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Update 6: On the High Seas

We've been trusted with the restoration of Armoroad. A big responsibility. I wonder if we can truly accomplish such a thing.





I didn't choose this. For it chose me.



You’re different, though! We’ll be counting on you to restore Armoroad’s name as the Ocean City!



We get a new map now that we can access Inver Port. Now there's a couple of things we can do here, although one of them is unavailable to us right now.



Let's talk to him.



Yes, we are.

How are you finding the Yggdrasil Labyrinth? Its grandeur and depth is like the greatness of the sea. But remember, you’ve been tasked with an important mission on these seas. Don’t get too preoccupied! I shouldn’t worry, though; you’re young yet. I’m sure you can take on both the Labyrinth and the seas.

The sea is a new thing EO3 added and it's a very big part of the gameplay. Although you can ignore it completely and just only explore the Labyrinth if you want. However, you miss out on a lot by doing this, so I don't advise ignoring this place completely.



Barter is a multiplayer feature. You can exchange Guild Cards with other players, or have other players trade you literally any item from their game for one of yours. Yes, to the point where you can get endgame equipment right off the bat. We're not going to be doing that in this LP since I actually have no such ability to even set up such a thing, nor do I have any interest in breaking the game right off the bat in this fashion. The 3DS games replaced exchanging Guild Cards wirelessly with StreetPass, and no longer has the item exchange function. (Though some of those games have very strong socialization bonuses as a replacement.)



Like the Senatus, the port also has its own glossaries that need to be filled out for 100% completion. Anyways, let's Set Sail.



This isn’t very tasty, but it’ll keep you going. Use it to learn the ropes of charting the sea.



It’s a good-luck token, commonly hoisted by fishermen praying for a big catch. Your objective is to fill in the sea map, but voyages get pretty costly. So, I propose a deal. When you notice fish during your voyage, catch and bring them back. That’ll bring in a bit of income. Just make sure you keep your eyes on the real prize.



At this point, we can decide what equipment to put on our ship, although most of them cost a bit of money to use each trip.



Food is required and determines how long you can stay on the ocean.



But there are other pieces of equipment you can put on there. Like this Fishing Flag, which has a 10% chance to make more schools of fish appear on each trip. Not great, but it costs nothing to use, and we don't have any other pieces of equipment yet.

Alright, let's set sail!

Wait wait wait wait wait. Does anyone here know how to steer a boat?

Um. Er. Do you? No. Wait, what do we do?

I do!



Ahoy there! Name's Scott. Ex-pirate, looking to be an explorer. I know a couple of things about steering ships!

Hmm. Do you also know how to fight? We could use more members for our guild.

Well, I'm a bit rusty, but I know a few tricks. Like stabbing my enemies' eyes out and pinning their heads against a wall!

Mmmmmm. You're hired! Welcome aboard!





Time to set out!







Your duty: to chart the boundless ocean, recording its shores and shoals on your map. You decide to start with the area around Armoroad to get used to navigating the seas.





Now in case I can't be around, here's how you steer a ship.







Got it! Thanks!



Like the tutorial said, you have an FOV. You can only paint and draw in the FOV. Areas you haven't been into are out of the question, so the sea maps can be a bit of a pain to complete. Especially since they actually take up the whole map, where in the Labyrinth there were walls and all that.

Sailing is kind of like a puzzle minigame. You have a limited amount of moves, and so you have to figure out how to accomplish things with your limited tools in order to gain access to more stuff, which lets you explore more of the ocean. It's a bit of a polarizing aspect because of the puzzle elements. Some people like it, others don't. As for me, I really like sailing in this game, so I'll be looking to show off the whole thing, and make a good map of the place.


Wow! Looking at the ocean from here, it's a lot bigger than I imagined! Rebuilding Armoroad is gonna be tough. Where do we even start?

Perhaps we should start small and just look around.

I see a few islands up north. Let's check those out.



Heading north 3 spaces, we come to this island. Also, time passes by really fast when sailing. 2 hours per turn while sailing. For comparison, it takes 30 turns to make an hour pass by in the Labyrinth.

Through your spyglass, you can see marines from Armoroad gathered around, seemingly hard at work. You can disembark here and talk to them or continue on your way.



