My Ninja starts whittling away at the lone Skeleton Lord in the front ranks. My Bard used a Potion of Cure Paralysis to free the Valkyrie. I try to have my Monk and Priest silence the ones in the back ranks. The fight where I won, as shown in the video, only the Valkyrie got paralyzed. Their real danger is their ability to cast spells from both the Mage and Priest spellbooks, thus why Magic Screen is needed. Skeleton Lords can sometimes paralyze or cause disease with their touch attacks. Usually I can handle this fight if just one or two party members are paralyzed. When I choose to take the globe at #30, I get hit with a gas that has a chance to paralyze each party member. ![]() Before I go to #30, I cast my long-lasting buffs, Enchanted Blade, Armor Plate, and Magic Screen. This leads to the smaller room at the east side of the 2/3 map.įirst things first, I press the button at #28 to open the wall. Now I use the Onyx Key to open the gate at #27 on the 2/3 map. It it's just one or two, like here, the warriors can usually kill them off quickly enough before they do any serious harm. Water Nymphs love to cast water-based spells, and can be especially dangerous if they get off Iceball. I'm on my way to the gate that the Onyx key opens, but I run into 2 Water Nymphs and some Glow Mothras on the way. The gate ahead requires the Key of Good Keep to open. I press a button there, which opens the wall at #17 leading to #18. The stairs themselves lead to #25 on the 2/3 Map.īut first, I go back up to the 1a Map, #16 more specifically. Using the Notched Staff at #22 allows me to reach the stairs at #24 safely without hitting a pit. I then go to #23 and hit the lever, in order to open the gate at #24. They're not essential strictly speaking, but monsters and experience wait on the other side of each of them (which I don't show in this guide).Īt #22 on the 1A map is where I use the Notched Staff. This can be used to open all of the gates that are marked 'R' on the 1a map. But it can't hurt to make a head start when the opportunity presents itself earlier, can it?Īt #15 is a chest that holds the Notched Staff. What if you don't seem to have enough keys by the time you enter the dungeons I'm alluding to? Don't worry, there will be plenty of opportunities within those dungeons to acquire more of the keys. Open one gate, and you will use up one of the keys you have, so you'll need multiple keys of each type to open all of the gates in the later dungeons. There are several gates in two of the last dungeons in the game that can only be opened with either type of key. Keep an eye out for these, and keep them when you get any. One of the perks about killing Ghosts as random encounters is that they always have a random chance of leaving behind either a Key of Crypts or a Key of Gorrors. They can often be quickly killed with physical attacks, although you may have to occasionally deal with the bother of having Magic Missile or Terror cast on you once the battle is over. This open the wall at #14 leading to #15. I go to #13 on the 2/3 Map, and press the button there. In this video, I am only showing the essentials. The area surrounding #9 on the 2/3 Map has lots of monster encounters and treasure for the taking. They may come in handy for certain boss fights. Once the Lord goes down to sustained physical attacks, then I take out the Munks, and then the Umpani last.īy the way, you may want to hold onto any Potions of Invisibility you might find, like I do. ![]() Suffice to say, I spare a Silence spell for the helpers and go all out for the Lord himself. In this instance, he also had a group of Dark Forest Munks and another group of Umpani Renegades with him. ![]() The Lord is the real threat here, since he can cast Psionic spells at high-level, and is a capable combatant. Just ahead is a boss encounter with the Lord of Dark Forest, who will typically have several Munk allies with him. So the video shows me casting my long-lasting buffs, Magic Screen, Armor Plate, and Enchanted Blade, before I go down the stairs at #9. ![]() There are a LOT of fights at set points in between #8 and #9. I used the Munk's Key to open the gate at #8 on the 1b map. To make it short, there was a fair bit I didn't include in this video. I normally have my Monk and Ninja practice hiding, but not when I run into opponents who needed to be offed promptly. Remember, if you run into opponents like Mad Warders or Munk Ninja, go all out for them to kill them as quickly as possible. So I backtrack and go to #3 instead, and press the button. Ok, so first I head up to the gate at #6 on the 1a map.
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