Monday, October 29, 2018

Etrian Odyssey X: Diary 12

FINALLY! The final dungeon... of the main story. I'm going to save my final impressions until I actually beat the post-game dungeons though.

This time will be:

  • Finish up of Mini-Dungeon (The Endless Forest)
  • 13th Dungeon


First, finishing up the previous mini-dungeon.
First off is the FOE, but take a look at his stats. For people that have played previous games before, you can kinda tell what type of enemy he is and how you are supposed to defeat him.

That said, I kinda just brute-forced my way through this time. Still lost three characters by the time I defeated him, but whatever. Not that I am going to fight him again.


And then we have the boss, Lamia. As with other Etrian Odyssey 5 bosses, she hasn't really changed that much from 5.
But due to using both binds, status ailments, counters, and conditional death moves, she was actually still kinda hard at the time I fought her. That said, thanks to my level, I was able to defeat her before I used up all of my Force Breaks.
Basically, whenever she summoned snakes, I had one character immediately use her Force Break to kill the snakes. It seems that she uses a Counter that activates when you hit a Snake minion on the 2nd turn? after she summons them, so if you immediately Force Break and kill the minions, you not only avoid getting binded by them, but you make her waste a turn with the Counter.



And then, finally, the final dungeon. After going through all kinds of dungeons from previous games, we have finally, FINALLY reached the World Tree.
And it doesn't disappoint as a final dungeon.
Just look at this! The dungeon is HUGE, covering the entire map. On top of that, we have height gimmicks like all original dungeons. So it is long and tiring.


As you may expect, the enemies in this dungeon are already very dangerous to let even move. Thankfully, they are either surprisingly low in health or have a specific weakness to a status ailment. Most of the time.
To be honest, I'm saying this kinda late, since the past few dungeons have been similarly dangerous.

Anyways, to the FOEs.

First up is everyone's favorite mantis. And finally, the normal colored version.
All he really does is Charge -> Some kind of powerful attack.
The simplest way to defeat him, like I did, is to just equip your party with the accessory that gives you Cut resistance. It seems you can only get the +2 resistance accessory at the moment, but that is still enough to keep him from killing you.
And since he doesn't do anything but attack or charge, if you can survive his attack, there is nothing to be afraid of.

On the map, when you get near him, he starts chasing you, but he stays on the bottom floor and can't attack you while you are at the top floor. And you are supposed to bait him so he wastes a turn or two stuck moving into a wall to get past him. 



Next is the powered-up version of the Rhino FOE.
Just like the original version, if you bind his Head, he heals himself and powers up.
Similar to the Mantis, all of his attacks are the same element, so equipping yourself with Stab-resistance accessories will allow you to survive his attacks easily.
That said, one of his can cause Instant Death, so you should bring a few Nectars just in case your reviver gets killed.

On the map, he acts exactly like the original Rhino. Except instead of falling into holes and disappearing, he charges and falls from the top floor to the bottom floor.



And finally, you have this... slime... thingy? It's pretty creepy-looking.
This is actually the weakest FOE in this dungeon, as none of his attacks are really kill-level. He can cause status ailments and binds, but depending on your defenses, even getting hit by an attack + Poison damage is survivable.
I guess you can say this is one of those types that put all of his Skill Points in being tricky, but in exchange, did not increase his attack power. He even has both magical and physical attacks.
However, if you Bind his head, he will start unleashing a very dangerous move that deals damage and random status ailments to your entire party. This is actually hinted in his dictionary description.
Oh, but his Rare Drop happens to require defeating him while his head is binded.

On the map, he spits out this ooze that acts temporarily as damage floors. You receive more damage if the ooze hits you directly, but it also hurts you when you step on it. On top of that, stepping on it increases your Enemy Appearance meter, and if you enter battle on this ooze, you start off Paralyzed.
This gimmick is surprisingly tricky because the ooze covers both top and bottom floors...



FINALLY, you get the final boss.
To be honest, it looks kinda lame.

Anyways, while I did lose once, it was only because I did not know what he could do. But once I knew, it was surprisingly easy.
You see, his main pattern goes:
Some kind of attack -> Some kind of attack -> Glare -> Superattack -> Skips a turn
And he just repeats this over and over again until the battle is over. As his HP drops, the "some kind of attack" can include more moves, but they aren't necessarily instant-kills. Depending on your defenses, they are all survivable.

The Glare Petrifies and gives you a "Heal less" debuff. My Medic's Heal Dejavu actually cancels out the debuff part, so that didn't really matter. The only thing scary is if the Glare accidentally petrifies the wrong character and prevents you from doing necessary actions in the coming turns, but it didn't really get me off-guard.

And after Glaring, he visually gives a hint at his next turn, in which he will use a move that is realistically unsurvivable.
After that turn, he does nothing, giving you a turn to heal up from the Superattack.

So how did I survive this? Well, you see, my Zodiac is sub-Princess/Sovereign.
Dauntless Order negates fatal damage. On top of that, due to a glitch in the game, Dauntless Order activates 100% of the time at Skill Level 1, when it is not supposed to be 100% even at max.
So all I had to do was have my Zodiac cast Dauntless Order on my entire party using two turns, which allows me to survive the Superattack with no sweat.
Frankly, my Zodiac hardly actually attacked during battle, since she was busy using buffs and other support moves and items.

But yeah, once you have a stable way of surviving the Superattack, all that is left is to not accidentally fall apart from an attack.


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