Part 32: Guardians of the Sorrowful Ice
Update 26: Guardians of the Sorrowful Ice
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15F time. Last floor of the 3rd Stratum.
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Leaving the Wind Rock at the wrong place means we get less rewards from the quest.
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Chop point. Gives Glitter Apples for ingredients.
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Deadly Statue
HP: 522, STR: 31, TEC: 21, VIT: 26, AGI: 18, LUC: 22
Skills:
Shock Assault: Uses the arms. Deals 250% ranged TEC-based Volt damage to one target. Has an 80% speed modifier and 120 base accuracy.
Stone Gaze: Uses the head. Attempts to petrify one party member, with a 30% chance. Has an 80% speed modifier.
- Normal:
Sapphire Arm. 55% chance. Sells for 140 en. 1 needed to make
Sapphire Claw (+104 ATK). 3 needed to make
Gleaming Rod (+75 ATK, +3 TEC, +20 TP). 5 needed to make
Chain Mail (+47 DEF). 8 needed to make
Volt Talisman (+30% Volt resistance).
"Arm-shaped stone with strange emblems engraved. Can be used for all manner of weapons or armor."
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Disable resistances:
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This statue is covered in spell glyphs. Those who approach should think twice.
Deadly Statues suck. Shock Assault can very easily kill even Zack and Tyler, and being petrified would be a really serious problem with our current party, since we have no way to fix that.
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Snowbird
HP: 315, STR: 26, TEC: 22, VIT: 20, AGI: 27, LUC: 21
Skills:
White Wings: Uses the arms. Reduces the party's elemental defense by 50% for 4 turns. Has no speed modifier.
- Normal:
Swan Feather. 50% chance. Sells for 127 en. 1 needed to make
Hunter Bow (+84 ATK). 3 needed to make
Swan Coat (+32 DEF). 2 Swan Feathers and 10 Crabshells needed to make
Earl Chez (+97 ATK).
"Snowbird wing feathers, pale as snowfall. Popular as material for warm clothing."
- Ingredient:
Snow Egg. 1-4 given. 4 needed to make Snow Crab Foo Young (Chinese Food 3; gives party +80% resistance to arm binds). 2 needed to make Snow Egg Oden (Japanese Food 3; imbues attacks with Fire for 1 turn).
"White egg with a thick yolk."
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Disable resistances:
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"Living in colder climes, these birds' white wings hold a mysterious power."
Snowbirds aren't that much of a threat on their own, but White Wings makes any enemy that has elemental attacks serious threats, such as that Deadly Statue we're staring down right now.
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Another false shrine.
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Another fight where Snowbirds can turn certain enemies into deadly threats. Ice Fin already hurts, and White Wings would make it instant-kill territory for most of our party.
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SYSTEM: You listen carefully... It seems to be calling for help!
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SYSTEM: Then again, this is the Labyrinth... what sounds like a human may be deceiving. There's an even chance that it is a monster mimicking distress to lure in explorers. But if it is a human... You weigh the risks of heading toward the voice.
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SYSTEM: You triangulate the voice's location and hurry towards it through the snow. You eventually come across an iron helm in the snow... It seems to belong to a guard!
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SYSTEM: You hurry and dig through the snow to rescue the guard. The guard has been here for a long time, and is very weak.
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SYSTEM: The soldier removes money from under his helm and holds it out shakily to you. Could these be his secret savings...? You accept the guard's offer and return to your journey.
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Going in right now with everyone at not-100% HP and TP lies somewhere between "inadvisable" and "completely idiotic."
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Sold off some junk.
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I buy two Fire Jars in case I need Spear Assist + Link Order in a pinch.
I also shuffled around everyone's Grimoires...while not recording. Sigh. The major changes are that Rheine now has lv15 Attack Order, and Spear Assist is lv15 again.
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For those of you keeping up with the music, the music stops at this point.
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SYSTEM: Just as you reach for the door, you freeze, sensing a dreadful presence...
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This is the only time this track plays in the entire game, so enjoy it while you can.
