Hell Island is directly north of Giluin. If nobody in your party carries the Sharktooth, this island won't even appear--it'll just be empty ocean. But as I found the tooth in Malkanth, the island was there to explore.
"The Way to Hell" |
One thing I didn't mention about the Ruby Ring and the Emerald Rod--while they cast HITATE and SANTATE respectively, they are much more powerful than those spells. HITATE and SANTATE only last 10 turns--when cast from the Ring and Rod, they last 30 turns or so.
Skull Keep--lair of the Deathlord |
Skull Keep is an Indoor area, which means despite all the fighting you'll do here, you can't rest. The way forward is not particularly complex, but being in complete darkness makes navigation harder than usual. The biggest danger is moving forward too quickly, accidentally running into a magic wall, and having your HP halved. There are "secret" alcoves along the way but there's nothing in them but Smoke Demons that will ambush you.
Vapor demons' paralysis is more dangerous than anything else. |
Once I cleared out the chamber, I searched the area for secret doors, since there were no obvious exits. I found one to the north, and beyond...another chamber jam-packed with demons. And beyond that another secret door to the chamber of the boss of Skull Keep, Cerberus.
Stat-wise Cerberus is a sturdy boss. His HP, AC, and damage per attack are second only to the Deathlord. (Not counting non-hostile "boss" monsters like the Red Shogun or the Emperor) He's interesting in that he's the only boss in the game with a breath weapon--and he can do some serious damage with it. He can also insta-kill with attacks, like most bosses. However, he doesn't have any spells at all, nor does he do anything extra-nasty like drain levels or petrify. As you damage him, his breath weapon gets less effective too. It took me a grand total of 3 rounds to take down Cerberus, mostly because Shuten was a blender with his Berzerk Sword.
The room Cerberus hangs out in is annoying; to get across you need to go through magic walls with your blue crystal, draining your HP. Or, if you have a Genkai, you can just UKU across the water in the center of the room--the better option in my opinion.
As was mentioned back in Malkanth, Hell is divided into four spheres, and the first is the Shadow sphere. The Shadow sphere is dark. Really dark. Dungeons are dark in general, but this one is special, because neither torches nor magic will light the area. You just have to stumble around in the darkness, which is a recipe for getting nowhere quick.
Without the right item, this is all you'll see in the first few levels of Hell |
There's still a lot of darkness in the Shadow sphere, but with the Lantern you can at least see other things |
The teleports themselves were not that hard to find--it did become pretty obvious that I was in an "endless corridor" of sorts while walking around near the north edge of the level. Though it took me a bit, I just need to "leave" the corridor by going south at the right moment. After moving south and seeing water I knew I had successfully teleported. Judicious use of the ICHIHAN spell probably would have helped too.
Speaking of dungeon navigation magic, neither UGOKU nor UNPAN works in this dungeon. No shortcuts here--you have to go through the whole dungeon the conventional way. KAERU works if you cast it before entering--something you absolutely, positively want to do so that you recall out once you kill the Deathlord. This is not a dungeon you want to have to climb back out of.
Even though I did manage to find my way out of Level 1, it looked like I was stuck in a small enclosed area that appeared to be a dead-end. Of course, there were illusory walls that let me into the rest of the level proper.
There's not much you can say about level 2--it's a big, empty level. Monsters in the Shadow sphere are mostly ghost-type enemies; Shades, Shadows, and Lost Souls. Lost Souls in particular are notable--they're among the weakest enemies in the game, but they can summon allies and appear in numbers. It's possible to get into an "Evil Tomatoes" situation with them such that they call allies faster than you can kill them, but it's less likely to happen than with the Tomatoes.
Level 3 was another big empty level full of darkness, though it was a little easier to find my way around than previous levels as there were more walls to act as landmarks. There was a small spike in enemy difficulty here too. Shades and Lost Souls appeared as usual, but so did some nastier things like Dark Demons and Molochai.
Molochai are the among the nastiest demons in the game--and 8 of them at once isn't trivial. |
This level also had the first of the 7 Gates of Hell. Gates of Hell look like ordinary portcullises, except you can't smash them down. The only way to get by them is to (Y)ell the correct word in front of them.
Got it on the first try! |
The stairs down to level 4...lead to another Hell Gate.
NIKUMU this time. These gates aren't well-paced through the dungeon. |
The Dark Lord is not a pushover |
Level 5 ends the Shadow sphere and starts the Fire sphere. The Lantern stops working here, and it's back to casting MOAKARI and using torches.
