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** [[spoiler:After Garl perishes at the end of the second act, his equipment is returned to the inventory averting SoLongAndThanksForAllTheGear]], but additionally, [[spoiler:when he's rescued in the process of getting the GoldenEnding, he's automatically equipped with the best weapon and armor he can use, and automatically gets whatever combo skills he can use with B'st, a party member who was introduced some time after his initial death]].
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** After sailing the [[spoiler:eponymous Sea of Stars and making it to Seraï's world, the player can go back to the home world whenever they want. What's convenient is that you never need to go through the short dungeon ever again or directly sail the Sea of Stars to get between each world, which would have made transversal between the two areas a mighty slog. Even better, once the moon and sun are back in place in Seraï's world, you can teleport between the two worlds instantaneously as part of a fast travel option.]]
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* BraggingRightsReward: [[spoiler: Garl's Ultimate]] is a multi-hit attack that strikes every elemental weakness, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including defeating multiple {{Superboss}}es without this move, and basically getting OneHundredPercentCompletion in finding all of the treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. It doesn't carry over to NewGamePlus, either. Since using an Ultimate attack is limited in nature, you might use it once against the last boss just to see it and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.

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* BraggingRightsReward: [[spoiler: Garl's [[spoiler:Garl's Ultimate]] is a multi-hit attack that strikes every elemental weakness, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including defeating multiple {{Superboss}}es without this move, and basically getting OneHundredPercentCompletion in finding all of the treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. It doesn't carry over to NewGamePlus, either. Since using an Ultimate attack is limited in nature, you might use it once against the last boss just to see it and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.
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* BraggingRightsReward: [[Garl's Ultimate]] is a multi-hit attack that strikes every elemental weakness, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including defeating multiple {{Superboss}}es without this move, and basically getting OneHundredPercentCompletion in finding all of the treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. It doesn't carry over to NewGamePlus, either. Since using an Ultimate attack is limited in nature, you might use it once against the last boss just to see it and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.

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* BraggingRightsReward: [[Garl's [[spoiler: Garl's Ultimate]] is a multi-hit attack that strikes every elemental weakness, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including defeating multiple {{Superboss}}es without this move, and basically getting OneHundredPercentCompletion in finding all of the treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. It doesn't carry over to NewGamePlus, either. Since using an Ultimate attack is limited in nature, you might use it once against the last boss just to see it and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.
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* BraggingRightsReward: Garl's Ultimate is a multi-hit attack that strikes every elemental weakness, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including defeating multiple {{Superboss}}es without this move, and basically getting OneHundredPercentCompletion in finding all of the treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. It doesn't carry over to NewGamePlus, either. Since using an Ultimate attack is limited in nature, you might use it once against the last boss just to see it and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.

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* BraggingRightsReward: Garl's Ultimate [[Garl's Ultimate]] is a multi-hit attack that strikes every elemental weakness, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including defeating multiple {{Superboss}}es without this move, and basically getting OneHundredPercentCompletion in finding all of the treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. It doesn't carry over to NewGamePlus, either. Since using an Ultimate attack is limited in nature, you might use it once against the last boss just to see it and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.
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* BareBottomedMonkey: A trait the gorillas all have ([[InformedSpecies despite being called gorillas and not monkeys]]), which is {{lampshaded}} when the party encounters a group of baby gorillas [[ItMakesSenseInContext sticking their butts up while peering through holes in the ground]] -- both Valere and Zale are dumbfounded, while Garl thinks it's ActuallyPrettyFunny.
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A chronological {{Prequel}}, ''Sea of Stars'' is set in the same world as ''The Messenger'', but billions of years in the past. The player takes control of Zale and Valere, a pair of Solstice Warriors -- members of an AncientOrderOfProtectors empowered by the sun and moon to keep a horrible evil at bay, confronting their latest and greatest threat.

