The people have spoken, and they said: back of the line, Hector. That leaves Jessica as our best tank; Taloon's respectable offensively, but his armor lags behind his weaponry.
Partially that's because he still has that grossly above-level Sword of Malice that we picked up in chapter 3, but it's representative of a broader trend, I promise.
Speaking of Taloon, a few updates ago I promised that we'd check back in on the old man in the tunnel around now, to reassure him that Taloon's still alive despite all his reckless adventuring.
I remembered this promise because, while I was waiting for you all to vote (and mostly not for Nara, thanks for that), I went back to edit my posts for the first four chapters (which was eye-opening, by the way. Missing words, incomplete thoughts...I'm astonished no one asked for some quality control at the start of chapter 5).
The wagon can fit into underground spaces, if they're large enough.
Now
that is how men greet one another after a long absence. "Oh, hey, you're not dead!
Nice."
Let's talk about Taloon some more. Normally, the "Fight" command in battle is a pretty simple thing; you pick a monster, it takes some damage. But for Taloon in chapter 5, things are a little different. Sometimes he hits monsters and deals damage like usual, and sometimes, well, it's easier to show than tell:
Here he is trying to get the monsters to give up their anti-human rage and leave us alone. When it works, it makes a monster group disappear without granting any xp or gp.
But this Blazeghost's rage is unquenchable. Maybe it originally split off from one of the many Blazeghosts Taloon murdered during Chapter 3?
Taloon has
lots of goofy battle effects like this one; I'll try to showcase them all over the course of the LP. Some are devastating, some are useless, but most of them are like this one: wacky, weird, and entirely unlike anything anyone else can do.
The Return spell is smart enough to bring your ship with you. That being so, the group is immediately confronted with the question of Where To Go Next. None of the party is exactly well-traveled; the closest thing they have to a man of the world is Taloon, and even he has never had access to unrestricted sea travel before.
After some discussion, the party settles on Santeem. It's right next door, so they'll be able to find it even without a map, and it's the site of one of Necrosaro's many crimes.
Skirting the coast south of Endor, we find an isolated little shrine.
Intriguing!
Doh.
Dragon Warrior 4 is a lot less linear than, say,
Final Fantasy 4, but it still has some firm opinions about what you ought to do when. We can't grab the (extremely useful IIRC) treasure in this shrine until we've laid hands on the Final Key, and it's hidden behind a long sequence of nasty monsters and Plot. We'll back back.
There, you see how easy this is? No need to torture time and space, just get on your boat and go. And then maybe monsters take over a lighthouse half a world away and kill you, but honestly, how likely is it that that will happen
again?
Even without random lighthouse-related mishaps, the sea can be a dangerous place. Here we see the common Man-o-War, a distant cousin of the healer. It lacks the magical abilities of its more-obnoxious kin; I vaguely recall that its tentacle attack can sometimes paralyze, but that hasn't happened yet this playthrough.
Also, you can be attacked by dinosaurs and that's great. These particular dinosaurs can spit fireballs that hit the whole party, so watch out for that. They resist magic, too.
A typical Taloon level. He gets better Strength gains than I remembered; maybe this won't be so bad.
Disembarking, the party finds the travel gate unguarded. That poor Santeemian guard who was stuck out in the middle of nowhere has finally...what? Deserted, been recalled, been eaten? This is either a really good sign for Santeemian stability, or a really bad one.
Maybe we can get some answers in Frenor.
Or maybe everyone's still obsessed with the Golden Bracelet that no one was using anyway. This happened
years ago now. Move along, people. It's all news to these four, but still.
That's more like it. A first-hand account of what's going on in and around Santeem castle is exactly what
the
fuck?
: Orin! Thank God, we thought you died!
: Bwuh?
: No time for that, listen to me.
: The object of your revenge, Balzack, seems to be under the protection of Necrosaro.
: By using the Secret of Evolution, Necrosaro intends to make the monsters even more powerful.
: We have to destroy the Secret of Evolution before he succeeds!
: Your late father, Edgar, would have wished to see this also.
