Part 31: Saboteur

Welcome back. Last time on Last Scenario, we decided to investigate the facility that Ethan was imprisoned in, and made our way to the town of Gleston to do so. There, we ran into Zawu, and in a surprise twist, she decided to help us get to the facility and asked us to destroy it. While we're still not sure whether or not we want to fulfill Zawu's wishes, we're dead set on at least figuring out what's going on in there. Let's get to it.

When we ended last update, we were standing right outside the facility. So let's head in.

Music: None
The Biorite Facility has no music. Instead, the only sounds are distant drips of water and air flowing through ventilation shafts. It really adds to the creepiness factor.








With that, we're given control, and almost immediately we run into this area's gimmick. There are a number of doors in the facility with letters next to them.

As you might expect, they're all locked. We'll need to find keys for the various lettered doors in order to progress in this dungeon.

At least the facility designers are kind enough to leave some treasure lying around for us.


There's also a door that we can't enter near the starting point. Obviously we don't want to head out the front door right now, but it'll probably be helpful to remember this if we decide to go with that whole "blowing up the facility" plan.



One of the nice (if slightly annoying) touches of the Biorite Facility is that it's not just a straight path for us to follow. There are a number of small dead ends in the form of storage rooms, offices, and maintenance areas, and while they're usually empty, it helps cement the impression that this is an actual working facility and not just an RPG dungeon.

The fact that there are guards around helps with that too. It took me a surprisingly long time to run into a battle here, though.
Anyway, these are two Guard Dogs and a Rosehart Soldier. Rosehart Soldiers are straight-up pathetic, dying extremely quickly and dealing very little damage with their attacks. Guard Dogs are at least fairly fast, but their attacks only do about 75 damage and they go down quickly as well.



Now then, let's actually start exploring the facility proper. At present we only have one way to go, and it's not long before we find an A door to complement the B one we saw earlier. Can you guess in what order we'll be unlocking these things?



There's an unlocked door nearby, but before we can enter it we're attacked by a dude that looks an awful lot like the Prototypes we fought on Grey Peak. This is a Prototype Beta, and it's a rather nasty mix of Prototypes #4 and #5. It has some new elemental -mancy attacks, all of which deal damage and inflict status effects simultaneously. Petrimancy deals about 80 earth damage and petrifies a single target, Luminomancy silences the entire party while dealing 70 light damage or so, and Lunamancy hits the entire party with 70 dark damage and enfeeble. These guys have a fair bit of HP, and they also occasionally show up in pairs, so they can be a pain to take down. Still, they're just regular enemies, so you're not likely to be dying to them or anything.


Behind the door we find another corridor and an office, which allows us to see another unique feature of this dungeon. The book on the table is a journal, and we can interact with it to get a bit more backstory about this place.



Well, that was fascinating. At least there's a pretty nice treasure chest nearby.


Further down the corridor Randolph points out that we can take a look at papers lying around, in case the player hadn't figured it out yet.

But mainly I just included that shot so I could show that the game was so eager to put us in a battle that it started one the literal second Randolph finished speaking.







With the key we can head out the southern exit, which loops back around to the A door we saw earlier.


Just beyond the door we find another new enemy, the Rosehart Captain. Captains have enough HP to actually survive for a bit, and can attack regularly for 105 damage or with Strong Slash for 125. They're still pretty easy though.



There are several side exits off the corridor behind the A door. One of them leads to what looks like a break room, with another book on the table.




Nearby we find the locker room the note referred to.

We grab the key from the back of the locker...

... and then start looting the place. The Thinking Cap is a mage helmet that, as its name implies, also grants +10 INT. Lorenza puts it on.



In addition to the locker that contained the Thinking Cap, a number of other lockers in the room are open, and while most of them are empty, there's still some treasure to be found. The Marid Tear is an attack item that casts Waterfall.








Fucking monsters, using dogs as test subjects like that.






Huh. It sounds like not everyone on this artificial key project is an evil bastard. Nearby we find several Tents, which is basically SCF throwing the player a bone, since once you're in the facility you can't leave.




A little further ahead we find another A door, and once we enter it Hilbert automatically starts walking towards the machinery at the back of the room.
































Following the scene, we're dropped behind a B door that was presumably on the other side of the generator room. Trying to open it will just lead to Hilbert saying that they've sabotaged the door, so we have no way to go except forward.


At the end of the corridor is two doors, and the western one contains...

... uh...
...

(Actually, nothing further ever comes from this revelation, but I thought it was a neat touch. And yes, all of these save points are functional.)


The other door leads to a bridge over a very large amount of biorite.



And in the next room, Ethan decides to pipe up.




This hallway is full of doors that lead to cells containing people trapped in biorite, like in the shot above.


One of them contains a chest and some more papers.






