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Academy Campaign (Nadia)

The document outlines a campaign guide for a game featuring various battles and strategies for different characters, including Fiona, Anwen, Godric, and Nadia. Key strategies include using ghost formations, unlinking titans, and managing resources like mage units and artifacts. The guide also provides objectives for each floor, optional battles, and tips for the final boss fight.
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0% found this document useful (0 votes)
21 views3 pages

Academy Campaign (Nadia)

The document outlines a campaign guide for a game featuring various battles and strategies for different characters, including Fiona, Anwen, Godric, and Nadia. Key strategies include using ghost formations, unlinking titans, and managing resources like mage units and artifacts. The guide also provides objectives for each floor, optional battles, and tips for the final boss fight.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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ACADEMY CAMPAIGN (Nadia) [wlknad]


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--At the start of this campaign, you control some of the characters from the
previous campaigns. NOTE THAT YOU DO NOT HAVE AN ARTIFACT EQUIPPED by default.
So when it gives you the unit equip screen, make sure to equip an artifact too.

--The first fight is Fiona versus the demon Jaxler. Every other enemy turn,
your battlefield is bombarded with fire, every column, on the second and third
row. This will destroy pretty much any attacking formation you have... except
ghosts! So don't equip any advanced units except ghosts. Then just make a
buttload of ghost formations. Any other formations you make should just be
for the sake of making chains to get MP. Between your ghosts and your hero
spell, you should eventually win.

--The second fight is Anwen versus the Titans. You just have to survive the
titans' attacks. The first pair is linked, which makes them WAY stronger.
(The middle one starts charging on the next turn.) Your highest priority is
to unlink them. The easiest way to do that is to hit one with a druid's attack
(just one of them though); the other way is to somehow kill one. Unicorns are
also very useful in this fight, if you can make sure it's charging its attack
in front of the titan just as the titan is about to attack. Supposedly unicorns
aren't totally invincible, but I've never seen anything get past one! Other
than those two strategies, just build a bunch of walls, try to weaken the
titans a bit, and hope for the best!

--The third fight is Godric versus a wizard army. (Just a reminder, the mage
elite unit will cast an energy beam that that will travel through any adjacent
IDLE units it hits, potentially wiping out ALL of your idle units, if they're
placed just right.) All of your attacking formations take damage at the start
of every enemy turn. You might consider using the angel as a way to counteract
this. Linking and fusing will also help make up for the damage. Otherwise,
just fight like normal. The enemy has less HP than you'd normally fight at
the end of Godric's campaign, so it sort of balances out.

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--Now you play as Nadia, that gal who's pretty much never been mentioned since
the prologue. The game starts to feel kind of rushed at this point. You
immediately start at level 7 with all three core units. You also receive the
Gauntlet.

--By the way, some people start to find this part of the game a little tedious.
I recommend trying to focus on offense in most fight; if you're a wall-aholic
like I was, try to reign in you wall-making habit because you'll easily end up
with a crazy excess of walls. I also recommend skipping the random battles in
this chapter, unless you find that you NEED to level grind (which is unlikely).

OBJECTIVE: Prison Break

--Go up to the door.

--After the conversation, go talk to the mage nearby.

--Go up to the door again for a battle. You need to hit the glowing blue
circles with mage attacks simultaneously. It doesn't need to be the same
color mage. Just make sure they go off on the same turn and they've got
enough power to hit the back of the battlefield. You get the Absorb Circle.
--NOTE: You can talk to the mage as many times as you want to keep getting
your supply of mage units replenished.

--OPTIONAL: Go back to the chest behind you for the Absorb Circlet.

OBJECTIVE: Gemstone Floor 1

--Leave the prison. You'll have to fight a series of battles. After the
second one, you can get the Battle Wand. After the third, you get DJINN x10
and the Djinn's Sash.

OBJECTIVE: Gemstone Floor 2

--OPTIONAL: Backtrack to the first floor and fight another wizard to get the
Binding Orb, which improves LINKs.

