Рет қаралды 1,265
The showdown with Fulshir.
It's the step-on-switches-to-reveal-hidden-room chapter. Nothing much to this other than the right side being a little more tedious due to the enemy poisitioning and the siege tome druid, there are lots of reinforcements too.
I don't really get why bother having so many reinforcements when there is already a turn limit. This could be a more fun chapter with a stricter turn limit while having little to no reinforcements, where you have to plan which character to move to each desired area more efficiently, rather than the usual "how to deal with reinforcements" gameplay again. Oh well.
Fulshir loses his 1-2 range for some reason, you can simply gather your units, wait for him to get close, and then range abuse him until he drops. Even the houses prepared a siege tome just in case. Not sure whether status staves can work on him, but I didn't bother trying since my only worry is how to give Lilim the final hit.
Not sure why there isn't EXP when battling Fulshir though.
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The ending cutscene is really sad though, I wouldn't want to see my younger sister cry too.