[personal profile] sirsystemerror
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

The final DLC, The Original Sin, adds an extra 31st floor to explore. This is pretty serious business - you're summoned to the palace and the princess addresses you personally, saying that a newly found Geomagnetic Pole has been located, leading to a place in the Forbidden Wood where the deepest darkness is said to reside. It's so serious that Cass suddenly becomes serious about it out of nowhere, and the princess makes you promise to come back safe. I of course pick this option.

Once you've activated the DLC and seen that scene, a new option opens up when you choose to head out. This is a very quirky floor - first off, there's no random encounters. The rooms also tend to be very wide open. The threat comes from the FOEs in these rooms. These FOEs are a problem. They're everywhere, have completely random movement, can see you from miles away even through walls, are fairly tough, and respawn very quickly. I had to come up with a plan for dealing with them in a quick and efficient manner.

---


I first tried a Chaser party, using Landsharks. This wasn't very effective, so it was back to my main party - Ecstasy is still really effective at rapidly taking an enemy out. It wasn't enough on its own, which is where Azura came in. But the problem was Devaki not landing binds with Stigmata. So enter Hotah, the old War Magus. I found a Displace 10 Grimoire, so giving him that as well as a War Lore 10 Grimoire, he could back up Devaki if need be. He replaced Ichigo, who wasn't doing much since they weren't getting a chance to do anything.

The strategy is simple and the usual. Also very important was food that guarantees a preemptive on FOEs.

(Varda/Azura/Hotah/Azura/Devaki)
- Turn 1: Limitless/Warrior Song/Ice Prelude (Varda)/Frailty Curse/Chained Benefit
- Turn 2: Ecstasy/Point Blank/Displace/Swap Step (Devaki)/Stigmata
- Turn 3: Ecstasy/Burst Shot/Ailing Slash/Swap Step (Devaki)/Evil Eye


Displace wasn't the most effective backup, but probably was one of my best - and better to have something than nothing. It cleaned up Devaki's binds, at least. If they didn't take, it was best to just run away and try again - its attacks are pretty insane. Evil Eye on Turn 3 is just insurance in case it uses normal attacks.

---

They drop a material that allows you to make a whip. Not the strongest, but it can bind any to all parts when using a basic attack. No conditional.

Icy Bulbs are also in all but the first and last room. You have to take them out to map the room effectively, but their presence also gives you a lot more leeway before the FOEs can see you - "only" two tiles instead of like six. And yet they can still see you from around corners.


Still, my strategy did suffice to wipe out any in my path. The last room was a total mess with tons of them running amok without any Icy Bulb. There were multiple doors leading into it. I'd cleared out the previous room. The idea is to lure as many as you can south, run north, and hopefully make it to the door before they reach you.

There's also an item point here - only reachable through the mess. And you can make some nice goodies from the stuff you get here. Thankfully there is a shortcut, so you don't need to go through the mess of a floor again to reach the boss.


The materials here can be used to create some pretty fantastic items. Solomon's Seal allows you to make Healing Remedy, which fully restores HP and TP to all party members. Antler Fungus creates Over Soma, which boosts all allies max HP in addition to giving moderate healing. And Bloody Dew lets you make Eye of Time, a fancy item which you can use in town which respawns all FOEs and bosses. I brought some Natural Instinct Grimoires so I could get as many of these as I could the first trip in.

I needed to make preparations for this boss beforehand, however - as well as a bit of random cleanup. I started out by grinding up a bunch of grimoires to prepare for the ultimate final battle. The ideal place to do this was on 31F itself, odd as it may seem. See, you should probably already know grimoires can have added effects tied to them. Well as an added "feature" of this floor, every grimoire made that has an added effect will have it at level 3!


That said, grinding out added effects is more of a bonus, albeit a horribly tedious one. A ton of quickkill strategies depend on getting as many elemental add-ons as you can, some requiring the absolute maximum amount. That's why I chose a strategy that requires few to none in order to get the job done.

A few final things to take care of before this. Quickkilling Ur-Child did have one issue with it - I didn't get the Origin Bud codex entry. I tore it apart on Picnic for this. Finally, I made the last of the recipes, before setting my active food to boost the effect of blinding.

The party for this ultimate final battle consists of debuffer Devaki, buffer Ciara, and three gunners: Azura, Ginger, and Raanan. I went into Tindalos without much of a plan with them, kind of managing to bumble through. But the reason for the two extra gunners' being is this fight. Azura and Ginger have a really esoteric setup - they're using Ronin Grimoires!! Specifically, Upper Stance, Peerless Stance, and Upper Slash. They also have Weapon Free in order to actually use these skills. Rounding these out are boosts to their Point Blank and Burst Shot, the latter with Ice Up 3 - I did make a valiant effort to get added effects, but it's really ridiculous to get Lv10 grimoires with the desired effects, so that's all I had.

Ranaan goes in a different direction: he's carrying the critical Gunner/Survivalist buffs in Affection Collar and Power Gel. Because he has no time to use Peerless, he's got a Pre-Initiative grimoire instead to make up the difference, as well as a Double Action. We'll need to proc those again, but it's nowhere near as demanding.

