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ultrafilter
Aug 23, 2007

It's okay if you have any questions.


Percentagewise, about how far into the game are we?

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Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!

ultrafilter posted:

Percentagewise, about how far into the game are we?

About 70%, I think. The plot in this game is incredibly backloaded, so that's why there hasn't been all that much so far.

The update might take a bit longer than expected because GameFAQs, which I use for synthesis recipes, is down right now and I can't find any other sources that just have the special recipes. Sorry, everyone.

Edit: never mind, it's fixed now.

Epicmissingno fucked around with this message at 22:09 on Sep 30, 2017

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!
Part 16: Here Be Dragons

Last time, Euchre collected all ten pieces of darkonium needed to enter the Monster Scout Challenge finals, headed to Celeste Isle and discovered the entrance of the Temple of the Moon.

Music: Ambiance of the Night



This time he'll be entering said temple in an attempt to find the shrine of Celeste Isle. Let's get started, shall we?

Music: Seeking Treasure



Upon going in, we're treated to a cutscene of gates closing. Unlike when Euchre entered the twin temples through the south part of Celeste Isle, though, this gate is blue.



We've actually seen this gate before, although Euchre was on the other side. Now he can finally fight the monsters that can be found on this side.

Music: Monster Battle



Euchre's encountered Phantom Fencers before, albeit in the Xeroph monster arena. They're not quite the same out in the wild, though.



Phantom Fencers specialise in physical attacks, as their name might suggest. First off is Baffling Bonk which as usual can be pretty annoying if it inflicts confusion.



As for their more damaging abilities, they have both Lightning Slash...



...and Shade Slash. Both have the usual 10% extra damage on top of their elemental affinity.



Slowing Slug can be a mild hindrance, again as usual. We've seen most of this moveset before on other monsters, so none of this is really new.



Wisdom debuffs and Stupefying Strike by extension are still terrible, though. This might as well just be a normal attack for all the good it'll do.

Music: Seeking Treasure



Phantom Fencers may well have other abilities to their names, but their moveset is really diverse enough already. Thankfully they don't tend to stick around for long due to their lowish HP and Defence.



Press the button?

Back outside of battle it turns out that the area behind the gate isn't all that big. The only thing around here besides Phantom Fencers is this large button. Since it's the only interactable object around, pressing it is the obvious thing to do.

Euchre presses the button.



Just like the red button in the Temple of the Sun, this blue button opens all the gates matching its colour. There was a blue gate blocking Euchre's progress around here last time, so that won't be a problem any more.



Going along the newly opened path leads Euchre back to the middle section of the first floor. Unfortunately the only staircase up to the top floor, where the other blue gate was before, is on the other side of the chasm. Euchre will have to take the long way around.



Incidentally, gates don't stay open when Euchre leaves the temples. As soon as he steps into one of the entrances, all the gates are reset to their closed positions. That's why these red gates are here even though Euchre raised them on his last visit.



Another thing that's changed since Euchre was last here is these mirrors. As you can see, this one has a red ring around it, meaning that it's only active when he comes in through the southern Temple of the Sun entrance. Euchre will have to find a blue-ringed mirror in order to get to the Temple of the Sun.



The way to get to said mirror is to head to the north-easternmost section of the ground floor, which Euchre visited on his last trip to the temples. There used to be a blue gate blocking access to the room on the left, but it's raised now.



The mirror that Euchre needs is in this room, thankfully. What's it got to say?

This is the Temple of the Moon. What business have you here? ...A-Are you a tomb raider? Oh, I see, I see! You seek the lunar tablet. Well, you'll have to visit the Temple of the Sun then.



How very helpful. Euchre's already passed through the room he's transported to in the Temple of the Sun - it's the one with the pressure plate that he activated last time he was here. The way opened by said pressure plate isn't the way to progress, though - Euchre would just be blocked by a red gate - so instead he heads south.



There's a monster along the path that wasn't here before, and that's because it's a bit of a rare spawn. I didn't think it was available until Euchre reached the north side of Celeste Isle originally, but that's untrue - it's entirely possible to find it on Euchre's first visit.

Music: Monster Battle



Notso Machos are fairly annoying to fight due to their large reserves of HP. They have a bit of a weird moveset which makes them somewhat dangerous, too.



Sandstorm is the usual annoyance to physical attackers. Since Euchre's planning on scouting, that means everyone.



This ability, though, is much more interesting. This is Boulder Bash, the second tier of Incarnus-only Earth attacks. The only Skills that teach it are Cluboon and Cluboon II. Why wild Notso Machos get access to it is a mystery, but whatever the case it hurts quite a lot. Wildcard is healed by it, though, thanks to his elemental affinities.

Music: Seeking Treasure



Scouting this one is a bit of a pain, even with two Psycho monsters. It's mostly due to Sandstorm, though.



Having obtained all the potential monsters of the Celeste Isle temples, Euchre heads straight to his destination - the top floor of the Temple of the Moon. It's a simple task to get up here, although he has to go through the Temple of the Sun to do so. Just follow the path where the lights used to be, then go through the chamber of the Great Looking Glass on the top floor.



With no blue gates blocking the way Euchre can head into the other room on this floor, which contains a similar lever to the one that he pulled before. No prizes for guessing what this one does.



Yep, it opens a door on the ground floor. Who'd have thought?

A strange voice seems to fill the air...

Behold! The answer lies at your feet. The lights will guide you on your path.

We even get the same disembodied voice telling Euchre where to go. I get that the temples are mirrored and everything, but this is just boring.



The path down to the tablet is pretty similar, too. Just head down the stairs and follow the only path available.



There's another pressure plate door here in an attempt to liven things up a little, and this one leads to the room with the blue-ringed mirror. From here it's a simple matter of looping around the edge of the ground floor...



...and going through the first opening that it's possible to go through. The tablet is straight ahead after that.



Again, there's no reason not to take the tablet, so that's just what happens.

Euchre obtains the lunar tablet! A disembodied voice speaks...

If you would climb higher, follow the shining path...

Great, more backtracking! Except that's not really the case, because Euchre can just cast Evac to get back to the Great Looking Glass's chamber. It's outside, after all, so it counts as a checkpoint of sorts.



Place the lunar tablet on the altar?

There's only one option for putting the lunar tablet in this time, so that's where it goes. Simple enough.

Music: None



Upon putting the lunar tablet in its rightful place, the ground behind the Great Looking Glass starts shining with a symbol of the moon. Light appears to be coming out of the mirror, too, but it's a bit difficult to tell from this angle.



Once more, I shine with the light of the heavens! At last, I can fulfil my duty... ...by sending the Incarnus to the Nexus.

The seals fall away from the doors facing the Great Looking Glass!

This allows Euchre to go through the doors leading to each side of Celeste Isle. It's a nice shortcut for crossing the island, and it also allows for easier access to the upper floors of the two temples. Very nice!



O mighty Incarnus, I shall transport you to the Nexus!

Also, in case it wasn't clear already, the places where Wildcard has gained new forms are called Nexuses. It's not particularly important, but it's definitely better than calling them shrines - that could mean all sorts of things, after all.

Music: Ambiance of the Night



After listening to the Great Looking Glass's spiel, Euchre is teleported to the smaller island off Celeste Isle without even being asked for permission first.



Thankfully there's a mirror just behind him that will let him return to the main part of the island if he wants, but that's not important right now.



What is important is that there are treasure chests to loot. This blue chest contains exactly what you think it contains...



...sort of. Now that Euchre has all ten crystals that he needs, there's no longer any cutscene for collecting one. Any darkonium crystals on top of the required ten are sent to Euchre's bag where they will remain until I remember to sell them. That's all they're good for now.



The red chest, as usual, contains an Yggdrasil Leaf. It's unlikely to see much use any time soon.



The main draw of this small island, of course, is the door here that leads into the Nexus. It's time to get Wildcard's fourth form.

Music: Sanctuary



Or it would be if this hallway wasn't here. Fun fact: Evac doesn't work in any of these hallways, or the innermost rooms themselves. I have to assume that it's because they're actually all the same rooms to save on memory, and what happens in them is determined by where they're entered from. There's another reason why I think that, but it'll have to wait a few updates.



Whatever the inner workings of this game are, it's time for another boss fight! Probably, anyway. Maybe Wildcard will be able to talk this one down or something.



So we have no choice. Euchre, we must exterminate the beast!

Or, apparently, he can just jump straight to murder. That's fine too.



The dragon roars and attacks!

Music: Boss Battle



The Great Dragon is, er, a bit of a joke. After the horrors of Dr Snap's fourth battle, this is positively tame. It's even one of the synthesis components for one of Snap's monsters, the Black Dragon.



The Great Dragon's normal attack is okay, but it's not much of a problem when most of Team Euchre is almost to 200 HP.



It could still be bad if I get really careless, though, so just to be safe it's getting nerfed into the ground by Weakening Wallop.



With not much healing required right now, I decide to try out Li'l Green's Reheal. This is a single-target spell which causes the target to regenerate some of their HP after every one of their actions.



The graphical effect is quite nice, but unfortunately...



...the amount it heals for is pretty awful. Sure, 10-ish% of maximum HP seems like a decent amount, but Li'l Green could get everyone back in working order in a third of the turns it takes to set the whole party up with this.



Meanwhile, Brickman tries to inflict the Great Dragon with Gobstopper in an attempt to stop its breath attacks. I know it isn't immune - it only nullifies fire breath, ice breath and instant death - but unfortunately the ailment never lands.



The Great Dragon manages to pull off a Cold Blizzard, the third tier ice breath attack, because of Brickman's failure. It's the main problem in this fight, since it does 70-ish damage to everyone.

Thankfully the fight doesn't last much longer.



On the very next turn, after saving up 100 tension and casting Oomph on himself, Wildcard attacks and does truly ludicrous damage to the Great Dragon.

Music: None



Once again, the boss is vaporised on the spot by the sheer force of the attack. That's it for the Great Dragon!



Euchre's reward for his conquest of Celeste Isle is another new ability manual. We'll see what this does after Wildcard finishes what he needs to do here.

Music: Sanctuary



With the sentinel gone, Wildcard is free to walk up to the Nexus's pedestal.



Give me now the power...





The light envelops Wildcard once more...

Music: Sanctuary (Variation)



...giving him yet another new form.



Now nothing can stop us from collecting the darkonium you seek. But still I wonder... Why did they ask you to collect darkonium?



Dark matter is the monsters' lifeblood... It is the source of their strength, the very root of their being.



It's a reasonable assumption that Snap needs it for his monster research, but the amount he must be getting is ridiculous. And, well, it's useless other than that. What's the MSO going to do with it all?

...Ah, forgive me. We do not have time for idle speculation. Then we will go to the final shrine. Be resolute, my young friend.

Wait, that wasn't the last shrine? But Wildcard's forms already cover all four suits! What could the last shrine hold for him, then?

Before we go off to find it, though, we have exciting menu action!

Music: Sanctuary



Wildcard finishes off his Wulfspade Skill at 75 skill points. When he's synthesised again Wulfspade II will be available, but that won't be happening right now.



Upon using the copy of Whistling for Dummies that the Great Dragon dropped, Euchre learns Whistle. This is a very useful ability for grinding, since it immediately starts an area-appropriate encounter upon use. It's nice for saving time over running around looking for monsters to fight.

Music: Ambiance of the Night



With that done, it's time to head over to the last island in Green Bays: Fert Isle.

Music: None



Its location shouldn't be much of a surprise. Funnily enough, CELL HQ is considered as part of Fert Isle purely based on its highlighting when travelling there. It's that spire to the northeast of the main island.

Music: Ambiance of the Night



Fert Isle should be somewhat familiar - we saw it from a distance right back at the beginning of the game, after all. Before checking out the scoutpost, how about taking a look at that ladder?



The crates are back and just as annoying as ever, blocking the way further into Fert Isle. It looks like Euchre will have to take the long way around, but not quite yet. First he has to visit the scoutpost.

Music: Scoutpost



They say the strongest monsters in Green Bays live right here. Many a scout has become lost among the twisting trees and tangled vines of the jungle. When you're exploring, keep an eye on your minimap and remember the way home.

This is remarkably useless advice. The minimap isn't all that helpful most of the time, and on Fert Isle in particular the whole thing basically looks like a large green and brown smudge with a river running down the middle. There's no reason to remember the way back, either, since picking up Zoom is mandatory and it costs nothing to use.

Maybe someone else around here will have a helpful contribution.





It looks like Euchre's getting famous. What harm could possibly come from signing an autograph?

Euchre signs his autograph.

Awesome. You're going to be really good, I just know it! I thought I'd better add you to my collection while I still can.

Although that wasn't particularly helpful, it's still nice to get some recognition. How about someone else?



But there's a great big door at the top of the island. There is a series of chambers inside, kind of like a shrine.

If it's anything like the other Nexuses, a large, out-of-place door is a pretty good indication of its location. It looks like Euchre has his next destination.



Before leaving the scoutpost, Euchre checks out the shop. The big new item here is Multi Medicine, which heals 30 HP to all of Team Euchre. It's kind of awful at this point in the game as well as fairly expensive at 600 gold coins.



