Last post I explored Narawn and got four of the six special plot items you need to complete Deathlord: the Crystal, the Sharktooth, the Emerald Rod, and the Sunspear. Speaking of the Sunspear, I experimented with it a bit more and ended up giving it to Shigeko. Previously I had been using it with Yoshinaka, but it just didn't have the consistent damage output that the Katana did. In the process the party got bumped up to level 19, and now I finally have level 6 spells for the whole party.
Shigeko:
ALNASU: Heals a character to max.
KURENZA: A high-damage level-scaling attack-all spell. Is an E-J'd spell for "Cleanser" (and is actually an English loanword) but amusingly enough is closest to "dishwashing soap" in Japanese.
KAERU: A "Word of Recall" spell. Cast it once, type in a word, and then use the Y)ell command to teleport back to the spot you cast. You can only have one KAERU spell active at once. "Kaeru" means "to return" in Japanese.
Gio:
HIARASHI: Powerful mass-damage spell. "Hi"="fire" and "Arashi" = "Storm."
KYOKI: Mass-death spell. Means "Insanity" in Japanese.
TSUKAKUSU: Like the "Hide" ability, only unlike it (or the Kakusu spell), it allows you to move while hidden for several turns. Would be incredibly useful if not for the fact that it only works outdoors.
Tomoe:
KOROSU: Mass death-spell. Means "To Kill" in Japanese.
UNMEI: Kills a single monster with a very high chance of sucess. Means "Destiny" in Japanese.
ARASHI: Powerful mass-damage spell. Means "Storm" in Japanese.
Frank:
UKU: Allows the party to walk on water for a few turns. Means "To float" in Japanese.
MAKAWA: A more powerful version of the KAWA spell, makes monsters flee.
KOTOBA: A powerful mass-damage spell. Means "Word" or "Language" in Japanese.
The level 6 spells are game-changers. All of them are really useful, with the exception of TSUKAKUSU. Most importantly, I now had the KAERU and UKU spells, which are amazing for getting out of dungeons quickly and bypassing obstacles respectively. With these spells I could finally start mitigating the frustration in the more cruel dungeons.
Before I got lost and ended up on Narawn I was looking for Greenbanks and did that again. Greenbanks is on the continent of Sirion, another continent which is never actually named in the game proper. Sirion itself is one of the larger continents in the game, taking up two "chunks" of the map.
Sirion is actually less a "continent" and more "a compact archipelago." Despite its size, there are fewer points of interest on Sirion than some one-"chunk" continents. There are two towns and two dungeons, but both of those dungeons are Word dungeons, so you need to visit them both. I landed on the western half of the continent, and the first town I found was Greenbanks.
Greenbanks isn't really a town--it's a ruin, much like Yokahama. And much like Yokahama there really isn't much here. The town's been taken over by monsters but most aren't hostile. A few are, though, such as some Ice giants that I found in a locked house.
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Ice giants hit a lot harder than Fire Giants, though they seem to die a little more quickly. |
The giants were guarding a small loot cache. There are several loot caches in Greenbanks, some guarded, some not. The biggest cache is in the abandoned home of a necromancer in the southwest. The necromancer himself isn't there, only a large number of skeleton groups--which were no challenge even in numbers at this point for my party. I took a fair bit of damage falling into pits in the room beyond, though, which were especially difficult to find when searching.
There's not much of anything in the way of hints in Greenbanks. My only real goal here was to find the grave that the skeleton in Croyo mentioned. There is one "hint" of sorts, given by a Kaibu in a secluded corridor.
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These directions lead to a small archipelago of completely empty islands. |
Back to the task at hand, though--finding the grave the Skeleton mentioned. There's a very large graveyard on the west end of the town, but no indication of exactly which grave is the right one. You just have to search all of them. It turns out the correct grave is at the westernmost tip, and it has a very nice treasure indeed--the Lantern, one of the six special items needed to complete the game.
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With the Lantern, I now had 5 out of the 6 items I would need. |
The Lantern is a tool that can be used an unlimited number of times, and produces light like a torch. However, the Lantern is less versatile than, say, the Emerald Rod, because there's only one place in the game that it works. When that time comes, it's pretty obvious.
At any rate the only special item I needed left after getting the Lantern was the Ring. As of yet there had been no clues as to its location, only that it exists. With the Lantern my business in Greenbanks was finished so I left. There's a dungeon near Greenbanks, but my party was in rough shape (Shuten in particular needed healing, so instead I opted to go to Clearview, the other town on Sirion.
Unfortunately Clearview doesn't have a healer, so it turned out I was on my own. Clearview is another nondescript town that feels half-finished. There aren't any amenities of particular importance. There's a graveyard, a locked forge with nothing in it, one secret room that leads into the grocer's storage, and a large prison in the northeast. Like all towns there's a smattering of hints, but most of them are not useful. One Shizen gave me directions to the same empty islands I learned about in Greenbanks, but charged me for the privilege. Another Yabanjin told me that the dungeon to the northwest contains a Word--nice, but not particularly surprising news, as that's a pattern with dungeons in general. A group of bandits in the prison yard gave me a real hint though.
