Part 52: Chapter 4, Part 8: Fear Shrine II
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Time for Alm to clear out the rest of the Fear Shrine.
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But first, some more Speed for some of our top units.
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Let's head up first.
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A varied group, but as long as we don't let the mages gang up on anyone there won't be any problem here. On the bench for Alm's team: Ryuto, Dyute, and Matilda, three of the strongest units who don't have any further promotions available.
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Luka takes out a witch all by himself somehow.
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Claire and Robin take out a wizard. Robin's actually more useful than Cleive now. Who would've guessed?
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Python assassinates a witch.
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Silk warps Force up to the top of the map to take out another wizard.
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Alm gets a torched a bit on the enemy phase by two of the remaining witches.
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Robin gets slimed by the last wizard, but he's got the Leather Shield for some extra Defense so the two myrmidons can't hurt him too bad.
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On the second turn now - this image is not a duplicate, Force is just a wizard-killer now.
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Silk's a boss now, wielding Angel like mad against the myrmidon for 18 damage. Cliff finishes it off.
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Arrow's not hugely reliable with a 70% Hit Rate, but when it lands and crits Gray can wreck units like the other myrmidon here.
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Just three witches left now. Well, one after Python and Claire each take one out.
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Robin ends the brief battle. It's still the second turn here.
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Moving right along.
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More creepy magic lion head statues!
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Unfortunately they're both just offering revival of dead units.
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There's another path in this basement cavern off to the right, and another battle waiting in that direction.
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Ten gargoyles this time. We're pretty familiar with fighting them by now. Although these ones are level 5, so a bit tougher than the summoned variety.
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The Angel spell gives Silk a huge advantage here - she can one-shot the gargoyles, and has enough Defense now to survive a few attacks. Silk gets 40 XP from the kill, too.
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Claire's our other efficient monster-killer. The falcon knight class has a bonus that treats all of her attacks against monsters as if she were using a holy weapon (triple attack power).
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Gray and Cleive are able to pick off another gargoyle, while I surround Silk with some shields so that she doesn't counter-kill herself to death - she counterattacks with Angel now, which one-shots the attacking gargoyles and drains her HP.
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Seven gargoyles left, and our units are lined up so that they can't gang up too badly on anyone. Not that we have any low-Defense units for them to pick on anymore.
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Robin and Cleive get scratched by two gargoyles each, Claire counter-kills two others, while the last flies around the line to go after Python for some reason. You can see the mini-Angel effect that accompanies Claire's attacks against monsters now.
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Silk starts the second turn by pulverizing another gargoyle.
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Remember when Silk was made of paper and had to be carefully shielded from all attacks?
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Gray and Claire each finish off another gargoyle, leaving just two remaining.
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Python and Cleive finish off another one.
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Cliff, Robin, and Luka chip away at the last gargoyle. I'm leaving it alive on purpose for one more turn so that I can move the Angel Ring around.
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Force takes the easy kill to start the third turn, ending another battle.
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He's a pretty solid wall now.
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Keep moving forward (to the right).
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Another battle! There are three high-XP mummies mixed in with these zombies. The greatest challenge here is managing the XP-pinata mummies so that no one gains a level unless they're holding the Angel Ring.
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Python's actually attacking a zombie first, since he's only a couple XP away from a level.
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Speed's probably the biggest thing holding him back right now, so this level is pretty great.
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Gray misses, but Claire follows up and gets the first mummy kill. She's got the smallest possible XP modifier though, so she only gets 26 XP out of it.
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The two mummies are the two left units in the top row. One can only reach Cleive, who's too weak to get a kill. The other can't reach anyone yet.
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Cleive gets a ton of XP just from maiming the mummy. Half of the zombies kill themselves on Robin, Force, and Silk.
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Robin's taking the second mummy kill. He gets 77 XP out of it.
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Robin joins the ranks of units-who-used-to-suck-but-are-now-kind-of-good.
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The rest of the zombies are taken care of with ease, and the end of the second turn has the mummy sealed up.
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Cleive faces the mummy's attack, but I planned ahead and gave him the Angel Ring. He misses an attack so his XP gain is down, but it's still enough for his first promoted level.
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And even more Defense. Compare this stat screen to Robin's just above - Robin has 1 more Power, 3 more Speed, 3 more Magic Defense, and 5 more Skill. The only stat Cleive has on Robin is 6 more Luck, but who cares about that.
