roadway. Enter the building to the north.

Inside, there is no loot so just clear the purple clumps on the walkway to the east and up the stairs. Just around the corner you will come across the Kraken’s glowing antenna blocking the path. Give it a hit and the battle is won! The Kraken will flee into the water and you will unlock:

Love Tap

Defeat the Kraken

Love Tap
2 guidesOffline Game ModeSingle Player

Drop directly down and you will land near a Demonic Artifact. If you don't recognise it, this is the area of the first Kraken encounter. Head forwards (west) then look to the left to spot Vulgrim at Bonelands: Cargo Ship. This is another area where you will have found a large number of Lurcher Crystals so be sure to feed them all to Vulgrim!

Your estimated Level should be around 44.

The next step will be to backtrack, making the most of your new Force Hollow powers!

Ignore this message if you defeated the first Chosen earlier. Now that you are better equipped and have experience with fighting a Chosen, this would be a good time back to Hollows: Antechamber and tackle The Flame Warden if you didn’t manage it before. Head forwards and up the stairs to the room with the praying Skeletons to find him. The information of the fight is reproduced here if you didn't fight it before:

Head up the stairs to the west and smash the pots on the left side, revealing a low tunnel. Go through, where you will find a Sliver of Adamantine by a corpse. Use the lever just past it – if you look through the window ahead a wall should rise up. Exit out the way you came, across the room where the praying Skeletons were and look to the right to get to that opened wall.

Destroy the pots by the small lamp here for a Small Healing Shard. Head up the stairs to meet the first Chosen, the Flame Warden. This guy hits hard (something of a theme in Darksiders 3?). Its attacks are telegraphed so dodge, dodge, dodge. It will teleport around so be ready to dodge when it returns.

Once it is down, it will drop an orb containing an Essence of a Chosen. There is also an Angelic Artifact to collect from the corpse at the back of the room and a Large Lurcher Clump in a pot around to the right from the entrance.

If you have made this side-trip now, retrace your steps and return to Bonelands: Cargo Ship.

Also, note that during this backtracking section you should unlock:

Cleanup Crew

Pickup 500 Item Drops

Cleanup Crew
1 guideOffline Game ModeSingle PlayerCumulative +

From Bonelands: Cargo Ship, turn around and go around the hole that the Kraken fled into then enter the building to the north-east. Head towards the orb at the back and a Spectral Angel Brute will appear. Once it’s defeated, grab the orb for a Fragment of Adamantine. Go back towards the exit and smash the purple clump on the wall. Jump up and go through the low tunnel in the north wall.

At the junction, the left path is blocked by a corpse. Go right but at the next intersection look to the left and grab the Small Lurcher Cache next to that corpse. Then turn around and exit the low tunnel. Smash the purple clump here and go outside, opening a path back to near the start of the Bonelands.

Enter the building on the right (east) and on the back wall you can knock down a purple node with a Small Lurcher Cache. This node and the next one have a habit of taking forever to render in. The wall will appear blank but keep moving around and eventually it should magically appear. Just skip it if you can't find it.

Exit and use the Mansk to the west to climb up to the building opposite. Climb the steps and go through the low tunnel.

Drop off to the right and at the base of the stairs here you will pass the Bonelands: Festering Pool Serpent Hole. From Vulgrim, head south and through the door you should have opened earlier. As you pass through the doorway, look up to see a purple node on the wall up in the next room. Smash it down for a Small Lurcher Cache. This one is even worse than the last - try running through to the other side of the building and back again as it seems to be more likely to spawn if you are following the story path rather than backtracking.

Go back to Bonelands: Festering Pool and head east, exiting the building. On the rock wall to the north you will see another purple node with a Small Lurcher Cache.

Use the Mansk you moved previously to climb up to the west - it will probably be on the water so just Flame Jump from one of the partially submerged containers. Go left and over the buses and enter the building on the right. Go through the doorway to the right and right again. In the south-east corner here is a Force Wall. Head up to a room with a Demonic Artifact.

Head back down the Force Wall. Exit this room and go through the doorways to the west. Destroy the purple clump here at the south end (this is the one that you didn’t bother with when throwing Bomb Bugs from outside). Inside is an Angelic Artifact.

Go back outside to the east. Use the Mansk to cross the chasm to the right. While you’re here, why not grab the gift that Usiel owes you? Enter the Angel’s HQ on the left and go through the fairly linear path. Find Usiel at his desk and talk to him. After the scene he will give you the Fafnir Enhancement.

Exit through the door on the right of Usiel and follow it down. When you drop through the hole you will be at Bonelands: Hangman’s Tree.

Go outside head over to the east. If it has respawned, the Angelic Beast will be here. Where the building meets the rock wall you will see a purple node. Knock it down for a Small Lurcher Cache.

Now go back to the Bonelands: Hangman’s Tree Serpent Hole. Use it to travel over to Bonelands: The Drowned District.

When you arrive, turn around (north-east) and you will see a purple node on the wall. It has a Small Lurcher Cache.

Head south up the nearby ramp and back over over to the north-east. Go through the door on the left side of the building, under the Stinger Nest, and smash the purple clumps in here to reveal a hole in the floor. Drop down and follow the short tunnel to find a Demonic Artifact. Jump back out and exit this building.

Drop off the edge to the right back down to Vulgrim and head into the nearby pipe. Follow the tunnel and proceed through. Swim across the water and use the shortcut door to the left when you hit dry land. Flame Jump up the other side and, once outside, take either the upper or lower path to get to the exit on the other side of the building. Follow the path north, swing over the gap and jump up.

You will be back at the door puzzle area. Enter the main room and take the path in the west wall. Just around the corner here is a purple node with a Small Lurcher Cache. Return to the main room and use the exit you opened up earlier (south-east) to drop back down next to Vulgrim again at Bonelands: The Drowned District.

Use the Serpent Hole to travel to Haven: Maker’s Forge.

You should be familiar with this route, but it will be detailed here again just in case. Take the path down, away from the tree, and swing across the gap. Head along the south side of the building and drop down onto the Minions and Swarm below if they have respawned. Cross the tree root and go around to the left of the next building.

Storm Glide up the Wind Storm to the higher building and enter. In the room with the Taskmaster and the Suffering, there is a purple node you can shoot on the far wall with a Medium Lurcher Cache.

Exit out the gap in the south-east corner and follow the path through the next building. As you head down the slope three Swarm will attack. There is a Spectral Undead Angel and a Cloaked Sycophant at the bottom. Turn right and continue on down a ramp, then right and down again. Storm Glide over to the room opposite.

Turn right and smash the furniture to enter the next room. Kill any Swarm here. Step out near the edge but don't drop down. Turn around and look up. Tucked in a corner above is a purple node which will drop a Fragment of Adamantine.

There are no more Force Hollow related items to collect on this path. Go back the way you came. When you exit the room that had the Taskmaster and Suffering, you can just jump down to the building below. Step onto the tree root that ascends through the middle of this building, but jump off the west side, making sure to land on the sloped ramp. Jump or run all the way down until you reach Haven: Skyscraper.

Take the path to the east. Kill the Swarm around the corner and approach the ramp down. Look up to the south to see a purple node. Knock it down for a Fragment of Adamantine. This will be 30 Fragments which unlocks:

Unyielding Strength

Collect 30 Fragments of Adamantine

Unyielding Strength
1 guideOffline Game ModeSingle PlayerCumulative +

Make your way down through the building, across the tree root and through the next building. When you exit to an open area with a few Minions and a sleeping Suffering, Flame Jump up to the platform on your right. Go through the low tunnel here to reach a platform high up above the Haven: North End area.

Stick to the left wall and go forwards, dropping down two levels. Kill the Elite Minion here and it will drop a Fragment of Adamantine. In the left corner where the roots meet the wall is a Large Lurcher Cluster.

Use the Force Wall to travel back up to where you came from. Go to the other end of this ledge to collect a Medium Lurcher Cluster. Look off this platform to the north-west, roughly in the direction of the base of the Force Wall. Directly down you will see a corpse and an orb on a small platform below. Carefully drop down there to collect a Fragment of Adamantine.

Storm Glide over to the base of the Force Wall and take it back up. Flame Jump up to return through the low tunnel. At the other end, drop down and go up to the path in the south-west corner. It will ascend and turn to the left, opening into a cavern. Jump up to the ledge in the north-east corner and follow the short tunnel to the right to find a purple clump blocking the path.

Destroy the clump and head inside. Around the corner there will be a Cloaked Sycophant. Kill it then look a little further around the corner to find a Fragment of Adamantine. Exit out of this area. When you drop off the platform back on the main path, continue south up the hill. Go through the low tunnel, jump up a few ledges and double swing across the gap. Go up the ramp around to the left and exit outside.

Head to Haven: West End, south then over to the west. Travel to Haven: Crossroads. Head up to the north-east of the area, behind the altar and the large, engraved rocks. Watch out for the Suffering and Swarm up here.

Once it’s clear, throw a Force Crossblade at the purple node on the north wall. It will drop a Fragment of Adamantine. To the right of this, inside the broken building, is a purple clump. Destroy this and behind it you can find an Angelic Artifact. In the next room behind the barrier is a Human (13/20).

As you go to exit this room, look up to see a red node on the right side. It will drop a Sliver of Adamantine.

Exit and go over to the Wind Storm on the west side of the area. Storm Glide up and over to the ledge to the south. Go through the low tunnel and deal with three Minions and a Suffering at the end. Destroy the purple clump in the south wall to reveal a hole. Drop down and proceed past the Force Wall to the other side of the room to collect an Angelic Artifact.

Now ride the Force Wall down and around to a ledge. Kill the Skeletons here. At the back of the ledge is a Small Lurcher Cache. Over by the edge is a Large Lurcher Cluster. At the edge here, drop off to the left onto the stone bridge.

The two Skeletal Champions here can be tough – consider Havoc form if you have it. With them dealt with, clear the other Skeletons. Smash the Blue Lurcher Demon floating around. From where you landed, move south across the bridge. The bone pile near the first broken column on the right will have a Wrath Shard.

Go to the gate at the north end. Use your Crossblade to tag all three crystals around it to open the gate. Inside, ignore the Elite Skeleton for a moment and jump up to the alcove on the left wall. Deal with the Skeleton Archer up here then drop down and handle the Elite. It will drop a Sliver of Adamantine. At the back of the room is a Piece of Adamantine.

Exit and turn left to see a crystal sword in a statue near a drawbridge. Hit the crystal to raise the bridge. Just at the start of the bridge is an Angelic Artifact.

Don’t cross the drawbridge. Instead, go to the southern end of the stone bridge and up the stairs. Kill the Skeletons here. In the pots at the back of the room is a Large Lurcher Cluster.

Go up the stairs to the right. Towards the top there is a ledge that extends along either side of the stairs. On the right side is a set of pots containing a Healing Shard. Vulgrim awaits at the top of the stairs at Hollows: Molten Cave.

Travel back to Haven: Crossroads. Jump up to the ledge next to the Serpent Hole and go through the low tunnel. Flame Jump up at the end. Walk forwards and you should see a purple node above the ledges on the right wall towards the other end of the area. Go over there and shoot it down for a Fragment of Adamantine.

Drop off the ledges here and go down the tunnel heading west. Follow it around to reach Haven: North End. Go east to the end of the street. Deal with any enemies who have respawned. It's time to repeat that tricky swing/jump again!

Run up the tree root on the south wall and about half way up Flame Jump then swing across to the root on the north. Go to the west end of this root and Flame Jump, double swing and Flame Jump again diagonally across to the balcony on the west end of the building to the south. If you skipped this before, Luminous Visage (06/16) is on this balcony.

Face east and Flame Jump then swing over to the next balcony. Head around the corner and enter the building. If you skipped the jump before, destroy the red node on the roof for a Medium Lurcher Cluster. Destroy the purple clump at the end on the right. Go through the first room and carefully proceed around to the right in the second. There are three Stinger nests on the walls. The first is before the stairs, the second above the stairs and the third further around the corner to the right.

At the bottom of those stairs is a Chunk of Adamantine. Go back up and follow the room around past the third Nest location. To the left of the ramp at the end is an Angelic Artifact. Go up that ramp and in the low tunnel and just to the right is a Piece of Adamantine. Drop out of the low tunnel to the left and exit the building. Drop down back to the street to the north. Remember to jump off so you can make a second jump to break the fall. As before, this can be hit-and-miss so the safer option is to retrace your jumps/swings back the way you came.

Head back down the street to Vulgrim and use the Serpent Hole to travel to Haven: South End. Enter the Church and go outside to the graveyard. Turn to the right and go past the scaffolding. On a wall near the edge is a purple node which drops a Fragment of Adamantine.

Go back inside the Church and drop through the hole you made earlier. Follow the path west then north. Clear the skeleton room if required and exit to the east. When you come to the large cavern, jump over the gap and continue down the path on the left wall. Drop down at the end and head into the tunnel on the left. Up ahead is a purple clump. Destroy it and enter, watching out for two Stinger nests over the water to the left. Take them out with your Crossblade before doing anything else.

You can’t reach the orb visible on the ledge between the two nests – that will have to wait. Drop into the water and dive underwater. Turn left to see a purple node. Smash it for a Medium Lurcher Cache. Jump out of the water back to the south and continue in that direction. Go around the corner then drop down at the end.

When you enter the room at the bottom, turn and look on the wall above you. Quickly destroy the Stinger nest up there. Flame Jump up and to the right is a Medium Lurcher Cache. Drop off and go through the low tunnel in the opposite wall.

At the end is an Angelic Artifact. There is a purple clump around to the left which will lead out to the Bonelands. Drop down and run all the way to the west to reach Bonelands: The Hulking Carcass.

Ignore Vulgrim for a moment and jump onto the red crate nearby and enter the low tunnel to the west. Jump up at the far end. In the large cavern, drop down to the shallow pool of water. Look to the south-east of the pool to see a purple clump at the end of a short pathway. In the cavern behind is a Demonic Artifact.

When you exit, look over the pool to the north-west. You should see a purple node towards the corner. It contains a Small Lurcher Cache.

From here, backtrack to Bonelands: The Hulking Carcass and travel to Nether: Cistern.

Exit out the door you opened earlier to the left, into the watery area. Use Storm Glide to ascend the Wind Storm by the waterfall and grab on at the top. Follow this path and at the end, jump up to the right. Break the purple clump here and go through. The cocoon ahead has a dormant Mimic. Around to the left is a Demonic Artifact.

Retrace your steps back to Vulgrim and travel to Nether: Tangled Grotto. Drop onto the tracks and turn left. Head up to the right when you can. Stick to the right wall and head to the back of the room full of Chain Spiders. At the base of the stairs to the right is a purple clump. Destroy it and drop into the short tunnel. Crossblade the purple node at the end for a Small Lurcher Cache. You've already explored the area ahead, so go back up to the large room.

Go up the stairs at the back. Destroy the purple clump here and continue on up. At the top you will see four orbs directly ahead – a Sliver of Adamantine, two Small Lurcher Clumps and a Large Lurcher Cluster. Just to the side of the top of the stairs is a Demonic Artifact.

Look up the north and Flame Jump up to the ledge there. Jump up again to the right and go through the low tunnel. You emerge in a confusing set of passages, tunnels and holes. Head up to the left where you can see some Baby Chain Spiders. Deal with them and grab the Small Lurcher Cluster in the centre of the room.

Nearby is a low tunnel heading north. Go through and head forwards. There may be an Alpha Sloth Minion in this tunnel, but you may have also killed it through the rocks behind it quite some time ago. If it’s still standing, deal with it. It drops a Fragment of Adamantine. To the left of the corpse is an Angelic Artifact.

Go back through the low tunnel. In the room here, follow the left wall around and drop down on the opposite side. In the next corridor, turn left.

At the end of the short path, drop off into the Mimic room with two Mimics and several cocoons (they just contain a few dormant Mimics). Clear it out, then just to the left of where you entered is a Wrath Shard in a cocoon. Over on the east side is a corpse with a Large Lurcher Cluster. There is also a Blue Lurcher Demon in this room which you may have already collected when clearing out the enemies.

Look up to the south to see a red node. Smash it down for a Medium Lurcher Cluster. Continue south and take the left path. After some Baby Chain Spiders there will be a Mimic in the room at the end. Behind it is a Large Lurcher Cluster.

Go back to the previous junction and take the right path (an easy way to not get lost is just follow the left wall as you exit). There will be more Baby Chain Spiders but only some dormant Mimics here. Just before the tunnel opens into the room, destroy the eggs on the left side to reveal a Small Lurcher Cluster. Smash the bones on the far side of the room to the left of the ledge for a Fortification Shard.

Jump up to that ledge to the west. The very first cocoon ahead, to the left of the rock, will have a Mimic. Continue on and Flame Jump up at the end. Up here you can save a Human (14/20) and collect a Demonic Artifact.

Head north and a short way along look up for a red node with a Medium Lurcher Cluster. In the room, fight the Spider Demon then smash the cocoon on the left for a Small Healing Shard. There is a Fragment of Adamantine on the right. Drop off the edge here to return to the Mimic room.

To the south of the hole in the centre of the room, left of the tunnels you just explored, is a hole you can drop into. You will see that this drops just a short way with a tunnel to the left. Head through that tunnel. As you enter a larger room expect a few Baby Chain Spiders. Along the right side of this room is a large set of eggs on the ground you can’t destroy, but the smaller eggs in front of them hold a Small Lurcher Cluster. This will be opposite the ‘window’ on the left side.

Continue on, dealing with a few more Baby Chain Spiders. Jump up to the left at the end and fight a Mimic then a Spider Demon. On the right of this room is a Sliver of Adamantine. Note the hole on the opposite side - you will return here in a moment.

Head north and before the ramp, on the right side, is a Human (15/20). Saving him unlocks:

Community Outreach

Save 15 Humans

Community Outreach
1 guideOffline Game ModeSingle PlayerCumulative +

The cocoon next to him has a Small Healing Shard. Continue to the top of this tunnel. The cocoon at the back on the left has a Mimic. There is an Angelic Artifact up here.

