Part 98: Mozart's #6 Dance Tune
Hopefully I can actually manage to minimize Technical Issues from now on. Anyway...Mozart's #6 Dance Tune
So, last time we left off right outside a town after getting the second ship.
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As of now, the Sing command actually has some relevance! I probably won't use this song much, if at all, since Regen probably won't be all that useful- either I kill things too fast for it to activate, or I'm dying too fast for it to keep up.
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Nothing else of interest in town, so time to go this way!
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Walking into the center of that patch of forest drops us here.
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Faris then whacks the chocobo a couple times to force it to spit the shards out.
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Now that the chocobo's condition has been confirmed (and the crystals he had been choking on removed), the party piles on its back; this is just before liftoff.
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We now have the Black Chocobo! This guy can fly better than the dragon could due to being able to pass the smaller mountains (he still can't pass the white ones), but he can only land in forests, making him a little restricted. Regardless, we now have almost the entirety of World 1 available for exploration! First thing to do?
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Well, this isn't where we're supposed to go, but I tend to prefer going places I'm not supposed to first anyway.
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By "on sale" he means "buy things for their sell price." That'd be great if he sold Phoenix Downs or I had any use at all for Ethers.
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The music box's tune prompts a flashback in Mozart to the last time he saw his mother (who is off screen for this screenshot).
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The NPC bard then gives us our second song! This one confuses all enemies, which I have already proven can be incredibly handy. I won't underestimate this song after seeing how far Tempting Tango's gotten me.
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Anyway, Mozart and the NPC spend several hours discussing terms for the rental, so we hit up the Inn afterwards for a place to stay the night.
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That night, Faris wakes in the middle of the night for... whatever reason, and notices that Mozart's not in bed.
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Faris approaches to see what Mozart added to the grave.
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Amazingly enough, Mozart's actually fairly alert the next day. There's nothing else interesting in Lix, though, so it's time to leave.
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Next up on the "world tour" agenda is this town, tucked away in the northwest corner of the map.
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Just for the hell of it.
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Mozart jumps the fence in order to chat with this guy. He's not stupid enough to antagonize a sheep just after being informed of its irritability.
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At this point, Sing's starting to look like a viable addition to my arsenal. I'll keep Hide for the foreseeable future, but this is about the point that Bards start becoming useful, if outclassed and gimmicky, instead of active hindrances.
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Note: Mass Hide does not work on Ramuh- since he's classified as a random encounter despite the boss music, you can run from him.
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This is a Thundara. It hurts.
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Ramuh has Osmose, which could potentially prolong the battle, but sufficient Mystery Waltzing leads him to this. Yes, Galuf and Faris are blinded- he Flashed me once, which I can only assume led to blindness through the whole "gouge your own eyes out at the sheer horribleness of what you just witnessed" thing.
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Without Thundara it's a fairly simple matter to smack him down.
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Please ignore the change in my HP and the lack of blindness; again, I missed a screenshot I later decided I wanted, so I went back to an earlier save to get it.
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Boss Deaths: 0
Total Boss Deaths: 3
Other Deaths:1 (I decided to count my failed attempt at the Karnak Castle Escape as a death. Probably a bit late to change this, but oh well)
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I'm not quite sure why Ramuh drops an item that gives you the spell to summon him instead of directly teaching you the spell, though...
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I go back to Karnak in an abortive attempt to grind up enough money to buy at least ONE ring, but decide it can wait just short of 10,000. I feel it's likely I'll get enough money for my first ring in the next dungeon anyway- not like I've got much else to spend it on at the moment, since I've got the best gear I can buy in World 1.
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I think that's enough getting sidetracked for the moment. Time for Plot.
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Have a desert. What's that? You don't want it? Well too bad, this is the Plot destination now!
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Watch your step.
Incidentally, I like the music here. Kinda like you're entering a place that's been undisturbed for centuries, possibly involving things best left alone.
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Thankfully, you don't sink into the sand- it just acts as a conveyor belt. However, the game will not advance until you step into the moving sand, so here we go!
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With no further warning, the two scholars ring their bells, which lure the Sandworm straight to us; you can see the path it's digging here.
