Part 26: No Penguins In Sight, Unfortunately
Update 20: No Penguins In Sight, Unfortunately
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We'll actually start exploring the 3rd Stratum today.
I really don't have anything to say regarding preparations, so let's just go.
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Right off the bat, we find a Chop point near the Geomagnetic Pole. It gives Glitter Apples for ingredients.
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Fishman
HP: 353, STR: 21, VIT: 21
Skills:
Chase Down: Uses the legs. Deals moderate Bash damage to one target.
- Normal: Blue Scale. Sells for 108 en. 1 needed to make
Cutlass (+74 ATK). 3 needed to make
Ganyu (+90 ATK). 5 needed to make
Scale Boots (+12 DEF, +10 TP).
"Beautiful scales on a Fishman's body. Hard as iron, but easy to work with."
- Ingredient: Fish Head. 1 needed for Traditional Kabutoyaki (Japanese Food 3; Gives a chance to not wake a sleeping enemy when attacking).
"A monster head."
- Normal: Stab, Bash, Fire
- Weak: Cut, Volt
- Resist: Ice
- Normal: Blind, Poison, Paralysis, Panic, Sleep, Curse, Fear, Petrification, Instant Death, Stun, Head bind, Arm bind
- Weak: Leg bind
Fishmen are trash mobs that I really don't have a lot to say about.
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Oh yeah, I don't think I've mentioned this about Ronin yet. Each of their stances, when maxed out, gains a 20% chance to automatically activate at the start of a battle, which also effectively gives you an extra turn of the stance as well. Leveling up the stance to 20 through Grimoires increases the auto-activate chance to 30%.
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Beast Roar + Preemptive Roar makes Ursa's job during random encounters a lot easier. Look how little damage she's taking from these things.
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Not much of interest happened in that fight.
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Yeah, the starting part of 11F just has filler around it, aside from the Chop point. Exciting!
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Shortcuts in the Frozen Grounds are little green shrubs. Again, they contrast well against the normal parts of the stratum.
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Snow Ghost
HP: 253, STR: 19, VIT: 16
Skills:
Snowball: Uses the arms. Deals moderate Ice damage to one target.
- Normal: White Gem. Sells for 103 en. 1 needed to make
Epsilon Axe (+83 ATK). 2 needed to make
White Khakkara (+72 ATK, +40 TP, +3 VIT). 5 White Gems and 1 Celestine needed to make
White Collar (+37 DEF).
"Stone thought to be a Snow Ghost's core. However, this has not been confirmed."
- Ingredient: Eternal Ice. 3 needed for Apple Blue Aiyu Jelly (Chinese Food 3; Changes Therica A/B range from single-target to row-target). 3 needed for Apple Matcha Shaved Ice (Japanese Food 3; Increases enemy miss chance while Blinded).
"Doesn't melt for some reason."
- Normal: Cut, Stab, Bash, Volt
- Weak: Fire
- Resist: Ice
- Normal: Blind, Poison, Paralysis, Panic, Curse, Petrification, Stun, Head bind, Arm bind, Leg bind
- Weak: Sleep
- Resist: Fear, Instant Death
A manifestation of pure snow whose vitality will spike when endangered.
Snow Ghosts are trash mobs normally. Do you remember those drunks at the bar who warned us about Snow Ghosts "biggefying," though? Yeah, don't leave one alone in a fight, or you'll really regret it--because you'll be fighting a 15F monster.
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Forest Dragonfly
HP: 422, STR: 26, VIT: 19
Skills:
Confusing Blitz: Uses the arms. Deals heavy Cut damage to one target. Attempts to bind all of the target's body parts.
- Normal: Red Foreleg. Sells for 177 en. 1 needed to make
Red Helm (+18 DEF). 2 needed to make
Rusty Nail (+82 ATK).
"Dragonfly foreleg containing red iron. When tempered, it turns black."
- Conditional: Severed Wing (Kill with Cut damge). Sells for 242 en. 1 needed to make
Dragonfly Bow (+76 ATK, +10 HP).
"Severed front wing of an agile dragonfly. Must be severed while still alive."
