What's the most you've ever lost in a coin toss? Let's Play Fear & Hunger! [Viewer Discretion Advised] (Finished)

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*CONTENT WARNING!*: Fear & Hunger is an extremely grimdark game with plenty of content some may find upsetting. The game contains scenes of mutilation, sexual violence, body horror, exposed genitalia (both heavily deformed varieties as well as the occasional nude though not really graphic human sprite), drug use and themes of suicide and mental breakdowns. Essentially if it seems like a really edgy thing to put in a game, Fear & Hunger probably at least references it. Viewer discretion is strongly advised.

The Game

Fear & Hunger is a 2018 horror/Role-playing game made in RPG maker with extremely spaghetti custom code, created by Finnish independent developer Miro Haverinen AKA Happy Paintings AKA Orange~. (Mans is like a rapper with all these aliases) Billed as a horror dungeon crawler with roguelike and JRPG elements (though the roguelike aspect is about as tacked on and loose as that term gets), the game is an unholy conglomeration of trial-and-error, buggy coding and edge. Heavily inspired by Berserk, (by orange's own admission and obvious to anyone who has read/seen the series) Fear & Hunger seems to have been made under the impression Darkest Dungeon was too cheery and optimistic and decides to approach the medieval fantasy genre in the most grimdark way imaginable. The usual suspects of permadeath and sanity decay are present, but Fear & Hunger also features the possibility of permanent limb loss, death by infection, states where the game is technically playable but effectively unwinnable, and loads of beginner traps where the only way to realistically get around them is either blunder into them and use the knowledge gained to avoid that in the future, or use a guide. In terms of atmosphere and story content, the game is unashamedly edgy and checks all the boxes you'd expect for a Grimdark game. While my sardonic approach to describing all this might sound negative, I actually really love the game for how much it does not care what people will think of it, and I respect how hard it goes. And if you're willing to put up with the transparently unfair gameplay loop, this game is great fun to delve into and learn about, and is very rich in tension. And I hope to demonstrate why I think it's pretty great to you, the viewer, with this let's play!

The Let's Play

Per my standard, we'll be delving into this game about deep as I can go without dedicating my life to it. We'll be completing successful runs of the game with all characters, obtaining all endings in the standard game, and then obtaining each character specific ending in the game's ultra-sadistic Hard Mode. We'll also be doing at least one playthrough of the parody dating sim mode the game gives you a code for upon completion, though I will not personally commit to every ending you can obtain from that. I will also be sure to show off as many major worthwhile secrets in the game that might be worth routing into a playthrough if you were tackling the game yourself. For anything I don't feel is worth personally going for but I feel is notable enough, I'll likely link to videos from the channel NoCommentary,* a Fear & Hunger fan channel that contains videos for just about any obscure event or secret you could possibly think of contained in both games in the series. With all that being said,

The Videos

*IMPORTANT NOTE*: While a censorship mod does exist for the game, it excises about 30-35% of the graphics from the game. Having to describe what you're supposed to see would get old fast, so I won't be using it. It's also highly impractical for me to censor anything I'd feel worth it personally, as it would turn the videos into an editing nightmare. With that established, these videos will be covering the unmodified game, and thus I will be age-restricting them as to not run afoul of Youtube's guidelines. While I sincerely doubt anyone under the age of 18 will be seeing this thread, it is worth noting you will need a Youtube account with the age tied to the account being 18 or over to actually watch these videos.

Part 1, Institutionalized
Part 2, Barbed Wire
Part 3, Mortal Man
Part 4, Dying of Thirst
Part 5, m.A.A.d City
Part 6, GOD.
Part 7, Sherane a.k.a Master Splinter's Daughter
Part 8, HUMBLE.
Part 9, Rigamortus
Part 10, DNA.
Part 11, FEAR.
Part 12, The Art of Peer Pressure
Part 13, LOYALTY.
Part 14, Money Trees
Part 15, Real
Part 16 (Finale), HiiiPower

Full Let's Play Playlist

Supplemental

Character: The Outlander, Ragnvaldr
Character: The Knight, D'arce
Character: The Dark Priest, Enki
Character: The Mercenary, Cahara
Characters: The Girl and Moonless
Characters: The Prisoner and The Sorcerer*Spoilers!*
Characters: Blood Golem, Ghouls, Skeletons, Marriage and Abominable Marriage*NSFW Imagery*
Characters: The Baby Demon and Kid Demon
Enemies Pt.1*NSFW Imagery*
Enemies Pt.2*NSFW Imagery*
Enemies Pt.3
Enemies Pt.4*NSFW Imagery*
Enemies Pt.5*NSFW Imagery*
Enemies Pt.6
Enemies Pt.7
Enemies Pt.8
Enemies Pt.9
Enemies Pt.10
The Final Enemies
Mechanics: Status Ailments
Mechanics: Limb Loss and Defense
Mechanics: Random Elements
Mechanics: The Hexen
Mini-Mechanics: Soul Stones
Mechanics: Magic
Mechanics: Hidden Skills
Mini-Mechanics: Running From Battle
Mechanics: Difficulty Levels
Mechanics: Endings
Mechanics: The Penance Armor

*Unfortunately, towards the tail end of this LP NoCommentary seemingly hit his own channel with a Dim Mak, rendering any supplemental videos I could pull from it unavailable.
Last edited by Cullen on Mon Feb 12, 2024 12:07 am, edited 46 times in total.

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Our first video, and our first foray into the dungeons of Fear & Hunger! For this first playthrough, we shall be choosing the Outlander as our character, as he is a character with equal pros and cons I feel, and a good way to explore multiple facets of the game on a first playthrough. While the Mercenary and Knight are better starting choices, I have a particular set of endings in mind for each character, so Outlander feels like the most appropriate to start with. (He'll also be the character we end with, but I'm getting ahead of myself saying that.) This game kind of forces a quick pace on the player if you don't want to run your resources dry in a hurry, so I don't dwell on anything for too long within the videos, or at least I try not to. That said, I have included timestamps in the description of the video if you're not interested in hearing things like character breakdowns or backstory choices, so feel free to jump around if any one section of the videos are too boring to you. In the interest of elaborating on the more obfuscated mechanics of the game, I'll use these video posts in the thread to add some liner notes about things in the video I might have brushed past.

-For the most part, enemies on the standard Fear & Hunger difficulty are not particularly resilient so attacking parts of the enemy that look dangerous is almost always a winning move. Some enemies are more threatening than others regardless of whether or not they have limbs, but by the time you run into those enemies you'll usually have more reliable ways to kill them. With two party members, even one as weak in offense as The Girl, we can easily dismember things like Guards or even ghouls before they pose a serious threat.

-Relatedly, whenever a specific part of an enemy is tied to an action, that body part flashes when they perform the action. Take note of this for potentially dangerous attacks, or in the case of something like the Jaggedjaw take note of which dog is barking so you know which one is forcing the coin toss.

-It bears reiterating that any coin of judgement toss that happens in battle can be deftly side stepped by having your team leader guard the attack. While it is simply trial and error figuring out when these attacks happen, they are consistent in every event so be sure to memorize when an enemy forces a toss on you.

-Fully dismembering the enemy isn't always the smartest thing! While I demonstrate the safety loop for a Guard in the video, it's worth noting that if you destroy all the guard's attacking limbs, he will resort to tackling and can deal damage, something he cannot manage if you leave the right arm intact.

-In addition to random loot from all resource points in the game, the game has a handful of layouts for every map in its first half. Generally speaking, every area up until Level 6 (With the exception of the Blood Pit which is always the same) has 3-5 different map layouts the game rolls at random when starting a file. All these layouts are rolled independent of each other, so seeing one variation of a map doesn't guarantee you'll see another. Some variations of the map contain elements other variations do not, so you are actually unable to see certain Easter eggs or gain certain rewards depending on the map lay outs you got.

-There are alternative routes into the level 3 Basement and Prison, but we'll be going the standard path through the dungeon in this first run.

-It's worth noting that from the moment you enter the dungeon, a timer begins ticking down and should this timer expire, you're locked out of a specific ending path. This timer is around a half hour, so it's already long expired by the end of the first video, but I did not plan to get this ending for this run anyway.

-If Marksmanship isn't your kettle of tea when playing as the Outlander, then the first soul stone should go to Blood Portal. I'll be picking up Blood Portal later in this run, since it's not super critical we get it right away.

-Not really an important note, but at the behest of Danaru, I will be doing my best to shield The Girl from as much degeneracy as possible in the Dungeons of Fear & Hunger. This will be an uphill battle at many points.

If there's anything unclear to you in the video or you'd just like more info on a particular topic, don't hesitate to ask! This game is absurdly obtuse on purpose, so learning about it is a big part of the fun I feel.

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Supplemental: Enemies Pt. 1

In the interest of making it clear why I take the actions I do in the event we have to fight something, I wanted to write up a breakdown of every enemy we encounter, or can potentially encounter, in the videos as I make them. These sections will be dedicated to all the hot tips when it comes to besting enemies in the dungeons of Fear & Hunger.

Jaggedjaw

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Phobia(s) Triggered: Zoophobia

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A handful of things I need to establish before jumping into describing the enemy specifically: All of these stat boxes are sourced from Tormentapedia, the dedicated Fear & Hunger wiki that has pulled the data directly from RPG Maker. (Hosted on the ggwiki format, the fandom variant is an abandoned joke of a wiki that has fallen to hackers) On Terror & Starvation mode, many enemies have more HP on their limbs and torso, but the Jaggedjaws are not one of them. The parenthetical value next to torso HP is the "True" Value. This value is how the game determines the damage of Damage over time effects like Poison and Burn. The value outside of the parenthesis is the "Break" value, the amount of damage you need to inflict to actually kill the torso, which is usually around a quarter-30% of the True value. Should the torso die, so does the enemy. Finally, those evade rates are the innate chance an attack has to fail and cannot be modified no matter what. Each weapon has its own accuracy value, so typically your actual odds to hit a limb are around 90% or so rather than 95%. It's worth noting that to compensate for most enemies not having magic evade on most of their limbs, most spells have a baked in failure chance to avoid them having perfect accuracy. The enemy dies if their Torso Break Value is depleted, or if their Head HP is depleted (with some exceptions to the latter), but the Head has high evasion by default and is its own coin flip to hit. Destroying the enemy's legs disables the head's evasion completely and makes it a truly guaranteed hit.

With that being said, Jaggedjaws are one of two typical causes of death for new players. Idle around the entrance too long, and these guys show up to ruin your day. Jaggedjaws are actually two enemies represented by a single sprite, so those 3 that appeared at the start of the video were actually 6 altogether. Most enemies in Fear & Hunger are solo combatants, but Jaggedjaws are among the handful that aren't. They are absolutely nasty, hitting for over 30 damage if you don't have good armor and inflicting the Bleed and Infection status to slow burn you. Additionally, on their second turn, one of the dogs will initiate a coin flip attack that results in an instant kill if you fail it, though due to some slapdash implementation, it is possible to escape it if you're right by a door. At 350 HP on the torso, taking them out in a single hit is also a lost cause at the start of the game, even if you take the axe for the Outlander. That said, there is what I call a Safety Loop in this fight. A Safety Loop is a situation where you can lock the enemy in an AI pattern where they either won't hurt you, or functionally cannot hurt you. Jaggedjaws have the simplest Safety Loop in the game: If you have a Stick in your inventory, you can use the Talk command and select an option to throw it. This will cause the Jaggedjaws to lose sight of the battle and proceed to do nothing. The Jaggedjaw that barks will still launch its coin flip attack, but after you guard that you can simply kill it in a matter of two turns and not have to deal with the flip for the remainder of the fight. The non-barking Jaggedjaw will just be slack jawed and can be killed at your leisure. As long as you have a Stick and play the fight correctly, these things cannot hurt you. Random trivia, the Jaggedjaws are based on the Irish Wolfhound. Which is to say, Orange traced a stock photo of an Irish Wolfhound to create the battle sprite for them.

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Guard

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Phobia(s) Triggered: Erotophobia, Teratophobia

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*On T&S/Hard Mode, the Torso has 625(2500) HP and the arms and "stinger" all have 250 HP

Big ups to the wiki for blurring the dongs of the sexually charged enemies, allowing this thread to retain some of its dignity [/s]. Anyways, these guys are basically the gigacocked mascots of Fear & Hunger, letting you know exactly what the game is about at a glance and being a microcosm of every way a fight can go wrong in one convenient tutorial encounter. Every turn, the guard will hack at you with his Machete, which has a guaranteed chance to cut off one of your own arms, inflicting bleeding and robbing you of the ability to use shields and two handed weapons. Get whacked again, and you can't equip any weapons or shields! The Stinger only periodically attacks but hits for big damage when it does. And the Right Arm is tied to a coin flip attack that goes off in a pattern of turn 2, 5, 8, 11, etc. While the coin flip is not an insta kill specifically, it is a 5 hit attack that does about 18 damage per hit with your starting armor in play and essentially guarantees a death if you already got nailed by the machete. If new players don't get eaten by the Jaggedjaws at the entrance, a lot of them fall to this guy not expecting a real fight at the beginning of the game. (There are many testimonials on the Steam forums about this) That said, at least on Fear & Hunger mode, they aren't too difficult to engage with. I wouldn't recommend fighting them right out the gate with only your main character, as there's around a 10% chance any attack you launch will miss, and missing the machete arm is a disaster in progress. Once you have literally any party member that can inflict at least 20 damage to accompany you, these guys have a very simple pattern to follow. Take out the machete arm first turn, guard on the second and attempt to sever the stinger, and then just focus the torso from that point if the stinger was destroyed and guard again if you reach turn 5. Follow this pattern, and you'll usually end the fight with no damage taken if the Stinger didn't launch an attack, and it very rarely does. They're much more dicey to fight on the harder difficulties, requiring a minimum damage of 250 to safely make it through their attacks, but they're too difficult to avoid until you can manage that. One important thing to note about the Guard is they are the first enemy that exhibits a mechanic I call "Death Throes". Essentially, certain enemies are capable of still launching one last attack on a turn they would otherwise die. If the Guard is capable of attacking on a turn he has run out of Torso/Head HP, he will do so with the exception of the Right Arm coin flip, which will be skipped. This is important to keep in mind if you try to kill him with torso shots before destroying the machete arm, as he can still whack you with it before keeling over. Also keep in mind that if the Right Arm is destroyed along with the rest of his limbs, a Guard will resort to tackling for around 18-20 damage. The Safety Loop for this fight is destroying the machete arm and the stinger and leaving the Right Arm intact. Doing so will prevent tackles from going through, and leave a coin flip attack with a consistent pattern that can simply be guarded or even just ignored when Death Throes comes into play. The only other thing to note about the Guard is he has unique events that can happen should you lose to him that have a 1/3rd chance of happening. One of the events is that your main character is tossed into the Blood Pit with their legs cut off, which can be a game over anyway if you lost both arms in the fight. Otherwise, you're reduced to crawling and likely cannot win the game anyway since any companions you had will just be dead. Alternatively, he can throw you into a jail cell and graciously do some tailoring work for you, expanding your prison pocket for carrying more goods. And then he'll cut your legs off and leave you in a similar situation to the previous special event. The final thing that can happen is you just mercifully get a game over outright.

Ballista Guard

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Phobia(s) Triggered: Erotophobia, Teratophobia

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*On T&S/Hard Mode, the Torso has 625(2500) HP and the Ballista has 500 HP. Curiously, this guard's "Stinger" is less resilient and retains the 20 HP.

A rare variant of the Guard you can encounter on Level 3 and Level 6 that we didn't see in the video, this guy has a Ballista. He's honestly less threatening than the normal Guard, incapable of destroying your limbs and purely being focused on damage. On the first turn, he cocks an arrow, and he looses it on the second turn. Repeat endlessly, and you have the Ballista Guard. Frankly, if you have two normal party members, you can easily kill this guy before he even does anything even on T&S mode. While there is the off chance he can hit you with the Stinger, this guy's damage potential is much lower than the standard Guard and he is much less of a problem because of it. If you're at full Body and you have any form of healing on hand, you shouldn't have to worry about what this guy can do to you at all.

Elite Guard

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Phobia(s) Triggered: Erotophobia, Teratophobia

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*On T&S/Hard Mode, Torso HP is 800(3200) and the Arms and "Stinger" have 500 HP

This guy on the other hand, is a serious problem and I would never encourage fighting him in a fair fight ever. This is the first enemy you'll come across that can't be routed with an errant headshot, as well as completely lacking a safe way to engage him. Between the Mace, Sword, and Stinger, he'll always have an option to hit you before resorting to tackles when all else fails. The sword can disarm your party members, while the mace inflicts Fracture, a permanent Body Debuff that cannot be cured without highly specific one use methods. Even on F&H mode, none of his attacking limbs can reliably be disabled with just one hit from the offset, so you should always avoid this guy if you see him. Thankfully, he only rarely appears in the higher levels of the dungeon, and there's only one you have to juke in the game, and he comes at a point where you could possibly defeat him without any serious losses anyway. My best advice is to either kill him with Marksmanship, or learn the En Garde skill to get a free turn on him and then have your party dogpile his torso before he can do anything. Should you lose to the Elite Guard, you'll occasionally get a unique game over sequence where he throws you in a cell and beats you to death with his mace, laughing all the while. It's a true game over unlike what the standard Guard can do to you, but it's arguably more dignified at least.

Dark Priest

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Phobia(s) Triggered: Rhabdophobia

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A bit of a speed bump enemy really, Dark Priests are nothing to write home about. In most cases, you can easily defeat them by just nailing the Torso, but since I started as the Outlander with the Bow, that's not really a guarantee. They have a 50/50 chance of whacking you with their lanterns, which itself has a slight chance of inflicting Burn if it happens. When the 4th turn rolls around, a Priest will begin chanting, and the chant will initiate a coin flip that results in a game over if failed. The chant can be bested by killing them, using the Counter-Magic skill to disrupt it, guarding it or simply talking to them and ruining their focus. In the event a chant fails, they will keep reattempting it until it goes through. Bow Outlander is one of the handful of situations where these guys can prove to be a problem, as you can lack the damage to kill them reliably on the first attack, and the Fur armor actually gives you a pronounced Fire weakness if you keep it on. Otherwise, these guys are easy picking for good items. If you defeat them via a headshot, you can get their Robes, which have use later in the game. Sometimes the game also bugs out and lets you get the robes even if you defeat them with a Torso hit, so that's nice.

Tortur

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Phobia(s) Triggered: None

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The first "boss" of the game, if you can call him that, and he's basically a joke. That knife is his only form of attack, and it hits for a piddling amount of damage. Destroy his knife arm, and he becomes completely helpless, though in most cases you can easily rout him via torso shot outright. Should you not kill him immediately, you can Steal a valuable item from him should you have that skill. You can also Talk to him to begin a sidequest where you sell out Buckman and his allies to Trortur for his torturing amusement. Completing this quest is the alternative route most characters need to take to get his stealable item at this stage of the game. In the unlikely event you lose to Trortur (only possible if you enter the fight on the cusp of death and whiff all your attacks on him), you're treated to a unique game over where he tortures you to death. Said game over can also happen if you fail a coin flip when attempting to sleep on the Inner Hall bed while he's still alive. (Sometimes the game bugs out and this flip still happens even if he is dead.)

Butterfly

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Phobia(s) Triggered: Teratophobia

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The most dangerous enemy in the game. If you can bear his intimidating stare down, strike at his torso with all your might and pray you can escape the encounter with your health intact. Vaya con Dios.

Iron Shakespeare

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Phobia(s) Triggered: None

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*On T&S/Hard Mode, Torso HP is 800(3200)

The first real boss monster of the game, and the first instance of the game pulling a fast one on you with its mechanics. The Iron Shakespeare has highly resilient arms, but a comparatively flimsy Torso, even on T&S. As a result, trying to disarm him will result in you eating shit, while going for the kill outright will the end fight quickly and hopefully painlessly. The two arms hit for about 40 damage each with your basic armor, and after a turn the Shakespeare ignites an arm, bringing its damage to around 50 and having a chance to inflict burn. After two turns, both arms will be ignited and few things in the game can survive being whomped by them. Despite his name and appearance, the Iron Shakespeare is an extreme glass canon, and fighting him boils down to killing him before he can kill you, pure and simple. Should you slay him, you can use a Soul Stone on him to collect the Iron Shakespeare soul. This soul is an accessory grants 30% resistance to Slashing, Blunt, and Piercing attacks, making it a highly desirable defensive boon in situations where limb protection isn't a concern.

There is one last enemy that unfortunately the wiki lacks formatted data for, the Ghoul. While I can't give too many specifics on this guy, know that his both his arms Scratch for about 6-8 damage and a chance at infection, while his head launches a Nasty Bite which deals about 14-16 damage and guarantees infection. Ghouls also have Death Throes, and can do all these on the turn where you kill their Torso. They're not super dangerous in terms of damage, but they can burn through your green herbs if you fight them, and I'd strongly advise against engaging them. If you have the Counter-Magic skill, Ghouls can be instantly defeated with it, bypassing their Death Throes in the process.

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Supplemental: Status Ailments and Their Effects

Fear & Hunger loves to obscure the under the hood information from the player, to a degree I haven't seen in an RPG in quite some time. You will see icons pop up on your character and have no idea how some of them are affecting you, or what they're even called. While the game does have a book "explaining" what each ailment does, in reality it just tells you the name of the ailment and what icon is associated with it. It's up to you to puzzle out how these things are actually impeding you, so I figured I'd create a master list explaining each Ailment, how dangerous it is, and what you can do about it, if anything.

Image Phobia: This is the indicator an enemy you're fighting triggers your character's phobia, whatever that may be. When a Phobia is triggered, enemy's get a flat 50% damage bonus against you, as well as ignoring 50% of your evasion. The latter is fairly unimportant but the former can easily cause you some problems depending on what you're fighting. There's not really anything you can do about Phobias, they're just something you have to weather in combat. Some Phobias are much more rarely triggered than others though, so certain ones are more desirable to have. There is an accessory that nullifies Phobias so long as you have it equipped, but I would really say it's worth it.

ImageConfused: This one can be a problem. Confused stuns your character for 2 turns, rendering them unable to act. This is a battle only ailment, curing at the end of battle should it still be in effect. Not many enemies in the game can do this to you, but the ones that can also spam it if you're unlucky. There's not too much you can do about this ailment, though some helmets give you immunity to it should you be lucky enough to find them. Always be mindful of things that can hit you with this. You do have the ability to use Confusion on the enemy with a specific spell, and it is absolutely broken if you can maintain the mind cost.

ImageFracture: Sticks and stones can definitely break your bones in the dungeons of Fear & Hunger. Fracture reduces your maximum Body by 20% when afflicted on you in battle, leaving you with a maximum of 80. Once out of battle, this penalty quickly drops to 4% but is a permanent effect. There is no standard item to cure fracture, and the methods that can cure it require some degree of sacrifice in order to attain. It's definitely annoying to have to deal with, but unfortunately at least one or two of your party members is going to be saddled with this condition before the game is over.

ImageBleeding: A damage over time effect that persists in and out of battle, Bleeding causes you to lose 3% body in battle, and periodically bleed out and lose Body when exploring the dungeons. This can be cured by using a cloth fragment, or by equipping an accessory that nulls the status, thus removing the ailment. Bleed can be annoying in the early game, but it's not too hard to hoard cloth fragments to treat it, and it becomes a complete non-issue around the mid game. Bleed can be inflicted on the enemy as well, with the same effects in battle as it would be to the player, but it's easily the weakest DoT in the game and one of the most difficult to actually inflict, funnily enough.

ImageImagePoison/Toxic: A traditional RPG DoT, Poison causes you to lose 10% BP per turn in Battle, while Toxic costs you a staggering 20%. These statuses are actually relatively rare though, so you won't frequently have to suffer them. These can be cured with a White Vial, or with a Red/Green herb mix. There is an accessory that nulls poison, but it is a bad idea to use it as it cannot be removed. Poison is another ailment you can inflict on enemies, and it is devastating towards them if inflicted on their Torso, cause most enemies to keel over in 3 turns due to the way the damage is determined.

ImageImageInfection: Another common newbie killer, Infection doesn't do anything immediately. Instead, it forces a counter on your character that goes up with every screen transition. After about 7 transitions, Infection will kill your character if not treated. Infection can be purged with Green Herbs, and that's the preferred way to handle it, but Green Herbs are MUCH rarer in this game than the sequel and cannot be purchased. In an emergency, you can use a bonesaw to remove the infected limb... if you have one and are desperate enough to save the run that way. Fortunately there is an accessory that gives you immunity to it, so once you have that it ceases to ever be an issue again.

ImageBlindness: Blindness reduces a character's physical accuracy by a staggering 75% (Magic attacks are unaffacted). Additionally, if your main character has this, the screen in the dungeon is turned to pitch black and you can no longer see where you are going. There is no intended item to cure this, and the only intended way to cure it is the previously referenced one shot methods of curing Fracture, so in most cases getting this on your main character is a game over. That being said, there is a helmet that can prevent the status, and due to the way status resistance is coded for equipment, it actually can also cure blind if you equip it. Pretty funny, I have to say. Blind can also be inflicted on the enemy for the same combat penalty, though it's handled a bit weirdly. It can only be inflicted on the Head, understandably, and the turn it is inflicted it will only reduce the Head's accuracy by 75%. Every turn after, all of the enemy's limbs will have the penalty. Effectively this means that unless the enemy uses a Head based attack, Blind doesn't actually do anything until the turn after it is inflicted. Bear this in mind if you go all in on Blind based attack plans.

ImageCritical State: This one is rare but is a problem waiting to happen when it can be inflicted on you. Critical State is a battle specific ailment that will cause the next attack your character receives to reduce them to 1 BP, regardless of how much they had left. The ailment is purged upon that, and you're left with a character who can die from being sneezed on. There is no way to cure it save for having an accessory that nulls it equipped, so be very cautious when it's in play.

ImageBurning: The final DoT of the game, this one also does 10% damage per turn to you. It is the only DoT the expires upon the completion of a battle, though it can also be cure in battle by using a Water Vial. Once again, there's an accessory that can nullify this. It's fairly rare though, you're not liable to see it come into play outside of fighting Dark Priests. There are number of skills and items you can use to inflict this on the enemies, and like poison it is devastating to enemy torsos. It can also be stacked with poison, resulting in an enemy melting within 2 turns.

ImageParalyzed: One of the rarest ailments in the game, but boy howdy can it be dangerous. Paralysis is a battle exclusive ailment that causes the afflicted character to skip their turns indefinitely. It cannot be cured save for ending the battle, so if a solo character gets hit by this it is essentially a game over. Thankfully only two enemies in the game can even potentially hit you with this, and they're both uncommon and easy to avoid.

ImageParasites: An extremely rare form of ailment where the penalty is exclusive the dungeoneering portion of the game, Parasites causes your hunger meter to fill up at double the rate. If anyone sees the later stages of Hunger, odds are they are suffering from this ailment. It's pretty uncommon in terms of being use against you, as only one enemy can do so, but there is the possibility of self inflicting it. Should you be low on food supplies and have to eat raw or rotten meats, you will be given this ailment for your desperation. It can be a bit of a problem since there is only one way to cure it, the dedicated curative potion Worm Juice.

ImageBrain Flower: This is the ailment that functions like the more typical version of Confusion you see in RPGs. A character afflicted with a Brain Flower will have their accuracy reduced by 50% and begin to attack randomly, potentially targeting allies. It can only be cured with Worm Juice, so it can be quite the problem if you get hit by it. Thankfully, it's not too common of an ailment to contend with as more often than not the game gives you layouts upon starting a playthrough that doesn't have any enemies that can even use this against you. Always be wary when you see an enemy with one of these flowers, though.

ImageSevere Anal Bleeding: Oh lord you knew it was coming. If you've heard anything about the mechanics of this game, you've probably heard of this ailment. Severe Anal Bleeding is a rare ailment that is set upon you in rare cases when you lose to a Guard and more commonly a possibility of something a Night Lurch can inflict on you. It can only be cured with the one shot methods for curing Fracture, Blindness or limb loss. If afflicted with it, your character will randomly pause on the field and expel blood from their inflamed orifice. This doesn't actually deal damage, but it happens constantly and locks you in place when it occurs. It can be a problem if you're being chased by something, but typically it's not a game ruiner. The constant fart noises as blood flies out of your anus gets annoying pretty quickly though.

ImageCurse: Curse is a countdown type status effect exclusive to battle. When afflicted on a character, a counter will display over them each turn, starting at 5 and counting down to 0. At the end of the turn it hits 0, the character afflicted will die, no questions asked. This ailment only shows up in two boss fights, and amusingly it's bugged in the first one you can see it and doesn't actually do anything, made extra ridiculous by the fact it would take a whopping 10 turns to die from it with how it is used in the fight. In the more threatening fight where it comes into play at the fight's beginning, it can be cured with a Purifying Talisman though this itself is also bugged and can causes the fight to soft lock if another attempt at cursing a character is made. Basically any time this status comes into play, just focus on winning the fight as quickly as possible since that's the most pragmatic and effective way to clear the status.

ImageImageHunger I-V: One half of the game's very title, Hunger is a constant concern when exploring the dungeons. It comes in stages, with each stage carrying harsher penalties. At 30 hunger, you get a warning and no status marker. At 49 Hunger, you reach Stage 1, losing 10% of your maximum Body and having your attack power halved. Stage 2 is at 69 Hunger, reducing your maximum Body to 80%. Stage 3 is at 79 Hunger, and reduces your maximum Body to 70% as well as reducing your attack power to 30%. Stage 4 is at 89 Hunger, reducing your maximum Body to 50%, and disabling your legs, forcing you to crawl. If somehow you don't think to eat at this point, then at 94 Hunger you reach Stage V, being struck blind until you actually eat and having your maximum Body reduced to 30%. Naturally if Hunger reaches 100, then you die of Starvation. Despite all this, you'll seldom ever see anything further than Stage 1 Hunger unless afflicted with Parasites, as the game is relatively generous with food. Going too slow can increase the odds you'll run out of food, but frankly most players will die to other things in the dungeon if they're having trouble before this becomes a problem. Later in the game, there's an easy to obtain infinite food method that essentially eliminates the problem of hunger, though on the higher difficulties it doesn't help much with other resources you need to worry about.

ImageImageFear: Here's the other half of the title. To my knowledge, these icons actually never appear anywhere on your status screen or in battle, but the game does consider it an ailment so I may as well mention it. Fear is the result of your mind lowering, and it only really comes in two stages. At 50 mind, your character will gain the option to commit Suicide, ending the game at any moment you feel is appropriate. Should the Mind gauge reach 0, your character is permanently struck with Panophobia, triggering the Phobia penalty against anything that actually triggers a phobia. Aside from that, the game will occasionally flash creepy messages at the bottom of the screen as your mind gets lower. Unlike Termina, there are events that can happen relative to the Mind of your party members, and these events can occur in specific areas when party members have less than 70 Mind. Otherwise, Panophobia is just as real a concern for them, and they also occasionally have creepy messages populate the bottom of the screen when their mind is low.

ImageImageImageStat Buffs: Not all player afflictions are negative in this game! We also do have your standard stat buffs to work with. STR up gives you 50% more attack power, EVA up gives you a flat 50% bonus to your chance to dodge an incoming attack, and SPD up doubles your speed. The last one is very good as it gives your character an Extra turn, taking place after the main combat round finishes. Spd up also increases your odds of success with the non-skill variant of the run command, giving it a 100% success rate against anything you can run from if you're a solo character. It's worth noting that Str up and Eva up only last 5 turns, while Spd up lasts the entire duration of a battle.

ImageCounter: One of the various stance style buffs D'Arce can obtain along with Spd up via Fast Attack, Counter makes it so that when you get attacked (though not necessarily hit, generously enough), you will launch a fully powered reprisal to the limb that attacked you. Not that great honestly as this very rarely allows counters to go to the Torso or Head and instead will often result in an attack going to an arm. This buff is much more useful in the sequel where it is central to a nearly unbeatable combat strategy, but it just kind of exists in this game.

ImagePerfect Guard: Another stance buff, this one makes you immune to limb loss for 3 turns. Pretty solid, though there is a guaranteed form of limb protection you can get as an accessory. Still, this can available from the start of the game and can come in clutch for some emergency situations.

ImageBloodlust: Absolutely dreadful buff that Ragnvaldr can start with. Bloodlust puts your character in a berserk state, robbing you of control and making them attack random limbs of the enemy. They get a 50% damage boost for this, but it is very rarely worth it. Admittedly, getting access to the standard Str up status is much more inconsistent, but frankly the bonus this provides is so inconsistent and negligible, that it's not at all worth sacrificing your tactical options for. It only lasts for 3-4 turns in contrast to the 5 Str up lasts, and can even be dispelled when you take damage. Terrible skill, only even potentially helpful in a small handful of fights.

ImageImageHappy/Depressed: Two permanent joke afflictions that don't actually do anything. A certain individual with deep pockets gives you the choice between one of these two mindsets, and you'll retain it for the remainder of the game.
Last edited by Cullen on Sun Jan 28, 2024 6:43 pm, edited 1 time in total.

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Part 2! An eventful part where we delve ever deeper, interact with interesting new cultures, and come into conflict with the avian arbiter of the prison, Crow Mauler. It's always funny going off the usual game plan for Fear & Hunger, as my attempts to be comprehensive lead into some unusual problems, but I manage to avoid game overs at least. Let's go over some extra notes for this part.

-We briefly pair up with Cahara and filch his vest. He always leaves and steals an item on the next screen you go to, he wasn't being retaliatory with that action. The items he can steal are as follows:

x1 Light blue vial.
x1 Blue vial, if the player has no light blue vials.
x20 Silver coin, in case the player has no blue vials.
x20 Bottle of whiskey, if the player has no silver coins.

Yes Cahara is so committed to stealing from you, he will plant 20 bottles of booze on you just so he can filch them back. What he steals does potentially have an effect later.

-As mentioned in the video, there's an Easter egg in the Black Witch trap that we'll be seeing later. The Black Witch herself closes in for an attack after about 3 appearances, so you have to be quick if you want to avoid her. She's not a terribly difficult fight, but killing her here can rob you of a very good accessory later, so it's best to just escape.

-All of the items the Salesman at the front entrance is hawking are poison. I'm not quite sure when he appears specifically, but he'll usually be at the front after you've reached and returned from Level 3.

-There is a boss fight in the Level 4 Caverns, but it is unwise to take it on right now. We'll be seeing it and going over it later.

-There is no reason to talk to Pocket Cat, but if you have loose morals you can sell The Girl to him for a rare item. In order of most useful to least useful, he can give you a Claymore which is a powerful two handed weapon, a book of Enlightenment to save your game with, or a Book of Forgotten Memories to learn a skill off your main character's Hexen.

-Moonless functions mostly like a Jaggedjaw, and can be incapacitated by throwing a stick. She doesn't have a coin flip attack, so she is completely harmless at that point and can be safely dispatched if you'd rather not/lack the rotten meats to recruit her.

-If Moonless loses a paw, it goes into your inventory as an accessory that boosts your Luck stat. I am unsure how much of an effect the luck stat has on... well anything.

-Were I to blow open the path at the beginning of Level 5, we would reunite with Cahara in the next screen and be able to formally recruit him. More on that in the next video.

-The Old Knight can easily be beaten with an explosive vial on this mode, but not on the higher difficulty where all of his armor pieces except for the crotch area have 300 HP instead of 20.

-The Salmonsnake can be skinned with the Skinning Knife to get Salmonsnake meat up to 6 times. As well, if you use a Soul Stone on him you get one of the best accessories in the game. We'll be doing that later.

-If you do not have the stone crown, the Cavedwellers become hostile upon stealing the Cube of The Depths.

-Pocket Cat only appears in the village if you talked to him on Level 4.

-In addition to her solid equipment loadout, D'arce as a party member as the Fast Stance and Defence Stance skills. These apply Spd Up and Perfect guard respectively, doubling her agility and allowing her an Extra turn for the former while making her immune to limb loss while the status persists for the latter.

-The Wolf Mask feast can be used to max out your Gro-Goroth affinity if you're willing to risk game overs on the coin flips.

-I'm not sure if the Catacombs are just randomly entwined with vines or if there's a timing aspect to that depending on how long it takes you to get there. What I can tell you for sure is that the actual layout is always the same, and going past this point there are no longer any randomized layouts for areas in the game.

-Isayah either appears when you reach Level 7 or when you get the Cube of The Depths, I'm not completely sure on that. Regardless, he does not appear when you find Ragnvaldr's mark, as is commonly mis-stated and is actually a slightly important distinction.

-This was mentioned in the ailments post, in addition to blocking blindness, the Iron Mask also cures it due to how ailment immunity on equipment works in this game.

-The maps you obtain from Isayah always lead to the same locations, but you cannot actually interact with them without the maps. You must buy them from Isayah or kill him for them to get their rewards. There is in face a reason you would want to buy them that is critical for Hard mode.

-In addition to Peck, Crow Mauler can use Flock of Crows on you which is guaranteed blindness if you are not immune to it. He doesn't always use it, but the risk makes it foolhardy to fight him without the Iron Mask. Since Flock of Crows is a magic attack, you can't rely on dodging it by blinding him first either.

-The strategy will always be the same for fighting Crow Mauler, blind him, then poison him, then heal/guard until he keels over. His limbs and head are super sturdy, so it's just impractical to do anything else.

-Maul has guaranteed accuracy even if Crow Mauler is blind, and he has Death Throes, so no matter what someone is getting a Fracture from this fight.

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Supplemental: Enemies Pt. 2

We fought and encountered a number of new enemies in the previous video. This post will be dedicated to the standard, non-unique encounters. I'll be creating a follow up tomorrow for the boss type encounters we came across.

Maneba

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Phobia(s) Triggered: Teratophobia

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Residing in the Basement Level 2, Manebas have the unique distinction of being the only enemy in the game that can inflict Parasites on you, using their head to do so. Outside of that, they can slap with their tentacles for about 12-14 damage, though our Teratophobia does make this a bit more dangerous if they attack with multiple tentacles. It's generally just best to shoot for the head to avoid your entire team getting worms, but be prepared to miss on occasion due to the higher than usual 15% evade for what is essentially the Maneba's torso.

Cavegnome

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Phobia(s) Triggered: None

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The first enemy we come across that only has one targetable part and the second that is two enemies in a single sprite, Cavegnomes are little more than annoyances than serious threats. Their attacks are weak, hitting for around 10 damage with a chance to inflict bleed and infection. Since they only have 100 HP, having two standard party members whack at them can take them out before they can do anything detrimental. Should they not die on the first turn, they will call in back up every turn, until the 5th turn. This can create a sizable force of gnomes if you let them persist. For the most part, it's just best to avoid these guys in the interest in avoiding wasted resources. Should you have Yellow Vial, you can use the Talk command and offer the vial to get them to leave the fight. There's also a Safety Loop in the talk dialogue that endlessly stuns them until you can kill them, though of course you need party members to make use of that.

Yellow Mage

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Phobia(s) Triggered: Rhabdophobia

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*On T&S/Hard mode, the arms have 300 HP while the Torso has 900(1500) HP. Additionally, the Left Arm very cruelly has 40% evasion, for reasons elaborated on below.

Here's an enemy that can cause some serious problems if you're unlucky. The Left Arm has a 50/50 chance of casting Locust Swarm, a party wide attack that inflicts confusion for two turns. While the damage is low, it is not impossible for him to use it repeatedly and stun lock your party, which can be a disaster if you're low on HP. With his legs, the Yellow Mage will dance on the first turn, and cast Hurting on the second. Hurting deals 50 damage if you have no otherworldly resistance, and can blast off arms as well. Hurting can be prevented by simply crippling a single leg, which interrupts the dance. On F&H, it's best to take out a leg and the arm if you're capable of doing so in one turn, but on the higher difficulties I really would recommend just ignoring the left arm and focusing the legs so you can kill him with a headshot. As long as you have full health when entering the fight, Locust Swarm shouldn't be cast enough times to kill you, it only deals about 7 damage per hit. Note that there is a unique Talk sequence you can engage in with the Yellow Mage to get an Eclipse Talisman. This Talisman is required to recruit two party members, including a very potent secret party member.

