Part 43: Guild Esbat
Guild Esbat
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Let's go and do some quests.
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Time to complete this quest.
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The hospital needs powerful medics to deal with the influx of patients. The medic currently in your party would be perfect for their needs! You resolve to report to the bar when you have a spare moment.
When you have the right party member at a high enough level, the game lets you know.
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Cass leaves and comes back.
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Fade to black.
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We get the full reward of 400en for having Maverick at level 20. Levels 12 to 19 would only net us 200en. Now the main reward we got, the Amrita, is a very good item. It recovers 50 TP for a party member. Unfortunately, this is one of the few we can actually get for a while. We can't unlock Amritas until we reach the 15th floor. Until then, we have to rely on the stuff we get from Take points to recover any TP. Amritas were a lot weaker in the first game, only recovering 15 TP, but you could buy them at the start the game, and the TP costs of skills were a lot lower. Ever since then, Atlus has nerfed TP recovery with each game.
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This quest can be annoying if you don't know how to cheese it.
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This one unlocks if we completed the Fleehog quest earlier.
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If you're thinking this quest was given to us too early, it's not. You'll find out why in a bit.
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You gulp, remembering the quest you accepted at the bar. Those monsters are heading for the Labyrinth entrance, and you must stop them.
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The client believed they were still on a higher floor, but they must be on their way down! Their descent through the Labyrinth will lead them inexorably to Lagaard! There isn't a moment to waste. Ready your weapons and defeat them at once!
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Our objective is to take out those three FOEs. But if they reach the stairs, we fail the quest, and have to go back to the bar to get another try.
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Whoops, forgot to switch my party back after that.
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Right, so our targets.
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Spectre
Type: Normal
Behavior: Invader
Aggressive: No
HP: 702
AT: 29
DF: 23
Skills: Breath
Item Drops: N/A
Description: Normally dwelling in the higher reaches of the labyrinth, it has lately been targeting the town
Weakness: Volt (150%)
Resistance: Physical (75%), Fire (0%), Ice (0%). Immune to Instant Death and Poison.
They're basically stronger versions of the Mystues. Because these monsters are gargoyle-type enemies, they're the only FOEs in the game that are immune to instant death. So you can't use Climax on them. But these are the only exception to that rule, and you don't need Climax for these fights anyway. They're easy to take down.
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Honestly, there's not much to these things. Just kill and move on.
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Of course there's the petrification to watch out for. Something else to note is that you can't battle more than one Spectre at a time. You can just hole up near the chokepoint at the staircase, and none of them will be able to get past you.
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The last one went down even faster.
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In the absence of the intruders, a welcome silence can be felt throughout the floor.
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Through your quick work, you have prevented the encroaching threat from reaching Lagaard! You may report back to the bar at any time.
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The Beast Bell increases the encounter rate. Could be useful if you want to grind, except killing bosses would be much faster for that.
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Something you can do to pass the time if you need to, is to go to the Labyrinth entrance on the 1st floor and just walk around for a while since there aren't any encounters there.
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Here's another Trauma Center cameo. Her name is never stated in game, but this is Angie, in her first game outfit.
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South of the 9th floor. Hmm, can any of you figure out which
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Gilbert got a level up on the way up, he put that point into Bravery, which is now a 14% damage boost.
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Here's a shortcut I missed the first time we went through here.
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Ken and Ling level up. Ken now has 5 points in Midareba which causes it to deal 85% damage per slash, and Ling just puts another point into VIT Up.
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Another shortcut I missed. But before I can open them, I get into a battle.
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Nothing interesting happened. Other than two level ups.
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Maverick is working his way towards Salve 2, while Aliara gets another point of TP Up.
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The Jelly Helm is a nice increase in defense and TP, but the Life Belts that everyone has is much better for defense at the moment.
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We won't be needing these for a while, unless we run into an emergency.
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And this is the spot we need to go to.
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It appears the doctor's assistant sensed no danger... She seems to have had a nasty collision with the retreating Gilbert. You apologize to her, while keeping an eye on your surroundings.
