Language: English.
Genre: RPG.
Description: God Eater - Chapter II.
Ridiculously difficult map with tones of very hard quests.
Hope you will enjoy. Good luck!Despite the author's stated quest-based nature of the map, you can go quite a long time without completing quests or even thinking about them: this way you can defeat all enemies on the surface, and only when the most powerful enemy (Orange) remains in the same dungeon, remember the tasks of the seers and guardians.
As for the cryptography mentioned by the author, you can find messages ranging from perfectly clear to completely incomprehensible. Some are not so much encrypted as "lightly powdered," but they are easy to read. Where we see text that truly resembles Zodiac killer cryptograms, few will likely be able to decipher it. Fortunately, this is not necessary, as we have the editor and Prospector. ;)
The main advantages and disadvantages here are practically the same as in "God eater I". The first significant difference is the smaller size of the human player's starting zone (Red or Blue) and the number of cities in them: there are 2 instead of 4. Pluses compared to the 1st part include having a berserker right in the capital and the ability to obtain the Cloak of the Undead King earlier. A minus is that neutrals joining "ordinary" enemies makes them unpleasant and forces you to strain if they manage to recruit strong stacks of high-level monsters. Other pros and cons are in the corresponding sections.
Attention! Since different players have identified a game freeze on this map after several months, it is necessary to use the HD mod with the HD+ option enabled!Additionally, I encountered a well-known annoying
game bug where an AI hero flies without having the required spell or artifact. Therefore, it is highly desirable to use the
SOD_SP plugin, which prevents this and a number of other troubles.
You should also remember the danger of
main hero experience point overflow and the resulting resetting of skill values
at levels above 75. Therefore, closer to the finale, it is better not to visit knowledge trees unless necessary. The same plugin will save you from such a disaster.
Finally, I remind you once more that regular game saving helps overcome unexpectedly arising problems and is very useful in any case.
The author's Walkthrough video may also be useful:
part 1,
part 2,
part 3.
Advantages:
Ability to choose color and race at the start: you can play as Red or Blue
(see warning below!) and set races for all enemies except Orange. This, combined with various random factors and depending on the human player's actions, makes each playthrough unique.
The map has no plot and almost no text, so not knowing the language will not be an obstacle for you.
Progress moves at a good pace without "stalling"... until you defeat all enemies on the surface.
There is no strict linearity in the order of clearing enemy zones, except for Orange.
The map rendering is good; the topography is more interesting than in the 1st map.
Disadvantages:
Critical error: the author did not place some guardians in the dungeon for Blue, so it will be impossible to play through to the end with this color. But this is easy to fix: for example, you can place border guardians of any color there, as only the human player will reach that spot anyway.
The quest component of the map overall is its main drawback. You feel this especially strongly when you have defeated all enemies in the overworld and suddenly have to slow down and deal with a pile-up of tasks. What to do first, what later, where to go, and where to get what is needed? Without the editor and Prospector, you will get bogged down in this and risk never getting out.
Perhaps most of all, I disliked puzzles of the "find a hidden event with the required artifact" type, and there isn't just one or two here. Good puzzles should be logical, not like these. Moreover, some of these events are masked even from being found in the editor (at a glance): for example, one is behind a veil of darkness, clearly placed there only for this purpose, as elsewhere 2 veils of darkness, inaccessible for visiting, hide the exit of a one-way monolith.
Second on the list of things I disliked most is a joke prepared by the author for anyone who wants to dig up the Grail. I won't spoil it; you'll see for yourselves. Just keep in mind that
not all chests should be opened.
All artifacts are banned except for the Bowstring. It would have been better to ban only those involved in quests. Furthermore, 3 tasks require bringing N identical items (7 Lucky Clovers, 6 Dragon Blood Vials, 10 Life Charms). Yet when a guardian requires 2 Father of Dragons' Might - on the contrary, you don't need to search and collect them: both lie side by side, only one is disassembled.
Question: why is there a chest giving +95 to all skills behind a guardian who requires all skills at 99? Another joke?
Piles of gold lying in the south, which require Lucky Clovers to obtain, would be very useful in the early stages when resources are still lacking, but they are unavailable at that time; by the time we can take this gold, we already have much more than needed.
3 key-holder tents in the dungeon stand practically next to each other. Two of them could be moved to other zones, as there is plenty of room left.
Here, it seems all monsters guarding objects have a neutral disposition, so the further you go, the more likely they are to join strong heroes. And the number of these monsters increases over time. It follows that for those who play relatively slowly, enemies will recruit creatures after some time and dealing with them will become increasingly problematic. Additionally, each "ordinary" AI enemy also has a scholar providing necromancy and a witch's hut providing diplomacy. Apparently, the author wanted to make playing as these colors possible, but then changed his mind.
