Part 89: Lesson Learned
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This is the team that was decided on. A return to the old team for the last leg of the game.
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I went out and unlocked all the equipment you could get from mining. I upgrade accordingly.
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There's not many FOEs to sneak past on future trips, so it's really easy to navigate floor 23 now. A Guardian will spawn in the center room at the bottom if you enter it, but you only have to deal with one of those instead of five.
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The exhausted man is looking around: once he spies you, he rushes to your side.
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The news that he is currently on the 24th floor shocks him sufficiently to turn him white.
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After you explain to him why you're here, he looks at you in sympathy.
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The guard looks half-crazed with panic and confusion.
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You would normally hesitate to hand over such a crucial item, but he seems desperate...
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You give the guard a Warp Wire from your bag.
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He rummages through his pockets before pulling out a leather pouch and handing it to you.
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You thank the guard for his invaluable information and take your leave.
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Steelgun
HP: 495
AT: 58
DF: 46
Exp: 3360
Skills: Snipe, Bright
Item Drops:
-Common: Gold Shell - 1 needed for Spangen and State Wall.
--Armor fragment from a mechanized soldier.
-Rare: Metal Chip - See Guardian bio.
-Conditional: Gold Arm - Kill while arms are bound. 1 needed for Gold Gun.
--Steelgun arm, made of indestructable material.
Description: A humanoid mecha with a devastating firearm that rains down bullets upon its targets.
Weakness: Volt (150%)
Resistance: Fire (75%), Ice (75%), Physical (50%)
Steelguns hit fairly hard, but they're nothing special on their own.
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They're nothing special if left at full health, but take a bit off, and they'll go crazy.
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Bright is a random target move which you do not want to be on the receiving end of.
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Snipe also hits really hard. You basically want to kill these things in one turn, but their resistances can make that tricky to accomplish.
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There's 6 doors in the area, but only one is the way forward. Oh, and pay attention to the gif below.
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I got into a random battle while turning. That is not supposed to happen, you're only supposed get into battles while walking. As for why this happened?
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This quest is why. It's bugged. It only affects the 24th floor, but what it does is check to see if you step over the right tile and that you have a Beast in the party. But somewhere along the line, someone messed up the code and the game lags like crazy when you turn or take a step. And it actually causes time to pass while turning, so taking this quest effectively raises the encounter rate. The FOE radar in the corner flickers a lot when you take a step or turn because the game has to process so much. At least sidstepping is in this game so you can avoid turning as much as possible.
Long story short, the people who did the QA for this game did a very bad job.
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Mandrakes still show up here, but Ken can burn them to ashes without much trouble.
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This room contains nothing.
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Stir Eye
Type: Normal
Behavior: Proximity
Aggressive: Yes
HP: 3500
AT: 85
DF: 62
Skills: Glare
Item Drops:
-Common: Devil Wing - 1 needed for Arc Drawer (Bow.)
--Wing bone that's more elastic than pine wood.
-Rare: True Shard - 1 needed for Nectar II. 2 needed for Dragoon (Gun.) 1 needed for the quest Healing innovations
--Fragments of a bodiless suit of armor.
-Conditional: N/A
Description: Any man who gazes into this wicked floating eye will be cursed to a terrible fate.
Weakness: N/A
Resistance: N/A
I don't suggest taking this thing on unless you have fast classes that can dish out a lot of damage and can kill it fast. It's fairly simple to take down, but it has a lot of HP, so getting it into Climax range can be tricky.
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Ronin are monsters lategame, just look at those huge numbers! Unfortunately, that wasn't enough to get it into Climax range.
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And that's why you want to kill it quickly. Glare has a near guaranteed chance of Cursing your entire party, meaning that your damage dealers will kill themselves trying to kill it.
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Oh, this is gonna suck.
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Fortunately Ricochet didn't proc more than 3 times, so Fedot didn't kill himself.
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And all that put it into Climax range.
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Gigantue
HP: 528
AT: 60
DF: 55
Exp: 3575
Skills: Clawlash
Item Drops:
-Common: Comet Chip - 1 needed for Poleaxe, Brave Gage, and Stone Ring. 3 needed for Rune Tunic. 10 needed for Comet Nail.
--Unmalleable metal also called a "star shard."
-Rare: N/A
-Conditional: N/A
Description: A large monster that has grown sharp nails which can turn its victim to stone.
Weakness: Volt (150%)
Resistance: Fire (0%), Ice (0%), Physical (75%), Immune to Poison and Instant Death.
The last member of the Gargoyle family. It lost Breath, but Clawlash is a strong physical attack that has a decent chance to petrify whoever it hits.
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It never got the chance to do anything.
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The Rune Tunic offers more defense than Fedot's current armor, so I have him put it on. And that's all for this room.
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The bottom middle door leads to an empty room. Yippee. But the door at the top leads further into the Stratum, so we'll hold off on going there. At this point I went back and restocked, since the turning bug made me run into a lot more random encounters than usual.
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Nectar IIs are very handy consumables, and I go for those instead of Nectars from this point on. I also buy a few Axcelas.
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I also completed a quest in the process.
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Now I'll demonstrate on how absurdly good Axcelas are.
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I'm giving them to Nick since I want to get the Steelgun's conditional drop.
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I already had him ingest one beforehand in preparation for this.
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The downside to Axcelas is that if you want to use Force Skills every turn, 4 of your allies have to use them on the specified class. So essentially only one class can really do anything useful.
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Eh, that might've been overkill.
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But both Nick and Aliara got level ups, and I got the conditional drop.
