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Zone 3 - Going To Ground
Comment 2
Turn 2
Given the reinforcing priest moves to the tile south of the pit, and the cleanser moves 1 tile west from the door:
Move Zan to any piece of intel, but not a tile directly west of the priest. Move Dall to a tile directly west of the priest, as far away as she can go. Move Dall 1 tile north of Dall, cast death’s door behind the priest, and charge him into it. Move Jen to the tile west of the cleanser, shoot him so that he’s 1 tile east of the reinforcement door.
Swap Dall and Jen (Dall got the mana from the charge, and move Jen to seal the east reinforcement door. Have Zan grab intel and time boost Dall. Charge the cleanser such that Dall ends up at the door to seal it. Stink bomb the cleanser to finish.
Zone 3 - Going To Ground
Comment 1
Turn 1
Cast transference on Banks against the north shepherd, move Zan southeast to the square barricade (a chess knight’s move away from Dall), then cast a predictive northward. Cast transference on Banks against the northern shepherd. Stink bomb the both of them. The shepherd should be knocked back by his buddy into the predictive, and Banks survives with 2 health.
Have Dall throw a riot block behind the east shepherd and charge him. All the knockback he takes becomes slam damage, fulfilling Dall’s goal.
Move Jen 1 tile northeast, shoot the remaining shepherd into the barricade, killing him. Move to seal the north reinforcement door. Zan’s goal is complete.
3 bolt burst the remaining tracker. Move Banks to the north of the 2-tile barricade where the shepherds stood.
Zone 2 - Curfew
Comment 2
Turn 2 & Beyond
With 5 priests their possible positions are too many to give exact instructions (hell even Dall doesn’t spawn consistently).
I suggest not trying to squeeze out damage and kills every turn, so that there are enough opportunities for Dall to do the 10 knockback for her goal. Try making use of the long stretch of empty tiles east of the westmost barricade (the one closest to your starting tiles).
Make use of Jen’s additional move to move her to the 2 barricades east of the manhole, and put a riot block between those two barricades to protect her against priests (if the priests in your playthrough moved to spots that allow for this).
Take note that the extra knockback granted by stink bomb doesn’t count towards Dall’s goal. (Very dissatisfying.)
Zone 2 - Curfew
Comment 1
Turn 1
Move Banks to west of the north intel, grab and cast skull (should hit the tracker, a priest, bounce off the reinforcement door, then hit the 3 enemies in the south). Have Jen shoot the tracker, gale him into the manhole, then gale the tracker into the pit. Have Jen move to the south intel. Move Zan 1 tile southwest, 3 bolt burst the southwest priest, and predictive on the reinforcement door.
Move Banks to west of the north intel, grab and cast skull (should hit the tracker, a priest, bounce off the reinforcement door, then hit the 3 enemies in the south). Have Jen shoot the tracker, gale him into the manhole, then gale the tracker into the pit. Move Jen to the tile south of Banks. Move Zan to the tile south of Jen, 3 bolt burst the southwest priest, and predictive on the reinforcement door.
Zone 1 - Downtown
Turn 1
Move Jen south to the barricade with the intel. Gale the tile north of the cleanser. Move Banks west of the intel, pick it up, and skull all 3 enemies. Move Zan 1 tile south of Banks, 3 bolt burst the cleanser. Have Jen shoot the west tracker, gale the remaining tracker into the pit, then move to seal the north door. Predictive the remaining door.
Turn 2
Have Jen seal the remaining door.
Zone 5 - The Riot Priest
Turn 1
Cast transference on banks against the explosive barrel. Throw a stink bomb at the shepherd. Cast death's door on the tile east of the tracker we just sedated, and 3 bolt burst him into it (intercept will suck him in). Have Zan grab intel and time boost Banks. Throw a stink bomb at the north tracker to defenestrate him. Move Banks northeast 1 tile, move Zan east 1 tile and cast predictive on the reinforcements.
Turn 2
Given the priest moves to 2 tiles west of the intel, throw a stink bomb at him, then throw 2 gales to defenestrate him (doesn't matter that Banks gets shoved). Have Jen shoot the remaining tracker out the window. Have Zan cast predictive on the reinforcement door.
Turn 3
Predictive on the doorway again.
Turn 4
Done
Zone 4 - Terminal
Turn 1
Shoot the stun barrel next to the shepherd, gale the tile south of the north tracker to defenestrate him and push the shepherd, then gale the south tracker out his window. Move to a window, broom breach to the laptop, and open the exit door.
Turn 2
Broom breach to the northwestern most window, move 2 tiles west, shoot the stun barrel next to the reinforcing tracker, and move to exit. The shepherd shouldn't be able to shoot you.
Zone 3 - The Shepherd
Turn 1
Cast transference on Banks against the shepherd. Throw stink bomb onto the shepherd. 3 bolt burst onto the easternmost air canister. This fulfills Bank's goal. Everyone take cover.
Turn 2
Given the reinforcing tracker goes to the tile west of Zan, throw a stink bomb at the eastern tracker. Move banks to the bit of wall extending north from the south side. 3 bolt burst the northern tracker out the window, move Zan north 1 tile, grab intel, and time boost Banks. Stink bomb the explosive barrel to kill the reinforcing tracker. Have Zan take cover.
Turn 3
3 bolt burst the reinforcing tracker (just kill him however you like, as long as Zan can) then cast predictive on the reinforcement doorway.
Turn 4
Done
Train heads east.
Zone 1 - On Board
Turn 1
Redeploy and breach with Banks, move her west of the intel, pick it up, and cast the skull to hit all enemies. Move Zan east of the western tracker, put a predictive on the reinforcement door. Cast transference on Zan against the remaining tracker.
Turn 2
Cast predictive bolt on the doorway again, move Banks eastward by however much.
Turn 3
Move everyone to exit.
Zone 2 - Sappers
Broom breach to the tile east of the northern piece of intel, cast chain bolt on the 3 goons west to east. Gale the cleanser into the desk to kill him. Broom breach to any of the two westernmost windows and move to exit.