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All 6 archers in two rows in the center. Ice mage left and right. Knight left, right, up, down. 2 healers between the archers.
Dragon, healer, Ice mage, Knight on the line down.
__________ K
____K A H A IM
______ A A
____IM A H A K
__________ K
___________D
______IM H
___________K
2 archers full, healers in the middle full, everyone some points, prefer Ice Mages. When the heavily armored enemies in the lower line appear, you need to get Azra to at least level 4 asap. If you can kill the blue spawning thingy without getting hurt, you most likely did it and the rest of the level is peace of cake. Upgrade everybody full and only then place berserkers to kill the antagonist. (You need mostly need slap and fireball spells here, lightning helps too)
Book: The one with bleeding helps alot.
I guess the other level is the one with only archers and knights. Forgot how I did it, but I remember it was quite a pain.
Edit: Meh, drawing here doesn't work. Sorry. Maybe it helps.
Berserkers:
3 Offensive (boost 3-5)
3 Meat shields/bleeders (Unboosted)
Archers: (All boosted to 3 initially, 5 later with extra PSI)
2 Damage dealers (I gave one the armor piercing bow, and got armor piercing instead of range)
2 Bleeders
2 Poisoners (one should have the improve poison bow)
Healers:
1 Supporter (max boost)
2 Frontline healers (boost 2)
3 Debuffers (it says boost to 4, but I was always tight on PSI to not make it worthwhile, so I stopped at 2)
Knights:
2 Damage dealers (boost 2 initially, 5 later with extra PSI)
2 Armor breakers (boost 2)
2 Bouncers (boost 2)
Ice Mage:
3 Damage dealers (2 to max boost, 3rd to 2 and set to last)
3 Slowers (boost 2 initially, 5 when convenient, set to target fast and optimize effects)
Dragons:
2 Damage dealers (boost 2 initially, 4 later with extra PSI)
2 Gatekeepers (boost 1 or 2)
2 Poisoners (boost 1 or 2, set to optimize effects)
That said, I have tried the Zelemir level on extreme (and failed, probably need to level up more). The problem is definitely the armored snake ghouls, as there are too many for the armor breaker knights to handle. I usually save my frenzy and pushback spells for those guys.
If you're actually having trouble with the archers/knights only level, that should be easy with the above build. Place both bouncers on either side of Azra, place an armor breaker before each entrance, and place the other two knights at one corner of each path. For the archers, go all the way left from Azra to the wall and place the armor piercing archer there. Then, place one of your status archers to the bottom-right, then to the right, then right again, until you place the damage dealer last. Use extra PSI to max boost your archers. This should leave you with plenty of PSI for all the healing, dragon fire, frenzies, and pushbacks you'll need.
As for books, I use Slow End and Explosive End (useful when the meat shields die). I tried the book of blood, but I always kept losing defenders too frequently, even my knights and healers. Since the build doesn't mention it, I have lightining, frenzy, pushback, and dragon fire all maxed, with the extra points put into healing.
http://steamcommunity.com/sharedfiles/filedetails/?id=841609092
Berserkers: Top-right and two bottom-left are the damage dealers. The other three are the meat shields. Normally, you should save berserkers for last, since thorns kill them fast, but I did start with Slak initially (boost 3).
Archers: Ketta and archer to her left are damage dealers. Two archers above are poisoners (summoned last). The other two on the sides are bleeders.
Healers: Supporter guards Azra. The left and right healers are the front-liners. The other two are debuffers. Always summon them first before other surrounding fighters.
Knights: Bottom-left and left are damage dealers. Bouncers guard Azra and Zelemir. The other two are armor breakers. Never boosted any of them above 2.
Ice Mages: Bottom, left, and next to red entrance are damage dealers (the one at top is the one set to last). The other three are slowers. Try to have at least 5 of them out initially to at least boost 2, with the bottom one at max boost and The Beast's Weapon+ equipped.
Dragons: Damage dealers are at bottom-left. Poisoners are left and right. The other two are Gatekeepers. Started with unboosted Gatekeepers and Poisoners, and didn't get the other two until the very last.
Basic premise is to have most of your damage dealing in the left and bottom-left areas, since most traffic is there. You still want some decent protection at bottom and right sides, though, since cultists sometimes spawn there and go straight for Azra. Comparatively, I'd say start with this level over the Zelemir boss level, since Zelemir's spells make this easier. Start Azra at boost 3 or get boost 3 immediately after your initial setup, as Zelemir's healing helps a lot. In fact, you should be able to get away with Zelemir using most of the spells (although use frenzy and pushback when necessary). My Slow End never got used once in advanced, so it shouldn't be too difficult.
EDIT: Whoops! Swap the top armor breaker for one of the two archer poisoners. Just realized you need armor breaking for the bottom entrance. Don't know if that's the only change necessary, though; still trying.
With the final boss level on extreme, the big issue is the bottom. Even with aromor breakers (3-4 of em), a freezer, and 2 dragons, some end up making it through to Azra around wave 8.
And then around wave 10-11, the blue slug things that explode into smaller slugs come from the top and can be tough to destroy before they reach her. I have not figured it out yet myself, but I keep trying.
As far as the Zelemir battle goes on extreme. Its the slugs that come out of the inside bottom right that explode into a mob of slugs. They crush right through. Between the two levels, its enough to make me pull out my hair lol.
I used this tactic for the final boss on extreme. Starting out fully upgrading Azra and placing everyone I had in the spots shown in the thread.
Here it is if you want to check it out. https://steamcommunity.com/app/218410/discussions/0/558746995147614304/
I'm thinking of doing something similar for the previous level, but have the knight guarding the inner left entrance boosted higher initially (probably 4) to deal with the snake ghouls. I'll upload a screenshot if I get something that works.
And, yeah, that suggestion I made above turned the Zelemir boss into a joke. I know you beat it already, but just in case anyone else needs help, screenshot!
http://steamcommunity.com/sharedfiles/filedetails/?id=842398546
As with the last level, start everyone at boost 2, except dragons and even berserkers (the darklings will kill them too frequently), and boost the inner left knight to 4. Then, max boost your ice mage with The Beast's Weapon+ near Azra to prepare for the worms. Boost all archers to 3, get one max boosted healer, then upgrade whoever you think is necessary. Even when you upgrade the berserkers, turn off their new moves of the four in the front-lines, or the darklings will kill them too frequently. Once you have sufficient defenses, start setting archers to strong that are within range of Zelemir. I even started moving berserkers closest to Zelemir next to him near the end to speed things up, but I would only do that once you've maxed everyone.