=============================================================================== ----------\ Fat Princess /---------- ----------\ Ranger Guide /---------- ----------\ Version 1.03 /---------- ----------\ Last Updated 07/04/10 /---------- ----------\ By: Hanzaemon_ /---------- =============================================================================== ******************* *TABLE OF CONTENTS* ******************* [A] General Information [B] Guide Version History [C] Introduction [D] Why Use Ranger? [E] Ranger's Moves [E.1] Bow and Arrow [E.2] Shotgun [E.3] Double Shot [F] Offense and Defense [F.1] Offense [F.2] Defense [G] Stage Specifics [G.1] Black Forest [G.2] The Great Gorge [G.3] Coco Cliffs [G.4] Deep Fried [G.5] Rocky Road [G.6] Sugar Cove [G.7] Tropical Punch [G.8] Hot Sauce [G.9] New Pork [G.10] Brownie Town [G.11] Candy Mountain [G.12] Frost Bite [H] Match-Ups [H.1] Vs. Warrior [H.2] Vs. Worker [H.3] Vs. Mage [H.4] Vs. Priest [H.5] Vs. Ranger [H.6] Vs. Villager [H.7] Vs. Giant [H.8] Vs. Pirate [H.9] Vs. Ninja [I] Gladiate [J] Conclusions =============================================================================== [A] ********************* *GENERAL INFORMATION* ********************* Title: Fat Princess Platform: PlayStation 3 Developer: Titan Studios Publisher: Sony Computer Entertainment Release Date: July 30, 2009 (North America) =============================================================================== [B] *********************** *GUIDE VERSION HISTORY* *********************** Version 1.00 - 11/16/2009 - Guide fully composed. Version 1.01 - 01/24/2010 - New stage specifics added for New Pork and Brownie Town. Version 1.02 - 03/28/2010 - New stage specifics added for Candy Mountain and Frost Bite. Version 1.03 - 07/04/2010 - New match-up strategies added for the Giant, Pirate, and Ninja. =============================================================================== [C] ************** *INTRODUCTION* ************** This is a guide to the tactics, strategies, and the overall gameplay experience with the Ranger class in the game "Fat Princess". The intention of its composition is to provide gamers with a better understanding of the class, and to offer coherent advice so that one may augment his/her abilities during gameplay while using Ranger. In writing this guide, I have used the Ranger class more than any other, and for a considerable amount of time. Therefore, all of the input provided has come from personal experience. =============================================================================== [D] ***************** *WHY USE RANGER?* ***************** Each player must select one of five distinct classes in "Fat Princess", unless he/she wishes to remain as the Villager class. Class selection depends a bit on a gamer's personal play style, however I would argue that the Ranger is definitely the best selection to make. Here are some pros and cons to the class which may offer better insight: Pros: > Ranger has a fairly fast movement speed, beaten only by Villager and Worker. > The Ranger has the longest weapon range in the game. > Ranger's five hearts of health provide a defensive asset to the class, and makes it a more versatile class than others. > After upgrading, the Ranger is capable of the 'double shot', allowing for two quick strikes within a short time frame. > The Ranger's shots travel at its target at a very high rate of speed, making accuracy a non-issue. > The Ranger is capable of inflicting a fairly large degree of damage in a single strike. > The Ranger can amplify its damage inflicted using the fire torches. Cons: > Running speed is reduced when charging an attack. > Its attacks are intended for a single target, making it difficult to fight a group, or to crowd control. > While the Ranger's bow and arrow is effective at long-range, its shotgun upgrade is not, and requires closer-range combat. =============================================================================== [E] **************** *RANGER'S MOVES* **************** The Ranger class has two distinct weapons: the bow and arrow, as well as the shotgun. The bow and arrow is the basic weapon to the class, and is the one with which the Ranger will automatically be equipped upon the commencement of the game. The second weapon is the shotgun, which becomes available to the player once the Ranger's hat machine has been upgraded. When this upgrade has been accomplished, the player may switch between the two weapons by pressing the triangle button. Note also that one should lock-on to an enemy regardless of the weapon chosen by using the L1 button. Here is a description of each weapon, as well as some tips towards the use of each: [E.1] --------------- -BOW AND ARROW- --------------- The bow and arrow is the default weapon of the Ranger, and should be the one in which gets used the most. There are two ways to attack using this weapon: 1) Tap or press the square button to fire a quick, but weak arrow strike. Repeating the square button will fire more arrows in succession, leading to a rapid fire type of quality. Each arrow landed while using this tactic will inflict roughly a third of a heart of damage to an opponent. 