Go back down to the previous room and drop into the hole on the right. This puts you back in the train tunnel just next to Nether: Tangled Grotto.

If you are around Level 48, you are on track!

Head to Haven: Maker's Forge once again. Ulthane will upgrade your Rider's Mercy once again, this time giving you a substantial +30% Health. You should be able to upgrade to Balanced Enoch. Next, focus on the Fortifier Enhancement - either path is fine so go with whichever you have more Artifacts of.

That’s all for the backtracking. Time to get back to the story at Bonelands: Cargo Ship.

------------------------------------------------------------------------------------------

IN DEEP:

Home

Turn around and go back through the opening to the Krakens pool and jump in. You will notice that if you have Force Hollow active, Fury will sink like a rock and can walk along the bottom. This will also enable you to fight the enemies you will encounter underwater.

Head along the tunnel to the east. Stick on the left wall and you will come across a Large Lurcher Cluster. To the left of this is a purple clump on the wall. Smash it, then hit the Force Block behind it – no puzzle this time, just move it out of the way so you can get by.

Past the block, drop down and grab the Thorn Shard in the hole. You cannot swim at all with Force Hollow so either remove it (hold cn_RB) or switch to one of the other Hollows. Swim up and into the tunnel to the west.

Swap back to Force Hollow and walk west to the depression by the blue plants. Some Demon Fish will attack and the only way you can fight back is from the ground. Kill the fish then find the purple clump at the back of the depression. Destroy it and head through.

Again, switch so you can swim up. Look to the right to see a flashing red mine in the path. Approach it slowly. When you get close enough it will quickly float towards you and explode. Turn around and dash away to avoid taking damage. This can be done while swimming but it is much easier when walking.

Now you can follow the path around to the right. When you surface but before leaving the water, look by a gate around to the left for a Large Lurcher Cluster. Hop out of the water and kill the Armoured Skeleton on the other side of the room.

Destroying the purple clump on the left will reveal a third sword-holding statue. Back up a little and tag all three swords with a single Crossblade shot. Hitting all three opens the gate at the back of the room.

Through the gate and to the right, Vulgrim is waiting at The Depths: Forgotten Lake. Just behind him are some pots you can break for a Healing Shard.

Move forwards slightly and look above the floor to the right of the pool to see a red node with a Large Lurcher Cluster.

Walk into the pool and around to the right. The path will drop away and you will soon find yourself swimming. As you enter the room you will see a notification that this area is The Depths.

Follow the right wall near the surface and once you pass a rock you will see a blue cave before you get to a building. You'll need to be just underwater to spot it.

Swim in and switch to Force Hollow. There is a purple clump on the east wall that can be hard to spot against the blue light in the area. Smash it to reveal a Medium Lurcher Cache.

Swim out of this area and along the side the building, heading north. Go around the corner and you will see an orb by a corpse at the base of the building where it meets the rock wall. This is a Frenzy Shard.

Now surface and swim to the north. When you reach the next building, swim along the edge to the west. Go just around the corner and there is broken section on the edge of the building you can jump up to. Collect an Angelic Artifact up here.

Now equip Force Hollow and jump into the channel to the west, sinking all the way to the bottom. Head north and you will encounter some Deep Lurkers. Stick to the right wall as the channel opens up and you will find a purple clump partially hidden by large rocks. Smash it and enter this area.

Inside there are two homing mines to avoid and some Demon Fish. Swim up to the right where you will find a Piece of Adamantine inside the gate on the right.

Exit this room and continue north, still staying on the right wall. You will go around to the side of the large building with statues on the front (hereafter called the statue building) and in the north-east corner come across a Sliver of Adamantine.

Ascend and as you go up push around to the east. You will find the top of the building and a gap between the rocks. If you get lost go all the way to the surface and search the east wall for an obvious small gap.

There are some Demon Fish here so switch to Force Hollow. Drop off the top of the building going east and follow the path as it curves around to the south. At the end you will find a Fragment of Adamantine.

Go back the way you came and you will see an opening at the base of the building. This area is a little annoying. There in an unending supply of mines that will spawn. The best way is to draw a mine so it explodes at the edge. Race in with Force Hollow and sink to the bottom. There is a Demonic Artifact below the entrance. Wait until you hear another mine and dash away from it, then switch Hollows and swim back out as quick as you can. Fortunately the mines don't do too much damage!

Exit out of this area and return to the main area. Cross over to the north-west corner, on the opposite side of the statue building. Smash the purple wall right beside the statue building and inside the small cave is a Medium Lurcher Cache.

Exit out and head west, staying on the right wall. You can squeeze through the small gap between the wall and a partially broken building. Continue around and you will turn to the left, entering an open area. There are 4 mines above. On the ground down to your left from the gap you appeared from will be a purple clump with a Large Lurcher Cluster.

Just to the south-east is a hole in the ground. Drop in for a Large Lurcher Cluster. Swim up and to the west to see two more purple clumps and a Force Block. Smash the clumps and move the Block to reveal a hole - make sure to hit it right over to the north as it is possible to make a small gap you can fit in but won't be able to get back out of. Swim down and follow the tunnel to find the Azazel Enhancement.

Exit and surface here. Swim straight up over the shallow rocks to the south; you should spot an orb way off in the distance but there is no need to go that far yet. Dive down when you can. There will be a courtyard-like area with a large building to the west. A pair of Deep Lurkers will be waiting down here. When you hit the bottom, turn around to find a purple clump in the north wall. It contains a Large Lurcher Cluster.

Enter that large building to the west. Deal with some Demon Fish and near the statue at the back of the room is a Luminous Visage (10/16). There are two pillars to the right (north). On their north sides you will find two crystals. Hit both of them quickly and they will turn red and the gate in the south wall will open.

Go through the newly opened gate into the red tunnel. Turn right and swim up to enter the rocky passage. This will again turn right and you can surface at the end. Jump out of the water then switch to Force Hollow and then jump over to the east wall and use the Force Wall, which leads to your next Chosen fight. Drop off the path at the end.

The Templar of the Damned is an enhanced version of the Skeletal Champion. His huge shield can be a pain to get around. Halfway through the fight he will set himself on fire and this will afflict additional damage. He alternates between a quick jab and a delayed swing. He can be tough to hit normally behind his shield so concentrate on timing your dodges and use your best Arcane attack weapon.

He drops an Essence of a Chosen. In the north-west corner is a Piece of Adamantine.

Go back to the building where you collected a Visage. Still inside, swim directly up. To the north-west near the top of the room you will see a purple clump on the wall. Land on the ledge here and smash the clump to reveal a passage behind. Go through and swim up.

When you get to the Force Block, smash it east then south so it forms a jump point up to the top of the building. Hop up there and kill the Skeletons. On the raised platform is an Archer to watch out for and an Elite who drops a Piece of Adamantine.

Open the sarcophagus in the north-east corner for a Medium Lurcher Cluster. The cocoon at the south-west corner holds a Fragment of Adamantine. From here turn left and to the south-east is a Medium Lurcher Clump in a pot. Finally, on the east side of the raised platform is a Rejuvenation Core. Collecting this will unlock:

Maximum Vigor

Upgrade Nephilim's Respite Healing Amount 4 Times

Maximum Vigor
1 guideOffline Game ModeSingle Player

Drop off into the courtyard and sink down. At the south end of the courtyard and look east for another purple clump. Head through to another area with annoying mines. Sprint forwards (east) past several respawning mine points - as long as you are sprinting they should miss you. The path will turn slightly left and up against the rocks ahead you will see a Small Lurcher Cache.

Look left to see a Deep Lurker. Fortunately, you should be out of range of the mines now. Kill it and go inside the small building here for a Demonic Artifact.

Exit this building and just outside look right for a purple clump with a Large Lurcher Cluster. This may be in range of the closest mine, so be cautious.

Now sprint back out to the courtyard.

Surface and go all the way to the south and turn right - watch out for a mine underwater here. Dive underwater just a little and you will see a pathway heading west, where you can see the side of the large building. Go through and destroy a purple clump to find a Medium Lurcher Cache.

Exit out of this area and surface again, then follow the south wall to the east. You will see a platform with an orb against the wall. (For reference, this is just around the corner from where you first entered this area.)

Jump up there and grab that orb, which is a Large Lurcher Cluster. Look back out over the water and you will see a purple clump blocking the Force Wall on the roof. Smash it with your Force Crossblade.

Turn around to see the start of that Force Wall. Follow the path all the way around the area. When you drop down at the end you will be on top of the building to the right of the entrance. At the edge here grab a Small Lurcher Cluster.

Jump up to the next ledge then drop down into the room below. There will be the usual horde of Skeletons here, with two Archers and two Armoured. With the room cleared, smash the bone pile in the north-west corner for a Healing Shard. The pot in the south-east corner has a Large Lurcher Clump.

Ignore the floor plate at the southern end for now and smash the bone piles behind it to reveal a low tunnel. Go through and jump up the platforms at the end. Hit the Force Block at the top forwards (north). Grab the orb in the corner for a Fragment of Adamantine.

Now hit the Force Block west so it falls down into the room. Then smash it to the south so it sits on the floor plate there. If you didn’t test it before, this reveals a crystal above the gate at the north end.

Find the two crystals on the columns in the room and stand between them and the gate-crystal. Lock onto all three with the Crossblade to activate them and open the gate. The one above the gate can be troublesome. Tag that one first and you may have to move around a bit to get it to register.

Through the gate you will fight some more Skeletons, including three Armoured ones. Smash the purple clump in the south-east corner to find a Medium Lurcher Cluster. The corpse near the column straight ahead has a Small Lurcher Cache. Continue in this direction and destroy the pots at the far end for a Fortification Shard.

Turn left and you will see a Crystal Sword you need. Grab it and jump into the water. The statue building is just ahead.

Jump up to the top of the statue building. On a raised clump of rock is a Large Lurcher Cluster. Smash the pots at the south-east corner to find a Wrath Shard. Look up to the right of the statue that already holds a sword to see a purple node. It contains a Sliver of Adamantine.

Now place your sword in the statue to the left of the gate. Back up a little and use the Crossblade to hit the three crystals beside and above the gate. With the gate open, go through and you will fight an Skeletal Champion with some standard Skeletons getting in the way.

Grab the Small Lurcher Clump just in front of the gate you entered from. Now go to the north-east corner of the room. The pots by the column here have a Healing Shard. Look west and up to see a crystal. Crossblade it to open a gate on the west wall (for some reason, Storm Crossblade may not work - just try another Hollow). Behind the gate is a Piece of Adamantine.

To proceed, enter the room at the east end and destroy the purple clump. Drop into the water and, with Force Hollow activated, walk along the bottom. Some Demon Fish will attack as you go.

When you enter the next room two Deep Lurkers will be waiting for you. Stay on the ground and walk around behind the carriage on the left. Behind here you will find a Large Lurcher Cluster. Look east and swim up from here. You will see a small blue-lit tunnel in the wall. At the back of the tunnel is an Undying Shard. You can’t do anything on the surface here yet so exit back out.

Swim up to the top of the carriages to the north and behind them you will see two Force Blocks and several purple clumps. Smash all the clumps.

If you surface you will see an orb glowing on a ledge up to the south-west. Your goal is to move the blocks into position so you can jump up there. One block reaches just to the surface while the other sticks out above it.

Start with the larger block, back near the carriages. Hit it south, west twice and south again. Hit the smaller block south. Now jump up onto the smaller block and from there to the large one. This puts you in Flame Jump range of the ledge.

The orb here is a Small Lurcher Cache. Go down the tunnel and Flame Jump up at the end twice to the south, then drop down behind the wall. There is a Human (16/20) hiding back here. Go down the steps to the left to find a Demonic Artifact.

Jump back out of this area and smash the purple clump you passed. Drop down and deal with a Chain Spider before smashing the other purple clumps here. The left one contains a Wrath Shard. Continue around the corner. Up the stairs on the right you can smash the barricade to reveal a Large Lurcher Cluster. Head back downstairs and you will find Vulgrim at The Depths: Eroded Pipe.

A GLUTTON FOR PUNISHMENT:

Home

Smash the purple clump in front of Vulgrim to continue. Enjoy a little chat with your Watcher as you walk along the path then drop into the water at the end. Sink to the bottom with Force Hollow. Turn right and along the southern wall you will see a respawning mine-point (there is a second opposite on the north side). Between the mine and the wall is an orb with a Demonic Artifact. Just sprint to the orb and mash cn_B as you pass it.

Go towards the northern mine-point and enter the tunnel just to the east of it (you shouldn’t activate the mine if you approach from the east). Swim up over a couple of ledges. You will see a narrow chasm with a few mine-points. In the centre is an Angelic Artifact. Sprint forwards and as soon as you grab it, switch Hollows and swim up, continuing to the east where you can jump out.

Jump up the ledges here and enter a subway station with several cocoons. Ignore the enemies and additional cocoons to the right and go straight across. The cocoon in the alcove to the left has a Mimic. Jump up to the higher platform and in the small room ahead you can see Vulgrim at The Depths: Sunken Tracks. Before you talk to him, turn right and smash the single cocoon by the shelves for a Havoc Shard.

Exit the room and clear the station. There will be several Mimics in the cocoons - two on the higher level, three or four on the lower level and another on the small area in the back corner. In addition there are two Deep Lurkers – one on the lower level and a second in the back corner. In that back corner is a Fragment of Adamantine.

Go to the base of the steps between the higher and lower platforms. Up on a column above the steps is a purple node with a Small Lurcher Cache. Go through either doorway to the west. Look out for a Mimic in a cocoon on the right path. The purple clumps here are nothing but blockages.

Go through the hole in the west wall and fight the two Spider Queens by the tracks. Essentially just large spiders, you can draw them one at a time so this should not be a hard battle. Several of the eggs in the room will spawn Baby Chain Spiders as well.

Once it’s clear, cross to the platform opposite the entrance – smash the purple clump on the tracks to the left as you do - and grab an Invigoration Core on the west platform. Go back to the east platform and head to the north end. There is a Small Lurcher Cache here.

Smash the purple clumps around the carriage on the tracks and another on the tracks just to the north. Hit the carriage south down the track it is on with a Force Attack. Jump up onto the carriage and Flame Jump up to the scaffold to the left. There is a Strength Shard up here.

Look up to the roof to see a Force Wall. Follow it as it snakes across the area. Drop down at the end. Look up to see a red node – knock it down for a Large Lurcher Cluster.

Just around the corner is a lever. Use it to activate the track switcher. The light on the posts out by the tracks will turn from red to green. This also opens a door back where you landed so go through and down the stairs to return to the station. Now hit the carriage back to the north – it will swap tracks as it goes.

Jump onto the carriage again and Flame Jump up to the ledge at the north end where you can find an Angelic Artifact.

Jump up to the top and destroy the purple clump to the east for a Piece of Adamantine.

Go to the western clump and destroy it to reveal the path forwards. Watch out for the two Minions in the room ahead who will attack right away. Drop down to the left into a station corridor. The two eggs here spawn Baby Chain Spiders. Flick the switch on the left wall to open a shortcut door back to the tracks.

Continue down the next set of steps and around the corner, where a Minion and a pair of Deep Lurkers await. Continue around to the right – both cocoons contain Mimics. Continue around and go to the left of the stairs. There should be a single visible Mimic this way, along with a Spider Demon. On the right is a Large Lurcher Cluster. In the last cocoon around to the left is another Mimic and past it is an Angelic Artifact.

Go back past the stairs and look ahead and up to see an orb you can Flame Jump up to. It’s a Fragment of Adamantine.

Now you can climb the stairs. Go to the top and around to the left. You may spot the Vulgrim totems hanging on the right but you will trigger a scene and start the Gluttony boss fight before you can access it.

Gluttony can be a real challenge. He sits in a large tentacle and attacks quickly and without much warning. He sweeps the tentacle along – best to make distance to avoid this – then follows up with a ground pound. Dodge and smack the end of the tentacle after it lands to cause some damage. Once he is damaged a little, he will do two ground pounds.

He also fires poisonous globs – they create puddles that remain for the duration. When you see him rear up to fire, try to head to one particular area so all the puddles are isolated together rather than spread out across the whole area.

Finally, he has melee and ranged attacks. He will usually cycle through the attacks in the order listed. He can also grab you and chomp you in his mouth.

Havoc Form is very useful in this fight. Consider using a Havoc Shard to refill the meter and go again when you can. Otherwise, this can be tough. While this is a two-phase fight, you cannot use special attacks in the 2nd half so don't hold anything back!

Once his health is dropped to half, a scene will play and you will drop into water, back in front of the Gluttony's full form, the Kraken. Underwater you cannot use your attacks. The Kraken will attack with tentacle swipes and will attempt to suck you into its mouth – after which it will spit a damaging shot at you. Watch out when he rears back - he will ram forward with his whole body. If you are in centre of the area he will collide with you and do a large amount of damage.

The tactic here is to use the two mine-points located to your left and right. Attract mines and swim towards the Krakens mouth. He will suck in the mines and they will explode in his mouth. You will only need to do this twice. Be careful though - if you get too close he swallows you for an instant kill.

After eating the second mine he will collapse and be left with a sliver of health. Swim right up to the Kraken’s face and press cn_B for the coup-de-grace!

Defeated Gluttony unlocks:

Eat Your Heart Out

Defeat Gluttony

Eat Your Heart Out
1 guideOffline Game ModeSingle PlayerMain Storyline

After the following scene with the Lord of Hollows, you will receive your final power, the Stasis Hollow to unlock:

Freeze Frame

Collect the Stasis Hollow

Freeze Frame
2 guidesOffline Game ModeSingle PlayerMain Storyline

Once you are back in control, grab the Luminous Visage (11/16) from the surface just in front of you. Now it’s time to use your new power!

Before doing anything, your new weapon is the Edge of Scorn - attach the Fafnir Enhancement to it.

CRAWLING OUT FROM THE DEPTHS:

Home

Head to the shimmering walls to the south. You switch to Stasis Hollow with cn_LB and cn_X – it should already be active.

