Gyromancer
15 Achievements
250
30-35h
The Adept
Executed a Gyro Chain.
20
How to unlock the The Adept achievement in Gyromancer - Definitive Guide
To prevent idle twists, start by matching gems on top of the board, and when you run out of moves up high go a bit lower and new moves will appear on the top. Keep moving down a little only when necessary and it's possible to prevent having to do an idle twist for a long time.
However, another problem is that each battle takes a maximum amount of time. Battles just never seem to last long enough to get this far. What I did was take a Frost Aevis (the lowest level Aevis) with me into the very final stage after beating the final boss. Move a little through there and you'll meet Lifestealers. These do not deal damage, they merely have a single move with a very slow gem that instakills you. The weak Frost Aevis will not kill this enemy very fast, giving you enough time to get the chain gauge to 6. You'll have to be wary of the instakill gems, but the Aevis' moves are often able of killing all gems of a certain color, thereby getting rid of these gems for you if you cannot match them.
This method is not guaranteed to get this achievement each time, but it should work after a few tries.
Be prepared to use a couple of magic mirrors to avoid triggering your abilities too soon.
1.Save 4 or more of your items called "Hock of Meat" and "Magick Mirror" throughout the whole story. (Or buy 10 more of each item for 40 MS points)
2.After finishing the story, visit the Summoner's Den and replace your least used beast with a Cait Sith.
3.Make sure you have a Breakthrough ready and then return to the final stage (11).
4.Encounter an enemy called "Paintrader" and use the Breakthrough on the Cait Sith to turn it into Kikimora.
5.Use "Hock of Meat" 4 times. (Kikimora has an ability called "Victory March" which raises the gyro chain level but ONLY to level 5.)
6.Build your chain from 5 to 6 without letting the opponent's "Payback" ability kill you. (If there is absolutely nothing you can do to stop it's Payback, then dashboard before it kills you.)
Beware that when you use Hock of Meat several times, it will fill the board with several ability gems. Try to clear all of your mimic gems first as they will only do damage equivalent to the enemy's health or 1 if health is at max.
If you run out of moves a Magick Mirror might help, If you mess up in any way you should go to the dashboard while still in the puzzle.
If you pop the achievement, I would go to the dashboard immediately so you save your precious items and your breakthrough.
Credit goes to Transsive from Youtube
Instead of using hock of meat five times, I recommend using it only once or twice.
The gyro level increases really fast at the beginning, you only need some turns to increase it from 1 to 2. Using a hock of meat for that is a waste.
On top of that, the ability 'Victory March' will charge by itself and increase the gyro level here and there, too.
I would only use hock of meat if your level is 4 so that it goes up to 5, since from there it takes really long to increase the gyro level. Maybe two times if reaching level 4 is already too difficult, but not more than that.
There are too many ability gems on the board otherwise and it can be a problem to get rid of them without hurting the monster. Using the meat once or twice keeps the amount of ability gems low.
The thing is, as long as the monster 'Paintrader' is not hurt at all, it can not really damage you, so you have all the time to make a gyrochain without him killing you. If it is hurt though, it deals out high damage and the fight ends with either it or you dead. To avoid this as long as possible, keep the ability gems low. That is why I recommend to use hock of meat only once or twice, so that the amount of ability gems will not be too much.
In order to execute a Gyro Chain, you must reach chain level 5 and then fill up the meter once more (as if you were going to a chain level 6). This can be quite difficult to do, and is certainly not something you will see regularly. A large part of it is shear luck in obtaining the correct gem drops neccessary to continue making chains.
There are several things that will help greatly in obtaining this though.
- First and foremost, hold on to all your Magick Mirrors. They are integral in creating a Gyro Chain, as they will allow you make matches at times that you would otherwise be out of moves. There really is no need to use them for anything but attempting a Gyro Chain, so save every last one you pick up for this. I'd also recommend not using them to attempt the chain until you have a decent amount, at least 5 to 10.
- As you move your circle around the field you can tell potential moves by if it shows you gaining points towards your abilities in the bottom left corner. It is often good practice that when you find yourself short on moves to methodically go row by row and see if you are overlooking any.
- Pick a monster that will not overwhelm your opponent. All too often you will simply kill the enemy before you have the chance to reach the Gyro Chain, when forced to match ability gems or break your chain. The Cait Sith and Wolf types aren't bad for this. (Though it is worth noting that you can certainly achieve Gyro Chains with a more average beast if you manage your damage output properly, as I did myself.)
- Absolutely do not use or fight against a lock oriented monster. Rocks as well can mess you up, though not as bad it is still recommended you avoid them.
- Manage your ability gems as well as your opponents very carefully. You should try to keep one of your better gems (a lightning type or a change gems type) ready to be matched as a backup move, if you run out of other options. This will either clear the board or change gems allowing you new potential moves.
Your opponent's abilities can also come in handy, as you can let them trigger destroying an overabundance of your own abilities (so you won't kill the enemy too early) or to aid in clearing the field. Just make sure you know the abilities of the monster you are fighting, and check which gem is which as need.
The most important aspect here is to monitor incoming and outgoing damage. The less you let stray hits strike you or your enemy the more slack you will have in using abilities to clear the field.