Part 9: Serpent's Coils
Update 9: The Best CharacterFirst order of business is to upgrade my ARMs. In order of priority...
Doc will get two bullets, bringing his total to four. The rest of his upgrades will be split between Shot and Crit, probably 8 shot and 5 crit.
Billy will get a point of Hit, and the rest similarly split - 8 Shot and 6 Crit.
The other two will wait until Doc and Billy are sorted out. As for now, I can afford to buy one BLT for Doc and one HIT for Billy.
Right now, what we need is information about the other shields. Time to ask around town.




Or, in Janus's case, new prey. Does anyone here have anything useful to say?






If there's another ruin out West, it must be where the shield is. Lets find that station and get over there!

Heading back over the bridge takes us back to the plains near Baskar Colony. Finding the station is as easy as searching along the railway line to the west.

Here it is, right by the tunnel.

Midland Station is pretty tiny, not much more than a slab of stone and a couple of huts.

I think I see him...


Naturally, ticket prices vary depending on distance travelled. The only place we can head to right now is Westwood Station.

The train arrives shortly after we buy a ticket.


Very good Tony, A- on sticking to the script, you forgot to mention our ridiculously overpriced shop car.
Westwood is a bit of a nicer station. It has a clock and a roof and everything.





Nice to know there's some lodging nearby, though I'm a little worried about this other group.
Also, did he say horsies?
No time to waste, horses are waiting. We immediately set off for Claiborne.

This place is... pretty green. Practically verdant. You have to wonder why more people aren't living around here, though if they were it probably wouldn't stay this nice for long.
There are enough monsters to make up for the lack of humans, though, and they all have their annoying tricks.

Dryads are pretty slow and weak against fire. Their physical attack is not too bad, but...

Sweet Sigh, their special attack, is pretty annoying. It doesn't do any damage but inflicts the Amnesia status, which prevents the character from gaining any XP for the battle.

Easily cured with a Toy Hammer, but since they spam it so much there's a good chance someone won't get XP for the encounter.

Pordarge tends to waste its turn Bantering, though it does have a weak normal attack. I never gave it a chance to do so, but it can also steal your items and try to escape. Kill it quickly.
Unusually for RPGs, flying enemies frequently have weaknesses to earth damage instead of being immune to it, as Wind and Earth are opposed elements. I guess turning into stone in mid-air and falling to the ground hurts.

A bonus of fighting enemies with status ailments is that they tend to drop the cures for their effects, and even have rare drops that can prevent the status completely - we got 2 Toy Hammers from those Dryads.
Note that Boone's EXP rate is 0.0%... I failed to cure an Amnesia effect before the end of battle.
There is another approach we can take to Amnesia. We picked up a Memo Pen in the Ruins of Memory. If we go to the Invoke menu and equip it on a Guardian...

We can add an Amnesia status ward to the guardian. I gave it to Doc. With four points invested in it, he will resist Amnesia 100% of the time.
There is only room for 5 pieces of gear on a Guardian, and they're semi-permanent - attempting to remove or replace an item of gear will destroy it. This means it can be a good idea to plan your guardian setups ahead - there are rare and powerful gears that you might not want to put on the wrong guardian. It's a rather unforgiving element for such a forgiving game.

Claiborne's not much further away. I don't get why they didn't build the station closer to the town.
MUSIC - A Person's Warmth

A small, rustic place. Not so much a village as a little farm. Tired, so lets find the saloon.



I'm sure Myra's not that bad.


I immediately take it back, this women is clearly worse than Hitler and Stalin combined. That said, I'm sure you might get a little cranky if you had to look at Martina's freakish eyes every day.







Sounds like a complicated situation. Probably best if we don't butt in. We stay the night, reading a few books we found to pass the time.
Forge and Bellows posted:
Pliable steel is much stronger than hard steel. Think about it. No matter how solid or hard the steel, once you apply heat and immediately cool it down, the composition deteriorates and the steel becomes brittle. If you don't believe me, try it. Try it on a sturdy monster called Trask. Trust me, it works.
ARMs and the Spirit posted:
Those who shoot ARMs must synchronise their spirit with the ARM's makeup. Sometimes, the synchronization is so detailed that it results in the ARM performing well above its specs. That is why results vary when different people shoot the same ARM. Figuratively speaking, an ARM needs to be synchronised as if it were a part of your body.
The Three Followers of the Darkness posted:
Legend speaks of three demons who transformed themselves into shields to protect the Eternal Sparkle. They are Andro, governor of wisdom, Hieraco, governor of agility, and Crio, governor of strength. These three followers are said to be perpetually engulfed in darkness, always by their knight's side, obeying his every command. It is said they will come to life once the darkness is banished by a blue darkness so that they can seek out their leader.
Sounds like the locals do know a bit about the Eternal Sparkle. Time to ask around.





