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S01E18: The Final Huel!


Been a while, huh? Well, I decided to take a break, since we're way ahead of where I expected we'd be in a month and a half, due to my fevered pace. So I decided to take a bit of time off. It helped a lot!



Baretta has decided to make items 'in honour of the Goddess of Life, Yveen.'



I believe she means cause and not cost. But yeah, she claims she's not in it for the money.

She has made five of each item she has produced this time and it does not take us to the shop page.



We get a dialogue like this instead. I buy all five of these...



All five of these...



And then we're flat broke and can't even afford one of these! Wuh-oh!

We say farewell to Barretta for the moment and I take the party back to their hideout.



The chicken we just saved is here now. It doesn't do anything nor does anyone comment on it.



I get Marianne to exchange all our diamonds for GP. This does NOT include the Saphirs and Amethysts and stuff. There was probably a whole load of crap I coulda sold.

Also you don't get to choose how many diamonds to convert. She just does all of them automatically. So you could waste a lot of them if you had a lot.



Also the apricot tree died already. Only one dungeon! First time this has happened to me tbh, cos I usually only buy it in the postgame, which doesn't have any particularly long dungeons.

There's a whole mechanic with watering it now and then, and pruning it so more apricots grow. If you ever take every apricot off it, it dies, so you have to leave one at all times. There's also another thing where resting at a super expensive inn we haven't seen yet would make it grow the even better Pink Apricots, having a few of which count toward the score.

Anyway, from what Errant can tell from the code, the tree starts with an hour of life, which can be raised to an hour and a half. If you water it between checks that occur every 15 minutes? If you don't, its life counter goes down by one. One increment is 15 minutes of life. If you have watered it, the variable increases by 1 and it gets 15 more minutes of life. Supposedly that variable also equals how many apricots are on the tree, but when I checked it after I first bought it, it only had the one apricot and warned me that if I picked it the tree would die.



Also we stole a dog!



Gold is still pretty shitty tbh.



I use our new found wealth to buy the rest of Barretta's products.



The Yveen's Kiss's are the only new item.

Anyway, time to head back to Evil Tower.



As Random says, the Guardians are our goal now.





In the room where we were shown to the right wing by Herasia, we can go through this middle door now. We do not, though. It leads to the main bosses, and there's some other stuff we want to do...



... in the left wing, first.



?

Fountain maybe?







Continue north, through another hall...



... and that hall leads into a lengthy cave with the occassional statue.





These grey things are the scales. There's two plainly hidden ones in addition to the hidden one.



Mimic.



The cave leads directly into the huge hall we've seen a couple times by now. It's at least twice as large as those cutscenes ever convey too.



We want a NW exit here.





Cool. I have no idea what this does but it's one of the things we wanted.







I can't remember what Master Mind does. I'll use it, shortly.





This thing doesn't double hit like what Sarah has already, but... I think it's worth it anyway. Like I said, her attack power is worthless at this point anyway.







This switch is the other thing we wanted. No idea what it does!

I leave the other two untouched for now, and backtrack to the huge room.









Uhhh... Sure thing, Luci. Anyway, this room has two northern exits, but I loot it first.









We'll be going in here after I finish looting.











There's not much to do in here but do MORE looting.







These suckass!





Oh yeah. These guys. They are random encounters in here. Very annoying.







Hahahaha I can't believe I forgot this line.



And we find the room from the opening cutscene. But it's completely devoid of ANYTHING.







I resume looting the previous room.



Dark Summoners have a low chance of dropping this, and just that occurs. Nice upgrade.



Tantalus Wardoms are kinda uncommon encounters that, I think, are only found in this room. They have a 2% chance of dropping the Tantalus Krisser, an artifact weapon!

This means I spend at least two hours trying to get the thing to drop. Fighting Doom's are really annoying too, especially since I've been playing DOOM WADs again lately, so they just remind me of a better game I could be playing through a backlog of epic proportions of fan content.

Eventually, Tim Rogers 3 hour review of PAC-MAN ends and the Krisser has not yet dropped. I go to save and get a memory leak that corrupts the file I tried to save on. Good thing I've been using 7 different save slots! I only lose about 15 minutes of real progress. As for the grinding...


quote:

Tantalus Wardom (rare promotion among Necromancers)
The Tantalus Wardom is caracterized by a huge appetite to destruction, torture, and he most of the times uses the famous scissors able to cut through human skin and leave indelible scars.
Only guided by his hatred toward most living creatures, the Tantalus Wardom is stronger than most common Necromancers, and can use efficiently various spells.






