Part 21: Episode XVII: I Am Concerned With Your Progress
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Music: Enchanted Sanctuary
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We are done with the whole Hiddbury arc. Yeah, I guess that dunk in the Spritnite vein and fledgling magic by Kir earlier healed Setsuna right up. Shes fine now. Dont worry about it! Its a good thing Kir secretly just wanted to become a sick pyromancer to go on an adventure. Hed feel kinda dumb if he just powered up to augment his healing ability and whoops... turns out Setsuna just needed a nap to recover fully.
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Before we depart, its going to be a while before we hit another active town. And we did just get a new party member and had another rejoin us after a chapter and a half of forced suspension from the team. Perhaps its a good idea to stock up on supplies before heading out. The fight against the Timeslave and all the creatures at the Spritnite Pillar gave us a nice cache of materials to turn an easy profit on. And also a few new Spritnite techs.
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Millennial Meltwater sounds like the title to some idiot think-piece about global warming and how young people are somehow responsible for it. Regardless, it helped net Nidr Double Back, which is basically a parry for magical attacks. Yeah... Ill get back to you on ever using that properly.
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Kir picked up Bio, which... doesnt actually cause
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And now that the new chapter has begun and weve got some journeyin to do, I suppose we can stock up on some new weaponry for the party. And buy that old one for Setsuna now that she can actually equip the damn thing. Kir... you joined ten minutes ago. You can wait. Im not made of money!
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Other than the overly ornamental hilt, Endirs new sword is considerably more mundane after the twisted lump of metal that looked like a relic to unseal some ancient tomb. Its got innate fire damage now, cuz why not?
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Apparently Sailor Moon fell on hard times and had to pawn off some of her weaponry. Luckily, Setsuna snatched it up at discount prices.
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Aeterna has gone from a one-of-a-kind dagger made out of enchanted ice from a deadly mountain range far to the north to uhh... a basic ass dagger with a cumbersome wrist guard. Not really a coherent escalation of weapons on display here...
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That thing was too big to be called a sword. Too big, too thick, too heavy and too rough. It was more like a lump of iron.
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Weve already seen Kirs Firebrand rod from the Snow Chronicles update. But heres the kids base stats with it equipped as a reference point. LP Canonical Kir actually leveled up from that fight with the Timeslave. But I had to go back and re-record the immediate aftermath, such as buying all this junk. And to do so I just benched Kir and did it in half the time. So this is the factory stock Kir stats.
Side note: Turns out you actually can avoid that Blowout attack from the Timeslave before it dies. You just have to perform an Exact Kill (come within I think 20 HP of its total remaining HP with the final blow) to finish it off. Good luck with that.
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Music: Walking the Walk
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In any case, were done with Hiddbury. Kir mentioned we need to continue heading westward to hit another mountain range trek but ehh... Lets take a quick detour first.
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Setsuna and Kir, youre both lagging behind the A-Team by 3-4 levels and I cannot have that. You both need a remedial session with our old friend the Glowly-Poly back at the Morbrise Mountain exit. Its 1000 EXP a pop and the only strategy is to just have everyone spam their basic ass physical attack (preferably with Momentum so theres two chances to strike per turn) until someone gets a lucky RNG roll and one-shots the thing.
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It takes 10-60 seconds a go with about 30 seconds to run out and run back in to respawn it for a rematch. Hell, Kir got lucky and immediately killed the thing twice. I got our two casters within two levels of the rest of the team. Not that we need it or anything since stats are primarily dictated by equipment.
I just like my numbers orderly.
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With the remedial session of like ten minutes of grinding behind us, were free to get back on track and head west to the Twallusk Mountain range. Err... just looking at this map, it looks like it would be worlds easier to head southwest through that gap in the mountains and circumvent the entire snow swept mountain range. But what do I know?
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Music: The Secret Passage
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Welcome to the Twallusk Mountains! It is... pretty much the same goddamn mountain as the last dungeon we did. Just with narrower paths and now those fox-girl enemies have been added to the rotation. Ill be glazing over most of this area. Theres no area boss. Its mostly just 20 minutes of filler.
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There is, however, one huge dick move right near the start of the region. Soon into the Twallusk Mountains, we come into a crossroads. Weve got no map or indication of which is the right path. There is a Versa to the north. I see no reason to avoid taking it on, right?
