Part 19: Master Horkos


Well, we just had a (relatively) big ol' plot dump in that last scene. Let's see how the crew are doing!




















There is absolutely nothing new in the Lab this time, so we'll just move on outta here.



Dent, as always, just talks about sidequests but has nothing so... to Carina!


Thankfully, the instant we step outside of the first little room we see Horkos on the map. He's running towards those nearby stairs, huh?


We've literally just got here, so...





> Something fell from Horkos's body...




> You searched the spot where Horkos dropped something.







Sounds like a plan to me!





> Irving started working...
......
...
> A new function was added to your Demonica.









Believe it or not, from a couple random Forma we can make a new gun! It's... kind of terrible! Snipe is thoroughly okay, because it can't miss ever and deals Medium damage. It's easy to get the Miracle Gun at least - AT Carite x1, Brute Boards x1 (Momunofu), Snake Snout x1 (Nozuchi) - and that it took this long was a little bit amazing.


Back in Carina, let's try out this Phase Shifter! It has no use at all in Antlia or Bootes, that we've seen, so all we can do with this is chase Horkos.

This creates a whole new second map for part of the floor of Carina. Why yes, for the fully mapped record stuff you do need to get the entirety of the Phase Shift sanctums AND the base form all done before it counts.
Sanctums, plural, because this is Phase Shifter A. There's obviously gonna be more than one.

Fork in the path immediately. We'll go right for now, since that could lead to the stairs at the bottom and give us our bearings.

Or it could just give us a Mental Drink and absolutely nothing else.

Going back and following the newest part just leads back to normal Carina rather quickly.

Pretty quickly come to a cross intersection but it's kind of irrelevant.

Left and up from there just lead into each other and back to the centre. Right is progress, so...

There's more to the 2nd floor, of course, but we could honestly finish Carina REALLY quickly if we wanted to.

....Or maybe not. God dammit, Carina!

We'll start off by heading over here, then. It's one of like three places we CAN get to and there's a Forma here.

Granted, there is ONLY that one Forma here. But, hey, a fixed 2 DF Carite II isn't that bad. Hopefully.

The left-most door just leads to a single Strength Incense. This is kind of nice and useful because it's Strength.
Alas, it's let down as far as things are going to go here by being an Incense.

Just leaves this one path down at the bottom, I guess. Well, let's see where this leads then.

...Oh, a terminal? That's kind of useful, as always.
Around the corner, we--





> You can't hear the voice anymore...


This path is linear and comes to a dead-end. That we can already get through. What is the point of this...?

There's a turn in that linear path down here, don't worry. Ignoring that just leads to a bunch of Chakra Drops which is something, I guess.

Another hidden door that we can already open. Still don't know why this is here. It's redundant and pointless.

It gives us another Sanctum on the 3rd floor, which we can use.

Okay, going right last time we got this kind of break lead to a waste of time. So we'll go left!

Y'know, we have so many Beads. 2 more is nice but it's also just more for the pile.
We'll head up at that break in the path and follow the old dark rooms around back to where we found the terminal before.

There's nothing here but a Magic Mirror which is a useful item except not in the least. Being an item it goes first, and sets up a Reflect barrier on the entire party that affects a Fire/Ice/Wind/Elec/Expel/Curse spell. It only lasts for 1 turn, it can easily be ignored and skipped past, it has no effect on ailments, anything you would want to use it on has a fixed internal counter for if you try and do it...

Fortunately, the path that used to lead to a fixed Forma doesn't do that now. It leads to a path and... a terminal in the exact same spot as before? Huh.

Also there's a one-way door here. Well, shit.

Well, while we're here we might as well take advantage of this and check out the right-hand path. A few more Miracle Cores are never a bad thing and they're this path's version of the Beads, appropriately enough.

There's also a door here and a path leading back down, huh? We'll check this out in a minute but it occurs to me now that I haven't said anything about the Sanctum's fights, have I? Yeah, it has a few new demons.


For starters, Halphas turns up here sometimes. Hey Halphas, how's it goin'?
Sadly, Halphas is kind of boring. He's weak to being shot with normal bullets, he resists Expel and Curse and can cast Tarukaja and Rakukaja. No ailment resistances or weaknesses and his Source paradoxically gives Gun Boost which is neat and useful and is a skill that I'm going to abuse in at least one case with something else later.

