Friday, November 26, 2021

What an awful dungeon.

Just terrible. Absolute crap. 

We left off just before the Air Temple, so we're gonna go right into it. Firstly, climb the stairs to the right of the entrance. Wind was the first spell Arres learned, and we'll finally get the whole party spell here. Afterwards, I'm glad I beat up that mage last night. He was hiding heavy boots, which we'll need to uae here. Beyond that is the labyrinth. It's as maze like as any other, but there are really annoying gimmicks scattered about. At several crossroads, we have to avoid moving wind bursts. Hitting them will send us off into a, seemingly, random location somewhere in the maze. I know what you're saying, "just avoid then." Well, you can't. You need to hit someone of them to access the final section of the map. You also can't reach the giant purple pillar within them either. Having to find the correct gust, hit it at the correct angle, and avoiding the ones at the was was so frustrating. Is it better than Denizen Path? Dunno. 

That aside, walk though the labyrinth and walk on the fifteen yellows squares, turning the orange. Them find the random trigger to the otherside. Make sure you find the Wind Sphere and confuse it with Arres' wind. Hitting or killing it does nothing, you need to inflict it with the syatus effect. Head north, avoid more guats, safe, and prepare for the boss rush. 

First up is someone I don't remember the strategy for. I think I'm finally strong! 
The second fight is against the stuffed animal girl. I tried to kill her first because I really like stuffed animals, but I had to take out Bunny first. He heals, and you should always focus the the healer. Lilly has an annoying habit of casting reflect magic every three turns. Her other turns involve her making is blind. She's not hard, but she is annoying. I wonder what happens if Bunny survives? 

The Air Orb was behind her, so grab it and use the hexagon teleporter in the back of the room to return this cursed place. 

Leave the university, get in the airship, and head back to the Fountain. Install the four orba into their gravestones to get keys to something. The only other place to go to now is the Tower of Mysteria. As we approach, we canp out for the night. Garric is sleeping and Arres and Ann are getting cozy with each other. But it turns pretty fast. Ann reminds is she fan sense the light inside people. And Arres' light is changing. It scares her, and Arres isn't sure what it means. Eventually, he says that he's gotten cold and can't feel anything. He asks Ann to hold him, which they do all night. The guide on Steam indicates this is the final dungeon, so I'll try to finish this...

...tomorrow! 

I did the last dew side quests, too. I beat up Mobster Leader at the old world capital. Behind him is Release IV, an incredibly powerful move for Arres. I took that to Windir's castle to lay waste to the dragon. Ann's  Srain Life ability is there. Finally, I did some grinding at Cannibal Island. Were in the lower 30s, so I'm prepared to ens this. It seems to be a long dungeon, so here's hoping!

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