^ Thanks Silellak and ghostdog!
INTERLUDE: BONUS TOWERS
You made me do it -- now watch me do it. Watch me suffer. Jerks.
Okay, folks, we'll be crawling through the optional dungeons before we kick Act III: The Grand Finale into motion. I totally hate you all for making me do all this, by the way.
But yeah, whatever. There are
four bonus towers that we can unlock with our brand new Master Key received from Rolan. Each tower has a difficulty level assigned, from 1 to 4.
The dungeons are
randomly generated each time you enter the dungeon, so there's no point in mapping them or anything -- which is definitely an
compared to, say, Via Infinita in FFX-2. I'll conquer the first tower first, which is supposed to be the easiest one, and then we'll see how it goes after that. The moment the difficulty becomes pointlessly high, I'm outta here. Still, I hope to be able to beat at least two of the towers. The strategy I have in mind for all of them is one and the same, and it's pretty simple: run away from most of the random thrash mob encounters to avoid too much grinding -- we'll need a Wayfarer in our party for that, set-up so that he or she could always act first during the turn -- grab all the treasure and defeat all the bosses with our awesome tactics. (As we are to see in this update, the "grab all the treasure" part didn't quite go as planned for me in the first tower, but meh, whatever.) So yeah, that's the plan. In order to make this part of the LP more "lively", I'm going to include some NPC chatter tidbits from the towns I visit, so be sure not to miss out on those if you feel like following the story. Let us begin, shall we?
Part 37: Moonsand Ruins
In which we crawl through 100 random floors and defeat five powerful foes.
(I apologize to spekkio-kun for the absence of filtering in this update. It's just that I made all this screenshots earlier. I totally promise to turn the filtering on for the next update!!)
Previously on this LP, we defeated the false king Horne a.k.a. Satan and the Schwarzwelt thingie -- the demons' dark world, realm of the mysterious Dark Lord -- appeared suddenly out of the blue of the sea. In a true RPG fashion, it's going to be waiting there for us until we get all the optional shit done. The Dark Lord can wait, whoever he is. I mean, if Dragon Age can get away with it and be replayed by Codexers 7 times, then why not this game?
But first we need to conclude our business at the Horne Castle.
As you may remember, we got a Desolator Tome from King Horne:
We also have the Dark Fencer crown now:
Here is Dark Fencer's list of abilities:
Darkside: Deal damage to one foe by sacrificing some HP.
Darker Side: Deal damage to all foes by sacrificing some HP.
Eye for an Eye: Attack damage increases with lower HP.
Amok: Use Darkside repeatedly until all your HP is consumed.
Sounds kinda cool, in a masochistic way.
Maybe we'll try it out later.
Meanwhile a castle officer wants to hire us, it seems:
No way, dude. We, the heroes of light, are above such a lowly job.
Sorry to disappoint you, bro, but we're the one and only. Even that crybaby Rolan can't compare to us.
We also get a tower-crawling hint:
Duly noted. But the mere sound of "70th" and "90th" floors makes my little head spin. :dizzy:
Shoo yourself, yay!
...but dark things are on the rise again! And they're even darker than before!
In the future, you mean? Could be.
Duly noted! We'll be doing just that soon.
Okay, we won't be bothering you further, then.
Bah, we go where we please.
Awww, "fluff ball", how cute.
Oh, by the way. We change SMA into a Wayfarer...
...and upgrade her Wayfarer crown to learn a new ability that is sure to come in handy in the optional towers,
Escape:
Now we'll be able to run from any non-boss encounter we meet.
But back to the chatting business.
Yup, pretty princesses sure love perfumes. All girls do!
Meh, it's just that the Apocalypse has been totally set in motion.
Grrrr.
We are the heroes, not that pathetic Rolan.
Oh, she will, she totally will. Like being cursed into a cat form, for example.
Aww.
Sleeping on duty!? How dare you!
And so we're outta here. We pay a visit to the local sheepmaster on our way back:
Yup, sis, we know. The towers are random dungeons.
