A name It was the only thing I could think of. I often dream of this place at night. Well, more like a nightmare. I see myself and I am - everywhere. Styx: about the governor's house Look at this luxury You've really got to think you're something fucking special to live in a jewelry box like this They've got diamond studded butt cheeks, or what? They attack the orc and goblin but when the Zealot sees the chapel in flames, he leaves the fight and attempts to rescue his disciples.
Arkail and Styx continue to fight and hurry to leave the place back to the Black Hand hideout. With their part of the deal done, Styx and Arkail ask Raven to guide them through the catacombs to the other side.
They follow Raven but when they end up alone in a large room with the doors suddenly closed and locked, they realize Raven led them into a trap. Styx swears he had nothing to do with it when Arkail confronts the goblin with this, but as they are being attacked by humans, they have to put their differences aside and fight together.
The manage to flee but end up on the sewers, below the catacombs. It takes them a moment but Styx actually does manage to lead them back to the outside and to the Black Hand.
Being pissed, naturally, Styx and Arkail want to get Raven to talk. They force him to take them back to Sarkyss. Raven, however, gets cold feet for having failed his instructions and fears Sarkyss's punishment more than the two greenskins in front of him. He tries to run, but Styx's reflexes are flawless and he throws a knife into Raven's back instantly.
They continue on their own and find Sarkyss in his laboratory, dissecting a goblin. Styx is interested in Sarkyss's motivations for his nasty work but doesn't agree with the humans ambitions. Styx doesn't really care about Sarkyss once he finds a map of the catacombs, but doesn't stop Arkail from dealing with Sarkyss anyway he likes. They leave him tied on one of his own dissection table at the mercy of a wild goblin, ready to shred him to bits. With the map, Styx and Arkail make their own way through the catacombs and emerge on the other side safely.
Styx leads Arkail to a waiting caravan and opens the door for him. Styx closes the door and locks it, remaining outside. He wishes the furious Arkail a good journey to the Mire and bids him farewell. Styx makes his own way to the Mire, following the caravan.
He sneaks into the mine and observes Arkail in the Row. Once close enough, Styx jumps down into the Row to help Arkail in his fight. Together they win the Row and are being welcomed by the Head Foreman. He has them sent to the cleaning quarters to rest. The foreman leading them to the cleaning quarters is Adek, a member of the Resistance. He takes them to their hideout for a rest before arranging a meeting with Barimen.
Styx gets bored while waiting and he learns in conversation with Arkail about the orcs father and immediate family. When Barimen finally arrives, Styx asks for his money but is disappointed since he hasn't finished his task yet. According to Barimen they now must go and free Arkence from inside her prison cell and for that, the orcs of the Resistance will put up a revolt in order to distract the guards.
There are a few things they have to do before being ready to continue their mission. Adek informs Arkail about a few way to enthusiastic orcs ready to revolt after his fight in the Row. Adek asks Arkail to go and calm them down to which the orc only reluctantly agrees. Styx accompanies him to tell those orcs to relax.
Not all foreman accept Arkail, however, so he goes to find them, deal with them and question them about their motives for turning against their own brethren. Now being in command, Arkail wishes shaman Drakane to provide the Rain of the Fearless. For that, however, they need to venture into a dark natural spring to get pure, fresh water from its source.
With that water, the shaman can prepare the blessing for the fighting orcs. Among the things to be done is also a small job specifically for Styx alone. Adek asks whether he could enter the human's garrison and take out the remaining guards there. It would save the Resistance money which they could use to better equip themselves before the revolt.
Styx is flattered and agrees on the condition that Adek informs Barimen to be prepared for a negotiation of a little bonus. Thus he ventures out and kills all the guards in the garrison. Marhlok brings together the Resistance members and Arkail organises the revolt as needed.
Once everyone is in their place, Arkail and Styx approach the tower's base. Styx isn't very fond of the idea but has no choice, Arkail grabs the goblin and throws him over the chasm onto the tower's lookout. Styx wobbles for a few steps to make sure the path is clear and then gives the signal to Arkail to follow.
Together they make their way around the tower to the drawbridge, which they then lower, allowing the Resistance to enter the tower base and start their revolt.
With their backs covered, Styx and Arkail enter the Inquisition's tower and make their way down to the prisons. The pass through some administrative areas, through the Inquisition's court and through the main prison all the way to the bottom. Arkence's cell is dug into the basement.
Styx picks the lock. Another mage is in the cell but dies, giving his life to give Arkence some more strength, insisting she must be taken to other Mages. Styx and Arkail have no choice. They take the unconscious Arkence and take her back out of the tower. The revolt is still ongoing but they orcs are on the verge of loosing the fights. Arkail and Styx hurry through the tunnel to the surface and make their way to a Monastery in the mountains. A Imperial soldier takes his leave upon their arrival, which Styx doesn't like.
Focusing on Arkence, they hand her over to the Mages and leave Saranthe to examine her, while they have their gear repaired or upgraded. Styx really doesn't like the soldier and urges to go after him. Reluctantly Arkail does while they wait and find that nothing was amiss after all. Alternatively, a faster but more dangerous way is possible: Psychic Rape. Forcing oneself into the mind of another with their consent, forcing them to relive and accept what happened.