2) Hold the square button to charge an arrow, then release the button to unleash a stronger strike. The amount of charge is determined by a circle that manifests around the feet of a player, and a full charge is indicated by the completion of this circle, and a 'ding' sound being heard. An arrow can be fired at any point during the charge, and the amount of time for which an arrow is charged will determine the amount of damage it will inflict. A fully charged arrow will take roughly a heart and a half of the target's health. For the most part, a Ranger will want to release fully charged arrows. Firing weak arrows is a strategy employed primarily to finish enemies with very low health, or to attack an enemy in retreat (as not to lose track of that enemy by continuously suffering the movement speed penalty associated with charging an attack). The bow and arrow has the longest range of any weapon in "Fat Princess" and it should therefore be used as such. Try to avoid close combat when possible, and attempt to deal maximum damage from a distance. An arrow will deal the same amount of damage regardless of the player's proximity to an opponent, which gives more incentive to maintain a distance. Furthermore, the arrow has a tremendous travelling speed, so remaining far from an enemy is definitely a viable option. Also, remember to stay mobile. Accuracy is not diminished while moving or jumping, so use these tools to stay elusive. If an enemy runs towards you in an attempt to close the distance, run backwards to keep that distance between the two of you. Also remember with this weapon to utilize the advantage of the high ground. Castle walls and outposts are essential to the success of the Ranger using the bow and arrow. Remember also that the range of the bow and arrow is greater than the dimensions of the screen, so do not be afraid to fire from this far out. [E.2] --------- -SHOTGUN- --------- The shotgun is a weapon that becomes available to the Ranger after the hat machine has been upgraded, but its use is more situationally dependant. Like its counterpart, the shotgun has two methods of attack: 1) Tap or press the square button to fire a quick, but weak shot. Multiple shots will be fired, and will disperse from each other once fired. This allows for multiple targets to be hit at once. There is a bit of lag in between shots (so it cannot be rapidly fired), and its damage is relative to the player's proximity to his/her opponent. 2) Hold the square button to charge the shotgun, then release the button to unleash a stronger strike. The amount of charge is determined by a circle that manifests around the feet of a player, and a full charge is indicated by the completion of this circle, and a 'ding' sound being heard. A round may be fired at any point of the charge, and the amount of damage a round will inflict is proportionate to the amount of time for which the charge is held. The total damage dealt by a fully charged shotgun blast is relative to the player's proximity to the opponent. The shotgun should not be used as frequently as the bow and arrow. The primary objective of the Ranger class is to strike from a distance, and indeed, the bow and arrow is the best weapon for that situation. However, the shotgun is a very good weapon to use in close quarters. Note that the Ranger should not often willingly attempt to go point blank. However, there are instances where close proximity to an opponent cannot be helped, and at this close-range, a shotgun can deal more damage than the bow and arrow. Many claim that the shotgun is a tool that can be used from a distance when firing into a crowd, however, the damage dealt will be too low to be of any significance. Primarily, the shotgun's use is best serve when a battle develops within the boundaries of a castle. In such a confined space, the shotgun is capable of significant damage. Even though the shotgun is for close-range combat, evasion is still important by utilizing side-to-side movement, and jumping, especially while firing. The recoil from the gun will push a jumping Ranger backwards, and out of harm's way. For the most part however, the strategy of the shotgun is put to best use when applied in tandem with the bow and arrow through the 'double shot'. [E.3] ------------- -DOUBLE SHOT- ------------- The double shot is arguably the most destructive tactic within the Ranger's capacity. To perform a double shot, a Ranger must be within medium- to close-range of an opponent, and will start with the bow and arrow. Charge the bow and arrow fully, then once within the appropriate range, release the square button. Immediately after this is done, quickly press the triangle button to switch to the shotgun. As soon as that is done, press the square button to fire the shotgun. There will be no lag between these shots, and once mastered, the double shot will allow for close to a two-in-one shot experience. The double shot may also be maximized by charging the shotgun to full immediately after the initial bow and arrow strike. Whichever way it is done, it is important to get close enough for the shotgun strike to be effective. I recommend beginning at medium-range when the initial arrow is released. Then, while charging the shotgun, move forward to encroach on the enemy's position, and then release the shotgun blast at close-range. The