RESONANCE OF FATE™/END OF ETERNITY™ 4K/HD EDITION

RESONANCE OF FATE™/END OF ETERNITY™ 4K/HD EDITION

评价数不足
Four-Terminal Chain/Easy Grenade XP early.
由 The Punchening 制作
This guide is a decent way of establishing a cushion early on to help boost you through some of the difficulty spikes. ...And also how to get a certain achievement as early as possible.
   
奖励
收藏
已收藏
取消收藏
The beginning can be rough.
Resonance of Fate is an incredible game that I've come to love, and one that a lot of people seem to fall away from. Early game demands a competent grasp of the combat system, and it's a sharp learning curve. Early to mid-game has a ton of innovative constraints and challenges to mess with you and mid to late game never lets up.

Odds are, if you're fresh to this game (as I was), you had a hard time with the first two bosses.

Hadn't quite mastered all the ins and outs of the combat system, probably retried a fight more than once, and... resorted to spamming grenades to blast my way through.

No shame if you had a similar first experience.

Started wondering what the heck I was going to do in the future. Throwables weren't available for craft/purchase yet, and what I had left probably wasn't going to carry me much further.
It starts in Chapter 3
Chapter 3 gives you access to the elevator that leads to floor 5, and the Forest of Idols.

Encounters on this floor vary based on what tile type you're on when the fight starts. The two types are thoroughfare, and forest path. You want forest path.

At night, you get fights with a Dwellest leader.

This guy right here


Ideally, this is what he'll drop.


The yellow energy hex and the filthy pouch are what we're after. (And the meat's nice for money and some later side quests.)

Fights during the day tend to be against a couple generic gangsters. They can also drop the hex, but you won't get the pouch.

This is why the pouch is important.


Now you know what you're looking for. That dwellest leader is a great target for throwable xp: High health pool (relative to early game), and has gaps in the armor that you can exploit. Get him fully scratched, and give him a flashy send-off with a molotov. If you only use one, odds are you just earned yourself another four.

I used this time to practice a lot with the combat system. Really got a good feel for how to plan for positioning to initiate triangle attacks.
Four-Terminal Chain
Once you have a good number, it's time to start using those yellow hexes. (Or you can use them as you go. It doesn't matter.)







I may have gone a bit overboard, but I was really starting to have fun with smackdowns and bonus shots.

Totally worth it.


As an added bonus: Beyond a certain level, (though maybe it's related to fighting in regions with enough linked hexes. Not sure), the encounters started to change things up. In Chapter 4, a number of fights also started dropping the blue "Y" shaped energy hexes.
Best of Luck
I hope this helps.

Thanks for reading.
5 条留言
The Punchening  [作者] 9 月 28 日 下午 8:18 
Yeah, the drop rate isn't great initially. The rate improves if you're using bonus shots/smack-downs. Sometimes extra items shake loose.

Now that I think of it, the "pouch" drop might be linked to destroying the small armor the dwellest has. I often delivered scratch damage while jumping, so it got blasted anyway.

Should be able to rotate your hex placement to the point it gets you in there. Hard to describe how to place it.
Edwardlloyd 9 月 28 日 下午 2:15 
that stupid dweller also gave me only 1 filthy pouch and I killed him 18 times. doesnt event drop anything sometimes
Edwardlloyd 9 月 28 日 下午 1:53 
i cannot get the yellow hexes to that small pocket like area north of forest of idols? they only have one shape how did you do it
The Punchening  [作者] 8 月 13 日 下午 11:47 
Thank you.

True, it is pretty useful if you use a different colored hex that can reach all the way back to the Arena.

But anyone still playing beyond Chapter 3 will (hopefully) figure that out for themselves.
Trepi 5 月 30 日 下午 5:35 
I like it. You could dovetail this with making it a good way to make it easier to break all the armor coming ahead for crucial weapon parts.