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'bout 30 with most of my crew. And it doesn't seem that weird to me, considering the sheer number of enemies that immediately mob the NPC's once the mission starts - ANYONE would go down fast when they're taking 10 attacks in a round! And those frogs aren't exactly weaklings, either. I've tried using Fairy's Kiss to keep their target alive, but the combined damage-output of all those foes is just so sickeningly high that it barely qualifies as a drop in the bucket...
Basically, there's literally no way to get there without using Haste, and using Haste consumes a turn for the unit that grants it, limiting their own movements... and, oh yeah, all those units clustered around the NPC's are water-types, so the wind-types that can actually grant haste are exactly the ones you'd want to send down there ASAP. As previously mentioned, sending an unsupported healer down there in a bid to keep those lunatics alive just gets that healer killed in a hurry...
No way, you say?
https://steamcommunity.com/sharedfiles/filedetails/?id=2448927912
Start of Turn 3. Dude has next to no HP left and is completely surrounded. He would ABSOLUTELY be dead before the end of the turn (again), if it wasn't for the 'fully evolved' form of Piyochin, there. He proved to be the key - with the jump-type movement and a good bit of range, combined with Haste, he was able to get there in 2 turns. Thanks to the River Charm, he could hit both of the frogs, provoking combo-attacks from Mr. Mostly-dead that took them out, reversing the situation. Next turn, he could heal the guy (halfway) back up, and the next turn the whole party was there and the mission was won.
So, sure, not IMPOSSIBLE... assuming you've got Evolved Piyochin and some luck. Without one or both, you're screwed.
1. Bring defensive talismans (healing spells, Faery’s Kiss and Sun Shower, and MB shield spell, such as Barrier), healing spells often take a short time, 1 or 2 turns, to refresh, with help before Payachin can get to the guys. (Btw. I'm not sure if you know, but healing spells can act as revive too)
2. Put Friendship Scroll on Payachin (the higher lv the Friendship Scroll the better), it increase the area where Payachin heal apply. Put it on and see the craziness of it. If you don't have it, try to do some battle to try to farm for it.
Reviving is out, because you lose the instant Marcus dies. No opportunity to resurrect. Marcus dies on the third turn, so you can't cast anything that takes 4 to charge (like teleport, assuming you have Peony's special maxed). Faery's Kiss and Sun Shower aren't strong enough to keep him alive. Also tried Immortal scroll with the same effect. Most MB spells don't help a lot since Marcus starts with 0 MB anyhow.
I tried maxing Peony's defense trait to see if it would help with the power of healing spells, but it didn't seem to do much. Plus it takes 1 turn longer to cool down before you can cast spells than if you have her special maxed. With Peony's special maxed, you can get an easy kill on the first turn and cast Faery's Kiss on turn 1; Sun Shower on turn 2.
*What did the trick for me* was replacing my Ice Gremlin with the Air Gremlin. That allowed me to haste Payachin (not evolved), which allowed her to get down there faster. Then she also drew a lot of fire from the enemies down there. Since I have the defense attributed maxed on Payachin (along with the Glacial scroll), she is basically an invincible meat-shield (especially in the water). So that did the trick.
My team was Peony, Payachin (not evolved), Tom (didn't really contribute but grabbed the chest), White Widow, Powder Jack, and Gremlin Thief (replacing Gremlin Bandit). The only really critical characters are Payachin and a wind summons who can cast haste on Payachin. Otherwise, pretty much anyone else would probably work fine. Hasting Payachin seems to be the key to winning this difficult mission.
I do have an idea about another way you could do it, though, if you were high enough level - specifically, high enough level to max out Peony's Special-stat. That gives you 'Spell Cooldown on Kill. Using that, and making good use of the handful of weak enemies that spawn near your starting-point, it's entirely possible to have Teleport ready to go by Turn 3, at which point you could send any number of things directly there - such as, for instance, a tough Protector who can keep 'em safe and counterattack the frogs to death. Tom would work well, considering his Ice-element!
Either way, the mission seems more like a puzzle that requires a highly specific solution rather than a tactical challenge...
Haste is an unbelievably powerful enchant in the first two turns of any fight since it allows you to position your forces, then you can just switch them over to Rage or Mana Burn after wards.