FLAT FUCK FRIDAY!!!!!
I didn't map out all of Poko Poko Desert that we could access, so I'll give that a bit of a go before we do the main event today.
The Quintar is still the mount of choice for most of the desert, but the ibek makes getting up to key treasures pretty easy.
Want to fish for steals but still be able to do damage? Turn your basic attack into Mug! This isn't the only dagger that can do this, but it is a competitive option for us at this stage.
The desert has gold as well as silver in it, so loot that. Upgrades good, looting good.
Hiding things under scenery bad. At least this has the decency to go visible once you run under.
For this one, we have to climb the pillars over by the gold vein.
Do you have your mounts hotswappable through the Favorites menu yet? Because do that.
Yep, that's goin' right to GUTS. Lower Variance than the Silver Axe, but that's fine.
GUTS is also getting close to the end of what he actually wants from Nomad. Still gonna master it on him for the seal once we find the Master Nomad, of course.
Werdna needs to get back to what matters most: killing the hell out of encounters with a single spell.
Yeeeah that's the stuff.
Cyclone having accuracy issues isn't a huge deal considering the whole area attack thing.
Okay, Meena has Counter now. Now we can throw her into Aegis fulltime and make her a tank that also heals everyone.
That's a fair bit of mapping progress! Still not perfect yet, but considering that there's a segment of the desert you're expected to only reach from elevated areas like the Overpass I'm pretty happy with this, to say nothing of the tips of the cacti too high to climb up.
I'll show off one of those routes over here. Sara Sara Beach extends both ways from the bazaar, with this high-up ledge by the pretty good fishmonger being the intended entry point.
Gonna do that a bit too, but I have to get some up to date gear for Meena now that she's going Aegis.
As much as I'd like her to keep using a staff, I just don't have the PP to keep that with the other passives, so she's gonna have to stick to Aegis' regular sword. The Scimitar is good but a little expensive for where we are right now.
I smith up the Silver Sword and Silver Shield, but for now I'm gonna get cheeky with it and try using Plate of Tiger's HP boost to offset the penalty of Contract, allowing her to leech life off of every counter she does.
Oh wow, look at that map situation there. Some madcap intersection of the beach, bazaar, sea, and overpass, that must be what's going down there.
Anyway, let's see what we can find.
The beach goes for a fair bit of distance this way, keeping up with the area of Poko Poko Desert at the least.
We're basically alternating between climbing the cliffside for silver veins, and splashing around in the coastal waters for a full-fledged map.
Oh hey an enemy! That's new.
If you haven't gotten the ibek yet, this is the only enemy you can fight on the beach, and the end of the line for you.
It's another turtle enemy like Shelldin, but this one has Bulk Up instead of Overload, which grants Armor Up instead of Armor Down. They're big, burly, and brutal.
Still weak to Thunder, so Wizards are as able to tear it apart as ever.
Like with Salmon River, we're just a hair under the level we ought to be for this area right now.
This is the nice thing about Aegis, though. Having a mainclassed Aegis on your team makes risky revive methods a whole lot safer, because those critical health characters will just be body blocked with White Knight if they get attacked. Course, this doesn't apply to area attacks or counters, those still paste 'em.
Anyway, we're not gonna explore much further here, but I do want to show that an ibek is necessary to explore the western part of Sara Sara Beach.
On to the main event for today!
Shoudu Province completely opens up with the ibek and is VERY worth exploring as one of your first stops after getting the ibek. Today, we're going to try to climb all the way up through it, see the important sights, and broaden our options for what we can explore to.
Y'know those images of superdense crowded places that built on top of themselves so often that they're basically urban ruins? That's the kind of vibe I get from Shoudu Province, and what I think it was going for. The former capital simply got too convoluted and crowded to be the center of the world.
It still has amenities, of course, and they're worth checking out, but compared to the current Capital Sequoia, the messiness is clear to see.
Feel like this is a joke with inns in RPGs having scalar prices despite providing the exact same necessary service. This is also one of the last proper inns in the game, actual civilizations don't really exist past here. Still not a bad idea if you want to get full heals without warping out to Capital Sequoia or Nan's cabin and thus respawning all the fights here.
Another pair of class masters reside here as well.
The collectible quest doodad for this area is Elevator Parts. Because Shoudu is such a mess to navigate, you are provided with far more Elevator Parts than are required for the quest.
Atop the Samurai Lounge, we find another cool rapier.
