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@heorotlinea
@heorotlinea 8 сағат бұрын
Detailed description: 0:00 - Game Load 0:14 - Glen Residences - Meadow Area Erik resumes in his house in the Meadow Area of the Glen Residences. He is currently a Level 49 PLD/Paladin. He is in the midst of the Version 1 storyline "Hollow's Encounter Story" and has finished "Dolworm Story". Before heading out, Erik talks to Alfredo, his concierge. He picks up his weekly gifts, including a Copper Casino Ticket. Outside, Erik checks his mail and gets his Bazaar sales. He visits the Traveler's Bazaar and reduces the price of an item that has not sold yet. Erik Zooms to South Port Lendor. 4:13 - South Port Lendor Erik explores South Port Lendor and talks the NPCs. He has already hunted down the red treasure chests in Port Lendor. In the Ship Bureau, a bookcase at F-5 contains a book about the Grand Titus. On the dock, Erik talks to collection Merchant Dorofi at C-6 (11:08). Dorofi's name is in yellow, so Sanvitalia gives Erik a Mini Medal for a current total of 161. He has found a total of 211 Mini Medals so far, of which he has spent 50. The player can buy back trophies they have already obtained from Dorofi. Erik also talks to Collection Merchant Chagana at D-6 (12:27). Chagana's name is also in yellow, so Sanvitalia gives Erik a Mini Medal for a current total of 162. The party can buy back items like vocation equipment or event rewards from Chagana. This is in case they had to get rid of the stuff for whatever reason, particularly ridiculously limited equipment inventory space. At C-6 in the Monster Strike Force HQ, Erik finds a pair of Show Opener's Pants in the wardrobe behind Archivist Otto (17:49). At the Item Shop at E-4, Erik stocks up on Treasure Eye Land Bells. He also visits the neighboring Traveler's Bazaar and puts a material and the Show Opener's Pants up for sale. At G-2 in the northeast, Erik exits north to North Port Lendor. 28:57 - North Port Lendor Erik continues his exploration of the port town. The teleportal at D-5/E-5 provides transportation to select destinations throughout Port Lendor. In the Pot Alchemy Guild at A-5, Erik visits the Traveler's Bazaar and puts a couple more items up for sale. Upstairs in the Inn, a bookcase at C-6 in the southeast of the upstairs sitting room contains "Bloodletter Sword Tale" (47:02). Erik learns the recipe for the Bloodletter Sword. Another bookcase at C-6 in the northwest contains "Warrior's Sword tale" (49:37). Erik learns the recipe for the Warrior's Sword. One of the middle bookcases at C-6 contains "Lendor: Learning from Lendor for Town Development". At B-6, Erik enters the Mokomoko House. 52:41 - North Port Lendor - Mokomoko House In the Mokomoko House, there are several monstrous NPCs that support the Magic Maze. Erik talks to Dorothy at D-3 (54:42). Dorothy's name is in yellow, so Sanvitalia gives Erik a Mini Medal for a current total of 163. He has found a total of 213 Mini Medals so far, of which he has spent 50. Erik can come to Dorothy with items that can summon a boss in the Magic Maze, like a card or coin. Dorothy will enable the player to enter the maze with their current support party. Erik takes the door at H-4/H-5 out of the Mokomoko House. 57:06 - North Port Lendor Erik enters Port Lendor Station at D-6/E-6. 57:35 - Port Lendor Station Erik concludes his tour of town by exploring Port Lendor Station. On 1F, Erik takes the elevator at G-3 to Mayor Sigal's Office. 59:54 - Port Lendor Station - Mayor Sigal's Office Erik explores the office. When he has finished, he takes the elevator at G-4 back to the station. 1:01:45 - Port Lendor Station Erik explores the remainder of Port Lendor Station. A relatively new NPC, Story Fairy Storey at C-3, will help users skip parts of the story. No thank you, Miss Storey. There seem to be a couple of black chests remaining to find in Port Lendor. I believe that a door to their location opens up later in the game. On floor 1F, Erik takes the door at D-8/E-8 to South Port Lendor. 1:07:02 - South Port Lendor Erik Zooms to the Dolworm Kingdom - Entry destination, Dwachakka. 1:07:15 - Dolworm Kingdom Erik takes the Master Machinery teleporter at G-4/G-5 to the "Dolworm Crystal Palace" destination (1:07:58). He enters the Dolworm Crystal Palace at D-4/D-5. 1:08:19 - Dolworm Crystal Palace On floor 3F of Royal Research in the northern wing, Erik talks to Rurutima at E-2 in the Guardroom (1:09:10). Rurutima issues Quest 016: "Strange Sphere". There are mysterious semi-balls in the Strange Sphere Area in the northeast of Goble Desert East. Rurutima asks Erik to go there and retrieve a sample from one of the hemispherical structures. On floor 1F, Erik exits the palace at F-4. 1:11:25 - Dolworm Kingdom Erik takes the Master Machinery teleporter at F-4/F-5 to G-4/G-5 in the entrance area (1:11:46). At H-4/H-5, Erik exits to Goble Desert East. 1:12:01 - Goble Desert East Erik talks to Peddler Dogi at A-5 (1:12:18). He takes Dogi's carriage to the "Goble Desert (E)" destination. Erik arrives at the Oasis Caravan at F-5. He talks to Father Toccia at E-5 nearby and sets his Boronus Hole Zoomstone to the Oasis Caravan destination. Then, Erik sets off north/northeast across the desert dunes. In the Strange Sphere Area, Erik examines the largest hemisphere at G-2 (1:15:30). He obtains the Sphere Fragment key item. He must take this weird object back to Rurutima in the palace. Erik Zooms to the Dolworm Kingdom - Entry destination. 1:16:23 - Dolworm Kingdom Erik takes the Master Machinery teleporter at G-4/G-5 to the "Dolworm Crystal Palace" destination (1:16:47). He enters the Dolworm Crystal Palace at D-4/D-5. 1:17:08 - Dolworm Crystal Palace On floor 3F of Royal Research in the northern wing, Erik reports to Rurutima at E-2 in the Guardroom (1:17:58). He delivers the Sphere Fragment, and things only get stranger. What in Rubiss's name would compel Rurutima to do that? Quest 016: "Strange Sphere" complete! Erik earns 2 Sunny Citrines. He also earns 7,488 EXP and 52 Fame Points. On floor 1F, Erik exits the palace at F-4. 1:21:09 - Dolworm Kingdom In the Post Office in the southeast of the city, Erik talks to Stationery Shop Mizuna at E-7 (1:21:43). When Erik leaves the shop menu, Mizuna issues Quest 029: "Warmth of the Sun". To make the letter card for Dolworm Kingdom, Mizuna needs Flare Powder dropped by Dancing Flames on Chaldea Mountain Road. You've got it, Ms. Miz. That's why I set the Zoomstone to the Oasis Caravan earlier. Outside, Erik Zooms to the Oasis Caravan destination, Goble Desert East. 1:23:23 - Goble Desert East Erik arrives at the Oasis Caravan at F-5. He makes his way northeast and east generally along the road. At G-4/H-4, Erik exits to Chaldea Mountain Road. 1:24:40 - Chaldea Mountain Road Dancing Flames tend to appear on the bridges in this zone. Beware when crossing bridges, lest you get burned. Erik begins hunting Dancing Flames at E-2 (1:25:30). After a few battles, Erik acquires the Flare Powder key item from a Dancing Flame (1:27:36). He must now deliver this powder to Stationery Shop Mizuna in Dolworm Kingdom. Erik acquires a pair of Fire Claws+2 (Level 35 Claws) from a Dancing Flame's white chest. Erik Zooms to the Dolworm Kingdom - Entry destination. 1:28:16 - Dolworm Kingdom Erik takes the Master Machinery teleporter at G-4/G-5 to the "Post Office" destination (1:28:41). In the Post Office in the southeast of the city, Erik reports to Stationery Shop Mizuna at E-7 (1:29:04). He delivers the Flare Powder. Quest 029: "Warmth of the Sun" complete! Erik earns a sheet of the new Sun Paper, which becomes available for purchase at Mizuna's Stationery Shop. He also earns 1,560 EXP and 26 Fame Points. Erik reaches PLD Level 50. He earns 4 skill points for a total of 137. Erik earns the accolade "Noble Holy Knight" for reaching the top of his class, Level 50, as a Paladin. After looking at the sheet of Sun Paper, Erik sells it back to Mizuna. Now that he is Level 50, Erik equips his Fire Blade+3 to weapon set B and his Full Fathom Fork+3 to weapon set A. Erik Zooms to his "My House" destination in the Glen Residences, Ogreed. 1:32:31 - Glen Residences - Meadow Area At the Traveler's Bazaar, Erik puts some more materials up for sale. He also visits the Depository and stores some ore in Item Storage. He also stores the Fire Claws+2 in House Storage. Erik rests and signs off in his house. Next time, he will carry out quests to unlock a couple more vocations. Thanks for watching!
@heorotlinea
@heorotlinea 8 сағат бұрын
Dragon Quest X with Clarity Playlist: kzbin.info/aero/PLIZ8kn0xML27ktWZqTHgPsI5vetxEGiu7
@Shaner9er
@Shaner9er 11 сағат бұрын
Hmm.. so I'm not seeing these hands do they only spawn at night? I keep getting ship wreck guys popping out at me.
@heorotlinea
@heorotlinea 8 сағат бұрын
The hands do spawn, but they are invisible unless you wear the Subterranean Goggles (地中ゴーグル) from the Mini Medal exchange. If you don't have the goggles, you have to run around in hopes of finding them.
@Shaner9er
@Shaner9er 3 сағат бұрын
@@heorotlinea Thanks! yeah, i finally figured that out i obviously don't have the goggles but i slowly ran around the land until i found a hand. took awhile though lol
@pooky-bellegaming4089
@pooky-bellegaming4089 13 сағат бұрын
“Elgato”?
@berangerr
@berangerr Күн бұрын
Hey man ! I'm making a video on BOTW ! Do you know if I can use your footages for my video ?
@heorotlinea
@heorotlinea Күн бұрын
Yes, you can. Best of luck!
@berangerr
@berangerr Күн бұрын
@@heorotlinea Let's go man thank you veeeeery much !! That's helphing me sooooo much thank you thank you thank you ! I wish you the best :) Love from France 🤙
@heorotlinea
@heorotlinea Күн бұрын
Detailed description: 0:00 - Game Load 0:06 - Esthar The party resumes at the save point between the Airstation and Odine's Laboratory in the southwest of the city. The lineup is Irvine, Squall, and Selphie. Irvine has the Defense set of GFs junctioned: Brothers, Carbuncle, Leviathan, Doomtrain, and Tonberry. Squall has the Attack set of GFs: Shiva, Diablos, Pandemona, Alexander, and Cactuar. Selphie has the Magic set of GFs: Quezacotl, Ifrit, Siren, Cerberus, and Bahamut. The party will first run around the city to draw spells to work towards the achievement "Magic Miner", which requires the party to draw magic 100 times from draw points. At the entrance to Odine's Laboratory, Squall exchanges a Quake spell and a Flare spell to Zell. Squall stocks a Quake spell from the Quake draw point outside the lab. The party enters the Laboratory. 1:39 - Esthar - Odine's Laboratory On the ground floor of the Lobby, Squall draws some Double spells from the Double draw point. On the upper floor of the Library, Squall draws a Flare spell from the Flare draw point. Squall discards his Double spells, and Zell discards the Quake and Flare spell he was given. On the way out of the Laboratory, the party earns a SeeD Level 10 salary of 8,000 gil. 2:53 - Esthar At the Shopping Mall in the southeast of town, Squall exchanges a Tornado spell to Zell. He draws a Tornado spell from the Tornado draw point by the western terminals. Zell discards the excess Tornado spell afterwards. Where the upper east-west skyway meets the eastern inner skyway, Irvine stocks some Curaga spells from the Curaga draw point. This one is a replenishment. On the outer skyway in front of the Presidential Palace, Squall draws some Blizzard spells from the Blizzard draw point. Squall discards the Blizzard spells afterwards. The party goes to the Airstation and boards Ragnarok. 6:00 - The Skies To start their card rule manipulation, the party sets course for Dollet, where the Queen of Cards is now. They land west of town. 6:25 - Dollet Region The party enters Dollet. 6:35 - Dollet In front of Hotel Dollet in the Town Square, Squall exchanges a Silence spell to Zell. He draws a Silence spell from the hidden Silence draw point southeast of the fountain. Zell discards the excess Silence spell. The party goes to the Shining Bomber pub. In the upstairs room, they challenge the Queen of Cards and refuse until she stops asking to mix Esthar's rules (7:47). They save afterwards. The Dollet rules still have Elemental, which will be important to the party's rule manipulation efforts. They will use Elemental to help get rid of Same in other regions. After reloading, the party begins the process of losing the Sacred card to the Queen and trying to get her to move to Balamb (8:34). If she goes to Galbadia instead, which is more likely, the party reloads and tries again. They examine the magazines in the pub owner's room to manipulate the RNG. After a couple of attempts, the party successfully sends Queenie to Balamb with the Sacred card (10:26). Since her quest is complete, she will not give the card to her son. The party will have to win it back from her later if they want it back, and they do. As the party makes for Dollet's exit, they earn a SeeD Level 9 salary of 7,000 gil. The party leaves Dollet. 11:31 - Dollet Region The party boards Ragnarok. 11:40 - The Skies The party sets course for Balamb. They land just outside town. 11:57 - Balamb Region The party enters Balamb. 12:05 - Balamb The party finds the Queen of Hearts outside Balamb Station (12:20). To help them manipulate rules in other regions, they want to add Random to Balamb's rule set. This is fairly safe, since there is a Student Skipping Class at Balamb Harbor that will reset the Balamb Region's rules when the party plays a game against him. The party chooses "(This region's rules)". If they pay the Queen 30,000 gil, she will add a new rule to this region. The rub is that she will add rules in a certain order. The party pays to add the Same, Plus, and Random rules to the Balamb Region's rule set. Icky, but we won't be keeping these rules. The party will start by removing Same and Plus. The party has not challenged the Queen, so they are still carrying Dollet's rules with Elemental. The party saves upstairs in Balamb Hotel. After quitting and reloading, the party will work on abolishing the Same rule. This procedure works when the Queen of Hearts is in the region. They start by examining the Thunder draw point in front of the Junk Shop (13:58). They examine it 17 times. They leave the screen and come back to examine the draw point three more times. Afterwards, the party goes to the Balamb Hotel owner in front of the inn (15:13). They challenge him and refuse once. Then, they challenge him, say Yes, and quit. The Same rule is abolished. The party leaves Balamb. 15:41 - Balamb Region The party boards Ragnarok. 15:45 - The Skies The party sets course for Dollet. They land west of town. 16:00 - Dollet Region The party enters Dollet. 16:10 - Dollet The party challenges the Rent-a-Car Salesclerk and refuses until she stops asking to mix in Balamb's rules. They now have Dollet's rules again. The party leaves Dollet. 17:00 - Dollet Region The party boards Ragnarok. 17:08 - The Skies The party sets course for Balamb. They land outside town. 17:23 - Balamb Region The party enters Balamb. 17:31 - Balamb The party saves in Balamb Hotel and reloads. They will now work to abolish the Plus rule. With the Queen of Hearts in the Balamb Region, the party returns to the Balamb Hotel owner (18:28). They challenge the Balamb Hotel owner and refuse five times. Then, when they challenge him, say Yes, and quit, the Plus rule is abolished. Balamb's rules are now Open and Random. The party now has these rules. The party leaves Balamb. 19:14 - Balamb Region After saving, the party boards Ragnarok. 19:31 - The Skies With Dollet's rules of Open and Elemental and Balamb's rules of Open and Random, the party is now ready for the tedious process of clearing up the nasty tangle of rules in the Lunar Region. Note that the party already got the Random rule abolished while they were on the Lunar Base. Though the Lunar Base is gone, a couple of NPCs at Lunar Gate play using Lunar rules. So does Piet at the Crash Site on the southeastern peninsula of the Esthar mainland. The closest draw point that the party can use to manipulate the RNG is at the Esthar Sorceress Memorial, so this will be tricky. To start with, the party will try to abolish Elemental from the Lunar Region without the Queen in the region. The party sets course for the Esthar Sorceress Memorial. They land outside the memorial. 19:50 - Esthar Region After saving and reloading, the party enters the Esthar Sorceress Memorial. 20:15 - Esthar Sorceress Memorial Outside the entrance to the Memorial, the party examines the Stop draw point once (20:29). They dash out of the Memorial. 20:38 - Esthar Region The party dashes east to Lunar Gate. Be sure to put Enc-None on! 20:57 - Lunar Gate Outside Lunar Gate, the party can challenge the farther Security Guard if they press the Card button three times (21:06). This is part of the tedium. They challenge this Security Guard and refuse once. Afterwards, they challenge him, say Yes, and quit. The Elemental rule is abolished from the Lunar Region. Between the Random rule in Balamb and the Elemental rule in Dollet, the party can now get rid of other undesirable rules. The party leaves Lunar Gate. 22:14 - Esthar Region The party boards Ragnarok outside the Sorceress Memorial. 22:47 - The Skies The party sets course for Balamb. They land outside town. 23:12 - Balamb Region The party enters Balamb. 23:19 - Balamb The party visits the Balamb Hotel owner (23:32). They challenge him and refuse until he quits asking to mix Lunar's rules. The party now has Balamb's rules. On the way out of town, they earn a SeeD Level 9 salary of 7,000 gil. The party leaves Balamb. 24:57 - Dollet Region The party boards Ragnarok. 25:02 - The Skies The party sets course for the Esthar Sorceress Memorial. They land when they arrive. 25:22 - Esthar Region The party will now work on abolishing Lunar's Same Wall rule. After saving and reloading, they enter the Sorceress Memorial. 25:47 - Esthar Sorceress Memorial Outside the entrance to the Memorial, the party examines the Stop draw point once (26:01). They dash out of the Memorial. 26:11 - Esthar Region The party dashes east to Lunar Gate. 26:31 - Lunar Gate Outside Lunar Gate, the party bugs the farther Security Guard again (26:39). They challenge him and refuse three times. Then, they challenge him, say Yes, and quit. The Same Wall rule is abolished from the Lunar Region. Inside Lunar Gate, the party finds the Former Lunar-Side Base Personnel. She also plays Triple Triad with Lunar's rules. However, going through the door to reach her may mess with the RNG, so it is better to use the guard out front for abolishing rules. As it is, Lunar still has Sudden Death, Same, and Plus to get rid of. Sudden Death must be gotten rid of before Same can be abolished. The party leaves Lunar Gate. 29:05 - Esthar Region The party boards Ragnarok outside the Sorceress Memorial. 29:29 - The Skies The party sets course for Dollet. They land west of town. 29:58 - Dollet Region The party enters Dollet. The description is continued in a reply.