The weapons on sale here are the best available for purchase right now, but they're still not as good as what Team Euchre has already with the exception of Li'l Green. With his role as healer, though, strong weapons aren't particularly necessary.

So what's next on the agenda? Starting to explore Fert Isle, perhaps?

Music: None



Er, no. Euchre's going to look for an uncharted island. This is the last new one, but there's one that Euchre needs to revisit to finish getting everything there.

Music: Island



This particular island is exclusively inhabited by dragons. Four of them, to be precise.

Music: Monster Battle



The first encounter that Euchre gets into on the island has two of them. Meet the Argon Lizard and the Frou-Fry.



Argon Lizards are arguably the more threatening of the two, but they're still not all that good. Venomous Volley is the more dangerous of their abilities, since being inflicted with Envenomate is nastier than the alternative.



Said alternative is Poisonous Poke. Remember that Poison does half the damage of Envenomate. Why Argon Lizards have both these abilities is beyond my understanding.



Frou-Fries, meanwhile, attempt to stall for time with Sandstorm. It's more of a mild hindrance than anything else, although it makes a good combo with Envenomate - if you can't hit anything, it's harder to end the battle and get rid of the constant damage.



I elect to pick up the Frou-Fry in this battle since, unlike Argon Lizards, they're unique to uncharted islands. If I have to leave for some reason, it'll be easier to pick an Argon Lizard up later.



Next up is the Great Argon Lizard. These guys are considerably nastier than their smaller kin.



Deep Breath here is a bit of a weird ability. It increases the power of the Great Argon Lizard's next breath attack by more than double, and as far as I know there's no equivalent for the other damage types. Then again, there isn't really any other way to buff breath attack damage that I know of.



After using Deep Breath, Great Argon Lizards like to set the party on flames with their Flame Breath, the tier 2 fire breath attack. Normally this wouldn't be too bad, but with Deep Breath it hits for 50-ish damage on everyone.



Great Argon Lizards are actually pretty hard to scout - even when fully buffed up, Team Euchre can't hit 50% scout chance. Due to use of save states good luck, though, this one joins up without too much of a problem.



The final dragon on the island is the Frou-Frou, Frou-Fry's larger counterpart. It's roughly equal in power to the Great Argon Lizard.



Like Frou-Fries, Frou-Frous have an ability that inflicts Dazzle. This time it's, er, Dazzle.



They also have Snooze! Thankfully it's single-target and doesn't hit anyone this time.



Kasap is another option that they have, which can be dangerous with their relatively high attack power. They're doing just shy of what the Great Dragon could achieve without it.



Frou-Frous are a little bit easier to scout than Great Argon Lizards, thankfully, although it still takes a lot of turns using Psych Up to get an appreciable scout chance.



Oh, and Euchre picks up a regular old Argon Lizard. Mustn't forget that.

Now that Euchre's cleared out this uncharted island, he's going back to Fert Isle...but not to explore it just yet. Next update, Euchre will be investigating those pirate attacks that have been reported recently.

Extra: The Monster Library

Frou-Fry





Frou-Fries have the Skills Icemeister and Ice Breath Ward when scouted and just Icemeister when synthesised. They have no Traits and are immune to Paralysis.

Icemeister was first found on Frostburns back in Part 6.

Ice Breath Ward is another Ward Skill, so it gives Ice Breath Guard passives - two, to be exact. Magic Miser and Magic Scrooge are also present, and the stat increases are 20 maximum HP, 15 Defence and 10 maximum MP. Again, this is a good Skill to patch up weaknesses if there's nothing else you want for active Skills. It's the same as for most other Ward Skills in that respect.

Argon Lizard





Argon Lizards have the Skills Toxifier and Attack Boost when scouted on a deserted island, Toxifier and Poison Ward when scouted elsewhere, and just Toxifier when synthesised. They have the Trait Escape Artist, letting their scout escape from battles more easily, and are immune to both Poison and Paralysis.

Toxifier was first seen on Dragonthorns back in Part 9.

Poison Ward is yet another Ward Skill. It grants two Poison Guard passives (which also reduce the chance of being hit by Envenomate as far as I know), as well as Steady Recovery which grants the user an innate Reheal status. The stat boosts on this Skill are +30 maximum HP and +20 maximum MP. This Skill doesn't grant Magic Scrooge, but Steady Recovery is still a nice consolation prize. Overall it's still a pretty good Skill for patching up weaknesses.

Great Argon Lizard





Great Argon Lizards have the Skills Breath and Gobstopper Ward when scouted, and just Breath when synthesised. They have no Traits and are immune to both Fire Breath and Dazzle.

Breath is a three-tiered Skill with the same skill point requirements as usual - 50 for tier 1, 75 for tier 2 and 100 for tier 3. Breath teaches the first two tiers of each offensive breath type - Fire Breath, Flame Breath, Cool Breath and Chilly Breath - as well as Blowback and Deep Breath. Breath II moves everything up a tier apart from Blowback and Deep Breath, so it gives Flame Breath, Inferno, Chilly Breath and Cold Blizzard. It also teaches Fire Breath Guard. Finally, Breath III imparts Blowback, Deep Breath and Fire Breath Guard again, but also Ice Breath Guard and the breath attacks shifted up another tier: Inferno, Scorch, Cold Blizzard and C-C-Cold Breath. Overall this is a very good offensive Skill for hitting multiple targets, and it basically gives everything needed for a monster to focus on breath attacks. Consider partnering it with Gobstopper Ward to avoid being shut down completely by that particular ailment.

Speaking of Gobstopper Ward, it grants two copies of Gobstopper Guard as well as Steady Recovery. The stat bonuses from it are 30 maximum HP and 10 Agility. It's basically the same as any other Ward Skill with Steady Recovery, so the same points stand for why you should take or leave this Skill.

Frou-Frou





Frou-Frous have the Skills Cold Sleep and Sleep Ward when scouted, and just Cold Sleep when synthesised. They have no Traits and are immune to Fire Breath, Whack and Dazzle.

Cold Sleep, as the name suggests, grants abilities related to Ice Breath and Sleep. Sadly it only really gives low-tier abilities for the latter; only Cool Breath and Chilly Breath are available. As for Sleep, there's Snooze, Sleep Sock and Kasnooze, the latter two of which are fairly good. For some reason Whack can also be obtained from this Skill, and since it's still at tier 1 it can only hit a single target. The final two abilities from Cold Sleep are Whack Guard and Sleep Guard. Overall this Skill isn't very good, with limited offensive capabilities and a lacklustre selection of ailment-inflicting abilities.

Sleep Ward is the final Ward Skill from this batch of monsters, and it grants two instances of Sleep Guard as well as Able Ambusher. It also gives 30 maximum HP and 10 Agility. Able Ambusher isn't very good, but the Skill as a whole can still be useful for getting rid of Sleep weaknesses.

Notso Macho





Notso Machos have the Skills Berserker and Attack Boost when scouted and just Berserker when synthesised. They have no Traits and are immune to Confusion.

Berserker was first found on Headhunters back in Part 12.

Phantom Fencer





Phantom Fencers have the Skills Wind Blower and Attack Boost when scouted, and just Wind Blower when synthesised. They have the Trait Artful Dodger, are immune to both Woosh and Whack, and are weak to Zap.

Wind Blower gives access to a few Woosh-based abilities, as its name suggests. First off are Gust Slash and Gale Slash, the two Woosh-elemental slashes. They function just like every other elemental slash, so they give a 10% and 50% damage bonus respectively on top of their elemental affinity. Woosh and Swoosh also feature, although they're less useful due to stopping at tier 2, and then there's Woosh Guard. Other than these abilities, Wind Blower teaches some pertaining to Agility - Dodgy Dance, Slowing Slug and Mercurial Thrust. Overall this isn't a bad Skill by any means, but it's definitely not for mages due to the abundance of physical-based abilities here.

Diamagon





Diamagon has the Skill Diamagon (obviously) when synthesised and cannot be scouted. It has the Trait Psycho and is healed by Water, weak to Lightning and immune to Ice Breath.

The Skill Diamagon is very similar to the other Incarnus Skills in that it caps at 75 skill points and then transitions into Diamagon II. The ability composition is very similar, too. Diamagon teaches Waterspout and Geyser for its unique Water abilities, as well as Crack and Crackle for its offensive magic. Frost Slash and Water Guard also feature. As for Diamagon's utility abilities, there are Midheal and Zing, which are both very helpful for healing in a pinch.

As for Diamagon II, everything is shifted up a tier as usual. Waterspout and Geyser become Geyser and Tidal Wave, Crack and Crackle become Crackle and Kacrack, Frost Slash becomes Blizzard Slash, and while Water Guard can't be upgraded Crack Guard is added on top of it. Midheal and Zing become Fullheal and Kazing, two very good healing abilities whose usefulness should not be underestimated. Overall, Diamagon II is objectively the better Skill, and it's one of the better Incarnus Skills because of the sheer usefulness of Fullheal and Kazing in bad situations.


Extra 2: Synthesis Recipes

Frou-Fry + Frou-Fry + Frou-Fry + Great Argon Lizard = Frou-Frou (Rank B, scoutable, not available through generic synthesis)

We've already got one of these, and if you've got a Great Argon Lizard then you've probably also got a Frou-Frou. Speaking of which...


Argon Lizard + Argon Lizard + Argon Lizard + Argon Lizard = Great Argon Lizard (Rank B, scoutable, not available through generic synthesis

This one isn't quite as bad, since if you can't find an uncharted island or aren't strong enough to scout a Great Argon Lizard it's possible to make one from four Rank F monsters. It's just a shame that each of those has an extra synthesis step to get unless Fert Isle is unlocked. Still, the uncharted islands are a better source of Great Argon Lizards.


Argon Lizard + Beast Family = Frou-Fry (Rank F, scoutable, available through generic synthesis)

Not worth it in the slightest. Frou-Fries actually have a lower ID than Argon Lizards, so this is arguably a downgrade.


Skelegon + Phantom Fencer = Demonrider (Rank E, scoutable, not available through generic synthesis)

If you'll remember there was a similar recipe using a Skeleton instead of a Phantom Fencer. It was bad then, and it's bad now. Skelegons are far harder to get hold of than Demonriders.


Incarnus Family + Dragon Family = Diamagon (Rank ???, not scoutable, not available through generic synthesis)

It's another Incarnus synthesis recipe, so the reason to use it should be obvious: getting the Diamagon Skill. There is another possibility, though - different Incarnus forms have different stat growths and caps, so Diamagon may be favourable in that case.


Dessert Demon + Notso Macho = Archdemon (Rank B, not scoutable, available through generic synthesis)

This recipe is, at the moment, not available to Euchre since he hasn't gone back to Xeroph Shrine to pick up a Dessert Demon. It is, however, available through Monster Matchmaking; a Dessert Demon is offered, and a negative Rank C monster is required. Don't forget that generic synthesis is a valid option for this, though.

Epicmissingno fucked around with this message at 23:48 on Sep 30, 2017

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Can you whistle up encounters on uncharted islands, or are they strictly limited?

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!

Glazius posted:

Can you whistle up encounters on uncharted islands, or are they strictly limited?
The monsters on uncharted islands respawn just like everywhere else (Green Dragon and one or two other monsters excepted), so whistling is perfectly fine. I believe the only places where whistling shouldn't do anything are areas where there are no encounters and the Palaish gardens during Slime minigames.

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!
Part 17: A Pirate's Undeath For Me

Ahoy, me hearties! Last time, Euchre bested the sentinel of Celeste Isle, helped Wildcard get a new form from the Nexus it was guarding, and reached Fert Isle. Then he went off to find uncharted islands for some reason and ignored Fert Isle completely.

Music: None



This time Euchre will still be ignoring Fert Isle in favour of searching the seven seas for pirates. Thankfully not much searching needs to be done; the scoutposts' notice boards have all the information necessary for finding them.

As we already know, the pirates are attacking people between Celeste Isle and Fert Isle. Specifically, they attack at night, so the way to find them is to sail backwards and forwards on that one seaway at that time.



It is a mighty galleon, and it's blocking Euchre's way!

Eventually Euchre comes across the pirates' ship. Let's see what pitiful attempts at resistance they put up, shall we?





We'll be takin' all yar gold! C'mon me hearties, throw out the grapplin' hooks!



Captain Crow postures, and Euchre is thrown into battle!

Music: Scout Battle



Not against the man himself, though. First Euchre has to take down his crew. These guys don't do all that much that they didn't out in the wild, although their stats are obviously scaled up to around the same point as a Fert Isle random encounter.

Music: None



Despite being fairly ineffectual, they give out a very large quantity of experience points. This is almost as much as a Metal Slime!



I have to wonder whether anyone's managed to defeat any of Crow's crew before. He certainly seems surprised.

Arrr, ye fought well enough, for a landlubber! For that, I'll let ye live...this time. But next time, things'll be different! If I be seein' you again, you'll taste the point of me cutlass!



