Shining In The Darkness Playthrough Part 6 (Cave of Truth)
This is part six of my Shining in the Darkness playthrough and there are a bunch of new enemies to cover in this part.
Bullsnouts are one of two enemies in the Cave of truth able to heal their allies making them a pain in drawn out battles though they are have only a tiny bit more hp than toadstools and lack any form of guard.
Deathgrins seem like another unimpressive foe at least until they land a crit, thankfully they seem to be quite frail in comparison to most monsters at this point.
Tombwalkers are nasty not due to thier stats but for having not one but two ways to try and paralyze your team, not only can they sprinkle powder to do it but their basic attack also has a chance to inflict it and have a chance to guard, still they are far from durable and any turns spent guarding is turns not spent trying to force a reload.
Death Rattle have a lot of attack power however that is all they have and they are not even the most powerful physical attacker in the cave.
Ostriks alone seem to be slightly bulkier death rattles with a bit lower attack power however once you encounter more than one is when they show their power thier special move allows them to inflict ten damage per Ostrik alive to one character so cutting down thier numbers is key to avoiding too much damage, to make matters worse sleep seems to be ineffective against them.
Dark Wizards are of course a magic focused enemy with high speed being tied for the second highest speed in the cave of truth, they can cast Blast 1 to inflict a little hurt or they might cast screen 1 to try and prevent Pyra or Milo from casting any spells in that battle.
Jackobutch are the second enemy able to heal in the cave of truth and are quite capable of inflicting some nasty damage when they aren't healing, if you have a whip for Pyra have her attack a group and watch them burn up turns trying to heal each other.
Warlizards have quite high stats almost having as much attacking power as some of the mini-boss type enemies, have decent health and high defence as well as the ability to cast quick 1 on themselves to increase their durability not to mention they can appear in groups of four gives them the potential to inflict a lot of pain.
Like any good dungeon there are some mini-bosses to cover and since they are performing double duty for this and the next cave they can seem rather brutal here.
Ghost is just not worth fighting if you know which chests to avoid as it doesn't give enough xp to be worth the risks involved, They have High hp, Stupidly high attack, great defence and have the spell desoul that can kill a character instantly, make sure you can handle a fight with one before you open any chest and pray it doesn't decide to use desoul.
Sea Stallion's are scary with high hp, attack and amazing speed as well as the ability to sometimes double attack and cast Freeze 3 hitting for around 40 damage and yes they can use it twice a round if your unlucky, just do what you can to end the fight quickly and be healed before walking over a puddle.
Doppler is the boss of the Cave of Truth and while he has the Highest Hp, Attack and Defence of any foe yet he is slow and while he hits hard and for some reason his basic attack can put you to sleep he has no special tricks to watch for making him less dangerous than either of the mini-bosses in his cave.
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