Our Archero Chapter 4 Tips & Tricks Guide will walk you through some tips and tricks that should help you complete this stage and all its levels in the game. While the third chapter had us dealing with waves, we're back to the more standard fare that Archero has to offer in chapter four.
Archero Chapter 4: General Tips & Ability Choices
Ability Choices
You are going to just pick the pretty standard stuff from the tier list for chapter 4. Ricochet (not as good against the final boss), Multishot, Front Arrow (one only), Bouncy Arrow, Piercing (if you aren't using Tornado), Diagonal Arrows (best with Bouncy Arrow, if you don't have that it might be better to take the rest of the following), Attack Boost, Attack Speed Boost, Crit Master, HP Boost, Invincibility Star, and Blaze are your primary targets.
General Tips
- Always try to grab the buff from the Angel in the middle of the level. Only take health if it's absolutely necessary. You will get a heal from the angry chest right before the boss, so you should hopefully be able to avoid losing up until then. You can also sometimes get a random heal from an enemy you've killed.
- If you get the Health Boost option, then this will actually give you a small heal because it increases your health pool by a percentage. So, if you need to heal, you might just want to take the boost instead.
- Always be very careful around environmental hazards like spikes. While they are usually pretty easy to avoid, sometimes they are placed in a way that can set you up to take unnecessary damage. Go slow around these to make sure you don't take a hit!
- Focus on dodging rather than damaging. It's easy to get in the habit of just wanting to deal a ton of damage, but it's usually better to focus on maneuvering around projectiles and enemies to preserve your health.
- Always try to take the Devil's offer. This is a pretty valuable ability, and unless it's a really bad option, you should always be trying to take it. I generally avoid the walking on water and walk through walls abilities. They aren't bad, but I don't find them super useful.
- Use the water spots on the map to separate yourself from melee monsters. They will have to walk around these obstacles to get to you, and that gives you time to deal a bunch of damage before they do!
Archero Chapter 4: Enemy Tips
- Bats: The bats kind of just hover for a bit and once they target you they will bolt forward towards you. Just keep your distance from these if you can, or wait for them to lock onto you and immediately move.
- Mummies:Â These are melee mobs that kind of just jump randomly. That makes them slightly harder to hit at times, so it's best if you have a faster attack weapon for them, but they are easy to kill so ultimately it doesn't matter too much.
- Red Fire Orbs: A floating monster that throws fire projectiles at you. These shouldn't be too much of a problem, they don't attack very quickly, just make sure to avoid the projectile.
- Green Shooter Plants: These remind me of those plants from Plants vs. Zombies. They fire three projectiles at a time that kind of spread out a bit. Just look for the gaps between the shots and take them down quickly.
- Skeleton Mages: These are a bit different than most enemies you will face. They basically cast a meteor like spell, which will drop a fireball from the sky onto the ground. It is a telegraphed attack, meaning that a red circle appears on the ground in the area that the fireball will land in. You can see the meteor forming in the sky, so you do have a good idea how much time you have to move.
- Purple Turrets: You've fought the lightning turrets in the past, so you might be expecting something similar. That's not the case, these just kind of fire slow moving purple projectiles in all angles. They are pretty easy to avoid, just look for the gaps. These can get a bit annoying if there's multiples of them in a room.
- Hiding Plants: Not sure what to call these monsters, but they are brown and they burrow under the ground and pop up to shoot projectiles at you. The best way to deal with these is to stand still for a slight bit and let them aim at you, once they've locked on the area they are going to fire, you can move. They won't shoot elsewhere once they've locked to the spot, so you can safely avoid the flying red orbs. It's also important to note that the walls won't block the projectiles! These can be a bit annoying if you are playing a slow weapon, because you might not get a lot of shots in on them.
- Haunted Trees: They are back from chapter one. The normal ones just fire projectiles forward, behind, left, and right when they land after a jump.
- Blue Dogs(?): I am not exactly sure what these are, but they are a melee enemy. They will kind of line you up and then speed forward in that direction. Pretty easy to dodge, they are kind of like the snakes.