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A chronological {{Prequel}}, ''Sea of Stars'' is set in the same world as ''The Messenger'', but [[DistantSequel billions of years in the past.past]]. The player takes control of Zale and Valere, a pair of Solstice Warriors -- members of an AncientOrderOfProtectors empowered by the sun and moon to keep a horrible evil at bay, confronting their latest and greatest threat.
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* HardModePerks: There's an actual achievment tied to the 'hard mode' relic of the game, Artful Gambit. To get it, you have to beat ten bosses with the relic active, and this is necessary to get HundredPercentCompletion. Artful Gambit cuts your party's [=HP=] by a ''debilitating'' '''95%,''' and gives enemies invincibility while they're casting. However, as a caveat to this, all the ''player's'' attacks do double damage and all successfully blocked attacks only deal one damage to the characters. Bosses are certainly more challenging with Artful Gambit equipped, but the relic is meant to test the player's timing, not their resilience, so the fights at least go by quickly.
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* RocketTagGameplay: The Artful Gambit Relic changes the game into essentially this. Enemies are immune to damage while casting and the player characters have their HP reduced by ''95%''. In return, a successful block reduces the attack's damage to one, ''and'' the party deals ''doubled damage.'' With a force ''that'' strong behind a maximally boosted Soonrang, any boss will fold like paper, but the player has to be ready to weather a storm to make their offense count.

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** Very early in the game, Zale and Valere recall how their childhood recklessness led to Garl losing an eye and lament the fact that he didn't show up to see them off. We're then treated to a scene with several mysterious ObviouslyEvil figures discussing Zale and Valere setting out on their journey. A savvy first time player may assume that Garl has grown to resent them over his lost eye and become a villain. However, as soon as the flashback is over, he jumps out of a nearby bush to give the heroes freshly made jam before joining the party.



** Very early in the game Zale and Valere recall how their childhood recklessness led to Garl losing an eye and lament the fact that he didn't show up to see them off. We're then treated to a scene with several mysterious ObviouslyEvil figures discussing Zale and Valere setting out on their journey. A savvy first time player may assume that Garl has grown to resent them over his lost eye and become a villain, but as soon as the flashback is over he jumps out of a nearby bush to give the heroes freshly made jam before joining the party.
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** Very early in the game Zale and Valere recall how their childhood recklessness led to Garl losing an eye and lament the fact that he didn't show up to see them off. We're then treated to a scene with several mysterious ObviouslyEvil figures discussing Zale and Valere setting out on their journey. A savvy first time player may assume that Garl has grown to resent them over his lost eye and become a villain, but as soon as the flashback is over he jumps out of a nearby bush to give the heroes freshly made jam before joining the party.
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** The game has several design cues out of the ''VideoGame/GoldenSun'' series. Valere wears her special garment as a half-cape in the exact same fashion as Felix's own, even down to the same side, Zale's character portraits make him look like a darker-skinned Isaac, and climable walls share the same imprint as those found in ''The Lost Age'', and even the character sprites fit pretty closely to what an HD remaster would likely do for the ''Golden Sun'' cast.

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** The game has several design cues out of the ''VideoGame/GoldenSun'' series. Valere wears her special garment as a half-cape in the exact same fashion as Felix's own, even down to the same side, Zale's character portraits make him look like a darker-skinned Isaac, and climable walls share the same imprint as those found in ''The Lost Age'', and even the character sprites fit pretty closely to what an HD remaster would likely do for the ''Golden Sun'' cast. Zale's Ultimate is also pretty much a horizontal Megiddo, the signature Unleash of the Sol Blade from ''The Lost Age.''
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* VillainExitStageLeft: Several foes, after they are defeated, just exit out of the story [[spoiler:because they canonically show up in ''The Messenger''. Examples include Brugaves, the Acolytes, and the Dweller of Strife]].

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* BeyondTheImpossible: This trope is actually the CentralTheme of the story. At multiple points the playable characters are given updates on their destiny that establishes a course of action they are going for is impossible to see through; they can't [[spoiler:beat the Dweller of Strife, they have no hope against the Dweller of Torment, and Garl will put into place the potential for everyone's salvation too late for it to mean anything.]] Despite every setback and destiny itself trying to interfere with their quest, the Solstice Warriors continually try to accomplish their goals anyway because they know those goals are righteous and that a task supposedly being impossible doesn't mean they should give in to apathy when they can at least ''try'' to change things for the better. Because of their dogged determination to buck the odds, other factors become interested in the heroes and assist them, or the heroes themselves find some other means of coming as close to accomplishing their goals as possible, continually invoking this trope and overcoming what should be impossible odds in their quest to save the world. Meanwhile, the apathy and nihilism [[spoiler:Brugaves and Erlina respectively]] assign to this trope and their unwillingness to ''try'' to still overcome the odds are painted entirely as poor choices on their part. The primary villains in the story aren't evil out a sense of ambition or moral righteousness, but because they're just too lazy and convinced of their failure to try to buck the odds - [[spoiler:Erlina causes most of the game's conflict because she's told by the Acolytes the Solstice Warriors cannot overcome the Dweller of Torment, and instead of trying to find some alternate means of victory she just decides to give up to satisfy Brugaves' cowardice and her desire to protect Brugaves and nothing else.]]

