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Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
:siren: Requisite no spoilers request, thanks. That's what the SMT megathread is for! :siren:


Introduction ~ Danger vers (US) / Introduction ~ Pray vers (EU/JP)

Digital Devil Saga: Avatar Tuner is a pretty cool duology for the PS2, that was released in 2004/5 to the point where both games were released only around 5-6 months apart from each other. No matter how you slice it, it's pretty clearly one game that was split into two in the vein of things like Golden Sun and White Knight Chronicles.

Unlike those, however, this one isn't complete unmitigated dogshit. Admittedly, I may not be the most impartial person (see below) but hey. It has nice music, nicer design ideas even if I do dislike some of the later dungeons conceptually.

It uses Hindu mythology above all others for its main plotline. And I don't just mean the usual Shiva or Vishnu or what have you. This convention doesn't extend to everything, though; the main characters have quite possibly the laziest naming scheme imaginable (you'll see). Even more plot relevant stuff sometimes dips its toes into other mythological lines for a break or (in at least one memorable instance) for what I can only hope is a terrible, terrible gag.

Naturally, this will cover both games because it'd be weird and pointless to stop halfway through. And even though NG+ (which is a thing; it's mandatory for something... very special too!) lets you do silly things right out of the gate, that's not as fun to me so I won't be doing that. At least not at first. Be starting fresh, and then working up to the wackier antics.

Oh, and in 2011, a book called Quantum Devil Saga was released. I haven't read it, but there is an English translation available, albeit only for Avatar Tuner Vol. 1 (of 5), that was just released in July this year. Maybe it's good, but who knows. It was written by Yu Godai who was the original scenario writer for the games, but she had to quit for "health reasons" (quote marks because that's just a catch-all excuse that seems to be used every time someone quits suddenly). It's not quite a 1-to-1 adaptation of the games, but, again, I haven't read it.

At times, you might notice some stuff next to links. Should be obvious, but just to be safe:

These are videos. Where possible, you should definitely just watch these.
These are music tracks. Using Integral since it has both DDS1 and 2's stuff on it, and more from each game than their separate ones too. Hurray!



Muladhara
Svadhisthana
Shanti
Manipura
Anahata (Part One)
Anahata (Part Two)
Manipura ~ The Second Movement
Co-Ordinate 136 (Part One)
Co-Ordinate 136 (Part Two)
Co-Ordinate 136 (Part Thr-Hee)
Deserted Ship
Samsara Tunnels
Svadhisthana ~ The Second Movement
Ajna
Samsara Tunnels ~ The Second Movement
Sahasrara
The Si Xiang
Yellow Dragon and Silver Wings
The End of the Junkyard
New Game+ ~ The Demi-Fiend



Random Encounters plague the thread! (by blankd)



Nirvana?
Occupied Sector
Underground City
Underwater Cable
Internment Facility (Part One)
Internment Facility (Part Two)
Karma Society Tower (Part One)
Karma Society Tower (Part Two)
Karma Society Tower (Part Three)
The EGG Facility (Part One)
The EGG Facility (Part Two)
The Power Plant (Part One)
The Power Plant (Part Two)
The Corrupt EGG Installation
Five Years Before
Yahweh's Angels
Airport (Part One)
Airport (Part Two)
The Sun
The Third and Fourth Layers
The Fifth and Sixth Layers
Conquest, Destruction, Preservation and War
Full-Fiend Satan
Enlightenment

Lotus Aura fucked around with this message at 21:31 on Jun 13, 2015

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Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Mantras are an important aspect of these games. It's basically just a giant grid what costs money to activate stuff on. It's also how you get skills. There's a grid for each person, and their names are written in the bottom corner but it might be a mite hard to read. So their portraits are also on the grid for easier visual reference.

DDS1 Mantra

The top section is Physical skills, the middle bit is Magical skills and the bottom bit is also magical skills but it mostly focuses on buffs and debuffs along with instant death stuff and there's some very special stuff here and there. The further to the right it is, the more money it costs, the more advanced it is and there's some incredibly silly poo poo at the far end. Grey is mastered, blue is available but not obtained yet and yellow is currently active.











DDS2 Mantra

There's no shorthand and easy way to tell what mantra contains what this time around, unfortunately. It just circles out from the center; mostly the top and top-right are physicals and hunts, whereas everything else is a spell of some kind. As it gets further out, it becomes clearer (force to the right, fire to the bottom etc.) but its not a perfect thing by any means.











Lotus Aura fucked around with this message at 17:57 on Mar 21, 2015

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Welcome to the Junkyard
As mentioned before, and will be the case in basically every instance, it is much, much easier to just watch this if you can.



But if not, then you should probably know that the first 30 seconds or so have this weird trippy background.



They also have a disembodied voice talking. We have no context for this, nor does it make a lick of sense right now.



Sorry, make that two disembodied voices. Thankfully it is easy to distinguish between the two.


That isn't true.
You, like me, need only what was lost.
Stop it.
I will release the uncontrollable rage that lurks inside them...



No!!



...And with that, we're dropped into the midst of a rainy, ruined city with a giant tower lurking in the distance.



Much more importantly, we have our main characters all assembled right here. There's actually five of them, but the ones on the far left and right might be harder to spot.

Also, there's that weird oval thing kind of in the distance. That's pretty important.





That eyepiece she was looking through, wasn't the scope on her rifle or anything. It was an actual small device of sorts and she hands it off to our grey haired friend here.



He looks through it too, and we get a pretty cool first-person view of what it displays.



Namely we get to survey an entire set of dudes, including this Harley fella.



So we know that we can get some vague information from this thing. What about that strange egg-like thing with tentacles?



...Nothing. Absolutely nothing. Weird.



Strange as that is, there's still a job to do. Thankfully, it seems like our grey haired friend there is a commander of sorts. With a mere wave of his hand, the other three who were standing by...


Tribal War



Get their assorted weapons ready. For his red-haired buddy that means an assault rifle.



Purple dredlocks has a submachine gun.



And, uh, Steve Blum has... another assault rifle.

Yes, everyone has a gun or ranged weapon of some kind.




Remember that.

Amanda Winn-Lee's little offhand comment there seems cold as all hell, but it does have meaning. Namely if the leader falls, you just lose.



And with that, we begin the Steel Ball Run.

drat uh wrong thing wai-



Y'know, to say he has four unique modeled characters heading his way right now, Harley sure is looking rather smug about something.



Perhaps he already knows that even after their leader gets into position he will be distracted by...



A kitty with a drat weird bell on its collar.



Not much of a distraction, but it does last long enough for this guy to get some shots off.



Right before he gets headshotted by our no-scoping sniper.



Thankfully, the grey-haired leader gets away just in time because those crossbow bolts explode.

Sure, why not.



Oh, and while everyone else has either automatic weapons or a sniper rifle? He just has a handgun (now; he had an assault rifle but threw it away by mistake just before this). Makes sense, since he's the guy in charge so he probably doesn't come out to the battlefield proper often or something.

Also he only needs it anyway. Can shoot those bolts out of the air like it's nothing.



A barrage like this might present more of a problem, though. But that's what the backup is for.



Here's your requisite reminder that all of this is over that betentacled egg thing. Complete with a requisite explosion.


Silence



Amazingly enough, it hasn't even been damaged by that.



Remove the unidentified object at coordinates 2314 5873.





Remove the unidentified object at coordinates 2314 5873.



Huh, it seems neither side knows what this thing is. And both think the other is to blame for it being there.



And while they're trying to figure out what that could possibly mean, this thing starts glowing green.



Then it gets hit by lightning. Because of course it does.

That's not an accident though...



It sure seems like it should be, considering that is what makes the egg-thing finally explode.



That releases these weird beams of light that run through everyone. Harley and the rest of the Vanguards...



Along with Mr. Grey hair and the rest of his group...



This, in turn, leads to Bad Things happening.



Like, dudes turning black and having these weird purple lines all of over them.



Schizophrenic voices in their head suggesting cannabalism.





And that Harley guy... being replaced by some zebra... looking... thing that sliced a guy in two.



It's at this point, you may have noticed our conspicuously silent grey-haired protagonist finally starts yelling out in pain.



Or at least Yuri Lowenthal's closest attempt to it.

This view is through that eyeglass lense thing by the way.



At some point, it cuts away from that and shows... this pseudo-silhouette of that tall thing with a blade coming out of his hand. In motion, it looks like he's eating something. There's even some sound-effects of chewing and the like.



Strange that it shows a blue sky here, ain't it? Not jarring in the least. Not to mention that the place we were just at sure as hell doesn't have a blue sky.



Oh well, seems we passed out during all that and are awake now.



Eh, probably just imagining things. Seems like everyone else passed out too.


*Coughs* My chest is on fire.



...Huh, that is definitely a new tattoo. And it glows. I'm sure that doesn't mean anything.

Leader.



So, there's suddenly a giant glowing crater where the giant glowing egg thing was. If I know anything about superhero movies that's going to be radiation and will give us super powers.

???



But it does seem like there must be something else in there...



Oh, it's just a naked girl.

...Wait, hang on. What?


...Any thoughts?



I want to know more about her. I am sure you feel the same, Serph.

Hurray, our protagonist finally has his name mentioned. :toot:



And if you think him being named "Serph" is lazy (yes, like surf)... oh boy. You ain't seen nothing yet.


Silence



With that, we skip to a short while later and are back at a place called Muladhara. Named after the seventh tantric chakra in Hinduism. Its name means the root of support ("Mula" is Sanskrit for "root" and "Adhara" is the same for "Support") and represents self-sufficiency and ambition along with one's own physical identity and their survival.





Heat is probably the second laziest character name in the entire game (which is a shame, since Crispin Freeman does a pretty great job). Or failing that it's a very, very close race with what I'd consider first place all the same. They might even be tied.

Still sleeping.
She did not have a Tag Ring.



Tag Ring being that giant ring-like thing that we've seen on everyone's hand before now. It's pretty important.

The woman is not our concern. The ramification of the battle are unclear. What are these markings?









Our priority is to clarify the situation.



To the Vanguard's territory?
I will.

Embryon

They may have an answer for us.



The rest will stay and guard the base.
I will go.



I want an explanation.

End

Muladhara



Oh good it's finally over. Now we can wander around Muladhara for a bit, talk with our other party members, learn their names indirectly, see what bits of tutorialising there are...



And find out why Heat thinks the Vanguards would know anything.


He was present when she appeared, so he may know details about this girl.

It's pretty much just speculation though.



Anyway, since everyone has a gun we can choose the ammo they use. We have none yet spare, of course, but since we can't get to a stats page yet this lets us see them anyway.

Serph, being the main character, doesn't really have any inherent speciality. He can do just about anything and it won't matter too much.



Heat, on the other hand, is very blatantly a Strength guy. This won't change, like ever.



Argilla (it's Italian for clay) also seems like a bit of a blank slate, much like Serph. Only difference between the two at first glance is she prioritises Magic and Luck a little more, whereas he prefers Strength and Agility.

We'll go over stats and their various uses later, though. They're mostly self-explanatory but there are some subtleties that are less obvious.

Sadly, Gale (green-haired Steve Blum) and Cielo (dredlocked Dave Wittenberg) are sitting this one out. Despite seeming like they're totally party members, you can't actually sub 'em into the party, unfortunately.



Most of the nameless members of the Embryon just exist to spout basic unimportant exposition or give you dry tutorials. None of which is worth our time; it's all blindingly obvious or not necessary.



That guy out there, for example, was basically just telling us "there are treasure chests." That is what these purple eggy things are.

Lots of egg like objects in this place.



This particular one just has a basic revival item in it. As a nice change, to what most people may be used to by now, even if Serph drops he can totally be revived. That "leader dies, game over" thing does not apply to actual gameplay. At least not for us.



Opposite our free loot, we can find our black haired... kidnapee (I guess?) sleeping. Nothing else though.



Anyway, this door has a golden quincunx on it. This is the weird shorthand symbol for "this room is a shop."



Regular items are mostly uninteresting for now. Dis- items just cure the ailment in their name. Panaceas cure a couple extra. All very simple stuff.



We can also buy bullets from Vendors if we wanted to. Even though these are twice as good as our current bullets, we can only get two right now and we don't need them anyway.



Much like the vendor having a shorthand symbol, we can also find doors with a red lotus on them.



These ones are large terminals. Specifically only ever large terminals. They function, well, like terminals in the rest of the series. Save points and teleport spots. They also have the added bonus of letting you heal too. How nice.

There are smaller ones too, of course. They don't have dedicated rooms. You can't teleport to a smaller one, nor can you restore HP/MP there.



Ah well, let's keep poking around Muladhara a bit more. Argilla and Heat are waiting up ahead, but for now we'll head through that door up on our right.



This one just has a couple rooms beyond it. And a weird blue light... wall?



Yeah, it's a wall. Looks like we'd just be able to walk through but no dice. We'll be back for this later. So what about those other 4 rooms?



Three have items in them. A Soma Drop here (full HP/MP recovery for one person).



Three Chakra Drops (50MP to one person) in a different room and two Dis-Poisons in the third.

The fourth? Empty. How boring.




It is the smallest area, sandwiched between the Vanguards' and Maribel's sectors.

Argilla gives us some minor exposition. Heat, not even that. The only important thing here is that since we control Muladhara, there's no fights here. It's our home base, so of course its nice and safe.

It may be hard to see from here, but that purple light behind that pillar?



It's an item container we can't get to yet. It's easy to see, and you're constantly reminded of it since it's on the way to the exit.



Speaking of which, this guy by the exit proper is a dick. He asks you if you're low on healing supplies. You'd think if you told him "yes" that he'd give you some. Instead, he tells you to go buy some.



This guy, meanwhile, cares about our wellbeing a bit. He just thinks we'll be at a disadvantage since we're going into the Vanguard's territory.


Junk Yard



Well, we will head there shortly. First things first, we're off back to Ground Zero briefly.



...When we do, we get this message. It doesn't mean much though. We just lost a couple HP.



What we're actually here for is to talk to this guy by the crater. He just gives us 5 Rations for free, no questions asked. Nothing else here but these. Nothing else left to do back at Muladhara either.



Let's go see what Harley knows. He'll answer our questions, one way or another.

Lotus Aura fucked around with this message at 14:59 on Aug 25, 2014

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Probably won't be updating in the future quite as often as this, but might as well get to the dungeon crawling stuff sooner rather than later.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Swadhisthana's Front Door



Swadhisthana's the main base for the Vanguards. Named after the second primary tantric chakra, its name translates into the seat of the vital force ("Sva" being "vital force" and "Adishthana" being "seat"). Primarily deals with emotional identity, creativity, self-gratification and... procreation and personal relationships. Sure, why not.

Assignmen



There are no guards.
That works. Let us go.

End

Svadhisthana

Pretty light on the cutscenes in this place, thankfully. Gives us more time to stretch our legs.



Right behind our starting point, there's a Vendor if we need supplies. It's located pretty much next to the exit too, so coming back here to buy stuff if need be is the best idea bizarrely. Even Muladhara's vendor is pretty out of the way in comparison.



Of course, we don't need to buy anything for the moment. There's more than enough available for free here. This Soma Drop hiding off-camera being the first of many lying around for our use.



Nothing else out here, so let's go in and see what the Vanguards are up to.



So, the Vanguard's Base proper is our first actual dungeon.



Right by the entrance is a Large Karma Terminal for if we want to warp out and get more supplies or something. It's quite unnecessary, honestly.



During this first section, there's no battles or anything. We're quite alone here. It's a mostly linear path, but with some treasures a little out of the way.



After a while, we come to a very suspicious looking wall and a tall thing with a lever sticking out of it. We'll ignore both of these for the moment and head through that door to the south.



It leads to a minor split in the path. The door at the back just has an item pot with 3 Rations in it. Upstairs, however...



...Is another one of these walls. We'll be back for this one later, too.



But also upstairs is this harder to get to set of Chakra Drops. If we dropped the wall, we'd be unable to get here.



Now we can double back, and flip this switch.



This causes the wall to lower. We can reraise it by flipping the switch again, but there's never a reason to do that unless you forget to get the Chakra Drops.



Speaking of which, now that we can get into the next room, we can find another set of 3 on a raised platform.



Tucked away sneakily underneath that very same platform is a Revival Bead too.



Now that we've looted everything that's free and easy, we can head on the linear path some more and see what's in here.


Atma Avatars ~ Asura Varuna, Asura Agni, Asura Prithivi



Atma



Oh, right. Harely is freaking the gently caress out here. Dude's practically having a panic attack. He is that scared of us.

Harley... What are you... saying?



Well, this is different. Pretty sure we haven't seen anything quite like... that before.

You all... turned into monsters...



That light... That weird light shot right through us... and then everyone... everyone started freaking the hell out!
Don't.



Everyone started attacking each other...





Our tattoo-like symbols start to glow now, awakening us to their true power...



But so does Harley's. Hmm...


Stop. Be quiet.
God, help me!!





Once again, Argilla proves to be a drat good shot by headshotting dudes like its nothing.



Meanwhile, Heat's noticed that his thing is giving him these scanlines now and is loving this poo poo.



But he's not the only one affected by this. Even dead men can have their stuff work, apparently.



Meanwhile, Harley is getting the gently caress outta here.


I... couldn't have. No... Not me... I didn't... do that.





...This might be a new thing, but they're certainly getting their mileage out of it. Twice in one cutscene?



Unfortunately, the dead guys have picked themselves up and finished... transforming?



Well, they're not the only ones who can do that.





Ladies and gentlemen, I do believe that it is morphin' time!





Heat becomes Agni, the perpetually young God of Fire and messenger between humans and all the other Gods. Usually these messages involve sacrifices, of course.



Argilla is Prithvi Mata. The Mother Earth. Also referred to as Dhrithri, or she which holds everything. Mostly associated in tandem with the god of the skies (we'll get to him in due time of course), and having once turned into a cow and been milked by Vishnu.

hinduism can get weird sometimes man



And... Serph, being the main character, gets the completely unfair Varuna. Supreme lord of all the cosmos, god who resides over all the other gods, deity of the night and everything relating to water and the oceans. Even presiding as a God of the Dead by dealing with those who drowned.

Among many, many, many, many other things. Varuna is kind of A Big Deal.



But, hey, more important for this is that we've transformed too. Let's kick some rear end!


Battle: Demon Ghoul x2

Hunting



So, first of many combat tutorials in Svadhisthana. This one just teaches us about the press turn system. And also never calls it that. But it is.

Long and short of it is, we get 3 turns to do things. 1 per character. We can gain and lose them by doing various things. Hitting a weakness gives us a fourth turn. Passing a turn technically also gives us a fourth. Missing our attacks, hitting an enemy with something they're immune to, drain or reflect causes us to lose turns. We cannot stack it so we get more than 6 turns to do things though. It's dumb but hey its there.



So, this fight itself isn't particularly interesting. These Ghouls have 30 HP which sounds like a lot when you look at this 8 damage don't it?



Physical skills deal a bit more damage than regular attacks and even have added affects sometimes. This one poisons things occasionally, for example. Of course, being a physical skill it costs HP to use.



When a damage figure appears in red like this, it means they've got 25% HP or less left.



Also unlike some other games in the series, here poison can totally kill dudes. It just killed that left Ghoul, for example.



But, just stabbing dudes with our blade arms is remarkably ineffective. Lets have Serph cast Bufu, our only offensive spell, and deal 2/3rds a dudes HP in one go.

Their weakness is Fire. We don't have Fire spells yet.

spoiler heat, the guy whose name is fire and atma avatar is the god of fire, will learn agi before anyone else



So, yeah. That's the rough gist of combat. 20 EXP is exactly enough to give Serph a level up and no one else. Argilla needed 21 and Heat 24.

Those purple bars on the right are for something we'll learn more about in a future update. For now, just know that they fill up after every fight and something good happens when finished. Argilla's won't go up here, nor for this entire trip through Svadhisthana. There's a reason for that.


Level Up



Serph, being the main character and all, has no fixed level up patterns. We pick what goes up and when. These are all mostly self-explanatory but:

St = Strength = Physical damage dealt. Not that amazing in the early-early game, but picks up steam eventually and becomes worth using later.
Vi = Vitality = determines your max HP and acts as defense against physical skills. Very handy indeed.
Ma = Magic = imagine if Strength and Vitality were one stat. This is that. It determines max MP, magic damage dealt and defense against magical skills. Insanely handy.
Ag = Agility = unlike most games, this doesn't determine how fast you get turns or who goes when or anything like that. No, this is solely for evasion and accuracy. Worth getting because every attack can be dodged! Magic's hitrate is based on both Agility and Magic (the stat) though. I usually ignore my own advice because, uh...
Lu = Luck = because I am an idiot, I always use Luck as my dump stat. It affects how often you get critical hits, how often things drop after a battle and... your resistance against status ailments. Don't be me. Don't leave it at three.



Since we're in the early game, nothing uses ailments worth worrying over. Plus we're not exactly liable to miss anytime soon either. I focus on Vi/Ma for the entirety of Svadhisthana just to give boost in offense and defense while working on other stuff later when it becomes more important.

Oh, and those bars seem awful small don't they? Well, that's because 5 is not a little over 10% to a maxed stat. No, it's actually closer to 5% exact. Stat caps here aren't 40, but rather 99. With 294 stat points available, normally, capping what you'd consider the important stuff is harder than it sounds. That means there's just enough leeway to get 3 maxed, but only if you neglect the other 2. That is a very bad idea!

so its a good thing you can max out every stat for every character if you love grinding that much

not doing that because its sooo dumb and tedious and i did when i was 15 its not worth it



Oh and sometimes when you level up, you get these messages. There's four possibilities for things that can happen at this point.



It's completely random if you get one or not, and then its random which one you do get. That Serph restored his MP is a nice bonus, nothing more.


Silence



Be Fed Up

No, I... I can't eat them. I can't eat them.
Why do you hesitate? Circumstance are different now.



I know it's not quite what he means, but I love the implication here that they never ate before the Atma stuff happened and they became cannibals. Like, regular food just straight up doesn't exist despite the fact that we're carrying around a bunch of Rations.

End

Hideout of the Chickens



After the battle, their HP will recover slightly because they consumed their enemies.

This is also why we gained Atma Points and Argilla didn't by the way. Eating our enemies is where those came from.

Amount of HP restored after a fight is around 10% of your maximum. It's pretty handy, at times.




Sweet fluid dripping from a torn throat... splattering as I sink my teeth into rich flesh...
This is a good sensation.

Heat, you're a weird guy. You know that, right?



So anyway, let's chase after Harley and ask him what he knows. That door leads onwards into the base. The stairs?



Lead nowhere, really. You probably saw one of those items when we were in the room we just fought the ghouls in. Considering that, and the layout of the base... we can't get to them because they're past that blue wall. Makes me want to come back all the more.



Also now that we've beaten up some of Harley's men, we get random battles. Yay!


Hunting



Most fights at this stage are pretty uninteresting, really. Like these Onmorakis. They're, uh, level 1 and...



Cripplingly weak to ice. Lots of things here are, actually. Makes sense considering Serph's the only one with elemental spells at the moment.



Man if we fought these things first, Serph and Argilla would've both levelled up!



Since they're not Serph, we can't pick where Heat and Argilla's stats go. It's fine, they have general preferences anyway. Heat is transparently a punch dudes really hard kinda guy, which is fine with me.



Argilla is a little less clear at first, but she does eventually err towards spellcasting.



Since we're still upstairs, we can head into a different room that leads nowhere. We can see a dude on the other side, a switch and a ladder. Well, we can get to that ladder easy enough.



The door behind the stairs leads into this very same room. We already know there's a guy here, so it must be on about him.



Not really, it was Harley! :v:


Raise the wall!



This isn't, strictly speaking, a particularly long area or anything. It just takes a bit longer than it should because Harley is a slow runner I guess, and we're always just behind him. Stuff like this is pretty common.



So now we backtrack upstairs to that room where there was a gap before. On the way there, we run into a couple Alps. Not very threatening, but they are worth noting for one reason:



No weaknesses. Oh and they can put us to sleep or heal I guess. Not much of an issue really.



Serph levels up again and gets another random bonus. This time his HP is restored.



It's not really a long stretch to this guy.



And he tells us about the voices in his head. We know, buddy. We've all got 'em now.

also he picks a fight with us


Hunting ~ Compulsion



Not really a hard fight either. Just exists to tutorial at us and tell us about weaknesses and stuff.



And wouldn't you know it, the Cockatrice just so happens to be weak to Ice. What luck!

we hit him with it again and he dies the end


Hideout of the Chickens



This switch isn't exactly needed to advance. The ladder puts us behind the wall, and lets us continue further in. Dropping the wall anyway though; it saves time if we have to come back here later.



We'll see what those things over in the corner are later. For now, we might as well head downstairs. Down there, is...



A red coloured wall. We'll be back for this one much later.



...There's a yellow wall down here too. That makes three coloured walls. We'll also be back for this one.



Next up, we run into a new demon. Pretas are weak to stuff that isn't Ice, so we can't poke them yet. They're not that resilient either way, though.



But they can delay the inevitable by using Zan on Argilla. Since she's transparently the Earth elemental person, she's weak to Force.



At Serph's next level up, he gets yet another random effect. This time, it heals HP, MP and cures all negatives statuses.



Much more importantly, though, is that down here there's a staircase we can reach.



It leads to a fight with a Slime in it. Slimes are mildly annoying, because they're weak to a ton of elements (Ice included). So how are they annoying?



They resist physicals. Swell. Heat is not the kinda guy who would deal 9 damage at this stage even with a regular attack.



Oh and the stairs really just lead to this outside area where we can get a free Soma Drop.



On the return trip, we ran into another Cockatrice. These guys have a fair bit of HP, a bunch of physical skills and can inflict Panic sometimes with Pulinpa. We'll worry about that whenever it happens though.

That weakness to Gun? Yeah, we'll be seeing that later in a more relevant setting.



Thanks to the Cockatrice, Heat was able to get his purple Atma bar filled and learn new skills.




In this case, Heat picked up a basic Fire spell of his own and... Void Fire. Void spells are very handy and Heat's will see a lot of use in due time.



For now, we'll head back upstairs inside the base proper. Here, we can check out the terminals now. Green glowing ones are Life Terminals and...



These things can get ungodly expensive later. They are the second biggest money sink in the game, by far, so its a good thing that they become less necessary after a point.

They cost 1 macca per HP restored and 3 macca per MP. That adds up really fast, especially at higher levels.



This and a Small Karma Terminal aren't placed where they are for nothing though. Right around the corner are these ladies. They immediately transform and attack us. Swell.


Hunting ~ Compulsion



These two Empusas are also part of the tutorial on press turns. They love casting Ice spells, and Serph's second spell by default is Void Ice.



Using it in this fight is wholly unnecessary, but I'll humour the game for now anyway.



Since we have Heat's Agi spell, we can just use that and have him oneshot them both without any issue. The game doesn't expect you to have this here for some reason.



But, yeah, Void spells grant complete immunity to their respective elements. This was worth an entire fight dedicated to it, which you could accidentally skip if you were at a decent strength.


Hideout of the Chickens



Those things now promptly dealt with, we can head through the door behind them.



And wouldn't you know it, Harley's there! He heads through a door to his left, rather than the one at the back.



We'll head through the one at the back and accidentally get an interface spoiler. Harvey went through a different door, but is on this path? Seems like a loop to me.

(and yes this is harley; the message wording makes it blatant)



On the way to our next real destination, I ran into these guys. That's only particularly interesting when you know they're not exactly common.



Weak to ice though. They have 21 HP so that one just got doubled.



Mou-Ryos are really not threatening at all. Can Void Fire as a spell because they sometimes turn up with other stuff. Ice makes sense for their own use though. Best to drop fast because that Maragi might go off and hit Serph's weakness!



...Okay now I'm officially overpowered for this dungeon. Serph getting his ??? mastered at this stage is not A Thing usually. But the encounter rate is quite high so it's possible I guess.



Devour is the first of many very useful skills. We don't need it right now, because we can't benefit from it. Defeat an enemy with it, and Serph chows down right then and there and gains a lot more Atma than you would from just beating 'em normally. Very handy for mastering new skills faster.

Hell Thrust is just an upgraded physical attack. It deals a fair bit more damage and so is useful in the here and now. Damage increase is enough that its worth actually using sometimes even in later dungeons. Not particularly late game or anything, but hey. At least Argilla won't be completely useless against magic resistant enemies if she gets it.



Near that second door we didn't go through, there's some stairs leading upwards. The upstairs area here has this strange golden thing floating. This contains items like the purple ones but with a difference.



They can only contain two types of items. This one is a new bullet. Bullets are never in purple chests, only ever gold ones.



Even though it won't be needed for a while, touch wood, Heat gets this one since it's thrice as powerful as the default one. It also has a fairly decent chance to inflict the Shock ailment (don't miss and get guaranteed crits with Physicals) which is a bit of a tradeoff but eh. It'll be fine right now.



In a different room upstairs, there's a switch we can flip.



This raises one wall and lowers another. Harley was about to go through the door we just sealed off, which leads to the room below us. If we didn't do this, then we would chase Harley in that loop forever and it would be boring.



Now we have to backtrack to this room where we ran into him last time. We can't get through the other door now, so we have to follow Harley's route.



It's a pretty linear path at this point, and eventually we run into him again. This time he heads through that door behind him.



That door leads to a small room with no other exit. Harley is now cornered, and there's a Life and Small Karma terminal just outside it.

There's also this ladder leading to three items.



This deals a small amount of ice damage to every enemy. Empusas can rarely drop them, but they're not worth farming. When I say a small amount, I mean a small amount.



The other good item down here is this Revival Gem. It revives one party member with full HP. Holding onto this for a long while, I reckon.

There's also a single Chakra Drop down here.



That's enough of that, though. Let's step into Harley's office and see what he knows.


A Cornered Harley



Harley, tell us what's going on!



Burning Stake



Why don't you know?



Looks like Heat's Atma brand is taking control here...

Answer me, Harley.

Silence



...Thrice in one dungeon?

This is going to be a recurring thing, isn't it?


Please... I really don't know...



Yeesh, poor Harley. Guy's had a rough day. First we kill and eat his men. Then we storm his base, kill and eat more of his men. Give him a panic attack, chase him through the building, then corner him. Heat chokes him while angrily yelling for info about the black-haired girl. Then when he doesn't give the right answer, Harley gets thrown into the window.

Be Fed Up
okay so this isnt *quite* what plays here. what really does isn't on the ost and this is close enough.



Needless to say, Harley's finally been pushed past his limit.



That was the last straw, and he's done taking our poo poo. Dude's found his balls and is finally using his Atma Avatar to take us on.



Well if it's a fight he wants, then it's a colossal embarassment he will receive!


Boss: Asura Hayagriva

Big Battle



Hayagriva, fittingly enough, is an Avatar of Vishnu. He's one of the forms used by Vishnu whenever he feels like chilling on Earth. His name even means horse neck, in Sanskrit, which fits his appearance pretty well.



Combat-wise, he's a bit more resilient than we may be used to with having 600 HP. Besides that, though, he's a complete pushover. Serph can take advantage of his gigantic Ice weakness without any issue, and give us 5 attacks to his measly one every single round.

Yeah, yeah, he's the first boss so he's not meant to be hard I get that. But even his footsoldiers are better than he is. Presumably the second biggest reason they haven't banded together and had a mutiny already is because Hayagriva has a trick up his sleeve.



Heat's priority here is to get Void Fires up every single turn. You have no way of knowing this at first, but Hayagriva is actually the perfect enemy for this spell despite its seemingly situational uses.

Because, as luck would have it, Hayagriva is probably the most predictable enemy ever.



To give us plenty of turns in the first go around, Argilla's using that Ice Blast to give us a functional full 6 turns.



The damage is less than impressive though. I guess it doesn't take stats into account because that's way worse than Serph's Bufus.



When not putting up Void Fires, Heat's best method of attacking here is using his Mad Rush skill. It can deal the most damage out of every physical attack at the moment. Problem is it's random; it might hit twice. It might hit once. Kind of a coin flip.

If you prefer consistency, then yeah, Venom Claw is better for that. Decent damage for a lesser cost. The poison won't work though; Hayagriva is immune to ailments.



Well, it doesn't outdamage a critical hit but those aren't overly common so even with its relative randomness, Mad Rush is more consistent.



Man, its rare to see Hayagriva use a physical attack. That like almost never happens, especially not at this stage.



Normally, for the first half of the fight he will basically only ever use Skewer. This is a single-target attack and...



It deals Fire damage. So long as you keep up the Void Fires, you should never get hurt here. Bizarre errant regular Attacks notwithstanding.



Once he drops to around half HP, his pattern changes up a bit.



He'll now spend some time to make it so we can't Bufu him into oblivion. So we just get 3 turns whenever he does this. No big deal.



Instead, Serph can use regular physical atta- ahaha no, use Hell Thrust. If you don't have it, then use regular physical attacks.



Heat still Void Fires though. This is even more important now.



Rather than use Skewer, Hayagriva brings out his big gun and throws a Fire Storm at us. As the name implies this also deals Fire elemental damage.



Frankly, if he never gave us the chance to pick up Void Fire he would win. Because he ran away like a coward, he created a self-fulfilling prophecy and had reason to be scared. Funny that.

At this point he kind of alternates between Void Ice and Fire Storm. I still have Heat use Void Fire when I expect Hayagriva'll use Void Ice though. Just as a precaution; the one time I didn't, he snuck a Skewer in and aimed it at Serph.



Despite being a boss, Hayagriva is totally able to be Frozen. This makes it so that every attack that connects is guaranteed to be a critical hit. It also has an extra edge over Shock in that whenever he remains frozen, his innate resistances are removed. No resistances, nullifications, drains or reflections allowed in this state!



In this case, it happened just in time for the crit to be the final blow needed to win.



Hayagriva is a complete chump and feels supremely out of place. Later bosses are not this rote and simple. Nor are they even half as forgiving of stupid mistakes.



Does give pretty decent Karma and a nice chunk of Macca though. Guaranteed Soma Drop isn't too shabby either.

Would give more than enough Atma for Serph to pick up Devour and Hell Thrust now, but he already had them here because I didn't run from anything.


Silence



Harley didn't know anything. Let's get out of here.



Serph, we must get back to the base.

End

Argilla is completely right. We will head back to Muladhara and consider our next course of action. Next time, I mean.

In the meantime, for a more traditional Hayagriva fight that doesn't involve Hell Thrust and being probably overlevelled? You can find one here; it features him using Skewer, what happens when you Analyze a boss and a mistake on my part and everything.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!

Feinne posted:

Dragonatrix, since they basically amount to trivia and I'm pretty sure the names never come up in the plot would you mind it if I briefly discussed the Atma marks as we see them (so Serph's, Argilla's, Heat's, and Harley's for now)?

Yeah, sure, go for it. I don't remember anything about 'em being much of an issue.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Svadhisthana



Heat's a classy guy and totally not talking about eating our men at a-

Oh, wait, he is a dickhole and is totally talking about doing it. If only Argilla would let him.



In some cases, it would certainly be an acceptable loss. This guy, eh, not so much. He knows what's up. Since we just murdered and ate Harley, his men now belong to us as does Swadhisthana itself. To accommodate this fact, we can run around inside freely and no random battles will accost us! If we missed some loot or the like, this would be a great time to head back in and get it. I got everything we could though, so for now it's just like running around Muladhara but without the random NPCs to pretend like they matter.

Speaking of Muladhara, we'll head back there now. Nothing else to do here, and Argilla's doubled over from hunger.


Pray
I don't know why, but I feel the need to make a reminder here that if you can watch the videos... you really, really, really should!



Yeah, so at this point Argilla's in so bad a state she can't even walk on her own.

And to make matters worse, they're hearing frickin' gunshots in their own base.


Some Awesome Thing That Isn't On The OST. :saddowns:



Oh, those gunshots were being fired at a demon.



Cielo is already proving that he is very much not like Argilla, because he cannot hit this thing. And he's firing waaaaaay more bullets.



Dude's so bad a shot, this thing has the time to prep itself and jump into the air. Even when it was stood still, Cielo couldn't hit it.


Silence



So, you're hungry, Gale? Wanna eat me?



his entire head is a giant mouth i think antagonising him is a bad idea

Light shines on the heavens...



So, a woman is now singing. This seems to help Argilla's hunger thing.

It's also irritatingly not subtitled at all. Thankfully this IS on the OST (several times). But only the first few lines are in English there, so that doesn't help at all.


The earth, the spirit, light brings glory and grace...



May it open your eyes to the truth, Shanti...



Shanti. Divine light, our heart cries out to you...



Deliver us from the dark and give us hope. May you fill us with your undying love, Shanti, Shanti...



It also manages to placate Gale when he's taken the form of his Atma Avatar. How incredibly convenient!



A song.
That was a... "song?"



Oh, wait, sorry. I was a bit mistaken; that song actively turned Gale back to normal.

Tell me... who are you?



You came to help us...? From where...?



I just know that... that I'm here to help everyone.

It's probably not quite obvious from these shots, but it is currently raining. Best to take this conversation indoors.

Sera



Your explanation is flawed. We know nothing about you. You say that you remembered nothing. Why, then, would you help us?



Ladies and gentlemen, this one sentence is gale.txt

No, seriously, get used to it. He says it a lot.


I'm sorry.
The thing is...



I have too.





I'm sorry.



We may even be able to return to normal...
You've felt that hunger... You've felt that power inside you.



So... we'll be this way forever?
Regardless, nothing has been resolved. The Karma Temple will identify --

Silence



Well, that timed itself out rather well.



For what purpose, Dissemination Machine?
Questions of this nature are not permitted.



End

There's absolutely nothing else we can do at the moment, so we might as well stick on this plot railroad until its done. It, uh, it's gonna take some time though.

Like, there's 12 minutes of cutscenes split into 3 scenes that you have to run between. We're only 1/3rd done with this.


Sahasrara



Sahasrara's named after the seventh and final primary tantric chakra. It's name doesn't refer to an area, but rather a thousand petaled white lotus. Primarily deals with intuitive knowledge, conscious awareness, duality and a connection to spirituality.



Unlike all other areas we've seen so far, Sahasrara isn't under the control of any one tribe. It's considered the property of the Karma Temple and thus serves as neutral ground. We can talk to dudes from all other Tribes here (but they're condescending assholes so we won't) and, uh, that giant lady machine thing isn't called the Dissemination Machine for nothing.



The place is mostly a boring straight line, which is weird considering it's a several thousand foot tall, has a tower ascending to Nirvana itself and is... somehow... not falling off that tiny, tiny piece of land its perched precariously on.

Also Argilla and the kitty from earlier :3:
(it is indeed the same cat)



So, yeah, the place is a boring straight line. Let's just skip to the plot.


Angel

Silence



...Man, the Dissemination Machine is even weirder now that it's not a hologram.



Also, as Serph walks up to his little stand, every other leader turns to look at him. That red tattoo under her eye isn't her brand. I'll give you three guesses where it is (freebie: it's not her chest, since that's Argilla's fanservice area).









Everyone seems to already know we killed and ate Harley, because they were just waiting on us to get here. Or maybe the machine springing to life and doing its weird hand thing clued 'em in.


Everyone is present. Why have we been summoned, Dissemination Machine?



I do not understand this. The Temple summoned --







So, uh, weird creepy voice lady speaks out of the aether and then shocks the machine because, um, kicks? It clearly isn't necessary to speak to us or anything.



I get the feeling most people in this place are just dicks, frankly.



Oh, wait, it for this holographic projection. Never mind, carry on.


Eat Them All

I am the one you invoke as you gaze at the heavens.



Whatever this guy's deal is, he seems to already dislike Ms Angel. Maybe that she's a giant ring with nails sticking through it and a creepy eye has something to do with it.

Listen closely, as there is not much time. Mark these words as the Temple's new commandments.
Soon, the laws of nature governing this world shall regress to a more primal state of being.



Oh, right, yeah. The game doesn't call them Atma until now but whatever. Not like it really matters; you could've figured it out from one of the three post-battle rewards being Atma Points after all.













Hey look it's those words from the opening scene that you potentially didn't watch. The pre-title screen one.

