Re: いせたん [RJ130644]
It's done. No contributions so far so I assume everyone's either moved on or worked out the game mechanics on their own.
Labyrinth levels 35-40 (true end)
1. Like the route to the good end above, you must defeat the guardian angel who bars your path. The difference is that you now get to focus on the angel alone who's been powered up.
2. Like the Asura before, she has two forms but nothing too serious. She is fond of powering up with different elemental magics which is annoying if you don't seal it.
3. Once you've won, you'll teleport through the circle and continue your conversation with the mysterious butterfly you (probably) talked to way back at the beginning of the game.
4. Unlike the good end, you are free to explore and to leave as you see fit (the clock has not frozen). While time permits, explore the side areas before the next boss area and make your preparations before continuing.
5. Once you're ready to proceed (I strongly suggest paying off your debt to Iruda NOW or he will call it in if he's with you after this fight), move to the event square.
6. Like the good route before it, you need to beat the goddess who stands in your path. Unlike the good route, the teenager hero does not end up helping you keep the self-styled hero occupied (they're too busy taking the Sex knight to task) so you need to beat the self-styled hero's party first.
7. Not much difference compared to before, he does have a guardian angel with him compared to the party you faced on the good end route. That will probably be the last one to fall.
8. After you've stuffed the hero, you need to take on the goddess immediately afterwards. Unlike the good route, she summons guardians to help her. Like the guardian angel before her, she has two forms. The second form in particular is quite dangerous since it uses the Twilight staff (the same weapon the reapers and the soul eater use) with its instant-death attack, occasional life-steal and powerful mana drain.
9. After you thump the first form, the second form also summons guardians (including a God's lackey). As before, the teenager hero and her female buddies are still preoccupied with thumping the Sex Knight so no help from them.
10. Defeating the goddess follows the same pattern as the guardian angel before her: do something about the regeneration and then pick off the guardians one by one until the goddess stands alone. Watch out for the defence-ignoring always-hit spells and the special scythe attacks and you'll win eventually.
11. After a short event, you are warned that the next series of fights is the LAST BATTLE. Like the good end route before it, make your preparations before continuing. I strongly suggest bringing a decent amount of cash with you (somewhere in the region of half your maximum carryable allowance).
12. When you're ready, head through the teleport circle that the goddess was guarding. Like the good-end route before it, you need to finish off the persistent self-styled hero before you can go home.
13. Not much difference from the good-end battle as far as I can tell. This version probably has a stronger demonic form and more variety in spells (notably the super debuff which the witch class has). The big difference is after you win this fight.
14. It looks like the barrier sealing the god in got broken when the hero was being pushed back. Now you need to take out the holy god.
15. Losing this battle gives you a bad-end and no CGs, so don't hold back for this.
16. A common pattern of the boss summoning guardians, in this case two demonic knights and two angelic archers.
17. Unlike the hero before him, you CAN do something about this boss's regeneration. Just as well since it's huge and not addressing it means you lose an attritional battle.
18. Like the two bosses before him, this one has a second, more powerful form. The backup he summons is also stronger than before (two demonic knights and two God's lackeys). To top it off, the guardian angel joins his side having escaped from the teenager hero and her pursuing party.
19. The good news for part 2 is you get spell backup from the teenager hero and her compatriots. Even better is that many of the attacks they use attack the entire party, not just the vanguard.
20. Do not rely on the background attacks to seal regeneration, the timing isn't reliable enough.
21. Fortunately the guardian angel doesn't reveal a second form for this fight, otherwise with her as a vanguard and a ton of background support players who are underpowered will find this fight impossible.
22. The god himself does not have the special attacks the twilight staff provides, unfortunately in exchange he has the powerful light-beam spell the high priest on the true route occasionally used. It's difficult to dodge, does high damage and dispels a lot of buffs.
23. When you finally beat the God, you get a short event explaining what just happened and then you'll move on to the goodbye ceremony. As before, the dialogue will change depending on whether or not you've had sexual relations with the person in question (it's the true end so everyone is alive).
24. The difference to the good end is you discover the identity of the mysterious ex-lover of your stuffed toy. It also appears the battle is far from over but you've been sent back to your own world.
25. After a short dialogue, you'll be given two choices. Choosing the second one gives you a normal end while the first continues this story.
26. You'll be prompted to make preparations and to make a fresh save. Make sure you're fully healed and your equipment is not too damaged and then continue.
27. Once you're thrown back in, you'll be thrust straight back into battle. McRonald will offer you his assistance, it makes no difference at the end whether or not you accept his offer so it's down to personal preference (if his equipment is rubbish or isn't properly configured there's not much point to having him around).
28. With or without McRonald, the fight consisting of one puppet, two demonic knights, two angelic archers, one doll caster, one God's lackey and one guardian angel is very doable. Players should have had enough practice by now.
29. You get background help from Nick, Para and Sasha at regular intervals. The damage won't be enough to make a significant difference but like the fight before it it affects the entire party rather than just the vanguard.
30. After you've won, you'll be told you can change sub jobs, choose your companions, buy and sell equipment and order upgrades. Seria is now back in your possession so you can use her repair ability to save some cash. In this map, you can choose Para or McRonald to join with you. The choice is yours and you can change your mind later.
