Styx: Master of Shadows walkthrough. Detailed walkthrough of Styx: Master of Shadows Prologue of the walkthrough of Styx Shards Of Darkness. City of thiefs

In this article you will find. In it we will pay attention to the main storyline, so you can find tips and secrets in the corresponding section on our portal.

Memories

Watch the video, in which Styx is interrogated by the mayor of the city and his friend, then the main character will begin to remember a little about his past. Run forward, jump up and then to the other side along the beams. Go through the corridors, go downstairs, turn off the lights so that the guards don't see you. Now you can move in the dark, get to the room where your knife is, take it from the table. Leave the room, jump onto the carpet and kill the bad guy. Jump up, go past the guards, open the gate using the lever and go to the next rooms. Go around the three enemies first through the window and then through the central table. Go through the corridor, pick the lock and move towards the plant.

Press yourself against the wall, go straight past the guards, turn left, take the bottle with amber, drink it. Create your clone, start managing it. Climb through the bars and open the gate. Go straight, climb onto the column on the right, go straight along the beam, and then kill the guard below. In the next room, use amber vision to see your enemies. Go straight, jump down the hole, then left and go through the sleeping guard. Go to the shelter.

Jump down, talk to the old man in the corner, he will open the passage for you. Talk to your old-new acquaintance. Leave the room, go through the corridor, talk to another friend and go out into the park. Walk quietly through the guards to the wall, open it, take the necessary documents from the table. Use your amber abilities to turn invisible to get past the guards. Climb the building, go to the desired point and go to your shelter. Watch the video.

In the moment walkthroughs of the game Styx: Master of Shadows you will have to retreat to your shelter. In it you will find many useful ampoules, and you will also be able to improve your abilities. Talk to the elder, he will give you tasks that you will have to complete in the future.

Akenash Atrium

Go along the corridor, go out into the open air, and then go left along the stairs. Get past the guards, climb the wall and make your way into the embassy. Go to the sign through the guards and rooms, go into the room with the map through the top, take the schedule. Follow Ector and talk to him. Next, you will have to kill the guards so that they do not kill your friend, after a long journey you will find yourself in a room with a statue. Activate the levers one by one, then a map will appear on the walls, return to the shelter.

Key to all locks

In this mission you need to get the key to gain access to the ancient tree, this is what you will do. Quietly walk along the corridors and stairs to the top, beware of the guards, go out to the long bridge. Throw two guards down and go around the rest. Turn right, move along walls and small ledges, you will only have to pass a long path. Move to the right, hide behind the boxes and turn out the lights. Reach the gate, proceed to the docks location. You will find yourself at a sort of railway station, you need to get into the chest to get to the desired area. First, go under the carriages to the right, pass several rooms. Then you will have to climb up and continue your journey as secretly as possible, after a short hike you will find yourself in an area where luggage is everywhere. Walk along the platform, reach the sign and sit in the chest. He will take you to the castle. Through the common room, go to the shelves with books (it’s better to be under the tables, the guards won’t find you there). Open the secret passage. Then you will come across a floor with symbols and there are curtains on the sides. There are signs on them that you can step on. Go straight, disable the trap and take the key from the table. Now you need to go to the kitchen (use the way back), go down into the sewer. You will find yourself in a familiar location, return to the shelter.

Liberation

Quietly go straight, jump on the buildings. Get to the lever and call the elevator. Jump down, enter the elevator quietly and go down to the prisons. Go through the rooms, beware of the guards, and reach the passage to the laboratory. Go down the tree branch and go into the first room. Kill the sleeping guard and then the scientist. Then go left and jump onto the chandelier. Drop it on the guard to distract the scientists. Go straight, and then create a clone, let him go to the right and open a passage for yourself. Jump along the wall on the right, go down the root. Create a double, open another door for them and quickly run through, then go left. Wait for the guards to disperse to their positions, pass them and go into another room. Stick to the left, crawl through the opening and then left. You need to get to the end of the room without disturbing the bugs, quietly go straight. Then jump over the ogre into the pipe, go to a new area. Go straight, go through the guards, jump down, and then sharply onto the wall. Crawl through the opening in the wall, find the lever and activate it, go across the bridge and watch the shocking video.

Creator

It turned out that you are just a clone, and Styx set everything up, wake up in your cell. Create a clone, take it outside, reach the lever and lower the bridge, so you will be free. Go straight past the guard and climb up the wall. Keep the path straight again, go further along the stairs, pass two orcs in the corridor. Climb through the opening, you will find yourself in a room with your knife, take it and leave the room. Walk a little along the top, go right, jump onto the long passage, run left to the laboratory where you have already been.

The location has hardly changed, only new enemies and orcs have appeared on it, which will also have to be killed. Follow the familiar path, pass the corridors, you will see Styx's dialogue and his torture. Follow the path to the prison, but first visit the familiar room with the crematorium. Take the knife from the table, throw it at the chandelier and watch how it kills the guards, walk past them and go upstairs. Go to the prisons, follow the familiar path to the elevator, Styx leaves you. Crawl into the opening on the top left, jump down the chambers, you will find yourself in your shelter.

Architect

Talk to a friend you know, you can kill him for betrayal or leave him alive. Go out into the common room, guards have appeared, they were sent by Styx. You need to find Kerberus faster than Styx and save him. Go left, jump down the suspended weight, beware of the guards. Run through the opening, press yourself against the wall and move to a new location.

Go straight, go up the stairs slightly and jump down to the left, there is a small passage there. Go straight and then left, kill two beetles. Climb the stairs up, go right, there are still beetles there, but don’t pay attention to them. There is an arch on the right ahead, climb onto it, and then up the wall. Open the secret door and go through the passage. Activate the mechanism, enter the room and you will find yourself trapped. Create a clone, use it back and press the lever again. Go back to the entrance to the secret room, watch the video. Go back along the path from which you came, reach the place with the beetles. Go left and also up the stairs, jump on the wall and climb up, then right. Pass the room with the guards, then go immediately to the left and go to the gate, break it, go to a new location.

