Similar to older JRPGs, Cris Tales is less about what you do and more about how you do it. Getting past the sewer might be easy, in regards to mechanics, but poison enemies will punish you long after they’re dead. This all concludes with a fight against something known as the Sewer Depthstalker. It heals, it poisons and it’s extremely easy to overwhelm players if you allow it to do so. Thankfully, it can be overcome with some planning.
Unlike the previous stage, narrative reasons make so you can’t just buy power and the level is so large it’s a waste of time to do so. Thankfully, Cris Tales somewhat understands this and most of the loot on the path to the Sewer Depthstalker contains equipment. You should be able to get a pair of Feather Boots, Wood Ring, and more on your path to the boss.
Likewise, poison enemies are extremely weak to water and soldiers can’t deal with lightning, making Cristopher invaluable. Poison will go away on its own, so don’t feel the need to use antidotes if you don’t need to. Finally, there will be a shopkeeper right before the save point prior to the boss. If you find yourself overwhelmed or want an advantage, buy some potions and hope for the best.
Similar to the last boss, the Sewer Depthstalker has three parts that you need to deal with. Each has its own quirk, along with distinct advantages and disadvantages to leaving alive. This is another fight that is a lot easier if you scan the enemy but to make it easier, you can find that information below.
Because scanning informs you of its current health, I strongly suggest starting the fight with Willhelm using the long scan and then having Crisbell using future crystal. Not only will this instantly complete the scan, the Sewer Depthstalker is weaker in the future, meaning future and present are the best time to fight and the past is the worst.
The fight itself is going to hinge on luck and blocking deadly attacks. Anyone getting confused is enough to greatly increase your chance of failure. If you do need a buffer, the past version of the boss has an orb that, when broken, stuns it briefly. Great for a round of attacks and then set it to the present when it’s easier to kill.
As for parts, there really isn’t a perfect order. The Tail or Sewer Mannequin needs to die before the body since the tail does most of the annoying attacks and the Sewer Mannequin can heal it. I personally killed the tail, since it had the lowest amount of health at the time but the Sewer Mannequin has the lowest amount of health, making it the quickest to kill.
The attack is very similar to the last battle. Cristopher is your main attacker using water, with Willhelm healing and Crisbell doing off attacks and emergency healing. By doing this the Sewer Depthstalker should die but if there are issues, either increase Cristopher’s magical attack or be a bit bolder. Killing a part decreases the number of turns it gets, ultimately making it easier to kill. I wouldn’t risk units but sometimes it pays to risk it all.
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