Image past Wizards of the Coast

Garnn and Murdunn cease yous in your tracks to finishing the first act of Dungeons & Dragons: Dark Alliance, and they're annoying to deal with. This boss has not one but two enemies to fight at the same time, and they'll also phone call reinforcements. How practice yous deal with this insurmountable threat? Here'due south how to beat Garann and Murdunn.

Murdunn'southward trickery

Murdunn is the first dominate y'all want to beat out up first. He is a spellcaster that can cause a multitude of awful status effects on your character. He'll cause confusion, (that will make you go the opposite direction), cursing (increases damage taken by enemies), and corruption. Avoid the waves of purple energy equally much equally you can by dashing left and right.

Screenshot by Gamepur

Next, he'll kickoff to disappear and string a combo of hidden strikes. He'll practice this 3 times, so try to contrivance him every bit much every bit possible. Then, he'll end the move with a devastating round shockwave. If you go hit, y'all'll receive some nasty status debuffs that could spell game over for yous and your political party. If you're successful at missing these attacks, he'll go mazed. This is the all-time fourth dimension to go some hits in.

You can also use the archer's ability that ensnares her foes into vines. This leaves him destabilized and completely open to attacks. Nosotros were able to become around a quarter of his wellness downwards from this strategy.

Garnn's mighty strikes

Garnn deals a great corporeality of damage to his unsuspecting victims. Try to proceed your distance from him while you fight Murdunn. When his brother is dealt with, lock on to Garnn and endeavour to parry his attacks. This is the all-time fashion to stun him and if yous're lucky, you tin keep him in a semi-permanent of being dazed if you overwhelm him with a mix of lite and heavy strikes.

Screenshot by Gamepur

Unfortunately, this is when his reinforcements start to appear. Don't ignore them as they can throw projectiles at yous that will bleed your health quicker than a bard buying a new harp. Take them out as fast as you can or designate other political party members to focus on them as yous continue to thrash Garnn.

At one point, shadows may offset to sally behind Garnn. They can attack political party members, but they're weak and so take them out quickly when they are summoned.