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* Bowdlerise: In the English release, "Madam Yards Pink Palace" was renamed "Ballet Studio", and several items were changed to remove their erotic references, such as an erotic book to a spellbook.
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* ContemptibleCover: The western box art [[YouDontLookLikeYou renders Nigel unrecognizable.]]
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* ContemptibleCover: The western box art renders Nigel unrecognizable.

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* ContemptibleCover: The western box art [[YouDontLookLikeYou renders Nigel unrecognizable.]]
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* ContemptibleCover: The western box art renders Nigel unrecognizable.
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Dummied Out is now trivia. Moving examples accordingly.


* DummiedOut: The American version roadblocked a bath scene by putting a maid in front of the door - however the actual scene is still intact and even translated (you can view it with cheats, or on Website/YouTube videos).
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* FakeDifficulty: The controls are frankly poor- most games with 4-directional isometric movement map up, down, left and right to a different diagonal direction each, but in ''Landstalker'' trying to play this way will only allow you to move in 2 directions. You HAVE to press diagonally on the D pad to move properly, which makes the controls very flakey.
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dewicking our elves are better per trs


* OurElvesAreBetter: Nigel the Landstalker himself (although amidst all the other crazy characters roaming about, he's never really singled out). Other elves are pretty sparse in game.

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* OurElvesAreBetter: OurElvesAreDifferent: Nigel the Landstalker himself (although amidst all the other crazy characters roaming about, he's never really singled out). Other elves are pretty sparse in game.
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* DenialOfDiagonalAttack: Or (given the isometric perspective) denial of horizontal and vertical attack. At least enemies suffer the same limitation.

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* DenialOfDiagonalAttack: Or (given the isometric perspective) denial of horizontal and vertical attack. At least enemies suffer the same limitation.limitation, and fortunately Nigel's sword swings in a wide enough arc that you don't have to be directly in front of them to hit.
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Description contains information that should be put in the examples section instead, including spoilers.


The basis of the story rounds out like this: you are Nigel, a masterful treasure hunting (some would say, 'thief') elf who is given information about a great treasure buried under an island from a fairy - who although, doesn't necessarily know ''where'' they are on the island knows that they ''have'' to be there, and a after a little convincing - the two buddy up and begin the quest. Refreshingly [[spoiler: the story doesn't have anything to do with saving the world; it stays on track entirely about finding the treasure first and foremost - though accusations are hurled at TheRival that he wants the treasure to finance a war.]]

During said quest, you'll come across all manner of classic fantasy creatures...ranging from winged demons, talking...bears?, more fairies, not-so-evil-Wizards, skeletons, orcs, etc. The big difference for the time was the perspective; Landstalker plays out entirely in an isometric view (think of the basic viewpoint for most Tactical RPG's and you'll get the idea). The novelty of it is that it makes the core aspect of puzzle solving rather difficult at various times since you can't alter the angle at which you see the world. This would also make for some extremely punishing platforming... as Nigel doesn't leave a shadow (landing jumps at later sequences becomes mostly trial and error). As noted, the biggest chunk of this game is in a myriad of puzzles to solve in the dungeons, ranging from laughably easy to mind-breakingly difficult; the smoothness of control however still made gameplay quite fun. Oh, and the music isn't something to overlook either - this game had plenty of addicting songs.

The biggest draw of the story is a subtle atmosphere of goofiness. Nigel's more than a bit of a ChickMagnet - [[LittleBitBeastly hamster girls]], [[HotSkittyOnWailordAction six-inch tall fairies]] and [[WellExcuseMePrincess bitchy princesses]] [[BlessedWithSuck just can't resist him]]. At one point Nigel's youthful looks cause him to be ejected from a building full of beautiful women despite being ReallySevenHundredYearsOld - he then goes to a [[UsefulNotes/{{Romani}} gypsy witch]] for a little VoluntaryShapeshifting, resulting in the appropriate appearance to enter. He gets a few {{Armor Piercing Slap}}s from his companion for his trouble - only to find out that the building is actually a ''ballet studio''. [[spoiler: Actually, in the Japanese version, the building in question is a brothel...]]