@heorotlinea
@heorotlinea Күн бұрын
Description continuation: 30:08 - Dollet The party challenges the Rent-a-Car Salesclerk and refuses until she stops asking to mix in Lunar's rules. "So like," they now have Dollet's rules of Open and Elemental again. Gag me with a Tonberry knife. The party leaves Dollet. 31:11 - Dollet Region The party boards Ragnarok. 31:22 - The Skies The party sets course for the Esthar Sorceress Memorial. They land when they arrive. 31:49 - Esthar Region The party will now work on abolishing Lunar's Plus rule. They save and reload. To abolish Plus, the party does not need to manipulate the RNG by examining a draw point. They go east to Lunar Gate. 32:40 - Lunar Gate Outside Lunar Gate, the party bugs the farther Security Guard again (32:49). They challenge him and refuse eight times. (Count carefully! The intermediate dialogue boxes make it easy to lose count.) Then, they challenge him, say Yes, and quit. The Plus rule is abolished. The Lunar Region now has Open, Sudden Death, and Same. Much better, but still not ideal. The party leaves Lunar Gate. 35:47 - Esthar Region The party boards Ragnarok outside the Sorceress Memorial. 36:13 - The Skies The party sets course for Balamb. They land outside town. 36:38 - Balamb Region The party enters Balamb. 36:44 - Balamb After saving in the Balamb Hotel, the party visits the Balamb Hotel owner (37:25). They challenge him and refuse until he quits asking to mix Lunar's rules. The party now has Balamb's rules: Open and Random. On the way out of town, they earn a SeeD Level 9 salary of 7,000 gil. The party leaves Balamb. 38:29 - Balamb Region The party boards Ragnarok. 38:33 - The Skies The party sets course for the Esthar Sorceress Memorial. They land when they arrive. 38:52 - Esthar Region The party will now work on abolishing Lunar's Sudden Death rule. After saving and reloading, they enter the Sorceress Memorial. 39:18 - Esthar Sorceress Memorial Outside the entrance to the Memorial, the party examines the Stop draw point once (39:32). They dash out of the Memorial. 39:41 - Esthar Region The party dashes east to Lunar Gate. 40:01 - Lunar Gate Outside Lunar Gate, the party bugs the farther Security Guard again (40:09). They challenge him and refuse five times. (Again, count carefully!) Then, they challenge him, say Yes, and quit. It is sudden death for the Sudden Death rule from the Lunar Region. The Lunar Region is now down to the Open and Same rules, but Same is one of the more obnoxious ones. The party leaves Lunar Gate. 42:27 - Esthar Region The party boards Ragnarok outside the Sorceress Memorial. 42:51 - Ragnarok The party sets course for Dollet. In my experience, Open and Random will not get rid of Same. The party lands west of Dollet. 43:19 - Dollet Region The party enters Dollet. 43:29 - Dollet "So like," the party challenges the Rent-a-Car Salesclerk and refuses until she stops asking to mix in Lunar's rules. They now have Dollet's rules of Open and Elemental again. The party leaves Dollet. 44:04 - Dollet Region The party boards Ragnarok. 44:16 - The Skies The party sets course for the Esthar Sorceress Memorial. They land when they arrive. 44:43 - Esthar Region The party will now work on abolishing Lunar's Same rule. Unfortunately, this procedure will be almost as annoying as the rule itself. After saving and reloading, they enter the Sorceress Memorial. 45:09 - Esthar Sorceress Memorial Outside the entrance to the Memorial, the party examines the Stop draw point 17 times (45:22). They leave the screen and return to examine the Stop draw point 3 more times. They dash out of the Memorial. 46:29 - Esthar Region The party dashes east to Lunar Gate. 46:49 - Lunar Gate Outside Lunar Gate, the party bugs the farther Security Guard again (46:57). They challenge him and refuse three times. Then, they challenge him, say Yes, and quit. The Same rule is abolished from the Lunar Region. The only rule here is now Open. Death to lunatic rules! One of the best sources of common cards on Disc 4 uses Lunar rules, so this can be very helpful. The party exits Lunar Gate. 48:46 - Esthar Region The party boards Ragnarok outside the Sorceress Memorial. 49:11 - The Skies Now, the party will work on clearing the undesirable rules in the Esthar Region. Esthar has Elemental and Same Wall. Now, Same Wall is largely irrelevant without Same, and it will be invisible if Same is not in effect, but the party will get rid of it, anyway. The party sets course for Balamb. They land outside town. 49:36 - Balamb Region The party enters Balamb. 49:43 - Balamb On the way to Balamb Hotel, the party earns a SeeD Level 9 salary of 7,000 gil. After saving in the hotel, the party challenges the Balamb Hotel owner and refuses (50:26). They now have the Balamb Region rules of Open and Random. The party leaves Balamb. 50:44 - Balamb Region The party boards Ragnarok. 50:54 - The Skies To manipulate the Esthar Region rules, the party will still use the draw point at the Sorceress Memorial. This time, they will use the Old Man at Seaside Station on the West Coast of Esthar. This Old Man uses Esthar rules. The party sets course for the Esthar Sorceress Memorial. They land when they arrive. 51:13 - Esthar Region The party will now work on abolishing Esthar's Same Wall rule. After saving and reloading, they enter the Sorceress Memorial. 51:39 - Esthar Sorceress Memorial Outside the entrance to the Memorial, the party examines the Stop draw point once (51:53). They dash out of the Memorial. 52:02 - Esthar Region The party boards Ragnarok. 52:06 - The Skies The party flies west and lands on the West Coast of Esthar. 52:24 - Esthar Region The party enters Seaside Station. 52:29 - Seaside Station The party finds the Old Man (52:37). They challenge him and refuse three times. Then, they challenge him, say Yes, and quit. The Same Wall rule is abolished from the Esthar Region. Esthar is down to the Open and Elemental rules. The party leaves the Seaside Station. 53:05 - Esthar Region The party boards Ragnarok. 53:09 - The Skies The party sets course for Balamb. They land outside town. 53:27 - Balamb Region The party enters Balamb. 53:33 - Balamb After saving in the Balamb Hotel, the party visits the Balamb Hotel owner (53:47). They challenge him and refuse until he quits asking to mix Esthar's rules. The party now has Balamb's rules: Open and Random. The party leaves Balamb. 55:03 - Balamb Region The party boards Ragnarok. 55:08 - The Skies The party sets course for the Esthar Sorceress Memorial. They land when they arrive. 55:28 - Esthar Region The party will now work on abolishing Esthar's Elemental rule. After saving and reloading, they enter the Sorceress Memorial. 55:54 - Esthar Sorceress Memorial Outside the entrance to the Memorial, the party examines the Stop draw point once (56:08). They dash out of the Memorial. 56:16 - Esthar Region The party boards Ragnarok. 56:20 - The Skies The party flies west and lands on the West Coast of Esthar. 56:34 - Esthar Region The party enters Seaside Station. 56:40 - Seaside Station The party finds the Old Man (56:46). They challenge him and refuse once. Then, they challenge him, say Yes, and quit. The Elemental rule is abolished from the Esthar Region. Esthar only has the Open rule now. Fantastic. The party leaves Seaside Station. 57:05 - Esthar Region The party boards Ragnarok. 57:09 - The Skies The party sets course for Dollet. They land west of town. 57:30 - Dollet Region The party saves in the Hasberry Plains outside Dollet. Next time, they will work on adjusting the remaining rules throughout the world. Thanks for watching!
@heorotlinea
@heorotlinea Күн бұрын
Final Fantasy VIII Remastered Playlist: kzbin.info/aero/PLIZ8kn0xML24xxIC8AiKtZt6DeqZywHwj
@heorotlinea
@heorotlinea 2 күн бұрын
Detailed description: 0:00 - Game Load 0:14 - Glen Residences - Meadow Area Erik resumes in his house in the Meadow Area of the Glen Residences. He is currently a Level 46 PLD/Paladin. He is in the midst of the Version 1 storylines "Dolworm Story" and "Hollow's Encounter Story". Upon resuming, Erik reaches PLD Level 47. He earns 3 skill points for a total of 129. Before heading out, Erik talks to Alfredo, his concierge. He spends charge hours on a couple more Bonus Orbs. Outside, Erik checks his mail and gets his Bazaar sales. He visits the Depository and deposits most of his gold in the Gold Bank. He also retrieves some Single Phials from Item Storage. When he is ready to go, Erik Zooms to the Dolworm Kingdom - Entry destination, Dwachakka. 4:14 - Dolworm Kingdom Shishirisu at H-4/H-5 has story info. She provides directions to the Boronus Hole. Erik Zooms to the Merchants' Tents destination in Goble Desert West. 5:09 - Goble Desert West Erik arrives at the Merchants' Tents at D-5. He follows the road west from the camp. At A-4, Erik exits to the Boronus Lava Flow. 6:44 - Boronus Lava Flow Erik starts at C-7 in the south of the western section of the zone. He follows the road north. A couple of the zone's fixed treasure chests are on the way, more or less. At C-5, a black chest contains a Mini Medal (9:51). This gives Erik a current total of 157. He has found a total of 207 Mini Medals so far, of which he has spent 50. Erik passes through a narrow pass at C-4. Erik acquires a Mini Medal from a monster drop (14:44). This gives him a current total of 158. At D-2, a black chest contains a Royal Ruby (15:44). Erik examines the crystal outside Boronus Hole at C-2 (17:09). He sets his Merchants' Tents Zoomstone to the Boronus Hole destination. At C-2, Erik enters the Boronus Hole. 17:55 - Boronus Hole Erik starts at G-6 in the southeast of the cave. This area is comparatively simple, but there are plenty of critters here. At E-4, a black chest contains 3 chunks of Platinum Ore (21:23). There is an interesting tombstone at F-5. Erik equips the Occult Glasses. There are hidden ghosts in the western part of the zone. In a dead end at D-6, a black chest contains a Mini Medal (26:07). This gives Erik a current total of 159. At B-4, a black chest contains 3 Single Phials (28:14). Erik has now opened all the fixed treasure chests in the Boronus Hole. Before taking the sigil at A-5 to the Undersea Prison, Erik restores one of his support characters' MP with Single Phials. He also uses a Bonus orb. When Erik and his team are ready, he takes the sigil at A-5 to the Undersea Prison. 29:05 - Boronus Hole - Undersea Prison A cutscene takes place as Erik enters the Undersea Prison. He is just in time to deal with the revitalized Kukulkannibal. After the brief scene, it is boss time against Kukulkannibal (30:33). This fowl fiend has a Right Wing and a Left Wing that can be targeted. Its wings can bestow status enhancements such as Magic Barrier and Kabuff. They can also donate HP and MP to Kukulkannibal through H-Pathy and M-Pathy. They can even debuff the player party with Kasap. Aside from powerful physical attacks, Kukulkannibal can also light up the party with Kaboom. One of the more powerful bosses in the Version 1 story, yet Erik's party carves it up like a Thanksgiving turkey. Erik and company soon defeat Kukulkannibal (32:01). Erik reaches PLD Level 48 and earns 1 skill point for a total of 130. A cutscene takes place after Kukulkannibal's defeat (32:21). The birdbrain has some final words for Director Dura. Still, the director needs to take a chill pill regarding Prince Ramiza. Erik must return to the Throne Room in Dolworm Crystal Palace. Erik gains control in the Undersea Prison after the scenes (34:40). Kukulkannibal dropped a purple treasure chest with a Bonus Orb L. One more for Erik's growing collection! Erik takes the teleportal at D-7/E-7 out of the Undersea Prison. 35:40 - Boronus Hole Erik makes his way out of the grotto on foot so he can encounter a monster type that he may have missed. Erik acquires a Mini Medal from a monster drop (38:40). This gives him a current total of 160. He has found a total of 210 Mini Medals so far, of which he has spent 50. At G-6, Erik exits the Boronus Hole. 39:27 - Boronus Lava Flow Erik Zooms to the Dolworm Kingdom - Entry destination. 39:55 - Dolworm Kingdom Erik takes the Master Machinery teleporter at G-4/G-5 to the "Dolworm Crystal Palace" destination (41:10). He arrives at F-4/F-5 in front of the palace. Erik rests at the Inn at F-5. Tzibel at E-4 has story info. Erik takes the doors at D-4/D-5 into Dolworm Crystal Palace. 42:28 - Dolworm Crystal Palace Erik chats with some NPCs as he makes his way up through Dolworm Crystal Palace. On floor 4F, Erik goes up the stairs at E-3 to Upper Dolworm Crystal Palace. 46:30 - Upper Dolworm Crystal Palace On the Top Floor, Erik takes the doors at E-4/E-5 to the Throne Room (47:34). A long scene with King Woolard, Director Dura, Prince Ramiza and Chiri takes place. Events reveal who was truly the abandoned child. In retrospect, a certain physical characteristic was an important clue. Eventually, King Woolard gives Erik the Gold Key Emblem key item. Erik now has all ten Key Emblems! He can also now use Dolworm Station. Erik earns 96,000 EXP and 5,200 gold. "Dolworm Story" is now complete. Erik reaches PLD Level 49 and earns 3 skill points for a total of 133. After the scene, Erik gains control outside the Throne Room (57:52). He earns the accolade "Monster Slayer" for making the effort to save Dolworm Kingdom. Since Erik has completed "Dolworm Story", he can now open the formerly locked doors throughout the palace. He starts with the Throne Room. In the King's Room behind the Throne Room, Erik finds a pair of Leather Gloves in the wardrobe at B-5 (1:00:35). A black chest at B-4 in the King's Room contains a Yellow Eye (1:00:44). The Guardroom at F-4 is now unlocked, as is the Servant Room at F-5. Erik finds little of interest in either one. Erik goes down through the Sky Gardens. On the Stairs level, he continues down at C-4 to Dolworm Crystal Palace. 1:04:16 - Dolworm Crystal Palace The Dolworm substory quest line becomes available. The initial contact will be Director Dura in the Director's Room on 3F. Erik will start that later. For now, he will avoid the Director's Room as he reexplores the palace. In the central hall on floor 3F, Erik can now enter the Meeting Room at E-4. At E-5 in the Meeting Room, a bookcase in the south contains "The Royal Order of Dolworm: A Guide for Knights". Erik can also enter the Treasury at D-5. At D-5 in the Treasury, black chests contain a piece of Dragon Hide and a Gold Nugget (1:06:53). A bookcase at D-5 along the Treasury's western wall contains "Magic Shield Secret" (1:07:14). Erik learns the recipe for the Magic Shield. In the Knights' Quarters in the south of 3F, Erik can now enter the Knight Captain Room at D-6 and chat with Prince Ramiza. Ramiza is concerned about Dura and asks Erik to check on him. We'll get to it eventually, Princey. On floor 2F of the Knights' Quarters, Erik can now take the western door at D-7 to the Armory. I don't see anything there, though. On floor 2F of Royal Research in the north, Erik can now take the door at D-2 into the Library. A bookcase at D-2 on the eastern side of the Library contains a book about the Ruins of Urbea. Curious indeed! A black chest at D-2 in the south of the Library contains a phial of Magic Water (1:14:01). Erik has now opened all the fixed treasure chests in Dolworm Crystal Palace. A bookcase in the southwest of the library contains the book "Crown of Wisdom". Along the western wall of the library, a bookcase contains "A Report on Demon Miasma". Disquieting. In the northwest of the library, a bookcase contains "The Gods of Astoltia". Interesting, but some info is missing. In the central hall on floor 2F, Erik can now enter the Dining Room at E-4. He does not find anything of interest within, though. On floor 1F, Erik takes the doors at F-4 out of the palace. 1:18:28 - Dolworm Kingdom Erik chats with some NPCs in the city. During this, he takes the Master Machinery teleporter at F-4/F-5 to G-4/G-5 in the city entrance area (1:20:07). The minstrel Fumiimi at G-5 now has a song about Erik. Sing on, my friend, and pay no heed to those that may call you a spoony bard! Erik Zooms to his "My House" destination in the Glen Residences, Ogreed. 1:21:44 - Glen Residences - Meadow Area At the Traveler's Bazaar, Erik puts the Leather Gloves and some materials up for sale. He also drops by the Depository and stores some ore and the new Bonus Orb L in Item Storage. Erik rests and signs off in his house. Next time, he will explore Port Lendor and then do a couple of quests in Dolworm. Thanks for watching!
@heorotlinea
@heorotlinea 2 күн бұрын
Dragon Quest X with Clarity Playlist: kzbin.info/aero/PLIZ8kn0xML27ktWZqTHgPsI5vetxEGiu7
@S0L1016
@S0L1016 2 күн бұрын
Is the demon swordsman class obtainable in this game?
@heorotlinea
@heorotlinea 2 күн бұрын
No, I'm afraid the Demon Swordsman class isn't in the offline game.
@fatalwaffle1715
@fatalwaffle1715 2 күн бұрын
Nice video.
