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Schwartzcough
Aug 12, 2009

Don't tease the Octopus, kids!
I hate thieving enemies in RPGs. The only palatable ones are the type that 1) can't steal anything important, 2) stick around long enough to let you kill them after stealing, and 3) drop your stuff when you kill them. It's interesting that the turn it into a whole sidequest here, but it still sounds annoying.

Also, there sure are a lot of cold-blooded dinosaurs in this frozen area.

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OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Update 33: The Magic Industry City of Gohtza



Welcome back! Last time we trekked through the freezing cold of the Ice Canyon and fought a dinosaur. This time we’ll finally reach Gohtza, where we’ll hopefully be able to meet with the king.




The Capital of Gohtza


As a contrast to the capitals of Uhra and Numara, Gohtza is incredibly dense and almost forbidding.



The whole area is dark and grey, and the music has a constant low drone that adds a bit to the oppressive atmosphere.



Though there are some pretty cool visuals as we follow the path into the heart of the city.



Pretty soon we reach Middle Town, the appropriately named hub of the area. All of the NPCs around here are abuzz about someone deliberately melting the glaciers to the south and wondering who could possibly have that much power.







We can proceed a bit further into the area when an announcement suddenly starts.



The scene changes to a massive auditorium, filled with people chattering.




March to War


The camera zooms in on a man at the podium who waves his hand to quiet the crowd.

Citizens of Gohtza…




The camera pans over a bunch of banners held high and a line of familiar magic engines.

Do not be afraid.




Even if Numara or Uhra should bring their magic energy to bear on us… Be proud that you were born a citizen of Gohtza!





The assembled soldiers salute the king and a cheer goes up as the scene fades back to the broadcast logo.





King Gohtza is one creepy guy. Mmm? Something up, Kaim?
No.
I’m sure things are getting tense between Gohtza and Uhra right now, too. It’s likely all part of Gongora’s plan. We must go quickly and see the king.



Despite the ominous announcement and Ming’s urgings, the king will have to wait for a bit because we have things to do in the city.



On our way to the first one, there’s an interesting little fact to point out. The two guys in red are both from Khent. It’s just a small detail that won’t ever actually matter, but Khent is unique among the nations in Lost Odyssey in that its citizens are all dog-headed beast-people. Like I said, this is entirely useless for actual gameplay, but I think it’s just a neat background detail.



Just past the giant TV we’ll come to our first stop in the city: the Middle Town Store. It has weapon upgrades for everyone except for Ming and Sarah.




But the real reason to stop here is to talk to the Ringmaker. He now has the recipes for level 2 rings, which incorporate 3 effects. Conveniently, the shop here also sells all of the materials needed for the Flare, Stream, Cyclone, and Planet rings. These four are elemental rings combined with a level 2 physical damage boost ring and a level 2 critical chance boost ring. If you get a perfect on an elementally vulnerable enemy, they more than double your damage so it is 100% worth spending the cash to buy whatever is needed to finish at least a set of four.

The other rings available are a bit more niche, with an elemental effect, a killer effect, and a utility or status effect. The shop doesn’t sell all of the materials needed for them, but if you’ve been diligent about stealing things or needed to grind a little bit then it’s entirely possible to be able to make a few of them as well.



Once we leave the shop and run around to grab a few items, we’re actually finished with Middle Town. Instead, we’ll head over to this elevator by the shop and ride it down into the slums of Low Town.



The vibe of this area is summed up pretty well by this NPC at the entrance. Despite the dismal atmosphere, there are still a good number of things to do here, including over 20 items hidden in random pots and things.




A good chunk of the area’s attractions are in this abandoned apartment building. The 9th floor just has an inn on it. It’s cheaper than the one in Middle Town, but there still isn’t really a need to use it.




Meanwhile, the 10th floor has a gambling hideout in one of the apartments, though I don’t think we can actually play anything. One of the pots in the back corner holds the Innocence Ring and Baton. The ring has a level 2 fire effect and 2 level 1 killers, so it’s generally outclassed by the new crop of rings we can make. The baton, however, is a nice weapon upgrade for Cooke.



You! Yes, you over there! Please! Could you find it in your heart to invest in a man down on his luck? I swear to you, I’ll pay you back tenfold, twentyfold!

The other notable point of the gambling hideout is this guy. You can loan him 100, 500, or 1000 gold at a time. If you leave and come back, he’ll ask for another loan. You can either continue giving him money or demand a refund, with a small amount (like 50g per loan) of interest. However, if you loan him money 10 times, then the next time you talk to him Banion will have hit the jackpot. He’ll then repay whatever you loaned him fivefold, teaching us all a valuable lesson about lending money to gambling addicts.



The other end of the floor has a general store with a proprietor who rudely refuses to sell us anything.



And the 7th floor has an abandoned apartment with nothing in it except for three chairs and a roaring fire.

We can actually access the 8th floor as well, though the only way to do so is to go up the stairs from the 7th. There is literally nothing on it but 1000g hidden in someone’s mailbox, but it’s there.



Just outside the apartment building is another pair of Khent citizens. Talking to one of them starts a quick side quest.

Hey, do you mind going to the city of Khent and giving a message to my younger brother? You’ll do it? Wonderful! My name is Gelf. My brother’s a gate guard in Khent; his name’s Gilghef. He has a bad temper but he’s a nice guy at heart. I’m sure he’ll give you something for your trouble.

After we accept the delivery we’re finished with Low Town for the time being.





And we’ll next head to the city of Khent. This area is just desolate, with trash and debris everywhere, barrel fires to keep warm, and no music but the wind and crackling flames. It’s also an area that was pretty bviously cut from the game at some point, since this is the only screen that we’ll ever see of it.




For the quest, all we need to do is run down to the back of the area and talk to this guy.

Who the hell are you? We don’t allow outsiders into this town. What? Gelf has a message for me? Ah, thanks for helping out. Please excuse me. I’m not nearly as sharp as my brother. Please tell him that everyone here’s all right, would ya? Oh, and tell him that we’re all praying for his safe return. And be sure to mention that I’m glad to hear from him. Here, take this for your troubles!

Gilgef gives us an Obsidian Spirit Band, which teaches Spirit Magic Level 5. It’s kinda neat, but Mack, and thus all of the immortals, has known level 5 spells since partway through the Experimental Staff. Still, it can be useful if we need to let another mortal put some buffs out.




The real reward for this quest, at least besides facilitating contact between lonely family members, is to grab this chest hidden behind the other gate guard. This is the exact same bracelet that we could get from the crow back in Saman, but is the only guaranteed source of it. If you had the patience to get the thing earlier then this is useless, but it’s nice to give the player another shot at grabbing it.



With those two things accomplished, we’re entirely done with both Khent and the current crop of side quests in Gohtza. We’ll return to Middle Town, take a quick rest at the inn to heal up, and then next time we’ll kick the plot off in Upper Town.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
When you stopped by that first dinosaur in the ice pass I was like, "what? it doesn't wake up? what a ripoff!" and I'm pleased to see the GAMER GODS heard me and gave us an awakening frostosaur later.

I also rather like the look of Gohtza.

Also rather a novelty that so far none of the nations we've encountered have been "the good nation," they've all been various stripes of paranoid and warlike.

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Update 34: Never Split the Party



Welcome back! Last time we explored the Middle and Low Town sections of Gohtza and finished off the side quests down there. This time we’ll be headed upwards and seeing the main plot for the area.




First, however, we’ll need to head to this elevator beside the main announcement screen in Middle Town and enter Gohtza Station. We’ll only be able to grab the items hidden in those two pots by the wall before getting stopped.



What? You mean we can’t even come up on the platform? I wanna talk to the manager.
No. Foreign nationals may not enter the station. Your identity card is your ticket.



Well, that’s that. We’re not getting in.



For now, there’s nothing else we can do here, but that scene serves to trigger the next event.



Said event will occur as we approach the elevator to High Town in the north of the area.






The group is standing by the elevator when a man in a black robe walks by, bumps into Kaim, and gives him a nod before walking on.



Kaim sees that the man dropped a coin on the ground, picks it up and looks at it for a second.

Hmm… You don’t suppose that was…
I do.
To the group I have to leave you all for a while. There’s some business I have to attend to.
In the background Business? Need a partner? Cuz I’m available.
I’m coming with you.
I can handle this myself.
It concerns me, too.



Excuse us. Please, go on ahead without us.



Kaim and Sarah walk back towards Middle Town while Cooke and Mack hoot and holler at something in the background.

Well, you know, they’ve just got together after a long separation. Unlike you, most women don’t kick people. They like to be together and share warmth and company and caress one another-
You chauvinistic rear end.
Ow! See, proved my point.
Kaim’s whole demeanor changed when he saw that coin.
Maybe he collects them.



Seth doesn’t reply but thinks on it for a second.



While the kids continue marveling at the trains below.



Neat-o!
Wow! I have never seen anything like that!



Th-What? I don’t know. What is it?
It’s the Royal Carriage. We don’t have anything like that in Numara.
Can we? We won’t leave the town. Pleeeeeeze!
Hmm, that seems dangerous to me.
Yeah, you’re the dangerous one. I – I think it’s safe enough, kids. Yeah, I wanted to hop on it, too, the first time I saw it. Yeah, don’t push any buttons, cause… I did that once.
And don’t leave the town!
We won’t, don’t worry! C’mon Mack!



The kids run off towards the train station.

Well… It is the first time they’ve been on these streets. Man, you know, they could get into trouble. I’m – I don’t know – maybe I should go- Wait a minute!



chuckles
Something’s wrong with me.





With everyone splitting up, we’re to just Seth, Ming, and Jansen for this section. All we can do is head up the elevator and trigger another cutscene.






You know, this wasn’t on the brochure. I’m not taking a cruise anymore. You know, they always never tell you all of the fine print stuff.
This is Queen Ming of Numara.
Uh… what? Numara?



Ming doesn’t say anything.

She’s a queen, you know, “Off with your heads!” Ring a bell? Huh?



I wasn’t notified about this. If you’re the Queen of Numara, why are you coming to our country so informally? These people don’t look like much of an escort.



Seth takes offense at that.

It’s okay. It’s fine.



Uh huh…
Odd things have been happening in Numara—people losing their clothes and stuff—Her Majesty felt it was her duty to come inside and do some research. So, be a pal, and try and help us out with this? …Are you a spy, by the way?

Regulations are regulations. And there’s no proof she’s the Queen of Numara.
Oooh, proof, yeah…
Proof I can furnish. Even a foot soldier such as yourself should recognize the crest of the Royal House of Numara…



Ming makes to take the jewelry off of her chest.

Hey! Hey! Hey!
Whoa, whoa! You can’t do that! You’re a queen!
Yeah, I agree with you finally. Yeah, there’s gotta be a better way-



It can’t be…



Wow, you think you know someone… nice surprise.





Ming replaces the jewelry and the guards open the gate.

You are most welcome to enter!
Thank you, Officer.



Well that was a daring thing to do.
It was for everyone’s sake.
Yeah—that was good.






We’re allowed to explore High Town after that, but other than talking with rich NPCs there is literally nothing to do but proceed to the throne room.



Be quiet. This looks like the place.



Suddenly all of the devices along the side light up.

Presenting Her Majesty, the Queen of Numara!



We can walk about five steps further before the devices activate and put magical barriers across the path.

What’s this? How are we supposed to see the King?
Yeah, you know, we’re not even sure if he’s up there or not. Looks like a maid…



I have a most urgent favor to request.

Undeterred, Ming steps forward.

You must have gone to considerable trouble to visit me, Queen Ming. It was my understanding, however, that your country preferred to remain isolated from its neighbors. I find it curious that you are here unannounced, with no fanfare, and accompanied by persons of uncertain character.
You have every reason to be wary, Your Majesty. It was necessary, however, for me to use such unorthodox methods. I beg your patience and ask that you hear my request.
Certainly, my dear Queen. However, I must verify that you are who you claim to be. I am aware that you demonstrated at the castle gates that you bear the glowing birthmarks of the Royal House of Numara. However, in these times when magic energy is everywhere around us, it would be a simple matter to have such marks artificially added.
What are you implying, Your Majesty?
You doubt her word?!
Something smells fishy here – and it’s not me!
…Very well. In the interest of diplomacy, I shall once again demonstrate the insignia of my rank.



Understood.
I have heard that the Queen of Numara is a capable sorcerer. If that is true, you should be able to reach me by breaching these barriers, yes?




