Wednesday, November 24, 2021

From the Arena to the Skies...

I left off in the middle of the five fight arena matches in Carallan. The trick to all of these fights is counter, so check out the shield in the bar. I didn't get it for the first three fights and had to spend a lot of time on defense. With counter, though, I can go all out. I don't even need to heal because it's less of a counter and more of a preemptive strike that removes physical damage from happening altogether.
 
Round one is against a fairy who's weak to will strike.  
Round two is against a mage with the same vulnerabilities.
Ditto for round three.
For round four, have enchant blade on, as well, since the general of the lava lands isn't fond of lightning. Or use the ligating axe, I guess. As for equipment, make sure you're wearing whatever it is that makes you immune to being stunned.
I used basic attacks for the last guy. I was running out of MP pretty fast, so I wanted to let him take himself out. I think his attacks come in a predetermined fight, so once you figure it out, you'll know when to reapply counter, attack/defend, and heal. When the fight switches to phase two, use Wave to take out his summoned hands. They'll die in three or four uses. Finding an opening to use those spells is gonna be a bit tougher, but I found Harkon the easiest of the fights. After the battle, you and Harkan will be back in the pub. He'll congratulate us and hand over his crown, along with the Fire Gem inside it. We've made a friend, and even the whole town recognizes how cool we are. As we return to the snowfields to fuel the airship we read about, an NPC will tell us a quick way back. To the west of the city is a maze that takes us to a dock. "Rent" the boat for 1000 gold, and take it upriver to Glimthar.

But first, I took out the two forest bosses. Equip the Quizzer's Pendent, to make sure you can't be confused, and go find the two you can reach (I assume there's more later). Make sure you use counter, and spam will strike on Octos. His drop is okay enough. Matrys doesn't like fire. The Crimson Axe he drops is a lot better than the Gladiator's Sword.

But head into one of the houses and talk to Garric. He's the one who told us about the Artemis the first time we were here. He said it needed a fuel source, which the Fire Gem should be able to provide. After discussing it, Garric decides to join the party and escort us to the airship. He's an archer who kinda sucks. To make him better, we'll need to find some cues through the world. You can do whatever you want to here, but you really should get the ones in town. One is a flame shot skill, which will be very useful in the upcoming dungeon. But guess what I didn't get...

We'll head over the Airship Cave entrance that has been blocked by a dude since we first got here. Garric says it's okay for us to pass, and the guard allows us through. Inside are demons, giants, a miniboss, and an actual boss. Some have fire weaknesses, and others aren't fond of Aura Strike. We also learn that his dungeon wasn't always here. The mazes are constantly altering the planet, this cave included. But we get a lot of backstory on Arres while we're in here. Garric will try to talk our ear off and learn about our past. Arres is open enough and answers them with only mild annoyance. It's the one where Garric asks about his family that seems to upset him. We learn that Arres just showed up one day in town. The villagers thought he was a monster or something and didn't like him. They locked their doors, and a guard tried to kill him. Arres was looking for "radiance" again, and the pillar of light that teleported him here was silhouetted by four unknown powerful entities. They reminded everyone of the elemental gods. A mysterious person in a small house convinced everyone to let Arres live, but he had to be alone, far away.

Make sure you do whatever it was you have to do with the ice "fountain" puzzle before the locked door. A Frozen Memory will appear, dropping an accessory that negates 80& of ice damage. The password to the door is 4355, I think. You should have read about it in a book in the castle. On the otherside of the door is the boss, Ice Trapper.

Use Ice Shield when Ice Trapper "readies for Ice Trap," and you'll be fine. The shield lasts through the Ice II, and I didn't need to heal at all once I figured out his attack order. Attack with as much fire elements as you can, and this guy is easy. Garric only had his default skills, so he was pretty much useless. Once through the dungeon, Garric will put some final touches on the airship, hand over the keys, and be off. We're back to a solo journey, which is really disappointing. I wanted a pal... But I did get an airship!

I traveled around and looked for fun places. Most of them killed me, so I didn't do that much exploring. I did investigate the colored circles in the middle of the map. Fountain of Fortune is a place to stash you're Elemental gems. I didn't, but I think I will later. While here, investigate the four pillars in the center. These will reveal memories from the Four Elemental Gods. The history of this planet is finally revealed. The Gods created the mazes to bring peace. If they can't find their enemies, then they don't have enemies. There's a lot of talk about a crystal and whether or not its power is too strong. There are also some minor arguments between the four...

But I went to the ...clouds... of the game, north of Glimthar. I get big Zeal vibes from this place and landed in the center. We'll talk to a guard with wings who'll tell us out the flinger works. He also lets us know the Wind Gem is in the library above. So it looks likes Arres will do some learning...

...tomorrow!

Arres is named after the god of war and has been called "the counter spell" twice now. I wonder what that means?

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