In this entry, we find a baby dragon, then head out into the desert
After you beat the Great Viper, follow the path in the cave to the north. You'll find the White Dragon that everyone is talking about. With its parents gone - most likely due to the Great Viper - the dragon will not survive in the cave. The party goes back to Matanago to bring the issue over to King Truffle, who promptly decides to raise the dragon himself, giving it the name "Flammie." You'll also learn Cannon Travel is open again in the forest to the south, and from there, you can travel to the Desert of Kakkara. Get restocked on what you need to, then go to the forest to the south and take the Cannon Travel to Kakkara. You'll also have the option of going to the Ice Country, but don't go there yet. You'll be stuck there for a while if you go there, much like with Kakkara, and if you do the desert stuff first, you'll have an easier time there.
Kakkara
You'll land in the middle of the desert...and you'll also be in the maze. While it is easy to figure out, I'll mention where to go anyway.
From the start, go north. The scorpion enemies - called Sand Stingers - can cast Defender on themselves. Go west, then west again. The quicksand pits have Spider Legs that can use Gem Missile and Earth Slide against you, so avoid them as you go south. From here, go west. You'll automatically go to the middle. Head north and you'll reach a sandship. Watch out for the Pumpking Bombs that can cast Burst and self-destruct as well as the Spider Legs.
Sandship
When you make it to the ship, you will be accused of being Imperial skies, but the Commander believes otherwise before putting you to work.
You'll be playing as Randi and Randi only, as you will be separated from the rest of the party. The guy in the gold bandanna is a pirate named Sergo; talk to him first. He will tell you that the seas have gotten too stormy and that he only stowed away because he missed sailing his ship. Another NPC will tell you that anyone picked up in the desert is put to work as a slave, while a guard will tell you that Admiral Meria is in command, but his grandson Morie - the Commander who put you to work - calls the shots and would just as easily dump Meria in the desert. If you talk to the guards blocking the stairs, they will tell you to get to work.
Go ahead and talk to Sergo again. He will help you escape, and tell you to talk to the guards by the stairs. Talk to the guards, and Sergo will mention there is a fire. Go up the stairs as soon as the guards get out of your way.
From here, go west and travel south on the west side of the ship. On the middle level, there is a door. If you go up the stairs, you can save your game. You won't be able to enter the door to the north...yet. Go back to the outside area of the sandship and circle around to the east side to find a stairway. Follow the path south and enter the door. You'll find out that Popoie is eating all the rations, and when you show up, they tell you to get rid of him. Talk to Popoie, and he will be back in the fold.
From here, circle back to the center of the middle level and enter the door. Talk to the guards on the north end, and Popoie will lie to them and tell them that rats have eaten all the food. The guards will leave, and you'll be able to enter the door and get Purim back. Apparently, Morie wants her to massage her back, but Meria shows up and tells Purim to get out of the room. Meria will command guards to show up and stop you from escaping, but Imperial soldiers will show up, putting a stop to that. At the north end of the sandship is Geshtar...
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