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You stand there for some time, but all that you hear now is the soft falling of leaves.
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You notice she is investigating the very place where you felt the strange presence... You step closer to her, seeing that she's using tools from her bag to scrape off the liquid. Several other trees are coated with the liquid, and you can see a pair of scratches on them.
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The markings and the liquid must be related to the disease... But what was that presence?
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The assistant stores some of the liquid in her bag and prepares to return to Lagaard.
And here comes the annoying part of the quest.
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You nod in agreement and leave the area.
So this is why this quest is annoying. It turns into an escort mission halfway through, where your party members are the escortees and a single death means we have to walk all the way back to that spot. Oh and you fail the quest instantly if you use the Warp Wire, since that means leaving Angie alone in the middle of the woods with all those monsters. But you can go back to the bar for another try, so don't worry about that. Oh and for the record, no, you cannot give her a Warp Wire if you have a spare. Now a sane person would probably just walk back at this point. I've shown you that I'm anything but.
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Oh look, it's the stairs.
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And right here is the big downside with Medics. They're very slow healers. This is a huge advantage that Frederik has over him. In order to get the most out of a Medic's healing you have to kind of guess which party member is gonna be attacked, because they can't do reactive healing. If you're wrong, your Medic has wasted TP, and one of your party members is about to die or is already dead. Gilbert is our best healer right now because he's the fastest party member. Where all Maverick can do is reliably heal outside of battle and stop our party from taking damage from damage tiles.
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And now the map is complete. For now.
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We still have a lot more of the 8th floor to go.
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Beyond the low grass is a small field with patches of wild strawberries growing in places. You give thanks for the blessing and enter the field with your comrades to enjoy the snack.
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You wade into the field and feast on the strawberries. A worry flits across your mind that a monster may ambush you, but it proves to be unfounded. You enjoy your fill of ripe strawberries before returning to your exploration. The sweet forest strawberries have calmed your nerves! Ken, who gorged the most, seems to have entered a transcendent state!
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A random party member recovers 30 TP from this event. There was a class specific shortcut I skipped past, but let's go back to it.
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You're surprised to find a large beast! It's injured and breathing heavily... You are taken aback, but the medic in your party moves into action at once!
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Your medic skillfully examines the beast and asks for your help in treating the wounds. Thanks to the medic's diagnosis and treatment, the beast recovers and leaves the area. Once it's gone, you notice that its hulking body has trampled a path for you to use. You can use this path to cross to the other side of the forest wall!
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And behind that passageway, damage tile palooza!
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Yes, that whole area is covered in damage tiles. Thankfully you don't need to go here for the mapping quest, but stepping on all those tiles will give you a huge buffer for it.
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The Head Guard increases head bind resistance, which can be really nice for a Medic since their skills all use the head. Except at this point in the game, nothing can inflict head bind! So it's useless right now.
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Here's another Fireking in the area. Now I think this thing moves counterclockwise.
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WHOOPS.
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When there's an FOE in the area, make sure you know it's movement pattern before possibly getting in its way.
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And we're done with the quest now. The event description is the exact same as the floor completion description from the 7th floor.
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You follow the odor by searching through the grass, where you find a monster's corpse. It seems to have died leaning against the tree roots, with its legs splayed out. Could another explorer have slain it? Perhaps you could scavenge some raw materials... But you'd have to ignore the stench to search the corpse... You may simply want to leave.
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Blinking back tears against the awful stench, you take a careful look at the corpse.
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But it seems you weren't the only one attracted by the smell...!
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Like hell I'm fighting this normally.
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You have defeated the carrion-eater, but you cannot stand the stench for another second! Grab whatever you can and leave the area before you lose the contents of your stomach!
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Our reward for winning that fight.
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Another secret area, this time containing a Soma.
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And now we're done with the 8th floor.
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Oh man, another Amrita. That's lucky for us. Hmm, speaking of luck, what's the party's total luck at this point?