@KrazyFuka
@KrazyFuka 3 күн бұрын
sweet
@heorotlinea
@heorotlinea 3 күн бұрын
Detailed description: 0:00 - Game Load 0:04 - Deep Sea Research Center The party resumes in the Lab of the Deep Sea Research Center in the southwest of the world. The lineup is Irvine, Squall, and Rinoa. Irvine has the Defense set of GFs junctioned: Brothers, Carbuncle, Leviathan, Doomtrain, and Tonberry. Squall has the Attack set of GFs: Shiva, Diablos, Pandemona, Alexander, and Cactuar. Rinoa has the Magic set of GFs: Quezacotl, Ifrit, Siren, Cerberus, and Bahamut. Zell takes Irvine's junctions and his place in the lineup. The party rests with a Tent. They exit west out of the Lab and board Ragnarok. 1:30 - The Skies The party sets the autopilot for Shumi Village. When they arrive, they land on Winter Island in the Trabia Region. 2:02 - Trabia Region The party enters Shumi Village. 2:13 - Shumi Village The party goes north and enters the Desert Village. Rinoa junctions Ultima to Magic and equips the ability Mag+60% rather than Mag Bonus. The party talks to the middle Shumi to the west and pay to access the Ultima draw point (2:51). The draw point has recharged since the party's side questing. Rinoa stocks some Ultima spells. Rinoa re-junctions Ultima to Strength and Meteor to Magic. She reequips the ability Mag Bonus in place of Mag+60%. Rinoa exchanges some Ultima spells to Zell. The party exits to the Trabia Region. 4:03 - Trabia Region The party boards Ragnarok. 4:06 - The Skies The party sets course for the Esthar/Airstation. They land at the Esthar Airstation when they arrive. 4:34 - Esthar After arriving at Esthar Airstation, the party reexplores the city of Esthar. Monsters roam the city, so keep Enc-None on if you do not want to wade through them. Fortunately, the save point between Esthar Airstation and Odine's Lab is back. The party saves there. The party enters Dr. Odine's Laboratory. 6:20 - Esthar - Dr. Odine's Laboratory The party checks Odine's Laboratory. The fruitcake-in-chief is in his Lab upstairs. The party leaves the Laboratory. 8:22 - Esthar The party continues reexploring the city of Esthar. So much doom and gloom everywhere. While on the western inner skyway, the party earns a SeeD Level 10 salary of 8,000 gil. Where the upper east-west skyway meets the eastern inner skyway, Zell stocks some Curaga spells from the Curaga draw point. In the north of the city, the party rides the lifter into the Presidential Palace. 13:47 - Esthar - Presidential Palace The party chats with NPCs in the palace. When they have finished, they take the lifter out. 15:11 - Esthar The party goes southwest. On the outer skyway outside Odine's Laboratory, they earn a SeeD Level 9 salary of 7,000 gil. The party saves at the save point between Odine's Lab and the Airstation. They return to the intersection of the western inner skyway and the lower east-west skyway (16:55). There is an NPC on the lower skyway. This is where there is a repeatable event battle against Elvorets. Before the party begins, Squall junctions Death to ST-Atk. He equips the ability Spr Bonus in place of Enc-None. Rinoa equips the ability Mug in place of Move-Find. She junctions Blind to ST-Atk. Zell junctions Slow to ST-Atk. Everyone already has Tornado junctioned to Elem-Def. The party talks to the NPC on the lower skyway (17:52). This triggers the event battle against an Elvoret. It is not a trivial enemy. It tends to counterattack. However, it is susceptible to several status ailments. For the first couple of battles, the party mugs Moon Stones from the Elvoret. After the item is stolen, the party member with Death junctioned finishes off the Elvoret. Zell reaches Level 42. GF Shiva reaches Level 44. GF Siren reaches Level 35. GF Carbuncle reaches Level 42. GF Cerberus reaches Level 46 and learns Expendx2-1. GF Alexander reaches Level 43. GF Bahamut reaches Level 52. GF Cactuar reaches Level 37. Cerberus will not learn anything else for now. To reset the Elvoret encounter, all the party has to do is go to another map, return, and talk to the trigger NPC again. Simple. Squall reaches Level 71. Rinoa reaches Level 36. GF Brothers reach Level 28. GF Leviathan reaches Level 37. GF Tonberry reaches Level 50. Squall exchanges junctions with Rinoa and then with Zell. When the party has 2+ Moon Stones, they use the Junk Shop ability (22:42). They just about have what they need for Irvine's ultimate weapon, the Exeter. It requires 600 gil, 2 Dino Bones, 1 Moon Stone, 2 Star Fragments, and 18 Screws. Dino Bones can be mugged or dropped from T-Rexaurs. Armadodo and T-Rexaur cards can also be modded for them, and modding the Sacred Card yields 100 Dino Bones. Moon Stones can be mugged or dropped from Elnoyles, and Imps and Toramas also drop them. Star Fragments come from various sources, including mugging Iron Giants and modding Iron Giant cards. Screws can be mugged or dropped from Geezards, and modding Geezard cards yields Screws. The party just needs a Dino Bone. They Card Mod 2 Armadodo cards into 2 Dino Bones. They return to the Junk Shop ability and craft Irvine's Exeter. That leaves the Save the Queen for Quistis. It requires 600 gil, 2 Malboro Tentacles, 4 Sharp Spikes, and 4 Energy Crystals. Malboro Tentacles can be mugged or dropped from Malboros, and 4 Malboro cards can be modded for a Malboro Tentacle. I suggest modding the cards if you have them. Sharp Spikes can be mugged or dropped from Grand Mantises, as well as dropped by Armadodos and Death Claws. They can also be modded from Grand Mantis and Death Claw cards. Energy Crystals are the hard ones to get. They can be dropped (not mugged) from Behemoths, Elnoyles, and Ruby Dragons. Also, 10 Elnoyle cards can be modded into 1 Energy Crystal. It is now time to start farming Energy Crystals. Level 40+ Elnoyles are guaranteed to drop them as long as the party does not mug anything from them. Unfortunately, LV Up and LV Down do not work on them. Zell, who now has the Magic set, equips the ability Rare Item in place of Mug. Zell reaches Level 43. Squall reaches Level 72. Rinoa reaches Level 37. GF Quezacotl reaches Level 44. GF Ifrit reaches Level 41. GF Diablos reaches Level 32. GF Pandemona reaches Level 40. GF Cerberus reaches Level 47. GF Doomtrain reaches Level 46. Squall exchanges junctions with Rinoa and then with Zell. Zell jumps to Level 45. Squall reaches Level 73. Rinoa reaches Level 38. GF Shiva reaches Level 45. GF Siren reaches Level 36. GF Brothers reach Level 29. GF Carbuncle reaches Level 43. GF Leviathan reaches Level 38. GF Alexander reaches Level 44. GF Bahamut reaches Level 53. GF Cactuar reaches Level 38. Squall exchanges junctions with Rinoa and then with Zell. The party uses the Junk Shop ability again (26:12). Now that they have what they need, they craft Quistis's Save the Queen. Everyone now has their ultimate weapons. Too bad most of the weapons in this game are not as game-breakingly awesome as the ones in FF7. Squall equips the Enc-None ability in place of Spr Bonus. The party returns to the save point west of Odine's Laboratory. The healing field around this save point is helpful. Selphie takes Zell's place in the lineup and his junctions. The party will now farm Energy Crystals to refine into Ultima spells. The party returns to the Elnoyle hunting spot. Squall reequips the Spr Bonus ability in place of Enc-None, and the party continues the hunt. Selphie reaches Level 41. Squall reaches Level 74. Rinoa reaches Level 39. GF Ifrit reaches Level 42. GF Diablos reaches Level 33. GF Pandemona reaches Level 41. GF Tonberry reaches Level 51. Squall exchanges junctions with Rinoa and then with Selphie. There are also random encounters in the area with fiends like Turtapods, Imps, and even Elnoyles. GF Quezacotl reaches Level 45. GF Carbuncle reaches Level 44. GF Cerberus reaches Level 48. Squall reaches Level 75. Rinoa reaches Level 40. GF Siren reaches Level 37. GF Doomtrain reaches Level 47. Squall exchanges junctions with Rinoa and then with Selphie. Selphie reaches level 42. Squall reaches Level 76. Rinoa reaches Level 41. GF Shiva reaches Level 46. GF Alexander reaches Level 45. GF Bahamut reaches Level 54. GF Cactuar reaches Level 39. Squall exchanges junctions with Rinoa and then with Selphie. Squall equips the Enc-None ability in place of Spr Bonus. The party returns to the save point west of Odine's Laboratory. Quistis takes Selphie's place in the lineup and her junctions. The party returns to the Elnoyle hunting spot. Squall reequips the Spr Bonus ability in place of Enc-None, and the party continues the hunt. Quistis reaches Level 33. Rinoa reaches Level 42. GF Brothers reach Level 30. GF Carbuncle reaches Level 45. GF Leviathan reaches Level 39. GF Cerberus reaches Level 49. GF Tonberry reaches Level 52. Squall exchanges junctions with Rinoa and then with Quistis. The party refines some Energy Crystals with Forbid Mag-RF to give Squall more Ultima spells in the Defense set (35:55). The description is continued in a reply.
@heorotlinea
@heorotlinea 3 күн бұрын
Description continuation: Quistis reaches Level 34. Squall reaches Level 77. Rinoa reaches Level 43. GF Quezacotl reaches Level 46. GF Ifrit reaches Level 43. GF Siren reaches Level 38. GF Diablos reaches Level 34. GF Pandemona reaches Level 42. GF Doomtrain reaches Level 48. Squall exchanges junctions with Rinoa and then with Quistis. Squall reaches Level 78. GF Shiva reaches Level 47. GF Alexander reaches Level 46. GF Bahamut reaches Level 55. GF Cactuar reaches Level 40. Quistis reaches Level 35. Squall reaches Level 79. Rinoa reaches Level 44. GF Siren reaches Level 39. GF Brothers reach Level 31. GF Carbuncle reaches Level 46. GF Leviathan reaches Level 40. GF Cerberus reaches Level 50. GF Tonberry reaches Level 53. Squall exchanges junctions with Rinoa and then with Quistis. Squall equips the Enc-None ability in place of Spr Bonus. The party refines some Energy Crystals with Forbid Mag-RF to give Quistis more Ultima spells in the Defense set (41:00). The party returns to the save point west of Odine's Laboratory to rest. There is no party member swapping this time. On the outer skyway outside Odine's Laboratory, they earn a SeeD Level 9 salary of 7,000 gil. The party returns to the Elnoyle hunting spot. Squall reequips the Spr Bonus ability in place of Enc-None, and the party continues the hunt. Quistis reaches Level 36. Squall reaches Level 80. Rinoa reaches Level 45. GF Quezacotl reaches Level 47. GF Ifrit reaches Level 44. GF Diablos reaches Level 35. GF Pandemona reaches Level 43. GF Doomtrain reaches Level 49. Squall exchanges junctions with Rinoa and then with Quistis. Quistis reaches Level 37. Squall reaches Level 81. Rinoa reaches Level 46. GF Shiva reaches Level 48. GF Siren reaches Level 40. GF Brothers reach Level 32. GF Carbuncle reaches Level 47. GF Leviathan reaches Level 41. GF Cerberus reaches Level 51. GF Alexander reaches Level 47. GF Bahamut reaches Level 56. GF Cactuar reaches Level 41. Squall exchanges junctions with Rinoa and then with Quistis. Quistis reaches Level 38. Squall reaches Level 82. Rinoa reaches Level 47. GF Quezacotl reaches Level 48. GF Ifrit reaches Level 45. GF Diablos reaches Level 36. GF Pandemona reaches Level 44. GF Tonberry reaches Level 54. Squall exchanges junctions with Rinoa and then with Quistis. The party refines some Energy Crystals with Forbid Mag-RF to give Quistis more Ultima spells in the Defense set (46:04). Squall equips the Enc-None ability in place of Spr Bonus. The party returns to the save point west of Odine's Laboratory to rest. Irvine takes Quistis's place in the lineup and her junctions. The party returns to the Elnoyle hunting spot. Squall reequips the Spr Bonus ability in place of Enc-None, and the party continues the hunt. Irvine reaches Level 35. Rinoa reaches Level 48. GF Cerberus reaches Level 52. GF Doomtrain reaches Level 50. Squall exchanges junctions with Rinoa and then with Irvine. Irvine reaches Level 36. Squall reaches Level 83. Rinoa reaches Level 49. GF Shiva reaches Level 49. GF Siren reaches Level 41. GF Brothers reach Level 33. GF Carbuncle reaches Level 48. GF Leviathan reaches Level 42. GF Alexander reaches Level 48. GF Bahamut reaches Level 57. GF Cactuar reaches Level 42. Squall exchanges junctions with Rinoa and then with Irvine. Squall reaches Level 84. GF Tonberry reaches Level 55. Irvine reaches Level 37. Squall reaches Level 85. Rinoa reaches Level 50. GF Quezacotl reaches Level 49. GF Ifrit reaches Level 46. GF Siren reaches Level 42. GF Diablos reaches Level 37. GF Carbuncle reaches Level 49. GF Pandemona reaches Level 45. GF Cerberus reaches Level 53. GF Doomtrain reaches Level 51. Squall exchanges junctions with Rinoa and then with Irvine. Squall equips the Enc-None ability in place of Spr Bonus. The party returns to the save point west of Odine's Laboratory to rest. The party refines some Energy Crystals with Forbid Mag-RF to give Irvine more Ultima spells in the Defense set (53:42). We're getting there! Irvine junctions Ultima to Strength. Selphie takes Rinoa's place in the lineup and her junctions. The party returns to the Elnoyle hunting spot. Squall reequips the Spr Bonus ability in place of Enc-None, and the party continues the hunt. Irvine jumps to Level 39. Squall reaches Level 86. Selphie reaches Level 43. GF Shiva reaches Level 50. GF Leviathan reaches Level 43. GF Alexander reaches Level 49. GF Bahamut reaches Level 58. GF Cactuar reaches Level 43. Squall exchanges junctions with Selphie and then with Irvine. Irvine reaches Level 40. Squall reaches Level 87. Selphie jumps to Level 45. GF Quezacotl reaches Level 50. GF Ifrit reaches Level 47. GF Siren reaches Level 43. GF Brothers reach Level 34. GF Diablos reaches Level 38. GF Carbuncle reaches Level 50. GF Pandemona reaches Level 46. GF Cerberus reaches Level 54. GF Tonberry reaches Level 56. Squall exchanges junctions with Selphie and then with Irvine. Squall reaches Level 88. GF Doomtrain reaches Level 52. The party refines some Energy Crystals with Forbid Mag-RF to give Squall more Ultima spells in the Magic set (58:47). They max out Selphie's Ultima spells in the Defense set. Irvine reaches Level 41. GF Shiva reaches Level 51. GF Alexander reaches Level 50. GF Cactuar reaches Level 44. Squall exchanges junctions with Selphie and then with Irvine. Irvine reaches Level 42. Squall reaches Level 89. Selphie jumps to Level 47. GF Ifrit reaches Level 48. GF Siren reaches Level 44. GF Brothers reach Level 35. GF Carbuncle reaches Level 51. GF Leviathan reaches Level 44. GF Cerberus reaches Level 55. GF Bahamut reaches Level 59. GF Tonberry reaches Level 57. The party refines some Energy Crystals with Forbid Mag-RF to give Selphie more Ultima spells in the Magic set (1:01:37). She and the others are now finally full of Ultima spells! Squall equips the Enc-None ability in place of Spr Bonus. Selphie equips the Move-Find ability in place of Rare Item. The party returns to the save point west of Odine's Laboratory to rest and save. The party still has a few more preparations to make before they continue the story. They will get to them next time. Thanks for watching!
@heorotlinea
@heorotlinea 3 күн бұрын
Final Fantasy VIII Remastered Playlist: kzbin.info/aero/PLIZ8kn0xML24xxIC8AiKtZt6DeqZywHwj
@tinafreasier5534
@tinafreasier5534 3 күн бұрын
How did u get a gratto that high
@simola4208
@simola4208 4 күн бұрын
hey! are tou aware that a youtube channel called ”avarti” uses yous skyrim playtrough clips in his videos. like this video is used in ””general tulius is a genius” video. Just notifying you.
@heorotlinea
@heorotlinea 4 күн бұрын
Detailed description: 0:00 - Game Load 0:16 - Glen Residences - Meadow Area Erik resumes in his house in the Meadow Area of the Glen Residences. He is currently a Level 45 PLD/Paladin. He is in the midst of the Version 1 storyline "Hollow's Encounter Story" and is about to begin "Dolworm Story". Outside, Erik checks his mail and gets his Bazaar sales, such as they are. When he is ready to go, Erik Zooms to the Dolworm Kingdom - Entry destination, Dwachakka. 2:28 - Dolworm Kingdom Shishirisu at H-4/H-5 has story info. Erik takes the Master Machinery teleporter at G-4/G-5 to the "Tavern" destination (3:19). At the Tavern at B-7, he hires a fresh support party, including my other character, Davilas, a Level 111 SGE/Sage. Erik takes the Master Machinery teleporter at B-7 outside the Tavern (6:35). This takes him to the one at E-3 outside the Armorsmith Guild. Erik takes the doors at D-4/D-5 into Dolworm Crystal Palace. 7:17 - Dolworm Crystal Palace Nunuit at E-3 on floor 1F has story info. Erik takes the stairs at E-2 to floor 2F of Royal Research in the northern wing (8:17). He continues up the stairs at C-2 to floor 3F (8:26). On floor 3F of Royal Research, Erik examines the door at D-2 to the Director's Room (8:41). This triggers a scene with Director Dura. Erik must follow Director Dura to the Throne Room on the top floor. Chiolta at D-2 outside the Director's Room has story info. Erik takes the Master Machinery teleporter at E-2 to the central hall on 3F (10:33). At D-4, he takes the Master Machinery elevator to the "1st floor" destination (10:50). Nunuit at E-3 on 1F has story info. Erik takes the Master Machinery elevator at D-4 to the "4th floor" destination (11:35). On 4F, he goes up the stairs at E-3 to the Upper Dolworm Crystal Palace. 12:09 - Upper Dolworm Crystal Palace From the Stairs level, Erik goes upstairs at C-5 to the Sky Gardens level (12:25). He continues up the stairs at F-4 to the Top Floor (13:06). On the Top Floor, Erik takes the door at E-4/E-5 to the Throne Room (13:34). A cutscene with Director Dura takes place within. We also meet King Woolard and Prince Ramiza. I also recognize Chiri from "Gatara Story". Does anyone else find Dura's enterprise dubious? After all, Miasmite probably comes from miasma, which is extremely dangerous. However, Woolard, bless his royal head, is all in. We then meet Lunana. If you started as a Dwarf, you would recognize her from the story in Agrani Village. Her flunkies are still with her, too. She proceeds to give Erik an order, even though I do not remember saying yes to her job offer. Erik's next destination is Calsadora Volcano in the southeast of Goble Desert East. Calsadora Volcano can also be reached through Raniakka Fault Zone, the field area outside Agrani Village, but the two parts of the volcano are not connected at all. Erik gains control outside the Throne Room after (18:21). Patin at F-5 outside the Throne Room has story info. Erik can reenter the Throne Room for a brief audience with King Woolard. The king reiterates Erik's objective. As Erik starts down the stairs at G-4, a scene with Prince Ramiza and Chiri takes place (19:44). The poor prince needs a confidence booster. After the event, Erik goes downstairs through the Sky Gardens. At D-4 on the Stairs level, he goes downstairs to the Dolworm Crystal Palace. 21:21 - Dolworm Crystal Palace Erik chats with a few NPCs as he makes his way down; nothing major. On 1F, he goes out the doors at F-4 to the Dolworm Kingdom. 24:41 - Dolworm Kingdom At E-4, Tzibel at the base of the stairs to the palace has story info. Erik takes the Master Machinery teleporter at F-4/F-5 to the one near the city entrance at G-4/G-5 (25:34). Shishirisu at G-4/G-5 has story info. At H-4/H-5, Erik exits to Goble Desert East. 26:06 - Goble Desert East Near the city gates, Erik talks to Peddler Dogi at A-5 (26:24). He takes the carriage to the "Goble Desert (E)" destination. Erik arrives at the Oasis Caravan at F-5. Before leaving the camp, he talks to Father Toccia at E-5 and sets his Labyrinth of Eternity Zoomstone to the Oasis Caravan destination. A short way east/northeast of the Oasis Caravan, Erik goes down the slope at F-4 to the Minecart Cave level (27:46). Within, he rides the south-facing minecart at F-5 (27:54). This transports him southeast to the Minecart Cave at G-6. Erik emerges from the cave at G-6 in the southeast of the desert (28:24). At G-7, Erik enters Calsadora Volcano. 28:50 - Calsadora Volcano A cutscene takes place as Erik arrives in Calsadora Volcano. Lunana and her flunkies soon arrive. A Royal Academy Dwarf gives Erik the Magicloth key item needed to carry a Miasmite. Erik must now go the volcano's depths in search of Miasmite. Erik gains control at B-4 in the northwest of Level 1 of the lava tube (30:44). Chang-e nearby at B-4 has story info. Calsadora Volcano is home to spicy monsters including Hell Ninos, Killer Torches, Salamander Fry, and Grimlins. I expect they are resistant to fire-attribute attacks. A black chest at B-3 contains 3 chunks of Platinum Ore (33:37). At G-7 in the southeast, a black chest contains a phial of Magic Water (38:32). Erik reaches PLD Level 46 (39:39). He earns 4 skill points for a total of 126 available. From a Killer Torch's white chest, Erik acquires a Fire Blade+3 (Level 50 Sword). At C-6, Erik goes upstairs to Level 2 (41:41). At D-4 in the north, a black chest contains 3 pieces of Fire Wood (42:48). At F-5, Erik enters the Calsadora Pyroduct. 43:39 - Calsadora Volcano - Calsadora Pyroduct An event takes place as Erik enters the Calsadora Pyroduct. Looks like we've disturbed the local wildlife. After the scene, it is boss time against two Salamanglers (44:05). Their Miasma Mucus ability can boost their defense and spell resistance. They can also use Inferno, a moderately strong fire breath attack. Erik and company make short work of them. When the Salamanglers are defeated, another scene with Lunana and her lackeys takes place (45:27). Oh, Lu, don't you ever play JRPGs? Ripping off ancient seals and unearthing huge crystals dripping with evil never works out well. At least Erik acquires the Wrapped Miasmite key item. Yay? Time to return to the Dolworm Kingdom. Erik gains control in the Calsadora Pyroduct after the events (48:25). He takes the door at A-4/A-5 out of the pyroduct. 49:06 - Calsadora Volcano Erik backtracks through the volcano on foot, though leaving with an Evac-u-Bell would be faster. At C-6, Erik goes downstairs to Level 1 (50:12). Chang-e at B-4 has new story info. Erik takes the exit at A-4/B-4 to Goble Desert East. 51:41 - Goble Desert East Erik Zooms to the Dolworm Kingdom - Entry destination. 51:56 - Dolworm Kingdom As Erik returns to the Dolworm Kingdom, a cutscene takes place. Fumiimi is chanting a curious and tragic tale. Erik gains control in Dolworm Kingdom after the event (53:04). Tulloi at G-4 has story info. Erik takes the Master Machinery teleporter at G-4/G-5 to the "Dolworm Crystal Palace" destination (55:09). Erik rests at the Inn at F-5. A cutscene takes place as Erik approaches Tzibel at E-4 (55:57). For his baby-sized Wrapped Miasmite, Erik earns a baby-sized 50 gold. But Lunana and her goons' arrival causes quite a stir. Erik's next destination is the Throne Room of the palace. Erik regains control after the scene (58:33). Tzibel at E-4 has story info. Erik takes the Master Machinery teleporter at F-4/F-5 to the city entrance area (59:07). Tulloi at G-4 has new dialogue. Erik takes the Master Machinery teleporter at G-4/G-5 to the "Dolworm Crystal Palace" destination (1:00:09). At D-4/D-5, Erik enters Dolworm Crystal Palace. 1:00:47 - Dolworm Crystal Palace After visiting some NPCs in the palace, Erik goes up the stairs at E-3 on floor 4F to the Upper Dolworm Crystal Palace. 1:03:34 - Upper Dolworm Crystal Palace On the Top Floor, Erik takes the door at E-4/E-5 to the Throne Room (1:04:41). A cutscene takes place within. Well, well. This bodes ill. Erik must now go to the Boronus Hole at the western end of the continent to deal with Kukulkannibal. The route there leads through Goble Desert West to the Boronus Lava Flow. I'm not sure how the DQXClarity team came up with the name Kukulkannibal, by the way. I was localizing the Japanese name to Quavalna. After the scene, Erik gains control outside the Throne Room (1:10:49). Patin at F-5 has story info. The teleportal at G-5 is now operational. Erik can reenter the Throne Room at E-4/E-5 for a scene with King Woolard and Chiri (1:11:32). Erik regains control outside the Throne Room after the scene (1:13:13). Erik goes down through the Sky Gardens. On the Stairs level, he goes downstairs at D-4 to the Dolworm Crystal Palace. 1:14:04 - Dolworm Crystal Palace Erik visits with some NPCs around the castle as he makes his way downstairs. On floor 1F, Erik takes the doors at F-4 out of the palace. 1:17:34 - Dolworm Kingdom Erik takes the Master Machinery teleporter at F-4/F-5 to the city's entrance area (1:18:17). Shishirisu at G-4/G-5 has story info. She provides directions to the Boronus Hole. After leaving the Dolworm Kingdom, Erik should go southwest to Goble Desert West and then west to the Boronus Lava Flow. The Boronus Hole is in the northwest of the Boronus Lava Flow. Erik will get a head start on the journey. At H-4/H-5, Erik exits to Goble Desert East. The description is continued in a reply.
