Update 39: Nonsense... This is an Election Year



[...So, that's what Ladette told me.]
[Shit.]
[I...don't feel comfortable disbanding now.]
[Much as I wanted to get going to Armoroad with Siggy... Yeah, no, I'm too worried now. We're the only ones who can go that deep.]
[Nothing's happened yet, so... I think we have time to get back in shape.]
[Ooh, ooh, we never took those two really ominous quests at the bar!]
[I can think of worse places to--]
OOGA BOOGA BOOGA!
...Yes, good morning to you too, Quixote.



Well, here we go.

Phantom of the forest:
Decided to take the request, have you? Good, I've been hoping someone would. Do you know about the door with the purple crystal on B11F? Several adventurers are saying that they have heard a girl's voice from beyond a door on B7F.
This doesn't sound dangerous at all.
I can't believe there would be a girl by herself out in the forest... Maybe it's just the wind, but...a job's a job. Be careful, just in case.
[Don't need to tell us twice.]
Sealed monster:
...You're taking this quest? Do you remember what was causing that weirdness on B18F with the stone monument?
Sort of.
After researching the monument, the Hall has determined that the statue was sealing away a violent monster. That...phenomenon...was caused because the seal was broken. It was so destructive that it had to be sealed away... We can't afford to allow it to run around loose now. Reports say that it headed east from the Geomagnetic Field to a hidden area on B16.


The monster is incredibly powerful. They say it's only a matter of time before we start seeing casualties... Come back alive.
Let's investigate this first.
It's postgame boss day! Well, technically these show up before then, but they're still pretty exemplary of the stuff we'll be fighting after the credits.


Grrr...
Jeez.
From the looks of it, these claw marks were recently created. Near the tree you see a pool of blood. These must have been caused by the formerly sealed monster. You have no doubts that a powerful beast lies in wait down this path. You must take care as you continue on.


Here we go...


Even now, this formation is still decently dangerous.

[...Ugh.]
Medusa Trees aren't threatening, even for when you can first do this quest. This is just annoying.
clearly the manticore has a gardening hobby

Forgive me for skipping that.
It is eerily quiet inside... It is as if the entire forest is holding its breath in apprehension. The sealed monster must be inside. If you are ready to fight, you can continue within the doors.
Got my good luck katana on my back, got my katana that actually hurts in my hand, let's go!



[This thing just kinda looks stupid.]
[What is with all these disparate colors?]


As it poses before you with its wings spread, you suddenly feel an intense wave of deja vu. The beast's body, scorpion's tail, and human expression... This is exactly the same as the painting on the stone! There is no doubt now that this is the sealed monster... There is still time to escape. You must choose whether to fight this powerful fiend or flee!


Charge!






