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
Back to Dangerous Adventure 2 Walkthrough Index
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