The Old Palace (2) – always two there are, a master and an apprentice

There's a fundamental flaw with these kinds of traps...

There's a fundamental flaw with these kinds of traps...


So, back to the Old Palace. I’ll spare you the rush to the Dark Elf, you’ve seen it before. I did manage to fall off the bridge on the first few attempts to get across, but thankfully there’s that savepoint on that floor. If that weren’t there, I’d probably just abuse Teleport and memorise exactly where the windows illuminate. Nothing interesting happened, anyway.

It turns out that you don’t need to beat the Dark Elf more than just the once to get into the second part of the Old Palace, unlike the bosses of other areas; the Dark Elf doesn’t sit on a route you need to take further down, so you can ignore him on all further visits if you want.
Naturally, I didn’t. I amused myself for a minute or two defeating him with Striking and Enhance Weapon, instead.

The upper portions of the tower are pretty similar to the lower.Lots of magically-themed enemies, puzzles that don’t require traipsing over the entire level, yet more ‘kill everything’ rooms, and yet more inefficient traps.

Stupid Trap A

Stupid Trap A


This one… well, remember the spinning dragon-headed things that spat out water? And remember the wall-mounted dragon-headed things that threw fireballs? This is a spinning dragon-headed thing that throws fireballs. Imaginative, eh?

Stupid Trap B

Stupid Trap B


Then there’s this thing; a slowly-rising crystal-fuelled lift that rises through the paths of yet more fireball-spitting things. I’d be scared of this thing… if, you know, it just incinerated whatever was on the lift, rather than doing 20 damage per hit in an easily-avoidable pattern.

Semi-Effective Trap A

Semi-Effective Trap A


This one, however, is a more effective version of the corridor of bladed pendulums; the knights swivel as they swing the swords. The spot in which I’m standing is still a safe spot, but it’s a bit more difficult to tell, in this case, than the pendulums.

I always thought the area immediately before the boss was similar to the second floor of the Palace of the Immortals; it has an upper and lower area, a central bit that you can’t do anything with the first time you visit, a magical circle (or four, in the mansion’s case), four places to use items to open up the central bit…
Needless to say, we need to make a little detour to get the items we need to use. Trying to activate the stands at the moment tells us we need Gate Crystals, which we don’t have. How do we know we need them? The magic-emitting pedestals probably speak to us like the monoliths in the Ancient Ruins, or something along those lines. A teleporter on the fifth floor will bring us up to the sixth floor, and a suspiciously-familiar bridge.
From the loading screen. Not that one that forces us to spend half an hour climbing back up.

Okay, so I took this long after the battle. I admit I forgot earlier on.

Okay, so I took this long after the battle. I admit I forgot earlier on.


I feel sorry for the Dark Elf, now. He’s little tougher the second time you fight him, and he still does a pathetic 30~ points of damage with his Blaze compared to mine doing 150~… Extend Spell enhanced, admittedly, but it’s still somewhat rubbish in comparison. The real problem in the fight is his pet Black Wyvern, which will happily keep you poisoned for the entirety of the fight, but it automatically dies if you beat the Dark Elf.
That’s not really why I feel sorry for him, though. His master drops a meteorite on him after he gives up, and it’s not possible to avoid this fight. I need to learn to hit the button I’ve linked to the screenshot utility quicker, as I keep missing stuff like this.

Aaaand here we are, the point at which I gave up after finding myself here instead of comfortably before Dullahan in the Labyrinth of the Dead. I don’t like this floor; it’s as tedious as the floors you get dropped down to if you fall off that bridge, and this time the enemies are reasonably strong normally, but made worse by a particular effect on this floor.
To move onwards, we need to destroy a set of eight red crystals. These red crystals are actually a fairly good security measure, as they do several things to the room they’re in; first, all of your enemies in a room with an intact crystal are invincible. Destroying the crystal fixes that, but in the mean time they’re interrupting your spells and dealing damage. Second, the crystals are ‘poison’ crystals, and slowly deal damage to you over time. You can’t leave the rooms until all enemies are dead, either.
So the whole floor will slowly wear your HP and MP bars down, as the corridors between the crystal rooms aren’t entirely safe, either. Last time I was here, I was about ten levels lower and less well-equipped, and kept getting torn to pieces by the skeletal centaur-like golems. This time I’m holding my own, with Extend Spell hanging around. One good thing shared with the original hated floor is that enemies have a tendency to drop a useful object; this time, Material Magic.