You disembark, but the marines are too busy with their own tasks to notice you. You decide against pestering them and return to your ship.



You mark the island on your map and attempt to set sail when the trees suddenly sway. Something may be nearby... You wonder if you should stop to investigate or continue sailing.



You disembark and come across a flock of Armoroad sheep with brown wool and spiral horns. From the rear of the flock, you hear the unexpected voice of a man.



An old man emerges from behind the flock. It seems he lives on this island as a shepard.

Ah, yes. I see that your sheep pens are not in good condition. Is there anything we can do to help?

He explains that the sheep’s pen has deteriorated and he needs good cedar wood to fix it. The old man asks if you can bring back some Armoroad Cedar, found west of the ocean city. You make a note of his request in your logbook, though you can’t be sure when you’ll get to it.

We'll see what we can do.



We're out of supplies. We gotta go back.

Awwwww... But this was so fun! Fine.

When you run out of turns, attempting to take an action besides turning will force you to go back to the port.



Going west from Armoroad, we come upon this lighthouse.

The giant lighthouse to the west of Armoroad towers over the surrounding seas. The lighthouse has stood there for ages, its majestic bearing always visible. You may visit the lighthouse or simply go on your way.

Let's take a closer look.







The monstrous bird flies past you, causing a strong gale, before turning its talons on you!

It's coming straight for us! Can't ya get us out of here!?

There's no way this ship can outrun that thing!

I suggest bracing for impact! This is going to hurt!







Yeah. And we had to swim all the way back. Stupid dumb bird.

You're going to have to do a lot of repairs on the ship.

If you discovered the lighthouse, but went back before being attacked by the bird, he says this line instead:

It looks like your investigation is going well. I’d expect no less from you guys.

And then he continues on as normal.

Have you heard of the Skandalia Lighthouse? Before the Calamity, it was a beacon of commerce. But ever since, its light has been extinguished by a bird monster nesting there that attacks ships. So not only are sailors forced to go without its light, we can’t even get close enough to repair it. But maybe it has a blind spot, so to speak. Would you guys be capable of finding a safe route there? The marines on a small island to the north have a stock of dried peas they could share with you. With those, you could sail further. If you can get to the beacon, we can dispatch combat engineers. This is a crucial part of restoring Armoroad. I wish you the greatest success.

Normally when your ship gets destroyed, you have to pay a repair fee, which is equal to the cost of the departure fee. However, this very instance is a freebie, since the game didn't warn us beforehand. There are other ways to get your ship destroyed, and you will have to pay for repairs in those instances.









Fish can net you some money. Also, there's different kinds of fish in different locations, so be sure to fish wherever you can.



Now that the Harbormaster told us about Dried Peas, we can talk to these people now.



Oi, what brings you to this tiny island? I make Dried Peas here, as chow for the marines.

You explain that you need Dried Peas to reach the Lighthouse.

...So we're working to restore Armoroad. Can you help us out?

...Really, now. Well, if that’s the case, I’m more than willing to share some with you. They’re long-lasting in the hold AND the stomach... Marines and Labyrinth guards both love ’em. They ought to come in handy if you’re out to explore the sea lanes.

You thank the seaman for his Dried Peas and return to your ship.









If you've acquired any goods during a voyage, the game tells you how much money you made.



The Dried Peas are an upgrade over the Biscuits letting us more an extra 2 turns, however they cost more. Now we can't reach the Lighthouse with these. Well we can, but the bird is blocking the front door, so that's a no go.





What we can do is use our 2 extra turns to reach this very spot.

Looking closely, you see they are Armoroad Cedars, well-known to yield good-quality lumber. If you like, you may cut one down.



Each of you takes a saw in your hands and sets to work felling a tree. After it comes down with a crash, you load it onto your ship and return to your voyage.





Any kind of goods, not just fish, will net us some money.



Now let's go back to the old man.



On delivering the wood to the old shepherd, he thanks you and gives you a small bag as a reward. Inside is a hunk of Sheep Cheese, a delicacy beloved of sailors on long voyages! You thank the old man and leave the island in search of more unmapped regions to explore.





Sheep Cheese is a massive movement upgrade, letting us move for a whopping 16 turns. But it's very expensive at this point in the game. It'll let us reach the lighthouse. Which we won't do yet.



