In Earth Defense Force 2025, I suggest Mission 45: Blue Fighters on Hardest Difficulty to farm Weapons for the Ranger, Air Raider and Fencer.
Pro: It is possible to farm mid-level Weapons with low Armor. Can be completed fast.
Con: Lots of firepower necessary. Weapons of a minimum damage potential required.
This Mission is unsuitable for the Wing Diver. The Wing Diver's low-level Weapons that do have the required firepower and range have high energy requirements. There are more powerful Weapons for the Wing Diver but if those are available, Mission 70 should be farmed instead.
The main purpose of farming this Mission is for Weapons to use in Mission 70. Also, this Mission is a good place to farm the Stringer J3 Lv50 for the Ranger to use in Mission 77.
Preparation:
Ranger:
AF-20ST Lv51 (this will make the Mission easy)
MMF100 Lv47
Five Card XB Lv48
Air Raider:
BM03 Vegalta Buster Arms Lv 52 (a prerequisite - lesser Vegaltas do not have enough firepower or range)
ZERA-GUN Lv46 (or any good stationary turret)
Cannon C (Artillery Squad) Lv60 (not a prerequisite but fun to use and has low cost)
Fencer:
Gallion Lightweight Cannon M3 Lv45 (a prerequisite - equip two on the same setup)
Blast Twin Spears M2 Lv41 (or any Blast Twin Spears - this is only for mobility)
Any reliable Shield
Execution:
The Mission has two phases.
In the first phase, a couple of Large Transport Ships will drop Hectors. Each Transport will drop two Hectors and will drop replacements if those Hectors are destroyed. There is a squad of Ranger allies that will draw the fire of the Hectors. This phase should be completed before the Ranger allies are defeated.
At least one Transport must be destroyed quickly or the Ranger allies will be quickly overwhelmed. Attack from the high ground where the player starts. Do not go to the Ranger allies or the Hectors may target the player.
A reminder: the Transport is vulnerable in the red bottom only when it is open. When hit successfully, there will be tiny flames to indicate.
For the Ranger, destroy the closer Transport as soon as possible. Consider switching Weapons instead of reloading to continue firing at the Transport before it closes.
For the Air Raider, immediately summon the BM03 Vegalta Buster Arms. Drop and use ZERA-GUNs (or whatever turret is available) while waiting. Use the Vegalta to destroy the closer Transport as soon as possible.
For the Fencer, destroy the closer Transport as soon as possible. While equipping a pair of Gallion Lightweight Cannon M3s, I like to trigger one a fraction of a second before the other so that the cannons fire alternatively.
Needless to say, while the Transports are closed, destroy the Hectors and/or reload. Prioritize Hectors that are dropped by the Transport that has been (or will be) destroyed because destroyed Transports will not be able to drop replacement Hectors (obviously).
Once one Transport is destroyed, consider destroying the other (the safe option). Alternatively, allow the Transport to remain so that Hectors can be farmed. If the latter option is chosen, remember that the first phase must be completed before the Ranger allies are defeated or the Hectors will come after the player (bad if the player has low Armor).
For the Air Raider, if the Cannon C (Artillery Squad) is equipped, this would be a good time to use it on the Hectors. Watch the plasma fireworks but take care to avoid hitting the Rangers.
Once both Transports are destroyed and there are no more than one Hector, the first phase ends. In the second phase, two Hectors with shields will appear from the back of the map.
Destroy the remaining Hector from the first phase and start collecting crates (the purpose of farming this Mission).
For the Air Raider, consider looting on foot since the BM03 Vegalta Buster Arms is very slow. Also, consider summoning a new Vegalta if the current one is low on ammunition.
For the Fencer, the Blast Twin Spears M2 (or any Blast Twin Spears) are recommended for mobility. The Weapon's regular attack has the Fencer dashing forward. By alternating attack and the regular dash, the Fencer can cover ground quickly.
Nothing special is recommended for the Ranger.
While looting, keep an eye on the position of the Hectors. One will likely come after the player. The Hectors are vulnerable at the back and the left weapon arm (its tip is in front of the shield). Should a Hector come after the player, attack the tip of its left weapon arm.
If the Fencer has a shield, raise the shield while the Hector is attacking. Not only does this reduce damage, hits against the shield push the Fencer back, potentially out of the targeting range of the Hector.
When there is one Hector remaining, there will be a news broadcast. If the last Hector is defeated quickly, the broadcast will give some time to loot the crates of that Hector. Otherwise, the Hector may be defeated while the player is close enough to loot. This is a risky move if the player has low Armor.
It is safer to just destroy the last Hector and forfeit the loot.
EDF 2025: Contents
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Wednesday, May 28, 2014
Thursday, May 22, 2014
EDF 2025: Mission 52 for Wing Diver
In Earth Defense Force 2025, I suggest Mission 52: Bug Invasion on Hardest Difficulty to farm Weapons for the Wing Diver.
Pro: It is possible to farm mid-level Weapons with low Armor.
Con: Playing cautiously will take a long time, much of it spent running. Patience is necessary.
The aim of attempting this Mission is to farm Weapons to use in Mission 70.
Preparation:
The following Weapons are recommended:
Idunn-E Custom Lv47
MX Rapier Lv35
Rapier G Thrust Lv45
Geist 3 Lv37
Ixion 6-Way Lv36
Ixion 6-Way S Lv46
There are more powerful Weapons than these. However, if they are available, Mission 70 on Hardest should be farmed instead. Farming Mission 52 on Inferno is not recommended - it is too difficult. Again, Mission 70 should be farmed instead.
Execution:
The general strategy for this Mission is a running battle. Gather the Spider Type-Bugs together and keep running while slowly whittling down their number.
There are two tactics to use. The first is attacking with a homing Weapon at long range with a guided energy Weapon such as the Geist 3. This tactic allows the Wing Diver to stay far from the mob of Spiders. It is the safer option and definitely recommended if the Wing Diver has low Armor. However, this is also the slow tactic.
The second tactic is direct-fire at medium range. The Ixion 6-Way and the Ixion 6-Way S does good damage and has medium range. Either can be used to directly harm a group of Spiders. However, these Weapons drain energy fast and some should be saved for flying.