Manticore

HP: 13000STR: 52TEC: 49VIT: 40AGI: 42LUC: 46
EXP Given: 150000

Damage Vulnerabilities:
100% 100% 100%
50% 50% 50%

Disable Vulnerabilities:
30% 30% 30% 30% 30% 30% 30%
0.1% 0.1% 20%
30% 30% 30%
  • Demon's Croon: Attempts to inflict sleep and fear on all party members, with a moderate chance. Slightly slow.
  • Petra Voice: Attempts to inflict panic and petrification on all party members, with a moderately low chance. Slightly slow.
  • Dark Claw: Deals heavy cut damage to all party members. Attempts to inflict blind and curse on hit targets, with a moderate chance. Slightly slow.
  • Poison Tail: Deals heavy stab damage to all party members. Attempts to inflict poison on hit targets, with a very high chance. The poison ticks for heavy damage. Average speed.
  • Demon's Croon: Attempts to inflict sleep and fear on all party members, with a 25% base chance. The effective chance ranges from 35% to 45% on average. Has an 80% speed modifier.
  • Petra Voice: Attempts to inflict panic and petrification on all party members, with a 20% base chance. The effective chance ranges from 28% to 36% on average. Has an 80% speed modifier.
  • Dark Claw: Deals 120% melee STR-based cut damage to all party members. The damage ranges from 297 to 351 on average. Attempts to inflict blind and curse on hit targets, with a 25% base chance. The effective chance ranges from 35% to 45% on average. Has an 80% speed modifier and a base accuracy of 99%.
  • Poison Tail: Deals 80% melee STR-based stab damage to all party members. The damage ranges from 198 to 234 on average. Attempts to inflict poison on hit targets, with a 50% base chance. The effective chance ranges from 71% to 91% on average. The poison ticks for 165 to 180 damage. Has no speed modifier.
  • Every 4 turns, Manticore will use Petra Voice (if its HP is at 100% to 51%), or Demon's Croon (if its HP is at 50% or lower).
  • Besides that, Manticore works with fairly simple phases:
    • Phase 1 (100% HP to 76% HP): Poison Tail and normal Attacks. Poison Tail is prioritized if no party members are poisoned.
    • Phase 2 (75% HP to 51% HP): Opens with Dark Claw. After that, Poison Tail, Dark Claw, and normal Attacks. Poison Tail is prioritized if any party members are blinded or cursed.
    • Phase 3 (50% HP to death): Similar to Phase 2, except it doesn't open with Dark Claw, and normal Attacks happen far less frequently.
  • If the current turn is a multiple of 4:
    • If Manticore's HP is at 50% or lower, use Demon's Croon.
    • Else, use Petra Voice.
  • If Manticore's HP is at 50% or lower:
    • If any party members are poisoned:
      • If any party members are blinded or cursed:
        • 39% chance to use Poison Tail.
        • Else, 40% chance to use Dark Claw.
        • Else, Attack.
      • Else:
        • 24% chance to use Poison Tail.
        • Else, 55% chance to use Dark Claw.
        • Else, Attack.
    • If any party members are blinded or cursed:
      • 54% chance to use Poison Tail.
      • Else, 25% chance to use Dark Claw.
      • Else, Attack.
    • Else:
      • 39% chance to use Poison Tail.
      • Else, 40% chance to use Dark Claw.
      • Else, Attack.
  • If Manticore's HP is at 75% or lower:
    • If the initial Dark Claw flag is not set, use Dark Claw, and set the initial Dark Claw flag.
    • If any party members are poisoned:
      • If any party members are blinded or cursed:
        • 34% chance to use Poison Tail.
        • Else, 35% chance to use Dark Claw.
        • Else, Attack.
      • Else:
        • 19% chance to use Poison Tail.
        • Else, 50% chance to use Dark Claw.
        • Else, Attack.
    • If any party members are blinded or cursed:
      • 49% chance to use Poison Tail.
      • Else, 20% chance to use Dark Claw.
      • Else, Attack.
    • Else:
      • 34% chance to use Poison Tail.
      • Else, 35% chance to use Dark Claw.
      • Else, Attack.
  • If Manticore's HP is at 100% or lower:
    • If any party members are poisoned:
      • 49% chance to use Poison Tail.
      • Else, Attack.
    • 69% chance to use Poison Tail.
    • Else, Attack.
  • Demon's Croon: Attempts to inflict sleep and fear on all enemies. Slightly slow.
  • Dark Claw: Deals cut damage to all enemies. Attempts to inflict blind and curse on hit targets. Slightly slow.
  • Poison Tail: Deals stab damage to all enemies. Attempts to inflict poison on hit targets. Average speed.
  • Demon's Croon: Attempts to inflict sleep and fear on all enemies. Has an 80% speed modifier at all levels.
  • Dark Claw: Deals melee STR-based cut damage to all enemies. Attempts to inflict blind and curse on hit targets. Has an 80% speed modifier and a base accuracy of 99% at all levels.
  • Poison Tail: Deals melee STR-based stab damage to all enemies. Attempts to inflict poison on hit targets. Has no speed modifier and a base accuracy of 99% at all levels.
Drops:
  • Normal: Toxic Paw. 100% chance. Sells for 9000 en.
    • Toxic Gage (+2 DEF, +50% resistance to all ailments): Made from 1 Toxic Paw. Costs 27000 en.
  • Conditional: Beast Eye (Kill while blinded). 100% chance. Sells for 27000 en.
    • Sage Wand (+170 ATK, +200 TP, +8 TEC): Made from 1 Beast Eye. Costs 131000 en.
Manticore's a pretty simple affair: physical damage with disables attached, accompanied by dangerous disables every four turns. Sometimes the RNG will just...make the fight way harder for you. Bring Theriaca Bs and/or Refresh.