- Normal: Cut, Bash, Fire, Ice
- Weak: Stab, Volt
- Normal: Blind, Poison, Panic, Curse, Fear, Petrification, Instant Death, Stun, Head bind, Arm bind, Leg bind
- Weak: Paralysis
- Resist: Sleep
A carnivorous dragonfly that adapted to harsh life in the forest. Its wings are highly prized.
Forest Dragonflies are significantly more threatening than Snow Ghosts. Confusing Blitz can either kill someone from full HP outright, or leave them basically helpless. It's an especially big issue when you have a Beast, since arm binds disable Hit-Taker.
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Cut is basically the most common physical damage type for player characters (Landsknechts, Dark Hunters, Troubadours, Ronin, War Magi, and Sovereigns all have innate access to it), so getting the Severed Wing isn't too hard.
A mere few steps later...
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War Bison
HP: 919, STR: 29, VIT: 23
Skills:
Stomp: Uses the legs. Deals heavy Bash damage to one row.
- Normal: Metal Horn. Sells for 204 en. 2 Metal Horns and 1 White Metal needed for
Talwaar (+82 ATK).
"Curved animal horn with metal traces. The curve makes it hard to work with."
- Ingredient: Beef Loin. 4 needed for Apple Sauce Bison Steak (Western Food 3; Disables preemptive attacks and blindsides). 4 needed for Bison Lamian (Chinese Food 3; Restores HP when character has an ailment inflicted on them or is bound).
"Tender meat cut from the back."
- Normal: Cut, Stab, Bash, Ice, Volt
- Weak: Fire
- Normal: Paralysis, Panic, Sleep, Curse, Fear, Petrification, Instant Death, Stun, Head bind, Arm bind, Leg bind
- Weak: Blind
- Resist: Poison
A wild bull that resides in deep wood, it tramples all in its path.
War Bison are an annoying combination of "very durable" and "hard hitters." 919 HP will take a while to chew through, even with Fire damage, and while you're chewing through it, you're going to have to try to keep your party members alive through Stomp. Unless someone's at 100% HP, they're very likely to get taken out by it. Asriel, especially, is at an extreme risk of dying repeatedly here.
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Note that I had Ursa debuff the War Bison with Beast Roar to make it easier to deal with.
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Asriel took a lot more damage than Ursa not only because he has considerably worse armor and VIT, but Ursa had Loyalty Mastery kick in. Remember: this thing's physical damage is debuffed by around 30% right now.
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SYSTEM: Looking around, you see a gleaming stone like a pillar of ice atop a mound of snow. You think you may be able to grab the stone if you reach for it...
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SYSTEM: Asriel volunteers, and after nearly slipping a few times, manages to grab the stone.
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Adularia is a Mine item we can't get until 12F.
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SYSTEM: Jackie speaks up, raising their agreement, and points to the south.
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SYSTEM: It is not facing in your direction, and does not seem to have noticed your presence. You may proceed with caution to stay out of its line of sight, or you may simply dispatch it to remove the obstacle.
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Fighting an Ambush Wolf is a great idea if you've got a death wish.
Ambush Wolves stay put when you haven't aggroed them, and turn every few steps. Their vision is roughly a cone shape around them, meaning you can aggro them when you're not in their direct line of sight. If you aggro a wolf, it will chase you until you leave its invisible aggro zone, at which point it will walk back to its original spot, turn to where it was when you aggroed it, and reset its turn counter.
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Oh yeah, there's another Chop point here, with Forest Tea for its ingredient.
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FUCK.
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Remember gathering ambushes from the original EO2? They're...well, kinda back. They're not nearly as common as they were in EO2, and the encounters aren't specifically set to be as mean as possible, but it's still a guaranteed blindside.
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Here's how much Stomp hurts without a physical attack debuff, by the way.
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If you're wondering why I broke Issen out a few turns in, it's because Asriel and Ursa kept dying to Stomp, and Stardust and Jackie weren't killing the War Bison quickly enough.
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Can I please stop running into these things, game?!
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Ambush Wolves are easy to get a preemptive on, but I still wouldn't recommend fighting them now.
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SYSTEM: You can rest here and admire the snowman, or ignore it and plow onward.
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SYSTEM: You decide to rest your weary feet and admire the snowman for a while. The sight is so incongrously adorable that it naturally soothes your soul.
