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Before we actually get on with the next part of the story, I'm going to have a slight intermission, hence the decimal in this update number.

Like most JRPGs, Star Ocean 3 has a number of sidequests and other forms of optional content (optional party members, private actions, optional dungeons, you name it). Several of those have interesting stories to them, but without really integrating into the main plot, and that plus the fact that some are open during a wide window makes it really hard to just place in the regular updates without completely breaking the flow.

As such, I'm going to shove a couple of the more notable ones in this update, and relegate the minor ones to an extras post later on. So, small break from the main plot, but now's probably the best time for it since we aren't going to have any "calmer" spots narratively until a couple more hours from now.



So, first off: If you remember Roger from part 14, he left the party right after the end of that dungeon. We can actually rush off to find him in Surferio, a town to the northwest of Peterny, as soon as we've brought Ameena back safely. If we do so (and choose to cooperate), he rejoins the party until a certain story point at the end of disc 1. Choosing to cooperate with him now is also one of the requirements if we ever want him to be a permanent party member in disc 2.


Cliff: Yo...


Melt: ... Hmm...
Dribe: Hey, who are these guys?
Roger: Oh. These guys are trying to be my henchmen. I guess that'd make them your underlings or something.
Cliff: Huh?
Melt: ... You're joking.
Dribe: Come on, Roger, tell the truth!


Roger: Sorry, hehe, just kiddin'... I had them help out in the 'Real Man Contest' a while back.
Dribe: Ah, okay then. Heh, I thought there was something funny going on. These guys seem pretty strong and all.
Fayt: The name's Fayt Leingod. Nice to meet you.
Cliff: Cliff Fittir.
Nel: Nel Zelpher.


Melt: Heh, don't bother speaking. I see all, and know all.
Fayt: ?
Dribe: Heh, yeah, this guy can read the stars, just a little. He says weird things sometimes, but don't let that bother you.
Fayt: Wow... The ability to read the stars...
Cliff: What are ya guys doing!?
Roger: Hey! I just found this awesome item!
Dribe: Hey, you didn't find that, Geloro of the Greem tribe found it...
Roger: You fool! Yah didn't have to tell 'em that!
Melt: ... This is it.


Roger: That's right.
Roger: A mysterious book, dug from the ruins on the bottom of the lake bed... It just reeks of adventure! But I don't really understand what it says.
Fayt: You don't understand what it says?
Dribe: I don't know these characters. Only Melt can read it, and even he doesn't understand the whole thing. All I know is, it seems to be talking about a certain place.


Melt: Caves as dark as death. The five attributes come into conflict. What light can reveal them? The rotted corridor, guarded by archers of the gods. The Sun King sleeps in his coffin. What shall the mute corpse say? Which of the three shall claim the kingless throne? Does the sacrifice of the winged messenger of the gods gaze at hope or despair? At the end of the caverns where the copper sleeps, the northernmost wiseman gazes upon the lake. Is it an ancient power sealed below the roots? Burning flames of the underworld. The red twins, looked down upon by the giant from the tribe of long ears. Who can release that inner power? ... That's all of it.
Roger: Hmm... I don't get it. What's it talking about?
Dribe: All I know is, it sounds like a bunch of riddles telling you where to find stuff...
Melt: Verily so.
Roger: Guess all we can do is go on an adventure and find out!
Dribe: Nooo, are you kidding!? It's daaaaangerous!
Roger: Well of course it is! Adventure's gotta be dangerous!
Dribe: I haaaaate danger.
Roger: Grr, you gutless wonder! You call yourself a man!?
Dribe: ... But, it said 'burning flames of the underworld'!
Roger: ... Hmph.
Dribe: This'll be nothing but trouble!
Roger: Oh, all right! You guys, help me out here!
Cliff: What?


Roger: What's wrong with that? All you gotta do is help out with our treasure hunt while you're on your own adventure.
Cliff: So what'll it be?
Nel: I'll leave it up to you.


[If we choose Cooperate.]
Fayt: All right, you've got a deal.
Roger: Yahoo! All right!
Dribe: Take care of our crazy brother...
Melt: He's in your hands now.
Roger: I'll see you guys then! I'll pick up some presents for you guys too, don't worry!
Dribe: Great.
Roger: Laters!



???: A book of riddles describing places... Guess I'll go tell my excitable young boy about that right away.



