Part 7: ... Go Often Awry

Welcome back. Last time on Last Scenario, the Pargon Republic officially declared war on the Northern Empire. After a brief trip back to Whitelake to visit Joanna, we headed back to Stonewall to receive our first mission for the war. Commander Tazar and Colonel Newick have instructed us to infiltrate a fortress known as Fort Walstein on the southern edge of the Imperial continent, where the Empire is apparently training beasts to fight for them. Our mission is to set the beasts free and force the Empire soldiers to handle them while we escape. We've gotten our supplies from the northern outpost near the Imperial continent, so now it's time to get on with our mission. Let's get to it.
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And we're thrust into battle with two Imperial Soldiers. These guys aren't anything special. They can stab us for about 4 damage and go down in one round of physical attacks if all of our characters hit.

Though in a bit of thematic consistency, human enemies are also capable of using spellcards. Imperial Soldiers have access to Lightning, which thankfully isn't as overkill as it is for us and does 9-10 damage per cast.


Also, here's our new Scan spellcard in action. A Scan casting shows us all of one enemy's stats, as well as the items and Hex tiles that they drop or have available for stealing. In addition, though Imperial Soldiers don't have any, Scan will also let us know of any weaknesses or resistances an enemy has to particular elements or attack types.

Anyway, we take the two grunts out pretty quickly.






And we're given control. We can talk to Selene and Jord here, but there isn't much of a point.




This little scene leads into another battle with three Imperial Soldiers, who go down about as quickly as the last two.





Well, our objective is to the south, but come on, this is an RPG and we have to explore everything. Let's see what's this way first.


Welp. I should probably point out that there are no random encounters in the fort, and the only way to get into a fight is to run into a group of soldiers like I just did here. But as you can see from all of the treasure chests nearby, it's usually worth it.

This time around the game throws an Imperial Sergeant into the mix. But aside from somewhat higher HP and attack power, these guys are basically the same as the grunts. The only exception is that they can also cast Cure to heal an ally for 50 HP or so, but that's fairly rare.



Afterwards, we loot the place. The Star Cape is our first mage armor, granting +5 VIT and +30 RES. Too bad both of those stats are useless right now. The Snow Powder is an attack item that casts Frostbite.




Further to the north is a dead end for the time being. The conspicuous switch to the right won't work without a key.


So let's head to the south of where we started and see what we can do about that.

There are a few locations where soldiers will pop in and force you into a battle. They're still not a problem.



Not every group of soldiers is guarding treasure though. The room to the southeast is empty.


The room to the southwest contains a sergeant capable of speech, which leads to another battle with an Imperial Sergeant and two grunts.


We get the key for defeating him.


The chests in the room contain some spellcards, as well. Noise we've seen for sale before (it cures Silence), but Vigor is new:

Crisis: Warmth (7MP): Cures Poison, Berserk, and Chaos for the entire party.
Stat changes: +2% max HP


Anyway, we head back to the switch and pull it, which opens the gate. A few soldiers drop in afterwards and we take them down without much trouble.












A little ways north of the gate is this bridge, which starts another brief scene.









It doesn't take us long to get down to the cages. Only a single group of soldiers stands in our way.


The game is nice enough to hand us a free Tent next to a save point here, in case we haven't gotten into the swing of buying them yet. I've already got two, but a free one is always nice.






And it's time for a miniboss fight. The dude in the back is an Imperial Elite and he's quite strong, but the game still plays the normal battle music for this fight.


Along with a regular stab that does about 12 damage, the Elite can use Heroic Strike to hit our entire party for around 9. He also has an impressive HP pool, and it takes at least six or seven rounds of Hilbert and Thorve using their spellcards to kill him. Once he's down, though, the grunts aren't any trouble.

As a reward, the Elite drops the first Key Tablet of the game. Key Tablets are the special items used to unlock characters' extra spellcard slots, and the number on the end tells us which: Key Tablet Is unlock the third slot, IIs unlock the fourth, and IIIs unlock the fifth. Each tablet can only be used on one character, though, so we'll need to find more if we want to unlock the third spellcard slot for our entire party. For now, Thorve's our best mage, so he gets this one.



























As Thorve pulls the switch, there's a brief fade to black, the cages open, and suddenly all of the beasts disappear from the screen. What this actually means, however, is that random battles are now active again. We'll be running into the beasts we just freed for the rest of the dungeon.

Before we head onward, though, we go back to the first room of cages and find a Fur Hat in one of them. The Fur Hat is a helmet that grants a paltry +7 VIT, which is worthless, but it has the added benefit of making its wearer completely immune to ice attacks. Hilbert puts it on.

As we're heading back we run into some of the beasts we freed. These are Tarantulas, capable of biting for 8 damage or using Venomous Bite to inflict 8 damage and Poison.



Back in the room with the main switch, there's a bit of minor treasure in one of the cages.