Looks like we have our destination. Now to find out about sleek and adorable transport.


It's a deal
But I don't have 2000 gella...


Dreams... crushed... feeling... low... must find quick and easy source of cash... Hey, is that who I think it is?


Thanks, but I've already got the illegal alien robots keeping track of my memories. There is one function only Pike can perform though.

He can change our names for us. Not something I'm interested in for the moment, but I can at least return the favour.

There, much better.
All that's left to do before moving on is a little bit of scrounging. I manage to find the following -
- A Mini Carrot in some barrels under the stairs
- A Duplicator in a hopper of chicken feed
Leaving Claiborne behind, we head further east.

The ruins, Serpent's Coils, are hidden in this little dead end.

MUSIC - Losing One's Way in Darkness, Losing Something in Darkness

This dungeon is similar to the Ruins of Memory, in that it's a circle of rooms around a central hub. It's absolutely infested with only one enemy type though.

Jelly Blobs appear in groups of between three and six. Their only attack is a physical which isn't too hard hitting, but if they swamped a single character they could probably take them down. Good thing they're not smart enough to do that.

The notable thing about them is that they're completely immune to ALL physical damage, and weak to all elements. They're weak enough in general that even Billy can 1-shot them with Cremate. And since arcana is the only way to bring them down, you get a gem for every one killed.
These bastards will make you rich. Oh so very, very rich.

While exploring, we find rooms full of treasure chests, but they've already been ransacked.

A few other rooms were still locked, and their contents still intact. (until we stole them) We found...
2 Gella Cards
2000 Gella (horsies!)

We also activated the ruins' navigation system. The golden dot signifies that this door leads to the last room we were in. A blue dot means that we've been to that room before, and a blue outline shows that we've not visited that room yet.

This is the upper level of the central room. The switch on the next level down opens the door, but we won't be able to climb back up, so we'll have to loop all the way around again.
Better jump off and get it over with.

MUSIC - The Stage is Full of Miscast People

Another group of drifters shows up on the upper level, and walk over to the door we just opened.

"Hello" would have been more polite I think. Whatever happened to the nicer Pearl who trusted people for no good reason?




The boy nods











He runs off after his sister.

Looping back around we follow the other drifters through this door. A bridge lets us cross over one of the other halls and brings us to a pair of raised paths and a switch.

Stepping in the middle and flicking the switch lowers the path ahead of us so we can walk over it, while raising the one behind us.

The chests in the background contain a Gimel Coin and three Lucky Cards. Taking a side path also leads us to a Migrant Seal, a Clear Chime and a Nectar, though I need to use a duplicator to get to that.
The Migrant Seal brings our Migrant Level up to 3, enough to make skipping smaller groups of Jelly in this dungeon free.
The Clear Chime is gear for our Guardians which gives us an anti-Confusion status ward.
Nectar restores a character's Maximum HP. I've not demonstrated this yet because I'm not completely terrible at the game, but if a character is dead at the end of a battle they become Wounded, lowering their max HP by 20%. Nectar (or staying at an inn) restores this lost HP.
Proceeding through the dungeon brings us back to the room with the switch.

We can cross over it on this raised path.
Only...

Great. Thanks for that.

Okay... hitting the switch again and looping back around again we get back to where we were, and this time the blonde doesn't get in our way.

In one corridor we meet a locked door, but there's a frozen switch nearby.

Melting the ice with a tindercrest lets us flick it and open the door ahead. Nicely done, lets go...

She just kicked the switch back and ran away!

OK fine, lets try that again. Flick the switch back and...

KNOCK IT OFF

How low can she go?
OK, once again...


OK FINE.
You want to fuck about? Right, flick the switch back and...

FREEZE!

How do you like that, bitch?

She just charges past us and through the door. Inside...




