Finally, it's time to explore R'lyeh!
The cliffs here look strangely familiar. Ho ho ho!
We reach R'lyeh by air dragon.
Then we enter the colossal gates of the city.
I found that the visual design was better than most of the other dungeons. Which is weird since the completion rate of RPG is low, so it would mean to spend time and money on an area that most player won't see. On the other hand, I'm not complaining to see something
goodbetter-looking for once.
We find a sword that's pretty broken, with stat bonus two time better than the sword we had previously. It's for Cthulhu, but I don't think I needed to tel you that.
We find the exit of that level, but we go back for a chest we could see earlier on that level.
Another completely broken piece of loot for Cthulhu. Perhaps the game finish with a solo fight with just Cthulhu and the devs wanted to make sure Cthulhu was powerfull enough? It would be a shame since combat with only one character would be pretty boring.
I think that's a joke, but it's missing the punchline.
With this done, we can leave that level.
At least for that dungeon, we can say that the dev succefully managed to convey the impression of a massive scale, but I don't know how apparent it is from those pictures.
The next level is more of the same, but it seemed to me it was more linear.
Except the loot is shit. The blade for Sharpe is worse than the one we currently have and we already had that claw for Paws.
We then reach a bridge, with the now customary mid-dungeon magic point refiller.
Just after we face the same group of heroes we've fight in the first dugeon.
Stop right there, fiend!
We have gathered the seven holy crystals...
And have the power to stop you.
Raising R'lyeh to the surface. How predictable. Your evil stop here!
Wait! He's a good guy! We're the heroes!
We are better murderhobos than you!
Don't bother. The only thing these guy will listen is a swift kick to the head.
The idiots haven't leveled once since
last time. So we just kill them all in a single attack.
It's disapointing since in the last game, we had a fight at the end against a mirror party and it was one of the best, since you had to make a few more decision than just "Which attack do you want to use?", even if in the end it was just "kill the healer first". Also group have always been more interesting to fight than single enemies, since it offers more possibilities during combat.
That was surprinsingly easy.
Easy indeed. We can't afford to be distracted. We must press on!
When I started the LP, I thought that the cleric from the opposing group, Elonalina, would join our party, since she has a full set of portrait with different moods in the game files, like the main characters. Well now I think that won't be the case. Perhaps she's for one of the bonus game modes or a left-over from cut content. Instead, as a healer, we got the old cranky Dacre.
Also there's a missed opportunity there: having a competing party would have enhanced the story, with a rivalry which could have helped explained some of the travels we've done: "the other group is trying to solve that crisis, let's solve it first"! Or stumbling (and fighting) on them in one or two of the dungeons and meeting them in the cities for insult exchanges and bar fights. And to avoid samey fights, they could have changed the roster a few time, adding and removing some characters. Also it could have been a story how the two groups came together at the end to win against a BBEG.
We also face Death on the bridge, but he's a pushover
. I honestly had more difficulty with some of the mobs in the previous floor, mostly those with beetles, since they have lot of HP, only Cthulhu can one-shot them and have a spell that hits all the party and can remove half of the HP from my spellcasters; I think I got one party wipe against such group, because I had bungled the prioritization of the enemy to kill first (or I forgot to use special attacks).
And next floor. I'll stop here to avoid an update that's too big (and because I want to see if I can go beyond four pages).