Now we need to save Rei.
Let’s Play Super Robot Wars V: Part 191 – Wake Up, Time To Die V
Now we need to save Rei.
I’m returning to the Star Wars comics this week with the conclusion of Dark Horse’ Star Wars Droids ongoing.
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Battle Angel Alita is a truly unique work of manga – on par with JoJo’s Bizarre Adventure in terms of being something that visually stands out from the rest of the medium. While it’s narrative it has some stuff in common with other works of SF, it’s also a manga that I haven’t seen much like.
Read moreWe finish resolving things with Mazinger Zero.
One down – but now there’s Mazinger Zero.
This week I have a review of an art book covering the history of Dungeons & Dragons from the start of the game to now.
Watch the video…
Shinji has reinforcements. The bad news is that more enemies have shown up as well.
Shinji and Rei try to save Asuka.
After clearing Podol Plaza, I tried to get into Mendor’s Library again, only to not be able to get in due to failing my open lock and break down door checks. So, to grind up further, I decided to go take care of clearing Podol Plaza, and dealing with some of the remaining fixed encounters there and in Kuto’s Well, to grind some additional XP. While I’m doing this, I thought I’d talk a little bit about how I’m playing this game.
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When I was younger, there were a couple things that grabbed my imagination when it came to dungeon fantasy – there were the Monster Ecology articles in Dragon Magazine, and the descriptions of monsters in Hackmaster and KODT Magazine. The Monster Ecology articles envisioned a fleshed out dungeon ecology, where every monster, even ones created by coked out wizards like the Owlbear, had a life cycle and found a way to fit into an ecosystem – indeed, the articles presented the idea of a Dungeon Fantasy setting as an ecosystem that the monsters fit within.
Our protagonists re-unite and prepare for the fight against Mazinger 0 – until something else comes up.
Hades has been beaten, but he’s not quite done with us.
This time we have a SNES sequel to an NES game, and another title from Quintet.
Watch the Episode
We finally get to throw down with Hades himself.
We finish cleaning out Purple’s Robots before focusing our attention on Hades himself.
Short little manga review this time.
After taking care of the bandits in Kuto’s Well, you’ve got a few options ahead of you. In order to reach the Cadorna’s Textile House, you have to go through either Mendor’s Library or Podol Plaza. You also get your first quest specific party member here – a quest to liberate the Temple of Il-Mater, which has been defiled into being a Temple of Bane on the other side of the river. This gets you a sixth party member, the cleric who is carrying out this quest – and he’ll stick with you until you complete the quest. Which means he’ll stay with you for any other quests you do between then and now – so that quest can wait.
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Purple shows up to drop off a few robots and taunt us before bailing – so Joe The Ace joins the party!
We continue to press the assault against Hades – forming something of a perimeter.
This month I have an omnibus of the first 3 Young Jedi Knights novellas.
We throw down with Hades’ troops, while we wait for the lab to evacuate.
Hades has come to Earth…
I’m almost done with the Star Wars novels in 1995 with the first three Young Jedi Knights novels, which were collected together as an omnibus under the title Jedi Shadow.
Once Sokal Keep has been cleared, now you’ve gotten the attention of the government of New Phlan – as the room behind the counselor opens up, and Junior Counselor Cadorna asks to meet with you. Cadorna is one of the few NPCs in the game with a truly unique character portrait – one that wasn’t created with the portrait system that you would have used to create your party when you started the game.

Cadorna’s family has roots to Phlan long before it fell – and he’s got a job for the PCs – retrieve some treasure the family stashed before they had to flee. However, the Textile House – where the goods were stashed – is in the corner of town between Podol Plaza and Mendor’s Library, so that quest will have to wait until after either of those two quests.
However, in order to get to either of those quest locations, you’ll have to go through the city hex of Kuto’s Well.

This is the first hex we’ve entered thus far that doesn’t actually have a story hex attached to it – but in order to clear the town, we have to clear this area, though the party only gets the normal “Hex Clear” reward for doing that. Still, that’s generally enough motivation for the player to clear this hex.
By taking on this hex, the player is introduced to a few new concepts. For starters, this is the first multi-layer dungeon the player has faced in the game thus far. Every other hex has been a single part of town – so there’s that.

Second is traps. Several squares in the catacombs (until you take out the bandit leader – Norris the Grey) will result on you getting shot at if you pass through them – and you’ll have to pass through at least one of them to reach Norris – who can show up at multiple places (and will appear t whichever of those places you get to first.
I have mixed thoughts on this. On the one hand, I wish that if you were actively searching and had a thief in your party, you could have a chance to completely evade the ambush. Alternatively, if you weren’t evading the ambush by random chance, I would like the idea of placing the ambushes in locations where the party could maneuver around them, with the thief having a chance to spot what squares contained the ambushes. That would provide a way, in the context of this video game, to emulate how in a tabletop session the Thief’s powers of observation can permit them to get the drop on an enemy or to evade an ambush or patrol.

That said, the fight with Norris himself and his men isn’t too hard of an encounter – provided you’ve kitted your spellcasters out with area of effect spells that can take groups of people out of the fight. I took Norris’ minions out with sleep spells and took Norris himself out of the fight by catching him in a Stinking Cloud, at which point we were easily able to dispatch him.

Beating Norris also gets another journal entry – which in turn provides some story content. Specifically, that the forces holding Old Phlan are not a unified front. There is a note from “The Boss” calling for Norris and his troops to assist in holding Sokal Keep, and Norris basically telling “The Boss” to shove it up his ass. Now, he didn’t actually send the message – but the reasoning for his not sending it isn’t clear.
However, clearing out Norris basically clears out this city hex, and allows you to return to town and collect your reward for pacifying it.