Part 102: Wyvern: Agnea's Guardian
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The choice you make here barely matters. For the most part it just changes the flavor text.
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Thinking it best to oblige the winged one's wish, you take the box and evacuate the vault. The moment you exit, the walls finally collapse... The winged one is certainly dead. You are not at all certain you did the right thing, but you must return safely with the box.
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Now if anyone dies on the way back to Canaan, you'll fail the quest and have to do it all over again.
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Now what if we saved him instead?
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Your conscience will not allow you to leave the winged one in a collapsing vault! Moments after carrying him out, the vault crumbles... There is no hope of retrieving the box. You hope the winged ones will understand your actions in light of the circumstances. The unconscious winged one is safe. You must take him back to his home.
How this choice differs from the other one is that you aren't penalized if someone dies. So opting to save him essentially completes the quest.
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So yeah, Canaan is a cool guy who understands what cultural differences are. At any rate, no matter which option you chose, the dialogue continues as follows:
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Now that we have more info on Dragon, we can turn in The item trade IV.
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When you complete The item trade IV, this quest pops up. This is the real fight with Dragon!
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We'll do that later. For now, let's finish up The waiting Wyvern.
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Remember that door we couldn't open earlier? That's where the ultimate gun is.
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Artlelind bows in appreciation, as the old marksman silently stands beside her.
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His gaze turns to the interior of the Labyrinth, then falls back upon you.
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The old marksman falls silent once again. The black-haired witch asks you a question...
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The question hangs in the air as you try to decide whether you really want to know.
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She began to speak, as if she had expected your answer...
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She trails off, pained, as the old marksman picks up the tale.
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The old man looks to the Labyrinth's interior and allows you to pass. You may fight the flying dragon now, or return to Lagaard first in order to prepare.
So there's the rest of Guild Esbat's and Scylla's backstory, and the last appearance that Guild Esbat makes.
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And now that we know what awaits us, we can open this door now.
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So Wyvern here turns clockwise every 4 steps you take. You can abuse this to get a preemptive strike on it, which is what I do. I advise bringing a Volt Mist before engaging it. Other than that, don't worry about it too much, it's a pretty easy fight.
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So easy that I'm not gonna use Force Skills for the fight, or come in with a 1 HP Aliara, since that would be complete and utter overkill.
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So, here's yet another boss returning from EO1, although this game was the last one it appeared in.
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Wyvern
HP: 8000
STR: 90
TEC: 90
VIT: 90
AGI: 85
LUC: 65
Exp: 0
Item Drops:
-Common: Tough Fang - Unlocks Hymn Cloth. Limited stock.
--Fangs from the undamaged head of a winged dragon.
-Rare: N/A
-Conditional: Tough Wing - Kill within 7 turns. Unlocks Kerykeion (Staff.) Limited stock.
--Dragon's wing with various resistances.
Description: An ancient dragon that soars through the skies. It can scorch the earth with its intense heat.
Weakness: Stab (??%)
Resistance: Volt (??%)
Skills:
Talon: Uses the arms. Deals a severe amount of damage to a single target
Tailwhip: Uses the legs. Randomly hits the party 2 to 5 times with moderate hitting Stab attacks. Has a moderate chance to inflict Poison which ticks for 100 damage.
Tornado: Uses the arms. Randomly binds the party's body parts.
Sky Ray: Uses the head. Deals a heavy amount of Volt damage to the party. Has a high chance to inflict Paralysis.
Wyvern is a joke. For the most part, its moveset is completely and utterly pathetic. Talon is guaranteed to kill a squishy member, but it's a single target attack, so you can easily revive anyone that gets killed by it. Tailwhip isn't a threat. Tornado would be threatening if Wyvern actually had better skills to capitalize on the binds. But bring Therica AXs just in case. This boss wouldn't be worth talking about at all if it weren't for Sky Ray, which is the big thing to worry about. It's an AOE Volt attack that hits hard and will probably cause a wipe if you don't defend against it properly. Wyvern only starts using it once it gets below 50% of its health. But Volt Mists or Antivolt will make Sky Ray a non-issue, bringing it back down to a joke. You really shouldn't have trouble with this thing.