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The entire party recovers 30 TP from saying yes. If you say no, you get into a fight. A fight I'm pretty sure you get blindsided by.
SYSTEM: Well-rested from your short break, you leave the area in a much improved mood.
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Just showing that Ambush Wolf vision is a cone, rather than a direct line. And yes, the cone is not completely obstructed by walls.
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Since there's a shortcut back to where we just were, I take this chance to go back to Lagaard and rest up.
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This is a really awkward spot. It's entirely possible to get yourself caught in a loop of aggroing the wolf on the bot, running away from its aggro zone, and aggroing the wolf on the top.
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Like that.
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This spot'll be important for two quests after we finish 11F.
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Running in front of this Ambush Wolf isn't a great idea, since you need to go just to its right in order to get out of this room.
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Much better.
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SYSTEM: To your surprise, you find that this room's floor is covered in ice!
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SYSTEM: You tentatively touch the icy floor before you... It seems thick enough for you to walk upon without breaking. You need only shed your anxieties and take the first step. You extend one tentative foot to see if the ice is walkable...
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You'll forgive the open chest and time difference, I had to record this after the fact due to my laptop being worse than normal and causing the 3DS viewer to drop 10 frames off the end of the sliding.
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SYSTEM: It is only due to the fallen snow there that you do not injure yourself from the rumble you take falling into the grass. This may present a problem... Once you step onto the ice, you lose control of your momentum until you run into something. A certain amount of trial and error will be necessary to figure out which path to advance to your goal. It may be best to look around carefully first to find the best way forward before proceeding.
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Ice tiles will send you in whatever direction you walked onto them until you hit a solid obstacle. You can't move or change direction at all while sliding.
Thankfully, there's no random encounters while on ice tiles, so we're free to just slide as much as we want until we reach the stairs.
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SYSTEM: It's hard to tell the exact number against the snow, but there seem to be at least ten. The snow creatures have not spotted your presence yet... You may have a chance to strike first, though it's also an opportunity to leave quietly.
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SYSTEM: As you begin your charge, the snow underfoot melts, revealing another snow creature!
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SYSTEM: This must be their nest! Dozens of monsters, all alike, appear around you.
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SYSTEM: You are grievously outnumbered, and completely surrounded with no chance of escape!
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SYSTEM: The snow monsters clump up into a single area and begin to combine into one! Its size grows larger by the second, eventually developing into a gargantuan monster! The moment while it's still combining may be your only chance to escape from here!
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SYSTEM: You screw up your courage and face the gigantic monster! Failing to anticipate your resistance, the conglomeration of snow demons stops moving.
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SYSTEM: You wait tensely for it to make the first move, but the giant monster suddenly begins to panic! You hear countless piping voices from its hulking frame, as if quarreling with one another. Sensing an opportunity, you take your weapons and charge at the brute!
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Snow Swarm
HP: 2800, STR: 30, VIT: 23
Skills:
Hailstorm: Uses the arms. Deals severe Ice damage to random targets 3-7 times.
- Normal: Cut, Stab, Bash, Ice
- Weak: Fire
- Resist: Ice
- Normal: Blind, Poison, Paralysis, Curse, Head bind, Arm bind, Leg bind
- Resist: Panic, Sleep, Fear, Petrification, Instant Death, Stun
A swarm of Snow Ghosts. If they would just act as a unit, they would be unstoppable!
The Snow Swarm is a modified version of a 15F enemy. In fact, they're a modified version of what the Snow Ghosts "biggify" into! This thing can take a while to kill, and can put serious hurt on your party if it casts Hailstorm. Even a high-level Ice Wall won't help, since Hailstorm is random-target and Ice Wall only works once per character for a given turn.
Also note that my choices there led to a preemptive attack. If you make the wrong choices (namely, choosing to run instead of fight), you get blindsided instead!
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In a moronic decision, I didn't just have Stardust burn the thing down with Compressed Inferno Formulas. I underestimated how much HP this thing has.
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Bleh. The Snow Swarm's basically a mini-FOE, and I should've treated it as one. I could've probably killed it by now if I just had Stardust throw Compressed Inferno Formulas at it.
