The Golem is naturally an Earth-affinity creature and one that completely resists piercing or edged weapons. Ashley doesn't have anything useful in the Air affinity range (remember it's the old RPG adage of opposite damage), but he does have that nice big mace he found a short while ago. That has good range and he'll need it, since the Golem's only true weak spot is its torso, guarded well by its fearsome arms. Hitting it straight off is futile, so Degenerate is a must. That at least makes it possible to inflict damage, even though its a small amount and still a low hit %. Still, it's enough to be going with and though it can be a long fight it's not too hard. Because we have to hit a lot for small amounts the Risk also ramps up quite quickly, meaning the hit % decreases and the damage taken from hits increases, so it's wise to use a Vera bulb whenever the Risk starts getting above 25 or so.
Vanquishing the Golem gets us an Elixir Of Dragoons – random Agility increase, of which we get the 4pts maximum - and a Grimoire Ameliorer, which teaches the Prostasia spell – a temporary increase in your equipment stats. We then rather oddly get a glimpse of a magical platform somewhere shaking loose and moving. I say odd because the game doesn't usually show you things that aren't directly through the eyes of a character. Anyway, it's a hint that the northern direction of the main corridor can now be explored, so off we go.
Dragonite Spear to the eye!
Hey! It's a save point before a set of double doors! On the way here I unlocked the Battle Ability Fireproof, which is going to come in useful in a minute.
It's imperative to move in close as quickly as possible, as staying at range causes the dragon to use its powerful Thermal Breath attack, which hits Ashley for 25-30 damage in all body sections. Once in close, Prostasia helps out a bit. Degenerate is useless against the dragon, so it's a long slog. The best option to to move around the side of it and concentrate on either leg. Not only will this slow the beast down, but it's the least well-guarded part of its body so there's always a decent chance of a hit. Ashley can move much faster than the dragon, so he gets several hits in before it can retaliate, which it will with either a bite or a sweep of the tail. The bite is preferable. Keeping the HP above 150 is wise.
Victory wins us an Elixir Of Sages (random Intelligence boost), Grimoire Analyse (teaches the Analysis spell, which lets you see enemy stats and characteristics). And 4HP from the wheel of fortune.
Father Duane of the Crimson Blades stands on a street corner, looking out over the town. A Blade soldier emerges from a doorway close by, and another approaches from the other direction.
Duane: Well?
Blade 1: Just a workshop. Nothing else here.
Blade 2: We've still no word from squad 3.
Duane: They're dead then...?
Blade 2: I...I could not...
Duane: Did you not verify their corpses?
Blade 2: S-Sir, my apologies.
Duane strikes the man across the face.
Duane: Coward! Ye are a stain on the escutcheon of our order.
Duane turns and walks away as the man bows his head in shame.
Duane: The loss of our brothers cannot be helped. Pray that fate will not be as cruel a mistress to us. Search! The rathole Mullenkamp's been using is here somewhere! Leave no stone unturned!
Blade 1: Sir!
Both Blades leave.
Duane: I, for one, cannot leave this accursed city soon enough.
From the starting point there is a locked door requiring a Crimson key to the west, and exits east and south. We'll take the east path. There's a workshop (Magic Hammer) that comes in useful for a quick bit of repairing. We're going to run into a few human enemies in the coming areas, so I disassemble the dagger Mr. Stabby, taking out the Locus gem and assemble it with a rapier blade and the Haeralis gem. I have to take apart the dagger because at the moment the hilt I'm using for it is the only sword one with a gem slot. Now I have an effective piercing sword against humans. Ashley exits the workshop and takes the pathway round...
Blade 1: Well? Find Anything?
Blade 2: Naught but dust on this side, sir.
Blade 1: We shall join the others, then. Yet crossing the river means...
Blade 2: It's too dangerous inside the city walls. You heard what befell our brothers!
Blade 1: Yet we waste out time here... The cold ones will not walk under the sun, but soon night will fall...
It always bugs me that Ashley chickens out of this fight. Especially after just poking the life out of a Wyvern. Anyway, it's back round to the Rue Vermillion and the south exit.
Ashley comes to a river crossing. On the other side he sees Grissom of the Blades standing over a defeated Mullenkamp cultist.