[If we choose Refuse to cooperate.]
Fayt: Sorry, I can't help you with this.
Roger: Why not!?
Fayt: We've no time to play around. We can't follow you around out of curiosity.
Roger: This ain't a matter of curiosity!
Fayt: Sorry. That's just the way it is.
Roger: You moron! That's the last time I ever ask you for anything!


Melt: Yes, you leave that to us.

This also starts a sidequest, where every location Melt described contains a treasure for us to find, if we can figure out where to look. As far as I'm aware though there's no final reward (or cutscene) if you get all of them, your reward is just the items themselves as you get them. Some of them are pretty decent, I mostly got them offscreen between some of the later updates.



Second off: another party member! This actually takes places midway through part 17, but would have been really impractical to break the story pacing over. This character isn't optional in the same way as Roger, because regardless of whether we pick him up now or not, he always joins permanently during disc 2. Getting his ending requires asking him to join at this point though.

This cutscene starts when we exit the Aquios throne room at a certain point during part 17:



Nel: Y-You!?
Aquaria XXVII: It's been a long time, Adray. Were you off on some mission in distant lands?
Adray: Hehehe... You can say that again. I was investigating an island nation off the northern coast of Gaitt.
Adray: Makes me wonder how important it is to investigate places so remote, they aren't even shown on the map...
Magistrate Lasselle: You're back much earlier than I expected. Did you complete your investigations? We have reports that there was a new king in that land last year. And we also heard that the younger brother of the previous king has come to Gaitt. This situation warrants...


Adray: Warriors should always be sent to where their country needs them the most, right!?


Nel: He's one of the best swordsmen and engineers Aquaria has ever known, over the course of its long history. Although he's not the man he once was, even now, there are many who think he's still the best fighter in the entire kingdom.
Fayt: Wow! Wait a second - did you say Lasbard... does that mean?
Nel: Yes. He's Clair's father.
Fayt: ...
Nel: Can't you see the resemblance?
Fayt: Uh, honestly, no.
Nel: That's what everyone says.
Nel: So, what are you going to do?
Fayt: Do?
Nel: Looks like Adray really wants to come along with us.
Fayt: Whaaaat!?
Nel: You've seen how he is. If you're planning on saying no, you'll have to think of a really smooth way to say it.


Adray: I've heard all about you. Let's work together to drive out those Airyglyph weasels!

[If we choose Yes]
Fayt: Let's fight together, to protect this great land of Aquaria.
Adray: Indeed. Good answer. I bet I could trust you to watch my back.

[If we choose No]
Fayt: We're fine by ourselves, thanks.
Adray: Why so reticent? I can't just sit on my posterior and relax while our visitors from Greeton are exposed to mortal danger. Leave the rest of the fighting to me. Just relax. Think of it as a pleasure cruise.
Fayt: No, I'm not being reticent, really...
Adray: Don't you worry. I may be old, but I'm still Adray. I'm not too old to trounce the young fellows; not just yet, mind you.
Fayt: That's not what I'm saying...
Nel: Um, Fayt. He's not listening.

Regardless of our choice, Adray joins the party anyway. Getting his ending requires having said yes though.

Nel and Adray are wandering around the throne at this point, and talking to either of them gives uh... some context as to what he's like.

Adray: You know... You really are much scrawnier than I thought you would be, after hearing all the rumors. What is the matter, Master Fayt, do you hate meat? You'll never grow unless you eat what's on your plate. Hahahaaa!

Nel: You want to know why Lord Adray is not wearing his clothes? Hey - don't ask me!



Last but not least on this update: a slightly longer sidequest! As soon as we've visited Aquios for the first time, we can go back to the inn in Peterny and meet a pretty odd pair. Every cutscene in this sidequest is technically a PA, but basically everyone approves if you tell them the right answers, and everyone disapproves if you say it wrong. For the one question that has several correct answers, then all party members have different opinions on which is the "better" one. Doing this sidequest also opens up some really good equipment (and extra lore!) late in disc 2.


Ruddle: So all you gotta do is follow the setting sun, right?
Rumina: Ruddle... I can't believe you got us even this far... Do you know the planet's axis of rotation or latitude, or that sort of thing?
Ruddle: Please, stop mocking me. The planet's axis of rotation is 32.6 degrees. Our latitude is 30.4 degrees, south. I have that much memorize. EXCUUSE me!
Rumina: Oh really... Okay, then let me ask you this. In which direction does the sun rise in this season, and at this location?
Ruddle: Ummm... Noth?
Rumina: Ah, forget about it... You can stop looking at maps now. I'm not ready to die yet...
Ruddle: What!? Was I wrong? Uh, hehe, I was just kidding! It was a joke! I know it really rises in the west, right?