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Cleive hands off the Angel Ring to Luka at the start of the third turn. Luka gets a full level from the kill. Knights get a bit more of an XP bonus than other second-tier units, probably because they're not expected to get as many kills while mainly playing the role of a wall.
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Where Force is a classic wall, Luka is actually more well-rounded with that extra Speed.
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We came from the left, so forward is now up.
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No battle on the next screen; keep going up.
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Ten vanilla skeletons, no real challenge here. Even our weakest units only take a couple points of damage from them now.
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After Gray softens up the first target, Luka grabs another kill.
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He ends up with even more Speed. Luka's actually a better unit than Cliff now, at least against physical attackers.
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The player phase of the first turn ends with a simple line, against which the skeletons crash in the enemy phase, with little effect.
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Claire and Silk are just as overpowered in this battle, racking up a few counter-kills.
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Claire finishes off one skeleton to start the second turn. Cliff gets another one after Robin softened it up.
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Cliff gets some more Speed, but he either needs some Power soon or a better weapon than the Bolt Sword.
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The rest of the skeletons fall before the end of the second turn.
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After the battle, we're left in a room with two ways to progress. Let's head up first.
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Treasure! Also, there's a trap here. See that dark tile in front of the treasure chest, that looks like it's just decorative? Let's flash back to a certain similar feature that Celica saw recently:
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That was the teleporter in Dolk's Fort that took Celica and company into the Lost Woods. The dark tile here in the treasure room is also a teleporter.
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It leads back to the entrance to the basement. The battles remain cleared, though, so all it really costs you is a couple of minutes walking back.
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Approach the chest from the left or right instead to open it and receive the most over-powered combat item in the game. (The Angel Ring is the most over-powered item overall, but doesn't directly help combat ability all that much.) The Quick Ring not only sets the user's Speed to 40, it also grants +5 Movement. So, guaranteed double attacks and a huge mobile range. It also has the usual +5 HP per turn for the holder that every ring has. I put the ring on Force for now (his Speed goes from 6 to 40, and Movement from 4 to 9) which transforms him from a movable wall to some kind of mega-death tank.
Really, though, this item makes Dyute completely broken as she'd be able to double-attack with Ragnarok with ease. Two successive shots with a 51 Magic Attack can take out pretty much anyone short of the final boss, and she'll have 10 Movement to reach most of the battlefield instantly as well.
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Headed back to the previous room, we go left this time for the last battle in the shrine.
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A single shaman. This one summons zombies so isn't really worth grinding. I do pick up a few levels for units at 90+ XP:
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Silk gets yet more Speed and another new spell. Dear is a 'turn undead' type of spell - at a cost of 14 HP, it'll straight-out remove some number of enemy monsters from the map entirely. They don't count as kills, so the XP is just gone, but can be useful if you're stuck in a jam.
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Robin picks up more Defense. It's been a very Defense- and Speed-heavy day today. Not that I'm complaining.
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Claire gets a great level by killing the shaman to end the battle.
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The battle leaves Alm in a room with nothing but more stairs headed down, so let's take them.
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The sub-basement has yet more stairs, plus a couple of suspicious-looking waterways. First, let's head down the stairs again.
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No tricks this time, just treasure. The Magic Shield doesn't directly modify your stats, but instead sets your magic evasion to 90%. Put this item on an otherwise strong unit with terrible Magic Defense - like Luka - and they won't have to worry about getting ganged up on by mages anymore.
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The waterway, as usual, has a trick to it - it can only be entered from below the second tile. From here, we'll take the top path first.
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There's a great treasure right in front of us - the Holy Bow does exactly what you would think, with triple Might against monsters (as well as flying units) and healing the user for 5 HP each turn. Perhaps more important are its base stats - in addition to 5 Might, it has 100% Hit Rate, 10% Crit Rate, and 0 Weight, making it by far the best and most reliable bow available even against non-monsters. Python greedily grabs this upgrade.
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Taking the lower path, there's a promise of more treasure ahead....
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Two treasures actually, with a sign posted out front:
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Looks like you guys have a decision to make.
Silver Shield: +7 Defense
Holy Shield: +13 Defense against monsters only, +5 HP per turn for the holder
Next time:
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It's back to Celica as she charges Doma's Gate.