Part 85: A Petaloid by Any Other Name
Update 68: A Petaloid by Any Other Name
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Remember how I said Frost King and Thunder Queen would be next after the last update? I lied, I felt like getting 29F out of the way. 29F can be annoying to traverse--not as bad as 28F, mind you, but still enough to get on your nerves. 30F's a cakewalk compared to either 28F or 29F, thankfully, but that's neither here nor there.
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You'll notice that I already have some of the map filled in. This is because I suffered a game over to a really dangerous random encounter and accidentally forgot to not save my map data. ~whoops~
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Hazardous Petals are stealth FOEs. They hide in one tile, and engage you if you walk within a 1-tile radius of where they're hiding. That's what the pink tiles on my map are for.
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Hazardous Petal
HP: 28177, STR: 82, TEC: 71, VIT: 71, AGI: 51, LUC: 73
Skills:
Sleep Pollen: Uses the head. Attempts to inflict sleep and each type of bind on every party member, with a 40% bae chance. Has no speed modifier.
Dancing Petals: Uses the arms. Deals 100% melee STR-based cut damage to each party member. Has a 90% speed modifier and 80 base accuracy.
- Normal:
Hazardous Bulb. 80% chance. 1 needed to make
Petal Staff (+191 ATK, +80 HP, 30% base chance for normal attacks to inflict sleep)
"A bulb that extrudes vines in search of prey, Even when cut, it may still sprout again."
- Conditional:
Lavish Flower (Kill while cursed). 100% chance. Sells for 9400 en. 1 needed to make
Amrita II (Restores 100 TP to one target).
"A flower of unsettling beauty, dead from its own curse. Its sweet nectar soothes the mind."
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Disable resitances:
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A bewitching flower whose petals are often used in hexes.
The return of a series mainstay. Often maligned, and not without reason, Petaloids (or Hazardous Petals in EO2U, which is a direct, literal translation of their Japanese name) are all about two things: putting your party to sleep, and then murdering them while they're asleep. Except now EO2U throws two wrenches into that: the sleep now can now also inflict every type of bind, meaning you can be screwed even if you have sleep resistance, and 82 STR means that Dancing Petals can easily kill you even if your party isn't asleep.
Unfortunately, the Petaloid conditional drop makes Amrita IIs. If you don't feel like repeating one of the DLC quests over and over on Picnic, that's your only way of making Amrita IIs.
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The easy solution to Sleep Pollen, as with every other disable in the postgame, is Barrier.
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I'd rather almost-completely incapacitate the Hazardous Petal for now instead of just binding it. Gives me a turn or two more to work with.
By this point I'm sure you can guess what Ursa, Stardust, and Rheine did for their actions.
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Opening up with Barrier and Madness Curse is a pretty safe option against Petaloids, since either Barrier'll stop Sleep Pollen (which outspeeds Sophie), or Madness Curse'll go before Dancing Petals due to how fast Sophie is.
That Speed Up Grimoire was seriously one of the best things I ever did for Sophie.
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Colette'll switch to Ailing Slash until the panic wears off and/or it's replaced by curse.
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Head binds'll let Colette continue to spam Ailing Slash after the panic gets replaced, and they'll also amplify Stardust's damage.
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And Rheine'll just piggyback off of Inferno Formula until the flower is dead.
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Not too bad, just shy of 10% of the Petaloid's HP.
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Even better.
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I'd rather inflict arm bind with the last turn of Creeping Curse than Corrupt Curse.
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Alright, let's try using a low-level Corrupt Curse against a 25% resistance.
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Shoot me.
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God please I hope this doesn't take long, those binds aren't going to stick for much longer.
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Cuh-raaaaaap.
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MOTHERFUCKING FINALLY
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Aside from Corrupt Curse taking 6 turns, that went about as well as you could ask for from a Petaloid fight.
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I didn't want to lose that good attempt, so I went back to town.
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Okay, so this is a conundrum. I can't progress further in the room without running into a Petaloid. What the hell do I do here?
Well, remember how Icy Bulbs reduced the Cursed Pumpkins' vision range to just one tile instead of a big radius? They do the same for Petaloids.
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The teleporter marked with a 2 takes you to this small room that literally just has an Icy Bulb and a teleporter back.
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Moth Lord
HP: 2968, STR: 79, TEC: 62, VIT: 59, AGI: 52, LUC: 63
Skills:
Madness Dust: Uses the arms. Attempts to inflict panic and paralysis on every party member, with a 40% base chance. Has no speed modifier.
