Part 10: Emergency Signal Inquiry


So, this is clearly that "palace" that Itsumade mentioned before. Fortunately for us, there's a Macabre to talk to just next to the Terminal.
...And the game tells us he's a Macabre instead of a non-specific Demon?







There's a pair of doors in the entrance hall, that lead to similar locations. We'll go through the right-hand side first, though.
And right off the bat, we're met with lots of damage tiles. We're going to have to carefully navigate around these.


Inside the Palace, we've got plenty of new demons to deal with. First, we've just got creepy upside-down baby head spiders called Ubu to deal with. Mudo is inherently risky since if it hits Hitonari we game over on the spot.

Goblins are Goblins. Nothing of interest that we didn't already know or can't see clear as day here.
Acheri is a little more interesting. Not for her Fire weakness or Curse resistance, but her innate skills include Life Drain which is fun (and does exactly what it sounds like). Also she VERY heavily resists Poison! As in its only a 25% chance of being inflicted.

Next up is Naga, which is a bit less exciting. He's weak to Wind and resists Electricity... purely because he has Resist Elec as a skill. Remove that for some bizarre reason and he's Neutral to it.
His source has my favourite skill name in it but we'll get to that later.


That's all for now though, so we'll keep making our way through the palace. There's lots of damage tiles in here. I did mention that before, right?

Because while I navigated a safe path to the stairs, you can see a large swathe of the map has been ignored. Almost entirely because of damage tiles. We're not going upstairs just yet, though!

Directly opposite the stairs is a long corridor that leads to an elevator. Unsurprisingly, this doesn't work right now.

So, we'll head down the left-hand side of the first floor of the palace now. Just so you're not thinking I went crazy, this side is also riddled with damage tiles.

Thankfully, the left passage has a Heal Spot in it which is very useful! So now Hitonari can hurt himself for the sake of the map being worthwhile.

While heading out from the Heal Spot, Hitonari hit level 14 so we can take this opportunity to make some new things. Itsumade+Jack Frost+Hua Po Source for this Shan Xiao since he's weak to Fire. Normally, I wouldn't worry about patching weaknesses but when it's the only one and this makes him useful in general? No point in not doing so.

Buyin' back that Jack Frost to fuse with a Vodyanik to make a Principality. Adding Koppa Tengu's source to give more variety in her magical capabilities.

Over in the right-hand corner that mirrors the Heal Spot, you'd expect the Terminal normally. Since that's right at the entrance, instead we get a fixed Forma behind some damage tiles. Just 'cause.

Oh and, no, I really wasn't kidding about this area being riddled by damage tiles. There are so many of them! Thankfully, you can avoid every last one if you really want to.

On the second floor, we have something a bit different. We're in the middle of an open square and can examine something?

It's a message on the floor telling to meander and take longer to get somewhere? That's stupid. What's the worst that could happe--


...Oh. There are pit traps as well. I kinda despise that pit traps exist on principal just because there's no indication of where they are and generally used to confuse the shit out of you. Thankfully, the latter half of that doesn't apply here because of the animation and all.

That forma we could see before is right behind the hole in the floor. It gives us some new Base Forma which has a very obvious use right out the gate.

There's also a terminal on this floor, which makes sense I suppose. Aside from the sudden addition of pits to navigate around, this floor is very linear.

So linear, that we're nearly done by the time we pick up this box of Dis-Charms.

And right around the corner from there are 2 Revival Beads. Sure, they're useful I guess.


Hey, a new demon turned up on this floor. Ippon-Datara we've seen and used before, and we know he's kind of a major threat in theory. There's nothing here we haven't seen before. Oh I guess I didn't mention before that his basic attack has a 5% chance to inflict Mute. But it does, so there's that I guess?

Anyway, there's also Bifrons here. He's weak to Ice and Expel and only resists Curse. You'd think he'd resist fire as well, but nope!
Skillwise, he has Maragi and nothing else... when we use one. Enemy Bifrons also have Tetraja (multi-target barrier that grants one-shot immunity to Expel and Curse) just because.

Oh and we got... the weirdest level up from that fight. I normally don't bother with level up screens because they're redundant but c'mon.


More important is a new level means a new demon! Principality and Harpy give us Suparna. Sticking an Itsumade source on there, which seems weird but it's the only available way to get Mega Claw (ST Medium Phys) until we reach level 22 so uh...