That wasn't the end of this particular sidequest, of course. No, there are several more stages to it, each of which having the pirates moving to a different location. Let's see where that is this time, shall we?



It turns out to be the seaway between Domus and Xeroph Isle. This sidequest often has Euchre trekking all the way to the other side of Green Bays to get to the next objective, but this one is right in the middle. Easy.

Music: Scoutpost



Before heading off to fight more pirates, though, it's time for some synthesis! This lot is really boring, sadly, but I might as well show it anyway. Ducktor Cid is finally being synthesised, and he's going to power up Wildcard.



He drops Wulfspade and Hawkhart in favour of Wulfspade II and Diamagon. I prefer the healing of Diamagon to the status effects of Hawkhart, so that was really a no-brainer. I'll probably still never invest any skill points in it, though, thanks to having Wulfspade II.



On top of that, Li'l Green is getting synthesised with a Phoenix Scepter and a Lump Wizard. Again, this is to add to his overall stats - Lump Wizards in particular have ridiculous Wisdom stats compared to other monsters of their rank, and I'd like Li'l Green to have high Wisdom too.



His Skills are remaining the same, since Lump Wizard doesn't have anything I want. I'll probably synthesise him with a Cleanser monster like Chimaera later for undisclosed reasons.



With that synthesis and some grinding out of the way, it's time to look for Captain Crow again.

Music: None



Presumably he's been saying that line verbatim to everyone who passes by, considering it's the exact same one he used the first time Euchre got in the way.



You beat me mateys once, but this time the tide's on our side! You'll soon be joinin' the rest of 'em in Davey Jones's locker!

Music: Scout Battle



Once again, Euchre is thrust into a battle. This one's a little harder, with more diffucult monsters that need to be dealt with quickly - more specifically, the Gargoyle can cast Oomph unlike their wild counterparts.

Music: None



They fall quickly to Wildcard's Lightning nonetheless. Around 100 to everything tends to overwhelm pretty much any random encounter after a couple of turns, and this is no different. The experience payout, as expected, is even larger than before at 1500 per monster, too!



But next time, things'll be different! If I be seein' you again, you'll taste the point of me cutlass!

He said that last time, too. Don't worry, this won't happen again. Probably. And no, we won't be tasting the point of his cutlass for a couple more battles.



Going back to another scoutpost, the noticeboard has been updated again. Infern Isle is only one trip away from Domus Isle, so this is simple enough.



Heading over there is a breeze, although it's a breeze that happens to contain a few zombies. They're easy enough to avoid. A little bit of sailing later...



...and Captain Crow and his pirates that don't do anything show up. Hi, Captain Crow!



It's time to teach you who rules the high seas, arrr! Yar monsters won't save you when yar walkin' the plank!

Music: Scout Battle



What a surprise! More monsters. These ones are pretty threatening compared to what came before, though.



The main reason for that is Oomph, which is always scary. The Gargoyles can use Kasap, too, making them even more dangerous supports.



If they target the Octavian Sentry in the middle it becomes incredibly scary. Why?



Because then they can do enough damage to defeat either Wildcard or Li'l Green in one hit. Having the healer go down is especially bad, for obvious reasons.

Music: None



Thankfully the Octavian Sentry goes down before it can attack again. The Gargoyles are pretty ineffectual without it and are also swiftly dealt with.

Note that the experience gained here is a little off, since the listed value after a battle is what each living party member gets; the actual amount gained is 6000 in total, so if Li'l Green had still been alive 2000 would have gone to everyone instead. Even so, that's still a lot.



Arrr, we've had enough for this day. But next time, I'll be ready for you, Euchre! If I be seein' you again, you'll taste the point of me cutlass!

Hey, at least it wasn't all word-for-word the same as the last two times! Just the last sentence...



Anyway, it's time to go looking agian. This encounter's between Xeroph Isle and Palaish Isle, so that's where Euchre is going to be driving his jetski.

No, of course I didn't forget to record Euchre checking the noticeboard this time. What do you take me for?



You won't be fightin' me today, my scurvy scoutin' friend. Har har... But don't think yar gettin' away to easy! Me and me mateys have a surprise in store for you... Tell me, Euchre, have you met the lord o' th' ocean?

Music: Scout Battle



Meet Gracos. Gracos was actually a boss fight in two Dragon Quest games before this one - 6 and 7, to be exact - and, well, he's considerably easier in this game than in either of those. As are most other battles, in fact.



Gracos hits hard. There's only one of him, though, and attacking is pretty much all he can do, so he's easy. Brickman slaps an attack debuff on him using Weakening Wallop and he's not a threat any more.



As usual, this is enough to take him out. It's not worth showing the whole battle, since it was so boring.

Music: None



Strangely, Gracos gives out fewer experience points than the last few battles did.



In exchange for the lower payout, the prize for this battle includes a nice new spear. This'll probably go on Li'l Green at some point, but for now it'll just stay in Euchre's bag.



He cost me a chest of treasure, curse your landlubber hide! Away, me hearties! Away! Hoist the mainsail!

And then Captain Crow leaves again. He's not very good at this piracy thing, is he?



Going back to a scoutpost yet again, it looks like the Captain has a personal challenge for Euchre. Why not take him up on his offer?



And so Euchre goes over to the western jetty on Infant Isle. This next fight with the pirates is the last one in the sidequest chain, and Euchre is prepared for whatever Captain Crow will throw at him.





Just get a priest to revive them! They'll be fine.

I have to stop yar, for the sake of me crew. To a watery grave you'll go, else me name's not Cap'n Crow!

Music: Scout Battle



And so we come to the fight with Captain Crow. He's a little bit tougher than Gracos, but I'm sure it'll all go swimmingly.



The first thing that he does is use Psych Up. He's fast enough to consistently outspeed Team Euchre, which could be a problem.



Next up is Brickman, who attempts to lower Captain Crow's attack and sadly fails. Oh well, there's always next turn.



Then Wildcard uses Psych Up in an attempt to set up.



And the final action of the turn is for Li'l Green to buff himself with, well, Buff. Captain Crow hits incredibly hard, after all.



Unfortunately on the next turn he decides to go after Wildcard, and does far too much damage.



The result is unsurprising. What's also unsurprising, based on this sort of firepower, that Euchre ends up losing. Let's fast forward to that, shall we?



Captain Crow has an ability besides Psych Up: Multislash. As we've seen before, Multislash hits the entire party, and combined with Psych Up it can turn into a total party kill. This makes the battle essentially a fight against the RNG because if Crow gets up to a respectable amount of tension and then uses Multislash, have fun with that loss.



This, for example, was at 50 tension.



The only thing preventing everyone dying was Li'l Green defending with a raised Defence from Buff. He lived with 22 HP.



Then, on the next turn, Captain Crow attacks first due to his high Agility and kills Li'l Green.



Yeah, this fight is hard. This is especially true since it's really not meant to be taken on right now.



Okay, let's try this again from the top. The first thing that Captain Crow uses this time is Multislash.



It hurts a lot, but at least it's not with tension.

The rest of the turn goes exactly the same as with the first battle: Brickman tries and fails to lower Captain Crow's Attack, Wildcard uses Psych Up, and Li'l Green casts Buff on himself.



As soon as the next turn comes around, Crow attacks Wildcard. Since he hasn't been healed since the last attack...



...he dies. Why do I get a feeling of deja vu?



In any case, Brickman uses Weakening Wallop again. Its Attack-lowering effect fails to hit once again.



It's too late for Wildcard when Multiheal finally gets used, but it can still help everyone else survive another turn.



It's time for turn 3! The Captain uses his normal attack once again, but this time it doesn't kill anyone. Even so, the damage from it is outpacing Li'l Green's healing. Something needs to be done about that.



And what do you know, something's been done about it! Weakening Wallop hitting has greatly increased the chance of Euchre winning this fight.



Li'l Green now casts Zing to bring back Wildcard. Team Euchre's turning this around!



Especially since Weakening Wallop has caused Captain Crow to do awful damage without tension.



Now that there's no need to lower Attack, Brickman moves on to Defence with Helm Splitter. It doesn't work.



Euchre's lead is further cemented by another Multiheal. Hopefully the Captain doesn't repeatedly use Psych Up like last time.



Speaking of Psych Up, that's what Wildcard is doing.



Multislash again...



...another failed Helm Splitter...



...a cast of Buff on Wildcard...



...and another Psych Up make up this turn. This part of the battle is kind of slow.



On the next turn, Captain Crow attacks again...



...and suddenly the fight got terrifying again. That Attack debuff needs to get back on ASAP.



Sadly it's too late to change Brickman's command, so Helm Splitter it is. No debuff this time either.



This time Wildcard goes before Li'l Green! How exciting!



Speaking of which, this is another Multiheal. Team Euchre is going to need it if Crow's Attack doesn't get debuffed again soon.



It's starting again...



...and then immediately stopping. Thank goodness.



Wildcard finally gets to maximum tension. Just a couple more turns left.



Because only Li'l Green took damage, he uses Midheal instead of Multiheal. It saves on MP, you see.



Sadly this is the exact time that Buff falls off. It probably won't be needed any more anyway.



Unless, of course, Captain Crow decides to use Psych Up again. If this happens again, it could be bad.



And the Defence debuff from Helm Splitter finally sticks. At just the right time, too!



Sadly, since Wildcard no longer has the Wulfpade Skill, he doesn't get access to Buff. He'll just have to settle for Oomphle from Wulfspade II, so that means two turns of setting it up instead of one.



And then Wildcard's Buff falls off too. I'm sure it's fine.



The last thing to happen this turn is Li'l Green's action and, er, he attacks. I've been leaving him to the AI set to Focus On Healing, so presumably it decided that there was no healing to be done.



Next up is Captain Crow, who just attacks. I'd like to remind everyone that this amount of damage is with 5 tension.



And then, of course, his tension drops back down to zero.



With no more relevant debuffs to inflict, Brickman just attacks. With the combination of one stack of Oomphle and Helm Splitter this is doing much more damage than before.



Speaking of Oomphle, here comes the second stack! There's only one turn left now.



Midheal is by no means necessary at this point, but the AI doesn't know that.



And then Captain Crow spent his last turn using Psych Up. Remember what I said about this fight being against the RNG? Well, it's true. With the exact same strategy there was an overwhelmingly different result just because he didn't use this ability as much.



Brickman attacks. Good job! You did some damage!



And then Wildcard attacks. Better job! You did a ridiculous quantity of damage!



In fact, it was so ridiculous that Captain Crow dies right then and there. Congratulations, Team Euchre!

Music: None



Of course, it wouldn't be a boss fight without the boss dropping an item. The Chain Whip is, well, a whip. It's decent, but I don't really like whips that much. They hit all enemies from left to right, but they're pretty weak and decrease in power for every target they hit.



Arrr, I'd rather be dead than thrown in the brig like a common criminal. If you have any mercy in yar heart, you'll throw me o'erboard.



You would set me free? Arrr, the shame would be too great.



Captain Crow forces himself into Euchre's team.



For defeating Captain Crow, Euchre gets to use him. As it turns out, he's a very important monster - he's the first Rank S that Euchre's come across so far, so synthesising him with any monster will bump them up to the top of their generic synthesis lines. You might think that this would be a terrible idea, but it's not since the Captain can just be rematched again in order to get another copy.

On top of that, he's got some very nifty synthesis recipes associated with him that Euchre can't do right now but are key to getting some of the best monsters in the game up to and including the final boss. And if those aren't your thing, he can always be used for Psycho.



And from that day forward, pirates terrorised the seas of Green Bays no more.

Or at least until Euchre decides to synthesise Captain Crow, anyway. Then they'll just come back again.

In any case, now that Euchre's done pretty much everything available to him apart from progressing the plot, he'll finally be exploring Fert Isle next time.

Extra: The Monster Library

Captain Crow





Captain Crow has the Skills Captain Crow and Attack Boost when obtained from his sidequest, and cannot be synthesised. He has the Trait Psycho and is immune to Whack, Confusion and Paralysis.

Captain Crow is only learned by, well, Captain Crow. As a unique Skill from a boss fight, it's pretty good, although sadly some of its abilities aren't very good outside of the single-player parts of the game. More specifically, Penny Pincher and Klepto Clobber are the only stealing abilities in the game, and as such they only work on wild monsters. They're pretty nice to have if you're looking for money or good item drops, though. Next up is Blinding Blow, which is always a nice ailment-inflicting ability. Next up is Multislash, which is always nice. Then there are some Zap-elemental abilities: Thunderbolt Slash, Gigaslash and Gigagash. The first does physical damage, and the other two do semi-fixed damage much like the unique Incarnus abilites. They're also pretty strong and Gigagash hits everything, so they're very nice options for damage if a bit costly in terms of MP. Finally, the Skill teaches Master of Weapons, which allows its user to equip any weapon. It's not particularly useful most of the time, sadly, since most monsters can equip an adequate selection of weapons anyway. Overall this Skill is nice but there are definitely others available that are better. Of course, those won't come into play for some time...