What is a "demon?"
The essence of your new selves, your Karma. You cannot yet understand.



All that you desire shall be granted in Nirvana. End the stalemate with your newly awakened powers and fullfill my commandment at once.



Aside from our new power, nothing has changed.
Incorrect. There is one addedum:



One Tribe will conquer this purgatory and seize the black-haired girl: Nirvana shall open its gate to this Tribe alone.

Silence

Who is that girl?

In case you didn't pick it up from his complete lack of dialogue so far, yes, Serph is a silent protagonist. Anytime he says something it's a dialogue option presented in game. Some are worth our time to care about for reasons that will make sense MUCH later. Others are not.



This one is in the latter. Regardless of what we say, Angel freaks the gently caress out.



Like, a lot.




...devouring everyone in your path!



I think the "real" reason is something to do with Solar Noise (we'll cover that in due time too), but I prefer the idea that she just wigs out and runs because of Serph.

System Inquiry: Review this information, Child of Purgatory?

End

So that's two down. Again, we get a bit of a small interlude before running to the last one.



In this case, it's because we just unlocked THE biggest moneysink in the entire game.



Like, it's not even close. Mantras are a thing that we need just to get by, and they're hella expensive later on; by going to any Karma Terminal (size doesn't matter), we can now use this option.


Mantra



This lets us get this big-rear end board. It's a PS2 RPG, of course our abilities are determined by a big-rear end board. Naturally, just because one character gets a Mantra it doesn't mean poo poo for anyone else. This wouldn't be too bad for the most part, but you see all those nodes that are already there?

There are more. They just won't turn up until much, much later.

The best part? Getting new abilities from here costs Macca. Lots and lots and lots of loving Macca.

In total it takes 20,728,000 macca to get everything. And that's just for 1 character. So, yes, over 101 million for all Mantras for everyone. Doesn't that sound like fun!

Be glad you're not me, and aren't insane enough to do this for the not-at-all-worth-it reward in DDS2.

...Honestly, I say that but even I probably won't bother in the end. Like I say, the reward is not worth the effort.



Filling it out, in terms of mastering the Mantras, is easy as all hell at least. The hard part is the cash flow.



So, I'm currently committing a cardinal sin. You don't have Serph learn Earth Spirit first. No, because he's weak to Fire you "absolutely must" drill him down the Fire Spirit path to alleviate it.

I am not doing that, sorry. I think that's pretty dumb. It's hella slow, hella expensive and hella niche. In the time it takes to do that, you could have so many better things that the weakness to one element is moot.

Instead, I prefer to focus on alleviating a crippling lack of offense. If I need to patch a weakness in a hurry, that's what Void spells are for. By the time it becomes a real big deal, the time and money investment to patch things in more convenient ways will be significantly more managable.



Also doing the patch weakness thing immediately leaves other people unable to keep up with how fast Serph can master his Mantras. He picked up Devour by default from having it equipped well in advance. Heat and Argilla did not. Giving them even the first one is plenty for now.

Oh, and beyond this little bit I won't really post the mantra board and me buying things particularly often. A rundown at the end of future updates of "here's what skills we learned from this dungeon and what they do" is plenty sufficient. Plus that way you can skip it if my eclectic sense of "here's what will chump the next boss" annoys you or you just don't care or something. (Also, the full boards will be in the second post as a testament to me being an insane, grind-loving lunatic.)




...Now, where were we? Ah, right. Running back to Muladhara.


Gale's Plan

Silence



Is that all she had to say?



You truly remember nothing?



Atma? Child of Purgatory? Now what do we do?
We will head to Nirvana.
Nothing's changed.



...by using this new power.
I have no objections. Our goal remains the same.
I am in Sera's debt.
I just want to be normal.



It is decided.



Operation





...and present ourselves to the Temple.









*Laughs* Who cares? We'll devour them one by one.
Easier said than done. What's your plan?





Silence

You mean...



Until now, the Tribes have relied solely on their own strength and resources. But, an inflexible mind limits one's strategic options.



You've certainly changed.
You are the ones who have changed. Your emotions have clearly become unstable.



What about Sera, then?





Hereafter, we should institute a policy of silence regarding Sera's existence.
What is our leader's decision?
We will proceed according to plan.
It doesn't seem right...



This option is one that actually matters. And I picked the "wrong" option. Don't worry; since I have to go through the game at least twice for some stuff anyway, might as well pick whichever option I feel like this time. Then I can show the right stuff later if I skip it.

First, we head to the Maribel's territory.



It is advantageous for them to accept us, and defeating them will not pose a problem.

And with that, we're FINALLY done with all these cutscenes this time around. We'll celebrate by finishing up with some optional bonuses.



Now that we know Gale's plan, we can head back to Svadhisthana and pick up something that wasn't here beforehand. If we came back here anytime before now, we wouldn't be able to get it (and I know from checking at every possible opportunity).



Once this guy is here and tells us about these rookies, we can get it. This is just the in-game reason for...



Why random encounters are back here. They're basically dudes who are unaffiliated with any Tribe, trying to band together to form their own.

That they also just happen to all be the exact same demons as the Vanguards is just a gameplay concession you'll have to ignore.



At least it's nice enough to let Argilla nab the Earth Spirit mantra she was nearly done with anyway. Since she's decided to do anything to get to Nirvana, she'll eat dudes now. Just in time for fights to return too. How nice!



Tera's the basic Earth spell, yadayada you get the idea. Also comes with Void Earth if you've forgotten already. I'm having Serph also learn this for a reason that will make sense later, I swear.

In the meantime, Argilla can join Heat in getting Devour. Because Hunt skills are super-useful, everyone should have them.

Nothing in the dungeon itself, but if we run all the way back to Harley's room at the back?




We can see that the window there is totally still broken. Also this guy gives us something that was Harley's. We get all his old possessions, which is... just this key.

We don't get his sweet crossbow. I would've preferred that.



Well... okay. Preferred isn't quite what I meant after all. More along the lines of I would've liked this and the crossbow.



But, hey, remember this wall way back at the entrance to Svadhisthana?



We can get past it now. There's only one room back here...



Not that you need me to tell you that. We could see this from the other balcony, remember? The contents of these item pots is way more important anyway.




Noise items are permanent stat boosts for whoever you use them on. They give +2 to the stat in question, as well as fully restore your HP/MP. Naturally, then, there are an infinite number of these things.

There's nothing else we can do here now until we get a way past the Yellow and Red walls in the basement. Now is there anywhere else that had a blue wall...



Oh, right. Back to Muladhara. Again.



Thankfully this one's near the entrance and we don't have to slog through trash demons we can beat without even trying.



Even though this place totally feels like it SHOULD have random encounters in it. That one might just be me though.



There's a small area actually down here, but it mostly serves just to taunt us with three items we can't get. We won't be getting those for a loooooooong time.




It also gives us some more Noise. HP and MP at least get to go up by 10.



There's also this weird door down here. Wonder where it leads. Guess we won't find out for quite a while!



Oh, and there was another Blue Wall just before the rooms with the HP and MP Noises in them.



This one leads to that item we saw near the entrance. Great Chakras are a full MP restore for the entire party. Pretty darn handy!



That's all we can get for now with our new Blue Key, though. At least it's gonna help out get through any blue walls we'll see in the future.

Next time, we'll go see the Maribels and hopefully trick them into an alliance that really only benefits us.



(ps there may be a new thing in the op now. :ssh:)

Lotus Aura fucked around with this message at 21:36 on Feb 25, 2015

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!

HiKaizer posted:

Edit: Dragonatrix are you sure the EU version used Danger? I played the PAL version and I am sure that it used Pray instead.

Huh, you're right. I haven't used my PAL version in forever (because, y'know, Ghostlight) so I just went from my memory of it being Danger. Ah well, 'sfixed now thanks for catching that.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Sahasrara



Before we go deal with Gale's scheme, we might as well get some information from the information distributing machine. Not much but hey it's something.

About demons.



Everything born of God holds the informational possibility of demons. The "Virus" is merely a trigger. Do you wish to know more?
About Karma.



The more demons hunted and devoured, the more Karma gained. Karma is the source of strength. Do you wish to know more?
About devouring.



All things contain traces of this information construct, but humans and demons require great energy. The only way to preserve the information of one's existence is to devour one's enemies. Do you wish to know more?
About Solar Noise.



Hunting is also affected by fluctuation of "Solar Noise." Do you wish to know more?
Nothing.



So, that's all the Karma Temple has for us. Some interesting bits in there, but nothing overly crucial. Nothing about the conflict itself, just more to do with the new demon powers.

...No, for the conflict, there's a random dude back at Muladhara who has some... very abridged information on it.


Muladhara



Again, might as well just go through the lot.

About the Tribes.



"The Embryon" is one such group. We all follow you, sir. Anything else, sir?
About the Junkyard.



It is divided into seven areas: Muladhara, Svadhisthana, Manipura, Anahata, Vishudha, Anja, and Sahasrara. Anything else, sir?
About the war.



The triumphant group will be allowed into Nirvana. Anything else, sir?
No.
I see.

Alright, that's enough of that. There's nothing else to do here or elsewhere, so let's head on out and put Gale's plan into motion.

Jinana and the Maribel



Silence

So this time around, we're visiting the Maribel at Manipura. The third primary tantric chakra, its name means the "City of Gems" and it primarily deals with a sense of belonging, personal power, success, will and the ego.

Like all chakras, it has an animal associated with it (most of them are just Also This Is A Thing). In this case it's the ram which is only noteworthy because that is also Agni's personal vehicle. :v:



Oh, and the regular ol' grunts from the Maribel are watching us the entire time we're here. I guess this is just so we don't try something but it's amazing they didn't try to gun us down on sight.



Oh well, let's just get this over with so we can focus on the important stuff.




How else could you have made it this far?
So, then... You're the same as us.

Sera

Not just me. Nearly all of us have changed. Soon, everyone in the Junkyard will be this way.



What's "cursed?" Who is this "god?"





What is "sad?"
I'm not sure... You just... seemed that way.
Many of us have died due to this unexplained power. If my reaction is "sad," then yes, I am sad.

Silence



Okay, that's enough fun discussing these weird new emotion things. Let's get down to brass tax.

One fade to black later...


Interesting.



Wait, Jinana!
The Tribe is hungry.





End

Honestly, this set up seems to benefit Jinana either way. Either we prove that we're stronger than her, so she gets temporary protection from someone better... or we get slaughtered by her weak flunkies and she gets to assimilate the remaining Embryons which now also includes the former Vanguards.

Manipura

Now we can run around Manipura for real. Like with when we went to Svadhistana, this place is wonderfully light on cutscenes so we can focus on the important stuff.



We'll start off by running all the way to the far, far, far east. So far you'd have no reason to expect there to be anything over here.



It just leads to a small area with a Revival Gem in it. On all accounts, it does seem like this place should have random encounters in it but thankfully it doesn't.



Nothing else in the outer area of the base, so let's dive on in and go track down Jinana.


Hunting Field



To the surprise of probably no one, Manipura proper does count as our second dungeon.



Unlike with the Vanguard's Base, we get random fights from the very beginning. No free respites this time around.

So, those two doors dead ahead? The one on the right leads to a Vendor (the one at Swadhisthana's more convenient still) and the left is a small area with our requisite Large Karma Terminal to make warping out easy.



There's... hm. There's also this door we can't open yet. Maybe it's a shortcut if we wanna backtrack later or something.


Hunting ~ Compulsion



Oh well, for now here's a tutorial that's given as a random encounter for some reason.



Micro Nova's a special skill we can only get in this specific way. We'll cover it in a minute, but for now "tutorials!"



First, we hit the Ghoul with a Tera or Agi. Doesn't matter which since its weak to both. Get lucky enough and those blue line circles will appear above its head indicating its terrified of us now.



Follow it up with a Devour, and we deal actual proper damage with it. Since this also finished it off, Serph eats the dude whole and gets more Atma out of it.



...Well, he would were it not for this. When you eat an enemy demon, there is a chance of this happening. Stomachaches are a pain, for two reasons.

1. They have a chance of making you skip that character's turn. Always happens when you don't want it to.
2. Might just be my poo poo real luck, but these always seem to happen at the end of a fight where you can't heal them.



Finish a fight with a Stomachache still intact, and whoops. No AP for you!

It's a balancing mechanic, but its a dumb and annoying one. It's even pointless when you start grinding AP for real but we'll get to that later.



For now, we do a rarity and head to the Vendor. This lets us buy a few Dis-Aches; more than enough for the rest of our stay at Manipura anyway.



Aside from the Ghouls that are tougher than the tutorial ones, the enemies here are mostly identical to Svadhisthana for now. No Myo-Ruous or Alps or the like, but the tougher stuff like this guy or Empusas are still hanging around.



That's better. Serph just got a giant boost to his AP from eating the giant chickenman. No fights between the tutorial one here and this one either.


Hunting Field



Alright, so we'll now go all the way north and see... a locked gate with a 05 on it. No way of opening it from here either.

(The small alley behind us just has a couple Dis-Poisons in it.)



Backtrack a little, and this time we'll make note that there is a path we just ran straight past without much of a care.


Hunting



Y'know what? It's only a couple Pretas. They'll do.



So, combo attacks a bit more special. They require 2 or all 3 party members to have certain skills set. Mostly these are just ways of getting certain spells a bit earlier than usual (like with Mabufu).

In a few, very specific, cases they give us unique spells we can't get elsewhere. Micro Nova is one of those. It takes 5 MP from everyone and uses all of our turns in one go.



Worth it, though, when we blast everything for pretty decent Almighty damage. It's only really useful in fights like this one or a bunch of Empusas, since the damage isn't stellar (that's Heat's fault for having crap Magic though).


Hunting Field



We'll head off towards that door in the distance now; on the way there, there's a turn that leads onwards.



Worth getting the optional stuff here though. Gold containers like this one are going to be even more commonplace at this point, since it contains...



A cell. Cells are special items with one use: we sell them, and after gaining certain amounts of Macca from them we can buy more things from the Vendor (to open up everything, you need to gain 1.99 million from selling Cells... so that's gonna take a while).



Speaking of which, on the way back there Serph mastered his Mantra. I know I said I wouldn't post these for the most part, but this one's a special case.




With that done, he now has mastered 3 Mantras of 1-star difficulty. This opens up two more further down the tree. Yaksa and Angel are the starts of the Death and Expel elemental lines, respectively.

They're also where we get stat buffs and debuffs. Much more worthwhile for that.



So, Cells! We can sell the Error one for around a minimum of 3600.

Oh, minimum? Right. We can get more for this but first we need to finally pay attention to something.



That gauge in the top-left corner measures the current amount of Solar Noise. It counts up from 0 to 8, and then cycles back down. Thing is, it doesn't move on its own accord; it changes as we move around.

Which is why Svadhisthana's vendor is useful as hell. Area right by the entrance with no random encounters to deal with? Perfect for selling Cells and buying stuff.



At MAX noise (8), the Error Cell now sells for 4800 macca. 1200 more isn't much now, but it does add-up over time and even here it lets us pick up either a more expensive Mantra or more cheap ones than we could before.

Solar Noise also does some other things that we'll cover as they come up.



So, back on the main path in Manipura now.



Very near where we doubled back, there's the first gate we can get through. And that "!" on the map?



Yeah, that's how we can get through the gate. Most of them are right next to it, which helps keep things moving.



No, we don't have Jinana right away. Be nice, but we're not that lucky.



...Huh. They turned tail and ran before we got a fight with, uh, whoever it was.



So, we'll follow the path ahead the little way it goes and then make a detour. Up some stairs that are completely optional (skipping them brings us straight to Gate 2), we'll take this ladder up to the roofs.



This leads us to a new Cell which... I don't know why this one comes after the Error Cell. It sells for less macca.



Double back to the ladder, and head a little further north now. There's a pair of doors here, but we'll go through this one first.



It doesn't just lead to a new demon, but the Blob here is a mild nuisance.



We can deal with it without much issue, but its gimmick is weird. It starts with 9 MP, and loves to use MP Thief. This gives it enough MP to cast Teradyne. Thankfully, no one is weak to Earth and its Magic is so bad it can't even really hurt Heat much.

On the other hand, it can cast Dormina which tries to put the entire party to sleep. Regardless of whether that succeeds or not, if it tries it first then it runs out of MP to use MP Thief with. :v:

Still a nuisance, though.



Anyway, the real reason to come here is because there's a Blue Wall here. We'd normally have to come back later, but we picked up the key at the very first opportunity so we can just waltz in.



This leads to a couple rooms where we can pick up some neat new items.

First is the Wild Card. Holding onto this for a moment when we really need it, since it deals Almighty damage to every enemy. It's more effective than Micro Nova but we only have one of 'em.



Further in, we can find another new Noise. Not much else to this one.



Oh and there's a Yellow Wall that's easier to see on our way back out. Gonna be back for that one much later.



The other door also leads to an optional area, but its arguably one that's more useful right now.




Her rear end is delicious...
I'm going to savor her legs.



Like before, there's two areas. First one has a Brave Ration in it, which just heals 150 HP to one person.

I say "just" but that's more than we have right now, and nearly a quarter of our absolute max possible.



Through a different door, there's this weird guy who thinks he can take us.



He's just a Cockatrice, but at least there's a bit of a twist with this one.



Namely, he is actually weaker than a regular random Cockatrice.



He very swiftly gets dealt with, and we can pick up a new bullet. It's a good thing this was here, because it will be very useful very soon.



It's four times more powerful than a normal bullet, has a chance of inflicting Freeze and is going on Serph for, um, thematic reasons.



So, we'll double back to go to Gate 02 now. Hit the switch next to it, do whatever we need to at the small Karma Terminal and move on.



Like before, we can "feel a presence" behind the door. I imagine it'll be a repeat of last time and thus be completely empty on the other side.



Naturally, then, it's not. Obviously, right?


Hunting ~ Compulsion



So, the Yaka in the middle is kind of a new demon but its more interested in buffs than anything else. Likes setting up Void Fires but that's more for its cohorts benefit than his own, since he's immune to Fire by default.



Naturally, then, they're also weak to Ice spells.



Good fodder for feasting on, though. Weak, relatively low HP but gives decent-ish Atma compared to what we're used to.


Hunting Field



With those down, we're about halfway through Manipura now.



There's still not too much to particularly worry about from the dungeon itself. More occasional detours that lead to nothing or nowhere, but not too many.



This one just leads to another Active Cell, though. Arguably not worth it, but hey free money.



Backtrack to that door we just ignored on the minimap. It leads to a small corridor with a door at the other end. We actually do need to come through here, but there's a Blue Wall we'll head past first.



On the way to our prize, Serph hits level 10 which gives a minor bonus. This lets Serph set two more skills; more than enough for what we need it for right now.



The main reward back here is a Great Chakra though.

Since we can see Gate 03 from here, the opposite also holds true. If we didn't have the key, we'd be able to see the Chakra but not reach it yet.



Back on the main path again, we come to another ladder. We don't know it yet, but this detour is mandatory.



We can run into Nozuchis at this point. They're weak to Electricity, but we haven't got any of that at the moment.



Weirdly, they cast Matera and Tera on their own turns pretty often.



And yet they have no Earth resistance of their own. Instead, they drain Force.



This path just leads to the switch needed to open Gate 03. There's an item pot up here with some Chakra Drops too, but eh. We have plenty of 'em already.



Loop around to Gate 03 now, we get the same generic message as usual.



Like before, there IS a fight here. Unlike before, this fight is potentially a little tricky.


Hunting ~ Surprise Raid



This fight is sort of a tutorial too. This one just demonstrates that we can fight in our Human forms too. Most of the time this isn't that helpful. There are a handful of exceptions, but they're just that. Exceptions.



Thankfully, these guys are weak to Gun elemental attacks. Unsurprisingly, our guns all deal Gun elemental damage. Convenient!



Heat's gun is the only one that's particularly different right now since it hits every enemy at once. His bullets aren't as good as Serph's here, though, and he deals slightly less damage to compensate for his gun's ability to shoot everything too.



Argilla's are even more disappointing.



You might think, then, that having Argilla transform back to Prithivi is the right thing to do here. After all, it ups her damage potential right?



Um... no. Machas have the mid-level Force spell. This is quite a predicament.



Thankfully the game seems to have a hatecrush on Serph and just throws it at him. Still, 37 damage to neutral resistance says bad things for if it hits Argilla.



...And now it gets worse. They have Makakaja, which is problematic.



It only buffs the entire enemy teams Magic stat. And can be stacked upto four times.



Two of them, and Zanma deals nearly half of Serph's max HP in one go. This would oneshot Argilla if it hit her.


Hunting Field



Other than that, they have no real tricks up their sleeves and its just essentially a slugfest. Thankfully, there's a Life Terminal immediately after them.

Anyway, due east from the Life Terminal here we can head on up the stairs to advance or stick around on this floor a bit more.



Down here, we can find... a friggin' Devil Cell. These things are the worst Cells (but are few and far between); at their highest value they sell for 1200. Active Cells, the second worst, sell for 1600. At minimum. Mostly obtained as drops from Machas, but not worth the hassle.



Man, that's annoying now I feel the desire to run around slicing things to bits for a while. Good thing this door directly opposite the room we just came from has...



Just the thing. Field Hunts are special areas that are really, really good for grinding right now. But, appropriately enough, could prove hard to manage right now.


Manipura Field Hunt

Blade



The way they work is pretty simple. We run around as Varuna and slice these weird purple balls of energy under a time limit. These things follow a pattern in each field hunt and aren't really that hard to manage.



Once we get through all of that, a Mitama appears at the end of the course and we get to fight that.


Hunting ~ Rare Devil



Each Mitama has fixed stats, and Ara Mitamas here are the easiest/weakest. They have 300 HP and are weak solely to Ice spells. Nullify most everything else.



...They've also got a loving ton of magic defense.



Fortunately, they scare pretty easily so it's not hard to get Devour to deal proper damage to them. Even with 70+ damage a pop, they don't go down easy though. They can buff their physical defence, and their magic, which makes things quite annoying.



Plus if you don't kill them quick enough, they do this. Rare demons, regardless of the source, really love running away! So, yeah, we didn't get anything this time around. Mostly putting that down to me being a forgetful moron though.


End



Thankfully, the field hunts appear on the map in a different colour after you find them. This is a pretty great thing that makes repeating them convenient, and you can repeat them. After 5 full solar cycles while you're in the same area, they become reaccessible. Annoyingly, it counts them a bit different to how you think; a cycle for this case does not start until the Solar Noise hits minimum. It then carries on until it returns to minimum; so if you enter at 1/8 counting up, you've got a lot of runnning to do before it even starts to count.

Either way, here's a tip: you don't get random battles inside the field hunt areas.



But, eh, can grind them out later if I really feel like it. For now, let's just carry on. We do have to find Jinana in this place after all.



There's a couple rooms right up the stairs but there's not much in here that's particularly worthwhile. Odd Morsels are a double-edged sword; they heal a fair bit of HP but in return inflict ailments. Not worth it.



The Revival Gem in the same room is very nice, though.



Little bit further ahead on the main path, we come to a ladder leading back down. On the roof opposite, we can see a golden item container that we can't get to just yet. I haven't missed anything, and there's no opportunity to double back for it either.



The path down here is very straight forward and leads to that guy around the corner. Good time to heal up, I think. Kinda wish Argilla'd already mastered her current Mantra but no dice.


Big Battle ~ Prelude



She granted us permission to devour you, if possible. This is odd. How was I unable to devour you?

Oh, and this guy's not alone.



No, we're already surrounded. This mostly just makes this take a bit longer.


Mini-Boss: Demon Gyu-Ki

Hunting ~ Compulsion



First part of this fight is pretty simple. It's just three Yakas. Nothing particularly frightening.



Take them out, five more jump in. Again, still not really an issue. These eight are all exactly the same as the normal ones we can fight in random battles.

They make for a good lunch break, though.



The real problem is this guy who comes after the 8th Yaka gets dropped.



He does all of one thing, but he does it every single turn in this fight. He's our first enemy that gets 2 actions and he uses one to Power Charge.



And then he hits you absurdly hard with a Body Rush. If he crits, and he can very easily crit these, you'll probably die. He then uses his third action to just continue the pattern, for all the difference it doesn't make.



Thankfully, he doesn't have that much HP and he has a weakness to Earth spells. Rather handy that.

Although even with that, it is possible for things to go wrong here.



...Like so. Heat, you just ruined everything jesus christ.



Um, never mind. Getting a crit immediately after missing isn't quite the same as getting two regular hits in a row, unfortunately. At least it functionally replenishes the turns we missed before.



Not worth much AP, but the Karma is nice and he even replenished the Dis-Ache we had to use on Argilla. How considerate!


End

Hunting Field



Well, to be honest... I'm in danger, now... So, um... HEELP MEEE!!



Moving on, we can get the switch to Gate 05. This isn't particularly useful for leaving from here (there's a small Karma terminal around the corner), but it is getting back quickly. It's actually kind of necessary especially compared to somewhere like Swadhisthana. This place is quite large, sprawling and windy in comparison.



Before we head to our real destination, though, we'll head a bit further west and head through this door a little out of the way.



It just leads to a Chakra Pot, but that's a 150MP restore and it functions basically identically to a Great Chakra right now. Only difference is that it can only be used on one person instead of the whole party.



Nothing else here worth doing, so let's flip that gate switch and... run back to the Vendor real quick to sell off these Cells before I forget.



In doing so, we can now buy two new items. Hurray!




Muscle Drinks are pretty cool. They heal you like normal healing items, but they also give you a minor boost to your max HP for that fight. Nothing overly amazing, and less useful later, but it could help for trickier fights.

Spyglass is just Analyze but in item form. You buy it once, and you're done. Analyze is now permanently worthless because the Spyglass is infinite-use.

Of course, if you can read this you don't need it. Just use the MegaTen wiki or GameFAQs or something. Gives you the same information, only better. Except for bosses where it gives you more information.



Money in-hand, new items available but unbought because I am a cheapskate horder need it for Mantras right now, let's finally head on through Gate 04.


The Laziest Name

Sonic Wave



Hey, we found you. We didn't die either. I guess we win this little game!





Well, uh, we didn't come to fight her but I guess she doesn't mind fighting us. Or at least having her weird, silent lackey there do it.



His "thing" is meant to be that he's really good with knives. In a place that mostly used guns before, but now uses demons.

I have no idea how he survived this long.



So, his name is Bat. He's our next boss fight.

Guess what his Atma Avatar is. Go on. Guess.


I've been dying for a snack. Come here.



Figured it out yet? Because you're about to find out.



...Yeah, no surprises there. Let's just ruin his day and move on


Boss: Asura Camazotz

Big Battle



Camazotz here is a Mayan deity, for a nice change of pace. They're monsters that were around in the underworld of Xibalba and plagued some twins. His name is K'iche' (yes, that's how its really spelt; it's a Mayan language) for... "death bat". I'm pretty sure this is peak laziness right here.

Anyway, Camazotz in-game just has absurd Magic, so we don't hurt him much with spells. At least not yet. He doesn't actually resist any elements; he's just that resilient. It's totally possible to have an element-boost passive by now. That'd push this up from 6 to an amazing 8!



Physicals, in comparison, ruin his day pretty effectively. So, sticking to those then.



Oh, and he doesn't use his great Magic for anything but defense. He has no offensive spells, so we can cast Tarunda to neuter him somewhat.



All of his attacks are physicals, so this deals with them nicely. We can even cast this three more times to reduce it further and there is nothing he can do about it.



He's a very nice step-up from Hayagriva because we can't just sit here and nullify his only real means of attack. He's also kind of a bastard in comparison because...



He can inflict Panic. Panic is basically this game's version of a more standard Confusion ailment. There's a chance that Heat will now just do whatever he feels like. Try and run, attack other party members, revert to human...



Fortunately, Patra or Panacaeas will cure it up immediately.



108 damage on the second boss, as a crit, isn't too shabby. That's ~1/6th of his max HP in one go (he has 670 for what its worth).



Bat's main gimmick is that he quite likes to use Rage, which is an annoying move. It is one of an ilk that is known to make Nocturne players very, very angry.

It gives him two more actions right now. For free. No questions asked. And there is no way to stop it.

Thankfully, Bat doesn't use this to its full evil potential.



Instead, he just follows it up by using Spiral Edge which is not that fancy.



It hits everyone for middling physical damage. Whatever.



He also usually (but not quite always) follows it up with his gimmicky technique. It's basically a defensive action that gives him an absurd defence boost... and an Earth weakness.



We'll take advantage of that second bit, then. Hitting him with an Earth spell immediately breaks it too.



Oh and he sometimes casts HP Thief. It deals Almighty damage and, like the name implies...



Drains some HP. Not enough to warrant worrying about.



Sometimes when he uses Rage, he follows that Spiral Edge up with a regular physical attack but not very often. All in all, not too tough a fight either.



He's a good step-up from Hayagriva, but that's setting the bar rather low. At least Camazotz has the decency to have his main attacks not be straight up rendered worthless immediately.

At least not without spending far too long grinding.

He gives a lot of Karma though. No AP strangely...



Oh, Serph stops Agni from eating him. Okay, that explains that then.


Don't stop me.



Heat!

What's Your Name

Why do you not kill Bat?



Why...? I don't want to.



Your name... tell me.
Argilla.





Silence

Oh, around now Bat gets thrown on the ground like the chump he is.



He's kinda right here, but only from sheer coincidence really.


If I had more power...
I am the one in charge here. Go tend to your wounds.
We thank you, Jinana.



Follow me.



End

So, yeah. Bat's quite the sore loser. And is more'n a bit mad at us showing him up, and then getting told off by Jinana. Possibly the not being eaten thing too.

Next time, we'll be checking out whatever it is Jinana's showing us and I guess doing something about the Solids?

Lotus Aura fucked around with this message at 20:56 on Jun 13, 2015

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Anahata Entrance



Jinana's willing to work with us now, so she's taken us directly to Anahata, the Solids' territory. Anahata itself is the fourth tantric chakra, and its name means "unhurt" hence why there are medical organisations named after it. The chakra focuses on no longer needing wordly pleasures, honors or humiliations. It's based purely on internal balance.



That is why even the Brutes cannot overtake them.



All you gotta do kill the boss.



Can't quite tell here, and it's still not wholly apparent in the video, but they are looking at Mick talking to one of the watchmen.

He never set foot on the battlefield.
That's no good. What do we do?
The Maribel will create a diversion.



End

Anahata



Anahata itself follows the usual pattern of "safe area in front of the dungeon to talk to our party."



The one thing that makes it a bit different is that there isn't a singular transition to get into the Citadel. We have to climb that ladder in the background first.



This puts us on the wall, which still counts as the outside area. We can also see Mick's sweet cannons. Little wonder he was able to fend off even the top tier tribes without much hassle.



But there's nothing else out here of note. Let's dive into the Citadel proper.


Man's Tomb



They can't surround us, or attack us from behind. Defend the main gate.
Roger. Let's go!
They never learn, do they?



Seems like our distraction was a rousing success, and we can blitz through this place after all.



Since we climbed in to get easy access, we'll be starting at the top and working our way down for once.



Of course, this being a giant citadel and all there's plenty of side rooms to explore. We'll hit up all of the important ones, naturally.



The first couple we come across are mini-barracks areas. More important is the loot here.



Dark Veils are pretty neat items. They try to inflict Death on every enemy.

They don't have a particularly great proc-rate, but they're servicable.




Room immediately next door contains two more attack items. Shock Bombs and Blasts deal middling elemental damage. Shock Bombs are, uh, electricity and Blasts are force. Better than the ones we can straight up buy from the Vendors at least.



Little bit further ahead on the main path, and there's a small area with four rooms that contain a variety of stuff. The door to continue is, uh, directly on the main path so they're wholly optional.





Wind and Bolt Walls are just their respective Void Spells but in an item form. Nullifies Force and Electric damage. Mouldy Rolls are another of those healing items with a negative ailment inducing side-effect.

There's also a couple Dis-Stuns, Dis-Mutes and Chakra Drops in other rooms. Nothing particularly stellar but it's still useful.



Door at the end of the corridor somewhat spoils that, no, the Maribel's diversion was not wholly perfect. They probably expected them to attack through more than just the front doors so they'd have naturally left guards posted throughout the citadel.



Like these chumps.


Who cares? Food is food. Let's get rid of them.

Hunting ~ Compulsion



No video for these guys, because they're just regular generic Archangels. They're completely identical to the ones we'll fight as random encounters afterwards.

They resist physicals so spellslinging it is, then.



They can kind of try to nerf that by inflicting Mute with this attack, but it's not really a big deal.



This is probably their biggest threat if only because it hits the entire party.



Damage is also pretty respectable for a random chump demon. And this is after a couple Tarundas too.



Naturally, they also have Expel spells. Thankfully these are not quite as threatening as you might expect.



In fact, most Expel spells actively cannot kill you. They merely deal proportional damage based on your current HP. This is mildly annoying but it's just that. An annoyance.

Anyway, we hit them and they die. They're not really a challenging fight or anything.


Man's Tomb



Now that we've had our first fight here, we'll be getting random encounters after this point. Archangels ARE on the higher end of possible fights right now, but that's not saying much really.

Anyway, there's two doors here. Southwest is progress, so we'll spin around to the southeast first and...



Immediately run into a fight with two Bicorns. Who got lucky as gently caress, jeez. Shocking Serph just means if they opted to hit him, much like with Freeze he would take a guaranteed crit. Unlike with Freeze, his resistances are still intact.

And Heat got Panic'd too. Swell.



The best revenge is an instant crit that makes the enemy scared of us. Lunch has been well and truly served at this point.

Oh, we can't poke Bicorns weakness yet. We'll do it soon enough though.



Room just has a cell in it. A new one that sells for more than the previous few, but it's still just a cell.



Nothing else back here, so let's head further onwards.



...By immediately proceeding to ignore onwards progress. The stairs to the east are progress. Path to the south is where we're heading first.



Badb Cathas pop up and have a mildly inconvenient weakness.



Because its fire. No one has Zan yet, so I can't combo-Maragi and Heat is the only one with Agi at that.



Oh, and did I mention before that spells can miss? Because spells can miss.

It normally doesn't happen often (barring buffs/debuffs throwing it off of course) but it totally can. And it's even more annoying than a physical skill missing.



There's a free Revival Gem on this path. I am glad, because this might come in handy later.



There's also a... yellow... wall here. Huh. I remembered this one being blue. Guess I got 'em mixed up.



Ah well, on the way back to where we want to be Serph gained another level and finally proc'd the last random level up bonus. There's a chance of a stat going up. Whether this is better or worse than the random full heal depends on your situation at the time, really.



'Nother new demon here. Ikusas are actually mildly annoying but they're also quite nice to run across. Not because of the Matera.



No, because they can call for Reinforcements on their turns.



This makes another Ikusa spawn in. If this sounds abusable for free EXP, you are right but it's not wholly reliable. There's easier things to grind off of anyway.



Doubling back and heading down the stairs we skipped and... here's the blue wall. Right around the corner from the yellow one.

...I'm sure you can see how that would be an easy mistake to make.



Surprisingly, this wall is probably the least lucrative one yet. It's just blocking two doors. The door to our right contains absolutely nothing.



The door on the left just had a Magic Noise in it. That's it.



At some point around now, Serph mastered his current mantra and gave him access to this beauty. Iron Stomach is like one of the best passive abilities in the game without exception, because it grants immunity to stomachaces.

AP Divide also implicitly grants immunity to stomachaches to everyone else. Because you slap 'em both on one person, they eat everything and everyone else reaps the benefits too. It's great!



Downside? Holy Beast costs 50,000 macca.

Not getting that one for a while then.



Back on the main path again, and we've come to yet another scenario where there are two doors to choose between. Door on our right leads onwards.



Door on the left leads nowhere. Yet. It's pretty transparently a backtracking convenience above all else, then.



Around about now, we start running into a couple new things again. This time it's Apis.



They're weak to Earth spells. This makes them quite easy to deal with.



They cast mid-level Fire spells. This would be a problem except for one thing...



Their magic stat sucks. 34 damage on a weakness? C'mon, son. Try harder.



The still rather linar path ends up bringing us face-to-face with this guy.



We can't avoid running onto the square in front of him.



This exists solely to show us that red eyed statues are trapped and drop us into Mick's creepy basement.




They add something to the charm of the impregnable citadel, don't you think? Not that it matters. Let's keep moving.



So, Mick's weird dungeon-y basement area (that isn't actually in his basement) is kinda big but also mostly optional. If we want to just leave, we can follow the main path and do so basically immediately.

Bugger that, there's some things to pick up down here. And lots of rooms with commotions in them.



The commotions are caused by Gyu-Kis unable to get out. These ones are both easier and harder than the one we fought at Manipura.



They don't always do a Power Charge and then a Body Rush. They also don't always do a Power Charge.

But they can do a Power Charge and then a Mad Rush. Mad Rush hits "randomly" which means the enemy will always hit you a lot more than you hit them with it.



...Like so. And yes, Argilla dropped from near full health to dead. Gyu-Kis don't gently caress around.



Well, sometimes. They don't hit that hard without Power Charge so it's mostly a non-issue.



We can also eat these ones. And they are super-delicious and worth it.



Each room with one in also has an item of some kind in there too. That also makes them worth it.

Medical Kits are like Brave Rations but instead of healing one person for 150HP, they heal the entire party for 150HP. Could come in handy.



Oh, sometimes while running around down here this happens. It doesn't really actually do much of anything. Just a short fade to black and then you're facing another direction. Mildly inconvenient, but not really an issue.



Also, the basement is where Mick keeps his catgirls. Nekomatas have a weakness we normally can't exploit.



It's Electricity. We throw Shock Bombs at them. These things are actually kind of annoying to fight normally.



Because of this. They have like two different ways of inflicting Charm. It kinda sucks! Charm is
the confusion ailment. Panic is random-confusion. Charm is straight up attacking your allies and healing your enemies. Quite annoying.

Hunting ~ Suprise Raid



Speaking of annoying, Ambushes in this game are worse than in most since they force you to start in Human form rather than let you switch to it later. We've already sort of seen this with the Macha fight in Manipura though; it has its advantages (no one is weak to anything in this form for instance), but its share of disadvantages too (no resistances, weaker attacks, have to waste a turn transforming).



Oh, and sometimes random fights can get reinforcements too. It's wholly random here as well, but it doesn't really make things any harder. At least not at this stage.


Man's Tomb



It's a bit late now, but once we're close to the exit of the basement we can find a couple members of the Maribel. They've each got a hint for us about the dungeon itself, but this one is redundant. We were railroaded to walk in front of a red-eyed statue which in itself taught us not to do that... for the purpose of then being actively told not to do that. So close.



Round the corner, there's also this guy. This is a hint for an actual sort-of puzzle we'll see later. Door past him actually leads to an optional side area.

With nothing in it. :v:



So we'll spin around and head through a door that leads onwards instead. The ladder is right there once we do so, which is our ticket out of here, but there's an entire area up here we haven't explored yet...



There's a couple more items through here. Again, each one of these is guarded by a Gyu-Ki.



This one sells for a decent chunk regardless. At Min noise, it outdoes the Error Cell at Max noise. Pretty great.



Not much else up here, though. Another side area to the south-east with nothing in it.

And this door at the northern most point of this circular area. There is also nothing past it.

Yet.



So we spin around, climb the ladder and come to an area with two red-eyed statues facing one another. Uh, we'll deal with this later.



Thankfully there's a side door right next to them.



This leads to our first Large Karma Terminal (at last!). We'll stop here for now, but first...



Serph and Argilla gain access to the Ancient God mantra. This one's pretty great, not for itself (which is just HP and MP Thief; sound useful but very situational) but what it lets you get later. It costs 15,000 macca so we'll skip it for now though.


Hunting



Here's some weaknesses we never exploited. Archangels are weak to instant death spells. So are Apises are that matter.



Bicorns are weak to Ailments. Like all ailments. MP Thief is handy for this since it deals Mute damage which does count as an ailment. :v:

Just putting this one to sleep, though. I do that quite a fair bit, since it raises your Crit rate (not guaranteed to happen, despite what you might think) as well as normally makes them skip their turns. In a nice change of pace hitting a sleeping enemy with a physical does not automatically wake them up; it has a chance to, but it's not something that happens all the time.



