Part 19: Stickerbrush Symphony
Update 14: Stickerbrush Symphony
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Now that we finished the Salamander mission, the guard blocking the other door has left, letting us go further into 8F. Notice how much of the map Salamander's nest takes up, by the way.
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Damage tiles have been in every EO game to date. While they were pretty obnoxious in EO1, where there was no way to mitigate damage tiles at all and walking through them was basically mandatory, they got less annoying in EO2 and on.
A nice change that EO2U makes not just for Labyrinth tiles, but for several Labyrinth obstacles in general, is it'll automatically color the map floor a certain color if you step on a special tile--it won't override floors you paint yourself, though. In this case, the damage tile was painted dark red on the map when we stepped on it.
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First Mine point of the floor, with a very convenient location of "7 tiles from the stairs." It gives Scarlet Yams for its ingredient.
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And here's something that EO3, EOU, and EO2U all use damage tiles for: letting you skip large portions of the floor if you're willing to eat the damage. I could just walk through the damage tiles that you can see to the right and have Realga heal everyone up, but I'd rather not skip the entire floor.
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Flame Lizard
HP: 189, STR: 11, VIT: 12
Skills:
Flame Breath: Uses the head. Deals moderate Fire damage to one row.
- Normal: Crimson Hide. Sells for 45 en. 1 needed to make
Green Whip (+60 ATK). 4 needed to make
Self Bow (+58 ATK). 3 Gooey Fibers and 2 Crimson Hides needed to make
Rubber Dress (+23 DEF).
"Lizard skin impervious to any flame. Often used in place of cloth when thinly sliced."
- Normal: Cut, Stab, Bash, Volt
- Weak: Ice
- Resist: Fire
- Normal: Blind, Poison, Panic, Sleep, Curse, Petrification, Instant Death, Stun, Head bind, Arm bind, Leg bind
- Weak: Fear
- Resist: Paralysis
A lizard that resists heat and spews fire. Nullify its flame, and it is a pushover...
Flame Lizards are annoying. Actually, let me rephrase that: one Flame Lizard on its own isn't that bad. The issue is when there's multiple Flame Lizards in one fight, at which point the damage from Flame Breath starts stacking up quickly. Kill these things first in a battle unless you want multiple dead party members.
You might also notice that the (G) tag on certain skills has been replaced with a monster skill icon. I don't think I ever explained it, but (G) denoted that an enemy skill can be turned into a Grimoire, and the monster skill icon does the same.
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Red Gel
HP: 148, ATK: 14, DEF: 13
Skills:
- Bracing Liquid: Uses the head. Used upon death. Places a physical/elemental attack buff on all enemies. Does nothing if Red Gel is the last enemy to die.
Insulation Gel: Uses the head. Raises all allies' resistance to Fire for 3 turns.
- Normal: Gooey Fiber. Sells for 49 en. 1 needed to make
Rubber Collar (+28 DEF). 3 Gooey Fibers and 2 Crimson Hides needed to make
Rubber Dress (+23 DEF).
"A fibrous nucleus that gives off warmth. When specially treated, it becomes a soft cloth."
- Ingredient: Liquid Red Gel. Used in Persimmon Pudding (Western Food 2) and Autumn Dango (Japanese Food 2).
"A vivid, sweet gelatin."
- Normal: Volt
- Weak: Ice
- Resist: Cut, Stab, Bash, Fire
Red Gels, on the other hand, should be killed last. Insulation Gel is completely negligible, especially given that no enemies in the Auburn Thicket are weak to fire, but Bracing Liquid can turn enemies like Flame Lizards into complete nightmares.
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Don't think I've shown Chase Heal yet. The way it works is that Realga targets one party member, and then immediately prepares Chase Heal at the start of the turn. Whenever that selected party member takes damage, when the enemy that dealt the damage is done with their turn, the selected party member is healed at least one time, based on the number of times they were hit. The chance of being healed goes down with each heal.
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Ouch. If you're wondering why Rheine took considerably less damage than Tyler despite having comparable equipment, TEC-based attacks like Flame Breath use a character's TEC value to determine resistance to elemental attacks, instead of VIT. This is why classes like Landsknechts and Highlanders--high VIT but low TEC--tend to take a lot more damage from elemental attacks than others.
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The rest of the battle was uneventful.
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We can see a smaller version of what we saw earlier--usually small patches of damage tiles make you take a slightly longer path around.
Those of you who have played EOU might be thinking all of this sounds like B7F from that game, and you'd be correct, because all these damage tiles acting as pseudo-barriers was that floor's gimmick too.
