74: Trials & Tangy Tribulations (Part 1)
18 - In the Court of the Ant Queen
Last time, we went on a world tour in search of new conversations and lore. Today... today is going to be mostly about combat, because we're going to tackle the Cave of Trials (and also experience quite possibly the most obscure and hilarious secret in the game).
We have a bit of setup to do first, though.
72 - Summer Holiday at the Metal Island (TM)
We need to head to Metal Island and see Skirby.
As a reminder, Skirby sells Tangy Berries for 40 berries each.
I'm going to buy four. Just let me hang this gun on the wall for now, I'll explain it soon enough.
06 - Outskirts
Let's head to the Cave of Trials. I'm going to walk there from the Outskirts to remind everyone where it is, since it's been a while since we found it or thought about it at all.
In the first screen east of the Explorers' Association, we go south and head down these stairs.
The cave entrance is here.
The Cave of Trials! We discussed how it works a bit when we first got access after Chapter 4, but let's do a quick recap. The cave will present us with fifty simulated battles in a row, divided into five waves of 10 with escalating difficulty. We're given two free full heals, but we can only use those after finishing each tenth fight.
So, I think it's time for a whole new build! Let's move some medals around.
A quick note on Hard Mode: if you're only after the rewards here and not interested in the challenge, you can take it off without any penalty. I see a lot of people do this. I won't be, obviously, but I thought it might be good to remind anyone playing along that they have that option. Also, if all you care about is achievements, you can stop after 40 (though again, we won't be doing this).
I still haven't removed any of our HP or TP Pluses. We probably don't need all of the HP, honestly, I could have recovered a few MP here but it's fine to have a safety net.
This should look different!
It's Leif's turn to shine, because his abilities really help us be efficient here. The core idea is to boost his attack as much as possible (including getting him low on HP for Last Attack), and start each battle off with Icefall for major spread damage. A lot of enemies are even weak to ice, which makes this even more convenient. When the tougher enemies start showing up, we can spend a bit more TP and use Ice Rain, or Frozen Drill if they have high defence.
You may notice we're using Victory Buzz, but not Triumph Buzz. Getting HP recovery after fights would make it too hard to keep Leif at 4 HP or fewer, so we don't want that, but recovering 4 TP after each battle is exactly what we want since it effectively makes that first Icefall free. (If you aren't using Last Attack, Triumph Buzz is a good choice here though.)
If battles happen to go longer than two turns, TP Core will help us keep up with any other skills we want to use.
(Kabbu's keeping some tanking ability with Super Block+ and Back Support, and Vi's keeping Heal Plus. Their job will mainly be to stay alive, and relay to Leif if they don't have anything else to do.)
For all that I derided it before because it doesn't affect Frigid Coffin, putting Status Booster on Leif is still a good idea if you're planning to use Icefall. This way, we have a decent chance of freezing anything we don't kill right away, and that can buy us some time to recover more TP (like with the Meditation medals I've put on Kabbu).
Kabbu also gets Strong Start. We could give this to Vi, too; the important thing is that it's no longer on Leif, because we don't want him taking doubled exhaustion penalties as our primary attacker.
Also, Leif gets Hard Charge, to give some control over his HP and make it easier to get him into Last Attack range. (Our Leif has 14 max HP right now, which isn't ideal, but at least means he gets into range with two Hard Charges.)
I'm not sure why I left Status Relay on, it has good utility with Hard Charge but I'm not actually going to be using it. The same goes for ADBP Enhancer, it's a good medal but it doesn't really help us with this setup and I think I just left it out of habit. I'm not going to claim this is fully optimised by any means.
Spy Specs is going to look unusual, considering how diligently we've been spying on enemies. It's here for a very specific reason, which will become apparent in due time. (Let's hang this one on the wall next to the Tangy Berries.)
Also, I went and reduced Leif's HP to 4. We won't be healed automatically at the start, so we can take advantage and go in with Last Attack already active. (This is trivial to do: go into a battle and use Hard Charge twice, then run away.)
Let's take a look at our items too.
First up, we have these four Tangy Berries at the top of our inventory. There is a very well-hidden secret here, which activates under either of two conditions:
(1) We have a Tangy Berry in the 4th slot from the top of our inventory.
(2) We have at least 3 Tangy Berries in our inventory, anywhere.
Just to be safe, I've gotten four berries, which satisfies both conditions. I've seen a lot of slightly different explanations online, but I did some pretty thorough testing.
(What does this do? I'm not telling yet.)
It's a lot more reliable to do this via the 3 berries method. If you're trying to do it with slot 4, it's easy to mess up because of how the inventory works: when you use an item, the one that actually gets consumed is always the closest to the top, no matter which you actually pick from the menu. (So if you're using the slot 4 method, you really need to tie up the slots above it with items of a type you have no intention of using, or you'll mess it up.)
If you've forgotten how to move items around in the inventory, you do it by holding (Y).
I've also made three Berry Smoothies. As a reminder, you can either get these as a random outcome from cooking Mystery Berries, or by combining a Tangy Berry with Dark Cherries.
If we want to make use of Ice Rain (and to a lesser extent Frozen Drill), these really help keep up with the costs. We could probably get by without them or use Crisbee Donuts instead, if we really had to, but they'll be useful.
Right then, preparations are all complete.
Let's do this.
Click me for video!
Holographic enemies flicker into existence. (There's a fun visual effect, if you're watching the video: these simulated enemies' sprites occasionally flicker and glitch out a little.)
04 - FIGHT!
55 - Team, It's Getting Serious!
(Putting both battle themes here, you'll hear them at various points depending on which enemies are in each given encounter.)