Jump and the water will solidify below you. Now jump towards one of the shimmering walls and hold cn_A as you meet it. You will grab on. Release cn_A and you will leap to the opposite side. Press and hold cn_A again while in the air to grab on. Repeat until you reach the top.

At the dead end to the east here is a Small Lurcher Cache. Jump over the Stasis Wall and there will be a Mimic in the first Cocoon on the left ahead. Past it the Elite Minion will be joined by two Chain Spiders. The Elite will drop a Piece of Adamantine. In the far corner past the Elite’s location is an Angelic Artifact. Destroy the crates on the wall just to the left for a Healing Shard.

Now enter the hall in the south wall. Destroy the barriers on the left before the stairs and go in to find a Small Lurcher Cache. Climb the stairs and deal with a visible Mimic at the top (this might be in the room around to the right). Go back around to the left and the cocoon at the end here has a Large Lurcher Cluster.

Go back and around to the right. In the water, there is a mimic in the cocoon on the far right and another in the centre left. There is a red node up in the north-west corner with a Piece of Adamantine. Flame Jump up to the tunnel in the south wall.

Continue up the broken tunnel to the left. At the top there will be a Stinger Nest opposite and another on the wall just around to the left. With Stasis Hollow equipped, drop into the water and walk over to below the orb you can see opposite. Quickly switch to Flame Hollow and Flame Jump up to the narrow ledge between the two nests for an Angelic Artifact.

You may recognise the tunnel across the water to the west which you previously visited. Ignore it and head back to the water-filled room where you fought Gluttony and jump down into the water.

Head over and climb the Stasis Wall on the west side. Head through the doorway, going south. While your Watcher talks, grab the Small Lurcher Cache in the water. Go through the doorway in the north-west corner and follow the hall. When you reach the water, jump off to the left and underwater here you will find a Large Lurcher Cluster.

Jump up at the north end. On the level with the broken metal walkway, jump up to the walkway remains on the left. From here jump up again to a small ledge. On the pipes here is a Small Lurcher Cache.

From here you can Storm Glide over to the next platform. Walk on the water with Stasis Hollow then switch to Flame Hollow to make a Flame Jump up further.

At the top, turn around and swing across. Kill the Elite Demon here and it will drop a Fragment of Adamantine. There is a small room behind the web to the left with a Piece of Adamantine. On the opposite side, above the steps, is a platform you can jump to. Jump up to the left again, then once again with a Flame Jump and ahead you will find an Angelic Artifact.

The switch here opens the gate to the Skeleton room near Haven: South End you have already passed through a few times (assuming you backtracked earlier).

Drop back down the hole and swing back over to the north. Jump up to the metal railing on the left and turn left. The barrels at the end contain a Sliver of Adamantine. Now hop over to the other side with the Deep Lurker. Once it’s dealt with, go down the hall.

Enter the second opening on the left. Turn right to see a purple node on the wall with a Large Lurcher Cluster. The doorway at the bottom here is blocked so exit back out.

Go across and drop down. Head left where you will see another Deep Lurker – there is another hiding around the left corner. After they’re done, smash the bin in the back-right to find a Frenzy Shard.

Drop down into the water and in the south-east corner is a Small Lurcher Cache. Get on the water surface with Stasis Hollow and enter the partially open door on the north side, which becomes a low tunnel. Drop off at the end. Underwater you should see the glowing orb, so switch to Force Hollow and grab a Small Lurcher Cache.

Remaining underwater, walk over to the north-west. There will be two Demon Fish and a Deep Lurker. Surface and find the Stasis Wall around to the left in this area. Climb up and smash the purple clumps to move the stone block. This is the doorway at the bottom of the stairwell you were just in. Over to the left is the orb you likely saw a few moments ago – it’s an Angelic Artifact.

Drop back down into the water near the Stasis Wall and jump out on the north side. With Flame Hollow so you don’t die, drop into the lava on the other side. A few Lava Abominations await. First go left, up the lava stream. On a small ledge at the top is a Piece of Adamantine.

Go to the lower end of the lava stream where you can jump out to the right. Drop down the platforms here and you will see a Demonic Artifact just off to the right. The next platform, around to the left, has a Small Lurcher Cache on the far side.

Go down the steps. You may recognise this place from your backtracking adventures - you fought the pair of Skeletal Champions on the bridge nearby. Up the stairs ahead is Vulgrim at Hollows: Molten Cave.

You should reach Level 52 here. This means you have earned 51 Attribute Points. Using your 50th unlocks:

Big Spender

Spend 50 Attribute Points

Big Spender
2 guidesOffline Game ModeSingle PlayerLevel

The story continues at Scar: Gnarled Cliffs but now that you have received your last Hollow it’s time for another round of backtracking (this will be much quicker than the last one!). Travel to Haven: North End.

Start at Haven: North End. Drop into the lower area on the right and deal with the Suffering before heading through the low tunnel on the west side. Climb the Stasis Wall in here and just around the corner at the top is an Angelic Artifact. Now you can retrace your steps back to Vulgrim.

You should now be able to upgrade the Fortifier Enhancement to Balanced. Travel to Haven: Maker's Forge to do so. The next Enhancement to work on is the Juggernaut on the Angelic path.

If you have focused on upgrading the Barbs of Scorn, you will be able to reach +10 now, unlocking:

Take it to the Limit

Upgrade Any Weapon to Max level

Take it to the Limit
1 guideOffline Game ModeSingle PlayerShop

Head over to Haven: Crossroads and jump up to the ledge just next to the Vulgrim Plinth there. Go through the low tunnel and Flame Jump up at the end. Turn to your right to see a Stasis Wall. Climb up and on the ledge at the top you will find another Stasis Wall leading down to a pool of water. Jump down into the pool and activate Force Hollow. Sink down to the bottom where you will be attacked by a Demon Fish and two Deep Lurkers.

Go west into the underwater cave. On the north wall is a purple clump to smash, with a Piece of Adamantine in it. Swim to the south-west of the area where you can find a Demonic Artifact on a ledge half way up the wall. Head back to the east of the cave to find the Stasis Wall and climb out. Retrace your steps back to Haven: Crossroads.

Travel to Haven: West End. Head forward and around to the left. Enter the building and turn right. Just past the stairs you can access an elevator shaft. Inside is a Stasis Wall. Jump up and at the top, just near the edge ahead, is an Angelic Artifact.

Jump up to the ceiling to use the Force Wall and cross to the other side. In here is another Chosen enemy – Agony. It is just a larger, more powerful Suffering. Its attacks are quite well telegraphed and all fairly basic melee, although there is one attack where it slams a fist on the ground to produce a blast attack. At this stage of the game this shouldn’t be too tough of a fight.

Agony drops another Essence of a Chosen. In the south-west corner is a Piece of Adamantine. Up in the north-east corner is a purple node with a Large Lurcher Cache.

Drop down from there and re-enter the building. Take the path down the ramp to the left, around and over the double-swing. Drop down and go through the low tunnel. Go up the ramp and in the next area jump up to the ledge ahead. Follow the tunnel round to the right to find a Stasis Wall.

At the top look in the room opposite the purple clump to find a Medium Lurcher Cache. Now smash the purple clump and deal with some pesky Baby Chain Spiders in the next room. In the north-east corner here you will find a Piece of Adamantine.

Go through the doorway to the west and head down the ramp opposite. There is a Havoc Shard at the edge. From this edge, make a difficult Flame Jump. You need to jump out a little bit, then jump back in to clear a tree root above. The ledge up here has an Angelic Artifact which you would have seen from the ramp just before.

This is another tricky fall - sometimes it works but sometimes not. If you want to play it safe, backtrack and when you get back on the main path, go down the ramp to the north-west. If you are feeling brave you can now carefully jump down off the edge – wall slide to avoid respawning and it's a good idea to return to the level below before trying to jump all the way down. Enter the building to the east here and follow the only path until you reach Haven: Skyscraper.

The next stop is Bonelands: Cargo Ship. Turn around and enter the area with the Kraken pool but don't jump in. Stay on the right wall and find the opening in the building to the south-east. Watch out for the Spectral Undead Angels as you exit the other side. Once they’re gone, hop over the roadway railing and onto the containers to the south-east next to the Wind Storms. Storm Glide over the green lake.

Head north and past the Mansk. Enter the building and take the exit to the right. In the next building there is a Stasis Wall in the back. Climb up and there will be an Angelic Artifact on the platform above. Around to the left is a Force Wall. Head along it. When you drop down at the end, jump across the path of containers out to an island. Next to the dead Angel here is a Chunk of Adamantine.

There’s no shortcut back so retrace your steps all the way to Vulgrim.

The next stop is The Depths: Sewage Egress. This is the Vulgrim point you may have seen briefly before the Gluttony fight. Head around to the right and destroy the barrels to find a Healing Shard. Jump up the Stasis Wall just past them. Stay on this side of the metal fence and go left, to the west end of this area. Smash the crates in the doorway and inside you can save another Human (17/20).

Head out and past the metal fence. The Brood Mother in the corner will be joined by a Deep Lurker.

The barrel in the north-east corner has a Large Healing Shard. To the north-west is the Fortune Enhancement and to the south-west behind some crates a Piece of Adamantine. Above the steps you entered from is a purple node with a Medium Lurcher Cache.

Drop back down to Vulgrim and go up the stairs just past him. There is a Fortification Shard up here. Now use the Serpent Holes to travel to The Depths: Sunken Tracks.

Leave the room and drop down ahead. To the right is a Stasis Wall. Jump up and clear the cocoons ahead; there will be a dormant Mimic at the front and an active one at the back on the right past the column. At the end there is a Piece of Adamantine.

Smash the crates in the north-east corner and go through the revealed low tunnel. Drop down to the right here and ahead near the roller-door you can see a Demonic Artifact. On the right wall here is a switch what opens the roller-door. Go through and turn right to find the Stasis Wall again.

Go up and this time look south over the station. There is a single swing point and past it you can see a Force Wall on the roof. Activate Force Hollow and swing across. At the other end of the swing, press and hold cn_A to attach to the Force Wall.

Roll over to the end and drop down. There will be one visible Mimic and another in the left-hand cocoon at the back. Grab a Medium Lurcher Cache near the edge and smack the Blue Lurcher Demon.

Destroy the purple clump on the west wall to find a Human (18/20) and a Luminous Visage (12/16). Drop down and head back to Vulgrim.

Your last backtracking location is The Depths: Forgotten Lake. Go forwards and around to the right to enter the large room. Use Stasis Hollow to walk across the surface and head around to the left. Look up to find a purple clump up above on the wall – it's in the south-west corner past the underwater courtyard.

Quickly switch to Force Hollow and throw a Force Crossblade shot to destroy the clump. Switch back to Stasis Hollow and stand below the ledge you have revealed behind the clump. Now switch to Flame Hollow and Flame Jump up there. There is an Angelic Artifact on the ledge.

Drop down and cross the area to the north. From the gate at the top of the statue building, go left. Follow the wall around to find a tunnel leading to a series of waterfalls. It's just above one of the mines so if you hear the mine noise you're close. If the wall turns and you start heading south, you've gone too far.

You will have to swim in here, you can’t fit if you’re walking. Jump up the first waterfall and you will find a Stasis Wall before the next. Use this to jump to the top of the 2nd waterfall. You will see a Demonic Artifact on a ledge over to the west here.

Now find the 3rd waterfall along the south wall and repeat the process, using the Stasis Wall in front of it to climb up. At the edge on the west side you can find a Piece of Adamantine.

From the east side, Storm Glide to the north and flick the switch which opens the gate over the water to the left. This is a shortcut to the tunnels near the Gluttony arena.

Drop off the waterfalls, back the way you came, and swim back to the statue building (turn left when you re-enter the main area). Go through the gate you opened before and into the water in the small room to the right. Beware the Skeletal Champion which may have respawned! Head through the tunnel to the next area with the two carriages on the left.

Swim up to tunnel in the wall opposite. Swim through and at the end is a Stasis Wall. Up the top follow the path to a room where you will find an Angelic Artifact. The switch next to the roller-door opens it and provides access to the station at The Depths: Sunken Tracks. Watch out for a Mimic in the cocoon just to the right of this roller-door.

Level 53 is a rough estimate of where you should be by now.

Use the Serpent Hole at the far end and to the right to travel to Scar: Gnarled Cliffs.

------------------------------------------------------------------------------------------

SIDE-STEPPING TO ABRAXIS:

Home

Head forwards into the main tunnel and turn left. Force Attack the purple switch and the gate will open.

If you play with vibration on you may want to consider turning it off for the next area. There are a lot of background machines that activate the vibration almost constantly which gets quite annoying.

Up the hill you will meet a new enemy, Miner Minions. There is also a single Taskmaster.

The crates to the right by the rusted cars have a Healing Shard. South of those crates are some wooden platforms you can Flame Jump up to. Look out over the area. Notice the purple crystals on the device at the top of the post in the centre? Hit one with a Force Crossblade attack to spin the central device and (eventually) line the Swing Point up in front of you.

Swing over. Follow the path to the right and round to the south-west end of the ledge. Kill the Phantom Guard at the end. Hit the Blue Lurcher Demon and collect a Medium Lurcher Cache from the corpse by the wall.

Now go back and through the opening to the east. Sneak up on the Miner Minion here.

You will now learn about a new move with your Stasis Hollow. Throwing a charged Stasis Crossblade at some objects will freeze them for a time. Do so with the spinning crushers and quickly run over to the other side. There’s not much time to spare so don’t muck around!

Kill the Miner Minion over here and look up on the wall to the right to find a purple node with a Medium Lurcher Cache. Start heading north. As you pass the second post a pair of Spider-Crabs will appear. They are the local variant of Spiders. In addition to what you’ve seen they can burrow and attack from below and also block your attacks.

Deal with them and the Miner Minion ahead. By the Miner is a Small Lurcher Cache.

Enter the adjacent room and go up the ramp. Another Spider-Crab and Miner Minion await. Go through this room and out to a larger area. There will be some Miner Minions and a Spider-Crab as well as two Phantom Guards on the ground level. If you want a little help, over to the right you can ignite the pool of oil. With Flame Hollow you are safe but the enemies will take damage.

With them cleared, look back at where you came from. To the left of the entrance there is a small side room. Inside, to the left behind some barrels you can grab a Medium Lurcher Cache. A Spider-Crab will spawn in behind you when you enter this area. To the south-east of the central pole is a Frenzy Shard.

To the west of the oil pool is a wooden platform similar to the last big room. Jump up and this time swing east to the next platform. The next platform is over to the north. You need to hit the crystal on the central mechanism like last time, but switch to Stasis Hollow and as the swing point moves to the north, throw another Crossblade at the mechanism. Time your throw so it stops between the platform you are on and the one to the north.

It won’t stay there for long so quickly swing across. You will land next to a Small Lurcher Cache.

Drop down ahead and hit the purple lever which opens a gate in the previous room (essentially a shortcut). Now drop off the ledge to the north. Head to the west end and use Stasis Hollow to jump out. There is a single Miner Minion here. The barrels directly ahead contain a Wrath Shard.

Drop down to face some more Miners and another new enemy type, a Trauma Demon. These guys look big and nasty and have a range of melee swings and a leap attack. Not really anything you haven’t dealt with by now.

Clear the area and go all the way to the east and you will see a Piece of Adamantine. Go back and on the western wall to the right you will find another Piece of Adamantine.

From this second Piece, go through to the doorway to the right (north). Follow the path around the huge spinning drill and you will come across a Small Lurcher Cache. Continue all the way around and on the right wall you will come to an alcove where Vulgrim appears at Scar: Drilling Annex.

(NG+ note: If you are carrying a large number of souls, this is the perfect place to get the soul-collection achievements. Run into the spinning drill to die and you will respawn at the Vilgrim Plinth. Repeat until you unlock both achievements.)

From here, go to the south side of the room and around to the right, behind the large drill piece. At the end is a Force Wall. Ride it all the way down. On the ledge at the bottom is an Angelic Artifact. Go back up and run back around the drill piece to find an exit to the north-west.

The next new enemy in this area is a Phantom General. His appearance and attacks are familiar but his main feature is an ability to blow the horn he carries and summon aid, in the form of one or two Phantom Guard. These guys can be tough. Once the area is cleared you can loot.

When you first enter, there are two sets of barrels and crates to the right. The crates have a Healing Shard. Follow the left wall to find a Medium Lurcher Cache but be ready for a Spider-Crab to spawn behind you. On the wooden landing in the opposite corner from the entry, go past the barrels to the very northern end to find a Piece of Adamantine.

Now hit one of the purple crystals on the central post. When it stops it forms a Stasis Wall on the west side (no need to use Stasis to stop it spinning). Climb up and look to the right to see another Stasis Wall which you can also ascend. At the top two Spider-Crabs will emerge as you head down the ramp. Grab the Demonic Artifact at the bottom then jump over the barricade and save the penultimate Human (19/20).

Go back to the top of the first Stasis Wall. At the south end of the platform use the Swing Point to the east. Next you need to repeat the trick of spinning the central machine then freezing it as the Swing Point aligns to the north of your current location. Remember it won’t stay frozen for long! This can be very frustrating – you need to stop the Swing Point in the right place and if you fail you have to rotate the Stasis Wall to be able to get back up.

Right where you land is a Small Lurcher Cache. To the right is a lift of sorts. The purple crystal will call the lift but as it is already here it does nothing. In the centre of the lift is a floor plate which sets it in motion. The quick trip will attract the attention of the last Chosen, Grock. It will start throwing rocks at you and will continue through the next section, so don’t stop in one place for too long! There is plenty of cover so this is not as much of an obstacle as it may initially seem.

Exit the lift. Turn right to find a Small Lurcher Cache. There will be numerous enemies on the wooden walkways here - Miner Minions, Phantom Guard and a new enemy, the Demon Spearman. Run down the ramp to the north. Ignore the Demon Spearman on the top of the building ahead and run inside, then clear a few enemies. The crates near the bottom of the ramp you just used have a Large Lurcher Cluster. Flame Jump up above this to fight the Minion Spearman, with a Strength Shard behind it.

