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"Skills? Like prioritizing the romance section?"

Given what the game is based on, there are plenty of moments that provide quite the chuckle.


  • Let's be frank, half the humor can basically be summed up as Arzette being a straight woman to the absolute weirdos she keeps encountering during the course of her quest.
  • In the cutscenes before and after Klive's boss fight, his attempts at intimidating boasts are undermined by accidental horse puns which Arzette can't help but laugh at, much to his annoyance.
  • At the library, Arzette will ask if Payop has anything on Daimur only to be told no. Payop then boasts how she would have been able to keep Daimur from breaking free if she was trusted with the book of Oakurin claiming to have the skills to handle such a task. Cue Dewey pointing out how she prioritizes the romance section which Arzette does her best to keep from laughing while Payop's face turns red with embarassment before she throws a book at him.
    Payop: Quiet, you miserable wretch!
  • Speaking of Dewey, giving him the rope ladder will cause him to be happy that he can finally get down from the platform he's trap up on... Only for him to punch out a window and use the ladder to leave that way, much to Arzette's bafflement.
  • After beating Cornrad, the crow will teach Arzette the backstep, or as he calls it "how to move like a crow". The look on Arzette's face when she performs the move for the first time is amusingly awkward.
  • When Motte explains that the intelligent gun is powered by souls, Arzette is perfectly understanding of the situation. When she offers her 50 souls to get started, Arzette gets a little uncomfortable. When the souls whisper at her, the realization kicks in, and Arzette spends the entire rest of the cutscene looking at the two in increasing horror.
  • When you've found what you're looking for in Sprigum Volcano, you can talk to the man lava-bathing outside again for an extra voice-only cutscene in which he offers Arzette a vague description of future events.
    Joe: In like, a totally distant land, you know, where the fields are filled with yellow tulips and stuff and people wear trees on their feet, a great radical power will be born. One that like, you know, can hold all the world's information on a single oval object, show you like flowers and boats and mutants. That power will totally, like, fall into the wrong hands, dude, and many... like many faces of evil. But that's a story for another day, dude.
    Arzette: Oh no! Will a hero come save the land?
    Joe: No... MISTAKES WERE MADE.
  • The scene that plays after lighting the fourth beacon has Dail playing his lute while Arzette and Wogram are trying to discuss the plan to defeat Daimur. As Arzette silently snatches the instrument from Dail, the noise reminds Wogram of a hint regarding the Fatal Flute, and the characters describe its uses in a rather amusing way.
    Wogram: Some instruments in this world are magical. Playing them in the right place will reveal the previously unseen.
    Dail: Or it just might kill things!
    Wogram: (angrily while Dail chuckles) IS THAT WHAT YOU'RE TRYING TO DO TO US?
    • Then as Arzette leaves, but just before the scene ends, Dail picks up his lute again, and Wogram gives him a Death Glare.
  • The cutscene you get for giving the fish lady salt not only is full of Gross-Up Close-Ups and awkward animation, but once she realizes how great the salt is, she starts using it on everything — bread, pickles, a sundae...
  • When Zazie tells Arzette that water literally will kill her, she emphasizes "literally" with a funny-looking close-up glare that barely lasts a split-second.
  • Completing the trading quests for Alven has him forge his legendary weapon. A process that takes a far shorter time than you'd expect from a sword gained by trading items in a Zelda-inspired game; about a minute. The problem is you need to wait out that minute in real-time. A solid minute of him hammering away at the sword, intercut with Arzette getting just as impatient as the player. And to cap it all off, this is the only cutscene that dares to be unskippable. His grunts and moans the whole time don't make it much better.
  • The final battle with Daimur has Arzette chasing the wizard down. When she gets too close, he appears to run too fast for his upper half to keep up, complete with a whistle sound effect as he dashes down the path.
    • All bosses take multiple hits to go down, except Daimur for obvious and comical reasons.

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