Alas, it was scheduled for a remake on the UsefulNotes/PlayStationPortable, but was canceled for reasons unknown. It has at least two direct {{Spiritual Successor}}s - ''VideoGame/DarkSavior'' (from Climax - for the [[UsefulNotes/SegaSaturn Saturn]]), and ''VideoGame/{{Alundra}}'' (not in isometric view anymore, making it more ''Zelda''-esque - but felt very much like it, from Matrix Software for the [[UsefulNotes/PlayStation PSone]], a company comprised of members formerly from Climax) and one [[{{DistaffCounterpart}} Distaff Counterpart]] in ''LadyStalker'' for [[UsefulNotes/SuperNintendoEntertainmentSystem its rival]]. Nigel and Friday were also featured as playable characters in the UsefulNotes/SegaDreamcast game; ''TimeStalkers'' - alongside a smattering of other Climax characters. It also now available to download on the UsefulNotes/{{Wii}}'s Virtual Console, as well as the Sega Genesis Classics collection for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne and UsefulNotes/NintendoSwitch.

to:

The basis of the story rounds out like this: you are Nigel, a masterful treasure hunting (some would say, 'thief') elf who is given information about a great treasure buried under an island from a fairy - who although, doesn't necessarily know ''where'' they are on the island knows that they ''have'' to be there, and a after a little convincing - the two buddy up and begin the quest. Refreshingly [[spoiler: the story doesn't have anything to do with saving the world; it stays on track entirely about finding the treasure first and foremost - though accusations are hurled at TheRival that he wants the treasure to finance a war.]]

quest.

During said quest, you'll come across all manner of classic fantasy creatures...creatures, ranging from winged demons, talking...bears?, bears, more fairies, not-so-evil-Wizards, skeletons, orcs, etc. The big difference for the time was the perspective; Landstalker plays out entirely in an isometric view (think of the basic viewpoint for most Tactical RPG's and you'll get the idea). The novelty of it is that it makes the core aspect of puzzle solving rather difficult at various times since you can't alter the angle at which you see the world. This would also make for some extremely punishing platforming... platforming as Nigel doesn't leave a shadow (landing jumps at later sequences becomes mostly trial and error). As noted, the biggest chunk of this game is in a myriad of puzzles to solve in the dungeons, ranging from laughably easy to mind-breakingly difficult; the smoothness of control however still made gameplay quite fun. Oh, and the music isn't something to overlook either - this game had plenty of addicting songs.

fun.

The biggest draw of the story is a subtle atmosphere of goofiness. Nigel's more than a bit of a ChickMagnet - he meets [[LittleBitBeastly hamster girls]], [[HotSkittyOnWailordAction six-inch tall fairies]] fairies]], and [[WellExcuseMePrincess bitchy princesses]] princesses]], all who [[BlessedWithSuck just can't resist him]]. At one point Nigel's youthful looks cause him to be ejected from a building full of beautiful women despite being ReallySevenHundredYearsOld - he then goes to a [[UsefulNotes/{{Romani}} gypsy witch]] for a little VoluntaryShapeshifting, resulting in the appropriate appearance to enter. He gets a few {{Armor Piercing Slap}}s from his companion for his trouble - only to find out that the building is actually a ''ballet studio''. [[spoiler: Actually, in the Japanese version, the building in question is a brothel...]]

Alas, it
him]].

It
was scheduled for a remake on the UsefulNotes/PlayStationPortable, but was canceled for reasons unknown. It has at least two direct {{Spiritual Successor}}s - ''VideoGame/DarkSavior'' (from Climax - for the [[UsefulNotes/SegaSaturn Saturn]]), and ''VideoGame/{{Alundra}}'' (not in isometric view anymore, making it more ''Zelda''-esque - but felt very much like it, from Matrix Software for the [[UsefulNotes/PlayStation PSone]], a company comprised of members formerly from Climax) and one [[{{DistaffCounterpart}} Distaff Counterpart]] in ''LadyStalker'' for [[UsefulNotes/SuperNintendoEntertainmentSystem its rival]]. Nigel and Friday were also featured as playable characters in the UsefulNotes/SegaDreamcast game; ''TimeStalkers'' - alongside a smattering of other Climax characters. It also now available to download on the UsefulNotes/{{Wii}}'s Virtual Console, as well as the Sega Genesis Classics collection for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne and UsefulNotes/NintendoSwitch.
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* GoldfishPoopGang: Kayla, Wally, and Ink, full stop. Every time they show up, it's only so that they can be subjected to [[HumiliationConga increasingly cruel and hilarious punishments]]. Despite them being the ones who indirectly kick off the plot, you end up [[TheUnfought never fighting them]]. It's likely for the better, as their own rotten luck puts a bigger beatdown on them than you probably ever could.

