Melody and the crew finish the practice dungeon, only to find that there’s something otherworldly accidentally sharing space with the cardboard labyrinth. So, it looks like their first (unofficial) job as adventurers will be to figure out why there’s a guy with a video tape for a head prowling around the Sapphire Islands. Said job also might be waylaid by the fact that their friend Jodi went missing, and it seems imperative we find her.
We’ve got our first quest after getting out of Aliahan: we’ve gotta track down Robin 'Ood and take back what he’s stolen. The only problem is that he’s well-clear of Romaria, in a tall tower. We’ve got our first tough task ahead of us, because the monsters in Skyfell Tower are just hardy enough that Deirdre’s scrappy team is exhausting themselves from fighting. But if saving the world was an easy task, someone would have finished this dungeon before us, so we’ll just keep going and not get discouraged.
It’s up to Geo and Luna alone to track down their friends. Something like that is a pretty big ask, but thankfully a golden opportunity falls into their laps by complete coincidence: Zack has appeared on television for some reason. Even stranger, he’s wound up in the Loch Mess and hasn’t made any attempt to reach out to his friends after being kidnapped by the void. But thankfully, Luna is rich so she can afford to travel out of the blue. And Geo? He can just travel by television.
We’ve found our way to the Wasteland in the sky. No, that’s not me dissing heaven, there’s a hidden sky island covered in a vast desert. Jodi’s around here somewhere, and she’s… been talking with locals.
… What do you mean there are locals?
Deirdre and her crew take another shot at climbing the Skyfell Tower, and with no detours for items the journey goes quite smoothly. But even when they get to the top, defeating Robin 'Ood is no easy task. He and his crew make a great team, and making it through without getting hacked to pieces requires a bit of strategy. Which uh… needed some fine-tuning on the spot, I’ll say.
So this is the stream where I learned that World Tour isn’t going to be a thing anymore. Several minutes after looking for wherever Yasmine might have been. I should really read more announcements, it seems.
Melody and crew have infiltrated Javis’s base, and all they need to snoop on his plan is a small pile of IDs. We’ll have to puzzle our way through another otherworldly lair, but surely that’s nothing we’re not prepared for, right?
Maxwell continues his terrible journey to undo a curse by learning nothing about why that curse was cast in the first place. With power comparable to that of a god, he’ll search the forest for Starites and collect them by any means necessary. And is it any surprise that putting Maxwell in Jurassic Park is a bad idea for both humans and dinosaurs alike?
Last time we got slam dunked by Grillerpillars. This time we’ll be a little more cautious. Of course, in our state there’s a decent chance we might not be able to take on the pyramid, but the nearby town of Ibis seems like a great place to stop and explore for a bit. After all, there’s talk of a particularly good accessory, and that seems like a great place to start looking. Because said accessory is a Meteor Brace. And I would very much like one.
We’ve recovered Zack, but there are still two friends to find. And thanks to a tip from an acquaintance, we’ve learned that someone recently fell from the sky in a village called Whazzap. Which means our next destination should be that very place!
… except there are sidequests to do. So let’s get those done first.
Unfortunately, we’re too late to stop Greenridge from becoming a garbled mess. But it’s never too late to save the citizens! Melody and friends will have to somehow navigate the glitchy mess that’s been made of their hometown, then figure out what needs to be smashed to get everything back to normal. Or at least that’s the plan, providing Javis isn’t doing anything in the background that needs to be attended to.