Part 91: The Final Stretch
The Final Stretch
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I'm really getting sick of these quests, so sure.
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I immediately regret my decision.
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Uhhh...
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Heh heh heh, the perfect crime. No one will know about this... Except for the people actually reading this! Crap!
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I take that back! I don't want to sell this!
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The annoying part is that she will ask you that question every single time you come into the store. The only other way to get rid of the relic is to actually finish the quest.
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Armorman
HP: 520
AT: 62
DF: 48
Exp: 3515
Skills: Blade
Item Drops:
-Common: True Shard - See Stir Eye bio.
-Rare: Metal Chip - See Guardian bio.
-Conditional: True Soul - Kill with Bash. 1 needed for Corseca (Axe.) 1 needed for the quest The white blade's gleam.
--Purest sample from a mechanoid's armor.
Description: An animate, empty suit of armor possessed by the regret of fallen adventurers.
Weakness: Volt (150%)
Resistance: Fire (75%), Ice (75%), Physical (75%)
And a new enemy. Armormen aren't really that notable. Blade hits hard, and that's about it.
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Ken pretty much annihilated it.
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The only way to get past this FOE is to lure it to the door, and then run through the other door to use an FOE skill or item to keep it in place. But that's boring, so I fought it instead.
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Dinolich
HP: 3100
AT: 65
DF: 66
Skills: Charge, Predator
Item Drops:
-Common: Sternum - 1 needed for Brigandine.
--Incredibly dense outer hide of a bone dragon.
-Rare: Adularia - See 3rd Stratum Mine info.
-Conditional: Sword Rib - Don't kill with Stab. Unlocks nothing.
--Rib bone that looks remarkably like a sword.
Description: Once this carnivorous beast has its prey in its jaws, it can swallow the meal whole.
Weakness: N/A
Resistance: Fire (50%), Ice (0%), Volt (50%)
These guys are nothing too special. They'll always use Charge, which buffs their attack. And then they'll use Predator, which hits a row pretty hard. Charge is actually a buff, not a charge move, so you could semi stun lock it by dispelling the buff, or by lowering its attack.
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Either Predator is inaccurate, or I just got lucky.
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Rinse and repeat for every single Dinolich, because those FOEs are not a threat at all to this party.
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Apparently I was wrong about Colossus respawning when you kill the Overlord. He does that when you reach the 25th floor.
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A level up for Frederik, and he lowers the cost of Cure 3 some more. Anyways, after restocking and buying a Warp Wire this time.
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It comes up roughly to your knees, and has been badly worn by the rain and the wind.
Indoors?
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You think back to the quest you accepted at the bar... The client asked you to leave a father's ancient memento in the depths of the castle. The fence has a smooth railing, and might be a fitting place to leave the relic. Your quest may be at an end.
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You place the reliec on the old fence and leave the area. Your quest is complete. You need only report back to the bar when you return to Lagaard.
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A better reward than what we would get for selling it, but that's not the best reward.
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Unsure that this is the most appropriate place to leave the relic, you leave the area. Perhaps there may be somewhere more suitable in the castle...
So there's a couple of spots with these worn down fences, and none of those are the correct ending to the quest.
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As for the reason Nick died here...
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I was trying to get their conditional drop, which involves killing them with bash damage. Unfortunately, my only source of bash damage is Aliara. Which means...
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Oh are you kidding me?
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Oh never mind.
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Unfortunately, I need two of them.
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I swear the things I have to do to qualify for conditional drops.
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I have no idea if you're supposed to juke these things or fight them head on, but it doesn't make a difference here. Just assume that I killed every single FOE in this update, because aside from the Evildras (Yeah, they're back) that's what I did.
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Another false ending point for the relic quest.
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Oh hey, here's another new monster that's not even a palette swap.
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Defender
HP: 512
AT: 61
DF: 47
Exp: 2970
Skills: Head EM, Arms EM, Legs EM
Item Drops:
-Drop 1: Pure Shell - 1 needed for Still Bow. 10 needed for Tormentor (Whip.)
-Drop 2: Pure Bone - 1 needed for Leggings. 3 needed for Wise Piece.
-Drop 3: Metal Chip - See Guardian bio.
Description: A mechanoid whose presence is alien to the forest. It emits waves that cause neural static.
Weakness: Volt (150%)
Resistance: Fire (75%), Ice (75%), Physical (75%)
They're just stronger versions of the Guardian FOEs. This is one of the rare occasions where the random encounter version of an enemy is stronger than the FOE version.
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There is nothing new about these things.
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It is then that you notice something round and red sticking out from it...
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You press the projecting object and wait for something to happen. ......You see nothing different, and hear no far-off noises.
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You press it again in frustration. ...... Just as you are about to give up, something comes crashing down from the ceiling!
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It seems this object became malfunctional aeons ago... You pick up the object that fell to the floor and stow it in your pack before leaving.
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Just an item that you can get from an item point that doesn't even unlock anything.
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Speaking of which, here's this floor's Take point.
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The dented area is shaped like an arch, and resembles a very small shrine. You think back to the quest you accepted at the bar... You are to leave an offering at the sky shrine to make rain for the farmers. This could be it... The Rain Twig may make a suitable offering, if you're willing to part with it.
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You decide that it would be impossible for a measly dent such as this to be a shrine. You move on, leaving the small dent behind. Now where could the sky shrine be...?
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You aren't at all certain about making an offering to such a small shrine... But once you do, you hear the thunderous noise begin as the clouds begin to merge! They swirl together in the manner of a whirlwind, and are absorbed into the small shrine.
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Could this be a harbinger of rain, as the farmers desired? You have no way to tell from here. There is no reason to stay... you decide to move on. Perhaps once you return to the bar, you will discover if you actions had any consequences.