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Oh yeah, watch your encounter radar when walking over damage tiles, since getting into a fight after stepping on damage tiles can turn out pretty badly.
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You can also take this path to the chest, if taking 30 damage instead of 20 damage is your thing.
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All these long corridors and the damage tiles really make 8F feel more like an EOU floor than an EO2U floor. I dunno, it feels more confined than most EO2U floors do. EO1 and EOU really had things for long, straight corridors with maybe a branching path or two.
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Oh yes, I'd like to take this opportunity to mention how nice Venom Curse is for random encounters with just one row. Had I not just slaughtered these things before the Poison took effect, they would've just died on the spot.
Venom Curse isn't an instant "I win" button you can apply to every encounter like it was in EO2 due to the introduction of rows for monsters, and the damage starts falling off much earlier than it did in the original EO2 due to overall higher enemy HP totals, but for the first two or three Strata, it's a nice way to not have to deal with encounters.
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Tyler and Rheine got level ups from an otherwise unremarkable encounter.
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A minor increase in damage for Link Order, but Delayed Charge got a pretty big upgrade. Not only did its damage for being activated on 1 or 2 turns after preparation get increased a decent amount, but it now goes up to 3 turns. For reference, level 5 Delayed Charge deals 310% damage 2 turns after preparation, while 3 turns deals 430% damage. Yeah.
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SYSTEM: Beyond the low grass is a small field with patches of wild strawberries growing in places.
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SYSTEM: You give thanks for the blessing and enter the field with your comrades to enjoy the snack. A worry flits across your mind that a monster may ambush you, but it proves to be unfounded. You enjoy your fill of freshly-picked strawberries.
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Given how fast Realga and Stardust are chewing through their TP with Salve and Cocytus Formula, respectively, a 50 TP heal is much appreciated.
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SYSTEM: You suspect that if you come again tomorrow, there may be more of the sweetly tart berries to enjoy. This is a spot to remember for later if there ever was one...
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Again, look at the path we had to take to avoid the damage tiles.
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Armor Tortoise
HP: 655, ATK: 20, DEF: 20
Skills:
Strike Down: Uses the arms. Deals heavy Bash damage to one row. Only used when the Armor Tortoise is not at 100% HP.
- Normal: Ankylosaur Skin. Sells for 101 en. 1 needed for
Broadsword (+63 ATK). 3 Flourite and 2 Ankylosaur Skins needed for
Carapace Boots (+9 ATK, +2 AGI, can be equipped by Beasts). 5 Ankylosaur Skins and 2 Rubies needed for
Red Claw (+66 ATK).
"Thorned armor of a giant dragon. Specialized skills are needed to mold it."
- Weak: Bash, Fire, Ice, Volt
- Resist: Cut, Stab
- Normal: Blind, Paralysis, Panic, Curse, Fear, Petrification, Instant Death, Stun, Head bind, Arm bind, Leg bind
- Weak: Sleep
- Resist: Poison
Its tough shell is also covered in spikes which effortlessly deflect its foes' blades.
I'd advise spending a turn buffing your party before unloading on the Armor Tortoise. Strike Down seriously hurts, but it'll only use it when it is not at full HP. Since the thing's super weak to Sleep, you can tackle it by buffing up for one turn, and then unloading on the Tortoise after putting it to sleep using either Sleep Arrow or Torpor Curse.
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Now, watch as I fail to follow my own advice!
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Worth noting that you don't get bonus damage from attacking an asleep enemy with a TEC-based attack, like Alchemist Formulas.
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Nice damage, but we've only lopped off around half of the Tortoise's HP. This is gonna hurt.
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Okay, it didn't use Strike Down. Phew.
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That could've gone worse if the Tortoise had decided to use Strike Down.
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We're roughly halfway done with 8F. Like I said, you can skip a LOT of the floor if you walk through the damage tiles.
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The other Mine point of the floor. This one gives Root Chili for an ingredient!
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Want to skip most of the floor? Just eat 80 damage on your entire party! That may sound like a lot, but Salve makes it a non-issue.
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SYSTEM: It will be a challenge to navigate these narrow confines while staying out of the monster's path... Though of course, one option is to engage the monster in combat and force your way through the room.
Haha fuck you too, game.
SYSTEM: Once you have decided on a course of action, do what you see fit.
So we have a Fire Drake to go around. It has a pretty simple movement pattern.
