Part 9: Difficulty Spike

Welcome back. Last time on Last Scenario, we made our way through the Voldon Mountains to the coastal town of Lunei, where we rescued a strange elfin girl named Lorenza from Kingdom soldiers. Lorenza explained that she was a member of a tribe known as the Havali, and asked to come with us after the townspeople decided that her presence in the town would bring danger. So we took her with us as we returned to the Republic outpost, only to find a horrible sight: everyone in the base had been slaughtered. The only survivor was Selene, who, before dying herself, told us that Tazar had betrayed the Republic, and that the massacre was the work of one man: Felgorn, the hero of the Empire. Now our job is to return to Stonewall and report the attack to the Colonel. Let's get to it.

Following the events of the previous update, we're transported to the Stonewall Port. As you'll notice, though, Luther has decided not to return home and is instead going to be hanging around the port for awhile.


Not only that, but if we talk to him he'll happily take us back to Lunei, the northern Republic outpost, or Farin Island. It's quite convenient, but doesn't this guy have a job, or a family, or something? You'd think he'd have better things to do than ferry us around after that first ride.

Anyway, before we go anywhere, we're going to make a quick stop back at the northern outpost. There are a few things we can pick up here following the attack.

First up is a treasure chest hidden behind the tree on the right side. We actually could have picked this up the first time we were here, and in fact we probably should have, because the Eagle Wings are an accessory that grants the wearer complete immunity to earth damage. That would've been nice to have about a half-hour ago.

The item we did have to wait for was this chest in the supply room, which was previously blocked by the item shopkeeper. Following the attack, he'll no longer be in the way and we're free to loot this Key Tablet. This one goes to Lorenza.
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Once we're back in Stonewall, I also make a quick stop by the weapon shop to buy Matilda a Steel Pike. Unlike VIT and RES, STR's effects are not percentage-based, so weapon upgrades are actually useful throughout the game. This one isn't that big of a boost, but every bit helps.

Heading to the northern part of the city triggers a scene.
















Fade to black...
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Yeah, seriously, have some fucking empathy, dude. In all honestly Newick seems awfully calm despite having just lost a major base and quite a few soldiers. I suppose he's had some time to digest the information, but still, not even a hint of disappointment?

Elsewhere...
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Our viewpoint suddenly shifts to somewhere new.











Back with Hilbert...
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Hilbert is now alone. Welp, guess there's nothing to do except head back to Matilda's house.

We run into a familiar face on our way there, though.




Following that, we head to Matilda's house, but she doesn't appear to be home.




And back to the army headquarters we go. This door leads to Newick's office.


Fade to black...
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Okay now I'm pretty sure you're just being sociopathic. First you don't bat an eye at the loss of the soldiers at the northern outpost, and now you're going to force an untrained soldier into a mission he may not be ready for, and you're fully willing to just let him die if that turns out to be the case? What the fuck?






Fade to black...
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Fade to black...
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Following the scene, we have a chance to stock up on supplies. It's highly recommended at this point that you pick up several Tents, as well as some Brown Herbs and Silver Dusts if you're low on them. We won't be coming back here for a while.

Once we're ready for our mission, we can find Thorve at the port.






Fade to black...
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Wha-... Were you not just complaining about taking someone with virtually no field experience on this mission, Matilda? Lorenza has literally none.





















Fade to black...
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Fade to black...
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And it's time for another dungeon. I guess you could techincally call this a sewer level? It's a water-themed dungeon that leads into a city, does it count if it doesn't actually look like a sewer?


Well, as seems to be the norm with dungeons in this game, we run into a random battle only a few steps from the entrance. First up are a Will o' the Wisp (highlighted because it looks like it could be part of the background) and a Kelpie. Will o' the Wisps are gimmick monsters with abysmal HP and evasion rates through the fucking roof. Pretty much any attack, physical or magical, will take these guys out in a single hit, but they'll dodge almost any physical attack you throw at them, so magic is the way to go. If you leave them alive, they'll harass you with spells like Lightning and Spark for 30 damage or so.


