With nothing else to do on this continent, I walk my party to a small dock southwest of Atlantia. Boat rentals go for 160 gold, and we get half back if we return it the next day. I got some bad news, brother. The owner asks if we're going to stay near the docks. I lie and say yes because I've got some really bad news, brother.
We sail eastward for a time because it's the long way across the middle ocean. Going west would be faster, but it's also blocked by reefs, and we can only travel in shallow water. We cross several small islands, but there's only one we can go on. Taking a small pit stop lands us in the city of Signey. They're having a problem with wild beasts descending into town and eating their crops. And occasionally their people. We decide to help them, so we head north into the Cay. Despite being two screens long, I got lost. The way you need to go is to the east. Along the route, there are a few treasures to pick up and monsters to fight. They give great rewards, and I leveled up twice. I turned as many as I could into crystals, which only almost killed me twice! In time, head to the Spirit Beats that haunt Signey. We have to fight them both at the same time, and it can be quite hard. Focus on one with alternating Lightning and Wind strikes from Xero and Enda while Asara just kinda hangs out. She can heal when need be. She's got high defense and HP, so she can tank well. Once you manage to defeat one (I took out the top one), the remaining one isn't so tough. Use Asara to give your DPS earth attacks and whale away. Watch out for their stance changes and be prepared. I think I was around level twelve. Return to the village, and the chief will offer 82 gold as a reward. I turned it down, and he promised something better if we see them after harvest season. I also found a crafting book for more powders for Asera, which means she'll be able to give us even more elemental attacks in time.
With this done, we keep traveling east. At the end of our journey is a dock in a really dumb place. Why is one so far away from civilization? Regardless, we need to travel the dense forest. Inside we'll fight a lot of plant enemies, mushrooms, and skeletons. The mushrooms counter with sleep, so don't hit them if they're grouped with the undead. Skeletons, I think, can one shot a sleeping character. Nothing is too strong, but make sure to get all the treasures. There's some good gear here and there. After walking for three screens, we'll come to the remains of a fire pit. The team, and Farrell, will prepare for the night, and Asera will ask Xero to light the fire. Enda tries to do it, but Asera wants him to light it. Eventually, she realizes that Xero can't cast fire magic and starts to playfully insult him. Things get loud for a bit until they get even louder. From out of the bushes comes a dinosaur!
It doesn't have a weakness to exploit, so combo Lighting and Wind attacks with Xero and Enda again. Once again, this strategy doesn't let Asera do much, but she can use Rocket from time to time when Enda needs to use Healing Wind. The boss attacks pretty quickly, so healing will be needed often. Don't be afraid to use Replenish or an apple. He nearly got me, so congrats to the dinosaur whose name I can't recall. After this, Asera apologizes to Xero and promises she won't tease him. He's a bit of a douche about it and doesn't really accept, though. How flawed is our main character? That night, we all sit around the campfire, and we can learn more about our party.
Asera doesn't have friends and family and lives out of the lab. She sold her house because she's more interested in working, which Enda finds sad. Farrell feels no need to apologize for what his men did with the Gravite Shard. He's honorable, but he's a nationalist through and through.
We cut to a scene in the Tren HQ where Barclyss is upset at the general who ruined the Aquadome, but we don't get much.
We return to our party on the world map, ready to find Slash again! We walk through a lot of forests until we reach the village of Blue Creek. When we enter, Xero tells us to be on our guard as we're surrounded by evil enemy soldiers. Two small children run up to him and ask him to play before they run off again. Enda says they're scary and asks if she should kill them. I'm pretty sure it's tongue-in-cheek because they're kids, one of whom has a lisp. Most of the town is filled with neutral parties to the war, which annoys Farrell. Refill your stock, buy new gear, and make your way north. As we try to leave, the two kids will run up to us again and ask us to find their friend. Word around town tells us of a cursed girl who caused an earthquake to rattle the village a few weeks ago. The townsfolk ran her family out, and they live in a small house away from town now. But the kids want their friend back and ask for our aid. Xero doesn't want to do it because it's not relevant to him, but Enda is down and convinces him to do so. So we'll have to uncurse a girl...
...tomorrow!
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