Part 29: Signal Investigation
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There's probably a ship in Carina. We don't actually know what it is yet. The optimism is helpful, though.
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Irving, Chen and Blair don't have updated dialogue right now, oddly. We'll still totally check out the store though.
The Revolver is a fancy and cool gun. It's pretty weak, but does a minimum of 4 hits that you can target! That's kind of ludicrous. It also has Cripple which is Rakunda with damage and Rock Bullet making it sort of a better Jackal. It's also much easier to get than the Jackal as it only requires AT Antlite III x2, Jaki Bolt x6 (Gremlin) and Kishin Horns x6 (Take-Minakata).
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The Mage Ring can fuck off though. +20 MP and does nothing else? Requiring AC Eridite x2, Snake Runes x2 (Vouivre) and Fallen Tome x3 (Dantalian) is some right bullshit. Just like by default.
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Balm of Rising is good and useful. "Only" need Rising Core x3, White Core x4 and Revival Core x3 for each one you make. Not like that's hard or anything but the White Cores especially limit how many you can make in bulk.
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So we're just gonna head into Carina right away. This Momunofu is added here when we're investigating that strange signal. I don't really know why either.
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Nothing else in Carina itself either, so we'll skip on over to the helipad.
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Ah, so we're about to see what happens when the Lightning finally returns.
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> Someone radioed in.
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> You were taken to a man wearing a black Demonica...
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Just in case it wasn't super obvious by now, Jack is absurdly smug for no good reason. Jeez.
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Uhhhh.... sure. That is definitely how that works. Yep.
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Not... really? Sort of already been everywhere we can. Didn't find any of them.
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Well, duh. Arthur did say it was the prototype after all, and I know my anime cliches!
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I really can't disagree with Jimenez here. Like, at all. Jack himself was absurdly slimy and overly smug and sardonic about, uh, everything which just immediately gives off a bad impression. Sure hope these guys aren't meant to be our proper Neutral faction...
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Just outside the helipad, there are a couple members of Jack's Squad we can talk to now.
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I can't really say they're doing much to endear me to Jack's crew though.
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But this is a pretty big deal, so of course everyone comments on it.
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I suppose Blair asking about JTR and then giving a terrible non-explanation makes up for earlier.
Let's just go see that Ghoul friend of Jack's.
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> The demon disappeared.
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Whew, okay. I think we're finally done with all the talky bits of this sector for at least a little while. You can already see on the hedge there that the visuals here are gonna be a bit... different.
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First though, we have a hidden door here that technically serves a purpose. It might as well not for all the minimal difference it makes. You'll see.
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There's also this, at long last. Took a while to get for once, huh?
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The hedge mazes that surround the control rooms put me in mind of Alice in Wonderland. As for the central control room itself, it's a simple rectangular building. The walls are covered in monitors and control panels. as well as depictions of human history...
> The data is corrupted, preventing you from reading further.
Right, so that one last path from the teleporter?
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Leads to a room that looks very different. That bit of green corruption from that one hedge is now everywhere. It makes it clear that Eridanus' living environment is just a much better facsimile in its original area; this is where its all broken and run down.
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Before we actually touch this area though, look! It's a better Mishaguji-sama than the one that guy gave us! His best demon ain't shit.
Alright, so let' see where we can g--
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Heh. Alright, cool. Makes sense. We've had hidden doors and teleporters the entire time. We've been eased in, now let's put it to use!
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Okay, now I'm gonna be honest with you here. This part of the Sector?
It's short, it's simple, it doesn't pull any nasty tricks. There are barely even any traps. If you know where to go, it takes about 3 minutes to get through all of it.
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It also starts off by tutorialising you very heavily on what you're going to be doing. Each room is a small chamber with 4 spots and at most 3 of them are teleporters. The initial area has 1 that brings you back to itself and 2 that put you in the Chakra Pot room. You then have a 50-50 chance of progressing to here, or returning to the start.
Making progress is heavily weighted in your favour right now.
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I'm not going to cover every single step of this place, because there are more teleporters than there are places you can be teleported to. In terms of SMT teleport mazes, this doesn't even remotely compare to ones that have come before it. The final dungeons of both halves of Digital Devil Saga, for example, are both way meaner. And comprise two of the three dugeons that have teleporting at all across both games, so y'know.