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* BeyondTheImpossible: This trope is actually the CentralTheme of the story. At multiple points points, the playable characters are given updates on their destiny that establishes a course of action they are going for is impossible to see through; they can't [[spoiler:beat the Dweller of Strife, they have no hope against the Dweller of Torment, and Garl will put into place the potential for everyone's salvation too late for it to mean anything.]] Despite every setback and destiny itself trying to interfere with their quest, the Solstice Warriors continually try to accomplish their goals anyway because they know those goals are righteous and that a task supposedly being impossible doesn't mean they should give in to apathy when they can at least ''try'' to change things for the better. Because of their dogged determination to buck the odds, other factors become interested in the heroes and assist them, or the heroes themselves find some other means of coming as close to accomplishing their goals as possible, continually invoking this trope and overcoming what should be impossible odds in their quest to save the world. Meanwhile, the apathy and nihilism [[spoiler:Brugaves and Erlina respectively]] Erlina, respectively]], assign to this trope and their unwillingness to ''try'' to still overcome the odds are painted entirely as poor choices on their part. The primary villains in the story aren't evil out a sense of ambition or moral righteousness, but because they're just too lazy and convinced of their failure to try to buck the odds - [[spoiler:Erlina causes most of the game's conflict because she's told by the Acolytes the Solstice Warriors cannot overcome the Dweller of Torment, and instead of trying to find some alternate means of victory victory, she just decides to give up to satisfy Brugaves' cowardice and her desire to protect Brugaves and nothing else.]]



* CombatPragmatist: Despite each being an AnimalisticAbomination that the Fleshmancer implies lack a conscience, all the Dwellers fought in the game are shown to understand the rules that make them vulnerable and go out of their way to avoid a fair fight where they could conceivably lose;

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* CombatPragmatist: Despite each being an AnimalisticAbomination that the Fleshmancer implies lack a conscience, all the Dwellers fought in the game are shown to understand the rules that make them vulnerable and go out of their way to avoid a fair fight where they could conceivably lose;lose:



** The one that takes the cake is the [[spoiler:Dweller of Torment. First, the island it's on has a curse on the mountain of Torment Peak that causes anyone who enters to instantly forget anything they learned when they exit the region. This already stymies any attempt by the Solstice Warriors to form a posse to overcome it, since they can't fight it individually and can't remember to bring in more people to defeat the Dweller. However, the true beauty of this is that the Dweller of Torment has a baby gorilla birthing program that gives it a self-sufficient supply of food it can use to become a World Eater '''in secret,''' meaning there's no possible way anyone can learn of its actions without outside assistance. If ''everything else'' fails, it's located in the heart of a mountain, meaning the light of an eclipse cannot reach it. It takes divine intervention from Resh'an for the party to learn of the Dweller of Torment's existence and Seraï's portal technology to open a 'window' to the outside for the eclipse to stream in from to dispatch the Dweller of Torment.]]

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** The one that takes the cake is the [[spoiler:Dweller of Torment. First, the island it's on has a curse on the mountain of Torment Peak that causes anyone who enters to instantly forget anything they learned when they exit the region. This already stymies any attempt by the Solstice Warriors to form a posse to overcome it, since they can't fight it individually and can't remember to bring in more people to defeat the Dweller. However, the true beauty of this is that the Dweller of Torment has a baby gorilla birthing program that gives it a self-sufficient supply of food it can use to become a World Eater '''in secret,''' ''in secret'', meaning there's no possible way anyone can learn of its actions without outside assistance. If ''everything else'' fails, it's located in the heart of a mountain, meaning the light of an eclipse cannot reach it. It takes divine intervention from Resh'an for the party to learn of the Dweller of Torment's existence and Seraï's portal technology to open a 'window' "window" to the outside for the eclipse to stream in from to dispatch the Dweller of Torment.]]



