Part 23: Where the Wind Sleeps, Corrupted
Entry 21: Where the Wind Sleeps, CorruptedThe party's tiny potato bodies lack the ability to climb over waist-high rubble, so they begin the search for a clear route to the other side of the room.
It's going to be a hike, so they start chatting.
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Strange that Tiz, shepherd from a farming village, would be unused to Agnès's sunrise/sunset schedule.
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To the right of the rubble is a hallway with a door leading to where we want to go, but it can't be opened. Too bad.
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Strange animated statues lurk in the temple. They're mostly harmless, but take effort to whittle down due to their high defenses.
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This doesn't bode well for any possible survivors in the temple.
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Agnès steals this. Could the electrical charge be part of whatever's animating the statue? Do dark forces work with electronics?
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Unsurprisingly, there are also wind spirits here. The darkness likely made them hostile as well.
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The temple has a central garden. Even in ruins, it looks peaceful.
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Entering the room to the south prompts the party to look around.
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They were close to the entrance, too. Everything must've happened pretty fast.
The passage leading north to the right of that room is blocked by the rubble visible in the earlier screenshot. A stairway down to the basement provides a detour.
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The basement is a wreck, but it's filled with treasures, including this new item.
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Yum yu...ergh. This is an unexpected downside to being a Final Fantasy magic-user.
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Complete basement, all about navigating past debris. Back up to the ground floor.
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Past the first pile of rubble, there's yet another blocking the way onward. While searching for the next detour, the party looks into a side room.
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Sometimes Tiz's obliviousness kicks in at terrible times.
Although another explanation is the scenes may be out of order: the scriptures scene is placed after the habits scene in the Event Viewer, meaning the party wouldn't have seen the bloodstains yet. In-game, however, the locations of the scenes have them clearly accessible in the order shown in the LP. Could be something got switched around late in development.
The party heads upstairs.
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This floor has the last enemy of the temple, these lovely fellows.
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Weapons? Made by the temple residents or from long ago or by the darkness? It'd make sense if they were ancient, long-buried temple guardians.
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A hidden treasure and its contents. It's nice to see explanations behind some of the standard Final Fantasy items, even if they're not from an actual Final Fantasy.
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The second floor is open to the garden below. The left half of the temple is either inaccessible or has a high enough ceiling to have no second floor.
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At the north side of the floor is a curmudgeonly but not hostile owl-man. Odd place for a demihuman straight out of Chrono Cross to hang out. Didn't even know they existed in this game.
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Here's the treasure to the left of owl-man. Tiz grabs it to better his magical destruction.
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Complete map. Let's see if the way is clear downstairs.
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As hoped, we emerge on the other side of the rubble. The party runs towards the crystal chamber, but along the way, pauses at the sight of a wrecked room.
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Every once in a while Ringabel sounds downright serious. It always comes as a bit of a shock.
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Agnès is a good, if subtle, example of a female hero who shows weakness but is not weak. She has faults and asks Tiz for help, but it's clear she's self-driven. Her character - all four of the main characters, really -- are the best part of this game.
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Further down the hall, there's a sparkling lever opposite the locked door from earlier. Is there any better way to get a game player's attention than sparkles? Aside from a treasure chest?
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Pulling the lever opens the door, allowing quick access back to the temple entrance.
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The last dungeon treasure is an upgrade for Agnès.
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The complete ground floor. Guess that means all that's left is...
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Airy's the most excited she's been all trip. Now we can revive the wind, and--
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Hm.
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What now? Do we just...
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If she insists. Nothing's immediately attacking us, at least.
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The reliquary is the last wrecked room the party was in, the one shaped like a witch's hat on the map.
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Agnès scrounges around the floor before pulling something up.
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Thanks, game.
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The Enigmatic Writings do have a distinct lack of Ringabel's romantic talk.
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With that reaction, we're done for the day.
Next: Visiting places old and new.
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Event Viewer
Main Scenario:
A Prayer of Mourning
The Crystal Altar
A Crystal Consumed
In Search of Vestments
Sub-Scenario:
Scattered Scriptures
Tattered Habits
Party Chat:
Vestals and Acolytes
D's Journal: Crystals posted:
Awakening the Crystals: The vestals' act of exorcising the evil that has befallen a crystal is known as "awakening". It is said that a vestal arrayed in sacred vestments can awaken a crystal and return it to its normal state by continually praying until her breathing aligns with its natural rhythm.
D's Journal: Temple of Wind posted:
Altar of the Crystal: In the innermost depths of the temple, a cavernous space opened up before us, and there, floating high in the air, was a great crystal of immense proportions.
D's Journal: Yulyana Region posted:
Yulyana Region: This large peninsula east of the Flor-Cheim Inner Sea and northeast of Ancheim is distinguished by its forest and lake.