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For every move we make, the Fire Drake will alternate between moving on a set patrol path and becoming inactive. If at any point we get in the thing's line of sight, it will become aggressive, and ditch its patrol path and go after us, with the same moving->inactive->moving pattern.
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This Fire Drake isn't that hard to go around: just walk along the edges of the room, and you'll get to the door without getting in its line of sight. Moving onto the next room:
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SYSTEM: This room is larger than the last, but the ground is choked with thorny vines. It will be difficult to pass without injury. And you still cannot predict what the monster may do. Careful observation will be necessary to avoid a fight...
Oh yeah, damage tiles throw a wrench into the Fire Drake's field patterns. While a Fire Drake is on a damage tile, it won't go inactive every other turn, meaning it will move every turn.
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Here's my strategy for this Fire Drake. Aggro it at this position...
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Lure it off the damage tiles...
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Get into a FUCKING BATTLE ONE TILE AWAY FROM THE FIRE DRAKE OH GOD
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Force Breaks like Eschaton are uesful for situations like this.
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Another boost to Cocytus Formula. I dunno if I'll actually max it out for the boss, but I at least want it at level 9.
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Anyway, just make a mad dash for the door through the center path after that, and you'll be one step away from the Fire Drake the entire time.
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Probably the biggest pain in the ass encounter on 8F. Thought Armor Tortoises were annoying? Try two of them!
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See?
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Oh hey, gameplay "feature" we haven't seen yet. If the entire front row dies, the rows will automatically switch, putting your back row in front.
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At least Venom Curse and Cocytus Formula make short work of them at the end of the turn.
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SYSTEM: But considering what you've learned in the process of reaching here, you think you have some idea of how to proceed. When you are fully prepared, then begin moving forth!
This room seems deceptively simple at first. But don't be fooled--it's super easy to get ambushed by one of the Fire Drakes here, and trying to run away from a fight with them is an experience best described as futile.
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Here's how I solve this room. Walk onto the lower damage tiles, which'll aggro one of the Drakes while it's off the damage tiles.
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Then you just give the Fire Drake the outside until you're at the door.
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And we're done with the floor, basically.
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Uh-oh. An encounter with a rare breed Flame Lizard, plus a normal Flame Lizard, and my party's at super low HP. This is...a bad situation, to say the least.
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Ooh, I know! I'll use this to demonstrate Medical Miracle!
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Medical Miracle heals your entire party for what is basically a full heal, purges all debuffs, purges all status ailments, purges all binds, and revives any dead party members while healing them as well. It's basically the best defensive panic button in the game if you're finding an FOE or boss fight going really south.
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Yeah, if I hadn't used either Medical Miracle or Steady Hands-boosted Salve, I would've game overed here.
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All I can say is, uh, phew.
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We'll be revisiting these doors later on.
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And now that we've stepped into 9F, it's time to head back to town. At this point, I did some off-screen material gathering with the Byeahs.
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This also happened while gathering stuff. That's all we need for Quid pro quo.
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All the stuff we unlocked.
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Since I've started putting in item icons with this update, I should note that blue icons are items that don't need to be restocked, while gold icons will consume a certain amount of materials when bought, and will need their materials restocked when Sitoth Trading runs out. Items made from rare finds from materials gathering points and conditional drops are always gold items.
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And let's go through everyone's dialogue, starting with Marion.
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Dubois.
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Oh hey, Regina has something new for us.
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I should really get on top of town development.
Oh yeah. The North Ward is home to Ronin and Troubadours, Uptown has Protectors and Sovereigns, and the Slums house Dark Hunters and Hexers.
Anyway, Regina's dialogue.
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Still holding off on developing food since we'll get the last 2nd Stratum recipes on 9F.
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And now, onto the Stickleback Bar. Let's turn in Quid pro quo, first.
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And we start the slow climb to having 5 "chess" pieces.
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The 9F quests.
Labyrinth stew:
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Smithy Thompson's request:
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Cass's 9F dialogue:
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The bar patrons...er, bar patron. Rozsika will never say anything new.
Exhausted Tramonte:
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Risen! Wolves! Risen riding wolves!
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I don't think we'll be able to get Fleeting Thorns for a very long while.
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And like an idiot, I forgot to get Abigail's dialogue for 9F before taking on Smithy Thompson's request. WHOOPS.
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Glow Quills can be obtained from Madness Owls, which we'll be seeing soon.
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And to close out the update, Hanna talks to you immediately upon entering once you take on Labyrinth stew.
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Fanged Vines drop Bendy Vines, as we've already seen.
Next time: 9F. We're almost done with the 2nd Stratum.