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Yay, someone who won't throw things at us as we pass.
More random dungeoning has put our fighters' average level up to 70, as well as granting Marona the Dungeon Monk's handy Exp. Riser and Return skills. Added two new characters, an Old Man named Rold Gold and a Granny named NEVAHRH (courtesy of Syd).
I also got three new classes new class to play with.
Whisps, which are the same race as our island's own Unknown Phantom. They're actually pretty good too - good INT and SPD, very high RES, and skilled with plant-based and healing techs.
Ghosts, which are pretty much another variant on Witches. They're pretty speedy though.
Zombies, which have very high HP, good attack power, and not much else going for them.
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An unusually vague request this time.
Just aren't fans of spirit conjurers, I guess.
Don't go nihilist on me now!
Oh okay. I guess.
Elsewhere...
Walnut meets with Persimmon as he enjoys several classes of cheap wine.
A dick even to his friends.
I didn't screencap it, but he's pretty much downing a glass of the stuff between every line.
Walnut's in the market for work, it seems.
An undetermined amount of time later, Ash and Marona arrive.
The island's pretty deserted when they arrive.
And we quickly learn why.
This fight's pretty simple, just a handful of Summons getting a few bonuses that weaken them (and give you extra points).
Ash still wants to keep things under wraps.
Regardless, we find our clients, Saffron and Joan.
Looks like they can't leave here even if they want to.
Cue trouble.
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Cut away just to draw out the suspense a little longer.
Looks like Persimmon got the same tip we did.
Guess he's not interested in a job unless he can steal it from someone else. Good thing he doesn't know we're there already.
Back on the Isle of Healing Waters, we meet Castile briefly.
Which one, the girl or the mysterious male voice?
Marona suspects something's up, but Ash doesn't comment.
Pretty much exactly the same as the last battle, just with a slight change of topography.
I'm not rushing after them into any Hell portals!
I think I'd be pretty intent on fighting off someone that killed me before too.
Daaaaaawn.
And so we return.
It's not so bad after a few random dungeons, actually.
Come to think of it, nobody's really honestly thanked us yet, have they?
I could make a morbid joke here, but I won't.
Well, she did ask nicely.
Poof!
Now Ash has a fan too.
Aroo?
Even worse than being so perpetually broke you can't afford to go anywhere but work (a feeling I know all too well).
Aww.
The big shocker.
Marona makes friend, friend count rises to 1.
Already gone.
This scene would be cheesy if it wasn't so adorable.
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Alright, finally on to being able to select what map we want to visit.
Looks like something out of Odin Sphere.
Here to kick ass in the name of friendship.
Ash advises her not to be so reckless.
Still refraining from mentioning his fate at the hands of these beasties.
But at least he's making sure she doesn't end up dead.
Now let's go Roguelike on these monsters!
Time to throw down.
On this map, the only objects readily available are all receiving an Attack -40% Protections from the Ghost in the center of the room. There are a couple of pots on the opposite side of the board getting no Protections at all, but since you'll have to make your way all the way over there to use them it's pretty moot. This is a good time to put your mage characters to use.
On the next map, Marona starts off trapped inside a red Keep Out zone, with only a few confinable objects outside. The problem is that many of them are located in the center of two warring factions of Whisps and Summons, both of which are also hostile to you. There are also a few more around the edges. Either way, you'll want to wrap this one up ASAP - if all of your Phantoms vanish before the job is done you may have to hit Reset and try again.
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Before the next map, we get treated to another scene with Walnut and Persimmon.
I'm a little confused too.
Once an ass, always an ass.
Seems he's really intent on keeping up the Oxide lifestyle.
Probably due to being a nihilist.
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Back on the Isle of Healing Waters:
Taking a five-minute break from pummeling Summons.
Uh?
Might want to take another approach humor from another angle, Ash.
Another map where we can rake in some extra Bor and Experience. We've been seeing a lot of those lately.
Ah, and the nearest objects have 20% Strengthen Protection. Makes things even easier.
A familiar face!
He who hesitates is lost...
So Ash jumps right in.
Our next major boss, who sports some pretty high attack power and HP. The biggest threat here isn't the boss, though; it's the sheer size of the map. It'll take several turns for you to traverse the map to where the Wraith is, and if you summon too many Phantoms straight away, you may not have enough turns left to defeat him. So just summon one or two at first to take out the nearest enemies.
This tree's getting some seriously good protections, which will help out against the boss. Just be sure to lure him toward the center of the board a bit with your remaining phantoms (confining them to the objects nearer to him) so you can get as many turns as possible out of this tree.
Hyper Combo finish!
A somewhat hollow victory for Ash, though.
Molotov Cocktail out of nowhere!
Ah, it was Saffron.
We've been gypped again.
But at least he had a decent reason for it.
Kind to the end.
Although upset that he seemed to think Marona was only in it for the money.
(I didn't screencap it, but that's what the narration says)
"Not hate mail or suspicious job offers, what could it be?"
Maybe we should take that ad out of the Thrifty Nickel.
- Live Studio Audience
Awww.
Yay!
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Next time: Chapter 5, where our luck continues to turn for the better, and we get to have a few laughs.