Shining In The Darkness Part 11 ( Labyrinth Floor 4 1/2)

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The eleventh part of my playthrough of Shining in the Darkness and the part where the Legendary Light Blade enters my possession making encounters much easier with the infinite use of Bolt 3 it holds within.

Dragonspawn have more health than enemies on the last floor and high stats are a notable upgrade all around making the first encounter with them a little worrying, thier special ability is to hurl a ball of flame at a single party member for around sixty damage though less on the hero if he has the sun armour on.
Vyper have decent defence and speed and will only ever use their special ability to glare at the part attempting to inflict paralysis on them, as you likely know by this point that is very bad so blow them away before they get a chance to cause problems
Living Armor seem to have quite low hp for the floor they are on though sort of make up for it with high attack and pretty insane defence though aside from the ability to crit as well as an immunity to sleep and slow they aren't too much of a problem.
Warbirds have a fair amount of hp as well as decent attack and speed however their most dangerous attack is caused by flapping it's wings releasing an attack on par with Blast 3 which by this point you should be aware of how much that hurt, put them to sleep if you don't think you can kill them in a single round.
Cerebus are a bit of a step up from all other basic enemies described to this point, likely due to the player either having or being close to having the Light Blade, They hit hard, have decent defence, are quite quick and have a special ability to attack twice though a single use of the Light Blade is enough to take them out before they act as long as the hero isn't using it.
Troglodyte are a powered up Salamander with high hp and a powerful attack, like the Salamander they have a powerful breath attack this time being ice that can hit for around eighty damage to all party members they also have a slight resistance to magic taking less damage from the Light Blade's Bolt 3 and keeping them just out of Hex whip attack + Bolt 3 kill range meaning you will need to spend mp or risk a nasty case of frost bite.
Deathmask like everything else at this point have high hp and attack however they have an incredibly evil critical hit that instantly kills a character, thankfully they take full damage from Bolt 3 so it's easy to deal with them once you have the Light Blade as long as it isn't on the hero.
Gollum are a simple enemy with high hp, attack and defence as well as the ability to crit for massive damage and an annoying resistance to Bolt 3 making it difficult to take them out without spending a fair bit of mp. The Gollum do drop one of the best weapons for the last boss the Super Flail it has low attack power but hits three times making it a very potent attacking force when paired with a boost 1, if your having Milo cast bolt 3 with the Light Blade the downside of being a bit bad in standard encounters is removed entirely as he'll only really attack with it when it's at it's best, the drop rate is a bit poor so you might have to come back with the Demon Staff to have the best chance of getting it.
as a little extra note the Demon staff is available in the cell in the cave of courage and is the best if slightly risky way of farming items.







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Shining in the Darkness
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