Tales Of Arise: Beyond The Dawn - Beyond the Dawn [Part 2]

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Tales of Arise
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Boss: Nazamil Nether (Lv. 87)

Nazamil Nether is identical to Nazamil during the first stage of your fight with her at the mausoleum, however, she'll quickly change the odds in her favor by summoning a Megawrecker (Lv. 85).

Megawrecker:
Once the Megawrecker appears, you'll want to focus your attention on it, however, keep an eye out for the Nether's spellcating gauge and use Rinwell's Magic Cancel to interrupt it.

This fight is identical to the one against the Gigant in the mausoleum:

Since the Megawrecker's weak point is on its back and it's a fairly slow boss you might think that you can just run behind it and wail on the cores to your heart's content. Unfortunately, this boss isn't having any of that and can pivot 360 degrees with a spinning attack that does heavy damage.

To avoid taking too much damage in this fight, focus on defense and wait for openings to attack. Remember that Alphen's Blazing Sword and Law's Breaker Fist - when used on the boss' weak point - will cause a Boost Break while Kisara's Fierce Guardian can be used to interrupt the Megawrecker's charge attack as well.

While most of the Megawrecker's attacks should be familiar, such as the leaping belly-flop and charge attack, it has some new moves up its sleeve that you'll need to watch out for:

When the Megawrecker draws its right arm behind itself it will follow up with a mid-range sweeping attack. Unlike its spinning attack, this attack primarily hits targets on its right and can be avoided by backing out of range or rolling to the right to get to the boss' left side.
When the Megawrecker raises its right arm and rotates it in a circle multiple times it's going to perform three slamming strikes in quick succession as it moves toward its target. Since this has a long wind-up, it's pretty easy to get enough distance to avoid it.

Once the Megawrecker reaches 50% HP it will enter Over Limit and perform its three-slam strike followed by a fourth slam that creates a wave of ice on the ground. Unfortunately, the AI-controlled characters won't avoid this, which can instantly kill them in one shot, so you'll need to trick the Megawrecker into using this away from your allies by luring it away from them during the multi-slam attack.


Boss: Ooze Hive (Lv. 89)

The Ooze Hive is a tougher variant of the same boss encountered in the Underground Waterway in the main campaign, however, it's not much different than its counterpart. As with the previous version, the Ooze Hive is weak to Fire and resistant to Water so use Alphen's Blazing Sword for maximum efficiency.

Stage 1:
While the Ooze Hive in the Underground Waterway typically started the fight by squeezing its mouth shut to "concentrate" before summoning four pillars of water beneath a target, this time around the Ooze Hive rarely uses its astral arte attacks and focuses more on melee and poison.

As with the previous incantation the Ooze Hive has two main melee attacks: a "stomp" and a leaping attack. The stomp attack is almost exclusively used when you're standing directly in front of the boss and is telegraphed by the Ooze Hive lifting the front of its slimy body in an attempt to crush you and can be avoided by rolling backward. On the other hand, if the Ooze Hive leaps directly upward, it will slam down elsewhere - usually on your useless AI-controlled characters. Since it's impossible to know where the boss will land it's best to attempt a perfect evade in case it's targeting you.

Aside from melee attacks, the Ooze Hive can also create pools of poison:

If Ooze Hive emits of cloud of poison around itself it will create six pools of poison on the ground - three on each side of itself - before blobs of poison erupt into the air and splash down.
If the Ooze Hive opens its mouth it will spit a single large blob forward. This attack is easy to mistake for its roar, however, regardless of the attack, you'll want to back away to the side to avoid them both.

Lastly, as previously mentioned, the Ooze Hive can also use Spread to create four pillars of water beneath a target. This can be used as a skill that you can't interrupt, as well as an astral arte that Rinwell can interrupt with Magic Cancel.

Stage 2:
Once the Ooze Hive reaches 50% HP it will enter Over Limit and perform three leaping attacks that you'll need to perfect dodge to avoid death, since you won't have much time to recover before being crushed again. Luckily, this attack will always target your controlled character so simply stay away from your AI-controlled characters to avoid them taking damage.

Aside from this, the fight is pretty much the same as the initial stage of the fight.







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Tales of Arise
Beyond the Dawn Final Boss Fight
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Ooze Hive



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