Part 3: Oops, all plot!
Well then, here we are. Poko Poko Desert, or just the Desert from now on, it's probably the game's second biggest area in regards to breadth (and discounting the ocean). As such, it's going to be kinda hard to follow where I go from here while I'm in the area, we won't have a map for this place for a good while, and it's huge.
Everything here will one-shot us though, so this trip will be as expedient as possible.
Walking a bit north through the ravine, if it can be called that, and we reach the main area. Currently we are located on the east most edge of the area at a fairly high cliff elevation. We needed to drop down a three block tall cliff to properly enter, however, meaning that we are now without a way out; sans dying, of course.
As you can see from the picture though, this half of the area has a constant sand storm. This makes it hard to see, but can also cause slowdown on lower end PCs, I'd know.
Our first goal in the desert is to complete a side quest which we have not actually seen the start of yet in this playthrough: A child has gone missing in the desert, we need to find em. Thankfully, from the Spawning Meadows entrance, our objective is fairly close by. We need to head north while hugging the east wall and clearing a few jumps.
Eventually we reach a point where there is a side path to the east between two mountains. The sandstorm lets up here, mostly because we are getting some distance between us and the desert proper, which has been on a lower elevation than ours.
It's a dead-end before short, but the kid is here. While it's a higher elevation up, so we can't reach it, the path continues east and eventually connects to Lake Delende.
"Hmm. If only I had some blue overalls. I hear they're pretty lit."
"Oh, hi! You don't have cooties, do you?"
"Wait... Ugh, oh shoot! How long have I been out here?!"
"My mom's gonna kill me!!!"
"Sorry, gotta run!"
And then they run away to the west, so much for kid in distress; nonetheless, we got our quest.
The kid honestly comes across as a bit of an air head, but sometimes it's hard to tell what characteristics the game intends to impart. We are never really given much of a reason why this random kid wandered out into the desert like this. Gameplay really comes before story in this game.
Anyway, getting back on track and heading west. On the opposite side of the path towards Lake Delende, we have this rock outcrop that you can jump across.
It's not very hard to do this platforming, you just got to be careful as to not agro any of the enemies; they can see down elevation.
Our reward here is some Gold Ore, it's a crafting ingredients, of sorts. It'll come up later, currently we can't really use it for anything but it's good to grab while we're here.
Not shortly after grabbing the ore, we ended up in an encounter. These things will totally kill us, so, not much to it. I end up just taking the death and then trekking back from our current home point.
On trip two, shortly after entering the Desert we can head west and jump down onto this ruined building. Here we find the Scope Specs, a unique accessory that will be
very useful for this playthrough.
The stats it gives are: +30 Accuracy, +5 Dexterity.
As far as I can tell, accuracy VS evasion is close to flat in this game, at least at lower levels. Plus 30 accuracy is pretty close to plus 30% accuracy against targets you don't already have 100% accuracy towards. I should probably test this at some point though... Either way, because we are currently under leveled, this will make it slightly easier to hit things, unless we are extremely far below their level.
If we continue on the path west of the Spawning Meadows entrance to the desert and hug that wall, it will eventually turn south. If we keep following it we'll reach Sara Sara Bazaar, one of the game's towns.
The missing kid's mother is here, so naturally we'll talk to her and finish this side quest. She has something different to say if you haven't found the kid yet, but it's quite generic if I recall my first playthrough right.
"Thank you so much for sending my idiot son back home!"
"I don't have much money, but I do have something of value which I can give you as a show of appreciation."
"I would never take my idiot son across the ocean anyway, so I'll never use it."
Not gonna lie, she comes across as kind of an ass. This side quest can end up being mandatory, however, so you just have to deal with it. See that save point just to the north by the gate? If you set that as your home point then you're completely locked out of going back to Spawning Meadows and that section of the game. We had to jump down one elevation too big on our way into the desert, so we can't climb back up there. I don't end up actually setting that as my home point though, as practical as it might have been had I known in advance some of the lengthy treks back I'd have to take.
Oh and just some casual child abuse, I guess? We don't see this, it's just implied in text, but, uh,
welp.
The guard up by the gate has something to say though: "If you're heading out, be sure to ride a Quintar."
What's a quintar you might ask?
This friendly fellow can tell us more.
"Hello friend! Welcome to Rent-A-Quintar Quintar Stable!"
"..."
"You do not have a Quintar Pass. That is unfortunate because you require one to rent a Quintar."
"However, I will provide you with a Quintar Pass once you have discovered at least 7 crystals."
So, this is something to spur us on in the game's main goal: Locating Crystals. I know there was some hot debate in the steam forums for a while if you could actually get a Quintar Pass for locating seven crystals, the answer is yes, I'll display as such later in the run. The main intended path through the game will have the player seize a Quintar pass by other means, but this option is very much a valid alternative... if you like playing the game in a really dumb manner.
