Part 17: A Link To The Past

Welcome back. Last time on Last Scenario, we headed to the southwest of the Empire to meet with Prince Wilhelm. In a turn of events we probably should have expected, however, the soldiers there wouldn't allow us to just walk up and see him. Since the prince is a known scholar, Thorve had the idea of traveling to the nearby Geo-Science Station and meeting with a man named Randolph, whom Wilhelm was sure to have met and who could introduce us to the prince. But while Randolph was willing to help us, he all but demanded that we go and clear his new excavation site of monsters first. So today, we're going to be taking care of that little detail. Let's get to it.

The excavation site is the little shrine-looking thing on the world map that we briefly looked at last update. Let's see what's going on there.
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All right, seems simple enough. Let's take a look.

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The Altar of Memory's entrance is taken up by this large podium and pedestal, the latter of which is where the Sun Orb that Rudi gave us goes. I guess SCF really wanted us to make sure we talked to him. But there's an open door on the left, so let's check that out first.


We get attacked just before we make it through, by a Ghost Warrior and Ectoplasm. The Ghost Warrior on the left is nothing to write home about, possessing a physical attack for about 35 damage and a technique called Blade Fury that... does less damage. Odd.
The Ectoplasm on the right, however, is the real asshole of this dungeon. Ectoplasms have the same supreme VIT we saw on the Riftgate, meaning physical attacks are essentially useless against them. Fortunately they don't have the elemental immunities the Riftgate did, but they are still major MP sinks since it usually takes three basic spells to take them down. That doesn't sound like too much, but this is a long dungeon, and when you're blowing 12 MP across your party per battle, your MP pool dries up quick. And aside from a 25-damage regular attack, they also have an incredibly annoying move in Disgusting Touch, which also does 25 damage and inflicts poison and chaos simultaneously. Fuck these guys.

Anyway, behind the left door we find this hallway. Hang on, what's that behind the pillar on the left?


The hidden switch opens this door at the north end of the hall.

Inside we find a bunch of treasure, including a rather ornate-looking chest.



There are some powerful healing items in the regular chests. The Panacea, if you've forgotten, heals all status effects on one character. The ornate chest, on the other hand...

... is a trap.

Opening the ornate chest leads to a battle with a Watch Disc. These guys are regular encounters in this dungeon, but they're rather rare. If you still need some, they carry Key Tablet Is for the stealing.

Watch Discs have no attacks of their own. Instead, every turn they are alive, they will declare "Intruder Alert!" and summon a Guardian Pillar into the fight. Fortunately the Discs have low enough HP that you can usually kill them before they summon more than one. Which is good, because Guardian Pillars are rather strong. While their regular attack only hits for 20, they're quite fond of using the powerful Blinding Beam to inflict 70 light-aligned damage and blindness.

Once the battle is over, we receive a Red Sphere. This goes into our inventory as a key item and is helpfully described by the game as a "small crystal sphere that glows red." Thanks game, never would have figured that out on my own.


Now then, it's time to enter the dungeon proper. Placing the Sun Orb on the pedestal in the entrance room causes the central door to open. The door on the right remains closed for now, and actually won't open for a while. Just keep it in the back of your head that it's there.




The central door leads to a fork, and if we head north from there, we find the main puzzle room of this dungeon.


This room contains the main path onward and a hint on how to open it, but we're going to need four spheres to progress and we only have one.

Fortunately, one of the spheres is hiding behind a pillar on the right side of the room. Like the Red Sphere before it, opening this chest leads to a battle with a Watch Disc, and the other sphere chests will as well.

On our way back to the fork we hit a Ghost Warrior backed up by two Phantasmals. As is customary for recolors in this game, Phantasmals have a moveset very similar to their little brother Ghosts: they can bite a character for about 25 damage, or use Life Steal to drain that same amount. They've also got a new trick: Nightfall, which hits a character for 50 dark-aligned damage.


Heading west from the fork spits us out in a very large room. In addition to the door to the south that we entered from, there are exits to the north, west, and east in this area.



First, we head up the stairs to find the Green Sphere (and another Watch Disc).



Next, we head west from the big room. This leads us to another fork, though the way out you can see in the northeast of the last shot just goes back into the big room.


We head west from the fork and run into an impassable pit. Except...

... we can knock down this pillar.



Across the pit we find the final sphere and Watch Disc fight, but there's still one more place to check out before we head back to the room with the pedestals.




