- Joined
- Jul 18, 2016
Welcome back Kiwis.
So, first things first: I went to a nearby town to stock up. With the Airship, you can go to Gaia, also known as Hawkeye-on the world map, it's a little town positioned right where the "eye" of the bird would be. I went there to stock up on Potions and cottages, and I learned something: The town sells Ice3, which Black Mages can learn. Everything else requires Wizards, but if you want an Ace in the Hold for the Castle of Trials...might as well! You can also grab Ruby Armlets and Protect Rings here, and your current characters can wear them. Enjoy this little trick.
The walk from where I last took a screenshot to the Citadel of Trials is pretty fucking long, and pretty brutal because some of the worst enemies from the rivers are now on land. Hence the Cottages. You can get there using the Ship/Canoe combo, and it's definitely quicker...but fuck fast. We have an airship. AIRSHIP.
Some of you may have noticed that, in my screenshot showing how to use the Earth Rod, we still had the Crown Astos asked us to get. Turns out it's used all the way over here. Hours later. Fuck.
Music: Same as the Western Keep, which is a slowed down piano rendition of the regular Castle theme.
There's nothing on the first floor except a throne that takes us to the second floor in the Northwest. Make sure you're ready going in-there's no backing out (unless you reload your save) once you teleport.
This floor has a ton of teleporters. Screwing them up apparently sends you back to the first floor, but don't worry-I have maps to guide me and I can guide you. The first time you encounter more then one teleporter, take the one on the bottom. Then you'll run across a small corner room after taking the fourth teleporter, again, take the one on the bottom. The 7th teleporter, which is again in a small corner room, is on the right. The last teleporter is next to another teleporter-it's hard to explain in text, so I'll just show you:
The one I'm standing above? That one. But don't be too hasty to run up to it-in the Northeast corner of this room, which you can only reach after taking the 7th teleporter, is a pair of Gauntlets guarded by Clay Golems.
These Gauntlets are awesome. Whoever uses them casts Bolt2, and doesn't even use them up-they stay around for more casting! The effect of it relies on the user's intelligence score, so our mages will get the most use out of them, but still: Bolt2. They're going to be titanically useful in a moment.
The third floor is laid out in a circle, with a few forced encounters along the way, and some extra loot to grab. Run through, grab everything (which includes a Healing Staff, similar to the Gauntlets but it casts Heal1 instead), and confront the bosses!
Unlike other dungeons, these guys are baring our way out, not the chest with our ultimate prize (the Rat's Tail). These guys aren't too tough-throw Dia, Fire, and fists their way and walk out laughing.
Anyway, now that we have the Rat's Tail, where do we turn it in at? There's a series of islands directly southwest of where we parked the Airship-if you didn't bring the Airship, go get it, because we need it to go see Bahamut. And yes, that's who we're turning it into: Bahamut. You can go into every island-there are a few chests to crack, and plenty of people to have nice chats with.
Bruce: "So, not killing the Lich, not killing the Marilith, and not anything else but this stupid tail?"
Bahamut: "It is not a stupid tail! It was left in the Citadel of Trials to test-"
Angelo: "Bro, Jaimas over there punched out those dragon zombies without even trying."
Jaimas: *Flexes*
Angelo: "So I'm not sure how much of a test-"
Bahamut: "Look, do you people want me to turn you all into supercharged badasses or not?"
Everyone: "Yes."
It should be noted that this part is optional, but encouraged. Better gear, better spells, more stat growth, it's all yours. But, what does everyone get?
Warrior: Becomes the Knight, able to use a small amount of White Magic and a lot of new weapons.
Thief: Becomes the Ninja, able to use a LOT of new weapons/armor and also some Black Magic.
Red Mage: Becomes a Red Wizard, able to go up to level 7 in terms of spells, and more gear.
White Mage: Becomes the White Wizard, and can now use all the White Magic.
Black Mage: Same as White Mage, becoming the Black Wizard and getting all the black magic.
Monk: Becomes the Master, gaining a new sprite. That's it.
With new classes, it's time to head around and get all the stuff you couldn't get before, like the Warp spells, and grab what you can for the Knight and Ninja.
Next time: An intense amount of bullshit that needs to be done prior to the Sunken Shrine.
So, first things first: I went to a nearby town to stock up. With the Airship, you can go to Gaia, also known as Hawkeye-on the world map, it's a little town positioned right where the "eye" of the bird would be. I went there to stock up on Potions and cottages, and I learned something: The town sells Ice3, which Black Mages can learn. Everything else requires Wizards, but if you want an Ace in the Hold for the Castle of Trials...might as well! You can also grab Ruby Armlets and Protect Rings here, and your current characters can wear them. Enjoy this little trick.
The walk from where I last took a screenshot to the Citadel of Trials is pretty fucking long, and pretty brutal because some of the worst enemies from the rivers are now on land. Hence the Cottages. You can get there using the Ship/Canoe combo, and it's definitely quicker...but fuck fast. We have an airship. AIRSHIP.