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There's an optional terminal about halfway through (yes, really) if you need it for anything. No heal spot, but this is already more generous that I would be if I was designing this place.
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Just south of it is some stairs leading up that we will take. The spot behind us is obviously a teleporter back into the maze area.
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The stairs just lead up to our first Anubis Stone and a bunch of poison tiles. There's a terminal RIGHT THERE so if you don't have Medic equipped, you can fix that immediately.
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The teleporter on 1F by the terminal brings us to a room with this guy. I'm going to use him as a reference point. That's why he exists after all.
Going right from him is a way to get to the terminal if you need it. It's not the fastest or best way, but it's the easiest one to remember.
Going up from him?
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Leads to what looks scary for all of half a second. If you have Medic equipped (and if you've been paying the slightest bit of attention to Eridanus before now you do), there's nothing to worry about.
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Not that it stops this guy from complaining about it, mind.
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The spot the right there sends you to the terminal. It is very hard to get lost, because many places do this. They send you to the best place to reorient yourself. It's ridiculously generous in that way.
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The teleport at the top of that previous poison area sends you to another one. This the second and last poison tile section of the maze. They're also both completely optional, by the way.
Two of the teleporters in this section put you back to the terminal, again. The one that doesn't? Puts you in a one square alcove with a teleporter right in front of it. That teleporter sends you back to the terminal.
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So, we'll go back to the left/right guy in the middle here and take this opportunity to talk about the demons in this area. Yes, fights still happen and they are against new things. If this is too much for you to handle, you have Medic. This means you have Enemy Lullaby. There are two conveniently placed Terminals to equip that if you really want (one right by the entrance and one right here).
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We already have a Mishaguji and he's not that big of a threat to fight against really. Neither is Senri, but she at least has something of note in that she is immune to Charm.
Everything else is stock cookie cutter 100% ailment resistance, 125% weak to Elec etc. etc. Very boring! But at least her Source gives Magarudyne so that's something you could maybe care about at some point.
...Except the ma-dynes are awful. Never mind!
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Dominion is a thing we have and is more of a "turns up here" thing than anything of actual note. Yurlungur is notable for being level 28, first turns up here, is the Snake BELOW Vouivre and is really awful! Ice Breath is sort of noteworthy for being a skill that is awful. It has a base power of 60 and costs 19MP. It is weaker than Mabufu, costs more than Mabufula and makes up for this deficiency by hitting 1d4 times against random targets.
So it doesn't outdamage the ST mid-tier, never mind those dynes you definitely have by now.
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Rakshasa is Rakshasa. He would be good if only his base skillset wasn't abysmally terrible!
Arachne is new at least. She's immune to Paralyze and Poison; everything else is stock and what you'd expect. Except her base attack. That's Physical and has a 10% chance to Charm. That's pretty darn good for a basic attack from a random demon! Plus her Magic is her worst stat and has a 12% growth rate, so you're double-incentivised to use her properly.
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Right, so back to the left/right guy, we'll go left here like he actually suggests.
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This brings us to the Caladbolg, which is right on the critical path (as is the Chakra Pot).
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The Celtic sword that can cleave hills in twain here is relegated to simply cleaving a things nerves' instead. Pretty useful and its a stronger, controllable Nihil to boot. Personally, I'm gonna stick with the Gae Bolg but this one is worth using instead if you want.
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From the Caladbolg, up gives you a potentially quick way out (it sends you back to the 3rd chamber) and right puts you back at the terminal.
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The only other path gives you the Hydro Apple. That's one done, already.
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We'll just go dead ahead from there, because that puts you - you guessed it! - back at the terminal so you can save and checkpoint yourself if you need to.
Seriously, this place is really generously designed.
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South from the Apple might be the meanest spot of the area.
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There's a long path that you have to weave between two teleports. One is terminal, the other sticks you in one square between two teleports that send you to either the terminal or the poison tiles that ultimately send you to the terminal.
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The stairs lead to an area that gives you a hidden door. The first one in this part of the area, so it's gotta be good!
