Thursday, September 21, 2023

Damn the sewers!

These ones actually aren't so bad.

We walked through the Thysia to find out what happened to the dead miners. Along the way, we saw the red waters and men sieving it for some magic red crystal. We had to wind our way up to the mouth of the river. The strangest thing we encountered was a black metallic hand that often stuck itself out of the water. It instantly deleted the creature before it (wolves, slimes, and diseased cats). When we got to the mouth, we saw what it was. It was a hunting bot that sorta looked like a crab. It warned us to leave because our presence was lowering its efficiency. We ignored it, and the robot went into stealth mode. We continued looking for it and found it at the end of the road. It gave us one final warning before it would attack us. Cristopher knew that this was the thing that killed off the miners and didn't let it finish its countdown.

The Machine Core battle has us in a pincer attack. Its two claws are on either side of us, and they have two attacks. One is a single target move, but both of them can combine a charge to hit everyone. The main body, which can't be harmed, can paralyze a character, and we can't prevent it. Start by taking down an arm. The body will deploy a healer, which is actually the mainframe of the hunter bot. I sent it into the past because it has weaker stats and fewer HP. Cristopher learned an electric spell getting up here, which is perfect timing. Robots in Cristales follow the Final Fantasy archetype and are all weak to lightning. After we've won, Crisbell will feel sorry for the bot. It was programmed to harm humans and innocents. But Topher and Wil need to know who did the programming! Examine the hull to get the part for Adri's side quest. Before leaving, take notice you can walk across the bot to reach a new area and a new side quest. I didn't notice this, so I missed out. There was also a discussion about where magic comes from. The magic crystals are a part of everything, and they're so concentrated in humans because we're at the top of the food chain.

Return to Clarity and try to climb to the Walled District. The guard won't let us pass, even with the crest. Something changed... We get another new mechanic now. Remember the seeds Wilhelm gave us in the forest? It turns out those time seeds are just normal seeds that grow vines. Cristopher said we could sneak into the walls by using the sewers. The entrance is high on the wall, and the vines we grew allow us to climb. The exit to the sun is nearby, but it's guarded well. We're officially wanted criminals because Enzo knows we destroyed the robot, screwing up the vital mining industry. Not wanting to start a big thing, we retreat back to the sewers.

We now have to walk through the sewers to leave. It's a pretty standard dungeon design. Roaring poop water pushes us towards the screen, but it doesn't really mean much. The hardest part is dealing with the poison slimes' poison effects. There are also poisonous diseased cats. There are also city guards down here. I started to wonder something while battling. Do enemies give more exp/marbles depending on what form we kill them in? Wilhelm learned a skill that allows us to scan a mob, and he can scan all forms at once. I didn't find an answer, but it's a question worth posing. As we walk through the sewers, we see a shadowy figure caught in the water that's crying for help. Cristopher can't sit idly by and needs to lend his aid. After some playful insults across a few switches, we come to a pool of water. The figure is floating there, so we check it out. Suddenly, it grows into some eldritch monstrosity.

The Sewer Deepstalker has three parts. The tail is the worst part because it can poison a character, and I don't think we can prevent it. The mannequin can cast heal and use other status effects, and the body is just kinda there. It can use swim to switch positions, though, so it can disrupt time strategies. It's stats are weaker in the past.

Cristopher will be mad at himself for falling for such a trap. Wilhelm will get upset with him for losing his cool. A true leader can tally the troops no matter the predicament. But there's no time to sit on it; the room is filling with water. Quickly run up the walkway and find the sewer grate. A strange sound emanates from it, and after a long time a ladder will descend from the sawed off hole. At the top is Adri and Topher's dad!

We tell them what happened, and Adri takes the blame for manufacturing the machine. But it was Enzo who ordered it and figured out how to program it into the thing we destroyed. Enzo and his guards are at the cathedral, and we believe this revolution should begin now.

Wilhelm tells us this is the point of no return for this chapter. If you want the best ending, finish all the side quests and do the small things that don't get a side quest entry. For Clarity, we need to give the violinist 1500 marbles and hand the kid we saved when we first came to town an antidote. Crisbell's future sight notices that our actions vastly change their lives. Saving Mario prevents the slums from flooding.

Inside the cathedral are Enzo, Sophia, and the revolution. Dad tells us we're overthrowing his corrupt leadership because he killed the miners. Enzo is unphased and attacks us after the rich jury turns on him.

Enzo is joined by two guard dogs. I tried to keep them in the past, when they were still puppies, but it didn't seem to matter. Enzo did make it a priority to brainwash Crisbell to put him back to the present. I tried not to kill the dogs, but I doubt it meant anything. I did kill one with a synchro attack with Wilhelm. I found this oddly easy.

We'll win, but there's something worse to deal with. A giant lady teleports in, and Enzo calls out to her. But she's really mad. Enzo was supposed to share the profits (not sure with whom), but he gave in to greed. Enzo's "Grace" instantly evaporates him. This is the Empress of Time! Crisbell challenges her to a fight, stating she's from Narim while doing so, and the Empress takes a liking to the familiar looking girl's moxie. Sadly, the war means she needs to be elsewhere, so she teleports away.

And now the future of Saint Clarity is up to Crisbell. Her future sight means she can pick the best result for the city. We can choose Armando or Sophia. I went with Sophia because she's a part of the aristocracy but cares for the peasants, as we could see when she let Mario in to get treatment. We see both districts change, but they look exactly the same to me. Had I done all the side quests, another option would have been available, but guess what I didn't find!?!! Everyone seems pretty cool with Sophie, so I feel like this choice should have meant something more.

But with the city at peace, Cristopher says goodbye to his parents. They wish he could stay, but there's something bigger going on. Our next destination is the northern city of Neva Tulira. But the only way to get there is by boat, and there are some issues with that. And we'll get them out of the way...

...tomorrow!

I should have checked the quest log before going in. I'm pretty sure I'm locked out of the best ending, so now I'll have to replay the game. Neat!

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