Part 74: Stardust Sky
Update 59: Stardust Sky
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Asterius
HP: 25039, STR: 85, TEC: 65, VIT: 66, AGI: 46, LUC: 64
Skills:
Warhammer: Uses the arms. Deals 3-5 instances of 120% melee STR-based Bash damage to random targets. Can hit the same target multiple times. Reduces the Asterius's physical defense by 50% for 4 turns after use. Has an 80% speed modifier and 99 base accuracy.
Reversal Beat: Uses the arms. Purges all debuffs from the Asterius. Deals 200% (if 3 debuffs), 150% (if 2 debuffs), or 90% (if one debuff) melee STR-based Bash damage to the party. Has a 60% speed modifier and 99 base accuracy.
- Normal:
Black Steel. 90% chance. Sells for 7680 en. 1 needed to make
Shishinoko (+194 ATK, +3 VIT).
"Fragments of the finest metal alloys. Metals made from this are unusually sharp."
- Conditional:
Black Ingot (Kill with Bash damage). 80% chance. Sells for 13600 en. 1 needed to make
Crusader Armor (Protector ultimate armor; +114 DEF, +30 HP, +20 TP). 1 needed to make
Apocalypse (Highlander ultimate armor; +98 DEF, +20 TP, +3 STR).
"Chunk of quality steel struck with great impact. Good for making both weapons and armor."
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Disable resistances:
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A head of a bull and a body of solid muscle. Your best shot is to break its giant axe...
As long as you don't stack debuffs on an Asterius, they're generally pretty manageable. Ursa can basically perpetually tank it with Phoebe, although she'd probably be in trouble on her own.
Notice how that conditional not only requires the least common physical damage type for actual damage dealers, it's also an 80% chance.
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Much like the Master Bird fight, this is the only thing Zack will do.
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There's nothing for Colette to block with Barrier.
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Ursa should be pretty safe.
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My strategy is literally identical to the Master Bird fight.
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Sigh.
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Sigh again.
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Well, why not?
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This is what happens when Ursa doesn't have the 70% reduction of Front Guard and 45% reduction of Hit-Taker in effect.
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Maybe I should've built an optimized party for this instead of sticking with the party I got stuck with for the chicken.
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Make Ursa even tankier, sure, why not.
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Sad!
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What I'd give to just keep the Warhammer debuff on at all times.
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This is the only time in the entire game that I'll use Warmight, and it's because Colette ran out of things to do.
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That was Reversal Beat, incidentally. I repeat: Sad!
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Charge Smash depletes Zack's TP so quickly that I have to use Head Bash to finish off the Asterius.
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ATLUUUUUUUUUUUSSSSSSSSSSSSSS
It is exactly my luck that I'd fail to roll for the 80% conditional chance. Fuck it, I'll drop the difficulty to Picnic and get it, I deserve the conditional.
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Mine by right, as well as by might.
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A boring thing plus two not-boring things.
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This party was decided on a whim--a whim based around both painless exploration and getting conditional drops.
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SYSTEM: You tell him that a part of the town has been all but destroyed. His expression clouds, a somber cast to his features.
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SYSTEM: He seems bitterly disappointed, but soon recovers his composure, and tells you of the monster that attacked.
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SYSTEM: After a brief moment of silence, he looks at you with a stern expression.
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SYSTEM: Canaan hands you an old book. The binding of the tome appears to be gleaming gold, just like the hide of the dragon.
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SYSTEM: However, aside from that, there doesn't seem to be anything else here. You stand, pondering your next move, when the golden book you received from Canaan floats gently from your grasp! The book begins glowing, bathing your surroundings in a golden light!
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SYSTEM: You examine the tome again, but it simply appears to be a mundane book once more. If you wish to proceed, it seems you will have to lay hands upon the mysterious crest... Once you are ready to touch the crest, reach your hand out!
This thing is basically a shortcut.
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Scissor Crab
HP: 1646, STR: 61, TEC: 42, VIT: 47, AGI: 37, LUC: 43
Skills:
Charge: Uses the head. Increases the damage of the next physical attack by 100%. Has an 80% speed modifier. Can be interrupted by Blast Grenades, which will cancel the Charge effect and stun the enemy.
- Reaping Claws: Uses the arms. Deals 180% melee STR-based Cut damage to the entire party. Attempts to instantly kill hit targets, with a 20% base chance. Has a 10% speed modifier and 99 base accuracy.
- Normal:
Bloody Blade. 50% chance. Sells for 1290 en. 1 needed to make
Hrunting (+171 ATK, +15 HP). 5 needed to make
Bloody Armor (+92 DEF, +30 HP). 10 needed to make
Crab Pincer (+188 ATK, +4 TEC, +4 VIT).
