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Darksiders III eGuide
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Contents

  • Foreword
    • From Reinhard Pollice
  • A Deal with the Council
    • Riddle of Sorrows
    • Fury’s Pact
  • Unleash Fury
    • Intro to the Basics
    • Staying Alive
    • Souls and Leveling Up
    • Wrath and Havoc Meters
    • Controlling Fury
  • Weapons and Enhancements
    • About Advanced Abilities
    • The Many Forms of Scorn
    • Weapon Enhancements
    • Relics
    • Crafting Ingredients
  • Vulgrim’s Wares
    • Meet Vulgrim
    • Found Items
  • Forces of Chaos
    • Creatures of the Apocalypse
    • Swarm
    • Sycophants
    • Suffering
    • Insects
    • Minions
    • Skeletons
    • Lava Creatures
    • Undead
    • Angels
    • Fish
    • Legion
    • Other Creatures
  • Hunting the Deadly Sins
    • Envy
      • Path to Envy
      • Haven: Crater
    • Wrath
      • Path to Wrath
      • Haven: West End
      • Haven: Skyscraper
      • Haven: Crossroads
      • The Nether: Hatchling Cesspool
      • Nether: Splintered Station
    • Avarice
      • Path to Avarice
      • Hollows: Lord of the Hollows’ Chamber
      • Hollows: Blistering Bridge
      • Hollows: The Catacombs
      • Nether: Accessway
      • Nether: Atrium of Greed
    • Sloth
      • Path to Sloth
      • Nether: Splintered Station
      • Nether: Cistern and Tangled Grotto
    • Lust
      • Path to Lust
      • Haven: North End
      • Haven: South End
      • Bonelands: The Hulking Carcass
      • Bonelands: Festering Pool
      • Bonelands: Hangman’s Tree and Drowned Warehouse
      • Bonelands: Mangled Freeway And Cargo Ship
    • Gluttony
      • Path to Gluttony
      • Bonelands: Cargo Hold
      • Depths: Forgotten Lake
      • Depths: Eroded Pipeline
      • Depths: Sunken Tracks & Sewage Egress
    • Wrath (Revisited)
      • Path to Wrath
      • Depths: Eroded Pipeline
      • Scar: Gnarled Cliffs & Drilling Annex
      • Scar: The Lowlands
      • Scar: Dust Halls
      • Scar: Demon’s Peak
      • Scar: Refinery
    • Pride
      • Overview
      • Haven: South End
  • Atlas
    • About the Atlas
    • Haven
      • Haven – The Crater
      • Haven – Westend
      • Haven – Skyscraper
      • Haven – Crossroads
      • Haven - Southend
      • Haven - Northend
    • Scar
      • Scar - Gnarled Cliffs
      • Scar - The Lowlands
      • Scar - Dust Halls
      • Scar - Demons Peak
      • Scar - Refinery
    • Nether
      • Nether - Hatchling Cesspool
      • Nether - Splintered Station
      • Nether - Accessway
      • Nether - Atrium of Greed
      • Nether - Cistern and Grotto
    • Hollows
      • Hollows - Blistering Bridge
      • Hollows - Lord Hollows Chamber
      • Hollows - Catacombs
    • Bonelands
      • Bonelands - Hulking Carcass
      • Bonelands - Festering Pool
      • Bonelands - Drowned Warehouse
      • Bonelands - Cargo Ship
      • Bonelands - Cargo Hold
    • Depths
      • Depths - Forgotten Lake
      • Depths - Eroded Pipeline
      • Depths - Sunken Tracks and Sewage Egress
  • Achievements
    • Overview
    • Story Progress
    • Upgrades & Collectibles
    • Combat and More

Darksiders III Guide › Hunting the Deadly Sins › Wrath (Revisited)

Scar: Refinery

Ride the Conveyor Belts

The elevator on the south side of the room is still locked off, and the only way to reach it is through the Refinery. Swing across the upper level to the west and head back outside.

The doorway on the building straight ahead is locked from the other side, so you’ll need to find another way in. Fortunately, there’s a tunnel Fury can crawl through on the north side of the building. Loop around to the right, kill the Demons lurking about the edge of the canyon, and collect the final Rejuvenation Core from the wooden platform.

Crouch down, crawl through the opening in the wall, and continue beneath the conveyor belt as the path leads deeper into the mining operation. Grab the Strength Shard straight ahead and put it to use against the Phantom Guard Captain and the Phantom Guards he summons into battle. Eliminate the rest of the enemies in the area and approach the conveyor belts.