* ExactWords: The Oracle of Tides determines that [[spoiler: no matter what outside help the Solstice Warriors get, whether it be Resh'an, the genius children, or Seraï, they will go into battle with but will not defeat the Dweller of Strife. As it turns out, this is technically correct - just as the Dweller of Strife begins to weaken, it wisely decides to destroy the laser beam doing actual damage to it and takes the fight out of the Clockwork Castle and over to Mesa Island's hills, where Valere and Zale can only deal ScratchDamage to it. ''However,'' that doesn't mean that the Solstice Warriors will necessarily ''lose,'' either - the Oracle of Tides never says the Dweller of Strife will go on to destroy the world, and when Seraï fudges the fight by indirectly involving Resh'an, thus calling in Aephorul, Resh'an's counterpart takes the Dweller and the Acolytes away to refine them, setting up the events of ''VideoGame/TheMessenger''.]] So, really, the fight can conservatively end up being called [[spoiler:a tie.]]

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* ExactWords: The Oracle of Tides determines that [[spoiler: no [[spoiler:no matter what outside help the Solstice Warriors get, whether it be Resh'an, the genius children, or Seraï, they will go into battle with but will not defeat the Dweller of Strife. As it turns out, this is technically correct - just as the Dweller of Strife begins to weaken, it wisely decides to destroy the laser beam doing actual damage to it and takes the fight out of the Clockwork Castle and over to Mesa Island's hills, where Valere and Zale can only deal ScratchDamage to it. ''However,'' However, that doesn't mean that the Solstice Warriors will necessarily ''lose,'' ''lose'', either - the Oracle of Tides never says the Dweller of Strife will go on to destroy the world, and when Seraï fudges the fight by indirectly involving Resh'an, thus calling in Aephorul, Resh'an's counterpart takes the Dweller and the Acolytes away to refine them, setting up the events of ''VideoGame/TheMessenger''.''The Messenger''.]] So, really, the fight can conservatively end up being called [[spoiler:a tie.]]
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* ChekhovsGun: Resh'an's talk with Aephorul right after [[spoiler:the fight with the Dweller of Strife]] appears at first like Resh'an simply trying to get through again to his old friend, with him callously [[spoiler:doing nothing to actually stop the laser beam moments away from hitting Garl.]] This persists all the way up to the end of the game and past the credits, at which point [[spoiler:the Chronophage]] opens up. It turns out that Resh'an wasn't ''just'' trying to get through to Aephorul - he very specifically guides the conversation and awes Aephorul with his ability to [[spoiler:functionally stop time]] so that [[spoiler:Aephorul doesn't notice when the Solstice Warriors and B'st return later via the Chronophage to snatch up Garl from right under Aephorul's nose - meaning he doesn't realize he shot B'st, who could actually take the hit.]]
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** The Gold Rank Champion of the Dweller's Fall Arena is a man named Sylgain. He actually has voiced grunts when he's hit, and the animations for his attacks and being hurt look pretty familiar. He's overall a huge reference to the earlier ''VideoGame/PunchOut'' games!
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** When the party arrives at Lake Docarria, they're initially flummoxed by how they'll manage to meet with the Oracle of Tides given how deep the realm of the Docarri is underwater, since they obviously can't hold their breath long enough to reach such depths. Though they soon manage to empower an item to let them breathe underwater indefinitely, Seraï's first response when the conundrum comes up is to awkwardly mention that she has something she wanted to eventually reveal to the party, implying it would allow them to reach the Docarri. [[spoiler:About ten to twenty hours later, the player finally learns what Seraï was getting at - most of her body is robotic, including her spinal column and her lungs, meaning she doesn't actually need to breathe. If all else failed, she was intending to simply swim down herself.]]
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* CombatPragmatist: Despite each being an AnimalisticAbomination that the Fleshmancer implies lack a conscience, all the Dwellers fought in the game is shown to understand the rules that make them vulnerable and go out of their way to avoid a fair fight where they could conceivably loase;

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* CombatPragmatist: Despite each being an AnimalisticAbomination that the Fleshmancer implies lack a conscience, all the Dwellers fought in the game is are shown to understand the rules that make them vulnerable and go out of their way to avoid a fair fight where they could conceivably loase;lose;
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Added DiffLines:

