Sunday, December 14, 2014

Etrian Odyssey Untold 2: Diary 2

I'll probably save all of Ginnungagap for one post. BTW, this is probably the 2nd time I've seen Ginnungagap be used in video games. The first was Tales of Symphonia 2.

Anyways, the red Autumn 2nd Stratus, quite FOE-based stratus:



6th Floor:
Intro the the 2nd floor, where the player is forced to hide in the small alleys along the path to avoid the patrolling FOEs.


7th Floor:
It looks plain from just the map, but the floor is FOE-centered. When the player gets in front of the lizard-type FOE (around 4 spaces forward?), it notices the player. The next move, it sprays flames that do 30 damage and pushes the player all of the way back out of the flames. After spraying the flames, the flames last for a few moves while the FOE stops moving during those moves. The player has to figure out a way to avoid the flames and make it to the stairs.


8th Floor:
Salamander's layer. The player will be forced to enter his layer once in order to complete a mission. To put it simply, he is a bigger version of the lizard-type FOE from the 7th Floor. His flame's range is wider and he has to spit out flames a few times before he stops moving. The player has to figure out a way to avoid his flames while retrieving the mission item.
For the 2nd half, the player has to avoid the salamander-type FOE, which patrols in a square when it does not notice the player. When it does notice, it moves 1 step per move on the damage floors and 1 step per 2 moves on the normal spaces. Sneak across or use these characteristics to go through each room to the stairs.


9th Floor:
Yet another new FOE, the cactus-type. When the player enters the room, he starts moving towards the player. But by luring him onto the damage floor, he becomes temporarily stuck and receives damage. After a few moves, he escapes the damage floor in the direction he came in + he heals the damage received from the floor.


10th Floor:
All 4 FOEs from the previous floor come together with all of their puzzles with them. By luring the lizard-type to spit out flames, you can kill the other FOEs in the way of the flames.


FOEs:

A completely new design? If you do nothing, all it does is a normal attack. But if you hit it with a physical attack, it starts spinning and unleashes a powerful attack on the entire party. If you have the TP, you can just guard his normal attack and use magic on him, but in Story-mode, that might be a bit hard. If you can bind his arms, he becomes a punching bag though.
The stuff inside the bubbles look like fire, but his weakness is Fire.
Movement Type: Patrol (back and forth in a line)


Baby Salamander:
-Fire damage to one line
-Elemental defense down + Head bind
-Random bash 2 ~ 4 times
The first two are Head while the last is Leg, so it is hard to completely stop his attacks. Perhaps raising your Fire resistance while Guarding the physical attacks. Also, his head is easily binded, so perhaps that would do the trick too.
Movement Type: None (changes the direction it faces)


The strongest FOE in the stratus. Both his HP and power is at the top of the FOEs so far.
-Spreading Fire attack
-Terror on entire party
As far as his Fire attack goes, Fire Guard does the trick, but his basic attack does good damage itself, thanks to his power. He doesn't use the Terror attack often, but if he uses it and stops your healer or guard, it could leave your party helpless. Also, he always uses it on the first turn.
Both of his moves are Head-based, but he has some resistance to Head binds.
Movement: Patrol (circle) + Chase (1 step per move on damage tiles/1 step per 2 moves else)


He comes after the strongest FOE + you can start the battle with a handi thanks to the floor gimmicks, so he is actually defeatable when you reach his floor.
-Counter
-Ranged Stab x 2 on a target
He only uses his Counter move on the first turn + every 3 turns after that turn, so it is easy to predict. Other than that, very simple FOE that only uses Physical attacks. And all Arm moves, so if you bind his arms, he is completely helpless.
His special drop requires a 1-turn kill.
Movement: Chase (1 step per move)


Boss:
Fiend of Flames
-Reduces physical/elemental attack of entire party
-Fire to one target
-Fire to entire party
-Spread damage to one target (Bash)
-Confusion to entire party
-Summon (Flame Cube)

To be honest, I did not have that much trouble after the first time I fought and learned about the Flame Cubes.
The Confusion move is used on the first turn, turn after the 2nd time the (Fire to entire party) move is used, and the turn after the 3rd time the (Fire to entire party) move is used only. If you have a Princess, then you can use her Order to protect the party. Eating the anti-confusion meal works too. You can also create the anti-confusion accessory which is already available at this time.
Other than certain circumstances, the boss alternates being the basic attack, Fire to one target, Bash to one target. So as long as your characters don't die in one hit, there is no problem there.
The only part that I really had to pay attention to was the Flame Cube summon. After a Flame Cube is summoned and TWO TURNS pass, there is a narrative for the Flame Cube and Fiend of Flames. The next turn, Fiend will use the entire party-targeting Fire attack and the Flame Cube will follow by self-destructing. If it was just the Fiend's attack, Fire Guard could easily stop it, but it only activates once for each character. Which means that even if you stop one attack, the other hits directly. And both hurt a lot. Heck, entire party got killed by the self-destruct. Of course, the best way to stop this is to kill the Cubes in those two set-up turns. Their graphics is the same as the normal monster, but they do not have any physical resistance. The first time Fiend summons, there is only one, so it should be easy enough. But the 2nd time and onward will be two Cubes. If you cannot take them out in time, one thing you could do is use the Paladin's Force Break. However, since you can only use it once in the battle, you will have to take out the Fiend before the two turns end on the next summon.
Special drop is from a 1-turn kill.



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