Part 21: Wow, This Got Shitty Fast

Alright, can't put this off any longer, it's time for Abraxas's tower.

I'm pretty certain those statues are stolen from something, I just don't know what it is.

As we approach, the camera zooms up in a way that's supposed to imply great height, but really only implies copy-pasting to me.






I'm sure that's a well-meant hint, but in my case, there's a bit of an issue with this line of thought that I only find later. So in keeping with the timing of that discovery, I'll only explain it then. For now, time to head into the tower.

Alright, strap in folks, we're in for the long haul here - sixteen floors.

Now, you might have noticed a blue bar at the top of the previous shot, and that's not going to let us through unless we find a way to deactivate it.


And I pretty much instantly step on it by accident. Works for me! Don't wonder how we stepped on something in bat form, just go with it.

The enemies around here are rather rough, and start dropping strong souls as opposed to medium ones, so you know you're really in the endgame now. These "dark lords" are quite beefy, and are capable of causing Bleeding and Confusion. Not fun. We move on and head down the stairs to level zero.

So yeah, technically, we have seventeen floors to go through, not just sixteen. Fun! This floor doesn't have anything interesting. There's a few different ways we can go up - two go back to where we came from, one goes to the area at the top where you have to dodge traps to get to a chest containing two save stones, and one goes to where we need to go to reach the second floor.

We also find the second kind of enemy, "death knights". These guys are also quite beefy, and can cause Bleeding. Lots of Bleeding here, which is fitting, given the way this dungeon works. Everything is designed in such a way to bleed you dry and completely exhaust your resources - which includes save stones - before throwing you a curveball and murdering you.

So we make it out of level zero and get up to level two.

Level two is a teleporter maze. I hate teleporter mazes. Thankfully, as you can tell from the map, there is a secret passage going right past that stupid mess.

Fuck yo maze.

En route to level three, we run into a third enemy type, "shadow mages". These guys can cast a poison attack spell, an instant death chance spell (by default, it apparently has a 50% chance to hit Asgar or Alaine, 40% for Valnar - thankfully, our vampire mantles and magic shields nip that in the bud pretty hard), can raise the enemies' Defense, and have a shadow attack spell that can cause Blind. Not fun.

Level three is just a whole bunch of walking, though there's also a few traps - those pink squares laid out in patterns in the middle of the map and at the top left deal 20 HP damage when we step on it. We come in at the bottom left, and first of all, we need to make our way to the top left to level four.




There's not a lot going on up there, but we need to go here first.

Here, we also run into another new enemy, "flying dragons". Pretty beefy, again, and have a strong ice attack spell. Again, just more attrition.

The reason we're here is because of this pentagram.


Suddenly, the screen flashes green, and then... combat!



Surprise! Miniboss! The succubus has 1000 HP, can paralyze the entire party, and has the powerful attack spell that Aysha's third form had. She's also immune to all spells apart from pure poison spells. She's definitely not a pushover. However, with all our good equipment and high level, she doesn't provide too much trouble, and she goes down without too much effort.



Indeed, this removes a wall that would otherwise impede our progress on level four - there's a blocking wall in the top right that has now been removed, so we head down to level three again and make our way to other staircases.

First off, we go to the one in the lower right, because we find a book!

















Next, we head to the top right staircase and make our way down to the next pentagram on the bottom left.






And now we're fighting a giant bug, which is also a pain. 1300 HP, can cause Poison and Bleeding, and can heal itself, healing both HP and removing status effects. However, since Valnar has the vampire sword and can deal about triple digit damage, and Alaine/Asgar can heal when necessary, we just wail on it until it dies. These minibosses would be a lot more problematic if we were around the regular expected level.




And doing that removes another wall that would have prevented us from going to level five. However, first, we need to find something special. You might have noticed on the level four map that there's a red chest hidden behind a long secret passage. Well, there's something rather important hidden in there - well, relatively important, given that it won't really help us that much, but it's a lot more important than the regular trash items strewn about here:

It's the sacrificial dagger we were supposed to find for the Children of the Apocalypse! Yep, it was hidden in Abraxas's tower behind a long secret passage. And really, the reward isn't worth it, but we'll get there once we return this. For now, level five.

There's a couple traps on this level, but we just avoid them.