Silky is honestly even more boring than Halphas. Everything you can see here is all you need to know. Her Source does give Recovery Boost which boosts y'know Dia, Media, Diarama, Mediarama and nothing else.
It's also completely irrelevant because items are flatout better because of priority.

Lastly, we have Doppelganger and his Mou-Ryo buddies. We sort of used the latter but without any mention or fanfare. Mou-Ryo is at least a bit interesting by sheer default of having Kamikaze, because that kills him dead and deals Almighty physical damage to a single target.
Doppelganger is weird. He's both one of the worst and one of the best demons we'll ever see. He is the second, and final, Foul and his natural resistances are.. interesting. He Reflects Phys and Gun (remember this) and has a 300% weakness to Expel and Curse. No ailment weaknesses or resistances, but he comes with Makarakarn which if he gets off already makes him almost invincible. He'll be seeing a lot of use in non-canon sidestuff because he makes a really good base for Shenanigans but we won't be using him often in "real" fights.
Also Ally Call is an enemy only skill that lets him spawn in like Mou-Ryo and Macabre.


Anyway, where were we? Ah, right. That door just leads to 5 Detox Cores. Boring!

The other path leads to stairs up to the 4th floor and a door further south.

...Alright, fine. More dark sooms it is, I guess!

Well, almost. Kind of. They're at least mercifully short and brief this time around.

Nothing else that-a-way so we'll head on over this way and see where this leads.

First we're gonna make a whole buncha new demons. Phoenix is pretty okay. That he's immune to instant-death is kind of clever and I like that. No ailment resistances, is internally weak to Fire so he drains extra damage and his source gives... Maragion? Really..? Man, Phoenix, Inferno does this better.
Added Raijuu's source to give elemental coverage.

Making a Sylph just so I can get actual Garudyne out of this. She's pretty straight-froward and I just like Sylph in general. Not so much in this game specifically, but I can't complain.

And Virtue's gonna let us walk through the randoms that Mudoon doesn't help much with. Nothing super fancy here.

Anyway, this path leads around to a different set of stairs leading up and another path south.

This happens when we go up those stairs. Well, okay then. Time to head back down because this was just for putting the stairs on the map anyway.

Around the corner back on the 3F, we can find a single Summon Stone. Sure, okay, whatever.

We'll double-back briefly to the top stairs leading to the 4th floor and... wow. This just leads to a dead-end. Well, this was pointless. Figures.

Alright, fine. Back to the 2nd floor we go. There's a reason, yes.

The door by the stairs now leads to a Sanctum area. We'll be heading through this for a special reason.

It's only a small Sanctum area, but it has a Phase Shifter in it? We'll look at that in a moment. There's also a normal base Carina area over here.

It's not that exciting or anything but it does let us get a couple more things.

Namely this. Luck is the best stat for Hitonari, of course, so this one might just see some use. Might.
Probably not though.

The other gap lets us grab these. Tetraja Stones are neat and useful for preventing Expel or Curse but I'll likely forget that I have them. Unlike the mirrors they don't just last for one turn either! Throw one up at the start of the fight and it lasts until its used.

Anyway, we passed a Phase Shifter on the way through this part of the floor. Let's see what that does for us.

It lets us get a VERY GOOD weapon for Hitonari.

Sure it's weaker than the Plasma Knife but it inflicts Fear. Fear is insanely good and broken and I love it. It's annoying in the enemy's hands, but it's arguably the best ailment in our hands!
No really, it works on almost everything and it makes them skip their turns. What's not to like?
.....and yes, this is something where I have to grit my teeth and admit that IV almost did it better. It had a Chainsaw weapon as well. It inflicted instant death. More useful for randoms but way less useful for bosses.

Oh and I somehow missed this hidden door on the 2nd floor earlier.

I'm not sure how, since it lets us get some hopefully useful new Forma.

It also gives us our first Soma. Full HP and MP on a single target? Don't mind if I do.
Yes, a single target and not the full party. You may have noticed that Soma Drops were not this. SJ inexplicably downgrades what these do because reasons.

Anyway, the main goal part of the 4th floor!

It's not super-big or anything, but it has some stuff in it. Like this door over here. We can't get through it yet. Lame.

Both of the other paths up lead around to this terminal. We'll just duck out of Carina for a second...