Oh, yeah, one unlisted behavior: Manticore halves the damage of the first physical attack it receives on any given turn.
This is entirely a check on your capability to deal with ailments. Overplan as much as possible and you'll be fine. Items are your friend.
too bad you don't have regroup tactic in this game, or eo1-style theriacas

Hey this thing can petrify things. Do you think the Medusa Trees outside were supposed to be petrification victims?

Standard prep. I decided to see how stacking Trickery and Deceit Curse would pan out.

Look over there!
...Why did that work. Why did that work. Why did it actually look.


Ugh... I don't...feel good...
[I'm seeing green...]


Hey, that's not fair!
...This is the first monster that's had the bright idea of blocking our attacks.
[Gonna agree with Momoe here: not fair.]


Look over there! Again!


This...isn't good.

Don't have the energy to block the rest of my swipes, huh? Too bad!


[You're gonna really regret poisoning me.]









[In a few minutes.]


Daily reminder that Efficiency is stupidly good.

...Fat lot of good the accuracy debuffs did.
you bank on accuracy and evasion, you win you lose

you bank on persistence, you win every time.

At least I can take solace in Bloodlust being nice.

Tickle!


Raging Edge taking off 10% of Manticore's HP is nice.
Since it requires no setup or conditions, that means that so long as Judith stays alive, the fight can't last any longer than ten turns.

Then again, you've got it more or less handled.

Stomach's not gonna stay in my body for long...


YOU ARE VERY UGLY!
That's-- How-- Oh, forget it.


[...Is it normal to reflexively attack because of your own sword swing, Afon?]
[Maybe?]
[That's not a very reassuring answer.]
Reminder: Bloodlust can activate on HP loss from Bloody Offense.

Was that supposed to hurt?


Oh, whatever, I won't pass up a chance to hurt this thing.
It can activate on poison damage, too.

Well, this is basically over.

Your wings are unattractive to potential mates!
See, that's actually a real way to scare-- What am I doing.
I think prolonged exposure to Quixote is getting to you...
We'll have to bury her tomorrow, I'm afraid.
...


[Buh-bye, poisonous jerk.]



Well, that happened.








You beat a monster that no one ever has before... Wow. I'd say you're more dangerous than it. Haha, I'm just kidding. Still, you did a great job. Thank you. This is your reward. You've earned it.


Cha-ching!






Here's how I invested the SP.

Toxic Gage (+2 DEF, +50% resistance to all ailments) is made from 1 Toxic Paw (Manticore normal). Costs 27000 en.
The Toxic Gage could've been useful...if any bosses besides Manticore threw out a wide variety of ailments. As-is, you're usually best off just grabbing an immunity accessory for whatever the thing you're fighting primarily tosses at you.
Actually, I feel like the Toxic Gage could be helpful against the next boss...


Valerie said it was behind the purple door...



Oh, great, stupid worms again.