* CombatPragmatist: Despite each being an AnimalisticAbomination that the Fleshmancer implies lack a conscience, all the Dwellers fought in the game is shown to understand the rules that make them vulnerable and go out of their way to avoid a fair fight where they could conceivably loase;
** The Dweller of Woe hides within the ground of the Haunted Mansion itself so that she can't be targeted by her foes, requiring Moraine to drag her out with magic. Even with that in mind, she fights within the Haunted Mansion so that the light the Solstice Warriors get from the eclipse isn't terribly powerful, forcing Garl to blow a hole in the roof.
** The Dweller of Strife doesn't do much to hide from the light of an eclipse, but recognizes at some point that, currently, the Solstice Warriors it's fighting are only dealing ScratchDamage to it and need a special laser to harm it. Once the Dweller of Strife actually starts to weaken, it destroys the tower the Solstice Warriors are fighting it on, wrecking the laser beam.
** The [[spoiler:Dweller of Dread is very clever indeed. Though it's ultimately the Fleshmancer's machinations that obscure the sun and bury the moon in Seraï's world, and continue to feed the Dweller of Dread with the immortal cyborg bodies of the people of Repine, it's the Dweller's choice to gatekeep the moon so that, even if the sun ''were'' to be exposed, the moon couldn't possibly reach it for an eclipse to occur. Unfortunately for it, at that point, Valere and Zale had nearly ascended and were already deemed Luana and Solen, so they were so powerful that just being near the moon and having the sun unobstructed gave them the might to overcome it.]]
** The one that takes the cake is the [[spoiler:Dweller of Torment. First, the island it's on has a curse on the mountain of Torment Peak that causes anyone who enters to instantly forget anything they learned when they exit the region. This already stymies any attempt by the Solstice Warriors to form a posse to overcome it, since they can't fight it individually and can't remember to bring in more people to defeat the Dweller. However, the true beauty of this is that the Dweller of Torment has a baby gorilla birthing program that gives it a self-sufficient supply of food it can use to become a World Eater '''in secret,''' meaning there's no possible way anyone can learn of its actions without outside assistance. If ''everything else'' fails, it's located in the heart of a mountain, meaning the light of an eclipse cannot reach it. It takes divine intervention from Resh'an for the party to learn of the Dweller of Torment's existence and Seraï's portal technology to open a 'window' to the outside for the eclipse to stream in from to dispatch the Dweller of Torment.]]
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* BeyondTheImpossible: This trope is actually the CentralTheme of the story. At multiple points the playable characters are given updates on their destiny that establishes a course of action they are going for is impossible to see through; they can't [[spoiler:beat the Dweller of Strife, they have no hope against the Dweller of Torment, and Garl will put into place the potential for everyone's salvation too late for it to mean anything.]] Despite every setback and destiny itself trying to interfere with their quest, the Solstice Warriors continually try to accomplish their goals anyway because they know those goals are righteous and that a task supposedly being impossible doesn't mean they should give in to apathy when they can at least ''try'' to change things for the better. Because of their dogged determination to buck the odds, other factors become interested in the heroes and assist them, or the heroes themselves find some other means of coming as close to accomplishing their goals as possible, continually invoking this trope and overcoming what should be impossible odds in their quest to save the world. Meanwhile, the apathy and nihilism [[spoiler:Brugaves and Erlina respectively]] assign to this trope and their unwillingness to ''try'' to still overcome the odds are painted entirely as poor choices on their part. The primary villains in the story aren't evil out a sense of ambition or moral righteousness, but because they're just too lazy and convinced of their failure to try to buck the odds - [[spoiler:Erlina causes most of the game's conflict because she's told by the Acolytes the Solstice Warriors cannot overcome the Dweller of Torment, and instead of trying to find some alternate means of victory she just decides to give up to satisfy Brugaves' cowardice and her desire to protect Brugaves and nothing else.]]
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Typo.


* ExactWords: The Oracle of Tides determines that [[spoiler: no matter what outside help the Solstice Warriors get, whether it be Resh'an, the genius children, or Seraï, they will go into battle with but will not defeat the Dweller of Strife. As it turns out, this is technically correct - just as the Dweller of Strife begins to weaken, it wisely decides to destroy the laser beam doing actual damage to it and takes the fight out of the Clockwork Castle and over to Mesa Island's hills, where Valere and Zale can only deal ScratchDamage to it. ''However,'' that doesn't mean that the Solstice Warriors will necessairly ''lose,'' either - the Oracle of Tides never says the Dweller of Strife will go on to destroy the world, and when Seraï fudges the fight by indirectly involving Resh'an, thus calling in Aephorul, Resh'an's counterpart takes the Dweller and the Acolytes away to refine them, setting up the events of ''VideoGame/TheMessenger''.]] So, really, the fight can conservatively end up being called [[spoiler:a tie.]]

