Part 26: Never Trust a Squirrel
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Now we start encountering the mobile FOEs. We can see FOEs that are adjacent to us on the map screen, but they won't show up on the map most of the time unless we've stepped on that specific tile. Not even painting them will make them show up. Generally it's usually best to map out their areas by stepping on a bunch of tiles in said areas so we can learn their movement patterns. This FOE's movement pattern is quite simple.
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It just moves around in a square. Now an FOE takes one step for each turn we make. A turn is counted as a turn in battle, or one step on the field. This also means that if we get into a battle on an FOE's path, they can join in once they've reached us, so that's something we need to be aware of.
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Cactoid
HP: 90
AT: 13
DF: 10
Exp: 314
Skills: Needles
Item Drops:
-Common: Cactus Pin - 1 needed for Wakizashi (Katana.) 3 needed for Spike (Axe.)
--Light, sharp thorn from a Cactoid's head.
-Rare: Cactus Log - 1 needed for Green Boot. 2 needed for Nail Glove.
--A cactus's flexible trunk.
-Conditional: N/A
Description: A cactus that evolved into a monster over the years. It attacks with sharp needles.
Weakness: Fire (150%)
Resistance: N/A
Cactoids aren't really a threat at all. Yeah they have high attack, but at this point they only appear alone.
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It did do some high damage to Frederik, but take a look at the Cactoid's health.
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Our party can just finish it off without it getting another attack in. At this point it can't one shot any of our party members at full health, even if it lands a critical hit. These guys really aren't a threat alone. And even in groups, they're usually the least threatening enemy in the encounter. Save these guys for last unless they're paired up with a Hedgehog or Woodmai. These things are just pretty much a check for keeping your party members topped off since they only way they can actually kill someone is if they're not at full health.
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Something that's pretty annoying in the DS games is that you can't really pan the camera. So sometimes you can only see FOEs while in the middle of turning. The 3DS games fixed that by letting you look around the area with the circle pad.
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Furyhorn
Type: Normal
Behavior: Patrol
Aggressive: No
HP: 420
AT: 18
DF: 18
Known as Ragelopes in EO1 and Untold, these guys return to kill your party if you get careless with your movements. They can kill two party members at the same time, or confuse your party members and make them kill each other.
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Pay close attention to the bottom screen here.
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Notice how we got pushed back as we escaped? Now what would happen if the game couldn't push us back?
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And this is what happens when our party is sandwiched between a wall and an FOE. They can't back out, and there's no where to run. All we can do is watch them all die. Atlus decided with the addition of sidestepping, that it should be easier to trap yourself against an FOE. In the first and third games, the only way to trap yourself was to get into a random encounter with your back against the wall, and let an FOE join the fight. In EO2, when your party runs into an FOE, they turn to face it, so if they're just walking along the wall and an FOE runs into them from the side, they'll turn so that their backs are against the wall. EO4 and onwards removed this mechanic entirely.
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When the front row dies, the back row switches places with the front row. It stays like this if you win the battle, so remember to switch it back.
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The party is dead, just like this LP. Thank you for reading everyone, and have a nice day!
Okay there's still more. Now this is a screen you'll probably see a lot when playing an Etrian Odyssey game. Don't be discouraged. Failure is a big part of these games, they're rather brutal after all. Now, if you want to get the most out of the playthrough that resulted in a death, accept the prompt to save your map data. It will make it easier to learn from your mistakes, and help to avoid making the same mistake again.
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This is why it's important to save your map data, and by extension make a good map of stuff in case you die for some reason. Notice how we can see the FOEs on the map even though we've technically never been there? Now we can watch for it's patterns on the map even when our party isn't near it.
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Another simple patrol pattern. The thing to watch out for is to not run into the FOE when returning from the west door.
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The Medica II heals for 200 compared to the Medica's 50. Yeah it's overkill at this point. We won't need that massive amount of healing for a while, but it could come in handy during an emergency.
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You can barely make out a squirrel-like animal in the shadow of a large plant. The rodent doesn't seem to fear your party, and it chirps brightly as it approaches. It seems as though it wants you to pet it. You wonder if you should oblige the creature...
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You reach out to the small animal...
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It's too late for you to catch the animal by now... You sigh, and move on with your journey.
