EOU2: (not) Climbing a tree, B3
Jan. 19th, 2019 09:33 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
1F-5F | B1 | 6F | 7F | 8F | 9F | 10F
11F | B2 | 12F | 13F | 14F | 15F
B3 | B4 | 16F | 17F | 18F | 19F | 20F
21F | 22F | 23F | 24F | 25F | B5
26F | 27F | 28F | 29F | 30F (1) | 30F (2) | 31F
Two new items from beating Scylla. The first is the Snow White bow. Might get this for Devaki eventually, but content with her Dragonfly one. Then there's Bindings, the Dark Hunter's ultimate Armor. Costs a ridiculous 205,000, but I can get there!
Five new quests unlock from reaching 16F, including the one to descend into B3. Guess I'll tackle them all this point. Also notable, Abigail in particular is very happy to see us back. :3
The first of these is the third in the series of that vengeance bride-to-be. This time, it turns out that the murdering fishman is actually an army of them, and they're all around 11F. I have to go there and beat them up until the boss shows up. They're just as feeble as before - I even throw Inferno Strike onto Varda and use Poison x2 to make sure the battles all end in one round.

The big boss himself, I fight old-skool for once. It's really not all that difficult, especially with its legs bound. Except when its legs aren't and it uses a rush attack, but Ice Wall helps solve that. Ichigo got owned once from it due to getting hit twice, but this was ultimately not hard.
A second third in the series quest was to deal with that thief from before. Dubois himself joins in on the action, though we don't get to use him. He's trying to attack the town with monsters he's controlling with another flute. Thanks to going Ace Attorney on him earlier, I don't need to fight two of them due to my own flute.

Not that these Brainwashed Worker (ant) enemies are any threat. They showed up as yellow on the map, but I could just autobattle them. Next up is a scorpion enemy. Remembering the original (or Untold 1), I know to bind its legs to prevent it from using its stinger. It really isn't that difficult, it just ended up more drawn-out than usual due to holding back and the fact that there's a third type of enemy to deal with, to save the thief from a grisly fate.

Another bug from EO1, I showed this thing none of the respect I showed fishman or the scorpion. Particularly after I had to reset when it turned out faster than I thought and owned Devaki before she could get off. I responded with Kei's Force Break, and tried to outsmart it when I couldn't bind its arms when it tried the move again with Ichigo's Force Break. It inflicted instant death and killed Devaki again anyway.
I'm also asked why I did this. While I did it for the extra money you get from it and for a codex entry which seems to not exist, I chose the FF9 option, which seems to piss him off the most.
Third quest is to investigate a part of F4 that I haven't been able to get to for the longest time, pertaining a man who mysteriously blacked out after stumbling to a secret area with a treasure chest. The FOE noise and even an exclamation mark appearing over the box gives it away before it happens, but regardless, it's a pound-up time.
---

Really, there's nothing special about these things except for their Glutton attack. This does insane damage that could even one-shot Ichigo. But they died like anything else. If I needed a moment - say, when I was fighting two at once, which was the only way these were interesting, they were weak to panic.
Here's how fighting two went.
- Turn 1: Frailty Curse/Hit-Taker/Blood Fortune/Warrior Song/Chained Benefit
- Turn 2: Bull Charge/Hit-Taker/Swap Step (Devaki)/Head Snipe (new Mimic w/Force Boost)/Stigmata (first Mimic).
- Turn 3: Ecstasy/Hit-Taker/Whatever/whatever attack/Absorb
- Turn 4: Ecstasy/Hit-Taker/Swap Step (Devaki)/whatever attack/Stigmata
- Turn 5: Just finish it off.
Occasionally the mimic would recover from any Head Bind, but it's no big deal. Fight was easy to get in-hand.
---
With TP Up food and fighting randoms, I could restock and beat down the next one in line. One room had five of the stupid things!! Not wanting to fight three at once, I fought two at a time before checking the north chest...only for them all to respawn instantly at midnight!! I could've checked and ran, but killed them all again out of spite.
The reward for getting through this mess is the Yggdrasil Key, allowing me to open locked doors in the labyrinth. I'll do that before 16F or something.
Also around this time, I get a Temporary Workers event at the resturaunt. Sadly this only pays out 8235en.

