[personal profile] sirsystemerror
B1-B5 | B6-B10 | B11-B12 | B13-B15 | B16-B18 | B19-B20 | B21-B25 | Postgame 1 | Postgame 2


So right next to the Geomagnetic Pole in B21 is a Mining Spot with materials that can be sold at a premium. Very good stuff, needless to say. I made back the money from the Meteor Axe and then some: getting up to 400k after other expenditures, including some Landshark exclusive armor with a big STR boost.


While exploring the ruins of ancient Tokyo, I bumped into another FOE. Immunize plus strong attacks with strong weapons put this one to bed quickly. I didn't fight the boss in the way yet, instead just let them stand there.

Because several quests opened up between this and a brief peek into B22. The first of these was the last of the solo quests, and gave a bit of backstory into the guildmaster. It all but says his party was wiped by a Sickwood and he lost and eye and somehow game mechanics did not apply there. So now I have to kill one solo for reasons. There was no follow-up on it before or after.


Besides being terribly weak and spamming poison that Huangshan could shrug off, she could recover damage with Drain even if it was any threat.

Two wanted materials I couldn't get yet. One wanted me to get some offerings for a fallen adventurer, who probably died to a Venomfly ambush on B1, or was just buried there for whatever reason. Just a fetch quest. And one concerned a mysterious girl who lives in the marshes of the second stratum on B7.


Yeah, you can see what a mess this is. This is also part of why I picked up Healing Touch. In the original DS release, this is a crummy skill that can restore up to 50% of max HP outside of battle only with a ten point investment. Here? For just three points you can have an on-demand full heal outside of battle.


Guaranteed ambush aside, I came in with boosted Immunize which instantly shut her down.

Condition is to not kill with fire. Which was already done and resulted in Troubadour's ultimate armor. I'll have to return with Alchemist to get her normal drop.


Then these two got in the way on a bridge. Allslash rapidly brought them bought to their knees. I could use Trumpet to cancel the Ronin's buffs. The Hexer kept missing her debuffs which helped, though I notably had to doublecast Immunize since she canceled it.


However, the dungeon itself for all that it is was pretty obnoxious. Lots of winding paths and dead ends. It took me four or five trips to get through and activate the elevators. I even kept pushing several times a little further past 60 items only to find I had longer to go than I expected. The enemies were for the most part similarly bland. Muskoids were the only thing of any danger, if they got off sleep before I could kill them. It all made for even more grinding. Had to happen sometime.

Even the quests didn't have much going on with them for the most part. Two wanted ten Angel Wings and Gold Furs respectively!! Thankfully I learned the former was not just a drop, but also something I could just take. Another concerned a noble who was having trouble sleeping, which needed a Hexer with Torpor. After that, another quest unlocked where I had to fight some fifth stratum FOEs on B1. No big deal.


Once I finally reached B25, it, too, was just kind of a mess to map? By the end of it I was starting to get really sick of the Desouler bear FOEs, which hadn't been a threat from the first time I saw them. But the real pricks were the Armorolls. Very physically resistant, very common, and could show up in packs of five. I eventually used the Troubadour's elemental infusions to get it done.


Relatedly, I got the Ogre FOE's conditional to kill it in two turns. Took some setup with the backup party due to being physically resistant.


Except backup no more. I actually got so sick of the rollers wasting my time that I booted Protea out of the party for Allium! The rest were nearing 70 anyway and it wouldn't be too much trouble to get him there. With the elemental chasers learned by Larkspur, I could clear encounters turn 1. Then find one to stall on to recover TP, but that's nothing new. It had another practical purpose too: there was one more new FOE down here that wanted a kill with non-physical damage. So that got it done.

But before long, I came to the final boss door, where the massive plot twists that are now commonly known are elaborated upon, and the importance of human curiosity and greed are emphasized. I thought about it, I looked up the stats...


...then I went right in with this party. Etreant is more convoluted than the previous bosses. In particular, he does not like buffs. Five or more, including any party AoE, and he flips his shit, dispels them, and follows up with a big nasty AoE next turn. Except I can just recast, instantly even thanks to first turn. The other thing that went into this is that he could use a move to prevent physical attacks.


The fun thing is that Blazer doesn't count as a physical attack, and naturally, neither do Alchemist formulae. With those two working in tandem, and Sunflower doing her thing when she could, I was slowly but surely wearing down the boss. And I could just keep regenerating TP for the party.


He eventually died. The end.

But there's a postgame. Let's do that.

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sirsystemerror

August 2025

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