Instead, I head all the way east from the starting point.

The island is small enough for a child to walk across in a day and would be easy to investigate. If you like, you may land here and explore.



Let's take a quick look around. Scott, stay on the boat in case something happens.

Will do!

As you disembark, the vivid tropical flowers put you in mind of some island paradise. You can investigate this area near the flowers or go further into the island.



Ah, the flowers here are so very... ow ow ow OW!

Why do I feel so itchy- OW!

As you enjoy the sweet smell of the flowers, you feel an itchy sensation at your feet. The itch soon turns into an unbearable stinging pain! You hastily remove your boots... Poisonous ants known as Bull Ants are swarming all over your feet!

AUGH!

The intense pain causes you to flee, but not before gathering some Bull Ants to take back.



Not exactly a good prize. However, the island does contain more stuff.



This time, say no to the 2nd question.

Okay, let's NOT check out the flowers this time.

Agreed.

Shaking off the temptation of the sweet-smelling flowers, you push ahead to reach a forest. The densely wooded vale is like a natural fortress, though it is nothing to one such as yourself. As you move on, spirits high, you reach an open area where one tree stands taller than the rest. You may investigate this area or go further into the island.



Now say yes to this question and something good will happen.

As you search the area, the tall tree seeping with sap constantly draws your attention. You walk over to it and see amber-colored ants gathering around the sap.

Ah, Honey Ants! They make a fantastic meal! Try some! Mmmmm...

You grab one and try eating it. A mellow, thick sweetness spreads over your tongue... You recall the sailors who talked about Honey Ants, a delicacy of Armoroad. This may be that very species. You fill a bottle full of the ants and return to your ship.





A much better prize.



From that island, head south 1 tile, and then head east to this island.

A middle-aged woman spots your ship and flags you down. The lady, who comes from Armoroad, asks you to try her new batch of raisins, which are freshly dried. You pop one into your mouth, and are met with a sublime mix of sweetness and tanginess.

These raisins are very delicious! Hmm, do you have any more? We could use some for our voyages.

You tell her that the raisins are delicious; she seems pleased and gives you a large bag of them. The raisins would be perfect for maintaining your sugar intake on long voyages. You thank the woman profusely and take the raisins back to the ship.





Raisins are a much cheaper version of the Sheep Cheese, so there's no reason to use that piece of food ever again.



If you head south one tile from that island, you'll come across this event.

As you look more closely, you can see several crates, likely cargo from the ship, floating nearby. You can salvage the crates if you wish, or proceed on your way without doing anything.



Really, you should say yes to most of these. The worst that can happen is that you'll have to restart your voyage because something bad happened.

You jump into the ocean and begin bringing the crates back to your ship. After recovering all the crates you can find, you pick one and open it. You discover that the box is full of Black Pepper seeds, a high-quality spice as valuable as gold. This brightens your mood considerably, and you have the crates carefully stowed aboard.







Oh yeah.

I don't believe we'll be having any more money troubles for a long while.

Now let's actually set out for the lighthouse.



First, go all the way west without hitting the current.



Then go south 1 tile.



And then all the way west to this island. Be sure to check it out.

It’s a featureless island, but on close inspection, you see that something has washed ashore. It looks like one of the Dolphin Statues that were once attached to fishing vessels for luck. Thinking that it may prove useful, you decide to salvage it and return to Armoroad.



The Dolphin Statue is a piece of equipment for our ship. I'll go over what it does later.



Then go up 2 tiles. Oh, and watch out for whirlpools. They'll destroy your ship, and you'll have to pay for repairs.





Head east into the current, and you've reached the lighthouse!



Here's a visual guide on how to reach the lighthouse, in case you couldn't follow along with the text.



After noting its location, which none have dared near for over 100 years, you return to Armoroad. The day of Armoroad’s return to glory is now one step closer.

Ha ha! We did it! If we can reach other landmarks like this easily, Armoroad will be restored in no time!

I appreciate your enthusiasm, however... While the lighthouse is reachable, that doesn't fix the problem of the giant bird residing here.

Hmm, think we could take it out? Since we were able to sneak in through the back, it doesn't know we're here.

