u/CommanderKetchup0

Arknights Review - Maria Nearl

Welcome back fellas.

So, Maria Nearl is pretty good, in my opinion. Going into it, I kind of wasn't feeling it for some reason, but I'm happy to say my mind was quickly changed. Also, I was dead wrong (as someone pointed out), as this is not the same Nearl that was in the first few episodes of the Main Story, but rather her younger sister. On an unrelated note, I started watching the Arknights anime (It's... okay :|). And since there's currently no limited event besides the multiplayer one which I have no interest in, I have no reason not to get into talking about Side Story 6 - Maria Nearl

The story opens in Central Mazimierz after a car accident, where an unnamed knightly woman is helping repair a car for an old knight and an old craftsman, both of whom will continue to butt heads with each other throughout the story. Kind of gets annoying, but only kind of. The woman manages to fix the engine momentarily, and while the retirees offer to lend her a ride, she refuses as she has business elsewhere. Then the engine blows up, lmfao. Anywho, we then cut to later in the day, at the Roar Arena where they are hosting some kind of gladiatorial competition. Plastic Knight goes over the listing for today's events, and Greatmouth Mob announces the debut of a new independent knight with a rather famous surname: Maria Nearl.

The next scene opens up at a bar, with the craftsman Kowal and Maria working together to fix a jukebox. The bartender Marcin and the old knight V are also in attendance, as this seems to be a sort of hangout spot for this particular group. An unnamed lady, later known as Zofia, arrives on the scene and begins scolding Maria for her seemingly careless decision to participate in the Kazimierz Major, a popular gladiatorial competition/sport all across the country where knights now find their talents useful. Maria explains that she joined the Major since her family, the Nearls, would soon lose their noble status as they currently do not have Knight Primus, both because of Margaret Nearl's exile and her uncle's unwillingness to take up the mantle afterwards. Despite Zofia's protests, the rest of the gang vouch for Maria. Marcin does warn Maria that the games aren't going to be what she thinks they are. To sate Zofia's concern, Maria asks her to be her coach. Sometime later, in the Nearl estate, Maria bumps into her uncle Mlynar (Hey, it's that really good Nuker operator). He is very, extremely opposed to Maria's decision and doesn't seem to like Maria all that much either. Like, jeez dude. To be fair though, he's moreso opposed to the Major and what it stands for as a whole, and not just Maria's participation, and I can't blame him for that considering how this story goes. Anywho, in the midst of his scolding, he gets a call from a "Chief" and has to spare Maria for now. The scene then cuts to Maria and Zofia training day in and day out, while Zofia tries to force into Maria's head how intense and unforgiving the Major can be. Fortunately, Maria shows great promise and is progressing rather well in the short bit of time she has to train. Eventually, Maria's skills improve enough that she's able to disarm Zofia in a spar. Good ol' training montage, no notes. I particularly like the scene where Zofia tries for a moment to unsheathe her blade with his injured arm. It seems even she's a bit inspired by Maria's tenacity.

The next scene starts with the Roar Guard's Plastic Knight's early arrival to the Roar Arena. Apparently, the only reason he's here is because his sponsors demanded him to do so. He's encountered by some suit who demands that Plastic Knight wear a new suit of armor at the request of his sponsors, despite it not being built for competition use. Their goals go beyond simply winning the match, but rather building up influence for the Roar Guards company in the Chamber of Commerce. The scene cuts to Marcin's bar, as they sit impatiently to for Maria's fight to begin. Greatmouth Mob is announcing the contenders, and putting a heavy emphasis on the money being moved around as a result of the Major, since that seems to be the ultimate goal as of late (Hm, I wonder if that has anything to do with the moral of the story). It's also mentioned idly that Kowal doesn't work for Knights anymore. Plastic Knight and Zofia exchange barbs, and the match begins. Of course, Maria starts off as the underdog in the fight against the much more seasoned Plastic Knight. As they fight, a pair of unnamed warriors in the stand pay close attention to Maria. Plastic Knight urges Maria to surrender, which she vehemently refuses, and recalls warnings from Zofia during their training. Without any corporation infrastructure to rely on, she's at heavy disadvantage in scoping out opponents, and will have to think on the fly. Fortunately, she manages to take advantage of a weakness in Plastic Knight's experimental armor and knocks Plastic Knight out, earning her victory. The two unnamed warriors leave, not interested in the rest of today's matches. As Greatmouth narrates Maria's victory, the unnamed Suit relays a "Mr. Pavel's" thoughts on the unfolding events, to which Greatmouth is shocked to her such a name be thrown around like that. As far as I know, this 'Mr. Pavel' isn't brought up again in this story, so I hope he gets introduced to us later in the next part of this side story.

