Bravely Default: Session 7 -- Mythril Mines and Heinous Crimes
So, first off, sorry for those moments earlier on where I seemed to fall asleep at the switch. That's because I, uh, kinda did. I got better, though.
So, the Mythril Mine! As a reminder, it's held by the Swordbearers, and they're using orphaned boys as slave labor to dig up mythril, which then gets processed into warheads that they use to shell the Shieldbearers. Our mission is to rescue the so-called "Canary Boys."
That means going into the mine and finding the Black Blades mercenaries and promptly kicking their asses until they let the boys go. After saving them all, we learn there was one other boy, one named Egil, who was taken to the Swordbearers' HQ. Tiz declares it's their mission to save him. Priority number one!
Fortunately, the HQ, Starkfort, is pretty simple and straightforward. Tiz has enough fire in him to search the place from top to bottom, but Ringabel intervenes with his journal again. It's true, as he points out, that the writings have deviated from the actual events as they unfolded for our heroes, but it's still got some useful info, such as... a simple map of the fort that marks the war room and a... poison(???) room.
Taking the third room leads us to, well, Egil! He's safe right now, but he wants to help the fire vestal. We'll get him to safety at Hartschild. But first, we're gonna check out the poison room, because I've got a hunch that totally isn't just mere foreknowledge from playing the game. Down the "poison" path is none other than Qada, the Salve-Maker. Ooh, I've wanted to get my hands on him for a while now.
This jerk is whining and moaning about being forced to treat the wounded, lamenting that he can't use the same toxin that killed 101,000 people, and plotting to use his new patients to develop new toxins to go around the Black Blades. That means it's fighting time.
As a boss, Qada can do all kinds of rather rude things. He can grant himself regeneration and mix together items to, say, do a hi-potion's worth of damage and inflict poison. Damage him enough and he'll use the occasional Dark Breath, which deals his missing HP as damage, effectively deleting a party member. Jerkwad.
Upon his defeat, we gain the Salve-Maker asterisk. This job is, unsurprisingly, an item specialist. It comes with a lot of ways to enhance existing items and create new ones. You can combine healing items to make them more potent, create attack items, inoculate against status ailments, and more. They also have the default passive Healing Lore, which doubles the healing power of not just items, but also spells, abilities, and even specials. It even applies outside of battle!
Anyway, after taking Egil back to the Goodmans' place, he says he knows a way into the fire temple, thanks to the fire vestal appearing in his dreams. Turns out, there's a path hidden in the mine, and he's the only one who can open it. Tiz objects rather forcefully, and finally reveals what's been bugging him: the death of his brother, Til. He's had trouble sleeping all this time because the vision still haunts him, and now that there's a boy about Til's age, he refuses to see him come to harm. But hey! All Tiz has to do is protect him! And the rest of the gang will help, too! Problem solved!
The path to the fire temple takes us through a very hot area with very hot floors that I'm very not concerned about, thanks to Dungeon Master. Along the way, though, the path will crumble in front of us, forcing us to take longer ways around. The shaky footpaths lead up to a harrowing moment where Egil nearly falls into the magma, but Tiz leaps into action to save him! Gosh, can't believe he has to relive the events at Norende like that. But then he starts to fall too! Agnès leaps into action this time, springing across rocks to get below them so she can catch them. What a couple of reckless kids! But I suppose that the fact that this turned out much differently than Norende has had a healing effect on Tiz.
Inside the Temple of Fire, we see that the place has not been destroyed by monsters or abandoned, but ravaged by the blades of man. We also find that the crystal has been taken by a monster: Chaugmar, the Mark of Doom.
This guy is a real jerk. That barrier maxes out his defenses, and he likes to drain your HP, MP, and BP. When he removes his barrier, watch out, because he'll use Energy Burst, which can wipe your party if you're not careful. My advice? Default until Energy Burst, then pile on all the damage you can. He's weak to lightning.
With the crystal awakened, the mythril has disappeared, and we can take Egil back to Hartschild. Thus, our adventure continues... next time!
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