Lufia 2 AC Movement Guide

Movement, as in navigating around the map to manipulate encounters in your favor, is one of the key elements in Lufia 2. It could easily be seen as the first half of the battle, because it determines surprise attacks, or allows you to pass enemies altogether that you'd rather not fight. This allows you to save time, prevent taking damage, and of course allows you to pass enemies you couldn't dream of defeating.

While this guide is about the Ancient Cave, where movement is your only option to navigate around enemies, the rules are identical for the main story, with additional access to tools like the Arrow, which allow you to stun enemies to pass them without triggering an encounter.

Player Actions

Turn-Based System

Enemies will never move when you do nothing, so you have as much time as you want/need to invest to figure out the correct movement sequence.

They move whenever you press a directional key to walk, which includes walking against an obstacle. There are some rare glitches involving doors which makes enemies move when they otherwise wouldn't, or move two steps instead of one.

You can turn into a direction without moving by holding the R button, which will also not make enemies move. It's recommended to do so every time when turning, for example to open a chest, in order to not waste steps.

While it largely appears that enemies move at the same time, they actually move directly after Maxim does. This means that their movement takes Maxim's movement into consideration.

Sword Slashing

Just like taking a single step, slashing the sword will make enemies move in the same way as if you'd have taken a single step (as long as their movement is step-based).

For enemies that have move relative to your movement direction, you can use an exploit called "R-Slashing", which is slashing the sword while holding down the R button and holding a direction. This will make enemies move just as if Maxim would have moved in the direction he's facing - except that holding down the R button prevents your movement, so only the enemy will end up moving.

Expanding on that, you can do "Hadouken-Slashing", which works like R-Slashing, but includes a well-timed quarter circle motion to end up facing a different direction, while the enemy's movement still considers your original direction for its movement. This tech's only application is getting a 50% chance of a preemptive attack on Trolls.

Entering Stairs

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Encounter Rules

An encounter will take place when an enemy ends up on one of the four adjacent tiles of Maxim, or on the same tile (which can happen with teleporters, or when entering a floor).

No matter how large an enemy's sprite appears, only the tiles it actually occupies (as in those you can't step on) are taken into consideration for triggering encounters.

The relative facing of Maxim and an enemy determines whether you will be surprised ("Surprise Attack!"), or get a preemptive attack ("Got in first!").

  • 100% chance of
    a preemptive attack

  • 50% chance of
    a preemptive attack

  • 50% chance of
    a preemptive attack

  • 0% chance of
    a preemptive attack

  • 100% chance of
    being surprised

  • 50% chance of
    being surprised

  • 0% chance of
    being surprised

  • 0% chance of
    being surprised

The favored side gets a free turn of attacks or other actions, which also means an opportunity to escape without getting hit beforehand (after this turn, the battle continues normally). This can be a big advantage or disadvantage depending on the side you find yourself on, and since it makes a big difference in both time and survivability, you should try to maximize the chance for preemptive attacks/minimize the chance of being surprised.

Only enemies with sprites facing in different directions can surprise-attack, or be surprise-attacked. The sole exception is the Ghost Ship sprite, which can be surprise-attacked despite its always downward-facing sprite.

Movement Properties

Enemy movement behavior is composed of several preperties that are explained in detail below. A complete list of properties for all enemies can be found in the AC Reference [ToDo]

Activation

Enemies execute their active pattern only once you enter their activation area, and their idle pattern before that. This area may be a radius in tiles, a field of view in a cone-like shape (although this is square-based rather than involving diagonals), or being in the same room as them.

  • radial activation

  • field-of-view activation

  • room activation

Radial activation and field-of-view activation always have the same dimensions.

Some enemies continue to execute their active pattern after Maxim leaves their activation area, and others return to their idle pattern.

Patterns

Enemies might have idle patterns and/or active patterns, which are chosen by the rules described above.

There are only a handful idle patterns, and only enemies with activation have and need them.

  • stationary

  • random movement

  • teleporting

  • rotating

Active enemies, and all enemies with room activation, execute one of the following patterns instead.

  • stationary

  • random movement

  • following Maxim

  • stationary

  • random movement

  • following Maxim

  • stationary

  • random movement

  • ...

Speeds

Moving enemies will move with a frequency relative to Maxim's walking speed, meaning they move a certain amount of tiles every time Maxim takes a single step.

  • 1/3 speed (1 step for every 3 steps Maxim takes)
  • 1/2 speed (1 step for every 2 steps Maxim takes)
  • Regular speed (1 step for every 1 step Maxim takes)
  • 2x speed (2 steps for every 1 step Maxim takes)

Speed will never be random, or up to a certain amount, so an enemy with 1/3 speed will always move after the 3rd step, never after the 2nd or 4th.

The Buffalo movement pattern has different speeds for horizontal/vertical movement.

Movement Qwirks

Free Step after an Encounter

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Large Sprites

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Pseudo-Diagonal Movement

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Bushes, Doors, and Healing Tiles

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Enemy-Specific Tricks

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