Level 6 - Behemoth
Behemoth Veins
Move forward into the main area. If you look to the right, you'll see some bones poking out of the wall. Quickly walk past those, noting that they spring forward to try and impale you as you mosey past. You have arrived at two large veins. Walk up to the edge of the cliff we're on, so that we're slightly behind the veins. Turn around to face them and look up and slightly to the left so that both veins are fully in your field of view. Hit them each with a Fireball (once per vein) to make both of them swell up. Quickly charge past the bone spikes, then turn around to admire your handiwork. If you got both veins swollen, then the bones will have punctured them and they shall be spurting blood. If that is not the case, run back behind the and make sure they are both hit by their own Fireball.
Once you have those veins damaged, follow the bone-lined outcropping until you spot a path down to your right. Follow this path down and veer left when you get a chance. Follow this side path down and around until you find another vein. Inspect this one, then stab it with the Antlers.
Head back up the ramp until you reach the intersection again, turn left and head toward the final vein. There's a red, fleshy door blocking progress forward. But enough about that, approach the vein. There's what looks like a big red cork sticking out of it. Inspect it twice and Raven will manipulate it somehow and block the bloodflow. Now that all three veins are out of commission, the red, fleshy substance vanishes and leaves the doorway open for egress.
Behemoth's Ribs
Follow the path along a curve to the continue forward a bit. The path splits in two, separated by giant ribs ascending from the floor. Take the left path to the control console thing. Raven describes it as a tentacle, but to me it just looks like a fleshy control panel with five buttons. There are four buttons that correspond to the cardinal directions, and a center button that confirms the input. Press the Down button twice, then the Right button once, then the Center button. The loose rib on the right will maneuver itself into place and lock down. If you did not input the correct directions, it will angrily return to its starting position.
Once the third rib has been moved to a more strategic position, head around to the other side of the first rib. The heart is blowing air(?) toward the pathway. The wind is strong enough to blow you off the edge, so the general goal here is use the ribs to hide from the wind until it dies down. The fun part is that you can only see the wind if you are facing the heart. Which means that looking at the path to move forward puts you in extreme danger, to the point where I think that the game registers the wind blowing all the time if you are not facing the heart.
So to clear this obstacle, get behind the first rib and face the heart. You want to be pretty close to it, but not pressed against it. When the wind stops blowing, quickly strafe to the right and hide behind the second rib. When the wind dies down again, strafe right to the third rib. Here's where things get spicy. The path narrows slightly on the other side of this rib; so if you're too close or too far from it then you'll just fall right off the edge. The trick here is to turn and face the path and line yourself up with the good part of the path. Once you're set, face the rib again. Wait for the wind to die down one final time and strafe to the right until you're in the clear. But just on the other side of the ribs you'll run into the White Slime.
General Strategy: This cute lil' guy will always counter attack anything you hit him with, which can lead to a long fight. Luckily, there's a quick way to win this fight since he's extremely weak to Malice.
How to Defeat:
- Round 1: Since our slime buddy is waiting to see what we do, we get the first strike. Start off by casting the Stone Shield.
- Round 2: There's nothing to counter a shield with, so you're safe this round. Hit the slime with Malice to deal a hefty chunk of damage.
- Round 3: You'll be attacked this round, respond by casting Sunburst to keep your health up.
- Round 4: Another free round for you, so take this chance to cast Fury of the Storm.
- Round 5: Since we've got some free time, and are furiously stormy, cast Malice twice to finish him off.
Once you dispatch the slime, continue forward. The path curves to the right and back to a slope downward. Keep following this path around various twists, turns, and bone bridges. After the second bone bridge, you'll reach a chamber that seems like it's a dead end, but there's a ramp that leads upward in the back left corner of the room. You'll have to it the back wall and turn around to spot it. Follow this up and out into the open. Be super careful in this section. There are no checkpoints within the Behemoth, so if you fall off the edge of a narrow path you'll start all the way back at the beginning of this area.
Behemoth's Heart
Out in the open, head toward the person standing ominously in the distance. Just be careful of the thin path on the way there...don't fall off, unless you enjoy dodging rib wind. Anyway, once you reach the knight you'll find out, through the power of conversation, that this is actually Jair!
General Strategy: Jair is far too strong for you to face normally. We'll need to separate him from his sword to get a fighting chance.
How to Defeat:
- Round 1: You'll be attacked by the former hero. Target the sword and cast Ignite on it. Splash damage will inflict Burning on both targets.
- Round 2: Another attack comes your way. Respond by casting Blizzard to make Jair drop the sword.
- Round 3: Jair will strke back, but without his sword he can only manage a weak kick. Cast Sunburst to get some health recovery going.
- Round 4: Jair will reach for his sword. We can't have that happening, so hit him with a Lightning Strike to stay his hand.
- Round 5: You'll get another kick to the face, go ahead and slap him with a Fireball. Realistically, you can use whatever spell you want, but Fireball is our strongest spell next to Malice. Due to the nature of this fight, we want to keep our health up, so I usually avoid the Darkness spells due to that.
- Round 6: He'll reach for his sword again, so use one more Lightning Strike to once more stop him.
- Round 7 and onward: Just keep repeating the previous two rounds. Toss in a Sunburst if you're worried about your health, maybe an Ignite or a Stone Shield for good measure as well. Demon's Pact can also speed things up a bit if you want to risk the health drain.
Jair comes to his senses just in time to die. But he hangs in long enough to pass along the mighty Staff of Ages, through which you learn the mighty Rewind spell. Follow the only path available to you to reach the Heart proper. And also our old buddy, the Djinn. He's now super powered from all that stuff we gave him. Luckily, Raven knew that he knew that she did not know that he knew that she knew, so we're well prepared for this battle.
General Strategy: His orb game is strong, even stronger than it was before, but now you'll have time on your side. Also on our side is the fact that nearly all of our spells do critical damage in this fight.
How to Defeat:
- Round 1: He starts by summoning fire orbs, as before. Since everything we do is stronger this time, cast Blizzard.
- Round 2: The Djinn will attack you with some pure arcane. As just a quick side note, the word "arcane" is an adjective. Just a fun little grammar fact for you. Anyway, respond to his attack with Winter's Grasp to dispatch the fire orbs.
- Round 3: He'll summon some ice orbs this time. Take them out with a Firestorm.
- Round 4: In a new attack strategy, he'll summon earth orbs. You can dispatch them with a Lightning Strike.
- Round 5: This time he'll summon dark, shadowy orbs of pure light. Dispatch them with Malice.
- Round 6: Having had enough of your tomfoolery, the Djinn will summon orbs of four different elements at once. This most certainly spells our doom if we attack normally. To overcome this obstacle, cast Rewind to reverse time to before the orbs were summoned. Quickly follow this up by casting Malice to knock off 50HP.
- Round 7 and onward: Just repeat the previous round until you fully deplete his health. The nice part about Rewind is that it undoes the damage done to you by Malice, so you don't need to worry about running out of health.
Hopefully you were not expecting a denouement following the fight. If you're still playing on the 2/17 or 2/20 patch, then Raven and the Djinn will have a back and forth as Raven delivered his comeuppance. If you're up to date (as of this writing) with the 3/5 patch, then the Djinn's lower HP count will cause the game to skip over that dialogue. Whether or not you get to see Raven's final taunt, you'll move on to an animated ending sequence.
Congratulations on reaching the second story's end!