And that is this room. A second Talisman, which prevents petrification and instant death, is always handy, and the Wizard Hood is a mage helmet that goes to Lorenza because why not.


Now then, let's take care of this puzzle. The hint is pretty straightforward, but the solution is a bit tricky because of the hint's sentence structure. Instead of placing the orbs in the order Fire, Earth, Water, Air, there's a slight difference.

Because Fire is born from Earth, that actually makes Earth first.

And born from Earth, Fire turns Water into Air.





Behind the door we find a very long staircase, and at the bottom of it is a treasure room.


Ethan gets the Skill Capsule because he has the lowest SKL among our characters who will physically attack regularly, and Matilda gets the Speed Capsule because she's about as fast as molasses.


To the south we find a new area. Since it won't come across well in screenshots, we're now in the northwest corner of a grid of roughly identical square rooms, 3 across by 2 down. Most of them are empty, but...

... the south-center room has a closed door at the north end, and...

... the northeast room contains another closed door, a save point, and a switch.

The switch opens both closed doors in this area. We'll be heading through the one here first.



Behind that is a long hallway, and at the end of it is...








BOSS FIGHT: Wall Sentinel
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The Wall Sentinel is actually a three-part boss. In addition to the main body in the center, the Left Face and Right Face are also their own targets.



And three targets means three steals.



The shared water weakness also means we can start the fight by finally tossing out the Blue Coral we've been carting around.


Anyway, as you might expect, each of the faces of the Wall Sentinel has its own role in this fight. The Left Face is a supplemental attacker, and spends all of its turns casting Electric Surge. I think that's its only attack.

It also has the lowest HP of the three, so it gets taken out almost immediately. I don't manage to get the steal before it dies, but the Power Gauntlet is an accessory that only gives +15 STR. I think I can pass on that one.



The Right Face is the support specialist, improving the other faces' STR and INT with Force Booster and Mental Booster, granting Shields, and healing. Fortunately we now have Disenchant, so if a worrying amount of buffs start to build up on one of the faces we can just remove them all.


The Wall Sentinel itself is the main damage dealer, possessing a number of powerful attacks. First up is Forgetful Breath, which deals moderate damage in addition to inflicting amnesia.


Hammer does similar damage, but doesn't have a status to go along with it.


But its most dangerous move by far is Eject Debris, which deals a major chunk of damage and can quite easily KO characters if you're not expecting it. The fact that it can use this technique without any warning means that you're going to want to ensure that all of your characters' HP is topped off at all times, especially Lorenza's.


The steals I do manage to get aren't that great, but they're not bad, either. Gold Dusts are always helpful and the Laser spellcard will probably get sold for some cash, since I don't see any reason why I'd need two.


Also, the requisite Limit Break. Sadly I couldn't end the fight with this one.


Anyway, the Wall Sentinel can be dangerous while the Left Face is still alive, but once it's down, the boss simply can't do enough damage to really be a threat if you keep everyone healed up. Just put someone on permanent healing duty and the battle shouldn't be that much trouble.
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While the boss's steals aren't that remarkable, its drop definitely is. The Sacred Orb is Last Scenario's ultimate panic button, restoring full HP and MP to the entire party. Naturally, this means it'll never get used because what if I need it later???

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Yeah, I'm not sure we'll be recovering much from here.



Fade to black...


Following the scene, we're once again forced to leave a dungeon by walking all the way out.




There's at least a shortcut. If we head through the other formerly-closed door in the grid of identical rooms, we can head up a staircase and come out of the right-side door in the entrance hall. Once there, it's only a few steps to the exit.
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All right then, not much to do but head on back.

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We find Randolph in the room where we originally met him.







Oh shit, we're about to get roped into a lecture, aren't we?









We follow Randolph into the hallway. We could have come here before, but the door Randolph is standing in front of would always be locked.





As a matter of fact, we do. It was rather incidental, but we heard this from several NPCs in the Empire.



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(This is also the music that plays on the title screen, since I don't believe I've mentioned it before.)






Fade to black...









Fade to black...


This last screen looks like a heavily edited page from a real book. Looking at the title I can make out the remnants of "TO THE READER". I wonder where it's from?



Er, hang on, I thought you said the scrolls, the strange rock, and the history of this continent were all tied together somehow. As far as I can tell you haven't connected them at all.





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Fade to black...
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Next time: Finally, someone who displays the proper response when Hilbert flashes Alexander's seal...