Kelpies are more annoying, with high HP and a technique called Goodnight Kick that deals ~10 damage and puts the target to sleep, and another called Wall of Water that hits the entire party for about 20 damage. However, they're also weak to lightning, which means Thorve gets to start doing what he'll be doing for most of this dungeon: striking weaknesses with the Thunderball we stole last update. Since this area is water-themed, pretty much every enemy in this area has a lightning weakness. So we'll be seeing a lot of red damage numbers, which indicate when you hit one.

There's also a chest with a Blue Coral in the first room. The Blue Coral deals a small amount of water damage to all enemies, which means it's going to be completely useless in this area.



As we head downstairs we run into some Flying Fish. Flying Fish are little more than nuisances, with only a weak regular attack and not-so-great HP, but they always show up in groups of three or four. I generally just hit Auto on these guys.

We also get a glimpse of this area's gimmick. As you can see, there's a staircase in this area that will allow us to head onward, but it's underwater and Hilbert can't swim. So we'll need to do something about the water level.




But this is a video game, so there's always a convenient switch nearby.



There's a fork in the area previously covered by water, with one path leading to this small treasure room.



It's not a bad haul. The Epiphany spellcard is probably the most interesting of the lot. I never found its regular spell all that useful, but it's one of the few spellcards that is a viable choice for the entire game, because no item or other spellcard can replicate its Crisis ability:

Crisis: Resurrection (9MP): Revives all KO'd party members with a small amount of HP.
Stat changes: -2% max HP, +3% INT
I stick the card on Matilda. She's never going to have a use for Epiphany, but her high HP will probably leave her the last one alive in a desperate situation. Let's just hope her Crisis bar will be full if that happens.



We soon run into some more water level shenanigans. This time around we want to head north, but the bridge is sitting on the floor.



But of course the switch to refill the area is right next door, and pulling it causes the bridge to float up to our level. Despite its appearance, the water level manipulation in this area isn't really a puzzle. We never have to deduce the correct water level to advance; it's more of a "hit roadblock, find switch" sort of game.

The next room is the central area of the dungeon. We have to head to the northeast, but we'll have to do some more water level lowering to get there.




The next switch is, once again, not far away. This time around, though, the switch doesn't completely drain the area.


Instead, we need to head back up to the central area, where the western side of the room is now accessible.



As we continue towards the next switch, we finally run into a new enemy, and probably this dungeon's most annoying: Fungures. Their physical attack is nothing to write home about, but they're status specialists: they have techniques called Noxious Cloud and Smog which poison and blind the entire party, respectively. Honestly I don't see the point in fighting these guys most of the time, since their abilities will make the battle drag on forever unless you want to blow a bunch of MP on them. I usually just run away.



We find the final switch at the end of the path, which completely drains the dungeon. Interestingly enough, do you see how the upper-right corner of this "island" is missing a piece of its border? You can actually walk right off of it and travel around the drained area, but there's nothing there. Makes me wonder if it was intentional.

Now that the central area has been completely drained, we can continue on to the end of this dungeon, but there's a few things we should probably pick up first, like this chest here.



First, we head to the room with the floating bridge and head down the ladder to find another treasure room.



This treasure room's loot is much less thrilling than the last one. The Broad-Rimmed Hat will allow most of our party to gain a +2 VIT bonus over the Feathered Hats they're currently wearing. Yippee. The Life Capsule's not bad though: it permanently increases max HP by 10. I was planning to give this to Lorenza, and then completely forgot about it until after I was done recording.


We find some Undines as we're heading back to the central area, and y'know, I just somehow get the impression that this is one of the enemy sprites that SCF took from RPGMaker instead of drawing himself. Undines aren't too bad: they have a physical attack for about 10 damage and a technique called Water Pistol that does roughly the same. They can also buff themselves with a technique called Spirit of Water, which I think increases their INT. The only effect I could discern from it was that it made Water Pistol do 13 damage instead of 10.



