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I will try. Again
I had character mage, armed with a bow. turn 1 is always NPC mage casting fireball at the crates, Dwarf NPC runs in (avoiding trap in center hex) with axe and shield to soak damage, positioned in front of burning hexes. enemies stand in burning hexes and get hit for around 8/turn by fire, axe, until dead.
Main mage snipes chest to have a clear path for 2nd mage to run through without injury (NPC mage equipped with long dagger/shield for max initiative/defense). Then hangs back to cast firebolt at enemies and heals at friends, with 2 potions of AP in belt, NPC mage has heal potion in belt.
NPC mage dashes halfway to 2nd bridge, waits to be surrounded by enemies, then runs max move across center of bridge (both sides have traps). Next turn keeps running across to max movement, ending turn next to enemy xbowman while the enemy melee guys run after him. After getting across the bridge, its a matter of running away back to first bridge, avoiding as many melee attacks as possible by moving to limit of movement path until he is back to first bridge and then getting healed while he blocks the first bridge approaches with arcane wall between the burning crates, forcing enemies to move through/end turn on fire spots, ideally while keeping an opponent or two from engaging with melee, also while avoiding trap in center span (which annoyingly isn't tripped by your oppoenents and is never seen with perception)
Then its matter of luck, hopefully not getting hit critically/wounded while rearguard mage heals/snipes and dwarf soaks damage and kills oppoenents one at a time. Both dwarf and NPC mage got KO'd, only to be restored by a 20-point heal from me, NPC mage did little more than stand in a blocking hex and self-heal until the numbers were manageable.
Used 3 potions and a bandage (dwarf self-healed a wound) and got extra lucky on easy difficulty (dwarf started with a crit on first opponent while NPC mage fireball actually worked lol.
If the first fireball spell failed, I restarted.
Hope this helps.
edit: Didn't know that there was a safe path across 2nd bridge (center lane), also noted that stopping halfway to 2nd bridge and waiting has all the enemies charge you, usually without hitting, you run around them at end of turn and keep going next turn. Thanks for that suggestion.
Still 5 turns...
In first turn no matter how quick Im they have blocked the 1st bridge with boxes.
If I destroy one of them they put a gurd there. And when 1st turn is finish. they have 3 gurds blocking the other bridge.
It meens you have to have put all your AP in speed since putting them in being first in turn does nothing since it is the weapontype thats decide, who go 1st.
Tried potion, wich sucks since I cant apply it before lose one turn drinking.
So again how did you get past first bridge with out a fight. If you are lucky at least 2 turns do disable box and a guard. then run, and kill next guard and run.
I cant see it done in 5 turns.
What Char do you use, and what stats to get to 1st brige 1st?
Its a very frustrating fight, and its 100% luck to win imo, which is a bit anoying. You can always just let her die :)
deadsanta, I will make a last try with my hunter. doubt I can rescue her. Since you needed 2 magic users.
well the thing is, one of my magic users did nothing but run back and forth most of the fight.
If I were you:
NPC mage with dagger/shield (long dagger) starts fight with fireball at crates/enemy (one guy is always standing by a crate you can target with fireball. IF fireball fails THEN restart lol.
Dwarf runs up to stand next to burning hexes. avoid center hex trap for rest of fight
Hunter waits with bow, once enemies reposition, hunter moves to action max and shoots out crate for injury free dash.
turn (3)
Hunter runs to area between 2 bridges, waits for enemies to surround him, finishes movement at end of turn, taking care to run up center of 2nd bridge, which is trap-free (traps on either side).
Dwarf/NPC mage back at forst bridge work at killing 1st or second opponent. Mage tanks with dagger/shield, taking up a hex so that dawrf cant be ovverrun, or casts a arcane wall to block. heals dwarf (gl with that 64% chance) or self as needed. Uses arcane pots if needed.
turn 4 or 5
Hunter runs across rest of bridge to max movement, ends turn next to the xbowman. xbowman wastes turn swapping weapons, enemy melee surround Hunter (maybe he has shield/dagger now?)
Hunter runs max movement back to bridge 1 (not on new trap! use same hexes!) gets surrounded again by enemies, possibly healed by NPC mage
Turn 5+ Hunter runs back through gap in crate, blocks gap/stand in front of fire hex/uses potion/gets healed by NPC mage/finihses weak bridge 1 enemy. Eveeryone ficuses on one enemy at a time, hopes for lucky hits, no wounds on selves.
You might also have to just suck it up and run through fire once or twice, I don't know. But since my 2nd mage didn't do much besides run around, you should be able to do it with a hunter in that role.
Edot: changed to reflect that there is a safe path up center of bridge.
I would do one of two things:
1) Make the perception skill passive, so that any character has a chance to see the trap (and avoid it) when he is close to it. Leave the active part of skill for removing or creating traps.
2) leave the perseption skill active, increase the range of it detecting traps, and have only 2 traps (and one clear path) across the 2nd bridge, with a random factor, so that a character has a chance to use trap detection and still run across the "safe" path of the bridge, which changes every time you start scenario.
Wait seriously, there's a safe path across 2nd bridge !??! Lol no wonder I had so many problems, where are the traps placed?