Final Fantasy III - Part Four
I could not, in fact, reverse the fucking Mini spell soon.
The part reached the Viking cove and, in a moment of irony, looted them. They also talked to them, learning that the seas had become too dangerous to cross because of a rampaging sea dragon. The chief Viking said the party could have their last ship, The Enterprise, if the party dealt with the sea dragon issue. With that in mind, the party visited the Nepto Temple where they found the statue of the dragon was missing one of its crystal eyes. They could enter the tunnels behind the statue to look for it, so they did... having to Mini themselves again to do so god damn it. Anyway, they reached the end of the tunnels and found the missing eye in the possession of a giant rat... which given the size of the party at that moment was probably just a regular rat. It was also a boss fight. That you must be Mini for. Okay. Thankfully magic exists though, so the party trounced the rat and gave the statue its eye back. The statue then came to life and explained that the eye was actually part of its soul and it needed it in place to control its physical body. It also gave the group Fang of the Water (whatever that is) and told them that the waters themselves had "lost their light" because some asshole had triggered that earthquake before and was using it to drag the light into the nether. Whatever any of that means. Anyway, the dragon was quelled, so the party headed back to the Vikings with the good news. Also to collect their sick new ship and finally de-Mini themselves. Interesting thing to note, Desch has not left the party yet. I wonder how much longer he's going to stick around for.
The party's first stop with their new ship was a place called the Tokkul where I spent like five minutes trying to figure out how to get them off the Enterprise. As it turns outs, you just keep ramming the shorleine until the party takes the hint. Why this works differently to the airship, I do not know. Anyway, the party found Tokkul in ruins and most of the locals terrified of them. Apparently, the place was attacked by soldiers from Argus and several of the villages taken. The locals happily supplied the party with some extra gear, then sent them on their way towards a town where people claim to be able to see the future.
Also, at this point in the game, Ingus is insanely powerful. He's a warrior dual wielding a Viking Axe and a Serpent Sword and deals an average of 600-ish off Advance which is like 5-6 times the average of the rest of the party except maybe Refia since her spell damage is usually spread between multiple foes.
Actually finding the Village of the Ancients proved to be the most annoying/challenging task thus far. There was a castle and a tower that the party avoided as those were clearly not going to be the correct place. They also stumbled into the Living Woods where there was literally nothing except some fairies mourning the loss of a giant tree that was cursed, causing it to get up and walk away. I'm pretty sure the big scary thing wandering around the desert I've been avoiding is said tree.
Eventually though, the party did find the village. It is literally the westernmost point on the map. God damn it. Also... are those fucking clouds off the edge of the map? I guess we're actually on one of those classic Final Fantasy floating landmasses then. Sadly, after all that screwing around, there wasn't actually much to do in said Village. There was some excellent shopping and they did confirm the floating landmass theory. Other than that though, there wasn't really anything there. Desch did find the place familiar though, so maybe it'll become more relevant later. Heading out, the party did find a chocobo forest though, that was pretty cool.
With that out the way, the party headed to Argus to investigate the situation with Tokkul... only to find the place devoid of life. It was also the first place that required a character to switch job, so Luneth became a Thief briefly to open some locked doors. Anyway, with nobody home, the party pilfered everything that wasn't tied down.
Some more exploration took the party to a place called Gulgan Gulch. As it turns out, every Gulgan is born blind but in exchange they get the ability to see glimpses of the future. It seems like this is the village of clairvoyants they people of Tokkul were talking about, not the Village of the Ancients. The Gulgans for the most part didn't tell the party anything I didn't already know. The exception is the one guy who told the party that Desch's destiny could be found at the Tower of Owen, the tower that seemingly holds the continent aloft. So, apparently, the reason Desch is still with the party is because they've been escorting the actual protagonist around. Go figure. Anyway, the seer also gave Arc the Toad spell because apparently it will be needed to gain access to the tower. On the one hand, needing to change your form/size to access places is a cool mechanic. On the other... it is mildly annoying that you have to actively nerf yourself to progress the plot since Mini and Toad are status conditions.
At least, unlike with Mini, the party only had to be Toads very briefly and could continue to explore the tower in their true bodies the rest of the way. Which they did. An ominous disembodied voice was displeased with that, but who ever listed to those anyway? The tower was a bit of a slog to climb, it's the longest dungeon yet by a large margin and even though the enemies are weak, it does drain resources - even if some of the loot is really nice. Eventually though, the party did reach the boss at the top - Medusa. She name dropped someone called Xande - probably our bbeg - then attacked.
Medusa proved to be a bit tougher than the previous few bosses. Her attacks did a decent amount more damage and she definitely had more HP. In the end though, she was pretty easy to defeat even with Luneth silenced. Luneth's standard attack was still plenty damaging to her and Ingus' Advance continues to deal absolutely enormous regular damage. Refia's Blizzara drops were keeping pace with Ingus' damage too - so I guess Medusa was weak to Ice. Meanwhile, Arc did solid damage with Aero and could also heal my party faster than Medusa could hurt them. All in all, pretty simple. I was a bit worried going in, expecting Medusa would be a petrification boss given her namesake, but the only status she inflicted was Silence on Luneth so I guess that was more her schtick in the end.
At this point Desch got his memory back - turns out he's an Ancient and also the guardian of the Tower (which I will note is nowhere near where he supposedly needed to be). Just in time too because Medusa basically rigged the tower to explode. Desch warped the party back and to the Enterprise and dove into the inferno to stabilise it, seemingly sacrificing himself in the process. I'm sure his girlfriend will be thrilled with us when we bring her back that news at some point. Anyway, whatever he did must have worked because nothing exploded and the giant whirlpool that had been keeping us trapped in the one body of water vanished.
Next step, according to Desch's supposedly final last words, is the land of the Dwarves where the party can find the Fire Crystal.
At this point, I'm still having fun. That being said, the narrative is still very thin and the personalities of the characters showed early on really don't come through very often. At this point, I'm expecting that will remain the case for the rest of the game which is a little sad. Still a solid game, but it's closer to V is terms of writing than masterclasses in worldbuilding/storytelling like VI, IX and X.