At the start of the Mission, recruit all five Wing Diver allies and run away from the Spiders. Run a safe distance, turn and attack.
If the direct-fire tactic is used, consider running along highways. That way, the Spiders that follow the highway will be out in the open and will be easy to shoot at. Be careful not to hit the Wing Diver allies. A good time to shoot is when the Wing Diver allies jump up, out of the line of fire.
Run again once energy is below safe levels (around 30 to 50% depending on the situation) or the Spiders get too close. Avoid getting hit by the Spiders' threads - not only do they do damage, they also slow the Wing Diver (remember, this is a running battle!). Try changing directions and altitude in the air. This will make it harder for the Spiders to hit with their threads.
Have a reliable Weapon, one that is reasonably accurate while flying (Ixion-series Weapon are notoriously inaccurate while flying), to use in case one or two Spiders get too close. This is very likely to happen with the homing-Weapon tactic. The Geist 3 is not powerful enough to OHKO (one-hit knock out) a Spider. Chances are that it will blow its target(s) away from the main group. A reliable Weapon is needed to handle one or two stray Spiders.
The Idunn-E Custom is good. It does good damage and has good range. However, recharging it takes a lot of energy.
The MX Rapier has short range but it does good damage and can be recharged without using the Wing Diver's precious energy. However, it takes a long time to recharge.
The Rapier G Thrust does good damage and has low energy requirements. Its only drawback is its short range.
After a number of the Spiders are defeated, more Spiders will appear as reinforcements at the edge of the map. Pay attention to the location where the reinforcements appear. If possible, before triggering the reinforcements, get the mob of Spiders close to where they will appear. This way, the Spiders and the reinforcements will be together and there will be only one mob of Spiders to keep ahead of instead of two.
After enough Spiders are defeated, the second and last group of reinforcements will appear from a different edge of the map (it is always the same position from game to game). Earth Eaters will also appear. Occasionally, the pointy Earth Eaters with the blue light around it will fire a green beam at the ground. I have never been hit by the beam but I have lost a Wing Diver ally to it once. Just to be safe, take note of where those Earth Eaters are and avoid.
The pointy Earth Eaters with the blue light around it opens to reveal a green inside before they fire. The green inside part can be attacked and destroyed and may drop crates. However, it will likely consume lots of energy to do so. Decide if it is worth destroying them. It is not necessary to destroy them to complete the Mission.
Needless to say, while running, pick up crates when possible, especially if healing is needed.
Buildings may be used for cover. The mob of Spiders take time to get past buildings. It is possible to hide behind a group of them and trigger emergency recharge to replenish energy. Emergency recharge happens when the Wing Diver's energy is completely depleted. Emptying the energy supply is done by flying or recharging the Idunn-E Custom (this is risky, though).
Try to keep the Wing Diver allies alive. They can handle the occasional Spider that gets too close. In addition, they can delay the mob of Spiders, giving the player time to run.
For added challenge, try keeping all five Wing Diver allies alive for the entire Mission. This is easier to do with the homing-Weapon tactic.
Once the Spiders are down to one or two, consider collecting crates (the purpose of farming this Mission). This will likely consume some time since the crates will likely be scattered around the map. Do not take unnecessary risks. A single Spider can still defeat the player (especially if the player has low Armor). Do not allow one to get close. Also, watch for the pointy Earth Eaters.
EDF 2025: Contents
Pro: It is possible to farm mid-level Weapons with low Armor.
Con: Playing cautiously will take a long time, much of it spent running. Patience is necessary.
The aim of attempting this Mission is to farm Weapons to use in Mission 70.
Preparation:
The following Weapons are recommended:
Idunn-E Custom Lv47
MX Rapier Lv35
Rapier G Thrust Lv45
Geist 3 Lv37
Ixion 6-Way Lv36
Ixion 6-Way S Lv46
There are more powerful Weapons than these. However, if they are available, Mission 70 on Hardest should be farmed instead. Farming Mission 52 on Inferno is not recommended - it is too difficult. Again, Mission 70 should be farmed instead.
Execution:
The general strategy for this Mission is a running battle. Gather the Spider Type-Bugs together and keep running while slowly whittling down their number.
There are two tactics to use. The first is attacking with a homing Weapon at long range with a guided energy Weapon such as the Geist 3. This tactic allows the Wing Diver to stay far from the mob of Spiders. It is the safer option and definitely recommended if the Wing Diver has low Armor. However, this is also the slow tactic.
The second tactic is direct-fire at medium range. The Ixion 6-Way and the Ixion 6-Way S does good damage and has medium range. Either can be used to directly harm a group of Spiders. However, these Weapons drain energy fast and some should be saved for flying.
At the start of the Mission, recruit all five Wing Diver allies and run away from the Spiders. Run a safe distance, turn and attack.
If the direct-fire tactic is used, consider running along highways. That way, the Spiders that follow the highway will be out in the open and will be easy to shoot at. Be careful not to hit the Wing Diver allies. A good time to shoot is when the Wing Diver allies jump up, out of the line of fire.
Run again once energy is below safe levels (around 30 to 50% depending on the situation) or the Spiders get too close. Avoid getting hit by the Spiders' threads - not only do they do damage, they also slow the Wing Diver (remember, this is a running battle!). Try changing directions and altitude in the air. This will make it harder for the Spiders to hit with their threads.
Have a reliable Weapon, one that is reasonably accurate while flying (Ixion-series Weapon are notoriously inaccurate while flying), to use in case one or two Spiders get too close. This is very likely to happen with the homing-Weapon tactic. The Geist 3 is not powerful enough to OHKO (one-hit knock out) a Spider. Chances are that it will blow its target(s) away from the main group. A reliable Weapon is needed to handle one or two stray Spiders.
The Idunn-E Custom is good. It does good damage and has good range. However, recharging it takes a lot of energy.
The MX Rapier has short range but it does good damage and can be recharged without using the Wing Diver's precious energy. However, it takes a long time to recharge.
The Rapier G Thrust does good damage and has low energy requirements. Its only drawback is its short range.