It’s all right, Jansen. Your Majesty, I will now approach the throne.




We can then move forward and press A to destroy each barrier in the first set. However, after destroying the last one, the whole set reactivates and shoves us back. Doing it a second time lets us actually get through.

Ah.. Excellent.



The second set is similar, and we shoved back after destroying them just like the first time.

Well this isn’t working.
He’s toying with her!
Your Majesty, there is no time for such sport. We don’t have much time!



We can then destroy the second set again, this time with no issues, and actually reach the king.



As the party approaches, the king frantically presses buttons on the arm of his chair.



What is his problem?
The barriers were emanating from the throne!
Even if you are the King of Gohtza, how dare you behave in such a manner!
Ah! Ah! Please! Stay back! I had nothing to do with it! Nothing!



With that revelation, the scene fades out.



We next jump over to Low Town, with Kaim and Sarah following the robed man from before.




It’s not spelled out explicitly, but we’ll find our mystery man in the otherwise empty apartment on floor 7 of the abandoned apartment building.






Inside, we see the robed man sitting in one of the chairs and taking off his hood.

Mars? I mean, Your Majesty.



You’re still as lovely as ever, Sarah.
And you’re still as charming as ever, Your Majesty.

Kaim and Sarah move to sit in the other chairs.

Why did you bring us here? Why the disguise?
This was the only way I could find to spend a few quiet moments with you. It’s not widespread knowledge yet, but word is out that you’ve abducted the Queen of Numara. Would you mind explaining what’s going on?
The Queen is with us.
Then it’s true you abducted her?


Decision


She is one of us. But, it would take too long to explain.
One of you?
Yes, a fellow immortal.



I consider you to be one of us, too.
Even though I’m not immortal?
Not as an immortal, but as one who cares for this world.
To think that beings from another world should be the ones to teach me about love for my own. Has it really been fifty years since we first met?



Yes.
You have that memory?
No, my journals. To the king You were just 20 then, weren’t you?




The king nods his head and we go into flashback mode as we see the young king struggling through the snow.


Demon Invasion




I doubted that my inexperienced body and spirit would be equal to the demands and responsibilities of the kingship that I must one day inherit, let alone the challenges of defending my kingdom. And I wandered the world alone, in search of an answer.



Eventually the young king collapses.

I’d been pampered by court life, and thus I was unprepared for the demands of the journey. Perhaps I was hoping for hardship – hoping that in testing myself I would find the strength to seek some answers.



As the king lies there and his vision fades, he looks up to see Kaim standing over him.



You and Kaim were already wed by then. I was jealous. Not only were you immortal, but you also had a bride who would herself be beautiful forever.
But that experience changed you. And through your journey you found your answer.
Yes.




Smash cut to a behemoth roaring and swiping the young king with its tail.




That was when you discovered it for yourself.
Oh I remember what you told me, Kaim – “Love your kingdom as you love Sarah.”




That’s not the important thing. What matters is knowing that nothing lasts forever.

After defeating the monster, the king catches his breath and Sarah thanks him for his help.



And gives him the coin from earlier.

it makes it worth fighting for. Words are unnecessary.




Back in the present, Kaim moves towards the king and kneels.



This belongs to you.
Those words were first expressed by one of this world’s ancient philosophers. His thoughts live on, even though people and history may change. The words engraved on that coin are the truth. That’s why I gave it to you. I wanted you to read that if you were ever uncertain of what to do.




Yes, these words certainly contain a truth by which one may live. Unlike you, however, I have learned through dedicating myself to the welfare of my people… the impossibility of governing the world through truth alone.
You’ve changed.
We – the people native to this world – are different from you immortals. This truth is the most beautiful and significant to immortals such as yourselves.



And I have learned that sometimes one has to adopt less than ideal means to achieve ideal ends.



The world always holds such contradictions.



The three sit in silence for a moment.

Kaim, Sarah, I have a favor to ask, now that you know my conflicted, contradictory nature. I will shortly be meeting in secret with King Tolten to discuss what can be done to avoid war, given the strained relations between our countries. He and I will consult between ourselves, to avoid any interference from various vested interests on our respective sides.
You struggle to achieve your ideals, even while wrapped in contradictions.
So to speak. And I would like both of you to be present when I meet with King Tolten.
Why?
The young king and I will be struggling with the divide between truth, reality, and fact. I want your advice, given your perspective as immortals.



Then I ask that you not interfere.



Kaim and Sarah take a moment before responding.

That part of you hasn’t changed. You’re suffering from having to confront an immutable reality that you cannot escape. You’re every bit the man you were when we last met.
You’re too kind, Sarah.
There is one thing. When King Tolten arrives, tell him that his court advisor Gongora is himself an immortal. And he’s using his power to try to seize control of your entire world.
What?
Remember this fact, old friend, when faced with your decision.
Queen Ming of Numara is with us. What would you say to having her attend the meeting as well? In addition, we have a favor to ask of you, too.
We need to get to Uhra. For that, we need a ship capable of traversing the hypercurrents.
Very well.




And they hold the handshake firm as the scene fades out.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
I will be strongly surprised if the party doesn't have to rescue the kids in an update or two. :v:

Arcvasti
Jun 12, 2019

Never trust a bird.
"So the queen that's been said to rule for a thousand years is actually an immortal" is a pretty silly sentence. Like c'mon dude, you know that immortals are real, and that this queen has supposedly been a ruler for ages.

The whole 'royal family birthmark' thing is also kind of strange if she's been the only queen for so long, and doesn't seem to have much of a family at this point.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Arcvasti posted:

"So the queen that's been said to rule for a thousand years is actually an immortal" is a pretty silly sentence. Like c'mon dude, you know that immortals are real, and that this queen has supposedly been a ruler for ages.

Problably the sense was: "So it was not only the usual rethoric, she IS immortal, after all".

Schwartzcough
Aug 12, 2009

Don't tease the Octopus, kids!
That scene with Ming's glowing chest thing was pretty weird. She was like, "let me show you my pendant" and both Jansen and Seth were freaking out like she was doing something really dangerous. What was the big deal?

Nissin Cup Nudist
Sep 3, 2011

Sleep with one eye open

We're off to Gritty Gritty land




Schwartzcough posted:

That scene with Ming's glowing chest thing was pretty weird. She was like, "let me show you my pendant" and both Jansen and Seth were freaking out like she was doing something really dangerous. What was the big deal?

I imagine if Ming was wearing a less ridiculous outfit, staring at the chest of a Queen is somewhat rude

Schwartzcough
Aug 12, 2009

Don't tease the Octopus, kids!
Yes, I suppose that pendant could be considered the straw that broke the camel's back on her modesty. But when her cleavage is just way out there for the whole world to see all the time, worrying about her little chest plate comes across as very confusing.

Verant
Oct 20, 2012

Go on an adventure ordained by fate?
-->Okay.
-->Eh.
I do have to wonder why Kaim thinks having the king of a nation that Tolten's on the bring of going to war with tell him that the trusted* advisor who saved his life is actually an evil megalomaniacal immortal is a good idea.

*I mean sure we did get that cutscene after the Experimental Staff with Gongara going full evil ham while Tolten watches with concern, but Kaim didn't see that.

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Update 35: Multiple Train Hijackings

Welcome back! Last time Ming, Seth, and Jansen waded through a bunch of delays to meet a fake king, while Kaim and Sarah met with the real one. This time we’ll start off by seeing what Cooke and Mack have been up to in the meantime.




Unsurprisingly, they start off by sneaking into the train station.



We’re able to control the pair on the other side of the ticket taker. There is a save point here and a shop with the same stock as the Middle Town one. There are also a few more pots and things to loot.



The most important of which is this chest on the first platform. The discus is unsurprisingly an upgrade for Mack, and the ring has a unique combination of GC damage and Paralysis. Paralysis can be a quite useful status effect, so this is a solid ring to slap on to a lower damage dealer like Mack.



To proceed, we’ll need to head onto platform number 3 and talk to this old woman.



It’s another world, where the spirits of the dead roam. Some of the passengers that took the train on track 1 talked about seeing an aurora. If it was a purple one, that’d be the first in 30 years.




Cooke and Mack don’t say anything to her, but we’ll rush over to track 1.

I think this is the one…



Just near the entrance of the platform, we find the door to the train’s engine wide open.



What?!
Let’s go see the violet aurora. If we can get to it, we can see Mom!
Do you actually believe that story?
Yeah! Come on! She’ll be there!
It’s just a story. You can’t see people when they’re dead. Quit dreaming!
I’m not dreaming! Remember how mom’s flowers saved us after Gongora wiped us out? She’s here with us! Don’t you want to see her too?



As Mack talks, Cooke starts looking more and more uncertain.

Do you want to see Mom or not?!
sigh All right. I’ll take your word for it.



But, I wanna make this clear, do not blame me if we screw up. This was your idea and not mine!
I know, I know!
What do you mean, you know? Do you know what we’re getting into?
sniffle
Oh alright! Stop crying! If we’re gonna go, let’s go already!



The kids head up to the front.

Ummm… so how does this work?
I dunno, just try pushing something! Aw, forget it. Get out of the way!

Cooke moves into the seat and starts pushing buttons.




Something she did must have worked, since the train’s whistle sounds and then it starts heading down the track as the scene fades out.





We then rejoin Ming, Seth, and Jansen as they confront the fake King of Gohtza.

Please, I’m sorry. Don’t hurt me! Please!
You know, th-that’s fine you know, I’ve impersonated people before – I mean, you know—uh, but… Yeah, just find the king for us, would you?



Ow!
Outta my way! Wanna meet my fist, Your Highness?
aaah! No! No, please!
Hey, hey, hey – two words: anger management! Just lo-relax, don’t beat the guy up, geez!
Thank you! You’re very kind!
I hope the real king isn’t as pathetic as you.
It won’t do to scare the poor man speechless, Seth.



Huh?
So, let’s do this the easy way.

Jansen passes the fake king a coin.

Oh, oh yes. Now we’re talking!
So… where’s the real king?
Uh, yes. Head for the train station. Our king is meeting with the King of Uhra on board a train there. But, ah, no one is supposed to know.
Hey thanks. You’ve been a big help. muttering I’ve gotta make that money up somehow.

The group starts walking away.

We make a pretty good team, even if it cost a fair amount of money.
My money.
What?
Ming, it’s like this – Seth did her pirate act to shake him up, and then I reeled him in by playing nice. You know, good guard, bad guard – it’s the most basic technique for getting information out of people. I mean, we could have killed his family, but that’s messy and it takes too long.
Oh. So you planned it all.



I wasn’t surprised at that. I am a queen, after all, and I’ve seen worse. However, what amazed was… how you two were able to work together.
What? Please don’t tell me you’re jealous!
Jealous? Of what? Ohhh, no. Please, me and pirate girl? C’mon…





Outside, the group figures out what to do next.

We can’t get in though, can we? drat it, we should’ve gotten a permit from that fake king while we were at it.
Um, I don’t think he could have done that. He was a fake after all. Oh well, I’m sure we’ll come up with something.



We’re given control, but other than some last-minute shopping there’s not much to do but head to the station.



Sure don’t. See, I told you we couldn’t get in!
Hmm, what to do…

The ticket taker still stops us, though, and the party is left to mull over their options for a moment.



However, Kaim and Sarah soon enter the station themselves.

Kaim!
Hey! What are you guys doing here?!
We’ve been searching. We were looking for you.
Me?
Come on.
Oh, so now we can get in. Why’s that?
Don’t worry. It’s all been taken care of.



On the other side of the ticket taker, we have a brief moment of control. There are in fact 2 more items to grab here, both on platform 2 since it was inaccessible while we controlled the children. They’re not important items, but I find it just a bit silly how they needed to pack the items everywhere. After grabbing them we’ll just need to head towards the end of the platform to kick the plot into gear.





The whole place is in an uproar!

As we get near the king’s train, two of the employees tell us that someone hijacked a train.

Kids?!




As the station employees explain, Jansen is slowly dying inside.



The old woman who told the kids about the aurora in the first place comes over to clarify things.

What aurora?
The violet aurora that’s the gateway to the realm of spirits. I sensed a powerful longing on their part to be with someone.
Hmm… Come to think of it, passengers that arrived on the first track mentioned seeing the aurora on their way in.
They’ve gone looking for Lirum.
It’s dangerous to pursue the spirits of the dead. The living become their prisoners. I’ve seen it time and time again.
Which way did the train go?
Trains leaving on the first track are eastbound.
The Royal Carriage is westbound.



