Part 29: Go on, Pet the Deer
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There is a somewhat resigned undertone to Flausgul's words.
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He seems to be addressing this last to the beast beside him as he moves away from the door.
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With these last words, Flausgul and his companion walk away.
You can continue through the door and face the chaos within, or return to town to prepare.
When we just came back here? Yeah, no.
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The game is kind enough to fill out most of this room automatically on the bottom screen when you enter.
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The ground is stained crimson with blood, and corpses are stacked on the field. The bloodcurdling sight reminds you of the mission you accepted at the Duke's Palace... You agreed then to find the soldiers who never returned from their posts in the forest. The gruesome open grave before you may be the final resting place of those very soldiers...
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A sudden roar from the east of the room startles you. You know now what caused this slaughter. You suppose you are obliged to check the area for survivors, though your hopes are dim. The monster to the east remains still. You see a side path leading into the forest. If you're to check the side path, you must defeat the monster or find another way. Your options are open... You only wish you understood just what they were. One thing is certain. This is a fearful monster, and your victory is by no means certain.
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Well things escalated quickly. Already we have a high body count. The first game didn't really have much of that this early. Let's take a look at what we have to deal with here.
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Those two moving FOEs are Furyhorns. We still can't take them on yet. That other FOE won't move from it's spot. It's also a different enemy.
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Furylord
Type: Normal
Behavior: Stationary
Aggressive: No
HP: 580
AT: 20
DF: 20
This FOE is just a stronger Furyhorn. And it will most likely crush your party at this point. You can try taking it out to get through the side path, but I really wouldn't recommend it, even if you think your party is capable of taking it on. If you really want to fight it, wait until after the mission is over to do that.
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Chop:
Common: Bell Fruit - 1 needed to unlock Lure Bells and Sleep Bells.
-Fruit whose skin has a tone which affects monsters.
Uncommon: Hard Root
Rare: Log
Down this side path is another chopping point. However, this one's special. Instead of Bent Twigs, you can find Bell Fruit (not Steel, like Dubois said), and selling one will unlock Lure Bells and Sleep Bells for purchase in the shop. So you're not completely screwed over in case you lost or wasted the Lure Bell somehow. It's the only gathering point in the game where you can get Bell Fruit, so if you're going for 100% completion, remember to check this spot!
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You have two challenges in this room... first, you must check the side path, monster or no. Second, you are obligated to search for any surviving guards in the area.
Can't exit this room until you find any survivors.
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If an FOE will be affected by an item or a skill that you're about to use, the FOE icon will blink.
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The game will let you know if the Lure Bell worked, by turning the FOE icon red.
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The Lure Bell will also cause the FOE to be stunned for a few steps once it reaches its destination.
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Judging by his uniform, there is little doubt that this is one of the missing guards. You tell him of the mission you took at the Grand Duchy and ask if he survived the attack.
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You tell the soldier the fate of that monster and how to return to town safely.
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The soldier stumbles to his feet and staggers to the exit. Your mission is complete! Return to town and report to the Duke's Palace.
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And this is why you don't want to engage the Furylord while you're on the mission. Because it summons two Furyhorns to help it out. Once you're done with the mission, then it's safe to fight the Furylord since it won't summon backup then.
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Confusion is an annoying status effect. It works like the confusion status effect in most RPGs, characters will attack a random target, friend or foe. But here's the main problem with it. You can't select what that character can do, like have them use items or skills. Because of that, confusion is effectively the same thing as being silenced. All they can do is attack things, even themselves. This also applies to enemies. Confusing them just forces them to use a regular attack on a random target, which can make them almost helpless if they relied on skills.
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The Furyhorns immediately despawn when you take a step.
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ATLUUUUUUUS!
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They won't always summon a Raflesia, but unless your party can kill it before it moves, why risk it?
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When you run into a solo Ladybug, just have everyone run. You don't want to risk it summoning a Raflesia and then have it kill everyone.
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A note informs you that the Grand Duchy has temporarily closed the way ahead. It seems there is a task yet to be completed for the Grand Duchy before you may proceed.
