The Let's Play Archive

Exit Fate

by TheOneAndOnlyT

Part 55: I Am A Shadow, The True Self (Part 2)



Welcome back. Last time on Exit Fate, we approached the final dungeon, then decided to head elsewhere and see what there was left to do in the world. After freeing Hugin and Munin from their eternal imprisonment in the Spiritual Plane, we investigated several "shadows" that had appeared throughout the world, who claimed that they were the remnants of other, parallel worlds where their originals had made a wrong decision that led to their deaths. We've taken care of three shadows so far, and now three more remain. Let's get to it.



When we left off, we had just defeated Shadow Eander and gotten this hint about the white shadow. As I mentioned in the previous update, this hint is probably the trickiest of the lot. The only clue it gives about the person in question is that she's female, but there are several female ice-aligned characters, so that only narrows it down so far. The hint's use of the phrase "old friend" is also rather difficult to decrypt. Considering the women that could potentially be the shadow, the use of "old friend" would suggest Angel as the most viable candidate, but the hint claims that the shadow is hiding with an old friend, not that she is the old friend herself. There is, however, another use of the phrase "old friend" that we've seen recently. Do you remember?





As before, the million Arn from Shadow Eander gets invested in a few more copies of Inferno and Dark Matter, but this time I also pick up a bunch of copies of Iceshield to protect all the fire-aligned characters we have. I told you we were going to use these eventually!



Now then, this image from a few updates back is where we saw the use of the phrase "old friend". As it turns out, the old friend in the hint isn't anyone in our party, but rather is referring to Clint. And that means...



... we need to head to Muspelheim.




Music: Darkness - Chrono Cross, "Dragon's Prayer"



The basement of the inn is where we hid with Tarlia after fleeing from Brunhild and Clint at Jormundgand, and it's where we find our next shadow.



I make sure to grab one more level before we take her on. This is mainly to raise Bast's MP+ to 40, which means that every character in our party can now cast Haste on their first turn in battle. Then it's time.




OPTIONAL BOSS: Shadow Tarlia

Music: Shadow Battle - Wild Arms 2, "Battle vs. Cocytus"



With Bruce's boots and Bast's newfound MP+, we now have the ability to haste everyone in the party before Shadow Tarlia even gets a turn.



Then I start setting up Iceshields on the front row. This is the wrong priority.




See, Iceshield may definitely have an effect on the damage our frontliners take, but it's nowhere near as big of a change as we'd get from using Barrier or Shield. Tarlia proves that very quickly when she uses Raging Ice Wolf, which hits a column for heavy magical damage.



So after that blunder I start putting up Barriers on the front row instead.




Which is a good move, because Tarlia's next attack is Snow Tiger Fury, which hits a row for heavy physical damage.




Once the Barriers are up, I start putting up Shields as well, followed by Iceshields on the front row. By the time we're done with them, Bast has so many buffs active on him that we can no longer see his head. Problem is, I've taken so long buffing the front row that the back's Hastes have started to expire. It's rather difficult to juggle everyone's Haste timers in one's head, it seems.




Shadow Tarlia takes advantage of this delay by casting Absolute Zero. Not only does it deal heavy damage to a column, it also inflicts Freeze, so having a few copies of Melt lying around is quite important for this fight if you're dumb like me and can't get everyone Locked quickly.




And last but not least, Tarlia has a full-party attack in Polar Meltdown, which deals heavy magical damage and has a chance of inflicting Slow.



But at last, we finally get everyone buffed and Locked. Midian doesn't have a Shield up but fuck it.






Then we go to town. Despite having a front row entirely composed of warriors whose element opposes hers, though, Shadow Tarlia is still quite a tough cookie, because she mimics her original and has the PDF of solid steel. That combined with her 15,000 HP means we're at this for awhile.



But eventually, like the ones before her, she falls.

Music: Boss Battle Won - Chrono Cross, "Victory (A Cry In Summer)"



Shadow Tarlia's reward is the Zeus Mail, which grants +90 PDF, +25 SKL, and +250 max HP for 50 weight, and continues the pattern by imparting a permanent Barrier to its wearer. I'm a firm believer in spreading the equipment love, so this goes to Jovian.

Music: Darkness - Chrono Cross, "Dragon's Prayer"




Fade to white...

