[Let's Play - LT] Lesk's Server 72 Android Playthrough

Hello to the Monster Afficionados :tm: and everyone from the FEU forums in a thread outside of the main Community tab - this is Lesk here (still in the Community tab) mostly known for uh, stirring things in the Community tab, with a “Let’s Play” (through screenshots) of Bigmood/Sigmaraven’s Server 72 [for Android, as I lack a laptop], which will feature truly transformative reactions to poor build decisions and the everclosing allure of the Devil Axe.

Play Server 72 here!

Now, what’s special from this from any other run is that Server 72’s mobile (as possibly the only mobile port to Lex Talionis) features a special type of uncharted territory:

  • Crashes whenever you access the Options menu (no battle backgrounds and the text and map anim speed up that most people are used to)

  • No Talk pop-ups (this isn’t a major factor, we can just disregard any personal space)

and most importantly:

  • The mobile engine does not register saves (whether this is a me issue or a port issue, we will find out along the way), so any game overs are an instant and absolute death (and so are crashes).

Welcome to Server Art Online, where people die when they get killed. Will we ever get over the barrier of Floor 50? Will a certified boogeyman end my runs? Will Lesk ever drink less than 3 Monsters per chapter? Stay tuned, stay spoiled, and most importantly, keep the game open, because closing it is a game over.

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Act 0: A Prologue of Sorts

Act 1: Through the Water and the Flames we carry on

Act 2: Mandatory Arena Check for the Beef

Act 3: Agency is a Deadly Mistress

Act 4: Diesed

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lesk you idiot

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Act 0: Floor 50

And this is the end of our Server 72 run, where offscreen displays of sheer skill and good strategy have allowed me to make it all the way to Floor 50, facing down the final boss.


With us, our sole survivors up to this point, Coinarch and GGWP, where Coinarch serves as our standard Defender, being able to draw aggro through skills and reduce damage taken by half, allowing survival against the dreaded Hijve.

And thanks to the efforts of Coinarch, GGWP, a dodgetank able to strike multiple times in quick succession, now sweeps in for the win and

It is over. I have cleared Server 72. I am at the top of Real You Online civili-


Oh, wait, what do you mean it’s not do-

WHAT DO YOU MEAN IT’S NOT OV-

Act 0: A Prologue of Sorts
Compression Tactics

Now hello everybody, this is Lesk with your Server 72 flawless run in a phone that is likely to become a victim of the free market.



It is time for us to begin this tale of epic with our four-member party, which I will delve into depth in this quick intermission.

The Fabled Intermission
  • Zelg:


Stats I’d Focus: (Def), Res/HP.

Zelg, our main Tank, featuring the name-like Tank Stance skill. Before you discard him for the mere fact of being an armor with the old armor movement, take this skill into consideration:

For three turns, not only you gain a boost to Res (based on your Def, which will make this quite sizeable against mages, granting him valuable mixed bulk), but you also draw aggro when hitting enemies (which also decreases their Avoid by 20).

With the very limited amount of units at our disposal for what will very likely be 20 floors, being able to soak and lure damage is going to be highly valuable.

Additionally, the “Tank Gauge”, while not highly relevant now, it is a class status that allows you to recover 1 MP after entering combat five times (while in Provoke mode). Being able to recycle MP is going to be a highly sought for ability later on (probably), so keep an eye for this.

  • Hardman (don’t call him Hard)


Stats I’d Focus: (Str/Spd), Mag/Skl(?)

Welcome to your Hit n’ Run specialist, Hardman, the local loving father. 5 Cost Canto+ allows for incredibly versatile early turns (for front-loaded maps) as you get to do a 2-3 snipeshot against mages (which can’t counter at 3 range), sword usage against other archers, and then run off away from enemy range. Beyond that, standard Canto is still valuable, even if the lack of Rescue mechanics make the world of Rescue/Dropping a fantasy.

Overall, a nice straight-forward cavalier.

