All of the doors are weird here. The handles appear to be alive and skitter away from your hand when you try to click them. Even if you pin it in the corner it won't open, but sometimes clicking the handle seems to initiate fights with wandering ettins. (According to the cluebook, the doors should open if you click them properly, but I tried more than 40 times and never got it to work. Now that I know it's possible, I've gone back and tested and gotten it to work, but boy is this unintuitive. I am retroactively all the more ticked about how the next few levels went.)
I've earned another 10,000 XP on this floor but zero treasure. For variety, I try Level 10, but it's much the same, just harder. There are bigger packs of ghosts, and more unconsciousness. One fight with a swarm of reavers nearly kills me because they can cast a spell that forces you to drop equipment. I was constantly either disarmed or unarmored, and Caltrop even lost his invisibility. I do find an "Awake" scroll, which I guess means the spell is cross-class. Siobhan scribes it in her spellbook, but it's 6th level so it takes ALL her spell slots. This is only going to be usable in camp, for now.
A few fights run so long I resort to throwing axes because they're the only thing that hits. Occasionally, one makes a breaking sound when I throw it, but I still have it and it still works, so I'm not sure what's up with that.
In exasperation I turn to a freakin' "Wish." Well, two. I'm 15 hours in, on the ninth level of a dungeon, and two of my characters are still third level! Meanie sells one scroll for 12,500, a 25% overage from the 10K appraisal. The other goes for standard price. It takes 17,100 gold to level everyone one level, putting the fighter, wizard, and cleric at 7, the shaman at 5, and the ninja and knight at 4. Everyone could train again, but I need another 20,650. I'm trying not to abuse this, but this is aggravatingly unbalanced, and I'm starting to remember why I resorted to a "Wish" blitz back in college.
One level doesn't make much of a difference, either. Back on 9, mantrees wipe the party a couple of times. I can't stay ahead of them and can't seem to knock them out fast enough. But there's a secret door hiding a helm of invisibility in the southeast quarter, and it's too good to pass up. On a third try, I sneak past them.
On the far north side of the floor, I find a regular door and stairs down to 10. I still don't know what's going on with the enchanted doors or how to get past them, but it seems plausible that the solution is located back here. Problem is, I don't get far before I have a couple of fights with large packs of ghosts and half the party ends up unconscious. The only way I can beat them is standing out of melee range and throwing axes at them. I have to retreat before I can fully explore.
To recap: early in the game I could only last a couple of fights before I had to retreat for healing. Then the moment I started surviving fights, I had to retreat every couple of combats because my inventory was full of gold. Now I've moved into a third phase in which I still have to retreat every couple of fights, not because of health or inventory, but because of status effects and full-party wipes. I think I hate this phase worst of all.
I realize I'm not having fun right now. There was a point where things were exciting, but I don't feel like I'm making any real progress anymore (except the map, but even that is more painstaking than satisfying; I find myself wanting to just rush through corners and put an X on the graph paper saying "been there, done that" without futzing with the details). The equipment isn't making much difference; combat spells haven't saved me from a single bad fight; and come to think of it, I'm not sure they've killed one monster yet. I'm skirting by on gimmicks and cheats.
I think what I need is a break. I'll give it a few days and see if the itch comes back. [Ed. But it's too early to break the entry, so just imagine a day or two passing for Quirkz.]
Starting fresh, I look back at my notes for unfinished tasks. I go back to the room with Death to try again. 40+ rounds pass with no hits from my three best fighters. I back off and throw the axe twice and it dies. Something is really off with the to-hit calculations. I get a golden pharaoh mask as a reward. It sells for 4k gold, and I level up Siobhan, getting one step closer to the "Risan" spell. At Level 8, she only has 22 HP. And yes, she has the XP to go to 9 but not the gold.
Given the shape of the room, there are only so many places my crew might be stuck. I swap back to the other two and run all over Level 10. After some searching, I have a decent guess. There's one enormous chamber to the west, with a 3 x 4 block in the middle which would perfectly contain a hollow section. A plaque on the wall of it reads: "Weep not for those gone missing, for they find a great treasure. Sing their praise, instead, with the music of the wind." That certainly seems like the flute I found. I try playing it, more or less at random. Sometimes the pop-up window closes after a few notes; sometimes I can play dozens. Nothing seems to be working. During my tour of the floor, I also found a set of silver pipes. That, too, could be a way to make wind music, but it doesn't seem playable. The flute seems more likely but there's no indication what to play, or what I might be doing wrong.
Since I can't figure it out and don't want to explore with only a wizard and cleric, I have to reload. But I did notice that I ran all over both 9 and 10 with my two weakest characters for half an hour trying to figure this out, and I only encountered a few monsters, all of which I successfully ran away from. Either I've thinned out the crowd or I was very lucky, but the levels feel a lot more survivable today than they did yesterday. I think I can settle down and map.