Drop off the top of the tower and go inside again. Find the ramp that leads down to the west, then south to reach a lower level. Take the next ramp to the south further down and around to the left is a crate with a Medium Lurcher Cache.

Head to the east side of this level. Ride the Force Wall to the end and go up the ramp to the right when you land. Smash the purple clump here which frees up the machinery behind it. Now take the Force Wall back up.

Take the ramps all the way up to the north. At the top look at the rock wall to the right for a purple node with a Small Lurcher Cache. Continue along the rock wall and at the end there is a ledge you can jump. Jump to a higher level and you will find an Angelic Artifact.

Drop down from here and take the ramp up in the south-west corner. This leads back to the tower you started in. Go back down the ramp to the west, but this time swing out to the west and attach to the Force Wall that is visible opposite. Go all the way to the right and drop down.

There will be two Phantom Guard (one hiding around the corner near the orb) over here and one of them will drop a Piece of Adamantine. A single Minion Spearman will probably join from the top level as well. Right at the edge in the north-east corner you will find a Large Lurcher Cache and upstairs at the southern edge is the fourth and final Invigoration Core which unlocks:

Maximum Capacity

Upgrade Nephilim's Respite Capacity 4 Times

Maximum Capacity
1 guideOffline Game ModeSingle Player

To get back, Storm Glide to the south of the Core to a platform attached to the central tower. That’s everything so now make your way over to the south-east, where you will see another spinning device.

On the ledge behind it is a Small Lurcher Cache, hidden by crates. Now hit the purple crystal on the device and it will spin. Fortunately, no Stasis required this time!

Now make the harrowing triple spin over to the southern platform. Jump up to the right. Follow this path around and at the end guarding another lift is a Phantom Guard. Hit the switch here to do a few things. The gate next to it will open, revealing the way back to an area you should recognise. Another gate on the left wall in this area will open and water will run through, creating a pool below.

You can make it over to the left-hand gate with a Storm Glide but if you miss it, use Stasis Hollow to stand on the water below and Flame Jump to hop up. Take the path up. You will come across a Minion Spearman. Down the ramp to the right is a Miner Minion and a Phantom Guard. The crates near the wall on this platform have a Thorn Shard.

The next section is optional but must be done for two achievements. Remember this point and if you are racing to the finish, ignore the side path.

Drop down to the Trauma Demon on the left. It may be joined by a Spider-Crab – the crab is over to the far right and you may kill the Demon without triggering it. Deal with them both and against the wall on this platform is a Demonic Artifact. Now use the Wind Storm on this platform to Storm Glide up to the building to the north.

Go forwards up the steps and kill the Taskmaster up there. Note the lift to the left but continue forwards down the stairs and follow the path to a Phantom Guard. It will drop a Piece of Adamantine and past it will be a corpse with a Demonic Artifact.

This pathway is a loop so either backtrack or continue to make your way forwards or back around to the lift. Enter and step on the floor plate.

At the top of the lift, step off the plate then back on it to start the lift going back down. Jump out quickly but don’t go too far forwards or you will start the next scene. Turn around and over to the right of the lift shaft you can see a ledge you can Storm Glide to for a Piece of Adamantine.

For a missable achievement. you must fight Abraxis in the following battle. Be careful during the conversation and choose "Kill Abraxis".

Storm Glide back over and advance into the room to meet Abraxis. A long while back the Lord of Hollows sent you to kill Abraxis, so when given the choice, choose to do so, which enables an achievement later on. Entering the arena unlocks:

Demon Meddler

Meet Abraxis

Demon Meddler
Offline Game ModeSingle Player

There is a Luminous Visage (13/16) in this area, up again the metal ‘window’ to the north-east (over your left shoulder when you regain control). Try to grab it at the start of the fight as afterwards you will spawn back down below and have to make the trip back up just to collect it.

Abraxis, like many bosses, has two phases. In his early phase his attacks are fairly slow and telegraphed. There is nothing special here. Once a quick scene plays, he will jump into the air and charge a beam attack. He can also call up a flame blast from underneath you and has a devastating charged sword attack.

Overall, he should be a surprisingly easy Boss. For all his fancy moves, timing your dodges against him is much easier than many other enemies. For defeating him you will receive the Soul of Abraxis Relic.

A TORTURED TEMPEST:

Home

You regain control at the bottom of the lift. Go forwards and right to exit the building. Drop down and Flame Jump up to the platform opposite.

You will see some purple clumps on the Force Wall to the east. Destroy them with a Force Crossblade before heading across. Kill the Demon Spearman when you land and swing over to the east, starting with a double jump to reach the Swing Point.

You land on a platform with a Phantom General and a Demon Spearman. Once they are dealt with, look back at the previous Swing Point. Flame Jump up to the platform above and smash the barrel for a Small Healing Shard.

Drop down and the small barrel near you will have a Wrath Shard. The barrels to the left have a Sliver of Adamantine. Destroy the larger barrels by the wooden section of wall to find a Small Healing Shard. Towards the east of the platform there is a Large Lurcher Cluster in yet another barrel.

On the south wall you will see a Stasis Wall inside the wooden structure. Smash the barrel to access it but for now just drop down two levels where you will find a Havoc Shard at the edge. Jump back up and past the Stasis Wall you will see an Angelic Artifact ahead. Grab it then use the Stasis Wall to ascend.

On the west wall up here is a Piece of Adamantine. As you cross this platform you will see Vulgrim appear on the right. This is Scar: The Lowlands.

From the Vulgrim point you will be able to see a large dust cyclone outside to the north. This annoying entity is The Tempest. In the next area The Tempest will chase after you when you are out in the open. It insta-kills you if you get too close!

From the east end of the platform, jump off to the north when The Tempest is over in the far corner. Your destination is the Subway tunnel entrance over to the right.

Tempest 1

The Tempest needs to be right over the back left of the area or you will not make it. Be sure to sprint by pressing cn_LS. Once you are inside the tunnel, you are safe. This can be a frustrating run - the timing is a very tight and if The Tempest is not in the exact spot you won't make it. Don't do anything fancy like a Flame Jump or Storm Glide when you first drop down - get the ground as fast as you can and start sprinting. I tended to have more luck with Force Hollow but that may just be a coincidence. Keep at it and eventually you will reach safety.

Go down the stairs and through the low tunnel on the left. The game will give you a hint to switch to Force Hollow as three Minions ahead are sucked up through the roof. You will share the same fate unless you activate Force Hollow.

Walk down and go all the way to the end, where you can see a Demonic Artifact. Head back and at the base of the stairs, turn left into a short tunnel heading east. At the edge of the tunnel here is a Medium Lurcher Cache. Go back and cross over to the orange-lit tunnel to the west, heading down more stairs.

In the room at the bottom of the stairs, turn left to find Vulgrim at Scar: The Dust Halls.

Step on the floor plate on the ledge here to start the conveyer below. After a moment a Force Block will appear and the conveyer will move it over to the right where it will fall on the floor. Jump down and run over to the Block and then underneath the conveyer to find a Small Lurcher Cache.

Now hop up onto the Force Block and from there you can Flame Jump up to an opening above and enter the adjacent room. Head over and smash the Force Switch on the opposite side. This opens the gate back to the previous room.

You now need to push the Force Block over the water below and onto the floor plate underneath the Force Switch. To achieve this, equip Stasis Hollow and run over the water from the plate to the Block to freeze it. Switch to Force Hollow and hit the Block over to the plate. If you’re fast enough, the Block will slide over the frozen water and hold down the floor plate, opening the door to the west. If you’re too slow and the block sinks, go back and use the conveyer to get another one.

For some reason, gates open on the east and west walls but the path to the east is blocked. Go west and around the corner. Two Miner Minions occupy this small area, the first of which will be waiting in ambush at the corner. There is a purple node on the west wall with a Small Lurcher Cache. Roll up the Force Wall to continue.

At the top jump back over to the south and around the corner you will find a Piece of Adamantine. This should be the latest you will unlock:

Unbreakable Will

Collect 30 Pieces of Adamantine

Unbreakable Will
1 guideOffline Game ModeSingle PlayerCumulative +

Go back and follow the path up and around where you enter a low tunnel leading outside again.

Keep Force Hollow on here as The Tempest can suck you up even when you are still under the low tunnel. Pretty much straight ahead you will see a sunken Subway sign – that is your next destination.

Tempest 2

Wait until The Tempest is over in the back left and run for it. Ignore the orbs off to the sides of the path here – you will have an opportunity to return later without The Tempest to worry about.

Once you are undercover again, you are safe. Take the stairs down to the left. Force Attack the switch at the bottom of the stairs to open a gate back to the conveyer room as a shortcut. Now go up the tunnel to the right of it. Cross the Force Wall when you come to it and enter the long tunnel.

Your goal here is to move the Force Block from the east to the wall at the west. As The Tempest passes overhead it will lift up both the Block and a metal bridge in the centre of the room. Make sure you have Force Hollow activated the whole time in this room. While overhead, The Tempest will follow your movements, until you move to one end or another when it will move away.

Ignore the Block for a moment and go to the east end, using the Force Walls to avoid dropping down. On the north wall is a doorway blocked by a purple clump – smash it down to access the room behind where you can grab an Angelic Artifact.

The Tempest should have picked up the block and deposited it just outside the window in this room. Still inside the room, wait until The Tempest goes away (you have to operate by sound to gauge its distance). Hit it so it goes west and drops down into the hole. Go after it, dropping down and hitting it further west but still down the hole. Now use the Force Wall on the right to get back up.

By now The Tempest should be back and will suck the Block up the roof. Slow edge to the west and The Tempest, with the Block, will follow you. Don’t go too fast or The Tempest will lose interest and may take the Block back the other way. A little way along the Block will be sucked up to a higher section in the roof, meaning it can’t go back to the east.

Now go further west under cover and when The Tempest leaves, the block will fall, with enough space for you to get to the east of it and hit it – do so until it reaches the wall at the west end.

Now hop onto the block and Flame Jump up. On the north end of the room there is a higher level to the left – there is a Small Lurcher Cache behind some barrels.

Drop down and look underneath this spot to find the tunnel to proceed. Around the corner at the end you will find Vulgrim at Scar: Demon’s Peak.

Take either set of stairs up in this room and go through the tunnel to the east. At the junction, turn right to find a Small Lurcher Cache hidden in an alcove on the right at the end. Go back and head the other way. The next room has two Miner Minions and a Spider-Crab (NG+ notes: A Forsaken Demon will also emerge in the centre of the room). On the south wall is a Small Lurcher Cache and the barrels next to it contain a Large Healing Shard.

On the west side of the room is a set of tunnels. Go left first and deal with a single Demon Spearman on the steps. At the bottom is a Demonic Artifact and a Force Switch which opens a shortcut gate. Go back upstairs and down the other path.

In the outside area ahead, there are some Miner Minions, a Phantom Guard and two Trauma Demons. Definitely bait them one or two at a time. Just around to the right from the bottom of the stairs is a pool of oil which you can ignite for some extra help. Obviously, you are out of the clutches of The Tempest so don’t worry about that for now.

MAXIMUM MERCY:

Home

Once the area is cleared, find a low tunnel in the building to the south of the stairs - it's behind a set of barricades. Go through and in this area two Spider-Crabs will emerge. Once they’re gone, grab a Demonic Artifact from the edge to the right. Now go back through the low tunnel to the previous area.

Look to the end of the fence in the north-west corner for a Piece of Adamantine. The crates by the oil pool contain a Wrath Shard and over by the edge in the north-east is a Large Lurcher Cache; another pair of Spider-Crabs will attack when you approach it.

To the east of the oil pool is a ledge on the rock wall you can Flame Jump up to. Continue up to the top and kill the two Miner Minions. From here you can jump onto one of the mechanical platforms floating past and ride it forward.

Jump over to the first ledge on the left and deal with the Minion Spearman. On the opposite side is a Small Lurcher Cache. From here look to the building ahead – to the south-east there is a ledge below with an orb on it – this is an Undying Shard. Now Flame Jump back up to the previous platform (if you fall just go through the building and loop around again). From here jump back onto one of the platforms and continue.

Up ahead your ride comes to an end as the platform will dump you into some crushers. Jump off to the wooden platform on the left before that happens! Enter the building here to find a Stasis Wall. Climb up and use a Force Crossblade to hit the switch on the roof and stop the machine. Before you jump down the hole, look around to the right to find a Small Lurcher Cache.

As you drop down, your target is the level directly below. If you fall all the way down, a hatch will have opened on the lower section of the drill which you use to jump back up. Look to the west to see a Swing Point. Use it to head outside.

On a ledge ahead to the west is a Medium Lurcher Cache. To the right of this is a purple node with a Small Lurcher Cache. Take the path in the north-west. Kill the Miner Minion ahead (NG+ note: It will be joined by a Forsaken Demon). Note the low tunnel just past it. Before using it, take the path down the north. There is a Taskmaster, a Minion Spearman and a Miner Minion down here. At the edge of the rock platform is a Small Lurcher Cache while at the edge of the wooden platform is a Rejuvenation Core.

Now return to the low tunnel and go through to the next area. Kill the Miner Minion ahead and grab a Strength Shard next to it. Turn right and kill the Miner Minion on the wooden platform to the right. From here you can see another Miner further up and a Phantom General hiding behind some rocks on the opposite side.

In the central area near the General’s hiding spot is a Small Lurcher Cache.

Head back to the platform by the conveyer. The barrels just near it have a Wrath Shard. Jump onto the platform and look west along the conveyer. You will see a second conveyer feeding it from the building on the opposite side.

Use a Stasis Crossblade shot to freeze the first conveyer and run west. Fire another Stasis Crossblade at the second conveyer and run up it to the top. There is a single Minion Spearman up here.

Head right up into the north-west corner. To the right you can smash a barricade blocking a doorway and enter to find a Piece of Adamantine.

Exit and go to the opening to the left of the conveyer, back at the south end. Jump up to the wooden ledge ahead and over to the next one where you can grab a Small Lurcher Cache.

Drop down into the room and two Spider-Crabs will attack. Grab a Fortification Shard by the gate to the east and hit the Force Switch to open that gate for a shortcut.

Flame Jump back to the north-west corner and return to the area at the top of the conveyer. Look to the east where the metal platforms are emerging from. Flame Jump up and over the gap to find a small balcony on the other side. The Elite Phantom Guard here drops a Piece of Adamantine. At the far end of the balcony is a Demonic Artifact. Now Flame Jump back to the previous area.

Use the central Stasis Wall here to jump up and get to the ledge above. From here you can jump back onto a mechanical platform to continue.

Ignore the Spearman on the right side and Flame Jump up to the higher platform on the left when you get to it. You will find Vulgrim at Scar: Chasm Overlook inside the room ahead. To the left is an Angelic Artifact. Outside, take the path to the left.

Just past some metal bars look across to the right to see a wooden bridge leading to the other side. Go over and deal with a Phantom Guard and that annoying Demon Spearman. At the base of the ramp here look north to find a Medium Lurcher Cache.

Now go back to the west and drop down to the lower platform below with the spinning crusher machines in the centre. Clear the Phantom Guard and two Miners here. Collect the Blue Lurcher Demon. By the west wall you will see a Large Lurcher Cache. The crates next to it have a Large Healing Shard.

Go to the pit in the centre with the two machines. Look down and you will see a wooden platform under the south-west corner - that is your target. Throw a Stasis Crossblade to freeze the machines and jump down, dropping past them to the bottom area. In the south-east corner you will find a Demonic Artifact. This will be the latest you will unlock:

Demon Keeper

Collect 50 Demonic Artifacts

Demon Keeper
1 guideOffline Game ModeSingle PlayerCollectable

To the west under one of the machines is a Chunk of Adamantine. This will be your third Chunk, which unlocks:

Purity of Power

Collect 3 Chunks of Adamantine

Purity of Power
1 guideOffline Game ModeSingle PlayerCumulative +

The opening to the north leads to the last Human (20/20), unlocking:

Humanitarian

Save 20 Humans

Humanitarian
2 guidesOffline Game ModeSingle PlayerCumulative +

This also means that Ulthane will upgrade your Rider’s Mercy Relic to its highest level the next time you visit him at the Maker’s Forge.

You can now proceed. Back out and, in theory, freeze the machinery again and quickly climb back up (if you are too slow and get crushed you will respawn back up at the Vulgrim point above anyway). More often than not this won't work and you can't jump onto the machinery - in that case just die to respawn up above. Climb the Stasis Wall in the south-west corner.

Go to the east end of this platform to reach Vulgrim again. Make a trip back to Haven: Maker's Forge to upgrade your Rider's Mercy, granting you Physical And Arcane Damage +10%.

Go back the way you came and look to the south for an opening that leads to the Chosen who was throwing rocks at you a while back, The Grock. It has a fairly basic set of attacks. A rock throw, a wide arc attack with its club or a damaging three-hit combo and finally a ground pound. It telegraphs the attacks so despite its size it should be manageable.

On death it will drop another Essence of a Chosen. Against the wall on the west side in the centre is a Piece of Adamantine and to the south of this is a Large Lurcher Cache. Over to the south-east is a short low tunnel leading to a room with a Force Switch.

This starts the conveyer below and opens the gates on the far left and right sides. Through the left you can find an Angelic Artifact. Go through the right to continue. You should recognise this area from previously. Immediately on the right is a Healing Shard. Go east but before you drop down look left to find a Piece of Adamantine. Drop all the way down and clear the enemies again if they have respawned.

The conveyer you froze before is now transporting Stasis Blocks. At the far end where the blocks are falling into the crusher there is a platform up above. You need to throw a Stasis Crossblade at the conveyer to stop the Stasis Blocks near the crusher. Stasis Jump up between them and then jump over to that platform.

Up here you will see a Medium Lurcher Cache. Go through the low tunnel in the back wall. Once you exit, hit the Force Switch ahead to open the gates on either side. The left is a shortcut so head to the right. You should hear The Tempest but should be safe for now.