Final quest was to be good big sisters (and pet) and escort Quona to a certain in 14F. I would say this had no notable encounters...but it did. Hello, Bud! Went over there and beat it up, netting me another session of Premium Chance time.. I also got to write my guild's lore - we come from a place far far away, and we'll take Quona there somebody.
She gives us a handmade Flower Pin made of white clover, wishing us a safe journey. Really adorable quest and character. And indeed, I prefer Quona over Hanna.

I also pay a visit to the Gentle Toad once more for its conditional...and hilariously, end up with a Lv10 Hug Grimoire. This might actually be interesting for Devaki, considering it doesn't bind her, but is otherwise a bit less effective then Stigmata.
This just leaves the next ruins exploration quest to deal with. And B3 is a magical place. Need to enter it during the night, and when you do, you get the following message from a disembodied voice.
---
Voice from somewhere:
"...This is holy ground. Those without
the seal are forbidden to set foot in
these blessed halls..."
Startled by the disembodied voice, you
cast around for its source, but it
simply continues, calm and placid.
"But the creeds of the past carry little
weight today. This land's role will
soon come to a close."
"Child of man. Unsealed ones. You are...
not the ones that I have been awaiting."
"However, your presence here cannot be
anything but fate. Show me, then, the
strength that dwells within you."
"Perhaps...the extinguished light of
hope may yet be rekindled."
The voice fades away, its parting words
as cryptic and confusing as the first...
---
Lore! There's three Return Flutes behind you, and when you go through the next door, it's like "oh yeah one more thing"
---
"Children of man. The unsealed ones.
There is something I must relay."
"This place was created as a trial--a
solemn gauntlet by which one might train
themselves. It thirsts for life energy.
"A barrier was here cast, long ago. Even
with your might, you cannot escape it
until you have withstood its ordeals..."
Its grave proclamation finished, the
voice fades once more into silence...
If the voice is to be believed, you will
be unable to return until you have
cleared these trials...
---
Welcome to B3, among the trolliest of Etrian floors. It is absolutely fantastic blind, or like me, to watch someone play blind. It begins with Troll #1. You can't leave. You're in here until you get through the floor or die. Hope you prepared. To this end, I upped Ichigo's Hit-Taker to Lv5. Now he'll take up to three hits a round and be more resistant to damage. He had 20 unspent skill points, and still had a ton left after this. Might go to 10, but that's pretty expensive TP-wise. It was 2TP to start off with, and I can afford 5TP a casting now (150TP), but 10TP is pushing it. Of course, Amritas are obtainabe routinely now.

There were four kinds of enemies here. Illbears are palette swaps of the backscratcher guys from before. They too use an attack that reduces the amount of damage that can be healed on a target, but this doesn't affect Cover Fire. When they showed up, it was great to sit around and let TP restore itself - I took that food with me. Although now I'm at the point where Amritas are going to become plentiful enough. The second type are mantises like the one in the quest from before. And like them, an arm bind helped. They were good targets for Ecstasy, actually. Troll #2 were pumpkin enemies. A minor one that can inflict panic on a line, but a troll all the same.

Troll #2: These...things, also in that shot above. They can and more than likely will do this. Not a fun thing to see. If you don't realize what's going on, they'll always do so. But as I learned when farming those guys, if you just leave them alone, they commit suicide and fully replenish your force, even if it was previously broken.

So there's a hallway here. A chest off to my right. It has a Soma in it, a decent find. We'll just head back and-

oh god the walls
---

Troll #4. Once these things spot you, they'll move two tiles at a time to try to get to you. If you don't know to keep your eyes on them (they don't move when you're turning). Troll #5: if you do get caught. you can't run, unless you know to do it when they use a certain attack or use a Return Flute or similar skill.
These things are no joke. Their Crush special does ludicrous damage to all party members. Ichigo could tank it with Hit-Taker and Force Boost (although Devaki would still get hit, as would've Azura if I didn't upgrade), but this was tricky.

My usual strategy could work, but there's a couple problems: first, it resists the physical elements, so it'd only do around 4000 - less without Bull Charge. Second, I don't have the tools needed to make the alternate work. Third is its Reflect Guard ability that you can see above, which it uses every three turns and lines up/obstructs my own attacks. If it's attacked during this time, it takes no damage and throws out a devastating counter (funny enough, it also happens with the Beast's Force Break's resultant attack, thankfully it still works after that). The binds could wear off during this period...regardless, this isn't even this strategy's final form, but I can't reach that yet.