Meltworm

HP: 616STR: 40TEC: 30VIT: 29AGI: 25LUC: 30
EXP Given: 1450

Damage Vulnerabilities:
150% 100% 100%
150% 100% 50%

Disable Vulnerabilities:
100% 100% 50% 10)% 100% 100% 100%
100% 100% 100%
100% 100% 150%
  • Strikedown: Deals severe bash damage to one row of party members. Average speed.
  • Strikedown: Deals 120% melee STR-based bash damage to one row of party members. The damage ranges from 165 to 195 on average. Has no speed modifier and a base accuracy of 99%.
  • Meltworms are more likely to use Strikedown when they're at 50% HP or lower.
  • If the Meltworm's HP is at 50% or lower:
    • 79% chance to use Strikedown.
    • Else, Attack.
  • If the Meltworm's HP is at 100% to 51%:
    • 53% chance to use Strikedown.
    • Else, Attack.
  • Strikedown: Deals bash damage to one row of enemies. Average speed.
  • Strikedown: Deals melee STR-based bash damage to one row of enemies. Has no speed modifier and a base accuracy of 99%.
Drops:
  • Normal: Stretchy Skin. 40% chance. Sells for 38 en.
    • Ill Wind (+82 ATK, +20 TP, +2 AGI): Made from 1 Stretchy Skin. Costs 7210 en.
We were originally supposed to fight these things a while ago. They're just sort of here now.
At the point in the game where you're meant to fight these, they're right bastards. Strikedown hits like a truck and they're pretty tanky. Deadly alongside the other worms from this floor.
they look like gummy worms

Next.
I have Elderevenge in effect. Look at how much TP Judith got back from wiping out the entire encounter at once.





That's it. Every encounter had a few Madworms in it.
Way too much sugar.


[Great start.]


Aww, look at that elephant, it thinks it can threaten us.


The Labyrinth's getting lazy.



[Oh, jeez, that thing is ugly, even for a monster.]

Slavering Vine

HP: 415STR: 30TEC: 22VIT: 26AGI: 29LUC: 27
EXP Given: 2100

Damage Vulnerabilities:
150% 100% 100%
150% 100% 100%

Disable Vulnerabilities:
100% 100% 100% 100% 100% 150% 100%
100% 100% 100%
50% 50% 100%
  • Binding Vine: Attempts to bind the arms of all party members, with a medium chance. Average speed.
  • Ear Shredder: Attempts to bind the heads of all party members, with a medium chance. Average speed.
  • Binding Vine: Attempts to bind the arms of all party members, with a 50% base chance. The effective chance ranges from 48% to 59% on average. Has no speed modifier.
  • Ear Shredder: Attempts to bind the heads of all party members, with a 50% base chance. The effective chance ranges from 48% to 59% on average. Has no speed modifier.
  • Slavering Vines have a chance to specifically perform normal Attacks on sleeping party members.
  • Slavering Vines are likely to use either Ear Shredder or Binding Vine if any party members do not have the respective disable.
  • If any party members do not have their arms bound, and Binding Vine was not already used on this turn, 79% chance to use Binding Vine.
  • If any party members do not have their heads bound, and Ear Shredder was not already used on this turn, 79% chance to use Ear Shredder.
  • If any party members are asleep, 29% to Attack, targeting party members that are asleep.
  • If any party members do not have their heads bound, and Ear Shredder was not already used on this turn, 79% chance to use Ear Shredder.
  • If any party members do not have their arms bound, and Binding Vine was not already used on this turn, 79% chance to use Binding Vine.
  • Else, Attack.
  • Binding Vine: Attempts to bind the arms of all enemies. Average speed.
  • Ear Shredder: Attempts to bind the heads of all enemies. Average speed.
  • Binding Vine: Attempts to bind the arms of all enemies. Has no speed modifier.
  • Ear Shredder: Attempts to bind the heads of all enemies. Has no speed modifier.
Drops:
  • Normal: Squeezing Ivy. 55% chance. Sells for 118 en.
    • Vine Whip (+81 ATK, +10 HP, +3 AGI): Made from 1 Squeezing Ivy. Costs 5830 en.
Again, we were meant to fight these much earlier. Even then, though, they can be very, very annoying, since they can bind the two most important body parts.

If they can do anything, that is.