Message delivered, Orin falls back into an exhausted sleep.
: When the soldiers closed in on me, he suddenly rose and fought....
: I owe him my life! Blush....
This is the same girl who we met in chapter 4, also known as "the only happy person in the whole castle". But anyway, yay! Happy ending for Orin!
I should have phrased that differentlyOk, shiny new change of topic ahead. While we're in Frenor, we can get some details about the exact powers and limits of this "Golden Bracelet" thing that everyone's going on about:
Why, sure. Miner-looking dude has the facts:
: It's said to possess the power to amplify the force of darkness and create the undulation of evil energy.
: Therefore, it could cause a catastrophe if misused.
: Magic
and alchemy, eh?
: You think it was Dad's "secret ingredient"?
: That doesn't quite fit, but if Balzack used it afterward...
: So how did Frenor lose track of such a powerful item in the first place?
:
The party talks it over, and decides that if they ever find out who's responsible for that particular bit of appeasement, they will
give that person the beating of three lifetimes.
That's it for horrifying revelations in Frenor, so the party strikes south toward through a narrow mountain pass...
There's a village on the way. It seems happy enough, but there's not a lot to do, so the party pushes on south to...
...Savnucks. I don't remember a lot about these, honestly, but Rabidhounds aren't very dangerous and these are just a recolor of those, so
OH GOD WHATAfter one round of combat the score is 1-2, Savnucks leading. These things can cast Infermore, a wind damage spell that's about as powerful as Brey's totally awesome Snowstorm, and which like Snowstorm hits the whole team. I loved Snowstorm back in Chapter 2, but now that the shoe is on the other foot I'm suddenly feeling some antipathy.
Yeah, there was no way to win that. And no reason to try; everyone on this team has already died at least once, and there's nothing to recommend the experience.
So Operation Santeem or Bust is on hold for the moment; we at least need to get the other half of the party raised from the dead. The good news is that we're literally four steps from safety...
...but the bad news is, hills and forests offer a higher encounter rate. As does darkness, for that matter.
The party flees yet again, and yet again it works on the first try. I do have an "in case of TPK" backup plan now; here's hoping I'll never have to use it.
After a stay at the inn to combat death lag and general exhaustion, the party spends a few hours bumming around Tempe, taking the pulse of the city. But there's nothing much to learn; there used to be a monster taking captives here, but a "pretty woman" defeated it.
And oh yeah, one other thing: the Santeemian civil war is over, and the monsters won. What remains of human authority appears to be vested in the Surene Guild of Merchants, but that's just by default; they're the only human power bloc left.
At least, that's the rumor. Confirming that, and then doing something about it, is now priority #1.
Here we see the early fruits of Operation Santeem or Bust, second attempt. Curers are obnoxious, but ultimately not that dangerous by themselves. It takes a lot of MP and a lot of time, but we manage to grind through them all. Soon:
Surene! The available gear is nothing much; the only point of interest is the Magic Key door that we can't (yet) pass through.
: Note to self, obtain this 'Magic Key' thing everyone keeps talking about.
Rumor confirmed. Damn it.
: In far away Branca, they tell a story of a celestial woman who fell in love with a young woodsman.
: She came down from the sky.
: Do you believe anyone really lives up in the sky?
The Zenithians are supposed to have done, but they're more myth than history to normal people these days.
As in chapter 2, true love is denied.
As in chapter 2, Marone is singing inane songs instead of getting the lovebirds together like he's supposed to.
And that's it for Surene. Moment of truth: were the rumors true?
Castle Santeem.
It's definitely empty, but...
Damn it.
: Actually, as horrible as this is for the people of Santeem, it's pretty good news for us.
: Mystic Dolls aren't hard to kill, and each one is worth 300 gold pieces.
: They even like music!
As you'd expect, this functions like a Sleep spell.These are not as nice. Huge, tough, hard-hitting, pretty much everything you'd expect from a half-human, half-rhino.
Also: Necrosaro has the Secret of Evolution. Is this what became of the people of Santeem?
: What.