Cavedwellers

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Phobia(s) Triggered: Erotophobia

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The Cavedwellers are among the less threatening enemies in the game, particularly the stone wielding dwellers. Both the male and female are incapable of attacking if their stone arm is destroyed, making them slightly more resilient Trorturs in practice. The Spearman on the other hand, is capable of attacking with Tackle if his spear arms are destroyed. The Spearman also possesses a unique variant of Death Throes, where he will automatically counter with a Tackle if his spear arms are destroyed. It's a good idea to destroy the spear anyway, because it is coated with poison and you may not have White Vials to treat that if afflicted. Spearmen aside, Cavedwellers are essentially free kills for Devour and Soul Stones. One unique thing about them is that they are the first enemies we come across that do not get thrown off balance by having their legs destroyed. Male Cavedwellers become off balance when their dongs are severed, while women lose their footing from an impromptu mastectomy.

Miner Spectre

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Phobia(s) Triggered: Phasmophobia

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The first normal ghost type enemy we can come across and another enemy with only one part to target. Ghosts cannot be harmed by regular weapons. You either need a cursed weapon, or to use magic on them. On the bright side, they are weak to Otherworldly attacks so the process of killing them is relatively quick in spite of that 450 HP. Miner Spectres do only one action, use the Ruin skill on you. This is a skill that essentially ages your character, causing a permanent change in their portrait to reflect the Ruin status. While Ruin doesn't directly do anything to you in terms of your health the first two times it's used, the third time it is used will send your character in cardiac arrest and auto kill them. The Ruin status is permanent, so you can be hit with it two times the whole game before another follow up would kill you. Highly advisable you avoid these guys altogether, there's not much worthwhile about engaging them.

Night Lurch

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Phobia(s) Triggered: Erotophobia, Teratophobia

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*On T&S/Hard Mode, the Torso has 1050(1500) HP while the arms have 250 HP

The Night Lurch is another enemy that is loaded up on secondary effects for its attacks that make engaging it really undesirable. With its arms, it can inflict Bleed 100% of the time, Critical State 70% of the time, and infection 50% of the time. This is not an either/or situation, it can inflict all of those in a single strike (AND both arms attack individually!). The Head also attacks, having a high chance to inflict Infection as well. Should its arms get destroyed, it can still Tackle. Finally, this enemy is famed for its coin flip attack where failure results in it giving you equestrian lessons, leaving you with the Severe Anal Bleeding status. It can also hit you with this on the field should you turn your back to it and it catches sight of you. Like the Cavedwellers, it is thrown off balance by having its phallus destroyed rather than its legs. It's important to note though that enemies do not lose balance until the end of a turn, so you can not make a follow up shot on the head after destroying the horn and expect it to work in the same turn. Due to the horns bursting through its eyes, the Night Lurch has rather poor vision, and 25% of the time when you engage it, you'll get the chance to ambush it for a free turn or run away with 100% success rates since it struggles to see you. Thankfully it does not have Death Throes, so a multi-targeting item can potentially kill it on the first turn. You can also use Talk to feed it rotten meat, distracting it and giving another party member a chance to destroy the horn. It's best to avoid these guys unless you have a way to consistently beat them without fear of reprisal like the aforementioned items or the En Garde skill. This is the only other enemy besides the Guard that can inflict anal bleeding on you, though it is not the last enemy that will attempt to turn your posterior into a vineyard if you catch my drift.

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Supplemental: Enemies Pt.3

This post will go over the Unique or Boss type enemies we ended up running into during the course of Part 2, which there was quite a few. There are a couple of potential encounters I could also cover, but we'll be seeing them directly later so why ruin the surprise, eh?

Moonless

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Phobia(s) Triggered: Zoophobia

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*On T&S/Hard Mode, Torso HP is 625(2500)

The heavily mutated but ever loyal doggo, Moonless can be encountered in the northeastern section of the Level 4 Caverns, always being found by the bridge connecting to the opposite side of the chasm. Mechanically, she's pretty similar to a Jaggedjaw, though I don't think she has a coin flip. She's actually a bit weaker really, coming in solo and having less Torso HP on F&H mode. Regardless, the same tactics apply if you decide to fight her. Throwing a stick through the Talk command completely disables Moonless, but you can also pacify her by feeding her rotten meats. With two rotten meats, the fight will end and you can accept her into your party if you so desire. It's worth noting that sometimes, the entrance to the mines will be on the left side of the caverns where you start, thus negating the need to even get around Moonless.

Old Knight/Knight Spectre

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Phobia(s) Triggered: Necrophobia and Phasmophobia for the Old Knight, just Phasmophobia for the Knight Spectre

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*Old Knight's HP values and resistances. On T&S/Hard Mode, all pieces except the Loincloth have 300 HP
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*Spectre Knight's HP and resistances

Upon entering the mines, you will quickly find yourself beset upon by the Knight Spectre. He's absolutely not meant to be fought, having a staggering 10K HP and immunity to anything that isn't Otherworldly. Even if we could hurt him at this point, he would kill use far sooner and it'd be wasted effort regardless since he just respawns after being defeated. The Knight Spectre throws out Vertical Slash to cut off your arms and Horizontal Slash to the party with a chance to take out a leg. The Knight Spectre can only be truly defeated by taking out his physical body, the Old Knight. The Old Knight fights much the same as the Knight Spectre, but he can be disabled by taking out the Right Arm, which removes his ability to attack. Now on F&H mode, the Old Knight can easily be defeated with an explosive vial, destroying all parts in one shot, excepting the chance for a miss. On harder difficulties, all pieces but the loin cloth are much stronger, meaning you can't use the explosive vial method since it only does about 50 HP of damage to each part. In this case, you absolutely want to make sure the right arm gets taken out first and foremost. You need to kill the Old Knight quickly, because after two turns the Knight Spectre will join the fray and you need to either run at that point or pray the Spectre doesn't de-limb you. The Old Knight has a variant of Death Throes where even though the fight will end when he's destroyed, the Knight Spectre still gets an action if he's there. One thing to note about the Old Knight, he is the one enemy in the game you can run from where the Run skill has a lower chance of success than the Run! command from the main battle screen. The Run skill only has a 40% success rate, while the basic success rate of the Run! command is 50%, with a 10% bonus for each failure. (It's a little bit higher in my case since I have Moonless who brings up the party's average agility.) Due to what seems to be a bug or just a really cruel decision on Orange's part, the Escape Plan skill actually lowers the success rate of the Run skill to 0% in this fight, making it the only case where the skill lowers your chance to escape and actually makes it impossible via the Run skill.

Salmonsnake

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Phobia(s) Triggered: None

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Here's a fight that has a lot of moving parts but is ultimately not that difficult. The primary form of attack the Salmonsnake employs is whacking your party with his arms. Both arms have a 50% chance of taking an attack action, dealing about 30 damage on hit and causing the confusion status. If you destroy the Salmonsnake's Eye, the chance the arms will make an attack is lowered to 25%, but it does not have any impact on the accuracy of the attacks. Each turn, the Salmonsnake's tongue will extend outward. When fully extended, it will launch an insta-kill coin flip. The tongue can be forced to retreat by whacking it. To be real, the best way to deal with this guy is to just have two people capable of destroying the eye focus it if you can manage that, and then have someone else poison the Torso and begin working that after. Once the Eye is gone, the arms hardly ever attack, and it's just a waste of time to try taking them out. If you can poison the Salmonsnake's Torso, he will die in 3 turns guaranteed. It's highly advisable to kill this guy, as he gives an amazing accessory if you use a Soul Stone on him, and the Stone Crown is both a decent helmet and can avoid conflict with the Cavedwellers if you leave D'Arce to her fate. It's worth noting that there is a unique interaction where you can feed this guy Cavegnome eggs to distract him for two turns, but getting Cavegnome eggs requires fighting a much more random and potentially dangerous boss, so I really wouldn't recommend employing this.

Isayah

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Phobia(s) Triggered: None

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A man I rather cruelly cut down to rob him of his treasure maps and his sweet mask, you'll just have to trust me when I say he's an asshole anyway. On the first turn, Isayah is more or less defenseless, and like I did you can hurl an explosive vial in his face and call it a day. Starting from the second turn, he will reveal a highly evasive blade arm that deals respectable damage with a chance to de-limb you. Due to his high-ish Torso HP, it's better to take out his legs on the first turn and then just cave his face in on the second if you don't have an explosive vial. It's worth noting that Isayah has a coin flip attack that if you fail it, he will touch you with his plague ridden hand and potentially give you the plague!... which has absolutely no effect on the game. As it turns out, no matter how lethal or damaging a pathogen is, it usually at least takes a day or two for the symptoms to manifest, and the game doesn't last that long.

Crow Mauler

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Phobia(s) Triggered: Teratophobia, Zoophobia

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*On T&S/Hard mode, the head has 900 HP, the Torso has 1750(7000) HP, and the left arm has 900 HP

Alongside the Guard, Crow Mauler is another enemy that is something of a mascot for the game and is a famed newbie killer. Crow Mauler functions like a Nemesis style stalker enemy, becoming a threat when either you enter the Level 5 Mines or the Level 3 Thicket (an area we'll be seeing later). From that point on, every moment you're in a room, the Crow Mauler has a chance to spawn from an entrance to the area, heralded by a distinctive siren tone. In combat, the Crow Mauler is no joke. Every turn, he will assault you with Maul from his left arm. This is an attack that deals about 35 damage and inflicts the Fracture status guaranteed, permanently lowering your max hp. Maul has 100% accuracy no matter what, it always hits. The Head can take one of 3 actions as well: most desirably it can do nothing. Alternatively, the Head can use Peck, a move that decapitates a character for a guaranteed kill, and can only avoided if the Crow Mauler is blinded. Finally, he can use Flock of Crows, a multi-hit spell that has a guaranteed chance to blind the character it hits unless they have the Iron Mask equipped. In a straight fight, Crow Mauler is a phenomenally difficult and random fight that can see you suffering serious, potentially game ending losses. With the right items though, this fight is cake. By pouring a red vial in his eyes, or using your own Flock of Crows spell if you have it, the Mauler can be blinded which renders Peck inert. By having Ragnvaldr using War Cry or using the Sylvian spell Pheromones on a character, you can redirect all of Crow Maulers attacks to a person wearing the Iron Mask. This will avoid the chance of anyone being blinded, as well as minimize the spread of the fracture status. Said damage tank can also just guard and heal as needed while the rest of your team does the fighting. Finally, by using a throwing dart or purple vial, you can poison Crow Mauler's Torso, and he will die in a matter of two turns. Just note though, the Crow Mauler has Death Throes, so he can still run roughshod on you with his dying breath. It also means that engaging him guarantees at least one character will pick up the fracture status. It is possible to use En Garde to get a free turn on him, and with enough powerful weapons you can shatter his torso on a pre-emptive strike where he can't do anything, but I don't have that kind of fire power. It's worth noting that after entering a certain area, Crow Mauler despawns from the game and cannot be encountered normally anymore. This seems to be a bug, as his siren still plays when he enters a room, he just... isn't actually there. On F&H and T&S, you can still use his bed to force an encounter, but on Hard Mode where beds can no longer be used, he is gone from the game forever. This is more of a hassle than it sounds like in one specific case.


Since I may very well never get a chance to mention it anywhere else, it's worth noting that the Level 1 Inner Hall has exactly one variation where Crow Mauler makes an early bird (heh) appearance, referencing Pyramid Head's first appearance in Silent Hill 2.

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Part 3 is out! In this video, we tie up every loose end within the dungeons of Fear & Hunger proper, checking out alternative routes to the Catacombs and scoring some sweet equipment that can be obtained guaranteed. Once all the secondary tasks are accomplished, we finally set about clearing our main goal for entering the dungeon and obtain our very first ending, Ending E. Ending E is little more than a glorified game over, but the game does count it I guess. Going forward I want it to be known that I'll be making videos for this series on Saturday and Sunday primarily. Actually recording the gameplay and writing up the Supplemental information is quite a timesink, so I'd rather focus my whole effort on it on days when I have the most free time. I'll still be writing up and periodically posting supplemental posts throughout the week, though I can't promise daily updates. I will be working on a separate thread for a wildly different game starting on Monday, and that'll be updating Mon-Weds-Fri. With that established, we've hit the point in the game where we can start obtaining powerful unique equipment that is always available regardless of any random layouts you get upon starting a file. I'd like to dedicate some time to discussing this equipment.

Unique Equipment Available

Miasma: A powerful one handed sword with a tremendous attack power of 92. Miasma will always be located in the Level 2 Basement, behind a double door that can either be opened with the Crow Mauler Key or by forcing it. This door has much more HP than a standard door, somewhere around 3000 if I recall correctly. It takes some serious fire power to smash it is what I'm getting at. It cannot be picked, and the game gives you the option to Red Vial it, but that just results in nothing but a wasted vial. There is a skill that can auto break the door though, and I'll demonstrate that in a future video. Back to Miasma itself, it's powerful but it does have a pronounced drawback. I alluded to this in the video, and I plan to demonstrate some of it later, but for now I can just use these thread posts to talk about it a little bit. When wielding it and passing through certain areas, special cutscenes will trigger if the equipped character has 50 or lower mind on F&H mode, or 70 or lower mind on T&S mode. These areas are:

Level 3 - Basement
Ancient City - Tombs of the Gods
Past Ma'habre - indoors

Walking into these areas under the correct conditions will cause the following to happen: Is your main character wielding the sword? Then the entire party save for your main gets killed, no questions asked. (With the exception of two characters who can survive the event if they're in the party) Is a party member wielding it? A dialogue tree will appear, and depending on the choices you pick, it can result in a fight, the party member who has the sword dying, or an instant game over. In this case, you can also ignore them and continue on like nothing happened, amusingly enough. There is one character who can wield the sword who triggers the scene but is able to resist the effects, making it so there's no problems if they have the sword. You can work around this event by keeping your mind topped off or simply not having the sword equipped when going through the aforementioned areas. As seen in the video, if your main character has the sword equipped it also periodically causes hallucinations, though these are just meant to be creepy and have no effect on gameplay. Miasma is one of the strongest weapons in the game and its problems can easily be worked around, so it's worth your time to collect it. Since it's a one handed sword, almost any character in the game can wield it, adding to it being a great pick up. As one final note, it is very transparently based on the Soul Edge, something that would probably immediately be noticed by any Soul Calibur fan.

Eastern Sword: Found in the Level 5 Thicket, the Eastern sword is 60 attack one handed weapon with the unique trait of having a high crit rate. This weapon has a 40% crit rate by default, meaning almost half the time it deals triple damage, letting it often hit much harder than you'd expect for its relatively humble attack power. (Though it is a fair deal stronger than most randomly obtainable weapons.) The draw back for taking it is that you are immediately thrust into a battle with the Assassin Spectre. This enemy is a ghost, so you need otherworldly damage to defeat him, and he has a high chance of taking a limb when attacking. Luckily he can be run from, but he will randomly attack you throughout the dungeon after stealing the sword. If you can defeat him (and luckily he is also vulnerable to damage from the Eastern Sword itself since it does do Otherworldly damage), the Eastern Sword will be purified. While the sword doesn't get a direct damage boost from being purified, its crit rate jumps to a staggering 70%. There is also an accessory that gives a 20% boost to your crit rate, meaning you can get near 100% guaranteed crits. If you're willing to take a chance on losing an arm to this guy, this is a phenomenal weapon to get. When it crits, it can easily hit in the ballpark of 1500 damage in the hands of Ragnvaldr. That's enough to kill the Crow Mauler in a single hit! One downside to purifying the Eastern Sword is that it no longer deals Otherworldly damage. This usually does not matter, but I have the misfortune of discovering the one situation it does in the video.

Salmonsnake Soul: Now that we're getting more Soul Stones, we can use them on the corpses of bosses to obtain special accessories. The first we grab is definitely one of the best in the game, no contest. The Salmonsnake Soul makes you completely immune to limb loss in battle. (Though you can still lose them from traps and field hazards) We haven't gotten any limb protection in this run, and the accessories that do give it only cover arms or legs, not both. This soul prevents both from being lost, and on top of that it also prevents Bleed, Infection, and Burn! If that wasn't enough, it can also cure Bleed and Infection on the field by equipping it, essentially giving us infinite Green Herbs and Cloth Fragments. This is an excellent accessory, and it's great on Ragnvaldr who is able to redirect all attacks to himself. Absolutely get this when you have a chance.

Crow Mauler Soul: The other notable soul we got in the video, this one is very simple. This boosts your attack stat by 30%, so if you have 100 attack, now you have 130. Nothing too flashy, but combined with the Purified Eastern Sword we can potentially roll out some absurd damage. I wouldn't say this is a must have, since DoTs tend to be better for winning fights, but I won't say no to it either.

Cavemother Soul: This is shit on the other hand, it's literally just a weaker Crow Mauler soul. This boosts your attack by 10%, which is just too negligible to be used at the expense of something that affords you more survivability. Pass on getting this if you have the option.

Iron Shakespeare Soul: I might come back for this one later, it is essentially the defensive counter part to the Crow Mauler soul. This gives you 30% damage resistance to Blunt, Slash and Pierce attacks. When you don't have limb loss to worry about, this is a very good defensive boon and it's easily the best armor option in the game for The Girl if you don't need her accessory slot for something else. It's not critical to pick up, but it has its uses.

Extra Notes

-If you're playing as D'Arce, you can get Miasma within a few minutes of starting the game. D'Arce can learn the skill that busts down doors, so if you're willing to dedicate the first soul stone you get from the dark priest to that, you can start with a very powerful weapon.

-All truth told, if you get an explosive vial in the entrance hall, I'd highly recommend going into the Thicket over taking the route through the mines to reach the Catacombs. The two soul stones you can get here are highly valuable and there is a fringe perk to reaching the Catacombs within the first half hour of your playthrough.

-I wouldn't ever bother doing anything for the Cockroach King, he takes you way out of your way for his quests and frankly the God of The Depths only has two worthwhile spells. I would just empty scroll those in the situations you'd want them for, which for most characters they have to do anyway since they can't even talk to this guy. Easily the worst implemented sidequest in the game. (For those who are curious, the second and final step of his quest is murdering Enki, which you specifically have to do when he's in the catacombs.)

-As a general rule of thumb, slapping the Salmonsnake Soul on Ragnvaldr and having him War Cry creates the most effective tank in the game and can let you win almost every fight in the game with minimal issue. His Teratophobia does make this a little unsafe, but good armor can compensate if we can find it. Ragnvaldr also has War Cry as a recruitable character, so he's always capable of tanking for you.

-There's basically no reason to ever fight the Cave Mother unless your going for a specific ending, her rewards are crap and the risk inherent in fighting her doesn't justify getting the Soul Stone from her nest. There is one caveat though, if you're in a layout where the entrance to the mines is located on the eastern side of Level 4, there will be a bridge leading out of the Cave Mother's nest to the opposite side of the chasm that allows you to collect the soul stone unimpeded.

-I'm not 100% sure how the Assassin Spectre encounters work, they're either triggered by passing through specific areas or after a certain amount of time passes. Always make sure to have the Eastern Sword and any cursed weapons you have equipped in case you need to defend against him.

-If you are unable to recruit Cahara or simply reject him, his fate is sealed and he cannot be re-encountered.

-If you call him out for his theft, it prompts a fight with him. Killing him and searching his body gives additional loot independent of his equipment you normally get based on what he stole from you earlier.

x2 Light blue vial, if he stole 1 light blue vial.
x3 Blue vial, if he stole 1 blue vial.
x25 Silver coin, if he stole 20 silver coins.
x2 Bottle of whiskey, if he stole 20 bottles of whiskey.

Sadly we only get a portion of his secret whiskey stash if that's what he stole.

-Like the Bunnymask Orgy, the Wolf Mask Feast can be repeated multiple times to max out your Gro-Goroth affinity. Since we have a permanently safe save spot, we can easily save and load if we fail the coin toss for successive feasts.

-If you reach the cell of the knight captain within about 30 minutes of starting the game, he will be alive. Ragnvaldr specifically gets the option to spare him or break his neck at this juncture. If D'Arce is in the party, killing the knight captain will initiate a fight with her. She can be Talked out of the fight, but she permanently leaves your party in this event regardless. If you're not playing as Ragnvaldr but have him in your party, he will attempt to kill the captain but can be talked out of it. There is an additional event viewable after this, but we'll go over that later.

-If you have the hidden Phase skill (only obtainable with an Empty Scroll), you can bypass the text prompt you normally get when trying to leave the dungeon before confirming the status of the knight captain and get ending E in under a minute. The current world record speedrun for doing this gets an empty scroll and quill from the first couple boxes at the dungeon entrance and beats the game in 18 seconds.

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Supplemental: Enemies Pt. 4

Thankfully this should be a briefer breakdown since we didn't encounter too many new enemies in the last video, and the ones we did are either simple or not that threatening.

Mumbler

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Phobia(s) Triggered: Erotophobia, Teratophobia

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Mumblers are a weird enemy to say the least. As you can see, their Heads do not have the massive evasion bonus that is typical for enemies in the game. This is a trap, however, as attacking the head will result in it bursting, spraying poison on a random party member. This will deal about 10 damage and inflict the Poison status unless the character hit is immune to it. Naturally this can be pretty annoying if you have no white vials, and that's not all too unlikely in this game as they are a much rarer item than in Termina. Other than that, the main threat of Mumblers is their effect on your mind. Mumblers are incapable of dealing HP damage outside of their head exploding. Instead, their arms can damage your mind by about 9-11 points. Their Head has 33% chance to use the Soul Bind ability, which reduces your mind to 50 if it happens to be over that number. (Due to a bug, certain special party members have their mind PERMANENTLY lowered by this) Having your mind reduced to 0 in a battle doesn't immediately cause Panophobia, but you will develop it if you end the battle while your mind stat is still at 0. They're of little threat to us at this point in the game, but if you're able to enter the Thicket at the beginning of the game, it's better to avoid them.

Greater Mumbler

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Phobia(s) Triggered: Erotophobia, Teratophobia

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*Mumblers have standard resistances, save for 15% extra damage received from piercing attacks

I can tell this page of the Wiki hasn't been updated in awhile. Anyway, Greater Mumblers are just upgraded versions of the standard Mumbler, as their name would indicate. Aside from the beefier HP stats, the main distinctions are their Bell and Lantern. The Bell does a tremendous 50 damage to your mind, while the Lantern hits for otherworldly damage, dealing a harsh 60 damage if you have no resistance. Its head is also capable of using Soul Binding, much like the regular Mumbler. If you are not able to kill this thing in a single turn, avoid it at all costs. It can easily thrash a character and can leave you at serious risk of Panophobia. Fortunately, they're pretty rare and easy to avoid when you do come across them.

Infected Enemies

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Not new enemies per se, Infected enemies are variants of monsters that have a Brain Flower attached. Their stats are identical to their standard counterparts and they have the exact same movelists, but the Brain Flower is its own target with 20 HP that attempts to spread itself to your party members. Infected enemies mostly put a strain on your action economy, since if you don't take out the Brain Flower, it will inflict the Brain Flower ailment on your party members, which robs you of the ability to control them, reduces their accuracy by 50%, and causes them to attack random targets including allies. Brain flowers can be cured with Worm Juice if you have it, but you should always double check to make sure you do before potentially engaging an infected enemy. Not many things are guaranteed in Fear & Hunger, least of all the consumables you manage to collect. Thankfully, the brain flower only has the standard 5% evasion, so a full party can usually delegate someone to taking it out and easily handle the rest of the enemy. Take special care for the Infected Guard since he has Death Throes.

Assassin Spectre

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Phobia(s) Triggered: Phasmophobia

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A samurai ghost who is less than thrilled if you yoink his sword. The Assassin Spectre is a very simple enemy. On the first turn, he'll launch a standard attack that hits twice with no chance of limb loss to worry about. On his second turn, he'll launch a double attack again, and then follow it up with a Horizontal sweep which can cut off limbs. Repeat this pattern until he kills you or you kill him. Fortunately, his own sword can be used against him, and in the absolute worse case scenario it can kill him in 3 hits. If you have at least two more cursed weapons, or someone has the spells Hurting or Black Orb, you can easily kill this guy before he becomes a problem. As shown in the video, it isn't all that unlikely you'll just crit him with the Eastern Sword and win the fight immediately, though obviously I wouldn't recommend counting on that happening.

Cavemother

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Phobia(s) Triggered: Teratophobia

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*On T&S/Hard Mode, the Torso has 725(2900) HP in the first phase and 625(2500) in the second

To me, the Cavemother is the picture ideal of a Fear & Hunger enemy: It is gross as hell to look at and think about, and it's annoying and random to fight against. Thankfully in almost any playthrough it can just be avoided entirely because it has fairly useless rewards for besting it. The Cavemother is very simple, every turn her head will use the move One Tooth Bite. This does around 30 damage and has a 50/50 chance to destroy a random limb. At the end of the first and third turns, a Cavegnome will join the fight if her breasts are still intact. Frankly I did the fight pretty poorly in the video since I way overestimated how much HP she has. With the set up I have, I could have just blasted the torso and won the fight with no issue, as the Cavemother does not have Death Throes. Once you defeat her the first time, she retreats and then attacks again as you try to leave the nest. The second phase is identical to the first, with the sole distinction that she will summon Cavegnomes every turn as long as her breasts are intact. Due to a bizarre scripting error, if you have a full party when fighting this phase of the Cavemother, she will go before any character that does not have 20 Agility. Poor Moonless. If you lack the damage potential I had in this fight, One Tooth Bite can be completely defanged (heh) by blinding the Cavemother, but that relies entirely on either a random resource or a hard to get spell.
Last edited by Cullen on Tue Jan 30, 2024 2:56 am, edited 1 time in total.

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Supplemental: The Outlander, Ragnvaldr

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"Tell me - are you evil?"

As a Character: Born in the northern lands of Oldegard, a nation with modest Summers but harsh Winters, the Outlander is a true survivalist. Skilled in hunting, trapping and even seafaring (though this only comes up in his backstory), the Outlander is adept at staying alive in the most difficult of situations. Ragnvaldr specifically is a hardened man born with the Tormented soul, suffering much throughout his life in the process of becoming the man he is today. Though he had a stable childhood, famine struck his home village as he entered adult hood, compelling him to join a voyage into the uncharted parts of the world in the hope of finding resources and riches. To say the trip was a disaster is putting it mildly, as the route the voyage took seemed to simply stretch on into an endless sea. With what little they could bring with them being exhausted over the course of the trip, many (potentially including Ragnvaldr himself) had to resort to cannibalizing those who perished early in the voyage. Once they finally did strike land, they had arrived in the cursed continent of Vinland, a land with the coloration of pitch and endless eldritch horrors residing within. While the voyage did ultimately succeed in obtaining valuable artefacts, all who had been on it were left permanently scarred by the horrors they witnessed. Any potential triumph from this return was quickly scattered to the wind, as not long after Ragnvaldr's village was sacked and pillaged by the mercenary group the Knights of the Midnight Sun. Ragnvaldr's family and people were killed, and the most prominent artefact from the Vinland voyage, The Cube of the Depths, was stolen. Ragnvaldr swears vengeance, and embarks on a chase hoping to mete out justice to the mercenary group's captain. To his eternal misfortune, this leads him to the dungeons of Fear & Hunger.

In spite of his barbaric appearance and his vengeful motivation for being in the dungeon, Ragnvaldr is show to be fairly stoic and considerate man. His survivalist background results in him being fairly knowledgeable about the world around him, and he can occasionally regale you in folk lore relating to the Old Gods. He's about as well spoken as Enki, but is much less condescending and combative, making him a stable emotional pillar for a party that has him. All said though, he is still only human and is just as susceptible to the corrupting influence of the depths. Additionally, he is fully committed to his quest for revenge, and he won't let anyone get in his way should it come down to that. (Though of course this being Fear & Hunger, there are loop holes to get around these kinds of situations, what the plot says be damned)

As your Protagonist:

Ragnvaldr's Tormented Soul offers him the following skills,

Devour: This is a passive skill that enables Ragnvaldr to feast on the corpses of his enemies. A devoured enemy will fully restore Ragnvaldr's hunger, at the expense of pulverizing the corpse and preventing any further interaction with it. This is one that doesn't hurt at all to have, but you need to be careful with it. Rather annoyingly, it has separate prompt from the main interaction dialogue that appears first and defaults to yes. Should you mash through this, you will eat the corpse of an enemy right off the bat, robbing you of the ability to search them for items or use a soul stone on them. Outside of that, certain enemies either can't be devoured or poison Ragnvaldr when he does eat them. It's usually pretty obvious what's a bad enemy to attempt to eat though.
Bloodlust: This is a battle command skill. This puts Ragnvaldr in the Bloodlust status, boosting his attack power by 50% in exchange for removing your ability to control him. Ragnvaldr will select a random limb of the enemy to strike while under the Bloodlust status. The status clears up after 3 turns, or it has a 50% chance of dispelling when Ragnvaldr receives damage. 50% extra attack power is a decent buff, but it is absolutely not worth forfeiting control for. This has fringe uses against enemies that have either a single targetable part or have been disarmed, but I just wouldn't bother with this.
Marksmanship: This is a passive skill that allows Iron Arrows fired with the Short Bow in the overworld to instant kill enemies that susceptible to them. This is a pretty great passive that when combined with Ragnvaldr's choice to start with the bow and arrows, gives him the ability to insta-kill 5 normal enemies of your choosing. This doesn't do anything against bosses, but normal enemies can be just as nasty, if not more so, so having the ability to completely remove problematic encounters like Night Lurches and Elite Guards with no potential for harm to yourself is a very good thing.

Ragnvaldr has no equipment restrictions, he is capable of wearing any armor and can use two-handed weapons.

Ragnvaldr's backstory offers him the following,

1.) Short Bow and 5 Iron Arrows OR an Axe and a wooden shield
2.) Devour OR Bloodlust
3.) A Soul Stone, with the caveat that there is a coin flip that results in Panophobia if failed OR nothing, but it unlocks the ability to learn Dash later in the story.
4.) 3 Iron Arrows and a Bear Trap OR Dried Meat, Moldy Bread and 3 Carrots, OR 4 blue herbs, a white vial and 2 cloth fragments OR Dash, if you elected to take nothing from Vinland earlier in the story.

Alternatively, you can skip his backstory and obtain,

1.) A bow, 5 Iron Arrows, and a Bear trap
2.) The Devour passive

Ragnvaldr also has a unique skill and a unique stat bonus. All characters have the same stats independent of equipment, but Ragnvaldr gets the unique trait of 10 extra attack power, giving him 40 attack without a weapon. Additionally, he comes with the skill War Cry, a self targeting battle command skill that forces all single target attacks launched by the enemy to go towards Ragnvaldr. This skill cannot be learned from the Hexen, though it can be learned via Empty Scroll.

As your starting character, Ragnvaldr is pretty middle of the road. He can start with some pretty unique items, and his devour skill means that hunger is never an issue for him should he go solo, but his starting equipment is very weak even when combined with his heftier than normal attack stat. The short bow in particular is only marginally stronger than simply punching enemies, and banks entirely on its ability to cripple/kill enemies out of battle. The Axe and Wooden Shield actually are the superior choices in Hard Mode, affording better defense and attack power that actually make Ragnvaldr the one character in the mode who can consistently defeat Guards at the start with no damage to himself. It also has the fringe perk of being an extra weapon you can pass down to the scant few allies you can get in Hard Mode in the event you get hosed on weapon loot RNG. Ragnvaldr has the fairly underwhelming Fur Armor as his starting Armor, which is fairly weak and gives him a huge fire weakness. Ragnvaldr's War Cry skill gives him a unique role as a consistent tank for the party, using it will allow him to wall out any single target damage thrown the party's way if you can get the right equipment for him. This is a little harrowing as the protagonist, however, because if he dies it is game over. Ragnvaldr does very well with high crit weapons like the Eastern Sword, as his natural Attack advantage accelerates the already impressive critical damage of the sword, and in general he gets better returns on things like the Atk Up Status and the Crow Mauler soul due to the relatively greater effect they have on him. I wouldn't say he's a beginner friendly character, but he has a lot of unique traits that a knowledgeable player can get some serious work done with. Overall I'd say Ragnvaldr has a perilous early game but a fantastic mid and late game, making him the 3rd best of the starting characters and a great character for replays of the game if you feel it's getting to easy with someone like Cahara or D'Arce.

As a Recruitable Party Member:

Ragnvaldr can first be met in the backyard of Level 1. After exhausting all conversation options with him you can ask him to join, which he will refuse. After a screen transition, he will move to the Level 5 Thicket. You can ask him to join again at this location, but he'll only accept this time after checking all his other dialogue. Thankfully asking him early in the dialogue tree doesn't lock you out from recruiting him, you can just simply go back to check his other responses and ask again. To be completely honest, Ragnvaldr is probably better as a party member than as a protagonist. While he doesn't impart the ways of Devour on your character, he still comes with a bow, still has the extra attack power, and most critically he still comes in with War Cry, allowing him to tank for you with no risk of game over should he fall in battle. Additionally, if you can get an Explosive vial on Level 1, you can easily get Ragnvaldr into your team within 7 or 8 minutes of starting the game, which is a huge boon for surviving what comes along the way. Additionally, he's right by the Eastern Sword, so you can pick that up and hand it off to him and suddenly you have an extra pair of hands that crits for over a thousand damage half the time, while having a bow in reserve to cripple problem enemies should you pick up some Iron Arrows. If you have the option to recruit Ragnvaldr early on, you should almost assuredly take it, he is a huge help.

On T&S Mode Should you enter Ma'habre without recruiting Ragnvaldr, he will enter the Thicket of his own volition and succumb to a Brain Flower infection, thus effectively dying and no longer being recruitable. There's supposed to be a battle possible with this infected Ragnvaldr, but due to script errors in the most current version of the game, this battle results in a black screen and an automatic victory should you trigger it.

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Supplemental: The Girl and Moonless

One notable distinction about this game from its sequel is a much larger cast of secondary characters who can be added to your party, while Termina only has products of Gro-Goroth and a joke character that can be recruited independent of the main cast. The secondary characters in Fear & Hunger typically have mechanical oddities about them in contrast to the main cast, but they are often much easier to recruit with no strings attached. (The only main character who can be recruited in a single action is D'Arce, and she carries the drawback of making the Cavedwellers permanently hostile) One important thing to establish about party members in Fear & Hunger is that they cannot be taught skills via the hexen, so what they start with is usually all they'll have for the remainder of the game. There are scrolls you can get that can teach spells and skills to anyone in the party, but with the exception of two scrolls in the game, actually getting these scrolls is entirely dependent on RNG.

The Girl

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The girl takes your hand for a second before letting it go.

As a Character: Not just a girl, but The Girl, she's a mysterious child found imprisoned on the first floor of the dungeon for unclear reasons. Based on the lacerations on her arm, it's safe to assume she wasn't exactly handled with care. She's extremely quiet, very possibly even incapable of speech, but she follows the player around since anything is better than rotting in a cell in the presence of the dungeon Guards. You can either protect The Girl with all your might, or be a complete monster and sacrifice her in a variety of cruel, sometimes completely pointless ways.

In reality, The Girl is the child of the captain of The Knights of the Midnight Sun, Le'garde, and the New God Nilvan. Her parentage of a prophesized man and New divinity results in her having an Ancient Soul. The suffering she has gone through within the walls of the dungeon has given her a soul that is pure (albeit pure terror), and should she be able to make it into the absolute depths of the dungeon, she can become one with the darkness and ascend to Godhood on par with that of the Old Gods. The when and how of her conception is extremely ambiguous within the game, and it's possible she's even younger than she looks, although it is hinted many times throughout the game that time does not flow linearly in the dungeons of Fear & Hunger.

As a Party Member: The Girl can be recruited by opening her cage of the first floor. Cahara can lockpick it, you can use a red vial on it, or you can find a key. The desk containing the Captain's Diary 1 always has a small key in the book, so you can always recruit The Girl within minutes of entering the dungeon. Being a child, most weapons in the game are off limits to The Girl, and she joins with nothing more than the clothes on her back. That said, she can use most light armor, and you can quickly secure a Dagger for her as a weapon. The Girl is actually just as defensively capable as her adult contemporaries should you find her usable equipment, but her Attack stat is much lower. The Girl only has 5 attack by default, and she honestly seems to be penalized in the attacking formula since her slaps often do 0 damage. Giving her the dagger gives her +5 attack, but she only can hit for about 20 damage (This is at least enough to take out a limb on F&H). The Girl can also equip a Skeleton Arm for +20 attack, or her dagger can be cursed for +35 attack. Sizable upgrades for her, but she's never going to be capable of doing great damage with a physical attack.

Now this all sounds pretty dire for her, but she's much better than you'd expect. Like I said, she has no inherent defensive penalties, so while she has more limited equipment options, there's still plenty of stuff that makes her reasonably durable. Additionally, she's an extra set of hands you have full control of, and items have no penalty when used by her. This gives her plenty to do in fights when item usage is required. The final thing to keep in mind are spell scrolls. The Girl can learn magic from any spell scroll in the game, and there's one in particular that's a guaranteed loot item that is very helpful in her hands. Now the way I'm approaching the game is heavily delaying her ability to reasonably contribute in fights, but we'll be able to see The Girl actually put in some work that isn't just poisoning the enemy in the very near future. If you recruit The Girl early on but want to replace her with someone better later, you could sell her off to Pocketcat or sacrifice to The Lady of The Moon for a full heal including limbs if you can live with the guilt of having done so.

Moonless

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Moonless marks her territory...

As a Character: She's a doggo. It's unclear if she's a wolf who wandered into the dungeon, a hapless normal dog who did the same, or perhaps a Jaggedjaw that got separated from her pack and ultimately became like this. She can be tamed, unlike Jaggedjaws, so perhaps she's not strictly trained to kill. She is a good girl.

As a Party Member: Moonless can be recruited by engaging her in combat in the Level 4 Caverns, and using the Talk command to feed her two rotten meats. Doing so will end the fight and give you an option to take her along. Moonless is the first party member we can recruit who we are unable to fully control. Moonless attacks at complete random, dealing about 90 damage to whatever limb she hits with a small chance to inflict Bleed. She has 20 Agility, allowing her to go first in the turn order and get an Extra Turn after everyone else has gone. Moonless is just kind of okay, she's an extra source of damage and can take some heat off your main character in the early game. She cannot equip any armor, so she can be pretty fragile. Moonless has no phobia, is immune to Parasites and Poison, and is unaffected by attacks that deal Mind damage. The former attributes means that Moonless can eat Raw and Rotten foods with no penalty. Moonless can learn from spell scrolls, giving her something to do with her Mind should you so desire, though you have little influence over whether she casts a spell or bites something. Moonless can "level up" by marking her territory. 10 markings will turn her Bite into Jagged Jaw, giving it a damage boost. Another 10 markings will turn her bite into Grim Jaw, which can deal about 200 damage and is guaranteed to inflict confusion on the limb it hits. That's pretty solid, but keep in mind you need to pretty much fully explore the dungeon to mark that much territory.

Moonless isn't bad, but she's more of a "for fun" character. He squishiness and inability to use items in battle, plus her completely random attack pattern, means she can end up being little more than a punching bag that dies quickly into a run. Grim Jaw would be nice, but the game will essentially be over by the time you get access to it. You can teach her spells via scrolls, but all but two of those are obtained by pure chance, and you have no way to get her to target a worthwhile limb with those. She also doesn't suffer from mind events, so there's no way to get her out of the party except letting her die. She has her uses, but a party with her is always going to have less tactical options than one that picks up another human character. One final random note, if you use a Bonesaw on Moonless, you will get a Cavewolf Paw as an accessory. This can be equipped to give a character +20 Luck, which I have no idea if that actually does anything.

