Part 17: The Final Countdown
Update 17: The Final Countdown
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Tolberti/Robert the Wise are pretty unremarkable enemies. THEORETICALLY they could be scary since their attacks are, aside from the Mega Dragon, the only ones in the game that have a chance of causing Eradication. Which makes it even weirder that being able to cure it is Spirit Magic's apex spell considering how you'll basically never have to deal with it! Weirdly he's also 100% immune to Light and Dark magic, can cast Hour of Power and Power Cure, and has a small chance of sometimes attacking three times with each normal attack. It feels like he might've originally been intended to have a security team of some sort, since a lot of enemies boosted by Hour of Power would suddenly get a lot more scary, and if they didn't die fast, Power Cure would allow them to live a lot longer.
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All Robert does is clap us on the back and shove us on to Resurrectra in Castle Lambent, as well as giving us the usual history log update.
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This one is a bit weird since it doesn't actually acknowledge what we did, just tell us about what the other side were doing regardless of us. In general it feels a bit disappointing that the other faction in most of these quests just doesn't seem to be... doing anything. Like, say, maybe some hostile necromancers could be raising hell in the Bracada Desert or there could be an angel ambush in the Hall of the Pit or some such.
Anyway, off to Castle Lambent with us.
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https://www.youtube.com/watch?v=xiCXUYQidyc
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So, this is also where we finally get access to the Blaster skill. I believe it's actually the "fight the devils"-quest that gives us it, and definitely Team Dark could've greatly used it for dealing with the Land of Giants, but it's still super late. Even compared with MM6 you're very likely to only have the very last quest before you get access to it, where at least MM6 had a decent amount of non-storyline content you could've laughed while smashing your way through with blasters.
Then there are the wetsuits.
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They're not kidding, you can't even wear rings or gauntlets or other misc. equipment while wearing these. You can only hold items in your hands, i.e. melee weapons, blasters and shields.
Now, while the party treks to the shore to try this out, let's have a read in our updated journal!
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In a game where Fly and Water Walk hadn't been accessible for about half the game, having access to some gear that would replace it seems useful. There are random "water walking" items, but they're rare enough to only be useful if you don't mind 3 out of 4 characters drowning. But in any case, it's literally the only way to get to The Shoals. Strap on suit, walk into the water west of Avlee and...
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I'd love to compare this to being underwater in Wizardry 8.
Wizardry 8: Limitations on magic(no fire magic), a decent amount of decorations, some degree of varied sea enemies.
Might and Magic 7: No magic at all(even to the point of clearing out all buffs you cast before embarking, even if they last longer than the travel time), zero decorations, one enemy type.
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The one enemy underwater is sharks, like we met "swimming" around in the Arena. They're not fundamentally tough enemies, but you're suddenly bereft of the buffs you've been casting since level 2(Bless, Heroism, etc.) and you can't even use magic to heal, only potions. So really the only proper response is to just leg it past them before they're unfun to fight. Even with the blasters, you're losing a lot of your surface damage output by not having access to Haste.
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So, we've ALREADY seen the way in, but I've failed to identify it and needed to browse ancient forum posts for half an hour to find out where it was. While you consider that, lemme bring up another mystery: What the hell is up with that dome and tower? The devils built something similar in Sweet Water back in MM6, but there are no devils under the sea here... but maybe once there were meant to be? Perhaps the final stretch was a rush to beat the devils to the Overthrust Oscillator, failing, and then storming Xenofex's hive to get it back from him? Hard to say. Might've been interesting. Or perhaps just a sign that the Shoals were originally meant to have another minidungeon.
Anyway, ready for the reveal of where the entrance is?
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That's right! You're meant to psychically guess that the right, and only the right engine nacelle can be entered from the back! Super, super easy to figure out.
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The mecha mall cops have gotten a revamp since MM6, but they're thankfully also a whole lot less scary. No more constantly braving a risk of getting Eradicated whenever we look at them funny. Like us, however, they're packing Blasters, which means un-resistable Energy-type damage and they can do a lot of it. A top-tier droid, an Assassin Droid, does 40 to 120 damage per shot, and a random percentage of attacks are triple shots, meaning 120 to 360 damage hurled the party's way. Owen, the beefiest party member, has 933 hit points, while Zina as the most fragile has 388. That means that these bastards can almost one-shot a party member through pure damage, not even using something cheap like a chance of causing Dead, Eradicated or KO.
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I'm not sure why the dungeon starts this way, with almost every door locked, because there's only one way you can go while it's in this state, and there's no real challenge to doing it either.
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Ha ha, of course it doesn't.