Keep the path to the left, go down the stairs, turn right and jump unnoticed into the opening in the middle of the room. Go right through the small passage and go down. Go further along the narrow passage, watch the video. You will see a guy who knows where Kerber is, follow him quietly (just get to the large door from which you came to the location). Then go right, go up the stairs, you will see how your target has opened a secret passage. Go through it, kill the guy, climb up the ledges, climb into Kerber's room, talk to him. Watch the video. Create a clone, crawl through the opening, jump along the ledges to the end of the room, turn off the fire and open the gate. You need to bring Kerbert to the shelter. Then go to the door, kill the guard next to the cornice, call Kerbert, go down the stairs with him. Go to the door on the left, quietly kill two guards and a worker, call Kerbert again. Go further down with him, there is just a little left and you will escape from this location. Watch out for the white knights, go with the old man to the desired point. Open the secret passage and return to the shelter, Styx is waiting for you there.

Follow the marked opening, jump down and watch the video of how the elven soul kills the clone. You need to beware of the souls and just get to the top along the rubble, then go through the opening, go along the top to Styx. Watch the dialogue video with him, he will kill you. Another video, an elf appears and saves you. He asks you to help prevent Styx from stealing the heart of the tree, agree and go on the last mission.

Ignition

You need to get to the library and get documents that will help uncover the conspiracy. Go right, quietly pass the guards and climb up the wall. Pass the bugs, go further along the stairs. Next, you will have to show cunning, wait until the guards on the right go straight, go to their place. Hide behind the barrels, then go to the stairs, and then up them. Create a clone, poison the food. Wait until the guards are dead, and then go back up. Go through the beetles, climb into the opening and go to a new location - the library.

Jump down onto the carpets, go left behind the guard, turn sharply left and hide under the table. Go through the orc, create a clone and use it to poison the food in the neighboring tower and open the door to it. Go further under the table and climb up. Watch your target, jump on him, kill him and take the documents. Go to the magazine, find the stairs and move further to the familiar embassy. Walk along the familiar alleys in the castle, return to the shelter and talk to the Elf. Watch the video.

You will find yourself in a familiar castle. Go to the roof of a familiar building, pass corridors and hordes of guards. Go out onto the balcony and look at the airship, which will soon leave the area. Return to the room of a familiar old man along the previously recognized route, watch his death. Watch the video, go to bed. At night, go to the airship again and attack Iron. Go down to the laboratory, go through the corridors again for the fourth or fifth time, kill the Elf who led you. The video is back and the finale is approaching. Go to the place where the floor puzzle used to be, go past it and go to the tree, there you will meet Styx. Kill the clones, and then cut off the Heart of the Tree. Watch the video in which Styx dies and you take his place. On this walkthrough of the game Styx: Master of Shadows ends. Watch the final video.

Just before the start walkthroughs of the game Styx: Master of Shadows you will be shown a video about the interrogation of Styx by the mayor of the city and his friend, in which the main character gradually begins to remember the past. When the video ends, run forward, then jump up and use the beams to get over to the opposite side. After passing the corridors, go down, and then turn off the lights so as not to attract the attention of the guards. Continue walking in the dark - you need to get to the room where your knife lies and take it from the table. After leaving the room, jump straight onto the carpet and deal with the enemy. Jump up, make your way past the guards and use the lever to open the doors. Then you can move on to the next rooms. You need to get past three enemies. First, this window will help you make it, and then the central table. When you pass the corridor, break the lock and immediately head to the plant.

With your back to the door, make your way past the guards and turn left. Once you have a bottle of amber, drink it. After creating your own clone, start managing it. Go past the grate to reach the gate and open it. Move straight, and then climb the column located on the right. Walk forward along the beam a little, and then finish off the guard who is below. Amber vision will help you find enemies in the next room. Move straight and then use the hole to jump down. Turn left and, passing the sleeping guard, hurry to the shelter.

To progress through the game, you need to jump down again and enter into a conversation with the old man whom you will notice in the corner. He can open a passage. After talking with your friend, leave the room, go through the corridor, talk with another character and hurry to the park. Having quietly passed the guards, get to the wall, open it, and then take important documents from the table. Once again, “amber” abilities will help you get past security - your hero just needs to become invisible. After climbing the building, get to the designated point, and then take cover in the shelter. Finally, you need to watch the video.

By the way, in the shelter you can improve your abilities at any time, as well as collect many useful ampoules. Well, as for additional tasks, you can receive them from the elder for subsequent completion.

When viewing video walkthrough of the game Styx: Master of Shadows To switch between videos, use the “playlist” button...

Akenash Atrium

Along the corridor you will go out onto the street, and then you will need to turn left - to the stairs. After passing the guards, climb the wall, and your hero will be able to find himself in the embassy. Following the sign, go past the guards in several rooms, and then, once in the room with the map, take possession of the schedule. To talk to Hector, approach him. As you progress through the game, your hero will have to constantly kill guards to protect his friend. After covering a long path, you will find yourself in a room with a statue. Take turns operating the levers, wait until the map appears on the walls, and return to your shelter.

Key to all locks

When completing this mission, you must take possession of the key that will open access to the ancient tree. Use the corridors and stairs to climb up and reach the long bridge. But be careful with the guards. You will have to throw two guards down, but the rest can be easily bypassed. Turning right, make your way along the walls and ledges, and then overcome the long path. Turn right, hide among the boxes and turn off the light. From the gate you should move towards the docks. Once at the train station, you must climb inside the chest - this will allow you to reach the desired location. Under the carriages, move to the right and go through several rooms. Climb up and you'll soon find yourself in a place with luggage everywhere. Be careful along the way. Climbing up the platform, get to the sign and climb inside the chest. This way you will get to the castle, and here you will need to pass the common room and move in the direction of the shelves with books. Use the secret passage and you will soon see a section of the floor with symbols written on it. Look at the curtains - they have signs on them that you can safely step on. Move straight, and when you turn off the trap, take the key from the table. Go the same way to the kitchen and climb into the sewer. After arriving at a location that you have already passed through, hurry to the shelter.

Liberation

Without attracting attention, make your way forward, jumping from one building to another. Use the lever to call the elevator. Jump down and use the elevator to get to the prisons. Pass several rooms and you will find yourself in the laboratory. Avoid the guards. After going down the tree branch, immediately go to the first room. First, deal with the sleeping guard, and then with the scientist. Turn left and jump onto the chandelier to drop it on the guard, thereby distracting the scientists. Move straight and, having made a clone, direct it to the right to open the passage. There is a wall on the right - you need to jump on it, and you can go down using the root. Make a clone again - let him open the next door, and you yourself run forward to quickly turn left. Wait until the guards disperse to their positions, and then hurry to the next room that is important to you. Keeping to the left, make your way through the opening and turn left. Your task is to go to the very end of the room without disturbing the bugs. Jump over the ogre into the pipe and you will immediately find yourself in a new area. Move straight until you pass all the guards, then jump down and immediately after that jump onto the wall. Use the opening to find the lever, act on it, and then, while passing the bridge, watch an unusual video.