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Supplemental: Limb Loss and Defense

Since we suffered our first instance of limb loss in the last video (poor Moonless), I figured now would be a good time to make a mechanics post discussing limb loss, how it affects you and your party, and what you can potentially do about it should you suffer it. Additionally, since I won't really get a chance to go over it elsewhere, but I feel it's important, I'll use this post to talk about the semi related topic of defense in general.

So in Fear & Hunger, as you've probably noticed, battle against enemies features multiple limbs/appendages on the enemies we can target. While destroying things like arms and legs will not kill enemies directly, doing so will cripple them and potentially prevent them from doing anything meaningful in some cases. This is not a one way feature of combat, however. Many enemies do possess access to attacks that can potentially destroy our limbs, and you can bet they'll use them. The reason the Guard is so notorious is because his standard attack with his cleaver arm, Hack, has a 100% chance of cutting off a character's arm if it hits. Many new players wing a haymaker at the Guard's torso, fail to kill it, and spend the rest of the playthrough with one arm, assuming they don't die to the coin flip attack next turn. Limb loss is a permanent affliction, unsurprisingly, and while there are ways in the realm of the occult within the world of Fear & Hunger that can restore them, they recover substantial sacrifices to obtain. Naturally, you want to avoid losing limbs at all costs, but what are the full effects of dismemberment?

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This is Mercenaryz, our unfortunate Guinea Pig for displaying the effects of dismemberment.

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He's looking pretty chill here, but what's with the blood at his feet? Well, Mercenaryz had to perform a field amputation to deal with a nasty infection (or at least that's the excuse I fed him), so now he's short a functioning leg. Now outside the actual animation of hacking it off with a bonesaw, Fear & Hunger actually lacks graphics for losing a single leg on the field and in general it lacks portrait and battle sprites for a de-legged character in any capacity. Justify this to yourself by saying the legs are broken instead of severed if you must. For what it's worth, your character does get a new walking animation where they limp along with a single leg. What matters here is the gameplay effect this has, when the party leader loses a leg, they are no longer able to use the Dash skill. This forcefully locks you into the default walking speed in the game, which about half the speed of Dash. Naturally this is pretty annoying. To my knowledge, your party members losing one or even both legs has absolutely no effect whatsoever, so losing legs only affects party members in the capacity that any time you lose a limb, you also pick up the Bleed status. What about losing both legs?

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Naturally you are reduced to crawling along the ground, reducing your speed even further. Without your legs, you move at a snail's pace, leaving you vulnerable to being rushed down by just about any enemy in the dungeons. As well, the very final area of the game has some traps like pendulums, rolling boulders, and scorching steam that requires precise timing to get through them. It can be more than a little difficult to pull that off with crawling speed. Getting into this state also more or less makes T&S and Hard Mode unwinnable, as there is a mechanic in those modes that functions as a pseudo-time limit and being reduced to crawling early in the run greatly increases the chance you'll run up on that limit.

Now these things are pretty annoying, but losing your legs doesn't directly impede your ability to succeed in combat and arguably doesn't get in the way of your ability to complete the game if you're at a point where time isn't an issue. Limb loss in general has no direct impact on your stats, so a legless character is just as fast and evasive as an able bodied one. What does heavily affect your stats though is equipment, and arm loss is considerably more problematic than leg loss in that regard because losing arms directly impacts your ability to, well, arm yourself.

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Mercenaryz had an unfortunate run in with a bonesaw Guard and now he could really use a hand. Assuming you didn't start with Dash (more than likely if you're a new player), losing an arm has much more immediately noticeable detrimental effects. When you lose an arm, you are no longer able to equip shields and are also unable to use two-handed weapons. This locks you out of a number of good pieces of equipment, such as the Eagle Crest Shield, the Short Bow, and the Iron Spear, as well as preventing you from using the ultimate weapon in the game. Now this is pretty nasty, but it's not necessarily a game ending situation. Most weapons in the game, including two of the best weapons, are one handers and while losing the defensive values of shields does suck, it really only means you're taking an extra 3-5 damage in most cases. The problem is that the overwhelming majority of attacks in the game that dismember you will be gunning for your arms specifically. (The amount of attacks in this game that take out your arms specifically is more than double the number of attacks that destroy a random limb, and there are literally only two attacks in the game that target legs specifically) If you've lost one arm, you're at serious risk of being completely disarmed if you run afoul of another limb damaging attack. Before moving on, losing an arm also has an additional effect if you've been reduced to crawling. Should you have lost both your legs, losing an arm will reduce your speed even FURTHER, making it a serious slog to travel even a single screen.

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This poor boy can't catch a break. Upon losing both arms, you will be unable to use any weapons or shields, and will be reduced to shoulder checking enemies with your basic attack stat. This is of course horribly weak, and essentially prevents you from seriously being a physical fighter. There is actually still a way to contribute with your physical attack in this state, but that's a topic for another day. In a moment of acceptable breaks from reality, this does not impeded your ability to use torches, nor does it prevent from climbing ropes or ladders. Now if your character is in this state, they can still be a fighter, but they'll have to transition to magic casting. Magic does not care at all about your arms, so it's just as effective as ever should you find yourself in this situation. The final question remains, what happens if you lose all limbs?

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So now that we've covered the effects of limb loss, what are our options to contend with it? If party members lose their legs, that is a complete non-concern. You should only ever be worried about the legs of your party leader, who actually does suffer tangible drawbacks from losing them, and thus you should always be mindful when that is a possibility. A character like Moonless is completely unaffected by any limb loss, so she has nothing to worry about on that front. Arms are definitely the most precious thing, and anyone in the game is negatively impacted by losing them. In addition to taking more damage because of the loss of shields, magic simply isn't very good in this game and losing access the weapons is a serious blow to your ability to succeed in combat. Not helping matters is that getting spells onto anyone except your main character is entirely reliant on RNG, so a completely disarmed party member can end up being total dead weight. At all costs you should avoid situations that put your arms at risk, and when you must contend with those, put some serious thought into what you can do to mitigate the chance of serious losses. Ragnvaldr has a huge boon on this front, he can combine his War Cry skill with the Salmonsnake Soul to redirect all potentially limb destroying attacks to himself eliminating the risk any other party members will lose their limbs. If you start the game as D'Arce, you can begin the game with Arm Guards, an accessory that nullifies the chance of losing your arms on top of some extra physical damage resistance. Another alternative is dabbling into magic to create meat shields who suffer these kinds of attacks for you. Necromancy can be used to create Ghoul party members, who can then be hit by the Sylvian spell Pheromones. Pheromones is like War Cry, redirecting all attacks to the person it is cast on, but it can be used on anyone in the party as opposed to being self targeting. But I know what you're thinking, all of this takes set up and knowledge that a new player doesn't have. What if you have a decent run that suffered some unfortunate limb losses, is there a way to recover from this?

As a matter of fact, yes, but they are limited methods that require a degree of sacrifice on your part. The three methods for restoring limbs available in this game are as follows,

-Using a ritual circle to form a Marriage of the flesh. By showing love to a party member on a ritual circle that has not already been used to pray to Sylvian, the act of copulation will result in your characters fusing into a creature known as the Marriage. The resultant creature has all its limbs intact, has a base attack stat of 50 instead of the 30/40 the main characters have, and will inherit the soul of the main character. Additionally, it has no equipment restrictions, lifting a serious drawback Enki has if he's the base of the Marriage. Of course, this only affects the main character and the person they fornicate with, and it cannot be used with party members like The Girl and Moonless (Thankfully). The obvious drawback of this is that you're exchanging two characters for one stronger character, which isn't necessarily a lateral trade in this game. Fortunately, Ghouls can also be used for Marriages (don't think too hard about it) so that's an option if your main character has lost limbs and you have an open spot in the party.

-Form an Abominable Marriage. A Marriage opting to show love to a character (which only Ghouls and Cahara will agree to) will create an Abominable Marriage. The Abominable Marriage has a staggering 70 base attack stat, but he is so heavily deformed that he cannot use any armor and can only use a select few weapons. If you have to do this, you made some serious mistakes somewhere, but it is a way to restore limbs if you lose any as the Marriage.

-Sacrifice The Girl to The Lady of The Moon. The Lady of The Moon is an optional encounter located in the Tomb of The Gods, requiring you to solve a puzzle and clear a door that needs a purifying Talisman to get to. If you have The Girl in your party during this encounter, you can trade in your morals and offer The Girl up to The Lady of The Moon, who will in turn fully heal your party and restore any lost limbs. This method is more of an Easter egg than anything, very rarely will you find yourself in a situation where you can put it to use.


To be honest, all of these methods are pretty impractical, and the first one is more interesting to work into a run on the basis of the statistical effects it has rather than as a source of healing. You should just consider limb loss a permanent affliction, take note of all the situations where it can happen, and do your best to avoid those situations entirely or minimize the risk within them. Now for a bonus round.

Armor and Defense

I've mentioned this in passing, but the defense stat in Fear & Hunger is a complete lie. The actual number is mostly just there since the engine requires it, and it is only used for literally one damage source in the game. (An enemy we have not encountered has a counter mechanic, defense is only ever used to determine the damage you receive from these counter attacks) While the defense bonus of a piece of armor can give a relative idea of how good it is, the reality is that each piece of armor in the game as a set of damage resistances for each damage type, and these resistances multiply with the damage roll for an enemy's attack to determine the actual damage you take.

There are 5 damage types in the game: Blunt, Piercing, Slashing, Otherworldly and Fire. Each armor piece in the game has a specific resistance to each of these types. Taking Ragnvaldr's Fur Armor as an example, the Fur Armor has 92% resistance to Blunt, Piercing and Slash attacks, while conveying a 160% weakness to Fire and the standard 100% resistance to Otherworldly. Were a Guard to attack Ragnvaldr with his Cleaver and rolled a 30 for the damage, Ragnvaldr would receive 28 damage instead. Meanwhile, a Hurting spell would deal the standard 50 damage it always does, while a priest's lantern would get a serious bonus and could easily hit Ragnvaldr for 40 damage. This goes both ways, as enemies have no defense stat and instead entirely take their final damage on the basis of their resistances. This is why damage tends to be the same for any attack you launch regardless of what you're fighting. This system is also why an emaciated child doesn't take that more damage than a beef cake of man who goes shirtless in a northern tundra.

Damage resistance from all your equipment stacks multiplicatively rather than additively. That is to say, if we have the Fur Armor which gives us 92% resistance to slashing attacks, and we have the Iron Shakespeare soul that gives us 70% resistance to slashing attacks (in addition to Blunt and Piercing resistance, but that's irrelevant right now), those multiply together to give us 64% slash resistance rather than 62%. This means that there's diminishing returns for stacking the same kind of resistances, though this doesn't matter a huge amount. The end result is that about the best you can hope for by loading up on good equipment is that you can usually get close to 50% resistance to a damage type and halve incoming damage accordingly. The game is relatively intuitive in this regard, naturally metallic armor like Plate Mail, the Iron Cuirass, Chain Mail helmets or Bascinets will convey better physical resistance than a little girl's dress. One thing to note is that the game does clue you in on certain equipment being effective against certain attacks should you read the description. For instance, Cahara's Leather Vest states it's good against Fire attacks, and indeed it conveys a massive 60% resistance to fire based attacks. Fire based attacks are actually really rare, so this is of limited help, but what is worth watching it for is equipment that protects against Otherworldly attacks. Magic attacks from enemies have high and consistent damage ranges (as mentioned previously, Hurting cast by the enemy always does 50 damage by default), so having Otherworldly protection is crucial in the situations where you face them down.

Termina was much nicer in this regard, actually showing you what the resistances of equipment are in game, though it still has the problem of the misleading defense stat. Small steps when working in the confines of RPG Maker.

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Supplemental: Random Elements

As mentioned in the OP, Fear & Hunger bills itself on the Steam page as having "roguelike" elements. And also somewhat mocked in the OP, this game has about the loosest interpretation of roguelike elements and it only just barely qualifies as one on Hard Mode, which disables saving and forces you to complete the game in one go. There are three major elements in Fear & Hunger that are heavily affected by randomness, and these are the things that will largely differentiate your playthroughs aside from which ending route you're taking. It's worth noting that, unusually for a horror game, Fear & Hunger really does not have much in the way of randomly triggered scares or hallucinations. (Though equipping Miasma to your main character does periodically emulate the latter) Any special scene or unnerving event that you come across will always have a specific trigger that is universal across playthroughs, though some like the unique scenes that happen in the event that you lose to a Guard do have probability checks involved with whether or not they occur when triggered.

Loot

The first major random element, and by far the one that has most sweeping effects on how your playthrough will go. This is the one truly random element in the game, nearly every lootable container or object pulls an item at complete random from a loot table tied to whatever you're searching. There is no way to manipulate this, and how hard a run is going to be will always be at least a little influenced by the items you manage to secure from loot spots. While there are a few guaranteed pieces of special equipment in every run, and some loot spots have pre-determined items placed within them, these are far and away in the minority and most of your inventory is going to be randomly obtained. With that established, what items you actually get from a given loot spot is influenced by the actual object you're looting from. There are 6 different kinds of lootable objects, though some of these come in multiple flavors with slight variations.

Barrels are likely the first type of object you will loot and these always contain food items. On F&H mode Barrels will always contain either an ingredient food item or a proper food item with an equal 7% chance. Rotten meat is also in the loot table as a dud item. On T&S and Hard mode, there is a 17% chance barrels will contain nothing, as well as a 25% chance the barrel will pull from the "Rotten" food table. Rotten meat items give you Parasites and poison while rotten veggie items
only poison you. All rotten food items have an equal 12.5% chance of being pulled if that's the table you get.

Crates are likely the second thing you'll search and these are the loot spots that separate great runs from the merely winnable ones. All utility items, from vials to torches to keys to quills to throwing items are found within crates. Additionally, there's a 4% chance a crate will pull from the Chest loot table (more on that below) instead, allowing them to reasonably often bless you with equipment. Crates have by the most variable contents and you want to search them whenever you see them as sometimes you can get some truly great stuff from these. In certain areas there are Shelves and Urns which are functionally the same as crates and pull from the same loot table. There is a 2% chance a Crate will have nothing in it when you loot it.

Chests are a staple feature of any good RPG, and Fear & Hunger is no exception. Chests are the first loot spot that require a coin flip upon opening them, should you succeed the flip you will get a random item from the Chest loot table. Unlike the sequel to this game, Termina, should you fail the coin flip you will instead get an item pulled from the Crate loot table. This means you can still potentially get a very good item from a chest even if you fail the flip, so it behooves you to always search them even if you can't stake a lucky coin on it. If you succeed in the coin flip, most of the time you'll get a random weapon, armor piece, or accessory. Naturally, the better the equipment in question is, the less likely you are to get it. Given how limited fixed loot drops are in this game, any equipment can be appreciated depending on your circumstances. In rarer occasions, it can give you either a random skill scroll or an Empty Scroll. Very rarely, succeeding a coin flip will pull you a Soul Stone. It is worth noting there is an alternate variant of the Chest that has a 100% chance of giving a Soul Stone should you succeed the coin flip. We saw this in part 3 with the chest in the level 6 mines and the one in the second cell in the catacombs. These chests are very much worth lucky coins if you have any to spare.

Equipment Racks and Tables are a rarer loot spot in the game, mostly only seen in the Level 2 and Level 3 Basement areas. These are like chests but exclusively give out equipment. They require a coin flip, and unlike chests they will give nothing should you fail it. The Rack type, despite mostly looking like weapons, gives you armor and accessories like Arm and Leg Guards. There are also mannequin torsos with armor on them that do the same. Weapon Tables, like the ones next to Buckman and Ser Seymor, instead give out weapons. While the armor racks have some unique items you can only get from them, the weapon tables just have higher odds of giving out the weapons you can get from chests with no other items mixed in. There are certain Chests later in the game that use these loot tables. One of the rarer type of loot spots in the game.

Bookshelves are the final type of loot spot that require a coin flip, and these come in by far the greatest number of variations compared to any other loot spots. Like the racks and tables, you get nothing from these if you fail the coin flip. Unlike the racks and tables, and even chests, there are "Minor" variations of bookshelves that do not require a coin flip and always give an item. Unfortunately, these only ever give out lore books at random, and you can even get duplicates if you're unlucky. "Rare" bookshelves need a coin flip, and should you succeed you will get a random valuable book. This can range from crafting recipe books, to random skill scrolls, to unique effect books, to the ever coveted Empty Scrolls. For crafting and unique books, you can only get one copy of them per run. For reasons not fully understood, sometimes when getting Empty scrolls, the game will give you multiple. (There is one playthrough on youtube where the player got an absolutely staggering 14 Empty Scrolls. It was a No Empty Scroll challenge run.) There are "Rare" bookshelves in an area later in the game that have a slightly different loot table, though you still can obtain the same books through them. Lastly, there are the Scroll shelves, which as the name implies, exclusively aware you with either skill scrolls or empty scrolls should you win the coin toss. Bad book RNG can throw a playthrough way off course if you're unlucky.

Potions are the final loot spot and are a fairly rare one. As you'd expect, these give a variety of different vials. Nothing too special about these, and you hardly ever see them.

In the interest of not bloating this post too much, I decided not to post the loot tables here. If you are interested Tormentapedia has ripped the exact odds of each loot table, so you can use this to judge just how RNG Blessed or Screwed you are in a given run. As I said at the start, Loot is the one truly random element of Fear & Hunger, and what items you will get can vary wildly between playthroughs. Thankfully, the game is winnable regardless of what you get, but there are certainly things that will give you a much easier time if you luck into them early on. The following things are less sweeping in the nature, with the one I'm about to mention even being manipulatable.

Phobias

Upon selecting your character, they are randomly assigned a phobia. Phobias, as mentioned in the Status Ailments post, cause you to take 50% more damage from enemies that trigger it while also reducing your evasion against them by a subtractive 50% as well. The phobias in the game are as follows, from most to least dangerous,

Panophobia is fear of everything, and will trigger against anything that triggers a phobia. There are a select few enemies in the game with no associated Phobia, so this has no impact in those cases. Panophobia is not something you can start with normally and is instead obtained by letting your mind hit 0 out of battle. Ragnvaldr can start with it, though, if he opts to take souvenirs from Vinland and fails the coin flip this prompts.

Teratophobia is fear of monsters and malformations. It is essentially Panophobia light because that covers the majority of enemies in the game. A whopping 30 different enemies trigger this.

Erotophobia is fear of sex and genitals. Naturally any enemy with exposed naughty bits can trigger this. There are 18 enemies that trigger it in the game.

Zoophobia is fear of animals. 8 enemies in the game trigger this.

Necrophobia is a fear of the dead. 4 enemies in the game trigger this.

Phasmophobia is fear of ghosts. 4 enemies in the game trigger this.

Rhabdophobia is fear of magic and otherworldly powers. There's a good number of enemies in the game you'd expect to trigger this, but they don't for whatever reason. 3 Enemies in the game trigger this.

This is unimportant but for those reading the LP in real time, I will be going back and updating enemy posts with Phobias since that it is handy information to have. Anyways, taking more damage is always a bad thing so it pays to keep your Phobias in mind. Thankfully this is the one random element you can easily manipulate. If you spawn in the front of the dungeon with a bad phobia, just redo character selection to roll for a better one. (Remember, the Phobia is decided upon selecting your character, NOT completing the backstory) For party members, I'm not sure if their phobia is decided upon them joining you or if that is also decided upon character selection, but since them dying doesn't result in a game over it doesn't matter as much. Also it just takes much longer to confirm that, so I wouldn't care to manipulate it regardless. My main advice for this is that if you're tackling the harder difficulties, I'd highly encourage restarting if you get Teratophobia, and at least consider restarting if you get Erotophobia. The rest are rare enough to not significantly impact your run.

Locations

This is probably the most noticeable random element for new players, but it is far less of a worry than loot and does not matter at all after a point. For the first half of the game, nearly every level of the dungeon of Fear & Hunger has a variety of layouts that can be generated upon character selection. These layouts are NOT procedurally generated, and are instead pre-made map layouts that just get selected and slotted in at random. They are all selected independent of each other, so seeing one version of an area does not guarantee a future area will be using a specific map. The only degree of manipulation you can do with this is that if you get layouts you like after completing a character's backstory, you can make a dedicated save slot of that character so you can always load up that layout for a playthrough. It's impractical to keep resetting to get layouts you want since obviously it takes a bit of time to do all that exploring, so it's best to roll with the punches on this element. Once you make it past the catacombs, the layout of the dungeon is completely static across every playthrough, the area we will be going into in future videos is the same no matter what. This element was removed entirely from Termina, that game has completely static layouts for every area of the game. Once again, Tormentapedia has pages for each location in the game with annotated maps if you want to see all the distinct variations for yourself.

Level 1 Entrance Hall has 4 potential variations you can see. This one just kind of rotates the different features around. Typically the library with mock up book is to the center or right on this map, while the Ritual Circle can be all over the place. One notable annoying variation is when the Ritual Circle is located to the center of the map, as this one can have a guard spawn by it. It is worth noting that enemies only have potential spawn points for the first few maps, meaning you can load in and have almost no enemies in the entrance hall like we did in this let's play. One mildly annoying random element to this map is that there is the potential a Ghoul can be spawned here, and if he does he can be defeated and added as a party member with Necromancy. While he's not super useful, there are some secondary things to accomplish with him, and it's annoying that it's up to chance. The harder difficulties seem to more consistently spawn in enemies in their designated points. It's a good idea to commit the layouts of this place to memory, there's a pretty infamous trap right at the start of T&S and Hard mode that can cause a quick loss if you get lost or stuck on the terrain. One last note, one variation actually affects the otherwise unchanging Courtyard, moving the Hexen out of the courtyard and into the bottom right of the entrance hall. This variation is very undesirable due to the aforementioned trap.

Level 1 Inner Hall has 3 variations though they are all pretty similar to each other. You'll always arrive in front of the Alll-Mer sacrifice, and on one configuration there are only two priests instead of 3. The Library and Guard Captain's office will always be to the left, in one variation as a joined room, and as separate rooms in the other. Trotur's torture chamber and the access to the Blood Pit will always be on the right side, though one of the maps will have an early Easter egg appearance of Crow Mauler behind a gate. The Human Hydra is located by the library in two of the configs, and to the right of the Alll-mer sacrifice in the Crow Mauler config. There is a random chance for a Guard and/or an Elite Guard to be patrolling set locations in these maps.

Level 2 Basement has 2 variations that are laid out pretty similarly to each other, with one notable distinction. One layout has a locked door barring access to the hall leading to the Level 3 Basement, while the other does not. If you get the door variant, you have no choice but to enter the dungeons through the main entrance if you're anyone but Cahara with lockpicking. As a slight compensation, the Door variant has a couple more lootable armor racks. Otherwise, the two maps just kind of shift details around a little, with the door variant having the access to the Level 3 basement being off to the right while it's more centered in the non-door variant. The Level 3 Basement always has the same layout.

Level 2 Blood Pit always has the same layout, there's just a random chance a Lizardman will be patrolling near the prison entrance.

Level 3 Prison has two layouts, one where the metal walkways are joined and you can simply go up and to the left from the blood pit to access the level 3 basement, and one where they are disconnected and you must go up and through the central area with the lever for the blood pit elevator to get to the level 3 basement platform. There's a random chance a guard with a Ballista (as in an actual Ballista on the field that he's manning as a hazard, though he is also the ballista guard in battle) will spawn on the path leading to the lever area. This guy can be pretty annoying in the connected walkway variation, as he is blocking the way to the lever room with his fat ass.

Level 4 Caverns has two variations, one where the entrance to the mines is on the western side of the map you enter from, and the other where it's on the eastern side of the map, across the bridge and just past Moonless. The variant where the mine entrance is on the Eastern side is by far the more desirable one, as this variant has a bridge connecting the Cavemother's nest to the eastern side of the caverns. This bridge does not have a trigger for the Cavemother fight on it, so you can snag the soul stone in her nest and escape uncontested.

Level 5 Mines has 3 variations. The Salmonsnake will always be on the eastern end of the map, while Norasmus' home will always be located due northwest, and the rest of the map elements shift around a little bit. Depending on which map variant you have, the Old Knight is either very close to Norasmus' home or is on the opposite end of the mines from it. Between the three variants, the ritual circle occupies the west, center and east part of the maps. Typically the access to level 6 blocked by rubble is located to your left as you enter the mines, but in the variant where the Old Knight is as far as possible from Norasmus, it's actually located in the northeastern part of the map, due right of the entrance to the Cavedwellers village. The Level 6 Mines are always the same, though there is a second variation of the Level 6 mines reachable through the player's actions.

The Thicket has two variations for Level 3 and Level 5, while Level 2 and Level 6 are always the same. There's not much to say about the variations here. One variation of Thicket Level 3 allows you to immediately go right to get on the path to the Cockroach King, while the other variant requires you to go left, up and around the map counterclockwise to reach the hole to him. The main difference for the Level 5 Thicket is that in one variation the Eastern sword is in the southwest section of the map, while in the other variation it is dead center.

Cavedweller's Village always has the same layout, but there is a rare event that does result in a substantial change to the population of the village. On very rare occasions when selecting a character and starting a run, when you reach the Cavedweller's Village, you will find the entire population to have been slaughtered by a group of Moonless Guards. This prevents you from using the merchant, obviously, and you will have to juke around or fight the monsters that did this as they are aggressive by default. At least there's no problem with taking the Cube in this case. This event is commonly misidentified as a timed event, something that happens after a certain amount of game time passes or if you take too long to reach the village, but this is false. While the event is annoying, it occurs in less than 10% of playthroughs and many players have never seen this event at all. Be mindful of it though, and remember that Layout is an element determined upon character selection. If you create a save for a pre-made backstory and this event was selected on character creation, then the Cavedweller village will always be slaughtered in that file no matter what. One last point, this does not interfere with D'Arce's recruitment event, thankfully. There is one more minor random element to the village, and that's the Merchant's inventory. The Merchant has two possible shop lists, which again are set on character selection. This doesn't matter too much, but one of the shop lists has a Quill in it, so it's obviously more desirable if you luck into Empty Scrolls early on but no Quills.

Level 7 Catacombs always has the same layout, but like the Village and the Blood Pit, it does have the potential for a certain aspect of it to change. Sometimes when you reach the catacombs, they will be covered in vines from the thicket, and all enemies present except for the Elite Guard will be infected with Brain Flowers. I'm actually not 100% sure this is random though. As mentioned in the notes for Part 3, it is possible to reach the Catacombs with the Knight Captain still alive, and I've never seen the vine variation in this event. Whether or not they are related, or if it's tied to not going through the Thicket before a certain point, or maybe it truly is random, I can't say for sure.
Edit: Ask and ye shall receive, in my most recent run through I have confirmed this is indeed a random element, seemingly untied to any other factor. I double checked with another run that arrived at the catacombs past the time limit just to be sure, and they did not have the overgrown catacombs.

And that's all the areas that have variations in the game. Like I said, we've passed through all the areas that can be different at this point, so the major sources of remaining RNG are purely in loot gains. All areas going forward will have the same layout, regardless of anything.

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Part 4 is out! We've entered the second half of the game, where the explorative portion becomes completely static and unchanging across playthroughs. That's one random element removed from the RNG equation, but in compensation the threats become much more pronounced at this point. Our goal now is to work our way towards a conclusion. We have a variety of endings available to us, but for this initial run we shall be gunning for Ending D. This will require us to slaughter 4 challenging bosses and one road block, though of course there is a lot more to worry about outside of those enemies. Fortunately, we have numerous powerful tools and weapons at our disposal, with no RNG involved in the slightest in obtaining them.

Unique Weapons/Items Available

Bone Shears: We actually did get this through RNG, but since it's an uncommon item with a guaranteed spawn point, I figured it was worth mentioning. A pair of Bone Shears can be obtained from the hallway behind the jammed gate in the Level 3 Basement (You'll have to smash the gate to get in). Located in the skull of some poor sap at the rear of the hall, grabbing it causes some Miner Spectres to spawn in, but it takes them awhile to become tangible encounters on the field, so you can easily get past them so long as you have Dash. The Bone Shears are ludicrously powerful. giving +95 attack. That's even more than Miasma, which gives +92! There are some catches, however. The less important one is that it is a two handed weapon, so you need two arms to use it and it cannot be used in tandem with a shield. The other catch is much more insidious. Most weapons in Fear & Hunger have 97%-100% accuracy, meaning most of the time they will hit their target. (It's important to note that this game runs accuracy and evasion checks separately, so enemies always have 5% minimum chance to evade a physical attack) The Bone Shears only have 50% accuracy, meaning 55% of the time they whiff entirely. This can be abated if you have the Eyeglasses accessory, which completely offsets the accuracy penalty of the Shears, but Eyeglasses can only be obtained through RNG. This makes the Bone Shears a joke item more often than not, highly ill advised to use them on their own.

Scroll of Transmutation and Scroll of Walk on Water: Hmm, the miraculous abilities of Alll-mer to create bread from thin air, turn water to wine and to walk on water. Where have I heard that before.... well anyway these scrolls are the reward for solving the riddle of Treasure Map #1. Finding the spot that map points to within the Ancient City allows you to obtain these Skill Scrolls as your prize. It is important to note that you do NEED the maps to find these things, you cannot just interact with spot the treasure is located even if you know it's there from past experience. I'll mention Walk on Water first because it is nothing more than a glorified door key. This allows you to cross the pond of the Salmonsnake to a hidden area with extra goodies, which will be described next. Now the Scroll of Transmutation on the other hand, essentially invalidates two major mechanics of the game. This scroll teaches the Simple Transmutation spell, which does two things: Allow you to convert 1 Moldy Bread into 3, gaining 2 Moldy Breads in the process, and it allows you to turn water vials into wine vials which restore 40 mind. The spell itself only costs 15 mind to cast, so the latter is an infinite source of mind. Water vials can be obtained by using Glass Vials on the Salmonsnake pond. Glass Vials, aside from the ones you get from loot, can obtained by using Blue Vials/Light Blue Vials and Wine Vials, which automatically add a glass vial to your inventory when used. With this spell, Hunger and Mind are no longer a concern. So long as we keep one piece of bread in our inventory, we can generate infinite sustenance, and getting water vials is just a matter of warping back to the Level 5 mines. While we still have combat to worry about when it comes to ways to die in the dungeon, the titular aspects of the game are no longer of any concern. Do note that due to a specific mechanic featured on the harder difficulties, this is really only super useful on Fear & Hunger mode. While the ability to generate infinite bread is always handy, getting wine vials is a slightly time consuming process, and you do not want to be wasting time in the higher difficulties. Oh and since it's not really important enough for its own heading, Treasure Map #2 leads to 70 Silver Coins. A tidy sum, but not the literal game changer this reward is.

Scroll of Pyromancy Trick and Scroll of Combustion: The end reward for Scroll of Walk on Water and well worth the effort of tracking down the first treasure of Isayah's maps. Walking over the Salmonsnake pond will allow you to reach Norasmus' second lair, wherein a chest has these scrolls guaranteed with no coin flip required. The Pyromancy Trick scroll is whatever, mostly only notable because it's a way to get that skill onto your party member's guaranteed. (Real quick, Pyromancy Trick is a skill that costs 10 mind to cast, it deals ~200 damage, has a 60% chance to Burn an enemy, and whiffs 5% of the time) Combustion is the real prize here. This is a Skill that can otherwise only be Empty Scroll'd onto your main character. It is an attacking spell that does around 400 Fire damage per cast, has the same chance as Pyromancy Trick to Burn an enemy, similar accuracy, but it DOES NOT COST ANY MIND. It is a 0 mind spell, the only damaging spell in the game with this distinction. Since it can be taught to anyone, it is fantastic for The Girl, as it gives her a free source of big damage independent of her terrible strength with a good chance of melting an enemy's torso through DoT. Aside from that, another interesting application is teaching it to Moonless. Moonless can learn spell scrolls, and the usage of spells is pretty high in her AI script if she has the Mind to do so. If Combustion is the only thing she knows, she will constantly cast it since it is free to do so. Two instances of 400 damage per turn is pretty solid, regardless of where it goes to. Now it's not necessarily a good thing to teach this to Moonless, because if she has gained the powerful Grim Jaw ability, she'll seldom use it and its guaranteed stun if she has Combustion at her disposal. Something to keep in mind if you went out of your way to mark as much territory. Other than that, there's obviously no drawback to teaching this to your main character if you have it.

The Gaunt Plate Armor and The Gaunt Bascinet: In this playthrough, I opted to rescue Ser Seril from his madness, but you can totally just kill him and loot his corpse. And it's pretty desirable to do as his equipment is stellar, the best normal heavy armor in the game you can collect guaranteed. The armor itself grants 50/65/70% Slashing/Piercing/Blunt resistance, while the bascinet factors in an additional 85/85/85% and immunity to the confusion status. The only other armor that has the same defensive bonuses is the secret Penance armor, which requires much more planning to get and has some drawbacks to it. In this particular run, I've been pretty screwed on armor, so it really would have to kill Seril in the effort of helping Ragnvaldr tank more punishment. Here's to the could have beens.

The Ring of Wraiths: The end reward for saving Buckman's party that the game decided to undercut by randomly giving me two of as I was closing in on finishing the quest. The Ring of Wraiths is an accessory that restores 8% body to your character at the end of a turn in battle. It's a solid effect, and you can exploit it against doors by initiating a fight and then just guarding, but it's not anything majorly game changing. Once you reunite all 4 members of Buckman's party, you can return to the level 3 Basement at any time to find this ring awaiting you. To be completely honest, all other possible rewards that can be obtained from the Buckman sidequest beat out this one, even if you don't randomly get this reward from loot RNG. The 40 silver coins you get from Buckman have a lot of value in many situations, if you approach Ser Seymor alone, you can kill him for his Claymore which is a highly powerful weapon, leaving Jeanne to her fate lets you avoid a potentially dangerous encounter, and we've gone over why it's better to kill Seril. If you really want this accessory though, then you do have an option for securing it 100%.

Extra Notes

-One thing I want to establish right out is that you'll notice I am obliterating enemies before they get a chance to act and am merely explaining what they can do to you. While I would love to demo the potential threats of the various monstrosities of the dungeon, at this stage they really are that dangerous and can cause downright nasty afflictions or force potentially game ending coin tosses on you. It's just not practical to screw around with things in the dungeons, and I'd rather show off how to avoid problems if you have the tools to do so.

-When entering the Tomb of The Ancients, I opted to take the path through the chambers on the right to enter the Ancient City. We have enough fire power to smash down the doors in the left chambers, however, and there's a Beacon of The Depths on that side of the tomb that allows you to enter the past before setting foot in the Ancient City if you so desire. In the event you have Ragnvaldr and Le'garde as party members (and this is only if he is not your main character), you will absolutely want to do this. Entering the present Ancient City with both in tow will result in a scene where Ragnvaldr attempts to kill Le'garde and will succeed unless you intervene. You'll have to kill him in that situation. Should you let Ragnvaldr carry out his revenge, D'arce will turn on the party should she be in it, resulting in two characters lost. This can be avoided entirely by simply entering the city in the past, which causes the scene to be skipped.

-As mentioned previously, you do need Isayah's maps to obtain the treasures they lead to, the spots they reside in cannot be interacted with otherwise.

-Generally speaking, it's better to explore the Ancient City in its past version, Ma'habre, as there are less enemies roaming around and the ones that do exist tend to be easier to avoid. Additionally, all loot spots will be interactable in the past, when a number of them are completely desiccated or rotted out in the present. There are some areas only accessible in the present, however, and the Blood Portals are only available when in the present as well. Luckily, there are beacons all over the city so it's pretty easy to swap between the two times on a purely as needed basis.

-The Bug Eyed Figurine is a great guy to spend your hard earned Silver Coins on. He sells the best healing items in the game for ridiculously cheap, as well as being a great source for extra soul stones. He's right by a 70 coin reward, so we can empty our pockets on him and then immediately come back to buy 3 more soul stones and another restorative.

-We only briefly set foot in the Grand Library, but just know that you can only obtain books from it in the past. The loot tables for the coin flip shelves here are a little different, generally having slightly higher odds for rare books should you succeed the coin tosses.

-I would never advocate buying the crafting books from the golem who is selling them. For the ridiculous price of Alchemilla 1, you could buy 8 Body elixirs from the bug eyed figure and have a decent chance of having more healing from that for the rest of the game than what you could get from crafting.

-Make sure you set up the blood portal by the library before saving Jeanne like I did, it's rather annoying to be thrown out of the city and have to work your way back from the Catacombs.

- With Simple Transmutation on our side, the Salmonsnake pond is an infinite source of mind. Feel free to make periodic trips here to restore your wine reserves. Remember, using items like Blue Vials and Wine Vials returns glass vials to you inventory to be refilled. (Rather amusingly, crafting blue vials does not require glass vials, but they still add glass vials to your inventory when used)

-The Crude Sword from the Lizardmen are remarkably decent weapons. It's not much of a help to us now, but it might be worth your time to try and kill one if you encounter them in one of their rare spawn points earlier in the game.

-Combustion is far and away the best damage dealing option The Girl has access to, and it's a good idea to pick it up for her if you want to seriously use her in combat.

-Because I was still dealing with a hang over as I recorded this, my mind completely blanked at the Hexen and I forgot to explain cursing weapons, half the reason I went to it in the first place. Next video, for sure.

-The New Gods have a tremendous amount of words they can respond too, resulting in the potential for some interesting things to learn about. Interestingly, they can respond to a lot of terms and concepts relating to this game's sequel, giving some extra background on events that have yet to pass. Aside from that, the free Book of Enlightenment you get from talking to these guys is well worth checking out this scene even if you have no idea what to ask them.

-If I hadn't killed Isayah for the maps and bought them from him instead, he would appear upon opening whichever chest we got to second and attempt to kill us for the treasures. Killing him at that point lets you search him for a third map, which leads to an item that useless in all but one scenario. Since it takes 50 coins to buy the maps from Isayah, I wouldn't really recommend going this route if you don't have to.

-As established previously, it's better to kill Ser Seril for his armor than save him. In this run in particular I did not get any heavy armor save for what D'arce came with, so it really would have helped to cut him down. You can only save Ser Seril with an Elixir of Mind, so make sure to avoid him if you lack that.

-Aside from the Bear Trap method, Scarabs can be talked down if you have Mastery Over Insects, avoiding a potentially nasty encounter. If you do not have the ability to reliably throw out 1000 damage, you should never fight these things. Losing a valuable weapon like Miasma or the Eastern Sword permanently can be a complete disaster.

-With the portal in the Tower of The Endless and Simple Transmutation, we now have a base of operations and endless supplies. We can warp to the Level 5 mines to stock up water-to-wine vials and return to a decrepit bed to save our game endlessly.

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Supplemental: Enemies Pt.5

We see quite a few new enemies in the last video, though not much in the way of unique encounters or boss fights. Going forward I want to win fights in as dominating a fashion as possible, so these enemy posts will really help with understanding what the enemies we come across are capable of going forward, since we'll seldom actually see what an enemy can do to us. One thing to note is that at this stage of the game, a lot of the enemies have little to no changes between the difficulty levels. This means that should you have to engage any of these things, the same strategies will usually work across all playthroughs.

Body Snatcher

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Phobia(s) Triggered: Teratophobia

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*On T&S/Hard mode, Torso HP is 725(2900)

A lot of enemies at this stage of the game can take many actions in a single turn with various limbs, and the Body Snatcher is a good example of that. The Right Arm Blow Dart can launch paralysis darts at you, completely disabling a character for the remainder of a fight and is functionally a game over for a solo party. The Left Arm Blow Dart can poison you, while the Right Arm Dagger can inflict the classic Bleed/Infection combo as well as the highly dangerous Critical State ailment. Never fight these guys as a lone wolf, and in general just do your best to avoid them as they can plunge you into ailment hell. Thankfully, they're relatively frail vis-a-vis the weaponry we have now and they don't have Death Throes, so we can easily cripple them or kill them before they can act, especially with a pre-emptive strike from En Garde.