We can also reach this previously-underwater chest by heading to the path that led to the first water-lowering switch and taking the ladder. This Key Tablet goes to Hilbert, and he equips the second P-Shield copy I just picked up.


Now then, it's time for us to move on. There's another switch along the path, but there's no need to pull it as I believe it simply resets the dungeon.


The screen starts shaking violently as we cross the bridge in the next room. We all know what this means!
BOSS FIGHT: Marid King
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This time around Thorve and Matilda don't even bother commenting on the approaching threat; a boss battle just starts out of nowhere. This motherfucker is the Marid King, and he is a boss that most people who have played this game are intimately familiar with. Why?

Because he is a massive jump in difficulty from the bosses that came before him, and if you're not prepared for him, there's no way to get back to the Republic and stock up on supplies. You can't grind, either, because while you may gain more levels, if you run out of Tents you'll have to come into this fight at less than full strength, which is even worse. So if you're not ready, your only real choice is to throw yourself at this guy over and over and hope you get lucky enough to win.

The Marid King is the first boss in awhile with a weakness we actually have an opportunity to exploit, so of course the first thing he does is mitigate that weakness by casting M-Shield on himself. Thorve's Thunderball isn't affected by this, thankfully, but Lightning does more damage to the Marid King even when the M-Shield is up.

Anyway, priority #1 in this fight is to keep everyone alive, because the moment someone goes down, you'll spend the rest of the fight reviving them and then immediately having someone else die. That means Shields on our squishier party members. I've got a P-Shield on Thorve and an M-Shield on Lorenza here, but it doesn't matter much which flavor you use, since the Marid King has both powerful physical and magical attacks.

Case in point: the Marid King's regular attack takes off more than half of Lorenza's HP if she's not P-Shielded.


The Marid King also has a nasty habit of countering most attacks made against him with Freezing Sword, which deals a good chunk of damage and inflicts Slow. Slowed characters glow white, which is confusing as all hell because characters also glow white while you're selecting a command for them. For most of our party the drop in SPD doesn't matter, though, because the Marid King was moving before them anyway. Only Hilbert is faster.


But in an incredibly annoying turn of events, although Hilbert is immune to Freezing Sword's damage thanks to his Fur Hat, the move still somehow gets to inflict Slow on him. Goddamn it


It also takes me seven tries to succesfully steal from him. In all honesty I'm not sure why I bothered, because the Marid Scepter is a weapon for Lorenza, and who gives a shit about what weapon Lorenza is wielding? I guess we can get some cash out of this at least.

Despite all of the bitching I just did above, it turns out I got very, very lucky with this fight. The Marid King has two deadly moves that he didn't use once against me: Tsunami, which does 30 damage to the entire party, and Whirlpool, which hits one character for 50 damage and inflicts both Chaos and Enfeeble simultaneously. Whirlpool is the really dangerous one, since in a fight as difficult as this the last thing you need is for your party members to waste their turns attacking their own allies. But fortunately I didn't see it, and in the end I manage to take the King down on my first try.
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If there's one thing this game and Exit Fate have taught me, it's that SCF has a thing for giving the player one or two completely absurd healing items really early in the game. The Purple Herb is the highest class of herb, restoring 1500 HP to a character. That's roughly 20 times Lorenza's max HP at the moment. We also get the new Ectoplasm Hex tile out of the deal.
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As with the Earth Golem, following the fight there's no acknowledgement by our characters of anything that just happened. We just continue on up the ladder...

... and into the city.
Music: None

Oh god did we fuck this up already?





... and so you figured it'd be a swell idea to just leave the passageway open so that said monster could come in and terrorize the city whenever it wanted? Christ.

Oh go fuck yourself. I might've been lucky with that boss fight, but I have to wonder how many players pretty much wanted to strangle this dude right here.

Anyway, we've got a mission. It's time to get to it.
Next time: Who's this high-placed informant that Tazar's found, anyway?