Sunday, May 10, 2009

Sonny - Kongregate Badge Walkthrough

Here are the badges for the Kongregate version:
Escape from White November Badge (easy – 5 points)
Fight your way off the starting ship.

A well designed introduction, it's purposely made easy. Just remember to level up
your stats and skills, then renew your inventory before confronting the three ZPCI soldiers, and things should just do. ZPCI stands for "Zombie Pest Control Inc.", by the way.
Sensei Slayer Badge (medium – 15 points)
Defeat the ghostly samurai boss.

Once you've defeated the ZPCI soldiers and seen the nicely stitched cutscene, you can now advance onto Ghost Beach, the Rest of Ishiguro.
Before you are tempted to go straight into the training fights or, visit the fishing man's item store, remember that you can also re-trigger the previous boss battle via the world map; that means you can kill the boss as many times as you want and collecting other possible trophies. For example the boss fight of Zone 1 will randomly drop you one items out of the following two each time: M7-V Rifle, a Magic-oriented weapon, and ZPCI Blade, suitable for Strength-oriented characters. Both of which are good enough to match the finest weapons you could find inside the fisherman's store, helping you to save some money and gain some extra experience points.
Finally - confronting the Sensei.It's recommended that you train until Level 5 or 6, by when you should have garnered some capable accouterments as well, then entering the fights of the main plot; typically this shall have you ending the Zone 2 part around Level 9 or 10, not too hard to face the upcoming challenges at Zone 3. As for strategies, it may vary drastically according to your class and play style, but I personally find Smash a very efficient choice for Strength-oriented characters during this stage, and Electro Bolt useful for both Strength-oriented or Magic-oriented.
Alive Monsters Badge(hard – 30 points)
Complete the story events.

You will be traveling into the Great Plains. Same as in the Ghost Beach, you may want to familiarize yourself with local foes, also earn some experience and money in the training fights before proceeding forward into the main battles. Under normal conditions, Level 11 or 12 is more than capable to cope with earlier fights in this region, and Level 15 or 16 is where you will likely be ready to face the boss of Zone 3. If you are already on a high level with decent equipment, yet continue to come across some demanding moments during your battles, the problem is most probably with your ability tree. Re-Spec your ability points and have a thorough consideration on how to redistribute your points appropriately to match your new stats and new foes. For Strength-oriented characters your focus of development should no longer be those skills of lower ranks (with Electro Bolt being the exception) but on Coup De Grace or Master Strike; for Magic-oriented ones, Electro Bolt is still pretty much a useful skill, though the rest of the development can be really diverse, largely depending on your own play style, being the aggressive or defensive or supportive type, etc.
With that, if you are still experiencing annoying times, it's must likely something related with your strategy and wit. Say if you are facing an enemy currently with an HP of 1100, and you have 1 Coup De Grace on hand which could deal around 900 points of damage, 1 Sunder with an immediate damage of 250 points, and 1 Magic Bolt of 300 points, apparently you will want to use Sunder or Magic Bolt on your opponent first, then finish off the battle with Coup De Grace coming in during the next turn; if you are being not so clever and invert the order, you'll very much likely see the enemy healing a great lot or even calling up Intervention, lengthening the fight into an unnecessary stage - actually, I am talking about the "strategy" to confront Galiant the Paladin in here, though I really think this is only some common sense. With a Coup De Grace dealt in a nice timing, it is not impossible to get rid of this paladin within 2 turns. As of the grotesque Baron Brixius, well it's just too obvious you need to keep the Paladin from falling to have the job done.
Illuminator Badge (hard – 30 points)
Defeat the shadow boss in the fourth zone.