This is a quintar, they go Qwei, and they also go really fast if you ride on one. Most of the enemies in the desert have really fast movement speed, so they are particularly hard to dodge if you're not riding on one. By that I mean you need to dodge jump in circles because they run faster than you, eventually the enemies do unagro, but, you know, not having to deal with that is swell. There are two kinds here: blue and desert. Desert Quintars are faster than blue ones, but if we had access to the rental we'd find that renting one is vastly more costly; and by that I mean it costs one silver as opposed to being free.
But I have to ask though, don't you think they're a bit
weird? Giant cyclops lizards that people ride like oversized chickens?
This lady is just down the stairs from the gates.
"I've been told there's some interesting stuff to find out in the desert."
"I wonder what it could be? Treasures, maybe a Crystal, or perhaps something more?"
"I'm almost certain it would be worth your time to explore."
This is some vague hinting towards the main quest, we are here early, but the desert is practically mandatory to beating the game. She'll update her dialogue after we have achieved a certain thing here, something we'll probably come back to much, much, later. The guy north of the lady sells items, most which are not worth buying, and the ones that are we can't afford.
Down to the right is this mysterious door, we'll be coming back to this one later. The tram key is essentially exactly where you'd expect it to be, either way, it's a future question to ponder; but feel free to guess what's down in the subway.
If we continue the stairs down to the right we'll reach one half of Sara Sara Beach, we'll be heading over there briefly once we are done checking out the town.
No matter where you go, Nan is gonna be in every town, selling her stew.
Next to her is an accessory shop, it's important that we talk to most shops in the game as it will save us time later. As for the items? They are all outside of our budget. As is tradition in settings like these when it comes to video games: 100 copper coins is one silver, 100 silver is one gold, etc. As you can tell, everything here is vastly outside of our price range. A few accessories here are really good though, the Crit Fang especially, but mostly for the accuracy more so than the crit chance.
If we continue to the left, we find a store that is lacking in confidence. Up the stairs here would lead to the city's west gate, which would head back out into the desert.
Next we'll be jumping over the fence down one level and enter a building through the window...
This is the potion mixer,
and we need his strongest potions. For a fee this person can take several of a weaker potion type and upgrade it to one of a higher tier. This saves money over just buying higher tier potions, but obviously has the secondary cost of using up lower tier items. Because we have limited inventory space for recovery items though, this
can end up being useful; but most of the time isn't.
Though the real treasure in this room is in the chest in the top right.
This is the map for an area we have neither been to, nor even seen. It's quite easy to miss it though, and if you end up going to that area and expect to find the map in it? Well, you'd be out of luck. Beaurior Volcano is due east of Sara Sara Beach, and it's an area we'll be intimately familiar with later in this run.
If we head down to the ground level, we have a few stores. This one sells weapons, all of them really good compare to what we currently have. They are also way to expensive for us to buy.
Banished? What's this guy talking about? Probably something related to the main story, maybe.
You can tell this is a warcraft orc because of the oversized shoulder pad. There's chest and ore down in the water, would be great if we could nab that now, but alas, we drown in water deeper than a single block.
If we walk west along the stores we'll eventually get forced into a cutscene with this guy. I believe that only happens if we have a ferry pass, but I can't be certain. Essentially, he's got a side quest for us: Retrieve some fancy food from across the ocean. It's easy enough to do, but it will cost us some money (which we don't have).
Inside this building we have a blacksmith. They can upgrade silver gear into gold gear for a small fee... if you bring the gold material.
Raw material comes in three flavours: Dust, Ore, and Bars.
It does not make much logical sense, you'd expect ore and dust in the wild, sure, but not bars. No matter, they each go towards different types of items.
If we head south, we'll end up in a cutscene with Talon. It's like the one guy in the world we actually know!
(he's not actually addressing the player here)
This pair move around a fair bit in this cutscene, it makes it a bit more dynamic than just two people standing still talking. It'd eat up a lot of images to get it all though, so, just imagine it.
(or if you don't mind spoilers you can view all dialogue as screenshots within the update folder...)
Talon: "You gotta hop on the ferry! Trust me! There's something awesome I gotta show you."
Chloe: "I dunno about this..."
Talon: "What do you mean?"
Talon: "Astley said we have plenty of time to check things out."
Chloe: "Yeah, that's not what I'm worried about."
Chloe: "Have you seen that tiny ass raft thing? They call that a ferry??"
Chloe: "We are SO gonna fall off of that thing and DIE!"
Talon: "So you're worried about THAT? Haha! You crack me up."
Chloe: "Yeah ok well if we die then it's your fault."