Bloody Man

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Phobia(s) Triggered: Necrophobia

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Essentially a reskinned Ghoul, the Bloody Man is notable for being the first enemy capable of continuing to fight even if its head is destroyed. It can be desirable to take out the head anyway, however, since it has standard evasion and it prevents the Bloody Man from biting you and inflicting infection. The Bloody Man has Death Throes, and he attacks with all working limbs in the event his Torso is destroyed. The best way to minimize damage in this case is to take out his head and one arm. If the Bloody Man is armless, he will resort to tackling, which is actually more damaging than a Scratch from a single arm. He has the same HP on any difficulty, so he's not a huge threat in most any case. It is worth noting that he can be bested via the Talk Skill. Asking about his origin opens the possibility of telling him he is a product of Necromancy, which causes him to die from the realization. This takes two turns though, so it really isn't anymore practical than just smashing his torso. Alternatively, if you have the skill Counter Magic, you can cast it to disable the Necromancy, effectively killing the Bloody Man outright and also bypassing Death Throes in the process. The Bloody Man has a heavily deteriorated body, so he cannot be added to your team like a Ghoul can as Necromancy will fail to make him ambulatory after being defeated.

Uterus

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Phobia(s) Triggered: Erotophobia, Teratophobia

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Here's a creepy looking enemy with fairly disturbing implications. The Uterus is extremely durable though not necessarily capable of laying out big damage on its own. It can only attack directly with its weak arms, so it's easy enough to cripple it. Like the Bloody Man, it can continue to fight with its head destroyed, so going for a headshot is of no help in terms of winning, and does nothing practical like preventing ailments with the Bloody Man. The real threat of the Uterus is the Embryo, which will proceed to exit its exposed womb and grow each turn. It will join the battle on Turn 4 and can inflict a number of terrible effects like Critical State and Paralysis. Thankfully, it's an extension of the Uterus and will be considered defeated if the Uterus herself is destroyed. The Uterus is an extreme danger to small or solo parties, but our team can pretty easily smash them to bits at this point. They take awhile to kill though and they're easy enough to avoid, so I usually opt to just juke around them. For a couple miscellaneous notes, the Embryo fully restores HP every time it goes to a new phase of delivery, so it's impractical to try and defeat them before they are fully born. (This is true of any multi-stage limb like the Salmonsnake's Tongue) The Uterus is a soulless automaton, so you cannot get a lesser soul from it. Mercifully, the game lets you keep your Soul Stone should you try.

Embryo

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Phobia(s) Triggered: None

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Speaking of the Uterus, their offspring can be found wandering the Grand Library in the past, independent of their mothers. They are remarkably dangerous, essentially being like if Cavegnomes could actually put up a fight. Their attacks have the potential to inflict Paralysis and Critical State, and with 900 HP it can be a dicey proposition to kill them before they cause problems. At the end of the turn, they will let out a cry for help, adding another Embryo to the fight that must be killed, and a third Embryo can join the fight if it goes on. En Garde is highly recommended for dealing with these things, as a single miss means you may not be able to kill them before back up joins.

Harvestman

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Phobia(s) Triggered: Erotophobia, Teratophobia

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*On T&S/Hard Mode, the Torso has 1000(2500) HP while the Right and Left Arm have 300 HP. The Passages of Ma'habre variant will have 1250(2500) HP.

A fairly notorious enemy, on the first turn the Harvestman will act innocuous, whistling at and petting the player. On the second turn, and every third turn after, it will launch a coin flip attack that results in it testing the player's flexibility and giving an instant game over. Due to a coding error, occasionally this coin flip will bypass Guarding, so you really want to either avoid this thing or kill it in one turn. Not much to say about it otherwise in terms of battle, it's a very straightforward enemy with a very dangerous gimmick. As some fun trivia though, the Harvestman is heavily inspired by the cover art of a Kurt Cobain solo album.

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Lord of The Flies

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Phobia(s) Triggered: Teratophobia, Zoophobia

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These guys are built like tanks. Their arms are durable and hit for about 30 blunt damage each, while they have a tremendous amount of Torso HP to burn. This is one of the handful of cases where it may be more prudent to put the enemy off balance with destroyed legs and go for a head shot. Do note the Lord of The Flies has Death Throes, so it will get off some palm strikes no matter what. The Lord of The Flies also is unique in that it has two coin flip attacks. The first one has a high tendency to happen at the end of the first turn fighting them, where you have to flip to resist the foul order the emit. Fail the toss, and your main character vomits for 10 HP of damage. The other flip attack is the Lord of The Flies attempting to put you in a bear hug. Fail this flip, and you will be captured and thrown in a cage, separated from your party. If you lack any items to get you out of the cage like a small key or Red Vial, it's a game over. These guys along with other enemy in Ancient City of the present are fairly common throughout it, and are big reasons for why it's more desirable to traverse the Ma'habre of the past.

Scarab

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Phobia(s) Triggered: Teratophobia

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Do not even play with these things man. The Scarabs are a very simple enemy, on the first turn they will poke a character and deal about 10 damage. The second turn, they will burst forth a blast of acid that deals around 30 damage and PERMANENTLY DESTROYS YOUR CHARACTER'S WEAPON. If that wasn't enough, at the end of their first turn, a second Scarab joins the fray and will do the same. This weapon destroying ability works on unique weapons like Miasma, so you can seriously be screwed over if you aren't able to melt this thing's 1000 HP in the first turn. Thankfully, there are some alternatives to dealing with them if you either lack the damage or are wary of missing. As demonstrated in the last video, they can be insta killed by Bear Traps, which they won't even try to avoid. Additionally, if you have Mastery Over Insects, you can talk them out of fighting and they'll become non-hostile NPCs. Scarabs are another thing that make the present city really undesirable to explore, they can be a serious problem for solo characters.

Lizardman

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Phobia(s) Triggered: Zoophobia

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*On T&S/Hard Mode, the Torso HP is 725(2900)

The only new enemy encountered outside of the Ancient City and a remarkably complex one. The Lizardman can attack with all body parts save for the legs, though thankfully is does not have Death Throes. The Head can spit poison at you, nasty if you have no white vials to treat it. The Left Arm can attempt to hack of your arms or legs, with big damage alongside it in either case. The Right Arm puts the Lizardman in the Counter status, letting him launch a retaliation attack when any limb of his is struck. The counters are notable for being the only attacks in the game that actually factor in your Defense for the final damage value, and they can be quite potent if your defense stat is low. Finally, if both its arms are destroyed, it will begin to attack with its tail, dealing around 25 slashing damage. All this said, the Lizardman doesn't have that much in the way of HP, even on T&S, so he can be pretty easily killed before he can do anything too dangerous. It's definitely worth it to take out that left arm, and he can be defeated with little problem if you hurl an explosive vial at him. He has quite a few good items he can drop, such as the Crude Sword, the Spider Shield, and the Ring of Wraiths. Should you lose to the Lizardman, you are treated to a unique game over scene where you are flayed alive.

Gaunt Knight

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Phobia(s) Triggered: None

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*Somewhat bizarrely, the Gaunt Knight's arms can be incapacitated for lower damage than it takes to destroy them. The left arm takes 180 damage to disable while the right takes 140 to disable.

The mentally infirm Ser Seril is a pretty serious combatant, striking with both arms with the potential for high damage and arm loss. You definitely want to focus his arms when fighting him, as he has both a highly durable Head and Torso. It's ill advised to take him on without a party in tow, but if you can defeat him you can loot his armor, which is among the best equipment in the game. As demonstrated in the video, you can use Talk to hurl an Elixir of Mind at him and then proceed to talk him down in the following turn. If you have rescued Jeanne, you can then guide him back to the basement meet up point.

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Part 5 is out! We've more or less cleared up every loose end by the close of this video, and next weekend we'll be seeing the conclusion of the first playthrough and our first proper ending of the game. There was really only one thing with this first run that didn't come together quite like I wanted, but that just means there's more to cover in successive runs. We still have a bit to get through with Ragnvaldr, so lets cover the nitty gritty of what's in this video and use it to push for a clean clear of the game.

Unique Equipment/Items Available

Blue Sin: I was desperately hoping to get the book required to grab this weapon or an Empty Scroll to generate a copy of that book in this video, but sadly it did not work out. Blue Sin is available in the Level 6 Mines, just north of the Wolf Mask Feast. It will be embedded in the cave wall, and pulling it free will initiate a cave in. If you have the book "The Passages of Ma'habre" (gotten through either book shelf RNG or Empty Scrolling it), you can teleport to an illusion of Ma'habre and avoid being trapped in the cave in, which is a game over if that happens. This sword is very good, being a one hander with +88 attack power, just 4 short of Miasma. Where it really shines though is if you manage to curse it. It's a steep price at 4 Lesser Souls, but if you do obtain Cursed Blue Sin, you have an amazing weapon on your hands. Cursed Blue Sin has the same attack power as Miasma, but in addition to that it can deal otherworldly damage and is capable of immolating enemies with the Burn status 70% of the time. There's a certain soul this can be combined with that gives your physical attacks a guaranteed chance to poison, creating an ungodly powerful double DoT attack. Cursed Blue Sin is pretty much the best weapon in the game, even if it doesn't have the most attack power, but getting it is something the game has to permit to a certain degree.

Eastern Silk Robes, Jingasa Kabuto and the Charm of the Yggaegetsu: If you survive the cave in after grabbing Blue Sin, a new path in the Level 6 mines opens up connecting to the Level 6 Thicket. You'll find a corpse embedded in the wall along this path who you can loot these pieces of equipment from. The Eastern Silk Robes have low physical defenses, but grant a tremendous Otherworldly resistance at 70%. The Jingasa Kabuto is a hat that possesses 93% Otherworldly resistance, so combining these makes an extreme magic tank. This is situationally useful, but very helpful when it comes up. The Yggaegetsu charm is a very unique accessory, adding a flat 20% to your crit rate. Combined with the Purified Eastern Sword, you can have nearly guaranteed critical hits, which can definitely come in handy. Just adds onto the value of getting Blue Sin, as if there wasn't enough incentive.

Sergal Spear: The true ultimate weapon of the game, with the highest attack power at +120. The only thing that comes close to that is Cursed Bone Shears, which has 117 attack power but all the drawbacks of normal Bone Shears. To get this, you need to fill each arm slot in the table in the Underground Cave. You can occasionally get arms from searching defeated guards, but your only other option for getting them is to remove them from your party members. This isn't a worthwhile trade on its face, but there is one catch: you can take the arms from Ghouls. Ghouls are essentially joke characters best used as meat shields, unable to equip anything and thus unaffected by losing arms. They're an easy way to fulfill the requirements for this spear, if you plan for it ahead of time. If you can work it into a run, then you absolutely should get this Spear. Be aware, this is a two handed weapon, so you need both your arms intact to use it. Additionally, Enki can't use it, so it's a waste of time for him to get it if he's not allied with someone who can use it.

Chains of Torment: Not an item really, but a unique thing to obtain nonetheless. This is a spell you can obtain from the Tormented One in the present, after defeating him in the past. It deals 900 damage and causes the Bleed status to enemies. Not bad, but there's a problem: the ludicrous 80 mind it requires to cast it. There's just no justification for this in most situations, you'd need an ally to hurl Elixirs of Mind at you to maximize the effectiveness of this, and frankly there are just more practical ways to get this kind of value out of two party members. Maybe The Girl can be used as a battery for it, but she'd probably just be better off firing off Combustions. Pretty trash reward for defeating the Tormented One, but it is cool at least.

White Angel Soul: Now this is the much better reward for besting the Tormented One. The White Angel frees himself from his chains on the defeat of the Tormented One, and can be found roaming around in the back alleys of Past Ma'habre. Defeat him, and you can use a Soul Stone to create this. The White Angel Soul gives you +10 agility, given you guaranteed first actions in battle and Extra Turns with no additional buffs required. If you're a solo character, this also makes the Run! battle command work 100% of the time. Definitely worth grabbing, just be cautious when fighting the White Angel as he can de-limb and insta kill you.

Old Guardian Soul: A fairly interesting Soul to say the least. When this is equipped, should your Body fall to 0 in battle, you will not die and will survive any incoming damage for the remainder of the turn. If you can restore your Body before taking any more damage on successive turns, the effect refreshes, essentially making you immortal so long as you have the ability to heal. It requires Extra Turns to truly be viable, but if you can set that up it is great.

Creation of Life II: We only got one piece of the recipe for this, but may as well bring it up here. If you collect the three Book Pages items, you can craft this book that teaches you the Demon Seed spell. This can be used to implant your "seed" into a corpse (don't think too hard about it), which will then birth a Baby Demon. The Baby Demon will join you as an AI controlled party member. In the span of 400 seconds of real time (though pausing the game freezes this timer), the Baby Demon will mature into the Demon Kid, who can be directly controlled. The Demon Kid is basically just a reskin of The Girl, same stats and equipment options. The difference is that The Girl is available at the start of the game where she can be valuable purely on the basis of being a controllable character who joins practically for free. The Demon Kid comes in at the end of the game, when way better options are available, if you can even get the pieces to create this Kid. The main purpose of the Demon Kid is that he's an alternate child character you can sell off to Pocketcat if you so desire. Cruel, but so are a lot of things in this game.

Extra Notes

-Not really relevant to anything in the video, but now that I've shown off everything that can be done with the Hexen, I'll eventually dedicate a full mechanics post to it to better explain it in detail.

-The puzzle to get to Valteil always has the same solution, so commit it to memory or keep a picture of the configuration.

-The Eastern Silk Robes make Valteil absolutely no threat at all if you have them on Ragnvaldr and he War Cries. Valteil's non magic damage is absolutely pathetic and the high otherworldly resistance of the robes heavily defangs Black Orb and Hurting if he uses them.

-If you lack DoT effects, answering Valteil's trivia is definitely a smarter option to take than just hitting him. The damage it deals to all his parts is much greater than what any weapon could accomplish.

-You can sacrifice an adult party member at the Temple of The Tormented if you didn't create a human husk, but this obviously isn't that desirable to do.

-As mentioned in the video, originally you created the Human Husk at the artificial life vat present in the Ritual Circle room in the Grand Library. It's not clear why Orange changed this, probably to make it less likely a player had a human husk ready by pure chance upon reaching the Temple of Torment.

-Going into Level 2 of the Tomb of The Gods is a great opportunity to pick up skill scrolls to power up party members with if you have a good supply of lucky coins.

-You can raise the statue of Alll-mer by casting Necromancy on it. Try it out!

-The Lady of The Moon is the only way to restore limbs to your party members outside of forming a marriage. You can totally just recruit The Girl for the purpose of this sacrifice if you don't mind cruelly sacrificing her to an entity with unclear motivations for taking her.

-If you're able to craft Brown Vials reliably, or have the Fast Attack skill, the Old Guardian soul will make the bearer immortal so long as they have the healing items available to support the endurance status it gives you.

-The Old Passage is required to visit for Cahara's S Ending, and is usually required for Ragnvaldr's S Ending. For Cahara, it holds the location of the treasure of Isayah's third map which is necessary to collect for his ending. Ragnvaldr meanwhile needs to kill and collect the soul of the Old Guardian, though he could alternatively Empty Scroll it.

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Supplemental: Enemies Pt.6

We've got a couple bosses to discuss here, but there are still normal enemies left to be seen, even at this stage of the game. One thing I haven't really touched on but does matter slightly for the boss fight featured in Part 5 is that like Earthbound (which this game is otherwise not like in the slightest), enemies do have completely random AI scripts for normal attacks that sometimes have dud actions in them. This is at its most prominent for boss fights, where sometimes you can luck out and bosses will just do nothing harmful to you, creating a huge relief on your resources. Never bank on this happening of course, but it sure is nice when it does.

Cave Spider

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Phobia(s) Triggered: Zoophobia

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Cave spiders are very weak enemies that nip at your toes to cause poison. They can be defeated in one shot from basically anything except an unarmed Girl, but they have natural evasion typically reserved for enemy heads. This can be gotten around by selecting the talk command and choosing to step on them, killing them guaranteed. Even this game has a sense of humor sometimes. Speaking of that, I don't normally go over Talk trees since most them are just really uninteresting and go nowhere, resulting you in just eating a bunch of attacks. For the Cave spider though, if you have Mastery Over Insects, you get some rather funny dialogue should you try to talk it down.

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Red Man

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Phobia(s) Triggered: Teratophobia

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An enemy that's remarkably easy to go through the game without ever seeing if you don't return to the past Tomb of The Gods. The Red Man attacks with both his arms, each one dealing around 25-30 Blunt damage with a 30% chance to cause confusion. With his Head, he has a 50% chance to scream and deal around 20 mind damage to someone in the party. Lastly, as long as his right arm is intact, he will launch a coin flip attack every two turns that is insta death if failed or not guarded. Not too complicated an enemy. He notably has no extra evasion for his head, but since the HP of it is almost identical to his Torso, it's not really that much more efficient to launch attacks toward it.

Valteil

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Phobia(s) Triggered: None, surprisingly enough

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*On T&S/Hard Mode, the Head has 4500(9000) HP while the left and right Brains have 3500 HP

The first New God we square off against, and he can be extremely problematic or an extremely big pushover depending on how the RNG feels that particular day. The Left Brain has a 50/50 AI script, either it does nothing or it causes the Head to do a weak headbutt that does 8-10 damage to the entire party. The Right Brain is the scary one, it has a 33% chance of doing nothing, a 33% chance of casting Hurting which does a flat 50 damage to a single party member if its unresisted and has a high chance of blowing off a random limb, and a remaining 33% chance to cast Black Orb on a single party member which can easily do around 90 damage if you have no Otherworldly resistance. By equipping Ragnvaldr with Otherworldly resisting equipment and limb protection, we can War Cry to defend against the worst of his actions, but you do need healing to keep this up depending on what he does. The Head itself does nothing, while the Third Eye takes 4 turns to rise. Once fully erected, it will cast Whispers of Gro-Goroth, a timed Doom status like you'd see in Final Fantasy. It takes 5 turns to tick down, and it's supposed to kill a character once the counter expires. Due to bugs, however, in this fight it cannot be cured and it actually does not do anything even if the fight somehow lasted that long. Poisoning or Burning Valteil will kill him well before this could ever be a threat to you, and frankly even just having your team wing haymakers at the head will kill him far before the Third Eye's curse does anything to you. Valteil has a unique mechanic relating to Talk. Should you Talk to him, he will ask you various bits of trivia about the game's lore. Failing these questions does nothing, while getting the answer right deals 400-600 damage to all his parts, making it much more effective to damage him by answering these questions as opposed to just hitting him, as far as your main character is concerned. All possible questions and answers are as follows:

"The original god of destruction... One of whom is the very prime ingredient for existence... Like shadow to light... Who is his counter-part?" [ Sylvian ]
"Among us... the new gods... I am Valteil to the enlightenment as Francóis is to the domination. Who is torment...?" [ Chambara ]
"We, the new gods... While still walking among men...Our fellowship, when did we embark on our journey to ascension?" [ In the year 809 ]
"As Valteil the enlightened one... Who preceded me here at the grand libraries?" [ Nas'hrah ]
"Alll-mer the ascended one... The last of the older gods. What year marks the birth of his new self?" [ Year 0 ]
"The character who walks among men... Called the Pocketcat. Is he the servant of which older god?" [ The Trickster moon god ]
"The dark continent.... whence the darkness slowly leaks to the western world... Where the day only shines..... eternal darkness and grey gloom.... What is it called among the people of Europa?" [ Vinland ]
"Rher the god from the unknown beyond the blue skies... He has an effect to feeble humans, what is it called?" [ It's called moonlight cancer. ]

If you have the Eastern Silk Robes, Salmonsnake Soul, and a way to redirect his attacks to whoever is wearing those, this fight is of no consequence whatsoever. The latter two can easily be secured, while the former is a bit more conditional though it isn't strictly required, it just makes going against Black Orb less scary.

The Tormented One

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Phobia(s) Triggered: Teratophobia

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*This is pretty complicated. Should you fight the Tormented One in the flaying chamber, his Torso will have 1250(5000) HP while his Arms will have 1000 HP and his Head will have 500 HP. The only HP affected by difficulty is the HP of him on the Center Ring, which has 5000 HP on T&S/Hard Mode. The outer rings can't actually die, and can still act even if they are jammed, but the fight is borderline unwinnable if you don't jam them due to the extremely high evasion of the center ring should the outer rings be unjammed.

Off the wheels of torment, the Tormented One will use Pummel with both his arms, an attack that deals two instances of light blunt damage. Only really a threat if he focuses an unarmored character like Moonless. It's unwise to take out his arms since this will force him into using Chains of Torment instead, a much more damaging attack. It's best to just burst down his torso, which will cause him to bring out the Wheels of Torment. (It's worth noting that if you take him out in the flaying chamber, he will automatically hop on the wheels when attempting to leave the temple rather than needing to defeat him off the wheels first again.) All three rings of the Wheels of Torment have 50/50 AI scripts. The outer rings will either do nothing or use Revolution Tear, an attack that deals around 30 damage with a light chance to cause infection and a high chance to cause Fracture. The center ring can either do nothing or use the much more damaging Chains of Torment. The center ring has extremely high evasion, but that can be disabled for two turns by hitting both outer rings, causing them to jam. As mentioned previously, the outer rings can still attack even if jammed, so this doesn't really save you from damage. If you have explosive or murky vials, it's not a bad idea to use them to disable the two outer rings in a single attack. If you poisoned or burned the Tormented One's torso in the first phase of the fight, that ailment will carry over into the second phase, making it much easier to hurt him while he still has his evasion active. This is what makes it a smart idea to avoid him in the flaying chamber, as dealing with the outer rings can be a serious problem on Hard Mode. With good preparations and adequate healing, this fight isn't much of an issue, but you are likely to pick up fracture on someone who doesn't already have it.

White Angel

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Phobia(s) Triggered: None

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After defeating the Tormented One, this guy pops off his chained perch on the wall and begins wandering around Ma'habre. Both his arms can attack, hitting for about 20 slashing damage with decent chances to remove arms. Starting from his second turn, he will begin using a coin flip attack that will bisect and instant kill a random character in your party should you fail the toss or neglect to guard against it. If you can hit his Heart, he dies immediately, but honestly even with Black Orb I've had that endeavor fail miserably. I'd recommend just winging the strongest attacks you can at his Torso and come in with limb protection if you don't have En Garde to secure a free turn. This guy is well worth your time to kill as the White Angel soul is amazingly useful.

The Lady of Moon

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Phobia(s) Triggered: Erotophobia, Teratophobia

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The Lady of Moon is not really an encounter, she's more of a special cutscene. Attacking her results in her keeling over immediately from almost anything. Instead, if you talk to her, you can strike a bargain with her: Give her The Girl and she will fully heal your party, lost limbs included. An interesting and unique offer, but you wouldn't sacrifice The Girl to a strange being with nebulous intentions... would you? If you refuse her offer, or simply don't have The Girl, the Lady of Moon retreats, never to be seen again.

Old Guardian

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Phobia(s) Triggered: None

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This guy is a surprisingly big push over given his imposing appearance and sequestered location. His limbs are very durable while his Torso is fairly weak, so it's best to go right for the center. His Head doesn't have bonus evasion, but it has far more HP than the torso so it's pretty clearly a trap. He can attack with his arms and legs, so if he gets the chance to go he can do some pretty nasty damage. Luckily, killing him is no issue with the team and fire power we have at our disposal, so we smash him to bits and collect our hard earned Old Guardian soul. Or at least we would if I hadn't screwed up the puzzle in the main file and had to fight him in a back up save.

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Supplemental: The Hexen

It has taken awhile due to my absent mindedness, but as of the last video we have finally seen all functions of the Hexen, so now I think is a good time to properly break down what the Hexen is, how you use it, what you can get from it, and the smartest picks from it as well as things to avoid. The Hexen is the primary way to gain new skills in this game, as well as being an option for obtaining stronger equipment, making it tantamount to being a level up system in a game that otherwise lacks that kind of growth for your characters. To begin with,

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The table in the above screenshot is a Hexen. ~Useless Trivia~ As revealed in Fear & Hunger Termina, the proper name of the table is the Tes'tich Table, while the Hexen is the grid etched into the surface of the table. There are two Hexens usable in the game. The first is located on Level 1, either in the bottom right of the Entrance Hall or in the Courtyard, depending on the layout you rolled for Level 1 when selecting your character. To get to it, you need a Purifying Talisman or the Counter-Magic skill, the former fortunately being a guaranteed drop from one of the Dark Priests in the Inner Hall. The second will be located in Nosramus' first hideout in the Level 5 Mines. This Hexen is guarded by the Knight Spectre, and cannot be accessed until the Old Knight has been destroyed. This is of no issue on F&H mode, but can make it very hard to access this Hexen on harder difficulties where the armor pieces of the Old Knight are much tougher. Regardless, both are located in close proximity of Ritual Circles, so it doesn't matter too much which one you want to use so long as you have Blood Portals set up for both Levels.

Now to actually use the Hexen, you need Lesser Souls. All functions of the Hexen take lesser souls as a fee, and it is otherwise a useless hunk of rock without them. To obtain Lesser Souls, you must have a Soul Stone and then use it on the corpse of a normal enemy to claim their soul. You can only claim one soul from an enemy, and the corpse must be intact, so try not to devour every corpse you create. Most things in the game give Lesser Souls when exposed to a Soul Stone, though as we have seen a number of bosses award powerful accessories instead. Now Soul Stones are pretty uncommon in the early game. In fact, the only one you can get 100% guaranteed with no work on your part is the one in the Cavedwellers Village. Otherwise, you need an explosive vial to claim the two in the thicket, you must fight the Dark Priests for what is likely the first soul you'll get in the game, and two more can be obtained from specific chests if you win their coin flips. If you're super lucky, occasionally the Yellow Mages will have Soul Stones as their dropped item when searching their robes. Soul Stones become more common in the second half, being able to purchase them at that point as well as a number of them being scattered around the Ancient City, but unfortunately they're less useful at this stage since you'll have way better equipment and accessories to work with. Bearing that in mind, our early picks for what to use our soul stones on are very important. But what can we get from the Hexen?

Option 1: New Skills

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This is the screen we are presented with when using the Hexen. It is laid out into two halves, the left half being what I like to call Soul skills. These are tied to the birth soul of your chosen character, and each category can only be accessed by a specific character at the game's offset. Ragnvaldr has the Soul of Torment, Enki has the Soul of Enlightenment, D'arce has the Soul of Domination, and Cahara has the Soul of The Endless. These characters can only learn skills from these designated categories by default. Now you can have skills on a Hexen tree you don't have the Soul for by either learning the skill from a scroll or most commonly you'll see this if you have Dash from your backstory, but you cannot actually use the Hexen itself to learn these skills without being in possession of the associated Soul. Fortunately, you have some options for obtaining these Souls to expand your skill choices.
1.) Slay the New God associated with the Soul. This is the only method we're going to see in the first playthrough, and easily the least helpful since we're past the point we'd care about picking up most of these skills.
2.) Slay the associated main character of the Soul and use a Soul Stone on them. This is a cold and pragmatic way to do it, and is good for efficiency if you can make due without the party member. You may be wondering, yes these Souls will also pull double duty for their intended story function if you get them this way.
3.) Empty Scroll the Soul into your inventory. Another pragmatic way to do it, though this one is more for bypassing the boss fights you'd normally have to do to get them instead of for expanding your skill choices. Most trees only have one or two good skills, so you may as well just Empty Scroll them directly to cut out the more costly middle man.

With that said, if you have a lesser soul and the corresponding birth Soul, you can use the former to learn something from the latter. I'll go over what these skills actually do in the respective character bios for the characters that possess them, this post is just meant to cover how the Hexen specifically works. It's important to note that you can only learn skills along the Hexen through a preset path, as small as they are. Going back to Dash, having the Endless Soul and Dash learned does not mean I can use Lesser Souls to learn Steal and En Garde because they are adjacent to it on the Hexen. Lockpicking is a pre-req for both of those skills, and you must know it to learn either one. By that same token, Steal and En Garde are a pre-req to Dash if you don't already know it, though you only need to know one of the skills to be able to pick up Dash. The skills and the way they flow is as follows,

Endless Starts with Lockpicking, which then allows you to learn En Garde and Steal, and knowing one of those will let you learn Dash.
Domination begins with Defence Stance, which will allow you to learn Fast Attack and Counter next, and one of those skills will let you pick up Leg Sweep
Torment begins with both Devour and Bloodlust, and knowing either one will let you pick up Marksmanship
Enlightened starts and ends with Counter-Magic and Greater Blood Magic. You do not need to know one to pick up the other, and Enki starts with Counter Magic so he has the dubious distinction of being the only character who has one skill he can learn at the start of the game.

That covers the Soul half of the Hexen, the right half of the Hexen is dedicated to the Gods. You cannot learn any God associated skills from the Hexen at the start of the game, and must instead build affinity with the Gods if you want to learn their magics with Lesser Souls. There's a variety of ways to gain affinity with the Gods, but the most common one is prayer. Pray to a God at a ritual circle, and you will gain one "step" of affinity. After three steps, you will gain a full level of affinity with said God, and will be able to learn skills from them based on your level of affinity. There are also monuments dedicated to specific Gods that you can pray at for an affinity step with that God exclusively. Should you reuse a circle you prayed at, or should you offer a prayer at a God statue to the incorrect God, you will lose a Step of affinity with that God and can actually have negative affinity, though this will not lower your level for accessing skills at the Hexen. For God specific methods of gaining affinity, I will go over those in their dedicated sections. Not all Gods are represented equally on the Hexen, each of them having different max levels and number of skills you can learn, so I'll cover them in order of least skills and lowest level to most skills and highest level. I'm not going to go too deep on what any of the skills do as I plan to make a dedicated post for explaining what each spell does.

Alll-Mer has a maximum affinity level of 1 and only conveys one skill via the Hexen. Aside from praying, you can sacrifice the crucified man in the Inner Hall for one Step of Affinity, and pray to Alll-mer's statue in the Courtyard for another step. Combining this with the Level 1 ritual circle, you can max out Alll-mer within minutes of starting the game. Blood Portal is the sole skill you can learn from Alll-mer, and it's the only one I'm going to spend any amount of time talking about in this post. Blood Portal of course allows you to create Portals that link ritual circles together, creating a convenient fast travel system. It is near universally recommended you use your first Soul stone on this skill as doing so allows you to more easily return to the Level 1 Hexen later, and in general creating Blood Portals asap will save immensely on resources in the long run. Very rarely is it a good idea to skip this skill or get something else before it, save for one specific ending run.

Sylvian has a maximum affinity level of 2 and 3 skills to learn. You can get a full level of affinity from participating in the Bunny Mask orgy, and can repeat it for full Sylvian affinity should you be willing to risk a game over on the coin toss. Alternatively, you can Show Love to a party member on a Ritual Circle as another means to get a full level of affinity. Do note, you do not want to Show Love on a circle that you've already used to pray towards Sylvian or if you have negative affinity. Sylvian will take offense to this and you will get a game over. There is a Sylvian statue in the Level 4 caverns you can pray to for one step of affinity with Sylvian. At affinity Level 1, you can learn Loving Whispers and Pheromones from Sylvian. At affinity Level 2, knowing either of the former spells will let you learn Healing Whispers.

The God of the Depths has a maximum affinity level of 2, and can teach you 4 skills. Notably, he is the only God you cannot pray to. You can only gain affinity with him by doing quests for the Cockroach King. There's a bit of a Catch-22 here, as you need Mastery Over Insects to talk to the Cockroach King... which requires God of The Depths affinity to learn from the Hexen. Mastery Over Insects isn't too helpful save for a bugged (heh) conversation it unlocks, so it's of dubious use to Empty Scroll and frankly you should just dedicate that scroll to a skill you'd actually want from the skill tree, but whatever. Enki can start with Mastery Over Insects, but for reasons he can only do one quest with the Cockroach King, so he cannot max out his affinity with the God of The Depths this way. If getting access to this skill tree wasn't a complete mess, you can learn Mastery Over Insects and Needle Worm at affinity Level 1. Mastery Over Insects unlocks access to Flock of Crows and Locust Swarm when you have level 2 affinity, while Needle Worm only opens up access to Locust Swarm.

Gro-Goroth has3 levels of affinity and 5 skills to learn. Unique ways to get affinity from Gro-goroth are participating in the Wolf Mask feast for a full level (which is repeatable like the Bunny mask orgy with the same risk), performing sacrifices at Ritual Circles (most party members will balk at you trying to do this to them, but Ghouls can be sacrificed no issue), and there's a Gro-Goroth statue in the central square of Past Ma'habre you can pray to for one step of affinity. At level 1 affinity, you can learn Pyromancy Trick and Blood Golem. At level 2, you can learn Necromancy if you know Blood Golem and Hurting if you know Pyromancy Trick. At level 3, you can learn Black Orb if you know Hurting.

While like I said, I won't go deep on any of these skills right now, notable picks for your early game soul stones are Blood Portal, Loving Whispers, Pheromones, Blood Golem, and Necromancy. I would not bother ever trying to use Lesser Souls on God of The Depths, the only super helpful skill that is potentially critical is Locust Swarm. Just Empty Scroll that for when you need it, trust me.

So that's our first option for powering up at the Hexen. What's our other option?

Option 2: Cursing Weapons

Cursing weapons is essentially Fear & Hunger's take on a forging system. For a nominal fee of Lesser Souls, you can lay a curse on most, though not all, weapons in the game. This often results in a sizable attack power bump, as well as the weapon picking up the Otherworldly attribute. This creates a composite attacking type based on the weapon that was cursed, i.e. a Cursed Long Sword is an Otherworldly/Slashing Weapon. I mentioned Etrian Odyssey in the first video, and like that series when a composite attacking type is used, whichever type of attack would yield the greater damage result is what the game uses for determining the final damage. Now to be honest, this system isn't all that helpful. The early game soul stones are better used on skills, while later in the game you can just simply find equipment that is much stronger than cursed weaponry. Still, it's something to keep in mind if you happen to obtain any of the soul stones tied to RNG, and there are a couple cursed weapons that can be really worth your time to route into a run. I'll be going through all possible cursed weapons and give my thoughts on them.

Cursed Short Sword: This takes 1 lesser soul and a short sword to create. It has +40 attack power as opposed to a normal short sword's +10. Now Enki starts with a Short Sword, so you could get this at the start of the game if you so desired, but frankly it is negligibly stronger than almost any random weapon you'd get from a chest or weapon table, so I can't really say it'd be a good investment. Even if the Short Sword is a complete piece of shit, I don't necessarily think upgrading it to be less so is really a worthy endeavor. This is one of the few cursed weapons that is in the RNG pool for Chest items.

Cursed Long Sword: For 2 lesser souls, a Long Sword can be cursed to take it from +35 attack power to +70. D'arce can start with a Long Sword, so you can obtain this consistently. We see our first major problem with cursing weapons, many of them require multiple soul stones to lay a curse onto, and at the time their power would be helpful, soul stones are at a premium. By the time you can dedicate two lesser souls to cursing weapons, you can likely access stuff like Miasma and Blue Sin. One thing to note though is that the Cursed Long Sword rolls about as much damage as a Hurting spell would deal, so it provides similar utility for the same soul stone cost and no potential for mind loss. I'm still not a fan.

Cursed Iron Spear: For 2 lesser souls, you can take an Iron spear from +42 attack power to +70. Now this is just trash. D'arce can start with an Iron Spear, but frankly having a two handed weapon with the same attack power as a one hander is a foolhardy decision. The Cursed Long Sword would provide the same offensive benefit in almost any fight, and allow you to benefit from having a shield equipped. Never curse an Iron Spear. It's worth noting that this is identical to the Cursed Ritual Spear, so may as well check that one off here as well.

Cursed Iron Mace: For 1 lesser soul, you can bring an Iron Mace from +30 attack to +60. Now this can actually be worth it if you have an Iron Mace. The general trend you'll notice is that the weaker a weapon is, the more you tend to get back for cursing it. The Long Sword and Iron Mace get double their attack power from curses, and the Iron Mace does so for one lesser soul. Unfortunately, getting an Iron Mace is RNG, so it's hard to bank on this. It's not uncommon to see one every couple playthroughs though, since it's in the loot table for Chests. This one is worth considering.

Cursed Short Bow: For 2 lesser souls, you can take the short bow from it's pathetic +10 to a respectable +50. If this only took one lesser soul, I actually would recommend it. This would let you just keep the bow equipped all the time for convenience since it's no longer a completely trash weapon. Two lesser souls makes it a lot more dubious, but keep it in mind if you get some extra soul stones through RNG.

Cursed Scimitar: For 2 lesser souls, you can take the Scimitar from +27 attack to +69. It's a sizable upgrade, but you're only going to have this sword as Cahara most of the time and he has way better options than cursing his crappy starting weapon, especially for that cost. If it was 1 lesser soul, it'd worth considering.

Cursed Dagger: For 1 lesser soul, the Dagger goes from +5 attack power to +35. If you don't plan on grabbing Combustion, this is a way The Girl can actually do some damage. Not super helpful, but it's not impossible to route it in if you so desire.

Cursed Meat Cleaver: For 1 lesser soul, this takes a Meat Cleaver from +30 attack power to +60. It's the Iron Mace as a slashing weapon, but unlike the Iron Mace you can usually get it from slaying a guard. It's a decently strong weapon for a 1 lesser soul investment, so if you feel like you can take out a guard for a chance at this, it's not a terrible thing to go for.

Cursed Morning Star: For 1 lesser soul, the Morning Start can go from +38 attack to +75. If there was a guaranteed Morning Star in the game, this would totally be worth picking up. That's a huge damage bump for 1 measly soul. Sadly, there isn't one, so this is just in the realm of the occasional thing you can route into a run if the RNG is accommodating.

Cursed Bone Shears: For 3 lesser souls, the Bone Shears can go from +95 attack power to +117, but it will not lose the 50% accuracy penalty. This is the second strongest weapon in the game, but even if it was 1 lesser soul and you had Eyeglasses, I still couldn't recommend this. The number itself is impressive, but it's a marginal upgrade when you get right down to it. The high cost and inherent drawback of the weapon just completely sinks it, pass on this.

Cursed Axe: For 2 lesser souls, the Axe goes from +36 to +68. The worst return on investment for a starting weapon. It's a better boost than what the short sword gets, but that one only costs 1 lesser soul. Definitely pass on this one.

Cursed Shark Teeth: For 2 lesser souls, the Shark Teeth goes from +37 to +75. A slightly better Long Sword, and not too terrible honestly. There's a guaranteed Shark Teeth in the Level 6 mines, so I could see a Hard mode run making room for this.

Cursed War Scythe: For 3 lesser souls, the War Scythe goes from +15 attack to +23. It does not lose the massive accuracy penalty it has, still only having 30% chance to hit. This is a weapon we haven't seen yet and will talk about at a later date, but holy balls that is a terrible investment. Like the Bone Shears, even if you have the eyeglasses, this wouldn't be worth it even if it only cost 1 soul. This is like the Bone Shears times a million for terrible deals.

Cursed Claymore: For 3 lesser souls, the Claymore goes from +80 to +100. The Claymore is rarely gotten in runs due to the highly specific ways you can get it, and 3 lesser souls is way too much. This is one of the strongest weapons in the game, but it just isn't worth the cost.