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* ExactWords: The Oracle of Tides determines that [[spoiler: no matter what outside help the Solstice Warriors get, whether it be Resh'an, the genius children, or Seraï, they will go into battle with but will not defeat the Dweller of Strife. As it turns out, this is technically correct - just as the Dweller of Strife begins to weaken, it wisely decides to destroy the laser beam doing actual damage to it and takes the fight out of the Clockwork Castle and over to Mesa Island's hills, where Valere and Zale can only deal ScratchDamage to it. ''However,'' that doesn't mean that the Solstice Warriors will necessairly necessarily ''lose,'' either - the Oracle of Tides never says the Dweller of Strife will go on to destroy the world, and when Seraï fudges the fight by indirectly involving Resh'an, thus calling in Aephorul, Resh'an's counterpart takes the Dweller and the Acolytes away to refine them, setting up the events of ''VideoGame/TheMessenger''.]] So, really, the fight can conservatively end up being called [[spoiler:a tie.]]
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* ExactWords: The Oracle of Tides determines that [[spoiler: no matter what outside help the Solstice Warriors get, whether it be Resh'an, the genius children, or Seraï, they will go into battle with but will not defeat the Dweller of Strife. As it turns out, this is technically correct - just as the Dweller of Strife begins to weaken, it wisely decides to destroy the laser beam doing actual damage to it and takes the fight out of the Clockwork Castle and over to Mesa Island's hills, where Valere and Zale can only deal ScratchDamage to it. ''However,'' that doesn't mean that the Solstice Warriors will necessairly ''lose,'' either - the Oracle of Tides never says the Dweller of Strife will go on to destroy the world, and when Seraï fudges the fight by indirectly involving Resh'an, thus calling in Aephorul, Resh'an's counterpart takes the Dweller and the Acolytes away to refine them, setting up the events of ''VideoGame/TheMessenger''.]] So, really, the fight can conservatively end up being called [[spoiler:a tie.]]
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* GuestStarPartyMember: {{Exaggerated|Trope}} in a really neat way. The original mission, charged to Zale and Valere by Headmaster Moraine, is to help defeat the last Dweller; he musters the entire Solstice Warriors corps -- consisting of himself, the two {{Player Character}}s, and {{Mentor}}s Erlina and Brugaves -- for this battle. When you finally confront the boss, Headmaster Moraine is a party member, ''and'' Erlina and Brugaves are present as AI-driven combatants who nonetheless contribute to the battle.

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* GuestStarPartyMember: {{Exaggerated|Trope}} in a really neat way. The original mission, charged to Zale and Valere by Headmaster Moraine, is to help defeat the last Dweller; he musters the entire Solstice Warriors corps -- consisting of himself, the two {{Player Character}}s, and {{Mentor}}s Erlina and Brugaves -- for this battle. When you finally confront the boss, Dweller, Headmaster Moraine is a party member, ''and'' with Erlina and Brugaves are present as AI-driven combatants who nonetheless contribute to the battle.battle in your favor.



* MultipleEndings: Defeating the final boss unlocks the option to resume playing from right before then, but with a hint about finding the GoldenEnding. [[spoiler:In the Moorlands, one of the first levels of the game, there's a ring of standing stones that can be visited; checking each one gives you a single image idea of what sidequests you need to complete to make it light up. Complete them all and the ring of stones turns out to be the Cronophage, allowing Zale and Valere to save Garl from death. Garl rejoins the party, and with his presence, the TrueFinalBoss becomes accessible.]]

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* MultipleEndings: Defeating the final boss unlocks the option to resume playing from right before then, but with a hint about finding the GoldenEnding. [[spoiler:In the Moorlands, one of the first levels of the game, there's a ring of standing stones that can be visited; checking each one gives you a single image idea of what sidequests you need to complete to make it light up. Complete them all and the ring of stones turns out to be the Cronophage, allowing Zale and Valere to save Garl from death. Garl rejoins the party, and with his presence, the TrueFinalBoss becomes accessible. Defeating said True Final Boss will unlock the Golden Ending.]]

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* BraggingRightsReward: Garl's Ultimate move hits every elemental weakness at once, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including defeating multiple {{Superboss}}es without this move, and basically getting OneHundredPercentCompletion in finding all of the treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. It doesn't carry over to NewGamePlus, either. Since using an Ultimate attack is limited in nature, you might use it once against the last boss just to see it and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.

