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RPG Patreon Active [Paladox] The Fairy, the Succubus, and the Abyss (Version 0.745)


Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

It's both nights after Dillon is gone actually.

Ok. Thanks! (made a note, will check it and fix when I can)
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

thank you, that help alot :)
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

You no longer need ink to save. If you do find any save points that ask for ink (or any ink) then please let me know. I've done away with that "feature". :)

The save points are still kinda sparse, but there's always one outside a boss room and one in your room. After the tutorial you can quickly return to your room at any time by using the "whistle?" item or, later while in The Abyss, the safety spell.

Thanks, then I'll give it a try when I have time to figure out all the different hunger meters again. It's pretty impressive that you've kept adding onto this project for so long, I'm glad to see the Patreon's starting to pay you a little for it.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

Got to say, I like what I see here and can't wait to see how it develops. Felt the Tower portion was a bit long (Like, I felt like I play playing Midgar in Final Fantasy 7 Long) but I can understand why its like that. Did notice a few bugs here and there that may or may not have been mentioned.


  • The two doctor scenes after Dillon leaves seems to be broken, but you can still progress the story by going to the Doctor's Office after the guard goes to get you, though all the sprites will be out of place.

    The boss battle with the gargoyles in the dungeon: In the position you start there is a wall in which you can mine. Before the fight occurs its possible to open that wall and escape into that room, which breaks seems to break the boss encounter.

I rarely post on these forums, but I have to say, this game is impressing me. I'll post other things bugs and such as I find them.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

Thanks. :)

The two doctor scenes after Dillon leaves seems to be broken, but you can still progress the story by going to the Doctor's Office after the guard goes to get you, though all the sprites will be out of place.

There have been a variety of reports on the last two doctor visits. Some people aren't even getting the doctor visits at all. It's already on my to-do list, but thanks for the report. Every detail will better help me about pinpointing the problem.

The boss battle with the gargoyles in the dungeon: In the position you start there is a wall in which you can mine. Before the fight occurs its possible to open that wall and escape into that room, which breaks seems to break the boss encounter.

I thought I had that fixed up properly. I guess not. I hadn't thought of players breaking the wall before the fight. It's fixed now for the next version. I changed it so that she'll say, "Not now." until the boss is dealt with.
I went ahead and changed the bottom right one too, just in case.

Thanks again for finding these. Please let me know if you find anymore. :)
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

Ok, I'm stuck. Kendra in the Tavern said that she would give me the Dungeon Key when I first met her in the Abyss, but when I go to a locked door in the Dungeon it says I need the Dungeon Key. Is their a second key I'm supposed to have.

Also having trouble finding Stained Glass Shards to Upgrade.

EDIT: Literally just found the Dungeon Key I was supposed to get right after posting this. Something I missed in a previous room.
 
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Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

Also having trouble finding Stained Glass Shards to Upgrade.

Minor Hint:
They're only found in one place: The Caverns.

Obvious Hint:
They're back in The Tower, but the way back is currently locked, and having the key wouldn't help since it's rusted shut.

Solution:
Killing Fulvous in The Dungeon area will get you the Acid tool, which can melt the floor grate.
Now you can go back to The Tower. Some things have changed, but The Caverns remain the same.
The pick tool will help you get a lot of the shards you couldn't reach before.
Don't forget to grab the shards from the now busted window in The Tower basement! (if you repaired it previously)
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

Whole bunch of things I ran into:

Activating the light lock in the undergarden doesn't light up the area (might have something to do with me having the flare spell active at the time, and darkness returning once it expired.) same problem occurs in a few other areas, at least it also happens on floor one of the crypts (the floor where you get the hammer)

Trying to upgrade Vallerie's armor to level four tells me I don't have enough banded iron (need 5, have 49) while in reality I don't have enough star-cut rubies.

The farms don't seem to work, the plots keep asking for more water and fertilizer and the merchant isn't offering any seeds

Getting a birth while moving through a door completely locks you in place, not sure if the safety spell can get you out since I had just saved and simply reset to that.

