Part 6: Out On Barole
Last time on Tales of Eternia, LOTS of things happenedWe fought our way through the Forest of Temptation
We tried to talk to the king about the end of the world. Nobody listened to us.
We tried to talk to the astronomers about the end of the world. Nobody listened to us.
We tried to talk to the church about the end of the world. We were arrested.
and then sentenced to death
and then sentenced to NOT DEATH!! Chancellor Zosimos saw Keele's thesis from when it was left in the observatory and he found an unexplainable phenomenon! Hell yeah I love not dying!
Keele helps the good man take measurements and figure out why Celestia has become closer to Inferia. Working up here has been his lifelong dream.
An announcement is made that it's all a dastardly Celestian plot! This is the stupidest thing ever, and we know it, but WHOOPS academia is taking a back seat to politics. And so, our new plan is the old plan - set out and find the greater craymels ourselves.
Keele has finally achieved his dream of working in the royal observatory, and he is pursuing it without us. Will Keele be a future foe? Only time will tell.
*WHEW*
And with that,
We set sail for Barole, where we hope to find some more information on the greater craymels. There, we meet a new friend.
Part 1 (Barole): [YOUTUBE] (~17 minutes)
Part 2 (Sylph Cavern): [YOUTUBE] (~19 minutes, plus five minutes of Sylphchat)
Recipes Found: Calamari (15% HP + poison heal), Steak (15% HP + stun heal) and Pot Pie (15% HP + accuracy up)
Lens Found: 18
Optional extra: Sylph live
New character!!
Ras: Ras is kickass and knows where to get the grass. Dude tries to sell us 50,000 gald of pot, then he takes is to his sweeeet grow op in the Sylph Cavern.
No but seriously, Ras is a merchant who bails us out of trouble that Farah caused. Guided by his lucky charm, a compass key, he strives to earn money and become successful. He's confident and charismatic, so much so that Meredy likes doing that weird glowy thing with him as well. Something about fibrill. I don't speak bee.
Boss Time!
Compared to the previous craymel and the next craymel, Sylph is pretty easy. To make up for his relative lack of strength, he starts the battle with a couple of Arms enemies to punch you around. Your first priority should be killing them. Sylph himself teleports around, usually when he gets knocked out of the air. Despite being the wind craymel, it's not very hard to get some good clean hits on him, so you'll basically spend most of the fight chasing him around.
He does have some dangerous moves on his own. He can throw out Wind Blades really quickly, and also cast Air Thrust which does some serious damage if you're close up. On hardcore he can also cast Cyclone - this makes him extra deadly early on when he's got the Arms around to cover him.
His signature move is Sylphid Arrow, and it's actually a really crappy move. It doesn't do very much damage, assuming that he's low enough when he shoots it rather than just firing it over your head and missing everybody. Lame, Sylph. When his health gets lower, he can fire his Wind Arrows, which are much more dangerous and can cut you up pretty good.
Once you beat him, you get Summon Sylph, which hurts all enemies by tossing them into the air. It also lowers their accuracy (IIRC).
So what kind of spells do we get off this bad boy? And how does Sylph interact when you fringe him with other craymels?
On his own, he gives you Air Thrust. Blades of wind spiral around the caster before launching themselves at the target. The initial showy spiral DOES damage enemies, which makes it a lot more dangerous when cast from close to close-medium range. If you're backed into a corner, Air Thrust can do a good job of getting you out of it.
By fringing Undine and Sylph, you finally get Heal. It moderately restores health. It's more reliable than Farah's Healer (she should be on the front lines), and it's cheaper too. Since Undine is the primary element, this spell will go to the craymel cage containing her.
Next time...