And we're back in Horne.
It looks like the monsters only grow more powerful no matter what we do.
Yeah, never underestimate the Apocalypse, folks.
Witches aren't all bad, of that I'm sure.
Oh really?
FUUUUUUUUUUUU-
Erm, good to know.
Yeah. :/
I wonder about that, too. :/
Codexer's mother encourages us:
SMA is full of resolve:
As is Volly:
As is BRO:
As totally is our dear Codexer:
ONWARDS TO GLORY!!
Before venturing into the tower, however, we totally need to upgrade our armour. I won't be describing the ways of farming for gems here, as I want to dedicate a separate short update to that later. But anyway, the goal is to go harvesting for gems -- stealing gems from monsters without killing them -- which is what we do. It's boring but necessary if we want to survive the increased challenge of the towers. Once we've got a lot of gems, we can go to Urbeth to do a little upgrading. OCD FTW!!
Some of the armor and weapons were already upgraded a bit. Anywayz. Finally we upgrade Volly's Sword of Light to +8...
...her Great Tree Shield to +8...
...and her Scholar Gown to +7:
We also upgrade Codexer's Shield of Light to +3:
And his Armor of Light to +2:
SMA's Spell Fencer armor is upgraded to +2 (I've actually made some screenshots of the upgrade process itself this time):
BRO's Shaman Robe is upgraded only to +1 (I've run out of patience in farming for gems):
And his Sacred Tree Staff is upgraded from +2 to +3:
Let's hope all this lets us survive whatever comes our way. I probably should've upgraded BRO's and SMA's equipment a bit more, but boy, it's booooring.
At the local storage office, we deposit the Fira tome and the Black Book and equip the new spell, Desolator:
We'll see if it proves to be of any use.
There are two new dark magic spells for sale at the Urbeth magic shop:
Suppress is a general debuff. I should've taken it with me at this point, but I forgot to. Perhaps later.
The news is, it turns out we can purchase some pretty powerful items at ... the Wireless shops around the world!
Yeah, yeah, I know. The catch is, we can only purchase those items with "multiplayer points", not with gold -- which is bad, as I don't have many multiplayer points, for obvious reasons. The good thing is that these points are earned not only in multi-, but also in single-player; my guess is they are awared for slaying monsters and maybe for our progress in the game or some such. But anyway. We've got 7585 points right now. Let's see what the Urbeth wireless shop has to offer!
First come the three pretty powerful spears. The
Trident is especially powerful, but it sure is pricey, ouch!
Worker's Clothes are totally useless at this point, of course.
In fact, all the clothes here are useless for us now.
Gem Collector looks like a nice accessory, but it isn't particularly vital.
Hermes Sandals, on the other hand, looks like just what we need for our Wayfarer. They let the character always act first during the turn. So we buy them and equip on SMA:
Now ONWARDS to the tower!
The first tower is located to the north of Horne and the Witch's Mansion:
We land and enter it.
Approaching the entrance, we see a strange figure standing nearby. He's something like our guide to this mysterious place:
I really like the idea of a random dungeon. At least in theory.
Well, that's convenient. Still, 10 floors ain't that easy to clear in one go either.
Sure, we will be.
Good.
Oh-kay, like we need to.
Starting over from the beginning!? I hope not.
And yeah, this is the Level 1 tower, the easiest of the bunch. But the easiest != easy, amirite?
We unlock the tower entrance with our Master Key. It's time to step inside!
Oh-kay, so here we go. The first thing we do on 1F is wander into a dead end:
Oh-kay, two things already. First, I didn't expect this floor to be so large right from the start, and second, I predict a lot of frustration on our way to 100F.
Our first encounter, yay! It's a Bullking and a Neko!
We run away!
And that is the tactics we're going to be using throughout this dungeon -- we'll run away whenever we can, that is, whenever we aren't too low on AP. Otherwise we'll just be boosting our AP only to flee again. Good thing SMA's Hermes Sandals allow her to always have the initiative. All in all, sounds like a plan.