I somehow ended up repairing the stained glass in what appears to be Kendra's room (room to the right of the catgirl's room), leaving her leveling area warped me back to the very first starting map (back home, freedom!!) which doesn't seem intended ;)

Going back to the tower and removing the log leads to an ice area, there are enemies clipped outside of the walls and a boss door leads me to a previously defeated boss (same issue with a boss door that was previously blocked by rocks and barrels) and a door blocked by a jail door (the ones acid remove) leads to a previously visited area that links back to floor 5 of the dungeon.

Going into Valerie's stained glass room and back out leads you to being stuck, the safety spell can unstuck you.

The skeleton enemies in the crypts seem to drop '0 mushrooms'

In the second area of the mine there is a couple of bottles of ink on the wall (one to the right of the light lock, two more to the right of the code sign) there's a few more in the fourth area.

I was completely stumped on how to fight the witch in the vinery, you can chase her down around the cauldron but nothing happens and trying to get around her to push her into the cauldron or whatever finally made her actually fight me was just confusing.

Using the light lock to teleport to level 9 of the vinery results in nothing happening (light lock on level 9 is active) the light lock on level 10 doesn't seem to work at all as a teleporter, regardless of where I try to teleport to from it.

One of the vinery doors leads to an area that looks as if you can go down there, but either there's nothing there yet or it's not working properly.

Using the light lock outside of your room in the abyss (allows you to quickly travel to dungeons) and inputting 00 sends you somewhere, rather unexpected if you're just starting out. Fighting enderlav there and getting the grape seed causes another chest to appear outside of the boss room, also containing gape seeds.

It seems there's a lack of things to spend gems on, the only thing I found was the chest that gives out potions, but at 10 gems each it takes forever to spend your gems and I'm constantly maxed out.

There's way too damn many enemies in the game. Sienna was level 70 by the time I got to the crypt where it's just swarming with yet more enemies. In addition to this, your entire party delivering the same lines every fight just becomes tedious, the addition of things like crates, webs, locked chests, slime victims etc. are all pointless since you have no real need for the resources they get you, and they just waste time as a result.

Currently stuck with no idea where to find stronger acid, I've fought three different big slimes now and have no idea where else to look.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

I really need to get a patch out. xD
Activating the light lock in the undergarden doesn't light up the area (might have something to do with me having the flare spell active at the time, and darkness returning once it expired.) same problem occurs in a few other areas, at least it also happens on floor one of the crypts (the floor where you get the hammer)

The flares are at fault. I missed a few areas when I fixed that. It permanently damages the lightlock (no light, ever).

Someone else told me about the crypts. It's already fixed for the next patch.

I'll make a note of the Undergarden, but I'll probably end up overhauling it completely. I'm not exactly happy with it.

Trying to upgrade Vallerie's armor to level four tells me I don't have enough banded iron (need 5, have 49) while in reality I don't have enough star-cut rubies.

Thanks! Fixed for the next patch.

The farms don't seem to work, the plots keep asking for more water and fertilizer and the merchant isn't offering any seeds

Each plot only needs to be watered and fertilized once. I see what I did wrong. I'll try and fix that.

Each seed is unique to a specific plot. Sorry but I haven't done much with this quest line yet. There's a seed or two you can find.

Getting a birth while moving through a door completely locks you in place, not sure if the safety spell can get you out since I had just saved and simply reset to that.

Thanks. I'll make a note of it.

I somehow ended up repairing the stained glass in what appears to be Kendra's room (room to the right of the catgirl's room), leaving her leveling area warped me back to the very first starting map (back home, freedom!!) which doesn't seem intended ;)

Think of the children! :p
It's a known Issue. I'll try to fix that for the next patch.

Going back to the tower and removing the log leads to an ice area, there are enemies clipped outside of the walls and a boss door leads me to a previously defeated boss (same issue with a boss door that was previously blocked by rocks and barrels) and a door blocked by a jail door (the ones acid remove) leads to a previously visited area that links back to floor 5 of the dungeon.