Creator

It turns out that all this time you were playing the game as a clone of Styx, who set it all up. After regaining consciousness in your cell, create a clone and immediately go outside. Use the lever to lower the bridge to get free. Go forward past the guard and climb up the wall. Move straight, and then use the stairs and carefully bypass the couple of orcs in the corridor. Having passed the opening, you will find yourself in the same room where your knife is - take it and you can leave. Walk along the top for a while, then turn right and jump straight into the long passage. In the laboratory, turn left and you will find yourself where you have been before.

There has been a noticeable increase in enemies at the location (in particular, orcs). Walk through the corridors, following the familiar path, and you will be able to see Styx talking, as well as his torture. Look into the crematorium room, and then head towards the prison. Use a knife from the table to knock down the chandelier so that it kills the guards, and then go past them to go upstairs. On an already familiar section of the road, near the elevator, Styx will leave you. Use the opening located at the top left and jump down along the cameras - this will take you to your shelter.

Architect

After a conversation with a friend, which will begin this stage of the game, you must make a decision - to punish him for betrayal or to spare him. When you get to the common room, guards sent by Styx will appear in front of you. It is necessary to find and save Kerberus before Styx gets to him. Turn left and use the suspended weight to go down. Be careful not to attract the attention of security. While making your way through the opening, press yourself against the wall, and soon you will find yourself in a new location.

Move straight, go up the stairs (not all the way), and then jump down on the left side - there is a narrow passage. Run forward, then left and kill two beetles. Go up the stairs, turn right and you will see more beetles - do not attack them. There is an arch on the right - you need to climb it, and then use the wall to get to the top. Use the secret door to find yourself in the passage. By engaging the mechanism and entering the room, you will fall into a trap. Create a clone, make him go back and operate the lever. Go to the entrance to the secret room to watch the video. Go back - you must get to the place where you saw the beetles. Turn left, go up the stairs, and then climb up the wall and turn right. Walk past the room with the guards, then turn left and, once near the gate, break it down. Next you will have to go through a new location.

Turn left again, go down the stairs and then turn right. Jump straight into the opening located in the center of the room without drawing attention to yourself. Turn right, go through the small passage and start going down. Move along the narrow passage and watch the video at the very end. On the way you will meet a guy who knows the whereabouts of Kerber - follow him without appearing to anyone. Turn right, go up the stairs, and you will notice a guy opening a secret passage. Using this passage, kill the guy you came here for, and climb up the ledges. Once in Kerber's room, enter into a conversation with him, and then watch the video. Create a clone that will have to crawl past the opening and get along the ledges to the very end of the room. After turning off the fire, open the gate using the clone. Next, your main task will be to deliver Kerberus to the shelter. Once at the door, kill the guard who is standing near the cornice, and then call Kerber and go down the stairs with him. Near the door on the left, you need to kill one worker and a couple of guards. Having completed this task, call your friend again and continue the descent - there is very little left to go. Remembering to keep an eye on the white knights, follow the old man to the designated point. Use the secret passage to enter the hideout. Styx is already waiting for you there.

Having reached the marked opening, jump down and watch a video about how the clone dies at the hands of the elven soul. Climb up along the rubble, being careful of such souls, use the next passage and go to Styx, who is already waiting for you at the top. After a video starring Styx and your hero, he will kill you. However, in the next video an elf will appear who can save you. The elf only asks to prevent Styx from taking possession of the Heart of the Tree he needs. Agree - this will be the last task you need to complete.

Ignition

Your task is to get to the library and take possession of documents with which you can uncover the conspiracy. Turning right, make your way past the guard and climb up the wall. After you pass the bugs, use the stairs. But then your hero cannot do without cunning - wait for the guards on the right to go forward, and hurry to the vacant place. First, hide behind the barrels, and then go up the stairs. Create a clone and use it to poison food. After the guards die, go upstairs. After passing the beetles, use the opening, and you can begin passing through the “Library” location.

Jump down onto the carpet and turn left to follow the guard. Turn left again and hide under the table. After passing the orc, create a clone, and have him poison the food in the neighboring tower, and also open the doors leading there. Crawl under the table a little, and then climb up. First, carefully monitor your target, and then jump on it and, having killed it, take possession of the documents. Hurry to the magazine and, having found the stairs, go further along the territory of the already familiar embassy. After passing the corridors that you have been in before, hurry to the shelter to talk with the Elf. Then watch the video.

Later, as you progress through the game, your hero will again find himself in a familiar castle. Climb to the roof, passing the corridors and the guards in them. From the balcony, inspect the airship, which should soon leave these places. Go to the old man's room - you will be just in time for his death. After watching the video, go to bed. At night, get to the airship to attack Iron. Go to the laboratory, pass the familiar corridors and deal with the Elf, whose instructions you previously followed. Watch the next video and go to the place where you once passed the floor puzzle. Once past it, get to the tree and you will see Styx. Having killed all the clones, take possession of the Heart of the Tree and immediately after the death of Styx, take his place. That's all - only the final video awaits you.

Let's watch the initial videos. So, you need to return your dagger. Proceed to the indicated goal. Climb to the top and you will see that the road is blocked by guards - there is no way you can show yourself to them. In general, you will have to wait until the path opens. Go further and soon you will need to open the grate. Video again. After watching the video again, go through and bend down, then go through again, but through the passage from below. So, now go under the table and soon you will find yourself in a room with your dagger.

Go to the distillery

Open the doors by pressing the "E" key and exit. Now look up and you will notice ledges that you can grab onto - climb them and move to the left side at the top. Kill the enemy who is standing and reading a book. Soon you will reach a mechanism that you need to activate. And now - the fight. Try to parry the enemy's blows at the moment when he swings and you will soon kill him. Next, go to the next room where there are three enemies. Kill them stealthily and go up the stairs. It turns out that there are two more guards ahead near the barrel. Attract their attention quickly and try to lead them to the large room located below. The guards will remain below if they notice the corpses of those previously killed, but this will only benefit you. There will be three more next, so you'll need stealth movement. There is a balcony near the entrance to the room. Try to get there secretly and move further under the railing - this way you can slip under the very nose of the guards. Having passed further, you will need to carefully study the route of the next guard and you will only need to pass it unnoticed.

