
Exit Fate #5 - Harlinton
Exit Fate is a role playing game made in RPGMaker by SCF. With 75 characters to recruit, a mixture of typical turn based combat and war battles, and an engaging story, the result is a very Suikoden-esque game.
The latest version of the game can always be found here:
https://site.scfworks.com/?page_id=10
Version being played: 1.02
Time to make the trek to Harlinton and see if we can get any clues as to what happened at Kelsinger Pass.
Starting from Alfheim, follow the dirt road to the west, then head south when the road splits. Continue on the path to the next part where the dirt road splits. West leads to Harlinton, but I ended up taking a scenic route south to the town of Bayside.
Not much I can do in Bayside besides talk to several people, but there are a couple nice pickups to grab before leaving, both of which can be found in the building to the far east of town.
First, the merchant in the western part of the building has items & magic available. The latter is most important because he sells the first dark elemental spell Shadowcast. Hits all enemies like Spark, but Shadowcast's damage goes down for each enemy present on the field. Still, once we have some dark innate magic users on our team, this is going to be a very good spell to have multiple copies of.
Also of note is the person sorting out some books nearby. Speaking to the individual reveals that there's one book that wasn't ordered in the batch and hands it over to you. That book is Muscleheal, a spell that cures a target's enfeeble status.
With this little detour all squared away, it's time to head to Harlinton.
Our goal here is to find some kind of army officer, one who might have an answer for what happened Kelsinger Pass. You're free to go chat with everyone if you want some extra story bits.
When you're ready to advance the story, you'll want to go to the governor's house on the western side of town. The guard at the front door blocks all entry, but there is an army officer standing around outside that you can talk to.
His story? He has no knowledge of any surprise attack. To drive in that point, he says that there was no time to setup any kind of surprise attack the night before the pass fell. Well then, that hasn't really answered any of Daniel's concerns. We might as well head back to Alfheim and figure out what to do next....or we would, were it not for the fact Kirgard decided to go full blast with their invasion plans and sit primed outside town to capture it.
Fun fact, you actually have to try exiting town first before you do what I did which is to wander around like an idiot for a few minutes.
At the town gates, the guards are barring anyone from entering or exiting town. Probably a good thing with Kirgard's army right outside, but we need to leave and fast. Head up north to the magic shop where Fitch points out a way to get out of town by jumping on some crates and over the wall. Enter the magic shop, head up the stairs, then go east to reach the crates and get out of town.
The duo drops into a forest that they'll have to traverse to get to safety. There's Kirgard soldiers running around, but nothing that really should be an issue to handle.
Seems like a dungeon you can get easily lost in, but so long as you hug the eastern set of trees, you'll be just fine. In fact, if you keep close to the eastern trees, you'll run into the three chests of this forest which are a Silver Dust, Copper Ring (+1 mag), and Ice Cube (item that casts Icicle which hits a column of enemies).
When you get back on the world map, return to Alfheim quickly. Fitch leaves the party upon entering town and says Daniel can stay for free at the inn tonight. Do just that, then go see Lothis.
After relaying the events of what happened at Harlinton, Lothis hits Daniel with some unsurprising news...he's gonna need to leave town. Daniel shows he's got some smarts and, rather than pout and complain about being kicked out, agrees with the elder's wishes. If Kirgard found out that their "traitor" was in this village, the town would no longer be able to stay neutral.
Daniel is not going to be alone though. There's an elvish man in the room by the name of Ljusalf that's taken a curious interest in Daniel's situation and wants to tag along. More people, sure! He sends Daniel off before having a final set of words with Lothis, stating that their might be more to Daniel than even the man himself knows.
Outside the mayor's building, Fitch fails his speech check to tag along with the duo as well.
Ljusalf is a welcome addition to Daniel's crew due to the fact he's a mage through and through. Low physical stats, but that's to be expected of a pure mage.
If that wasn't enough, one of Ljusalf's accessories is the Stone Amulet which raises the mp+ stat of the wearer by 1. VERY nice, especially now when base mp+ levels are low.
More next time!
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2021-08-22 | Exit Fate #6 - Unexpected Ally |
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2021-08-21 | Exit Fate #4 - Aftermath |
2021-08-18 | Exit Fate #3 - The War Begins |
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