The ice caverns are glitchy, unfinished areas but I've fixed them in my version, which will be in the next patch.

Going into Valerie's stained glass room and back out leads you to being stuck, the safety spell can unstuck you.

Someone else mentioned that. Apparently only Adivia and Marissa's windows exit properly. Oops.

The skeleton enemies in the crypts seem to drop '0 mushrooms'

Well that's not nice at all! They could at least give you a whole one. :)
I'll make a note of it.

In the second area of the mine there is a couple of bottles of ink on the wall (one to the right of the light lock, two more to the right of the code sign) there's a few more in the fourth area.

Thanks! Found all three. Went ahead and replaced them with perfume bottles for the next version.

I was completely stumped on how to fight the witch in the vinery, you can chase her down around the cauldron but nothing happens and trying to get around her to push her into the cauldron or whatever finally made her actually fight me was just confusing.

It's been a while since I made that. If you think it's too annoying then I could give the whole thing an overhaul, changing it to a direct fight or something more like one of the earlier boss encounters (like the lightning monster in The Tower).

Using the light lock to teleport to level 9 of the vinery results in nothing happening (light lock on level 9 is active) the light lock on level 10 doesn't seem to work at all as a teleporter, regardless of where I try to teleport to from it.

Sorry I forgot to set those up. I think most of the teleporters in The Vinery might not be working. I'll make a note to work on them.

One of the vinery doors leads to an area that looks as if you can go down there, but either there's nothing there yet or it's not working properly.
Which level?
Looking. Looking... Aha! level 3, right?
I see it has a condition of self switch B, which is impossible.
Removed and fixed for the next patch. Thanks! :)

Using the light lock outside of your room in the abyss (allows you to quickly travel to dungeons) and inputting 00 sends you somewhere, rather unexpected if you're just starting out. Fighting enderlav there and getting the grape seed causes another chest to appear outside of the boss room, also containing gape seeds.

The location is intended. I should probably add some lore books about hidden locations and obscure puzzles.

The duplicate grape seeds are not intended.
I can't figure out where the other grape seeds box is though.
Looking. Looking. Looking. Check boss room. There? No. Outside?
Don't see it. Where!? Check events list. Don't see it. Aha! There it is.

Top left corner. Knowing that might have helped. :p
Thanks for letting me know about the duplicate. That sucker's gone now.

It seems there's a lack of things to spend gems on, the only thing I found was the chest that gives out potions, but at 10 gems each it takes forever to spend your gems and I'm constantly maxed out.

I maxed out a few times myself. It helps to keep them exchanged for gold.
In future versions there will be a lot of stuff in the Monster Club that you can spend gems on (not to mention more merchant stuff). Currently there's only a few monsters you can buy.

There's way too damn many enemies in the game. Sienna was level 70 by the time I got to the crypt where it's just swarming with yet more enemies. In addition to this, your entire party delivering the same lines every fight just becomes tedious, the addition of things like crates, webs, locked chests, slime victims etc. are all pointless since you have no real need for the resources they get you, and they just waste time as a result.

I'll try and reduce the number of enemies. Would cutting them by half be good? Or cut out even more than that?

Yes I intend to remove the party lines. If anything I might have them very occasionally say something briefly during a fight.

Yes I noticed this about the chests, webs, etc.. as well.
I'll try and give this system an overhaul as it quickly loses viability after you reach The Abyss. The only good thing I've noticed are the sleeping monsters, which appear rarely but give double exp.

Currently stuck with no idea where to find stronger acid, I've fought three different big slimes now and have no idea where else to look.

The green gates are blocking off areas of the next chapter. The stronger acid will be available after Kendra's 4 part quest is finished (which currently ends the game). If you've gotten all 4 parts then you've probably done everything the current build has to offer.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

Since Ink has been mentioned, there are also some Ink Vials in the Vinery.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

The game looks pretty good. I wonder why so few patrons. By the way, nice to reupload the screenshots in the first post.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

Reducing the enemies by half (at least in some areas) would be good. Especially the crypts seem to be suffering from enemy overflow.