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@heorotlinea 4 күн бұрын
Description continuation: 1:19:32 - Goble Desert East Erik makes his way southeast, south, and southwest from the city gates. At A-7 in the southwest, Erik exits to Goble Desert West. 1:21:27 - Goble Desert West Erik starts at F-2 in the northeast of Goble Desert West. He follows the road southwest. From an Erazor Blade's white chest, Erik obtains a Brimstone Blade+2 (Level 50 Greatsword). At D-5, Erik finds the Merchants' Tents camp (1:25:37). He talks to Father Booren at D-5 and sets his Oasis Caravan Zoomstone to the Merchants' Tents destination. Erik also visits the Item Shop and stocks up on Treasure Eye Land Bells and Dolsoline. Erik Zooms to his "My House" destination in the Glen Residences, Ogreed. 1:27:51 - Glen Residences - Meadow Area At the Traveler's Bazaar, Erik puts some materials up for sale. At the Depository, he puts some Platinum Ore and the Brimstone Blade+2 in Item Storage. Erik rests in his house and signs off. Next time, he will continue to the Boronus Hole to confront Kukulkannibal. This will lead to his tenth and final Key Emblem! Thanks for watching!
@heorotlinea
@heorotlinea 4 күн бұрын
Dragon Quest X with Clarity Playlist: kzbin.info/aero/PLIZ8kn0xML27ktWZqTHgPsI5vetxEGiu7
@boop9000
@boop9000 5 күн бұрын
nice work
@heorotlinea
@heorotlinea 5 күн бұрын
Detailed description: 0:00 - Game Load 0:06 - Deep Sea Research Center The party resumes in the Lab of the Deep Sea Research Center in the southwest of the world. The lineup is Zell, Squall, and Selphie. Squall has the Defense set of GFs junctioned: Brothers, Carbuncle, Leviathan, Doomtrain, and Tonberry. Zell has the Attack set of GFs: Shiva, Diablos, Pandemona, Alexander, and Cactuar. Selphie has the Magic set of GFs: Quezacotl, Ifrit, Siren, Cerberus, and Bahamut. At Level 30, GF Cerberus gained the ability to learn Expendx2-1. Cerberus begins learning this ability. The party calls the Junk Shop with GF Doomtrain's ability. They craft Zell's ultimate weapon, the Ehrgeiz. It requires 600 gil, 1 Adamantine, 4 Dragon Skins, and 1 Fury Fragment. Card Mod the Minotaur card for 10 Adamantines. Dragon Skins drop from Anacondaurs, Blue Dragons, Grendels, and Hexadragons. Fury Fragments can be mugged or dropped from Blue Dragons. Grendels and Ruby Dragons also drop them, and 4 Blue Dragon cards can be modded for 1 Fury Fragment. The party cannot yet craft Irvine's Exeter. It requires 600 gil, 2 Dino Bones, 1 Moon Stone, 2 Star Fragments, and 18 Screws. Dino Bones can be mugged or dropped from T-Rexaurs. Armadodo and T-Rexaur cards can also be modded for them, and modding the Sacred Card yields 100 Dino Bones. Moon Stones can be mugged or dropped from Elnoyles, and Imps and Toramas also drop them. Star Fragments come from various sources, including mugging Iron Giants and modding Iron Giant cards. Screws can be mugged or dropped from Geezards, and modding Geezard cards yields Screws. The party Card Mods 6 Iron Giant cards into 2 Star Fragments. The party cannot yet craft Quistis's Save the Queen. It requires 600 gil, 2 Malboro Tentacles, 4 Sharp Spikes, and 4 Energy Crystals. Malboro Tentacles can be mugged or dropped from Malboros, and 4 Malboro cards can be modded for a Malboro Tentacle. I suggest modding the cards if you have them. Sharp Spikes can be mugged or dropped from Grand Mantises, as well as dropped by Armadodos and Death Claws. They can also be modded from Grand Mantis and Death Claw cards. Energy Crystals are the hard ones to get. They can be dropped (not mugged) from Behemoths, Elnoyles, and Ruby Dragons. Also, 10 Elnoyle cards can be modded into 1 Energy Crystal. Level 40+ Elnoyles are the best bet for obtaining Energy Crystals en masse, and there is a repeatable fixed encounter for them in the city of Esthar. The party Card Mods 4 Grand Mantis cards into 4 Sharp Spikes. They also Card Mod 8 Malboro cards into 2 Malboro Tentacles. The party almost has what they need to craft Rinoa's Shooting Star. It requires 750 gil, 2 Windmills, 1 Regen Ring, 1 Force Armlet, and 2 Energy Crystals. Windmills can be mugged or dropped from Abyss Worms and Thrustaevises and modded from Abyss Worm cards. Modding the Pandemona card yields 100 Windmills. Biggs on Disc 2 has a Regen Ring to mug, and it can be mugged and dropped from Toramas. 10 Chimera cards can be modded for a Regen Ring. Force Armlets can be bought from Esthar's Pet Shop, and Edea on Disc 2 drops a Force Armlet. Forbiddens and Ochus also drop Force Armlets. The GFAbl Med-RF ability can refine 10 Mag-J Scrolls into 1 Force Armlet. As for the Energy Crystals, I covered those for Quistis's Save the Queen. The party Card Mods 2 Abyss Worm cards into 2 Windmills. They also Card Mod 10 Elnoyle cards into 2 Energy Crystals. Then, the party crafts Rinoa's Shooting Star. That leaves the Exeter and the Save the Queen. The party leaves the Lab and boards Ragnarok. 3:36 - The Skies The party sets the autopilot for Shumi Village. When they arrive, they land on Winter Island in the Trabia Region. 4:06 - Trabia Region The party enters Shumi Village. 4:13 - Shumi Village The party goes north and enters the Desert Village. Selphie junctions Ultima to Magic and equips the ability Mag+60% rather than Mag Bonus. The party talks to the middle Shumi to the west and pay to access the Ultima draw point (4:54). The draw point has recharged since the party's side questing. Selphie stocks some Ultima spells. Selphie re-junctions Ultima to Strength and Meteor to Magic. She reequips the ability Mag Bonus in place of Mag+60%. Selphie exchanges some of her Ultima spells to Squall to fill up his stack. Then, she exchanges a few to Zell to get him started. The party exits to the Trabia Region. 6:08 - Trabia Region The party boards Ragnarok. 6:13 - The Skies The party flies northwest and wraps around to the southwest of the world map. They land at the Deep Sea Research Center. Too bad this place can't be targeted for autopilot even after the party has been here. 6:43 - Deep Sea Research Center The party enters the Lab. At the save point, Quistis takes Zell's place in the lineup and his junctions, and Rinoa takes Selphie's place and her junctions. If the game would let me swap Squall out, I would do that, too. After resting with a Tent, the party uses Call Shop to buy more Tents and Cottages from the "Esthar Shop!!!". Then, the party heads down through the Steamworks. On Level 1, the party earns a SeeD Level 9 salary of 7,000 gil. On Level 6, the party enters the Deep Sea Deposit. 8:48 - Deep Sea Deposit Squall equips the Spr Bonus ability in place of Enc-None. Rinoa equips the Mug ability in place of Move-Find. The party begins hunting Tri-Faces on Level 1 of the Deep Sea Deposit for Curse Spikes. When Siren is Level 100, they will be able to use Tool-RF to upgrade 100 Curse Spikes to a Dark Matter for Quistis's ultimate Blue Magic. Quistis reaches Level 15. Squall reaches Level 46. Rinoa jumps from Level 12 to Level 14. GF Brothers reach Level 18. GF Carbuncle reaches Level 30. GF Leviathan reaches Level 27. GF Cerberus reaches Level 34. GF Tonberry reaches Level 40. Squall switches junctions with Rinoa and then with Quistis. Quistis reaches Level 16. Squall reaches Level 47. Rinoa reaches Level 15. GF Quezacotl reaches Level 34. GF Ifrit reaches Level 31. GF Siren reaches Level 23. GF Diablos reaches Level 22. GF Pandemona reaches Level 30. GF Doomtrain reaches Level 36. Squall switches junctions with Rinoa and then with Quistis. Quistis reaches Level 17. Squall reaches Level 48. Rinoa reaches Level 16. GF Shiva reaches Level 35. GF Brothers reach Level 19. GF Carbuncle reaches Level 31. GF Leviathan reaches Level 28. GF Cerberus reaches Level 35. GF Alexander reaches Level 34. GF Bahamut reaches Level 43. GF Cactuar reaches Level 28. Squall switches junctions with Rinoa and then with Quistis. At the save point, Irvine takes Quistis's place in the lineup and her junctions. The party rests with a Tent. Irvine reaches Level 15. Squall reaches Level 49. Rinoa jumps to Level 18. GF Quezacotl reaches Level 35. GF Ifrit reaches Level 32. GF Siren reaches Level 24. GF Diablos reaches Level 23. GF Pandemona reaches Level 31. GF Tonberry reaches Level 41. Squall switches junctions with Rinoa and then with Irvine. To reset the fixed encounters, the party exits to the Deep Sea Research Center. 16:21 - Deep Sea Research Center The party returns to the Deep Sea Deposit. 16:25 - Deep Sea Deposit Irvine reaches Level 16. Squall reaches Level 50. Rinoa reaches Level 19. GF Shiva reaches Level 36. GF Carbuncle reaches Level 32. GF Cerberus reaches Level 36. GF Alexander reaches Level 35. GF Doomtrain reaches Level 37. GF Bahamut reaches Level 44. GF Cactuar reaches Level 29. Squall switches junctions with Rinoa and then with Irvine. Irvine jumps to Level 18. Squall reaches Level 51. Rinoa reaches Level 20. GF Ifrit reaches Level 33. GF Siren reaches Level 25. GF Brothers reach Level 20. GF Diablos reaches Level 24. GF Leviathan reaches Level 29. GF Tonberry reaches Level 42. Squall switches junctions with Rinoa and then with Irvine. At the save point, Quistis takes Rinoa's place in the lineup and her junctions. The party rests with a Tent. Irvine reaches Level 19. Squall reaches Level 52. Quistis reaches Level 18. GF Quezacotl reaches Level 36. GF Pandemona reaches Level 32. GF Doomtrain reaches Level 38. Squall switches junctions with Quistis and then with Irvine. Squall reaches Level 53. Quistis reaches Level 19. GF Shiva reaches Level 37. GF Siren reaches Level 26. GF Carbuncle reaches Level 33. GF Cerberus reaches Level 37. GF Alexander reaches Level 36. GF Bahamut reaches Level 45. GF Cactuar reaches Level 30. Squall switches junctions with Quistis and then with Irvine. To reset the fixed encounters, the party exits to the Deep Sea Research Center. 23:52 - Deep Sea Research Center The party returns to the Deep Sea Deposit. The description is continued in a reply.