  • Loonie 2ns


Stats I’d favor (Mag/Spd), HP

Arguably the best unit. Now hear me out, I know this is the healer and that it’ll be most usually maneuvered towards healing allies in a vacuum, but this features two things that make Loonie incredibly good:

1: A easily manageable MP recovery system
2: Easily loopable Damage Buffs

You will not believe what a few Spd points do to Loonie, making both her damage output and her MP regeneration get incredibly wild - even more when we acquire the early brave weapons.

Stay assured that Osmose is going to see heavy use when able - with our only current drawback being the fact that Loonie is unable to self-heal (unless we buy vulneraries like a nerd).

  • Certified Scam Artist


Stats I’d Favor: (Mag), Spd, HP(?)

Philophrosyne is what I’m currently going to call a trap unit - she is a speedy nuke, but if she cannot oneshot an enemy and doubles it, the amount of MP you are going to spend will overpower the amount of MP you regenerate each turn - which will later be shown having negative effects on our run.

Another note to take into account is that weapons can either be durability based (most physicals and some tomes), or MP based - where the cost of using the weapon is MP per attack, and Dark magic (Primal*) begins with no 0-cost tomes.

Intermission Over, now, to the first floors of the tower.

With the first floor being an easy bridge to ease us into the mechanics of each character, Floor 2 begins by leaving us fully surrounded by enemies, having soldiers, mercs and fighters threaten us from three angles.

After moving the rest of the party upwards in order to be able to take down the archers as early as possible, Zelg’s fate is to become the first human piñata ever.

And highly likely, not the last.

After the rest of the party return to his rescue, Hardman and company clean up the fighters, for which we are awarded m o n e y.

Afterwards, the next Floor features a different starting formation:


All party members begin split in different spots, with whether or not you’re confident of being able to take down each sector alone or needing to reconvene being a choice at your disposal.
But having juiced up my units, this shouldn’t be a pro-


So, quick context for this image, I missed a 94%. This will become a trend. You have been warned.

But what this means in the end is that if I can’t guarantee the outcome of a battle in my favor, I need to make the most effort towards being able to act properly with what is in my control.

And 94%s are not in my control.


After the group reconvenes while running away from both the mages and the armor knights (with the mages being disposed of by Fraudphrosyne), Zelg gets the much needed kill support to clean up his side.


And lastly, the now catching up Armor Knights from the top have made it just in time to be killed with magic.

Now, Level Ups and stat increases here work differently compared to standard Fire Emblem games. You don’t roll the dice in order to decide what stats come up - you’ll be able to buy stats (each with its own cost) for each one of your units, and leveling up allows you to further keep buying them, as it comes with a limit: 4 stat purchases (other than Luk) per level.

After further stat gimping,


Mandatory NPC protection chapter, and our first culling point. That NPC will be a problem if one doesn’t play aggressively.

But, we’re given a nice tool for this: Mire is a good tome for Defend chapters as it will lock up enemies in place (Stalling), which can buy us more time.


And time would be a thing we’d have if we didn’t miss attacks - to what we find ourselves having to take hits

And even if we do manage to get one lucky dodge…

This ends this chapter with only two casualties, but is easy to e-

OH, COME ON.
Two casualties, all nice and dandy.

I agree, Zelg. We should kill Defend chapters.

But what matters more now, up and coming… the Boss Stage, Floor 5. But beforehand, I do need to mention:

Between each floor, there are recurrent green units that you will be seeing every now and then, and while I won’t be posting them all here (You should really play Server 72), the axe agenda will thrive.

And with that, we’re now ready to-

[insert Lego Batman image here]

MY LOVE, MY DEARLY BELOVED, gyuh

Back to the boss, though. That’s the important thing here, really.

  • Ahein



Now the main gimmick of this boss as observed will be its ability to halve oncoming damage once its HP goes below half - where the tactic mentioned is to burst damage at the boss to skip through the DR layer. But to do so first, we must get to the boss through all the small-time enemies.

Take into account that here we see for the first time an enemy wielding effective weaponry - a hammer, to be blunt. This cyan aura will display the area of such an enemy which will force me to pretty much ignore that section and try to lean right-wards (since the mages aren’t really a worry).

Oh, really now? Do I need to bump accuracy now?