Slice and Dice: Uses the arms. Deals 3-5 instances of 130% melee STR-based cut damage to random targets. Can hit the same target multiple times. Has an 80% speed modifier and 20 base accuracy.
- Normal:
Red Quill. 70% chance. Sells for 2450 en. 1 needed to make
Avarice Bow (+174 ATK). 10 needed to make
Moth Shield (+60 DEF). 2 Red Quills and 7 Lizard Crowns needed to make
King's Spear (+187 ATK). 2 Pure White Horns and 3 Red Quills needed to make
Rune Tunic (+60 DEF). 3 Pure White Horns and 5 Red Quills needed to make
Angel Cry (+173 ATK). 2 Red Iron Shards and 7 Red Quills needed to make
Tyrfing (+181 ATK).
"Thin, nebula-patterned wings of a Moth Lord. some people admire its vibrant coloring."
- Ingredient:
Sap Belly. 1 given. 1 needed to make Pumpkin Pie (Western Food 6; restores 15% of damage dealt as TP). 1 needed to make BBQ Lizard (Chinese Food 6; +80% instant death resistance). 1 needed to make Eastern Nishime (Japanese Food 6; forces all FOE and boss fights [with exceptions] to be preemptive attacks).
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Disable resistances:
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The lord of the moths, many associate its vivid coloring with death.
Thought Great Moths were bad enough? Say hi to their straight-upgrade cousins. They really aren't any different aside from having beefier stats and their ailment skill now inflicts paralysis as well.
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I cannot overstate how useful, borderline mandatory even, Barrier is in the postgame.
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A single Moth Lord is easily dealt with, but they can become serious nightmares with other monsters.
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So, yeah, that's the gimmick of 29F. Petaloids and fog rooms.
Fun.
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Behind this door lies...
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Fog.
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And a teleporter.
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The teleporter goes to this barren room that just has an Asterius spawn point and a treasure chest.
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The chest doesn't even have anything good in it.
Oh, also, I'm effectively boxed in by that Asterius. Good thing I have an Ariadne Thread.
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That door there leads to a teleporter, which goes to here.
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An effective dead end that just has stairs back down to 28F.
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Oh fuck, not that thing.
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Trihorn
HP: 1677, STR: 75, TEC: 56, VIT: 56, AGI: 43, LUC: 54
Skills:
Evil Cry: Cannot be disabled. Only used when the Trihorn is in the back row. Increases all enemies' physical attack by 50% for 4 turns. Has an 80% speed modifier.
Triple Death: Cannot be disabled. Deals 140% melee STR-based stab damage to one target, with line-piercing effect. Attempts to instantly kill hit targets, with a 30% base chance. Has no speed modifier and 99 base accuracy.
- Normal:
Pure White Horn. 45% chance. Sells for 1530 en. 1 needed to make
Battle Boots (+33 DEF, +10 HP, +2 STR). 10 needed to make
White Rhino (+179 ATK). 20 needed to make
Soma Prime (Restores 160 HP to party). 30 needed to make
Angelic Cap (Medic ultimate non-body armor; +52 DEF, +20 TP, +2 TEC). 2 Pure White Horns and 3 Red Quills needed to make
Rune Tunic (+60 DEF). 3 Pure White Horns and 5 Red Quills needed to make
Angel Cry (+173 ATK).
"Bone-white fragment of a Trihorn. Used for equipment and medicine alike."
- Conditional:
Cursed Horn (Kill while cursed). 80% chance. Sells for 2890 en. 1 needed to make
Vigor Belt (+80 HP).
"Pristine white horn, wrought with curses. Though ominous, it's filled with life energy."
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Disable resistances:
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A mutant subspecies of rhino with three horns. It is in a constant state of rage...
Fuck these stupid goddamn rhinos. Fuck anything with instant death access, really, but these rhinos are even worse because they hit even vaguely squishy characters hard enough to kill them without it anyway, and beefier characters tend to have lower LUC, so they're more susceptible to the instant death.
Also fuck the fact that they're immune to all bind types. That can be a pretty rude awakening if you, say, have a Dark Hunter without a Hexer, like I did on my first playthrough.
Triple fuck the ridiculous requirements on the stuff that the Pure White Horn unlocks, too. Want Soma Primes or the second-best bit of armor you can get for a Medic? Have fun risking dying to instant death a bunch!
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Also that conditional means you have to put a non-debilitating ailment on the Trihorn, which is dangerous as hell.
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At least it being in the back row means I get a breather on the first turn. If a Trihorn's in the back row, its first action will always be to use Evil Cry.
Well, almost all of the time. I've been unhappily surprised by a Trihorn using Triple Death as its first action in the back row once, but I've never had it happen again.