Kaim…
The train is departing!
I’m going after them. Forgive me. You go to the meeting, Kaim!

Seth walks over to Kaim.

Stay with her.
Listen Kaim, you’re a husband and grandfather first. C’mon, get going!
We’ll take care of the meeting.
Go get ‘em tiger.
Thanks.




The Royal Carriage departs, leaving Kaim and Sarah on the platform.





There’s a brief shot of the kids’ train as it approaches the aurora.




But instead, we hop over to the Royal Carriage where King Gohzta and King Tolten sit.



Who might that be?
The Queen of Numara. Will that be a problem?



Tolten doesn’t say anything and looks back downwards.

It is increasingly likely that our three countries, Gohtza, Uhra, and Numara, will go to war. The purpose of this meeting is to find a way to avoid that. I want very much to hear what Queen Ming has to say on this subject. What do you say?


Decision


Very well then, bring her in.
I am grateful for your consideration.

The king gestures to one of his guards, who opens the door to the next car and lets Ming and the others in.



Please be seated.
Thank you.
Queen Ming, this is His Majesty Tolten, the King of Uhra. Would you please share your concerns with us?
Most certainly, Your Majesty.




There’s a pause as Tolten and Ming stare each other down.

Your Majesty, I have important information concerning your Royal Advisor, Gongora. He belonged to our group of immortals. But now it appears he’s created his own agenda to dominate this world.
Gongora is an immortal?
What he desires is power…tremendous power. The rumors of attack by Numara, the response the Uhrans took by building up arms, and the restoration of the Uhran monarchy with you on the throne. All are parts of Gongora’s grand scheme.

Grand Staff is an essential part of Gongora’s plan, and it is incredibly dangerous. Your Majesty, we beg you to destroy the Staff without delay.
Grand Staff will make enormous contributions to Uhra’s development. I can’t simply destroy it!
I must agree with King Tolten. The completion of Grand Staff will mean the culmination of all our years of harnessing magic to advance our civilizations. Its loss would be tragic for us all.
Your Majesties have surely heard of the catastrophe at the Wohl Highlands.
I’ve heard that a meteor fell on the battlefield.
Yes, and it was most probably brought down by Gongora.
What?!
And there is no telling when he may strike with a second or third meteor. It is imperative that we stop Gongora and prevent the completion of Grand Staff.
… I can hardly believe what I’m hearing. And yet, I can’t imagine the Queen of Numara would come here to make such absurd claims.
You will have our full cooperation, Your Majesty. Our forces stand ready to mobilize in Uhra’s defense in place of the forces that you have already lost to this new enemy.





Gongora’s Plot


The camera zooms in on Tolten’s face, directly to his eye where we hear noises like a camera snapping.



And we zoom out to see Gongora and one of his technicians watching everything.

That is indeed dedication to duty. How, then, should I respond? Should I destroy the mirrors before the other immortals fully regain their memories? Hmmm…
Connect me to Tolten. I need to relay some information.



The technician fiddles with the buttons and there is some radio static.





Presumably some time passes as the monarchs hash out the details.




The whole group is now seated and the King of Gohtza is in the next car, conferring with one of his aides.



Y-your Majesty?
And information on Grand Staff is being sent to Khent. Dispatch our forces to maintain security there.
R-right away Your Majesty.
Ah, one more thing.
Yes, Your Majesty?
Uhra appears to know something of our relations with Khent.
You mean, our meetings with Khent before the attack on Uhra?
Correct. This alliance could be an Uhran trap. Take the usual measures and use caution.




The King moves to rejoin his guests in the other car.

My apologies for delaying our meal.



Tolten just looks away again.

This is an auspicious day. Please, savor the fine cuisine of Gohtza.





Meanwhile, we pop back to Gohtza with Kaim and Sarah. There’s one last chance to stock up in the train station’s shop, but after that the only thing we can do is head over to platform 3.



There we find the woman who had the wonderful idea to encourage and not stop children from hijacking a train.



As well as another train with a completely open engine.



Inside, the two nod before Kaim puts the train in gear.



Stop that train! Come back!

But this time, someone actually reacts to a train being hijacked.



Yeah, the Uhran spy.
And now he’s slipped into Gohtza



Apparently, the Gohtzan Transit Authority will tolerate hijackings by children,


Fire Above Battle





But adults require an armed response. The other trains quickly catch up and robots leap onto Kaim and Sarah’s train.

They’re going to stop us by force. Let’s do it!




The two ride a very convenient elevator up top and confront their unwelcome guests.




We have to fight a set of 4 robots; 2 Strikers and 2 Land Walkers. It’s a pretty easy fight, since Kaim and Sarah should each be able to take down a robot in one hit. The robots themselves only do about 60 damage to Kaim and supposedly have an attack that causes sleep, but I couldn’t get them to use it.




After dealing with them, another train will pull up beside us.

They’re trying to get on board!
We’ve gotta stop them!



This time we’re up against 3 Land Walkers and an External Engine Unit. The enemies are too far away to hit with physical attacks, but Kaim can either toss items or equip a magic accessory. This is one of the times that the spirit magic Gamble is useful, since it won’t care about his low magic attack. The engine unit will restore MP to everyone every turn, so it should be killed last. That said, this fight lasts just as long as the first one.



Once they’re dead, the loss of the engine causes the train to fall back.




But as it retreats, a massive 3-track-wide train comes roaring forward and rams both of the pursuing trains off the track.




The Armored Train is sort of a miniboss. It has a decent chunk of HP but isn’t too threatening.




Its only attack is to deal just over 200 damage to the party, which is pretty negligible.




Also, though it is close enough to be hit with physical attacks, it’ll almost always start the battle by putting up a barrier that makes it immune to them for a few turns. But even with that, 5500 HP is not a lot, and it’ll fall in just a few rounds.




Once it dies, the train falls back and explodes, blocking any further pursuit



And leaving our heroes free to chase after their grandkids.

Schwartzcough
Aug 12, 2009

Don't tease the Octopus, kids!
Man, two trains stolen in one day? Someone is definitely getting fired for this.

SIGSEGV
Nov 4, 2010


Two trains stolen and three others destroyed, including one cutting the railway, someone somewhere is having a terrible day.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Jansen remains the best character.

Also I'm glad to see they didn't give us a train without also giving us a train FIGHT, train fights are the best.

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Update 36: When Things Go Wrong


Decision




Welcome back! Last time we hijacked multiple trains and began the process of international diplomacy. This time we’ll see the results of our actions.

That reminds me, we mounted a large-scale operation against piracy the other day.
Piracy?
Yes. Our local waters have been ravaged by pirates taking advantage of our recent military weakness following the catastrophe at the Highlands. So I dispatched our remaining forces to mop them up and communicate far and wide that Uhra will not be defeated.
If your forces can defeat pirates, they should be sufficient for most any requirement.
You are too kind. I am particularly proud that we captured the most feared pirate on the seas – Sed.
S-Sed?!
What is it, Seth?
He’s alive! My son!
Sssshhh! Hey! Don’t say anything about this now. We don’t want any trouble.
You don’t have to tell me twice.



I would gladly dispatch Uhran forces to take part as well. Their morale is much higher following their successes against the pirates. I am certain their presence would be helpful.
Your concern is appreciated, Your Majesty. The forces already dispatched there, however, are from Gohtza’s main battle force, the pride of our military. No unwanted visitors will even get close to Khent.
May I rest assured that the information will be in good hands once it has been delivered?
You may, indeed. Ever effort will be made, if it means Gohtza may also share in this magnificent magic energy.
Pardon me for interrupting. But I’m afraid I don’t fully understand what Your Majesties are speaking of.
Ah, yes, forgive me. We are speaking of the construction of a second Grand Staff.
I still don’t understand. We immortals asked that Grand Staff be destroyed. Kaim told us that the purpose of this meeting was to avert war.
Indeed. War has been averted. King Tolten and I have come to an agreement, thanks to Your Majesty’s own words. We thank Kaim for introducing you to us.
?
With the information provided by King Tolten, Gohtza will build its own Grand Staff, and reap the benefits of the tremendous magic energy that it offers. Our two countries will thus be equal in power. Neither country will have an advantage over the other. Now, look at this.

The King passes Ming the coin he got from Kaim and Sarah.

… Love will protect against all.
This alliance springs from my love for my people, and my efforts to protect them. I trust you will appreciate the significance.



I am aware of the contradiction. Regardless, if it will prevent war and bloodshed, I will choose this path and the equivocation it comes with.
Wait a minute! You’re not getting it. This isn’t what we were talking about. We told you Grand Staff was dangerous. We never said you should make more of ‘em! What- What are you thinking?
You can’t do this! You’re playing right into Gongora’s hands!



Tolten just observes things as the scene fades out.





The next scene starts with a view of the Gohtzan fleet






An Uhran ship approaches them out of the mist.




And we cut to see its view through a screen as Gongora claps and chuckles smugly. Pretty quickly, he turns and walks off screen.



Outside, the clouds start flashing and the ground rumbles.



Slowly, something lowers out of the clouds.




We see multiple zoomed shots of it.



Before getting a neat first-person perspective from an Uhran citizen that reveals the machine to be Grand Staff itself, flying through the air.




It moves across the city and comes to a stop above the capitol building.




There, it slowly lowers onto the roof of the building while Gongora cackles madly.


Gongora’s Plot
(The motifs of this repeat throughout most of the coming scenes)



After the scene, we actually get to control Gongora. We can’t do anything but advance the story, but it’s still pretty neat.




We can run down some stairs to a podium before starting the next scene.



My fellow Uhrans! Behold! We have completed the most powerful magic engine of all time, Grand Staff! I, Gongora, your Royal Advisor, am most grateful for the support of each and every citizen of Uhra for it is you who have made this possible. And while Grand Staff will guarantee further progress for our country, this progress will be born not of magic, but through your collective efforts!



The Uhrans start cheering.

Unfortunately… this momentous occasion is also marred by tragedy. deep breath It is my sad duty to inform you that King Tolten, who has tirelessly devoted himself to you, his people, passed away. His Majesty met with the King of Gohtza to discuss an alliance prior to our upcoming military maneuvers. His Majesty was never able to establish that alliance.



However, our sources in Gohtza have determined that is a lie! In fact, His Excellency was clearly the target of a treacherous assassination! … Before he departed for Gohtza, King Tolten may have forseen his impending death. Therefore, he entrusted me with full, unconditional authority to act in his stead. … Oh that such a tragedy has come to pass. His Majesty gave his all to his people, and his country.




This brings another round of cheers from the people.

Thank you… Thank you all. … His Majesty was all too aware that war is a foolish choice, as am I. However, to simply concede to whatever terms Gohtza may dictate would constitute a national outrage.



Let us demonstrate Uhra’s might before Gohtza!



Again, rapturous applause.



Gongora takes a moment to drink everything in.




Before we regain control.



Back up on the roof, we find two sorcerers with a circle of light in front of them.





Which we use to teleport inside of Grand Staff.

It is time.



As of this moment, you are clandestine operatives reporting directly to the Royal House. You will be called upon to serve me faithfully as I take command. Therefore, I ask you all – Are you prepared to die in my service for the Royal House of Uhra?



None of the sorcerers say a word.

Excellent. Now, to proceed with the tests. I will attack you with magic, and you shall not guard yourself in any way. You shall not resist. You must bear my attack in silence.



For a real change, we control Gongora in this “fight”. Up against us are Gongora’s seven acolytes; referred to as the colors Red, Blue, Green, Yellow, Black, White, and Gold. Each acolyte is immune to all damage except for the element that would correspond to their color, with Black corresponding to status ailments and Gold corresponding to physical damage.



Unsurprisingly, Gongora knows the highest-level damage spells of Black, White, and Composite magic and this fight is essentially just seven rounds of showing off their animations as each acolyte dies.




However, the last acolyte messes things up and protects themself before the killing blow hits.

P-P-Please stop! H-How does dying show our loyalty?!




Gongora doesn’t answer and just obliterates them.




Gongora stands among the bodies of his devotees.

You have done well and proven your devotion. Arise.



All seven rise, but one does not have the healing blue light that the others do.



I told you not to resist me. You have proven how limited your devotion truly is. A coward such as you…



Gongora uses magic to slice through the acolyte.



The Mysterious Machine of the Demons




All that matters if your devotion to me and your superior mastery of magic.




The acolytes bow as one and then enter the machines along the wall.