Maria and Zofia return to the bar to celebrate their victory, although Maria insists she only won due to Plastic Knight's selling out and relying on experimental, flawed armor. Zofia is already absolutely plastered, and she's eventually brought aside to sleep it off. Marcin reminisces of Majors past, specifically of the three time champion Black Knight, although she seems to be more of a blemish than a fond memory. The conversation eventually leads to the "Fissure" Knight that forcefully retired Zofia in her about against him. Due to Zofia's refusal to accept sponsors unfortunately led to her defeat. Speaking of which, a corporate employee arrives at the bar to offer a sponsorship from the Sloma Corporation. as well as MARTHE, on behalf of the Chamber of Commerce. Zofia wakes up from his drunken stupor and recognizes the employee as the manager fo a now defunct organization. The employee explains the offer will allow her to grow her fame beyond mere fights. However, Maria refuses the offer, as well as the other offers presented by the Chamber of Commerce. The employee is unnervingly put off by Maria's decision, and begs Maria to reconsider before leaving. Maria's next match is in three days, but she's not sure who her opponent is. The scene cuts to the unnamed Suit, talking about a particularly cruel knight known as 'Brassrust' Ingra, who seemed to have been bailed out of some manner of consequences due to his ties with megacorps. The next match will be between them. Once again, Maria is on the backfoot, and much more severely against the vicious Ingra. She's already been beaten bloody, but refuses to back down. Fortunately, Ingra himself is also on his last legs, and the match ends in a draw as both of them succumb to their injuries and exhaustion. Maria notices the sword Zofia is carrying, which she explains she'll use to kill Ingra if he does anything to her (Can't tell if she's exaggerating or not). After a bit of protest, Zofia allows Maria to see it. The scene cuts to the bar, where Kowal and V are preparing to head to Maria's estate. When they leave, a new customer arrives: Platinum. Props to the storywriters for not giving Maria a clean record, honestly. I do think having her lose outright may not be as effective as her simply thugging it out to the end, and winning would just be too perfect for an up and coming newbie.

The next scene opens up with a conversation between the unnamed Suit, now introduced as Spokesman Czarny, and Greatmouth. He's a bit of a bigshot and has his hands in a variety of different organizations. Czarny explains that Greatmouth is being poached from his position at the Roar Guards, and will now be working directly under Czarny himself. We then cut to Maria and Zofia's training. Maria's recovered well and is back in action, Marcin is still hard at work rejecting all of the offers from the big evil corpos (wake the fuck up samurai). Anywho, in order to make the Major cut, they need to make more points. Zofia then suggests Maria join the free for all competition, where Greatmouth is now commentating due to his new higher position in the fighting scene. The rules for this match have been altered slightly, much to the suspicion of Maria's 'entourage' at the bar. Before the match starts, Maria is approached by one of the warriors from the stands in her previous fights, and assures that Ingra was rehospitalized after his fight against her friend 'Ashley'... and then the match begins. When the scene continues, half of the contestants have already bowed out, and Maria is deep in combat with the Galazka Knight (No, I will not be using accents for names), when said Knight is knocked aside by the now called 'Flametail' Knight. Maria and Flametail spar for a little bit, but the Galazka Knight is about to rouse himself and disarm Flametail. Unfortunately for him, Flametail uses Arts to truly incapacitate him this time, despite not having any normal means to cast it. Turns out, Flametail is infected, and she begins to lament to Maria the difficulty and double standards of Infected Knights (Apparently the Blood Knight was Infected, and they weren't kicked out). She chastises Maria a bit for her naivety around the Major and attempts to take her leave, but not before Maria snags a point from her. They remain engrossed in combat until the end of the match, where Maria lands 3rd place, and Flametail lands 1st. The scene cuts to Czarny in talks with Platinum of the Armorless Union, who seems to be sending her in the direction of a certain Infected Knight that made a stir in the free for all. The scene then cuts to Zofia preparing a meal for Maria for her well earned placement in the free for all, where a familiar employee offers up some important information to Zofia. The story is unfolding very well. Each time our heroes take a step forward, the antagonists try to trip them up, like there's a script to follow for these Majors and they aren't following it. Good tension builder.