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A reminder that there's several good reasons why Stardust has been my most used character throughout the LP--even if you remember that almost every party in this LP was decided by voting, I still pushed for her a bunch in party descriptions.
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Don't let that battle fool you, any encounter with a Trihorn has the potential to go sour very quickly.
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This room is pre-fogged already. It's actually safe to kill the Icy Bulb if you want.
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Carbuncle
HP: 770, STR: 52, TEC: 60, VIT: 45, AGI: 51, LUC: 48
Skills:
- Scorching Light: Used when below 100% HP. Deals 250% ranged TEC-based fire damage to all party members. Kills the Carbuncle after use. Has a 150% speed modifier and 150 base accuracy.
- Normal:
Lizard Crown. 35% chance. Sells for 1480 en. 1 needed to make
Great Helm (+46 DEF, can be equipped by Beasts). 3 needed to make
Royal Axe (+186 ATK). 10 needed to make
Ancient Scepter (+138 ATK, +5 TEC, +6 VIT). 2 Red Quills and 7 Lizard Crowns needed to make
King's Spear (+187 ATK).
"Crown-shaped horn of a giant lizard. Hard and metallic, it works well for weapons."
- Conditional:
Dull Crown (Kill while blinded). 50% chance. Sells for 1980 en. 1 needed to make
Misanga of Trust (Beast ultimate non-body armor; +100 HP, +5 VIT).
"The light has faded from this crown upon blinding. However, its power is magnified."
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Disable resistances:
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This flame-spewing monster looks like it's wearing a crown. Blind it, and the crown dims.
Carbuncles are designed explicitly to counter Alchemists spamming all-target Formulas, as well as be incredibly dangerous assistants to monsters that hurt other enemies, which is a very small group that includes the monkey over there and a monster we'll see on 30F.
Also, those drop rates suck and grinding for a Dull Crown can be hair-pulling.
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Case in point.
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Their HP's low enough that even a no-ailment Ailing Slash can one-shot them, at least.
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Bah. I'll get the Dull Crown later.
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JESUS FUCKING CHRIST
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Welp, time to fog up the room.
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WHY ME
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...There was an Icy Bulb in the room when I came in, which I killed to map out the room. OOPS.
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One day later, and that mistake is rectified.
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The teleporter I am looking at is the way forward--the ones on the other sides will just send you backwards.
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We're nearing the end.
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Here we are. A month and a little more than a week short of a year from when I started the LP, we've reached the final floor of the Labyrinth.
How about we head back to town and take on some quests before I get an important chest on 29F?
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Here they are: the final two non-DLC quests. And boy, are both of them doozies.
A dance with death:
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Right after we take on the next quest.
Crimson vengeance:
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Let's actually get some info on A dance with death before we go to the Guild:
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Dinogator is a...special enemy. We might see it when I'm exploring 30F normally, we might not.
Adventurers in matching gear:
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For the record, yes, Abigail takes over the Explorers Guild while you have Crimson vengeance active, and she even has a full set of voices for everything you can do at the Guild.
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Oh, right, I forgot to check on Dubois after Shadow of the castle.
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...Hekatonkheires? Whoever translated this bit of dialogue evidently didn't check and make sure it was consistent.
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Well, that just happened.
Dubois's normal dialogue:
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And to close out the update, here's the last important treasure from 29F. We actually have all of the standard recipe books now, but we're missing three special ones, which we'll get after we finish Crimson vengeance.
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I cooked some things now that I got more ingredients and have all of the books.
Caterpillar Casserole does two things: on Expert, it lets you go back to just before the start of a battle in which your party is annihilated, and on Normal, it gives you one more retry before you run out and are forced back to the title. It does nothing on Picnic.
This thing comes far too late in the game for it to be of any conceivable use.
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Orange-Sauce Kaiju Steak increases each party member's STR, TEC, VIT, AGI, and LUC by 5. This is an absolutely fantastic food and it's pretty much what everyone takes for any bosses from 29F on.
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Bamboo Sarmale restores 5% of any damage a character deals as HP. Pass.
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Shumai increases the party's petrification resistance by 80%. There is not a single fight where this is useful or preferable over another food, honestly, especially not this late in the game.
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BBQ Lizard increases the party's instant death resistance by 80%. Same problem as Shumai: too situational, and far too late in the game.
That should do it for now. Next time: I either take on the Frost King and Thunder Queen, or go do Crimson vengeance.
Either way, we're coming up on the end, people. After the DLC bosses and Crimson vengeance, there's just 30F and the postgame superboss left.