Grissom: Now tell me where Sydney hides!
Cultist: ... Save your breath, knight... You fools think the Dark will bend to you?
Grissom: We are prelates of the Lord, scum. We are not here to bend aught, we are come to cleanse!
Grissom: Now, there is still time. Pray... perhaps He will forgive. And I will pardon your sins in His name.
Cultists: ...Go to hell.
Guildenstern: The Dark is formless and invisible. It invades the body like a plague, an unseen visitor. Yet those it taints become... undying.
Samantha: Undying...?
Guildenstern: Yes, they do not die.
Samantha: But... he did die. Turned to dust... leaving no trace. Did he not?
Guildenstern: What is death? Is it the ruination of the flesh? Sureley, that is death, but it is only one facet of the truth. True death... is the death of the soul.
Samantha: And theirs is not a true death?
Guildenstern: Even should their flesh crumble to decay, their souls will wander eternally. The undying of Léa Monde do die... but it is... an incomplete death.
Guildenstern: Trapped in purgation, they yearn for life. Thus they seek bodies without souls... and the “corpses that walk” are born. They say the howl of the north wind is the cry of the wandering souls... Grissom, gather our remaining men. Join with Tieger's knights, and crush Mullenkamp. Go!
Grissom: By your command.
Grissom leaves, Samantha turns to Guildenstern.
Samantha: ... Will the same happen to me?
Guildenstern: You will not die. And...
Samantha: And?
Guildenstern: There is one who has found the true undeath. Immortality, my love.
They kiss.
Duane: An incomplete death's more than a VKP butcher deserves.
The two knights can be dealt with quickly by casting Degenerate on them and striking at the head. Duane himself can pose more of a problem as he has a few spells at his disposal including Poison and Explosion, and he's fast. Ashley can lose a lot of health very quickly, which is where the nice collection of cure bulbs we've amassed so far comes in handy. Degenerate on Duane is a must, and hitting him in the head can stop his spell casting, but I find it's quicker and just as effective to go for his legs. Less well-protected than the rest of him and a lot easier to hit. He goes down without too much trouble.
Duane leaves behind a Magnolia Frau wizard staff (with a good +15 against Phantoms), Wizard Robe, the Crimson key, Grimoires Demolir (Explosion: Level 1) and Clef (Unlock chests). The Wizard Robe naturally has much better magical defense than the Cuirass Ashley is currently wearing, but much lower physical defense. I'll stick with the Cuirass for now. Our little téte á téte didn't go unnoticed...
Now we have the Crimson key, it's back again to the Rue Vermillion and that door. Before that though, I'll pop into the workshop to make sense of the new weapons, reassamble Mr. Stabby and prepare for the next stage of the journey. I've now put together a modestly competent set of weapons for all classes. After a few brief moments in the sun it's time to go back underground...
It's imperative to move in close as quickly as possible, as staying at range causes the dragon to use its powerful Thermal Breath attack, which hits Ashley for 25-30 damage in all body sections. Once in close, Prostasia helps out a bit. Degenerate is useless against the dragon, so it's a long slog. The best option to to move around the side of it and concentrate on either leg. Not only will this slow the beast down, but it's the least well-guarded part of its body so there's always a decent chance of a hit. Ashley can move much faster than the dragon, so he gets several hits in before it can retaliate, which it will with either a bite or a sweep of the tail. The bite is preferable. Keeping the HP above 150 is wise.
Victory wins us an Elixir Of Sages (random Intelligence boost), Grimoire Analyse (teaches the Analysis spell, which lets you see enemy stats and characteristics). And 4HP from the wheel of fortune.
Father Duane of the Crimson Blades stands on a street corner, looking out over the town. A Blade soldier emerges from a doorway close by, and another approaches from the other direction.
Duane: Well?
Blade 1: Just a workshop. Nothing else here.
Blade 2: We've still no word from squad 3.
Duane: They're dead then...?
Blade 2: I...I could not...
Duane: Did you not verify their corpses?
Blade 2: S-Sir, my apologies.
Duane strikes the man across the face.
Duane: Coward! Ye are a stain on the escutcheon of our order.
Duane turns and walks away as the man bows his head in shame.