Use Stasis and Salvation to freeze both the conveyor belt to the left and the one angling down from the north. Ascend the slanted conveyor to the area with multiple slabs of Stasis-imbued stones. Grab the Piece of Adamantine in the corner room and leap to the gated room below. Unlock the gate for a quick route back to the Drilling Annex Serpent Hole.

Now it’s time for another mine cart ride. Flame Jump onto a blue-glowing stone slab, then use the walkway to get even closer. Not every bucket is in its open, horizontal position, so be patient. Leap onto the mining platform and ride it west. It will tilt vertically, depositing Fury onto the ground below.

Dodge the spears thrown from the Demons on the left and ride the cart to the end—don’t try to leap onto their platform.

Wall jump up the Stasis shaft on the south side of the walkway and eliminate the Phantom Guard Ballisters on the walkway. The first room on the right leads to a Chosen—and the controls for an important gate—but collect the Angelic Artifact from the second room first.

Chosen: The Grock

The Grock is the largest Phantom Fury will encounter and certainly the one with the mightiest spiked club. The Grock is a hulking creature, capable of ripping boulders from the ground and slamming them down atop Fury’s head or throwing them across the arena. And though his windup is quite extensive, making these attacks easy to see coming, he is deceptively fast.

Despite the Grock’s stone-throwing abilities, he’ll primarily attack with his massive spiked club, shifting between overhead two-handed swings and horizontal swipes, seemingly at random. These attacks can be quite difficult to dodge, especially if Fury is up close against him, so it’s best to have the Obscuris enhancement equipped.

Perform a forward dodge and Arcane Counter when the Grock throws a boulder.
Keep the Grock chilled for an easier path to victory.

Stasis Shield is quite effective against the Grock, as it grants Fury the ability to essentially stand tall against him, ignore his attacks, and keep swinging. Switching to the Force Hollow for Arcane Counters and the occasional Cataclysm is also quite effective. Ultimately, however, this attack will come down to your ability to time your dodges effectively, slow the Grock’s attacks with the Edge of Scorn’s chilling effects, and attack with abandon.

The Grock rests briefly once reduced to half of his Health. Take this opportunity to top off your Havoc Meter and Wrath Meter or to consume a Strength, Frenzy, or Fortification Shard if needed. The fight intensifies the longer it goes, with the Grock mixing in some quick-step charging attacks. Maintain a half-full Health Meter at all times and conserve one final usage of Stasis Shield or Havoc Form for late in the fight.

Strike the lever to the east of the Grock’s arena. This activates the conveyor belt beneath Fury’s position, sending a steady stream of Stasis-imbued stone slabs eastward to a grinding pit. It also opens the gates on either side of the room. Head down the hall to the left to get the Angelic Artifact, then Storm Glide off the ledges to the right to return to the area you first entered.

To continue, Fury must climb atop one of the stone slabs, ride it to the end of the conveyor belt, and leap for the upper platform above the grinder. There is no way below the grinders in this pit, so don’t worry about any collectibles. Stand on the wooden platform and wait for two stone slabs to approach in close proximity to one another. Use Stasis to freeze the belt and then wall jump up to the top of one of the slabs. Jump for the platform as the stone block falls into the pit.

Get atop the stone slab and double-jump for the upper platform.

Crawl through the vent to reach a small room with another purple lever. Strike the lever to open the gates. The one on the left leads straight back to the Drilling Annex Serpent Hole (the closed gate you saw earlier), and the one on the right leads to the Refinery.

Quiet the Storm

Head west past the Scarab to the room with the scaffolding and stairs. Grab the Large Lurcher Cache from atop the tank on the left and exit via the opening in the corner opposite where you entered. Activate the Force Hollow and approach the balcony looking out over the pit where the Tempest is raging. Ignore the Incandescent Remains you see to the left (and below you to the right), as there will be plenty of time to get them later. First, leap down and dash for the subway platform to the right.

There’s plenty of time to collect the items once the storm is dealt with.

Use the Force Hollow and run north along the tunnel beneath the grates to the purple stone block in the distance. Strike the block with the Mallet of Scorn to drive it into the trench, then run across to get the wind to pick it up and follow Fury. In order to get the block to hold down the switch and open the gate, you’ll need to have the wind carry it back across to the north end of the trench. This will allow Fury to drive it onto the switch in a single swing. With the block positioned atop the switch, stay to the north end of the corridor until the storm is overhead, then sprint south past the block and out the gate before the block is picked up.