It can be fun if used by or to support a Dervish or Scholar using their Wind attacks. The all-physical statline mostly suggests a Fencer or the like using it for the latter purpose, though, and Magic Magnet is niche enough that I wouldn't go out of my way to build for it.
The enemies in Shoudu Province are largely "dark" humanoid figures that use traditional combat disciplines. The Dark Vagrant here is a straightforward melee combatant that can Bulk Up and has a Counter built in, making magic the ideal strategy for them.
Hi, here is my argument for why Natural Tank is a very comfy passive but not actually that strong. All it took was a single Frost for that Dark Vagrant to forget all about Meena and look at Frieren instead. And considering Werdna's gameplan for the foreseeable future is gonna be immediately opening up with some devastatingly strong area attack like Fissure or Cyclone or Nightfall, Meena's switch to Aegis is ideal anyway because then she can just Cover Werdna and we don't even have to worry about Threat. Plus, the heavy CT on Prayer Magic means that Meena usually has time to squeeze in an Armor or Resist Boost before springing Cover!
Since Meena's doing the primary tanking role for now, GUTS has room to get a little funky with his stances. Wave Armor will let him help Werdna chip down large encounters, although his weaker Mind stat means it's gonna mostly be incidental. He's got the AP generation to keep it up for a while though.
GUESS WHO BROUGHT NO GUARD
I might've given the impression that Dervish is underpowered or even useless with how I've talked about them. This is flatly untrue. It does not take long for Dervish to start being a proper powerhouse, even if their speed is lacking.
They also make for a great Aegis partner because a single Dervish spell WILL get the attention of the entire enemy team, making your Cover choice easy.
And then there's Counter with Contract giving us a heal off of the damage we just blocked! It's good!
Anyway, Attack Focus for GUTS. AP generation is extremely important for him right now, and basic attacks are the least committal option he's got.
West of the Samurai Lounge is a marketplace. Not as lively as some others, but definitely not lacking for quality.
The prices, as ever, are more than a little out of our reach, but the value is inarguable if you're willing to cash out. This is why I make such a big deal out of regularly upgrading all of our craftwork gear; the relative prices compared to a fresh storebought alternative on par with it are excellent. Still, if you know you're keeping someone using a specific weapon or armor class for the foreseeable future and they don't have a cool treasure they're looking forward to, storebought is perfect.
The Home Point here in Shoudu Market is also ideal given how annoyingly vertical this area is.
But yeah. Werdna, for example, is gonna be using Scythes from here on out almost exclusively unless I decide to go to Rogue or something. Not only does Reaping work best with Scythes, they're also ideal for hybrid damage dealers, and Werdna being able to flex to physical or magical offense with almost equal potency is very strong. A more hardline caster would, of course, prefer a Wand or a Book, but in his case Scythes are the ideal.
Grim Reaper, in particular, is an incredibly strong option given the Clarity buff. That would speed up all those chunky Prayer Magic spells even more while still allowing them to punch through pretty much anything he'd face. Wishlisting this sucker.
Throughout Shoudu Province, we'll run into some panhandling hobos here or there. Not only is giving them a bit of cash a nice thing to do if you can, it can prove helpful down the road.
One Silver should be handily within your budget on arriving at Shoudu Province, and there aren't too many hobos around here anyway.
No matter what, you are going to get into fights here. The tight quarters and numerous blind spots make avoidance more chance than skill.
Dark Mages combine Black Magic with the Barrier spell and a unique Shadow Wall spell that grants Evade Up to their team, so they run a tight ship of support and damage, but they're also extremely frail. Focus them down before the Dark Vagrants if you can.
At this stage, you shouldn't have much, if any, trouble with the enemies here.
MEENA WE GOT A NEW TOY FOR YOU
Since our income is going way up, I'm gonna take the time to go down here and buy...
MAP. NECESSARY.
No no, thank YOU.
Again, since Shoudu Province is so huge, winding, and three dimensional, the map is only of so much help, but even some bearings are better than none.
Do you see it? Do you see one of the trickiest secret spots in the game? The only clue to even check there is the ibek down below that teaches you that you can climb up this way.
This is how you get this box.
BUT WAIT, THERE'S MORE. This box is extremely well-hidden and can only be reached from another hidden outside entrance.
In this case, there's a narrow space you can enter through the back.
Oh yeah, remember how some enemies in Shoudu Province run away from you rather than rush you down instantly? In some rare cases you can corner them.
Dry Kids are the Metal Slimes of the game. They're extremely fast, worth loads of LXP, and prone to Escape at the drop of a hat.