There's a lot of fire here. |
Monsters on these levels were substantially less dangerous than on the Shadow sphere. There were Lost Souls as usual, but the other enemies were mostly Blaze Demons and Firebats. Blaze Demons can instant-kill your characters, but it's very, very rare for that to happen. They can also poison you, which is much more common. Firebats have breath weapons which is more of a problem, but their HP are low so it doesn't do that much damage.
The real problem on these floors was that I couldn't really rest because of all the flames. If I needed to rest, I'd just have to keep moving forward until I found an "island" of something to rest on--and that didn't exist here.
At the end of the level, there were four separate staircases down, each of which leads to a different area on the next level.
By far the best staircase to go down on level 6 is the one furthest to the southeast, as that lets out closest to the exit. Of course I took the first one I saw, which is also the worst. In all cases, getting further into level 7 requires on lot of searching for illusory walls, which is harder to remember to do when you're running through a river of fire. Attrition from forgetting to reuse the Ruby Ring is a real problem here. And the spawn rate is high.
I did OK only because I found a little niche of illusory walls to rest in. In general I wouldn't recommend doing that unless you have to, given how high the spawn rate is here, but it is possible.
Level 8 is the lair of Frashaak, the Flame Lord. The tile below the stairs up is a decent place to rest, and there's another Hell Gate close to the beginning of the level.
The gate north of the SEIYOKU gate here is nearly impossible to bash down, but it's not a gate you need a word to get by. |
Frashaak the Flame Lord also awaited on his throne--I could have bypassed him as well, but opted to kill him.
The Flame Lord can't drain you like the Dark Lord, but he hits harder and also has some nasty spells. Fully buffing my party with ONKEI and ISOGU, I killed him in a mere two rounds. Even still, he took a pretty significant chunk out of Shuten's HP. I decided to rest up to heal and restore my MP, but there weren't a whole lot of great places to do that here. Blaze Demons and Firebats were spawning like crazy in the central chamber. I found what appeared to be another Hell Gate, but that area was too open too. I ended up finding the Flame Lord's chamber beyond an illusory wall, and that seemed like the best place to rest.
Enemies don't seem to spawn as much in here so it's slightly safer to rest. |
It's easier to guess correctly when you've used up half the Words. |
Levels 9-11 were much like levels 5 and 6--three levels joined by teleports to create one long river of acid. The designers didn't do as good a job here though--you can't realistically map it out as one contiguous channel as there are places on one level that would overlap previous ones. It actually makes mapping this area harder than you might imagine. Of course these levels are so straightforward that there's not much of a need for mapping.
The opening area actually probably would have been a better place to rest than upstairs. |
There are quite a few "safe" places to rest in the acid river. |
Gee, I wonder if there any secret doors here? |
Level 12 continued the pattern of having each sphere end with a fortress guarded by a demon lord. This was the fortress of Jhelag the Acid Lord.
The main thing here is to avoid the "gotchas" of the magic walls; it might seem as if you need to go through them to proceed into the level, but you really don't. So long as you carefully search the nearby areas you can find your way further into the level without going through them.
There were other traps here too, namely two pits. They're both pretty damaging as pits go though, and I got caught in them. There was also yet another Hell Gate which didn't appear to go anywhere.
5 down, two to go. |
Beyond the Hell gate was the main fortress of the Acid Lord. I had to use the Blue Crystal to get in or out, since the entrances were blocked by blue magic walls. There are also a bunch of fake Acid and Vapor demons--more minions that don't lift a finger to save their master.
YUREI let me get first shot in on the Acid Lord, |
It only took a few rounds to kill the Acid Lord, and after that I rested up as best I could to get Shigeko's HP and MP up to decent levels, (I hate it that your MP gets dropped to 0 on death) though I got ambushed by Vapor and Acid demons a lot. I also came across yet another Hell gate on the way out of the level.
By process of elimination, only CHIJOKU is left. |
The way between the gate and the next level down was a gauntlet of Vapor, Acid, and Slime demons, and my party was pretty worn down before I made it to the next level. Fortunately the start of the next level was a decent place to rest, but my food was in the 40s at this point--I almost certainly wouldn't be able to make it out the same way I came in.
"Dark Demons" are just empty black tiles |
Level 15 is the main treasure chamber of Hell. There were a ton of magic pools here and enough gold to max out my characters' stores. And the equipment that was in the treasure chests here was second to none. The enemies here are numerous and strong though, so you might not want to overstay your welcome. I had Shigeko drink from the pools in an attempt to restore the point of Constitution she lost getting resurrected--and she did, but also lost a point of Charisma in the process. Then I made a beeline for the gate at the north end of the level.
