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Update 62: Sealing Away the Ruin Caller





Hey, it's been a while since we last saw them, right?



I learned my lesson from the 2nd Sea Quest. This time I go for a more offensive approach. Also I'm doing this one at night not just for aesthetic purposes, but because Mau Mau has a passive that benefits from going at night.



Charge Tactic should help us kill the Ruin Caller faster.







The Damavand knight guides you to the mountain shrine where the dragon is sealed. According to the knight, once you deal with the dragon, the city will seize the opportunity to seal it.

That is such a flimsy seal.

A menacing air like no other assaults your senses, and for a moment, you all falter. But the gleam in the clients’ eyes does not diminish, almost growing brighter in the face of adversity. It seems there is no need to fear. Their high spirits encourage you to press on into the shrine’s depths. To lead the youths to their future, you draw your weapons and charge toward the three-headed dragon!









Gonna start off with buffing the team's offenses.



And I'm gonna have Fang lock down the heads.



Start the assault!



Ace's team will use random elements, but if your team uses elemental attacks, they'll chase your attacks instead of just casting random ones.



Go go go!







Who's a good boy? Yes you are, yes you are!

Fang confusing the Frost Head is actually very important, as you'll see in a bit.

















They certainly know how to cooperate. I wonder if we could be like that.







The chasers can rack up some pretty good damage overall. But the fight may take a while since they're not likely to take out all 3 heads at once with this team composition.



All I can really do in this fight is to support the team. Now if you think I should have brought someone else instead of Fang, I'd agree with you, but he proves his worth in the fight here.









...It just bit off its own neck.

That's really gross.



I love drumming!













Um, you kind of missed that last head.





Well two heads got taken out at once, but that's not gonna be enough.



All I can do is to hope that the NPCs can whittle this thing down.





Wait wait, WHAT!? Ruin Caller was supposed to use Regenerate, not Dragon Quake!

That's awfully convenient. But I'll take it.



Weakness, ho!



And the Thunder Head goes down shortly. Which leaves Ruin Caller helpless. The reason Ruin Caller didn't use Regenerate was because the Frost Head killing itself in Confusion caused Ruin Caller to not think it was dead! Not only that, but that also applied to any heads that were also killed in the same turn, which is why Ruin Caller didn't use Regenerate.

The short version of all that is Fang broke the Ruin Caller's AI, and made the fight much much easier.








Ace, Visen, and Mau Mau will all use regular attacks once you've disabled Ruin Caller like that.











Even when Ruin Caller uses Regenerate, the NPCs will still target the main body on that turn.



However, thanks to that extremely lucky break, this fight is pretty much over, despite Ruin Caller Regenerating its heads at the last moment.





Ace and Visen decide to use the Chaser strats, even though using regular attacks would be far more helpful.







Thankfully, Mau Mau just decides to go for the win. Oh and killing off Ruin Caller's body automatically causes a victory. You don't have to kill off any living heads.

Bye bye, dragon! Don't make anymore trouble, now!





A really big stroke of luck, combined with a bug that most players won't ever see, caused what could have been another long and daunting fight to be a complete steamroll. Fang is pretty much the main reason I won this fight. Or at the very least, caused it to not last for 20 turns or so.





You turn toward them to find their mouths agape, seemingly dumbfounded by what just transpired. You smile as you gently prod them, letting their victory finally sink in. As the young adventurers chat excitedly, you all return to the ship to sail for the ocean city.







Sounds like you guys better not start slacking off! They might beat you at your own game if you do. Still, imitation is the sincerest form of flattery, right? They begged me to give this to you.





A pretty decent Rapier if you don't have the Jolly Roger. Despite what the Harbormaster said, that's actually the last time we'll see Ace's team. They don't show up in anymore Sea Quests.

Now we have one last order of business to take care of.






We're gonna be going for Ruin Caller's conditional drop, which is to kill it with a damage type other than physical. Unfortunately, it's nearly immune to elemental attacks, so this can be tricky to pull off.



To do that, we'll need the Sungrazer Limit.





Let's get to work.









Mainly just setting up here. I want to get Ruin Caller's HP as low as possible, but without killing it.



Your strength increases!





GAAAAHHH! Don't think I'll get used to the kick on that.









More damage boosting.





Bongo bongo!



Okay, I think the next step was to pour in several barrels of gunpowder...

Oh no. Not again!



Since a head is Confused, I don't have to worry about Ultimate Ruin.



As much as I would love to see Sidney one shotting it, that's not what I'm after here. But Front Mortar should take off a decent chunk of the Ruin Caller's HP at least.











BOOM! Hee hee hee!





Not happening!

Tourita can take out a head on the next turn, so we won't have to worry about Ultimate Ruin for a while.



Well that's most of its HP gone, but not enough. So I whittle it down a bit more in the next few turns.





That was a nice hit...

Gah. I need 4 people to use Sungrazer!



Wait no, come back!

Whenever a Wildling dies, the animal they summoned will disappear.



At this point I realized I could use Bunshin to get enough people to use Sungrazer.



I'll also revive Fang in case that plans fails.



Huh? Naptime's over already?



I am at your service!





Ha ha. Got me again...

Good thing I had Cassandra set up a clone.



This should be low enough.



Sungrazer is an Almighty attack, so using it on Ruin Caller will snag me the drop.



The skies set you aflame!

Sungrazer is a single target Almighty attack that deals 500% TEC damage and goes at the very beginning of the turn. Honestly, it's not too useful, since striking weaknesses is far better than ignoring an enemy's resistances, and it requires 4 people to use. There's also not many ways to boost its damage either.





Even the sun is under my command now! ...I wonder if this means I'm queen of the sun?

That is... frightening to think about.

But doesn't that mean you're the queen of nothing? I don't think anything lives on the sun.

That is only the first step in becoming THE QUEEN OF ALL COSMOS!

...At any rate, that should cause the seal to hold out longer. Hopefully.

But that was good enough to snag us the conditional drop.







Things must be tough in Damavand if they have to maintain the balance of a dragon’s life and death. Oh, that’s right. The client left you this as a reward. By all means, take it with you.





Tourita's Garb is a nice upgrade for Asteria.

Now that we have all the Ruin Caller's drops, let's see what they'll unlock for us at Napier's.




The Hrunting is unlocked by selling the Raging Talon. It's a nice upgrade for a Gladiator.



Apollo's Bow is a really good unlock for Arbalists, and lets them hit pretty hard with their regular attacks with all those Fire forges. It's unlocked by selling the Inferno Bead.



Book of the Dead is unlocked by selling the Blizzard Bead, and it gives a 6% chance of instantly killing something with a regular attack. It's terrible, and I'm going to stick with Pollux's Records for Asteria.



The Shadow Piercer is unlocked by selling the Tempest Bead, and gives a +6 boost to the user's action speed. Could be handy for Buccaneers, but I'm gonna stick with the Jolly Roger on Scott for now.



The Berserk Leather is the Gladiator's ultimate armor, so you'll want to get Ruin Caller's conditional drop if you're using one. Unfortunately, we can't buy it for a long time, because it also needs a drop from an enemy in the 6th Stratum, which is pretty much the post-game.

Next time, we'll see what's behind the Moon doors.