So we need to get the kid baptized, but he doesn't want to be baptized. As someone who has been baptized and later wished he hadn't, why am I doing this? To show off the new jobs I'm using because I mastered round one!
We take young Holse down to the baptism cave...and he runs away. You'll find him back in town, not the castle, in the northwest house. Return to the cave, and we'll have to do deal with three trials.
Trial One has us killing ourselves. His entire shtick is casting Confuse on the whole party. Dancers, which Muriel is, seem immune to this spell, but her DPS isn't very high. I'd like to give a strategy here, but there isn't any. Make everyone a dancer, maybe? After the fight, Holse ran off again. He's still in the cave near the treasure chest on the first floor.
Trial Two tends to put party members to sleep. Sadly, he doesn't spam this and will actually hurt you. Treat this guy as a long random encounter. Holse will have ran off, again, and can be found just north of the stair we took to get to this floor, but down the staircase in the area.
Trial Three gets two attacks a turn, but one will always be Defense, which, ironically, lowers the entire team's defense. I had Rek and Hassan attack the whole time while Muriel and Barbara were casting Increase. Muriel and Rek healed from time to time, but I always had one character canceling out Three's Defense spell.
At the bottom of this cave is a priest. How did he get down here? Regardless, he tells Holse to stand under the waterfall for a while until he's been suitably baptized. There was no real need for him to even be here. A cold Holse asks to be taken home, which we do. A party is thrown in his honor, and he seems a lot more mature than he was before. As a reward, we get the Magic Key. Like the Thief's Key, it opens doors throughout the world. Specifically, red doors. One such door is to the southwest.
Behind the door is a well guarded by a mimic. Defeat the creature and go down the free well. As we have before, we'll have switched worlds. Travel east for a while, and we'll come to the town of Clear Veil. Clear Veil is known for its flying bed, but no one seems 100 percent sure it's real. Several people seem to be weirdly in love. Anyway, there's nothing here, so exit town, then head west until you find another out-of-place stairwell on the world map. Climb them and walk east again until you get to whatever world this is' Clear Veil. The citizens are morning the death of a ten-year-old boy named John. His parents are in the church trying to get something out of the priest and having an understandably rough time right now. Follow them back to the house in the north. In the first Clear Veil, this was locked but is open now. They'll discuss some stuff, and another man in the weapons shop will talk about the Badge of Courage and where to find the stone for it. It was something John really wanted, and his parents want to fulfill their kid's dream.
Far to the north of Clear Veil is the location for the rock, the Wall of Destiny. It's a sheer cliff! You can enter the safe room on the bottom, but everywhere else are random encounters. Climb on the various rock hold paths (I don't know rock climbing) to find chests. You should notice a random hole in the wall with no path to it. That's the place we're looking for. Fall from the path above it, hold up on the controller, and you'll latch to the outcropping just below the hole. Climb in, and you'll find the Golden Pickaxe. You can now clear several walls in the dungeon. Some will open areas to treasure, and others will take you to the top of the wall. At the top is a large rock. Use the pickaxe on it, and you'll get the Fragment of Courage, which can be turned in the badge. Return to Clear Veil and talk to the mourning mother. She'll turn the rock into the badge, and the dad will thank you by letting you spend the night there. For some macabre reason, he's letting you use his dead son's bed.
All four party members hop into the child's bed. At some point, the colors get strange, and the bed begins to lift up and rise from the floor. As we're warping about, we see the spirit of John hang out for a moment to thanks us. As a reward, he lets us use his flying bed. This functions like the Magic Carpet in DQV, except we can't deploy it wherever we want. In that sense, it's like a terrible airship.
I spend the next hour looking around the world, finding new towns, stairs/wells between worlds, and future dungeons. I made very little plot progress. To finish tonight, I found the castle of Foan. This is important for two reasons. 1.) The Princess is cursed, and 2.), the King has a waterway key. The waterway is keeping my boat from traveling out of the inner ocean on one of the worlds, so I'd very much like to open it.
But I'll do this tomorrow.
I'm getting bored. There's no plot, no depth, no nothing. What am I doing? Why do I care about finding another Rek? This part of the game is really falling apart with all the unconnected events. I'm beginning to reach Trials in the Sky levels of apathy. There's no casual pedophilia, so I probably won't be dropping DQVI, but when's something fun gonna happen?
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