Resonance of Fate

Resonance of Fate

49 Achievements

100-120h

PS3
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Chapter 14 Complete

Chapter 14 Complete

A trophy for completing the fourteenth chapter.

11.0%

How to unlock the Chapter 14 Complete achievement in Resonance of Fate - Definitive Guide

Chapter 14

This is for the Main Quest in Aetersyl: An Old Promise

This entire area on the path round Aetersyl is dangerous if you do not come prepared. A level 35+ MG user is essential for this place if you want to win battles because of how much damage some of the enemies can deal in this dungeon if you don't kill them quick enough.
A tactic I used which seemed to help me is when you are fighting R-Commando Wall/Assault/Sniper/Fencer try to Hero Action with the MG user and fully scratch 2 of the Assault/Wall enemies out first even though the Fencer and Sniper can hit the most damage. This is because the damage they do adds up to prove more deadly than the Sniper or Fencer enemies with their single shot/hit attacks, if you have a party member on low HP try and position them behind another so they can take some hits.

For people trying to find where to go in this place, make your way through the first 3 areas you have to go then go around the back and enter either the most North entrance or the Southern entrance, if you go in the Southern entrance you will skip 2-3 battles but will miss out on another SMG and an Expander Twin S-Barrel custom part. Either way it's up to you.

Travel through the areas to the end battle and activate the lever then you will open the gate to the first area you came in and it will open the area where you found the Escape Hex which is where the boss battle will be, leave and save after pulling that lever if you need to then go back to the area furthest on the right and fight the boss.

Boss: Storm Turret Leader
Lvl: 74
HP: 12,500

Immediately after a cutscene you will be put straight into battle against 3 R-Commando Assault's to start with, take these out before going through the archway, you can do it without Hero-Action's if your charge speed and acceleration are high enough on your MG user.

Once these are defeated you will immediately see quite a lot of turret-type enemies past the archway but they take a long time to charge attacks when you are in the archway.

Note: The Leader will die as soon as his secondary part is destroyed, don't even try to scratch his actual health bar, it's not worth the effort he is resistant to everything.

There are 2 methods you can approach this with:

1. Hero action with the MG user on the Leader's secondary part and then send one person in with a pistol in a Hero-Action to quickly end the battle.

OR

2. Kill the Medic from the archway then hide behind the bunker's with your characters. Place 1 on one side and 2 on the other side and kill each turret's secondary parts for a direct kill (you will be able to identify which ones are firing and which aren't by the turret being up or down).

Whichever way you approach the fight once you've killed the Leader you will be thrown into a cutscene and then you can use an Escape Hex to get out or run back out of the area the way you came from the save point.

You can then go back to base and advance the story.

I think that just about covers the dungeon and fight, if anyone thinks this solution is wrong or recommends something to help that they found effective then leave it in the comments and I will add it into the solution.

Good Luck and Happy Hunting [:
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08 Oct 2013 23:30