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 lard pirates dawt cawm  §  The Spoony Playthrough: Phantom Brave Part 17 (Dialup users need not apply). / by Spoony Spoonicus
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 ~Spoony Spoonicus on 02:31pm 02/26/12 (01:10pm 10/12/08) in 1h0s  §  6243 eyeballs
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Another double update? Hell, we're near the end, we might as well.

Sounds like a trap to me.

Here we go again.

Cue monsters.

Only three Summons on the first board (giving some nice bonuses at that), though annoyingly they're all beaming out Unarmed to every confinable object on the board, so you'll have to take them on barehanded. If you've fused some decent skills, this shouldn't pose too much trouble.




A Behemoth and a Cerberus on one side, a Dragon and a Lizardman on the other, and a Summon boosting their strength by a good amount. Go for the Behemoth and Cerberus team first; knock the Summon off the board to get rid of its Protections, then take them out one at a time. Repeat for the other side.

This next map is pretty easy; just a handful of Summons and a single Ghost to deal with, with the group nearest you getting some major HP penalties from the bones and skulls they're carrying. There's a fish on the far corner giving out an Invincibility protection, but it's pretty far out of the way, and you probably won't need it anyway.

Ol' Sulphur's avatar, I believe.

This next board's also very familiar looking, with a Cerberus, Fenrir, two Funguys, and a handful of Summons to deal with. Don't bother binding anyone to the two objects this chest is Grounding, but anything else is fair game. Just take out the Funguys first (so they don't steal your equipment) and this shouldn't be very hard.

The fifth battlefield's also not too hard. There's a small group of summons getting No O.B. and Slippery protections, which makes them slide all over the place when they move around (or get hit). In other words, you can keep them at bay easily while they rarely get a hit in themselves if you use skills that do knockback. They also start in pretty close proximity to one another, making them prime targets for your Mages or Grenades.

Wernstrom! Err, wait a minute...

Note to self: never accept mail postmarked "Hall of Death."

They weren't all so bad, actually.

Hell-bent on taking us out, even if it destroys him in the process.

Just doesn't get it, does he?

This fight is very much like our last encounter - Walnut's alone, but every confinable object on the board is receiving negative protections. It's a bit tougher this time, though, as you're now taking 20% damage every turn too. Still, just keep your party spread out and come at him with your best attacks and this should be over quickly.

Also like last time, there's a lone neutral monster on the other side of the board guarding a rare item - a Changebook this time. If you want it, you'll have to have someone with a high Throw (like an Archer) toss Marona over there, then use a Bottlemail to scoop it.

By the power of Grayskull!

Well, shit.

Having guilted Walnut into submission, Sprout leaves just as abruptly as he appeared.

Well, I was trying to be nice.

Devoted to the end.

Forget angsty, he's full-blown emo now.

I forget, did I say Chapter 3 was the last one? If so, I retract that statement now.

How about we steal his boat? It's only fair.

Hello, unlikely rescue party!

Well hey, some good came of thieving after all.

THIS one's the final chapter. Promise!

Tune in next time for Episode 18, where the fights are few but the dialog is many.
 rawks  §  rad comments, dogg.
 ~Spoony Spoonicus  §  at 02:07pm 10/12/08
Bonus Youtube Vids


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