Battle 1 of 50, let's go!
From there, we go right into battle. There's not a lot of fluff to this.
The first battle is four Seedlings, two flying and two grounded.
This fight is obviously not a challenge, especially with our setup. I'm just showing this as proof of concept; I'm going to gloss over the vast majority of the combat here and just talk about any highlights. If you're interested in the full battles, it's all in the video (I think I show off some reasonably interesting and clever play in places, and also I made some blunders toward the end that might be entertaining.)
Once we finish the battle, the Roach hologram briefly congratulates us (the ? here is just an amusing coincidence from the deliberately glitchy-looking text, it's normally a !).

Battle 2 of 50, let's go!
Then we're immediately thrown into the next one.
Two Inichas and a Jellyshroom.

Battle 3 of 50, let's go!
Zombiant, Jellyshroom, Inichas.

Battle 4 of 50, let's go!
Three Midges.

Battle 5 of 50, let's go!
An Acornling and two Numbnails.

Battle 6 of 50, let's go!
Midge, Acornling, Weevil.

Battle 7 of 50, let's go!
Weevil, Chomper, Venus' Bud.
One thing that does quickly become apparent is that some of these formations are new. Many of them are unique to the Cave of Trials and combine enemies in ways we haven't seen before.

Battle 8 of 50, let's go!
Seedling, Underling, Flowerling.
This is another new formation, I don't think we've seen this particular combination of the Seedling family before.

Battle 9 of 50, let's go!
Cactiling, Psicorp, Thief.

Battle 10 of 50, let's go!
Burglar, Bandit, Thief.
One other thing pointing out is that the sequences of 10 battles aren't chapter-themed or anything. We started out with Seedlings and other Chapter 1 enemies here, but it very quickly started introducing things from later chapters (Flowerlings don't appear until Chapter 6 but they're still in this opening sequence, for instance). There's a general sense of difficulty progression (both between and within the sets), but that's about the only pattern.

You deserve something for your efforts!

Once you are done, check near the platform, you should find something of interest.
When we complete the tenth battle, we get this message. The prize for clearing this wave is a Tangy Berry, but they don't hand it to us, it appears on the floor and we can pick it up afterward. (I suspect this is because it'd get messy when our inventory gets restored at the end of the trial.)
Incidentally, if you do happen to lose a battle in here, it isn't game over, and you still get to keep any prizes you earned prior to that point. So there really is no reason not to keep pressing forward and see how far you manage to get.
We're also offered the option to heal before continuing. We don't need this right now. (And with a strategy like this, healing is a bit double-edged because we'd have to get Leif back to low HP again.) On we go!

Battle 11 of 50, let's go!
Underling, Arrow Worm, Psicorp.

Battle 12 of 50, let's go!
Bee-Boop, Arrow Worm, Psicorp.
Once again, this is a combination we haven't seen before, the robotic enemies from the Honey Factory are never seen outside that area in the wild.