Epicmissingno fucked around with this message at 16:24 on Oct 7, 2017

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Ummmmm





Isnt this guy human

Why can we use a person as a monster

MightyPretenders
Feb 21, 2014



This picture was used twice.

savixeon
Oct 22, 2016

Rigged Death Trap posted:

Ummmmm





Isnt this guy human

Why can we use a person as a monster

Nah, Captain Crow is a ghost. He's a boss from dragon quest 8.

serefin99
Apr 15, 2016

Mikoooon~
Your lovely shrine maiden fox wife, Tamamo no Mae, is here to help!

Rigged Death Trap posted:

Ummmmm





Isnt this guy human

Why can we use a person as a monster

Reading his Pokedex monster library entry reveals he died an unspecified number of years ago looking for the One Piece or something.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
That reminds me - outside of the Captain there, monsters haven't really been, like, organized, have they? No leaders, no plans, just bootin' around in the wild as they please.

Kemix
Dec 1, 2013

Because change
Captain Crow has a nice design and I like him. Too bad his skillset could use a bit of work, but hey, stealing is always nice.

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!
Part 18: Jungle Japes

Last time, Euchre fought off pirates and recruited their leader to his cause, making the waters of Green Bays safe again. Until he synthesises away said leader, anyway.

Music: Island



This time he'll be doing something completely unexpected and actually exploring Fert Isle. Hopefully the shrine here isn't too well hidden.

Also, you might notice that I changed the graphics settings back! That was an accident and I didn't notice until I'd already taken all the screenshots. It'll most likely be changed back once again next update.



The first order of business is to turn right from the jetty, since every other direction is a very quick dead end. The first monster of Fert Isle is also in that direction, so this is a good opportunity to get to know about it.

Music: Monster Battle



Bodkin Archers are distinctly non-threatening on their own due to their relatively low attack power. They do have something going for them, though...



...namely Buff. Increasing the survivability of themselves and whatever they come with really drags out battles. It gets used pretty often, too!



They also have Stupefying Strike. How nice of them. Something about Wisdom in this game that I only learned about recently is that it affects the intelligence of the party AI, so this attack might actually be useful for changing monsters' targeting. It's a good thing, then, that I prefer giving out orders most of the time.

Other than those two attacks they don't have any abilities, so let's move on to scouting, shall we?



I don't think I've managed to get a critical hit when scouting yet, so here one is. They're pretty rare and increase the scout chance accordingly.

Music: Island



I have plans for this little guy, mostly because I really like Fortifier. It teaches all the stat-boosting moves, so it'll likely be put onto one of Euchre's more permanent team members.



Continuing onwards, there's a huge tree stump here that Euchre can get on top of.



Not worth it in the slightest.



Then again, it allows Euchre to find a new monster, so it's not all bad. These guys swoop down from the sky, much like Hades Condors and Gargoyles before them. They're just as obnoxious, too.

Music: Monster Battle



Hell Hornets are obnoxious in battle as well as out of it, funnily enough.



They have Paralysing Punch. That's their gimmick.



They don't even need it, since they paralyse with their normal attacks. Fun!

Music: Island



This name isn't even a reference to anything. I was just annoyed by the constant paralysis and all caps seemed the best way to do it. Did you know that a paralysed monster drops to 0 tension? Well, it does!



Past the Hell Hornets are a load of Argon Lizards. We'll be ignoring those today because they're basically the same as they were on the uncharted island. The ones here are the only source of Poison Ward, though, so maybe consider picking one up for completion's sake.



Even further past those is a junction. The way forward is to the left, so Euchre goes right.



There's a gate there, because of course there is. There's no way through right now, so back to the junction Euchre goes.



He's immediately greeted by even more new monsters. Fert Isle has a pretty good variety of monsters inhabiting it, so it's no surprise that there's another already.

Music: Monster Battle



Frogfaces were a gimmick monster in their first appearance, being able to switch between their two faces by being hit. Sadly that gimmick is completely gone here, and they're pretty boring monsters.



Fire Breath is just kind of bad right now. It also seems to be all they have.

Music: Island



Healer seems to be on a lot of monsters, doesn't it? It's on these guys too. Euchre's filling up his monster library, at least.



There aren't any more forks in the path or any new monsters for a while, so Euchre's free to continue until he reaches this cave.

Music: Seeking Treasure



Going in results in...another two-way split. Joy. Again, heading left leads to progress, so Euchre goes right. This time, though, there's actually something at the end of the path.



More specifically, there's a non-respawning miniboss here. That's, what, the second we've seen so far? There just aren't that many in the game.

Music: Monster Battle



Anyway, the Boss Troll. It's certainly a fight.



It hits super hard, unsurprisingly. Just look at that huge club!



And of course it has Psyche Up. And that's about it. But when you hit that hard and have Psyche Up do you really need anything else?

Music: Seeking Treasure



Er, yes. Attack debuffs and and Defence buffs make the fight a joke, as does Dazzle. Just like Green Dragon, though, it can be scouted, so that's exactly what happens.



The reward for getting past the Boss Troll is an Obsidian Blade, a sword that is less than or equal in power to everything that Team Euchre has right now and yet is still better than everything available in the various shops around Green Bays. Wildcard's already got one, even, because of a very lucky drop from a Hunter Mech.



Backing out of this dead end and heading left instead of right at the junction results in Euchre finding the cave exit incredibly quickly. For some reason there just aren't any monsters in here.

Music: Island



Of course, outside is a different story. There's one just over there on the right behind some grass. See? Lots of monsters out here!

Music: Monster Battle



Seriously, though, there are plenty of monsters around. Starting off, here are some Scissor Beatles.



They cast Snooze! It's not very accurate!



They also use what I'm pretty sure is Double Up. It lowers the user's Defence for one turn but does much more damage than a normal attack.

Music: Island



They don't use Double Up nearly enough to be threatening, thankfully. Next!



Before Euchre got into the battle with the Scissor Beatles there was yet another junction ahead of him. This time it doesn't actually matter which route he takes, since they join up fairly quickly. This ladder is behind the pillar formed by the wall and the circular path.



The plateau that it leads to doesn't have all that much - just a chest and a monster that doesn't appear elsewhere on Fert Isle.



Oomph Powder is welcome now that Wildcard has given up Oomph.



The monster up here, meanwhile, is a Hacksaurus. It's not really worth taking a look at, since it's pretty much the same as it was in the Temple of the Moon.



Back down the ladder, there's a bridge nearby.



And across the bridge is another ladder, leading up to a spire.



On top of the spire is this chest, with yet another seed in it. Underwhelming, all things considered.

Incidentally that volcano-looking place off in the background of the last few screenshots is CELL HQ. Sadly it's not possible to revisit it right now.



By the way, do you like bridges? Because the latter half of Fert Isle loves them.



And on the other side is a new monster.

Music: Monster Battle



Beetleboys are kind of just there.



Wow, Body Slam! Such a good ability that's sure to be a mainstay on all good monsters.

Oh, and that Hades Condor over to the right? Don't worry about it. Those also crop up here from time to time.

Music: Island



It's still worth it to get one despite their suckiness. They have a really annoying synthesis recipe associated with them.



As well as really liking bridges, Fert Isle has a loving relationship with ladders. They're everywhere! This one is on the same spire that Beetleboys spawn on.



Up top is a water spout at the river's source as well as a blue chest. No prizes for guessing what's in this one.



To be fair it's pretty nice to get if you haven't done any sidequests. This is, what, the twelfth in the game? Since two of those are from the Monster Scout Proficiency Test and the Xeroph Isle arena that makes ten now obtained from just exploring.



Back down the ladder there's another almost immediately. Euchre's almost done with these, I swear.



I'm really running out of things to say here. It's another bridge! Crossing it will bring Euchre closer to the shrine!



To be fair this bridge has a Hades Condor waiting to ambush any unwary scouts that dare to cross. Still not very interesting, though.



Just past that are some more Beetleboys...



...as well as the island's final ladder. This one starts a cutscene when Euchre gets close.



Right lads, put some muscle into it!



That's certainly one way for the game to tell us that the ladder's unblocked. Yes, the cutscene really was that short.



If you'll remember, on Euchre's first visit to Fert Isle the ladder was blocked off. Now that he's gotten to the top all the crates have been moved and he's free to use it as a shortcut. This is especially nice since there really isn't much more of the island left to go through.



Returning to the task at hand, Euchre heads back up the ladder and goes straight forwards. There's no chance of ambush on these bridges, thankfully, but Euchre's not out of the woods yet.



Instead the ambush comes straight afterwards as a monster drops from the ceiling!

Music: Monster Battle



Or, rather, three of them. Gorerillas are kind of tough monsters, and they're the reason why this stretch of Fert Isle is much easier at night.



They have War Cry and that's about it. It's mildly annoying on its own, but they also sport high attack power and bulk compared to other monsters around here.

Music: Island



Honestly it's kind of an uphill struggle to scout one when there are three in battle, especially with the way Team Euchre is set up. Having only one monster available for dealing with their onslaught while the others set up gets kind of painful.



That's pretty much it for monsters on Fert Isle, at least during the daytime. All that's left to do is make a beeline for the shrine.



It's not particularly far, and it's an entirely linear path. One last bridge and Euchre's there.



The contents of the blue chest is highly predictable...



...while the contents of the red chest is not. A Special Medicine is somewhat welcome, although it's not at all necessary with how good Li'l Green is at healing.



The shrine is tempting, but Euchre's going to resist for now. It's time for some night-time monster hunting!

Music: Ambiance of the Night



First off, pretty much every flower on the ground of Fert Isle has a chance to spawn one of these guys.

Music: Monster Battle



We'll be looking at Wailin' Weeds first. They're very much support-based monsters.



Fuddle Dance isn't all that accurate, thankfully, but if it hits it can be very dangerous. Be careful of this one.



Not so much with Critical Miss. If it hits...



...it stops its target from getting critical hits. It's remarkably useless, since critical hits aren't common enough to rely on. Arguably it would be useful to stop Hatchet Man, but there's not much reason to use it around here.

Music: Ambiance of the Night



Anyway, Wailin' Weeds aren't too bad. One interesting thing about them is that they're considered to be Undead monsters, unlike their palette swap the King Kelp.

Music: Monster Battle



Speaking of undead monsters, Hellhounds are everywhere around the start of Fert Isle. War Cry is a mild nuisance, as it usually is.

Music: Ambiance of the Night



I find it kind of funny how these guys have Crack & Zam when they come with 5 MP. Unlike Imps there isn't really a reason for that.



Next up, these guys replace Argon Lizards during the hours of darkness.

Music: Monster Battle



Giant Moths apparently like coming along with Metal Slimes. I get this enemy formation two battles in a row, in fact.



Thanks to those Metal Talons, which seem to give a +2 damage bonus instead of the +1 that I had originally assumed, Metal Slimes now have the potential to die in one attack. Useful!



Anyway, Giant Moths. They have the ability to poison with their normal attacks, which is actually pretty harmless. At least it's not paralysis.



Swoosh is there too to fill most of the screen. It's the second-tier Woosh spell, in case that wasn't clear.



And it wouldn't be this game without something having Heal. It's terrible, as always, and heals about one tenth of the moths' maximum HP.

Music: Ambiance of the Night



Now that that's over with, it's time to move on. What could possibly be next?



Why not a monster that Euchre used to have?

Music: Monster Battle



Mud Mannequins in the wild aren't impressive attack-wise, but they have a particularly irritating trick up their sleeves. If they don't start out confused, that is.



Weird Dance is a drain on resources and nothing else, and a loss of 20-ish MP is not insignificant. It's best to stay away. And since Euchre already has one of these in his monster library, there's little reason to scout another.

Music: Ambiance of the Night



Heading up to where the Scissor Beatles were before, something else has appeared.

Music: Monster Battle



Dingalings also really like coming with Metal Slimes, at least for me. Another two battles go by with this formation, making it impossible to actually scout one without forgoing the Metal Slimes' high experience payout.



Fuddle Dance is just like it is on Wailin' Weeds: dangerous if it hits, pointless if it doesn't. I should really get Li'l Green some way to cure status effects soon...



While Euchre's monsters are reeling from the confusion, Kabuff comes out to make the Dingalings harder to kill.

Music: Ambiance of the Night



It also makes them harder to scout, but it's not too much of a concern overall.



The final new monster on Fert Isle appears over where the Beetleboys were during the day. It should be somewhat familiar to those who remember the start of the game.

Music: Monster Battle



Jargons are decent physical attackers, so that's something to be aware of.



Other than that, they have Sandstorm...



...as well as Flame Breath. The latter is somewhat damaging, although it's not really that bad any more. It's really just there to wear Team Euchre down.

Music: Ambiance of the Night



And that's about it! Scouting them can be more difficult if Euchre's monsters are Dazzled by Sandstorm, but that can be easily remedied by just waiting for the ailment to wear off.



Oh, and there's one last monster around: Lump Wizard! It's where the Hacksaurus was earlier. It's kind of just there and isn't anything to be concerned about.

Next time, Euchre will finally be finishing off Fert Isle and seeing just what Wildcard's final form is.

