Part 36: Caging Tower
Last time, there was an abstract dungeon and the final Guardian.Today, we finish off the Millennium Puzzles and try to track down this Teardrop.
Update 36: Vote Maxwell in '08
The majority of the Millennium Puzzles have been completed, and just four remain. I'll polish them off before proceeding with the plot.

Millennium Puzzle #16 is just east of Baskar Colony, on the coast of the inland sea.
This is a tricky one. The thing to remember is that thanks to the walls, it is impossible to push a block out of the lower section and into the top one, and vice versa. What you have to do is make them meet in the junction at the middle.
Reward is a 10-Gal Hat. (Initiative PS) I believe this gives us more of them than we would need.

#17 is just south of Yggdrasil, and much easier than it looks. There's an even number of all colours, and you can pretty much just dump the blocks on the top down into the middle and match them however you like.
The reward is excellent: an Arctic Blade, gear which gives the Counterattack PS. Since Doc already has it, I drop this on Billy.
Puzzle #20 is tough to reach, and requires a little miniquest. Remember what Tony told us earlier in the chapter about people going missing on the trains?


Well, we own a Teleport Orb now. Maybe we can get to the bottom of this?
The drifters head for Southfarm and buy a ticket for East Highlands. When they disembark...

... this ain't East Highlands. In fact, this station is completely unmanned and run down.

Momentarily losing his composure, Doc runs about in a panic and straight into the station clock, dislodging a hidden EX-File Key.
EX-File Keys: 3/15

Outside, the land is rough and barren - Lombardia cannot land here.
This entire area can only be accessed through Sunset Peak station. We can now use the Teleport Orb to warp to the station, and back to any other town when we want to leave.
It's full of tough, high-level enemies, and is a decent grinding spot later... so long as you show proper respect to its most dangerous enemies.

When they're not hitting the entire party with Grav, these bastards like to use a skill that wipes out all the XP you've gained since your last level up. It's brutal. If you see them and can't one-shot them before they move, cast Escape. If they steal your XP, cast Reset and then Escape.

Anyway, Puzzle #20 is just north-west of the station, and not far to the west and over a chasm like where I wasted time looking at great personal risk.
The important thing to remember with this one is not to match any of the blocks in the lower right with each other. Take them up to the top left to wear down those stacks - top one first. Do that, and you shouldn't have a problem.
The reward is also awesome - the Gunstar Sign, which gives the Critical hit PS. Doc will certainly get this.
And that's them all!
VIDEO: Millennium Puzzles #16, #17 and #20
We can now return to the puzzle designer, and he'll give us our reward!


... do I have to?

Oh, OK, fine.

If you look at the map of Filgaia, you can see that the continent Yggdrasil sits in appears to have a snakes head, likely a reference to Nidhogg. The little island the snake is about to bite has Millennium Puzzle #18.

This is a well known Millennium Puzzle, and probably the most annoying in the game. If you say the phrase "THAT Millennium Puzzle" to people that have played it, they'll likely think of this specific puzzle.
It's funny. It's probably not the hardest of the lot - there are only 8 blocks, no triple matches, and it's not that hard to see what you need to do. But it is a puzzle where you need to be thinking two steps ahead all the time or you'll trap yourself; and it wastes your time like nothing else, forcing you to constantly walk in circles - both the small circles that make up the descent, and the larger one that encompasses the entire puzzle.
As requested in the thread, I've left my failed attempts in this time. There were less than I expected, really.
VIDEO: Millennium Puzzle #18
At least the reward is worth it - a Migrant Seal. And now we can return to the puzzle master for the reward.
At Dune Canyon Station


EX-File Keys Found: 4/15
How... generous. Well, time to go look for the Teardrop. I think Maya and co. were leaving from Claiborne, so, we'll start there.
In Claiborne








Sounds like something we should check out!


Shut up! Why do you have to be so negative all the time, huh?

The ruin, Caging Tower, isn't too far from Claiborne.

MUSIC: Scars of Leftover Memories
Almost immediately we're teased with the sight of rare treasures we can't reach, because the floor has been blown up somehow.

On the third floor, we first encounter the main problem in this dungeon.
These little balls constantly phase in and out of existence, disappearing and reappearing in different spots.

If caught, we'll be trapped in a bubble and forced to waggle the stick to break free. It doesn't do damage, it's just an annoying inconvenience.
The cone with a disc around it in the previous screenshot is the power supply. Bomb it, and you'll shut off the bubbles and open the door. The treasure chest contains two Lucky Cards.

Watch out for side rooms while ascending staircases. They all lead to treasure rooms - in this case, a Potion Berry and Revive Fruit.

A room full of cages and a non-functional elevator.
If you don't break free of a bubble you'll end up in one of these, but can just break back out.

Another room with bubbles. These ones are on a slightly faster cycle, so harder to avoid. A treasure chest has a Gella Card

And more treasure chests in a side-room. A Gimel Coin, AP Ammo and a Grab Bag to be found.
AP Ammo is nice, as it gives the Def Null PS. Up to a 37.5% chance of completely ignoring Defense when attacking. Doc got it.
Heading further upstairs, we finally catch up with the other drifters.

