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Othercide
Cheat Codes:
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Submitted by: David K.
Walkthrough Tips (from Early to Late Game):
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Written by Bruno Botafogo
-=First all with no spoiler=-
Iniciative, you have a 100 time line bar, and that means where u will move after
u pass a round. In your character have 2 stats. Iniciative first round and Dalay
XX/YY where XX = If u use only the first bar of yours AP points and YY = if u use
more tha the first bar AP points....
Se your first turn if not happens is the inicial turn value, and the second will
be the inicial + XX if you don't Brust, and Inicial + YY if you Brust.
How it works. This start on 0. So goes for the first lower inicial iniciative.
Them when the bar moves. All characters will be pass the same value. So it's begin
on 0, a enemy act on 16 (his Delay 70), and you on 27 (XX = 48):
Enemy first. He will act when he reach 0. You will be 11 (27-16). After he acts he
add 70.
You act second. When you reach 0, he will be at 59 (70-11).
-=Now tips with a little spoiler=-
You need to know before continue, the epic of this game is the surprise mode...
the "you don't know what happen factor" so i only suggest you continue if you are
getting troubles:
-=Build yours Chars=-
I suggest two for begin type os chars:
-=Runners and Bosses=-
Runners build will easy clean maps and moves on it. And will not spend alot HP for map.
Tha make you safe to make all quests and farm alot XP.
You need to have in mind those characters will be food most probably.
The first thing to know is:
When you generate a char his atribute are random. So you need to know how great they
can be: Max life, armor, dmg, dodge are where i most notice.
A sword gives DMG when consumed, Pistol Dodge, Shield Breaker Life.
So if you know what they genarete more you can select the apropriated class for him.
But when you got a rare one. Max DMG most of then for what i'm going to sugest.
You keep than for Bosses run.
How better the stats. More you will protect him.
-=A few more spoilers=-
There is a another class u open latat... she can lower u turn inicial and delay...
This is really important in future...
-=Spoilers hard=-
Here i will tell you what team make and skills and how easy do all maps.
Don't go further if you wanna challenge your self.
-=Maps=-
Rescue: Don't Rush... Better fight the waves... if the Soul pass certain areas you
spaw more monsters... let they come on max time tu you deal with tham.
Ritual: Kill Minimum! go for the last soul and bring some "React Skill" than one
attack will spaw more htis... and easy destroy it before more enemy come...
Some mobility if nice, some maps you need to move alot but if you can jump walls
alot more faster.
Survival: Don't try to farm outside of the rescue area.... if you already got some
experience on the game u can farm inside the area and before all go downs u leave...
For other maps use the preffer order above:
-=Tipo against mobs=-
They have preffered targets always read codex!!! use it to position.
Preffer to kill targets: Ravages, Hunters/Reapers, Caretakers on boss 1, Moggot
(if u in range), Infested, Shield Corrupted and Pistol Corrupted.
Maggot roots. Ravages act alot pistol corrupted and infested reduce iniciative (if
more than one they can act many times before you go), Hunters and Reapers the move
only in first round but after that they move jump hit and use daley actions.
-=Team=-
1 Blade 3 Gunners For bosses.
First boss 1 blade 2 pistols.
-=Pistol Buildv
-> Shadow Round -> Decrease armor in one is need for second boss and good for others,
Target takes more DMG is GOD, and u can put reduce iniciative, but thrid boss will
trigger with that.
-> Spirit Haste -> Bonus DMG
-> Spirit Brust -> 2 gunners with lower iniciative and one with DMG boost...
-=Sword=-
-> Imovable Stance -> % skill dmg
-> Sidestep -> +armor
-> Menacing Stance -> % skill dmg
With that team u can boss yours iniciative all the time you want almost with no enemy
acting. Boost indefenely your DMG, and when u deal dmg. Every one hits the same target
with the react skills. So 1 full atack of your blade master will do like 3 strikes
with 12 bonus hits.
You only need to make all set for the sword hits. So she will be the last one to act.
Use pistal class to control the turns and buff. When you will relase your sowrd to
atack, all gunners need to active Counters and react skill. Then go for your blade
turn and active all and start hitting.
-=First Boss=-
Only active yours counters lore the boss with the sword to one side. Go with gunner
to another. Go for the caretakers. Kill than all wait boss lose his armor. Only
interrupt until that moment than active all, go with your sword and when all gunners
have all activated. Slash him down.
Try do use all chars very close for now on
Second Boss: use walls to comer u blade back... he can push you after holy cross on
second form... Active counters... Be careful to do not change his phase before you have
all positions set than start to kill him. He only change phase after you pass the round
so do all dmg you can and next time go to finish.
For now on you will need lvl 10 on pistols and sword. You control the turn. Put one
pistol with the scytle trait to have a very little iniciative start buff indefinitely
and kill than on first attack action.
-=Runners Build=-
Shield are tanks who easy control turns for maps. I don't like the class only made one
for now you can skip. In beggining u will like a bad stats but high like germinate to
chose shield and give extra live to another person.
Scytle perfct to grow pistols on buffs... Deadly dand can do 3 delay actions on 0
iniciative and proc alot of shadow round. Very nice to up than shadow round is need to
make some extra XP doing kills on pistol but you can go safe with more calculations to
do not lose HP% to activate nothing.
-=Sword with lightning strike=-
Gunners with wratfull rain, profected force and detonating shot are cool to clear fast
and don't lose HP... but use than in early game to make posible heal yours chars on
late game.
Tips for the Final Boss:
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Written by By shoahma
For those struggling to get the hang of the game’s hardest boss.
