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How do I defeat the Mutant Hydrangeas???  They have a seemingly unblockable ability that cripples everyone's attack, and won't die no matter how much firepower I throw at them before they start using that.  I tried guarding to wait out that ability, but they don't seem to run out of mana.

Likewise, the Ogre Commander seems to be absurdly tanky as well.  I couldn't take him down even when he missed multiple times in a row.

EDIT:  I have made it to the Low-Demon, but he is also basically invulnerable unless I can somehow stop him from attacking... well, anyone, really.  He one-shots Charlotte (needed for attack buffs) and Paul (the only one who can deal anything approaching decent damage).  I did get one attempt where RNG went about as well as it could, and then he split into five.

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For the Hydrangeas, you may have to use a bomb or two (have John use them so both fighters can get criticals). If you can't kill at least one of them before they use the pollen fog move (which is the precursor to mind pollination), you might as well put the fight off until you can handle it later.

Just as an FYI, you technically can wait the debuffs out - the Mutated Hydrangea's 300 MP will tap out after casting skills 30 times (Foggy Pollination, Mind Pollination, and Draw Power: Earth all consume 10 MP), but be prepared for a long slog if that's the way you're going with it.

Also, if you haven't already you probably should pick up Pierce from Paul as it will boost your damage output.


Ed: The "split" demons only have 1 hp - the ideal situation is to have John use Slash the same turn the splits, but if John using Slash is completely nonviable you could theoretically make due with a Stasis Bomb as it will hit all enemies (though you'll probably want to keep a few for a later boss fight).

I just now ended up defeating the Hydrangeas by using the Nasty Weapon Coating (or whatever it was called, gives +4 to ATK for a day) and a Vitality Potion.  I'm not sure if this was a worthwhile trade - I think it'd be more cost-effective to go with your idea with the bombs.

I've been uncertain of where to use Pierce since the game doesn't usually tell me how heavily armored opponents are, so I've hesitated on spending the two days to get it.  I suppose it'd be useful against the demon.

Spoilers and all that, but there's a boss with 55 DEF you have to get through (on your own if you don't go the lewd route) - you'll know him when you see him. Pierce, IMO, is a lot more viable than Brittle for that battle. Not only that, but as just about all enemies have some measure of DEF, you're going to do more damage with Pierce than you would with any standard attack. Sometimes it's not necessary, but the extra damage may save you a round  or two of fighting or could even be the difference between dealing damage and not.

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Tailwind dispels the Hydrangea accuracy debuff on melee attacks,* and spells(fire/light) are better than bombs if you have the MATK for it since their attack debuff doesn't reduce MATK.

Ogre Commander is tanky, but Ogres are extra vulnerable to being attacked from behind, his attack pattern is/was very predictable(attack, attack, windup, defense debuff IIRC), and his damage isn't very threatening if he can't land his windup martial to debuff your DEF. The Goblin add is also weak to just about every type of magic, so killing it with fire is a cheap way to get tactical advantage.

The Low-Demon's clones have 1 hp each(2 on nightmare). A single AoE attack(e.g. slash) by John or Aura should bring the 5 back to 1.

*I think storm is supposed to do this too.

Oh, yeah, I was using tailwind the entire time (I discovered that ability by accident), but didn't have the firepower to kill them before they killed me until I remembered that consumables were a thing.

For the Ogre Commander, I've always been attacking it from behind, but even when he misses multiple times I lack the firepower to bring him down before he brings me down.  I generally start off with Heat Up, Fire on the goblin, Attack non-commander ogre (with heat up and the tactical boost this one-shots him), then try to deal with the Commander.  Problem is, he has at least several hundred hit points, and I'm basically done if he manages to connect a hit after my DEF is lowered.  I MIGHT be able to make it work if I use the weapon coating, if that boosts me enough to not need to spend a turn on Heat Up to take out the ogre in one hit.

1300 on nightmare. If you're trying to kill him without using the collar, wait until you have enough attack to almost oneshot regular Ogres when you have tactical advantage.

 At this stage in the game, you're better off getting more attack than learning Heat Up since Aura doesn't have a lot of ATK to buff yet and Heat Up eats into your action economy. Weapon coatings are  also expensive and largely unnecessary this early on(you're better off spending a couple of days dodging fights, harvesting materials, and getting salary/upgrades at the workshop).

General rule of thumb is that Thunderbolt is your go-to counter-spell for enemies with wind-up martials. If you land it during the wind-up, they don't get to do their fancy wind-up attack.