![]() The village of Gloamwood Pines slouches in the darkening wood, its people sullen and mistrustful, refusing strangers hospitality even as they seek help to keep their village alive. Tales tell of their Broodmother, and perhaps a wanderer who loses the path might catch a glint off her carapace before a stinger as long as a sword pierces his gut. Giant spiders skitter along the webbing, pouncing upon travelers in venomous packs. Travelers must push through Silkweb Pass, careful not to tangle their limbs in the thick webs that stretch from tree to tree, or to lose the gauzy path. Constructed with what scraps of caravans, and supplies they have. Gnarlwood Post is a small traders' post made of makeshift tents. Waykeeper Rastin stands by the road in darkness of the path heeding warnings to all travelers coming into test themselves. Gnarlwood Post is the first small camp as one passes the gates into the woods of Gloamwood. The soil here is wet and black, and sometimes bears the strange footprints of the creatures that creep between the trees. The Shade still lingers here, and the sun rarely peeks into the misted sky, which is jaundiced yellow by day and bruised red by night, an endless twilight that gives Gloamwood its name. Guardians traveling to Gloamwood find themselves surrounded by lank trees, white of root with pale green trunks, and mostly bare of leaves. For this is a deeper, darker forest, where corruption from the planes rises from deep underground, to poison trees and communities at the root. But naïve heroes see the havoc firsthand when their quests lead into Gloamwood. ![]() Sun-dappled Silverwood can lull newly returned Ascended into a false confidence that while the creatures of the rifts are fearsome, they can be stopped before they wreak havoc on Telara. Players should beware, as the shadow of death still lingers in Gloamwood. It is connected to four other zones: Silverwood, Scarlet Gorge, Moonshade Highlands, and Iron Pine Peak.Ī dark forest zone deep within Telara who knows what evils lurk within. It is the third region a Guardian player will encounter. Rushing through the level, failing to watch and listen for enemies, and overlooking the small things are all decisions that will spell disaster in Gloomwood.Gloamwood region belongs to Guardians. Gloomwood, like other great stealth games, is played one carefully wrought decision at a time. Guards are scattered throughout the levels just like important items are, and only through careful observation can the player assess where they will go next and thereby plot their own route accordingly. One of the most important parts of this activity is the assessment of patrol routes. Take the time to soak in every detail of the surroundings. Related: Most Iconic Video Game Archers, Ranked Though there will be moments in which the player is inclined to hurry forward, patience is always preferable. Keys, levels, climbable chains, levers, breakable barrels, and countless other important items are scattered throughout levels, easily missed if the player is moving too quickly or is unobservant. Rushing headlong through rooms in Gloomwood is a bad idea, and not just because it means the guards will poke the player full of holes. When possible, dispatch with enemies stealthily. Gloomwood isn't a terribly long game, but there's already plenty of depth in it when it comes to avoiding the attention of guards and escaping alive. Just make sure that no other guards are about to wander into the area, as backstabbing isn't easily explained away. While a prolonged fight puts the player at risk, a quick sword-poke in the back is a great way to dispense with an enemy quickly and get moving again before the player is discovered. Related: Best Action Games Set In Steampunk Worlds, Rankedīackstabbing enemies is an excellent and at times necessary method of advancing. ![]() Open combat is loud, messy, and dangerous, so it should never be the player's first solution when trying to make their way through a level, but open combat isn't the only kind of violence available. Like any good rogue, the player comes equipped with the ability to settle things violently if necessary. If enemies are so dangerous and fights are such a bad idea, why does the player have a sword? For backstabbing, of course.
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