Lots of actual new skills this time around, so we'll start to do this now. Feed Frenzy and Devil Feast are new Hunt skills; Feed Frenzy hits every enemy unit rather than just one. Devil Feast hits just one enemy but has a small chance of proccing instant death in lieu of dealing damage... unless they're frightened; it always works then. Ingest Mana only works on a successful hunt but it gives Serph 10% of his MP back for every enemy devoured. Venom Fang, Death Spray and Vile Blade are all just new physical skills. Death Spray hits one enemy a bunch and can inflict Curse; mostly use it for the Bunch Of Hits aspect though. Mudo is straight up instant death if it procs without any gimmicks attached. Quick Escape makes it easier to run from fights; it also stacks with itself so stick it on everyone and you're virtually guaranteed to flee from a fight. It has its uses if you're running low on resources or something. Dream Haze and Foul Breath inflict Sleep and Poison on enemies. Void Charm/Panic are like the Void element spells but for the listed ailment instead.

Taunt is the best of this lot, though (Ingest Mana being second). Taunt is
the boss killing skill for quite a while. It reduces their defence - to both physical attacks/skills AND spells - by 2 stages but in return boosts their attack by 2 as well. If only we had ways to counter that second bit...

Lotus Aura fucked around with this message at 16:13 on Sep 3, 2014

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Ayup, that's it. Original intent was to have something related to the actual tribe name itself... but since Embryon is just an archaic form of embryo that would be jarring and super-out of place. And not really in a good way.

So M.O.E. it was then.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Man's Tomb



Alright, so before we deal with those statues from before, we'll explore this new area quite thoroughly.

Because we sorta have to anyway. Might as well start in the top-left.



...Sadly, that just leads to a short passageway and the room we were in before. This room is the one where we had to fall down a hole originally, but at least now we can explore it. That yellow-eyed statue dead ahead could be red eyed, or it could be blue-eyed.



We'll skip over that for now; just remember it for later. In the meantime, we'll head around clockwise and check out the area to the northeast of the Large Terminal.



While we're doing so, I remember that since Serph has Mudo and Heat has Death Spray I can cast Mamudo already.



I, uh, I cast it a lot when we're here. This is where ailments and instant death spells start to become super-useful.



Anyway, there's more to this area than "big room with statues" thankfully. Like this gold capsule by its entrance!

So, remember how I said they contain 2 things? That's not
entirely true, but they do only contain two good things.



Because they can also be trapped. This one just had a fight in it.


Hunting ~ Rare Devil



We get a pair of Nues this time; they're just regular enemies from later on. Nues aren't all that tough; they're even kind enough to use Taunt. This drops defense by two stages, but it boosts attack by two in return. It's also only able to used on your enemies, so we can exploit the hell outta that.



...Since they don't remove the buff after applying it, we can use this opportunity to ruin their days.



Or we can just cast Zan, since they're weak to that. Using their own Taunts to kick rear end seems more fun though.



Sadly, they're not really worth going out of your way to fight. No neat drop, relatively low money (regular fights here give 1k+) and piss all Karma? Kinda lame!


Man's Tomb



The room's worth going to, though, since it has an easy to get Vital Noise tucked away next to the door.



Oh, and this area isn't without statues. They're more placed to catch you offguard than anything else though. You see it peeking next to the door? That's to force you to run around more than anything else.



Some of them are just needlessly cruel, though. That one is explicitly blocking us from proceeding down this corridor. Not just because its red-eyed; it could be blue and do the same thing. The location is the problem, but the eye colour is a visual shorthand.



Speaking of problems, you can't see it very well from here, but that is a statue just above Serph (its pedastal should be visible). Naturally it has red eyes. Just gotta run around basically the perimeter of the room to get to that gold capsule, but...



...Okay, it's not wholly worth it. More money's nice but you'd expect like new bullets or something from this one. No dice.



Nothing else in that area, so we'll double back to the large terminal and head to the southeast.



The one saving grace with yellow eyed statues is that their eyes do change colour before you get within range for them to activate. Stops them being too mean, and makes it clear in advance that we're ducking through this northern door.



...It immediately tries to spook you, though. Sticking a statue right ahead can be cruel even if it is blue eyed.



Naturally, the detour through that one small room is necessary to get here.



All it leads to, though, is a Soma Drop. Arguably not worth it, but I wouldn't turn my nose up at this.



It's also the only way to get it, since that's part of this room. We can't get to it otherwise.

...We'll come back here later as well.



Heading further south of that room, though, we come to another blue wall. This one's a bit more unlike the others we've seen though, because behind it...


Anahata Field Hunt



Lies this dungeon's field hunt. This one's a mite harder to manage than the one at Manipura, despite being one small room.



The actual Mitama fght itself though goes... a lot better. Mostly because I switched my skills around to purely deal with it. :v:



They, uh, they can give some pretty great AP. Pretty much their sole purpose.


End



That done, we'll head to the southwest area and check out what's down there now. There is a side area we can get to, since its just past that blue-eyed statue.



There is nothing there, but a small corridor with only a red-eyed statue in it though. Mick's level designer interior decorator is a cruel and unusual dude.



Thankfully along the proper path down here, we can find a golden chest.



This one doesn't have demons in it! Instead, it has a Cell which is great. Could use this later on.



...There is, however, another one not too far off which is trapped. I think I'd rather have the demons than have everyone just straight up lose health, though.



Now we've scoped out everywhere, in this area, we'll head on off back to the north-west and deal with the stuff there. There's two doors up here; the left one is where we want to go.



The right one is just the only way to get a Brave Ration in this room. Nothing too exciting over here.



Although, we do now run into a Succubus for the first time. These lovely ladies are weak to Expel of course. They can put up barriers to cover their weaknesses, but because of how this works out, that means that they can only ever cover one.



And their Electric weakness is one they neglect most often. Good thing too, since its the easiest to exploit for immediate gain. Like killing them.



They also happen to be weak to a lot of ailments. Most notable of which being Nerve, which right now amounts to "sleep." Sleep's pretty good, since unlike most RPGs just whacking a sleeping demon won't wake them up immediately.

Nerve also basically boils down to Sleep in general, because Sleep is great.



Getting through the statues without falling is super easy, and leads to a small karma terminal. It also has a dead Maribel warning us about a woman ahead.


Big Battle ~ Prelude



Which means that it's time for a... not quite miniboss.

...but this is some bitch in a long, ugly skirt. Either way, you have horrible taste, so you might as well die!

Hunting ~ Compulsion



No video for Valkyrie, since she's pretty easy all things considered. Biggest issues are she has no weaknesses except two ailments we don't have, and she's immune to fire. Can also cast Phys Repel, but she shouldn't usually get the chance.



Not resistant at all to ice, though, which means she can be frozen. And when that happens, she becomes super-easy to murder in one go.


Man's Tomb



Once she's down, we can pick up an item from her room. The statue key'll be useful later.

That door you might've noticed when she was alive and talking is just a shortcut back to here from the roof area. And vice-versa.



But that's one key down, let's head back down to this giant area now and get what's through there.



This one's also mostly not a problem, but this statue is placed rather weirdly. Primarily because its facing...



A red-eyed statue! :v:

Although this doesn't even matter; the red is just to catch you offguard if you think you can cut across. The save point is on this side, and the fight on the other one.



Speaking of which, over there we have another dead Maribel and a yellow-but-really-blue statue facing him. The statue to Serph's left is facing up and has red eyes, so that yellow one has to be blue otherwise getting across is impossible.



Behind the statue is a door that leads to our next fight. This big fella's all that lies there, and he says nothing. Not worth a video either but for different reasons to the Valkyrie.


Hunting ~ Compulsion



The Tarrasque uses nothing but Electric spells which makes him hilariously worthless if you bring Void Elec into this fight.



He's also cripplingly weak to Fire spells.



Earth ones too.

He resists Phys a bit, but not enough for Heat to care.


Man's Tomb



That guy down, we get the R Statue Key and can finally double back.



All the way back to these things, in fact. With the keys in hand, we can finally put that "left is right, right is left" clue to use.



Using the keys on the right statues, we can then turn it in the prescribed direction. Left key turns right, right key turns left.




Something's not right. I smell a rat... Let's be careful.



And then as if it's proving Heat right, the next area is a pretty straight forward linear run. But it has no random encounters at all.



There is a Large Karma Terminal, for if we really need one or need to quickly get back here later though.



Not too far from there, is the one side area in this part of the citadel. Nothing in it but this Revival Gem though.



Back on the main path, at the end of it we come to an elevator which takes us all the way up.



And once there, we reach our destination at last.


Mick's Room



Don't quite find Mick, but Serph does notice... something...

Solar Eclipse



A whole lot of Ikusas.



Huh?!



Mick has probably devoured the Maribel's leader by now.
-- He what?
That bastard! Shoud've devoured him when I had the chance.



And yet, here we are. Sort of fallen into our own trap here.



Ah well, at least we get to take it out on this guy apparently.




Mini-Boss: Demon Turdak

Hunting ~ Compulsion



So, like the last time we had a fight in this kind of scenario we have to cut through the chaff first. Once again, it's two waves of the lesser demon. In this case, said demon is a bunch of Ikusas. We poke their Force weaknesses and they die.



Third wave has two more Ikusas along with Turdak.



Turdak's main weakness is Expel, which we could exploit but his alternative one is more fun.



It's Panic. Raving Slash counts as a regular physical, so we don't hit his weakness technically but its all but guaranteed to proc the Panic anyway.



Something enemy demons can do in this state is give us free items. Happens a lot more often than you'd think too.



In this case, Turdak pooped out a free Revival Gem.

We then hit him and he dies. He can kind of maybe try to be a threat if he gets a chance to do stuff but eh. He's not tough really.


Hunger





Oh, right, Heat kicks Turdak's skull across the room. Probably out of spite.



Heat!
So what now? You wanna run away like sissies?
Serph, we can't leave Jinana. Let's rescue her.

Man's Tomb ~ Second Movement



Well, Heat does have a point but you'd figure he'd like walking right into the fire. :v:



Anyway, there's a second exit in Mick's room which has an elevator at the other side of it.



This one brings us back down to the ground floor and a room that might seem worrying at first. Thankfully, all the statues here are in storage and this is a good sign too.



Right around the corner from there is the Large Karma Terminal and Vendor. I think we've finally found the entrance.



And by "think" I mean that we definitely have.


Confronting... Mick?

Silence



Well, poo poo. Looks like we're too late.



Asura



And then just to drive it home, Mick throws Jinana like a football. Jeez.



No way! That stupid woman never devoured anyone!?
I'm the same as you... I won't kill needless--



That doesn't look good...

Jinana--?



Who's ready for a sudden scene change!

Pray -A Capella Version-



Outta nowhere, cuts straight to Sera singing at Muladhara.



Oh, that cat's here too.



Gale of all people starts actually singing along. No, really.



Then he gets a flashback to a woman crying.





Needless to say, not even Gale knows what that was about. Weird.


Silence



And a weird omious symbol (it's Jinana's atma brand) cuts off even Sera's singing.

Everyone! Run...!

Big Battle ~ Prelude



Speaking of which, back at the Citadel...



Jinana has been forcibly transformed.


Jinana...
Heh... Ha ha!



Mick is loving this though!

So, she's turned all demon now, eh?



It started happening to some a' my men... But, they sure stated good going down. Serves 'em right for trying to gang up on me. Have fun devouring each other.



Sadly, there's only one thing to do in this situation...





But Argilla is awful reticent to do it, for obvious reasons.



At least she is up until Jinana tries murdering her with that head-whip thing.


Silence



Still doesn't want to, but it's the only way...



And with that, it's boss time.


Boss: Asura Usas

Hunting ~ Comrades



Back to Hindu deities now, Usas being the daughter of the god of the sky. She's a beacon of enlightenment that allows people to see the truth.

Here, she's the first boss that you might have troubles with. Naturally, then, the correct thing to do is embarass her. Heat's not selected Taunt there for nothing. We use it. Buffs her strength but debuffs her defense.



Oh wait, both Serph and Argilla have Tarunda now. They can cast that separately or I can have them team up and use Dekaja. Both works, but this looks fancier.

We do this twice, suddenly her defense is in the shitter.



Mostly, Usas uses physical attacks. Whirlwind just hits a random amount of times, but hits more often than Mad Rush does.



It's also pretty poo poo damage on a per-hit basis but makes up for it with quantity.



She also has Hell Thrust herself.



It's pretty bleh. And this is with her strength at base, remember.



We can stack Tarundas along with the Taunts to cripple her offense too. Her main means of attack IS with physical skills, but she does have some spells.



With her defense crippled, a regular attack will deal around 100 damage. Yes, even from Argilla. Since Usas has 2000 HP, this makes things go by quite fast.

To make things even quicker, as you might've seen in the video, Death Spray can potentially hitting 4 times dealing around 50 damage each if her defense is crippled. A crit ups that to around about 100.

Heat has a passive that lets him crit more often than usual. :getin:



Spellwise, Usas seems like she might be a problem. Marin Karin does inflict Charm as per usual...



But between a good Magic stat and not-terrible Luck, it doesn't land anywhere often enough to matter. And if hits anyone but Serph it can be cured immediately too.



Her only other spell is Hama. It still can't kill you.



The biggest thing she might try and pull is bringing in a modified version of a demon.



In this case, she summons altered Unicorns. This is a bit of an issue if it happens.



They're weak to Death, but (unlike with the dudes inside the Citadel) Mudo'll miss fairly often here. Not overly often, and it is still worth using.



Unicorns are annoying because they cast friggin' Dekunda. The benefit from those Taunts has just been erased.



Plus with Unicorn out, you probably want to cast Void Expel every chance you get.



Because of this. We're not the only one to get combos!



Seraph Lore is a bit special, though. It's expel damage, so like Hama it can't quite kill you.



...Unlike Hama, it hits for 80% of your current HP. It can't directly kill you, but it will make it easier to die.



But that's her only real major trick. Without it, she falls pretty fast and reverts back.



Gives a decent chunk of Karma and Macca. Like with Bat, though, we get no AP for this fight.



Since Serph hit level 20, he can set 8 skills now. How nice!




Aurora

Jinana...



There's a girl at our base who can help you control this power. It won't be like this anymore.



You and I get along don't we? I'm sure the others will like you as well. Come with us... Okay? Come and see Sera... Please...?



Your eyes... Those are...



I... I don't know... why. They keep coming... I can't stop, Jinana.



Finally... I have become... your comrade.
Comrade?



Saying it... feels right.



Silence

Devour her.



Heat totally deserves this.



Nirvana's suppose to be paradise, right?



That's it... I'm tired of this place.
What a waste...

Directly above the party, watching it all unfold...



End

And to think, it's all this guy's fault in the first place. Looks like now we have to... follow Mick to Manipura, maybe? He did say he was going to eat Jinana's remaining soldiers so that sounds like as good a plan as any.





In the meantime:



Basically all the skills learned in the second half of the Citadel. They're all pretty simple this time around, honestly. Heat also picked up Critical which increases the chance of him getting, well, a critical hit. Everything else is pretty standard.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Return to Manipura



Looks like we're a bit too late to stop Mick from kicking the poo poo out of the remnants of the former Maribels.



At least we've got some reinforcements now!


Why're you here?



...that you were in danger.
Sera said that? But, how--!? She couldn't have known...
What transpired?

One quick fade to black later...



Let us devise a new plan.



How can you be like that!? Our comrade died!



I do not comprehend.

Argilla takes this opportunity to just let go of Gale and walk away. It was pretty sudden after all.

Just ignore her.





Embryon



You have a point. I believe it may still be feasible, now that he has left the Citadel.



End

Manipura



Just like that, our party size has grown to four! Sadly, we can only field three members of the Embryon at a time so someone has to sit this one out. They still gain AP with everyone else, but no Karma.



Gale's our requisite balanced dude; he doesn't particularly favour anything in particular but leans a bit more towards magic. He's just there to slot in and fill whatever role you want him to. In case you couldn't tell from his name already, yes, Gale is our Force oriented party member. He even starts out with Zanma and everything! Since he just turned up, he can stay on the bench for now; he's same level as everyone else but his initial skills aren't too stellar. Well, aside from the Zanma. If we really need good Force damage, we can sub him in mid-fight anyway.

Vayu, fittingly enough, is the lord of the wind, to the point of being one of the five great elements. Oh, and he's the father of Hanuman (well known monkey dude who played a key role in the even more well known tale of Ramayana).




Since he has Zanma's mantra mastered by default, he gets access to two new ones that currently no one else does. Hades and Mitama both only have one skill but they're quite useful. Hades teaches Recarm for 18,000 Macca (revives someone with half HP) and Mitama teaches a passive called Shared Karma. Anyone with it equipped that's sat on the bench when a fight ends gains half the Karma of a fight instead of nothing. The only real reason to bother with it though is that it only costs 20,000 Macca.


Hunting Fields ~ The Second Movement



So, let's head on through the base proper. Once we step a little past the entrance, we see a random Solids dude chilling in the distance.



The instant he notices us, though, he turns and bolts towards Gate 05. Curious that.

We'll give chase in a minute; first we need to sell off these Cells cluttering our inventory.




In doing so, two new items are added to the vendor. We've got a fair few Chakra Drops but the drawback to buying them is that they cost 3k a pop. Yeahhhh not worth it right now.

Magic Reed is a bit more interesting though; it also costs 3k a pop, but whenever you use it the encounter rate increases for a short time. The exact duration varies since it wears off as soon as Solar Noise hits the Minimum level. It has its uses and there is a special time and place for it; that time, however, is not now.



Good news is, from selling off those Cells, we finally broke 50k (the current amount is after getting Mantras for everyone else) and can get Holy Beast! This is going straight to Serph since he's the only person who's basically guaranteed to be in the party at almost every occasion.


Hunting



Since the Solids have taken over, the random encounters in the area have changed to accomodate this fact. Rather than fight remnants of the Maribel ourselves, or just a bunch of Rookies, we get to fight the slightly-more-competent Solids.



Strangely, though, they mostly spend their turns running away from us. Curiouser...



That's not guaranteed though; they can just decide to try and stab us for a turn or two before running off. And Valkyries in particular have a chance to counter if we try and pick a fight with them too.



The escaping thing gets pretty silly when you run into a random Tarrasque though. The camera zooms in ominously, he slowly appears... then he gets the first turn and runs away on the spot.


Hunting Fields ~ The Second Movement



It's still kinda easy to kill off the odd Solid or two as you make your way through here though. Could go the longway, but we'll follow that random Solid through Gate 5 before taking a detour over here. We WERE in the area after all. Near the Field Hunt is Gate 7 which is locked and only opens from the other side, but there's also a door here.



I just straight up forgot this was here, until I saw it missing on the map. It just contains a golden chest with a fight in it.



Said fight is two Ikusas. Could've been hard if we did this when it was relevant (i.e. before kicking the poo poo outta Bat) but now it's pretty simple.



Heading back to Gate 5, we can run into this guy again just for him to run right towards Gate 4 when we get close. There's not much past there, so we'll follow him.


Hunting ~ Rare Devil



And as soon as we follow, we finally run into our first Omoikane! Omoikanes are this games equivalent to Metal Slimes/Golden Frogs/etc. They're tough blighters to kill but give great rewards when doing so. Naturally they are super-rare, but in a nice change of pace they are in every single dungeon. Naturally the ones in later dungeons are hardier than the ones in earlier ones though.



Omoikanes have one real trick, and that is that they cast Debilitate.



Naturally, this affects the full party and it reduces attack, defence, magic, accuracy and evasion. It's all four debuffs in one spell!



The best way to handle these guys is to revert to Human. Best person to have do this is Serph or
maybe Gale if you're that desperate.



You want to go Human, because Omoikanes resist everything... except Guns. You generally want really good ammo to take them down easily, though. You'll also want debuffs of some kind yourself. Best way to handle these guys is to have Serph revert, then Heat (or whoever's in Slot 2) follow up with a Taunt and then have Argilla (or whoever's in Slot 3) pass. Then Serph shoots.



With a good enough bullet, you can hopefully drop them at that point. We don't have anything near good enough for that yet though. Even if we bought better ammo from the Vendor (I am bad about upgrading my ammo, since I seldom use it) it wouldn't be sufficient yet.

You essentially need to oneshot them, since they basically always run on their second turn.

...But, of course, the best bullet is not enough to drop late-game Omoikanes in one go either. You have to pray for a critical. No, really. Omoikanes in the last area are that badass you need a crit to maybe drop one of them.

So, we aren't handling any Omoikanes yet.



Alright, let's see where that guy wanted to lead us.


A Solid Plan



Having seen that we've come through the gate now, the guy we chased here comes out from hiding. As do a few of his mates...

Feint



Where the hell is Mick!?



As Heat even so much as looks menacingly in their direction, never even mind try to approach, these guys just back off. Immediately.



A diversion...? What do you mean? We're outnumbered.

Silence



Serph and Heat aren't complete slouches, so they figure out what's going on here. Heat in particular isn't happy about it, so he turns to leave...

Sonic Wave



Bastard...



Not just any ol' trap though.



One that immediately leads into our next boss fight. And, uh, it's this guy again!


Boss: Asura Camazotz (Round 2)

Big Battle



Since we've kicked Camazotz's rear end once before, he's decided to shake things up a bit. Disappointingly, in doing so he's gotten easier.

He's upgraded one of his old techniques, so he uses Psycho Rage now instead of Rage.



This takes his one move, and gives him four half-turns instead of two. He then immediately Guards without attacking.



His third turn is used to summon Backup of his own. Unlike Usas, though, he doesn't bring in a Unicorn. No, Bat aims a lot higher.



He brings in a friggin' Baphomet to fight with him. It doesn't end there though! That Baphomet gets its turn next, and uses it to...



Summon a second Baphomet. Everything up 'til here happens in the same order every time in this fight. The next move goes back to Camazotz and can change a bit.



Thankfully, he opted to use Void Expel though. That's going to be a problem for him.



Much like before, whenever Camazotz is guarding, he's weak as hell to Earth spells. Unlike before, just hitting him with one does not break his guard!



And wouldn't you know it? Argilla just happened to pick up the second level of them just in time to hurt Bat with it.



In case you can't quite see it, she just dealt 162 damage.

Camazotz has 900 HP. That's over 1/6th of his HP gone in one hit. Without Taunting, because Camazotz doesn't deserve it.



I made a judgement call here to have Heat cast Void Fire. The Baphomets can use Agilao and I'd rather not have Serph get blasted with that.



Couple of times through the fight, Camazotz tries to goad you with lines of dialogue. It just makes him look like even more of a smarmy dick though.



It's only natural that he can cast Void Earth too. A boss that couldn't cover its weakness would be a pretty shameful boss. Even friggin' Harley had Void Ice.



...Shoulda gone with having Serph use Void Death though. The Baphomets do love their Mudo too. The "ideal" way to deal with this fight is have Gale in instead of Serph, since he comes with Void Death and the only elemental weakness the Baphomets can exploit is Fire.

But, eh, they're not a threat.



Mudo doesn't land
that often anyway.



Plus, since Camazotz quite likes to cover his own weakness, he's not covering theirs. Expel-weak enemies still can't be killed by Hama, but it does make it all but guaranteed to hit.



And I remember to cast Void Death occasionally sometimes too.




Not so fast... You gotta eat your vegetables before you can dessert!

He does have a third line of dialogue, but he probably won't survive long enough to get to use it. You need to take out both his Baphomets for that to happen (that's also how you break his guard this time around).



Which is kinda unnecessary; once you drop him, the fight ends immediately. It's quite telling how amazingly worthless he is, when he gets taken out in two rounds of being able to damage him. If he didn't have Void Earth, you could win in like a minute or so.

Even with it, he's quite a non-issue though. Just stops you pounding the poo poo out of him from the word go. Not a hard fight, but one that takes longer than it should.



Once again, he gives absolutely no AP whatsoever. His Baphomets don't either if you kill them, because he'll spawn in more and if they did give AP you could farm them. Atlus is onto you!



With Bat's rear end kicked for the second time in one afternoon, Heat turns around and leaves.



Thankfully, Argilla's still in Prithivi's form so she has Bat pinned down quite easily.


Hehehe... hahahahaha! You're too late.



How do you know about Sera!?



"Come with us... Come and see Sera... Please...?"
You... son of a--
They are a step ahead of us... if they knew that much.



How do you know that? Don't tell me that you...



Too Late

She's just a girl who can sing. How dare you drag her into this mess!
I do not comprehend. Logic demands the most efficient response to...
No!



Silence

Argilla picks the worst possible moment to revert back to her human self, I swear.



Because in doing so, Bat takes the opportunity to get out from underneath her and fly off. That's twice we've kicked his rear end and twice we've failed to finish the job.


It may be too late. We should return to base.

End

Hunting Fields ~ The Second Movement



Heat's bolted, we want to turn around and leave ourselves. Unfortunately, that's not going to be easy.



Gate 4's the easiest and most direct route to the entrance, and it gets locked before we can even move. Great, now we have to find a new route outta here.



Naturally, since he pissed off on his own immedaitely after the fight, Heat is out of action for the moment. A minor note with this is that if Heat was in the active party at the time, whoever's on the bench is not automatically added in to fill the slot.



Easy enough to fix, and we can pick us some Poison cures while we're here.



The door to the entrance that we couldn't get through before is also available from this area, so it's a lot easier to escape than you'd think. Just go through here and we're done alrea-



Goddammit. There's always something isn't there?



So back to the courtyard we go, then. To the south, there's a door here but this area isn't all that necessary to be honest.



It has something that isn't overly common, a Rejuvenating Light. This is basically a free, infinite, Healing Terminal and it works on the entire party simultaneously. There's a small Karma terminal in this room too, but, again, the large one is just around the corner. You can grind pretty easily in this room, since random encounters do still happen in here, but there's no need to.



We can't get through Gate 4, but Gate 6 is in the courtyard area too. And we can open that at least.



There's very obviously either someone waiting to ambush us, or someone trying to trick us into thinking they're going to ambush us. Let's see which one it is.




Attack!

Oh, it's an actual ambush. Okay then.

Hunting ~ Compulsion



So, this fight just pits us against a lot of one enemy. We've seen something similar before, but this just ups the ante a fair bit. This is also a technically new enemy.



Thankfully, Kelpies are weak to Fire. This lets us just ruin them without much hassle.



Oh, and when I said there was a lot of them I meant it.



There's 10 of these blighters to fight through. They're not even difficult; just mildly tedious.



Thankfully, you'll know you're basically done because the last one tells you as much.


Hunting Fields ~ The Second Movement



Those guys dealt with, we can continue onwards now to a technically new area of Manipura. We could've come here between beating up Bat for the first time and storming the Citadel, but there's not much of a reason to.



Due south of the gate, we can find an optional side area. It doesn't even take us off the beaten path, really.



It's just an alternative route that has a bonus Cell in it.



And, uh, another yellow wall. Sooner we find the yellow key to get past these things, the better; we've run into a fair few of 'em now.



Oh, right. We only fought Nues in a trapped chest before, but here they run around like it ain't no thing. They're still cripplingly weak to Force, but don't seem to want to use Taunt any more.



Turdak's running around too. In addition to Panic, he's also nice and weak to Expel.



But, yeah, the side-area just loops around to the end of the main road anyway. It just takes a little longer.



Either way, we get to the same ladder. Very ho hum.



At least there's a chest with some Dis-Curses in it right away. We'll be making good use of these later. There's nothing else up here, but a ladder leading down to a new area.



Which, in turn, has an optional ladder right away. We've seen what's above this one before though.



This golden chest; we could see it from the small terminal to the north before, but couldn't get here.



...Okay, this might be a valid reason to come here after Camazotz 1. Quantum Cells are on the lower end of the Cell scale, barely, but they're still way better than anything else we've picked up so far.



Double back a bit, and find ourselves at Gate 7. In a nice change, this one is actually open already.



...You didn't think it was really going to be that easy did you?


We almost missed 'em... Good thing we were in a hurry.



Solids guy here locks Gate 7, so now we gotta run around the wall to a ramp that leads up there.



He's gotten a fair bit of a backup in that ~15 seconds too. Like, a lot of it.


Hunting ~ Compulsion



Like before, we just have to fight through a generic enemy from the dungeon. Nues are a step up from Kelpies, but that's not saying much. There's also more of these buggers.



Yes, there are more Nues than there were Kelpies. We've gone up from 10 to 12 for this marathon.



Nues also put up way more of a fight. They're definitely done trying their Taunt tricks and instead opt to fling around ailments. Blood Curse tries to inflict, well, Curse on the entire party.



Curse makes whoever's inflicted take equal damage to however much they deal. So if you hit a dude for 50 damage, you also take 50 damage. Naturally if you just don't attack, then nothing happens. Nicely enough if you kill whoever you hit with that blow, then nothing happens either.

And because Gale has the worst Luck (seriously, it's friggin 9!) this basically always works on him.



The only other trick Nues have up their furry sleeves is a Combo attack of their own. Unlike Seraph Lore, this isn't unique to these guys.

Also unlike Seraph Lore this one is a proper threat on its own merits.



It's only the multi-target version of the upgraded instant death spell. Y'know, no big deal.



Except they don't use it all that often so you'll never have a shield up for it. And Gale has poo poo Luck so it'll basically never miss him.

On the other hand, they don't use it often so it's not much of a big deal in the grand scheme of things either.


Hunting Fields ~ The Second Movement



With the Nues beaten and the Gate open again, we run into a pair of tiny monkeys. Said monkeys are Onkots and their sole resistance is just a regular resistance to Physicals. They also like to cast Rakukaja to buff their defense higher.



On the other hand, they're easy enough to beat anyway. They have barely 100 HP and are weak to Electricity.



They're also weak to Nerve spells, and Charm too! We don't have any way to inflict the latter right now, though. Should probably work on that really.



Ah well, as you might've noticed in the minimap earlier, Gate 7 leads to just outside the Field Hunt. That puts us near Gate 3, which is locked and the switch is on the other side.



So we just have to run around to Gate 5, like we did the first time we were here, and then we get attacked by a bunch of dudes just outside of it.

Again.



This time around, we fight 9 Onkots in 3 waves. 2 of them, then 3, then 4.



It's probably the easiest one because, y'know, weak to Sleep. Kinda renders them ineffectual super easily.



Between all the forced fights against Lots of Dudes, as well as all the pretty frequent randoms too, Serph manages to master Holy Beast just in time for it to be of no help for the remainder of the dungeon.



In the process, though, since he mastered a 4 star Mantra, he gets Soul added to his grid. Soul is basically Mitama But Better since it teaches Mutual Karma. Give that to someone on the bench and they earn full EXP. So twice as good as Mitama, but takes a little longer to learn. Also it costs 75,000 Macca. So nearly four times as much as Mitama. Worth it, though.



Besides, uh, we'll be getting that way before Godly Beast. We aren't seeing 6 digits in our wallet for quite a while (barring good luck with random drops), never mind 300k.



So, yeah, managed to pick up the best passive for random encounters right at the end of the dungeon. Past Gate 5 is the entrance, and there's a dude blocking it of course. He doesn't trigger until you get closer than even the door to the terminal is, though, so you can buy from the vendor and stuff if you want.



You know the drill here by now, though. We get close, he picks a fight, we fight a whole bunch of generic enem-


Mini-Boss: Evil Atavaka

Hunting ~ Compulsion



Well.. that's different. Atavaka is sort of our end of dungeon boss, but not really. Dude has 1500 HP, so he's hardier than Camazotz but that's not saying much.



Speaking of Camazotz, Atavaka just so happens to also be weak to Earth. How convenient!



It's probably a good idea to cast Tarunda on the guy a couples times too, since he just loves using physicals.



Executioner in particular can be a bit of a bastard at first if you're unprepared. That 58 is after casting Tarunda a full 4 times by the way. At that point, all of his physical attacks deal half their usual damage. So, uh, yeah, without it he'd just drop someone superquick.



He'll also cast Mind Charge occasionally to buff up his next magical attack and if given the chance he will capitalise on this.

To drop a superpowered Megido on you. gently caress that noise.



At least he gives pretty okay Maccca for a miniboss, and we actually get AP from him too.


End



Atavaka slain, we can leave Manipura at last and return to Muladhara.

Muladhara



It, uh... we're too late. Again. We're really good at getting to these places just after the Solids have ransacked the place, jeez.



Like, they apparently came in, kicked the poo poo out of everyone, kidnapped Sera and left all before we could get back.



Aw man, they even got blood all over our nice, clean hallways. If we ever needed an excuse to move into Svadhisthana for real, this is a drat good one.

But, hey, silver lining: it's at Max Solar Noise and we're right outside the Vendor.



Quantum Cells are very nice indeed. 18k at max is not too shabby at all. Even at minimum, they go for like 12k so that's a nice step up.



...Goddammit, first the soldiers, then the blood and now you're telling me there are bullet holes all over the walls and doors? The Solids are a bunch of friggin' rude jerks. :mad:


A New Destination



The Strategy Room has been well and truly ransacked as well. Fan-friggin-tastic. When we find Mick, he's paying for the repairs of all this stuff I swear to God.



Also Cielo got the poo poo kicked out of him. Yeah, that was kind of a given. Dude WAS basically alone against at least two named characters.



Heat doesn't take it all that well though...


Huh!?



Why are you so concerned with Sera?





That's enough!



You may be confused, but do not blame Cielo.
Cute little speech... but what about you, huh?
I have not changed.



Of course, the instant he says that, the crying woman from before immediately appears again and then disappears just as fast.





Instead of simply lashing out, let us think.



They allowed you to live in order to give us that information. Where is she?



Embryon



Of course, he turns around and bolts out as soon as Cielo even mentions the place.

He cannot succeeed alone. We should follow.





Strangely enough, from this line onwards, Cielo's accent changes drastically.

I gotta redeem myself for all dis!
You should rest here. You won't be much help if you're hurt.



Poor Cielo gets left behind again, though. Argilla does have a point; not like he's going to be in fighting condition right now.



Plus side is, we've got Heat back already. Even better: whatever Mantra he was learning when he left is Mastered when he gets back regardless of what it is. How nice.



So, next time we'll head on off to Coordinate 136 and hopefully do something that resembles rescuing Sera.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!

Feinne posted:

Curse also came up, but Dragonatrix missed an important aspect of the ailment: Should an opponent attempt to use a Mudo skill on you while you are Cursed, it will always hit. Forewarned is forearmed.

Oh, that's neat. Never had that come up before, or if it did I just never made the connection.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!


So, it seems that Mick and Bat have holed up in a Disney castle. At least it should make for an interesting dungeon.



There's not much to do outside other than talk to Heat, Gale and Argilla but they don't have much to say. Let's head on in, then.


Back At Muladhara...



Once we step through the door, though, the scene jumps over to Muladhara to see what's going on there.

Meow Meow



Cielo and the exact same cat from before are stuck in one of the small rooms by the strategy room.

Meow~!



Sorry, my little friend. De guard not gwon let us outside dis room.



Fortunately, Cielo seems to have an idea...

Hey, little help please?



It isn't me! It's, uh... de cat! De cat's doin' it! I think he wants to go outside.
The cat?



Ja, that cat. Aww, he's so cute... Come on, let him out!
Meow~!

I guess every unnamed dude suffers from being pretty stupid, since at this point he opens the door...



To get immediately jumped by... the cat. Gale should've picked a better guard.



'Specially since he the gets shoulderbarged by Cielo. So much for that, then.


Nice work, little bro!



'ey! Where ya goin'?

Now then, where were we?

Point136



Ah, right. The inside area of Coordinate 136.





The story to be told now...



What dramatic conclusion awaits you along this path?



Let us depart on a journey of mystery and adventure!

End



So, Coordinate 136 is a pretty big dungeon compared to everything before it. Might as well just dive right on.



The entranceway has what looks like a door on the left and right sides of the room, but they're not doors. You can't go through them and they don't appear on the map either.



Also this is where proper Unicorns hang out.

Still weak to Death but since they're not boss minions it works consistently now.



And our union mandated Large Terminal is right by the entrance too. Guess we can leave quickly if we ever need to for some reason at least.


The Princess





In a certain kingdom, there lived a beautiful princess with mysterious powers.



However, one day, an evil being captured the princess, and planned to use her powers for evil. She was imprisoned high up in a tall tower.



Their personalities were exact opposites of one another. One prince was always kind...



Thus, behind their backs... People begain calling them the "good prince" and the "evil prince."



End



So, there's a couple exits in this room, but they're all currently blocked off by giant spears. There's also a placard on the wall to the right but it just repeats the tale in written form.

Let's look at this giant painting of the Generic Princess, since there's nothing else to do in here.


Dearest traveler, might you carry these tidings to my beloved? As for his whereabouts...



Otherwise, ask the people...



...No, forget what I just asked of you. I am a captive... Dreaming otherwise will only cause pain and sorrow.



Yeah, sod that. We'll begin by heading off through the door to the east. Ignoring the statue in the process too.

Hunting



But we don't quite get to ignore the fighting. Two new enemies here; a couple Apsarases we get to fight properly and the giant goatman Fomor.



Apsaras, of course, is the easier of the two. Not much of a threat on their own merits but they do like to cast Makajam.



It inflicts Mute. They just prolong their own suffering, really.



Fomor really likes to cast Ice spells.



Because the game knows who's weak to what, he'll basically never cast them on anyone other than Heat.



He, uh, he REALLY likes to cast Ice spells on Heat.



Thankfully, he's basically juat a giant goat Onkot. Only difference is he doesn't resist physicals and is weak to every ailment instead of two of them.



Other new enemy is... another tiny monkey. This time, it's Thoth and he's not to be taken overly lightly.



He's got friggin' Rage and uses it better than Camazotz ever did.



Mostly to cast debuffs and... Maziodyne. Well that takes off about half Gale's HP instantly.



Plus side is that Thoth is the newest random demon that's mercifully weak to instant death.


Point136



The area here is mostly a bland maze consisting of one-way doors and portraits positioned to penalise you making a wrong turn. We want to run into this corner, though.



Because we want to be dropped into the castle's creepy basement.

...What is it with Mick and things dropping you into his basements? Both of the places he's taken up residence have had that as a thing. Weird.



Anyway, this time the basement area is optional but its worth getting thrown in a couple times. There's some neat goodies to find down here.

Of course, you can't get it all at once because all the doors save for the exit are one-way only. Swell.



The basement's also where Turdaks and Baphomets hang out.

It's mostly a linear area where we get kicked out to the entrance, so we'll head back to the main room now.



And I guess see what this thing has for us.


Are you enjoying Mystery Castle? My name's Twinklebell, and I'll be your navigator today. Nice to meet you! The first attraction is...



There are a lot of portraits on this floor -- all of the prince. Unfortunately, there's only one portrait of the good prince, whom she loves. Please convey her love to the right person... If you listen carefully to what everyone says, you should be able to find him.



If you talk to the evil prince, you'll be in big trouble... Well then, happy searching!

Yeah, so the Evil Prince portraits are the red ones that drop us in the basement.

...Seriously, Mick's dungeon gimmicks seem to be awful similar to one another. Blue is good and lets you do what you need to; red is bad and drops you in the basement.



Anyway, the area proper is a pretty uninteresting maze but it does have seem neat stuff to get along the right path. Mildly annoyingly, all of then bar one are in rooms that are only accessible by dropping into them. This makes it kinda slow and obnoxious to get the lot.



Here's a map of the area stolen wholesale off that's easily found on GameFAQs because its easier than trying to explain the couple extra routes needed to get through this bit. Gonna grab everything here save for the Mouldy Rolls because they're the requisite Bad Prize.



As for the random portraits we get "hints" from? Yeah, uh, not worth your time bothering.



Takes a couple trips, but we get to the Good Prince eventually. Hurray.




So then, she does... I am grateful. Please sir, may I ask you a favor, as well? Please deliver a message to the princess for me.



"Once all is well, I hope that we might walk together along a beach that you fancy." That is all. I would appreciate you doing this for me, kind traveler.



...The gently caress's a "beach"? Anyway, we grab the Soma Drop from in front of the guy, then spin around and head down this path that leads directly back to the main room.



