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BAYJIN
Cosmic Rays
I am now at the southeast corner of the Bayjin Shallows. I take the tunnel due west, and eventually run into several Cosmic Rays. They can fire projectiles, and favor spells that use Water Magic. An Elemental Shield minimmizes any danger, and I proceed to cut them down one by one.
I continue on and then enter the depths where I had killed Nessie. I go up the geyser that leads to the tunnel heading west.
Rynjin Battlelord
Towards the westernmost end of the tunnel will be a battle against a Rynjin Battlelord, a Rynjin Empath, and 3 Rynjin Scavengers. Again, the formula is simple. Magic Screen and Soul Shield together to reduce the battle to physical combat. Although in this instance I did need to use Sane Mind a few times towards the end.
I continue west until a rampart comes into view. I rest up and put my buffs back up.
Setting the Bayjin Good Chest
I first set up a savegame called "Bayjin" before I enter Bayjin itself. My objective is to set a chest with the Bayjin Good List with another *Light Sword*. I quicksave once I enter.
I start at the point marked "To Bayjin Shallows". The chest I want the *Light Sword* from is at the spot marked "Chest".
Getting to the chest to check its contents isn't actually that hard. Note that I have the Chameleon spell active, but without any Light spell. I go up the rampart, and southwest along the walkway. But then I go back into the water on the right side after I reach the small temple-like structure. And from there I go underwater, waiting until a group of Rynjin Sentries go far enough west. I then make for the chest, third from the first hut on the left. I open the door and kill the lone Rynjin Sentry there, and then close the door behind. I then disarm and check the chest. It doesn't have what I want, so I reload the "Bayjin" savegame.
Several tries later and the *Light Sword* is in the chest. Now I reload the quicksave and am ready for Bayjin itself.
Rynjin Chief
The party now goes southwest along the walkway. They kill a Rynjin Sentry inside the temple-like structure along the way.
Chun-Li advances to her 21st level. She takes Prismic Chaos. It inflicts damage plus random debilitating effects on all monsters within her sight. It comes at a convenient time too, since Fire spells are a relative weakness of the Rynjin.
Now comes a very large scale fight against the Rynjin Chief, a Rynjin Empath, many Rynjin Sentries, and numerous Curare Crabs. It is true that a pure spell caster like a Priest or a Mage can feel like a passenger at times, swinging away with a mace or a staff in a lot of fights that the warriors are taking care of. It's not such a bad thing though, as casually expending mana every fight is something to be avoided. In fact, it is a good idea to save your mana for the fights that will really matter, and this is one such fight.
First off, my party is facing a LOT of Rynjin capable of casting Psionics, so Vi Domina starts off with Soul Shield and Ryu starts off with Elemental Shield. Chun-Li summons an Air Elemental Lord. Rothgar hits as many enemies as he can with Lightning since he's at a distance.
I next make a point of blanketing the enemies with cloud spells. Terra tags the distant Sentries with Toxic Cloud, and Chun-Li does the same with Death Cloud. Ryu hits the closer Rynjin and the Curare Crabs with Firestorm. Rothgar continues to hit enemies with Lightning.
Chun-Li spends the next few rounds casting Prismic Chaos. This is where the power of a Bishop who has maxed out her Power Cast skill can make itself felt. The Power Cast skill improves damage inflicted by spells, but also improves the chances of spells inflicting 'status effects' on their victims. They also improve the chances of penetrating a monster's spell resistances (e.g. +50% fire resistance). The castings of Prismic Chaos wears down the hit points of numerous enemies, as well as imposing random debilitating effects on them.
Errol had started with his usual Angel's Tongue followed by Rousing Drums. He also used his Dulcimer of Mending when the party collectively has been taking damage over several rounds. He also renews his Rousing Drums when he gets the chance.
The fight becomes more cutting down one enemy at a time when the horde has diminished. I made for the Rynjin Chief once the path is clear in order to take him out as the most powerful Psionic.
The fight was long enough so that my Soul Shield elapsed. But there's only a few Sentries left. I made a judgment call not to renew it. That unfortunately led to Zarax becoming Insane, with the danger that he could attack on of my party members. I commanded Chun-Li to cast a Sane Mind on him as I approached the remaining Sentries. Fortunately he did not have initiative to attack once I made my approach, but Chun-Li was able to cast Sane Mind on him. It's a mop up after that.
Bayjin Huts
Now I begin to explore a series of huts near the north beach of Bayjin. I make a note of the more worthwhile ones.
