...Dhyan will show you an old tablet covered with writing. It apparently describes an ancient Enutrof ritual dance, where an Enu would choose a young drheller as his familiar. A shovel required for the ritual might be found in Drhossil's dungeon, so Dhyan would like you to keep him occupied while she looks for it. Accept and begin [For whom the Drhell Holes].
To continue you'll have to defeat Drhossil and talk to Dhyan after the fight. She will obtain the the special shovel and will be able to conduct the ritual in the future. With Dhyan satisfied, return to Professor Maximilio and let him know just how much help you were to her. Max will be pleased, and you'll finish [For whom the Drhell Holes].
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You can enter Drhossil's Caves by giving Dhyan Fossi the key underground at [-2,-3].
The dungeon is for levels 150 and over, and most of the monsters have a healing or shielding mechanic. Remember to take these into account!
Drhossil:
Weak only to neutral, Drhossil has 9500-13000HP. At the start of the fight he will cast Drhell for Glory and Epicentre which will affect all players for the rest of the fight. Here are his spells.
~Landslide: an AoE water attack that deals 250-300 damage.
~Drhellabity: neutral damage that increases when Drhossil's HP is low(?)
~Ched Drheller: a pushback attack that deals about 300 earth damage without needing LoS.
~Lava Bath: a close range fire attack. Deals 400 fire damage in an aoe(Fury or Hammer aoe) and removes 2 turns from buffs.
~Drhell for Glory: Recast every 4 rounds, KOs players within 3 range of him at the start of his turn(the effect name is Abyss).
~Epicenter: makes himself of the tile he stands on a center for the Alignement effect, which will cause him and his nearby allies to be healed at the end of a player's turn.
There are some additional effects players have starting from round 1. ~Whenever a player ends their turn, they cast Alignement, which heals nearby allies(about 5 range) and removes 1MP from enemies further than 9 range or so. Certain enemies may also be healed(could be a bug, or due to Epicentre).
~Whenever a character is pushed or pulled(Frightening Word, Furia) they place a red glyph beneath them which lasts two rounds.Ending your turn on the glyph makes you take 30% more damage for the next two rounds. These glyphs disappear after a couple rounds.
The dungeon is relatively simple for its level, but Drhossil cannot be ignored. With the ability to KO multiple targets at once, and a handful of mid-range attacks, he can be a real problem. He has high MP resistance, but can be slowed with pushback and the Alignment effect. This however will let him stay on protective glyphs or near his allies who can protect him, so it's best to keep him separate from his group. I recommend taking him out early on.
Use the Drheamer's glyphs and the Alignment effect to your advantage and you'll find yourself never really needing to heal.
Achievements:
~Impertinence: this is easy to do after a couple rounds, since various drhellers can close gaps or attract, the first few rounds is where this can be tricky. If you're not able to get close enough at the start of the fight, you can use the Short End modifier to swap with an enemy and end up close.
~Freedom(don't take MP or Range): Not too hard, but requires you to always be towards the centre of the map. If an enemy is too far it will be affected by Alignment when a player ends their turn and lose MP.
~Duo(under 30 rounds): mobile characters that can create distance from Drhossil will do well here. You can use the protection zone glyphs for when you decide to take on Drhossil(you'll have to leave at least one Drheamer alive for this)