And here we see on full display Philophrosyne’s weakness - her slow MP regen cycle makes it impossible for her to double enemies without being forced to enter downtime - which will be a worrysome situation.

Even then, through collaborative effort…


We have a bit of chipping

Then a bit of damage

And the potential for a kill,

fully granted to us.

And with this, we have taken down the first boss of Server 72, and now only 45 floors remain.

On the Next Chapter…


If only you actually knew. Ha. Game Crashes

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this is horrifying. good luck

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Act 1: Through the Water and the Flames we carry on
Compression Tactics

Hubris.

Hubris sometimes really is the end of things.

Sometimes, overconfidence sends you against the wall, and…

even if odds, and odds, and odds pile up, the smallest of mistakes…

…return the highest of punishments.

And sometimes the game just hates you lmao imagine failing the prologue what a lo-

Now hello everybody, this is Lesk with your Server 72 flawless run in a phone that is slowly deevaluating in the face of the inflationist market and my deep desire for more Monster energy drinks.

After some misfortunate crashes and resets, both borne from literal skill issue, I have returned to the playing field.

No, I’m serious, the skill issue is very real.

Eitherway, Floor 7 was a mobile escort mission, where we had to push a thief onwards while taking down both the enemy barricades and facing against a capped Str armor.

And while the everlooming threat of a oneshot ending the entire run is real, so is the ability to stunlock enemies with Philophrosine.

Maybe I judged her too rashly. But afterwards comes Floor 8, which shouldn’t be a problem eith-


Uh, Zelg? I really hate it when you say shit like that.


Welcome to Floor 8, also known as Floor 10 Alter, also known as the ender of runs, them culling grounds.

Floor 8 - for which I have to mention that there are Line of Vision gimmicks for this game (so enemies with ranged weapons must have a clear line of sight to attack) features an early boss appearance which works as a sentinel for you to run away from in order to reach a room all across the map to seize.



Or you can sell out Zelg for a quick dub. For the life of me I have no idea on how you are actually meant to outrun him so I have to admit, I am a scrub.

If it can be killed, it will be killed, no matter how hard I will be gimping myself right after.

So true, Philophorsine, so true.

Outside of the large obstacle formerly known as Floor 8, there isn’t much to highlight about Floor 9:

Take down the hammer user and then wait out the five turns in a local pillar knowing 1x2 is the name of the game.


Oh, brother. He ventures forth to chunt, indeed.

At least there won’t be any 30 Str/Skl/Def armor knights as an anti-turtling reinforceme-

Yes, you aren’t seeing things. I did spend 28 turns in doing this chapter. Will very likely do that again if the same scenario comes up, and it will be how it has to be.

Somehow, 1RN being revealed starts to feel like a nightmare. Starts.


And thus, Morii is dead, and Floor 10 is done.

At some point when trying to make runs back to the top, I’ve made gross mistakes trying to speed things up, managing to even trigger the second phase of Ahein, that boss you just nuke down first come first serve by absolute lack of skill.

But something I can say is that after every mistake, I come with more information of what is ahead, of each coming floor and challenge and how to push onwards - or how I can disregard everything I’ve said about foreknowledge now as you can access the Market and the Stats increase tab from the preparation menu.

Yeah, that was a real smart moment from me.

Will probably still not use the Preparation menu either way.

Now, for some extra content (as my run made it much farther), here comes the Third Stratum, the true PvP Experience, where we must take down five starter fights before unlocking multiplayer (and then forget about it because going to the danger zones in any MMOs is a huge no. Let me fish instead. In fact, what are MMOs if not massive lumberjacking simulators? I’m going to do all and any content that isn’t PVP because for the life of me, the world is full of exploits and I have mone of them. I need to clip inside a Monster can.), and most importantly, reach Level 5.

Now Level 5 is important as it unlocks a new class skill on each of our characters - which is quite a factor to take into account, and is of what I will be talking about on this section (not because I forgot to make screenshots for the whole of the Third Stratum, trust me).

One thing to note is that weapon ranks are static - no WEXP, and the only way to increase them is through 10G scrolls, but - the key factor here if you will, is that we get a Custom Armament.

