Part 49: New World Order

Welcome back. Last time on Last Scenario, we boarded the Lemuria in spectacular style and confronted Tiamat. While we were able to defeat her, the loss enraged her to the point where she was willing to attempt to kill us by blowing herself up with her powers. But her plan was foiled by Alison, who sacrificed herself to pull Tiamat off the ship at the last moment. Now that the Lemuria is ours, we're ready to take the fight to Castor, but before we do that, Drakovic and Grauss have suggested that we utilize our newfound air superiority to take down the Kingdom, so we're going to be taking care of that first. Let's get to it.
Music:


We begin this update on the bridge of the Lemuria, as I go to save following the battle with Tiamat...

... only to find that Ethan has inexplicably disappeared from our party. This isn't a glitch; rather, when we talk to Moritz to get moving...





Well, that gives us a good excuse to check out our new airborne digs. Let's see what we've got here.



There's not too much to see in terms of new rooms, since all of the locked doors we found last update are just shortcuts between areas we've already explored. But it's interesting to note the diversity of NPCs here: there are Republic, Empire, and Havali citizens scattered about, and hey, there have to still be some Kingdom soldiers onboard, right?

Also, there's a Havali woman in the engine room that we should probably play Hex with, because...

... she carries the Ortas tile, probably the best all-around tile in the game. Unfortunately, his tile also brings along what is probably the toughest trade decision in the game, as he trades for ten Sacred Orbs. It's not the no-brainer that Selene's Warding Charms were, but ten Sacred Orbs is still a pretty fucking sweet reward. My guess is that I'll probably trade him in late in the game, once I've gotten almost all of the Hex tiles.


Bergheim is also hanging around here and appears to have chilled out significantly, but there's not much we can do with him.

Elsewhere on the ship, the merchants we've been carting around have set up shop in the room where we found the Terra Bow. The item saleswoman's selection is unchanged, but the accessory and spellcard merchants have seen a sizable upgrade.

In addition to his old inventory of really outdated items, the accessory salesman now sells Signs. Each one grants a sizeable boost to a single stat as well as a couple of status immunities, though as usual Warding Charms outclass them in pretty much every way. Still, here's the list:
Warrior Sign: +35 STR, immunity to enfeeble and blindness
Wizard Sign: +35 INT, immunity to amnesia and silence
Sentinel Sign: +35 VIT, immunity to petrification
Priest Sign: +35 RES, immunity to chaos
Ninja Sign: +35 DEX, immunity to poison and instant death
Duelist Sign: +35 SKL, immunity to sleep and berserk
Runner Sign: +35 SPD, immunity to slow


The spellcard salesgirl, meanwhile, has made an enormous addition to her inventory, selling virtually every spellcard that's been available up to this point in the game. While she doesn't sell anything that we didn't have a chance to obtain ourselves at some point, there are still a few cards here that we haven't seen:

Crisis: Whirlwings (80MP): Temporarily raises the entire party's SPD by a large amount.
Stat changes: -3% STR, +3% SPD, +5% DEX

Crisis: Whirlpool (90MP): Temporarily lowers all enemies' RES by a large amount.
Stat changes: +5% INT, -3% VIT, +3% LCK

Also, it appears we are now so famous that the Hex community of the world is willing to open a mobile trading post onboard with us. There's nothing special to separate it from any other trading post, but the convenience is nice.

Anyway, we were looking for Ethan. We find him talking with what appear to be the remnants of the Kingdom forces where we fought Tiamat last update.

Music: None


Fade to black...








Music:

And with that, we're complete again.


Just like with the raid on the Lemuria, we'll be starting the attack on the Kingdom capital by talking to Moritz instead of flying there ourselves. But we won't be attacking just yet, because...

... we need to take this baby out for a spin! The Lemuria is incredibly fast (to the point where it's actually somewhat difficult to make precise movements with it) and can land on any flat ground. With it, the entirety of the world map is open to us.

And I mean the entirety.



Music:

That something is the Tower of Sacrifice. At this point we're actually slightly overleveled for this area, so we might as well polish it off while it's still vaguely a challenge, rather than steamroll the place later, which would probably be a lot more boring for a Let's Play.


Unlike the previous towers, the Tower of Sacrifice presents us with a puzzle before we're even able to get in the door. There are four movable pillars in the outer area, as well as four stacks of boxes near the entrance.