We should probably report back to the Harbormaster first before attempting something like that.





Paving the way to the lighthouse is the first step restoring our city, and we have you to thank. Keep at it and we’ll see Armoroad restored to its former glory. Or better, even! ...Here’s your reward. It’s a foremast, great for catching the wind. Try it out on your ship.









Whenever you reach a new landmark, you'll get an ship part that let's you explore more of the sea, and a huge amount of money.

Also, now that you’ve secured a route to the lighthouse, we can take out the monster bird there! We’ve already had quite a few hot-blooded adventurers gathering at the port to try their luck. If you’re ready, you should try lending them a hand.



These quests can be played by connecting with other players and cooperating with them. If you’re attempting the quest alone, bring the adventurers who issued the request to the port. Try selecting a sea quest from the menu and see what you think.

Sea Quests are another new addition to the game. This is the game's multiplayer feature, where up to 5 players can participate and fight together in a boss battle. There's also single player versions where the player fight with NPCs instead. Sadly, the co-op Sea Quests are impossible for me to show off, but I'll show off the single player versions. Every time you reach a major landmark, you'll unlock a new set of Sea Quests.





However, I won't be doing any Sea Quests this update, and instead will be sailing around some more. From the starting point, go east 2 tiles and south 5 tiles to reach this place.

They claim to live on this island and fish whenever they feel a craving for seafood. The islanders offer to let you try using the Casting Net, since the sea nearby is thriving with fish. Your first duty is to draw your sea chart, but the net fishing does seem enjoyable...



Can't hurt to try it out.

You decide to learn how to fish with a net. ......It isn’t long before the islanders are bowled over by your quick grasp of the technique.

Easy peasy, lemon squeezy!

The islanders praise your skill and give you a casting net to commemorate your meeting. Should you ever have a chance to fish in the future, the net will surely allow for a larger haul. You thank the islanders and board your ship again.



A new piece of equipment for our ship.



If you go all the way west until you run into the seaweed, and then go south 1 tile, you'll reach this island.

You look closely and can see large, orange-colored fruit hanging in the tree boughs. If you are interested, you may pick the fruit.



I could use something sweet to eat.

You take a rowboat out to the island and yank one of the fruits off its branch.

Yoink!

It is about the size of a human head, and covered with thorns. The sweet smell is making you hungry. When you try it, you are disappointed to find out that the flesh is only slightly sweet. However, since you’ve come all this way, you decide to take some fruit back to the ship.



Blech, that was a waste of time.



Meh.



I'll go over our new equipment now. The Dolphin Statue has a 40% chance of increasing rare fish spawns (denoted by gold fish icons) by 33%.



The Casting Net adds on 1 to 3 extra fish to our haul from fishing attempts.



The Foremast will enable our ship to move 2 spaces at a time in 1 turn. However, it is impossible to move 1 tile at a time unless something blocks your path, so it's a double-edged sword and requires even more careful planning in regards to navigation.



From Armoroad, I head all the way north to this spot and this happens.

Oh dear. The stars do not like the way the weather is behaving.

What are they saying?

We're about to experience some stormy weather. Very stormy weather.

Great, because that's what we really need right now.

Nautical folklore refers to this as the Fire of Helena, and fear it as an omen of storms. This puts you in a gloomy mood as you continue your voyage...



UGH. And sometimes, these events happen. They'll trigger when you're in a specific spot at a specific time. Sometimes they'll do what you just saw and take away a turn. These only happen once, so they're just an annoyance. Although other times you may find a special item, or gain some extra turns.



You are about to pass it by without a second glance when Asteria lets out a shout.

Oh! Oh! Oh! Look there!

Asteria excitedly says that there is a barrel wedged in a crevice in the cliffs.

Oh what an exciting discovery! What could possibly be inside? Treasure? Trade products?

You use a telescope to take a closer look, and you do indeed see a barrel as Asteria claimed. If you are interested in the barrel, you are free to recover it.



You disembark from the ship and head towards the crevice in the cliff face. You reach the cliff and find more barrels, stacked together behind the first. You open one and discover a crystalline stone known as Niter, a material used for gunpowder. Another ship must have stowed this shipment here, fearing being wrecked by violent currents. You decide to load this cargo onto your own ship.