skill takes practice, but is a deadly tool once mastered. =============================================================================== [F] ********************* *OFFENSE AND DEFENSE* ********************* This section is meant to address offensive and defensive strategies a Ranger may use in the "Rescue the Princess" and "Snatch n' Grab" modes. I personally believe that the Ranger class is better suited for defensive purposes, due to its ability to inflict high damage to a single opponent, as well as its inability to deal significant damage to multiple enemies simultaneously. Nonetheless, here are some guide lines for offensive tasks (capturing the princess) and defensive tasks (protecting the princess). [F.1] --------- -OFFENSE- --------- When attacking the enemy castle in a small or large group, and while outside the castle, the Ranger will want to remain at a distance from the doors, and attempt to eliminate any members of the opposing team who engage with the allied members attacking the doors, or building siege weapons. Charged arrows are the best means for this task. Simply put, other classes are much better at breaking doors than is the Ranger. If the opportunity does present itself to damage the doors however, a fully charged arrow will work the best. While inside an enemy castle with a small group, the Ranger will want to be sure to make use of the double shot method. As well, it will be likely that a Ranger will want to use the shotgun, since most of the fighting will be within close proximity. If part of a larger group or larger battle within the enemy's castle, a Ranger should remain on the outskirts of the battle, and use the bow and arrow to inflict trauma from a distance. Even so however, close combat cannot be avoided, so be ready to employ the double shot strategy, and always stay mobile. Some castles can be oddly shaped, so make good use of jumping to obtain the desired angle for an attack. As it relates to capturing the princess and returning to the allied castle, if possible, the Ranger should allow another team member to lift the princess. A Worker for example will be able to run quicker than the Ranger with the princess in hand. Furthermore, the Ranger is the most effective class for escorting the princess. While being chased during the escort, use fully charged arrows to defeat enemies chasing after the princess. And remember to always try to keep your own body between the enemies, and the one carrying the princess. It may seem absurd to place one's self in harm's way, but remember that it is better you take damage and potentially die than lose possession of the princess. [F.2] --------- -DEFENSE- --------- As far as I am concerned, defense is the area in which the Ranger shines like no other. When the enemy force appears and attacks the allied castle, the Ranger should assume an elevated position where possible that allows for an auspicious angle from which to fire on the attackers below. Be sure to remain within the boundaries of the castle however. This makes it easy to fire out, and difficult to hit you. On top of a wall is often ideal placement. From this position, a Ranger should use fully charged attacks from the bow and arrow to terrorize the enemies below. Obviously, those attacking the doors will often be the priority. Be sure to jump if the angle requires you to do so, and be sure to use fire arrows if that option is available. If enemies breach the castle in one way or another, and make it inside the grounds, do not panic, and resist the urge to move in close. Maintain a distance within your own castle, and continue to fire charged arrows. A close-ranged fight should only be adopted if a member of the enemy team lifts the princess you are defending. If this is the case, employ the double shot strategy, and do so as often as possible on the person holding the princess. Get as close to him/her with the shotgun as possible, as it maximizes damage, and his/her inability to counter attack will leave you entirely protected and fairly risk free. =============================================================================== [G] ***************** *STAGE SPECIFICS* ***************** The intention of the "Stage Specifics" section is to acknowledge some of the strategical or terrain based advantages a Ranger may use within each individual stage. [G.1] -------------- -BLACK FOREST- -------------- > The prisoner pit has a circular wall which encompasses its borders, including the prisoner's cage, and the well. A Ranger can move along the ledge of this wall for an optimal position from which to snipe using the bow and arrow, should a battle ensue within the pit. The furthest edge of this wall will imbue the Ranger with an angle from which he/she can fire upon enemies outside the castle. > The ledge of the wall adjacent to the castle doors allows a Ranger to fire on enemies directly outside the allied castle from a relatively protected area. > The top of the center outpost, as well as the land lying directly behind it which hosts the metal is an advantageous spot to stand from which a Ranger may strike enemies below. > In the water directly in the center of the map lies a small island. A Ranger can stand on this island, and fire arrows effectively in many