This section of the fight has the party face a small number of golems while a rotating forcefield forces the party to keep moving. Once Frizz takes some damage, he retreats into the shielded forcefield in the center of the room, summons defense golems and activates the room's forcefield defenses. The fight starts with the party facing Frizz and a small number of Inquest and Aetherblade guards. After the waves of Aetherblades are dealt with, the door opens and players reach Frizz, the final boss of the fractal.Īctivation and kill order of Elite Aetherblade Golems. The party will need to defeat several waves of Aetherblade attackers while under fire by cannons. Once past the puzzles, the party will face the cannon barrage section. Inspector Kiel must make it to the final phase and she is unable to move past either trapped area before it is disabled. It is important to note that both trap sections must be disabled, even if every party member successfully crosses each one. Once past, the puzzle can be deactivated by using terminals identical to those used to deactivate the first puzzle. Dodges and invulnerability skills can help. The entire floor is covered by a series of rotating force fields, forcing the players to run in the free spaces between the fields. On top of the slope, the party will face another trapped puzzle section. Multiple terminals can be used by a single player if they use a skill to remove the Immobile effect. Once past the puzzle, inside the hut, the squares can be disabled using terminals, allowing the players who have not yet passed the puzzle to move freely. Stability, dodging, and blocking will help. While very easily dealt with even for a single player, the Inquest enemy does have a knockback attack - which can knock a player back into the lethal puzzle area, killing them. Evasive movement skills like Whirlwind Attack can cross tiles safely.Īfter the party crosses the first section, they will face a single Inquest enemy.During each phase, there will be several squares that will not light up, allowing the party to move from one safe section to the next and stay there safely during the "lit up" phase. The first trap area is relatively simple: the ground is divided into sections that "light up" periodically, killing players who step on them. Once the Aetherblades are defeated, the party will need to pass two trapped areas. Players should beware of mines hidden behind the scenery and therefore invisible from the expected view angle (on the ceiling and among the algae).Īfter exiting the mined passage, the party will meet Inspector Kiel and face two groups of Aetherblade attackers. ![]() The players need to swim and avoid the mines. The party starts in front of a mined underwater passage. Avoid the golem-buffing electric walls. ![]()
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