It's not immediately apparent, but the solution to this puzzle is to push each of the pillars up so that each one is the same number of spaces away from the top of the area as there are boxes in its corresponding stack. Once we've done that, the pillars disappear and the door opens.


To no one's surprise, the Tower of Sacrifice is also centered around pillar puzzles. But it's a little different this time, as when we interact with the dinky pillar in our way...

... we pick it up. The gimmick behind the puzzles in this area is that each little pillar can be picked up and then dropped in a different spot, but while we're holding one, we can only turn instead of move.

Just like with the previous towers, the Tower of Sacrifice has a closed door right at the entrance, with a couple of side paths nearby. We head towards the one on the left...

... and then a fucking shark leaps out of the floor tiles as though they were water

This is a Land Shark, and as you might expect, they don't have much in the way of attacks beyond biting us. They can attack regularly for about 500 damage or use Mauling Bite for 625, but at our current level we have enough HP that this isn't a huge deal. That's kind of going to be a theme for the enemies in this dungeon, actually.


Heading downstairs brings us to the first real puzzle of the dungeon. This setup isn't very difficult, though, since we can just pick up each pillar and plop it in the space we just came from.




There's a switch in the room beyond, but it doesn't seem to do anything.

There's also a copy of the Dual Strike spellcard in the back of the room, which I'm not sure I really need a second copy of. It's probably pretty nice if you didn't steal one from Castor way back when, though, as I don't think it's possible to get it otherwise until now.

There's no choice at this point but to head back to the center room, and as we're doing so we find some new enemies: a Devourer and a Storm Elemental. Devourers are pretty lame--they can only attack for about 300 damage and are weak to fire, so Lorenza can kill one from full health with a single Inferno. Storm Elementals are similarly weak but have a bit more of a varied skillset: they can attack regularly for 300 damage, use Miniature Cyclone to do about the same, or use Violent Tempest to inflict the entire party with 275 damage and amnesia. They also occasionally drop Aeolus Bags upon death, which cast Whirlwind when used.


Heading down the right staircase in the center room brings us to a pillar puzzle that's a bit more involved. It actually looks like we can't reach any of the small pillars here, but...

... it turns out the tall pillars are movable too.




There's a second switch in the room beyond, which actually seems to accomplish something. There's also a Healing Orb in the back.




Pressing both of the basement switches opens the central door, and after following the winding path behind it, we find a much bigger pillar puzzle.

We also find the last new enemies of this dungeon: a Discord Bug and a Toltec Pillar. Discord Bugs are pretty weak, but they have the supremely annoying characteristic of inflicting chaos with their regular attack, along with about 225 damage. Toltec Pillars, meanwhile, are just straight upgrades of the Tiahuanacus we fought in the Entalar prison, with a regular attack for around 325 damage and the technique Crush, which inflicts a bit more damage and silence.

The treasure chest on the left side of the big pillar puzzle is definitely one you do not want to pass up. The Medicine spellcard, if you've forgotten, heals all status effects, and if you don't pick up the one here you'll have to pay 250,000 gold for it elsewhere. This is a deal I can get behind.





The last puzzle of the dungeon is a bit deceptive. Although it looks like we just need to move each pillar up a few spaces to the switches...

... it's actually impossible to put each pillar on the switch above it because of the picking up and dropping mechanic, so we need to put each pillar on the opposite switch.


Once the door is open, Hilbert puts on a Knight Shield. Everyone else has proper status protection at this point.



Maybe this key will be a little more interesting?
BOSS FIGHT: Key of Sacrifice
Music:


Nope.

You've seen this before. The Key of Sacrifice spends two turns casting Wave techniques, and then follows up with three turns of physical attacks before repeating the cycle.


That said, while the Key of Sacrifice isn't too bad damage-wise at our current level (this shot is with M-Shields up), you definitely want to bring equipment to nullify Disruptive Wave, or things will go south in a hurry. Disruptive Wave inflicts chaos.


Its other wave is Deafening Wave, which inflicts silence. Like all Keys, Sacrifice can also attack regularly or use Spinning Attack, but I don't think you guys need pictures of those.

The Sacrificial Dress the Key carries is a pretty cool piece of body armor for casters. In addition to granting immunity to silence (not that Lorenza needs it anymore), it also grants +16 INT. Lorenza will be putting it on following the battle.

That sure was a Key battle.
Music:


At least we get a level up, I guess? The enemies in the tower weren't providing much in the way of experience.


