Our Job-changing decisions delayed, we pushed on to the new meteorite and found a door in it. Inside, a small series of chambers lead to a teleport pad, which spat us out on a far western continent, inside another meteor! Which raises the question: was that the point of those teleporters? I’ll jump ahead a lot to say that no, no they actually aren’t explained later, at least not to the degree I’d like. Sure, there’s a reason there are teleporters in these two meteors, but there’s no story reason for them to lead to one another, of all things.
We headed out the western meteor and found us in the land of Karnak, which in a surprising moment of worldbuilding, seemed to be named after the Naks, a sort of wild dog that roamed the countryside as wandering monsters (and taught us a useless scrap of Blue Magic). This is the part of the game where Blue Magic started picking up, which was kind of ironic considering it’s about where we took Faris out of the Blue Mage job. Across the continent and near a bay was the town of Karnak and its castle. Interesting theme song in Karnak (shared with the ship graveyard, but I noticed it here because it was so unusual for a town theme): great percussion, but awful synth horns in the iOS version. Lava was everywhere in town – guess what Crystal was stored in the castle? If you looked at the lava and said “Fire,” you’re right! If you looked at the lava and said “Earth,” you’re a geologist!