After a number of the Spiders are defeated, more Spiders will appear as reinforcements at the edge of the map. Pay attention to the location where the reinforcements appear. If possible, before triggering the reinforcements, get the mob of Spiders close to where they will appear. This way, the Spiders and the reinforcements will be together and there will be only one mob of Spiders to keep ahead of instead of two.
After enough Spiders are defeated, the second and last group of reinforcements will appear from a different edge of the map (it is always the same position from game to game). Earth Eaters will also appear. Occasionally, the pointy Earth Eaters with the blue light around it will fire a green beam at the ground. I have never been hit by the beam but I have lost a Wing Diver ally to it once. Just to be safe, take note of where those Earth Eaters are and avoid.
The pointy Earth Eaters with the blue light around it opens to reveal a green inside before they fire. The green inside part can be attacked and destroyed and may drop crates. However, it will likely consume lots of energy to do so. Decide if it is worth destroying them. It is not necessary to destroy them to complete the Mission.
Needless to say, while running, pick up crates when possible, especially if healing is needed.
Buildings may be used for cover. The mob of Spiders take time to get past buildings. It is possible to hide behind a group of them and trigger emergency recharge to replenish energy. Emergency recharge happens when the Wing Diver's energy is completely depleted. Emptying the energy supply is done by flying or recharging the Idunn-E Custom (this is risky, though).
Try to keep the Wing Diver allies alive. They can handle the occasional Spider that gets too close. In addition, they can delay the mob of Spiders, giving the player time to run.
For added challenge, try keeping all five Wing Diver allies alive for the entire Mission. This is easier to do with the homing-Weapon tactic.
Once the Spiders are down to one or two, consider collecting crates (the purpose of farming this Mission). This will likely consume some time since the crates will likely be scattered around the map. Do not take unnecessary risks. A single Spider can still defeat the player (especially if the player has low Armor). Do not allow one to get close. Also, watch for the pointy Earth Eaters.
EDF 2025: Contents
Wednesday, May 21, 2014
Phantom Chronicle: 5-Star Released Madness
Today was the last day of the 28-day login event for me. I received the final ingredient needed to evolve Madness.
The Grade Up cost 90k Core but that was given a few days back.
Released Madness was my third ★★★★★ Phantom. I had obtained Sky God, Zeus a few days back.
Update 4 July 2014:
Changes to the Skills of several ★★★★★ Phantoms were done on 2 July. Among them, Sky God, Zeus's Skill, Glorious Armor, now prevents status effects in addition to nullifying damage for two turns.
***
The 28-day login Event was done for me. Fortunately, a new event started yesterday. There were a couple of new Event Quests that allowed only ★★ and below Phantoms.
Completing the Event Quest would award Fragment: Homunculus, 120 of which were required to trade for a ★☆☆☆☆ Homunculus.
If I understand the event details correctly, a later event will allow the Phantom to be evolved to ★★★★★.
Phantom Chronicle, Contents
Last gift was a Core Enhancer (Black) |
Core Enhancer (Black) |
Ingredients for Grade Up. |
Got Released Madness. |
Update 4 July 2014:
Changes to the Skills of several ★★★★★ Phantoms were done on 2 July. Among them, Sky God, Zeus's Skill, Glorious Armor, now prevents status effects in addition to nullifying damage for two turns.
***
Sky God, Zeus. |
The Event Quest requirements. |
Fortunately, I had ★★ Level 50 +2 Phantoms ready. |
Phantom Chronicle, Contents
Friday, May 16, 2014
Phantom Chronicle: Moon Goddess, Artemis
A short post to note that I obtained my first 5-Star Phantom today.
I received Artemis from a limited-time Special Summon a while back. Took me quite a while to get her to max-Level 4-Star.
Artemis's Arrows does a lot of damage. However, it only takes effect after three turns - after the opponent has its Turn. Fortunately, Artemis's Leader Skill is Arcadian Shrine, which restores HP with the value of around 15% of her Int each turn. That will help keep HP positive for long battles.
Phantom Chronicle, Contents
It cost a lot of Core and ingredients to evolve Artemis. |
Moon Goddess, Artemis |
Completed an achievement too! |
Phantom Chronicle, Contents
EDF 2025: Mission 70 on Hardest
In Earth Defense Force 2025, Mission 70: Den of Thieves on Hardest Difficulty is a good place to farm for Weapons.
Pro: It is possible to farm high-level Weapons with moderate Armor.
Con: It requires a lot of patience. Playing it safe likely leads to missed green Weapon crates.
Update 31 May 2014:
Added more tactics for the Air Raider.
***
Update 9 July 2014:
Added additional preparation for Fencer for Inferno.
***
Preparation:
The following Weapons are recommended:
Fencer:
FH21 Light Mortar Lv38 (good on Hardest, bad on Inferno)
Jackhammer M4 Lv59
Blast Twin Spears M2 Lv 41 (actually, any Blast Twin Spears will do since this is for mobility rather than doing damage)
Arcane 6-Barrel Missiles GA Lv66
If the Arcane 6-Barrel Missiles GA is not available, G3 Arm Hound Lv55 may be substituted though it is half as effective. Heavy Mortars are not suitable for this mission as its recoil leaves the Fencer vulnerable for too long.
Update 9 July 2014:
Finally completed Inferno with Fencer. The following are the Weapons I used:
Arcane 6-Barrel Missiles G2 Lv47
Blast Twin Spears M2 Lv41
Gallion 3R Burst Cannon Lv57
Jackhammer M4 Lv59
Having a lot of Armor is recommended. I had over 1800.
Arcane 6-Barrel Missiles G2 is recommended rather than Arcane 6-Barrel Missiles GA even though the former is of a lower level. This is because the former's damage of 1200 can OHKO a Spider. The drawback is that it has a much longer reload time.
Gallion 3R Burst Cannon has good damage and is accurate at medium range. Along with the Jackhammer M4, it can eventually whittle down the King Spider's health. Both these weapons have good rate of fire so they are also good for close combat with Spiders.
***
Air Raider:
Limpet Sniper F3 Lv 55 or any good direct fire weapon that can dish out 700+ damage.
ZERA-GUN Lv 46 or any good stationary turret.