A Spider-Crab will drop in as you proceed. The barrels in the corner ahead have a Large Lurcher Cluster. Up the slope to the left is a Taskmaster and a Phantom Guard. Hop on the metal platform above the vat on the left side to grab a Large Lurcher Cache. Use the scaffolding or the stairs to get up to the hole in the south-west corner.

In the small room to the right is a purple node with a Small Lurcher Cache. Go up the nearby ramp and at the end of the pathway is a ledge overlooking another open area.

Tempest 3

Over to the right is another Subway station. Wait until The Tempest is over to the far left then drop down and sprint over there. Directly ahead down the stairs is a Small Lurcher Cache. To the right Vulgrim arrives at Scar: Refinery. This is the last time you talk to Vulgrim before the first of three tough Boss battles. You should have collected plenty of Havoc Shards but consider buying a few if you have been using them. An absolute minimum of two per battle, six in total, is recommended but more would be preferable. You can restock between the last three battles. Obviously this should be less of an issue on Story difficulty.

You should also be able to upgrade the Juggernaut Enhancement to Balanced. The next Enhancement to focus on will be Fafnir, along the Angelic path.

WRATH 2.0 AND A HOLLOW LORD:

Home

Return to Scar: Refinery. Follow the tunnel opposite Vulgrim and you will come to another Force Block/Tempest puzzle.

Head down and knock the Force Block into the tunnel. Drop down to attract The Tempest and run back into the room at the end. The Tempest will drop the Block at the edge. From here, you can hit it to the floor plate in a single hit.

Once it is in place, quickly switch to Stasis Hollow as you start moving towards the Block. Throw a Stasis Crossblade at the Block, then switch back to Force Hollow as fast as you can, before The Tempest returns and kills you. Stasis will keep the block on the plate long enough for you to sprint through the now-opened gate at the south end.

Once you get the sequence down this is not too difficult.

Up the ramp to the left is a Force Switch which opens both the previous gate permanently and the one ahead. In the next room go to the east end and by the metal fence on the left you can find a Small Lurcher Cache.

Now to answer the age-old question of “How to you defeat an angry Tornado?” Go back the way you came and hit the Force Switch you just ran past to start the nearby machinery. This will pump oil out of the pipe near the large opening in the north wall. Send a Flame Crossblade into the pool to dispatch this annoying enemy.

Head out into the open area. To the left near a metal grill on the ground is a Piece of Adamantine. From here you can see an orb by the north wall towards the west end. It’s a Luminous Visage (14/16). Head east along this wall and opposite the oil pool you will find a Demonic Artifact. In front of the opening at the east end is a Medium Lurcher Cache.

Go through that opening. Around to the right is a red node on the roof with a Small Lurcher Cache. Head down the slope nearby. As you enter the room at the bottom, look left to see a Piece of Adamantine. Use the Force Switch in the room to open the gate ahead and proceed through.

At the far end of this corridor, just before the far gate that also opened, will be an Angelic Artifact. That is the 50th listed in the guide so, if you haven't already, you will unlock:

Holy Keeper

Collect 50 Angelic Artifacts

Holy Keeper
1 guideOffline Game ModeSingle PlayerCollectable

Head through the opening to the south, near the gate, to enter a lift. Step on the floor plate to head up to deal with Wrath, for good this time.

This battle is unique in that there will be several other enemies battling each other and you while you target Wrath. Wrath will sometimes kill them and replenish his health. Aside from standard attacks he has a ground pound that sends out two waves that you have to double-jump to avoid.

In the first phase of the game he spends most of this time chasing lesser enemies to replenish health once you have smacked him a bit. This phase should be fairly simple, although it can be frustrating trying to get his health all the way down. The cyclones from the Storm Hollow Wrath Attack will chase him as he tries to replenish.

During the second phase he has a special attack where he will raise his blades then strike them together, creating a whirlwind around him. If you are caught in this, you will be trapped taking damage and it’s virtually an insta-kill. Your two options are to run, in which case Wrath will chase after you with the whirlwind active, or to get so close to him that you are inside the whirlwind. The latter option is riskier but probably better.

Your Havoc Form attack should be saved for the second phase of the battle, although you should have plenty of Havoc Shards so consider using Havoc Form in both phases if you need to - (NG+ note: Even on Apocalyptic difficulty, with the equipment recommended one use of Havoc Form in each phase should be enough to defeat Wrath).

Once you manage to kill Wrath, you will unlock:

Seeing Red

Defeat Wrath

Seeing Red
1 guideOffline Game ModeSingle PlayerMain Storyline

When you regain control, you will be back in the hallway by the lift which will no longer be available. You will receive a Luminous Visage (15/16) for your troubles.

Go through the gate to the east and follow the wooden platform around. Drop down off the end and use the Serpent Hole at Scar: Drilling Annex.

There is one quick backtrack you can do now that The Tempest is gone. Travel to Scar: The Dust Halls. Go down the stairs to the left, over the conveyer and up the opposite stairs. Take the stairs to the right and continue all the way up until you exit the station. It seems eerily quiet here now, doesn’t it!

Look to the north-east to see an orb not too far away – it’s a Luminous Visage (16/16). From here look west and you should see another orb over towards to rock wall. It’s an Angelic Artifact.

Scar Backtrack

Now re-enter the Subway station and retrace your steps back to Scar: The Dust Halls.

For the next achievement you must talk to the Lord of Hollows now before the final battle. He is not available afterwards, making the achievement missable. Head to Hollows: The Lord of Hollow’s Chamber.

Go up the ramp and talk to the Lord.

For a missable achievement, you must choose to spare him when given the choice.

Having already killed Abraxis and now sparing the Lord of Hollows you will unlock:

A Parting Gift

Receive the Lord of the Hollows' Final Gift

A Parting Gift
3 guidesOffline Game ModeSingle PlayerMissable

At this point, you should be around Level 60, with an even spread of Attribute Points between Health, Physical and Arcane (20, 21, 21).

Go back down the ramp and use the Serpent Hole to go to Haven: South End.

END GAME:

Home

You are heading straight to the next Boss battle. Make sure you have Havoc Form ready and a full Wrath bar as well as some Havoc Shards to spare. Coming right after the Wrath battle you may want to grind at the graveyard at the Church or wait a few minutes for everything to recharge.

Through the shimmering portal outside the Church you will find Pride. You will get a warning that you are entering the Final Act. This simply means some optional encounters are locked out but you should have already done everything you need to. You can still explore and continue to upgrade afterwards.

Head up the grand staircase and the door ahead will slowly open. Enter the arena for a scene. Pride has a few unique attacks. She will slam her sword into the ground and create a shockwave that pushes you back and a shimmering shield around herself which protects her from damage until it is destroyed. She will summon a ranged attack by raising her sword. She has a charge attack and will also jump up and rush down at you.

During the second part of the fight she unleashes a statue head that floats around the arena and shoots a beam attack across the area – these are quite deadly so avoid them at all costs. Saving Havoc Form and your Wrath Attack for this phase makes the battle go a bit quicker. This is another battle to consider using a Havoc Shard so you can use Havoc Form in both phases.

Once she is defeated, you will unlock:

Egomaniac

Defeat Pride

Egomaniac
1 guideOffline Game ModeSingle PlayerMain Storyline

In the first cutscene following this battle, the game would shut down my One X, right as the blocks fall on Fury. If this happens, you will restart at the base of the grand staircase and have to re-fight the battle with Pride. The way around the crash is to skip the first in this series of cutscenes. You can watch it here (with thanks to Youtuber Game Intros & Finales). You should be able to safely watch the all the subsequent scenes. This did not happen at all on my One S.

Once you are back in control at Maker's Forge, drop down and watch a scene with Ulthane. Now is the time to upgrade what you can. If you are planning on playing the DLC, I recommend against breaking all those Luminous Visages. I found the DLC to be easier at around Level 60 (maybe be something to do with the enemy scaling?). You can always break them if you find the going too tough.

The most efficient path now is to break off from the main story and go and complete the two paid DLC while still on Story difficulty. Come back after that and beat the final Boss where you will access New Game+ and continue straight into your Apocalyptic run.

If want to see the story through now, however, you have the option of returning to this point after the battle. It just means you will have to fight the final Boss a second time to access the NG+ menu later on. It’s up to you, but be very careful when selecting from the NG+ menu – once you have chosen NG+ there is no coming back.

If you choose to break off and head to the DLC, start with The Crucible and then go to the Keepers of the Void.

To finish the story now, continue on this page.

Now is finally the time to break all your Luminous Visages. If you have completed the DLC, you can expect to reach Level 82 here! Once you are ready, jump into the Reflecting Pool at the centre of the Maker’s Forge and press cn_B to face the final battle.

This is another buggy cutscene. I often spawned into the final arena but no cutscene played, leaving me in an empty arena with no enemies and nothing to do. Exit to the title screen and continue if this happens – a scene with Envy should play immediately. You can also try dropping into the lava which may respawn you on the arena and trigger the cutscene.

Another crash may be linked to armour and attachments - if you are having problems, try removing all armour and enhancements. I couldn't replicate the problems but I assume you can switch back to them once the battle starts.

Envy shows her true nature by carrying what appears to be the weapons and armour of all four Horsemen. She has fairly standard melee attacks with her sword. She will point a sword at you and perform a charging stab attack (this a very fast attack). She will also slam a blade into the ground and create a Blade Geyser. She also throws her scythe in a few ways.

After taking some damage, Envy will summon ghostly forms of the other Sins. They will appear for a single attack then disappear and you cannot fight them - just dodge their attack. The Sin that appears is random. All their attacks you should be familiar with from their individual battles and remember that Envy will still be attacking as well.

Eventually you will whittle her health down and unlock:

Everybody Wants to Rule the World

Defeat the Final Sin

Everybody Wants to Rule the World
1 guideOffline Game ModeSingle PlayerMain Storyline

As the scenes play out you will unlock the first end-game achievement (if you chose to fight through on a higher difficulty, you will unlock those achievements too, but in this guide that will come later):

Protector of Humanity

Complete the Game on Any Difficulty Setting

Protector of Humanity
1 guideOffline Game ModeSingle PlayerMain StorylineStackable

After the credits, which you can skip, and one final scene you will reach the New Game + menu. If you have already completed or don’t have the DLC then go ahead and select Apocalyptic. Once you go to New Game + there is no coming back and there is no warning or confirmation once you make a selection, so choose carefully. You will return to the main menu. Proceed to the Apocalyptic/NG+ page of this walkthrough.

Otherwise choose “Cancel” to return to the main menu. Continuing from there will return you to Maker’s Forge before you attempted the final battle. You can still explore extensively. Even if you purchase the DLC right now, they can still be accessed on this playthrough. This is your last chance to access the DLC on Story difficulty (unless you change difficulties at the end of your NG+).

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INTRODUCTION:

Home

The Crucible returns! This will be all too will be familiar to players of DSII. You fight in an arena against waves of enemies. Amongst regular enemies there are some Boss-waves, with achievements related to them. You will also earn unique Crucible currency in the form of coins to purchase both regular and unique items.

The Crucible can be accessed fairly early in the main storyline, after you have defeated Avarice. On your next visit to Vulgrim, he will inform you that you have been invited to fight there. Initially the Crucible is capped, with higher levels unlocked as you progress in the main game. For this reason, it's best to leave it until near the end of the main campaign as Wave 101 is unlocked after the second Wrath fight. It could also be a challenge at lower levels.

The Crucible has 100 regular waves and a bonus wave 101, with an achievement linked to it. To access wave 101, you have to complete all the waves, starting from wave 1, in a single sitting. You can pause the game and every 5 waves Targon will ask if you want to continue and will wait indefinitely for your choice, so it is possible (and recommended!) to take breaks. Expect this to take between 1-2 hours.

To get to the Crucible, use a Serpent Hole. Under the Limbo tab on the left you will find it along with The Void that leads to the other paid DLC.

If you have followed the guide so far, you should be around level 60 at the end of your first playthrough. On Story difficulty that should be more than sufficient to see you to the top (literally).

Regular waves range from very simple, with some just having a few Skeletons and Swarm, to quite difficult, including Suffering and Trauma. While you will encounter some more difficult enemies in the higher waves, you will continue to get waves of easier enemies – these serve to refill your Nephilim's Respite. The drop rate for green Lurchers seems quite generous in the Crucible compared to main game.

Bosses occur at waves 25, 50, 75 and 100, with a bonus wave at 101. Each of these has a related achievement.

Use your Nephilim's Respite whenever you feel you need it, earlier rather then later. As mentioned above, you will regularly receive green Lurchers to refill them. Keep Havoc Form and your Wrath Attack for any times you feel like you might be in trouble, with the exception of the waves leading up to the Boss encounters mentioned above - you want Havoc Form for these. Try to avoid using other Shards as this will lower your score (discussed below).

Generally the waves shouldn't be too difficult. Occasionally the arena will shift, with raised platforms appearing - this is an indication that there will be ranged enemies in the next wave. If you start near one of the platforms, you should be out of range of at least some of the other enemies. The outer ring can either rise up or drop away, creating a smaller arena.

Every five waves, Targon will reappear in the centre. Approach him and you will have the option of continuing, quitting or visiting his shop (the shop is discussed below).

I recommend using some Havoc Shards for the last few waves, just because failure there means you have to replay the entire Crucible again from scratch. Make sure you have at least a few in your inventory before you start wave 1.

To start the fight, head forwards and talk to the figure in the centre of the arena, Targon. After some preamble you will be able to begin.Talking to him for the first time unlocks:

My Evil Twin

Meet Targon

My Evil Twin
1 guideOffline Game ModeSingle PlayerMain Storyline

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SCORING:

Home

If you die, you will return to Targon. Initially you must restart again from wave 1. Once you complete a boss wave, you have the option of restarting from that point. For example, if you die on level 61 then you can start again from level 50, 25 or 1. Starting from anything other than wave 1 will, however, lock you out of wave 101 and its associated achievement.

There is some good armour to be earned here, so if you are struggling you can farm coins on the lower waves and then buy some new armour which will help.

Speaking of which, the coin system is a little complicated. The most important thing to know is that coins are only awarded when you voluntarily leave when talking to Targon or when you complete wave 100. If you quit out or die, you lose whatever you have earned up to that point.

You’ll earn coins based on the points you earn during the waves and your performance as follows. Note that you can both earn and lose points.

POINTSDESCRIPTION
+50 Cumulative bonus per consecutive 5 waves*
+250 Take no damage during a regular wave
+625 Take no damage during a Boss wave
-50% of total An Undying Shard is triggered during the wave
Reset to 0 Change the difficulty at the menu at any time
Reset to 0 Die or quit out (from the menu) at any time
-125 Use a consumable - eg. a Heal Shard (excluding Nephilim's Respite)

*So for waves 5-10 you will receive an additional 50 points per wave. From 10-15 it goes up to 100 points and so on.

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CRUCIBLE COINS:

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For every 1000 points you earn, you will receive 1 Crucible Coin.

What all this means in real terms is that a full run on Story Mode will likely net you between 60-75 coins. Remember that if you are going for all the achievements in a single run, you will not see any coins until after you have completed wave 100. Don’t be worried if you visit Targon’s shop and have nothing to spend.

Once you have obtained some coins. you can buy regular items like Artifacts and Adamantine. Other items are unlocked by reaching a certain wave - Targon has an unlimited supply of Essence of a Chosen (Cost: 50 coins, Unlocked @ wave 50) and Chunks of Adamantine (Cost: 50 coins, Unlocked @ wave 75). With access to these, it is theoretically be possible to upgrade all your weapons to level 11 (more on that in a moment) if you were to play through the Crucible over and over (but there is no need to do that, thankfully!)

More interesting are the special items. There are three sets of quite powerful armour and a new Enhancement linked to each of your four Hollows.

ITEM

WAVE UNLOCKED

COST DESCRIPTION
Chaos Bringer’s Armor 5060

+10% Physical Damage

+10% Physical Damage Reduction

+20% Health

Reaper’s Shadow Mail7560

+13% Arcane Damage

+10% Lurchers When Killing An Enemy

+60% Health Regenerated Per Minute

Panoply of Champions (Armor) 10060

+11% Amount Of Havoc Bar Generated Per Minute

+120% Havoc Form Duration

+30% Wrath Reward From Wrath Lurchers

Unfocused Flame Enhancement 2530

+5% Chance To Ignite Target

+10% Flame Wrath Form Enkindle Range

Unfocused Storm Enhancement5030

+20% Weapon Damage Chains Lightning to nearby Targets

+10% Storm Wrath Tornado Duration

Unfocused Force Enhancements7530

+5% Weapon Attack Speed

+10% Force Wrath Attack Damage

Unfocused Stasis Enhancement10030

+10% Counter Attack Stasis Duration

+10% Stasis Wrath Form Duration

Once you have all the achievements, there should be no need to replay The Crucible unless you want to. Completing all 100 waves should grant sufficient coins to purchase one of the armours. The Panoply of Champions completes the Havoc-focused equipment which is suggested for use during your Apocalyptic/NG+ playthrough.

Remember that once you start NG+, you will be on Apocalyptic difficulty so The Crucible will be more difficult. If you like the look of multiple items, better to get them now.

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LIST OF WAVES:

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The enemies on each wave are listed here. There are also notes about the changing arena.

