It's time to finally cross the border! To do this, we enter the large church we visited earlier and show our royal pendant to this priest.
Border Church

Doing this prompts him to ask if we are Artur, which we of course are. I mean, I don't know many other people with a pet dragon, or his foster sister and brother trailing him with a rod and sword in their hands respectively.
We move on and find Samson and Edward up ahead, as well as a weird puzzle. Samson and Edward spend time talking about how a book told them about it but not how to solve it, and that said puzzle vexes them.

It's honestly an alright sliding puzzle. It can be a bit difficult to get pieces to the right row, especially since the top has pieces from both itself and the bottom at the start, but a bit of fiddling around should solve it. Worst comes to worst, you can view how the pieces get scrambled at the start of the cutscene and then unscramble them using this info.

Trying to leave without solving this puzzle leads to an unwinnable fight with Ramue, so uh, don't do that! Inexplicably, when you do solve the puzzle, the priest comes upto you fine, despite being brutally killed in the scene before this fight.
Solving it also opens a door set into a mountain, which leads into a very large and empty room, which then leads into a cave. Inexplicable architecture aside, we soon run into more DRAMA.
Cave of Spirits

We hear some pursuers calling us out from afar. Percy then acts like a bold hero and closes the gate to slow down, breaking its lever on the other side. Annie protests, but is too startled to do anything. Annie exclaims in disbelief, Samson and Edward commend him on his bravery, the team makes facial gestures to Annie, and move on.
We quickly rearrange our formation to put Annie up front, being in the back row reduces physical damage output and for quite a bit of the game, having high physical damage is rather important. Annie, despite her appearances, actually has the same strength as Artur right now, and indeed she can whack things quite well with her rod.
Edward gains AttackLevel 1 from a level up deeper into the cave. This is a fairly potent attack buff, though unfortunately heavily limited by its steep MP cost. We shall make good use of it later. We also find a chest with a Source of Agility in its upper elevation. Unlike the Source of Wisdom, this is actually important, as it lets characters go first before the enemy on a turn. Annie is currently our fastest attacker, but Artur isn't far behind, so we give it to him.

Going further, we find this priest stranded in the cave. If we agree to guide him out, he will trail us at a fair distance. He doesn't fight in battles nor heals the party, but if you take him all the way out, he will leave, and then stay in an inn up ahead where he provides his usual services. Besides that, this cave is entirely unremarkable and the encounters uninteresting, so we move on.

Some grunts report our escape to Ramue. She then proceeds to threaten them all in typical villain fashion, but then claims that we won't receive any assistance in Zalagoon even if we do make it there, ending with a villainous cry of laughter.
Mountain Cottage
While the inn is another poorly constructed, inexplicable monstrosity, and we do nothing of significance there, I might as well link its theme. It's incredibly relaxing and a pleasant change from the monotonous cave theme we just had to endure a while ago. It is also used later on for various towns, which is very much welcome.

Despite this really impressive dragon, the northern cave is mostly a dead end, with enemies just as unimpressive as the cave before it. Annie levels up and learns Awaken, which is a worthless spell. It removes Sleep, as you might expect. Sleep(and most status effects) are simply not common enough to warrant casting it. The only thing we can really pick up here is a Healing Herb, a mildly strong consumable. So we'll head out and right to our next dungeon.
The Tree

The next dungeon occurs within a network of trees, similar visually to a stripped down version of the interiors of Tret Tree. Most of the dungeon consists of puzzles involving shoving cocoons into holes, like this. Or falling through said holes yourself. Going through a detour on the left gets us Steel Mail, a mild defensive upgrade to Samson. Most characters in this game have their own type of armor, with a few exceptions far later into the game.