"Crab claws whose tips appear bloodstained. Despite the hardness, it's a crafting staple."
- Conditional:
Shaking Shell (Kill while afraid). 80% chance. Sells for 2720 en. 1 needed to make
Crab Gardbrace (+83 DEF, +30% Fear resistance).
"Shell that hardened from trembling in fear. The nature of this reaction is unclear."
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Disable resistances:
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A crab so ferocious it will fight to the death, without giving a thought to its own safety.
Kill Scissor Crabs quickly, and they're no threat. Leave them alive, and be prepared to get a game over. The Night Flowers in this encounter don't help, but just one Inferno Formula one shots them, and leaves the Scissor Crab at critical HP.
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I said this way back at the start of the 2nd Stratum, but Ailing Slash is useful for deleting dangerous enemies--shame that War Magi are so slow.
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Welcome back, floating platforms! The game amps up the difficulty of puzzles involving these here--still nothing mind-wracking, but you'll still have to think a little more compared to when we last saw them.
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Lightning Drake
HP: 2919, STR: 59, TEC: 63, VIT: 48, AGI: 43, LUC: 45
Skills:
Thunderous Fury: Uses the head. Deals 3-5 instances of 100% melee TEC-based Volt damage to random targets. Can hit the same target multiple times. Reduces hit targets' elemental attack by 50% for 4 turns. Has an 80% speed modifier and 120 base accuracy.
- Normal:
Electric Crest. 70% chance. Sells for 2280 en. 1 needed to make
Volt Bow (+163 ATK, normal attacks become Stab+Volt).
"Bladelike crest from the Lightning Drake's back. Imbues weapons with voltaic energy."
- Conditional:
Coated Horn (Kill while poisoned). Sells for 5730 en. 1 needed to make
Lightning Gage (Gunner ultimate non-body armor; +43 DEF, +3 AGI, +10% Volt resistance).
"Horn with mysterious textlike patterns on it. They slowly blink, as if breathing."
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Disable resistances:
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A dragon with a long, electrically charged horn that reacts when poisoned.
Lightning Drakes are one-trick ponies. Thunderous Fury is annoying if you have an Alchemist and just "an attack" otherwise.
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Oof.
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Can never have too many of these.
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Here, you can kind of see how the outside skybox's mesh is built.
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I remembered that these two had unspent level ups shortly after that last screenshot.
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This puzzle is fairly simple--just push that platform we can see in the distance up, and then ride the one I'm standing on out.
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I went back to town to rest and save.
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This platform puzzle is decently complex. There's three platforms in play, one of which we're standing on.
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Circle the platforms around until they're like this.
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One circle later, one platform will end up in front of that island.
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Ride a platform to the center, and you're home free.
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We'll see what's in the top right soon enough.
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Wandering Eye
HP: 14341, STR: 69, TEC: 55, VIT: 52, AGI: 44, LUC: 60
Skills:
Crazed Glare: Uses the head. Attempts to inflict panic on the party, with a 50% base chance. Increases the party's damage by 50% for 4 turns. Has no speed modifier.
Ripping Claws: Uses the arms. Deals 110% melee STR-based Cut damage to one target, with splash damage. Has a 70% speed modifier and 99 base accuracy.
- Normal:
Devil Wing. 100% chance. Sells for 1870 en. 1 needed to make
Dragonbone Shield (+67 DEF, +2 AGI).
"Wing bone that's more elastic than pine wood. Despite its size, it's light and easy to carry."
- Conditional:
Blind Eye (Kill while blinded). 100% chance. Sells for 3970 en. 1 needed to make
Cursed Mail (Hexer ultimate armor; +71 DEF, +20 TP, +4 LUC).
"An evil eye that no longer sees. Its ominous power can be used for curses."
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Disable resistances:
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This giant nemesis can disorient its enemies and drive them mad with a single glare!
Good luck killing this thing with standard physical damage.
Outside of that glib remark, I don't have a ton to say about Wandering Eyes. Crazed Glare is kind of like that one Pokémon skill that sharply increases your opponent's attack while also confusing them. Colette's really useful here since Barrier will stop Crazed Glare's panic while letting the buff go through..
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Pathetic. Low energy. Sad!
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Alright, now to kill it within a few turns.
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Easier done than said.
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Repeat the above statement but maybe with a bit more emphasis.
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Three turns for a postgame FOE. Yawn.
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And we close out with equipment from the Wandering Eye's drops.
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Next time: we reach the Storm Emperor.