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Here's the Sandworm. His gimmick, as explained more extensively in other runs, is that you have to target the correct hole to damage him (with the "counters magic" thing being intended to keep players from cheesing it with multi-targeting); if you aim for the wrong hole, you get countered with Gravity, presumably representing the poor schmuck falling in or something. And yes, every so often he'll randomly switch which hole he's in, making this boss fight essentially a game of Whack-A-Mole that fights back.
Sandworm is not the only boss who does this "aim right or get countered" thing, but at least you can see which one's the target at a glance.
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This is gonna take a while- Sandworm generally does crap damage even to weaklings like Mozart's team, but on the flipside we don't do much more to him unless someone manages to Jitterbug him. Also: I hadn't realized how FAST the Sandworm switched holes until getting here- he's switching like three or four times in the time it takes me to charge my ATB ONCE. Thankfully, he'll occasionally pop out of the same hole twice in a row, so that cuts down on counters a bit.
Incidentally, for the Berserkers among you: I'm assuming that attempting to attack a target you shouldn't be able to target (the two extra copies of Sandworm and the "switcher" in this case) simply redirects your attack to a valid target (which, in this case, means "a hole"- I was targeting the center Sandworm when he moved, and the back hole countered me); the fact that you still attack form-changing bosses correctly is presumably a product of there only being one target at a time there. I'm curious about the script the game uses to synchronize HP values though (but it's not like I'd be able to read it even if I had it)...
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This is a result of the Sandworm deciding to be a whore and just go Quicksand EVERY TURN for like 8 turns straight. The second try goes worse, since it decides to go Quicksand FIRST TURN. Again, I die to Quicksand Spam.
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On my third try I get the idea to substitute Sing on the guys- not like Hide would help much on this fight anyway. Let's see how much Regen helps!
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The answer, for the record, was "not at all." It took FOREVER to tick, and when it did it only healed 20 HP- which is rendered completely moot considering Quicksand (which Sandworm has proven that it LOVES to spam the hell out of) inflicts Sap, which drains something like 40 HP in the time it takes Regen to activate. I had to use a few Phoenix Downs and SEVEN FRICKING ELIXIRS in this fight, and as you can see Lenna ended the fight dead!
Boss Deaths: 2
Total Boss Deaths: 5
Other Deaths: 1
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I'll come back to this place later- next thing on the agenda is to resupply. To the Ship Graveyard!
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By the time I finish, my party looks like this. For the record, any encounters with no chance to drop Elixirs (something like 70% of the encounters in the Ship Graveyard are Skeletons, which, as previously mentioned, drop Daggers) I ran from, both to save time and to power up the Chicken Knife when I get it. I hit my quota at level 20, but since I don't know if anything coming up uses Level 5 Death I ground out another level in the Graveyard, earning a few extra Elixirs in the process.
On a less important note, all four characters have mastered both Bard and Dancer by now!
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And my inventory after a quick trip to a store. It may interest some of you (Bear, for example) that Mindflushers can drop Flame Scrolls, and the Skeletons' Daggers may be useful to throw depending on the algorithm (I'm not gonna look it up for a class I'm not even using). I sold the Flame Scroll and six Daggers that dropped while I was looking for Elixirs (before I wised up and checked which enemies drop them, though admittedly some of the Daggers came from Skeletons that showed up alongside them). About 30 Elixirs dropped- pretty damn good haul for only an hour and a half! (Is it me, or is the drop rate I'm getting in the Ship Graveyard INSANE?)
Also: Turns out I ended up getting enough money to buy one of those rings before the next dungeon after all! I picked an Angel Ring, since a lot of the stuff a Fire Ring protects against I can cheese by hiding from it until it runs out of MP, and I'm pretty sure Water attacks won't be an issue for a while.
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And here are the Gohn Ruins. I ran into some Bio Soldiers on the way here, though, and one of them got a Bio off, so I'll be using a Tent before heading in. I mean, I've got the things, might as well use 'em, right?
I'll leave actually investigating the ruins off for next time, though, since I feel like it's been too long since my last update (plus I feel like the next dungeon's gonna take a while). Next time: The most improbable flying method in the game! (From a real-world perspective, at least...)