It makes a twisted sort of sense. Balzack failed completely at Keeleon and had to be saved by his master. So, Necrosaro sent him to a relatively low-risk and well-controlled posting, out of the way of the major plots (that we know about).
So the party races for the throne room...
...only to find it empty. The despot is not in; he's apparently off doing something more important than oppressing the people of Santeem. Mara and Nara have to wait a little longer for their revenge.
Once Mara finishes stomping around the room blasting things, the party notices something peculiar on the roof...
Right, that.
It turns out to be possible to get onto the roof via a hole in the wall in one of the bedrooms
: Yeah, speaking of that: what?
All in good time. The party jumps eagerly through the hole, and shortly:
: Meena says the King of Santeem had a strange power.
: She says you should talk to a person in Surene who can tell you more.
Good advice, and it's
completely adorable. More things during our adventures should be like that. More things should be like that.
Meena doesn't have much to add to her friend's analysis.
So the party returns to Surene, and finds...
nothing. No one in that town has anything new or interesting to say; Marone in particular proves his uselessness as a bard
yet again by utterly failing to have any kind of prophetic scoop. Whatever this is, it must be behind that damned Magic Key door.
Out things to do in Surene, the party takes to the high seas. In theory we're looking for Monbaraba and Keeleon, but we quickly reach a point where anything familiar would be fine.
The many, many random encounters inherent in that plan give me lots of chances to show off Taloon's gifts:
Giant homicidal fish are more easily soothed than are ghosts made of fire.
This works whether or not the creature in question actually
has eyes, of course.
I've never seen this work, GameFaqs says it's the same as that 'hideous, shrieking roar' business that tiger-based enemies like so much.
Passing by the Birdsong Tower. I think this screenshot was taken during my second inadvertant circumnavigation of the globe, but don't quote me.
Taloon levels again; he's gone from 15 to 17 since he's joined, while Jessica and Nara didn't advance at all. Maybe I've been underestimating him.
Never mind, there they go.
Wandering the world, I happen to spot a shrine on the coast. We're hopelessly lost anyway, so sure, why not?
Because there are giant magic toadstools, of course. This set has the peculiar distinction of being Mara's first RobMagic target; that spell has many fewer targets, and is thus a lot less useful, than I remembered.
Also there a demons leading packs of fire-breathing lizards. Or maybe "shepherding"; the demon didn't try any commands beyond "go kill those people".
The shrine itself is not very compelling. Two doors we can't open...
...and directions to a place we've never heard of. Back to the open sea!
The man really is a leveling machine.
As we're wandering yet another strange coast, the sisters spot a familiar bit of shoreline.
Sure enough, it's Monbaraba!
:\: I hear there's a big island rimmed by rocky mountains in the far eastern sea.
:\: They say there's a castle of monsters on the island.
Just inside the wards, we're accosted by a man who wants to know all about this "Castle of Monsters". Monsters do not build castles, as a rule, but it seems like the sort of thing Necrosaro would enjoy. Jessica promises to share any monster-castle discoveries she might make.
Mara and Nara take the opportunity to catch up with their old friends in the show business, and we learn about a stand-up comic who's taken the town by storm!
Maybe these people aren't such degenerates after all.
Last time we were here, a woman named Lynn was hiding from King Balzack/Keeleon back here.
Her Cleric buddy finally learned enough healing magic to get the both of them out of town safely, it seems.
The cycle of fear remains unbroken. This guy isn't young and pretty; there'll be no clerics for
him.
Oh well, let's go see Panon's show:
Well, this certainly sounds more wholesome than the last show we saw performed here.
: So a man walks into a monastery, right?
: And he goes to the head monk, the elder, and he says, you know, I want to be a monk. I love brown robes and cassocks, in my free time I illuminate manuscripts, I think I have what it takes.
: There's just one thing, one thing I'm hesitant about.
: You know...
sex. The chastity thing. That.: And that's a hard thing to admit to, he's talking to a man who's been a monk his whole life, right, seventy eighty years. It's intimidating. But the elder doesn't laugh.
