Part 28: Ladybugs are Dicks
Ladybugs are DicksMy computer decided to die and the hard drive ate itself, so I had to start the game over and play back to where I left off last time. As a result, there's gonna be some slight inconsistencies with my last playthrough.
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For one thing, our party is a lot richer since I tackled most of the floors in one go, so I didn't spend too much on Warp Wires. Also, I still have that Nectar from the first floor that was used up shortly after we got it.
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The monster in the depths surpasses your current skills... Fighting it means your death! Not all monsters have strength proportional to the level of the Labyrinth they inhabit! Sometimes it's best to leave these demons be... This, too, is a form of strategy. Observe the monster at your leisure and continue on your journey, mindful of your skills.
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You can't see it normally, but as the game warned us, there's an FOE in this room. I filled out the room, then died and saved the map data so we could see the movements easier.
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The game introduces red FOEs here. Red FOEs are the strongest FOEs in the stratum. You REALLY want to avoid these. Even if you can take out the regular FOEs, a red FOE can still rip your party to shreds. Red FOEs also aren't affect by FOE items and skills, so you either have to fight past them, or figure out a way around them on your own. Let's take a look at this one, shall we?
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Stalker
Type: Red
Behavior: Chase
Aggressive: Yes
HP: 1200
AT: 20
DF: 25
Skill: Amputate
Those are some high stats. This FOE also has been in every Etrian Odyssey game to date. And in all the DS games, it has a conditional drop that requires you to kill it on the first turn. Which you probably can't do at this point. Amputate is a melee skill that will kill a party member in one hit at this point and all it ever uses. Arm binds will help a lot, but unless you can actually kill the thing, it won't do much.
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This FOE is aggressive, so unlike the Furyhorns, this one will actively chase us down, which the game tells us by turning the FOE icon red. Stalkers usually have a movement pattern of moving 3 steps, and then stopping for one turn, then repeat that pattern again.
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The plan is going well until this happens.
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This is why it's important to empty out your random encounter before entering an FOE area. Fortunately, we're not in too much trouble unless we take more than 4 turns to finish this.
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Redhorn
HP: 158
AT: 15
DF: 11
Exp: 425
Skills: Charge, Horns
Item Drops:
-Common: Red Shard - 1 needed for Nail Glove and Kodachi (Katana.) 5 needed for Boar Spear (Sword.) 7 needed for Horn Mace (Staff.) 3 needed for the quest Sounding the call)
--Fragment of a rhino's horn.
-Rare: N/A
-Conditional: Red Horn - Kill with fire 1 needed for Tabarzin (Axe.)
--A large rhino horn, turned red from heat.
Description: A generally docile rhino with an abnormally large horn. Once agitated, it cannot be contained.
Weakness: Elemental (150%)
Resistance: Physical (75%)
Redhorns are not enemies you want to take down fast, because at this point you probably can't unless you have a team full of Alchemists. They're pretty bulky and resist physical attacks. Horns is a powerful damaging skill. It should be noted that they never use a regular attack. Their AI always follows this pattern: Turn 1, Charge. Turn 2, Horns on a party member. They can deal a lot of damage to a party member, probably killing them if they get a chance to use Horns. Of course they're really not that threatening if you know how to handle them.
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I start using Cuffs at this point so Nick can deal a bit more damage. Doesn't do that much more though.
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Ken is our hardest hitter and he can barely scratch these things. Ken just one shots the Hedgehog.
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Fedot's Fireshot is our biggest damage attack for these kinds of fights.
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Aliara's poison kicking in here. It's doing quite a bit of damage, but it's not reliable damage. Yet. Still, it's her best contribution since her regular attack only does single digit damage now.
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These are the enemies that drop the Red Shards for that quest. We'll be getting the rest of these later.
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This Stalker has a bit of a weird movement pattern. It only aggros once you're in it's line of sight. Walking right beside it or behind it (for a few steps anyway) won't cause it to chase you.
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Oh god, these things are dicks.
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Fortunately for me, nothing much happened in that battle. Okay, so about the Ladybugs.
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Ladybug
HP: 81
AT: 10
DF: 11
Exp: 222
Skills: Blink
Item Drops:
-Common: Bug Nail - 1 needed for Culverin (Gun.) 2 needed for Short Bow (Bow.) 3 needed for Kodachi (Katana.)
--Clawed tip from the leg of a ladybug.
-Rare: Bug Shell - 1 needed for Color Boot. 5 needed for Pure Vest. 5 needed for the quest The item trade II
--A ladybug's magnificent outer shell.
-Conditional: N/A
Description: A beetle much larger than those found above ground. It has unusually keen senses.
Weakness: Volt (150%)
Resistance: N/A
These monsters have the highest agility out of all the random encounters in the first stratum. Which means they're fast, and that your attacks will miss more often against them. They hit decently hard too. They also love to use Blink, which raises the entire enemy party's agility, giving them the same benefits. If you don't know what these things are truly capable of, they're very dangerous. If you know how to handle them, not so much. So what makes them dangerous? Well it didn't get shown off in my initial playthrough of this floor, because I made absolutely sure not to let them pull off their trick. So I had to grabs some screens later.