Imperial Soldiers will also appear in random battles here now, but they're still the same as before.




What? How on earth do you know that? Whatever. Puzzles!

Of course, we need to grab the treasure in the corner before we start closing the cages up. The Mystic Fan is an attack item that deals minor wind damage to all enemies.

We're also ambushed by a Giant Scorpion before we can get to puzzlin'. The Scorpion only ever shows up alone, but has a physical attack that does 12 damage, as well as an annoying technique called Nightmare that simultaneously poisons a target and puts it to sleep. Although sleeping characters lose their turns, poison will still damage them when their turn would have come around.


Anyway, each of the switches in this room will either open or close a few of the doors. I suck at these puzzles so I hit them at random until all of the cages are closed, which opens the way forward.





Another scene begins as we reach this small overpass.








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... oh god. Is he gonna--

--yyyyyep.


Holy shit.



Fade to black...
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Following the scene, we're dropped back at the south of the overpass. We can actually walk right back to the window if we want to, but there's no way to interact with it, so it looks like it's rescue time.




The staircase down brings us to an intersection, but the room to the west is empty.

Well, there are monsters I guess. Not two hours in and we've already hit some palette swaps. These guys are Dire Wolves, who are fairly weak but show up in groups. They only have a physical attack that does 4 damage.


The room to the east of the intersection, on the other hand, has a pretty kickass item inside. Gold Dust is the step up from Silver Dust, healing 200 HP to the entire party, which means it'll be a full party heal for a good while.


A save point greets us in the room south of the intersection. I bet you can guess what's next...

... oh. Guess not, because these guys show up first. These guys are Basilisks, who have a moderate amount of HP and deal about 10 damage with their regular attacks. They will also rarely use Terrible Gaze, which petrifies its target. Petrified characters cannot act in any way, and I was rather cocky last update and didn't buy any Softs, so we have no way of curing the status. Fortunately, status effects don't persist past the end of a battle.

Following the battle, Hilbert and Thorve swap their Lightning and Frostbite spellcards. There's no reason for this at all.

Right then, now it's time for what actually comes after a save point.
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BOSS FIGHT: Amphisbaena
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... what? That doesn't look anything like the sprite on the map.

Well, in any case, the Scan results remind me that I probably should have bought a Spark spellcard while we were back on the Republic island. We'll just have to make do, I guess. Since I have no method of stealing it, I should also explain that the Panacea the Amphisbaena carries is an item that heals all detrimental statuses on a character. Handy, but not a huge loss.


The Amphisbaena's resistance to ice means that Hilbert's opening P-Frost yields less than impressive results. I mainly did this to show that Last Scenario will inform you when you hit an enemy with an element that it resists: the game will show the damage in gray to indicate this.


I also did it to show off Amphisbaena's gimmick. As the game so kindly informs us here, Amphisbaena hates magic, and anytime it is hit with magic it will automatically counter by attempting to silence the caster.




But thanks to his Blue Ring, Thorve takes the counters in stride and will be spending the majority of this fight calling down the thunder on the boss.


Beyond its auto-counters, the Amphisbaena has a few attacks. Its most favored one is probably Neurotoxins, which inflicts a fair chunk of damage as well as the Amnesia status. Amnesiac characters start emitting weird blue circles from their heads, as you can see. I don't care that Matilda has Amnesia because she's not casting magic anyway, but you should make sure to bring a few Mementos in case Thorve gets hit with it.


The Amphisbaena is also fond of using Double Head Attack to hit the entire party for 15 damage or so.

But apart from those two attacks, the Amphisbaena only has a physical attack for about 12 damage, which means it's not much of a threat. If you haven't sold the Blue Ring that Thorve starts with (and if you have, shame on you), all you really need to do to win this battle is to equip it to him and have him fire away with magic for the entire fight. Bring a few Mementos in case he gets hit with Amnesia and the boss won't last long.
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Apart from the new Bogdrin Hex tile, the Amphisbaena also drops a Keepsake, an accessory that prevents Amnesia. Personally, I prefer the Blue Ring if you're looking for status protection on a caster.
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Elsewhere...






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Fade to black...
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Fade to black...



















Fade to black...
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Welp, that went well. We're dumped back on the world map following the scene.



Normally I'd take some time here to explore the new area of the map, but there's literally nowhere we can go aside from back into the fort or this mountain pass to the east. So the pass it is.

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If we're low on supplies, Zodov here functions as an item shop with a standard selection. We don't need anything, though, so we move on.

As soon as we head off the north edge of the screen, we transition into another scene.
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God


It turns out Hilbert's done listening to her after that, as he gets up and walks away.





Fade to black...
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Next time: Okay, we've got a young boy who wants to become a hero, an ancient reawakening threat, a tragic past, a heroic destiny... what other cliches are we missing?