Added 31 May 2014:
Limpet Chain Gun M2 Lv58
Elerctormagnetic Prison Lv56 (that was how it was spelled)
Rapidfire Wire DA Lv55 (give them a taste of their own medicine)
Wing Diver:
Ixion 9-Way Lv57 (recommended if attempting on Inferno)
Ixion 6-Way S Lv46 or Ixion 6-Way Lv36 may also be used.
RSR Plasma Launcher Lv62 (good on Hardest, bad on Inferno)
XSX Plasma Launcher Lv67 (required on Inferno)
Psiblade α Lv 60 (makes Inferno much easier)
Ranger:
Any good Assault Rifle such as:
AF99-ST Lv51
AF20-ST Lv69 (may also be used in Inferno)
Any timed grenade:
MG21J Lv38
MG14J Lv14 (despite its low level, it does 2000 damage, more than enough for even Inferno)
Note that Mission 70 is very easy for the Ranger. For a better challenge and possibly better loot, check out Mission 77.
Execution:
Mission 70 has two phases. For the first phase, what is necessary is a method of attacking the Spider-Type Bugs in the cavern below without jumping down. Weapons that can OHKO (one-hit knock out) a Spider and attack from the starting position are recommended. On Hardest, any weapon with 700+ damage can kill a Spider in one shot. Double that is required on Inferno.
Note: This guide focuses on Hardest Difficulty since I have not completed Inferno for the Air Raider or Fencer.
The Fencer's Arcane 6-Barrel Missiles GA flies out a short distance before homing on their targets. In addition, it can OHKO a Spider. The G3 Arm Hound is not as good as it requires two hits to defeat a Spider but it may be substituted if the Arcane is not available.
For the Air Raider, it is easy with stationary turrets. Just drop them over the edge, activate and wait. If the Spiders are not mostly defeated by the turrets, more powerful turrets are necessary - go farm better ones first. Caution should be taken if Limpet Guns are to be used - a limpet shot may stick on an edge close to the player. To reduce the chance of that happening, jump up before firing.
If stationary turrets are not brought along, the Air Raider would have to attack from high - not an easy task.
The Wing Diver may simply jump over the cavern and fire from high. Or she may simply jump on the spot at the edge. The RSR Plasma Launcher is good on Hardest but it cannot OHKO a Spider on Inferno. The XSX Plasma Launcher can easily clear out the whole cavern but it is dangerous to use in the second phase of the mission.
There is not enough space for the Psiblade α's shot to fly out before homing on its target. Instead, the Psiblade α should be used as a direct-fire weapon. Simply target any Spider, then (while jumping) fire directly at the true intended target while aiming with imaginary cross hairs. Unfortunately, the Psiblade α has a high energy cost, which would draw out the combat time in phase one. Do leave enough energy to handle any Spiders that manage to climb up to the player.
For the Ranger, it is simple: spam timed grenades into the cavern. Timed rather than impact grenades are recommended so that there is time for the grenade to reach the cavern floor (and time to run if the grenade lands close to the Ranger). Do watch out for any Spiders that manage to climb up to the Ranger, though. When there are few Spiders left, jump down and finish them.
After the Spiders are defeated, collect whatever desired loot. Hope for green crates. Recruiting the Rangers are not recommended as they may jump in the line of fire, which will be bad if one should do that while the player is firing an area-effect weapon.
Phase two is defeating the Spiders in the larger cavern. There are two King Spiders in there too. King Spiders are more aggressive than the regular Spider-Type Bugs. King Spiders may attack from long range, they do lots of damage and they have the unfair ability to shoot through walls. Be extra cautious while any King Spiders live.
The ability to shoot through walls is not really a standard for the King Spider, but they use this 'wall hack' cheat where they press the muzzle of their weapon past the collision zone of the wall and fire. Threads will go forward until it hits another collision zone, which is another wall, usually one where the player is hiding behind. Inertia will cause some of the thread to fly past the second wall and hit anyone behind it.
The trick here is to fire from cover and retreat if counter-attacked. Hang at the corner of the tunnel leading to the cavern and snipe at targets of opportunity. Pull back behind cover if the Spiders launch an attack. Definitely run back, as far as the previous cavern, if either King Spiders decide to attack, especially if one is close enough to the mouth of the tunnel to 'wall hack'.
For the Ranger, it is straight-forward. Shoot and use cover. Retreat if many Spiders enter the tunnel and deal with them.
For the Wing Diver, the same strategy as the Ranger may be used with a good direct-fire weapon such as the Ixion 9-Way. Always leave enough energy to make a hasty retreat and deal with one or two Spiders that may chase after the player. The RSR Plasma Launcher may be used for area-effect goodness on Hardest but it is not as effective on Inferno. The XSX Plasma Launcher is very risky to use at this point. It is likely to detonate in the player's face and it uses too much energy for its risk.
If the Psiblade α is brought along, things get fun - simply attack from a safe distance down the tunnel. Just be sure to aim at empty space and not have the shot detonate prematurely in the tunnel (where the Wing Diver is). If necessary, use the crosshairs from the other Weapon. And again, keep enough energy in reserve for emergencies. Besides its high energy cost, the other drawback of using the Psiblade α is if the Wing Diver attacks from further down the tunnel. In this case, it is harder to tell what the King Spiders are doing and if any are close enough to 'wall hack'.
I'm pretty sore about the King Spiders' 'wall hack' cheat.
Do not fly into battle - walk instead. First, to save on energy. Second, so that it is easier to turn and run if there is danger. Third, because certain Weapons such as the Ixion 9-Way are notoriously inaccurate while flying - one should be ready to fire at any threat around the corner.
For the Air Raider, the same shoot and use cover tactic may be used with a Limpet Sniper. The Air Raider has to be extra cautious since the Limper Sniper has to be reloaded frequently. At the start, before attracting the attention of the Spiders, place turrets near the end of the cave. These turrets are to be used if the tunnel gets filled with Spiders or a King Spider gets too close to the tunnel (good opportunity to get rid of one big threat).
Unfortunately, placing additional turrets later is difficult. It may be necessary to place one and activate it to provide covering fire for the player to place the other turrets.