Thank you very much, kind traveler. To show you my thanks, I shall remove the obstruction which blocked your path.



Oh, my dear, good prince... My feelings grow ever stronger.

...Yeah, it's gonna be one of those dungeons. At least we're done with the first part now.



Next floor's a small intermediary area. There's two yellow walls blocking us off from the rest of it.



Nothing else we can do here right now, so we'll carry on and come back whenever we finally get the Yellow Key.


Big Battle ~ Prelude



Once again, you didn't really think it was going to be that easy did you?



Bat and the boss already flew up top. They had the girl with 'em when they flew up high, ho. Hee ho!
Hee! Ho!



I could listen for a bit longer, yeah.

Hee! Ho!



Oh. Well if it's just that one line ad nauseum (it is) then forget it.



You cannot go, ho! And, that's because--
Why?
Because--
Why?



Mini-Boss: The HipHop Brothers ~ Fiend Jack Frost & Fiend Pyro Jack



So, looks like it's time to face a slightly harder version of everyone's favourite Jack duo!

Hunting ~ Compulsion



So, these guys are basically souped up versions of a couple normal demons. Still have their usual weaknesses, but a few extra resistances.



Just need some form of Fire resistance to shut down any chance of them getting extra turns. Ice stuff is surprisingly useless here, since Frosty isn't much for offense...




This ain't lookin' good ho sheezy yo!
Shout it, don't devour it, hee ho -- we're screwed!

Once one of them drops to about half HP, this happens and Frosty falls into his real role in this fight:



Healing. Lots of healing. He'll basically do nothing else so long as you keep on the offense.



It seems like it might be a nuisance, but outdamaging it is really quite easy.



And Taunt makes it easier. A lot easier.



Pyro Jack's offense is shutdown by Void Fires and Jack Frost doesn't attack so the attack bonuses are wholly irrelevant. How convenient!



Stacking two Taunts isn't a massively useful thing, though; it helps for like one round and then Pyro'll cast Dekunda and get rid of the defense debuff.



Or you could just... put him to sleep... huh. Really didn't expect that to work.



Sadly, since they count as unique encounters you can't explicitly eat them. Oh well.


Point136



Let's retreat for the moment, ho!

But not before getting off one last parting shot...



Yeah, I dunno.



We even get a bonus Jack Cell for our troubles. Gonna have a fair few Cells to offload whenever we get done here, since this place doesn't have a Vendor.

Going up...


The Princess (2)



However, in the same manner... The evil prince was madly in love with the princess. He often interfered with the princess and her love.



But try as he might... No matter what he does... Her feelings for the good prince never changed.

End



The weird narrator lady's stuff is meant to be one story broken up into parts. Each part just happens to coincide loosely with the puzzles we're meant to solve on that floor. Speaking of which...



This game is called... "Let's convey the princess's love by dodging obstacles!" The princess and her prince will be facing each other... Standing between them is the evil prince, interfering with "their love."



If you manipulate them properly, the princess's love will reach the good prince safely. Well... Good luck!

Well, I call them "puzzles" but they're not that taxing.



Also since we beat the HipHop Brothers, both Jacks are around now to kick the crap out of for fun and profit.



This time around, we've got three of these rooms to deal with. Can't do them in any old order, though. Thankfully, there's no fights in these.

Also, that chest thing in the corner?



It's an actual proper treasure chest, but they're both locked for the moment. Ah well.



The puzzle proper is really, really simple. Step 1: rotate the princess to the right.



Step 2: rotate the one mirror the light touches.



That's the first puzzle solved.

No, really. It's that simple. They're all that simple.



In return for doing this, we can now go do the next one and grab the loot in this room.



For our troubles, we get an Organic Cell and Revival Gem.



Since we're on the third floor, along with the Jacks some new enemies turn up now too. In this case, it's two Virtues and a Sarasvati.



Virtues are weak to Mudo. Not their finest strategy.



Sarasvati is weak to Fire. Beginning to notice a bit of a trend here.



Puzzle rooms 2 and 3 are over on the east side of the floor. Nothing too fancy here.



Puzzle room 2 is also blisteringly simple. Rotate the princess to the right again and rotate every small circular mirror the light bounces off of.



Rather than one mirror, this time we rotate 3. How difficult...



For our troubles, we get another Quantum Cell and one HP Noise. The cell is nice and I'm sure I'll use the noise one day.

That day, however, is not today. Onto the pile it goes.



Room 3 is right next door to Room 2 and we can go on in now.



This one is a little harder in the most token of senses. Rotate the statue left this time!



Then you rotate the first small mirror and then the third one! You have to skip one of them this time. That's a tricky one.



...Well, uh, this one has an inappropriately disproportionate reward. A Magic Noise (onto the pile with you) and a Soma. Not a drop. A full Soma. All HP/MP to the entire party? Man, I'm probably never going to use this thing but I want it anyway.



On the way back to the central room, ran into this guy. He likes using Force spells which could potentially inconvenience Argilla but he's not that tough anyway. He got all of one turn and he used it to cast Mind Charge.



We're about halfway done with this place now, so we'll take a short break here and head on up to the fourth floor and the remaining puzzles next time.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!

theshim posted:

I also should say that I find these updates don't do justice to how long it can take to get through these areas. I played quite a bit to get up to Coordinate 136, but you're making it look like a snap.

On the one hand, yeah, these places can get quite lengthy which is hard to really highlight in full. Really, having to split a single area between multiple updates is the best way without things dragging out too long. At least, best one that I can come up with anyway.

On the other hand, a lof of the time the length is mos-



On the other ha-



On the other hand, that's mostly beca-



ontheotherhandthatsmostlybecausetheencounterrateisabsurdlyhighattimesandtheresnoeffectivewayofshowingthatoff.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Point136



Alright, now we just got done with about half of Co-Ordinate 136. Let's keep climbing.



Fourth floor's pretty small; has a couple alcoves with one-way doors leading towards the center but nothing else 'til we continue onwards to the south.


The Princess (3)



Once the princess was captured, it wasn't long before the princes came to the tower. They both meant to rescue the princess...







...and the duel began!

End



This time around, there's actively no avoiding Twinklebell (or even tryin to). Immediately after the broadcast ends, you're thrown into this one.

This game is called... "Reproduce the duel by having the princes face each other." A statue of the good prince is on the roller coaster.



By the way, the statue of the evil prince is...



See that cross panel near him? Head toward that! Well, good luck!



Much like the previous few, this is really easy to solve if you just want to finish it quickly. But there's some stuff to get from incorrect routes so we'll do that first. This one leads us to...



An upper floor with a golden chest in it. This contains...


Hunting ~ Rare Devil



A couple Taowns. These guys, of course, are from a bit further ahead than the regular demons in the area.

They also have one good Force spell. One.



Not really too difficult at first glance, and pelting with Terazi is the best option, but the one thing this doesn't tell you is...



They have a strong counterattack to physicals. Not the best option to try.



Aside from that, their only decent means of attack is a Zandyne (Hell Thrust is just chump change). Force shields neuter that...



And as an added bonus to Void skills, there is a chance of them frightening the enemy too so long as they can be frightened. Drains have a much higher chance. Repels don't even have that.

They have a functional guarantee (not *quite* 100% but very, very high). Remember this for much, much later.


Point136



In the same room as the Taown fight, we can go around a corner and pick up our first Luck Noise.



We also get a new demon that we can fight against. Cu Chulainn would be a minor threat with Executioner but he's weak to Sleep so it's a non-issue.



He does have the courtesy to drop Code Cells for us though.



Getting back to where we were before is easy enough to do. It's just a linear path leading to a one-way door dropping us by Twinklebell's third statue.


Arms



But she can wait. We'll run back to Swadhisthana briefly and head to the Vendor at Minimum Solar Noise...



For the benefit of our Jack Cell. Jack Cells and Organic Cells sell for the same amount albeit in a mirror of one-another. Organic at Max Noise sells for 24,000 whereas Jack at Maximum is 16,000.

Yes, Jack cells sell for their most at Minimum noise. They are the only cell to do this.



Running around a bit and selling the lot... pushes us just over 100,000 Macca. Huh.





Graven Shard is an interesting item. It costs 50,000 Macca but works as a free, infinite Dia... but only in battle. It heals one persons HP for a little more than a Ration and is reusable but can't be used from the menu. Buying that immediately then.

Chakra Pots cost 10,000 Macca and restore 150 MP. Reminder that Chakra Drops cost 3,000 and restore 50. So, no point to buying the Pots then.

Estoma Spray reduces the encounter rate until Minimum Solar Noise. Costs 3,000. Very useful for running around although "reduces" is nebulous and it doesn't stop "fight, take 3 steps, fight." Just makes it happen a little less often.


Point136



Back at Coordinate 136, the platform right next to the one with the statue on it... is what we want.



This leads to a switch that rotates that red beam. It flips it to where it is now, which is where we want it.



Oh, hey. Since Serph, Gale and Argilla all have Mudo we get access to a new one of those combo exclusive spells. Millennia Curse is something of a crap shoot, since it hits every enemy, takes all of our teams turns and can do one of two things. Either it murders the targets straight up or it inflicts Curse. One of these is much better than the other, of course.



Omoikane decides to turn up again and just straight up mocks me this time around. One of these days!



Anyway! With the red beam now in place, we can head back to the Good Prince's statue and move that platform.



This brings us right to the exit now. Before, it just led to a door on the upper floor which leads directly back to the entrance on this floor. How rude!


The Princess (4)





Laughed... killing... princess... The princess... was...



And... the ... To save... beloved princess... challenged... The "...prince... "...prince" ... in fact was human..

End

This one wasn't much use to us, huh? Thankfully, the room itself has nothing in it whatsoever past the broadcast and the Karma Terminal. Moving right along, then...

The Princess (5)



But, before he could complete his plan...



Her heart was overcome with despair, and that power called forth great destruction.



End

At first, it doesn't seem like there is anything that can even be done in this room. There's platforms with mirrors on them, and we can move 'em around but... nothing happens. So, not touching them yet then.



Looking over the room a bit more, we can find this right next to the entrance. Give it a poke...




I'm in a hurry here. No more of this crap!!



Heat just punches the wall. Well, uh, good thing he's been putting points into Strength! :v:



'Cuz that crumbles the entire section of wall where the sign was. And reveals a beam of light... near the ceiling.


So, at times, illogical outbursts may open up new paths. I assume that next, we must use this light as our guide.



Gale has the right idea, and we'll lead the beam of light wherever we can. This one gets a might complicated in comparison to the others. First, we'll take both mirrors over on the west and move them. The one we're at first...



Leads directly to this switch here. We can walk to it too, but since we need to relocate the mirrors ths is slightly more convenient. We'll push it, and the red beams directly next to it open up...



There's a ladder right by the button, so we'll take that and head over to the mirror on the east side of the upper floor. With the red beam relocated...



That leads to one of these rotatable mirrors. We'll flip this one and then take the platform back up (can't get to the ladder from here).



Taking the ladder back to the button in the center, pressing it again, and the red beams close back together. Head back up the ladder now, move the mirror from the east side of the upper floor again and that completes the circuit here. If all three mirros on platforms are moved and the rotatable mirror is rotated that...



That leads the beam of light towards that picture, shattering it and letting us continue onwards.

But we're not done here. Oh no we're not.



Leaving the mirrors in place for now, we run back to the button and reposition the red beams. Again.



Now we run alllll the way around back to this mirror over on the east side of the lower floor. Move this platform and we get to a golden chest you might've seen earlier.



This one contains the... Yellow Key. Finally!

Now we can just take the platform back, head on back up the ladder and continue onwards. Simple.



Hmm, we did finally get the Yellow Key. And there IS a small terminal here... let's warp back to the entrance real quick.



We'll deal with the other Yellow Walls we've seen later on, but the two on the second floor are nice and easy to get to right now.



The west wall's first since it leads to a couple goodies. A fresh new Quick Noise to add to our inventory, a Chakra Pot to the south of this and to the north...



A couple of nifty Magic Mirrors. These things set up a barrier on the entire party and repel any magic spell thrown at them on the next turn. Could definitely have its uses.



The wall on the east side of the floor's next of course. This one's more worth our time since it leads to...


Coordinate 136 Field Hunt



Our next field hunt. This one's a bit trickier than the previous two by far; not only is the time limit longer, but the extra time is needed.



But, hey, once we manage to pull this one off... we get a new Mitama.


Hunting ~ Rare Devil



Nigi Mitamas are better to take down than Ara Mitamas but, of course, they're a little bit harder to beat. In theory. We have better stuff now so its a non-issue.

Although they are superweak to Fire spells (in case its not obvious now, their colour hints at this; red is weak to ice, blue is weak to fire...).



And with a couple buffs, Hunt skills can deal wacky huge numbers. 712 isn't even the largest in this fight!



They're kind enough to drop a Dekaja Rock for us at least. This lives up to its namesake; it's just a free Dekaja spell. I got plans for this one.


Point136



Running back after having solved all the puzzles is wonderfully quick, at least. And, yes, we have solved all the puzzles... for now. The remainder of the castle is a straight line on a staircase that leads...



All the way to the 10th floor and what seems to be a clocktower. Through the door it's just another short staircase to the 11th floor and that puts us...



Right outside the Princess's Chambers. There's just a small terminal here, so no easy healing for you...



Although you don't really need it since the bedroom itself is empty. There is that other door to the south leading to a balcony...



And that's where we want the opportunity to heal up (the bed cannot be used for this unfortunately).


Mick the Slug and The Traitorous Bat

Silence



Taken long enough to catch up with these two...





C'mon, let's hear you sing. And if you do a good job, I'll bring you along to Nirvana.
Who'd want to go with you?
Aww, y'don't like me? Well...if you're not going to cooperate, then...





Alright, come n'get a' piece of me.



Heat, you idiot what are you doing.



Remember how Bat's thing is "good with knives?"



He just shanks the gently caress outta Heat before he can do poo poo about it.


!



You...!



What!?
Maybe we'll reward you and your and your sweetheart with a trip to Nirvana...



Once we're there, she'll all yours.

Something Else Cool That I Swear Isn't On The OST :saddowns:





Heat, no! you can't trust that traitor!
I knew this was coming... Now we'll know for sure who's superior.





Understandably, Gale tries to step in at this point to end this ridiculous charade but...



There is no alternative. Defeat him, Serph.





Silence

...I understand.

Again, this choice matters. Picked wrong answer, etc. etc.

Vs. Asura Agni



More importantly, time for a... very special battle. Basically still cutscene.

Hunting ~ Comrades



Sadly, we're not having a gunfight with Heat. He'd lose hands down there...



Especially after he transforms into Agni. Because I am really bad at buying new bullets, Serph still has the ice ones from Manipura! :v:


Alright then... Let's see what you're made of, Mr. Leader... Time to die!!



In the interest of fair play, Serph morphs into Varuna too.



Though it doesn't matter too much; you have to intentionally lose this fight and it's still functionally a cutscene. All you can do is skip your turn or a regular attack.



Might as well just turn on Auto-battle for all the difference it doesn't make.



At a couple times, Agni has a line of dialogue but they're mostly just for show.



Once either Asura drops into the red, the fight ends and the cutscene continues...


Silence



With Varna getting knocked on his rear end.



Agni moves in for the kill...



But misses. Hmmm...



This gives Varuna a chance to get away and do nothing but block.



As the two grapple once more.





Sera comes to a realisation that there's something she can do...



While in the meantime, Agni and Varuna put on a show for Bat and Mick.



Using the distraction to her advantage, Sera just slips underneath Mick's arm...



And jumps off the castle.



Needless to say, her stupid plan destined to fail, uh, failed. Immediately.


No y'don't! I don't think so girlie.



Plan B it is then. And this one's much better.



Because it emits a loving shockwave.

...Sera if you could do this, why didn't you.



It completely fucks up everyone in the area. Goddamn.


What the--!?
Gah! My ears...
Ah... Ugh...





He, uh, does.

Sera!



Hey, look, the dude who's a bat is using his ability to, y'know, fly.



And he caught her. What a shocker.


You witch!
Hey, nice catch! Now, just don't drop her.
I really thought you were better than this, Mick. ...Guess I was wrong, huh?
Whaaat!?



I knew it!



Agni decides that the best form of action against the dude flying past the edge of the castle is to try and bumrush him. Uh...



This seems a mite overkill but whatever.



...Speaking of overkill. Suddenly a laser tears off one of Camazotz's wings. Holy poo poo.






Cielo!

Dude can also fly and catches Sera immediately afterwards.

Meat Ball



Easy does it... Gonna get outta here...





Finally got Mick cornered. His brilliant plan holing up in a dead end has backfired remarkably well.



Serph, what was it Heat said he'd do back there
It went like this...
Yep...



Silence



Or in other words...

DIE!!



It's time to finally fight Mick. Took long enough!

Boss: Asura Rahu

Big Battle



Strangely enough, Rahu's actually two separate parts that make one demon. Must be torture on Mick's psyche.

Kinda makes sense, considering Rahu came about from a dude drinking amrita and getting decapitated for it. But because he drank it, he was immortal. So, yeah, Rahu is basically a reverse Dullahan. He even gets the horses and everything!

Anyway, strategy here is simple. Taunt twice on the first turn which completely murders his defence (the attack boost is mostly irrelevant).



Probably a good idea to have some form of Earth protection. Drain is a wee bit overkill, since Void is more than good enough.



On his first turn, the Head will use a unique move on whoever has the highest Strength stat. Or at least that's what every piece of anecdotal data I've seen from playing the game, watching other people play the game and heard from other people who've played the game seems to suggest.



This sticks 'em in a big ol' energy ball and is Bad Times. Whoever he grabs now cannot be targeted at all. Can't switch 'em out, can't heal 'em, can't do anything with 'em.



This 76 is the Body punching. With its 4x Tarukajas. I wasn't kidding when I said it was mostly irrelevant.



No matter what you do on your turn, the Head counters by Absorbing a very small amount of HP from the person in its energy ball. Attack the body or head? Counter. Heal yourself? Counter. Buff/debuff? Counter. Put up a shield? Counter.



Speaking of debuffs, though, we do have a Dekaja Rock right here. Might as well use it now to remove those attack boosts.



Oh and the Head does nothing but Absorb on its turns too. There are three ways to get someone out of this. If they die, if the body dies or if the head dies.

The body is the easier to kill of the two since it has 1000 HP whereas the head has 1500. The Body, nicely enough, is also the stronger one.



Mostly because of this. Dragon Quake is a somewhat potent attack that hits the entire party.



...But it does Earth damage. So we've been able to render it worthless since the very beginning.



Killing either the head or body before their captive dies is easily doable, but eh.



Rahu does something special if the two get to Reunite. He never does it under any other circumstances so might as well let it happen.



Starts off by using... Psycho Rage. Okay, sure.



Then he casts Diarama... on the Head. Which has taken no damage.

Uh, Rahu? You... y'know, what. Never mind.



Next, he buffs his defense. Okay, so now its only down 3 stages. That's still plenty.



Then he debuffs your defense. This matters less than you would think considering they can't hurt you worth poo poo.



And then a Tarukaja to finish up. And since the damage output from 4 was manageable, this is just sad.



Have like a bajillion Revive Gems so this is a minor inconvenience at best.



So, weaknesses! The Head gets its poo poo kicked in by Force spells. Its immune to Fire, Ice, Elec and Earth of course (along with the usual ailments, death and expel).



The Body meanwhile is weak to Fire. Immunities being Ice, Elec, Force and Earth.



Since Serph can deal 1/5th of Body's max HP in one hit with an Agilao this goes quite fast. Both the Head and Body need beating to end the fight though.

...Kinda wonder what taking out half of it would do to Mick if he Reverted to Human at this point. Probably don't want to find out though.



Anyway, since the Head can't use Dragon Quake we can switch Argilla out now. Earth Drain was basically her biggest reason for being around. Well, that and healing but we aren't gonna need healing now. Gale has the good Force spells.



He also has Tarukaja. Two of those and Serph's dealing 1/5th of this things max HP now too.



People seem to think that fielding Gale at this stage is a Bad Thing. That's 47 on his weakness. Without defence buffs or magic debuffs.

Can't help but notice that a lot of people who write guides for this game are idiots who don't know what they're talking about.



Meanwhile, a Zanma from Gale under the same scenario deals almost 1/5th of the Head's max HP. And you're "not supposed to" field the guy who can do this. And will never not be able to do this.

I don't even know.



So, yeah, Rahu's easy too. A bit gimmicky, but easy. I swear there are some actual vaguely challenging boss fights. I just seem to have misplaced them.

Also Rahu's the first boss since Hayagriva to do something wonderful. We get AP from this one!

...Shame I had to waste it all on chump Mantras because I had no more money left. Don't worry, this'll be fixed in due course.




Comrades







Oh, come on! I totally saved Sera back dere!
Are you joking! Bat makes me sick!
Yeah, what she said!
What is "joking?"
As far as I know, it means you aren't serious.







Serph! I'm sorry! You're hurt...



Well, at least everyone's alright now.

Silence

I'm sorry. I... I came here to help but... I've only created problems. There really isnt' anywhere I belong...
'ey, why you say dat, Sera?



Well, I mean... We're y'know...



Yeah, that's it...
Comrades...?
Dat's right.



Oh hush, that's enough from you.
Hey, say something, Serph.
Sera's our comrade.



And with that, we're finally done with Coordinate 136.



Just in time to get a full party! :toot:



Cielo's, uh... special. A weakness to Ailments, of all things, is pretty friggin' awful. That's not just being weak to one thing. In this context, "ailments" is a catch-all for almost every possible type of ailment in the game. Nerve, poison, charm, shock, panic... It makes Cielo
really hard to field without planning. His initial skills basically being a bunch of Electric spells, a couple buffs and... Recarm sounds nice but he has no physical skills at all. This means no Hunt skills. This does not help him if you don't have Holy Beast yet (why don't you have Holy Beast yet).

So of course I actually like using the guy. Go figure.

Thankfully, stuff like Stone or Curse is not counted under Ailments since those are special and are counted as Death aligned instead. No need to worry about Cielo getting guarantee-killed at least. This kinda helps his usability at least.

Oh, and Dyaus is the lord of the skies. Husband of Prithivi, father of... uh... Usas. Dude is basically the Vedic equivalent of Zeus or Jupiter. So, y'know, pretty goddamned important. Much like everyone else, you could've guessed that this was coming considering Cielo's name is literally just Spanish for... "Sky."

Anyway, we need a plan of action so if we talk to Cielo, Gale or Argilla by the entrance to the castle...




I have devised a plan. It is time that we trapped them.



An ideal location?





A "huge vessel," huh?



So now we can go to a... Deserted Ship... next time to attempt to lure Bat and the Brutes into a trap of our own.

But, y'know, we've taken care of 3 of the 5 enemy tribes now and we've been focussing on this war and scheming and traps for quite a long while. We do have the Yellow Key to put to good use as well, but first I think it's time we finally went and did our first sidequest. And wouldn't you know it? Now that we've beaten Rahu one just opened up inside Coordinate 136...







For the moment, here's every (new(ish)) skill we picked up in the entirety of Co-Ordinate 136. A lot of it are variants on stuff we have, or covered as they were available, but some stuff is a bit less obvious. Comatose/Stun Needle/Mute Blow are all self-exlanatory but Null Critical does not grant immunity to criticals; just makes them less like to happen. Quick Cure makes it more likely that you'll remove an ailment if it can be cured at the end of turns. Ingest is a Hunt skill that inflicts instant death instead of damage but at a higher rate than the one we had before. Problem is, it costs more HP than Devil Feast and there's no reason to use it ever. Power Wave hits every enemy for a decent amount of physical damage. Paraladi cures Paralysis, Me Patra is Patra but full party. Pulinpa tries to inflict Panic on one enemy, Makajam tries to inflict Silence/Mute on one enemy and Dormina is an attempt to put every enemy to sleep.

Lotus Aura fucked around with this message at 00:18 on Sep 15, 2014

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Pretty sure it was immediately afterwards. Nocturne even has a bonus trailer for DDS1 in it.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!


...Okay, before we go and deal with what's at Coordinate 136 we'll go back to a few places and tear down some walls. Swadhisthana's first since we might as well do 'em in the order we did originally.

Hideout of the Chickens



The wall here's in the basement we ran through briefly before. Only real change now is that dude by the Red wall and what feels like a massively reduced encounter rate.

As in I only got a whole 3 fights my entire time here. How bizarre.



Yellow wall's just around the corner from there and leads to a very small outside area.



...Almost feels like the Blue and Yellow ones here should be the other way around. There's nothing here but this Vital Noise. Weird.



Next up's Manipura which has two walls for us to get past.


Hunting Field ~ Second Movement



Only problem is they're pretty far apart. One past Gate 6's closest so we'll head over there first.



Our second Power Noise is the only thing here. There's two rooms but one is strangely empty. Seems so weird that there are empty rooms gated off...



Anyway, the other Yellow wall's over on the second floor by Gate 2. Need both the Blue and Yellow keys to get to this one.



...It's, um, not particularly worth it. Just a single Soma Drop here.



Ah well, last we have the Citadel over at Anahata to contend with again.


Man's Tomb ~ Second Movement



Just the one Yellow wall this time. It's even pretty easy to get to since it's near the rooftop entrance and all.



This one has two rooms behind it as well but with only one item to get. It's the new bullet that was conspicuously absent the last time we were here.



It is the best one we could have right now by far. We could also buy them at this point but it costs like 15k a piece so bugger that. There's no point to buying any bullets except like one but that's a special exception we'll get to much, much later.



That's all the Yellow walls we've run into so far, so it's back to Coordinate 136 for what's next.


Point136



...Something seems different here. Can't quite put my finger on what, though. Maybe the castle did something different with its hair.

Anyway, let's talk to that Pyro Jack and see what's up.




Why are you still here ho? Mick's already winked off to the other world. I'm just chillin' with my partner here ho! Hee!



Sorry, not this time.

But, but! Get out! Out!



And that's because--
Why?
It's because--
Why?



A new K-hee-ng, ho? Interesting...

So go hee home! This is for the new king! You can't open the chest anyway, cus you don't have the key, ho! .......Please go hee home. I beg you.



Revel in...er-- Repent of your evil deeds ...and serve the King. Hee may give you some treasure ho!
I can look for it.



Our comrades may have already found it, though.

Alright, so we've got a key to track down in this place and there are a few places it could be. Unfortunately, most of them are out of the way and other than where the one we want is I don't remember where they are. :v:



So I just beelined for the third puzzle room and took the platform to the left of the entrance.



This actually takes us down a floor to a small room with another new bullet in it.



Probably should've gotten this before, but we didn't really need it then. Sort of don't now either, but it can Stun dudes so it has its uses.



Stood next to our new bullet is this lady. She seems awful familiar...




It's such a great honor to be queen that it almost brings me to tears... Hey! What're YOU looking at!? I get it! Now you're going to embarass me by telling all my comrades what you saw me doing! Not if I have anything to say about it, buster!



Hunting ~ Compulsion



So Titania's a pretty big chump. Good thing too, since I'll be sick of her by the end of this game.

Anyway, she's weak to Ailments. So I have Gale make her Panic.



She can cast some pretty strong spells, appropriately enough for a demon only found in the final dungeon and an end-game optional area.

...No, really. Punching waaaaaaaay above our weightclass here.



Her item drop when Panicked is a wonderful item called a Theory Cell. It's not a top-tier cell, it's actually around the middle of the ranks, but it sells for a pretty penny at this stage.



Once panicked, she drops quickly enough and she even... drops a second Theory Cell...


okay thats loving great i have plans for this now


Point136



Got the Sugar Key which we want to continue but first a minor detour back to Swadhisthana!



Getting back to a Terminal is easy enough, and we pass a Red wall immediately after leaving Titania's room. Guess we'll be back here later after all.



Theory sells for 60,000 Macca a piece at Maximum noise. Since we have two of them I can buy something special with this money. I need 100k for a Scheme and this does the job quite nicely.



Money and a new Mantra bought, we head back to the front door of Coordinate 136 and give Jack the key.


Let's open it, hee!



:swoon: oh my god the inside of the chest is wallpapered with smiling jack frosts eeee :swoon:

Okay. I'll take the treasure then, thank hee you ho. Ho ho ho! You're so naive, ho.



eeeee... Ahem. Anyway, Jack runs off with our hard-earned loot. That's cool. We never were really promised a reward, but we can go and meet the king now. Let's run aaaaaaaall the way back up to the top floor...



And someone new is residing in the princess's room.


Big Battle ~ Prelude



I know you're the King and all, but it's rather rude to stand on the bed's canopy!

This is the King's castle, HO. The King decides the HEE code. HEE HO Article One:



HEE HO Article Two:



ohmygod i just noticed the smiling face on his scepter that is sooooo adorable :allears:



Ahem! Anyway, it's time for our first optional boss fight!


Optional Boss: Fiend King Frost
no, that length is not a mistake; doing this a wee bit earlier than intended is all.

Hunting ~ Compulsion



Since everyone's packing a debuff for this fight we can use Debilitate ourself. Takes all our turns though so we won't be using it here. Too risky.



Speaking of debuffs, because we're around 10 levels under the recommended range for this fight (low 30s when you want to be at least 40), we're gonna need 'em. So starting off with Taunts then.

Thankfully the king cannot Dekunda.



He also has some real fuckin' nasty Ice attacks so we want to stop that. Drain would be ideal but I don't actually have that yet.



Void isn't good enough since the King alone gets 3 turns. Naturally he drains Ice so Repel is out of the equation save for emergencies.



Celestial Gift lets him summon a big Jack Frost. This one is tougher than normal, of course.



Also has Makakaja. If we didn't have Ice resistance this would be lethal.



The King likes having two subjects out so we can take advantage of that. Also want to use Dekaja in some form to get rid of the 4 Tarukajas that get added by Taunt.



The King has a lot of attacks, but he really liked using this one in particular.



Frost Rush has him summon a bunch of tiny Jack Frosts that body slam one dude. Naturally this is Physical damage and loving wrecks poo poo hard. That's 141 AFTER the Dekaja by the way.



The two Taunts were necessary to deal damage too. That's 135 after his defence has been crippled and without a resistance. Fire's out since he nullifies that, and the King has no weakness either.

Also he has somwhere betwen 4150-4200 HP. This might take a while...



Other skills in the King's arsenal are Power Wave which is weaker than Frost Rush (barely) but hits everyone. Swell.



His subjects seem to really prefer just trying to punch ya. And they can rack up the damage fast what with the 3 of 'em getting 5 turns and all.



So, Sukundas it is then. Throwing their accuracy into the shitter will help alleviate things but they still hit quite often even with 4 of them applied.



Although they do also miss a ton, which costs 2 turns everytime it happens.



...Buuuut the King has Megido. We don't have Makunda, so this damage can't be mitigated.



Thankfully it doesn't deal all that much; this is after one Makakaja after all. Plus Gale dodged, which is nice whenever that happens.



So, we can't weaken Megido but we can negate his Ice spells. That just leaves the physicals then; their hitrate is reduced but they can still pack a whollop whenever they land.



After 4 Tarundas, they're reduced to "managable" rather than "drop everything heal now." Gone from 140+ to ~70.



That done, we can now focus on blasting the gently caress outta the King. But since each hit doesn't deal much of a dent on his own this takes a while.



The mid-tier spells do come with random damage variants too. Only problem is, uh, in the random part. Getting a couple hits that deal more damage is nice buuuuut it does have a tendency to hit once too. Not worth it most of the time.



Also killing the minions is nice but only temporarily. He'll bring them back soon thereafter and the new ones aren't debuffed. Blargh.



Could buff our physical damage output and use Serph's pretty good strength to speed things up but the King resists Physicals so that's needed to just bring them on par with the spells.



Also once the King drops to around 1,000 HP, his critical sprite has his head droop and he looks sad. :(



So we put him out of his misery, gain a loving ton of Karma, 100 grand and a decent chunk of Atma too.


Point136



For beating the King, we get this. The Ice Crystal is the first of a few items that have a special use. Next time we use any Karma terminal...



Ice Crystal has been confiscated and King Mantra has been added to the Mantra Grid. Embrace this new Mantra, Child of Purgatory.



So that's our first hidden node opened up.



The King Mantra's lurking in the bottom right corner of the board and costs... well, what do you know. Exactly 100,000 Macca. How convenient!



Megido's a bit odd to be in here, honestly. It's the low-level Almighty spell but the better versions are on the board without boss fights shenanigans. Cocytus is mid-tier Ice and hits randomly but has a VERY high chance of freezing dudes.

Null Sleep is the real reason you want this thing. Despite its name, it does not nullify sleep. No, it does something else...



We'll worry about exactly what that is when it gets mastered though. That done, let's head on off to this ship Cielo found for us...

Lotus Aura fucked around with this message at 20:16 on Oct 30, 2014

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!

Kemix posted:

Jesus H christ man! Do you ALWAYS do poo poo the hard way!? Surprised the game didn't just kill you right then and there!

If I can and I know I can pull it off, or I know I can't but it'd be funny to see me flail miserably, yeah basically. Helps keep things more varied, just waltzing up to an optional boss super-early and still coming out with a win.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!


All distractions dealt with for the time being, we can go and put Gale's newest plan into action.

But for once we're going to do something a mite different and check in with some of the gang before we enter it proper.




Actually, yeah...
You think so, too... Sera, Argilla, Cielo -- all of us... Doesn't it feel like we've been on this thing before?



It's called a ship.
I know that. In addition, I know that it is a seafaring vessel. But, why is it here?



Probably noticed that guy stood to the left of Gale by the giant gash in the ship's hull. Let's go see what he has to say now...



There probably won't be time to return for more.

Basically, once we enter we can't leave until we finish the entire area.

I'm ready.
We are fighting against the Brutes. It may be a battle with death itself, but... don't die.

The Plan





We will spread a rumor that you are hidden here. to get the attention of Bat and the Brutes. Needless to say, this is a trap.





Hey, c'mon...! Why don't we try somewhere else? Eh? Guys?



Is it really dat simple? I mean, dey'll know it's a trap when Sera's not here!
"Sera" will be here.



Meat Ball







Why is that?
Obviously! Sera's isn't dis tall,



and her arms ain't dat thick--

Once again...



Cielo deserved this.


They only need to be decieved from the distance.

Silence



Already!?
...Sera and Heat?



I hope they weren't spotted.
They moved faster than I expected. We must hurry; if we do not, they will devour us.
Okay, okay! Let's do dis, den. Let's go!



Understood.
Let us go. We will set traps for them throughout the ship.

Although before we can do that...





Bat has to get just a mite creepier. Swell.


That woman's there too.



There's no mistake. Varin--

Turbulence







Flashback time!

Sera





Now get me the hell out of here!
Very interesting...





You must open the door on your own.



On that day, everything changed. Now, each individual shall be judged by his Karma.



I'm beginning to understand how this works. Allow me to help you.

Silence

One quick fade to black later...







How long will your eyes remain shut?

And on that bizarrely enigmatic note, we're back in the present again.





Yes... Sir...

End

Steel Coffin



First, we will plant an explosive at the bottom of the ship. Let us proceed.



Naturally, we're forced into using a party of Serph/Gale/Cielo for the entirety of this area. Even more naturally, this is not the best team composition for it.



Thankfully, the Brutes are still dicking around outside so we don't have to worry about any fights for the moment. Right by the entrance, there's a small Karma Terminal and some stairs heading down a flo-



Okay, no stairs there then. This just makes backtracking more inconvenient, really. No other purpose.



So we'll take the only other exit on the floor, which leads outside. This lets us grab 3 Medical Kits before continuing onward.



One of the most noticably things about this place is that there a lot of doors we can't use. Because they're destroyed or blocked in one way or another. Mostly helps to keep the route linear since we don't have to worry about a billion alternative routes and sidetrips at least.



And if we try and go through any doors but the right ones, Gale yells at us.



So the lift by the door it is then.



We want to go down to the 3rd floor since thats the nearest to the bottom we can get to.

Once there we get spat out into a room with 3 doors.



...Two of which Gale won't let us go through. So the north one it is!



That one leads to a small area with another Karma terminal in it. More importantly, there's an area to the east of here which leads to a lower level.



It also has a small section where... we can never go. The map doesn't put up a wall here indicating there's no progress. Gale just stops you to tell you off everytime you try to go through here.






As we ascend, we must plant explosives on the floors above. One explosive is needed per floor, for a total of seven. Expedience is required for this mission. Let us hurry.



Actual progress involves backtracking down the right-hand side. But there's an area off to the left. Of course we're heading there first.



After all, that leads us to 3 of the next level of rations. These ones heal 300 HP to a person. Pretty handy!



Way back from here's when we finally run into those dastardly Brutes.


Capture the leader and the girl, but kill everyone else!

Hunting ~ Compulsion



Finally got our first fight in the area, and it's against 3 Nagas.



They mostly use Ziongas, which is kinda odd. Dudes in the last dungeon were throwing around -Dynes like candy but Brute soldiers only have mid-level stuff? Weird.



They can also use Tarukaja, but most of the time they won't get the chance.



They're weak to Fire. A single Agilao pretty much neuters them.


Steel Coffin ~ The Second Movement



From this point, we DO get random encounters again and the Deserted Ship is now officially a dungeon. Nice of it to give us a second Rejuvenating Light around the corner from the Hero Rations then.



And not too far from there, there's a couple Attack Mirrors too. These things reflect any physical on the next turn. Not quite as useful as the Magic Mirrors.



Anyway, new dudes turn up with the Nagas. These little floaty green balls of energy/light are kind of assholes that are too much hassle to kill.



Mostly because they have friggin' Megido.



Naturally, they're weak to Force so they cast Force Drain constantly too.



Oh, and they're immune to physicals and guns. The first enemy we've encountered with that resistance by default no less.



Only other new demon in the area is Isora. Significantly less hassle than the Phantoms because he's weak to Force and Electricity.

Gale and Cielo both start with their respective mid-level spells. Isora dies very quickly.



Once we get back to the room with the elevator in it, Gale speaks up and it seems like he's telling you off taking a wrong turn here.


...we cannot return via the same elevator we arrived in. Use the door to the right, instead. You, Leader, are the bait. Move quickly from place to place, and draw our opponents inside.

He's not. Despite it appearing in the self-same context with very similar wording to the messages that boil down to "this is the wrong way, stop it" it's not one of them. No, this is him telling us where to go in the next room.

Could've put this one better, really.



Plus just for that, I'm taking the door next to the lift first. It gives us a Quantum Cell; the first of several cells we'll be grabbing during our time here.



Proceeding onwards, we run into one of these guys. If you take what guides say about these things at face value, Chatterskulls are meant to be a big "do not fight these guys!!" enemy. This is solely because of that Death March skill which they don't use very often. It's a kamikaze skill that deals Almighty damage but kills the user.

I ran into like a billion Chatterskulls. I fought just about every single one. The only times they got a turn, they used Skull Cleave or one of their Voids. Mostly they were Panicked so they didn't even do that.

gamefaqs writers are full of poo poo when it comes to this game can i make that any clearer



Heading the way Gale wants us to brings us to a small corridor with a couple side-rooms that are mostly optional.



I say "mostly" because one of them is actually the next bomb location.



Two bombs down, we leave the room and swing left to carry on. More Brutes catch up to us in the process though.


The Silver Fox is on the move: port side, toward the bow. Call for backup!
Dey took de bait! It's just like we planned...
Do not speak hastily. We cannot allow them to believe our leader is worth so few of their soldiers. Destroy them so we may continue.



It's just a couple of Taowns. How disappointing. Weak to earth, use Zandyne etc. etc.



The only reason they get a turn is because Gale doesn't have Terazi yet. He does, however, have Drain Force so the Taowns are kind enough to heal us at least.



....Oh, and the ship has a lot of rooms that are just empty. A lot of them. They're pretty out of the way at times too.



So we head back to where we fought the Taowns and go to the east instead.



Leads to a large room with a whole buncha doors. We'll head south first, since that one looks like progress.



Thankfully, it's a pretty linear area which just leads to our third bomb location.



Doubling back to where we just were, the door to the east is a waste of time. It's a large room with nothing in it. The lift at the north end it is, then.