SYSTEM: You recognize the sorrowful voice as the marksman known as Der Freischutz. He stands between you and the door, directing a piercing glare at you.
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SYSTEM: The old marksman takes aim with his guns, proving that this is no idle threat...
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SYSTEM: Another voice echoes through the area, breaking the tension between you and the gunner.
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SYSTEM: Artelinde's voice is serene, as if reciting from memory.
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SYSTEM: Her smooth facade begins to tremble, and she stops, trying to contain her sorrow.
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SYSTEM: The marksman takes up the story's thread.
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SYSTEM: With measured steps, Artelinde walks closer to you.
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SYSTEM: The black-haired witch's face hardens into a fiery glare as she brandishes her staff.
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The music keeps playing through the transition and into the battle.
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Artelinde
HP: 4900, STR: 34, TEC: 36, VIT: 34, AGI: 20, LUC: 34
Skills:
- Corpse Ash: Cannot be disabled. Attempts to inflict Fear, Curse, Sleep, Panic, Paralysis, Poison, and Blind on the entire party, with a 10% chance per ailment. The Poison component has a base damage of 60 (around 86, adjusted for Artelinde's level). Has an 80% speed modifier
- Blind Laughter: Cannot be disabled. Only used on party members with status ailments. Deals 100% melee STR-based Cut damage to one target. Reduces the target's physical/elemental attack and defense by 30% for 4 turns. Has an 80% speed modifier and 99 base accuracy.
- Loose Thread: Cannot be disabled. Only used on party members with status ailments. Deals 100% melee STR-based Cut damage to one target. Attempts to completely bind the target, with a 40% chance per bind. Has an 80% speed modifier and 99 base accuracy.
- Pandemonium: Cannot be disabled. Raises either Artelinde or Wilhelm's physical/elemental attack/defense by 40% for 4 turns. The attack and defense increases are separate buffs. Has a 150% speed modifier.
- Blossom Sketch: Cannot be disabled. Heals Artelinde and Wilhelm for 250% healing power (around 265), and removes status ailments, binds, and debuffs. Blossom Sketch activates at the start of the turn, and then again at the end of the turn.
- Normal:
Cursed Scrap. 100% chance. Sells for 2000 en. 1 needed to make
Pointy Hat (+22 DEF, +1 TEC, +2 LUC).
"Cloth stained crimson with a maiden's blood. Necessary for a War Magus since it has mystical powers."
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Disable resistances:
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AI behavior:
- 100% HP to 75% HP:
- Uses Corpse Ash on first turn. Uses it every 5 turns after.
- Uses Blossom Sketch every 8th turn.
- Uses either Blind Laughter or Loose Thread on party members with ailments.
- Uses normal attacks if none of the above conditions apply.
- Uses Corpse Ash on first turn. Uses it every 5 turns after.
- 75% HP to 30% HP:
- Starts using Pandemonium on either herself or Wilhelm.
- 30% HP to death:
- ?????????????????????
A War Magus of Guild Esbat, renowned for her combat prowess all across High Lagaard.
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Wilhelm
HP: 4700, STR: 36, TEC: 33, VIT: 26, AGI: 38, LUC: 26
Skills:
- Fire/Ice/Volt Rounds: Uses the arms. Deals 120% ranged TEC-based Fire/Ice/Volt damage to one party member. Has an 80% speed modifier and 99 base accuracy.
- Rapid Fire: Uses the arms. Deals 90% ranged STR-based Stab damage to the entire party. Has a 150% speed modifier and 90 base accuracy.
- Normal:
Magic Casing. 100% chance. Sells for 2100 en. 1 needed to make
Zamiel Gun (+92 ATK, +20 TP).
"Bullets that never err, as if demon-guided. Power yet remains in them to be shaped anew."
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Disable resistances:
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AI behavior:
- 100% HP to 75% HP:
- Performs a random action on turn 1.
- After that, cycles attacks in this pattern:
- Attack
- Fire Rounds
- Ice Rounds
- Volt Rounds
- Attack
- Performs a random action on turn 1.