Now what is a Custom Armament?

Car Keys. If people can key cars, I can key armor knights. Just saying.

But the car keys are pretty much a malleable physical weapon (which will often be better than most standard weapons) that I can alter to suit my current needs best - which is why we will now be ramming Toyota Corolla’s upon the general populace.

Yeppers.

Now I admit, I used to call Philophorsine a fraud, and I was wrong, I should’ve let her cook because holy. By one side, sure, a free Psychic use every two kills isn’t that bad and is a nice way to take off a weight off from Loonie’s back, but something else came up - something pretty bonkers if you will.

A 1-Mana cost Primal Tome. (This is awesome for tempo). Honestly, I was wrong to doubt her, and the game pretty much rubs on that fact by calling her the defacto MVP of my party on my records.

Hunter’s Mark is a kinda nice damage add effect for a relatively low Mana cost, and considering how cheap increasing Skill is, it kinda feels okay to increase it in tandem with Strength and Speed, if only to reduce strain from our budget.

And this is peak. Like, pretty much peak. Why do they keep making Loonie better and better?


Lmao lol mine. Hue.

But with this, we close the current post after taking down the second boss of Server 72, and now only 40 (actually 32) floors remain.

I’ve reached into the 4th Stratum, but against my better judgement, I ended self-destructing, binning a run that was pretty much set to make it even further.

So, until I make it back, this has been Lesk. Miss your 94% when able, and I’ll be here next time.

On the Next Chapter…


Transatlantical E-Shagging baby, that’s what I’m talking about!

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Act 2:  Mandatory Arena Check for the Beef
Compression Tactics

So, it has been a while.

By one side, I’ve been having a downer mood lately borne from my skill issue, as after crashing right after clearing Floor 20, I had managed to lose three times in a row.

Somehow, I had forgotten how to win.


So I lost. I lost on Floor 6, I lost on Floor 18, I lost on Floor 20 three times. I kept losing.

Even when I could make it to Floor 20, I had gotten slower, as if I was missing something.

And being too slow could only be paid with my life.

Now hello everybody, this is Lesk with your Server 72 flawless run in a phone that has effectively caused me to go into Monster withdrawals despite the fact that I drink two cans daily.

Now, outside of the Third Stratum and acquiring new skills, Floors 11 to 15 are pretty straight-forward as they’re mostly arena-matches with a ‘reduced’ amount of enemies, mostly.

Floor 12 features a party-wide split, while 13 creates an Arena queue where your units enter the Arena to fight against a list of enemies.

Floor 14 features a return of our often-cheesed 30 Str, 30 Def Armor,

Right in time to be cheesed once more by recruiting them to our side.

Floor 15 features the nightmares that can’t be killed, like my Monster addiction. To progress through it, you need to kill the three monks on each side of the arena before getting ready to death-wham the boss.

By the by, it gets a hammer one turn after you take down the monks (as well as other weapons), but at this point bursting bosses should not be a problem.

And with this, Floor 15 is cleared, and its time to access the Fourth Stratum.

So, let’s go towards Floor 16.

For the grand part of this floor, our Def and Res will be decreased by two for the whole chapter, which has come to bite me on the runs where I said “fuck it all” and only invested in offensive stats (I was losing it)

Floor 18 featured an “escort” mission where you get to live react a nuclear warhead exploding all over the Dragon’s Gate, which is cool and should happen more oft-

Wait is that a Javelin of Li-

Afterwards comes Floor 19, with the objective being to dump Mana on the Altar (the sword boulder) five times to complete the chapter before it breaks, and while I’ve gotten better at it…

This still happened on my first run through this and it was honestly kinda peak cinema.

Also, I will come with a Forge note later on, since as mentioned by Zelg, Custom Arms can get ludicrous.

You want it, you name it - Brave, Reaver, Nosferatu effect, the list goes on, at a cost, of course.

And while I get my bearings back, it’s time to bid my goodbyes as I mentally prepare to tackle the Fifth Stratum, having now found a (hopefully) reliable set of stats to defeat this piece of work one more time.

