What’s worse than a haunting? A group of spirits banding together to perpetrate a haunting! This page will provide a walkthrough for the side quest Hauntings: Shadows of Fortune in Dragon Age: The Veilguard.
Page Breakdown¶
Starting Hauntings: Shadows of Fortunate¶
Complete the main quest The Siege of Weisshaupt, then talk to Myrna in the Necropolis and she’ll give you the quest Hauntings: From Beyond. Complete it, talk to Myrna again for your reward, and she’ll burden you with another exorcism request, which happens to be this quest.
Defeat The Skeleton Crew¶
To deal with these geists you’ll need to head to Elvhenan’s Haven on the Crossroads. Why we need to bother with a pack of piratical poltergeists who are confined to the Fade is a good question - isn’t the Fade where spirits are supposed to be? If anything, we’re the malignant invaders! Oh well, don’t question a quest reward. Fast travel to the westernmost beacon on this island, drop down near the ladder, and kill any Antaam that spawn as you work your way west, to where The Skeleton Crew can be found.
All things considered, this may be one of the more annoying fights in the game, as you’re fighting four durable foes who don’t flinch often, two melee combatants, two casters. On their own, they’re not too bad, but in a pack they’re a problem - the melee skeletons will constantly harass you in melee while the mages can generate magical bolts above their heads which they’ll throw at you in succession as well as more powerful but less frequent ranged attack (like fireballs) and AoE bursts if you get too close. Functionally this is a battle against four minibosses - one of the mages fight very similarly to foes like The Fabricator, while the axe-wielding skeleton fights similarly to the Guardian of Secrets from Arlathan Forest.
Not only will you have to deal with a near-endless barrage of attacks that makes sustained combos difficult, if not impossible, but the skeletons barely flinch, much less get staggered, and the dual axe-wielder will block all frontal attacks that can’t break through guard. If you’re playing something like an Arcane Bomb mage with a nigh limitless pool of mana available to spam spells (and ignore whatever the skeletons are doing thanks to iframes), this won’t be that bad - spam skills and focus on a single enemy in an attempt to take it down as quickly as possible. If not and you actually have to generate resources via normal attacks, you’re going to need to do a lot of running around and divide and conquer - hiding behind rocks to deflect the mage’s spells can help.
The dual axe wielding skeleton is the real chore here. It’ll block frontal attacks (aside from guard-breaking attacks, like charged heavy attacks), takes almost no stagger damage, doesn’t flinch, attacks relentlessly, and can even perform teleport attacks like Venatori Executioners. It’s also durable, so it’ll probably be the last one standing, making it a nuisance you just have to deal with. You can parry its attacks, but this is shallow comfort when there are three other enemies attacking you.
Whittle the foes down one at a time and when you’re down to one or two skeletons you should have this fight in the bag. Once they’re defeated, loot the chest dropped by the last one vanquished to get a piece of gear (our mage got an Enchanted Athame), then head back to the Necropolis and report back to Myrna. You will get 350 EXP when the last skeleton dies and Myrna will cough up an additional 400 gold and +250 Mourn Watch Strength.
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