Music: Choir - Xenogears, "The Wounded Shall Advance Into The Light"



This flashback takes us to the period around the Elysium army's attempt to retake St. Reinard.



The game isn't over yet. A chance like this will never come again, and there are still so many things left to enjoy. Wouldn't it be a terrible waste to let it end prematurely?





And as before, we see a divergence. As you probably remember, Tarlia did end up leaving Ash's command, but she did so in spectacular fashion by betraying him while we were trying to take St. Reinard. Here, she instead leaves peacefully and heads back to Almenga.

Fade to white...



Between you and me, I understand completely. Besides, you've been sitting at home for weeks now. Don't you want to do something again?
I don't regret my decision.



Of course, without her help, that means the battle for St. Reinard has turned into a long-term siege.

The emperor agrees that it's a waste to make you stay here at a time like this. I want you to take charge of our reinforcement. If we attack the Elysium army from the rear, we'll surely be victorious.



Fade to white...






Heading that way, of course.
There is nothing here anymore.
Nothing there? What do you mean!?




And since Daniel was stuck sieging St. Reinard and didn't press on to Almenga, that means Trevor and Sick got bored and went and killed him themselves.

Are you saying the battle is already won?
Hehehehehehe.
Hihihihihihi.
Your... battle... did not concern us.
I don't understand.





Whoops, silly me. When I said that Trevor and Sick went and killed Daniel themselves, what I actually meant to say was that they murdered everyone in Kirgard. Jesus Christ!

No... you...
Now, we would like to move on.
We have business to take care of in your land as well.




Fade to white...

Music: Darkness - Chrono Cross, "Dragon's Prayer"



This hint is short and to the point. We need to head back to a place that we visited early in the game, and that has a water-aligned character associated with it. There's only one place that fits. Can you guess it?



This time around the million Arn from Shadow Tarlia gets invested in Solar Flares. Neither of our mages are light-aligned, but Solar Flare is perfect for the shadow bosses because they're all only a single target. Plus this could be useful when we go up against the black shadow.



And then, we head to Alfheim.




Music: Darkness - Chrono Cross, "Dragon's Prayer"



Just as the hint suggested, the second floor of the Alfheim inn is where our story first began in earnest: it's where we woke up after the Kelsinger incident, and where everything got rolling.



I grab another level from the Shadow Legionaires while I'm here. There wasn't any real need for this, but an extra level never hurts.



And then it's time to speak to the resident shadow.




OPTIONAL BOSS: Shadow Ljusalf

Music: Shadow Battle - Wild Arms 2, "Battle vs. Cocytus"



Unlike the previous shadows, who all cut rather imposing figures, Shadow Ljusalf looks quite unassuming at first. But he's just as tough as the rest.



He also has no physical techniques whatsoever, so Barriers and the Zeus Mail we just picked up are pointless here. It's Shields all the way. And make sure you put them on everyone. Trust me on this.





Shadow Ljusalf kicks off the battle with Deep Blue, which... appears to be freezing the target, for some reason. Regardless of how it looks, it deals heavy damage and puts the target to sleep.




One of the things that becomes obvious very quickly in this battle is that Shadow Ljusalf's PDF is absolutely pitiful. But with a high MDF to compensate, as well as a whopping 20,000 HP, this battle takes even longer than the previous ones.




Apart from Deep Blue, Shadow Ljusalf has access to Niagara Falls, which deals heavy damage to a column...




... as well as Waterspout, which does similar damage to a single target.



Because we don't need as many varied buffs, though, we're fully prepared at a much earlier point in this battle than we were against Shadow Tarlia.




But that doesn't mean that everything's a cakewalk from there. Remember how I said that you need Shields on everyone? Eradicate Matter is why. This attack will one-shot your mages and nearly kill your warriors if you don't have Shields active on them.







Still, even with 20,000 HP, Shadow Ljusalf can only take so much punishment.

Music: Boss Battle Won - Chrono Cross, "Victory (A Cry In Summer)"



The Lord-Sorceror's Gown he drops is a mage's wet dream. Not only does it grant +40 PDF and +40 MDF for 20 weight, along with a permanent Shield, it also increases MP+ by 15. Pity there's so little left in the game to use it on. This goes to Reod.

Music: Darkness - Chrono Cross, "Dragon's Prayer"




Fade to white...

