Part 138: The Original Sin: The Shit Show Begins
The Original Sin: The Shit Show Begins![](1-stats.png)
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Behold, the best Arianna expression. Probably the only good part of this DLC.
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A new destination is available to us.
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So this DLC isn't just a boss fight, it's an entirely new floor.
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Apparently satisfied that you should continue on as normal, you move onward on the path.
So this floor has no random encounters whatsoever, but that's to make the floor gimmick slightly more tolerable. You see, the FOEs here have completely random movement! There is no guaranteed way to get past them and reach the end of the floor. The only thing predictable about them is that they will chase you when they spot you, and even knowing that doesn't help much. This shit show is off to a great start.
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Anyways, here's the FOE in question.
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Anomalocaris
Level: 99
HP: 32399
STR: 99
TEC: 76
VIT: 70
AGI: 62
LUC: 74
Exp: 240000
Attack Type: Bash
Skills:
- Snaring Tentacle: Uses the arms. Deals 210% ranged STR-based TP damage to one party member. Attempts to completely bind the target and inflict fear on them, with an 80% base chance. Has a 90% speed modifier and 120 base accuracy.
Greed: Uses the head. Deals 150% melee STR-based Bash damage to one target, with splash damage. Attempts to instantly kill hit targets, with a 60% base chance. Has a 60% speed modifier and 99 base accuracy.
- Normal:
Thorny Barbel. 100% chance. Sells for 8800 en. 1 needed to make
Ancient Tendril (+199 ATK, 10% chance to inflict head, arm, and leg bind).
"Barbel developed from a thorn for capturing prey. It would then swallow them whole."
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Disable resistances:
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Description: A wriggling crustacean that made its home in the forest, where it has no shortage of prey...
Anomalocaris are just annoying FOEs. Random movement patterns and they're massive nuisances in battle. They can drain your TP, and instantly kill off one of your party members, forcing you to waste resources to bring them back.
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Standard setup stuff. Gonna try to blind the FOE so I don't have to deal with it.
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Well that didn't work out.
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Geez, look at how much TP that took off!
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And Arianna is really in a pickle right now.
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Flavio lands the blind on the next turn, meaning that this thing is now just a sitting duck.
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It goes down shortly.
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Now the fight isn't too bad if you blow your Force Breaks and stuff on it. The problem is, that's not really a feasible strategy for dealing with every one of the critters. The Anomalocaris has a really short respawn time, so you can't dilly dally in a room for long. Not only that...
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They respawn the instant you leave the Labyrinth! So yeah, no going back to take breaks. And these fights are really annoying if you don't abuse Force.
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There are also fog rooms on this floor, which do reduce their sight range. But again, that's not really helpful depending on how fickle the RNG is. In fact, I can't actually tell you how to get through this floor because someone thought random movement FOEs were a good idea.
Well there is one way. Turn the difficulty down to Picnic, and try to rush through the floor, killing any FOEs that get in your way. That is the only tolerable way to get through this bullshit. And to think we're not even at the main attraction yet.
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Oh and this is what the only chest on this floor contains. Might want to stock up on these, just saying.
Anyways, you might have noticed a Take spot on this floor. The materials you can get from it are Bloody Dew, Solomon's Seal, and Antler Fungus. Those make some very special items. Let's go back and see what our loot makes.
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The Thorny Barbel makes the Ancient Tendril. Which is a whip that has a 10% chance to bind all body parts. Yeah, not that useful.
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The Bloody Dew makes the Eye of Time, which instantly revives all FOEs and bosses when you go back to town. Handy, I suppose.
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The Solomon's Seal makes the Healing Remedy, which fully restores the party's HP and TP. The catch? It can't be used in battle, only on the field. Pass.
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Antler Funguses makes the Over Somas, which are probably the most useful item from this. What it does is it heals the party for 100 HP, however it can also overheal them up to that amount as well. It's handy for this DLC's boss, especially if you have party members who max HP totals under 501. The overheal only lasts for the turn this gets applied though, and the effects don't stack with other Over Somas.
We'll confront the Deepest Darkness next time.
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