Update 31 May 2014:
If the Elerctormagnetic Prison is available, they can be used to create walls. Because of the weird shape of the walls they project, the devices may be placed in the first cavern to project walls in the tunnel leading to the larger cavern. Do be aware that the angle of the ground affects the height of the projected wall.
The projected walls stop the Spiders' threads, making it safer to stand and attack. In fact, it is safe enough to recruit the Ranger allies to handle any Spiders that decide to jump through. Do manually reload the walls once in a while. The walls would fail after taking a certain amount of damage and could suddenly allow many threads to pass through.
The Rapidfire Wire DA is a fun weapon to use. It fires in a trajectory so it can hit Spiders on the cavern floor. By moving, the Air Raider can sweep the threads over Spiders to do damage (like a skipping rope). In fact, it has its own version of 'wall hack' where the Air Raider shoots at a distant wall or target, then ducks into cover. The threads will follow through the cover. Also, the threads last a little longer than the reload time, allowing the Air Raider to damage the Spiders during that time.
***
For the Fencer, shoot and use cover (like everyone else). Always keep a melee Weapon handy so the Fencer may Dash to cover instantly. The Jackhammer M4 is good as it can OHKO a Spider on Hardest (2 hits on Inferno). And, if a King Spider gets too close to the tunnel, unloading the whole clip of the Jackhammer M4 will do tremendous damage. Finally, walk into battle, not Dash - one must always be ready to Dash back to safety if a King Spider gets aggressive.
The Arcane 6-Barrel Missiles GA and the G3 Arm Hound are bad here as they may detonate in front of the Fencer. FH21 Light Mortar is good in Hardest as it can OHKO a Spider and it does area-effect damage - good for hitting Spiders around the corner if they should swarm the tunnel. Also, since the shots travel in a trajectory, it can hit the floor of the larger cavern.
As stated earlier, Heavy Mortars are unsuitable for this Mission. After firing, the Heavy Mortar will leave the Fencer vulnerable for too long. The Fencer must always be ready to Dash into safety. I have not found a suitable mortar for Inferno Difficulty.
The Blast Twin Spears M2 is recommended for mobility rather than for attacking. Its regular attack has the Fencer dash forward in the direction of the cross hair. By alternating between attack and Dash, the Fencer can move very fast in one direction - useful when collecting crates at the end of the level. For this reason, any Blast Twin Spears will do.
After most of the Spiders are defeated - when there are six left (maybe), Spider reinforcements will appear, lots of them. During this time, it is very likely that the Spiders will swarm the tunnel. Therefore, extra caution is necessary. It may even be necessary to retreat to the previous cavern.
After most of the Spiders of the reinforcements are defeated, when there are a few left, consider collecting loot. The Rangers at the back of the level may be recruited as decoys. However, even a single Spider can easily defeat the player (especially on Inferno and/or if the player has low Armor) so some judgement is necessary to decide if it is better to play it safe and defeat the remaining Spiders or risk gathering loot first. There is a short speech via radio after the last Spider is defeated so that gives a few extra seconds to gather loot.
All the above goes out the window if either King Spider is still alive. The King Spider may be easier to track on radar with few red dots but they are still highly aggressive and capable of dealing lots of damage. It is recommended that the player take the safe route and defeat the King Spider with whatever low-risk method available.
EDF 2025: Contents
Pro: It is possible to farm high-level Weapons with moderate Armor.
Con: It requires a lot of patience. Playing it safe likely leads to missed green Weapon crates.
Update 31 May 2014:
Added more tactics for the Air Raider.
***
Update 9 July 2014:
Added additional preparation for Fencer for Inferno.
***
Preparation:
The following Weapons are recommended:
Fencer:
FH21 Light Mortar Lv38 (good on Hardest, bad on Inferno)
Jackhammer M4 Lv59
Blast Twin Spears M2 Lv 41 (actually, any Blast Twin Spears will do since this is for mobility rather than doing damage)
Arcane 6-Barrel Missiles GA Lv66
If the Arcane 6-Barrel Missiles GA is not available, G3 Arm Hound Lv55 may be substituted though it is half as effective. Heavy Mortars are not suitable for this mission as its recoil leaves the Fencer vulnerable for too long.
Update 9 July 2014:
Finally completed Inferno with Fencer. The following are the Weapons I used:
Arcane 6-Barrel Missiles G2 Lv47
Blast Twin Spears M2 Lv41
Gallion 3R Burst Cannon Lv57
Jackhammer M4 Lv59
Having a lot of Armor is recommended. I had over 1800.
Arcane 6-Barrel Missiles G2 is recommended rather than Arcane 6-Barrel Missiles GA even though the former is of a lower level. This is because the former's damage of 1200 can OHKO a Spider. The drawback is that it has a much longer reload time.
Gallion 3R Burst Cannon has good damage and is accurate at medium range. Along with the Jackhammer M4, it can eventually whittle down the King Spider's health. Both these weapons have good rate of fire so they are also good for close combat with Spiders.
***
Air Raider:
Limpet Sniper F3 Lv 55 or any good direct fire weapon that can dish out 700+ damage.
ZERA-GUN Lv 46 or any good stationary turret.
Added 31 May 2014:
Limpet Chain Gun M2 Lv58
Elerctormagnetic Prison Lv56 (that was how it was spelled)
Rapidfire Wire DA Lv55 (give them a taste of their own medicine)
Wing Diver:
Ixion 9-Way Lv57 (recommended if attempting on Inferno)
Ixion 6-Way S Lv46 or Ixion 6-Way Lv36 may also be used.
RSR Plasma Launcher Lv62 (good on Hardest, bad on Inferno)
XSX Plasma Launcher Lv67 (required on Inferno)
Psiblade α Lv 60 (makes Inferno much easier)
Ranger:
Any good Assault Rifle such as:
AF99-ST Lv51
AF20-ST Lv69 (may also be used in Inferno)
Any timed grenade:
MG21J Lv38
MG14J Lv14 (despite its low level, it does 2000 damage, more than enough for even Inferno)
Note that Mission 70 is very easy for the Ranger. For a better challenge and possibly better loot, check out Mission 77.
