Sea of Stars - Ch. 8 - Malkomud the Wizard

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Finally! I've recorded this chapter a couple times now, but human and/or technological errors kept me from actually capturing it. Last time, our heroes ventured into Moorlands, a desert-y wasteland following our descent from the mountains. This game is supposed to be a love letter to Chrono Trigger, but I'm getting some serious Wild Arms vibes in this area, including from the music. We met 'Teaks', the Traveling Historian who joined us and promptly became part of our cargo. Then we briefly ventured into Stonemasons Outpost' where Malkomud the Earth Wizard is causing trouble. Let's see what happens.

CHAPTER 8 - MALKOMUD THE WIZARD

Since we didn't have the opportunity to do so earlier, I'll take a moment and explore the town, talk to everyone, etc. The situation seems to be that Malkomud, a very powerful Earth Wizard, has made a fort inside the wind tunnels of Sleeper Mountain. When the wind blows through these tunnels, it creates a melody which causes the giant dragon (the Sleeper) atop the mountain to sleep. Malkomud has obstructed the tunnels, so there is concern the Sleeper might wake and kill everyone. Furthermore, the outpost elder went to go speak with Malkmomud, but has not yet returned.

There's a couple of treasures around the outpost that you can pick up, along with a new weapon for Valere, armor for Garl, etc. It's all fairly easy to find, but who knows? Maybe I missed something... There's one item that you find which is an antique. So you could score a story from Teaks the next time you're gathered around the campfire.

When you're ready, go to the mine entrance at the very top of the screen. The bad guys here continue to get incrementally tougher, but if you use a good combination of skills, cooked food and well... combos, you should do ok without any extra grinding. Just keep in mind, sometimes you'll have to choose between two monsters when deciding which 'Spell Lock' (the correct term, though I've previously referred to it as 'breaking concentration') to break. You won't be able to break everyone's lock. It's rough.

So the mines are divided into roughly three parts. Each part concludes with entering a small wind tunnel, which then causes a windmill to spin, activating some sort of switch that opens the next path forward. You'll also find (in a very large treasure chest) the 'Mistral Bracelet', which again reminds me very much of 'Wild Arms' or 'Lufia 2'. This item allows you to shoot small bursts of wind, which you'll then use this to solve puzzles. Pretty cool.

After using the Mistral Bracelet the first time, a mini-boss battle will follow.

Boss Battle - Salamander

People in the town had said that a salamander was loose in the mines, so I guess they were right. This guy ain't so tough. The opening spell locks are three staffs and a moon. So you'll need to attack with Garl first to unleash the Live Mana and then follow up with Valere. It really only has two attacks: a belly slam, followed by being chewed up and spit out. Just keep at it and it shouldn't take long. The Salamander will eventually retreat.

There is one locked door which requires the 'Mines Key'. You'll find this shortly after the Salamander battle. You periodically keep returning to the first chamber where you met the elder, so you can now backtrack a bit to the locked door. When all this effort is done, your reward is a 'Trader's Signet', which appears to be a recipe. I don't know what this does yet, but I was wrong about Mushroom Soup, lol. It's a very handy recipe to have.

Additionally, you'll find a 'Green Leaf', which is an accessory that boosts your HP. This area might be a little long, but it's fairly straight forward. You'll eventually reach Malkomud's chamber, where you'll now fight both him and his pet, Rockie the salamander.

Boss Battle - Malkomud, Salamander and then later 'Malkomount'

So you'll start off by facing Malkomud and Rockie as two separate enemies. Once again, we have no clue as to what the HP is, but it strikes me as logical that Malkomud should have more HP than Rockie. My strategy here is to attack Rockie, mainly ignoring Malkomud, other than for blocking.

When Rockie's HP reaches zero, Malkomud will mount Rockie and become 'Malkomount'. His attacks aren't really that crazy or anything, but you just have to keep at it while also keeping an eye on your HP. After the battle, Malkomud will be allowed to stay in the fort, as long as he doesn't obstruct the tunnels. Everyone at the outpost is very grateful and advises them to head to the port town of Brisk if they want to found a ship.

Join us next time for Chapter 9 - 'Onward to Brisk'.







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