Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Like all the combats in Blackguards, the thing to remember is that if you keep attempting something and it isn't working, you're doing something wrong. Or to put it another way, presque tous les combats dans ce jeu sont des combats a clef. You just have to figure out what the trick is.
Put your dwarf immediately behind one of the bubbling gas pools. Avoid carrying any burning objects or you'll risk blowing yourself up. When the Troll charges the dwarf, have the mage cast a fire spell at the Wood Troll. Doing it once won't be enough to kill the Troll, so you'll have to maneuver behind another gas pool. Two (or at most three) gas explosions should be enough to kill him.
But whatever you do, don't let your dwarf run into a gas pool waving a torch.
There's 2 trolls I recall early on. One when you have to collect mushrooms (and there's no gas pools), the other has gas pools.
As mentioned, if it's the one with gas pools only send in your warrior on the edge of a gas pool and have them wait. The troll will charge to the closest character (your warrior) and be standing in it. Then shoot the fire spell from the mage at him and it will explode. Then move your warrior on the outside of the next gas pool and rinse and repeat. The damage is based on how much of the troll is in the gas when it ignites, only get 1 piece of him and the damage will be small. I've been able to kill him in a single shot if I got all of him in a gas pool before igniting.
The other early troll is much harder (the mushroom quest). The benefit to its landscaping is that there's a narrow path in the middle only you can fit and go up, the troll has to circle around. There's nothing to ignite though. This is how I did it. First, the mobs tend to go after the character that does the most damage to them. If the warrior hits him with the fire torch he'll be the next target. Have the mage hit him with a fire spell that does more, and the next turn expect him to go after your mage. What I would do is, have my warrior and mage hit him with fire (there's also fire arrows you can buy which will make your archer useful). When my hitpoints were getting low I would run around in circles (your mage should have a staff of +1 astral regen) moving as far as I could each time so he (nor I) have points left to attack. Periodically when I had the mana from running in circles I would cast healing from my mage to heal. Once all healed and my mage full of energy I would again attack him until I was in trouble then run around in circles again recharging my mana and healing. Knowing he goes after the character that did the highest damage, I would usually park my other chars in a corner and just move the one he was chasing around in circles. It is one of the harder battles in the game relative to ability. This trick of running around to recharge your mana and heal will come in useful later when you have many battles in a row. If the enemy was very powerful (as in the case of the troll) I would run around avoiding attacks while I healed/recharged before finishing them off and going on. Otherwise, I would leave one enemy I had most wounded (3 wounds is very debilitating) and park my warrior in front of them, go into their character screen and press the shield button to change them to maximum parry and then just end my turn each time. The enemy will miss time and time again with wounds and warrior set to maximum parry and I can quickly heal the party and all mana instead of wasting time running around in circles. Make sure you get heal up to level 13 ASAP, it's probably the most important spell in the game.
I'll retry and show a screenshot if i miss again.
Easy Way is - as said:
1) Swamptroll - The Quest for the Mages Staff
Move Naurim with a Torch central behind the upmiddle Bubblefield (so he can attack 2 Squares right to him). Move your Mainchar with a Torch to the bubblefield upleft in the corner. Position Zurbaran so he has free Aim at Naurims Field without havin another Field in his Line of Fire. DO NOT CROSS THE BUBBLEFIELDS, MOVE AROUND THEM!
Troll now moves exactly that he stands inside the Bubbles (all fields in one Pool are occupied by his "size". Hit him with Naurims Torch - Full Power. Field goes "BOOM" and Troll gets rekt a lot.
Let Zurbaran fire a Firespell at him (Fireball is nice choice) if this finishes him. If not, move Zurbaran behind your Char as Naurim does after he got a good beating.
That lures Trolly in Pool 2 in front of your Hero - who does as Naurim did. Second BOOM does it.
2) Shroomytroll - The Shroomcollecting quest to get Niam sober
Just collect the Shrooms and keep away 6 Tiles from Troll doin so. Hint: He is too big to pass the gap in the Middle between thoose 2 Stonethingys.
But, there is also the possibility to pick up the Fight. Remember your Teacher in Neetha? What did he say? Right, something about "legwork".
I dunno the exact Range thoose Lumps of Wood can walk and Attack, but a distance about 6 should work.
Obviously, Trollys are bigger and much stronger than any Human or Dwarf. But, they are slow (low Initiative) and too big to move around Obstacles as agile as you can do. That goes for any obstacle, not only the ones with a gap the Troll can not follow you.
Trolls have a size of 3 tiles, and running past an 1x1Obstacle for you means 3 steps (one extra step) while Troll due his size of 3x3 has to make 7.
Using this, you can leech an extra "Action" you can use by waiting, letting it come, hit it and run in your next Action away, leaving the Troll unable to attack at any Time.