Post by Kilarin on Apr 12, 2005 15:49:13 GMT -5
A step by step guide to defeating the Black Queen without using Stealth OR the Ancient Weapons.
We start at the dock BEFORE you meet her. Position Ursa right in the entrance of the boat, Pooka by the lever (of course), and set both of them to "Move Freely" and "Attack Freely".
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We do NOT want Mantri or Ahu to get involved in this fight, so move them way over to the end of the boat and set them to "Hold Ground" and "Hold Fire". If you don't change the camera angle, you can use the Compass to time your arrival. It points WEST when you start, but as soon as you pull the lever the compass starts to move. When it gets to "E" you arrive at the other side.
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When the compass points NORTH, you are halfway, thats when I start casting Armor Spells. You will have time to cover the whole party if you want to.
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When the compass hits EAST, you will arrive. Pooka should already have "Hold Creature" selected at this point.
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Ursa is ready to jump those badguys the instant the NIS completes.
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The combat actually seems to start before the NIS returns control to you. Pausing the game can take some work here. BUT, Ursa is going to give you those few moments you need. Ursa will charge the queen before you can click. The Elder Knights move on her instead of you. Ursa has the bulk to take a few hits from them without dying.
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Put holds on both of the Knights. (And, as you can see from this screenshot, the timing is NOT so critical that you can't recover from a fizzle) Then move Ursa further down the dock so the rooted Knights can't keep whacking on her. The Queen will generally follow Ursa, which works out really well.
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Let Ursa fight with the queen, switch Pooka to Magic Dart and take out the bishops. (Be careful not to let Pooka attack the Knights and cancel the hold!)
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Ursa is MORE than a match for the queen. Pooka can switch to Fireballs or IceShards and take out the rooted Knights from a safe distance.
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Ursa may very likely kill the queen before Pooka has killed both of the Knights. So as soon as she does, set Ursa back to "Hold Ground" and "Hold Fire". You do NOT want her to attack one of the Knights and break the hold spell.
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Ding Dong the Witch is dead! And without using stealth or any of the Ancient Weapons.
This was done in Mageworld 1.0 but should work just fine in 1.1. I'm not going to guess at 2.0 until it's out. And if you don't have Ursa, well, you are going to need a DIFFERENT strategy...
We start at the dock BEFORE you meet her. Position Ursa right in the entrance of the boat, Pooka by the lever (of course), and set both of them to "Move Freely" and "Attack Freely".
-------------------------------------------------
We do NOT want Mantri or Ahu to get involved in this fight, so move them way over to the end of the boat and set them to "Hold Ground" and "Hold Fire". If you don't change the camera angle, you can use the Compass to time your arrival. It points WEST when you start, but as soon as you pull the lever the compass starts to move. When it gets to "E" you arrive at the other side.
-------------------------------------------------
When the compass points NORTH, you are halfway, thats when I start casting Armor Spells. You will have time to cover the whole party if you want to.
-------------------------------------------------
When the compass hits EAST, you will arrive. Pooka should already have "Hold Creature" selected at this point.
-------------------------------------------------
Ursa is ready to jump those badguys the instant the NIS completes.
-------------------------------------------------
The combat actually seems to start before the NIS returns control to you. Pausing the game can take some work here. BUT, Ursa is going to give you those few moments you need. Ursa will charge the queen before you can click. The Elder Knights move on her instead of you. Ursa has the bulk to take a few hits from them without dying.
-------------------------------------------------
Put holds on both of the Knights. (And, as you can see from this screenshot, the timing is NOT so critical that you can't recover from a fizzle) Then move Ursa further down the dock so the rooted Knights can't keep whacking on her. The Queen will generally follow Ursa, which works out really well.
-------------------------------------------------
Let Ursa fight with the queen, switch Pooka to Magic Dart and take out the bishops. (Be careful not to let Pooka attack the Knights and cancel the hold!)
-------------------------------------------------
Ursa is MORE than a match for the queen. Pooka can switch to Fireballs or IceShards and take out the rooted Knights from a safe distance.
-------------------------------------------------
Ursa may very likely kill the queen before Pooka has killed both of the Knights. So as soon as she does, set Ursa back to "Hold Ground" and "Hold Fire". You do NOT want her to attack one of the Knights and break the hold spell.
-------------------------------------------------
Ding Dong the Witch is dead! And without using stealth or any of the Ancient Weapons.
This was done in Mageworld 1.0 but should work just fine in 1.1. I'm not going to guess at 2.0 until it's out. And if you don't have Ursa, well, you are going to need a DIFFERENT strategy...