Extra: The Monster Library

Jargon





Jargons have the Skills Toughie and Fire Breath Ward when scouted and just Toughie when synthesised. They have no Traits and are immune to Drain Magic.

Toughie doesn't seem to have much of a focus. Sandstorm, Sultry Dance and War Cry fill the quota for ailments, as well as Blowback and Counter for counterattacks. On top of those there's Hustle Dance for multi-target healing and everyone's favourites, Body Slam and On-on-One. Overall Toughie is a little too unfocused for my tastes, and Body Slam and One-on-One make the whole Skill worse by their inclusion, so I don't really recommend it.

Fire Breath Ward is exactly what you'd expect. It gives two instances of Fire Breath Guard, Magic Miser and Magic Scrooge, and the stat boosts Maximum HP +20, Maximum MP +10 and Attack + 15. It's yet another Ward Skill, and if you've been reading this section then you probably know my opinion on those.

Hell Hornet





Hell Hornets have the Skills Diminisher and Defence Boost when scouted and just Diminisher when synthesised. They have the Traits Artful Dodger and Paralyser, are weak to Frizz, and are immune to both Poison and Paralysis.

Diminisher was first on Demonriders back in Part 6.

Scissor Beatle





Scissor Beatles have the Skills Hive Mind and Defence Boost when scouted and just Hive Mind when synthesised. They have the Trait Psycho, are vulnerable to Frizz, and are immune to Sleep.

Hive Mind was first on Scorpions back in Part 5.

Beetleboy





Beetleboys have the Skills Hive Mind and Attack Boost when scouted and just Hive Mind when synthesised. They have the Trait Psycho, are vulnerable to Frizz, and are immune to Sleep.

Hive Mind was first on Scorpions back in Part 5.

Giant Moth





Giant Moths have the Skills Toxifier and Defence Boost when scouted and just Toxifier when synthesised. They have the Traits Artful Dodger and Poisoner, are weak to Frizz, and are immune to Poison and Paralysis.

Toxifier was first on Dragonthorns back in Part 9.

Gorerilla





Gorerillas have the Skills Huntsman and Defence Boost when scouted and just Huntsman when synthesised. They have the Trait Critical Massacre and are immune to Dazzle.

Huntsman was first on Hammerhoods back in Part 7.

Bodkin Archer





Bodkin Archers have the Skills Fortifier and Attack Boost when scouted and just Fortifier when synthesised. They have no Traits and are immune to Fizzle.

Fortifier is a Skill that I'm a big fan of. As well as Heal (which is nearly useless at the moment) it teaches every stat-boosting spell in the game. This means Oomph, Oomphle, Buff, Kabuff, Accelerate, Acceleratle, Ping and Kaping. It's arguably the best Skill for buffing in the game, and my recommendation reflects that: get it and don't look back. Put it on a mage or something, though, since it can get fairly MP-intensive. The main problem with this Skill is that it requires a fairly good chunk of skill points to get good, but that's not much of a concern when Seeds of Skill and Metal Slimes are in such abundance. And there's an easy way to encounter the latter very soon...

Dingaling





Dingalings have the Skills Materialist and Defence Boost when scouted and just Materialist when synthesised. They have no Traits and are immune to Confusion. They're also kind of terrifying to look at.

Materialist was first on Muddy Hands back in Part 6.

Frogface





Frogfaces have the Skills Healer and Defence Boost when scouted and just Healer when synthesised. They have no Traits, are weak to Frizz, and are immune to Dazzle.

Healer was first on Healslimes back in Part 5.

Boss Troll





Boss Trolls have the Skills Anti-Dragon and Earth Ward when scouted, and just Anti-Dragon when synthesised. They have the Trait Critical Massacre and are immune to Whack, Dazzle and Sleep.

Anti-Dragon was first on Restless Armours back in Part 12.

Earth Ward is yet another Ward Skill. It's another Magic Miser/Magic Scrooge one, but it's actually not that good. You see, the only Earth-elemental abilities are found on the Incarnus Skills, and I don't think there's anything that's actually weak to Earth. For reference, though, it grants two Earth Guards and the stat boosts Maximum HP +10, Maximum HP +10, Attack +10 and Defence +15.

Hellhound





Hellhounds have the Skills Crack & Zam and Attack Boost when scouted and cannot be synthesised for some reason. They have the Trait Psycho, are weak to Zap, and are immune to Sag.

Crack & Zam was first on Skelegons back in Part 11.

Wailin' Weed





Wailin' Weeds have the Skills All-Rounder and Attack Boost when scouted and just All-Rounder when synthesised. They have the Trait Artful Dodger, are weak to Frizz, and are immune to Fizzle.

All-Rounder was first on King Kelps back in Part 8.


Extra 2: Synthesis Recipes

Dingaling + Demon Family = Anchorman (Rank D, not scoutable, not available through generic synthesis)

This is the only way to get an Anchorman, as far as I know, so this isn't a bad synthesis recipe to do for completion's sake. Sadly Anchorman isn't particularly good, even having the same Skill as Dingaling, and it's a lower Rank, too.


Dingaling + Satyr = Pan Piper (Rank D, not scoutable, not available through generic synthesis)

Again, this is the only way to get a Pan Piper as far as I know. Also again, Pan Pipers aren't very good and a lower Rank than Dingalings, but they're pretty much a direct improvement to Pan Pipers as a contrast. Just get one to fill your library and forget about them.


Boss Troll + Frou-Frou = Night Clubber (Rank S, not scoutable, not available through generic synthesis)

This is a phenomenal recipe. Not only are Night Clubbers very good monsters, but they can be used to make some even better monsters. The only real downside is that Boss Trolls are very difficult monsters to come by themselves and there's another recipe that involves them.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
What are hellhounds? A way to get Crack & Zam onto a caster?

Edvarius
Aug 23, 2013
Is Sir Leopold even in this game? Because if he isn't then that's kind of an odd reference to make in a monster description.

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!

Glazius posted:

What are hellhounds? A way to get Crack & Zam onto a caster?

Hellhounds are just oddities in general. Contrary to my previous statement, it turns out that it's possible to synthesise them, but it involves a Phoenix Scepter. To be fair, any monster can be synthesised using itself and a Phoenix Scepter. As for using them to get Crack & Zam onto a caster, that's probably their intended purpose.

Edvarius posted:

Is Sir Leopold even in this game? Because if he isn't then that's kind of an odd reference to make in a monster description.

Sir Leopold is lodged firmly in the postgame...sort of. You'll see once we get to him.

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!
Part 19: Shrine Time

Last time, Euchre explored the entirety of Fert Isle, finding the entrance to the island's shrine.

Music: Island



This time he'll be entering the shrine and discovering Wildcard's final form. Let's get to it!

Music: Seeking Treasure



Immediately upon entering, a cutscene starts. Technically Euchre has been able to start this scene in any shrine ever since the battle with Commissioner Snap, and it can be triggered in the first room of any shrine.



The camera pans over to the left, revealing Solitaire. Hopefully she won't be awful again.

Music: Solitaire



Don't forget he's going to be mine soon. I won't accept damaged goods.

We probably shouldn't get our hopes up too much.

You presume too much, foolish girl. The game is not over yet.



You want to know how much darkonium I have? Well, do you?



Wow! That's four fewer than Euchre!





Not that Solitaire will let Wildcard tell her that. In fact the game kind of assumes that Euchre doesn't have ten darkonium crystals every time the topic comes up, at least until the finals. It's kind of weird given how easy it is to find the things.

I don't want you to feel embarrassed or anything. Oh, by the way...



Hmph. Are you so sure YOU will be one of the final five?



You don't have to worry about ME! Anyway, I'm off to pick up the last crystal. CIAO!

And then Solitaire leaves. Wait a second, though - isn't it strange that she hasn't shown up on the rankings yet? With nine crystals she should be all but guaranteed a spot there.



We must hurry, Euchre. I want to see the look on her face when we finally defeat her!

Music: Seeking Treasure



I'll say one thing about Solitaire: all this abuse really makes the player want to defeat her. Hopefully we'll be able to see that soon.

Anyway, Euchre's back in the starting room of the shrine. Through the door is...

Music: Sanctuary



...the hallway to the Nexus chamber. Yeah, that's it. This shrine doesn't even have a dungeon attached to it.



Of course, that doesn't mean there isn't a boss fight.



The time has come at last. Destroy the final obstacle!



And again, the monster attacks Euchre.

Music: Boss Battle



The Demon-at-Arms is a bit different from most bosses so far.



The first thing to note is that its Attack isn't actually that good. Hitting for less damage than the previous boss fight isn't exactly the most exemplary performance.





And then there's Multislash, which is decent but still not dangerous on its own. The secret to this fight is that the Demon-at-Arms has a new Trait: Double Trouble. This lets it act twice in a turn instead of the one action afforded to most other monsters.



With the help of Weakening Wallop, its damage output is completely destroyed. To be fair, this damage is with Buff cast on everyone, but it's still doing single-digit damage to everyone but Li'l Green without that. It's notable that the boss is actually weak to having its Attack lowered, so this is arguably the intended strategy.



With absolutely no threat from the boss, it's time to set Wildcard up to do as much damage as possible. Helm Splitter works first time, which is nice.



And just to add insult to injury, Brickman uses Blinding Blow to make the Demon-at-Arms even less effective. It'll be helpful if the Attack debuff wears off.



It never does before Wildcard gets fully set up, thank goodness. Thunderbolt Slash is the second-tier version of Lightning Slash, giving it an increase to damage and MP cost. At only 4 MP it's still really cheap, though, so it's very nice to have.



It does far too much damage...



...killing the Demon-at-Arms outright.

Music: None



And it wouldn't be a boss fight without a valuable item drop, would it? This one is the last Euchre-only ability, and we'll be getting to it shortly.

Music: Sanctuary



Before that, though, we've got Wildcard's final transformation to go through.



As always, he gets up on the raised platform in the middle of the room.



Give me now the power...





This time is no different from all the others, of course. The light envelops Wildcard...

Music: Sanctuary (Variation)



...and when it clears, he has assumed his new form. This one, though, should be somewhat familiar. It's Wulfspade again, but more specifically, it's Wulfspade's Ace variant. All four of the Incarnus forms we've seen so far have one of these, but only Wulfspade Ace is available right now.



Now we must obtain the ancient Mark, and my mission will be complete. But you still do not know the nature of my mission, do you? I am charged with averting the Great Catastrophe.



...the gate that stands between this world and the dark world swings open. And the catastrophe begins... My mission is to close that gate before the destruction spreads throughout the world.

...



A being greater than I has given me this sacred duty, and carry it out I must. If you wish to help me, you must win the Monster Scout Challenge!



Lest countless lives be snuffed out like candles in a storm. Just as in the past...

Music: Sanctuary



Well, that was kind of heavy. Wildcard had better get the Scout's Mark quickly, otherwise the world is pretty much doomed! Then again, it shouldn't be too hard to get. All Euchre has to do is win the Monster Scout Tournament, right? No problem.



Before heading back to Domus Isle, though, Euchre is going to be learning Vanish. This is a very useful ability for avoiding encounters, since it stops all monsters from noticing Euchre until the next battle or area transition. Between this and Whistle it's incredibly easy to manipulate what battles Euchre gets into.

Music: Scoutpost



The other thing to do before leaving Fert Isle is, of course, to look at the noticeboard in the scoutpost. The rankings are completely gone, replaced by this message. I'd hurry, but there's no actual urgency right now - there won't be another finalist until Euchre comes along.



As such, some synthesising can be done without any problems. Brickman's getting switched to the Beast family by Euchre's Gargoyle, Gregory.



The result is a Buffalogre, the highest-ID monster in the Beast family that can be obtained through generic synthesis. It's got Psycho, and it just so happens to be part of a synthesis chain that eventually leads to some incredibly strong monsters.



Brickman already had all the Skills I wanted from this synthesis, so they're being passed on to Red Horn. That's enough synthesis for now.

Music: Appearance of the Town



Euchre finally heads back to Domus Isle where he's greeted, as always, by the friendly neighbourhood town crier/news reporter.

Newsflash! Contestants reach the goal with ten darkonium crystals! Only a few finals spots remain! Tension levels hit new high!

Pretty much everyone in town is talking about the finals and how the available spots to compete are rapidly dwindling. There really isn't much point in seeing what everyone has to say, because there isn't much variation.

Music: CELL Headquarters



Euchre receives a headsman's axe.

It's no biggie. Just summin' I found lyin' around.

There is one person who will actually give Euchre something, though, even if it's not the best weapon in the world. It's weaker than everything Euchre's monsters have right now, although not by all that much, and it increases critical hit rate. It might be useful on a monster with Critical Massacre and/or for fighting metal monsters.

Music: Appearance of the Town



After that little diversion, it's time to enter MSO headquarters.

Music: Contest Castle



They're relaxing upstairs in the finalists' lounge.

The finalists are all here? It's time to give Solitaire a piece of Euchre's mind.



