
Secret of Evermore - Self-Imposed Challenge Run Part 17: Walking like an Egyptian
Rules so far:
-No switching to the Dog in an active combat area unless absolutely necessary
-Dog must not be dropped to 0 HPs
-Pixie Dust, Wings, and Call Beads are not allowed
-Alchemy restrictions to be determined
-Bone Crusher banned after Thraxx; all other Swords banned
-All Spear weapon restrictions to be determined
-Jade Disc, Moxa Stick, Armor Polish, Chocobo Egg, and Spiky Collar banned for Antiqua
-Most rules disabled for convenience in non-threatening areas
Sons of Anhur fight at 47:48; Rimsala fight at 1:19:28
The Great Pyramid took its time and I have a LOT to unpack about game design as a result of its local gimmick as well as the resident Bone Buzzards and Mummy Cats, the former I mistakenly call the name of their overly similar palette swap from later and the latter being the punchline to a running gag, which is a good part of the reason to have me bring up the Sliding Scale Of Creativity VS Structure. But I'd rather expend the description on how to get through this mess that had developers spend a full month bugtesting and STILL ending up with clear bugs including nasty potential for softlocking, such that I ended up going through it in one go.
I should first mention that the Great Pyramid is basically a Boy Solo, because the Dog spends most of his time during the dungeon in a simple pressure switch room. You even would want to keep him in said room after already getting the Bronze Axe, which allow for destroying the stone doors including the one cutting him off from the reunion with the Boy, if you want to get Horace's Regenerate spell, an offensive enough Lost Forever because it has the added bonus of needing to have talked to Horace to get his Call Bead spells (not a problem, granted) AND being only accessible via stepping stone bridges that sink and stay sunken (now THAT is a problem). If you reunite with the Dog before getting Regenerate, you won't be able to get him to stay on the blasted switch that opens a gate that is in the way, and how convenient that it's even out of view before crossing the bridges.
The Sons of Anhur just move around twirling their spears that thankfully don't poison, but the second one you weaken to low enough does cast a spell upon that happening--it can be either Storm or Slow Burn, nothing too big, but definitely something to note.
As for the boss, Rimsala, he's easy, but there's plenty to talk about with him, even though his only remote threat is casting Confound on both of your characters right away to reverse your control and try to disorient you into his erratic spin attack movement that's already faster than the Boy's walking. Beyond that, you have the Dog sniff at the entrance, you dodge around, you win, the end. There are 6 Statues at the back of the room, each occasionally casting Flash, but Flash can be dodged as I displayed and the room is way too open for sniping to be viable against the player. You can also momentarily disable the Statues by hitting them--thrown spear attacks work and I make an exception to the Spear restricting to test out as much--but only distance attacks will be able to clip them. As for Rimsala, he's only vulnerable when he stops to rest at the deity mascot he comes from, but during then, there isn't anything he can do against burst damage.
Game design commentary in followup comment.
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