Cursed Blue Sin: The most expensive weapon to curse, costing a whopping 4 lesser souls. On its face, this is a terrible deal as it only takes the Blue Sin from +85 to +92, putting it at the same strength as Miasma. Uniquely though, Cursed Blue Sin has a 70% chance to inflict the Burn status. Burn is as effective as poison as a DoT, and combining it with a certain soul can let you inflict Burn and Poison in a single strike, absolutely melting bosses in a matter of 2-3 turns. If you're getting Blue Sin, you should strongly think about Cursing it. It's a great weapon on its own, and cursing it puts it over the top. It's the one cursable weapon that actually takes advantage of the fact Soul Stones are much more common in the game's second half.

And that's cursing weapons. Truthfully, I rarely use this system save for Cursing Blue Sin, but it is a good idea to keep it in mind for the odd runs where you're over budget on Soul Stones before entering the Ancient city. Next mechanics post will likely be dedicated to all the spells mentioned in the previous heading.

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Mini Supplemental: Soul Stones

Since Soul Stones are so critical to the previous mechanics post, I just wanted to add a quick addendum with a list of all Soul Stones obtainable from the game. This list will mostly just be copied directly from Tormentapedia, though I will make extra notes for Soul Stones that depend on RNG, and the last entry I've added myself.

Enki and Ragnvaldr can start with Soul stones.
-For Enki, choose "Stock up on magical items".
-For Ragnvaldr, choose "Take souvenirs from Vinland."
Level 1 Inner Courtyard: Kill one of the dark priests and search the body.
Level 3 Prison: Open the chest in one of the cells and win the coin flip.
Level 4 Caverns: One is sitting near the cave gnome eggs. If you pick it up and go back towards the elevator, you will be attacked by the Cave Mother. This can be gotten safely if the Mine Entrance is on the Eastern side of the caverns.
Level 6 Mines, Cavedweller Village: Go into the connected houses, go up the ladder.
Level 6 Mines, the other map: Open the chest near the Shark Teeth. Requires a successful coin flip.
Level 5 Thicket: Press the wall near Ragnvaldr, near where you drop in from Level 3 Thicket.
Level 5 Thicket: Just past the Cockroach King, there's a place to fall to the next area. You're supposed to be able to walk over this if you win a coin flip, but usually your character just steps back as the hole opens.
Level 6 Deeper Thicket: Go past the first mumbler and go into the alcove along the top of the map.
Level 7 Catacombs: Right after Le'garde's cell, in a chest. It's always a soul stone if you call the coinflip.
Grand Library: Solve the Uterus puzzle and go down the ladder. A soul stone is on one of the platforms.
Temple of Torment, Level 2: A Soul stone is sitting on the ground by a floor grate.
Soul stones are sometimes dropped by Yellow Mages. It is one of five things they can drop.
Outside the Temple of Torment: Leave the Temple, make sure you're in Present Ma'habre, and there will be a Soul stone sitting in front of a hole in the walkway.
You can steal one Soul stone from the Black Witch or the Body Snatcher, or two from Valteil.
Soul stones can be purchased from the Bug-Eyed Figurine in Past Ma'habre for 20 coins.
You can get a Soul stone using an Empty Scroll.
There is a 0.6% chance that you will get a Soul Stone from a chest with a successful coin flip. By extension, Crates and Urns have a 4% chance of pulling from the Chest loot table, meaning that there is a 0.02% chance any Crate/Urn/Failed Coin Flip chest will have a Soul Stone in it.

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Supplemental: Magic

This post will be dedicated to analyzing all of the various spells that were name dropped in the previous post on the Hexen. This will not cover every skill in the game; I plan to do a dedicated post for all hidden skills and crafting recipes to cover them in a convenient place independent of the video notes, and all analysis of character skills will be found in the relevant posts on said characters. With that established, let's go through every spell in the game, covered in the same order I did for the Hexen, to find what's hot and what's not. Lesser Souls are a precious resource, so it's wise to use them on only the best! It is worth noting that a good chunk of these spells have skill scrolls associated with them that allow you to teach them to anyone in the party without using soul stones, but you very rarely see these. It's best to just consider the Hexen the only way to learn them, with the occasional skill scroll you get being a nice bonus for a given run.

Alll-mer's Spells

Blood Portal: Actually the only spell for Alll-mer you can learn from the Hexen. While Alll-mer does have more spells tied to him, all of them are hidden and obtained independent of the Hexen. With that being said, Blood Portal is an obviously useful spell and an obvious choice for your first Soul Stone usage. This allows you to create interconnecting portals at Ritual Circles, giving you a method of fast travel. The 5 circles in the game are found in the Level 1 Entrance Hall, Level 5 Mines, Level 7 Catacombs, The Ancient City Grand Library and the Ancient City Tower of The Endless. This covers a wide scope of the dungeons, and being able to quickly jump between these distant locations when needed is obviously a great relief on your resources. Since you can max out Alll-mer's affinity on Level 1 with absolutely no difficulty, there is basically no reason not to take this right away and get to work setting up a portal network. Great spell to learn.

Sylvian's Spells

Pheromones: Both this and the following spell only require 1 level of affinity with Sylvian, which can be obtained for no cost at exactly the same time as you max out Alll-mer by participating in the Bunny Mask orgy. Pheromones is essentially War Cry but it can be used on anyone in the party. This forces any single target attack to go after the character afflicted with Pheromones. The drawbacks of this spell are that it costs 10 mind to cast as opposed to being free, and it actually has a chance of missing. 5% of the time, this spell will fail and that can be disastrous if you were banking on it for limb protection. I generally like War Cry, but in some cases this spell can be your only option. One perk it has is since it can be cast on someone other than the user, the target of Pheromones can throw up their guard to cut incoming damage down a lot, which definitely can be helpful. It's a good spell overall, but not really something you "need" until you're fighting bosses, so it can wait if you do have use for it.

Loving Whispers: This is fantastic. Loving Whispers is a single target healing spell that can be used in and out of battle to heal 64-96 Body, usually restoring around 80 per cast. At a cost of 30 mind, this essentially turns Ales and Tobacco (which are extremely common) into Light Blue Vials. Since you can access it so early, it's a good thing to pick up after Blood Portal unless you have need for some specific non-combat skills. This is a good way to keep your damage tank up and running, or just bringing a wounded character back from the brink at a critical moment.

Healing Whispers: At level 2 affinity, this requires either some extra work or taking a chance on a game over at the Bunny Mask orgy to get access to, but it's definitely another great skill. Healing Whispers is a multi targeting healing spell that restores 28-42 Body to the entire party, usually landing on something in the 30's. Obviously much weaker healing, but the caveat is that Healing Whispers also costs 30 mind and is much more economical when dealing with the enemy's own multi-targeting attacks or just situations where you don't need to redirect attacks. For a party of 4, this is essentially 120 Body of healing for the same cost as a single Loving Whispers. Great thing to pick up once you reach the Ancient City, as multi targeting attacks become a more persistent threat.

God of The Depths' Spells

Mastery Over Insects: I'd estimate around 70%-80% of the game's playerbase never end up using any God of The Depths skills with the exception of having this one if they start as Enki because of how silly getting Affinity for this guy is. Anyways, Mastery Over Insects is a passive that requires one level of affinity with the God of The Depths and it lets you talk to insects or insect-like creatures. Most commonly, this allows you to talk to cockroaches in various locales around the dungeon. Keep an eye out for those little brown bugs and walk up to the areas they skitter off to in order to talk to them. Many cockroaches in the game provide you with supplies and hints, so this is helpful for Enki. One cockroach in particular, located in the Ancient City, is bugged (heh) and gives you a Blue Vial every time you talk to him, allowing for infinite healing items. An obvious oversight, but use it if you want to. Aside from that, this skill lets you talk down Scarabs which is a great way to avoid having your weapon destroyed. Shame most characters never get this skill nor have any reason to learn it for reasons I'll talk about later.

Needle Worm: The other level 1 affinity spell for this tree and it is a weird one. Needle worm is an attacking spell that deals 3 instances of exactly 2 damage, twice in a row. (Essentially it hits for 12 damage over 6 hits) Each of these hits restores an equal amount of Body, so if every hit connects (There's a 5% chance of missing) you get 12 HP back. The spell only costs 5 mind, so if you can cripple an enemy to the point they can't fight back, you can use them as a source of extremely cheap healing. I've never cared for gimmicky stuff like that and this spell is pretty trash outside of that so I'd never advocate picking this up.

Flock of Crows: The odd man out for this skill tree, not being based on insects, and the first level 2 affinity spell. Flock of Crows costs 30 mind to cast and is an attacking spell that deals 3 instances of Pierce damage for 56-84 damage each with 100% accuracy (Not counting Magic Evade if the enemy has it, of course). The main draw of this spell is that if it hits the head, it causes blindness guaranteed. This is a more reliable form of inflicting Blindness over Red Vials, and its great for fights like the Crow Mauler or Cavemother who have Head based attacks, but actually getting it for those fights is far from easy. It honestly isn't that helpful in other situations either, so I'd pass on this.

Locust Swarm: The other level 2 affinity spell for the God of The Depths and the only one I'd say is worth your time going for. Locust Swarm is a weak multi-targeting attack, hitting all limbs/targets in a battle for 8-12 blunt damage. At 35 mind, this sounds like a horrible investment, but its the secondary effect that makes this a great spell. If the enemy is not immune, Locust Swarm has a 100% chance of causing the Confusion status for two turns completely shutting down what it hits. Now unfortunately, quite a few notable bosses are immune to Confusion, but a handful aren't and one super critical one for a specific ending can only really be beat consistently by throwing out this spell and chugging Elixirs of Mind. Like Flock of Crows, it has 100% accuracy before considering magic evasion, so it is nearly infallible in the situations where it works. This is the one God of The Depths spell that I'd say is unambiguously worth learning. Just Empty Scroll it if I'm being honest. For anyone who isn't Enki, it's the way more practical thing to do since the main purpose of learning Mastery Over Insects is to eventually learn this skill, and Mastery Over Insects can literally only be learned through an Empty Scroll since you can't talk to the Cockroach King and get Depths affinity without it.

Gro-Goroth's Spells

Pyromancy Trick: A level 1 affinity spell, Pyromancy Trick is an attacking spell that deals 160-240 fire damage with an 8% chance of missing. It costs 10 Mind and has a 60% chance of Burning the enemy. That last part is the most appealing aspect of this spell, as Burning is a powerful DoT effect on torsos. It's inferior to Combustion, but you can get it sooner and it is a semi-reliable DoT. I'm not a fan, but it could have its uses. Pick it up if you want to try for a DoT kill on Crow Mauler but didn't have the good fortune to get a Throwing Dart.

Blood Golem: A very unique spell, this is the first one we get that can create a party member. Unlike other spells in that category, Blood Golem can only be used in battle rather than creating a new team member on the field. It is also the first spell we get that is affected by the Greater Blood Magic Passive. Without Greater Blood Magic, this spell costs 20 Body instead of Mind to cast, or 5 Body with Greater Blood Magic. This will create a 200 Body Blood Golem in an empty party slot, who attacks randomly for around 300 damage. While he has baseline 100% resistances, that 200 Body makes him a phenomenal punching bag and he can get in some good shots every now and again. Obviously you need an empty party slot to use this guy. Now Blood Golem is a good skill on its face, but you'd be surprised how much the requirement to spend 1 turn casting it can really limit it. Generally if you want to employ tanking strategies, it's because the enemy can do something dangerous from the word go and you want to stop it right away, and Blood Golem really can't do that. It's a good spell, but I'd consider it more of a back for Hard Mode runs that go slightly off rail. More on that when we get to discussing Hard Mode.

Hurting: A level 2 affinity spell and it is garbage for the most part. Hurting is a single target attacking spell that deals exactly 350 damage assuming the enemy isn't weak to it with 100% accuracy not counting magic evasion. Without Greater Blood Magic, it costs a staggering 40 MIND, half what Chains of Torment costs for a third of the effect and no chance to inflict an ailment! It's a bit more reasonable if you have Greater Blood Magic, which does not increase the damage but does lower the mind cost to a reasonable 10 Mind. Still, at two lesser souls to learn from the Hexen, you can get greater damage than this spell can do for no mind cost by cursing a long sword or shark's teeth. This spell is pretty bad, and the only reason you'd really use it is if you're armless Enki or you'd learn it if you wanted to get the spell it is pre-req to.

Necromancy: Another spell for creating party members and the other level two affinity spell, this one allows you to animate the deceased bodies of Ghouls and Skeletons you see around the dungeon. It costs 30 mind to attempt this, and prompts a coin flip. Should you fail the flip, not only are you out the Mind but the first failure will result in the corpse reanimating only to attack you. Thankfully, you only have to defeat it once and continuous failures don't have the same blowback. If you have Greater Blood Magic, then the coin flip is skipped and the skill always succeeds, though it still takes 30 Mind to cast. Now Ghouls are essentially just punching bags with sacrificial use, being unable to equip anything, being uncontrollable like Moonless, and only hitting for around 40 damage. Skeletons on the other hand, are amazing. While they only have 16 base attack and can only use one handed weapons, they aren't weaker in terms of defenses, can use most armor and accessories in the game, are immune to stauses like Bleeding, Infection, Poison, Parasites and Blindness, and do not require food. They are uncontrollable like Ghouls and Moonless, but they do have enough fringe perks that it isn't a terrible idea to have 1 in a normal party. They can even use Miasma with no drawbacks! Necromancy is a little gimmicky in normal runs but it is essential in Hard Mode as it is the only way to get party members. In particular, Ragnvaldr and Enki will have a rough time getting to their unique endings without help, and Skeletons are indispensable allies for winning all the boss fights you'll come across. A good skill overall if you know how to work with Skeletons, and fun to play around with now and again.

Black Orb: The sole level 3 affinity spell for Gro-goroth, and the sole level 3 affinity spell in the game in general. Black Orb is a single targeting attacking spell that deals 3 instances of 128-192 damage, usually hitting in the ball park of ~450 damage overall. Each hit has a 5% chance of missing, and the spell costs 20 mind, half what Hurting does for quite a bit more damage on average. Black Orb is a famously powerful spell in Termina, but in this game it's just kind of okay. It just takes way too many resources to get, and picking up some fairly useless spells along the way. If you could learn this off of learning Necromancy, it'd be fine, but unfortunately you have to know Hurting and in turn Pyromancy Trick in order to get this spell. You can kind of reduce the cost by learning Pyromancy Trick via the skill scroll from Nosramus' second hide out, but at that point you also have access to Combustion which usually hits just as hard with a good chance of inflicting Burn for free. The main selling point of this spell is that you can cast it on an enemies head and have a decent chance of scoring an instant kill, but that is fairly inconsistent so I don't think it's worth it. Great spell in Termina, but in this game I only really use it if I luck into the skill scroll when searching a Yellow Mage.

On the whole, magic is kind of bad in this game. While supportive magic like healing, Pheromones and Blood Portal are highly useful and easy to obtain, attacking magic tends to be slow to obtain even if you are Enki, highly demanding in resources, and just not that much better or even weaker than conventional weaponry. When it is useful, it tends to be for specific fights and may end up only being used once. Attacking magic does have the benefit of being a stable attacking option independent of having arms, but frankly if you've had your arms hacked off you're probably not on a run where you are getting close to breaking into magic. There are some good attacking spells like Combustion and Black Orb, but the former has the serious question of whether or not it's worth the time to grab it (a major concern on the harder difficulties) while the latter just takes forever to get relative to how long a run typically lasts. Thankfully Orange noticed how magic is kind of doodoo stinky in this game and how Enki sucks, and introduced some major mechanical overhauls to magic as well as making it easier to break into casting builds in Termina. Some of the most popular and easy to win with builds in that game revolve around magic, and Marina has comfortably been a top tier pick since launch.

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Part 6 is out! Our very first real ending obtained and the conclusion of Ragnvaldr's story... for now. We will be seeing him again later, but for the time being we'll be working on picking up alternative endings with the other characters available. When we begin our next run, D'arce will be the protagonist this go around, and we will be beelining for the level 7 Catacombs. Do note that every playthrough going forward will be moving at a much faster clip, and I will be taking it as a given that anything I have already covered will be known to the viewer and I won't be dwelling on those details too much. There's still plenty of things to see though, it is impossible to see everything in a single run, and there's quite a few alternatives to secondary content in the game to explore. With all that said, let's break down what's present in this video.

Unique Items/Equipment Available

Butterfly Soul: A soul accessory, with a very unique trigger to obtain it. By slashing open the pulsating organ in the basement of the present day Golden Temple, the Butterfly in the courtyard will complete his metamorphosis and this will be left where he was standing. Obviously this will not happen if you killed him, and he only awards a lesser soul should you use a soul stone on him. It is important to note it is specifically the Golden Temple organ you need to cut to get this, you do not need to cut any of the others. What's this soul do? Well it's SUPPOSED to increase your evade rate by 50%, which actually isn't a terrible effect if I'm being honest. Unfortunately, due to a bug it does not actually do anything. In theory if this worked as intended, you could combine it with the Evasion buff to get a 100% dodge rate and avoid anything that doesn't have perfect accuracy, but it was not meant to be.

Dominating, Endless, Tormented and Enlightened Souls: We got all of these over the course of this video and the last, so may as well knock them all out now. Each of these souls, when present in your inventory, unlocks to ability to learn skills off the corresponding tree in the Hexen. Additionally, the Endless, Tormented and Enlightened souls are required to have in order to challenge the Nameless Figurine, who blocks the way to the Golden Temple which is required visiting for any ending route that isn't E or a handful of the Hard mode exclusive S Endings. Naturally, at least one of these souls is going to be redundant for whoever you are playing as in terms of skill access, but possessing the physical item is necessary for being recognized by the Nameless Figurine. Note that you do not actually need to slay/meet the corresponding New God to get these. You can also elect to butcher your fellow explorers within the dungeon and use a Soul Stone on them to get them, or simply Empty Scroll them into your inventory. The Nameless Figurine has limited ways to verify your authenticity when he's rooted in place like that, so these count just as well for getting past him.

Empty Scroll and Opium Powder: Not unique items per se, but these can be obtained in a fairly unique way. When killing the Dark Priests in the Inner Hall, there is a chance when searching them you will receive a Robe as an equipable item from them. (Contrary to what I used to think, you cannot secure these guaranteed by headshotting them, it is pure chance if they drop one or not) If you equip this Robe, your overworld sprite will change to that of a Dark Priest. This will allow you to talk to the priests north of Enki's crucifixion in the Endless' dream world with unique dialogue. They will inquire if you are well, and should you answer negative, they will give you these items to help you out. The opium is whatever but Empty Scrolls are always useful so this is a nice get. Before you ask, no, talking to them as Enki doesn't work even though he is a Dark Priest, he needs the Robe equipment also.

Extra Notes

-Bumping into any of the roaming NPC's with torches in the Endless' dream will throw you out back into the real world. This is nothing more than a minor annoyance, any character scene you've witnessed will stay completed and it just creates some extra walking.

-You're supposed to be able to make out Pocketcat's face in his special scene in the Endless' dream, but it is very difficult to see it if you don't have a fully lit torch up. This scene is optional viewing, but there are some items to collect here at least.

-Not that Hounds are a threat at this point, but they will attack you if you dawdle too long on the Oldegard portion of the dream.

-Skin Granny's insta kill actually has unique graphics for every face she can rip off. I'll be sure to show them in the accompanying enemy post for this video.

-This isn't really important but it is funny to me how D'arce's scene in the dream has basically nothing to do with her motivations for entering the dungeon and is almost entirely about Le'garde. That simp reputation is well earned.

-Refusing Nilvan's request can potentially render the game unwinnable for any Ending route other than E. You do not get a second chance here, and if Cahara has died in a way that doesn't allow you to Soul Stone him (like he has in this playthrough) and there are no more Empty Scrolls, you cannot the Endless soul and by extension cannot enter the Golden Temple. She doesn't hold you to her request, so there's really no reason to refuse her other than to see what happens.

-It should go without saying, but all mentions of The Girl's reactions are absent if she isn't in the party. Her reactions here are one of several hints to her parentage.

-There are three possible ways to obtain the King's Passage key from Francois, the first and most obvious one being simply talking to him. Alternatively, if you blow past him and he releases the hounds before you talk to him, the key will be resting in the spot he occupied previously. If you have Nas'rah in your party, he just simply fries Francois when you talk to him and you can take the key off his charred corpse. Understandably, in this instance Francois won't release the hounds when you make your way towards the basement.

-Francois releasing the hounds is just about the least threatening trap in the game. Even without Dash, you can make it to the next screen well before they ever get close to you. I imagine you'd need to be crawling with one arm for it to be anywhere close to a concern. Even on the harder difficulties, they just give up and vanish once you make it to the basement.

-In addition to being beyond cruel given the implications, giving The Girl to Pocketcat in the final encounter is completely worthless. He does not offer up his usual selection of items at this stage, meaning you just sacrificed The Girl to a weird guy constantly playing pocket pool for nothing. (Don't worry, I assure you he just plans to eat her) In the event you trade The Girl off here, leaving and coming back to the screen will result in Pocketcat vacating the area and leaving a finely wrapped piece of catnip in his previous location.

-Thankfully, the fire traps in the Golden Temple of the past only affect your lead character, so you don't need to maneuver the whole party around them.

-Francois is highly dangerous if you don't employ the conversation loop on him. High chance to delimb you in phase 1, and bonkers damage in phase 2. Additionally, if his coin flip attack succeeds in phase 2, the game is soft locked if you can't beat him afterwards as he endlessly straddles your character upon death in battle, throwing you back into the fight just to blast you down and dominate you again. If you are unable to remove both his arms in phase 1, absolutely be sure to guard the turn phase 2 begins, as he will still launch his coin flip attack even if he is still stunned from Talk.

-Should Francois successfully sell you on his supply of grape juice, the conversation loop is closed off and you cannot endlessly stun him with it anymore.

-Each character gets sent to a designated spot in The Void, so if you're able to navigate it well, you can pick everybody back up very quickly. There are certain party members who do not get scattered when you enter The Void, and one who refuses to enter it and will just be gone from your party permanently.

-Moonless and The Girl are the only characters in The Void to have a paired reunion scene should they enter it with you.

-Those loud foot steps are not part of the OST, they do indicate how close or far away the Greater Blight is. When hiding in a hole, make sure you don't hear any stomps before exiting.

-The Greater Blight isn't really meant to be beatable, as he has extremely high physical evasion when distant and deals extremely high damage once he's closed in. Due to a pretty ridiculous oversight on Orange's part though, the distant Greater Blight has no magic evade and can be hit with stuff like Combustion and Throwing Darts. Should he die from DoTs before he reaches you, it will cause the game to bug out and softlock, so avoid doing that to him on the first turn. Any turn after, he'll make it to you just fine and die as intended.

-Aside from abusing DoT effects when he's distant, the only other way to realistically beat the Greater Blight without casualties is to have a full party capable of laying out 2000 damage in a single turn and praying no one misses. Fighting him solo without using DoT is essentially impossible as he deals way too much damage to survive without having 20 agility and alternating between Guarding and healing.

-Each character has a unique ascended form for the final encounter of Ending D. I'll be showing them all in the companion enemy post for this video.

-If you are playing on T&S or Hard Mode, an additional final boss awaits you in The Void. It will be awhile before we see this boss, but boy is it a pain in the playthrough we will be seeing it in.

-The dialogue you choose when talking to your character's ascended form has no bearing on anything, just pick whatever you like.

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Supplemental: Enemies Pt.7

We've seen nearly everything there is to fight in the game at this point. While there are a handful of enemies and bosses we've yet to see, they are either specific to certain routes, more commonly encountered on the higher difficulties, or are just tied to sidequests have yet to explore. With that being said, I'll be covering enemies encountered in the last video in the order we encountered them in rather than trying to separate common and unique encounters.

Skin Granny

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Phobia(s) Triggered: Teratophobia

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*On T&S/Hard Mode, the arms have 600 HP. The Face Mask only becomes a target if someone falls victim to her Coin Flip attack.

As opposed to fighting Nilvan for her soul, progressing through the Endless dream pits us against this seemingly non-sequitur enemy. Inquiring about her at the Hall of the New Gods reveals that she is actually derived from an Oldegardian myth, serving as a boogie man of sorts for the culture, and her presence is likely tied to the area she is found in being based on Ragnvaldr's memories. Whether this was an unintended consequence of the dream or she was deliberately pulled from Ragnvaldr's memories to serve as an obstacle and a test is left unclear. Regardless, the Skin Granny starts out in the guise of a harmless old woman. She has far too much HP to kill in the first turn (though I believe the fight does end in a win if you manage to deplete it), so you want to use this turn to set up buffs and DoTs. Any DoT effects applied to the untransformed Skin Granny will transfer over to her torso in phase two. You will also want to redirect her attacks to someone with the Salmonsnake Soul as the fight gets real in phase two. Once transformed, the Skin Granny has 3 arms to attack with and 2 legs. The legs do weak kicks that typically deal about 10-15 damage. They are largely meant to act as finishers for the hands, which deal 20-30 slashing damage and have a high chance to inflict Critical State. With all the attacks Skin Granny can throw out, Critical state nearly guarantees a dead party member if it lands. Now luckily on Fear & Hunger mode, the arms are weak enough that almost any damage you have at this point can destroy them and you can quickly render the Skin Granny inert. This fight is much more precarious in the harder difficulties due to the arms being more than twice as durable, and it can be a serious stop gap to success in runs that need to fight her. Take this fight as seriously as possible when tackling it, and do not do anything less than the best you can when approaching it. The Skin Granny does have a coin flip attack, telegraphed on the 3rd turn of the fight with the message "Skin Granny is flexing its fingers...". On the following turn, the attack will be launched and if it is not guarded or the flip is failed, the character hit by it will have their face torn off and they will die instantly. This attack can be thwarted by removing all of the Skin Granny's arms, making their destruction even more of a priority. The face steal can also be blocked by the Iron Mask, if you have it. Skin Granny will wear the ripped face, and has unique graphics for each face she can steal.

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Nameless

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Phobia(s) Triggered: None

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This is... an unbelievably simple and easy fight given what you normally have to go through to get to him. The Nameless Figurine attacks with his stumpy arms, each one landing hits for 30-35 Blunt damage. While that's scary damage if he focuses a single character, simply being at full health prevents this guy from ever scoring a kill on anyone, so just heal anyone who falls below 80 HP while fighting this guy. The arms don't even inflict Fracture, which you'd think they would. Showing that you can draw blood from a stone, this guy is vulnerable to all forms of DoT from Poison to Bleed, so inflict those on the Torso and either smash it down or take out the arms to minimize his damage. Nothing too special to worry about here.

Francois, The Dominating One

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Phobia(s) Triggered: Erotophobia, Teratophobia

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*On T&S/Hard Mode, the Phase 1 Torso has 3250(6500) HP while the arms have 1200 HP. Phase 2 has the same HP across all difficulties, but the Torso HP becomes 2700(9000) if he succeeds in tying you to the radiator.

On its face, Francois is a highly dangerous opponent. In the first phase, he can launch strong slashing attacks with his saber arm, capable of hacking of a party members arms. When the second phase begins, his head and arms begin a flurry of highly damaging attacks, around 35 points of untyped damage inflict by each limb. More than enough to kill anyone should he focus fire them. If either of his arms are still intact by Phase 2, he will launch a coin flip attack that results in you seeing the full extent of the Dominating One title. This is a disaster because witnessing this removes the primary method for beating this fight, and should your party be killed and you lose the battle, the game is soft locked as Francois domination cutscene will continue to play every time you lose to him and a solo character has no hope of besting Francois as they will be thrown back into the fight at 1 Body while Francois is fully healed. Now Francois famously has one of the most prominent Safety Loops in the game tied to the Talk command. When fighting Francois, you want to Talk to him and select the following options:

"Prepare to die like a worm!"
"Of course you are close to gods. You're standing next to one."
"You're nothing but a puppet in the greater scheme of things."
"How little you really know..."

These will result in Francois being stunned into inaction for 3 turns. When those turns are up, you can simply Talk to him again and repeat the conversation to stun him once more, completely preventing him from accomplishing anything. There is one caveat though: Should he still have at least one arm when phase 2 begins, he is still capable of launching his Coin Flip attack while in the conversation stun status. Do not let this hit you, either destroy his arms in phase 1 or guard when phase 2 begins. Getting hit by this removes the conversation stun as an option, and Francois can easily wipe the floor with your party if he's capable of attacking. As one final note, Francois is thrown off balance and his head is made vulnerable when all his limbs are destroyed rather than just his legs. This is fairly pointless as the Phase 2 Head has the same HP as his torso, and DoT effects tick for much less damage on the head.

Molded

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Phobia(s) Triggered: Erotophobia, Teratophobia

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Coming in Male and Female varieties, though it's tough to tell the difference at a quick glance, Molded are the primary enemies wandering The Void. They move extremely slowly and don't react to you being in their line of sight, so it's rare you'll ever have to fight them. Male Molded fight solo and have a highly damaging attack called Inner Juices they can use. Female Molded fight in pairs but lack the Inner Juices attack. They're little more than sacks of meat, so naturally they have pretty beefy torso HP you need to blast through to kill them. Like I said, they're easy to avoid so I wouldn't stress about them too much.

Blight

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Phobia(s) Triggered: Teratophobia, Zoophobia

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For the life of me I could not get this thing to actually attack me, so I have to rely on the rather poorly written wiki entry to describe what this guy is capable of. The Blight attacks you with his wings, both getting a chance to attack, and his Beak which can inflict Critical State. Highly dangerous to a character without party members, but if you reunite with just about anyone you can easily blast his torso down and the end the fight before anything happens. If you can even get into a fight with this guy, as he only appears in the area with the green pits and seemingly just has no hit detection. I tried, I really did. If you do somehow end up having to take this guy on solo, he has the same Talk options of a Cavegnome, and can be confused for two turns by your best Chocobo impression. (Select "~Kueh!" when talking to it)

Greater Blight

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Phobia(s) Triggered: Erotophobia (I don't even want to know why), Teratophobia

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*This hasn't really come up before, but alternate use for Stones is to throw them at enemies and cause the confusion status. For some reason, quite a few enemies including the Greater Blight who are normally immune to the confusion status can still be inflicted with it by using a Stone.

When traversing the Void, you will periodically be warned something has caught your scent and begin to hear increasingly loud stomps. Fail to find a hole to hide in before the stomps close in, and you're thrust into a battle with this guy. The Greater Blight is intended to be a nigh unbeatable stalker within The Void, and indeed a solo character has little hope of defeating him in a straight fight. The Greater Blight spends 3 turns approaching, his sprite gradually getting closer each turn. On the third turn he becomes almost vulnerable to physical attacks, and by the 4th turn, you can reliably hit him. Once he's fully approached, however, he begins attacking with two Stomps and a Chomp, the combined damage being around 140 unguarded and it is essentially guaranteed someone will die if you take him on with a party incapable of laying out 2000 damage in a single turn. For a variety of reasons due to some egregious oversights on Orange's part though, this guy is actually much easier to beat than intended. For starters, you probably noticed his magic evasion is None at all stages of the fight, and indeed you can start hurling spells and items at him on the approach. Inflicting him with a DoT effect on the second turn means that he will die on the turn he reaches you. It is actually possible to softlock the game by hitting him with a DoT effect on the first turn, as he will die before he reaches you. The game doesn't have any kind of handling for this occurrence, so the fight will not end and when he does reach you. He won't do anything but you also won't be able to finish him off, thus trapping you in the battle forever. As for beating him with out early DoT cheese? Well as demonstrated in the video, an adequately equipped party with weapons like Miasma, Blue Sin and The Sergal Spear can usually blast down his Torso before he takes anyone out, especially if they managed to land any hits on the third turn where having a chance of hitting him with weapons becomes possible. Can you beat him sans cheese as a solo character? Sort of. If you summon a Blood Golem and cast Pheromones on it, the 200 Body it has is enough to survive one round of combat with the Greater Blight. With the White Angel Soul or Fast attack set up, a solo character with a good weapon can more than likely kill the Greater Blight before they have to worry about personally facing down its attacks. Not strictly a solo character win, but it is an option a lone character has. Regardless, there are plenty of holes dotted around the Void, so just jump into one whenever you see it and wait a couple seconds before leaving, and you should never have to worry about facing this guy down.

Ascended Protagonist

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Phobia(s) Triggered: All, including for characters who don't usually have Phobias.

Only technically an encounter due to presentation, every character who reaches Ending D will find themselves face to face with a representation of their New God form. They will then be asked two questions, the answers to which determines their ultimate fate as a New God, some outcomes more optimistic about their divine status than others. Regardless of the choices you take, it's ultimately revealed that everyone in your party failed to escape the dungeon and the person you were upon entering them is effectively also dead, meaning you never escaped either on a technicality. Not too much to say here, I just wanted to make this entry since we're not going to be seeing any of these forms save for Enki's in future videos. Those of you who saw the concept art that served as the basis of the series will notice that D'arce's ascended form bears a striking resemblance to the woman in that portrait, though it's generally believed that woman is a conceptual version of Nilvan instead of D'arce.

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Part 7 is out and a new playthrough has begun! D'arce is the hero of this story, and since we've seen most of the more altruistic ways you can make it through the dungeons, we are very much playing her as a nominal hero this go around. There's still plenty of alternatives to see in terms of route through the dungeon as well as sidequest resolution, so let's explore those shall we?

Unique Items/Equipment Available

Claymore: A mighty two handed sword in the early game, boasting a whopping +80 attack power! Weaker than Miasma and Blue Sin, but there's no caveats with wielding it or RNG based pre-requisites to getting it. There are two options for getting it, Option A being from Ser Seymor and that's the option we took in this video. Ragnvaldr with the Axe and D'arce with either starting weapon she has can throw a haymaker at Ser Seymor's head and do enough damage to overcome its 200 HP. This is the best option for defeating him, as his Torso has a solid 1200 HP while his arms (which are a single target) have 700 HP. Beating him or crippling him without retaliation otherwise requires additional man power we simply do not have, and the Claymore isn't quite as notable if we don't get it as early as possible. It's worth noting that if you reunite Buckman with Ser Seymor, you lose the option to attack Seymor. While I took the route from the entrance to the level 2 basement for flavor, it's generally more reliable to go through the Well in the courtyard to get to Ser Seymor. The safer and more reliable option for getting this weapon is Option B, selling The Girl to Pocketcat in the Level 4 Mines. I may be playing D'arce stone cold in this, but even I can't bring myself to do that. From a practical stand point it's probably the most useful thing you can do with The Girl, however.

Everwatching Talisman: Obtained if you call the coin flip correctly on the Chest found in the first room you come across in The Passages of Ma'habre, this accessory has the unique effect of nullifying the phobia status when it is equipped. I suppose it's a nice way to counteract Teratophobia and Panophobia, but to be honest pure damage is probably the least of your concerns with most attacks in this game. It's little more than a novelty accessory in my eyes, but I may as well elaborate on it here.

Eclipse Talisman: I never actually went over this when we first got it. You can always secure one of these from the conversation with a Yellow Mage, though you can only get one as the conversation goes nowhere if you try it on another Yellow Mage. This gives you 10% resistance to otherworldly attacks. Situational and frankly not that good since the one time I want Otherworldly protection (against Valteil), we also need limb protection in the event Hurting gets tossed out.

Extra Notes

-If you're confident in your ability to avoid arm loss, then picking the rear guard option in D'arce's backstory is probably the better choice. While Leg Guards are less useful than Arm Guards for limb protection, they still provide the same 10% physical resistance, and this option gives D'arce the Eagle Crest Shield and Plate Mail, two of the best armor pieces in the game. The Long Sword is only marginally weaker than the Iron Spear, so you don't lose out much on attack power either.

-As mentioned previously, Ser Seymor can only be attacked if he has not yet been reunited with Buckman. Otherwise an immediately friendly relationship is established and your character would feel too guilty about attacking him. (That's the in-universe reason I assume. Out of universe, Buckman cannot be fought and it's unlikely he'd just let you kill his friend so Orange just disables the option entirely.)

-Since I didn't have any items Cahara could steal, he has absconded with Whiskey he materialized out of thin air instead. Should I have killed him later in the video, that is the loot would have gotten from him aside from his equipment.

-There's absolutely no reason to talk to Pocketcat if have seen all his scenes already and have no children to sell him, so he'll just be chilling in the caverns for the rest of the game.

-This is the last time fighting the Old Knight will be as simple as hurling an explosive vial, so enjoy it while it lasts.

-Looting Nosramus' chest when he tells you not to sours your relationship with him. This will lock you out of Enki's S Ending, but contrary to popular belief you don't have to talk to Nosramus in his first hideout at all so it's a bit of a non-issue.

-The Cavedweller village being ransacked is a pretty rare event, and I'm shocked I got it so soon again after getting it in a recent Hard mode run I did. The biggest problem with this is that the merchant is dead, so we couldn't pick up anything from her with the Silver coins we may or may not have had. Not a huge deal in this run as I lucked into most of the things I'd care to buy from her, and she would have become hostile anyway since we were going to snatch the Cube of The Depths without the Stone Crown. Remember that events like this are set upon character selection, so if you load up your initial save for a new run, this event will always occur!

-The game gives you false hope if you let the Level 6 mines collapse without using the Passages of Ma'habre. You'll be shown a screen of your character trapped in rubble, and after a few moments they will realize they can't escape and it'll be game over. Also note that if you use Explosive Vials on any of the blocked paths in the Miner Spectre section, this will also cause the cave in to happen.

-The Eastern Silk robes are the best otherworldly armor in the game, and they don't conflict with most forms of limb protection, so they are a very good pick up for the Valteil fight.

-Collapsing the Level 6 mines provides an alternate route to the deeper thicket, though it's not really a practical one considering how much rarer the Passages are compared to Explosive Vials.

-On higher difficulties, Crow Mauler can burst through the wall outside Le'garde's cell like the Kool Aid man, making getting into it a little trickier. Additionally, once you've rescued Le'garde or confirmed his passing, Crow Mauler moves a little faster on the overworld. He still can't keep up with Dash, but he is more of a threat to a character that doesn't have that skill.

-As I said in the video, I'm unclear on the mechanics behind the timer to rescue Le'garde. I don't even know how much time you really have, nor do I know if the game tracks it based off of your playtime or an internal timer that only runs during certain situations. Additionally, I'm not sure what happens if you make it to the Catacombs in time, but don't actually go into Le'garde's cell to rescue him. I can't say for certain if making it to Level 7 under the time limit is enough on its own to save Le'garde, or if his fate isn't actually decided until you swing open the door to his cell. Since there's little reason to beeline for the Catacombs and not add Le'garde to your party when you get there, it seems most of the community around this game shares my apathy about testing this.

-I mentioned this in the notes for Part 3, but if you rescue Le'garde as Ragnvaldr, you get the unique option to snap his neck before he awakens. This will prompt a fight with D'arce if she's in your party.

-Le'garde has no equipment restrictions, making him the only non-protagonist recruit to be equally capable as the main characters.

-Since Leg Sweep is a D'arce skill, she can pull the same trick for getting Miasma that Le'garde can, though it costs two Lesser Souls.

-We'll talk to Isayah properly eventually.

-The Human Hydra is incapable of fighting back, so he's a free Lesser Soul if you want to spend the time hacking his heads off.

-To be honest, selling out Buckman is probably the best resolution for his sidequest in a strictly practical playthrough. Two light blue vials is great at this stage of the game, and doing this unlocks an additional trade with Trortur later. For runs that need money, saving Buckman and then talking to him on Level 3 is best.

-If you've met Ser Seymor and killed Trortur, you can tell Buckman Seymor's location. This is fairly meaningless, as Buckman always makes his way to the Level 3 basement, regardless of if you even talk to him after killing Trortur.

-If Ser Seymor is alive and you've sold out Buckman, you can tell Seymor about Buckman's fight. Sneakily but wisely, your character neglects to mention their role in Buckman's death. This results in Ser Seymor travelling to the Inner Hall and killing Trortur, before going catatonic and disappearing from the game after you leave the Inner Hall. There's not much reason to do this as it robs you of the rewards for completing Trortur's version of the Buckman quest.