Rumina: Ah, a country bumpkin!
Fayt: Huh!? Bumpkin...?
Rumina: Don't sweat the details! I said you're a local, a lo-cal!
Rumina: Perfect timing. Let's ask him. A country bumpkin should know his way around, right?
Ruddle: Uh, yes. Let us do that.
Rumina: Okay, it's decided!


Rumina: We want to go to the town Kirlsa, but we really don't know our way around this area. That's why we want to ask a, er, local like you. Got it?
Fayt: I got that much. The thing is, I don't know this area very well either...
Rumina: Don't worry about it. You gotta know a lot more about this area than we do. It's all relative, you know. So anyway, what I want to ask you is... Which way is it to Kirlsa? Which gate should we leave by?
Fayt: Kirlsa...


[If we choose You should take the north gate.]
Fayt: You should take the north gate. That's about all I know...
Rumina: What!? North!? Ah, that was a close one... We were gonna go in a totally different direction. Hey, Ruddle! Looks like you had us going in the wrong direction from the very start!
Ruddle: Ah... Are you sure... I wonder how that happened...
Rumina: Lemme put it bluntly, Ruddle. I think your very existence is the source of all our mistakes.

[If we choose Go east, of course.]
Fayt: Go east, of course. I'm sure of it.
Rumina: East? East, okay... That's not the direction I expected. I wonder where we took a wrong turn? Ah well. Whatever. All right, let's go east then. Are you ready?
Ruddle: Hey, wait just one minute here. You may have nothing to carry, Miss Rumina, but I have stuff to get ready.
Rumina: Ugh, fine. But, you'd better make it fast!

[If we choose It's south. Didn't you know that?]
Fayt: It's south. Didn't you know that?
Rumina: Hah! Listen to that! It's just like I said! Sheesh... If I'd left it up to you, we'd be in really serious trouble.
Ruddle: Huh? That's strange... I wonder where we went wrong?
Rumina: You really wanna know? We went wrong when I let you be our guide, that's when.

[If we choose West. No question about it.]
Fayt: West. No question about it.
Rumina: Huh!? Really?
Ruddle: Hey, didn't I tell you? Unlike you, miss, I'm used to traveling. Just leave it all to me, and you've got nothing to worry about.
Rumina: I thought people who are used to traveling didn't always get caught up in weird adventures in the middle of their travels...

If you tell them the wrong answer, not only do your party members disapprove, but Ruddle and Rumina will go in the wrong direction, and it'll end the sidequest early.

The next time we find them is in Arias, where they're arguing again:


Rumina: If we go out the north gate, we'll just head off into the middle of nowhere!
Ruddle: Um, no, that's not right. The map does say that this village is farther to the southwest, but if you consider the shape of the tree stumps we saw on the way here, I think it proves that the directions on the map are a bit off. Did you know? If you check the rings on a tree stump, you can pretty much tell the direction. The wider the ring, the more to the south. That's why we have to leave here from the northwest gate.
Rumina: You just keep growing more and more confident in yourself... Are you sure that trick works in this area too? What's the angle of the planet's rotation? What type of tree? Does it work in the southern hemisphere, too? Are you 100% sure about this?
Ruddle: Um... Maybe.
Rumina: Hmm, I wonder... I really wonder about you... My merchant's instincts are telling me there's no way I should trust you when it comes to maps and directions. They really are...
Rumina: You know... No matter how bad the map is, we were able to get as far as this town on the way. How badly were the directions messed up so far? Not at all, right? All we have to worry about right now is not how to get to Kirlsa from our starting point, but rather how to get to Kirlsa from this town. Isn't that right?
Ruddle: Well, yes. Um, but still...
Rumina: Ugh, enough already! We can't afford to waste any more time here. Let's decide quickly. We'll just pick someone, anyone, and ask for directions one more time. And of course, we will NOT worry about whether or not the directions we get are correct. No if's, and's, or but's. How about that idea?
Ruddle: Works for me. Let's do it.
Rumina: All right then! Okay, now we just have to decide who to ask... Is there anyone around... Huh!?


Ruddle: What the!? You're the same gentleman we met in Peterny, aren't you...
Rumina: What!? Ahh, yeah! Well, then, this'll work just fine. Let's have this guy decide which way we should go, one more time. That'll save the time of explaining it all over again.
Ruddle: Sounds good. Let's do it that way.
Rumina: So you see, we still need directions... Please tell us one more time, how to get to Kirlsa. Sorry for the hassle, but could you please tell us one more time?
Fayt: (Ah, man... Which way should I tell them to go?)


