Shining In The Darkness Part 10 ( Labyrinth Floor 3 2/2)
The tenth part of my playthrough of Shining in the Darkness and the continuation of the 3rd floor, it only gets worse from here and with a quick trip up to the 4th floor needed to finish this floor the chance of being worn down is the highest it will ever be.
Dreampuffs however are pretty much a non-threat compaired to some of the nasties to come, while they have decent attack they will normaly either call or help or use thier special ability to inflict ten hp per puff onto a single party member.
Trolls have high enough attack to inflict a reasonable amount of damage though they lack any form of special ability which makes fighting them less stressful than other encounters.
Gryphons have respectable hp, attack, defence and speed as well as a nasty ability to flap thier wings unleashing a gust of wind that inflicts around thirty five damage to everyone, like many foes sleep is a great way to reduce incoming damage or just take the fight to them with a couple of high level spells.
Demonikas have incredible attacking power they might only have physical attacks but they might strike you twice per round if your unlucky, if you don't think you can take them out in one turn consider the use of Quick 2 or the ever helpful sleep to lower their damage output.
Necromancer can be a massive drain or a great source of xp, aside from hp their stats are a bit on the low side this far into the floor but they have the ability to call in a Meat Zombie which is a fourth floor enemy which they can then keep alive through heal 2, if you can keep the group under control you can earn a lot of xp and gold against them.
Since you have to make a trip to the fourth floor very briefly to progress i'll cover the enemies I ran into on my trip.
Deathbringers are a massive problem if you are a little lacking in physical damage as not only do they have higher hp, attack, defence and speed than anything on the third floor they are resistant to elemental attacks and have the ability to revive their allies back to life with full hp, use boost if you really need the extra damage and don't let fights drag on.
Mandagoras are the last thing you want to see as not only are they pretty durable for this point in the game but have a one of the most brutal abilitys being able to howl and try and instantly kill your whole party, to make them just a little bit more annoying they also are able to cast Heal 2 so make sure to burn them down as quickly as you can.
Meat Zombie are incredibly durable for mobs when you first encounter them with almost triple digit hp, an attack stat that can match mini-bosses and high defence they can inflict a lot of damage if not killed quickly, however since necromancers can summon them you can use that to your advantage letting them summon one or two before quickly killing them for a lot of xp just take care not to let the fight get out of control and make use of Boost and Quick to make sure you can kill them before they get a turn.
with the basic monsters covered it is time to cover the mini-bosses and hope you don't run into too many of them.
Soulthief come down from holes in the ceiling and are a major problem if they catch you unprepared, they can have up to four hundred hp and with thier massive two fifty five attack every blow will hurt, to limit the damage you take set up quick 2 and then either try to Sleep and/or Slow it depending on how hard it is hitting you.
Scizzar's have a lot less hp than Soulthief and their basic attacks only hit as hard as the Meat Zombies though it has easily the highest defence of any monster you have faced yet and it comes with a nasty ice breath that can hit for up to eighty damage to the entire party, make good use of Boost and mabye slow if you can get it to land. It should be noted that like another Krab earlier in the game they can only appear from left turns.
Blackbone's are the last thing you want to encounter on the third floor, they have more hp than Scizzar but less than Soulthief, however it is their insane attacking power you need to be cautious about being able to hit for around one hundred per attack and often attacking twice per round it will be hitting you for numbers you might not see again in the game but it's got another nasty surprise the evil sod can crit you and that alone might be able to kill either of your casters in a single blow and the crit plus a normal attack can kill ever your hero with ease, set up your preference of Quick, Boost your main hero, keep everyone healed and hope your luck holds out.
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