Part 12: Update XII - Boundary field search
Update XII - Boundary field searchMusic: First Chimeric Lunar Sea - Second Floor
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Today, we'll be finishing up the second floor of the Arena.
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So we'll be going down the other side of the fork.
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The locked gate the switch in the ship unlocked is right here, so we would have been forced to fight Shinji in order to progress.
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Crix are here as normal encounters.
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But this time a fight against one goes much, much smoother.
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There's also this strange dead end. You can't even fall for it, really, you can see the damn thing through the wall!
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Up ahead is a red Folder.
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Which holds the tangerine Taiga wanted.
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Just past that is another red Folder.
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Which holds yet another Mystic Code!
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It reminds me to show off the Saint's Monocle we got last time.
Unlike heal(16);, which can be used both in and out of combat, view_status(); can only be used on the field. What does it do?
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It shows you what level an enemy is.
That's it.
You know what else indicates what level an enemy is?
How much bloody HP they have.
The Monocle is an utterly useless Code, which means I can bin it right away.
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The Exorcist Blade gives even less MP, dropping Hakuno down to just two casts of heal(16);, but it has a much more useful Code Cast. hack(16); gives Hakuno some offensive utility, letting her stun an enemy out of a Skill to give Caster some breathing room. This also explains why you had to fight Shinji before coming down this path, as it would have let you stun Drake out of Culverin Cannons.
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Although, while it says it deals damage...
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It isn't doing much. Hakuno will never be an offensive powerhouse.
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Got another level off that Cluster Horn, at least.
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And right next to that Horn...
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Is our second Trigger!
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We're now set for the week. All that's left is to finish exploring this floor, then get another level and we'll be ready for Shinji.
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The exit portal is right next to the trigger, but we're not done yet.
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If you'll recall, I passed by an obvious hidden passageway last time.
On an unrelated note, the level design makes good use of elevation. At the entrance, you're high up and distant from everything. As you go through, you go increasingly further down until you're in the middle of all this debris.
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The passage is a good ways before the capsized ship.
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It consists of a bunch of ramps.
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The one good thing about view_status(); is that it has an absurd duration.
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Holy shit there are a lot of ramps.
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It looks like the path ends at another ship.
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All this walking, and all we get is a single item.
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And this close up of the angler fish.
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I got about as much money just fighting my way down here!
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A better look at the ship before we go.
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Here I thought I was free from endless ramps after Command Mission, but it looks like some things will never change.
And yes, I could just pop a Return Crystal, but I'm a stingy bastard.
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The return trip was so long enemies started respawning.
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But it gets us one more level on the way out.
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Done.
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Music: School III
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There might be some story events before the Elimination Battle, but we can officially coast through until the final day.
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Music: School IV
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~
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~
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~
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~
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Music: Down to Dawn
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Today's chat is unmarked, but Caster has something special to say.
See, each Servant has unique tasks for you to accomplish, and fulfilling one will have them remark on it. This one here requires winning ten matches without losing a single clash, which isn't hard thanks to the power of The List. The harder tasks can even give you rewards like an exclusive Mystic Code, or even skill upgrades!
Granted, the game never tells you what these tasks are, and they're all different per Servant, so you can very easily screw yourself out of one entirely based on how you play. Extra's gonna Extra, no matter what goes on.
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Caster, stop being meta.
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~
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~
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The book at the library has changed.
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Although it conveniently leaves out any names.
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~
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~
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Music: School III
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I spend my new points, and Caster gets a new skill and an increased rank in Strength. Ranks mean nothing, mind, it just shows how much I sunk into the stat.
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Curse: Frigid Heaven is Fiery Heaven with a different coat of paint. Same damage, same cost, but it stuns on Attack instead of Break, so we can now shut down 2/3 of the attack triangle.
Music: School IV
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~
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Alright, time to pop in and out of the Arena.
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...or not?
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Thanks for the timely warning, Caster.
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I mean, I honestly don't need the Arena at this point. I've hit the required level, I got both Triggers, and I picked up that tangerine for Taiga. The only reason I need to go in is because I can't progress time otherwise.
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Gee, where could the two sigils be...
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They couldn't possibly be at the two places people saw Shinji at today.
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...He just... slapped it on the door.
He didn't even try to hide it.
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Fast travel is now unlocked, but the school is honestly rather tiny as is. Hell, it doesn't even give an option to warp outside or to the rooftop!
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The second sigil is on Shinji's desk.
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Even Caster, who has no knowledge of Shinji's Stay Night version, is baffled at his competence.
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Now can I head into the Arena!
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Shinji heads in himself.
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So I go after him.
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Yet despite all that trouble just to get in, clearly showing him entering, and his threat to crush us once we entered the Arena, Shinji's nowhere to be found!
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So I grind out one more level and call it a day.
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Music: School III
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The funny thing is, Caster's warning is a day late. If you don't have at least one Trigger by now, you physically can't get both by the Elimination Battle.
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Next time: A race, some extra space, and booty.