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Actual directions to a new continent |
Normally I post maps of dungeon floors individually as I traverse them, but the Stairs dungeon is such a hot mess that I'm just posting them all to try to reduce confusion. For reference, colored arrows (with the exception of the downward yellow arrows on red tile, which are chutes) are teleports to the spot (or sometimes other arrow) of the same color. The direction of the arrow indicates if the teleport is to an upper or lower level.
The Stairs dungeon is almost impossible to map without the use of a tool like Cheat Engine to verify where you are. (Bytes at 01A1C7B5 and 01A1C7BD for X and Y coordinates) To start with, you're dumped smack into the middle of a mass of stairs that spans all four levels of the dungeon.
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Stairs block line-of-sight so this is what you'll be seeing for a while. |
There is no visible exit from the stair-mass, as it is completely surrounded by solid walls. Some of these walls are illusory, which will get you into the second part of the dungeon--featureless 3x3 square rooms with no visible exits. These rooms too are connected by illusory walls.
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You'll be seeing this for a while too. |
It's a tiny bit easier to map these areas than the stairs, especially with the use of the ICHIHAN spell which will tell you your level. And some of these rooms are filled with pots that have very good treasure--several hundred gold per pot. Several of the illusory walls between these small rooms teleport you elsewhere--often halfway across the dungeon and up or down several levels, but always to an identical-looking spot. In Kawahara's dungeon this was a neat trick to create an "endless hallway" you had to figure a way around--here, it just serves to further disorient the player and get them lost.
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It looks like I just took one step through an illusory wall, but I'm actually in a totally different section of the dungeon. |
Overall maneuvering around this dungeon is just painful. You also can't afford to cast UGOKU--even if it works, due to the uniform nature of the dungeon's appearance you're likely to lose your bearings and not know where you are after you teleport. What's worse, you can get dead-ended in the Stairs dungeon. Note the southeast corner of the levels, with teleports to lower levels. Once they send you to the third floor, you're trapped--there's no way back out so you either have to use teleport magic of some sort or disperse your party. (Or starve to death, I suppose.)
So, how to get out of this madhouse? If you know what to do, the Stairs dungeon is actually kind of simple. The secret is to go due north the instant you enter the dungeon and press up against the northernmost wall until you go through, which will be on the third level. The room beyond has a chute in the middle, but if you avoid it, the series of illusory-wall-connected rooms leads straight to a long hallway, at the end of which is the room with the Word.
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The Word is guarded by vapor demons that can paralyze you, but are not too bad as demons go. |
Despite being the "bosses" of this dungeon, Vapor Demons are among the weaker enemies that appear here. Other monsters include Trolls, Dark Toshi, Ogre-Mages, Werebears, Medusas and Gorgons. Those last three are the real killers--Werebears do decent damage and strike three times a round, and Medusas and Gorgons can Stone you. Like many RPGs, Stoned characters in Deathlord are as good as dead characters. If a character gets stoned mid-battle the game saves too, like on character death. There's a level 7 Shisai spell that can cure it, but otherwise you have to find a healer and pay a hefty 750-gold fee to cure it.
Beyond the Vapor Demons was the Word, "Chijoku," which is Japanese for "Shame."
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Fun fact--the three tiles north of the party in this shot are outside the boundaries of the 32 x 32 map. This is the first spot where I discovered you could teleport off the map if you're standing in the right square. |
I couldn't go back the way I came, though, because the corridor I used to get here has a teleport that moves you one tile to the east, turning it into an "endless corridor" of sorts. Fortunately there's a chute in the southwest corner of this room which dumped me down onto the fourth floor. From there it appears that you're trapped in a small two-chamber area connected by an illusory wall, until you figure out that the illusory wall is actually a back-and-forth teleport between level 4 and level 2. Entering the wall, then immediately turning back will let you out of the loop.
From there I finally made it to the central stair chamber, where I went to the center and waited (since every tile is an up stair) until I left the dungeon. I
really should have remembered to cast a KAERU spell before coming in here; that way I would have been able to teleport out the instant I got the Word.
Three words down: FUSHIN, NIKUMU, and CHIJOKU. Four more to go, one of which is on this continent in the Forest dungeon. That dungeon is on the opposite side of the continent, closer to Greenbanks.
The Forest dungeon has its share of tricks and traps, but is nowhere near as sadistic as the Stairs dungeon. The first level is very straightforward once you discover the illusory walls in the central skull chamber. There are some teleports as you can see from the map, but they're set up in such a way that you wouldn't notice them unless you were very meticulously mapping the level, and even then, you wouldn't get lost. The encounter rate here was steady, but nothing too tough--a group of Niatama was the strongest thing I faced. Though there was a warning at the end of the level that this might just be the tip of the iceberg:
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Ominous, but it's actually not that bad below. |
The second level has a single gimmick that is easy to get caught by initially, but anyone getting this far and used to Deathlord tricks will probably see through it fairly quickly.