Styx is a little confused about this method and reluctant to do so, Arkail however has no qualms and presses on, since this is their only chance to successfully finish their mission. Saranthe has them all lay down in the meditation hall and begins guiding their minds to come together.
Styx has to face his past first. They find themselves in a large swamp area and they follow some goblins running ahead of them. The reach a run down area of wooden shacks and a spectral copy of Styx himself. Styx falters trying to ignore it and Arkail has to step in fighting off a horde of goblins approaching. When Styx recovers he walks up towards his spectral self to resolve the problem.
The spectral Styx wants to be accepted and remembered and reveals that Styx used to be an orc who corrupted himself in his search of power with the Amber, turning into the first goblin. Styx agrees. He tried to forget and bury his past and has since then done nothing but survive. Not any more. Knowledge is power and he willfully accepts the past to move on stronger than before.
Styx makes some acknowledgement about his past but refuses to be enslaved by it. He has to stop looking into the past and instead look into the future.
He shakes his past finally off and moves on stronger than before. After Styx dealt with his past, they end up in Arkail's mind, back in Bay Harbour. Everything is in flames and Arkail is about to destroy his Berserk self who is fighting there but Arkence holds him back. Styx has to step in and help the Berserk Orc to fight off the others, allowing Arkail to make an important decision: Accept and work with his rage, or master its supression.
Finally they enter Arkence's mind. They find themselves back in the Inquisition's prison and find Arkence in front of her cell. It seems she must step inside once more to acknowledge what happened and move on.
When she doesn't react to Arkail's words, he simply pushes her inside, much to Styx's dismay. Arkence faces her torturers and then sets everything ablaze. Saranthe interrupts all three of them, urging them to wake up.
Once they are all conscious and up, he explain that the Militia and Inquisition have found them here and are approaching. He tells them to come with him and Saranthe leads them through a secret passage out to another path down the mountain. The Grand Inquisitor catches up with them and Saranthe sacrifices himself for the others.
Arkence destroys a bridge to block the path after them permanently, leaving Saranthe to his death. At the base of the mountain, they take the last remaining boat of the Mages and make their way to the Island of Laments. Upon reaching the island Styx notices how quiet everything is.
He is right, as the Sister of Laments saw them approach and have taken up their patrols to get them. Styx and Arkail manage to fight through all the way to the temple.
They split up there and each one proceeds independently. Styx follows a path along the ceilings and witnesses Arkail in the throne room, killing the Emperor. He remains out of sight when Barimen reveals his scheme. When the diplomats leave, Styx emerges to help his friend to free himself and escape. They return to Arkence by the boat and agree, that Barimen has to be stopped. The Mages join the Resistance and orcs in their fight against the Human Empire.
Styx and Arkail return to the Mire and find the survivors of the first revolt. Arkence explains the situation and suggest that EVERY orc shall rise, help to set fire to the tower and then escape via the secret tunnel. The Mages will take care of the Inquisition in the basement of the tower and Arkail and Styx head up to the Imperial Palace to deal with Barimen.
On the way, they send down explosive Amber powder to Arkence and the orcs. Arkail and Styx fight against Barimen's personal guard easily and Arkail ends up throwing Barimen off the top of the tower.
The Grand Inquisitor joins them and with much effort the two greenskins defeat him, too. Arkail and Styx make their way out of the tower hastily and they join the others. Alongside Arkail, the many orcs and the mages, Styx watches the Inquisition's tower burn against the night sky. With the elves and dwarfs providing aid in the human's war efforts, the future of the orcs, mages and his own race, is uncertain. Styx decides to stick around Arkail, to make sure he doesn't get into any trouble.
Initially Arkail was merely business. But by sticking around him and doing the job he agreed to, he comes to get to know the big guy better. They come to have short conversations about confrontation approaches, relationships, their races, honour, and even Arkail's father and own family. After Styx fought with Arkail in the Row , he received a very sincere thanks from the orc for his return.
Some moments later Arkail also protects Styx's honour by telling his father that his friend is not to be referred to as ' rakash ' but by his real name. In both instances Styx doesn't show an immediate reaction to it, however, as he safes Arkail's life later on and stays at his side to see their battle through, it is likely those moments had a deeper impact.
The only time Styx drops the facade for a word of appreciation and gratitude, is after Arkail takes care of the attacking goblins when Styx falters at the confrontation with his past. Despite the many reasons to be enemies, Helledryn and Styx managed to bridge their differences with a new, clear business relationship out of their own self-interests. While not directly shown, they have come to respect each other, enough to allow Helledryn to return empty-handed and drunk to Styx without having to 'really' fear for her life.
When they meet again after their abduction, Styx is willing to do Helledryn a favour for free. She does honour their business deal regardless and Styx comes to envision her as the new leader of the Thoben Guild.
