Part 40: Explosions Solve Everything
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Welcome back. Last time on Exit Fate, we finally made our first foray into Kirgard, only to be harshly rebuffed by the mountain tribes occupying the southern part of the country. The tribes are occupying a heavily-defended fortress known as Vishnu Citadel, and attacking it head-on will only lead to a bloodbath we can't afford. So instead, we're going to infiltrate the citadel and destroy the gate controls so that only a part of the tribes' army can ride out to meet us. Let's get to it.
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Since Daniel can't join us on this mission, the will of the goons decreed that Griever would join us in his stead.
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It turns out that we already have enough money to get Griever's weapon up to a reasonable level, if not the highest possible. Even still, I decide to fight a few battles outside of Trarcia to get her some experience.
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The encounters outside Trarcia consist almost entirely of the Hoarder in the back with a bunch of Azure Golems. These guys aren't really any threat, especially since we can kill all of the Azure Golems before they even get turns, but they're the highest-leveled monsters we can fight right now.
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Like the Hermit before him, the Hoarder also carries a stealable item that goes into the Special section of our inventory and has no obvious use, in this case a Black Ruby. We'll see what this is for later.
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In any case, it only takes three battles to get Griever into fighting shape.
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After that, it's time to get moving.
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Fade to black...
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Music: Vishnu - Wild Arms 2, "Dungeon: Heimdal Gazzo"
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And with that, control is returned to us. Vishnu Citadel is a pretty straightforward dungeon, but there's a lot of treasure to be had here, so we'll need to make sure to explore it thoroughly.
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The citadel consists mainly of circular pathways, with the important stuff in the middle of the circle. The treasures can mostly be found on the outside.
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Of course, this being an Exit Fate stealth mission and not a Metal Gear one, there are plenty of enemies to contend with, and none of them ever seem to get the bright idea of raising the alarm.
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The Savak up front is a straight physical attacker, fond of using Row Strike as well as a decently powerful regular attack. They also have a pretty good stockpile of HP.
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Like the Lizard and Dragon Men before him, the Hunter in the back uses his bow to attack anyone on the field, and will also often use Snipe Shot, which has a chance of stunning a character. Their attack power leaves a bit to be desired, though.
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Also like his predecessors, the Hunter's HP is utter shit.
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The Warlock, on the other hand, is the only enemy in this dungeon with any sort of variety to his attacks. He can cast Dark Bolt for a bit of magical damage...
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... as well as Eclipse to put on some more serious hurt.
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And while he's not a huge threat on his own, he can use Chaos to turn one of your party members into one.
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After a bit of walking, we check out a side door for some treasure.
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Oh thank god. Dealing with Chaos was starting to get really annoying.
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The other chest holds a Chain Belt, which goes to Klaus to beef up his HP.
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By the way, I'm not sure if I mentioned this when we first put him in our party, but Klaus is currently Tetsuya Nomura's wet dream. Even with all this extra HP he's still quite capable of getting one-shot, but every little bit helps.
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A little further in, we reach what appears to be the front of the fortress. There's a four-way junction here.
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Make that three-way.
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The right path leads us to our first elemental Shield spell. Fireshield is a buff that, as its name implies, temporarily lowers the target's damage from fire-aligned attacks. Like the elemental strike spells, however, it's quite expensive for what it does at 70/84 MP, and most enemies aren't dangerous enough to justify using it yet. This may get more use in the endgame, though.
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The door to the north of the front area leads to what appears to be some living quarters, but there's nothing inside of importance. We head straight to the stairs at the northwest.
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That takes us to another four-way junction, and north of that is a save point and another door.
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However, we can't open it yet. You know, I have to wonder what sort of logic Harvey is using here. Generally when a door is locked my first thought is that I need a key to open it, not that there must be some device somewhere that unlocks it.
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On our way back, we run into some Tribal Warriors. After all the talk we've heard from Keyser and Eander about the tribal army fighting like an "army of lions," these guys have to be a serious threat, right?
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Haha, nope. Tribal Warriors are a joke. Their damage is piddly for this stage of the game, and that's only if they hit. Our characters dodge the majority of their attacks, and it only takes a few attacks from us to bring them down.
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They can be a bit of a nuisance when they use Eyejab, which has a chance of blinding the target, but that's about all they can do.
