Octopath Traveler - Post Game's Side Story - Scaredy Sheep (Superboss Fight)
*Read description*
Available After: Clearing Ophilia's path.
Location: At the Flatlands' Western Wispermill Flats, right outside of Wispermill. Talk to the Carefree Shepherd.
Path Actions Required: Either Alfyn's Inquire or Cyrus' Scrutinize
A shepherd worries that his sheep seem scared of something.
Right down below is the Trembling Merchant. Inquire/Scrutinize him to get the "Where the Direwolf Prowls" info to allow the assumed Direwolf appear inside the Forest of Purgation, directly north of the entrance.
Hopefully you came in with post-game equipment (that raises Phys. Def.) and some of the extra Jobs, because this wolf will maul you alive otherwise.
Ophilia - Lv. 72
Primrose - Lv. 67
Cyrus - Lv. 67
Olberic - Lv. 72
Key Notes:
Boss: Mánagarmr (HP: 268,239)
Weaknesses: Lances, Axes, Thunder, Dark
Direwolf (HP: 30,400)
Weaknesses: Swords, Daggers, Staves
- Okay, first things first. Preparations for this battle:
1) Equip armor that raises Phys. Def.
2) BRING A MERCHANT WITH Hired Help LEARNED. NEVER have these waste their BPs beyond 3 points, not even during Mánagarmr's broken SPs.
3) BRING A WARRIOR WITH Thousand Spears LEARNED. It'll prove crucial to eliminate the Mánagarmr's SPs. (Someone with Double Tomahawk may be handy as well.)
3) Equip Saving Grace on all party members, since you'll be most likely mauled by the number of enemies.
4) Maybe equip Patience for extra turns.
5) Equip Support Skills on your top damage dealers to break the damage limit and raise their damage. For mages with multiple-hitting moves, they're fine forgoing breaking the damage limit.
- Now for the fire outside the frying pan.
- The Mánagarmr is an absurd boss all because it never lets up due to its moves:
1) Savage Claw: Strikes all party members and induces low Phys. Atk.
2) Savage Fang: Strikes one target and induces Terror.
3) Bestial Growl: Increases his side's Phys. Atk. You do NOT want to deal with this.
4) The bull**** part is his lackeys, which are the entire reason this fight can be suicide. It likes calling for help every time it reaches past an HP threshold (yellow and red), every time adding an extra wolf per call. They sport over 30k HP and hit hard. In fact, they use Rend, which strikes just as hard as Mánagarmr's Savage Claw. If their roided boss didn't finish murdering your party members, they will do it the solid. They also protect some of his weaknesses. This is where your Merchant comes in. Using a 4 BP-boosted Hired Help to call Mercenaries can almost decimate their SPs (so bring a Warrior to use Level Slash to finish the job) while also increasing your party's Phys. Def. You MUST focus your efforts in eliminating the smaller wolves, as letting them live for more than a turn may be your end.
- ...Oh, and the Mánagarmr can call up to THREE when it's HP is in red, so be prepared to toss your heavy-hitting skills on them (the Starseer's Shooting Stars or any of the Sorcerer's spells can help a LOT).
- When its HP falls down by a half, it'll start using Lunar Howl, which hits everyone and nullifies all combat-enhancements (though Support Skills that enhance stats aren't nullified).
- When its HP falls in the red, it'll raise its moves in one turn to 3 moves per turn. Though, by this time, you surely got rid of the other wolves, so it shouldn't pose much of a problem.
- Once this wolf on steroids is down, report back to the shepherd to get the Elemental Augmentor.
Watch, enjoy, and comment, everyone.
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