directions. The Ranger can fire towards the enemy castle, or can fire at enemies on the main land to the north, where the outpost and metal lie. > A Ranger can turn himself/herself into a chicken, then use the catapult to launch themselves into the enemy castle. The time spent as a chicken will allow for a longer flight. Direct yourself towards the enemy's throne, and on the close side of the throne will be a platform on top of the wall. Land on this platform and the Ranger can then shoot enemies from this position virtually uncontested. Note however that this position can only be obtained while as a chicken. [G.2] ----------------- -THE GREAT GORGE- ----------------- > Within one's own castle, the ledge on the wall adjacent to the doors provides for a terrific vantage point to fire upon enemies just outside the castle's border. > Towards the south of the castle--but still within the dimensions of the castle--is a water pit from which enemies can attack. Surrounding that water pit is a circular wall. The ledge of this wall can be used very effectively to attack those enemies entering from this passage way. > The top of the outpost closest to the allied castle is a fantastic vantage point for a Ranger to attack enemies who approach the castle along the main path. > Along the top of the stage is a path leading to the enemy's castle which is blocked by a boulder. Once the boulder is destroyed, the path leads directly into the throne area of the castle. A Ranger can stand at the top of this path that overlooks the throne area, and attack opponents below. [G.3] ------------- -COCO CLIFFS- ------------- > Within one's own castle, the ledge of the wall south of the prisoner pit allows a Ranger to attack enemy players below who attempt to enter the castle using the lift. > The ledge of the wall adjacent to the doors allows a Ranger to fire upon enemies attacking the castle doors. > Towards the middle of the map, the second level (that hosts the metal) can make for a decent vantage point for attacking enemies on the level below. > Along the very top path is a cliff that overlooks the enemy's throne area, which many use to enter the enemy castle. A Ranger can stand at the top of this cliff and fire upon enemies within the castle below. [G.4] ------------ -DEEP FRIED- ------------ > The ledge of the walls within one's own castle provide an excellent spot to intercept enemies attacking both the front and back doors. > Towards the top-middle of the map is a pipe which carries participants to a different area of the map. A Ranger can stand on his/her own side of this pipe, and snipe enemies on the opposite side. > In general, gaps in pathways (due to missing pieces of land or covered by lava) are advantageous to Rangers. Attack from across the chasms. > When a Ranger stands within the throne area of the castle, he/she may attack enemies inside the prisoner's cage with great efficiency. > There is a land lift that goes up and down just outside the doors closest to the catapult. Across the lava to the south is an outpost from which this land lift is visible. A Ranger can attack an enemy who is standing on this land lift from this specific outpost area. [G.5] ------------ -ROCKY ROAD- ------------ > While within one's own castle, the ledge of the wall just south of the prisoner's cage enables a Ranger to fire upon enemies attempting entry from the land lift below. > The ledge of the wall adjacent to the castle doors gives the Ranger a phenomenal vantage point to attack enemies at the door, and around the outside of the castle more broadly. > Outside the castle doors and while still on the upper level, a rope bridge can be seen leading to the castle to the north. A Ranger can stand on this level and attack enemies on the rope bridge below. > A Ranger can attack enemies within the center metal area from a platform adjacent. [G.6] ------------ -SUGAR COVE- ------------ > Standing on the southern, elevated part of the boat allows a Ranger to fire upon enemies below. Also, this spot allows for an ideal location from which the Ranger can attack enemies on the boat. > In general, pathways blocked by water when the tide comes in caters to a Ranger's advantage as he/she can attack efficiently from across the gap. > The top path that hosts the metal has an upper level. At the edge of this upper level is a spot from which players may drop off into enemy territory. A Ranger can stand at the edge of this cliff, and snipe enemies below. [G.7] ---------------- -TROPICAL PUNCH- ---------------- > The ledges of one's own castle provide a magnificent vantage point for attack enemies building spring boards in the south, as well as those attacking the doors. The ledge of the castle walls in Tropical Punch are probably the best for the Ranger in the entire game. > A Ranger can jump off the ledge in the corner of the castle, and stand on the face of the rocks to shoot at enemies. [G.8] ----------- -HOT SAUCE- ----------- > Outside the castle doors is an elevated circular platform overlooking much of the allied territory. A Ranger can have great proficiency standing on this platform, and sniping enemies below. > Towards the back of the castle begins a long, narrow pathway that ends with a gap of lava in the south, and