Part 30: In the Hall of the Wicked King
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*: Unlike the other stations we've visited, there are two staircases down here.
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The western one takes us to a well lit platform...
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...while the eastern one plunges us into darkness.
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There's no way to tell which one will take us towards the Diet Building, so we might as well start with the eastern one. We run into fights with Loki, Quetzacoatl and Shiki-Ouji down here.
A few Cubes around the area get us a Muscle Drink, a Bead, a Medicine, and an encouter with four Loa. The Blessed Fan actually takes a couple of them out! They drop an Attack Mirror.
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Both sets of stairs leading to the eastward tunnels are blocked off, so we retrace our steps towards the first lit platform. Boy am I glad I decided to look at this side first!
On the way back, Horus levels up through Watchful; he learns Mediarama, replacing Liftoma, and Mana Gain transforms into Mana Surge (+30% max MP).
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*: As usual, there are two tunnels leading westward. I choose the northern one. Here's to hoping we get the dead end with loot first!
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A dead end with a spirit, I'll take it.
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*: Shige pretty much goes through all your allies one by one; I suspect the developers didn't want to make a demon selection interface just for this one guy. I'll spare you the repetition.
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*: We return to the platform and take the southwest tunnel this time. We run into an obnoxious amount of five-Quetzacoatl groups; let's just say it helps to have three allies immune to physical damage and Death effects. Wu Kong learns Hassohappa, a group-targeting physical attack that scales off HP. I let it replace Sukukaja, since Black Rider has us covered there.
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*: This is in fact a Large Terminal, and we head to Ikebukuro to heal up, register, and shop. Asakusa isn't a safe place anymore, and we used up a bunch of Mazio Stones against the Quetzacoatl hordes, so I figure it won't hurt to stock up on attack items again before we head to the Labyrinth. We had nine Tickets to begin with and we spend enough to get eleven more; picking the white box twice earns us Strength and Vitality Incense!
That should be preparation enough; we drop a save and warp to the Labyrinth. We could use the shortcut to the third Kalpa, but I want to hear what Kamala has to say now that Dante's the only Fiend left.
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*: As we cross the Third Kalpa to reach the remaining pedestals, it occurs to me to visit the last Luck door we couldn't open before... and it opens! We have 22 base Luck at this time, so the break point is probably at 20. Behind we find a Burial Chamber for Ongyo-ki, Mara, and Black Frost. There are also Chests containing Strength Incense and a Great Chakra. And that's all for the northern branch!
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quote:
Lv47 Deity Atavaka
Originally a child-eating demon of Buddhist legend, he was personally enlightened by the Buddha and mended his ways. He then became a vassal of Bishamonten, the war god leading the Four Heavenly Kings. I'm not quite sure why he's wearing his own head as a hat.
*: We've used up a fair bit of Gogmagog and Titania's MP getting down here, so I ask Dr. Dark for a 5k full heal.
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*: Yeah, dude's hiking up his rates. We could afford it, but I think we'll be fine at the moment.
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quote:
Lv45 Kishin Mikazuchi
In Shinto logend, Take-Mikazuchi was one of the gods the heavenly deities sent to the earth when they decided to take it over. Okuninushi, the ruler of Izumo province, surrendered to him, but his son Take-Minakata didn't want to let his home go so easily. Long story short, Minakata and Mikazuchi had the first sumo match ever, Mikazuchi won, and then he crushed and tore off Minakata's arms because being gracious in victory is for wimps, right?
*: I'm a little surprised to see new demons down here, but the Kalpas actually scale with your level somewhat and tougher opponents start appearing as you grow stronger. I'm sure this is to make it harder if you decide to wait until the endgame and clear the Labyrinth all at once.
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Pale Rider, Mother Harlot, Trumpeter. Majesty, Beauty, Godliness.
And Sovereignty is mine to keep.
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Oh crap.
Well. He did say it would be EXTREMELY dangerous.
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*: We have an opportunity to go left. We don't take it.
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The color scheme feels like less immediately gross and unpleasant than the third Kalpa's, but it does kinda feel like someone set a bunch of fires in the first Kalpa and didn't mind the smoke damage.
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Ah, okay, we're back to looking pretty gross.
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We have more choices here, but I'm gonna keep going as far right as I can.