Archero Chapter 4: Boss Tips
Big Red Fire Orb
This boss isn't super difficult, you just have to stay far away from it and avoid the projectiles. You'll need to be aware of a few different attacks. One is the fire orbs that line the left and right walls. This happens periodically, you'll see orbs start to appear on the side and they will eventually go towards the boss. You just need to kind of stay far away from the boss, and you won't have too much trouble avoiding them. The other attack is the smaller orbs that appear throughout the area and then eventually fire off horizontally or vertically. Again, just try to stay out of their way, and be prepared to move once they pick the direction they are going to go towards. The final attack is just orbs that go at various angles from the boss. This one is also pretty easy to avoid as long as you stay far away from them.
Big Haunted Tree
The big tree seems to give most players the greatest amount of trouble in this chapter. He has some pretty annoying attacks, one of those is just a bulletstorm style of attack that just sends a bunch of projectiles at you. Just make sure to look for gaps and stay as far back as you can so they have more chance to spread out. It will also then jump at you, this happens three straight times. Each time the tree lands, it sends out projectiles at all angles that can be somewhat annoying to dodge when you're also trying to avoid being landed upon. Try to just take a pause between each jump and land a shot or two, then be ready to move immediately after the next jump.
The final attack is a few pretty large projectiles that can bounce off of the walls. If you don't deal a lot of damage, it can be kind of difficult to take the tree down quickly enough before taking a bunch of damage. If you're struggling at this boss, you might just need to upgrade your equipment enough to take it down.
Big Skeleton Mage
This big guy is the same model as the Skeleton Mages you come across throughout the levels of chapter four. It has a few attacks as normal, one of them is just kind of like the Purple Turret enemies that are in this chapter. The mage will create a circle of purple projectiles, and they will kind of make their way towards you. They are slow enough that you should be able to avoid them without too much trouble. The boss also fires out fire projectiles in kind of a wide fan shape, the projectiles look like the same ones the Fire Orb monsters hurl at you. The final attack is just like the smaller Skeleton Mages, except the big version unloads multiple meteors (five in a X shape) down onto the map. Just make sure to run out of the red zones that appear in the area, and you shouldn't have too much trouble dodging them.
Big Rock Elemental
The Rocket Elemental is from the first chapter, but now it has enlarged to a massive size and has some different attacks. One of those attacks is similar to the smaller counterpart, where it fires a few projectiles forward in the same shape as the Diagonal Arrow ability. However, when the projectiles land on the ground, they fire out multiple small ones, so you'll need to dodge the first batch, then dodge the second! The second batch fires out four projectiles each in an X shape.
Perhaps the more annoying move that Rocky does is the spin attack! This is a pretty quick attack, so you'll need to be moving very quickly and not stopping for very long to get off many shots. The third attack is just a couple of rocks thrown towards you that break just like the triple version.
The key to this boss (thanks to the SuperTeeds video) is to stay along the walls. The big projectiles will break and the smaller versions will mostly get intercepted by the wall. This makes it so you don't have nearly as many to dodge. You can then get far more attacks in without having to avoid as many objects.
Winged Skeleton Lady
This is the final boss of the chapter, and she can be quite difficult if you aren't great at dodging a lot of projectiles. She mainly focuses on firing small fire projectiles that kind of go towards you in a swim pattern. You'll want to take a couple of shots at her and then immediately move, this is because she periodically will launch herself at you and it's pretty hard to avoid if you aren't already moving. She has two types of fire projectile attacks, one is just a lot of projectiles spawning from her one after another, and the other she basically fires a bunch out at you. You just kind of have to hug the wall and continue to dodge as much as possible.
Be patient with this boss, you should focus on dodging as much as possible and only taking a couple of shots at a time! Remember, it's better to avoid taking damage then getting in one extra shot! If you aren't getting anywhere on this boss, then it might just be worth grinding out the previous chapter a bunch and hoping to grab some upgrades. This game is just as much about getting better equipment, as it is being skillful!
Published: Jun 12, 2019 03:06 pm