You know what? ... Where's the exit goddammit!?
Oh here it is. Good.
And we climb up to 2F:
It is here that I probably should explain my overall impressions of this tower, even if that means jumping ahead of myself.
1. The first thing you'll notice is that, well, the stairs down
disappear: there is no turning back, no going back down to the previous floor.
2. The level layout is also random and usually non-linear; and by that, I mean
totally non-linear, with a lot of twists, turns and dead-ends. It is incline, pure and simple.
3. The stairs up leading to the next floor seem to be randomly placed, so that you never know just which direction you should take. And since there’s no pattern behind it, you have a lot of running around to do in order to reach the next stairs. Sometimes you may get lucky and find the stairs quickly; sometimes you head in a totally wrong direction and, well, don't. Sometimes the stairs may be right next to you, and sometimes you have to crawl through the whole bleeping level and back again to finally find them. It's random; and there is no quest compass.
4. But the most FUUU-inducing moment is when you crawl through half of the level and back only to find out that the stairs were right near you, it's just that you took a wrong direction initially.
5. Levels tend to get larger the higher you climb. To say the later levels are "sprawling" would be an understatement; they turn into a freakin' maze. This reaches a point where every dead end and every random encounter makes you rage. All in all, this implementation of random dungeons is both nice and totally enraging. Hardcore, yay!
6. The enemies are significantly stronger here. Even the regular ones attack you for, like, 30 to 50 hp. Almost
every of their attacks has a chance of inflicting some nasty status ailment. Many enemies – like, say, Hellhounds or Jack Lanterns or Medusae – get to attack twice per turn. Almost every battle feels like a mid-boss battle. Non-enchanted attacks are especially dangerous since Mysterio doesn’t help in weakening them. That's why you really should just run away from them most of the time.
But anyway. We get to 3F:
And then to 4F:
Dead end!
Etc.
Finally we reach 10F:
It looks like we can't "clear" this floor until we battle the boss we are facing. Oh-kay, we won't need the Wayfarer class for this battle, so we make SMA a Hero:
And then we approach the monster.
Boss #1: Behugemoth
It's our old pal,
Behugemoth!
He has grown more powerful now, however.
His first attack -- before we are protected by Mysterio -- deals 50 points of damage to SMA and confuses her:
Volly uses Spell Focus, Codexer Dispensary, and BRO Mysterio.
Then Behugemoth strikes again:
Oh my gosh. It looks like Mysterio isn't helping much here. 120 hp + confusion FFS!
Then the fearsome beastie casts Lightning Bolt:
This time Mysterio does help us resist it, but... 30 and 45 points of damage, really!?
We are totally paralyzed, to boot. :/
SMA casts Lux now as she didn't have enough AP to cast it at the beginning of the battle:
Behugemoth attacks:
He hits Codexer for 43 hp even though Codexer is protected by Shield of Light +3 and Armor of Light +2! Luckily, Behugemoth doesn't attack BRO or SMA; they survive and Codexer can use Healthcare:
Another Lightning Bolt follows:
SMA gets paralyzed. :/
Let's try casting our new spell,
Desolator, now:
Spell Focus + Desolator deals ca. 1400 damage to Behugemoth. Well, what can I say? It isn't quite as powerful as I expected it to be. Magic Might is more powerful, especially given that it doesn't need the Spell Focus to strengthen it.
And so it goes. The main problem in this battle, apart from Behugemoth's powerful attacks, is the Paralyzed status:
Oh, and the Confused status, too.
Well, at least Codexer cannot be paralyzed nor confused as his armour makes him immune to status ailments. Several turns later Volly recovers from paralysis and replenishes her AP enough to use Magic Might:
One boss dealt with, yay! We obtain 100 exp. SMA levels up:
SMA -> level 35: HP +5, STR +2, INT +1.
