Yes, it's a reference to one of David
Bowies's songs in the movie Labyrinth. Kinda hard to believe
I've only seen that movie once.
And on top of that, I was only nine or
ten years old at the time. But it's a good fit for what I'm doing
this issue. Learning a few spells for the characters, some dances
for Mog after getting him in Narshe, and a few more Rages for Gau in
the process.
I'm honestly not sure if it's possible
to get Mog before we do the MagiTek Research Facility, and nothing
I've found gave a clear answer. I usually do it after, so I guess
it's best to just go with what I know. There's a wolf guy called
Lone Wolf the Pickpocket trying to break into that one chest in
Narshe's treasure house that was locked. He did pull it off, because
the chest can be opened now, but it's empty, and when we catch him
later, he'll have the contents. We've gotta chase him through the
mines until we catch up with him where the people of the town hid the
Esper. Lone Wolf has Mog held hostage, and tells the party not to
approach. After a while, though, Mog has a freakout and gets himself
free. We'll have to choose between saving Mog or saving Lone Wolf.
Mog becomes a party member, and I always figure it's better to get
him now. Lone Wolf has a relic called the Gold Hairpin that will be
more valuable later than it is now, and we'll have other shots at it.
Mog goes to the airship, so we've gotta go there to get him in the
active party for this next part.
Once we get that set up, it's time for
a bit of a world tour. We'll have to start by going through the
Serpent Trench again to get the the Water Rondo dance. There are
fights in the cave, too, but we've got the Dusk Requiem from when we
had Mog in a party of Moogles when Locke was rescuing Terra at the
beginning of the game. Since we're starting off on the Veld anyway,
if we get in any fights on the way into the cave, we can get the Wind
Song, too.
Unfortunately, the trip through Serpent
Trench again means we'll have to retrace quite a few steps that we've
already been through. It's not entirely bad, though. It'll give us
a chance to pick up a couple more dances. We'll be going through the
Phantom Forest again, where we'll pick up the Forest Suite and up Mt.
Koltz, where we'll get the Earth Blues. Each of these dances have a
few unique attacks and some that are common amongst several. This
will get us up to five songs of eight, and since we'll eventually get
back to the airship, which is still on the Veld, we may as well go to
Zozo and pick up the Love Sonata as well.
The trick to getting all these dances
is to have Mog fight one battle in each type of terrain there is in
the game, which includes a snow field and the airship, eventually, if
memory serves.
I did manage to pick up a few of the
new monster Rages for Gau as well. A good many of them have spells
we won't get for a good while yet. There's still a few I have yet to
get, but there's some rotation of the monsters, so I'll be going back
every now and again to try picking up a few I've missed. I probably
won't mention doing it again unless I get one of the good ones.
But as for now, I'm pretty much good to
go for the plot, which means heading back to the Empire to find the
base at the east end of the southern continent. That'll be where we
pick up next time. See you then, folks!
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