Friday, April 12, 2013

Day 83


Game - Final Fantasy XII, Day 83
Hours Played/Hours Total - 21 hrs / 82 hrs
Starting Point - Balfonheim Port
Current Goal - Head through the Feywood and reach Giruvegan to get Cid and nethicite.

What Happened - Must...keep pushing through FFXII. I feel that I'm almost there, and I demand that I finish it soon! I CAN DO IT! That's enough of that for now. Despite the over dramitization of all that, I've been struggling pretty hard to keep focused on this Final Fantasy. I don't enjoy it as much as previous ones, and the biggest problem is I keep getting pulled away by new games. (If you're curious, it was Fire Emblem Awakening on the 3DS and BioShock Infinite.) I keep saying this, but I need to put this game into high gear and finish it up! WISH ME LUCK!
     Where we left off, a lot of stuff just happened, but that's mostly irrelevant. I'm needing to head back to the Golmore Jungle and proceed towards the Feywood. I'll cross that into Giruvegan to get Cid and something about nethicite there. I was helped by a Sky Pirate by the name of Reddas, and he helped us and gave us info for what needed to be done. From there, I'm torn between what I should do. In all honesty, I should spend some time getting my loot factor up so I can (YET AGAIN) upgrade everybody's equipment, but on the other hand, I'm really ready to finish this game up. I even looked up a story summary to kinda figure out where I am. I won't spoil it, but I'm still lacking probably anywhere from ten to twenty hours to finish it up. Maybe less if I really push it and hope for luckyness. ANYWAYS! Let's go go go!
     I've got a new area to explore, so let's start there. I'll probably work my way towards a few unfinished Marks before moving on of course. I head off into the wilderness of the CEROBI STEPPE! I spend about an hour or so in the Steppe earning some loot. The first area was probably the best for this since enemies seemed to keep respawning, and they were easy enough for me to beat. Seems I'm a bit behind in levels, so I'll get to make those up here soon enough. I did go far enough in to meet with one of the new Mark makers. She needed to beat some giant bird monster to get her stuff back, and she was joining us for the Mark. I ran up to it...and immediately regretted my decision. Most of my characters are still below 2000 HP, and it was able to do almost that per hit. I ran away from the beast and decided to attempt it later.
     I head back down the Steppe and back into Balfonheim. From here, it's time for a Mark montage! I say montage, but it's only a few Marks. I call it montage because I'll really only mention the Mark name and beating it or not. First and foremost on the list is one of the oldest Marks I have, the Ring Wyrm! I head back to the Dalmasca Westersand to fight and end this beast. It's a stupid long fight for such an old Mark. Quickenings didn't do much either, so I just had to physical it out. With its defeat, I point my Mark montage towards the Zertinian Caverns. I gotta beat up a snake here so that a guy can make booze out of it. With my new amount of levels, I can actually deal with the enemies here. Before, I met with these enemies, who are in the higher 30 levels, and I couldn't really do anything. Now I'm all powerful! (Sorta.) If you remember from waaay back there, I ran into a strange area with a scene and a boss. It's time to beat this monster jerk! BOSS BATTLE TIME!
     The first half of this battle was pretty crazy but felt quite beatable. The giant monstrosity here is known as Adrammalech, and he's able to summon up zombies to aid him. Even if you beat the zombies, they just come back, but they also have to be dealt with or things go bad. So I beat the zombies quickly and start working on him. He's a flying boss so my current team of Basch, Penelo, and Ashe can't hit him physically. I had to resort to magic for the first half of his bar. Once I got past that though, the game decided to say "screw you Daniel", and he made himself immune to magic. I ended up resorting to Quickenings to try and finish him off. That worked, but then he still had a small portion of health left. What's worse is that the game won't let you swap out team members while they are targets. Thus, I was stuck with the team currently out. I had to end up turning off their Gambits and letting them sit there and die so I can switch. Once they all died, I finally swapped in my other team of Vaan, Balthier, and Fran. With their ranged weapons, they should be able to hit. I was finally doing some damage, but it kept SLIGHTLY healing and kept itself from dying. I broke down and threw another Quickening Combo its way. Finally, the best was defeated! And as it turns out, the boss was actually an Esper! I acquired Adrammalech, the Wroth. Well that's done, but now I need to go back to hunting that snake Mark.
     I ran all over the place and couldn't find the thing. I did find a secret passageway that connected to a random area of the cave, but that didn't get me anything worth my time. Tired of the manual search, I hit up a guide to find the beast. As it turns out, you find the thing near the front, but it also doesn't jump out at you immediately. You have to go to a specific spot near the front (a southern tip of what looks like a c), and then you have to wait in that spot for like a minute or two. When I say wait, I mean remain motionless, turn off the Gambits, and walk away wait. When I came back, the snake was out and ready to fight! Overall, not a very hard battle, but the last half of it was made entirely of "I parry all of your attacks". I had to break down and throw a Quickening at the darn thing, and it only had 2000 HP left! With the snake gone, it's time to head for the next mark...in Salikawoods!
     Before that though, I head out for more training and looting. While doing this, I try to start implementing more status effects into my fighting. I realize it's a bit late since I'm nearing the end, but I'm realizing now that Final Fantasy XII is pretty status effect driven. They want you to use them like there is no tomorrow, but even with a renewed effort to try them out, I just can't justify wasting the time for them in most battles. Most small enemies are too easy to need status effects, or I end up killing them before I could even get them poisoned or whatever. On the other hand, I feel like a lot of bosses are immune to the more obvious status effects, so I don't feel like wasting the time or effort trying to apply them. Oh well! Time to move on to more Marks. I finish up the looting and training and finally head to Salikawoods.
     I teleport over and head for wherever the Braegh is. It's some sort of horse monster located in Salikawoods. To get to it though, I'll have to deal with an old enemy...KING BOMB! BOSS BATTLE TIME! Despite my trouble last time, the King Bomb can't do anything to beat me this time. I quickly beat his face all over the place. I'd like to say that it felt good beating the big jerk. With his defeat, I was able to cross into the rest of Salikawoods. In the back part, I only had to search briefly to locate the evil horse. It's an evil ELECTRIC horse! This Mark was pretty old too, and I was able to easily beat the thing with zero trouble. With the Braegh dead, I decide to explore some of the other areas opened up here. The first one I stumble across and discover is the Necrohol of Nabudis.
     Upon entering, I get a little scene of the group talking about the place. Basically, they just discuss that Nabudis was destroyed because of a mysterious event that we now know was the Midlight Shard. Much like the Dawn Shard when it destroyed the Leviathan, it exploded and destroyed everything in its path. It also released a bunch of Mist, and that means incredibly strong monsters here. I scoffed at the line, but I quickly found out they weren't lying. The first group of monsters I met almost killed me on the spot, and I had to run away. I immediately ran back to the Salikawoods. From here, I explored for a bit, killed some monsters, and happened upon ANOTHER new location...the Nabreus Deadlands. Unfortunately, that place isn't an option either. The enemies are several levels above me, and I don't stand any chance against them. They're like five or six levels above me...so time to leave! I find the Gateway Crystal in Salikawoods and teleport to the Sochen Cave Palace.
     It's more Mark time! Here in this cave, there's a big turtle with the label "dead" on it. That's because I'm about to kill it. I locate the turtle known as Darksteel and quickly defeat the beast. Pretty easy Mark overall, and it really only took time because of lots of health. From there, I immediately teleport out to the Giza Plains to deal with the Gil Snapper, another turtle monster. Unfortunately, it's another Mark that you can't just directly approach. I had to run all about the Giza Plains and try to knock down all the trees to make a path to the Gil Snapper. Then once I was able to get to the area, I had to keep going back and forth from that area because it only appears during heavy storming. When the beast finally appeared, I was ready for it! On top of that, I had help from a member of the Clan to help me. (Clan Centurio. That group I joined but which has no impact on anything really.) Even without his help, the Gil Snapper would have been easy. Mark Vanquished.
     Next on the list is the White Mousse in the Garamsythe Waterway of Rabanastre. The Garamsythe Waterway looks like a pretty confusing maze of paths, but I actually found my way around really easy. The White Mousse is just a fancy white Flan monster. Well, it wasn't too fancy when I beat it! Another Mark vanquished. I am just taking down these Marks left and right. Of course, most of the ones I'm dealing with are easy ones that I've put off to play more of the main story. Anyways, I thought about doing a few more Marks, but I'm ready to move on. My next goal is an area called the Feywood that's supposed to be near the Golmore Jungle. So...TO THE GOLMORE JUNGLE!
     I teleport to the Golmore Jungle and quickly run through there. Taking the only unknown path leads me straight to THE FEYWOOD! It's a spooky ghost forest all covered in Mist. The enemies aren't too tough, but they aren't pushovers either. I quickly run through the forest and find myself in...a random part of Henne Mines. Yeah, I seemed to have missed the real path through the forest and ended up here instead. I turned around and started looking around the Feywoods. It took me a while before I realized that I had walked right past it. Nearby the save point, there's a path that's not listed as an entrance/exit on the map, but it's actually the correct way to go. It's hidden...sorta. I went up to it and small scene! The group is being halted by the heavy Mist blocking their path, but then Ashe sees Mr. Rasler at the edge of it. Suddenly, the Mist dissipates  and the group is able to pass. We move right along into BOSS BATTLE TIME!
     Oh no! It's a giant plant monster called Rafflesia. With some guide advice, I fully buffed my party before entering into the battle. I used Bubble (doubles your HP to double the max), Protect, Shell, Regen, and Haste. The first fun fact about this battle was the fun and strange field that constantly drains your MP. Even with these conditions, it was a pretty easy boss. Since my MP was going, I decided to throw out a Quickening and eliminate it all with one go. That only took about a quarter of its HP though, so I had to just physically attack it from there. Even after it called in Malboro helpers, I just kept my focus on the main target. Boss defeated! And now we can continue onward into the rest of the Feywoods.
     This new area of the Feywoods comes with new enemies. Unfortunately, one of those enemies was a rare enemy who was incredibly powerful. That one enemy alone almost killed off my entire party. I managed to beat it after some very hard battling. After that, I didn't encounter any more real trouble with the enemies here. The next few areas came along with a fancy puzzle to keep me from continuing. Basically, there are a number of shrines scattered throughout each area. You go to the first shrine, observe the emblem, and it gives a little saying. It says something about the true path being lit by an illusion. Basically, you look around the shrine with the camera and look through the doorways. One of them lights up with the illusion of a forest, and that leads you to the next shrine in line or the exit. If you don't do that, going to the exit of the area just magicks you back to the entrance. The first area of shrines lead me to a second area of shrines, but the second group of shrines lead me to a large gate. The gate wouldn't open if I touched it, but an inscription said something about opening only for the Gigas. I had to actually summon Belias the Gigas to open the gate for me. When I tried to open the door again, Belias took over and opened the gate with magic. With the gate opened, I could finally go to the next area.
     In the next area, I'm treated to a scene and the knowledge of finally being in The Ancient City of Giruvegan! Ashe says something about this being the city on the edge of time. Fran comments that the Mist is quite thick here, but she won't be going crazy like on the Leviathan because this Mist feels "cooled". She also says something about the sense of a shadow like the one from before. Balthier figures she means like Venar, and goes on to say that we should wait here since Cid isn't here yet. Penelo asks why we aren't going inside, and Balthier tells her that we don't want to go twisted like Cid does. Ashe is all of a sudden distracted again because Rasler is back. His ghostly form walks off, and she follows after him. The group is all "What?", and Vaan simply says that "She can see him. Let's follow her." Nobody questions this, so we head right on through.
     There's a Gate Crystal nearby, so I teleport back to town to buy supplies. I sell all of my recently acquired loot and end up with over 60,000 Gil! Woo! Then it's gone in no time. It wasn't even enough to fully upgrade everybody, but whatever, I'm moving right on with the game. I teleport back to Giruvegan and then continue through this ancient city. A nearby warp machine takes me across the way and to another platform for BOSS BATTLE TIME! A nearby statue changes into a large monster with a huge blade. The boss wouldn't have been very challenging if it wasn't for the flawed hit system. It was doing combos of like five to eight hits in a row. That fact alone allowed him to kill off a party member here and there. It delayed the battle by like five or ten minutes because he kept doing it, and I kept wasting time to revive people. Finally managed to beat it, but I wasn't very happy with the overall battle. Anyways, with its defeat, it changed back into a statue and opened up another warp point. I take that and am teleported to a massive underground dungeon with monsters all about.
     This place is pretty big, and I'm having to slowly climb down through hordes of fairly rough monsters. The only "puzzle" of this place is lowering the various barriers to get around the place. I also have to find random hidden paths to continue from one area to another. It looks like thin air, but if you walk on it, it lights up as a giant green glowing magical path. The first one was easy enough to find and took me down down down...into a scene! The characters are walking along this giant glowing path when they look to the center of this massive place and spot the insanely huge crystal. There's really not much said here, but Vaan seems overly excited for the unknown for sure. I continue along and come to a save point! Then I move right along.
     This next spot is a big area with a ton of staircases and small spots, but there aren't any enemies. I spent a lot of time walking around and trying to figure out where I'm supposed to go. I finally happen upon another invisible pathway, and it makes itself visible when I find it. I take the platform out into the giant chasm of an area and right into another BOSS BATTLE TIME! The group is standing in the middle of the unknown, and suddenly a dragon flies down to fight us. Oh no! I can't use techniques for this battle! Whatever shall I do? /end sarcasm Despite this horrific disablement, I'm able to push through this battle. It's just a generic boss battle with a dragon. The dragon was all like "RAWR!", but I just felt kinda meh about the entire thing. I make some heavy use of Bubble and Curaja, but the dragon doesn't really have anything special up its sleeves. With its defeat, the dragon ends up backing and falling off the magical platform. This leads to a big CONGRATULATIONS! Another warp point appears, and we jump on it and straight into the inside the massive crystal inside this dungeon.