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Haha, nope! It just gives you Spriggan's forma drop as a fixed forma. That's it.
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Navigating around to the right brings you to a teleporter here. This one...
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Puts you back in the central hub. This is probably the only maybe sort of mean spot and even then it's just a quick exit, getting back to the Hydro Apple chamber takes maybe a minute plus it's so funny that I just have to like it.
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The top alcove in the Hydro Apple room brings you to the part of this room that you can do something other than go to the terminal in.
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It just drops you on the Kurt Vonnegut reference.
...Yes, really. After the Hydro Apple, the second one is about 30 seconds away.
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From here, we have stairs leading back up the hub.
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There's a hidden door here, but we can't open it for a while. This is a good time to remove Medic if you haven't already.
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Just south of the stairs leading up to the central hub, there's a hidden door.
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This leads to a more open area and signifies that we're done with the teleporters.
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There's a couple doors in this area, and this is the one we'll be going through first.
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Because it gives us these stairs, and they're what we want.
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Because they give us a bunch of cold rocks. That's totally all we came up here for.
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Oh and I guess because instead of teleporters, we have pit drops.
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And one-way doors.
Y'know, on paper I should hate this section more than the maze. I don't though. It's still ridiculously small, very generous, there's minimal guesswork involved with which hole drops you where...
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It's just way more tedious for me because I am jumping into every last one of these suckers. I gotta get my map completion!
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That upper hole makes you go through the one way door back to the teleporter section. It doesn't, but it does. You'll see.
This also forces us to take the last teleporter.
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That puts us back at the start of the area. If you opened the shortcut in the hub, you just turn around and take the stairs. If not, you have a 2 minute trip instead.
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But now that we've done that, this is the entire teleporter maze. All of it. This is how big it is. There are 35 teleporters (I counted), and only like 20 spots they can drop at. Out of those 35, by the way, about half of them send you to the terminal directly or put you on tiny fixed paths leading to the terminal anyway. Even in the remaining small pool, there is still a significant amount of overlap in places. It's really not hard to just remember which one leads where.
And if you can't, for any reason, you can just map it out. On paper. It's really not difficult; I don't have a super-good memory and I can memorise this entire area.
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Anyway, back in the hole-y land, Bifrons here is just clearly telling us about the holes. Seems like we might have to navigate a path of dropping down in the right areas or something.
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And given the number of one way doors littering the place, it may also be really easy to screw yourself over.
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There's plenty of stairs leading between the two floors at least.
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But let's take a minute to talk about new demons again. The pit drop section adds a few new ones for good measure!
Legion is... kinda crap. He's weak to Fire and Expel, resists Gun, Ice, Elec, Wind and nulls Curse. His skills are Last Resort, which we saw on the Formless and Shock which is electric Ice Breath. He's also 300% weak to Mute and has Dantalian's 150% Phys weakness for good measure.
Vivian meanwhile is unfairly good, to be honest. She resists Ice, Expel and Curse. Has no ailment resistances but has no weaknesses either. She has Spring of Life which gives her survivability and Frolic which is multi-target charm at a base 70% rate. Her only attacking spell is Mabufula which is bad but fixable and it's the only one of the three she puts on her Source as well. Spring of Life is replaced with Diarama which is fucking terrible.
Frolic is replaced with Luster Candy. +1 to all stats (because it's RaSuTa). Yes. This is a thing that happens now.
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Orthrus is simple but effective. He drains fire and is weak to Ice. That's it, very ho-hum. He has Fire Breath (lame) and Fire Boost at least. He also has Mega Claw which is something. Mainly only want an Orthrus to Friend Item/Extra Item his forma easily though; it is required for one of the few store bought accessories that isn't completely dogshit terrible.
Fuu-Ki is to wind what his brothers are to Electric and Ice. He's weak to Elec, Nulls Curse and Reflects Wind. His source gives Garudyne and Wind Boost. Very simple, but very effective.
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Those four are all we have that's new to deal with, combat-wise. The holes over here are kind of way meaner than anything else in the area though. If we fall in any of them, we have to take the one way door back to the teleporter.
