Friday, 10 January 2014

Let's Blog Suikoden - Part 11

The Village of the Dwarves! Simple name for a place with a cool look and more of an industrial air than what we've been used to seeing so far. Arriving at a new village means repeating the ritual of entering every building and chatting to every chappy, so that's just what we do. We encounter racism amongst the dwarves just like the elves, albeit a little more of the light-hearted variety. Dwarves seem more obsessed with talking about how badass they are rather than focusing on the flaws of the other races. 

We even encounter a bit of a dwarven Dr. King who observes "We hate the elves and the elves hate us, it's always been like that but nobody even remembers why." We also learn that Kobolds are known to be lackeys to the Empire (or at least that's the way the prejudice swings) and that they have attacked the dwarves in the past, much to the victims' bewilderment.


'So-called "humans"'? I really don't know whether that's an insult or not.
We hear word of a blacksmith who has come to learn from the dwarves and head to locate him. He's a fellow named Meese, wearing similar attire to the similarly-named, previously recruited Maas. They are, in fact, good buddies and Meese decides to join our cause upon hearing of his friend's alliance. If this means I now have a couple of fellows back at the base to help me sharpen weapons and attach rune fragments, I'm very pleased indeed.

As is tradition, one I've finished scouring a new village, we head to the big house at the top, presumably containing the head of the town and the next story beat. Lo and behold, this is the home of the chief of the dwarves. He's surprised to see humans and elves arriving hand-in-hand, and even more surprised to hear a "proud elf asking a lowly dwarf for a favour". 


Can we borrow your sweet hat?
He's heard of the Burning Mirror, he might well have done for it's actually a dwarven invention! He doesn't believe that Kwanda could have stolen the blueprints, for the dwarven vault is too-well guarded. Valeria at this point reveals that a man named Kage stole the plans (remember him!? Ninja-looking fellow we met shortly before Odessa's death, he took our blueprints as well). Chief still isn't interested, saying if we want to prove that their vault is insecure, we should try and break into it ourselves. Maybe he'll believe us if we can nab a "Running Water Root" from the depths of the vault. 

Okay. Great plan. Now at this point I feel Akami should be ready to smash some heads and stop taking everyone's crap but we do really need these dwarves on our side so let's go and steal from them. The vault is just north of the village, we head inside and go down, down, down some stairs. Eventually we reach a room with three levers. Uh-oh, puzzle! At least that's what I thought, but no, actually, I just pulled all of the levers in some random order which opened the way out. Maybe I got lucky, maybe that was the easiest puzzle in video games. We'll never know.


Super Secret Solution Guide: ... pull all the levers.
Down, down, down we continue. Another big room greets us, this time it's a maze. We explore the whole thing to find some cool chests, a crystal that replenishes HP, and eventually the way out, and down even further. Another puzzle-looking room awaits us with floating platforms. We have to stand on the right ones in order to be transported across a chasm to the far side. It's all rather simple though, you can tell this place was designed by dwarves, not the best thinkers.

Down and down we go once more, must be miles below ground by now. Another maze greets us, but it's simple enough to navigate. We then come to a genuine puzzle, albeit still a basic one. A large rune sits in the middle of the room, "fiddle dee diddle dee piddle dee doo" carved upon it. Not quite the Oscar Wilde level of poetry one might hope for when examining an ancient stone monolith miles below ground in a treasure-filled vault, but again, these are dwarves.


Just to prove I wasn't making that up
Behind the rune are two buttons, each of which produce a simple tone and, when pressed in the correct order, illuminate a sequence of lights which will open the exit. You know the drill, if you hit the wrong button, all the lights go out, you just have to memorise the order and it's simple enough. With that, I'm onto the next room, around a few corners and OH LORDY WHAT IS THAT?!

A huge monster takes us by surprise, it's name: Gigantes. It has the appearance of two bodies sewn together, one-half a Zeus-type of character, the other half a purple, demonic creation. From time to time Gigantes will flip upside down allowing the demon to unleash fire-based attacks, otherwise Zeus will hit us with the physical. Now, I admit I was terrified at the beginning of the fight and this enemy certainly is an imposing presence. But he's really not that tough. My level 25 party, and recent investment in a ton of dwarven armour for everyone results in a very manageable battle. 


Tough look, tough name, but he's a pussycat really
After a battle that had the look of a boss fight but never really played like one, we head further down the corridor and through another door to finally receive the Running Water Root. No, I don't know what it is either. Who cares though, we've robbed the dwarves! Unfortunately, they never thought to install some convenient secret elevator for any thieves hardy enough to make it this far, so now we have to walk all the way back. Fleeing from every battle makes the process a little faster but backtracking is rarely fun.

Eventually we make our triumphant return to the chief, who maintains his end of the bargain and believes our story. He says the Burning Mirror is indeed dangerous, but can be easily destroyed with another dwarven weapon: the Firewind Cannon. Nice guy that he is, the chief commissions the building of such a cannon immediately. We decide to start back for the elven village to report the news, this time they must believe us!


Someone forgot to use sun cream
Just when we think the tide has turned and things are looking up, reality brings us crashing brutally back to Earth. On the dwarven trail, heading back to see the elves, we catch sight of the forest in the distance. The forest is ablaze. We're too late. We hurry back as quickly as we can, but are greeted by nothing but ashes and the charred remains of the trees we had climbed only hours before. 

Kirkis is devastated, he produces a ring from his pocket and reveals he had planned to marry Sylvina. He tosses the ring to the ground in frustration, realising all of his efforts have been in vain. Gremio attempts to raise the spirits of our new friend, handing him back his ring as a symbol of hope that must never be abandoned. Kirkis accepts and appreciates his gesture, but the mood remains melancholy.


Always the voice of reason, our Gremio, or is it naivety?
The only choice we have for now is to return to the castle, with an eye to building a strategy and taking revenge against Kwanda Rosman and his army. We must avenge the elves and destroy the Burning Mirror before Kwanda can cause any more trouble. Arriving at the Kobold village however, another unexpected scene awaits us. Kuromimi is there, surrounded by guards on all sides. We're very quickly surrounded with him. 

Valeria attempts a bargain, offering herself as prisoner in exchange for our freedom. Despite our attempts to stop her, she believes it to be the only choice we have. Of course, these slimy guards have no intention of keeping their side of the deal, and no sooner have they taken Valeria away than they're ordering our death. Kuromimi joins the party and we fend off an initial wave, but will clearly struggle to survive against overwhelming odds. There are too many guards and it's been too long since we had a chance to rest.


Kuromimi is one tough mother
Just when all appears lost, our saviours arrive. Mathiu and some recruits of the Liberation Army burst onto the scene to save our bacon! He reveals that, soon after we left the castle, some of the old army guys like Humphrey and Sanchez (we met them at our first encounter with Odessa and our introduction to the rebels) arrived to inform Mathiu about Kwanda and the mirror. Joyfully, Sylvina runs into the scene, embracing her love Kirkis and recounting the way that Stallion (speedy elf) saved her. 

Thanks to the additional manpower provided by the old Liberation Army, Mathiu reveals we have enough strength to challenge Kwanda Rosman's army and suggests we take the battle to him right away. He asks for the order to move out. What do I say? Hell yeah Mathiu! The Battle of Pannu Yakuta Castle is about to begin!


What kind of yellow-belly would ever choose the second option!? Screw strategy, forget rest, let's fight!

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