A couple battles against the Wardoms fixes that, after I tweaked their rewards in RPGMaker.



Luci and Sarah can use these evil scissors. Useless on Luci, but there's a significant tradeoff for Sarah to use it. I think it's worth it though.

Also the Tantalus Krisser double hits!



Wendie learns this. While I did say some time back the Diamond Jewel casts this, I think it actually casts a weaker version called Kiss Me which has only 10 Pw compared to Love Me's 24. Makes it a decent boost and one of the big reasons Wendala is the best fourth member.

We leave the Necromancers room and enter the other room leading north.









This shit sucks.



Apparently, we're in a zoo. Wendie says she misses Charly. She shouldn't because he is the literal worst.



And yeah, we've got the Ultimate Cage Bars here.



Hahahaha. I know what this is meant to mean, and don't like it, but this just reads like someone insulting NEETs or incels or something.



There's a small cave area to the north of the cages with two orcs, LOTS of crates of wine and beer (Orcs loving wine feels like France speaking through Indy.) There's also a crate with nearly 6k GP in it, but that's it.





We decide to help this woman and when Random goes to destroy the chains, Wendala mentally objects.











Oooh. Eternal Warriors are skeletons. They have an entry in the manual, but I'll post it later.



Sarah swears at this cage. I also cannot help but wonder at why you would want to mistreat the elf supersoldier you went out of your way to create.









Just south of the zoo is a storeroom.





An incredible treasure trove for us.



LOOK! TREASURE!



AH FUCK YOU RUINED THE MOMENT GAME





Emerald x5, Saphir x3, and Amethyst x4. The game does not indicate what many jewels are so you have to find out yourself.

I also take issue with with calling this many jewels. 12 is not a lot of jewels. You don't say 12 people is many people! It is many swords though, since you rarely need more than two. Hell, even 1 SankT Leona Sabre is TOO many.

Anyway, to get to the point: (Most) Swords are worth more and are better than people.





Oooh.









The Titan Armour blows.



But the Missionary Landcoat is the best armour in the game for Random, I'm pretty sure. In terms of statistics, anyway.

Wendie can also wear it, but it's not as good as her TRADEMARKED 'Lust-Cut.'











I'm pretty sure Aquanpanga is the name of the world of the Deport, but I can't say for sure. The name crops up here and there.

We return to the zoo and head into the next room.



There's a bunch of people in cells we cannot seem to help.





There's Zenon Teeth in the next chest. These are, I think, the second best attack weapons for the two 'pets.'



There's also caged fairies (?)



We return to the switch room off of the huge hall and pull the middle switch, which deactivates the left one. Then I Egress and walk back to SanKT Leona to rest. I decide to save at the Yveen chapel there.



HMMM! The guy I thought might be Nomagumm is no longer here.

Back to Evil Tower!



This is the last wing of the tower but it's not as short as the last one.



The room immediately on the other side is not very interesting and just has some sandwiches and bread to loot.



Oh, and this guy.

We continue north.



We ignore these stairs down, for the moment.





Everyone's extremely keen on doing some assassinations and Luci even suggests we may find out what happened to the rest of the Guardians.







He dies in one turn.





This thing is... alright.

We move further up the hall.





We get the option to attack him or leave him, here. If we attack, he mistakes us for traitors and...





Transforms into a reaper?




Whoa! What's with the battle background? Where are we?

Anyway, we have to fight another dumbass Doom here. It's the only reason the battle lasts three turns. Feleneor himself would have only lasted two turns tops on his own. He can do some damage with some ALL targeting spells, however, and will buff the defenses of himself and the Doom.





Yeah, terrible in the sense he was outdone by a 15 year and two 16 year olds. And Wendie.



At least he was loaded.



The crown sucks ass tho.





There he is!

We get the option of attacking him too, and he gets rather indignant when we do not leave.



Khransty, right off the bat, just casts Sacred Sun which does massive damage to everyone. Then Random crits him for 999 damage and he dies on turn 1. Huh.





So long, Khransty!



We begin looting.











Time for the next floor.



Anti of Geryus was the demon looking guy who was reading from the book about the Demoniac Cycle way back at the start of the game.







Meh spell.



Don't remember what this book is for, honestly.





He screams GO AWAY a second time with much more exclamation marks.





This is the first -remotely- challenging fight the Lords have given us, and it's still not much of a threat. He can do decent damage and is a bit tanky but, eh.



When we kill him, Anti says "You'll..." to which Guanidia replies:



Whahahahahaahahahahat!

What even is that? Did he sound funny while choking on his own blood?