Collect amber from the distillery

Move behind the guards and reach the jar with amber. Drink the potion and you will be able to create a clone of yourself, which in turn will be able to crawl through the bars and press the mechanism needed to open it. Next, you better put out the torch with sand and quietly kill the guard. Open the grate and go to the right. There will be a sleeping guard here - go through him and open the doors. There will be two more guards here who need to be killed, and then take the amber. Walk a little further and you will see that there are two more guards below. Try to kill them as stealthily as possible, then climb the ledges to the entrance. Go back down and meet a person with whom you will have a short dialogue.

Get to the shelter

You can either kill the guards, or quietly and unnoticeably sneak past them. Go to the lighthouse and go to the cache, then press - E. Here you will take a crowbar and can run to the exit. Next, you can use a new skill - invisibility (key 4). Keep in mind that your reserve will not be very large, so you will be forced to run past some opponents. Run to the next pack of guards and here, it’s better to use your invisibility ability.

Akenash Atrium

Move along the corridor, then go out into the fresh air. Next, go to the left side straight along the stairs. Pass by the guards and climb the wall, then move to the embassy. Continue your way to your signpost, passing guards and many rooms. Next, go into the room with the map through the top and take the schedule. Now go to Hector and talk to him. You will need to kill all the guards so that they, in turn, do not kill your friend, and after a fairly long road you will find yourself in a room with a statue. And now you have to activate the mechanisms one by one. As a result of your actions, a huge map will appear in the room. Now you can return back to your shelter.

Key to all locks

In this task you will have to get a key that will give you access to the ancient tree. Move quietly along the corridors and stairs to the top, dodging patrolling guards along the way. Eventually, you will go to a large bridge. You will have to throw two guards into the abyss, but just go around the rest. Soon you will have to turn to the right, moving along the wall and ledges. Next you will have to go through another long road. Go to the right and put out the fire, then quickly hide behind the boxes. Now go to the gate and move towards the dock area. Subsequently you will find yourself on the railway. Make your way straight to the chest in order to get to the desired area. First, go under the trailers to the right, passing several rooms along the way. Next, you will need to climb to the top and continue your journey quietly and unnoticed. Once you pass the small passage, you will find yourself in the baggage area. Go to the platform, and from it go to the sign and sit in the chest. This way you can get to the castle. Once you get out, in the common room, move forward along the shelves with books (and it’s best to always stay under the tables, then the guards will definitely not notice you). Soon you will have to unlock the secret passage. Next you will come across a floor with various symbols. There are curtains on the side with the same signs painted on them. You should step on the signs that are depicted on the curtains. Now go straight and disable the trap, then take the key from the table. Next, you will need to make your way to the kitchen, and from there go down into the sewer. You'll soon find yourself in familiar territory. You will now have to return back to your shelter.

Liberation

Move quietly straight ahead, jumping around the houses along the way. When you find yourself near the lever, quickly call the elevator. Now jump down, then go into the elevator and go down to the prison. Go through the rooms. Be careful with the security guard. You need to go to the corridor that leads to the laboratory. You will need to go down the tree branch and go immediately to the first room for you. There will be a sleeping guard here - kill him, and then the scientist. Next, move to the left, and then jump onto the chandelier at the top. The chandelier will need to be dropped on the guard below, and then on the scientist nearby. Go straight and then make a clone. The clone will need to go to the right side and open a passage for you. Now jump along the wall on the right side and soon you will need to go down the tree root. Make a double again. Use it to open another door and run quickly, then go to the left. Here you will have to wait until the guards begin to disperse, and then quickly and silently walk to the next room. You will then have to keep to the left and soon you will need to crawl through one opening, after which you will go to the left. Walk to the end of the room and try not to disturb the local bugs. Just quietly walk straight, passing the guards along the way. And now you need to jump down, and then sharply to the wall. Crawl through the opening in the wall and find a lever there that you will need to activate. Move across the bridge and watch one of the shocking videos.

Creator

It turns out that you are just a clone of Styx and he planned all this. You will wake up in your cell. Make a clone and go out into the fresh air. When you find yourself near the lever, lower the bridge, and as a result, you will be free again. Walk past the guard and climb to the very top along the wall. Move straight again, go further along the stairs, after which you will need to go past two orcs that are wandering in the corridor. Climb through the opening and you will find yourself in a room with your knife. Take your weapon quickly and leave this room. Next, walk a little from above and soon turn to the right. Now jump into a very long tunnel and run to the laboratory, which is on the left side (you have already been here).

This location has remained virtually unchanged, only some new enemies have appeared on it, namely orcs (they will need to be killed just like the guards). Follow the path you already know, passing more and more corridors along the way. Soon you will see the torture of Styx. Now you will need to go to the prison, but first visit the crematorium you are familiar with. Take a knife from the table and throw it at the chandelier, in the end you will kill a couple of guards. Next, go past the corpses and go up. And now the transition to the cameras. Follow already familiar paths. Move to the elevator, where Styx will soon leave you. Crawl into the opening, which is located on the top left side. Next, you need to jump through the cameras to the very bottom, after which you will find yourself in your secret lair.

Architect

Talk to a very familiar person and after that, you can kill him for treacherous betrayal or show mercy and leave him alive. Go to the common room and there are guards. Styx pushed them here. You will have to find Kerberus faster than Styx finds him. You will have to hurry to save him. Go to the left side and jump down the hanging weight. Be careful and don't get caught by the guards. Run through the opening and press yourself against the wall. As a result, you will move to a new location.

Go straight, then go up the stairs a little and jump to the left side, at the bottom - there will be a small passage here. Go straight, and then to the left and kill two beetles there. Climb up the stairs and go to the right side - there will be more beetles here, but you can ignore them. On the right side in front there will be an arch - climb onto it and then even higher. Open the secret doors and go through the opened passage. Turn on the found mechanism, then go into the next room and soon find yourself trapped. You now need to create a clone and use it to go back where you pull the lever. Now go back to the entrance to the secret room, where there will be another video. You will need to go back to the place from which you once came, where the beetles were still located. There you will need to go to the left side and up the stairs again - from here jump onto the wall and climb to the top, then to the right. Now go through the room with the guards, then go quickly to the left and further to the gate. You will need to hack this gate and go to a new location.

