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Things seem to be reaching a climax inForspoken, don’t they? With two Tantas eradicated, Frey is pretty set on her next target: Tanta Cinta, the Tanta of Love, and someone she has a personal connection to, as it turns out. This chapter, however, has another thing in store, and there are lots of twists and turns yet to make themselves known.
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This chapter is pretty hectic and features a few new enemies to take down, including one with a new mechanic to learn. Here’s everything you need to know about completing the tenth chapter.
Where Now?
Once you have control of Frey,leave your room and enter Auden’s library. you’re able to’t enter her main room, but you can knock on the inner door. If you picked up thegirilin Chapter 8, leave it on the table for Auden.
Before heading to the archive to continue the story, explore Cipal for the new events that have appeared: talk to theTavernkeeperandCouncilwoman Dax, interact withOlevia’s Cat, andpray for Robianat the steps to the castle.
When you’re ready,enter the archives for a scene with Johedy. Frey will resolve to leave Cipal at this point, but instead,turn around and go back into the archives and talk to Johedy again- she’ll give you the Naee Aasha necklace, along with a severe guilt trip.
Now,leave the city through the main gates.
New York, Part Two
After the cutscene,Frey finds herself back in New York, in an apartment that looks very similar to the one she began the game in. Examine the following items to progress the story:
There will be a short cutscene - gochange at the wardrobeafter this.
From now on, justfollow the map markers- there are no detours to take, just let the story take you where it needs you to go. When you reach the streets,pause for a few seconds at the floating event markers(the question marks) to gain a little experience - this will happen twice before you reach your final destination.
Eventually, you’ll reach a cutscene with a woman who looks like Tanta Cinta and a man with Cuff’s voice.
Waking Up
Immediately after the cutscene, you’ll be in combat. This will introduce you to a new mechanic in the game -Lanterns. you may think of these as enemy spawners, summoning Phantom versions of monsters that you’ve been fighting throughout the game.
You’ll fight two varieties of Lantern in this chapter - the first is theOryggi Lantern, the easier of the two. To finish these fights,ignore the Phantoms it summons as best as you can and destroy the Lantern as quickly as possible.
After destroying the first Lantern, the barrier in front of you will drop. Continue on and destroy the second Lantern down the street. The barrier this Lantern was generating is behind you, so backtrack a little and then head up the ramp to the side.
This sequence is pretty simple -destroy the Lantern, thenfollow the map markersto the next one.
Eventually, you’ll reach a new type of Lantern, theBardaga Lantern. These have a barrier around them, protecting them from damage. To take the barrier down, you’ll need todestroy certain Phantoms that it has summoned- you can see which Phantoms you need to target by looking at thefaint lines that connect them to the Lantern. Once you beat the Phantoms in question, try todestroy the Bardaga Lantern as quickly as possible- it will resummon the Phantoms and its barrier after a few moments.
As you proceed, you’ll soon end up retracing Frey’s steps from the start of the game, but in reverse. When you head through an alley, be wary, as the next Lantern has aPhantom Goliathsummoned - these are very tough enemies with a constant regeneration effect. If you haven’t faced them before, you’ll need to learn to usePrav’s Naedre spellto poison them, which neutralizes their healing effect and makes them easy to take out. Aim for the back of their head to deal extra damage.
After retracing the beginning of the game, you’ll reach the end of the road. After the cutscene, you’ll be faced with Tanta Olas’s super special illusion:the Senseless Savant.
How To Beat Senseless Savant
This is an interesting boss with two phases, though that’s not obvious from the off. The Senseless Savant has a lot oflightning-themed attacksthat last a long time on the battlefield, so you’ll want to be aware of your surroundings.
The Senseless Savant is weak to Olas’s Magic, so that’s the best option for this battle. As you’ll likely be keeping a decent range from the boss,Chain Bolt is a good attacking spell to use. Olas also has some very useful support spells to take advantage of, too:
All in all, this isn’t too tough a fight - justlearn its attacks and make liberal use of Flowto ensure you avoid its trickier strategies.Equipment that improves your Stamina regenerationmight help out a ton if you’re struggling.
Once you reduce the boss to zero health, don’t let up - there is asecond phaseto the battle. Once the Senseless Savant gets back up, it has a few new sensory tricks up its sleeves.
At certain points in the second phase, the boss will eliminate one of your senses for a while. Its attacks are the same as in the first phase, but the complications and confusion that may arise from your senses being messed with may make things harder.
After you’ve experienced these three effects, they’ll start cycling for the rest of the battle.
Once you’ve damaged the Senseless Savant a bit in this second phase, it will createtwo Phantom versions of itself. They will use the same attack set as the main boss, but you should still try and burst down the boss and ignore them. This just adds some more chaos to the fight and makes certain attacks harder to dodge -as long as you’re using a good ranged spell (like Chain Bolt), the extra Phantoms shouldn’t provide too much extra difficulty.