(shouting)

La-Mulana 2 - fish. it is a fish. it's true.

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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repairmanman
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Re: La-Mulana 2 - where the nebraska skyline happens

Post by repairmanman »

Voltgloss wrote: 3 years ago
KobaBeach wrote: 3 years ago are there seriously

no situations where you can get locked out of an optional item by fucking up a puzzle? i get that people don't like that but i dunno, i like that specific way of toying with the player

None in this game. The closest it gets is having a small section become permanently inaccessible very late in the endgame, which can conceivably lock you out finding a glossary entry and completing an optional sidequest (the reward for which sidequest is knowledge, which knowledge you really no longer need if you're that late into the endgame anyway).

Isn't there another permanently missable weapon upgrade like in 1? Or is the chain whip puzzle just really involved? or am I thinking of brahma's puzzle

I definitely remember there being a puzzle with a red background and weights falling into place

Nothing to see here
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Voltgloss
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Re: La-Mulana 2 - where the nebraska skyline happens

Post by Voltgloss »

repairmanman wrote: 3 years ago

Isn't there another permanently missable weapon upgrade like in 1? Or is the chain whip puzzle just really involved? or am I thinking of brahma's puzzle

I definitely remember there being a puzzle with a red background and weights falling into place

you're thinking of Brahma's puzzle

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Re: La-Mulana 2 - so we're going to have a frosty dinner support

Post by Crow »

Instadeath trap count: 15 (+1 today)
Chipmunk count: 1 (+0 today)

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Re: La-Mulana 2 - so we're going to have a frosty dinner support

Post by raocow »

just offering my thanks again for the indept op notes !!
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Voltgloss
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Re: La-Mulana 2 - so we're going to have a frosty dinner support

Post by Voltgloss »

raocow wrote: 3 years ago just offering my thanks again for the indept op notes !!
Thank you sir. As always, glad to be of assistance.
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Re: La-Mulana 2 - so we're going to have a frosty dinner support

Post by Tenlade »

lot of minibosses seem to be desperate to maintain social distancing, to the point where you can completely stop them attacking by just chasing after them endlessly.
AweStriker wrote: 3 years ago Mulbruk didn't go explore Annwfn because

you've already done what she would have told you about in previous episodes; the main purpose of that expedition is to tell you how to get to the right side of the area from the Roots. That being said, this does mean you don't get to see her dangling upside-down from one of Ixtab's knots.

you also miss out on the part after you kill ixtab where she shows off the double jump. she even has the doublejump feather on her headband


Bluster Kerfuffle wrote: 3 years ago I love the cliff so much it's so fucking stupid
sometimes the most simple traps are the most effective.

Though, considering how many things in eg-lana fly, a cliff doens't seem like it would stop them from escaping.
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Re: La-Mulana 2 - so we're going to have a frosty dinner support

Post by kitikami »

I kind of wish there were a SomeGuy-style counter for the number of shurikens raocow has accidentally thrown away trying to do something else.
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Re: La-Mulana 2 - where the nebraska skyline happens

Post by Draexzhan »

Voltgloss wrote: 3 years ago
KobaBeach wrote: 3 years ago are there seriously

no situations where you can get locked out of an optional item by fucking up a puzzle? i get that people don't like that but i dunno, i like that specific way of toying with the player

None in this game. The closest it gets is having a small section become permanently inaccessible very late in the endgame, which can conceivably lock you out finding a glossary entry and completing an optional sidequest (the reward for which sidequest is knowledge, which knowledge you really no longer need if you're that late into the endgame anyway).

Correct me if I'm wrong, but are you referring to that small area in the Ancient Chaos? Because I seem to recall that the glass tube that passes through that area can be destroyed with bombs, making it accessible again.

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Re: La-Mulana 2 - so we're going to have a frosty dinner support

Post by Voltgloss »

I never tried or heard of that before, but if so, that's a pretty cool Super Metroid reference as well as fixing the issue. I'll have to test it out.

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Re: La-Mulana 2 - ready to blow, upside down, indigo

Post by Crow »

Instadeath trap count: 18 (+3 today)

in which lumisa overdoses on pot
i forget if i counted the crushy corridor in immortal battlefield yet but i'm going to guess probably not since rao didn't trigger it the first time through. trying to only count instadeath traps that have been triggered, even if they don't kill
i've honestly never played a video game in my life
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Re: La-Mulana 2 - ready to blow, upside down, indigo

Post by Awoo »


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Re: La-Mulana 2 - ready to blow, upside down, indigo

Post by Draexzhan »

Ahh, Gate of the Dead. Might be my favorite area in the game. I'm a sucker for gravity flipping mechanics.
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Re: La-Mulana 2 - ready to blow, upside down, indigo

