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ToT I can't take it!!!
I'm pretty sure you only need one?
In any case I think it was Iron Republic, then Irem. Doesn't the game say to go to the Iron Republic anyway?
I actually managed to save him with no spoilers, no prior knowledge, and none of the items I needed in advance (except that I'd explored the whole map and taken notes, and had enough savings that I was able to run straight to the locations I needed without worrying about efficiency). I think I was very close to the time limit (the last message I got about him melting said the end would come soon, and there was a significant time gap between getting that and finally getting the cure).
How it played out for me (detailed spoilers):
After returning to London, I get the hint that the Snow Child needs to go to the Iron Republic. I figure, great, I just got a Judgments' Egg that I need to take there anyway for the Irrepressible Cannoneer's storyline.
In the Iron Republic, the devils tell me that they'll be happy to help me, in exchange for 3 scintillack. I don't have any! (I normally sell whatever scintillack I have whenever I'm in London, to free up cargo space.)
So I race to Port Cecil in the Principles, where I rearrange my officers to maximize my Mirrors and use up Something Awaits You to search the beach for scintillack. Then I launch, set my speed to zero, and sit on top of the port until I get Something Awaits You again so I can collect more. I believe I failed the first Mirrors test and succeeded on the second, which gave me 3 scintillack total.
I believe it was around this point that I got the second story message about the Snow Child melting, where it says we are packing ice around her bed.
I return to the Iron Republic, turn in the scintillack, get a message that I need to fix the cure in heartmetal to make it permanent, and am given a Soothe & Cooper Long-Box...the first one I've gotten with this captain. So I take that to Station III (which happens to be close to the Iron Republic this time), go through the introductory storyline of delivering one, and eventually see the option to trade a Long-Box for a Heartmetal Ingot...but not until after the game has taken away my Long-Box. So I need another one!
Here's where taking good notes really came in handy. The last time I visited the Iron & Misery Co. in Demeaux Island, I made note of the fact that--now that Time, the Healer was > 50--there was a story option to obtain a Long-Box in exchange for 2 Strange Catches (and Something Awaits).
I also know that I can buy Strange Catches...in Irem.
So I set a course to the farthest corner of the map, where Irem will lie. (Lies. Has always lain.)
Around the time I reach Irem, I get the story message that I've run out of ice and the Snow Child doesn't have long left. (Why can't I buy more ice in any of these ports I'm visiting?)
I buy 2 Strange Catches, then turn around and dash west to Demeaux Island, where I trade them for a Long-Box, and then south, back to Station III, where I trade the Long-Box for a Heartmetal Ingot and ask the smith to implant it. Whew!
Now that the Snow Child is stabilized, I go BACK to Irem and put her on a boat so she can go East. (The ending seemed kind of anticlimactic compared to all the work of getting here. The reward was basically some attribute boosts, which is nice but nothing unique. And I still have a Snow Child's Tooth that I have never used for anything.)
It sure felt like I was not supposed to succeed on the first try, and they were expecting me to gain some valuable foreknowledge that would allow me to (maybe) succeed with my next captain. Which I think is both pretty frustrating and rather immersion-breaking (calls attention to the fact that you are repeating the exact same storylines with each captain, even when they involve rather unique people and events that you wouldn't expect to be replicated).
Since I succeeded, though, it was kind of fun to pour over my notes to find a solution and then race across the map to implement it in time.