Those teleports in the northwest corner will send you to the southeast, making the level appear to be one long corridor that snakes back on itself and returns to the stairs back up. It wasn't too tough to figure out that there was some secret path along the corridor that I had missed, though, and I quickly made it to the center of the coil that comprises this level. I got stuck there longer than I'd like to admit, because I didn't realize that the way further was behind secret doors rather than illusion walls, like the rest of the level. However I eventually figured it out and found the stairs below, to level 3.
And this is why they call it the Forest Dungeon, I suppose. It's the quickest level ever if you want to just straight bypass it, as the stairs down are immediately next to the stairs up. There's a sign that says "You have entered Dankbark Forest, No Axes Allowed!" in between the two levels, though there's no significance to the sign as far as I can tell. This level is really just for flavor. There's no real compelling reason to stay here. The encounters here are mostly woodland creatures of sorts, like evil trees, centaurs, and unicorns, the latter being the most dangerous, as they hit quite hard.
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Evil trees aren't particularly difficult to kill, but there are quite a lot of them. |
The "goal" of sorts in this level, if you can say it has one, is to find your way across the stream to its eastern shore. There isn't any boat of sorts to get you across. I just did it the easy way and had Frank cast UKU so I could just walk over the water. But if you aren't high enough level to cast that spell, or don't have a Genkai in your party, you can get to the eastern shore through a hidden teleport on the west side of the level. However the "reward" for making it across is just a sign that doesn't even give you a pertinent hint:
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Uh...OK I guess? |
Having explored the level thoroughly, I descended the staircase to level 4.
Level 4's trick is deceptively simple and simultaneously fiendish. In fact it's so bad that after wandering around for 15 minutes checking every wall for illusions I caved and consulted my map. Looking at the above map, you can see its trick--when descending to this level, you start on the tile with the up stairs, and naturally move to the south to explore the level. Rather than do that, you have to immediately walk through the illusory wall to your north as soon as you descend. It's not obvious at all--and mapping the level, the "gap" where the down staircase actually lies is so small you'd be forgiven for thinking there was nothing there.
Level 5 had some magic water in it, something I hadn't encountered for a while. I got a few stat boosts out of it but not many; several of my characters had multiple 18+ stats at this point making it all the less likely that any given drinking of magic pools would do any good. I also got attacked quite a lot by Dark Toshis here. Dark Toshis I had encountered in the Stairs dungeon; they aren't that hard, but appear in numbers and can poison the party. Shigeko's MP started running really low curing poisoned party members, to the point I had to rest.
The trick to this level is to do something you'd normally be conditioned not to do--walk into the acid. It will teleport you into the enclosed northwestern chamber, which has the stairs downward, and a lone door that serves as a teleport you back to the rest of the level if you need to backtrack.
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Open doors into nowhere are frequently teleporters in Deathlord. |
Also of note on this floor is an enormous treasure hoard--in fact it's the ENTIRE treasure hoard of this dungeon. I found it but only looted a little, as I was close to max GP at this stage. Later when levels start costing more and more to gain I'll probably come back here to restock.
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The teleport on this level goes to the same-color dot on level 5 |
Level 6 is why the Forest dungeon is often known as the Chessboard dungeon--it's laid out like a giant chessboard, except instead of black and white you get brick and flames for the squares. HITATE spells come in handy here. Also the enemies here have a chess theme, and appear in great numbers.
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Rooks and Knights are the only pieces that attack though. |
Rooks and Knights are dangerous--Rooks can Stone you and Knights are even worse since they can drain levels. And they hit hard. Fortunately they always appear solo, so the combined assault of the whole party can usually kill them before they get a chance to act. You just need to make sure you strike the first blow.
After wandering aimlessly on the board for a bit, I discovered the secret door in the center of the south wall and entered to find the Word of this dungeon.
This one...is weird. The word itself, 抑制, means "inhibition/restraint/hold back." I'm really not sure what they were going for here, as in comparison to all the other "dark/sinful/negative" Words in the game, this one is thoroughly neutral. I've got two guesses--one is that they were looking for something like "repression" in a dictionary. The other is that this is supposed to be some sort of greed-associated "sin" that got mixed up, as "yoku" by itself can mean "greed." It's just a wild guess.
Getting out of the Forest dungeon was much easier than getting out of the Stairs dungeon, because this time I remembered to cast KAERU and just yelled my codeword to get out. But even if I hadn't, getting out wouldn't have been so bad--the spiral on level 2 aside, there isn't a lot of backtracking to do.
I now had 4 words and 5 items--about 2/3 of the things I'd need to tackle the Deathlord's home base. However the remaining areas I still needed to go to are some of the most challenging in the game. It only gets harder from here on out.