The next scene opens up with a conversation between Czarny and the employee. Czarny's words almost sound like threats, maybe not pointed directly at the employee, but still. This little scene clearly depicts the corruption found within the innerworkings of the Major, and how much the status quo relies on its unperturbed activity. We cut to Marcin's bar, where business has been booming due to Maria's ventures, and Maria herself has been racking up good points. Zofia urges her to stop participating in fights, as the way things are going now, she'll still be able to maintain her title. However, Maria sees through this overabundance of caution and refuses to follow her suggestion. The Knights Association is paying a lot of attention to her, and things could get fatal in the coming matches. Unfortunately, Maria and Zofia are unable to settle this dispute, and so Zofia storms out the room. Though Marcin is still on Maria's side seemingly, she does urge Maria to be careful. Maria leaves the bar to prepare for the race, and bumps into Platinum, who has the smell of blood about her. The scene cuts to Plastic Knight and Czarny, who is breaking the bad news of his replacement in the major, which was not in the agreement they talked about prior. It also seems like Czarny is trying to convince Plastic Knight to take a fall in some upcoming matches so that a pair of knights can make the cut for the arena. We're briefly shown Maria taking second in the race before we cut to Marcin's bar, where Plastic Knight makes a visit. He makes it clear to Marcin that he will not be participating in the Major due to some pull by the Chamber of Commerce, and that some of the knights are beginning to protest the Knights Association, before making his leave. The scene then cuts to Flametail and Ashely momentarily, who are ambushed by an unknown assailant, before cutting to Maria once again being approached by Mlynar. Showing a little bit more concern for her wellbeing, he continues to scold her for her rash decision making and tries to hint at just how rigged the Major is nowadays, but the tipping point is when he begins to judge Margaret as well. Despite her efforts to the contrary, her involvement in the Major to tout her convictions and her distaste for modern competition only made things worse. However, Maria retorts that Mlynar too is now leashed to the same corporations he despises. Once again, Mlynar gets a call from a 'Director' and peels himself away from Maria once more. Man... Mlynar's a jerk. Shame he's such a good operator (I don't have him though, so he's just a jerk).

Some time has passed, and Maria still hasn't patched things up with Zofia. Maria hopes another victory will win Zofia over again, but V reiterates the true power behind the Major, it being more than just gladiatorial fights for the people's entertainment. Czarny decides to show himself to the bar for once, to offer once again some premium contracts and offers, which are all refused once more. He begins his shpeal about glory, how the knights of old who stood guard, and how glory itself are no longer needed in this day and age. The scene cuts to Flametail and Ashley running from their would-be assassins for a moment, before cutting back to the bar, where Czarny announces Maria's next opponent as 'Left Hand' Tytus Topola, a name that Marcin is deeply concerned over. He attempts one last time to Maria into corporatizing. Maria refuses, however her motives are currently losing their steam. Czarny is called away before Maria has enough time to get her thoughts together, and Flametail and Ashley barge in looking for safehaven. Maria and co. step in to scare off their attackers. The scene cuts to a conversation between Czarny and that same employee, talking about the old Platinum's fate and replacement, one he handpicked despite his betrayal of the Armorless Union. He asks the employee why he abandoned his previous business, and reiterates that anything is possible in Kazimierz. The scene cuts back to the bar, some time later, after Maria left and Zofia arrives. Marcin wastes no time to explain to Zofia the situation Maria's in, and despite her concerns and fears, Marcin tries to get her back on Maria's side. Zofia decides to tune into the fight. Meanwhile, at the arena, Greatmouth may have accidentally slipped some information he shouldn't know about Maria, and Tytus makes his disdain known for Maria before their match begins, and he's already toying with her. The little hints spread throughout the story are fantastic to pick up on from a second read through, and just goes to show yet again how deep the corruption and behind-the-scenes string pulling there is in these long since fallen competitions.

The next scene begins with Zofia taking back her now refurbished sword thanks to Maria's efforts. She reminisces about the origin of her nickname 'Auntie', before setting out to join Maria at the arena. The scene cuts to the bar, where Kowal and V announce the safety of those young warriors, and their unfortunate stripping of their official knighthood status. Things aren't looking better for Maria either, and Marcin is certain she can't win this bout. Tytus continues to humiliate Maria on the field. He's been watching her the entire time, and he's furious at how little she compares to Margaret. Zofia arrives just in time to see Maria's seemingly futile struggle, as well as her undying defiance. This relentless beatdown continues for quite some time as Maria scrounges for any advantage, and her ability for battles of attrition wins out again as Tytus begins to run out of steam as well. One hefty blow almost knocks Maria out of the fight, but she remembers words from her grandfather and pulls herself together, and plans to use Tytus's arrogance against him, and the tide of battle begins to turn. The scene cuts to Czarny, seemingly disappointed by this turnaround. He notes Tytus is a powerful warrior, but his psychological warfare style of fighting cannot subdue Maria, and Czarny is certain he will lose. However, he isn't bothered by this at all. Eventually, Maria claims a close victory, and reiterates to herself and Tytus that all this effort is merely for herself. Tytus seems to find respect in her. Although even now, Maria is questioning her goals and motives, but plays up the crowd anyways as she struggles with this conundrum. The scene cuts to Marcin making a desperate plea to Mlynar, but he refuses outright, for even he couldn't stop whatever plans the Knights Association has for her anyway. Marcin leaves, unsuccessful. We then cut to Ashley and Flametail, who are struggling to figure out their next move now that they've been driven into such a corner. They do agree, however, to hold out a little longer for Maria's sake. It seems like they're part of some resistance movement, and have made some success in freeing Infected from slavery (It's kind of implied, at least)? Things continue to build in a satisfying fashion. Things are starting to get dire, but with Maria's victory against Tytus, they're not at their worst yet.

