Rites 9-16 | Walkthrough Pyre Guide
Last update: 31 August 2017
With each following Ritual, you'll encounter stronger enemies and the gameplay will be additionally complicated by other factors, such as enemy cheating. What's more, you'll also unlock the option to toggle additional gameplay challenges through Titan Stars.
- Rite 9 - Ridge of Gol
- Rite 10 - Pit of Milithe
- Rite 11 - Hulk of Ores
- Rite 12 - Fall of Soliam (Liberation Rite)
- Rite 13 - Cairn of Ha'Ub
- Rite 14 - Isle of Khaylmer
- Rite 15 - Hulk of Ores
- Rite 16 - Fall of Soliam (Liberation Rite)
Rite 9 - Ridge of Gol
In this match, the enemies will possess additional Talismans and skills. What's more, instead of jumping into the pyre, they will be trying to throw the ball so as not to banish any team members. If you leave one of your players on the Arena, you'll have to be prepared for losing him. On the other hand, he may become the perfect bait to lure the enemies from the player possessing the ball. It should also be noted that thanks to the Talismans, the enemy deals more damage after scoring.
Rite 10 - Pit of Milithe
This time, the Wyrms have additional Talismans and skills. Be exceptionally careful around Sir Deluge, as the moment you eliminate him he will unleash a wave of energy that may take one of your allies with him. The enemies will be very fast, which is why you should rely on Fae in this encounter, as she can reach the enemy pyre in two quick leaps. And one more thing - try to avoid the sludge trails felt by the enemies.
Rite 11 - Hulk of Ores
It's time for a rematch with Manley's team. Beware of his Little Tree, which sports a much bigger Aura this time. Additionally, once Manley is eliminated, his Little Tree will take up a defensive position near the pyre and protect it with its Aura until Manley in back in game. Remember that you can jump into the pyre above Little Tree or throw the ball above it. The Arena contains one place perfect for jumping; you have to position yourself right before the gap nearest to the enemy pyre. Jumping from that place earns you an almost certain point.
Rite 12 - Fall of Soliam (Liberation Rite)
It's the second ritual that will enable you to free an ally. Remember that freedom will be given to the player that was chosen as first in this battle. The match will begin with you at a point disadvantage. The enemies are harpies, so remember to block them in flight or by jumping - using Aura energy won't do much, as the enemies will be flying. During the match, Pamitha will talk to you in your mind and plea mercy for her sister, asking you to send her home. It's up to you to decide whether you do as she asks. After you score a few points the enemy team will break the rules and move its formation all the way to mid-field of the Arena, which will cause you trouble during kick-offs. In this case, simply let the enemy begin, then eliminate them and take the ball.
Rite 13 - Cairn of Ha'Ub
The enemy team members have significantly boosted their skills since the last match. They are faster, better coordinated, and have bigger Aura. Watch out for the small Imp, Ra'Ji, as he can explode, knocking out several of your players in one shot. The enemies will also attack and throw the ball at the pyre more often. The simplest tactic is to counter them with Fae by jumping from the middle of the Arena straight into the enemy pyre.
Rite 14 - Isle of Khaylmer
Now it's a rematch against Ignarius and his team. This time the enemies will be much more powerful and possessing new Talismans and skills. Thanks to one of them, the enemy pyre will begin the game with 30 additional points. The enemy team will try to eliminate all of your players, so they can safely score. Watch out for Imp figures that constantly move around the Arena, blocking your way.
Rite 15 - Hulk of Ores
In this match, you'll be facing the powerful demon known as Oralech. He's the founder of the first Nightwings Triumvirate, and he wants revenge for being tricked and left for dead in his moment of glory. Oralech's Aura is exceptionally large, and the enemy team is very aggressive, aiming to completely eliminate your companions. Remember to jump over enemy Auras and use gaps in the Arena.
Rite 16 - Fall of Soliam (Liberation Rite)
Once again, you can choose which of your companions regains freedom. The enemy team has two fast Imps and a powerful Witch that has as much as 4 additional skills. What's more, she also has a Talisman, which takes 20 points off your pyre at the beginning of the match. You can counter this hindrance by picking Jodariel and her Enduring Flame skill to your team. The enemies have wide Auras, but you can simply jump over them. Remember that Imps can fly, so you'll have to block them in the air. After some time, the Witch will cast a spell that will spawn a pool of acid where a player died.