Originally Posted by karrash. I think like you, I made?? WTF what is that against a lava jaw or granite ogre??? BD goodbye!!!! Originally Posted by Tagiilima. I would agree or disagree if I could understand what the hell this 'Karrash Krass' was saying. Please construct your argument in a proper sentence in which the rest of the people may understand.
Well i really don't know what all the fuss is about. I'm a free player and i find banshees awsome! Make sure you have some meatshields in place so that they can do their work from a distance. FTs are both melee and ranged troops and are very effective. An army of FTs and Giants are very effective. They are pretty slow to train and the number you can train is limited by how many pearls your farms can produce.
You also cannot steal pearls from other players, currently. Only available if you have the Nightshade Dragon and have built Nurseries for a new resource - Seeds. MHs are much like Giants except more powerful and more expensive to train.
They are slow to train and the number you can train is limited by how many seeds your nurseries can produce. You also cannot steal seeds from other players, currently. Only available if you have the appropriate Dragon and have built provision for a new resource - Geodes. Granite Ogres are largely improved versions of giants, with almost four times more health.
Chariots of Fire CoFs, Chariots. Only available if you have the appropriate Dragon and have built provision for a new resource - Brimstone. This ranged troop. Venge Wyrms are exclusive troops from special events or sometimes can be bought, with rubies, through special shop items.
They are quite fast and powerful but they have no load so they can't carry any resources. These troops aren't very useful, since they're some sort of kamikaze troops : gigantic damage output, super fast, but also very frail and short ranged, and you can't even use a frontlane for these since they're too fast.
Lightning Cannon LCs, Cannons. Lightning Cannons are similiar to Fangtooths in that they are troops with both melee and ranged capabilities. However, they are more designed for defense due to their "special abilities. Storm Drakes are slightly slower then Battle Dragons but twice as powerful.
Designed for killing ranged troops, SDs have a "special ability. Lava Jaws are from the volcanic depths of Atlantis, these reptilian beasts can project molten fire which will melt anything in their way. Be sure that Denim is in relativley good shape at the end of this battle- you'll need him as healthy as possible for the next one.
Story Update: While you fight, Leonard kills Duke Ronway in his chambers- and then comes out to frame and kill Denim, not neccecarially in that order. Luckily, Vice shows up at the last minute, leading to a battle.
The key here is to stay away from Leonard as long as possible- let Vice do as much of the fighting as you can. You'll probably want to equip Denim with a cure potion of some description and a two-square weapon Denim was a Beast Tamer at the time in my game, so I used a Guard Whip.
Attack Leonard from two squares away, and keep your distance so that he'll hopefully attack Vice instead of Denim. I thought that this was a cool battle, and it should only take you two or three tries if that , assuming that you're prepared for it. Although Kachua is in this battle as a guest, she will usually be killed before she can do anything.
Story Update: Before dying, Leonard tells Denim to blame him for the plot to kill the duke, and then go on to defeat Gargastan. In doing so, Denim unites the Walsta Liberation Army now under his control and the Neo Walsta Liberation Ally Formerly under Vice's control into one unit which you named back in chapter one. They prepare to move against Gargastan, while Bacrum mysteriously retreats from Rime after invading it.
Brumor Enemies: White Dragon 4 , Lizard Man 4 Guests: None Treasure: None This is a rather tough battle- you'll have a hard time doing any appreciable damage if you're standing on the Ice when you attack.
If you have any Dragoons or Dragon-slaying weapons, this is a good time to use them. Otherwise, my strategy here was to move to the hill to the right of my starting location and use the solid ground there to defend against the miscellaneous enemies- the hill in the upper-right corner makes an excellent place for a few Archers to stand. This may take you a few tries, but in the long run it isn't that tough. Story Update: There are two ways to enter Brigantes; through the South the main enterance or the West more commonly known as the back.
I prefer the West. There's no real advantage to going either way- there's no special equipment to be had here. You'll want to retreat far enough that the Archers won't be able to hit you. My suggestion here is that you retreat and kill the three Ninja and the two Golems they should arrive fairly quickly , and then use magic or flying characters to destroy the three archers and the Wizard. This battle is a lot tougher than the West Brigantes counterpart; I really can't see doing it instead.
