Part 20: Another One Bites the Dust
















So this dungeon... it kind of confuses me. There's a door here. For... reasons. I guess. It doesn't even prompt a message.

Oh, and the battle background is... unique at least, but kind of eye-searing.

Also, as is appropriate for the final dungeon, enemies really love spells that hit your whole party. They hurt. I guess this is the closest thing to tough random encounters this game has, but... enemies don't do status ailments to you in this game. They never one hit kill you. You have regenerating MP. Enemies will never be anything but a speedbump.

Oh, hey, know what we haven't seen in a while?

Teleporters! But like the butterfly maze, there's not really a teleporter maze exactly. No, the gimmick is actually-








Okay, now we're fighting... uh...

Don't fucking ask me; I don't know.
PsyStorm is the only thing it casts. It does a fair chunk of damage to Winn, requiring Lena to be healing most of the battle, but it still only took four or so rounds.

Thanks?




And yes, there is more than one of these... things.

This one doesn't even have any dialogue proceeding the fight. You know, I do like the artwork for these... things. I just wish I knew what they were.

Pix Bay. Pix Bay. I googled this to see if this was some sort of actual thing, and I just "Pixabay" a public domain photo sharing site.
Despite looking different and casting a different spell, it's not appreciably different from the previous fight. It drops Charcoal. At this point I have idea why you'd bother with attack items, but thanks.



Hm... could they foreshadowing something? Not really.
But, yeah, I think you might have started to see the pattern of this dungeon. Find mini-boss. Fight mini-boss. Then go onto find next mini-boss, or teleporter. It's honestly a way easier dungeon than the last once, since it's pretty linear really.

Oh, and next up on the mini-boss circuit is...

China Rake. So did the fan translation fuck the names up, or were they just weird to begin with? Lunar-net calls these monsters... Bloom Lake, Pix Bay, and China Lake. Huh. So I guess they just have weird names.
Also, this appears to be a woman, a fish lady I suppose. The second one looks like a ram, and the first is a weird looking dude or a tree. I can't tell.




And finally, our last mini-boss (someone didn't hear about the rule of threes)-

Montaq! (Lunar-net calls it Montok) If you squint a bit, you might notice it looks a little bit like Memphis. And if you call, Barua mentioned that Memphis's soul was in the castle itself. So this is probably him, not that the game explicitly states this. And no, I have no idea what the other monsters are, and how they relate to Memphis.
In the remake, he does still merge with the castle, and in fact you talk to him. Memphis has more of a backstory with Glen in the remake, being a former student who turned to the dark side and all that. You do fight him in the remake, and it's explicitly him. He's called "Gate Memphis." Why not?
Anyway, Memphis-as-part-of-the-Castle is not an especially noteworthy boss in the original, just slightly harder hitting. After beating hi-

STOP GIVING ME THIS SHIT.





You know, I have no idea why I'm going after any of this treasure anymore. It's just consumables, or in this case, items to craft better consumables. That's all it ever is in this fucking game. And I so rarely ever need it! I'm constantly, constantly throwing shit out yet I keep insisting on getting more and I don't know why


But you know what, I'm sick of brown caves.

So let's switch to something you've also seen a billion times in this game.

They did block off most of the first floor, though. The Vile Tribe Castle seems like a weird bit of game design to me. I'm almost positive that all of the Vile Castle maps you see in the game are connected to one another, because the game always seems to block off part of the map whenever you're here. I would presume it would be to prevent you from getting too lost, and maybe also to obscure the blatant recycle. Which is weird, since they don't bother doing this for any of the other blatant recycles of the game. I dunno, maybe I'm way off.

However, just because they blocked off part of the castle doesn't mean you can't get lost here. This part of the final dungeon gets a little maze-y.

The trickiest part is those stairs you see. You can't walk to 'em.

You have to take this teleporter to get to the stairs. Not exactly the biggest brain-teaser in JRPG history, but advanced shit for this game.

Oh, and it's also filled with crap treasure I kept insisting on getting STOP THAT ME OF THE PAST.
Anyway, warp through, go up the stairs, and-

Hm. Looks a little bit familiar. I think this might be the end of the dungeon. Just a hunch. Definitely a good time to start charging up the MP.
Annoyingly, there are still random encounters despite this being obviously the final boss room.

Including enemies that are way too weak for this part of the game. I don't know.

In any case, let's get on with the show.




































Final boss time! Apparently Vile Tribe villainesses have to be snake women when they become bosses.

Snake Lady Barua is called... Barua Star. Sounds like a stripper name. Appropriate.

She mostly does Eradicate, which hits the whole party for some nasty damage. Lena's not doing much but healing in this fight. Barua's also a decently long fight, so if you didn't regen your MP beforehand, you'll need to use items to stay in the game. But I did prepare, so she fell before too long.

Huh. She gave experience and money. That's odd. That must mean there's a round two!
Nope.












































Fade to white, and-
















And we shall... Next time!