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Along the way, they run into a new foe, Sea Serpents. Now the party takes the raft at #7 on the map. The video concludes with me spinning around for enough experience to advance my Bard, Priest, and Mage to the 12th level. It is the last chorus of the song, "'Tis Madness makes us free" that provides a clue that may be helpful later on. In fact, I read the book to show the song. She'll leave behind a Book of Sirens that may be helpful later on. Of particular interest is Eila's Ghost, found in the northwest corner of the Tomb.
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Take the ghost out before you do anything about any Zombie Guards that may be helping it out. You'll occasionally run into a uniquely named ghost that is capable of both the Banshee's screaming ability, as well as spells. There will be two large square rooms on the other side of each gate. The chest holds a Tomb Key that is needed to open the gates. Go to the very end, where there's a chest. When you first step down, you'll notice a long corridor with a gate on either side. Skeleton Lords can be dangerous with spells like Fireball and Poison Gas, and thus should be either Silenced or Dispelled as quickly as possible. Skeletons - Not very dangerous, even when numerous. You might want to run if it means if you're not up to taking out the back ones quickly. Zombie Guards - Like other zombies, but they only appear in groups of one, meaning you can have as many as 3 or 4 of them sending their noxious breath at you out of your swords reach. Most spells, including Sleep, will work on them if you feel obliged. Giant Tarantulas - They can use Webs, which can make them dangerous in numbers. Nightguants - These guys will also be in the tomb. Silence will work to prevent the screaming, but Dispel Undead is even more to the point. They also use a scream that can cause fear. There a number of new foes you may meet here.īanshees - These guys 'blink' in and out, and thus can make them harder to hit. There isn't a map provided for the tomb itself, but it is pretty straightforward. I also return the Cylinder of Ash to Charron, and get rewarded with attribute bonuses for each character. Incidentally, I also found a Studded Hauberk (which my Valkyrie will import into Wiz 7) and another Cylinder of Ash. I get the Key of Minos, which is needed to open the gate at #4. I then return to #3, use the Horn of Souls to summon Charron, and then give him the Cylinder of Ash for a 500gp finder's fee.Īt #7 is a raft that leads to another part of the River, but I won't be using it just yet.Īt #5 is the Mino-Daemon, whom my Mage easily takes out with a Deep Freeze spell. my Monk) can use Silence.Īt #6 is some random loot, as well as a Cylinder of Ash. In the odd event that there's a massive fight that I don't have an Astral Gate to spare, another character (i.e.
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This is one reason why I have multiple characters learn Astral Gate, so that when push comes to shove I can cast Astral Gate to quickly eliminate each group of Nightgaunts.
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A small group won't be much trouble, but several groups can easily overwhelm a party if they're not done away with fast. These guys can routinely cast spells like Sleep, Blinding Flash, Magic Missile, Energy Blast, and others. Once I begin to explore the Island in earnest, I encounter a new foe, Nightgaunts. I do, however, find the Book of the Damned and the Key of the Damned, which will open the rest of the gates on this island. I go to the gate at #4, which I can't open just yet. He then brings me to #3 on the map, the Isle of the Damned. Charron the Ferryman shows up, and insists on 500gp as the price of giving me passage on his boat. I then make my way to #2 on the River Styx map. I then use both Ruby Eyeballs to open the door. Now the party makes it way to the door at #11 on the Lower Level 2 map. He leaves behind the Horn of Souls, which will be needed very shortly. The top of the Spire holds the ghost of the Vicar who broke his vows of chastity for his mistress. The East Spire has a Gate that requires the Spire Key from the Wizard's sanctum to open, as well as a door that requires a Key of Spades to open. The chest has random items, as well as Chrome Keys. The West Spire has a Zombie at the top, who it turns out was the Mistress of the Vicar and the mother of a thus far vaguely referenced 'demon girl'. Each Spire will have a door that requires a Key of Spades (both from the Basement Level) to open. The entrances to the Castle Spires are the stairs leading up, and located just south of #4 on the Castle Entrance Level map. The River Styx is the next part of the game, but first I must return briefly to the Castle.