Battle 13 of 50, let's go!
Two Denmuki.

Battle 14 of 50, let's go!
Two Bee-Boops and a Security Turret.

Battle 15 of 50, let's go!
An Inichas and two Denmuki.
This one's kind of neat, it's combining caterpillar enemies from different parts of the world.

Battle 16 of 50, let's go!
Three Abomihoneys.

Battle 17 of 50, let's go!
Two Thieves and a Bandit.

Battle 18 of 50, let's go!
Two Krawlers and a Warden, all in sand form.

Battle 19 of 50, let's go!
Haunted Cloth, Warden, Krawler (sand form again).

Battle 20 of 50, let's go!
Two Chompers, a Chomper Brute, and a Wild Chomper.
This is another combination we wouldn't have seen, Chomper Brutes aren't found outside the hidden cave, and Wild Chompers only appear in the Far Grasslands.
If you're not ready to deal with the big pools of HP, the Chomper Brutes can be an unpleasant surprise here, and definitely might throw you off your rhythm.

You deserve something for your efforts!

Once you are done, check near the platform, you should find something of interest.
Once again, we're told the reward will be on the ground after we finish. For this wave, we get Dark Cherries.
And again, we're offered the opportunity to heal, though I don't want to. Let's keep going.

Battle 21 of 50, let's go!
Two Mantidflies and a Flowerling.

Battle 22 of 50, let's go!
Two Thieves and a Jumping Spider.
Another new combination, the spiders and bandit enemies never shared a habitat.

Battle 23 of 50, let's go!
Inichas, Denmuki, and two Madesphy.
This one can be nasty if you're unprepared for it; Madesphy have that party-wide attack that inflicts Numb and can easily kill you out of nowhere if you're not careful. (Also, it's another "hey look at all the caterpillars" one.)

Battle 24 of 50, let's go!
Two Leafbug Ninja and a Leafbug Archer.

Battle 25 of 50, let's go!
A Leafbug Clubber and two Flowerlings.

Battle 26 of 50, let's go!
Leafbug Clubber, Leafbug Ninja, Leafbug Archer.

Battle 27 of 50, let's go!
Belostoss and Water Strider.

Battle 28 of 50, let's go!
Ironnail, Plumpling, Flowerling.

Battle 29 of 50, let's go!
A Jumping Spider and two Mimic Spiders.
Here's another new combination. It makes a certain kind of sense since they're all spiders, but these enemies' habitats don't overlap areas normally.

Battle 30 of 50, let's go!
Acornling, Plumpling, Underling, Flowerling.
It's another big Seedling family grouping (though, of course, all the types at once wouldn't fit into a single battle).

Here is something for your efforts.
This time, we're just handed the reward directly. For completing the third wave, we get a

Defense Exchange medal (our second copy, finally). If you're leaning toward defence/tanking builds, it might be worth coming here earlier in the game to get this (even if you don't plan to complete the trials in one go).
On we go.

Battle 31 of 50, let's go!
Two Jellyshrooms and a Bloatshroom.

Battle 32 of 50, let's go!
Zombeetle, Zombiant, Zombee.

Battle 33 of 50, let's go!
A Mothfly and two Mothfly Clusters.

Battle 34 of 50, let's go!
Two Wasp Troopers and a Wasp Scout.

Battle 35 of 50, let's go!
Bandit, Burglar, Ruffian, Thief. (The full set!)

Battle 36 of 50, let's go!
Wasp Driller, Wasp Bomber, Wasp Scout.

Battle 37 of 50, let's go!
Diving Spider, Water Strider, Belostoss.

Battle 38 of 50, let's go!
Chomper Brute, Wild Chomper, and two Venus' Buds.
Whenever Chomper Brutes get involved, these fights always get a bit messy, they have just enough HP to get really annoying (and here, there are also enemies that can heal if you let them).

Battle 39 of 50, let's go!
Two Midges and two Leafbug Ninja.
I actually learned something new in this battle! Leif ended up being knocked out by one of the Midges' counterattacks, so I had Kabbu revive him with Pep Talk and found out that this reset his exhaustion penalties. That's pretty handy, although there aren't that many enemies that do counterattacks in the middle of your turn, so applications are pretty limited.

