Darksiders III
64 Achievements
1,550
58-75h
Xbox One
Xbox Series
Keeper of the Tempo
Finish Stasis Wing
30
1.55%
How to unlock the Keeper of the Tempo achievement in Darksiders III - Definitive Guide
After Completing the Force Wing you return to the Crossroads which gives you access to The Stasis Wing.
To complete the Stasis Wing you need to traverse the area and complete the puzzles, this wing requires Stasis, Force, Storm and Flame activations of the puzzle nodes. Nodes are activated by either Charged Attacks holding or by charging and throwing Salvation using . A node can be activated by multiple Hollows and each node is marked with the Hollows that can be used on it. For instance a node can be Flame Activated to move a cube then Storm Activated to create a wind tornado.
- Flame Activations cause different cubes to move from one location to another or back.
- Storm Activations toggle wind tornados on or off.
- Force Activations cause force crystal travel paths to activate on cubes.
- Stasis Activations toggle stasis walls on and off.
Most of the puzzles are very straightforward and require just a little trial and error. Some activation nodes are missing the Orb and require you to find the orb and either place it in a ground node or throw it into a cube or wall node similar to throwing charged bugs from the main game.
At the end of the Area you fight a Stasis Hollow Boss. All attack types work against him, when he raises his arm and appears to be charging the Stasis Hollow make sure you change to a different Hollow as he deactivates Stasis Hollow and Heals for approximately 25%
Completing the Boss gives you an Alternate Stasis Hollow Weapon and opens the door back to the Crossroads.
To complete the Stasis Wing you need to traverse the area and complete the puzzles, this wing requires Stasis, Force, Storm and Flame activations of the puzzle nodes. Nodes are activated by either Charged Attacks holding or by charging and throwing Salvation using . A node can be activated by multiple Hollows and each node is marked with the Hollows that can be used on it. For instance a node can be Flame Activated to move a cube then Storm Activated to create a wind tornado.
- Flame Activations cause different cubes to move from one location to another or back.
- Storm Activations toggle wind tornados on or off.
- Force Activations cause force crystal travel paths to activate on cubes.
- Stasis Activations toggle stasis walls on and off.
Most of the puzzles are very straightforward and require just a little trial and error. Some activation nodes are missing the Orb and require you to find the orb and either place it in a ground node or throw it into a cube or wall node similar to throwing charged bugs from the main game.
At the end of the Area you fight a Stasis Hollow Boss. All attack types work against him, when he raises his arm and appears to be charging the Stasis Hollow make sure you change to a different Hollow as he deactivates Stasis Hollow and Heals for approximately 25%
Completing the Boss gives you an Alternate Stasis Hollow Weapon and opens the door back to the Crossroads.
After placing the Orbs and making your way to the Stasis Wing boss, Dovox, use the Storm Hollow wrath attack (+) and Havoc (+) attacks to finish him off. Avoid its area attack by double-jumping or a perfectly timed dodge. You'll receive the Scythes of Scorn.
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