Execution:
Mission 70 has two phases. For the first phase, what is necessary is a method of attacking the Spider-Type Bugs in the cavern below without jumping down. Weapons that can OHKO (one-hit knock out) a Spider and attack from the starting position are recommended. On Hardest, any weapon with 700+ damage can kill a Spider in one shot. Double that is required on Inferno.
Note: This guide focuses on Hardest Difficulty since I have not completed Inferno for the Air Raider or Fencer.
The Fencer's Arcane 6-Barrel Missiles GA flies out a short distance before homing on their targets. In addition, it can OHKO a Spider. The G3 Arm Hound is not as good as it requires two hits to defeat a Spider but it may be substituted if the Arcane is not available.
For the Air Raider, it is easy with stationary turrets. Just drop them over the edge, activate and wait. If the Spiders are not mostly defeated by the turrets, more powerful turrets are necessary - go farm better ones first. Caution should be taken if Limpet Guns are to be used - a limpet shot may stick on an edge close to the player. To reduce the chance of that happening, jump up before firing.
If stationary turrets are not brought along, the Air Raider would have to attack from high - not an easy task.
The Wing Diver may simply jump over the cavern and fire from high. Or she may simply jump on the spot at the edge. The RSR Plasma Launcher is good on Hardest but it cannot OHKO a Spider on Inferno. The XSX Plasma Launcher can easily clear out the whole cavern but it is dangerous to use in the second phase of the mission.
There is not enough space for the Psiblade α's shot to fly out before homing on its target. Instead, the Psiblade α should be used as a direct-fire weapon. Simply target any Spider, then (while jumping) fire directly at the true intended target while aiming with imaginary cross hairs. Unfortunately, the Psiblade α has a high energy cost, which would draw out the combat time in phase one. Do leave enough energy to handle any Spiders that manage to climb up to the player.
For the Ranger, it is simple: spam timed grenades into the cavern. Timed rather than impact grenades are recommended so that there is time for the grenade to reach the cavern floor (and time to run if the grenade lands close to the Ranger). Do watch out for any Spiders that manage to climb up to the Ranger, though. When there are few Spiders left, jump down and finish them.
After the Spiders are defeated, collect whatever desired loot. Hope for green crates. Recruiting the Rangers are not recommended as they may jump in the line of fire, which will be bad if one should do that while the player is firing an area-effect weapon.
Phase two is defeating the Spiders in the larger cavern. There are two King Spiders in there too. King Spiders are more aggressive than the regular Spider-Type Bugs. King Spiders may attack from long range, they do lots of damage and they have the unfair ability to shoot through walls. Be extra cautious while any King Spiders live.
The ability to shoot through walls is not really a standard for the King Spider, but they use this 'wall hack' cheat where they press the muzzle of their weapon past the collision zone of the wall and fire. Threads will go forward until it hits another collision zone, which is another wall, usually one where the player is hiding behind. Inertia will cause some of the thread to fly past the second wall and hit anyone behind it.
The trick here is to fire from cover and retreat if counter-attacked. Hang at the corner of the tunnel leading to the cavern and snipe at targets of opportunity. Pull back behind cover if the Spiders launch an attack. Definitely run back, as far as the previous cavern, if either King Spiders decide to attack, especially if one is close enough to the mouth of the tunnel to 'wall hack'.
For the Ranger, it is straight-forward. Shoot and use cover. Retreat if many Spiders enter the tunnel and deal with them.
For the Wing Diver, the same strategy as the Ranger may be used with a good direct-fire weapon such as the Ixion 9-Way. Always leave enough energy to make a hasty retreat and deal with one or two Spiders that may chase after the player. The RSR Plasma Launcher may be used for area-effect goodness on Hardest but it is not as effective on Inferno. The XSX Plasma Launcher is very risky to use at this point. It is likely to detonate in the player's face and it uses too much energy for its risk.
If the Psiblade α is brought along, things get fun - simply attack from a safe distance down the tunnel. Just be sure to aim at empty space and not have the shot detonate prematurely in the tunnel (where the Wing Diver is). If necessary, use the crosshairs from the other Weapon. And again, keep enough energy in reserve for emergencies. Besides its high energy cost, the other drawback of using the Psiblade α is if the Wing Diver attacks from further down the tunnel. In this case, it is harder to tell what the King Spiders are doing and if any are close enough to 'wall hack'.
I'm pretty sore about the King Spiders' 'wall hack' cheat.
Do not fly into battle - walk instead. First, to save on energy. Second, so that it is easier to turn and run if there is danger. Third, because certain Weapons such as the Ixion 9-Way are notoriously inaccurate while flying - one should be ready to fire at any threat around the corner.
For the Air Raider, the same shoot and use cover tactic may be used with a Limpet Sniper. The Air Raider has to be extra cautious since the Limper Sniper has to be reloaded frequently. At the start, before attracting the attention of the Spiders, place turrets near the end of the cave. These turrets are to be used if the tunnel gets filled with Spiders or a King Spider gets too close to the tunnel (good opportunity to get rid of one big threat).
Unfortunately, placing additional turrets later is difficult. It may be necessary to place one and activate it to provide covering fire for the player to place the other turrets.
Update 31 May 2014:
If the Elerctormagnetic Prison is available, they can be used to create walls. Because of the weird shape of the walls they project, the devices may be placed in the first cavern to project walls in the tunnel leading to the larger cavern. Do be aware that the angle of the ground affects the height of the projected wall.
The projected walls stop the Spiders' threads, making it safer to stand and attack. In fact, it is safe enough to recruit the Ranger allies to handle any Spiders that decide to jump through. Do manually reload the walls once in a while. The walls would fail after taking a certain amount of damage and could suddenly allow many threads to pass through.
The Rapidfire Wire DA is a fun weapon to use. It fires in a trajectory so it can hit Spiders on the cavern floor. By moving, the Air Raider can sweep the threads over Spiders to do damage (like a skipping rope). In fact, it has its own version of 'wall hack' where the Air Raider shoots at a distant wall or target, then ducks into cover. The threads will follow through the cover. Also, the threads last a little longer than the reload time, allowing the Air Raider to damage the Spiders during that time.
