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The "innkeeper" is decidedly unhelpful, and the two guests merely repeat their earlier lines.
Sigh. Well, let's go back and see if there are any lizardmen now.
'
OH BOY, LOOK WHO SHOWED UP!
Unfortunately they're all hostile to us and refuse to talk with us, so Revi ends up murdering them all.
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Which ends up spawning a chest with this key. Wut.
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Sure enough, that key ends up opening the eastern cave. Inside, this red mage informs us that many girls were abducted in that castle, and that they've all been stuffed into caskets. Jeez, talk about a morbid owner.
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He joins us and starts flinging fireballs everywhere. I suddenly feel quite jealous.
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This suspicious room introduces us to breakable walls. The red mage helpfully informs us that they can be broken with a star flail or a mattock, and make weird noises when hit with a regular weapon. That's good, it would suck to have to burn mattocks randomly hitting every single inch of wall. Yes, mattocks are consumable and get depleted with use, which is a little annoying for what's essentially a basic puzzle solving tool.
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Inside, we find a sickle, a weapon that covers a decent area all around the protagonist and cuts through plants. I imagine this will become my favorite weapon, denying area is just too good.
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Continuing through the dungeon, we find a rather cheeky puzzle; a stairwell hidden behind a rock. A quick mattock opens it up.
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Shortly afterwards we run into a locked door, which doesn't open with our bronze key. Sighs Guess I have to go buy some damn keys from the shop after all. Ugh, backtracking....
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This is the first mildly sophisticated puzzle we've run into. The ice acts as a one way conveyor, like in many other games. Solving this requires breaking two rocks to walk around the ice and onto both button tiles. Not too tricky, but still decently interesting.
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Finally, we run into our first boss. This two headed dragon isn't exactly challenging - it hits hard, but it's easily flanked from the sides, where the sickle easily hits it from a fairly safe spot. Combined with the red mage's fireball spam, our sickle strikes soon kill it with minimal fuss.
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We get the magic mirror, and, more interestingly, our first offensive spell!
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The game kindly sends us outside, where I get to test the new spell. It homes in on its targets, kills everything in one hit and costs only 1 MP. Wow. Amazing.
Next time, I go light up the creepy castle on fire. Mwehehehehehe.
Sigh. Well, let's go back and see if there are any lizardmen now.
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OH BOY, LOOK WHO SHOWED UP!
Unfortunately they're all hostile to us and refuse to talk with us, so Revi ends up murdering them all.

Which ends up spawning a chest with this key. Wut.
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Sure enough, that key ends up opening the eastern cave. Inside, this red mage informs us that many girls were abducted in that castle, and that they've all been stuffed into caskets. Jeez, talk about a morbid owner.

He joins us and starts flinging fireballs everywhere. I suddenly feel quite jealous.

This suspicious room introduces us to breakable walls. The red mage helpfully informs us that they can be broken with a star flail or a mattock, and make weird noises when hit with a regular weapon. That's good, it would suck to have to burn mattocks randomly hitting every single inch of wall. Yes, mattocks are consumable and get depleted with use, which is a little annoying for what's essentially a basic puzzle solving tool.

Inside, we find a sickle, a weapon that covers a decent area all around the protagonist and cuts through plants. I imagine this will become my favorite weapon, denying area is just too good.

Continuing through the dungeon, we find a rather cheeky puzzle; a stairwell hidden behind a rock. A quick mattock opens it up.

Shortly afterwards we run into a locked door, which doesn't open with our bronze key. Sighs Guess I have to go buy some damn keys from the shop after all. Ugh, backtracking....

This is the first mildly sophisticated puzzle we've run into. The ice acts as a one way conveyor, like in many other games. Solving this requires breaking two rocks to walk around the ice and onto both button tiles. Not too tricky, but still decently interesting.

Finally, we run into our first boss. This two headed dragon isn't exactly challenging - it hits hard, but it's easily flanked from the sides, where the sickle easily hits it from a fairly safe spot. Combined with the red mage's fireball spam, our sickle strikes soon kill it with minimal fuss.

We get the magic mirror, and, more interestingly, our first offensive spell!

The game kindly sends us outside, where I get to test the new spell. It homes in on its targets, kills everything in one hit and costs only 1 MP. Wow. Amazing.
Next time, I go light up the creepy castle on fire. Mwehehehehehe.
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