Keep your path to the left and you will soon need to go down the stairs. At the bottom, turn to the right and then quickly jump into the opening, which is located in the middle of the room. Move to the right through a small passage, then go down. Continue through the narrow tunnel and soon there will be another cutscene. You will find a target who will know the location of Kerberos, pass by him unnoticed. Go to the right side and climb the stairs, after which you will see how your target has opened a secret passage. Go through this secret passage and neutralize one of the guards. Next, you have to jump along the ledges to the end of this room, in the end you will have to turn off the fire and open the gate. Now you have to take Kerberus to a safe place. Go to the doors and kill the guards who are next to the cornice. Now call Kerber and go down the stairs with him. Now go to the doors that are located on the left side - here quietly kill two guards and + one worker, now call Kerber again. Now go even lower. You have a little more time left and you will leave this place. Keep a close eye on the knights in white. Move with the old man to the desired point. Open the next secret passage and return to the lair, where Styx is already waiting for you.

Move along the marked opening, then jump down and watch the next video in which the elven soul will kill the clone. Thus, you will have to beware of these souls. Just follow the debris to the top and go through the opening. Go through the top straight to Styx. Watch the cutscene in which you will be killed. And again a video in which the elf saves you. He asks you to stop Styx - he must not steal the heart of the tree. Agree to his request and move on to the next task.

Ignition

You will have to quickly get to the library and get the necessary documents that will allow you to uncover a conspiracy. Go to the right side, passing the guards unnoticed along the way. Soon you will have to climb up the wall. Here you will now need to pass the beetles and move further along the stairs. Now you will have to wait for the moment when the guards on the right side pass straight, after which you quickly go to their place. Afterwards, hide behind the barrels and from here you will need to wait until the moment when you can go to the stairs, and from there to the top. Here you will have to create a clone and poison the food. You will have to wait until the guards die. After they die, move upstairs again. Again, go through the nasty bugs and quickly climb into the next opening and go to a new location - the library.

Jump down onto the mats and go to the left side behind the guards, after which you will need to sharply turn to the left and immediately crawl under the table. Walk past the orc and make a new clone. Using the created clone, poison another food, but in the tower next door, and then open the doors. Go further under the table and climb to the top. Keep an eye on your target and soon jump on it, subsequently killing it. Take the specified documents. Now go to the magazine and find the stairs, then go to the embassy. Walk along the familiar streets straight to the castle. Now you can return to your lair and talk with the Elf. Next, watch the next video.

Now you will find yourself in a castle already familiar to you. Move to the roof of the building, bypassing many guards and corridors along the way. Go out onto the balcony and watch the airship, which will soon leave the area. Return to the premises of a familiar old man and watch another death. At this point there will be a video again, after which you go to bed. When night falls, you will need to return to the airship again. Here you will have to attack Iron. After his death, go down to the laboratory and go through the corridors. Again kill the Elf who once led you. After this, another scene. Go to the place where there was once another puzzle on the floor. Complete this puzzle and move to the tree - here you meet Styx. Kill all the clones, then cut off the Heart of the Tree. This will be followed by a video in which Styx dies, and you take his place.

This is the walkthrough of the game. Watch the final video.

You should immediately prepare for the fact that Styx is not a AAA blockbuster with advanced graphics and a multi-million dollar budget, no. But with what the developers had, to achieve such a result requires enormous talent. What to achieve? Let's consider.

Before completing Styx: Master of Shadows, I highly recommend completing the RPG Of Orcs and Men to better understand the world of the game and learn more about the characters, including Styx, who is one of its main characters. The gameplay may seem clumsy, but the story is worth every minute of the not-so-fun fights. However, this is not critical, Master of Shadows is a prequel, and it will also tell the story and origin of Styx.

The game itself is a 3rd person stealth game, which bears little resemblance to most games in the genre, especially among those released recently. It’s more like a hodgepodge of the genre’s most successful ideas, which together look extremely organic and, most importantly, work.

Styx runs, jumps, climbs walls, clinging to ledges and special grips; his size allows him to crawl under tables and in sewers, remaining unnoticed. The important thing in jumping is to always correctly calculate the distance of the jump, because Styx will not cling a meter from the target, you need to think.

Jumping to the ground, however, makes noise and attracts enemies, but jumping to the carpet remains silent and also reduces fall damage if the height is too high.

The game is divided into chapters, between which Styx finds himself in a shelter, where he can replay missions, restore his supply of potions, upgrade his skills and look at trophies.

Missions are a chain of several huge, truly gigantic maps. They are large-scale, detailed, multi-level. There are always many possible paths to the goal, involving different passages. Some maps will be repeated in the plot, but you shouldn’t assume that going through them will be boring and monotonous - most likely, you won’t be able to go back the same way you went forward. There will be new guards in new places, you will have to look for a different path and really think about how to get through better.

You can simply walk on the ground, but there are usually more enemies, torches and fewer places to hide. You can look for hidden passages, holes in walls, climb higher under the ceiling and walk along beams. But none of the paths will be one hundred percent safe - there are guards and servants patrolling below, crossbowmen on the balconies and hills, and in general there are a lot of enemies.

Everything that is visible is available for movement

The walls are decorated with torches, which can and should be extinguished in order to reduce visibility, but do not think that in the shadows you will suddenly become invisible - the guards are extremely wide-eyed and even at an average level of difficulty they detect the hero quite easily if he makes mistakes, makes noise and runs in front of through the eyes of the patrolmen.

The worst solution to passing is to try to fight your way through. Styx is extremely weak in open combat, more than one enemy is an almost guaranteed death. The battle looks like this: if you did not have time to run away after being noticed, the camera focuses on the nearest enemy and a fight begins. When you are hit, at the moment of the blow you need to parry and after several parries kill the target. But at a time you can only parry the attacks of one enemy, while others can hit you in the back, throw daggers and use their abilities.

Although you can kill enemies quite successfully if you wish. Hit in the back, lure individuals with noise, throw daggers, jump from above, grab from around corners, poison food, throw off chandeliers, set a trap in a closet, throw from ledges, the main thing is to remain unnoticed.

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There are not very many chances to escape after detection; daggers will fly at the running Styx and stun him for a split second, and if there are several enemies, he will simply die in a stunlock, standing still. In panic and stupidity, you can jump somewhere and fall to your death; the game takes place in a huge tower and there are plenty of places for a fatal fall.

The easiest way to demonstrate Styx's vulnerability is with a special trailer from the developers.