Wave 1: Baby Chain Spiders, Minions and Swarm

Wave 2: Swarm, Minions and Mosquitoes

Wave 3: (two platforms rise) Swarm, Minions, Mosquitoes and one Skeleton Archer

Wave 4: Chain Spiders, Swarm and one Skeleton Archer

Wave 5: (two platforms lower) Chain Spiders, Minions and Mosquitoes

Wave 6: Minions and one Ranged Sycophant

Wave 7: (two platforms rise) two Ranged and two Regular Minions

Wave 8: Skeletons and one Skeleton Archer

Wave 9: (switches to four platforms) Minions and two Skeleton Archers

Wave 10: Skeletons, Ranged Minions and Ranged Sycophants

Wave 11: (wall rise for smaller arena, platforms lower) Skeletons and Swarm

Wave 12: Skeletons and one Armoured Skeleton

Wave 13: Skeletons and one Armoured Skeleton

Wave 14: Minions and one Alpha Sloth Minion

Wave 15: Brood Mother and one Skeleton Archer

Wave 16: (Arena back to full size) Chain Spiders, Mosquitoes and Minions

Wave 17: (two platforms rise) Skeletons and four Skeleton Archers

Wave 18: Minion, two Armoured Skeletons, one Skeleton Archer

Wave 19: Swarm, Skeletons, two Lava Abominations

Wave 20: (two platforms lower) Ranged Sycophants, Minions, Alpha Sloth Minion

Wave 21: (outer ring drops away for a smaller arena) two Lava Abominations, two Armoured Skeletons

Wave 22: three Ranged Sycophants and two Lava Abominations

Wave 23: one Suffering

Wave 24: Swarm, Skeletons and one Lava Abomination

Wave 25: Gor Boss – a large Lava Brute. Rather than the area attack like the Brutes do, Gor summons an eruption attack. Otherwise fights the same and still explodes on death. Defeating Gor unlocks:

Impressive!

Defeat Gor

Impressive!
1 guideOffline Game ModeSingle PlayerMain Storyline

Wave 26: (Full size arena) Minions and Swarm

Wave 27: Minions and Swarm

Wave 28: (two platforms rise) Ranged and Regular Minions, one Cloaked Sycophant

Wave 29: (two platforms lower) Ranged and Cloaked Sycophants, Minions

Wave 30: Ranged, Cloaked and Teleporting Sycophants

Wave 31: (walls rise for a smaller arena) Skeletons, Swarm and one Armoured Skeleton

Wave 32: two Armoured Skeletons and Mosquitoes

Wave 33: Ranged and Cloaked Sycophants, one Minion

Wave 34: two Mimics, Baby Chain Spiders

Wave 35: two Mimics, Brood Mother

Wave 36: (full size arena) Skeletons, Swarm

Wave 37: Baby Chain Spiders, one Spider Demon

Wave 38: (two platforms rise) Minions, Ranged Minions

Wave 39: (two platforms lower) two Spider Demon, two Minions

Wave 40: two Teleporting Sycophants

Wave 41: (outer ring lowers for small arena) Skeletons, one Armoured Skeleton

Wave 42: two Mimics, Mosquitoes

Wave 43: two Mimics, Spider Demon

Wave 44: four Armoured Skeletons

Wave 45: Ranged and Regular Minions, Alpha Sloth Minion

Wave 46: Chain Spider, Minions, Skeletons

Wave 47: Ranged Sycophant, Cloaked Sycophant, Teleporting Sycophant

Wave 48: two Lava Abominations, Lava Brute

Wave 49: Swarm, Skeletons

Wave 50: Sherhaal Boss – a spider queen. In addition to regular attacks, will quickly rear up and shoot a red laser attack at you (difficult to dodge). Completing this wave unlocks:

Incredible!

Defeat Sherhaal

Incredible!
1 guideOffline Game ModeSingle PlayerMain Storyline

Wave 51: (full size arena) Swarm

Wave 52: Regular and Ranged Swarm, Undead Angel

Wave 53: (two platforms rise) Ranged and Regular Swarm, Undead Angel

Wave 54: (two platforms lower) Undead Angels, Angel

Wave 55: Angels, Undead Angel

Wave 56: (outer ring rises for a small arena) Stingers

Wave 57: Angels, Stingers

Wave 58: Undead Angels, Angels

Wave 59: Angels

Wave 60: Scribe, Angels

Wave 61: (outer ring drops for a full-size arena) Swarm, Deep Lurker

Wave 62: Angels, Deep Lurkers

Wave 63: Undead Angels, Spectral Undead Angel

Wave 64: Angels, Spectral Undead Angels

Wave 65: Spectral Undead Angels, Spectral Angel Brute

Wave 66: (outer ring drops for a small arena) Swarm, Ranged Swarm, Angel

Wave 67: Undead Angels

Wave 68: Swarm, Skeleton

Wave 69: Undead Angel, Angelic Beast

Wave 70: Deep Lurkers, Angelic Beast

Wave 71: Minions, Stingers

Wave 72: two Spectral Angel Brutes, Teleporting Sycophant

Wave 73: Suffering, Angelic Beast

Wave 74: Skeletons, Swarm

Wave 75: Rastion Boss - similar to the Angelic Champion and will be supported by several Angels. His defeat unlocks:

Amazing!

Defeat Rastion

Amazing!
1 guideOffline Game ModeSingle PlayerMain Storyline

Wave 76: (outer ring rises for a full-size arena) Miner Demon, Phantom Guard

Wave 77: Miner Demon, Phantom Guard, two Spider-Crab

Wave 78: (two platforms rise) Phantom Guard, Spider-Crab, Demon Spearmen

Wave 79: (four platforms rise) Explosive Demon Spearmen, Phantom Guard

Wave 80: (platforms lower) Phantom Guard, Miner Demon

Wave 81: Demon Spearmen, Stingers, Spider-Crab

Wave 82: Stingers, Phantom Guard

Wave 83: (two platforms rise) Explosive and regular Demon Spearmen, Ranged and Cloaked Sycophant

Wave 84: (platforms lower) Phantom Guard, Deep Lurker, Scribe

Wave 85: Phantom Guard, Spectral Undead Angels, Angelic Beast

Wave 86: (outer ring drops for a small arena) Skeletons, Swarm

Wave 87: Spider-Crabs, Chain Spiders

Wave 88: Phantom Guard

Wave 89: Lava Abomination, Angels, Cloaked Sycophant

Wave 90: Explosive Demon Spearman, Spectral Undead Angel, Alpha Sloth Minion, Trauma

Wave 91: (outer ring rises for a full-size arena) Skeletons, Swarm

Wave 92: (four platforms rise) Ranged Minion, Explosive Demon Spearman, Skeleton Archer, Lava Abomination

Wave 93: (four platforms lower) Undead Angel, Armoured Skeleton, Phantom Guard, Minion, Spectral Angel

Wave 94: Minion, Undead Angel, Phantom Guard

Wave 95: Spectral Angel Brutes, Teleporting Sycophant

Wave 96: (outer ring drops for a small arena) Undead Angel, Angelic Beast, Teleporting Sycophant

Wave 97: Spider Demon, Lava Abomination, Lava Brute

Wave 98: Skeletons, Swarm

Wave 99: Trauma, Skeletal Archers, Suffering

Wave 100: Urul Boss – another hard-hitting demon like Abraxis or Wrath. In addition to some brutal ranged and melee attacks, he has a deadly attack where a short scene plays and he grabs Fury, leaving you with just a sliver of health.

For this reason, don’t muck around. I recommend Havoc Form right away. This is a two-phase battle and it’s worth using a Havoc Shard so you can use Havoc Form again in the second phase. Remember that dying here means you have to play through all 100 waves again to access the bonus Wave. Once Urul falls, you’ll unlock:

Apocalyptic!

Defeat Urul

Apocalyptic!
1 guideOffline Game ModeSingle PlayerMain Storyline

Hopefully you made it through in one go. Speak to Targon again. You will be rewarded your Crucible Coins depending on your score. Just by getting to Wave 100 in a single run, you should have over 60 coins. If so, carefully choose “Let me see your wares.” (don’t choose to leave the fight!)

Press cn_RB once to the Specials tab and purchase the Panoply of Champions armour for 60 coins.

Now choose to fight on. Equip your new armour immediately. Wait for your Havoc Form to recharge before proceeding.

The arena will change and several platforms will rise up around the edges. Jump onto the lowest one then look back across the arena. Use the shimmering Swing Point to get across to the higher platform opposite. Turn right and use another Swing Point up again. Look across the arena and use another Swing Point.

Now Flame Jump up to the left where a Wind Storm will take you to the final Crucible battle. Make sure you are ready before Storm Gliding up.

Up here you will meet Wicked Killington, aka Wicked K, the final Boss. He has a range of fast and unusual attacks. The first phase should be manageable as he doesn't inflict massive damage but be very cautious. Half way through he will start to split into three. This is another battle where you don’t want to mess around. I recommend using another Havoc Shard and just spamming Havoc Form throughout the battle. Remember, you have to repeat the entire Crucible if you die here!

On defeat, you will receive a Wicked Adamantine, which you can use to upgrade a weapon to +11, and unlock:

Quite Proper

Defeat Wicked K

Quite Proper
3 guidesOffline Game ModeSingle PlayerMain Storyline

Carefully jump back down to the arena below. Speak to Targon one last time to complete the DLC and open the path back to the Serpent Hole. Look for a bridge to appear at the edge of the arena. You should be able to reach Level 61 when you feed your souls to Vulgrim.

Optionally you can replay the Crucible again to earn more Crucible Coins.

If you are following the recommended path, take the Serpent Hole to Limbo: The Void where you will start the Keepers of the Void.

The Keepers Of The Void DLC is accessed from the campaign and you can travel back and forth between them. The first time you speak with Vulgrim after receiving the Flame Hollow, Vulgrim will give you a mission to clear out the Serpent Holes. You will need to unlock the other Hollows to be able to access all areas of the DLC. Limbo: The Void becomes available as a fast travel location.

This DLC is essentially a dungeon for each of the four Hollows, each with a Boss at the end, then a final Boss once they are all complete. The dungeons are heavily puzzle based and will use the relevant Hollow extensively.

FLAME WING:

Home

From the Serpent Hole, head to the right and up the path. As you cross the bridge that appears you will encounter some Construct enemies but they are very weak. Ignore the stairs ahead and go to the left. A bridge will form on the left here over to the ledge by a gate.

Go over and collect Medium Lurcher Clump. Return and cross to the other side of the platform. Just to the left behind a column another bridge will materialise. Follow this and jump up at the end. In the far corner is a Demonic Artifact.

Go back to where you first entered the area and go up the stairs you previously ignored. Around to the right will be some more Constructs. Go right and then down the stairs you can find in the back left-corner. They will turn and you can drop down onto a ledge. Down here is a Large Lurcher Clump.

Jump back up and from the top of the stairs go straight. At the ledge a shimmering Swing Point will appear. Swing over and go through the archway ahead. On the other side you will see an orb in a stone pedestal – this is a Void Orb. Hit it with a Flame Attack to activate it – a series of blocks will rise up forming a bridge ahead.

Before you cross, look over the edge to the right of the bridge to see a block below. You will find a hidden room with an Angelic Artifact. Make a tricky Flame Jump back up the other side to a block half way up, then again onto the bridge – if you fall you will respawn up top anyway.

Cross the bridge and swing over the next gap. You land by a Medium Lurcher Clump. Continue on the path and when you drop down you will encounter more Constructs and another Medium Lurcher Clump.

Go to the far end of the platform, past the Void Orb, and jump up to the right. An Elite Construct will appear. There is a Small Lurcher Cluster here. Drop back down to the previous platform. On the opposite side you will see two floating blocks by a short set of steps. Use them to climb up and to the right.

More Constructs will attack up here. Go left, past the Void Orb for a moment, and follow the path around. You will find a Small Lurcher Cluster by a column.

Look out into open space from this platform. Down below you will see a lower platform you can jump to. Hit the Void Orb down here, first with a Flame Attack to move the block further out, then again with Storm Hollow to create a Wind Storm on it’s top. This concept of using different Hollows on the same Void Orb will be repeated throughout the DLC. Jump onto the block and the Storm Glide out to the platform beyond where you will find an Undying Shard.

Storm Glide back to the block and over to the lower platform where you can Flame Jump up. Go around to the left and drop down and collect a Small Lurcher Clump.

Now go back to the Void Orb near where you first arrived. Hit this with a Flame Attack to cause some blocks to come out of a wall beyond. Jump back on the blocks you used to climb up to this area. Throw a charge Flame Crossblade at the Void Orb on the platform below, causing the blocks you are on to float over to the other set.

Jump up and when you reach the top block, look down to see a room in the wall where the blocks were. Inside is a Demonic Artifact. Flame Jump back to the block then up to the path above.

Ignore the lava path to the left for moment and go straight, dropping down over a series of rock platforms. When you reach the third, a floating bridge will materialise ahead. Jump over to that and turn right. Double swing forwards and another bridge will appear on the other side linking to the platform you can see there.

An Elite Construct will come to life (the two smaller ones won’t). The Elite drops a Sliver of Adamantine and there is a Small Lurcher Cluster by the column and an Angelic Artifact in the corner.

Now backtrack up to the lava room and enter. You will come across several regular and Large Construct’s along with more on the rocks firing lasers at you. Clear the room, remembering to stay in Flame Hollow in the lava.

On the rock in the centre of the area with small lavafalls coming out if it you can see an orb. Use the smaller platform to the right to jump up and collect a Large Lurcher Cluster. Jump down to the left and at the base of a lavafall coming out of the wall is a Small Healing Shard. Go to the opposite wall to find another lavafall with a Large Lurcher Clump at the base.

Now climb the stairs at the far end to find a Medium Lurcher Clump. Follow the path to the left and swing over. Past the next archway you return to the area where you used the first Void Orb. Hit the Orb on the platform you are on. A bridge will extend from your platform, two blocks will lower ahead and to the far left a block will slide over towards that first Void Orb platform.

Cross to the large platform in the centre, then use the Swing Point to continue forward. Jump onto the block that slid out to the left. Look back to see a room that this block was in. Jump down there and pull the lever to open the gate above. Jump back out and go through that gate to find a Sliver of Adamantine.

Go back through the gate and swing forwards, back to the central platform. Use the blocks on the left to climb up. To the left you will see a Medium Lurcher Clump and past it you can find Vulgrim at Limbo: Ashen Hall. In the small room behind him is a Large Lurcher Clump.

Head out past Vulgrim and use the Swing Point ahead. As you land a bridge will appear. Go around and fight the Elite Construct. On the upper level here is a Large Lurcher Clump. Continue around and clear some more enemies.

Proceed to a junction. The room to the right has Ranged Constructs up on the three of the platforms in the corners and three Elites will attack when you enter. Best to draw the Elites outside and deal with them there before tackling the Ranged.

On the platform in the back-right corner is a Medium Lurcher Cluster. The back-right has a Sliver of Adamantine.

Exit the room and follow the right side. Look over the edge to find a platform you can jump down to. There is a Small Lurcher Cache down here. Flame Jump back up and climb the nearby stairs where you can hit another Void Orb. This raises a marked block ahead which has a Void Orb on the side.

Step onto the block level with the platform and hit the Void Orb in the block directly ahead. The block you are on and another opposite will slide to the left. Look up over your left shoulder to see a ledge with a Small Lurcher Clump. Continue to jump up and hit another Void Orb at the top with a Flame Attack.

Step onto the block that slides over behind the Void Orb, then Flame Attack the Orb again. Note that when you are standing on a block that will be moved by your action, a charge Crossblade shot can be better as sometimes the melee animation will move you off the block as it shifts.

You will slide over to the right side of the room. Hitting the Void Orb here moves several blocks in the room.

Now you need to return to the left side of the room, so throw a Flame Crossblade at the Void Orb on the left side to make the block you are on slide back over. Drop down the platforms and onto the block below.

Now Flame Jump back over to the entrance. Hit the Void Orb (on the platform, not the side of the block) here with a Force Attack. Look off the platform (into the room) to see the block below is shimmering with Force power. This is another form of Force Wall. You can now roll around the block and along a tunnel underneath. When you drop down at the end you will grab a Luminous Visage (01/02)! Now retrace your steps back out.

Standing on the platform at the entrance to the room, look over to the left side. You will see a block high up with a Void Orb on the bottom. Throw a Flame Crossblade at that Orb. Now make a few Flame Jumps – over the near-left where you were a moment ago in the corner, then again up to the blocks below the Orb you just hit. When you land up here you should see another Orb on the block at the far end.

Hit this and you will see the block that is on the far wall lower, opening the way forward.

Jump down onto the block and go through. On the other side look over the ledge ahead to find another platform below. There is a Medium Lurcher Cluster down here. Flame Jump back up and jump over the platforms towards the gate. The lever at the base of the steps here opens the gate – this leads back to Limbo: Ashen Hall. By the gate is a Small Lurcher Clump.

Take the bridge that materialises opposite the lever to continue. In the arena beyond you will right the Flame Wing’s Boss – Aganosh.

Aside from standard melee, Aganosh will fire his fists at you from range, can create ground attacks below you and has two separate area attack based creating an explosive area around himself – one simple and a larger charged area attack.

By now he should be fairly easy to defeat. All his attacked are well telegraphed. Once he falls approach and press cn_B to finish him off. You will receive the Talons of Scorn.

This is a new weapon that Fury can use whilst in Flame Hollow. It will likely only be a viable alternative once you have upgraded it a few times. To do so, find it in the Inventory tab and hold cn_A to Attune to Hollow.

For defeating the first Boss in the DLC you will unlock:

Keeper of the Bonfire

Finish Flame Wing

Keeper of the Bonfire
1 guideOffline Game ModeSingle PlayerMain Storyline

A gate will open on the far side of the Arena. Flame Jump up and follow the path until you come across a Small Lurcher Cluster. Drop down to the right.

Around to the left is a now-opened gate that leads to Limbo: The Void at the start of the area.

STORM WING:

Home

Go forwards from where you landed. On the central platform you will notice three paths, each clearly marked as linked to the three remaining Hollows. The next available path is to the right, leading to Storm Wing, so head through.

Hit the Void Orb at the base of the steps with a Flame Attack. This pushes the block ahead towards the centre of the gap. Now hit it with a Storm Attack to create a Wind Storm on the block. Storm Glide over to the block then again, using the Wind Storm to reach the platform ahead.

Up to the right is a Large Lurcher Clump, with two Construct enemies. On the left three Constructs will appear, guarding another Large Lurcher Clump. Off the other side of this platform is a lower platform with a Medium Lurcher Cluster. Flame Jump back up and return to the central area.