Your journey comes to a halt after the Paladin has been disposed of, but your fight doesn't. The Valley of Illusions is unattached with the main plot. You will find a few confrontations here in which the enemies are of ridiculous health and strength comparing with those you've seen inside the main story, posing some real challenges to your strategical and tactical talent. As said, strategy becomes extremely important in Zone 4, so do not be afraid of using Re-Spec whenever you find your currently skill set is not working against your upcoming opponents. For Strength-oriented characters, it is also important to accept the idea that Coup De Grace and Master Strike no longer rules a big time in here, that you will need to abandon these skills for other alternatives.
The normal training fights are always constituted by three Illusions in a group, always in the same level as you do. They are not hard to beat, so long you put 2 maximized Electro Bolt on your action bar since Illusions constantly cast Intervention to shield themselves; for Strength-oriented players, Electro Bolt will most likely become the main attacking ability you would rely upon throughout the whole zone. Same tactics for that Royal Courier inside the special training as well.
Ignition
Once you've accumulated some money, you can go purchasing those higher-end equipment inside the stores. For Sonny and your third companion - Amber or Catelin would be a good choice for their chances dealing out critical hits - simply buy away the rows that are for their respective classes, but for Veradux, due to his special class, the best armors he could use are those that drop off after your confrontation with Galiant the Paladin, so again you'll need to return and defeat the boss some more times. Regularly speaking, you will finish the equipment upgrade of the three with Sonny around Level 25, just enough to begin your first main battle, against Ignition. This boss operates two special skills, one is Dark Regeneration, which can have himself healed with 1000 points of health for 9 consecutive turns, and the other being Fate, killing the cursed 1 turn later within an instant. Sounds horrible, but with the right set of skills at hand, he'll just be a worm. To counter Dark Regeneration, simply shoot an Electro Bolt; to negate the curse of Fate, use Block if it's on yourself or Heroic Motivation for your teammate (who must has a Speed lower than yours thus acting only after you do, otherwise cannot be saved). With these two tricks busted, Ignition is deemed to be beaten out.
Recommended abilities to beat Ignition - Aggression, Block, Electro Bolt × 2, Sunder, Break, Shatter Bolt, Heroic Motivation.
Omen
This samurai ghost of 320000 HP only has one special ability - and weakness - called Dark Omen; casting this ability upon himself allows him to set loose a lethal blow the immediate next turn, but during which period he is also relatively defenseless and vulnerable. Reasonably speaking, this is actually your hardest opponent in Zone 4, especially if your Speed is not high enough. The only method to break up the effect of Dark Omen is rendering Omen himself incapable of moving for the immediate next turn, using Shatter Bolt or Break, however the Speed of the samurai is quite high that if yours is too low, you'll constantly miss your shoots, and that will very much likely put one of your teammates as immolation; considering this battle heavily relies on your teammates playing the offensive part, since you are the one being in charged of immobilizing Omen, losing a teammate is just as bad as losing half of the battle. For the preparation, re-spec and invest all your attribute points into Speed, and if your class is not Assassin, perhaps even go get another suit of the Paladin's armor; set the AI mode of your teammates to Aggressive and that's all you can do beforehand. Once inside the battle, use Shatter Bolt or Break whenever Dark Omen is called, and if you receive some negative effects, better dispelling them away with Heroic Motivation, lest your accuracy be affected. Last, constantly boost your teammates with Aggression, and hope for some solid critical hits. This is going to be a fight of endurance, and as long as your accuracy does not fail you, you will prevail in the end.
Recommended abilities to beat Omen - Aggression, Break, Shatter Bolt × 2, Magic Bolt, Electro Bolt × 2, Heroic Motivation
Doctor Herregods
This is certainly one healthy and strong doctor you'll ever be dreaming of - the jolly fellow has one million of HP and what's better, whenever it drops below 990000, he heals himself with an absurdity lot of two million, essentially invincible to all attacks. So what should we do?
Simple - you need the this very important skill, Subversion, which switches damage with healing, and healing with damage on the targeted unit.
At the start of the battle, just do it your way.
When his health is nearing on 990000, blast a Shatter Bolt to him. He will be stunned. Kick him around some more until his health is below 990000.
Here comes the important part. GIVE HIM A SUBVERSION NOW. And he'll turn himself into a dead pile while trying to use that crazy ability of his.
Recommended abilities to defeat Doctor Hereegods - Aggression, Break, Shatter Bolt, Electro Bolt × 2, Sunder, Heroic Motivation, Subversion
Sinjid's Shadow
There are some feebly weak illusions placed next to the the ninja's "true" illusion, so for convenience you can just eliminate them two at the very start. The real difficulty is that whenever Sinjid's Shadow has his focus full at 100, the next turn he will unleash a deadly blue light ball that sends a random victim back home. Again, it all turns out to be so easy once you've got your strategy right, and the strategical decision you must make this time is - just let your good comrades get blasted away - it does you no good trying to save them! Before entering the final face-off, re-spec and you must go for a 10/10 Regeneration, a 5/5 Reform, and a 3/3 Block. Once the battle initiates, deal with the two dummies first while Sinjid's Shadow massacring your teammates - don't worry, no problem. With your two teammates gone as well, it boils down into a one-on-one; now, whenever Sinjid's Shadow recharges his focus to 100, just Block, and his zippy attack won't touch a hair of yours. And you should know the rest - it's all about endurance yet again.
Recommended abilities to defeat Sinjid's Shadow - Aggression, Electro Bolt × 2, Magic Bolt × 2, Block × 2, Reform

No comments:

Post a Comment

Followers