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* GoldfishPoopGang: Kayla, Wally, and Ink, full stop. Every Nearly every time they show up, it's only so that they can be subjected to [[HumiliationConga increasingly cruel and hilarious punishments]]. Despite them being the ones who indirectly kick off the plot, plot and having exactly ''one'' moment of plot relevance when [[spoiler:they hold Friday hostage for the Lithograph]], you end up [[TheUnfought never fighting them]]. It's likely probably for the better, as their own rotten luck puts a bigger beatdown on them than you probably ever could.
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** Eke-eke will restore half your health if you lose all your health. But not automatically; Friday has to use it on you, as you obviously can't use it when you're ''dead''.
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* BaitAndSwitch: [[spoiler:About a third of the way into the game, Duke Mercator sends you to find a wizard called Mir, who has been extorting the city of Mercator and forces the Duke to raise taxes to satisfy him. You climb Mir's tower and confront him... only to learn Mir is the Duke's brother and the Duke wants to take over the island and get King Nole's treasure for himself, while hiding it all behind the mask of a gentleman.]]
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During said quest, you'll come across all manner of classic fantasy creatures...ranging from winged demons, talking...bears?, more fairies, not-so-evil-Wizards, skeletons, orcs, etc. The big difference for the time was the perspective; Landstalker plays out entirely in an isometric view (think of the basic viewpoint for most Tactical RPG's and you'll get the idea). The novelty of it is that it makes the core aspect of puzzle solving rather difficult at various times since you can't alter the angle at which you see the world. This would also make for some extremely punishing platforming... as Nigel doesn't leave a shadow (landing jumps at later sequences becomes mostly trial and error). As noted, the biggest chunk of this game is in a myriad of puzzles to solve in the dungeons, ranging from laughably easy to mind-breakingly difficult; the smoothness of control however still made gameplay quite fun. Oh, and the music isn't something to overlook either - this game had plenty of [[{{EarWorm}} addicting songs]].

to:

During said quest, you'll come across all manner of classic fantasy creatures...ranging from winged demons, talking...bears?, more fairies, not-so-evil-Wizards, skeletons, orcs, etc. The big difference for the time was the perspective; Landstalker plays out entirely in an isometric view (think of the basic viewpoint for most Tactical RPG's and you'll get the idea). The novelty of it is that it makes the core aspect of puzzle solving rather difficult at various times since you can't alter the angle at which you see the world. This would also make for some extremely punishing platforming... as Nigel doesn't leave a shadow (landing jumps at later sequences becomes mostly trial and error). As noted, the biggest chunk of this game is in a myriad of puzzles to solve in the dungeons, ranging from laughably easy to mind-breakingly difficult; the smoothness of control however still made gameplay quite fun. Oh, and the music isn't something to overlook either - this game had plenty of [[{{EarWorm}} addicting songs]].
songs.
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None


* GoldfishPoopGang: Kayla, Wally, and Ink, full stop. Every time they show up, it's only so that they can be subjected to [[HumiliationConga increasingly cruel and hilarious punishments]]. Despite them being the ones who indirectly kick off the plot, you end up [[TheUnfought never fighting them]]. It's likely for the better, as their rotten luck puts a bigger beatdown on them than you probably ever could.

to:

* GoldfishPoopGang: Kayla, Wally, and Ink, full stop. Every time they show up, it's only so that they can be subjected to [[HumiliationConga increasingly cruel and hilarious punishments]]. Despite them being the ones who indirectly kick off the plot, you end up [[TheUnfought never fighting them]]. It's likely for the better, as their own rotten luck puts a bigger beatdown on them than you probably ever could.
Is there an issue? Send a MessageReason:
None


* GoldfishPoopGang: Kayla and her two goons...they get into progressively crappier situations for their trouble.

to:

* GoldfishPoopGang: Kayla Kayla, Wally, and her two goons...Ink, full stop. Every time they get into progressively crappier situations show up, it's only so that they can be subjected to [[HumiliationConga increasingly cruel and hilarious punishments]]. Despite them being the ones who indirectly kick off the plot, you end up [[TheUnfought never fighting them]]. It's likely for the better, as their trouble.rotten luck puts a bigger beatdown on them than you probably ever could.


The biggest draw of the story is a subtle atmosphere of goofiness. Nigel's more than a bit of a ChickMagnet - [[PettingZooPeople hamster girls]], [[HotSkittyOnWailordAction six-inch tall fairies]] and [[WellExcuseMePrincess bitchy princesses]] [[BlessedWithSuck just can't resist him]]. At one point Nigel's youthful looks cause him to be ejected from a building full of beautiful women despite being ReallySevenHundredYearsOld - he then goes to a [[UsefulNotes/{{Romani}} gypsy witch]] for a little VoluntaryShapeshifting, resulting in the appropriate appearance to enter. He gets a few {{Armor Piercing Slap}}s from his companion for his trouble - only to find out that the building is actually a ''ballet studio''. [[spoiler: Actually, in the Japanese version, the building in question is a brothel...]]