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South of the four-way junction we find some more treasure. The Knight Armor is the next tier of heavy armor, granting +19 PDF for 10 weight, but the Rainbow Ore is a mystery. Like the Black Ruby we stole earlier this update, the Ore sits in the Special section of our inventory doing nothing at the moment. We'll have to see what it's used for later.
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We take another circular path around the fortress and find this conspicuous switch in the center, which rather noisily opens the northern door.
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On our way back we also make a quick detour to pick up another Cure spell, bringing our total to five.
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Then we head through the door and up the stairs...
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... and run into someone.
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BOSS FIGHT: Beastmaster
Music: Boss Battle - Wild Arms 2, "Battle vs. Solid"
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The Beastmaster is another fairly interesting boss fight. He's backed up by a Black Beast and a White Beast, and as you might expect, they're the ones who are going to be doing most of the damage.
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Their signature moves are elemental claw attacks. The Black Beast's Poison Claw isn't that threatening, but...
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... the White Beast prefers Freezing Claw, which can ruin your day really quick.
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I move Angel into Ayara's place, but Angel doesn't exactly have the best PDF, so this may not be the best move.
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The Beastmaster himself has a few attacks, but he spends most of the fight buffing the Beasts and occasionally himself with Barrier and Shield. This is more of a nuisance than anything, but it's especially annoying when he does it to the White Beast, since we want to get the enemy's ability to freeze out of the fight as quickly as possible.
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The Beasts' regular attacks are no slouch, either. Griever and Jovian can take the hit decently enough, but Angel takes over 200 damage from their attacks.
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The Beastmaster also decides to demonstrate his Whiplash move on Angel, which has a chance of blinding the target.
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Now, here's the thing. I mentioned earlier that I want to get the White Beast out of the way first, so that I don't have to worry about characters getting frozen anymore. The problem is, Reod is having some trouble stealing from the White Beast, and I don't want it to die before I can get the steal. So I end up having to go after the Beastmaster and Black Beast instead.
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This ends up biting me in the ass rather quickly.
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And of course Reod gets the steal from the White Beast immediately afterward. The Silver Badge is an accessory that grants +8 STR.
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I get Angel back on her feet...
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... but then the entire enemy group decides to attack her.
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Fortunately, Jovian takes out the White Beast on his next turn.
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Once the White Beast is gone, the battle becomes a whole lot easier. Reod steals a Studded Belt from the Black Beast, an accessory that grants +40 max HP. More belts for Klaus!
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And Ayara's frozen status expires as I revive Angel again, so I switch the two back into their normal places.
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It's not much longer before the Black Beast falls as well.
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Once the Beastmaster is alone, the battle is just an exercise in tedium. Although he's not the main source of damage for the group, he has nearly twice the HP that the Beasts do and very high defenses, not to mention the ability to Barrier and Shield himself, so it takes some time to whittle him down.
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But eventually, he falls. Oh, and his steal? Don't worry about it. It's a Brown Herb. Yeah. Not even a Green Herb, a Brown Herb.
Music: Boss Battle Won - Chrono Cross, "Victory (A Cry In Summer)"
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And for winning the battle we get a Purple Herb.
Music: Vishnu - Wild Arms 2, "Dungeon: Heimdal Gazzo"
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The signal explodes with enough force to shake the screen hard. Now that's my kind of signal!
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We're given a chance to save and change our units for the upcoming battle. We're good, so let's get moving.
Music: Pereious - Final Fantasy Tactics, "Run Past Through The Plains"
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It's time for another go-around with Pereious. Harvey's plan has cost Pereious a third of his men, making this battle a whole lot more manageable.
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Pereious and his units are still the same statwise; there's just fewer of them. We're still going to need to keep an eye on Pereious's personal unit, but with fourteen units, we can lose two and still get an A-rank, provided we get 100% for speed and efficiency. So a sacrifice may be in order.
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In any case, the battle begins the same way as last time. Both armies advance, and Pereious rushes out ahead of his army.
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I also set up Jovian again as the only unit in enemy range on turn 2.
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Once again, the enemy cavalry takes the bait and rushes forward.
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And the rest of the enemy units shuffle around.
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Well, the strategy seems to be working so far, and I see no reason to change a good thing. Nashal takes Jovian's place at the front and takes out the forward cavalry.
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And Paris takes his potshot at another cavalry, just like last time.
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I set up my cavalry and scouts outside of Pereious's range. It's time to see what'll happen with this strategy when we aren't forced to flee the battle immediately afterward.