We need to go to both the fourth and fifth floors, but there's no staircase leading to or from the fourth floor. So we'll head there first.



Areas for the next while are just small sections with a terminal and bomb spot basically next to each other. This one's a Karma terminal, and east of here...



...is a Cai-Zhi. Better known in the series as Xiezhai though. Its one of those rare morons that uses an element it is weak too. If there was ever an excuse to actually use Earth Repel here, its this guy.

Or we can just hit it with a Terazi of our own and it dies. Either/or.



After running into the new demon in the area, we hit the fourth bomb location for real.



Now that we're halfway done, we run back to the lift and go up to the fifth floor. But after we get there...


Enter The Bat





Once he finally enters the ship, Bat does notice something at least.



Namely that there's an Embryon uniform discarded and left in the middle of the floor...



At least Bat gets closer to it. So he can give it a good sniff.

Bat is getting awful creepy all of a sudden.


Too bad Sera isn't here, sucker.



Seismic Wave





Oh, but you'll never see him again... not after I devour you!





Your comrade...



You bastard!!



Try as she might, Argilla's not quite able to successfully land a hit on Bat.



The whole flying thing does give him an advantage, and he is able to kick her in the side of the head.



In a one-on-one fight like this, Argilla doesn't really stand a chance...


End

Steel Coffin ~ The Second Movement



So I guess we'd better hurry, huh? Door to the west looks like general progress to a higher floor, so we'll doubleback for it in a bit. East sounds good, so we'll clear that out first.



Like before, we get a terminal near the bomb location. This time around, it gives us a Life Terminal. Around the corner we go...



And thankfully, we're nearly done here.



Back to the main room we go, and on the way there, we even find... a staircase leading up... okay, so this way is progress. That other door must have been optional all along. We'll head back for it then.



It leads to a small area with a couple of cabins in. Only important item is the Theory Cell.

There's also a third door to the north which...



Leads to progress. Huh. Probably should've done this one first then. Appropriately enough, the terminal here is a Karma one.



And, yep, there's a bomb location near there too. Something a bit different happens this time though!




It makes me laugh dat you were stupid enough to fall for such an obvious trap!



The Brutes turn into 3 Chatterskulls. Serph burns them, Gale makes them Panic and Cielo pretends to help by casting Hama. Whatever.



Running all the way back to the staircase leading to the seventh floor then. This floors layout is a mite more convoluted than the norm. To the south there's a room with nothing in it. That corridor to the west that's further north is one of two routes somewhere later in the ship.

This door by the empty room?



That's our penultimate bomb location. Much like before...




We're on the seventh floor, I repeat-- ...Huh!? Th-That's...!?
Silence them.



This fight is probably trickiest thanks to the Phantoms. The Gurr isn't an issue. He's weak to electricity and guns.



Fight is only noteworthy aside from that because its where Serph mastered the King mantra. So what does Null Sleep really do?



Oh, nothing major. Just grants complete immortality when sleeping. The description downplays it, but if you have Null Sleep equipped and you are asleep every single attack will miss. Doesn't matter what it is or who's doing it.

Keep this in mind for much, much later.



Anyway, that done we can run all the way to the northern end of the floor and find progress there.




Hurry up! Get in position! They're moving toward our present location. We have to stop them, no matter what!

We'll, uh, deal with that later. For now, let's spin around and head to that other sidepath a bit to the south.



This one mostly just leads to another area with a couple cabins in it. Again, only item of particular note here is an Organic Cell.



It also has a door to the north that leads to yet another Small Karma terminal and an alternative entrance to the room we heard those Brutes from.



So it's up the stairs we go!


Hunting ~ Compulsion



Alrighty, so we have to fight 3 Sui-Kis this time around. Fittingly enough for the oni named after water, they mostly use Ice spells and they have Mabufudyne as a combo... so they have both Bufudyne and Teradyne then.



Thankfully their magic stat sucks balls; it only dealt 71 to Cielo, 67 to Gale and 35 to Serph.



Of course, then, they're weak to Fire. The only saving grace they have is that they have 500HP each. Still doesn't last all that long though.



They give quite a lot of money for something that's just a regular enemy at the end of the day though.



After getting past them, we can find a couple doors to the east and west. The eastern one most likely loops around to the lift we used on the 8th floor originally, so to the west it is.



This just leads to a small area with a couple cabins in it. Again. Unlike before this time we can get more than one neat item. Namely, first we get some more Hero Rations.



And in the cabin next door, we can find this dungeon's new bullet.



The Neutron Shot is just straight up better than the Iron one in every way possible. It's stronger AND inflicts Poison! Poor Iron Shot never even got a chance to shine.



New bullet picked up, we can now head to the east and the cabins there (also progress to the south).



First, though, we have to run into 3 Omoikanes in one fight. Because of course we do.

3 Debilitates means we aren't hitting poo poo. Moving on!



At least we can pick up another Magic Noise for our troubles.



To the south, we come to an obvious rest spot since it has both a small Karma terminal AND a Life terminal!



Running to the south, we find more cabins and a gold container that finally contains a fight. Been wondering when we'd find the one for this dungeon.


Hunting ~ Rare Devil



This time around, we get a couple Mothmen. Sorta disappointing really. They mostly use Ziodynes (aimed at Gale naturally).



Occasionally they cast Pulinpa to try and make you panic.



They're weak to earth. Of course they're weak to earth.



They also scare really easily when you use Elec Drain.


Steel Coffin ~ The Second Movement



Mothmen eaten, we can pick up another Organic Cell from the same room and move on.



A little south of the cabins is another area where we can place the final bomb. No Brutes jumping out this time unfortunately.



There's two pretty simple routes we can take back to the terminals. Doesn't matter which, but the one to the west feels shorter. It probably isn't though.



Since the door by the terminals drops us back to familiar territory, it's really easy to run back to the entrance on the 9th floor.


The Deserted Ship's Explosive Finale

Silence



Sadly, by the time we get there, Bat has Argilla beaten and pinned down...



We eat to survive. It's only natural. You're just like me. C'mon, admit it!



Silver Fox



Might not have gotten here in time before the 1-v-1 fight ended, but...



There is no loving way Camazotz is eating one of our members.



Proving that he's kind of a badass, Serph just jumps right off the banister...



And even unmorphed, he attacks Camazotz.



Sadly, Camazotz dodges but he's probably glad he did. Either way, it's time...


Boss: Asura Camazotz (Round 3)

Big Battle



Time to fight this guy. Again. Since we just reconvened with Argilla, she can be subbed into the fight; most people would recommend not doing that because she might not be prepared or set-up for it. If you know its coming, however...



Like before, Camazotz opens up with a Psycho Rage. Unlike before, he's not quite scripted for the next bit.



Rather than just summon reinforcements, he goes on the offense in some way.



Come the end of his turn, he uses Guard as per usual.

Mistake number 1.



So we switch in Argilla in lieu of Cielo. Really its just position 3, but that's where Cielo is.



Then Gale taunts. Just the one is all you need to ruin Camazotz.



Argilla follows up with a Teradyne. With the one Taunt, this deals... um...



854 damage. Camazotz has 1500HP in this fight. I think we've already won, you guys.



Once he drops below half health, Camazotz gets a lot of dialogue that is super-easy to miss.



He also picks up a new skill called Zotzilaha Bane. This is a skill unique to Camazotz and its the one thing that makes this fight maybe a minor challenge. Emphasis on the maybe.



This drains a small amount of HP, and inflicts the unblockable ailment, Bat. Bat slices your stats, gives you a Force weakness and even drops your HP and MP to around 60% of their original max value.



It also can't be cured beyond death or it randomly curing on its own. So instead Bat gets Taunted a second time to get the big numbers and Argilla hits for almost 1200 damage.

Bat dies in 2 hits. The end.



Assuming that we don't do that, he gets to show off his other skills. Curse is, uh, what you think it is.



A single target spell that does nothing but try to inflict Curse.



His main magical offence comes almost entirely from casting Zanmas. Pitifully weak Zanmas that are in no way a threat.



If you give him a chance, he can use Power Charges which when combined with a Taunt or two allow him to deal upto a whole 90 damage!

Even when stacking buffs, Camazotz barely registers as a blip. Normally.



This changes once he has at least one person inflicted with Bat. That plus Taunt plus Power Charge lead to something a bit actually nasty.



He never got rid of Spiral Edge. He just never has much of a chance to use it. Its also at this point he stops ending his turns with Guard for a little while.



But when he does, at this point it actually hurts a bit.

Note that the only reason Serph died was because he was inflicted with Bat though. Even 200 damage to regular Serph would not kill him.



In the supremely unlikely event the fight goes on long enough, Bat can also use regular Rage but he does something different with this one.



He follows it up with a Dekunda (because he is debuffed; it would be Dekaja if I were buffed instead).



He also gets a bit chattier. A lot of his dialogue here is super easy to miss.



After removing de/buffs, he uses a Psycho Rage. This is the only time in which he stacks Rages.



And, yeah, he uses that mostly for Zotzilaha Banes and the like. Which has a chance of wearing off at the end of any turn, both his and our own.



But after he starts chucking out Zotzilaha Banes, there is a chance of his next turn being something really mean. Remember how the ailment Bat cuts your stats AND adds a Force weakness?



Instead of using a Rage or Spiral Edge, he can use a really nasty attack called Winds of Hell. Given the situation, this is going to murder us.



...Or, rather, it would if it weren't Force elemental. Force Drain is the ideal here, but Void is more than sufficient and you're guaranteed to have that.



So, that's Camazotz 3. If you intentionally sit there and don't attack he becomes a threat. If you so much as half-assedly try to win, however, he dies in like 2 rounds. He's even nice enough to give us AP this time but... I'm not entirely sure how that works in this case.

Like when Heat left before, whatever Mantra Argilla was learning is automatically mastered when she rejoins at this fight. How nice.

...Oh and if you think Teradyne is a bit too much here, well, you're right. But not for the reasons you think you are; Camazotz 3 is nothing but a colossal joke.



Anyway! Remember those bombs we just spent the entire dungeon planting? Yeah, they explode now.



Bat was actually still alive but left in the central area where we kicked his rear end.



Emphasis on the "was" in that sentence though. Dude just got caught in the blast. Good chance he's actually dead for real now.



And then the entire ship goes up too. Needless to say, because of this the Deserted Ship was a one-time only dungeon; if we missed anything, it's gone now. That's why there was no field hunt.




Woohoo!

One short fade to black later...



What Is It To Live A Life



We all hate... We all fight... We all devour... just to survive. But eventually we all die.



We aren't any different from him!



Why are we even alive!?



We'll survive this, and find our own answers.



Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!


With the ship blown apart, we immediately get moved to our new hideout.

Pray -A Capella Version-



We can't just gently caress off right now, either, so I suppose we'd better just go inside.



There's only one entrance to the new, significantly smaller, base.



Like, this place is a lot smaller to the point we have no Large terminal nor a Vendor here. At least we get a Life Terminal right next to the small one I guess?

...Still think we should move into Svadhisthana though.


At The New Base



Light shines on heaven. Earth and spirit, light brings glory and grace.



May it open our eyes, to the truth...



Shanti. Shanti...



Divine light, our heart cries out to you. Deliver us-



Hm...? We're comrades.
That's not what I meant.





Heat, you're hurting me.





I already know you're strong.



Serph--







Well, Heat just got a hell of a lot worse!



Sera...



It's nothing.



...At least he seems to know he hosed up big time?

Still, one quick fade to black later.






Brutish



You said da Wolves would last longer dan dat!
Thought it defies probability, the fact is undeniable.



At this rate, I am afriad they will destroy us all.



Aww, gimme a break!



Argilla... Tell me, would you follow Varin if he defeated Serph?





Huh?



Exactly.







But, why could that be?
Everyone has changed, just as you have.



What were you planning to do?



That is why this is so unfortunate.
Boss!

Silence



He's asking to see you.
Did you say Lupa? Where did he come from?
Well, you wouldn't believe it if I told you.



Let us go, Serph.

End



Much like before, Heat comes back with whatever mantra he had equipped Mastered. How nice.



And back to Svadhisthana we go!


Svadhisthana



Nothing happens at first, and finding Lupa can be mildly inconvenient if you don't know immediately where to go. No one tells you where he is, and the only hints are stupidly vague and dumb.



...Still no match for me, though.

You go through the basement, and come out in the area that had no wall guarding it. That's it.



Nothing immediately happens when we get here either; we just go talk to Lupa...




I am Lupa, leader of the Wolves. I am sorry for my previous discourtesy. I should have known you are a reasonable man. I trust you will forgive me.

Meeting Lupa







Under what conditions?



In exchange, I ask you to treat my men farily.



Oh, right, in case you haven't watched any fights and stuff, Vayu attacks dudes with a blade that comes out of his foot. This actually makes sense because Gale has a knife in his shoe.

Dyaus, Prithivi and Varuna don't have quite as nice a justification for their attacks but, y'know, whatever.



Fortunately Lupa doesn't flinch at Gale not stabbing him. Lupa's cool. I like Lupa.
(jamieson price is a nice bonus)


Gale!

Wolf's Pride

What assurance do we have that you are not here on Varin's behalf?





Honor...? What is this "honor" you speak of?



I do not comprehend. How does one see such a thing?





Sadly, Gale's eyes revert back to grey immediately. Looks nice seeing them almost in full colour though.

Silence



Samsara is the cycle of reincarnation. Here it's used for, uh, a sewer level.



Varin has referred to the girl that way. Supposedly, she could easily destroy this world with her power.





Can you honestly say you know yourself?
What...?



Dreams?
I feel as if... I have something to tell the child.



Someone else...









Daydream



You're beginning to understand. Why must we continue to fight this war?





Silence



Varin's gonna kill us if we don't find them. Did you find them?



Well, drat. Looks like the Brutes beat us here.







Go and kill Varin.



Against all dose guys? Ahh, now I know you crazy!



What do you mean?



He did that? All by himself?
He's become unstoppable, somehow.



My... power?



As promised.
Lupa.



In order to rule over the Tribes, you must defeat their leaders.





So be it.



In a nice change of pace, we get to see Lupa's Avatar without having to murder him in the process.



...Pretty drat appropriate for the leader of a tribe called the Wolves huh?


End

River of Samsara



The Samsara Tunnels are, as mentioned and should be very obvious, our sewer level. Fortunately, it is not terrible. Just... get used to it now. We'll be seeing these tunnnels a lot before we're done with DDS1.



Can you remember the term for this?
A kid...?
Serph, kid is the term for the maturing stage of a goat. Think more carefully.
It's a child.
That's correct -- a child. Why didn't we notice this before? Lupa was right, there are only fully adult humans here.



Lupa seems to know more than he told us, so sticking with him is a pretty good plan in general. Shame he ran off ahead though.



As per usual, there's a large terminal by the entrance if we want to leave later. No Vendor though, but that makes sense.



From this point on, we can fight dudes in here. There's some holdovers from before, like Gurrs, but they're mostly new.


Hunting



Speaking of new enemies, lets start with Kurasu Tengus. They're mostly easy enough to deal with and have a weakness we can exploit pretty decently now.



It's Ailments. Charm, Panic and Sleep gets thrown around a lot around these guys.



They even drop Organic Cells for us. This is the dungeon where our money problems stop being, well, problems. This is especially true by the end of it...



Decarabias are another new enemy but these ones are bastards if you don't kill 'em quick. Well sometimes they are anyway.



Mostly because of that Revert skill they have. Single target (thankfully) but it immediately reverts whoever it hits to Human. Almighty elemental so you can't block it either. Bleh.



'Nother new enemy in Mizuchi. It's a watersnakedragon...thing. Weak to Fire but immune to Physicals.


River of Samsara



At least we can see that Lupa's doing what he set out to do. Occasionally, we'll run into a Brute soldier that he already dealt with.



They make for bizarre good markers around the dungeon too. Basically opposite this guy is a Red wall. Next to that is a door that lets us double back to the item pot opposite the entrance.



Much like money, Noises become much more common from this point onwards. It gets a bit silly later...



But for the moment, we'll head back to the wall and head off to a sidepath.



There's a fair few Cells in this dungeon, and most of them are Logics. I'm not including drops in that for obvious reasons.



Since this is where we actually get money consistently, it's a good time to get people the Soul Mantra at least. Not having to worry about cycling people in if they need EXP is great.



The most northern door in this area is where we go for progress, and there's nothing else left in this part for the moment. We'll be back whenever we finally find that Red Key of course.



On our way through the next section, there's a Brute member who's not quite dead. To her right is, uh, nothing. If we double back to her left and go around a corner there, we can get a Chakra Pot. There's also a bridge around there which leads to...



Another dead Brute. We'll get to that door you can barely see here in a moment, because after examining this one we get a short scene.




What? Is he too good to eat these guys? I'm sick of that showoff.



Getting to the door we just noticed requires a lot of roundabout running. Doesn't seem like much, but getting here from where the corpse was takes a lot longer than it should.



And, of course, inside is a couple of living Brutes!


I see. Those drat Wolves are allying with you to attack Ajna. Don't underestimate us!

Hunting ~ Compulsion



Another Sui-Ki from before who's still weak to fire. Fuu-Ki, his blue buddy, is an Oni with control over the wind so he gets his poo poo wrecked by Electric spells.

Very simple and easy to deal with.


River of Samsara



Our reward for dealing with these guys is a Revival Gem and... an Organic Cell. Now we just double-back to the last dead Brute and head through a door to the west there.



That leads to a small area with nothing of interest in it and only the one door.



This leads to the only mandatory time we have to deal with a minor gimmick.



We're gonna need this thing.


Stay mindful of the current, as well as Solar Noise. When Noise is at its maximum, the waterway will flood, and you'll be swept back here. Best of luck reaching the exit.



Yeah, so it's not a very fun gimmick in theory. I don't mind it though!

River of Samsara ~ Second Movement



At least its kind enough to drop your Solar Noise to Min the instant you enter the Water Pump at least. So, this is a small maze of sorts with a bunch of one-way currents. Everytime you pass one, the Solar Noise gauge advances by one; it doesn't change at all otherwise when we're down here.

If it hits Max, we're kicked back to the start and have to begin anew.



Biggest issue with this is that random encounters still happen. Hi, Isora! If we just run into the one Isora like this that's a good thing because...



After kicking his rear end, Forneus turns up. Forneus only comes out here if we fight a single Isora and he always comes out in that scenario.



Naturally, he's weak to Electric spells.



And he, um, scares really easily. Really, really easily. Doesn't look like he's going to get a chance to sacrifice the son of heaven here.




Still, as you would expect from the mandatory occasion of this, it's a really easy route that's super simple to remember and leads quite nicely to the exit in no time at all. Barely passed half Solar Noise!

River of Samsara



Doesn't seem like we're all that far behind Lupa at the moment. I'm kinda curious how he got through to here though. We just took the only route and there is no chance he did the same.



And, um, it seems he's gotten a bit more brutal with the, uh, Brutes he beats.



There's a second Large Karma Terminal here at least. Lets us skip the entirety of that first section and the underwater bit if you need to leave for supplies or something.



More importantly is that there's a door to the north-west of here that leads to something very nice.



Two golden item pots!



First one has a Theory Cell in it which is pretty nice. So the second one then...



Has a fight in it. Of course. At least this dungeon's requisite monster-in-a-box is easy to get to.


Hunting ~ Rare Devil



Oh great, it's a pair of Gorgons. Out of all the Brute soldiers we could've fought. Friggin' Gorgons.



Normally this wouldn't be a problem, but I kinda, sorta, forgot to equip Void Death. So Blood Curse and especially Stone Gaze is a problem.



Naturally, the very first turn the only one left uses it on Serph. Balls.



At least he gets AP out of the fight anyway, since Stone gets automatically cured at the end of a fight.


River of Samsara



Running back to the Karma Terminal, we can head to the north from there and continue onwards...




It's not all that dark down in this place. I guess the three heads thing might make it harder for Lupa to see or something?



And not too much further ahead from there is another Brute who gives us a small scene.




It appears he was run down and then mutilated. He must have been tortured before finally dying. Judging from the wounds, this was done by something very large.
What a way to die...
Whoa... He's completely ripped apart.




This does seem possible; if there was something like that down here, though, we'd probably already know. Wolves passed through to get to Svadhisthana and none of 'em mentioned anything like that...



Ah well, continuing onwards from that Brute we get a super-linear part. The door over on the right we'll have to backtrack for much, much later.



The only diversion we've got at the moment is a ladder right on the main path.



It leads solely to 2 Luck Noises. There's nothing else on this platform.



But now that we're further in the dungeon, Hresvelgrs turn up now. Fitting his giant size, and that he always comes alone, he has over 500HP and gets 2 attacks a turn.



Unfortunately for him, he's weak as hell to Electric spells and ailments work pretty often.



As is going to be a trend from this point, there's small detours on upper levels. The terminal there is to make you think that is the way onwards or something, but...



It just leads to a long hallway.

Not the last of its kind we're gonna see in these tunnels.



This hallway just leads to an easy Great Chakra. If we never bothered with the Blue Key this would be the first one we got. Huh.



The punnily named Tan-Ki is a giant turtle tank dude who came from the essence of the earth.

It is weak to Earth spells.



Moving on, we come to a... weirdly placed Yellow wall. It doesn't need to extend over to the left walkway here but it does anyway.



So, run around to the right side and go through and... it looks like forward progress. Thankfully, it's not. It's just this one room at the end of a short passageway but it seems to be actual progress with the terminal there and all right?



Also, we run into level 1 Pixies with like 400HP that have Megidolaons. This would be terrifying but!



They don't have enough MP. So, instead she just does something else.



Calls in her big sister who has electric spells. She can also bring in someone new to join the fight...



The Queen is here. This is a wonderfully referential gimmick to this random encounter and it is equally wonderful for something else.



Taking out the Queen lets us get a decent chunk of Atma, Karma and Macca. And the High Pixie keeps bringing them in too.

I cannot be arsed to abuse this because there are better options when we need them. It's also kinda slow.

On the other hand, this is the best way to grind Luck Noises (High Pixies drop them) so if you want to max Luck this is your first opportunity.



So we'll just grab our second Theory Cell from here and move on.



Moving on consisting of running wall the way back to the wall and then going due west.



Immediately running into a maimed Brute soldier next to an item pot with a Revival Gem in it.



Man, that's some dark irony. Let's just move on.



This time around, going up to that upper level IS the way forward. So we'll skip past that then.



It's very definitely worth it, since the Forged Shot is a very good bullet.



By quite a sizable margin, no less. It's got the second highest attack power but for the most part is not worth using over the third highest.

Both pale, greatly, compared to the top-tier one though.



That loaded into Serph's gun for if we ever need it, we can doubleback to this door on the upper level.



Of course there's a few living Brutes here. These ones aren't optional.


Hunting ~ Compulsion



This time around, we get the Sui-Ki and Fuu-Ki from before but they remembered to include the unfortunately named Kin-Ki. Unlike the others, this one's named after gold and cannot be pierced by weapons apparently.

So we hit him with really big rocks. He's weak to Earth.


River of Samsara



After that, we just go back down and follow another incredibly straightforward path.



The detour upwards is just to yet another small karma terminal. That door around the corner is progress.



Around the corner we can pick up another Power Noise. Double-back to the door now.



That brings us to a small rest room with a... Life Terminal in it. There's no fights in here, surprisingly, and of course there's something behind that giant waterfall.



It leads us to a yellow wall with a second Water Pump puzzle behind it.


River of Samsara ~ Second Movement



This one is a fair bit longer than the first one. It's also more complex and gives us a more generous time limit. Rather than spitting us out at Max, it does so when it cycles back to Min.

If it did it at Max, this one would be straight up impossible.



We have to go through 6 currents to get to the halfway point of this one.



That brings us to a valve which flips the currents directions. So anything that took us south before now takes us north, for example.



We use that to follow the new route all the way around towards the western exit.



I'd say the reward is more than worth it, though. Getting back to the other entrance is easy enough. Just take the same route we took to get here but in reverse.

Or just let the tunnel kick you out since it puts you back over there. That's actually more of a hassle than just solving the puzzle again though.


River of Samsara



Through the door next to the Life Terminal, we get... a lot of ladders with mezzanines between them. It's kind of silly!



No-Don't... YEEArrgghh!!



So, uh, looks like whatever just murdered the gently caress outta these guys left right before we got here.



And there was even a member of the Wolves who got taken out too. In an incredibly violent manner no less.

These guys are all outside the third Large Karma Terminal which we'll use in a moment.



First, there's a Blue Wall just next to the Yellow one that was impossible to miss earlier.



It leads to another hallway with a silly amount of ladders in it. Lets us get a Logic Cell though, which is nice.



Double back to the Yellow Wall and go past that one next.



It... leads to another hallway with a silly amount of ladders in it. Lets us get a Logic Cell though, which is lazy.



Back to the Large Terminal and using it to warp to the first one at the entrance. We're not leaving, but this does put us near...



The Red Wall here. We'll go through the door on the right first.



This just leads to a small area with an Attack Mirror in it. Seems like a poo poo reward, don't it?



Thankfully, we can see that the other walkway in this room is a Field Hunt so we'll go and do that next.



On the way there, there's a small room with... a Fusion Cell... in it.

Fusion Cells are INSANELY good. They are the second best Cell and a single one nets us well over 100k. At Minimum noise.



So, let's go through this door and deal with the


Samsara Tunnels Field Hunt



Like the one at Coordinate 136, we get 90 seconds to deal with this one. That is only just enough time to manage to get to the Mitama and if you don't know exactly where to go, when and know the exact order the purple orbs spawn it isn't even close to enough.

This field hunt is a loving pain but it is so, so worth it.


Hunting ~ Rare Devil



The new Mitamas here are all weak to Electricity. How nice.



Saki Mitamas are yet another minor step-up defensively compared to what we're used to. So I just said gently caress it and brought Devil Feast to oneshot them.



Saki Mitamas are REALLY good. 3 of them nets just under 350,000 macca.

That is a massive leap over Nigis from Coordinate 136. A single Nigi Mitama gave 2700 Macca (a bit more if you take 'em out quick enough though). A single Saki Mitama gives, uh, 90,000 or 112,500 depending on speed.

Sakis are basically the best mitamas, appropriately enough. Just a shame this particular field hunt is such a goddamn pain until you get used to its eclectic layout and weird patterns.



So, yes, there's our reason the money problems stop being a thing at this point. Saki Mitamas are the first wonderful cash pinatas. And one you get a special combo, you can get 450k a fight easily. Not too shabby for about 2 minutes work.

Only real downside is the whole 5 solar cycles to repeat it thing. That puts a pretty significant limit on its overall usefulness later on.

...And yet it's still not the best option! End-game macca farming is pretty silly.



Opposite the Karma Terminal, we can find a dead member of the Wolves and steal 2 regular ol' Rations from his corpse.

...What? He's not using them.



And around the corner there's yet another brutally murdered Brute. Swell.

We'll just head forward from here since we're almost at the exit.



So "almost" in fact, that we, um, are at the exit. Before we can use it though...


End of the Line



Lava Flow





Something's... not quite right here...

Lupa...



He's not the same anymore.



It's just like Jinana. Sera, can't you help him!?



It's too late. I can't do anything now...!

Well, in that case there's only one thing left for it!



Boss: Asura Cerberus

Hunting ~ Comrades



So, Cerberus is a pretty tricky fight. Hurray!

...Okay, admittedly, it is not THAT hard at all. I am just bad at it. Almost always want Fire resistance up, and the cutscene before makes that clear.



Cerberus also happens to be the first mandatory boss fight in quite a while with no weakness. He resists basically everything too; the heads are all neutral to Physicals but I am drat sure the middle and right head resist Ice and only the left one is neutral to it.

Also, both the (L) and (R) heads have 1800HP whereas (C) has 2600.



He gets a turn for each head, and they all do different stuff. The right one focuses primarily on buffs and debuffs.



Including Dekunda and Dekaja if you push it too far. Too far in this case being "all the way;" it doesn't care at 3, but 4 makes it drop everything to wipe that immediately.



As well as rarely putting up anti-Ice barriers. For obvious reasons, this should be the first to die.



The middle head is all about the offence. Mostly with Agilao (and Agidyne later in the fight) and physicals. He also counters sometimes whenever you hit him with Physicals.



For reasons that will make sense soon he should not be the last head to drop. Unless you have it in critical condition already and drop it the same turn as another head. Taking it out second is the best way to do it.



The left head spends about 99% of its time casting Diarama on the middle head and sometimes the right one. The other 1% of the time it casts Mahama. Since it goes last, this is not a big deal. Despite this seeming to be a nuisance, it's best to take it out last.



So, three targets that are best dealt with by casting Ice spells? Cocytus is really good here.



It hits randomly, so sometimes its 20MP for a whopping one hit at middling damage, but has a very high Freeze chance. Unfortunately, Cerberus is immune to being Frozen so that option's out. Looks nice though, and makes things go a fair bit faster.

Also the significant damage discrepency here between the Left head and the other 2 is why I'm convinced only Cerberus (L) is neutral to Ice despite everything on the internet claiming otherwise.

I don't trust the internet when it comes to this game though.



On the other hand, it takes an Amped Teradyne just to get it to come on par with a Boosted Bufula. That's... quite hard to ignore too.



Of course, and the big reason you want anti-Fire skills here, is Cerberus' combo attack.



If all three heads are still alive then he always does Pyriphlegethon here. This hits everyone at once of course.



It would hurt a decent chunk but Fire Drain makes it more favourable.



If only two heads are alive, he just uses Phlegethon instead. It's the same thing but weaker. Despite this being a two-head combo, Cerberus never uses it if all three are alive.



...So, if you leave Cerberus (C) alive with neither of his buddies around he gets very, very pissed.



If you have him in this state, make drat sure none of (R)'s buffs, or Taunt's Tarukajas, are still in play. Because he gets super loving dangerous now. He has both Power and Mind Charge and will use them to end you.



This is a Power Charged regular attack.



Now what if he didn't do that? What if, instead, he used Rend which hits super-loving hard?



He would drop anyone, and I mean anyone, in one hit at this stage. There is basically no chance you'll have over 500HP.



He also has another neat trick that he just... didn't want to use. I'm not complaining because its much worse than all this.

So, of course, we'll see it thrown around a lot in the next (mandatory) dungeon. Wheeeeee.



Get a decent chunk of Macca and a nice amount of Karma for our troubles. No AP though, but that should not come as a surprise at this point.


Silence







But I... I...

Aurora















Took long enough, but Gale's finally caught up with everyone else...

Silence







And now, we emerge in the Brute's base. The final tribe... we're so close that I can practically feel it.

But, y'know, I think we should let them be for a moment. We did get the Red Key and I can think of someone who's just dying to meet us now...








Here's all our new skills from both the ship and the tunnels. A lot of them are pretty self-explanatory and obvious but Double Slash hits a random number of times for light damage (not twice as you would expect). First Strike just raises the chance of us going first. Makatora costs 50MP but transfers that 50 to someone else in the battle and can only be used in battle; naturally, it sucks a lot. Mana Bonus adds 10% to your max MP. Stun Sphere inflicts stun on a single target, Stun Wave does it to all enemies. Sonic Wave inflicts panic on every enemy, Tentarafoo does the same thing but also inflicts damage so its actively better. Null [Ailment Type] does nullify said ailment. Sleep is not an ailment type hence the discrepancy there; it is covered by Null Nerve (as is Stun). The Null ones are all passives. Voids work the same as every other Void so they have to be manually cast in battle.

Chakra Walk and Mutual Karma are the Good Skills here. Both are passives but do very different things; Chakra Walk restores some MP to whoever its on whenever the Solar Noise changes but only if they're in the active party. There's a better version of it but you can't skip Chakra Walk because its the prerequsite.

Mutual Karma is loving amazing and you'll see it on benched members permanently now. It gives them full EXP instead of none if they finish the fight on the bench; there is a worse version but it's not required to get this one so we skipped it. If I ever do get it, it's just because I'm filling out missing Mantras. Giving them half EXP is okay but it's nothing stellar.

Lotus Aura fucked around with this message at 22:12 on Nov 21, 2014

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!


Before we run off to our real destination here, we'll take a quick detour to stop off at Ajna's vendor since it doesn't require entering the dungeon proper to get to.

It's still not quite as convenient as Svadhisthana's since we need to run through part of a dungeon to get to it, but hey, it's nice for the moment.



We, uh, have a lot of decent cells to get rid of. 1 Fusion, 3 Logic, 2 Theory and 2 Organic. That adds up to, um, well let's put it this way. Beforehand, we had barely 50k left. After?



Just shy of 700. That's pretty drat spiffy, but still nowhere near good enough. A decent chunk for the moment, though.



At least the proceeds push us over the penultimate item barrier and let us nab two of the best items we can buy. Graven Image is just a straight upgrade over the Shard; it's a free ST Diarama so there's no reason to not buy it. Chakra Elixir is an infinite Chakra Drop but we're not buying it at the moment.

Selling the Graven Shard and buying the Image immediately though!



Now that we've done that, we can head back down into the Samsara Tunnels for our next objective. We could have done everything we're about to before even fighting Cerberus since the only requirement is having the Red Key.



Much like before, we need to head to the beginning of the Samsara Tunnels but its not just for a Field Hunt this time around.



No, we're going to run all the way back to the entrance of the Tunnels and exit back to Svadhisthana. There are two red walls we can deal with at the moment, but we'll leave the one at Co-Ordinate 136 for later since either way...


Hideout of the Chickens



We need to pass by the red wall at Svadhisthana's basement anyway so we might as well deal with it first.




Past the wall, there's an entire second half of Svadhisthana which is completely optional. Some guy's been locked up down here and apparently lost his marbles.



The door the former Vanguard is facing leads to a platform looking into that guy's room. We can see a gold item container peeking through the railing but nothing else.



As cool as it would be, we can't just jump over the rail and see what's that about. So, we gotta go the long way around; that wall in front of us is blocking the apparent way towards the right room. Conveniently, there's a switch right there.



...Oh. :saddowns:

Power's been cut, so we'll have to go and restore it somehow.



Oh right, for the most part at the moment Black Oozes are really the only thing we run into and they're not a threat at all. Only other things we can find right now are Taowns, the occasional Thoth and, uh, Blobs.

As in, yes, the dudes from the first Manipura excursion. The enemies here are eclectic as all hell.



We can't get past the wall yet, but we can still do something down this ladder. Might as well get it out of the way now.



There's a sideroom here with a red wall at the end of it. Not sure why that's there since we need to get past a red wall to get here.

The detour to the left leads to an empty room.



Past the wall, we can grab a Soma (:toot:) and a Theory Cell.



Back upstairs and following the rather linear path, we find this guy. Now we know what to look for if we ever want to restore power.



Through a door next to him, we can find a minor split in the path. The eastern route leads to a Large Karma Terminal. How generous!



Another new enemy pops up now. Shiisaas are just another "weak enemy that gets ruined by Earth spells." What makes these guys difference is that they can come in packs of 5.

It doesn't help them.



Back on the main route, we come to another split in the road immediately. The north path just leads to another room overlooking a small area. Pretty sure this one just looms over the Soma and Theory Cell; nothing else in it.



The south branch is a rather linear path but with the added bonus of leading down to B2 at the end of it. Just what we wanted!



Immediately after going down the stairs, we can run behind them to find a room (of course) and this one leads to both a Logic Cell and a way forward.

There's also a door directly in front of the stairs that also leads to the same area but lacks loot. For now.



Near a different staircase leading upwards, we find another former vanguard. She's hiding behind a mini-barracade of crates and is scared out of her mind.



Before we head up those stairs, we'll just compete the loop and see that there's a wall blocking a door here. The door to the west just leads to the stairs we originally came down.



...Also these guys start turning up now. Wu Kongs are pretty nasty sons of bitches since we have no good way of dealing with them right now.



Since we have some that are never getting used otherwise, they're a good thing to use Attack Mirrors on though.

But only on their second turns! Their first one is always buffing.



Thankfully, they get spooked quite easily at this point and become delicious.



A group of 3 Wu Kongs is pretty common and sometimes has a group of generics act as reinforcements (2 Shiisas, a Taown and a Thoth). They give pretty good Macca for the fight but its a bit of a pain to deal with.



We'll head back and go up the stairs by the scared lady Vanguard. There's a small area behind the stairs but it has nothing in it so dead ahead it is. Here, we run over the wall blocking that door and past another switch that doesn't work.



This brings us to yet another set of stairs leading down but with an obvious area past it on this floor.



Running past them for the moment, since that lets us pick 2 more Luck Noises and a Great Chakra.



So now we head back to the stairs we just skipped past. Down them is a small corridor with a door behind it and ahead of it. The one behind it is a room with a Small Karma Terminal in (to help with the backtracking) and this guy. He doesn't want us to flip the breaker so we won't. See ya, guy!



....Wait a minute.



Yeah, not falling for that. We'll restore the power to the area and make it not dark. It also lets us move walls again. Hurray!



I guess whoever's down here really is kind of a big deal if... wait, no. Nameless NPCs get spooked from anything looking menacingly at them. That doesn't prove anything.



Surprised it took these guys this long to turn up. Raijus are, very obviously, electric aligned. So we hit them with force spells and they die.



Since we're going to run around the old fashioned way, we pass the switch here too first. It's in our best interests to flip this one too because it lets us get access to another new area!



Yeah, that room with 3 doors coming out of it. We can't use the left one now but we can use the right.



On the way there, we run into an Okuninushi at last. These guys are basically just Cu Chulainn mk.2 so we hit them with Sleep and have some lunch.



With nothing else to stop us now, we get to the new room and enter it to find the...


Svadhisthana Field Hunt



Svadhistana's field hunt is weird. It's incredibly easy but tries to make you think its harder than it is. You have 60 seconds to deal with it but that is honestly incredibly generous and it gives us our last mitama. Which, uh, is more the penultimate one really.

Also the orbs in the last room are arranged in an "M" shape. That's a cute thing.



Anyway, Kusi Mitamas! They're weak to force. This is mostly just for show now since they're shittier than Saki Mitamas and at this point we have one of the best hunt combos.

Power Charge -> Taunt -> [weakness] -> Insatiable. It cuts through Mitamas like nothing else.



Kusis are better than Nigis but worse than Sakis. They give decent Karma and okay-ish Macca and can drop Magic Mirrors.

So, we'll be sticking with Sakis if we ever need to repeat these unless we want a Dekaja Rock for some reason.



Also, and this is a really weird thing, but this field hunt area is sort of glitched. This big room where the Mitama appears in that is the seemingly ideal spot for mindlessly running in a circle to wait out the solar noise cycles?

It has random encounters. It's the only room in this field hunt that does. It's the only room in ANY field hunt that does.



Ah well, that done we'll warp back to the large terminal now and see what all this fuss is even about.



The large terminal 2 is the closest terminal period to our destination, and its a bit of a trek. Not too long, but...



More than long enough to finally run into a Shiki-Ouji. Weird design but they can't really kill you on their own if they start spamming their spells a lot. Not that it matters since they burn easily and drop before they can do anything.



With the wall down, we can find the one last part of Svadhisthana we haven't been to yet. That door at the end of this path is our destination but we'll take a detour around the corner first.



...It, um, it's worth it. Layer Cells are the only finite cell and for good reason. They're the best of the best. The top class. They give well over 200k at minimum noise and almost 400k at maximum.



So, uh, yeah that's pretty good! Speaking of which, let's see just who it is that's been kept down here the entire time.


Big Battle ~ Prelude



Shouldn't there be absolute laws over the Junkyard? We should only be subject to the laws of nature.



Well, I'm sorry you feel that way Baal...

Optional Boss: Fiend Beelzebub



Because now I'm going to have to kick your rear end.

Hunting ~ Compulsion



So, Baal's not really all that dangerous to us. He's immune to everything except physical and fire. But...



Even with his defence completely in the shitter, fire spells don't deal much damage. And he's neutral to them.

So physicals it is then. Sounds like a good time to use Heat right? Wrong! Heat will merely job to this guy.

Serph has Power Charge here so he's going to ruin Beelzebub's day.



Sadly, Argilla is mostly just here to stand around and look pretty. She's packing every healing spell I could give her along with Tarunda and Void Expel (you'll see) but won't be doing much but passing her turns for now. We can't just bring two people either because we need a third turn. It's just not hers for the most part.

