Part 32: The Next Target

Welcome back. Last time on Last Scenario, we went all Mission Impossible and infiltrated the Kingdom's secret biorite research facility. And true to form, our sojourn into the facility ended with us blowing it up. The loss of their facility is sure to be a setback for the Kingdom, but for the time being it also leaves us without a clear next move. What else can we do to hamper the Kingdom and prevent the Awakening? It's time to find out.
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We begin this update in Gleston's inn. You know, I'd think that hanging out in Kingdom territory is probably not the best idea right now, but whatever.











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All right, looks like we have our next objective. However, before we head back to the Geo-Science Station, there are three minor bits of business we can take care of. Two of them require us to head back into the Stygian Woods, and that's right next door, so might as well take care of those first.

The first thing we can do was pointed out by Stabbey_the_Clown. It turns out that after the first bridge, I didn't realize that we could walk down the riverbank here.



Following the path leads us to a hidden area with a couple of chests, one of which contains Light Ray's counterpart:

Crisis: Black Glow (1MP): Restores a moderate amount of MP to all allies except the caster.
Stat changes: +2% STR, -3% INT
Dark Ray's Crisis spell is a very nice thing to have around while dungeon-delving, as at our current level it restores about 65 MP when cast by Matilda (who's probably the best candidate due to how it works). It's not enough to be worth expending a Crisis bar during boss battles, but when we're walking around a dungeon it's pretty nice for topping up our party's MP without having to burn a Serpent item.

The other bit of business in this area involves us returning to the Biorite Facility. It's just a smoldering ruin now, but if we try to enter it...



And thus Tazar's fall from relevance ends with him becoming a Hex tile I'll probably never use due to its shitty reach. Tazar trades for ten Vitality Capsules, which is at least fairly decent, though not worth going crazy over.


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That's about all there is to do around Gleston at the moment. Our last bit of business takes us to, of all places, Nolan Vale.

That's because Nolan Vale is a secluded port town, and is thus Saraswati's new hangout. This location is actually fairly devious, as up to now Saraswati's always been found in or next to buildings, and this beach screen basically only existed as a place for Luther to sit, so with the Brunhild around the player is not very likely to investigate this area anymore. Oh well, we've found her, so let's play a game.



Okay what the fuck Saraswati. You were totally cool for like our first five meetings, what the hell happened to you? There's no need to give alcharagia any more ideas than he already has.

Well, in any case, Saraswati has no new tiles this time around, so our only reward for winning is to get creeped out a little more.



And that's quite enough of that. We head on over to the Geo-Science Station. The Station is located on an island in the middle of a river that cuts most of the Empire's continent in two, so we can actually just sail right up it to reach our destination.

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As before, we find Konrad on the eastern side of the station.



















There's no real indication which person in the station is Zachary, but we find him near the entrance.






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All right. We hop on the Brunhild and sail over two tiles of water to reach the western side of the Empire continent. We haven't really explored this place yet, but there's not really much to see. The area is basically just a maze of forest tiles with no real landmarks.

We find our destination fairly quickly, if only because it stands out rather starkly in an otherwise grassy area. We could have come here previously, but walking through the sand wouldn't have done anything. Now, however...


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And we're thrust into battle against two Kingdom Soldiers. These guys are the same as the ones at the Biorite Facility and go down almost immediately.




Way ahead of you on that one. We hit a second battle against two Kingdom Soldiers as we enter the building, which is just as easy as the first.

Wait, that was it? I'm with Matilda on this one--even if it is an outpost this is some pretty shitty security.



Okay, guess we have a bit more work to do then. The above shot shows pretty much the entirety of the building--our only way forward is downstairs.


There's quite an architecture change when we descend, though.





Ethan pops out as we open the door.


Fade to white...


Hang on a sec, doesn't Ethan have black hair?


Oh wow. Now I'm starting to see why Randolph said the biorite hadn't changed Ethan for the better.




Fade to white...



And with that, we begin the dungeon proper. This is a very earth-focused dungeon, so if you've got the Eagle Wings and a Gale spellcard, now would be a great time to equip them.



It's not long before we run into our first enemies, two Rockeaters. Rockeaters are fairly annoying but not too hard to deal with: they can attack us normally for about 50 damage, or use Earthquake to hit everyone for 75. What makes them annoying is that, like their little sister Earth Elementals, they will counter all physical attacks with Geo Counter for 130 earth damage. I don't actually have Hilbert or Matilda currently equipped with any attack spells, so they take a lot of damage from these guys, but nothing we can't handle.


Our first treasure for the dungeon is the White Gown, a pretty nice piece of mage armor. In addition to providing a prodigious amount of VIT and RES, the Gown also prevents chaos. Lorenza puts it on, replacing her Reflective Jacket.