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Paris takes the first hit, but he's okay.
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The other full-strength cavalry goes after Daniel, but Regenerate keeps him in fighting shape.
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The lone enemy scout also takes a shot at Daniel, but he evades.
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And Pereious rushes forward and annihilates Nashal. But that's hardly a surprise, and he's now surrounded by almost all of our units. I think we'll be okay.
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Our first order of business on turn 4 is to see what we can do with our long-range units. Paris weakens one of the enemy cavalry.
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Shiro follows up by striking down the adjacent cavalry.
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Bast rushes into the hole left behind and makes a crippling strike on one of the enemy infantry.
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Then it's time to see what we can do about Pereious. Ljusalf and Marian soften him up significantly, but he's still somewhat of a threat.
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Then Eander rides in to give Outsider and Merrick somewhere to shoot from. He attacks the enemy scout...
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... but the scout evades him. Motherfucker!
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Well, we'll just have to work with what we've been dealt. Griever makes an analysis on Pereious and cripples him, removing him as a force in this battle.
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Then Daniel slides to the west and takes out the western cavalry for some free heals.
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Jovian may have been hit once, but he's not going to let that stop him from getting another kill.
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And Merrick takes a shot at that scout, managing to land the hit this time and crippling it.
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We end the turn by having Erin move up to box Pereious in.
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Pereious is on the ropes. The only enemy unit with a chance of doing any real damage was this infantry here, and Bast evades him.
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The enemy scout also takes a shot at Ljusalf because he can, but the damage is negligible.
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Pereious tries to get away. Where do you think you're going?
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Fuck you and your Evasion skill.
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The only real challenge this turn is taking out the two full-strength infantry, but we've got enough units to finish the job. Ljusalf and Paris take out one...
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... and Bast cripples the other. We'll take care of him in a sec.
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First, Jovian gets the other infantry out of the way.
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Then Merrick takes out the remaining infantry...
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... and Eander ends it.
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Music: War Battle Won - Suikoden V, "Cry Victory!"
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I'd say something about allied units, but I think that's been pretty much run into the ground by now.
For the A-rank, we receive a copy of Darkshield, the dark counterpart to the Fireshield we picked up earlier in the update. The B-rank reward is a pair of Mountain Boots, which grant +6 PDF for 2 weight. The C-rank reward is a Red Cape, an accessory which grants +4 DEX.
Music: None
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Music: Kirgard - Suikoden V, "Harbor Town by the Lighthouse"
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I wouldn't exactly call it "unnoticed". We must've fought at least two dozen of the tribal warriors while we were "sneaking" around the citadel.
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Fade to black...
Music: Trarcia - Chrono Cross, "Arni Village (Another World)"
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I went over Harvey's stats last update, but we never got to see him in action, so here you go. Harvey fights by throwing grenades.
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Fade to black...
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Ashton, huh? Well, it seems a little arbitrary, but if Jovian wants us to go there, we might as well. Unlike our ill-fated plan to run off and visit Levier, a stop in Ashton is perfectly reasonable, as both it and Trarcia are close enough on the world map to fit on the screen together. The rest of southern Kirgard is now open to us with Pereious's defeat, but we'll be exploring that area next update.
Music: Ashton - Chrono Cross, "Termina (Another World)"
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Likewise, we'll take a closer look at Ashton next update as well, as parts of the city are currently blocked off. This doesn't look like a way to railroad us into a plot event at all, no sir.
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In any case, as we walk around the southern part of the city, Daniel will abruptly stop.
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Music: Banisher - Final Fantasy VII, "Turks' Theme"
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Music: None
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And we'll have to leave it there for now.
Thanks to all of you who have been reading my thread so far. Unfortunately, due to a combination of relatives visiting and my own traveling, I'm not going to have time to make new updates for the next week and a half or so, and I'm going to have to place this LP on a brief hiatus. I'll still have internet access, so I'll be able to read and post in the thread if any interesting questions or discussions pop up, but updates and interviews are going to halt for the time being.
That said, I'm not planning on putting this LP on hiatus and then just kind of fading away into the aether. I can tell you exactly when the next update is going to be posted, and that is Tuesday, July 10th. I can also tell you that the next update is going to contain a pretty big vote, so I hope that'll entice you all to check back when I get this thing started again.
Thanks for sticking with me thus far, and make sure to check back on the 10th.
Next time: And you thought the infiltration of Vishnu was elaborate...