Part 18: Ominous Bad Guy Fortress Interlude
Entry 16: Ominous Bad Guy Fortress Interlude
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Welcome back to Bravely Default.
Having done a few dungeons, beaten up a few evil-doers, recruited a misfit party, and saved a kingdom, it's now time to start the game proper.
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Last time, the party was just coming into the port on the Flor-Cheim Inner Sea.
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That conversation concluded, our view switches from the party to a new, unknown location.
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The man in white on the right speaks first.
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This man's voice has a strong echo thanks to his helmet. That's some attention to detail.
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Looks like the Sky Knights were just the start of our trouble. Also, there seem to be either deep-seated communication issues in Eternia or they're a ton of gleefully sadistic murderers. Or both.
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Before heading into the desert, the group takes the airship out for a spin.
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Here's another area where the airship can land. Nothing but an obelisk and some higher level enemies. Good for grinding, but no need to skip ahead.
Back to the Flor-Cheim Inner Sea, where Edea switches to Knight. Although knights have E-proficiency with katanas, Ise-no-Kami is still her strongest weapon.
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There are two new enemies on the sea: giant man-eating fish and giant man-eating vultures.
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Vultures don't usually go after healthy living prey, but maybe pickings are slim at the moment with the rotted sea obliterating the food chain and all. That might also explain why an anglerfish-like creature would come to the water's surface.
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The fish also drops this. Apparently it was alive for 250 years before we came along. Go team!
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After all that fun, the party dries themselves out by walking across half a continent's worth of desert.
Along the way, Tiz's mind drifts back to Norende.
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These guys aren't going to do a thing. This is the game nudging you to use Street Pass.
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Ancheim is tucked between tall cliffs to the east and west, which would create a funnel for winds blowing from the south. Perfect for any economic system involving giant windmills.
But before we go there, let's check in on the Temple of Wind to the south.
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Well, so much for that. Safe guess this 'Majesty' is in Ancheim.
Also, because we're in a desert RPG civilization, the residents are vaguely Arabic. It's nice to have some variety, but in this case it's only the most superficial difference.
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So Ancheim it is. As the party enters the city, our view switches to another unknown location, with more unknown people.
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The scene closes on grim stranger and anthropomorphized capitalism with a fake french accent.
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...And opens on one of the best-looking locations in the game.
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A new city, a new set of shops to buy out.
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Airy agrees. We managed to do the impossible and cross a stilled ocean to get here. It'll be good to finally take a break.
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Just one thing: the windmills aren't moving. It might be more impressive if we were able to get the wind going again.
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Hey, Adventurer! Who do you have in mi--
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...No...no thanks, Adventurer.
Another nudge to use online features. It lets players share overpowered moves with each other. I'll get along without it.
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We're away from Karl's inn now, so we have to pay to rest. At that price, it's more a psychological than monetary change.
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The weapons aren't upgrades, but the armor is.
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These will start us off well. The tricorne is especially fashionable.
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There are a few hidden items around town. If you look carefully, you can make out that, although the windmills are stopped, some of the gears around town are turning. So, the city is semi-functioning. But without wind, how?
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One last shop stop for new magic. The black and white magic is level two, meaning only Tiz and Ringabel, respectively, can use them at the moment. The magic type with the moon icon is new, but unusable with our current jobs.
After that walk across the desert and successful shopping spree, the party's due for some sleep.
The next morning:
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Edea's surprised Tiz is high-strung? The guy murders anyone who gets in his way.
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On the way to explore the east side of town, an upset crowd of people blocks the party's path. Let's hope Tiz doesn't get impatient.
Find out what's going on next time after a short break.
Also, the game is about to start branching off into multiple paths. As a reminder, don't spoil paths that haven't been shown yet!
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Event Viewer
Main Scenario:
Anchoring in Ancheim
A Wanted Vestal
Ancheim, the Land of Sand and Time
Party Chat:
Norende's Population
Ancheim, Land of Sand and Time
The Cogs of Ancheim
D's Journal: The Crystal Temples posted:
The Crystal Temples: These sacred sites dedicated to the crystals have existed long before the advent of Crystalism, and indeed, even before recorded history. Vestal and acolyte alike live in the temples, where they faithfully pray to the crystals, and the folk of the region flock there to worship.
It is still a mystery why the four temples have a uniform architectural style despite being built in separate regions that developed vastly different civilizations.
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