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* BraggingRightsReward: Garl's Ultimate move hits is a multi-hit attack that strikes every elemental weakness at once, weakness, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including defeating multiple {{Superboss}}es without this move, and basically getting OneHundredPercentCompletion in finding all of the treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. It doesn't carry over to NewGamePlus, either. Since using an Ultimate attack is limited in nature, you might use it once against the last boss just to see it and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.
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* BraggingRightsReward: Garl's Ultimate move hits every elemental weakness at once, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including fighting multiple {{Superboss}}es without this move, and going for OneHundredPercentCompletion in finding treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. Since using an Ultimate attack is limited in nature, you might use it once against the last boss and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.

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* BraggingRightsReward: Garl's Ultimate move hits every elemental weakness at once, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including fighting defeating multiple {{Superboss}}es without this move, and going for basically getting OneHundredPercentCompletion in finding all of the treasures and Rainbow Conch shells. The only thing left to do once you get this attack is fight the TrueFinalBoss. It doesn't carry over to NewGamePlus, either. Since using an Ultimate attack is limited in nature, you might use it once against the last boss just to see it and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.



* NewGamePlus: Defeating the final boss unlocks the option to start a new run while carrying over items from the previous run, including the endgame relics that allow self-imposed challenge modes, one of which is required for HundredPercentCompletion.

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* NewGamePlus: Defeating the final boss unlocks the option to start a new run while carrying over items from the previous run, including the endgame relics that allow self-imposed challenge modes, one of which is required for HundredPercentCompletion. You can also hold down a few buttons to fast-forward through dialogue to make progressing through the game much quicker.
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* BraggingRightsReward: Garl's Ultimate is a move [[spoiler:that hits every elemental weakness at once, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including fighting multiple {{Optional Boss}}es and going for OneHundredPercentCompletion in finding treasures and Rainbow Conch shells. The only thing left to do once you get this attack is go through one more dungeon and fight the TrueFinalBoss. Since using an Ultimate attack is limited in nature, you might use it once against the last boss and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.]]

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* BraggingRightsReward: Garl's Ultimate is a move [[spoiler:that hits every elemental weakness at once, which is extremely useful for lock-breaking. But in order to get it, you have to be well on your way to the GoldenEnding, including fighting multiple {{Optional Boss}}es {{Superboss}}es without this move, and going for OneHundredPercentCompletion in finding treasures and Rainbow Conch shells. The only thing left to do once you get this attack is go through one more dungeon and fight the TrueFinalBoss. Since using an Ultimate attack is limited in nature, you might use it once against the last boss and then never use it again, especially since other Ultimate moves have more utility and it's possible to break locks perfectly fine without it.]]
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* AbsurdlyLowLevelCap: The level cap in this game is 30. In compensation, all point values are reduced and significantly more important; each character starts with about 10 MagicPoints, when the average spell costs 5, and it's going to take a while before a basic attack does even 100 damage. Additionally, you can take on the FinalBoss at around level 20, though the TrueFinalBoss is a different story. It is unknown if the level cap will be raised in the upcoming "Throes of the Watchmaker" DLC.

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* AbsurdlyLowLevelCap: AbsurdlyHighLevelCap: The level cap in this game is 30. In compensation, all point values are reduced and significantly more important; each character starts with about 10 MagicPoints, when the average spell costs 5, and it's going to take a while before a basic attack does even 100 damage. Additionally, you You can take on the FinalBoss at around level 20, though 20 if you just go through the TrueFinalBoss is a different story. It is unknown if story without doing any additional grinding, and even the {{Optional Boss}}es and {{Superboss}} fights won't get you close to the level cap will be raised in if you clear them. It'll take quite a few hours of LevelGrinding if you want to reach the upcoming "Throes of the Watchmaker" DLC.cap on a single playthrough.
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Added DiffLines:

** Once you unlock a character for your party, they'll be included in the level-up screen from that point on so you can continue to tailor their stats to your preferences for the rest of the game, even if the story separates you from other party members for a while.
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Added DiffLines:

** Once you've done everything there is to do in a location -- found every treasure chest, collected every Rainbow conch, cleared the boss fight, etc. -- that area will be marked with a silver star next to its name so you know that there's nothing left to find there.

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