We’re winding down on Pokemon to pick. Last time I finished up Gens 7 & 8, and so now it’s time for type favorites and miscellaneous categories.
Today, we finish up the affinity missions… and also an extra mission that cropped up after we helped Ga Jiarg. Amongst other things we’ll be taking out crummy copies of Wrothian Skells, helping a soldier change careers, and accidentally making Tatsu think we’re finally going to eat. We’re not, to be clear, and in fact it seems like Lin’s abandoned that bit entirely.
Geo and Sonia have been given free tickets to the museum, so that seems like the best place for their date hangout. It seems the exhibits in question revolve around lost civilizations. One of them is Mu, a civilization of great technology that vanished mysteriously. And amongst the other groups, there’s a relic from the ninja clans. Which, hey, what a coincidence! We’re playing the Ninja edition of the game! No time to worry about that, though, because a weird floating eye has suddenly appeared to steal everything from the exhibit.
So as it turns out, blinding the sun in the first stage wasn’t the eeriest thing that’ll happen in the shrine, nor is Wendy’s penchant for making an explosive. No, it turns out this is another place the Mayor wanted to dig into, and once again we find the group making renovations found something terrible. And unfortunately, the 'cule doesn’t have a Horrible Worm Man to take the brunt of their discovery this time…
The time has come. All of the Pokemon shall be picked, even if more sub categories got added between the last session and this one. Also, I get my “raise Pokemon’s defense and steamroll everything” strategies mixed up, but it’s fine. If the sheep cannot roll over their foes, they can at least crush them beneath their hooves.
It’s time at last for Chapter 13! We’ve got a finale in three acts, and they’re nowhere near as short as the usual story chapters we’ve seen in this game. We begin Act 1 with an entirely different problem with the one that ended the original version of the game. There’s no time to worry about what happened to all that human DNA the Lifehold was supposed to contain because now we’ve got mysterious voids appearing all over Mira. Even worse, it seems the other entities responsible for destroying Earth have reappeared. On the bright side, even though a million terrible things are resurfacing, it seems an old hero has also made his return.
Well, it seems like the planet humanity has settled on is going to explode. Again. BLADE sends everyone in their ranks to get the people of NLA prepared to board the White Whale 2 before Void decides to torch everything. Now granted, even with a ship prepared it’ll be difficult to pull off the move that’ll let us get to safety. But we’ll worry about that later. For now, Elma’s team needs to support evacuation efforts.
The gals survived a near-parasite experience, but their job isn’t done yet, much as the Mayor would prefer that it were. The Guardian Dragon is in danger… as is the entire island. Rosa, Izzy and Wendy are in for a terrifying (and icky) fight, but they’re just about the only people who can stop the Parasite. The good news is, their resumes should look fantastic if they survive.
We’ve spent a lot of time here on Mira, but after one final pizza party, all that comes to an end. Act 3 sees BLADE’s plan going into motion, as well as the end of the planet. But even if we can get off the ground, fulfilling the plan means going up against Void. And for a guy who wants to know what death feels like, he sure isn’t in a rush to lose.
The day of the festival arrives, which means we gotta help Susie prepare for her date hangout with Noelle. Kris gets up early… by which I mean they never actually went to bed, and instead they climbed through the window at the crack of dawn looking far worse for wear. But it’s probably fine, that just means we can get an early start.
Well, Asgore’s Dark World certainly started… interestingly. But Flowery isn’t the only plant in Asgore’s garden, and today we get to meet a lot more of them. Or at least officially anyway, because it turns out we may have been acquainted with some of the flower crew already.
We’re partway through Flower Castle. There’s still the left side to finish, and there’s also the matter of that tiny little thing we did where we gave Yellow an existential crisis by lying to him. But surely we can save face if we just prove we weren’t connected to any other crimes! On the right side, we meet Orange, who I’m sure is the most intimidating human of all. And then on top of the castle, we’ve got the usual superboss to take care of.
… I say “usual,” but this one’s a touch… unconventional.
We reach the end of Flower Castle, and we’re just a long climb away from the Dark Fountain. Well, that and the flower crew who aren’t too keen on giving up without a fight.
A young woman by the name of Deirdre has come of age, and can now follow in her father’s footsteps. Or at least some of them, anyway. Apparently he died falling in a volcano. So Deirdre’s only doing the part where she trained as a warrior to battle against monsters. And hopefully her journey to do so won’t end in magma, but rather in defeating the mysterious Archfiend Baramos. But before she can set out, she’ll need allies to aid her quest. And since the game lets the player choose their party, Deirdre’s been saddled with a meddling merchant named Murdag, a Klutzy thief who goes by Cyrille, and the socialite gadabout Armida. They’re… probably not what anybody would expect from world saviors, but they’ll have to do.
Star Force is back! Unfortunately, it seems a few of Geo’s friends won’t be returning for a little while after this one. Just as the group’s hangout gets off to an awkward start, that edgy, Bass-like boy has decided he’ll accost Mega Man for the OOPArt as directly as possible. Now everyone in Echo Ridge is in danger of being engulfed by the void, unless Geo can work up the strength to take out a foe good enough to wave change on his own.
Guess who forgot to post this first VoD! Well, the whole Ingrid plot can go to this post, then.
Morgan comes hears rumors of some sort of strange alien or fae creature roaming about Nayshal. As fate would have it, these people saw whispers of an incredibly powerful being named Ingrid. While most people will wind up forgetting this chance encounter, Morgan gets the chance to train under her. What’s more, though, is that meeting Ingrid allows Morgan to find the spiritual remains of a long-dead friend. And in doing that, she’s given the chance to undo the terrible fate of her sparring partner.
Now that we’ve got the party together, we’re ready to explore the continent! Reeve, the town to the north, is a perfect spot for gathering information. But all signs have been pointing to Dreamer’s Tower being our next destination, and it’s not like there’s that many other places we could go. So it looks like we’ve got our first dungeon lined up, and a thief’s key waiting at the end of it.
Geo’s got his second wind, and a fancy new power! So let’s try to actually figure out where his friends are this time. Naturally, neither he nor Luna have much of an idea of how to find people who fell into the void, but as luck would have it, television does. Somehow, Zach has wound up on a program airing from Scotland Loch Mess. He hasn’t tried to contact his friends, so Geo and Luna have to figure out how to get to him. Which, considering they don’t think to check a map, might be harder than it needs to be.
The people of the world know peace and prosperity thanks to the goddess Fortuna, who granted them the gift of magic. There are, of course, people who seek to become adventurers to travel the world and use the gift of magic to help others and fight monsters. One night on the Sapphire Islands, a young woman named Melody and her girlfriend Allison go to the woods at the behest of their friend Claire. Claire has an unorthodox plan, as she normally does, to help the couple get a leg up on learning magic. Is using an old relic to impart magic into beings the safest thing to do? Probably not, but what else are you going to do if you didn’t start learning magic when you were eight?
We’ve done just about all we can do on this first island, so it’s time to step out into the wider world. After we obtain the wrecking ball, we’ll still have a long road to travel to actually reach the next continent. But at least everyone’s slowly improving, so monsters shouldn’t be a big deal.