Labyronia has an FFI style story in that there is no real story, and you're gonna be walking around a lot, it seems.
After obtaining the water crystal, I went north towards the snowfields of Alalthar. Sadly, the path northward is blocked off, as is the way through the mines to the east. So I guess we're going to figure out how to get through the werewolves! It turns out it's pretty easy. Find the gates where you met the fairy for the second time and read the gravestone. It'll tell you to follow the path of the stonemasons, or whatever. It means you need to follow the pillars. They start on your left, and you'll have to pass a few invisible walls. If you didn't already, get the fire spell. Follow the pillars until you reach a dragon statue and head north. We'll come to a dark part of the forest. This is where I ran into werewolf problems last night. To the left of the entrance is a hole. The hole takes us to a cave along with a witch who wants to open a potion shop. To do that, she'll ask you to find a simple, brown mushroom. One can be found in the manageable areas of the forest south. You'll need to find a few more invisible walls. Return it to her, and she'll sell you full heals for both HP and MP. They're cheap, too. Not only that, but she'll grant you passage to a shortcut through the forest. Take the locked door, and you'll come to the very end of the werewolf part of this wood. Go east, not west, and leave.
We're back on the world map. There's a tavern to the north, which you can use to sleep and buy food. Heal is already lacking any real oomph, so items may be the go-to when you need to heal. From here, travel east and into the mines. The goal here is to find the pickaxe in the northeast. The pickaxe can break certain rocks that you might have seen a few times by now. Arres will say something to the effect that "these rocks can be broken" when inspected. Now, I made a mistake here. I traveled all the way back out of the forest, passed the bridge, the water temple, and the Cold Shoulder Bar to get to the mines east of that. That was dumb. The mines near the Cold Shoulder are the same mines you're already in. Regardless, we're still going to be going east. More east, and we come to a checkpoint that we can't do anything in because it's blocked, so head south. We'll come to the Earth Labyrinth!
The puzzle part of this dungeon is you can't see anything; you only get the small bubble of light around you, so you can't scout anything out very well. You're blind and in a maze. Rad! Bumble around for a while until Arres notices the moss on the floor. I think it means we're supposed to follow it to get to the end, but it's a really bad hint. A lot of mossy paths just take you to dead ends. There's a lot of treasures down here and another blob you can talk to. Doing so will start a fight, though, and the Earth Blob will scream "Stone" at you forever. I didn't know stone yet, so this didn't mean anything to me. You can learn quake done here, but it doesn't work. Do find it, though, for obvious reasons. In time, you'll overhear voices talking about how the path was a good idea. I have no idea where those voices come from, but okay. Keep "following" the moss until you teleport. You'll be near the exit, which takes you to the boss. As you approach the sphinx looking fella, it'll say it wants to teach you things, but this starts a boss fight.
Lycia was too strong for me, so I left. I tried a few times but couldn't last past round four. I decided to travel all the way back out and into the snowfields once more. I opened the path with the pickaxe and came to a strange place.
It's a giant, open field with no good landmarks around. You're gonna walk around for a year and a half unless you can find a map. Places of interest include:
A hut with a journal. We learn that the village used to be a farming settlement, but the deep snow ruined it all. And then bandits attacked and left the farmers dead in the fields.
A graveyard filled with dead farmers. As we approach, a spirit will ask that we bury her body. We can't find her body, but burying the journal will suffice. She'll open the "path" forward, which we can use to reach the world map.
Somewhere in the mini rocky mazes are interlinked locations. One takes you to a ladder key, which opens up a hill somewhere to the west of it. That's Sled Hill, and it takes you to Ice Dragon. The dragon is sitting on a chest that Arres might be able to dislodge. He can't, so a fight starts. You should come back here later when you learn Ice Shield, but it is a doable fight at around level 11. Spam Fire and use your Sausages to heal. You'll get a Plate Key, which can be used elsewhere.
But go back to the graveyard and take the new path. We'll exit to the world map south of Glimthar Village. It's the land of forever night! There are journal entries scattered about the entire town by Windir, the Elemental God of the Wind. Glimthar is an industrial town researching airship technology, but they're having issues with a fuel source. We also learn that the zombies we fought earlier are his ideas, too... There's not much here now but upgrade your equipment. I couldn't find anything to help against Lycia, but you can get a Thunder Axe, if you aid the blacksmith, and Fur Ears, which increase ice resistance, in a workshop. You can have a conversation with an old man in a workshop, too, and he'll tell you all about Artemis. Most importantly, get the Ice Shield spell by breaking the well lever in the middle house.
West of this is a large castle. The floor is falling out, so the paths between rooms are narrow. Head to the lower west room first to find a lighter. Then, go to the upper right room and light a candle. Read the book nearby to get Windir's Ring. This allows you to pass the checkpoint to the desert from earlier. There is a dragon in this castle, but for the love of your god, do not engage. I repeat, do not engage. Flee, flee, flee! There's nothing there now, but you do learn how to get the Stone Spell. Somewhere in Deep Grotto, the dark forest part, is the gravestone to an elvan Queen. The werewolves are tough, but they are killable at this point. Spam fire and hope it blinds them. That's the only strategy I've got now. Once you have the ring (or signet), return to the Earth Labyrinth. But I'm out of time, so I'll get my revenge...
...tomorrow!
Remind me to stop by Junica first, though, and buy some Winged Boots. I'm rich at the moment, and I need earth resistance, which I'm told those give.
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