Part 27: Guild Beowulf
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Finally got a level up here.
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Ken has mastered Dead Law, so he'll be maxing out Overhead next.
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Nick's Climax is a pretty special skill. If an enemy's HP is below a threshold, and Climax is used on it, the enemy is killed instantly. Not only that, but Nick is healed by the amount of health the enemy had left when it got killed. Most forms of instant death tend to rely on RNG, and the chances of that happening is lowered if an enemy is resistant to it. The important thing about Climax is that it's a reliable form of instant death. It only checks for two things when it's used on an enemy. 1) Is the enemy below the HP threshold? 2) Is the enemy immune to instant death? If it's no to the first, Climax will always miss. If it's yes to both, Climax just ends up doing a pitiful amount of damage. If it's yes to the first, and no to the second, the enemy is killed. Climax doesn't care if the enemy in question is resistant to instant death, only if they're immune. Unfortunately, like most JRPGs, bosses tend to be immune to instant death, so Climax isn't useful there.
In EO1, at max level, Climax could kill an enemy if it was below 25% HP. In this game, at level 1 it only kills at 10%. But at level 10, it kills below 55% HP. Sounds pretty strong, especially if there's a problematic random encounter. But there's one aspect that makes Climax incredibly broken, which I'll cover later. We're not gonna take this skill, as we can't really use it that well at the moment. But we do want it maxed by the end of the second stratum. I have Nick learn Cuffs instead. If you're using a Whip Dark Hunter, you want at least one of the binding skills maxed, maybe two. But not all three, since that's a huge waste of skill points.
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Frederik has mastered Regenall.
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Fedot takes a second level of Medishot, which will make it even easier to deal with the Venomflies, and some future encounters.
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Aliara practices her poison curse some more. She'll stop being dead weight eventually.
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Perhaps some sort of key is necessary to gain entry.
We won't be able to open this for a long time.
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No prompt to enter this secret passage, oddly enough.
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It seems that the path continues beyond the wall... You search for a way past the wall, but the forest is too thick and it seems to be no use. Even if you could climb the wall, the branches are too high for you to reach.
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And here's a new feature I am not fond of. Class specific passageways. Basically, if you don't have the right class in your party for these, in this case a Survivalist, you can't pass. And you have to restructure your party and backtrack all the way back here just to get past a wall. This is the reason why I characters had to be made for all the classes, because these things are pretty much everywhere in the Labyrinth. Most of the time these lead to treasure, but sometimes they lead to new sections of dungeon. Sometimes there happens to be a series of these class specific barriers, and you have to bring a specific party to get past them. With absolutely no indication on which classes you should bring since you can only go through them one at a time. Thankfully getting past these isn't required to progress in the game, but some quests do require this. There's a reason Atlus never brought these back in future EO games, and the remake is pretty much guaranteed to not have these because of the story mode.
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Well this encounter isn't a threat either. Our party can take out the Venomfly before it can do anything, and the damage from the Cactoid can be healed up easily.
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A look at our 3 damage dealer's outputs for now.
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But the way to the path is blocked, and there seems to be no way to walk through it.
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Just as you had despaired on passing the forest wall, the dark hunter present speaks up.
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With one stroke of the whip, the dark hunter latches onto a thick branch on the other side! If you use the whip as a line, you may be able to make it over the wall!
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The treasures on the other side of the barriers for this area contains much stronger weapons for the classes used to access them, except for one, which contains a Flame Jar, a pretty powerful attack item for this point.
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Now that's a big number. Nick's not gonna be hitting as hard as Ken, but it's still a nice upgrade.
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What the writing could possibly mean is beyond you... But it's apparent that a spell of some sort has been cast upon the stone monument.
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Our Alchemist is needed for this one.
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You strain your eyes and discover that it's some sort of emblem engraved into a rock. A shining gem is embedded in the emblem's center... You are certain beyond a doubt that magic is present in that emblem.
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As the rest of you debate on how best to reach the gem, the gunner pushes you aside.
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With a single, well-aimed shot, the gunner hits the gem and activates the spell! The nature of the magic seems to have been wind-based... You can barely remain on your feet as the spell draws you to the other side of the wall! The spell's effect will wear off with time. Now is your best chance to cross the wall.
Okay, so the flavor text explanations for how you get past these barriers for the others are kind of neat, and based on what they're capable of. But for the Gunner, he shoots something and then magic happens. What?
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And now Fedot is hitting as hard as Nick.
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Look at those sweet numbers.
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This area has two Furyhorns patrolling it.
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Also easy to get around.
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This is an event that's exclusive to a password game. Unlike most of the other password related stuff, this one's actually beneficial.
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You greet him, and he warmly returns the greeting.
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You nod your assent, and the guard gives you a fascinated look before continuing.
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Obviously impressed, the guard tells you that he wishes to help you with your investigation. He offers your choice of a weapon or medicine for your adventure. Either is 1000en.
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You consider lying to him, but realize that no words can take the place of real money.
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The guard watches you leave.