Another good thing is it connects to an area with some of the best music in the game.

Another good thing is it connects to an area with some of the best music in the game.

[Old Palace] Crystal Maze
I really do love the music in this area. Back when I could still remember where the memory card with my characters was, I used to simply spend all the effort to get to this area, then leave it sitting paused for hours simply to listen to it. This area’s theme, like the boss theme for the area later on, is a variation on the main area’s theme; both sound far better than the original, in my opinion, though that may be far less in the way of repetition, as far as the boss theme is concerned.
I wish the Blaze & Blade soundtrack weren’t so stupidly rare.

Anyway, music aside, this area has a few other interesting qualities to it. The floor – presumably made of crystal – periodically changes from purple to black and back again. Since the area’s backdrop is also black, this makes it easier than most places for you to accidentally fall off. The game doesn’t pull the same trick it did at the bridge, and it’s still negligable damage, but it still adds up, and is annoying to boot.

Another thing: there's also absolutely no map for the area.

There's also absolutely no map for the area.


So, for once, it’s a legitimate maze; unlike everywhere else, you can’t simply pull up the pause screen to work out where to go next. Finally, only one kind of enemy spawns here; crystal gargoyles. They’re tougher than most of the other enemies in the Old Palace against magic, but slightly less tough against physical attacks than the rest of the enemies that turn up in the second part. They also only ever drop Material Magic, if they drop anything; this is a great place to take legendary weapons and armour for strengthening, just like part one of the Old Palace is great for Fate Coins.

Cue taking ten pictures in a row just to find one good shot...

Cue taking ten pictures in a row just to find one good shot...


All in all, it’s not a great challenge; as the only enemy that shows up is not so hot against physical damage, and drops weapon-strengthening items, Striking is the perfect spell to use, for once, and Enchant Weapon on top of it will improve your damage further. The only troublesome thing about them is they rarely inflict Silence, but by the time one of them actually DID that, I had about fifteen Material Magics on my weapon already, and was doing around 60~ damage unbuffed. They give out nice amounts of experience, too.

So, about twelve levels later, I decided to get on with my job.

So, about twelve levels later, I decided to get on with my job.


There are only a few situations in which a Sorcerer is better off using melee attacks than magic; this is one of them. Material Magic is for the most part only useful for a Sorcerer’s armour, as it’s impossible to raise a weapon’s stat bonuses, and those – affecting magic – are far more important than how much damage you can do in melee. All the same, I’ll be holding on to this stick, as I’ll probably want to return here at some later point.

The aim of the area is to grab the Gate Crystals we found we needed earlier, and to get to the top alive, as there’s no other way out that will let us keep the crystals; Teleport or a Rope of Return are escapes, but they seem to induce bag ‘o spilling when quest items are involved. The general structures of the separate floors we’ve seen before; the first floor involves walking halfway around a circle, the second is reminiscent of the floating platforms from the Abandoned Mines, the third floor isn’t even a maze but has two treasure chests you shouldn’t miss, and the Highest Point has the Gate Crystals and the way out. Falling off drops you to a lower level, if you land on anything – it’s all technically the same map, so there’s no transition.

Happily, the red crystals don’t respawn whilst you’re in the maze, so you can just take whichever side you took when getting to the maze’s entrance on that floor. Also happily, a teleporter that bypasses Stupid Trap B activated after you make it up the first time.

Can never remember where to get the key for these, though.

Can never remember where to get the key for these, though.


There isn’t much else to do here save beat the boss. I’m not sure if you need to be a specific class to open those doors at the bridge, though something makes me think I may need to be an Elf.
Radical species-changing surgery aside, I’m not getting them open. To the boss!
After I heal, anyway.

Must remember to check the magical circles in the Palace of the Immortals...

Must remember to check the magical circles in the Palace of the Immortals...

Some people say the Dark Wizard is female, but I can't see it here. Maybe it's another speech setting.

Some people say the Dark Wizard is female, but I can't see it here. Maybe it's another speech setting.


I think the Old Palace is the only place with properly-chatty bosses. The others don’t listen, won’t understand you, or just don’t give you a choice.

