That One Level/Video Games/Turn-Based Strategy: Difference between revisions

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*** An even better tactic is to send only Celice and Aless with their legendary swords equipped and drag Julia to Manfloy and kill him, making sure to always stay in Julia's attack range. As long as she can target either of them, she will always chase them and not the rest of your army, even better in that she will always attack outside of their range, effectively negating the risk of killing her from counterattacking. And with their swords providing enough resistance the two can easily take out Manfloy while shrugging off her attacks. This allows you to kill Manfloy, quickly re-recruit Julia, AND then have her quickly enter Velthomer for Narga all in one fell swoop.
*** Actually, using a Silence Staff on Julia would unquestionably be the best strategy (and you can also use it on Ishtar just before this), assuming you have a unit that has a high enough Magic (or can be made high enough with Magic Rings) to pull it off.
* [[Fire Emblem: theThe Sacred Stones|The Sacred Stones]] is rather easy overall, even without the [[Level Grinding]] you can do in the Tower of Valni. One level, however, is pure torture: Fluorspar's Oath. The level is set up so that you have to corkscrew your units around a winding river. You could use your 2 Pegasus Knights or your Wyvern Knight to fly a few units across to save some time, but then they get put in the range of Archers and Selena's long-range Bolting tome. Fine, use Colm and (If you promoted him to pirate) Ross to rescue a few units across. Psyche! Even on water, Ross is really damn slow when carrying someone, and ''will'' get owned by the sword-wielding cavaliers, the archers, and/or Selena's lightning. Also, you have to reach two towns before the Pirates and Brigands get it. Yeah.
** Chapter 11, Phantom Ship on Ephraim's route, if you didn't [[Level Grinding|grind]] in the Tower of Valni, is a ''nightmare'' on Hard Mode. You have to fight your way through a ship full of enemies to get to [[White Mage|L'Arachel]] before she's stupidly killed because she's a noncombatant at this point, while her bodyguard [[Unskilled but Strong|Dozla]] is running off attempting (and mostly failing) to hit enemies with his huge Battle Axe. You could send your fliers to rescue her, but the seas around you are swarming with flying enemies, including flying spell-casters that can nuke the otherwise hardy flier Cormag. And at this point, there is nobody in your army big enough to rescue Dozla.
** Heck, ''all'' of Ephraim's route. In between the aforementioned "Phantom Ship" and "Fluorspar's Oath" is "Landing at Taizel", a giant level which you get thrust into immediately after "Phantom Ship" (no chance to level-grind) and has enemies all over the place. Also, in order to recruit Marisa, you have to use the newly-recruited Ewan, who has a movement range of 4 and gets owned in one hit by everything because he's a Trainee-class unit and a [[Squishy Mage]] at that. The only way to properly make this recruitment is to lure her in with another unit, preferably unarmed because anything strong enough to stand up to her criticals would probably one-shot her due to her low HP. This requires careful planning to pick off any other enemies that are even remotely close.
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* Any ''[[X-COM]]: UFO Defense'' mission that has [[Demonic Spiders|chryssalids]]. Can you say "zombie apocolypse with ambushing giant insects creating more zombies"?
** MOST missions in ''X-COM: Terror from the Deep'', including cargo ship terror missions (bad AI means they can run into thousands of turns while you try to hunt down that one last alien hiding in a closet), alien colony assaults (same problem, except also with [[Demonic Spiders|Tentaculats]] galore), and Artefact Sites (same as colony assaults, except they pop up randomly and you have to do them immediately or take such a huge penalty to your score that it can sink your game).
** Similarly, there are two types of level in ''[[UFO: AfterblankAfter Blank|UFO Aftermath]]'' that will give you a bad case of twitching: anything involving the [[Bee-Bee Gun|Deathbellows]] (aka the [[Total Party Kill|Squad-Killing Abomination From Hell]]), and most things involving bases, especially in the later stages when the aliens are breaking out the big guns. Having your entire squad wiped out by the balloon fish behind that door you carelessly opened? Hurts. Having them wiped out by an alien rocket launcher with a blast radius larger than some European countries? Hurts even more.
* The final mission in Roland's Campaign in ''[[Heroes of Might and Magic|Heroes of Might and Magic II]]'' (and I assume Archibald's too, I never even managed to make it to that one.) pulls absolutely no punches. First off, the choice between three possible bonuses at the start of the mission ends up being a choice between three artifacts that ''hinder'' you instead. Next, the developers put an enemy hero right next to your castle, but just out of sight. If this is your first time playing this mission, it WILL catch you offguard and essentially force a restart. But the most difficult part is exactly how much of a challenge you face in this mission. Your opponents have no less than '''TWELVE''' towns, (technically thirteen, but one of them does absolutely nothing until the final battle.) backed up by a metric crapton of resources and mines. [http://www.youtube.com/watch?v=iln_6I2PGzU A playthrough on Youtube] took roughly EIGHT HOURS to beat this mission, without accounting for failed attempts. And as if that isn't enough, those [[The Computer Is a Cheating Bastard]] elements in this game mean you and the AI are roughly evenly matched when you have the SAME number of towns. It is impossible to describe the pain, time and amount of attempts it will take to finally put this monster of a mission down. Though since this is the last mission in the campaign, all this is at least mildly forgiven.
 
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{{reflist}}
[[Category:That One Level]]
[[Category:Turn-Based Strategy]]
[[Category:That One Level{{TOPLEVELPAGE}}]]