Gaining power
(Or rather, gaining even
more power than what we already have)
To Bedangidar! The entrance is located in Bihun, to the north of Crystal Castle.
We chanted the words to open the gate.
"Bedangidar. Pride of dwarves."
Keen readers may have noticed that we're currently on the third level of the dungeon. Yep -- we'll be going down AND up.
Map of level 3. The stairs to level 4 and level 2 are on the northern edge of the map.
The monsters here aren't too impressive.
We shall go up first.
Level 2 is pretty small and short. The stairs to level 3 are located in a small enclosed section which is only accessible via a portal.
Map of level 2.
Found the stairs up. Also, the sign says "time trap nearby".
Map of level 1. The large room to the south protected by energy fields immediately captured my attention.
Protected by the fields was a chest. "Sphere, sphere, pyramid to Pheron."
Another passage in the southern parts had some more energy fields scattered around. They technically weren't blocking passage, but I couldn't be bothered to split the party up so I just had Alhan dispel all of them.
Found Paladin! As usual, Kodex awakened him for some nice stat boosts.
"Portal to level 4."
Well, we've already found Paladin on level 1, so I think Somona is probably imprisoned in the lower mines. Let's take the portal, then.
The teleportal room is located on level 4.
Map of level 4. The layout of this level makes it very difficult to navigate through, but at the same time there's very little of interest on this level.
So you should just locate the stairs down ASAP.
Wait, we're on level 6 now? The stairs took us down two levels?
"Go up one level." We will once we have located the stairs.
"Two south, six east, dig."
Meh.
More lame treasure. Why did I even bother taking screenshots of these?
We ran into some azraels in one of the rooms.
I've noticed something curious: the azraels, like mongors and zumagins, has an attack that ignores nifts and armor, but can be nullified by shields. Also like mongors and zumagins, azraels can only shoot in four directions, much like an archer.
Well, whatever. After dispatching the azrael and his band, we finally managed to find the map of this level.
The stairway to level 5 is to the east of the bowl.
Map of level 5. This level is pretty much empty; the only notable things are a signpost and a room.
The signpost tells about a portal nearby that takes us back to the entrance, while the room...
A sword! Could that be...
YES! It's Brennix!
Nobody other than Kodex can pick up the sword. Here's the protagonist-exclusive weapon for ya!
Kodex dropped his old scimitar and picked up Brennix.
We have obtained the ultimate weapon in this game!
Now let's find some unfortunate buggers to test it on...
I'm not quite sure how damage with Brennix is calculated. Kodex, with his 41 strength, can deal approximately 55 damage with each attack. Also, Brennix can apparently ignore any enemy armor.
And if Kodex uses a mirget before he attacks, he would be able to deal 99 damage in a single strike!
Brennix is probably the best melee weapon in the game. Sadly, it's still a melee weapon. Kodex will probably never use it, since it's almost always better to incinerate your opponents with Fireball in the first round. If Rexor could equip Brennix, it might actually see some use. Pity.
If you would look closely at the map of level 6, you'd see a series of rooms in the northeastern corner of the level. That seemed important! Maybe Somona's prison is there?
Nope. It's just some monsters and a fountain. :sad:
Might as well use the fountain, since we've already cleared out the room. However, if Somona isn't here, then where could she be?
Well, level 2 and 4 and 5 are pretty empty, we've fully explored level 6, and I'm pretty sure she's not on level 3 (the entrance floor). That leaves only level 1.
Now, look at the map of level 1. There's an enclosed section in the southwestern corner, and it's pretty far away from the stairs to level 2. My metagaming sense tells me there's something important...
Also, on the route to there are some chutes which would drop you to level 2. Avoid these.
Although avoiding these chutes means we have to sometimes take the longer route, possibly doing more combat as well. Kodex had a pretty close call in one of the rooms, when an azrael and his minions nearly got him. I should be playing a little more carefully.
After we finally reached out destination, we found... a stairway up? But aren't we already on the top level?
Going up, we found ourselves in a room with a cage.
Finally, that must be the Songbird of Serenity! That little bird has been a huge pain to find. Now we just have to take it back to Castle Kalindra.
...Sorry.
Turned out the pigeon is actually Somona in disguise.
With that, our business in Bedangidar is officially concluded!
On the next day, we found Somona in Theldair hall and asked her about dream dust.
Why wouldn't we?
Dream dust obtained!
