Blackguards 2

Blackguards 2

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gyunnie Jan 22, 2015 @ 10:06am
5 Crystal
oh my god
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Showing 1-15 of 19 comments
terrible ... but it is enough when one escapes :-)
First go for that damn Magician ... after that south and as you already know only kill if you need a way ... as if you kill one more will show up :-(
Madwizz Jan 22, 2015 @ 11:51am 
It has been fairly difficult up to this point. But this level realy realy hard and I cant get passed it.
Kardak Jan 22, 2015 @ 11:52am 
Originally posted by FlashXAron:
terrible ... but it is enough when one escapes :-)
First go for that damn Magician ... after that south and as you already know only kill if you need a way ... as if you kill one more will show up :-(

Jesus Christ, if you wanna talk like that than don't speak at all. What is this gibberish??? You can't even use . or , ? For ♥♥♥♥♥ sake, go back to school or learn how to write in SENTENCES.
Originally posted by Raggnarok:
Originally posted by FlashXAron:
terrible ... but it is enough when one escapes :-)
First go for that damn Magician ... after that south and as you already know only kill if you need a way ... as if you kill one more will show up :-(

Jesus Christ, if you wanna talk like that than don't speak at all. What is this gibberish??? You can't even use . or , ? For ♥♥♥♥♥ sake, go back to school or learn how to write in SENTENCES.

Get lost ... STOP
damn Idiot ... STOP
roger and out
hardwiredsin Jan 22, 2015 @ 6:17pm 
Anyone have any tips for this battle? I try to send one guy up to start pulling the levers but the ghost blocks my path and both the ghost and mage keep regenerating from the crystals so I get completely stuck until the ghost decides to move and knock down my guys...then I can atleast get to the levers but by then my party is starting to get wounded pretty bad or the ghost blocks my characters again :(.
Last edited by hardwiredsin; Jan 22, 2015 @ 6:17pm
Sarcastro Jan 22, 2015 @ 6:30pm 
Originally posted by s1nful:
Anyone have any tips for this battle? I try to send one guy up to start pulling the levers but the ghost blocks my path and both the ghost and mage keep regenerating from the crystals so I get completely stuck until the ghost decides to move and knock down my guys...then I can atleast get to the levers but by then my party is starting to get wounded pretty bad or the ghost blocks my characters again :(.

I think they are refering to a later fight and you are asking about the Adamant fight. For the Adamant fight I was able to do it by using Paralyze(level 2) on the mage. I was able to keep Adamant(mage) CC the entire time while I had another charater run around and break the crystals.

For the sand ghost you can control his behavior by your positioning. If you are spread out he will pick 1 character to throw sand at and stay stationary. If you clump up(3 characters) in its line of sight he will rush over you for the knock down. With this in mind you are able to move it when needed.

Hopefully this helps the fight is tough.
UR|Dialetheia Jan 22, 2015 @ 6:32pm 
As is customary since the first game(and the genre in general) - GET RID OF ENEMY CASTER FIRST. So, first order of business is either paralyzing or frenzying the shaman. After that - advance in a steady manner, keeping formation. Prioritise disabling enemies, rather than killing them(since no mater how many you will kill, more will come). The crystals heal wounds, but they do not remove poison or status effects inflicted by debuff spells - a severly weakened enemy at the back is better than a fully functioning one at the front.

If your path is blocked and you have no choice, don't kill enemies one by one, better set up a board-wipe. Since they heal up each turn, it will require you to first spread your melee/ranged damage, and then polishing it all with an AoE from your wizards(if you haven't, i'd advise reloading an earlier save and obtaining a Battlemage first - having two casters in this fight is immeasurably helpful). If you manage to pull off a board-wipe, it will take some time for the lizardmen to spawn back to their default numbers.

The northern(upper) passage can be used to get rid of up to three wyverns at once, albeit for a time.

Do not wait for the enemy to block your path - block their path with Arcane Walls.

Liberating Blows can be a saving grace during fights like these.
HozzMidnight Jan 22, 2015 @ 7:42pm 
Originally posted by Sarcastro:
Originally posted by s1nful:
Anyone have any tips for this battle? I try to send one guy up to start pulling the levers but the ghost blocks my path and both the ghost and mage keep regenerating from the crystals so I get completely stuck until the ghost decides to move and knock down my guys...then I can atleast get to the levers but by then my party is starting to get wounded pretty bad or the ghost blocks my characters again :(.

I think they are refering to a later fight and you are asking about the Adamant fight. For the Adamant fight I was able to do it by using Paralyze(level 2) on the mage. I was able to keep Adamant(mage) CC the entire time while I had another charater run around and break the crystals.

For the sand ghost you can control his behavior by your positioning. If you are spread out he will pick 1 character to throw sand at and stay stationary. If you clump up(3 characters) in its line of sight he will rush over you for the knock down. With this in mind you are able to move it when needed.

Hopefully this helps the fight is tough.


How can you CC the mage the entire fight with paralyze? Doesn't that spell cost 20 AP?

