What to Do After Beating God of War

Bridge Keeper dominate fight and how to defeat Mattugr Helson, Winds of Hel puzzle solutions and the Hel Traveler sees The Sickness draw to a close.

Hither on this page, we'll take you lot through everything you need to know most this section of your quest, including how to solve any puzzles, take down any bosses and discover any useful loot forth the way. For guides to specific collectibles we also accept pages on Valkyrie locations and how to open Subconscious Chambers, Lost and Plant locations and Faces of Magic locations, too.

This page follows on from God of War - The Sickness and Helheim, and is the 2d of two pages covering The Sickness.

8 Things We Wished We Knew Earlier Playing God of War

Otherwise, you can ever bike dorsum to our principal God of State of war walkthrough and guide hub, likewise.

Bridge Keeper dominate fight - how to defeat Mattugr Helson

He'south a biggun, but the Bridge Keeper is basically only a tougher version of the Trolls y'all've been fighting throughout your journey so far.

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Before y'all start, notation that there are several clusters of pots dotted effectually the outside of the loonshit where you lot fight - these all incorporate healing orbs, which will come in handy, if y'all're annihilation like us when you lot fight.

The Bridge Keeper starts with a triple-attack combo, that is thankfully pretty much fixed until y'all get him beneath a certain amount of health. It's fast, but relatively predictable - try to focus on the rhythm of it, and simply dodge everything while you get to grips with his attacks.

The combo is a few sideways or frontways japs with his column, and so a big slam on the ground vertically. The catch is, he pops in and out of sight, literally, while attacking, so can't be targeted until he's washed. Your ranged attacks are also useless, and then you lot need to dodge his attacks and so, when he completes the big slam, first whipping away at him with your chains.

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Watch out for the piddling green orbs that appear in the air around the Bridge Keeper, too - these will slowly drift towards yous and explode, dealing heavy damage, if they attain you. They expire after a scrap of time but if y'all like you lot can target them with ranged throws of your chains to articulate them abroad.

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Afterward you whittle the Span Keeper to about two thirds of its health, information technology'll change it upwards a bit. Smaller enemies are summoned - Hel-Broods, which jump on your dorsum and stun yous if yous don't quickly clear them out - and he'll too start performing a shockwave set on.

This sees him stand at the far stop of the circle and kickoff sending out shockwaves along the ground - they're adequately slow-moving though, and dodgeable, and so if you can try to weave through them and get to melee range, just to the side of him, where you can dish out some hefty harm earlier he's forced to teleport and commencement melee attacking again.

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Keep dodging and chipping away at him - y'all take to really exist proactive and become shut to him otherwise your progress will stall at this indicate, then risk on your reflexes and push in for the kill! A Spartan Rage now will probably be plenty to get you over the line.

Eventually you'll strike the decisive blow and open him upward for another buttom prompt finisher, and then information technology's time to harvest the middle. Yum.

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Brand sure yous assemble the boodle - which includes a Chaos Flame that lets you upgrade your chains to the adjacent level - then head over to the Bridge Keeper'south pillar, to fine Brok, of all people.

He works a bit of magic on your chains, and suddenly, you lot can clear those green orb-based puzzles that you've been seeing around the world - including the ane sealing the doors that you demand to leave through correct now.

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Return to Tyr's Travel Room

The Winds of Hel work like this: throw your concatenation at the dark-green, brightly glowing orb, and information technology'll trap the wind in your chains for 10 seconds. Run to a "wind trap" a less-bright green orb, and throw your chains at that to transfer the wind at that place and leave it safe.

You lot'll need to chain the wind through multiple traps to solve well-nigh of the puzzles, merely start by using it to open the huge doors and go out.

Winds of Hel puzzle solutions and Hel Traveler

Now you're through that gate, you're going to be using that new wind-trapping mechanic a off-white bit to become yourself back across the Hel version of Tyr'south Span to the safe of the Realm Travel Room.

