Thursday, November 16, 2023

Cort...Gort?

Dohati's castle is quite the trek west. And reaching the top of the castle isn't going to be easy either. It's lengthy, windy, and loopy. All the while, you'll be accosted by seru, many of which were easily missed throughout the archipelago. I gotta say, having these mid dungeons as a reliquary of seru is a good idea! As the first earth seru was a dungeon before, we finally get a damaging light seru here. Aluru is something you're gonna wanna get. My only advice is to take the left path first. It's a dead end, but there are two treasures. They're not world altering, but I trust you want them anyway. Enjoy the escalators!

At the top is another engine, just as there was when we fought Zeto. Also, just as before, an evil lich/warlock teleports in to stop us. Also, also like before, he turns into an amphibian.

Dohati might actually be a bird, now that I think about it. He only has two attacks, so expect a long and boring battle. The basic blows are pretty pathetic, but Chaos Breath hits everyone for 800 damage and can inflict poison. There is no warning for this. So it's another Spirit Clash, but Aluru's upskirt magic blast does almost 1500 damage. Too bad that takes 90 MP, so it's hard to spam and leaves Orb a rare use.

Dohati will curse his san-seru and remind us a Juggernaut already roams the world. Dohati left it with his master, Prince Cort, and those are his final words. The ra-seru destroy the engine, but another ra-seru is left hanging. The four of them illuminate before the strange one breaks apart. The humans question what happened, knowing the stones spoke a language the humans couldn't. The ra-seru refuse to elaborate but promise to reveal all later.

We automatically return to Ratayu, and Saryu is still apologetic. He promises to restore the town to how it was before, and we leave to see the good news of the missing mist.
Vidna is back up and running, even though it's still cold. The springs are now a public bath. The shelter guy hates the attention he has now, so he hides in his shelter.
Jeremi is the same, but Pepe can finally reconnect with his father.
Octam is now an above ground village again. Some people still live in the cave, mostly the elderly and those who tend to the Hari Memorial. There is new, overpriced gear...

But our goal is the top of the tower. As we've walked this world, we've noticed strange, forked pillars jutting out of the water like skyscrapers. And now there's a golden railroad between them. We've also been hearing about flying wagons! We can finally experience them! Talk to Doctor Octopus at the top of Octam's Pyramid. He and his crew will take us to the next country with mist, Karisto. They can only take us halfway because the good doctor transforms into Final Fantasy IX's roo from Gargent. Noa is excited and gets on first, but the ending gets weird. The crew has to detach themselves from our carriage before the mist makes monsters out of the workers. Sadly, the gondola has no breaks, but at least we're not lost at sea like the crew. We crash with full force into the Karisto Station.

Cara pulls us out of the burning wreckage, and everyone is confused. Gala asks her how she got here, but Cara can't answer it. A floating rock, the Sky Castle, soars overhead, spewing mist as it does. Noa eventually asks how Cara can survive in the mist without a seru, and Cara says it's her good luck charm. It's a ra-seru egg! Noa asks for it, but Cars thankfully doesn't relinquish it. Instead, she runs away. And we can now explore the new lands, which I'll do...

...tomorrow!

A tourist poster informs us this world is called Legaia. It's all making sense now...

PS: At some point tonight, we learned Conkram, the place where Noa is from, started a war that may have involved the mist.

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