Not as valuable as the Black Pepper, but still a nice find.



I reached this spot by going north 6 tiles, west 12 tiles, north 1 tile, and then west 1 tile.

On it, you can see several well-populated villages... Apparently the island has been colonized. When you disembark, a tall old man who claims to be a weaver by trade greets you. He tells you that he made too many Fishing Flags to ship to Armoroad and offers you one.

Oh, how much do you want for it?

You try to compensate him, but he stubbornly refuses.

Huh? Why don't you want us to pay you?

When you ask why, he replies that he is happy to see it used by youth unfamiliar with his culture. You promise him that you will treasure the gift, and take it back to your ship to hoist it.

Um, okay. Thanks! Huh, wonder if this'll attract a bunch of fish.





The Large Flag is an upgrade over the Fishing Flag and has a 50% chance to increase the number of fish on the sea by a moderate amount whenever you set out on a voyage.



Something to keep in mind is that you can't travel through seaweed tiles. At least, not yet.



The route here is a little convoluted, as you need to go east 2 tiles, south 10 tiles, west 5 tiles, north 3 tiles, west 2 tiles, and south 1 tile.

Whoever was fishing around here clearly has no honor!

Ugh, that poor little thing.

Looking closely, you realize that it’s a baby whale, apparently injured by a harpoon. You are aware that there is an unspoken rule between fishermen not to hunt baby whales. This harpoon must be the work of a heartless adventurer hunting for sport. You have the supplies to treat the injured baby whale, should you choose to do so.



Come on guys, help me out!

The whale is too weak to resist as you haul it in to treat it. You pull the harpoon from its side, rub ointment in the wound, and bandage it up. But the whale doesn’t look like it’s going to swim away anytime soon... Did the treatment succeed?

Don't tell me that little thing died, and we did all that for nothing!

No, it'll be fine! Look!

As you ponder what to do, you see a huge black shadow the size of a schooner approaching you. The baby whale uses its remaining strength to swim toward what looks to be its mother. The two whales circle around you, as if in thanks, and then vanish over the horizon... You watch them go before turning to examine the harpoon that pierced the whale. On closer inspection, it is Ned’s Harpoon, which once belonged to the legendary fisherman! It is still in good condition and may be put to use once it has been repaired. You stow the harpoon in the hold in the hopes that it will prove useful.





Here's another hazard to look out for, pirate ships. Running into them will destroy your ship, and they'll actively chase you down if you get into their line of sight. These are marked by purple circles with blue arrows in them.



Ned's Harpoon is used to hunt down big fish. These fish normally take multiple turns to take down and reel in. However, Ned's Harpoon shaves off 4 HP off of these big fish if you have it equipped, making them easier to reel in. But enough goofing around, let's head for another major landmark.



You'll need these to reach it.





I snag some new fish on the way there.





Ech. At least I got more money through other means.



Beyond that current, you can see a town with a windmill sitting on a hill. That must be Batavia, whose commerce is known far and wide! You would like to find a way across the current to reach it, but you’re not sure if you can.

But I've already crossed the current. Yeah, the scripting for these locations occurs within a certain radius, and it can be possible for the flavor text to be completely off with its description and reach the location immediately. If you go back to the port after triggering that message, the Harbormaster has this to say:

Welcome back, everyone. I daresay you’ve found your sea legs. You probably noticed, but some of the waters near here are prone to severe currents and raging tides. The Calamity changed the face of the world. We aren’t the only city to suffer from its effects. One such city is Batavia. There was a time when trade flourished with them, because they’re so close. Which brings me my request... See if you can chart a safe route to Batavia. If we hope to restore Armoroad’s glory, a route to Batavia will be instrumental. I’m counting on you.





However, I already reached Batavia!



Here's the route I took to reach this place.



You overcame freak currents and eddies, as well as dastardly pirates, to reach this place. You note the route to Batavia on your chart and decide to return to Armoroad and report. The day of Armoroad’s return to glory is now one step closer.





I received a report from a marine on guard. It must have been tough navigating those severe currents. Your achievements are a beacon of hope for all Armoroad. This isn’t much, but I’d like you to have it.