I ♥♥♥♥♥♥♥ hate the Adamant Fight. It is complete ♥♥♥♥♥♥♥♥.
UR|Dialetheia Jan 22, 2015 @ 7:50pm 
Well, it IS possible(easier with Frenzy, though). There's nothing stopping you from having a 3-, or even a 4-slot belt by this point, so it follows that there's nothing stopping you from having three to four master astral potions(or at least - good ones). Seing how, on average, some of Adamant's per-turn decisions are useless, or even detrimental to him, you can even occasionaly allow him a turn or two(not when you are going for the crystal and are near it, cause then he will no doubt Frenzy the character closest to the vulnerable crystal).
alation13 Jan 22, 2015 @ 9:43pm 
The 5 crystal fight is AFTER the Adamant fight and it is MUCH harder. I would offer some tips to get past it but am beginning to think that natural selection may be a better option. Some of these guys need to adapt and learn how to play the game instead of creating a thread about every second battle, whining about how it is impossible and how broken the game must be.
Sarcastro Jan 23, 2015 @ 8:03am 
Originally posted by HozzMidnight:
Originally posted by Sarcastro:

I think they are refering to a later fight and you are asking about the Adamant fight. For the Adamant fight I was able to do it by using Paralyze(level 2) on the mage. I was able to keep Adamant(mage) CC the entire time while I had another charater run around and break the crystals.

For the sand ghost you can control his behavior by your positioning. If you are spread out he will pick 1 character to throw sand at and stay stationary. If you clump up(3 characters) in its line of sight he will rush over you for the knock down. With this in mind you are able to move it when needed.

Hopefully this helps the fight is tough.


How can you CC the mage the entire fight with paralyze? Doesn't that spell cost 20 AP?

I ♥♥♥♥♥♥♥ hate the Adamant Fight. It is complete ♥♥♥♥♥♥♥♥.

My caster had 40 astral points and used a 20 point potion. That gave me 9 turns of CC which was enough for me. Do right side first, and have a second person ready to do left(from middle) once the gate is open from right switch. And yes the fight is much harder then it probably should be.
HozzMidnight Jan 23, 2015 @ 8:48am 
Originally posted by UR|PointMaid:
Well, it IS possible(easier with Frenzy, though). There's nothing stopping you from having a 3-, or even a 4-slot belt by this point, so it follows that there's nothing stopping you from having three to four master astral potions(or at least - good ones). Seing how, on average, some of Adamant's per-turn decisions are useless, or even detrimental to him, you can even occasionaly allow him a turn or two(not when you are going for the crystal and are near it, cause then he will no doubt Frenzy the character closest to the vulnerable crystal).

Where to buy gear? I have some merchants in Lorfas and the one at my camp, neither has a 3 or 4 slot belt yet.

Originally posted by Sarcastro:
Originally posted by HozzMidnight:


How can you CC the mage the entire fight with paralyze? Doesn't that spell cost 20 AP?

I ♥♥♥♥♥♥♥ hate the Adamant Fight. It is complete ♥♥♥♥♥♥♥♥.

My caster had 40 astral points and used a 20 point potion. That gave me 9 turns of CC which was enough for me. Do right side first, and have a second person ready to do left(from middle) once the gate is open from right switch. And yes the fight is much harder then it probably should be.

So I went back to do this fight after getting paralyze...I paralyzed him once and the fight just abruptly ended. Didnt have to destroy any crystals, pull any levers, etc.
Last edited by HozzMidnight; Jan 23, 2015 @ 8:49am
Sarcastro Jan 23, 2015 @ 9:07am 

Originally posted by HozzMidnight:
So I went back to do this fight after getting paralyze...I paralyzed him once and the fight just abruptly ended. Didnt have to destroy any crystals, pull any levers, etc.

Wish I had that happen to me but I had to go the long way. I guess some bugs are good ones.
Deckard Sep 26, 2016 @ 7:46am 
I just finished the crystals fight, had to to restart it once I saw how the cards were going to land, but tactic I opted for. Move everyone along the bottom route max movement.

2nd round keep moving everyone forward except Zub and Naurim, keep Naurim at the back as a flying lizard blocker, move Zub forward until he can get a frenzy on the enemy shaman.

After that the key was getting the Assassin to kill the shamon before frenzy wore off (duel wield attack is all it needs), use spearmen / takate to take down the crystals.

End of round I ended up sending one person to get the top crystal and collapse rocks on top of tone flyer. I then forced the other enemies to chase my guys into the top left corner, creating a gap for some of my heroes to run across the bridge and ultimately collapse it.

As the first poster said, if your party only has one person left standing he is considered 'all of the party'

PS. the assassin has saved my bacon a few times as he seems way more powerful than the other mercs and some of your heroes
Bob Feb 13, 2017 @ 4:40am 
Go for the mage, you say?
"Oh, you guys are deploying in that corner of the map? Okay, I'll just stay in the exact opposite corner of the map and just f*cking stay here and throw spells at you over and over and over and over F*CK YOU!"

Avoid all the other enemies, you say?
"Ten huge lizard f*ckers are too many for you? HERE HAVE TEN MORE F*CK YOU!"

Just smash the crystals and get out, you say?
"Oh, these crystals that are painfully spread out through every corner of the map, with the aforementioned magef*ck and his neverending posse of f*ckers covering every hex? Yeah sure I'll just dodge all of that F*CK YOU!"

I have tried every approach and always get f*cked. How do I not get f*cked?
Last edited by Bob; Feb 13, 2017 @ 4:42am
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