@heorotlinea
@heorotlinea 5 күн бұрын
Description continuation: 23:57 - Deep Sea Deposit Irvine reaches Level 20. Quistis jumps to Level 21. GF Brothers reach Level 21. GF Leviathan reaches Level 30. GF Tonberry reaches Level 43. Squall switches junctions with Quistis and then with Irvine. At the save point, Rinoa takes Quistis's place in the lineup and her junctions. The party rests with a Tent and saves. Irvine reaches Level 21. Squall reaches Level 54. Rinoa reaches Level 21. GF Quezacotl reaches Level 37. GF Ifrit reaches Level 34. GF Siren reaches Level 27. GF Diablos reaches Level 25. GF Carbuncle reaches Level 34. GF Pandemona reaches Level 33. GF Cerberus reaches Level 38. GF Doomtrain reaches Level 39. Squall switches junctions with Rinoa and then with Irvine. Irvine reaches Level 22. Squall reaches Level 55. Rinoa reaches Level 22. GF Shiva reaches Level 38. GF Cactuar reaches Level 31. Squall switches junctions with Rinoa and then with Irvine. To reset the fixed encounters, the party exits to the Deep Sea Research Center. 28:55 - Deep Sea Research Center The party returns to the Deep Sea Deposit. 28:58 - Deep Sea Deposit Irvine reaches Level 23. Squall reaches Level 56. Rinoa reaches Level 23. GF Brothers reach Level 22. GF Leviathan reaches Level 31. GF Alexander reaches Level 37. GF Bahamut reaches Level 46. Squall switches junctions with Rinoa and then with Irvine. At the save point, Quistis takes Irvine's place in the lineup and his junctions. The party rests with a Tent. Rinoa reaches Level 24. GF Quezacotl reaches Level 38. GF Ifrit reaches Level 35. GF Siren reaches Level 28. GF Diablos reaches Level 26. GF Carbuncle reaches Level 35. GF Pandemona reaches Level 34. GF Cerberus reaches Level 39. GF Tonberry reaches Level 44. Squall switches junctions with Rinoa and then with Quistis. Quistis jumps to Level 23. Squall reaches Level 57. Rinoa reaches Level 25. GF Doomtrain reaches Level 40. Squall switches junctions with Rinoa and then with Quistis. To reset the fixed encounters, the party exits to the Deep Sea Research Center. 33:46 - Deep Sea Research Center The party returns to the Deep Sea Deposit. 33:50 - Deep Sea Deposit Quistis reaches Level 24. Squall reaches Level 58. Rinoa reaches Level 26. GF Shiva reaches Level 39. GF Leviathan reaches Level 32. GF Alexander reaches Level 38. GF Bahamut reaches Level 47. GF Cactuar reaches Level 32. Squall switches junctions with Rinoa and then with Quistis. At the save point, Irvine takes Rinoa's place in the lineup and her junctions. The party rests with a Tent. Squall reaches Level 59. Irvine reaches Level 24. GF Ifrit reaches Level 36. GF Siren reaches Level 29. GF Brothers reach Level 23. GF Diablos reaches Level 27. GF Carbuncle reaches Level 36. GF Cerberus reaches Level 40. GF Tonberry reaches Level 45. Squall switches junctions with Irvine and then with Quistis. Quistis reaches Level 25. Squall reaches Level 60. Irvine reaches Level 25. GF Quezacotl reaches Level 39. GF Pandemona reaches Level 35. GF Doomtrain reaches Level 41. Squall switches junctions with Irvine and then with Quistis. To reset the fixed encounters, the party exits to the Deep Sea Research Center. 38:14 - Deep Sea Research Center The party returns to the Deep Sea Deposit. 38:18 - Deep Sea Deposit Quistis jumps to Level 27. Squall reaches Level 61. Irvine reaches Level 26. GF Shiva reaches Level 40. GF Siren reaches Level 30. GF Carbuncle reaches Level 37. GF Leviathan reaches Level 33. GF Cerberus reaches Level 41. GF Alexander reaches Level 39. GF Bahamut reaches Level 48. GF Cactuar reaches Level 33. Squall switches junctions with Irvine and then with Quistis. At the save point, Rinoa takes Quistis's place in the lineup and her junctions. The party rests with a Tent. They are full up on Curse Spikes now. However, the nearby save point makes this a convenient leveling spot, so they will continue grinding here a little longer. The party saves. Rinoa reaches Level 27. Irvine reaches Level 27. GF Quezacotl reaches Level 40. GF Ifrit reaches Level 37. GF Brothers reach Level 24. GF Diablos reaches Level 28. GF Pandemona reaches Level 36. GF Tonberry reaches Level 46. Squall switches junctions with Irvine and then with Rinoa. Rinoa reaches Level 28. Squall reaches Level 62. Irvine reaches Level 28. GF Siren reaches Level 31. GF Carbuncle reaches Level 38. GF Cerberus reaches Level 42. GF Doomtrain reaches Level 42. Squall switches junctions with Irvine and then with Rinoa. To reset the fixed encounters, the party exits to the Deep Sea Research Center. 42:56 - Deep Sea Research Center The party returns to the Deep Sea Deposit. 42:59 - Deep Sea Deposit Rinoa reaches Level 29. Squall reaches Level 63. Irvine reaches Level 29. GF Shiva reaches Level 41. GF Leviathan reaches Level 34. GF Alexander reaches Level 40. GF Bahamut reaches Level 49. GF Cactuar reaches Level 34. Squall switches junctions with Irvine and then with Rinoa. At the save point, Quistis takes Rinoa's place in the lineup and her junctions. The party rests with a Tent. Squall reaches Level 64. Irvine reaches Level 30. GF Ifrit reaches Level 38. GF Brothers reach Level 25. GF Tonberry reaches Level 47. Squall switches junctions with Irvine and then with Quistis. Quistis reaches Level 28. Irvine reaches Level 31. GF Quezacotl reaches Level 41. GF Siren reaches Level 32. GF Diablos reaches Level 29. GF Carbuncle reaches Level 39. GF Pandemona reaches Level 37. GF Cerberus reaches Level 43. GF Doomtrain reaches Level 43. Squall switches junctions with Irvine and then with Quistis. To reset the fixed encounters, the party exits to the Deep Sea Research Center. 46:51 - Deep Sea Research Center The party returns to the Deep Sea Deposit. 46:55 - Deep Sea Deposit Quistis reaches Level 29. Squall reaches Level 65. Irvine reaches Level 32. Squall switches junctions with Irvine and then with Quistis. At the save point, Rinoa takes Irvine's place in the lineup and his junctions. The party rests with a Tent. Quistis reaches Level 30. Squall reaches Level 66. GF Shiva reaches Level 42. GF Leviathan reaches Level 35. GF Alexander reaches Level 41. GF Bahamut reaches Level 50. GF Cactuar reaches Level 35. Squall switches junctions with Rinoa and then with Quistis. Quistis reaches Level 31. Rinoa jumps to Level 31. GF Quezacotl reaches Level 42. GF Ifrit reaches Level 39. GF Siren reaches Level 33. GF Brothers reach Level 26. GF Diablos reaches Level 30. GF Carbuncle reaches Level 40. GF Pandemona reaches Level 38. GF Cerberus reaches Level 44. GF Tonberry reaches Level 48. Squall switches junctions with Rinoa and then with Quistis. To reset the fixed encounters, the party exits to the Deep Sea Research Center. 51:30 - Deep Sea Research Center The party returns to the Deep Sea Deposit. 51:34 - Deep Sea Deposit Quistis reaches Level 32. Squall reaches Level 67. GF Doomtrain reaches Level 44. Squall switches junctions with Rinoa and then with Quistis. At the save point, Irvine takes Quistis's place in the lineup and her junctions. The party rests with a Tent. Irvine reaches Level 33. Squall reaches Level 68. Rinoa jumps to Level 33. GF Shiva reaches Level 43. GF Brothers reach Level 27. GF Carbuncle reaches Level 41. GF Leviathan reaches Level 36. GF Cerberus reaches Level 45. GF Alexander reaches Level 42. GF Bahamut reaches Level 51. GF Cactuar reaches Level 36. Squall switches junctions with Rinoa and then with Irvine. Squall reaches Level 69. Rinoa reaches Level 34. GF Ifrit reaches Level 40. GF Siren reaches Level 34. GF Diablos reaches Level 31. GF Tonberry reaches Level 49. Squall switches junctions with Rinoa and then with Irvine. Irvine reaches Level 34. Squall reaches Level 70. Rinoa reaches Level 35. GF Quezacotl reaches Level 43. GF Pandemona reaches Level 39. GF Doomtrain reaches Level 45. Squall switches junctions with Rinoa and then with Irvine. Now with the Attack set again, Squall equips the ability Enc-None in place of Spr Bonus. Rinoa equips the ability Move-Find in place of Mug. The party backtracks up to the Deep Sea Research Center. 57:45 - Deep Sea Research Center The party backtracks up to the Lab. As they return to the Lab, the party earns a SeeD Level 10 salary of 8,000 gil. At the Lab's save point, they rest with a Tent. they visit "Esthar Shop!!!" remotely and pick up more Tents. The party saves. Next time, they will head to Esthar to annoy some Elnoyles for Moon Stones and Energy Crystals. Thanks for watching!
@heorotlinea
@heorotlinea 5 күн бұрын
Final Fantasy VIII Remastered Playlist: kzbin.info/aero/PLIZ8kn0xML24xxIC8AiKtZt6DeqZywHwj
@ธีรวุฒิปานงาม
@ธีรวุฒิปานงาม 5 күн бұрын
Final Fantasy Episode XV Part 3 ตอน 3 28 ม.ค. 67 4/4 FULL HD
@ธีรวุฒิปานงาม
@ธีรวุฒิปานงาม 5 күн бұрын
Final Fantasy Episode XV Part 3 ตอน 3 28 ม.ค. 67 3/4 FULL HD
@heorotlinea
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Detailed description: 0:00 - Game Load 0:16 - Glen Residences - Meadow Area Erik resumes in his house in the Meadow Area of the Glen Residences. He is currently a Level 45 PLD/Paladin. He is in the midst of the Version 1 storyline "Hollow's Encounter Story" and has completed the Paladin vocation quest line, "A True Paladin is...". Before heading out, Erik takes a Full Fathom Fork+3 (Level 50 Spear) out of House Storage. Outside, Erik checks his mail and gets his Bazaar sales. When he is ready to go, Erik Zooms to the South Port Lendor destination. 3:49 - South Port Lendor Erik talks to Bazoom Girl Banry at E-4 and gets swept away to the Dolworm Kingdom - Entry destination, Dwachakka. 4:14 - Dolworm Kingdom Erik arrives at H-4 in the east. He begins exploring the city. The city's layout is fairly straightforward. Shishirisu at H-4/H-5 has story info. Sounds like Erik's first task should be to visit the Director of the Royal Academy in Dolworm Crystal Palace. The Master Machinery teleporter at G-4/G-5 provides transportation to a few spots throughout town. Bazoom Girl Shinry at G-4 does not offer the usual Bazoom Girl services. However, she will be instrumental in some future quests that will make getting around even easier. Erik uses the Master Machinery elevator at G-6 (8:17). It takes him down to the main level of the castle town. At the Weapon Shop at E-5, Erik buys a Warrior's Sword (Level 35 Sword). He equips his Warrior's Sword and Kite Buckler+2 to weapon set B. The Ancient Machinery teleporter at F-4/F-5 provides direct transportation to the one at G-4/G-5 (12:31). After trying it out, Erik takes the Ancient Machinery teleporter at G-4/G-5 back to the "Dolworm Crystal Palace" destination (12:43). The Inn is at F-5. In the southern room, Erik finds a pair of Leather Pants in a wardrobe (13:54). But he already has a pair. There is an Armor Shop at E-4. There is a Level 21 Academic set, but Erik does not pick up anything here. However, he does equip a set of Sapphire Bangles (Level 35 Hands) that he has in inventory. At the Church at F-4, Erik prays to set his resurrection place to this location. He also sets his Gartlant Castle Town - Entry Zoomstone to the Dolworm Kingdom - Entry destination. The Armorsmith Guild is at E-2 in the northeast of the city. In the northwestern room, a red chest at E-1/F-1 contains 5 chunks of Copper Ore (21:40). The Armorsmith Guild has a convenient Depository representative at F-2. Erik deposits most of his gold into the Gold Bank and stores some ore in Item Storage. At C-2, a black chest on the eastern side of the main Depository contains a Green Eye (26:50). At the main Traveler's Bazaar at C-3, Erik lists a few materials for sale. He also lists the Leather Pants he found earlier. At the Item Shop in the same building, he stocks up on Treasure Eye Land Bells and Dolsoline. A Dracky message pops up about November 10's 10-Day celebration, which is a Dragon Quest III cosplay party in honor of the upcoming release of Dragon Quest III HD-2D. Too bad it's just a one-day event. There are a few crafting stations at A-4/A-5 in the west of town. The Tavern is at B-7 in the southwest of the city. A bookcase in the northwest of the Tavern contains the "Platinum Platter Book" (37:22). Erik learns the Platinum Platter recipe. In the Restaurant across from the Tavern, a bookcase contains the "Lolly Stick Recipe" (38:08). He learns the recipe for the Lolly Stick. Will this make him a member of the Lollypop Guild? Batu at D-7 is most uncomplimentary of Prince Ramiza. Is Ramiza really that bad? At E-7, a black chest contains 800 gold (42:22). At the Post Office at E-7, Erik gets his Bazaar sales up to now. North of the entrance to the palace, a red chest at D-4 contains 3 chunks of Iron Ore (44:42). Erik has now opened all the fixed treasure chests in the castle town, but there are more to find in the palace. Erik takes the door at D-4/D-5 into Dolworm Crystal Palace. 45:35 - Dolworm Crystal Palace Erik starts at E-4 on floor 1F of the palace. This castle is mildly complicated until you get used to it. Jushle at E-4 provides some direction to navigating this place. The Royal Academy of Sciences is in the north wing, while the Royal Order guards are in the south wing. The Master Machinery elevator provides direct access to the palace's upper levels. Nunuit at E-3 has story info. Erik should visit Director Dura on the third floor of the Royal Academy. Erik will start his exploration with the Knights' Quarters in the southern wing. At D-6 in the Training Grounds on 1F, a red chest contains 3 doses of Strong Medicine (49:04). Erik goes up the southern stairway at E-6 to floor 2F of the Knights' Quarters (49:55). The door to the Armory in the west is currently locked. In the Guardroom in the east of 2F's Knights' Quarters, Erik finds a Leather Hat in a wardrobe at D-7 (50:52). At D-8 in the Infirmary in the south of 2F's Knights' Quarters, a bookcase contains the "Platinum Shield Book" (51:28). Erik learns the recipe for the Platinum Shield. Erik takes the stairway at E-7 up to floor 3F of the Knights' Quarters (52:40). He can enter the War Room, but the door to the Knight Captain's Room is locked. Erik takes the Master Machinery teleporter at E-6 (53:47). It transports him to E-5 in the central hallway. The doors to the Meeting Room in the east and the Treasury in the south are currently locked. However, the Guest Room at D-3 can be explored. Erik takes the stairs at C-5 down to the central hallway on floor 2F (55:54). At D-3 in the Break Room, a bookcase contains the "Scorpion Tail Book" (56:38). Erik learns the recipe for the Scorpion Tail. The door to the Dining Room in the east is currently locked. Erik takes the stairs at C-4 down to the entrance hall on floor 1F (58:23). Now, he moves on to Royal Research in the northern wing. The Ambassador's Office is in the north of 1F. At D-2 in the Ambassador's Office, a bookcase contains "The Brilliant Don Family". Another bookcase at D-1/D-2 contains "Dreams in the Desert". At E-1/E-2, a bookcase contains information about underground ruins in Gatara Fields. Erik takes the stairway at E-2 to floor 2F of Royal Research (1:02:37). At E-2 in the Laboratory on 2F, a bookcase contains the "Eclipse Axe Book" (1:03:19). Erik learns the recipe for the Eclipse Axe. At D-2 in the Laboratory, a bookcase has information about a find in Goble Desert West. The door to the Library on 2F is currently locked. All these locked doors are a bummer. At C-2, Erik continues upstairs to floor 3F of Royal Research (1:06:17). The Director's Office is in the north, but Erik will visit it later. In the Guardroom at E-2, Tiza will provide the quest to unlock the Sage vocation. Erik will undertake that later. Erik finds a suit of Leather Armor in a wardrobe at E-2 in the Guardroom (1:07:30). In the Royal Research hallway, Erik takes the Master Machinery teleporter at E-2 (1:07:52). This transports him to E-3 in the central hallway. Erik takes the stairway at D-4 up to floor 4F (1:08:14). At D-4, a red chest behind the elevator on floor 4F contains 3 chunks of Silver Ore (1:08:28). Erik takes the door at C-3 to the Train Station. 1:09:37 - Dolworm Kingdom Station Erik explores the station. There are no fixed treasures to find here. As usual, Erik will not be able to board or depart the train here until he completes "Dolworm Story". I believe the southwestern sign's message alludes to the rock-paper-scissors game. I'm not sure about the riddle on the northwestern sign, though. The Master Machinery teleporter at F-3 provides teleportation to Dolworm Kingdom's lower level. Erik takes the door at F-2 out of the station. 1:12:38 - Dolworm Crystal Palace On 4F, Erik goes up the stairs at E-3 to Upper Dolworm Crystal Palace. 1:12:59 - Upper Dolworm Crystal Palace Erik goes up the stairs at C-5 to the Sky Gardens level (1:13:29). He continues up the stairs at F-4 to the Top Floor (1:16:13). Patin by the door to the Throne Room at F-5 has story info. For now, the doors to the Throne Room in the west, the Guardroom in the north, and the Servant Room in the south are all locked. The teleportal at G-5 is also unavailable. Erik returns downstairs at H-5 to the Sky Gardens level (1:17:24). He continues down the stairs at B-3/C-3 (1:17:36). At C-4 on the Stairs, Erik returns downstairs to Dolworm Crystal Palace. 1:17:41 - Dolworm Crystal Palace At D-4 on floor 4F, Erik takes the Master Machinery elevator down to the "3rd floor" (1:17:58). I had considered going to talk to Director Dura, but I decided against it. At D-4 on floor 3F, Erik takes the Master Machinery elevator down to "Larue's Laboratory". 1:18:14 - Dolworm Crystal Palace - Larue's Laboratory Erik arrives at C-5 in Larue's Laboratory. The door at D-4/D-5 leads into the main room of Larue's Laboratory (1:19:02). Not much to do here right now. A bookcase at H-5 contains the "Zoomstone Development Journal". Erik takes the Master Machinery elevator at C-4/C-5 to the "1st floor". 1:21:03 - Dolworm Crystal Palace On floor 1F, Erik goes out the doors at F-4 to Dolworm Kingdom. 1:21:26 - Dolworm Kingdom Erik will start "Dolworm Story" later. For now, he will head to the Luckland Casino. Erik Zooms to the South Port Lendor destination. 1:21:44 - South Port Lendor Erik talks to Bazoom Girl Banry at E-4 and gets swept away to the Coliseum destination in Luckland Island. The description is continued in a reply.
@heorotlinea
@heorotlinea 6 күн бұрын
Description continuation: 1:22:11 - Luckland Island Erik mistakenly enters the Coliseum at C-6 in the southwest. How embarrassing! 1:22:44 - Luckland Island - Coliseum When he realizes his mistake, Erik takes the door at G-3 out of the Coliseum. 1:23:03 - Luckland Island Erik visits the Item Shop at D-6 and picks up more Treasure Eye Land Bells. In the southeast, Erik enters the Casino at G-6. 1:23:50 - Luckland Island - Casino Floor I do enjoy the laid-back, jazzy Casino theme used in Dragon Quest VIII. At the Entrance, Erik talks to Token Exchange Isara (1:24:15). He exchanges his Copper Casino Tickets for 400 Casino Tokens. This puts him up to 1,600 Tokens. Erik checks out the various halls to the east of the Entrance. Lots of slot machines, poker machines, and roulette tables. The elevator in the central hall leads to different floors. At times, the player can find sparkly spots on the floor that yield a Casino Token or two. Finders keepers. From the Entrance, Erik takes the northern door at E-2 to the Bingo & Sugoroku Hall (1:29:17). Within, he turns in a Bingo Ticket to play a game of Bingo (1:29:42). For the first few rounds, the party can rotate the upper-left, upper-right, lower-right, and lower-left squares of the Bingo card in hopes of positioning the numbers advantageously. A warning is shown when the panels are frozen for the last few rounds. Various effect can occur if the ball hits certain monster panels. In the end, Erik scores a Bingo and earns some Casino Tokens. Erik takes the door at D-7/E-7 to the Entrance (1:34:43). Then, he takes the doors at B-4/B-5 out of the Casino. 1:35:01 - Luckland Island Erik Zooms to his "My House" destination in the Glen Residences, Ogreed. 1:35:20 - Glen Residences - Meadow Area At the Traveler's Bazaar, Erik puts another item up for sale. He also drops by the Depository and stows some ore in Item Storage. Erik signs off in his house. Next time, he will visit Director Dura and begin the Version 1 storyline "Dolworm Story" in Dolworm Crystal Palace. Thanks for watching!