***
For the Fencer, shoot and use cover (like everyone else). Always keep a melee Weapon handy so the Fencer may Dash to cover instantly. The Jackhammer M4 is good as it can OHKO a Spider on Hardest (2 hits on Inferno). And, if a King Spider gets too close to the tunnel, unloading the whole clip of the Jackhammer M4 will do tremendous damage. Finally, walk into battle, not Dash - one must always be ready to Dash back to safety if a King Spider gets aggressive.
The Arcane 6-Barrel Missiles GA and the G3 Arm Hound are bad here as they may detonate in front of the Fencer. FH21 Light Mortar is good in Hardest as it can OHKO a Spider and it does area-effect damage - good for hitting Spiders around the corner if they should swarm the tunnel. Also, since the shots travel in a trajectory, it can hit the floor of the larger cavern.
As stated earlier, Heavy Mortars are unsuitable for this Mission. After firing, the Heavy Mortar will leave the Fencer vulnerable for too long. The Fencer must always be ready to Dash into safety. I have not found a suitable mortar for Inferno Difficulty.
The Blast Twin Spears M2 is recommended for mobility rather than for attacking. Its regular attack has the Fencer dash forward in the direction of the cross hair. By alternating between attack and Dash, the Fencer can move very fast in one direction - useful when collecting crates at the end of the level. For this reason, any Blast Twin Spears will do.
After most of the Spiders are defeated - when there are six left (maybe), Spider reinforcements will appear, lots of them. During this time, it is very likely that the Spiders will swarm the tunnel. Therefore, extra caution is necessary. It may even be necessary to retreat to the previous cavern.
After most of the Spiders of the reinforcements are defeated, when there are a few left, consider collecting loot. The Rangers at the back of the level may be recruited as decoys. However, even a single Spider can easily defeat the player (especially on Inferno and/or if the player has low Armor) so some judgement is necessary to decide if it is better to play it safe and defeat the remaining Spiders or risk gathering loot first. There is a short speech via radio after the last Spider is defeated so that gives a few extra seconds to gather loot.
All the above goes out the window if either King Spider is still alive. The King Spider may be easier to track on radar with few red dots but they are still highly aggressive and capable of dealing lots of damage. It is recommended that the player take the safe route and defeat the King Spider with whatever low-risk method available.
EDF 2025: Contents
Thursday, May 15, 2014
Phantom Chronicle: Billy the Kid assault
Today, there is an Event Quest, Billy the Kid assault. The Quest awards Fragment: Billy the Kid. 40 fragments may be exchanged for a Billy the Kid Phantom. The Event description mentioned that this is a 'return', so I guess he has appeared before.
First, one must face Billy the Kid in the Quest.
On the second turn, Billy the Kid will use his Quick Draw special move.
However, he was still defeated by a good team.
I chose the Leviathan as the team Leader for its skill to boost attacks against Fire. Water Storm II is useful in defeating the Phantoms before Billy the Kid.
Cockatrice from the Egg Hunt Event can paralyze Billy the Kid and delay his attack. It also has high Atk.
Springtime Bunny from the Egg Hunt Event has the ability to buff a Phantom's Int to a great number.
My Sahuagin may be a low-level two-Star with low Int but two buffs from the Springtime Bunny and the damage boost against Fire from the Leviathan allows this Phantom do deal huge damage with Aqua I.
I brought along the Lady Doctor because I had an extra slot. No sense letting the Exp go to waste.
There are six days left for the Event Quest.
Phantom Chronicle, Contents
First, one must face Billy the Kid in the Quest.
Billy the Kid looks awesome with an animated fireball background! |
He still loses to the Springtime Bunny, Sahuagin and Cockatrice combo. |
I chose the Leviathan as the team Leader for its skill to boost attacks against Fire. Water Storm II is useful in defeating the Phantoms before Billy the Kid.
Leviathan. |
Cockatrice. |
Springtime Bunny. |
Sahuagin. |
Lady Doctor. |
Phantom Chronicle, Contents
Tuesday, May 13, 2014
Phantom Chronicle: Third Medal
I recently collected the third Medal for Quest 2-10:
To earn the third Medal, the Quest had to be completed with Phantoms that were at or below a specific Cost. For Quests in Area 2, the restriction to Cost was 2. Tricks were necessary to win the Quest with a party of low-cost Phantoms.
The Phantom Phoenix was of the Fire element. Taking advantage of the game's definition of the Boost Leader Skills, I brought a Cost 1 Blue Will o' the Wisp as Leader for its ability to boost attacks against Phantoms of the Fire element.
The common trick to getting the third Medal was to equip the low-cost Phantoms with good Equips. I had only one Equip item of level 3 but that was enough.
I brought along a Mermaid for her Skill Healing I, which could restore HP. Having a high Rank gave me a high SP limit. That allowed me to use Healing I often and kept my HP high.
I had also obtained the third Medal for Quest 4-10.
In order to earn the third Medal in Area 4, I had to use Phantoms of Cost 4 or less. Taking advantage of the new Limit Break, I had Phantoms of Cost 4 with +2.
I brought along an Egg Warrior +2. The Egg Warrior has an unusually high Atk and it was a Fire-element, strong against the Phantom Rafflesia, which was a Plant-element. I equipped the Core Booster HA-3 to further increase the Egg Warrior's Atk.
The Egg Warrior was obtained from the recent Egg Hunt Event around Easter.
In addition I brought along a Guardian Alpha:
Guardian Alpha had Total Defense, which helped protect against the Phantom Rafflesia's devastating powered-up attacks. Again, having a large SP pool allowed me to use Skills often.
Phantom Chronicle, Contents
Forgot to take a screenshot of the Phantom Phoenix. |
The Phantom Phoenix was of the Fire element. Taking advantage of the game's definition of the Boost Leader Skills, I brought a Cost 1 Blue Will o' the Wisp as Leader for its ability to boost attacks against Phantoms of the Fire element.
Water Boost I gives +50% damage against Fire to everyone. |
Viper with Core Booster HA-3. |
Mermaid has Healing I. |
I remembered to take a screenshot of the Phantom Rafflesia this time. |
Finishing the Phantom Rafflesia with a Skill. |
Egg Warrior +2, with Core Booster HA-3. |
The Egg Warrior was obtained from the recent Egg Hunt Event around Easter.
