Part 116: The Eternal Battle
Entry 107: The Eternal BattleThis is the last entry dealing with Eternians. Most of them, at least.
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We thoroughly know these guys by now.
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...And its not as though their characters are particularly deep, either.
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But just how many Eternians have we dealt with? Let's count numbers.
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There are 23 Eternians with asterisks. Four each in Caldisla (Sky Knights), Harena (Khamer & Profiteur Merchantry), and Florem (Bloodrose Legion); five in Eisenberg (Black Blades); six in Eternia itself (Council of Six, including Yulyana).
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"Don't."
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You'd think this was a hint on how to defeat these guys, but remember, Qada's abilities don't even use MP.
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Plus, like all bosses, they have 9999 MP so hah ha ha, not an option.
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23 Eternians repeatedly fought over the course of five worlds. Some of them, like Khint, more than once per world.
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But of all the Eternian combos we've fought, this one is arguably the toughest.
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Believe it or not, these four work well together, and getting caught unaware can easily insta-kill the party in a firestorm.
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To start, Qada routinely debuffs the party's fire resist. This debuff overwrites all elemental resistances, including those from equipment and Spiritmasters, so Enigma or other elemental protections need to be reapplied if there's any chance the party will take an attack.
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Ominas has upgraded to firaga, and Mephilia's switched to using the fire dragon-train summon.
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Yulyana uses black and white magic to supplement his conjurer buffs, backing up the firepower of the others and keeping the party from using reflect as a defense. Altogether, if you get caught without protection of some sort...
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...your team will die. Solutions?
Being able to reapply fire protection is a must. Qada's debuff is key to the whole strategy, so taking him down first makes the battle significantly easier. So long as Qada is active, ensure the party has another form of anti-one-shot defense, such as Reraise or Stillness.
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Having a character who acts first is a huge benefit to keeping the flow of battle in your favor, but keep in mind turn order has a 25 percent margin of error based on agility, so if you want to guarantee a character will go first, they need to have a substantially higher agility stat.
Other critical health lines:
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Once you make a team overpowered enough, you can use virtually the same strategy for every single boss in the game. Even against a fight like this, all I did was play slightly more defensive than usual, reapplying Stillness after my fast attacker acted but before Qada and co. could set the party on fire.
KO exchanges, starting with Ominas and Qada:
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Qada and Mephilia:
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Yulyana and Mephilia:
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Mephilia and Yulyana:
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There's never just one solution that works for these battles. The jobs aren't equally useful, but there are several good job combos you can use in endgame battles. There's also enough leeway that if you really love an underpowered job like, say, black mage, you can fit them into an endgame team without too much consequence. In the end, what matters is playing in a way that makes you happy, and the game does a decent job of allowing for that.
Final KOs:
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Battle four is done. Of the 23 Eternians, we've now fought 15 on our way up Central Command.
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In the first world alone (Intro - Chapter 4), we fought 20 battles with the Eternians and fought different instances of the Eternians 26 times. Which is a lot, but they were the main plot enemies at that point.
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Even back then, almost every single Eternian battle was optional. In the first world, you're only required to fight the Sky Knights, Victor/Victoria (twice), Braev, and Alternis. The Merchantry, Bloodrose Legion, Black Blades and vampire-man are optional.
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After the first world, every Eternian fight is optional except fighting Alternis a second time at the end of Chapter 5.
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Not at all, there are plenty more where these came from!
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If someone just burned through the game's main storyline and ignored all side content, their only knowledge of most of the Eternians would be a few stray cutscenes. They'd never even see Jackal or DeRosa.
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Which brings up a question: is getting to know these characters worth the time and effort the player spends pursuing their side quests?
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Most of them have nothing to do with the main plot, but considering how much they fill out the backend of the game's content, should they still be considered mere side characters?
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Without the Eternian side stories, you're left with a bunch've scenes in the first few chapters that go nowhere, then doing the four crystals -> holy pillar -> four crystals thing over and over. That's it.
It'd be a story that barely counts as a complete game, let alone a decent-lengthed RPG, with the majority of battles being the exact same four bosses, unchanged from chapter to chapter.
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On top of that, without fighting optional Eternians, your gameplay options are reduced to a mere nine jobs: Freelancer, White Mage, Monk, Black Mage, Knight, Spiritmaster, Arcanist, Templar, and Dark Knight.
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Speaking of jobs, after that last battle, a player might worry about what the game's got in store next.
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If you don't have Spiritmaster or Salve-Maker leveled, this next battle can be a nightmare.
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But if you do have some sort of protection against sleep, fear, poison, charm, doom, paralyze...