Some of you may have noticed that, in my screenshot showing how to use the Earth Rod, we still had the Crown Astos asked us to get. Turns out it's used all the way over here. Hours later. Fuck.
Music: Same as the Western Keep, which is a slowed down piano rendition of the regular Castle theme.
There's nothing on the first floor except a throne that takes us to the second floor in the Northwest. Make sure you're ready going in-there's no backing out (unless you reload your save) once you teleport.

This floor has a ton of teleporters. Screwing them up apparently sends you back to the first floor, but don't worry-I have maps to guide me and I can guide you. The first time you encounter more then one teleporter, take the one on the bottom. Then you'll run across a small corner room after taking the fourth teleporter, again, take the one on the bottom. The 7th teleporter, which is again in a small corner room, is on the right. The last teleporter is next to another teleporter-it's hard to explain in text, so I'll just show you:

The one I'm standing above? That one. But don't be too hasty to run up to it-in the Northeast corner of this room, which you can only reach after taking the 7th teleporter, is a pair of Gauntlets guarded by Clay Golems.
These Gauntlets are awesome. Whoever uses them casts Bolt2, and doesn't even use them up-they stay around for more casting! The effect of it relies on the user's intelligence score, so our mages will get the most use out of them, but still: Bolt2. They're going to be titanically useful in a moment.
The third floor is laid out in a circle, with a few forced encounters along the way, and some extra loot to grab. Run through, grab everything (which includes a Healing Staff, similar to the Gauntlets but it casts Heal1 instead), and confront the bosses!

Unlike other dungeons, these guys are baring our way out, not the chest with our ultimate prize (the Rat's Tail). These guys aren't too tough-throw Dia, Fire, and fists their way and walk out laughing.
Anyway, now that we have the Rat's Tail, where do we turn it in at? There's a series of islands directly southwest of where we parked the Airship-if you didn't bring the Airship, go get it, because we need it to go see Bahamut. And yes, that's who we're turning it into: Bahamut. You can go into every island-there are a few chests to crack, and plenty of people to have nice chats with.

Bruce: "So, not killing the Lich, not killing the Marilith, and not anything else but this stupid tail?"
Bahamut: "It is not a stupid tail! It was left in the Citadel of Trials to test-"
Angelo: "Bro, Jaimas over there punched out those dragon zombies without even trying."
Jaimas: *Flexes*
Angelo: "So I'm not sure how much of a test-"
Bahamut: "Look, do you people want me to turn you all into supercharged badasses or not?"
Everyone: "Yes."

It should be noted that this part is optional, but encouraged. Better gear, better spells, more stat growth, it's all yours. But, what does everyone get?
Warrior: Becomes the Knight, able to use a small amount of White Magic and a lot of new weapons.
Thief: Becomes the Ninja, able to use a LOT of new weapons/armor and also some Black Magic.
Red Mage: Becomes a Red Wizard, able to go up to level 7 in terms of spells, and more gear.
White Mage: Becomes the White Wizard, and can now use all the White Magic.
Black Mage: Same as White Mage, becoming the Black Wizard and getting all the black magic.
Monk: Becomes the Master, gaining a new sprite. That's it.
With new classes, it's time to head around and get all the stuff you couldn't get before, like the Warp spells, and grab what you can for the Knight and Ninja.
Next time: An intense amount of bullshit that needs to be done prior to the Sunken Shrine.