to:

The biggest draw of the story is a subtle atmosphere of goofiness. Nigel's more than a bit of a ChickMagnet - [[PettingZooPeople [[LittleBitBeastly hamster girls]], [[HotSkittyOnWailordAction six-inch tall fairies]] and [[WellExcuseMePrincess bitchy princesses]] [[BlessedWithSuck just can't resist him]]. At one point Nigel's youthful looks cause him to be ejected from a building full of beautiful women despite being ReallySevenHundredYearsOld - he then goes to a [[UsefulNotes/{{Romani}} gypsy witch]] for a little VoluntaryShapeshifting, resulting in the appropriate appearance to enter. He gets a few {{Armor Piercing Slap}}s from his companion for his trouble - only to find out that the building is actually a ''ballet studio''. [[spoiler: Actually, in the Japanese version, the building in question is a brothel...]]
Is there an issue? Send a MessageReason:
None


Alas, it was scheduled for a remake on the UsefulNotes/PlayStationPortable, but was canceled for reasons unknown. It has at least two direct {{Spiritual Successor}}s - ''VideoGame/DarkSavior'' (from Climax - for the [[UsefulNotes/SegaSaturn Saturn]]), and ''VideoGame/{{Alundra}}'' (not in isometric view anymore, making it more ''Zelda''-esque - but felt very much like it, from Matrix Software for the [[UsefulNotes/PlayStation PSone]], a company comprised of members formerly from Climax) and one [[{{DistaffCounterpart}} Distaff Counterpart]] in ''LadyStalker'' for [[UsefulNotes/SuperNintendoEntertainmentSystem its rival]]. Nigel and Friday were also featured as playable characters in the UsefulNotes/SegaDreamcast game; ''TimeStalkers'' - alongside a smattering of other Climax characters. It also now available to download on the UsefulNotes/{{Wii}}'s Virtual Console.

to:

Alas, it was scheduled for a remake on the UsefulNotes/PlayStationPortable, but was canceled for reasons unknown. It has at least two direct {{Spiritual Successor}}s - ''VideoGame/DarkSavior'' (from Climax - for the [[UsefulNotes/SegaSaturn Saturn]]), and ''VideoGame/{{Alundra}}'' (not in isometric view anymore, making it more ''Zelda''-esque - but felt very much like it, from Matrix Software for the [[UsefulNotes/PlayStation PSone]], a company comprised of members formerly from Climax) and one [[{{DistaffCounterpart}} Distaff Counterpart]] in ''LadyStalker'' for [[UsefulNotes/SuperNintendoEntertainmentSystem its rival]]. Nigel and Friday were also featured as playable characters in the UsefulNotes/SegaDreamcast game; ''TimeStalkers'' - alongside a smattering of other Climax characters. It also now available to download on the UsefulNotes/{{Wii}}'s Virtual Console.
Console, as well as the Sega Genesis Classics collection for the UsefulNotes/PlayStation4, UsefulNotes/XboxOne and UsefulNotes/NintendoSwitch.

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A action-adventure RPG on the UsefulNotes/SegaGenesis, in the same vein as ''Franchise/TheLegendOfZelda'', from Climax Entertainment (which co-developed ''VideoGame/ShiningInTheDarkness'' and the first ''VideoGame/ShiningForce'' with Camelot Software Planning). Released in the US during 1993 ('92 in Japan) and although it wasn't what anyone would call a smashing success, it is fondly remembered and gained a decent sized cult following.

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A [[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/landstalker_jp.jpg]]

''Landstalker: The Treasures of King Nole'' is an
action-adventure RPG on the UsefulNotes/SegaGenesis, in the same vein as ''Franchise/TheLegendOfZelda'', from Climax Entertainment (which co-developed ''VideoGame/ShiningInTheDarkness'' and the first ''VideoGame/ShiningForce'' with Camelot Software Planning). Released in the US during 1993 ('92 in Japan) and although it wasn't what anyone would call a smashing success, it is fondly remembered and gained a decent sized cult following.