     Dear lord, I'm now in a very unfun part of this dungeon. There's not really any kind of map, and looking at the menu map just shows a picture of a giant crystal. Basically, we're inside the giant crystal we spotted before. The first thing that hits me is...I get a little lost. I didn't really pay attention to which paths I took as I adventured through here. I seemed to go the right direction though because I'm soon hit with a scene. Ashe sees this giant glowing spot in the background and wonders if this is all nethicite. She goes on to say that there's enough here to...And is immediately cut off by Fran. Fran chimes in with "enough here to destroy ALL of Ivalice if you wanted". Ashe doesn't find this thought very comforting though, and we move along. Another warp point appears ahead, and it takes us straight into a random room. Oh noes! Another BOSS BATTLE TIME!
     The first thing this battle says to me is....This monster is another Esper. The Esper battles kinda just have this certain look and feel that makes me feel like it is a new Esper. This strange Esper is some sort of combination between a woman and a horse, but it's not your typical person-horse combo like most centaurs. I'm not quite sure how to describe it...Anyways, even with some of the more powerful spells like Shock and Flare, the Esper didn't have anything to really give it an edge. With the battle's end, I'm congratulated and rewarded the Esper Shemhazai, the Whisperer. Past the boss area lies another warp point with a fun message. It says that it's the only way to go beyond this place, but I ignore that and touch it to move on. ANOTHER SCENE!
     Ashe is suddenly by herself, and a strange being starts talking with her. The being identifies itself as an Occuria and tells her that she has been chosen. Then it's all WOOOO! and suddenly, Ashe is surrounded by a whole group of the strange ghost figures. They look a lot like the ones from before and the one identified as Venat. They start talking with her about who they are and what is going on. There's a lot said here, so I'm going to try and shorten it a bit. They know that she desires power, and they plan to grant it to her. They tell her that the source of the nethicite is a large crystal known as the Sun-Cryst. King Raithwell was given the Sword of Kings and told about the Sun-Cryst as well. He used the Sword of Kings to cut off three shards of the crystal. The shards are the crystals he passed down through his legacies.
     Ashe doesn't know what to think about this, and suddenly they give her a "Treaty Blade" and grant her the right to cut the Sun-Cryst to claim her own shards. They ask her to wield the power of the shards to become a Dynast King and destory Venat. She responds by saying that Venat is an Occurian like them, but they respond quite swiftly that he is a HERETIC! They claim that the nethicite is theirs to give to whomever they choose and no others. Venat helped someone to produce nethicite, and they aren't happy with them at all. They're giving Ashe the Treaty Sword and the right to use the nethicite so that she'll go and destory the Empire. She doesn't know how to respond to this. She might have wanted revenge, but she didn't plan to destroy them utterly.
     The Occuria go on to say that man is short lived in this world and insults them in a couple different ways. The Occuria are everlasting and immortal, and they have chosen people throughout time to help mold the world. They've passed their judgement on countless peoples so that Ivalice could forever endure. They believe they are the stewards of history to keep it going on the course they deem right. Their chosen person is their hand in the real world to help guide it. The hand also chooses who is to live and destroy any others. They tell Ashe that she is their chosen. They order her to take her revenge against those who stole her kingdom and fulfill her role as a savior. The Occuria disappear at this point...and then the rest of the group walks in.
     They wonder what was up with the Occuria and what gives them the right to tell her what to do. Fran asks Ashe if she'll truly take her revenge like they asked. Ashe isn't sure how to respond, and Basch lets her know that they couldn't see the Occura, but they could hear them speak. He goes on to say that the Occuria may believe themselves to be gods, but everyone is their own person and free to choose their destiny. Basch might like like the Empire, but he's against her destroying it in revenge. They should pay for their actions, but utter destruction is too much. Suddenly, the group realizes Cid isn't here, and Balthier knows what happened.
     Cid baited them into coming to Giruvegan. He wanted Ashe to get the stone and meet with the Occuria. Penelo asks how this would help since them having the stone would be bad for the Empire. Balthier figures that Cid just wants to see what happens when nethicite collides. Regardless, Ashe tells the group that she will search out for this Sun-Cryst. The group turns to go, but Balthier has one last thing to add. He tells her that "Hhistory is built by our hands" and adds that it is a favorite line of Cid's. Balthier doesn't believe Cid would stand by and let the Occuria shape all of history. Scene jump!
     Now it's Larsa and Vayne in Archadia. Also Gabranth and Cid are there. Larsa is begging Vayne to give Dalmasca back to Ashe to avoid a war. Vayne thinks Ashe is determined for war though and desires it above all else. She won't rest until her revenge is taken. Larsa belives he is just misreading her because he feels Ashe would shun war before embracing it. Vayne then looks over to Gabranth and asks that he judge her in his place. He is to decide whether she wants war or peace, and if it comes to war, he asks that Gabranth takes care of her. Larsa doesn't seem very happy with this, but he believes that Gabranth will see what he sees in Ashe and won't kill her. Gabranth and Larsa then head off.
     Cid comes over from the corner and starts talking with Vayne. He comments on how Larsa is such a nice kid and can't believe how he is Vayne's brother. Vayne simply responds that he is how he should be. Cid suddenly talks with the invisible Venat who informs him that "they've taken the bait", and that Ashe has been given her Treaty Blade by the Occuria. Vayne comments that they've chosen their scribe to write history and believes that she'll be adding fresh nethicite to her power. Cid laughs at this and believes that the nethicite to be simply trinkets best left for study. Vayne adds that they've conquered TWO kingdoms so that he could study these "trinkets". Cid says he's grateful for the sacrifice because manufactured nethicite is just so amazing. Cid starts talking with Venat again, but there isn't much worth mentioning. They do suggest that they have an ace for taking back the "reins of history" from the Occuria. From here, there's a bit more said, but let's just move on.
     The group is about to head on, but they aren't quite sure where to look. The Occuria did give her a clue about where to find it. Something about a lost time on a distant shore. Vaan brings up that Reddas mentioned something about following another lead, and that they should go ask him about that. Balthier doesn't really want to be in Reddas's debt, but Vaan simply asks who Balthier can trust if not his own kind? I guess that's enough for everybody else though. Time to leave this awful place. Unfortunately, I missed the quick teleport out of here and instead took the long way out. It's not that tough of a dungeon, so it wasn't that bad really. It helped me get some extra loot out of the journey at least. There were a few annoying enemies, but nothing I couldn't handle. When I finally hit the Gate Crystal, I teleported back to Balfonheim and sold all my loot. I made 90,000 Gil! Unfortunately, it was pretty much all gone once I bought all the newest magic available.
     Before moving on, I figured to tackle another Mark or two. For this time, I decided to revisit the Cerobi Steppe and fight the giant bird monster known as Vyreen. Somebody's got to help that viera get her stuff back. I quickly made it up and to the bird monster for Mark battle time! The battle started off pretty well too. I was all buff-ed up and ready to beat the monster. I got pretty far into its health, and it was nearly dead when it did the most annoying thing ever. Rather than just heal itself normally, the giant jerk began to run around the area and just avoid me. I tried running after it, but the thing was able to run crazy fast. It was fast enough to run halfway across the map and heal up some before I caught up. Thanks to this little bit, it was able to avoid me for several minutes before finally coming back to fight. When it came back, it was suddenly like three or four times harder. All of this not because of its moves or abilities, but because the stupid thing could just run really fast. I managed to beat the thing after blasting it with a pile of Quickenings. Enough of this! I head into town, sell the loot, buy new armor and such, and then move on with the story.
     I head into Balfonheim and meet up with Reddas. As I walk into his house, it seems that something has most definitely gone down. He's ordering people all about to take care of something. He tells us that a problem came up. He sent off a bunch of boats to search a far off coast. When they approached the foreign coast, the Mist was incredibly thick and started to cause problems. He sent boats because he knew airships would have problems, but he didn't expect trouble for boats. After explaining all of that, he asks Ashe how Giruvegan went, but he can already tell from her face that it wasn't much of a success. Reddas also seemed to know that Cid was lying about going there. Ashe confirms this but thinks that we know what he truly intends. They go on to explain that the deifacted nethicite is simply shards taken from a much larger source known as the Sun-Cryst. The group believes that the Sword of Kings can be used to break the source, and this would stop the Midlight Shard from working at all! They're unsure about what would happen to manufactured nethicite though. As Ashe finishes up with that explanation, Balthier adds in that they could use the Treaty Blade to cut off a new shard of nethicite and use that to fight the Empire's nethicite. With that said, Balthier gives them his opinion on the nethicite. He says we should pick it up and throw it away for good.
     After all this talk-ary, Vaan comes in (thankfully) and gets the group back on topic. He says we have to find the Sun-Cryst regardless of what we do with it, so let's just forget about this for now and find the thing. Vaan then asks Reddas about the hint they were given of its location. "A tower on a distant shore across a distant sea." Lucky for us, Reddas immediately recognizes that description as the Naldoan Sea, the Ridorana Cataract, and the Pharos Lighthouse. That's where he sent his fleet to and where they ran into all the trouble. Basch is already convinced that this is the place from the saying. It seems to all match up, and the strong Mist is most likely from the Sun-Cryst.
     Balthier asks how they'll get there because the seas in that area are "Jagd". The game has never truly explained how their air travel works, but now that we're just a few hours from the game being over, I can make some assumptions from this conversation. Jagd is some sort of special type of stone/air/something or other that keeps airships from working properly. Lucky for us, Reddas has a solution for this. He gives Balthier a special skystone that he believes should resist the Jagd. (Again! It's suggested that the skystone is how airships work.) Balthier sees the stone and assumes it is another stolen good from Draklor Laboratories. Of course, the bigger question here is the one he asks...Why didn't Reddas use it in his ship? Reddas explains that the stone won't work with his airship, but he believes Balthier's Strahl will work with it. So! It looks like we are ready to go. As the group turns to head out, Reddas asks Ashe if he can accompany us. Ashe isn't opposed but asks why he's given us so much help. His only answer to this is the Nabudis Deadlands. They ask if that is his homeland, and he answers no but it's a memory burned forever in his heart. REDDAS JOINS THE PARTY AS A GUEST!
     We head out of Reddas's house/mansion/whatever, and I learn that I finally have control of Balthier's airship, the Strahl! The game's explanation was that it was being repaired all of this time. All the way back from when it was damaged that one time during the Leviathan business. The Strahl opens up the ability to move all around Ivalice without having to make copious use of Teleport Stones between the Gate Crystals. I can't go anywhere on the map, but I can head to most of the major locations. Before heading off to the Ridorana Cataract, I figure to attempt another Mark. I figure I can handle one of the harder Marks now, and I also have a guest member to help out. So, why not?
     The Mark I have in mind is another dragon known as the Lindwyrm. This one was another Mark on the list of "Marks with special conditions". Basically, you have to go to a specific area at a certain time when the conditions are juuuust right. You have to approach this random area of the Tchita Uplands when it's rainy but not HEAVY rain. Yeah, I'm just loving these. Anyways, I find the dragon and engage battle! It's your typical Mark battle where it was honestly more annoying to find it than to fight it. Really was just a long battle simply because the thign had a lot of health. I had basically no trouble fighting it, and with its defeat, that meant another Mark Vanquished. After this huge time waste, I decided I didn't want to waste anymore time and made my way to the final dungeon! (I know this because of the guide.) ONWARD! TO THE RIDORANA CATARACT AND THAT LIGHTHOUSE PLACE!
     After I take off to head for said place, I'm treated to a lovely cutscene of the Strahl flying over an ocean. Then there's a huuuuge tower on a random bit of land above said ocean. At the edge of the lighthouse is like...a waterfall but with the ocean? I'm confused sorta, but it looks all nice and pretty. So glossing past that, the tower is just freakin' massive, and of course, we have to park at the very bottom of the tower. I can already tell this isn't going to be a short trip up the tower. (Also the guide warned that this is easily a several hour dungeon WITH the guide help.) With the end of the cutscene, we shift into a regular scene of the group looking at the tower from the bottom. Almost can't see the top of it...Ashe is still contemplating what action she should take. She doesn't know whether to destroy the Sun-Cryst or use it to get her revenge. She says this outloud of course, and Reddas warns her that revenge will only end in her own woe. That part of the group heads on, but Balthier stops Vaan briefly to say something to him. He tells Vaan that if something goes bad for him (Balthier), he wants Vaan to take the Strahl for him. Vaan doesn't know how to take this, and Balthier simply adds that he's the leading man and might have to do something heroic before this is done. Enough talking, let's go get that Sun-Cryst!
     This area is littered with some pretty tough enemies. I'd also like to add that almost every area since like the Salikawoods has had SOME form of Malboro. I'm not saying they aren't good for a challenge, but it would be nice to see a little more variety. Either way, I don't get too far on this area around the Lighthouse before we come right up to the big building itself. There's the door...but oh no! It's a giant zombie dragon! BOSS BATTLE TIME! The first of the last round of bosses is a big ol' zombie dragon called Hydro. I don't know why you'd name a zombie-fied dragon Hydro, but I'm not a game designer. Either way, there wasn't much of a fight to be had here. I didn't have any real trouble with the guy until he was struggling with the throws of undeath death. Even then, the big guy went down with not much effort on my part. With his demise, we approach the big door to the big tower for a scene.
     As the group approaches this big door, Vaan notices some interesting writing at the side. The writing is quite old though, so only Fran can read it of course. As she reads it off, I'll summarize it in the worst way possible. "Dear person chose by Occuria with your fancy sword, This tower is very tall. There are monsters in here, so I'm just warning you that it is dangerous. Also there are tests in the tower to test your worthyness, and there 'watchers' or whatever. Yours truly, King Raithwell." Basically, the Dynast-King left a message for any others that the Occuria might send. It's a warning to those who would come after him. Fran feels the message is definitely for Ashe, and that there might be something she can understand of this message that the others can't. There was a part about "cutting the truth path", but I don't get it right now. I figure we'll get it eventually, but let's handle that problem when it comes. Ashe approaches the big ol' door, and it magically opens up just for her. Let's move on into the FIRST ASCENT! HORIZON OF FIRST LIGHT!