You may recall that Samson was cursed by Ramue in the prison. This wasn't just a plot point, the curse will randomly make him take roughly a quarter of his damage dealt back to him, or stop him from taking an action. Since Samson can only ever attack, and since he tends to be on the frontline due to his strength, this leads to him killing himself quite a lot later, which is rather frustrating. Right now it's not too bad, just mildly inconvenient.
The enemies here are mildly stronger than in the caves before, but not by much. Certainly not enough to demand any strategy more complex than mashing "Attack" over and over.
Artur learns IllusionLevel 1 from a level up. It's a fairly worthless spell that attempts to inflict Illusion on a group of enemies. Illusion was supposed to work a bit like "Blind" and other similar spells in RPGs, blocking their sight and lowering their attack accuracy. However, because of a bug or poor values, it basically does next to nothing. Even if it did work it would be rather insignificant, since many enemies who are strong enough to warrant status effects instead of raw damage often use spells and spell like effects, not regular attacks.
In other news, Edward also learns IceLevel 1. This is stronger than FireLevel 1, at the cost of being hideously expensive and rather inefficient. As such, throughout this dungeon Edward has been swinging his staff rather than casting spells; he simply doesn't have the MP to sustain any actual spellcasting throughout the dungeon. As you will see, this will actually become a common trend for attack wizards in dungeons in this game.
While this dungeon plays around with the idea of puzzles as obstacles, it doesn't do much with it. The cocoon puzzles never get much harder, only more roundabout. We finally reach the tree branches after much fighting, climbing, and pushing of cocoons down holes.

This however is merely an interlude between this and the next tree. Which is all about bouncing off webs. Yes, seriously. The puzzle here is to drop down onto ground that's not covered by webs, so that we can successfully descend. There's one detour we can take for a Source of Life, a consumable that boosts LP. Huh, LP? But VP is what went down when we took hits right?
So basically, this game uses a reserve health system. VP is our active health, and goes down when we take damage. When it reaches 0, the character is knocked out and becomes "groggy". On their next turn, their LP kicks in, restoring roughly 2 VP per LP used upto the max VP. Sometimes it takes more LP, sometimes it takes less. What this means is that, in most circumstances, you will be able to survive high damage hits, especially random high damage hits, and come back just fine. While for the most part this is a well thought out mechanic, it's let down by poor telegraphing and certain rough encounters. But that's a subject for later.
The last room is an annoying circle of webs where all but one hole leads to Artur's party being bounced back. My patience is greatly exhausted "solving" this trial and error maze.

So I'll leave the next dungeon for later, as it's going to be Yet.Another.Cave. Join me next time when we get to Zalagoon and the game will become interesting again!..Maybe.
Border Church

Doing this prompts him to ask if we are Artur, which we of course are. I mean, I don't know many other people with a pet dragon, or his foster sister and brother trailing him with a rod and sword in their hands respectively.
We move on and find Samson and Edward up ahead, as well as a weird puzzle. Samson and Edward spend time talking about how a book told them about it but not how to solve it, and that said puzzle vexes them.

It's honestly an alright sliding puzzle. It can be a bit difficult to get pieces to the right row, especially since the top has pieces from both itself and the bottom at the start, but a bit of fiddling around should solve it. Worst comes to worst, you can view how the pieces get scrambled at the start of the cutscene and then unscramble them using this info.

Trying to leave without solving this puzzle leads to an unwinnable fight with Ramue, so uh, don't do that! Inexplicably, when you do solve the puzzle, the priest comes upto you fine, despite being brutally killed in the scene before this fight.
Solving it also opens a door set into a mountain, which leads into a very large and empty room, which then leads into a cave. Inexplicable architecture aside, we soon run into more DRAMA.
Cave of Spirits

We hear some pursuers calling us out from afar. Percy then acts like a bold hero and closes the gate to slow down, breaking its lever on the other side. Annie protests, but is too startled to do anything. Annie exclaims in disbelief, Samson and Edward commend him on his bravery, the team makes facial gestures to Annie, and move on.
We quickly rearrange our formation to put Annie up front, being in the back row reduces physical damage output and for quite a bit of the game, having high physical damage is rather important. Annie, despite her appearances, actually has the same strength as Artur right now, and indeed she can whack things quite well with her rod.
Edward gains AttackLevel 1 from a level up deeper into the cave. This is a fairly potent attack buff, though unfortunately heavily limited by its steep MP cost. We shall make good use of it later. We also find a chest with a Source of Agility in its upper elevation. Unlike the Source of Wisdom, this is actually important, as it lets characters go first before the enemy on a turn. Annie is currently our fastest attacker, but Artur isn't far behind, so we give it to him.