As I wrote above, the locations are huge, with a huge variety of passages, but is there an incentive to explore them? It exists, but it is not suitable for everyone - look for gold coins scattered and hidden everywhere, when you collect them all at the end of the mission you will receive additional experience. But here the main thing is to immediately decide for yourself - to collect everything or not to collect everything at all, because at the levels there are as many as thirty or forty pieces, and additional experience is given only if you collect everything at all.

In addition to ordinary soldiers, there are also special enemies. Knights are one-hit kills that can only be killed by dropping a chandelier on them. Elite crossbowmen that kill with one shot. Inquisitors who make you freeze in place. Beetles with super-sensitive hearing, which you need to pass by not only on your haunches, but also while walking, otherwise they will notice and immediately spit on you. Orcs, who act more like traps, if you walk past them and disturb them, they will grab you and devour you. Elves who can sense you and killing them close will not work.

Touching on the topic of difficulty, there are two types in the game: the first is standard, selected before the start of the game (can be changed during) from beginner to goblin, although even on average it becomes extremely difficult and sweaty in places. And there is a second difficulty - growing. If at the beginning you can feel like a predator and kill everyone, then as you progress there will be more and more enemies, their routes will be more dense and the number of special soldiers will increase. After each chapter, returning to the shelter, you feel joy and relief: you did it, you’re cool.

In general, it is extremely easy to die from falls, from knives, from arrows, you can accidentally fall into a fire and burn, disturb an orc and be eaten, etc. And that’s why stealth in this game is very important, unlike games coming out recently. Well, judge for yourself - Tom Clancy's Splinter Cell Blacklist, Dishonored, Hitman: Absolution and even Thief (2014) are so easy to complete, even in the open (I'm now comparing average difficulty, at high Styx - this is some kind of prohibitive hardcore), just killing everyone, or have completely cheating gadgets and weapons, reducing all the interest of stealth passage to zero.

You can, of course, say “Yes, there is a choice there, go as you want!” Well, this shouldn’t happen in a stealth game, so if you try to pass unnoticed, you will be discovered, you will say “oh, fuck it” and kill all the enemies. In Styx you can’t do that; in Styx you have to ALWAYS think. And die, die, die until you learn, find your way, or you’re just lucky and the guard doesn’t turn around while you’re crawling behind him.

If you don’t annoy the guards too much, then even if they notice you, after a while they will calm down and return to their routes, BUT if you leave the bodies of the dead (they can be hidden in closets, but then you won’t be able to hide there or dissolve the corpse with a bottle of acid) or glow constantly - they will come into combat readiness, they will move faster, notice better and walk with their weapons drawn, and those who used to sleep at the post (yes, there are such people here) will join the patrolmen.

Enemies have good hearing, and small objects (chairs, buckets, brooms) when touched, fall and create noise, to which everyone in the area of ​​this noise immediately comes running. The situation is the same if you simply kill enemies, instead of using a slower but silent type of killing. You can whine about the slow kill, but it is necessary, it forces you to calculate the timing of whether you will have time to kill before the patrol returns, or is it better to try to get around.

The map, which was a pleasant surprise, does not show you or your enemies, and in general is just a level diagram, which you can navigate only by the special signs marked on it. In addition to the main plot, there are also additional missions, small but interesting. And in addition, in each chapter there is a special task to find a relic, in which you are given a hint image and you need to understand where and how to get the treasure. All this is intended to gain additional experience, which is needed to upgrade your skills.

The variability of leveling is not particularly great - there are several branches of different directions in which you can discover new perks one by one, but there is enough of it and, most importantly, there is nothing superfluous there.

Styx can’t carry very much with him and it’s worth spending his supplies sparingly - two cans of health, two cans of amber, two throwing daggers, three bottles of acid, five portions of sand for extinguishing torches from a distance and that’s all (daggers and health increase to three when leveling up ). Although all this can be found at the levels themselves, it usually lies where it is most difficult to get and the result is not always worth the effort. Also, some guards carry supplies on their belts and they can be stolen, but if you don’t steal them and kill the enemy first, the bottles break upon death, but you can still collect throwing daggers (but there are very few of them and you need to use them wisely).

The main skill of Styx is the creation of his own clones, with the help of which you can distract enemies, blow them up creating a smoke screen, crawl through bars, hide them in closets so that they jump out at enemies and generally should not be neglected. The game's advice is that with their help you can get out of any trouble, and this is true if you use it wisely.

Styx can also turn on invisibility and special vision for a short period of time (well, this is standard, it highlights enemies and mounts for climbing). For all this, an analogue of stamina is used - amber, which is not restored over time, only in bottles, which means it must be used extremely sparingly, invisibility eats up half the strip at once. A resource is wasted on a clone, but if it is not blown up and if it is not stabbed and recalled, the stamina will be restored.

The plot, as in many other games from the studio, is wonderful. Twists make you gasp, and the story itself keeps you in suspense until the very end; between chapters there are pleasant hand-drawn cutscenes, and during missions the silence is broken by well-written monologues of Styx and the chatter of the guards. In addition, the soundtrack is dynamic, varied, depends on the situation and is pleasant to listen to.

The main problem of the game is the very mediocre graphics, the characters are wooden, the textures are of low quality, in the same Of Orcs And Men the faces were much more alive, but don’t despair, not everything is so bad. The work with light was done well (which is important for stealth), and the design of levels and enemies is beyond praise.

Eventually. Styx: Master of Shadows is a very intelligent and complex stealth game, extremely interesting and high-quality, any fan of the genre is simply obliged to spend their fifteen hours on this game, which I would call the best in the genre since Thief: Deadly Shadows (excluding Hitman , this is still a completely different type of stealth).

Our article will discuss the main points walkthroughs of the game Styx Shards of Darkness. You'll learn how to solve the most difficult puzzles, how to defeat powerful bosses and find the best collectibles. More details below.

Prologue of Styx Shards Of Darkness. City of thiefs

Follow the marker. When you see the first enemies, go around the building. There will be two opponents here. Follow them on the right and go up. Create a clone, switch to it (everything is done by pressing the “1” key) and lure out the opponents. Jump down and climb through the hole in the wall of the house.

Summary of the first mission

Inside the house, steal the document when the enemy turns away. Climb to the very top and use your double to distract the enemy in the corridor. The door is locked with a master key, but you can get around it through the open window on the right.

