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Styx: Shards of Darkness Game Guide by gamepressure.com

Styx: Shards of Darkness Game Guide

Table of Contents

Get the Quartz and find the way out of the prison | Mission 5 - Caught in the Trap Styx: Shards of Darkness Guide

Last update: 29 March 2017

Once youve managed to enter the laboratory, get through the small hole and use the door on the left - Get the Quartz and find the way out of the prison | Mission 5 - Caught in the Trap - Mission 5 - Caught in the Trap - Styx: Shards of Darkness Game Guide

Once you've managed to enter the laboratory, get through the small hole and use the door on the left. You'll notice pure Quartz at the end of the large hall - take your time to get it, as you can use it to unlock a master talent when upgrading your character. If your road went through the tower, use the handles at the end of the corridor. Turn left to enter the room with the quartz. Use the following route once you've stolen the item:

To avoid being detected, approach the quartz and create a clone, then hide in the pot. Use the clone to push items and perform dodges (flips) and proceed upstairs. As previously, hide inside a pot or another location, then switch back to the hero - the room will be empty, so you can pick-up the quartz without having to switch to invisibility.

The guards will engage in a floor-wide alarm once they've noticed that the quartz is missing. Use the opportunity to move across the hall (from the location shown on the screenshot) and use the stairs to access the floor above. At the top of the stairs, turn left - you'll see the exit. Approach the huge green torch and follow the marker to access the new section.

Turn left next to the torch to find a balcony with a rope - Get the Quartz and find the way out of the prison | Mission 5 - Caught in the Trap - Mission 5 - Caught in the Trap - Styx: Shards of Darkness Game Guide

Turn left next to the torch to find a balcony with a rope. Begin the descent by switching to the rocks. Find your way below using rocks and handles, as a direct jump would take a lot of your health points. Now your objective is to reach the marked crate without being detected. Use invisibility (reaching the crate will take only a few seconds) or if you're out of amber, distract the opponents on board and quickly proceed to the marker.

Once you've found yourself in the new location, enter the balcony and leave through the door to enter the village.

You are now left with two options: escape by the boat, or board the zeppelin.

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