MUSIC: That's Just a Rumor...!











Maya... have you been waiting here for Pearl to show up so you can fight her?
BOSS BATTLE: MAYA AND THE WILD BUNCH

MUSIC: There's Only One Family Named Schrodinger




This starts off completely differently from all the other Schrodinger battles.

Alfred, Todd and Shady are the stars this time around! They have a combination move called Wild Bunch.

Alfred hurls a pack of dynamite into the air!

Todd scatters them with his sword, and...

Shady provides the fire for the fuses.

The damage is pretty good, but not cripplingly so. They'll keep using it every turn until one of them is KOd, so it can stack up over time but it's easily fixed with a Mysticed Heal Berry.
Naturally you want to take down one of them as quickly as possible. Shady has a Water weakness, so Attaching that to Doc and Billy can bring him down quickly, but then you have to deal with Todd who has all the powerful moves he had in previous fights. It's best to go after Todd first as usual, then Shady, then Albert. (who is still kinda pathetic)
Maya has fun stuff of her own of course. She will skip turns while the others are using Wild Bunch, but once one of them is down she joins the fray properly.

Her gatling gun is back! On top of that she has a new move called Calamity Jane

To start with she dances and poses while she lets off a few shots with her handgun.

Then out comes the shotgun...

the chaingun...

And the rocket launcher.
Does over 1000 damage, and that on high FP, so it can really take you by surprise if you're not careful. However, she apparently won't use it until at low health.
VIDEO: Maya Battle



MUSIC: You Look Defeated when Sad







Pearl fumes for a moment, and then, with a CRACK, slaps Maya.

Except Maya blocked it with her arm.


MUSIC: Parting--Bonds--Setting Out

The two girls struggle against each other for a moment, before...

Pearl's hand hits Maya's cheek.






Before proceeding further up the tower, we'll stomp a switch next to the elevator.
As the ground shakes, you hear the sound of a motor off in the distance. Power seems to have been restored.
We can now use the elevator to get down to the cage room or the ground floor. We should definitely check the ground floor out, as...

It gets us access to the treasure chests we saw on the way in, containing a Mega Berry (5000 HP heal) and the Black Pass.
What's the Black Pass? I'll tell you later.

Further up, there's another ball room. These ones are red and cycle even faster. Watch out if caught near a hole: when you break free you jump away in a random direction - could be off into the dark. Using the Grappling Hook to explore nets 17000 Gella and a Growth Egg (guarded by a trio of Imitators)
The very next floor is the same, with faster purple balls, a Gimel Coin, three Call Whistles (completely obsolete now) and a Duplicator.

Finally, the top floor. Though that gem doesn't look like it's the right colour to be the Teardrop.

What did I just say? Oh, never mind...



MUSIC: The Stage is Full of Miscast People

The cat heads up onto the dais and takes the gem. But as he returns, green forcefields appear around him.
He starts frantically hammering on the glass.










Poor Shady is running around in circles inside the trap.


Maya just takes aim and fires at the emitters, lowering the forcefield.


Maya tries to pick up Shady, but he avoids her and leaps for Albert.
















MUSIC: He Who Holds the Word of God
The Prophets suddenly appear and trap Maya!










Pretty sure that doesn't actually happen, but Pearl lowers her ARMs anyway.



Proof, if any were needed, that Maya only cares about things when she thinks it will annoy someone else.


Pearl and the Schrodinger rush the dais, but Maya and the Prophets turn into balls of light and shoot out through the window before they can do anything.


MUSIC: Impatience Leading to Trouble





Shaking, Alfred takes a pack of matches out and tries to light one.









Watch out Boone, you're starting to sound like your Granny.

MUSIC: Preparations for the Valley of Bygone Days and Tomorrows
Having quickly recovered his composure, Alfred gets to his feet and addresses Todd.













A good idea. We'll do that...
Next Time: Biology class is in session
But before we go...
Remember that Black Pass we picked up?

There's an innocuous-looking shed in Little Twister.

Inside, stairs lead down to a locked door with a Members Only sign, and a card reader.
Using the Black Pass here lets us into the...

Black Market
A hidden store that sells rare items at utterly ridiculous prices.

Heal and Potion berries... we don't need to buy them, we have the Garden. Warp Stars are Obsolete now that we have the Teleport Orb. You might buy Dragon Fossils if you're having troubles pimping out your Sandcraft, but hunting Arioch is giving me much more than I'll need.
And the EX-File Key? That's... wow. Expensive.
The main function of the Black Market is to provide a way to duplicate certain gears. Once you sell any gear that provides a Status or Elemental Ward, it will appear for sale in infinite quantities... if you can stomach the price.
For example, I have a spare Holy Grail so I sold it to the market for 5000 gella. I can now buy Holy Grails for 500000 Gella. So in a way, the Black market is exactly like the average GAME store.
It is possible to make their prices a little more manageable, but that's a story for another day.
A Day A Day

