Part 16: Timelines Jumping Left and Right
Update 11: Timelines Jumping Left and Right
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Going into the Labyrinth with a near-full pack is a very bad idea. In every EO game, your inventory has a maximum of 60 slots (EO1 and 2, where your inventory was filled up by key items, nonwithstanding), and once you hit that 60 item cap, you have to start throwing stuff away, whether it be new items or stuff you already have. That's pretty obviously not something I want to do. At the same time, I'd rather not sell, for example, our Therica Bs. So what do you do? Drop stuff off at the cafe! Regina can hold up to 99 items, which you probably won't hit unless you are an incredibly massive hoarder.
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I drop our pack's current load from 44 items to 20 items. Much better.
And hey, might as well drop some EO history while I'm at it. In EO1, there was no way to store items. At all. You had your inventory, and that was it. Which wasn't helped by the fact that stuff like your damn map and key quest items (one of which was bugged and would permanently stick around in your inventory after you turn in the quest) were counted as normal items. Atlus realized that this system was kind of inexcusable, and let you drop off items at the inn in EO2...for a fee. EO3 used that same system, with the addition of certain sidequests dropping the cost to store items at the inn. EO4 switched up the system a little: storing items was now free, but your storage space is incredibly limited at the start, and is increased through sidequests. EOU again switched up the system, and EO2U uses pretty much the exact same system--storage is now done at the "guild house," which was a Suburban Mansion in EOU and is the Ducal Restaurant in EO2U. Storage is free, much like in EO4, but you now have max storage to begin with. Atlus also added in the ability to sort through your storage by categories of Consumables, Equipment, and Materials.
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Anyway, I hope you enjoyed that two-update diversion to some ancient ruins, because we're back in Yggdrasil now.
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Shortcuts and secret passages in the Auburn Thicket looks like cracked rocks. Stands out decently enough from the background.
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The pre-battle transition effect also changes from stratum to stratum, although Ginnungagap just uses the 1st Stratum's transition.
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Odd Statue
HP: 268, STR: 16, VIT: 15
Skills:
- (G) Sweep Strike
- Normal: Rock Shard
- Conditional: Bound Right Arm (Kill while arms are bound)
- Ingredient: Strange Stone
- Normal: Bash, Fire, Ice
- Weak: Volt
- Resist: Cut, Stab
- Normal: Blind, Pison, Paralysis, Panic, Sleep, Fear, Instant Death, Stun, Head bind, Leg bind
- Weak: Arm bind
- Resist: Fear
- Nullify: Petrification
Binding this hulk's stone arms will do you very little good...
Odd Statues, in the original EO2, were assholes. They could petrify single targets, and their AI was set to prioritize the back row. Here, they're pretty much trash mobs aside from resisting two of the three types of physical damage. Sweep Strike can pretty severely hurt a Beast if they're using Hit-Taker, but that's it.
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Frilled Lizard
HP: 169, STR: 15, VIT: 12
Skills:
- (G) Strike Up
- Normal: Iron Toenail
- Rare: Collar Fur
- Normal: Cut, Stab, Bash, Fire, Volt
- Weak: Ice
- Normal: Blind, Panic, Sleep, Curse, Fear, Petrification, Instant Death, Stun, Head bind, Arm bind, Leg bind
- Weak: Paralysis
- Resist: Poison
It uses its frills to intimidate intruders. Those who stand their ground often regret it...
Frilled Lizards are even bigger trash mobs than Odd Statues. Strike Up hurts a bit more than normal, but still not much overall.
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Colette's TP pool is decent enough that I can use Ailing Slash to just clear out mobs in one hit.
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Ranger's damage is pretty meh outside of Transform, but he can at least still hit elemental weaknesses with his Sabres. The Sabres are skills you really want to level up, but it's because the Waves scale off the Sabre levels--the Sabres, on their own, deal ~250% damage at level 10. At least the Sabres are pretty cheap, even for Ranger's small TP pool.
