
Alright, time to finish up the Railcage and take on Jigowatt.



A quick look at the party. As we were warned about earlier, Jigowatt has the ability to paralyze our party, so we're gonna want something to deal with that.




Let's do this.





Jigowatt roars, and the party prepares for battle.







Jigowatt
Level: 19
LIFE: 3650
ATK: 75
MAT: 75
DEF: 43
MDF: 34
SPD: 30
Enemy Type: Imperial Dragon
SP: 300
EXP: 800
DZ: 3
AZ: 500
Item Drops: N/A
Damage Multipliers:
Fire: 50% Ice: 150% Lightning: 0% Aerial: 100%
Ailment Susceptibility:
Hack: 35% Curse: 80% Bleed: 50%
Poison: 50% Burn: 100% Freeze: 50%
Paralysis: 0% Sleep: 50% Blind: 50%
Stun: 0% D-Depth: 100% Debuff: 100%
Skills:
Clean Sweep: Randomly attacks the party with ATK-based Non-elemental damage 6 times, dealing 40% damage per hit. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Aimed Shot: Deals 150% ATK-based Non-elemental damage to one party member. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Rail Charge: Telegraphs the use of Rail Gun in 2 turns. Has a speed modifier of 100%. Counts as taking 2 actions.
Rail Charge Alpha: Telegraphs the use of Rail Gun in 1 turns. Has a speed modifier of 100%. Counts as taking 2 actions.
Railgun: Deals 400% MAT-based Lightning damage to all party members. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%. Counts as taking 2 actions.
Discharge: Deals 65% MAT-based Lightning damage to all party members, and has an 80% chance to inflict Paralysis for 3 turns. Paralyzed party members have a 50% chance to not act. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Level: 19
LIFE: 3650
ATK: 75
MAT: 75
DEF: 43
MDF: 34
SPD: 30
Enemy Type: Imperial Dragon
SP: 300
EXP: 800
DZ: 3
AZ: 500
Item Drops: N/A
Damage Multipliers:
Fire: 50% Ice: 150% Lightning: 0% Aerial: 100%
Ailment Susceptibility:
Hack: 35% Curse: 80% Bleed: 50%
Poison: 50% Burn: 100% Freeze: 50%
Paralysis: 0% Sleep: 50% Blind: 50%
Stun: 0% D-Depth: 100% Debuff: 100%
Skills:
Clean Sweep: Randomly attacks the party with ATK-based Non-elemental damage 6 times, dealing 40% damage per hit. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Aimed Shot: Deals 150% ATK-based Non-elemental damage to one party member. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Rail Charge: Telegraphs the use of Rail Gun in 2 turns. Has a speed modifier of 100%. Counts as taking 2 actions.
Rail Charge Alpha: Telegraphs the use of Rail Gun in 1 turns. Has a speed modifier of 100%. Counts as taking 2 actions.
Railgun: Deals 400% MAT-based Lightning damage to all party members. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%. Counts as taking 2 actions.
Discharge: Deals 65% MAT-based Lightning damage to all party members, and has an 80% chance to inflict Paralysis for 3 turns. Paralyzed party members have a 50% chance to not act. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Jigowatt isn't too tough, but it does kind of mark the point where you need to have some idea on how to play this game, or you'll just get crushed.

I'll have Chelsea boost everyone's attack.

Faye is gonna start off the jab combo, and then transition into Spinedge Blow once Jigowatt build up enough D-Depth.

Since Jigowatt has a weakness to Ice, Joshua is just gonna spam Freeze as much as he can.












Jigowatt doesn't start off swinging just yet.








Joshua is dealing a good amount of damage right off the bat, but Faye needs to inflict some more D-Depth on Jigowatt before she can start doing so as well.

Chelsea has nothing better to do this turn, so I'll try for a Hack. If it doesn't work, then oh well.



Clean Sweep is a bit nasty, but the way the targeting system works is that whoever gets targeted is determined for each hit. Party members with higher HP are more likely to be attacked, and as a result, everyone will take about the same amount of damage in most cases. But the real problem with Clean Sweep is...


If you get a little unlucky with the RNG, Aimed Shot can get a surefire kill in some cases.



Wow, I really was not expecting that to work since that only had a 24% chance of going through.


Since Chelsea successfully hacked Jigowatt, that lets me debuff it with poisnjam.exe.

Jigowatt has 2 stacks of D-Depth on it now, so Faye can use Spinedge Blow on it.

Everyone else is looking a bit beat up, and Joshua is my fastest party member, so I'm gonna have him heal up the party. Won't be using the Healing Aero III just yet. Gonna save that for now.









Ahahahaha! In addition to letting Hackers use various skills on the target, Hack also causes the target to have a 50% chance to not act.








Unfortunately, hacking has a really short duration of 2 turns. So you either capitalize on it, or you don't.

Chelsea has nothing better to do, and Joshua needs to go back to dealing damage. So she's gonna be my designated healer for the rest of the battle.



Since Chelsea is amplifying the damage Jigowatt takes, and Faye lowered its defense stat on the last turn, I'm gonna hit it with an EX-boosted Spinedge Blow.



Joshua will just throw out an EX-boosted Freeze.




Mm, that is some good damage.






When Jigowatt uses Rail Charge, heal up. Rail Charge telegraphs that it's about to unleash its strongest attack in a few turns.