Czarny and the employee are trying to play damage control it seems, and scolds Tytus for going easy for the sake of personal motives. Frankly, he comes off as a bit hypocritical since he's telling people off for not being able to manage their interests, when he lost specifically because he was interested in humiliating Maria instead of ending the fight, and thus got humiliated in the process. Not sure if this was intentional or not though. Either way, Tytus's track record still earns him and the entirety of his company a spot in the Major. The scene cuts to Maria and Zofia discussing the struggles of the infected in the knight competitions, specifically their segregations and their vain efforts for proper recognition. Unfortunately, they have bigger fish to fry, and decide to take the infected's tenacity as fuel for their own determination instead. The scene cuts to Platinum (kind of a whiny bitch honestly) and Czarny in the Champion's hall, where they initially discuss the Black Knight, the three time consecutive champion ultimately poached by a particular Kjerag VIP (Wonder who that could be...). Interestingly, it seems that Margaret Nearl the Radiant Knight doesn't have a picture of her own, likely due to her exile. The conversation shifts to a pair of Lazurites and their unavailability at the time, which Platinum assures Czarny is necessary, and also, not his damn business (tell him, you whiny bitch). Anywho, Czarny instructs Platinum to have someone keep an eye on Mlynar, while she is instructed in helping execute their plan. The scene cuts to the Nearl estate, where Maria is being patched up. Zofia also calls Tytus a pervert? I feel like I'm missing something or this is a translation error, because he came off as more of a arrogant prick than a pervert. Anywho, she explains a bit more about Tytus's history with herself and Margaret, and after being asked about Margaret's reasons for joining the Majors, Zofia theorizes it may have simply been to rouse more honest and truly noble knights to the cause. Maria notices her blade is in need of maintenance, and Kowal and V discuss the weather... Some ominous foreshadowing of course.

The next scene opens up with Zofia explaining the next event: A 2v2 team battle against the Snowheel Knightclub. Marcin explains that the two buffoons are currently visiting someone's grave (hopefully elaborated upon in the next part of this story). Marcin assures Maria that she's free to use Kowal's workshop, but he himself will never touch the anvil again. Zofia suggests Maria accept the help of the Fartooth Knight. The scene shifts to Czarny and that employee (Give him a god damn NAME) having a discussion. Honestly, this little cutaway confuses me a bit. I don't really understand the point of it. Czarny is ultimately left disgraced by his failures and the employee takes up his mantle, and it seems like this is simply Czarny preparing him for that... but it never seemed to me that this was the plan all along. If anyone could shed some light on this cutaway, please do (comes from MN-8 Before). The scene cuts to the Zofia estate, where she expresses the pride she has for Maria's progress, then to Czarny for some more ominous foreshadowing, and then to the bar. Marcin is preparing to head out and leave the buffoons to serve themselves when he receives terrible news from the newspaper. Maria is already heading into the arena when he catches up with Zofia to share the news: Fartooth Knight is injured and cannot fight. Despite this, Maria chooses to remain in the competition. Unfortunately, things get even worse as Maria's opponents make their presence known, and leave the audience in silence. Kowal and V put two and two together, and move to assist Maria before she's killed. Platinum prepares the arena perimeter to stop anyone from interfering. The battle begins, and Maria is shown no mercy. Marcin holds Zofia back from intervening, Kowal and V do battle with Platinum to get into the arena, but before the killing blow arrives... MARGARET NEARL COMES FROM THE TOP ROPES WITH A STEEL CHAIR. The scene continues with a monologue of the days of knights past, and what seems to be the Nearl's rise to fame in a war against Ursus. Pretty much everyone is recoiling from the surprise return of the Radiant Knight, even Platinum, for it seems the aforementioned Lazurites were in some way involved with her. A pair of newcomers make their appearance, Shining and Nightingale. Platinum lets them pass and makes her leave. The unnamed employee passes information onto Czarny from the Chamber of Commerce, and Czarny instructs him to remain in the room no matter what before he leaves to take care of business. Maria stands to assist Margaret and taking on the two "knights", and in a moment, both surrender to their collective might. Czarny instructs Greatmouth to acknowledge Margaret's return and victory alongside Maria, and Maria's entourage prepare to make their escape. Margaret instructs the arriving Shining to heal the two "knights", and then raises her hand triumphantly. The scene cuts to Czarny and Platinum, aware of his fate, and instructs her to off the Plastic Knight.

