Grandia 3 re-enacts the Titanic: a Nautical Disaster (for the enemies) and Yuki is King of the World in a touching romance. But Alfina's jealous husband La-Ilim isn't happy with the situation!
Soo yeah. Nautica. You are not the hardest dungeon in Grandia 3, shall we say. Bit of a step down from the Verse Realm. It's not horrible or anything, just disappointing by Disc 2 standards.
Well, except the plains part at the start. That is pretty inexcusable. Granted, it features the return of GRANDIA THREE SHEEP so you knew it was going to be easy.
With this dungeon, I keep Alfina with the All Elements Egg because honestly, fire is just that useful. Definitely the best Grandia 3 element, I think? Too bad Water is second, and no egg strengthens both except the ones which get all. Also I can finally take off the damn paralysis protection. Yay! Back to ATK/MAG boosting. I give Alfina the Revenge skill for this dungeon but it doesn't activate much.
Nautica Truffle - Worse than their Verserealm mushroom equivalent in almost every way. Their breath inflicts Confuse rather than Paralysis (along with fan wind damage) and they lack the big hit of Quake. Less HP and speed too.
Nautica Rabbit - Most notable thing about them is they are a pain to catch on the map. I catch all of one. In battle? OHKO bait but at least they have some evade. I still burn 'em up, generally. Not much damage but they're fast and it adds up.
Woolwool - GRANDIA THREE SHEEP. Yeah these ones basically can't do anything either.
So uh let's just forget that area existed. Onto the Ruins...
Angry Spirit - Undead Mage mark 2. Not as overall impressive statwise, but their fire spells certainly do hurt some when they get 'em off. They do have just enough HP to not be utterly trivial to deal with, too.
Skeleton Knight - They have a pretty competent ST physical tech which is ITE (just under 500 damage) so I kinda fear that. They also come in the largest numbers, and when they do it's probably the scariest battle in this area.
Blood Demon - They have a bunch of earth magic. I think. Now that I think about it I may be mixing them and Angry Spirits up, they're similar. GRAVITY isn't really much of a bother, nor is Def-Loss. Tremor's okay.
So yeah, still kinda yawn-inducing. Anyway, we walk into some fog, and as soon as we do, ALFINA GETS KIDNAPPED! I am shocked. La-Ilim is holding her hostage so he can kill the party or... something. It'd probably be faster for him to just claw Alfina's face off then and there if he can ninja her away from the party like that, but whatever. Pyro would probably have liked that version of G3 better. Anyway, Yuki and Ulf talk trash, Dahna gets shit done by stabbing La-Ilim in the eye with a card (bah, swords and maces are children's weapons by comparison! That's why you guys aren't in the party). And we get a boss fight. Kinda.
La-Ilim - He has a bunch of ice magic and POIZN. The more damaging ice spell is evadable. He's got good defences but not so great HP for this point, only 12k (less than Excise Psi).
Undead Dragon - He's certainly the scary one. ST physical tech is a solid 2HKO + IP damage + cancel, GT physical is a modest 3HKO, physical cancels and is pretty damaging for a basic G3 physical (which means it still sucks, but hey). He's also very fast. La-Ilim is probably some who-cares MIddle but this guy's a Godlike, go figure. He also has more HP (18000) but it doesn't matter.
It's not a BAD boss fight on this challenge. Certainly keeps me on my toes, the two enemies behave differently and between them get quite a lot of turns, probably between 3-4 a round. Watching out for Hell Fang, the Undead Dragon's ST tech, is the key, since the damage it does is very nasty on top of its other effects. Cancelling/defending as usual. When I get openings to attack, I take aim at La-Ilim. He takes under 2000 from Hellburner, so yeah, he's pretty tanky. Unfortunately, I still only need four attacks to win (the fourth being a Drak's Orb since I am worried about the battle slipping from my control and hey, it's instant). Why?
Because La-Ilim runs away below half HP. And because the Undead Dragon runs away after La-Ilim does. Bye guys. Hint, having more than 6000 HP helps you be a decent Disc 2 boss fight. Still, the final fight seems like it could be interesting, now.
Last area of Nautica, the quarry:
Gilled Mage - They cast high-level fire spells like Hellburner and Boomor which do some pretty big damage; 700-800 for Hellburner! Not bad for random scrubs who can swarm. So fire protection is go.
Gilled Runner - They have a mediocre ST physical tech. Whatever, obviously not the competent enemy here.