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Ailing Slash either one-shots random encounters or puts them very close to dying. The Vampire heal is also nice for sustain.
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The Shock Sabre was intended for the Odd Statue, so it didn't hit the Frilled Lizard's weakness to ice. You'll also notice that Ranger is really, really slow. Even outside of Transform's action speed penalty, the Fafnir class has the second lowest AGI out of any class--the War Magus has the lowest, for the record.
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The encounters aren't that much of a threat yet. You will be quite happy to know that I forgot that Armcut exists, and did not try at all for the Odd Statue's conditional, even in the next update. OH WELL. I'll get it some nebulous time in the future.
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Secret passage here.
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It took me until I was at the 6th stratum on my first playthrough to find these recipes. It's kind of easy to tell where secret passages are, usually--just look for big empty spaces in the middle of a floor. Chances are good there's a secret passage somewhere nearby.
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SYSTEM: You follow the odor by searching through the grass, where you find a monster's corpse. It seems to have died leaning against the tree's roots, with its legs splayed out. Could another explorer have slain it? Perhaps you could scavenge some raw materials... But you'd have to ignore the stench to ssearch the corpse... You may simply want to leave.
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SYSTEM: Blinking back tears against the awful stench, you take a careful look at the corpse. But it seems you weren't the only one attracted by the smell...! A monster with a taste for rotten flesh hangs from the trees above you, baring its fangs!
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Giant Moa
HP: 552, STR: 18, VIT: 16
Skills:
- (G) Heavy Stomp
- Normal: Ostrich Tendon
- Ingredient: Stiff Leg Meat
- Normal: Cut, Stab, Bash, Fire, Ice
- Weak: Volt
- Normal: Blind, Poison, Paralysis, Panic, Sleep, Curse, Fear, Petrification, Instant Death, Head bind, Arm bind, Leg bind
- Weak: Stun
This large, flightless bird has evolved a pair of powerful legs!
Giant Moas aren't really that threatening on their own. Heavy Stomp really hurts, and will lop off most of your party's health (or kill your Beast if they're tanking it), but it's not really enough to actually kill people from full. With other monsters, however, things get pretty dangerous.
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This is what we'd normally call "a mistake."
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Ursa would've been tanking a LOT of hits if the blind didn't proc, and most likely would've died.
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Giant Moas are threats with other monsters, but very manageable on their own.
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SYSTEM: Grab whatever you can can and leave the area before you lose the contents of your stomach!
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Scarlet Vines are a common Chop item that we can get next floor. Not too shabby.
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Tree Sponges, pictured above, have a pretty simple movement pattern: they just patrol a straight line. The area around here has small little alcoves, I suppose I'd call them, which we can just pace back and forth in to wait for the Tree Sponge to pass.
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All I have to do is go to that space on the left, and just pace for a few steps.
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Easy enough.
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Take spot. We needed the Mint Leaves for Medicinal research.
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Got a few level ups from an otherwise boring fight.
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I'm leaving Ailing Slash at level 9 for now, since level 10 makes the TP cost jump to 24.
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Ursa unlocked Preemptive Roar, a passive that gives Ursa a chance to automatically cast Beast Roar when a fight starts. Very useful against random encounters and bosses where you don't want your Beast to take a turn setting up Self-Defense. I won't be getting it for a bit, though.
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Another level in Freeze Sabre for Ranger.
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And another level in Shelter Song for Milly.
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SYSTEM: You remain vigilant for some time, but the sound does not reoccur. You can't be certain if it's hiding from you or waiting for a chance to strike... Part of you wants to leave the room now, and part of you wants to proceed with caution.
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SYSTEM: Apparently scared by your drawn weapons, the source of the noise flees deep into the forest. You sheathe your weapons and look around. Something has fallen to the floor... The unseen creature must have dropped it. You stow the unexpected bounty in your bag.