Battle 40 of 50, let's go!
Two Sentry Turrets, a Wild Chomper, and a Wasp Bomber.
This formation's a weird smorgasbord and I don't really know what it's supposed to be.

Here is something for your efforts.
Our reward for clearing 40 fights is a new medal,

TP Saver.
This is pretty much exactly what it says on the tin. For 5 MP, the equipped bug's skills will all cost 1 fewer TP (though you can't reduce any costs to zero). This discount also stacks with Life Cast, so it's not uncommon to see them combined (for example, if Leif equipped both of those medals, the cost of Bubble Shield Lite would go from 3 TP to 1 HP).
You can definitely do some neat things with this, although I personally haven't used it much because of where it's located. This is definitely one of those medals I'd love to get early in a randomiser playthrough, though.
On we go. I actually decided to demonstrate the healing this time, I think because I was low on TP; if you're watching along, you'll be able to see that I ended up getting a bit sloppy afterward.

Very well, here is some healing before we continue ahead!
We get a very brief healing animation, then it's right back into the action.

Battle 41 of 50, let's go!
Burglar, Ironnail, Zombeetle.
After we finish that battle, this achievement icon pops up, which is definitely a bit confusing. I don't really understand why it gets delayed to this point, but this is actually for having collected all the Medals: TP Saver was the last one we were missing. I'll show the achievement itself once we're done here.

Battle 42 of 50, let's go!
Wasp Trooper, Bandit, Ruffian, Wasp Scout.

Battle 43 of 50, let's go!
Bloatshroom, Burglar, Belostoss.
(Is there a theme to this one? Maybe it's just that these enemies all have similar proportions?)

Battle 44 of 50, let's go!
Three Abomihoneys and a Wasp Driller.

Battle 45 of 50, let's go!
Haunted Cloth (fire), Warden (fire), Krawler (fire).
Things definitely start stepping up a bit at this point, the endgame enemies start coming out now.

Battle 46 of 50, let's go!
Cactiling, Dead Lander Beta, Inichas.
And now we've got Dead Landers! The final few battles of this really start ramping up the difficulty. (Although this one maybe not so much, the Dead Lander's the only real threat here.)

Battle 47 of 50, let's go!
Dead Lander Gamma and two flying Seedlings.
The Gammas are no joke, though. Any battle with these things can turn against you at a moment's notice.

Battle 48 of 50, let's go!
Two Golden Seedlings!
If you know that Ice Rain can score multiple hits on them, this isn't that scary (though it'll drain a lot of resources); otherwise, it can definitely be pretty daunting! They're still prone to running away, though, so you might get lucky.

Battle 49 of 50, let's go!
Dead Lander Alpha and Dead Lander Beta.
Another one that can be a bit tricky if you aren't prepared to deal with it. It's not that bad if you've managed your resources well, but if you're already struggling it might not go well. (We've seen this formation before, but it's worth remembering that, strictly speaking, you never actually have to fight these things to complete the game.)

Battle 50 of 50, let's go!
And finally, we have two Dead Lander Gammas.
This is never an easy formation to deal with. (Last time we fought these, we had Maki and Elizant there to help!) If you're watching along in the video, I definitely got sloppy here and made a few mistakes, but ended up getting lucky and not dying from them. These things can put out a lot of damage, and most of their attacks cause sleep, so once the battle starts going badly it can very often keep doing so.
(I didn't this time, but it isn't a bad idea to put Resist All and Sleep Resist on someone to make them immune, if you're worried about these.)

It brings me joy that I can reward you with this. Take it!
The reward for clearing all 50 fights is the final ribbon for Chompy! We'll test this out in a bit.

If you want to keep fighting, just talk to me again, and we shall begin the process once more.