@heorotlinea
@heorotlinea 6 күн бұрын
Dragon Quest X with Clarity Playlist: kzbin.info/aero/PLIZ8kn0xML27ktWZqTHgPsI5vetxEGiu7
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@ธีรวุฒิปานงาม 7 күн бұрын
Final Fantasy Episode XV Part 3 ตอน 3 28 ม.ค. 67 2/4 FULL HD
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@ธีรวุฒิปานงาม 7 күн бұрын
Final Fantasy Episode XV Part 3 ตอน 3 28 ม.ค. 67 1/4 FULL HD
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Dragon Quest Episode I-III ตอน 4 10 ส.ค. 67 1/4 FULL HD
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Dragon Quest Episode I-III ตอน 3 3 ส.ค. 67 4/4 FULL HD
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Final Fantasy Episode XV Part 3 ตอน 2 21 ม.ค. 67 4/4 FULL HD
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@ธีรวุฒิปานงาม 7 күн бұрын
Final Fantasy Episode XV Part 3 ตอน 2 21 ม.ค. 67 3/4 FULL HD
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Dragon Quest Episode I-III ตอน 3 3 ส.ค. 67 3/4 FULL HD
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Dragon Quest Episode I-III ตอน 3 3 ส.ค. 67 2/4 FULL HD
@ธีรวุฒิปานงาม
@ธีรวุฒิปานงาม 7 күн бұрын
Final Fantasy Episode XV Part 3 ตอน 2 21 ม.ค. 67 2/4 FULL HD
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@ธีรวุฒิปานงาม 7 күн бұрын
Final Fantasy Episode XV Part 3 ตอน 2 21 ม.ค. 67 1/4 FULL HD
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@ธีรวุฒิปานงาม 7 күн бұрын
Dragon Quest Episode I-III ตอน 3 3 ส.ค. 67 1/4 FULL HD
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Dragon Quest Episode I-III ตอน 3 27 ก ค. 67 4/4 FULL HD
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Final Fantasy Episode XV Part 3 ตอน 1 (ตอนแรก) 14 ม.ค. 67 4/4 FULL HD
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@ธีรวุฒิปานงาม 7 күн бұрын
Final Fantasy Episode XV Part 3 ตอน 1 (ตอนแรก) 14 ม.ค. 67 3/4 FULL HD
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@ธีรวุฒิปานงาม 7 күн бұрын
Final Fantasy Episode XV Part 3 ตอน 1 (ตอนแรก) 14 ม.ค. 67 2/4 FULL HD
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Final Fantasy Episode XV Part 3 ตอน 1 (ตอนแรก) 14 ม.ค. 67 1/4 FULL HD
@heorotlinea
@heorotlinea 7 күн бұрын
Detailed description: 0:00 - Game Load 0:06 - Esthar Region The party resumes on Cactuar Island in the Esthar Region. The lineup is Zell, Squall, and Selphie. Squall has the Defense set of GFs junctioned: Brothers, Carbuncle, Leviathan, Doomtrain, and Tonberry. Zell has the Attack set of GFs: Shiva, Diablos, Pandemona, Alexander, and Cactuar. Selphie has the Magic set of GFs: Quezacotl, Ifrit, Siren, Cerberus, and Bahamut. Quistis only has one Blue Magic left to learn. Zell and Squall switch junctions. Time to address a few minor holes in this GF setup. Notably, the Attack set lacks any status junctions, and the Defense set lacks Spd-J. The party Card Mods the Siren card into 3 Status Atks. They use a Spd-J Scroll to teach Brothers Spd-J. With a Status Guard, they teach Diablos ST-Defx4. They use Rosetta Stones to teach Diablos and Leviathan Abilityx4. They use a Status Atk to teach Diablos ST-Atk-J. Zell junctions Haste to Speed. He equips the Initiative ability to his new ability slot. Squall equips the Mag Bonus ability to his new ability slot. He junctions Slow to ST-Atk and Pain, Death, Confuse, and Berserk to ST-Def. These will help out where the party is going. The party boards Ragnarok. 2:42 - The Skies The party lands at the Deep Sea Research Center in the southwest corner of the world map. 3:06 - Deep Sea Research Center The party enters the Lab where they obtained GF Bahamut. Curiously, the path forward is not available yet. This might be a slight bug, but there is a way to address it. The party returns to Ragnarok. 3:23 - The Skies The party goes to Ragnarok's cockpit. 3:25 - Ragnarok Squall chats with his companions in the cockpit. Then, he talks to Irvine to set out again. 3:58 - The Skies The party lands at the Deep Sea Research Center again. 4:07 - Deep Sea Research Center The party enters the Lab (4:13). There is now a save point available, and there is a root to climb down to the Steamworks. The party saves at the save point. Then, they climb down the root (4:33). An event takes place as they arrive on Level 1 of the Steamworks. There is a Dispel draw point by the base of the root. Whoever Squall brought along will be available to talk to. If Zell and Selphie are Squall's companions, Selphie is impressed with the fishy view. An event takes place when he talks to Zell (5:10). Squall automatically investigates the terminal in the west. He can use steam power stored in the system to open a route to the excavation site on the ocean floor. Squall has 20 units of steam pressure to work with. He automatically uses 4 units of Reserve Steam Pressure to open the door to Level 2. There are a couple of ways to go about this. The "expensive" path prevents fixed encounters in the Deep Sea Deposit, allowing the party to reach the boss without distractions. This path can be done no matter who is in the party. However, with Zell in the party, the party can open up the "cheap" path. This provides fixed encounters in the Deep Sea Deposit that the party can farm for some useful items. I will start by showing the "expensive" path first so the party can explore the Deep Sea Deposit without interruptions. Then, the party will open up the "cheap" path for some item farming. They will also start doing some leveling with their GFs' stat bonus abilities, such as Str Bonus. Note that the party can use the terminal here on Level 1 to reset the Reserve Steam Pressure spent on Levels 2 and below. The party goes downstairs to Level 2 (7:31). They examine the Level 2 terminal (7:41). To unlock the "expensive" path, they spend 2 units of Reserve Steam Pressure to open the door to Level 3. The party continues downstairs to Level 3 (8:07). On this path, Level 3 has two terminals and a door in the west. The party examines Level 3's eastern terminal (8:17). They spend 1 unit of Reserve Steam Pressure to open the door to Level 4. The party also examines the western terminal on Level 3 (8:38). They spend 4 units of Reserve Steam Pressure to open the door to the Steam Room. The party continues west to the Steam Room (9:06). There is an Esuna draw point here. There are also random encounters with Oilboyles and Blue Dragons available in the Steam Room. However, this is not available on the "cheap" path. The party uses the northern terminal in the Steam Room (9:17). This replenishes 7 units of Reserve Steam Pressure. Nice! In the main room on Level 3, the party goes down the stairs to Level 4 (9:41). They examine the Level 4 terminal (9:48). They spend 1 unit of Reserve Steam Pressure to open the door to Level 5. The party continues downstairs to Level 5 (10:18). They examine the Level 5 terminal (10:26). They spend 1 unit of Reserve Steam Pressure to open the way to Level 6. The party takes the lift down to Level 6 (10:42). They have reached the bottom of the Steamworks. The party examines the device on Level 6 (10:57). They spend 4 units of Reserve Steam Pressure to open the door to the Ocean Deposit. This leaves them with 10 units of Reserve Steam Pressure, which will be necessary to reveal the boss on the bottom level. But I'm in no rush. The party goes through the northwestern door to the Deep Sea Deposit. 11:21 - Deep Sea Deposit The party starts on Level 1 of the Deep Sea Deposit. Since they took the "expensive" path to get here, there will only be random encounters available, and Enc-None will keep those away. There is a handy save point just inside Level 1 of the area. The party continues down to Level 2 (11:34). There are no treasures to find on this winding path. The party continues down to Level 3 (11:50). There is a Triple draw point on this floor. The party continues downstairs to Level 4 (12:03). There are no treasures to find on this floor. The party descends to Level 5 (12:13). They find a hidden Ultima draw point along the Level 5 path. Squall junctions Ultima to Magic and equips the ability Mag+40% in place of Mag Bonus. He draws some Ultima spells. Afterwards, Squall junctions Ultima back to Strength and Meteor to Magic, and he reequips the Mag Bonus ability in place of Mag+40%. The party continues down to the bottom level of the Deep Sea Deposit (13:15). A save point awaits here. If the party has at least 10 units of Reserve Steam Pressure left, they can use the terminal to resume the excavation. This will be very dangerous, so beware! Also, defeating the boss will get rid of the encounters in the Deep Sea Deposit. The party fight the boss much later. The party backtracks up through the Deep Sea Deposit. On Level 3, the party earns a SeeD Level 9 salary of 7,000 gil. The party returns to the Deep Sea Research Center. 17:26 - Deep Sea Research Center The party continues up through the Steamworks. On Level 1 of the Steamworks, they examine the terminal (15:17). They collect all Reserve Steam Pressure and reset Levels 2 and below. The door to Level 2 is automatically unlocked, leaving the party with 16 units of Reserve Steam Pressure. The party will now take the "cheap" path down. Note that Zell must be in the lineup. The party goes downstairs to Level 2 (15:32). They examine the terminal on Level 2 (15:38). For the "cheap" path, they spend 1 unit of Reserve Steam Pressure to open the door to Level 3. The party continues down to Level 3 (16:00). This time, there is no terminal to unlock the Steam Room. The party uses the Level 3 terminal (16:06). They spend 1 unit of Reserve Steam Pressure to open the door to Level 4. The party goes downstairs to Level 4 (16:26). They examine the Level 4 terminal (16:33). They spend 1 unit of Reserve Steam Pressure to open the door to Level 5. The party continues down to Level 5 (17:00). They examine the Level 5 terminal (17:07). They spend 1 unit of Reserve Steam Pressure to open the way to Level 6. The party takes the lift down to Level 6 (17:20). They examine the device on Level 6 (17:32). If Zell is in the lineup, Squall can choose "(Well... Zell's pretty good with machinery)" for an amusing event. As Han says in "The Empire Strikes Back", "It's not my fault!", lol. In the end, though, the door to the Ocean Deposit is unlocked. The party continues through the door to the Deep Sea Deposit. The description is continued in a reply.
@heorotlinea
@heorotlinea 7 күн бұрын
Description continuation: 19:06 - Deep Sea Deposit The party starts on Level 1 of the Deep Sea Deposit. Since they came here via the "cheap" path with Zell's help, there are now fixed encounters. Level 1 features fixed encounters with Tri-Faces. Tri-Faces are the fastest source of Curse Spikes, which can be refined into Dark Matter with Siren's Tool-RF. Most importantly, Dark Matter teaches Quistis her ultimate Blue Magic, Shockwave Pulsar. Dark Matter can also be refined into Ultima spells with Forbid Mag-RF and Luck-J Scrolls with GFAbl Med-RF. *However*, Siren must be Level 100 (!) to refine Curse Spikes into Dark Matter. That means it's time for all that leveling the party has been putting off. Zell equips the ability Eva+30% in place of Initiative. He junctions Blind to ST-Atk. Selphie junctions Silence to ST-Atk. She equips the ability Mug in place of Move-Find. Squall equips the ability Spr Bonus in place of Enc-None. The party's ability setup maximizes their level-up stat bonus potential for each setup. Since monsters' stats increase more with levels than party members', maximizing their level-up stat bonuses is important. The alternative would be to keep everyone at low levels, but that would make some things much harder to get. If you are going to level up anywhere, the Deep Sea Deposit is a great place because the monsters' levels are 15 higher than the party's on average, up to a maximum of Level 100. With that note, the party begins exploring the Deep Sea Deposit and encountering Tri-Faces on Level 1. Tri-Faces are not too bad to deal with, and status junctions will help. The fixed encounters can be reset by leaving the screen and returning. After a battle, Zell reaches Level 23. Squall jumps from Level 26 to Level 28. Selphie reaches Level 22. GF Ifrit reaches Level 24. GF Siren reaches Level 14. GF Brothers reach Level 11. GF Diablos reaches Level 15. GF Carbuncle reaches Level 21. GF Leviathan reaches Level 20. GF Cerberus reaches Level 25. GF Tonberry reaches Level 33. Squall swaps junctions with Selphie, then with Zell. I figure swapping junctions like this will give everyone a fair opportunity at level-up stat bonuses. Zell reaches Level 24. Selphie reaches Level 23. GF Quezacotl reaches Level 27. GF Pandemona reaches Level 23. GF Doomtrain reaches Level 29. Squall swaps junctions with Selphie, then with Zell. Zell reaches Level 25. Squall reaches Level 29. Selphie reaches Level 24. GF Shiva reaches Level 28. GF Siren reaches Level 15. GF Brothers reach Level 12. GF Carbuncle reaches Level 22. GF Leviathan reaches Level 21. GF Cerberus reaches Level 26. GF Alexander reaches Level 27. GF Bahamut reaches Level 36. GF Cactuar reaches Level 21. Squall swaps junctions with Selphie, then with Zell. The party goes down to Level 2 (24:37). The fixed encounters on Level 2 each feature an Imp and a Grendel. The items from these are not as critical. Beware the Imps' mischievous status ailments. There are also random encounters on this floor. The party takes advantage of the opportunity to get rid of excess Life spells. Zell reaches Level 26. Squall jumps to Level 31. Selphie jumps to Level 26. GF Quezacotl reaches Level 28. GF Ifrit reaches Level 25. GF Diablos reaches Level 16. GF Pandemona reaches Level 24. GF Tonberry reaches Level 34. Squall swaps junctions with Selphie, then with Zell. Zell, now with the Magic set, equips the GF command in place of Magic. Zell reaches Level 27. Squall reaches Level 32. Selphie reaches Level 27. GF Shiva reaches Level 29. GF Siren reaches Level 16. GF Carbuncle reaches Level 23. GF Cerberus reaches Level 27. GF Alexander reaches Level 28. GF Doomtrain reaches Level 30. GF Bahamut reaches Level 37. GF Cactuar reaches Level 22. Squall swaps junctions with Selphie, then with Zell. Behemoths are in the random encounter list for Level 2 of the Deep Sea Deposit. Behemoths can counter attacks with spells like Meteor and Tornado, which is annoying. Shades of Final Fantasy IV. However, silencing them will stop their magic counters. They are also susceptible to the darkness status from Blind. Doomtrain can be useful for all the status ailments it inflicts against several of the enemies here. All aboard the crazy train! Zell jumps to Level 29. Squall jumps to Level 34. Selphie reaches Level 28. GF Quezacotl reaches Level 29. GF Ifrit reaches Level 26. GF Siren reaches Level 17. GF Brothers reach Level 13. GF Diablos reaches Level 17. GF Carbuncle reaches Level 24. GF Leviathan reaches Level 22. GF Pandemona reaches Level 25. GF Cerberus reaches Level 28. GF Tonberry reaches Level 35. Squall swaps junctions with Selphie, then with Zell. Zell reaches Level 30. Squall reaches Level 35. Selphie reaches Level 29. GF Shiva reaches Level 30. GF Alexander reaches Level 29. GF Doomtrain reaches Level 31. GF Bahamut reaches Level 38. GF Cactuar reaches Level 23. Squall swaps junctions with Selphie, then with Zell. Zell reaches Level 31. Squall reaches Level 36. Selphie reaches Level 30. GF Ifrit reaches Level 27. GF Brothers reach Level 14. GF Diablos reaches Level 18. GF Carbuncle reaches Level 25. GF Leviathan reaches Level 23. GF Cerberus reaches Level 29. GF Tonberry reaches Level 36. Squall swaps junctions with Selphie, then with Zell. The party continues down to Level 3 (35:44). The fixed encounters on this level are against Behemoths. Barriers can be mugged or dropped from Behemoths, and Energy Crystals are available as drops. Zell jumps to Level 33. Squall reaches Level 37. Selphie jumps to Level 32. GF Quezacotl reaches Level 30. GF Shiva reaches Level 31. GF Siren reaches Level 18. GF Pandemona reaches Level 26. GF Alexander reaches Level 30. GF Doomtrain reaches Level 32. GF Bahamut reaches Level 39. GF Cactuar reaches Level 24. Squall swaps junctions with Selphie, then with Zell. Zell reaches Level 34. Squall reaches Level 38. Selphie reaches Level 33. GF Quezacotl reaches Level 31. GF Ifrit reaches Level 28. GF Siren reaches Level 19. GF Brothers reach Level 15. GF Diablos reaches Level 19. GF Carbuncle reaches Level 26. GF Leviathan reaches Level 24. GF Pandemona reaches Level 27. GF Cerberus reaches Level 30. GF Tonberry reaches Level 37. Squall swaps junctions with Selphie, then with Zell. Zell jumps to Level 36. Squall jumps to Level 40. Selphie jumps to Level 35. GF Shiva reaches Level 32. GF Siren reaches Level 20. GF Carbuncle reaches Level 27. GF Leviathan reaches Level 25. GF Cerberus reaches Level 31. GF Alexander reaches Level 31. GF Doomtrain reaches Level 33. GF Bahamut reaches Level 40. GF Cactuar reaches Level 25. Squall swaps junctions with Selphie, then with Zell. Zell reaches Level 37. Squall reaches Level 41. Selphie reaches Level 36. GF Ifrit reaches Level 29. GF Brothers reach Level 16. GF Diablos reaches Level 20. GF Pandemona reaches Level 28. GF Tonberry reaches Level 38. Squall swaps junctions with Selphie, then with Zell. The party returns upstairs to Level 2 (46:28). Zell reaches Level 38. Selphie reaches Level 37. GF Quezacotl reaches Level 32. GF Cerberus reaches Level 32. GF Doomtrain reaches Level 34. Squall swaps junctions with Selphie, then with Zell. Zell reaches Level 39. Squall reaches Level 42. GF Shiva reaches Level 33. GF Siren reaches Level 21. GF Carbuncle reaches Level 28. GF Alexander reaches Level 32. GF Bahamut reaches Level 41. GF Cactuar reaches Level 26. Squall swaps junctions with Selphie, then with Zell. Squall reaches Level 43. Selphie reaches Level 38. GF Ifrit reaches Level 30. GF Brothers reach Level 17. GF Diablos reaches Level 21. GF Leviathan reaches Level 26. GF Tonberry reaches Level 39. Squall swaps junctions with Selphie, then with Zell. The party returns upstairs to Level 1 (53:47). Zell reaches Level 40. Squall reaches Level 44. Selphie reaches Level 39. GF Quezacotl reaches Level 33. GF Siren reaches Level 22. GF Carbuncle reaches Level 29. GF Pandemona reaches Level 29. GF Cerberus reaches Level 33. GF Doomtrain reaches Level 35. Squall swaps junctions with Selphie, then with Zell. Zell reaches Level 41. Squall reaches Level 45. Selphie reaches Level 40. GF Shiva reaches Level 34. GF Alexander reaches Level 33. GF Bahamut reaches Level 42. GF Cactuar reaches Level 27. Squall swaps junctions with Selphie, then with Zell. The party returns to the Deep Sea Research Center. 57:13 - Deep Sea Research Center Squall, who now has the Magic set, equips the Move-Find ability in place of Mug. Zell, who now has the Attack set, equips the Enc-None ability in place of Spr Bonus. Squall swaps junctions with Selphie, then with Zell. Everyone now has the GF setup that I want. The party backtracks up through the Steamworks. In the Lab, the party rests with a Cottage and saves. Next time, they will shake up their lineup and continue farming in the Deep Sea Deposit. Thanks for watching!