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You're fine. Because ailments are all these guys do, even DeRosso.
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Without their normal damage attacks, these guys actually end up easier than they were in other fights.
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KO exchanges, starting with DeRosa and Victoria:
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DeRosso and Victoria:
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Victoria and Khint:
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Khint and DeRosa:
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And a couple of the final KOs:
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Team 5 is out of the way, bringing us to four Eternians left to fight.
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Led by Braev himself, of course.
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In chapter 5 (world 2), we fought 19 battles against 24 iterations of the Eternians.
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In chapter 6 (world 3), we fought 17 battles against 25 iterations of the Eternians.
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In chapter 7 (world 4), we fought 10 battles against 26 iterations of the Eternians.
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Although the number of Eternians fought went up, the battle count went down because we started fighting them in clusters rather than one at a time.
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Which brings us to motivations. In worlds one and two, the goal of the Eternians was to stop the vestal from awakening the crystals at any cost. The intra-personal relationships of the Eternians was kept to a bare minimum.
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In world three, Braev originally intended to work with the vestal, but the Eternians each became caught up in their own personal ideals/schemes/personal failures.
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In world four, Braev and the Eternians were downright jolly, battling the party over silly matters. Braev trusted the vestal to do the right thing and cheered the party along.
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Now, world five:
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Every battle has been in service of the Ultimate Training Session for the vestal and her party.
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The Tiz of this world died when the Great Chasm formed according to the graveyard in Caldisla, and there's been no sign of Edea or Agnès. How does Braev know about the party's backgrounds? How is Tiz a hero if the Sky Knights were already leaving Caldisla as we arrived? Is this Braev aware of events in other worlds, or are we to assume the party's done a ton of heroic things in this world behind the scenes?
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Let's take a breather from that mess to focus on gameplay.
This team has a traditional RPG setup of tank (Braev), healer (Victor), physical DPS (Artemia), and magical DPS (Khamer).
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Braev's rampart and Victor's heals make it the most defensive of the bunch, but it's nothing a semi-decent party's damage can't outpace.
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Moderation is a new ability for Victor, potentially lowering the party's BP, but its effects are minimal if you have any way of manipulating BP.
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Focus down one opponent at a time to be more efficient vs. rampart and do the occasional heal if needed. If you got through Ominas's team, you'll be fine here.
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Braev and Victor:
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Viktor and Khamer:
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Khamer and Artemia:
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Artemia and Braev:
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Solo KOs:
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So, why did Braev pull out all his troops from foreign occupation? Why did he halt all his Anticrystalist planning, virtually all the duchy, to accomodate the party?
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What was all this training for?
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The final boss.
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If only the Braev of world 1 had been so well-informed about Airy and the vestal's intentions.
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But we aren't done here yet.
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We can talk to Braev again for something really special:
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Of course, if you're sane, you can turn him down.
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But instead, I'm doing this LP. So:
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Asking to battle again means repeating the six Central Command battles.
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This time, however, there are no breaks between the fights. This is when abilities like the Conjurer MP regen come in handy, allowing a team to fight infinitely if needed.
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The battles themselves are exact repeats of what we've already seen, so I'm cutting those out.
After the Brave Points Galore team is beaten:
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Prior to this no-breaks version of the gauntlet, Chapter 8 consisted of 11 battles against 42 Eternian iterations.
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Each run through this gauntlet consists of six battles against 23 Eternians.
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Defeat the Iron Wall:
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Add up the total tally of what we've fought across all worlds, including this final run through the gauntlet and...
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This LP has a grand total of fighting 23 Eternians in 83 battles.
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With the Powerhouses downed:
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In those 83 Eternian battles, we encountered 166 iterations of the 23 asterisk Eternians.
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All but eight of those 83 battles were optional.
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Overcome Mega Magic:
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So if you don't feel like battling the Eternians, good news: you can skip almost all of them!
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Just keep in mind that, all said and done, they make up a huge amount of the game's content.
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After taking a break with Ailment Hell:
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And if you do find yourself skipping that much of the game due to finding it boring...
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What does that say about the game overall? Does the main story, involving repeatedly fighting the four demon bosses and awakening the crystals, stand up well enough on its own?
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Once Braev's final battle is complete, we get our reward!
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It's a shortened version of the same cutscene we got the first time the gauntlet was defeated.
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But then you can choose to redo the fights if you want! Again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again and
Next: Suddenly, awakening the crystals doesn't seem like such a bad idea.
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Event Viewer
Sub-Scenario:
Mega Magic
Showdown: Mega Magic
Welcome to Ailment Hell
Showdown: Ailment Hell
Showdown: The Last Sentinels
Onward, Warriors of Light!
