This is definitely NOT the final update.
29: Adron's Palace
In which we kill the evil Uukrul, solve some puzzles and riddles, and arm the beacon.
Previously on this LP we finally obtained Uukrul's dark heart and reached UROQLAMN, The Sanctuary of Adron's Palace. As we exit the sanctuary via the eastern door, a vision of Mara appears:
Our task in the palace will be twofold:
1. First, we must slay Uukrul himself by breaking the dark heart when face to face with him and finishing him off with the Obsidian hammer.
2. Second, we must arm the beacon, whatever that might mean.
Plus we must beware Uukrul's black runes along the way.
The corridor seems to be a dead end, but there's in fact a secret door in the end of it which we open with HOYAMOQ -- and now we enter the palace itself:
Let's pretend this room is richly decorated.
I also have a little map of this area for you:
There will be several sub-areas in this dungeon, of which I'll be posting the maps along the way.
Inside this room there area six weird squares, with 1 to 6 stars engraved on them. I hope that reminds you of something.
Uukrul's taint is everywhere.
And we're drawn into a scripted encounter with some Necromancers.
They looks funny, and they're very easy to kill.
We get an odd little thingie for loot.
I wonder what that is.
Perhaps Sagaris will be able to shed a light on this?
The cube turns out to be every RPG enthusiast's wet dream, a six-sided die. Truth be told, I wasted quite a lot of time trying to figure out what to do with it. But first things first.
To the southwest of the room with the 6 weird squares (note how the number of the squares and the stars engraved on them correspond to a die's six sides), there is a control room accessible via another secret door easily opened by a HOYAMOQ.
The small control device is another puzzle for which there are no in-game hints so that you must figure it out by trial-and-error. Looking at the screenshots now, I can't for the life of me remember the correct combination, but it is either 3-2 or 2-3, so no big deal.
As soon as you input it correctly...
...a single silver diamond appears on the cube. And yes, you've probably gotten it right by now: the cube is meant to represent a six-sided die, and each time you touch the gems in the correct order, 1 to 6 diamonds appear on its surface.
We must ensure all the numbers from 1 to 6 are activated, which in turns activates the six star squares in the main room:
As soon as they're activated, the stars start twinkling brightly. The first part of the first puzzle is solved, yay!
But what now?
Now comes the part that I couldn't figure out for a whole day or so.
Turns out you must cast Adron's die on the ground to activate the teleporter you're currently standing on! And we are standing on the 1-star square now.
The die falls, always showing the same number as the number of stars on the current square.
And so we are in another area of the palace -- the reception halls. Here's the map:
This area is fraught with many dangers. There are pits here, scripted encounters, secret doors, as well as nasty black runes. More on that later.
The pits in here are tricky, which means slipping and falling is one thing you can't avoid. We are in the first pit to the south of square #1 now. As we enter the next door...
...a Slimy Mass aka Sentient Slime attacks and plagues us.
And here's one of the bloody black floating runes.
And sometimes there's no way to avoid it. It also respawns in the same place as soon as you leave that square.
We grab some money as our reward for exploring this god-forsaken pit.
You won't find this area on my map as it isn't worth it.
We go on exploring the palace reception rooms.
In the southwestern part of the area we trigger a scripted encounter with some trolls aka golems.
Fucking runes.
A dragon!
Meh, no big deal.
The reception rooms look totally ruined.
An inscription, eh?
"Seek the prophecy hidden behind riddles". We'll get to that later in this update.
A... chariot room?
Sagaris appears!
He wants us to follow him, and the password for the secret door ahead of us is apparently SAGARIS.
Yup, indeed.
Sagaris walks around the corner, and we follow him.
He's beckoning us in. I fully expect this to be Uukrul in disguise luring us into a trap.
I am disappoint. This is indeed Sagaris himself. And we already have the dark heart and the hammer, old man.
Slaying Uukrul does not end our quest, however. We must 1. arm the beacon, 2. seek Mara in the Chaos (?) and free her, 3. Profit!
Sagaris also gives us a useful advice, that is, to use TAPU, a prayer to Drutho, to avoid taking too much damage from the floating runes.
TAPU Sacred Passage
Drutho, Dark One, hear this Prayer.
Weave your magic around our passage,
That we may walk past traps,
That we may pass danger in safety.
Two teleporters in here, marked as T2 and T1 on my map. T2 is a regular teleporter called SURAQIS which we can use to quickly exit and enter the area.
T1 is a puzzle teleporter. We press "*", one or two times, I don't really remember.
There's nothing of substance in this new area we've been teleported to apart from a drawing with some Beacon codes. Pretty sure they'll come in handy later.
Pressing another random teleporter button brings us to yet another part of the palace, the royal chambers. You want a map? I've got a map:
We find a strange contraption called Code machine in here. We'll need it later to get the beacon arming codes. We need to figure out how it works first, though.
Two wraiths plague us good!
And OMG, if you try leaving this area the way you arrived, via T3, you're gonna end up in a trap room with no means of escape but using a Medal. Hardcore!
An inscription we come across in the royal chambers tells us the commands for the beacon: North: divide, east: add, south: subtract, west: multiply. Their purpose is a mystery for now but we're going to need them later.
Phew, that was close.
Uukrul's mocking us. That won't last long.
And finally we get to know just how the Code machine is supposed to work. We need three things for each of the four quadrant of the Beacon: 1. the code, 2. the command, and 3. the key. Four codes, four commands, four keys. Got it.
And now we're back in the receptions halls to explore them further.
Another scripted dragon encounter. Routine.
Let's teleport to the next area now.
For that, we just need to cast Adron's die while standing on one of the four star squares in the reception halls.
This is the riddle area. Solving riddles, collecting prophecies and writing down the keys for the beacon quadrants is what we'll be doing here.