In addition I brought along a Guardian Alpha:
Guardian Alpha has Total Defense. |
Phantom Chronicle, Contents
Monday, May 12, 2014
Cardinal Quest 2 (turned-based RPG)
Cardinal Quest 2 by randomnine is a turned-based rogue-like RPG where the player controls a character on a quest to beat up the big baddie. Each game is short, typically lasting around 30 to 60 minutes, with the player creating a new character and playing him or her till the completion of the game (or failure). After the game (win or lose), the player is awarded Fame, which is used to unlock more starting options for the player's character.
At the start of the game, the player selects an Act (out of the three available), a character (out of six), a Perk and starting Gear. Characters, Perks and Gear have to be unlocked with Fame earned from completing games. Perks can change the character's stats and affect gameplay style. For example, a particular Perk would make the Wizard more suited for melee combat.
Once ready, the newly created character is then sent off on an adventure. The game is divided into 7 or 9 maps, depending on the Act. In each map, the player has to find the exit to advance to the next. The game is won by defeating the big baddie in the last map.
There is a simple story told by a short introduction at the start of certain maps. The introduction is different for each character.
During the game, the player may defeat baddies for experience and loot. Experience levels the player. Loot gives the player equipment and gold. Gold may be used to purchase items from wandering vendors. Another reason to gather gold is for Fame - at the end of the game, Fame is awarded partly based on the gold in hand.
With enough experience the character levels up (obviously) and gains a skill point to invest in skills. Due to the length of the game, the number of levels that may be gained is limited, which also limits the number of skill points. In addition, there are certain skill restrictions, where the selection of one would prevent the use of the other. These factors require the customization of a character such that the same character may have different strategies available.
The game is difficult, even on Normal difficulty. A misstep could easily get the player's character killed. Each character starts with an Ankh, which resurrects the character once. This allows for one fatal mistake. Playing experience is necessary to recognize danger and judgement is required to decide if it is better to run or stay and fight (and get the reward). In addition, some creativity is needed in the use of the available skills and items to defeat tough baddies.
The game ends when the big baddie at the end of the Act is beaten or the player's character is defeated. After that, a new character has to be created for a new game, where a different character may be selected or a different strategy may be used for the same character.
There is a Heroic Record to note past completed games, whether won or lost. With the Heroic Record, old characters are not forgotten and their exploits (and blunders) are remembered.
There are achievements in the game to complete. Many of the achievements require playing with a certain character in a certain way. These achievements provided additional challenges for the player to aim for.
Interestingly, the achievements are grouped by Challenge Ranks. In order to achieve a Rank, the player must complete two of the four achievements in that Rank and achieve all previous Ranks. Completing all four achievements would Star that Rank.
Cardinal Quest 2 is a rogue-like RPG. Each game with a new character is short and not too time consuming. Because each game is short, it is easy to try out different characters and different playing styles.
The following are more screenshots from the game:
A typical game in progress. |
Before the start of a game. |
There is a simple story told by a short introduction at the start of certain maps. The introduction is different for each character.
During the game, the player may defeat baddies for experience and loot. Experience levels the player. Loot gives the player equipment and gold. Gold may be used to purchase items from wandering vendors. Another reason to gather gold is for Fame - at the end of the game, Fame is awarded partly based on the gold in hand.
Each character has a different area introduction. |
The character and the available skills. |
The game ends when the big baddie at the end of the Act is beaten or the player's character is defeated. After that, a new character has to be created for a new game, where a different character may be selected or a different strategy may be used for the same character.
There is a Heroic Record to note past completed games, whether won or lost. With the Heroic Record, old characters are not forgotten and their exploits (and blunders) are remembered.
There are achievements in the game to complete. Many of the achievements require playing with a certain character in a certain way. These achievements provided additional challenges for the player to aim for.
Interestingly, the achievements are grouped by Challenge Ranks. In order to achieve a Rank, the player must complete two of the four achievements in that Rank and achieve all previous Ranks. Completing all four achievements would Star that Rank.
Achievements are divided into Ranks. |
The following are more screenshots from the game:
Wandering into a dark underground passage. |
Someone is sleeping during the boss battle. |
Completed an achievement. |
The start of a new game. |
Wednesday, May 7, 2014
Phantom Chronicle: Leader Tricks 1
In Phantom Chronicle, elemental 'Boost' Leader Skills actually increase attacks against the weaker element, not boosting a specific element as the description suggests. The misleading description could have been because of a problem in translation (the developer is Japanese) or a past gameplay change.
For example, the Cockatrice has Light Boost II. The description in the screenshot suggests that the skill increases the attacks of Light allies. Note, however, the 210% against Dark in the same screenshot. Note too the buff given by the skill as shown in the next screenshot:
These show that the Light Boost II actually increases damage against the weaker element, Dark. This buff also works on Phantoms that are not of the Light element as shown next:
This makes Boost Leader Skills very useful against specific elements, especially in Event Quests where there is only one element present.
Another direct application is when going up against a boss with Phantoms that are weak against it. For example, my highest-level Phantom is an Elder Griffin, a Plant-element that is weak against Fire. Normally, it would do only 80% damage.
I set the Elder Blue Dragon as Leader just for its Water Boost I. This can be done even though the Elder Blue Dragon is level 1.
Now, my Elder Griffin does 130% damage against Fire:
Phantom Chronicle, Contents
Cockatrice has Light Boost II |
The Leader Skill gives an Anti-Dark buff. |
Dark Grimoire with Light Boost II has 180% against Dark. |
Dark Grimoire without Light Boost II. |
Another direct application is when going up against a boss with Phantoms that are weak against it. For example, my highest-level Phantom is an Elder Griffin, a Plant-element that is weak against Fire. Normally, it would do only 80% damage.
Elder Blue Dragon has Water Boost I. |
Everyone now has Anti-Fire buff. |
Elder Griffin with Water Boost I. |
Elder Griffin is normally weak against Fire. |
Phantom Chronicle, Contents