Posted May 10, 2015
some boss guides i can remember for blackguard 2
1. the druid.
you need at least 1 spell caster with a fire spell. put your units in the foggy puddles and when 1 or more tree units follow you into the fog cast a fire spell and the gas will explode doing something like 120 damage to the tree. when you move your spell caster out of the fog remember to use only the first part of your movement and use the wait skill so you can be sure you have complete control over the ambush, and move your other units out before the turn ends if you do this you can move your units out of the fog. if your unit that casts fireball has its go first it is very useful so you don’t kill your own team before everyone has moved out. you can win this level very early on like this and the melody is very useful for other missions that have trees.
2. shinna.
make sure to equip all you weapons that have bonus damage to magical creatures it is very useful here as the insects have lots of armour and low health. you need at least one team member who has a bow or cross bow as a primary or secondary. it doesn’t matter if they have no skill in it we will only be using the ranged weapon to shoot environmental object which is always 100% chance to hit. your spell caster and ranged units will attract most of the damage so having health potions and healing spells on them is important. a very handy skill to have in this section is liberating blow its useful for keeping 2 or more insects busy while you do your thing with the ranged weapon. what you need to do with the ranged weapon as soon as the game starts is to begin shooting the chains that hold the crystals up in the air, there are 8 in total 4 on each side this stops insects coming through the portal which will happen every turn from the start so its important you start destroying the chains from turn one otherwise you will be overwhelmed.
once you have taken the chains down move to the protected force field protecting the shrine closest to shinna, and put ranged units on each pressure plate, move one strong melee unit to the archer unit to the south of shinna there is a door below him that allows access. doing this will enable you to kill the archers so they don’t kill you team ALSO after you have killed the archer you need to hit the crystals on the balcony they power the other door forcefields. after you kill both archers and the last of the crystals that are on the balcony this will disable shianna’s balcony door access if you haven’t already killed here with ranged attacks you can go upstairs and fight here in melee now. she doesn’t do anything and is fairly easy to hurt.
3. shaper of sands.
you need paralyse for this. the main idea here is to use the levers to open the spiked walls, to do this we will leave 2 units at the starting location one to go in either direction once we start pulling levers. send the other 2 units to the shaper of sands where the levers are. before you pull any lever paralyse the shaper other wise straight away after you move a units through the first wall of spikes he will cast frenzy and continue to cast frenzy on any units that start to complete the zone and it makes the game nearly impossible. when you move a lever a set of spikes retract allowing access to an area with a crystal the powers the healing on this zone. keep moving levers and make sure your units has moved into the zone before you press another lever as moving a lever will close other open spike walls. destroy all the crystals. kill the big magical monster after all the crystals are destroyed. then kill the creator.
4. the petrifyer.
Importantly the thing here is to in the 1st half of this guide to not have any units near the petrifyer he will paralyse them and its permeant. the petrifyer is in a constant state of frenzy he will attack the unit closest to him you may utilise this and kite him towards people you want dead for example the mercenary leader that betrayed you is powerful and hard to kill and at the start its fairly easy to make him the closest to the monster. there is one crystal in the south east corner (bottom right) that enables the petrifyer to heal, destroy it. for the next part you want to start to cut down the amount of unfriendies around, start with the spell casters then kill the insects always running away from the range of the petrifyer so that he attacks enemies and not you,
I try to keep my troops evenly spread out incase the petrifyer does get close then if he is close to only one team member if you think you might be in range of the petrifyer and closest to it you can use its size to its disadvantage by hiding behind a pillar out of its line of sight, rather than to go around he will become agitated and destroy the object with a spell not always but its worth trying as he has limited movement and not quite enough for simple navigation. casting battlefield wide spells on this level is very useful as there are a lot of enemy and they are strong level 4 lighting find you level 4 frost but even level 4 remove poison is useful really any battlefield wide spell will give you a massive upper hand so save that spell casters mana dedicated for this, a dedicated healing unit is also handy but not essential, remember too use all your strongest potions as this is the last fight and you won’t need them after you finish the game and remember to use potions on fallen comrades as it can mean the difference between winning and loosing once all enemies are dead you can close in on the petrifyer and kill him. he doesn’t take much damage but he also doesn’t do a lot.
