Part 47: Power Struggle

Welcome back. Last time on Last Scenario, we returned to Stonewall to come up with a plan to deal with Castor's new airship. In the end it was Hilbert who had the best idea: to challenge Castor to a rematch on neutral ground, confident that his need to be the strongest would prevent him from refusing. The duel was set to take place on the Rosehart Bridge, and Castor did show up... but only to tell us that he would be accepting our challenge "in the near future," and to reveal to us what Tiamat had learned centuries ago: that humans and the Havali had common ancestors and had merely evolved apart in isolation. He left after summoning some beasts for us to take care of, meaning that our plan was a failure. But when we returned to Southbridge, a soldier told us that Randolph's men had found something, so it's time to head over there. Let's get to it.
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We ended last update in the middle of a conversation, so we should probably finish it and find out where we're headed.




The game is kind enough to offer us a free trip back to Serinal Port so that we don't have to run through the woods again. After that, it's time for some sailing.

As you can see from the minimap, our destination is in the southwest of the Empire, and you can also see Bergheim's house at the very edge of the screen. As with the Ancient Docks, we could have come to this part of the world map a long time ago, but the dungeon wouldn't have existed yet. Let's see what we've got here.


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We find Randolph's assistants outside the entrance.



Of course.



Because he's a Hex player with one of the better tile collections in the game. In addition to carrying the last regular enemy tile, the Centaur Knight, Hannily also has the Knight Specter tile and...

... Thorve. Wait, what? Why Thorve? Why not Randolph? Thorve trades for a couple of quirky accessories in two Spellcard Mods. Anyone wearing a Spellcard Mod has all of their MP costs doubled, but all of their magic is 1.5 times as effective. They're interesting, but this is one case where I think I'd rather keep the tile.

Now then, let's see what's in these ruins.

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Unlike the Ancient Docks, our party doesn't spend time oohing and aahing over the architecture this time around.



Also unlike the Ancient Docks (and most other dungeons, for that matter), Raka Mural doesn't have much in the way of a gimmick, which is a nice change. As we enter we're immediately confronted with two doorways and a staircase, but heading up the stairs just leads us to a closed door.


So instead we start making our way to the left doorway, but before we get there we run into a few Dire Spiders. In all honesty, most of the enemies in Raka Mural are pretty lame, and the Dire Spiders are no exception. They can bite us for about 275 damage or use Venomous Bite to deal 325 damage and inflict poison, but their HP is rather low and they go down quickly.



Behind the left door we find a Soul Elixir and a Soul Elixir in spellcard form:

Crisis: M-Restore (80MP): Cures all detrimental status effects for all allies.
Stat changes: -3% max HP, +4% max MP, +5% RES
Revive is probably one of the most useful spellcards in the game, because not only is it an incredibly powerful ability, but unlike its predecessor Revitalize, its item equivalents can't be bought. The ability to remove all status effects from the entire party with its crisis is just icing.

As we're leaving the room we find another new enemy, the Death Knight. Despite their imposing stature, Death Knights aren't much of a threat. Their only move is a regular attack for about 375 damage, and they're not too hard to kill.


Next, we head on over to the right-side door and encounter a Sphynx on the way there. Sphynxes are annoying but not too much trouble: they can whack us around for about 350 damage, and they also counter most physical attacks with Locust Curse, which inflicts 125 damage and blindness on its target. They'd probably be a lot more dangerous if we didn't have so many status immunities, as they love to cast Riddle, which deals a little over 500 damage and inflicts chaos on a party member. As it is, though, they're not too bad.
Sphynxes also carry a Divine Staff for the stealing, a weapon for Lorenza that retains the +15 INT bonus from her old Vizier Staff and also deals light damage instead of physical. It actually turns Lorenza into a semi-competent attacker for this dungeon, since pretty much everything in here is weak to it.




Anyway, we head through the door and pass by some out-of-reach treasures before finding a switch, which opens the closed doorway we saw upstairs.



And once we enter it, a scene begins.







Fade to black...


Following the scene, we continue onwards and end up in a room with a whole bunch of doors.

First order of business is to grab the treasures scattered about. Bahamut's Claw, despite its name, is a powerful sword for Zawu without any special properties.



We can also grab an interesting little spellcard behind the nearby door.

