Stormy Stronghold is the fourth chapter in Skylanders: Spyro's Adventure. Here the Skylanders and Flynn come to retrieve the Eternal Air Source, only to find the castle spinning around in a giant twister that was caused by the Drow's attempts to control the power of the Eternal Air Source. By lowering the lightning pylons, the Skylanders rebuild the castle and stop the tornado.
Stormy Stronghold is a Drow fortress with a long, spiraling walkway and many spear traps. The majority of its sky appears gray and tempestuous, dominated by the swirling gray funnel of a massive tornado, while the bottom of the sky remains a dusky yellow-orange.
Boosted by the newly acquired Golden Propeller, Flynn flies his balloon towards the stronghold. There, a massive tornado is ripping it to pieces, which was caused from a failed attempt by the Drow to harness the power of the Eternal Air Source. Dropped off by Flynn, the Skylander battles through an army of Drow, Chompies, and Spell Punks in order to lower all four lightning pylons, which stops the tornado and repairs the stronghold.
Crossing the reassembled bridge, the Skylander works their way to the top of the castle, battling more Drow and Windbag Djinnis. After defeating the last of the enemies at the top of the castle, the Skylander finally reclaims the Eternal Air Source, the first piece of the Core of Light.
In Skylanders: Lost Islands, Stormy Stronghold is one of the locations to which Skylanders can adventure. It is unlocked for all Air Skylanders of Hero Rank 5 and above, and Adventures there take four hours and 860 Energy, rewarding 650 Hero Points and 3,800 Gold.
Main Chapters
Mount Cloudbreak - Cascade Glade - Mudwater Hollow - Rampant Ruins - Jungle Rumble - Iron Jaw Gulch
Motleyville - Twisty Tunnels - Serpent's Peak - Boney Islands - Winter Keep - Frostfest Mountains
Mesmeralda's Show - Fantasm Forest - Kaos' Fortress - Motherly Mayhem - Cloudbreak Core
3DS Chapters
Sky Docks - Spooky Woods - Toadstool Terrace - Fountain Springs - The Fuel Machine
Shimmer Shard Shire - Crystal Caverns - Twilight Fortress - Above the Sea - Robot Factory
Robot Assembly Center - Samurai Springs - Bonsai Bay - Fire Flow Valley - The Party Town
Down the River - The Haunted Villa - Clockwork Castle - Clockwork Arena
Main Chapters
Soda Springs - Know-It-All Island - Chompy Mountain - The Phoenix Psanctuary - Chef Zeppelin
Rainfish Riviera - Monster Marsh - Telescope Towers - Mystic Mill - Secret Sewers of Supreme Stink
Wilikin Workshop - Time Town - The Future of Skylands - Operation: Troll Rocket Steal - Skyhighlands
The Golden Desert - Lair of the Golden Queen - The Ultimate Weapon
3DS Chapters
Underhalls - Sacred Town - Rocky Gate - Temple of Waking - Windy Pass - Hot Springs Village
Monastery of Waking - Sunny Harbor - Royal Rooftops - Palace of Waking - Hugo's Nightmare
Sleep Dragon's Lair - Dream Sheep's Dominion - Dream Sheep's Lair
The Colonel's Unit is relaxing on a beach, talking about their future far from the war: Barnes wants to work again as a bartender, Daniels will go back to his school teacher job and Beard expresses the desire to open a convenience store or a bar or "anything where I don't have to carry a gun and shoot people."
Beard goes to see the Colonel, who is staying inside abnormally long. He is drinking heavily, the future 50 Blessings symbol in a turtle corpse in his shack with a torn up document burning on it. He tells Beard about his future promotion to Lt General. He sighs that America won't win the war, and assures Beard that they'll be going home after this next "piece of shit mission:" storming a stronghold that has been fruitlessly sieged for weeks by local forces.
When the unit has cleared the resort, they are joined by a "VIP," a military Commander who congratulates them on succeeding where his men failed. Then they settle camp in the newly conquered hotel and wait for the Colonel to arrive.
[The game stops and rewinds from either Rosa Berg's house or The Bar Of Broken Heroes to show The Ghost Wolves on a beach. The Colonel is drinking in his cabin, Jacket is sunbathing, Beard standing next to him. Barnes and Daniels are playing cards at a table]
Beard: Hmm, I'm not sure. A bar sounds nice. Anything where I won't have to carry a gun and shoot people. Maybe I'll find a little convenience store, or something. Put a little TV next to the register, just sit there all day, relaxing.
Beard: I try not to think about it too much. ... Things never turn out the way you expect them to. ... Anyway, I'm gonna go see what's keeping the Colonel. We were supposed to move out at dawn. The sun's been up for an hour now.