@heorotlinea
@heorotlinea 7 күн бұрын
Final Fantasy VIII Remastered Playlist: kzbin.info/aero/PLIZ8kn0xML24xxIC8AiKtZt6DeqZywHwj
@lnvalidCredentials
@lnvalidCredentials 7 күн бұрын
Hi
@JammerRammy
@JammerRammy 8 күн бұрын
25:58 Nice last attack
@heorotlinea
@heorotlinea 8 күн бұрын
Detailed description: 0:00 - Game Load 0:18 - Glen Residences - Meadow Area Erik resumes in his house in the Meadow Area of the Glen Residences. He is currently a Level 38 PLD/Paladin. He is in the midst of the Version 1 storyline "Hollow's Encounter Story" and the Paladin vocation quest line, "A True Paladin is...". Erik talks to Alfredo, his concierge, before leaving. He receives his weekly gifts, including a Copper Casino Coin Ticket. He also spends charge hours on a Metal King Bos Medal and some Bonus Orbs. Outside, Erik checks his mail and gets his Bazaar sales. He visits the Depository and deposits much of his gold in the Gold in the Gold Bank. He also stows his Metal King Boss Medal in Item Storage. Erik drops by the Traveler's Bazaar and lists a couple more materials for sale. He also changes the price of an item that has not sold yet. When he is ready to go, Erik Zooms to the Gartlant Castle Town - Entry destination. 7:40 - Gartlant Castle Town Erik takes the teleportal at D-2 to the "In front of Gartlant Castle" destination (8:03). At D-8, he enters Gartlant Castle. 8:19 - Gartlant Castle In the Holy Knights Office on 1F, Erik talks to Commander Strong at H-4 (9:13). Commander Strong issues Quest 103: "Jenya's Secret". This is the fourth quest in the Paladin vocation quest line, "A True Paladin is...". Erik must go to the eastern portion of Landonfoot. There, he must defeat Rhinocerexes in three battles, but in each battle, he must first defend against a Rhinocerex attack with the Pincushion ability. Pincushion requires a mere 2 points in Virtue, which is no problem since the vocation quests have placed 60 points in each skill line by now. From the 2F balcony at D-4/E-4, Erik Zooms to the South Port Lendor destination. 11:48 - South Port Lendor Erik talks to Bazoom Girl Banry at E-4 and gets swept away to the Zama Beacon destination in Zama Pass, Ogreed. 12:13 - Zama Pass After arriving at Zama Beacon at D-4, Erik heads north and down the incline. He turns east at the base of the hills. In the northeast, Erik takes the exit at E-1 to Landonfoot. 14:42 - Landonfoot Erik has yet to explore Landonfoot for treasures, so he will do so now. At C-2 in the northwest, Erik enters the Forgotten Library. 18:17 - Landonfoot - Forgotten Library Erik starts at F-5 in the Forgotten Library, a small area with a few bookshelves. Not all the shelves have useful info. A black chest at D-7 in the southwest contains an Ethereal Stone (19:05). This is the only fixed treasure chest in the Forgotten Library. A bookshelf at C-6 has information about the succession system for the kings of Glen. A bookshelf at F-2 contains "The Dragon Who Fell in Love". Erik goes out the door at G-4/G-5 to Landonfoot. 21:04 - Landonfoot At B-7 in the southwest, a red chest contains a Flurry Feather (23:37). Goz Valley to the southwest is quite dangerous at this point. I would advise against exploring it yet. Erik reaches PLD Level 39 (24:51). He earns 1 skill point for a total of 26 available. At C-8/D-8 in the south, a red chest contains 3 chunks of Silver Ore (26:36). On a ledge at F-5 accessible from the slope at E-5, a red chest contains an Angel Bell (30:26). At E-6, Erik finds a blue chest (31:21). But it's a Cannibox! Erik and his companions quickly make it uncanny. After setting his support party's tactics to "Leave It To Me", Erik encounters his first Rhinocerex on the Laga Lake Bridge at G-5 (33:25). He provokes the Rhinocerex's rage with a few attacks and then uses Pincushion to guard against it. In fact, he spends a long time trying to get Pincushion to deal the finishing blow, but this is totally and completely unnecessary, as we will see later. It would have worked better if I had put all but one support character on standby. Erik eventually removes his Paladin armor to increase the damage done to him and by extension the damage that Pincushion reflects to the Rhino. Fortunately, Pincushion procs against Axes of Evil as well as physical attacks. Wait until the Rhino is targeting you or preparing Axes of Evil to use Pincushion. Several minutes and a few phials of Magic Water later, Erik's Pincushion deals the final blow against the Rhinocerex (54:48). Whew! Defeating two more that way would take forever. Beyond the bridge, Erik encounters a second Rhinocerex at G-5 (55:32). This time, he provokes the Rhinocerex's rage and guards against its attack with Pincushion. Then, he sets his companions free to take out the foe. This is a lot more reasonable. Erik sets his support party's tactics back to "Leave It To Me" after the battle. Erik deals with his third and final Rhinocerex at G-4 (57:29). He delivers the final blow himself after the Pincushion defense (58:10). Now, Erik must report to Commander Strong in Gartlant Castle. At G-4, Erik finds a tunnel leading him down to the frozen surface of Laga Lake. At G-5 in the southeast of Laga Lake, a red chest contains a Brighten Rock (59:29). At H-5, Erik goes back through the tunnel to the plateau. At G-3, Erik goes through a tunnel to the northern part of Laga Lake's frozen surface. At G-2 in the north of Laga Lake, a red chest contains 3 Avabranches (1:04:21). Erik has now opened all the fixed treasure chests in Landonfoot. Erik Zooms to the Gartlant Castle Town - Entry destination. 1:04:26 - Gartlant Castle Town Erik rests at the Inn at E-3 on the Lower Area level. He takes the teleportal at D-2 on the Upper Central Road level to the "In front of Gartlant Castle" destination (1:05:45). At D-8, he enters Gartlant Castle. 1:06:00 - Gartlant Castle Erik examines the door to the Holy Knights Office at G-4 on 1F (1:06:41). This triggers a scene with Zubo, Commander Strong, Jenya, and others. There is news that angers Zubo. Frankly, I don't care for it, either. Quest 103: "Jenya's Secret" complete! Erik learns the PLD's Special Move, Knight Watch. The ultimate tank move, Knight Watch taunts nearby enemies and makes the user invincible for about 30 seconds. Erik earns 6 Experience Scrolls (PLD). He receives 20 more skill points in all his PLD skill lines. He also earns 10,275 EXP and 137 Fame Points. Erik views a preview of the next episode. Erik regains control in the Holy Knights Office after the scene (1:12:56). Erik now has 80 points in the Hammer skill. He has learned the ability Cancel Shot at 76 points. Erik now has 80 points in the Wand skill. He has learned the ability Wizzy Wand at 70 points. Erik now has 80 points in the Sword skill. He has learned the trait Attack When Wielding +20 at 76 points. Erik now has 80 points in the Fisticuffs skill. He has learned the trait Attack +40 when barehanded at 77 points. Erik now has 80 points in the Shield skill. He has learned the ability Holy Impregnable at 66 points. 20 normal skill points have been refunded from the Spear skill and 20 from Virtue. Erik now has 66 available skill points. Erik uses his 6 Experience Scrolls (PLD) (1:14:20). He jumps from PLD Level 39 to Level 42. He earns 9 skill points for a total of 75. Erik reequips his Paladin gear. When he is ready to continue the quest line, he talks to Commander Strong at H-4 in the Holy Knights Office on 1F (1:16:48). Commander Strong issues Quest 104: "Be the Shield". This is the fifth quest in the Paladin vocation quest line, "A True Paladin is...". In the ensuing scene, Erik learns the Weird Dance emote. He must now go to the Dragon's Lair in the Baoga Windhole, which is in the west of the Orseco Highlands. He must use the Weird Dance there to rouse the Earthwyrm Baugia. Erik regains control in the Holy Knights Office after the scene (1:21:23). From D-4/E-4 on the floor 2F balcony, Erik Zooms to the South Port Lendor destination. 1:23:37 - South Port Lendor Erik talks to Bazoom Girl Banry at E-4 and gets swept away to the Old Orseco Arena destination in the Orseco Highlands, Ogreed. 1:24:01 - Orseco Highlands Erik arrives at C-6 outside the Old Orseco Arena. North of the arena and west of Sword Rock, Erik takes the southeastern entrance at C-5 to the Baoga Windhole tunnels (1:25:26). Deep in the tunnels, Erik takes the door at C-4 to the Dragon's Lair after using a Bonus Orb. 1:26:28 - Orseco Highlands - Dragon's Lair As Erik enters the Dragon's Lair, a cutscene with Commander Strong takes place. Erik must now go further in and execute the Weird Dance to rouse the dragon. Erik gains control at F-4 after the scene (1:27:25). Deep in the Dragon's Lair, Erik performs the Weird Dance emote at A-5 (1:28:00). This triggers another cutscene with Commander Strong. 1:29:03 - Orseco Highlands Another scene takes place outside the Dragon's Lair in the Baoga Windhole. Poor Zubo. Erik must now reenter the Dragon's Lair. Erik gains control outside the Dragon's Lair after the event (1:30:02). When he is ready, he takes the door at C-4 into the Dragon's Lair again. The description is continued in a reply.
@heorotlinea
@heorotlinea 8 күн бұрын
Description continuation: 1:30:23 - Orseco Highlands - Dragon's Lair A cutscene takes place as Erik reenters the Dragon's Lair. After the scene, it is boss time against the Earthwyrm (1:33:00). Its Dragon's Eye can give it immunity either to physical attacks or to magic. Its Violent Roar can inflict damage while knocking down nearby targets. It also has Blistering Inferno that can deal fire breath damage to targets in front of it. Fortunately, Erik and his support party make short work of the Earthwyrm. A cutscene takes place after the Earthwyrm has been defeated (1:34:46). Not for good, it seems, but not for naught, either. The Paladins are amazed, but the victory is not without cost. How sad. Erik must now report back to Commander Strong in Gartlant Castle. Erik regains control in the Dragon's Lair after the event (1:36:53). The Earthwyrm dropped a treasure chest. When Erik has finished in the Dragon's Lair, he Evacs with an Evac-u-Bell. 1:37:29 - Orseco Highlands Erik Zooms to the Gartlant Castle Town - Entry destination. 1:37:53 - Gartlant Castle Town Erik takes the teleportal at D-2 to the "In front of Gartlant Castle" destination (1:38:17). At D-8, he enters Gartlant Castle. 1:38:32 - Gartlant Castle In the Holy Knights Office on 1F, Erik reports to Commander Strong at H-4 (1:40:18). There is some annoying translation bottleneck somewhere, either with DeepL itself or my internet connection. At least I don't have to use a VPN, or things would be worse. Quest 104: "Be the Shield" complete! Erik earns the Order of Chivalry Vocation Proof accessory and 6 Experience Scrolls (PLD). He receives 20 more skill points in all his PLD skill lines. He also earns 7,900 EXP and 172 Fame Points. An epilogue closes out the "A True Paladin is..." vocation quest line (1:42:14). Erik regains control in the Holy Knights Office after the events (1:42:49). The Order of Chivalry Vocation Proof may paralyze an enemy when preventing attacks. Erik equips it through the Proof of All. Erik now has 100 points in Hammers. He has learned the trait Attack When Wielding +15 at 88 points and the ability Crackerwhack at 100 points. Erik now has 100 points in Wands. He has learned the trait Magical Mending When Wielding +30 at 84 points and the ability Snap Crackle Poof at 100 points. Erik now has 100 points in Swords. He has learned the trait Parry Rate When Wielding +2% at 88 points and the ability Gigaslash at 100 points. Erik now has 100 points in Fisticuffs. He has learned the ability Multifists at 100 points. Erik now has 100 points in Shields. He has learned the trait Defense When Wielding +30 at 82 points and the ability Critical Guard at 100 points. 20 normal skill points have been refunded from the Spear skill and 20 from Virtue. Erik now has 115 available skill points. Erik uses his 6 Experience Scrolls (PLD) (1:44:25). He jumps from PLD Level 42 to Level 45. He earns 7 skill points for a total of 122 available. When Erik has finished in the castle, he exits through the main doors at D-2/E-2 on floor 1F. 1:46:47 - Gartlant Castle Town As Erik emerges from the castle, a cutscene with Jenya and Marii takes place. Best of luck, Jenya. After regaining control, Erik Zooms to his "My House" destination in the Glen Residences, Ogreed. 1:48:19 - Glen Residences - Meadow Area Erik visits the neighborhood's Traveler's Bazaar and puts some materials up for sale. At the Depository, he stows some ore in Item Storage. After putting his support characters on standby, Erik rests at the neighborhood's Inn (1:52:24). He reaches Fame Level 24. Erik reactivates his support characters afterwards. Erik rests in his house and signs off. Next time, he will explore the Dolworm Kingdom and the Dolworm Crystal Palace. Thanks for watching!
@heorotlinea
@heorotlinea 8 күн бұрын
Dragon Quest X with Clarity Playlist: kzbin.info/aero/PLIZ8kn0xML27ktWZqTHgPsI5vetxEGiu7
@heorotlinea
@heorotlinea 9 күн бұрын
Detailed description: 0:00 - Game Load 0:05 - Trabia Region The party resumes outside Shumi Village on Winter Island in the Trabia Region. The lineup is Quistis, Squall, and Rinoa. Quistis has the Defense set of GFs junctioned: Brothers, Carbuncle, Leviathan, Doomtrain, and Tonberry. Squall has the Attack set of GFs: Shiva, Diablos, Pandemona, Alexander, and Cactuar. Rinoa has the Magic set of GFs: Quezacotl, Ifrit, Siren, and Cerberus. Quistis junctions Tornado to Elem-Def in place of Blizzaga so that she has Firaga and Tornado junctioned. Rinoa equips the ability Auto-Haste in place of Move-Find. She equips the command GF in place of Magic, since she has Cerberus. Squall equips the command Magic instead of GF. He equips the abilities Auto-Haste and HP+80% in place of Enc-None and Vit Bonus. Quistis equips the command LV Down in place of GF. She equips the abilities HP+80% and Auto-Shell in place of HP Bonus and Spr Bonus. The party Card Mods the Alexander card into 3 Moon Curtains. (Only do this if you have finished the Queen of Cards quest!) They use Moon Curtains to teach the Auto-Shell ability to Shiva and Ifrit. Squall and Rinoa equip the ability Auto-Shell in place of Str Bonus. The party uses a Gaea's Ring (moddable from the Ward card and dropped by Jumbo Cactuar) to teach Quezacotl the HP+80% ability. Rinoa equips the ability HP+80% in place of Mag Bonus. The party uses an Accelerator (modded from the Kiros card) to teach Brothers the Auto-Haste ability. Quistis equips the ability Auto-Haste in place of Vit Bonus. Everyone is now set up with HP+80%, Auto-Haste, and Auto-Shell. Be sure to have at least one Magic slot open and assorted healing methods! Squall switches out Quistis for Zell and Rinoa for Selphie, and they swap their junctions respectively. The party rests up with a Tent. The party boards Ragnarok. 4:53 - The Skies The party flies west/northwest from Shumi Village. When they wrap around to the southern part of the world map, they bear west. They find a platform in the southwest corner of the seas. They could have seen this while aboard Balamb Garden, but they could not have disembarked here. The party lands on the Deep Sea Research Center. 5:23 - Deep Sea Research Center On the first screen, an event takes place as the party follows the path south (5:32). If Zell is in the party, he will provide quite a bit of background, if Squall chooses "Let's hear it". And he should! It sounds like the kind of place Hojo or Odine would salivate over. Following the path south and east, the party enters the Lab (7:04). An event takes place as they enter. They must now approach the pulsating core, but there is a catch. The core is only safe to approach for an instant when it is dim. When it shines bright and has symbols rotating around it, approaching it will trigger an enemy encounter. As such, this is a patience game. The party should start by going southeast from the entrance so they can approach the core directly from the south. An event takes place after the party has approached the core a bit without triggering a battle (8:35). When the party reaches the southern base of the core, an event takes place (11:02). They choose the only option, "It's not our will to fight". This triggers an event battle against a Ruby Dragon. Zell levels it down so that it does not provide much experience. The Ruby Dragon drops an Inferno Fang. An event takes place after the first battle (12:23). Now, the party chooses the second option, "Never". This triggers a forced back attack against another Ruby Dragon. Pray that it does not use Breath too soon! The party deals with this one the same way. This Ruby Dragon drops 2 Fury Fragments. Another event takes place after the second battle (13:34). This time, the correct answer is the hidden third option, which turns out to be, "(It's our nature...)". This triggers the boss battle against Bahamut (14:03). Bahamut's draw list has the following spells: Flare, Curaga, Full-life, and Dispel. Bahamut drops a Hyper Wrist, or the party can mug the Hyper Wrist from it. Bahamut has no elemental weaknesses, but it nullifies lightning- and wind-elemental damage and halves poison-elemental damage. It is susceptible to Blind and Slow statuses. Bahamut can hit hard, but its defense is not too impressive. It can attack with Thundaga and Tornado spells. Not too bad. However, it can also inflict Stop. Party members that equip Auto-Haste are immune to Stop and Slow, which is very helpful. As usual, Bahamut's signature ability is Mega-Flare, which bypasses mitigation through the Spirit stat and deals 3,000 damage to all party members. However, Shell (or better yet, Auto-Shell) will reduce Mega-Flare's damage nicely. With a good setup, Bahamut is not that threatening at all, especially if the party's levels are only in the 20s. The party's first priority is to inflict Bahamut with Slow and Blind. Then, they draw 100 Full-life spells apiece. Bahamut is one of the easiest sources of this spell, and Full-life is one of the best spells to junction defensively. Draw-casting Curaga is a good way to heal - however, Shell will also halve the incoming healing from Curaga. Using Megalixirs is also great if you took the time to refine some. Once the party is full of Full-life spells, Squall triple-casts Aura, and Zell and Squall begin the assault with Duel and Renzokuken. The party eventually defeats Bahamut (20:54). Bahamut drops a Hyper Wrist, which teaches a GF the Str+60% ability. Bahamut also drops the Bahamut card. GFs receive 40 AP. GF Doomtrain learns Elem-Defx4. The party acquires GF Bahamut. They keep the default name Bahamut. The player earns the achievement "Bahamut" for unlocking Guardian Force Bahamut. An event takes place in the Lab after the dust settles (21:29). But has the dust settled? There is a gaping hole in the floor ahead of them where the core once was. The party will have to leave and reenter the Lab before they can drop in. However, they will leave the exploration of the next part of this area for later. GF Doomtrain begins learning ST-Def-Jx4. Being a late-game GF, Bahamut has excellent abilities. It starts at Level 35. It comes with Abilityx4, allowing the junctioner to equip up to four abilities. It also starts with Str+60% and Mag+60%. Not to mention Forbid Mag-RF, which can refine some strong spells. Bahamut begins learning Mug. Zell equips the command GF in place of LV Down. In place of HP+80%, Auto-Haste, and Auto-Shell, he equips the abilities Vit Bonus, Spr Bonus, and HP Bonus. In place of Auto-Shell, HP+80%, and Auto-Haste, Squall equips the abilities Str Bonus, Vit Bonus, and Enc-None. In place of HP+80%, Auto-Shell, and Auto-Haste, Selphie equips the abilities Str Bonus, Mag Bonus, and Move-Find. Zell now has Elem-Defx4 through Doomtrain. He junctions Blizzaga and Thundaga to empty Elem-Def slots. The party exits the Lab (23:29). Then, they board Ragnarok. 23:36 - The Skies The party sets course for Shumi Village. When they arrive, they land on Winter Island in the Trabia Region. 24:13 - Trabia Region Selphie junctions the GF Bahamut. Now with Abilityx4, she equips Alert to an empty ability slot. The party enters Shumi Village. 24:44 - Shumi Village The party goes north and enters the Desert Village. Squall junctions Ultima to Magic and equips the ability Mag+40% rather than Str Bonus. The party talks to the middle Shumi to the west and pay to access the Ultima draw point (25:20). The draw point has recharged since the party's side questing. Squall stocks some Ultima spells. Squall exchanges some more Ultima spells to Selphie. She is up to 83 Ultima spells now. Squall re-junctions Ultima to Strength and Meteor to Magic. Everyone junctions Full-life to HP. Hello, look at that boost! The party leaves the Desert Village and exits to the world map. 27:08 - Trabia Region Squall equips the ability HP+80% in place of Mag+40%. His Max HP is now 9999. The player earns the achievement "Maximum HP" for reaching maximum HP of 9999. Squall equips the ability Str Bonus in place of HP+80%. The party uses a Tent and saves near Ragnarok. Then, they board Ragnarok. 28:12 - The Skies The party flies to Cactuar Island. They land upon arrival. The description is continued in a reply.
