“‘sea hemisphere’? what kind of awkward translation is that?”
*sees the full world map*
“ohhhhh…”
“‘sea hemisphere’? what kind of awkward translation is that?”
*sees the full world map*
“ohhhhh…”
Thank you for playing this game which I’m sure I would hate to play but which I love to see and think about.
Yeah thanks for sharing this with us, this isn’t a game I’d get very far in but I’m really enjoying you taking us through it
I’m glad everyone is enjoying the thread. Paladin’s Quest is a super classic Dragon Quest style game and so I can admit it would not be for everyone.
And first thing’s first, Mouth gains a level. Always a good start.
And now some new enemies that we are going to be seeing a lot of on the open ocean, the Bostang up top and the Graycrab down below. The Bostang can attack up to twice per turn or use electricity on everyone, while the Graycrab can get lots and lots of attacks off. By this point in the game, if you have been as dedicated to leveling up your spirits as I have, you can just have everyone cast LStorm and wipe them all out in a single turn.
Midia gains a level during this period of sailing around.
And over here in this spot to the west of Lagon (Which unfortunately has absolutely no new dialogue for us), we find the legendary Giga Bottle. This item will heal the entire party to full health and will be absolutely vital for the final boss fight. Yeah, I’m going to say this right now; there are two Gigabottles in the game and if you do not get at least one of them, you will not stand a chance against the final boss. Fortunately, there will be an indicator a little later on in the game on where to find this one so the game is looking out for you.
Some more treasures that we find along the way.
We stop by Daphne and she is up to date on what we’re trying to do and so she directs us to do that. That line about the immortals creating Lennus…keep that in mind for later, much later.
Chezni and Hawk gain a level.
We stop by in Misuto to check in at the bakery.
You know what that is? That is growth. Good for you Zaran. Everyone, let’s do it for Joyce!
New enemy here, the Soafish. He can attack multiple characters with a standard attack and can also attempt a status ailment of some kind.
More levels. The enemies on the ocean drop a lot of experience.
Checking in on Roki, we find out that Zaygos committed genocide to cover his tracks for deliberately letting us get into the temple in the first place.
Lillie is still here as a possible recruit for us, but the weapon shop is no longer available. Being as that is the only place in the game where we can buy the equipment she needs to join us, if we did buy all that before this happened, Lillie becomes Lost Forever. Checan, the Rasav brothers, FastJo, and Blades are all mercenaries who can not be accessed once you’ve left the places where they are found…and in looking over my resources I discovered that I missed a recruit option back in the basement after Zaygos has Lokiarn dunk on us. Oops.
Chezni gains a level.
We are barred from returning to Zaygos’s temple.
More levels for Mouth and Hawk.
And now we go back to Barsas. The circus is no longer here.
And now that we’ve had the Kaiyowa grain, the people here no longer despise us on sight.
All the men and women outside all say the same thing.
If Roki is any indication, that’s not going to work out as well for this guy as he thinks it will.
But this is why we really came here. Now we can finally buy from this shop, and it has some really good stuff. The weapons I don’t care about, but the armor options here for Chezni are amazing.
With the Rage Helmet, the Good Shield, and the Storm Armor, we are now set for our defenses for the rest of the game.
Some more levels, and we are now on our way to exploring the islands in the Sea Hemisphere of Lennus.
Not only does this island have nothing on it, we can’t even set foot on it. Its just too marshy I guess.
Hawk maxes out another spirit while Midia gains a level.
Some treasures we find while exploring the islands. One of them will be much more useful than the other.
There is a little house on one of the islands where we can rest and have our bottles refilled for free. How nice.
I’m so glad that the game is making sure that Chezni will forever smell of booze after this adventure is over.
Hawk gains another level.
Note that the currents around this island make it so we have to approach it from the top.
Chezni and Mouth gain levels.
This island looks like googly eyes.
And a new enemy, at long last! This little guy is the Hectopus who can attack or inflict paralysis.
Another new enemy, the Mokofish. It can attack and summon more copies of itself. Unless we spam LStorm and wipe them all out. Which we do.
Midia gains a level.
And now we make our way to the large central island where there is this distinctive tower. Is this where the immortals dwell?
Yep, these guys are definitely connected with all the underground places we’ve been to so far.
There was? Let’s hope it didn’t transmit any awkward conversations or anything like that.