Gilled Sniper - They have pretty decent HP and a couple nasty attacks. May Showers hits a fan, does some decent damage, and paralyses. They have another tech which racks up big damage against a single target, but I forget its name. Definitely an enemy to take seriously, especially since blocking fire makes me not want to block paralysis (Snipers are rarer than Mages anyway).
Towards the end of this dungeon I get my first super-sweet gear. Two pieces, in fact. One is the Ebony Armour which halves all elements. The other is the Golden Ring which blocks all status.
And that's it! Next time, more stupid plot will occur (but not very much!) and then it's time for a rumble in the jungle against some far improved randoms. Also ETHER EGGS! Yay.
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Dragon Quest 4 DS: Beat the aftergame. Aamon was a real bastard. Being able to double the crazy 200+ damage ice breath was just nuts, nobody had that much HP to survive that, although elemental resistance might save the tankier types, barely. I went out, checked a FAQ, and fought the first superboss over three times for some gear for Psaro, which helped a bit, but ultimately not much. The more important thing was just settling on the right party, making sure I had as much elemental defence stuff as possible, and fighting carefully to maintain buffs (very important despite the fact that Disrupting Wave is always present... it's not overly common). Aamon is basically Necrosaro except the earlier forms aren't as weak, the last form has more HP, and his damage/speed are way higher, and as noted by myself and Zenny, Necrosaro's already decent in this version. Oh, and the last form has Eyes Gleam Eerily, which got a serious buff to be "Deep sleep" (lasts 3-4 turns) so... yeah. And you have no wagon for him.
Party was:
Psaro: He's forced, and pretty good anyway. Strangely I was tempted to remove him, then found you can't. He has the best overall stats (durability in particular) and does everything pretty well (strong physicals and Multiheal are the relevant moves here) but doesn't have any true money spell which makes him indispensable here. His skillset seemed more built towards fighting randoms and groups, which... he never does! Seems like a real waste.
Kiryl: Kabuff. Kazing. Multiheal. Three reasons to use him. Kazing in particular is damn near essential. Why didn't Meena learn it too? Oh right, Enix hated her.
Meena: But they hated her less in this version! Insulatle is basically essential in this fight where it was merely good against Psaro and Egg/Chicken. Unfortunately she was a bit underlevelled and her HP isn't the best even when she isn't so I gave her like 8 Life Seeds to catch her up to speed.
Borya: Fighting this boss without Acceleratle is like beating your head into a wall. Sap is also really important to actually do real damage. Gave her the same "get some damn HP, mage" treatment I gave Meena. Forgot to mention that Aamon has some nasty pseudo-ITD physical which they just... weren't surviving when I first fought him.
No Alena (which makes sense, she's more geared towards randoms) or Sofia (a damn shame, because I wanted both Cock-a-doodle-do and Omniheal. I had two Yggdrasil Leaves and a Dew, used 'em all here at key times. Kerplunk Bracers also helped some.
Random thoughts:
-I tried to abuse the casino but had no luck whatsoever. It's a pity; I really wanted a Meteor Armband for Meena to get Insulatle up as fast as possible after Dispel. Made do with the Mercury's Bandana instead.
-My habit of hording seeds in DQ4 paid off since I got to use a whole bunch against the one fight I really needed their help against, and they made a pretty big difference (~40 more HP for the mages, ~15 more Agility for Meena, a bunch more Str for Psaro and MP for Kiryl).
-Aftergame needed to be less FAQ-bait in general, as I mentioned. Plot wasn't terribly satisfying either, but I guess that's not the point? The point was having an honestly hard lategame boss (Marquis de Leon is relying on your crippled low-level spellsets to be good) in the Dragon Quest system, which is a nice way to cap off the game. I guess DQ8's aftergame may have done something similar but I lacked the patience to play that because DQ8 was already so damn long (over 2x DQ4) and had less interesting gameplay due to no character choice. Also playable silver-haired bishie if that's your thing.
-Psaro sounds like he gets some sweet stuff if he levels, but that basically requires grinding? Even fighting Egg/Chicken three times he didn't gain a single level (other PCs gained 1-2) and the important spell I see on his list (Kazing!) is 4 levels away. Odd design choice. They should definitely have given Aamon a nice big dungeon, I kinda feel, so that Psaro would have more time to shine. Could have shortened the Egg/Chicken dungeon since that was hueg.
Overall, doesn't change my opinion of the game, but don't regret playing it.