Platinum has a conversation with who I assume is specifically the Armorless Union. They order her to monitor the Radiant Knight, and to keep hands off of her Sarkaz followers. The scene cuts to the unnamed employee after receiving a phone call. They effectively force Czarny's position onto him (name is Malkiewicz. I think it was mentioned before and I'm just blind and/or stupid) and is dismissed from his position at Sloma. He belongs to the Chamber of Commerce now, and is given three tasks to oversee: Keep the Majors going, guide public opinion on the Radiant Knight, and ensure the Armorless Union's work is carried out. Platinum arrives, and instructs Malkiewicz to keep an eye out for hte Pinus Sylvestris Knightclub, ferment opponents of the Armorless Union. Ashley and Flametail reflect on Maria's would-be execution and the events following. This scene is a little confusing to me as well. Flametail specifically note that once "those two" finish their jobs, they'll get to "the main point". I feel like this is supposed to raise questions, but it's just done in a sloppy way. Anywho, they reiterate their goal of exposing the Armorless Union befor ethe scene cuts to the Nearl estate. Maria vows that wherever Margaret goes, she will follow. Mlynar then barges into the scene, scolding (he does that a lot...) Margaret for returning despite how much was sacrificed for her fate to be so merciful. Both of them dig their proverbial trenches into their beliefs, Mlynar hopeless about Kazimierz returning to less corrupt times, and Margaret refusing to give up on such a hope. They draw blades and prepare to fight. Finally, the scene ends with a conversation between one Senomy (hey, that's Gravel) and an unnamed fellow. She's relaying a message to this figure from an old man, angry at the competition knights and the audacity to try and kill a young woman for trying to oppose the status quo (I think). Through their conversation, the corruption of the country is illuminated upon once more, powerful organizations in it only for the merchants that pay them off. Oh yeah, and she states that Rhodes Island has arrived.

All in all, this was a really solid addition to the story in my opinion. I was a bit taken aback at the cliff hanger of an ending, but I've come to understand that this is a story with multiple parts. Shame I have to get through so much more content before I can even get to part two, because damn this is interesting. But at the very least, I can look forward to what I assume is the conclusion to the first major story arc in the main story. Up next is Episode 8: Maria Nearl. See y'all on the flip side.

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u/CommanderKetchup0 — 3 days ago

Bonny Sue is Obliterating Me

So I just fought Marlowe's ship for the first time, and what the hell?

Level 5 Cannons, Level 5 Armor against a Level 3 Ship and he tore my to shreds. Am I missing something? I still have Level 1 Boarding but that's hardly relevant since I didn't even get a chance to board him.

Is there a bracing option? Why do enemy ships feel like they have aimbot?

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u/CommanderKetchup0 — 8 days ago

Arknights Review: Rewinding Breeze

Welcome back, fellas.

Rewinding Breeze is alright. Honestly, I don't have much to say about it. It's not offensively bad, nor is it absolute cinema. Just another trip down world building lane, with an emphasis on people's homes. Honestly, I'm wondering if I should continue doing these posts if I don't have much to say beyond a simple summary. Then again, perhaps in re-reading these stories, I'll re-uncover questions I had whilst reading them. Anywho, without further preamble, here is Vignette 5: Rewinding Breeze

Homecoming: Operators Surtr and Meteorite arrive at Bellony Village, a mining town in the outskirts of Kazdel. As they walk around, Surtr gets ticked off by some kids fighting over ice cream before the Village Headman approaches to greet them. We flashback to the mission briefing between Kal'tsit, Surtr, and Meteorite. While Meteorite is really the only necessary operator for this mission, Surtr opted to go along for personal reasons. Anywho, apparently Bellony Village has been requesting aid due to a mine cave-in that cut off their travel and trade routes. We cut back to the present, and after a conversation with the Headman, the operators get to work. They begin talking about Surtr's unfortunate condition of amnesia. In fact, the only reason Surtr is here is because Kal'tsit's description of the area gave a sense of familiarity. Unfortunately, despite the familarity, nothing is as she truly remembered. Surtr wants to handle his personal matters alone, but Meteorite offers her support. Finally, they arrive at the cave-in, and Surtr feels an immense sense of familiarity. Impatiently, Surtr cleaves through the cave-in and rushes into the mine and discovers an orginium slug infestation. In the midst of combat, another cave-in occurs, revealing an ancient city. Surtr seems to have found what she was looking for, and reports back to Meteorite and the Headman of her success. However, she seems to downplay her discovery, only stating to Meteorite that neither of the modern villages possess any true familiarity without mentioning the ancient city. The Headman offers to reward the operators by offering them a place to stay as guests of honor. Surtr declines, but she does request ice cream. I do wonder why Surtr chose not to say anything about the city. I'm going to assume that city implies Surtr is much older than she lets on/knows. Also, reading Meteorite's report makes her seem a lot ruder than she actually is in this story, but perhaps she's simply developed as a character. She does seem to be an OG operator, after all.

