Shush... don't give away the ending
If I can beat a bonus mission my first time out, I don't consider it difficult. This map only took me two tries. I could have beaten it the first time out, but I decided to explore. My henchmen wandered into the middle and they didn't come out. Venta Cemetery doesn't pressure you at all, aside from the Guard Post Alert Meter.
The tactics used to beat this map is the same as any other map before it. Watch your radar. Attack one group of enemies at a time. Yes... I use lots of fire! I beat this map with three elementalists... Cynn, Herta and Me (Photics). Devona (Hammer) and Koss (Sword) set up a frontline, while Sweety and Dunkoro and Mhenlo are on healing.
Other smart tactics
- Attack from the high ground. You can get a damage bonus, while your enemies will get a damage penality.
- Use interrupt skills. The computer's AI can't handle it. This is especially true on this map. The enemy elementalists will often open up with Meteor. A quick Power Spike solves that problem. Cry of Frustration is awesome for groups.
- Don't attack at half power. Wait the extra few seconds so that your Monks are fully charged.
- Avoid death... duh! Once you start messing around with death penalities, your team will only get weaker and weaker. Bring Candy Canes
- Break enchantments - if an enemy NPC has a yellow arrow on its health bar, that's an opening for Shatter Enchantment.
Photics is Fire / Domination - THAT MEANS DAMAGE! If the computer attacks, I interrupt... while unleashing my own attacks. It's a simple strategy that has not changed since chapter 1.