We get the bits for another Vellum before going for another run.
Read moreLet’s Play Wizardry: Tale of the Forsaken Land: Part 126 – The Butcher’s Work


We finish checking around the stairs down to B9, before warping back to town to wrap the session.
Read moreWe meet up with Sophita, find the truth about her, and the town, before bidding her farewell.
Read moreWe go for another push, and manage to reach the B8 Key!
Read moreThis week I’m giving my thoughts on the last game I beat in 2020, and get into how Orientalism and lazy research can lead to a perpetuation of fascist perspectives of the past.
Read moreWe return to B8, and run into some really tough opposition.
Read moreWith the new class, it’s time to change up Durgan’s gear, before going for our next push.
Read moreWe go visit Kasta, and get a Knight Orb to retrain Durgan to Knight.
Read moreAfter returning to town, we level up and prepare for the next run.
Read moreWe end up flubbing disarming some traps, and then have to flee an encounter before returning to town.
Read moreWe reach the Third Crystal and learn how the Flash happened.
Read moreWe reach the second crystal and learn Durgan’s backstory.
Read moreWe continue on our way to the second Memory Crystal.
Read moreWe have almost finished Year 8 of Nintendo Power, with a fairly lean issue.
Read moreWe fight an optional boss to open up a portal back down to B8.
Read moreWe return to the waterfall level to investigate an area we unlocked.
Read moreGhost of Tsushima was the last game I beat in 2020 – I completed the game on New Year’s Eve on a launch PS4, and in spite of that console’s age, Tsushima is a title that looks and plays beautifully.
Read moreWe start to make our way to the next memory crystal, but get ambushed and have to fall back to town.
Read moreThe party gets some exposition on the history of Duhan.
Read moreWe continue through B8 to our next story objective.
Read moreWe finally get out of the lobby and start exploring the East wing of B8.
Read moreWe return to B8 and encounter a bunch of monsters in the level’s “foyer”
Read moreAnother light issue, but we get our first dedicated coverage of a third party N64 game.
Read moreI’ve talked a bit in this series about encounter design. The Pit of Moander works well for it’s lack of encounter design. Or, rather, a designed lack of encounters – specifically random encounters.
Read more