First, there's some pressure plates around here that trigger some rocks that roll to crush us, Indiana Jones-style, but since we're in bat form, we just fly over that shit.

And then there's this big maze of traps that teleport you back to the start of it - you can see the right path on the map, it's everything that doesn't have an event on it - but we just avoid that shit with the secret passage. I love these secret passages. Now, on to the next level.

Level six doesn't have a lot of interesting stuff.

The main trap here is that we have rocks rolling back and forth that deal 20 HP per half second that it touches our party. Not too shabby. Now, to really work out this level, we need to look at the next two levels too:
Level seven:

And level eight:

There's a lot of up and down going on between these three levels, and a lot of it is just to get treasure that we don't need. In the end, what we do is go down to the bottom right of level six, past the flame traps and up the stairs. Go up and to the right, up the stairs to level eight, then follow the hallway to the west and north to find the staircase that goes up to level nine. No real traps or anything, largely just getting lost in the maze of stairs going up and down, running into dead ends and all that shit. I'm quite glad I have maps. You know what else I'm glad I have maps for? The next few levels.





So yeah, this isn't fun. We can't see shit, and there's nothing we can do about this. This goes on for levels...

...nine...

...ten...

...eleven...

...and twelve.
There's nothing tough about these levels once you have the maps, albeit getting lost is still an option given that everything looks the fucking same. It's around level twelve that I finally realize the predicament I am in. Remember what I said about Refuge way back at the beginning of the update? Well, remember how Refuge works:
A: Allows you to return to one of four places in the castle and marks the place you teleported away from.
B: Allows you to teleport back to the place you teleported away from earlier.
And, well, right now, I'm in the B state, with the place it brings me back to being the place where I evacuated the pyramid after getting cursed. Or in other words, if I need to use Refuge to restock items or something, the place I exit from will not be stored and instead I will be put back at the pyramid again. Or in other words, if I use Refuge, I need to go through all this shit again. This dungeon has taken me about an hour so far, and I won't even imagine going through it without maps (or having to make my own). There's not a lot of stuff that is easier on a second time around - only the minibosses are already dealt with, and they weren't really a problem.
The real issue really is the bonkers encounter rate. We run into so many god damn fights, and it gets really tedious. I'm in bat form constantly just to try and keep them limited, but even then, there's so many, and they can all be a pain in the ass.
Thankfully, due to being richer than God, we have a great supply of recovery items, so I'm in no risk of having to leave. However, I was honestly fearing that I would end up getting deadlocked fighting Abraxas and having to choose between either grinding in his tower or leaving and fighting somewhere easier. It wouldn't have been an easy choice, let me tell you.
Anyway, we slog our way through these next four levels and make it to level thirteen.

This is a surprisingly simple level. No real traps or gimmicks around here. However, the enemies that we started running into on the darkness levels start becoming more plentiful here, and they really start being a problem.

We have "hell hounds", strong monsters with fire spells, also immune to a lot of spell resistances...

..."dragon zombies", which have a party-attacking spell that can cause Blind, Mute, Confused or Paralyzed...

...and "hell lords", who have strong attacking spells and can inflict Curse. Assholes. We slog our way through this level, getting to the next staircase, and then, we find the most wonderful place...

...level fourteen. The unavoidable teleporter maze. So yeah, as if the previous shit wasn't bad enough, now we have this. Essentially, the way this works is that every time the path splits in two, leading to two events, we have a 50%-50% shot. Either we get teleported to the next split, or we get teleported all the way back to the beginning. And there's nine decisions to be made. And you're going to be going back quite a few times, and will be retreading a lot of ground. And the random encounters will gladly fuck you in the ass while doing so. UGH. Thankfully, there's only one real level left...

...level fifteen. The level that requires you to find several secret passages to advance, and has plenty of them leading off the beaten track just to fuck with you. DOUBLE UGH. Let's just move on.

And finally, we've made it. Level sixteen, Abraxas's lair. And you better be ready, because if you only make a few steps forward, you're instantly launched into the cutscene before the fight.





















Surprise! Did you remember that little plotpoint that got dropped, like, once, way back at the beginning of the game? Well, here's where it comes back to bite you in the ass if you forgot about it!










And the fight is on!

Of course, we need to get through some more pre-fight talking first. It's great how Marlex stuck a good part of this talking into the actual fight so that a summoned monster that you called before the fight wouldn't go away again before the fight even started. As somebody who summoned a skeleton mage and mashed through that first part, I appreciate that.












