Part 19: Delving Deeper

Welcome back. Last time on Last Scenario, Randolph introduced us to Prince Wilhelm. After a one-on-one conversation between him and Matilda, we decided to support him in his war for the throne against Empress Helga. General Grauss, his chief military man, has given us our first mission: we're to head north to the mining town of Kohlen and protect a convoy of materials as it makes its way south. Let's get to it.
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We ended last update by leaving Fardorf to the north and entering a new section of the world map. So let's see what's around here.

The first thing we find in this area is Kohlen itself, a bit to the northeast of Fardorf. But the path forks to the northwest as well.


Further along the path we find a structure of some kind. Like Fardorf was, it's blocking the only way north.

Said structure is Antar Camp, the Empress's stronghold that Grauss mentioned last update. We can't do anything here, as just like with Stonewall and Herzog, Hilbert will flee as soon as we enter the screen.


Just to the west of the camp are the Antar Woods, a small dungeon. Unlike the camp, there's nothing stopping us from going in here, but there's no point in doing so now as it just leads to a dead end. We'll have to see what this place is for later.

Anyway, that's about all there is to see in this area of the world. Let's head for Kohlen.

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Well, I was planning on taking a look around anyway, so that works. The first building we find in Kohlen is the inn, just off the entrance. But the only thing here is the Hex-playing soldier on the right, who doesn't have any new tiles.



Just north of the inn is the item shop, which finally has updated stock! Green Herbs are now for regular sale at item shops from here on out, though as you can see, they're quite pricey compared to the rest of the inventory. We've already got four of them from treasure chests, though, so I don't feel the need to buy any more.


We also find the peddler we met way back in the Voldon Mountains hiding in a corner. He's turned into a spellcard shop, but a pretty shitty one. We already received free copies of Laser and Disenchant when Ethan and Randolph joined, respectively, but I suppose Revitalize is a great option if you still haven't bought a copy for some reason.



Kohlen is divided into a northern and southern screen, and in the northern screen we find the equipment shop. The guys here stock weapons and accessories, but no armor.

Kohlen's weapon selection is a step up from what we've been carting around. I sell a Purple Herb and a Frag Bomb (which I somehow seem to have obtained four of) to raise the money to buy a Recurve Bow, a Trident, and a Labrys.

The accessories on sale are different from what we've seen elsewhere, but they're all of the stat-increasing variety and I've never been a big fan of those. The five accessories here grant +15 to SPD, RES, VIT, INT, and STR respectively.


At the northern end of town we find the mine, and instructions on whom we should be looking for.






Seems simple enough. We head back to the inn.
That night...
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(Flashback time. Thorve will be narrating throughout, so I'll use his present-day portrait to indicate his words.)



















Fade to black...













Fade to black...







Fade to black...
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Following the scene, we're dumped in the inn's lobby. Time to head back to the mine.



Fade to black...



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What, you mean to say that the enemy attacked the thing we were supposed to defend? Whoever could have seen this coming?











Control is returned to us here. We can talk to our other party members to get their thoughts on the situation.






We head outside. Not much has changed here, but entering the southern half of the town triggers a scene.






Fade to black...





















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The tunnel leads to our next dungeon, the Possessed Mine Shaft. As one might expect from a dungeon deep under the ground, there's going to be a lot of earth-aligned damage here, so Hilbert puts on the Eagle Wings.




For once, we actually manage to get through the first screen of a dungeon without getting attacked. So of course a battle pops up as soon as we take a step into the second one, against several Mole Warriors and a Mole Champion. Mole Warriors are straight physical attackers, dealing about 25 damage per hit and going down in a few attacks. Mole Champions are slightly stronger and have a lot more HP, but are pretty much the same. They do have one technique in Double Club, which deals 25 damage a hit but, true to its name, can hit twice. It seems to be random whether or not the second hit activates, though.



A little further in we come to a fork, the right side of which leads to a huge-ass room without any other exits. At the back of it, we find our first new spellcard in some time, and also our first second-tier attack spell:

Crisis: P-Ice (30MP): Deals moderate ice damage to a single enemy, ignoring enemy RES.
Stat changes: +3% INT, -2% SPD
I have to say, I really like how Last Scenario handles the advancement of your magic over the course of the game. If you'll recall, the first time we tried out an attack spell way back in update 5, I said that at that point in the game, spells were complete overkill. The counterbalance to that was that we only had enough MP to cast them three or four times. As we've progressed, first-tier spells like Frostbite and Lightning have gotten easier to cast regularly, but we've also started to reach the point where physical attacks do the same or more damage.