If you do choose to do this battle, be sure to keep your HP up- there's another section at the end. West Brigantes Enemies: Hawk Man, Hawk Man 3 , Octopus 2 , Lizard Man 4 Guests: None Treasure: Aqua Hammer Hawk Man While the moat in this stage may appear to be a serious obstacle, keep in mind that the enemies have to cross it somehow too- if you bring your mages and archers into this battle, you'll have an easy time picking off the hapless Lizard Men and Octopi as they try to cross.
The Hawk Men are a little tougher, but if you stay on the small raised area where you start, you'll probably be able to hit them with bows or spells as they cross one of the small island chains to reach you- keep in mind that your bows have much better range then their crossbows, especailly if they're wielded by skilled archers. Be sure to keep your HP up here, since there's a second part to this battle.
Inside Brigantes Enemies: Knight, Earth Dragon, Berzerker, Witch, Siren, Exorcist Guests: None Treasure: None The one thing you really have going for you here is that while the enemies are all fairly tough, very few of them have missile attacks- although the one.
Berzerker is a good shot with his bow, most of the other enemies will have to take you on in hand-to-hand combat. With this in mind, my strategy here was to send a Ghost forward to keep the enemies occupied while I moved my power fighters into a line between the two torches near the starting place and used two Valkyries to form a "lip" around the side toward my party to make myself more difficult to flank.
One this was set up, I used an "attack by defending" strategy- I had my three fighters wait and use their counterattacks to do damage while they were supported by my two healers in the rear and my Wizards, Archers, and Valkyries attacked with long-range magic spells.
Story Update: After you liberate Brigantes, there's a scene with a group of Gargastan traitors who were imprisoned in Brigantes Castle. Their leader will say that the Gargastans are your enemies, despite the fact that they're traitors- if you respond "You're wrong! Meanwhile, you set out for Coritani Vahanna Enemies: Ninja, Ninja 2 , Hawk Man 2 , Gryphon 2 , Preist Guests: None Treasure: None This is a pretty easy battle- you start with the high ground and the enemies don't have all that much in terms of magical attacks.
If you have a few archers, keep them on the high ground and you should be able to kill the leader of the enemy group before they get too close- none of the others carry anything worthwhile unless you want the Airleons carried by the two Hawk Men , so it's probably best just to end this quickly.
My suggestion is to move start and then kill the enemies as they try to cross keep your HP up here, since this is a two-part battle. Other than that, this is a fairly standard battle. The lead Terror Knight is agressive enough that he should come down with the main force although the two other Terror Knights will arrive first , so you should be able to kill him with magic or bows relativley easily. Story Update: After you capture Coritani, the Cardinal kills himself rather than be captured by the Liberation army.
He sends out two of his squads to stop Denim while he retreats to Amorika castle. At this point, you have a choice of two battles- Swanzi Forest and Bordo Lakeside.
They're both pretty equal in difficulty, and they both lead where you want to go. Swanzi Forest Enemies: Sorceror, Cleric, Lizard Man 4 , Beast Man 2 , Gryphon 2 Guests: None Treasure: None The enemies here are tough and, unlike many recent groups, have several characters with powerful ranged attacks who start out in positions where they can use them. This is still a fairly standard battle, though- I found that the enemies tended to crowd into groups on the "island" in front of your starting point- making them an easy target for magic.
I found that the Stun spell was. If you can keep most of the enemies incapacitated, this battle shouldn't be too hard- just watch out for the Sorceror's Charm spell; it hits a large area and works a good percentage of the time. I took the Swanzi Forest route, so I don't have all that much advice here- I do suggest, however, that you take an Exorcist to deal with the undead enemies here.
Tanmas Hill Enemies: Ganb Beast Tamer , Gryphon 2 , Cockitraice 2 Guests: None Treasure: None This is a fairly simple battle- if you're fast enough, you can finish it before Ganb and his ever-increasing number of pets get to move simply by having your archers and spell-casters move in and attack him quickly.
This is a pretty easy battle; try to avoid killing Ganb's pets so that you can get the Rifle later. Your best bet here is to stay in place for the first round; although the enemies are fairly well-equipped and do have longrange attacks, they probably won't be able to kill anyone the first roundand you should be able to do significant damage to their forces on the second.