Expatriates: The man, the myth, the legend John Arknights (cue title card), tasks Arene with acquiring a Weapon Reliability Certification for his weapon. Arene is rather against this supposed waste of time, but he has no choice. He arrives at the workshop to find Operator Adnachiel. Unfortunately for Arene, the craftsmen who can offer the certification are off enjoying some kind of contest. Despite Arene's best efforts, he can't get Adnachiel to budge on breaking policy. To make this visit not an entire waste of time, he asks Adnachiel to at least inspect his weapon so that it may be ready for the certification process. Adnachiel warns Arene to be careful of the Orginium infused equipment here even if he is infected, even though Arene mentioned no such fact about himself. Apparently, Adnachiel is pretty good at getting reads on people. They talk for a little while, and then Adnachiel has Arene use his Arts as part of the inspection. Arene asks why Adnachiel is so familiar with staves despite being a Sankta (a race who apparently have an obsession with guns primarily, but ranged weapons in general it seems). Adnachiel explains that its due to the craftsman he's working under, and invites Arene to inspect their badges. These badges, fortunately for Arene, have their signatures etched into them. He swipes two signatures for his certification, and notices one signature is in Lateran. After inquiring, Adnachiel talks about Gunject, who has a distaste of guns. Arene, due to his personal history, agrees. The conversation pivots to Adnachiel's story prior to joining RI. Apparently, while Laterano does not strip any rights from the infected, they are forcefully exiled from the territory. Despite being unable to return, Adnachiel and Arene conclude that there are still ways to enjoy aspects of their country. Ambriel arrives shortly after, and asks Adnachiel to inspect her gun. Ambriel begins complaining about someone from the Notarial Hall trying to get her to fulfill her obligations. During their conversation, Arene asks why Ambriel left Laterano, to which she explains that she just didn't fit in there. Shortly after, Adnachiel returns with her rifle and she leaves. Adnachiel offers to to have lunch with Arene, but he declines due to having plans with the aforementioned Notarial Hall fellow, Executor. Despite initially thinking it was a waste of time, Arene is motivated to return to the workshop due to the interesting characters that'll be there. On top of this, John Arknights already deduced the signatures were forgeries anyways. I wonder what the Notarial Hall is, and what these "obligations" are. It's interesting that there's an entire agency dedicated to finding Laterano citizens to do these things, too. Hopefully more light will be shined on it later.

Astray: The story begins with a small monologue of someone reminiscing fondly about home before cutting to Purestream talking to Elysium. She is planning some kind of party, and Elysium is in charge of getting invitations together for Yan and Lungmen operators currently out in the field. As they converse, Thorns joins in, and both he and Elysium begin exchanging barbs. The group catches Absinthe snooping on them from afar, and invites her to the conversation. Absinthe asks Thorns to help maintain her staff and perhaps improve it. Throughout the conversation, Thorns and Elysium continue to poke fun at each other, to which Purestream explains that apparently many of the operators from Iberia get along fairly well. Eventually, Elysium guides the conversation to how things were when he signed onto RI, and how much more relaxed everyone is. Curious of the veteran members, Absinthe asks about John Arknights. Elysium is unfortunately unable to shed much light on him. After a bit more exposition, Thorns asks if Elysium has ever been back to Iberia, which he has not, partially because he can't for some reason. While Thorns couldn't care less about Iberia seemingly, Elysium does confess that he does miss his home a little. Thorns, being an Aegerian, had a much harder life in Iberia. Finally, Purestream invites Absinthe to the festival they're preparing for, and the two depart to leave Thorns and Elysium to themselves. Alone, Thorns confronts Elysium on his vague statements of home, but Elysium reminds him that such bitter details should be left unspoken in front of the younger operators. If I'm not stupid, this is the first bit of lore on Iberia that I've seen. I wonder what the deal with the Aegerians are, and what unspoken event transpired that Elysium didn't want to talk about.