     This dungeon is so big that different parts of it are technically considered different dungeons stacked on top of one another. I see it that way because there are different Ascents coming up, and they each have their own map to find, different enemies, and all that. The areas of this dungeon are littered with pillars with glowing words upon them. It's all written in the sort of "old style speech you can't directly understand" dialect. It's all hints, clues, suggestions, and assorted messages about climbing this tower. Basically, I'm not going to get to just stroll to the top. I don't feel like deciphering all of these pillars, so I'll just hit up the guide. The first step is to go around, beat enemies, and collect Black Orbs when they drop them. The first floor is just a giant circle with enemies on the outside ring, so I run around the exterior and collect a pile of Black Orbs. After that, I hit the inner ring of the circle and place one of the orbs into a pedestal  With the pedestal activated, it does a little fancy scene and talks about the first seal being broken. Now I have to go around and activate the other two pedestals around this area. I didn't realize that they were all around, or I would have activated them as I was going...
     A short while later, I've activated the other two pedestals, and now the seal to some door is gone, so I may continue on! I find the door that's been "unsealed" and enter inside. This transport the group to a weird illusion world. I walk around a bit and eventually run into a giant rock...that transforms into a weird turtle rock monster! BOSS BATTLE TIME! It's the rock turtle Pandaemonium! It's all tough with its rock defense and such. This battle goes pretty well for a while, but then the boss pulls one of FFXII's fun "screw you" moves. When he hits about the halfway point on his HP, he puts up a barrier where he can't be hurt by magical or physical attacks. Thus, for the next several minutes, I have to sit there and just wait it out. I can't hurt it in any way, so I have to just sit there and take it from the turtle. I don't know whose idea this was, but it's getting thrown on the list of ideas known as "Bad game design". When the period of suck is done, I take a few more minutes to eliminate the turtle. With the turtle down, the illusion world fades, and we're back in the room from before.
     As the room comes into view, I get a message telling me that gateway is now open. There was a deactivated warp device at the front of the dungeon, so I figure it should work now. I head to it, hit the warp switch, and now...I'm on the tenth floor. Now I'm presented with just a bunch of stairs and pathways to climb up. What's the catch? I have to defeat specific green glowing monsters. With their defeat, pieces of magical bridges appear and eventually materialize into actual bridges. Most of these monsters are just along the path, but I do have to search out one here and there. As I'm moving upward, the game throws a wrench in the easyness of the path by adding red versions of the monsters. You have to avoid killing those, or the magical bridge resets. If that resets, you have to go and kill all the green ones again. This sounds pretty simple right? Just kill only the green ones, but the problem here is you have a guest member who runs soley on AI telling it to "Kill everything". That means the stupid idiot will go and attack ANYTHING that isn't friendly. I had to keep telling Reddas to retreat, or he'd kill off the red ones. Despite this minor setback, I'm able to climb up quite a bit with some speed. I make it all the way to floor fifty before I hit another save.
     Just a small ways beyond the save, there's some closed doors, and beyond one of those doors is another illusion world with...Yeah, it's more BOSS BATTLE TIME! This time, I'm in a marsh-y area, and a giant fish jumps out to fight. This could have been a very challenging and interesting battle, if I didn't know the secret. It's almost like a recipe! Take one giant monster fish named Slyt. Cover in Oil (the status effect), and fry him with Fire. Repeat lovingly until the fish dies in like two or three minutes at most. Each hit of Firaga was doing nearly 7000 damage, so I had no trouble with the guy. With his defeat, the illusion is gone, and we're free to continue our climb upwards through another warp device. We teleport up and into the SECOND ASCENT! REACH OF DIAMOND LAW!
     The puzzle for this area is less of a puzzle and more of a "choose your hinderance" game. There are four pillars around the area, and each one asks you to sacrifice something to continue. You can choose between losing your physical attacks, your magic, your items, or the mini-map in the top right corner. That's a pretty tough choice. I had to think about it before I could choose what to lose. In the end, I gave up the mini-map because it's the stupidest hinderance choice. Seriously, you can still pause the game with select and have access to a map. So it's less of a hinderance and more of a "slight delay". That's the gimmick for the first half of the second ascent. Seriously, why would you give up your magic or attacks? Is it to challenge yourself? Because it just seems like a bad decision. I make my way up a group of floors before finding myself in front of another door. Guess what? It's another illusion world with ANOTHER BOSS BATTLE TIME!
     For this round, I'm fighting a giant white tiger man with a big sword. His name is Fenrir, and he was a huge disappointment for a boss. It was more of a difficulty enemy than a boss honestly. He doesn't have a lot of health, and he only really does physical attacks. Sure, he comes with the stat boosts Haste and Bravery, but those can be dispelled quickly enough. Beyond that, he just combo'd his attacks at times. This gave him some umph behind his attacks, but it really wasn't anything to worry about beyond that. I beat him, the illusion goes away, and we're allowed to continue up this lighthouse.
     In the next area, it's a replica of the initial area. There are the four sacrifice pedestals from before, but now I have to hit the same one as before to gain back what I lost. Woo! Mini map retrieved. With everything back in place, I'm given an elevator that lets me move up a SINGLE FLOOR! YEAAAAAH! (Floor 66 to Floor 67) I save my game on this floor and hit up another warp point. Now I'm on THIRD ASCENT! METE OF DESTINY! This area comes with word puzzles about choosing the correct warp forward among a group of different colored warp stone sigils. Getting one wrong simply resets the area, but if I mess TWO up, I'll be punished for it. Of course, I have a guide behind me, so I'm not too worried about the punishment. No point extending this post, so I'll just list the colored sigil order. The order goes Black sigil, Green sigil, Red sigil, the color you sacrificed earlier (Pink for me), and Clear sigil. This takes you to an elevator, and that elevator takes me up to floor 90. Once there, we step off the elevator right into a BOSS BATTLE!
     It's a strange lion-man creature with weird arms. They look like airplane wings almost. Oh well! We're going to take this beast man DOWN. This battle had a couple of blargh moments that have to be solved with very precise strategies. You have to float everybody to avoid the boss's Quakeja spell that he eventually casts. That's not so bad really, and it didn't even do that much damage if I messed it up. However, the real problem was that he liked to inflict the Disease status. I didn't know what it did before, but I learned quite quickly. If a character with Disease is knocked out, they are revived with only ONE HP. You can't cure the status through death either, you have to cure it with the spell Cleanse or the item Vaccine. I had to deal with the status quite a bit and revive a few members several times. Beyond that, there's not much more to mention. With his defeat, I found out that airplane-arm lion man was another Esper. Thus I gained Hashmal, Bringer of Order.
     From here on, it's a pretty calm trip up the rest of the tower. There's a small scene with the group talking though. Fran comments on how the din of Mist grows thicker, and she believes we are finally nearing the Sun-Cryst. Penelo is curious if Ashe will truly take her revenge against the Empire. She knows how hard it is to lose someone precious, but Penelo knows there is nothing you can do to bring them back. (Because Pheonix Downs and Life spells don't work on non-party members.) Reddas replies to this by saying that the past can be as bad as iron shackles, and he wonders if Ashe will truly cut the path. After that, it's a save crystal, a warp device, and right into another scene. We're finally face-to-face with the Sun-Cryst! Ashe is still quite unsure of what she wishes to do, but she's contemplating it all out loud right now. She holds both swords in hand (Sword of Kings and Treaty Blade) and has to choose which to use. Suddenly, Rasler appears in front of the crystal, and now everybody can see him. As she looks at him, she feels like he is asking her to take the stone and get revenge, but she realizes now that she doesn't want revenge. Just as she's saying that, a surprise guest appears from nowhere.
     Oh noes! It's Judge Gabranth! He admits to pretending to be Basch and killing her father. He demands she stand up for her people and country and take revenge. There's a whole bit that goes down here, and it's pretty lengthy. It's mostly just angry-ness and revenge talk. Gabranth goes to strike at one of the party members, but Reddas cuts in and blocks him. Reddas talks about a Judge who was present at Nabudis. How this Judge took the Midlight Shard and used it, and that was how Nabudis was wiped out. The Judge was told by Cid to find out the true power of the shard, and if you guessed, then yes, that Judge, known as Judge Zecht, was Reddas! (Dun dun duuuuun!) Gabranth pushes Reddas off to the side and tells Ashe that she has sworn revenge and states that the dead deserve it. Blah blah blah, the past can't be changed and what have you. Ashe looks again at the image of Rasler and slashes through it. She realizes now that it can't possibly be him, and it turns out that the Occuria were leading her around all this time.
     The Occuria reminds her that she was chosen to fix history. Ashe gets angry at this statement and tells them that she isn't their false saint. She slashes through the Rasler image, and it is now gone. She says that Dalmasca has never relied on the power of the Dusk Shard. They resolved to never use it, and that's the Dalmasca she wishes to have back. To make use of the nethicite now would simply betray that. She's decided to destroy the Sun-Cryst and throw it away. Gabranth scoffs at how she claims no need for power. What of the broken kingdom's shame? He yells that the dead demand justice! Vaan yells at him how that is wrong. Nothing can be changed now. He can't help his dead brother because he's gone for good. Ashe stands to say that the past can't be changed with power, and what is done is done. Gabranth asks how she plans to defend the future of her Kingdom without power. Basch steps in and says he will give his all to defend his Queen and his Kingdom both. Gabranth laughs at the statement and asks what good Basch could possibly do. Basch couldn't defend Dalmasca or Landis (their long forgotten, dead, and previous home country). What good is his shattered hope and shield now? BOSS BATTLE TIME! WITH JUDGE GABRANTH!
     What it should really be called is "a big pile of easy nonsense with no difficulty whatsoever". It's four people facing off against one guy who's just throwing out mostly puny attacks. At the halfway point of his health, he yells out at Basch about stuff. Something about how slaying the Kingslayer won't bring back his honor, and he's stained with blood for abandoning his country. Oh who cares anymore! We wallop the guy after that and he goes down. As Gabranth is all "urgh" after his defeat, he adds in something about them leaving their debts unpaid. Then, someone comes in to end all of this judge-y, preachy nonsense. Guess who? It's Cid! He calls Gabranth a disappointment. Cid says that Gabranth shouldn't have simply raised his sword at the Princess. When he did this, he broke his word to Larsa and doesn't deserve to be a sword or shield for him. Cid dismisses Gabranth and moves right along. Gabranth isn't too happy to hear this and lunges forward to strike at Cid. Venat interrupts this little moment and flings Gabranth to the side though.
     Cid comes forward and congratulates Ashe on resisting the Occuria's offer and choosing to end their meddling instead. If they don't rely on the Sun-Cryst shards, that puts the reins of history back in man's hands. He asks that she hold off on destroying the crystal briefly though because he has one last use for it. With Venat's help, he brings forth a big pile of Mist from the thing. Mist starts shooting from the crystal, and Balthier yells at Cid because he realizes what it was all about. Cid has done all of this to try and become a god of some sort. However, we aren't going to just sit here and watch. BOSS BATTLE TIME! Unfortunately for Cid, he's pretty damn weak. We are just beating his face in with no trouble whatsoever. Halfway through, Cid doesn't like where it is going, so he calls in a helper. It seems he also has an Esper, and he summons forth a big metal-y guy he calls Famfrit. When he brings out Famfrit, Cid pulls up a magical and physical barrier to make himsel invulnerable. So...we can't get to him until we defeat this big guy. That's really not too much trouble though. The only thing Famfrit seems to have of any power is the Waterja spell, but that's about it. We quickly beat the big Esper down and re-focus on the half-dead Cid. Smack, smack, boom, ka-pow, and the Cid man is down for good! (Also we get his Esper, Famfrit the Darkening Cloud.)
     Scene time! Cid dies here and fades away into nothingness. Of course, what he did to the Sun-Cryst is still happening, and it is fuming up a storm of Mist. According to those there, it's going to blow soon, and we need to take it down now. Vaan and Ashe each grab one of the swords and attempt to run up to destroy the Sun-Cryst, but they can't reach it because of all the Mist pouring out of it. Reddas comes up and takes the Sword of Kings. He rushes the Sun-Cryst and slices it up...Of course, it blows up regardless, but not without a large cutscene showing off how people from all over can see/sense the explosion. Now it jumps back to the tower, but it's very much missing the top piece. The rest of the group is in the Strahl as it flies away, and Reddas...is dead. I'm given the option to save my game now, and next thing I know, we're back in Balfonheim.
     As we get there, Al-Cid is waiting for us. As it turns out, that wasn't the end of all of this. He informs us that now is the time for essence because we have a war on our hands. He did what he could to delay said war, and everything was going very well. Unfortunately, some of the more devoted war generals went behind his back and straight to the Resistance. On top of that, Al-Cid has learned that several groups of the Resistance went rogue and charged straight at the Empire. He believes they were most like Rozarrian troops placed into the Resistance under the guise of mercenaries. This little act of course brought out a response from the Empire, and now the Marquis has been forced to send his main fleet to counter that. As it turns out, the battleground of all of this is Dalmasca. Balthier figures that Rozarria will use this little battle as an excuse to send in more support with the excuse of defense. From there, war is basically the next step between the two empires.
     It is also believed that Vayne will strike out at both the Resistance and Rozarria when they are all out there. Basch doesn't understand why he'd do this since the Dusk Shard is powerless and no longer an advantage. Unfortunately, Al-Cid informs us that Vayne has many advantages on his side. It seems he is on the higher ground with a little something he woke up...Bahamut, Lord of the Sky. It was reported that a whole lot of Mist was reported near Ridorana when Bahamut awoken. Obviously, the group believes that these two events are linked. It's always possible that they aren't, but this is a game! Two random events are always linked. Balthier believes that this was most likely Cid's doing as well. It was his last big goal, and unfortunately, he accomplished it. The Bahamut is coming to Rabanastre, and it's time for us to take it down. We're all united in taking down a sky fortress although we really don't have a way to do that. Al-Cid heads out at this point to go and hold back the Rozarrian invasion for as long as possible. From here on, all I have left to do is fly to the Bahamut with the Strahl.
     Before I head for the final area, I had a couple of things to do first. I sold all of the loot I just acquired over the last several hours. I had over 100,000 gil! Of course, 70% of that money was gone after I purchased all of the new spells they had in Balfonheim. After that, I went to find out what new Marks came up. Turns out there were like seven new Marks, but that still wasn't really all of them. From what I looked up, there are 45 Marks in the entire game, and I've only tackled a little over 20 of those. Since I can't come back after the Bahamut, I figured maybe I should try to eliminate a few more of those. My patience in this game has really hit its edge, but the completionist part of me wants to complete more of the game. SO! I chose a Mark and went out into the world to deal with it.