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There's a Dinolich in these halls.
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Four of them in fact.
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Another false ending for the relic quest.
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I went back and sold all my drops since my inventory was getting full.
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More level ups and stats for our broken characters.
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And here's the final new enemy in the main game. Well technically we've already seen this guy.
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Tortiron
HP: 524
AT: 62
DF: 49
Exp: 3740
Skills: Armor Up, Crusher
Item Drops:
-Common: Black Husk - 1 needed for Nenekiri (Katana), Holy Aspis, and Phys Mist. 5 needed for Ebon Staff.
--Blue-black carapace with spikes jutting from it.
-Rare: Prehinite - See 4th Stratum Mine info.
-Conditional: N/A
Description: A Tortmail that has lived for centuries. Its larger thorns allows for greater offense.
Weakness: Fire (125%), Ice (150%), Volt (125%)
Resistance: Physical (75%)
So this is what the game considers to be the strongest enemy in the Stratum. It's not actually a threat at all.
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Mainly because it always spends it's first turn using Armor Up, which probably isn't a hindrance for your party at this point, and just gives you a free turn to set up.
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Their damage output is really pathetic.
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Seriously, 5 Mandrakes are far scarier than this thing.
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Okay, they have Crusher which deals a ton of damage to a single target. Compare that to the Venombugs, which you could run into 3 of, and had a really strong AOE. Aside from the Mandrakes, the 5th Stratum is really lacking in some teeth.
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I mean if you were really careless, they could wipe out your party, but you have only yourself to blame there.
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And here's the final false ending point for the relic quest.
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And our first "checkpoint" on this floor.
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There's a Evildra that blocks off this hallway at day, but unlike most others you can go around it for some reason. Hmm.
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And now Ken can start working on his stats. Really there's not much to say, but there's not much left in the main game, so it evens out.
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Here's this floor's Chop Point.
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Both it and this treasure chest are blocked off by the Evildra at day. That said, if you want to progress on this floor, you have to come at day.
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Now this is a good consumable.
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It acts like Salve 3, which is very handy if you're running a War Magus as your healer instead of a Medic. Now I went back again, but this time to change the clock.
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Here's some more items and equipment. I buy a Tormentor, but not to equip it on Nick. I need it for a different reason.
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Anyways, the reason you need to come to this floor at daytime is because this Evildra patrols this hallway at night, and it's impossible to get past without fighting it.
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And now Cure 3 is at a point where I can actually use it without completely draining Frederik's TP pool.
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The pillar is engraved with intricate writing, reminding you of the beauty of civilization. You think back to the quest you accepted at the bar... The client asked you to leave a father's ancient memento in the depths of the castle. The pillar before you is a few feet tall, with a smooth, flat top. It seems to be an appropriate place to leave the relic... Your quest may be at an end.
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You opt to leave the relic here. Ken strides forward to place it on the pillar. However, Ken is startled by a bird's cry, and drops the relic by accident! As the relic hits the pillar, there's a strong flash of light, momentarily blinding you.
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When your vision returns, you see a square, paper-like sheet that emerged from the relic. You pick up the paper. At it's only a grey slate, but patterns begin to emerge... You try to retrieve the relic, but it can no longer be removed from its perch. Stowing the mysterious paper safely away, you decide to leave the area. Your quest, it seems, is over. You should report to the bar when you return to Lagaard.
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This is the correct spot to leave the relic. If you haven't figured out what it is by now, well there's one more hint coming up. If you still haven't figured it out by then, I'll be disappointed in you. And no one wants that, do they?
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Here's the last Stir Eye in this Stratum.
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Here's the last item point in the main game.
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It is then that you notice something round and red sticking out from it...
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A flash of white.
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Once the dizzying sensation ceases, you realize that you stand in a familiar hall... It seems the projecting object was there to teleport those who touched it. You are left with no choice but to continue your journey from where you stand now.
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Wasting the player's time, because why not? Where's the real dick moves? I'm starting to miss those.
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Anyways, through that door is the final gauntlet of Deathmen.
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And after that, we're home free.
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There, a mysterious voice rings in your ears, as if entering your mind directly... The voice acknowledges your presence in the room. You hear the sound of clanging metal.
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The Gold Shard received from the Minister has disappeared from your hand! At the same time, a silver object hangs in the air, defying the laws of gravity. It is a grail, crafted from black silver and emitting an ominous light... Carved into its surface are faces writhing in pain, their eyes laid with jewels. Captivated by its radiance, you quickly snatch the grail and stow it in your bag.
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Past that door is the point of no return. We'll deal with the Overlord in the next update.
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Besides, we have a ton of quests to turn in.
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Cass leaves and comes back.
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And that's the full reward from completing that quest. If you still haven't figured out what it is, just know that I am disappointed in you. If you've played EO1, you'll know why an object like that is considered a relic. If you haven't, well you should go play EO1 if you can.
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And that's the end of this quest line. The Soma II is a decent reward, but the actual reward was the Foul Grail. Getting our hands on it is why it's important to complete this quest line. It's really really important for something later. That's all I'll say on the matter. Anyways, there's actually a new quest available for us now.
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You need to complete The Labyrinth's blessing to unlock this quest.
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Pay close attention to these directions.
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Repeat 3 more times.
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So this quest is yet another tile hunt. It's also one you can screw up, and there's no room for error here. See, while you have to hunt down 4 spots to apply the medicine, there's a few incorrect spots too. The game doesn't let you know which spots are incorrect, other than the fact that these wrong tiles don't match up with Cass' directions, which is why I told you to pay close attention to them earlier. If you screw up, you'll have to report the quest early and accept it again to start over.
So, we're at the end of the game now. Only one thing left to do, and that's to fight the Overlord. So with that said, who should fight the Overlord? Vote for up to five characters.