The biggest thing to watch out for here is the Witch's Stun spell- it works a good portion of the time and can hit a fairly large group of characters. Try to keep your HP up during this battle; you'll need it for the next one. Zaebos' little group won't be able to attack you until the second round or so of this battle; I started out by using my flying characters and magicusers to attack the group of enemies which starts to the right of your starting place first.
Once this group is dealt with you should definitley kill the Witch and the bow-wielding Valkryies; you can kill the Knights if you have time, but it's not neccecary , you can attack Zaebos and his troops en masse. Assuming that you're in pretty good shape after the enterance, this battle shouldn't be all that hard. Story Update: Having liberated Amorika, you meet up with Guildus, Mildain, and Warren again- they were captured at Rime, but have since escaped.
While Warren is seriously injured and is unable to help you, Guildus and Mildain join your party, along with Vice and a few generic characters a Knight, an Exorcist, and a Preist. Meanwhile, Denim plans to attack Fiduc castle- the center of the Dark Knights' power- by going through the volcanic Wyoburi and Rime rather than going straight through the Gruborza Plains.
The most dangerous enemies here are the two Dragons, but if you play your cards right, you can block off their access to your side of the lava river by moving characters in front of the crossings. Besides, at this point, you have just gotten a couple dragon-slaying weapons and powerful fighter to wield them.
The other thing to watch out for is the Hawk Man; while he does have a bow, you may well be able to kill him before he can do any serious damage with archers. The two Gryphons here are a pain to kill, since they tend to retreat onto the high plateau across the river from where you start, but you should be able to send a few Ninja after them.
You may want to consider recruiting the Gremlin here if you get the chance; they make decent archers and they can fly. The problem is that Haborym will almost always go after Ozma and then attempt to hit her in the back- and, after she counters, the Archer can make short work of him. What I ended up doing, as much as I usually hate the strategy, was saving the game right before Haborym's turn and then re-loading until Ozma's attack missed.
That's pretty much the only option- you can't move your troops fast enough to prevent Haborym from attacking or to defeat Ozma or the Archer. The good news is that after the first round, Haborym usually has the presence of mind to retreat away from the battle. After that, it's pretty easy to kill all the enemies for the good amounts of equipment here- I find that if I use Archers and Canopus, I can kill the Siren and the Wizard before they manage to use their attack spells definitley advisable , and the other enemies are relatively easy to kill assuming that you have a couple Dragoons or characters equipped with dragon-slaying weapons Vice works wonders with the Fire sword.
Do keep in mind that Ozma's Petrify spell isn't just there for looks- she prefers to attack with her whip if possible, but she will use the spell on occasion. If you initially stand still, the enemies will not move- so you can use a Warlock or Witch to get the MP of any mage in your party up, then the battle with the five enemies will be rather easy as you can simply smash through them with a couple shots of Kaminari or Fenril I recommend getting the Terror Knight out of the way first , and then you will have a couple rounds to recuperate before the Sword Master and.
The most important thing here is to keep your HP high for the battle inside the castle, and if you can kill the two Archers for their bows before you kill the Sword Master, it wouldn't hurt. You get quite a few good pieces of equipment here: two elemental bows and two suits of elemental armor, as well as the Gnome and MagmaGod spells the Earth and Fire counterparts to Kaminari and Fenril.
Be aware that Soldiers may appear as you fight here, but they are slow and poorly-equipped, and thus not much of a problem. There's really no reason to take this route instead of the easier Fiduc Castle West route. This is actually pretty easy if you got the Warp boots back in Rime- equip the boots and a bow and then warp up to the ledge above Oz and demolish him from there. It may take a while, but you'll be able to stay out of his reach in the mean time.
Meanwhile, Duke Ronway has arranged for Denim to take the blame for the massacre at Baramus, putting a price on his head in hopes that he can be eliminated before he causes too much damage. Denim and Kachua take refuge in the nearby port of Ashton.
Their only hope is to get through to Lans, the only member of the army that they can trust, who is currently with the army of Tanmas Hill. Ashton City.
This is one of the more annoying battles in the game. Aloser, an Archer with an unfortunate name who wants to avenge her brother killed in Baramus, is 10th level, has the high ground, and has several powerful backup fighters.
