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- The first few second of this battle were unfortunately cut off (the PS4’s recording function only works up to 15 minutes). All that was missed was me starting the battle, skipping a few cutscenes and defeating the first Mawkeeper in the level. I am literally just walking away after having defeated the Mawkeeper.
- This level has about the same enemies as the previous battles, though Sand Snipers, Hoods and a Knight Errant have been added into the mix. At the start of the level, there will be a Mawkeeper immediately at the North East of the level and another one that’s a bit closer to the Center of the Map. The first Mawkeeper (not shown in the video) is straightforward and you can defeat them before they get to spawn a large amount of enemies.
- After defeating the first Mawkeeper, your AI ally (the King of Harba) will be ambushed from higher ground. Unlike the previous battle, where the King is mostly out of range of the fighting, it’s very important to get rid of immediate threats, so you’ll want to go around to the top of the pyramid next to the King and take out the three Mawkeepers. Looking back and seeing how slowly the three Mawkeepers become a threat, I think it’s possible to defeat the second initial Mawkeeper and then immediately go after the three Mawkeepers but I didn’t do this for this video. (I’ll have to experiment for my next run).
- Use Maribel to dispatch the Mawkeepers quickly (she has better normal attack range than the other characters, so you can save time compared to slowly walking up to the Mawkeepers). In casual play, Maribel would also be useful for this section; if you were with the King of Harba when the ambush began, you can actually hit enemies from ground level using Maribel’s jump attacks; the boomerangs will correct their trajectory (though I’m not sure you can hit Mawkeepers from there).
- After clearing out the three Mawkeepers, go to the pyramid north of the pyramid with the three Mawkeepers. Another ambush will begin, this time consisting of Sand Snipers and you need to be up on top before they spawn in. After they spawn in, dispatch the three Sand Snipers to despawn the remaining enemies. After clearing the enemies, defeat the remaining Mawkeeper (if you hadn’t already) and then go to the Flag with the Gate.
- Upon approaching the Gate, you should get a cutscene of the gate opening. At this point, you can enter the large pyramid but I was worried about the King of Harba so I waited and cleared out some of the enemies. Upon entering the large pyramid, there will be a side room and then a left turn. I ignored the side room because I playing to finish the section quickly. After you make a left turn, pay attention to the floor and avoid the traps.
- If you fall into the traps, you will be stuck in a room until you clear all the enemies and an ambush will be launched against the King of Harba. As can be seen in this video, you can skip over all of that if you simply avoid the traps. After the traps, enter the room with the two Golems and the Knight errant. Clear the room and try to get as many Golem / Knight errant coins as you can for the later part of the level.
- After the cutscene, there will be another room with trap floors. These trap floors will put you to sleep with sleeping arrows, you can jump over these with Lazarel. Two Mawkeepers will spawn to the North and South of you. In the video, I used a Coup de Grace to clear out the Northern Mawkeeper and wasted a second one to get rid of the Hoods; this was a mistake as I forgot there were two Mawkeepers. I would strongly recommend using High Tension / Coup de Grace to eliminate the Mawkeeper next to you, and then Coup de Grace on the remaining Mawkeeper. I’d probably use Lazarel second due to the longer range. Then clear up the remaining stragglers. Enter the next room and you’ll have a fight with a Golem, Hunter Mech and Knight Abberant. Clear out the room. For this section, I would recommend keeping six coin slots free if you don’t already have two transformations; use all the saviors you find against the bosses but stockpile the transformations (you’ll be able to hold two of these max). If you’re lucky, you can also get a Hunter Mech transformation (which will take up only two slots, leaving you with three transformations against Donk). Also, be pragmatic; I messed up in the video by missing the Golem coin in the room, if you can afford to replace a transformation coin, I’d use one to take down the Mech and Knight Errant.
- After defeating everyone, Donk will spawn in. I messed up in the video by accidentally activating Teresa’s Coup de Grace early, just get as much damage as you can out of High Tension. If you don’t have anyone with High Tension, I’d use a Monster Coin. I’d recommend using Maribel for this; you can use Kasap (to lower defence first) and then go straight into the Transformation. With Golem, use the Sucker Punch to Cratermaker combination. For the Knight Errant, you can go from Helm Splitter to Bash Dash really quickly. Use Bash Dash to push Donk into the corner. Use this combination until the timer runs out and ends with Parallax (so that Donk has lowered defense when you go back to normal).
- Use your High Tensions / Coup de Graces wisely (I made a bunch of mistakes here), use Monster Coins if you don’t have anyone immediately about to reach High Tension and eventually Donk will go down. After this section, you’ll want to evacuate to Accordia.
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