A machine in the center absorbs energy that flies out from each acolyte before they are released and return to the center of the room.



These are your targets: The Gohtzan Army, presently in Khent. The Castle of Gohtza. The Royal Carriage, 40 kilometers west of the castle, and another train 100 kilometers east of the castle.
Are we then to attack the immortals, My Lord?
With as much relish as humanly possible Yes.
But they cannot die.
I have all the time in the world.



Gongora steps onto a platform in the center of the room and as Grand Staff activates.




Outside, the staff raises up from the Uhran Capitol and erupts in a brilliant flash of lightning.




Dark clouds and shockwaves of magic energy engulf the area.



It most certainly is.

Meanwhile, over in Khent.




A single meteor falls from the sky, causing a good bit of alarm.




And then the sky opens up and more and more meteors come crashing down, obliterating Gohtzan ships.



Those that don’t get crushed, tip over and spill their cargo of man and machine into the sea.



And in mere moments the entire fleet has been destroyed.


World of Ice





Then the glaciers to the south of Gohtza rip into pieces and rise into the air like the blades from the opening.



They coalesce over the castle of Gohtza.




Before dumping a mist that freezes solid everything in the city.


And then the ice island dissipates as quickly as it appeared.



We next join the Royal Carriage as it hurtles towards another floating mass of ice.




As it approaches, the track, and quickly the locomotive, freeze.



Inside there is a loud crash and the train rattles.



A Gohtzan soldier rushes into the cabin and alerts the monarchs.


Battle with the Demons


What’s going on?
I sense magic energy, far more powerful than anything I have ever encountered.
It’s the Wohl Highlands all over again!
Whow, wow wow. Stop it, wait, just, hey. You don’t think this is Grand Staff’s doing, do you? Huh?
Gongora?! So Kaim was right. No choice makes any difference now.



While this happens, Tolten stands up with his hands on his head in panic.




…I don’t know.



I tell you, I don’t know!
We can not hesitate now. to the soldiers Implement the contingency plan immediately!
Contingency plan? That is the dumb – How would that work? Actually.
Reprisal. It is the only response to aggression such as this.
No! That’s the worst thing you could do!
As a fellow head of state, you too should understand that military action is sometimes the best option for defending one’s people!
That’s ridiculous! You have no idea what you’re dealing with!



The king goes to say more, but something impacts nearby and the train is knocked onto an angle.




Tolten stumbles onto the Uhran mage accompanying him.

Contact Gongora!



Flee, Your Majesty! You must escape at once!




The mage hands Tolten an amulet and starts chanting.

Where do you think you’re going?! King Tolten!



The train rocks again and sends Seth stumbling.




Right into Tolten and they both disappear in a flash of light.

Seth!
That was supposed to be me.



Outside, the train begins to freeze over.



The Uhran mage rushes forward to try and stop it but just gets frozen for his trouble.

So it ends!



Forgive me.



And the King of Gohtza and his entourage freeze as well.



Jansen braces for the cold himself, but nothing happens.

Okay. This is weird. Why am I not frozen…




Oh, uh Ming!
I don’t know how long I can hold out. But at least I can keep you safe for a while.
Well, don’t play the hero for my sake.




Oh really?




Ming doesn’t reply, but raises her hand back up to keep the barrier going as the scene fades into white.



We then jump over to the trains holding Kaim, Sarah, Mack, and Cooke.



But just as the immortals’ train draws abreast of their grandkids’, a hail of ice spikes come flying towards them. The inside of the train starts rattling.

What is that?
Look out!




Kaim grabs Sarah out of the way as the ice pierces the roof of the train.



Gongora appears on the ice, just in front of the two.

You have eyes, yet you do not see! We were destined to be gods, you and I. No silly sense of purpose can stand before that!

That infuriates Kaim and he smashes the stalactite. (And apologies for the brief moment of darkness in the video, my xbox started falling asleep since the cutscene had been going so long.)

That was Gongora?
drat him.



Kaim and Sarah aren’t out of the woods yet, as another chunk of ice comes flying towards them along the track.

Kaim! Ahead!




Kaim sets the train to keep moving and the two head to the roof of the train.




They reach the wings of the locomotive as the ice rapidly approaches.



And make the jump to the other side right before it impacts.





Inside, we have a brief moment to rest, heal up, and re-equip Kaim/Sarah for the area.



But right on the other side of the door, we discover that this train is infested with ice monsters.




It’s dangerous to stay in that cold too long, even for us. It’ll slowly sap us of our energy, and we’d soon be frozen over.
That leaves us no choice. We’ll have to fight it!



We’ll have a number of battles with just Kaim and Sarah. This fight will demonstrate both types of enemies in the train and their typical configuration.



Typically, we’ll fight one Glacier Fragment. They have okay hp and pretty high defense, but a single Grounda from Sarah will take them out. They *can* cast both Barricadus and Aquarus, but there’s really no reason to let them live long enough to do so.



The other half of most encounters will be a Glacier Beast. These guys have pretty low defense, and a single combo or even a good attack with a ring from Kaim should take them out with damage to spare. However, if they do survive, the Glacier Beasts can put the hurt on our immortals, either dealing about 600 damage to a single target or 300 damage to both.



The battle lasts all of 2 rounds. After it’s done, we have a miniature dungeon to fight through.



The main gimmick of the area is that the ice will slowly creep forward, and while inside it our health will drain at a constant rate. However, the ice is very slow, so most of the time it just serves to increase tension instead of an actual threat. Other than possible random encounters, there’s nothing to do in this first car, so we’ll quickly head to the second one.



The second car is full of cargo and has a few boxes to push out of the way. None of the “puzzles” require any more thought than making sure to push the box from the correct side.



There’s also another Slot Seed hidden in dead end next to the first box. Thankfully, it flashes pretty brightly so it’s hard to miss.



The third car is empty except for a set of 2 Glacier Fragments blocking the door. It really just serves as a way to gain some space on the ice if it caught up to you in the previous car.



Car 4 is filled with even more boxes and the puzzles are a little more complex. Nothing too difficult, but there are enough things to push that you’ll probably get at least nicked by the ice.



There’s also a secret chest hidden behind this box. It holds a Goddess Medicine, a consumable that instantly revives its target with full HP. These are very limited and hard to find until just near the end of the game, so it’s a good idea to take the time and grab this.




The fourth car is seemingly empty, but has a password that locks the door to leave.



There are four notes posted on the walls of the car and each one has a digit of the password in it. None are particularly hard to find. The password is also always the same between each playthrough: 9240.



On the other side, we find Cooke and Mack huddled beneath a magical bubble like the one Ming made.

--!

Kaim and Sarah approach the kids when Sarah suddenly wheels around.

Kaim! Look! When did that show up?



Turns out that a Glacier Beast made it into the car with them.



And in actuality, three of them made it in. Like I said earlier, the Glacier Beasts can put out a lot of damage pretty quickly, and if you get unlucky it’s entirely possible for them to take down Sarah in the first round. However, they’re still super frail so if they don’t do that then you’ll probably finish things in 2-3 rounds.



It also helps if you get lucky enough to have Absorb Attack trigger on all 3 of their attacks during the first round.





After dealing with the enemies, Kaim and Sarah turn back to the kids.

It’s all right, it’s me, Sarah. Kaim’s here too.



The kids raise their heads a bit.

Kaim… Sarah…
You can come out, you two. It’s safe.



The barrier around the kids comes down and they rush into her arms.

it’s all right. It’s all right now.
I’m sorry! I’m sorry! I just wanted to see Mom!
I know, sweetheart, I know. You miss her. So do I.



Kaim doesn’t say anything but tousles Mack’s head as he walks by.

I’m sorry!




Kaim looks like he’s about to say more, but as he looks at the crying children Sarah walks over to him and his expression relaxes. However, the moment is spoiled when the train starts shaking again.




We cut outside to see the mass of ice now wreathed in lightning.


The Mysterious Machine of the Demons





There’s a flash and everyone is knocked to their knees in pain.

It hurts, Kaim!
Help!
Kaim!



Must be. With magic energy this intense, we may not make it this time.
Why? You’re immortal!
I’m not so sure anymore.
I’m sacred, Kaim. I’m worried about losing my memory again. Or maybe this time, even my body.
Nooo!



There’s another flash and everyone falls to the ground.

Kaim! We’ve got to save them!
I know!



Outside, icicles fly towards the train.



While Kaim and Sarah struggle to their feet inside. Kaim arduously moves towards the controls.




While Sarah casts a spell that cuts through the walls of car.



No! Stay back!
No! We’re coming with you!



Mack runs forward but Kaim casts a spell to block the kids from reaching them.

No! Stay where you are!
Kaim!
What are you doing!? Kaim!




The kids push against the spell as the car separates.




The main body of the train starts falling back.




But the locomotive keeps going at full speed until it rams into the base of the ice.




The structure cracks and topples over.



Before dissipating into nothing but mist.




And the scene fades out as Cooke cries while Mack just stares, shellshocked, into the distance.

Schwartzcough
Aug 12, 2009

Don't tease the Octopus, kids!
Well kids, you ruined everything. Good job.

cardinale
Jul 11, 2016

That whole section is my favourite part of the game, especially the part at the end. They sell Kaim and Sarah's love for Cooke and Macke. I also like the fun Gongora fight. He's so deliciously awful.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Man, that's one hell of a cutscene. Gongora does not gently caress around when it comes to magical apocalypses.

Hypocrisy
Oct 4, 2006
Lord of Sarcasm

Huh. I was expecting that ice spell to go in an entirely different direction. Quite chilling.

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Update 37: Back in Uhra






Welcome back! After seeing just about everything fall apart in the last few updates, we’ll start this one off in the central station square of Uhra, where a ball of light suddenly springs into being.



Out of which, Seth appears as she tumbles to the ground.

Huh? We’re in Uhra?





While Seth catches her breath, Tolten starts backing away and turns to run, though he stops when she catches him.

You there! Halt!



However, as she gets up, the pair are accosted by a group of Uhran guards.

Oh, great!
into a walkie-talkie We’re at the site where the magic energy was detected. Two people found, a man and a woman, will proceed with check.
Raise your arms and turn around.
What!? How dare you be so insolent to your king!
You’re the one who’s being insolent! Do as you’re told!
You better do as he says…



Seth turns around and raises her arms, but Tolten keeps having a tantrum.

I will not! I am Tolten, 45th King of Uhra! How dare you point your swords at me!

The guards look at each other for a second.

To think a person could lose it to the point of impersonating our fallen liege…
Fallen! How dare you! I am Tolten, your king! You shall obey me!
Silence, fool!
What!?
whispering Something’s not right here.







We get a moment to control the party before we move forward.



And I mean party, because Tolten is now a fully-fledged party member. He’s just as strong as he was in the brief intermission where we controlled him earlier, but thanks to how the game handles EXP he’ll catch up to Seth pretty quickly.



He also has a good number of useful skills for Seth to start learning. We already have a few of them from accessories, but there are a few good ones to work with. The most useful one is most likely Persistence, since, once per life, it will let you survive a killing blow with 1 hp.



Once the skills are sorted and we re-equip Seth and Tolten, we can head left and start a fight with the guards.



We’re up against two Uhran Infantry, who are non-elemental, untyped enemies with 200 hp. They can either do a basic physical attack for about 150 damage or



If there is a Guard Dog, they can use Order to make it attack for about 300 damage. None of their moves are particularly dangerous and with only 200 hp Seth and Tolten can both pretty easily take them out in a single round.



The other type of enemy is the previously mentioned Guard Dog. They are also non-elemental with 200 hp, but have the Beast type. Their only move on their own is to attack for about 150 damage. There is usually only one Guard Dog per fight, and since Order can only be used if there is both an Infantry and a Guard Dog, I’d recommend taking them out first.




After the fight, Seth and Tolten take stock of the situation.

Gongora betrayed me.
He was using all along. Consider yourself lucky to be alive.




Seth starts to walk off but stops before she gets too far.

M-Me?
You’re a wanted man in these parts. Standing around like that’s gonna get you killed.
You’re helping me?
It’s up to you.



We’re now free to explore the area. However, all of the normal paths out are either blocked or have Seth say there will be too many people around.



Instead, we’ll need to head over to this side alley.



That pirate Sed is supposed to be one of them. Oh, this I gotta see.

Where we hear this really grisly news.



Hearing that, Seth rushes up to the guy and grabs him by the throat.