Hm, did I not wonder whether or not vampires had sexual drive in this world at some point? Guess that answers that.




You know, Valnar is kind of dumb. I know, controversial opinion, but seriously, how in the fuck has he not picked up on Molana being a vampire meaning that Abraxas indeed did not kill her by shoving a sword through her, because that's not how vampires die? This is some basic shit, man!

All that's missing is Asgar shouting "TOLD YOU SO, DIPSHIT" from the peanut gallery.

How does that disprove anything he said?

You know, I'm not entirely sure I buy this version of the events, but I'm also not buying that Marlex actually wrote something next-level like the villain embellishing his version of the events in order to sow seeds of doubt. Not to mention, this is going to be a fight to the death, so I guess there's no real reason to lie.












I beg to differ.



And FINALLY, we're in the actual fight. So, we've got a bit of a problem, that being we're one man short. That's always a problem. We did get a skeleton mage, but how much does it tip the scales? Well, let's look at Abraxas's stats:
HP: 2500
Attack: 350
Defense: 300
Intelligence: 170
Agility: 190
Attacks: Normal attack (3/7 chance), spell that can cause Confusion on one party member (1/7 chance), attack spell that can cause Blind, Mute, Confusion and Paralyzed on the entire party (1/7 chance), attack spell that can cause Bleeding (1/7 chance), attack spell that deals a flat 150 HP damage to every party member (which is a lot by the way) (1/7 chance).
Elemental resistances: Takes normal damage from regular attacks, takes reduced damage from fire and light spells, takes no damage from any other spells.
Status effect resistances: All of them. ALL OF THEM. You are not hitting this fucker with status effects.
So, what does that mean? Well, the skeleton mage is a questionable help, given that he's got about a 1/3 chance to deal any actual damage. However, Asgar would have been even less help, because all his spells are useless and his sabre would deal reduced damage because it deals light element damage. The real scenario where you're fucked is where Asgar is your dedicated healer, but thankfully, that's not a problem for us.
To start things off, Valnar spams White Power to beef up our spell defense and agility. Alaine's attack spells aren't that great here - she's really striking out over these encounters, I haven't found one place yet where I'm really saying "thank God for those fire spells".

Once again, Valnar's vampire sword helps massively - when regular weapons are the only thing that the enemies don't have resistances to, then these supreme weapons really help. Critical hit for 300 damage? Yes please! At this point, the fight devolves into a simple punch-up - Valnar attacks, Alaine heals, the skeleton sometimes helps but usually doesn't. Thankfully, since Abraxas is just one enemy, even his powerful 150 HP attack spell can't cause any real trouble, since Alaine can just top everybody off next round.

And eventually, Abraxas goes down.








Oh, by the way, the skull effect was our summon running out.







Now, there's a few areas up here on the sixteenth floor that are of interest.

First, we have Abraxas's private torture chamber or something like that. Only one interesting bit here.


Why would he, really?






There's a bit of a missed opportunity here - we're on a quest to find an ornate cross that was last in the possession of a nun from Asdion. That definitely should have been brought up here. So now, when we take it, we take a -3 hit to Humanity. However, we do get a +3 when we give it back, so I guess that's alright.

"Obtained 1 Cross!"

Next stop is this treasure room. The pentagram thing is a teleporter to the outside, but before that, we have some chests to plunder. One has a blood elixir, one has a healing elixir, one has four save stones, and one...




"Obtained 1 Emblem and 1 Key!"



But before we leave, we head through a secret passage to the west and make it to this secret room! There's some money, which is useless, there's some equipment, which is useless because it's not the vampire mantle, and finally, there's...




Well, what did you expect?

We then take the teleporter and make it outside. Fade to black.



God DAMN. I don't know why, but that line hit me like a brick. That could have come straight from some 13-year-old emo's Livejournal.

















And there we go! Abraxas is dead, we've found some crucial bits and pieces, got a lot of story dumped on us, and are now pretty much ready to find the last few puzzle pieces! Also, there's the paintings we had made in Shannar!
Next time, we'll tie up the final odds and ends, get some more information on Mr. X, and make our way through the old pyramid in the desert! And then, the time after that, it'll be the last dungeon and final boss! We really are racing towards the endgame!