Crisis: Wrath (200MP): Deals non-elemental damage to one enemy proportional to the number of enemies the caster has killed throughout the game.
Stat changes: -5% max HP, +5% SPD, +5% DEX, +8% SKL
I have to admit that I'm rather intrigued by Wrath, but right now it's not too impressive. The Game Stats page lists us as having 1087 kills, but Wrath only deals 753 damage, which isn't worth blowing 200 MP. SCF, care to tell us what the formula is? I'm hoping it's exponential.




Finally, to the south of the many-doors room, we can grab the treasure chests we were unable to reach earlier, which contain a bunch of Capsules.


Now then, it's time for us to actually advance. On the right side of the room we find two closed doors and a switch, which opens the one on the left.


We make our way to it and get attacked by the final enemies of this dungeon: two Trapped Souls and an Ancient Idol. Of all of the lame enemies in this dungeon, Trapped Souls are the lamest. They die very quickly and only have two moves: a regular attack for 225 damage, or Freezing Sword, which deals 400 ice damage. Ancient Idols are also pretty lame but slightly more annoying: they can attack regularly for 300 damage, or use Speechless to infict 200 damage and silence to the entire party.



The pathway behind the door spits us out on a raised platform where the other closed door is.



The switch nearby opens it, and once we enter the next room, another scene begins.















Elsewhere...
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Castor literally sprints over to the soldier here. I'm not sure we've ever seen him so excited.

"... a bunch of switches. Why am I staring at this?"






Castor doesn't bother to reply; he just starts leaving the room and runs into Alison.





Fade to black...




Maybe it's just me, but this line strikes me as very un-Tiamat. It feels almost whiny, and Tiamat is anything but whiny.



Fortunately, she switches right back to her normal personality a moment later.


Back with Hilbert...
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Not too much further to go now.




The next room contains a bunch of descending staircases, and at the bottom we find a very strong spellcard:

Crisis: White Blaze (90MP): Restores a large amount of HP to both all allies and all enemies.
Stat changes: +5% max HP, -6% VIT
Not only is Holy one of the strongest single-target attacks in the game, but White Blaze is surprisingly not too bad of a panic button. At our current level, cast by Lorenza, it restores about 1200 HP to everyone on the field, and it's not too hard to remove another 1200 HP from an enemy. Especially since Holy can do over 2000 damage.



The next room contains a save point, but as we try to go through the door at the far end, the screen suddenly flashes red.

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BOSS FIGHT: Yad al-Jauza
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Fun fact: Yad al-Jauza is Arabic for "hand of the giant one." What does that have to do with this boss? Hell if I know.

Yad al-Jauza is a giant sack of HP, but much like the other enemies in this dungeon, he's rather lacking in the offense department. He also carries a Medic Kit for the stealing if you don't feel like trading away your Joanna tile.


Yad's first move is to use Life Leech to try to steal some HP from Lorenza, with less than impressive results. Granted, this is with Bastion up, but a 340-damage attack is far less than what we've come to expect from this game's bosses.


He also can use Eternal Slumber to put the entire party to sleep, though fortunately half of our party is immune. Even with Hilbert and Matilda asleep, we're still not in that much danger.


In addition to Life Leech, Yad can steal our MP with Mana Leech, but this is pretty much a waste of his turn. At this point in the game nobody is going to miss a paltry 29 MP.


He's also got Sheer Madness, which inflicts light damage and poison. Presumably it also can inflict berserk or chaos, but I'm not sure which since only Hilbert is vulnerable to those.


Really, the only vaguely dangerous thing Yad al-Jauza is capable of doing is attacking regularly. and even that isn't too worrying.


So most of this battle is simply spent blasting the boss into oblivion.

It doesn't take too long.
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At least we land ourselves another Key Tablet III for our trouble. This is our third, and it goes to Ethan. We also add to our collection of boss Hex tiles with the Riftgate.
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Fade to black...


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

Well, that was a giant waste of time. Guess we might as well head back to the ship.

But as we're leaving, we're accosted by... wait, what the hell is this guy doing here?

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Fade to black...

Welp, guess there's not much to do aside from getting back on the Brunhild. Once we do...

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Fade to black...
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Fade to black...
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Next time: Last Scenario decides it wants to be an action movie.