Legend of Legaia - Part 13 - Frozen Over
Welcome back to more Legend of Legaia. Last time, we saved Octam from a menacing bull! Oh yeah, and some babies died, I guess. Today, we are going to see the results of our actions!
A reminder: if you warped back here right after the Xain boss fight, do head back down the frozen area of Fire Road once you’ve rested up. There’s a couple of treasure chests there to collect and a new seru to encounter.
dude, stop laughing, it's kinda creepy
The guard in front of Fire Road asked us to visit the mayor now that we’ve solved the issue, so let’s head straight there. The mayor congratulates our heroes on a job well done, but soon after asks us for another request.
He wants us to go to Vidna and retrieve some… Spring Salts? On top of that, he’s given our heroes free access to the elevator connecting to the upper Octam, so we won’t have to go through the cave route again.
Alright, let’s head outside, but first: we can check here where Hari’s house once was.
The people have erected gravestones for Hari. By checking Future Hari’s grave, you can find a Miracle Water (permanently raises all stats for one character).
Let’s head to the elevator. We can find it behind the mayor’s house. As this person says, we’re given permission to use it.
And by taking it upwards, we reach the room where we met Cara, back in upper Octam! Now it’s just a short walk back to the overworld.
We return to Vidna, though something seems to be off. It’s not readily noticeable on this screenshot, but let’s head in there.
well so much for peaceful Vidna
We enter the town and find it’s infested with mist! Gala turns our attention to the windmills that have stopped. This must be because of Xain’s curse; the magma that cooled down resulted in no energy powering the windmills, and therefore, nothing to stop the mist from entering.
With Vidna fallen prey to the mist, expect monsters in this area now. Verial (I’m pretty sure that’s supposed to be Belial) is a recolor of the amazingly named Curry Devil, but holy cow, does this thing hurt! While it’s previous version’s Cross Laser didn’t do that much damage, this one’s special attack can do as high as 700 damage! Keep everyone’s HPs high, this monster doesn’t mess around.
Swordie returns in an upgraded form. It has a new attack that does moderate damage to one party member, but other than that, it’s nothing too frightening. Remember that Noa won’t do too much damage to this seru due to matching elements. If you haven’t captured this seru yet, this is a good chance to do so.
Orb returns, now lvl 2. Orb now has a few new moves up its sleeve. It has hyper heal, which can heal one of its party members. It also has white shield, which buffs defense. Aside from that, it’s the same Orb you’ve fought before. Catch this one if you haven’t already.
Devil Pump is like the Pump Bat we’ve seen before. It’s got a new special attack that targets everyone for moderate damage, but otherwise, nothing too scary. Low attacks won’t do anything, like other floating monsters.
As we explore the once peaceful Vidna, we find many of the inhabitants turned to human-seru monsters. One of them seems to be enjoying the hot springs. Or, rather, cold springs now. But next to the springs is a sign.
It says that Dampas’ house is being used as a refuge! If you recall, a man named Dampas was building an underground shelter in case of this very event. Let’s head there and see if there are any survivors.
Dampas’ house is to the southwest side. Once inside, take the stairs down, and we’ll find an elevator descending even deeper. We take the elevator down, and we find survivors in the shelter!
It seems they’re doing fine for the time being.
| this guy sure loves his slot machine tho |
Pepe is fortunately safe, and so is Sashia. One person mentions that the machine room is now cooled down, so we should head out and check that place.
Right to the weapons shop, there’s a house that goes deeper underground. This leads us to the machine room. Back when we first explored Vidna, this room was filled with boiling hot water, but now in the town’s current state, not only is the room cool, the water is also gone!
no new monsters here, but we got a new background
We can now travel across the lower area and nab some of those treasures we couldn’t grab before.
There’s nothing too special we’ll find here, but to the far left, there’s a chest containing the Spring Salts, the item that the mayor back in Octam requested. With that, let’s leave Vidna and head back to Octam.
Back at underground Octam, we deliver the Spring Salts to the mayor. He thanks us and mentions that he wants to use them to make the bathwater smell like a spring. Mayor of the year, everybody. As for our reward, he gives us a Slowness Chain.
This accessory makes the wearer move last. There are many games where moving last is a viable strategy. I don’t think this game does, though. Unless you wanna do some kind of delayed healing or something, I don’t think this accessory was worth the trouble at all.
