
Chrono Trigger Enhansa #43 - Deeper into the Black Omen
Chrono Trigger: Enhansa Edition is a hack by inuksuk that rebalances things such as characters, equipment, techs, and so on to provide a harder challenge overall.
To get the patch, you'll need to join the NGPlus discord. A link to join it is located here:
http://l.kaffemyers.com/ngpluschat
From there, locate the Enhansa Edition channel under the mods tab where you can download the patch from the pinned messages.
Version being played: 0.4.4
Bit of a lull here as I'm just running through next big chunk of the Black Omen before the next boss shows up. Heck, it's a very linear run too so there's not much to mention besides some new monsters showing up and a few other highlights.
First up, Panels are a one & done enemy, meaning once you break them down in battle, they will never return, even after leaving the screen they're on. Decent AoE damage, but nothing that you have to get super concerned about.
Boss Orbs always come with a pair of Side Kick enemies. Another upgrade to the Rubble type of enemy, but with a twist....the super high evasion and tp gains aren't on the Boss Orb, but rather the Side Kick cohorts. Doesn't mean the Boss Orb should be ignored because it has a rather potent AoE attack. Knock it out first, then try to kill one or both of the Side Kick cohorts before they run.
Metal Mutes are very similar to Mutants from 2300 AD except for one new move, Shining Bit. Can hurt quite a bit so any low magic defense characters may want to be careful.
Flyclops...just exist to be exp & gold pinatas because they don't do any significant damage. They are highly resistant to physicals though.
Cybots like to open with an AoE chaos inflicting move so you'll want to have your appropriate gear on to keep that at bay. Not much else, but they can counter and do a decent amount of damage so make sure whomever attacks is healthy unless you want to get punched to death as Magus found out the hard way.
Ruminators are odd enemies with only one goal...to devour their own brethren whole. Anytime they attack, they will always instant kill their own and heal up for the amount of hp they had remaining. If it gets down to a single one though, it can and will turn its appetite on your party. Extremely high magic defenses so you'll need physicals for these critters.
That's all the new monsters before the crew hits the next save point. Several chests in this safe area with some good stuff like an Elixir, a pair of Megalixirs, and a couple new pieces of equipment, the Haste Helm (auto-haste, can be very nice for someone like Marle in boss fights) and the Nova Armor (+5 magic defense. Useful if you have two people in your party that can use the Moon Armor so the other still gets some kind of a boost).
Also in this safe zone are a pair of Nus. One of them asks if you want to take a rest. If you do this, you actually get booted out of the dungeon so don't do that.
The other Nu is more useful with a shop full of consumables. Full Ethers in particular haven't been purchasable until now so spend everything you have on them once any other purchases have been made.
Moving north, the linear path to the next boss continues, but there are a few new enemies left to encounter. They're almost all dangerous for differing reasons.
First up, Tubsters are a Heckran recolor that go right into their counter stance. You'd think they would counter with an AoE water attack like Heckran, but in reality, they counter with an extremely strong physical strike. Even with Ayla at a quite respectable 162 defense, she still got one shotted for just barely over her max hp of 671 on a counter. You could wait until the stance drops, but like with Heckran, it's better to just eat the damage with someone that has a Shield used on them or something that grants auto-shield like the Safe Helm or Prism Dress.
The last two new enemies show up in the room before the third save point. Blobs aren't anything special, but Aliens...do not use any physicals on them. Not only do they heavily resist those attacks, they have a counter to it that insta kills the attacker. If you use an AoE physical like Ayla's Dino Tail and hit two of them? Congrats, the caster dies and also gets a kill assist on one of the other two party members since that second counter will still go off.
Next time, we finally get to some more bosses. Getting very close to the end folks!
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