Telegram channel with gift codes

Archero Walkthrough - Chapter 9

77689592

During the ninth chapter, I mostly used the Scythe, so the skill sets are based on that.

Recommended skills

Known key skills (besides the usual good ones, such as Boost Attack and Health, Critical Hit, Attack Speed, etc.):

  • Invulnerability: Has a 10 second interval between every 2 seconds of activation, so you can increase your chances of survival when entering a new room full of monsters at 8 second intervals. By doing it right, you can always go into full attack mode for the first 3 seconds by killing the nearest monster at the start. In addition, if you have Double Diagonal Arrow, you can use the 2 second invulnerability chance and attack bosses with extremely strong attack.
  • Shield protection: The trick is that whenever you hit a wall of projectiles that you can't dodge (like three ice golems at the same time), stop until the shield faces the projectiles, then just walk right into them - the shield in front of you will absorb the attack.
  • Bloodlust: As you probably know, every hit in the later stages of Chapter 9 deals you at least 2500 damage. Given the huge number of enemies, as well as monsters, which are divided by two, all healing skills (including Bloodlust) are added together.
  • Slow projectile: for obvious reasons. Especially useful against bosses.
  • AVOID ice skills: The ice throws off the trajectory of the Flying Black Circles, which is really not ideal when trying to dodge a bunch of projectiles. The last thing you want is to change your dodge path at the last minute as the flying circles change direction near you. The upside is that you can freeze the ice golem and hit its projectiles, but I don’t think this advantage is worth the risk of a flying circle hitting you.

    Rooms 1-9


    Many attacks can be avoided by moving just one square to either side at the right time.

  • Blue snakes: fairly standard enemies that you have seen in different colors in other levels before.
  • Throwing hands: paradoxically, the simplest and at the same time complex monsters in this chapter. They fire two projectiles that are directed to either side of you. Try to move only back and forth, not side to side. All in all, you just need to be very patient and only move forward after their shot.
  • Bouncing Ball Thrower: pretty standard enemies you've seen before. Just be careful after shooting them + sometimes the balls will go through walls, so don't get too close to the wall, even if you are on the opposite side.

    Rooms 11-19


  • Ice Golems: fire a fan of six shells. There is usually at least one big gap between a bunch of projectiles, so just try to stick to those spots. On many levels, several golems will appear at once from different angles, sometimes right in front of you. In this case, you CANNOT be passive and press against the bottom wall. If you see gaps between different fans of projectiles that intersect with each other, run straight there until they completely converge. Otherwise, the gaps will close and you will be faced with a wall of shells without any gaps.
  • Floating ice shards: Shoot two fast rounds in a row. As soon as they begin to attack, move a little to the side so that when the projectiles reach your location, you are already in a different place. In addition, if your main weapon is a scythe, you can push monsters into the wall, from where they will slowly fly out, which will give you extra time to fight other enemies.
  • Ice pillars: They shoot super slow blue dots, so just remember to dodge. In general, these enemies can be killed last.

    Rooms 21-29


  • Flying black circles: Fly in a straight line and cannot be thrown back. After the murder, it is divided into two more parts. However, it is easy to kill him - when you destroy the enemy for the first time, do not stand too close to him, as the trajectories of the shattered monsters are random.

    In addition, monsters usually appear closer to you, forcing you to direct your attack towards them, rather than ice golems, etc., which pose a much greater threat. In these cases, go to the side wall (to avoid the first wave of projectiles) and then go forward to kill the distant monsters first.

  • Ice Bombers: old acquaintances from 8 chapters... The trick is to just move and remember where you were during the enemy attack. Try not to be on the same vertical and horizontal line where you have already been, and the ice balls from the exploding bombs will not be able to reach you.

    In stages with a lot of bombers (but no ice golems), I literally run up and down the map. Since the bombs are slow, by the time they hit the ground and explode, I'll be on the other side of the map and the ice balls won't be able to catch me.

    In stages with Ice Golems, just stay at the bottom of the screen and dodge all the time. If the bomb is flying in line with you, move up / down one square. Be careful with multiple bombs that split into your row and row (s) above / below you.

    Rooms 31 - 49


    The same monsters, but with great health and damage.

    Bosses


  • Giant Bomber (Stage 10/20): When he drops bombs, just try to stay away, and move a decent distance between each shot (that is, not 1-2 squares), since the projectiles do not hit directly where you were. If you only go 1 or 2 squares, the bomb can still hook you.

    Try to only move in one direction rather than backtracking to dodge because, again, the bombs don't land exactly where you were. If you dodge a wall, dodge the boss as well, as the bomb can fly over you without hitting. If the bomber is dropping bombs from the center (i.e. a short distance to every point on the map), just run in circles around the boss and don't attack if you have a slow attack speed (like a scythe).

    Landmines are very easy to avoid. Just watch out for situations where you are cornered and the boss switches to projectile bombs, then go through the mines to avoid being hit at close range.

  • Giant Blue Snake (Stage 10/20): Creates two small snakes with a much denser projectile. When the boss is not shooting, try to move a lot to dodge the shots of smaller enemies, and kill them first. When the boss fires, dodge only 1 square to the side, as the projectiles are so dense that the gap between each projectile is small.
  • Giant Red Shard (Stage 30/40): This enemy has three attacks.

    - Shot a bunch of projectiles in an arc. One will target your location, so all you have to do is step aside 1-2 squares.

    - Shot at random times in random directions. Very fast projectiles, so look at the boss, not your character. Before each attack, you can see its direction, so when looking at the boss, "feel" where your character is usually located. If you see a projectile indicating your location, step aside immediately. Scythe owners will find it easier because you can push and corner the boss and get away from him, giving yourself more time to react. In addition, the further you are, the less threat from nearby projectiles, because the distance between them will increase.

    - Periodically shoots a small ball horizontally from both sides. If there is only one projectile, it will not be difficult for you to dodge, but if there are two of them in a row or the boss also shoots random projectiles, you will have to sweat a little. In this case, run to the opposite corner so that the white balls are more likely to hit the wall and disappear before they get to you.

  • Blue Mosquito (Tier 30/40): "Stick" to the bottom wall and hope that its shells will crack against the bottom wall, reducing the number of shots on the screen in half.
  • Final Boss: This enemy is much more difficult than the final boss of chapter 8. He has a couple of attack sequences that you need to learn.

    - Teleport + 360-degree wave + ground shock wave. Upon exiting the teleporter, the boss will fire a fan of projectiles in all directions, and as you dodge between them at gaps, he will launch a straight-line shockwave in your direction. There is no way to predict a teleport, so you just have to pray that it doesn't teleport near you.

    To dodge a 360-degree wave, make sure you're not just walking straight through the gap to or away from the boss, or there will be too little room on the side of the sun to dodge the subsequent direct shockwave. Dodge at an angle, then quickly move tangentially to clear the shockwave.

    - Dash + Fan (+ Ground shock wave). The boss will charge towards you, then fire a fan of 5 projectiles. Since you used to dodge perpendicular to the line in the previous chapters, it will be difficult for you to get used to the new attacking combination; if you continue to move perpendicularly after the boss finishes the attack, you will crash directly into the fan of projectiles. As a result, after the dash, you need to immediately move away from the boss, giving yourself more time to dodge.

    Also, sometimes the boss will release a ground shockwave, so the added benefit of moving backwards after the initial dash is that you are more likely to avoid the shockwave.




    Our app on Google Play Telegram channel with gift codes

  • 2 comments

    Add a comment

  • Please do not use obscenities, insults and other curses, otherwise your comment will be sent for moderation.
  • Your email address will not be published. Required fields are marked with *