The Cold Steel arc of Trails is the third arc of the series and is luckily designed for newcomers to hop in and play it with basically no issues. There is the other side to recommending Trails though, which is that it’s part of a longer series of games with an ongoing narrative. This means, if you haven’t played a Persona game, then you should play one of those if you’re really in the mood for a Persona game. I know starting a list about playing games that aren’t Persona with a Persona game is very funny, but honestly, if you’re looking specifically for Persona, look no further than more Persona! Each Persona game is separate, with only extremely vague references to stuff that’s on TV or posters, and the Velvet Room/Tanaka’s shop tying things together. Anyway, without further ado, here’s our list of the 10 games to play while you wait for Persona 3 Reload. So for this list, while there are a few that are pretty close to Persona on this list, I will also be looking at the different aspects of Persona, like the social/life-sim elements and the persona collection system, and hoping you can find the game in this list that appeals to what you’re looking for right now. Not many games combine the life-sim stuff with a JRPG, however much we wish more things would. Once the Fighters are disposed of, put Kellam at full health into Marth's attack range (it may help to get Kellam the Elixir) and slowly wear Marth down.The 10 games to play while you wait for Persona 3 Reloadīefore we get started I think it’s important to state that there are not many games like Persona out there. Remember that Marth will chase after the closest unit to him, otherwise he will target Chrom. Separate the two remaining fighters, taking out the one on the left with Vaike/Robin and the one on the right with javelin Kellam. Next turn the mages will attack, Sumia should have no problem dealing with her mage, Vaike will take damage, use the Elixir to heal him.įinally use Vaike to take out the Knights, and trade the javelin to Kellam since Sumia will no longer need it. Use Orsin's hatchet to take out the fighter on the right, and Sumia's Javelin to take out the fighter on the left. After the first turn the two two fighters should be sufficiently weakened to take out. Move the Cavalier/Kellam pair beside Robin/Vaike to provide extra support. On the first turn put Chrom/Sumia and Robin/Vaike in the center so that each one can engage one of the fighters. Robin should be sufficiently leveled at this point to pair with Vaike. Also bring Sully or Stahl to pair with Kellam. Pair Chrom with Sumia (give her Kellam's javelin), also bring Vaike with a hammer to deal with the Knights (as well as Orsin's hatchet from renown awards, and Virion's Elixir), and Kellam to absorb the massive damage dealt by Marth. Use these to compensate for your units' weaknesses. By this point you have access to strength and defense tonic. This is the first chapter where you don't need to use Frederick, who only eats experience. If you haven't trained Frederick much, then you might want to pair him up with Sumia for a speed boost. The easiest way to beat Marth is to simply send Frederick after him with either his silver lance or a javelin. Marth is decently strong, and wields a Parallel Falchion. It doesn't really matter what you send after them, as long as you don't send in Lissa or an undertrained Donnel. The other enemies can be killed however you like. If you follow the strategy listed above, then the mages shouldn't be able to reach your characters on the first enemy phase. The two mages of the level aren't very dangerous, but can be troublesome if they are able to attack more than once on any given character. If you use Chrom for this, make sure to equip him with his rapier for this part of the chapter. Let the knights kill themselves trying to beat on these characters. Instead, go ahead and put two strong units (probably Frederick and Chrom paired up with someone with a higher movement like Sully) on each of the bottom two staircases. However, this can cause your units to become surrounded from the enemies on the left and right edges of the arena. You may be tempted to simply move to the center of the arena, as there is a spot directly in the center where no enemy ranges cross. You start out in the bottom corner of the arena, with Marth on the other side. The chapter is straightforward, and routing the enemy is a matter of moving all enemies into range of your units. This battle consists of a fairly open arena with four staircases. Subjective: The following part of this article is based upon the editor's personal experiences and opinions, and therefore may not be applicable for all readers.
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