You’ll have to time your run well in order to get out of the gate before the storm picks up the block.

Open the gate to access the oil pump area and strike the lever behind the wooden boards to the west. This activates the pump, causing oil to flood the area near the storm. Activate Flame Hollow and perform a Chimera’s Growl or throw a Flame-imbued Salvation attack at the oil to ignite it. Doing so sets the Tempest aflame, thereby destroying it.

Fill the clearing with oil and then set it on fire to destroy the Tempest.

Take a moment to collect the Luminous Visage, Piece of Adamantine, and Demonic Artifact from the clearing. It’s also worth killing any Lurcher Demons you spot, as they may contain a wealth of Souls.

An Elevator Ride to Wrath

Head east from the oil slick and open the gate to return to the Drilling Annex. Visit the Serpent Hole on the lower level to buy some Attribute Points and to pay a visit to Ulthane. When ready to face Wrath, leap up the drilling apparatus and ride the elevator to Wrath. It’s time for a rematch!

Wrath (Rematch)

Running Slash: Wrath doesn’t hesitate to rush Fury’s position and swing his axe with a massive backhand swipe. Dodge to the left as soon as he gets close to be in position to attack his flank.

Gauntlet Swipe: Wrath’s right hand may not carry a sword or axe, but the heavy armored gauntlet has deadly prongs on the end, which he’ll occasionally swing at Fury. Dodge forward to close on his position and Arcane Counter.

Kick: Despite his size advantage, Wrath isn’t above kicking Fury aside if she proves too meddlesome. This attack knocks Fury backward and inflicts minor damage.

Left Slash: Beware when Wrath rises up on his right foot, as it means he’s about to attack with a mighty, fiery left-hand slash. Dodge as soon as his left hand begins coming forward.

Ground Pound: It’s easy to tell when Wrath is about to pound the ground, as he’ll rear back with his right hand and quiver momentarily, as if straining from the energy he’s packing into the attack. The shockwave spreads out instantly, making it important to begin your double-jump before the punch comes forward. He often strikes the ground three times. Worst of all, he uses this attack to kill the other combatants in the arena, absorbing their Lurchers and regaining Health.

Flying Swords: Wrath throws his split swords in an arc, causing them to fly around him in protective circles. The key to avoiding being hit is to slip inside the circular path of the swords as they’re being thrown. Wrath is virtually defenseless while the swords fly in circles.

Overhead Sword Slam: He’ll mount his final stand with a powerful overhead sword slam that extends in front of him and shakes the ground with each swing. Dodge to the side and attack quickly while the sword is stuck in the ground.

The first half of this battle is akin to a race. Wrath has gained a handful of new attacks, but Fury has grown tremendously since their first encounter. Not only has she gained Hollows, but her physical and Arcane attacks inflict far more damage and her total Health is far greater than it was early on.

Unfortunately, Wrath has a trick up his sleeve to make sure the fight isn’t lost too quickly. Once reduced to half his health, Wrath turns to killing the Demons and Angels fighting along the perimeter of the arena, absorbing their Lurchers to replenish his Health Meter. Though Fury can’t stop him from using his ground pound attack to kill them with a far-reaching shockwave, she can interrupt his efforts to kill them with his weapon.

Use the Stasis Hollow to slow Wrath’s movement, and aim to get in front of him, so as to keep him from the Angels and Demons. Use Havoc Form or a Cataclysm or Triple Tempests attack to eliminate the fodder before he gets to, thereby cutting off his supply of Health. Consume a Frenzy Shard so Fury can swing the Edge of Scorn or Mallet of Scorn faster.

Just when you think the fight might be won, Wrath clears the arena of Angels and Demons and regains all of his Health. Fortunately, that’s it for tricks. Now it’s time to fight to the death!

Rather than use the two-sword attacks he utilized in your encounter at the Nether, he’ll fling the two swords in an arc, causing them to fly around him in a protective circle. It’s tempting to back away as he prepares this attack, but doing so leaves Fury on the outside looking in, with no way to escape. Wrath will continue to march forward, knowing his orbiting swords will eventually hit their mark.

Instead, it’s better to dash forward to close the position on him as soon as he throws the twin swords. This leaves him defenseless and places Fury safely inside the orbiting swords. Hack away, triggering Stasis Shield when possible for added safety as the swords reunite in his hands. Wrath unleashes a barrage of overhand sword swings in an effort to crush Fury, but these attacks can be readily dodged and leave Wrath vulnerable to flanking attacks. Use the skills you’ve acquired in playing this far to finish him off once and for all.

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