It’s called sauerkraut, salted cabbage invented by a Batavian merchant. It’s extremely useful as food for voyages, so don’t just snack on it!

We now have access to Batavia's Sea Quests, but our party is too weak to take those on right now.



Saeurkraut is our next food upgrade, giving us 4 more turns. Combined with the Foremast, there are now a few more locations we can reach.





Like the top-right corner. Oh, and I got a new fish.





But... oh forget it.

Squinting, you can see many ships moored at a harbor beyond the current. That must be Ayutthaya, the well-known commercial port! You can try to find a way there, if you like, or you can explore more easily accessible regions.



You can see orange-haired monkeys looking towards your ship in an amiable fashion. If you want to get closer to the monkeys, you could disembark and approach them.



Ooh, monkeys! Can I look at them too?

I don't know. I mean, someone should look after the ship.

I'm sure our ship will be fine. What's the worst that could happen?

I really don't think this is a good idea. But if you insist...

When you disembark, the monkeys don’t run away. In fact, they run towards you. The monkeys have white faces with flat noses, and looking at them makes you smile. You spend a while playing with the monkeys, and return to your ship.



Fade to black.



Other monkeys have snuck aboard and raided your food storage while you were on shore! Regretting that you left the ship unguarded, you return to the voyage with what little remains.

Oh, what!?

Damn monkeys, tricking us with their cute looks!

I warned you, but nooooo, you didn't want to listen.

How about we just never mention this again?





And because of that, we can't reach Ayutthaya. Never trust a monkey.



Have you heard of the commercial port of Ayutthaya? It’s famous for the goods we once exchanged. But the Calamity made the waves near there too high, sinking countless ships. Can I count on you to find a way around the waves, so that traders can sail to Ayutthaya safely? If you succeed, both Armoroad and Ayutthaya will reap the benefits of the trade routes.

Take note of that big fish that appeared. That was the big fish I was talking about earlier. We're going after it.



Unfortunately, I can't take Ned's Harpoon with me since I need the Foremast to reach this place.





The text here indicates how much HP the Tanniyn has left.





You have to repeat this a few times to get the Tanniyn. Unfortunately...

Ha! A few more hits should take it out!

Move the ship away! It's tail is about to- oh no.







At least we didn't have to swim back this time.

Each time you launch a spear, the Tanniyn has a chance of retaliating and destroying your ship. The only way to decrease the chances of that happening is to use a harpoon to take it down quicker. Also, sometimes the Tanniyn will disappear after wrecking your ship, but fortunately, this one didn't. So we can have another go at it.



If a Tanniyn still sticks around, it'll have the same amount of HP right before you had to go back to town for whatever reason.



In some cases, this doesn't actually mean that one more hit will finish it. Just that its HP is really low.













Hmm, how much did we just make?









Yeah, sailing is a great way to make money early in the game. There are better ways to make money as you progress, but for now this will do.







The route I took to get here.



It took perseverance to navigate the sudden ocean currents and establish a route here. You note the route to Ayutthaya on your chart and decide to return to Armoroad and report. The day of Armoroad’s return to glory is now one step closer.





Ayutthaya has a long history... It’s been a monarchy since ancient times. It’s also a famous port of call for voyaging ships. The carpenters of Ayutthaya are quite skilled. Thanks to you, we should start to see activity along the route to Ayutthaya again. So... I took the liberty of contacting them and ordered some improvements for your ship.

Is it really okay for you to do this?

Hello? We need more ship parts for our mission. Can't travel across the ocean without those.

Doesn't help that we seem to be the only ones doing this kinda thing for the city.

Oh, right.

Don’t worry about it. It’s just my way of saying thanks. Besides, the carpenters can’t come over here until their work in Ayutthaya is done. I guess you’ll have to be patient for a little while.



We still get the money, but we won't get the ship part for reaching Ayutthaya until we get to the 2nd Stratum. So while you can ignore the sea in favor of exploring the Labyrinth, you can't ignore the Labyrinth in favor of exploring the sea. We can now access Ayutthaya's Sea Quests, except the party is way too weak to even think about taking those on. There's one last landmark we can reach for now, but this update is getting a bit long. So I'll finish up the voyage for next time. We'll also see the Sea Quests then.