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I'm not using Dampen since Wyvern doesn't resist anything, so instead I'll be using Frailty to amplify the party's damage.
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Frailty is basically a reverse Bravery, and is best used in situations where the enemies don't resist anything. Dampen's resistance elimination unfortunately takes effect after everything else has been applied, which means the two debuffs do not stack.
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I should probably put a Haste Pin on him or something. Or start leveling up his AGI. His miss rate is driving me crazy.
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Now that Wyvern will actually start attacking, I have Nick prepare counterattacks.
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And Aliara's job is done. She's going to be useless since Revenge won't do anything.
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970 damage. Yeah, getting that conditional drop isn't gonna be a problem.
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This may be the confirmation bias talking, but it feels like whenever you get hit by a random target bind move, it tries to aim for the most inconvenient body parts to bind. Like, Aliara's completely useless right now.
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Since Wyvern's near half health, I have Aliara put up a Volt Mist to prepare for Sky Ray.
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Well this was possibly the worst thing Wyvern could have done on its end. Yeah, Aliara couldn't apply the Volt Mist, but now Aliara can use Revenge once I revive her.
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I expect Wyvern to be spamming Sky Ray, so I have Nick ready up a Magibait.
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I have Frederik use the Volt Mist since Aliara couldn't.
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And I'm going to revive Aliara, although just to show mercy, I'll use a Nectar II instead of a Nectall so Revenge won't do as much damage.
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And then sometimes enemy status moves do absolutely nothing at all. I'm not sure why, Tornado's infliction chance isn't that low.
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Yeah, Wyvern never used Sky Ray once in this fight. Which is weird because it normally spams that skill when it starts getting low on health.
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I think the EO1 version of Wyvern was more interesting, because you could fight it much earlier, and at the point where you could go toe to toe with it, it was actually kind of threatening.
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As you look upon its mountainous body, you see a shining gun nestled in its humongous fangs.
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Somebody try to convince me why would I want to give up the ability to spam Riot Gun every couple of battles for a few extra points of damage. Because this piece of junk is going into storage.
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At any rate, we're now completely done with the 2nd floor, and the 1st Stratum! Took long enough.
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Oh I couldn't throw it away even though I really want to.
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The Tough Fang unlocks the Hymn Cloth, which is the Troubadour's ultimate armor. I probably won't be buying this.
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The Tough Wing unlocks the Kerykeion, which is the actual ultimate staff. I don't buy it for Aliara because it doesn't provide an HP boost for Revenge, like her current staff does. It would be handy for Bellamy, but he's unlikely to see any action in this part of the game. Anyways, let's finally get to exploring the rest of the 6th Stratum.
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So here's the gimmick for the 28th floor.
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One way passages. Lots of them. You have to check all the walls for the way forward. Pretty tedious and annoying. There's also one more gimmick here that I'll cover later.
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Carbuncle
HP: 624
AT: 53
DF: 58
Exp: 6345
Skills: Scorch
Item Drops:
-Common: Giant Horn - 1 needed for Amrita II and Gungnir (Gun.) 20 needed for Spine Whip. 30 needed for Wild Chain.
--Crown-shaped horn of a giant lizard.
-Rare: Maroon Fur - 10 needed for Unjoudou (Bow.)
--Elegant, scarlet skin that's highly flexible,
-Conditional: N/A
Description: Supposedly a good omen to behold, its fire breath is nevertheless something to beware.
Weakness: N/A
Resistance: Fire (0%), Ice (0%), Volt (0%)
There's nothing much too these guys, but if you see them in groups you might want to run. Scorch is a Fire AOE that deals a light amount of damage. Not too dangerous by itself, very dangerous when it gets used four times on your party. This is actually kind of a thing with EO2's postgame random encounters. The enemies by themselves aren't too threatening, it's the combinations of enemies that can make things hair raising.
