Forums Kemco Games Magitec Grinsia Mave side quest part two

This topic contains 2 replies, has 2 voices, and was last updated by  MSG Commander 6 years ago.

  • #16272
    MSG Commander
    Keymaster

    Well I’m almost done with the game, and almost done getting all the walkthrough pages published.

    I’ve been following along with all the side quests in the order that Deakin presents them, and I just finished Mave part one, so I thought “what the heck, I’ll try part two, even though I’m only Level 70…”

    Took forever, but I finally beat her:

    mave-pt2

    All your base are

    #16275
    1oldtymer
    Participant

    Wow, congrats! I remember, not fondly, the struggles I had with Mave. Way to go:) πŸ™‚

    Older, but not wiser

    #16291
    MSG Commander
    Keymaster

    It was a good battle. Thanks to Deakin’s guide I was well prepared (although, if I’d bothered to go fight and charge up my treasures I may have been even better prepared, but I literally did both battles back to back, so I had to make do with what I had available).

    I had my main hero, the Hero Lemming, Oreana and Milka.

    I wasted at least 6 or 7 turns just trying to figure out my attack, but finally I got it. The battle did go on forever, and I used a lot of Revival Potions – but I was ultimately victorious. πŸ™‚


    Spoiler alert for those who haven't read the guide

    The main thing about this battle is that Mave changes her resistance every turn. One turn, she’ll resist magic; the next turn, she’ll resist physical. And she always changes her resistanceΒ after you’ve set your party’s actions for that turn (but it’s always one turn magic, one turn physical.)

    However, only Mave’s resistance is changed – not her companion’s. Also, and I can’t be certain of this, but it seemed like Lightbringer and Lemming’s Pure Divine Blow (if I got the name right? it’s the one that does 999 damage guaranteed…), anyway it seemed like these skills hurt Mave regardless of her resistance – but I could be mistaken on that point.

    So anyway, I spent a lot of turns having 3 characters use their strongest all attack skill regardless of magic or physical, while Milka cast All Cure practically every round. Sometimes Mave took damage; sometimes not – but the companions always did. I kept that up until the companions were dead.

    After that, it’s just a matter of deciding who gets to attack each turn, and who will support. (Based on Mave’s resistance for that turn, of course.)

    All your base are

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