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Radiant Historia - Low Level: Master Vainqueur (secret boss) скачать в хорошем качестве

Radiant Historia - Low Level: Master Vainqueur (secret boss) 13 лет назад

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Radiant Historia - Low Level: Master Vainqueur (secret boss)
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Radiant Historia - Low Level: Master Vainqueur (secret boss)

A master is out! The game's last and most fearsome enemy defeated by a low level party, namely: Stocke - lv. 34 (equipped for status immunity and durability) Aht - lv. 33 (equipped for status immunity and magic) Eruca - lv. 24 (equipped for luck and status immunity) The levels make a big difference regarding our chances, noticeably affecting durability, offensive potential and also skills available (Eruca lacks G-Frost for instance, and Aht's only way of attacking is through setting traps). This was... a serious test of my perseverance and stubbornness, very much comparable to such battles in old challenges like soloing Gaist in Breath of Fire 3 (low level no faerie village), or the final boss in FF6's low level no equipment natural magic game. Let's just say that this is a battle you're not supposed to win with the levels and resources available, even with perfect execution (which is also an interesting point to address, because repeated attempts showed that there was something I could've done better on every try that was "so close"). The battle against Master Vainqueur consists of two parts, one being merely a warmup before the real thing, but by no means a formality. Master appears on his house, which is yet another giant spider, and since he occupies the entire field, no traps could be dropped. You could get more or less lucky with his spamming Speed Down (which does absolutely nothing of note whether it is inflicted or not, making it a complete waste of the boss's turn), but the harsh reality is that we need one use of our precious Shield Herb Plus (we have four and they're an absolute must in the main battle, so they must be conserved), and also to use up all of our Turn Breaks. Mana Burst gauges aren't so important in the second fight because even if you turn break one enemy, the others will keep attacking, so it's only of minor value there. Eruca needs a Magic Herb boost and Aht's Dancing Dagger combo level buildup to KO the boss in one round with Shine, Shine, then her 3rd Mana Burst. If the boss doesn't use Speed Down on his first turn or starts pressuring and paralysing everything on his second turn (both scenarios very likely), it's most likely a reset, because it'll be impossible to defeat him while conserving our other Shield Herb Plus items. The boss himself is no joke, OHKOing Aht and Eruca with any of his two attacks, hitting the whole party and scoring a paralysis proc very often with his double attack on one character (which cleanly 2HKOs Stocke). However, since the main part of the battle is usually over very quickly by a quick game over on 1st/2nd turn, we want to beat Master's House ASAP because we'll be resetting for a favourable outcome a lot. The second part is the real trouble however. We have four clones of Master who spam Power Down, Sleep, as well as a physical attack and a magical one. Aht and Eruca never survive anything while Stocke can survive any of the attacks at full health (better not risk it though as he is unlikely to eat two and stay alive). They take four turns before we can even move and if any of the attacks hit Aht or Eruca, our chances of continuing the battle for even a couple more turns are very slim. Polaris should be set up to prevent Sleep from working on us (otherwise it's a disaster because the enemy won't co-operate and wake you up with attacks most of the time), and Shield Herb Plus should be used ASAP. Eruca's Divine Light is insufficient to keep the party alive because attacks WILL be used more often than she gets turns, so we should be prepared to use up our other MT shields as well. But most importantly, we should focus on eliminating the masters one at a time. Magic Herb Plus (the only one we have in our LLG) should be used on Aht before she sets her first trap, and comboing one clone into it will tear off a great amount of his HP. Normal Magic Herbs have poor effect on trap damage and using them is a waste of a turn, I've noticed. Changing turns with the enemy is an important tactic, giving us more control over the procedure of the battle and permitting to squeeze in a Divine Light at a critical moment. It's also beneficial for comboing with Air Assault, Dancing Dagger for clv. and pushes. When enemies start getting killed, it might be tempting to focus on comboing them together but one painful attempt showed me how wrong I was. The two clones remaining suddenly got 6 turns in a row and put me into a disadvantageous situation from which I didn't recover, losing the game for an x-hundredth time. On this attempt I was blessed with some luck, seeing a lot of Power Down and Sleep thrown around, and also being more careful with shield buffing. The latter is hard to have control over when you repeat the battle over and over and get screwed over repeatedly. Doing this again and again for me was an experience full of adrenaline, extreme emotions and swearing.

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