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And one for Fedot.
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Stats for everyone except Fedot.
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Here's a Take point.
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Satisfied, you examine the wall before you and find more of the hieroglyphs drawn there. It is nothing like the written language you know, and will be quite difficult to decipher. You could try to decipher it with the knowledge you've gained in your adventures...
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You use every vague scrap of information you can recall, but it's no use...
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Downhearted by your failure to decipher the glyphs, you leave the area.
Okay, what that event was about was avoiding a bad thing. Saying yes has nothing happen. Saying no results in you being ambushed by 3 Steelguns.
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Gemzard
HP: 360
AT: 40
DF: 44
Exp: 2880
Skills: Headbutt
Item Drops:
-Common: Plum Hide - 1 needed for Dead Whip. 10 needed for Duergar (Sword.)
--A Gemzard's light purple skin.
-Rare: N/A
-Conditional: Head Gem - Kill with Ice. 1 needed for Fairy Robe.
--Highly prized Gemzard jewel, still intact.
Description: Its main method of attacking prey is to ram it with the diamond-hard jewel in its head.
Weakness: N/A
Resistance: Elemental (0%)
These enemies are absolutely pathetic. They can't really do much to your team, and Headbutt does a pitiful amount of damage. The only notable thing about them is that elemental attacks barely do anything to them.
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Of course, Dampen makes getting their conditional drop a non-issue.
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More evasion for Ken.
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Satisfied, you examine the wall before you and find more of the hieroglyphs drawn there. It is nothing like the written language you know, and will be quite difficult to decipher. You could try to decipher it with the knowledge you've gained in your adventures...
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A flash of white.
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Your lips move as you begin to understand, involuntarily reading the message out loud...
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As you read the last line, you notice that your surroundings have completely changed. It seems the message was there to teleport those who read it to another location. You are left with no choice but to continue your journey from where you stand now.
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A minor setback in normal circumstances, a real pain on this glitchfest of a floor.
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And here's another Stir Eye.
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It spawns in this spot.
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It seems to have been neglected for years, but it somehow manages to catch your interest. Though pressing it seems to accomplish nothing, before long a disembodied voice sounds.
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The mysterious voice abruptly ends there. You cock your head, marveling at the strange pheonomenon, before returning to your quest.
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That's the last of the recordings. Can you figure out what they mean?
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We're obviously not done with the floor yet, but this is all we can explore for now.
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Yep, we're back on floor 23. But unlike the main central area, this area does have random encounters. Though there's nothing new in that department.
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There was something I didn't get to cover with the Stir Eyes.
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Once everyone is cursed, it'll start attacking. If one single person manages to stay uncursed, it will keep casting Glare until everyone has the Curse status.
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And it hits really hard.
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Said Stir Eye spawns right over here.
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And down to the 22nd floor!
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King Gel
HP: 651
AT: 58
DF: 46
Exp: 3465
Skills: Acid, King Hit
Item Drops:
-Common: Black Core - 1 needed for War Flail, Soma, and Spangan. 10 needed for Onimaru (Katana.) 2 needed for the quest Easing the pain. 6 needed for the quest Chasing the dream.
--Ebon nucleus, needing two hands to lift.
-Rare: N/A
-Conditional: N/A
Description: This protean lifeform has grown to an abnormal size, and controls many smaller gelatins.
Weakness: Volt (200%)
Resistance: Fire (0%), Ice (0%), Physical (75%)
The final member of the Gel family, and this is a special one. Acid is the same drain attack that all the gels have, but King Hit is a bit special.
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King Gels also hit really hard.
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If there are no allies on the field, King Gels will call in Gold Gels. Which can make things a bit tricky since they're nearly immune to Volt, and that's the King Gel's weakness.
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They're nothing too special, but every encounter on this part of the floor contains a King Gel, which is handy if you're trying to farm their drops.
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A flash of white.
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Once you decipher the glyphs, you hear a noise somewhere on the wall. Your fingers brush its surface. Suddenly, light floods the room and your body stiffens! The light disappears with no ill effect, and indeed your body feels lighter... It seems the light was meant to heal rather than to harm!
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However, the wall of light begins to fade, as if its duty has been fulfilled. You silently thank the castle's mysterious power and hurry onward with your exploration.
Did somebody mess up on the scripting there? The light flash happens before any of the text pops up. Anyways, you can check the wall again, but nothing will happen.
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They seem to be lined up at precise intervals. Could it be a deliberate pattern...?
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This is a repeatable event, but you have to check that other event on floor 22 to activate it again.
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By the way, King Hit is a super special move that the King Gel uses when there's a Gold Gel in battle.
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It deals an absolutely pathetic amount of AOE Volt damage. Their regular attacks are far more threatening.
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There's a conveyor belt leading back into the center part of the 22nd floor. Don't take it, because it's a one way trip. There's no way back to the side area other than getting back there from the 24th floor.
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I'm having Frederik lower the cost of Cure 3, because a level 4 Cure 2 isn't cutting it anymore, and I'm not wasting any more points in that skill.
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Here's one side of floor 22 done.
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And back up to floor 23.
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This portion is just a straight path. All the side areas of the 23rd floor have random encounters. The big central area does not.
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And we're back on this buggy floor.
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There used to be a Stir Eye here. It's dead now.
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For the record, that was another trick. Saying yes results in having your Warp Wire stolen again.
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The Stir Eye lies in wait there.
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And here's the floor's Mine point. I went back at this point because my inventory was full, which is a very valid reason to leave the Labyrinth.
Equipment:
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