Shining In The Darkness Part 8 (Labyrinth Second Floor)
Here is the Eighth par of my playthrough of Shinning in the Darkness and finally I manage to enter the upper floors of the labyrinth and the foes here are unsurprisingly the nastiest yet.
Deadheads have a decently high hp and defence but are rather lackluster everywhere else and lack any notable attacks.
Reapers are a very nasty enemy in spite of their low stats, they have the ability to cast desoul 1 like the Ghost enemy could and since they can appare in groups they can have multiple attempts per round if you let them.
Maligator have decent hp and attack though the main danger when fighting them is their breath attack that is able to inflict around twenty three damage to each party member like many foes on this floor sleep is a great tool to lower the damage you take.
Billows are not much to worry about, they have high hp and speed but thats about it.
Mantoros are another enemy that isn't too much of an issue, deal with them how you like.
Demi-Wight is the first of the caster and has the ability to cast either Burst 2 or Blast 2 neither of which is particualy good for your parties hp, if you cant take them down quickly a dose of sleep will once again keep damage down.
Berserkers are yet another physical attacker though this time they have enough punch to do some decent damage and their crits will take a large chunk out of someone's health if you get unlucky.
Mandrakes need to be dealt with quickly, while they don't have particular impressive stats the special abilities they can use are a major pain, first off they can cast heal 1 which while not too much of an issue at this point can be annoying however they also have that lovely mp drain ability that can quickly sap away your casters mp reserves.
Salamanders only start appearing towards the end of the floor with high hp and enough attack to inflict meaningful damage however that is not even close to being thier most dangerous attack, the horrible creatures have a fire breath that deals upwards of fifty damage each should they decide to use it worse still is sleep does not effect them at all though the less helpful muddle does, still don't be stingy against them and crush them with everything you have.
Kamil another enemy capable of massive party damage, like the Salamanders they have high attack but that isn't the problem with them what you need to be careful of is their dance that does fifteen damage per Kamil to the whole party and like the Salamanders they are immune to sleep, be aggressive and hope you have enough mp to make it to the end of the floor.
Deathserpents are the second caster type enemy on the floor though have high defence and speed to go along with their ability to cast Blaze 3, not as nasty as the other enemies around this point and unlike a lot of them Sleep does work on them giving you some way to prevent a fiery end at least for now.
Wingblade are a physical attacker with the highest Attack and Defence of any normal enemy on the floor and like many of the other powerful enemies they are immune to sleep forcing you to take them out quickly or risk taking a lot of damage.
and like anyother area there are some new mini-bosses to deal with too.
Brikeye are pretty unique among mini-bosses as three of them appear at the same time their stats aren't anything too impressive though their basic attacks have a chance to inflict paralysis and they can cast heal 2 to keep the fight going longer, to minimize risks put them to sleep before casting slow and keep wailing on them until they fall.
Sentinels guard certain locations often blocking access to a chest, in combat they have a decent amount of hp, very high attack and defence as well as the ability to attack twice per round however since you know where they are you can heal up before fighting one and then buffer your defence with Quick 2 and your attack with Boost 1 ( target the main character first)
and aim to take it out before it does too much damage.
Kromeball are by far one of the most cruelly designed mini-boss enemies in the game, on top of thier insane hp which is around three hundred they have massive attack, defence, a high speed and the ability to attack twice they can inflict a lot of damage quickly though when you get thier hp low is when you need to really worry as they can explode on your party inflicting a nasty one hundred points of damage to everyone and they can do it as their second attack, when fighting them try and keep them asleep and power up your physical attackers with Boost 1 and hope it doesn't wake up at low hp.
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