I no longer possess any amazing rewards, but you shall still earn berries, so feel free to come back anytime!
We also get this little speech from the Roach hologram on finishing. Clearing the Cave of Trials for the first time unlocks Random Mode, which we'll discuss more shortly. There are no major prizes left, but we can keep fighting for berries (or just because it's fun).
13 - It's Getting Scary!
Wait, what? The hologram just started freaking out and spewing glitchy error messages?
51 - The Watcher
Um.
That looks like...?
Welp. Can't spy on it. (This is why I equipped the Spy Specs medal, so we could see its stats.)
And if we try to see its name by targeting it, it keeps glitching out. Look at the text for long enough and you will see the name TANGYBUG amidst the chaos.
Click me for video!
TANGYBUG is this game's secret boss, and the reason we were futzing about with Tangy Berries in our inventory. If you have a Tangy Berry in the 4th slot, or three Tangy Berries regardless of location (checked when you finish battle 50), you get to fight this weird hologram of Tanjerin. This secret was actually added to the game in v1.1, I think inspired by people memeing about Tanjerin on the official Discord.
And looking at it, this thing is no joke! To start, it has 99 HP and 4 defence; it can take a lot of punishment. And it starts out flying and with two actions per turn. (Interestingly, there are no "normal mode" stats for it either, it'll have these stats regardless of whether you have Hard Mode equipped. This is a superboss. If you trigger the fight, you'd better be up for the challenge.)
(Incidentally, this silhouetted appearance is how any enemies you haven't previously encountered would appear in the Cave of Trials.)
Please excuse some minor continuity errors in HP/TP and some of the items we have in inventory; the fight I'm showing going forward came from a different take than the prior screenshots and the Cave of Trials video.
We'll start out with an Ice Rain.
Probably blew through most of its freeze resistance there for a few extra points of damage, but realistically freezing it isn't going to make or break the fight. (Look at the impact of that defence stat!)
Also, it is weak to ice. Are "fruity bugs" part plant?
Feels like we barely made a dent...
With 11 TP left, I decided to go for another Ice Rain since we could afford it.
That doesn't feel particularly worthwhile, but there are no great solutions here, with this build our best approach is going to be brute force. (If you've been using Vi as the main attacker instead, Needle Pincer is your friend though.)
Kabbu uses a Berry Smoothie.
And then, after another relay, Leif shields himself.
Chompy doesn't get to participate in this battle, unfortunately. There is literally nothing she can do to harm this thing.
The first attack it uses on us is this frost breath, similar to the one used by Haunted Cloths. This deals 4 base damage across the entire party, and also freezes us if we don't fill the bar. (Oops.)
Weirdly, it ended its turn after that. I'm not sure if the breath attack always costs it two actions, or if some kind of bug cut its turn short (maybe because it froze us?); this fight is not very well documented.
Much as I don't want to heal Leif out of Last Attack range, I think I really only have one option here to not lose the fight.
Queen's Dinner! These things are unparallelled in getting you out of a pinch, especially when a lot of the party is afflicted by disabling status. I really can't afford to give up that much action economy this turn.
Right, what to do now?
Let's have Leif use Hard Charge, to at least make a start on reducing his HP again.
And I think it's time for the full-party Bubble Shield. This can be a recovery and setup turn, we'll get back into the swing of things next turn.
This could complicate things. It's taunting Vi. (Taunting also doesn't cost it an action, so it's still going to do two more attacks after this.)
TANGYBUG also has a move that looks like Kabbu's Dash Through, which hits the entire party for 5 base damage.
And another that looks like Heavy Strike, also for 5 base damage. Its moveset is a weird amalgam of moves we've seen elsewhere in the game.
Vi being taunted is going to complicate things, especially since Leif is down an action thanks to shielding last turn. Taunted characters can't use Turn Relay.
Kabbu can, though, so we may as well take this opportunity to do another Ice Rain.
Thanks to Hard Charge, we can still do quite substantial damage even though Last Attack isn't active. This could have been better, but I certainly won't complain.
Unfortunately, we can't really do anything else this turn.
Vi may as well attack since she's forced, but, well, what did you expect to happen?
It's also borrowed the spinning attack from Haunted Cloths, it seems. This deals 4 base damage across the party.
For its second attack, it launches a poison glob. This deals 4 base damage and inflicts poison if not blocked, as you might expect. I think I may have also seen this inflict other status effects before, but I'm not certain.