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Well, like, we don't HAVE to. But we have to.
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You are trapped in this area, those stairs lead to holes that drop you back in this area, until you take that door and leave. It being one-way and forcing you onto a teleporter is kind of a weird mercy. If it it didn't, then you could stumble into this area earlier, think it was progress and then get frustrated by how you're just stuck in one small section.
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We'll head over here for a minute though.
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There is! It's what Bifrons was actually referring to, even.
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Just gonna grab this real quick first, though.
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See, the dark secret of this entire area? All of it is optional.
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That door there is a gate search door that leads to these stairs. This is not a shortcut to these stairs. This is the only way to get to here. They lead to progress. You HAVE to find that Gate Search door to get anywhere. Doing anything at all with the holes is entirely on you.
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...But there's also more to the south, so we'll go through that door first. There might be more things to find!
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There's more stairs over here, along with one way doors that loop back onto the upper area and also this area for some reason.
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More important though is that those lower stairs lead to a wide-open area with many holes and also these Zionga Stones.
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And also a delusional crewmate.
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See, I DO know where the holes are. The holes in this room are the only holes that potentially lead to the progress stairs. The stairs you pass to get to the stairs that lead here.
I'm just gonna run around and jump into all of them.
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This hole here drops you into the corridor with the right stairs in it, by the way. It's kind of pointless, but it's here so.
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This is the only hole that leads anywhere different or interesting.
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It sticks you in a tiny corridor with a one-way door and some stairs.
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It lets you get 10,000 Macca which I'm sure is going to be ever-so-useful. And there's a one-way door here back to the open area. The only way to get through to that money and the door leading to the open area is to go through it, though, so you can't skip the gate search door this way either.
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The last hole over on the right open area drops you near a one-way door. That leads to this entrapment here. Poor guy is stuck and doesn't even know it yet.
That said, this area is kind of my favourite spot to grind out the Fiend spawn/sector Forma. There's a good spot in every sector and this is the best I found for it here.
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fucking aaaaa not prepared for this guy and he just jumped me on the way back to the shortcut
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Whew boy, Red Rider is a pretty strong boy in theory. He's probably less threatening than White though.
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Much like White Rider, or Hare of Inaba or Mayahuel his weakness is misleading. He's weak to Ice, but he's really just neutral to it; it's just there so we can get through his 1400HP at a reasonable speed with Co-Ops.
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Acid Breath also helps a lot with that, though.
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I don't know why I gave Sukunda a chance to try and redeem itself. It sure didn't.
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What makes Red Rider less threatening than White by the by is that his biggest moves are all single target.
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But Hyper Skull Crush lives up to its name in his hands, jeez. I really should've switched Rakshasa in to both resist this better and also to like use War Cry twice to gutter his Strength.
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He CAN also use Maragidyne sometimes, but that's it. His third skill is Retaliate, which is an upgraded Counter.
Also, yeah, both this version and the usable one are both immune to all ailments (except Rage which is amazing).
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He drops Bead Chains which is nice at least. Shame about that whole 2% spawn rate thing.
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Not much else left to the actual area itself, either, to be honest. Got this to luckily spawn I guess? It could be useful, I suppose.
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We'll just take the progress stairs because they complete the mid-tier Elemental stones. We don't get Agilao here, since we got them before giving Irving the Goetite.
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There's a heal spot and terminal here if you need them, but there's a long path over here that's a straight line from the stairs.
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It leads to the most obvious hole of the bunch.
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This in turn leads to an obvious one-way door out and another door to the south. We'll take the latter, of course.
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Leads to stairs heading on up and another terminal immediately after the last. That's so weird.
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The stairs up lead to this, and the path continues around to another hole. The Luck Incense is pretty nice, since Luck is the only stat that really matters for Hitonari.
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That hole drops us by a gate search to return quickly to the entire hole area. It also lets us grab the final rare forma for Jack.
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There's a gate search door over here as well, that lets you get to the stairs to the hub. It's kind of redundant, though.
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Because there's one over here that puts you right next to the entrance of the sector. Well, that was a good way to stretch our legs. Let's go take this stuff back to Jack...
Well, uh, one last thing before we go:
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