As all goblins, Styx is a small creature of only 1,28 m when standing up. His skin is a dark olive green, with lighter shades around his chest, stomach and the palms of his hands. He has long, pointy ears that move when he's picking up sounds or expressing emotions. Despite his short stature he's very muscular and physically strong enough to lift humans almost twice as tall as him or strangling grown men with his bare hands.
His eyes are orange-golden and glow slightly in the dark, though is it debatable whether this is natural or a side effect of his amber use. His back is slightly hunched forward when walking upright and he's not a fast runner, making up for this with his exceptionally quiet way of sneaking. His two signature items are his hood and dagger.
Generally his garb is of dark blue and black colours, with some white bandages around his limbs. The seams are not sewn well and ragged, he is barefoot and covers his torso only with a small cloth cape. For the vast majority of the game, he also possesses an intricate Amber tattoo that glows when he is enshrouded in darkness, though in the final stage this mark is removed. Styx's outfit appears to be rather similar to his design in Master of Shadows. However, his standard outfit the Thoben Jerkin is no longer dark blue, but instead darkish brown and red.
This time Styx has carefully crafted everything, so apart from wear-and-tear all seams are in order and tidy. The biggest differences in his design are his now absent amber tattoo and the addition of the wrist-mounted crossbow on his left arm.
He wears tight, black cloths acting as foot guards on both of his feet, which started up his ankle down to his middle toes, each held by thin straps at the bottom arches of his feet. They were also more decorative in nature rather than serving as actual "guards", leaving him barefoot.
His physical appearance hasn't changed though it is noteworthy that all the scars and cuts like the stab marks on his back and the gash across his nose that he suffered in the first game are visible on his body now.
Being the actually first game to have been created, Styx's outfit is the same as what the original Styx wore in Styx: Master of Shadows, since that meant to be a recognisable reference to it's predecessor. Styx carrys and possesses significantly more equipment compared to his previous adventure.
Daggers and outfits are kept in Styx's hideouts and can either be found in-game or purchased as an extra. Styx is a very agile Goblin, showing a great number of athletic capabilities but not limited to such as jumping high, scaling walls by jumping from one foothold to another, swinging from ropes, shimmying across ledges and jumping off of them, sustaining injuries from high drops, and rolling a short distance across the ground, letting him either dodge enemy attacks or rapidly slip through their field of view.
Styx can even avoid Inquisitor spells, as well as crossbow bolts and throwing knives. Whilst preferring to avoid head on confrontations in most situations, Styx is a very skilled combatant, capable of killing foes several times his size using just his knives. Up close Styx can duel enemies from simple guards to archers and defeat them in one-on-one fights, though if facing more than one enemy Styx tends to fall short.
Styx has even shown himself capable of taking down Orcs significantly larger than himself. He also shows exceptional accuracy and throwing power with both throwing knives and sand balls, capable of killing un-armoured foes from afar with knives, provided his throwing line isn't impeded by anything, as well as lobbing sand balls to put out torches from a distance.
Styx can also whistle in order to attract and lure nearby guards toward him. Styx's greatest asset is his stealth capabilities. Styx can easily sneak past even the best of enemies, or slip up behind them undetected to kill them with his dagger. Styx's stealth abilities are good enough that he can even remain undetected by Roabies which possess a highly attune sense of hearing.
He can poison food with his poisonous spits which he dubbed "hot sauce", killing those who ingest it. It is not sure whether this poison is his spit or stomach acid, since he refers to it as both during the first and second game. A few puzzles are sprinkled here and there to break up the pace, but feel more like a diversion than a compliment. The sense of trepidation from other stealth games or situations that require you to think on your feet are few and far between.
Shards of Darkness would be nothing without its fluid controls. Running, crouching, and jumping are responsive and complement the opportunities to interact with your environment. A cover mechanic makes Styx adhere to the nearest wall and often recognizes your intended cover. That same button also lets Styx grab onto the ledge if you walk off the edge of a surface, which helps avoid dangerous falls and makes engaging in wall scaling a breeze.
Leaping for ledges to reach new heights or shimmy across to bypass a locked door provides a smooth flow for combing through the levels. Scaling cliffs at the port in Korrangar highlights a sense of verticality and the ability to engage these heights. A five-pronged skill tree is in place to help build the type of character you want Styx to be; learn to craft new items through the alchemy tree or earn the talent to assassinate enemies from above in the kill tree.
Spawn a clone to act as a controllable dummy and lure enemies or cloak to simply pass by unnoticed. These abilities form a neat toy box to pull from throughout the game. Styx also has a few tools at his disposal, such as acid traps and deadly bolts for a lethal approach, and balls of sand to extinguish fires and glass bottles for distractions. The crafting system is simple and functional, and gives a slight incentive to examine your surroundings.
But if they lose track of you in a hostile phase or discover dead bodies--even of important figures--NPCs will eventually return to their patrol as if nothing had happened. Along with predictable patrol patterns, enemies are frequently in simplistic arrangements. They often act as separate entities and lack dynamic behavior. The system in place is reduced to a clunky one-button parry that allows you to pounce the enemy after a successful block.
Despite these shortcomings, smooth traversal mechanics and useful abilities are supplemented by the sprawling environments and dense levels throughout the game.
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