-In general, screwing over Buckman's party gets by far the best rewards at every juncture. Sometimes crime does pay.

-You can interact with Nas'hrah at any point, but as shown in the video, lacking the required items and talking to him is just signing your death warrant. You cannot run from his fight, and he is immortal so you can't win it either.

-For speed purposes, killing the other protagonists and taking their souls is the most efficient way to get through the game. All of them can be killed before you're even halfway to the catacombs with the exception of D'arce, whose soul isn't needed anyway. In this run, we will also be picking up the Enlightened Soul from Enki, but Cahara will be spared because he has use for us.

-The crumbling mind events for your party members happen when you walk through specific locations and they have 70 mind or lower. It is falsely stated on Tormentpedia that these events occur at 50 Mind or lower in Fear & Hunger mode.

-It's important to note that for reasons we'll see later, Enki cannot actually fully complete the Cockroach King Sidequest even though he's the only character innately capable of even doing it.

-You only get one chance to tell your party members to shake off their low mind events, every time after they will break off to try and collect themselves. Certain party members can console other members to prevent them from leaving also.

-As stated in the video, if you leave your party members without offering them an Ale or Whiskey, they will die of a heart attack when you leave the screen. If you do provide them Ale though, they will remain in the spot they stand in unharmed and will rejoin you whenever you come back for them. This is the only way to temporarily remove people from your party, otherwise you can only get rid of people by getting them killed.

-Calling Cahara out prompts a fight, which would be nice if we wanted to get the Endless soul that way, but runs counter to my purposes for the run. Thankfully, Cahara is also unaffected by the Level 6 Cave in, I actually did not know if that would be the case or not when I grabbed Blue Sin.

-Moonless Guards are not typically seen until the alternative final area of the game. I have to imagine at least one new player of this game got a really nasty surprise with this event on their first run.

-Since we didn't get to see it, swiping the Cube of The Depths without the Stone Crown prompts immediate hostility from the Cavedwellers, permanently souring your relationship with them.

-If you'd rather not fight the Crow Mauler at all, a bug in the game causes him to permanently despawn when you reach the central square of the Ancient City, though you will still periodically hear his siren that announces his presence when going through the dungeons. He can still attack you at his bed even if he has been despawned.

-Since Nas'hrah is a fully controllable party member that is completely immortal, and can be gotten very easily if you know what items you need, there's basically no reason not to recruit him on an efficiency minded run.

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Supplemental: The Knight, D'arce

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"If that's what it takes, I'll embrace the darkness. Nothing matters to me anymore but survival. I'll play the game with its rules."

As a character: A noble borne woman from the kingdom of Rondon, D'arce was destined for greatness with her status and her Dominating soul. Indeed, when she was accepted as a squire for the Holy Knights of Rondon, she quickly proved herself a prodigious fighter and an exemplary knight. At her core, D'arce always had a good heart, being aware of the world around her and being a devout follower of the teachings of Alll-mer. While her station in life does make it hard for her to properly relate to those not of noble backgrounds, at the end of the day she does want the best for the world and all in it. This would come to cause friction with the order of the Holy Knights, as D'arce quickly came to see the corruption within the ranks of the knights and the preferential treatment the nobility received. Whether she deserts on the spot or briefly takes action as an internal reformist, D'arce ultimately casts aside her title of Holy Knight and abandons her noble family. D'arce had heard rumors of a talented mercenary company with a charismatic leader, taking notice of the good the band has done for the people across the land. Opting the join the Knights of The Midnight Sun, her talent as a knight quickly makes her a high ranking member of the troop and gets her close to the company's famed captain: Le'garde. D'arce cannot help but be enamored with Le'garde, who truly seems to uphold the ideals he claims and does far more for the people than the Holy Knights ever have. This notion does end up getting rattled though, when Le'garde launches a brutal campaign against the land of Oldegard, mercilessly slaughtering those in his way to obtain a curious artifact. Le'garde's reputation was already becoming malign with the nobility at this point due to his subversive nature, and this aggressive and unsanctioned campaign was all the reason they needed to arrest him and toss him in the Dungeons of Fear & Hunger. Despite her reservations, D'arce ventures towards the dungeons, hoping to save the man her charmed her with his ideals and hopefully gain some understanding on why this had to happen in the first place.

D'arce is kind of the opposite of Ragnvaldr character-wise, which I suppose is kind of fitting given Ragnvaldr's enmity towards the Knights of the Midnight Sun. While Ragnvaldr outwardly radiates a savage presence, he proves to be a fairly calm, observant, well spoken individual who is highly skilled in the trades he practices and even when he's breaking down, he takes the dungeons with a reserved and collected stoicism. D'arce meanwhile gets talked up a lot for her skills as a Knight and has a noble facade, but when faced with the Dungeons she seems woefully out of her depth. While mechanically there's not much difference between D'arce and other characters, her mental fortitude towards to horrors of the dungeon seems to be by far the weakest in universe, with her suffering the most overt breakdowns at low mind. Her background leaves her incapable of thinking pragmatically, and her dogmatic mindset causes her no shortage of problems as seen with her conflict with the Cavedwellers. She also isn't particularly adept at reading people, as her whole quest is dedicated to saving a man she adores, but the man in question could not give less of a shit about her as anything other than a tool to further his own goals. This girl just can't catch a break.

As your Protagonist:

D'arce's Dominating Soul offers her the following skills,

Defence Stance: A combat skill that applies the Perfect Guard buff when used in battle. Perfect Guard makes the affected character immune to limb loss for its 3-turn duration. A fairly potent buff to be sure, but it does lead to an economics problem of if its worth taking the health damage to get some guaranteed limb protection and avoid problems from missing attacks. One thing that undercuts this skill for D'arce specifically is that she is the only character who can start with a limb protecting accessory, making this less useful for her than you'd expect. It's a more interesting skill on other characters if they luck into a scroll that teaches it.

Fast Stance/Attack: The game is somewhat inconsistent about the name of this skill. Disregarding that, this is a combat skill that applies the SPD Up status when used in battle. This makes your agility stat go from 10 to 20, which allows your character to get Extra Turns in battle. It also increases the effectiveness of the Run! menu option in battle, giving it a guaranteed success rate for a solo character. This status lasts the full duration of the battle. This is a very good skill for boss fights, as many of them usually start out easy and give you a chance to set up this buff with little risk. A character who can go twice can accomplish so much more than a character who only goes once, and you never have to worry about reprisal from the enemy on Extra Turns. The other means of boosting your agility are limited, like the White Angel Soul, or rare and RNG based to obtain, like Brown Vials. This is a reliable and highly useful skill that is easy to work into many strategies.

Counter: A combat skill that applies the Counter status buff when used in battle. This causes the affected character to launch a full powered physical attack in retaliation to the limb of the enemy that damaged them. This buff lasts the full duration of a battle. Pretty bad honestly, I'm not a fan of a skill that revolves around taking damage in a game like this. Additionally, seldom is the case that limbs that enemies attack with are their vital parts, so counter attacks will basically never kill an enemy unless it is Tackling you. On the lower difficulties, most attacking limbs can easily be destroyed in a single strike so you may as well just launch an attack outright instead throwing up Counter. This skill has some pretty broken synergies in Termina, but in this game its very underwhelming.

Leg Sweep: Yet again, a combat skill. This one is not a status buff, but an actual attack. It requires that you have a Slashing type weapon equipped (the description implies it needs to be one handed also but I'm not sure on that) and it costs 20 mind to use. This has the unique effect of destroying enemy legs, or any limb that is recognized as legs in the game code. Most of the time, this will open up an enemy to a headshot on the following turn. Due to a quirk of how this skill is coded, it also destroys doors with a 100% success rate. The latter attribute is probably the most fun and interesting thing about this skill, it can be pretty situational otherwise. As shown in Part 7 of the LP, sometimes the attack screws up and doesn't destroy both legs like its supposed to. I wouldn't go out of your way for this.

D'arce has no equipment restrictions, and is capable of using any armor as well as two handed weapons.

D'arce's backstory offers her the following,

1.) Fast Stance OR Defence Stance
2.) Nothing but get the ability to learn Dash later OR 20 Silver Coins
3.)A Long Sword, Eagle Crest Shield, Plate Mail and Leg Guards OR an Iron Spear, Iron Cuirass and Arm Guards
4.) 7 Tinder boxes, a quill and a blue vial OR 3 Dried Meat, a moldy bread and a cheese OR Dash if the correct choice was made earlier

Alternatively, you can skip the backstory and obtain,

1.) A Long sword, Eagle crest shield and Plate mail
2.) Fast attack and Defence stance skills

D'arce does not have any unique traits independent of her backstory.

D'arce is a very beginner friendly character. She's the only one who can start with limb protection, including the highly coveted Arm Guards, making her the most consistent starting character when it comes to combatting Guards. Her starting armor is also among the best in the game, meaning she takes little damage in fights. D'arce's starting equipment load out is easily the best regardless of which backstory options you take, as the other characters top out around 8% physical resistance starting out while D'arce begins with about 35-45% resistance. Now this all sounds pretty good, but it's important to remember that combat is best avoided in this game, and D'arce has little in the way of utility skills. Your access to healing in this game is highly dependent on RNG for most of it, so if D'arce is constantly fighting and getting chipped down, her journey can come to an unceremonious end if she simply lacks the Body to take anymore punishment. Outside of Fast Stance, D'arce's innate skills are also pretty poor, being too gimmicky or limited in use for much of the game. Still, having the best combat starting out certainly isn't useless, and sometimes depending on RNG fights can be borderline unavoidable. D'arce is easily the best character in these situations, suffering the least amount of losses in any engagement she has to take on solo. If she's lucky enough to secure an explosive vial early on, she can also pick up Ragnvaldr within minutes of entering the dungeon, and the two prove to be quite the dynamic duo. While I'd say Cahara is the better character overall due to his excellent field skills, I'd probably advocate D'arce as the best character for first time players as her abilities are straightforwardly good and don't require a ton a game knowledge to make them shine.

As a Recruitable Party Member:

D'arce is very easy to recruit but does have a drawback for doing so. You'll always find her in the Level 5 mines, in the Cavedweller's village. As soon as you enter the area, take the left path and you will come across D'arce being assaulted by a stone wielding villager. Kill him and talk to D'arce after, and you do not have to do any extra arm twisting to get her to join once the dialogue option to ask her pops up. The trade off to this is permanent hostility with the Cavedwellers, BUT you can simply view this scene after completing your business in the village, which will likely have you hostile with the Cavedwellers anyway. Thankfully, if the rare slaughtered village event was set for your run, this scene is unaffected. D'arce comes in pretty heavily kitted out with a Long Sword, Eagle Crest Shield, Plate Mail and the Fast Stance and Defence Stance skills. Since you can recruit her with no drawbacks if you do things in the right order, there's basically no reason not to grab her as you leave the Cavedweller's village. To be honest, D'arce is probably the best recruit in the game, no other character comes in with as much stuff as D'arce does and it's all extremely valuable. Even if you have sacrificial uses in mind for your party members, D'arce really sweetens that pot with all the great free equipment she signs on with.

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Supplemental: Enemies Pt.8

We saw the majority of the encounters in the game in the first playthrough, but there are still a fair few left to see, plus some I have deliberately left out of the first run so I can keep things interesting for successive playthroughs. Perhaps the game itself has interest in me writing up more notes on encounters, as one of the thins we saw in the latest video I wasn't expecting to see for a couple weeks.

Ser Seymor

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Phobia(s) Triggered: It's supposed to be None, but seemingly due to the fact that his basic code is repurposed from a Guard, Ser Seymore triggers Erotophobia and Teratophobia. Real Gigachad energy.

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Should you encounter Ser Seymor before rescuing Buckman, you have the option to assault him for his valuables. This is pretty much a beginner's trap and the game wastes no time punishing you for your opportunism. Ser Seymor is extremely hardy for an early game enemy, with the only way you can possibly reliably kill him at the start is if D'arce or Ragnvaldr with the Axe can land a headshot on him. Both his Torso and his Claymore arms are way too durable to take out in one turn, but if you can take out the Claymore he becomes helpless. As long as the Claymore is intact, he will throw out either Vertical Slice or Horizontal slice. The former has a decent chance to lop off a random limb, while the latter has a high chance to remove arms while also being multi targeting. If you can kill Seymor, however, you are rewarded with his Claymore when you search his corpse. The start I mentioned with D'arce and Ragnvaldr is the most reliable way to get this weapon I feel, just reload if he delimbs you and keep trying until you get the headshot.

Human Hydra

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Phobia(s) Triggered: Teratophobia, though it can't attack so this doesn't matter

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The Human Hydra is incapable of doing anything except alternating between hurling insults and begging for its life. It's an easy lesser soul if you kill it, but you can also use it to cheese passive regen accessories if you want. I find those starts to be too tedious to employ, but they are something worth considering.

Moonless Guard

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Phobia(s) Triggered: Erotophobia, Teratophobia

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Typically these guys only appear in the alternate final area of the game, but every once in awhile when you start a run a couple of them will have slaughtered the Cavedweller's Village. These guys are mechanically pretty similar to normal Guards, with Hack being there as a guaranteed arm removal and a coin flip attack used in the same cycle. The major difference is their Gaping Maw, which attacks every turn for around 25-30 damage. They also have Death Throes like normal guards, so they'll always get a chomp off on you unless you got a pre-emptive strike. Not too scary once you pick up a party, but very threatening to a solo character which is why I waited on coming back for the Cube of The Depths.

Nas'hrah

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Phobia(s) Triggered: Rhabdophobia, though he doesn't actually attack so this hardly matters

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The infamous wizard of the Eastern Sanctuaries, we'll go more in depth on Nas'hrah in his character bio. For this fight, though he and the creature of the darkness he summons have HP, the fight doesn't end even if you somehow deplete it all. Surprisingly, you can actually run from this fight if you lack the items needed to pacify Nas'hrah, though this denies you the ability to recruit him permanently. All I can say is, I'm glad I saved when I did or I would have had to redo a ton of the video. To "win" this fight, you need to talk to Nas'hrah with the Eclipse Talisman and Cube of the Depths in your inventory. Contrary to popular belief, you don't actually need to equip the Talisman, merely having it is enough. By saying you want to learn from Nas'hrah when using Talk, he will notice the Cube of The Depths the turn just before you would die. Afterwards you can submit to him and he will join you if you have a free slot in your party.

Ragnvaldr

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Phobia(s) Triggered: None

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In a shocking twist, our former protagonist is now an enemy to be slain. (Which absolutely had to be done, no shameless opportunism here) Ragnvaldr is beyond beefy, and one of the few enemies in the game where it is legitimately a more effective strategy to take his legs to set up the headshot. He has a very simple pattern, simply firing arrows at you every turn for around 20-30 pierce damage and bleed. He has a coin flip attack on his second turn which is instant death if failed or not guarded. As far as I'm aware, he only uses it once per fight. If you have a second party member, he's fairly easy to kill with minimal Body lost, but attacking him solo can be a recipe for disaster.

Cahara

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Phobia(s) Triggered: None

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Alright we didn't fight Cahara in the video but since we did have the option, may as well go over him now. In contrast to Ragnvaldr's stone wall approach to being an enemy, Cahara is more of a glass cannon who plays with your expectations on the battle system. His arms are as weak as a Guards, but are highly evasive, making it an unreliable option to cripple him. His sword arm will attack twice, each hit having a chance to cause bleed and take an arm, while his free hand can either steal from you or use Light Blue Vials to heal himself. Since his Torso HP has such a low Break value, it's generally smarter to just aim for the center with two characters to take him out. I'm gonna be real with you, if you didn't start with Dash it is probably in your best interest to kill Cahara for his Endless soul. In contrast to his great value as a protagonist, his recruitable version is probably the most bare bones character in the game, so you don't lose much if he dies.

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Supplemental: The Prisoner and The Sorcerer *Spoilers!*

As of Part 7, we have recruited another two non-protagonist characters from within the Dungeons. Naturally I want to go over them, but the former is marred in spoilers for the game's backstory and I'd rather not write up posts that are huge black boxes, while the latter is a secret character and I feel his presence in the game is based learned about organically via seeing it. I'll be putting a considerable space below this paragraph and marking this post as spoiler heavy in the OP Table of Contents, if you have any interest in seeing everything the game has to offer as it unfolds before you, I'd recommend giving this post a pass for the time being. With that being said,








































































Le'garde

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"In order to reach greater heights, to unify the land, to bring upon the new era... I need this power

As a Character: The captain of the famed Knights of the Midnight Sun, beloved by the citizenry of Rondon while detested by the royalty and aristocracy who view him as a threat to their power. Le'garde is a wholly original character where any seeming inspiration derived from an iconic antagonist from a well known manga series is purely coincidental, I assure you. Le'garde has taken great strides to unify the common people of Rondon, positioning himself as a figurehead for them and achieving countless victories for the people in various military disputes the nation found itself in. Such was his reputation, many began to believe Le'garde was a prophesized individual, destined to unite the lands of the Europan continent and free them of violence. As Le'garde's influence grew, so did the size of his company. With time however, Le'gard became noticeably more ruthless and secluded in his personal studies. This came to a head with a brutal invasion campaign in Oldegard, mounted against the wishes the ruling class of Rondon, which culminated in Le'gard slaughtering the home village of Ragnvaldr and stealing the Cube of The Depths. The government of Rondon was already looking for an excuse to take Le'garde down a peg, and this unsanctioned campaign was the excuse they needed. Le'garde was arrested and tossed into the Dungeons of Fear and Hunger, along with the spoils of his campaign, where ideally he would rot and be forgotten with the passage of time. Several individuals mount their own searches for Le'garde, and with any luck they manage to save Le'garde from a premature death in the hopes of accomplishing whatever goal they had set that rescuing him would help with. Tragically, the tortures of both body and mind Le'garde has suffered in the dungeons have left him with a bout of memory loss, leaving him unable to recall littler other than his name.

...Or so he claims anyway. In reality, Le'garde is manipulating the party of whomever rescues him in a bid to create a path to the Throne of Ascension. Between his supposed prophesized status and the agonies he suffered within the dungeons reflecting the aspects of the soul needed to ascend, Le'garde believes he can become a New God without compare and fulfill his destiny. His confidence can be quite misplaced, considering he dies if the player fails to reach him quick enough, and even then he's really banking on getting good allies to make it through the perilous ancient city. It's notable Le'garde only succeeds in his ambition in a single ending, and that's only if you let him. On Hard Mode, he's dead from the word go so it is a serious case of "did not think this through". Le'gardeless, should he attain his New God status, he does seemingly succeed in his ambitions, but at the same cost of self and humanity that seems to generally go along with ascension. Like so many other things, it's also more than lightly implied that his accomplishments will be temporary and fade with the sands of time.

Le'garde is the father of The Girl, having been visited by Nilvan in his dreams, and her dominion over the realm of the dreaming mind made their copulation just as real as anything else. As it turns out, the pedigree of The Girl makes her the one truly worthy of Godhood on par with the Old Ones, and should she be escorted to the absolute Depths of the dungeon, she awakens as a God far beyond the power of Le'garde and the Fellowship. Ultimately, Le'garde turns out to be little more than a middle man in someone else's path to greatness, and indeed his apparent reappearance in Termina has him lament that he was nothing more than a pawn to greater powers, meant to assist others in realizing their potential.

It's worth noting that in the game files, Le'garde has sprites for animations only protagonist characters can perform. It's speculated at one point he was intended to be a main protagonist, selectable at the start of the game along with everyone else available in the current version. Certainly, choosing to willingly brave the dungeons, while risky, is a bit more sensible than the way his plan is presented in the actual game. On the other hand, it would require some heavy re-writes to the motivations of everyone entering the dungeons after him. Alternatively, those sprites mean nothing and Orange just created them for any standard controllable humanoid character that could potentially lead the party.

As a Party Member: Le'garde is the one non-protagonist character who has completely standardized attributes. He's fully controllable, can use most equipment and skill scrolls in the game, suffers from Phobias and issues related to mind, and comes with a relatively unremarkable skill in Leg Sweep. Recruiting him is simple enough, simply reach him in the Level 7 Catacombs before he dies and he will join no questions asked. He will patiently wait in place for you to return if you refuse, with no further danger to himself. The time typically given for how long you have to reach him is 30 minutes, though if that is accurate or how the game tracks it, I don't know. One notable thing about Le'garde is that while he has a scene with Miasma where the sword attempts to control him, he is able to resist its temptations. Thus, there is no possibility for problems if Le'garde equips the sword. Additionally, if he is in the party with recruit D'arce, he is always able to talk her out of splitting off from the party if she is suffering from low mind. In contrast, there is a scene where he can come into conflict with recruit Ragnvaldr, which will result in one or the other dying no matter what. Should you let Ragnvaldr kill Le'garde and D'arce is in the party, she will turn on the group. Luckily this is pretty easy to avoid if you know what you're doing, and there are otherwise no drawbacks to using Le'garde and recruit Ragnvaldr in the same party. Since Le'garde is on par with your protagonist in capabilities, there's really no reason not to recruit him if your reach him on time, unless you're going for Ending D which he locks you out of as long as he is in the party. Despite his own ambitions, Le'garde otherwise does not conflict with or attempt to stop you from obtaining other endings, including Ending E amusingly enough.

Nas'hrah

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"I go by many titles, but you can call me Nas'hrah the Doom and Terror of Modern Man."

As a Character: An immortal New God who predates the Fellowship, Nas'hrah is a phenomenally powerful sorcerer with easily the most extensive backstory of any character in the game. He has been around since the year 410, over 1,000 years prior to the events of the game. He has been the owner of the Grand Libraries of Ma'habre, he has been sultan of the Eastern Sanctuaries, he is responsible for the formation of the Yellow Mages as a group, and he's an all around vile and violent curmudgeon who is the one unambiguously evil party member of the game. While Le'garde can easily be viewed as a self-righteous extremist, he arguably has noble intentions in the grand scheme of things. Enki is certainly rude and self centered, but he doesn't really go out of his way to antagonize anyone. Nas'hrah on the other hand, is gleefully violent, irreverent to anyone and everyone he talks to, and has quite the potty mouth to boot. He will gladly slaughter you for minor sleights against him, and has no interest offering aid to anyone that does not provide any benefit to him in turn. While his ultimate goal is to restore his body which had been lost in a previous conflict, when that doesn't pan out he's content to use the party as a means to slaughter the Fellowship, whom he has an immense distaste for. While he does have his more sober moments, for the most part he's just a jackass with a misanthropy streak a mile long. Naturally, his dialogue can be pretty entertaining and he has insults for just about everyone in the game.

As a Party Member: As a secret character, Nas'hrah is naturally pretty obtuse to discover. While getting the Eclipse Talisman from a Yellow Mage does also yield a hint towards his existence (if you can even think to try talking to Yellow Mages), actually knowing he's in the Level 2 Blood Pit can only really be discovered if you just randomly interact with the gore wall. Additionally, you need to have the Cube of The Depths along with the Eclipse Talisman when talking to him, or else he will see no value in you and gladly let his behemoth from the darkness crush you to death. If you do recruit him, however, you get one of the most mechanically unique characters in the game. Nas'hrah is well and truly immortal. While he does have a Body stat, being reduced to 0 doesn't actually impede him much beyond briefly stunning him. He is fully controllable and capable of using items, though he cannot use any equipment in the game, including accessories which is pretty unfortunate. He does not need to eat anything, so he's low maintenance on your food supplies. He does not suffer from Phobias, and therefore does not suffer any penalty if his mind depletes, though sadly he is not immune to the passive mind drain of being in the darkness of the dungeons. His mind is purely a resource to use the spells he comes packed in with, which are Greater Hurting, Pyromancy Trick and Black Orb. Nas'hrah doesn't have great damage potential, but he is very reliable. Magic is pretty accurate by and large, he's a good item caddy, and again the immortality means it's no real big deal if he eats shit in a fight. One thing to note, it's naturally an obvious strat to hit him with Pheromones so he can sponge damage for you. Nas'hrah has special dialogue calling you out if you do this, and nullifies the effect of the spell of you try it. He's really easy to recruit if you know what's required, and his low maintenance means there's really no reason not to use him. Since he can't equip anything, he can be a drain on mind restoratives since he needs to use his spells to contribute, but hey that's what the Bug Eyed Figurine's mind elixirs are for. That being said, he will refuse to enter the Void, locking him out of the party for Endings D and more importantly C, and he has a unique interaction with the final boss of Ending B which results in him being removed from the party before the fight begins. Ending A is the only time you can rely on him for assistance all throughout the final area, though this doesn't matter too much since all combat save for the final boss can be avoided.



































That's all folks.

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Mechanics: Hidden Skills

We've gone over the magic of the Gods you can learn from the Hexen, and will be going over all the skills each character can learn from their respective Souls, but that is far from the limit of what you can learn in this game. There are a number of skills learned from alternative methods, usually dedicated scrolls or books, and some of these can be quite potent. More over, more than a couple of them have fixed locations for the scrolls/books that teach you these skills, and thus can be reliable and effective tools you can factor into any playthrough. A good number of them are dependent on RNG to obtain, but they can also be Empty Scroll'd like so many other things in the game. Are any of them worth that kind of investment? Let's find out!

Suicide: Starting on a bit of a low note here, I'll admit. This is a skill that is completely exclusive to your protagonist, and will automatically be added to their skill list the moment they reach 50 Mind on the overworld. I'll give you 3 guesses what it does. Mostly this skill is just meant for runs that end up as a wash, and you'd like a more theatrical way to end it than just quitting to the title screen.

Escape Plan: Now I know I said I'd be covering character skills in their relevant character bios, but this one is worth mentioning now due to a particular quirk of it that makes it fit in for this post. This is a Cahara exclusive skill, tied to making a specific choice in his backstory. And when I say it is Cahara exclusive, I mean that 100%. This skill can only be obtained from selecting the right choice in Cahara's backstory, it is not tied to the Endless Soul and very strangely it is the only skill in the game that cannot be Empty Scroll'd. This is unfortunate as it has an extremely valuable effect. This buffs the success rate of the Run skill, making it work 100% of the time against things found in the first 3 levels of the dungeon and giving an appreciated amount of increased success against most things past that. I plan to make a mini-mechanics post on how running from battles works later, but for now just know that this skill's exclusivity to Cahara is one of a number of reasons why he is almost indisputably the best protagonist in the game.

Blood Sacrifice: This is a skill that is so under documented, I legitimately had to fire up a file I keep for testing purposes tonight to personally confirm how it works. Strange because it's actually a pretty awesome skill and I feel like plenty of runs could benefit from working it in. Blood Sacrifice is the only other skill learned that you use at Ritual Circles. You learn it either from a Scroll of The Dark Mage or an Empty Scroll. It costs 30 Body to use it. At first glance, this seems to be a disastrous permanent debuff, lowering your Body cap rather than just your current Body. Thankfully, this is temporary, your body cap reverts to 100 after about a minute or so. What's the effect for trading Body to use this skill? It will teach you a random Gro-Goroth spell you don't already know. Since there are 5 Ritual Circles in the game, Blood Sacrifice can be used to learn every Gro-Goroth spell. This is incredibly useful as any well versed player can gain access to every Ritual Circle in the game in about 20-25 minutes, and thereby get every Gro-Goroth spell for a single Empty Scroll and no soul stones spent. Very much worth considering for certain Hard Mode runs, where there are a lot of skills you want to learn but limited soul stones.

Combustion: This is a phenomenal skill, obtained via a scroll found in Nosramus' second hideout or by Empty Scroll'ing it. This skill is a fire attack that is considered physical damage (so unfortunately it's not more accurate against the Head than a physical attack is) that deals 320-480 damage at 95% accuracy with a 60% chance to inflict burning. The thing that really sweetens the pot about this skill is that it costs 0 mind to cast, making it better than the majority of the weapons you can find in the game. While there's an upper limit to how much damage this can deal compared to physical attacks, it is an incredibly reliable damage that is great on weaker characters like The Girl or Moonless.

Chains of Torment: Obtained from the Tormented One of the present, found in the flaying chamber after defeating him in the past. This is an attacking spell that deals 900 piercing damage at the ludicrous cost of 80 mind. It also only has 95% accuracy, though at least it's considered a magical attack. The more interesting thing about this skill is that it has a 100% chance of inflicting bleed. Bleed is a much weaker DoT effect than Burn or Poison, but it's also the one DoT nothing in the game is immune to. There is at least one fight where this could come in handy, though it's pretty gimmicky and too impractical otherwise.

Demon Seed: A spell learned from the book Creation of Life II, which is crafted from the Book Pages line of items found throughout the dungeon and ancient city. The first pages are found in the Inner Hall Library, the second Pages are found is Nosramus' first lair, and the final pages are found in the Old Passage of the Ancient City. Alternatively, you can Empty Scroll it like so many other things. This is a field skill that allows you to "plant your seed" in the corpse of an enemy to spawn a Demon Infant. After about 6 minutes, the Demon Infant will become a Demon Kid, who is mechanically identical to The Girl except you have to go through over half the game to get him. The main purpose of the Demon Kid is to trade him to Pocketcat for slightly less guilt in the process, though again you get him pretty deep in a run so it's debatable how helpful this is. This skill cannot be used on Hard Mode.

Rebirth of The Beloved: This skill is exclusive to Hard Mode and is essentially a key. We'll talk about it later.

Phase Step: This skill straddles the line between cool hidden bonus and debug tool. Phase Step is a field skill allows your character to teleport short distances, 5 steps in the direction they are facing to be precise. It costs 10 mind to do so, and actually has a dedicated key for it in the default keyboard controls. (The C key) That default key is the only hint that this spell exists in the game, as it can only be learned via Empty Scroll. This skill was originally going to be a Tier 2 Alll-mer skill, but I guess Orange quickly realized how much it broke the game and made it a secret instead. You can Phase step past walls, into walls, into chasms at which point your character just stands in the air and can't move, and just about any other spot you can think of. Naturally, if you're in a wall or over a chasm and you no mind left or mind restoratives, you are stuck and the game is soft locked at that point. It's a fun skill to mess around with, and it is the cornerstone of Any% speed runs of the game due to how much it busts the game wide open.

Simple Transmutation: Learned from a scroll obtained by solving Isayah's first treasure map (And can be Empty Scroll'd, natch). This leads to a spot southeast of the Nameless Figurine in the center square of the Ancient City. Simple Transmutation is a field skill that costs 15 mind can can do one of two things. It can turn 1 Moldy Bread into 3 Moldy Breads, netting you two extra. It can also convert Water Vials into Wine Vials, giving you a mind restorative that heals 38-42 mind. On Fear & Hunger mode, this skill completely breaks the resource economy of the game, essentially giving you infinite food and mind. While it still kind of does this in the higher difficulties, there's an additional resource to be mindful of in that mode that Simple Transmutation does not help with, and can actually detract from if you're making regular trips to the Salmonsnake pond for more water vials. Still, if you kill Isayah for his maps (and you really should) there's no reason not to grab this.

Walk On Water: Found alongside Simple Transmutation, this is a field skill that does exactly one thing. This can be used to walk over the Salmonsnake's pond, accessing the area on the other side. Pretty much a glorified door key, but it is how you get the extremely useful Combustion scroll, so it's useful on that basis alone.

Disguise Crafting: Not a skill specifically, but unique crafting recipes learned from a rare book. A potential book you can get from coin flip shelves is the Assassin's Handbook I (There are a lot of books marked as the first volume in this game, and like so many of those there actually isn't a Book II in the series), which allows you to craft the Ghoul Outfit, the Guard Outfit and the Fur outfit. The materials for all of these are obtained by using the skinning knife from Trortur's chamber on various creatures. Ghouls and Night Lurches provide Pale skins for the Ghoul Outfit, All varieties of Guard provide skin for the Guard outfit, and Lord of The Flies will provide the fur for the Fur Outfit. The first two recipes require two skins, while the last one only requires one fur. Should you indulge your inner Buffalo Bill to craft these, they are all armor pieces that modify your overworld sprite and make you immune to detection from the relevant enemies skinned to craft them. Much like the BDU in Metal Gear Solid 2, bumping into an enemy blows the disguise. The Assassin's Handbook is a very rare item, so you'll seldom have a run where you can do this, and it's of limited use since you need to be able to kill the enemies each suit affects in most cases to actually make them. You can Empty Scroll the book if you like.

Pinecone Pig: Image This is an accessory crafted from a recipe obtained from another rare crafting book, in this case the Pinecone Pig Instructions. You can Empty Scroll either the book or the Pinecone Pig itself into your inventory. The Pinecone Pig is simple to craft, requiring a pine cone and a stick to create, and when equipped he has a chance to bring you one of a number of items at the start of a battle. Notably, the Pinecone pig can appear in any fight, including unlosable ones like Doors or the Human Hydra. Thus, the Pinecone Pig can be used as a farming method for a number of valuable items if you have the patience for it. I don't, but some people like it. The odds for the Pinecone pig are as follows:

75% Chance:

Nothing
"The pinecone pig brought you nothing. It just wanted some company."
"The pinecone pig brought you nothing. It would like to fight with you, but you shoo it away."
"The pinecone pig brought you nothing..."

25% Chance:

The pinecone pig brought you (insert item here)"

5% Chance:

Ale
Bottle of whiskey

2.5% Chance:

Blue herb
Blue vial
Bonesaw
Cloth fragment
Cloth hood
x5 Dirt
Explosive vial
Glass vial
Green herb
Iron arrow
Nitroglycerin powder
Oil
x2 Opium powder
Pinecone
Pipe
Purifying talisman
Quill
Raw meat
Red herb
Red vial
Scroll of the highwaymen
x3 Silver coins
x5 Silver coins
x6 Silver coins
x12 Silver coins
Small key
Stick
Throwing knife
x2 Tobacco
Water vial
White vial
Wooden buckler

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Supplemental: Running From Battle

Those who fight and run away live to fight another day, and no place is this more true than the dungeons of Fear & Hunger. In fact it's often the smarter move to escape before a single strike is even thrown on either sides. But how exactly does the game determine if you successfully run away or not?

There are two options for escaping from a battle. The first is the hit cancel on the action select screen when your turn begins, which will put you in a combat menu with two options: Fight or Run!. Fight just sends you backs to your action select menu, while Run! attempts to flee the battle, not allowing for anyone on your team to take an action when you use this method, and naturally opening you up to punishment if it fails. The formula for how this escape method works is as follows,

(Average Agility of player's party / 10) * 50 = % Chance to escape

Or put into a less over complicated formula, your party's average agility times 5 represents your direct escape chance. Every character except for Moonless has 10 agility, so the default success rate of this run method is 50%.

I'm not sure if the formula posted on the wiki is the actual spaghetti code used in the game or if the person who posted it is bad at simplifying equations, but regardless this method of running is essentially another coin flip. One thing this method has going for it is that if it fails, its an additive 10% bonus for every failure, theoretically allowing for a guaranteed escape after enough failures, though you're probably in a bad situation if you tried that many times. Moonless boosts the odds of this method of escaping, but obviously for a diminishing amount for every party member you have. If you're a solo character with the White Angel Soul, then this escape method works 100% of the time. This sounds good, but that Soul is tricky to get without an Empty Scroll, and playing as a solo character is a much more dangerous thing to do in this game than it is in Termina. For the most part, this is the inferior method of escaping from battles, save for one or two specific instances.

The other option for running from a battle is the Run skill found in your skill list. This skill has a flat success rate for every enemy in the game, and often the rate is much higher than the Run! command. While it doesn't get the 10% bonus for failure, this one enjoys the mechanical benefit that if it does fail, other people in your party can still take their actions. The success rate of the Run skill is affected by two things, what difficulty you are on and if you have the Escape Plan skill. Escape Plan has its own success rates that overwrites the T&S/Hard Mode rates, making it a stronger skill in those modes. The rates are as follows,

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Any enemies not reflected in the above tables are special enemies such as bosses that disable running options all together. As you can see, there is exactly one fight in the game where Run! is better than the Run skill (Disregarding fights that flatly set the rate to 0%), the Old Knight. In fact due to what I'm assuming is a coding error, this fight actually has a 0% success rate for Escape Plan. Run! is probably also the better choice for Miner Spectres if you lack Escape Plan since the gradual increase in success rate does trump the rate for the Run skill. I'm not actually sure what would happen if you use Run! on an enemy with a 0% rate set for Run but otherwise doesn't disable running away. Something to try on my own time! For the most part, any time you get into an engagement you aren't sure you can win without serious losses, it's best to attempt to flee. Because Cahara has near guaranteed escape rates against most things in the game with his Escape Plan skill, this makes him a very good character for T&S mode.

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Part 8 is out! And as quickly as it began, D'arce's time as the protagonist comes to an end. We'll be seeing her again in due time, rest assured. In our next run starting tomorrow, Enki will be the man of the hour and we will begin our first foray into Terror and Starvation mode. I have been eager to go over the changes this introduces to the game, and believe me that some of them are a doozy. With that out of the way, onto extra notes and unique equipment!

Unique Equipment Available

Black Witch Soul: Probably the ultimate attack boosting accessory in the game. The Black Witch Soul gives your physical attack a 100% chance to inflict the poison status when it connects with the enemy. This is the most reliable form of inflicting poison in the game, as throwing darts are RNG while Purple Vials require a recipe book and materials to create. There is only one notable enemy in the game immune to poison, so being able to stick enemy torsos with a DoT that chops off over a third of their HP every turn with no limit is phenomenal. The only way to get this on F&H mode is through an Empty Scroll (despite entries on Tormentpedia claiming otherwise) but there is a standard way to obtain this soul on Terror & Starvation. Fun fact, in older versions of the game Flip Side was the only place you could fight the Black Witch, which meant getting Ragnvaldr's S Ending required the usage of 1 Empty Scroll since this soul was otherwise unobtainable. Thankfully, the Old Knight had the same HP across all difficulties in those versions, so there was an easily obtainable Empty Scroll in every run.

The Penance Armor: By completing Trortur's sidequest, or more practically by just using the Steal skill on him when you first fight him, you can gain access to the ultimate armor in the game. The Penance Armor has huge pros but some pronounced cons. For the pros, it has the best physical defenses in the game, tied with the Gaunt equipment. (Though funnily enough, the pieces have no defense stat) The combined Armor and Helmet make you immune to limb loss, confusion, decapitation and face rip, and the Harvestman's coin flip attack. It does not make you immune to Fracture, Infection, or Blindness so you'll want to be mindful of those. For cons, it cannot be removed due to the nature of how it is worn. It prevents you from taking part in the Bunny Mask and Wolf Mask rituals, as well as showing love at ritual circles. It inflicts a pseudo-permanent bleed status on you as well. It can temporarily be staunched with cloth fragments but will quickly return. The Salmonsnake Soul and the Ring of The Still Blood will stop bleeding when equipped, but for the former it will return in short order when the soul is unequipped. (Ring of The Still Blood is an accessory that also can't be removed) Since it is redundant to have the Salmonsnake soul equipped, the best strategy is to keep equipped until you reach boss fights, at which point you can switch to a more useful accessory for attacking purposes. This armor is great, and if you can pick it up you probably should, the pros outweigh the cons in my opinion.

Extra Notes

-As you'd expect, the contents of the hidden grave in Flip Side change based on your main character. This is the only place in the game where you can learn everyone's ages! From youngest to oldest, D'arce is 24, Cahara is 26, Enki is 29 and Ragnvaldr is 31.

-As mentioned previously, you cannot get the Black Witch Soul through normal means on F&H mode as she can only be fought in Flip Side and you get teleported out upon her death. Spawn points are added for the Black Witch in the Grand Library on T&S mode, allowing you the ability to fight her and use a soul stone on her corpse there. Be sure to take her much more seriously though, she's a way more credible opponent on that mode.

-Should you use a Soul Stone on the Butterfly, you get a Lesser Soul rather than the Butterfly Soul. Since the Butterfly Soul is bugged and does nothing, it's probably better to just kill him.