Also she doesn't have Mutual Karma yet still so even if I wanted to bench her I kind of can't.



Gale seems to have fallen into a buffing niche during boss fights. He's pretty much an anti-boss staple for the moment.



A Power Charge's Hell Fang with only one Taunt deals 506 damage or so. That's not too bad, but its not quite good enough either. He has 6000 or so (6200 at the absolute most) so while this is nice and good it's not efficient enough. Thankfully, adding a couple Tarukajas can push it upto around 1000 easily. Closer to 2k on a crit. :getin:



Baal likes to spend his turns buffing too. During this first part of the fight he's quite fond of throwing down a Tarukaja and following it up with a regular Attack.



And if he gets to do that, it can hurt quite a bit. At least with the Taunt in play too. But because we have Power Charge, we also have Void Phys. That helps things out a lot.



Once he's lost 1000 HP, the first phase of the fight ends and we get to the real bulk of the battle. He signals it with this line of dialog and his opening move here is always the same.



He just throws out a Mind Scream which is kind of a problem at times. It deals physical elemental damage and can inflict Stun.



Even without the Stun, it's pretty potent.

Fortunately! It's always his first move at this stage of the fight. That means it's super predictable.

Attack Mirror it is then.



In both parts of the fight, he has access to Mazionga but no other elemental spells. He prefers using it in the first section since he get nastier tricks in the second.



Of course, his second phase is remarkably more predictable than the first. Unless you get a buff to +4 or he gets debuffed to -4 he settles into a nice pattern now.

There's also something else that can completely gently caress with his AI scripting but I have no idea what it is. I somehow made it happen but, well, you'll see.

Assuming he's playing like normal, he likes to throw out Mahamaons (hence the Void Expel).



If that gets off without a hitch, he loves following it up with Mamudoon. He won't always do that (sometimes favouring a regular attack instead) but he does it more often than not.



After that little ditty, he quite likes a very nasty encore. He'll use Makakaja to buff his spells attack power (thankfully this is also predictable so Makanda beforehand and you get an edge).



He will always follow that Makakaja with Megidolaon.



As you would expect from the third tier Almighty spell, this will gently caress you up if you let it. If you buff your defence and debuff his magic though you can get it to sub-100 damage which is adorable.

He likes to follow this up with the Mahamaon/Mamudoon combo leading to a nice and predictable order.



But! Whenever you get a +4 or a -4 scenario, he drops stuff to get rid of that instead. Since this interrupts his AI scripting, he can do all sorts after this. Like another Mind Scream, follow the De- with another Megidolaon* or even...



Throw out a Power Charge of his own. No Mind Charge though and since he likes magic more in the second phase this isn't that big of a deal.

*Since I mentioned it before, there is a way you can get him right and proper pissed off at you. Like all good (optional) bosses from this point on, he can get super mad for seemingly arbitrary reasons and when that happens you're hosed. He just throws out Megidolaon after Megidolaon. If you have any buffs or debuffs in play, even if they are only +/-1 then he removes them and then drops the Megidolaon.



But assuming you manage to avoid that (and it's really easy to do here at least) he'll go down like a chump pretty easily. Only reason Serph even dropped in the video at all is because I overestimated how good my defence was by the thinnest of margins. Go figure.


Hideout of the Chickens



I... I'll devour others to grow strong... When next we meet, you will fall!



So, yeah, we're not quite done with Beelzebub juuust yet. We won't see him again for a little while though.



Our reward for beating him right now, though, is... the Necronomicon.



It's actually not that great at this point. It's a free, infinite Mamudo which is nice in like one small area and that's basically it.

All that's left to do now is the red wall at Co-Ordinate 136 but we can deal with what little lies behind there later. Aside from that (which is too much of a detour right now) we're out of sidetrips for the time being. So, let's go back to Ajna. We've left Varin waiting long enough!

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!

vilkacis posted:

Unless there's a void/drain/repel, the answer is always Cocytus. :colbert:

(Though I guess my rosy memories of that skill might depend somewhat on the fact that my Serph had probably maxed out MAG by the time I got here.)

B-But then I can't eat them! :saddowns:

...What really doesn't help is that I only ever run around with stuff equipped that will actually hit things weaknesses. Surprisingly little is weak to Ice at this point.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Ajna



It's been a while, but we're finally on the brink of ending the tribal warfare. Time to dive into Ajna for real now and deal with whatever lies within.

But first, we'll take an opportunity to see what (some of) the others think.




In us, the Karma Temple has engineered its own demise.



...Huh, by the actual proper entrance to the area there's a couple tanks. Beginning to see why the Brutes were top dogs even before we gained our Atma.



Speaking of the entrance, yeah, no using that yet. That's the entire reason why we went back through the Samsara Tunnels before.

Anyway, where were we?




Look at that building. Seen it before, haven't you?

We can't really see it from here, so we need a closer look.



And we finally enter Ajna proper. Ajna is the sixth primary chakra. It represents command, authority and use of the third eye to gain insight int the future. Upon establishing ones self in Ajna indicates that you have gone beyond the desires that motive life and the drive to move in many directions.



More importantly, there's a random former Wolves member here who... claims to have died before...

Um what.




It looks like it's made a' digital images or sumthin'. Doesn't it look weird?

Oh, okay, Cielo's going kinda nuts too.



Let's just head into the mansion since that's the main part of Ajna here.


And Now For Something Different

Silence



Hello! Um, today we all came here to the beach.
Aww, c'mon. Dat was borin'! Spice it up a lit'l! Like dis. "Hey dere! Dis is Sera, de ocean makes me feel soooo free."



Like dat, y'know?
Hahaha, stop messing around, you guys.



Idiot, you're blocking me. Get your drat mop head out of the way. Oh, you want a piece of me? Hey, c'mere. Hoho, dumb bastard.



Ha, c'mon!
Oh, tough guy? C'mon.
Stop acting like children.
Guys, we're still recording!



Hey! Come join the rest of us!



Hello! Um, today we all came t-





Hello! Um, today we all came here to the beach. Hello! Um...

End



Y'know, something about all this seems very different to everywhere else ever.



At least Varin's kind enough to wait here for us to saunter up to him.




They feel just like those strange walls... and those cells that the Temple is collecting... Whatever those things are... they don't feel like part of this world.



So, not only do we have an entrance hall with 4 pillars of light, 3 of them have strange Cell-like blocks in them and all the doors on the ground floor are locked.

The only door on the top floor that isn't trashed is the door to the Large Karma Terminal.




So, I guess we have to do something here with these pillars. Might as well start with the green one.


Sweet Home



After we've selected the green configuration, we can run around the building proper. The south-east door leads to the stairs up which is progress. So we'll skip that for now.



The south-west door leads to the main reason we have to care about this potentially confusing dungeon gimmick.



In every single configuration of the base, some doors lead to these blue portal things that warp us to a different part of the base.



They mostly lead to places we can just walk to anyway, as is the case when we take the door we just left from. This is sometimes useful for getting to places earlier but usually it just serves as a minor annoyance.



So, to the north-east we go then. We'll head back to the west shortly.



And its finally fight time too. There's some demons chilling out here we've seen before, including some from Svadhisthana's basement, but the Girimehkala are new.

They don't actually spook easily but at least they make up for it by dropping HP Noise.



The north-eastern branch leads to a small Courtyard with a golden item capsule in the centre. We can't actually reach it from here though, and there's no way of reaching it in the green configuration at all.



While running through the courtyard to the one door we can reach, a group of Purskis turned up. They're prime fodder to throw Cielo at.



Also Queen Mabs are here too. They turn up both with and without High Pixies.



...Turns out the courtyard just leads to where our first teleporty warp door led. Might as well take it, since it drops us off at the north-west and follow the side path there.



It leads us to a dining room which is pretty nice (there's something here I forgot to do actually) and we'll pass through that to...



A warp back to the entrance hall. Okay, so that fills in a short loop and now we've seen everything we can see from this configuration.



The upstairs area is rather simple. All the upstairs segments are a short path with a small karma terminal.



They also all lead to a very small corridor with an obvious fight at the end.




So, the leader of the Embryon likes poking around places he doesn't belong.

Or, in other words, its sort of mini-boss time!

Hunting ~ Compulsion



Isis is kind of mildly annoying but not difficult. She reflects physicals so its all magic all the time here.



What makes it annoying is that Isis loving loves spawning in more Isises... Ises... more of herself. They each have 1500HP which at this stage is kinda super tedious to cut through.



Whenever that's not happening, she just pelts you with single target Dynes. They're not threatening but they are annoying.



If it wasn't for the reinforcements thing Isis would be dead in 2 rounds but since all that does is drag the fight out its really boring. Also stupid easy.


Sweet Home



Back to the entrance hall then, and the Red configuration sounds good next. Might as well go clockwise or something.



Since each configuration wildly adjusts the place's layout, now there is no staircase in the south-east.



There is however, um, that Atavaka dude from Manipura. Only now his stats have been reduced and we're stronger.



Speaking of Manipura, his little monkey friend there is Hanuman. Dude's functionally just a modified Onkot who's not weak to Nerve any more. Whatever.



This door is not a door that leads onwards. It is a warp. Surprise.



This drops us off in the south-eastern most corner of the map. It's wholly uninteresting so we'll run back up to where we just came from then.



Along the way we pass through the manor's library, picking up a Logic Cell and Attack Mirror along the way.



There's also a painting of what looks suspiciously like Co-Ordinate 136.



In the library, there's also a small karma terminal but it seems to not have any benefit right now. How odd...



The warp door in the far south-east just drops us off back at the entrance hall, so we'll go to the north-east next. Nothing much here but this yellow wall.



Past there, we just find a Soma and nothing else of note.



Well, nothing else of note that we can use. There's a piano right there but we can't interact with it in any way.



Much like with the Library, there's a painting here. Difference is this one doesn't look like anywhere we've seen in the Junkyard.



So we'll go the south-west and find our way up to the next obvious miniboss battle.



The red configuration's layout feels smaller than the green one for some reason. Maybe just because it's all packed together in one area.



Speaking of differences between the configurations, the upper level here has a side room with a couple neat items in it. Along with the Dekaja Rock, we get a Revival Gem.



And, of course, at the end of the corridor there's another battle.


Our perimeter guard should have been perfect. Where'd they come from!?

Hunting ~ Compulsion



So, the Catoblepas is probably even easier than Isis. She dragged things out and could pretend to matter.



He's weak as hell to Fire, which gives Isis one advantage already.



We're also going to cast Void Death any round.



As you would expect from a beast who's myth is all about killing dudes, Catoblepas is, uh, all about killing dudes. He mostly uses Death elemental skills.



Void Death blocks them. Pretty immediately kills his momentum stone dead.



Of course, just to stop you chumping him completely and utterly he does have Teradyne and likes to use regular attacks sometimes too.

It doesn't matter.


Sweet Home



That's two areas cleared out, so its back to the entrance hall we go then.



Just leaves the blue configuration to deal with.



We'll start this one off by heading through the door to the south-west this time around.



That drops us off on the north side of the courtyard, which still doesn't let us get to that gold item container. We'll be getting to it soon enough, though.



Sadly, this just leads to a short corridor that ends with a warp portal door. That drops us back at the entrance hall again.



So, nothing left to do over in that area so to the south-east it is next. Mostly because this one is merely a linear path that finally lets us get to...



The golden item container in the courtyard. :toot:



That done, we'll head through the north-east door at the entrance hall next. That leads to a warp which...



Drops us off at the north-west corner of the map. That's actually where we want to be, so this is just a shortcut there.



The path from here takes us back through the dining room, where we can find a nice picture of a beach. Didn't notice it first time through.



Anyway, after passing through there, we very quickly come to the way forward. Sure, why not, let's deal with whatever's up there before doubling back for that one area we missed.



And in the process, run into a couple Yurlungurs. They're super easy to deal with, since they're basically Cielo with an extra Earth weakness.



Anyway, on the upper floor there's something a bit different from before again. This time around, we've got a red wall to deal with.



Sadly, it doesn't lead to anything too exciting. "Just" a Fusion Cell, but that's still a decent chunk of change so whatever.



Anyway, fight time!


Colonel Beck isn't the only one who wants to get the hell out of here!

Hunting ~ Compulsion



So, like with Isis this fight against 5 Nidhoggrs is more tedious than difficult. Not because there's five of them though.



Like with Isis, they love calling in Reinforcements. They also only use Bufudyne for elemental spells so Ice Drain ruins them.



Sadly, there's a bit more to this fight than just that. If that was all it was, then this fight would be a joke. After a while, the middle Niddhogrs shows its true colours and uses a special skill.



This consists of eating one of its tiny comrades to get bigger. It does this a lot.



In fact, this one has a ton of HP. The small ones have around 400. The big one can shrug of over 1000 in a single hit.



Hell you can follow that up with over 3000 and it keeps on going.

Albeit barely. It has around 4500 HP so its dead basically immediately afterwards. Its an interesting gimmick but it gets ruined by even half-decent offense so whatever.


Sweet Home



With all 3 configurations cleared out, the fourth pillar in the middle gets a weird blocky object now. Since we need to backtrack for something thats on the path towards the entrance hall, we'll walk it for once.



And in the process, run into a Gorgon all on her own. She gets burned for her troubles before even pretending to be a threat.



By the entrance hall, we come to a short corridor with 4 side rooms running off of it.



The one in the bottom left has another Theory Cell in it. A bit of a disappointment compared to plenty of others we've been getting lately, but it's sufficient.

The bottom right one just has a Magic Mirror in it.



The top-left one is a cruel joke. Drops everyone's HP by 10% and inflicts poison. Considering this is the second one of these even findable that's a pretty steep step up!



The top-right room has our requisite battle-in-a-container fight.



It's two Titanias. We've seen them before. Cast Pulinpa and rake in the Theory Cells.



That done, all that remains now is the white configuration and hopefully Varin.



Despite sounding like this one'll be tricky to deal with, getting to the north area is actually really easy.



The top two doors lead to their respective wings of the area, so we'll try the south-western one first.



That drops us on the main path in the north-east area.



So we gotta run back to the entrance hall by taking the south exit and running through... the courtyard. Again.



Try the south-eastern door from the entrance hall next instead, then. Can't see that one being an issue.



Except, of course, it is. It drops us off past the north-west door from the entrance hall and sticks us at the four-room hallway we just dealt with.



Taking the warp from there, since it is a warp there, just puts us in the area that leads to the golden container in the courtyard. We already have that so there's nothing here for us.



So to the north we go then. The White configuration doesn't really have an upper floor segment, since it works a bit differently.



Instead, it makes us run through the library. You might be seeing where this is going, but first!



The small hallway to the north of the library DOES have a door leading further north. It was a warp every other configuration it turned up in, but here it leads to this rather unique underground area.



It looks like its not quite finished being made yet, or like its about to be demolished or something.



It's pretty cool, so of course its a tiny one room side area with only one real reason to ever come here.



The bonus Noise and an extra Logic Cell are nice, but that's not what we want this area for.



There's a Life Terminal here, and a relatively lax encounter rate (relatively!). Makes it good to run here before finishing up the White Configuration but, again, that's not what we really wantthis place for.



No, the main reason to come down here is that the only random encounter is against a Girimehkala. And as an added bonus, they can summon High Pixies as reinforcements.

Easy Luck and HP Noises right here!



But if you don't care about grinding stats (and I don't blame you in that case), there's not much incentive to ever go back there. Shame because its such a neat looking area.



Ah well, so this door to the west of that area back on the ground floor clearly leads to where we want to go.


Varin Omega (Or How I Learned To Stop Worrying and Love The Plot Bomb)

Silence



Strangely enough, we actually finish basically where we started. This room is identical to the entrance hall but for the giant beams of light that control the layout.





Cielo!

Turbulence









And, of course, our mysterious assailant immediately decks the gently caress outta Serph. If this dude is cutscene savvy, we're boned.

Serph!









What are you... talking about? I don't know --





Goddammit, Varin. You could've taken all of the Embryon effortlessly if you stayed cloaked! Now you got Heat alone and he's got like the second highest strength.



...Of course, Heat cannot hit a loving thing so Varin dodges.




What--?



Silence



okay i think i see what lupa meant now



not only can varin turn invisible at will but he can make people's atmas go berserk with a single punch what the gently caress


You look hungry.



...Tribes? ...Comrades? I'm sick of all that bullshit!



Stop it! I won't allow that.



You won't allow it?



To hell with you all. I've had enough of this god-forsaken dump.





This is basically the one real good look you get of Varin's avatar before he turns invisible again. Just in time for us to get up, morph ourselves and kick his rear end.

Boss: Asura Ravana

Big Battle



As should not come as a surprise, Ravana's gimmick is that he is completely invisible. This makes it really hard to hit the bugger.



There are 6 possible spaces he could be occupying in any given turn.



Naturally, with no indication of which one he's occupying you're all but guaranteed to miss. And when you do this way, that DOES take up 2 press turns.

So, natural thing to think here. Just hit 'em all at once, right?



Nope! That's a guaranteed miss and it doesn't matter what you do for this. Attacks, items, debuffs all work the same way here.



Plus side is, whenever he attacks it's pretty weak and not a big deal.



And it's not like getting in the odd cheeky hit is completely impossible either. Just down to random chance.



Aside from regular ol' attacks, Ravana can throw out the ST Dynes. Nothing too dangerous there for us now either.



After a couple turns, Sera pipes up and the fight changes gears somewhat.


I think I can... feel his presence. Hm... Oh! He's --



At this point, Sera tells you in a very vague and rough fashion where Ravana is every turn. It's helpful but still not perfect.



If nothing else, it makes dropping Dynes of our own on his head a viable strategy now.



Granted, he does respond with Megidolas if given the chance.



It doesn't hurt anywhere near as much as it seems like it should though. Admittedly, we did just come from Beelzebub who was using the better version so whatever.



Once Sera starts helping, beating Ravana becomes much more nice and easy. After he loses 1000 HP, the fight just ends.




I will see you multilated and broken! Die...





And now, Ravana does this funky thing where its spider-like butt area just opens up and white tendrils that are actually arms comes out.



His entire body becomes a cocoon unto itself and encloses him inside it.



So, time for Ravana round 2. Even Bat let us go and beat up a different Asura in between his fights!


Boss: Asura Ravana (Visible Edition)

Big Battle



Well, first things first Ravana has Dekaja now. He does NOT have Dekunda though.

And he's alone and doesn't do that auto-miss thing if we use MT attacks. So debuffs it is then.



He fights mostly the same here as before but with two new additions. One of which is, of course, Force elemental. Force Repel it is then.




and spill your filthy guts everywhere!



Ravana's other new trick is Hunger Wave. This attack is, much like Zotzilaha Bane, an almighty elemental unique ailment.



Unlike Zotzilaha Bane, at least it doesn't deal damage directly AND it can miss.

But it inflicts Mad. I would rather have Bat than Mad. gently caress Mad.



Infinite Wind is his Force attack.



If you don't have Force Repel, it will make this fight take ages. Having Ravana hit himself for upwards of 700 points everytime he tries it is pretty great.

He has around 4000HP in this stage but no weaknesses. He also resists Physicals. Whatever.



Come the start of our turns, Sera decides to do us a solid.



Much like before, she has one role here. This time it's to cure Mad.

On only one person. Chosen at random.



Mad is basically a worse version of Charm. Worse because it does the same target own party thing, but it can't be blocked and aside from Sera's thing at the start of the turn it cannot be cured.



On the other hand, Ravana has rather low HP (relatively) and we can slice through it really fast whenever we get a chance.




You will know the horror... the horror of being eaten alive!! Die tasting the terrible fear I have endured!!



The only other thing Mad does is make you skip your turn. And take ~60 points of damage in the process.

It also feels like it has a higher success rate after Ravana's little dialogue beat there but that could just be me imagining it.



At least he's kind enough to drop himself to sub-200 HP, and doubles over just in time for Serph to burn him to death.



And that takes care of Ravana and the Brutes. Were it not for Hunger Wave, he'd be a colossal chump so I can understand why he has it.

doesnt mean i have to like it though



Gives pretty okay Macca, a decent chunk of Karma, middling AP though but hey a Soma drop's always nice.


Hunger



Varin! What did you mean, I was devoured?
Don't call me... Don't call me by that name.



You seem to know about Serph... Why is it...



You're all fools...









Techno Shaman

Let me remind you, then.









Hey, no, Varin you're not allowed to have a seizure and die yet. You have to exposit some more!











End

Sweet Home



So, Varin's dead. We're the last remaining Tribe so I guess we win??

More importantly, I swear that thing at the end looked like Sera just... walking off somewhere.

Anywho, that was a lot of plot stuff all of a sudden so let's see how everyone else is dealing with it.




Sera's missing. We gotta find her, Serph.



Did we really die once?



Who devoured me, and... ...how?



What does this mean? How much does he know...!?



Alright, that's enough of that. Only place we can go right now is a room upstairs by Cielo.

The Innermost Chamber

Silence





Something about this seems... off. I dunno, just me?



Oh, that's where Sera went. She's just up here and...



Crying about something?



And then she vanishes as the room returns to normal. How bizarre.



But the thing she was looking at has definitely been moved to the bed.



Before we really get to see what it is, everyone else just wanders in.




Meow.





Hey, wait, hang on. That thing around its neck... that cat really gets around.







And yet, none of these things exist here in the Junkyard.



We actually died before, and were sent to the Junkyard?





How the hell could she be!?
I dunno! Y'know I ain't dat smart...
It doesn't matter.
Huh?



Who cares about this stupid world? So what if we died?



We're comrades.





...Hm. Comments?
Scale of 1 to 10, I give it a 3.





And then...

What the --



The rain suddenly kicks up a notch for a moment. And just as quickly as that started...



It slows down again, and the rain finally ends.






That's different. I don't remember Sahasrara looking like that last time we went there. Hrm.





End

Ajna



But, we died in Nirvana, didn't we...? What is Sera's house doin' here, den? We ain't in Nirvana. This don't make sense, mon.



Looks like all our answers are waiting for us at the Karma Temple. So, time to finally go to Sahasrara as the victors of the war and...

wait, what do you mean we're not doing that yet? There's nothing else to d- oh.

Oh.

Okay, scratch that. We DO have some unfinished business to take care of, and with Varin finally slain we can finish it off at last.









So, how about stuff from the basement of Svadhisthana and everything from Ajna? A lot of it is nice and obvious. Insatiable's our go-to hunt skill for a while now since it hits everything for medium damage. Death Blow hits everything for similar damage but can inflict curse too. Genocide is the coolest name for a skill; hits everything for a powerful chunk of HP but damage is based on the user's remaining HP.

MIN Critical ups chance of criticals when the Solar Noise is at its Minimum. Naturally this is super situational and you'll never have it equipped when its useful. It does stack with normal Critical so it has its uses if you can manipulate the gauge enough.

Makajamon inflicts Mute on everything. Not very good. Calm Death inflicts instant death on anything and everything that's asleep. It's the only move the AI can use that bypasses Null Sleep. Sounds like a problem but very, very few things have Calm Death and nothing you'd want to use Null Sleep against has it so it's a non-issue.

Atma Bonus is a loving wonderful passive. So long as its on someone who's in the active party, they get more AP from the fight. Combos REALLY well with AP Divide for obvious reasons; that extra gain is split by the divide that way. How nice.

Lotus Aura fucked around with this message at 20:46 on Oct 30, 2014

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Yeah, DDS as separate games are pretty drat short. I expected to get everything done from DDS1 done in ~20 updates (including all the optional detours and the NG+ stuff). So far, my prediction is right on track (hurray I'm not completely incompetent at things! :confuoot:). Exactly where I expected to be at pretty much every point, except for ones where I retroactively merged or split as I felt was more appropriate.


edit: finally got a new page. Whew. Last one was beginning to take forever to load.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!


So, we could go to Sahasrara and finally do that whole "Nirvana" thing.



Or we could go this door over at the far edge of Manipura. I prefer this option.



Now that we've beaten Varin, a new area opens up here. Well, beating Varin is only half of what makes this particular one open up...


River of Samsara



Either way, we couldn't get past the entrance without the yellow key. In this case, though, that's a moot point; you can't get this area to even appear without having it.

And, yes, our big, major optional dungeon is just a second part of the Samsara Tunnels. Which is fair enough I guess; not many other places it could really be. We know the tunnels run under the entire Junkyard but only got to see part of that before.



After we get past the yellow wall, there's a small diversion with two doors. We'll tackle the one on the right first.


Hunting



There's lots of new dudes down in this part of the sewers. Senris are Nekomata's bigger, meaner sisters. Or they would be but we hit them with electric spells and they die.



They also have a tendency to come paired with Kushinadas who are equally weak to electric spells. They also have a bonus weakness to death and we just got the Al Azif not
that long ago...



What makes fights down here really dangerous, though, is this. Every single encounter has a chance of giving us reinforcements. And it's always the same reinforcements.



Arahabakis are potentially lethal in a fair fight. Thankfully, they don't get a fair fight. You only ever run into them as reinforcements in this area so that gives us an advantage already. We always get first strike against reinforcements and they have a weakness to Ice spells.



Ice spells like Cocytus. Which has a high freeze chance. And these guys have basically no Vitality. Argilla's crits deal over 600 damage! Argilla's! They're not immune to Physicals normally for fun.

Their attacks are pretty troublesome to deal with, but they die super easy and drop both Fusion Cells AND Vital Noise. Gonna see a lot of them if you care about fillin' out that Mantra grid then.



Much less interesting are Lilims who also run around in this area. They're on the rarer end of things though, which is fine because they're worthless.


River of Samsara



Now then, at the end of the very short branch we find a container with two Power Noise in it. I still haven't even used any of this stuff. Maybe I should sometime soon.

...Eh, nah.



Back over past the left door from the entrance, we find progress. The door on this floor just leads to a boring ol' dead end so we'll climb up the ladder and go through the door there.



Now THIS place is special. This one hallway is the most important hallway in the dungeon.



The only enemy here is Titania. Sadly, there aren't guaranteed reinforcements here either but it's a high chance...



That makes it very, very good for the Macca. Not directly, though. No, Macca earned scales a little based on how fast you kill things (bonus for the first round) AND actually drops a little once you get too high a level.

Titanias and Arahabakis both drop pretty good cells. This "Titania Hallway" is THE money-grinding area if you care at all about that.

I don't (right now) so we'll just sprint past this place then.



That door to the north is progress, but to the south...



We can find a couple more Luck Noises. Guess I'll just stick them in the pile for the moment.



And another Soma for good measure. One of these days, I'm going to get into a situation where I actually need these.

Maybe.



...Also, there are Succubuses here for some reason. No, they are not changed one iota from Anahata. And they're super-super rare too. I don't even know any more.



Past the northern door, we come immediately to the most pointless blue wall. You could just skip this one and lose nothing of value.



Frankly, you would be better off to just not even bother. Only two golden containers past it. One of which deals damage. No ailments though, thankfully.



The other is the requisite monster-in-a-box battle.



...Against three Shiki-Oujis. That's an actual step back for once!



Couple other new demons turn up with Kushinada every now and then too. Ame-no-Uzume's the weaker of the two being just Kushinada but with a Mute weakness instead of Death. Whatever.



Kikuri-Hime's more threatening but only just. No weakness and Magic Repel makes for something mildly annoying to fight.

Mostly because she takes three hits to kill instead of two.



Following the path around from the blue wall leads to a small karma terminal along with the road to progress.



But if we instead opt to go a little more north from the blue wall, we come to another door that leads back to the same room.



Main difference is that this one lets us grab some free Vital Noise.



Back on the main path, we come to another room like the one before. We'll skip past the ladder for the moment, though.



Mostly to climb a different ladder further down the path. Charm Shot is, of course, a bullet that can inflict Charm. Not quite as good as it is in most other SMT games but I guess it has its uses.



The ladder back near the door leads to another hallway but with more than just Titanias in it so no one cares. It also ends up leading around to this door here.



This in turn leads to the only underwater segment in this place. This particular water pump bit is, by far, the hardest one of the lot and requires a lot of fiddly bits and flipping switches and...



hahaha no just hold up and the one bit you CAN enter just spits you out at the end



The second half of this area is way more convoluted than the first, much to its detriment and my annoyance. We'll take the left door here first.


Hunting



Second half of the area brings with it a couple new demons. Parvatis are up first and that Ice weakness makes them boringly simple.

They can drop Wild Bombs which would be nice if we ever needed itemised Megidola. We don't so they're unnecessary.



Also get a couple Satis who are equally weak to Ice. Only thing interesting about these ladies are that they could have turned up in Ajna but just didn't for some reason.



And lastly, we have Lakshmi. She has no weaknesses, can combine Dormina and Calm Death and drains our main offense for this area. She's pretty dull beyond that but, hey, points for trying.


River of Samsara



Following the route from the left door brings us to the bottom-most blue wall in a room full of the bloody things.



It leads to another short hallway with a Fusion Cell at the end of it.



Doubling back and taking the right door is when things get... complicated. We want to skip the first blue wall we come to, and open this one instead.



This leads us to a confusing mess of a room. That door to the south puts us by the blue wall we skipped over. The difference is, from here we can get rid of it AND get something for our troubles.



Granted, it's just MP Noise but that's better than nothing.



To get to this Logic Cell, we have to run back to the entrance of the room before the MP Noise. From there, we just run a little more westward and loop around to it.



Really, this area just seems convoluted and a mess when running around it because of all the paths looping back onto themselves and seeing all the other paths and its just a visual nightmare. When you think it through clearly it's not that confusing but holy poo poo is it a mess on paper.

Also there's an area due north of the final blue wall that just loops around to another Logic Cell.



Speaking of the final blue wall, breakin' that down and entering the door on its right side brings us around to this red wall here. The left door leads to, uh, nothing.



Past the red wall is an area that mirrors the entrance reasonably well. There's no ladder, of course, but there is a large karma terminal and a door due south.



Once we open this door, we'll finally deal with what we came here to do.

BUT FIRST!



Since there's a large terminal there, it makes warping back a cinch so we'll warp out and sell all these cells we picked up. That pushes us over 1.2 million macca easy.



It also unlocks the final three items for the Vendor! Megido Fire is the worst of the lot, being a free infinite Wild Card.

Y'know, the item we got waaaaaaaaay back at Manipura and never needed? Because all it does is regular Megido? Yeah gently caress that.

Dead Ends are the only bullet worth buying, and either second or third best depending on how you compare it to the Forged Shot (and whether or not you use your gun against non-Omoikane things). This one has the third highest damage output but inflicts Stone.



Revival Orb fuckin' owns though. Infinite Samarecarms/Revival Gems! No reason to not immediately buy this thing.

Now then, where were we?



Ah, right. Going to Anahata.



This is just a brief detour through the main building. We immediately duck into any terminal and warp to Citadel 2.



This drops us off on the path that led to Mick's room before we fought Turdak and a billion Ikusas. The one sideroom in there has this area open up now. This one DOES open when we beat Ravana regardless of anything else.


River of Samsara



Like at Manipura, the entrance here is gated off by a wall but its just the Blue one this time around.



Enemy-wise, it's mostly just a lot of the old Brutes dudes from Ajna. Occasional Naga from the ship too, but those are few and far between.

Later enemies are like Lakshmi and Parvati and poo poo from the other Samsara Tunnel area but nothing new...



Except this. These big guys are awesome.



They're also one of the two reasons I got Phys Repel in the first place.



Because they mainly use Physical attacks and this scares them ~99% of the time.



Samaels DO have their own weaknesses, but they're annoying to deal with. Stopping their attacks spooks 'em way faster so we do that.

We want 'em spooked because these bad boys are THE AP pinatas of the game... but only if you eat them. Killin' em normally makes them give you gently caress all. Like Arahabaki, they can appear in any fight in this place. Most people on the internet bitch and moan about these dudes being too hard and recommend running. Yeah, no, gently caress that. Samaels, again like Arahabaki, are colossal pushovers.

I also swear to God there's an area somewhere down here where you can run into them normally and absolutely nothing else, but I never stumbled upon it and nothing on the internet corroborates this so maybe my memory is just shite.



Anyway, from the large terminal at the entrance here, just by panning the camera around we can see a yellow wall pretty close by.



And a red wall directly opposite the terminal.



Fortunately, they're a low closer than they even look in the first place. That door to the south just leads to a small walkway that loops around to the walls.



The yellow wall's closest so we'll go past there first. It leads to another one of those silly things where there's a bunch of ladders in rapid succession.



It drops us off at a door that's been pretty thoroughly hosed up. Man if this door was working, we could skip to the end of this place already.



In the same room, very close by, there's a whole bunch of items to pick up. And by "whole bunch" I mean one Great Chakra, 2 Magic Noise and a Logic Cell.



Oh, and some of Ajna's miniboss crew turn up here as proper fights as well. Mainly Nidhoggrs who come alone and are actually kind of annoying to fight because they have a lot of HP and no weaknesses. Hard to spook too, if only because they have a giant moveset thats hard to predict. These guys are the ones to run from, not because they're hard though. But because they're not worth the hassle.



Anywho, the area immediately past the red wall is more of the same. A slightly longer hallway but still has ladders-in-a-row.



Once we come out of that hallway, there's a very hard to miss gold container which contains this place's requisite battle.


Hunting ~ Rare Devil



And it's quite a nasty one, in comparison to before. Enemy demons here do all of one thing...



Every turn, they drop combo-Megidolaons.

Sounds like it should hurt a fair bit from that, huh?



N-not really. Kind of underwhelming, honestly!



Ongyo-Kis are kinda weird, though. Only weak to bullets, are insanely rare outside of this forced encounter and can cast Megidolaon on their own but only do it via combo.



Also, goddamn, does the Forged Shot eat through these guys like its nothin'.



Also-also, once you get them down to just one they spawn in more. The general internet populace seems to suggest letting that happen a fair bit in this one scripted fight.

For once I actually kind of agree. Kind of.



See, Ongyo-Kis are what drop Power Noises (getting 2 here was insanely good luck). Only, they drop them rarely. Outside of this one scripted fight, they only appear in exactly one place. As really rare reinforcements. To a rare encounter. Or actually on their own. As an even rarer encounter.

That makes this the best opportunity to farm Power Noise if you think you need them.

Or you could just stuff dudes full of every other stat noise so that they need to max Strength via level ups. That's easier to manage.

please dont farm power noise its not worth it



Also, because Argilla has mastered Mother Earth that means she has a Ma-dyne spell. That also lets her get Dark Leader which costs 700k but has some neat stuff. Mostly you only want it on its own merits for Mind Charge though (Magic Repel is not that good!). What comes after it is waaaaaaaay better. Still, not going to buy it right now because poo poo man thats expensive.

Also it has Megidola. For no effort at all. Megido required you to beat up King Frost.

I don't "get" the Mantra grid sometimes.



Right by the gold container, is this place's one foray into the Water Pump section.


River of Samsara ~ Second Movement



Now THIS one is a confusing mess if you don't know the right route through here. Thankfully, I made notes of it in advance and was able to beeline through it with minimal fuss



But holy poo poo is this one The Bad One. There's no valve moving or switch flipping or anything like that. It's just a nasty maze where one false move completely fucks you over and there's little you can do to fix that.


River of Samsara



At least there's not particularly much left after we finish that area. Spinning right from the entrance lets us get to another small karma terminal.

Going left...



...uh, hi.


Big Battle ~ Prelude



You look delicious. It must be my lucky day, afterall. I'll repay my good fortune by devouring you immediately!



yeah, not happening

Optional Boss: Dragon Yamata No Orochi

Hunting ~ Compulsion



So, the Orochi is... really, really loving easy. At least he is if you have one particular skill. But we'll get to that in a moment.



So long as you buff or debuff even once, he immediately gets rid of it. This is actually a secret good thing!



See, the Orochi is the most predictable enemy ever. He has a very stict pattern. He always begins his turns with Dekunda and Dekaja if applicable. He then goes into his normal turn order tricks. Which consists of throwing out 4 Makakajas.



He then drops a Megidola. This hurts a fair bit with the 4 kajas but its not too bad.



Next, he throws out a Foul Breath. He does this with all of his remaining turns.



If you have Void Poison, his Foul Breaths are a non-issue because they are Poison elemental. How nice! You don't
need Null Poison but I used it in the video anyway to save a little time and get an extra hit in. And also because, well, I had it just in case. So long as you have decent HP, it's really a non-issue though.

If you don't have even Void Poison... how did you get this far in? Like, seriously? It's not required for anything, and this is basically the only time it's ever getting used, but you should've picked it up by now. When buying cheap mantras you still don't have if nothing else.



This changes slightly in his second turn... but only if you don't Dekaja him. If his Makakajas are still in play, he throws out 4 Rakundas. This is Bad News.



Megidola in that scenario really loving hurts christ ouch.



Thankfully, if you do Dekaja him, then something as simple as Media will make you unkillable here.



After his second round, have someone cast Phys Repel or Drain. Good job, you win. Only catch is, it has to be Repel or Drain because, in case you missed it earlier, he gets 8 actions a turn. Void is nowhere near good enough.



From Orochi's third turn onwards, he runs out of SP. And has functionally no way of recovering it (he does have MP Thief but he'll basically never use it). As a result, he only ever drops Mad Rush from this point onwards.



Damage-wise, he can only be hurt by Electric and Ice attacks. He's flatout immune to everything else.

BONUS ROUND!

He shocks pretty easily, as witnessed in this very image.



Because he's not immune to Ice, he also gets frozen quite often too. Which stops his immunity to Physicals.

And since he has around 5600 HP, it lasts no time when you actually attack the guy.



The Orochi is fuckin' bad and a giant disappointment, yo. At least he gives 50k Karma and 300,000 Macca. A decent chunk of AP too!


River of Samsara



After kickin' his rear end, we can loop around a little area and get a Fusion Cell for our trouble. That's nice but it's not our main reward.



No, with the Orochi beaten, we can climb up from here and find our way into...


Sweet Home



Ajna's basement. Well, more like Ajna's basement's basement. This puts us in a very small, very linear area that only has stairs leading upwards in it and basicaly nothing else right now.

Not even random encounters.



We can climb all the way from B4 to the... third floor... without any hassle. It's all very samey and boring.



Even the third floor is a linear hallway with no branches or loot until this lady at the end.


> She is not breathing... She is dead.
> There's something in her hand.



To say Orochi apparently attacked her and she fled, she got a longass way away before dying. The Red Ring on its own doesn't do anything for us. It doesn't give us any new mantras, doesn't do anything in combat and hell at the moment it doesn't do anything at all.

also this lady ran the wrong way



Through that door is a dead end with a Layer Cell in it.

But this is all well and good, but its not really why we're here. The Red Ring could've waited til it was necessary to bother with, but what we're really interested in is...



The one enemy you can fight on the 3F of Ajna.



Horus is a magnificant bird who comes all on his lonesome. He's the only enemy you can encounter here and he's weak to instant death.

Also guns but that one is irrelevant. You don't eat Horus. You murder him.



Sometimes when you murder him, a second one comes along to be murdered instantly too.



Horus drops Magic Noise. He drops it quite often.

Only problem is getting back here after we leave is fuckin' slow and tedious. There's no large terminal by where Orochi was, so we gotta run through all the sewers again to get here.

So I guess if you really want that Magic Noise, grab all of it in one trip. I didn't bother because I don't really care right now. I could've farmed it just to make Heat not dogshit terrible but what comes next will do that just as well...



Because we CAN warp right to the end of the Manipura section of the Samsara Tunnels, and we have some unfinished business here.


Big Battle ~ Prelude



Now is the time to rise out of purgatory and cover the present world with terror and corruption.

Yeah, so in case you can't tell now: the requirements for getting the Manipura Waterways to open are beating Beelzebub at Svadhisthana and beating Ravana at Ajna. Both need doin' for this guy.



Y'know, I think I'll pass on that one.



And instead, I'll just kick your rear end. Again.


Fiend Beelzebub (Round 2)
let me say upfront: this is a BAD run of this fight. i should probably redo it because i make a ton of obvious mistakes!