Oh! Just for convenience, I throw together a random Lilim for the moment. We're not going to be using her, but she's important to make all the same.

This gives us access to a new Special Fusion! Special fusions are a bit different to normal, of course. There are plenty of these things, that require a number of specific demons.

That number varies wildly from 2 to 8 depending exclusively on the end-result. Most of them are 3, or 4, demons though.
High Pixie is an unusual choice for one of these, because she's kind of not that big a deal usually.

We also need a random Melchom to make a different one, so we'll grab this one. He's also not going to be used.

But, hey, now we can make Morax sometime ever which is something I guess? He's kind of honestly better than the boss version we fought against, just with less HP and a lack of Horned Rampage. Bobasma is an ST spell that inflicts Fear. It turns out that when you use it, Fear is kind of ridiculously good and I love it.
...I'm still probably not going to use Morax for that, though.

Anyway, this is the entirety of 2F of Bootes that we currently have access to. As the Records screen will gladly spoil, there IS more to this floor, but we need to enter from somewhere else to get there...

3F starts with yet another pit trap warning.

And, well, it's hardly lying about it. Shame that these warnings aren't going to be around for very long.

Though that one dropped us into a tiny 2 square corridor that also drops us back down to the first floor. How annoying.

At least we can grab the AC Bootite forma, while en route back to the 3rd floor.

Thankfully, it's really easy to do that. We can take either path around the hole here, but the side that doesn't have damage tiles is probably the better option. Call it a hunch.
Anyway, as we get through that door...



I've been so busy today, I can't show 'em aaaaaaaaaaall around!

You don't have to do thaaaat! You look stuuuuuupid already!
After all, I'm riiiiiiight here!


> You can't move!
I'm gonna take yoooooooooooou! To a fun, fun plaaaaaace! Hyahahaaaa!


Well, we got to skip the rest of the 3rd floor so I think we can call this an overall neutral result.
We're heeeeeeeere! Now sit there and waaaaait!


So, now we get to explore this one tiny room. There's an obvious door but we can't open it with our current Main Apps. Laaaaame.

Thankfully, there's a hidden door in the wall right to the north so we can probably leave whenever we want still.

Directly next to that, there's something else in the wall we can examine? That's weird and new.

Oh, we can just hear some nonspecific groaning from whatever is past that hidden door. We'll open that later, because...


There's someone in the middle of this room that has been kind enough to not interrupt our random bumbling.
























Hmm... Good question.

Thankfully, we've got just the thing! There's a hidden door in here and we can pop that sucker right open. Let's head on ou--




And then we get kicked back through the door. Well, shit.

The only thing left around to check is that weird non-specific voice.
In... Inside my head! Someone! Someone's therrrrre!
Ugh... Urrgh... Kill... Kill... me... Just get it... over with... Kill me... Kill everyone...
It... It's over... It's over...! Argh... Ooh...
Ugh... Rarrrrrr... I wanna live... I wanna live... Hyahaha! Hyahahahaha!
Well, that's different from before. And totally self-contradictory! Nothing else we can do 'cept for talk to Zelenin again.












> You gave Zelenin the Demon Summoning Program.




We might not be able to open the door, but someone sure can huh...

Oh, it's Bifrons. And he left the door open. And we've killed several Bifrons on the way here. That weren't alone.



I only pointed that out because there are zero reasons this should happen outside of Cutscene Stupidity. It effects everyone, it seems...







We haven't exactly been in Bootes for very long, and if Antlia was any indication then we're already at the boss fight huh...? Sure, I'm okay with that.


So now we have control and can wander around a tiny bit. We could go into Mitra's room already or we could turn right around...

And get blocked by Bifrons. We can't kick the shit out of this chumpass and explore the... 7th floor... unfortunately.

There's a door leading to a room nearby but we can't open that door yet either!


Nothing else we can do in the hallway (aside from fish for end-of-sector random encounters and that's boring), so into Mitra's room we go.



Oh, Mitra is probably an intentional rename of the Roman god Mithras. I can't complain about that because it's an understandable change, given how common the unrelated Zoroastrian god Mithra is.















This dialogue choice has no alignment points attached to it. So, I just went with this because it gives the best reaction.


















> Mitra looked at the crewmen in the room.
> The crewmen didn't move.


...Wait, hang on. What?



















Yeah, yeah, I'm sure I already know what our answer is going to be. Nothing else to do beyond returning to the Red Sprite at this point so we'll do just that.









