So, until I make it back, this has been Lesk. Remember to make your custom weapons Brave and hand them off to Hardman, because you wouldn’t believe how well he uses them.

On the Next Chapter…


oh hey I wonder what a kaga block i-

WHAT THE FU-

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Act 3: Agency is a Deadly Mistress
Compression Tactics

Hello, welcome to Part 3 of Who Knows How Many, this is Lesk Lyfeld back at it in Server 72! Hit the bell, bookmark this thread, and leave a like and subscribe!

We have now just reached Floor 21, and with i-

OH LORD. Are these actually a frequent event, do these actually happen in Kaga games.

I’ve never been more glad of having hit 30 Defense already.

I kid not, this was the aftermath after my pretty much unsure handling of this chapter (which I’ve gone through twice so far) had me get multiple units killed on the first three turns.

Now you might be wondering about the new units that have joined - of which I will make a quick breakdown here and then further elaborate later.

  • Dazzle, a non-conventional healer who can generate healing auras with various buffs in exchange of breaking lances/entering combat (Canto+ Aura is crazy work)
  • DD/Double Down, a one-hit striker with huge DPS capabilities that will very likely be dead on the next enemy phase when at full potential
  • Hero, a mounted tank with the ability to taunt while healing and using main light magic, and the ability to heal when killing through a combat art.
  • Lady Orchid, a DPS mage capable of throwing multiple attacks per turn at the cost of constant decay damage taken every time she makes an attack.

Out of these, I have learnt to effectively use none of them.

I’m so done for.

And speaking truthfully, cooked I was, as I failed Floor 22, and was sent back down.

But that was the past.


After making it through Floor 22, Floor 23 had us need to kill all purple enemies while running from the giant red cyclops - to what I instead let everyone get killed by it but one unit that booked it and ran away as far as possible.

Truly the Loonie 2ns mindset.

Floor 24, Capture the Flag, is a chapter where you have to kill a Sage holding a flag and bring it back to your side - where some specific spells come in incredibly handy.

Until the place where you must plant the flag spawns right on you with six or so enemies, throwing you a jumpscare and making you panic slightly.

And then, Floor 25. The boss fight featuring two mini-bosses which must be killed in order to further progress into the fight.


He looks fine, honestly, it shouldn’t be that much of a pro-

Oh that’s another Kaga Block it should be fi-

Oh.

OH

HELP, THEY ALL HAVE SILVER LANCES HELP AUGH OUCH UGH GUH

Do note that, thanks to Zelg’s valiant sacrifice here I managed to buy around four or five turns of time.


But quick fun fact - this map, which features two paths and enemies you can ignore makes them all run towards you the moment you enter the throne room. So, unless you kill the boss fa-

Oh. Okay, I’ve got to say, Hardman is crazy good. The more time that passes, the more value I keep getting out of Hunter’s Mark+Brave Bow.

And thus, with this…

I have woken up from the Nightmare of Agency.

Additionally, thanks to hitting Lv10 further ahead, we have unlocked the fabled:

So hello, FEU, here we have an intermission by none other than Lesk for rating skills (once more) and characters now that not only we have gained 4 additional party members, but we acquired the Lv10 threshold unlocking the third class skill for all of our characters.

That’s why I’ll take a bit of time here speaking about each character in specific alongside their new mechanics. This time, I’ll talk about the new 3rd skill on each of our starter 4, as I will talk at a later post about the new team of four, as I must climb the tower back for…

Reasons.

Disclaimer: Due to having indeed crashes right before Floor 28, right after acquiring lv10 any guessing of skills or unit utility is likely to be wrong.

Zelg Lv10

Zelg’s Lv10 skill, Fortify Armor, grants a +5 Def bonus, debuff immunity (which is going to start being laid down thick with the sheer amount of penalties coming, not only limited to stat decreases, but also connected to Stuns. Of course, some debuffs have already shown to be troublesome (Pinned/specific Recoils), so the ability to grant status immunity is a good tool - even more when combined with certain characters.

Considering my late Zelg was now featuring capped Defense and nearly capped HP makes an additional +5 Defense a question for the future, it’s very true that for later scenarios this could prove to be rather interesting.

