Part 66: Doing Things Right
Doing Things Right
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No sense in letting all that map drawing go to waste.
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Let's try getting off to a good start this time.
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I said let's get off to a good start!
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You know well that carelessness within the Labyrinth can lead to one's ruin. The fruit is tempting, but you leave it alone and press on with your journey.
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Oh, I'm ready for you this time. Let's dance.
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I'm ready for round 3. Bring it.
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Well there was nothing I could do about that.
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And he gets a well deserved level up for his efforts.
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If you stay here, however, another wave may ambush you again!
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You abandon whatever is buried at the tree's roots in favor of fleeing the area.
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The story about something being buried under cherry trees may have been a reference to one of Motojirō Kajii's short stories, Under the Cherry Trees, but I'm not entirely sure.
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Bellamy maxed out TEC, which unlocks this skill. It's not the best skill. Megido deals a decent amount of damage, but it eats up so much TP and barely does anything in the postgame. The tier 2 spells are generally better than this because they can proc Analysis.
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Corrupt now has a 35% chance to succeed.
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The Castwing's patrol path, since I didn't explore this hallway last time.
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You don't yet see the source of the sound... A thorough investigation of the room should reveal it.
Translation: Find the secret passage.
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Here's the first Mine point.
Mine:
Common: Prehnite - 1 needed for Risk Claw, Czar Plate, and Snow Quill. 5 needed for Poison Axe and Fine Robe.
-Green gem that looks like a bunch of grapes.
Uncommon: Malachite - 1 needed for Hachi (Katana), Safeguard, Volt Wall, and Cut Wall. 2 needed for Lush Beads. 3 needed for Volt Gun. 7 needed for Shamshir (Sword.) 1 needed for the quest The sorcery-reflecting lens.
-Bluish-green copper ore with streaked patterns.
Rare: Red Quartz - 1 needed for Hero Orb and Bind Wall.
-Warm, pink crystal in demand by jewelers.
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Your approach it cautiously, but the dog steps backwards with a whimper. You rack your brains for anything that could ease his nerves...
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You vaguely recall that the Duke's daughter told you the hound's name. But what was it...?
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As one last screw you, if you answer this question wrong, you fail the quest and have to retry it.
You are certain from what you remember that the dog's name is not Rex, but King.
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You call the dog's name and his ears perk up. Slowly, carefully, you walk up to him and reach out a hand. The dog licks it eagerly! Your worries are over now that the dog is calm and obedient. You pick him up and walk away.
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Eh, it's barely a boost over his old bow, so I don't equip it on him.
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I unlocked a bunch of new of weapons and armor from all that, and upgraded as necessary. You can read the descriptions in the screenshots below if you wish. Skip past if you don't want to.
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And now back to your regularly scheduled update.
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More points in Stamina. Should be useful if I decide to pair up Gilbert with Aliara in the postgame. This LP did end up changing my opinion of Troubadours, although I wouldn't say they're top tier. Unfortunately it also ended up souring my opinion on Medics, who I thought were just mediocre.
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There's a Shelltor in the next part of the Labyrinth, but it's much easier to get past than the 4 Shelltors.
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Voltking
Type: Red
Behavior: Patrol, Staggered
Aggressive: No
HP: 4000
AT: 70
DF: 70
Here's this Stratum's red FOE. They have the same behavior as the Firekings. They're pretty easy to slip past.
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Another Shelltor patrols this hall.
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Here's the 2nd Mine Point on this floor.
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The grass here looks to be well-trod. You can tell the path continues to the other side. You wonder whether or not it would be safe to continue down this path... The way ahead is narrow and dark... Were you ambushed, you would be perfectly helpless. With no way to confirm its safety, you cannot gamble your party's lives on the path.
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We need a Beast to get past this obstacle.
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This shortcut provides a quick path to the stairway
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Aside from that class specific shortcut, we're done with the 16th floor.
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Ah, the 17th floor. Time to go back to town and see what new things they have to say!
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It's just a simple fetch quest. Or so it appears to be at first. The first two ingredients can be acquired easily, but the Hazard Eye is a bit special. How early you can obtain it depends on if you're playing on a password game or not. If you're not playing on a password game, you have to wait until the 20th floor to get it. If you're playing on a password game, there's an event you might be able to get one from on the 17th floor.
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Unlike the other quests, and despite what Cass' remarks imply, you don't get the Wood Rose from an item point.
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This is part of the Innkeeper's Daughter questline. It won't show up until The sleeping Duke and The perfect gift quests are completed.
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Another quest that's part of a questline. This time, about the berserk monster. You needed to have completed Beast gone berserk for this to show up.
