The air in Mount Harsand is thick with toxic ash. Without a Fire-Resistant Mask, Kliff's stamina regeneration is halved. Additionally, standing on dark volcanic soil for too long will trigger "Burn" damage. Stay on the grey stone paths whenever possible.
1. The Siege of Harsand Outpost
The war has reached a stalemate at the foot of the volcano. Your mission is to lead the Greymanes in a daring night assault to capture the Fire Outpost. This section introduces the Tactical Command System.
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1
Recruiting the Saboteurs
Before the siege, head to the mercenary camp in the Ash Valley. You must recruit at least 3 Demolition Specialists (800 Gold each) to destroy the reinforced iron gates of the outpost.
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2
Commanding the Charge
As you advance, the enemy will fire flaming arrows. Use the D-Pad to issue the [Phalanx] command. Your shield units will form a wall around Kliff, reducing incoming projectile damage by 80%. When you breach the gates, switch to the [Berserk] command to quickly overwhelm the guards.
2. The Molten Puzzles
Inside the outpost's inner sanctum, you must cross a chamber filled with flowing lava by manipulating the ancient pressure valves.
There are three giant valves connected by pipes. The goal is to redirect the lava flow into the cooling pits to solidify a path.
- Sequence: Turn the North Valve clockwise once. This stops the main flow.
- The Catch: A 30-second timer starts. You must sprint to the South Valve before the pressure builds up and the pipes explode.
- Final Step: Use a frost-elemental attack (or an Ice Arrow) on the exposed central pipe to instantly cool the lava, creating a permanent bridge across the chamber.
3. Chapter Boss: Vulkan, the Molten Golem
Vulkan is a colossal entity made of obsidian and living magma. He is slow but can end the fight in a single hit.
| Phase | Vulkan's State | Execution Strategy |
|---|---|---|
| Phase 1 (Obsidian Shell) |
Invulnerable | Vulkan is covered in hardened rock. You MUST use the outpost's abandoned cannons. Lure him in front of a cannon, wait for him to roar, and fire to shatter his outer shell. |
| Phase 2 (Exposed Magma) |
Volatile & Fast | Now vulnerable, but every time you hit him, lava splashes back at Kliff. Use the "Fragment of the Tide" (from Chapter 5) to negate the slowing effect of the lava pools he creates. |
| Final Phase (Supernova) |
Area Denial | Vulkan begins to melt the entire floor. Use the Axiom Force to grapple onto the overhead moving cranes. Stay airborne and drop explosive barrels on his head to finish him. |
Defeating Vulkan grants the "Fragment of Ember". This final elemental artifact allows Kliff to imbue any weapon with permanent Fire damage and grants 100% immunity to environmental burn effects.
4. Chapter 6 Hidden Treasures
Mount Harsand is extremely hostile, which means many players rush through it and miss some of the most powerful mid-game items.
Obsidian War-Axe
Hidden in a secret room behind the first boss arena. Look for a wall with cracks glowing bright orange. Use a heavy Greatsword slam to break it. This axe ignores 30% of enemy armor.
The Fire-Walker Boots
Found at the very top of the volcano's chimney. Requires the "Sand-Dash" ability (from Chapter 4) to sprint across a narrow collapsing ledge before it falls into the magma.
Ring of the Salamander
Inside the Magma Diverter puzzle room, instead of cooling the central pipe, look for a small grate below the South Valve. The ring is inside and boosts all fire damage dealt by 20%.
Secret Faction Note
Inside the Commander's tent in the outpost (second floor). Reveals a conspiracy between the Black Bears and the Abyss Wardens—an essential lore item needed for the "True Ending".
💬 Community Strategies & Discussion
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