Part 23: Old Fashioned Lovin'
Part 23: Old Fashioned Lovin'

Finding Tokio Pt. can be tricky, since you're never directly told which way down the tracks you should be going. However, there are a couple clues you can use to decide the right direction: first, you can get a boat at Tokio Pt, so its dot should be near water, plus since we're really going to Wano, an island nation, we should head to where there are islands by the continent. Fortunately, there are only the two islands to the east, making this reasonably easy to figure out.

Out on the desert plains are more Suronin, along with the laughably named Evilmancers. They're definitely worth watching out for, however.

As their name suggests, the Evilmancers primarily cast spells, and they won't hesitate to attack your backline, which can't Defend. They still go after Meis more often than not, however, so Defending is still recommended.

Then this happened, which was annoying (luckily Meis woke up first).

Here we are: Tokio Pt.

As we enter the area, we see Soushi taking out some trash.














With that, Soushi walks off.






One save and HP restore later, it's time to enter the clearly marked harbor.

One guarded, it seems, by a pair of Gearmen.

They look rather dangerous, but they aren't, really. Just a few basic attacks is all it took to mess these guys up.
(Hang on, how did Soushi get past them without having to kill them?)

At this point, I'd like to mention one of the issues with using Meis as the frontline character: he has very poor level growth. Remember that Wyna started behind the group, and Sodina has been at least one level higher than Meis for a while now. It's definitely something to consider when you're picking the main party.



The screen pans to the boat over there.

Of course, it probably helps that this is the only boat anywhere.

I won't be getting back to a shop anytime soon, so the game provides a warning.

You know, I'm pretty sure that island was out across an ocean channel, rather than across a river. I get the feeling that poling a flat-bottomed boat shouldn't be enough, and yet it is.


The end of the dock is guarded by another pair of Gearmen, but they are polite enough to wait for you to click on them before attacking.

Except it's not Gearmen, it's a full set of Evilmancers! They do some pretty serious damage, but it's nothing I can't handle at this point.

There's yet another set guarding the front door.

At this point, I was getting kind of sick of Evilmancers.
And with them dealt with, we can safely enter the house.

Quick word of warning: whoever did Kanouha's voice apparently decided that he should sound like Mr. Miyagi.

Also, he's a dirty old man. Not really surprising, given this game, but there you go.










Some off-screen exposition later...



This opens up all sorts of questions about Sodina's age and/or real relationship to Jyabil. Get used to disappointment, however.



The camera pans around Kanouha's backyard smithy, while the old man gives Meis some advice.









Might as well hear the whole story, right?





Oh, shit.











At this point, you are required to leave Sodina behind, leaving both Muza and Wyna in the main party. Sure hope you gave support spells to folks beyond Sodina. Kanouha will also act as a free inn, restoring that Aquoon I used rather rashly before.

When you leave the hut via the back door, you are treated to a rather interesting audio cutscene. Let's listen in.


*SLAP*

*Crash*


Next time: Sacred Altar number 3.