Dragon Quest VII [3DS] Playthrough #021, Institute of Automatry: The Addle-pated Old Fopdoodle

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This is video #021 in my playthrough of Dragon Quest VII: Fragments of the Forgotten Past for the Nintendo 3DS. This video does not contain commentary. To view the commentary version, click here: https://youtu.be/GOubMrNnG8c

Dragon Quest VII [3DS] (No Commentary) Playlist: https://www.youtube.com/playlist?list=PLIZ8kn0xML27qRl3fXkZHRFaQpinAiGjD

Dragon Quest VII [3DS] (Commentary) Playlist: https://www.youtube.com/playlist?list=PLIZ8kn0xML24YEfNSGz7_MHlhlZncpy7w

Previously, the party explored the town of Frobisher and Faraday Castle. This area gives me the impression of Britain fighting back the German Blitz in World War II. Faraday Castle accepted them as mercenaries to supplement the struggling army. Now, the party has to report to the king in Faraday Castle.

Leaving Frobisher, they return to Faraday Castle (time 2:13).

In the throne room, they talk to King Faraday (time 2:43). He is not crazy about having to hire mercenaries, but the threat of the automata has made it necessary, so he does accept the party's service. Captain Goodwinding arrives with dire reports from Frobisher. The captain tells the party to report to the officers' mess.

The officers' mess is at the base of the southwest guard tower (time 8:41).

The party talks to Captain Goodwinding (time 10:35). Things are not going well in Frobisher, and Faraday lacks the numbers for a full-scale assault. The captain needs a strategy to turn the tide.

Afterwards, the party will have to talk to everyone in the room for a brainstorming session (time 12:23). One soldier mentions asking a person named Autonymus for advice.

After talking to everyone, the party talks to the captain again (time 15:16). However, the captain flips his lid when it is recommended they speak to Autonymus, and he storms off.

Then, the party must speak to Lance Corporal Promptly-Wallop (time 19:02). He assigns them to talk to the inventor Autonymus on their behalf. Autonymus lives at the Royal Institute of Automatry west of the castle.

Afterwards, the party leaves the castle (time 22:29). Along the path to the northwest, they find the Institute of Automatry (time 23:20).

Behind the main building, a barrel contains 2 Gold (time 23:52). Oh, wow. I'm overwhelmed.

In the small northwest building, there is an empty chest (time 24:14). The barrel contains Mini Medal #008.

In the western room of the main building, a chest of drawers contains a Shellmet (time 25:11). A modest headgear upgrade.

In the eastern room, a pot contains a Bone Stake (time 26:04).

The bookcase at the southern end has a letter that may shed some light on the situation between Goodwinding and Autonymus.

The party talks to Autonymus (time 27:26). He has some interesting names for the parts on his robot. However, he is not willing to cooperate. The party must go back to the castle to report.

The party returns to Faraday Castle (time 31:26).

In the officers' mess, they report to Lance Corporal Promptly-Wallop (time 34:03). As they deliver their report to him, the captain comes in. The captain then assigns the party to lookout duty. They are to relieve the guard stationed at the top of the southwest tower.

A scene occurs as they go up to the top of the southwest tower (time 37:06). No sooner do they arrive, though, than they and the lookout see an injured man arrive. They follow him down to the officers' mess, to the delight of the maid posted on the second level of the tower. The injured man brings bad tidings. Frobisher has been overrun, and the automata march on the castle. Captain Goodwinding joins the party and orders them back to the Institute of Automatry. This time, he hopes to convince Autonymus himself.

A guard outside quotes part of a Winston Churchill speech.

The party goes back to the Institute of Automatry to the west (time 44:24). Goodwinding does not take joy in being here.

If the party examines the robot E.L.L.I.E., the captain will comment on it in party chat (time 45:05).

A scene occurs as they enter the room where Autonymus is (time 45:39). However, even Captain Goodwinding cannot help him. Talking to Autonymus afterwards gives a glimpse into the pain he's living with.

Another scene takes place as they leave the house (time 49:15). A damaged automaton has arrived. Autonymus comes out, and the automaton fascinates him. He asks Captain Goodwinding's help in dealing with it. The captain orders the party back to the castle to help the troops there.

However, before returning to the castle, the party heads back to Frobisher to rest and save.

On the way, Kiefer, the Prince of Estard, reaches Level 13 (time 55:03).

They get back to Frobisher (time 55:41). Despite the destruction and devastation, they can rest and save.

Next time, they will return to Faraday Castle to protect it from the advancing horde of automata.

Thanks for watching!




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