As before, we land the Key of Sacrifice as an item for winning the battle, but once again we're really here for the treasure room.






This time around the haul is pretty good. Despite its name, the Blessed Armor is a mage armor, but it's one that even Matilda might end up wearing, because it grants its wearer a permanent M-Shield. There's also our fourth Key Tablet III, giving our entire party five spellcard slots, and a couple of new cards to equip in them:

Crisis: Mega Shield (125MP): Temporarily grants both the P-Shield and M-Shield statuses to the entire party.
Stat changes: +3% INT, +3% VIT, +3% RES, -2% DEX

Crisis: M-Protect (200MP): Temporarily grants the entire party immunity to all status effects.
Stat changes: -2% SPD, +6% RES, +3% LCK
X-Shield will pretty much be our go-to defensive buff for the rest of the game, if for no other reason than that Mega Shield is cheaper to cast than Bastion. Protect, on the other hand, is less useful than it first appears. Immunity to all status effects sounds nice, but in Protect's case, "all status effects" means all status effects, including benificial ones. Still, it doesn't dispel any statuses the target already has, so you can use it after you're done buffing a character to give them a temporary Warding Charm.

Now then, that's enough optional shit for one update. It's time to take on the Kingdom.

Fade to black...
Music:



Once we've decided to attack, we cut to the Imperial forces in Southbridge as the shadow of the Lemuria passes over them. We also start hearing Last Scenario's "stealthy" music, which seems a little odd seeing as how this attack is pretty much the least stealthy thing I can think of.



Elsewhere...




Elsewhere...







Fade to black...



Fade to black...





Fade to black...






Fade to black...






And we're thrust into battle with four of the Kingdom Troopers we fought on the Lemuria.





With that, we have control. This segment is fairly similar to the infiltration of the Republic council hall.



They even start the same way, with the obvious route to our destination being closed for no good reason.

This room has exits to the west and east, but first we want to head up the stairs and around the room to this other exit, because...





While we could head to the east from the central room, it's a dead end and only filled with a bunch of rooms with soldiers in them. Instead we need to head to the west, where there are also a bunch of rooms with soldiers in them, but also a path onward on the lower floor.




But the next room has even more soldiers in it. Hilbert automatically walks forward here before quickly ducking back behind the wall.






Fade to black...

The basement of the castle isn't a sewer level or anything. There's no battles here; we just need to follow the path.



There is a locked door along the way, but that's the only thing of interest.










Well, that's convenient. We're right outside the throne room now, but we do want to check out this one door nearby.



That's because after we kill the soldiers in the room, there's an interesting spellcard behind them:

Crisis: Flurry (75MP): Launches a powerful physical attack against all enemies, but also deals a small amount of damage to all allies.
Stat changes: -2% max HP, -2% max MP, -1% VIT, +6% SKL
Brutal Attack is a pretty good trade--with Matilda it can deal over 1800 damage at this point in the game, and it only hits her for 300 in return. The main downside is that Matilda is obviously the person we'd want to use it with, but she doesn't have the MP to cast it very much. Maybe Ethan would be a better candidate.

Now then, let's go see this king fellow.


Music:






Although he's a minor character as far as this game's plot goes, I do at least like that Alfred's motivation for trying to conquer the world is something beyond mustache-twirling evil. Granted, "daddy issues" is a pretty fucking flimsy reason to start killing people, but hey, that's why he's one of the bad guys.







Fade to black...

And suddenly the game hands control back to us. There's nothing we can do except leave.


Once we do, however, we find some familiar faces.



















Fade to black...
Music: None




Fade to black...
Music:













Music:





Fade to black...




Wait, what the hell? We have seismic sensors now? What doesn't this ship have?








Music:






And the game does just that, automatically navigating us to a small, featureless island in the middle of the ocean.
Fade to black...



















And with that, the final dungeon begins.
But we won't be seeing the inside of the dungeon for a little while. Last Scenario still has a couple updates' worth of sidequests and post-game content, and as with my Exit Fate LP, I'd like to show it all off before we finish off the plot. Among other things, we need to find everyone's ultimate weapons, figure out what those keys we found in the towers are for, and most importantly, of course, we need to learn the secret of Hex. In order to ensure that the final dungeon is still a challenge, I'll be leaving a save here so we can go through it at a proper level. But we'll be seeing a lot of interesting sights before we come back to do that.
Next time: What do you do when you face an undefeatable opponent?