-We finally find out why Enki cannot complete the Cockroach King sidequest despite being the only character who can do it normally. He can't very well kill himself, can he? (Well he could but you couldn't really enjoy the benefits at that point.) It's quite the goof that Enki doesn't get a unique second objective for this quest. Due to party members being removed on Hard mode, the Cockroach King quest is also impossible to fully complete there as well.

-If you let Enki live for more than turn, he begins summoning ghouls via Necromancy to aid him. If you thought he looked a bit off center in the fight, that's why.

-Nas'hrah has a number of extra interactions and dialogue for various situations in the game. I won't go over all of them in the videos, so here's a compilation if you'd like to see them all. Be mindful of spoilers for things we have not yet seen in the LP!

-Nas'hrah is unconcerned with DoT effects because he's immortal anyway. Don't bother curing him if he gets afflicted.

-Even if you ask a bunch of dud questions to the New Gods, you always get the book of Enlightenment except on Hard mode. It behooves you to talk to them.

-The Gaunt Knights arms can be disabled for less damage than it takes to destroy them, so it'd probably be smarter to go for that than how I approached the fight in the video.

-If you leave Jeanne to her fate, she will of course die, with her body being in the area leading to the Old Passage. You can loot her and use a Soul Stone on her for a free Lesser Soul if you'd like. She'll also die if you save her, but don't talk to her and leave the screen.

-To be real, putting on the Penance Armor would have been the practical thing to do, but given our ending I think it would have been pretty silly to throw D'arce into an armor that's not meant to let you live for more than a day.

-Cursed Blue Sin is absolutely worth the effort to obtain. The 70 coins from the second treasure map will almost certainly allow you to secure enough soul stones from the bug eyed figurine to enchant it, so I'd recommend making the trip for that if you have it.

-Bit of a shame that the Nas'hrah husk cannot be used in the flaying chamber. I feel like he'd have a funny reaction to that if you could use it.

-Nas'hrah is supposed to immediately set you alight when attempting to show love, not the extremely buggy delayed combustion we saw in the video. I'm guessing setting the blood portal is what confused the game on this.

-You need to specifically answer in the negative to the dark priests to obtain their items, a well adjusted individual deserves nothing extra. Thankfully, the option to get the items is also the default, so you don't have to worry about being screwed over if you mash through the text.

-Since the Miasma event can happen only once per playthrough, you can have Le'garde tank it for you and then never have to worry about anyone suffering from it for the remainder of the game. To re-iterate where this event can happen,

Level 3 - Basement
Ancient City - Tombs of the Gods
Past Ma'habre - indoors

It will occur when you're at 50 mind or below on F&H, and at 70 mind or below on T&S. It's most dangerous when your main character is holding the sword, as they will automatically butcher your party when the event happens, with only Nas'hrah and Skeletons being able to survive it. If a non-Le'garde party member gets the event, just don't say anything to them and you will pass through it unharmed.

-Since Francois is only a required fight for Endings D and Ending C, it is entirely possible to beat the game without ever encountering any of the New Gods.

-Random place to mention it, but if you use Passages of Ma'habre after fighting any of the New Gods, the New Gods you have slain will not appear in the vision you get when walking across the bridge.

-Despite it being his ambition, Le'garde will not force you to go into Ending C and will tag along for any other Ending of the game. Amusingly, you can send him into The Void and get a different Ending, with Le'garde's ultimate fate being left in the air. There is little reason to do this, since Le'garde is a good party member to have, but it is an option if you want to clown. Ending D cannot be obtained if Le'garde is in the party when you interact with the Throne.

-Since we're not going to be coming back here in a non-Hard mode run, I just wanted to note the locations each character will appear in when scattered into the Void.

Cahara can be found sitting atop one of the hills to the right of the wooden plank path. He will not immediately follow the player, but will rejoin them provided they speak to him and come back later. It takes about a minute for Cahara to collect his thoughts.
D'arce can be found passed out atop one of the hills to the east of the throne.
Enki can be found hiding in one of the holes to the southwest of the throne, above the green glowing pits.
Ragnvaldr can be found at a campfire to the north or west of the throne.
Moonless and The Girl can be found to the northwest of the throne, past a wall of twigs. If you have both of them in the party, then both will be here
Nas'hrah does not follow the player into the Void.

If you have any party members created via Necromancy, thankfully they do not scatter and stay with you.

-Cahara's dialogue when you first talk to him in The Void is actually a repurposed conversation from the demo. It is a shortened bit of dialogue he could have in the Caverns, though I'm not sure what the exact trigger for the event was supposed to be. You can see the original use of his dialogue here.

-Both versions of Ending C are the only non-Hard mode endings that can result in escape from the dungeons, as well as the only endings where multiple characters can escape. It's a deeply bittersweet accomplishment in either version of the ending.

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Supplemental: Enemies Pt.9

We've just about seen everything the dungeons have to throw at us, save for one more area. These enemy posts will be pretty short going forward, and mostly covering unique enemies.

Black Witch

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Phobia(s) Triggered: Rhabdophobia

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*On T&S/Hard, the Torso has 1000(2500) HP while the arms have 400 HP each

A woman who has been completely subsumed by blood arts, the Black Witch will attack you if you dawdle in Flip Side for too long, and can ambush you in the Grand Library on T&S/Hard. With her right arm, she will use that dagger to stab your characters for light damage but high odds of poison and infection. Her left arm is the more pressing threat, lobbing Black Orb at you and can easily hit for 80-90 damage if you have no otherworldly resistance (which you more than likely won't). Now on F&H mode, the Black Witch is not that much of a threat. Her arms are extremely weak and she cannot act without them, so even just a party of two can dispatch her easily so long as neither of them miss. With a party of 3 or 4, you can just focus her torso and call it a day. On the harder difficulties, it's less likely you'll have the fire power to destroy any of her parts in a single strike, meaning that you have to take the fight much more seriously. Black Orb is by far the bigger threat at the stages of the game where you'd fight her, so be sure to destroy that left arm before anything else. As demonstrated in the video, the Black Witch soul is a very powerful accessory, so it's worth your time to kill her on harder difficulties where you can obtain it reliably.

Enki

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Phobia(s) Triggered: None

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For a guy whose backstory goes into detail about his frailty, Enki has a remarkably sturdy torso. Far more HP than the more physically capable Cahara has. Anyway, Enki is a fairly simple fight and I approached him pretty poorly in the video. His right arm can cast Needle Worm and Locust Swarm, the former just being really light and unthreatening damage while the latter is pretty annoying with its high chance to confuse. The left arm will sling out Hurting, with a flat 50 damage dealt and a good chance to blast off a limb. Enki's head will summon a Skeleton to the battle, who attacks for low blunt damage. Should you destroy both of Enki's arms, he will be thrown off balance as if he lost his legs. Fortunate, since he doesn't have legs to target in the fight. It's pretty simple to take him out with two characters, just destroy the arms and follow up with a headshot. Should he summon a skeleton, the fight will automatically end upon his death, and the skeleton will fall alongside him.

D'arce

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Phobia(s) Triggered: None

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We're not going to have a chance to see the enemy version of D'arce in this LP, so may as well cover her now. Upon saving D'arce from the Cavedwellers, you have a chance to act extra tsundere and attack her afterwards. There are also some events involving Le'garde and Ragnvaldr that can prompt a fight with her though you'll likely have enough sense to avoid these. D'arce is extremely durable and fights very straight forwardly. She'll launch a slashing attack with her sword, and has a chance to perform Leg Sweep with it. Leg Sweep is one of two limb destroying attacks in the game that goes after Legs exclusively. It's additionally a multi-targeting move, hitting the whole party. Only your protagonist cares about losing their legs, so as long as you have the Salmonsnake Soul on them, you'll be fine. D'arce's arms have extremely high physical evasion, so unless you have magic it is advised to avoid going for them and instead just take out her legs and go for the follow up headshot. If you have Hurting or Black Orb, you can easily blast her sword arm off and then kill her in safety after. Since the Domination soul isn't required anything, D'arce's skills on their own aren't that great save for Fast Attack, and saving D'arce denies you the Cavedweller's merchant, there's really not any reason to ever fight her. If you do kill her, you can loot her for the equipment she joins with and the added extras of 1 blue vial and 20 Silver coins. D'arce is way more valuable as an ally though, so I really couldn't recommend this.

The Yellow King

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Phobia(s) Triggered: None

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The ascended form of Le'garde, the Yellow King is remarkably unthreatening if you know what you're doing. That Snake on his shoulders will periodically heal him, though not for a great amount and it's pretty durable, so it's wise to just ignore it. The Yellow King will summon an asterisk each turn, up to a maximum of 3. These asterisks will either heal every part of the Yellow King for a fairly unimportant 180 HP or so, or hit someone in the party for small but untyped and therefore unresistable damage. The main threat of this fight is that the Yellow King will use a coin flip attack every turn called Salvation. This attack will insta kill you should you fail the flip or not guard against it. All this coming together, the Yellow King's difficulty largely boils down to how many party members you reunited with before fighting him, and what kind of attacking options you actually have at your disposal. As shown in the video, the combo of Burn and Poison absolutely melts the Yellow King, and if you inflict both on the first turn, the fight will be over at the end of the second, well before he can do anything. Luckily, if you're in a bad way and lack the tools to defeat him, you can simply kneel to him and get Ending C-II instead. A win's a win, right?

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Part 9 is out! We begin our third playthrough and begin working towards Ending B. This go around we're Enki... sort of. Enki is pretty bad so I figured this run would be as good a chance as any to show off just what happens when you Show Love to an appropriate (relatively speaking) party member at a ritual circle. Ending B requires that we cut the three organs to access the alternate final area, which does involve slaying 3 of the 4 New Gods, but Francois can be ignored entirely. To best demonstrate the bulk of changes on Terror & Starvation, we will be properly facing off against the New Gods we have to fight. This video is mostly setting ourselves up for clearing the task ahead of us. We'll need to secure equipment in the next video, but otherwise we will quickly get to work annihilating the required New Gods. I'm not going to go super in depth on all the changes we saw for Terror & Starvation in the notes for this post, as I'd like to make a dedicated mechanics post about the difficulty settings in the near future.

Unique Equipment Available

Sergal Spear: The de facto ultimate weapon in the game, with a tremendous +120 attack power. Not only does it hit for around 600 damage on average, few things in the game can withstand a critical hit from it. The price of 4 arms can be tricky to fulfill, but as shown in the video there are easy ways to obtain those with no real loss. Probably the next best alternative for getting this weapon is sawing off the arms of two characters you were planning to form a Marriage with anyway. If you can obtain the Sergal Spear, you probably should. It is a two handed weapon, so be extra mindful of your arms if you want to use it!

Extra Notes

-Enki actually does have some pretty interesting options at his disposal should you forgo Dash. In particular, starting with Necromancy and a Soul Stone if you pick the relevant options can be a fantastic way for getting him started on his preferred playstyle. Since we're playing on Terror & Starvation however, we simply cannot afford to sacrifice the speed Dash gives us.

-It bears reiterating, the Hounds will always follow you into the Entrance Hall, regardless of if you hear the barks incoming before hand or not. If you travel through the Level 2 Basement and enter the Entrance Hall from the Inner Hall, you can avoid this event. That is luck based for every character other than Cahara, however, due to the random chance of getting the locked door layout for the basement.

-I'll be real, I flatly hate the Torch mechanic. There's a very finite number of guaranteed torches in the game, and getting extras is wholly dependent on loot RNG. While I've never had a run fail due to running out of torches, I have cut it very close. Since torches only burn for about 3 minutes of real time, it is extremely difficult to complete the game if you don't start with Dash. I won't say it's impossible, but I have to imagine any run that starts without Dash needs to make getting it through any means necessary a top priority. While the game is still technically playable without torches, the ambient light is so low to non-existent in many areas of the game that it is tantamount to playing it with your eyes closed.

-Not every enemy gets HP buffs in T&S, but it's safe to assume any enemy that can deal limb damage or other nasty maladies does. Pretty much the only character who can reliably take down guards without taking damage at the start is Ragnvaldr if he starts with the Axe.

-If you want to recruit Ragnvaldr, be sure to do so before entering the Ancient City! For both him and recruit Enki, terrible fates befall them once you enter deep enough into Ma'habre on Terror & Starvation mode.

-I didn't draw attention to this in the video because torches force me to move quickly, but Buckman will always meet up with Ser Seymor regardless of whether or not you talked to either of them once you kill Trortur. Amusingly, it's possible to enter the Inner Hall from the Blood Pit, kill Trortur, and then immediately turn around and venture back to the Level 3 Basement where Buckman will greet you as if you did talk to him even if you've never even seen him.

-From a practicality stand point, you should always take the Silver Coins from Buckman. The Ring of Wraiths he gives for completing his quest is available way too late and it only modestly useful regardless.

-Counter Magic can interrupt the Yellow Mages dance to prevent Hurting, though this is pretty pointless since you can accomplish the same thing by just destroying a single leg. On the topic of Yellow Mages, don't even bother with going for the Locust Swarm arm, it has 300 HP and 40% physical evasion on T&S and Hard mode, making destroying it a crapshoot. Just take out the legs and go for a head shot since they also have 900 torso HP on this mode.

-Even if you come back with the Stone Crown, stealing the Cube of The Depths makes the Cavedwellers without it makes them permanently hostile. It's generally not practical to put off getting the Cube before you have the Crown, so make sure you do any shopping you want to before hand.

-I did not intend specifically to pick up Blood Sacrifice in this video, but I might not get another chance so I figured why not? Had I know I'd get an Empty Scroll for it in this video, I likely would have picked God of The Depths for Enki's maxed affinity.

-Due to their copious amounts of resistances and low maintenance, it's not too terrible an idea to pick up at least one skeleton for a normal team. They're negligibly weaker on offense compared to a controllable character, and just as capable of soaking up damage.

-Ghouls on the other hand are trash and should largely be gotten for their sacrificial uses. It's worth noting that since they can't actually equip anything, they are unaffected entirely by losing arms. The most practical purpose of them in battle is as pre-deployed meat shields. Blood Golem takes a turn to set up, Ghouls do not. The fact that they need to be fed makes it really undesirable to keep them around longer than you need them for.

-Walking over one of those bear traps in the Tomb of The Gods is essentially a run ender, forcing a save reload on T&S and a complete restart on Hard Mode. You move way too slow crawling around to finish the game before you run out of torches.

-Since Enki is primed to pick up Ghouls very quickly, and the Marriage of the Flesh eliminates all his weaknesses, there's basically no reason not to form a Marriage with him unless you're going for his S Ending, which forbids the use of Marriage. I'll be going more in depth on the Marriage when I write a dedicated character post for them.

-I meant to mention this in the video, if you do form an Abominable Marriage, it does have the interesting perk of making you immune to detection by Guards. Apparently you're so deformed they recognize you as kin at that point.

-Since the Sergal Spear is a two handed weapon, being a Marriage is the only reason I elected to get it. Both Enki and Skeletons are unable to use it, and our final party slot will be a Nas'hrah, who is also unable to use it.

-You get some serviceable items from looting Jeanne's body, so once again it's best to abandon a member of Buckman's crew to their fate.

-I'll probably mention this in the next video, but may as well say it here now. Now that we've entered the Ancient City, Crow Mauler has been despawned. You'll occasionally hear his siren, but he won't enter the map. You can still fight him if you fail the coin toss for using his bed, but otherwise we can no longer encounter him and he's completely unavailable on Hard Mode where you can't save at all. This is most likely a bug rather than a feature.

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Supplemental: The Dark Priest, Enki

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"I got a large, stuffed crust pizza with extra cheese, extra bacon, onions, jalapenos and anchovies, yes..."

Woops, wrong quote.

"Huh? You are with a sane mind still? Please leave me. I'm not here to make acquaintances and I fail to see what worth chatting with you would bring.

As a Character: Enki was born one half a set of twins to a convent of Dark Priests. Interestingly, unlike the other characters we never really learn what part of the world Enki is from specifically, just that he lived in some sort of temple. The life of a Dark Priest is a brutal restrictive one, requiring total dedication to the occult. While the world of Fear & Hunger is very much steeped in religion due to the overt presence of the Old and New Gods, Dark Priests themselves are still considered to be fringe zealots due to their absolute devotion to the Gods. Enki completed the rites set before him in order to become a proper Dark Priest, but his final challenge proved to be problematic for him. Enki was forced into a duel to the death with his own twin sister using ritual daggers. Enki was born frail and struggled with physical tasks, resulting in him suffering a swift defeat. This is the only backstory with a huge diverging point, and it's not really clear if Enki did backstab his sister when she relented and spared him, or if he accepted his defeat and eked out a miserable existence in a well for a time. Regardless, Enki was set on becoming a Dark Priest as a means of proving himself, devoting his studies wholly to the Gods of old. His studies would lead him across scriptures detailing a prophesized individual destined to unite the Western World. Enki was skeptical of such a prophecy, but at the same time was curious at what such a man could know and how it could further his own knowledge of the world around him. He quickly discovers the man the prophecies speak of is most likely the Captain of The Knights of the Midnight Sun, Le'garde, who has recently been interred in the Dungeons of Fear and Hunger. Enki sets out on his own quest to rescue the captain and pick his brain for any greater knowledge he may posses. It's worth noting that Enki's actual motives seem to vary depending on what part of the game you're seeing him in. His backstory when starting as him indicates that his presence in the dungeons is a result of an investigation he conducted, and came to the ill conceived conclusion that Le'garde possessed knowledge he desired. The flashback in the Endless Tower dream indicates that Enki was suicidal and dissatisfied with the world, offering himself up in sacrifice to Alll-mer until a vision from the Gods (which ones, I can't say for sure) indicated deeper meaning awaited him in the dungeons. As an NPC within the dungeons, Enki purely seems to be there in the interest of studying tomes that can only be found within the dungeons. While Enki isn't the only character who doesn't have a direct connection to Le'garde that inspires him to enter the dungeons, his reasons are by far the vaguest of the protagonists.

Enki is the nominal hero of the cast, being self-centered and anti-social. Too many attempts to talk to him permanently sour his disposition towards you, rendering him unrecruitable, and he has no interest in allying with anyone in the dungeons if he feels there's nothing in it for him. He isn't outwardly antagonistic, and he doesn't seem to have malicious goals in mind, but he certainly couldn't care less about others. Despite his aloof nature, like all the others, the dungeon is more than willing to break him, and he laments how he isn't strong enough to resist it as he had hoped if he begins to succumb. Enki's greater awareness of the darkness the unlucky explorers of the dungeon find themselves faced with does pay off in in his own ending though, where he manages to find true enlightenment within the dungeons and the secrets to an indefinite life. Enki's legacy ends up being the strongest of anyone come Termina.

As your Protagonist:

Enki's Enlightened Soul offers him the following skills,

Counter-Magic: Enki starts with this, and it's an odd skill to say the least. It can be used on the field to unlock magically sealed doors, which is something that can only be done twice. In battle, it can be used to disrupt magic. This prevents weaker enemies from casting spells and instantly defeats products of Necromancy without them getting a chance to attack at all. It does not work on magic casting boss monsters, who are too powerful to be thrown off by a simple mantra. It's pretty whatever, but it is a free skill for him so may as well use it against the occasional ghoul.

Greater Blood Magic: This is a passive skill that offers upgrades to 3 specific Gro-goroth skills should you know them. If you know Hurting, you can cast Greater Hurting. Greater Hurting deals the same damage as regular Hurting, but only at the cost of 10 mind instead of the way too high 40. If you know Blood Golem, you can cast Greater Blood Golem which only costs 5 Body to activate instead of 20. If you know Necromancy, the spell will now succeed without the need for a coin flip, though it still costs 30 mind to use. This is actually a very good passive, especially if you plan to create an undead team, so it's worth picking up for that alone. The fact that Enki can access this skill from the word go is one of two reasons to play as him.

Enki is the only protagonist to have equipment restrictions. Enki is incapable of using two-handed weapons such as the Iron Spear, Claymore, Crude Sword or the Sergal Spear. Additionally, he cannot wear Heavy armor. This includes items such as the Plate Mail, the Gaunt equipment, the Iron Cuirass, and most unfortunately the Arm Guards and Leg Guards. Thankfully Enki can still use shields, including the very strong Eagle Crest Shield.

Enki's backstory offers him the following,

1.)Necromancy but you lose access to Dash OR Mastery Over Insects
2.)Only if you choose Mastery over Insects, you can then choose Pyromancy Trick but you lose access to Dash OR Alchemilla Vol. 1
3.)Max affinity with a God of your choosing. Gro-goroth and God of The Depths are the best choice for this in my, and most others, opinion.
4.)A Soul Stone OR a Pipe and an Opium Powder OR a Blue Vial and 2 Cloth Fragments OR Dash if you selected Mastery Over Insects and Alchemilla Vol. 1.

Alternatively, you can skip his backstory and obtain,

1.)Necromancy and Needle Worm
Actually that's it. In general you should never skip the backstory, but this starting load out is especially trash in comparison.

Enki starts with the Counter-Magic skill already unlocked, meaning he only has one skill tied to his Soul he needs the Hexen to unlock. His starting robes are notable for being one of the few Otherworldly resisting armors in the game, granting an extra 10% resistance. Enki's short sword is the worst non-dagger weapon in the game, providing a piddling +10 attack power. It's as strong as the short bow without the field applications and Ragnvaldr can perform the same damage by punching enemies.

I'm just going to cut to the chase and let you know that Enki sucks. While the inability to use two-handed weapons isn't that big a deal since most of the best weapons are one handers anyway, his limited armor choices are a huge problem to contend with in fights. Additionally, he has the worst combat by a mile starting out, with his short sword being the worst weapon in the game. While he can have max Gro-Goroth affinity starting out, Enki then has to deal with the issue of Soul Stones. There just aren't that many available until you get into the Ancient City, and a good chunk of the ones that are available depend on RNG to obtain in some form or another. That's not even getting into the struggles you may come across finding things he can kill to secure those Lesser Souls, plus the already existing things you'd like to get with them such as Blood Portal and Loving Whispers. The fact that he wants to pick up Greater Blood Magic to get the most out of his spells adds to the ongoing resource problem. Attack magic itself is just not that good in this game, costing Mind to utilize compared to the 0 price tag of physical attacks, and not really doing more damage to justify the cost. Enki is mostly good as a protagonist for his fringe perks. Starting with Alchemilla gives him good healing early on, being the only character who has the guaranteed ability to craft the herbs you find in the early stages of the game into better healing items. Additionally, having that book gives you a chance of rolling multiple items on the bookshelves in the dungeons since it's a unique book. (Sadly this bug doesn't happen with Ma'habre bookshelves where Alchemilla dupes can be obtained.) Since he's able to pick up Necromancy faster than anyone else, he also has the ability to utilize the conventionally useless Ghouls in a Marriage ritual, going from a terrible party member to a great one for no real cost. You can even have Enki and the Ghoul get their arms sawn off for free material for the Sergal Spear, since the Marriage forms with all limbs intact. That being said, I don't really think it's a good look for a character that one of their main draws is "I can turn them into a completely different character that isn't junk if I route things correctly". On his own merits, Enki is easily the worst protagonist in the game. All of the pros I've mentioned require good game knowledge to appreciate, a first time player would really struggle to do anything effective with this guy. He's kind of like Karin from Termina, on paper he has the material for a fantastic early game, but a mixture of missing a critical piece of the kit starting out and the mechanics of the game working against him results in someone who's just kind of bad at everything for no boons in return.

As a Recruitable Party Member:

Enki doesn't come across much better here. To recruit Enki, you must talk to him in the Inner Hall library once, asking either of the questions available. This will flag him to move onto his next location when you leave the screen. Do not talk to him 3 times in the Inner Hall, or he will become irate with you a refuse to join later. You can find him again in the Level 7 Catacombs by the Ritual Circle. He's more willing to talk in this situation if you hadn't angered him previously, but can only be recruited at this point if you have the Eclipse Talisman from the Yellow Mages. He'll request it from you, and you must refuse him. He will then change his offer and join you. What do you get for this complex set of steps? Not much really. Enki has the same equipment restrictions as a party member, making him flatly worse in physical combat than almost anyone else you could have grabbed at this point. He has Hurting, Needle Worm and Counter-Magic in his skill list, which are either bad or of limited use. Due to a bug, he cannot use Greater Hurting if you have a scroll to teach him Greater Blood Magic. I'd say the main use for him is to have him tank hits from Valteil if you don't have the Eastern Silk robes, otherwise he's substantially worse than Le'garde who is just one room down from him. Due to bugs in the game's code, Enki has the amusing problem of crashing the game if he attempts to form a Marriage with anyone other than a Ghoul or Cahara.

On T&S mode, Should you venture too deep into the ancient city without recruiting Enki, he will eventually form an Abominable Marriage with two ghouls, and will no longer be recruitable. The deformed Enki will be prowling around the Catacombs ritual circle room, though like the Infected Ragnvaldr, getting into a fight with him has no battle data due to a glitch and you just automatically win after a black screen. This particular event is pretty buggy in general, you can run into Marriage Enki even if you did recruit him, if you killed him before hand, and I've heard he can sometimes appear even if you're playing as Enki. The spaghetti code is strong with this one.

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Supplemental: Difficulty Levels

Since we've finally hit the point in the LP where we are moving to a new difficulty level, I figured it'd be appropriate to dedicate a mechanics post to each level and layout what to expect from each of them. While there are some number inflations in the enemy HP stats, Fear & Hunger otherwise does not do difficulty by numbers and instead the higher difficulties introduce a bunch of mechanical changes in an effort to break dominant strategies or punish mistakes more. There are 3 proper difficulty levels in the game, as well as a joke mode that masquerades as a difficulty level.

Fear & Hunger Mode: This is the standard mode of the game and what we've been playing on until Part 9. Do not mistake this for an easy mode simply because it's the first on the list, the game is just as sadistic on its base setting and you can quickly find yourself dead or incapacitated if you are careless. Fear & Hunger mode was known as Normal Mode in earlier versions of the game, where there were only two proper difficulty settings, Normal and Hard. Originally there was no difference between Normal and Hard save for the special conditions of Hard Mode we'll go over later, but as of the current version of the game Hard mode uses Terror & Starvation as a base for its difficulty. As far as differences between Fear & Hunger mode and Normal Mode, there's not really that much besides the presence of things like Torches and Lucky Coins, which were not in the game until later patches. Prior to Torches being added to the game, the vision range in the game was always at the range a fully lit torch gives you, in both Normal and Hard mode.

Terror & Starvation Mode: The intermediate difficulty of the game, for when Fear & Hunger mode becomes too stale. There are less changes than you'd expect, but the things that do change are quite prominent and can quickly spell an end to your run if you approach this mode exactly how you approach Fear & Hunger. To break it down,

Torches: Originally just a means to extend your vision range and blunt mind loss from the darkness, Torches are made essential in Terror & Starvation. The natural vision field around your character is removed, and ambient lights sources are dim in many areas and non-existent in others, meaning you need torches to see what the hell you are doing. You start with 3 torches and can pick up 4 or 5 extras in the Mines, but you are otherwise dependent on loot and crafting materials in order to make more. This mechanic is a serious pain, as the guaranteed torches are nowhere near enough to carry you through an average playthrough. Torches only burn at max light for around 2 minutes and fizzle out after about 3, so you will be going through them quickly. If the RNG is unkind with torches, you could very well end up in a run where you have none left. The game essentially becomes unplayable at this point as you cannot see anything in the deeper levels of the dungeon. I'm not a fan of this mechanic due to the RNG involved with it. Moonscorch was annoying to deal with in Termina, but at least that depended on efficient routing and map knowledge to avoid problems with.

Enemy HP Increases: Most though not all enemies see increases in HP to their Torsos or equivalent body parts, as well as their attacking limbs. The Guard is a good index for this, going from a 325 break value for his torso to 625, as well as his Arms and Stinger going from 20 HP to 250 HP. The general rule of thumb is that a standard enemy will have around double or slightly more Torso HP in this mode while their attacking limbs will have HP close in value to their F&H Torso, making it much harder to destroy them in a single shot. By contrast, the limbs enemies rely on to stay on balance (usually the legs) as well as their heads will see no HP increase most of the time, making that a more appealing method to take them out. For bosses, usually they just get around 1,000 or so extra HP to their major pieces, though some like Crow Mauler get surprisingly little extra HP. I made sure to note all the HP differences for enemies in the supplemental enemy posts if you're curious to see what the exact changes for everything is. As mentioned previously, not every enemy gets HP buffs, guys like the Dark Priests and Trortur are exactly the same. The game mostly reserves this bonus for enemies that are legitimate threats if you approach them in a poorly thought out manner, and gears it toward blocking early game strategies such as the Safety Loop against a Guard. Contrary to popular belief, enemies do not deal more damage on this mode.

New Traps to catch the unwary: A number of new traps are introduced in this mode, with the express intent of throwing you off your game if you don't see them coming. (Which you won't.) Here's a list of all the ones that I know of.

-Hounds follow you into the Entrance. Should you enter the Dungeon via the Entrance Hall, two hound enemies will tail you inside after a couple seconds, heading straight for you if they have a clear line of sight. Contrary to what people assume, this event always happens even if you enter the dungeon before hearing the barks in the distance. It can be circumvented by going through the Level 2 Basement, but you may find yourself blocked by a locked door 50% of the time on that route.

-Rats occupy certain coin flip bookshelves, and will leap out and deliver an infecting bite if you fail the coin toss.

-Crow Mauler can burst through certain walls if he is active. The most notable place he can do this is right outside Le'garde's cell, throwing you into a fight if you're not careful approaching it.

-Bear traps are strewn about the Present Tomb of The Gods. These will destroy both your legs if you walk over them. Don't do that.

-If you have The Girl in your party, she can be abducted by a Harvestman when walking through the path to the Library District in Past Ma'habre. You will find her in the alleyway just past the Bug Eyed Figurine and can rescue her by killing the Harvestman.

-The Present Grand Library has Pentagrams in various parts of it that spawn in the Black Witch if you approach them. The Black Witch is a much more threatening enemy in this mode, making her pretty dangerous if you're alone. On the upside, killing her in the Grand Library lets you collect her soul.

-Ragnvaldr and Enki have time limits on recruiting them. Venture too deep into the Ancient City, and they will become infected with a brain flower in the thicket and form an Abominable Marriage respectively. They're supposed to be enemies in these states, but due to a bug getting into a fight with them results in an automatic victory. The main thing you lose out on is good party members. (Well, good in Ragnvaldr's case)

-A new boss awaits you in The Void, just before either your ascended form or the Yellow King depending on what route you are on. If you don't have the right skill and a good supply of Mind restoratives, this boss is easily one of the toughest fights in the game.


Escape Chances for the Run Skill are reduced: The Run skill gets a 5-10% reduction in success rate for just about every enemy in the game it works on. This does not affect Escape Plan, indirectly making the skill stronger in this mode.

Duds are introduced to the loot tables: Crates, Urns and Barrels have a chance to provide nothing about 15% of the time, and Barrels also have a 25% chance of pulling from the Rotten Food table on top of that. Rotten food has high chances of poisoning you when consumed, and rotten meat items can also inflict the Parasites status.

That's all the changes I can think of off hand. There may be some minor ones I'm missing, but these are the big things you can expect to see in T&S. Torches are by far the biggest problem introduced, creating a time limit for the game of variable length depending on how generous the RNG is. Definitely do not tackle this mode if you don't know your routes inside and out.

Hard Mode: Hard Mode has all the features of Terror & Starvation mode with 3 major changes. 2 of these are in the interest of making the game harder, while the last one is your potential reward for completing the mode in certain ways.

There are no party members save for Ghouls, the Blood Golem and Skeletons: All party members not obtainable through blood magic are flatly removed from the dungeons of Fear & Hunger. No other protagonist character enters the dungeon except your own, The Girl's cage is empty, Moonless cannot be pacified, Nas'hrah is absent, Demon Seed does nothing, and Le'garde is dead from the moment you start the run. Your only options for allies are the sacrificial ghouls, the strong but random skeletons, and the debatably useful Blood Golem. This means that getting Gro-Goroth affinity or at the very least Necromancy is just about mandatory for survival. As a consequence of this, Ending C and Ending A are not available in this mode, as both of those endings require a specific recruitable character to be in your party.

You Cannot Save: This is probably the bigger one that makes the Hard Mode live up to its name. All forms of saving are disabled. You cannot use beds to save, the Book of Enlightenment is removed from its fixed spots and cannot be found from coin flip bookshelves, and the game will bluntly deny you if you attempt to Empty Scroll a Book of Enlightenment. You cannot save scum and any mistake you make you have to either live with or give up. Knowledge of how to get through the dungeon is essential for this mode because of this, as well as good improvisational skills as there are not many guarantees in the game.

Each Protagonist has a Special Ending, obtainable through unique methods: This is the reward I mentioned before. Each Protagonist has a unique ending they can get in this mode by fulfilling specific objectives exclusive to them. Some of these objectives result in considerably shorter runs than you'd see in any other ending route save for Ending E, while some of them are the ultimate challenges the game has to offer.

Hard mode has a pretty interesting history. In the earliest versions of the game, it actually did not have the special endings. Orange figured the conditions he set for it made it unwinnable, but since Necromancy could still be used people were indeed able to clear the mode. (People have in fact done solo clears of Hard mode, though several points of such runs do hinge on outright RNG) Starting from the 1.2 versions of the game, each character gets a couple extra lines at the end of their backstories when starting Hard Mode that hint at what they need to do in order to get their S Ending. Prior to the introduction of T&S, Hard Mode was identical to F&H mode save for the lack of party members and saving, making certain sections much easier than they are in the current version of the game. If you're curious to see a time capsule of how the game used to be, the channel Priscilla Poodle has S-Ending runs for the game as it was in version 1.2.2. It's interesting to see what changed in the span of a couple years of updates!

Dungeon Nights: Orange thought it would be funny to lock a mode behind a code and have it turn out to be a parody dating sim. We'll go over Dungeon Nights purely in video form as to not ruin any surprises.

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Supplemental: Blood Golem, Ghouls, Skeletons, Marriage and Abominable Marriage

We got a slew of new party options in our run as Enki, so I think it's time we broke down each one of them to see who's hot and who's not.

Blood Golem

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*Blood Golem can only be active in battle without glitches, and thus does not have a proper portrait.

As a Character: He's a golem created from your character's blood if you cast his titular spell. Not too much to say about him though you've probably noticed he has a passing resemblance to the Tormented One. In the demo of the game, there is actually sprite data associated with the Golem that is recognizably the Tormented One in the final game. See here if you're curious.

As a Party Member: The Blood Golem is a temporary party member that is created by casting Blood Golem or Greater Blood Golem in battle (These spells cost 20 Body and 5 Body respectively). He cannot be active out of battle, though for some reason there is a bug involving the Old Knight where if you summon a golem and run from the battle, he is then added to your party and will be present from the first turn in subsequent fights. The Blood Golem has 200 Body as opposed to 100, no phobias, and an attack power of 80 meaning he'll generally hit for around 300 damage. Pretty solid attributes, and he can soak up quite a bit of punishment even though he has default physical resistances. He is an AI controlled character, though, so his attacks are slung at completely random targets. Blood Golem is good in a vacuum, but the fact you have to spend a turn setting him up and then another turn casting Pheromones to redirect attacks to him makes him questionably worthwhile. Most enemies in Fear & Hunger are attacking at full blast from the word go, and if you lack the proper protections you can get hit with some seriously debilitating afflictions if you waste time setting up a Golem and hoping it gets attacked. Still, he has his uses and he can certainly come in clutch on Hard Mode if a Skeleton gets taken out before the end of a run. One other thing to note is that while the Golem is vulnerable to standard ailments, since he can't be taken out of battle he is completely unaffected by losing his limbs. Remember, losing limbs carries no stat penalties, just field and equipment penalties.

Ghouls

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As Characters: Believe it or not, despite being revenants brought about by blood magic within the dungeons of Fear & Hunger, each Ghoul does have a backstory should you attempt to talk to them and the game files reveals each one has a name. Luckily, Tormentpedia has catalogued these so I don't have to look them up myself!

The Entrance Hall Prisoner was a guard who was killed by Dark Priests as a blood sacrifice to Gro-goroth.
The Level 3 Prison Prisoner was a guard who starved to death after locking himself in a cell to avoid the horrors the other guards committed against each other.
The Mutilated body in Ma'habre was a farmer who resorted to graverobbing in desperate times, only to succumb to the dungeon.

Their living names were Geringo, Hubert and Jann respectively. ~useless trivia~

As Party Members: Ghouls in battle are AI controlled party members. They cannot use equipment, they do not have any status immunities save for not having phobias, they need to be fed to stay in top form, and they only hit from around 40-50 damage. As far as battle goes, Ghouls are little more than pre-deployed meat shields, either giving a chance to draw random fire or being ideal targets for Pheromones. Like Blood Golems, they are largely unaffected by losing limbs since they can't equip anything anyway. For the purpose of soaking hits, the fact they are available as punching bags from the start of a battle does give them some situational use over something like the Blood Golem, if you're dealing with something that throws out really nasty attacks with permanent afflictions like Crow Mauler, Valteil, or even the simple Guard. Outside of that though, they are worthless, and Ragnvaldr with War Cry and the proper equipment is the game's ultimate tank. What makes Ghouls valuable is their sacrificial uses. They can literally be sacrificed to Gro-Goroth for one last level of Affinity, they can have their limbs sawn off for the Sergal Spear table as well as emergency rations (yes you can cannibalize your party members) and since they suck in fights anyway, they are great for forming Marriages as they will always agree to it. (We'll disregard the ethics of railing a reanimated corpse that is completely subservient to you) If you want, you can even have your main character get his limbs sawn off alongside a Ghoul and then immediately form a Marriage, getting your arms back and having all you need to collect the Sergal Spear. Unless you have a specific tanking strategy in mind, this is probably the best use for Ghouls. One last annoying thing to note, Hubert and Jann are always in the game, while Geringo is a random spawn and isn't always in the Entrance Hall. It's not a huge deal since you really only need the two for everything you could want to do with Ghouls, but the lack of consistency annoys me.

Skeletons

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As Characters: They are skeletons. They enjoy a good dance and would prefer if you don't rattle their bones. They can be found in the following locations,

Level 2 Basement
Level 7 Catacombs
Ancient City Back Alleys, in the room that leads to the overpass with the Beacon of The Depths

As Party Members: Like all Blood Magic products, Skeletons are AI controlled. They actually have quite a bit going for them to make up for this though. Naturally since they lack flesh and blood, they are immune to bleeding, infection, poison, blindness since they also have no eyes, and the Ruin attack from Miner Spectres. In addition to that, they have no phobias and no penalty for losing mind, as well as not needing to be fed. They do have some drawbacks though. I've already mentioned the AI control, but they also have a lower base attack power, possessing only 16 attack as opposed to the usual 30. They are also incapable of using most two-handed weapons, the Bone Shears being the sole exception. Thankfully they have no armor restrictions, so they are just as defensively capable as a normal character, and their host of immunities make them surprisingly effective tanks. One other equipment restriction they have is the inability to form a Marriage, though you wouldn't want to use them for that anyway. One last random perk, because Miasma is a one hander, Skeletons can wield it and will not suffer the possession scene if they hold it. They also cannot be slaughtered if the player wields Miasma as they lack sprite data for being killed in that situation. We take positive oversights like that! Skeletons have enough pros that it's debatably useful to use one in a normal run. The main thing people use these guys for though is Hard Mode, where alongside Ghouls and the Blood Golem they are your only options for party members. They are essential to actually winning in that mode, and securing their assistance is always a high priority for runs that require fighting the bosses.