- 75% HP to 30% HP:
- Starts using Rapid Fire instead of normal attacks.
- 30% HP to death:
- ?????????????????????
A gun-toting member of Guild Esbat, known as Der Freischutz, and guardian to Artelinde.
(Note: since I have the ability to render EO2U's models now, I'll be using them for (non-DLC) FOEs and bosses when they don't have major errors.)
Oh man, Artelinde and Wilhelm. In EO2, these two were absolute jokes if you had an even slightly-sensible party. They were incredibly vulnerable to being bound and inflicted with status ailments, and their damage just wasn't that threatening to begin with (unless you ended up like a certain doctor I know who had a party with 1 damage dealer, 2 supports, and 2 meatshields).
Now? Good god, these two are massive pains in the ass, even with a good party. No, I did not mistype Artelinde's disable resistances--she really does nullify every ailment (besides Poison and Stun), as well as all three types of binds. This is already a big problem, but then you have to deal with her skillset.
Corpse Ash (which, as the more observant of you may have noticed, is a version of Random Disease) is pretty much guaranteed to tag everyone in your party with something, and (with my luck, anyway) the odds are good it's going to be something debilitating like Fear or Paralysis. Rheine's a godsend here, since Prevent Order turns Corpse Ash into a non-issue as long as I keep the buff up.
Blind Laughter and Loose Thread are Artelinde's versions of Strength/Guard Slash and the Bindcuts. She won't use them unless someone has an ailment, so they're irrelevant if you keep on top of making sure you don't get tagged with those. Otherwise? Good luck recovering from the debuffs and binds.
Blossom Sketch's heal is annoying, but the real "fuck you" lies in its dispels, since if you're trying to disable Wilhelm, that'll completely ruin that strategy.
As for Wilhelm, he's fast as fuck. You might be thinking Gunners are slow, based on Jackie, but the fact that Wilhelm doesn't have to put up with the speed penalties guns innately impose and the speed and accuracy penalties on gun skills means he's far faster and far more accurate than player Gunners.
Mercifully, since Wilhelm is completely predictable after his first action, Phoebe renders him a complete non-issue.
With that in mind, here's my strategy: burst down Artelinde as quickly as possible. Wilhelm is no threat at all with Phoebe, while Artelinde is very much a serious threat. Zack and Colette are thankfully decent at dealing damage, but I'm still kind of worried that she might not die before she starts to become a really big problem.
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Gonna hold off on Zack and Phoebe's Force Boosts until Attack Order is in effect.
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Setting up Delayed Charge on Artelinde.
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Kinda just randomly guessing that Wilhelm will do a normal attack.
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I NEED Prevent Order on everyone, or else the fight might just be unwinnable from the start.
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Oh man we're dealing really terrible damage without our Force Boosts.
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We need to fix that!
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Long Thrust's damage is really shitty, but without a consistent source of elemental damage, Tyler's kind of stuck with it.
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Phoebe'll be rotating through the elemental walls and Front Guard for the rest of the fight.
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Uuuuuugghghghhghhghghghhhhh.
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About a 50-50 split between Artelinde and Wilhelm.
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Much better.
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Re-applying Prevent Order so that I'll be covered for the next cast of Corpse Ash.
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Okay that's gonna need to be dispelled ASAP.
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That's why.
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The battle just isn't going to go on long enough for Zack to get Full Charge again.
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I haven't had a chance to show off Ad Nihilo yet, so let's put it to work.
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Ad Nihilo deals very light Almighty TEC damage and dispels all of the target's buffs and debuffs. The debuff dispel kinda sucks, but then again it's probably really unlikely you have an enemy with boths and debuffs at the same time. In any case, it dispels all of them at once, which is very useful for stuff like Pandemonium.
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Close call, there. Tyler would've died if I didn't dispel Pandemonium.
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Well, we've lopped off a lot of Artelinde's HP by now.
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Delayed Charge is ready, so I have Tyler turn on Hero Battle.
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Good, good. Artelinde's almost dead now.