31. To the north is a gate which you can interact with. The first time you interact with the gate you are given a choice as to whether you want to trigger a random encounter for XP, items and cash. Unless you rushed through the game and are sorely lacking in levels there should be no reason to do this. It might be useful if your preferred companion is still underpowered.
32. Thanks to the previous event with your uncle, you now have the lightsaber in your inventory. No matter how strong your own sword is, equip the lightsaber. You'll need it. If you have the cash, you can spend it on upgrading the lightsaber's base level or its durability. Otherwise buying some battlefield equipment repair items from Kotori should be used as insurance for the upcoming fights.
33. Once you've done making your preparations, head south through the exit.
34. It's chaotic and potentially laggy, but the dialogue eventually gives you a choice of Rhyme, Shirou or neither as your companion. Your stuffed toy will tell you to head through the teleport circle at the previous map sector to join up with the main group.
35. Once through the teleport circle, it's even more chaotic. You can talk to some of the random bystanders within reach, but to continue with this story you need to talk to the butterfly near the circle.
36. The four choices the butterfly gives are to choose your companions, proceed with the battle, prepare some more and disband your current companion to go solo. Players are free to do as they see fit but your choice of companion changes the type of background help you get in the later battles. For simplicity, I'm explaining the next bit assuming you went in with Iruda at your side.
37. Once prepared, enter into battle against the Sex God and his lackeys.
38. This is the strongest foe you've faced so far in the game. You need to take on the guardian angel (two forms), two demonic knights, two angelic archers, one God's Lackey, the goddess of light (two forms) and the Sex God (two forms).
39. Vanguard is the angel and the knights with the rearguard comprised of the remaining members.
40. You get very reliable background help for this battle. First off a bloody sanctuary against the whole party then a Kamaitachi against everyone. The next round is a lightning spear and a flash flame against everyone.
41. I strongly suggest keeping your companion's AI either to support abilities or healing since any magical attacks won't be very effective (or worse get reflected) while physical attacks won't really do any damage.
42. Once you've triggered the angel's second form, Tobak and Medea arrive to help you.
43. The background help now consists of a bloody sanctuary from Tobak and Medea and a Kamaitachi from two of the heroes in one round then a lightning spear and flash flame in the round immediately afterwards.
44. When you finally beat the angel, the remaining 3 enemies are now within reach. Finish off the Lackey first, then do as much damage as you can to the remaining gods but DO NOT reduce BOTH of their HP counts to zero.
45. The ideal scenario is to leave roughly 100000HP for the Sex God and then trigger the second form of the Goddess of Light (reaper appearance).
46. Once you've triggered the 2nd form of the Goddess, Zach and Tobak will arrive as new background help. The Yomotushirasaka they use fits in immediately after the Kamaitachi attack.
47. It's advisable to focus directly on the 2nd form and leave the Sex God alone for the time being. The background attacks won't kill the God if you left enough wiggle room. With the lightsaber, damage reduction barriers and shields aren't an issue so focus your strongest attack on the Goddess and topple her first.
48. Once the Sex God is alone, trigger his second form. From here on, it's a matter of grinding the God down.
49. Once you've won, you have one final fight to finish before finishing the true route.
50. After the dialogue, the Devouring God is summoned. He'll knock out Iruda and you'll be forced to fight him alone for part 1.
51. Fortunately you get background help. The Undine with her experimental potions contributes by knocking off the support. When the battle begins, the teenager hero boosts all of your stats then the witch drains the God's stats. The round immediately after has a lightning spear and a V-slash explosion.
52. The Devourer God is itself resistant to all of the elements. One thing you have to worry about (also true for the previous fight) is the stripping attack. It's very likely to succeed and there's a good chance some of your gear is unequpped. To counter this, keep your agility high and the wind barrier 旋風結界 buff up.
53. Since you're probably relying on physical attacks, dispel any buffs the God uses that reduces the physical damage it takes.
54. Once you've beaten it, get ready for the improved form. Unfortunately it seems the experimental potions have incapacitated the teenager hero and the teenager warrior. Tobak and Medea recover and will back you up with healing and stat boosts respectively.
55. The 2nd round sees Iruda return to the fray as a party member. McRonald will also pitch in when your party is heavily injured.
56. The help you get (bar the stat boost) will be interrupted by the boss on occasions.
57. Another lot of background help comes from the witch and the teenager sorceress. You'll get the super debuff spell and an agility debuff cast on the boss.
58. One very annoying status debuff is tentacle entanglement. It's similar to paralysis but no equipment provides immunity to it. The only thing you can do is wait it out.
59. Most of the physical attacks from this God are life-stealing. Minimise the potential replenishment by boosting defence.
60. Bring the God down to half of its max HP and it'll summon some help. Fortunately Rhyme and Shirou turn up and bat away the helpers. They will also periodically contribute with physical attacks, however these don't always connect with meaningful damage.
61. All I can advise is to keep up the damage, stop the God's regeneration and keep your own stats high by countering the God's debuffs.
62. Beat the 2nd form and you'll get to see the true ending. Congratulations!