@heorotlinea
@heorotlinea 9 күн бұрын
Description continuation: 28:28 - Esthar Region Zell and Squall swap junctions so Zell can benefit from the Hit junction. Zell equips the ability Initiative in place of Enc-None. The party runs around Cactuar Island in hunt of prickly green fiends to gain AP for their newer GFs, including Bahamut. GF Cactuar learns Luck+50%. Cactuar begins learning Eva+30%. GF Doomtrain learns ST-Def-Jx4. Doomtrain begins learning Darkside. Now with ST-Def-Jx4 through Doomtrain, Squall junctions Berserk and Death to empty ST-Def slots. GF Bahamut learns Mug. Bahamut begins learning Rare Item. GF Doomtrain learns Darkside. Doomtrain begins learning Absorb. GF Cactuar learns Eva+30%. Cactuar begins learning Kamikaze. GF Doomtrain learns Absorb. Doomtrain begins learning Boost. GF Doomtrain learns Boost. GF Cactuar learns Kamikaze. Doomtrain will not learn anything further for now. Cactuar begins learning Expendx2-1. GF Bahamut learns Rare Item. Bahamut begins learning Auto-Protect. Selphie equips the ability Rare Item in place of Move-Find. The party earns a SeeD Level 9 salary of 7,000 gil. It appears their SeeD Level went up again when they defeated Bahamut. The party calls a shop and sells off some excess Cactus Thorns. GF Cactuar learns Expendx2-1. Cactuar begins learning Initiative. GF Bahamut learns Auto-Protect. Bahamut begins learning Expendx2-1. GF Cactuar learns Initiative. Cactuar begins learning Move-HP Up. Selphie equips the command Magic instead of GF. She has some excess Life spells, so she begins casting them in battle to get rid of them. GF Bahamut learns Expendx2-1. Bahamut begins learning Move-HP Up. GF Cactuar learns Move-HP Up. Cactuar begins learning Auto-Potion. GF Bahamut learns Move-HP Up. Bahamut begins learning Boost. GF Bahamut learns Boost. GF Cactuar learns Auto-Potion. They will not learn any other abilities for now. Zell equips the ability Enc-None in place of Initiative. Selphie equips the ability Move-Find in place of Rare Item. The party saves near Ragnarok. Next time, they may begin exploring the lower parts of the Deep Sea Research Center. Some of the monsters dwelling there are excellent sources of endgame items. Thanks for watching!
@heorotlinea
@heorotlinea 9 күн бұрын
Final Fantasy VIII Remastered Playlist: kzbin.info/aero/PLIZ8kn0xML24xxIC8AiKtZt6DeqZywHwj
@heorotlinea
@heorotlinea 10 күн бұрын
Detailed description: 0:00 - Game Load 0:14 - Glen Residences - Meadow Area Erik resumes in his house in the Meadow Area of the Glen Residences. He is currently a Level 29 PLD/Paladin. He is in the midst of the Version 1 storyline "Hollow's Encounter Story" and has completed "Verinard Story". Outside, Erik checks his mail and gets his Bazaar sales. He also gets a notice from Jack about the end of the Halloween event. He visits the Depository and deposits some gold in the Gold Bank. Erik Zooms to the South Port Lendor destination. 3:06 - South Port Lendor Erik talks to Bazoom Girl Banry at E-4 and gets swept away to the Gartlant Castle Town - Entry destination, Ogreed. 3:31 - Gartlant Castle Town At the church at C-3/C-4, Erik sets Verinard - Entry Zoomstone to the Gartlant Castle Town - Entry destination. At the Item Shop at C-3, he stocks up on Treasure Eye Land Bells and Dolsoline. Erik exits at D-1 to the Gartlant Territory. 5:38 - Gartlant Territory Erik uses a Bonus Orb and hunts monsters on the plateau around Gartlant Castle Town. Erik reaches PLD Level 30 (10:16). He earns 1 skill point for a total of 11 available. Erik Zooms to the Gartlant Castle Town - Entry destination. 10:51 - Gartlant Castle Town Erik takes the teleportal at D-2 to the "In front of Gartlant Castle" destination (11:29). At D-8, he enters Gartlant Castle. 11:45 - Gartlant Castle In the Holy Knights Office on 1F, Erik talks to Commander Strong at H-4 (12:59). Commander Strong issues Quest 100: "Paladin's Work". This is the first quest in the Paladin vocation quest line, "A True Paladin is...". The prerequisite is to be a Level 30+ PLD/Paladin. An event with Zubo takes place. Erik and Zubo's job is to walk the dog for Magnus, Gartlant's chief strategist. The first objective is to pick up the poochy, Marii, in Magnus' Room on 2F. On floor 2F, Erik examines the door to Magnus' Room at G-4 (16:31). An event with Zubo, Pichon the maid, and Marii the energetic takes place. Erik must find Marii at the exit from Gartlant Castle Town. Erik can examine the door to Magnus' Room again for a reminder from Pichon. When he has finished in the castle, Erik goes out the gates at D-2/E-2 to Gartlant Castle Town. 20:01 - Gartlant Castle Town At D-1, Erik exits to the Gartlant Territory. 20:44 - Gartlant Territory As Erik emerges in the Gartlant Territory, another scene with Zubo and Marii takes place. Looks like the doggy still has energy to spare. Erik must now chase her to the Gilzad Region. Erik gains control in the Gartlant Territory after the scene (21:46). He talks to Peddler Olgi at D-5. He rides the carriage to the Gilzad Region. 22:05 - Gilzad Region Erik arrives at the Cove Village at E-4 in the Gilzad Region. Unfortunately, coming to Gilzad this way does not trigger the next goal in the quest. Erik Zooms back to the Gartlant Castle Town - Entry destination. 22:47 - Gartlant Castle Town At D-1, Erik exits to the Gartlant Territory. 23:07 - Gartlant Territory Erik goes north down the grade to the plain and turns southeast. At G-7, he exits to the Gilzad Region. 24:57 - Gilzad Region As Erik arrives in Gilzad, another scene with Zubo and Marii takes place. Well, looks like Marii has a little friend. Time to return to Magnus' Room in the castle. Erik gains control in the Gilzad Region after the scene (26:32). He Zooms to the Gartlant Castle Town - Entry destination. 26:46 - Gartlant Castle Town Erik takes the teleportal at D-2 to the "In front of Gartlant Castle" destination (27:08). At D-8, he enters Gartlant Castle. 27:24 - Gartlant Castle On floor 2F, Erik examines the door to Magnus' Room at G-4 (29:06). Another scene with Zubo, Marii, and Pichon takes place. Looks like Marii is finally tuckered out. Erik must now report to Commander Strong in the Holy Knights Office. In the Holy Knights Office on 1F, Erik reports to Commander Strong at H-4 (31:43). Quest 100: "Paladin's Work" complete! Erik earns a pair of Paladin Shoes and 2 Experience Scrolls (PLD). He receives 20 skill points in all his PLD skill lines. He also earns 1,224 EXP and 34 Fame Points. Erik views a preview of the next episode. He gains control outside the Holy Knights Office after the scenes (33:17). Erik earns the accolade "Homely Knight" for reaching Rank 7 in the Virtue skill. Erik now has 20 points in the Hammer skill. He has learned the ability Weight Break at 3 points, the ability Monster Masher at 7 points, and the trait Attack When Wielding +5 at 13 points. Erik now has 33 points in the Spear skill. He has learned the trait Critical Rate When Wielding +2% at 22 points. Erik now has 20 points in the Wand skill. He has learned the trait MP Absorption When Wielding +2% at 3 points, the ability Magistick at 7 points, and the trait Victorious MP S when equipped with a Wand at 13 points. Erik now has 20 points in the Sword skill. He has learned the ability Flame Slash at 3 points, the trait Parry Rate When Wielding +2% at 7 points, and the ability Dragon Slash at 13 points. Erik now has 20 points in the Fisticuffs skill. He has learned the trait Attack +10 when barehanded at 3 points, the ability Stone's Throw at 7 points, the trait Critical Rate +2% when barehanded at 12 points, and the ability Wind Sickles at 18 points. Erik now has 20 points in the Shield skill. He has learned the trait Block Rate When Wielding +1% at 6 points, the trait Defense When Wielding +10 at 12 points, and the trait Block Rate When Wielding +1% at 18 points. Erik now has 74 points in the Virtue skill. He has learned the PLD-exclusive ability Heavy Charge at 68 points. Erik spends 6 points in Virtue for a total of 80. He learns the universal trait Natural Resilience +20 at 78 points. He also spends 2 points in Spears for a total of 35. He learns the ability Thunder Strike. He has 3 available skill points remaining. Erik earns the accolade "Sacrificial Knight" for reaching Rank 8 in Virtue. He equips the Paladin Shoes. Erik uses the 2 Experience Scrolls (PLD) (35:33). He jumps from PLD Level 30 to Level 32 and earns 9 skill points for a total of 12. Erik spends 7 points in Spears for a total of 42. He learns the trait Skill Damage When Wielding +30. He has 5 available skill points remaining. When Erik examines the door at G-4 to the Holy Knights Office, an event with Commander Strong and Dihido takes place (36:32). Something curious is going on. In the Holy Knights Office on 1F, Erik talks to Commander Strong at H-4 (37:30). Commander Strong issues Quest 101: "Secret Mission". This is the second quest in the Paladin vocation quest line, "A True Paladin is...". An event with Zubo takes place. Erik and Zubo must go to the Bridge Inn in Gert Strait to meet a girl. This thing is getting curiouser and curiouser. The balcony at D-4/E-4 on floor 2F is open to the sky. From there, Erik Zooms to the Glen Castle Town - East destination. 40:59 - Glen Castle Town Erik takes the exit at H-6 to Glen East. 41:24 - Glen East At C-6, Erik takes Peddler Ogban's carriage to the Gert Strait destination. 41:41 - Gert Strait In the Bridge Inn at D-4/D-5, Erik goes upstairs (42:29). A cutscene takes place. After a shady transaction, Erik and Zubo meet none other than Jenya. Just what is going on here? The next destination is Gartlant Castle. After the event, Erik leaves the Bridge Inn. He Zooms to the Gartlant Castle Town - Entry destination. 45:43 - Gartlant Castle Town Erik takes the teleportal at D-2 to the "In front of Gartlant Castle" destination (46:06). At D-8, he enters Gartlant Castle. The description is continued in a reply.
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Description continuation: 46:22 - Gartlant Castle As Erik enters Gartlant Castle, a scene with Zubo and Jenya takes place. Erik must now report to Commander Strong. In the Holy Knights Office on 1F, Erik reports to Commander Strong at H-4 (48:21). Quest 101: "Secret Mission" complete! Erik earns a pair of Paladin Tights and 4 Experience Scrolls (PLD). He receives 20 more skill points in all his PLD skill lines. He also earns 2,484 EXP and 69 Fame Points. Erik views a preview of the next episode. Whimsical music plays during the preview this time. Erik gains control in the Holy Knights Office after the turn-in (51:39). Erik earns the following accolades: "Patriotic Knight" for reaching Rank 9 in Virtue and "Humane Knight" for reaching Rank 10 in Virtue. Erik now has 40 points in Hammers. He has learned the ability Shattershield at 22 points and the trait Critical Rate When Wielding +2% at 35 points. Erik now has 62 points in Spears. He has learned the trait Attack When Wielding +15 at 58 points. Erik now has 40 points in Wands. He has learned the trait Magical Mending When Wielding +30 at 21 points and the ability Devil's Delight at 31 points. Erik now has 40 points in Swords. He has learned the trait Critical Rate When Wielding +4% at 22 points and the ability Miracle Slash at 35 points. Erik now has 40 points in Fisticuffs. He has learned the trait Attack +20 when barehanded at 25 points and the ability Knuckle Sandwich at 30 points. Erik now has 40 points in Shields. He has learned the ability Immense Defence at 25 points, the trait Block Rate When Wielding +1% at 32 points, and the ability Blockenspiel at 40 points. Erik now has 100 points in Virtue. He has learned the universal trait Natural HP +30 at 82 points and the PLD-exclusive ability Defending Champion at 100 points. That Natural HP boost will be a boon for all vocations. Defending Champion is a defensive stance that greatly reduces the damage the user takes. Erik equips the Paladin Tights. Erik uses the 4 Experience Scrolls (PLD) (53:25). He jumps from PLD Level 32 to Level 35. He earns 10 skill points for a total of 15 available. Erik spends 14 points in Spears for a total of 76. He learns the ability Thunder Thrust. He has 1 available skill point remaining. When he is ready to start the next quest, Erik talks to Commander Strong at H-4 in the Holy Knights Office on 1F (56:13). Strong issues Quest 102: "A Bright Day". This is the third quest in the Paladin vocation quest line, "A True Paladin is...". An event with Zubo takes place. Erik and Zubo must pick up Jenya at Magnus' Room upstairs and take her to the Underground Lake Cave in the Wena Islands. On floor 2F, Erik examines the door at G-4 to Magnus' Room (59:07). An event with Zubo, Jenya, and Pichon takes place. The next stop is the Underground Lake Cave in the Wena Islands. Erik can get there by going south from Julet to the Muse Coast, then east to Lower Jule Island, and farther east to Renam Fields. The Underground Lake Cave is in the northeast of Renam Fields. Erik has not been there yet, so it will be a long walk. Erik gains control outside Magnus' Room after the scene (1:00:39). Erik takes the doors at D-2/E-2 out of the castle. 1:02:21 - Gartlant Castle Town Erik Zooms to the South Port Lendor destination. 1:02:37 - South Port Lendor Erik talks to Bazoom Girl Banry at E-4 and gets swept away to the Julet - South destination, Wena Islands. 1:03:01 - Julet Erik exits south at C-7 to the Muse Coast. 1:03:40 - Muse Coast At D-4, Erik takes the exit to Lower Jule Island. 1:04:35 - Lower Jule Island Erik starts at A-7 in the southwest of the Lower Jule Island Caverns level. The treasure chests appear to be out-of-the-way, so he will go after them later. For now, he heads northeast through the cave. On the pier at H-4, Erik talks to Ferryman Marouno. He takes Marouno's ferry to the Renam Fields. 1:07:14 - Renam Fields Erik starts at B-3 in the northwest of Renam Fields. He will bypass the treasures here, as well. Just to the northeast, Erik talks to Ferryman Direkke on the pier at D-1 (1:09:19). He takes Direkke's ferry across the lake. Erik arrives at the pier at F-2 north of the Prayer Inn. From the Prayer Inn at F-3, he crosses the bridge to the east. At H-3, Erik enters the Underground Lake Cave. 1:10:29 - Underground Lake Cave As Erik enters the Underground Lake Cave, a scene with Zubo and Jenya takes place. Now, Erik and Zubo must escort Jenya to the Cold Spring deep in the cave. After the scene, Erik gains control (1:12:41). He starts at B-3 in the northwest. The monsters in the southwest are very weak, but the monsters in the northeast are tougher. In a dead end at C-4, a red chest contains an Evac-u-Bell (1:15:26). Erik goes north past the barricade at B-3 to the more dangerous part of the cave. In a dead end at D-3, a red chest contains 3 pieces of Water Sedge (1:17:05). At F-1, a red chest contains 3 Sizeable Seashells (1:19:28). At E-3, Erik examines the Cold Spring (1:21:41). This triggers another scene with Zubo and Jenya. What is this all about, Jenya? The next objective is to escort her back to Gartlant Castle. Erik regains control after the scene (1:23:41). In a dead end at G-4, a black chest contains an Ouchy Urchin (1:25:21). At G-2, a red chest contains 3 samples of Rippledrops (1:26:38). This cave has some spots open to the outside, like the dead end at G-1. Just look for the onion monsters. At G-1, Erik Zooms to the Gartlant Castle Town - Entry destination, Ogreed. 1:27:08 - Gartlant Castle Town Erik takes the teleportal at D-2 to the "In front of Gartlant Castle" destination (1:27:30). At D-8, he enters Gartlant Castle. 1:27:46 - Gartlant Castle As Erik enters Gartlant Castle, a scene with Zubo, Jenya, and Marii takes place. Good girl, Marii; give Dihido some exercise. Erik must now report to Commander Strong. In the Holy Knights Office on 1F, Erik reports to Commander Strong at H-4 (1:31:42). Quest 102: "A Bright Day" complete! Erik earns a suit of Paladin Chain Mail and 4 Experience Scrolls (PLD). He receives 20 more skill points in all his PLD skill lines. He also earns 3,708 EXP and 103 Fame Points. Erik views a preview of the next episode. Erik regains control after the events (1:33:51). Erik reaches PLD Level 36 and earns 1 skill point for a total of 2 available. Erik now has 60 points in Hammers. He has learned the ability MP Break at 42 points and the trait Attack When Wielding +10 at 58 points. Erik now has 96 points in Spears. He has learned the trait Attack When Wielding +20 at 88 points. Erik now has 60 points in Wands. He has learned the trait Max MP When Wielding +30 at 44 points and the trait MP Absorption When Wielding +2% at 57 points. Erik now has 60 points in Swords. He has learned the trait Parry Rate When Wielding +2% at 42 points and the ability Falcon Slash at 58 points. Erik now has 60 points in Fisticuffs. He has learned the trait Dodge Rate +2% when barehanded at 42 points and the ability Harvest Moon at 60 points. Erik now has 60 points in Shields. He has learned the trait Block Rate When Wielding +1% at 52 points. 20 normal skill points have been refunded from Virtue. Erik now has 22 available skill points. Erik equips the Paladin Chain Mail. He sets up a glamour for the Paladin gear set. Too bad the coif is part of the body armor; I'd rather turn its visibility off. Erik uses the 4 Experience Scrolls (PLD) (1:37:02). He jumps from PLD Level 36 to Level 38. He earns 7 skill points for a total of 29 available. Erik spends 4 points in Spears for a total of 100. He learns the ability Maulstrom. This leaves him with 25 skill points available. At D-4/E-4 on floor 2F, Erik Zooms to the Gartlant Castle Town - Entry destination. 1:39:01 - Gartlant Castle Town Erik rests at the Inn at E-3 (1:39:35). He reaches Fame Level 23. Erik equips his Partisan (Level 35 Spear). At the Weapon Shop at E-4, he sells off the Steel Lance. He also sells off the Steel Armor Top, Steel Armor Bottom, and Steel Greaves. He keeps the Steel Gauntlets, since the Paladin set does not have hand wear. Erik Zooms to his "My House" destination in the Glen Residences, Ogreed. 1:41:41 - Glen Residences - Meadow Area Erik visits the neighborhood's Traveler's Bazaar and puts some materials up for sale. Afterwards, he signs off in his house. Next time, Erik will carry out the rest of the quest line "A True Paladin is...". Thanks for watching!