It's nice to see some other adventurers up and about, just doing their own thing. I'd like to point out that the dying comment makes no sense in-universe. It's explicitly said that dying within this world is not a thing that happens, you just go back to your last home point. That isn't just some protagonist super power you have, everyone has that. Then again, I suppose I can relate to Chloe what with having mine set pretty far away with obnoxious backtracking, but that's not really the vibe the conversation gives off.
We can talk to them some more individually after the scene:
Talon: "I can't believe Chloe is afraid of falling off the ferry."
"Or, err, I guess raft. Or whatever you wanna call it.
Chloe: "I'm gonna die..."
Just a tad melodramatic that one. Anyway, time to check out Sara Sara Beach.
Reid is camping out in the center of town, so we might as well talk to him too and get it out of the way. All of these adventurers we can run into here at the bazaar expect you to have meet and talked with them prior in the game, it's why they aren't introducing themselves.
"Every now and then, we have to take a step back and think about what we're doing with the time we have here."
"Especially with all these Banishes we've been hearing about lately. You never know, your time here could come to an end at a moment's notice..."
"So you really have to make what you do now, in this moment, matter. You have to make it matter to you, you know?"
"Have you ever thought about it?"
"What do you find most important?"

(On account of having not seen a single bloody crystal, we select adventure here)
"Adventure, huh... Believe it or not, I think I'm inclined to agree."
"But you know, so many people make it seem like there's some kind of choice you have to make there. Adventure or Crystals?"
"The interesting thing is, you never know what kind of adventure you'll run into while hunting for Crystals."
"And likewise, you never know where you'll find a Crystal while you're out looking for adventure."
"Listen carefully..."
"Three lookouts can be found throughout the Poko Poko Desert: the north, central, and west lookouts."
"If you can prove that you've visited all three, I'll give you something really important that I found."
This is, for all intense and purposes, the main quest objective in this area. We'll be looking into tackling it in the near future, however, a crossroad of choices will lead us to not actually finishing it until much later.
As for Reid himself (at least I think he's meant to be a guy, but these adventurers have unique sprites), he's quite chatty here, but generally don't say much we couldn't infer ourselves. The topic of banishings is coming up again, however. I feel like I should address that since it's a core part of the plot, and we kinda missed it being introduced. You can't die in the world of Sequoia, but you can be banished from it. No one in-universe knows what happens to people who are banished, and it's a fate many seem desperate to escape. What causes one to be banished is never explicitly said, however.
As a quick aside, to the west of the fish shop there is a path along the cliffs, this goes to the western half of Sara Sara beach, but we can't clear this jump right now... sort of.
Onwards to the beach!
Here we have some silver ore, same deal as the gold ore but lower tier. Peaking out over the item box you can see another NPC, we'll be talking to them shortly. You can barely make out another silver crafting material around an upper cliff wall, though we can't reach that right now.
If we jump down, we're in cutscene land again. Introducing Astley, I believe they are the first adventurer you meet in a traditional playthrough.
"Hey!"
"Hows it going?"
"I'm glad I ran into you. I've been wanting to say, just based on all the stuff going on lately with the Banishes."
"Just... try not to get too wrapped up in it. Keep your sights set on the important things."
"You'll hear people argue about whether you should be a crystal collector or a non-crystal adventurer or whatever."
I suppose we are the latter, currently.
"But none of that matters."
"What matters is that these rules are bullshit. And we have to do something about it."
"They say you can't kill a Grand Master..."
"Well, we're going to find out if that's true."
That's some fighting words from Astley there. The Grand Master is only vaguely talked about earlier in the game, but it's implied that they can dictate the very rules of the world, and that they are responsible for banishing people. Astley's main character trait and goal in the game from here onwards seem to be to make sure the Grand Master dies. It's some neat motivation for the NPC adventurer I suppose, but a lot of the edge is sanded off from these things.
You can see NPCs and adventurers go away the further you progress the plot in the game, the implication being that they are banished. But you never see this happen on screen, as far as I'm aware. And it's not a threat to the player, it's essentially a non-factor. So the one thing in the plot that exists that could raise some stakes, just kinda don't. It would have been neat if there was maybe some optional side quests you could do in the game before progressing the main plot, and doing so saved some NPCs from being banished. Maybe some of them then opens shops selling things cheaper, idk, just anything to add some stakes here.
It's subtly implied that we too should take on Astley's drive here and try and figure out a way to kill the Grand Master, but we have no clue who that is, and the lack of stakes makes it hard to care. It also does not help that the entire thing where everyone is talking about adventure/crystals just makes everything seem a bit silly. Most NPCs in the game seem to think that finding more crystals will please the Grand Master and thus protect them from being banished. I guess it would be funny if there was an alternative ending to the game if you rejected interacting with every single crystal in the game, I'm sure that's possible, thought vastly harder. But as it stands, I don't think there is any value in rejecting the Grand Master's desire for us to collect crystals.