Offset, have the wind from the orb in the door backside you, and put information technology in the trap in the wall in front of you to the right.

Defeat the handful of enemies on the other side and and so do the same - taking the air current from where it'southward glowing in the door you but passed through, and putting it in the trap ahead of you, this time to the left.

The first mini-puzzle is here: getting the wind circular to the other side of this door and then that you tin can unlock another door to a Coffin chest nearby.

Become through, and so turn back and climb up on superlative of the wall (maybe information technology'southward a mini-bridge?) that was blocking you, from the other side, and go to the North-Due east corner of the mini-bridge you lot're standing on and await downwardly. You can come across the orb you merely put the wind into from here.

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Have it from there, drop down once again where you climbed up, and hang to the other side at ground level to put information technology in a trap there - this opens up a gap for you to get to the Coffin chest, that holds an Etched Crest of Perseverance.

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Crawl through the tunnel up ahead and smash the Hacksilver chest to your right as you exit, and you'll come up to some more huge, locked doors with air current traps on.

To unlock them, you need two sources of current of air - non just the one on the door in front end of you. Luckily there's a spare one just to the left of you where you exited that little tunnel.

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With both wind traps on the door filled, you can continue through it.

On the other side, grab the wind from one of the traps on the door, and on the other side of the door immediately hang left to find a locked piffling mausoleum-type building there - put the wind in the trap in its door and within is a Coffin chest.

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Take the air current from there and put it in the trap ahead of yous on the bridge to your correct, and then it'due south time for a proper fight!

Hel Traveler

The Hel Traveler is another mini boss that works almost identically to the one you faught up by Thamur'due south Corpse. It has some heavy attacks you can't cake - the red-ringed warning signs - and some that you can, marked by the xanthous alarm rings.

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This guy doesn't take a shield, which makes him more vulnerable (sort of like how Magni was compared to Modi) simply he'south also resistant to your axe, so you can merely employ your chains. Contrivance is unblockable stuff and then counter assail, and it's worth popping a Spartan Rage now if y'all have one, at which point he should go downwards adequately easily.

When he'south downwards, be certain to collect the rare loot, so press on to the gates upwardly ahead. Y'all can run all the way to the exit now but at that place's also one more optional wind trap puzzle to solve, so we'll quickly have you through it!

Catch the current of air from the trap by the big doors merely ahead, and run frontward to put information technology in the trap ahead of you on your right.

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Now clear the enemies just ahead, and the other enemies simply across them back at the Realm Travel Room exit.

Go dorsum and grab the current of air from that trap, and peg it forwards every bit fast equally you can to the spot that has a round podium and a big gold band above your caput - the next trap is upwards in that location on the aureate ring. If you run through and plough upwardly and behind you the way you came you'll see it.

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Information technology'southward tight to make it in 10 seconds, and took u.s. a couple of tries, just it's doable! At that place'southward too an Odin's Raven sitting on top of the trap so take that out while you're at it!

Here'southward the flake that's easy to miss: become the wind from the trap at that ring, and so start going towards the exit but immediately hang left - from the left-mitt side of the span, look due south, and there'south a rectangular trap upwardly ahead of you lot.

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When y'all've deposited it at that place, run to the other side of the trap, near the exit, to claim it, and then run to the Due west-hand side of the bridge to put information technology in a trap in a similar position there.

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Go down the steps on that side, collect it from the trap, and put it in the Mausoleum door that's downwards there to go a Legendary Chest. Now you lot can finally leave! Remember to upgrade your chains at Brok'due south shop when you do.

One last affair to note - Brok's upgraded those Mystic Gateways to be two-directional, meaning they work like normal fast travel points now, basically. Use the one at his shop to travel to Freya's Cave, so you tin can evangelize the heart to her right abroad.

Side by side up: God of State of war - The Black Rune, Tyr'south Vault Water Puzzle solution, Grendels dominate fight

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Source: https://www.eurogamer.net/articles/2018-05-16-god-of-war-walkthrough-guide-5004?page=28

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