Part 12: Episode X: Do Not Feed Stray Children

Music: March of the Brave
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Lets hit the road! Onward to Mysleigh Woods which in turn gives way to Tenderville. Sounds easy enough.
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We didnt actually get directions to where said woods were located. But its fine. Well just follow the coast a third of the way up the continent and Im sure things will eventually pan out. Thank goodness no JRPG planet is larger than Rhode Island.
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After a decent jog northward, we do come upon a snow cabin next to a pair of small lakes. Lets see if anyone is home and/or if there is loot available for the taking. These two occurrences are not mutually exclusive.

New Music: The Clouds Above
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Sure enough, its a cabin surrounded by nothing but waist deep snow. Theres not a thing of note out in the snow drifts. So lets head inside. At least it'll be wa
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Err... Are we... Interrupting something here, old timer? We can... come back later...
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And thats all there is for the Snow Cabin. Lets get out of here before that naked geezer starts talking about cleft of dimensions or the multi-dimensional Norris blackface theory.
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Returning to the overworld, if we continue our march westward from the Snow Cabin, we cross a bridge and eventually arrive at the entrance to Mysleigh Woods. Wouldnt want to accidentally enter the woods at any other part of the bloody Pine Barrens out here, now would we?

New Music: Waves of Hope (This one is quite nice. If way too short.)
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Welcome to the Mysleigh Woods. Sadly, there will be no sleighing mini-game present in the region. Everyone knows a party member needs to tragically die before you can go perform snow related recreational activities like sledding or snowboarding.
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A small river cuts through the middle of this area and the layout is zig-zagging northward across a series of bridges until we come to the end of the forest. Nobody thought to make just the one bridge and blaze a trail with a single road past it.
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There is only one new enemy found in Mysleigh the Muffy. The newest animated plush toy creature only sports 127 HP so Endir or Nidr can easily one-shot em with a Momentum attack. And remember that if we start a battle with initiative (read: we walk up to the rear of any enemy to start a fight) we start with one Momentum built up and our ATB gauges full for the entire party. Which led to... these guys never actually getting to attack the entire trip through the forest.
Apparently they can cast fire and bite! Neither are all that much of a hazard.
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Their most annoying trait is that if a Muffy is down to being the last enemy on the field, it can call in reinforcements. I mean... its just another Muffy. But the battle was essentially over and you dragged it out another 20-30 seconds. Shame on you.
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Muffy slaughter aside, as we make our first zig back towards the river, we come upon a developing situation between some angry Pengy monsters and a small child. Terrific...

Music: Deadly Gamble
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Of course the Pengy group takes interest in our party over the cowering child. Unfortunately... these are still the same penguin monsters from as far back as the tutorial island. They literally cannot even damage our party at this point.
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Needless to say, it goes poorly for all of em.

New Music: The Warmth of Life
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Oh goddammit... Are you fucking shitting me, I am Setsuna? Weve got an Endir. Then a Nidr. And now a fucking KIR?! Is our final party member going to be Dr or Ir?
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Welp, I hope you like sitting on the sidelines, kid. We already dont have room for a number four.

Music: Waves of Hope
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Not that we actually have to concern ourselves with that for the moment. Despite the prompt saying Kir has joined our party, hes not available in battle or any other capacity. And wont be for the duration of this chapter. Weve just got some demi-human boy phasing into existence during cutscenes now. Bummer.
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Anyway, back to the road it is. Theres three total bridges we need to cross in this region and not much else of interest. Though there are more fights to be had here than the Frost Caves. Theyre just all really easy.
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But that doesnt mean we cannot take a quick break to check out a few of our new Techs weve acquired. Ill do a video of all the new Techs at the end of the chapter, as Im not going to trot out EVERYONE to grind out mostly useless new moves. For instance, we have Endirs Shock...
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Its pretty much a somewhat stronger Cyclone with a much more limited, vertically oriented range. It kinda sucks. But...
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Shock is one half of the Blowbeat combo with Nidr (combined with his Provoke.) It uses a rather substantial 30 MP from both characters, but... Well just check that description at the top.
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Blowbeat has the chance to inflict Stun (resets enemy ATB gauge/negates their turn) paralysis (stops enemys ATB gauge and ability to attack for a time) and confusion (enemies attack their allies.) It can inflict one or more of these status effects to ALL enemies on the field, in addition to doing a shit ton of damage.
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Blowbeat is ridiculously good and a lucky roll on its Debuffs and Status Effects can utterly lock down a boss to the point of breaking the battles difficulty over our knee. This remains one of the best Combos for the duration of the game. Nidr will seldom be leaving our main party.
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Game breaking abilities aside, thats about a wrap for our time in Mysleigh Woods.
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The northern exit deposits the party on a northern peninsula with a village just a short walk to the north.
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And sure enough, this turns out to be the Tenderville weve been seeking. Lets see what dreadful but inevitable secrets are in store for us in this refugee camp...

New Music: Hidden
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Ritual blood sacrifices to pagan gods? Child slavery in dangerous gold mines beneath the town? Fox News the only channel broadcast on TV? Lets find out...
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Word around town is a mixture of crestfallen folks that have had a rough go of it, people thankful theyve been taken in to somewhere safe, and of course a couple scumbags happy to be getting a free ride. There is a surprising lack of sinister undertones to the town... There is one NPC of note just south of the main gate...
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Some time passes...


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So we gain a sampling and the recipe for Lonely Mushroom Soup. When consumed, this nets us increased XP, number of item drops, and offers fire-elemental resistance for a battle. Must be the Polestar Onions.
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Once more, Weppy and Lucius have both managed to cut a path to the next town ahead of us. This is getting creepy, guys.
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Weppy doesnt have anything new of note. But we can go ahead and sell all the materials we gathered for a tidy little 7.5k profit.
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We can also pick up a handful of new Spritnite while were in the area. Endir gets Blade Wave which most shockingly is *not* named after a Chrono Trigger tech.
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Aeterna picks up Demi in exchange for some Warm Ear Fur (eww.) If youve played a JRPG you probably know how Demi operates. Though it is of the Time element here. She also picks up Enchrono. Yes... Thats what they named the Time Element buff. Enchrono.

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We also acquired the Support Spritnite of Wise Testimony, which suddenly resolves all Law & Order episodes when they were running short on time. Also a magic attack buff, I suppose.
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Before we enter the village chiefs hut, its worth mentioning the mother and daughter from our arrival in Floneia did indeed arrive in Tenderville and are... perfectly fine. Huh... Weird.
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Lets see about this old man that knows whats up. Man, this world really needs to invent the concept of a bedroom. Having to make your bed immediately every day in case adventurers barge in to talk must be a real drag...
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I mean you could have just titled it Dinas Letter. Its always sad when old people start making being old their entire identity.
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Alright then. Weve got a [OLD MANS LETTER] we need to give to a grumpy man hanging out in a pub back in Floneia. That shouldnt be too hard to narrow down. Anyway, that concludes our time in the... shockingly peaceful Tenderville... Tune in next time when we backtrack half way across a continent in order to track down an angry alcoholic.



Kir Character Illustration This guy is not my kinda guy.