Hello, my lovely readers, and welcome to part four of The Mystic Dragoons! When last we left our party, they were about to run headfirst into what sounds like the most hardcore boot camp this side of Gureizeru. Alright then, game, if that’s how you want to play it, that’s how we’ll roll. As always, the anglicized names will be given where they were used in the booklet that accompanied the game for ease of reading. The party enters camp, and apparently the Tactical Dragoons have been here before us, because Pamela has given them a heads up about our upcoming arrival. Nice of them to help out for once, even if it’s only to pave the way to our inevitable doom. Now let’s see what Gozetto the New Recruit Killer is all about, although I can make a few guesses. After watching our party get heckled by the soldiers as we pass due to their age and making a few notes in my head for suitable vengeance at a later date, we come face to face with the man of the hour.
It turns out that Gozetto is a rather...interesting fellow. |
Gozetto seems nice enough at first, which should
have been our first warning. No sooner does he make us feel like we’re slightly
less pathetic than the usual new recruits that he gets then he begins using us
for gophers. First up: getting him a bottle of wine, and he’ll only drink a
particular red from a certain year. Way to run a responsible army camp, chief.
But hey, you just enlisted a ten year old, so who am I to judge? So after
wandering around town gathering information from everyone, including the people
who harassed you (who are now mysteriously pleasant, like they knew I was
plotting my revenge), you find out that this wine gathering quest is apparently
a long running mission of Gozetto’s. What a fascinating way to run an important
military encampment, I reiterate. This wine that he wants is fifty years old,
and therefore expensive too. Given that we’re the noobs on the force, he
shouldn’t expect us to have that kind of cash. I do believe that we’ve just
discovered the source of his nickname.
Apparently the
village head is the person to go to for help, as he possess the wine that we
need. But he, of course, won’t give it to us, as he has a different purpose in
mind for it than giving it to our sadistic commander to guzzle. I really can’t
say that I blame him. He’s saving it for his daughter’s wedding ceremony,
anyway. He does give us a hint, though, telling us that his daughter goes to
Sorisshu’s castle every day. Apparently she has a thing for the lord of the
manor. Well, this entire conversation would normally sound useless, but this is
a cut-scene in an RPG and he mentioned a place name, so it must be important.
Further in the house, you find the storehouse guarded by a man who says that
the place is infested by monsters who hate the light. Apparently Pauline, the
daughter of the village head, has the magic lamp that will let us tramp around
the storehouse and relieve her father of some of his beloved stash. I knew that
that random info that he gave us would be useful. Off to track down Pauline for
our drunken, unreasonable commander then!
We need to get the wine that is stored in here, but apparently it's dark and scary inside, not to mention monster infested. |
When you reach Sorisshu’s territory, you are
confronted with his pack of rabid groupies, who freak out when he shows up
before them on his dragon. I maintain that they’re cheering for the dragon and
not the rider, but that is just me trying to retain the shreds of my sanity in
the face of this madness. Pauline sticks out in the crowd like a sore thumb,
given that she is about as overdressed as a Disney princess at a five year
old’s pizza party. After watching the girls mount a terrifying, but ultimately
useless, attack on the giant wooden door to Sorisshu’s manor, the party talks
to Pauline. She’s pretty irritated with all of her father’s attempts to marry
her off and gives you the magic lamp, no muss, no fuss, telling you to tell her
father that she’ll marry no one but Sorisshu. Right. Back to Faruken Camp.
I'll give you a moment to guess which of these rabid fangirls is Pauline. |
Finally we can get into the storehouse, but of
course it can’t be all sparkles and unicorns, can it? The guard says he doesn’t
know if some of the monsters there aren’t afraid of light. Oh that’s just
special. But as I’m not surprised by this in the slightest, it’s time to move
onwards and get that fifty year old booze for the New Recruit Killer before we
become yet another set of notches on his belt. Once again, the path to the end
of the ‘dungeon’ is so linear that it is not worth mentioning. That is a beef
that I have with this game. There have been no real dungeons so far, and we’re
how many hours in? Come on, game, put forth some creative effort! Anyway, when
we get to the final room, the magic lamp lights up even more brightly.