9 stacks of 4000 orcs on boars is 36000, which leads to overflow when they are gathered into one stack. It would have been enough to remove one stack or reduce the number of orcs in 1 stack to 3640, and everything would be fine. And in general, why are they needed (they aren't used in quests)?
I noticed a surprising thing by chance: in cell 59,20 you can pass to level 4 dwellings (vampires in my case) past the guards, although it is unlikely this was intended. What's surprising is that in the editor's accessibility mode, this place looks impassable. And in my case, Green passed through there and captured 2 out of 4 dwellings (and then I stopped him). If not for this, in a longer game, the enemy would have gathered a huge number of these creatures.
2 cities of the same race have the same name Giruvegan. Because of this, I had to portal to the wrong place a couple of times.
The mage's hut, by the time the player reaches it, no longer provides any useful information; only experience and liches for destroying the guards are useful. I had hoped that such a heavily guarded object would reveal something very important.
The same can be said about the sea cartographer: by the time you reach him, you have already opened almost all the sea on the map, except for a tiny spot with one hut, which you can visit anyway. But there are no guards here at all.
About my playthrough
As before, I briefly examined the starting positions of Red and Blue and decided to
play as Red with Castle. For the starting hero, I chose Caitlin: wisdom, intelligence, and 350 gold income. I set other colors as follows: Brown - Tower, Green - Necropolis, Blue - Inferno, Pink - Fortress, Turquoise - Stronghold, Purple - Dungeon.
The main hero is immediately given necromancy (scholar) and diplomacy (witch's hut). For a while, diplomacy was of no use; only later did gold golems, cyclops, and archmagi join. And I soon forgot about necromancy for a long time since all 7 army slots were occupied.
At the end of the 2nd - beginning of the 3rd month, when Brown broke through the garrison separating us, I had to "lead by the nose" Vokial, his main boss, for several days. I timed it right and captured Brown's southern Tower East Sands when no one was in it or nearby. Vokial lacked movement points to reach the nearest city in a day, while I portaled from one to another; he didn't want to attack. Gradually buying up troops (resources were still few), on 3-1-3 I attacked Vokial and beat him.
After that, I captured the northern Tower Threzold.
On 3-1-6 I beat Fafnir, and
Brown disappeared.
After this, Caitlin crossed the river and approached the Hammerklavier Tower. I didn't take the tower since there was strong own guard, but went into a green two-way monolith and found out where it led: it has another exit in the east, near Fortress Vio Regan, also unclaimed and with a powerful garrison. I returned and broke through the garrison in the northeast of the sandy lands, stepping onto Green's lands. Then I captured Necropolis Tihiy Don, went further east, and took Necropolis Holivia.
On 3-4-4 the main villain Lord Haart approached Tihiy Don with a large army. From there, everything became extremely interesting. I prepared for battle in this city, but Lord Haart did not attack; instead, he went northwest, where he recruited 2 more powerful stacks of neutrals. After that, he attacked me in the field, and Caitlin died in this battle. Then I loaded a save where I was waiting for the siege and attacked. Everything worked out very well for me, and in the end, I lost no one.
After victory over Lord Haart,
Green disappeared.
On 4-2-4 I visited the
white tent and the observatory. It became clear that further progress was only possible by passing through Blue's lands.
On 4-3-2 I besieged Fortress Valhala, where Solmir himself, Blue's main boss, resided. The battle was successful, without losses.
Then I went through the swamps further south and passed through a garrison to the lava toward Blue. Captured both Infernos.
On 4-4-1 I beat Ash, and
Blue disappeared.
On 4-4-3 I beat Cuthbert, capturing Fortress Raktapaksha, and
Pink disappeared.
Then I crossed by water to Turquoise's lands.
On 4-4-7 I stormed Citadel Krakatoa, where the barbarian boss Zubin resided. In the 1st attempt he escaped, but later I was able to defeat him outright.
On 5-1-2 I visited the
black tent.
On 5-1-4 Struker attacked the city and died.
Turquoise disappeared. Only strong enemies remained: Purple and Orange.
On 5-2-5, playing without HD+ and SOD_SP, I first encountered a
game freeze during Purple's turn. Terminated the task, enabled both functions, and everything was normal thereafter.
On 5-3-3 I took the
Vampire Mantle from the guards.
On 5-3-4 I took the
Undertaker's Amulet.
