![]() ![]() The lava rocks will give you warning when they’re coming, though, and show areas where they’re about to hit so you can get out the way. Pair that Freeze stave with rocks falling, you can take some big damage by not being able to move out of range. The other half of that threat is that every couple of turns, lava rocks will fly from the Shard thing operated by Griss and Zephia. This jerk is the greatest threat on the map because of where they’re positioned and the fact that they have a Freeze stave. Make sure to highlight them and their range so you know when not to step in their way. While they do pose a threat, they aren’t the number one threat on this map. If you look around all that fire and convection, you’ll probably notice first the number of Wyrms that are present. The rock formations make it so that you only really have two places to go and that’s forward and to the left. Your forces will be split into two halves on the left and right sides of a mid-sized rocky area. In the post-fight exploration, you’ll find Iron Ingot x180, Steel Ingot 圆, potatoes, Bond Fragments x250, and any additional Fragments from your army.Oh good, a lava map, so you know we’re definitely not far from the end. You’ll also of course get to keep any of the treasures you found along the way and any Antitoxins you picked up from enemies. ![]() The main prize is Emblem Hector, who prioritizes exceptional defense ahead of all else. Use this to your advantage and put the general down. While he’s better equipped against magic than pretty much all over armored units (this side of Mauvier), he still takes a tremendous amount of damage from them. He might advance past them as he bullrushes you but he definitely will move far ahead of the armored units beside him, so take that opportunity to swarm him and shave off all of those extra life bars. Careful if you have fliers out in front, however, as there are a couple of archers flanking Hector. Once you get through this section and begin heading north, you’ll get the prompt that Emblem Hector is about to start moving as well, which is great. Ivy works great here in a sequence that might have them just run up to you and you can repeatedly mow them down. Keeping a squad together can help, as some magic users might be too squishy to withstand all their blows. Keep mowing them down, but be wary of when you get to the southwestern corner, as it’s backed full of enemies. If you have no choice but to stop on them and are hit with some toxins, several enemies do have Antitoxins on them. Having a mounted unit up front helps you gain some ground quickly here, but once again, watch for where the vents are. You’ll want to bring your best tome fighters for this one, as Hector himself is armored and has many armored units around the stage.īegin heading to the left and running through the foes over this way. Once you cross a certain threshold of the stage, Emblem Hector will make his way towards you. To top it all off, he’s on a health restoring space, but don’t worry too much. Hector himself has not one, but two Revival Beads along with high defenses and a bunch of skills that help amplify his high defense. ![]() Should you decide to chase those two northern chests, take a small force of no greater than three and begin by heading up the right side of the fork for a bit more flexibility. The most direct route to Hector will be from heading left at the beginning, running through his forces down there, and then slowly going upward. You’re also more than welcome to bring those respective items as well. ![]() To prevent having to rely on too many Antitoxins or Restores, Sigurd’s Canter ability is something everyone you bring in should have. The northernmost chest (the one close to Hector himself) contains a Dracoshield, while the northeastern chest has 2,000G. The chest closest to you contains Pure Water, while the one furthest west contains Elixir. The major thing to look out for are the vents everywhere, which if you end a turn in front of them, will spew poison fog and poison anyone within three spaces of directly in front of the vent. Your force is situated at the southeast part of the map, while Hector is all the way at the northwestern. Canter and being able to move after making an action will be paramount in this battle to avoid the stage hazards while still advancing. We strongly recommend not tackling this fight until you’ve completed Chapter 17 - Serenity in Ruin when more people will have access to Sigurd’s Canter ability. ![]()
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