[If we choose Go out through the northwest gate.]
Fayt: Go out through the northwest gate. The way may be a little hard to figure out, but I think you'll manage if you're careful.
Rumina: Northwest...
Ruddle: The gentleman has spoken, Miss Rumina.
Rumina: I know what he said! I never change my mind!
Ruddle: True... For better or worse, once you've said something, you never go back on it, as stubborn as you are...
Rumina: Wha'... What... Hmph! Well! Say what you will. Whatever, just hurry up and get ready to leave!
Ruddle: Yes, yes.

[If we choose Easiest way is through the southwest gate.]
Fayt: Easiest way is through the southwest gate. Well, unless someone's chasing you, that is.
Rumina: See! See that!? Sheesh... If we went where you said to go, we could have walked forever and never reached our destination.
Ruddle: Wait, but! That can't be right...

[If we choose Actually, you should go east.]
Fayt: Actually, you should go east... If you take the northwest of southwest gate, you'll never reach Kirlsa.
Ruddle and Rumina:Whaaaat!?
Ruddle: What-what do you want to do, Miss Rumina?
Rumina: Do? What do you think!? We gotta head back, immediately!
Ruddle: Well... Well then... I'll hurry up and pack.
Rumina: Then hurry up about it! Sheesh... Why did I ever let you lead the way in the first place...

As with before, the wrong answer will end the sidequest early.

You'd think we'd be done by this point, but our geographically challenged friends make more mistakes, and can next be found all the way back in Airyglyph.


Ruddle: Keep a good distance, there.
Rumina: That's easy for you to say! I'm COLD!!! If I have to freeze to death like this, then I can't wait until I'm dead already!
Ruddle: Oh dear... It's not good for the body to get cold and then hot again so fast like that...
Rumina: But I'm so cold... How do you stay so calm? You'd better not have a thermostat hidden on you somewhere!
Ruddle: No, of course not. I used to live in snowbound mountains, you know. So I'm just a little more used to the cold wind of these snow fields than you are, that's all.
Rumina: A little? So you say this is just something I need to get used to?
Ruddle: Ah yes, to an extent... Compared to back then, this is actually not so bad.
Rumina: Hmph... You sure don't look like you've experienced half as much as you say you have.


Rumina: You again!? This can't be just a coincidence!? Hey... You aren't just following us around, are you?
Fayt: I'd have to know where you were really trying to go before I could start following you. I thought you said you wanted to go to Kirlsa?
Ruddle: No, no, we don't really have any particular destination, we're just wandering around. It's not like we're hiding our destination. Actually, that'd almost be better...
Rumina: We're not really proud about it, you know...
Fayt: (Huh, it looks like they're really just lost... Maybe these two are just not cut out for life on the road.)



[If we choose You already passed Kirlsa.]
Fayt: You already passed Kirlsa... You should head back.
Rumina: You're kidding!
Fayt: You can think what you want... But why would I want to lie to you in a situation like this?
Rumina: Well...
Ruddle: You're kidding, right? ... I guess not.
Rumina: Hey, Ruddle! Didn't you say that we'd never get lost again, now that you bought a compass! So then why are we in totally the wrong place again? What were you looking at!?
Ruddle: Yes, isn't that weird? I looked at the compass, and walked in the direction of the map... You know, I bet the magnetism's different here. The compass has been pointing straight up for a long time, and I thought that was odd...
Rumina: Grrr, you...! If you think something's not quite right, then say so!

[If we choose You're almost at Kirlsa.]
Fayt: You're almost at Kirlsa. Hang in there.
Rumina: Thanks. We couldn't have come this far without you. I really appreciate it. I wonder where we'd have ended up if I left it all to Ruddle here...
Ruddle: We'd have passed on to the next world, for sure.
Rumina: So you admit it!

Thankfully, they're not so incompetent that they miss Kirlsa this time around. If we go find them there, they're hanging out in the tavern and getting ready to set up shop, and we'll have some really interesting stuff to buy if we come back much later. This quest has to be done before the end of disc 1 though, or they... probably get lost in the wilderness.

That's it for the optional narrative content for now (there's been an optional dungeon at this point in the LP, but it's just block puzzles and no narrative so I glossed over it), but we'll have more to see especially during disc 2 when the party member choices open up more variations.

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