The hut marked as 'Prisoners' has two individuals inside. One is Sergeant Glumph, the soldier that General Yamir wants me to rescue. I won't free him until I'm ready to leave Bayjin, and not a moment sooner. Trust me on this one, he is a MAJOR whiner who will get on any player's nerves.
The other prisoner is Jan-Ette, the same Helazoid girl that I ran into during Wizardry 7. She explains that her ship got shot down by the Dark Savant and then was taken prisoner by the Rynjin soon afterwards. She gives me the Helazoid Banner, which is a quest item. She soon dies as a result of her extended captivity. Now the thing is, she'll leave behind a Helazoid Pendant (+10 Eagle Eye skill, +50% fire resistance), as well as 1 or 2 items from her own drop list. The two potential prizes from this list are the Frontier Phaser (3-30 damage, 5% chance critical strike) and the *Light Shield * (+10 armor class, +90% fire resistance, +90% water resistance). The one I want is the Shield, so I reload until I get it from Jan-Ette. Errol equips it, and now his armor class is about as good as anyone else's in the party. In fact, the *Light Shield* in combination with a high Shield skill will elevate a character's armor class to colossal proportions. Errol is now truly an effective rearguard who can hold my backside against enemies that surround me.
The hut marked as 'Scuba' has some various loot, as well as extra pieces of Scuba Equipment in case you need any.
Now I go to the 'Chest' and collect my second *Light Sword*. Errol wields it for the rest of the game, enhancing his power as a rearguard when the need arises.
The next hut to the west will have a Rynjin Overseer and two Rynjin Sentries. The Hut itself has a Book of Return. Chun-Li inscribes it so that she has both Set Portal and Return to Portal.
I make my way behind the hut where I got my second *Light Sword*. There is a path that leads up to the crags above.
Sea Sprites
Now I travel up the narrow pathways leading into the crags in the middle of Bayjin. I take the trail that veers west and begin a fight against several Sea Sprites. Remember the golden rule when fighting Sprites. Have Magic Screen in place beforehand, then cast Elemental Shield during the first round of combat, then walk up to them and kill them with physical blows. Chun-Li had put in a Soul Shield as well, since a few Rynjin south of the crags have joined in the fight.
I would have been willing to scum-save the Sprites to get a Fey Ring (+4 AC, +10 Speed, +20 Stealth, -1 Stamina, cursed), but I get it on my first try. Lucky break, as each Sprite had a 1% chance of dropping the Fey Ring.
The end of the west trail has various loot, including a Plate Mail +2 (L), and a Book of Heal All.
I tried to get to the Sentries by following the trail going south and to the other side of the crags. But unfortunately the Sentries themselves have climbed partway up the crags, making it hard to reach them. So I climb back down and hide behind a rock, which forces them to come to me. It ends soon after.
Rynjin Thralls and Sand Crabs
Now I go west and routinely kill a pair of Rynjin Thralls that are blocking a tunnel leading south towards the Swamp.
Further down the tunnel are a pair of Sand Crabs that I easily kill.
I then continue north and kill a Curare Crab.
Crashed Ship in Bayjin
I continue north and kill several Venom Crabs. I loot a chest for random loot at the location marked 'c'.
Now the party makes its way to the 'Crash Site', the Helazoid Ship that was shot down by the Dark Savant. Once there I have to defeat several Rynjin Sentries and a pair of Curare Crabs. I make a point of taking out the Sentries first before Vi Domina's Soul Shield spell runs out.
The party finds three things inside the ship. One is a Black Box that I'll be able to use in Arnika. Another is a Vacuum Pump, which a Gadgeteer can combine with the Long Metal Tube to create a NegatAir that can replicate the Asphyxiation spell. Another is the Broken Blaster, which a Gadgeteer can combine with the Microwave Chip to create a Microwave Ray that replicates the Boiling Blood spell.
I go back west a bit and defeat four more Curare Crabs. I then go east of the crashed ship.
Sergeant Glumph
I make my way back to the Rynjin village. I fight 3 Rynjin Empaths and 4 Rynjin Sentries. Ryu casts Elemental Shield while Rothgar casts Soul Shield. Chun-Li blankets them with a Firestorm, and Terra covers them with a Toxic Cloud. Errol plays his Rousing Drums. I then run up to them to start cutting them down. Vi Domina and Rothgar practice their Fire Magic skills by casting Lightning spells on them, and Chun-Li casts Armormelt on them. The battle is soon over.