Colonel: Nah, can't you see I'm celebrating? ... Why wouldn't I want to be Lieutenant General? Well, besides the fact that we're gonna lose this war... *SIGH* ... On a more positive note, you and the boys are being sent back home soon. Unfortunately we've got one more mission before that.
Colonel: That's the one! Charging an enemy camp with just four soldiers. Good thing you're an elite unit, huh? What a piece of shit mission. Nothing good about it, son! You boys stay frosty this time. Don't get yourselves killed for nothing, you hear?
D Company Commander: I wish my men were as well trained and capable as you. We've been trying to seize this enemy camp for weeks. Suffered some heavy casualties. ... Well, I'm glad we can put this all behind us now.
Daniels: Might be a while. The roads around here are pretty rough. We should probably settle for some water for now, and catch some sleep. I'll feel a lot safer here when D Company arrives.
Beard: I guess you're right, Barnes. But there's always safety in numbers. ... I'm gonna go lie down for a while. Didn't get much sleep last night. Wake me up when the Colonel gets here, OK?
Upon approach, the NPCs will react to the discovery of Kryptis trebuchets and add their destruction to the objective list, recommending the use of your skyscale to dispatch them. Melee is still a viable option.
The story will guide you into Heitor's stronghold and direct you to interact with a rift to reach an upper floor to find Heitor. After some dialogue a fight against her begins.After defeating Heitor, talk to Peitha to progress the story before taking the rift to the main floor. Then head out again to where Peitha is for another dialogue sequence to end the chapter.
A straight-forward fight with a defiance bar to break and no special mechanics. Simply keep out of the lasting damage fields and keep stunbreaks/stability ready so as to not be locked down by her knockback attack.
When Peitha, Arina, Ramses, and I gathered to discuss the assault on Heitor's Gate, Ramses relayed the news that despite our earlier efforts, Irja had disappeared from camp. Likely too fearful of us Tyrians, she'd fled back into the wilderness.
Just outside the grotesque fortress, we were greeted by the relentless onslaught of Heitor's forces. In the wake of their defeat, Arina was eager to move forward and confront Heitor herself, but our Kryptis allies lingered momentarily while Ramses offered a prayer for the fallen.
We pressed the attack. At first, it looked as though Heitor would fall quickly. Suddenly, Heitor consumed Irja, absorbing her essence as she thrashed and screamed in the throes of death. Ramses yelled in horror, and Peitha snarled with rage. There would be no peaceful outcome, and suddenly Peitha's ambition was clear and just.
The Stronghold of MadnessAppears inUnwound FutureChaptersPreviousThe Truth RevealedNextThe Unwound FutureThe Stronghold of Madness is the thirteenth chapter of Professor Layton and the Unwound Future.
Laytonmobile, which was rebuilt and slightly modified by Don Paolo, and manage to enter the fortress. After some puzzles and messing with the elevator, they find Flora in the ventilation room and rescue her.They head to the surveillance room to stop Clive, but the latter escapes and uses various chains to pull the whole structure up to the real London. Then Celeste comes aboard using Don Paolo's flying machine. She tells them that in order to stop the machine, they must to head to the generator room.
When they arrive, they find that Bill Hawks has been wired to the generator, and that his heartbeat prevents the entire fortress from exploding. Professor Layton manages to free him by using an old watch to simulate his heartbeat, and wiring it to the generator.
Unfortunately, the watch will only last for a few minutes, so they need to come up with a plan. Celeste bring up the idea to reverse the power flow of the generator, so that the fortress will slowly destroy itself.
Grab any other items you need out of Hoffman's safe house through the door labeled Exit D5. Once you go through the door at the end of the hallway, Sykes will call and offer you a Side mission. Once you're done listening, leave The Marrow and return to Post Plus in Union. Once there, be sure to look around before stepping outside and loot everything you see.
There is a jar of red gel in the room with the mirror to Sebastian's office. Save and head back out. It is now highly recommended to complete the side quest Last Step before you continue. If you want to do that quest, follow the link here. Before you exit the building through the final door out of Post Plus, walk over to the dead body in the corner and turn around. There is a small statue hidden near the body in the corner. Smash it and take the key.
Be careful, as Lost is now swarming Union, meaning your trip won't be easy. Bosses from earlier in the game now roam the streets. Be stealthy and avoid conflict as much as possible. Directly ahead up the hill from Post Plus is a flamethrower enemy. The safest way to take him down is with the sniper rifle, as he has a massive range. It may take a few shots but its doable. Loot his fuel tank after taking him down and go a bit farther to the train towards your left, which is on the Eastern side of the map. There should be nothing inside but some ammo and another Shotgun Ammo Pouch upgrade next to a dead body laid out on one of the seats.