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The worst part about them is that you have to kill at least 30 of these things to fill out the Gear Registry, which is easily the most tedious part about 100% completing this game. There's a reason why the later games dropped that, especially since Scavenge got nerfed.
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There's nothing interesting in this section of the map, apart from this exit.
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There seems to be nothing you can do here. You give up on the door and walk away.
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What an exciting and riveting way to spend our time.
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Ebonail
HP: 1200
AT: 65
DF: 59
Exp: 9360
Skills: Dance
Item Drops:
-Common: Ruin Talon - 5 needed for Arcana Rod. 20 needed for Tyrfing (Sword.)
--Black monkey claw that can cut through anything.
-Rare: Jet Fur - 10 needed for Great Helm.
--Ash-colored fur from a black monkey.
-Conditional: N/A
Description: A brutal ape capable of overcoming the hardest armor and inflicting deadly curses.
Weakness: Fire (150%)
Resistance: Ice (50%), Volt (50%)
Dance is an AOE that has a decent chance to inflict Curse. Not really threatening by itself, but if you get tagged with Curse in the wrong circumstances, it can be painful.
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This one way passage is actually the way forward.
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There's actually a couple of flower patches strewn throughout the place. Some of them mark the entrance to the one way passages, others mark the exits.
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Wait, what!? There aren't any FOEs on the map! How's that possible!?
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ATLUUUUUSSSSS!
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Hexgourd
Type: Invisible
Behavior: Ambush
Aggressive: Yes
HP: 3500
AT: 81
DF: 81
Skills: Hellfire
Item Drops:
-Common: Thorn Bone - 5 needed for Megido Gun.
--Bony vines that grow from monstrous gourds.
-Rare: Pale Bone - 3 needed for King Staff.
--Chills one to the core when touched.
-Conditional: N/A
Description: A pumpkin-headed messenger of Hell. The fire it breathes can melt even steel.
Weakness: N/A
Resistance: Physical (0%)
So here's the gimmick for this floor. If you take too long to finish up a battle in certain areas, these guys will join in and ruin your day like the crabs on the 13th floor. Unlike the Killclaws, you won't know they're trying to join in on a fight until it's too late.
I said that the random encounters in this Stratum aren't a threat by themselves. That goes out the window when they get paired up with these guys. Hexgourds are very dangerous enemies, and depending on the fight they joined in on, they can turn the tide against your party. Hellfire is an AOE that deals a moderate amount of Fire damage, but has an extremely high chance to inflict Terror. When these guys pop in, eliminate any monsters that happen to be left in the fight immediately before trying to take out the Hexgourds. Because imagine trying to kill the FOE when you can't do any damage to them thanks to defense buffs and attack debuffs. Or being forced to hold off on attacks because your damage dealers got Cursed. Or when they get restored to full health every single turn. Or the worst case scenario, which is all of that at once! Thankfully this is the only floor they show up on, but there's a ton of them hiding around.
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Okay, now that's one problem gone.
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Oh, and the Hexgourd's regular attacks hit incredibly hard on top of all that.
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I show absolutely no mercy because you do not want to get into any prolonged fights with these things.
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Really? I don't get its drops?
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I'll mark any Hexgourd spawn points we come across from now on. Now there is kind of a way to tell where they'll spawn. Sometimes the flower patches on the ground don't mark any secret passages. Do not get into any battles around those areas. Those flower patches usually mark a Hexgourd spawn point.
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If you need to leave the floor, here's an exit.
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The way onwards.
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This is why you want to take out those things quickly.
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There's two passages forward. I take the top one.
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Now we're back on floor 27. The gimmick of this floor? Damage tiles. And this party has no way to deal with them.
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This is one monster you don't want to see if you forgot to heal up from the damage.
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Because they can do this.
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