The same day a miracle happened: Sephinorof came out of the monolith north of the white and black border gates and...
flew to my land! Checked in Prospector: there is no legal way for her to fly! Re-enabled SOD_SP, finished the last day — yes, in this case, Sephinorof's flight did not occur.
On 5-3-6 I took the
Dead Man's Boots. Thus I assembled the
Cloak of the Undead King.
On 6-1-3 I passed through a monolith to Purple and stormed Dungeon Vivian. After the battle, I saw that something unusual happened. The reason was that earlier Purple's hero had recruited orcs on boars south of Hammerklavier Tower. There were 9*4000=36000, and after merging into one stack, a numerical overflow occurred and the
number became negative. Then the enemy put these orcs in Vivian's garrison. As a result, for the battle I received a
negative number of experience points! Fortunately, I compensated for this trouble by visiting a knowledge tree.
On 6-1-7 the
game froze again on Purple's turn, despite SOD_SP being enabled. Disabled it, repeated the turn transition, and there were no more freezes until the finale.
On 6-4-7 I captured Dungeon Temeluchus and visited the
purple tent.
On 7-2-1 the long-awaited battle with Jaegar, Purple's main boss, occurred. He turned out to be fast and easy; on the 2nd attempt, I completed it without losses.
On 7-2-3 I found and beat Malekith, and
Purple disappeared. Only Orange remained. The entire overworld became mine.
After that, through a blue monolith, I
descended into the dungeon.
On 7-3-2 I visited the
brown and red tents and opened a view of Bahamut Tower in the southwest of the dungeon.
On 7-3-4 I visited the
blue tent.
On 8-3-5 I gave the guardian the last Life Charm, the seer the Death Charm, and received the coveted
Angel Wings.
On 8-3-6 I visited a seer who required reaching level 70 and received the
Sphere of Vulnerability.
On 9-1-3 Caitlin tried to attack Blue Moon. It turned out she has the Cloak of Renunciation, and it's impossible to destroy her creatures in one round, so losses are inevitable. Then I decided to return up top, exchange gifted angels for archangels with seers, Golden Bow for Sniper Bow, and kill Blue Moon a bit later.
On 9-1-6 Caitlin visited another 5 knowledge trees. The last one gave her level 75, and immediately after it several more up to 88. Fortunately, skill overflow did not occur.
The same day I visited the
green tent.
On 9-2-4 I attacked Blue Moon again. Replayed several times, changed artifacts. One attempt gave a perfect result thanks to fear of my azure dragons triggering twice: no losses.
On 9-2-6 I encountered the next villainess Red Moon. Fortunately, she has no anti-magic artifacts, and the battle went without losses.
On 9-3-1 Valeska captured Bahamut Tower.
On 9-3-6 I found and visited the last obelisk and opened the entire puzzle map.
On 9-3-7
I dug up the Grail.
On 9-4-1 I placed the Grail in Threzold Tower, opening the whole map.
Opening the chest with the power of gods, Caitlin brought all skills to 99 (did this with SOD_SP enabled, and nothing bad happened).
On 9-4-5 I reached Lavia Mron and fought her. The battle is unpleasant because it takes place on cursed land, so losses are irreplaceable, and one must try to minimize them since this is not the last battle.
On 10-1-1 Valeska freed Morturgaah from prison.
On 10-1-2 I attacked Violet Moon. She turned out to be the most evil of all enemies: she has Cursed Armor and Sphere of Forbidding. 4 spells are cast on us, and it's impossible to remove them. But our Cursed Armor also manages to trigger. In this battle, liches need a Sniper Bow. Losses are huge, but fortunately, this is already the last battle, and only winning it matters.
On 10-1-4 Caitlin opened a chest and learned
Dimension Door.
On 10-1-6 Caitlin rode across islets in the void to Conflux Victory, and
I was declared the winner. If one waits for Morturgaah, he will only reach the city on 10-2-3.
Result: 258 days, 486 points.
Summing up, I want to say that I liked the map overall, but it would have been even better if its nature repeated the 1st part: an honest action game without "complications". Otherwise, unfortunately, not everyone will be able to reach the finish. What is most impressive: I don't think I've ever had such a huge army before. Nor have I defeated enemies with such armies. Finally, this is the first map where I encountered so many technical difficulties at once: game freezes, AI hero flights, negative number of creatures and experience, leveling the hero to "dangerous" experience levels, and the threat of skill value overflow. Fortunately, all of this was overcome.
I probably won't play through the 3rd part; besides, I want a break from necromancy for a while.