These guys all open by telling us to live forever. I guess when you’re immortal that’s the sort of thing you do. Too bad we’re not immortal. The two up top will let us save and also heal and refill our bottles.
We go up the elevator and find out about this Piaz guy.
Well let’s not keep him waiting any longer. Just because he’s immortal doesn’t mean his time is worthless.
Now brace yourself, we are in for revelations
Well.
It turns out that Chezni and Midia are not from Lennus after all. They are in fact from Raiga. And what’s more, we are going to be traveling back 10,000 years to the time of Kormu, Sophie, and Gabnid in order to obtain the secrets that we need. This is quite the moment in the game.
Even our status screens have changed in recognition of the fact that we are not Lafury. Remember that one guy waaaaay back in Dubour who remarked on how our coloring was not the norm for Lafury and he called us strange Lubott? Yeah, this is what that was foreshadowing.
It is very important that we talk to Piaz after we’re done in the past.
All the others say the same thing now.
We step through the door…
And now we are in the past. Not only is the world in black and white, but we now have a new and haunting theme to greet us here.
Next time on Paladin’s Quest, we are going to cut through all the myths, legends, and rumors about what happened 10,000 years ago and discover the full truth.
If we go to the east a little, we will find that we are where the dragon Strabo is going to become a mountain. But it seems that Kormu hasn’t gotten around to that particular heroic feat.
These are the Unirats. They can attack and summon more copies of themselves. It only takes a couple LStorms/Bury to wipe them all out.
There is no bridge here in the past so there’s no going to visit Lagon 10000 years ago.
Another new enemy, the Stingeye who can hit multiple characters with his attack.
I also gain a Pakrat’s Water and use it.
Midia has maxed her spirits out, while Hawk still has a teensy bit to go.
More Pakrat’s water. Nice.
We enter this cozy little home to find three occupants; a robot, a woman in front of a crystal ball, and someone in bed. The Godom’s Lullaby theme is playing in this house.
A Heart Card that we’ll be putting to use soon enough.
And now Hawk is maxed out.
The robot can save.
Yay, we’ve met Sophie!
But Kormu having a disease is…not so good. They never really say it directly, but I wonder if that’s what Gabnid did to Kormu when he got in his way?
Even alien super science can only do so much it seems.
In a roundabout way, yes. The poor man is dying, I don’t think we need to waste time going into the technicalities of our backstory.
Its really interesting to me to think that although this all happened so very very long ago and it involved three immortal beings, their actual time on Lennus seems to have been very short.
Saying no results in him lamenting that Lennus is doomed. But since it won’t be doomed for another 10,000 years, we need to say yes to prevent a time paradox.
Presumably his disease has left him so weak that he can’t even pick anything up or hand anything over. Poor guy.
It turns out that 10,000 years ago Kormu’s equipment was much stronger. Mind, because we purchased the equipment in Barsas, the difference is marginal, but its still better and we do need to have it all equipped to be able to progress, much like the battle with Lokiarn.
So he can’t move or hand over his stuff, but he can teleport us halfway around the world. That checks out.
There was someone in Ratsurk who said that the city used to be much bigger. He was not kidding.
No looting the same chest twice, we don’t need time paradoxes.
No bridges allowed in the past. They haven’t been invented yet.
Leveling up has been invented though.
Final new enemy around here, the Rotorbees. They can attack you or try to make a status ailment happen. That I don’t specify speaks to their success rate with that.
And we win a Heart Card from that fight, which will be coming in handy very very soon.
And we’ve been everywhere in Lennus, we can confirm. Jurayn’s got nothing on this place.
Insert joke about neoliberals here
The stuff in the weapon shop here is slightly better than what we got in Barsas, but its such a slight difference that I’m not interested in shelling out the cash.
In a manner of speaking.
Here we have six spiritualist guys, and one of them has something new for us.
The Heart spirit! With that Chezni and Midia will have seven spirits, making them the most magical party members of all.
I use all my heart cards and end up getting five points from each of them.
And that made a very visible impact on my progress.
Have been there, can confirm.
This door does not work in the past, so no going into the Underground during the past.
That’s putting it one way.
The wall in question is the door to the tower of Gabnid. With the state of this game’s localization, nothing surprises me.
Totally going to happen. I’m from the future so I know. Also, rayband sunglasses are eternal.
