2016年9月21日星期三

Dangerous Adventure 2 Walkthrough part 5.12 - Map 12

Mashima Blades move to the front row before attacking.

Final dungeon, first floor

1
Enemies:
Yellow Mashima Hammer 87/1347/2
field change, 2 turns, freezes 8 stones
Blue Mashima Shield 86/1224/3
instant, shields all enemies (200)
Green Mashima Hammer 85/1235/2
field change, 2 turns, freezes 8 stones

2
Enemies:
Purple Mashima Blade 114/1620/3
passive, 2 turns, 6 stones, deals 45 damage each
Yellow Mashima Shield 113/1720/3
instant, shields all enemies (200)
Blue Mashima Blade 108/1665/3
passive, 2 turns, 6 stones, deals 43 damage each

3
Chest

4
Enemies:
Purple Mashima Hammer 114/1609/2
field change, 2 turns, freezes 8 stones
Red Mashima Shield 108/1641/3
instant, shields all enemies (200)
Green Mashima Hammer 115/1732/2
field change, 2 turns, freezes 8 stones

5
Enemies:
Blue Mashima Shield 109/1719/3
instant, shields all enemies (200)
Green Mashima Hammer 108/1725/2
field change, 2 turns, freezes 8 stones
Red Mashima Blade 115/1771/3
passive, 2 turns, 6 stones, deals 45 damage each

Use the mechanism to open the 1st gate.

6
Enemies:
Yellow Mashima Blade 84/1336/3
passive, 2 turns, 6 stones, deals 33 damage each
Blue Mashima Soulmaster 87/1337/2
instant, quickens enemy actions by 1 turn
Green Mashima Blade 91/1328/3
passive, 2 turns, 6 stones, deals 36 damage each

7
Enemies:
Purple Mashima Hammer 113/1729/2
field change, 2 turns, freezes 8 stones
Yellow Mashima Soulmaster 106/1683/2
instant, quickens enemy actions by 1 turn
Blue Mashima Hammer 105/1652/2
field change, 2 turns, freezes 8 stones

Open the locked door with Key from room 11.

8
Enemies:
Purple Mashima Blade 105/1591/3
passive, 2 turns, 6 stones, deals 42 damage each
Red Mashima Soulmaster 108/1589/2
instant, quickens enemy actions by 1 turn
Green Mashima Blade 105/1598/3
passive, 2 turns, 6 stones, deals 42 damage each

9
Chest

10
Enemies:
Blue Mashima Hammer 110/1720/2
field change, 2 turns, freezes 8 stones
Green Mashima Blade 109/1667/3
passive, 2 turns, 6 stones, deals 43 damage each
Red Mashima Hammer 114/1718/2
field change, 2 turns, freezes 8 stones

11
Quest Item: Key for room 7.

12
Enemies:
Red Mashima Hammer 108/1612/2
field change, 2 turns, freezes 8 stones
Purple Mashima Blade 110/1736/3
passive, 2 turns, 6 stones, deals 44 damage each
Yellow Mashima Soulmaster 106/1679/2
instant, quickens enemy actions by 1 turn

Use the mechanism to open the 2nd gate.

13
Enemies:
Purple Mashima Hammer 113/1755/2
field change, 2 turns, freezes 8 stones
Red Mashima Blade 111/1670/3
passive, 2 turns, 6 stones, deals 44 damage each

Final dungeon, second floor

14
Enemies:
Blue Mashima Hammer 116/1676/2
field change, 2 turns, freezes 8 stones
Mashima Shield 111/1664/3
instant, shields all enemies (200)
Mashima Hammer 108/1624/2
field change, 2 turns, freezes 8 stones

Item: Chest

Activate the mechanism.

15
Enemies:
Blue Mashima Hammer 108/1719/3
field change, 2 turns, freezes 8 stones
Yellow Mashima Blade 111/1652/3
passive, 2 turns, 6 stones, deals 44 damage each


16
Enemies:
Green Mashima Blade 107/1719/3
passive, 2 turns, 6 stones, deals 42 damage each
Blue Mashima Shield 113/1740/3
instant, shields all enemies (200)
Yellow Mashima Blade 109/1622/3
passive, 2 turns, 6 stones, deals 43 damage each

Item: Chest

Activate the mechanism.

17
Elevator to the upper floors. Usable only after activating the mechanisms in room 14 and 16.

18
3rd floor.
Boss:
Blue Soul Defender 111/2444/3
Immunities: Poison
passive, 2 turns, 5 stones, deals 33 damage each
instant, stuns a hero (400)
Green Soul Defender 111/2068/2
Immunities: Bleeding
active, 2 turns, 5 stone, deals 55 damage each
instant, stuns a hero (400)

19
4th floor.
Boss:
Red Dungeon Master 81/7200/2
Immunities: Slowdown
summons one of the following when he attacks (The names don't really make sense at all):

Mage 86-89/2026-2165/2 (looks like Map 9 boss)
active, 2 turns, 10 stones, heals 10% HP each
Thief 109-112/1676-1694/2 (looks like Map 12 boss)
instant, stuns a hero for 1 turn
Barbarian 142-150/1619-1744/2 (looks like Map 10 boss)
moves to the front row
active, 2 turns, 5 stones, +20% enemy attack each
Knight 110-114/2004-2128/2 (looks like Map 7 boss)
active, 2 turns, 8 stones, deals 55-57 damage each

The colors and the order in which they appear are random, but each of them can only be summoned once.

After winning the battle, you’ll be sent back to the inn with weapons, armors and skills unequiped.

Fun Fact: This battle does not count against your meals’ duration if you win.

Back to Dangerous Adventure 2 Walkthrough Index 

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