Drop down the gap between the large archway to land near another Void Orb. Once again, use a Flame Attack first to move the block on the left and a Storm Attack to create a Wind Storm. Use this to Storm Glide to the left side of the room.

The pedestal here is empty and needs an Orb to function. Head up the stairs you can see behind it towards a functioning Void Orb. Go around to the left where you will fight two Large Constructs and can find a Large Lurcher Clump.

Return to the Void Orb and notice the platform behind it. There is a stone block visible underneath – it should be on the left. Hit the Void Orb with a Storm Attack which generates a Wind Storm on the block. Use it to Storm Glide up to the left where you can destroy the dormant Construct just to the left to find a Strength Shard.

Go right and use the Swing Point. Ahead you will find an inactive Void Orb. Pick it up but you can’t swing back with it. Instead throw it over to the slot in the blocks over the gap on the right. You can use your Crossblade to throw Flame and Storm attacks over on the Orb. This moves some blocks below and generates a Wind Storm.

Jump onto the top block and Storm Glide up to the higher platform. An Elite Construct is waiting. It drops a Fragment of Adamantine. Near where you land is a dormant Construct with a Thorn Shard. In the far corner you will find a Demonic Artifact.

Fall back down and drop down the blocks into the room. A Warden Construct appears – it fights in a similar way to the Spectral Undead Brutes with big, telegraphed swings and teleport sneak attacks. Just to the left in the entrance is a Fragment of Adamantine. To the right of the gate is a lever; use this to open that gate.

Before grabbing the Orb, you can optionally explore the other side path from earlier. Go through the gate and around to the left. Two Large Constructs here guard a Small Lurcher Cluster. Go back and Flame Attack the Orb in front of the platform to move the block underneath it, then use a Wind Attack to create another Wind Storm.

Storm Glide up to the right. Aside from a single visible Construct, four Large Constructs will emerge from the walls up here. Grab the Small Lurcher Clump in the centre.

That’s all up here, so drop back down and grab the Orb behind the gate. Run downstairs and across the bridge where you can place the Orb in the pedestal. Now give it the old one-two (Flame-Storm Attacks) to move the blocks on the left and generate another Wind Storm.

Storm Glide over and unfortunately you will find another empty pedestal in the archway. Go past it, up the stairs where you will find Vulgrim at Limbo: The Swirling Gate.

Head around the corner from Vulgrim and follow the path around the next corner. Drop down at the end and again down to the right. Several of the Large Constructs down here will animate and attack. The visible orb is a Small Lurcher Cluster. The dormant Construct in the back left contains a Large Healing Shard.

Hitting the central Void Orb with a Flame Attack will move several blocks and open a mid-tier around the room with several enemies inside. A few Large Constructs will attack and several more Ranged Constructs will stay up above and snipe at you. Once they are all clear, jump up into the gap on the low side with a yellow light. Jump up again and up above you will see a ledge to Flame Jump up to.

Another Flame Jump takes you up to another ledge, opposite where you first entered, with a Medium Lurcher Cluster. Drop back down to the mid-tier and follow it around. Roughly underneath where you first arrived is an Angelic Artifact.

Now drop back down to the Void Orb in the centre and hit it with a Storm Attack. This creates a Wind Storm at the top of the blocks on the far wall. Jump up and Storm Glide above.

Go forwards to the edge and turn left where you can go down some stairs and across a platform. Drop down the platforms beyond then follow it around to find some Swing Points. This path is tricky but you will get a new Enhancement at the end. Read ahead and expect that it may take a few attempts.

Start with Flame Hollow. Make the first two swings then make a Flame Jump. This puts you in range of the third Swing Point up above. Use this and quickly switch to Storm Hollow. At the end of the swing, activate Storm Glide to get over to the fourth Swing Point which you can use to get to the platform ahead. So the sequence is:

Swing - Swing - Flame Jump - Swing (switch to Storm Hollow during this swing) - Storm Glide - Swing

You land next to the Veneration Enhancement.

Use Flame and Storm Attacks on the Void Orb here to lower the block above the swing path and generate a Wind Storm to get back. This time it’s a normal swing to the block, then Storm Glide up and forwards to a higher Swing Point. This puts you in range of a further two swings which puts you back on the platform.

Jump up to the right and when you go up the first set of steps Flame Jump over to the floating platform on the left. A Warden Construct will appear and be joined by several standard Constructs. Once they are clear, grab the Demonic Artifact towards the far side.

Drop back down and turn left. Up the next set of stairs is a Small Lurcher Clump. Go up the next set of stairs and drop down to the right. Grab a Wrath Shard by the gate, then use the lever to open it. Grab the Orb and go through the gate. Turn left and place the Orb in the vacant pedestal.

In a copy of previous events, your Flame and Storm Attacks move some blocks to the left and generate a Wind Storm to allow you to get over them. When you land, you will see yet another empty pedestal.

Drop directly off the edge ahead onto a small floating platform with a Large Lurcher Cluster. Flame Jump up to the other side to enter another block-filled puzzle room.

Hop up to the left and Flame Attack the Void Orb here, pushing the block with a slot through into the main area. Now go back and get the Orb at the entry and throw it into this block. Hit it with a Flame Attack to move the blocks around the room.

Jump over to the revealed Void Orb in the back wall and Flame Attack it. Go back up to the slotted block you just used and Flame Attack it again.

Jump over to the blocks on the other side. If you stand on the long, thin rock platform there and look back into the room you will see another Void Orb on a block. Flame Crossblade it which moves the blocks above you. Look up to see a gap you can jump to.

Flame Jump up to the right to find a Small Healing Shard, then drop back down and Flame Attack the Void Orb to raise the central blocks in the room. A Storm Attack generates a Wind Storm on those blocks. Jump over and use Storm Glide to ascend. Jump up off the metal grate and then Flame Jump onto the blocks floating above. From here jump to the alcove in the side wall which contains an Angelic Artifact.

Proceed the only way you can. Two Large Constructs here will come to life but fortunately the big guys won’t. Grab a Small Lurcher Cluster on the right.

Grab the Void Orb at the end and drop down where you will land next to the empty pedestal, so place the Orb. Use the usual combination of attacks to move some blocks and make a Wind Storm ahead, leading up to the central platform.

Storm Glide up the two blocks and head up the stairs to the left. In the arena here you will meet Zyon, the Storm Wing Boss. He fights in the same way as the previous Boss, but all his attacks with be electrical-based. He hits considerably harder than Agonosh and has his attack where he pounds the ground and generates lightning below you makes 3 patches of lightning and can be devastating if you get your dodge timing wrong. He can also steal health.

This is a tough fight! Zyon is a tank and soaks up a heap of damage but can also kill you very quickly. Save yourself some hassle and use a Havoc Shard and double up on Havoc Form here.

Once he is dead you will earn the Polearm of Scorn, unique to the Storm Hollow and unlock:

Keeper of the Sky

Finish Storm Wing

Keeper of the Sky
1 guideOffline Game ModeSingle PlayerMain Storyline

Head out the newly-opened gate and grab a Fragment of Adamantine outside. Descend the stairs and you will land back at the junction point – the purple-lit path to Force Wing will be open ahead so head through.

FORCE WING:

Home

Drop down and stay on the right side. You will see a bridge appear over the edge. Jump down then up again on the other side. In the room below you will fight a Warden Construct and several Large Constructs. Destroy the dormant Construct in the near-left corner for a Frenzy Shard. There is a Piece of Adamantine and a Large Lurcher Cluster down here too.

Flame Jump out and return to the starting area. Clear the Constructs here and go down the stairs ahead. When you approach the orb to the left, a Large Construct will appear just behind it. It’s a Large Lurcher Clump. Continue down the stairs to enter the next room.

Drop into the pit ahead and go to the left. A Large Construct will animate. Destroy the dormant Construct on the left side to find a Fortification Shard. Now go around to the right side where an Elite waits. This one drops a Piece of Adamantine. Visible in the corner is a Large Lurcher Cluster.

Jump back up and look on the nearby wall to find a Void Orb. Throw a Flame Crossblade up to it to move a block out of the wall beside it. Flame Jump up this block to the next level.

Head through the large doorway ahead where some Constructs will appear. Swing across and destroy the dormant Construct on the right to find a Thorn Shard.

Hit the Void Orb here with a Flame Attack to move some blocks in the air ahead. Jump or Storm Glide out to the one on the left. Now throw a Flame Crossblade back at the Void Orb. When the blocks move again, you can jump or Storm Glide over to the opposite one. One more Flame Crossblade shot moves this block again so you can jump over to the next platform.

You’ll land by a Large Lurcher Clump. Jump down to the right. In here one of the Sentinel Constructs will come to life. It will explode on death like the Lava Brutes. Once it’s dead look off the end of the platform. On a column on the left there is a Void Orb. Flame Crossblade it to move some blocks.

On the left wall a room will be revealed. Jump up there and Flame Jump up to the left to find an Angelic Artifact.

Drop back down and pick up the Void Orb. Return to the room and throw the Orb up to the block floating high on the right side.

Hit this Orb with a Flame Crossblade and then a Force Crossblade. Blocks will move below it and a Force Path will appear on the lower two blocks. Throw a Force Crossblade at the Void Orb on the left to generate a Force Path on the top block.

Use the Force Wall to get to the top of the column of blocks. Now use a Flame Crossblade on the left Void Orb to move over to the other side, where you can jump to the ledge and continue.

Go through the opening and turn right. Drop down and just to the right is a Large Lurcher Clump. Use the lever to open the gate and grab the Orb. On the opposite wall is an empty slot so throw the Orb up there.

A Flame Crossblade moves the blocks to the right and a Force Crossblade creates a Force Wall. Ascend and jump up at the top.

Over to the left up here you can grab a Small Lurcher Cluster as you head over to Vulgrim at Limbo: Dark Nebula.

Go straight out from Vulgrim and down some stairs you will see some blocks below. They should have a Force Wall on them. Drop onto the and look right to see a small room. There is an Angelic Artifact in there. Look back to the blocks with the Force Wall. Behind them, to the left as you look out from this room, is another room you can Storm Glide down to.

Inside two Large and an Elite Construct will appear. The Elite drops a Piece of Adamantine. You can also see a Fragment of Adamantine.

Head back out and use the Force Path to get back up.

Go around to the right of Vulgrim – a Large Construct will animate in the archway. Use the Swing Point ahead. You land on a platform with several dormant Constructs. The one at the back in front of a column has a Medium Lurcher Cluster. Around the corner to the right is a Large Lurcher Clump and on the left is another visible Large Lurcher Clump.

Before heading right, look over the far edge to see a small platform below. Grab a Medium Lurcher Cache down there.

Now go right and at the opening jump to the left for a battle against three Large Constructs and a Sentinel. On the far side is an Arcane Shard dropped by a dormant Construct and in the far corner is a Small Lurcher Cluster. Around to the right is an empty Orb pedestal.

Now go back and head down the other path, ignoring the side tunnel for a moment. The dormant Construct at the end past the Force Block has a Medium Lurcher Cluster. Now Force Attack the Force Block along the path and into the gap below where you arrived from. The side tunnel on this side has a Large Healing Shard in a dormant Construct at the corner and around the corner is a Void Orb.

Grab the Orb and now you can carry it around to the opposite side. The first time you try it you will be attacked by two Large and one Regular Construct. Go back to the orb again and you will make it around to the empty pedestal unhindered this time.

Put it in the pedestal and hit it with a Flame Attack. The blocks above the central area will move so jump up there. Drop into the room on the right to find a Demonic Artifact. This room just has two regular Constructs to deal with. Flame Jump back out and jump up to the block ahead. Jump to the platform at the end and around to the right.

Jump onto the block here and throw a Flame Crossblade at the Void Orb on the right column. This moves you forwards. Now Flame Crossblade the left column’s Void Orb.

A block will move to within jumpable distance, so hop up there. Flame Crossblade the left-hand Void Orb again for this block to float left behind the column. Another block will move so you can jump forwards, then make a slightly longer jump to another block towards the far wall. One last Flame Crossblade to the Void Orb now on the far side moves this block to the opening in the far wall, but don't go through yet.

Use a Storm Crossblade on the right Void Orb. This generates a Wind Storm over to the right. Flame Crossblade the left Orb to move the block you are on over there.

Storm Glide over to the Wind Storm and look up – the ledge you are heading for is out on what should now be your right. Up here you will fight both a Sentinel and Warden Construct. In the middle of the area is a Strength Shard and a Piece of Adamantine.

On the far side of this area you can jump between the two columns to a platform below. On the second platform down you can see a block down below - don't go there! Storm Glide out towards the lower platform with a Void Orb you can see in the distance. You will reach a Swing Point to make it there.

Look up to the right - that is your next destination. Hit the Orb with a Flame Attack to lower the blocks up there and then a Force Attack to generate a Force Path on them.

Switch back to Flame Hollow. Flame Jump up to the first Swing Point. At the end of it, Flame Jump again. During this swing, switch to Force Hollow and at the end of it activate Force Ball to attach to the Path.

Flame Jump - Swing - Flame Jump - Swing (switch to Force Hollow during this swing) - Attach to Force Wall and roll up

At the top jump up to the platform where your prize is the Perdition Enhancement, which is unique to your Crossblade, Salvation.

Now to backtrack. Jump pack on the block and jump/swing across. It’s easy to use Storm Glide out and drop before the second Swing Point, using it to reach the platform with the Orb.

Hit the Orb with a Storm Attack to generate a Wind Storm on the block to the left. Swing over to the block and Storm Glide back up the platforms above, using Flame Jump to get to the top.

Cross the platform and Storm Glide back to the block with the Wind Storm on it. Flame Jump over to the left and Flame Crossblade the far Void Orb to move back to the opening, where you can finally proceed. As you jump up you can collect a Large Lurcher Clump.

Head to the right. Drop down and on your immediate left is a Medium Lurcher Cluster. The lever here opens the gate ahead. Pick up the Void Orb and go through. You are back at the area by Vulgrim at Limbo: Dark Nebula. Throw the Orb in the slot on the opposite wall.

Use a Flame Crossblade to move the block out of the wall next to the Orb and Flame Jump to climb it. The central Construct on the right is an Elite who will drop a Piece of Adamantine. In the back right corner a dormant Construct holds a Small Healing Shard.

Just past the doorway heading left is a Large Construct. In the far corner past the pedestal is a Small Lurcher Cluster in a dormant Construct. Go back to the large doorway and drop down. Grab a Small Lurcher Cluster here and then swing across the gap.

Jump up the steps. Ignore the next steps to the left and jump up to the platform ahead. A Large Construct will emerge from a wall. Jump down the centre of the area and deal with two Large Constructs. Jump up to the right, where you can see and orb. Two Elite Constructs will appear. They each drop a Piece of Adamantine. The visible orb is a Fragment of Adamantine.

At the far-left of this platform look over the edge see platforms below. Jump down to the bottom one which has a Void Orb. Use Flame Attack on it to align the blocks and then a Stasis Attack to generate a Stasis Wall. Jump up and over to find a Demonic Artifact.

Jump back down then up again and get back to the central area. Follow around to the right again and jump up at the next set of broken stairs, in the corner. Defeat a Large Construct here and smash the dormant Construct by the far-right edge for an Undying Shard.

Jump off the other side of this platform to enter a room. Around to the left is a Void Orb. Hit it with a Flame Attack to move the adjacent block. Use a Storm Attack to create a Wind Storm on that block and use Storm Glide to cross over to the other side of the room. There is a Large Lurcher Clump here.

Jump onto the block to the right and look right to see another Void Orb on the column. Flame Crossblade the Orb to move your block left as another two blocks move to the right in the open space. Flame Jump up when you stop. Now look back and Flame Crossblade the previous Orb to move the blocks back again.

Go through the opening and drop down to the right. Ignore the Void Orb on the pedestal and hop on the block just past it. Use a Flame Crossblade on the Void Orb on the block to the right and you will move forwards. Turn to your right to find another Void Orb on a column – Flame Crossblade this one to lower a set of blocks.

Use these blocks to run back to the right and Storm Glide over to the unused Orb. Flame Attack the Void Orb on the block on the right here to form a block path out of this side area. Grab the Orb and jump along the path. When you drop down, turn right and throw the Orb into the slot on the column in the centre of the area.

Hit the new Orb with a Flame Crossblade to move the blocks into position and a Force Crossblade to create a Force Path. Jump onto the blocks ahead and go up the Force Path on the side of the blocks at the end.

Ride this path, rolling up and along, then under the blocks and finally around and back on top. Jump down to the platform and grab a Small Lurcher Cluster where you land.

Swing over to the left and grab the Orb, then drop down past it to find the empty pedestal. Use Flame Attack on the new Void Orb to move some blocks ahead, then Force Hollow to create a Force Path up.

Ascend and grab a Medium Lurcher Cache from the corner before descending down the stairs where you meet the next Boss, Roarakk.

Roarakk is similar to the previous Bosses. His notable features are a ground pound attack that must be jumped and a slam attack which shimmers on the ground for a moment then expands out like his ground pound. You want to stay close and keep him using his melee attacks, which a relatively slow and easy to dodge.

Roarakk’s death earns you the alternate Force Hollow weapon, the Axe of Scorn, and unlocks:

Keeper of the Vale

Finish Force Wing

Keeper of the Vale
1 guideOffline Game ModeSingle PlayerMain Storyline

Take the gate through to a path where you can collect a Small Lurcher Cache before dropping back to the junction room. Stasis Wing is now accessible on the path to the left.

STASIS WING:

Home

Head through and drop down when you reach the end. Go around to the right where you will see some enemies – head over and battle some Large Constructs with an Elite Construct that emerges from a wall behind the orb you can see. The Elite drops a Piece of Adamantine. There is a visible Large Lurcher Cluster up here.

Go back and the way you came and directly across to the opposite side - you should see a small platform floating just below. Jump down and defeat another Elite Construct, which will drop a Piece of Adamantine, and a regular Construct. In the corner is a Small Lurcher Cache.

Now turn right, facing into the area. Jump up where a Large Construct is joined by a regular and a ranged Construct.