Is Gabnid an Aes Sedai? Is bricked for bringing up Wheel of Time unprovoked
You are not a protagonist, so it can’t be that important.
And it took ten thousand years to make that happen. I guess.
An insane god is building a giant weapon of mass destruction. No big deal.
Can’t blame her for doing her job.
And here is where the other Giga Bottle is! Make certain that you get it, once we return to the present we won’t be coming back.
There are cards for each spirit in this place, we’ll be grabbing them all up. I imagine this would be a boon if you were not as dilligent about magic as I’ve been.
A tizzy? This is serious!
At least one guy has an idea that not all is well.
The mayor, who is a woman for a change, tells us that Gabnid’s been acting strange and since we look like we’re from the same place as him she thinks we have a chance of getting a word with him.
With her request accepted, the way to the Tower of Gabnid is now clear.
New enemies, the Omnibots! They are just straight upgrades of the Wirearms.
Mouth gains a level.
And now we are hearing the same music as the first time we came to the Tower of Gabnid.
Midia gains a level.
These guys are Eyebots. They can attack you, or summon Baljan1 to fight you. Best kill them quickly.
And here we can see that the statue of Gabnid is a striking likeness to the real deal.
Gabnid it seems has gone into full paranoid delusions and sees enemies even among his oldest friends…
Wait, Strabo?
Ah yep! Turns out that Strabo was the monster of Dal Gren!
And sure enough, he’s starting the destruction with Grantsurk.
Localization issues strike again here; what is this talk of “humans down on Earth” Gabnid? We’re on Lennus, there are no humans here!
It turns out I was wrong, there was a third enemy aside from Jarmlu and Lokiarn who has this style of entrance!
Here’s the man himself in a fancy robo foot chair thing.
Ironically, despite my decision to use Magic Wall here for some reason, Gabnid does not use any magic type attacks. Despite the animations used for them, both his attacks are physical types. He can either set off huge explosions, or fire ring beams from his fingers. For whatever reason he only does the explosions, no rings. Because of this, he was no trouble at all for me to defeat.
In his final moments, Gabnid realizes what he truly wanted was the OT3, but it is tragically too late.
With that his speech ends.
Examining his body prompts Midia to keep us focused.
And so we do the reverse of what we did back when we first found Strabo. That is to say, what we will do when we find Strabo again in 10000 years.
And so we find ourselves where we need to be in order for the timeline to end up where it needs to be.
And so everything has been brought full circle. Chezni is the one to defeat Strabo, and Chezni will be the one to release him once his hate has finally been exhausted. Heavy.
We’ve preserved the timeline, but we still have yet to find what we need to save the present Lennus. Next time we will do so in the most infamous part of Paladin’s Quest by far, a part that ended up getting a Q&A in Nintendo Power because people were having that much trouble with it. If this were a video LP, you would get to hear me suffer. You’ll just have to imagine that suffering.
We return to Kormu and Sophie’s home.
Kormu is still suffering under his illness, but at least we were able to bring him some good news in the end.
Here we go! Now we’re going to finally get somewhere!
…What is that evil laughing sound I hear in the distance?
We’ve had ordeals, severe ones even! We are totally ready for this!
…The evil laughter continues to echo.
I go ahead and equip all of Chezni’s regular equipment back onto him.
Here it is, the moment of truth. This is the moment that separates champions and the rest. No evil echoing laughter will daunt me, no matter how loud it gets.
They never say it, but I believe that this whole crystal world thing we’re going into is what Gabnid gave to Sophie from that one audio recording in the underworld. After all, if you use it, it gives you the power to stop the monster of Dal Gren.
Welcome to the Crystal Maze, the ender of runs. You see that smokey cloud thing up and to the left of Chezni? That’s Doth. We need to reach the center of the maze without running into him first.
Edit: I belatedly realized I forgot to include the Crystal Maze theme.
The problem with that is that for every one step we take, Doth advances two steps and Doth is hunting for us.
If we just go in a straight line, he will catch up to us and we will have to fight him. Note that we are alone right now and can’t access the menu in the maze.
None of our attacks will have any effect whatsoever on Doth.
I wasn’t able to capture it, but for Doth’s attack the screen turns dark and a leering grinning bald head appeared inside the eye, then there’s a massive flash of light and we take about 400 points of damage. We can’t run from the fight and we have no way to damage him, so we are left with no choice but to be killed by Doth.