Going further, we find this priest stranded in the cave. If we agree to guide him out, he will trail us at a fair distance. He doesn't fight in battles nor heals the party, but if you take him all the way out, he will leave, and then stay in an inn up ahead where he provides his usual services. Besides that, this cave is entirely unremarkable and the encounters uninteresting, so we move on.

Some grunts report our escape to Ramue. She then proceeds to threaten them all in typical villain fashion, but then claims that we won't receive any assistance in Zalagoon even if we do make it there, ending with a villainous cry of laughter.
Mountain Cottage
While the inn is another poorly constructed, inexplicable monstrosity, and we do nothing of significance there, I might as well link its theme. It's incredibly relaxing and a pleasant change from the monotonous cave theme we just had to endure a while ago. It is also used later on for various towns, which is very much welcome.

Despite this really impressive dragon, the northern cave is mostly a dead end, with enemies just as unimpressive as the cave before it. Annie levels up and learns Awaken, which is a worthless spell. It removes Sleep, as you might expect. Sleep(and most status effects) are simply not common enough to warrant casting it. The only thing we can really pick up here is a Healing Herb, a mildly strong consumable. So we'll head out and right to our next dungeon.
The Tree

The next dungeon occurs within a network of trees, similar visually to a stripped down version of the interiors of Tret Tree. Most of the dungeon consists of puzzles involving shoving cocoons into holes, like this. Or falling through said holes yourself. Going through a detour on the left gets us Steel Mail, a mild defensive upgrade to Samson. Most characters in this game have their own type of armor, with a few exceptions far later into the game.

You may recall that Samson was cursed by Ramue in the prison. This wasn't just a plot point, the curse will randomly make him take roughly a quarter of his damage dealt back to him, or stop him from taking an action. Since Samson can only ever attack, and since he tends to be on the frontline due to his strength, this leads to him killing himself quite a lot later, which is rather frustrating. Right now it's not too bad, just mildly inconvenient.
The enemies here are mildly stronger than in the caves before, but not by much. Certainly not enough to demand any strategy more complex than mashing "Attack" over and over.
Artur learns IllusionLevel 1 from a level up. It's a fairly worthless spell that attempts to inflict Illusion on a group of enemies. Illusion was supposed to work a bit like "Blind" and other similar spells in RPGs, blocking their sight and lowering their attack accuracy. However, because of a bug or poor values, it basically does next to nothing. Even if it did work it would be rather insignificant, since many enemies who are strong enough to warrant status effects instead of raw damage often use spells and spell like effects, not regular attacks.
In other news, Edward also learns IceLevel 1. This is stronger than FireLevel 1, at the cost of being hideously expensive and rather inefficient. As such, throughout this dungeon Edward has been swinging his staff rather than casting spells; he simply doesn't have the MP to sustain any actual spellcasting throughout the dungeon. As you will see, this will actually become a common trend for attack wizards in dungeons in this game.
While this dungeon plays around with the idea of puzzles as obstacles, it doesn't do much with it. The cocoon puzzles never get much harder, only more roundabout. We finally reach the tree branches after much fighting, climbing, and pushing of cocoons down holes.

This however is merely an interlude between this and the next tree. Which is all about bouncing off webs. Yes, seriously. The puzzle here is to drop down onto ground that's not covered by webs, so that we can successfully descend. There's one detour we can take for a Source of Life, a consumable that boosts LP. Huh, LP? But VP is what went down when we took hits right?
So basically, this game uses a reserve health system. VP is our active health, and goes down when we take damage. When it reaches 0, the character is knocked out and becomes "groggy". On their next turn, their LP kicks in, restoring roughly 2 VP per LP used upto the max VP. Sometimes it takes more LP, sometimes it takes less. What this means is that, in most circumstances, you will be able to survive high damage hits, especially random high damage hits, and come back just fine. While for the most part this is a well thought out mechanic, it's let down by poor telegraphing and certain rough encounters. But that's a subject for later.
The last room is an annoying circle of webs where all but one hole leads to Artur's party being bounced back. My patience is greatly exhausted "solving" this trial and error maze.

So I'll leave the next dungeon for later, as it's going to be Yet.Another.Cave. Join me next time when we get to Zalagoon and the game will become interesting again!..Maybe.