So I switch strategies with some Grimoires. I found some nice ones during trading. Devaki and Ichigo get an Ice Prelude/Ice Circle and Frost Fantasia Grimoires respectively. Kei and Devaki have their Link Orders, and Azura takes up an Ice Rounds Lv10 she made. The idea is to pile on the ice damage for maximum carnage. I get this strategy to the point of where it's infallible.
Turn 1: Ice Prelude (Azura)/Frost Fantasia/Frailty Curse/Warrior Song/Venom Curse (Force Boost). The wall does a physical if there's no preemptive. If it hits Devaki, just switch her position.
Turn 2: Ice Circle/Hit-Taker (Force Boost)/Link Order/Ice Rounds/Link Order. The wall uses Crush on this turn.
Turn 3: Defend/Beast Roar/Cure (Devaki)/Warrior Song/Black Mist (Force Break). The wall has Reflect Guard up.
Turn 4: Ice Circle/True Endurance (Force Break)/Link Order/Ice Rounds (Force Boost)/Link Order. The wall uses Crush on this turn.
Turn 5: Ice Circle/Whatever/Link Order/Ice Rounds/Link Order. It dies before it can move again.

Being at full health was important, or someone could die. With this, the only thing to do was break the walls down. All of the walls. With the little guys around to restore Force, I could do this to all of them.
---
So yes. If you screw up, hope you can Flute or make it to a way out in time. Dodge or fight your way to the end of this mess, and you reach a Geomagnetic Pole where the voice speaks again.
---
You have cleared the trials of this
ancient place, even while forbidden from
returning to safety...
I have witnessed your strength. Thus, I
lift the barricades of time, and allow
you safe return to your present...
However, if you wish to know the truth
behind this place...
Continue onward through these sanctified
halls. Cross the Door of the Boundary, and
once you overcome the next obstacle...
I shall show you the true purpose that
lies behind Ginnungagap.
---
You damn right I did. Strength! And I guess there's more to go through in this leg, with the promise of more lore, so let's get that taken care of next, I suppose. I like reaching out to the truth.
Lot more than I expected here. Megaupdate, as it were.
Next | Index
11F | B2 | 12F | 13F | 14F | 15F
B3 | B4 | 16F | 17F | 18F | 19F | 20F
21F | 22F | 23F | 24F | 25F | B5
26F | 27F | 28F | 29F | 30F (1) | 30F (2) | 31F
Two new items from beating Scylla. The first is the Snow White bow. Might get this for Devaki eventually, but content with her Dragonfly one. Then there's Bindings, the Dark Hunter's ultimate Armor. Costs a ridiculous 205,000, but I can get there!
Five new quests unlock from reaching 16F, including the one to descend into B3. Guess I'll tackle them all this point. Also notable, Abigail in particular is very happy to see us back. :3
The first of these is the third in the series of that vengeance bride-to-be. This time, it turns out that the murdering fishman is actually an army of them, and they're all around 11F. I have to go there and beat them up until the boss shows up. They're just as feeble as before - I even throw Inferno Strike onto Varda and use Poison x2 to make sure the battles all end in one round.

The big boss himself, I fight old-skool for once. It's really not all that difficult, especially with its legs bound. Except when its legs aren't and it uses a rush attack, but Ice Wall helps solve that. Ichigo got owned once from it due to getting hit twice, but this was ultimately not hard.
A second third in the series quest was to deal with that thief from before. Dubois himself joins in on the action, though we don't get to use him. He's trying to attack the town with monsters he's controlling with another flute. Thanks to going Ace Attorney on him earlier, I don't need to fight two of them due to my own flute.

Not that these Brainwashed Worker (ant) enemies are any threat. They showed up as yellow on the map, but I could just autobattle them. Next up is a scorpion enemy. Remembering the original (or Untold 1), I know to bind its legs to prevent it from using its stinger. It really isn't that difficult, it just ended up more drawn-out than usual due to holding back and the fact that there's a third type of enemy to deal with, to save the thief from a grisly fate.