has an outpost on the other side. A Ranger can attack enemies from the edge of this pathway who are either attacking the castle doors, attempting a capture of the outpost, or attempting to enter the castle using this pathway. > If a Ranger goes along the bottom path of the stage, he/she can attack enemies in the center area from this distance. > If a Ranger manages to climb up the rocks to the summit of the long, narrow path in the enemy castle, he/she will be able to attack enemies in the prisoner area from across the gap. [G.9] ---------- -NEW PORK- ---------- > Within one's own castle, the throne area allows a Ranger a good opportunity to snipe at invading enemies. > On top of the elevated building around the catapult gives the Ranger a good vantage point for targeting enemies towards the center of the map, as well as those attacking the middle doors. > Adjacent to the inner doors (that lead directly into the allied encampment) is a wall. In the corner of this wall is a ramp. A Ranger can use this ramp to stand on top of the wall, and attack assaulting opponents below. > The top of the walls overlooking the barricade gives the Ranger an opportune angle for attacking enemies below. Use the sewer inside the base to access this area quickly. [G.10] -------------- -BROWNIE TOWN- -------------- > It is first worth mentioning that Brownie Town is a Ranger's playground. This map offers the Ranger an abundance of auspicious angles and spots from which to attack. This map is very advantageous towards the Ranger class. > Right beside the hat machines is a wall over which one can jump. Should the enemy encroach as far as this area, a Ranger can stand on this wall to attack. This spot is especially useful while playing the Snatch n' Grab game mode. > Ordinarily, the top of an Outpost would be assumed to be a reasonable vantage point, and would therefore not be discussed. However, on this map in particular, the Outpost beside the base's doors is an excellent spot from which a Ranger can attack approaching enemies. Furthermore, the piece of land right behind this Outpost (inside the doors) can cut off the enemy's angle when attempting to attack you back. Charge an arrow and jump when you fire to give yourself the necessary angle to attack, while not being struck back. > The stairs opposite the above mentioned Outpost serve as an adequate spot from which to assault the same area. Move up and down the stairs to acquire the necessary angle for attack, as well as to jam incoming fire from enemies. > After climbing the above mentioned stairs, the flat concrete path allows a Ranger to overlook the intersection. Once the Ranger hat has been upgraded, a Ranger should utilize the two torches in the direct proximity to maximize effectiveness. > In the southern corners of the main bridge are two buildings that form a right angle, and requires a springboard to climb. The rooftops of these buildings allow a Ranger to assault the main bridge, as well as the main metal area in the river below. > In the northern corners of the main bridge are buildings with large, long roofs. The tops of these buildings can be used by a Ranger to attack the main bridge, the top path, or the intersections. Make sure when charging to hide behind the strange angles of the rooftop in order to block incoming enemy attacks. [G.11] ---------------- -CANDY MOUNTAIN- ---------------- > The castle walls adjacent to the main doors provides an excellent vantage point to combat enemy attackers. Note that jumping while shooting may be required to hit targets situated on flat angles. > The catapult area allows a Ranger to attack enemies stationed across the chasm who attempt to enter the castle from the springboard on the cliff opposite. > Overlooking the above mentioned springboard area is a higher cliff. A Ranger can climb to the summit of this cliff by jumping on the ramp made of rocks, at which point he/she can attack enemies below. > The ledge overlooking the Worker's hat machine, as well as the one that overlooks the prisoner area allows a safe vantage point from which a Ranger can defend against assaulting parties. > The top of the rock island just outside the castle doors provides a Ranger with a perch from which a Ranger is imbued the opportunity to provide 360 degree coverage. > Another rock island lies inbetween two outposts (overlooking the outpost on the bottom level), and it bestows the same benefits explained in the above point. [G.12] ------------ -FROST BITE- ------------ > The rooftop of the cabin inside the castle allows for coverage of a variety of angles as the enemy team infiltrates. > Adjacent to all three sets of doors are posts, as well as a particular length of fence. Standing on top of these posts and/or fencing panels allows a Ranger to defend against assaulting parties from a spot of relative safety. Note that jumping while shooting may be required to attack those right against the doors. =============================================================================== [H] *********** *MATCH-UPS* *********** The purpose of the "Match-Ups" section is to address strategies a Ranger could use you gain the advantage over every other class in a one-on-one situation. It still fascinates me how in such a populated, chaotic