Also, many doors on 10 have the same enchanted handles. I need to figure that out sooner rather than later. I spend a bit of time brainstorming, but all the damage spells (fire, freeze) only work in combat. I can't use or interact with most other items while exploring. Playing flute doesn't do anything, nor does arrows.
The other characters be damned, I need to fly. Siobhan levels to 9. Clicking the "carouse" button 24 times in a row to make the time pass in the tavern has got to be the dumbest aspect of this game. Because of the spell slot size, she can indeed now memorize exactly one "Risan" and no other spells. I also check and find she is already eligible for Level 10.
Floor 6, here I come! I dash down the stairs and as I burst through the last door . . . the game hangs. Total system crash. They really don't want me to do this, do they?
On a retry, I get 2,000 easy XP, 1,500 gold, a golden flute (an apparent twin to the one on the tenth floor), the dagger Sting, and some gauntlets that don't appear enchanted but sell for 3,400. Sting only does 1-4 damage; while it would have been useful six hours ago, now it's only worth selling for 4,600 gold.
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| How come there's never a temple of receiving, eh? |
The other half of this quadrant is a large temple of/for Lady Synd herself. A plaque reads in part: "You must give of yourself to find true knowledge." At the back of the temple is an altar. On earlier passes, I hadn't messed with it while already feeling trapped, but I also hadn't noticed the message. This sounds a little like it might be a gold-to-XP sink, which obviously this game does not need at all, but I try putting 100 gold on the altar to see what happens. A freaking secret passage opens up in the back, connecting this temple to the rest of the floor. You mean I could have done this part at any time after all? Audible shouting was produced.
I level up four of my characters: DV the Knight to 5, Mulk the shaman to 6, Wort the cleric to 8, and even though it's unbalanced, I send Siobhan the wizard to 10. I do the latter because I only had the spell slot for one "Risan," and I want her to be able to hold more spells. Except after leveling, she still doesn't have any more spell space. Not cool, Citadel, not cool.
Out of curiosity, I check Siobhan. For the first time in the last 13 game-hours, one of my characters does not have enough XP to go to the next level She needs 35,000 more (that's out of 176,000, so she's most of the way there, but still).
With "Risan," I grab the wand from the pit on 8 and apply it to Synd. I can't tell if I've got one or two more doses of crystal left, but I've been assuming it's four total.
Back on 10th floor I find a section with three visibly trapped squares. Even after trying to shoot them (the tip from the hint guide), I can't trip them, so I just soak it up. We get high-level scrolls of "Morale" (boost party damage), "Dopplegang" (clone party member), and "No Potionis" (cure poison). It sounds like good stuff, but I will never use any of these. I should have sold them instead of scribing them into my spellbook.
That's all I can reach on this level until I figure out the enchanted doors. Trying Level 11, I exit the elevator into a solid wall—or, rather, the illusion of a solid wall. I step in and face doors on three sides. I open a door and look into what I think is a 1 x 2 room with three doors at the end, but when the door closes behind me I realize the display is a little weird and I'm in a room with doors on all four sides. I've also turned some uncounted number of times while sorting out the room, and am already lost. I go with it and just move at random for a while. Most of this level appears to be just a series of doors like this, one after another. Sometimes you can only go in three directions instead of four. Occasionally I hit a long hallway. Once I find stairs up to the tenth floor, right by that gold flute I'm not touching for now. Another time I find stairs down to a small section of the twelfth floor that is totally empty.
I don't find anyone to fight at all. But every now and then there's a circle on the floor. Sometimes these do nothing and sometimes these explode as a fire trap, doing ~5 damage to the party. I can take a few hits before healing, so it's not life-threatening. At one point I find a diamond-shaped area where everything is shown in inverted coloring. Coincidentally, I try to heal here and discover it's a no-magic zone. There's a smaller section in the middle walled off, with identical doors on all four sides that I don't have a key for.
But first, since I've already been to Level 12, why not see if I can just end this? We take the elevator to the bottom of the dungeon. A short hallway takes me to stairs that lead back up to a large room on Level 11 that I didn't see before. I find another golden apple and a scroll of "Fyr Striken," a 9th-level fire storm spell. There's a fight with a large pack that includes two reavers (who unequip items) and two deaths. I only make progress by throwing axes, but that does the job pretty well. A plaque gives me cleric recipes for what turn out to be "No Potionis" (cure poison; a thing I've seen once) and "Gifan Shift" (cure blindness; a thing I never experience in game).
The apple funds training for Caltrop and Wort, getting the fighter and cleric to 9. Maybe because I'm using more low-level spells for the cleric, I have close to 20 useful spells memorized, where I can only memorize one large and maybe two small spells for the wizard.
I have a theory that one of these new spells, either "Anti-Magic" or "Terror," should take out the mantrees that killed me so many times on Floor 9. Neither spell helps at all, but I'm able to keep on top of them by spamming "Haelan Al," and the fighters make quick work of them. At least I can stop worrying about stumbling across that group now.