     And quickly found out this was a huge mistake. The stupid part is that the Mark itself wasn't that hard, but the conditions around the Mark were ridiculous. The Mark was this large golem in the Nabudis Deadlands, but to get to it, you have to go through a battallion of constantly respawning skeletons. I managed to get the golem's health pretty far down, but then I was stuck on trying to keep everybody alive. On top of death, they were making everybody Blind, so I had to keep curing that as well. In this process, I ended up running out of Phoenix Downs and magic. I had to run away with only one party member left, and then when I tried to recover, I lost that person as well. Game Over. All this taught me was that I had to be stupid amounts of prepared to deal with a simple Mark. With that setback, I decided...Screw it! I'm moving on to the final area. After reloading my game, I went to the Aerodome and flew off towards the Bahamut.
     From here on, it's pretty much just story bits and a couple of boss fights. I'll go into some detail, but I'm not going to be obsessive because this post is long enough as is. As soon as I take off, I'm put to a large cutscene of Rabanastre being overtaken by what appears to be a massive storm with a tornado, but I'm guessing that inside of that storm is the Bahamut. Now it switches over to a scene. It's Vayne and Larsa aboard the massive sky fortress. I'd like to say that this thing doesn't even remotely compare to the other airships. It is like five or six times bigger than even the BIGGEST airship they've shown so far. Anyways, Vayne is on the bridge of the Bahamut, and he's hearing stuff from Venat. (Currently invisible to us.) Larsa is begging with him to let it end since the people have surrendered. Vayne is all "nope" though. The Bahamut opens fire with the main gun, and this destroys a huge mass of the Resistance airships with just the single shot. Back inside the ship, Vayne is explaining how he sees all of this. He believes there is no surrender now. The Resistance will send everything they have, and he will destroy them all.
     Larsa tells him that he is wrong to just slaughter them all, and the people will only hate him more for doing this. Vayne believes that if he pardons them instead, they will simply rise up again. Larsa still believes he is wrong, but Vayne suggests that he back up that statement with the strength to take him down. Then Vayne goes and gives a speech to his crew aboard. He talks about how they are going to start a new beginning and write a new history. They will stop this rebellion and do it for Archadia. Huzzah! And now, we jump into a big battle cutscene! There are airships all around, and they are beginning to launch out and about to attack the Bahamut. However, they don't stand a chance. On top of the Bahamut, the Empire has a fleet of ships as well. This cutscene is mostly just an awesome airship battle. For the moment, it was looking kinda hopeful for the Resistance, but then their main ship moves out of the way, and the Bahamut takes a shot at the Resistance. It just barely misses the Resistance's flag ship, the Garland, and heads past to blow up a whole group of their ships.
     The scene jumps on board the Garland who is preparing to deal with this. Suddenly, the Strahl appears, and Ashe messages them to say they're going in to stop Vayne. Ondore tells her that it isn't her responsibility to do this, but then we randomly hear Larsa contact them to say he's going with her to stop Vayne. Ondore wishes them luck, and we find out the group is a pile of liars. Vaan used some equipment on the Strahl to pretend to be Larsa, and they fly onwards to the Bahamut. There's an epic little cutscene of the Strahl flying all action-like towards the Bahamut. He dodges all sorts of stuff and lands on the Bahamut. The team disembarks, and we find ourselves on the SKY FORTRESS BAHAMUT! The group talks briefly to remind me that our goal is Vayne alone. We don't need or want to fight the whole Empire, so it's suggesting that I just make a mad dash to get him. So let's GO GO GO!
     I have to fight through some Imperial soldiers as I make my way through the Bahamut. As we reach the core of the ship, it's more cutscene time! There are Resistance fighters who manage to get to the Bahamut and fire upon the ship. You gotta give those guys something...They are pretty well prepared. The group renews their determination and moves right along. It seems that the Imperial soldiers are more or less endless, so I just make a run for the central elevator. Just as we make it to the elevator, I'm greeted by an old friend...Judge Gabranth is alive and here somehow. He claims that he still has a job to do, but Basch says he shouldn't just blame himself. Gabranth yells at Basch and tells his brother (Yeah, I didn't connect the dots until last time although the game suggested it a couple times.) that he failed Landis and Dalmasca. How does he hold onto his honor? Basch says that he has succeeded in defending someone important, and that is what matters to him. He asks Gabranth if he hasn't done the same and suggests that Gabranth has done the same for Lord Larsa. Gabranth doesn't seem to care right this moment. His title has been stripped, and the only feeling he harbors now is hatred for his brother. Gabranth asks how Basch goes on with all that has been forsaken, and Basch simply answers that he does what he must. BOSS BATTLE TIME!
     Judge Gabranth is back for a second round, but he hasn't really changed any from before. True, he was a little bit harder, but there's still not much to worry about here. Minus a little setback, I managed to beat the guy and get another scene. Basch calls Gabranth by his true name, Noah. Gabranth feels that he doesn't deserve that name anymore, but Basch asks that he live on and earn that name back. The scene ends, and I take the elevator up. That's met with ANOTHER scene! As we reach the top, we find Vayne and Larsa waiting for us. He welcomes us to the Bahamut Sky Fortress and goes off into his dramatic speech. He asks if Ashe is here for vengeance or freedom or whatever. Ashe says she is for herself and just wants to be free. Vayne claims that she can't possibly rule without power, and that Dalmasca shall be coming to an end. He tells Larsa to remember her as a person who would rule but has no power. Larsa finally stands up and says NO! He may lack the power, but he will persist in trying to stop Vayne. We see Gabranth coming to his feet on the elevator, and the battle is now upon us! FINAL BOSS BATTLE TIME! ROUND ONE!
     For this battle, it's just simple Vayne using simple physical attacks. I use Blind on him, and there's not much more to deal with here. At half health, he gives us a little speech and renews himself...not health-wise. Blam blam blam! The fight is now over. It's followed by a scene of Vayne falling to the ground. Larsa rushes over to him, but then something grabs hold of Larsa. It looks like Venat may be involved and like drains the energy from Larsa and to Vayne. Ashe says it is the manufactured nethicite. Suddenly, Vayne is up again, hopped up on magical power, and hulks out. He's all massive and weird looking. Gabranth walks in and joins the fight this time for FINAL BOSS BATTLE TIME! ROUND TWO!
     Hulk Vayne is floating about the place and has a pile of swords floating with him. Each sword has an element and its own health. So before I go for him, I start taking out each sword one by one. This takes a little time because they're flying all over the place, but at the same time, each sword has a specific elemental weakness that I can make use of. Again this isn't too difficult a battle, but I am using all of my usual buffs to keep my characters ahead of the game. (Bubble, Shell, and Protect) I quickly eliminate all his floating sword helpers and then focus on him. Once his health is down halfway, he goes off into another speech. He talks about how he's the new Dynast-King and how mankind's history will now continue without the reins of the gods keeping them in line. The battle continues, but he's just not that hard of a boss. Without his swords helping him, it's just down to him floating about with a physical attack here and there. Sometimes he goes off into a super special scene move, but none of those were really that bad. I had to revive a teammate here and there, but I never really felt the possible pressure of losing. He puts up a magical barrier at one point, but I've mostly been using physical strikes so...no change. Also, on top of this, I have Gabranth helping us as a guest character. I finally deliver the final blow of the battle, and it jumps over to a scene.
     Gabranth charges in for a final blow, but that doesn't seem to cut it. Vayne lets loose an attack that cuts off a huge chunk of Gabranth's judge armor. He knocks Gabranth away and then sends in the giant magical swords to finish the job. Larsa steps in the way though and uses a piece of manufactured nethicite to stop the swords...because they were magically apparently. Vaan picks up one of Gabranth's swords and charges at Vayne. He knocks Vayne back and off the platform. He tries to go in for the final hit, but Venat blocks him from doing that. (This game sure loves the V names.) Venat disappears, and the group gives chase to a running away Vayne. As the group is heading on, Gabranth asks Basch if Larsa was a good master, and Basch tells him yes. Time to follow after Vayne!
     We're now following Vayne on this outside part with a scene. He's struggling to just keep moving and telling Venat that he's failed. Venat says that he hasn't failed at all, and everything has gone quite well. The Sun-Cryst is destroyed, and the "Age of Stones" is finally done. Venat says it will join with him for the final battle and claims that Cid would have been happy to know that history begins anew today. This kicks off into a cutscene where Venat fuses with Vayne, and Venat's power begins to rip the place up. Parts of the ship are pulled up and form with Vayne's body to make a new super metal body with a kind of clockwork look and wings! It's weird for sure but also pretty cool looking. FINAL BOSS BATTLE TIME! ROUND THREE! ULTIMATE FINAL BATTLE!
     This battle takes place on the exterior of the ship against a giant super-armored Vayne with wings and is simply referred to as THE UNDYING. I'm still buff-ed up from the last battle, so the first half goes pretty easy. The first thing I get to see is that this guy apparently gets super special versions of spells. Instead of just -aga spells, he gets PIERCING -aga spells for more damage and cheating. His attacks are fairly powerful here, but most of that is countered with the use of Protect and Shell. I try to keep those going as well as Bubble for doubling health, but he likes to cast Dispelaga and just eliminate those. Thus, I have to REALLY keep after my buffs and keep recasting them. It's a bit bothersome, but it keeps me from having to just constantly focus on healing if I'm buffed. At one point, he threw up a magical barrier to block magic damage, but that didn't really affect anything because I'm mostly using physical strikes. That eventually fades away, but then he throws up a physical barrier. This mostly sucked because I've been exhausting my MP supply on buff spells, so I'm having to replenish MP with items. (It is the end of the game after all.) I'm getting used to throwing what spells I can at him, and I'm mostly using Flare since elemental stuff doesn't seem to work very well on him.
     Things are going pretty well, but then the game decides it is time to throw this into "screw you!" time. He throws up a PERFECT barrier, and now nothing can damage him. Just like the stupid turtle from before, I just have to run around and keep myself alive until the barrier lowers. I struggle through part of this just to keep alive. (Again, I REALLY hate this idea in a game like this. I can take having to use a specific spell or item to help but giving them FULL invulnerability is retarded.) After no telling how long, the barrier finally goes down, and I let the big guy have it. It's all like slash slash, pow pow, blam blam, and FINALLY the Undying has finally died. A cutscene ensues as Vayne is all "GRAAAAAAH", and his clockwork armor just flies apart. The group is happy with their victory, and it's all like "yaaay". Then suddenly, they remember that this massive war is still happening around them. They run back inside the Bahamut and back to the Strahl.
     They're all getting back onboard the Strahl, but they're having a hard time getting it going. They also notice that the giant rings around the Bahamut have stopped. (They're the things keeping it flying apparently.) Balthier starts to head off the ship and tells Vaan to take off as soon as he gets the Strahl going. Balthier and Fran both head off the ship to deal with the Bahamut. Lots of stuff happening at this point. The group takes off with the Strahl, and Basch sends out a message to all the fleet. He tells everybody that he is Gabranth and that a ceasefire has just been signed with Lady Ashe. Larsa also comes on to tell everybody that his brother has fallen in battle, and this makes Larsa the one in command now. He gives the order to everybody to stop now. Then Ashe comes on to further say the same thing, but she also adds this nice heartfelt message about them all being free.
     Everybody does stop firing as all these messages go out, and it seems like it might all really be over. Then all of a sudden it is all "WHOOPS!" The Bahamut is starting to fall out of the sky, and it's going to crash into Rabanastre. Judge Zaargabath contacts the other ships and tells them to get out of the way. He's planning to use the Alexander (Imperial flagship) to ram the Bahamut out of the way. He says that if the Bahamut falls on Rabanastre, there won't be anything left of it. Again, that's not too hard to believe because it's a huge air fortress and probably bigger than the town. The Alexander starts to turn around, but then Balthier sends out a message to everybody. He's still on the Bahamut, and he's working to get it moving. He plans to keep the massive ship from crashing into Rabanastre. Heartfelt moment times! Despite all the ridiculousness and implausibility of it, Balthier gets the Bahamut moving enough to prevent it from crashing into Rabanastre. The Bahamut manages to keep going just enough to crash just outside of the city. We have succeeded!
     The game then continues into a "one year later" epilogue cutscene. Ashe is about to be coronated as the Queen. Basch went with Larsa under the guise of Judge Gabranth. Nobody knew that the real Gabranth died, and since the two looked alike, it pretty much works out. Penelo seems to have adopted a completely different look, but Vaan looks exactly the same. The Strahl was "stolen" back, but Penelo (who is doing the narrative for this) realizes that it isn't really stealing if it was yours in the first place. Balthier leaves them a small gift and Ashe's ring. He claims that he found a greater treasure and doesn't need it now. Vaan seems to have his own airship now, and Penelo and he are going to go exploring now. Everything is good. The game has finally come to its end, and then the ending credits roll. FIN.
     WOOOOOOOOO! It has taken forever, but I've FINALLY completed Final Fantasy XII. I started my journey through this game all the way back in January. That might not seem like that long ago, but I was aiming to beat each title in around a months time, but I ended up extending this one to nearly four months. The only person I can blame is myself, but I've had a lot of fun distractions throughout. Personal life stuff, more new video games coming out, random games I felt like playing instead of FFXII, but all in all, I'm glad I finally finished it. It wasn't my best experience in a FF titles, but it was still worth completing because I did it. I pushed myself and I did it. I'm glad it is finally over! With XII complete, I'm only lacking one more title in the Final Fantasy numbered series. Before I hit XIII though, I plan to do a ten hour play review of Final Fantasy Tactics (the PSP remake). This is so I have a small break before the next one, and because I love Tactics in general. It'll be a fun one! So stay tuned for it!
     As a final note, I'd like to thank anybody who has supported me as I played this. I could also phrase that as "thank you anybody who has heard me complain about it and complain about finishing it for the past couple months". Either way, it is done! I'm never going back. Look forward to a review of this game along with more side posts coming soon. Also the story thing I'm writing! Thanks for reading and STAY TUNED FOR MORE RECURRING FANTASY!

