Part 70: Update LIII - VD: Vampirial Diseases
Update LIII - VD: Vampirial Diseases
♪ BGM: Syrahs - field4.mid ♫
Alright, so this time, we're going to be taking on Ustra's pyramid, but before that, we have a bit more prep work to do. First of all, we hit level 65 at one point, and that means we have new gear available - and we're going to want it.

In the process of upgrading our gear, we drop our magical swag on Valnar because of reasons that will become apparent later.

We also deck out with healing items, both of the HP variety...

♪ BGM: Asgar's Castle - blood009.mid ♫
...and the BP variety. We're going to be ready for some shit.

We also make a new spell - Ultima. It has a base damage of 250, is elementless and hits all enemies. Since we were using a recipe, we get two of them, which go on Asgar and Valnar.

Next, we grind some souls, because we want to make some more spells, and we're out of souls.

Using this combination of runes, we get to make the Tornado spell. It has a base damage of 430, is elementless and hits one enemy. This goes on Valnar.

And with this combination, we make the Gnome's Compensation spell. This spell is supposed to absorb an enemy's Attack stat with a base effect rating of 150. I don't really think it actually works as far as absorbing is concerned, because my attacks didn't seem to get stronger after using it, but it definitely reduces the enemy's Attack, so it's still useful. Crippling an enemy's Attack, combined with Silence, can completely fuck an enemy's ability to do any sort of damage to us. This also goes on Valnar.
To note, the only way I know these combinations is because I'm looking it up. I could theoretically trial and error my way through this, but that's more for easy difficulty, where the costs for making runes are far lower and not as cripplingly prohibitive as we have them.

♪ BGM: A Truth Revealed - WraithTouch.mid ♫
With that done, it's time to take on the pyramid.

♪ BGM: Ustra's Pyramid - Pyramide.mid ♫
This music is just pyramid as fuck. I know that's not something you describe music as, but it's pyramid as fuck.

Quite impressive size. In fact, we're going to have nine floors of this pyramid to trek through.

Let's head in and check it out!

The first floor has nothing and fits on one screen, let's move on, but not before noting the neat see-through effect on the grate there. That's achieved by using a transparent tile and a parallax background with an image of the next floor.

And not before noting that there's a fuckton of traps in this place. This one is a particular favorite of mine, which inflicts Poison on the entire party. Suffice it to say that I'm going to be going through a lot of serums at this place.

The second floor almost fits on one screen.

Our main enemies at this point are going to be mummies and scorpions.


Floor three has nothing new - traps, enemies and some loot.

And some more things for Valnar to hear.







On to level four!


Here, we start to have some more complexities to the design. There's some locked doors we're going to need to unlock first to progress.

Also, Valnar is having more flashbacks.



Ghadar heads out, and more Elras start filing in.

Quite a lot of them, in fact. And that's it for our flashback.





Anyway, the two areas on the left are both locked off with doors, so we need to head straight down to find something to unlock them with. On to level five.


You'll note there's a secret passage that goes directly from where we're at now to where we need to go, the staircase just to the right. Of course, I didn't notice this and instead took the long route. You'll note the holes in the ground. Those are traps - they have spikes popping in and out at regular intervals, and if you stand on them when they're out, you take damage. I do this quite a bit because I'm bad at video games.

In the process, we get into some fights and have fun with status effects. Status effects are getting more and more prevalent in enemies as we go along, and some of them are real motherfuckers. Asgar, for instance, got hit with Curse, which prevents him from changing equipment and halves all his stats, making him practically useless. This effect does not go away at all, we have to cure it. We can't really cure it, however - we have no items against it, and no spells against it. As such, our options are as follows: 1) Have Asgar die and revive him, which removes all status effects. 2) Use our swanky new coffins, which heal all status effects.
I elect to use the latter option for somewhat obvious reasons.

We also find something quite interesting here.

The Needle Of Pain is a neat artifact - it gives a character a massive 200 point Agility boost, with the drawback that it permanently inflicts the Rage status on the character. However, if we put it on the werewolf, that drawback becomes basically negated - I'm only going to attack with the werewolf anyway, so losing control over who is getting attacked is a small price to pay for practically double the attacks because of the speed boost.

Heading back to the fourth floor using the other staircase, we find a button!

The button then opens up this door on the same floor, which leads to another button.

For the way back, we take the infinitely more convenient secret passage.

Pushing the button in the area that just opened up then unlocks the gate that lets us progress properly.

We also pick up a brown stone in a hidden chest, which was the last one we needed to complete our set of rune generators.

One quick move through a small area on level five, and we're on to level six.


We're introduced to new enemies here, and the size of the levels is getting to the point where I'm going up one level in downscaling.


Here, we throw down with some giant lizard things and nagas. They're stronger than what we had before, but are still manageable.
Anyway, level six is split in half, so we head down the left side and make our way to level seven.


