Chapter Four: Across The Sea of Blood

Ah, the Sea of Blood. We always wanted to go there for vacation. Looks like now we’ll get my chance!

With Arantir finally packed away behind you, head down the sewer path in front of you to find Leanna, who’ll ask you to single-handedly retake the ship that she and Menelag were planning on taking to the temple across the Sea. Head out to the docks and kick the soldier in front of you into the water. You’ll note that this instantly kills them...it’ll come in handy later. You can find the Staff of Reflection nearby.

Instead of walking across the docks, which is a surefire way to get killed, dive into the water and swim towards the crane on the left side here. Twist the dial on it to move the platform over to the open hatch in the side of the boat, then jump across and go in.

The Boat

Kill the first soldier in the boat here, then smash the planks and move on. Kill the two soldiers in the next room to grab the key, then move through the door, grabbing the Ring of Arcane Brilliance if you didn’t already. The room beyond this will have two Necromancers in attendance. These guys are more difficult than the normal Black Guards, due to the fact that they can cast Flame Arrows and have much more health than their melee counterparts. If you have Telekinesis, your best bet is to chuck a barrel at one or both of them to instantly take them out, then close in and engage them in melee combat.

The next room beyond these guys will have a necromancer, a Black Guard, and a whole lot of cages with goblins in them. If you can find the switch that allows you to open the cages (on the upper level, to the left of where you come in), you can free the goblins, who will then attack the guards and keep them busy while you finish them off. If you accidentally hit any of the Goblins, though, they’ll come after you as well, but they’re not a serious threat.

When you grab the key from the necromancer, head through the door to reach an auto-save point. There’s a ladder here leading up, but before you take it, climb on the box nearby and jump from there to the platform behind you to find a Flamegold Bar and a Ring of Might. The Flamegold can be used the next time you find a smithy, while the Ring of Might will add one damage to all of your weapon strikes.

One of the doors leading on is locked, but the other will lead you to the ballistae. Kill the guards here to accomplish one of your objectives and earn some more skill points, and don’t miss the very nice Elven Bow nearby. There’s a central area with some chests that’s locked off to you; if you head back to the small room where the Wizard Robes were, near the ladder you just walked up, you can find the Rusty Key hanging on a nail.

The Deck

Clear out the deck of enemies before removing the wood barricade on the gangplank. Leanna will be along shortly, which begins a quick game of defend-the-boat. This is fun stuff; all you have to do is prevent the Black Guards from getting onto the boat or killing Leanna. Since you’re going to constantly be near the water, just kick the guards as they come at you into the drink. There will be archers, as well, who will be more difficult to deal with, since they won’t get near the gangplank at all. If you have magic, you can try Telekinesising stuff towards the archers, or just ignoring them. If you run out to attack them, though, the swordsmen will likely run past you in an attempt to get to Leanna. Kick them into the water as they get close to you.

Tip: If you want to have an easier route through this fight, feel free to try heading back down below decks towards the ballistas that originally covered your advance to the ship. If you man one of those, you should be able to destroy most of the incoming forces with ease.

When everyone’s dead (a few archers will appear by themselves at the end of the gauntlet), return to Leanna, who puts the moves on you despite having only been around you for a couple hours, at most. Raise the anchors here to end the level and move on.

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