












Sigh.
We're taking on the Giant's Ruins, the most annoying part of the game.

That said it's Annoying with a capital A so don't expect a whole lot of merriment from me.




















fuck you atlus



















Slavering Vine
Level: 17
HP: 254 | STR: 25 | INT: 21 | VIT: 27 | WIS: 18 | AGI: 13 | LUC: 24 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Tangling Vine: Attempts to bind the arms of all party members, with a moderate chance. Extremely fast.
Tangling Vine: Attempts to bind the arms of all party members, with a 25% base chance. Has a 150% speed modifier.
- Slavering Vines will always Attack if all party members have their arms bound.
- Slavering Vines are very likely to open with Tangling Vine.
- Slavering Vines are more likely to use Tangling Vine if they're in the back row, or if they're at high HP.
- If all party members have their arms bound, Attack.
- If this is the first turn, and the party was not blindsided:
- 80% chance to use Tangling Vine.
- 20% chance to Attack.
- If the Slavering Vine is in the back row:
- 70% chance to use Tangling Vine.
- 30% chance to Attack.
- If the Slavering Vine is in the front row, and at or below 50% HP:
- 30% chance to use Tangling Vine.
- 70% chance to Attack.
- If none of the above happened:
- 60% chance to use Tangling Vine.
- 40% chance to Attack.
Drops:
Constricting Vine. 75% chance. Sells for 23 en.
Telek (+26 ATK, +26 MAT, TP Up Lv1): Made from
1 Constricting Vine and1 Tiger Fang (Barbed Tiger Drop 1). Costs 590 en.Sack Dress (+10 DEF, +16 MDF): Made from
1 Palm Bark (Cannon Palm Drop 1) and3 Constricting Vines . Costs 450 en.Arm Guard (Immunity to arm binds): Made from
3 Constricting Vines . Costs 800 en.

























Giant's Ruins D4 Chop Point
Light Hardwood: 29% chance. Sells for 18 en.
Warhammer (+30 ATK, +30 MAT, -2% Base Accuracy, VIT Up Lv1): Made from
1 Light Hardwood (Primitive Jungle Chop Item 1) and2 Sharp Stingers (Army Wasp Drop 1). Costs 910 en.Spiky Armor (+18 DEF, +7 MDF, +6 HP): Made from
1 Toxic Barb (Jungle Killer Drop 1) and1 Light Hardwood (Primitive Jungle Chop Item 1). Costs 1020 en.Ooze Helmet (+8 DEF, +5 MDF): Made from
1 Violet Ore (Venom Ooze Drop 1) and1 Light Hardwood (Primitive Jungle Chop Item 1). Costs 400 en.Entangling Ivy: 43% chance. Sells for 21 en.
Creeper Fist (+21 ATK, +19 MAT, HP Up Lv1): Made from
1 Entangling Ivy (Primitive Jungle Chop Item 2) and2 Sticky Goos (Sleeper Ooze Drop 1). Costs 520 en.Haubergeon (+13 DEF, +13 MDF): Made from
1 Broken Wing (Firebird Drop 1) and3 Entangling Ivys (Primitive Jungle Chop Item 2). Costs 620 en.Green Boots (+5 DEF, +10 MDF): Made from
1 Entangling Ivy (Primitive Jungle Chop Item 2). Costs 250 en.Jomon Oak: 28% chance. Sells for 80 en.
Oak Bunker (+8 DEF, +9 MDF, +15% Fire Resistance): Made from
1 Jomon Oak (Primitive Jungle Chop Item 3). Costs 380 en.- Ambush Chance: 4%









Giant Sloth
Level: 18
HP: 508 | STR: 27 | INT: 22 | VIT: 32 | WIS: 26 | AGI: 21 | LUC: 25 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Ripping Arm: Deals heavy bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
Ripping Arm: Deals 130% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
- Giant Sloths are likely to open with Ripping Arm.
- When Giant Sloths are at 50% HP or lower, they're far more likely to use Ripping Arm.
- If this is the first turn, and the party was not blindsided:
- 80% chance to use Ripping Arm.
- Else, Attack.
- If the Giant Sloth's HP is at 50% or lower:
- 80% chance to use Ripping Arm.
- Else, Attack.
- Else:
- 40% chance to use Ripping Arm.
- Else, Attack.
Drops:
Bent Claw. 90% chance. Sells for 33 en.
Zerstorer (+34 ATK, +17 MAT, WIS Up Lv1): Made from
1 Bent Claw and1 Pink Wing (Blue Patroller Drop 1). Costs 1360 en.Dull Stone Armor (+22 DEF, +9 MDF, +15% Bash Resistance): Made from
1 Fractured Arm (Galatea Drop 1) and1 Bent Claw . Costs 1700 en.Beastclaw Bracers (+10 DEF, +5 MDF): Made from
1 Bent Claw . Costs 470 en.

































they suck to take down, too

don't be me who didn't bring any ice in









i am not a bright man and doubly so when deprived of basic reading ability (it it still worked so,)












there's a word for that. am i going to remember it? it's 1am, take a wild guess











By the way, the gimmick of the Giant's Ruins necessitates a very high encounter rate. Have fun.






