Part 52: It's Probably Pirates
Entry 49: It's Probably Pirates
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The Goodman residence is spacious for only two people. There's a hint that the couple would like to but cannot have children. Whether that's due to being separated by the war or infertility issues, who knows. Considering the game's on-the-nose narrative and lines like "love stocked up", it's probably the former.
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Agnès thanks Eleanor for her hospitality by pocketing a hairpin someone dropped on the floor. Video game protagonists are terrible houseguests.
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Edea feels a kinship to this item.
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We're way ahead of you.
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Strange, someone stuck a sword behind the table.
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It's ours now!
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The party dithers around town, breaking only to nag Eleanor for food. In the evening, as Ringabel once again lays down his suavest moves, Eleanor suggests the services of the local inn for their stay. She proceeds to shove the party out the mansion's front door and lock it behind them.
We're stuck with the inn for the rest of our stay. What better time to see what the local night life's like? As Ringabel would say, hot spirits, hot parties.
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With food shortages ongoing, Eleanor, the military, and honored guests (us) get dibs on access to food and clothing material. Things aren't nearly so cushy for everyone else.
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Hell.
A kid at the other end of the square is screaming his head off. Let's go see what that's about.
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A mother was looking for her kid in the daytime. Unfortunately, we've got no idea where she is now.
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Let's leave. Hartschild's a depressing place.
The party arrives at Eisen Bridge early the next day.
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Datz leaves the bridge.
Of the four main crew, Tiz appears to be the one most likely to make friends with other people. He has a simple, calm charm to him, while by contrast Agnès is shy/emotionally distant, Edea is intimidatingly blunt (and known as an Eternian), and Ringabel is...Ringabel.
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We've got our first mission as honorary Shieldbearers! It involves flinging the last living vestal towards lethally toxic chemicals. Great job, everyone.
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Agnès is still skeptical, but the guilt and pressure from her teammates and futility of going it alone limits her options.
But before we head towards the scene of mass murder...
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There's a new side quest to check out. Back to the house by the sea. As the party enters, Zatz and Datz are chatting.
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Datz glances up at the party.
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Tiz goes into thought while ignoring Edea staring at him in terror.
Sorry, Edea. It's time for...
~~The 90s JRPG inspired ghost ship section~~
While Edea shivers in the corner and Tiz wonders how easy it is to stab a ghost to unundeath, Datz and Zatz move their gossip to a new topic.
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Neuer and Steiner (unfortunately not FF9's Steiner) may be coming up later.
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There's a new guy loitering around here. What's he up to?
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Edea is not amused.
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Anything else Datz can tell us?
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No? You didn't go out sailing in the past 30 seconds since we first asked? We'd better go hunt these ghosts down ourselves. Tiz came up with this odd idea involving root beer.
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The party sets out, scouring the nighttime seas. On their journey, they end up paying another visit to Caldisla.
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Their harbor has not yet encountered the terror of the ghost ship.
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The night shift at Caldisla castle are all a bunch of fourth wall breaking nerds. The king probably got sick of dealing with their nonsense but didn't have the heart (or men) to straight out fire them.
The party continues their journey, heading east until they reach Florem.
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New, less drug-induced fashion trends have already taken hold.
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A young girl is now hanging out with the Matriarch.
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It seems the locals do still have some knowledge about vestal training. The hopeful vestaling appears in chapter 3 whether you defeat the Bloodrose Legion or not. It's decidedly less morbid to imagine her training without DeRosa and company hunting her down as soon as you leave.
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Meanwhile, this asshat continues to be an asshat, nidaphyx or no.
The party takes one last major detour, going to check up on the Sage.
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After a meal and free stay (unlike some Goodmans, the Sage appreciates us, perhaps too much in the case of the ladies), the party returns to their vessel.
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There, far off in the southwestern waters, in the dead of night...
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the Eschalot enters a dense, inpenetrable fog.
Gameplaywise: The fog appears in a random location in the central ocean at the start of night, moving slowly across the water. As you might expect, it disappears once morning hits. Despite the wide range and short night cycle, it isn't too hard to find once you know what you're looking for.
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Letting it pass will kick us back to the world map and move the fog offscreen somewhere. No, despite Edea's wishes, we're going to swashbuckle our way right onboard the vessel.
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Yes, this looks normal.
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SS? Steamship? Sailing ship? Scout ship? Oh, right -- Spooky Ship!
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A bunch of hovering lights appear around the party.
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Agnès either has training with the restless dead or read lots of ghost stories when she was holed up in the temple.
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*WINK NUDGE*
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The party turns to look towards the loud, pirate-y voice.
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Now there's a familiar and distinctly not-dead face.
We may not know what killed the souls on board this vessel so far, but it seems likely at least one more will be joining them soon.
Next: Men of the Sea!
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Event Viewer
Main Scenario:
Infiltrating Grapp Keep
Sub-Scenario:
The Ghostly Vessel
The Phantom Ship
Boarding the Phantom Ship
Party Chat:
The Four Shieldbearer Warriors
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