Y- Yeah, I did! Hey, what’s your problem? Who cares! They’re all criminals. It’ll make the world a better place!
What!
Hold it! We can’t go starting trouble!

Seth lets go of the guy’s throat and he runs off.


Why are you so agitated all of a sudden?
To herself I’ve gotta save him.
What?!
You’re drawing too much attention. We’ll stick to the back alleys.



And then we can head down an alley into the back streets of Uhra.

This place will be teeming with soldiers soon. We’d better get going before they catch us.
Go? Where? Where can we go?
Where do you think? Gongora’s inauguration, obviously.
But that’s going to be held in the royal palace. We can’t get there from here.
These kinds of secret corridors are actually a lot more convenient than the normal roads. Come on, you’ll get left behind if you don’t hurry up!



Since the city is on high alert, the back alleys are filled with Uhran soldiers, who’ll pop up in similar configurations to the ones we just fought. There is also supposedly a rare Golden Kelolon that can spawn, but despite sticking around for a good while I was never able to find it. The area is also full of items, with over a dozen things hidden in just this section, so there are good reasons to fully explore them.



After just a couple of forks in the path, we’ll come to a bit of a clearing with both a save point and a full heal orb. The healing orb has no use limit, so this is a pretty good area to grind a bit. The battles are fast and Tolten will catch up to Seth relatively quickly.



Just north of the clearing, there’s a pile of boxes that we can ram out of the way to grab a few more items, including a seed hidden in an entirely nondescript pot, even less noticeable than the typical item locations.



Eventually, the path through the alleys will loop about 75% of the way back to the clearing before hitting a dead end in a chain-link fence. After grabbing an item hidden behind the barrels by the fence, we’ll need to climb the nearby ladder to proceed.




That’ll take us up to a ledge that runs out of the back alleys and around the main street of Uhra.




The ledge will take us up and around a good portion of Main Street before ending at the top floor of the inn Kaim stayed in waaaaaaay back on the first disc.



And just on the other side of the door, someone recognizes Tolten.

And you are?
I was one of the humble servants of Zyhpha, our previous king. I doubt you remember it by this point, but I was honored to meet you several times as well, your majesty. However, plans are already afoot in town for a royal succession ceremony. What is the meaning of your presence here?
To make a long story short, we need to stay undercover or the king’s life will be in danger. Could you pretend that you never saw us here?
Oh my goodness? What a pitiful state of affairs for the rightful king of Uhra. Well, I understand. My loyalty is unwavering to the very end. Are you aware, your majesty, of the Uhran royal seals? They may aid you if you are being pursued. The royal seals are Uhran property, dotted across the world, and only an Uhran royal may open them. I believe there is one located somewhere inside the city. They say the seals’ power will reveal itself to those worthy of the throne. And it certainly seems you are in a position to require that power. In that case, allow me to give you this. I hope it proves useful, your majesty.



In addition to teaching Tolten how to open up the Royal Seals, this guy also gives us the Talisman accessory that teaches Absorb Magic, and it is just as useful vs magic as Absorb Attack is vs regular attacks.

As for the seals, there are 9 of them hidden throughout the world and they all hide something like a unique weapon, powerful accessory, and one even has a whole optional dungeon behind it! We’ll find one in Uhra shortly, but we’ve actually passed nearly half of them on our travels already. That said, it’ll be a good bit before we’re able to go back and grab them.




For now, we’ll just head downstairs, save and heal, and then talk to the Innkeeper.

Some soldiers were here earlier looking for you. Don’t worry, though. We would never allow our guests to come into danger on our watch. I have asked the chef to open the back door for you. It will be much safer entering and exiting that way. Now then, please come in. I understand that the chef has a special menu prepared for you. Ah, yes, the chef is the man in the hallway. He’s often mistaken for a doddering old man, but his skills in the kitchen are impeccable. In any case, please enjoy your stay with us. You will be completely safe here. Just be sure not to use the front exit… it could be rather dangerous.



With that warning and knowledge of a safe spot to rest, we’ll head out the back and into a little side alley off the main street. There are a few items hidden around here, but nothing to really hold our attention.




So pretty quickly we’ll head down a manhole and into a section of the sewers. This is a pretty short little area, but the encounter rate jumps up really high and there’s a good bit of running around so there’ll most likely be quite a few more battles, though they’re still the same uhrans that we encountered in the alleys.



Just a few steps inside, we’ll cross a bridge over the raw sewage and find a locked gate to the right and a glowing switch on the left.



Pressing the switch lowers a sluice gate, letting us cross over the sewage again, as well as blocking off the area from any inflow of water.



And at the end of that path there’s another switch that raised a different sluice gate. Since the first gate is down, raising this gate drains the water out of the section.




There’s nothing in the drained section itself, but we can take the stairs up to reach the other side of the locked gate. However, first we’ll head through this big hole in the wall.



Going through it, we enter a new area called the Secret Cave. We’re stuck on the ledge up here and can just open a chest with some ring materials. Eagle eyed readers will notice the unique looking elevator in the background. We’ve seen similar looking elevators before and if anyone feels like looking back through old updates, they could get a hint as to what’s up with the area. For now, though, it’s back to the sewers.



Just after the locked gate, which we can now open with a switch behind it, is a big set of corkscrew platforms with another switch. Pressing the switch will swap the elevation of all of the platforms. Both sets have a path that we can jump across when they’re lowered, and each one leads to a chest at the other end. Both chests are pretty minor rewards but the completionist in me means I need to grab them.



Next up, we have another sluice gate puzzle, this time with all 3 gates in sequence. The first item can be found pretty easily by closing the northmost gate and then opening the other 2 to fully drain the water. That’ll let us climb down into the 3rd lock and grab a goddess medicine off the ground.



However, we can only climb halfway down the 2nd lock so we can’t reach the item sitting on the bottom. In order to get it, we need to raise the water in the lock halfway up, to the level of the platform. To do so, we need we need to drain all of the locks, close all 3 sluice gates, then open the first gate to fill the first lock with water. Once it’s filled, we close the first gate and then open up the 2nd gate to drain the water in it into the 2nd lock. That’ll fill up this lock just enough to raise the water level and item up and let us grab it.



And it’s a pretty important one to grab because the item is another spell! It’s a level 5 Black Magic spell, that is sadly just about as useful as the single target Curse. But now that we’ve solved the sluice gate puzzle, we can head across the first gate and take a ladder up



Into another long and winding set of back alleys. Other than the million items scattered around this area is largely unremarkable. Just a narrow pathway with a few side branches to duck into.



The most important part of the area is down this otherwise unassuming ladder,



around a corner at the end of another decently long path,



And then at the very of the alley sits our first Royal Seal. Getting close to it makes Tolten approach it.

The Uhran royal family crest… Could this be the Royal Seal?

He touches the seal.





And it lights up, splits apart and then disappears into nothing.

“Royal Seal… an ordeal that a king must endure to be crowned. The one who releases eight seals and obtains seven treasures shall challenge the Uhran king’s ordeal in his land.”
Royal tradition… I always thought it was a legend, but now I have witnessed it with my own eyes…



As a reward for finding it, we get the Royal Knight’s Sword and Ring. The ring is relatively useful, with level 2 GC down, Machine Killer and Magic Killer. The sword, however, is incredible, with 206 attack power. In comparison, Seth’s current weapon has 83 attack and her super-boss reward weapon has 247 attack. The sword is for Tolten only, but will be better than 99% of the weapons we find for a long while and will help give him a pretty solid niche of just Hitting Things Hard for most of the game.

After finding the seal, all that’s left to do in this area is retrace our steps back to the main path and then follow it out of the alleys.



And into the main square of Uhra.



We can see a crowd has gathered and is watching Gongora’s coronation on the screen. It takes a bit of finagling to work our way through and head closer to the palace.





Gongora’s plot


The camera zooms in on one of the screens as droning chants go on in the background.




A bunch red liquid is floating in the air and it congeals together in a mass.



Before going down Gongora’s throat.



Grant this man, Gongora, the power to assume the throne.
What the hell is that?
It’s a ritual where people not of the Royal bloodline may assume the throne. The successor must be adopted as a member of the Royal House. This involves making them drink the blood of the rulers of Uhra.
Ugh, that’s disgusting.




Back on screen, Gongora finishes drinking the blood.

This man, Gongora, has imbibed the history of the throne of Uhra. He has won the right to be named official successor to the Royal House.



drat you, Gongora! You intended this all along!
The ambitions of mortal men know no bound. Problem is, Gongora is immortal. And his ambitions reach even beyond that.
I have been a fool.
Listen, this isn’t time to blame yourself. Or would you rather let him get away with it?
Certainly not!
All right then! Now, how do we get to him?



Up top, a large metal platform rises up with a bunch of prisoners on it.



The camera darts around a bit before settling on one of the men.



Seth recognizes him and starts to rush forward.



But her outburst catches the attention of one of the guards around the perimeter.


In a bit of a reversal, Tolten is the one to keep his head and he pulls Seth away from the guard before they’re caught, and the scene fades out on the confused guard looking around the crowd.


The Capital of Gohtza




It comes back in to a mass of Gohtzan soldiers.



Uhra has double-crossed us. Their magical ice attack has dealt us a tremendous blow. The king left this force here in this tunnel to mitigate just such a situation. Uhra thinks that it has succeeded and will therefore be off guard. We will take this opportunity to mount an all-out attack. We shall not waver as we carry out our late majesty’s will –to avenge our families and the people of Gohtza! We shall make Uhra a sea of fire!





The Gohtzan soliders cheer and then board their magic engines.






Their spikes snap forward and start spinning as the engines burrow into the ground and towards Uhra.


Gongora’s plot




We then return to Uhra.




Where some soldiers approach the prisoners and start filling their platform with oil.



The prisoners start crying out while Gongora smirks.



… and thus make it my blood.



Seth and Tolten are unable to do anything but watch.

Sed…



Suddenly the ground starts to shake, knocking people down.

What’s going on?
I don’t know. But it’s no earthquake.



Hearing the screams, Gongora quenches his flame.




He turns and sees that Sed is staring him down. There’s a momentary pause as they glare at each other before Gongora dismisses him and walks off.





Down below, the streets are ripped apart as the Gohtzan machines breech the ground.

It’s the Gohtzan Army?!
Perfect.




Another machine rises up behind them, pointed directly at the Uhran palace.





The machine launches a number of massive spikes trailing cables towards the palace, impaling some of the unlucky guards as they impact.





The hatches burst open and Gohtzans stream into the palace along the zip lines.

That’s our way in.
Eh? Wh-what?!
Don’t just stand there. Come on!



Up top there’s a massive melee between the Uhrans and Gohtzans.



Quickly joined by Seth and Tolten riding up the ziplines themselves.





We get control back on top of the palace.



The area is crawling with soldiers but the ones on map just serve as boundaries. However, that doesn’t mean that we’ll be totally ignored since the encounter rate for this section is sky high.



The battles are all three-way fights between equal numbers of Uhrans and Gohtzans, who are just as happy to attack each other as they are you. They have boosted stats from their previous versions so they hit harder and have more HP, but don’t have any special moves so the fights themselves are pretty simple. They can still wear you down ,though, especially since there is a guaranteed final battle with three soldiers on both sides right before we reach the prisoners.





Once we reach the platform another cutscene starts with Seth searching the area.



As other people panic, Sed is just sitting there taking stock of the situation.

Gasp Sed!


Seth’s Theme





When Sed hears Seth he rushes towards her and they embrace.


Kelolon Forest





What!?
Momma, this man – isn’t he the King of Uhra?
Ahh, I’ll tell you later. Long story.




Seth uses magic to chop through Sed’s handcuffs.

We’re outta here! Come on!



Seth runs off with Sed, and after some shoving from Sed, Tolten in tow.


The Man Possessed by Demons




We then cut to the top of Grand Staff.



And to its base where even more Gohtzans arrive.



Acolytes! Send me to Grand Staff.




The acolytes teleport Gongora away from the palace and into the control room.

Gohtzan scum. Know that you have brought catastrophe upon yourselves. Activate Grand Staff!
Yes Sir…



Smoke starts pouring out of Grand Staff and lightning strikes the sky above it.



And where the lightning strikes, tears form.




Through which come massive beasts who crash to the ground before attacking almost indiscriminately.





As more and more of them fall down, one approaches one of the digging machines and begins to glow with energy.




Before spitting out a gout of flame and annihilating it.



Grand Staff lifts off as another beast approaches some trapped Gohtzans, including their commander.





