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Blue area. don't have to find a rift to get there.
edit : forgot a word in my sentence.
Get comfy on Gamefaqs board, cause you're gonna be visiting it a lot.
I think the big problem with that Council quest was that everything looks the exact (and I do mean EXACT) same and I got mixed up somewhere by mistake. Everywhere else so far at least looks a bit less identical, layout wise. I mean, take the Gakuto Sewers's 2nd floor. Each side is pretty similar, but it's just one floor like that. Morimoto Highrise is 3 floors of the same thing, for the most part, just with some rooms rotated. And you need to use spatial rifts to get between closed-off areas you can't duck into from the main hallways. I'm not surprised I missed a room.
(It doesn't hurt that I took the initiative and put the +Par on all my frontliners' weapons, and have Unity boosters to ensure I go before the enemies unless I get ambushed, so I can basically fight all day without worries. I'd probably be quite irritated if I was taking a long time to drop enemies, and taking a lot of damage in return.)
I guess the big reason I'm not so annoyed is because at least I can SEE. The last game of this type I played was Wizardry: Labyrinth of Lost Souls, and I am not joking when I say you needed a light spell to see more than one or two tiles away. (It extended your visible range to like... maybe 3 or 4. Also, Dark Zones snuffed out your light.) By comparison, this is like turning on easy mode, you know?
What I'm personally worried about is those no-map zones in Babyl. That completely neuters my strategy in just about any RPG with a minimap. (There's some games where I flat out use the minimap to steer instead of looking at the rest of the screen, since it's more visually precise and the game's boundaries are unclear.)
And yeah, going through without the mapper item is basically awful.