Friday, June 19, 2020

PrinceWatercress plays Terranigma - Part 1 of 50


After seeing this game in action, it's easy to see why this is so well-loved. Sure, you're reviving and rebuilding the world, but you're very hands-on with it as you do so. Also, this game is pretty big, and you'll be spending a lot of time with it just to see it to the end.

Welcome to the third entry in the Soul Blazer series, which never made it to America due to Enix closing down its American arm due to lack of more than modest sales of their games.

The planet possessed two sides. An external face and an internal face. Lightside and Darkside.

46 billion years since the planet's birth. Growth and decline circle to two wills. 

At the will of Lightside, new life is born. At the will of Darkside, ice ages descend.

Lightside wills intelligent beings. Rapid progress takes root.

Darkside's will breeds fear and disharmony. They came to be called "God" and "Devil".

Chapter 1: The Outset

Crysta


The game begins with a girl named Elle waking you, Ark, up. Ark keeps having strange dreams, but Elle persuades him to get up due to the crystal blue in the sky.

The Control Pad lets you move around. If you press Y while moving or double-tap in any direction, you'll be able to run like in Illusion of Gaia. By pressing B, you can jump. Pressing A will let you interact with things and people. You can hit objects in front of you by double-tapping the Control Pad towards it.

The book and ink well on the table will save your game. Just press A in front of it, then pick your save file.

By looking around and talking to people in this house, you'll learn that Elle is your girlfriend (or a friend you know well, really) and that the crystal blue that Elle mentioned are supposedly the tears of the outside world, according to the Elder.

Two rooms south of where you woke up is the kitchen. The cook will tell you to bring her the vase, but all you can do is throw it, which causes you to go hungry for today. You can at least get revenge by eating the apples on the table, but the cook will see it, too.

If you try to leave the house, you'll hear that the Elder want to speak to you. That's in the brown door next to the blue door. Talking around will be your way of finding out that the blue door is not to be opened. You'll also find out that Ark is a bit of a mischievous lad. (If you watched the in-game sequence that plays after the title screen, you'll probably have figured that out.)

If you try to open the blue door, you won't be able to open it no matter how hard you try. If you throw pots at anybody nearby, they'll yell at you for it. To enter the Elder's room, walk into it until Ark is pushing 

When you enter the Elder's room, you won't be able to open his treasure chests. Just talk to him. He'll tell you to apologize to the weaver for ruining all the weaving at the weavers' hall, whic is north of here. You'll finally be able to leave the house.

If you leave Ark standing on spot long enough, he'll wave his finger back and forth like Sonic the Hedgehog.

When you leave the elder's house, you'll be in front of a house and outside for the first time in the game. The path to the left leads to a fortune teller. Talk to her, and you'll get a  hint about what to do next.

The townspeople don't have much in the way of useful information. You will see a reincarnation theme come from a few of them, though.

Directly north of the Elder's house is the Weaver's house. Here, you'll also find Elle. Talk to the woman at the table and apologize. From there, you can leave, or you can go upstairs and leap out of the window.

One of the pumpkins in the pumpkin patch has a face, and if you try to pick it up, it'll tell you to leave it alone.

To the east of the Weaver's house is the mill. If you want, you can go upstairs, flip the switch and stop the mill, and confuse the bejesus out of the miller. Now go back upstairs and turn it back on, please.

All the way to the west is the fortune teller, who will give you a free hint as to what will happen in the future. Just outside of the house to the north is another talking pumpkin, who will ask you if you are up to no good again.

South of the mill (and east of the Elder's house) are the stores. The left one will allow you to buy items, weapons and armor, but you have to have Gold in order to buy anything, and you're broke right now. If you hold the L button, you'll learn what the currently selected item does. The right one is the Magirock store, which allows for the purchase of magical items and won't be utilized until a little later in the game.

Head back to the Elder's house after apologizing to the Weaver, and you'll find the rest of the guys at the house trying to open the blue door and that the Elder has gone out for a while. When the guy across from the front door asks if you want to give it a shot, you can say yes and throw a pot at it. If you say no, they'll eventually find a way to open the door anyway.

By throwing a pot at the blue door (use the A button, by the way), you can crack it. Throw another one at the door and you'll finally open it. You'll then trigger an in-game cutscene where you hear a voice crying for help. Everyone else is too scared to go down there after that, and they all leave it to you to go down the stairs to see what's inside as well as get into trouble.

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