And it throws them off the palace while other beasts continue their own destruction.




One beast lets out a roar as Grand Staff ascends and the scene ends as we get a view of the devastation.

ultrafilter
Aug 23, 2007

It's okay if you have any questions.


Out of curiosity, roughly how many more updates do you think there'll be?

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Based on my incredibly rough plans, I would bet somewhere around 15 to 20-ish? With most of that variability coming from how I decide to group the optional stuff that becomes available in disc 4.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Honestly this game already feels like it's gone incredibly far compared to a lot of jRPG's, and it never seems to stop bringing in some crazy new spectacle or secret weapon or magical insanity.

Plus a new party member this late? This is insane. Love it. Absolutely love it.

Nissin Cup Nudist
Sep 3, 2011

Sleep with one eye open

We're off to Gritty Gritty land






Big scary pirate man embarrassed by his mom



love it

Schwartzcough
Aug 12, 2009

Don't tease the Octopus, kids!
They've finally shown a use for some of those dumb helmets :allears:

The game's keeping things pretty fun here, despite the sewer section.

Hypocrisy
Oct 4, 2006
Lord of Sarcasm

Well, everything is on fire now so good job attack force.

Grand staff's magic is quite varied.

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Nissin Cup Nudist posted:



Big scary pirate man embarrassed by his mom



love it

Embarassed?
Sed loves it

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Update 38: It’s Cold Outside


Blizzard Field




We’ll start this update on the aptly named Snow-Covered Trail.




Where we find Mack and Cooke trudging through the wind and snow.



Cooke manages to keep moving but Mack collapses to the ground. However, Cooke’s so numb herself that she doesn’t notice for a few more steps.

Mack!



We’re then given control and have to make our way back to Mack.



After some shaking from Cooke, Mack opens his eyes.

Cooke…
Hang in there! We just have to keep moving!
Yeah…
Grab hold of me!



Cooke helps her brother up.

I’m okay. I won’t fall anymore.



And they resume walking as the game gives us back control. First thing to do, though, is to open up the menu, shift Mack to the front row, and give Cooke an accessory that lets her cast Black Magic. Though the encounter rate is low, there are battles here and they are not necessarily meant to be fought with just the two kids. I won’t bother going through them just now, but just remember that they are a thing and that you’d 100% need to heal after every battle.



The area itself is a relatively long trek down the tracks, as we move at a very slow pace against the wind.



With the main things of note being these boxes along the side that serve as treasure chests.



And this rest area about 2/3 of the way through. It has a save point, a full heal, and two chests to grab.



But eventually, we reach the end of the area and the scene fades out as Cooke and Mack keep on walking.


(You probably want to watch this or at least listen to the song)


What You Are





Music starts up as we pan over the ruins of Gohtza.



Before coming to a stop over a lonely flame as the lyrics start.

When you touch me, it feels just like a dream. With the warmth that’s in your eyes



When you look at me. I heard your voice beside me,



It whispers to me. I can’t hide how it makes me feel, the shyness you see.



I may never understand how deep it goes. But I know how I feel, what I hold deep in my heart.



There’s just no way to stop this. It’s hopeless but true. I feel this love more than anything, so what more can I do?



You know I thought I would be much stronger than I am. But then I feel the boldness in my heart just melt away.



How I feel for you and what I want to say keeps getting lost inside.



I’d like to make what you are into someone irreplaceable…
that will always be by my side.



Into something so cool…




I’m… I’m sorry. I didn’t mean to wake you.
I dreamed you were singing. At least I thought I was dreaming. Were you really singing?
No, yeah, I’ve… it’s not something I do in front of people normally.

As he’s talking, Jansen walks over to Ming and she gets up.


A Sign of Hope


Wha-What? What happened to your eyes?
My eyes?
The color’s different.



I had a dream.



The screen fades into a flashback aboard the train.

Yes.



It might have released the seal upon my memories as well.



You remember! That’s…that’s great! But…. What’s wrong? Are you upset about something that happened?
Huh?
Kaim really hated his memories. He said they were nothing but painful.
As painful as it is, I think it is my duty to regain these memories.



Decision


Kaim… likely had much more involvement with other people than I. He has seen much more of life and death. The weight of a thousand years can indeed be painful. But I want to look back, carefully, at all of those years.
Wow, a thousand years….



I can see how it’d be bad… To have everything change except for yourself. That would be hard.
hm.
You are incredible. To live a thousand years. Simply incredible. I can’t even imagine.

The two sit in silence for a moment before Jansen turns to his bag.



What You Are (Guitar Version)


This was, uh, all there was… It’s not fit for a queen, but, you know, keeps your strength up.
chuckle Thank you. Shall we eat?
I’m okay. You go ahead. You need to get your strength back. You must be exhausted. You had to use a lot of magic energy to protect me.
But as a result, I finally know who I am. Thanks to you!
Well. Yeah. You know. I had to do what I had to do there. I just kinda sat there and you basically protected me. Gee. That… was really embarrassing, actually. Oh man, I don’t wanna remember that.



A bit of time passes and Jansen keeps tending the fire while Ming falls back asleep.



And she starts to dream again. We start with a view of the night sky and a nice breeze that is quickly marred by screams.





And it pans down to reveal Numarans running in fear from Arthosauri as they destroy the old town.


Gongora’s Plot





Cut to a view of Numara Palace where Gongora holds Ming hostage.

Well, Your Majesty? What will you do?



Everything they have built, their town, culture, history, their lives, their meager happiness. All shall be literally crushed beneath their feet. Only you can stop this, Your Majesty. Ming Numara.
Why have you done this? Do you have no compassion at all?
You realize, of course, that while you stand here, oh, even more of your people have been slaughtered.
Gongora, you monster!
laughs You and I have an eternity. But do you have time to hesitate, Your Majesty?




Ming stares him down, but the people keep screaming. Eventually, she relents and looks away.

Alright. What must I do?
It’s times like these that immortals are so… inconvenient.



However, whether one chooses to live as a walking corpse or to throw one’s life away, the end result is the same.
What are you talking about?
You will seal off your memories.
What?!
Your magic energy is very powerful. Use it to hypnotize yourself and lock your memories away. If you do so, I shall halt Arthosaurus.
You coward.
You have only two choices here.




Ming glows as she casts her magic.




And as it completes, we get a closeup of her eyes as they change color before she passes out.





Seeing that her memories are sealed, Gongora fires a beam of magic at the Arthosauri and turns them to stone.




Ming starts to stir and Gongora quickly bows.

Your Majesty, please, we must hurry.
Who are you? And why do you address me as “Your Majesty?”
Because you are the Queen of Numara.
I am? Truly?




The camera zooms in on Gongora’s smirking face as it fades back to the present.


Ming’s Theme











The next morning, we’re given control of Jansen in their little hideaway. To progress, we need to head outside.



But first, we need to turn around and ram this little piece of wall to reveal a chest behind it. It’s just a healing consumable, but in my opinion this is one of the rudest chests in the game since it’s so far out of the way and on an already very busy screen.



Demons Invasion


Outside, we find Ming stretching.

Hey there. All rested up?
Let’s go look for Kaim and the others.



We’re in a new section of Gohtza and have a good bit of exploring to do. However, right now we’re down to only Ming and Jansen in the party. Despite being a mortal, Jansen is still bulkier than Ming is, so he needs to be shifted into the front row. It’s also a very good idea to give him the accessories that grant Absorb Attack and Weapon Guard since he will be taking a bunch of attacks for Ming.



Thankfully, the enemies in this area aren’t too tough, so it’s not a complete death sentence for our squishy mage. The only ones we’ll run into are these Clippers, hardened earth elemental enemies with just over 800 hp. They don’t hit very hard, doing maybe 30 damage out of Jansen’s nearly 900 hp, but they can inflict paralysis on hit. They are just bulky enough to survive a basic Wind spell from either mage, so the best strategy is for Jansen to focus on defending or healing while Ming spends a few rounds casting Winda or All-Winda to win the fights.



Other than the new bug problems, this stretch is a pretty simple tour through the ruins of Gohtza, grabbing some chests as we go. It does give a pretty good impression about just how devastating Gongora’s magical apocalypse was for the city though.



Especially with views like this where you can see that everything is already collapsing.



Right before we leave, there is another rudely placed chest. It’s hidden behind the wall Jansen is running towards, and there is no indication whatsoever that you can actually go behind it. The path is on the map, but that section only appears after you’re already partially behind the wall.



Like so. The chest is worth grabbing, though, because it is a Slot Seed and Ming will be our only immortal for a good while.



After the chest, there are just a few more turns before we arrive in Low Town, which has survived only slightly scathed since it was protected by the city above it.

Well, how about we take another approach?
Like what?
Well… uh, Kaim and Sarah were on the magic train following Cooke and Mack, right?
Yes, they were on the eastbound train.



There’s not much to do here right now, but one thing we can do is head to the abandoned apartment building and talk to this guy hiding in a corner just outside of the casino.

Sure is cold, isn’t it? Gohtza City’s practically abandoned now and kinda lonely, if you ask me. The other day I heard from a man who escaped from the old town. He said he dropped something near the entrance to Low Town and can’t find it anywhere. He gave it up after a while, I guess he valued his life more than whatever it was he’d lost. Can you believe all this?

“Treasure Hunt Clue” posted:

Someone dropped an item on the road that leads out of Low Town.



With that clue, we can run back to where we entered Low Town and grab the Scroll of Balance accessory. It teaches the debatably useful skill Slot Hit, which increases in power the more empty skill slots that your allies have. It’s hypothetically the way to do the most damage in a single hit, but in my opinion it’s not worth it since it requires much more set up than other methods to do pretty comparable damage.



The final thing to do in Gohtza is to head back to the apartment building, where we can access a new floor, called the Backyard.



Sadly, it’s not actually open right now, but we will be coming back here many times later on.



Instead, we’ll just take a consolation prize of another Slot Seed in this random barrel in the corner of the room and then head out.




After grabbing that seed, we’re finished in Low Town for now. We’ll head down and out the eastern exit of Low Town and into the Eastern District of Old Gohtza, which we will be exploring next time.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
drat, an update without any new magical apocalypses, that's mad.

It's going to be pretty satisfying when Gongora eventually gets his well-deserved dick-kicking.

Verant
Oct 20, 2012

Go on an adventure ordained by fate?
-->Okay.
-->Eh.
Honestly, given what we've seen of him I wouldn't be surprised if he pulls some sort of nonsense when we do eventually beat his face in, such as "Ahh you may have me almost Real Dead via a magical macguffin but you forgot to take into account my spell that links my life with one of your grandchildren" or something similar. Guy just revels in being cartoonishly evil, but at least it makes him fun to watch and provides that catharsis for the eventual boss fight.

CremePudding
Oct 30, 2011
I bet the staff had a lot of fun planning out this gravity-defying kool-aid spray for their storyboard instead of just a goblet :v:

Schwartzcough
Aug 12, 2009

Don't tease the Octopus, kids!
Really, more than any of Gongora's murder and deceit and manipulation and sneering and other assorted villainy, what makes me want to punch him is his stupid haircut.

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Update 39: Walking in a Winter Wonderland


Blizzard Field




Welcome back! Last time Cooke and Mack nearly froze to death while Jansen and Ming explored western Gohtza and Low Town. This time, we’ll be going through eastern Gohtza on the trail of the hijacked trains.



Eastern Gohtza is infested with the same clipper enemies as the western district and they’re still not threatening.



The map itself is winding and circuitous, with multiple different levels and some near back tracking as you shift between them.




Eventually, we come to a small break in the path that overlooks the train tracks.

Right, so if Kaim and Sarah were heading east, then, we should go this way.
Yes. And Cooke and Mack were off to find the aurora. To meet the souls of the deceased.
Right, to find the spirit of their mother.




Jansen then hops across the gap and then reaches back to offer Ming a hand.





She takes it and gets across, but ends up in Jansen’s arms and the two share a look before separating, almost embarrassed.



After that, the path continues on for a while. We climb a few ladders up and down and go through a neat section crossing the wreckage of the Gohtzan highway and automobiles that have crashed down.




But without too much more ado, we reach the outskirts of Gohtza and the train track itself.



Which we follow out of town and into the wilderness. Though the scenery hasn’t changed very much, there is something which has: the encounter list.