Just to see what we can get from Irving. We don't need anything new or anything, but we can sure see what we can get anyway.
The Dynamic ring is +15 MP. That's fucking awful. At least it's easy to get now since it's just AC Carite x1, Fallen Feather x1 (Halphas) and Jirae Seal x3 (Sudama) for some reason.
And that's it. That's the only new thing we unlocked during our trip through Carina. Lame.

Oh well. I'm gonna take this out on Virtue and just throw him in the trash. His job is done, so he can get outta here!

...So that we can make a whole new one just outside Horkos' room. Either Gnome or Inferno's sources are good for this one. Inferno is better because it gives Agidyne and Fire Boost but Gnome gives Ziodyne and Rakunda. I'm gonna go with Gnome for expediency.


Anyway, Horkos!












> You aimed the Horkos Buster.












Horkos is a weird awful spelling of Orcus. Orcus is a Roman god of the dead and his name also means the land of the dead. In a way, he's basically the Roman equivalent to Hades or Hel.

Here, he's a fat pig man with 1800HP and a weakness to barbecue (Elec and Fire). He resists Phys and Gun, and of course is immune to Instant Death.
He's also a weird paradox in that his boss form is immune to every ailment. And yet you can inflict him with any and every ailment (except maybe 3 at the absolute most) with 100% success. You'll see...

Skill-wise, he's all Physical so if you have one bringing Doppelganger isn't a bad idea by any means. Taunt Horkos and have Doppelganger contribute by existing. But that's boring, so I won't do that.

I will however just casually turn Beads into my go-to healing item. This is going to be a trend from now on. We have an infinite number (thanks Irving!) so there's no point in being frugal and it's just a flatout better Diarahan.

Oh and Horkos is clever. Bosses are finally learning. Don't debuff him to -4 in anything otherwise he'll wipe it. -3 is perfectly fine though.

Same with buffing yourself. +3 is fine; +4 is anathema.

Horkos does have a gimmick and it's a special one. He'll summon a mook!

It's always a Katakirauwa. She's levelled up a bunch for this fight but that's irrelevant.

She'll try and cast Mudo a lot and do basic attacks and just otherwise be there pretending to matter.
I have to say "pretending" because, well...

Her resistances are completely and totally unchanged. This means she is susceptible to every ailment, yes.

Oh and Horkos has a couple more unique things. Hit him even a little bit and he'll start using Air Dive. It's...

It's something, I guess. It hits everyone, but deals less damage than Stun Claw and doesn't inflict ailments or anything.
Also a non-SA friend of mine described this attack as him imagining Horkos just falling over and landing on everyone. I can't not picture that as well now.

He can also kind of try and heal while damaging you at the same time, I guess? Taking A Bite deals Phys damage and he heals half the damage dealt.

His main reasoning for summoning the Katakirauwa is to do the same thing to her. The difference here is that Binge Eating deals 100% her current HP and he then heals half of that.

Oh, and no. I wasn't kidding at all when I said she's susceptible to every ailment still.

....But so is Horkos. Guaranteed. When Katakirauwa has an ailment and he eats her, he gets that ailment.

Paralysis? Works fine. That's a good one because it doesn't wear off and makes him take extra damage.

Fear? Sure, why not! This one DOES wear off but he can just sit there doing nothing for a while.

Poison is the obvious one and Jimenez told us to do it but uhh...

Poison is kind of super underwhelming. It actually deals calculated damage so it's not super-useful against bosses, tragically.
But point here is, yes, you can use this to inflict say Mute and completely shut him down wholesale.


Or you can just kill the fuck outta him and not care. It's a clever mechanic and one the game actually hints at in advance, but it's not necessary at all. In fact, it might be actively detrimental to try and use it.

At least he gives decent EXP when he goes down. Less macca than we'd get from, say, Kanbari though.
Attack Mirror is the Phys/Gun equivalent to the Magic Mirror. This is infinitely more useful, yes.






> A strange energy cluster is sitting where Horkos was!








Uh, Arthur... you... I... no.







































> Zelenin left.














And then we plane shift ever onwards...






You've probably forgotten but Zelenin DID mention this guy before we entered the Schwarzwelt forever ago.









































Ah right!

Delphinus the do--

Do you want to do my job now Zelenin? Go for it.



















Alright, cool. So as per usual we'll put this on hold and head back to Ca--