map and game, one-on-one battles do occur. [H.1] ------------- -VS. WARRIOR- ------------- The Warrior's main strength is close combat, so that is exactly what you want to avoid. Try to remove the Warrior from his element, and force him/her into yours (which is long-range). Keep your distance by continuing to move backwards and by circling towards the outside, and fire arrows from a distance. If possible, try to circle to the Warrior's shield hand to make striking you more difficult. If the Warrior is using a spear, stay out of range. If he/she is holding a charge on the spear, hold a charge on your weapon. Wait for him/her to make the first move, and when he/she releases that charge, evade to the sides, and counter attack by releasing your charge. The best strategy a Warrior could employ against a Ranger is probably to hold the shield, which can make it difficult for the Ranger to strike. If this is the case, try to move to the sides, and close the distance between you just a little bit. If this does not work, charge an arrow, gradually more in closer, and jump over top of the Warrior to their back side. Release the charge while directly over top, and it will hit despite the shield. Be ready to double shot in this case. This is the only instance against a Warrior where closing the gap is advantageous. In other cases, remember to create space. [H.2] ------------ -VS. WORKER- ------------ The Worker is probably among the easier prey for the Ranger. The Worker does not fair well at long-range combat, and instead favours close- to medium-range encounters. Therefore, try to keep a wide distance between the two. Continue to circle, and fire charged arrows. Try to anticipate the Worker's timing for throwing bombs, and try to jump to the side when he/she does. Bombs do not move with high velocity, so evasion should not be an issue. Remember however, that the bomb is not dead if it misses. Be mindful of its location, and continue to move while avoiding the vicinity of that bomb until it explodes. Do this by circling to the opposite side or move backwards to create more space. Whichever method chosen, just do not move back to that space until it is clear. [H.3] ---------- -VS. MAGE- ---------- The Mage is among the trickiest opponents to square off against as Ranger. While targeting an opponent, the Mage can actually be fairly proficient at long-range combat. With this in mind however, the Mage's range still does not equal that of the Ranger, so long-range is still the distance one wants. However, please understand that the distance needed to elude a Mage is much greater than most other projectile based classes. While fighting a Fire Mage, the ideal terrain in which to fight is near water. If you can take the fight close to the water's edge, it will remove a large advantage the Mage holds in burn damage. Always be moving backwards, as a lot of space will need to be created to stay completely out of the Mage's range. If the Mage holds an AoE charge, you will be able to see the limits of his/her range. Fire charged arrows, and keep making space for yourself. If you do however, get stuck and end up burned, you will have three seconds before that burn damage takes effect. Therefore, while burning, do not be afraid to rush in close, double shot the Mage, then retreat to a safe distance. This hit and run tactic works well in this particular situation since you cannot be burned again while already burning, and the most damage from a Mage comes from this type of hit. If fighting an Ice Mage, the same basic premise in maintaining a distance still applies. An Ice Mage cannot deal the type of damage that a Fire Mage can, but one will still want to create that space. If a Ranger gets frozen, continue to hold away from the Mage, and spam the square button. Spamming square helps to unfreeze quicker, and once unfrozen, it ensures that the Ranger will begin attacking again. Furthermore, holding away while frozen helps the Ranger maximize his/her opportunity to once again create that space necessary to fight a Mage. [H.4] ------------ -VS. PRIEST- ------------ When fighting a Dark Priest, it is important to remember that while it can drain life away, it cannot easily kill on its own. In order to deal that final killing blow, the Dark Priest must be at point blank range. Therefore, it is important to make sure the distance between the two parties is greater than point blank. The Dark Priest has a decent range for its life drain, so avoiding the drain may not be very easy. However, it is not of much concern since it cannot easily deal that necessary final blow. Try to keep enough space and attack at long-range. It may take a while since the Dark Priest will continue to replenish health until you are within an inch of your life. As the Dark Priest encroaches closer in an attempt to finish you off, continue backwards to maintain the space, and continue to fire shots. Do this for long enough, and the Dark Priest will eventually die. If you get backed into a corner, jump over the Priest's head. Most people do not anticipate such a move. Once on the other side, you are again free to gain space. [H.5] ------------ -VS. RANGER- ------------ Using a Ranger to fight another Ranger is probably the most difficult