However, the good news is that right before this stage, you can buy the supremely useful Zoshonell, Gurza, Hahnela, and Bartha spells, which increase the powers of various elements. Promote someone to a Witch, buy one of the spells which increases the power of an element most of your party has and few of the enemies do, and have your Witch stay in back and constantly fire off that spell. If you take cover until Aloser gets close and then swarm her, you shouldn't have too much trouble here.
When her HP gets low, she will join as a guest after a short exchange with Denim. Zodo Marsh Enemies: Berzerker, misc. Since you start on the high ground, it should be rather easy to defeat the enemies simply by holding that ground and using Canopus to fly out and kill any characters with longrange attacks who get close.
The leader should be easy enough to kill once he gets close, particularly if you manage to kill a couple of his peons with magic or arrows before he closes with you. The trick described above with the Witch is also useful. Do what you can to knock off the Archers.
The Golem is actually not that strong- anyone with decent attack power should be able to. Canopus shouldn't have too much trouble flying over and demolishing the Hawk Men, if they prove to be a problem. You also have another opportunity to get a Matou Claw here from the Ninja. If Aloser is with you, she will fight as a guest in this battle This is the only battle where she fights with you as a guest. The Gryphons are actually a threat this time, due to the presence of the Beast Men, who will increase their strength.
Kill the two Beast Men first, then kill the Gryphons. As I recall, the characters here are not all that well-equipped, but as the battle in general is fairly easy, it isn't a bad idea to kill them off for the experience and whatever you can get from them treasure-wise. The one thing you should be aware of is the fact that Vice, for no apparent reason, has a Crossbow, so make sure any seriously wounded characters are well clear of him.
When you do enough damage to him, Vice will use his escape jewel to remove himself from the battle. If Aloser survives this battle, she will join you permanently. Working under more reliable information that he is actually in Rime, they plan to go to Krizar and hopefully get on a ship. In Krizar, the Walsta Liberation Army have captured someone who they think is a member of your armybut neither you nor Kachua have seen him before.
You shouldn't have too much trouble here; just bring a couple healers to make sure that nobody gets killed in the ensuing. The Wizard starts in a location where he will probably not get to attack before you either win the battle or kill him, but don't forget that he's there. A few of the Knights have Crossbows Crossbows are not really as useful as Great Bows, of which you should have a couple by this time , most of them have useful Chain Mail, and two of them carry Slender Spears, which you should probably try to get for any Valkyries in your party or for Canopus.
He can help you get a ship, but you will have to help him save his companion from pirates who have apparently moved into Kadoriga Fort since Nybbas left. However, I am warning you right here that his chances of surviving this battle are slim to none- At the very beginning of the battle, he develops a Rafa Complex and will usually run into a group of enemies and get himself killed before you can do anything to help him.
The biggest immediate threat here- as most of the enemies will be occupied attacking the Mage- is the Cockitrace, who can petrify your characters essentially for the rest of the battle Usually resulting in their death. If you can stun it with Stun or Incubus, I strongly recommend that you do so, then move a group of fighters in to finish it off.
Otherwise, use projectile attacks or magic if you can. If all else fails, you can kill it in hand-to-hand combat, but that's somewhat risky since it's petrifaction attack is close-range. If one of your characters is Petrified, you may still be able to win the battle, but try to draw enemies away from that character if at all possible.
After that, the battle is pretty standard. Story Update: If you saved the Wizard, you are allowed an optional battle at which you can save Sisteena. Otherwise, you grab a ship and head for the Valeria. Liberation Army's secret hideout. You decide to stop in at Griate for supplies on the way. Big surprise. The two Valeria Liberation Front members will help you if they're still alive. Your biggest concern here is the Archer who starts on top of the house: She has a great bow and will make your life a living hell unless you kill her, ASAP.
I suggest sending Canopus up after her and throwing a couple spells her way if you have a chance. Other than that, the battle is fairly basic. Look out for the Witches and be aware that the Dragons may cause trouble if you're not ready for them. Kachua is indignant, although Denim considers the suggestion. The two do not join just yet, and instead go on to Rime City to meet with Lans.