Or not, apparently. Since it's specifically the finalists' lounge, non-finalists like Euchre aren't allowed in. Let's change that, shall we?



There's only one door out accessible from the upper floor, and funnily enough it leads to Euchre's destination: Baden's Belfry.

Music: Appearance of the Town



All he has to do is examine the door, and it opens. Convenient!

Music: Colosseum (IV)



We get a nice view of the tower containing the belfry as the camera slowly zooms out. It never goes far enough to see the entirety of MSO headquarters, which is a shame since it's quite a unique building. Oh well.



It's Euchre! The mystery wild card takes fifth place!



Now the final stage of the challenge, the battle for the championship, begins!



Now let's meet the five finalists who made it through the gruelling qualifiers!



Hey, it's Solitaire! During the introductions of the finalists, the camera spins around them. It's kind of a nice effect that unfortunately makes it difficult to get a good angle for screenshots.



She's the biggest princess in Green Bays, but will she be the biggest scout?

Yep, Solitaire is the Rummy who's been at the top of the leaderboards this entire time. I believe she's the daughter of Madame Rummy over on Palaish Isle, which explains the similar hair colour.



She also really doesn't like anyone using her real name, which raises the question of why she didn't just enter the Monster Scout Challenge under her alias.





Red in tooth and claw, this striped feline is looking to sink his fangs into his rivals!



Tryger, who Euchre met in one of the houses on this very island, is here too. I like him.





There are no age limits! Let's see what kind of punch this tiny dynamo can deliver!



Missy is new. I think she can randomly show up in the various scouts' dens, but I've never actually seen her there.





Don't underestimate him, fans! This slimy star has gristle in his backbone!



Euchre met Slimon in a scouts' den early on in his adventure. I think it might be a scripted encounter, but I'm not entirely sure.





WHERE did he come from!? HOW did he get here!? WHAT'S with that hairstyle!? WHO CARES!? Best of luck to you, whoever you are!



And, of course, Euchre says nothing.



The first fight of the finals will kick off shortly. But before that, the contestants need a little time to get ready for their bouts. Remember - a scout always has to be prepared!

Music: Contest Castle



All finalists are allowed as much time as they need to prepare. Feel free to synthesise, train, scout or just relax! Being prepared is what separates the winners and losers!



And so Euchre is left to his own devices once again. Next time, he'll be preparing for, and entering, the Monster Scout Challenge finals.

Extra: The Monster Library

Buffalogre





Buffalogres have the Skill Berserker when synthesised and cannot be scouted. They have the Trait Psycho and are immune to both Whack and Confusion.

Berserker was first found on Headhunters back in Part 12.

Wulfspade Ace





Wulfspade Ace has the Skill Wulfspade III when synthesised and cannot be scouted. It has the Traits Psycho and Desperado, is healed by Lightning, is weak to Earth, and is immune to Whack, Poison and Paralysis.

Wulfspade III is almost nothing like Wulfspades I and II, because it's all support with barely any offensive abilities. The only damaging abilities in there are Counter and Kamikazee, although Counter seems that it may actually block attacks as well as attacking back based on its ridiculous MP cost (64!). Critical Miss and Kafuddle are there for inflicting ailments, though the latter is far better than the former, and Kasag and Oomphle are for Attack debuffs and buffs respectively. Finally there are a couple of gimmicky abilities here in Follow Suit and Kerplunk. Overall Wulfspade III seems kind of useful for general support, but I'd personally not use it.


Extra 2: Synthesis Recipes

Buffalogre + Great Sabrecat = Mohawker (Rank A, not scoutable, not available through generic synthesis)

Mohawkers aren't particularly worth getting, since they're not that different from Buffalogres and aren't as versatile in terms of recipes - the only non-generic synthesis recipe is to make Bone Barons, and they're not exactly hard to get in other ways. Give this one a miss except for filling the monster library.


Buffalogre + Satyr = Moosifer (Rank A, not scoutable, not available through generic synthesis)

This is a pretty good synthesis recipe that's part of a synthesis chain to make some of the better monsters. Moosifer definitely isn't the only way to get the monsters in question, but it's still a good options.


Gigantes + Buffalogre = Boss Troll (Rank B, scoutable once, not available through generic synthesis)

This one's currently only available to Euchre through Monster Matchmaking, but Gigantes is scoutable on Infant Isle so it's not unreasonable to do this with your own monsters. This is a pretty good recipe to use with Monster Matchmaking, too, since it alleviates the need for the relatively rare Gigantes. In Monster Matchmaking, a positive Gigantes is offered and a negative Rank A monster is required.


Bone Baron + Buffalogre = Mohawker (Rank A, not scoutable, not available through generic synthesis)

This is probably the best option for Mohawkers, but only through Monster Matchmaking - Bone Barons are far too valuable otherwise. Speaking of which, in Monster Matchmaking, a negative Bone Baron is offered and a positive Rank A monster is required.


Incarnus Family + Nature Family (Rank A or above) = Wulfspade Ace (Rank ???, not scoutable, not available through generic synthesis)

It's yet another Incarnus recipe, but this one's a little different. It's not too hard to do with the tools Euchre has now, thankfully, and Wulfspade Ace's stats are better than the other Incarnus forms so far. It's also notable that the game overrides all recipes involving the Incarnus so that they result in Wulfspade Ace until starting the finals, so it's probably better to use something else and ignore this recipe for now.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
Hopefully the rest of the Ace forms will continue the trend of looking pretty loving rad (Hawkheart original flavor, you were such a disappointment).

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
So can you give Ace Wolf Wulfspade II and Wulfspade III, or is he limited to one?

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!

Glazius posted:

So can you give Ace Wolf Wulfspade II and Wulfspade III, or is he limited to one?

He's not limited to any Skills at all. He could get all three Wulfspade Skills and it wouldn't make the slightest bit of difference (although most of the Wulfspade abilities would be overwritten by the Wulfspade II abilities).

Oh yeah, that was something I never mentioned, was it? If a monster gets a spell or ability that is considered to be a higher tier of one of their existing spells or abilities, the latter is overwritten entirely; for example, if a monster has Heal and wants to learn Midheal, Heal is forgotten. There's no keeping those low MP cost options around if you want to get more powerful.

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!
Part 20: The Final Battles

Last time, Euchre managed to transform Wildcard into his ultimate form and entered the finals of the Monster Scout Challenge.

Music: Contest Castle



This time, he'll be participating in said finals, but not before doing a bit of sightseeing around Green Bays. Some more options have opened up now, after all!



I'm sure no one will object. Darkonium is of no use to anyone.

The first order of business, as usual, is to go around talking to people. What this man has to say is not entirely true; although the MSO has taken the ten pieces that Euchre needed to qualify for the finals (although there's no way to see this in the menus), he still gets to keep the three spare ones to sell.



They've finished their final training, and are taking a breather before the big fight.

Oh yeah, the other finalists! Since Euchre's presumably allowed in the lounge now, why not go and talk to them?



Predictably, the door that was closed before is open now.



...That reminds me. I saw a man dressed all in black down by the jetty. Is he here for the finals too? There was something very unsavoury about him.

The first person Euchre comes to in the finalists' lounge is not a finalist but rather this MSO employee. Still, this is an interesting bit of information that's going on Euchre's to-investigate list.



I don't know about you, but I can't wait to get on with it.



The first finalist here is Slimon, who appears to be struggling to hold back his Slime puns. Of course, his question is answered with a resounding no. Euchre's team is already more than strong enough!

You don't need any more training, eh? Stronger than you look, are you? Well, be gentle with me in the finals, then! Hahaha!

Sadly there are no puns to be had in the rest of his dialogue, and I'm not sure whether that last part should be taken as an insult or as a compliment. Either way, Euchre definitely won't be holding back come the finals.



That's why I'm going to beat her and win the championship! I'm going to be the new scout challenge idol! Soon, everyone will know the name "Missy"!

Next up is Missy. I'm expecting that she'll sour pretty quickly on Solitaire if she's as obnoxious to everyone else as she is to Euchre.



Speaking of Solitaire, she's not in the lounge right now, and neither is Tryger. Euchre will have to go looking outside MSO headquarters for them.

Music: Solitaire



Fortunately (or unfortunately) Solitaire is right outside.

I finished FIRST! ...So, where did you finish? Oh, right - fifth. (chuckle) Seems to me the finals are just a formality. It's pretty obvious who's gonna win. Why don't you just save us both the trouble, quit now, and give me the doggie?



The finishing order is of little consequence. Isn't that right, Ginny Rummy?

There's a four or so second pause before this next bit. Solitaire's obviously been shocked into silence.



..."Gi"?

Metal Gear?



There's the Solitaire we all know and love barely tolerate!



The championship will be decided in a head-to-head battle. We'll settle it then. Obviously, I'm going to win. I don't want to see a scratch on my doggie when you hand him over. Okay, enough chitchat. See ya in the finals!

And so Solitaire leaves once again. I'm sure her trigger words won't come up in any capacity ever again.



Sometimes, I have great difficulty understanding humans. Especially that one. What a tiresome breed!

Now that that's over with, it's time for Euchre to look around the rest of Domus Isle.

Music: Appearance of the Town



Instead of immediately looking for the last finalist, Tryger, Euchre instead makes a beeline for the department store, and specifically the weapon shop there.



They've actually got some new stock in! This is, as far as I know, the best weapon shop in the game.



It has an upgrade for every weapon type that was previously in stock, and most of them are better that what Team Euchre already has. Despite that, none of them are getting bought right now. They're very expensive, with prices going as high as 11200 gold pieces.



Next up is the item shop, which also has more items available. The new items are Multi Medicine, Sage's Elixir, Panacea...



...Wizard Shilling and Jumbo Insulade. We've already seen all of these except for Wizard Shillings, and they increase magic resistance for Euchre's entire team. They're basically the spell Magic Barrier in item form.

Anyway, that's all there is at the department store. There aren't any new Skill scrolls available, although they're a lot easier to buy now that higher Rank monsters are available.



I tried askin' him what he wanted, but I couldn't understand a bleedin' word he said!

Hearing more about this person by the docks gives more clues about who he might be.



Of course, Euchre's right next to where he was sighted, so it's an easy matter to find out his identity.



As it turns out, it's Black Jacques! He hasn't shown up in a while, has he?

I 'ave new orders from ze boss, Monsieur Trump. Quickly, take zis letter.





...?

Does this mean that Euchre's no longer a terrorist?



I do not know what ze Warden is sinking. I am just ze posting man! And now, I must bid you adieu. Until we meet again, my leetle friend!



Still, it seems he is saying that your mission for him is over. Now we can focus all of our energy on winning the challenge.

Why would CELL suddenly distance themselves from Euchre now? Presumably they don't actually want the Scout's Mark, since they didn't steal it when they had the chance, but then why didn't they cut ties after they stole Snap's research notes?

Anyway, now that that's over with, Euchre can finally get back to what he was doing. At this point he could just start the finals by going back to MSO headquarters, but there are still more things to do.

Music: Scoutpost



You know why? This is just a costume! I bet I had you fooled! Instead of just waiting around, I'm going to try and squeeze in some last-minute training... But which island should I go to? I just can't decide.

Tryger's hanging out in the scoutpost, pondering his next destination. There's really only one island that would be really useful for training, and we'll be getting to that in a moment.

Music: Appearance of the Town



Do you vant to know vat it is? Ja, ja, of course you do! Very vell. I vill share zis magnificent invention vith you, my friend.

Igor Folds has something for Euchre again. Hopefully it won't be another worthless consumable.



Well, it's not worthless at any rate. A free Elfin Elixir is always welcome.



Ah, you are speechless vith amazement, ja?

Sadly that's all the free stuff that Igor here is ready to give Euchre. What should his next destination be, then?



I bet they're all on Palaish Isle, practicing in the Old Maid's garden.

Palaish Isle is the single best grinding spot in the game, and the relevant area just opened up. What better time to check it out that now?

Music: Island



The place to be on Palaish Isle is Madame Rummy's palace, so that's where Euchre goes.

Music: Contest Castle



More specifically, it's the garden challenge.

You are free to enter and explore all of the gardens of the island... ...except for one. The metal menagerie remains closed to you.



Fight as many metal monsters as you can within two and a half minutes! You may enter the menagerie again if you defeat a certain number of Slimes. This is a special privilege extended only to Monster Scout Challenge finalists.



Euchre came all the way here to do this, so obviously the answer is yes.

Good luck, young scout.

The actual minigame here has only one difference to how it was the last time Euchre participated, so I'll be skipping over most of it.

Music: Monster Battle



The difference is that the Slimes here can cast Clang, a particularly annoying ability for this area and this area only.



It gives its user complete invincibility on the turn when it's cast. Since Euchre's on a time limit to beat these things, the reason for its annoyance should be self-explanatory. It's near-useless for most of the rest of the game, though - only a monster with Double Trouble might get some use from it, and even then they would have to be at the fickle whims of the AI.

Music: Contest Castle



Anyway, this one isn't too hard. The Slimes are a bit more spread out than before, but there's plenty of time to exterminate them even with a few uses of Clang.

