RECAP: Those Meddling Kids
Inside the Lighthouse,
the team is greeted by none other than the Raven members. Perplexed by this
development, Agate tries to ask his former compatriots why they seized control
of the lighthouse, but none of the members answer, and one despondently attacks
him with unnatural strength. Realizing that the members are clearly not
themselves, the bracers engage and incapacitate the now formidable gang members.
Injuries aside, the team continues to ascend up the lighthouse, knocking out
any and all Ravens along the way. Joshua astutely determines that they are
being controlled via a crazy cocktail of strength augmenting drugs with a side
effect of hypnotic suggestion, however no one has any idea of who might be
pulling their strings, or to what end.
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| Gilbert was a valedictorian at Bond Villain Academy |
Recognizing that they
cannot defeat the bracers in a physical engagement, the assailants use Steward
Gilbert and Vogt as hostages to escape. Gilbert is astonished by this
development and attempts to reign in the assailants, but they apparently read
the fine print on their contract, declare that Mayor Dalmore is their actual
employer, and shoot the Steward in the leg to demonstrate the sincerity of
their threat. Refusing to let more blood be spilled, the bracers begrudgingly
comply and let the assailants escape via a rope near the lighthouse beacon. The
black-clad men leave the stolen Orphanage funds behind, but Estelle still wants
to give chase. Agate and Joshua talk her out of this, and instead split up so
that Agate will chase the assailants while Estelle, Joshua, and Kloe bring the
mayor to justice.
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| THERE'S BLOOD IN THIS GAME?!?! |
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| Nah, just child labor profits from big corporations |
He informs the bracers
that they will need to catch the mayor in a compromising position, and suggests
that they buy time interrogating the mayor while he calls the Royal Army to
issue a formal arrest. Ten minutes later, an out of breath Kloe runs through
the guild door. The pair explains their plan and prepares to put it into
action.
At the mayor’s
residence, the bracers (read: Joshua) smooth talk their way into the Mayor’s
meeting
room to find him negotiating a real estate contract with a drunk Duke
Dunan (oh and Philip is there, regretting his life decisions). They accuse the
mayor of arson among other things. Fortunately, while denying the accusation,
he manages to implicate himself by mentioning specific information (like
black-clad men) that the bracers withheld. He retorts by asking for what purpose
he would do such heinous acts, yet it is Nial who emerges from the double doors
with the answer: he has a mountain of gambling debts to pay off. He goes on to
explain that the mayor’s mysterious (yet, not-so-secret) trips to the Calvard
Republic were the lead he was trying to follow up on. Unable to deny his guilt
any further, Dalmore hits a switch on the wall revealing a secret passage way
to outside.
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| Topical! |
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| THERE ARE GUNS IN THIS GAME TOO??? WHAT AM I EVEN PLAYING?!?! |
After winding around
through some underground tunnels, the team emerges at the docks near the hotel.
Dalmore just barely beat them to his Yacht and is already escaping via the sea.
Noticing that there is still another motorboat in the harbor, Joshua, Estelle, and Kloe commandeer the vessel and continue their endeavor (much to Nial’s dismay).
The game of cat and mouse takes several exciting turns, and just as the mayor finally seems capable of pulling away, a ship appears from out of the sky and stops directly in his path to end the chase.
Curiously, the emblem on the airship is not that of the Royal Army, but her majesty’s Royal Guard. The mayor, perhaps out of cripplingly surreal failure, loses consciousness.
Noticing that there is still another motorboat in the harbor, Joshua, Estelle, and Kloe commandeer the vessel and continue their endeavor (much to Nial’s dismay).
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| Superman ain't got nothing on this |
The game of cat and mouse takes several exciting turns, and just as the mayor finally seems capable of pulling away, a ship appears from out of the sky and stops directly in his path to end the chase.
Curiously, the emblem on the airship is not that of the Royal Army, but her majesty’s Royal Guard. The mayor, perhaps out of cripplingly surreal failure, loses consciousness.
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| One more mystery to add to the list... |
The bracers also tell
Jean about the black orbment and express their curiosity towards its origins.
He unfortunately doesn’t know where the orbment came from, but informs them
that Zeiss is the manufacturing center of orbments and they may find someone
with the answer there. And finally, Jean concludes their visit by endowing the
bracers with recommendations from the Ruan guild so that they can continue
their cross-country journey.
Consistency is Key
Whew! What an exciting finish! This chapter on the whole
felt more like playing through a television drama than the previous one, what
with its strict adherence to the exposition, rising action, climax, dénouement
format for each major story development. However, the formula’s execution was
so flawless I didn’t even notice it when I originally completed the session
several months ago. Unfortunately, the vast gulf in time since I last played
has also dulled my memory of what I originally wanted to talk about, so I’m likely
not going to be able to offer the same amount of insight as usual.
So to start, I appreciate that the secret lead Nial’s
mentioned way back near the beginning of this
chapter was revealed in such a
timely and grandiose fashion. Rereading all of these journal summaries
emphasized the fact that there are many things about this plot that we still
don’t know ANYTHING about, and only a few of them (mainly the Black Orbment and
Cassius’ disappearance) are now at the fore of our characters’ interest. So
having one of these points of interests cleared up this quickly helps keep the
narrative focused and gave this chapter a bombastic ending.
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| The EIC would be proud |
However, I don’t think that we’ll actually wrap up any of
the game’s mysteries or fully understand the black orbment in the next chapter.
With the way that these past two chapters are gone, it seems more likely that
the bracers will have to deal with some domestic issue in Zeiss, and in doing
so will tangentially learn more about the larger mysteries, but not everything.
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| Well, the game definitely knows how to build intrigue |
From a gameplay perspective, I’m still shocked by how
effective my characters are in combat, despite my skipping almost every
standard battle in this chapter. According to the SomethingAwful Let’s Play my
characters are still slightly over-levelled, but I’m fairly certain that the
reason we’re doing so well is because I have a decent grasp of the orbment
system and how to abuse turn order delays (thank you Final Fantasy X). A part of me wishes I had to strain myself a bit
more, but I appreciate that my prudency and planning are being rewarded in some
way.
Anyway, this is unfortunately all I can comment on at the
moment due to the hiatus. I am still behind one play session where I actually
started Chapter 3, so I will be leaning heavily on SomethingAwful to jog my
memory. However, I’m not touching that this week. Next time, I’ll instead be going
over the in-game book series Carnelia and discussing how it ties into the story
thus far - assuming it does at all. And since I’ve never read any of it before,
I’ll be seeing it with fresh eyes and youthful snark.













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