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The Fortress
The problem with benders is that when you come to it takes you
quite a while to figure out how you ended up with the cast of Our Gang, a
pirate who looks like the gone-in-60-seconds edition of Angelina Jolie, and a
bomb collar strapped millimeters from your carotid artery. You learn quickly in
situations like these that it is best not to ask questions and work on
priorities. Number one being that bomb with the sixty minute fuse and the
ability to deep throat you the wrong way.
Options aren’t many but it appears the best one is in that
giant white orb that has landed in the middle of a grassy meadow. The central
room of this lobby is full of people that will give you very longwinded
explanations of the game mechanics. Normally longwinded-ness is good (I am
often guilty of it myself) but now it is not the time. Instead, I will give you
the basics here to save you clock ticks.
Attacking:
-
If you want to attack a monster, run close to it and then
press the Right Trigger.
- After hitting Right Trigger, a ring will expand outwards
indicating what you can attack. The right hand menu will list all monsters within
that ring. You can select all or some of them before hitting the fight button
- If you rope two different species into the same battle,
there is the chance that those two monsters will fight each other instead of you.
- In most cases however, only one species will be within
range and you will be facing them alone
Battling:
-
Once you picked your monster, you are in the time-honored
tradition of RPG, turn based battles.
- You can attack, use magic, or items.
- Some characters will have something called “Magic Sword”
which will allow you to cast a single elemental magic attack against the enemy.
From here on out I will refer to the Magic sword as “X Sword” where X is the
different forms of magic.
- Attacks can happen immediately or you can charge them. Charging
an attack means that you are purposely delaying your turn but in return, the
strength of that attack will be stronger.
- After selecting attack, the Charge menu appears, tap A
once and watch the grey meter move across the timeline of combatants. Tap A to
stop the meter. Where you stop the line is the where in the sequence of turns your
character will attack. If you want to attack just before the next monster’s
turn, tap A just before the grey meter is at the monster’s white line.
That much information can get you pretty far. The only other
thing you should know is that you have two spell casters, the female one is
named Kluke and the other is the kid with the dramatic hair part named Jiro. Kluke
can use offensive magic (called black magic) and Jiro serves as the healer and
defensive caster.
Time is short though and you have about five rather lengthy
boss/mini boss battles ahead of you. For this reason, I recommend skipping all
dungeon monsters where possible and don’t go exploring. When attacked by basic
dungeon monsters, you can always choose “flee” from the menu and continue on
running for you life. So when you leave the lobby full of the long-winded
tutorial characters, venture down the right side of the path the whole way.
Don’t make any turns. Along the way there will be a chest surrounded by
skeletons, skip that. There will be purple panthers that attack, flee from
them. The only monster that is absolutely necessary on this floor is the one
called Stone Giant. Attack him with your team and have Kluke use Waterus attack
to finish him off.
Through the next door, the fortress goes from being a
primary colored Kubrick space odyssey to a giant gazebo floating above the rain
soaked beaches of Astria Oregon. Mind you, we are still in the giant white orb.
Szabo attacks and it seems that sometime during our bender
we fought him before. His voice sounds like Dr. Neil Tyson of Nova .
Szabo summons his dead beat friends who arrange themselves in formation called
Cowboy. Now, if you have ever wondered what RPGs would have been like if they
existed in 1972, listen to the greatest battle music I have ever rocked out to.
The song is “Eternity” and it is sung by Deep Purple lead singer Ian Gillian (track
4 of guitar hero is their number 1 hit, Smoke on the Water).
The Cowboy Party
-
For your first round don’t attack, have all your characters
charge their attack for the second round
- Have Kluke use Waterus on them, everyone else should use
their Waterus sword.
When they are all defeated in comes:
Grand Szabo:
-
The first goal is to defeat the cannons, so use Kluke’s Waterus
attack again
- Cannon 4 will be the only one to survive so use Flarus and
Flarus swords on it.
- With the cannons defeated, cast waterus on him or use your
waterus swords.
Over the PA system we find out that Nene, the ultimate evil,
is responsible for the bomb collar and is watching these kids. Step into the
light to be transported back into the Kubric hallways. Don’t worry, you did not
loop back to the beginning. This is in fact a new area.
Go straight again and pass all the attackers, you need the
time. When you reach the treasure chest you will be ambushed by four Armored
Fish. Attack each one straight up - don’t
use any charged attacks. From there you can sidestep any of the octopi, sword serpents
and skeletons.
The only beast that you can not side step in this dungeon is
the Grand Poo. Based on the characters name and the coiling I am going to have
to assume that this beast is some sort of excrement (an excrement with a nasty
case of Vagina Dentata). Its not exactly clear what the elemental counter to
feces would be. Wind spells seem to be a bit complimentary considering gas is a
natural cousin to poo; probably wouldn’t do much harm. Flarus would probably be
a good weapon against it, if only because of fire’s part in the old bag, poo
and doorstep gag. So Flarus and Flarus sword when attacking the beast.
After defeating the defecation, recharge your party here by
press Y and from the menu selecting spells. Select Jiro and cast the spell
Zephyrus on everyone.
When you proceed through the door you encounter a huge room
full of robots. The platform moves towards the party and all the robots come
alive. They form together into a single, grand one and attack:
Giant Robot
-
The first attack will be very long and your party will
just have to bear through it.
- When it is just the single giant bot, use Waterus swords
but don’t charge them.
- After enough hits, the giant’s head will open and 8
smaller bots will come out.
- Be sure to keep Kluke healthy because her spell can wipe
out all 8 of the bots in one spell.
- When it is Kluke’s turn, select Waterus and then delay her
turn for one full rotation so she will unleash a very strong Waterus
Enter a room that was clearly inspired by the Berneni’s Ecstasy
of St Theresa
Nene makes his grand appearance and he looks like a borscht
colored Woody Alan with a Great Gazoo-esq
sidekick named Deathroy. Nene refers to all of the hardship he has been inflicting
upon your party as a trail. He is just toying with them. With a quick touch of
his Bruce Vilanch glasses he pushes Shu back and activates Klukes bomb necklace.
But, instead of being loaded with explosives it shoots out four curving legs
that suspends her above the ground. The rest of the party grabs at these legs
in an attempt to pull them off of her? I am not sure exactly what they are
planning just follow along with the context sensitive cues that appear. With a
quick move Nene slaps the rest of the party with these spiked collars. Nene then
confesses that he brought them here to extract their youthfulness and allow him
to live on indefinitely.
Using abstract wizardry, Nene is extracts their souls and
consumes them orally. Doing so he increases the strength of his own dragon
shadow and his skin becomes more vibrant. The party now engages in a battle
with the newly revitalized Nene. Luckily the party doesn’t look drained in the
least. Considering that, they should have just willingly handed over their
souls without incident and helped an old man live longer.
Nene
-
Windus works well, don’t use flarus and don’t use groundus
- Just keep attacking him, for no reason the game will just
hault the battle and tell you thanks for playing the demo. No resolution, no
nothing.
So thanks for playing the first half. The plot seems to be standard,
kill the bad guy save the princess (Kluke). I do think that it is an
interesting twist that the princess while in trouble is there fighting along
with you. It’s also interesting too to see that when the party invaded Nene’s
lair to save Klue, they all ended up being burdened by the same bomb collar. It
kinda seemed like an allusion to the Iraq
conflict. Of course everything is reminding me of Iraq
now.
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