1. the druid.
you need at least 1 spell caster with a fire spell. put your units in the foggy puddles and when 1 or more tree units follow you into the fog cast a fire spell and the gas will explode doing something like 120 damage to the tree. when you move your spell caster out of the fog remember to use only the first part of your movement and use the wait skill so you can be sure you have complete control over the ambush, and move your other units out before the turn ends if you do this you can move your units out of the fog. if your unit that casts fireball has its go first it is very useful so you don’t kill your own team before everyone has moved out. you can win this level very early on like this and the melody is very useful for other missions that have trees.
2. shinna.
make sure to equip all you weapons that have bonus damage to magical creatures it is very useful here as the insects have lots of armour and low health. you need at least one team member who has a bow or cross bow as a primary or secondary. it doesn’t matter if they have no skill in it we will only be using the ranged weapon to shoot environmental object which is always 100% chance to hit. your spell caster and ranged units will attract most of the damage so having health potions and healing spells on them is important. a very handy skill to have in this section is liberating blow its useful for keeping 2 or more insects busy while you do your thing with the ranged weapon. what you need to do with the ranged weapon as soon as the game starts is to begin shooting the chains that hold the crystals up in the air, there are 8 in total 4 on each side this stops insects coming through the portal which will happen every turn from the start so its important you start destroying the chains from turn one otherwise you will be overwhelmed.
once you have taken the chains down move to the protected force field protecting the shrine closest to shinna, and put ranged units on each pressure plate, move one strong melee unit to the archer unit to the south of shinna there is a door below him that allows access. doing this will enable you to kill the archers so they don’t kill you team ALSO after you have killed the archer you need to hit the crystals on the balcony they power the other door forcefields. after you kill both archers and the last of the crystals that are on the balcony this will disable shianna’s balcony door access if you haven’t already killed here with ranged attacks you can go upstairs and fight here in melee now. she doesn’t do anything and is fairly easy to hurt.
3. shaper of sands.
you need paralyse for this. the main idea here is to use the levers to open the spiked walls, to do this we will leave 2 units at the starting location one to go in either direction once we start pulling levers. send the other 2 units to the shaper of sands where the levers are. before you pull any lever paralyse the shaper other wise straight away after you move a units through the first wall of spikes he will cast frenzy and continue to cast frenzy on any units that start to complete the zone and it makes the game nearly impossible. when you move a lever a set of spikes retract allowing access to an area with a crystal the powers the healing on this zone. keep moving levers and make sure your units has moved into the zone before you press another lever as moving a lever will close other open spike walls. destroy all the crystals. kill the big magical monster after all the crystals are destroyed. then kill the creator.
4. the petrifyer.
Importantly the thing here is to in the 1st half of this guide to not have any units near the petrifyer he will paralyse them and its permeant. the petrifyer is in a constant state of frenzy he will attack the unit closest to him you may utilise this and kite him towards people you want dead for example the mercenary leader that betrayed you is powerful and hard to kill and at the start its fairly easy to make him the closest to the monster. there is one crystal in the south east corner (bottom right) that enables the petrifyer to heal, destroy it. for the next part you want to start to cut down the amount of unfriendies around, start with the spell casters then kill the insects always running away from the range of the petrifyer so that he attacks enemies and not you,
I try to keep my troops evenly spread out incase the petrifyer does get close then if he is close to only one team member if you think you might be in range of the petrifyer and closest to it you can use its size to its disadvantage by hiding behind a pillar out of its line of sight, rather than to go around he will become agitated and destroy the object with a spell not always but its worth trying as he has limited movement and not quite enough for simple navigation. casting battlefield wide spells on this level is very useful as there are a lot of enemy and they are strong level 4 lighting find you level 4 frost but even level 4 remove poison is useful really any battlefield wide spell will give you a massive upper hand so save that spell casters mana dedicated for this, a dedicated healing unit is also handy but not essential, remember too use all your strongest potions as this is the last fight and you won’t need them after you finish the game and remember to use potions on fallen comrades as it can mean the difference between winning and loosing once all enemies are dead you can close in on the petrifyer and kill him. he doesn’t take much damage but he also doesn’t do a lot.