Well done. You exterminated 15 Slimes. That means you may enter the metal menagerie for two and a half minutes.



Despite being nominally part of the gardens, the metal menagerie seems to be indoors. At least that's how it looks, since the area through this door would be directly underneath Madame Rummy's throne.

Music: Scout Battle



Wherever the place is, Euchre really doesn't have time to waste.



The only monsters here are Metal Slimes and their variants, which obviously makes it the best place to grind in the game.



Of course what this means is that the Metal Slimes themselves are severely outclassed in terms of usefulness, since all of their relatives have a much larger experience point payout. These ones are in the back.

Music: Monster Battle



Liquid Metal Slimes are the first step up from their more solid cousins. As well as having more HP, they have much greater damage potential.



More specifically they have Frizzle, which is a decent increase in power from the Frizz that the Metal Slimes have.



They're fairly simple to beat, although they can just decide to run away sometimes. Just keep attacking, using Metal Slash or using Hatchet Man in increasing order of effectiveness. They give out almost ten times as many experience points as Metal Slimes.



Next up are Metal King Slimes, which are considerably bulkier than any other monster in the menagerie - this one had somewhere around 30 HP to whittle down. Don't use Metal Slash on these! As far as I know it can't be a critical hit, and it's only 1 point of bonus damage. It's better to hope for a critical hit from a normal attack or, even better, use Hatchet Man. There's a slight problem with this strategy, though...



Metal King Slimes have Critical Miss, and if the user of Hatchet Man gets hit by it they'll have to resort to using something else.



They also have Kafrizz, which does a little over 100 damage to a single monster if they decide to use it. Not fun.



Despite being several magnitudes harder to take out than Liquid Metal Slimes, Metal King Slimes only give about double the experience points. It's not worth fighting these things until Team Euchre is strong enough to get through their ridiculous defences, since they're very likely to flee and it's incredibly time-inefficient.



The fight took so long that Euchre's time limit ran out, in fact.

Music: Contest Castle



We look forward to seeing you again.

Euchre appears to have run out of things to do in order to put off the finals, so it's time to bite the bullet and do just that.



If you've finished all your preparations, we can get started. You'll be fighting with the monsters you have in your current team.



It's not like there's much else to do. Might as well get this over with.

Okay, then. Let the games begin!

Music: Colosseum (IV)



It's the moment you've all been waiting for - the Monster Scout Challenge Finals! But before we get it on, let's hear it for our very own COMMISSIONER SNAP!



I'd like to congratulate the five finalists, and remind them to do their best. Never give up, even if you lose a bout. ...Because your next opponent might be fighting for a fourth consecutive victory...



Now, good luck to you all, and may the best scout win!



Okay, fight fans, you've waited long enough! Let the show begin! Let's meet the two scouts who'll be kicking off today's action.



Go Euchre!



Prepare to be slimed!

And, er, Slimon too. Yaaaaaaay.



FIGHT!!!

Music: Scout Battle



So, Slimon. His team is, unsurprisingly, all Slime family monsters. Despite this they all have different roles: the Angel Slime is a mage, the Dark Slime is a physical attacker and the Slime is...something else. I'm not entirely sure.



Dim is bad and this Angel Slime should feel bad. It won't affect Team Euchre much because a) they don't have any offensive magic and b) they're being commanded manually.



Frizzle is the same as it's always been. It's probably Slimon's best offensive option because, er...



I never saw him using any other abilities besides these two and Deep Breath. Presumably the Slime uses breath attacks based on this, but it never did. The Dark Slime only used its normal attacks.

I wish there was somewhere that information on enemy movesets could be found, honestly. This game is pretty badly documented, at least on the English-speaking side of the internet.

Music: None



Anyway, Slimon's team quickly falls once Team Euchre stops trying to see what they can do. Wildcard in particular is just too powerful, with Lightning Storm, the third and final tier of Lightning-elemental attacks, does around 150 damage to every memberof the enemy party.



He will now fight in the next round!



I'm going to beat you AND Solitaire, so THERE! And then eat lots of cake.

Clearly Missy wants to have her cake and eat it too. Euchre can't be having that.



FIGHT!!!

Music: Scout Battle



Missy's team is based around large and bulky monsters, obviously. It's a little weird to see these things not being used as physical attackers.



The Frou-Frou exists for crowd control purposes, as it really likes to cast Snooze and not much else. It's not Kasnooze, so it's not accurate enough to be much of a concern overall.



The Gigantes is a little weird. It appears to be themed around ice, since it uses both Frost Slash...



...and Cool Breath. I suppose it's good to have multiple damage types to deal with being disabled.



Meanwhile, the Living Statue uses dances. More specifically, it uses Weird Dance.



And, of course, that ability is immediately invalidated by this one, since it has the same effect but absorbs the MP instead of throwing it away. Not that it really matters, since MP isn't really a problem for enemy monsters.

Music: None



And that's it for Missy's team. They're a bit more threatening than Slimon's offering to the competition, and the MP draining is very concerning since this is an endurance match.



That's two in a row for young Euchre! But here comes challenger number three!



Oh, hey, it's Tryger! That means that Solitaire will be Euchre's last opponent.



This is just a costume, you know. I'm actually more of a city peRRR- (cough) person.

You're not fooling anyone, Tryger.



FIGHT!!!

Music: Scout Battle



Tryger's a bit odd in that he only has two monsters, which adds to the idea that he's a monster himself - after all, only three monsters are allowed in a team, and he's already filling up one spot.

As for the monsters that Euchre gets to fight, the one on the left, the Garuda, is new. The one on the right, the Beetlebully, was on Dr Snap's third team back when Euchre battled him.



The Garuda doesn't seem to get any spells or abilities, but the Beetlebully does. First up is Kaping, which is bad as usual.



It appears to boost its Midheal's power, though. Based on the amount of healing this is the version available to Euchre as opposed to wild monsters, which makes sense since all scouts should be on an equal footing.

Music: None



Unsurprisingly this fight isn't too hard with only two monsters to deal with. Action economy is a powerful thing.



Incredible! The rookie's come out of nowhere and is a victory away from the championship! Can he do it? Or will the next challenger stop him in his tracks?



For some reason this screen shows for a few seconds. It's a little strange, since Euchre has a regular old Wulfspade, which is impossible to have at this point, as well as the character on the left straight up not existing in any game to my knowledge.



Thanks for warming up the crowd for me, but I'll take it from here. I'm a bit surprised you made it this far. Guess you're not as useless as I thought. But this game ain't big enough for the both of us, kiddo, even with two screens! (shrug) What can I say? I didn't look for stardom - it came looking for me.



It is time to settle this once and for all, Ginny Rummy.

Oh. Wildcard just said the trigger words. That's...not good.



There are a couple of seconds of silence at this point. Again, Solitaire doesn't look like she's going to be answering back any time soon.



FIGHT!!!

So the announcer just interrupts the awkward silence. Unfortunately, though...

Music: Scout Battle



...Solitaire has finally composed herself to some degree. This isn't ending well, is it?















You know what? This is fine too. Next time, the Monster Scout Challenge will be concluded.

Ratoslov
Feb 15, 2012

Now prepare yourselves! You're the guests of honor at the Greatest Kung Fu Cannibal BBQ Ever!

*muted trumpet noises*

serefin99
Apr 15, 2016

Mikoooon~
Your lovely shrine maiden fox wife, Tamamo no Mae, is here to help!

Solitaire just loving dropkicked the Incarnus. Say what you will about her attitude, you gotta admit she's got guts.

Deceitful Penguin
Feb 16, 2011
I guess the real monster after all

was wo-man

MightyPretenders
Feb 21, 2014

Epicmissingno posted:


Thanks for warming up the crowd for me, but I'll take it from here. I'm a bit surprised you made it this far. Guess you're not as useless as I thought. But this game ain't big enough for the both of us, kiddo, even with two screens! (shrug) What can I say? I didn't look for stardom - it came looking for me.


Yeah, and then you drove stardom away with that attitude.

When you think about it, Solitaire looks like an experiment in how much missed opportunity you can put into one place:

* She could have been the Hero of the game, but she didn't stop to wonder why the Scout ring was ineffective. Keeping that up only made the Incarnus fed up with her attitude, until it up and left.

* With that, she's left as the Rival, but while she's a jerk, she's never actually fought during the quest, nor do you have much of a personal beef with her.

* The above boils down into making her the Final Boss of the challenge, but... the Incarnus short-circuited that by taking advantage of her personality.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
...would they have been okay with Tryger getting in and mixing it up? Dude's obviously based off the Weretigers, I can see why they were confused.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Oh wow, I did not see that coming.

A+ best boss battle ever.

Commander Keene
Dec 21, 2016

Faster than the others



Glazius posted:

...would they have been okay with Tryger getting in and mixing it up? Dude's obviously based off the Weretigers, I can see why they were confused.
No, no. He's a Weartiger. Get it right. :colbert:

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!
Part 21: The Beginning of the End

Last time, Euchre participated in the Monster Scout Challenge finals, winning every bout and possibly getting his final opponent, Solitaire, disqualified.

Music: Scout Battle



This time, we'll be seeing the results of that.



Woah, check it out! The Commissioner has entered the arena.

Music: None



What we have here is a case of a scout attacking an opponent's monster. According to section 84 of the MSO Challenge Rulebook...



...and subject to immediate disqualification. Euchre wins by default. I'm sure many of you are unhappy about this, but rules are rules, I'm afraid.



In any case, we have a champion! Euchre wins the seventh Monster Scout Challenge!

Music: Colosseum (IV)

Stick around fans - the award ceremony is coming up!

It looks like everything's coming together for a happy ending. Euchre's achieved his stated goal, Wildcard can stop the Great Catastrophe with the Scout's Mark, and he crowd and the MSO seem to be very happy because of the successful tournament.



It was a rather...unusual final, but you are undoubtedly the champion. And you certainly have a monster that any champion would - ahaha - kill for.

Music: None



I did not see it before, but there is great power within you...



Hm? Oh, nothing! Never mind me...

Ahem. Sorry to interrupt, Commissioner, but the crowd is waiting...



W-Well, to business. Now, where is that prize...? Oh, fiddlesticks. I appear to have left the Scout's Mark in my office.



Yeah, what about it? Snap can't very well appear to give the winner nothing. Snap seems to be fairly absent-minded when it comes to things like this, too, so someone should really have checked beforehand.

Ha ha ha...ha. Er, yes. I'll have to give you your prize later, young man. Please come to my office.



Well, I guess that's it. The seventh Monster Scout Challenge is over! And what a GREAT way to end it all, fight fans!? See you all at the next challenge!

Er, no. That was not by any stretch of the imagination a great way to end things, since this could either refer to that fiasco of a reward ceremony or the final bout with Solitaire which ended without a monster battle. Either way, that's not exactly what the crowd would be looking for is a good tournament.



Music: Contest Castle



The award ceremony will take place in the Commissioner's office. He's waiting for you there now.



The player doesn't even get a choice here. Euchre is just brought to Dr Snap's office. I sort of understand why, but it's still a little jarring.







Isn't that right, Euchre?

Euchre nods.



Of course, I don't mind one bit. In fact, that was always my intention. Now, come to me, my noble monster.

Er, Snap? You're being a bit creepy there. Maybe you should tone it down a bit.



Anyway, Wildcard walks up to the treasure chest...



...and opens it up with his nose.



That's the Scout's Mark? It's not exactly what I imagined.





Music: None

But I too have long waited for this moment. My monster friend...or should I say, INCARNUS!

Music: Ace Of Spades





A dark mist emanates from the sphere, engulfing Wildcard. Given what we know about darkonium, this probably isn't a good thing.



The scouts collected vast quantities of darkonium... ...Enough darkonium for me to construct this sphere. Can you resist its power, I wonder? We shall soon see...





Well, Wildcard's black and red now - this new form is known as the Ace of Spades. Is he still friendly, despite his new colour scheme?



Apparently not. It looks like Euchre might have just lost his greatest ally.

GIVE ME THE MARK, HUMAN.



For some reason the Scout's Mark changes colour when Wildcard uses it now.



It can slide back into his head, too, despite not being the real Mark. This would all be very impressive if it wasn't being used for evil.



But of course! I have been blind... Those thieves DID take the Mark! And they replaced it with this fake!



I SENSE THE MARK. IT IS FAR FROM HERE.



WHAT IS THE MARK TO YOU, HUMAN? WHAT DO YOU WANT?

With your body and soul steeped in dark matter, you must surely know what I want. I am the one who will help you complete your mission.

GOOD. COME WITH ME.



As Wildcard and Dr Snap try to leave...



...Euchre finally remembers that he's there and gets in the way of the two.



Of course, Wildcard isn't having any of that.



He hits Euchre, who goes flying into a wall...



...and collapses on the ground, unconscious.

Music: None



C'mon, get up already. Time to move your lazy butt!



Music: Solitaire



I came to the Commissioner's office to check out the Scout's Mark... ...but all I find is you crashed out on the Commissioner's floor. The Mark was supposed to be mine. AND that pet monster of yours - where are they?

