![]() ![]() Occasionally it will jump into some varied melee attacks. Afterwards, the Gowrow will likely burrow again, at which point we go back into waiting mode. Upon countering you have an opening to hit the Gowrow with our normal combo of melee attacks, shotgun, and Quake Punch. The Gowrow almost always starts with the melee attack, then follow with the rock throw. The main strategy here will be identifying which attack it is using, then reacting appropriately. Its two main attacks are a melee attack that can be countered with Kick-Off, and a ranged rock throw attack with a weak point that can be countered with your rifle. This enemy burrows around underground, only popping out to attack. Here we will meet the rodent-like enemy from the earlier cutscene, the Gowrow. Walk forward past the pile of dead bodies, then squeeze your way through the gap in the wall to reach the final encounter. ![]() Follow the path all the way up the hill and you will reach another ledge you can drop from. ![]() Just be careful not to use all your rifle bullets in case you need them for the highborn's weak point! Rinse and repeat this strategy for a relatively safe and easy win.įollow this path to the end where you will find a Unique Chest containing some Bucks and the Ghost Rifle cosmetic. Partway through the fight some devils will join the fray, so you will want to deal with them in the usual way (rifle shot to the weak point). Once it regains composure you can pile on a shotgun blast or Quake Punch to stagger it again, but once you run out of resources back up and wait for the weak point to appear again. Shooting its weak point causes the highborn to drop a Health Pickup and makes it susceptible to a full melee combo. Instead resort to the same strategy we used on the last one: stay out of melee range, avoid its shockwave attacks, and wait for it to expose its weak point. To do so you need to land a set number of melee attacks and fill their Stack Indicator, at which point they can be Zapped. A tutorial will pop up teaching you how to electrocute (aka Zapper) large enemies. On the other side is another encounter with a Vampire Highborn. Shoot the target with the rifle to stop the door from closing. Grab the Overhealth then interact with the fuse box which will partially open the door, revealing an interact point on the other side. Look to the right and you will see a small alcove with an Overhealth pickup and a fuse box. Be sure to use the execution finisher for a free health drop if you need it!Īround the corner you will see some dead bodies with a Note next to them, Agent Bloom's Bestiary 2/3.Īt the end of the track is a locked door. Their health pools are relatively low, so it should only take 2-3 e-combos to finish them off. Blast them with your shotgun and rifle if you want to play it safe, otherwise just hit them with the Zapper and punch away. Once all the troublesome gunslingers are gone, turn your attention to the brutes. Be sure to keep moving between shots or else the brutes and falling boulders will get you. ![]() Wait for them to expose their weak point, then counter with the rifle for an instant kill. Start by focusing on the gunslingers on the rocks. The brutes are joined by more gunslingers, and some offscreen enemies who are dropping boulders on you from above. These guys are highly similar to the Jenu Giants, down to the two-handed weapon (and susceptibility to the Zapper). Next go down the path to the left which leads directly to another encounter with some new enemies, the Servant Brutes. Inspect the grass in between them to find this small Bucks bag on a box. To the left is the correct path forward and to the right is a broken bridge. ![]()
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