You should be up to at least level 12 at this point. His force starts surrounding Denim and Kachua on three sides, and the rest of your army is in a corner at least two turns away. Zapan can do around 90 points of damage with his Hammer and has a high defense to boot, so don't expect to be able to end the battle by just quickly defeating him. I find that it's best to retreat straight backwards and have most of your troops cluster around the large house which Kachua is hiding behind at the beginning of.
Attack Zapan after all or most of the enemy forces have been dealt with especially the bowwielding ones - I prefer using ranged weapons or Magic against him. I find that a Dragon's Breath attack generally does very good damage to him. Otherwise, just keep in mind that this is a hard battle and expect to have to try it a couple times.
I eventually put up with losing one replaceable character to get rid of him. Lans engages their leader in single combat, and in the chaos Zapan takes Kachua hostage and runs off. As you are about to follow him, a Dark Knight shows up and blocks your path long enough for Zapan to escape- luckily, one of Lans' knights shows up to fight him before he decides to take on your unit.
Zapan challenges you to fight him at Amorika Castle. Two of the Ninja have crossbows; they should be your first priority. The Witches also have a couple new spellsone has SlowDown, which essentially paralyzes you until your next turn, and the other has Charm Which can be the most supremely annoying spell if they manage to hit your healers with it. Also be sure to bring Presance here, as the Summoner summons skeletons with some frequency.
Although he can create more monsters, the Summoner himself isn't that powerful- one or two hits should be able to kill him. You will also get the very useful Revivfy spell in this battle from killing the Summoner. Story Update: You arrive at the gate to Amorika Castle.
Your characters should probably be up to level Naturally, Zapan is waiting for you when you get there. Amorika Castle Gate. Enemies: Zapan Berzerker , Ninja 2 , Knight 5 , Golem 2 Guests: None Treasure: None The Golems here are more threatening than ones you have met in the past, but they're still the least of your worries. The Ninjas both carry Great Bows, but because of their AI, if you have several relatively quick characters, you should be able to kill them after a single move.
Zapan and the large number of Knights here are the most dangerous foes- the knights are weak individually, but will overwhelm you fairly easily. I suggest that you have your fighters take up positions on the bridge and simply hold them Do not attack; plan to do most of your damage by counterattacking and projectile attacks. Don't try to move onto the large, open area near the middle of the road you start on, as that is a sure way to get slaughtered.
If you have a pair of Healers with you as you should , they can stay back and keep up your fighters' HP. Your spell and bowwielding characters should stay back and take out the two Knights with Crossbows ASAP, and then concentrate on the fighters attacking your position. After the rest of the troop or a significant portion of it has been defeated, use magic or ranged attacks to kill Zapan.
I also find that Dragon special attacks work well against him- he can't counter them and they do surprising damage. This battle will probably take a few tries to get past without losing any of your characters, but it's not as hard as the battle back at Rime.
Be sure to get Denim's HP as high as possible before finishing the round. Story Update: The mastermind behind the plan of kidnapping Kachua is none other than your "friend", Vice. After killing Zapan You bastard! He was MINE! Vice has bad equipment and should only be able to withstand two hits from your Axe- he will walk up and attack, you will counter, then you can hit him in the back to "kill" him. After a short chat, he offers you the chance to rejoin the Walsta Liberation Army to help Walsta.
If you agree, your alignment will become N and you will go on to Chapter 3N. If you disagree, you will go on to Chapter 3C. Denim, trapped between the Bacrum forces who want to kill him and Duke Ronway who wants to kill him, retreats once again to Ashton. Denim hopes to implement Selye's plan and kill Duke Ronway.
As the chapter opens, Kachua runs off, objecting to your method of helping the people Quoth Canopus: "You'd have to smack her around with a club to convince her". At the end of the scene, a Bounty Hunter finds your hideout and you are forced to attack him. This is actually a fairly easy battle- most of the enemies are fairly weak. Your first order of business should be to get rid of the Gryphons, who have long-range attacks but are rather weak, and the Fairy, who is surprisingly well-equipped.
Since you start on the high ground in this battle, Archers are very effective. You will most likely end up killing the Berzerker before you can kill the rest of his army. Story Update: You set off for Coritani Castle, which has been taken by Zaebos, a knight formerly of the Gargastan forces. You hope to free it before the Walsta Liberation Army, weakening their position. On a completely separate note, Balder equipment and a load of new spells become available at this pointspend some time re-equipping all your troops before you move on.