Music: Choir - Xenogears, "The Wounded Shall Advance Into The Light"



Shadow Ljusalf's memory takes us much, much further into the past.

I know that was my plan originally, but...
You've changed your mind, Ljusalf? Are you really thinking about coming back with me to Zelmony?




The divergence here is something we know Ljusalf has wondered about himself, but what effects will it have?

Fade to white...




Fade to white...



Ryan, this course of events wasn't your fault. It was inevitable. But... something has to be done. I must go after him.
You're not being your usual self, Ljusalf.
I'm aware, but this is an extraordinary situation. His intentions may be good, but... someone like him might bring ruin to everyone, even if he doesn't want to. He is, undoubtedly, being used.
You intend to stop him?



Fade to white...





Fade to white...

Music: Darkness - Chrono Cross, "Dragon's Prayer"






The final hint doesn't tell us much about whose shadow we're going to find, but it makes it crystal-clear where we're headed. There's nothing to puzzle out this time.




With the money I picked up from Shadow Ljusalf and his Legionaires, I pick up a few more Solar Flares and Heal-Alls. Then it's time to move out.




There's one last battle to fight.




OPTIONAL BOSS: Shadow Yan Angwa

Music: Shadow Battle - Wild Arms 2, "Battle vs. Cocytus"



If you ever wanted someone to punch in Yan Angwa's face, well, you're about to get your wish.




Despite the original Yan Angwa being a mage, Shadow Yan Angwa has both powerful physical and magical attacks, so Shields and Barriers on the whole party are nearly a requirement.




And as it turns out all of his attacks are named after the sections of the ninth circle of hell. His first move, Caina, looks like a magical explosion, but is in fact a ludicrously powerful physical attack. Then to add insult to injury it also inflicts Poison.




Likewise, Ptolomea is a strong physical attack against the whole party, though thankfully by this time we've got Barriers up.



In my haste ( ) to get everyone Locked before their Hastes start expiring, I actually end up locking Poison onto Daniel. But Regen heals more HP than Poison takes away, so this isn't actually a huge problem.




Along with the previous attacks, Shadow Yan Angwa has Antenora, dealing heavy magical damage to a row...




And finally, his most dangerous technique is Judecca, which deals four-digit damage even to a target with Shield. This can easily wipe out an entire party if you're not being smart with buffs. Fortunately this is his rarest attack.







Shadow Yan Angwa's physical and magical defenses are both quite good, and he has an incredible 25,000 HP, the most of any boss in the game. I was honestly expecting the battle to drag on so long that the Locks on our party would start expiring, which would've made the battle quite interesting.



But as it turns out, he went down before that could start happening. Bruce's buffs are only invisible because he's attacking--none of my spells had a chance to run out before the battle ended.

Music: Boss Battle Won - Chrono Cross, "Victory (A Cry In Summer)"



I have no idea who Mashimizu is, but his robe is a bit of an oddity. It grants +75 PDF and an utterly ridiculous +25 bonus to MP+ for 35 weight, but in keeping with the pattern, it has a rather serious downside in that it puts its wearer into permanent Lock status. This of course means that the wearer will never have to worry about status effects, but it also means that you'll never be able to buff him without using one of the other auto-buff equipment pieces. Though to be fair, once you've beaten Shadow Yan Angwa your party will be able to curbstomp literally everything else in the game, so maybe it's not so big of a deal.

Music: Darkness - Chrono Cross, "Dragon's Prayer"




But I'm distracting from the important stuff here. The original Yan Angwa will show up at this point whether he's in the party or not. And that means it's time for something we've all been waiting for.



We're going to learn soWHAT WAIT WHAT ARE YOU DOING



FUCKING HELL DON'T LISTEN TO HIM! EXPLAIN YOURSELF! I WANNA SEE THIS SHIT!



SHUT THE FUCK UP YOU SANCTIMONIOUS ASS




GODDAMN IT YOU SERIOUSLY CONVINCED HIM NOT TO SHOW HIS FLASHBACK DIDN'T YOU




FUCK






Oh go fuck yourself with that five-foot pole of yours.



And with that, the post-game content of Exit Fate comes to an abrupt end. Yep, that's it. There's nothing else left for us to do now except take on the final dungeon.








For the curious, here are the final stats of the post-game party.

Next time: We murder Yan Angwa. I mean storm Vanaheim. What did I say?