match-up for the class. The opposing Ranger will have the same range as you, so you can no longer rely on distance as a saving grace. When the opposing Ranger is charging, you will probably want to stay at a bit of a distance. The velocity of the Ranger's shots is high, so having at least some distance allows a player a bit of time to see the arrow coming, and react. Most Ranger users you will find have a sub-conscious patterned timing to their attacks, so try to anticipate this pattern, and jump just as the enemy fires. If done correctly, the opposing Ranger's arrow will sail high into the air, well over your head. Against another Ranger, the best counter attack is the double shot, which is more feasible since maintaining distance is a little less of a necessity in this case. Double shot when you can, then retreat a bit to a safer distance to try to avoid another arrow strike. [H.6] -------------- -VS. VILLAGER- -------------- No class should ever have a problem competing against a Villager. Concisely put, if you come against a Villager, simply pwn him/her in the face on my behalf. A Villager only has two hearts of health, so one fully charged arrow will almost be enough for a one-shot. The Villager has the fastest running speed in the game, so if he/she runs from you, do not use charge shots unless he/she is still -very- close. If too many charged shots are used and miss, the Villager will take advantage of your movement speed penalty from charging, and will successfully flee. Instead, chase the Villager using rapid fire arrows. They are weak and will not deal much damage, but then again, the Villager only has two hearts. A last point about the Villager is that the class's attack--if it connects-- will dizzy its victim. If a Villager makes you dizzy, you can still fire at him/her, but do not attempt to move or hold the targeting (L1) while you do so. Stand still and fire at the Villager allowing the auto-target to take over. Do so until the stun wears off. [H.7] ----------- -VS. GIANT- ----------- Like the Warrior, the Giant's main strength lies in close-quarters combat, so that is specifically what needs to be avoided. Due to the Giant's very high attack attribute, a Ranger will want to maintain a distance. This distance does not necessarily have to be at a maximum range, but it definitely must be outside the range of the Giant. When facing a Giant, continue to move backwards firing arrows. Should the Giant close the gap between the two parties, do not hesitate to temporarily discontinue firing arrows in order to retreat to a safer distance, at which point the assault may resume. The double shot should not be a priority for the Ranger, as it is not necessary, and has the potential to place the Ranger in peril. Instead, the arrow should be the weapon on which the Ranger relies. Be aware of a Giant that is fully charged, as the range of this attack can be a little deceptive, as it is a bit larger than it seems. Always maintain space as arrows are fired. If the Ranger is backed into a corner or other obstacle, find the direction with the most space, and attempt to circle around the Giant to that side. Be very careful when doing this however, as getting too close to the Giant enables the possibility for the Giant to strike. Always take as much room as possible when doing this. As a final word on the Giant, be especially cautious of a Giant that stalks you, but at the same time does not simultaneously attack. In all likelihood, this is because the Giant is attempting to eat you by using his special. Should you find yourself in this situation, maintain as much space as you possibly can while still attacking. [H.8] ------------ -VS. PIRATE- ------------ The Pirate is a difficult opponent to face indeed. He/she is adept at both long-range and close-range combat, and has a special attack as well. Furthermore, he/she deals quite a bit of damage, and has six hearts of health. The only saving grace the Ranger can employ is his/her superior range. While the Pirate's gun deals roughly 2.5 hearts of health, it has a spread much like the shotgun of the Ranger. Because of this, the Pirate's output of damage is diminished when fired over a longer range. When facing a Pirate, stay at the absolute maximum distance away that is permitted at all times. Should a Pirate attempt to close that gap, the Ranger should continue in an effort to widen it once again. Fire charged arrows from this maximum distance, and be very defensive. If necessary, repeat the steps of firing an arrow, then running back to gain more distance. Utilization of the double shot is not terrible auspicious against a Pirate, but it can serve a purpose. Using the double shot will push the Ranger backwards following the shot from the gun. This additional push allows a Ranger to gain more distance over the Pirate, while still inflicting some degree of additional damage. While facing a Pirate, also be cautious of his/her special attack. Watch for the telegraph of this move, which includes a forward motion from the Pirate's sword arm, as well as an audio cry of "YARG!". Should this occur, retreat from the immediate area until that cannon ball strikes the ground. If--for whatever reason--a gamer cannot identify these audio or visual