Trails from Zero follows in the footsteps of several other games in the Trails series by featuring a frankly jaw-dropping amount of optional dialogue text. Every time something noteworthy occurs in Crossbell, at least two-thirds of the city's populace, as well as folks living in outskirts towns, working at the hospital, and the like, all have something new to say. It's a lot.
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Connoisseurs of lush RPG worldbuilding will fall in love with this standout Trails trait, but even among the most scholarly of sorts, there comes a time when it's all too much. We get that. So, here's a compromise. Find the ones that matter most. We'll guide your path.
There's a cat on the SSS building's rooftop named Coppe. Well, you won't know its name at first, but you will in due time. In any case, this cat is a friend. A friend who will reward you every chapter of the game for giving it fish. You can only do this once per chapter, but the rewards are increasingly good. Be sure to kindly introduce yourself to Coppe now, and begin feeding him fish from Chapter One onward.
Other than Coppe, the prologue doesn't open up much. That's not to say there's nobody to speak with. There are tons of NPCs in Crossbell already. But this is a fresh start. You've only just begun your journey. Surely, you're not tired of chatting folks up yet, so interact with anybody and everybody you like, and know that nothing is truly important.
Chapter One is split into two days. On the first day, we recommend meeting up with Imelda in her shop in the Back Alley, Grace at Crossbell News Service in the Harbor District, and Grimwood at his law firm on West Street.
For day two, you'll definitely want to
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