Honestly, these imps are so slow that outside of situations where they're forced up against you they haven't a chance. Just stand a little outside their reach and use the shuriken against them. It feels like the developers knew how pathetic these guys are, which is why they're standing right behind every door for a while. But because of this section's layout, you might sometimes end up sneaking up on them.
|Kirt, the gods have given you the form of the great doctor Caun. On the other side of the north door is a temple. The way leads to a castle.
The gist of this level the first time through is you have to destroy four coins to open up a path, guarded by another Zardaz Guardian. This time I make short work of him thanks to the wands I've been saving. I haven't done a good job of explaining how these work. Each wand has its own damage type and how much damage it deals, along with an ammo count. Each wand's damage and ammo is unique, so its not the wisest idea to save a wand from the beginning to use at the end game. Once activated, just use it until what you hate is dead or its out of ammo. There is no recharging.
This leads to an area with four obelisks and I think five teleports out. Each teleport out leads to a new area. First stop...castle.
...and werewolves. As far as melee enemies go, these guys are good/annoying. Fast, hit hard and generally ruin your day if you aren't prepared. Like, say, when you teleport somewhere and get one right on top of you. While the animation isn't amazing, they do a pretty good job creating their enemies, they guys look pretty nice. There are quite a few here, in this area, some sort of prison. There are a bunch of locked doors in which one contains a person. None of the others do for some strange reason.
|I am your grandfather's friend. I have a message for you. In the tower the lord of the castle hanged himself, cursing the place, take the obelisk there.
Half very confident on the meaning of this, half not great. The first sentence I know, and the last very roughly.
To open these, you have pull another chain, hopefully by this time you have that all figured out, then return. There seems to be nothing in any of the other cells except this dude. After that the door out leads to a barrel blocking your path. I kind of like this, because typically in games of this time, such an obstacle is insurmountable and the path forward lies elsewhere. Because Shadowcaster doesn't do secret doors, that's not the answer. Instead, you turn into the Caun and jump over it. Better be careful or you'll get ambushed by a werewolf. Curiously, despite this area looking like a warehouse and having crates, there's nothing here. Is this supposed to be a subtle joke?
Cutting through all these guys is a long process. Slowly advance, take out one or two, retreat, hoping you don't get followed, then use magic if you can, wait if you can't, and repeat. At the end, I get a silver sword, which, naturally, does more damage against werewolves. I also find stairs down and stairs up. Huh, I forgot about that, guess I don't quite remember everything. Well, down first.
|Diary, several weeks have passed. Werewolves have come, Opsis (?) escaped from the castle. I shut myself in the wine cellar, as long as my sanity can be protected, I'm not confident. Ah, I hear distant howling. The diary crumbles to dust.
All this explanation for some neat mood building.
The upstairs path leads to a twisty castle interior. In theory, I suspect the Caun's stealth was to help you get past here without much incident. But one of the big problems with that creatures abilities is that it works against a game where killing every creature counts. I'm running out of places to carry regular items. Its very rare for me to be in a situation where I need to use a health potion and obviously attack items are for bosses. No way in heck am I using any of those on regular enemies.
Despite this issue, this section encapsulates why Shadowcaster works despites its flaws. Its easy to criticize the game for not having great controls or for having a short view distance, but here, in this hall, in an area full of monsters that are as fast as you. Its pretty tense even a few playthroughs in. To say nothing of wondering when a boss is going to appear.
Great hall number two, and now crap's getting real. Yeah, flying enemy plus annoying enemy. What's worse is that with this guy I'm actually dealing just under his damage threshold, nice. What prevents this fight from feeling damage spongey is that it requires acting as quickly as possible to survive/kill this thing. This turns into one of the most intense fights this game has, with multiple trips back and forth restoring health, throwing the shuriken from safety...and finally winning. Right, let's take out that flying enemy...and there's more of all of them. Ah...
Right, well, there's a different path, one I'm sure is full of the easier werewolves. And its one werewolf before I have to fight red and blue cloaks again. Honestly, this seems to be the only area giving me trouble by not taking advantage of the Maorin's higher health and damage. Still, these aren't as difficult as the batch that gave me trouble. Its all smooth sailing for the rest of the floor. All I'm left with is one path down and a portal. Ah...crap, the portal.
|Enemies get stuck on the scenery a lot, I believe this behavior is intended so the player isn't constantly in danger when fighting superior numbers
This Session: 2 hours 50 minutes
Total Time: 4 hour 10 minutes