Marriage

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As a Character: A Marriage of the flesh is the physical embodiment of love between two individuals, or at the very least Sylvian's highly sexual interpretation of love. When two individuals Show Love in Sylvian's name upon a ritual circle, they will merge into the slightly deformed but immensely capable Marriage. The fusing nature of the ritual results in a completely new person for all intents and purposes, and creating the Marriage does prompt you to name it, on top of giving you a fresh character with no limbs lost even if the participants had lost them. Tragically, there aren't really any special dialogue interactions you can get with a Marriage. It is worth noting that if you have negative affinity with Sylvian (obtained by either praying multiple times to her at a single circle or praying to her at the wrong statue) or if you Show Love on a circle you already prayed to her at, the Marriage will fail and you will become a heavily deformed blob of an individual. This results in a game over. The following characters can form a Marriage,

Cahara
Enki, though he his heavily bugged. D'arce and Ragnvaldr usually just refuse him no matter what, while also crashing the game if they're protagonists and Enki is a party member. He can do it just fine with Ghouls and Cahara though.
D'arce
Ragnvaldr
Ghouls

Every other character either refuses, can't be selected, or in the case of Nas'hrah, will light you on fire. For the protagonist characters, you do need to have them in your party for a period of time before they'll accept the offer to Show Love. It's not exactly clear how long it takes, but it's probably a matter of minutes tracked in game time. Cahara is the exception, he's got a bit of nymphomania streak and will always accept the offer. You cannot form a Marriage if you're in the Penance Armor, as it mangles your genitals (and most of the rest of your body) beyond usability.

As a Party Member: The Marriage is basically the ultimate character in the game. They have no equipment restrictions, even if they were formed off of the physically frail Enki. They inherit the soul of the main character and carry over all skills the main character learned. They form completely fresh, with no ailments and no limbs lost, indirectly making them a way to restore limbs. They also have a base attack power of 50, stronger than Ragnvaldr and considerably stronger than the rest of the cast. Now I wouldn't recommend using two protagonists to form a Marriage, as two capable characters is way more effective than one extra capable character. Using a Ghoul to form one, on the other hand, is an excellent idea since Ghouls are trash fighters anyway. Enki especially benefits from becoming a Marriage as it eliminates his equipment restrictions and brings him on par with the rest of the main cast. Despite their deformities, the Marriage is also capable of wearing the Penance Armor, creating a highly damaging character that is also immune to limb loss and has extremely high resistances. One major drawback of the Marriage, however, is that you cannot use them to obtain the Hard Mode exclusive endings. The characters must stay themselves to obtain those endings. Frustrating, but understandable as otherwise there would be no reason not to form a Marriage in Hard Mode.

The Abominable Marriage

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As a Character: Proof that two's company but three's a crowd, if a Marriage attempts to show love to a willing partner, this is the end result. The Abominable Marriage is just barely functional as an amalgam of three people, but has many problems to contend with. While you do get the restorative perks of a regular Marriage from becoming an Abominable, there are way too many cons to the process for anyone sane to even consider becoming one. As a result, the only ones who will agree to it are the completely subservient Ghouls. And Cahara. Also the severe deformities have rendered the Abominable Marriage impotent. This is actually important to know.

As a Party Member: While becoming a Marriage is a flat upgrade for at least one character, the Abominable Marriage isn't quite as lucky. The Abominable Marriage boasts a tremendous attack stat of 70, second only to the Blood Golem! That's where the positives end, because the Abominable Marriage is so deformed and off balance, they can barely using anything. The only weapons they can use are the Claymore, Crude Sword and Sergal Spear. Good weapons, but if the Abominable Marriage loses an arm their offense tanks to being barely better than a Long Sword. That's a very real concern because the Abominable Marriage CANNOT EQUIP ANY ARMOR OR ACCESSORIES. The lack of armor could be worked around, but losing accessories sucks majorly. The Abominable Marriage is a major glass cannon if they have weapons they can use, and you really need to be able to take heat off of them if you plan you use them. Make sure you have Pheromones and a good punching bag, or Ragnvaldr with War Cry. As mentioned previously, the Abominable Marriage has been rendered impotent. They can no longer Show Love (probably for the best) and they cannot participate in the Bunny Mask orgy. Their heavily warped proportions also renders them incapable of using the Penance Armor, I guess sparing them additional agony. One upside of the deformities is that Guards will ignore you, as your heavily disfigured appearance results in them recognizing you as kin. Use extreme consideration with forming an Abominable Marriage.

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Supplemental: Endings

Like so many RPG and Horror games, Fear & Hunger has a variety of endings for you to obtain. I feel like since we've gotten 4 of them at this point in the LP, it's as good a time as any to lay out how many there are and how you get them. There are 6 endings available in Fear & Hunger and Terror & Starvation mode, while Hard mode removes the ability to obtain 3 of the said endings while adding in 4 special character exclusive endings that require each protagonist to fulfill unique objectives to obtain. For the benefit of not giving too much away on what each ending entails ahead of time, most of the methods for obtaining them will be spoilered out, and it'll be up to those who might be playing along on their own if they want to take a peak at how to get a certain ending.

Ending E - Escape?: More of a fancy game over than a real ending, nevertheless it does have an ending card and awards you the Dungeon Nights codes should you obtain it. To obtain this ending, all you need to do is locate the captain of the Knights of the Midnight Sun, Le'garde. Le'gardless of what condition he is in when you do find him, returning to the entrance courtyard of the dungeons will allow you to leave through the mists surrounding the dungeon and attempt to escape. This is the fastest ending to obtain in the game, and is a favorite of speed runners. The current world record for this ending is eighteen seconds and it was gotten by fishing for an Empty Scroll and Quill from the starting crates and learning the Phase skill to warp past the text trigger that usually prevents you from leaving until you find Le'garde. It is a 0.004% chance you'll get those two specific items from the first two crates you search, so I can only imagine how many resets this took.

Ending D - A New God: You must obtain the Enlightened, Endless and Tormented souls in order to fight against the Nameless Figurine in the present day Ancient City. Whether you obtain these by defeating their respective New God, by killing and using a soul stone on the associated protagonist character, or simply Empty Scrolling them into your inventory doesn't matter, and this is true for any ending where you need these souls. Obtain the King's Passage Key from Francois of the present inside the Golden Temple just past Nameless, and return to the Past of Ma'habre. Defeat Francois of the Past and sit upon his throne in order to enter the void. Locate the Ascended form of your protagonist in the Void, and talk with them to get your ending. The dialogue chose when speaking to your Ascended character postulates one of 4 different fates for your character, but the actual ending remains the same. Your character is effectively dead, and none of their party escaped the dungeon even if reunited in the Void. In F&H mode, Francois serves as the final boss for this ending, while T&S and Hard mode add a battle against the Traces of Sylvian just before you reach your ascended protagonist as one final challenge.

Ending C-II - The Prophecy: Same requirements as Ending D, but Le'garde must be in your party before sitting upon the Throne of Ascension. Le'garde will enter The Void ahead of the rest of your party and take the spot of the ascended protagonist. When talking to him, you must choose to kneel before him. This will end the game and result in an ending where Le'garde returns to the world as an influential New God. Like Ending D, Francois is the final boss of this route on F&H mode, while the Traces of Sylvian serves as your final boss on the harder difficulties. The C endings are notable for being the only endings available in F&H and T&S where anyone can actually escape the dungeons, as well as the only endings in the game where multiple characters make it out of the dungeons. Given the deep mental scars the mere act of even being in the dungeon inflicted, this is a less cheery outcome than you'd expect.

Ending C - The Yellow King: Everything required for Ending C-II is the same for this ending, with the exception that you choose to fight against Le'garde rather than submit to him. He will serve as your final boss, the titular Yellow King. Kill him and you get an ending where no major changes are made to the world and your character is stricken with severe PTSD. Yay?

Ending B - The Older One: This ending takes you to a different final area compared to the previous endings. Once again you must obtain the necessary souls to fight Nameless, but rather than getting the King's Passage Key from Francois of the present, you only need to do this to slice open the organ that occupies the throne room of the present day Ancient City. You must also slice the organs in the Level 6 Thicket and the Level 7 Catacombs. Once you have done so, the maw of the God of The Depths that is just past the Cave Dwellers Village will open up and you will be able to go into it to enter the final Level of the Dungeons: the Gauntlet. Should you reach the end of this harrowing area, you will come face to face with the Traces of Gro-Goroth. "Defeat" him and you will have your hard earned extreme downer of an ending.

Ending A - The God of Fear & Hunger: The same conditions as Ending B apply to this ending with one notable difference. You must have The Girl in your party when you reach the end of the Gauntlet. Rather than facing off against Gro-goroth's remnants, The Girl will become one with the essence of the God of The Depths, and ascend as the God of Fear & Hunger. "Defeat" the ascended Girl, and you will have your ending that's no less a downer than the last one but has greater implications for the world at large.

Ending S - Happy Ending: Cahara's exclusive ending in Hard Mode. To obtain this ending, you must buy (NOT loot) the treasure maps from Isayah. After locating both of them, Isayah will ambush you and attempt to claim the rewards you got. Kill him in this encounter, and when you loot him he will have a third treasure map. Follow this map into the Old Passage, and locate the King's Crown at the dig point it leads to. Afterwards, confirm Le'garde's death and you will be allowed to leave the dungeon with your treasure in tow and get this sarcastically named ending.

Ending S - The True God of Fear And Hunger: D'arce's exclusive ending in Hard Mode. To obtain this ending, you must find the three Torn Instructions items inside the Grand Library of the past. The first is located in the bottom right pillar of the entrance foyer of the Library, the second is found in a bookcase to the right of the next to last ladder leading to Valteil, and the final one will be in the journal of a caged prisoner in the chamber below the cloning tank room in the south east of the Library. Assembling these instructions will allow you to craft the book that teaches Rebirth of the Beloved, a special Sylvian skill. Use this skill on Le'garde in his cell, and you'll have the ultimate in simp endings.

Ending S - The Enlightenment: Enki's exclusive ending in Hard Mode. This one is a little weird and has some misinformation floating around about the requirements, so I'll simply list what I know for certain will lead to getting this ending. When first encounter Nosramus in the mines, be sure to step out and introduce yourself to him. You do not need to talk to him in his hideout, which is commonly and incorrectly listed as a requirement. The next critical step is talking to Valteil in the present after defeating him in the past. In this instance, he will mention a critical topic for getting this ending. Locate Nosramus in his second hideout, and relay to him the information Valteil gave you. Following the conversation to its conclusion, Nosramus will provide you the Spirit Anchor accessory. From here, complete the game as if you were getting Ending D. Since it's Hard Mode, you'll have to fight Sylvian in the Void. After defeating her, equip your Spirit Anchor and talk to Ascended Enki. Your choices in the dialogue do not matter, so long as you have the Spirit Anchor equipped, you will get Enki's S Ending instead of Ending D. This is notably the only S Ending in the game where you don't have to confirm Le'garde's status at any point, you can ignore him entirely.

Ending S - The God of Ultra-Violence: Ragnvaldr's exclusive ending in Hard Mode. This is the combat challenge ending, requiring you to defeat every boss in the game that awards a unique soul, and actually obtaining these souls as proof of your kill. Amusingly, this does mean you can Empty Scroll these souls into your inventory, and that counts as "killing" the associated enemy. Naturally it is a nice feather in the average Funger player's cap to say they got this ending with all souls obtained legitimately. For an itemized breakdown of who you need to kill,

-Black Witch (amusingly when this Ending was first added, the Black Witch Soul could only be obtained through an Empty Scroll, meaning one was required to get this ending)
-Iron Shakespeare
-Crow Mauler (be mindful of the Ancient City despawn trigger, will need to Empty Scroll this soul if you despawn him since you can't use his bed to fight him in Hard Mode)
-Cavemother
-Salmonsnake
-White Angel
-Old Guardian
-Tormented One
-Valteil
-Skin Granny (She doesn't have a Soul but you need to kill her to get the Endless Soul)
-Francois

Additionally, you must obtain the Butterfly soul, which is spawned when you slice the organ in the throne room of the Present Day Golden Temple. (You only need to slice this specific organ and none of the others) At any point during this hunting trip or after, you must also confirm Le'garde's death. Once all is squared away, you may leave the dungeon and get this kind of metal ending. This is easily the hardest ending to get in the game and you need to have a good route going into it to obtain it. This is not something you can wing it on and hope for the best.

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Part 10 is out! Enki's journey comes to an end, where describing it as merely unceremonious would be the understatement of the century. Truly this ending hammers in the lesson "Be careful what you wish for." It's a good thing Enki got voted our protagonist for Dungeon Nights, as the fact that he quickly made way for a skeevy fusion dance result meant he didn't get too much floor time this run. Granted, he'll also have his chance once Hard Mode rolls around. That all being said, let's get on with the extra notes!

Unique Equipment Available

War Scythe: I'm glad the Tormentpedia wasn't pulling my leg when it said there was a guaranteed drop for this, I was worried we'd get through the whole game without seeing this weapon. (The wiki lists its location as "Found on the Dragon corpse" without actually saying where the hell that is) Anyway, the War Scythe is one of the most unique weapons in the game, being pretty much the only consistent source of AOE damage in the game. The scythe is a two handed weapon that, when swung, hits all available targets in battle. Sounds great but of course there are some catches that take the wind out of that sail. First and foremost, the scythe is weak. It's only +18 attack power, meaning it's barely stronger than a Long Sword when a Marriage swings it and much weaker than that when used by most of the cast. Even if you can look past that, the second drawback pretty quickly squashes this weapon. The Scythe has an absolutely pathetic 30% accuracy, and given that nearly every target in the game has a flat 5% chance to evade, this means it only connects with any limb about a quarter of the time. Now this can be offset, the Eyeglasses accessory (which we did get this run) gives a plus 80% to your accuracy, completely offsetting the penalty and making it so you only have to contend with the enemy's evasion rate. (Remember, your accuracy check and the enemy's evasion check are separate things in this game) There are no guaranteed spawns for Eyeglasses though, and I wouldn't really say they're worth an Empty Scroll, so rarely will you be able to do much of anything with this weapon. In earlier versions of the game, this weapon was completely busted in a good way. Not only did it have much higher attack power, it had a 97% accuracy rate. Combined with enemies having the same HP in Normal and Hard mode, getting this weapon essentially won you almost all fights in the game. It was one of the first things nerfed when Orange began patching the game.

Extra Notes

-We've been doing Isayah dirty this whole let's play, but I'll admit I may have gone a bit too far in this video.

-Demon Seed is really only worth getting through an Empty Scroll, and even that's questionable since you could just Scroll the item you'd get from trading the Kid Demon to Pocketcat. The Kid Demon is identical to The Girl in every way, so it's not really a great party member beyond the fact you can make a new one if it dies.

-The Baby Demon gets a flat 50% reduction to all damage except untyped damage. It can be a remarkably good tank because of this.

-Demon Seed seems to have powers beyond just enchanting your sperm (There's a rare sentence), as D'arce can use the skill in the exact same fashion the male characters and the potentially intersex Marriage can.

-Pocketcat's rubbing animation only happens when you trade a child to him. Relax, he's just going to eat them.

-Should the Kid Demon be traded away or dies, you can make a new one. The newly created Kid Demon will have the same skills as the previous one if it was taught any, but will not have the equipment. Pocketcat will not accept more than one Kid Demon, so you can only trade with him twice if you're willing to sacrifice The Girl.

-Note that while a recreated Kid Demon will know the skills of a deceased or traded one, should you teach any skills to the Baby Demon they will not transfer to the Kid Demon and will be lost forever. Naturally, don't do that.

-You can guide Jeanne back to the Basement if Buckman and Seymor made the failed Marriage, but she'll be left with nothing to do but sit and go crazy in the dark. I'm actually not sure if you can reunite her with Seril in this case, haven't actually tried that.

-If I was unable to get an Empty Scroll to learn Fast Attack in time for the Skin Granny, I would have gone back to kill D'arce for the Domination soul. Unlike Enki and Ragnvaldr, she has no death state for her recruitment in this mode unless you witness her assault and leave, which is also the case in F&H mode.

-I don't see this mentioned often, but in addition to her arms having a lot more HP on T&S mode, the Skin Granny trades one of her legs for an extra arm in her midsection. This additional arm is a little buggy in whether or not the game will actually let you see it.

-This video features a lot of things involving potential misinformation from the wiki, the wiki claims that if you slay the Black Witch in the Grand Library, there's only a 70% chance of a corpse being left behind to Soul Stone. I have never seen the corpse fail to appear, so I'm pretty sure that's not true.

-There are Pentagrams throughout various locations in the present day Ancient City, but only the ones in the Library really pose any threat of assault from the Black Witch.

-While the Ancient Book and Book of Forgotten Memories are useless in this run for what they do when used, having them does increase the chance we'll get multiple Empty Scrolls from coin flip shelves due to Loot Looping. I explain it extremely poorly in the video, so I'd recommend checking out a better explanation here.

-Tormented One on the wheels seems to have a unique trait of taking double damage when his outer wheels are jammed that isn't tied to his physical resistances. Works out great if you have the Sergal Spear like I do.

-White Angel didn't really end up being necessary to kill, but it was fun to get a lucky heart shot from my skeletons.

-Again, I didn't need to burn Francois since the Jaggedjaws he releases will never catch you, it was just funny to do so.

-The War Scythe can be gotten safely and early if you so desire, but like I said it's pretty useless without Eyeglasses. Even if you do have them, the damage is so low you're not liable to actually cripple anything with it in T&S mode, making it pretty undesirable to use. Could have potential in taking out the final bosses eyes though now that I think about it.

-Definitely make a separate save when entering the Gauntlet. If you lack the resources or equipment to succeed, you are quickly trapped inside it and the run is hosed at that point.

-Never willingly fight the Double Headed Crow Mauler. You need two red vials to make sure Peck doesn't ruin your day, and since he has Death Throes he has plenty of opportunities to nail you with Blindness and Fracture.

-Probably should have mentioned this in the previous video's notes, but don't forget to unequip characters participating in a Marriage as any equipment they had will be destroyed by the ritual. Not that I would have continued anyway since a skeleton died, but being unable to block or cure blind would have killed the run stone dead if I wanted to continue regardless.

-While the Double Headed Crow Mauler is an alternative way to get the Crow Mauler soul if you missed it, he's definitely not a good one since you get trapped in the Gauntlet after entering.

-Aside from the floor spikes, all traps in the Gauntlet are fatal. It is a huge relief that none of the Hard mode endings require you to come here, as one mistake on these at the tail end of the run would be a real keyboard smasher.

-Due to a bug in the current version of the game, Nas'hrah's scene with the final boss of Ending B always occurs, regardless of whether he's actually in the party or not. He'll be invisible until the end of it if he isn't in the party.

-Apologies, I got a little too into the role of Nas'hrah and ended up peaking the microphone at the end. I pray you'll understand, he's a fun character to vocalize.

-The curse status the final boss inflicts on you is pretty buggy if you attempt to cure it with a Purifying Talisman and I've heard it can soft lock the game. Thankfully, if you poison him right away he'll usually die before the counter expires so it shouldn't be too much of an issue.

-The eyes on the boss only have 100 HP when opened, so regardless of anything the War Scythe with Eyeglasses could destroy them. It's something at least.


Next time on Fear & Hunger, we will be getting the final standard ending of the game!

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"If I could smoke fear away, I'd roll that mother fucker up, and then I'd take two puffs..."

*Art by Tagentrina

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Supplemental: Enemies Pt. 10

We've almost seen everything there is to in the game. Outside of the enemies seen in this video, there are just two final bosses remaining that we've yet to see who will get their own posts. For the enemies featured in the most recent video,

Skeleton

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Phobia(s) Triggered: Necrophobia

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Alright so this guy wasn't featured in the last video but we're not going to get another chance to talk about him in a supplemental post so may as well do so now. If you fail the coin toss for Necromancy on a Skeleton, they will still revive but will attack you instead. They're mostly just annoying. Their Arm, Leg, and Torso are all capable of launching attacks that do around 10-12 damage each. The Arm also has a chance of causing infection. They have Death Throes, so you'll be eating some attacks from them no matter what, unless you dispatch them with Counter-Magic. If you have the means to treat infection, it's probably better to just destroy the torso outright and just take the incoming barrage of hits. If you don't, take out the arm first and then the torso. Again, Counter-Magic is the best way to deal with them since it kills them without triggering Death Throes, but only Enki is guaranteed to have that. Skeletons only become hostile on the first failed Necromancy attempt, you can go right back to trying to revive them after with no worry of retaliation if you fail, though obviously you'll be burning through a lot of mind if you keep failing.

Lizardmage

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Phobia(s) Triggered: Teratophobia, Zoophobia

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Proof that love can bloom, even on the battlefield, the Lizardmage is a Marriage of the flesh between a Lizardman and a Yellow Mage. I way underestimated this thing in the video because I'm used to fighting it with a fully controllable party. If you have that, you can just blast its torso since it doesn't have Death Throes. If you don't, all parts of it are pretty nasty and durable and the fight can go sideways in a hurry. The sword arm can hack you for arm destruction while the staff arm can stun your whole party with Locust Swarm. You can make their head vulnerable by destroying the legs and tail, though since that's so many targets it's not really that practical. Do your best to avoid these guys if braving the Gauntlet with a skeleton crew, as they can really mess you up if given the chance.

Double Headed Crow Mauler

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Phobia(s) Triggered: Teratophobia, Zoophobia

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*On T&S/Hard Mode, the heads have 900 HP, the torso has 1750(7000) HP, and the left arm has 900 HP

Your punishment for falling through a hole in the floor in the Gauntlet, and the final major screw you of the dungeon. The Double Headed Crow Mauler is identical to the single headed version except he has two heads. This means double the chance to peck and use flock of crows, and also double the resources needed to blind him and avoid trouble from those attacks. Since DH Crow Mauler also has Death Throes like the regular Crow Mauler, you really do want to blind both heads for absolute safety. Just avoid this guy at all costs, he's not worth the risk to fight. One amusing bug with him is that he seems to share an enemy ID with the standard Crow Mauler and can enter the fight with no Maul arm if that was destroyed on the normal Crow Mauler. Still not worth risking an engagement with him over because he yields the exact same rewards as the normal Crow Mauler.

Traces of Gro-Goroth

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Phobia(s) Triggered: Erotophobia, Teratophobia

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*The eyes have 100 HP when open

The final boss of Ending B and generally agreed to be one of the most dangerous enemies in the game, at least in terms of damage. The lingering remnants of Gro-Goroth accost you in the depths of the Dungeon and thrust you into a fight that is pretty much impossible to escape unscathed. His arms claw at you for about 35 damage each and a 100% chance to remove an arm if you lack limb protection, while he also opens two of his eyes which spew out molten goo that also deal around 35 fire damage. At the start of the fight, he also curses a random character who will die instantly when the counter on the curse depletes fully. To make matters worse, if you had Nas'hrah in your party he is killed before the fight starts and it leaves you under staffed for the ensuing battle. This is a highly precarious fight with only skeletons to back you up, as you cannot guide them to take out the eyes on Gro-Goroth and he can easily focus fire someone and delete them with no issue. It's also basically impossible to escape this fight without someone losing arms since the arms of Gro-Goroth are way too durable to be destroyed before he gets a chance to make several whacks at your party. It's not too much of an issue broadly speaking since this is the final fight, but it does mean your offense rapidly tanks as the fight drags on. DoT is always a strong option, but it is essentially mandatory for this fight as otherwise you will quickly be left dealing miniscule damage with most of your characters reduced to shoulder checking the old one. Should you survive the battle, you come to realize Gro-Goroth was merely toying with you, and this isn't even his true body regardless. Then you get probably the single biggest downer ending in the game. A'int life grand?

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Supplemental: The Baby Demon and Kid Demon

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"Give a name to your wicked son"

As a Character: An unholy product of Sylvian's magic, the Baby Demon and Kid Demon are created from implanting a freshly made corpse with your seed, resulting in the birth of this aberration. The infant demon develops rapidly into a child within a matter of minutes, at which point it is capable of fighting alongside you in a manner similar to The Girl. This is where the growth stops, and the Kid Demon is seemingly subservient to you in totality much like a Ghoul. A corpse of a large demon that looks very similar to the Kid Demon is found in the Old Passage though, so it's likely he can grow into something much stronger given enough time. Whether or not he'd remain loyal to his parent, on the other hand, is something we can only speculate.

As a Party Member: The Baby Demon is AI controlled and is not capable of doing anything. It is not vulnerable to limb loss though and it has a flat 50% reduction to any typed damage it is hit with, making it a surprisingly decent tank. After 400 seconds of unpaused game time, during which you'll get several messages about the baby's growth, the Baby Demon will mature into a Kid Demon. The Kid Demon is a clone of The Girl mechanically speaking, with the exact same equipment options, ability to learn skills, and secondary functions in the dungeon overworld. (AKA cruel options to be sacrificed) This means the Kid Demon is mostly only valuable as a means to get an extra book of Enlightenment from Pocketcat, as nearly any party member in the game is superior to him as an actual fighter. Even The Girl, despite having the same abilities, is much better since she's available from the start. Demon Seed is really held back by needing to explore a huge chunk of the dungeon to learn, requiring you to enter Nosramus' first lair and the Old Passage of the Ancient City to get it. If you're able to make your way to these locations on T&S, you're more than capable of obtaining items, equipment, and party members that invalidate anything the Kid Demon could do for you. Even if you Empty Scroll Demon Seed, I'd say that's pretty pointless as the main use of the Kid is a Pocketcat Trade. You may as well just use the scroll to get the item you want outright. Just as an added kicker, despite there not really being any reason for this given how hard it is to get and how bad a character the Kid Demon is, Demon Seed is not usable on Hard mode and will fail if you try. Aside from that, other notable things are that you can only have one Kid Demon at a time. The Baby Demon can't be equipped but can learn skills scrolls. It's not advisable to do this, as the skills are lost upon maturation into the Kid Demon. Should you teach the Kid Demon skills from scrolls and he happens to die or you trade him, somewhat interestingly those skills will be retained if you create another Kid Demon. The Kid Demon seems to occupy a single character ID, and I've heard newly created ones have also retained limb damage that a previous Kid Demon suffered. Sounds bad, but since the weapons available to him are terrible he's pretty unaffected by losing arms. Should you trade the Kid Demon to Pocketcat, Pocketcat will only accept him once. Any additional attempts at a trade will be rejected.

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Part 11 is out! Cahara's playthrough begins and ends as we get the final standard ending of the game and close the book on Terror & Starvation mode. There's still quite a bit of the game left, but the successive playthroughs will have wildly different end objectives as we move to Hard mode to obtain the character exclusive S Endings. Before that can be done though, we of course also have to do a run of Dungeon Nights mode. If you've been enjoying the LP so far, then I think you'll really like what the remaining videos has to offer as the game is really going to test our game knowledge in Hard mode.

Extra Notes

-Keep in mind the options to get Silver coins from Cahara's backstory, taking at least one of them can help immensely in Hard mode.

-Escape Plan is fantastic and Cahara's backstory is the only way you can get it. Only pass over it if you're really confident in your ability to avoid enemies on the field.

-Stealing the Vault key is easily the best way to get the Penance armor, giving Cahara another edge as he is the only character with that capability at the start of the game. If you want to get the Penance Armor for someone else, it's advisable to go through the Well to get into the Level 2 Basement and use that to bypass Trortur until you secure some means of learning Steal.

-Recruiting Ragnvaldr is a no brainer if you get an Explosive Vial before entering the Mines. Just be mindful of your Torches if you take the Thicket route, this playthrough almost ended prematurely due to bad Torch RNG which is not a concern if you head to the Mines. Had I not gotten that, I would've gone through the Mines to get to Le'garde quickly instead, who is also a good pick up due to his starting with Plate Armor and Leg Sweep.

-Massive apologies for blitzing through Ragnvaldr's dialogue. Your torch still burns while talking to people, and I had no extras and no tinder boxes to make extras. You can see Ragnvaldr's recruitment conversation here.

-Picking up the Dagger and the Doll for The Girl can help later in the run, but is far from necessary.

-Securing weapons wasn't a priority in this run, but if you have the chance to grab stuff like Blue Sin and Miasma, it's far from a bad idea to do so.

-D'arce is another no brainer to recruit given how easy it is and what a great ally she is. That innate Fast Attack and the excellent equipment she comes with makes her far and away the best recruit in the game.

-Never turn your back to a Night Lurch. Frankly I should have just winged attacks at the thing instead of running, it doesn't have Death Throes.

-As revealed later in the run, the Penance Armor does not protect against blindness. Avoid Crow Mauler at all costs if you don it, as you will not have any protection against Flock of Crows and the Iron Mask cannot be used to cure the blindness since you can't remove the Penance Helmet.

-Related, if you want to use the Bunny Mask orgy to max out your Sylvian affinity, do it before donning the armor. The unremovable nature of the armor means you can no longer engage in intercourse, even if your genitals weren't mutilated beyond function.

-The Old Knight is easily the biggest thing that would require strong weapons. Escape Plan sets your run chance to 0% when using the Run skill due to an oversight, so you want to use the Run! command instead. The destroyed pieces of armor carry between fights, so focus the Right arm to disable the Knight's attacks and start running the following turn. Just take him out piece by piece as best you can.

-I goofed and we got to see the Hexen bug. Never cancel out of the Hexen before the dialogue box for learning a skill is properly closed, it is a tremendous waste that cannot be undone.

-Between Iron Shakespeare and Nosramus's lair, that was two Empty Scrolls guaranteed for securing the New God souls without having to fight them. I didn't get good luck with the Priest's robes, but I knew dedicating all my lucky coins to bookshelves would give me a very good chance of securing the last scroll I needed. Worked even better than I could have hoped!

-Black Witch is the most essential kill to secure, poison is invaluable for dealing with bosses.

-If you slice the final organ without talking to Francois first, he'll have left the Temple and the King's Passage key will be where he stood. Forgot to check this in the video, but we'll have another chance to see it in the Hard mode runs.

-Combustion isn't strictly necessary for the route I was doing, but I had plenty of torches and food items to spare, so I opted to grab it. Healing Whispers is much more important for staying on top of damage in the final boss fight and dealing with the spike trap damage in the Gauntlet.

-Seriously, never fight Double Headed Crow Mauler. His heads always get a turn, even if you got a pre-emptive strike and the Penance armor left us with no counter to Blindness, even if D'arce hadn't been decapitated and stopped the run there.

-Ragnvaldr took so much damage in the final boss because of his Fur Armor. I never got a replacement for it and I didn't think to remove it, so he took an extra 60% damage from fire attacks.

-The only situation where you'll see the Penance Armor reduced to crawling besides this ending is if you walk over a bear trap in the Tomb of The Gods. The armor protects you against the unique game over scenes of the Guard. (Semi-relatedly, it also protects against the Night Lurch's anal assault)

-If you'd like to use the sprite mod featured in this video, you can find it here!

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Supplemental: The Mercenary, Cahara

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"I might have the answer. I got a new gig a few days ago. It's a pretty daunting task, but it will get us the silver we need"

As a Character: Born with the soul of the Endless, Cahara has an innate desire for freedom paired with unending creativity. Perhaps that's for the best, as he was forced into both being abandoned at a young age in the capital city of the Eastern Sanctuaries. Pragmatism was the name of the game for surviving his childhood, with the life of a thief being the most immediate solution to his problems. Once he was old enough to swing a blade, Cahara took to the life of a sell sword and never looked back, nor forward for that matter. Cahara lived moment to moment, always looking out for number one his entire life. Even the most self centered can have affections though, and Cahara formed a relationship with a working girl named Celeste, something that ultimately led to them becoming expecting parents. Conditions are harsh in the world, however, and Celeste cannot abandon her brothel work lest their not be enough money between her and Cahara to support their child. The harshness of this situation is what led Cahara to accept a high-risk high-reward job: rescue the Captain of the Knights of The Midnight Sun, Le'garde, from the Dungeons of Fear & Hunger. Everything about this job set off red flags for Cahara, from the shadowy reputation of the dungeons to the fact that the rescue request was coming from officials within the Rondon government even though Le'garde was imprisoned by decision of the Rondon monarchy. And why would a rescue mission be necessary to spring someone from their own dungeons? Despite that, the pay day for this job plus any potential treasures taken from the dungeons would secure Celeste's freedom from her line of work, ultimately leading Cahara to take on the job. Cahara is notably the only character with no direct connection to Le'garde. He has no personal affiliation like D'arce or Ragnvaldr, nor does he have a vested personal interest in Le'garde like Enki does. He is simply some poor schlub who happened to take on the wrong job.

Cahara is best described as a shameless opportunist. Unlike most video game characters that hold the title of Mercenary even though they are more like highly ethics driven private military contractors, Cahara behaves much like how you'd expect someone with no personal loyalties willing to take part in any conflict for money would. He has no problem stealing from others to secure his own safety, even making use of his natural charisma to manipulate people into a false sense of security. He can be remarkably selfish and willing to start conflict if called out for his backstabbing ways, and not all that dissimilar from Enki he'll usually only work with people if he feels like something is in it for him. He will always prioritize his own safety, more than willing to abandon people to save his own skin even when he's on a paying job. He also has pretty loose morals when it comes to sex, more than willing to sleep around with men and women alike despite being in a relationship that has a child on the way. Despite that though, in an ironic twist he is the only character who has a straightforwardly noble reason for delving into the dungeons. Ragnvaldr is motivated by vengeance, D'arce wants to save a fairly terrible person who doesn't care one bit about her, and Enki is motivated entirely by hubris and a purely personal lust for knowledge. Cahara, meanwhile, is here because the money earned from saving Le'garde will allow him to free his lover from the sex trade as well as secure a future for his child. It's perhaps because of this that, despite his opportunism, he is capable of caring for and sticking his neck out for others. He can be legitimately charming as well when he isn't looking to rob you, so he generally gets on better with the other protagonists than the surly Enki. It is heavily implied by Termina and Orange himself that Cahara was ultimately the one to escort The Girl into the depths of the Dungeons of Fear & Hunger, facilitating her ascension. While Enki and Ragnvaldr get more concrete references to their ultimate fate, and it's easy to figure D'arce assisted Le'garde in his ascension, Cahara's fate is left completely ambiguous. Considering that Ending A is absolutely canon, with Cahara as the odd man out it's an easy conclusion to draw.

As your Protagonist:

Cahara's Endless Soul offers him the following skills,

Lockpicking: A field passive, lockpicking allows you to open any locked door that would normally require a small key or red vial. Extremely helpful in the early game and mere a convenience in the later game once you're able to force doors. It doesn't let you open every door, but it does allow you to get through most of them. Sadly it functionally does nothing by the time you reach the Ancient City as there are no longer any standard locked doors to get through at that point.

Steal: A combat skill that allows you to pick pocket enemies when used. Every enemy in the game has one or two steal items (the skill picks one at random to grab in the event of two) that is independent from their normal loot drops. Steal can get you some very valuable items if you know who to pilfer, such as an Empty Scroll from the Iron Shakespeare or the Vault Key from Trortur. With a certain combo of skills, you can even attempt Steals with no risk of retaliation! Steal has a 100% success rate, so you don't have to worry about doing it more than once per fight.

En Garde: An active field skill. When you possess En Garde, you can press the Shift key to begin a charge with a dagger. If you connect with the enemy in this state, you get a pre-emptive strike which affords you a completely free turn to do whatever. With a full team, this can let you kill most random enemies with no fear of retaliation. It also allows you a free opportunity to steal if you have the Steal skill. This also gives you a slight speed boost on the field, giving it small use as a movement tech option! This is a phenomenal skill and easily one of the best in Cahara's kit. Learn this asap and give it a high consideration for Empty Scrolling with anyone else. Do note though that due to a bug, this skill is non-functional if you are a Marriage. This skill is also great for another Cahara skill, which will be mentioned later.

Dash: You know what the hell this does, but for the sake of being thorough. Dash is a passive field skill that doubles your overworld movement speed. I shouldn't need to explain why this is so good, and it is practically mandatory for the higher difficulties. Fortunately, every character can start with this so it's not something you need to route into a run plan. Never start a run without it unless you like having the opposite of fun.

Cahara has no equipment restrictions, he is capable of wearing any armor and can use two-handed weapons.

Cahara's backstory offers him the following,

1.) Steal OR Lockpicking OR 30 Silver Coins
2.) Escape Plan OR 30 Silver Coins
3.) Wine Vial, a bottle of Whiskey and an Ale (and crabs) OR 3 dried meats, a moldy bread and a cheese OR a blue vial and 2 cloth fragments OR Dash. (Cahara does NOT need to pick any specific choices earlier in the story to get Dash)

Alternatively, you can skip his story and get the Lockpicking and Escape Plan skills. (This is flatly worse than any options you could pick with the story what the hell)

You'll notice I mentioned the Escape Plan skill in the backstory but not in the Soul skills. Escape Plan is a Cahara exclusive combat passive that can only be earned from his backstory, it can't even be Empty Scroll'd. This skill gives a 5-10% boost to the success rate of the Run skill in most cases, and an even bigger boost in specific cases like the Miner Spectre. On T&S/Hard Mode, it gives relatively bigger boosts as it uses its own success rates independent from the lower base success rates for Run featured in the mode. For an example, on F&H, the Run skill works 90% of the time against a Guard while Escape Plan boosts this to 95%. On T&S, it works 80% of the time while Escape Plan still boosts it to 95%. This is an excellent passive and has great synergy with En Garde, enabling hit and run tactics in battle. Outside of this skill, Cahara doesn't have much in the way of unique starting traits and begins with relatively weak equipment.

Cahara is almost inarguably the best character to use as your protagonist for a variety of reasons. Cahara's skills afford him all sorts of wonderful perks like great items, free turns in battle, faster movement, free access to most areas in the dungeon, greater ability to flee dangerous encounters, and beyond that he can pick up Ragnvaldr and D'arce as allies, who are phenomenal party members. He can use almost any equipment in the game, so you can easily set him up with a great loadout with either a little game knowledge or a little luck. He has the easiest time getting the powerful Penance Armor should you want to wear it, and he can even get value out of taking the options for money in his backstory if you don't mind having to burn an extra Soul Stone on him or sacrificing Escape Plan. His biggest drawback is easily his weak equipment. The Scimitar is one of the weakest one handers in the game (Though it is a fair deal better than the short sword) and his Leather Vest only affords decent protection against Fire attacks. The number of enemies that actually use fire attacks can be counted on one hand. Good weapons are easy to obtain if you know what you're doing, though, and since Cahara can easily avoid fights and secure free turns when he does need to fight, his base defense hardly matters. If you're just looking to finish the game, you really can't go wrong playing as Cahara.

As a Recruitable Party Member:

Cahara fares a lot worse here. In contrast to D'arce and Ragnvaldr who are generally better as recruits, Cahara is much worse as a recruit than he is a protagonist though he's arguably still better than Enki. To recruit him, you must first rescue him from the Level 3 Prison. He'll follow you for a screen if you accept him to your party, then flee at the first area transition taking an item from you. (What he takes depends on what you have, though he prioritizes Light Blue Vials and Blue Vials.) You can find him again in the Level 6 mines, just past the caved in section you need an explosive vial to enter. Alternatively you can reach it from taking the rope down into the Wolf Mask feast from the Cave Dweller's village. Talking to Cahara here gives you the chance to call him out, but if you ignore his treachery Cahara will join you for real this time. Calling him out prompts a battle to the death with him, so don't do that unless you want the Endless soul and your item back. Should your party be full, Cahara will wander off and be killed by some unknown beast in the Level 5 Mines. Cahara has no skills learned and has the same equipment he starts with as the protagonist, so he's quite bad at the point you can recruit him, especially compared to the extremely kitted out D'arce who's available a couple screens over. Still, he has no equipment restrictions so he's good back up if you can outfit him. I'd only really go for him if someone important died, you can delay his recruitment quest as long as you want with no issue as he's content to rot in the prisons until someone springs him. Cahara is also notable for having no qualms about forming a Marriage, being the only character willing to do it from the jump. He's also the only non-ghoul character Enki can copulate with without breaking the game, as well as the only non-ghoul party member that will consent to the formation of an Abominable Marriage. This isn't really that helpful but it is kind of funny.

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