Another bug from EO1, I showed this thing none of the respect I showed fishman or the scorpion. Particularly after I had to reset when it turned out faster than I thought and owned Devaki before she could get off. I responded with Kei's Force Break, and tried to outsmart it when I couldn't bind its arms when it tried the move again with Ichigo's Force Break. It inflicted instant death and killed Devaki again anyway.
I'm also asked why I did this. While I did it for the extra money you get from it and for a codex entry which seems to not exist, I chose the FF9 option, which seems to piss him off the most.
Third quest is to investigate a part of F4 that I haven't been able to get to for the longest time, pertaining a man who mysteriously blacked out after stumbling to a secret area with a treasure chest. The FOE noise and even an exclamation mark appearing over the box gives it away before it happens, but regardless, it's a pound-up time.
---

Really, there's nothing special about these things except for their Glutton attack. This does insane damage that could even one-shot Ichigo. But they died like anything else. If I needed a moment - say, when I was fighting two at once, which was the only way these were interesting, they were weak to panic.
Here's how fighting two went.
- Turn 1: Frailty Curse/Hit-Taker/Blood Fortune/Warrior Song/Chained Benefit
- Turn 2: Bull Charge/Hit-Taker/Swap Step (Devaki)/Head Snipe (new Mimic w/Force Boost)/Stigmata (first Mimic).
- Turn 3: Ecstasy/Hit-Taker/Whatever/whatever attack/Absorb
- Turn 4: Ecstasy/Hit-Taker/Swap Step (Devaki)/whatever attack/Stigmata
- Turn 5: Just finish it off.
Occasionally the mimic would recover from any Head Bind, but it's no big deal. Fight was easy to get in-hand.
---
With TP Up food and fighting randoms, I could restock and beat down the next one in line. One room had five of the stupid things!! Not wanting to fight three at once, I fought two at a time before checking the north chest...only for them all to respawn instantly at midnight!! I could've checked and ran, but killed them all again out of spite.
The reward for getting through this mess is the Yggdrasil Key, allowing me to open locked doors in the labyrinth. I'll do that before 16F or something.
Also around this time, I get a Temporary Workers event at the resturaunt. Sadly this only pays out 8235en.

Final quest was to be good big sisters (and pet) and escort Quona to a certain in 14F. I would say this had no notable encounters...but it did. Hello, Bud! Went over there and beat it up, netting me another session of Premium Chance time.. I also got to write my guild's lore - we come from a place far far away, and we'll take Quona there somebody.
She gives us a handmade Flower Pin made of white clover, wishing us a safe journey. Really adorable quest and character. And indeed, I prefer Quona over Hanna.

I also pay a visit to the Gentle Toad once more for its conditional...and hilariously, end up with a Lv10 Hug Grimoire. This might actually be interesting for Devaki, considering it doesn't bind her, but is otherwise a bit less effective then Stigmata.
This just leaves the next ruins exploration quest to deal with. And B3 is a magical place. Need to enter it during the night, and when you do, you get the following message from a disembodied voice.
---
Voice from somewhere:
"...This is holy ground. Those without
the seal are forbidden to set foot in
these blessed halls..."
Startled by the disembodied voice, you
cast around for its source, but it
simply continues, calm and placid.
"But the creeds of the past carry little
weight today. This land's role will
soon come to a close."
"Child of man. Unsealed ones. You are...
not the ones that I have been awaiting."
"However, your presence here cannot be
anything but fate. Show me, then, the
strength that dwells within you."
"Perhaps...the extinguished light of
hope may yet be rekindled."
The voice fades away, its parting words
as cryptic and confusing as the first...
---
Lore! There's three Return Flutes behind you, and when you go through the next door, it's like "oh yeah one more thing"
---
"Children of man. The unsealed ones.
There is something I must relay."
"This place was created as a trial--a
solemn gauntlet by which one might train
themselves. It thirsts for life energy.
"A barrier was here cast, long ago. Even
with your might, you cannot escape it
until you have withstood its ordeals..."
Its grave proclamation finished, the
voice fades once more into silence...
If the voice is to be believed, you will
be unable to return until you have
cleared these trials...
---
Welcome to B3, among the trolliest of Etrian floors. It is absolutely fantastic blind, or like me, to watch someone play blind. It begins with Troll #1. You can't leave. You're in here until you get through the floor or die. Hope you prepared. To this end, I upped Ichigo's Hit-Taker to Lv5. Now he'll take up to three hits a round and be more resistant to damage. He had 20 unspent skill points, and still had a ton left after this. Might go to 10, but that's pretty expensive TP-wise. It was 2TP to start off with, and I can afford 5TP a casting now (150TP), but 10TP is pushing it. Of course, Amritas are obtainabe routinely now.