Having some place to trade gems for those upgrade gems would be nice at least, as currently I'm maxed on both gems and I have tons of gold that I never spend. Wood similarly I have 99 bundles and I stopped cutting any a long time ago. It's mostly the fact that those green gems restore everything that causes you to not need any other item except rarely water when you get dehydrated.

As someone else mentioned there's some ink vials in the vinery (in the area where you find the spirit mask) though you cannot pick them up they do graphically look like them anyway. Should be floor one or two if I remember correctly.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

Since Ink has been mentioned, there are also some Ink Vials in the Vinery.

If you mean the ink on level 1, that's just decoration. Even if you could reach it, you couldn't get it. If it was on other levels then please let me know.

The game looks pretty good. I wonder why so few patrons. By the way, nice to reupload the screenshots in the first post.

Thanks! Yeah I should probably take some more / better screenshots anyway, or even try to make a trailer (although I'm not sure where I could upload it, unless youtube allows private videos).
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

I am playing version 0.65

First, a suggestion:

the Tower part is really interesting, but also "feels" too long, I think because it has some design problems, among them the fact that you CAN wander in the dungeons into some really boring fights without a clue that you are not supposed to do that (really, it takes several minutes to defeat those black ooze thingies)

Also managing the light, specially regarding the bath area is really annoying... I suggest that you give a light to Dillon, so as long he is in your party, you are free to use other equipment.

Now, past that...

----------

1. There a a couple bugs here and there, usually involving multiple triggers at once, for example having a baby while using the teleport light tomb thingies will freeze the game.

2. In the end of the Tower plot, the game got really buggy, for example the dog guy would "fetch" me for the medic, but it would show only the dialog, and not teleport me, but the script would play anyway, and random objects on the screen would start moving (for example the first time it happened, when the doctor "jumps", instead I saw a barrel jumping). Also interacting with some objects would show the face of characters that weren't on the scene (for example trying to open the upstairs door ASAP).

3. The plot felt kinda disjointed, not because of the intentionally mysterious parts, but seemly it is missing dialog or something.

4. I typed "00" in the teleport stone at home, trying to cancel it after I interacted with it out of curiosity... got sent to some random place without exit.

5. After reloading the game... And exploring around, I noticed that the place was unique, so probably the "00" thing was intentional, but triggered too early (before I had the "safety" spell), so I went to explore, found the boss... and got stuck on his room after killing him :/ since the boss was rather annoying to kill (I noticed he changes colour and my damages change, but I never figured the meaning, and I won on the first try, but it took me 40 minutes or so, with healing myself only 3 or 4 times, mostly of the fight was just boring attacking him forever), it was a huge let down, it made me shut down the game and stop playing.

6. When a character change stance, and die, they flash back when they "return" to normal stance.

7. I see some lines on the bottom of the fairy sprite o_O

8. If you interact with already open chests, you can see them closing and opening again really quickly, kinda weird.

9. When I tried to fish on the dungeon for the first time, a strong purple enemy showed up... this was probably intended. The non-intended part was that when I lost, the enemy and my character did their animation behind a box :( (the place was a bottom-left corner of a early map, there is 2 boxes right behind the character when using the fishing spot).

10. I could use a normal pickaxe to get into the vineyard area, by mining the green rock, but ON the vineyard area, the green rocks are not "pickaxeable", so you need either 2 different graphics to make it clear the difference, or the green rock on the entrance is broken and should have blocked me.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

the Tower part is really interesting, but also "feels" too long, I think because it has some design problems, among them the fact that you CAN wander in the dungeons into some really boring fights without a clue that you are not supposed to do that (really, it takes several minutes to defeat those black ooze thingies)

You can either slog through a long boring fight or escape. IMO it's best to just avoid them. There's no need to kill everything.

Also managing the light, specially regarding the bath area is really annoying... I suggest that you give a light to Dillon, so as long he is in your party, you are free to use other equipment.