It's only gonna get "better" from here, folks.
Even in EO's worst strata, I try to avoid being overtly negative, but I can't do that with the Giant's Ruins. I'm sorry.































Because it isn't.



it took me three encounters, with me deliberately setting up my encounter rate to have just reset, and then walking onto one of these fuckers, to realize that stepping on one immediately threw you into battle.





Giant's Ruins E7 Mine Point
Scrap Iron: 48% chance. Sells for 18 en.
Arc-en-ciel (+22 ATK, +24 MAT, LUC Up Lv1): Made from
1 Rainbow Gel (Towering Ooze Drop 1) and1 Scrap Iron (Primitive Jungle Mine Item 1). Costs 570 en.Ring Dagger (+21 ATK, +27 MAT, AGI Up Lv1): Made from
2 Scrap Irons (Primitive Jungle Mine Item 1). Costs 540 en.Plate Mail (+16 DEF, +10 MDF): Made from
1 Scrap Iron (Primitive Jungle Mine Item 1) and1 Sharp Scale Tail (Longisquama Drop 1). Costs 840 en.Laterite: 20% chance. Sells for 21 en.
Omokage (+32 ATK, +16 MAT, TP Up Lv1): Made from
1 Laterite (Primitive Jungle Mine Item 2) and1 Sharp Scale Tail (Longisquama Drop 1). Costs 980 en.Rainbow Bracers (+6 DEF, +8 MDF): Made from
1 Rainbow Gel (Towering Ooze Drop 1) and1 Laterite (Primitive Jungle Mine Item 2). Costs 340 en.Aim Goggles (+15 TP, +10% Base Accuracy): Made from
2 Laterites (Primitive Jungle Mine Item 2). Costs 700 en.Smashed Fossil: 32% chance. Sells for 80 en.
Fossil Scythe (+26 ATK, +29 MAT, Guard Dance): Made from
1 Smashed Fossil (Primitive Jungle Mine Item 3). Costs 900 en.- Ambush Chance: 6%





























Cannon Palm
Level: 18
HP: 434 | STR: 32 | INT: 13 | VIT: 32 | WIS: 15 | AGI: 15 | LUC: 18 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Coconut Strike: Deals very heavy bash damage to 3-5 random party members. Slightly slow, and very accurate.
Coconut Strike: Deals 145% melee STR-based bash damage to 3-5 random party members. Has an 80% speed modifier and a base accuracy of 120%.
- Cannon Palms are likely to open with Coconut Strike.
- When Cannon Palms are at 50% HP or lower, they're far more likely to use Coconut Strike.
- If this is the first turn, and the party was not blindsided:
- 80% chance to use Coconut Strike.
- Else, Attack.
- If the Cannon Palm's HP is at 50% or lower:
- 80% chance to use Coconut Strike.
- Else, Attack.
- Else:
- 40% chance to use Coconut Strike.
- Else, Attack.
Drops:
Palm Bark. 90% chance. Sells for 35 en.
Palm Hollow (+24 ATK, +26 MAT, VIT Up Lv1): Made from
1 Palm Bark . Costs 610 en.Sack Dress (+10 DEF, +16 MDF): Made from
1 Palm Bark and3 Constricting Vines (Slavering Vine Drop 1). Costs 450 en.
Immobile Root (Kill while legs are bound). 100% chance. Sells for 70 en.
Kamatha (+25 ATK, +26 MAT, Breaking Arrow): Made from
1 Immobile Root . Costs 840 en.



Blue Patroller
Level: 18
HP: 226 | STR: 39 | INT: 32 | VIT: 27 | WIS: 29 | AGI: 28 | LUC: 30 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Legsnap Needle: Deals medium stab damage that pierces party rows. Attempts to bind hit targets' legs, with a medium-high chance. Very slightly slow, with average accuracy.
Legsnap Needle: Deals 90% melee STR-based stab damage that pierces party rows. Attempts to bind hit targets' legs, with a 50% base chance. Has a 90% speed modifier and a base accuracy of 99%.
- Blue Patrollers are likely to open with Legsnap Needle.
- When Blue Patrollers are at 50% HP or lower, they're far more likely to use Legsnap Needle.
- If this is the first turn, and the party was not blindsided:
- 80% chance to use Legsnap Needle.
- Else, Attack.
- If the Blue Patroller's HP is at 50% or lower:
- 80% chance to use Legsnap Needle.
- Else, Attack.
- Else:
- 40% chance to use Legsnap Needle.
- Else, Attack.
Drops:
Pink Wing. 85% chance. Sells for 17 en.
Serpentine (+28 ATK, +24 MAT, TP Up Lv1): Made from
2 Pink Wings . Costs 1210 en.Zerstorer (+34 ATK, +17 MAT, WIS Up Lv1): Made from
1 Bent Claw (Giant Sloth Drop 1) and1 Pink Wing . Costs 1360 en.Scarlet Moccasins (+9 DEF, +8 MDF): Made from
3 Pink Wings . Costs 740 en.







