While they do sport a wide range of Monster Magics, I wouldn't exactly call them an ideal method of farming those up. And since they always start fights ready to act immediately, you need some specific nonsense to catch them before they simply Escape right away. Still, if you want to efficiently grind up your classes to mastery, Dry Kids are the ideal way to go about it once you kit up for 'em.
A necessary part of this is building up your accuracy for physical damage dealers. Fencer's Eagle Eye can do the trick, of course.
It's extremely easy to get stuck on the Shoudu Market floor for a long amount of time, so word to the wise: you want to enter THIS building from the door in the upper left, then cross these beams. Follow this route to gradually get to higher and clearer ground.
This building here is on the right track, but if you want you can climb the beams outside for some treasure. I do go back for that treasure eventually.
Precious altitude!
OH YEAH I COMPLETELY FORGOT TO VISIT THIS GUY ON THE GROUND FLOOR BEFORE BY THE WAY TIME TO REDO THAT.
yaeey
One last shop in the market.
All generally nice stuff, but for my money, the thing most people are gonna find worth buying is the Mender's Ring. That puppy not only gives you a sizable max MP boost, but also amplifies the healing you provide! And yes, this does work with Chemist.
Dark Archers! They use the Hunt staples of Barrage and Quickshot, combined with landing one tick of Poison on every hit they deal.
Frieren didn't live the fight, but she still got enough LXP to master Warlock. Now, I think, she goes back to Chemist fulltime. I do think my team composition is starting to limit my class choices somewhat, which is why I had Meena take the dip over to tanking, but there's a kind of homogenity with everyone either doing Strength-based classes, casters, or both. Nobody really has room or inclination to switch over to something like Hunter or Rogue, and that's starting to show. I should consider doing something like that with one of them soon.
For now, we'll just give Frieren infinite MP. She already had that thanks to the Item subcommand and her low expenditures anyway, but hey.
Grabbing this. Again, even if we don't want to make anyone else a Warlock, the Seals have a special use later down the road, so grabbing them is always worth the trouble.
I also temporarily swap Werdna back to Wizard for Reasons.
In trying to find ideal light armor for Werdna in the shop, I stumble across the Drifter's Vest as an amazing bit of wear for GUTS. If any single person here is able to commit to an Agility-focused class, it's him, and Waterbend means he can take the elements he has onto any physical moveset without issue. En-Water Snipe off of Hunter is sounding mighty tasty.
Yeah, Boltena versus Fissure is largely a matter of taste. Dervish still wins with their later spells at clearing fields, but we're in Wizard right now and we don't have those later spells for Dervish anyway. I have a specific objective and I'm not leaving until it's accomplished.
You ever just watch a recording of your past self and realize you absolutely were not paying attention? Because that's me here. We could've gotten that treasure already, but now I'm so caught up in going for it I forgot the exact route we already passed earlier needed to get it. Time is an itch you cannot scratch.
At least my meandering did lead to a cool hidden area worth exploring!
Gimme a sec.
Yeah it's just nice medium headgear.
Okay this is just sad. It technically works, its just wildly inefficient.
At least we're getting our exercise in!
This is what we wanted to go back to Wizard for. When Werdna inevitably goes back to finish off Reaper, Storm Stance will be an extremely strong option in the instances where I don't want or have Meena able to Cover him. Remember, Reaper can actually survive physical attacks decently thanks to their heavy armor, and has the Mind to make the Lightning counter sting!
Meena, unlike every other Aegis to ever play the game, is gunning hard for Crystal Form. The passives remaining are basically useless to her; Equip Staff is almost always a better pick than Equip Shield for her given her background as Cleric/Monk, she doesn't use stances, and as mentioned, anyone being the main tank for the party has no business ever trying to run Stalwart seriously.
Got bored with the repeated fights and threw a Fig Mixture onto Meena for the hell of it.
Four turns of Power Up, huh? That's not half bad for a single Potion. Would be useless on a dedicated caster, and Meena doesn't value it as much as GUTS does, but that does make her counters punchier, which translates to better lifedrain. Fig Mixture and Sap Mixture are pretty decent for "I have nothing better for my Chemist to do this turn", even if you can't very well make them the core of your build.
Got what I want out of Wizard for now, back to Dervish.
This chest has been BOTHERIMG ME. I want it OPEN.
Several minutes later I finally figure it out, we can finally move on.
...I want my several minutes back.
Well, they boost MP and steal chances! That's an option!