Ending Point - End of the game.
Current Party -
  • Vaan - Level 46
  • Balthier - Level 46
  • Fran - Level 46
Goals Accomplished - Lot of training and looting. Beat a pile of Marks. Made it through the Feywoods and into Giruvegan. Made it to the core of Giruvegan and learned the truth about it all. Made it to the Ridorana Cataract and climbed the Phonsomething Lighthouse. Destroyed the Sun-Cryst and thwarted Cid...or so we thought. Stopped Vayne from destroying everything with the Bahamut. Beat the game.
Next Goals - Take a breather. Do a quick-play of Final Fantasy Tactics and review that. Start Final Fantasy XIII and complete this journey of mine.

~May the Crystals Guide Me~

Friday, April 5, 2013

Call of the Night - Chapter 1

This is my first true attempt at this so please...be gentle.
I'll do a little prefacing before we jump whole heartily into the story so that you have a general idea of the details. The story is based in a fantasy world I created called Lendinbar. I've drawn out a lot of stuff for it, and I've made a lot of details. I've never truly finished it, but that's besides the point. The events in this story are true-ish though! They take place immediately after Part 1 of a campaign I ran with my D&D group. Long story short, a group of monster humanoids (a goblin, two hobgoblins, and a bugbear to be precise) took down an evil cult worshiping the war god, Bane. With the downfall of the cult came the literal downfall of their massive tower. Only the destruction of the cult is relevant to this story, but I figured it'd be nice if I kinda set up the tone of it. This is happening to a random yet important bystander...That's enough prefacing for now. LET THE STORY BEGIN!

Call of the Night
Chapter 1 - His World's End

     "I can't believe this happened..." Noldor Spellfury looked out towards the city of Mesnonia and could only see the smoke and ruins of what had happened. Just a day before, he had looked upon this same city and was studying the massive Tower of Bane. Despite his thoughts on the cult itself, the Tower of Bane was a sight to behold. The large tower had loomed over the city and seemed to watch all of the land around. However, now there was barely anything left of the magnificent work of architecture and labor. He had watched over the years as a small temple had grown into the enormous and elaborate work of the Bane Cult. Noldor had to reach the city quickly. He ran to where he had his horse, Swiftwind, tied up. He quickly mounted the horse and raced towards the city.
     "What could have caused all of this?!" Noldor had to know what had gone so wrong during his brief time away. He had only left for matter of hours to collect some samples for his wizard's studies. This much destruction in so little time seemed almost impossible. His horse raced through the massive fields of grass that surrounded the city. This area was normally quite beautiful to behold, but the destruction of the tower brought up a huge cloud of dust and debris. Despite the distance to Mesnonia, Noldor had no regard for his horse right now and quickly spurred the beast on.
     As he came closer, the sounds of a panicked city became louder and louder. There were people running all about in a frenzied state. Normally, Noldor would have been one of the first to give assistance to these civilians in need. However, something of greater importance was currently in his mind...Was his family safe? Noldor didn't agree with his families' belief in the war god, but he still cared for them all the same. They would have been in the tower at this time. If the gods were to grant him only one wish, it would be that his family was safe and sound. He spoke to his horse and asked that he go faster. The horse was already at its limit, but it pushed harder for its master and raced through the city streets. Swiftwind was a well trained horse though and weaved in and out of the panicked crowds of civilians. After what felt like an eternity to him, Noldor finally reached the epicenter of all the panic and destruction.
     Noldor leapt off of his horse and ran to what used to be the tower's base. There were wounded Bane followers moving all about, but he didn't see his family among them. He kept running all among the ruins and hoped for some sign. Noldor worked far into the night and disparately searched about. Finally, after searching what he could, he left the site and asked among the other Bane followers. None of them had seen them since before the attack on the tower though, and it seemed that the worst had come to pass. When morning finally came and the cloud of destruction was finally gone, he truly knew in his heart that they were gone. However, despite that feeling, Noldor kept trying. He went back to the tower's remains for the next several days. He kept hoping that something would come to light, or maybe someone would remember a lost detail. They were all he had in this world, and he couldn't let them go.
     And finally, on the sixth day, Aswane Gramstin came to him. Aswane rode in on his horse and slowly approached the wreckage of the tower. He hadn't seen or heard from Noldor in days, but he already knew what had happened. He had heard about the attack on the Tower of Bane, and he knew where to find his apprentice. He only had to look about briefly before he spotted the young elf looking through the ruins. Aswane got off of his horse and slowly approached Noldor. Aswane told him the truth he didn't want to accept. "Noldor, they have left this world behind, and there is nothing you can do. I know you miss them, but no one can change what has happened here." Noldor recognized the voice of his teacher. He respected Aswane, but he wasn't ready to accept it yet. He got up and turned to the aging wizard. "You could never understand what has been taken from me. They weren't just my family! They were all I had here!"
     Noldor's eyes began to burn with sorrowful rage. "Without them, my life has no meaning!" Aswane looked at the elf and responded. "Your life has just begun young elf. You came here to learn and wield the arcane knowledge. Unlike my limited time in this world, you could live on for ages to come! With your longevity, you are the one of few who must live on to keep our practice alive." Noldor listened to the words, but he couldn't give up yet. "Master Gramstin, surely you must know a way to bring them back! Your knowledge is truly vast enough to know of something that could change all of this!" The old wizard looked at Noldor and knew he couldn't keep the information from him. Aswane looked at his student and said "There might be a way, but I can't guarantee its success." Noldor looked at him and replied "I would let my very being come to destruction for but a chance." Aswane didn't really like the idea of that, but there was no stopping the elf now. "We must return to the academy before I can tell you anything. Let us head back now."
     Noldor went to retrieve Swiftwind while Aswane got back on his horse. The two of them made their way out of tower ruins and began the journey to the academy. As they were riding back, Noldor started to really think on his life so far. He wanted a different life for his family than offered for most elves, so they left the elf capital of Folkehaven and came to Mesnonia. It was a melting pot of races and species and offered a lot of options for him. Being magically gifted like many elves, he took to the Mesnonia Magical Academy. He excelled and quickly became Aswane's apprentice. This was quite an honor since Aswane, known to most as Aswane the Almighty, was one of the most powerful wizards of this age. Noldor was glad to be taught by one of such great knowledge and power, but he often felt that he was picked less for his arcane abilities and more for his potential to live on. His longer lifespan would keep the knowledge intact for ages of mankind, but Noldor always pushed the thought to the back of his mind.
     Despite the hardships for an elf in this mixed grounds of a city, he was always happy because his family was there. His family was quickly accepted by the local religious group who worshiped the god Bane. Noldor was never the religious type, but the acceptance was enough for him. As time went on, his family came to accept the teachings of Bane as their own. Noldor wasn't extremely happy with this, but the safety and prosperity of his family was assured with such a powerful group behind them...What had happened to change all of this? Noldor finally snapped to, and he was angry again. He hoped that Aswane had the answers to correct this problem.
     It was a long ride to the academy, but Noldor hadn't noticed since he was lost in thought. When they reached the academy, they left their horses at the stable and quickly moved on. Noldor followed Aswane as they wandered through the courtyards and finally to the wizard's study. This room alone contained more knowledge than Noldor could even fathom to learn. The entire room was just a massive library with hundreds if not thousands of books. Someday, he would take Aswane's place, but that didn't mean he'd ever be at the same level. As Noldor was admiring the collection, Aswane walked over to a nearby bookshelf and began to rummage about. Noldor looked over and called out to him "What are you looking for? Can I be of assistance Master Gramstin?" Aswane didn't seem to hear him, but he quickly came down. "Ah! Here it is." Aswane brought a large book over to his desk and carefully pushed the clutter aside to make room for it. The book he sat down was labelled in strange magical glyphs, readable only to trained magic wielders. The both of them spoke a few arcane words, and for them, the glyphs rearranged and read out as "Legends and Myths of Mesnonia".
     Noldor looked over at the old man. All he could think was...What possible use could this book be? Aswane opened up the book and quickly flipped through it. Noldor wanted to question his actions, but he figured the old wizard knew something he didn't. Finally, Aswane stopped at a page and pointed out the title to Noldor. The elf read the title out loud, "Grandell the Time Master...I thought Grandell was just a story. Are you telling me that he and his power over time is real?" Aswane nodded at his apprentice and added, "Grandell is quite real. I have never seen the man myself, but my master met him once." Aswane grabbed a small scroll from inside his desk, set it down, and began to open it. "My master left behind notes of how to reach Grandell's Tower, but I must warn you once again. Just getting to him will be an incredibly difficult task, and even if we reach him, Grandell might not be able to help you."
     Noldor glanced over the notes that Aswane had placed out on the desk. His master was right about one thing...It would be a very difficult journey ahead of them, but Noldor didn't care. He told Aswane once again "I would let my very being come to destruction for but a chance." The old wizard looked over at his young elf apprentice. Aswane paused for a moment and started to reconsider even showing Noldor this. He was a quick learner and made promising progress in his arcane studies. The elf had given the old wizard hope that maybe he had finally found a true successor. For Aswain, he could feel his final days coming closer, and every day he felt a little weaker. There was so much more to teach him, but he knew he couldn't stop Noldor from doing this. He looked over at the elf and said, "Noldor Spellfury, for your sake and mine, I hope that doesn't come to pass."
     Aswane rolled up the scroll and placed it in a nearby bag. "Well, if we are to make this journey, we'll need to do some preparation. Be sure to pack light and bring only what you need. I will look into hiring us an adventurer to help us with this task. I need you to go into the city and buy some supplies for the journey. I will write you a list of what we shall need." As he was giving instructions to Noldor, Aswane was moving all about and grabbing books seemingly at random. He stopped for only a moment to quickly jot down a list. As he handed it to Noldor, he told him, "After you fulfill the list, I'd ask that you return here immediately. There are a few spells we'll need to have on hand, and I'd advise that we both prepare our spellbooks tonight. If at all possible, we will leave early tomorrow morning." Noldor nodded to his master and began to hurry out of the study. As he reached the threshold, he heard Aswane speak to him again. "I know your mind is set, but I feel I must ask you once again. Are you sure you want to do this?" Noldor looked back at the old wizard and told him, "I don't just want to do this... I must do this." As he was turning away, he though he saw the glow in his master's eyes dull a little. Noldor almost turned back, but he had work to do.
     Noldor hurried over to the stables to retrieve Swiftwind and quickly rode into the city to retrieve the supplies. Aswane wrote up quite a list to be filled, but Noldor managed to get everything on it. Most of the items were just basic travelling necessities, but Noldor questioned some of the last couple of items on the list. The final three items on the list were a Red Diamond, a Cyclops Eye, and a Silver Dagger. Noldor wasn't sure what use these items could be for, and he had an even harder time finding them. He went all over Mesnonia trying to find someone with them, and when they were finally found, it cost him quite a bit to procure the items. Of course, Noldor didn't care about the cost of anything if he could just get his family back. After several hours of riding all over, he was finally ready to head back to the academy. It had been a long day, but there was still work to be done. He had to return and prepare his spellbook with Master Aswane.
     Upon reaching the academy, Noldor unloaded the supplies and left Swiftwind to rest for the night. He had been rough on his horse lately, and it was time to give the poor beast some rest. He grabbed the bag of supplies and hurried back to Aswane's study. As he entered inside, he found that the old wizard was busy looking over some old books and scrolls. Aswane was quite preoccupied with whatever he was looking at and never heard the elf come in. Noldor set down the bag of supplies and approached Aswane. "Master Aswane, I've obtained all of the items you requested, but I'm curious about a few of these." The old wizard was startled since he didn't hear Noldor come in, but he quickly responded, "The items are necessary for what we are going to do. I can't really explain it, but we will have need of them before our journey is done. Go ahead and get your spellbook out because you'll need to copy down some spells." Aswane got up from his desk and went over to retrieve a book from the shelf.
     Meanwhile, Noldor pulled out his spellbook from out of his wizard's pouch. He got out some ink and his quill to write the spells. Aswane came over a short time later and placed a large green book down in front of him. Like all arcane tomes, the book is written with magical glyphs that can't be read normally. Noldor muttered the arcane words necessary, and the glyphs rearranged themselves to read "Advanced Spells and Runes". Aswane handed Noldor a small list and walked back to what he was working on. The elf looked at the list and realized he still had a long night ahead of him. Noldor got to work and spent the next couple of hours copying down everything on the list.
     As he finished copying the last spell, Noldor noticed that Aswane had already gone to sleep for the night. He did leave a note for Noldor though. It requested that he clean up the study when he was finished and be sure to rest because they'd leave at first light. Noldor put his spellbook back in his pouch and began to clean up the study. As he put the last book in place, he decided it was time to rest for the night. Being an elf, Noldor didn't need to sleep but required a few hours of meditation to refresh his mind and body. He left the study and went back to his room at the academy. Normally, he didn't stay at the academy, but without a family at home, he had no reason or want to return there currently. Noldor entered the small room that was given to him. As he didn't spend much time here, the room was barely furnished with anything. This didn't bother Noldor of course because he only need the place to meditate. As he settled into place, Noldor Spellfury hoped the morning would come fast. He just wanted to see his family again because they were his world.
     Noldor came to as the sun was starting to rise. His meditation lasted a little longer than usual, but he was greatly refreshed by it. He was ready to take on this day and change it all. He gathered the few things he had brought with him and left his room. He quickly made his way over to Aswane's study and found that the old wizard was already waiting for him. Aswane was rolling up a group of scrolls when he looked up and greeted the elf. "Good morning Noldor. I do hope you are prepared because we have a long journey ahead of us." Noldor looked at the grouping of items that were spread all over and asked, "Do we really need all of this? We'll need a horse just for carrying all of this." The old wizard laughed at Noldor and replied, "We do need all of this, but it won't be any hassle to carry at all." The young elf was confused and didn't understand how it could be possible.
     Aswane pulled out a small, simple-looking bag. He went over and picked up one of the larger scrolls and started to put it into the bag. To Noldor's surprise, despite the large scroll's size, it easily fit into the bag and didn't even seem to hit the other side somehow. Aswane saw the baffled look on Noldor's face and answered, "This my young apprentice is a Bag of Holding. Despite it's small size, this bag can hold a near infinite number of objects, and it never weighs more than a few pounds. It's a wizard's best friend." Noldor watched as the old wizard proved this to be true. He put more and more into the bag until all of the laid out items had been placed in the bag. Aswane then threw the bag over to Noldor, and he was surprised how light the bag felt in comparison to what all was in it. Aswane added, "I'm going to let you carry the bag. I planned to give it to you soon anyways." Aswane turned around and started collecting his own pack of items. "I'd advise that you pack whatever else you might need in there. If and when you need something from the bag, simply think about the item, and it shall come to you."
     Noldor and Aswane spent a few more minutes preparing themselves for the journey. As they were leaving the study, Noldor remembered something. "Master, didn't you say you were going to hire us an adventurer to help us?" Aswane looked over at him and nodded. "Why I already have! He's waiting for us near the Southern Gate, and we'll meet him there as we are leaving Mesnonia." Noldor wondered why Aswane was being so mysterious about their helper, but he figured that he'd find out soon enough. The two grabbed the last of their equipment and went to get their horses. Besides his spellbook, Noldor had only grabbed his weapons, a rapier and a longbow with some arrows. The supplies he had gotten yesterday covered anything else they would need on their journey. The two wizards reached the stables, mounted their horses, and rode off towards the Southern Gate.
     It was a quick ride through the city to the Southern Gate. The gate served as the main entrance into the city of Mesnonia, and they would have to pass through it to leave the city and begin their journey. As they came to the gate, Aswane stopped his horse and started looking around. Noldor figured he was looking for the adventurer and waited for the old man. Aswane was only looking briefly before he seemed to spot the adventurer and rode off. Noldor followed after the old man until he came to a stop. Aswane got off of his horse and led it along as he walked towards a heavily armored individual nearby a tree. Noldor got off Swiftwind and followed Aswane to meet this adventurer. As he caught up to the old wizard, Aswane had already begun to talk with the heavily armored person.
     Aswane approached the figure and said, "I'm terribly sorry we are late, but I had to make sure I had everything deciphered correctly before we left." The heavily armored figured began to turn and responded, "No worries Aswane. I've only been waiting a little bit now. I prefer to get to places earlier than most, so you aren't late at all." As the figure fully turned around, Noldor saw that it was a male human wearing a bronze-colored full plate armor decorated with yellow cloth. Emblazoned on the chest of the armor was a large yellow sun decal with a face. Noldor recognized the decal to be the mark of the Order of Pelor, a good god of the sun. He didn't know why the Order of Pelor would help them, so he figured this must be a friend of Aswane's. The man looked over at Noldor and introduced himself, "Greetings! My name is Sir Andrew Tyfendor, I am a paladin of the Order of Pelor. And you must be Noldor Spellfury."
     Andrew extended his hand out to Noldor. Generally, elves aren't much for shaking hands, but Noldor had done his best to fit in with the majority around Mesnonia. He reached out and shook the man's hand. "I am Noldor, and I assume that Master Grasmtin told you about the quest at hand." Andrew smiled at him and said, "Straight to the point I see, and indeed he did. He's lucky that I was in town when he was looking for someone to help. I spotted him trying to hire some seedy-looking adventurers to help his cause. Aswane and I go way back, so I stepped in and offered my services for free. I'm currently away from our Order's fortress on a quest to better myself and the world around us. Spreading the light of Pelor to all of those who-" Aswane cut him off at this point and said, "Yes yes, I am glad you are coming along, but please refrain from giving the whole 'spreading the good' speech again. We need to get on the move if we are to make good time." Andrew didn't seem to like being interrupted, but he seemed to understand the essence of time. "Very well than Aswane, if you say so. I guess we should be on our way then." Andrew went over to where a large horse was tied up and proceeded to release and mount the horse. The large beast was almost twice the size of both Noldor's and Aswane's steeds. The two wizards got back on their own horses. The trio started back on the road and started heading for the gate.
     Due to the recent disaster, the gate was being heavily guarded, and everyone who went through was being questioned before they could enter or leave the city. A city guard saw the group approaching and came up to them. He looked up at the group but focused mostly on Noldor, "Good day to you folks. Might I ask your names and reasons for leaving?" Noldor didn't much care for the authority of this town. Part of him felt they were to blame for the events that occurred. Why hadn't they done anything? Where were these bungling oafs when the Tower of Bane was under attack? Noldor was just getting mad again. Noldor couldn't bring himself to respond, but then Andrew stepped forward and answered the guard.
     "Greetings guardsman, my name is Sir Andrew. I am escorting these two wizards to their destination for academy business. They can't tell you what it is of course, but I will vouch for them and guarantee their intentions aren't malevolent." The guard shifted his view from Noldor and looked over at Sir Andrew instead. Once the guard saw the Pelor emblem on his armor, he gasped and immediately apologized, "I'm quite sorry Sir! I didn't realize you were a Paladin of Pelor. Those of your Order are considered some of the noblest men throughout the land." Andrew smiled at the guard and said, "No worries young guard! You were simply doing what has been told of you. You are striving for good and to protect these people from the evil that would walk among them."
     Noldor had a feeling that this would get out of hand quickly, so he went ahead and asked the guard, "May we pass now?" The guard looked over at Noldor somewhat disapprovingly and said, "Yes, Sir Andrew has vouched for you all, so you are free to pass through the gate." The guard saluted Andrew and walked off. The group began to make their way to the gate. Noldor looked over at Andrew and asked, "I see being a paladin has its perks." Andrew chuckled at the statement and replied, "Haha! It's not a perk my friend, it is part of being a paladin. We are shining beacons of hope to all these civilians, and we do our best to spread the good and keep evil at bay. They respect us for that." Noldor looked over at the paladin and said, "Then why do the wizards not see this respect? We do our part for society and protect the civilians, and yet we get nothing but scorn."
     Andrew saw the glare that the elf was giving him and responded, "My new friend, you don't often see an evil paladin striking out at the people, and unfortunately, evil wizards have existed throughout the land and throughout time. It's not so much what you have done but what others have undone for you." Noldor wasn't very happy with that answer and was starting to be angry again. Andrew realized he had opened up a dangerous topic of conversation but wasn't sure what to do. Aswane spoke up at this point and said, "One doesn't do good deeds to be recognized or respected you two. One simply does good deeds for the sake of good. You would both do well to remember this. Come now, we have a long journey ahead of us." Aswane then rode on ahead of the two.
     Andrew looked over at Noldor and said, "I apologize Noldor. I didn't mean to offend you." Noldor felt that the paladin was sincere, so he nodded and replied, "You have nothing to apologize for. You were just being honest, and you weren't necessarily wrong either. Let us forget it and focus on the task ahead." Andrew smiled and said, "Yes, we should focus on this quest." Then he looked over at Noldor and added, "I do hope that we can bring your family back." The elf looked over at him and said, "As do I Sir Andrew...As do I."