When Kormu and Sophie talked about a severe ordeal, they were not kidding.
If we say yes we get returned back to the Lennus of the past. It could be good for cooling your head, maybe do a little grinding so you feel a sense of progress again, but we don’t need to do that. We are going to stay in this maze and die as many times as it takes to get through this place.
This here is the key to being able to get past Doth; he must move two spaces with each step, and he is not able to turn unless his path straight ahead is blocked. Thus, by stepping off to the right here, he is forced to move right past us.
Now when we step back the other way, he continues on his way in the other direction.
I try going to the right to do a kind of keep my enemies closer deal.
This did not work out.
I try a variation on the right hand path again, but I die to Doth once again.
So this time I go to the left.
Now Doth is kind of caught in the corner over there.
I try swinging around the far side of the maze.
And now Doth is over there. The center of the maze is within sight and we can see how we are meant to get there, but how do we make sure that Doth doesn’t catch us?
By moving back and forth here, we are able to manipulate Doth’s position.
I do not manipulate his position properly.
I end up getting really close to the center on this attempt, but he catches me right before I get there and he kills me once again.
One more attempt, and this time I take a step to the right at this point to send Doth running off to the right.
This way I am able to reach the center of the maze. I died five times getting here. There are guides like the one published in Nintendo Power that will tell you exactly what steps to take, but that wouldn’t be as much fun for you to see me breeze through this and not suffer for your amusement. It goes against the code of the LP.
If we answer wrong here, we get booted back to the start of the maze and I am not going through all of that again. So we answer Fire.
And now Earth.
I HAVE THE POWER!!!
Time to finish our job here.
We scroll through our spell list and discover the spell Spirit.
This is what we need to win this fight.
Forgive my lack of gifing ability, I know its probably super simple and easy but this is what it is. The spell animation for Spirit is elaborate; eight fairies appear one after another around the target before circling in. Then the screen starts flashing as these weird techno-demonic horned heads appear flickering around the target to start screaming at it. And then a huge series of explosions go off, and in those explosions you can see that bald head I was telling you about.
And with 1100 damage, by far the most damage any single attack will ever do in the game, we stand victorious.
Back in the real world I check my magic and confirm that Chezni does indeed have the Earth spirit now and thus every spell in the game.
Sophie is proud of us, and Kormu lets us have their time machine that they just have laying around. Paladin’s Quest!
And now I use my Earth cards on Chezni to bring his earth magic up a bit. Spirit, as you might imagine, is a spell that depends on how much we’ve leveled all of our spirits up. Basically, imagine Ultima from the original release of Final Fantasy II only not bugged all to hell and back. And also actually relevant to the plot past the moment when you obtain it.
There’s our fancy new ride.
When we get on board it automatically takes us through time and back to the Raiga Island.
No one but Piaz has anything new to say so we go straight to him.
There’s a classic science fiction movie called Forbidden Planet wherein underneath the surface of the titular planet is a massive underground complex that is all part of a massive machine that was used by its creators to manifest their will in the world, only for the machine to manifest their suppressed dark urges that ends up destroying their world. The similarities between that and this are more than passing I feel. Furthermore, the plot of Forbidden Planet is itself a loose adaptation of Shakespeare’s The Tempest, which means that however distantly, we have Shakespeare to thank for this game.
Thank you Shakespeare. Without your hard work, I wouldn’t have a thread.
At long last, we can now complete the mission that we took at the very start of the game.
All he means is that Spirit costs 250 HP to cast, by far the most any spell demands of us, and its enough that it can really affect our ability to use it against the Final Boss.
With that we get on board our flying boat of time and listen to that amazing flying theme. Sadly, despite the world being fully open to us, there’s not really anywhere to go except for the final dungeon. Paladin’s Quest is decidedly bereft of any side-quests.
Huh, the Tower of Gabnid is just…gone. That doesn’t seem right.
Obviously the school master was of such little concern to Zaygos that he couldn’t even bother to step on him.
This is absolutely amazing and a moment that I’ve been waiting to show off for the thread since the start. Someone fell asleep and let slip Throne of the Gods, only to wake up and change it back to Immortals in the next sentence but not bother to go back to the previous one and fix that. Absolutely incredible.