Towering Ooze
Level: 20
HP: 329 | STR: 29 | INT: 26 | VIT: 23 | WIS: 21 | AGI: 18 | LUC: 29 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Sweet Mist: Attempts to inflict poison and sleep on all party members, with a moderately low chance and medium to heavy poison damage. Average speed.
Drain: Deals heavy bash damage to one party member. Heals the user for 180% of the damage dealt. Average speed, with average accuracy.
Sweet Mist: Attempts to inflict poison and sleep on all party members, with a 20% base chance and a poison damage range of 42 to 70. Has a 100% speed modifier.
Drain: Deals 120% melee STR-based bash damage to one party member. Heals the user for 180% of the damage dealt. Has a 100% speed modifier and a base accuracy of 99%.
- Towering Oozes are very likely to target asleep party members with Drain.
- Towering Oozes are very likely to open with Sweet Mist. They're also likely to use it if they're in the back row.
- At low HP, Towering Oozes start prioritizing Drain.
- If any party members are asleep, and the Towering Ooze is not in the back row:
- 80% chance to use Drain, targeting party members who are asleep.
- 20% chance to Attack, targeting party members who are asleep.
- If the Towering Ooze is in the back row, 50% chance to use Sweet Mist.
- If this is the first turn, 80% chance to use Sweet Mist.
- If the Towering Ooze is at 25% HP or lower:
- 80% chance to use Drain.
- 20% chance to Attack.
- If the Towering Ooze is at 80% HP or lower:
- 80% chance to use Sweet Mist.
- 20% chance to Attack.
- If none of the above happened:
- 40% chance to use Sweet Mist.
- 60% chance to Attack.
Drops:
Rainbow Gel. 100% chance. Sells for 33 en.
Arc-en-ciel (+22 ATK, +24 MAT, LUC Up Lv1): Made from
1 Rainbow Gel and1 Scrap Iron (Primitive Jungle Mine Item 1). Costs 570 en.Rainbow Bracers (+6 DEF, +8 MDF): Made from
1 Rainbow Gel and1 Laterite (Primitive Jungle Mine Item 2). Costs 340 en.


Wait, why is it weak to instant death? Do you even have instant death at this point of the game, besides Issen?










This is...really good, actually! The damage isn't better than any skills from actual innate skillsets, but the 20% physical defense debuff has a lot of utility behind it, and it's cheap, to boot.




















A defense buff that doesn't actually buff your defense that much. Pass.















Giant's Ruins D3 Take Point
Mint: 23% chance. Sells for 18 en.
Medica II (Restores 100 HP to one party member): Made from
1 Mint (Primitive Jungle Take Item 1). Costs 80 en.Clumped Sap: 52% chance. Sells for 21 en.
Analysis Scope (Adds one enemy to the Monstrous Codex): Made from
1 Clumped Sap (Primitive Jungle Take Item 2). Costs 120 en.Cross Seed: 25% chance. Sells for 80 en.
Cross Knife (+24 ATK, +30 MAT, Fake-Out Stab): Made from
1 Cross Seed (Primitive Jungle Take Item 3). Costs 810 en.- Ambush Chance: 3%

































We're a few levels below where I'd want to be to fight Golem, so we'll do it later.













Galatea
Level: 23
HP: 711 | STR: 40 | INT: 40 | VIT: 38 | WIS: 38 | AGI: 15 | LUC: 28 |
Damage Vulnerabilities:
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Disable Vulnerabilities:
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Deadly Vortex: Attempts to instantly kill all party members, with a moderately low chance. Has an 80% speed modifier.
Deadly Vortex: Attempts to instantly kill all party members, with a 15% base chance. Has an 80% speed modifier.
- Galateas will spam Deadly Vortex every turn.
- Use Deadly Vortex.
Drops:
Fractured Arm. 100% chance. Sells for 260 en.
Pitchfork (+41 ATK, +20 MAT, +12 VIT): Made from
1 Fractured Arm . Costs 1500 en.Dull Stone Armor (+22 DEF, +9 MDF, +15% Bash Resistance): Made from
1 Fractured Arm and1 Bent Claw (Giant Sloth Drop 1). Costs 1700 en.

Also, ice is literally the only way you're going to kill them. Poison will take too long for you to not get tagged by Deadly Vortex.


except they were gold
...i think
































That's it for now. Next time: we go further into the 3rd Labyrinth. It won't be anywhere near as hard as this was.
This update brought to you by the wonderful patrons of the LPs on Patreon:
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