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quote:
Lv55 Holy Chimera
The Chimera is a hybrid creature of Greek myth, being usually described as a fire-breathing lion with a goat's head growing out of its back and a snake for a tail, though the exact configuration varies. It was killed by the hero Bellerophon, firing arrows from atop the winged horse Pegasus.
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No pain, no gain. Let's go.
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Hell's Vault, eh?
*: Trying to use the automap button returns a "It can't be used here." message. Whuh oh.
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Teleporters, and no automap. Glorious.
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quote:
Lv63 Raptor Gurr
In Sri Lankan Buddhism, Gurr is an evil, carnivorous eagle demon; he might actually be a dig at rival Hindu god Garuda, who is also an eagle, but also far less of a douche.
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quote:
Lv63 Haunt Rakshasa
In Hindu and Buddhist lore, the Rakshasa are a race of humanoid creatures, usually quite evil but not always; it is said they enjoy the taste of human flesh, and like to desecrate graves, possess people, and generally make dangerous nuisances of themselves.
*: In addition to these new guys, we keep running into lesser Haunts like Pisaca, Legion and Yaka, so the Blessed Fan keeps coming in handy. Zed levels up, masters Satan and learns its final skill, Deadly Fury, a group-hitting physical attack with a high critical chance. We replace Xeros-Beat with it; it has served us well for a long time, but it was really time for an upgrade. Next on the list will probably be Miasma, so we can upgrade Shock to Glacial Blast. It should also tip our alignment to Dark so we can open that one door in the third Kalpa.
Aaanyway. The aforementioned teleporter sends us to a room with four dead ends and a Chest containing a Bead of Life. Going to the western dead end warps us to a room that looks a lot like the entrance to the Twelve Meters of Eternity...
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Ah.
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*: This'll require further exploration for sure, but I'm curious about that ladder here.
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*: Apart from small room with a Tetraja Rock and a locked gate, there's nothing else down here. We gotta hit the Twelve Meters again.
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Welp, here goes nothing.
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*: Hell's Hall, this time. We can't use our map again.
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Oh balls.
*: We use a Repulse Bell right away, and start heading east. This area seems pretty huge! The first door we encounter looks like it would take us to the Twelve Meters again, so we turn back and keep exploring.
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Great, I'll add it to the pile.
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*: Restoring our HP in here is a silly proposition, but we could use a MP refill if the leader of this place is close by.
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The other doors here so far have been the same blue swirly type that we first saw in the third Kalpa, but this one is the red pulsating type. Hmm!
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Wicked King's Hall. Welp!
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> Will you enter?
It's that or walking back through that awful place. We go forward.
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quote:
Tyrant Beelzebub
Originally Beelzebub was a major Philistine god, whose name meant "lord of heaven", but he was demonized by Israelites, and they changed his name to "lord of the flies", which as I understand it had a very similar spelling or pronunciation. He was later recycled by demonologists, who made him into a Prince of Hell who used to be a Cherubim before the Fall; he is the master of all false gods, and presides over either pride or gluttony. Seeing his gut here, I'd say we're mostly talking about the latter.
*: The first obstacle to whittling down Beelzebub's 16000 HP is that he reflects Expel and Death, nullifies ailments, and resists everything else except fire. The second obstacle, of course, is that he fights back. His signature move is Death Flies, which instantly kills all opponents who are not immune to Death effects and inflicts a fair chunk of Almighty damage to everyone else. He also knows Dekaja, Dekunda, Mazionga, Mazanma, Maziodyne, Mazandyne, Megidolaon, and Focus. Fortunately, he doesn't have Beast Eye or Dragon Eye, and he only has his basic attack to spend the Focus buff on (though he's level 95 with 30 Strength, so it'll still hurt a fair bit).
Zed's Focused up Divine Shot is strong enough that it still contributed non-insignificant damage through Beelzebub's physical resistance, but Dionysus's Agidyne and White Rider's Fire Boosted Prominence did most of the heavy lifting, especially when the latter hit twice for around 700 damage total. Besides, using Fog Breath often was essential, as B-bub's Agility is so high that even Prominence has a big chance to miss, and if your healer doesn't get a turn on account of a miss then you might be in big trouble. Makakaja and Tarukaja are nice while they last, but even when they don't last, an icon spent on Dekaja is not an icon spent removing Fog Breath or calling Death Flies.