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I don't go to the Duke's Palace again in this update. We can't even complete the quest right now anyways.
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Oh, fine.
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To your chagrin, you see the innkeeper's daughter trying hard to keep up with you. If you were to be badly injured, it would pain the girl greatly. Unfortunately, the monsters in the forest seem unusually active... There's no telling what to expect here! Proceed with great caution!
I have no idea if anything is actually different in this quest, because it's so short and easy.
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You just need to escort her to this spot. Oh, and remember this spot for later.
The air here is the most serene you have felt in the Labyrinth. You feel completely purified... Looking back at the girl, it is clear that she feels the same way. Spreading her arms wide, she breathes deep of the fresh air. You spend some time with the girl in the tranquil clearing before you prepare to return.
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You note with slight embarrassment that the girl has made a Flower Pin from the white clovers.
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The Flower Pin she has given to you is charmed to ensure safe journeys!
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Searching for something to give in return, you rummage through your bag to find an Auratum. You give her the flower, and she thanks you happily before using her Warp Wire. The quest is complete! Report your success to the bar when you return to Lagaard.
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A small reward for a small quest, but it's important to complete this one.
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Everything about this screams bad idea.
The stone ricochets off a tree, caroms off another, and flies back directly at your forehead!
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Rainbug
HP: 311
AT: 35
DF: 36
Exp: 2070
Skills: Blink
Item Drops:
-Common: Color Hull - 1 needed for Color Axe and Evil Mist. 2 needed for Color Robe. 20 needed for Doujigiri (Katana.)
--Rainbug shell, in a multitude of colors.
-Rare: N/A
-Conditional: N/A
Description: A giant ladybug with an iridescent rainbow shell that can mesmerize unwary travelers.
Weakness: Volt (150%)
Resistance: Ice (0%)
These things are just annoying. They rarely attack, but they love to spam Blink which just increases all enemies' agility. It makes them fast and harder to hit, which can be deadly when they're supporting strong monsters.
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You could try erasing their buffs, but unless your party member is slower than the Rainbug, that's pointless.
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Generally, they go down pretty easily.
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Another shortcut.
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Oh yes, there is one more trick to them. I'm sure some of you figured out what it is.
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Just setting up here, don't mind me.
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Just like the Ladybugs and Raflesias, Rainbugs can summon a Wrathbud if they're alone.
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Wrathbud
HP: 741
AT: 50
DF: 39
Exp: 3445
Skills: Unload, Vine
Item Drops:
-Common: Lilac Vine - 1 needed for Plant Whip and Fine Robe. 3 needed for Shamshir (Sword.)
--Thorny vine with sky-colored leaves.
-Rare: N/A
-Conditional: Blue Petal - Kill on the first turn. 1 needed for Haichi (Katana.)
--Large petal, colored a venomous violet.
Description: It has grown fat from the humans it has eaten, and its electric branches have an unbreakable grip.
Weakness: Fire (150%)
Resistance: Physical (75%), Volt (0%). Immune to Instant Death.
Wrathbuds are one of the strongest monsters in this Stratum, and they can be pretty scary. Unload is an AOE Volt attack that hits for a lot of damage, and Vine is a single target attack that deals a ton of damage and has a high chance to instantly kill the target. They're pretty strong, and they can cause a party wipe if you're careless. There's one main difference between them and the Raflesia.
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Unlike the Raflesia, your party will likely have to tools needed to deal with a Wrathbud. They're normally floor 19 enemies. Oh, and the kill on the first turn conditional only counts if you kill them on the turn they're summoned, which is gonna be hard to pull off unless you have a slow party.
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Here's this floor's Chop Point.
Chop:
Common: Arc Branch - 3 needed for Seven Whip. 5 needed for Arbalest (Bow.) 3 needed for the quest In the cold, white night.
-Arched branch that can be used as a bow.
Uncommon: Scent Wood - 5 needed for Purple Rod.
-Cherry blossom bark that smells like its flowers.
Rare: Bloom Wood - 2 needed for the quest In the cold, white night.
-Aromatic wood used in high-quality tools.
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This event only happens if you're playing on a password game. It's the final effect the password has on the game. For the record, this event triggered by just stepping on the tile, not checking it.
Even for Firefly, who has been through Etria, it is like something from a nightmare! But this is no dream... You must act quickly! You can flee from the nightmare or stand your ground and face it head on.
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Oh, we're fighting this thing. It can't be that strong.
Unbinding your weapons, you each prepare to face the nightmare and vanquish it!
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What!?
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If none of your party members can move, you get this message.
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Petaloids are a floor 20 enemy. Thanks Atlus.
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So let's just run away this time and ignore this event.
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The camera rotates here.
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