Thursday, November 25, 2021

A party, an investigation, and side quests.

I took to the skies and entered the Schietar University. We can't get down, but we'll be too busy to leave.

As we enter the first floor, a man will stop us. This is a detective. It turns out someone stole the Wind Crystal/Orb, and he's been put in charge of finding the culprit. He's not very good at his job. In fact, he's absolutely terrible. Arres is a fan of murder mysteries and like, so he offers his aid. For reasons I won't try to understand, the detective allows us to do just that. We have to exhaust all dialogue options with the five people on floor three, so we'll head there eventually.

But first, take a left. Near the cafe is a man who we should talk to. If he looks familiar, it's because he is. Garric is here! Arres will ask the old archer how he got here if we have his airship, and Garric will say he stowed away. He was worried about us because a woman had been followed for some time now. But it's not like she was scary or anything. Garric took her and hopped aboard the Artemis just before we took off. I'm still not sure how they beat us to this location, but whatever. Garric will join us, so I went looking for this mysterious woman who's been stalking us. Up on floor three, we find Ann. I'm sure you're shocked. She quickly confesses her love for Arres and how it drove her to leave her useless medical job. We learn healing magic has been passed down in her family for centuries because of someone named Ely. After a strange conversation, Ann joins the team, and we finally have a team! But we have a mission to do!

Talk to everyone on floor three; the lower floors don't matter. Afterwards, head up. This is where the Air Crystal is usually housed, but we can't investigate that because the guard is competent. Go up one more floor, and we'll meet the wind god himself, Windir. Garric has an audience with him, somehow. Talking to him lets Arres ask a few questions about the labyrinths I spoke about last night. We go into a bit about the monsters spawning, which no one can answer. But Windir tells us that we're important somehow but doesn't divulge how. He does say that the Four Elemental Gods aren't actually gods. They're high ranking Wizards of Mysteria. The war between the wizards was because the lower ranks felt that these four had too much power. Windir gives us the key to the Air Crystal room and tells us to return all four crystals to the fountain I was at last night.

Inside the Crystal room, we find a small rat hole. This is the last piece of the investigation. Return to the detective and tell him who you think it is. These two people were the last ones I suspected, I'll be honest. I have no idea how the dev came up with these two being evil, but pick the bunny girl and the piano player. I don't remember their names, I'm sorry. I thought it would have been the old guy and glutton. The screen fades to black, and we hear a commotion. The two guilty parties manage to evade arrest and head to the Air Temple. For choosing correctly, Arres learns a strong buff. I don't know what happens if you're wrong. The detective also gives us a pair of wings that we can use to get down from here. He urges us to give chase, and I'll do that...

...tomorrow.

With a full party, I went cue hunting! There's a guide on Steam I used for it, so I'll spare the minutia of it. I also did a few side quests. I bought the boat from Travel's Haven and found the four (I hope it's only four) whirlpools. The gear is pretty good, and it gets your money back and more. I also found two side dungeons, the fire maze, and some wizards hideaway. Both contain cues and gear. They also have EXP, which Ann and Garric are lacking. We've got a good team here. Garric is an archer with debuffs and X-Attack, and Ann is a healer with a few light damaging magic spells. We're set up for the rest of the game, which could end in a day or two!

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