I'll think about having light outside the tower at some point. It's not really a priority though. I think the flare spellstone should be enough optional extra lighting to handle any problem areas. Not only does it free up your off hand, but also completely lights up the area.

1. There a a couple bugs here and there, usually involving multiple triggers at once, for example having a baby while using the teleport light tomb thingies will freeze the game.

I'll add a note to my list. Guess I need to fix those along with the doors.

2. In the end of the Tower plot, the game got really buggy, for example the dog guy would "fetch" me for the medic, but it would show only the dialog, and not teleport me, but the script would play anyway, and random objects on the screen would start moving (for example the first time it happened, when the doctor "jumps", instead I saw a barrel jumping). Also interacting with some objects would show the face of characters that weren't on the scene (for example trying to open the upstairs door ASAP).

This is a known issue with version .65.
It's fixed in this release:

I haven't released it on the forums yet because I'm waiting to see if anyone finds any serious issues with it. I may go ahead soon though.

Also, it's just a patch so you'll need the audio folder from a previous version.

3. The plot felt kinda disjointed, not because of the intentionally mysterious parts, but seemly it is missing dialog or something.

Do you mean the transition between The Tower and The Abyss? Or something else? Could you be more specific?

4. I typed "00" in the teleport stone at home, trying to cancel it after I interacted with it out of curiosity... got sent to some random place without exit.

That's intentional. It's best to know the safety spell before going there.

5. After reloading the game... And exploring around, I noticed that the place was unique, so probably the "00" thing was intentional, but triggered too early (before I had the "safety" spell), so I went to explore, found the boss... and got stuck on his room after killing him :/ since the boss was rather annoying to kill (I noticed he changes colour and my damages change, but I never figured the meaning, and I won on the first try, but it took me 40 minutes or so, with healing myself only 3 or 4 times, mostly of the fight was just boring attacking him forever), it was a huge let down, it made me shut down the game and stop playing.

I'll make a note to disable the lightlock until the player gets the safety spell.
As for the boss, it follows a pattern. If you defend on the round that he drains you then it would be much easier to kill it (less damage to you means less healing for him). With that said, I haven't actually tested that boss myself yet. I may try and make it more interesting / difficult. I'll go ahead and replace his vigor drain with a version that hits the whole party.

6. When a character change stance, and die, they flash back when they "return" to normal stance.

Yes the combat scripting is rather glitchy. It's also bad for weird graphical issues when an enemy appears that wasn't there at the start. If I had known then I wouldn't have used them. At some point I'll consider going back and redoing things to fix this.

7. I see some lines on the bottom of the fairy sprite o_O
It's supposed to be her shadow but often it just looks weird.
I'm considering removing it but not sure...

8. If you interact with already open chests, you can see them closing and opening again really quickly, kinda weird.
Yes I've noticed that too, particularly when chopping them up with the axe.
Probably something else I might fix at some far off future point, but it's not really a priority since it's just graphical in nature.

9. When I tried to fish on the dungeon for the first time, a strong purple enemy showed up... this was probably intended. The non-intended part was that when I lost, the enemy and my character did their animation behind a box :( (the place was a bottom-left corner of a early map, there is 2 boxes right behind the character when using the fishing spot).

Thanks for finding that. I've moved the boxes and adjusted the layout of other areas where that might be an issue, so it'll be fixed in the next release.

10. I could use a normal pickaxe to get into the vineyard area, by mining the green rock, but ON the vineyard area, the green rocks are not "pickaxeable", so you need either 2 different graphics to make it clear the difference, or the green rock on the entrance is broken and should have blocked me.

The green rock at the entrance is different from the enchanted rocks within The Vinery. There are more green rocks you can mine in The Vinery. They're always a more vibrant, deeper green color with sharper edges. The magic green rocks have a lighter, more organic look to them. They are covered with a green growth (like moss). They're quite different when dispelled, and even give different ores. There's only a few enchanted ones (maybe 3 per level, if that many). They're often alone while the more valuable, mine-able rocks tend to be found in clusters.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

About the jelly boss: the problem is not his attack.