First up are the Glacier Fragment and Beast. They’re the same as when Kaim and Sarah fought them, but this time we don’t have anyone nearly as bulky as Kaim so they’re a lot more dangerous. That said, each of them will still die to a Grounda, so it’s more like a game of rocket tag than really need to think about.



Next are the Gyaplos, a bunch of wind beasts that always appear in groups of at least 3. Like the Raptors in the Ice Canyon, they can inflict chill with their basic attack and can call for reinforcements. Battles with them can run long if they keep getting reinforcements, but they die to a Flara or two All-Flares, so things are generally manageable.



Continuing the reprise of Ice Canyon enemies, the 4th enemy type is the Alarune. Strangely, unlike the Weeds from before they do not have a strong attack like All-Aquara, and will instead just spend their turns trying to inflict Virus on the party or speeding up their allies. Thankfully they’re pretty fragile and, like most of the enemies in this area, will die to a single Grounda, which you’ll probably want to prioritize since they can be annoying.



And the final enemy type of the area is the White Terror. They have some special moves (a row-targeting attack and an HP regeneration spell) but won’t bother using them while we only have 2 characters in the party. Instead, they’ll attack for heavy damage. Admittedly, Jansen is not exactly bulky, but a White Terror can kill him in 2-3 hits while he’s defending. They also have enough HP to actually survive a cast of Winda. White Terrors should be the first priority to take out, and if more than one shows up in a fight, that’s honestly one of the few situations in this game where I would actually recommend running instead of trying to fight it out.



In a vacuum these enemies aren’t too threatening, but in our current party state of two squishy mages most of the fights can be very dangerous. The best way to make it through the area is to just take each fight individually and conservatively, and then fully heal both HP and MP after each fight.



As for the area itself, as befits a train track, it’s just a long and gently curving path. There are some boxes on either side of the tracks that acts as chests, and after a few screens of walking there’s another rest point with a healing station.



Soon after that rest point, we’ll shift back to Cooke and Mack. Unlike last update, the encounter rate with these two is the same as it is for Ming and Jansen, so there will be a fair few fights with just the siblings. The same procedure applies to these two, though Mack is significantly bulkier than Jansen so White Terrors aren’t quite as existential a threat.



Eventually the kids will come upon some wreckage from one of the trains, and approaching it starts a cutscene.




This time, Cooke collapses to the ground.

Cooke!
What happened to Kaim and Sarah?... They’re immortal… They can’t die, right?
That’s what “immortal” means. Get up, Cooke! We gotta keep moving!
I can’t. I can’t move…





Mack collapses next to his sister.




And we get a view of them, the wreckage, and the aurora, which turns violet as the scene fades out.



And we pop back to Jansen and Ming.

What is it?
I heard a voice.
A voice? Whose?
I don’t know…
Maybe the wind sounded like a voice.

Well, if you say it was a voice, then it was.



We have one more section of track to run along, at the end of which is the pile of rubble from earlier. However, before we approach it, we need to tweak Ming’s skills a bit. In addition to her magic, she wants to have as many defensive skills as possible, with Absorb Magic and Water Resistance Up as the highest priority, and absolutely needs to have the Status Analysis skill. Jansen could also get rid of either the Weapon Guard or Absorb Attack accessory and swap it out for the Water Resistance Up one.



Once everything is set up, we’ll just need to heal up and then proceed forward.





In the wreckage, Jansen finds Mack unconscious on the ground.

Cooke!



And Ming goes to Cooke right next to him.



Jansen starts slapping Mack’s face to no avail.

…Kaim…
It’s me, Jansen. Wake up! Come on, wake up!
Cooke! Wake up Cooke!



And Ming has a similar lack of success with Cooke.



Jansen and Ming look back at each other and nod.

Let’s do it.




They grab the kids together while Ming prepares to cast a spell.

Lirum… Lend me your strength. Give us your light for the lives of your children.





Ming casts her spell and a wave of light expands out from the kids, who then groggily stir.

Yes, yes!
…Aunt Ming…
Jansen….
Yes, good. You’re all right.



They help the kids up.


Battle with Demons





When the ground suddenly shakes and a piece of the ice stands up.

drat! Another leftover to deal with.




With our two parties together, it’s time for a boss fight! Since we’re not at full power, the Living Ice isn’t an incredibly difficult boss, but it does still have some interesting things about it. To start, it’s a Magic Water enemy with a pretty low hp of only 6350. Its defenses are also pretty lopsided, with a significantly higher magic defense than physical defense.



However, it can cast Shieldus to patch that up.




Its main attack is Freeze Bite, a pretty powerful (ignore Jansen proccing weapon guard after being buffed) magic attack that has a chance to both cause Frostbite or freeze the target outright.

It can also do a basic physical attack for 250-300 damage and can cast All-Aquara to hit the entire party for heavy damage.




To start off the fight, we want to get a bevy of defensive buffs up ASAP. Putting Cover on the front liners, especially Jansen, should be done in turns 1 and 2, while Ming and Jansen put up All-Shield and All-Barricade. Mack’s early turns are a little more free, and he can either buff up people’s attacking stats or put up some more ancillary buffs like Dodger.



Once those are done, the Living Ice’s damage will be pretty manageable as long as it doesn’t cast All-Aquara. And that means that we can start inflicting damage. Ming and Jansen can put out about 1200 damage a round with 2 casts of Grounda.



However, the real damage dealer is Mack. When properly buffed and with an earth ring, he’ll do nearly 1200 damage on his own.



And that’s especially important because the boss has one last trick when it reaches half HP: it will cast Reflect and start bouncing back all of our spells. Since it’s way faster than any of the party are, this can easily lead to Ming and Jansen wiping themselves out if you don’t know it’s coming. It will also start spamming All-Aquara after this, so your mages will likely be busy healing instead.



However, even with Reflect up, 3000 HP is not a lot to burn through and Mack can get through it in just about 3 rounds on his own. Ground/Grounda bombs are also valid ways to deal damage with your mages and a few of those will probably knock the timer on Living Ice down to 2 turns before it dies.



After the fight, everyone catches their breath for a moment.

…I’m okay.
What happened to Kaim and Sarah? Weren’t you together?
Has something happened to them?
They were trying to help us when the train derailed. It slammed into a huge wall of ice.
There was an explosion. That’s all we saw. They might be dead.
No way! They’re immortal! Hey, hey, hey, you’re joking, right?
Even immortals can feel pain.
Pain?
If an explosion is powerful enough, it may inflict great pain on the spirit. This pain might be more damaging than the loss of a physical body.
They’re immortals. I know they gotta be alive! I mean, whoever heard of a dead immortal? Let’s go look for them.
Yeah. Lets’ look for them.
Aunt Ming, what about the Captain?
Oh, Seth?
Right… She’s gotten into some trouble of her own…

And the scene fades out.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Man, Jansen is the only one who's even halfway dressed for this weather, I'm surprised it took this long for anyone to suffer hypothermia.

Schwartzcough
Aug 12, 2009

Don't tease the Octopus, kids!
I guess the game hasn't gotten into many specifics on how immortality handles injuries. It sounds like the immortals don't regenerate hp or anything, they just stand up after getting knocked out. What happens if they get blown up, or severely mangled in a horrible train wreck.

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Apologies for the delay, I’ve just been away for holiday things. Instead of a full update, here is:

Side Update: Tolten and Sed

A few updates ago, people were remarking on how wild it was to add another character on disc 3. Well, how about adding two characters instead?



The first of the two is Tolten. Stats-wise, he’s actually pretty bad, with mostly average or below average stats, except for HP and Magic Defense, both of which he’s in 3rd on. However, his mediocre stats are at least solidly made up for by having access to incredibly powerful exclusive equipment. We’ve already seen the Royal Knight Sword, which has end-game level attack, but Tolten also has special accessories that do things like boost your HP by 40% or provide resistance to all four elements. It’s a bit limited since he can only have one of those accessories equipped at a time, but because changing equipment is a free action it’s very possible to adjust on the fly as needed.



Tolten also has a number of really useful skills right when you recruit him and will continue to get great ones as he levels up. Persistence lets you survive any hit with 1 HP and all of the Guard skills except for Absorb Guard help with survivability. Break Hit is situational but can be incredibly useful since it has a big delay but ignores any defense boosts or GC on an enemy so you can target vulnerable backline units with it, while All Hit does what the name implies and targets every enemy on the field. But the real highlight of his skill line is the Royal Equipment skill. It does nothing for Tolten himself, but learning it allows an immortal to equip any of Tolten’s otherwise exclusive equipment. As I said earlier, the skills from those accessories are incredible so it’s a great idea to teach it to everyone as fast as possible. However, since that equipment is Tolten’s main draw, the Royal Equipment skill means that he gets essentially totally obsoleted by Kaim and Seth once they’ve learned all of his stuff. He can still be a useful party member by using the equipment after the immortals, but he doesn’t have anything to really differentiate himself besides them.



Sed, on the other hand, is a very interesting utility character. He’s either 2nd or 3rd in every physical stat, just behind Seth and Kaim on most of them. Beyond his stats, though, he has a number of unique properties. First is that he uses a rifle instead of melee attacking like everyone else, which the game models by letting all of his attacks totally ignore enemy GC. He doesn’t have access to any skills to do huge damage but with good timing and the right ring he can pretty easily soften up or take out backline foes before they can really mess with the party.



But what makes Sed really interesting and special are his skills. Turn-Tail, Steal, and Taunt are all ones we’ve seen before, but everything else is unique. Magic and Counter Seal allow you to prevent the next spell or counter attack an enemy would perform, though they only work once per battle and a good number of bosses are immune.

The passive skills are where Sed really shines. Auto Barrier and Shield mean that he is significantly bulkier than other mortals are without buffs, Ultimate Analysis gives you all the information on enemies, and Resourceful makes all items 50% more effective. That one combos especially well with Double Items to use 2 improved items per turn, making Sed a useful healer and status remover. He can also do some very silly damage if you’re willing to invest in -us level bombs and target elemental weaknesses. The other Double skills are all passives that do exactly what they say and are massive helps for outfitting everyone, especially Double SP for the immortals. Special Accessory is an odd skill in that it just lets the user equip 4 specific accessories, all of which are super powerful but are also stuck behind end-game optional content. 3 Accessories is an incredible skill that makes Sed the most versatile mortal, with triple the slots of everyone but Jansen (who gets 2). It’s also essentially necessary on the immortals, both in actual combat, and for speeding up the skill learning process. His final skill is Lucky GC Ignore and it’s a bit of a letdown compared to the other ones. It lets you occasionally ignore the target’s GC, but it does nothing for Sed himself and I would generally rather not waste any of the immortals’ turns fishing for a potential hit instead of just dealing with the front line.

Overall, though, Sed’s skills are useful for a wide variety of things both in and out of combat and the skills combined with his flexibility in accessories and his ability to ignore GC makes him a really worthwhile choice for just about any fight in the game.

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Update 40: The Real Sewer Level



Welcome back! Last time we reunited the kids with two of their trusted adults. This time, Seth will be herding around two much larger children through the sewers.

Is there something alive in there?
Yep, and it stinks.
What?
Don’t you know? It’s the smell of monsters.
!
Don’t be afraid.
Momma, let’s leave the Boy King here. He’ll just get in the way.
I don’t think so.
Must you call her “Momma”? It’s very odd from someone your age.
Shut up, kid. You don’t tell me what to do.
Uh… sorry…



We’re now free to explore the sewers of Uhra. We went through a small section last time in Uhra, but this whole update will be down underground. Additionally, now that we’re not under hot pursuit by soldiers, we’ll run into an entirely new set of enemies.



The first, and most boring, of the set are the Large Snails. They’re water elemental magic enemies whose only special ability is to lower one person’s defense. They also have essentially no HP and should go down in 1-2 attacks at most.



Second are the Experiment No. 44s. They’re non-elemental mechanical enemies, with a decent amount of HP. They have no special abilities, but their normal attacks can cause both the Dizzy and Petrification statuses, so they should probably be the first target in any battle unless you can make all 3 party members immune to it.



Third are the Experiment No. 28s. They’re the big guys of the sewer, with powerful attacks like Forceus, to heavily hurt one person, and Prismus to hit everyone. They also can inflict Toxin, which is an upgraded poison status that will deal 300-400 damage a turn. These powerful attacks are mitigated a bit by having long cast times, so on its own an Experiment No. 28 will only be able cast every other turn. They’re also pretty fragile, with only 560 HP, and thus are a perfect target for Sed since he can ignore the GC that would normally protect them.