Post by PSI Ninja »

So what wrong controller do you keep using

I didn't find Gate of the Dead until later in the game,

after beating Not Palenque in Ancient Chaos

. I just never realized that there was an extra space on the map in Immortal Battlefield that I never explored. I guess you were expected to find it earlier due to the two soul counter on that door. In retrospect, I'm surprised I got that far in the game all the while missing an entire field.
KobaBeach wrote:
PSI Ninja wrote: The room with all of those crushing pillars is a really mean trap - even if you see that you needed the Gale Fibula to run through it, there's no way to know that you still wouldn't make it without jumping first.
honestly it's absolutely the kind of thing you'd expect from an 80s pc game or famicom game, which is precisely what the la mulanas are trying to ape
I actually found that trap funny when I fell for it the first time, and again when raocow died to it. I didn't really have any issue with it, I just wanted to point it out because it's a clear example of the game making the statement: "You think you've figured this out? Well screw you!"

Loved that fortuitous heal during the Svipdagr fight.
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Re: La-Mulana 2 - ready to blow, upside down, indigo

Post by Bluster Kerfuffle »

I love love loooove the music in gate of the dead so much
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Re: La-Mulana 2 - ready to blow, upside down, indigo

Post by FPzero »

I thought the Gate of the Dead was locked behind a 3 boss door, so we ended up here earlier than I anticipated! I forgot how open the earlygame is. raocow has definitely taken a very different progression than I did.
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Re: La-Mulana 2 - where the nebraska skyline happens

Post by Alice »

Leave it to raocow to forget a trapdoor he's fallen through and is standing literally right next to in order to take a long detour to reach the seal he's trying to get to, lol.
Draexzhan wrote: 3 years ago

Correct me if I'm wrong, but are you referring to that small area in the Ancient Chaos? Because I seem to recall that the glass tube that passes through that area can be destroyed with bombs, making it accessible again.

If that's possible, it was definitely added in an update at some point. It's the glossary entry I got locked out of and there were a lot of people on the Steam forums also complaining about it.

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Re: La-Mulana 2 - ready to blow, upside down, indigo

Post by Ditocoaf »

Oh man, I really like the way this area looks.
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Re: La-Mulana 2 - ready to blow, upside down, indigo

Post by AweStriker »

That "earth" mantra is supposed to be "Iorð" (with the last letter there being essentially a "th", or "Iorth"). I know a patch added the ð letter to it at some point for I forget which one.

Also: today's new area is great.
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Re: La-Mulana 2 - ready to blow, upside down, indigo

Post by CrappyBlueLuigi »

Bluster Kerfuffle wrote: 3 years ago I love love loooove the music in gate of the dead so much
cheers i'll fart button to that
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Re: La-Mulana 2 - suddenly we're back to having a zillion options

Post by Crow »

Instadeath trap count: 21 (+3 today)

SWEATY

i am not counting poison lava as instadeath as technically it isn't.
traces of poison, however, i think we can agree qualifies

raocow x shrine of the frost giants is my new OTP
i've honestly never played a video game in my life
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Re: La-Mulana 2 - suddenly we're back to having a zillion options

Post by Bluster Kerfuffle »

Cyril wrote: 3 years ago raocow x shrine of the frost giants is my new OTP
mine is raocow x giant purple mist while the game warns him about traces of poison in the room
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Re: La-Mulana 2 - suddenly we're back to having a zillion options

Post by Draexzhan »

I seem to recall making very short work of Vedfolnir via stunlock.

Also, the time between birth and life sigils may have been short for you, but you better believe it took me a long ass time to find that life sigil. I found the life sigil room before I had the birth sigil and just... kinda forgot that place existed.

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Re: La-Mulana 2 - suddenly we're back to having a zillion options

Post by S.N.N. »

I remember hating the treetops on normal mode, so seeing how absolutely saturated it is on hard makes me feel relieved I took the easier option.
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Re: La-Mulana 2 - suddenly we're back to having a zillion options

Post by PSI Ninja »

Gate of the Dead and Icefire Treetop are two places I remember where I kept getting bullied and juggled by enemies pretty badly. The former because of the little Red Caps and Masks that shoot projectiles that are sometimes hard to see, and the latter because of all the flying and fast-moving enemies. The (poison) lava didn't help.

Be sure to keep the many pots room in mind for the future.

Excellent gold farming spot with the treasure fairy.

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Re: La-Mulana 2 - suddenly we're back to having a zillion options

Post by FPzero »

I'm surprised that

Fobos hasn't emailed about the shop in the Guidance Gate being open by now. raocow would very much appreciate having the Codices.

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