...Okay then.
A level 1 Slantwise Cut is enough to one-shot these things.





Yawn.
[Good boy.]


The proper way to solve this puzzle is to aggro the lowest Moa, and then circle around that thing at the bottom.

Or I can kill it. That works too.

Better than fearing for our lives, at least.


Could the rumors of a young girl living in the forest be true? You decide to take caution as you continue on ahead.
...
This is gonna hurt.
Welcome to the pain room, population: 345287907 damage tiles.
Oh hey, you can bring some Guard Soles! Which don't negate the damage...! Ah well, you can counter it with Monarch Mar-- um, Bracing Wa-- ...Holy Flam--

I hate this.

This happened at one point.

[We're lucky in the most useless ways.]
And this happened a few battles later.

...Thanks.


Well, that sucked.



My poor feet...
Ill Wind (+82 ATK, +20 TP, +2 AGI) is made from 1 Stretchy Skin (Meltworm normal). Costs 7210 en.

Vine Whip (+81 ATK, +10 HP, +3 AGI) is made from 1 Squeezing Ivy (Slavering Vine normal). Costs 5830 en.

Tusk Charm (+5 VIT, +30% bash resistance) is made from 1 Great Tusk (Tusked Ruin normal). Costs 1500 en.


[Alright, Labyrinth, what stupid bullshit've you got for us this time?]



...Rrh.
[Ah. I see. A sexy plant lady.]
[Where did she get those earrings?]
[I'm more confused by how her hair's specifically covering her boobs.]
[Forest folk magic...?]
[Fearful hair gelatin!]
she's so pretty thooooo

As you pass through the doors, you hear the high-pitched voice of a girl. However, you see not a girl, but a monster that appears to be some fusion of woman and plant! This monster lured you here with its cries!


Alright, how bad can this be?





Oh... That's how...
Fuck.




Alright, alright, let's do this for real.

Alraune

HP: 22000STR: 70TEC: 60VIT: 52AGI: 49LUC: 58
EXP Given: 250000

Damage Vulnerabilities:
100% 100% 100%
150% 0% 0%

Disable Vulnerabilities:
50% 50% 30% 30% 50% 30% 30%
0.1% 0.1% 20%
30% 30% 50%
  • Flame Sigh: Deals overkill fire damage to one party member. Deals splash damage to adjacent targets. Average speed.
  • Frost Smile: Deals severe ice damage that pierces party rows. Attempts to stun hit targets, with a low chance. Fast.
  • Lightning: Deals heavy volt damage to all party members. Attempts to bind the heads of hit targets, with a low chance. Slow.
  • Tendril Thrash: Deals 4-5 instances of heavy bash damage to random party members. Average speed.
  • Vampiric Kiss: Deals overkill cut damage to one party member. Heals Alraune for 200% of the damage dealt. Average speed.
  • Ancient Pollen: Attempts to inflict every status ailment on all party members, with a low chance. Slow.
  • Spider Lily: Attempts to instantly kill one party member, with an extremely high chance. Very fast.
  • Flame Sigh: Deals 370% ranged TEC-based fire damage to one party member. Primary damage ranges from 617 to 842 on average. Deals splash damage to adjacent targets. Has no speed modifier and a base accuracy of 150%.
  • Frost Smile: Deals 230% ranged TEC-based ice damage that pierces party rows. Damage ranges from 383 to 523 on average. Attempts to stun hit targets, with a 30% base chance. Has a 130% speed modifier and a base accuracy of 150%.
  • Lightning: Deals 170% ranged TEC-based volt damage to all party members. Damage ranges from 283 to 387 on average. Attempts to bind the heads of hit targets, with a 20% base chance. Has a 70% speed modifier and a base accuracy of 150%.
  • Tendril Thrash: Deals 4-5 instances of 100% melee STR-based bash damage to random party members. Has no limit on how many times one target can be hit. Damage ranges from 363 to 436 on average. Has no speed modifier and a base accuracy of 99%.
  • Vampiric Kiss: Deals 180% melee STR-based cut damage to one party member. Damage ranges from 655 to 786 on average. Heals Alraune for 200% of the damage dealt. Has no speed modifier and a base accuracy of 99%.
  • Ancient Pollen: Attempts to inflict blind, paralysis, panic, sleep, curse, fear, and petrification on all party members, with a 15% base chance. Effective chance ranges from 21% to 27% on average. Has an 80% speed modifier.
  • Spider Lily: Attempts to instantly kill one party member, with a 60% base chance. Effective chance ranges from 84% to 111% on average. Has a 130% speed modifier.
  • Alraune uses Ancient Pollen every 6 turns, unless her HP is at 5% or lower.
  • Binding Alraune's head causes her to use Tendril Thrash most of the time.
  • Alraune changes phases at every quarter of her HP. For the following descriptions, skills are written left-to-right in descending order of chance.