End Chapter 1 - His World's End

Wednesday, April 3, 2013

Day 82


Game - Final Fantasy XII, Day 82
Hours Played/Hours Total - 12 hrs / 61 hrs
Starting Point - Eruyt Village.
Current Goal - Defeat more Marks. Head to Archades and prevent the war.

What Happened - I left off kinda randomly last time, but that's because the post would have just kept going. I have to end them eventually or they get too long. I've never fully played through Final Fantasy XII before, but I'm hoping that I don't lack much more than 20 hours of hard playing to get through the rest of it. I REALLY would like to start on Final Fantasy XIII before it hits the middle of the year. Either way, it's time to get rolling!
     Where we left off, I was trying to take down a few more Marks before moving on with the game. I left Eruyt Village and made my way to Nalbina Fortress to pick up another Mark. Nalbina Fortress is technically where I was imprisoned waaaay near the beginning of the game, but I'm allowed to explore the town area around it now. As it turns out, the Mark is coming from that random guy in the prison that one time. (He gave me a fuse so we could continue underground.) Basically, there is a monster in the Highwastes that is bothering merchants, and he's asked me to go and deal with it. The monster is called Atomos, and LET THE HUNT BEGIN!
     I put that Mark on the back burner for now and decide to attempt the Ring Wyrm again. I've yet to really put any kind of dent in the stupid dragon, but maybe that's changed now! I head off  into the Dalmasca Westersand, locate the dragon, aaaand nope. I managed to do a decent amount of damage to the best, but he was able to quickly overwhelm me regardless. My biggest problem is I don't seem to do much damage, and at the same time, I'm taking more damage than I feel like I should. I could really use some new and better equipment for sure. I even threw out two Quickening Combos! They brought him down to half his overall health, but he healed most of it with one of those stupid healing abilities that all the Marks seem to have. Seeing as I can't beat him (once again), I'm going to just move on to something different. Of course, my options are starting to be slim...Apart from moving on.
     Aside from the Ring Wyrm, I've got a good portion of Marks I could tackle, but most of them are pretty high ranked. My experience with the Ranks makes the system seem kinda stupid though. I've been able to beat things with higher ranks yet not monsters with lower ranks. Well, I figured to at least go around and get all the Marks in the "Ready to Hunt" position. Basically, I just went all over and talked to the Mark makers, but I'm not ready to fight most of the new ones yet. I doubt I can take most of them at this point, so I'm not going to waste the time on them right now. A recent Mark called Bloodwing seems plausible though, so I head over to the Barheim Passage to take a shot at it. With a key I got a while back, I'm able to re-enter the place and explore it. However, I get inside and...I don't know where it is. The room I was told to look for doesn't seem to be on the map either. Yeaaah, screw all the Marks right now. I guess it's time to move on. TO THE MOSPHORAN HIGHWASTE!
     Of course, there are a few Marks I can do as I move forward as well! But that's besides the point, the Mosphoran Highwaste was a pretty easy trip overall. None of the enemies were too hard, so I had no trouble going through. I stop briefly in the rest area to heal up and get another Mark ready to hunt. Nothing else to do here that I know of though, so I quickly head on. It's only an area or two later that I spot one of the Marks on the list. It's a giant rock monster known as Atomos, and it's Mark Battle Time! Before anything goes anywhere, the monster is already buffed up with Protect, Shell, and Regen. Despite the trio of buffs, it wasn't that difficult. I began by just attacking it normally and managed to make it through a third of his health with no trouble. The monster may not have been much trouble, but I did end up taking the time to cast Protect on the team before it was done. From there, I ended up just unleashing a pair of Quickening combos and beat the monster. I threw out the Quickening combos because I didn't want it to regenerate all of its health out of nowhere. I'm incredibly tired of that lame tactic. Either way, MARK VANQUISHED! Time to move along.
     I head forward through a few more areas of the Mosphoran Highwaste before reaching a bridge. The bridge lead straight into the Salikawood. It was a slow walk along the path of the Salikawood, but once again, the enemies are mostly a big pile of pushovers. A small group of cockatrice-types surprised me with some petrification, but that was easily remedied. As I was walking on through, a met with a guy who mentioned that a group of moogles were working on a door. I ignored this, but I really shouldn't have...More to come on this later. I continue past that guy and came to an intersection with a random moogle. He said something about having to keep after the workers, but they were all on break right now. He warned me that some Bomb monsters were nearby though and to be careful. I ignored his warning and continue onward and upward into BOSS BATTLE TIME!
     Aaaaand this battle was a huge mistake. I don't know if I want to go into detail because this battle just made me all forms of mad. The monster in question is a King Bomb, but he isn't alone. The big guy comes with a trio of regular Bombs to back him up. Now being where I was, I didn't expect this battle to be much. I thought I was going the correct way through the woods, but I was quite wrong. My team is in the lower 30s, and apparently I was not even remotely prepared for this battle. As with most battles as such, I focused on the minions before taking on the head honcho. Even for random minions, they were pretty hard to beat. After eliminating them, I focused on the big guy, but I wasn't really getting anywhere. Even if you kill his minion Bombs, he just calls in more of them. All they really do is cast Fire spells on you, but they tend to combo it with the Oil status. Most of the time, I was just struggling to heal people and revive people. After fiddling with the damn King Bomb for like 15 minutes, I was basically nowhere in beating it. So...I went to the alternate method of defeat...Quickening Combos!
     I was hoping this would make quick work of the giant jerk, but I was quite wrong. Why? Because after half his health was gone (due to a Quickening set), he simply healed it all back with a casting of Renew. I was angry at this, but I figured he'd only use it once...Right? WROOOOOONG! He ended up using Renew THREE more times after the initial use for every attempt to finish him with a set of Quickenings. All during this, I kept losing party members left and right, and I had to fully switch the party over at one point. The only point I gained any real ground against the King Bomb was when I fully Protected and Shelled the entire team. Even then, things didn't go well. I don't have any idea how long I went at this battle, but I finally had my fill of it. I ended up quitting the game and completely reloading because I was just pissed off at the boss. I turned around and started wandering about for some extra levels and loot.
     I ended up going all over Salikawoods to try and gain some levels. Of course, all this training and looting isn't much fun since the enemies never seem to drop loot, and the experience needed for leveling makes it takes quite some time to get anywhere. I figured since I couldn't go past the King Bomb, I might as well try to accomplish some other things. I went back into the Mosphoran Highwaste to turn in the Atmos mark for my reward. I then sold all of the loot I had collected up until that point, and that was enough for...two pieces of armor. (There's going to be quite a rant about how I hate the loot system in this game when I eventually review it. Let's save that gem of a speech for then!) Time to head back in for more of the one, two train and loot combo.
     I was running all over the Salikawoods and fighting off the monsters there. While doing it, I took time to explore some of the areas I hadn't seen yet. Among these, I happened upon a Moogle trying to repair this large gate. However, he was lacking his employees to get the job done, so he asks us to go back into the woods and locate the nine missing Moogles. I wasn't very stoked about doing this, but King Bomb wasn't going to be happening. I won't go into the length of this, but basically, I just had to run all about the Salikawoods and locate the moogles goofing off throughout. They're all marked on the map though, so that takes a little of the trouble out of it. That...and they're all in groups of at least two, so that split the time in half once again. When the last group was found and pushed back to work, I was allowed to follow/quick travel with them to the gate. This ended with a small scene of the Moogles repairing the gate and opening it up. The boss thanked me for getting the group together and handed me a gift...a pair of boots (item called Quasimodo Boots).
     With the gate open, I decided to head through since the King Bomb thing was a huge bust. I was also quick to learn that this was the path I was actually supposed to take. So..that King Bomb mess was just a mistake on my part. The path through the gate leads us to the Phon Coast. As I enter, the group spots airships flying overhead. Balthier mentions that we made the right choice going on foot. Had we taken an airship, we would have already been caught by now. He adds that we avoided the biggest trouble currently, but we need to remain cautious and watch our steps from here. Also added to "keep our wits about us" and a couple other typical lines for this scenario. Moving along! The coast is full of your typical variety of monsters. There are wolves, frogs, birds, and some plant things known as mandragoras. Nothing fun or special to add here though.
     At this point, I realized it was time to change my Gambits around. I'd been using the same basic set of Gambits since nearly the beginning of the game. (A couple sets of healing ones and a couple sets of attacking ones.) That setup is a bit outdated though, and I figure I should liven them up. I swapped out a few of the redundant Gambit setups for one that makes people cast Haste on themselves. Not everybody had Haste though, so I had to set a couple people up with Protect. One of them had enough slots that I set up a couple different buffs! (It was Ashe...I gave her Haste and Regen.) I doubt it will really change up the entire game, but I figured it couldn't hurt to change things. I continue on through the Phon Coast without much trouble and eventually find myself to the recreational area known as the Hunter's Camp. As I enter in, I get what is probably one of the better and more revealing scenes of the game.
     Vaan and Penelo take off from the group to look at something, and the rest of the group follows after them. Ashe is walking along and almost stumbles when Balthier catches her. He suddenly asks her why she wants to go to the capital. Ashe claims to want to destroy the nethicite, but Balthier questions if she wants to destroy it...or use it. The power of the nethicite could help her rebuild Dalmasca. Ashe asks him if that is really how he sees her. He responds by saying that she reminds him of someone he knows. A man who was obsessed with nethicite and getting more and closer to the stuff. He built airships, crafted weapons, and even made Balthier a Judge. (I'd like to stop briefly and thank Balthier for being the ONE interesting character in this game. Thank you Balthier.) Ashe is quite surprised to hear that Balthier was a Judge! (I was as well honestly.) Balthier says that it is part of a past he'd rather forget about, and his time as a Judge didn't last very long. He left the Judges long ago when he left...HIM. Balthier reveals that he is referring to the one and only Doctor Cid of Draklor Laboratories! (He said the full name, but screw the full names in this game.)
     Balthier goes on to say that Cid lost himself to his obsession for nethicite. He also suggests that Cid is his father! (DUN DUN DUUUUUN!) He looks over and warns Ashe to not lose herself to the nethicite as well. Balthier ended up running away from it all because he couldn't stand seeing what the stone did to Cid. After he ran from it all, he was finally free at least. When he was going for the Dusk Shard, he didn't know it was nethicite or...something like that. I didn't catch it. Regardless, it all changed when he met Ashe. He realizes now that he can't run away from his past, so he needs to go and cut the ties himself. Ashe finally comes in and tells him that it is hard to leave the past behind, and she knows that well enough. This drifts off into a pretty but pointless cutscene. It's Ashe talking with Mr. Rassler. It's not really worth mentioning what they talked about (as far as I'm concerned), so it goes back to the present. Balthier says it is her choice in the end, but he asks that she doesn't give the stone her heart. He believes Ashe is too strong for that. /end one of the better scenes for the entire game
     Well! Time to move right along and continue to Archades. I take some time to sell my loot at the camp and buy what I can. After that, I leave the Hunter's Camp and head out into the TCHITA UPLANDS! (Yeaah, the names of these places are just getting worse if you ask me. Different but worse.) There's nothing major to describe here really. It's just your average monsters, although I will mention the funny-looking Overlord King Malboros. They're yellow-ish with crowns and mustaches. As I'm traversing these Uplands, I come across a random kid in the middle of nowhere. He tells me about a Mark that they wouldn't let him or his father post on the board. They've asked several hunters to try and deal with the Mark, but they all come right back out all scared-like. He requests our help in dealing with it and shows us a big jumbled scribble drawing of the Mark. It's simply labeled ???. So...Let the hunt begin?
     After gaining this most unusual Mark, it's time to head back out and explooore. As I go about, I happen upon a random cave. As it turns out, this cave is the correct path I need to take to Archades. After heading inside, the group discusses how this cave will lead them straight into the city. Vaan asks Balthier if they really have to go this way. Balthier tells him that he can always knock on the front gate instead. He goes on to add that it's better to be a rabbit in a hole than a rat in a trap. Ashe adds that although their names are known, their faces aren't what will be recognized. They should be able to walk through the city if they blend in. Enough talk! Onward through the cave! It's your basic cave setup with zombie monsters and other dark-ish creatures. I head on through and run into a large gate blocking my path. As it turns out, I kinda had to get the Mark from the kid before. He hands over a key to open this very gate, so I saved myself from having to backtrack, which is always nice. I unlock the Soul Ward and go inside and right into a scene. This place is the Sochen Cave Palace, and we're being greeted by a group of Mandragoras. It's a group of five different ones, but they appear to be the Mark...BOSS BATTLE TIME!
     Before my description, I should warn you...This was by far the most annoying battle so far, and I have bad feelings about what lies ahead of this one...Anyways, it's a lovely big arena with the five little munchkins running all about. Each one of them are buffed in one way or another, and on top of that, I'm having to constantly chase them to get any attacks in. They don't have much health, but I'm having a hard time keeping up with them. They don't even do a lot of damage either, but they like to run in quickly and mess me up with a pile of status effects. Then they run away! While they're away, I end up wasting all my time just trying to heal up, and then they return just as I'm fully clean. This entire battle was just a downhill slide of anger for me. All of the status effects and constant running about by the little devils.
     As all the chaos takes place, I finally manage to down two of the five. (A lot of the credit goes to well timed usage of the spell Bio though...) However, even with two down, the other three weren't going to leave without annoying me. I spent quite some time struggling during all of this just to get my party up and going. I eventually got tired of dealing with the little bastards and broke down to using Quickenings. I had to do three sets of Quickening Combos to accomplish this...one per Mandragora. This is getting more and more frustrating as it goes for me. I feel like I should be able to beat most of these monsters/people without the use of Quickenings. However, I'm finding more and more that I have to resort to them to eliminate the major threats. Anyways! MANDRAGORAS VANQUISHED. I get a fun little cutscene of the little buggers dying, and their souls float upwards to heaven. (I guess?)
