Chapter 2 The Raid Walkthrough Of Evil West – The next stage of Jessie Rentiers’ adventure in Evil West is equally as action-packed as the first one, with a derailed train and captured hostages. The Rentier Rifle, your next ranged weapon and a very helpful one, is introduced in the second chapter along with additional enemy kinds.
Although the level itself is brief and not particularly challenging, the boss battle at the conclusion can be extremely challenging if you haven’t mastered combat yet. Additionally, there are certain reward-rich chests that are simple to overlook. Here is a tutorial for Chapter 2: The Raid in Evil West for those who might get stuck or are trying to gather all those collectibles.
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Mission: Enter The Mines – Chapter 2: The Raid Walkthrough Of Evil West
|Enter The Mines||Vampire Noble|
Jessie and Edgar discover that the Vampire Nobles and their target D’abano are meeting in the Belmonville Mines after taking Chester captive and questioning him in the sunlight. The two then began their stunningly brutal raid on this campsite. Keep your guard up since Familiars are everywhere around the town.
It’s time to start exploring because the mines have an underground entrance that needs to be located. Break the wooden box on the right across the bridge in front of you as you leave the starting horses to get some cash. To begin your first combat encounter with Servant Gunslingers, move to the chain and leap the gap. To locate several Bucks at the back of the dilapidated house and a hidden chest with the Ghost skin for Jessie’s scarf, smash apart the barred door that was behind them. Return outside, then enter the barn on your left.
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Gunslinger familiars are encountered for the first time in the evil west.
There are some steps and the Familiar Tattoo Project item towards the back of the barn. Ascend the stairs, descend, and then go on. Continue to the left, hop over the ledge, and then turn around to blast the TNT boxes after finding some Bucks inside a wooden box. This will clear the way for the first significant arena battle of this chapter.
Sharpshooters. Use the Gauntlet on the others and your new Rentier Rifle on the marksmen because it is more effective. After the fight, enter the shack behind it rather than the large, destroyed house because there are some bucks there that are easy to overlook. In order to enter the main building, you must break through the impermeable entrance. Once inside, turn directly left to grab some more Bucks before going down into the mines below.
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Running around this brief circle is worthwhile when you first enter these web-covered tunnels. There are some Bucks concealed beneath minecarts and in boxes that are worth picking up even though there are no enemies to fight. Once you’ve got those, move on to the chains across the wall crack to advance to the next stage, where a cutscene showcasing the potent illusionary powers of Vampire Glamour magic will play.
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Going deeper now that the barrier has been removed. Swing across the opening with your head down to enter another arena that has some Infected Vessels and Infected Wasters. The inverted pyramid is reached by continuing down the dank, blood-covered tunnel after leaving the arena. When the road widens, turn left to find the first Peter D’abano’s Notes collectible before shooting the TNT box to uncover a tiny chest containing money.
Retrace your steps and descend into the open space where your next arena battle will take place. A sizable number of Infected Wasters are present here. Another wave will come once you knock them out, so proceed to the arena’s edge and stay to the left after it has pummelling them. You can scramble across a ledge to reach a chest with Bucks inside. There is no need to turn around because the two doors to the following large arena are just next to one another.
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West the Evil: Jessie The Screeching Devil’s Presence This is the first time
The new enemy class, Screeching Devils, will assault you. Flying Ghouls that are easier to kill later on with the Rentier Rifle or Zapper but can harm you from a distance. Follow the path around and climb the neighbouring chains. Before dealing with the switch, turn left and circle back around to locate a new trail that leads up and around to another switch, where you can shoot the chain impeding you from raising the gate to the next advancement point.
Pick up the item that is the next section of Peter D’abano’s Notes when the gates have been opened, then proceed along the way to your upcoming arena battle with several Infected Vessels and Screeching Devils. Kill them, then proceed along the short road that loops back to the next arena portion, where some Screeching Devils and Jengu Giants are waiting for you.
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Once the monsters have been eliminated, shoot your Rentier Rifle at the metal slates throughout the room that have target markers on them. You can go toward the Pyramid by opening the exit gate by finding the four levers, which are located in each corner near the ceiling. Straight ahead, but turn left to find the final Peter D’abano’s Notes collectible before you jump over the chains. Watch out for the Screeching Devils who will ambush you on the bridge when you hop over the barricade.
A cinematic will start playing as you approach the entryway, stating that D’abano and his daughter have been given the death penalty by the other vampire nobles for plotting against them. But before that can happen, Jessie walks in, halting their conversation and causes Peter D’abano to mutate into the Vampire Noble, the next new Evil West monster and the level’s boss.
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Boss Battle: Vampire Noble
The battle with the Vampire Noble at the conclusion of this chapter is a true test of character. If you don’t have a strong combo set, there is a notable difficulty spike, but if you stay your distance and dodge, it shouldn’t be too challenging. Later on, the nobles transform into mini-bosses, which are much simpler to defeat because you have access to more tools, weapons, and skills. But right now, your only effective weapons will be your Rentier Revolver, Rentier Rifle, and Gauntlet.
Given that this boss frequently flashes their weak spot, the rentier rifle is excellent for wearing them down.
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They primarily attack with a large, unblockable grab that chunks the majority of your health bar and throws you across the room. This can be stopped with a kick, but if you don’t have the timing correct, it’s highly dangerous. It will also perform a leaping diving punch, but you will have plenty of time to roll, avoid, or get away from it. When the Noble is far away, it will flap its wings and release a massive, extremely damaging energy wave. If the Noble is close, it will use heavy melee swings. However, you can roll out of its way. Watch out for the telegraph on the flap.
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Its ability to regenerate health is another powerful attack manoeuvre. It will spin into the air during this and immediately start to regenerate its health bar. However, while this, its weak spot will flash frequently, allowing you to shoot it with your Rentier Rifle. Infected Vessels and Infected Wasters will start to collect as the battle progresses, but you may largely ignore them as they serve just as a diversion and put you at risk of receiving a kick to the back from the Vampire Noble. After defeating the big bat mutant, the mission is over when Jessie and Edgar chop off Peter D’abanos’s head and bring it back to the Rentier Institute as their reward and to share their findings with the agency.
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