Recollection: We open with a letter to Big Bob from Mudrock, a response to his invitation towards Mudrock. Unfortunately, Mudrock notes in her letter that her team isn't doing very well. The scene cuts to a rather ominous battle, the forests surrounding the now defunct city of Wolumonde covered in a seemingly unnatural fog. Mudrock Squad, alongside many of the Leithanian Infected that chose to evacuate with them, are being hunted down by particularly vicious casters. Throughout the cutscene, we cut from portions of Mudrock's letter and the events of her bloody retreat from their assailants. One such scene is of the so called 'hatted' casters taking advantage of the orginium in the Infected peoples' bodies to turn them into Arts Units. Later in their retreat, one of the Infected citizens explains that they could be "attendents of the towers" (so likely related to Leithanien in one way or another), but Mudrocks eludes to some force much worse than that: The "Knights" (not sure what that's about). Later, as Mudrock and her Sarkaz discuss their continued movements, she deduces that their pursuers are using them as test monkeys for their Arts, but they still aren't entirely sure who they are. Finally, after weeks of vicious combat, they find themselves at the final stretch to Mudrock's hometown in Kazdel when fog begins to roll in once more. They also spot the bones of a young child, likely fallen in battle. Mudrock opts to bury them manually. As they near the city, Mudrock takes herself and any willing volunteers to hold the rear against their pursuers. We then cut to an RI team who, on top of the strange casters, are also pursuing Mudrock's Squad. One such individual seems to be familiar with the casters, likening them to the "Witch King" (again, not sure what that's about, but I feel like I've heard that name before somewhere). This individual opts to intervene and save Mudrock squad. We then cut back to Mudrock, coming face to face with this savior of theirs: Logos. Mudrock writes another letter to Big Bob before receiving a response from him. Unfortunately, most if not all the people she mentioned in her previous letter died in the defense of the innocent Infected in their ranks. Mudrock has decided to join RI, and hopes that one day in the future, she can come see him in Columbia. I think this is my favorite of the bunch, if only because it ties into a previous storyline in the series. It also simply points the most vivid picture in my head.

A Song Called April: Operator April, on her way back to her home (dorm, I guess? Idk, maybe she doesn't live on the landship), runs into Ansel and an RI messenger. Ansel hired the messenger to bring letters back to his family. After the RI messenger leaves, April introduces herself and they begin to talk. Ansel explains a bit about the unfortunate reality of messengers, and how easily they can get infected in their line of work, and how they work with RI in order to continue their work as well as get treatment for their Oripathy. Ansel eventually notes that both himself and April come from Rim Billiton, and judging from how they talk about their home towns, they're known for their industry. April's parents were killed in a mining accident, and although Rim Billiton touts their relative acceptance of the Infected, April personally notes much greater strife than what's let on. She had to move to RI to survive. April asks about the letters Ansel is sending out, and he offers to talk about it over lunch. Ansel explains that despite wanting to remain in contact with his family, he doesn't want to go back because his uncle (who he lived with after some deaths in the family) didn't agree with his career path. Talking it over with April, Ansel comes to terms how much he actually misses his home (Even though it kinda sounds pretty bad). April pivots the conversation to herself, offering a much different opinion on her life in Rim Billiton. Despite this otherwise grim look on her hometown, she can't help but remember the good times as well. In the midst of their conversation, John Arknights is brought up. Despite his amnesiac condition, Ansel concludes that even such a impeding event can't separate you from your past. April concludes that if she could continue living in her hometown, she would have. She then sets out to find the RI messenger, and ask him to take a picture of her hometown.

Crisscrossing Shadows: The story opens with some sort of announcer presenting a group known as the Crimson Troupe. Operator Phantom is seen singing on stage. Phantom is confronted by nameless performers, who he does not recognize as part of whatever play he's in. Phantom eludes to having killed "them all to the last", and the nameless performers shame him for forgetting them all. The scene cuts to RI HR, going over Phantom's files. Not recognizing them, and wary of incompleteness of the file, they move to investigate. We cut to John Arknights discussing Mint's acclimation to life on the landship when the unnamed HR Operator explains the situation with Phantom. While John Arknights is looking over the file, the HR Op and Mint talk about Mint's last deployment before circling back to Phantom. Apparently, not only is his file incomplete, but they're having trouble finding him despite not being on deployment anywhere. John Arknight's 530,000 IQ allows him to formulate a strategy to find Phantom: A cat. We cut to Phantom waking up from a nightmare, lamenting the tragedy that happened. Miss.Christine arrives to check up on Phantom, and inform him of his other guests. The HR operator gets straight to the point (naturally), and begins fixing discrepancies in Phantom's file. One such discrepancy is his place of birth: Calais-blason in west Victoria. Phantom deduces that such a place doesn't seem to exist, despite being so sure that it did, it being a village razed by a Catastrophe, and then being picked up by a traveling troupe thereafter. Unable to verify this information at this time, the HR Op shifts the conversation to his reason of employment. Phantom simply says that he's looking for someone, but he doesn't know who. His flowery and almost dodgy language causes Mint, the HR Op, and John Arknights to discuss his mental health. Eventually, John Arknights inquires about a costume in Phantom's wardrobe, which he says should not be there. The scene cuts to Mint having a conversation about Calais-blason, a name she has heard somewhere before. The operator invites Mint somewhere to tell the story of this place. Well, I can't wait for this plot thread to be pulled on later. Those flashback/nightmare scenes are a bit hard to follow, though. I hope they're explained a bit more.

