Okay, last time on Dimensions the Light Warriors unlocked the power of Holy for absolutely nobody, which was followed by Mysidia beginning its crash back down to the ground. Now back to the Dark Warriors, they got the Rosetta Stone and Glaive accused The Mask of being Elgo, which he promptly ignored. Back to their part of the story.
Which shall first involve getting out of the dungeon as the section transition didn't actually move them any. Oh well, I was gonna be grinding anyway.
I sure hope she's better at learning languages than I am.
Wouldn't it be great if it really was that easy? That'd be great.
Huh, usually it's a moogle passing along that info.
But anything more than that will have to wait until the grinding be done.
<<hours of violence in session - please wait>>
Okay, that admittedly took longer than originally planned, but hey, it's done now and unless a boss just stonewalls me that should be the last grinding session I need to do for this playthrough. …Still gonna do Eidolon acquisition of course, but actual "run back and forth killing the same d00ds over and over is done. And hey, along with mastering those secondary jobs for the characters I also wound up with more than enough gil to fully stock up on both X-Potions and Ethers. Granted an Ether only restores 50 MP and my Black Mage (now Alba once again) is using more than that each turn, but that's what the Alchemy skill is for! Assuming I don't have the time for Osmose. So pretty much they're only gonna get used in boss fights. But I don't have to worry about using them now.
Anyway, back to the adventure now that the Dark Warriors speak Lufenian.
Darn rocks and their planet breaking.
That's pretty much it. There was a bit more banter of course, but what mattered was "Here's your plot coupon, go get the shiny."
Okay, time for the transitional dungeon.
Aaaaand it's done. Only a few screens long. Found a better bow for Nacht to use.
See, now I just feel silly for having used a Cottage outside.
Anyway, just north of the save point is a non-functioning teleporter with three holes in the northern wall.
oh crap this place has a malboro infestation
Oh crap, they resist Earth! My Quake is useless!
Anyway, I find an orb in the dungeon and bring it back. Sticking it in one of the slots activates the teleporter. Apparently can't take it out once it's in, so I'm guessing this is just going to be based on how many you have in there rather than where each one is placed.
Honestly reasonable questions. Just what is the Crystal's plan here?
Does anybody here speak Crystalian? Unne just tutored the party on Lufenish.
Anyway, the second section has a bunch of moving guards in addition to random battles. The flames start a fight against a bunch of undead, while the guards start a fight against a big metal guy called a Giant Soldier.
You can't see it from a screenshot, but those orbs are moving along down there. On one hand they're giving me unfortunate flashbacks to the core of the Giant of Babil. On the other hand, they're helpfully making some black-colored secret passages more visible by getting covered by them.
Huh, accidentally went right to the thing this time. Only had time for a single fight. That won't do. Gotta get that exploration time in.
Like with this Hall of Demons place. I'm sure there's nothing to be concerned about with flames appearing on the pillars as I pass by.
Okay, so if I draw some Demi spells from him and then cast them on his I'd… be playing a much worse game than this. Instead I shall be making another post from this point due to image limit.