Zodo Swamp. Guests: None Treasure: None The strategy in this battle is roughly the same as the last chapterhold your ground and kill anyone who gets too close. The battle shouldn't take more than two or three tries. You may have to kill the Wizard, but that's rather easy if you have an archer standing on the nice, high structure near the upper bridge.
The most dangerous enemies here are the Wizards, who are probably powerful enough to cast spells in an increased radius. The Hawk Men here are not all that much of a threat as long as you can get some Archers close enough to kill them before they get too close. I suggest that you don't attack the Siren at close-range, as her Gladia fan can confuse you if it hits you.
Be sure to bring a Priest into this battle with you, as you will most likely need her Revivify magic. Your first order of business should be to kill any non-Windelemental mage, as they will have the ability to cast spells on a vast area- not something you want to be on the wrong end of.
As you close with the enemies on the bridge, you will most likely lose a few characters- this is okay, as long as you know the trick to this battle. The thing to remember is that the pits on either side of the bride are traps- any S-size character can jump in, but only Ninjas or flying characters can get out.
The easy way to win this battle,. You may now wait and revive any dead characters at your leisure. When everyone is alive, use bows or magic to kill Zaebos with ease- be forewarned, however, that he will escape when he is in any danger- do NOT attempt to harm him until everyone else in your party is alive. Also be forewarned that you may need a couple tries to finish this battle- his party is strong and he has the upper ground and two Clerics who can heal people in a frighteningly large area.
Vahanna Plateau Enemies: Lizard Man 4 , White Dragon 4 Guests: None Treasure: None This is a very easy and rather cold battle- remember, all the enemies are waterelemental, so if you're not loaded down with water-elemental characters, use the Witch Trick. If you cast Zoshnell enough, the enemies will be rendered nearly helpless. This is pretty much a warm-up No pun intended for the next few battles. The first thing you will probably notice is that the obvious way to finish the level is simply to storm up the stairway- this is, therefore, the absolute last thing that you should do.
A far better strategy is to work your way around the side of the castle in the snow. Somewhat surprisingly, when you do this, the enemies will not attack until you put yourself into an obvious location such as on top of a wall. I suspect this is because the AI does not think that it "sees" you, which is somewhat odd considering that the Knight yells at you at the very beginning of the battle. The key here is to kill the. Don't be discouraged if one or two of your characters die, since you should have Revivify by now.
Keeping your HP high is the most important thing here, as in most 2-part battles. One other thing to note is that the knight here is realistic- he doesn't get any significant statistic bonuses, and therefore is incompetent. While I have never attempted this path, I can honestly say that it wouldn't seem to be worth your while unless you really want the Aqua Hammer Held by one of the Hawk Men - the enemies have the high ground across a river, and nearly all of them have bows or crossbows.
If you do decide to try this battle, I suggest relying mostly on magic to destroy enemies from the greatest possible range or changing most of your fighters into Ninja, who can walk across water.
Once again, I really suggest that you take the southern path. This is a fairly tough battle, but Archers are useful as most of the fighting is on level ground. Don't bring any Undead, however, as doing so will result in their utter destruction at the hands of the Exorcist. Your first order of business is to kill the two Wizards, as usual, and then the Terror Knight, who has very good defense and reduces the attack power of anyone near him.
The Amazons are also very annoying due to their accurate and painful spears. After you take out about half of his troops so that the immediate pressure is off of you, throw everything you have a Zaebos- expect to lose a couple party members in this battle I lost two of my better fighters in this one. After the battle, you will always pick up Zaebos' powerful Fafniel sword. Story Update: No sooner do you liberate Brigantes castle and free the prisoners there than the Walsta Liberation Army takes Coritani again.
On the logic that anything which hurts the Liberation Army is good for you, your army moves to defend him. You must have a Glowing Mandrake Root for each one you train. When a Granite Ogre dies, you do not get the Mandrake Root back. However, you can revive a fraction of your lost Granite Ogres from the Spectral Ruins.
They can also be purchased from the Shop with Rubies or obtained from Fortuna. At times, training these troops will not need the troop item, however this only happens at events.
When this happens it is advisable to queue mass amounts of troops.
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