Grym: Difference between revisions

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On approach to the forge, note the stairway you are coming down on and the second pathway to the right of it. When the forge is lowered, ranged characters (both magic users and archers) can hit nearly the entire forge floor where Grym can move, and characters on the entry stairway can also hit the Lava Valve.
On approach to the forge, note the stairway you are coming down on and the second pathway to the right of it. When the forge is lowered, ranged characters (both magic users and archers) can hit nearly the entire forge floor where Grym can move, and characters on the entry stairway can also hit the Lava Valve.
[[File:Grym sniping.jpg|thumb|Grym sniping positions]]
[[File:Grym sniping.jpg|thumb|Grym sniping positions]]


See the image to the right for reference.
See the image to the right for reference.


You will need characters on both positions. Characters on the right position will not be able to reach the Lava Valve to Superheat Grym to make it vulnerable to damage. However, there is a section of raised floor just under the left position that Grym can stand on and it will not get Superheated, so you will need to keep it lured to the Right position to keep it vulnerable to damage; there is no safe floor area for Grym at that spot.
You will need characters on both positions. Characters on the right position will not be able to reach the Lava Valve to Superheat Grym to make it vulnerable to damage. However, there is a section of raised floor just under the left position that Grym can stand on and it will not get Superheated, so you will need to keep it lured to the Right position to keep it vulnerable to damage; there is no safe floor area for Grym at that spot.


A reminder, Grym will always follow the very last character that hit it. In your character turn order, always make sure that the last person to hit Grym was on the Right platform. It will walk over to being underneath that character's position and just stay there, round after round taking shots, until it dies or gets lured by another character in a different position. Make sure the character(s) on the Right side can fire multiple ranged attacks per turn, to reduce the chance of them all missing and Grym moving to the left side and potentially onto the floor section safe from Superheating.
A reminder, Grym will always follow the very last character that hit it. In your character turn order, always make sure that the last person to hit Grym was on the Right platform. It will walk over to being underneath that character's position and just stay there, round after round taking shots, until it dies or gets lured by another character in a different position. Make sure the character(s) on the Right side can fire multiple ranged attacks per turn, to reduce the chance of them all missing and Grym moving to the left side and potentially onto the floor section safe from Superheating.


At this point it's a turkey-shoot; just keep hitting Grym, having a character on the left side put a shot into the lava Valve whenever the lava clears, and always having the characters on the Right side move last. It may take a little while, but you will be able to drop Grym without getting wounded and without needing to use the forge hammer, which is needed for obtaining an Achievement (listed below).
At this point it's a turkey-shoot; just keep hitting Grym, having a character on the left side put a shot into the lava Valve whenever the lava clears, and always having the characters on the Right side move last. It may take a little while, but you will be able to drop Grym without getting wounded and without needing to use the forge hammer, which is needed for obtaining an Achievement (listed below).

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