Difference between revisions of "Final Mission"

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#Your melee fighters will be useless against the final boss because they can't reach it with their weapons.  
 
#Your melee fighters will be useless against the final boss because they can't reach it with their weapons.  
 
#You will want to deal a lot of damage in a short period of time, so at least a couple high [[Combat#dps|DPS]] dealers are a must, something like a heavy with Rage Burst, Deceptor and plenty of ammo.
 
#You will want to deal a lot of damage in a short period of time, so at least a couple high [[Combat#dps|DPS]] dealers are a must, something like a heavy with Rage Burst, Deceptor and plenty of ammo.
#You might want a Technician for healing.  
+
#You might want a Technician for healing and the auto turrets are devastating against the final boss (and everything else in the game).  
 
#Priests might be useful in the first stage of the mission for their Mind Control and Mind Crush, but for the confrontation with the final boss they are absolutely useless.  
 
#Priests might be useful in the first stage of the mission for their Mind Control and Mind Crush, but for the confrontation with the final boss they are absolutely useless.  
 
#The final boss has a 75% resistance to blast, Poison and acid damage, so these weapons will be very ineffective against it. However, explosives will be very effective against the initial tightly packed mob, that you will want to first turn strike.  
 
#The final boss has a 75% resistance to blast, Poison and acid damage, so these weapons will be very ineffective against it. However, explosives will be very effective against the initial tightly packed mob, that you will want to first turn strike.  

Revision as of 09:29, 24 November 2020

Reaching the ending

See the following walkthroughs for requirements on reaching the final mission:

- For 1pp.png, here

- For Anu.png, here

- For NJ.png, here

- For Synedrion.png, here

The mission itself is really the same regardless of faction, except for the Anu.png ending, as you will be accompanied by the Exalted herself.

Preps

You can take up to 9 operatives on the final mission, and of course you should take your best guys & gals on this trip. As always, more or less anything can be made to work, but some things to bear in mind:

  1. Your melee fighters will be useless against the final boss because they can't reach it with their weapons.
  2. You will want to deal a lot of damage in a short period of time, so at least a couple high DPS dealers are a must, something like a heavy with Rage Burst, Deceptor and plenty of ammo.
  3. You might want a Technician for healing and the auto turrets are devastating against the final boss (and everything else in the game).
  4. Priests might be useful in the first stage of the mission for their Mind Control and Mind Crush, but for the confrontation with the final boss they are absolutely useless.
  5. The final boss has a 75% resistance to blast, Poison and acid damage, so these weapons will be very ineffective against it. However, explosives will be very effective against the initial tightly packed mob, that you will want to first turn strike.
  6. Bring a lot of ammo, and at least one medkit per operative.

Gatekeepers

Cobra Kai them.

You can take as long as you want to approach the enemies, they will not notice you until your are past the great wall. What you want to do is first turn strike them before they can act, doing Area of Effect attacks (using explosives, for example, or Mind Crush) on the massed Sirens and Arthrons, and then cleaning up with Rapid Clearance. The Chirons should panic from all the WPs lost. You can probably kill one of the Scyllas on the first, which, if you also take out all the Sirens and Arthrons, should panic the other Scylla. In any case, the second Scylla is too far away to make any considerable mischief on her first turn.

The number of enemies and their deployment make them very easy prey for Terminators.

Past the gate

Kill the enemies past the Gate (2 special Sirens, 2 special sniper Tritons and 3 Chirons) before your cross the Gate.

Mark of the Void

The rules for MoV are explained in the info tab - MoV afflicts the target and friendlies in a 5 tile radius. The YE casts it every turn, on a different operative when possible (the YE can only cast it on operatives that have crossed the Gate).

It’s not physical, and it doesn’t attack whole team. It places a ‘mark’ on one soldier every turn. That soldier and any friendly within 5 tiles will suffer 40 damage per ‘mark’ (sometimes there is a dropoff ant it falls to 20). So if you have 3 soldiers with the mark within 5 tiles of each other they will suffer up to 120 damage per turn. If the YE can’t place the MoV on a different soldier (for example, because only a few soldiers cross the gate), it will place it on the same guy and the marks will stack. So if the same guy has 3 marks, he will receive 120 damage each turn.

Defeating the Yuggothian Entity

Final boss.png

What you want is to get to the YE as fast as possible with your whole team, but keeping some distance between them so that they don’t get the damage from two or more MoVs at the same time. There are always 2 openings from which you can attack YE, that’s why you want to get up close. Once there you can finish it in 3 turns if you got enough firepower (like a few Heavies with Deceptors and Rage Burst).

Defeating the YE is easy (last time I finished it on Legend without using a single medkit) provided you move on it fast, keep the 5 tile distance and when you get there have the firepower to deal a lot of damage. You want to go for the eyes (because they cause massive loss of HPs), and the point of the tentacles is to protect the eyes.