: He doesn't get stern, he doesn't disapprove, nothing like that.
: He just gets up from behind his desk, walks out the door of his little monk's cell, and beckons the young man to follow.
: And they go down some stairs, into a basement. And in the center of the basement is a big wooden barrel, all sealed up, except there's a knothole in the side, toward the top.
: And the old man points to the knothole, and he says, "Take out your dick, and put it into the barrel."
: And the man's like, "What?"
: So the old monk says it again: "Take out your dick, and put it into the barrel."
: So he does, and immediately he's getting the
best blowjob he's ever had in his life. Just masterful.
: So naturally, a few minutes later, he's up in the old man's office taking his vows of monkitude.
: And when that's done, the young man's like, "So."
: "This barrel."
: "I can go down there...whenever I want?"
: And the old man nods. "Any time you want. Well, except Thursdays."
: "Well, that's fine, but why not Thursdays?"
: "Because Thursday is your day in the barrel."
Or not.
: I liked it. Sure, it was dirty, but it makes you think.
We also heard a rumor that Panon would be available for questions in the eatery after his show. He didn't turn up, and instead, God help us, we met this guy:
:
Now he'll resurrect for sure! Thanks for making our job like ten times harder, you shiftless prick.
This actually isn't the "island rimmed by rocky mountains" we were warned of in Monbaraba.
But there's definitely no way in, not by ship anyway. We'll have to find some other way to reach that suspicious patch of swamp.
The ship, overall, hasn't been as freeing as one might hope; we can go places, but our ability to do stuff when we get there is constrained by doors, ghosts, and the occasional script trigger.
(And if the ship feels a little
too free to you - if you miss the days when water was an incredible barrier to be circumvented in complex and inefficient ways - then fear not. The most ridiculous mode of water travel,
by far, is still to come.)
Back in Haville, the port town north of Keeleon, we learn that King Balzack has forbidden ocean travel entirely, thanks to a daring shipboard escape that some gypsy sisters made a while back. So, two things.
1. Doh.
2. "King Balzack"? Isn't he supposed to be in charge of Santeem now? The people of this kingdom have no interface to their leadership at all.
Also:
Discipline has somehow slipped even further in the Keeleonian(?) military.
That being so, and since we're in the neighborhood, we go to visit Castle Keeleon. Probably we won't make it through the front door, but we can't not try, you know?
Yep, there that is. For the second time this update, we're thwarted by a Magic Door. How does one make a Magic Key, anyway?
Maybe Orin will know.
Trying to sail back to Santeem, the party somehow wanders off course and runs into an island surrounded by rocky mountains.
Wait, "island surrounded by rocky mountains"?
This merits investigation.
We sail in, take a few steps, and...
BAM! Random encounter! We've got a new Healer type to contend with, and the name is making me a little
Yeah, should have seen that coming.
The weak, defensive healer of this monster pairing hits as hard as anything we've faced so this game - what the hell can the giant rhino-man do? I still don't know; Nara very prudently kept him under Sleepmore the whole battle. I take back everything bad I said about that spell; when you're wildly underleveled and in over your head, it's exactly what you need.
After several rounds of fierce combat, the party manages to squeeze out a victory. It was as hard as any boss fight we've had so far, but so long as we don't face anything
worse, we'll be fine.
I didn't write that until much later, so I didn't jinx us; the party reaches the north shrine unmolested.
The travel door leads to that weird, locked-out shrine in the middle of nowhere that we visited earlier. Travel doors get harder to make the further apart the two endpoints are, and these shrines are on opposite sides of the world, so somebody at some point really, really,
really wanted fast travel from here to there. But
why?
Heading south (fighting off another Rhino/Healer pair on the way), we see another shrine, accessible only by ship. Maybe it will contain the answer? But as the party skirts the river...
We don't outnumber them 2 to 1 this time, and that's never ideal, but if
OH SHIT RUN
Primrose drags the wagon away at a gallop, and eventually Jessica pulls it together enough to cast Return and get the team back to Konenber.
Next time on Let's Play Dragon Warrior 4: we find that God-damned map.