This is also the last time raw damage poses a threat to me in the game. When foes hit, it's only for 1 or 2 at a time, and even if a fight drags on for ages, a simple "Haelan Al" or two will keep everybody completely healthy. No other foe will cast any significantly-damaging magic. The only thing that will cause an interruption is a status effect, mostly unconsciousness, rarely a level drain or the reaver's force-unequip spell. I won't know this until it's over, and I'll stay on edge until then, but in retrospect, it's pretty disappointing. Combat has become almost entirely trivial, except for when it's extremely dangerous and I have to switch to the "one weird trick" of throwing axes to take out the most lethal enemies.
There's one plaque with some cleric spell recipes, but I realize it's a duplicate of the one I saw before, for "Gifan Shift" and "No Potionis." I'm not sure whether this is a bug or intentional, but while I've found recipes for spells leveled 4 and 5, and then 7 and 8 twice, I still haven't found hints for spell Levels 6, 9, or 10.
I find an enchanted bastard sword for Mulk, his first magical weapon, and also pick up a dragon shield that ends up being cursed. After uncursing, it's worth 5,600 gold, so not a bad prize. I can afford to train Jexica, DV, Wort, and Caltrop after this outing.
On 9, about a quarter of the floor was unmapped and I was about to gripe there aren't any pits on 8 to get me down there, but of course I can reverse the technique I've been using and go up from 10 for a few spots. I've gone from "most of this isn't reachable" to "most of this is solved" with two new tricks, so that's actually pretty clever. (Note from afterward: Again, it's not actually clever. It's a poor interface that I'm failing to figure out, but cleverly working around. The manual hints at treasures in the rooms I missed, plus another copy of the elevator key.)
When I'm done, I've been able to reach several more rooms, and still have six doors with unaccounted space behind them that I can't find a way to crack. That means there's probably another way to beat these doors, but when I try the Level 9 spell "Blast Portal," it does nothing.
That said, the last three hours have felt generally unimportant overall, more like sweeping up crumbs than making progress. The only possibly interesting find is a slate. It doesn't appraise for much, isn't usable, and I don't have any idea what to do with it, but it's something new. Otherwise, I've filled in squares on the map, but the added gear is trivial. The gold for leveling up was nice, but the XP earned outpaced it. I don't feel any closer to finding the villain or beating him, and don't think I've found any important new clues or quest items in ages.







I kept misreading mantrees as manatees and was tickled pink by the thought of a roving band of levitating sea cows regularly wiping the party out.
ReplyDeleteThis has been a fun read, I'm looking forward to the final entry!
Every single time I think “Why does that healing spell have AI written at the end? Oh right, it’s fantasy for ‘all’, he explained that. I’ve got to remember that. Wait…”
DeleteThe more I read about this game, the more I think it would drive me crazy with its little annoyances. But thankfully, these writeups make reading about it fun, and I got to respect the perseverance to actually go through all this. So I'm looking forward to the final post
ReplyDeleteI have the same thoughts as you, but I'd apply it to entire subgenre, probably starting with Shadow of Yserbus.
DeleteI tried playing some of these "old RPG's" (I put them in quotations because, in my view, they are several wholly distinct and now extinct subgenres of mostly puzzle games that use RPG mechanics to resolve combat, if that makes sense), and I absolutely can't.
@Gabibutcher: I feel exactly the same way and that's a big part of why I read the CRPGAddict! Chasing door handles around sounds hellish to experience but is fun to read about. These posts are a great addition to the blog!
Deletethey can cast a spell that forces you to drop equipment
DeleteThat mechanic alone sounds like it ranks up there with level draining for irritation.
Ha. The subtitle was lost on me until I googled it.
ReplyDelete"Awake" costs 100 gold and a day of rest? I think they just booked your character into an AirBnB.
ReplyDeleteThis reads like a game that had some fascinating ideas (e.g. magic system, level design) and way too little playtesting. Like, fix the bugs, interface annoyances and leveling economy - and it seems like something I'd actually enjoy playing.
ReplyDeleteDefinitely. As part of trying to get the documentation right and also figure out some lingering mysteries, I've ended up playing through the game four times now. Repeatedly I find myself saying "if you already know what you're doing, it really isn't that bad." The problem is getting through the first playthrough without hints is deeply aggravating.
DeleteLittle things like knowing which spells are useful versus which scrolls and items you should sell for gold for training make a huge difference. You do still eventually run dry and need to use Wishes, but you can fairly easily keep pace and be level 9 by floor 9, or level 10 on floor 10, at which point the fights work better, the spells are a little more effective, and the flow overall feels a lot better.
But I agree, either there wasn't enough playtesting, or the testing was done by people who knew too much about the game already, and didn't realize what it would feel like coming in blind.