And finally, the fourth type of the area is the Magic Tower. They’re another non-elemental mechanical enemy and have 670 hp. They can do a bit of damage with the Flarus spell, but their real purpose is to boost the Experiment No. 28s by using Casting Support to let them cast every turn. That can be very nasty, so if one does use Casting Support, they should be your priority target. But on their own, the Magic Towers are pretty nonthreatening and can be left for last in most battles.



Especially because about a minute into the area we’ll come upon one of the sewers’ gimmicks: these magical engines going haywire.

A magic engine, out of control? Well, that explains all the magic energy in the area.
If we put a stop to this engine, then, will that weaken the monsters?
Who knows, but I’d reckon it’s worth a try, at least. Here goes!

There are a bunch of tool sounds.



And the machine is fixed. The actual mechanical effect of this is that it removes all of the Magic Towers’ abilities and essentially makes them harmless. This only works for the specific screen that the magic engine is in, but all of the large sections of the sewers will have a haywire engine somewhere in them.



Kinda funnily, after fixing that machine there’s nothing to do in the Giant Drain but cross one bridge and head into the Destroyed Passage.



The Gohtzan tanks opened these holes.
How about that, Your Worshipness? Got something to say now?



Tolten doesn’t say anything and just looks away.

Ahh, they can’t wait to fight. They’re good for nothin’ but target practice.
sigh
Sed, stop picking on him. It’s not his fault he was born with a silver spoon in his mouth.
So sorry, Your Graciousness. That’s the way I am. I get heartburn whenever I see someone in power.
Well for the moment, Tolten has no power.
Really? Hmm…
All right, knock it off. He’s after the same enemy we are.
The same enemy?




The Tolten bullying session is interrupted by Grand Staff shaking the ground as it flies by.

Is that… Grand Staff?!
Huh?
Whoa, was it meant to fly like that?



The sight seems to shock the group back into action and we can move further ahead.



The dungeon continues through that door, but first we’ll want to climb down this very long ladder that will take us back to the Giant Drain.



Because it will bring us down in a different area and let us wade through knee-deep sewer water!



There are 3 chests sitting on these paths, including Gorgon Masks, an otherwise very difficult to acquire material for petrification causing rings. But other than those chests, there’s absolutely nothing here and we’ll just need to climb back up the ladder and head through the new door.



Into one of the two “main” sections of the sewers: the Treatment Plant. It’s a pretty neat area with a lot of verticality and winding paths, and some nice things are hidden in the corners of the area.



First thing to do is to head east, down this ladder, and then follow the path north and west.



Just around the corner, there’s a chest sitting in a pipe with 2 boxes next to it. In a truly difficult puzzle, we need to push both boxes onto the lower ledge, which will make a path so we can reach the chest with the Holy Guard accessory. It teaches a skill that, once per battle, will let you automatically nullify all damage for a turn when you reach critical HP, which is a pretty nice insurance policy on the more fragile characters.



Once we have that, we can head south to reach a gate and switch right next to the ladder we took down. Pressing the switch will open the gate and let us backtrack if we want to, but instead we’ll head further east.



After a little bit of winding and climbing up another ladder, we’ll find another chest, this one with a Cure All, and this area’s malfunctioning magic engine. We can grab the chest, fix the machine, and then head through the gate to the west and climb up yet another ladder.




Above the ladder, there’s a save point, full heal, and a random guy.



Mawol is actually a merchant. We’ve seen most of his stock before, but there is a weapon upgrade for Seth and the Herbalist’s Badge accessory (which boosts the effectiveness of healing items) buried among everything else.



Just past the rest stop there’s another gate and lock puzzle, though this one is much simpler than the earlier ones. All we need to do is close this gate.



And then head south to raise the gate we just crossed, which will drain all of the water out of the lock. With the water drained, we can climb down a ladder next to the first switch, run up the nearby stairs to get to the other side of the gate. It has a switch to open it as well, giving easy access to the rest area, and after that we’ll go about 20 feet further and leave the Treatment Plant.



To head into an area just called Magic Tank.

What the hell is this?
Magic energy is leaking out.
They’re magic-energy storage tanks.
Whoa! Uhra has some pretty fancy technology, then.
What were they planning?




The Magic Tank area is a little annoying to get around. The basic layout is four pillars in the corners of a square, with two vertical levels on each pillar. There are paths between each of them, but only on some of the levels, and there are also gates that block some of the paths and force you to go up and down to get around them. Finally, there is a central pillar that has two bridges connected to it. One is fixed to the southwest pillar and the other can be rotated between the remaining three pillars with two switches on the central pillar.

We start on the 2nd floor of the southwest pillar. It’s a little confusing to map out, but the path we take is essentially climb down to the first floor of the southwest pillar and go north and then east. The rotating bridge starts pointing out northeast, so we can then cross it to the central pillar.



This area’s malfunctioning magic engine is on the central pillar, so we’ll fix that and then rotate the bridge so that it points southeast.




We’ll then cross the bridge and head through a door into another conduit. This one has a four-way intersection that we’ll want to check out all four paths of. The southern path just leads to a few hidden seeds.



And the western one leads back into the Treatment Plant, where we can open up another shortcut back to the rest area and grab some more rare ring materials from a chest.



And finally, heading east will let us wrap around and re-enter the Magic Tank at the previously inaccessible lower northeast section.



From here, we can reach a bunch of buttons to open up the gates that were arbitrarily blocking the paths and reach a few treasure chests that were sitting right behind them. In the process of opening those gates, we’ll also open up the way to the ladder to climb up to the upper level of the northwest pillar.



We’ll climb up, follow the path to a door, and grab another item hidden inside a trashcan. Then pause one second to shuffle around equipment and skills since it is just about time for a boss fight. For the upcoming fight, we’ll want to make sure Seth has access to White Magic Level 5, and giving her some Spirit Magic is also a good idea. Other than that, we should load up on defensive skills and make sure Tolten and Sed are holding accessories with skills like Absorb Attack or Weapon Guard.



We then have one quick linear conduit to run through.


Before we arrive in a hidden underground dock.





This one?



She’s been locked up in here, the poor thing.
She’s a good ship, I can tell. She definitely has a feel of a ship you’d pick.
Yep. I’m stuck with her. Seems like fate. But if she’s here, that means we can get her outta here.
Okay. Let’s go, Tolten.
Thanks for not scrappin’ her.
Oh. Yes, yes, of course.


Battle with the Demons






However, as the party approaches the Nautilus, one of Gongora’s Magic Beasts drops out of nowhere to block their path.

Wh-what?!
drat! Isn’t that one of the creatures that smashed Uhra to bits?!



You’re getting between me and my reunion. Can’t me an’ Nautilus have a moment here?
We’re gonna have to give it our all to get around this one!



I never learned to fight this way!
Don’t get too scared to fight, Your Worshipness! There’s always a way.
Hey, Momma, I bet we can use that!



Sed points out a nearby crane holding some tanks of magic energy.



Get her started!



And with that, it’s time to actually fight. The Magic Beast is a pretty bulky enemy, with over 10,000 HP, no elemental weaknesses, and solid defensive stats. Not to mention that we only have three party members to work with. Thankfully, he generally doesn’t hit too hard and only has one action per round.




On normal turns, it has two moves to pick from: Ground Strike, which only does about 200 damage to one of our frontliners,




And Sonic Quake, which hits a full row but will only deal about 100 damage to each character.



Its final move is a bit more threatening. At the beginning of a round, Seth will point out that it’s charging up energy, and then the Magic Beast will not do anything for two rounds. However, on that third round your front liners 100% need to be defending, and it’s not a bad idea to have Sed do so as well.






Because on that round, it will finish charging and use Flare Core to do incredibly heavy damage. If you’re not guarding, this could easily take out both Seth and Tolten while destroying your GC for the rest of the fight. That said, the Magic Beast doesn’t really have any way to follow up on this damage, so you can just have Seth or Sed heal people up and get back to the fight.

For the battle itself, it’s entirely possible to take down the Magic Beast by just depleting its HP. It’ll take a little while since you’ll only deal about 900-1000 damage per turn. You’ll also have to deal with a few Flare Cores, but as long as you defend and keep on top of your HP, you’ll probably be fine.


However, the much faster way to do this fight is to target the Dock Crane. It can only be hit by ranged attacks, i.e. Sed’s attacks, magic or items, and its effective HP is tracked through the Charged Power meter on the top left of the screen. With all three characters attacking it, it will only take 2-3 rounds to fill the meter up.



Oh shut up! It’s just not enough! We’ll try again!

At the halfway mark, the crane will start moving but stop short of the beast itself. Nothing actually happens and you just need to keep beating on it until it moves again.

It’s starting up! It’s working!




Sed takes aim at the magic energy tanks as the Magic Beast charges up for another attack.

Oh yeah!



He fires a shot which drops the tanks into the Magic Beast’s face.




Where they explode, taking it out and ending the fight outright.



How was that, Momma? Ha! I still got it in me!
We’re off! Let’s go!
Alright! Let’s go!
Move it out!



And the three hustle over to the Nautilus.

Though we’ll end up on the Nautilus either way, there is one thing to keep in mind if you choose to beat the boss with the dock crane: you won’t actually enter the end of battle screen, and thus won’t get the boss’s item drop. The item is an incredible accessory that lets the user regenerate MP automatically, so it is highly recommended to steal it from the boss before dropping the tanks on him.



In the Nautilus, Sed takes the pilot’s seat and starts fiddling around while Tolten just mills about.

Sit… wherever you want.




Tolten sits in front of a blinking console and moves to tap it.

Whoa! Whoa! Don’t touch that!
I was just wondering what this was.



Neither Sed nor Seth responds and they both just turn back to the instruments.



Where they find that a number of Magic Beasts have surrounded the ship.


A Mighty Enemy Appears!


What? Three of them?
Ha! They’re coming.



Tolten looks very worried.

What’s wrong? Afraid to fight?
Fighting… I-I’ve studied how to do it… But this is the first time I’ve had to actually fight monsters.
Yeah, it’s pretty different from practice rounds, huh, Your Graciousness?
Ar-Aren’t you frightened?
I love it! We’re off!




The engines of the Nautilus whir up and it sinks under the water.




There’s then a little tutorial for a series of QTEs that I’m not going to bother writing out. Essentially, the Nautilus flees through the sewers while the three Magic Beasts try and take it down. Eventually, we manage to get slightly ahead of the group.



Whereupon we find our exit blocked by a wall at the water level.

It’s a dead end!
No, it’s our way out!
How?
We’ll fly.
Fly?!






The Nautilus’s bow changes and it charges forward with the Magic Beasts in hot pursuit.




But right before the wall, the Nautilus suddenly pivots nearly 90 degrees and shoots upward.




The Magic Beast rams into the wall while the Nautilus flies off.



Yes! We did it. We lost them!



Meanwhile, Tolten is not having a great time.

Yehaaa, love it!
What a great ship! I love it!




The glare on the windows up front fades and the ships stops shaking. Tolten pauses for a moment.

Are we flying?!




The ship reaches the tip of its trajectory, turns downward, and then touches down in the ocean.


Theme of Pirates







That… was… lovely.
Awesome, huh?
Wasn’t that fun, Your Majesty?
I’m nobody’s “Majesty.” I’m just a man. And I’ve finally discovered what kind of man I want to be.
And what kind of man is that?
A brave man. I want to be like you, Sed… Laughing in the face of danger.
heh Ya.
It’s not as easy as you thought, is it, Your Highness? Everyone wants to be brave. But if you really mean what you say, then you have to be more daring.





And with that putdown, the cutscene fades out.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Man, poor Tolten. No one's nice to him and he's basically just an idiot teenager with a fancy suit of armor.

Also I might've missed it in the rundown, but is it possible to ignore the crane mechanic and just pound the Magic Beast's skull in the normal way?

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OOrochi
Jan 19, 2017

On my honor as the Dawnspear.

PurpleXVI posted:

Man, poor Tolten. No one's nice to him and he's basically just an idiot teenager with a fancy suit of armor.

Also I might've missed it in the rundown, but is it possible to ignore the crane mechanic and just pound the Magic Beast's skull in the normal way?

I only mentioned it briefly since the game really wants you to use the crane, but yes you can absolutely ignore the crane and just beat him up. It'll take a little bit since you'll probably only do about 1000 damage a round, but it's doable. If you don't use the crane, then you get an end of battle screen like normal and the next cutscene just skips to the Magic Beast falling over, before proceeding like normal.

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