Level seven holds some interesting puzzles for us to deal with.


Valnar stops here to draw our attention to the fact that this is something we can read, and so, let's read it.




When we head down, we have four little pyramids with four vases.

And we get to throw Filar into every vase. So, what is the solution to this puzzle? Well, it's pretty easy if you take things at face value. 200 > 300 > 400, which means the maximum is 200. Divide that by four and you get 50. Throw 50 Filar into every vase, and bam, you're done.

And that activates a portal! Where does it lead?

It takes us to a sectioned-off area of level nine.

After finding a secret passage, we find... a locked chest. The locked chest would have contained a map, which would have led us to a treasure chest with a Rune of Damnation and a Shield of Haste (+120 DEF, +50 AGI, -100 INT, increased evasion). Probably not worth the hassle.
Actually, while we're here, let me go over the lockpicking in detail, since we're never going to use it anyway. In order to attempt to pick a locked chest, you need a lockpick and nothing else. Succeeding is a different story. If you want to succeed, you need a certain level in the lockpicking skill - in the case of this chest, we would have needed level two of the skill. If you have the skill, you automatically succeed, but if you don't, you automatically fail. Pretty straightforward.
Next is what happens to the lockpick you used. If you succeed, then you lose the lockpick. If you fail, it depends on your difficulty. On easy, you never lose a lockpick from failing to pick a lock. On normal, there is a 25% chance of the lockpick breaking. On hard, it always breaks, fuck you.
And that's the lockpicking system in a nutshell. I'm probably missing out on a fair bit of loot by not skilling it, but screw it, that's too much effort and souls needed. I prefer making my money without having to work for it. So, anyway, that was a waste.

Back to level seven, here's another puzzle for us.


This one is also pretty simple when you think about it.

We have this 5x5 grid of squares, and whenever we step on one, it turns green. If we step on it again, it turns yellow. What's the answer here? Well, "9 + 4" without 9 and 4 is just "+". And the symbol is the key.

So just walk around a bit until you figure out the way to make a + shape in there, and the door is open!

This brings us to the right area of level six.

Over to the right, we find a button.

And that button then opens a door to the left that would have blocked us had we gone there. However, we can also go to a different part of level seven even before going through that door, so let's go there first.

There, Valnar gets to hear voices again.





Anyway, in this area, we find a staircase down to level eight, so let's head down there.


As is appropriate for a pyramid, the lower areas are quite large.

Quite a lot of nice use of the parallax background trick here.
However, at this point I notice that I'm going the wrong way and am heading for a dead end.

Instead, we're heading down here to level nine first.


This one is of course the largest, with a lot of ground to cover. This one is also split in two.

And the reason we're here on the left side is to push a button...

...which opens a door on the right side.

It's also at this point that we start running into some issues with the petrified status effect. This is another effect we can't cure right now, and while it does go away on its own after a while, it only does so in battle, which always carries inherent risk with it.

Anyway, one trip back to level eight and now all the way over to the right side of it, which leads us down to the other part of level nine. By the way, the door we unlocked earlier on level six? That just has a secret item behind it, which probably would've been something stupid like 300 Filar or something. Didn't bother going back for that.

Now on the right side of level nine, we're just a short trek away from what we're looking for.

We also find a topaz in one of the chests here, meaning that yes, we totally could have nicked this one and given it to that girl back in Erena that needed a topaz, so we could have facilitated a celebration in the name of Pharaoh Ustra by stealing from him. Awesome.

However, on the way there, we are accosted by a white flash!




And upon entering the central chamber...

It's time for another flashback!

♪ BGM: The Dark Lord Exdea- ...Elras - death.mid ♫



















Ustra then makes the screen shake.


And then we get a green tint.






And with that, we fly over to the conga line of Elras mages that goes back quite a bit.

They then get picked off one by one by the same animation in a quite long sequence.

It eventually shows up on the main three Elras as well, but they don't just disappear afterwards.






Ustra then gets some spells cast on him.








And then the Elras get some more spells cast on them. Fight sequences aren't the easiest to make interesting in RPG Maker, I'm finding.




And with that, the Elras find themselves one head shorter.







Ustra then tosses out a page. Is this to tie it back together with the first game, where we found the demon summoning spell in the pyramid?


The corpses of the Elras start flashing black.



Then the second Wraith gets put into the book.

And then the third one gets banished too.

And that's it for our flashback!

♪ BGM: Ustra's Pyramid - Pyramide.mid ♫















This is a bit strange to read, given that we've already heard basically all of this already.













Of course, we now know that the exact opposite is the case.

The questions have of course already been answered.


Uh oh.




And then our gang also gets to eat the blobby spell thing.











Well, this isn't fun. Anyway, that'll be enough for this time. Next time, we get to deal with whatever vampiric case of the sniffles we've caught here.