Somehow Solitaire is useful for once. For once, her goals and those of Euchre align - namely, finding Wildcard.

Music: Contest Castle



In any case, it's at this point where we finally get back control of Euchre. That hasn't happened since starting the finals, so it's nice to finally be able to again. The first order of business is to talk to Solitaire.



... Hmph! Are you sulking AGAIN? You only won the stupid championship because I let you, you know.

To be fair, Solitaire's team would probably wreck what Euchre has right now, assuming she doesn't update her team between now and when Euchre will actually be able to fight her.



I'm afraid I find it rather difficult to resist a lady of such charms. Oh dear, I'm not much of a receptionist, am I?

Next up, trying to find out where Dr Snap went. His receptionist is fairly useless, and I can only assume that Solitaire's "charms" consist solely of her money and influence.



It looked a lot like the one you had before. Did you give it to him? Actually, it was a different colour, now that I think about it.

Unsurprisingly, Snap has already left the building. Euchre will have to continue his search in town.



Before that, though, I remember to add a monster to Euchre's third team slot. Vamp is a good candidate, since he's been in the substitutes for a while now and fills a niche that's missing from Team Euchre at the moment.

Music: Appearance of the Town



(shrug) Nope. Not as far as I can recall. Assuming I didn't miss him, he must have gone north, so try that part of the island. And if you still can't find him, the chances are he left by the north jetty.

One of the most obvious places to check is the jetty leading to Xeroph Isle and Infern Isle, but it seems as though Snap didn't pass this way. Since Euchre went through the main part of town to get here, it only makes sense to check the sewer next.

Music: CELL Headquarters



It an' the MSO were rivals back in the day. The two groups 'ad completely diff'rent goals, see.

Although nobody down there has seen Snap, there are still some things worth doing down here. The person who told Euchre about Warden Trump's past experience a while back has a new bit of information about an organisation that is presumably CELL. In what way were they and the MSO opposed, though?



'Ere, 'ave this on the 'ouse. Don't tell the other customers though.

Euchre receives a phial of Yggdrasil dew.

Ooh, nice. As far as I know that's the only thing that anyone will give to Euchre right now, but it's a very good item considering its source.

Music: Appearance of the Town



He was bound for Infant Isle. I wonder what he wants there?

Well, now we know where Dr Snap went, at least to start with.

Music: None



So there's very little reason not to follow him. Infant Isle is pretty much unchanged from before, so I'll only be going over what changed since Euchre's last visit.

Music: Scoutpost



First up, the monster synthesis counter has a new service available. I think it's been available since Euchre entered the finals, but I completely forgot to check at the time. Oops.

Not only do we synthesise monsters for you... ...but we also provide you with expert synthesis advice.



...existing recruits and then offer some friendly advice on which to go for. The best way to learn is to do it yourself! Would you like to have a go?



The new option is listed under the synthesis menu under "synthesis picks". I don't recommend using it, though. Why?



Because if you're this late in the game you've probably got a handle on the synthesis system. Sometimes the game decides that it just wants to use up difficult-to-get monsters, like Captain Crow here. The bottom option in this case even gives up Red Fang, which is absolutely not okay. I have a very special plan for him.



Anyway, since Euchre's here, why not do some synthesis? As it turns out, Wailin' Weeds are currently the best monster to get something up to the highest ID generic monster of their family. They're readily available, too, which makes them better than Captain Crow in this regard.



This combination just so happens to result in a Demon-At-Arms, since it's the monster at the top of the Demon family's generic synthesis line.



I don't really care what Skills go on it, but it might as well get the new one and Attack Boost. Having Skills in common with an intended synthesis partner is really helpful for making the most of available skill points.



Next up, a Bodkin Archer and a Gryphon are being synthesised together. This one really doesn't matter much, to be fair, but I needed something to eventually pass Fortifier on to Vamp. Both him and the Bodkin Archer who has the Skill are positive and can't be synthesised together.



I was lucky enough that the resulting Octavian Sentry was neutral. If it was positive again, I'd probably have reset.



Fortifier is the only important Skill here, since this monster is just a vehicle to get it onto something else. That's all the synthesis Euchre's going to be doing for now.

Music: Island



The only thing that's changed on Infant Isle, meanwhile, is in Scoutmaster Shuffles' tent.



I think it's time I cashed in my chips. I'm quitting this racket.



Since a Diemon is decently hard to obtain, you can bet that Euchre is taking this one. If you'll recall, it's the result of grandparent synthesis using four Winkies.

Cool. I'll send it to your monster storage. Look after the big blue beastie, okay?



It's impossible to see outside of battle animations, but Diemons actually have multiple eyes under their masks that they can open or close to simulate spots on a die. Hence the name.



With that over with, it's time for Euchre to find Dr Snap. Where could he have gone?



Well, since he's nowhere else on Infant Isle, he must have taken the only other jetty. There's someone in the scoutpost that says this but, er, I forgot to screenshot them. Oh well.

Music: None



Even though Euchre's chasing after Snap and Wildcard, there's still time for distractions. This is the last time that uncharted islands will be at all noteworthy.

Music: Island



This one is a Slime island. It contains only Slimes, She-Slimes, and the only monster on uncharted islands that we haven't seen yet.



Speaking of which, that monster is right here at the far end of the island.

Music: Monster Battle



Like Great Drackies were to Drackies, Behemoth Slimes are essentially Slimes but larger. There's a little more effort put into their design, though, since the face is all out of proportion with the rest of the body.



They're probably meant to be encountered a lot earlier, since they're still using a tier 1 spell. As with all uncharted islands, it's a little difficult to say when the monsters here are supposed to be fought, since it's random when they show up.



Without Wildcard's contribution, scouting is a lot harder. Oomph and a second Psycho user are both incredibly useful tools, and not having them cripples Team Euchre's scouting effectiveness.

Music: Island



Now that the uncharted islands are finally done with, Euchre can get back to the task at hand. There's only one person nearby upon landing on Celeste Isle, so they must have seen where Dr Snap went.



He came from Infant Isle, but then set off immediately for Fert Isle. I kept my distance though. He had this vicious-looking black monster with him.

It looks like Euchre's finally cornered Snap, since there's only one jetty on Fert Isle.

Music: None



Snap won't catch himself, though, so Euchre's still going to chase after him. to Fert Isle! More specifically, to the scoutpost!

Music: Scoutpost



He seemed to be injured. I wonder what he's been up to...

Last time Euchre heard about a man in black, it turned out to be Black Jacques. Maybe he's here now, too.



Sure enough, he's in the Scouts' Den in the back.

All ze monsters we 'ad collected escaped from zeir cages, and now zey run wild! It was getting a leetle to 'airy for me, so I says to myself: "Jacques, it is time for an 'oliday!" (wink) A good thing your old friend Jacques knew about ze secret jetty, eh?



Hmmm. I suppose zere is no 'arm in telling you now. Leave zis scoutpost, go left, and follow ze shoreline around ze island. Zere you will find it - ze secret jetty! Go if you want. But if it were me, I'd stay far away from zat place...

So apparently there's not just one jetty on Fert Isle, but two. By the sounds of things, Dr Snap probably went to CELL HQ and made the monsters there go berserk. Euchre's going to have to chase after him yet again and save everyone on the island.

Music: Island



Remember that gate that blocked off a side path last time Euchre was here? Well, it's not there any more, and there's a Great Argon Lizard beyond it. Incidentally, Euchre's currently got Vanish turned on. That's why his model is see-through.



Since Euchre's already got one of those, there's basically no point to fighting this one. Instead he passes it to reach a jetty.



And, conveniently enough, this one leads to CELL HQ. Next time, Euchre will be heading over to his former home in an attempt to save everyone from Dr Snap.

Extra: The Monster Library

Behemoth Slime





Behemoth Slimes have the Skills Woosh & Zap and Agility Boost when scouted and cannot be synthesised without a Phoenix Scepter (and if this happens they only get Woosh & Zap). They have the Traits Psycho and Desperado, and are immune to Whack.

Woosh & Zap is yet another two-element Skill, and this one comes with both single- and multi-target options. I think Woosh has a bit of a caveat where the damage variance is larger than usual, but otherwise it's fairly standard.

Diemon





Diemons have the Skills Wind Blower and Defence Boost when received on Infant Isle, and just Wind Blower when synthesised. They have the trait Wooshmeister and are immune to Confusion.

Wind Blower was first found on Phantom Fencers back in Part 16.

Octavian Sentry





Octavian Sentries have the Skill Thunderwind Slashes and cannot be scouted. They have no Traits, are healed by Water and are immune to Sag.

Thunderwind Slashes does exactly as the name suggests: it teaches Zap- and Woosh-elemental slashes: Gust Slash, Lightning Slash, Gale Slash and Thunderbolt Slash. It also teaches Zam-elemental slashes (Shade Slash and Shadow Slash) and Mercurial Thrust on top of these. It's a good Skill for physical attackers to have, since it gives damage boosts (30% for each tier 2 slash, I think) for very little MP cost and no danger to the user, and Mercurial Thrust is a decent bonus in terms of utility. It's not the best Skill for this purpose, but the Skill that is better for elemental slashes is more than a little difficult to obtain.

Demon-At-Arms





Demons-At-Arms have the Skill Crack & Zam II when synthesised and cannot be scouted. They have the Trait Double Trouble, allowing them to act twice in a turn if they are not given orders, and are immune to Whack and weak to Sag.

Crack & Zam was first found on Skelegons back in Part 11, and it unlocks Crack & Zam II when 50 skill points are invested in it.


Extra 2: Synthesis Recipes

Behemoth Slime + She-Slime = Beshemoth Slime (Rank D, not scoutable, not available through generic synthesis)

This is one of two recipes involving Behemoth Slimes, and I think it's the better one. Beshemoth Slimes have only one use in a recipe, but it's to make a monster that is itself a component to make the final boss. Besides, this is the only way to get a Beshemoth Slime.


Behemoth Slime + Behemoth Slime = King Slime (Rank C, scoutable, not available through generic synthesis)

This recipe isn't quite as good. Even though King Slimes are used in more recipes than Beshemoth Slimes, they're considerably easier to get - with the diminishing returns in scout rate inherent in scouting multiple copies of a given monster, getting two Behemoth Slimes is more difficult than you might think - remember, they can't be synthesised. Not only that, but King Slimes aren't exactly hard to get any more. The wild one on Infant Isle is probably easily scouted at this point.


Buffalogre + Diemon = Boss Troll (Rank B, scoutable once, not available through generic synthesis)

This is one of the options for getting a Boss Troll, but it's honestly not as good as the alternatives. This is especially true since using the Monster Matchmaker allows you to get a Boss Troll using just a Buffalogre. Give this one a miss. Oh, and although it's possible to get a Boss Troll from Gigantes + Diemon, since Diemons aren't Rank A, they don't fit the requirements for said Monster Matchmaker synthesis.


There's one more synthesis recipe that's available at the moment, but I'm going to save it for when we actually do it. The result is something special.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Oh, Dr. Snap! Why? We had good fights together and everything!

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
So what would he have done if Euchre didn't win the tournament?

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!

Dr. Fetus posted:

So what would he have done if Euchre didn't win the tournament?

The tournament rules stipulate that in order to win, one of the scouts has to win all four of their battles. I'm not sure whether this happens, because I've never actually lost during the tournament, but presumably everyone always loses to Solitaire, who in turn always loses to Euchre because Wildcard keeps provoking her. Because of that nobody can ever win except Euchre.

As for how it would work outside of this situation...I don't know. Presumably Snap would have called Euchre to his office under some other pretence and maybe given a second fake Scout's Mark to the winner. It's never possible to see it.

MightyPretenders
Feb 21, 2014

Dr. Fetus posted:

So what would he have done if Euchre didn't win the tournament?

If the Incarnus hadn't shown up, he'd keep looking for it.
Since it had shown up, he'd probably meet with Euchre, corrupt Wildcard, then leave to snatch the Scout's Mark back from whoever had it.


And Solitaire misses her chance again. While Euchre is probably grateful for being woken up, he's decided that he has to deal with Snap himself, and has no intention of letting anyone else tag along.

xelada
Dec 21, 2012

Dr. Fetus posted:

So what would he have done if Euchre didn't win the tournament?

Probably assume the Incarnus was just another monster, either the stories are gross over-exaggerations, so not worth revealing yourself as a villain all along; or he'd made a mistake and Wildcard isn't the Incarnus.

Deceitful Penguin
Feb 16, 2011
Dammit what do you mean we were with the good guys all along >:[

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

I hope dads evil organization were the good guys all along.

Epicmissingno
Jul 1, 2017

Thank gooness we all get along so well!
There are already five updates on this page, and we're nearing the end of it. How about a push to a new page before I post the next update?

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

That sounds reasonable. I refuse to cooperate.

Fake edit: wait... poo poo!

AweStriker
Oct 6, 2014

That's probably for the best.

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POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
56k No!

I hope we can win back the incarnus with our blue eyes white dragon.

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