Part 4: How To Shame Your Dragon
Update 03: How To Shame Your Dragon





















The plain ogres are no real problem to us any longer, especially if we can keep them at arm's length and Ithilgore has time to take shots at them. Having a dragon at this point which is, honestly, a good while before I think the game expected us to have one, does kind of break some encounters, but not all. Especially not dungeon encounters.

























Okay, so, the main issue is that this is where I realized the turn-based function for MM8 doesn't function. That's right, pressing Enter does not turn things turn-based. Perhaps it's a keybinding issue but... switching to turn-based is the one keybind you can't change, so I can't try rebinding it. It might be a Grayface patch issue, but I can't see anyone else having the issue. Maybe a GOG version issue? I figured it'd be fixed if it was. But I'll have to be dealing with it. This means things happen very fast.
Part of it is also the surprise of suddenly going from Ogres to also dealing with Ogre Mages and Mercenaries.

Mercenaries are basically just weaker Ogres. They have less hit points, and slightly better max damage done, but they can't break equipment and their minimum damage is also notably lower. They are not the issue except how many come flooding on to the party from all angles in a position where you can't back off.

Ogre Mages are a lot worse. They do more damage than Ogres, they hit have more hit points than Ogres(close to 50% more, in fact), they have a ranged attack that hurts a hell of a lot and the tier 2 and 3 versions can curse us. Ithilgore's funny face when everyone else got KO'ed is in fact his cursed face. Springing them on you like this, with no warning, is in fact kind of a dick move, NWC.





Anyway, back inside, now not being swarmed by 50 enemies right away, the immediate objective is to remove those bars so we can get down the shaft in the center of them. Take either passage out of the room, they both lead to the same place.



Either just running up the stairs so you don't get hit, or walking on the inside edge, helps you dodge these projectiles coming down from above. Of more immediate threat are the enemies on the second floor, which are awake now you've gotten up here.

The solution? Simple.


Cowardice. Jump off the ledge and they get stuck up there and can't path to you, there are almost no ogre mages on the second floor, so you can pretty much bombard them to your heart's content, though without a dragon or a lot of SP for Dark Magic and Fireballs, that's going to take a while. Thankfully we have a dragon, so that handles the worst of it.


This little throne room upstairs actually has some quite nice loot, possibly we're here a bit early, but we've already gotten the relevant quest, so it can't be too early.

Look at this beautiful loot, there's also a little flavour scroll in there.

It's a bit oddly located since why would a vampire have been hanging around Zog's fort and left their diary behind?

Now be confused because you don't see a button for the bars down below, run in circles a few times, return to the throne room and...


It was right behind you all along, you fool, you cretin, you miserable blind idiot.











The basement is much like the fort above, except with more space to back off while Ithilgore roasts the ogres.






An odd thing is that Irabelle also exists physically. Prior, they've always just popped up to talk to us when we entered their cell or clicked their cell door, but here she's around physically and... I'm not sure why! Was it originally planned that we could, I don't know, kill her instead?



There's also another cell which contains nothing but bones, not even a chest or barrel, considering that both cells have unique keys that are recovered from enemies, this again feels like they cut out another prisoner that needed rescuing. I think there's a bit of that left over in Arion's dialogue later but... we'll get there eventually.







Now, note, I have killed EVERYONE in the "Ogre Raiding Fort" and I have killed every ogre on the floor of the canyons of Alvar, which means...



Yeah, there are ogres up here, quite a few, in fact. The insane thing about it is that there's no way up here by just walking, I don't think you can even climb this hillside without at least Jump(which Arachne has), Fly or a dragon's Flight.


This place also seems to have all the trees that the rest of Alvar doesn't have, which makes them even harder to deal with as while they block your vision, the trunks will also block your arrows and spells AND you can't maneuver much because the map edge is just next to you and the edge of the cliff is in the other direction.



And then the best part is, when you finally kill them all... you probably won't know it for sure because all you get is this little brief text blip on the bar above your characters, which is super easy to miss, in fact I didn't even see it until I was checking over footage for screenshots.



















Despite the swords, the game just feels like calling these guys wasps. I guess this is what bugs are like in Jadame, hope we never see the mosquitoes. In practice, they're like flying ogres that are a bit more fragile but can deal up to twice as much damage per attack, and come in bigger groups, are harder to dodge, etc. generally they're nasty glass cannons and you don't want to let them surround you. If you can keep them at arm's length and stay firing, they're easily handled. Strangely enough the devs even resisted the temptation to give their attacks a chance of causing poison.