The first thing we notice in the next room is a locked up talking dragon.





Does he mean meditation... or... is he really turning into some ghost wizard thing?



This guy is annoyingly resistant to everything but is a non-threat in every other regard. We destroy him in a few rounds.







We can set free the dragon with the key we just earned.





Everyone repeatedly mentions how huge and scary Nash is, and he leaves.



Interestingly, there's a Nash in the partymember list in the database. But he won't ever join us... in THIS game.

We go up some more stairs.















Those shelves look like complete ass Indy. What were you thinking?





There's not much going on this floor at all.










Why



Fucking Minotaur smugglers.



Are the bones like... mixed into the mortar or something???



At last, the roof!



Up here, these incredibly nasty pieces of shit can be encountered. They're EXTREMELY fast and can double hit random for 100-180 damage... each hit. They're also somewhat tanky and definitely have over 1k HP so you're unlucky to slay one in a turn, even if everyone goes all out.

They have a 2% to drop Nature Diamonds, and are worth 139XP and 50GP.





The only thing to do on the roof is grab these.



Backtrack back to the ground floor... and take the stairs down, this time.



Another warehouse.


I intended to show off the full warehouse, but changed my mind, and only kept a small part of it. It has a bunch of branching paths with stairs leading up to the higher levels.



One leads to the platform on the way to the huge room and zoo.



JUNK HIDDEN IN THE WALL!







Another path leads to a spot overlooking the entrance. Nothing here though.





One path leads to two different paths each leading to a previously inaccessible part of the Lords Rooms on the second floor.





Was that a joke?



Well, it's not terrible.



We score a bunch of Royal Tequila's too. The other chest is locked.



fethers



This is the other inaccessible Lords Room.





Sarah knows expert level spells?









Nomagumm has somewhere less than 800HP, so he goes down on turn 1, but he was fast enough to cast Protection on the Slave Ondines. Not that they're effective enemies, at all.



After he dies, we examine the shelf he was examining.



O-oh.

I kind of want to know what the Bizarre Sex book is though.

We backtrack to the ground floor, and head back south to the first staircase we ignored.













There's a huge room that exists soley for this. Maybe the Throne is where the Grand Commendanter hangs out if he even visits places like this?



Oh yeah. Mimics.







We come to another zoo area.













This is the only other room in the game besides the spider hall we nuked, that Queen Lycose spawn in so I grind a Lycose Pearl while I'm here.



Now that I've done this...

I Egress back to the start of the dungeon.









Yep, needed to come all the way back here to pull this.

Then I backtrack back to the basement.









We saved like 15 women! There's also a seperate cell... through this one? For some reason?



A switch in the first cell unlocks the door.





Blah.



We leave this guy here to die of depression.



And now... we can... finally... head to the last little bit of this dungeon.





The main path is actually blocked, so we need to go through...





A dark back tunnel and surprise this guy standing in front of a door!



You've fucked over my last game of Mario Kart, boy.



We get a surprise round and demolish him on it.





The Guardians are apparently being forced to work.



There's 5 Guardians scattered around like this.



And the rest are locked in here.



fethers



Pretty simple to free the Guardians, there's just a switch here to do it.





We get ambushed by some of the dark priests as the Guardians fill the party in on what happened, which we already saw.



An orc points out there's an elf girl present. Apparently no one knows we've been slaughtering our way through their leadership.







quote:

Eternal Warrior (used by Necromancers)
Bones of a huge creature like an Orc, an Ogre or a Giant Lizard, the Eternal Warrior is revived and controlled by a powerful wizard. Gifted with an amazing strength, the undead creature is however weak to bursts of flames !






Thanks for the tip.



Oh yeah, the other advantage to Love Me is that it targets ALL enemies. Not that we -really- need it, but I am going to abuse it for the entire rest of the game.

Oh. I forgot to mention. This is the final boss. Yep, really. Just Postgame stuff after this.

Anyway, the other enemies die on Turn 1, to Random's Spin Attack, but the Eternal Warrior has at least 5-6k HP, and tanks repeated 999 crits and 999 damage Mega Flares from Luci, after Wendala's Love Me renders it completely ineffectual and defenseless.



The Eternal Warriors destruction sends the dark priests into a panic and they begin to flee.





This is just one of the random encounters here, so no problem.





Fire Wyrms are new but we destroy them in 1 turn as well. We have to do this fight twice.



Then we have to walk back to the entrance of the dungeon.











And, well. We've pretty much finished the main game. Just the ending cutscenes and postgame to go. That'll take anywhere between 2-4 updates.


the end