Alright, so when we left off, there was a cave full of fiery undead and magma/lava. We're still there, so let's head out and take those stairs that switch I pulled created. I head over to another part of the same area and find some floor switches and a treasure chest... the latter asks me a question. Um... First option? From the sound of it, something happened somewhere, and I don't know what or where. Well, on with my exploration. I finally get out of lava and switch land, and I still have no idea what the switch in the chest did, and it's through a big cave mouth... inside a cave... a cave in a cave. Right. As it turns out, that was the exit, so it was the cave butt, apparently, and it leads to this:
Hey, it's the door to Esper Land! Neat.
Saturday, May 7, 2011
Friday, May 6, 2011
Turns out that while techniques don't seem to appear on the list until the next generation, weapons go back to the armory immediately. So say hello to Ingrid and Mahan! (I'll have to see if I can figure out which famous explorer he's named after. ...nope, sure can't.)
Thursday, May 5, 2011
Wednesday, May 4, 2011
It's an interesting variation on a dungeon, one I haven't seen before. But it's still a maze full of monsters to avoid or kill, so a dungeon is a dungeon is a dungeon. I'm starting to recognize some of the patterns of the enemies: faerie types will wander slowly but will pursue you sometimes, slimes are slower but random, and birds are fast, random and ANNOYING. But all of them will make a concerted effort to waltz right in front of you in close quarters.
Tuesday, May 3, 2011
It is probably exaggerating to say that if you've seen one dungeon you've seen them all. But after two or three of the things, you've got the gist. I gave Ferdinand an LP potion before we came in and I'm glad I did; there's an awful lot of nasty stuff in here. We get wiped out at least once trying to weave past the monsters. The second floor is a pair of narrow passages filled with zombies and slimes that protect a roomful of Dragons. One of them in the back is stationary, so I'm going to make a beeline for it. And as is typical, killing it clears the entire dungeon and nets me victory music. Yay!
Monday, May 2, 2011
So we seem to have solved the Mystery of the Smashed-up Bridge. And that narwhal would've gotten away with it, if it weren't for us meddling kids and our samurai! Of course this accomplishment is not an Accomplishment with a capital A, of the kind that gets Avalon new territories and advances time by a year or two hundred. So once again we're in Deep Flail while we look for a part of the world to improve, appropriate or immolate.
Sunday, May 1, 2011
Alright, so when we left off there were lemurs. Lemurs EVERYWHERE! In the game though, I was wandering around confused and trying to learn magic. Let me give you a quick recap of the last ten hours or more of play... I'm not even kidding. I ran around the Vedlt and taught Gau a shit load of new rages. I wandered back to the island with the invisible monsters and taught everyone everything forever, which worked out pretty well, since the Intangirs give ten AP or LP or PP or whatever it is in this game, and no XP, so I could teach everyone everything without worrying about wasting levels where I could be giving them the boosts the magicites have. Once I accomplished this task I started wandering around not only to level, but to try to find a plot hook. In my travels, I wandered into the auction house and picked up new magicite. How did I know it was magicite? Because they plunked the rocks down on the stage. I also checked a few towns, and saw a shady guy wandering around in some trees. I talked to him and he wanted money, and at the end of my rope, I paid him in the hopes that he would fork out the plot hook. Instead he forked out a materia, which teaches things at ridiculous rate... of course I don't know WHAT it teaches until I get someone to tell me, at which point I find out it's mostly stuff I've already taught people off a much much slower materia... shit.