clues, another way to anticipate a cannon ball strike is by being suspicious of a Pirate that seems to have a lot of interest in you, then suddenly loses interest and runs without warning. Chances are great that this retreat is due to a called cannon ball strike. [H.9] ----------- -VS. NINJA- ----------- The strategy for facing a Ninja is strikingly similar to that which a Ranger would ideally employ against a Pirate. A Ranger should fire arrows from the maximum permitted distance away from the Ninja, and attempt to maintain this extensive chasm at all times. A Ninja's shuriken attack deals a considerable amount of damage and has a range that can rival that of the Ranger. As well, the Ninja suffers less of a movement penalty when charging than does the Ranger. Therefore, do not hesitate to run away to gain more ground if this strategy is necessary to maintain a distance. Like the Pirate, the double shot may be used from a distance in order to be pushed back even further by the tactic's conclusion. If this is done, be sure to charge the arrow, but not the shotgun. Attempt to stay elusive by constantly remaining in motion, as well as by jumping as necessary. Try to time the Ninja's shuriken, anticipate them being thrown, and jump to avoid impact. Should a Ninja use his/her special move and turn invisible, do not panic. Run and jump around as erratically as humanly possible, and fire the shotgun in different directions in an attempt to uncover the Ninja from hiding. But the most important response is to remain in motion. Otherwise, the Ninja could reappear with a stealth attack, leaving the Ranger with very little health, or worse yet; dead. If this has been done for a few seconds with no sign of the Ninja, continue to move while looking at the map. This will give the gamer a clue as to the Ninja's location, or even provide the information as to whether that Ninja has retreated from the fight, or is still indeed within the vicinity. =============================================================================== [I] ********** *GLADIATE* ********** Most people believe the Ranger's gladiate to be among the hardest, if not the hardest to complete in this game. I personally found it to be one of the easier gladiates, but then again, I use Ranger significantly more than other classes. Here, I provide some tips for completing the Ranger's gladiate mode. One tactic is to use a short-cut of sorts. For this to work, select the Priest's gladiate, and protect your team up until the 12th round. For this trick to work, you must still have a Ranger alive on your team. On the 12th round, allow the Ranger to die, then pick up his hat. This will switch you from Priest to Ranger. Finish this last round while using the Ranger hat, and the game will award you with the completion of the Ranger's gladiate! Note however that this trick only works with the Ranger, and not with other classes. While playing in the actual gladiate designated for the Ranger, it is generally important to continue moving, and to attack the appropriate enemies at the appropriate times. For example, Dark Priests and Mages are of high priority to eliminate quickly, since they are the most threatening. Warriors on the other hand, should be ignored, and left until the end of the round to eliminate. Simply run around the level in circles to kite the Warriors. It is necessary to make proper use of the double shot tactic to maximize opportunities. Ranged enemies in brown will die from one fully charged attack, so when multiple are on the screen, use a fully charged arrow to kill one enemy, then switch to the shotgun using the double shot tactic, charge it fully, then eliminate a second enemy. Green Rangers will not die in a single charged shot, so they must fall victim to your double shot. However, you will not need to fully charge the shotgun to dispose of his/her remaining health. Use a fully charged arrow, then double shot with a weak shotgun blast to finish him/her off. Purple Rangers on the other hand will require several fully charged double shots to drop. So remember that Dark Priests, Mages and Rangers are priorities for elimination in that order. Whenever fighting a Fire Mage, try to stick close to the water in case you get burned. My recommendation would be to view a video on YouTube of the Ranger gladiate, and write down which enemies come out of which gate in which order for each round. This enables the player to have a reference sheet during the actual gladiate, and allows for a type of premonition to help establish priorities. And remember to rest in-between each round. Maintaining health is very important. =============================================================================== [J] ************* *CONCLUSIONS* ************* With so much of the Ranger's complexities having now been acknowledged and discussed, this is the end of this Ranger guide. It was definitely a pleasure to compose this guide, and I hope that above all else, it helps blossoming Ranger users to experience their full potential. I hope these tactics and strategies are found to be useful, and I hope to see them employed by many more in future online games. Thank you for reading! ===============================================================================