These chests contain some random loot, but they also contain a lot of fixed scrolls of Jump, I think about fifteen or twenty of them, a ton, in other words.



















The devs did a great job of making the exterior of the hive have a slightly alien and unsettling look, not unlike sufficiently large real world wasp hives, which do absolutely feel like they don't quite belong, like they're some otherworldly growth. It's also one of the completely optional dungeons, it doesn't even have an attached quest, just the note in the tents telling you to pack plenty of Jump scrolls and get ready to make it rich.



You like this room? I hope you do, because this is what every room in the hive looks like. One of these ceiling holes is a way up(sometimes it's in the floor and a way down instead), the other holes are just for decoration except when an enemy drops down through them. I don't know how this works since they're barely 1/10th of the sprite's height in depth, but I think either the game spawns them in there occasionally OR they accidentally clip through the floor from above. The rooms in general have a lot more enemies than you'd expect.


And without turn-based mode, they do that thing I mentioned would be bad, you know, them rushing us in a swarm and getting us pinned in a corner! Thankfully the corner is the exit, so I manage to whittle down this first group by popping in, killing a few, popping back out, etc. several times it KO's everyone but Ithilgore, but as long as they at least stay alive an evening camping outside near the Murder Blob makes them all better.


Now, with all the enemies cleared out of this floor, it's time to approach the hole to the next one and- ohfuck. If you're lucky, you can just sort of run past the hole and only a few enemies drop down at once, here they've all balled up and they're coming for us at once, clipped on top of each other as a hostile murder singularity.




Yes, the icon for Dragon Breath is in fact a bundle of garlic.






































Anyway, like I was saying, these jars of royal wasp jelly are the big score in here, since they'll be worth about 1000 gold a piece shortly. The wasps themselves are also a relatively big payday since about 1 in 3 of them drop their stingers, which can be exchanged for 500 gold a piece. This hive rather solves the party's money issues for the foreseeable future, even after loading Arachne up on Master and Grandmaster-level elemental spellbooks she can't learn yet, but which I don't want to backtrack for when she can learn them.



When I can manage to use it without fragging three-quarters of the party with friendly fire, Ithilgore's breath spell kicks ass. The AoE is pretty small, but some enemies, like the wasps, really like clustering together and making sure I get the maximum bang for my buck. Despite what the numbers in-game say, though, it tends to roll lower damage than his plain breath weapon attack, which is odd. I suppose it could be if the breath spell is coded to do Fire damage which enemies might resist, rather than being Energy damage like Ithilgore's breath weapon.


After going up one side of the hive, you then go down the other side, which is the rough part since you can't lure the wasps up out of the hole in the same way as you could lure them down(because they get stuck in the ceiling dents), and instead have to drop down and engage them all whether you like it or not. But there really isn't a lot more to say, since literally every room is the same. There are no traps, no buttons, no levers, no doors, no keys, no chests and not even some sort of unique hive queen enemy or anything. Just wasps. So lets get out of here after collecting enough Royal Jelly to satisfy Elsbeth's greed.















So, completely without any hints, this one particular willow tree is, in fact, a container. MM6 had a few things like that, but usually they stood out enough, like a lone boulder on a shoreline, to attract your attention. Here it's literally a tree in a forest. Guides say that it contains "a useful weapon" which to me suggests that the contents are randomized, now let's just-









It puzzles me a bit that Arion Hunter talks about his "family" when the only one we ever encounter is Irabell. Maybe we were originally intended to have more wererats to rescue in more locations?


As a fun note, only the ship to Dagger Wound Island is there when the game starts, once you make the deal with the Smugglers(or perhaps not until you return Irabelle, I think it may not be until you return Irabelle), a second ship pops up that can take you to the few coastal regions of Jadame. Ship travel is, aside from Dagger Wound, a lot less relevant than it was in MM6(which had a couple of regions you could ONLY reach by ship) or MM7(which had one region you could only reach by ship and only Nighon and the Land of the Giants as more than one region's walk from a place that could be reached by ship).
In any case, a short ride later...


For a quest that it takes so long to complete, compared to how early you get it, there's not much of a celebratory dialogue. But I'll certainly take the XP.

And the helmet, once ID'd, turns out to be tailor made for vampires or dark elves. Since there's no druid equivalent, though(it seems like there was originally meant to be, if not an outright druid), no class will get the full benefit from it.
Now we can get back to Alvar and continue on to Ironsand.