  • Phase 1: Lasts until 75% HP. Alraune uses Frost Smile, Tendril Thrash and normal attacks in this phase.
  • Phase 2: Lasts until 50% HP. Alraune uses Flame Sigh, Tendril Thrash, and swaps out normal attacks for Vampiric Kiss.
  • Phase 3: Lasts until 25% HP. Alraune will always start this phase with Lightning and, if it wasn't used last phase, Vampiric Kiss. After those, she'll use Lightning, Tendril Thrash, and Vampiric Kiss.
  • Phase 4: Lasts until death. Alraune will always start this phase with Spider Lily. Besides that, she'll use Vampiric Kiss, Frost Smile, Lightning, Flame Sigh, and Spider Lily.
    • If Vampiric Kiss is used, it has a 60% chance to target the party member with the lowest current HP.
  • If the current turn is a multiple of 6, and Alraune's HP is higher than 5%, use Ancient Pollen.
  • If Alraune's head is bound, 80% chance to use Tendril Thrash.
  • If Alraune's HP is between 100% and 76%:
    • 38% chance to use Tendril Thrash.
    • 45% chance to use Frost Smile.
    • 17% chance to Attack.
  • If Alraune's HP is between 75% and 51%:
    • If Flame Sigh has not been used yet, use Flame Sigh.
    • Else:
      • 43% chance to use Flame Sigh.
      • 35% chance to use Tendril Thrash.
      • 22% chance to use Vampiric Kiss.
  • If Alraune's HP is between 50% and 26%:
    • If Lightning has not been used yet, use Lightning.
    • If Vampiric Kiss has not been used yet, use Vampiric Kiss.
    • Else:
      • 43% chance to use Lightning.
      • 35% chance to use Tendril Thrash.
      • 22% chance to use Vampiric Kiss.
  • If Alraune's HP is 25% or less:
    • If Spider Lily has not been used yet, use Spider Lily.
    • 40% chance to use Vampiric Kiss.
      • 60% chance to target the party member with the lowest current HP.
      • 40% chance to use standard targeting.
    • 15% chance to use Frost Smile.
    • 15% chance to use Lightning.
    • 15% chance to use Flame Sigh.
    • 15% chance to use Spider Lily.
  • Frost Smile: Deals ice damage that pierces enemy rows. Attempts to stun hit targets. Fast.
  • Lightning: Deals volt damage to all enemies. Attempts to bind the heads of hit targets. Slow.
  • Tendril Thrash: Deals 4-5 instances of bash damage to random enemies. Average speed.
  • Frost Smile: Deals ranged TEC-based ice damage that pierces enemy rows. Attempts to stun hit targets. Has a 130% speed modifier and a base accuracy of 120% at all levels.
  • Lightning: Deals ranged TEC-based volt damage to all enemies. Attempts to bind the heads of hit targets. Has a 70% speed modifier and a base accuracy of 120% at all levels.
  • Tendril Thrash: Deals 4-5 instances of melee STR-based bash damage to random enemies. Has no limit on how many times one target can be hit. Has no speed modifier and a base accuracy of 99% at all levels.
Drops:
  • Normal: Royal Vine. 100% chance. Sells for 18000 en.
    • Sarnga (+186 ATK, +30 TP): Made from 1 Royal Vine. Costs 122000 en.
  • Conditional: Velvet (Kill while asleep). 100% chance. Sells for 52000 en.
    • Faerie Mail (+90 DEF, +30 TP, +5 AGI; Troubadour only): Made from 1 Velvet. Costs 77000 en.
Alraune is a miserable fight. Even with a Protector, sometimes you'll just. Lose. Because the dice didn't roll in your favor. Disables don't help much, since her high LUC means inflicting them is annoying, and making them stick even moreso.
Welcome to EOU's postgame! This fight is absolutely atrocious! Hopefully you'll pick correctly on any given turn so you don't get multiple characters wasted! I don't actually have any words for this boss because this fight makes me so upset
This fight feels like it belongs in another game. One with stuff like Barrier, Miasma Wall, Prevent Order, Regroup Tactic... God, Troubadour doesn't even have Health! Instead we get Recovery Aria. What a joke. "Miserable" is appropriate.

