Legend of Legaia - Part 21 - Defuse a Bomb with a Bomb
now entering: Nivora Ravine |
Welcome back to more Legend of Legaia. Last time, we had a huge information dump about our heroes’ backstories, learned about Tieg, the god of this world, and created a bomb out of God’s gift. Today, we are going to use said bomb to destroy Koru, the seru behind the cold weather, and free Buma from the mist! Let’s head right into Nivora Ravine.
yellow means you can only buy one, btw
But a quick note: I went ahead and did some grinding. I managed to get myself all the best equipment I could buy in Sol (both upper and lower floors), and I also got myself a Lost Grail in the Muscle Dome. This is a rare accessory that fully restores your HP after death, but once it’s used up, it’s gone forever. I picked up this accessory because I want to test something for an upcoming boss…
According to Dr. Usha, we need to plant the first TimeSpace Bomb near the entrance of the ravine to get rid of the ice block in the way. Noa’s awfully excited about this. Gala plants the bomb as the others run for shelter. The bomb should explode in 3 seconds after triggering the switch. Gala flips the switch and starts running.
Noa starts counting time, but sees a dark sphere of destruction form as she reaches 2! The blast knocks our heroes, but they manage to get up. Noa makes a big scene about the bomb prematurely exploding. It does seem strange that the bomb would set off so quickly like that, but regardless: the way is open!
noa, no |
The huge ice block blocking the opening is completely gone. Noa wonders if they could use that bomb in Buma to unfreeze everyone there. Now, I don’t need to explain why that would be a terrible idea for obvious reasons, but Terra explains it anyways to her: a blast like that could easily wipe out Buma and the Genesis Trees and inhabitants with it.
Anyways, let’s head inside. We got some new monsters in this area. Neo Grude is a stronger Grude, not too much to elaborate on this monster. Amethyst is a new monster we’ll encounter here. It’s not super strong, but it can heal other monsters. Keep your attacks focused on one monster to outdamage the heal or take it down in 1 turn.
Lava Face is much like the stone face you’ve faced before. It hits hard and is pretty darn resilient. It has a new Fissure attack that can do moderate earth damage to one party member. Noa’s weak to earth attacks, so keep an eye on her HP. Despite being a floating monster, you can hit it with low attacks. Warfish is a finally appropriately named monster and an upgrade of the Warhalf we met back in Sol. It’s not too different from what you’ve faced before. Just be careful of its ultrasonic attack as it can curse a party member.
Rock Lizard is another familiar looking foe, and this one hits pretty darn hard. It can cast earthquake that can damage everyone. Van Saryu had this attack as well, so it can be a bit intimidating when a regular monster has a boss move. Regardless, just beat it with your best moves, and it should go down.
Lucifer… yeah, we got a monster straight up named after the fallen angel himself. This monster’s not too different from Verial back in Vidna. The Cross Beam should be survivable at this point, fortunately.
Let’s proceed through this cave. It’s got a linear path, so don’t worry about any missing treasures on the way. As our heroes reach the end of the cave, we see a group of people on top of the ravine.
They seem to be Soren, due to their wings on their backs. They seem to be plotting an attack on the Floating Castle. However, they notice someone’s coming, and they leave before they are noticed. Noa manages to get a glimpse of them, but don’t recognize them.
At the top of the ravine, let’s jump downwards (again, Vahn can jump good) and there’s a treasure chest we can open.
In it is a Warrior Icon; this accessory is better than what the description says. While it gives the user a chance to counterattack an enemy, what it doesn’t say is that the counterattack can cancel the enemy’s attack! You can only counter physical attacks though, but it’s a pretty useful accessory nonetheless.
Around the path is another cave. A save point lies before the cave, so save your game here. From here, the path splits to 3 tunnels, as Dr. Usha mentioned. Our heroes must split and tackle each tunnel alone.
At this point, we gotta navigate each party member to the end. There are some places where their paths will be blocked and they need another party member to do something to open the path ahead. It’s pretty much like FF6 with the Phoenix Cave or the final dungeon.
Monster encounter is still a thing, but they’re fortunately toned down as our party is separate. They’ll only appear as one monster, so that’s nice. There’s one more monster we can encounter here:
Aluru returns, now in its lvl 2 state. A pretty easy foe all things considered. It has a new rolling crash attack, but it’s not particularly strong compared to its cannon attack.
aww yeah here we go |
Starting with Vahn, there’s a side path that leads the way to a treasure chest containing a Mettle Gem. This is one of the best accessories in the game – it halves AP cost! Infinite AP may no longer be with us, but at least we got this. Head back to the main path and you’ll be blocked by a pillar. Let’s switch to Noa.
There’s another side path similar to the one in Vahn’s path that leads to another chest. This one contains a Rainbow Jewel. This accessory raises resistance to all elemental attacks. A pretty good grab right here. Head back to the main path and stand on the marking on the ground, next to the pillar.