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Music: A Fantastic Encounter
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Wrong, fucker! These are actually the Spritnite Eaten variant, the Silvara. And theyre here to kick your entire partys ass. Each of them has 1500 HP a pop and attack power out the ass.
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Silvara have a single attack: Freezing Gaze. This does 100-150 HP of damage. It can do nearly 200 HP of damage if it criticals.
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But more pressingly, it inflicts a new status ailment: Freeze. In which a character is err... well, theyre frozen. This is basically I am Setsunas equivalent of petrification/stone in many other RPGs. A frozen character is, for all intents and purposes, dead until they are unfrozen. They can still be hit by follow-up Freezing Gaze attack and become actually dead from HP loss. Which is preferable to being frozen, as we can just pick them up with an Athenian Water then. Endirs Aura with Momentum is the only way to deal with Frozen status right now.
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And if hes Frozen? Welp. Were fucked. Indeed, if the entire party is frozen, which with bad luck can literally happen before we get a chance to take more than a single turn, its an instant Game Over. Same if any combination of party members is KOed with the last one being frozen.
Unless youre absurdly careful with details on trash mobs and notice these particularly fox girls have a different colored tail, its real hard to tell theyre a different enemy type. Especially when weve only encountered two battles against their common enemy cousins up to this point. Real shitty move, game!
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It is entirely possible to kill the Silvara at this point by munching down one of the stored dishes we have on hand that doubles the critical hit rate. I think I ate the salad that buffs that and evasion too. If we can get off two Blowbeats with criticals, we can ice the lot of em in two-three turns. Just surviving that long and getting lucky with Freezing Gaze failing to inflict frozen is a tough order. It took me ehh... five tries to finally get the stars to align here and beat em.
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Were not meant to fight these enemies so early on, but doing so nets us more EXP than most previous boss fights in the game so far combined. As well as a truck load of Materials to pawn off the next time we see the Magic Consortium stalker, setting us on funds for at least a couple chapters.
On the downside, now Kir and Setsuna are lagging behind 4-5 levels again... I will... just have to live with that for a while...
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Music: The Secret Passage
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Back to the dungeon at hand, the rest of the area is a breeze of manageable fox girls and slightly more irritable penguins. That one three story golem is feeling increasingly out of place...
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Eventually, after passing through another no-clip hidden mountain path, the party decides to take a brief pit stop for no particular reason. Here, things get a little bit strange...
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Hey, Old King Allant from the end of Demons Souls? What are you doing here? Err... wait... No. Youre Mysterious Man from the tutorial. Fancy meeting you here...
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Music: Shrouded Fate
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Music: The Secret Passage
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Thats fair. Alright, lets boogie. Theres absolutely nothing else of note going on in this mountain range. That whole scene actually transpires only like a third of the way through the dungeon. Well just go ahead and skip past the 12 minutes of battles and walking in-between now and the exit.
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Music: Walking the Walk
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We find ourselves on the far side of the mountain following that little excursion. I really do like the look of the mountains on the world map, even if their actual content have been universally dull. They did manage to make a nice 2D look with 3D models there.
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Continuing past a bridge and deeper into the Northern Frontier, we come upon this M.C. Escher Nightmare Fortress stretching what seems to be several hundred feet above. Uhhh... Excuse me?
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Approaching this structure reveals this is apparently the Apparth Ruins and we unlock the Realm of Sealed Hope achievement for having stepped in them. Uhh...? Kay.
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All that is in here right now is a locked door with a strange glowing sigil. Looks like well have to come back another time to discover the mystery of whatever in the flying hell is going on with this... Nobody in the party has the slightest comment to make about the whole deal...
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Returning to the world map and continuing to follow the coast south, we eventually reach a path leading to the Floeberg Waters. Seems a good a place to enter as any...
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Music: Flowing On (This is a really nice track)
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True enough to the name and the appearance on the world map, we come to an ice flow on the freezing sea. But theres just one problem...
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Welp, its settled because were given no choice in the matter. Tune in next time when were undoubtedly suddenly entrenched in some regional conflict it will be up to the party to resolve before we can continue on our journey!
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Setsuna Concept Art EVERY MOMENT FEELS LIKE MY ENTIRE SCALP BEING TORN FROM MY HEAD. I PUT ON A BRAVE SMILE, BUT INTERNALLY PRAY FOR DEATH...