There was an event in the first game where a guard would offer you a sword or some medicine for 100en. The sword was a ripoff, and the medicine was the better deal. It's the same case here. The Gladius is a pretty strong sword, but at 1000en it's a ripoff, and none of our party members can even make good use of a sword at the moment. The Therica BX on the other hand is a super good deal. What this does is heal every status effect on the whole party, acting like a max level Medishot/Refresh. What makes this an even better deal, is that you can't buy these until you've reached the postgame. Even if you don't want to use it, it sells more than 1000en, so this could also be an opportunity to make some money if you wanted to. Sadly we can't afford it right now. While a password game does have some minor downsides, upsides like these definitely make those well worth it.
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The Color Boot gives some more defense and AGI, but only certain classes can wear it. I have Fedot wear these since Gunners are really slow.
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A nice bit of money, but it's still not enough to for the Therica BX.
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The Wing Leaf is a very nice piece of armor at this point. I put it on Aliara since she's the squishiest of our back row so far.
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I notice our party's close to a level up, so I just wander around this floor getting into fights.
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If you run into these encounters though, you may want to run. But eventually our party levels up.
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Ken levels up Overhead to 2, Nick puts another point in Cuffs.
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I want Frederik to get this skill, so I put another point in War Lore.
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While I do want this skill maxed out, we won't see the paralysis and terror status effects for a while.
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Instead I'm putting a point into Haltshot. New to this game (and never used in any other game) are FOE manipulating items and skills. Some like Haltshot can stop FOEs in their tracks, while others can lure them away to a certain spot. Not all FOEs are affected by these, and I don't really find them too useful. Still I want two points into this before the end of the first stratum. Aliara just levels up Poison to 5. At this point it can hit affected targets for around 85 damage, but it only has a 35% chance of hitting. Better than nothing at least.
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This is all we can explore on the second floor at the moment.
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Huh, what's that gray icon?
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But after a second of meeting its eyes, it looks to the north, as if directing you there. A second growl indicates that it wishes you to go there, and it faces you once again. You can travel the northern path indicated by the beast, or continue on your way.
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The beast bares its fangs and growls threateningly...
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You step back and contemplate whether or not to take the path that the beast indicated.
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Before you can draw your weapons, a figure appears...
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The good-natured protector notes your confused expressions before continuing pleasantly.
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With this, the man points to a mysterious shaft of light in a hollow to the south.
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The man called Flausgul gazes at the Geomagnetic Pole, his long hair blowing in the wind.
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While the protector speaks, the black beast you encountered before walks up to him.
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Flausgul calls the beast's name, and walks away... You can activate the Geomagnetic Pole as he instructed, or ignore it and continue on your journey.
In EO1, you never really interacted with any other explorers or guilds. For the most part, your guild was alone when exploring Etria's Labyrinth aside from some recurring NPCs you interacted with. Also fun fact, Flausgul's and Kurogane's names were mistranslated. Their names were supposed to be Hrothgar and Wulfgar. This was corrected in the remake.
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New to this game are the Geomagnetic Poles. They serve as checkpoints within the Labyrinth. Every stratum has two of these, on the third and fifth floors. Unfortunately, only one of these can be active at a time. Activating a new one deactivates the previous one, and these can only take you into the Labyrinth, not out. And you can't save your game here like at the Geomagnetic Fields. In the first game, the only checkpoints in the Labyrinth were the shortcuts and the Geomagnetic Fields, so if you wanted to travel down to the 5th floor of a stratum, you had to walk a long way. These are gone in the 3rd and 4th games, but the shortcut placements in each stratum made getting down to the floor you wanted really easy.
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Even if you find shortcuts you can't open, mark them down so you know if you're close to opening one up from the other side.
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Roller
HP: 87
AT: 10
DF: 13
Exp: 265
Skills: Rolling
Item Drops:
-Common: Gum Hide - 1 needed for Wing Leaf and Sherwani. 2 needed for Bullwhip, Hide Aspis, and Rough Hat. 3 needed for Hide Plate. 5 needed for Iron Glove.
--Animal hide with buoyant properties.
-Rare: Shell Wart - 1 needed for Briar Whip. 5 needed for Tshirovha (Axe.) 7 needed for Kurodachi (Katana.)
--Thorns protruding from a beast's carapace.
-Conditional: N/A
Description: A small creature which can curl up in its shell in order to roll around and ram its enemies.
Weakness: Fire (150%)
Resistance: Physical (75%)
Ah, these things pretty much test your party composition. They're resistant to physical attacks, and can hit harder with Rolling. Physical attacks don't do too much against them, but fire will take them down easily.
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And the party gains nothing from the battle.
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I sell off our drops and old equipment at the store, but nothing got unlocked.
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The Red Shards are a random drop from an enemy on the third floor we haven't encountered yet. Not too complicated.
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I don't know why this quest is given to you this early. The quest distribution per floor in this game is really bad. Also this is another annoying thing with most of EO2's quests. Most of them can be failed, and if you do, you have to report the quest early, and accept it again to get another try. Not many of EO1's quests could be failed, so this is a change I'm also not fond of. Also the condition for failing this one is super easy, and we're nowhere close to entering the 4th floor either.
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So remember that immobile FOE on the first floor? Once you take this quest, it starts moving around. The Gashtor is actually a weaker version of another FOE in the first stratum, which is why we saw it so early. It's also a quest FOE, so once we kill it, it's gone for good. Unfortunately our party isn't strong enough to take it out yet. Maybe by level 8 or 9.
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