There were four kinds of enemies here. Illbears are palette swaps of the backscratcher guys from before. They too use an attack that reduces the amount of damage that can be healed on a target, but this doesn't affect Cover Fire. When they showed up, it was great to sit around and let TP restore itself - I took that food with me. Although now I'm at the point where Amritas are going to become plentiful enough. The second type are mantises like the one in the quest from before. And like them, an arm bind helped. They were good targets for Ecstasy, actually. Troll #2 were pumpkin enemies. A minor one that can inflict panic on a line, but a troll all the same.

Troll #2: These...things, also in that shot above. They can and more than likely will do this. Not a fun thing to see. If you don't realize what's going on, they'll always do so. But as I learned when farming those guys, if you just leave them alone, they commit suicide and fully replenish your force, even if it was previously broken.

So there's a hallway here. A chest off to my right. It has a Soma in it, a decent find. We'll just head back and-

oh god the walls
---

Troll #4. Once these things spot you, they'll move two tiles at a time to try to get to you. If you don't know to keep your eyes on them (they don't move when you're turning). Troll #5: if you do get caught. you can't run, unless you know to do it when they use a certain attack or use a Return Flute or similar skill.
These things are no joke. Their Crush special does ludicrous damage to all party members. Ichigo could tank it with Hit-Taker and Force Boost (although Devaki would still get hit, as would've Azura if I didn't upgrade), but this was tricky.

My usual strategy could work, but there's a couple problems: first, it resists the physical elements, so it'd only do around 4000 - less without Bull Charge. Second, I don't have the tools needed to make the alternate work. Third is its Reflect Guard ability that you can see above, which it uses every three turns and lines up/obstructs my own attacks. If it's attacked during this time, it takes no damage and throws out a devastating counter (funny enough, it also happens with the Beast's Force Break's resultant attack, thankfully it still works after that). The binds could wear off during this period...regardless, this isn't even this strategy's final form, but I can't reach that yet.

So I switch strategies with some Grimoires. I found some nice ones during trading. Devaki and Ichigo get an Ice Prelude/Ice Circle and Frost Fantasia Grimoires respectively. Kei and Devaki have their Link Orders, and Azura takes up an Ice Rounds Lv10 she made. The idea is to pile on the ice damage for maximum carnage. I get this strategy to the point of where it's infallible.
Turn 1: Ice Prelude (Azura)/Frost Fantasia/Frailty Curse/Warrior Song/Venom Curse (Force Boost). The wall does a physical if there's no preemptive. If it hits Devaki, just switch her position.
Turn 2: Ice Circle/Hit-Taker (Force Boost)/Link Order/Ice Rounds/Link Order. The wall uses Crush on this turn.
Turn 3: Defend/Beast Roar/Cure (Devaki)/Warrior Song/Black Mist (Force Break). The wall has Reflect Guard up.
Turn 4: Ice Circle/True Endurance (Force Break)/Link Order/Ice Rounds (Force Boost)/Link Order. The wall uses Crush on this turn.
Turn 5: Ice Circle/Whatever/Link Order/Ice Rounds/Link Order. It dies before it can move again.

Being at full health was important, or someone could die. With this, the only thing to do was break the walls down. All of the walls. With the little guys around to restore Force, I could do this to all of them.
---
So yes. If you screw up, hope you can Flute or make it to a way out in time. Dodge or fight your way to the end of this mess, and you reach a Geomagnetic Pole where the voice speaks again.
---
You have cleared the trials of this
ancient place, even while forbidden from
returning to safety...
I have witnessed your strength. Thus, I
lift the barricades of time, and allow
you safe return to your present...
However, if you wish to know the truth
behind this place...
Continue onward through these sanctified
halls. Cross the Door of the Boundary, and
once you overcome the next obstacle...
I shall show you the true purpose that
lies behind Ginnungagap.
---
You damn right I did. Strength! And I guess there's more to go through in this leg, with the promise of more lore, so let's get that taken care of next, I suppose. I like reaching out to the truth.
Lot more than I expected here. Megaupdate, as it were.
Next | Index