Video walkthrough of the prologue:

Get to the next place where you will need to steal three guard salaries from the tavern. The first is located in the basement, where you can go down through a common corridor. The second is located at the very top. But the third is the most difficult to obtain - access to the premises is closed. Need a master key. To the left of the room door there is an exit to the balcony. Go through and climb the ledge around the building and then enter the bedroom. There is a master key on the bed. Use it to get into the room with the last belongings.

At the very top, untie the balloon and leave the location.

The first mission of Styx Shards Of Darkness. Revelations

Since there is nothing difficult in this part, we will therefore describe the location of all the posters and tokens.

The first minutes of the game are educational. Here you will literally be led by the hand. Let's find all the tokens and posters.

When you follow Efron, while at the top, remove first poster (1/11) from a wooden beam with a rope along which you need to slide down.

Once the mission requires you to get to the ship, enter the building with red banners and a yellow spot (about 140 meters before the ship) and on one of the tables (without a lamp) find first token (1/10).

From the same building, climb out through the window in the far right corner, to the right of the table with the first token, and go left to the locked door. Hanging to her right second poster (2/11).

Being opposite the same door, move away from it in the opposite direction and on one of the barrels standing next to each other, find second token (2/10).

Video walkthrough of the city of thieves from the first chapter:

Go up the steps and you will see third poster (3/11) on the corner of a red building.

Rise higher. There will be a closed door on the left. A little further on a box near the cart (literally 2 meters) lies third token (3/10).

To the right on the beam, 4-5 meters away, you can find fourth poster (4/11).

From here turn left. There will be a fall between two buildings. In the distance you can see a beam with two metal rings. There is a ledge near the window of the building on the left. Jump on it, climb up and jump onto the stone ledge behind the wooden beam with rings. Go down the rope and pick it up from the barrel token (4/10).

Go up the stairs nearby and take off poster (5/11) at the doorway of the building on the left.

Next poster (6/11) located inside the same building, on the bar counter.

Climb over the bar counter and look on the shelves of the bartender's closet token (5/10).

Inside the building, go up to the second floor. Follow even higher, to the very top, where there is a crafting table. On the next table lies token (6/10).

From here, jump down and on the building with a piece of thatched roof find poster (7/11).

Go to the large gate and remove the one hanging on it poster (8/11).

Make your way through the hole to the right of the gate and find the token (7/10).

Next poster (9/11) hanging on a wooden door nearby - the entrance to the red building behind the gate.

Enter this building and find poster (10/11) on the table.

From this table, go to the far room where the man is lying by the window, and on the right side of the cabinet find token (8/10).

Go up to the second floor of this building, go outside and go right around the corner. Climb through the window into the building and on the table on the left, behind the chest you will find another token (9/10).

From here, crawl through the hole under the table, opposite the other one where the token was, go through the door back into the building and go up even higher. There will be a huge chest here, while token (10/10) lies on the small one on the right.

To the left of the large chest on the box lies the last poster (11/11).

Diplomatic vessels

At this level, go down inside the ship through the window and, when the enemy leaves, replace the navigator card. Just wait. This way you will catch up with the other airships. Shoot the ballista and use the rope to get to the other side. Before taking the scepter, steal 3 emblems from the warriors marked with markers. You can kill them. In this case, you will receive the emblems automatically after everyone dies.

Follow the scepter and climb inside the room through the window above the door. Leave the ship.

Second mission: Corrangar (Helledrin's Ship)

Just talk to Helledryn about everything, and then use the helm.

Corrangar Gate

The difficulty lies in finding the route inside Corrangar. Follow the marker until you see some elves. You need to go around them in a circle clockwise to find ledges in the far part of the rock. Climb them higher and you will see another group of elves. Here you need to climb onto the wooden crane and jump onto the roof of the building in the center. Climb the rope from it to the window and climb to the top floor.

Exit to the bridge - the gate ahead is closed. Climb the rocks on the right and climb up to climb inside through the window.

Find the pass - it lies on the far table of the indicated room. Use the R key to simplify your search.

Go back and sound the signal when you replace the documents. Give the pass to Helledrina when her airship arrives at the desired location. Go upstairs and go to a new location - to residential areas.


Airship

Residential areas

Everything will be simpler here - the location is darker, it’s difficult to notice you. You need to get to the amber warehouse. Before moving to the marker, collect five tiles. From the starting point, get to the last room of the red building. It's dark inside, the light is green. Inside is the first tile.

Go to the next floor, get out onto the small roof in the middle of the area and jump into the small window of the building on the left. Get out using the same window on the other side and move along the rope to the balcony of the neighboring building.

The following tiles are in similar rooms (with green light). The second is in the first room in the row of buildings above. Then use the balconies to jump all the way to the end, to the last house that is closest to the marker. The third tile is in the room downstairs, directly below you. Return to the beginning once you've collected it.

Leave the room and use the handles on the stone wall to climb up to the balcony, where you will move to another area. There will be no side quests or tiles for the near future.

When you see the elves, follow them. Watch out for whoever is leaning against the wall. The inside of the building is very bright. You need the stairs on the left. The best option would be invisibility. Move along the corridor to the other end, from where you can get to the vault lock.

Now you need to move the tiles you found earlier. The safe will open after solving the puzzle. Read the inscriptions that contain hidden clues. Place the patterns on the desired columns. Use amber vision to see the numbering. Install the following tiles:

  • I - “Fire” (2 turns).
  • II - “Skulls” (2 turns).
  • II - “Worm” (2 turns).
  • IV - "Face" or something similar (3 turns).
  • V - “Fire” (1 turn).

A passage inside will open.

The third mission of Styx Shards Of Darkness. Diplomacy

There is nothing difficult in this mission - just follow from marker to marker and do what is required of you.

Fourth mission: Styx Shards Of Darkness. Hidden mystery

When you complete this task, you will encounter a hidden riddle.

Once you get into the main building, you can go down to the second level, where there will be one guard. Go there for new mission objectives to appear - use the hidden switch in the bookcase. Approach it and interact to open a secret passage.

A puzzle awaits you inside: you must click on the statues in the correct order to complete the ritual description sequence. The sequence is visible in the figure above. As soon as you do this, the grate in the passage will rise, and you will see a dagger. There will be 3 worms protecting it. Wait at the gate until the first two come out. Take the weapon.

The new dagger has the following unique abilities:

  • Bonus: Silences the sound of all ground kills.
  • Penalty: The blade is too fragile to parry enemy attacks.

