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I’m not sure many of us had “escape through a worm-like entity’s digestive tract” on ourMetaphor: ReFantaziobingo cards, but here we are. The Giant Sandworm’s Belly isn’t one of Metaphor’s longest dungeons by any stretch, but it presents its own sizable issue: a strict time limit. You’ve got to get out of this massive creature before the timer runs out.
Honestly, this is pretty doable if you aren’t scouring the map for every item. But we’re going to go out on a limb here and guess that you’re hoping to do just that. Our Giant Sandworm’s Belly walkthrough for Metaphor: ReFantazio is here to help.
Greatworm Homo Butera
It stands to reason, we suppose, that before we can be eaten byGreatworm Homo Butera, we’ll have to fight futilely against it. Yet despite its imposing stature,this is a fairly simple battle.
For one thing,Greatworm Homo Butera has shockingly low defense. That means your party is likely to deal a good deal of damage to it with any decently strong skill.
Cast Cyclo if you’ve got it. That’s pretty much it.
Strohl
Gunner
Use his Sleep Shot or Poison Shot skills, or even his regular attack.
Hulkenberg
Knight
Shield Arts to lower Defense, followed by regular attacks with her lance.
These suggestions are hardly set in stone;the fight will end in a handful of turns. If you don’t have Magic Seeker unlocked yet, don’t fret; Seeker is fine as well.
What’s important is that yourefrain from overdoing it with too many MP-based attacks, becausethe dungeon proper begins after this fight.
Lowering Greatworm Homo Butera’s defense withShield Artsguarantees things will go even faster for you, requiring fewer hits, and even less damage sustained, before combat concludes.
Notes
Vampiric Gelatinos
Weak to Thunder. Blocks all physical attacks. Strong Acid lowers target’s Defense. Botra is a single-target Fire spell
with a chance to inflict Burn. Life Steal absorbs a small amount of HP.
Aquatic Shuper
Weak to Slash. Blocks Strike attacks. Blizza is a single-target Ice spell.
After the party awakens in this fresh hell,immediately turn around to grab a Hero’s Incense. We recommend yousave your game with Plateauso that, should things get dicey on the upcoming time limit, you can return here to try again.
Now, do as the old man told you to do byhitting the big lump a few times as if it were an enemy. Voila; the door opens. And just like that,you’re given 15 minutes to escape.
The good news is, each new “room” you reach in this dungeonadds a few more minutes to the timer.
The Swamp Path
It’s as Hulkenberg says:dangerous swamp to the right; dangerous monsters to the left.But we’re not going to pick a lane;we’re going to go down both paths. Let’sstart with the swamp.
Entering the swampcauses damage to your party at several-second intervals.What might not be as apparent, however, is thatrolling forward in this is faster than moving normally. Buy yourself some time and move exclusively by rolling!
The following items are in this swamp:
Run forward toget the Great Spirit Dustto the north, butinstead of opening the door,turn around and head down the thin corridor east of the swamp. There is aPeridotto grab, and we’re going to use this toloop back around to the entrance.
Time your movements to avoid getting spat onby these stationary, noncombat, creatures. Our advice is toavoid sprintingand use the “normal” run instead.
The Danger Zone
Before you start down the left path,cut the “grass” to the left of where you entered for a treasure chest with a Balm of Life.
TheAquatic Shupersherehave area-of-effect spellsto attack with while you’re running up this stretch, sokeep evading as needed.If ou feel remotely pressed,skip past these foes.
The following items are along this stretch:
Grab thetreasure chestto your left before thwacking the lump at the end to open this door, As soon as youthwack the second lump just ahead, you will automatically progress to the next area, so don’t leave anything behind!
Reaching the second areaadds two minutes to your timer, so you ought to be in good shape. We’re now faced withfour paths. Start with the right-most pathfor a quick-and-easyNeon Mushroomand Hero’s Incense.
Let’s knock out thatMelancholia Crystalby taking theleft-most path.
Homo Fios
This aquatic irritation warrants its own section. On the first turn - and it moves before you do - it will castFishy Fandango to elevate its Agility (thus, its Hit and Evasion) to the max. It will also castMasukunda to lower the party’s by one stage.
This can get pretty frustrating, pretty fast, if you don’t counter it accordingly. Try your luck usingShield Artswith yourKnightto lower Homo Fios' Hit and Evasion. If you have anyHit/Evasion-lowering items, even better.
The important thing to note is that, while Homo Fios goes easy on you withcastings of Blizza and regular attacks, once it’slow on health, it casts Frenzy to inflict moderate party-wide damageand follows it up withIcy Strikefor Ice-based single-target damage.
Stay on the defensive when Homo Fios has your Hit and Evasion lowered. Remember thatwhen you miss your target, you lose extra turn icons. Go all-out whenever it’s at least a bit less evasive.
Although the narrative idea behind choosing this route is tosave time since it’s faster, we’re here for treasure, so we’ll be doing the others as well.Head through the next door, then acquire the Scorpion’s Stingfrom the treasure.Don’t continue further north.
The Middle Paths
The nice thing about that short route we came through is that we canreturn to the south, near the entrance,quite rapidly.
This section will tackleboth the center-left and center-right paths.By now, you know the drill:parts of these paths have swamps, while another has more of thosepoison-spewing pitcher plants.
Between the two swamps, you’ll find the following:
Keep an eye on your mapfor a treasure chest withFencer’s Headgearin a treasure chest on theeast side of the area, roughly halfway down. But keep an equal eye out for the “regular” blue item to itsleft, which contains aHero’s Fruit!
When you reach these two paths’convergence point, snag thatMagla Potion, use it if you feel the need,open this last door, and let’s wrap things up with another mini-boss.
Parasitic Valmo
On its first turn,Parasitic Valmo summons a pair of Vampiric Gelatinos.These are more annoying than usual;one will use Burning Fogto dealmulti-target Fire damage with a high chance of Burn, while the other willlower a target’s Defense.
Protagonist
Healer
Keep to healing duties, including curing the Burn ailment. Equip Kande from Mage if you have it, and use it on the Vampiric Gelatinos when you may.
Synthesis link-up with Hulkenberg for Masukukaja, which raises all allies' Hit and Evasion for three turns. Once that’s been cast, use Poison Shot on Parasitic Valmo, as it’s vulnerable.
Parasitic Valmo also usesSoul Cry, whichgrants the opposition two additional turn icons. It will follow this up often withEnergy Steal, which depletes asmall percentage of the target’s MP.
So long as you use our above tactics, includingPoison Shot,you may get some good recurring damage in on Parasitic Valmo. We do recommendeliminating the Vampiric Gelatinos first.
If you’re low on MP forKande, or lack it outright,either use Thunderstones if you have them, or if all else fails, see if you may put somemulti-target elemental stones of other kinds, such asStygian Sutra.
After the battle, the party makes their escape. The Parasitic Valmo dropped a Giant Worm meat, by the way, which would probably make one character very happy, and the other character very sad.