I think I could have been done a little faster and spent fewer MP items if I hadn't been so afraid of a Focused attack that I thought I had to keep Tetrakarn up so much, but otherwise I'd say the battle went about as smoothly as it could.
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*: There's another door on the other side of this Hall.
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Oh-ho!
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Of course.
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Not too shabby! But this doesn't seem to get us any closer to the next Kalpa. The key we're looking for must be somewhere else.
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Oh hey, the horrible smog is gone. Excellent.
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*: We make it back to the Twelve Meters without further incident. Let's see if other K phases would take us to interesting places.
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1/8th waxing sends us to The Road to Hell. It's a simple descending hallway that looks like it will return us to the Twelve Meters, but...
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Hmm.
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Yup, that was a hidden passage.
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*: The only other available path leads to a Deathstone, and...
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...another hidden path. There's only a Burial Chamber behind, for Aciel, Skadi and Albion, so we return to the Twelve Meters. Half K takes us to Hell's Vault again, but we can take a different path. We faff around a bit, finding a Great Chakra and an Attack Mirror, until we're teleported to a room with an actual door... which takes us back to the entrance. Alright, I've had enough of this for now, let's give the Twelve Meters one more go.
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2/8th waning takes us to Hell's Maze.
Is that a Manikin?
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*: We have two doors from here. Let's go east first.
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We can't go back, but here are two more doors. If we had our automap this would probably be trivial, but I'll just have to draw my own at some point.
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Music: Manekata
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*: We actually run into some Manikin random encounters here too. Strange!
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*: At any rate, we enter the nearby vortex to get the heck out of here. It does return us to the Twelve Meters, but this time we turn back and return towards the Kalpa's entrance; we did pass a number of "left turns" on our way, and maybe they're less EXTREMELY dangerous now that Beelzebub is gone.
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*: We run into Dr. Dark again up here, but we pass.
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*: This Broker is selling a level 60 Mothman with all Ma-dyne spells, Mahamaon, Mamudoon, Megidolaon and Mana Refill, which isn't too shabby if you want to fuse some of those onto something else, since you can find another Wilder and make an Element out of them, and combine it with another Element to make a Mitama.
A Chest in the same room contains a Soma. While we're waiting for full K, Black Rider learns Mana Drain, which will be super helpful, as his skills that make him effective in random battles are very expensive.
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*: Ooh, right, I forgot about that. If your Agility is at least 15, you get a bit of a maneuverability boost, and I think you need a Strength of at least 15 to break some of the larger obstacles.
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*: Turning left at the very first intersection leads us to a wide hall with many doors. The first one has 25000 Macca behind, the second one another 25000, the third one is a Burial Chamber for Specter and Sakahagi, the fourth one...
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*: ...and the fifth one contains a Deathstone.
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I think this whole halllway would have been under the curse if we had come here without taking out Beelzebub first.
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*: We keep climbing out. I'm pretty sure I know where the key is, and I also realize I forgot something important. In the central room of Dante's first maze...
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*: Of course he starts at level 66. Black Frost lost his innate ailment reflection and his physical resistance is back to the standard 50%, but he does keep the rest of his immunities, and in fact the last three skills he learns are Void Mind, Void Curse and Void Nerve.
Now for the key. We climb further up to the Second Kalpa, and go see that one Efreet.
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*: Indeed, the corridor is back to normal, though the tough random encounters still occur.
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*: That was the Flauros at the entrance to the second Kalpa. He's still talking about the voice we heard the first time we came down here.
Anyway, we take the shortcut out of the Labyrinth and warp back to Yurakucho Tunnel.
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Hmm, Titan must be doing good work.
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*: Two Chests and two cubes. We pick the two Chests, earning us a Sapphire and a Great Chakra.
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> You obtained a Kimon Ball.
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*: The Cubes contain 10000 Macca as well as the Kimon Ball; if you pick the Ball you essentially get cheated out of a pick, since Shige'll give it to you no matter what.
If we talk to him again...
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*: So, yeah, don't lend Shige a demon you want to get back. Weak demons take longer to dig the tunnel though, so you don't want to cheap out. Besides, you can still get them back from the Compendium if you really gotta.
Next time: we find a bar, we find a graveyard, and we unravel the mysteries of the Kimon Ball!