We've cleared this floor now. A teleporter appears, in case we want to exit the tower now, as well as a set of stairs in case we want to explore the tower further right now. We want the latter. But first we change SMA back into a Wayfarer.
On the other hand, the progress is saved every 10 floors, and so we may as well try exiting the tower now and then going back:
We choose "Yes" and get teleported outside.
We are also asked if we want to start it all over:
No! No way.
Good. We enter the tower again -- and find ourselves right on 11F:
Dead end!
On 12F, the next stairs are conveniently located right to the north of us:
But this happens only rarely. Usually you have at least some running around to do before you find the next stairs.
I think I should show you a random encounter that happened on 13F:
SMA has only 2 AP left, and so I decide to Boost for a couple of turns and then run away. Normally this kind of encounter shouldn't be a problem, as Lilith and Arp are just regular enemies. They are, however, much more irritating here, inside the optional tower. Arps, for example, can put us to sleep:
Lilith can cast Silence and Confuse...
...and Arp's regular attacks can paralyze us:
Just as SMA wakes up from her sleep -- she is put to sleep again:
Lilith can also cast Darkra. Etc.
But we finally manage to heal ourselves, boost and flee from battle.
Other enemy groups we encounter here include Ichthon, Vampire Bat, Arp, Imp...
...Nue and two Giant Moths...
...Nues can cast Quakra, by the way...
...two Imps and two Arps...
...three Kaiser Penguins...
...etc.
We make it to 15F...
...and then to 20F:
This floor has no boss battle. Phew.
We climb further up -- this is just 1/5 of the tower, after all.
On 21F I have to do a whole LOT of wandering around until I finally spot the stairs:
They are, however, separated from where we currently are by a wall -- and in order to reach them, we have to go back through half of the floor.
But eventually, and with quite a lot of frustration along the way, we reach 30F:
Another boss battle, yay! We change SMA into a Bard this time:
Hopefully her Motet, together with BRO's Mysterio, will allow us to lessen the amount of damage taken.
Boss #2: Demon Lord
Demon Lord!
No, of course this isn't the Dark Lord we are after.
He's so ... small.
of demon lords.
BRO uses Mysterio, and Demon Lord attacks:
No damage, but BRO is cursed. Good thing we have a Salve-maker in our party, and so can spam Remedy.
Volly uses Magic Might:
Nice.
Demon Lord uses a powerful attack called
World of Dark:
Well, what can I say? Mysterio helps a lot.
The World of Dark is followed by a Bladeblitz:
Again, without Mysterio we would most likely already be dead.
SMA uses Motet:
And Codexer, Remedy + Healthcare:
And so it goes. Demon Lord continues using Bladeblitz and World of Dark, and his regular attacks continue to curse us --
-- which would be quite nasty if not for Remedy + Healthcare.
BRO tries silencing the foe, but misses:
Next turn, however, he suceeds:
Verily, verily I tell thee: no status effect is more useful in this game than Silence.
Volly uses Magic Might and...
...the enemy is destroyed!
We obtain 100 exp.
Yay!
30 floors cleared.
70 floors to go.
The first encounter on 31F involves Imps:
Arrrgh where do I go next!???
I hate.
Floor 40, here we come!
Who's that bastard over there? We switch SMA's crown to Hero, just in case, and approach the man.
Oh, so it's a bonus shop. Yay! Shopping time!
Four new items here:
So pricey, ouch!
I want to buy an Unyielding Shield for SMA, but we've only got 86116 gold pieces. So I sell 8 of my Amethysts:
I may regret this later, but hell, why not.
So how about we get some more money in Urbeth and come back here to buy, say, a Gungnir?
...Which is what we do. We come back with more money. But as we enter the tower...
...we find ourselves on 41F, not on 40F, grrrr!
That means we can only visit the shop
once. Go away to fetch more money = no more shop. C&C, hell yeah!!
And so we go on.
Dead ends, dead ends everywhere!
And reach 50F:
Another boss battle, yay!
We switch SMA's class to Hero.
To be continued in the next post...