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These things don't do too much when they're in groups. But when they're alone, they like to do this.
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Say hi to the Raflesia again! Cause it's back to feast on your tears!
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If you didn't spend any time gathering, or got lucky, this is when you would first run into these. Once again, random encounters from the 5th floor, that 3rd floor monsters can sic on you. Thanks Atlus. Still, when we first got ambushed by it, that party was level 1. This party is level 7 at this point, so maybe they can take it out.
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Nope. Guess not. Yeah, Ladybugs are another crash course in prioritizing enemies. And hammering it in that enemies can call for help. Deadly help. For record, if an enemy called for help in EO1, it was usually an enemy of the same kind or an enemy of equal strength. So this is the first Atlus pulls a move like this in the series.
The way to handle Ladybugs is to take them out first if they're paired with another enemy. If they're the only enemies in the battle but in a group, you have to take them out at the same time. Chances are your party members aren't that fast enough to snipe them before they can summon Raflesias so try not to let it get to that point. It's Atlus telling you, you can't just press A (or L) to win. You have to plan out your moves carefully, or a flower will eat you.
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This would be one such encounter. Unfortunately Ladybugs do hit pretty hard, so it can be kind of hard to hold back deliberately and survive just make sure a flower doesn't maul your party.
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Uh oh.
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Fortunately, if the Ladybug is beat up enough, you can probably snipe it before it summons help. Of course it has a chance to do something else other than calling for help when it's alone, but I wouldn't risk that.
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He notices you and begins to speak.
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You tell him about your quest relating to the hunting horn and await his reply.
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After relaying this information, the guard returns to his post. Is he a lookout of some sort? You walk away from the guard, rededicated to your task.
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The Boar Spear is actually a sword despite the name. Spears don't become actual weapon types until EO3. If you're using a Protector or Landsknecht, this is a great find. Ken needs to be using Katanas, and Nick is a Whip Dark Hunter, so the only one who can use this is Frederik. Also, just walk in and walk out. You don't have to solve some sort of elaborate movement puzzle to avoid the FOE.
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Uh.
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Our party was running low on TP and supplies, so I warped out and restocked. Sold off all our stuff aside from the Red Shard.
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The Boar Spear is a pretty big boost to attack power. Also, since it's an actual sword instead that Dagger Frederik initially came with, he'll be acting a lot faster in battle now. I make my way back through the Labyrinth, this time being more conservative with TP.
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Okay, here's how to properly fight a Redhorn. When it charges, unload every attack on it, and make sure everyone is healed up.
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Then have everyone defend.
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Normally that attack would have killed Frederik, but defending cuts down the damage taken by a lot. Defending also makes that character more resistant to status effects and binds. The important thing to note here is that the Redhorn will never use a regular attack, it will always use Horns to attack. The reason this is important is because regular attacks can crit, skills cannot. Until the 4th game anyways, and only one class can do that. So as long as your health is topped off, you can't be killed by these things. Even Aliara can tank a hit from one of these.
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Snagged a Red Horn from it, and the party's getting close to a level up.
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Of course even if you figure out how to handle one monster, Atlus loves to put those in formations where you'll have to make some tough decisions.
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Or you can just run away.
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The Sleep Bell is an item that can stop an FOE in their tracks for a few steps. This doesn't work on red FOEs.
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Blaze Oil adds a fire effect to your regular attacks in battle. Could be kind of handy, but it's not that great an item.
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Even though the Cactoid hits hard, the Ladybug is still a number one priority. Atlus will start getting a lot more mean with the encounters from this point on.
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Come on!
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The man looks at your party each in turn, a troubled expression on his face.
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The protector remains in place, blocking the door with his head hung low. It seems that he won't let you pass just yet. You should return to town and visit the Duke's Palace for an explanation.
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It seems that he won't let you through for any reason until you have returned to town. You should inquire about the matter at the Duke's Palace.
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Right over here is a chopping point.
Chop:
Common: Bent Twig - 1 needed for Wood Bow (Bow.) 3 needed for Slice Whip (Whip.) 5 needed for Beast Bow (Bow.) 1 needed for the quest The item trade I.
-Flexible wood that doesn't break easily.
Uncommon: Hard Root - 1 needed for Targe. 3 needed for Horn Mace (Staff.)
-Tree roots that grow deep underground.
Rare: Log - Unlocks nothing.
-Cut-down tree trunk worth quite a bit.
We can finally finish that quest we were handed on the first floor here. We just need to send in the gathering team to get it.
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Ha, this is nothing.
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The party levels up here. Ken just levels up Overhead some more.
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I start making Nick learn Climax at this point. It'll be handy for finishing off problematic random encounters. And other things.
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Frederik learns Warmight.
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And Frederik takes a second and his last level in Haltshot. We'll need it for something later, but two levels is enough. And then we'll never need this skill again. Aliara's poison gets even more potent. After level 5, each point in that skill starts giving us some bigger returns.
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Went ahead and hunted down the last Red Shard I needed.
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The poison gas just tries to inflict the poison status on all enemies. Aliara's poison is better and will get even better. The townspeople don't have anything new to say since we didn't reach a new floor yet, so it's off to the Duke's Palace.
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Don't lose this item, you'll need it for the mission.
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