Boss fight

In this chapter you will have to fight the first real boss - the Queen of the Roabies. In principle, there is nothing difficult. You must have enough health left. At the beginning, run up to the enemy, moving in a zigzag. You must approach the crystals and destroy them using the interaction button. You need to choose a good moment for this so that the enemy does not have time to hit the GG with his tentacles. Fortunately, the damage in this case will still be minimal (on normal difficulty).

You must destroy a total of 8 crystals, while others are located even higher. After destroying each of them, quickly look for a stone behind which you can hide and wait out the acid attack. Not a single method of attack will benefit your character - only the destruction of crystals.

The tentacles will turn red before attacking. You will also hear a characteristic sound. To perform the trick, it is better to use throw (F). If you stand on the metal grate and manage to dodge, the tentacles will get stuck in it for a while. Don't forget to also use cover often and hang on ledges for extra protection.

Keep an eye out for small red cocoons on the ground. Very dangerous insects will appear from them. The best way to escape from them is to go upstairs. After some time, these monsters will disappear on their own.

When all the crystals are destroyed, move towards the dead body and take the quartz.

The fifth mission of Styx Shards Of Darkness. In a trap

After you find the captain, you will need to sneak him on board unnoticed. To do this, proceed like this:

  1. Hide behind the rail closest to the boat.
  2. Activate invisibility.
  3. Bring the captain's body on board.
  4. Activate the mechanism near the boat.

The sixth mission of Styx Shards Of Darkness. The smell of freedom

If you want to find quartz in the city of thieves, then move along the left side of the location, using the roofs of houses, rocks and ropes. Inside the distant house there will be a piece of quartz. Pick up distracting objects and throw them so that the person with the staff moves away. Take the quartz.

Find Jack the Grip below. There is a hole to the left of the door - use it. Hide under the table so that the enemy will pass by you. After killing Jack, collect evidence by searching the body.

Arlock can be killed a little more gracefully. Find the love letter and take it to Finnley's office. Place it on the table out of sight. Wait for Finnla to read the letter. He will kill Arlock with his own hands. Pick up the badge when no one can see you. Get to Helledryn.

Labyrinth of Initiation

Get to the room with the troll and talk about everything with Helledrin. She will ask you to get rid of the monster. Find the button in the floor right next to the captain's holding cell. Stand on it, and then walk around the perimeter of the room clockwise. After a few steps you will find the same button. Stand on it. A lever will appear on the column. Lower to remove the troll platform. Talk to Helledryn again. Click on the third button in the floor and pick up the Stealth Challenge sign.


Captain Helledryn

Jump over a few more tiles in the center. In the corridor with the falling columns and spinning saws, run along the left wall. It is important to choose the right moment.

Step on the button and collect the Wisdom Challenge tile.

In a test of courage, use a dart to distract the enemy at the first saws. Run, choosing the moment. At the end you will need to jump on platforms on tall dragon statues. Do this to get to the tile room.

In a test of faith you will need to walk across a transparent bridge. Use RMB so that if you fail, you won’t fall down, but catch on to the edge. When the distance to the visible platform is small, be sure to jump onto it. You will soon receive the fourth tile.

You also need two tiles. For an agility challenge, stand on the button in the floor. She opens the door ahead. Find the moment so that you can jump across all the platforms on thin legs before the door closes. This will complete the test and you will receive the fifth tile.

In a test of strength, distract the elf standing opposite, and then go into the corridor. Here a beam of light moves in a circle. If you get under it, the circular saws will start (for a few seconds). You need to go clockwise, hiding from the light in each of the hatches. Do this one at a time.

You need to get to the center of the room. You will have to alternate corridors - the outer one with a larger radius, the inner one with a smaller one. There are places where you can hide from the light under shelters. There will be a button in the middle - stand on it to open the door. Then run back a little and pick up the last, sixth tile.

When the large gate opens, go past the opponents using invisibility. All that's left is to get to the exit.

The seventh mission of Styx Shards Of Darkness. Manipulation

After the conversation on the ship, go to the top floor of the temple and listen to the conversation between Maolak and her companions. Before you go after Maolak and steal the amulet, take the clear quartz from the place where she stood. Go down and throw two bottles away from the quartz to distract the enemies. Pull out the quartz.

Go to the far room. While avoiding the priestesses, approach Maolak from behind and steal the amulet.

Proceed down and open the secret passage. There will be a puzzle with columns, mirrors and a blue beam.

Riddle in the temple (blue beam)

Rotate the second column, counting from the steps. If the beam was turned to the left (if you are facing the steps), then now it will go to the column on the right. Turn this column to the right so that the beam goes to another column closer to the closed passage. Turn it around (if you are facing the closed passage, then next to it, a little to the left). The beam will go to the column near the near wall. Turn it so that the beam goes to the column located along the same wall. Rotate this column and the beam will go to the column in the center of the room. Turn it, which will open a passage.

Please note that after you take the dagger, insects will attack you. Use darts to destroy them.

Nobles' Quarter

Place a letter on the table of the dwarf ambassador so that he goes to the meeting place for the crystals. Get there before the ambassador arrives. Wash yourself so that the gnome doesn't smell you. Sneak up behind him and kill him.

The eighth mission of Styx Shards Of Darkness. Sabotage

In the hunters' village you will need to pick up a bomb from the warehouse. But first, you can find pure quartz. The location is well guarded, so you need to find the right approach. When you pick up the bomb, then, using amber vision, follow the white tracks to the desired location. When all the bombs are stolen, leave the location.

Goblin Prison

Plant all the bombs and then enter the slaughterhouse. Roll down, jumping onto the ledge in time. Go through the corridor with descending columns. First follow the first two, and then, after pausing, follow the remaining three.

Go through the tunnels with bugs and climb the rope. After collecting loot indoors, jump up the ledges and handles on the wall. Plant the last bomb and get out of here.

The ninth mission of Styx Shards Of Darkness. Revenge

Once you're ready for battle, talk to Jarak. The final battle with a huge stone Golem awaits you.

Move towards the ballista, hiding behind cover. When you jump on the handles on the rocks, stay behind them so that the Golem does not kill you with stones. The battle will consist of several stages, but all of them are related to the fact that you must follow in the direction of the marker, avoiding certain techniques of the boss. First, hide from the stones, then - from the flow of energy, after a while - avoid his gaze (the light falls where the Golem is looking).

You can save only after some stages - when you go through the segment where the Golem is trying to look out for you (light on the location). This is the main difficulty!

After destroying the Golem, watch the final cutscene ending Styx Shards of Darkness walkthrough.