Suikoden Tierkreis: Well since I appear to be giving a long-form plot summary of the game, might as well keep at it.
After finishing our last fetch quest, we returned armed with a new sense of purpose. and also porpoises. those help too. We find out that the Janam forces got chewed up attacking the fortress again, and there's some narrative hints that this is because they were stupid, but it honestly sounds sorta reasonable to me from what little info we have: they got word that their *enemies* had screwed up and left the fortress or something, so they were taking advantage of a sudden opportunity. It just didn't work out.
Anyway, it doesn't matter: they need our help for attempt #3 on the fortress. Maybe later dude, I've got sidequesting to do. It's very strange that this is a game which advertises the number of days for transit very heavily, throws urgent matters on your plate you'd think you can't just abandon for a month, then expects you to go around doing sidequests for occasionally missable recruits that take a month in game time. Luckily everyone acts like you didn't spend a month running back & forth playing telephone, so whatever. A hint of why Janam might be having problems is given when a cook randomly murders 3 of their soldiers with his bare hands, though. I also find a random wandering kind giant-folk Auster who just loves helping out and offering to do physical labor for free. The same Auster tribe which joined the Bad Guys. Hrmm. I'm not buying this: I want neither servants nor spies, I want warriors. To prove your loyalty, you must slay your kin and prove yourself. You're coming with me to beat down the Auster leaders on the bridge.
To my pleasant surprise, the plan works: my suspicious new Auster warrior doesn't falter vs. his own kind (although no special dialogue), and my elite ninja porpoise squad succeeds in penetrating the fortress... although the game likes to pretend that opening the gate is enough, it really isn't if the porpoises were ever surrounded & killed, they'd just close it again, nor would it help us break the allegedly unbreakable defense of these Auster. So yeah, I'm going to assume that the porpoises went on an off-screen killing spree for why this worked. We nobly let our opposition run off as a favor, since they did us a solid earlier by letting us run away like wimps rather than capturing us.
Anway, things go south and all our allies get blow'd up... again. And Janam reacts counterproductively and imprisons are buddies, Chrodechild's Blades, who they claim are at fault. This is something which I assume was Consort Shariah's doing: trying to cover for her screw-up + remove a potential future enemy in Chrodechild, after all, if she's a traitor, then the Emperor won't marry him. That'd make more sense though; no, Janam Emperor Danash 8 just is a crappy leader and was trying to force Chrodechild's hand in marriage the hard way (and Shariah went along with this because ???). Dishonorable, but sure, but apparently it's also some kind of weird test of Our Hero...? Maybe...? I'd like to pretend that he was just BS'ing when he claimed that part of this was his plan and he just hates to admit being surprised, but whatever. Anyway, the Janam forces are in fact *perfectly* justified at being pissed off at us because we've just committed a princess-napping of Danash's daughter Manaril, but nobody seems to care about that except for Shariah spouting some mwahaha about how she'll be dead anyway shortly. Instead the conversation turns political, with Danash apparently under the illusion that he's a strong leader or some such. Look, dude, if you want our loyalty, you can either be an effective leader or a moral/respected leader. You've pretty well failed at both, so let's just call this alliance off. Because this is an RPG there's a very very easy fight rather than straight tongue-lashing, then we decide to leave the guy who just ordered our deaths around in charge because we're nice like that. (Sheesh, at least take him prisoner.)
As a more serious comment, I actually rather like this plotline, at least parts of it. Having allies which are just plain incompetent and do stupid shit is part of life. Mistakes happen. It's harder in an RPG to have the main character & PCs screw up repeatedly without enraging the player, so this is about the next best thing.
Anyway, we get back and our castle does its magic transformation thing. That makes the "This Old House" home improvement aspect of Suikoden games too easy, tsk. Anyway this is a cataclysmic change... although frankly they kinda all should be... and to the game's credit, we get a peek into the consequences, which are something out of a horror story if you think about it. Rather than be a "reconstruct a past that leads to the current situation" kind of alteration, the game goes with basically full-on brainwipe mind control, which *screws people up*, most notably the inhabitants of the town in the mountain. What do you do with a fellow who's entire life was living and knowing the mountains, whose life now makes no sense? He's a crazy senile old fool now, and everyone is very puzzled. Another person who seems to know something is screwed up thinks that the mountains were there 1000 years ago and she has memories from a past life rather than from last Thursday. Kinda glad they darkened the narrative a bit here, and they even had Our Hero poo-poohing on destined love, so hey, looking good, except for all the constant backtracking through a high-encounter dungeon with easy encounters. Can't win 'em all, I suppose.
Also.. wait, was the support who auto-clears wimps Gadburg?! "Allows the use of Spark" is not the clearest way to express this... seems so from going to *really* out of date areas, but not for climbing the Cho'huli Mountains 10 times clearing out all the events there. Still, glad to notice this at last, became clear after getting "Bribe" that I was probably missing something.
After three months of playing merchant and running up and down a mountain and going back to HQ a lot, it's time to actually investigate our new plains that the Bad Guys will send agents to any moment. No hurry or anything. There's a boss boar that really tires us out 2-rounding it without taking damage (bosses vulnerable to stun / sleep, lol), so we need beastmen to take out the next 2. Then we fight the Bad Guys but inexplicably get painted as the bad guys ourselves because the other bad guy says so. Uh huh. More interestingly, Sophia, our evil lady opponent, seems to think that the Order getting the Chronicles will stop the changes/disasters somehow. Hmm, well you want me to hear more at least, so stop plot-running away, and stop lettin' em do that, hero.
Now that the plains are clear, our final destination is soon in sight: a disused water pump in re-located Porpoiseville. Soon, the world will tremble in fear of my elevator, powered by an old disused engine. Soon.