Head to the centre and jump down to the platform with the Void Orb. A Flame Attack will lower some blocks ahead and a Stasis Attack creates a Stasis Wall on them.

At the top, turn around and look back into the area. Over to the right you will see an orb on top of a column. Double jump into a Storm Glide over there and collect a Small Lurcher Cache.

Drop back down and use the Stasis Wall again. Jump up to the top and go up the stairs. In the next room you will find a working Void Orb and an empty pedestal. Before proceeding, jump into the water on the left and swim/sink down. On this side towards the back is a Medium Lurcher Cluster. Jump out at the end and cross over to the water on the other side to find a Havoc Shard under the bridge that forms.

Still underwater on this side, head towards the back of the room. On the left wall is another Medium Lurcher Cluster and around the corner at the end is third. Now surface and go back to the working Void Orb.

Use Flame and Stasis on the Void Orb to move some blocks above and create two Stasis Walls. You can’t access the one ahead so jump up the one on the left. At the top, go through the archway. Ahead you will see a Sentinel on the platform. In the alcoves to the sides are more enemies including Ranged Constructs. You can lure the Sentinel to this side of the area which makes things easier.

When you approach the Ranged Constructions either side, a single Large Construct will join each one. At the back on the left is a Medium Lurcher Cluster in a dormant Construct. To continue, head behind where the Sentinel was standing and jump over.

Drop into the water around to the right. There is a Small Lurcher Cluster here. Go through the tunnel in the far wall and on the other side use Stasis Hollow to stand on the water and quickly swap and use Flame Jump to get up at the far end.

Loop around the corner here and use the lever to open the gate on the far wall. Now drop off the edge and, underwater, go into the opening to a room underneath the lever. There’s a Luminous Visage (02/02) in here!

Go back out and surface, hopping up to the island in this this room with a Void Orb. With Stasis Hollow active, grab the Orb and walk through the gate. Turn around and on the wall next to the gate is a slot – throw the Orb up there.

Jump out of the water and hit the Void Orb with a Flame then a Storm Crossblade. A block will appear on the right side, then a Wind Storm will be generated on top. Storm Glide over and the up the Wind Storm.

The room to the left has two Ranged Constructs, two Large and an Elite. The Elite drops a Piece of Adamantine. The visible orb on the right has a Medium Lurcher Cache. In the back right you can find a Fragment of Adamantine and an Arcane Shard.

Leave the room and go the other way, where you will see a Swing Point over a gap. Head over and up the stairs to return to the first room. Drop down to a bridge that has formed below and go to the centre. On the left you can jump down and grab a visible Small Lurcher Cluster by a pedestal. Just a little way down the tunnel is Limbo: Eternium Spire.

Go through the opening near Vulgrim and jump up. Up ahead a Ranged Construct will start shooting at you. Flame Jump up and deal with it and a Large Construct that spawns behind. On the back of this platform is a Small Lurcher Cache.

Drop down and follow the path through the next archway. Two Large Constructs will emerge from the walls and a Regular will join them. In the next room is a patrolling Warden.

You can see the Orb you need through the doorway at the back of this room. Two Large Constructs are waiting around the sides and another dormant one to the right will come to life as you approach. The orb here is a Large Healing Shard.

Grab the Void Orb and carry it to the pedestal in the previous room. Start with a Flame Attack followed by a Stasis Attack. Blocks will move over to the left and you will create a working Stasis Wall there.

Climb up and throw a Storm Crossblade back down to the Orb you just used (ignore the one up top for now). You will need to move right up against the wall to be able to tag the Orb below. This creates a Wind Storm on top of the blocks. Storm Glide up to find an Angelic Artifact. Drop back down to the upper ledge.

On the Void Orb up on this ledge, use a Flame Attack which moves out a row of blocks on the left wall. Use a Force Attack to create a Force Path over those blocks. Roll over and when you drop down you will find a Small Lurcher Cluster.

There is a Void Orb in the wall here. Hit this with a Flame Crossblade to move more blocks to the right. Backtrack to the Void Orb on the other side the room on the lower level. Hit it with a Flame Attack again to move the floating blocks back over to the right side. Stasis Attack the Orb to generate a Stasis Wall on that side. Jump up there.

On the right is a Medium Lurcher Clump. Just like before, Storm Crossblade the Void Orb below to generate a Wind Storm on the blocks, then Storm Glide up through the ceiling to find a Piece of Adamantine. Drop back down onto the upper ledge.

Hit the Void Orb up here with a Flame Attack. The block to the left will float out, providing a means to cross to the opposite side. Flame Jump or Storm Glide over. Pick up the Orb and look left where you will see a slot on the block floating up against the wall.

Hit this Void Orb with a Flame Crossblade and the gate below it will open. You can now jump across a few blocks and go right through the gate. When you drop down, look over the edge ahead to see some platforms below. Jump down there. Swing over the two Swing Points at the bottom.

On the left and right platforms here are a pair of Ranged Constructs. Deal with them and then grab the Demonic Artifact in the centre and a Medium Lurcher Cache on the right. Swing back again and ascend. When you reach the platform at the top, turn left and swing over.

The lever here opens the gate, so grab the Orb and go through. Turn left and you will find a pedestal to place the Orb in.

Use a Flame Attack on the Void Orb and a bridge of blocks will raise over to the left. Jump forwards and use that bridge to get to the upper level on that side, where you will find a Large Lurcher Clump.

Head forwards and drop off the edge to the left. Alongside the visible patrolling Large Construct will be another that emerges from a wall in the main area.

Go back under where you dropped in to activate a Sentinel and a Warden. In this room you can grab a Fragment of Adamantine and a Large Lurcher Cache. Heading forwards from where you dropped in, the second alcove on the left has an Elite Construct and a Large Lurcher Cache. The Elite drops a Piece of Adamantine. The only alcove on the right spawns a Large Construct and has a Small Lurcher Cluster. At the far end there is a Large Healing Shard in a dormant Construct.

Turn right at the end and before swinging over, look to the left. There are two Ranged Constructs on the platform. Use your Crossblade to take them out from a distance - if you try to jump over there they will almost certainly shoot you out of the air. Once they are gone, you can Storm Glide over there to grab an Angelic Artifact. From here you might as will Storm Glide back to the other side of the gap to save yourself a swing.

Go down the stairs and right to drop into another room. Go down the stairs ahead into the water and underwater on your left, you will see a Small Lurcher Cluster. Go back up those steps and use a Stasis Attack on the functioning Void Orb here. The two closest columns of blocks will form a Stasis Wall.

Walk over the water and use the Stasis Wall to reach the top of the left column. Now throw a Flame Crossblade at the Void Orb, moving the column you are on to the back of the room. Jump up to the gap in the side wall where you will find a Large Lurcher Clump.

Around the corner, drop down to the floating block. Look back to see a Void Orb on the wall. Use a Flame Crossblade to drop the block you are standing on. Over to the right you will see another Void Orb attached to a block. Hit this with a Flame Crossblade to realign the blocks and then a Force Hollow to create a Force Path.

Jump out below the blocks and use the Force Wall up to the top of the blocks. Another Void Orb awaits. This time use Flame and Storm Crossblades. The previous block with the Void Orb will rise and a Wind Storm will be generated on it’s top. Jump over and Storm Glide up to a ledge in the far wall.

You land by a Medium Lurcher Cluster. Drop off the other side and use the lever to open the gate and another one past it. Head through to return to a previous room. Cross the water and just past the gate on the other side is a Small Lurcher Cluster underwater.

Down here you will see a doorway on the left. Surface to find a Stasis Wall. Jump up it and throw a Flame Crossblade at the Void Orb right above the Stasis Wall. The blocks below will move. With Stasis Hollow active, drop down and look on the left side of the central block to find another Void Orb. Quickly switch to Flame Hollow and throw a Flame Crossblade at it. This will align the blocks in a diagonal line.

Head back up via the Stasis Wall or Flame Jumps and grab the Void Orb. Drop down on the right side so you land on the closest block. Making sure Stasis Hollow is still active. Drop off the other side and walk through the gate to the right.

In the main room, go up the stairs to the left and place the Orb in the vacant pedestal.

Start with the new Orb, using a Flame and then a Stasis Attack. On the far side of the room a Stasis Wall will appear up high. Cross the water and Flame Jump up to the two-block column closest on the right.

When you make you next throw, the block you are on will slide across the room. From the far end near the Stasis Wall, a block will approach and knock you off – you need to jump up onto this block before it does.

Turn around and throw a Flame Crossblade at the original Orb, which from this side is on the right. Jump up as the block approaches. Throw a Flame Crossblade at the same Orb again, moving your block back to the far end of the room and ending in line with the Stasis Wall.

From the top, jump over to the opening. Up ahead is a Medium Lurcher Cluster. Turn right and use the two Swing Points to cross to the other side. You land by a Medium Lurcher Cache. Use the lever to open the gate and grab the Void Orb.

Go through the gate and drop down where you will reach the empty pedestal on the left, where you can place your Orb. Use a Flame Attack on the Orb you just placed and then a Stasis Attack. If you look to the centre of the room you should see a block you can jump onto with a Stasis Wall leading all the way to the upper level. Follow this path up.

Up here you will find a Large Lurcher Cache on its own and a Strength Shard by a dormant Construct in the opposite corner. Now go through the opening and follow the path – both left and right at the floating platforms end in the same place. Drop into the arena beyond to fight the last Wing Boss, Dovox.

Once again Dovox is similar to, but more powerful than previous Bosses. He has particularly power blast attacks, both at you and around himself. He creates electrical upsurges that then generate electrical bombs that explode shortly afterwards. He is quite powerful so watch your health during this battle.

For his defeat you will receive the Scythes of Scorn, your new Stasis Hollow weapon, and unlock:

Keeper of the Tempo

Finish Stasis Wing

Keeper of the Tempo
1 guideOffline Game ModeSingle PlayerMain Storyline

Go through the gate and collect a Piece of Adamantine before going down the stairs. When you drop back the junction area, the central obelisk will rise up allowing you to access a Reflecting Pool underneath. The final Boss awaits!

You can find Vulgrim at Limbo: The Void near the orange path. Consider a trip back to Haven: Maker's Forge. If you have followed the walkthrough so far, you should be able to reach Level 64 and upgrade your items some more. Also wait (assuming you have recharging Enhancements) or find some easy enemies to recharge your special attacks.

Enter the Reflecting Pool to begin. After quite a revelation, you will fight the last Construct, Ionos. It is essentially a bigger, more powerful version of the Constructs you have seen before. The attacks are all familiar and it will cycle through the attacks from each previous Boss. There is a ground pound that has a long, agonising build-up. Keep moving and keep half an eye on your health bar as some of the attacks are very powerful. This is another battle you may want to use a Havoc Shard or two so you can spam your Havoc Form.

Once you defeat him, you will unlock:

Keeper of Colossal Automata

Defeat Void Defender Construct

Keeper of Colossal Automata
1 guideOffline Game ModeSingle Player

Use the Reflecting Pool to leave the area. You will be returned to the Serpent Hole at Limbo: The Void. Talk to Vulgrim here to finish the DLC story and receive the Abyssal Armor.

For newcomers to the franchise, the Abyssal Armor has featured in all Darksiders games. While this walkthrough is built around using one of the Crucible armour sets, the Abyssal Armor is a very powerful option as you now move into your Apocalyptic playthrough on New Game+.

To return to just before the final battle, go back to the Story Walkthrough 6 page.

After making your choice at the NG+ menu, you will be returned to the main menu. A reminder here that that the game calls this Armageddon Mode but to avoid confusion with the Apocalyptic difficulty, it will be referred to as NG+.

You will keep everything except the Hollow powers, putting you at a considerable advantage.

Your goals on the second playthrough are to complete the game a second time, mop up any miscellaneous achievements and reach Level 100.

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LEVEL 100 AND COLLECTING SOULS:

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The first two goals are fairly self-explanatory. Reaching level 100 is the only one you need to plan for. If you have followed the guide so far, you should be around Level 82 (if you completed the DLC). If you collect all 16 available Luminous Visages again, you won't really need to collect many souls (although read ahead). This means on this playthrough you can ignore the Backtracking pages.

There are reports of a glitch relating to reaching Level 100 if you use a Luminous Visage to get there. I don’t know if this has been patched but I wasn’t going to risk it. Make sure you use souls just in case. It costs 60,865 souls from Level 99 to 100.

This time around you can use your Luminous Visages as you collect them. You will collect more than enough souls to reach Level 100.

Depending on how you are finding it, keep distributing your Attribute Points evenly until you reach around 28-30 in Health, Physical and Arcane. From there, put all your points into Arcane. This increases the damage output in Havoc Form which will help in the last few battles.

Be sure to save up some Lurchers – you can easily reach around 150,000 to 200,000 - around the time you start at the Scar (Story page 6). Once you do, you want to intentionally kill yourself for the soul collection achievements. The Blue Lurcher Demons from when you die count towards these achievements, so you want to suicide so you can re-collect all those souls.

The best place for this is Scar: Drilling Annex. This only works if you haven’t already shut down the machine. There is a (NG+ note) in the walkthrough to remind you. From Vulgrim, go left and suicide by jumping towards the spinning machine - no enemies required. When you respawn at Vulgrim, repeat the process until both achievements have unlocked.

You will have almost definitely already obtained the achievement for collecting 100,000 souls. Continue dying and recollecting your souls until you have collected a total of 1,000,000 souls. Obviously, the more souls you are carrying, the faster this will be.

Soul Harvester

Collect 100,000 Souls

Soul Harvester
1 guideOffline Game ModeSingle PlayerCumulative +

Soul Reaper

Collect 1,000,000 Souls

Soul Reaper
2 guidesOffline Game ModeSingle PlayerCumulative +

With that done, continue to level up, heeding the warning above, and once you have reached level 100 you will unlock:

Keep it 100!

Reach level 100

Keep it 100!
3 guidesOffline Game ModeSingle PlayerLevel

CHANGES IN NG+:

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There are a few changes in NG+. Unique items that you have already collected, like Enhancements, are replaced with Forsaken Lurcher Crystals I which are worth 6000 souls. Saving Humans does nothing as your Rider’s Mercy is already fully upgraded.

There is a new form of enemy, the Forsaken. They generally replace existing enemies but there are few that pop up unexpectedly. They take various forms, so you will come across Forsaken Skeletons and Minions, amongst others.

You will spot most from a distance, or at least be expecting a fight, so not every Forsaken enemy is mentioned. The (NG+ notes) in the guide identify those enemies, Forsaken Demons, who appear unexpectedly. Just make sure your Havoc Bar is charged before you approach them as they can be challenging to fight normally.

Forsaken enemies are just slightly tougher versions of the regular enemies. They drop Wisdom Shards, which increase the amount of lurchers you gain from defeated enemies for a short time, or Oblivion Ores, which is used to upgrade your armour.

Armour is upgraded by Ulthane in much the same way as your weapons. The first tier of upgrading is Slivers of Oblivion Ore (up to +3). You need 3 Slivers for +1, 6 Slivers for +2 and 9 Slivers for +3. You will find some Fragments of Oblivion Ore but likely not enough to upgrade any further. The first time you upgrade armour you will unlock:

Made of Sterner Stuff

Upgrade Any Armor

Made of Sterner Stuff
1 guideOffline Game ModeSingle PlayerShop

TACTICS:

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The short version is spam your Havoc Form all the time!

From the main menu, select Continue. As you follow the walkthrough pages again, take note of the (NG+ notes). You will collect more resources and items than you need. Remember to periodically return to Maker’s Forge to upgrade weapons, armour and enhancements.

With the upgrades recommended, especially if you have obtained the Panoply of Champions armour from the Crucible, you can use Havoc Form for virtually every battle. It only takes a few minutes to recharge so if you are struggling you can just wait until it is recharged and then proceed. Remember to turn off Havoc Form if all the enemies are defeated. Even smaller enemies like Swarm can be a challenge but a few seconds in Havoc Form can clear an entire group of them easily.

As you can use Havoc so often, you should quickly rack up the 666 kills required for:

Beast Mode

Defeat 666 Enemies While in Havoc Form

Beast Mode
4 guidesOffline Game ModeSingle PlayerCumulative +

Follow the story walkthrough pages once again. You should collect any orbs on your path and ignore the side paths, Chosen battles and most backtracking if you want (you should still collect all the Luminous Visages, although you should still be able to skip a few of them). Level 100 is more than enough to complete the game on Apocalyptic difficulty so there should be no need to plan to go further than that.

As you go, continue to upgrade your weapons, Enhancements and armour. You should already have Chaos, Enoch, Fortifier and Juggernaut to Balanced. I recommend Fafnir and Shade - you should end up with enough Artifacts to Balance more Enhancements than you can equip, so feel free to experiment with the others.

If you didn’t before, stock up on Havoc Shards for the tougher battles. Even the toughest Bosses should go down in two Havoc Form activations.

After completing the game again, you will unlock:

Path of the Horseman

Complete the Game on NORMAL

Path of the Horseman
1 guideOffline Game ModeSingle PlayerMain StorylineDifficulty SpecificStackable

Death Incarnate

Complete the Game on APOCALYPTIC

Death Incarnate
3 guidesOffline Game ModeSingle PlayerMain StorylineDifficulty SpecificStackable

And for completing a NG+ game (Armageddon Mode), you’ll obtain:

Proceed on your way to Armageddon

Complete the game on Armageddon mode

Proceed on your way to Armageddon
1 guideOffline Game ModeSingle PlayerMultiple Playthroughs Required

Congratulations on the completion! Hopefully this guide was helpful and you enjoyed the game.

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One final note: if you don't own the DLC, at the final menu I recommend to choose Cancel, putting you back before the final battle in NG+. That way, if you ever purchase the DLC at a later time, you can still complete them on Story difficulty by changing the difficulty under Options > Gameplay in the Menu and travelling straight to them. Once you start NG++, you would need to play through almost all of the game to be able to unlock your Hollow powers again and access all of the DLC. Even if you're not planning on returning to the game, why not leave yourself the option?

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