$02-00-02-01-2-0 [soundStopAll] [bgm BGM_EVENT_2 0.1] [charaSet A 99502600 1 Mash] [charaSet B 4004001 1 Astolfo] [charaSet C 1026001 1 d'Eon] [charaSet D 98111500 1 "Da Vinci"] [charaSet E 98002000 1 Fou] [charaSet G 98115000 1 Effect] [scene 20310] [fadein black 1.5] [wait fade] [charaEffect G bit_talk_10_LowLevel] [charaTalk A] [charaFace A 1] [charaFadein A 0.1 1] @Mash Hostiles eliminated.[sr]Well done, everyone! [k] [charaFadeout A 0.1] [wt 0.1] [charaPut G 1200,1200] [charaTalk B] [charaFace B 1] [charaFadein B 0.1 1] @Astolfo That was easy-peasy lemon-squeezy! [k] [charaFadeout B 0.1] [charaTalk E] [charaFace E 0] [charaFadein E 0.1 1] [wt 0.1] [charaMoveReturn E 0,15 0.2] [wt 0.1] @Fou Fou! [k] [charaFadeout E 0.1] [charaTalk C] [charaFace C 1] [charaFadein C 0.1 1] @d'Eon Astolfo disrupted the enemy's formation, while I kept Master safe. A surprisingly well-balanced strategy. [k] [charaFace C 4] @d'Eon ...However, we are lacking in destructive power, since Astolfo's Noble Phantasm is all bark and no bite. [k] @d'Eon We may need someone at the vanguard with more power. Maybe Sanson? ...No, he is a gentleman, and thus best set against people, not beasts. [k] @d'Eon The Queen and I are the same type of Servants...[sr]Amadeus? [charaFace C 0]No, absolutely not. [k] [wt 0.2] [messageOff] [charaFadeout C 0.1] [wt 0.4] ?1:We'd better decide what to do next. ?! [charaPut G 1] [charaTalk A] [charaFace A 1] [charaFadein A 0.1 1] @Mash I couldn't agree more, Senpai. [k] [charaFadeout A 0.1] [charaTalk D] [charaFace D 0] [charaFadein D 0.1 0,-90] @Da Vinci Same. First, I'd like to hear more about your surroundings. [k] @Da Vinci Tell us everything you can see and hear. [k] @Da Vinci We ARE analyzing your video feed, of course, but it's helpful for you to give us your impressions as well. [k] ?1:Got it. Well, uh, first of all... ?! [wt 0.2] [messageOff] [fadeout black 1.5] [wait fade] [charaFace D 0] [wt 1.0] [fadein black 1.5] [wait fade] @Da Vinci Hmm. So the ceiling is very high up, and appears to be made of stone. The floor is covered in plants, just like aboveground... [k] [charaFadeout D 0.1] [charaTalk A] [charaFace A 0] [charaFadein A 0.1 1] @Mash ...and the terrain ranges from hills and forests to rivers. [k] @Mash That all seems to match our initial evaluations of the topography. However[charaFace A 12]... [k] [charaFadeout A 0.1] [charaTalk D] [charaFace D 0] [charaFadein D 0.1 0,-90] @Da Vinci Right. Never mind how odd that all is topographically speaking. [%1]'s impression of it doesn't add up either. [k] @Da Vinci It's almost like a mosaic. Various features and environs are combined in ways you'd not expect to see in a single landmass. [k] [charaFace D 4] @Da Vinci It's as if a bunch of authors got together to all write one combined anthology of Agartha. [k] [charaFadeout D 0.1] [wt 0.1] [charaPut G 1200,1200] [charaTalk B] [charaFace B 0] [charaFadein B 0.1 1] @Astolfo Ya think? I dunno, I'm an adventuring expert, and I've seen lotsa weird stuff up on the surface, too! [k] [charaFadeout B 0.1] [charaTalk C] [charaFace C 0] [charaFadein C 0.1 1] @d'Eon ...In any case, this world's topography is not so important as our mission. We are here to find the Demon God Pillar, correct? [k] [charaFadeout C 0.1] [charaPut G 1] [charaTalk A] [charaFace A 0] [charaFadein A 0.1 1] @Mash That's right. However, its signal has become muddled since Master's arrival. [k] [charaFace A 12] @Mash We're still fairly certain that it's somewhere here in Agartha, but I'm afraid we can't narrow it down more than that right now. [k] [charaFadeout A 0.1] [charaTalk D] [charaFace D 0] [charaFadein D 0.1 0,-90] @Da Vinci Essentially, our readings on Agartha are oddly blurred and undefined, like in the results of our topographical investigation. [k] [charaFace D 4] @Da Vinci That's just one example, though. All the data we're collecting about Agartha will sometimes just shift to entirely different values with no continuity. [k] [charaFace D 0] @Da Vinci And yet, with things in your immediate vicinity, [%1], the continuity appears to be perfectly stable. [k] @Da Vinci In other words, the closer you are to the observation target, the more accurate our results will be. [k] [charaFace D 1] @Da Vinci Which means we have no choice but to have you continue to investigate on foot. [k] ?1:You think there are any other people here? ?2:I hope I can find someone to talk to. ?! [charaFace D 1] @Da Vinci It's hard to be certain with how erratic readings are, as I mentioned, but we're picking up what appear to be artificial structures in the area. [k] @Da Vinci So, I wouldn't rule out the possibility of people nearby. [k] [charaFadeout D 0.1] [charaTalk A] [charaFace A 0] [charaFadein A 0.1 1] @Mash In that case, we should head for an area where we can get reliable data, and use that as our base of operations while[line 2] [k] [charaFadeout A 0.1] [wt 0.1] [charaPut G 1200,1200] [charaTalk B] [charaFace B 0] [charaFadein B 0.1 1] @Astolfo Okay, Master! Let's start by heading somewhere with lotsa people! [k] [charaFace B 1] @Astolfo Don't worry, adventuring sense will get us there, piece of cake! Humm... This way! [k] [charaMove B -256,0 0.4] [charaFadeout B 0.4] [se ad59] [seStop ad59 1.2] [wt 0.7] [charaPut G 1] [charaTalk A] [charaFace A 14] [charaFadein A 0.1 1] @Mash A-Astolfo, wait! [k] [charaFace A 6] @Mash ...Huh? I thought he'd disappeared over that hill.[sr]He certainly came back quickly. [k] [bgmStop BGM_EVENT_2 1.5] [se ad59] [seVolume ad59 0 0.01] [seVolume ad59 1.0 0.99] [wt 1.5] [seStop ad59 0.4] [bgm BGM_EVENT_3 0.1] [charaFace A 15] @Mash ...Wait! What's this signal!? [k] [charaFadeout A 0.1] [wt 0.1] [charaPut G 1200,1200] [charaTalk B] [charaFace B 5] [charaFadein B 0.1 1] @Astolfo Waaah! I-it's not my faaault, honest![sr]They were already headed here when I spotted them! [k] [charaFadeout B 0.1] [charaTalk C] [charaFace C 0] [charaFadein C 0.1 1] @d'Eon More beasts, hmm?[sr]It would appear we missed a few earlier. [k] [charaFace C 4] @d'Eon Although...it seems as though they're running away from something that frightened them... [k] [messageOff] [bgmStop BGM_EVENT_3 0.4] [fadeout black 0.5] [wait fade] [soundStopAll] [end]