Bravely Default: Session 3 -- Liberating the Desert From Kings and Capitalism

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Now no longer in 60 FPS because, oops, this game only runs at 30 FPS!

We've got proof that the merchantry is gouging the price of water, so let's go confront its chairman, Erutus Profiteur!

Profiteur sounds like "profiteer," so it's no surprise that that's what he's scheming, but "Erutus" is apparently a Latin word that can mean "thrown out," which is what he likes to do with his money in battle. He's also teaming up with the bodyguard Khint, who's using Silence as his magical imbuement of choice this time. Just like with The Jackal, Khint will leave when either of them are at half health, so you might as well focus on Profiteur.

Defeating Profiteur nets us the Merchant asterisk. Believe it or not, the Merchant is all about money. They can use money on buffs, buy or sell items, or even just get some raw, Default-piercing damage out of it. Naturally, their free support ability is to make more money from battles.

With Profiteur down, we find directions for how to meet up to discuss the whole price gouging scheme, but we're gonna put a pin in that.

Instead, we'll head for the Temple of Wind! Things are looking... pretty dismal. It's been about a couple of weeks, by my estimate, and there's no sign of human life, only monsters. After fighting our way through the winding path created by the debris, we arrive at the crystal to find it just absolutely caked with mud, or darkness, or whatever. We'll need to perform the Rite of Awakening to fix it, but it turns out, we lack the special vestments required for it. Time for a detour!

Off to the east, there's a little place in the Yulyana woods, home to the old man who makes the garb for vestals. Setting aside his lechery, he says we need special thread located in a nearby cave. All vestals are supposed to go retrieve the thread for themselves, it's tradition! So, after another detour and a surprise dragon (that's not a surprise because every dungeon has to have a boss), the Sage of Yulyana can get to work making the garb.

We also get a moment where we see why he is a sage. Agnès has absolutely no confidence in her ability to handle such a massive task, but he reminds her that she's fought this far, and she simply needs to show the path she's carving to the people and rekindle their spark of hope.

With her new garb in tow, it's time to head back to the Temple of Wind. When we get back to the crystal, we see that a monster has taken hold of it: Orthros, the Bringer of Doom! A two-headed dog monster, one is clearly fire and the other is ice. Naturally, they're weak to their opposing element. They've got some pretty hefty party-wide attacks, but eh, I'm not worried.

After defeating Orthros, it's time to awaken the crystal! Airy gives us the rundown, and it sounds pretty intense. She has to make the crystal release a specific amount of energy--too little, and it'll kill her; too much, and the crystal will shatter. But hey, Airy is a cryst-fairy, so we can trust her to know when Agnès has done enough!

With the crystal shining brilliantly, we've unlocked a second support skill slot (thank god), and we can take the news to Ancheim. There, we find the King giving another speech, once again blaming Agnès for the people's problems and telling people it's their sacred duty to Work (royal commendations for anyone working 20 hours a day!), but Agnès has had enough. She takes a stand and shows everyone proof that she has slain the legendary Orthros, and right on cue, the wind returns. Looks like Khamer has been foiled again!

But hey, remember those directions on how to reach the secret meeting place? Now's the time to handle that! Basically skipping the minor dungeon, we find a path that leads to... the royal palace! There, Khamer is ranting to Khint about his woes, and we're just not gonna take it anymore. It's time for a fight!

Eloch Quentis Khamer is a time mage, which makes his outfit make sense. As a boss, he likes to cast Stop on random party members, Quara (mid-level earth magic) on the party, and Veilga (+50% Evade on himself and Khint). Ciggma Khint, meanwhile, switches between his Fire sword and his Silence sword abilities. He won't be running away this time.

The Time Mage asterisk kinda does what it says on the tin. They've got your Haste and your Slow and whatnot, with Quake magic thrown in on top. The free skill gives you one free do-over if you wipe in battle.

The Spell Fencer asterisk lets you add elemental damage to your weapon. Neat! It's a great way to enhance your damage output. I'm a big fan.

Next time, we make for Florem!

Don't forget, you can watch me play live at https://twitch.tv/Radical_Eddie

You can follow me on Twitter, too, if that's your thing! https://twitter.com/Eddie_Radical







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