Part 36: Insane Crackpot Theory

Welcome back. Last time on Last Scenario, our party was separated in the caverns near Entalar, and we spent some time switching perspectives as each of our characters attempted to make their way to the city. Hilbert ran into Zawu, who decided to join us, expressing a desire to find Phantom. Randolph started telling Ethan the story of what happened to his son, only for Ethan to suddenly and inexplicably react with terror and demand him to stop. Matilda was nearly crushed by a collapsing cavern, but Thorve was able to extract her from the rubble. And Lorenza reached Entalar and sought asylum in the house of her aunt Lesalia, but Lesalia sold her out, and she was captured. There's still plenty more to this segment, so let's get to it.
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We begin this update controlling Matilda and Thorve, who seem to have made it to Entalar just after the events of the previous update.



Guess it's time to get moving then. Entalar is still the same for Matilda as it was for Lorenza, though in a neat touch, a number of the NPCs now have different dialogue, most of it very distrustful of us. The shops still work, but most of the shopkeepers will display reluctance before showing us their selection.


Anyway, the obvious move is to head to Lesalia's house, but it's completely empty. Guess we'll have to look elsewhere.


The next obvious location would be the castle, since that's probably where Lorenza would have been taken. Once we approach it, a scene will start.






Fade to black...

Uhhh, okay I guess? I mean, that passage supposedly leads to the prison and I guess it's not a bad place to look for a captive, but if Lorenza was being taken there, Matilda and Thorve probably would have seen her. Whatever.

As we head back through the city, however, it looks like a lot of guards have started gathering in our way. Another scene begins as we approach them.

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No, I'm pretty sure we got that pretty quickly.









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And it's battle time. We're up against four Havali Guards here. They're fairly fast (well, more like most of our party is just slow as hell), but their only attack is a regular one for about 75 damage. It takes a few turns to take all of them down, but we're never in any danger.




Oh for fuck's sake.









Fade to black...

Well, shit. Didn't we just corner ourselves by going this way? Oh, and just as an aside, you may also want to remove Ethan's spellcards and equipment here, just like with Lorenza.


Our only possible move is to head back to the castle, where another scene starts.






And it's another fight against four Havali Guards, which is even easier than the first, because we were able to use a Tent at the save point on the right side of the city to heal up beforehand.


Unfortunately, following the battle, it doesn't look like we'll be going anywhere.








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Elsewhere...
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Elsewhere...
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And we have control. The Entalar Prison is, unsurprisingly, a dungeon, though it's a pretty short one. Hilbert and Zawu pull the Elvish Bow and Crusader Sword out of the spacetime anomaly that is our inventory and we get moving.



The majority of the prison is made up of circular rooms with several cells around the edges.

Most of them are locked, but...


... a few of them are open, and most of the ones that are contain treasure. The Ceramic Coat is a fairly decent armor that grants lightning resistance to its wearer.

And as we're leaving the cell we run into an enemy that it'd probably be useful against. This fellow is the Tiahuanacu, and he'll occasionally show up with an identical buddy. Tiahuanacus have a couple of powerful lightning attacks: Static Field, which hits the entire party for about 200 damage, and Zap, which inflicts 255 damage and enfeeble on a single character. They also can attack regularly for about 95 damage, or use Crush to hit a single character with about 130 damage and... silence? Not what I'd expect from a technique with that name, but okay. These guys can actually be mildly threatening with our limited party, but they're still not too bad.



We continue on to the next floor, which is roughly identical to the first. As we enter we also find another new monster, the Warning Sign. Warning Signs are a bit odd and I have a sneaking suspicion that they may be bugged somehow. They mainly attack with Freezing Beam, which inflicts 275 ice damage and slow, and they also have a technique called Emergency Boost that appears to be some kind of buff, though I'm not certain on what. But what makes me think they're bugged is that there are often several rounds where the Warning Sign simply won't do anything at all. They actually have a fuckton of HP for a regular enemy and always show up alone, so it's quite noticeable. At least it makes them easier to defeat.

Interestingly, Warning Signs also give virtually no experience but a veritable hoard of gold. That's nice I guess.