Ritual checklist:
The green ring
The blue ring
The white amulet
Shir-aka ashes
Elven dream dust
Crystal dust
Learning how to perform the ritual of awareness
Learning the three words of will
We then went to Merg to resupply and upgrade our weapons. In particular, everyone got a brom bow to replace their old ash bow.
Now is time to explore Upper Deruvia. We hired Tomola at Merg to take us to Kraken Bay.
The ship dropped us off in Rosus.
The temple of Pax is located on the western edge of Rosus.
:takenotes:
Shiran, the village of wizards, is located in Darvale.
Shiran is a fairly large village, but unfortunately we don't know many people who live here (yet).
"Advice?"
"You may benefit from fountains of Thakass if you awaken Kalb."
"Kalb?"
"His temple and his place of rest are in Dakland."
"Rumors?"
"They say Thakass teleportal is the gate to Sargoz!"
"Sargoz?"
"Home of dread!"
"Teleportals?"
"3 spheres from Sargoz ports to hidden vale."
"Someone told us to ask you about scroll."
"The scroll of Zukkamear contains the three words for a bubble of captivity."
"Zukkamear?"
"It is lost since the Elden days."
Seems like we've one more quest item to find.
It's the conclave! I hear these people knows something about Shir-aka ashes.
We came just at the right time, as well.
"Advice?"
"Magical items of the same color light up the 'stones'."
"Stones?"
"Lighting stones are in Berbezza."
"Rumors?"
"We prefer not to!"
"Shir-aka?"
"The great tree of magic power, may it flourish to eternity."
"Can you spare some ashes?"
"You need the ash of Shir-aka eh? None other than the one who wears the 'circlet' of Aka can gather the fallen twigs of the Shir-aka. Any other who touch will be severely punished!"
"Circlet?"
"Halflings on Fubernel claim knowledge about its whereabouts."
Remember what the halflings said about the ogre king? They said that the ogre king wears a "stolen circlet". Seems like we'll have to go to Shadrum soon!
"Advice?"
"You can buy a Zoxinn here at Shiran."
"Zoxinn?"
"Fizkreto sells the Zoxinn."
Aren't you guys supposed to be wearing robes of your respective color of order?
"Advice?"
"You must walk in Shiran after midnight!"
Have we ever met any wizard who wears green robes? Because I can't remember any. Also, I've noticed that the pink order doesn't have a representive here. I guess they're the minority among wizards as well.
"Advice?"
"We are all experts in teleportals."
Oh, that reminds me. We've yet to ask the wizards here about teleportals.
Freyapkin: "Sphere, sphere, cube from Khiriss gets you to Fubernel."
Shekyza: "Sphere, cube, sphere from Shendy ports to Dakland."
Gromus: "Pyramid, cube, pyramid from Shadrum gets you to Shiran."
Jaxinfozt: "Pyramid, sphere, pyramid from Meardom ports to Knessos."
:takenotes:
The aforementioned Fizkreto lives here.
He sells book of Zoxinn! Zoxinn is the ultimate spellbook, so it's only natural that it's the most expensive of all spellbooks. I bought four copies of Zoxinn. We probably don't really need so many, but once again, it's not like we have much use for money at this point. I'll introduce the spells at the end of this update.
The tree of Shir-aka is located in the center of the village. Nothing we can do with it at this moment.
"Advice?"
"You may take lessons from Seksanta."
"Seksanta?"
"He has two cows."
"Rumors?"
"Some say a god sleeps nearby."
"Teleportals?"
"Cube, cube, pyramid ports from Shadrum to Fisestar."
"Advice?"
"You can pick sermin mushrooms in Trilliad, northeast of Theldair."
"Rumors?"
"Some say Debaramos no longer practices magic."
"Teleportals?"
"Pyramid, sphere, cube from Crezimas gets you to Trilliad."
Seksanta lives here. He can boost your learning score for 120 coins each session, which is the cheapest of all teachers. However, you would likely have maxed out everyone's learning score long before coming to Shiran, so his service is kinda useless.
"Advice?"
"Search for Brennix in Bedangidar."
"Rumors?"
"I hear Crezimas is infested with the spawn of darkness."
"Teleportals?"
"Sphere, cube, pyramid from Khiriss ports to Trilliad."
Enough with the wizards. Let's search for Kalb!
For some reasons, almost all tiles in the province of Dakland are no-teleport, so we're stuck with actually walking to our destination.
The temple is here.
:takenotes:
Kalb's symbol is... I'm really not sure what. Face of a bat?
