Oh, goodie. A poison swamp blocks our
way. What a lovely way to start.
Still, not as bad as it could have
been. At least there were narrow parts to get across at. Nor is it
a particularly long trip to the tower, either. The tower itself is a
real bitch, though, and for the same reasons as the one where we met
the Apprentice: the random encounters. Relative to where the party
is, level-wise, the monsters are a little tougher than they needed to
be. Probably the biggest nuisance in there is a monster called the
Red Orb. It's got this spell that can cut the party's defense in
half, and it's a multi-targeting spell. What's worse is that we'll
see these things in groups of two or three on a fairly common basis,
and they tend to spam that spell, called Drain, which will make it
easy for the other enemies, usually Orcs, Straw Men, and Archers, to
kick the party's ass.
And that actually happened once on the
way up the tower, too. My party got overwhelmed, and I died.
Fortunately, this is one of those times when I hadn't made so much
progress that hitting the reset button wasn't such a big deal.
Better than loosing half the gold I've gotten since last time I got
to upgrade my weapons and armor, and I'm going to need to do that
next chance I get.
Really, the worst part of this tower is
the bottom half of I think either six or eight floors, because that's
where most of the fights will happen. There's a treasure room
partway up with pitfalls in the floor. The trick is to pay attention
to the pattern of lighter patches on the floor below, because they
match with where the hidden holes are in the treasure room. There's
some good stuff to be had along the way, too.
Just before the treasure room, there's
a chest with a Flash Ring in it. I think this one will make Lufia's
Flash spell stronger, which tells me there's water monsters coming
up.
The next three or four floors are not
particularly hard because they're just big enough for the sets of
stairs connecting them. Once again, there's some treasure here that
I failed to get because I wound up going to the boss fight instead
again. In this case, it's a big winged demon called the Follower.
He's a minion of Amon, Sinistral of Terror. This thing has a lot of
HP and a lot of defense. Fortunately, the hero has the Drain spell,
too, and it works on this boss. It's still a hell of a fight,
though, and I think all three of my characters died at least once in
the course of it. And because Lufia's the only real magic user I've
got right now, I had to use her to both heal everybody and attack
with the Bang spell as much as I could. Good thing I had enough
potions to restore her MP and revive dead party members, even if just
barely. This would have been a tough fight regardless, but the fact
that the Follower could use healing magic on itself was certainly no
help.
Once the Follower is taken out, the
party tells Jerin that she's safe and that they'll take her back to
Belgen. Of course, we're going to leave Jerin at the Inn for the
time being because it's not like we'll, you know, be needing her for
anything in the near future or anything. After all, it's not like
she's half elf or some stupid thing like that, which will come in
handy soon enough. And she's even insisting on coming with us, which
is something that the hero puts the kibosh on rather quickly.
For now, our quest is to the town of
Surinagal. There's another familiar
sounding name. I don't quite remember quite what we need to do
there, but I do know it's going to lead to a lot of backtracking as a
result. But that will be for next time, when we go Off To South
America.
No comments:
Post a Comment