There is also a chest up here, also out of our reach. This is gonna be the start of a trend: three block tall obstacles. We need an upgrade to our moveset in order to scale these, so for now they'll just sit out of reach taunting us.
There's some more silver we can collect on the beach that isn't out of reach.
If we keep going east we'll get reach some tricky to make jumps far over water. If we fall into water and void out, we'll respawn in the center of the last solid block we stood on. This is true for all damage terrain as well, such as lava.
Some of the jumps here can be a bit tricky, but doable.
And here we are, we reach the volcano. We have the map for this area since we found it in town, convenient!
Sadly, we can't actually go into the area. We are blocked off by ledges too tall to jump, and a treasure chest just out of reach! Red chests generally contains equipment items, so, this kinda sucks. Nothing else to do but head back though.
With our ticket for free ferry rides, we can take the ferry to the Shoudu Province.
I should mention, this game is completely seamless, there are no loading zones, and you can go from one end to the other freely, as long as you can scale the terrain. As such, this raft ride literally has us sit and wait as we dash across the ocean. It goes pretty quickly, all things considered, but it's maybe not what one would expect.
Welcome to Shoudu Province, another town. These two towns are relatively far apart in this world, but the raft ride makes it easy to go between the two.
Oh boy, are we ready for more cutscenes? Cause that's Talon and Chloe right there. It makes sense, they were talking about taking the raft.
Talon: "Ok, so I found a great fishing spot. Hear me out."
Chloe: "Hmph, nah."
Chloe: "Last time you showed me a fishing spot, it was a total failure. It was a spot for FISH, not birds."
Talon: "No no, I get it! I totally get it, and I found this AMAZING spot!"
Talon: "You'll see! You'll totally agree."
Chloe: "...OK, fine."
Chloe: "But it BETTER be good! This is your second and last chance!"
Chloe: "If this spot sucks too, then I'll consider you a hopeless idiot forever."
Talon: "Ha! Well you won't be disappointed!"
Talon: "Right this way! Follow me!"
Okay so, if we had seen earlier scenes this would have made a bit more sense. Chloe is into "bird fishing", which I think just means bird watching if I'm being honest. She tells you this several times prior to this point, but Talon got confused by it when she only called it "fishing spots", which lead to an earlier disagreement between the two. Anyway, let's see who else we can chat up.
"I came to Shoudu Province so that I wouldn't get Banished."
"Is it true that we won't be Banished if we stay here? Does anyone even know for sure?"
A fair few adventurers have dialogue to this effect, there was a rumour going on that if you went to Shoudu Province one could avoid getting banished.
So, Shoudu, it seems like an area inspired by Asian architecture, this town is somewhat of a melting pot of steel beam towers and wooden houses and sheds; all of which have seen better days.
Here we have the blacksmith that upgrades silver weapons to golden weapons, not much to it for now though.
Hidden out of view in the shop though, but requires you do some jumping, you can get the Plague Mask. It's some very useful Light Helmet, not only does it make the wearer immune to poison, it makes their physical attacks inflict the poison debuff for three turns. It's exceedingly good. Poison deals 15% of a targets max HP as damage every turn. Though, in practice poison is a lot less good than that, but it's still incredibly useful. There are only a handful of enemies in the entire game which are immune to poison, and I can't think of a boss on top of my head that is.
If we head a bit west in town we reach this point. There are some good chests down there that we'll want, but critically: if we jump down, we can't get back up. Shoudu is a very vertical place, and is both a town and an overworld area in one. We don't have very good means to climb it currently though, so we'll be taking the jump here.
It seems we have fallen for a clever ruse.
This is the actual good thing though. This is our first "metroidvania" upgrade, and I use that term loosely.
We'll equip it to our favourite menu to easily access it when out and about, it let's one avoid having to open the inventory for it every time.
So, Mars Stone, what does it do? Well it let's us warp to the Mars Shrine, we'll be checking that place out in a later update. But why is it good? Well, Warp Stones let's us warp to specific points in the world, so it both serves as a means of fast travel, but also in the case of this one, let's us go somewhere we haven't been. You're actually meant to locate the Mars Stone a decent while before you get access to Shoudu proper, but we came in through the back door, so to speak.
This trip has so far all been within the confines of what the game expects: If players finds the path to the desert early and accidentally set their home point there, well, there would need to be a way to get back to an earlier point in the game. By jumping off Shoudu we have gotten started that road back towards the start of the game. There's more to see on the journey there though, so we won't exactly make a b-line for it.
Maybe next update we'll finally find our first crystal? They certainly seem important or something.