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Hmm, 94. That's not gonna be enough.
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This event is special when you come here at night. Nothing much happens here in the day.
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Shockingly, the guard has fallen asleep on the job in the middle of the Labyrinth! You reach toward the guard to give him a hard shake, when you see something that stops you. There's a heavy-looking money pouch fastened to the guard's waist...
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It's a tempting situation... The guard's fast asleep, and doesn't realize you're here. You stand frozen between the two choices: filch the guard's money pouch, or wake him up?
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You couldn't live with yourself if you stole from one of the Grand Duchy's guard corps!
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You give up on the idea of waking the guard, and take your leave from the room.
If you want, you can steal the money if you check this spot again. If you decide to steal from the guard, you'll get 2000en. There are no consequences for doing this, other than a guilty conscience and some amusing dialogue. It only happens at night. At day the guard is awake and nothing really happens here.
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Here's the last item point for the floor, the mining point.
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And we are now done with the 9th floor. For real this time. We'll come back here later once we can explore more of it.
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Ominous.
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Right off the bat, here's another inaccessible shortcut.
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Thought that was a one time thing? Nope, Atlus put another squirrel event here, which will punish you if you didn't learn your lesson the first time for some reason. Now, if you did fall for the trick again, if you're not on a password game, I'm sorry to say that you're completely screwed and you'll have to walk all the way back to the Geomagnetic Field. If you are on a password game, don't worry. Just keep going.
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Ah, a new monster.
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Red Gel
HP: 183
AT: 21
DF: 21
Exp: 850
Skills: Acid
Item Drops:
-Common: Red Core - 1 needed for Nodachi (Katana.) and Jelly Helm. 3 needed for Shard Mace (Staff.)
--A cubic nucleus that gives off warmth.
-Rare: N/A
-Conditional: Ice Fiber - Kill with Ice. 1 needed for Snow Axe.
--A frozen, hardened cubic nucleus.
Description: Presumably related in some way to the Cube Gel, though with very different properties.
Weakness: Volt (200%), Ice (200%)
Resistance: Physical (25%), Fire (0%)
Cube Gels with a twist. They're now immune to fire. Other than that they're pretty much the same.
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Unfortunately, my party isn't doing too well at this point, so I opted to run.
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Here's the first item point of the floor, the Take point.
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This guard only shows up on a password game.
He notices you and address you in a vulgar manner not usually seen in the guard corps.
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Looks like someone didn't double check their code.
His price is 1000en per--pure highway robbery for explorers in need!
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It will be extraordinarily difficult to trek back to town from here without one... Weighed against your life, the price suddenly seems less appalling.
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Sheesh, how much proofreading was done on this game?
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No matter the risk you may face as a consequence, you refuse to pay the guard's price! You fume as you leave the area, the guard's irritating voice lingering in your mind.
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Gilbert gets another level up, but I forget to put a point into anything until later.
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The figure standing silently before you is an old man with a gun in each hand.
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The old marksman's voice is deep and cold.
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The marksman's words are shot through with spite... You can respond to him in kind, or ignore him and move on.
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The old man's mouth twists into an eerie smile at your retort.
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The old man takes aim with both guns. You draw your own weapons and prepare for battle!
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You prepare for an epic clash against the man they call Der Freischütz!
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The voice coming from behind you is that of a young woman. You turn to face the girl.
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Her impish expression and large eyes reminds you of a mischievous animal.
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She flashes a glare at the old marksman and to your surprise, his menacing demeanor softens.
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She takes a long look at you and then stares at the ceiling, deep in thought.
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You find this hard to believe, but the old marksman has said nothing since the girl arrived. You finally nod to show that you're willing to let the matter drop. The girl continues.
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Artelind waves goodbye to you, as if impatient for you to leave.
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You walk away from the sullen old marksman and the impish black-haired witch. It seems that you have no choice but to return to Lagaard and visit the Duke's Palace.
If you try to get through the door...
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The girl has no intention of moving aside. You have no choice but to return to Lagaard.
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