Now here’s the thing. I was also prepared from the start of the thread to unleash a huge rant at this point because getting the airship causes you to lose your boat and I thought that it was impossible to land on the spot that you need and I was going to rant and rail about how BS it was for the game to tell you about the Giga Bottle after making it impossible to get to it.
But as it turned out we can land here just fine and I was actually thinking of the chest over to the west. Now I have egg on my face. At least I like egg.
We can now see the Tower of Gabnid at the Throne, but alas we are not allowed to land directly there.
Taking the rope network back to the town at the base of the summit, we find the town all but deserted with just this one guard who we are not allowed to fight.
Thus, are only way to the Throne, the Tower, and Zaygos and Kaymat, is through the Underground.
Next time, the final battle for the fate of Lennus.
Doth is cool.
Doth is very cool when you are not the one being horribly murdered by him over and over again in a minigame that does not operate like anything else in the entire rest of the game.
When we make our way back through the Underground to the Throne of Immortals, we will find that there are new and much stronger enemies running around here. The Baljan2 in the middle hits much harder than his predecessor, while the Big Zips flanking him hit many times a round. Even with our powerful magics, these guys have enough HP to them that it can take a while to kill them. It would not be a bad idea to have Hawk use Daze to confuse groups of enemies here.
Especially enemies like these! The RedGang attacks many many times in each round and if they concentrate those attacks on one character that character is in for a world of hurt. The Ascetic meanwhile heals itself and others, summons more of them, and can go for instant death. You do not want any of these things happening at all.
In the course of this climb through the Underground Chezni gains a level. I’m also having Chezni use his Giga bottle to heal after every fight, because we will be getting a chance to renew our bottles soon.
After many rough battles we reach the top.
I don’t know why Jo-An phrased it like he was reluctant to help us out but he’s giving us a hand and we will need that.
Upon entering the Tower of Gabnid, we are greeted by Zaygos’s theme. He is somewhere here, trying to use the Ancient Machine’s power.
There are no treasures in this place, so don’t worry about exploring side paths here.
Midia and Hawk gain a level from an encounter with some old enemies…
And some new enemies. The Artman and the Brafman are very interesting new enemies; they attack as a pair, and if you only kill one of them, they will get revived by the other in the next round. In order to get rid of them for good, you need to kill the both of them within one round of each other.
The Mindeats up top, in addition to looking like lovecraftian horrors, can hit multiple characters with their attacks. The Striker just hits one time, but also have built in physical attack reflection. You know, if you feel like using physical attacks in random battles.
We reach the end and…Duke??? From the very beginning of the game??? What in the…has he been hiding in the tower this entire time???
This sudden declaration is bit muddled by the localization, but I think we can all get at what Duke here is trying to say.
That he was in fact Zaygos in disguise! And so everything in the game is now accounted for; Zaygos infiltrated the Magic School at the start of the game, disguised himself as a student, pushed for Chezni to activate the machine, and then returned home so he could advance the next step of his plan for ultimate cosmic power.
Oh we are prepared for this fight.
As Zaygos gradually fades in in his incredibly elaborate…whatever it is he’s wearing, I think it looks cool and villainous but I don’t know how I’d really describe it, we are greeted by the final boss theme.
Right away we can see that just as the enemies we’ve fought up in here are a massive jump in power from everyone before them, Zaygos himself is immensely more powerful than any boss we’ve fought before. His defenses are through the roof and his attacks are incredibly powerful. The thing to do here is to cast STR Up on your main physical attacks, Chezni and Mouth for me, and have them attack. The boost from Strength Up is very significant. Alas, we can’t get Defense Down on Zaygos. In addition, try to use your partners Mega Bottles over your own Giga Bottles, we will need those for later.
After a certain amount of damage, Zaygos enters a new phase of the battle wherein his defenses become even greater. What damage we’ve been able to do with our other attacks before is now gone.
Only Spirit can meaningfully hurt him now. In fact, while I can’t go into the code or anything, my experience with this spell seems to be that it does more damage the more resistances and defense the target has.
Thus the Spirit spell is able to do around 500 damage to Zaygos and after three rounds of that…
He is defeated! Huzzah!
…That sounds like something that he should not do!
The darkness falls upon us once more, just like it did at the start of the game.
And now the true final boss battle begins. The fusion of Kaymat and Zaygos. With true final boss theme music.
Remember how I said that Zaygos was in a league of his own compared to the bosses that came before? Kaymat is in a league beyond that.