     I'm sure glad that battle is over with. Now I just have to limp over to a save point and recover the team. (I say limp, but really I was only low on MP.) Past that big room, there's a room with a save crystal! I approach it to heal up...OR SO I THOUGHT! As it turns out, that Save Crystal is another crystal bug. Yeah, the game decided I needed an extra challenge beyond the Mandragoras. Lucky for me, the only hard part about this battle was the complete and utter lack of MP. Beyond that, I was able to just beat the crap out of the crystal bug. The area around me has evolved from random cave into random underground castle ruins. Then it goes right back to cave again. I don't really have much of an opinion on this strange mixture of an underground area. It eventually turns back into the castle ruins, but it's shaped into a massive diamond with hallways and doors galore. I wander about here for a bit before I finally find the correct path. I took a bit of time to hit up a few more enemies, but then I figure it's time to move on and leave the Sochen Cave Palace behind.
     As I leave this area, I enter right into...another BOSS BATTLE TIME! A giant ghost monster comes out of the ground and is all like "RAWR!" I charge in and attack, attack, attack! My initial impression was that "This guy doesn't seem too hard at all." Of course, I realized that it couldn't be all there was to the boss. However, I quickly found out that the ghost (Ahirmin) wasn't very hard at all, but he did come with yet another "annoyance" factor, as I'd put it. The first half of his entire HP went pretty fast. He did try to poison, attack physically, and a few -ra tier spells, but nothing was truly worrisome. Then he started using the Divide ability, so I had a feeling things were going to go south. Thankfully, his version of "Divide" simply made images that really only confused me and the game itself. The images kept weirdly messing with the camera. Again though, this was more of annoyance than a difficulty changer. I just had to hunt down and hit the real one as I could. With only a little trouble in the end, I managed to beat the ghost and CONGRATULATIONS!
     With the ghost beaten, I'm finally able to leave this room and continue to Archades. It's just a short distance from here to an elevator that takes me to the surface. When I reach the top, there's a nearby Gate Crystal. I save my game and teleport back to the Phon Coast to sell some loot. I could have just walked forward and done that, but that's not the point here! When I got there, I found out I had collected quite a bit of loot during my trip. (What was only a couple sentences on here was like 2-3 hours of just running around and random fights.) I made quite a haul this time...I had over 40,000 gil by the time I sold all my loot! Even with all that money though, I still wasn't able to fully upgrade everybody's armor and weapons. I focused on armor over weapons though because what I had was quite outdated. I was able to afford a single piece of equipment per person, but I did manage an extra piece here and there.
     I was not very happy about this situation. I spent quite a bit of time getting what money I did, and it wasn't even enough to finish the job. The only way to truly remedy it is go back out and loot some more. I considered going out to do MORE training and looting, but I figure I'm set enough for now. I teleport back to the Gate Crystal at Sochen Cave Palace and head into Archades. As it turns out though, the cave leads us into OLD Archades. It's the poor side of town where people are struggling to live and such. Kinda depressing...then our group walks in! We have to go through old Archades to reach new/rich Archades. Once we are there, we simply have to infiltrate Draklor Labs and...do whatever it is we are going to do. It's a pretty small area to run through, and I quickly reach the stairs to head to the good part of town. Of course, I can't get to the topside without any papers. As the group turns around in defeat, a random guy pops up and starts talking with us. Balthier seems to know him and identifies him as a real cheapskate. The guy lets us know that information in Archades is the key to making a living, and we had best learn that. He says he MIGHT have a way for us to get topside...for a fee. It's only 1500 gil, but I'm broke after all the purchases I just made. So I get to go loot after all! Yaaaay, can you hear my excitement?
     I head back into the Tchita Uplands to try and earn money. I figure if I'm earning, I might as well go for a little bit more. Seeing as I need money, I figure it is time to try out the Poach technique. Poach enables you to catch an almost-dead target and guarantees you get loot for it. I tried to use Poach manually, but if I don't turn the AI off, they'll just continue to attack and screw up the Poach. With that realization in mind, I decided to configure my Gambits once again. This time, I just throw in the Poach command set to activate when the enemy hits Critical HP. It works out incredibly well! However, there is a trade-off to using Poach...If you Poach the enemy, you don't get any experience or license points for it. It's a fair trade, but it kinda sucks since you have to choose between maaaybe getting loot and guaranteed loot with no growth. I used up a few more hours looting it up and was finally able to get caught up on equipment! Also made sure to save a little gil  Woo! Time to return to Archades and pay that cheapskate.
     I teleport back, pay the guy, and...he directs us to talk with someone else. He said a name, but I didn't catch it. Therefore, I talked to everybody all over the place. Then I was supposed to talk with a couple other people, and eventually, I returned to the cheapskate (named Jules). As it turns out, this was all part of a plan to distract the guards because as I talk with Jules, the guards run past us to stop a fight started by our rumor mongering. With the guards busy, we're able to slip upstairs into the IMPERIAL CITY OF ARCHADES! As we come up into the city, there is a brief scene of the group considering where they are. Vaan and Penelo are surprised that they've come so far from home. Despite it being a big Imperial City, they're all admiring the largeness and such of it. As we head to explore the city, Balthier leaves us briefly to do something. I keep exploring the city and eventually locate the aircab service. This is when things get all pointless side quest fun again.
     As we go to board said aircab, the worker standing there says we need something called Chops to ride the aircab. That...or we have to pay a million gil instead. Seeing as a million gil is a retarded price, we are left with getting whatever these Chop things are. As we turn around, guess who is back? Cheapskate Jules! He says that Balthier wants us to meet him by riding the aircab and offers to explain Chops... for a fee. There goes another 2500 gil just to move the game forward. Basically, Chops are what people give you for completing good deeds. They don't have a monetary value at all, but they're like...socially and morally relevant. This turns into a minigame of "match the story with the person!" I have to run arouch each section of town and relate a person's story to the correct individual. Usually, it's just delivering a message from one person to the other, but some of them are more like "I could sure use a painter..." and then a person who is labelled "painter". Yeaaah, it's sooo deep. It's not hard to do, but it's a big pile of time suck. Every time I get a match done, the person rewards me with a Chop. I have to do it nine times for nine Chops to ride the aircab. It was a simple enough activity that I ended up doing all of the "good deeds" in town. I then traded in my "Pinewood" Chops for "Salikawood" Chops. Because that's a GREAT tradeup for whatever reason, and it's supposed to change things. The guy also explained that the Chop aren't about money, they're about respect and the greater good. Whatever.
     With the activity all said and done, I go to board the aircab and find Balthier. Upon our arrival, Balthier comes up and tells us that Draklor Laboratory is nearby, and we should be able to slip in there. I save at a nearby Gate Crystal and head on over. As we walk over, a group of Imperial Guards are walking out of the lab and mention something about quelling the Senate. They're moving on now, but some of them are staying behind to guard Draklor Laboratory. Sooo, the place is going to be better guarded than before, and this has screwed up our plan. We can't go in this way, so we turn around and head back. As we are walking, Balthier asks why we took so long to get there. Vaan explains that they had to earn Chops to take the cab. Balthier says that he gave Jules some Chops to hand off to us...So screw Jules! He has slowed us down by being a jerk, and then he suddenly appears. If I could, I'd stab him right now and end him. He's here to give us a little info though.
     Jules explains that a squad of Judges have been sent to Draklor to protect it, and that the service entrance we were about to take has become a difficult path now. Balthier comments on how that was most likely Jules doing. He forced us to waste time earning Chop so that the Judges could reinforce Draklor. Again, I say we kill the guy right now. Balthier asks him how much they paid him for word of the "Prodigal Son's return". Jules says that Judges are too much about rules and law to get any money out of them. A lot of things are developed at Draklor, but very little knowledge ever escapes the place. On top of this, Doctor Cid has created several things that even the Emperor didn't know about. However, now that Vayne is in charge, no new information has come out. Jules mentions that a lot of people would pay quite a bit for information from Draklor. Basically, Jules has set everything up so we can cause a disturbance and allow him to get information. We just need to head to the aircabe, give them the code words, and off to Draklor! Screw you Jules! And then we walk away.
     We board the aircab and zoom off to the lab. CUTSCENE! It's all pretty with flying cards and buildings. The aircab lands on the Draklor Laboratory roof, and the group hops off to infiltrate. I'd like to add that we managed to do this with nobody there to stop or even remotely hinder us. One would think that a high security lab with top secret technology would have some kinda protection to stop random cabs from dropping by. Whatever! We're officially inside of DRAKLOR LABORATORY. As soon as we enter, the group notices that the place is kinda empty, and that's all sorts of suspicious. Something is up, so we had best be careful. Balthier suggests we skip the carefulness and just hop to it while we have a chance. We start walking around and come to find out...Someone has already come before us. There is a huge line of knocked out/dead guards! Someone has already done part of the work for us, and we'll probably run into them eventually. I find an elevator during my search and head on up.
     As I come out of the elevator, the uninvited guest lovingly left me a line of guards to follow. The line leads me straight to Cid's office. As I enter, a scene takes over. Balthier looks around and mentions something to himself. He notices a keycard on the desk and takes it. As he does that, we hear a fresh group of guards moving about outside. However, they aren't directly after us. They're looking for whoever infiltrated before us. Fran suggests we lie low, but Balthier says we should use the confusion and get to the bottom of all this. With the lab keycard I obtained, I should finally be able to move around the place. After we leave the lab, the place goes on lockdown, but it opens up side rooms for me to enter. It's also very noticeable that there are colored doors closing off areas. The lab makes use of the two-colored door system much like previous areas. Basically, there are two colors of doorways, but you can only have one open at a time. It's simple enough really, but means you have to go all about while constantly switching back and forth. Before moving on, I hit the nearby save point. It warns me to make a separate file, or I'll get stuck otherwise. Never know what the enemies will entail, so I head the advice.
     As I head out, I find that the only enemies around are Imperial Guards. Honestly, they were pretty tough compared to my level. I didn't have a huge amount of trouble, but it took some time and patience to beat each group. While looking about, I try to hit all of the extra rooms I can. Among these rooms, I walk into one with a strange looking slime called Hecteyes. Aaaand that was just a huge mistake. A trio of them popped up and took me by complete surprise. They started off with an attack called Mythril Bubbles, and that completely screwed me over. It did a pretty good amount of damage along with a pile of status effects. The intial trio of Mythril Bubbles nearly wiped out everybody. I had to start just throwing out whatever I could to beat the darn things. I just barely managed to get them with a couple Balance Motes. (Casts the spell Balance that does damage = to the difference of your current HP and max HP.) With their defeat, I left the room and re-cooperated the team. It...wasn't a pleasant time. I was mostly afraid of getting a Game Over and having to redo like thirty minutes of un-fun.
     It seems like the further you get into FFXII, the more it turns into "Who can pile the most status effects at once!" That's really not my method of play. If you don't know what spells work, you end up wasting a pile of spells just attempting statuses. That's how I feel at least. I'm anxious to get the game done, so I don't feel like wasting time with trial and error. That's it for now...so back to the Labs! My current unstated goal was to head for the 70th floor to locate Doctor Cid. The elevator is located centrally, but with the two door system, you can't just walk straight for it. You have to walk all around and constantly switch which door type is open. While I'm walking, another fun thing that happens is that the map scrambles in just a single corner of the map. This would affect me if this wasn't a tiny map with no reason to scramble whatsoever  The map is still more or less there, and it doesn't really affect my ability to know where I am. Seriously, the game is just being a huge pile of annoying to me. Skip ahead a short ways, and I'm on the 70th floor for a scene.
     The group gets off the elevator and is then attacked by a random guy with big swords. He's all like "RAWR! but then goes "Whoops! You aren't Cid OR Cid's people!" The group acknowledges him as the intruder from before. Suddenly, someone yells at him from upstairs, and he runs off after it. Pretty sure it's Cid, but we'll confirm here soon enough. I save at the nearby save point and then chase after him. We go upstairs and run into a scene! The guy who yelled was Cid, and we all get to talk briefly. I didn't write down or memorize what he said though, but the basic jist of it is that Cid is crazy. He's a crazy old fool doing crazy things. He asks what the group is doing here, and Balther responds that they are here for the Dusk Shard. There's a little back and forth between the two, but basically he is crazy. We're going to kill him! He suddenly glows all super saiyen and pulls out a pair of swords! He comes at us bro for BOSS BATTLE TIME!
     Of course, Cid hasn't come alone. He comes paired with a group of four little robots. They float all around him, and I'm immediately aware of what needs to be done. I shouldn't try to aim for him until I defeat his little defenders. I go all out on one for quite some time before it falls, but as it does, Balthier comments on how he is hiding behind his toys. This confirms that I'm doing the battle right so far! Also, the "swords" he pulled out were actually guns. They just looked more like swords to me. There wasn't much to this battle overall. It takes some time to eliminate the robot bodyguards, called rooks, but there wasn't a lot of challenge for me besides them. Once they were gone, the old man was a pushover. He did do a super special ultimate laser bouncing off of mirrors explosion attack, but that really didn't do much damage. With his rooks gone, it was just "smack the Cid around" time. With his defeat, the big guy with swords finally decides to charge in and attack Cid. (You know...despite his not taking any part in that previous battle.) As he goes in for the strike, suddenly a large shield pops up, blocks the sword strike, and knocks that guy away.
     Cid thanks "Venat", and we suddenly see the strange ghost creature from before with the nethicite problem. Balthier says something about THAT being his Venat like he's heard the term before. Cid gets up and starts yelling at Ashe. "Blah blah blah, lust for nethicite, and blah blah blah, go to Giruvegan." An airship flies down to pick him up, and Cid adds that he's going there as well. Cid takes off, and the guy with the big swords introduces himself as the Sky Pirate, Reddas.