We continue through the cell corridor and end up in a room with a guard.






























Another guard wanders in.



And then we end up having to kill both him and Hawk. They're just regular enemies, so they go down pretty quick.





And control is returned to us. We can check out the notes on Hawk's desk.




Heading south brings us back to one of the rooms we already explored near our starting point.

From there, we can head back to the other B door we saw earlier...

... and behind it, we find... a rather unpleasant sight.




The are a couple of exits off the prototype-growing room. One of them leads to a small furnace area that appears to be empty.

There are also some more notes to the north.




Past that we find a C door, and in an office nearby there are some notes referring to some melting vats. Hmm, didn't we just see something that fits that description?


True enough, there's a chest behind one of the barrels here, which you can kind of make out even without the hint. The Barbarian Mail behind it isn't particularly worth it, though. It's an armor that grants the wearer +30 STR and +15 DEX, but it actually inflicts a VIT penalty (as in, you'd have more VIT with no armor at all) and the wearer is stuck with a constant berserk status. Yeah, I think I'll pass on this one.


Afterwards, we continue on and find some more caged dogs. Looks like someone left a chest in one of the cages.

Pulling the switch nearby opens the cage doors and allows us to head inside. The dogs won't move to escape, but coming into contact with them on the field will start an inescapable battle against two Guard Dogs.

The chest contains our first new spellcard in quite some time, as well as our first light attack spell.

Crisis: White Glow (46MP): Restores a moderate amount of HP to all allies except the caster.
Stat changes: +2% max HP, -3% VIT


Anyway, apologies for the dryness of this dungeon so far, but we're almost done, I swear. The next room appears to be a large library, and there are a couple of sets of notes here.









Another scene begins as we enter the next B door.
















And we're given control. We can get things started by interacting with the machine here, but we should probably take a look around the room first.

For starters, there appears to be the first ever instance of a locked chest in this game. Not much we can do about this at the moment. There are some more notes nearby, as well.






Well, that's convenient. That's all there is to see in this room, so it's time to get our sabotage on.





Everything turns red as the facility starts to shake.

Music:

And as the Crisis track starts playing, a countdown clock appears on screen. By RPG law, that means we're actually going to have to hoof it out of here before time runs out. Fortunately, 15 minutes is more than enough time--we'll probably be able to get out of here in less than half of that.

Before we go anywhere, though, it appears the energy has blown open the locked chest, which contains the C key.

Which is good, because the way back is now blocked. We'll have to take another path to get out.




Random battles still occur during our escape, and the clock doesn't stop while they're happening. While there's no pause function in battles, it's still possible to pause the clock (and the rest of the game) by making another window the active one on your computer. I believe that's something common to all RPGMaker games.


The next room is absolutely crawling with on-field enemies, who periodically move. Like we saw with the dogs earlier, coming into contact with any of the enemies here will start an inescapable battle: two Guard Dogs for the dogs, and a Prototype Beta for the humanoids.

There are several chests in the area if you're willing to cut through a few enemies. This particular chest also has a rather interesting set of notes nearby.





We grab the other chests in the room and run like hell. We end up coming out of the other C door we saw earlier.



But as we leave the prototype room, we find someone waiting for us.



BOSS FIGHT: Biosynthetic Mutant
Music:


Huh. You know, this mutant looks awfully fami--... ohhhhhh.


The Biosynthetic Mutant is a giant sack of HP, which isn't really what we wanted to see while a countdown clock is running. Fortunately he has a very exploitable fire weakness, and if you feel like having fun you can also cast healing spells to damage him, though that's not very MP-efficient.

As usual Hilbert grabs the boss's steal on the very first try. I haven't figured out who's getting this or the other capsules we've found just yet, since I don't want to think about that while the clock is running.


The Mutant has a number of very strong attacks, but his most dangerous moves only hit a single party member. His regular attack is capable of two-shotting Ethan and Lorenza.


He also can hit everyone on the field with dark damage, including himself, with Dark Agony. His darkness absorption just means it heals him for a small amount, though.


And lastly, the Mutant's most powerful move is Pounding Fist, which will two-shot any of our party members and one-shot Lorenza. But I was lucky and he never hit Lorenza with it, and I've got Heal cards on Hilbert and Ethan, who are faster than him, so we can usually heal up before he gets a chance to attack again.


Despite the countdown clock, this isn't really a difficult fight, because the Mutant's fire weakness and lack of RES means that Lorenza absolutely destroys him. With attacks from our other party members we easily do over a thousand damage per turn.

And with that kind of damage output, the battle ends in less than two minutes.
Music:


Sadly we don't get anything new for winning the battle, not even a new Hex tile. Oh well.
Music: None



Defeating the Mutant ends the countdown, so now it's time to get out of here.



Next time: It's time to take the fight to the Havali.