Then at the end of its turn, it rises back into the air. It will just do this occasionally; it doesn't cost any actions, and I think can come after it does any other move. (Also, like the Everlasting King, if we use flipping attacks on it while it's grounded, we'd send it back into the air.)
We got kind of lucky there, though: Leif took a lot of damage, but survived, meaning Last Attack is back online. So let's keep the Ice Rain coming!
We're making progress, albeit slowly.
Also, we're nearly out of TP again. (Ice Rain is expensive!) Let's fix that.
And then I think it's best to play it safe and shield the party.
We take another poison blob. That's fine.
But then it taunts Leif, which is definitely going to be irritating... it also rises into the air afterward.
Apparently TANGYBUG can also use Dash Through while floating! The effect is the same, though. (Also, this screenshot caught something interesting, while most of the time it's just the grey hologram, there is at least a frame or two of Tanjerin sprites in there.)
This is awkward.
...Or is it? Let's get it out of the air with Vi, even though she won't do any damage.
Leif may be out of actions (and taunted, so we can't relay to him either), but Kabbu can initiate Frozen Drill!
I should probably have been using this more often. Frozen Drill is awesome.
TANGYBUG also has this vine attack, which we've variously seen from characters like Aria and the Wasp King. The first hit deals 5 base damage, and if there's a follow-up, the second does 3.
Also, Leif takes a poison blob and goes down. This was probably inevitable, since last turn's circumstances meant we weren't able to shield him.
This isn't that bad, though.
Kabbu's Pep Talk, conveniently, revives allies on 4 HP, which is perfect for Last Attack. (Sometimes Pep Talk is better than using Magic Seeds!)
Get out of here, Tanjy.
The fight ends normally...
...but when we return to the Cave of Trials, the holographic roach is screaming PUSHROCK at us. Um. Okay then. (This is another Menu Code, we'll talk about it more in a moment.)
Then the trial sequence is done, with no further acknowledgment of it. So that certainly happened.
This boss has a lot more attacks that we didn't see. I can't be certain I've seen everything; this boss is a pain to experiment with, because for every attempt you have to spend nearly an hour slogging through the Trials first, but I did my best to record what I could.
Here's a move that looks like Kabbu's Under Strike. This deals 6 base damage to a single bug.
Of course he has Pebble Toss! This deals 3 base damage.
He also has this other attack, which launches a barrage of pebbles. This deals 1-4 hits across the party, for 4 base damage each, and can inflict poison.
Continuing the trend of borrowing attacks from Haunted Cloth, he has the life drain too. Um. I'm genuinely not sure how much damage this actually does. (In the run I recorded this, Kabbu had 5 defence from Back Support + 2x Defense Exchange + 2x Reflection, but I'd be shocked if this actually does 6 damage per pulse; maybe it does 1 damage but pierces defence? Or it could have a 1 damage minimum unless the character is under Bubble Shield, but that doesn't help determine the actual damage number.)
I think these are all the attacks it has, but I'm not 100% certain.
Anyway, uh, that's TANGYBUG! It's a pretty cool easter egg, though I have no idea how they expect anyone to stumble across it unless they already know how to trigger it. (Maybe that's the point, since it's based on inside jokes?) It's also just a genuinely tough boss fight that's pretty satisfying to work through, even considering it's just made with reused assets. I love this.
Before we get back to the Cave of Trials... let's talk about PUSHROCK.
This is yet another Menu Code which can be entered when creating a file. This was actually in the game well before the 1.1 update, there just wasn't any way to be "taught" it ingame until they added the TANGYBUG fight. So what does this do?
It makes everybody Tanjerin. Everybody. (Or... mostly everybody. Tanjerin himself becomes Kabbu, Cerise is unchanged, and as I understand it, some characters/bosses like the spiders that use 3D models instead of sprites are unaffected.)
Yes, this carries over to the battle screen and the sprites and animations often look very silly.
I think it just creates a mapping between the other characters' sprites and whatever sprites Tanjerin had in the same slot, so you will often see very weird things like bandages appearing and disappearing, etc. It's very strange.
I can't tell you much about where this gets particularly weird, as to be honest I don't really want to actually play the game like this. But if it sounds fun to you, uh, you do you I guess?
Right, back to the Cave of Trials. Here we can see the prizes for the first two waves next to the pedestals: a Tangy Berry for 10, and Dark Cherries for 20.
Here's the achievement we earned earlier.
Back momentarily, I need to split the update for character limit reasons.