The mayor learns of Vidna’s predicament, and offers some information: he knows of another Genesis Tree on the islands, on Mt. Letona, near Ratayu. However, there are rumors of Ratayu’s ruler being difficult to deal with. Despite that, Ratayu should be our next destination.
We visited Ratayu before, but we were blocked off at that time. As a reminder: to reach Ratayu, go north from Octam, and head west.
As we enter the city, we find the chasm spewing hot steam no longer spewing hot steam. Another effect from Xain’s curse, as Gala believes. The Ra-serus tell our heroes that a Genesis Tree is indeed nearby. Let’s jump across the pit (again, Vahn can jump good) and enter Ratayu.
The city of Ratayu is covered in mist, and consequently, filled with possessed humans. That also means monsters are roaming the area as well.
ahh, the classic boss turned into regular monster syndrome
We’ve seen the Demon Fly before in the overworld near Ratayu, but we’ll also see Viguro once again, now rocking a blue palette. This Viguro isn’t much different from the one you’ve fought back in Voz Forest. This is a good opportunity to get its magic, and it’s a pretty good one, from what I remember.
Another monster we’ll be meeting here is the Skull Knight. Very much like the Skeleton back in Drake Castle, this monster is pretty resilient. It has a new special attack – Curse – which, as you’d expect by its name, casts curse on one party member.
We can explore Ratayu while we’re here. There are a number of treasure chests we can check out in the houses and shops. In one house, we find a dresser. Apparently, there’s a seru monster inside, despite Vahn not opening it to check.
But more importantly, the chest next to the dresser contains another Ivory Book! If you didn’t get the Ivory Book back at the misty valley in Drake Kingdom, here is an extra non-missable copy of it. And if you already have one, take this one anyways, as you’ll now have 2 party members that will have an easier time catching seru.
As we’ve learned, the Genesis Tree is at Mt. Letona, right next to Ratayu. However, the gate to the mountain is locked, and we need permission from lord Saryu, the ruler of this kingdom. I wonder if Saryu is even alive at this point… Despite that, we should check the castle to the north of us.
As we enter the castle, we find a small garden underneath us, with a door leading to the castle interior. There's nothing really significant about this area; I just find it neat.
Much like everywhere else, the castle is filled with human-seru monsters. Also, as we’re here, we’ll encounter a new monster: Evil Shadow.
While not too strong, it has a special attack worth mentioning. It’s attack, Fatal Decision, gives you a roulette of conditions that will fall onto your party member. Most of them are bad, ranging from status ailments, debuffs, or instant death. The only condition you want to land on is “None” (depicted as the yellow person sighing), which does nothing to your character. Fortunately, the roulette is slow enough to easily land on the condition you want. Just press X on the condition at the top to make it stop there.
Anyways, on this main hall here, check the top right corner for a treasure chest containing a Magic Leaf. It’s kinda tucked away there, so it may be easy to miss.
HI WE'RE PLACED HERE CONVENIENTLY TO BLOCK THIS DOOR
In the next room, we’ll find a set of doors, with possessed humans conveniently blocking the way. Obviously, they’re hiding something here. While you’re here, check the balconies on both sides for a Healing Flower and a Swift Water.
Head north (above the blocked door) and we’ll reach the throne room. Before we check the throne itself, there are a few more chests we can take on the sides of the room. One chest here has a Healing Berry! If you remember from Noa’s quiz, the Healing Berry heals the most HP, and… well, that’s true – it fully restores one party member’s HP.
| yes he sure looks friendly |
We check the throne and find someone there. This must be Saryu, the ruler of this kingdom. He seems to be possessed by a seru, much like everyone else. However, to our heroes’ surprise, he greets us! He then gives our heroes the key opening the gate to Mt. Letona, and asks them to revive the Genesis Tree up there. He asks this of us so he can be with his bride, apparently.
This is already raising some red flags, most notably: how is it possible for someone possessed by a seru to communicate with us? Come to think of it, we could ask the same thing about Zeto. Regardless, we now have access to Mt. Letona, so that should be our next destination.
We head back down to where the gate is, and we unlock it. Looks like we’re gonna be heading up a mountain. And we’ll do that next time! This probably ended up being a bit shorter than the usual parts, but I'm trying to pace myself with these parts. Until then, see ya in the next part!
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