The problem is that he rarely attacked, and has too much HP.

On average all my characters summed would do on a turn about 30 or 40 of damage.

I noticed the boss had several elements or something, sometimes fire magic and sometimes ice magic and sometimes physical attacks did more damage.

But I couldn't figure why, or what is the pattern, it looked just random, the fact that it indicates its state by slightly changing its graphics doesn't help (it took me about 15 full turns before I noticed the sphere on his body changed the shade of blue slightly).


As for characters I used (in case this is important...)

Sienna, mostly doing physical attacks, and later I noticed in some situations her fire attack did good damage (the one you get after killing the red-robe dude).

Death Fairy - useless in this fight, her physical attacks did 0 damage or 1 damage, and her magic always missed, all of it (she had about 5 or 6 spells I think).

Warrior Fairy (the red-head) - strongest on this fight, did more damage than sienna early on, but ran out of mana very fast :/

Void Fairy with quest completed - Her "choke" spell sometimes would do tiny damage, sometimes humongous damage, but I never found out "when", so I just spammed it, still, warrior fairy still out-damaged this one, despite this one being already powered up with quest.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

About the jelly boss: the problem is not his attack.

The problem is that he rarely attacked, and has too much HP.

On average all my characters summed would do on a turn about 30 or 40 of damage.

I noticed the boss had several elements or something, sometimes fire magic and sometimes ice magic and sometimes physical attacks did more damage.
After looking at the battle event I think I see the problem. I've got him changing colors too slowly (once every 2 rounds). I can see how that would be confusing. I'll change it to every round instead.

But I couldn't figure why, or what is the pattern, it looked just random, the fact that it indicates its state by slightly changing its graphics doesn't help (it took me about 15 full turns before I noticed the sphere on his body changed the shade of blue slightly).
Maybe it will help to have it change more often.
I've also changed the effects. It should be more obvious what's happening when your attacks don't do any damage at all on those rounds.

As for characters I used (in case this is important...)

Sienna, mostly doing physical attacks, and later I noticed in some situations her fire attack did good damage (the one you get after killing the red-robe dude).

Death Fairy - useless in this fight, her physical attacks did 0 damage or 1 damage, and her magic always missed, all of it (she had about 5 or 6 spells I think).

Warrior Fairy (the red-head) - strongest on this fight, did more damage than sienna early on, but ran out of mana very fast :/

Void Fairy with quest completed - Her "choke" spell sometimes would do tiny damage, sometimes humongous damage, but I never found out "when", so I just spammed it, still, warrior fairy still out-damaged this one, despite this one being already powered up with quest.

This boss is completely immune to life and death magic, so Nadie and Adivia, despite being the usual 2 go-to's, would be bad choices to bring.

I'll make a note to make his color changes more obvious, and maybe even flashy. Green and red colors are usually universally recognized (red means stop, green means go), so I might go with that.

I might change some other things about the fight too, to make it more interesting (halfen his HP, etc..), while also increasing the threat. Thank you for the feedback. I'm sorry this boss was a bit of a letdown.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

How I get to the level 5 boss? There is some impassable holes, and no lever... I am missing something obvious?

Also, all these random locked gates everywhere (not the doors that require "dungeon name key") are eventually possible to open?
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

How I get to the level 5 boss? There is some impassable holes, and no lever... I am missing something obvious?

Also, all these random locked gates everywhere (not the doors that require "dungeon name key") are eventually possible to open?

The switches from previous levels also work on those holes.

There is a key for the locked gates. It's a reward from a boss fight.
 
Re: The Fairy, the Succubus, and the Abyss. Ver: CB Abyss 0.65 (Updated Sept 13th, 20

Your tips were great!

Now I think I found a bug...

After following your tips, and getting the bossess rewards, I was able to visit the ice cavern area.

But every time I enter something in there, like a boss room, or a random door, I end back in the "dungeon" map or in other wrong map.

So... wazzup with that? Is the area just unfinished, or I did found a bug?
 
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