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The Soma is a consumable that heals your entire party for 95 HP. It got replaced with the Madora in EO3 and 4, which only heals a row instead. It did come back in Untold.
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Selling all the stuff we got unlocked some new gear. I pick up the Katana for Ken. Let's go make our report.
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And here's the name of our first boss.
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I rested Bellamy after I realized he had no points in Chop for this. He lost Ice Up, but he's not gonna be fighting for a while.
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Weirdly enough, talking to her causes her to apologize and say that she forgot to take the job posting down because you already sold her the items. Even if you just sold her the item. Leaving the shop triggers the above dialogue.
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And we get the Wood Bow for Pauline. If you're already using a Survivalist, this reward is useless, since you can get an even better bow from that secret area on the 2nd floor.
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Though it is a nice boost in attack power.
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Explored all we could of the 3rd floor.
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The airborne beast rests its wings atop the high rubble towering before you. The rubble is stacked high and it seems impossible to climb over. It is natural, you reflect, that the forest denizens can reach areas that you cannot. If you are to continue, you must understand this well and pay attention to your surroundings. You hold your breath as you leave, so as not to alert the monster to your presence.
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Meet the flying FOE, which is a new type of FOE introduced in 2. These things can fly over low walls, so they have a bit more mobility than most other FOEs. Something nice that the game does for you is that it keeps track of an FOEs movements inside a wall, as long as you walked on a tile right next to the wall before. These kinds of FOEs don't reappear in future titles, but the aspects of them being able to cross terrain you can't was carried over to some FOEs.
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You'll have to be careful if you're going for that chest in the middle, but it's nothing to worry about otherwise. As for the FOE, it's the weakest one in the Stratum, and probably something you can take out when you first encounter it. I don't risk it, but since we'll be able to take them out soon enough, I'll list the full info for the FOE here.
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Slaveimp
Type: Flying
Behavior: Patrol
Aggressive: No
HP: 152
AT: 17
DF: 17
Skills: Flight, Heal, Aura
Item Drops:
-Common: Glue Hide - 1 needed for Sherwani.
--Sticky, malleable lizard skin.
-Rare: Gum Hide - See Roller bio.
-Conditional: N/A
Description: A lizard with abnormally large wings. It can fly at low altitudes and hop over high walls.
Weakness: Ice (125%)
Resistance: N/A
Yeah, the Slaveimp is weaker than the Furyhorn, and the attack and defense stats are the same as the Gashtor's. Flight is a random target physical attack that will randomly hit 5 party members. It can hit pretty hard and take off about a third of a party member's HP at this point. Weirdly enough, this is the only skill that it actually uses. It has two other abilities, Heal and Aura, but it doesn't seem to use them at this point. Hmm.
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If you were lucky enough to never be blindsided, this is where you would finally get to experience one. Running into a solo Evil Eye is a guaranteed blindside. Thought those were just limited to gathering ambushes? Nope! Some random encounters will always blindside you. Of course it's the enemy formation, not the enemy that causes guaranteed blindsides. Sometimes Evil Eyes appear with other enemies, and those don't result in a guaranteed blindside. This is the only game where random encounters could result in that. Later games just restricted that to scripted encounters.
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Evil Eye
HP: 130
AT: 17
DF: 14
Exp: 505
Skills: Glare, Tackle
Item Drops:
-Common: Glue Quill - 1 needed for Short Bow (Bow.) and Rough Hat. 2 needed for Warhammer (Staff.) 3 needed for Hide Armor. 5 needed for Plume Boot.
--An Evil Eye's wing hide. Highly elastic.
-Rare: N/A
-Conditional: Gem Eye - Don't kill with physical. 1 needed for Carp Sword (Sword.)
--Resembles a polished crystal ball.
Description: A strange, floating organism. Those who stare into its eye will be paralyzed.
