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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