

It'd let the crew re-summon him at the top of the next turn, as usual, since he's no longer on the field and it'd be really easy to animate, since he's just sliding his sprite out of frame. I posted in a bit more detail here [but I can summarize: I think that this isn't necessarily a bad thing on a one-off basis, since move skills are already rather depreciated against most of the game's bosses, but it shouldn't work any better than, say, stunning the anchorman in terms of just buying the team time.įor this reason, I recommend giving the anchorman a skill, called something like "Submerge," that he can use if he's in the back rank, that simply removes him from the field. It frees up the party to just wail on them until they drop.

He passes every turn, unable to act, while the crew spends their usual action trying to summon him and failing. Similar to the Ruins, enemies here are resistant to bleeding (but this time not.

Most of the enemies here deal a lot of damage, cause damage over time, decrease the effectiveness of your heroes, and some of them have incredibly high protection. If the Crew gets pulled out in front of the anchorman before he's thrown the anchor, it breaks the encounter. The Cove is probably the most dangerous and the hardest location in the game. I already mentioned this on the official forum, but I figured I'd better put it here too.