Weakness: N/A
Resistance: N/A
Evil Eyes are pretty rough enemies, and Atlus' middle finger for the 4th floor. They'll almost always use Tackle at the start of a battle, which is a physical attack that can one shot a party member at this point. Thankfully, it's really inaccurate. However, their attack stat is on par with some FOEs, and is stronger than a Redhorn's attack. Their regular attack can also one shot a party member at this point. Glare is a skill that can paralyze a party member, and probably the least threatening thing it can do in a fight. Weirdly enough, their conditional drop can be obtained even if you use a Gunner's elemental shot to finish it off, despite that skill being part piercing.
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Like I said, the move tends to miss. But if you're on that quest to deliver some supplies to some guards without dying, an unlucky hit will cause the quest to fail right there.
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Fortunately these things can be taken down within 2 turns. Still, chances are that they'll end up killing a party member and end up cutting your dungeon trip short unless you have Nectars.
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The chest in the middle of this section here contains this item.
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It increases your resistance to poison by 30%. I have Aliara wear it since she has an empty equipment slot on her.
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And a new enemy, although this one is unremarkable.
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Kingmai
HP: 96
AT: 12
DF: 12
Exp: 390
Skills: Mucus
Item Drops:
-Common: Metal Hull - 1 needed for Pure Vest and Royal Claw (Claw.) 3 needed for Gladius (Sword.) 15 needed for Slice Whip (Whip.) 1 needed for the quest The item trade II.
--A shell as sturdy as a sheet of metal.
-Rare: N/A
-Conditional: Iron Shell (Kill with Ice. 1 needed for Kurodachi katana.)
--An internal shell wall, frozen and turned black.
Description: Ruler of the Mai-Mais. Bears a resplendent shell and attacks with sticky mucus.
Weakness: Volt (150%)
Resistance: Stab (75%)
This enemy is really pathetic. It'll either attack someone or use Mucus on a random party member, and then attack the person that Mucus hit. Although it has a chance of targeting someone else and using Mucus again. Mucus binds the arms or legs, which could be threatening, except at this point it's usually paired up with enemies that can't do much, and being arm and leg bound at this point in the game doesn't do much since your party doesn't have that many skills learned yet. Even if it gets paired up with a bunch of Woodmais, it won't unleash some sort of secret combo move on your party. Those didn't get introduced until 3.
If you have a Ronin on your team, I highly recommend unlocking the Kurodachi for him. So make sure to get the conditional drop from these guys. You'll also need 7 Shell Warts to unlock that.
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I have the Iron Shell needed for that Katana. I'll be sure to get the Shell Warts later.
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Looking closely, you can see that he's a soldier of High Lagaard.
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After you tell him your tale, he nods in understanding.
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After thanking the soldier, you considered your next move. You have the opportunity to complete your quest by going to the southern area...
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Another Slaveimp down here.
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You just need to be careful when walking down the middle there.
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Ken levels up Overhead to 4.
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Nick gets another level of Climax, which increases the HP threshold from 10% to 11%. Eh, it'll be useful eventually.
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Frederik grabs a second level of Warmight. It's only a 15% damage boost at this point, you need to max this out for the skill to be worth it.
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Fedot is going back to maxing out Medishot. We don't need his big damage skill yet, and that's a huge skill point investment we can't pay for. Also, leveling up Medishot increases the speed modifier of the skill, so he can heal people faster.
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Aliara's Poison is getting ever more venomous. It's semi-reliable damage, but not completely reliable.
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The 4th and 5th floors of a stratum have all three different kinds of gathering points on the floors, which can make it convenient for farmers. However, the chances of getting ambushed at these spots are higher as well.
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Coming closer, you can make out footsteps and speech. You have found the band of guards that you sought! One of them spies you. Wiping the sweat from his brow, he begins to speak.
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You tell him the story, and he gently smiles before relieving you of the goods.
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After receiving their gratitude, you walk away, relieved to be free of your burden.
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Launches a fire based attack on an enemy. This depends on the user's TEC, so don't have a Ronin or Landsknecht use this.
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I rest my party up here. Next time, the adventures of Pauline and Bellamy, and why Dark Hunters are incredibly broken in this game.