Skip to main content

Secret of Mana Part 10: Deja Vu

The team worked their way back to the Fire Palace's orb, hoping they now held the tools to fix it.


They discovered that the ultra hot orb could be disabled by...the spirit of fire. Why? Who knows! Even more amusingly, it requires the highest power spell of the spirit to be cleared.


And yet even more amusingly, there was an orb later that did get cleared with water magic! Arrgh! Why is there no consistency?!

The enemies here? Mostly chumps, the team had already absorbed two dungeons worth of XP and these folks weren't exactly threatening them before that. Still, the burning inflicted by the red slimes, combined with their incessant breeding, made them quite obnoxious, and I even broke out some ice spells at one point to kill them faster!


The boss of the place was a minotaur, who was, surprisingly, not weak to fire! He was weak to wind magic instead, and so got fried to a crisp regardless. Then they absorbed energy from the seed, which had magically shown up on the elevated altar ahead of them, and left. Four out of eight down!


However, restoring the fire palace did nothing to help the town, which was still reeling from drought. Come to think of it, how did the fire palace help them sustain themselves? They're in a desert, making things hotter wouldn't help!

They do helpfully inform me that the cannon now offers a trip to the evil empire, and that a sea hare's tail will cure them of their woes. Alrighty then!


The empire's capital(?) is, unsurprisingly, the most built up location so far. It's also incredibly sterile, with high walls everywhere and the townsfolk speaking little of interest. A woman reveals herself to be a spy and gives us the code to the sewers leading northward to the rest of the city.

The sewers were a dungeon so lazy and nondescript, they didn't even deserve a screenshot. They literally reused the tileset of the elemental palaces, only more murky. Ugh.


On the other side, they run into the other members of the resistance, who tell them that Dyluck has turned evil and has been draining energy from people in some ruins nearby! Hmm...sounds a little familiar...


The shop in this section sells gear upgrades despite the team barely doing a single dungeon since the last shop. The gear is almost all tiger themed, including this sultry and disturbing bikini made of tiger fur. In more nonsensical video game logic, the bikini somehow provides more defense than the tiger fur suits.

The northern section of the city is essentially like the southern section, only bigger. The townsfolk still don't say anything interesting and the design is quite dull. The team takes the northwest exit to the castle, which interestingly has hostile enemies and is also locked off. Then they take the other exit, which leads to the ruins, and meet a familiar face!


Of course, she's mind controlled, and refuses to listen to reason. She also reveals that she's been with Dyluck, which makes Luna angry and smack her! Then she repents it, they take Phanna to a doctor, and then get ready to assault the ruins!


They are essentially a retread of the ruins south of Pandora, only filled with extremely weak enemies! Huh, what the hell? They picked up a spear upgrade, which was nice, but certainly didn't help make the dungeon not feel like a cakewalk! The only time the team was threatened was when one of the enemies' chests turned into a mimic and did humongous damage to the team. Thankfully, it didn't stay for very long, nor did they run into it more than once.


The boss of the ruins was a copy of the sentient wall, and it was, if anything, even more pathetic. It's only saving grace was not being weak to Kard's spells, otherwise, it didn't even warrant looking through the team's item stash. Past it lay Dyluck, on an altar similar to the one Thanatos graced in the older ruins! Hmm. I'm beginning to think this part of the game was rushed...


Dyluck, after pretending to be overjoyed, kills off Luna! Revi strikes him, and that somehow breaks his curse! He directs them to Thanatos' chambers, where he fails to suck Luna's soul, and then runs, leaving a vampire behind!


The vampire is weak to an element I don't have. But it doesn't matter, because it is vulnerable to Kard's spells, and takes a lot of damage from the party's weapons too! As such, it barely warranted a screenshot.

Unfortunately, it bought Thanatos enough time to abduct Dyluck...again. Luna gets momentarily upset, and the team swear to hunt him down. Which shall happen next time! I'm not eager to enter the rushed portions of the game, but maybe there will still be some merit to what's left? We shall see.

Comments

Popular posts from this blog

About Me

  I am Dev Jyoti Chand, a man of many interests. Chiefly, I like playing video games, specifically, strategy 4xes, strategy RPGs, and adventure games. My favorite games are Master of Magic, Tactics Ogre, specifically the SNES/PS1 version, and Quintessence - The Blighted Venom. I also am very interested in learning about history, especially ancient and medieval history, and am ever curious to learn more about the world. This blog is mostly a grab bag of subjects I felt strongly enough about to dedicate words upon words. Most notable among them are a series of challenge runs of the Star Ocean 2 remake, a long form commentary on To the Moon that I am not particularly proud of these days, and, more recently, LPs of the classic Mana games . I am ever eager to talk about my interests, and am very accepting of feedback, as long as it is given in good faith. If you wish to contact me, you may do so through the following means: Shoot an email to dev221117@gmail.com Join my Discord with th...

Caster of Magic for Windows School Evaluations: Death

 Now for the very final school of the game, the cold, clammy twin of the divine/deathly pair. DEATH Death is the realm of decay, evil and, well, death. Most of its spells either summon demonic creatures, turn foes to its side by raising them as undead, or weaken them. In this manner, it acts as the exact opposite to Life - that realm was all about strengthening itself, this is about weakening the world from within. Thus, it doesn't care about regular units much, choosing to fight either with its summons, or its curses. Common Tier 1. Skeletons: Cost: 25 MP Effect: Summons a skeleton unit to the overworld. Analysis: Death lays its cards pretty early with this summon - it's literally a spearman unit, but undead! Actually, they fight better than spearmen, having more figures, defense, the whole bevy of Deathly immunities(immunity to Death, Cold and Illusions), and Missile Immunity on top of that! That said, their stats are pretty horrid, and they definitely shouldn't be used a...

Caster of Magic for Windows School Evaluations: Life

 We now move away from the "natural" elements and into the realm of divine and deathly duality. We're first covering the more lawful/"divine" side of it, the school of Life. LIFE Life is the realm of the divine. It expresses its themes through spells that "bless" their targets and either directly make them stronger, or protect them from deathly effects, usually from the Chaos and Death realms. It also has spells to similarly "bless" cities and either make them more defensible, or improve their economy. And, to top it all off, it has a bevy of appropriately "divine" summons. But its clearest focus is on its buffs, and as such, most of this list is made up of them. Thus, it is much more dependant on regular units than other realms, and picking the right race matters far more while playing this school. Common Tier 1. Bless: Cost: 7(in combat)/35 MP Effect: Grants 5 defense and 5 resistance against Chaos and Death spells, fire/lightning...