Apparently it will now help us track down that vintage wine…yeah, I don’t get
it either, but I’ll just roll with the RPG logic as always. Of course the light
alerts the one local critter here that isn’t afraid of light to our presence, and
so we have to fight a boss. Raise your hand if you saw this coming from a mile
away. After killing the rather drunken monster, it drops a wine bottle. An
empty wine bottle that once contained the fifty year old elixir that we needed
for Commander Sadist. There are no words.
After convincing the village head that we didn’t
swill his precious fifty year old booze, he decides to let you stay the night,
given that it’s late. I like his style. Alf wakes Cliff up in the middle of the
night and proceeds to shove him down the well outside. After processing the
fact that your baby dragon is apparently made of crazy, you realize that you
have shown up fifty years in the past. After grabbing a bottle of the
appropriate future-booze from a useful local, Alf buries it in the backyard. I
take it back, Alf is smarter than our entire party combined. Cliff makes
another well-based time trip, but still hasn’t figured out the fact that his
baby dragon has time-based gifts, even after all the evidence laid before him.
Since we can’t slap him upside the head ourselves, it’s time to dig up our
bottle of wine and move on.
Finally we give Gozetto the wine he seemed to be
jonesing for so badly, and I think I truly see why Psy was so amused in my last
post. This man is certainly unique in his style of commanding. At least I
fervently hope he is, for the sake of every other soldier in Pura-ma. Of course
he immediately has another mission for us. I do believe that I loathe him.
What Happens Next: A Summary!
After Gozetto the New
Recruit Killer sent the party on their second mission, you make your way
through a forest path, where you run into a half-naked man engaging a bear in
combat with only his fists. After you ‘save’ him from his pet, you discover
that he is Faruken, the guy you were looking for. He takes you to his castle,
where we tell him our reason for joining the army. Faruken thinks our quest is
righteous and awesome, and so decides to help us get to the capital, Agoni-,
where we can learn to fight with dragons. YES! The party passes through a
forest filled with traps laid by the Tactical Dragoons, dwindling one by one
until Cliff is the only one left. At the end of the forest the party reunites,
after helping Pamela and Psy squish a giant spider sent courtesy of Gureizeru.
Then Faruken gives the Tactical Dragoons the verbal smackdown that I’ve been
dying to give them since the beginning of the game. My new favorite character,
hands down.
Once we reach Agoni-, we’re called before the king.
On the way we get a pretty good look at the dragons of all the different
generals, several of which are hooked to some very bizarre vehicles. Turns out
that they recognize Cliff’s surname, so he gets a little recognition for coming
from a line of famous dragoons. Afterwards, your party gets to go pick out
their own dragons. Again, YES! Then we head out after the generals, and they
send us on various missions. I remember complaining earlier that there were no
real dungeons in this game, finally we get several, although they aren’t very
complicated.
The generals and their rather nifty transports. |
As your ship finally makes its way to Gureizeru, it is met mid-ocean by a ship containing Buran and his army. I know I gave them flack for not being cliché in an earlier post, nice to see them making up for it now. You finally get the glorious pleasure of avenging yourselves against Buran, which is rather satisfying, given how long it took to get here. You take the barrier that surrounds Gureizeru down, allowing dragons to fly over the continent and bringing your vengeful little troop to the country that has been harassing you since the beginning of the game. Unfortunately, during this long battle, the Tactical Dragoons lose Dolby via Buran’s sister, and Buran himself kills Eugo in a final attack against your party. The rest of your party has had enough after Eugo’s death and return’s home to rebuild, and Cliff joins what remains of the Tactical Dragoons. He also gets a pretty sweet armor upgrade to go along with his new status.
Want to know what happens to our rather disappointingly weak new party after they set foot in enemy territory? Well, you’ll have to play the game for yourself. My little experiment with The Mystic Dragoons ends here. I hope that you enjoyed the weirdness as much as I did.
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