Big Battle

So, Beelzebub 2 is "really, really hard" and "you absolutely definitely must have this one particular passive to win."

yeah bullshit i dont need no stinkin' null death or debilitate



At the start of the fight, Beelzebub is just as predictable as Orochi was. He does the same thing in the same order every single time. His first move is always Maziodyne.



Whether you block that or not, his second move is always a regular Attack.



His third, again regardless of the sucess of the attack, is Mazandyne.



Then he punches you again. And it swings back around to Maziodyne and repeats.

Aside from this, his defences are the same as before i.e. immune to everything but attacks and fire.



Like before, at an incredibly predictable moment Beelzebub changes gears. Unlike before, it's after he loses 4000 HP.

Because thats when he's down a quarter. He has a fuckin' astounding 16000 at max.



Also like before, his first move after his dialogue bit is Mind Scream.

It's always Mind Scream. Again.



Thankfully, the second 12000 HP of this fight are really fun (but still secretly easy). He varies poo poo up a lot and becomes quite hard to predict. Mostly. He'll still Dekaja/kunda whenever any of them get to 4 but he can also do it before then if he feels like it.



He also has a nice tendency to follow it up with a Power Charge. That's actually a very good thing if you Taunt him twice in the first phase and don't Dekaja him until after this.



Unlike before, he can Megidolaon whenever he jolly well feels like it but it's still not all that threatening.



Seriously, look at this. Granted this is at +3 defence but his magic is still wholly intact. No excuse.



Anyway, if he's at +4 attack and Power Charged, his Mind Screams fuckin' cut through 3000 of his own HP like its nothing.



Like before, whenever he uses Mahamaon that's a signal for your benefit. Beelzebub really likes telegraphing things with Mahamaon.



Like before, this is when you want to Makanda him. Also be healed up reasonably well just in case.



You also "absolutely totally" must have Null Death for this bit. Which is untrue. Void Death works just as well.



See, come his turn he Makakajas. This is what the Makanda mostly is for. Just negating this, but getting 2 Makandas in makes it deal less damage than it would.



Whenever he Mahamaons, the next turn is always Makakaja > Death Flies. And Death Flies is his unique supermove that deals almighty elemental damage. It also has a high chance of inflicting instant death.

Hence the Void Death.



oh wow that damage is a lot :geno:



Also at this stage, even if his Mind Scream does hit us it's... really, really underwhelming.



And he was kind enough to kill himself too. I was actually kinda hoping he would kill Argilla here instead so I would have to redo the fight though. The only reason Serph and Cielo are dead here is because I'm a fuckin' moron who did dumb poo poo way too much.

But, eh, I'll take it.

FOR NOW.



The actual battle rewards are all the same as they were for Orochi. 50,000 Karma, 300k Macca, a Soma and I'm pretty sure about the same amount of AP too but that one's harder to say for sure.


River of Samsara



Anywho, Beelzebub beaten we... get a little more dungeon to run through first. Uh, okay. Left door comes first here.



That lets us pick up a Fusion Cell. Thankfully there's more for our benefit past the right door!



Like with Orochi, there's a ladder just down here but this one...


Muladhara



Drops us off in OUR basement. This answers what was behind that one door we never could open, at least. It was locked from this side and I guess for good reason too.



Since past that yellow wall are some items that would be super overpowered if we could get 'em after Co-Ordinate 136!



This one's just a key item. It does something VERY nice when we put it to use.



This beauty is... the best bullet in the game. No, really.



It doesn't do anything special, but it has the highest attack power by a considerable margin. Appropriately, then, this is the only one we get.



Last item is the Murder Rock. Sadly, we did not just pick up a DVD copy of a weird Italian musical from the 80s.



Instead, we picked up free, infinite Mamudoons. It definitely lives up to its name, I gotta say.



So, the Tyrant Skull gives us our second optional boss mantra.



And, um, it's really, really expensive. 1.2 million macca is quite a lot. We've had it before, though, and are nearly at it again.



It's worth the price though. Death Flies is super-super good and Repel Element ALONE is worth the price of this thing. Sadly can't afford it right now but if I could I would buy it for Argilla or Heat first. Argilla gets the superawesome offense but Heat becomes usable again.

Remember way, way back to when we first got access to Mantras. Remember how I said beelining down peoples opposite elemental paths was a dumb idea. This is ONE of the reasons why. Getting this one mantra does the job just as well. And costs less money. And grants full protection not just regular resistance.

For reference, doing it the "proper" way and going down the opposite elemental paths actually costs more money. It's 2 million per person that way, and that just deals with 1 element. This is 1.2 million and deals with all of five of the "main" ones.

Fire, Ice, Force, Electric AND Earth. All innately repelled by this thing. This is why Magic Repel is not that good. Sadly, it doesn't work for Ailments so its not useful for Cielo... but we'll deal with his in due time.

Speaking of time, we're out of optional bosses to kick the poo poo out of again! So, next time we'll go to Sahasrara and finally reach Nirvana.










Aside from the obvious two, there's no real super-major standouts this time around. Great Feast's the best that isn't Dekaja/kunda since it's the fatal hunt skill that hits every enemy so of course you want that for Samaels. Skull Cleave deals a decent chunk of damage to 1 enemy based on the user's remaining HP. Chi Blast hits every enemy for middling damage but has a high Critical chance.

Xanadu is the only really good Expel spell. Unlike the Hama line this one CAN kill things! It just deals a decent chunk of damage. Death Repel is bad and worthless. Nothing that uses death spells is affected by them enough for it to ever be worth using. Closdi cures mute and the Ma-dynes come with their respective elemental resist as a passive. None of them are worth ever caring about. It supercedes the weakness with resistance to one element. You can just, y'know, get better versions in several places.


...And, actually, if I can be frank here: Dekaja as a spell is not that great! Dekaja Rocks are easy to come by and do the same thing. That has the added bonus of not taking up a skill slot and not requiring you to grind out Mantras to get it either. Dekunda, on the other hand, only has combos as an alternative. How disappointing!

Lotus Aura fucked around with this message at 18:56 on Oct 6, 2014

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Huh, I kinda figured that strategy for Orochi was the most obvious one. Don't really need to add the (de)buff parts but it makes him burn through his MP a little faster so why not. :v:

Montegoraon posted:

I'm pretty sure Senris would be a bigger, meaner sister.

...Yes, she would be. Mostly because Xian Lis are mountain cats that pretend to be beautiful young ladies that seduce dudes to steal their life energy.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
okay so! Should probably have update ready either today or tomorrow. Actually recorded the entire next part, uh, 2 weeks ago. Just haven't really had time to write it yet.

neongrey posted:

You see, you can dodge Death Flies. If you have very high agility (or luck? or agility+luck? idk), you can dodge it all two times he will attempt it before he burns to death because Serph has 99 magic and is fully buffed.

It's a spell, so Magic+Agility determine dodge/hit stuff. And no wonder you could run rings around him with a stat that high! :v:

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
I am Bad At Things, and overestimate my own capabilities a lot. :shrug:

It's like halfway done though, so it'll almost be like I didn't make a dumb goof.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!


Alright, yet again we're done with optional content so it's off to Sahasrara we go. The war is over, we won, let's see what this "Nirvana" thing is all about...

Sahasrara



If we try, they kill us. What the hell's going on?

...Is what I'd like to say, but apparently we have A Problem. Question, though, is obvious enough; is it true? Maybe that guy wasn't let in because we weren't around at the time.



Get out of my way.



...Okay, I guess they are going to attack us after all!

Big Battle
no this is not a boss fight i dont care what the game thinks



So, the Karma Temple Guards... are colossal pushovers. They have almost nothing interesting resistance wise except the usual death, expel and ailments. Which doesn't matter since Cocytus can still freeze them and then they die.



They do have their own little special attack but its nothing fancy.



Only big quirk with Impale is that, despite what you might think normally, its a Force elemental attack not Physical.

This matters in approximately no ways at all.

Speaking of which, they're immune to physicals normally so we just keep blasting them with spells. Yawn.


Spider's String



After kicking the guard's teeth in, we approach the temple proper. Before we can enter, this short scene triggers first.



Stand down.



Oh, and apparently the guards are... robots...? Well, I guess we can just file them under the Machine race and move on.

...What? If a mannequin counts as a Machine, these guys are overqualified for it.


One without code has been recognized as "Cyber Shaman."







However, you are not permitted to kill them under any circumstances.

Sahasrara



Since we've got the chance before chasing after Sera, let's see what some of our party thinks about this new problem.



Oh, and also there's this guy over to the side. He's important.

So, we're going to ignore the gently caress outta him for the time being. Just... remember he exists.




These probably aren't orders from the Karma Temple. You saw what Sera was capable of...

Spider's String ~ The Second Movement
hey, you see this? click this. a lot of dds music is REAL good but this is one of the few that stand out as being above the rest



So, the Karma Temple... we've been here before, and I'm not going to insult your intelligence by presuming you don't know what karma is.



Much like before, there are a couple of guards standing in our way before we can proceed further.



These ones are identical to the pair outside, so we Taunt them and then hit them with Materadyne.



This almost-but-not-quite kills them.



The only other interesting thing these guys have beyond Impale is Marevert which... is not new. It's also just what you would expect; a spell that tries to revert the entire party to human.

The guards are immune to gun attacks but this also does not matter in the slightest.



Like before, after we send the guards to the scrapheap, we get a little scene of Sera. We're basically right behind her and she just walked into a dead end, so there's no need to hur-



Yeah, right. She makes a new walkway appear leading up to... the Dissemination Machine?



Which is actually a secret elevator that leads up to the top of the Karma Temple.

...That actually makes sense. Huh.



So, we follow right behind Sera and go up immediately after she was kind enough to send it back down.



Pfft, like it would really be that easy. Despite the elevator clearly going up after we boarded it, it actually sends us all the way down to the temple's basement area...


Silence



...and the basement just so happens to be the Sea Ocean of Milk. The fifth of seven oceans that surround Loka (the world, basically) and the one where Vishnu and Lakshmi live. The latter of which was actually produced by the Ocean when it was churned.

It also just happens to be what Amrita, the nectar of immortality, is made of. So, uh, we ended up somewhere preeeeetty important.




Stage 1 process of repurifying discarded information currenly in progress...



Well, I guess now we know where every other named character ended up after we beat THEM up originally. That they've all been eaten by now is pretty irrelevant.



Although, we only know they were Asuras because the game told us that in the fights and stuff. It's not something we'd know otherwise.




That explains the absence of children.





We can't let her do that!



Nothing else down here, and the elevator we just left will only take us back to that meeting room so we ned this one further in the back.

Big Battle ~ Prelude



Of course it's NEVER that easy! Just once...



That is the Cyber Shaman's will. Leave at once.



Well, okay, if you insist... Guess we've gotta murder the churning rope of the ocean of milk now.

Mini-Boss: Dragon Vasuki

Hunting ~ Comrades



Vasuki has a weakness. He is weak to fire. This is basically the sole reason I cannot, in good conscience, consider him an actual boss at this point. Also he has somewhere around 4750 HP (it's definitely sub-5000...). That's pretty sad!



His one big main attack gets irreversibly and totally shut down by Ice Drain. To the point where if you put it up, he's smart enough to not use it.

Not Ice Repel, though. He'll still use it then but only because he drains ice.



Whenever this happens, he switches to Maziodynes. So, I guess don't bring Gale?



And ailments, so I guess don't bring Cie-

wait poo poo this does not matter because vasuki is fuckin bad at making them stick



And... Megidola. Sure, whatever Vasuki.



Without buffs or debuffs this barely scratches high double digits and barely breaks 100.

So, I guess this just raises the question of "what DOES he do if you don't Ice Drain?"

...More of the same, mostly, to be honest. There is, however, one other skill he has access too:



Hima Alaya. Yes, like Himalaya. Haha very funny.



It's unique to Vasuki, so we will never ever get it. It deals middling damage but hits everyone once and has a VERY high freeze rate. It's just Cocytus but without the random number of hits basically.



Even with that, he's not overly threatening. He just abuses guaranteed crits if he can get it off but he never should so whatever.


End

Silence



With Vasuki beaten, we can take the elevator up an indeterminate amount and discover we are almost 500 feet below ground level.

...Well, let's get climbing then. This might take a while.


Hunting



As you would expect, the Karma Temple does bring with it some new enemies. First up to bat is Pazuzu who's... surprisingly non-threatening and weak to Force spells.



Rakshasas aren't really much better though, what with having three weaknesses. One of which is an ailment that shuts them right the gently caress down, and another which means we can drop a Xanadu and straight up murder them.



Also, yes, Temple Guards technically have no race and are complete jokes once we enter the temple proper. Only thing that maybe gives them a small advantage is no weakness.



Reinforcements are pretty random here, but they're all really quite easy. 3 Rakshasas sounds like it might be a problem briefly.

Then you use Xanadu or Tentarafoo and suddenly it's not!


Silence



Alright, so we'll make our way up for real now. There's only one door here, but we can see a dead end to the upper-left and what is probably progress to the upper-right.



And wouldn't you know it? Right past the door is a fork in the road. We'll go west first, of course.



Since that lets us go around and pick up the HP Noise.

Doubling back and heading right next...



We can see a new split in the road ahead. This time, it's two opposite staircases and we don't really have any immediate way of telling which is which.



...But a little bit more to the west, we can see a golden node on the upper level. So, the left staircase it is then.



Which does indeed let us spin around and get the cell. So now we double back and take the right staircase instead.



This brings us to a new branch of two staircases. Right was, uh, right before so we'll take it again this time.



This time around, it's just a dead-end with 2 MP Noise in it. So, we'll double-back and take the left one then.


Spider's String ~ The Second Movement



That brings us back up to ground level, and lets music finally play again.



It also brings us to the second large terminal of the area. The first one being the one way back at the actual entrance so now we can warp out if we'd like.



Pfft, nah, let's keep going. There's nothing to the south once we advance further onwards, so let's just head further on in.


Hunting ~ Rare Devil



So, now that we've got the Magatama we can destroy Omoikanes. Like, all of them.



Even the ones in the Karma Temple. Admittedly, it only works out all that well when dealing with one of them. Still not quite
perfect for multiple ones but hey.



Whenever they turn up right now, they still give us at least a single level for the trouble. Sometimes two if we start close enough to a new level up.

225k Macca isn't too bad for something that we can one round consistently. Only problem is they're rarer than Saki Mitamas, take the same time to kill and give worse money.

Point is, Omoikanes are not very good to farm once you actually can!


Spider's String ~ The Second Movement



So, back on the main road, there's a very hard to miss door. It's wholly optional, so of course we're going to see what's past it.



It's just a pair of yellow walls, huh? Alright, so the one on the left first I guess.



Nothing too stellar back here now. Great Chakras aren't all that overtly useful most of the time now that we have the Chakra Elixir. Still have their uses, but in very limited spots.



On the way to the other wall, we hit a couple new demons. Suparna's, uh, easy but not particularly exciting. Likes to debuff and is only weak to Gun but gets ruined by a lot of things anyway so whatever.



Ganesha on the other hand is a bit more of a nuisance. Just stab him a lot and throw ailments out like mad and he drops pretty easy though. Ragnarok is a special attack that's almighty elemental and combines a decent hit-all attack AND drops defense too.

Ganesha sometimes comes with Girimehkala which is kind of annoying because there you can't just Auto and win. :v:



Behind the second wall is a golden item container which contains our monster-in-a-box battle.



It's just the one Samael. This is very much not a threat at all, but oops I forgot to bring fatal Hunt skills.



Doesn't matter, though. Samaels main offense is entirely physical related. And Revelation is his Big Move. Like probably going to hurt way more than Bloodbath.



See, it's just a regular Physical (which means it CAN be reflected, resisted and everything else!) and even has an added chance to inflict Mute and deals a decent chunk of damage. Enough to kill Sam in this instance.

which is a problem because you get like basically no ap at all for killing one without eating it



That done, we spin back to the main path and... run right past the next door we come to.



This lets us run down to a dead-end where we can pick up another cell, before turning around and heading back to the door.



This brings us to the second of... many small karma terminals. Like, there's tons more of these things to come.



Room next to it is just a small area with the next lift to a higher level.



Next area is pretty linear, but there's one small detour down a bit to the left there. Skipping that because it has a... slightly different purpose.



New area is the first of a few where we get this little special bit.



These Sera afterimages change up the dungeon a bit, and in ways that you'd think would suck and be awful.



....I don't mind it that much in this case. I may in fact be completely insane.



So, those lights that take up part of the walkway are kind-of teleporters. They don't actually teleport you anywhere too unusual or weird. They just drag you to the path to your left, right or down. And it's usually really obvious where its going to send you.



From that first one, we just go up-down-up and we can get to a Soma Drop. The teleporter blocking this one drops us down a floor, to that small area we ran past before.



Actually making it through here is easy. Just go to this area on the far right of the room and... hold up.



Do that, and it spits you right out by the exit. Most of the "teleporter" mazes here are that simple.



...And immediately afterwards, we come to the third small terminal. This one's at least in the room with the next elevator.



Which, um, sends us shooting up almost 1500ft.



The next elevator is dead ahead on the main route, but of course there's a pseudo-teleporter dropped right in the way.



And this one sends us down a floor. So now we have to a pretty sort-of long run around just to get back here.



In our new area, we run into Catoblepas as regular encounters now. They're basically the same as the one from Ajna but much weaker.



From here, we'll just run to the north for a moment.



This brings us to a small area with a red wall in it.



There's also an item container with a couple Medical Kits in it that we'll never use. And a teleporter hiding over in the corner that... we'll never use.



Past the red wall, we get a short run to a tiny room with nothing in it but a Fusion Cell.



Doubling back now, we'll head up those stairs we saw before but ignored.



So, an optional area over here that we never have to come to. It does at least let us see where our main objective here is (those stairs to the far south). That door to the south-west from here, right around the corner, is how we enter/exit this part so we'll head back through it now.



After returning back to the main corridor, we can run past another door that obviously leads onwards. By doing this we can make it to...



An easily missed small terminal (that makes four) and another red wall. This one leads to the...


Karma Temple Field Hunt



This one is deceptively simple. Two rooms, one thats a small corridor and one that is a tiny room where a lot of stuff happens. It mostly is as easy as it sounds, but there is one part where you can gently caress up big time; a singular orb spawning behind you in an easily missed corner. And since you have only 60 seconds and a dcent chunk to do in that time, not getting it immediately can cost you the hunt.



And we only get 3 Sakis for our trouble too! How... disappointing.



That's still a decent chunk of money and AP, don't get me wrong, but 3 of any mitama is not really the best way for it to go.


End



That particular field hunt is a good one to abuse for easy AP and money since it's right next to a small terminal. Well, y'know, if you can't handle Samaels and the like anyway. It's not that convenient in the grand scheme of things, what with only getting one fight every few minutes.



Following the main path, we come to another pseudo-fork. We won't head down the stairs here, so we'll just continue onwards.



Following the path onwards, we come to another room with a clear red wall at the far side of it.



And, of course, yet another small terminal in the middle of the room.



Past the red wall, we get a short run to a tiny room with nothing in it but a Fusion Layer Cell.



From there, we'll head up the staircase we could see from the terminal. Skipping past all the divergences in the path, we'll follow it further in.



No terminal here, but there's a red wall in the corner (look at the map) and another item container.

Which contains a Revival Gem. Completely unnecessary that.

Past the wall, we find...



...Huh. That shouldn't happen, but it does because Field Hunts work in a dumb way. See, the temple is the only one to have 2 field hunts so they clearly didn't program in anything for this. Doing one field hunt prevents you from doing the other until you fill out the five solar noise cycles first.



There is no way to know this is a thing other than in this one instance, because, again, this is the only time it comes up. It feels like some kind of glitch or something, really.


Karma Temple Field Hunt (2)



So, we just run around in the big room at the bottom again until it cycles enough for it to be doable.



And this hunt is marginally better than the other one. Four Sakis instead of three! A bit disappointingly easy for the last field hunt of the (first) game but hey.



At least its kind enough to give us almost half a million for winning in one round.


End



The path from opposite the red wall leads to the room we want to go next, but its not that easy (of course). There's a warp panel right in front of the stairs here that we can't use so we have to spin around to the doors on the south that bring us to the right part of the room.



And, yeah, from here's where the Ongyo-Kis can turn up. In obscenely rare cases.

still not worth it



So, there's a bunch of warp spots here. We want this one, though. Fortunately it's right ahead when you enter the room!

Yes, yet again the solution is "hold the up button."



Merely doing that brings us right to the elevator we were trying to get to originally.



This drops us off at another new dungeon mechanic. It's not quite easy to see here, but there's a transparent wall there by Sera.



Thankfully, this is where we get a third large terminal.

So, that hard to see wall from before? Probably a fake. Let's just run straight south and foll-



Yeah, so this gimmick is actually kinda annoying. Invisible walls that become not-invisible as you approach. And "real" walls that actually disappear as you approach exist too. Mostly these aren't a problem since their locations are obvious.



...Unfortunately, there's the occasional one which you can't predict that exists solely to make you run around more. Those ones also appear in seemingly arbitrary and stupid places just to annoy you.



Ah well, here's something nice. Isis turns up here now too. She's also running around in the Samsara Tunnels underneath Manipura which is probably the more convenient place to fight her though.



She's nice enough to give us MP Noise, you see. Granted, these probably won't be THAT useful but hey. Every little helps.



Progress here is through that path to Serph's right, but we'll just run straight ahead for now. We can actually get down there and around part of the corner.



...There's no real point to doing so, though. A Chakra Pot at this point is wholly unnecessary.



Moving on, we come to a pointless fork in the road. To the south...



Yet another small terminal. They're really giving these things out like candy at this point, huh?



Guess that means that progress is the path to the north, which means this wall isn't real.



And from there, we get to yet another fork in the path. We'll go left first.



This brings us to yet another dead-end with a terminal in it but with a twist. This one's a life terminal!



Oh there's also a Layer Cell here too.



So heading back to the main path next, then. We'll just head right from here, and follow that path around instead.



Because, of course, there's a wall right by the exit down here. We'd run right into that if we didn't come around here.



...Yet another small terminal now that we're done with that part. In case you haven't been counting this one is, uh, the seventh.

There's still plenty more to come too.



Moving on, this part is a lot simpler than it looks. There's all sorts of sidepaths and branches but... we just take the path to the north here and hold up. That's it.



From there, we come to another room that's more complex than it looks. Ther's actually two fake walls up here, and down the right one?



Another that exists solely to stop you getting an item. You can kinda see it on the left there, so we want the south-east path to get to this drop.



Back to the double-fake wall area, taking the left path from there we get... to an outside area for a bit. Huh. Also, two birds flying around out here a lot.



This part is really weird but simple. See, there's clearly no way to progress along the path here.



So, we have to flip a switch nearby. Seems reasonable enough, right? But this switch does not make this platform raise or the other drop or something.



No, it makes a giant column of light appear in the middle of this platform.



Which we then have to run into to make this part rise up. In doing so, it reveals a set of stairs that lead back down to where we just came from.



We have to do this a couple more times, which absolutely no variance whatsoever. And in doing so, we get the chance to take out a second Omoikane just for fun.



After the third pillar of light, we finally reach the end of this segment. We know we're done, because the camera lets us see a new door.

man it sure is convenient that those birds never atta-


Big Battle ~ Prelude



oh :saddowns:

Leave at once. I repeat, leave at once.

Boss: Aerial Jatayu

Big Battle



So, Jatayu does not have a lot of health. It's around 2200, which is... abysmal, quite frankly. So we'll just ruin his defence and slaughter him in no time.



Only, no, we won't. Jatayu will Dekunda and Dekaja at the slightest provocation. Oh well.



He'll also spam Mudoon with reckless abandon. Thankfully, he's not smart enough to care about things like immunity or reflection, so he'll do it with those around too.



He also likes to use Gate of Hell at times. This is basically just a regular attack but with a fancy twist...



It inflicts Stone. Catoblepas and Cerberus could both also do this, but they just... never wanted to. Oh well.



Since he gets three actions a turn, he sometimes uses them to do something semi-smart. He'll Taunt twice in a row.



And then follow it up by Dekajaing your 4x Tarukaja bonus. This is probably for the best because if he didn't, he'd be oneshottable.



Seriously, at base strength vs base defence, when you throw in a Power Charge he takes nearly 4 digit damage as is. Letting you buff or debuff would make things too dull.

So, instead, we just beat him in 3 hits and move o-


Boss: Aerial Garuda



...Well, there WERE two of these guys flying around out here. Only makes sense we fight both.



Leave immediately. Leave immediately.



Garuda is a little harder than Jatayu, in theory. He has more resistances (resists everything but physicals one way or another), more health (barely; somewhere in the region of 3000) and hits harder.

...On the other hand, he's more predictable and less inclined to Dekunda.

So, he dies in 3 hits too. 4 if you never bother to (de)buff. Oh well.



Attack-wise, he's much more limited than his cousin was. He likes doing the same attacks in basically the same order. Starts with Mabufudyne...



Then kicks someone for pretty meh damage. Remember, this 94 is with 2 Tarukajas still around.



Then he Mind Charges. This would normally be the end of it, but if Mabufudyne hits Heat or his attack Criticals...



He follows it up with a Zandyne.



And, man, it is pretty bad when a Mind Charged Zandyne cannot kill Argilla.

Bad for him, I mean. Mind Charge + Weakness should ruin her day, but it just means her magic is THAT good.



Ah wll, at least we get a decent chunk of Macca, a respectable amount of Karma and a Soma out of the deal.

Not much AP though, for a pair of bosses so late.


End

Spider's String ~ The Second Movement



Right after we enter, we get to the fourth large terminal of the area. It took long enough, but finally Anahata has been dethroned from having the most.

Of course, there's also an elevator here too.



This one shoots us up... over 8000 feet... higher.

Man, I knew the temple was tall but this is getting silly now.



And, of course, Sera has to turn up and put another wall in our way.



So we take the one teleporter here and drop down a couple hundred feet.



The teleporter here is what we want to take, but we'll ignore it for the time being. There's something else here to pick up first.



No, it's not a random Garuda.

Yes, Garuda and Jatayu have immediately become random mooks. Not even a minute after beating the crap out of them.

Garudas are what drop Quick Noises, by the way. I do believe that means we've now seen at least one of every enemy that can drop Noise.



Anyway, if we just run to the corner of the room, we can get... a bad camera angle... and 2 Dekaja Rocks.



Heading back to the teleporter I pointed out before, we can continue onwards and run down this hallway past the obvious fake wall.



If we turn left immediately afterwards, we can find an alcove with yet another small terminal in it.



Repeat that a little bit further along the corridor, we can find another redundant Chakra Pot.



The next alcove is a dead end with nothing in it, so we'll skip that one and continue onwards down the one after that.



Skip the stairs leading up from here, and head to a... part of the room where the map accidentally spoils that there's something ahead here. :v:



It's just a Great Chakra, but that's better than what it could have been I guess.



So, now we just head west from near the door and follow that path around instead. This lets us find the real stairs leading onwards.



Both staircases seem to lead to the same point, but the one closer to the entrance had a warp point at the top of it. Because of course it did.



The door to the north here actually leads onwards, but there's a wall right there after you enter, so we come down here instead.



And run into a Jatayu along the way. This one has no Dekunda, and has an added weakness to Guns. Pretty easy to deal with this at this point, really.



Running around the corner down in the south-east, we get to a teleporter which sticks us past an invisible wall and lets us carry on.



This lets us reach an area that seems... very complicated but is actually pretty simple. First, we'll take the teleporter to the south here (Serph's left).



From here, we get to a spot with three teleporters in it but only one is the right one. Can you guess which one it is?

Think, what's the pattern been mostly so far?

That's right. Hold up!



From there, we can carry on to a room which looks similar but isn't quite the same thing.

Just need to go through the teleporter to the south here, again, and that mostly solves the room already. There's two more teleporters needed, but the first is a choice of two (the west one) and the second is... the only one there is.



That done, we can climb a little higher and things can start to get a bit more complicated now. We want to get the teleporters here, but of course there's an invisible wall in the way.



So we run around the outer edge and get to a room which seems convoluted but is pretty simple. You can't see it from this angle, but there's a teleporter to the east here. We'll take that one first.



This drops us off right in front of a wall, so we pull a 180 and are given a selection of three teleporters. The south one is right, so we take that and that puts us here. This teleporter is the only choice, so we take it...



And hold up. That puts us over in this corner, and lets us reach the door at the end here.



From here, we are very, very close to where we're trying to get back to. Alas, there's another wall in the way so we have yet another detour to make.



Progress here can be a little tricky, so I'll try to explain it simply. After coming through the door, we head left and this gives us a choice of two teleporters. The one to the right (east) is the one we take first.



This lets us go through the northern most door and from there, we follow the path around until we reach this teleporter. This sends us to the west through a pillar. From there, we hold up to get through the next one teleporter, but only the one.



After that, we want to head to the teleporter to the west. Taking the "hold up" option here actually screws you. Atlus finally changed tactics right at the end of the teleporter not-maze.



After that, it's a very straightforward path to the final teleporter which puts us back where we want to be.



And just think, all of these detours and mazes would not be necessary if Sera hadn't turned on us at the worst possible moment.



After the final elevator, we ascend almost another 10,000 feet up and come to a totally-not-ominous corridor. A small karma terminal AND a life terminal? Pfft, that's not weird at all.



Okay, fine. I guess there might be some reason why they're there then.


Big Battle ~ Prelude



I'm sorry, everyone. I remember everything, now. I want you all to stay here. Please, don't come any closer. Trust me, this is for the best. ...Goodbye. Thank you for everything you've done.
That is all. Leave immediately.
My answer is no.
Then you face immediate termination.

Boss: Dragon Ananta

Hunting ~ Comrades



So, Ananta... the king of all snakes and used as a bed by Vishnu. His name straight up means endless, so we're going to put a very easy end to him. Because he's a chump.



He really likes using ailments. Basically every turn, he will try throwing out sleep, panic and/or paralysis in one way or another. His entire first phase is just "(ailment then) regular piss-weak attack." So, Repel Phys for the moment.



He also inexplicably has Dia. Like, yes, regular Dia.



And it's not some kind of super-Dia either. Its absolutely worthless.



He also quite likes to use Dekaja under certain conditions. Namely if you buff a bit too much or he loses over 1500 HP.



Depending on what triggers it, he'll follow up with 4 Tarukajas. This is not really all that big a deal. He won't Tarukaja if you force his phase-change with the HP loss so that's easy to deal with.



His second phase is spent abusing the gently caress out of Mudoon and Mudo to murder you. He won't ever throw it out if you have some kind of death shield up though! Ananta's a bit too "smart" for that.

And by smart, I mean exploitable.



Oh, and even with his attack buffed to max, he's lucky to deal 100 damage.



There is a third way he can switch to the second phase of the fight. But in this case it's semi-worth it...



Because Power Charge -> Taunt -> a decent attack, cuts off over 2000 of his health jeeez. Since he has 5500 that's a decent chunk to drop immediately.



...Problem is, any debuffs cause him to Dekunda and start up phase 2. Complete with the 4 Tarukajas and everything.



Since he does it once he loses 1500 HP, he's very predictable. Like, you can set up Void Death and this changes his actions predictable.



Now instead of Mudo(on), he just hits you with his completely worthless regular attack. Just Void Death every turn until he hits phase 3 and you'll cruise through here.

Oh, right. Phase 3 is just the same as phase 1 but with a twist. If you put up Phys Repel/Void/Drain there, he just throws out Mudo(on)s instead. But since he only does that when he's in critical HP, you can just smash him with your best (physical/ice/electric) attacks and watch him die horribly.



Appropriately, Ananta is disappointing for a boss from the Karma Temple. All three were terrible and barely deserved the title. Vasuki was the worst of the lot, but Ananta wasn't that far behind really.

And for the penultimate boss of the (main) game, that is TERRIBLE. Ananta should've been kind of a challenge.


Spider's String ~ The Second Movement



Ah, well. With Ananta down for the count, we get... a small terminal (number 12!) and can converse with everyone else one last time.



We can't leave her alone now!



Hold on, Sera. We'll catch up with you, no matter what happens.



C'mon, Serph.



If we continue, then we probably won't be able to turn back.



Alright, so, we're at the top of the Karma Temple. We're given a prompt before we dive through the final door and meet what lies within...

Let me think.
Is there something on your mind, or are you afraid? There's a reason we'd gotten this far, and received the help of so many others. Don't forget that.

That's a good point, so just need to make sure I'm fully healed, make sure I've got everyone's skills setup and now...

I'm rea-

















Pfffft,yeah right. We were just outside the final boss's door. Of course now a whole bunch of stuff just unlocked without any indication.



We have a whole SIX new optional bosses to deal with in five locations. We'll start with the Four Supernovas and that means Svadhisthana's first up to bat.










So, yeah, not too many new skills this time around. Debilitate and Revelation we've seen before. Null Expel, Null Death and Phys Resist are passives that do exactly what they say. MAX Critical is the Max noise equivalent to MIN Critical, and Life Gain increases HP by 20%. Sakura Rage is random moderate damage which can Charm. Demon Rage is random heavy damage based on your HP.

Executioner is arguably the best Physical attack in the game, though (or second if you prefer Ragnarok). It is the only physical that deals Mega-tier damage and so will ruin whatever it hits. It's also remarkably cheap for how good it is but the trade-off is that it can only hit 1 enemy and doesn't do anything else.

Lotus Aura fucked around with this message at 18:52 on Dec 21, 2014

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
I wouldn't worry about either of those. Just been a mite more busy than normal lately, but yeah, not dead and of course I'm going to fight everything there is to fight. Possibly in multiple ways just for fun where I can.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!


Alright, so as with King Frost, Beelzebub (both) and Orochi, what's coming up next is entirely optional and can be skipped without much of a loss.



...Unlike before, there is absolutely no dungeon crawling to be had. We've already crawled all of the dungeons. Instead, we're just skipping from boss fight to boss fight. Since this could be hard to follow, I'll include a shot of the map to help explain where everything is.



Svadhisthana's rookie is chilling out in the basement opposite where Baal Zebal was originally. She's past the red wall where there was just a Soma.



Thankfully, as with every boss fight there's no way of accidentally stumbling in unprepared. The game is at least kind enough to let you know there's something in there.

...Kinda wish it didn't do that for these though.



There's absolutely no dialogue before the fight begins, so we'll just dive right in!


Optional Boss: Aerial Suzaku

Hunting ~ Rare Devil



Since we're just gonna be pounding on four bosses in a row this time around, let's learn something actually new about them shall we?

Ya know what? I could care less about Nirvana...



So, I'm sure everyone already knows this already but Feng Huang here is a mistranslation. Suzaku's Chinese name is Zhe Que. Feng Huang is a phoenix, and one of the Ssu-Ling (four benevolent animals). Suzaku... is not a phoenix and is one of the Si Xiang (four symbols). The games insist that the Si Xiang and the Ssu-Ling are the same thing but they really, really aren't. They're similar but that's all.

I'm tired of worms... It's time for something meatier!



Anyway, the fight itself! Suzaku's probably the hardest of the four we'll be dealing with this time around. She's still not that big of a problem for one reason: she does not have Dekaja.



As you might expect, she also loves throwing Fire spells at you so we'll throw out Fire Drains the entire time.



Oh, and she's also immune to Physicals entirely so Makakaja helps immensely there.



She also doesn't technically have Dekunda either... but don't debuff her beyond -2 in any stat. Just... trust me on this one.



So, what CAN we use against her? Well, not Fire, Phys, Gun, Ailments, Light or Dark of course. Ice is our best bet by far since she's at least neutral to that.



Plus, y'know, Cocytus is the most useful by far since it has a chance to freeze her.



Bufudyne helps out there too. It's also about the same amount of damage for a little less MP.



Once she loses about a quarter of her HP, Suzaku changes things up a bit.


You ruffled them! That's so wrong! Squuuaaa---



From this point, she adds both mid-tier Fire spells and Power Waves to her repertoire... but if you put up fire barriers she now doesn't hit them head on like a dumbass. Instead, she just throws physicals at you.



This option is much more preferable all things considered!



But, hey, remember what I said about debuffs? Lets push that button now.



If we did this in the first stage of the fight, nothing would have happened but now things have changed.



If she starts the second stage of the fight with -3 or -4 in a stat, or you drop her to that point after the second stage begins...


Squuuuaaaaawk!!!



She gets very, VERY angry and flies into a Psycho Rage.



She also uses Dekunda in this circumstance, and in this circumstance only. So pushing her to -2 is safe and viable.



...After that, in a move that should seem VERY familiar she uses Makakaja four times in a row.



She then throws a Maragidyne at you. Unless, y'know, you put up a Fire Drain barrier.



This hurts a fair bit, so that barrier sounds like the thing to do, right?



Well, no. Because then she just throws a couple Megidolaons at you in a row.



And they actually hurt more than the Maragidynes even including weakness prodding.

So, gonna avoid that one then. And just smack her down to half HP the old fashioned way.




SQUUUAAAAWK!



The third, and functionally final, stage of the fight just changes her moveset to be much nastier. Of course, she now throws out Tarukajas of her own.



She's also now replaced those Power Waves with the much more powerful Bloodbath and she likes spamming it several times in a row too.



...Granted, when she's at -1 Attack and we're at +4 Defence it doesn't seem that impressive (also Serph has Resist Phys here). If you let her get away with Tarukajaing a lot for some reason then it becomes an actual threat though!



Still, even with all that it doesn't matter too much if you manage to freeze her since then you can cut through her HP VERY fast!



...Hopefully faster than I do, since if you bring Executioner for when she IS frozen you can annihilate her in no time at all.



Once Suzaku's down to her last quarter of HP, she adds one new attack but it's not really a new part of the fight.



She's also more than kind enough to spend her entire turn beforehand just saying this one line of dialogue. Every time she does this it indicates that its coming next.

So you might think it's going to be like some kind of super powered Fire attack right?



...Haha nope! It's just HP Thief! But with a bit of a twist this time around.



It actually deals some damage to us and its damage is variable to a point. It always drops whoever it hits to around half their max HP.

Not sure why she even bothers. If you're like level 80+ it might be an issue, I guess, but if you're that high and doing this she shouldn't even get a chance to do it!



All in all, Suzaku's actually very easy if you don't panic and have even a small iota of a plan. And, again, she's the hardest of the four bosses we're dealing with this time too.


End



Our real reward for dealing with this, is the Crimson Orb. On its own it does absolutely nothing but sit in our key items looking pretty.



That's Svadhisthana dealt with, so next up is Manipura. Just gonna go through all these in the same order we did originally since that makes the most sense.



In this case, we want to be to the far west past Gate 6. We want that small indoor corridor area where we got a Power Noise ages ago.



I'm not even sure why nameless generics are trying to fight these guys. It doesn't even make them seem menacing either!



Anyway, this guy's rude as hell and standing on a table in an otherwise empty room.


Optional Boss: Beast Byakko

Hunting ~ Rare Devil



Hey, Bai Hu's actually right for this guy's name. Hurray!

...Unfortuantely, that's where the accuracy ends. He's also how we know for a fact that these guys are NOT the Ssu-Ling at all.


I knew that if I devoured your men, you would eventually show up. Nothing personal, but I cannot remain in this hellish prison. ...Prepare yourselves.



There is NO tiger in the Ssu-Ling, white or otherwise! Instead, there's some chimera thing called a Qilin. There is, however, a white tiger of the west in the Si Xiang. And his name is Bai Hu/Byakko...



Anyway, Byakko here is... probably the second easiest of the bunch. He doesn't have any particularly threatening attacks nor does he have any nasty resistances or anything.



His attacks kind of hurt at first I guess, especially when you realise this is -1 vs +2... except that's where his threats end. He CAN Dekaja and Dekunda unlike Suzaku but he doesn't do it overly often and never until the end of the fight anyway.



Unsurprisingly, he also throws out Force spells sometimes. But his magic is nowhere near as good as his physicals so whatever.



He, um, he also gets hilariously unlucky and I accidentally skip a third of the fight completely! :v:

also he DOES resist physicals so this would totally be a oneshot if he didnt

thats embarassing



Oh and to give you an extra incentive to not use Physicals, Byakko quite likes to counter them often. Which, uh, does not matter.