Being unable to Teleport also means we'd have to actually fight monsters instead of teleporting around them. Monsters in Dakland are pathetically weak though, so it's nothing more than a small nuisance.
Kalb sleeps in the brick building here.
Done. We have awakened seven out of the eight gods; Pax is the only god we haven't awakened yet.
Also, there's one final person in Shiran that I'd like to meet before moving on.
"Advice?"
"You may pick drelin mushrooms from a patch just west of Shiran.
"Rumors?"
"Some say there is an obelisk in Meardom!"
There is? That gives us a reason to explore Meardom at last.
"Obelisk?"
"There are three, they say."
"Teleportals?"
"Pyramid, cube, pyramid from Khiriss ports to Shertuz."
Having collected all information in Shiran we could, we teleported east, to the city of Knessos.
By the way, Knessos is the last civilized location that we haven't visited yet.
"Advice?"
"The old man Gherig knows a wizard."
"Gherig?"
"Gherig is out around 20:00."
"Rumors?"
"They say an Azrael is leading the enemy forces."
An azrael? We have beaten up about half a dozen azraels in our journey and this number is going to continue to rise. "A legion of azraels" would be more appropriate.
Another guard:
"Advice?"
"Ugdobar is from Shiran."
"Ugdobar?"
"Ugdobar is out around 01:00."
"Advice?"
"There is a teleportal at level 5 of Thakass."
"Rumors?"
"I hear of writings about Hoyam in Port Avur library."
"Teleportals?"
"Pyramid, sphere, pyramid from Thakass ports to Khiriss."
"Advice?"
"Don't mess with gaems. I did and now I am cursed!"
That's probably because you're not as awesome as we are.
"Rumors?"
"I hear an army of kobolds just arrived from grud!"
"Advice?"
"When facing tough monsters, using 'nift' helps."
"Rumors?"
"Some say hodli ducks are a curse!"
"Advice?"
"If all else fails, read the rule book!"
"Rumors?"
"I hear hodli ducks are losing their feathers!"
The inn is empty at this moment.
"Advice?"
"Try my ale."
"Rumors?"
"Some say the mad wizard is really not so crazy."
"Captain?"
"Captain Barbos usually gets here around 19:00 hours."
"Advice?"
"Seek Fagharn's advice in Sumruna."
"Rumors?"
"Some say temples have prayers to gods."
"Advice?"
"Get inside, I feel rain coming."
"Rumors?"
"I haven't heard a hot one lately!"
"Advice?"
"Seek the holy 'temple' in Dakland."
"Temple?"
"Temple of Kalb is in Dakland."
"Kalb?"
"He is the god with a mask."
"Advice?"
"Barbos may sail to Bihun."
"Rumors?"
"Some say one obelisk is under the king's castle."
"Advice?"
"You must kill monsters!"
"Rumors?"
"They say only a wizard with lots of pierce spells can survive at Thakass."
Lots of Pierce spells? Do we have that?
Yes, I think we do.
"Advice?"
"Buy 'boots' to walk upon hot 'lava'!"
"Boots?"
"Buy them at stores."
"Lava?"
"Some dungeons have hot lava floors."
"Advice?"
"Seek the 'temple' in Rosus."
"Temple?"
"Temple of Pax is in Rosus."
"Pax?"
"He sleeps at marsh of Piyan."
"Advice?"
"Seek knowledge about the bubble at Shiran."
"Bubble?"
"You must be more specific for me to answer that."
"Bubble of captivity?"
"Ah yes! Talk to Kemkezar about it."
"Advice?"
"Gherig's friend knows how to enter Thakass."
"Gherig?"
"Ask the guards."
"Advice?"
"Barbos can take you back to Pheron."
"Rumors?"
"Some say 3 spheres from Bedangidar ports to Shendy."
"Advice?"
"Must have many pierce spells to conquer Thakass."
"Rumors?"
"I hear of an 'obelisk' nearby."
"Obelisk?"
"North of Knessos, they say."
Really? We'll have to check out that later.
"Advice?"
"Keep asking about blue ring to the mad wizard."
"Mad wizard?"
"Ignore his meaningless responses!"
"Rumors?"
"Some say quonnies drove him mad!"
"Advice?"
"You must know the 'symbol' for each god."
"Symbol?"
"See above altars at temples."
"Rumors?"
"Some say Zumagins rule Thakass."
"Advice?"
"Sail with me!"
"Rumors?"
"I hear rats ate Garlin's boat!"