--In the first battle on floor two, the enemy not only starts with a charging
Titan, but he also seems to get more Titans really often! See if you can use
your hero spell to take them out while they're still idle. After the battle,
you'll get TITAN x5.

--Fortunately the second enemy only has mages and djinns again. After you
beat him, you can get the Golden Fist from the chest.

--As you try to head to the third floor, you will encounter another enemy
with Rakshasas. He starts the battle with two of them already charging.
(Cheater!) After winning, you will receive five Rakshasas of your own. However,
I don't recommend equipping them, as their special ability (depleting enemy MP)
is useless in the campaign.

--Then you have to fight the guy who gave you lip before the last battle; he
has both Titans AND Rakshasas. You'll get the Scimitar after the fight.

OBJECTIVE: Gemstone Floor 3

--Go to the third floor.

--OPTIONAL: Backtrack to the previous floor and fight a guard. You will get
the Revival Ring (revive after death once per battle with 5HP and a full MP
bar).

--Back on the third floor, there is a required fight right in front of you.

OPTIONAL: Fight the guard in front of the door. This allows you access to
Nadia's secret unit, the Phoenix, plus you can replenish your other advanced
units for free. Just talk to him and select a unit, and he'll give you as
many as you can hold. You can do this as many times as you want.

--Fight the last guy on the third floor.

OBJECTIVE: Battle for Ashan

--There is another battle wherein you control Godric versus a demon army.
Again, note that your artifact is not equipped! The enemy seems to use
Nightmares and Abyssal Lords regardless of what you had equipped. And in fact,
he has two abyssal lords ready to be charged! That makes this battle pretty
tough. I recommend focusing mostly on making walls until after those two
Abyssal Lords have attacked. Remember that any other enemy units you kill
with strengthen the Abyssal Lords. He has the Fiery Brimstone hero spell, but
it's not a huge threat for the most part...
--Now you have Aiden versus Azh Rafir! (Again, don't forget to equip an
artifact!) At first he just plops charged units onto the field, starting with
two Rakshasas, one on each side. When they get to 2 turns, he adds a phoenix
to the middle of the field. Once the phoenix is gone, he calls in
reinforcements, and the battle proceeds like a normal one. But then a few
turns after that, Azh Rafir apparently gets bored of fighting fair, wipes his
battle field clean, and starts over with the two Rakshasas. o_O But if you're
using any champion units, that just makes it that much easier to lay tons of
damage on his HP bar. I liked using the Abyssal Lord in this battle, since so
many of my guys kept getting killed, hahah. :P

--OPTIONAL: It totally destroys the dramatic atmosphere, but you can go back
outside :P and fight another guard for an artifact. This one is the Transform
Gem, which lets you fuse any mages regardless of their color. Just remember
you can come back after beating the game, so you don't have to do this now if
you're really itching to fight the last boss.

--Anyway...

--This is the last boss fight! Walk up to him when you're ready. Here are my
recommendations for a strategy:
a. DON'T USE CHAMPIONS!!! Don't use elites either!
b. Equip the Absorb Circlet.
c. Spend the battle making a buttload of walls, with chains if possible.
d. Use your hero spell as much as possible.
First his two hands will start charging attacks for 3 turns. Then, before
the hands attack, his head will start charging an attack. The head's attack
doesn't have a turn counter; it will go off the next turn after it reaches
100 power. It automatically gains 10 power per turn PLUS more more power
based on the toughness of any of your troops that are killed by the hands
(hence why you don't want champions, who are going to interfere with your
walls and beef up the head attack quickly). If you "Kill" either hand before
it attacks, it will spend a turn drooping and start charging again next turn.
His head attack is very powerful, hitting four full columns. In the course of
battle, you'll end up with shards of walls that make it harder to form new
walls, hence why it's handy to have the Absorb Circlet. Just keep making
walls and blasting him with your hero spell, and you'll win in no time!

And that's the end of the game! Congratulations!

If you missed any sidequests or artifacts, you can at any time load your game
and pick a previous campaign from the map menu.

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