This was four dungeons!
"Yo, dad
The Fire Cavern was behind the gilmen cave. It was on the same island, but that dang fog made seeing it tough. As I got close to the entrance, I found a note that told me about a fortress in the east. There's something that's supposed to help navigate the cavern inside. Wanting to be as prepared as I could, I went to search for it.
It's a direfolk fortress, and it's riddled with the buggers. All of them were guarding a new spell, Freeze. I'll be honest, I don't know how much it helped. I'm a lot like you in battle. I want to swing my sword, and my mana isn't very high. But the MP cost for my new spell is pretty large. It negated the flaming defense of a few bats in the Fire Cavern, but I was low on MP too often to make proper use of it.
So back to the Fire Cavern! It's filled with statues that breathe fire and traps. It's actually pretty peaceful if you can ignore the bats that also breathe fire. But it sure is mazelike. It's very dark down here, and the glow from the lanterns is more overpowering than anything. It's easy to get lost here, which I oft did. Once I found the not-so-secret entrances deeper in, I got through here pretty quickly. Those bats, though... The reward for coming here was the Fire spell. I'm becoming a mage!
The Water Temple is in the back of the Drop, and Fire melts the ice blocking the way. There are more puzzles along the path, but it wasn't too bad. Walking on the gate is a thing I can do. And it's a good thing I noticed that trick here. The temple is filled with puzzles and stuff frozen on ice. I had to free several blocks and gates. The first thing I noticed was a 1000-year-old gilfolk in ice. Fire melted the ice, but he was fine! He was shocked when he thawed but opened a shop for me when he learned the fate of his kind. The puzzles here are pretty fun. I had to light several braziers and walk a thin wall to reach all the keys. That's why I'm glad I picked up on the gate thing. Eventually, I fell into a pit. A treasure was there, and it contained the Trencher Boots! These things let me dodge away or jump across small gaps. I've seen a lot of things just out of reach a million times in this journey, and I want to immediately go get them. But that'll wait!
The Ocean Emblem was in the throne room. I also noticed King Angler was there, but I thought he died? The princess was here, so I unfroze her. She was a lot more out of it than the merchant, but something worse happened. As she came to, the King started moving. He floated in the air and struck his daughter with his cane. And then he looked at me...
None of my attacks could harm him. Not your sword, my bombs, or an arrow. But, for some reason, this room is trapped. In each corner are fire breathing statues that I needed to trigger. That fire knocked the King to the ground in a prone position, letting me slice at him. Doing it a few times, and I won with little issue. Once I learned the trick, at least. He froze one of the pressure plates and anything that got close, but those new boots let me dip and dive away.
The merchant came into the hall to tell us that wasn't the King. He's still dead. Regardless, as thanks for saving her people, the newly crowned Queen Fin let me have the Ocean Emblem. Another god spoke to me. I still don't remember his name.
Hermit wanted me to come home to discuss how to get to the Sun Emblem, but the Queen reminded me about the Coral Saber. I think I know where it is, so I made a b line there. With the Treacher Boots, I could get to the puzzles set up so only the worthy could get to the sword. All I had to do was make two statues fight and blow up a grave. There was a skeleton lizard in the back of the island, and I pulled out the blade. I'm a chosen one. It's been a long day, so I'll think about this tomorrow.
- Kid"
Couldn't I have just taken the boat around the island? This game may need more cliffs and reefs.
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