Tuesday, July 27, 2021

So that’s why the forest looks like that…

I was wondering why the forest on the world map looked dead.

Anyway, let's speak to the Elder. To reach his house, we need to find the elevated platforms. The door to his hit is on the second floor, and you need to take a rope downward. He's a little upset that outsiders are here, but that fact we saved Nikki helps us get his grace. He thinks we look too similar to the people inside the Tower of Doom. Justin asks what ToD is, and the Elder tells us about Cafu's history. The people didn't always live right here. They once lived deeper in the forest until the Tower was built, which was when the forest began to turn to stone. Rapp frequently harasses people there, so the Elder asks if he's going today. Rapp says yes, and Justin asks if we can come along. Rapp agrees, and Elder is fine with it but only as a scouting mission.

We head north of Cafu. The town is guarded by a random roly poly but is, otherwise, empty. We can still make out the Cafu architecture, but it's all made of stone. Even some of the townsfolk are petrified. Two such rocks are near the former fate. These are Rapp's parents, and he's been polishing them ever since they became like this. They're perfectly round rocks, which probably means something bad. This inspires Justin to be the hero again when he suggests we defeat whatever is in the Tower of Doom. Rapp is on board, and Feena says nothing to dissuade them. We can explore the safe town and get information about a few of the dead but keep heading towards the pointer. There's a Mana Egg nearby, and you'll know you're getting close when mobs show up. The second section is a grey version of the Virgin Forest, which makes this my new least favorite dungeon! All of the enemies are the same we fought earlier but look for the alligators that run away from you. They're easy and give 1200 EXP when you win. The music is a boring ambiance of pseudo wind.

Past the second section is a scene where Rapp shows us the Tower across a canyon. Justin and Feena think it looks like a military base.

It is! But everything is broken and smoldering. Rapp wonders if a Lainian is here but doesn't go into details. We can explore the rubble, we soon meet the Lanian. She's a raging berserker who bursts through a gate. Rapp calls her "the hussy woman of Laine." The young boy learns you shouldn't insult a raging barbarian of either sex when she punches Rapp across the map. He flies into another wall, and she proceeds to pummel him some more. She then turns our eyes to us. We look like the people she's been beating up, so she assumes we're one of them. The rivalry between Laine and Cafu didn't help.

The battle against Milida is pretty easy. She's big and has a lot of HP but isn't too strong. She lacks AoE and is slow, so I have faith in you. Afterwards, she congratulates us on the worthy fight as she lies there, losing consciousness. We tell her we're Justin, and she thinks we're cool. Justin and Feena haul both Forgotten Worldians into a safer place. Miluda wakes up first, and we manage to convince her we're on the same side. She's fighting the military; we're fighting the military. It just makes sense. Rapp wakes up and yells at Milida. I'm curious about the issues between the two towns, but Rapp doesn't come off as a good character here. Eventuality, though, we settle the argument and carry on. We now need to climb the Tower and discover why, and how, the Garlyle Forces got here.

We need to climb three floors. The only mobs are military personnel, and the music is ambient factory/industrial bangs. Some doors are locked, but we can open them as we go. We'll end up being able to return to the Save Point often, so go all out!
The first floor has us finding the second floor. Go to the right and make your way around.
On the south of the floor is a room with red glowing panels. Touching them turns on a warning clarion, and we're ambushed by fights. From the door they came from is our destination. Follow the long corridor and smash the switch. This opens the path downward. On the east side is the way to the next switch we need to hit.
On the third floor, we're greeted by two glowing switches we can turn off. Turning them off locks doors on the otherside of the floor. There's a similar situation there as well. The side rooms are pretty much empty and, mostly, used to do battle. I think the only stuff worth getting are in the always opened room. The way up is in the second switch room.

There we see something growing in the middle of the room surrounded by Garlyle Forces. Our three commanders enter and discuss their plans. Gaia hasn't grown, which is a concern for General Baal. Interestingly, they wonder how such a thing can lead to a better world. Baal then hologram calla in, and the commanders tell them all is well. He can see Gaia from his position and yells at them for lying. Baal wants this thing to be more effective at turning things to stone. When the commanders ask why they're making this, Baal says it's not their position to know. He wants growth, the commanders promise it will, and he laughs evilly. Guys, I think Baal is evil.

Justin uses this time to sneak onto the floor. He thinks we fan kill Gaia, so he smashes the control panel. The commanders notice their sworn enemy is here and rush forward to fight. But the effects of the broken machine happen. Gaia tentacles explode from the floor. Something else begins to appear in the middle. The commanders think retreat is wise, so they leave. The soldiers in the room try to follow but get turned to stone. The Spirit Stone emits a green glow around the party, which protects us from the effects. Gaia now appears, and a boss battle happens!

Gaia Battler has two arms. One arm is weak to magic and the other to physical damage. Each has their own HP bar and act independently. Gaia does high physical damage to one player, can do a devastating electrical attack to everyone, and can poison players around him. The three together are pretty fast, and even alone, the Battler is quick. Go all out to destroy the arms. Split up your party after and have Feena use magic, Rapp should be equipped with throw weapons, and Justin and Miluda have plenty of HP to withstand as long as you remember to heal.

Gaia dies and drops a piece of itself on the ground. Miluda thinks we may be able to reverse engineer a cure for the petrification from it, so we take it. Feena has a strange look on her face... On the way out of the Tower, we can see some petrified soldiers. But we'll try to save them…

…tomorrow.

I looked it up, and we have seventeen more dungeons to go to, not counting backtracking. Grandia is gonna make LoD look like a short game...

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