Spirit hits Zaygos like a truck full of tanks, but at the same time it is the only way we can damage him…sort of. See, the Attack Back spell will make it so that the targeted character reflects half the physical damage they take back at the attacker.
And Kaymat hits real hard with a massive claw.
While Zaygos can zap you over and over again. Yeah, that’s the thing that makes this fight so difficult and yet potentially so easy. He hits really hard and he hits you alot, so if you cast Attack Back you can send all that back in his face and make him kill himself.
But I’m not going to do that. I’m going to win this legit. I went through hell in that Crystal Maze and I’m going to make Spirit earn its due!
One thing I do here is to have Hawk cast Attack Self on himself so that all of Kaymat and Zaygos’s single target attacks will go for him and then he defends to keep the damage managable. We need to keep the heat off of Chezni; it takes him 250 HP to cast Spirit and any turn that he is too damaged to cast it is a turn lost.
Zaygos has also really liked doing this explosion attack which he can do multiple times a turn
This fight is a major damage race. Kaymat has 6000 hit points, by far the most of any enemy in the entire game. If you did not come into this fight with enough Giga bottle charges on Midia, you will not be able to win.
But with perseverance, planning, and determination, we are able to win.
I’m pretty sure that is not the case but the man’s dead and we have more important things to worry about.
Like getting out of here!
We of course do not question how our ride got here, we just get on board and rise to that flying theme.
And watch the Tower of Gabnid collapse, the Ancient Machine Dal Gren finally destroyed.
Next time, the ending to Paladin’s Quest, where we will get to see the fruits of all our labors and I will give my final review of the game. I hope to see you all there.
Not only are the preparations complete, but so is the celebration music!
We are heroes and the world knows it.
We ride the elevator up into the sky temple in Jurayn, and there are a lot of people here. Which people?
People like every mercenary we recruited throughout the game! Everyone who we had join us to fight at our side is now here to join the celebration…except for Nails. He’s introverted. So if you want to see what every character has to say here, then you need to recruit them for your playthrough. You don’t even need to have them fight at your side or anything, you can recruit them and drop them in the same spot and they’ll still show up here at the party.
The mayor does not talk our ears off, which I am grateful for. We have a lot of people to talk to today.
Knowing you Destry, I’m sure you’ll be cheating countless people out of their life’s savings.
I guess Ratsurk will recover after all. That’s good.
If we answer no…
And if we answer yes…
Midia has stuck with us this far, and it looks like that’s not changing any time soon.
You were pretty skilled Dan, you’ve got a chance.
Wild stuck with us for a pretty dang long time and did a lot of good for the team. I’m happy you were with us too.
Chezni has a new father figure now.
You got it dancing girl!
I’d like to have but it seems like your circus disappeared off the face of Lennus. Might want to look into that.
I’m not sure why Chill is here considering that she was a narc but apparently we don’t hold grudges around here.
The save girls were the real MVP in this battle. Unless you use filthy filthy save states.
The Rasav brothers were a huge help. Sadly, thanks to their poor support options, they were not the best suited for the final boss battle.
Another happy ending. I wonder if they’ll name a kid after Chezni?
It was my pleasure Smash.
You might be thinking that Mouth doesn’t wear a hat so this should be impossible for him. You underestimate what Mouth the Ultimate Mercenary can do.
I think we’ll pass but I’m honored by the invitation.
Glad to hear things worked out for you. Your village kind of disappeared so I was wondering.
I’m glad to see you’re making your own way in the world now. Hopefully you can get better bombs this way.
To think that this was once the petulant jerk who picked fights with people for so much as talking to Joyce.
When you beat Dan, don’t rub it in.
Not for nothing, but Chezni’s already a master spiritualist. If you want I can even go back and grind up my last two spirits to absolute max to become the single most powerful spiritualist on the planet in every way.
Many questions and secrets yet remain. Could it be that the sequel Lennus II: Apostles of the Seals will answer those questions? Anything is possible!
Oh Blades. You were helpful, but you were never on my level.
Its good to know that Saskuout’s restoration isn’t going to be one of those instant things.
I would suspect that the letter from Fiery was added for Paladin’s Quest and not present in Lennus, but I prefer it this way. I liked Fiery, they were cool.
I don’t know what to tell you man. Apparently Naskuot cooking turns you stinky for life.