With the new tier, we've looped back around: the best magic is now crazy powerful compared to what we can do with physical attacks, but we've gone back to only having enough MP to cast it three or four times. The back-and-forth between the power of physical and magical attacks over the course of the game is a great system, I think, and it really helps with the usual jRPG problem of battles against regular enemies falling into the rut of "select attack -> win".

Anyway, as we're heading back to the fork we hit some new enemies: an Earth Elemental and a Clay Scorpion. Earth Elementals aren't too bad in terms of their attacks, but they have the nasty habit of countering all physical attacks with Earth Shield, which hits a character for about 35 earth damage. Clay Scorpions are similarly nonthreatening most of the time, but every now and again they'll bust out Stone Sting to petrify a party member.



We head down the left side of the fork and run into some Salamanders as well. Like their little brother Blue Geckos, Salamanders have no attacks other than a regular physical attack for about 20 damage. They're also weak to ice, so if you want to see some big numbers you can Iceblast them into oblivion, but Frostbite will do the trick most of the time for a sixth of the MP cost.


Beyond the Salamanders we find this dungeon's gimmick: cracked floors. Stepping on a slightly-cracked square will turn it into a very cracked square; stepping on a very cracked square will cause you to fall through the floor as it breaks. In order to head onwards, we'll need to find a way to hit all the switches in this area and make it back to solid ground without stepping on a cracked square more than once.

Or at least we will after we grab the treasure at the top end, which there's no way back from. Matilda pops this Strength Capsule.


Falling down a hole in this screen causes us to fall back into the giant room where we found the Iceblast spellcard. It's a bit of a trek back, but nothing major.




Once we're back, we step on all three switches to open the door on the right side.




As we continue on we swipe some Mole Armor from one of the Mole Champions, an interesting little piece of armor which grants a fair amount of VIT and RES, as well as an STR boost, in exchange for permanently blinding the wearer. It can be nice on a caster, but I like Lorenza being immune to light more than I like her having slightly higher VIT.

One of the Mole Hunters in the battle also sees fit to drop a Hex tile with his mug on it. This is actually our first copy.





We hit another fork, and head down the right path to find some high-quality treasure.





The left path leads us to a cracked-floor room which is a lot simpler than the first one. We can grab the Silver Cross (+15 RES) without having to think.




But while we can continue to the northeast and find some heavy armor, the path leads to a dead end.


In order to advance, we need to head back to the room with the Silver Cross and fall through the floor.


This leads us to a room with a save point and a switch, which will open a way back to the south.


And to the north is something that's leaving a lot of bones lying around...




Now where have I seen this before?

BOSS FIGHT: Pestilence
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Well that certainly deserves the description of something, all right. Pestilence is one of the bosses that made its way into Exit Fate as well (along with the Marid King, since I'm not sure I mentioned that), but its appearance is quite different here.

There's not that much to say about his stats, though. The Panacea he carries, which cures all detrimental status effects, is fairly nice but not worth obsessing over.


Anyway, as you might expect from a boss with this name, Pestilence specializes in causing status effects. He opens the battle with Abyssal Smoke, which does no damage but poisons the entire party. Lorenza is only saved from this fate due to her Swirling Ring.


Just like in Exit Fate, Pestilence's signature move is Deathly Breath, though fortunately it only hits one character in this game. Deathly Breath inflicts a decent chunk of damage as well as a whole bunch of random status effects on its target. Also similarly to Exit Fate, the main determinant of how difficult this fight is going to be is what statuses Deathly Breath decides to inflict. If you end up with weak statuses like blindness or, better yet, statuses that your characters' accessories block, this battle will be pretty easy. But if your whole party gets chaos'd, things are going to go south in a hurry.


In addition to its status-inflicting techniques, Pestilence has a powerful earth-aligned attack in Cave-in...


... as well as a regular attack that can do a fair chunk of damage.

But I get lucky and a lot of the Deathly Breath castings happen to end up inflicting statuses that are blocked by all the accessories my characters are wearing. The only one that gets through is silence on Matilda, and all that means is that I don't get a chance to Limit Break the boss. Oh well.
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For our trouble, we land ourselves another Diamond Dust and the new Belgugon Hex tile.
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I just love imagining this guy suggesting this as though it's completely natural.




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Fade to black...
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Next time: A mission to assassinate Tazar? I can get behind this