There are a couple more open cells on the second floor. One of them contains a rather interesting spellcard:

Crisis: Launch (44MP): Sacrifices the caster to deal major damage to one enemy.
Stat changes: -2% VIT, +3% SKL, +3% LCK
In all honesty I've never really bothered with Throw, since weapons in this game are fairly rare if you don't want to blow a bunch of cash at a shop, and it doesn't really do enough damage to be worth it. Likewise, the mental image of Launch is hilarious (though sadly the game has no real animation for it), but the ~850 damage it deals at our current level isn't enough to justify killing the caster, especially considering the only sort of situation where you'd want that much damage is against a boss.


That's about all there is to see on the second floor. As we're making our way to the stairs we hit this area's last new enemy, the Patrol Engine. Patrol Engines have two fire-aligned moves: Fire Shell, which does about 155 damage to one party member, and Massive Attack, a decidedly non-massive attack that hits the entire party for just 50 damage. Like the Defensive Drone before them, Patrol Engines have a number of elemental immunities, but they're easy enough to take down just with regular attacks.



The third floor is the lowest of the set of circular rooms. Instead of another staircase down to the north, there's just an office of some sort.



The cell treasure for this floor is some powerful attack items. The Frost Shard and Magma Stone are the ultimate ice and fire attack items, respectively, casting not Iceblast and Fireball but their third-tier counterparts, Iceray and Inferno. Like the Meteor Shell, these babies can easily reach four-digit damage, making them highly valuable for difficult boss fights.


The south exit on the third floor leads not to another cell, but to a path that allows us to continue on.


Also, for some reason, when we enter the next room the fade-in is much slower than normal. I'm not really sure why this is--this room isn't particularly important. Probably just a typo in the effect's intended duration.

Anyway, this room is a crossroads of sorts, though the eastern path just leads to what appears to be a drain.



If we head south, we find a switch...


... which opens the door to the north. At this point I slap the Flame Amulet on Zawu and the Primal Ward on Hilbert for some major fire resistance. I'm sure we won't need this that much.


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BOSS FIGHT: Fire Dragon
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Oh well would you look at that, an incredibly fire-focused boss just happened to show up. That sure is lucky!

Though I have to admit the stat page kind of threw me for a loop. Something that huge has that little STR? Not exactly what I would have expected. It's also important to note that the Fire Dragon is actually resistant to ice, another trait that I didn't see coming. If you want to hit its weak point you'll need to bring a Waterfall card.


Anyway, to absolutely no one's surprise, the Fire Dragon is all about the flames. It opens the battle with what else but Fire Breath, which probably would have been rather threatening had I not come into this fight with the accessories I did. Incidentally, if you didn't find or sold the Flame Amulet for some reason, you can still make this fight much easier by going to Entalar's Hex post and trading in two Undines for two Undine's Charms, which grant fire resistance. It's not fire absorption, but it's something.


The Fire Dragon also often uses Flames of Fury on a single party member, which Zawu takes with a smile. This attack is slightly more of a threat since it also inflicts chaos, but Zawu is immune due to her White Gown, and if Hilbert gets hit, Zawu has a Treatment card, whose crisis will remove it.


The Fire Dragon does have a few attacks that aren't fire-aligned, but they're not the boss's strong point. Its regular attack is less powerful than the attacks of the regular enemies in this area.


The only other move the Dragon has access to is Dragon Claw, which moves so quickly I couldn't get a good shot of it. Its damage is rather worrying for Zawu, or at least it would be if half of the boss's techniques didn't heal her right back to full.

The Fire Dragon carries the Flaming Sphere, a gem for Thorve that deals fire damage instead of physical. Its steal rate is irritatingly low without the Thief Glove equipped, and I actually had to do this fight three times in order to grab it.

But it honestly wasn't too big of a deal, since with the accessories we have, this fight is a complete joke. The Fire Dragon's reliance on Fire Breath and Flames of Fury means that anyone with the Flame Amulet equipped is essentially unkillable, and if you still can't win with an advantage like that, I don't know what to tell you.
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Winning the battle nets us the Dragon Armor, a strong heavy armor that also grants +15 STR to its wearer. Not too shabby.
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Elsewhere...
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Ortas doesn't strike me as much of a creep, but this one line in particular makes me wince. Wanna back up a bit there?


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Fade to black...
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Really? You're going to end the scene there? Oh well. Although we've beaten the boss, we're not technically done with this dungeon yet. There are still a few more rooms, and random battles will still occur in them.

Oh, and since I know someone's going to ask, no, there's nothing in the alcove that the dragon was hiding in.




All that's left of the prison is a long set of stairs, and at the bottom...

... we find the person we're looking for.

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Next time: It's time for a history lesson.