Why do the other captains love making fun of Garlin anyway?
Captain Barbos sails to various locations. We don't need his service right now, though.
"Advice?"
"Barbos sails to Kuzu Bay."
"Rumors?"
"I hear of a treasure buried at level 1 of Thakass."
"Advice?"
"If you wish to enter Thakass, ask about it to Yetmishi."
"Yetmishi?"
"He is a wizard of Shiran."
:takenotes:
243
"Advice?"
"If you are in Shiran, visit Petkenpif."
"Petkenpif?"
"He knows of the white amulet."
"Rumors?"
"I hear there is a sermin field in south Darvale."
:takenotes:
Okay, that concludes our business in Knessos.
Here's the obelisk Jemosh told us about. Teleport is needed to reach this area.
That's one of the three words of will.
We'll have to check out the ones at Meardom and Isle of Vo as well.
Back in Shiran, we have some more information to collect. First, we revisited Kemkezar.
"We heard you know something about the bubble of captivity."
"The bubble of captivity is conjured by chanting 'three words' while crystal dust floats in the air."
"Three words?"
"The three words to conjure the bubble are written on a scroll called 'Zukkamear'."
Sadly, he didn't have any new information to offer.
Petkenpif comes next.
All home-dwelling wizards in Shiran wears pink robes. Were you trying to imply something, Mindcraft?
"Advice?"
"You must conquer ten dungeons."
"Rumors?"
"They say Koldan knows the location of Zukkamear."
"Do you know anything about the white amulet?"
"Oh! The white amulet of light. Well, I heard Tombul bought it from an elf."
"Tombul?"
"In Delkona."
So the amulet of Tombul was indeed the white amulet.
However, it's now possession of Faruk, and I couldn't seem to find Faruk on Fubernel. Hmm, maybe I'll try again the next time we're on Fubernel.
Finally, Yetmishi.
"Advice?"
"Raising dungeon gates require special knowledge."
"Rumors?"
"I hear my mad colleague is gone senile."
"Can you help us entering Thakass?"
"Chant: 'kuramdafur', 'tevalato', 'rekmetrek' to enter Thakass."
Thanks. :takenotes:
Before we would venture into Thakass, there's one last thing I want to do: I'll make use of the dirt-cheap combat school in Knessos to boost our sword skill. We almost never use melee, but we've got the money and time to spare, and it does make our character sheets look nicer.
See you next update!
Bonus content: Book of Zoxinn
The Manual said:
The Book of Zoxinn
Zoxinn does a lot of things to a lot of people. They call it "The Book of Something." Here are
the spells.
ZOFIR is the counterspell to Freeze. It removes paralysis, allowing its target to return to combat immediately.
It's usually better to kill any opponent who is able to paralyze your guys in the first turn, but this may not be possible, especially if you got ambushed. And in these occasions, Zofir would come in
very useful.
The Manual said:
ZAPALL throws fireballs against all the party's opponents at once. The fireballs are only half as powerful as those thrown against a single opponent by the fireball spell, but still have their effect.
Mostly useful when you don't feel like taking out the 20 gnolls one by one. The damage is very weak, to the point where it takes three or four casts to even kill trolls. Also, unlike Fireball, this spell takes forever to learn. I believe this spell ignores obstacles, which is a nice bonus, but this spell still isn't very useful.
The Manual said:
ZENGRL restores full stamina to all the members of the caster's party. While it can be cast in combat, it is usually more useful afterwards.
Pretty much useless. It's rare to have your characters injured, and even rarer to have that happen to multiple characters.
The Manual said:
ZISHOXE is to "Shield" as Zapall is to "Fireball." It strengthens the magical shields of everyone in the caster's party, but only half as much as an individual shield spell would.
Also useless. Monsters tend to focus fire on one character, so you usually wouldn't need to restore everyone's shields at once.
The Manual said:
ZEFOAR throws a giant fireball. It damages everyone near its landing point, friend or enemy, as would a normal fireball spell. Use with care.
Arguably the most useful spell in Zoxinn. It damages everyone in a 3x3 area; the damage is slightly lower than that of a normal Fireball, but still much more powerful than Zapall. Most useful in dungeons, where monsters tend to clump together.
The Manual said:
ZUTYUN makes the "Weaken" spell obsolete. It affects all your opponents as Weaken would affect one of them. Their armor turns to sand; their shields vanish into air.
Another nice spell, particularly useful when facing many high-level spellcasters.