Just a short walk back to where the tents were and then like 30 seconds' walk east past them and we hit the region transition to...





Yeah, the moment you enter, you're in a Gog crossfire, firebolts hurtling left and right. They're practically the exact same as in MM7, the only creature I can think of that's an outright copypaste, except that they've been renamed from Gogling, Gog and Magog to Gog, Smoke Gog and Ember Gog. Once again their biggest threat is that they explode when killed, but with Ithilgore along, he can usually snipe them from a safe distance, which mostly trivializes them.









Compared to the dark elves, who're pretty much the main civilization on Jadame, the trolls get the shaft. The only "shops" present in Rust are an inn and a stable, presumably whatever services they once offered are among the burned-out husks on the edge of the Lake of Fire. Mind you, they do have a pretty great thing, which is the Water Magic trainer. I was very excited to get access to Town Portal... and then learned that for inscrutable reasons, Ravenshore isn't a Town Portal location. Alvar and Dagger Wound are, which is better than nothing, but with Ravenshore as probably the most useful place to be able to teleport to, it is a bit annoying.




Completing this quest is also how trolls get their promotion.



And in the same house lives the guy who's willing to pay a thousand gold per jar of wasp jelly which sounds like an awful lot(and isn't a completely meaningless amount, for sure), but considering the amount of effort it takes to get the ten or so jars out of the wasp hive, you can almost certainly earn the same money in some way that'll get you killed less.

















I can't help but look at these doors and not feel like the symbols are a half dozen characters in Arabic script laid on top of each other. Is it just me? Does this mess actually mean anything or look almost like something that means something?


So you enter this place, and almost certainly you'll be thinking "aw dang, Overdune said it was gonna be hard to navigate! are we gonna get another neat tomb like in the Barrow Downs in MM7?" The developers of MM8, however, are laughing at you right now and calling you names for suggesting something so stupid.



The troll tomb has about 15 small, circular rooms that have between 2 and 4 exits in various cardinal directions, they contain 2 to 4 gogs and maybe one(1) random item. Aside from that, the doors make a fucking godawful noise whenever they open and close, refer back to my short MM7 video on the Arena if you really want to experience it for yourself. The point is that a couple of them are above and below each other, so you can get vaguely lost on your way to the one meaningful room in the tomb.



Go in, plonk the ashes on the coffin at the end of the room, you're done. There's not even a fucking chest in here. Not a single trap. Not a single puzzle. Not a single encounter of relevance. Even in these close quarters, dealing with the gogs just means having enough patience to heal up each time they've exploded in your face.
This dungeon sucks.










And there we go, this is weirdly enough the party's first chance to include a Troll if you're not starting out as one. They're the only class not to have a level 5 member you can pick up almost right out of the gate, for some reason. I'm not sure why, since they're not particularly overpowered or odd in gameplay, unlike, say, dragons.


Overdune is an alright recruit, but it's a bit of an oddity of the game that every recruit of level 15 requires your main character to be at least level 20 to pick them up(sometimes explicitly, other times just gated behind quests which are hard to do at low level), which is a baffling mechanic that further ensures later recruits will almost always be lagging behind and thus a poor choice.


Town Portal back to Alvar and it's time to drop off Overdune at the merchants' guild and see what they make of him. Also note that hirelings/followers are no longer a thing, any time we want to bring an NPC somewhere, for something, we have to actually make them a party member. Imagine how annoying that would be if you already had a full party at this point(which most people would), then you'd have had to drop someone to make space for Overdune AND then they'd miss out on the XP from completing the quest by handing Overdune in.


https://www.youtube.com/watch?v=68ImVko4sbk








VOTE
I'll be dropping off Overdune since we're about to actually get access to a lot of recruits(the party's just verging on level 20, and there are a few characters unlocked through the alliance quests, too) and I want to pick up as many of them as possible to free them up for future recruitment, but let me know if there's anyone else you're tired of seeing around and I'll give them a brief vacation from the party.
Aside from that... we do have a choice to make! We've already met the Dragon Hunters and the Dragons, which of them should we support? The losers will, uh, pretty much cease to exist.
There are also the necromancers and the church of the sun to choose between, even though we haven't formally met either group yet.
And finally there are the minotaurs who apparently don't require anyone backstabbed before they'll team up with us. Nice of them.
Alternately, we've got legendary cheeses, an ancient troll homeland and some flowers to hunt down, we could focus on exploring, sidequesting and sightseeing for now.