Plasmor
L11: Insane
- Seit
- 31 Okt 2007
- Beiträge
- 1.575
Ich kann mich leider nicht mehr selbst an das Kapitel erinnern, aber Gamefaqs sagt folgendes
Victory--Hold line for 12 turns or Defeat boss
Defeat--Micaiah, Sothe, or Tauroneo dies, defense line is passed by any foe
Player Units--13 (Micaiah, Sothe, and Tauroneo forced)
Enemy Units--29 (29 on Easy)
Enemy Reinforcements--Three enemies appear out the southeast or southwest
doors at the end of almost every turn. However, three laguz appear out of
the east doors at the end of turn 3, and three out of the west doors at
the end of turn 7
Bonus Experience--8000 Clear Friendly Army Fought (experience other units
"gained" converted to Bonus Experience)
Items--Olivi Grass (enemy drop)
See the pulsating green line around the upper area of the castle? If any
enemy passes it, you fail the chapter. Also, Micaiah can't go past the line
herself, so she's worthless for this chapter.
Now, a ton of laguz will be rapaging through your allies in several turns,
and you've about three or four turns to prepare you defenses. First, the
southern gaps. It is three wide and will receive the most action. Have
everyone that defends it equipped with ranged weapons to attack laguz below
the gap. I prefer Edward on the left, Nolan on the right, and Tauroneo in
the middle.
Use a full party in this chapter and make the useless units guard gaps in
the northern end of the castle, as well as the left sides. As for Jill, you
will need her to kill the hawks that will easily bypass your forces and
go through the line. That's no good.
Unless you have someone who has godly stats, you'll be standing still for
12 turns. Defeating Ike isn't the easiest of tasks, but it can be if you
have a good unit. Use Laura and the Sleep staff to put him to sleep, then
rush at Ike with a strong unit. He'll be killed easily if you can actually
do decent damage to him. Edward with a Brave Sword (and who's a Trueblade)
can kill Ike by himself.
But if you don't, then just defend. The biggest concern is obviously the
hawks, but there won't be too many of them. Kill them as soon as possible.
They pose a threat to every weak unit that is defending. And remember,
Nolan + Beastfoe + Crossbow = Killing machine
On turn 11 Ike will start moving. The rest of the Greil Mercenaries show
up too, and they'll move towards you bringing a pain of destruction upon
all who oppose them. On turn 12 you should move everyone out of Ike's
path as possible, while keeping everyone else safe from the laguz that will
also move to attack you. Don't worry about Nailah--she won't attack anyone.
Also, on turn 8 feel free to put the NPC's on Roam. You'll get to witness
the 3-13 Archer in action--he's a Sniper who was manning one of the
Ballista (that hopefully is out of ammo). He'll jump off a ledge and into
a pit with the three laguz reinforcements, and for some reason he will kill
all of them taking almost no damage. He's an absolute beast. And if he
somehow dies, it was all in the name of protecting the green line. Salute
him and his deeds.
Note--On your second playthrough and onward you can choose to refuse
Pelleas' command to kill him. If you do, you'll recruit him later in Part
4.
Hard Mode Notes--You may NOT want Beastfoe as, because you are at a lower
level, you'll be killing so many laguz that after a few consecutive shots
you'll take two or three hits, killing Nolan. Since you shouldn't have been
using Edward on Hard Mode, substitute Jill for him instead. Abuse the Sleep
staff if necessary.
Defeat--Micaiah, Sothe, or Tauroneo dies, defense line is passed by any foe
Player Units--13 (Micaiah, Sothe, and Tauroneo forced)
Enemy Units--29 (29 on Easy)
Enemy Reinforcements--Three enemies appear out the southeast or southwest
doors at the end of almost every turn. However, three laguz appear out of
the east doors at the end of turn 3, and three out of the west doors at
the end of turn 7
Bonus Experience--8000 Clear Friendly Army Fought (experience other units
"gained" converted to Bonus Experience)
Items--Olivi Grass (enemy drop)
See the pulsating green line around the upper area of the castle? If any
enemy passes it, you fail the chapter. Also, Micaiah can't go past the line
herself, so she's worthless for this chapter.
Now, a ton of laguz will be rapaging through your allies in several turns,
and you've about three or four turns to prepare you defenses. First, the
southern gaps. It is three wide and will receive the most action. Have
everyone that defends it equipped with ranged weapons to attack laguz below
the gap. I prefer Edward on the left, Nolan on the right, and Tauroneo in
the middle.
Use a full party in this chapter and make the useless units guard gaps in
the northern end of the castle, as well as the left sides. As for Jill, you
will need her to kill the hawks that will easily bypass your forces and
go through the line. That's no good.
Unless you have someone who has godly stats, you'll be standing still for
12 turns. Defeating Ike isn't the easiest of tasks, but it can be if you
have a good unit. Use Laura and the Sleep staff to put him to sleep, then
rush at Ike with a strong unit. He'll be killed easily if you can actually
do decent damage to him. Edward with a Brave Sword (and who's a Trueblade)
can kill Ike by himself.
But if you don't, then just defend. The biggest concern is obviously the
hawks, but there won't be too many of them. Kill them as soon as possible.
They pose a threat to every weak unit that is defending. And remember,
Nolan + Beastfoe + Crossbow = Killing machine
On turn 11 Ike will start moving. The rest of the Greil Mercenaries show
up too, and they'll move towards you bringing a pain of destruction upon
all who oppose them. On turn 12 you should move everyone out of Ike's
path as possible, while keeping everyone else safe from the laguz that will
also move to attack you. Don't worry about Nailah--she won't attack anyone.
Also, on turn 8 feel free to put the NPC's on Roam. You'll get to witness
the 3-13 Archer in action--he's a Sniper who was manning one of the
Ballista (that hopefully is out of ammo). He'll jump off a ledge and into
a pit with the three laguz reinforcements, and for some reason he will kill
all of them taking almost no damage. He's an absolute beast. And if he
somehow dies, it was all in the name of protecting the green line. Salute
him and his deeds.
Note--On your second playthrough and onward you can choose to refuse
Pelleas' command to kill him. If you do, you'll recruit him later in Part
4.
Hard Mode Notes--You may NOT want Beastfoe as, because you are at a lower
level, you'll be killing so many laguz that after a few consecutive shots
you'll take two or three hits, killing Nolan. Since you shouldn't have been
using Edward on Hard Mode, substitute Jill for him instead. Abuse the Sleep
staff if necessary.