Granted, he’ll need sturdier weapons in order to channel his inner Doga in a more effective manner, but this skill can at least ensure an incredible amount of walling when in need.

Honestly a great piece to his kit, as he now has an even more reliable source of both Mana refills and Provoke.

Philophrosine Lv10

A fairly standard buff to damage with the ability to cancel debuffs when received whilst in the aura - while an okay option to end a turn with, this is most probably going to be potentially used for dodging debuffs rather than increasing allied damage by 4 over attacking (with which Flux, unless the enemy is also immune to debuffs, will also increase damage by 4).

Loonie 2ns Lv10

With this working in favor towards Osmose stacks, this skill can pretty much turn Loonie into the designated Mana Battery of the team, considering the possibility of specific characters (Hero, for example) to run out of Mana at an awkward spot and be unable to keep healing/provoking if not used correctly.

The small bonus to Mag/Res is a nice touch overall, and is a good option for Loonie to gain Osmose stacks without decreasing the overall SP pool.

Hardman Lv10

Kinda mid. +50 Hit isn’t bad, but Hardman will have high hitrates thanks to being Skl-focused (as well as his OoS skill benefiting that), so this will be a hard use unless a future bow really offers low Hit in exchange for ludicrous Mt.

And with this, I will close the tales of the Fifth Stratum. Maybe one day, I will clear the Sixth Stratum too.

So, until I make it back, this has been Lesk. Remember not to do anything finnicky while playing unless you want to hit a crash and be sent back to Floor 1, chat.

On the Next Chapter…


LOONIE LIKE SMASH

With each setback…

…comes a new path.

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Bro is proving the power of the indomitable human spirit with this one​:speaking_head::speaking_head::speaking_head::fire::boom:

Act 4: Diesed

Sometimes I just wonder. Wonder why every time I get back up its only to be sent down tumbling once more. I’ve lost so many times that progress slowly feels like it has stalled. Sure, I went from selling Floor 30 hard to getting convoy’d at Floor 34, to now get softlocked at Floor 38.

Can I truly say that I have improved when I struggle at the same chapters and my runs are only stopped for things I couldn’t maneuver against?

Compression Tactics

Hello, welcome to Part 4 everybody, this comes at a rather late time as I’ve been finally playing as myself on Dies (for growth purposes).

The segment between Floors 26 and 30 is essentially a boss-rush, with five different bosses each with different mechanics.

Now, I really won’t say much, but in this floor is where multiple HP boss bars start showing up, and with each depletion, every unit gets refreshed.

This will be important for bosses that can be one-turned or heavily cleaved with DD, as it allows us to push for more movement while we chip a bar out.

Now, let’s begin with this clearly normal screenshot of Manni, Floor 27’s boss.

Three Boss Bars, with the ability to attack in two different phases each turn (Nightmare), now, Ragdoll can be cancelled through making use of the Anti-Shove:tm: formation (since you can’t push through other units), as this boss features an Arena Knock-Out area.

Take down one bar, and the boss starts handing stuns (prevents action of target) on its purple phase - take down another bar, and Manni gains Imperial - a skill that we will see on later floors (to my loss).

Imperial foes counter whenever they are attacked no matter the range, and do not get countered in return.

Now, let’s talk about Forte, one of the following bosses, with the following gimmick:

You need to wait.

Each turn, Forte’s stats will go down by 5. With all I’ve said so far, it sounds simple enough, right?

There’ll also be multiple bigles shooting from afar against you, constantly shooting at your units, which you need to position with care (which I can’t)

(I only need one unit to survive until the last turn and its DD’s clear oneshot).

And then, we have Fifth.

I screwed up big time the first time I fought him. Too hasty, too careless, and hardly had an idea of what its boss mechanics were. I paid the price for it. But I was able to get over the barrier that once took me down, Floor 30.

Since then, only I have hold myself back.

Note: Next post, maybe will edit this one, or maybe I will make a different post for the four extra units and their skill breakdown.

This has been Lesk. Good luck out there.

On the Next Chapter:


Yep. That’s me. You and I are trapped here forever.