Seriously, that's like the official art.
Reddas the Sky Pirate.
And now it's history time! Marquis Ondore comes in to let us know what was going on during all of this. To shorthand it, the Senate has been purged and disbanded by House Solidor. Vayne Solidor now reigns supreme over all of the Empire now. Though this upheaval shook the Empire, the military more than welcomed the change. The rule of the Judges brought an uprising in military-ness during the impeding threat of Rozarrian attack. The Resistance was working to bolster their own strength and prepare for the task ahead. Marquis ends it that "A War to decide the Doom of Ivalice would soon be upon Us." /end history lesson. 
     This is all followed up by a cutscene showing a pile of airships flying in the sky. It focuses on one of the larger airships and calls it the flagship, Garland. (Yeah, that seems kinda random if you ask me. Garland was the BAD GUY in FF1. It's still a reference but to a villain.) Inside, Marquis Ondore is there observing whatever it is they are doing. They seem to be preparing and training for what is to come. One of his men there makes the mention of the Sky Pirate leaving Archades and having Ashe and co in tow. Their destination is Balfonheim. Marquis asks if their bid for the stone worked out, but his assistant simply answered that their training has prepared them to be ready with or without the stone. Ondore just hopes that it'll be enough and SCENE JUMP! 
     Now we're back with Ashe and company. Ashe says something about someone supplying the Resistance but unwilling to raise their own sword in aid. Reddas tells her that they're men of the sky and sea with no country. They're willing to help but not willing to give their lives for a friend, much less a king. Ashe asks if the Marquis is planning to fight. Reddas informs her that helping the group off of the Leviathan kinda forced him into the conflict. Ondore doesn't really like war, but it seems inevitable now. Then it randomly jumps scene in the middle of the scene. It's Reddas talking with Marquis Ondore, but they are talking in the past and in the same place. They're discussing the whole ordeal at hand. Ondore thinks they'll be a match for the Empire, but Reddas reminds him of the nethicite and how it took down the Leviathan. Ondore says that is why he's supporting Reddas's infiltration of Archades to steal it. He adds that Reddas said it himself. The stone is a powerful weapon, and he'd be happy with Reddas getting it for him. Reddas doesn't want to get the stone for him, but Ondore suggests that he'd have to find power elsewhere if he didn't have the nethicite. It seems he would turn to Rozarria for aid, and nobody seems to approve of Rozarria. 
     Then the game jumps back to the current time and previous scene. The group continues to talk now. Basch says it'll just end in a trap where the Midlight Shard is used to blow up the Resistance and Rozarrians alike. Balthier reminds him that Vayne doesn't have the stone...Cid does. We need to get him, take the stone, smash said stone with the Sword of Kings, and then Vayne will have nothing. We're short on time and need to chase after Cid to Giruvegan. Then Fran comes in with he usual "MY PEOPLE HAVE A THING ABOUT THIS!" She goes off into a song or saying of some sort about Giruvegan because her people are the indians of the Ivalice universe. Reddas comes in to tell us actual information about Giruvegan. To get there, we have to pass through a special part of the Golmore Jungle. It's a storm of angry Mist and such. Vaan doesn't need to hear anymore! He's all "Let's go!" and charges off. Couple members of the group rushes after him, but Balthier turns and talks briefly with Reddas. He asks if the sky pirate is coming along with us, but he is not. He has another lead to go on right now. 
     Vaan briefly runs back to tell Balthier they're going to leave him behind if he doesn't hurry up. Reddas suggests that Vaan talks with his men. They've found out things about the place we need to go through called the Feywoods. He suggests that we ask them before we leave. Reddas suggests that Balthier has chosen a great apprentice, but Balthier simply responds he has no apprentice. Balthier goes to leave...and then Ashe is still there. Reddas asks why she truly wants the stone. Ashe says she wants the power, but she also fears the stone. She wishes to protect the Dalmasca and would do anything she needs to accomplish it. Before she leaves, he tells her to remember Nabudis and adds nothing more. Finally! We get to leave and head into the PORT OF BALFONHEIM!
     As we walk into town, we meet up with Reddas's people. They're here to tell us what they know about how to get to Giruvegan. We need to head south from Golmore Jungle to a place known as the Feywood. The place is thick with Mist, and even if we make it past that, we might not get any further. There's a hidden trial in the Feywood which must be passed to open up the gate to the HOLY LAND OF GIRUVEGAN! With that information, it's time to move on out. While I'm in town, I check in at the local hunting board. Turns out, there are SIX NEW MARKS. Good lord, they're just adding up. I don't know how many Marks I'm behind on, but I really don't feel like taking down any of these. After this little blargh moment, I look around town a bit and buy what I can. I head to the front of town to find a save point and save the game...and I'm ending the post here. 
     True, I could keep going with this post, but I've delayed it long enough. I ended up looking up a guide for the game to try and figure out what I have left. At this point, I have no plans to do everything or remotely any extra stuff anymore. I figure the next post will consist of about 5-6 hours of training and looting and then another 5-6 hours of playing through the rest of the game. Basically, I hope to finish it with the next post. We'll just have to wait and see where it goes though. That's it for the Recurring Fantasy! Stay tuned for the next post which should HOPEFULLY be up by next week. Time will tell...THANKS FOR READING!

Ending Point - Balfonheim Port
Current Party -
  • Vaan - Level 37
  • Balthier - Level 37
  • Fran - Level 37
Goals Accomplished - Made it through the Mosphoran Highwaste. Defeated the Atomos mark. Located the Moogles in the Salikawoods and made it to the Phon Coast. Learned about Balthier's background and how he's the only redeemable character in this game. Traversed the Tchita Uplands and located the Sochen Cave Palace. Made it through the Sochen Cave Palaced and into Archades. Worked my way up the Archades social ladder so I could earn pieces of wood because that's socially relevant somehow. Infiltrate Draklor Laboratory but find out someone has done all the work. Defeat Doctor Cid, but don't defeat him enough. Escape Archades via my new pirate friend Reddas.
Next Goals - Head through the Feywood and reach Giruvegan to get Cid and nethicite.

~May the Crystals Guide Me~