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Tricolor Fruit is a rare Take material. Pretty nice freebie, especially given that it sells for 250en.
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Uh-oh.
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Blindly having your Beast spam Hit-Taker really isn't that great of an idea.
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Nadia's faster than Milly is, so I can revive Ursa and then heal her near-immediately.
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That's the nice part about having two really fast supports, you can break out any items you need before an enemy acts (usually).
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Like I said, Giant Stomp hurts enough that we'd be in serious trouble if there were any enemies besides the Giant Moa.
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This is the downside to not having Realga in the party and not having any War Heal skills on Colette: if the party takes heavy damage, we have to burn through lots of Medicas to treat it. At least having Ursa tank everything means I just have to heal her.
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A pretty simple puzzle with Tree Sponges. Just wait for a gap between the two Tree Sponges, which'll come eventually.
Funnily enough, this same puzzle was used in EO4 too...in the postgame stratum.
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To our left is a treasure chest, right at the end of this Tree Sponge's patrol path.
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We move when the Tree Sponge is at that position...
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And get something that's basically worth nothing. Insight Melody (what's on this Grimoire) is a Troubador skill that increases your party's hit rate.
More importantly, though--notice that there's no one-way shortcuts out of this path.
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WELP. Always make 100% sure you actually have an Ariande Thread, folks!
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I'm not going to post the Tree Sponge's full stats. All you need to see is this:
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Had to happen eventually. Sometimes game overs in EO are the result of the games pulling crap the player couldn't really have seen coming (more common in EO1 and 2 than the later ones), sometimes it's the result of the player getting cocky and overextending...and sometimes it's just the player's idiocy, as seen here.
It's tempting to either switch the DS off and go do something else (EO1-3) or slam the Home button and go play another game (EO4, EOU, EO2U), but don't.
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Because of this. Even as far back as EO1, when you game over, the game gives you the chance to save your map data. What this means is:
- The game saves any new modifications to your maps. This includes filling in floor tiles or changing the color, drawing in new walls, placing new icons down, etc.
- The game saves any new "discovered" tiles.
- The game does NOT save any actual actions you did in the Labyrinth. All shortcuts, treasure chests, and Floor Jump unlocks are reset when you load the game.
- Nothing in the Monstrous Codex or Item Compendium is saved. If you encountered any new monsters or got new items, they are reset when you load the game.
Letting you save your map data is basically EO's way of telling you "okay, you screwed up. Now that you know better, try not to let it happen again."
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Alright, let's try that again.
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Let's just pretend that never happened, okay?
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Aside from rectifying my mistake.
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I'll skip over getting back to where we were, since there's basically nothing interesting about this time around.
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Yeah, unless you can kill the Tree Sponge, the only way out of getting that Insight Melody Grimoire is either suiciding on the Tree Sponge (which isn't really a way out), using an Ariadne Thread, or coming back once you have Floor Jump enabled for 6F.
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I make a quick stop at Sitoth to unload what I got after redoing my progress.
Lactarius Staff is unlocked by selling 1 Open Cap. It provides +2 TEC. Decent for Medics and Alchemists, although it's probably not worth upgrading to if you have one of the staves that gives +1 TEC and some extra TP from the 1st Stratum.
Kurodachi is unlocked by selling 1 Iron Toenail. If you're using the Fushuu, it gives a whopping +2 ATK instead of the Fushuu's +10 TP. I'll pass.
Red Whip is unlocked by selling 1 Scarlet Vine. It's wholly unremarkable.
Life Belt is unlocked by selling 1 Ostrich Tendon. It gives +20 HP. Could be pretty useful on a Beast--it'd translate to +60 HP during Desperation.
Therica As are unlocked by selling 1 Mint Leaf. I already explained what they do back in Ginnungagap, but for a quick refresher: consumables that purge all binds on one ally.