BUT WAIT! Let's pretend for a second I did not just skip a chunk of the fight in one fell swoop.



The start of the fight is super goddamn easy and really boring. His first turn is ALWAYS spent using Physical attacks and skills. So, 2 Taunts and a Phys Repel it is then?



And his second is to always cast Force spells. And then back to Physicals and back to Force... etc etc.



So this is incredibly predictable and abusable. Of course, we don't throw up Force Repels because Byakko drains that.



This method makes it easy to hit stage 2 of the fight easily enough. Which, like with Suzaku, just consists of adding new slightly more potent moves to his repertoire.



He also becomes less predictable and more likely to throw out Force spells unless you try to drain them. Then he MIGHT still use them but significantly more likely to hit you with Physicals.



He only adds Shock Wave to his magical attacks since he uses (Ma)Zanma beforehand anyway.



Physicals become more threatening since he likes to smash you with Skull Cleave. And if you tried to be clever and double-Taunt before and never Dekaja'd? After all, that way you can benefit better... but now it's going to bite you now and bite you hard.



Taking nearly 400 damage a hit is quite hard to come back from when he can throw out 3 in a row without issue.



If, however, that doesn't happen and you drop him to half HP the fight enters its final stage.


Well, it looks like this is it. But, I'm gonna go down fighting!



Much like Suzaku, he gets actually almost dangerous now. He starts throwing out Zandynes for his regular spells now. No more of this Zanma or Shock Wave nonsense.



He also quite likes to buff himself which is a bit of a problem since he doesn't use Bloodbath here. No, he uses Executioner. Since that's what WE use to slice through bosses in no time we know is a massive problem.

So best to avoid that one then!



This is also when he tries to Dekaja/Dekunda but it's too little too late at this point.



In spite of sounding like a massive problem come the end stges of the fight, Byakko is actually not at all threatening in the least. He gives you free reign to buff and debuff how you see fit until the end stages of the fight but by then he's too weakened to mount a proper counterattack.


End



Once again, our real reward is an orb that on its own does absolutely nothing but sit in our inventory waiting for its moment. That makes two...



So next we'll be heading off back to Anahata again.



All the way back to the third floor and near the side entrance.



Much like before, there was a conspicuously empty room right past the wall that was here before.



I wonder what it was like for this guy, just standing in an empty almost featureless room. Waiting for us to come in...


Optional Boss: Dragon Genbu

Hunting ~ Rare Devil



Gui Xian is not even a thing. Not in the Ssu-Ling nor the Si Xiang. Xuan Wu, however, is. As is Genbu... only they're both in the Si Xiang. And are both the same thing. SMT games are really bad at translating these guys somehow.

...Except in Imagine (when that was still around) of all things for some reason.


We? I believe I did all the work.



...Also the biggest reason this fight takes as long as it does is because Genbu does not like to shut the gently caress up. Ever. It wouldn't be a problem if it was funny and not a bad comedy skit.

Can I help it if I require 9-10 hours of sleeps per day?
You mean in addition to the 12 hours you get each night?
What can I say? Carrying an oversized worm around takes a lot out of me.



Anyway, Genbu here is probably maybe the second hardest of the bunch. Maybe the hardest if you have no magic at all but that's your own fault.



Even though it seems like a bad idea, I came in here and immediately had Serph use Power Charge. Genbu resists Physicals like Byakko did... but on a whole new level.



He also inexplicably does not resist Elec. But that's fine and dandy.



Unlike the previous two, Genbu quite likes to buff himself in the first stage of the fight.



And this goes for both physical and magical attacks too.



It doesn't really matter too much at first, though. Genbu keeps his attacks to low level Earth spells and regular physicals for the most part.



Anyway, let's say for the sake of argument that this is Serph's strength at the moment. What if he was to use Executioner after a Power Charge at this level?



It's emphatically not worth it at all. So, why bother with that Power Charge before? You'll see.



Also buffing and debuffing is a complete waste of time in this fight too. Buffing especially...




Yeah, you. What did you just do?
Don't pretend to be innocent. Now, tell me what you just did.
I think they just took a cheap shot at us when we weren't looking.
You did, didn't you!? Oh, now I'm angry! No manners whatsoever... We oughtta give them a taste of their own medicine! That'll teach 'em not to be so trigger happy!



Shut up, slow-poke! I'm making an important point here!
*sigh* Let's get on with this so I can take a nap.



...Thankfully that long spiel only happens the first time you buff. Buffing also makes Genbu replace his first action with Dekaja. Debuffing does the same with Dekunda to a point and never has any dialogue associated with it either.



Of course, since Genbu has no resistances to Ice we can just pelt him with Cocytus until he freezes.



Then Serph hits him with the real Executioner. That is so satisfying seeing over 1000 pop out of Genbu from a physical attack, you have no idea.



As you might expect, he drains Earth spells. So the best way I figured out to deal with him from this point on is to cast Earth Repel.

No, really. You'll see!




Listen, they're laughing at us over there. We gotta do something about it!
Uh... This might be more than we can handle.
Shut up, you coward! Fight like a demon!
........ Come on!!



See, from this point on Genbu always begins his turns by casting Magic Repel. This is mostly to force you into having to punch him with pissweak physicals (or just use Almighty stuff).

Buffing makes him override this with Dekaja instead. That sounds nice but its actually kinda slow and ineffective! Also means you're going to tank a ton of damage anyway.



Especially since his second turn here is usually, but not always, either Mind or Power Charge. Needless to say, he will never follow up a Mind Charge with a physical attack or Power Charge with a spell.



And, like the other two, he prefers to cast spells from this point on. Feels like he does it even more often when you throw up Earth Repel, since y'know he drains Earth and all.



...Except, he doesn't remember to take into account his own Magic Repel! Which means his spells get blasted back to him, he gains no health out of it AND his own repel is gone too.

Of course, he doesn't *always* use spells here. He can totally use physical skills too which in this case means that he throws Gates of Hell at us. Pretty glad that didn't happen!



And, of course, you can totally debuff him too. Normally this just makes him replace his first action with a Dekunda immediately. Here? It gives us his third phase a little early. Kind of.



See, in both the third phase and whenever you debuff him in the second he opens with Rage instead of anything else.



In this case, that's so he can Dekunda without caring too much. In the third phase, that's so he can hit you twice along with his buffs and Dekaja/Magic Repel. He never gets smart enough to do it to do both of them...



But he does Dekunda and Magic Repel this way. Disappointing but I guess he's too smart for things that directly affect him?



The third phase here happens when he's at a quarter health left, by the way.



Also he gets kind of easier then, since he replaces Gates of Hell with Bloodbath.

...Admittedly he does it twice in a row but still. The instant death chance via Petrify makes Gates of Hell much worse.


End

I realise I just straight up didn't let him enter it, but considering the only efficient way to hurt Genbu is when he's frozen (or by being very high levelled and having insane Mag and Mind Charge) it's better to just twist the knife when you can!



You know the drill by now. This makes three orbs, only one left and you're all smart people. I'm sure you know who has the last one.



Speaking of which, they're over at Ajna so let's go and deal with them at last.



We want the red configuration for this, so we'll just immediately jump into it.



This where the yellow wall we want is after all.



Genbu and Byakko were also behind a single yellow wall, but Suzaku was behind two red ones for some reason. Which is really weird.



Ah well, at least this guy was able to keep himself entertained with the piano here.


Optional Boss: Dragon Seiryu

Hunting ~ Rare Devil



...Well, Long IS part of Seiryu's chinese name. Part of it. The full thing is Qing Long. Closest of the three wrong ones at least.

The easiest way to get to Nirvana... is to devour the last remaining Tribe leader. Hahaha, you saved me the trouble of finding you... Now, you'll be devoured!



Seiryu... tries to be the hardest of the lot. He's actually the easiest though. Because he's a predictable joke. Because of this, we don't have to give a poo poo about anything he does because he's the only one with a fixed pattern.



So a Taunt and two Tarukajas now. Seiryu DOES resist physicals, but only in the same way that Byakko does. It's really not a problem at all and since he absorbs Ice that's for the best because he can't be frozen.



Come Seiryu's own turns, he shows his limits immediately. His first turn is always two Makakajas in a row.



And then a Mind Charge of his own. It's really obvious what's coming next...



So we just Taunt and 1x Tarukaja this time around. Putting up an Ice Drain shield instead of going to +4 Attack.



Seiryu opens with Mabufudynes when he goes on the offense. And absolutely nothing else.

This sounds like it could be a problem if you don't deal with his buffs but!



Since we throw up Ice Drain and he doesn't care, that comes out as if he just cast Mediarahan on us. How generous.



Of course, if we don't throw up drains and instead buff our defence and cripple his offence instead, the damage gets a little lower but could still hurt a lot.



Since the only stats here that really matter are our strength vs his defence, the third turn for us consists of Power Charge, the last Tarukaja we need and then skipping a turn to smash Seiryu's face with Executioner.



Nicely enough, just a single Executioner here won't push him to stage 2 of the fight. Unless, y'know, it crits. And if he gets a third turn in phase 1, he uses to cast Dia twice.



Much like Ananta, this is just a generic low and bad Dia. Not sure why he even bothers.



At least he follows it up with Debilitate which is something I guess. Could maybe miss with an Executioner now, but I wouldn't count on it.




But, now it's our turn to feast!



Phase 2 is a bit different, or at least adds something a bit different. Normally he Tarukajas here, but since he's at +4 Attack already he uses HP Thief instead.



It, um, doesn't matter anywhere near as much as Suzakus though. It technically heals more (sometimes) since he does it twice but the damage isn't as good so he has to focus fire to pretend to matter.



And, of course, he now has Power Charges too. It's easy enough to guess which is coming; Tarukaja leads to Power Charge and Makakaja leads to Mind Charge.



His main physical attack is Revelation which is potentially an okay threat for its Mute added effect.



It doesn't really matter too much and with +4 Defence, its damage is mitigated a decent chunk too.



If he gets that off successfully, he follows it up with a not-Charged Mabufudyne.

Likewise, in phase 1 if you survive his Mabufudyne and don't drain/repel it then he follows with Revelation.



Since he adds physical now, and highlights very clearly which is coming and when you can just add Phys Repel (Attack Mirrors in this case) instead of Ice Drain where appropriate.




No... This... can't be!



Seiryu's third phase is basically more of the same but with a couple quirks to it. Since he entered it with a Power Charge, he got confused and tried to Power Charge again.

Seiryu is not bright.



At least he's smart enough to add Dekundas at this stage. If you sit around for ages and let him have the chance to do so.

No Dekajas though! Or at least none that he ever bothered with in the several attempts I had trying to get him to do something different.



He doesn't really run on a pattern in phase 3 so he doesn't heal and Debilitate at fixed times. Instead he just Diaramas twice whenever he feels like it and then Debilitates.



At least this way he gets back a not-poo poo amount of HP. He's finally trying!



He even throws out Taunts of his own at this point. This seems like it could hurt since he does his charges and leaves them for a while sometimes now. He doesn't always follow them up immediately now.



Since he Taunts now, he can actually really hurt with those Mabufudynes jeez.



He also sometimes spend a turn both charging and attacking. He'll open with Rage and then -Kaja twice in a row, use the relevant Charge and then IMMEDIATELY hit you with Mabufudyne or Revelation.

...I think he might actually only do that if you drain/repel something in the third phase but I swear he could do it regardless. Still no matter how many times I tried to test that to get him do it, he always ended up killing himself in the process. :v:



So, that's Seiryu. Tries to be intimidating and threatening but in the grand scheme of things is actually secretly the biggest pushover in a loooooong time.

Go figure, huh?


End



And with that, we have our fourth and final orb too. Now that we've gotten all four, we can put them to use and just in time too. All four of the Si Xiang were pretty focused on devouring us to reach Nirvana, and Seiryu was kind enough to let us know that's because of Huang Long...



...wait hang on these two were not here before




Sir, may I ask you something? You've... been inside there before, haven't you?
That building? ...Yes.



I want to meet him, but I totally freeze up when I try to go inside.
Squeee! Maybe he'll give me his phone number!
--? His what? What are you talking about?

There's a demon with "beautiful silver wings" inside Ajna? Well... that's obviously not going to be Huang Long since he doesn't exactly have wings at all.

And Huang Long had a predilection for Nirvana...



So he's probably at Sahasrara. Easiest way to tell for sure is to just go and find out.




I d-didn't... talk, but... this is what... he did to me...



...Okay, that almost definitely IS going to be Huang Long. So we have him somewhere in the temple and someone with beautiful silver wings at Ajna.

Well, we'll deal with the temple second because I'm not climbing it three times. So back to Ajna we go!

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Semi-requisite weekly not quite dead yet post. Have update actually half-done already; meant to finish it today, but I kept getting distracted by, uh, Strange Journey instead. Probably finish tomorrow and post on Tuesday.

...Gonna try and put an end to these constant delays sooner rather than later. The entire cause basically boils down to me being a lazy buttface so that should be easy to fix at least.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!


Alright, so we're heading right back to Ajna immediately. Trying to find this strange demon with beautiful, silvery wings and all. In order to get him to appear in the first place, we do need to speak with the two ladies outside the base proper.



...And in order to get THEM to appear, we need to have beaten all four of the Si Xiang and have the Red Ring. Just beating Orochi isn't enough on its own.

Anywho, once all that's done, we just go to the white configuration.



Thanks to Ajna being really small, it's quite easy to actually find this guy.



And he just so happens to be hanging out in the courtyard.


Big Battle ~ Prelude



You bastard! Did you... Did you devour Laura!?
No, I didn't do it.



We can also totally just lie and tell him we did, but unsurprisingly that leads to the same thing:



The random newbie opts to try and murder the crap outta us. Sorry dude, but you gotta die now.


Optional Boss: Aerial Metatron

Big Battle



Alright, so our first optional boss du jour is the highest ranked angel bar none.



As you would expect, he does quite like to Dekunda if you try to debuff him too much. Too much can be -4, -1 or anywhere in between. He doesn't do it too often but he can spam it a lot if he feels like it!



He also DOES Dekaja sometimes. But the emphasis is on sometimes. He won't do it too often normally, and on average maybe only once or twice a fight. You can buff pretty freely but if he does get Dekaja happy, he gets VERY Dekaja happy.



Also, from Power Charged Executioners, he takes around 2.5k damage on average (at +4 Str vs -2 Def). Considering he has 16,500 that makes it pretty easy to slice through him.

...Resistances? Oh, uh, Metatron kinda has none. Not really. Immune to light, dark and ailments, sure, but that's just regular boss stuff.



Attack-wise, he mostly likes to spam either Mahamaon or Maragidyne. Neither is a particularly big threat, so there's not really much of a need to worry about setting Null Expel on everyone or anything.



He also does sometimes try and smack you upside the head with a Revelation but its only more of a threat for the chance to Mute.



...Y'know if you still don't have Null Mute by this point anyway. Its damage is quite underwhelming, especially since by the time he bothers to try it you'll probably have a decent number of Rakukajas in play anyway.



After he drops below 10,000 HP, he does change things up a bit at least. Mainly picks up a couple nasty new tricks.



For instance, at this point he'll Makakaja twice in a row. If he was at -2, this is a good time to Debilitate to push Magic down to -1 again and everything else to -3.



Of course, he'll also try and Megidolaon you sometimes. It's not very threatening on its own though.



It's also in this middle stage that he picks up his unique spell. The fire of the mountain where Moses received the ten commandments is sort of threateni-



...oh. :saddowns:

See, Fire of Sinai IS actually a really dangerous and potent attack. Problem is, its random Almighty damage. So it could ruin you or it could hit one guy once.




N-No... I...

Once he hits critical, Metatron changes things up again.

This is beginning to sound awful familiar.




Lau...ra...

At this point, he'll let you know when he's going to prepare something nasty. This line of dialogue occurs whenever he's going to double Makakaja... sometimes...



And immediately afterwards, I hope you're Rakukajad and he's either been Debilitated a lot or at least Dekajad! Because he'll Mind Charge and IMMEDIATELY...



Hit you with a powered up Fire of Sinai. If he's at base Magic and you're at 4x Rakukajas this can still deal a ton of damage.



And, of course, even a Mind Charged Megidolaon can get VERY dangerous!



But on the whole, he's really not all that threatening unfortunately. Kind of a shame considering he's, y'know, Metatron.


End

Ajna



The reward for this one is the Seraph Quill and... I'm sure you know where this is going by now.



Right into the Terminal to give us the Gyokuza mantra.



In terms of offence... Gyokuza is probably the best mantra. Fire of Sinai is relatively cheap for a Mega damage Almighty attack that hits multiple times. It has the potential to deal the most damage out of every attack in the game which is nice too.

Repel Expel and Death are nice but they're not massive game changers like Repel Element could be. They're also not really worth it but it could always be worse...




*sigh* Major bummer. I'm not sure my heart will ever recover from the shock.
Come on, cheer up. Let's have a sleepover and eat ice cream until morning.
--? What are you talking about? ...Sounds fun, though.



So back to Sahasrara it is. And, of course, getting the guy here to appear we need to beat all four of the Si Xiang and talk to the Embryon redshirt outside who had the crap beaten outta him.

Spider's String ~ The Second Movement



We'll also take this opportunity to highlight just why having to run through the temple more than once sucks. There are four Large Terminals so it doesn't sound too bad. #4 is the highest in the place, of course.



That drops us off at just after where Garuda and Jatayu's boss versions were. That still leaves a lot of the dungeon to crawl.



So, at 12,530ft there's a couple of "secret" areas that I skipped past. Mostly because, uh, I couldn't remember which one led to the boss fight and which ones didn't.

...What? I can't exactly be expected to remember absolutely everything!



The map is kind enough to sort of indicate by proximity that you might just be missing something. And since this is a teleporter heavy area...



This one just leads to an unnecessary Revival Gem and the one small terminal we skipped over before.



So on the other side of the first area, there's another teleporter that flings us through a wall.



Sadly, this one just leads to a Fusion Cell. Not even a healing terminal here or anything.



That just leaves one in the next area of the floor. It doesn't seem like there's anything here but that's how you know its the right spot!



The wall is an illusory wall and it has a teleporter sitting behind it.



That one flings us through the wall to the east and drops us off exactly where we want to be.



Face-to-face with a red wall. Pretty safe bet that we've found it!



If that's not enough, how about a roboguard who's been obliterated?

Which is incredibly unimpressive but it fits the pattern.



As does the "hey there's a boss fight here!" message. Well, let's go.


Big Battle ~ Prelude



Is it the members' strength... or is the leader's...? I will learn as we battle.



Optional Boss: Dragon Huang Long
Note: because of this fight's dumb gimmick there are parts of this video just removed wholesale - you are missing nothing...

[ Optional Boss: Dragon Huang Long (Full)
but if you really want to see the full 10 minute affair including the dull bits just to see what nothing you missed here you go



Hunting ~ Comrades



So, Huang Long is the only boss of this entire cavalcade of optional ones to get the initiative. He always gets the first action in this fight and that's actually a minor problem. See, the first like three turns are the hardest part of the fight!



Because he can do basically anything he likes and there is absolutely no way to prepare for it. An opening Mamudoon or Mahamaon are very rare but totally possible.

Hell once I had him open with two Megidolaons in a row. That was astoundingly unlikely to happen but it did anyway!



...Although a Mamudoon isn't as threatening as it sounds since Huang Long kinda sucks.



Mostly he'll just use his eye lasers to shoot you once and then Tarunda at the start though.



His second turn is exploitable. See, Huang Long (like all the recent bosses) switches phases throughout the fight but not at HP gates. He starts in a support phase which he's only in for 3 turns and its the only one where he can Dekunda and Dekaja.



The trick is that he will ALWAYS do it if there are any buffs and/or debuffs in play. So if you spend your first turn abusing that he becomes much easier already.

He'll also only do it in the first two turns of this phase.



His third turn (and third turn in the support phase period) is always a Celestial Ray opener. He doesn't care about buffs or debuffs here.



Celestial Ray is Huang Long's big unique attack. It deals Mega tier Almighty damage but hits everyone once. The real catch is that it can inflict any and every ailment in the game.

Now, ailment in this case means stuff that Cielo is weak to. So Charm, Poison, Mute, Sleep etc. are all fair game. It will never inflict Curse or Stone.

There are ways to make this completely unnecessary but you only really need Null Mute, Charm, Panic and Nerve to completely shut him down. Sounds like a lot to cover but it's actually not an issue. Don't exactly need a lot of attacks here.



See, Huang Long's main gimmick is... that he's a barrier changing boss. Everytime this message appears, he switches around to one of four elemental phases; Fire, Ice, Force or Earth. For some reason he doesn't have an Elec phase.



Point is, which one he uses and when is random. He likes Fire the most it seems but that's not a problem. The problem is that he resists everything when he's in these phases. The sole exception is the element he uses. Which he drains, of course. He does not give himself a weakness to its antithesis this way either.



And the only way to know which one he's in beyond throwing spells at random is to see which one he uses. And he only uses the Ma-dyne too. This sounds like a problem since he very, very rarely uses spells but its not really.



Remember that he can only Dekaja and Dekunda in the support phase. He cannot do them in the elemental phases. You can chill at +4 in everything and drop him to -4 in everything and he still won't do it.



He'll try and debuff you with Tarundas, Sukundas and Makandas (no Rakundas though!) sometimes but Makanda is like a free turn since it doesn't matter.



Of course, he can buff himself but only in very limited ways. And by limited I mean Tarukaja very, very rarely and Makakaja slightly less rarely.



Now, when I said he resists everything in this phase?



That includes Almighty. Huang Long is one of like three enemies to resist Almighty.



He's not QUITE as resilient as Genbu was when it comes to Physicals, but he's still very tanky. This is at +4 with Power Charge vs -4 and that still came out as sub-300 damage.

For reference, he has 20,000 HP.

So, what do you do then? In his support phase he might not be as resilient but you're better off gaming his AI then. He also only enters it when its the start of the fight and sometimes after a very special other one.



Not this one, though. When he pulls out a scream (as noted by the !! at the end), he's entering whats best thought of as his all-out-attack phase. He's not elementally inclined here, he doesn't dick around doing nothing of interest...



And instead focuses on doing an all-out-attack by trying to blast you every single turn with Celestial Ray.



...The problem for him is that when he does this, he doesn't just lose the resistances. He becomes functionally weak to everything (except light, dark and ailments obviously) without actually being weak to them. Essentially he takes double damage which is how you can do stuff like this.

The problem for you is that when he enters this is completely random. If he does it too early, you won't be prepared enough to handle it and you will probably die. If he does it too late, you're spending loving ages sitting around doing nothing because he can't hurt you and you can't hurt him either.



And when he leaves it is equally as random. He can stay in it for one turn. He can stay in it for five. Choice is his alone. Whenever he does leave it, he'll always enter a perfect-defense phase. This is the only time he does it and he never switches to anything else after attacking.



And when I say perfect, I mean perfect. He takes no damage at all from anything. Physical, Magical, Almighty... he doesn't care. Immune to the lot.



After this, his phase change is random again. Might be an elemental one, might be all-out-attack again... might be support. Usually it's support since this is the only time he can switch into it. And if he does then he'll Dekaja and Dekunda immediately.



And there's the problem with the fight. You can slowly chip away but until he lets you, you can't really hurt him. You do not get to win until the game decides that you do so. Which can take a very, very long time. It's entirely down to chance and that's just no fun.



To say he's one of the three final optional bosses (four if you count Beelzebub) that's quite disappointing. A fight that comes purely down to a test of patience rather than skill or anything is just boring.



You might disagree with that and think that trying to survive in the interim is fun and challenging but, again, you can fully buff and debuff and there's dickall he can do about it. No matter how you slice it, Huang Long is a badly designed fight.


End

Spider's String ~ The Second Movement



And then to make things just a little more annoying, you don't get your reward immdiately. You have to run a little bit further in first. There's no point to it. There's no random encounters here, no actual danger, no threat at all.



Just an extra room and a redundant red wall. Why is this even here? You can't get to this room without it, and you can't exactly lose it before now so it's just needless padding.



Our reward for all this is the Golden Orb which, yeah, gets us yet another new mantra.



And the Five Gods mantra is not worth the hassle, frankly.



Phys Absorb is so pointlessly niche I'd rather they didn't bother. Celestial Ray is the most expensive non-combo skill and its not really deserving of the cost. It hits pretty hard, sure, but it hits once and maybe sometimes inflicts random ailments.

It gets outdamaged by Fire of Sinai. It gets outdone in added effects by Death Flies. It costs 2 million macca for a bad skill and a useless passive!

But, hey, it's alright. No need to buy it anyway; never gonna use it so just save your money for something more useful.

Plus, y'know, we've only beaten two of the de facto final three optional bosses. Our final one is going to take us back to A--


























Alright, so, we're at the top of the Karma Temple. We're given a prompt before we dive through the final door and meet what lies within...

Let me think.
Is there something on your mind, or are you afraid? There's a reason we'd gotten this far, and received the help of so many others. Don't forget that.

That's a good point, so just need to make sure I'm fully healed, make sure I've got everyone's skills setup and now...

I'm ready.
So am I. I'm sure Heat, Argilla, and Cielo feel the same way. Let's go, Serph.

Lotus Aura fucked around with this message at 03:26 on Feb 24, 2015

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!

Tallgeese posted:

Also, the reason Huang Long gets no Elec is because he's emulating the Four Gods. There's no Elec god in this one.

Huh, that... actually makes sense to a point.

Dunno why I never thought of it (other than "I'm an idiot") though!

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Oh, there's no reason to doubt that I'm going to fight Him; that's been on the agenda since day 1. Plus, y'know, a paragraph of wordy bullshit doesn't fully encapsulate just how fun it is.

Before that!

I do have the last main game stuff recorded and mostly written (and it didn't take a week and a half either), but Youtube is being a butt and not letting me use the final video because of its length, despite my account being verified, since it's now inexplicably claiming otherwise. :shrug:

Edit: like this isn't a particularly major problem and I could deal with it in a myriad of ways but I'm lazy and don't like doing things differently where I don't need to.

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Both fights at least have One Weird Trick that makes them a complete joke.

I, uh, I won't be using it in the other fight (aside from briefly to show it off of course) because it makes it too dull. oops i guess i forgot :v:

But we'll get to that when we get to that. For now, update incoming...

Lotus Aura fucked around with this message at 19:14 on Dec 21, 2014

Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Spider's String ~ The Second Movement



After speaking to Gale and coming through to here, we can no longer turn back. We have only one way to go now, and it's further up.

The Top Floor

Silence



And when we do so, we're attacked by a rogue penultimate cutscene.



Angel might not have been around when Sera reached the top of the temple, but she is about to pop in...



Her method of travel is identical to when we first/last saw her too.



Well, except for the giant light pillar. That's a bit different.



It's also way too bright for Sera to look at. The Rakshasa back there gives no fucks though.



...Huh, that doesn't look like Angel. Too human.


Maelstrom

You caused me quite a bit of trouble.



Is it just me, or does she look... familiar?

If I go back, will you leave the Junkyard alone?
I do not like wasting time. Do you really think I'd agree to that, knowing what I plan to do through you?





Rakshasa is very clearly not amused here...



And Sera's even ballsy enough to use him to threaten her own life to get Angel to leave!






However...





...yes, that is sanskrit floating around that little virus ball

...no, i do not know what it says!



And it's a pretty powerful virus ball, since it makes Rakshasa freak the gently caress out and start to vibrate.



Because he's disintegrating! Jesus christ.


Since you show no signs of regret, I'll make this simple for you...





Angel has the better hand by far here and she knows it. Goddamn.

Silence

Meanwhile, just a little lower in the temple...





Before we can ponder the hexagon cloud things, the Karma Temple... no, the entire Junkyard begins to shake. Violently.



The actual clouds higher up begin to part ways...


What the hell?



And the ENTIRE JUNKYARD is being disintegrated rather quickly in the exact same manner Rakshasa was.



Everything is disappearing. Nothing is safe and none shall remain.



Regardless of whether it was the best place for defence...



Or the best place for offence.


Whoaa! Dis don't -- dis don't look good!

End

Spider's String ~ The Second Movement



Our comrades are still down there!

Since this is the last time we can, we'll see what everyone else thinks about the world literally ending before their eyes!



If we don't hurry, den we'll be erased too!



It... can't be. I trust Sera.
Who else has such power? What could have happened to Sera...? ...Or, are you suggesting someone as powerful as Sera is responsible?



Can't you tell!?

Ah, Heat. Ever the one-track mind.

And basically right past him is our absolute very last time to heal, switch skills and use all those Noises I've been hoardi- pffft ahahaha yeah right. Let's just go do this thing.


End of the Junkyard
just watch this instead if you can - its pretty long because its like 3 cutscenes, the final boss and the credits!!

Silence





...How does one "delete" a person?



And as if to just put that off for longer, the gang turn up right at this exact moment.



Angel is in no way bothered by this, though. But now that she's here...



Gale sees the enigmatic crying lady
again. Fortunately, this time it has purpose beyong being weird and foreshadowy.



Namely, it helps Gale realise that he straight up lied to us before and that he DOES know Angel!


Thank you for coming. I intended on bringing you back but plans have changed. This matter no longer concerns you, so why dont you be good little children and leave?





Stop them.



And just from that one little sort-of command...



All five of the Embryon are frozen in place. Try as they might, they can no longer move...




Watercrown



Don't... you can't...



Despite being frozen in place, both Serph and Heat push against it and do slowly begin to move forwards. Very, VERY slowly.

Please stay back... Stay where you are, Serph.



But, it's in vain because just from blinking Sera adds extra pressure...



And forces them both to the ground.



Despite this, Angel is surprised by something...



Serph has too much protagonist in him to be stopped here. He pushes forward regardless, and in doing so his Atma is slowly being utilised.


Please stop, I beg you...







A demon epitomizes Karma in its simplest form. That should not be wasted. But, your hopes and beliefs are utterly worthless.

Silence



Well, there's a mistake if I ever saw one...



Because the gloves come off and Serph immediately goes full Varuna.



But, of course, it's not like he's the only one here who can transform.



Angel can too apparently and she has more control over it, only morphing one arm.



It's enough to parry Serph for the time being and force him to back off slightly.



did i mention before that mary elizabeth mcglynn is loving fantastic as angel

because she is



Anyway! Now the rest of the Embryon can move freely too.



And because they can, that means it is time...




Time to fight Angel after she's fully transformed!

Boss: Onmyo Harihara

Hari-Hara
hey look its one of the best three four tracks in the first game click it click it click it



So, Harihara gets her own unique race and its just for this one fight. Onmyo means that she is the God of Yin and Yang (its short for Onmyōdō which means "the way of yin and yang") and that makes perfect sense here. Harihara is the unity between Shiva and Vishnu who are the functional antithesis of one another. It's also derived from their names, as Hari is one of the many, many names of Vishnu and Hara is an early name for Shiva.

This is actually replicated in this fight with Harihara switching between two forms throughout the battle. She starts in a slightly more timid stage that functions as the Vishnu form. Before we see what it does...



We'll immediately send her packing to the Shiva form instead. Each form has 1000 HP but with a catch. She doesn't transform immediately; instead its done as a free action at the start of her turn. This is actually clever and prevents you from steamrolling her paltry 4000 HP in a single turn or two.



also the initial/vishnu form has dekaja and dekunda just so you cant do that too

the shiva one inexplicably doesnt so i guess you could blitz the remaining 3000 here



But I wouldn't recommend it! The second form is all about the offense; Genocide is nowhere near as impressive here as you would expect.



Its damage is based on her HP and she only has 1000 for all it cares so its actually pretty crap!



And since that's all that form gets to do, we'll switch back to Vishnu and... well, huh. Vanity is actually pretty bad potentially. It's like Celestial Ray but without dealing Almighty damage, so you might think it can trigger Cielo's weakness. It can't.



It does, however, still throw around the chance of any and every ailment. Same conditions as Celestial Ray, so no stone/curse/instant death here.

This is probably one of the more threatening things that could happen in this part of the fight.



Speaking of, here's a quick rundown of everything else she never got to do. Shiva-form can use all 5 elemental Ma-dynes. Only the Ma-s though; none of the single target variants.



She can also drop an Executioner which sounds like it's going to be seriously lethal and deadly.



But, y'know, this is after 2 Rakukajas so it's not that threatening. Also she doesn't charge up or anything.



...wait what

Vishnu form can use Hunger Wave. That's a bad thing!

it means ravana was completely worthless and not unique at all poor guy



Also, y'know, it's only done here because Sera's here too. Song of Grace is still the only way to cure it.



Now, of course, where'd the fun be if they didn't have unique skills? These are also how where the Shiva or Vishnu form ideas come from; Vaikunta here is short for Vaikuntha-loka which is the eternal home of Vishnu (and Lakshmi as his consort).



Here, it just deals a crap amount of Almighty damage and has a chance to petrify dudes.



Bhairava is a form of Shiva associated with absolute annihilation. It was created when Shiva got pissy with Brahma for stepping all up in his territory and wanted to kill him. It worked.

(i realise i am over-simplifying some of these a lot)



Here, it deals a loving ton and a half of Almighty damage. It's probably going to slaughter the poo poo out of whoever it hits... unless that little survival thing there happens.



There is a VERY small chance of this happening from any attack that would kill you. Instead, whoever was meant to die endures it and survives with 1hp. This also has the drawback of forcing them to revert to human. There is a passive called Close Call which claims to make this happen. It doesn't; it just makes it more likely.

its never ever ever worth using




You shall not escape this purgatory!

Anyway, Harihara here is super underwhelming. Has 4000 HP (functionally), and alternates between forms every 1000. After beating Shiva the second time, this stage of the fight ends.



But, of course, this IS the final boss we're talking about here. Ravana got two forms and he was basically some chump who was overhyped by the game to hell and back.



So, of course Harihara has an actual full on second form as well and unlike Ravana's it doesnt make her easier.



...Well, not directly. She IS laughably simple but for different reasons than Ravana.



It also does away with the "switching between two forms" thing and just mixes the two.


Final Boss: Onmyo Harihara (and 6 Cores)

Hari-Hara ~ The Second Movement
not as good as the first phase but its not too shabby either



So, Harihara here is a bit different to almost every other boss we've fought. Like Huang Long, her resistances kind of shift around during the fight but there's a catch.



First off, your buffs from the first part of the fight carry over to this part. Debuffs presumably do as well, but I always leave them to til now just in case.



So, Harihara at present reflects almost everything. Physical, Fire, Ice, Elec, Earth and Force are all repelled.



Harihara and her 6 cores here also massively resist Almighty.



Speaking of the cores, their offense is none-too-impressive. They use single target Dynes of their relevant element, or multi-target... mid tiers. So the one here that casts Bufudyne can alternatively cast Mabufula. Exciting.



See, the cores are an intrinsic part of the fight whether you like it or not. Each one is associated with an element, it repels that one by default and is neutral to the others. So long as one is alive, Harihara also repels that element. Getting rid of the Red Core makes Harihara vulnerable to Fire, for example.



The ideal way to handle this fight only requires TWO attacks. A single target of one element to get rid of a core, and a multi-target of the other element. So, if you want to prioritise Fire here, bring, i'unno, Bufudyne and Maragidyne. You win on the spot.

Defensively? Pffft, ahahaha. Get rid of the cores, and you can bring in anyone with any weakness uncovered. It does not matter one iota. There is no reason whatsoever to worry about having multi-element coverage here.

Since Serph is punchyman, I went for Revelation for my multi-target hitter.



Needless to say, it is quite effective!

...Each core has 450HP for reference. Harihara's is around 12,000.



Now, Harihara herself only gets 1 action. There is a maximum of seven possible actions in the enemy turn phase, since each Core gets one too. Harihara also happens to spawn in a core at the start of her turn if there is any dead.

This counts as a free action, so it doesn't use her turns up. Which is fair enough; if it didn't, she'd be even easier than she is already or she'd get 2 actions even if none were dead and that'd be too much to reasonably deal with.



When I said "a" core, I meant it by the way. She just spawns the one. And this is why you only need 2 attacks to win. Your ST attack now is used only if she spawns the core you need out of the way. Anything else, and your MT attack both removes the newly summoned core AND hurts Harihara in the process.



Attack-wise, she's not particularly impressive for the most part. She has the usual Dekunda/Dekaja affair which she'll use somewhat randomly whenever theres a single buff or debuff in play.



She also keeps Hunger Wave from the first phase of the fight. It's more of an annoyance here that drags things out than anything actually threatening though.



Her regular attack seems fancy...



But it just pokes everyone for minimal damage. Whatever.



Of course, she also kept Vanity. Needs something semi-threatening I guess.

...Oh and she DOES have a combo attack if theres two or more cores alive at the start of her turn. It just deals Almighty damage to everyone; its a little stronger than Megidolaon but not by much. She just never, ever wanted to do it for me this time though. I even went back and sat around for over half an hour trying to get her to do it and... nope. Even with all 6 cores there, she was more interested in failing to be effective with her regular attack than anything else.



Not really a hard fight, just a long one. For the final boss (...of the first half), Harihara is PRETTY underwhelming! Even if I didn't go out and trash the Si Xiang and Metatron, she'd be pretty simple and not worth worrying about.


Silence



so how about that ending



Fortunately, Angel was more concerned with beating us in a straight fight before (pfft she wishes) to use that virus-y ball thing. Now she remembers she has it and could use it whenever.



Instead, she just keeps it held out of the way up until Serph tries to kill her again.



Rather than block by parrying his attack again, she uses that thing instead.



It... doesn't quite end as she'd like, though. It does create a small explosion, but....



It sends Angel flying right into the side of that staircase.



Serph too, and it even has the added effect of demorphing him...



Only, uh, it also did that. And that don't look good!




Now... Everything will disappear... Nothing will stop it!





The temple itself is now breaking apart, and its not a slow thing either.



Everything around is tearing itself asunder.





I guess Gale trying to save Angel here makes sense, what with constantly seeing her in very brief flashback bits and all.

Speaking of which, when Angel looks at Gale...



She gets one too.



And then does accept his help, because she's actually confused by this. Huh.






Serph!







...well, poo poo



Serph!!



And from Sera yelling that, either as a quirk of the timing or her own doing, what remains of the temple just... explodes.

Surely Again...



The Junkyard is now gone.



What remained had just been destroyed, so now the Embryon, and Sera and Angel are just...



Floating in nothingness.



But, c'mon, you think that's going to stop Sera and Serph from trying to finish what they just started?



They get close. Very close, even.



Close enough to barely touch...



But, we're not exactly here for a perfectly happy ending now, are we?



...that doesnt mean it has to be super kingdom heartsy though




The Rain Stopped


if you watched the video you mightve stopped here there is a bit more post-credits!!

And so, that's (the main part of) Digital Devil Saga 1. You no doubt have some ideas of what just went on, but are probably very, VERY confused and have a ton of questions right now. Just about everything ever IS going to be explained in DDS2 when we get there...



But for now, how about something that looks very familiar. Just... in a weird and new setting.



And, like before, a naked Sera comes out from within. Only this time covered in some sort of tubing and liquid.

Meanwhile, somewhere else...



Serph's found his way to... somewhere and is wearing a very, very makeshift robe of sorts.



He's also having flashbacks to something we just saw mere minutes ago.



Needless to say, he's not happy about that at all. Gonna have to do something about being separated from Sera.

and the other embryon apparently but mainly sera



Wherever Serph is though, uh... to put it as scientifically as I can: poo poo be hosed, yo.



also the sun is a giant black sphere

thats pretty obviously bad!!
















First we have something else to do. There's some stuff I missed before because of being an idiot or skipped over it for convenience. Theres some special mantras I never unlocked that let you do... very, very wacky and stupid things. There's also one - and exactly one - thing that is only available in New Game+ here.



Technically the only thing across both that is absolutely mandatorily New Game+ only. It brings with it a different question to answer. Some fight for law, some fight for justice, some fight for freedom. But why do you fight?

What is your Reason?

Lotus Aura fucked around with this message at 19:56 on Nov 15, 2014

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Lotus Aura
Aug 16, 2009

KNEEL BEFORE THE WICKED KING!
Always something! Should be fixed now, thanks.

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