Part 9

Back to the fire shrine with our new armor, its more of our lizard-man friends. Later events reveal that these arent the faders that I mentioned earlier. Those arent going to show up for another dungeon. This bad boy extends the bridge you can just see over to the right all the way to the next platform.

After that its pretty much metal scorpions all the way down. Three is just a bit excessive, and its looking like its going to be more and more of a project to come back and deal with all of these in the future. On the plus side, theres a chest with 100 gems on the other side of these guys.




Clearing out that lizard man nest releases a sleeping gravestone bird, which isnt creepy and definitely means were going to have to whip out the dream rod when we get back to town.

Continuing along the island platforms gets us a few more lizard men nests and a flame man nest that hold a mole, a deer, and 60 gems. One of those things is much less disappointing than the others.

At the end we climb out of the bowels of the fire shrine, leaving it to be the kingdom of the metal scorpions.

A quick little jog and were near the end, with a pathway in place to let us take a shortcut through the top level when we inevitably have to come back. Another lair lets a squirrel into the restaurant, which sounds like the plot of a cartoon short but in this case is barely a net positive development.




















Sure enough, were pretty close to the cemetery but that isnt very helpful if we cant even get there. Well have to go back and walk on some crocodiles.






Our next step is going around and using the dream rod on the sleeping bird near the graveyard. This is different from a Graveyard Duck because its obviously not a duck.

















We have to go back to the location we went to in the dream and pull some decaying leaves from Turbos grave. Nothing else will do for the discriminating taste of the rafts.

After providing the leaves we get moved to the pathway toward the Light Shrine, which is the final sub-section to this area. The mudman lair here releases another of the mole people, whose vengeance against those who dwell on the surface grows closer by the day. Another mudman lair releases an additional dog that is presumably a descendant of Turbo.

The Light Shrine is at the end of a raft wide, but its not a big deal if youve dealt with most of the enemies. If you think that it looks functionally identical to the other shrines then youre exactly right.

These guys are the faders I mentioned earlier. They cant be hit when theyre in their shadow form on the floor, but otherwise theyre similar to lizard men and dont really present a threat.

The deal with this area is that the red lines are solid light beams that are removed when you clear a lair. Oh, and the glowing ball to Metatrons southwest is a new enemy, the Spirit Ball. We cant kill them, but they mostly just bounce off of objects and arent really a threat.

We get another level in the course of clearing this area up. Its quite a change from the first area, and.. huh, probably shouldnt be carrying the dream rod around in a dungeon.

The moon tribe guards the stairs downward, and the nearby lair releases

Yet another squirrel. Yay.

Downstairs its completely dark, although for some reason enemies show up perfectly well even in the darkness.

Turns out that it causes some weird effects that only really show up in a screenshot. Anyway, more faders that release a crocodile and some flame men that are holding a mole captive.

Eventually we open up another teleport square back to the Celestial Palace, giving us an easy way back here. Unfortunately, this means that were probably going to have to leave and come back. Thats a major factor in this game, as you might have picked up at some point.

Before that, theres a nice crowd of moon tribesmen to be dealt with. Despite the appearance, 999 isnt the max number of jewels you can keep on hand. I just happened to reach that point for a couple of screenshots. Anyway, back to GreenWood!









Next update: We finish GreenWood!