Chezni’s mother survived after all. I am very happy about that. Even a misadventurous boy like Chezni still needs his mother. But as it so happens, there is only one person left for us to speak to.
If we answer no…
When we answer yes…
We are 100% ready!
Our ship rises up from Jurayn, powers up, and flies off to parts unknown. What adventures await Chezni and Midia? Only time, and possibly Lennus II, will tell.
And so begins the credit roll, complete with highlights from our adventure and a credits theme.
This has been quite the adventure. I’ve learned some stuff along the way about doing Let’s Plays, and I will apply those lessons for my next LP in Lennus II
As far as this game goes, it is absolutely a game of its time. Not only is it very archaic, but much of the interface is super clunky.
The graphics are very basic, but the art design and color pallet really make it all stand out next to more conventionally designed games.
The game’s structured pretty well I’d say. You’re always accomplishing something, taking another step closer to your goal. There’s no backtracking in the game, aside from some very brief stopoffs at previous locations before accessing the next one.
Understanding the combat system and how magic development works makes it so that you don’t have to do more than a level or two of grinding, but the sheer number of options you get for spells can be overwhelming and there are plenty of spells that are not worth bothering about.
There are some interesting characters we meet in our journey, and especially getting to meet the three immortals of Raiga was a highlight of the game.
The music is undeniably the highlight of the game. Every track in this game is solid or amazing, and the final boss themes really hammer home just how dire your final challenge really is.
The mercenaries are our main means of customization in the game, and while they do create possibilities for different playthroughs, I feel like there needs to be more of them. Like if we could have five people in our party instead of just four, that would open up so much.
It was a nice touch being able to go back to certain towns and find out what happened there as a result of your actions, but they could have done that a lot more.
On the whole I still really like this game and I think it holds up decently if you’re going in with the right expectations.
As far as the Lennus II let’s play goes, that will probably take me a little while to get started on while I take care of other projects. I really want to do it, and heck, playing this game again was in no small part setup for that LP. But I’ve got to pace myself so I don’t burn out and end up stalling for months before my awesome friend alerts me to the fact that people were missing my updates.
Lennus II will be a much bigger game with more opportunities for thread involvement I think.
There will be many differences and refinements between it and its predecessor, and while the fan-translation for it definitely takes liberties, it is a far smoother read than what Paladin’s Quest gave us.
This is of course in no way a slight against Paladin’s Quest, knowing what I know about how localization worked back then we can all count ourselves lucky when jrpgs are even slightly coherent.
So I look forward to seeing what everyone thinks of the new thread, the new game, and who knows? Maybe I’ll do more LPs after that. I do have a few ideas for games I’d like to play…
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Oh, and then the Paladin’s Quest credits play and they just play the Naskuot theme.
And that is that. Thank you for following, commenting, and please let me know what you think. It means so much to me.
That logic puzzle maze is that close to the end of the game? Me and a friend got there as kids and we grinded attempts for maybe 5 hours (or maybe much longer? I only remember a lot of grinding) without success, then we gave up on the game. I always assumed that puzzle was in the midgame for some reason, and was wondering when it would show up in your screenshots. I supposed I assumed the worst from the disappointment of not being able to see the rest.
I guess the need to take extra steps to adjust its position at a spot where we can’t even see its position is probably the main thing that made it so hard.
This was a very good LP and I hope you take a crack at Lennus II someday.
It is indeed that close to the end of the game Broco. Its definitely frustrating to have a roadblock like that in the game that you can’t do anything about using the resources and lessons from the rest of the game. Realizing that you need to adjust Doth’s position when you can’t see it is quite a leap to have to make, especially when you’re young.
Thanks RT-55J. I think you will be pleasantly surprised when it comes along.
this ruled, thanks for doing this. i didn’t even know this game existed before this thread
Yeah I would have never played this as I am jrpg averse, but I enjoyed looking at all the cool designs and you did a very good job of getting the story and various details across rather clearly.
this was great, i’m glad you did this
Thank you all so much for all your positive feedback! I’m glad that I did a good job of presenting this charming little game in all its quirky glory!
There are times when I idly daydream about doing a remake of Paladin’s Quest in Rpgmaker, but but in addition to not having anywhere near the time and focus necessary for such a project, so much of the game is in its particular aesthetics that I could not hope to replicate.
I am extremely happy that this let’s play got finished, thank you so much!!