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And here's a massive dick move by Atlus. Warp Wires are pretty much an essential item to have on you at all times. Forgetting to bring a Warp Wire on a trip can result in some lost progress. But Atlus decided to punish players that only brought one Warp Wire with this event. Saying no to this event makes nothing happen. Saying yes without having a Warp Wire on you still has the squirrel try to steal something, but it gives up when it can't find the Warp Wire. And then the game decides to be all passive aggressive for you not having a Warp Wire, saying that whatever it was the squirrel was looking for, it wasn't anything valuable since you have everything you need on you. Thankfully EO2 is the only game where you can actually lose Warp Wires.
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Oh this might be bad.
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Right now may be a good time to go into how the enemy AI works in the EO games. Most of the time the enemy likes to target the person with the highest HP in the front or back rows. Enemies have a 60% to target the person with the highest HP in the front row, a 30% chance to target the person with the highest HP in the back row, and a 10% to target someone else entirely. Not all enemies follow this AI. Some follow different rules, and might do something like target the back row, or the weakest person.
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Seriously, these things are not a threat at all. Even without the Town Crown, Ken would have lived.
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This is what the mining points of this stratum contain.
Mine:
Common: Amazonite - 1 needed for Iron Glove, Bird Stare, Venom Ring, and Leg Guard. 3 needed for Matchlock (Gun.) 7 needed for Warabide (Katana.) 5 needed for the quest Paint the town blue.
-Bluish rock used for weapons or fuel.
Uncommon: Aragonite - 1 needed for Luck Beads. 5 needed for Boar Spear (Sword.) 7 needed for Tshirovha (Axe.)
-Seashell-like rock used as a polishing tool.
Rare: Garnet - 1 needed for Apt Piece and Power Ring.
-Highly transparent crimson gem.
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This thing couldn't even kill Nick. Our party is perfectly fine against these things.
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Unless an FOE decides to join the fight!
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Fortunately our party finishes it off before this happens, and I finally get one of it's drops.
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Upon closer inspection, there are a number of shining coins lying amongst the roots. Could another explorer have dropped them? You're tempted to retrieve them, but you have to wonder about the circumstances...
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You pick the coins out from the tangled roots of the trees. Their total worth is 100en... A careless adventurer must have simply dropped them here. Heartened by the lucky find, you return to your investigation.
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The patrol pattern for the FOE here. Once again, just watch when you open the door when coming back. You can run into the Furyhorn right away if you open the door at the wrong time.
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The patrol pattern for this FOE. They'll get more complicated later.
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The party's getting closer to a level up here. Two more fights should do it.
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Thankfully the Venomfly opted for a regular attack instead of poisoning anyone, so I decided to stick around for the fight instead of running away. I probably shouldn't have done that.
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Crap. Well I guess we were overdue for another Nick death.
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Or not! Frederik saves the day here with his regenall!
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A few heals later, Aliara's poison actually lands for once. On both of them even.
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When both enemies and party members are poisoned, they all take damage at the end of a turn. Aliara's poison does some nice damage here, but it still has a really low chance to land on anything at this point. Still, it's a better contribution than her just bashing things with her staff.
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Even though Atlus took away a Warp Wire if you had one, if you explore this area, you'll get one in a chest, which can be a godsend if you lost your only one. Of course if you have a spare already, eh, it's only 100 en saved.
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Okay, this encounter might actually be a threat. Even if the Cactoid doesn't kill anyone, the person that took the hit is in a good position to be finished off by the Woodmai.
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Unless the AI decided to be stupid and attack a back row member instead. And it didn't even hit Fedot at that.
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Something you can do if you have Regenall leveled up a good amount at this point, is to leave one weak enemy alone, and just spend time defending so your health gets restored. I'm out of Medicas, and Frederik is out of TP at this point, so this is my only method of healing right now.
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Incidentally, I happened to build up Ken's Force meter completely here.
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Seriously?
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Oh crap, this is bad. Fortunately the party's stronger here, so they might be able to get through this. Not to mention, I have Ken's Force Skill ready.
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Crap.
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CRAP!
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And it even wasted his Force Meter too. To make things worse, only Ken, Nick, and Aliara can escape right now since Frederik and Fedot's legs are bound. ABORT! ABORT!
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CRAP! All the escape attempts failed here too.
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Thankfully, if someone fails at an escape attempt, the escape chance rises by 10%, eventually capping at 90%. Something that seems to have been changed or removed in the 3DS games because the escape rates are so terrible there.
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We unlock some new pieces of gear, nothing really special, but I buy some Green Boots for Ken and Nick since they could some increases in defense. The party takes a rest later.
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