The single-target Jars are unlocked by selling 1 Tricolor Fruit. They don't really do enough damage to justify using unless you have classes like Medics or Hexers who can run out of stuff to do for a while.
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I learned my lesson, don't worry.
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Abigail starts talking to us when we leave the store.
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And now that the quest's over, here's Abigail's 2nd Stratum cafe dialogue.
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Cass tends to ramble even for small quests like this. It's kind of a pain to transcribe that much text for such a minor quest, but oh well.
One of the one-panel comics that was published on EO2's Japanese and English websites was entirely about making fun of Cass's rambling.
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I forgot to actually use Nadia's level up until much later.
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This is legitimately the worst possible situation to start a random battle in. Remember that FOEs can join in on fights in progress!
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Giant Shroom
HP: 154, STR: 11, VIT: 10
Skills:
- (G) Stunning Spores
- Normal: Open Cap
- Normal: Stab, Bash, Ice, Volt
- Weak: Cut, Fire
- Normal: Blind, Poison, Panic, Sleep, Curse, Fear, Petrification, Instant Death, Stun, Head bind, Arm bind, Leg bind
- Resist: Paralysis
A mushroom monstrosity whose poison-filled cap can emit a paralyzing toxin.
I wouldn't normally dedicate a Force Break to two Giant Shrooms, but I'd really not take any chances on the Tree Sponge horning in. The paralysis is usually annoying enough, but it makes Tree Sponges even worse. (Although, going by past events, I shouldn't really be concerned about that part.)
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The other Take point of the floor.
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We're nearly done with the floor here. What we have just ahead is four Tree Sponges, all patrolling each side of a square.
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Going straight down there is impossible, since there's no cover from the Tree Sponge.
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There is cover for the upper Tree Sponge's path, however. Just walk back and forth here for a bit...
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And we're clear to go.
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Same deal for the next one.
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One unremarkable fight later, I remember that Nadia got a level up, and put another point in Paralysis Arrow.
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Scout Boots massively reduce the amount of damage we take from damage tiles. We'll actually seem them on 8F.
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6F complete. (Ignore the small, pointless alcove that's presently unmapped. I do map it shortly after this.)
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I take the time to map out a bit of 7F, and then head back to town.
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Here's the 7F quests.
Toward a cozier inn:
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A honeyed lure:
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And lastly...ugh, The beautiful princess:
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Ha ha, very funny, Cass. What he actually means by this is "fuck you, this quest is going to taunt you all the way until 29F." We are not going to be finishing The beautiful princess any time in the near future.
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The bar patrons. The Extravagantly-dressed man shows up as part of The beautiful princess:
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With that slap in the face in mind, here's a thing regarding quests I haven't shown yet. If you go to Report results, and select a quest you haven't finished yet...
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You can cancel the request. And good thing, too, because all The beautiful princess would do is take up space in our quest log (we can only have five active quests at a time). We'll be getting the first proper quest in this long, tedious trade-up on 8F.
Anyway, before we talk to the barflies, here's Cass's 7F dialogue:
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And now, the bar patrons. Dulcet-voiced caster:
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Exhausted Tramonte:
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A conditional I have no way of getting unless Sophie's in the party. Magnificent.
Haughty doctor:
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Foreshadowing something on 7F here.
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Marion's 7F dialogue.
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Dubois's 7F dialogue.
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Regina's 7F dialogue.
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Before we talk to Abigail, I sell the materials we got since the last stop at Sitoth.
Kora is unlocked by selling 3 Iron Toenails. I'm still sticking with Hrothgar's Sword, but not for long.
Bravants are unlocked by selling 1 Mugwort. They're consumables that buff one ally's attack for a few turns. I prefer to use player skills like Attack Order or Warrior Song.
Anyway, Abigail's 7F dialogue.
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Hanna starts talking to us as soon as we enter, because of Toward a cozier inn.
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And because the quest overrides Hanna's normal 7F dialogue, here's Quona's:
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