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The Snow Swarm has FOE resistance to instant death, but I decided to take the gamble anyway.
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Oh yeah, sometimes the Snow Swarm does nothing.
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Damn.
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Okay, Issen helped. Instant death would've been nice, but the damage wasn't nothing.
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Fighting the Snow Swarm is important if you're going for 100% completion, since it's not a missable event fight, and is recorded in the Monstrous Codex as a result.
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SYSTEM: You pick up the stones, which you assume are the remains of the fused beast, before making your exit.
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Now that the Snow Swarm's taken care of, let's get back to the ice puzzle. It's fairly simple--the room's full of small outcroppings like the one we're bumped into that you just either slide into the corner of or the jutting-out part to go somewhere.
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Oh yeah, if there's solid ground on the path you're sliding, it'll stop your slide.
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And from that small patch, we can get at the treasure chest. Again, hard to go wrong with free Amritas!
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There's also a handy shortcut back to the Geomagnetic Pole room.
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And so, we're (mostly) done with 11F.
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SYSTEM: He must be a member of the guard corps that you heard about at the Grand Duchy, one still searching for the Snow Bloom. You approach the guard to speak with him.
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SYSTEM: The guard cuts his speech short there and looks away timidly before continuing.
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SYSTEM: The guard falls silent there, and gazes at you before continuing.
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SYSTEM: The pitiful soldier stands there hugging his own body from the cold and fear. It falls to you to investigate the ice-covered forest and find the Snow Blooms.
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Always fun to come back to a finished ad campaign.
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Not as much as last time, but still nice.
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The North Ward campaign brought in this Protector, who has a passive I actually kind of want.
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Yeah, you can find other Fafnirs while Grimoire Trading. It's kind of strange and arguably runs directly counter to the plot since there should only ever be one Fafnir (note: should), but whatever. For the record, Fafnirs are just random events, and aren't tied to any particular ward in the town. Grimoire Trade Beasts follow the same rule.
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Anyway, I swap out a max-level trash monster Grimoire for the Protector's level 9 Aegis, which is a passive that gives its owner a chance to survive a mortal hit once per fight at 1 HP. I'm sure it doesn't take a lot of thought to put together that I put this on Ursa. Beasts do have Deadly Resolve, which does the same thing, but it takes 20 skill points total in two passives to max out, something I'd rather put off till later.
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Anyway, I set up new ad campaigns to appeal to the Gunners Bureau in the South Ward and the War Lore Study Society in the West Ward.
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Let's take care of 12F dialogue. I unlocked nothing from selling our stuff at Sitoth, by the way.
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Abigail's up next.
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I've already mentioned the postgame 6th Stratum a bunch of times, so make of that what you will. Until then, here's a fun game: try to imagine what the upcoming strata will look like.
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Moving over to Regina.
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Cass is always fun to talk to.
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Marion's not as fun to talk to as Cass, but still.
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And last on the dialogue list, Dubois.
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There's no new bar patrons this time, so... No. No, that's the wrong quest. Take it down. We're not even close to being able to take that on.
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Much better. This is the first non-grinding DLC quest we can take on.
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Yep. Hot springs. I'll let Fetus show you what that entails in Story mode since it's different there, and you can probably guess what it'll entail if you've ever played a Persona game. For Classic, it's pretty much just your average quest.
Under maintenance:
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Fun fact: the original EO2's US subtitle was "Heroes of Lagaard." I think the Japanese subtitle was closer to "The Grail of Kings," which we'll see later on, but don't quote me on that.
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Playing Cupid I:
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Celestine is an uncommon Mine item that we can get on 12F. It'll be no trouble for the Byeahs to get.
Art imitating life:
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The quest wants us to unlock Red Helms, which we've already done.
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Yet another point in Preemptive Roar.
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Overheal can now boost someone to 175% of their normal HP.
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Still holding off on the last Inferno Formula upgrade so Stardust can conserve her TP during Labyrinth exploration.
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Another point in Burst Shot. It'll be worth using eventually, I swear.
Next time: hauling rocks, followed by Amazing, Mystical, Magical, Loved-By-Giant-Toads, Rejuvenating Hot Springs! (Only two of those adjectives are truthful.)