BOSS BATTLE - RIVAL DRIFTERS
MUSIC - Blood, Tears, and the Dried-Up Wasteland

A reasonably straightforward brawl with one new wrinkle, the main tactical choice you'll have to make is what order to attack them in. Focus fire on one until its down and you should come out OK.
I like to go in this order -
Cat (?)

This is no ordinary cat. With two kinds of breath attack (Fire and Ice, though I didn't get a shot of ice) this is the only magic attacker they have. I prefer to get him out of the way first so I don't have to use Barrier to raise magic defence. He's also got a weakness to Water that makes that easier.
Afro

That rod contains a concealed weapon, a blade that can split the heavens! Also he looks very stylin' with his afro and purple shades.

Black Fenrir is his regular attack. It's one of the meaner attacks in this battle.

Psycho Crack is worse, as it inflicts a ton of damage and an as-yet-unseen status ailment. Confusion.

Every bit as nasty as you'd expect. This kind of thing tends not to end well. Fortunately Pearl still had a Shield on her and survived this.
You can still issue commands to the character but they will ignore them until you cure it. Fortunately I had a Pinwheel available.
Afro can also heal his comrades, but he never bothered to in this battle. I believe he'll only do so if you attack the girl or boy.
There is a non-obvious trick you can use to help you bring him down. Just cast Cremate on him.

Is... is that afro aflame? That's gotta hurt...
Smoke will keep pouring from his afro for the rest of the battle, and deal about 40 damage per turn.
Boy

The boy is no real threat. He only has one attack, which does decent damage, but he can't do anything more dangerous.
Blonde

And the blonde?

Most of the time she'll try to gun you down with her little pistol.

But piss her off enough and she might just shake her skirts and...

WHAT

GATLING GUN? FROM SKIRT?

WHAT


I think, after that, we should defeat her as soon as possible before she can do it again.
As usual so far, shielding your weaker characters and focusing fire on one enemy at a time will get you through them with no real problems. Confusion is the biggest potential problem, but Afroman doesn't exactly spam that move.
VIDEO - Youtube
Several turns cut because nothing special happened. (including the first turn)
If you just want to see the blonde's big gun in action, it's shortly after 6:30.

Our rewards. I mysticed a Lucky Card during the battle, hence the double XP for all. This was enough to take everyone to level 10, a most auspicious number.
It means that we now start the battle with 10FP, and can use most of our arcana straight away without needing to build FP at all.







They exit stage right.





With that she runs on ahead. and we give chase. The next room has a spare Gimel Coin and a Duplicator.
In the room after that, we finally find ourselves face to face with the shield.



Pearl tries and fails to climb the wall.



Uh oh.
All I have time for today, but here's a short feature I call
Why Boone's Attack sucks so horribly
As noted before, Boone has a pretty good ATT rating, so why is his ARM damage so bad? And if his accuracy is so terrible, why does he seem to hit more often than not?
The answer lies in how the game computes damage.
When characters fire ARMs they're actually firing a number of shells - only one for Doc obviously, while Billy fires six and Boone fire eight. The game checks to see if each individual shell hits, and calculates the damage accordingly. If only 4 of Boone's shells hit, he'll only do 50% damage.
This is the purpose of the Hits counter at the top right when characters fire ARMs.
This is fine for the others, because their HIT is decent and most of their shells will hit.
For Boone, it means that while he might usually hit and do SOME damage, (he's got EIGHT chances to hit, after all,) his damage will be severely gimped because a lot of shells will miss. This will become more important later in the game as his accuracy stagnates and enemy evasion rises.
Notably, all shells automatically hit when a character gets a critical hit.
EDIT: Poll removed
Meanwhile, in an ignored e-mail inbox
quote:
FROM: A Day A Day (dayaday@boothill.net)
SUBJECT: Heal Berry Day
Today is June 7, Heal Berry Day. Show your respect for heal berries today. Heal berries are your best friend.
quote:
FROM: A Day A Day (dayaday@boothill.net)
SUBJECT: Well Day
Today is June 8, Sea Cucumber Day. A legendary hero defeated a giant sea cucumber. A fearless glutton ate the sliced sea cucumber raw. Which one is more courageous? Every year, a grand debate is held on this day to discuss this proposition.
quote:
FROM: A Day A Day (dayaday@boothill.net)
SUBJECT: Well Day
June 9: Today is June 9, Instinct Day. While walking on the outskirts of the village, I overheard a conversation: 'No! It wasn't me! I'm telling you the truth!' That must've been an answer out of natural instinct.