Naturally, the Dark Wizard has a bunch of spells up his or her sleeves. Starting with…

[Forbidden Spell] Meteor Smash
Meteor Smash
This is the spell that did insane (200+) damage to me when I made a very-failed attempt at the Fire Dragon. So long as you’re not within a certain area in front of… hm. I’ll stick with ‘her’, it’s reasonably easy to dodge, and it has a long cast-time, so you’ve plenty of time to get out of the way, but if you’re within the target area, the meteors strike randomly, so it’s difficult to tell where it’ll hit next.
This is probably the spell she used on the Dark Elf. That or a minor variant thereof. Sorcerers don’t have any other meteor-calling spells hanging around. I don’t have this yet, but one of the Forbidden spells is in the Old Palace, and I’m not leaving until I get it.

Fusion
This is the other Forbidden spell the Dark Wizard has access to; it looks like she’s throwing a ‘tiny’ universe at you, and hurts about as much. Like Meteor Smash, this has a large casting time, and also hits a large area in front of her; it moves forward until the spot she cast it at is on the edge of the effect, then stays in that spot for a while, spitting out arcs of magical lightning at the edges and probably killing anything caught inside. She turns as she’s incanting it, but you don’t really have any excuse to be hit with this if you can see her.
The main threat from this spell is that it obscures a large area, and she doesn’t take damage from standing within the area of effect; you can’t tell what she’s doing in there, and she may be winding up for another Fusion or Meteor Smash.

[Spell] Shining
Shining
This is a worrying spell if there’s anything else is attacking you; it’s a maintained spell that automatically and constantly hits the target, so even if you’re resisting every blow, it will still do a fair amount of damage, and slow you greatly for the duration, with nothing you, personally, can do about it.
If nothing else is hanging around in the arena, though, this is simply a matter of surviving the damage. Try not to have your HP fall too low in case she uses this one.

[Spell] Smash
Smash
Maybe dangerous if you’re meleeing her; it’s a second-level spell with a short cast time, so it’s both more difficult to avoid if you’re already in range and you expect one of her longer-cast spells. It probably doesn’t do comparable damage to anything else she has, though, and like Shining should be easier to resist. The range is pitiful and really will only catch you if you’re in meleeing distance. Given the other spells she can throw at you, it’s probably best to put some distance between you whenever she casts, as odds are it’s not this spell.

Her minions – the two bulky demons – can spit out ice breath, or attack physically. They’re not particularly tough, or resistant to magic, and will probably just be taken out whilst you’re aiming for the Wizard.
As befits any Sorcerer, the Wizard is very tough against magic; with Extend Spell applied so I’m at 310 MAt, she still takes only 25 damage a cast of Blaze if she doesn’t resist. She might possibly be fire-resistant, though. Also as befits any Sorcerer, though, she’s pathetic when confronted with an angry adventurer wielding a blunt stick and Striking.
Gee. Good thing for us she owns and made us go through that crystalline maze full of creatures that only drop Material Magic, huh?

I have absolutely no clue how I discovered this the first time. Maybe I was trying to dodge Fusion?

I have absolutely no clue how I discovered this the first time. Maybe I was trying to dodge Fusion?


So, don’t forget the secret northern passage with boss loot. See, this is why I wonder some bosses don’t seem to have loot chests. Am I missing a secret passage somewhere? Did I miss something earlier?
Anyway, aside from a random piece of treasure that is usually something useful for a Hunter – we’re in a Sorcerer’s tower, why can’t a Sorcerer’s item be more common? – that room has ‘Meteor Strike‘… AKA, Meteor Smash, and one of the Priest’s Forbidden spells. Looks like the Dark Wizard – or her ancestors – lived here for a very long time…

I mean, the Bolt of Larie is all well and good, and the Expert is probably right to be shocked by a legendary weapon that, like many, seems to have a demon sealed within it… but it’s one of the most common items in that chest owned by a Sorcerer.

“Bolt of Larie! My word, where did you find this?!”
“Huh? Oh, the master of that tower in the southeast has a chest full of them. Do you want more?”

Loot

[Accessory] Berserker Bones
Berserker Bones [Accessory]
[At.12]
[All]
Skullbone of a fallen battle-mad warrior.