On our way back to the door, we hit our next encounter. These are Vampire Bats, and they always show up in the formation of five that you see above. Vampire Bats are weak, with only a regular attack for 35 damage, but they're faster than everyone except Hilbert. Still, their HP is quite low, and like most of the enemies in this dungeon, they're weak to wind, so a single cast of Gale will take them all out.




We find the gimmick of this dungeon pretty quickly. The main room of the dungeon is filled with cracks.




If we head down the nearby stairs, we find out what they're for: the room below the one with the cracked floor is filled with raised platforms that are inaccessible normally. We need to head back upstairs and fall down the correct hole in order to land somewhere that will allow us to advance.


There are two sets of cracks on the upper floor that are actually useful. The first is the one in the southeast corner, which lands us on a small platform.

It leads to a small treasure room. The cracks on the side of the room are just there to give us a way out.



The chests contain some rather mundane items, though the one on the right holds one of the game's more hilarious (if rather useless) spellcards. Well, maybe the Crisis isn't so bad:

Crisis: Battle Fury (33MP): Temporarily raises the entire party's STR.
Stat changes: +2% STR, +1% SKL, +2% LCK

On our way back upstairs, we find this dungeon's final enemy set: Phobos and Deimos. Unsurprisingly, these guys always show up together, and they specialize in causing a bunch of status effects. Phobos, on the left, has a 100-damage physical attack and the signature move Cower In Fear, which targets our entire party. It's very inaccurate, but if it hits someone, they'll be hit with 20 damage along with slow, silence, and amnesia. Deimos can ram people for around 110 damage, inflict amnesia with Mental Smash, or use Dreadful Scream to petrify a character along with doing 75 damage. They both have a fair bit of HP, but they're not too much trouble.


Next up, we return to the room with the cracked floor and fall down the holes in the northeast corner, which lands us on the other raised platform and allows us to continue on.



The next room contains a bunch of cracks that we have to avoid. Falling down any of these will land us back in the previous room.



And in the room beyond we find the requisite pre-boss save point. As you can see, this dungeon is pretty short.


In the corner of the room we find a small staircase. This just leads to a path that will allow us to leave the dungeon, but there's a chest as well. The Frozen Staff is a weapon for Lorenza that, you guessed it, deals ice damage. But it only has 2 more STR than the Vizier Staff and doesn't have any INT bonus, so Lorenza's going to stick with what she's got for now.

Now then, let's go check out this seal.

As we enter the room, Hilbert automatically begins walking forward and--
BOSS FIGHT: Erdgeist
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--WHAM! Boss fight out of fucking nowhere. There's not even a screen shake or dialogue or anything; Hilbert just steps forward and the game suddenly decides it's boss time.

Like most of the enemies in this dungeon, Erdgeist is very earth-focused and weak to wind. In addition to its high VIT, it also has a gimmick that makes using physical attacks on it a real pain in the ass.

See, whenever Erdgeist is hit with a physical attack, it will automatically respond with Burrow. This doesn't do any damage to us, but...

... once Erdgeist has burrowed, all further physical attacks made against it during the same round will do 0 damage. This makes it very difficult to use Matilda to her full potential in this fight, because by the time her turn comes around someone else has likely used a physical attack. Still, that just means Erdgeist is a very defensive boss, surely its attacks aren't that--


what

Okay, this isn't actually as bad as it looks. Erdgeist's technique Massive Blow is designed, as you can see, to straight-up murder a party member. But while it usually opens the fight with this, I never saw it use Massive Blow again. And fortunately, none of its other moves do anywhere near as much damage.



Still, its other moves aren't entirely negligible. Erdgeist's second technique doesn't have a name displayed, but it involves it dropping a bunch of low-res rocks on our party's heads. This is actually an eight (!) hit combo for around 100 damage a hit, but usually one or two of the rocks end up missing.


In addition to dropping rocks on us, Erdgeist is also quite happy to unleash the power of the rocks under our feet with Crevice. We have enough HP at this point that it isn't too bad, though.


And lastly, Erdgeist's regular attack is stronger than those of the regular enemies we've seen here, but it's still a three-shot even on Lorenza. We can handle it.

Erdgeist's steal is another Landslide card, but even though we've got one already, I'd still recommend grabbing it. They're not buyable yet and having a second source of Guardian can be extremely helpful.

Anyway, Erdgeist's burrowing means we need to plan a little more when it comes to who's going to attack with what, but in the end its offense isn't really that threatening unless it randomly decides to fuck someone up with Massive Blow, which is rare. Its gimmick slows things down a bit, but it still falls in the end.
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Winning the battle lands us the new Maneater Hex tile and the Earth Armor. Unfortunately this isn't as good as it sounds, because with a name like Earth Armor one would expect some kind of elemental resistance or immunity. Instead all you get is a lot of VIT.
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Following the battle, we get a view of the seal, which looks like a save point but transitions through all the colors of the rainbow.


Fade to white...























Fade to white...





Randolph, you are the best party member.





Next time: Has Randolph really forgiven Thorve for what happened to his son?