And now we're on the rooftops of some of the higher levels of Shoudu Province. Not the absolute topmost levels, there's still unadorned scaffolding to fall off of.
Still grabbing Elevator Parts, of course.
If you're keeping score at home, we need 10 for the final thing.
We'll still have cause to dip into the interiors every so often, as well.
Oh hey, another lounge.
May as well mark 'em both down. Don't know how soon, if ever, we're gonna be using those classes, but hey.
FACECHECK EVERY WALL BECAUSE IT MIGHT FLINCH.
See that's more like it. That's a Rogue instant equip right there.
Don't forget to consider every angle when trying to enter a building!
We're able to cross over the market rooftops now!
This area is the eventual goal of going through the Shoudu Province, although we still have lots more to explore.
For starters, we can go through this hole, once we generously donate to the hobo here.
For people hoping to get an ideal reward for donating to those less fortunate than yourself, how dare you. But also you can get what you want from that by donating 1 gold exactly once and then sticking to 1 silver each time. It only comes back to bite you in the ass if you refuse to shell out for anything more than copper.
It turns out that Shoudu Province doesn't just extend up, but also down!
As tempting as going down there would be, we're not doing that until we find a Home Point we can conveniently bounce back to.
Huh, some dudes guarding locked doors. Weird.
WHAT WAS THAT? REF ARE YOU BLIND? BECAUSE I SURE WAS BLINDSIDED!
Since so much of this team's current power is tied up in Werdna's heavy area damage, adding a second Dark Mage isn't appreciably harder than a single one. And Meena has Resist Boost now and has been packing the Shell Amulet for some time, so even sustained fire from stuff like Bolten won't necessarily drop her.
Plus, Frieren can support very efficiently with a Doublecast Protect/Regen on top of that.
Oooooh that's a VERY nice staff. That's tempting enough for Meena to get Equip Staff back in her passives set.
Screw it, Natural Tank isn't doing enough for her since Werdna just unleashes on his first spell.
Future Sight still costs us Defense and lifesteal compared to the Contract/Blood Shield build, but the attack power, non-penalized max HP, and Vitality/Spirit more than make up for it. The Evasion isn't especially amazing given Meena's low Agility, but it's still convenient.
Some more scaffolding up north, and a weird quarry or graveyard to the south, but the real POI here is the building.
The Sky Arena is the main tourist attraction of Shoudu Province. As the receptionist will repeat should you ask, it is sacred ground, but more than that, it's a 1v1 battle gauntlet. You choose one of your party members and they fight their way up the ranks, earning bigger and better prizes the more fights you can pull off.
Fortunately, I can just tell you. To get to the Sky Arena, we have to use the elevator in the back behind the prize chambers. That's what those rooms are that are locked and guarded.
Treasury Bouncer said:
You must win 3 battles in a row at the Sky Arena to earn eligibility to enter this treasury.
Right now, I only need to get into this one. The others are very much worth doing, but it's unlikely you'll clear it out in full before endgame.
But first, we DID just tag a Home Point, so.
Welcome to the Undercity of Shoudu Province. This area is another one very much worth exploring, but right now I'm not gonna do that beyond this little bit.
No matter how you enter the Undercity, you'll have to run into at least one hobo first. The easiest access point and most likely the intended one is south of the vendors at the docks.
Kenji said:
...You are marvelously generous!
Hope you were nice to them!
Depending on how generous you were, Kenji and his team will react accordingly. As seen here, if you gave lots of money, Yasumi the Summoner will heal your party, Asakura the Cleric will refresh your MP, and then all three will Escape, rewarding you. If you've been sticking to a reasonable donation level, they will simply not engage you, and a truly miserly sort will find them attacking you head-on.
Right, that was convenient. Kenji and his team will check in on you at multiple points through the Undercity.
The more expected encounters come from the ratpeople dwelling within. They're not too different from the dark enemies above, although Ratatasks can Cover their allies and the Vermage can inflict MP Leak on their unfortunate victims to drain them. The main thing is that their stats are pretty high for the expected difficulty of the region, but we'll cover that after the fight.
Nothing our brave team can't handle, of course.
The gimmick with the Undercity, as its Assassin inhabitants will tell you, is that all the enemies here are effectively blind, and navigate by their sense of hearing. Which means that they can only track you if you move around a lot in their presence. Stand still, and they'll mosey on by. To that end, it's something of a stealth region, although a capable party can punch through without issue.
One last thing before the Sky Arena. I want to climb up the mountainside to the west of the Shoudu Province.