It’ll start to shine, and Vahn should be able to push the pillar. But for now, let’s check up on Gala.
Gala has another side path, albeit further off than Vahn’s or Noa’s, that leads to yet another chest. This one contains a Spirit Jewel, an accessory that reduces MP spell cost by 25%. Magic cost is starting to get really high by this point, so this is a good accessory to keep around. Head back, and you’ll quickly find your path blocked by a barred wall. Looks like we can’t go further here with Gala.
Back to Vahn, push the pillar. This will open the way, as well as create a bridge for Noa. Follow the path until we hit another roadblock: an opening in the floor.
what a conveniently placed snowball!
Someone’s gonna have to push that big snowball from above to make a path. Switch to Noa, and cross the bridge.
There’s a lever that Noa can flip, and by doing that, it opens the way for Gala! Some lights turn on on Gala’s side, implying that there were once people who worked on this ravine for something… Anyway, Noa’s path should lead straight to the end. Noa will reach a giant chamber with Koru, the freezing seru. Now, it’s up to Gala and Vahn to reach the end of their tunnels.
Back to Gala, head past the now opened way, and you should soon find a giant snowball, underneath Vahn’s path.
By pushing this, we can build a bridge for Vahn to cross. Continue through the path and Gala should reach the room with Koru. As for Vahn, it’s just a matter of heading straight north, and we’ll reach said room.
Our heroes have finally reached their destination. The next step now is to plant the TimeSpace Bombs. But before our heroes could plant the bombs, they are interrupted by a voice.
The Delilas Family returns! They stop our heroes from planting the bombs (probably from sheer charisma) and do their super sentai pose.
Gala is not amused |
Noa seems to enjoy their poses, but Gala ain’t having any of this. The Delilas split up go after each hero.
At this point, each party member must fight a Delilas alone! Gala will fight Che, Noa fights against Lu, and Vahn will go up against Gi, in that order. Fortunately, the game gives you a chance to prepare. Heal up, and change your equipment as you see fit. If you really wanna trivialize these upcoming boss fights, give the following accessories to each character: Burning Jewel for Vahn, Madlight Jewel for Noa, and Earth Jewel for Gala. Once you’re ready, let’s start this gauntlet!
It’s the heroes vs. the Delilas Family! The main challenge in this fight is – as stated before – each party member must face a Delilas by themselves. Fortunately, they’re not too hard a fight to deal with. All 3 Delilas members follow a simple pattern: attack, attack, then special attack. Meaning, in every 3 turns, they will unleash a special move that does heavy damage to your party member. That’ll be your cue to spirit up on every third turn. Normally, these special attacks can deal as high as 1000, but with spirit and elemental resistance, the damage can barely reach 400. All Delilas members fight very similar to each other. That said, there are a few differences between each other.
Che Delilas has the most HP and his special attack Megaton Press is earth elemental. His regular attacks hit pretty hard, but he doesn’t have much agility, much like Gala. This fight can be a bit of a war of attrition, but you can expedite the fight a bit if you got a strong seru magic.
Lu Delilas has less HP, and her special attack Plasma Strike is elec elemental. She has high agility, meaning she can attack multiple times, but her individual attacks are rather weak. I think she’s also supposed to be fast, but Noa managed to outspeed her every turn.
Gi Delilas is a bit balanced in offense and defense, and his special attack Blazing Slash is fire elemental. I like how the damage numbers overlap each other in his attack. Gi is fast, and will likely outspeed Vahn. Instead of trying to outspeed him, I equipped Warrior Soul on Vahn so I could cancel his attacks since he goes first. Again, a strong seru magic can speed up the fight pretty quickly. Overall, a pretty easy fight if you know what you’re doing. You’ll get Fire Book III, Wind Book III, and Thunder Book III for beating the Delilas Family.
The Delilas Family, defeated, fall into the crevice underneath Koru. Our heroes now have the chance to set up the TimeSpace Bombs! They set the bombs, and flip the switch, and start running.
The bombs explode before Noa could even reach 2, but they manage to escape the blast. The dark spheres of destruction engulf Koru, and it seems like our heroes destroyed the seru.
…or so they thought.
We see the Delilas Family, barely alive. Next to them, they find Koru still alive! They decide on one last plan: to fuse their bodies into Koru and command it to self-destruct!
A bright light shines from the bottom of the chamber, and our heroes learn that Koru managed to survive the blast. What’s worse, the Delilas are trying to nuke all of Karisto! They figure out that the most sensible way of getting out of this delicate situation… is to beat the living snot out of Koru before it can explode. Not the first idea I’d come up with, but the clock is ticking, so there ain’t much of a better option.
other moves are Hurricane Kick and Explosive Fist
Save your game at this point. Heal up, and build up your AP by getting in a random encounter. You’re gonna need it. Also, don’t forget to learn the new hyper arts from the books you just got. Once you’re ready, head down and get ready for a fight.
Our heroes try to talk some sense to the Delilas Family, now having merged with Koru. But it proves fruitless; they’re dead set in nuking all of Karisto. That just means we gotta beat Koru up before it can explode!
As soon as you begin the fight, you’ll immediately notice a bar on the top indicating the number of turns left and HP. You have a total of 5 turns to defeat Koru (0 counts). HP is misleading here: the number shown up there is Koru’s HP percentage; it doesn’t actually have 100 HP. It has a total of 20000 HP.
Koru will follow a strict attack pattern. It will use Blade Breath, Thunder Needle, and Gigaton Press in the first 3 turns. Fortunately, these attacks aren’t very powerful. But there is something interesting I’d like to point out about these moves. Notice their elements: fire, elec, and earth. Sound familiar? The Delilas Family are attacking through Koru with these moves. On turn 4, it will use Ultra Charge, signifying its next attack. On turn 5, if you have failed to kill it within the given time, Koru will unleash Dead End Crisis.
there's no surviving this! |
This is for all intents and purposes a party wipe. Koru will unleash a beam that deals a fixed 9999 damage to everyone, resulting in a game over.
Don’t waste your turns on healing. Koru will never do enough damage to warrant healing. Instead, focus on just using attacks, magic, or spiriting. Part of this fight is also based on how well prepared you are before you enter. For equipment, I gave Noa a War Soul and Mettle Gem so she can use her arts without having to suffer much of a cooldown. You could give those equipments to anyone else, but I decided on Noa due to her arts having high AP cost. You could also use Fury Boost on Noa (or any character that has those accessories) to maximize damage every turn. I didn’t think of doing it in this fight, but that’s an option you have. I rushed down Koru with magic. I got Kemaro and Aluru to high levels, so they naturally did a ton of damage. But even if they aren’t leveled up, they should do a decent amount of damage regardless.
Oh yeah, about that Lost Grail I mentioned? I said I wanna test it against a certain boss. Well here it is; I wanna see if you could survive Dead End Crisis with this accessory.
And the results are… nope. Well, my curiosity’s satiated.
Anyway, with enough damage dealt, Koru finally falls. It disintegrates, releasing the heat it’s been storing. The heat fortunately does not wipe our heroes from existence, but thaws all of Nivora Ravine, as well as the neighboring Buma.
Our ra-seru friends remind our heroes that seru are inherently neither good nor evil, but the mist – and to an extension, the ones using the seru – are those who determine what it does is good or evil. And with that, our job in Nivora Ravine is done, so let’s head back to Buma!
Our heroes return to Buma, and it’s a lot less chilly than we last visited this place! The town is built upon a lake, and now our heroes can finally witness the natural beauty this town offers. We can’t relax yet though; we still have one more job to do: revive the Genesis Trees! Noa runs ahead to the trees and as expected, the trees are thawed from the ice, and now our heroes can revive them.
They decide to split up the work and have each party member revive each tree. You know… you could also have everyone focus on each tree so your ra-serus could level up 3 times, right? No? Okay then.
TREE TIMES THE RADIATION |
The Genesis Trees awaken, and their brilliant light dispels the mist around Buma. At last, Buma is free! Our ra-serus grow stronger once again.
Speaking of which, these are the last Genesis Trees we will revive here. If you remember Tieg’s words, he placed 10 trees in this world. Let’s see… there was one in Rim Elm, one in Mt. Rikuroa, two in Voz Forest; one in Jeremi and Mt. Letona; and one in Sol and 3 here. That makes ten! There’s still a Mother Genesis Tree in the Seru-Kai, but who knows if we’ll ever reach there. But it seems that all that’s left is to stop the Mist Generator plaguing Karisto! It looks like our journey is coming close to its end! But how are we able to reach the generator when it’s flying in the sky…?
I like how derped Vahn, Noa, and Gala look here
Our heroes are about to leave, but they see Cara once again. She exclaims her amazement by our heroes’ ra-seru powers. Our heroes ask her again for the Ra-Seru Egg. After all, she made a deal with our heroes, and they’ve fulfilled their end of the bargain. However, she still feels hesitant in giving it away.
She walks towards the center of the trees and kneels there. She explains that she buried her heart here. It seems that our heroes can’t pry any further, so let’s leave.
Our heroes are interrupted again by Soren flying. Gala gets an idea: perhaps the Soren can help our heroes get to the Floating Castle! That seems like a good idea, but before our heroes discuss it any further, Cara comes up from behind them.
Her hand is bleeding, apparently from digging something up. You know, you could’ve used a shovel or something, but whatever works for you, I guess. In her hand is her “heart” she buried: a Music Score. Apparently, Grantes wrote this for her after listening to her song.
Noa decides that she wants to take this score to Grantes, hoping to get him out of that slump.
And with that, I think I’ll end things here. Next time, we head back to Sol and find Grantes, and we’ll see where things go from there!
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