Devaki fills a somewhat familiar role - to weaken the boss and also throw out Freeze Circle. However for this fight, she has Speed Up as insurance for turn order, and Hit-Taker to deal with the boss' opener. Ciara has the same familiarity - all she needs is Ice Prelude and Frost Fantasia.

---

After undergoing countless trials, you
finally reach an area housing a horrific
creature you have never before seen...


This must be the deepest darkness that
you have been searching for...

Even a mere glimpse of its vile miasma
is enough to turn your stomach!

All your senses and experiences are telling
you that this entity possesses power beyond
anything you've ever known!

Knowing that, and feeling the raw malice
radiating from this being, you immediately
understanding that it must be defeated!

Are you fully prepared for the
momentous battle that awaits?

If you are, then there is no need for
further words!

Here, at the zenith of High Lagaard's
Yggdrasil, confront and slay the deepest
darkness of the Labyrinth!


---

This is it. The ultimate final battle.

---


Ur-Devil. As its name implies, this bad boy is an upgraded Ur-Child with a really freaky look, twice the HP, and about four times the BS. Nevertheless, it is very much vulnerable to a rushing beatdown, just the same as the original.

(Azura/Ginger/Raanan/Devaki/Ciara)
- Turn 1: Upward Slash/Upward Slash/Amrita II (Devaki)/Hit-Taker/Frost Fantasia
The monster begins with a nasty TP-draining attack. This is why Devaki has Hit-Taker - it allows her to absorb the attack. Raanan heals her TP since having none just won't do, and the first debuff gets laid down.

- Turn 2: Peerless Stance/Peerless Stance/Power Gel (Azura)/Boost+Abdomen Curse/Ice Prelude (Azura)
The two Peerless Gunners continue setting up. Two buffs are laid in place on this turn. Ur-Devil retains its vulnerability to arm bind allowing to shut down many of its attacks, so it's thrown out on this turn.

- Turn 3: Charged Ice/Charged Ice/Affection Collar/Blinding Curse/Boost!Reverb (Azura->Ginger)
Blinding Curse again comes into play. The two buffs are copied over to Ginger so she can have Ice Prelude and Power Gel as well, with Affection Collar being the third. Charged Ice is used on this turn for lack of anything else.

- Turn 4: Point Blank/Point Blank/Point Blank/Frailty Curse/Reverb (Ginger->Raanan)
Now to prepare for the big burst. The last debuff is down. At this point, all three gunners have Ice Prelude/Power Gel/Affection Collar as their buffs. Ur-Devil has Frost Fantasia and Frailty Curse as debuffs.


- Turn 5: Boost!Burst Shot/Boost!Burst Shot/Boost!Burst Shot/Freeze Circle/Crusade
And now to let loose. I need at least one Double Action to trigger, preferably two - and ideally from one of the Peerless Gunners. They do like 23.5k on their second hits. The second doesn't do as much, but still a plenty respectable amount. The other two help boost the damage to these insane levels.

This alone isn't enough to deal with the boss, but Ur-Devil differs in how if it's knocked below 80%, it throws out the Ur-Eye phase and just proceeds directly to its final pattern, which begins with Strongman's Glory - a move that restores TP. As long as enough damage was done, which needs at least one Double Action. There's a decent enough shot of that happening with three!

- Turn 6: Point Blank/Point Blank/Point Blank/Hit-Taker/Defend
Setting up for the finishing blow...


- Turn 7: Supreme Bolt/Supreme Bolt/Supreme Bolt//Defend/Defend
...and executing it! Peerless Stance has worn off at this point, but the Force Break can pick up the slack.

---


There is no drop from the boss, but there is a reward for beating it on Expert: the Ragnarok. It...is a thing, all right. Not the best thing for everyone, but this is still a hilarious weapon. You get it in this scene afterwards.

---

You stand against a malign being of
sheer hatred, incomparable to anything
you have faced in your adventures!

But as you lash out at the enemy with
all your power, focus, and determination,
it finally slumps to the ground!

Gasping for breath, you watch warily, but
the deepest darkness of Yggdrasil melts and
disappears without a trace...

Gradually, the last wisps fade away.
In its place, you see something stuck
in the ground, shining beatifically.

You cautiously approach to investigate,
and realize that the shining object is a
sword.

Its blade gleams in the light, and it
appears sharp enough to cut through any
known material...

Even setting your hand to its hilt makes
you feel a sudden surge of power.

Whether the sword had been there from
the beginning, or had fallen from the body
of the deepest darkness, you cannot tell...

But, having emerged victorious over the
ultimate monster of the Labyrinth, you
are truly the sword's rightful inheritor!

Now, take your sword in hand and return
to town, and report your success with
the pride you deserve!


---


And that's it! This game is now 100% complete, Classic Mode! Here's a final look at my guild card and a QR code for Iantha. Fun fact, the real version has Compression instead of Double Action, just passing the buck back to Touya . And a bonus one, with skills from Aurelia.

EOU2 is a really fun game. Story Mode next? Maybe. Heard the party there is really defensive though, and doesn't work well together. Which kinda sucks, but you can reclass them. And Fafnir can do some really insane things if you pull him out of Story when he's maxed. So probably will do it, but not sure if right away. Need to go back to FE15 at least and beat it before this. Until then, to steal someone's catchphrase, thanks for reading~~

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sirsystemerror

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