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That's good, too. Wilhelm only ate 1 of the 6 hits.
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Yeah. Thought we were the only ones with access to Force? Think again!
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Both Artelinde and Wilhelm will enter their Force Boosts when one of two things happens: when they're dropped below 30% HP, or when the other one of them is killed, whichever comes first.
So what exactly does Spellsword do for Artelinde, aside from giving her a kinda cool color scheme that I can't replicate with my render? Well, the big thing is that she'll use Blind Laughter and Loose Thread even if no-one has an ailment and, somewhat more importantly, they will hit the entire party instead of just one target! If you think this sounds like a really major issue, then you're 100% right! Artelinde's thankfully really close to dying here, so I don't have to actually deal with the Spellsword effects, but Spellsword is the main reason I chose to burst her down immediately while ignoring Wilhelm--his Force Boost is far, far easier to deal with.
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A Fire Jar + Link Order to Wilhelm'll deal more damage than a no-ailment Ailing Slash, although you'll see that this was basically pointless shortly.
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Cross Charge's 200% speed modifier means Tyler can snipe Artelinde before she can do anything with Spellsword.
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Decent-ish damage. However, it's irrelevant, because...
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Like I said, Artelinde and Wilhelm will activate their Force Boosts once the other one of them is killed, regardless of their HP level.
Accelerate gives Wilhelm a massive action speed boost, and changes Fire/Ice/Volt Rounds into random-target attacks that hit 3-4 times. This is far less dangerous than Spellsword, especially because...
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I'm having everyone Defend. This might make you think my brain suddenly shut off while I was recording the fight, but trust me, there's a method to my madness.
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Phoebe's the only one not defending, and I...actually lost track of Wilhelm's pattern here.
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Leading to using Fire Wall when Wilhelm used Ice Rounds. OOPS.
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Thankfully, the damage is pitiful thanks to Defend.
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One more round of that stupidity later, and...
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You're about to see why I just held for two turns.
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One final thing I was keeping secret: Artelinde and Wilhelm both have Force Breaks, which they use on the third turn of Spellsword/Accelerate: Nature's Will for Artelinde, and Mystic Shot for Wilhelm. Both of these don't use any body parts (only relevant for Wilhelm), and deal 16 instances of 250% damage (Almighty for Nature's Will, Stab for Mystic Shot) to the entire party. Both of them also do not check for accuracy, so evasion buffs/accuracy debuffs won't help you here. There is straight-up no way to survive either of them without Perfect Defense or True Endurance.
The only saving grace for both of them is that they kill Artelinde or Wilhelm after use. That was my entire strategy--kill Artelinde as quickly as possible because she's a far bigger threat than Wilhelm, and then just tank Accelerate and Mystic Shot, letting Wilhelm kill himself. This party simply did not have the AOE needed to kill both Artelinde and Wilhelm in time before they both became major threats.
Oh well, it's over now. I was dreading that fight going into it, since it's given me massive trouble in past playthroughs, and I was really concerned about whether or not this party would be able to actually win. Phoebe is the no-contest MVP here--any other party member wouldn't have been nearly as effective as her.
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SYSTEM: They gaze at you with stunned countenances, unable to believe what has happened.
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SYSTEM: Artelinde lifts her gaze to the sky as she mutters these words.
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SYSTEM: The old marksman behind her breaks his silence to address your party.
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SYSTEM: The old marksman trails off, hanging his head.
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SYSTEM: He places a hand on the still-silent Artelinde's shoulder, leading her away into the snow.
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SYSTEM: You may continue from here, or return to town to make preparations.
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Before I head back, there's a secret area over here.
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With a Limit Break Grimoire. Limit Break is a Fafnir passive that lets a character's Force gauge go beyond 100 in battle. The Force gauge is reset to 100 after battle, however, and is still broken by Force Breaks.
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I've always wondered why Abigail never seems to question why your party sells her cloth that's explicitly described as "stained...with a maiden's blood."
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And so, one of the fights I was dreading the most is finished. Next time: the last part of 15F, and our first meeting with the Ice Princess.