Not a full-on guide, but pointers with what has kept me alive.
-=Setting Up=-
While these tips will focus heavily on the boss’s Second Phase,
here’s how to set up to it:
I used a team of two Soulslingers, one Shieldbearer, one Blademaster, as well
as one Scythedancer.
* If possible, sacrifice Shieldbearers to give the Soulslingers more HP, as they’ll be
using their interruptions a lot, and they have the least starting HP.
* Both Soulslingers should have Shadow Round as well as Intercepting Round.
* I slotted in a memory that decreases armor for one of the Shadow Rounds, as it’s
easier to get them in range compared to the Scythedancer.
* The Scythedancer should have The Binding Dance, possibly with an immobilizing memory.
* The Scythedancer could have an immobilizing memory on their The Harvest skill as well.
This makes it so the Corrupted Daughters can’t move while you just stand still and
kill them.
* Immobilizing also seems to make it so the Nucleus can’t teleport around the map much.
* The Shieldbearer could have armor increasing memories on both Blacksmith’s Grace as
well as Saving Grace. I found that you only need to use Saving Grace this way, to keep
her from taking damage, as well as be able to potentially save teammates.
* The Blademaster can honestly do whatever she wants when it comes to memories. I used
an armor decreasing memory on her Lightning Strike, but it isn’t mandatory due to the
Soulslinger’s identical memory. Up her damage, I suppose.
* Remember to inspect the boss to see how their attacks and abilities work.
* Don’t burst unless you’re sure your daughter will die anyway.
* Some things are still up to luck! So uh, good luck.
-=Nucleus=-
Nucleus’ attacks are easy to avoid, so you can take your time with it.
Just don’t go crazy on interruptions.
At the start of the fight, multiple Corrupted Daughters will spawn. The Nucleus will
spawn in the uppermost corner on the right side of the map.
* You will want as high up as you can with your main damage dealers. Leave the
Soulslingers slightly lower, so they have the range to attack and interrupt even
if the Nucleus teleports. Also helps for the second phase.
* With the Scythedancer, I moved up as far as she can without bursting. She can use
her next turns to Harvest the Corrupted Daughters.
* If you don’t have an immobilizing memory slotted in, and if you’re worried about
her, you could leave the Shieldbearer lingering close to her, if by chance any
Corrupted Daughters get too close.
* The Blademaster will be your main damage dealer, so get her up where Nucleus
spawns as quick as possible.
* The Shieldbearer can keep using Slam to give you much more time to attack, as
it pushes Nucleus back on the timeline. Won’t work well on the second phase, though.
There’s a rock on the lower end of the map, on the right side. Once Nucleus hatches,
they will teleport there. Keep your Soulslingers in range, and Scythedancer around
this area.
Save as much HP as you can for the second phase, only using the Soulslinger’s Shadow
Rounds, and the Scythedancer’s Binding Dance when you think the Nucleus will teleport.
It should be possible to kill Nucleus before it hatches, which saves you some HP.
Again, Shadow Rounds should make this possible. If it hatches, Nucleus does an AOE
that reaches the whole map. It shouldn’t be a deal breaker.
You’ll just have to be more alert on the second phase.
!! Be sure to keep your daughters at least one tile away from each other !!
-=Suffering=-
This is where the real fight begins.
Suffering is now by the rock I mentioned in the Nucleus phase. Your Soulslingers should
be in shot range, and the Scythedancer likely is one move from her The Stealing range.
Move your other daughters down as well, but keep them at least one tile away from each
other. Try to form a circle, so at least someone is always in range when Suffering starts
to teleport around.
If your Daughters are standing next to each other, they will take damage from Suffering’s
teleportation attack. She targets your furthermost Daughter, which is why it’s good to
keep em close, but not too close, to each other.
After the first round, aka right after she hatched, Suffering always has an interruption
on, which cancels your first melee attack and pushes your daughter away. Remember this,
as I can say forgetting it hurts your soul.
* Now is when you’ll want to start using your own interruptions a lot more. Whenever you
see on the timeline that other daughters are in range and can attack, use the Soulslinger’s
Shadow Round. Always use Intercepting Round as well.
* Scythedancer can always use The Harvest if she isn’t in range. It’s not worth it to move
her around a lot, as the Suffering will move around just as much. At most I used her
The Stealing ability, if Suffering happened to be close by.
Use The Binding Dance as much as you can!
* One way to use up her interruption would be to up your Shieldbearer’s defense with one
of her Grace abilities, assuming you’ve slotted in those armor increasing memories. You
could use Slam, as it uses the least AP, and she should take 0-100 damage from the shove.
Try to place her somewhere where she won’t hurt other Daughters, and isn’t shoved miles away.
After that, Blademaster and Scythedancer can go to town without risk of getting hurt.
Risky, you’ve been warned.
Note: Shieldbearer’s Shield Charge and Blademaster’s Lightning Strike aren’t affected by
the interruption. You can always close distance with them.
* If you still have AP left for Blademaster’s Imbued Blade, but nothing else, you can
always use that. It’s lottery whether it’ll hit though. ?? You don’t lose anything by
using it, either.
After Suffering takes enough damage, she’ll start to use a delayed action to mark your
daughter and immediately kill her once it’s time! When this happens, you just have to
accept it, and go all out on the said daughter, as she likely won’t live to her next turn.
Burst and do as much damage as you can, or throw one last boost for others, if it
happens to be one of the Soulslingers.
That’s all I have. Hopefully this helps at least one person.
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