Hospitality, Eternian Style
The Iron Wall to Battle!
The Powerhouses to Battle!
Mega Magic to Battle!
Ailment Hell to Battle!
The Last Sentinels to Battle!
Save the World!
D's Journal: Ominas the Black Mage posted:
The passage of the 49th floor of Central Command was guarded by a unit specializing in magic. This odd band, including Sage Yulyana, was led by none other than the black mage Ominas Crowe. Pestered by the summoner Mephilia, he showed little leadership, but in battle he more than held his ground with searing attacks aided by the salve-maker Qada and the others.
D's Journal: Sage Yulyana posted:
Our way through the passage on the 49th floor of Central Command was blocked by a company of mages. We first thought them led by Sage Yulyana, but his hands were busy tormenting the summoner Mephilia. When the battle began, it was our turn to be tormented by his insanely powerful attacks...
D's Journal: Mephilia the Summoner posted:
The passage of the 49th floor of Central Command was guarded by a force of casters led by the black mage Ominas. The summoner Mephilia used her abundant power and full range of summoning spells to batter us, serving as the main source of firepower. The battlefield became a sea of flames, and though we prevailed, the whole area was left a charred mess.
D's Journal: Qada the Salve-Maker posted:
Our way through the passage on the 49th floor of Central Command was blocked by some of the duchy's most skilled casters. Qada played a support role, supplying raw magical power and healing to the other three, while targeting us with debilitating spells. Staring into the conflagration he had caused, Qada wore a grin much like that of pyromaniac Ominas.
D's Journal: Spell Fencer Khint posted:
The way to the council chamber at Central Command was guarded by a force specializing in inflicting ailments, led by the arcanist Victoria. It consisted of some of Eternia's quirkiest fighters, with the reticent Ciggma Khint being one of the more tolerable among their number. He fought with complete devotion, and saw us off with a look of satisfaction on his face when the battle ended.
D's Journal: Victoria the Arcanist posted:
The way to the council chamber at Central Command was guarded by a force specializing in inflicting ailments, led by the arcanist Victoria. She was in the company of some of the duchy's more unique characters, including Lord DeRosso, the red mage DeRosa, and the spell fencer Khint. She led them decisively and fought to the end, without suffering any seizures.
D's Journal: Fiore the Red Mage posted:
The way to the council chamber at Central Command was guarded by an ailment-focused force led by the arcanist Victoria. Compared to Lord DeRosso or the duchy's more powerful mages, the calculating red mage DeRosa who corrupted Florem from within seemed little more than a petty middle-aged crook. His vulgar laugh in the face of defeat only punctuated his villainous nature.
D's Journal: Lord DeRosso posted:
The way to the council chamber at Central Command was guarded by an ailment-inflicting force led by the arcanist Victoria. Lord DeRosso was aghast at the twisted minds gathered there. He believed the assignment to be reprisal from the templar, who he so often ignored. His annoyance only fed his will to win, and he pounced on us with a steely look in his eyes.
D's Journal: Time Mage Khamer posted:
Braev the Templar made his last stand in the chambers of the Council of Six at Eternian Central Command. Khamer, a believer in the Anticrystalist ideals that Braev pursued, was in high spirits at having the honor of fighting at his side. Khamer provided support through his time magic and rained down Meteors whenever an opening appeared, making for an extremely challenging battle.
D's Journal: Victor S. Court posted:
Braev the Templar made his last stand in the chambers of the Council of Six at Eternian Central Command. He was accompanied by an old man with a strange piece of metal on his head, and a girl in beast form. Victor oversaw the battle with a look of cool disdain. When he fell, our victory was sealed.
D's Journal: Artemia the Ranger posted:
Braev the Templar made his last stand in the chambers of the Council of Six at Eternian Central Command. In addition to the key figures Braev, Victor, and Khamer VIII, there was a lone girl among them. With formidable support on her side, Artemia was free to shine on the battlefield. She displayed great valor and skill with the bow.
D's Journal: Braev the Templar posted:
We once again found Braev the Templar's forces in the chambers of the Council of Six at Eternian Central Command. Each blow felt both harsh and puposeful. The stalwart band before us was here to push us to our limits, so we would be ready to defeat our ultimate foe. After the battle, the templar told us we could return any time we wished.
We still held doubts about whether we were ready to take on the enemy. Braev the Templar saw our fear and hesitation, and allowed us to train against the full might of the Eternian forces. By the time the fight was over, after dodging our way through the onslaught of twenty-three formidable opponents, there was no doubt left in our mind.
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