Stories from the Sky: This story apparently takes place during the festival that Purestream was helping to plan. Shamare is conversing with 'Morte', a stuffed animal I'm pretty sure she made. Shamare is unable to fully comprehend the mixture of emotions around her. Morte accidentally rips itself open, and Shamare tasks him with grabbing apples while she grabs repair materials. Suzuran (hey, she's from that one side story) arrives and begins reading stories to herself, which draws the attention of operators Popukar and Mousse. The whole story is basically just the operators telling different folk tales. Suzuran tells of Dusk Beauty, who ascended to the moon with help from the gods to find her missing husband. This tale tells the origin of Dusk City, the Dusk River on Mount T'ien, and the Yan festival they're currently celebrating. She also tells of a Higashi liturgy, when a woman descended from the sky to ask for help searching for her husband. To court her, suitors must find an item of great value, but each suitor was tasked with finding a different item. None succeeded, until a group of hunters arrived, two of whom vowed to search for three years for their respective items, and one of them wary of the woman. When the time had passed, the two brothers returned with their items, but now on opposite sides of a battlefield. The ensuing battle left the village the mysterious woman lived in destroyed, and the brothers killed. Eventually, the fortresses that came about the unending conflict between the brother's factions came together into Nito-jo. The fate of the woman and the third brother all differ. Some say the greed of man caused the woman to return to heaven, and some say she was a trickster fairy that the third brother swore vengeance on. Mousse then tells the story of king who received a glowing prophecy of his children. Years later, he fell ill, and his son and daughter set out to find the 'Divine Orginium' that would cure him. They came across what sounds like a dragon, and while both requested the Divine Orginium to save their father's life, the brother shirked this responsibility in favor of the many riches the monster had. The sister returned to the king with the Divine Orginium, but it turned the king into a monster, and she was put to death for it. The brother lived a life of luxury. Shamare, being silent this whole time, tells the story of a tribe in a valley of seven hills. The tribe's leader, She-wolf, bore six children, all of whom claimed one of the hills for themselves and did battle with each other for food. To avoid fighting her children, She-wolf fled to the sky and became the Moonshadow. The six tribal families reformed, and the rules they set forth after this reformation are still carried out today despite these original families having been replaced long ago. Finally Popukar tells the tale of a Forte Inventor who made a bride out of wax. The king, jealous of this bridge, imprisoned the forte inventory. In his efforts to claim the wax bride as his own, the bride melted and submerged the king in oil. The forte inventor was elected to be the new king, and despite devoting the remainder of his years to recreating his bridge, he died unable to achieve this goal, and was buried in the royal garden alongside all of his attempts. Too much time has passed, and the operators all go their separate ways, but Suzuran accidentally leaves her book behind. Shamare uses the book to do... something (couldn't tell you what) with Morte, and then decides to bring the book to Suzuran at some point. Morte inquires as to why so many of those stories end with tragedy, to which Shamare only asks Morte to reflect on the reality of their world. This one is very interesting because to me, it sounds like these are all origins to major countries/powers in the modern world. My biggest question is how much of these stories is purely fairytale, and how much is based in reality. I mean, it's not like some of the stuff that happens in these stories couldn't theoretically happen in the world of Arknights.

All in all, this was a decent addition to Arknights imo. Taking another look at it makes me appreciate it a little more, what with actually seemingly ending plotlines with Mudrock and opening new ones with Phantom, it actually feels like the game's story is allowing stories to end instead of making them continue in perpetuity. Sure, Mudrock is still technically an active operator, but the plotline that started in Twilight of Wolumonde has come to a close for the most part. It's good that the world of Arknights is big enough to enable such storytelling. If you're reading through this, please feel free to enlighten me on some of the questions/confusion I pointed out (assuming you can do so within the scope of the content released up until this point). Up next is Side Story 6: Maria Nearl (AKA, that one operator from the opening episodes of Arknights). See y'all on the flipside.

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u/CommanderKetchup0 — 11 days ago

https://preview.redd.it/1kesn480vzyg1.png?width=763&format=png&auto=webp&s=10515ee22fcec6c407a34481b1d686f4b012c9b3

In my current world, I am trying to build a small farming community on this peninsula, consisting of a windmill and two or three farmhouses. Most of the land will consist of various crops.

I am almost finished building the windmill, but it's occurred to me that it may be better to have the windmill overlooking the peninsula from the higher elevation area near the spruce trees. Just wanted some advice before I go through with demolishing this thing.

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u/CommanderKetchup0 — 19 days ago