Friday, January 14, 2022

Look at me, I'm the master now.

Nothing happened, but it took a while to do.

I did some early navigation of the town of Raphela last night, but I didn't venture to the wharf. When we get there, we see a group of people. The woman is Shadis, the de jure leader of the Porter Guild that runs the trade routes in the area. If we want to travel east, we're gonna need their boat. We also see Beyd, a small bookkeeper. They converse about the broken lighthouse and the monsters that moved in, and Shadis preemptively gets annoyed, thinking we're gonna ask her about the ship. Beyd calms her down, and she walks away. We can now talk to Beyd and ask him a few things About the situation. Apparently, the real head of the Guild, Sankar, is Shadia' dad, and he wants her to marry Zug, the best sailor in the town. We can then talk to Shadis, waiting for us, and she'll confer the story. Because the ship is afraid to travel without the lighthouse to guide it, we're stuck here. There is another path, but the nearby volcano wiped it out.

Leave the town, and enter the camp. We'll be around the fire, and Nina will get the feeling that Beyd and Shadis have the hots for each other, and she'll want to get them together. We'll return to the wharf and meet the legendary Zug. Ignore him and speak to Beyd. Shadis is nearby, so Nina's honeyed words embarrass him, so we all walk away. He confirms our suspicions, but he can't follow up on them. He's a weakling and not fit to marry Shadis. Beyd leaves, and Nina isn't content to end it here. We return to the docks and hear that Zug is planning to fix the lighthouse. This knowledge spurs Beyd to change, and now he wants to repair the lighthouse and marry Shadis!

We now have to train him to be a warrior! He hands us 1000 zenni and asks us to buy him gear. When ready, speak to him again, and we'll begin a really boring section. In order to train our new friend, we need to give him some gear. I gave him the claymore. He then tutorializes how to build his stats, and it's an interesting idea. We fight him, and our actions build him up. He gets strength depending on how much HP he depletes from us and HP when he takes damage. He gets defense when he defends, which he only does near death. Should he lose all his HP, the session ends, so heal him before that happens. Ideally, I assume, it's faster to make use of all twenty turns. I did three nights of this, and he became a fairly decent fighter.

On the fourth day, I decided it was time that we went to the lighthouse. He doesn't think he's ready, nor does Zug. Because Zug wants to fix the house, the two challenge each other to a fight to see who gets the chance. This is where all the training pays off, and I may have gone overboard. Zig's basic attacks did one damage, and his Lucky Strike did fifteen. Beyd, though, did much more. After the battle, Beyd and Shadis get closer, and we'll skip to the next day.

Back at the wharf, Beyd is next to his love, wrapped in bandages. The training kinda took it out of him, so he can't doz the lighthouse. But he will give us a pass so we can do it! He also upgraded the gear we gave him. I got a Flame Sword and a bad chest plate.

Being Mono to destroy the barrels. This dungeon sucks because a common mob is a ghost. These guys always cast sleep on turn one, which is likely to affect the entire party. It makes everything tedious and reminds me that I love not playing the game! To get through, we need to find (or use) a Fire Chrysm and put it in the engine. In the same room as the engine, we'll need to activate the motor at the proper time. The proper time is when the moving line is at the top of the chart. After this, you'll need to guide the energy to the top of the building. There're two switches up the path, and you'll need to pull then both. You could probably do this on the way down if you've played this before.

When we're reading to get to the top, we'll come across a lizard looking thing just standing there...menacingly. But it's June hanging out. Go past it, and a giant floating eye will descend! The eye bounces onto the lizard, and the Gazer boss begins.

I think Gazer is weak to fire. Before doing anything, cast Protect on Nina and Momo. Gazer can jump on the whole team, halving their HP. Ryu is fine, though. Gazer can confuse a party member, so do what you will. His worst move, arguably, is the giant eye laser. It's only a single target move, but it really hurts. I should really teach Nina how to heal...

Finish the climb and turn on the light. As we do, a fairy will start to yell at us. She turned it off for a reason, but she'd rather just yell at us. She tries to destroy the control panel, but her attempt ends up locking the switch in place. As a result of ruining her plan, she gives us a Fairy Tiara and demands we use it at a flower field since it'll take us her to fairy world. I've seen these around a few times and was curious what they were for. I figured it was related to Yggdrasil. Get the Broos Crystal and return to town. I was very much dead at this point, so it was a bit of an adventure. Everyone's glad we fixed the lighthouse, but the ship's still not here! So I guess we're off to fairyland...

... tomorrow!

Bleargh! Also, I don't know, or care, if it's Zig or Zug.

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