After slamming Shuten against the gate more times than I'd like to admit, I realized this was in fact the last Hell Gate--I assumed it wasn't as the stairs down were immediately behind it. But no, you have to yell the final Word, and you'll be teleported right on top of the stairs, and down to the next level. It makes it a little annoying if you try to get back up this way, as you get exactly one turn to yell the word before getting dropped back down to level 16.
Level 16 is the final level in this dungeon, and really the game. It was one giant darkness-and-magic-wall maze, with the Deathlord and his throne in the center, protected by the other type of magic walls.
Extreme care was needed on this level, lest I accidentally wander into one of the magic walls and have the party's HP halved. There was also no safe place to rest anywhere on this level, as enemy groups will happily walk through magic walls as if they weren't there. That didn't stop me from trying though--I attempted to rest up as soon as I made it to the entrance of the Deathlord's chamber. And I got ambushed a lot in the process.
The Deathlord's sprite is...a little odd. |
Next I had Frank cast YUREI so that I could get first strike in on the Deathlord. Then I cast TATE on the first three members of the party. I don't know what good that would do but it's one of the few support spells you can cast outside of battle.
With preparation out of the way, I attacked the Deathlord.
If you attack using a weapon that's not the Sunspear, you do 0 damage. |
Normally I'd reset, but this is the last battle. |
Second round Shuten got in two hard hits, and I cast more support spells--except for Tomoe.
Tomoe cast the lowly TODO, the "level 1" Magic Missile spell--and the only thing that can harm the Deathlord other than the Sunspear. I suspect this is an oversight on the developers' part, but every bit helps.
Third round, the Deathlord attacked and missed, fortunately. Shuten did obscene damage with the Sunspear, hitting twice for 50ish HP each as the rest of the party cast buffs. Instead of TODO Tomoe cast CHIKARA to buff the party's (well, Shuten's) damage output.
Fourth round, the Deathlord attacked again, and this time drained a level from Gio. Shuten again dealt a ton of damage--and then Tomoe finished off the Deathlord with a humble TODO spell.
That was...easier than I expected. |
Anyhow, with the Deathlord dead, I took the Black Orb from his corpse and immediately recalled out using the KAERU spell I cast before entering. Now I just had to make it back to the Emperor. Certainly that was easier than going all the way to the bottom of Hell. I did level up and heal the party first though.
Handing the Black Orb to the Emperor is what you need to do to complete the game. |
Rather than just screenshot everything, here's the epilogue in its entirety:
AND SO IT CAME TO
PASS THAT THE
EVIL TYRANNY OF
THE DEATHLORD WAS
BROKEN BY THE
HEROIC EFFORTS OF
6 ADVENTURERS
SHUTEN
YOSHINAKA
GIO
SHIGEKO
TOMOE
&
FRANK
BECAUSE OF THEIR
DEEDS, THE CAUSE
OF MUCH OF THE
EVIL IN THE LANDS
WAS BANISHED, AND
THE PEOPLE KNEW
PEACE AT LAST.
IN THE DAYS THAT
FOLLOWED, A GREAT
SHRINE WAS RAISED
BY THE PEOPLE AND
IT WAS CALLED THE
HALL OF HEROES.
INSIDE THE SHRINE
STOOD THE STATUES
OF MANY HEORES OF
LEGEND, BUT AMONG
THEIR RANKS STOOD
A STATUE THAT WAS
DEDICATED TO:
SHUTEN
YOSHINAKA
GIO
SHIGEKO
TOMOE
&
FRANK
IN THIS WAY DID
THE LEGEND OF THE
MIGHTY QUEST LIVE
ON FOR ALL TIME!
So...yeah, that's about the most generic and unsatisfying ending you can imagine. I like how the developers put random silly garbage on the banners -- I wonder if it was a dig at EA for forcing the last-minute theme change. Also nothing happens after that "The End" screen--you just have to reset. Your party is the same as it was beforehand, minus the Black Orb. I don't know whether or not you can go back to the bottom of Hell and kill the Deathlord again, but I don't particularly feel like trying.
That's pretty much it for Deathlord! There might be some more minor facets I've missed, but overall I think I've covered it about as comprehensively as I can. After this run, I'm starting to think twice about its difficulty level--there were a few restarts and save-scums, but mostly only due to level drains. I can see how the QA testers ended up indirectly making the game harder--when you know what you're doing and understand the mechanics, it's really not that bad.