I enter the prisoners' hut. Vi Domina sets up a portal here.
Now I get the extremely whiny Sergeant Glumph out of his cell. I have to kick someone out to make room for him temporarily. Vi Domina absolutely refuses to be left in Bayjin. So it has to be RFS-81. His equipment will be in my inventory. Glumph equips the Scuba Equipment that RFS-81 left behind.
Remember when Ryu set a portal at the north end of the Water Caves? He now casts Return to Portal. I go north and return to the Upper Caves of Mount Gigas.
I am now at the spot marked 'UTU'. I leave the water, and drop the Scuba Equipment of the usual amulets and rings I had been wearing beforehand (e.g. Amulets of Healing, etc.). Terra can now wear her newly acquired Fey Ring, as the +1 Stamina regeneration will offset the -1 Stamina caused by wearing the Fey Ring.
I now go north and west to speak to General Yamir. Sergeant Glumph leaves the party to conclude a successful rescue, and everyone gets 400,000xp.
General Yamir has another task for me, to destroy the T'Rang Mothership. He gives me a Pulse Pick that will allow me to venture further into Lower Marten's Bluff. I already had one, but anyway ... *NOTE* There is a quest available whereby you can convince the T'Rang and Umpani to ally together against the Dark Savant. If you complete the quest to destroy the T'Rang Mothership, you will NOT be able to complete what is known as the 'Alliance Quest'.
Rothgar and Ryu both advance to their 21st level. Rothgar takes Resurrection, while Ryu takes Turncoat.
At this point, I've done all I need to with regards to Bayjin itself. But there's a few more loose ends I want to tie up before I go to the next part of the game. Rothgar casts Return to Portal to return the party to He'Li's Inn in Arnika.
Helazoid Banner
I leave He'Li's and go west towards the Savant Tower. I defeat four Savant Slashers and four Savant Gunners.
I next sell off my excess weapons and armor to Antone.
I then speak to Braffit and give him the Helazoid Banner. Everyone in the party gets 30,000xp. Vi Domina advances to her 21st level as takes the Lifesteal spell.
Now I go back to the upper room in He'Li's. Ryu and Terra both have the portal spells, and I did what I wanted with teleportation for the time being. So I now I begin training their Air Magic skills with the Set Portal spell, the same way I did with Vi Domina and Rothgar.
Warlord and Master of Lutes
I continue to train Ryu's and Terra's Air Magic skills. At this point the former reaches 90 and the latter reaches 81.
I go outside to fight four Savant Slashers and three Savant Gunners. All of RFS-81, Zarax and Errol advance another level. RFS-81 maxes out his Strength at 100, and thus attains the Power Attack skill.
Samurai and Ninja Master Air Magic
And after enough cycles of Ryu and Terra casting Set Portal, Q and Shift + Q followed by Shift + M, followed by resting and rebuffing, they max out their Air Magic skills at 100.
Black Ship Co-Ordinates
Notice a portion at the south side of Arnika labelled 'Space Port'. I get past the locked gate, and then kill three each of Savant Slashers and Savant Gunners on the other side.
There will be two buildings. I enter the first one that's more on the north side of the port. Once I'm in, I look a little to my right. I insert the Black Box (not the Broken Black Box) into the square. The information of importance that it yields is: "1:x 1:y 2:z".
Now I go to the next building that's a little to the south, and take the elevator up. I then insert the Shiny Metal Ball (from Trynton) into the computer. When I get the chance, I select the 'Calculate' option, and then enter '1x 1y 2z'. I then get the co-ordinates that Z'Ant T'Rang is looking for, '10:24'.
A little to the left of the computer is the X-Ray Chip, which a Gadgeteer can combine with the Scanner to create an X-Ray Scanner that can replicate the X-Ray spell.
Chun-Li casts the Return to Portal spell, which brings the party to the west edge of the Old Mine Tunnels. I simply go ahead west and enter Lower Marten's Buff.
I start off at the spot marked "To Old Mine Tunnels" on the map of Lower Marten's Bluff. I go west and kill a few Apuses.
I continue west and Z'Ant T'Rang the co-ordinates, '10:24'. The party gets 15,000gp, and each party member gets 300,000xp.
His next quest for me is to destroy the Umpani Mothership. As with General Yamir's last quest, completing this quest will make the Alliance Quest impossible, so I don't bother.
Now that all this is done, I travel to the Southeast Wilderness Wilderness.