We have to avenge Reah's home from a man named Dementor. Like, the greek goddess?
There are two boats in the town of Venezia. One is too afraid to go across the sea, but we can convince the second one to take us around the Euclid Cape to the Western Island. The captain doesn't want to, but for a fee of 800 gald, he'll take us there. It's a lengthy journey, but all goes well, and we come to a mist filled castle.
At first, the manor is quiet but unsettling. There are strange statues in the foyer and hallways on either side. But one of the doors in the right wing is locked. Explore the left wing, and you'll come to Dementor's study. There are quite a few goodies to find here but dig around one of the vases. Finally, something to inspect that isn't a bookshelf or a chest. You'll find a key that unlocks the locked door on the right side of the house. It's...a...tree? Inspect it several times, and each party member will comment on it. Once they're done, they'll notice it's alive. But not in the normal way a tree is alive!
We're attacked by two sentient trees. This fight can be pretty tough as the enemies have the range advantage. But we have the healer advantage, and Sylph is easy to spam. The tree in the room will be gone, and it's much brighter now. When you return to the central room, take a look at the shared walk. You'll notice the curtains, which can be adjusted. The middle one shines light into the darkness, and we can see the statues are light puzzles. This one is simple, and you only need to rotate the ones on either side until the beams strike the vases. The room will shake, and a new path opens up! If you're weak after the trees, return to the ship and rest in the cabin.
The basement has random encounters, which are a bit annoying. You'll get sandwiched a lot, but at least the ghost thing drops rune bottles. The guy we're looking for is in the northeast. After some wannabe Magus flames, which are green, we meet Dementor himself. He's upset that we're trespassing but remains calm enough to ask us why we're here. Cless responds with revenge, but he has no idea why. When asked about Homel, he blames his master, who is also Reah's dad. Speaking of Reah, Dementor claims that's not the real Reah. Reah died in an experiment performed by her father. He'll offer to let us go if we leave the imposter, and the game gives you a choice. I don't know if anything changes, though, but I backed Reah and began the fight. And good thing, too, because he has the same spirit as Ares had!
Dementor sandwiches us with two golems and ghouls. Sylph makes quick work of the stone men, and Dementor doesn't even attack. I assume he'll cast spells, but I didn't let him do anything.
Once we win, Reah will thank us and say it's time to let her friend be free. She'll collapse between us, and we'll see a spirit raise to the skies. The team will wonder what happened until the body of Reah moves. Her speech patterns are a lot different now, and that's because she isn't Reah. This is Arche! Reah died and possessed the body of her best friend, Reah, to get revenge. We'll all warp to Bart's house and finish this arc. Afterwards, Arche will join the team as our mage, handing Klartg three pact rings as she does.
From here, return to previous cities. Reah learns spells through books, not by leveling up. Lenios can teach her something. While you're here, get a new arte for Cless at the weapons shop. Klarth's house has a spell to teach her, as well. There's an elf in Venezia that, for 1200 gald, teaches Arche two more. Also, return to Dementor's basement for two chests. And while we're in Venezia, let's find a boat!
The captain of the other ship is too afraid to cross the ocean. Something about Dhaos and a war. So Arche tries to hit on him. I had hoped this was a DeHap being saucy translation for SNES, but it seems she really is like this. She's seventeen, so it's creepy. Well, sorta. The caption turns her down, but he's more open to a conventional payment plan. For less than a trip to the Western Island, we can go to Altavista. The voyage is mostly uneventful, but we learn Klarth is a pervert. More reason to hate him! After the moment is saved, the team goes to drink with their new friend, Whatsgisface. They drink for six hours! Cless and Mint leave halfway through, but Arche drinks her fill. She passes out and has naughty dreams about Cless... What's actually important, though, is My Man tells Klarth that the Prince of Altavista is possessed by Dhaos. It's the reason the country has stayed out of the war despite their allies, Midgard, being in the thick of it. Everyone goes to bed after this...
But we're awoken in the morning by Our Dude. He's not polite and rushes in. Klarth saves us, but he's too hungover to help further, as is Arche. Mint is seasick, so this is a Cless solo adventure! The "Berserker " is on the deck, and I used him to grind Sword Storm with my halberd. Everyone assumes He was possessed by Dhaos for knowing too much, but he's dead now. But it's something we need to look into. The rest of the trip is smooth, and we reach Altavista in peace. Klarth wants to formulate a plan at the inn that night, so go there. The plan is to have Arche, with her witch's broomstick, fly the team into the castle. I feel like that's a third of a plan, but YOLO. We'll raid a castle...
...tomorrow!
I thought this was as far as I've gotten, but I explored further and couldn't find the cities I thought I recognized. But It's still new to me, so what's it matter?
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