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It would honestly be more interesting if even the security systems started in a powered-down state or something, and re-powering the ship was also what populated it with hostile enemies or... something. It just feels a bit wasted, is all.
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I think these are meant to be escape pods, sadly unlike in MM5 we can't fire any cool spaceship guns.
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Messing around with some buttons in the entry bay drops down a chest containing these babies.
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A flat upgrade to normal blasters in every way, with 3 out of 4 party members carrying them, the minor threat that the local robot security formerly posed has been downgraded to zero threat.
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This cargo elevator is an alternate route forward once you've got the power on, even though what separate "routes" there are don't really differ much.
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And of course the local treasure chests, such as they are, contain items specifically local to the world that there's no way the "Advisors" could have picked up before splitting up, since it sounds like they never returned to the Lincoln after doing so.
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There's also this button in the corner...
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Which doesn't do anything except make this little ceiling trolley scoot along the ceiling. Considering how useless it is, it feels like the sort of thing you'd put in a tech demo, not a finished game.
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There's a big central room with smaller rooms radiating off it that all routes lead towards before you can finish up the Lincoln and head home. Some of them are a bit odd.
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For instance, this room appears to be entirely blocked by geometry, even though the map indicates there's an interactible inside. I wonder if it's a bug or if there's some semi-hidden button somewhere to un-fill the room(those gray-on-gray buttons aren't very easy to spot).
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This Star Trek-esque medical bay.
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As the party enters this room and guns down the local droids, what I assume are beds start unfolding from the walls but...
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Yeah! I wonder if this is a mis-placed texture.
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But since most of the rooms are just a rectangle with some droids in them, let's head for the bridge.
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Once you snag the Overthruster, a bunch of explosions start going off in like... two locations across the ship, which seems very unscary but gets the point across. Unfortunately when you only have Master Water Magic, rather than Grandmaster, you need to run around the ship killing off every last robot before you can use Town Portal to clear out. It's a pretty annoying limitation, to be honest.
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The bottled temple in the Shoals leads to the developer dungeon for MM7. The only hostile creature there this time is not Jon van Caneghem, but instead "Lord Roberts" who, as far as I can tell, was apparently a regular poster on the NWC forums at the time. I assume that's also the source of some of the more oddly named NPC's like "Mephisto" and "Wacko the Ninja."
But it's time to finish this.
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https://www.youtube.com/watch?v=dun-wbr-_MQ
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What a nice, happy ending... but what happened in a darker universe?
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Tolberti praises Scalise's thugs for acquiring Robert's cube and sends them on to Kastore who's replaced Archibald in the throne room, rather than supplementing him.
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Once again, it's off to fight the devils which, well, this party already did as well. But Kastore's celebrations are a bit different.
https://www.youtube.com/watch?v=XNlB5QAUSCU
Lasers! Eight o' clock, day one!
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It's really no wonder that a lot of the local necromancers evacuated when Kastore's crew took over, they're a lot more bloodthirsty and less "professional" than the rest of the Dark path.
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And the ultimate quest is the exact same as well. Mind, you'd think the Light side would be cheered about a rebuilt Heavenly Forge as well, considering it could pump out medicines and tools as easily as weapons.
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"I think Kastore means well." What the fuck are you smoking, mister history man? This guy cackles evilly and shoots lasers at random people for fun. Anyway, the adventure undersea is much the same except that Jackie and Scalise get blasted by an Assassin Drone almost immediately on entry. Thankfully, being the team with Grandmaster Water Magic, they can get out of issues like that a lot more easily, warping back to a temple and returning fully buffed.
https://www.youtube.com/watch?v=ktkxcX-RaBk
The Dark Side ending is pretty great, though. Just set a magical 3D-printer to produce laser pistols forever until you can shoot everyone. I like their style.
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Team Dark ended up taking almost half a year longer to beat the game, which was in part because upon returning to Archibald's castle to deal with Kastore, they got arrested for ganking the wall tapestry, even despite having paid off the fine for doing so at the town hall. I guess that means justice in The Pit isn't optional for the sufficiently wealthy.
And that's MM7!
It's funny how in my memory it was a much longer game, when in fact it's actually kind of short, but it's still a game I remember fondly. I think it's the first game I ever played as a kid where there was a real choice between being good and bad and no "but thou must" if you refused to save the princess. I also wonder how much of its shortness and seeming jankiness that were the results of short development time vs how much of it was them reworking parts of the game after their HOMM plans got poor feedback and the canonical ending needed to change.
Probably in a couple of days I'll have an MM8 thread up so you can all see what happens when the developers get to make a post-MM5 game with zero connection to the HoMM plot, because as far as I'm aware, practically nothing in MM8 touches on HoMM, with zero locations and barely any characters occurring in both series.