I have Joshua set up a Decoy Mirror to deal with the incoming Railgun, so he doesn't need to worry about that.






There's Rail Charge Alpha. If your party isn't fully healed on this turn, well it's gonna suck, I'll say that much.





Chelsea and Faye are forced to guard since they can't survive Railgun otherwise, but Joshua can keep going on the offensive.













Yeah, Railgun is pretty much a one-hit kill if you aren't fully healed and don't guard against it.

Great, now Faye has to start jabbing Jigowatt again before she can deal some good damage to it.



Gonna have Chelsea throw out an EX-boosted Heal Aero III so her and Faye won't get finished off by Jigowatt's attacks.





Once Jigowatt is below 50% Life, it starts throwing out Discharge. This is why you want something to guard against Paralysis. At this point in the fight, being inflicted with it can turn the tide back to Jigowatt's favor. If an ailment gets nullified by equipment, the game will tell you if it did so.


Jigowatt's attack animation for its regular attack also changes at this point, but the attack itself doesn't change one bit. No idea why there's a new animation for it.


Jigowatt is almost dead, so I'm gonna have Chelsea boost everyone's defenses to secure my victory.

Hopefully, Joshua can heal everyone up before Jigowatt attacks.






Oof. Yeah, setting up Defense Booster was the right call there. And thankfully Clean Sweep didn't manage to kill anyone.






Oh hey, Jigowatt managed to get a crit.

Not that it matters, because it's almost dead.



Time to finish it off.







And Jigowatt goes down. Not a super tough fight, but if you're just learning the ropes, it can be a bit of a brick wall.

Jigowatt is dead.



Chelsea does so.


The screen flashes white a few times and a whirring sound is heard.





Unit 13 flees.


The screen shakes throughout the scene, then...

BOOM!

With Jigowatt dead, the Bloom recedes from the Ikebukuro Railcage.




And a bunch of new facilities can be repaired at City Hall. Let's get to doing that.





And this lets us repair some other facilities.

Namely the residential area, which unlocks more quests.








This is the place where we need to head to.


Yes, you are seeing that screenshot correctly. Miku Hatsune is actually in this game. In fact, it was a selling point for it.






How many times are they gonna reuse that dragon model? Sheesh. Anyways...
Wyvern
Level: 23
LIFE: 1500
ATK: 99
MAT: 82
DEF: 54
MDF: 43
SPD: 30
Enemy Type: Dragon
SP: 150
EXP: 600
DZ: 1
AZ: 500
Item Drops: N/A
Damage Multipliers:
Fire: 100% Ice: 150% Lightning: 0% Aerial: 100%
Ailment Susceptibility:
Hack: 50% Curse: 80% Bleed: 50%
Poison: 0% Burn: 50% Freeze: 50%
Paralysis: 50% Sleep: 50% Blind: 50%
Stun: 0% D-Depth: 100% Debuff: 100%
Skills:
Fire Breath Phi: Deals 100% MAT-based Fire + Breath damage to all party members, and has an 80% chance to inflict Burn for 3 turns. The burn has a power of 30%, and applies a 0.9x multiplier to ATK, MAT, DEF, and MDF. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Sonic Boom Beta: Deals 150% MAT-based Non-elemental damage to one party member. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Gather Power Tau: Multiplies the Wyvern's ATK and MAT by 1.2x until the end of the next turn. Has a speed modifier of 100%.
Level: 23
LIFE: 1500
ATK: 99
MAT: 82
DEF: 54
MDF: 43
SPD: 30
Enemy Type: Dragon
SP: 150
EXP: 600
DZ: 1
AZ: 500
Item Drops: N/A
Damage Multipliers:
Fire: 100% Ice: 150% Lightning: 0% Aerial: 100%
Ailment Susceptibility:
Hack: 50% Curse: 80% Bleed: 50%
Poison: 0% Burn: 50% Freeze: 50%
Paralysis: 50% Sleep: 50% Blind: 50%
Stun: 0% D-Depth: 100% Debuff: 100%
Skills:
Fire Breath Phi: Deals 100% MAT-based Fire + Breath damage to all party members, and has an 80% chance to inflict Burn for 3 turns. The burn has a power of 30%, and applies a 0.9x multiplier to ATK, MAT, DEF, and MDF. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Sonic Boom Beta: Deals 150% MAT-based Non-elemental damage to one party member. Has an accuracy modifier of 100%. Has a crit rate of 0%. Has a speed modifier of 100%.
Gather Power Tau: Multiplies the Wyvern's ATK and MAT by 1.2x until the end of the next turn. Has a speed modifier of 100%.
The Wyvern really shouldn't be taken on right away since it can rip through your party very easily with its attacks. Though once you can go toe to toe with it, it's basically a somewhat stronger D#.

The fight was relatively uneventful aside from the fact that there was a casualty.


The only consequence is that the exp bars are now uneven. Look, the important part is that we rescued Miku, and that's all that matters.




And then she immediately walks off.



Rescuing Miku lets us rebuild the Diva room.



This setting is shared across system data and will be applied to all save files.

So uh, I said Miku was actually a selling point for this game. Her only role is that she provides an alternative soundtrack. She does nothing else of note in the game. I really don't like said soundtrack, and I think the normal songs are the much better tracks.