The Thunder Plains suck.
In chapter two, we have the option to calibrate the lightning towers around the area. This involves three types of button prompts depending on which girl is doing it. Rikku is a simple, one button QTE. Paine has you finding the correct input from three and pressing it at the right time. Yuna's is a memory game. Every tower is slightly different, but they're all bad. You have to hit them 30 times, and you can only mess up twice. They're long and tedious, so I only did one. But if you do five of them perfectly, you get a crappy grid. How exciting!
Elsewhere in the Thunder Plains, we can find Cid. It seems our words against him in Zanarkand are making him do some thinking. Alone...
In Macalania Woods, we find a hypello as we take the south path to the former temple. He informs us that Tobli needs the musicians for his show, but he can't find them. Start by heading to the harpist, where we found the first Jecht Sphere in X. He'll try to contact his friends to get their permission, but he can't communicate with them. He'll tell us we'll have to find them and suggests we look for the circle of blue butterflies. From here, take the crystal path to find the flutist. The drummer is in Makeout Lake. We'll be teleported back to the tree, and the three agree to perform in the play. The woods are dying anyway, so why not? Wait, what?!
We know Leblanc is in the desert, and Nadala wants us to check out the oasis. Strange things keep winding up there. As we approach, we find Rikku's special dress sphere. And guarding it is Logos! He and two she-goons attack, and the Gullwings easily dispatch them. Bikanel returns to its normal sandbox, but we have more areas to dig in. Are shoopufs from here?
Because we gave the Awesome Sphere to the Youth League, Bevelle isn't happy. We can get to the door, but we have to fight our way through. Gee, I wonder why I didn't side with them...
As we enter the Calm Lands, Clasko feels like this is where he belongs! He runs toward the former fiend arena, and we can go after him. The old man who was once there is gone, and we can go in. Inside is a disturbed Clasko. As you'd expect, all the fiends we brought here are still here. Clasko thinks he can make use of the prison, but we need to clear it out. Apparently, most of the mobs we brought here are fake. We need to find the five real ones and kill them. You have a 1/15 chance, so go ahead and fail a few times. When you do, we'll get a red indicator over the mobs' heads. This indicates where the monster is looking, which will always be towards the real one. When you've found all five, return to Clasko. He's found a few more to kill, but they're three blue elementals. After we win, Clasko will turn this place into a chocobo sex dungeon. ...once we bring some chocobos in. Clasko gives us some greens, and I go find one. Once we get one, we can send it out to find stuff. At least, I think. This side quest has a lot of moving parts that I never understood.
Before leaving, head to the travel agency. Yuna will find Lian and Aide. The girls want to bring them home, but the boys run off before we can. Guess we'll see then...
...tomorrow!
End of chapter three... coming up!
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