But she's so fucking PRETTY. Flame Sigh and Frost Smile are just her being really attractive and killing your party through the power of infatuation and you cannot convince me otherwise!

Anyway Medic is probably your best bet here. Give them Manticore's Toxic Gage and use Refresh to handle shit like Ancient Pollen, while keeping CPR up to protect your party from their own beating heart--I mean the massive elementals.

Judith holds off on War Cry, since it'd cause the front line to get utterly wiped if Tendril Thrash is brought out.

Momoe sets up her Stance.

Since no-one is actually attacking this turn, Afon uses Delayed Charge instead of Bloody Offense.

I have Afon use Quick Step to ensure Quixote goes before Alraune. I'd game over'd enough by this point to not feel like leaving victory or defeat rely on, among a lot of other RNG, the Act Quick activation chance.

YOUR FLORA SMELLS QUITE REPULSIVE!
Alright, I've got a chance.

Pbbbbbttttt!


Now we can do the fun stuff.

I don't need Trickery.
see you in nexus, trickery

I might not have much time on the panic, so Quixote goes to work trying to inflict fear.

I've got a katana with a carving of love from my wife. You've got nothing.


[Did you actually make Rick his own smaller tuba.]
[I did, actually.]


Piss ass.

Oof...


Don't touch me.


Don't touch me.
But she didn't do anything.
My point still stands.


Pain time.

Take this!


And this!
Holy shit, Momoe.

Well, uh.

Let's do that again.

Yes!
Mwah. [Good job, my princess!]
Bbbbb-bbbbb-bbbbbbbuuuuhhhhh...


Ugh, the panic wore off, but I might be able to claw my way through...

My turrrrn!


Eat it, plant lady!
Anyone fancy a lady salad?


Phew.


You were able to defeat the monster! There should be no more victims led astray by its trickery. You should return to the pub to report in.
I'm ready to go lie the hell down after that.









I never imagined there would be a monster that disguises itself as a girl to lure its prey in... It took the lives of many adventurers. I'm glad you made it back. Why don't you take a rest?
Way ahead of you...





I didn't invest the SP, because I was done with the update.

Next time: more cleanup.




































































Hey, Siggy.
Oh, Momoe, I'm so glad you're okay...
What, you were worried?
W-Well, no, but... Oh, you know... It's...nerve-wracking when you're out in the Labyrinth without me...
Trust me, I do know, I get the same way whenever you're out without me.
Ahehe... We're both worrywarts, I guess...
Nothing wrong with thazzzzzzzzzz...
M-Momoe?!
Zzzzzzz...
...Today must've been hellish...
Zzzzzzz...
I guess I should be happy she felt comfortable enough hugging me to just fall asleep then and there.
Zzzzzzz...
Alright, honey, into bed we go...

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