Overall, I think Deathlord was an enjoyable, but very, very, flawed game. It's very rough around the edges and will only have an appeal to a very small subset of old-school RPG fans. I don't think most people would have the tolerance to sit through Deathlord the way it was supposed to be played, but in these days of emulators and save states it's much easier than it was back in the day. Deathlord has some pretty honking enormous design flaws--not just the difficulty, but the world emptiness and half-finished areas--but under it all, for the right player, there's some definite enjoyment to be found. It's too bad the game doesn't live up to its potential--with more time and experience on the devs' part, and less meddling from EA's part, this might have been a true classic.
For those following this blog, thanks for reading this far! I'm going to be taking a few weeks break before starting something else. I haven't decided what that'll be yet, but it'll probably be something even more obscure--possibly an old-school Japanese PC-98 game.
Overall, I think Deathlord was an enjoyable, but very, very, flawed game. It's very rough around the edges and will only have an appeal to a very small subset of old-school RPG fans. I don't think most people would have the tolerance to sit through Deathlord the way it was supposed to be played, but in these days of emulators and save states it's much easier than it was back in the day. Deathlord has some pretty honking enormous design flaws--not just the difficulty, but the world emptiness and half-finished areas--but under it all, for the right player, there's some definite enjoyment to be found. It's too bad the game doesn't live up to its potential--with more time and experience on the devs' part, and less meddling from EA's part, this might have been a true classic.
For those following this blog, thanks for reading this far! I'm going to be taking a few weeks break before starting something else. I haven't decided what that'll be yet, but it'll probably be something even more obscure--possibly an old-school Japanese PC-98 game.
I linked here from crpg addict, and I like your style. I saw that you like obscure c64 games - do you know the Newcomer RPG? It is extremely worthy, in my opinion, and I've never seen an LP of it, and very little mention. If you are curious, here is an article about it that sums up some of its amazing qualities:
ReplyDeletehttps://longreads.com/2013/01/18/longreads-member-exclusive-forever-young-by-jason/
I'm happy to help out if you decide to pursue it, and want any assistance.
Thanks! I actually haven't heard of Newcomer. To be honest, I don't really like doing RPG gaming on the C64. I had one as a kid, but we also had an Apple IIe and most of my RPG time was spent on that. We got the C64 later and the arcade games were amazing but the load times were so bad that it made playing RPGs painful. I played a few. Deathlord included, but I mostly preferred the Apple.
ReplyDeleteActually on that note the C64 version of Deathlord is the inferior one--some of the tiles look a little nicer and they make for easier export for mapping with a tool like Grid Cartographer, but the advantages end there. It's mainly for consistency's sake that I used the C64 version for this blog.
Thanks for taking the time to document this little-known game in such meticulous detail, and especially for all those lovely maps. How long did take to figure out the various data structures? I guess positions of NPCs, static monsters, ships, etc. were probably stored separately and had to be overlaid on top?
ReplyDeleteNot counting a bit of Wizardry on a friend's computer, Deathlord was the first CRPG I ever played, back in 7th or 8th grade on an Apple //c. Little did I know I was jumping straight into the deep end! Later adventures in Ultima V, then Might and Magic I / II somehow seemed so much easier...
I never finished, but did at least reach Hell Island and traverse part of the dungeon beneath, missing some Words and possibly one or more artifacts. So, I must have found the Sharktooth, despite having no recollection of Malkanth (which should have been a memorable place, more so than the Cave of Elements which I do strongly remember). I definitely had the Emerald Rod and Ruby Ring, and remember being overjoyed to find those, which makes me think I had no Shizen in my party to cast Hitate or Santate.
At one point I grew frustrated enough in one of the Word dungeons that I tried EA's help line (an expensive 1-900 service or similar) after gathering enough quarters to call in from a payphone, but they just wanted to tell me the Word straight away! I'd hoped for only a hint on how to reach it, a la Infocom Invisiclues.
Now I'm curious about my party makeup, and what levels they reached... may try to image the old floppies if they're still in storage at my mom's place as I suspect, and remain readable after 30+ years. I didn't know about the need to participate in battles to gain experience, so my back-row characters must have been badly under-leveled, and didn't think to try optimizing hit-point gain at level-ups. I did quickly add a hardware write-protect switch to the floppy drive to evade permadeath without having to constantly open and close it... switch positions were marked as Normal and Deathlord. That went in after everyone, likely still at level 1, got slaughtered by the Daimyo in Kawa ("Die Scum!").
Was there any penalty for Dispersing the party to get out of a bad situation, apart from possibly leaving ships or other dungeon-state in unrecoverable positions?