The nearby inscription reminds us that the west quadrant command is Multiply. "By the sign of the moon" seems to be meaningless fluff.
In the small room opposite the inscription we learn the west quadrant key. It's 5. Yay!
It looks like the beacon is right below us.
And here's our first riddle.
This is an easy one. The answer is PRIEST.
And here's the first prophecy we get. The prophecies are there just for the atmosphere, it seems, being bits of the game's lore.
As we explore around, we occasionally come across control rooms, but they've been devastated by Uukrul.
And here's our second riddle. The answer is HAMMER, obviously.
What an original prophecy, this one.
Again, we are told one of the beacon commands.
And the north quadrant key is 6. Good to know.
Scary!
I fail at the third riddle, alas. I input UUKRUL, but...
Oops.
And we find ourselves in another trap room. This one has a way of escaping it, however. There's a magic door that seems to appear in one of the walls from time to time, disappearing shortly after that. The tricky thing is to reach it in time.
After a couple of failed attempts, we finally succeed. Back to the riddle area we go!
And the east quadrant key is 72. Nice.
East = add. Got it.
And the correct answer to the previous riddle is SAGARIS. Pretty easy, really.
He who has climbed shall be he who is cast?
Whatever.
And the final riddle! That's MAGICIAN, easy peasy.
Yay!
Light the beacon's blast? Sure thing, we'll do just that! Just let me figure out the way.
South quadrant: subtract.
And the south key is 18.
Now we have everything need to get the beacon arming sequences!
Code:
“To obtain the arming sequence for each quadrant, you must enter the Code, then the Command, then the Key”
“Divide the north – add the east – subtract the south – multiply the west” = commands
1. “Divide the north by the northern key”
2. “Add the east and the quadrant is free”
3. “Multiply the west by the sign of the moon”
4. “Subtract the south by number and rune”
West code: BPKQ
West quadrant key: 5
Third riddle:
“Four gods are joined in my supreme skill:
Lord, Lover, Lamp and Thief.
Four keys unlocked after the kill:
Evil falls like Autumn’s leaf.” = PRIEST
Third prophecy: “She who is caught has returned from the past”
North code: VGAK
North quadrant key: 6
First riddle:
“Two fates were joined when I was forged
To face the darkness and Uukrul’s horde
And though I am broken, I am also restored
And lo I will break him before he has gorged” = HAMMER
First prophecy: “He who was first shall be he who is last”
East code: XBHW
East quadrant key: 72
Second riddle:
“Three hands hold the beacon: evil will cease
Words toll in sequence: there will be peace
I am the Patriarch, in ancient guise
A fool’s age misleads evil’s eyes” = SAGARIS
Second prophecy: “He who has climbed shall be he who is cast”
South code: LFPW
South quadrant key: 18
Fourth riddle:
“Five of the Arcana are now in my hand
Five skills focused in five metal bands
I am one from the four of the Western lands
I am joined in your party against evil’s stands” = MAGICIAN
Fourth prophecy: “You who are last will light the beacon’s blast”
That'll have to wait a bit, though. First we'll go slay the evil Uukrul.
To reach Uukrul's chambers we must again cast Adron's die.
Suraqis was the first of the ancient kings of Eriosthe. Just FYI.
Looks like Uukrul doesn't fancy Suraqis much.
Spooky.
The beacon is the thingie that powers the whole of Eriosthe, apparently.
We'll need to solve three riddles to access Uukrul's room.
The first riddle speaks of Uukrul. Fowyr mentioned that Uukrul was once of the light, and that helped me here.
"You have but my die to move in the ground"? That's obviously ADRON.
Well, the kauri plaque says "I WILL RULE", which conveniently enough turns out to be the answer to this riddle.
That's Uukrul himself! And yeah, I don't particularly like the way he looks either.
We break the dark heart!
The fucker almost brings down our spekkio.
spekkio's MUZAQ, one of the crystal spells, helps us a lot in this battle.
And then we finish Uukrul off with the Obsidian hammer!
An ornate key is our loot. That's it, folks, no cutscene or anything.
We open the grate.
And loot Uukrul's treasury.
We thoroughly explore the large hall.
Wine cellar!
And even more money!
Some Lamiae attack us. They look funny.
And the northeastern corridor leads us to the next sanctuary, URXASZEL.
We activate it!
Our business in the palace isn't over yet, however. We still must get the beacon arming codes and actually arm the thing.
The star square #6 teleports us to a really weird place, the area of Eriosthe's memory of its former glory.
This area is tainted by Uukrul, too.
And we collapse through the ground. Nothing of further interest here.
The star square #5 teleports us to another puzzle room!
This is a FUUUU-inducing room in which each step moves you forward by the number of squares marked on the die face.
I couldn't cross it at first, and so we went back to the Code machine instead.
And so we input the code, the command, and the key for each of the four beacon quadrants. Here's the result:
Code:
West arming sequence: 3325
North arming sequence: 1231
East arming sequence: 3144
South arming sequence: 1344
Yay!
Now back to that nasty puzzle room...
Finally, we manage to cross it!
The correct order of steps is: east - east - north - south - west - north - east - east. Hopefully I got it right.
And so we've reached the Beacon Arming Mechanism. The only thing left to do now is input the four arming sequences.
We arm the north quadrant first, and then the remaining three.
All the quadrants are armed now. Beacon ready for detonation!
Our job in the palace seems to be done. The game doesn't end here, though. Far from it.
We exit URXASZEL via the eastern door.
One thing left: destroying Eriosthe.
Not before we free Mara, though.
And Mara is frozen in ... the Chaos?
Which is the best area I've encountered in any RPG. So stay tuned!
Next time: losing our way in the Chaos.