This is one of the fastest routes to do so, but those hooks jumps can be tricky if you aren't accomplished with the ibek yet.
This takes us to the region's farmlands.
Pangolions accompany the obligatory Dark Vagrants up here. They're vicious but straightforward attackers, using the high-variance Fury Swipes or inflicting durationless Bleed and Poison with Rabies.
They can also drop some fun seeds for the garden. Eventually I'll devote some small portion of the LP to playing around there.
And we've hit Overpass again. Good, this is what I wanted. It means that if we head north, we should find...
YES! PERFECT! Ganymede Shrine makes for an ideal point to finish off your exploration of Shoudu Province without having to get through Poko Poko Desert with the Mars Stone every time you want to come here.
And lucky me, I have enough cash to get everything I need here.
Ganymede Shrine is VERY tall.
But for now, it's a convenience. Back to Shoudu Province.
Northeast of Ganymede Shrine is another Summoner challenge.
I misstamped it (I use a star for Summoner deities) but whatever it's on there I need to fix the map anyway.
Lift Operator said:
It needs 10 Elevator Parts to be repaired. If you find them, go underneath right there and put them in yourself.
Right, here we go. And we have exactly enough parts to pull this off.
Every one of those little niches can hold an Elevator Part.
The one just to the right of the first one we did is the hardest to reach, requiring a Quintar jump with very little running room.
It's not too tough, though.
Lift Operator said:
Come on back up, hop on, and take a ride.
Certainly!
We're just gonna take a crack at the Sky Arena and call the update there. The Quintar Reserve can go on the to-do list, it's not really important right now.
Better watch my footing I guess? Terrible accessibility for the Sky Arena.
Yes, this is the intended road to approach the Sky Arena from. Also there's a treasure.
Cool shoes!
The minimap there is a giveaway for where the Sky Arena actually is. Again, this is terrible accessibility.
Anyway, the fights themselves. I'll record a full run once I do a winning one, but that's not happening right now.
We pick one person, they get in there and fight as hard as they can. As a general rule, you want someone who has some versatility and self-sustain over someone with a laser-focused gameplan. GUTS fits the bill the best out of our party, but Werdna as Reaper/Wizard could do some damage, and Meena is almost indestructible if played right and has Chi Burst, so we have options. Frieren is probably our weakest pick owing to her poor defenses.
If you can make it to the Sky Arena, the first three fights should be easy pickins. The Squire has a few different physical attacks, but not the statline to back them.
Really, do anything to win here.
The Nutter at least has some extra tricks, with the instant Wither debuff nulling your Vitality and a self-heal with Nut Gobble, but even so.
The combo of Chill Blast into En-Water Bruiser Crush is GUTS' mode of attack for these fights. Nothing fancy, just big damage and respectable lifedrain.
Round 3 has the Rogue Knight, who takes the gameplan of the Knight from back in the Proving Meadows and somehow makes it worse. Instead of starting with En Guarde, he uses Pep Talk to give himself 12 instant turns, but Pep Talk has a CT of 350, so this is a check for if you can spike them down before they do.
Again, yes, we can.
Here's the end of the line for now. The Mountain Knight has better stats already, but also has Division Cut to halve your HP, Fierce Stance to make her even better at handling physical attacks, and Sever just for big stupid damage with Bleed.
Not that she needs Sever to win against GUTS as is. That's fine, I got my win condition.
Before I go back to the receptionists for my rewards, I check in on Chloe and Talon on the east scaffolds.
<Talon> It's fricken awesome, huh? Riiiight? Look at all those birds!
<Chloe> Yeah, this is actually pretty good.
<Talon> SICK! Another thing I'm pro at: finding fishing spots!
<Chloe> Oh, hey friend. Have you come to participate in the fishing? You can have this lure. I got a new one, so I'd like you to have it.
Nah, I'm good. But thanks for the free item.
Someone who isn't me could tell you how this compares to other lures.
<Chloe> Anyway, we better get going...
<Talon> Oh, yeah. We have that... stuff, with Astley and Reid. All these birds almost made me forget.
Stuff, huh? Why do I have a suspicious feeling about that?
There they go.
I'll grab the loot and then call it.
We get our prize for winning exactly 1 win and are informed that we've also opened up a treasury or two.
Yeah, that sure is a heavy helmet upgrade.
Thanks dogg. What have we got...
HELL YES GIMME THAT
We finally have Samurai, the katana specialist and one of the best physical burst damage classes in the game. It's... not for everyone, but you can wait for the writeup to see why.
TO DO: