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Mun
Name: Meowzy
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madonnya
E-mail: silver_shiva@hotmail.com
AIM/MSN: ThaMeowzy/silver_shiva@hotmail.com
Character
Name: Patty Fleur
Fandom: Tales of Vesperia
Gender: Female
Age: 14. Spoilers: Though she is actually much older.
Time Period: After the pre-final battle talks in Aurnion.
Wing Color: Blue with white tufts.
History:
The party first runs into Patty in Capua Nor, where she is trying to invade Ragou’s mansion. In fact, she succeeds in invading it far before the others do, by throwing a smokebomb to distract the guards. They later encounter her in Ragou’s cellar, after she’s gotten herself caught in some sort of trap, and release her. As it turns out, the surveyors' guild "World's Cellar" has given her a few leads regarding Aifread’s legendary treasure, which Patty is desperately searching for. The rest of the party is shocked, as Aifread is a rather notorious name. The leader of the pirate guild Siren’s Fang, Aifread was supposedly responsible for something called the “Black Hope” incident, where many innocent civilians were killed. Patty decides to tag along with the party for a brief while, until the “Dragon Rider/Freak” breaks Ragou’s weather Blastia and they set off to pursue it. Patty parts ways with them at that point.
The gang encounters her once more in the forest of Keiv Moc, where she was ‘playing’ with a monster and continuing her search for Aifread’s treasure. While the gang offers to take Patty with them, it’s immediately proven that she can take care of herself just fine as she shoots a monster in the face. So they leave her be and carry on.
The third time she appears is while the gang is on its way to Nordopolica with Kaufman. Patty had gotten swallowed by a merman monster- again, ‘just playing’. As another of the monsters attacks Tokunaga, it’s up to Patty to navigate the ship. However, they soon run into a ‘ghost ship’, the Atherum, and decide to board it. In the bridge where they find the Clear Ciel Crystal, a mysterious monster (the wandering skeleton swordsman) appears before them. It seems to recognize Patty and retreats after the battle, leaving her a bit confused. After they reach Nordopolica, she leaves the party again. However, there’s another cutscene a bit later on, where Patty is buying items from a merchant by the docks. A random man comes up to her, asking if she’s Aifread’s granddaughter. After all, she dresses like Aifread and rumor has it that a girl has been going around, claiming to be just that. Patty neither confirms nor denies it, but the shopkeeper seems to think her silence is enough of an answer and asks her not to come by the store anymore. After all, Aifread was a traitor to the Guild’s beliefs for slaughtering the people they were sworn to protect. Yuri objects to the shopkeeper’s attitude, but Patty tells him not to get worked up over it. She then runs off.
They next run into her inside the Weasand of Cados, while chasing after Regaey. It’s at this point that Patty admits she doesn’t know for certain whether or not she is Aifread’s granddaughter, as she suffers from amnesia. She’s searching for Aifread’s grandest treasure, the Maris Stella, in hopes of meeting Aifread himself and regaining her memories. Patty decides to tag along with the party once more and has a quick talk with Yuri in Mantaic. One of the members of World Cellar approaches Patty and tells her that he has more information on the Maris Stella. However, if it’s true that she’s Aifread’s granddaughter, they will not help her anymore. Doing business with the grandchild of a traitor to his own guild would hurt their guild's reputation. He also warns her not to take revenge against the World Cellar guild, though Patty claims she would never do such a thing. After the guildmember leaves, Yuri is amazed by how calmly Patty took that whole ordeal. She claims that because she doesn’t know what sort of person Aifread was, she can’t agree or disagree with what people say. She runs off, leaving the party yet again.
However, shortly after entering the Sands of Kogorh to find Phaeroh, the gang runs into Patty once more. As usual, she’s in search of treasure. This is the point where Patty joins the party for real. In the town of Yormgen, she has another little talk with Yuri. Here, she explains she’s been doing a lot of research about Aifread. That’s how she knows Aifread’s secret oden recipe. She also explains that her oldest memory is that of Aifread giving her her name. She still remembers the kind look he gave her and how it made her feel like he was very important to her. After Belius’ death and Judith’s betrayal, Patty admits to Yuri that she’s realized being with others is a lot better than being alone. That’s why, even after she regains her memories, she’ll stick with the party. Besides, the group needs to return to Dahngrest to hand Belius’ apatheia over to the Don. As he was an old friend of Aifread, perhaps he could help Patty regain her memories.
As the gang runs into Don Whitehorse in the Manor of the Wicked, the man’s attention falls on Patty. He claims that she’s a spitting image of his old companion Aifread, but he never heard of any grandchildren. He also explains that Aifread was a “free spirit”, who never told Don too much. That’s why he has no clue where Aifread is now. Patty wonders if perhaps she and the Don have met before in the past, but he doesn’t recognize her. After he leaves, the party wonders how Patty could be a spitting image of someone they all pictured to be an intense man like Don Whitehorse himself. However, as the Don’s death follows soon after, they have no way to ask him much more about Aifread.
Patty continues to exist in the background for a bit as the story continues and is even offered membership of Brave Vesperia, but declines it, as she doesn’t have her original memories yet. Even so, the gang continues to stand by Patty even as more people insult her for being Aifread’s granddaughter. While searching for a way to get into Myorzo, the gang passes through a dungeon known as Lenansla Cavern, where they run into a graveyard. They discover that this is where the victims of the Black Hope incident were buried. The party is astounded by the large amount of graves, and thus the high amount of people who were presumably killed by Aifread. Crushed, Patty stays behind with Repede while the rest of the party continues to search the bell that will allow them to enter Myorzo. When they return for her later, Patty is still downcast, but agrees to leave with everyone else. She utters a single name, Cypher, before turning away from the graves.
After they return to the airship and Ba’ul, Patty announces to the others that she’d like to part ways with them now. She feels that she should no longer trouble the party and even if the whole Aifread affair doesn’t bother them, it does bother her. Still, the others convince her to stay, at least until she’s had some time to think about it and decide it’s certain this is what she wants. She continues to be downcast throughout the Egothor Forest dungeon, but pulls herself together a bit more after the party reminds her that they’re her friends.
After Estelle is kidnapped by Raven and the gang runs into Alexei, it’s revealed that like Barbos and Ragou, Aifread was a pawn in Alexei’s plans, but no detail is given. Even so, Patty becomes distracted further and while she pretends like nothing’s wrong, she’s determined to hunt Alexei down. Inside the fortress Heracles, she has a quick talk with Flynn about what it was like to confront Yuri, his best friend, in Nordopolica. Patty believes that he’s strong for doing that.
After finally freeing Estelle from Alexei’s grip in Zaphias, Patty has another brief talk with Yuri in private. Here, she asks Yuri if he would’ve really gone ahead and killed Estelle, had she not regained herself. When he states that he likely would’ve, she questions how he could do that if he knows it would hurt him. Yuri explains that he would do it because Estelle’s his friend, and he couldn’t let strangers take care of his friends’ problems. Just like in Flynn’s case, Patty believes that he’s strong for feeling that way. When he asks about her search for the Maris Stella, Patty replies that she’ll never forget, because her memory is the strongest skill that she has. She states that she’ll never forgive Alexei for sacrificing anyone for his ambition, then promptly changes the subject, though it’s clear she’s still hiding something else. Yuri notices and tells her to talk about it when she’s ready.
In the Enduring Shrine of Zaude, Patty finally finds what she’d been looking for for all those years: The Maris Stella. Rita asks what she’ll do now that she’s found it- whether she’ll use it to try and find her grandfather. However, Patty states that ‘beating that wicked Alexei to a pulp’ comes first.
Shortly after defeating Alexei once and for all, Patty reunites with the presumed-dead-Yuri, Estelle and Repede in Zaphias. The gang sets out once more, hoping to find a way to get rid of the Adephagos. They cause the birth of the four Summon Spirits, but even after this, Patty continues to be troubled. Yuri is the only one who truly seems to notice. As they spend the night at Capua Nor, Patty sneaks out by herself and heads for the docks by Ragou’s mansion. Here, she summons the ghost ship Atherum using the Maris Stella. The party corners her and asks what she’s doing out all alone. Patty explains that there’s still one more matter she needs to settle before they head to their final battle. As it’s her own problem, she can’t let anyone go but herself. When the gang questions how the Atherum could be summoned like that, Patty explains that a fragment of the Maris Stella is aboard the ghost ship and the two fragments are drawn to each other. She allows the gang to accompany her, on the condition that she is the one to settle her ‘problem’. She also explains that the Maris Stella isn’t a treasure that Aifread owned and hid, rather it’s something that Aifread had been looking for. When Karol asks if Aifread is aboard the ghost ship, Patty promptly avoids the question.
As they corner the wandering skeleton swordsman on the Atherum’s deck, the party assumes that he is Aifread. However, Patty calls him by his real name- Cypher. Raven explains that Cypher was the name of Aifread’s First Mate. After defeating him in battle, Cypher’s spirit emerges from the skeleton swordsman and the truth about Patty’s past is revealed. That is, she herself is Aifread. Though it isn’t all explained in this particular scene, what really happened during the Black Hope incident is that it was all just an experiment set up by Alexei. He drew magic formations on the Black Hope ship, then requested the Siren's Fang Guild to help them, only to become Alexei's test subjects and scapegoats. The victims, including Aifread’s crew, turned to monsters and they had to be killed. Cypher was the one to take this task upon himself. Aifread was able to survive the Black Hope incident because Cypher gave her a potion called Amrita, which resulted in her turning into a young girl. As a side effect, she lost all her memories. Presumably, this is the moment Patty referred to in Yormgen, when she said she could remember a man who was very important to her giving her her name. Cypher later turned into a monster, the Wandering Skeleton Swordsman, himself. Meanwhile, the empire hushed the whole thing up and blamed it on Aifread.
Now that Patty is fully aware of the truth, she realizes that it’s her turn to free Cypher, just as he freed the other victims of the Black Hope incident. He presents her with a special item, the Maris Gemma, and she shoots him, ending his life. The party regroups on the docks in Capua Nor and Patty, having lost such an important friend, breaks her own motto and cries. After a good night’s rest at the inn, Patty asks the gang if she can continue to tag along with them, as she can’t just ignore the Adephagos either.
This is the moment where Tarqaron rises and the decision is made to turn all Blastia into spirits. The night before they set out to face Duke, Patty is found standing atop a watchtower of Aurnion in search of Yuri. Flynn approaches her and she invites him to sit with her. They have a conversation about the worth of having support from your companions when times are tough, then Patty decides to give up on finding Yuri and retreats to bed.
Personality:
At first glance, Patty is your average peppy Tales loli. She brushes monster attacks off as ‘just playing’ and doesn’t seem to have a care in the world. Did she get caught in a trap? No, no, she’s just enjoying the view. She teases other members of the party, becomes Raven’s partner in crime and has no problem discussing Judith’s boob measurements. A self-proclaimed adventurer, she travels the world in search of certain treasure.
Let’s delve a bit further into her psyche. Patty’s motto is: “When the going gets tough, the tough don’t cry”. It’s something she takes very seriously. No matter how harshly people treat her for presumably being Aifread’s granddaughter, she just takes the accusations with a solemn expression and honors their decision of not wanting to be near her. After all, she doesn’t know just how true the rumors are. This is why she does her best to find Aifread’s great treasure. She’s determined to find out who Aifread really is, and by proxy, who she is. She doesn’t let her amnesia get her down, instead working hard to regain her lost memories. However, she has her priorities straight and by the time the party returns to Nordopolica to speak with Belius, she’s decided that sticking with Yuri and the others is more important than rushing to get her memories back. As she claims, she likes to take life slowly and she enjoys spending time with the group.
When she does finally comes face to face with the truth and realizes that the Black Hope incident was very real, she decides that she’d rather leave the party than cause them more trouble. Being associated with the name Aifread, even if they don’t know the true connection between Aifread and Patty, could cause trouble for her friends as well. However, when the group insists that Patty should stay with them and think things over properly, she does take their advice. In that manner, she’s actually far more mature than she seems at first sight.
Despite this, Patty may come off as incredibly annoying at times. The first impression you get of her is that she’s overly cheerful, boastful and doesn’t take things seriously at all. She pops up from the weirdest places, butts into other characters’ affairs and has the oddest crush on Yuri for a large portion of the game, even going as far as to introduce him to people as her husband. No one takes this crush seriously, of course, and after she regains her memories the entire thing is toned down immensely. It does still make a few appearances in sidequests and skits, but nothing too grand. One might say that there are two sides to Patty. There’s the playful side she shows in most interactions and her solemn, serious side that only shows when something truly bothers her.
Patty takes the entire Black Hope incident very seriously and once she remembers the truth behind it all, it hits her very hard. After encountering the Black Hope graves, she becomes very downcast and doesn’t speak much anymore, to the point where she begins to worry the rest of the party. All those feelings become pent up for a great portion of the game, all the way from Lenansla Cavern to finally having created all four spirits. When she faces Cypher, she’s no longer the cheerful young girl from the start of the game. She confronts the man with a serious demeanor and as much as it hurts her, she directs her gun straight at him. It’s her duty to free her friend from his wretched fate, as she owes him that much, but after it’s all said and done her walls crumble. It isn’t until after she regains her memories of Cypher, only to immediately lose him again, that she breaks her own motto and cries. Furthermore, she vows vengeance on Alexei for what he’s done. A lot of innocent people suffered at his hand, including herself and her closest friend, so she demands retribution.
Patty has a very distinct manner of speech that’s a bit difficult to translate into English. It’s a sort of speech that would usually be used by older people, and her habit of ending sentences “nanoja” has no real meaning other than to emphasize what’s being said. Rather like “desu”, it can’t be translated too literally, so the only thing that really comes close would be ending her sentences with “you/ya know”. She refers to Judith and Rita as Judy-nee and Rita-nee, respectively, which is another trait that’s hard to translate, as “big sis Judy” is quite the mouthful. Aside from that, she has a habit of using ocean-related analogies that often make no sense. For example: "I've got more patience than a camouflaged stone flounder sitting still on a stone wall," or "An adventurer's intuition is sharper than the right side of a dolphin's brain." … Does that actually mean something? Perhaps if you think hard enough about it, but Patty seems to think it makes perfect sense.
Strengths:
Physical: Patty is an excellent markswoman, alternating between mainly a pistol and a dagger in battle, though at times she uses things like a frying pan or even various explosives. At first, the gang is skeptical about Patty’s ability to take care of herself, but they change their mind once they see her take down a manticore-type monster with five quick shots. Now, actually using her as a player in battle is a whole different story, as a lot of Patty’s strength comes from a combination of luck and knowing what you’re doing. She has four different fight styles (Normal, advance, brainel and critical) and depending on which you choose, Patty’s speed, power and combo abilities will change. Some of Patty’s gamble artes, such as Random Fall, Trick Trick and Risky Bet can cause a lot of damage. Meanwhile, artes like Little Big Chef and Star of Dream have the ability to raise stats and regain health for the party. Aside from that, Patty can also cast magic artes through her random cast moves such as Risky Cast, Gamble Cast and Wide Risk, which can have several different results. It ranges from attack spells like Stone Blast and Holy Lance to support spells like First Aid and Sharpness.
Mental: As an adventurer, Patty has taught herself all sorts of skills and even at a young age, she’s been traveling the world all by herself. From navigating ships to bargaining with guilds, she does it all. One particular sidequest involves delving into Patty’s cooking skills, until she eventually becomes a bit famous for it and later cooks for Yuri and Flynn in Zaphias’ inn. Patty’s quick to think on her feet and improvise, should the situation call for it. For example, as they pass through the Weasand of Cados again, Patty is the one who suggests a distraction to Raven so they can pass by the Flynn Brigade’s road block. She knows exactly how to bribe Raven into doing it, too.
Emotional: More than once, Patty is pegged as being very frank and outspoken. When it comes down to injustice, she doesn’t hesitate to speak up and set things straight. For example, she snaps at Tison and Clint after they force their way into Belius’ room and threaten her life, then continues to huff about it in the skit that follows. If you use her to fight Duke, she will accuse him of allowing his personal feelings to get in the way of his rational judgment, so to speak. For a pirate, her sense of right and wrong is very strong. Though she’d been taking care of herself just fine up until she met the party, she realized very quickly that she does prefer company over solitude and has no trouble admitting that. It’s advice that she gives Flynn in Aurnion, when he worries about reshaping the Knights into an organization to be proud of. As she tells him: “If you're determined to make it come true, your determination will move the others, and that's how it'll become reality.” She admits with a straight face that the reason she will fight Duke is because he’s trying to take her friends away. Still, as much as she believes in the support of others, she doesn’t want to be a burden to her companions. After the revelation in Lenansla Cavern, she offers more than once that she should just stay behind and let the others continue their journey without her, as she feels she would just cause them trouble and slow them down.
Weaknesses:
Physical: As said before, Patty’s fighting style depends on luck. Some of her artes, such as Clunky Bomb, can even fail and backfire on her, causing her damage. If Little Big Chef fails, it will cut Patty’s HP and TP in half. That’s a pretty big risk to take. Let’s not even get started on higher-level artes, like Critical Moment. The backlash can be incredible. Heck, even her Mystic Arte, Summon Friends, can cause damage if it happens to summon someone like Barbatos. Furthermore, because you can never tell beforehand which magic spell Patty will cast with her spell artes, it’s very difficult to take advantage of an enemy’s elemental weakness and her healing artes may never come at moments when you need them.
Mental: At times, it seems like Patty has a bit of trouble grasping the danger she’s in. It isn’t just the early monster attacks that are brushed off as ‘playing’. Patty has a tendency to just march on without the rest of the party when it’s not entirely sure whether the danger has passed yet. She does it twice in the Weasand of Cados alone- once after the Aer Krene has just settled down and once after the Pteros boss is defeated. It’s a sort of recklessness that seems to stem from underestimating the situation. Being a very boastful and confident girl, she willingly enters situations she may not always be able to handle.
Emotional: While Patty tries to be as fair and mature as possible about the whole Aifread thing, ultimately she pents up her own feelings on the matter until bursting point. She doesn’t speak up when she regains her memories, instead becoming more silent and introverted. She tries to pull away from her friends who could help her and bears the burden by herself. When she does finally break down, all the negativity she’s tried to cope with for all that time just emerges far too suddenly and harshly. The point is, when something truly bothers Patty, she just doesn’t speak up. While her memories are the most notable example, there’s also a few smaller ones. For example, before entering Lenansla Cavern, she gets a bad feeling about the place, but covers it up by claiming she’s afraid of the dark. When the party stays the night in Capua Nor just before they go to face Cypher, Yuri notices that she seems troubled, but she claims she’s just hungry. Her conflict gets hidden by excuses because as outspoken as she usually is, she just can’t bring herself to reveal the truth to her friends.
Name: Meowzy
Livejournal/Dreamwidth Username:
E-mail: silver_shiva@hotmail.com
AIM/MSN: ThaMeowzy/silver_shiva@hotmail.com
Character
Name: Patty Fleur
Fandom: Tales of Vesperia
Gender: Female
Age: 14. Spoilers: Though she is actually much older.
Time Period: After the pre-final battle talks in Aurnion.
Wing Color: Blue with white tufts.
History:
The party first runs into Patty in Capua Nor, where she is trying to invade Ragou’s mansion. In fact, she succeeds in invading it far before the others do, by throwing a smokebomb to distract the guards. They later encounter her in Ragou’s cellar, after she’s gotten herself caught in some sort of trap, and release her. As it turns out, the surveyors' guild "World's Cellar" has given her a few leads regarding Aifread’s legendary treasure, which Patty is desperately searching for. The rest of the party is shocked, as Aifread is a rather notorious name. The leader of the pirate guild Siren’s Fang, Aifread was supposedly responsible for something called the “Black Hope” incident, where many innocent civilians were killed. Patty decides to tag along with the party for a brief while, until the “Dragon Rider/Freak” breaks Ragou’s weather Blastia and they set off to pursue it. Patty parts ways with them at that point.
The gang encounters her once more in the forest of Keiv Moc, where she was ‘playing’ with a monster and continuing her search for Aifread’s treasure. While the gang offers to take Patty with them, it’s immediately proven that she can take care of herself just fine as she shoots a monster in the face. So they leave her be and carry on.
The third time she appears is while the gang is on its way to Nordopolica with Kaufman. Patty had gotten swallowed by a merman monster- again, ‘just playing’. As another of the monsters attacks Tokunaga, it’s up to Patty to navigate the ship. However, they soon run into a ‘ghost ship’, the Atherum, and decide to board it. In the bridge where they find the Clear Ciel Crystal, a mysterious monster (the wandering skeleton swordsman) appears before them. It seems to recognize Patty and retreats after the battle, leaving her a bit confused. After they reach Nordopolica, she leaves the party again. However, there’s another cutscene a bit later on, where Patty is buying items from a merchant by the docks. A random man comes up to her, asking if she’s Aifread’s granddaughter. After all, she dresses like Aifread and rumor has it that a girl has been going around, claiming to be just that. Patty neither confirms nor denies it, but the shopkeeper seems to think her silence is enough of an answer and asks her not to come by the store anymore. After all, Aifread was a traitor to the Guild’s beliefs for slaughtering the people they were sworn to protect. Yuri objects to the shopkeeper’s attitude, but Patty tells him not to get worked up over it. She then runs off.
They next run into her inside the Weasand of Cados, while chasing after Regaey. It’s at this point that Patty admits she doesn’t know for certain whether or not she is Aifread’s granddaughter, as she suffers from amnesia. She’s searching for Aifread’s grandest treasure, the Maris Stella, in hopes of meeting Aifread himself and regaining her memories. Patty decides to tag along with the party once more and has a quick talk with Yuri in Mantaic. One of the members of World Cellar approaches Patty and tells her that he has more information on the Maris Stella. However, if it’s true that she’s Aifread’s granddaughter, they will not help her anymore. Doing business with the grandchild of a traitor to his own guild would hurt their guild's reputation. He also warns her not to take revenge against the World Cellar guild, though Patty claims she would never do such a thing. After the guildmember leaves, Yuri is amazed by how calmly Patty took that whole ordeal. She claims that because she doesn’t know what sort of person Aifread was, she can’t agree or disagree with what people say. She runs off, leaving the party yet again.
However, shortly after entering the Sands of Kogorh to find Phaeroh, the gang runs into Patty once more. As usual, she’s in search of treasure. This is the point where Patty joins the party for real. In the town of Yormgen, she has another little talk with Yuri. Here, she explains she’s been doing a lot of research about Aifread. That’s how she knows Aifread’s secret oden recipe. She also explains that her oldest memory is that of Aifread giving her her name. She still remembers the kind look he gave her and how it made her feel like he was very important to her. After Belius’ death and Judith’s betrayal, Patty admits to Yuri that she’s realized being with others is a lot better than being alone. That’s why, even after she regains her memories, she’ll stick with the party. Besides, the group needs to return to Dahngrest to hand Belius’ apatheia over to the Don. As he was an old friend of Aifread, perhaps he could help Patty regain her memories.
As the gang runs into Don Whitehorse in the Manor of the Wicked, the man’s attention falls on Patty. He claims that she’s a spitting image of his old companion Aifread, but he never heard of any grandchildren. He also explains that Aifread was a “free spirit”, who never told Don too much. That’s why he has no clue where Aifread is now. Patty wonders if perhaps she and the Don have met before in the past, but he doesn’t recognize her. After he leaves, the party wonders how Patty could be a spitting image of someone they all pictured to be an intense man like Don Whitehorse himself. However, as the Don’s death follows soon after, they have no way to ask him much more about Aifread.
Patty continues to exist in the background for a bit as the story continues and is even offered membership of Brave Vesperia, but declines it, as she doesn’t have her original memories yet. Even so, the gang continues to stand by Patty even as more people insult her for being Aifread’s granddaughter. While searching for a way to get into Myorzo, the gang passes through a dungeon known as Lenansla Cavern, where they run into a graveyard. They discover that this is where the victims of the Black Hope incident were buried. The party is astounded by the large amount of graves, and thus the high amount of people who were presumably killed by Aifread. Crushed, Patty stays behind with Repede while the rest of the party continues to search the bell that will allow them to enter Myorzo. When they return for her later, Patty is still downcast, but agrees to leave with everyone else. She utters a single name, Cypher, before turning away from the graves.
After they return to the airship and Ba’ul, Patty announces to the others that she’d like to part ways with them now. She feels that she should no longer trouble the party and even if the whole Aifread affair doesn’t bother them, it does bother her. Still, the others convince her to stay, at least until she’s had some time to think about it and decide it’s certain this is what she wants. She continues to be downcast throughout the Egothor Forest dungeon, but pulls herself together a bit more after the party reminds her that they’re her friends.
After Estelle is kidnapped by Raven and the gang runs into Alexei, it’s revealed that like Barbos and Ragou, Aifread was a pawn in Alexei’s plans, but no detail is given. Even so, Patty becomes distracted further and while she pretends like nothing’s wrong, she’s determined to hunt Alexei down. Inside the fortress Heracles, she has a quick talk with Flynn about what it was like to confront Yuri, his best friend, in Nordopolica. Patty believes that he’s strong for doing that.
After finally freeing Estelle from Alexei’s grip in Zaphias, Patty has another brief talk with Yuri in private. Here, she asks Yuri if he would’ve really gone ahead and killed Estelle, had she not regained herself. When he states that he likely would’ve, she questions how he could do that if he knows it would hurt him. Yuri explains that he would do it because Estelle’s his friend, and he couldn’t let strangers take care of his friends’ problems. Just like in Flynn’s case, Patty believes that he’s strong for feeling that way. When he asks about her search for the Maris Stella, Patty replies that she’ll never forget, because her memory is the strongest skill that she has. She states that she’ll never forgive Alexei for sacrificing anyone for his ambition, then promptly changes the subject, though it’s clear she’s still hiding something else. Yuri notices and tells her to talk about it when she’s ready.
In the Enduring Shrine of Zaude, Patty finally finds what she’d been looking for for all those years: The Maris Stella. Rita asks what she’ll do now that she’s found it- whether she’ll use it to try and find her grandfather. However, Patty states that ‘beating that wicked Alexei to a pulp’ comes first.
Shortly after defeating Alexei once and for all, Patty reunites with the presumed-dead-Yuri, Estelle and Repede in Zaphias. The gang sets out once more, hoping to find a way to get rid of the Adephagos. They cause the birth of the four Summon Spirits, but even after this, Patty continues to be troubled. Yuri is the only one who truly seems to notice. As they spend the night at Capua Nor, Patty sneaks out by herself and heads for the docks by Ragou’s mansion. Here, she summons the ghost ship Atherum using the Maris Stella. The party corners her and asks what she’s doing out all alone. Patty explains that there’s still one more matter she needs to settle before they head to their final battle. As it’s her own problem, she can’t let anyone go but herself. When the gang questions how the Atherum could be summoned like that, Patty explains that a fragment of the Maris Stella is aboard the ghost ship and the two fragments are drawn to each other. She allows the gang to accompany her, on the condition that she is the one to settle her ‘problem’. She also explains that the Maris Stella isn’t a treasure that Aifread owned and hid, rather it’s something that Aifread had been looking for. When Karol asks if Aifread is aboard the ghost ship, Patty promptly avoids the question.
As they corner the wandering skeleton swordsman on the Atherum’s deck, the party assumes that he is Aifread. However, Patty calls him by his real name- Cypher. Raven explains that Cypher was the name of Aifread’s First Mate. After defeating him in battle, Cypher’s spirit emerges from the skeleton swordsman and the truth about Patty’s past is revealed. That is, she herself is Aifread. Though it isn’t all explained in this particular scene, what really happened during the Black Hope incident is that it was all just an experiment set up by Alexei. He drew magic formations on the Black Hope ship, then requested the Siren's Fang Guild to help them, only to become Alexei's test subjects and scapegoats. The victims, including Aifread’s crew, turned to monsters and they had to be killed. Cypher was the one to take this task upon himself. Aifread was able to survive the Black Hope incident because Cypher gave her a potion called Amrita, which resulted in her turning into a young girl. As a side effect, she lost all her memories. Presumably, this is the moment Patty referred to in Yormgen, when she said she could remember a man who was very important to her giving her her name. Cypher later turned into a monster, the Wandering Skeleton Swordsman, himself. Meanwhile, the empire hushed the whole thing up and blamed it on Aifread.
Now that Patty is fully aware of the truth, she realizes that it’s her turn to free Cypher, just as he freed the other victims of the Black Hope incident. He presents her with a special item, the Maris Gemma, and she shoots him, ending his life. The party regroups on the docks in Capua Nor and Patty, having lost such an important friend, breaks her own motto and cries. After a good night’s rest at the inn, Patty asks the gang if she can continue to tag along with them, as she can’t just ignore the Adephagos either.
This is the moment where Tarqaron rises and the decision is made to turn all Blastia into spirits. The night before they set out to face Duke, Patty is found standing atop a watchtower of Aurnion in search of Yuri. Flynn approaches her and she invites him to sit with her. They have a conversation about the worth of having support from your companions when times are tough, then Patty decides to give up on finding Yuri and retreats to bed.
Personality:
At first glance, Patty is your average peppy Tales loli. She brushes monster attacks off as ‘just playing’ and doesn’t seem to have a care in the world. Did she get caught in a trap? No, no, she’s just enjoying the view. She teases other members of the party, becomes Raven’s partner in crime and has no problem discussing Judith’s boob measurements. A self-proclaimed adventurer, she travels the world in search of certain treasure.
Let’s delve a bit further into her psyche. Patty’s motto is: “When the going gets tough, the tough don’t cry”. It’s something she takes very seriously. No matter how harshly people treat her for presumably being Aifread’s granddaughter, she just takes the accusations with a solemn expression and honors their decision of not wanting to be near her. After all, she doesn’t know just how true the rumors are. This is why she does her best to find Aifread’s great treasure. She’s determined to find out who Aifread really is, and by proxy, who she is. She doesn’t let her amnesia get her down, instead working hard to regain her lost memories. However, she has her priorities straight and by the time the party returns to Nordopolica to speak with Belius, she’s decided that sticking with Yuri and the others is more important than rushing to get her memories back. As she claims, she likes to take life slowly and she enjoys spending time with the group.
When she does finally comes face to face with the truth and realizes that the Black Hope incident was very real, she decides that she’d rather leave the party than cause them more trouble. Being associated with the name Aifread, even if they don’t know the true connection between Aifread and Patty, could cause trouble for her friends as well. However, when the group insists that Patty should stay with them and think things over properly, she does take their advice. In that manner, she’s actually far more mature than she seems at first sight.
Despite this, Patty may come off as incredibly annoying at times. The first impression you get of her is that she’s overly cheerful, boastful and doesn’t take things seriously at all. She pops up from the weirdest places, butts into other characters’ affairs and has the oddest crush on Yuri for a large portion of the game, even going as far as to introduce him to people as her husband. No one takes this crush seriously, of course, and after she regains her memories the entire thing is toned down immensely. It does still make a few appearances in sidequests and skits, but nothing too grand. One might say that there are two sides to Patty. There’s the playful side she shows in most interactions and her solemn, serious side that only shows when something truly bothers her.
Patty takes the entire Black Hope incident very seriously and once she remembers the truth behind it all, it hits her very hard. After encountering the Black Hope graves, she becomes very downcast and doesn’t speak much anymore, to the point where she begins to worry the rest of the party. All those feelings become pent up for a great portion of the game, all the way from Lenansla Cavern to finally having created all four spirits. When she faces Cypher, she’s no longer the cheerful young girl from the start of the game. She confronts the man with a serious demeanor and as much as it hurts her, she directs her gun straight at him. It’s her duty to free her friend from his wretched fate, as she owes him that much, but after it’s all said and done her walls crumble. It isn’t until after she regains her memories of Cypher, only to immediately lose him again, that she breaks her own motto and cries. Furthermore, she vows vengeance on Alexei for what he’s done. A lot of innocent people suffered at his hand, including herself and her closest friend, so she demands retribution.
Patty has a very distinct manner of speech that’s a bit difficult to translate into English. It’s a sort of speech that would usually be used by older people, and her habit of ending sentences “nanoja” has no real meaning other than to emphasize what’s being said. Rather like “desu”, it can’t be translated too literally, so the only thing that really comes close would be ending her sentences with “you/ya know”. She refers to Judith and Rita as Judy-nee and Rita-nee, respectively, which is another trait that’s hard to translate, as “big sis Judy” is quite the mouthful. Aside from that, she has a habit of using ocean-related analogies that often make no sense. For example: "I've got more patience than a camouflaged stone flounder sitting still on a stone wall," or "An adventurer's intuition is sharper than the right side of a dolphin's brain." … Does that actually mean something? Perhaps if you think hard enough about it, but Patty seems to think it makes perfect sense.
Strengths:
Physical: Patty is an excellent markswoman, alternating between mainly a pistol and a dagger in battle, though at times she uses things like a frying pan or even various explosives. At first, the gang is skeptical about Patty’s ability to take care of herself, but they change their mind once they see her take down a manticore-type monster with five quick shots. Now, actually using her as a player in battle is a whole different story, as a lot of Patty’s strength comes from a combination of luck and knowing what you’re doing. She has four different fight styles (Normal, advance, brainel and critical) and depending on which you choose, Patty’s speed, power and combo abilities will change. Some of Patty’s gamble artes, such as Random Fall, Trick Trick and Risky Bet can cause a lot of damage. Meanwhile, artes like Little Big Chef and Star of Dream have the ability to raise stats and regain health for the party. Aside from that, Patty can also cast magic artes through her random cast moves such as Risky Cast, Gamble Cast and Wide Risk, which can have several different results. It ranges from attack spells like Stone Blast and Holy Lance to support spells like First Aid and Sharpness.
Mental: As an adventurer, Patty has taught herself all sorts of skills and even at a young age, she’s been traveling the world all by herself. From navigating ships to bargaining with guilds, she does it all. One particular sidequest involves delving into Patty’s cooking skills, until she eventually becomes a bit famous for it and later cooks for Yuri and Flynn in Zaphias’ inn. Patty’s quick to think on her feet and improvise, should the situation call for it. For example, as they pass through the Weasand of Cados again, Patty is the one who suggests a distraction to Raven so they can pass by the Flynn Brigade’s road block. She knows exactly how to bribe Raven into doing it, too.
Emotional: More than once, Patty is pegged as being very frank and outspoken. When it comes down to injustice, she doesn’t hesitate to speak up and set things straight. For example, she snaps at Tison and Clint after they force their way into Belius’ room and threaten her life, then continues to huff about it in the skit that follows. If you use her to fight Duke, she will accuse him of allowing his personal feelings to get in the way of his rational judgment, so to speak. For a pirate, her sense of right and wrong is very strong. Though she’d been taking care of herself just fine up until she met the party, she realized very quickly that she does prefer company over solitude and has no trouble admitting that. It’s advice that she gives Flynn in Aurnion, when he worries about reshaping the Knights into an organization to be proud of. As she tells him: “If you're determined to make it come true, your determination will move the others, and that's how it'll become reality.” She admits with a straight face that the reason she will fight Duke is because he’s trying to take her friends away. Still, as much as she believes in the support of others, she doesn’t want to be a burden to her companions. After the revelation in Lenansla Cavern, she offers more than once that she should just stay behind and let the others continue their journey without her, as she feels she would just cause them trouble and slow them down.
Weaknesses:
Physical: As said before, Patty’s fighting style depends on luck. Some of her artes, such as Clunky Bomb, can even fail and backfire on her, causing her damage. If Little Big Chef fails, it will cut Patty’s HP and TP in half. That’s a pretty big risk to take. Let’s not even get started on higher-level artes, like Critical Moment. The backlash can be incredible. Heck, even her Mystic Arte, Summon Friends, can cause damage if it happens to summon someone like Barbatos. Furthermore, because you can never tell beforehand which magic spell Patty will cast with her spell artes, it’s very difficult to take advantage of an enemy’s elemental weakness and her healing artes may never come at moments when you need them.
Mental: At times, it seems like Patty has a bit of trouble grasping the danger she’s in. It isn’t just the early monster attacks that are brushed off as ‘playing’. Patty has a tendency to just march on without the rest of the party when it’s not entirely sure whether the danger has passed yet. She does it twice in the Weasand of Cados alone- once after the Aer Krene has just settled down and once after the Pteros boss is defeated. It’s a sort of recklessness that seems to stem from underestimating the situation. Being a very boastful and confident girl, she willingly enters situations she may not always be able to handle.
Emotional: While Patty tries to be as fair and mature as possible about the whole Aifread thing, ultimately she pents up her own feelings on the matter until bursting point. She doesn’t speak up when she regains her memories, instead becoming more silent and introverted. She tries to pull away from her friends who could help her and bears the burden by herself. When she does finally break down, all the negativity she’s tried to cope with for all that time just emerges far too suddenly and harshly. The point is, when something truly bothers Patty, she just doesn’t speak up. While her memories are the most notable example, there’s also a few smaller ones. For example, before entering Lenansla Cavern, she gets a bad feeling about the place, but covers it up by claiming she’s afraid of the dark. When the party stays the night in Capua Nor just before they go to face Cypher, Yuri notices that she seems troubled, but she claims she’s just hungry. Her conflict gets hidden by excuses because as outspoken as she usually is, she just can’t bring herself to reveal the truth to her friends.