Duane: The loss of our brothers cannot be helped. Pray that fate will not be as cruel a mistress to us. Search! The rathole Mullenkamp's been using is here somewhere! Leave no stone unturned!
Blade 1: Sir!
Both Blades leave.
Duane: I, for one, cannot leave this accursed city soon enough.
From the starting point there is a locked door requiring a Crimson key to the west, and exits east and south. We'll take the east path. There's a workshop (Magic Hammer) that comes in useful for a quick bit of repairing. We're going to run into a few human enemies in the coming areas, so I disassemble the dagger Mr. Stabby, taking out the Locus gem and assemble it with a rapier blade and the Haeralis gem. I have to take apart the dagger because at the moment the hilt I'm using for it is the only sword one with a gem slot. Now I have an effective piercing sword against humans. Ashley exits the workshop and takes the pathway round...
Blade 1: Well? Find Anything?
Blade 2: Naught but dust on this side, sir.
Blade 1: We shall join the others, then. Yet crossing the river means...
Blade 2: It's too dangerous inside the city walls. You heard what befell our brothers!
Blade 1: Yet we waste out time here... The cold ones will not walk under the sun, but soon night will fall...
It always bugs me that Ashley chickens out of this fight. Especially after just poking the life out of a Wyvern. Anyway, it's back round to the Rue Vermillion and the south exit.
Ashley comes to a river crossing. On the other side he sees Grissom of the Blades standing over a defeated Mullenkamp cultist.
Grissom: Now tell me where Sydney hides!
Cultist: ... Save your breath, knight... You fools think the Dark will bend to you?
Grissom: We are prelates of the Lord, scum. We are not here to bend aught, we are come to cleanse!
Grissom: Now, there is still time. Pray... perhaps He will forgive. And I will pardon your sins in His name.
Cultists: ...Go to hell.
Guildenstern: The Dark is formless and invisible. It invades the body like a plague, an unseen visitor. Yet those it taints become... undying.
Samantha: Undying...?
Guildenstern: Yes, they do not die.
Samantha: But... he did die. Turned to dust... leaving no trace. Did he not?
Guildenstern: What is death? Is it the ruination of the flesh? Sureley, that is death, but it is only one facet of the truth. True death... is the death of the soul.
Samantha: And theirs is not a true death?
Guildenstern: Even should their flesh crumble to decay, their souls will wander eternally. The undying of Léa Monde do die... but it is... an incomplete death.
Guildenstern: Trapped in purgation, they yearn for life. Thus they seek bodies without souls... and the “corpses that walk” are born. They say the howl of the north wind is the cry of the wandering souls... Grissom, gather our remaining men. Join with Tieger's knights, and crush Mullenkamp. Go!
Grissom: By your command.
Grissom leaves, Samantha turns to Guildenstern.
Samantha: ... Will the same happen to me?
Guildenstern: You will not die. And...
Samantha: And?
Guildenstern: There is one who has found the true undeath. Immortality, my love.
They kiss.
Duane: An incomplete death's more than a VKP butcher deserves.
The two knights can be dealt with quickly by casting Degenerate on them and striking at the head. Duane himself can pose more of a problem as he has a few spells at his disposal including Poison and Explosion, and he's fast. Ashley can lose a lot of health very quickly, which is where the nice collection of cure bulbs we've amassed so far comes in handy. Degenerate on Duane is a must, and hitting him in the head can stop his spell casting, but I find it's quicker and just as effective to go for his legs. Less well-protected than the rest of him and a lot easier to hit. He goes down without too much trouble.
Duane leaves behind a Magnolia Frau wizard staff (with a good +15 against Phantoms), Wizard Robe, the Crimson key, Grimoires Demolir (Explosion: Level 1) and Clef (Unlock chests). The Wizard Robe naturally has much better magical defense than the Cuirass Ashley is currently wearing, but much lower physical defense. I'll stick with the Cuirass for now. Our little téte á téte didn't go unnoticed...
Now we have the Crimson key, it's back again to the Rue Vermillion and that door. Before that though, I'll pop into the workshop to make sense of the new weapons, reassamble Mr. Stabby and prepare for the next stage of the journey. I've now put together a modestly competent set of weapons for all classes. After a few brief moments in the sun it's time to go back underground...
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