[Accessory] Evil Necklace
Necklace of Evil [Accessory]
[Evil.24, Lck.14]
[All]
Engraved devil’s prayer gives unholy power.

[Weapon] Wand of Evil
Wand of Evil [Weapon]
[At.43, Evil.8, Pow.12, MAt.21]
[Sor]
A wand with the power to curse.

[Weapon] Falconbolt
Falconbolt [Weapon]
[At.50]
[Hun]
A special bow which can shoot two arrows at once.

Berserker Bones really only do boost your attack, stat-wise. They do boost your critical rate in general, and put you into berserk status for stronger attacks when in ‘critical condition’ – somewhere below half maximum HP – according to holypriest’s Item List, though. Nice for a Warrior, I suppose.
There’s a necklace for every element; this is the third I’ve picked up, with Holy Necklace and Water Necklace found elsewhere already. Unlike the Water Necklace, this one boosts my Luck, rather than Intelligence; a nice boost, but less than what dedicated Luck accessories do. Evil is a fair element to have for defence, as outside of magic, not many creatures seem to do Holy element damage.
Evil Necklace, Wand of Evil, floating swords that deal Evil damage, skeletal centaurs, gargoyles, floating armour… hmm. Yeah, the Old Palace is pretty Evil. So is this wand; I hate things that come with already-applied elements, and whilst Evil is okay on a defensive piece, on an offensive piece it tends to suck as a lot of things that deal Evil damage are resistant to Evil damage. That said, it doesn’t apply to the wand unless I’m manually thwacking stuff. Happily for me, Wand of Runes tops the Wand of Evil in all areas save MAt, where it loses out by all of 6 points. I’m sticking with the buffed Wand of Runes, but thanks all the same, Old Palace.
Falconbolt is somewhat obsoleted by the discovery of the Bolt of Larie. To make matters worse for the hapless Hunter who finds this and then the Bolt of Larie, it’s the weapon offered by the Knight in exchange for Fate Coins from a Hunter; for some reason, Hunter rares are stupidly common. I wonder if there’s a typo somewhere? I mean, beyond it being called a bow when obviously it’s a crossbow. It probably has an increased rate of fire, but I can’t check, not being a Hunter.

Item of the Day

[Weapon] Bolt of Larie
Bolt of Larie [Weapon]
[At.92]
[Hun]
A cursed arrow made by the demon Larie.

Because… well… I already covered Material Magic, and this is the first properly legendary item I tend to pick up in any game. Blasted chest. I’d be happy if I could play Hunter, but the aiming on that class is so finicky I tend to leave it to AI, and I rarely drag AI characters around with me because, as I don’t level them, they tend to be as bad as wet paper.
Anyway. Bolt of Larie. The first legendary that ANYONE gets, and curse the people who get better.
This is also one of the sillier descriptions in the game, worse than Falconbolt. As ‘just’ an arrow, unless it strikes and returns like Mjollnir, it’s the worst artefact ever. Between this, the Elven Bow, and Falconbolt, I have to wonder where the right place is to find decent Sorcerer gear. Labyrinth of the Dead? Palace of the Immortals?

Spell of the Day

[Spell] Striking
Striking
MP: 10
Command: X O
Amplifies inner strength and increases attack (AT)

A Sorcerer’s answer to a Sorcerer, this is an expensive spell at the time you receive it, but it balances the cost by potentially being able to take down many more enemies than a single Water Bullet; as many as you can kill off whilst it is in effect, anyway. Striking, like Extend Spell, doubles an Attack stat; this doubles Attack, and Extend Spell, its upgraded form, works on Magic Attack.
As you can tell from today, it’s still useful long after you pick it up, as it still just doubles your attack. With this in effect, a Sorcerer probably still won’t be the equal of a Warrior or Dwarf, but might rival a Rogue or Elf for damage. Perfect for enemies with high magic defence and low physical defence.

~ by lioleus on June 12, 2009.

2 Responses to “The Old Palace (2) – always two there are, a master and an apprentice”

  1. its a shame you picked up the bow here I’m pretty sure Apollo wand is in that dark wizard’s room

    • I’ve never NOT picked up the bow. I know there are other things there but I suspect someone put a decimal point in the wrong place, here.

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