Alas, it was scheduled for a remake on the UsefulNotes/PlayStationPortable, but was canceled for reasons unknown. It has at least two direct [[{{SpiritualSuccessor}} spiritual successors]] - ''VideoGame/DarkSavior'' (from Climax - for the [[UsefulNotes/SegaSaturn Saturn]]), and ''VideoGame/{{Alundra}}'' (not in isometric view anymore, making it more Zelda-esque - but felt very much like it, from Matrix Software for the [[UsefulNotes/PlayStation PSone]], a company comprised of members formerly from Climax) and one [[{{DistaffCounterpart}} Distaff Counterpart]] in ''LadyStalker'' for [[UsefulNotes/SuperNintendoEntertainmentSystem its rival]]. Nigel and Friday were also featured as playable characters in the UsefulNotes/SegaDreamcast game; ''TimeStalkers'' - alongside a smattering of other Climax characters. It also now available to download on the UsefulNotes/{{Wii}}'s Virtual Console.

to:

Alas, it was scheduled for a remake on the UsefulNotes/PlayStationPortable, but was canceled for reasons unknown. It has at least two direct [[{{SpiritualSuccessor}} spiritual successors]] {{Spiritual Successor}}s - ''VideoGame/DarkSavior'' (from Climax - for the [[UsefulNotes/SegaSaturn Saturn]]), and ''VideoGame/{{Alundra}}'' (not in isometric view anymore, making it more Zelda-esque ''Zelda''-esque - but felt very much like it, from Matrix Software for the [[UsefulNotes/PlayStation PSone]], a company comprised of members formerly from Climax) and one [[{{DistaffCounterpart}} Distaff Counterpart]] in ''LadyStalker'' for [[UsefulNotes/SuperNintendoEntertainmentSystem its rival]]. Nigel and Friday were also featured as playable characters in the UsefulNotes/SegaDreamcast game; ''TimeStalkers'' - alongside a smattering of other Climax characters. It also now available to download on the UsefulNotes/{{Wii}}'s Virtual Console.
Is there an issue? Send a MessageReason:
None


** Taken UpToEleven in the VeryDefinitelyFinalDungeon; there's a fully-equipped town ''right'' in front of the entrance, which you'll probably return to regularly as you navigate the maze. Then, after hours of spelunking, you find a save point right in the middle of the dungeon. GenreSavvy gamers will realize that they're barely at the ''halfway'' point of a dungeon that's already tying them in knots.

to:

** Taken UpToEleven in the VeryDefinitelyFinalDungeon; there's a fully-equipped town ''right'' ''town'' right in front of the entrance, which you'll probably return to regularly as you navigate the maze.entrance. Then, after hours of spelunking, you find a save point right in the middle of the dungeon. GenreSavvy gamers will realize that they're barely at the ''halfway'' point of a dungeon that's already tying them in knots.
Is there an issue? Send a MessageReason:
None


* IsometricProjection: One of the big features that set this game apart from other action-adventure games of the time. ...however, the lack of shadows made this problematic for jumping sequences. Not to mention the rather, shall we say, rudimentary control system; the Genesis controller had no diagonal inputs, so to move northwest, the player has to hit both "left" and "up" (as a consolation, hitting one direction by itself will subsequently move Nigel in that diagonal direction, and Nigel has a minor ability to automatically navigate corners). This is particularly annoying on emulators, if you're playing on keyboard (it's not an issue if you have a gamepad or analog joystick to make the diagonals easier).

to:

* IsometricProjection: One of the big features that set this game apart from other action-adventure games of the time. ...however, the lack of shadows made this problematic for jumping sequences. Not to mention the rather, shall we say, rudimentary control system; the Genesis controller had no diagonal inputs, so to move northwest, the player has to hit both "left" and "up" (as a consolation, hitting one direction by itself will subsequently move Nigel in that diagonal direction, and Nigel has a minor ability to automatically navigate corners). This is particularly annoying on emulators, if you're playing on keyboard (it's not an issue if you have a gamepad or analog joystick to make the diagonals easier). This is actually ''invoked'' for a number of puzzles; ledges where Nigel must jump ''around'' a corner in order to proceed.
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Fix


* DummiedOut: The American version roadblocked a bath scene by putting a maid in front of the door - however the actual scene is still intact and even translated (you can view it with cheats, or on YouTube videos).

to:

* DummiedOut: The American version roadblocked a bath scene by putting a maid in front of the door - however the actual scene is still intact and even translated (you can view it with cheats, or on YouTube Website/YouTube videos).
Is there an issue? Send a MessageReason:
None


** Also, just before heading to Mir's Tower, Nigel can chat with a down-on-his-luck item shop owner looking to specialize; "drug store" or "variety store". The drug store sells ''every'' medical item in the game whereas every ''other'' shop has only one or two of them, one of which can be bought no-where else. The variety store sells unique (expensive!!!) joke items.

to:

** Also, just before heading to Mir's Tower, Nigel can chat with a down-on-his-luck item shop owner looking to specialize; "drug store" or "variety store". The drug store sells ''every'' medical item in the game whereas every ''other'' shop has only one or two of them, one game(one of which can be bought no-where else.else) whereas every other shop has only one or two of them. The variety store sells unique (expensive!!!) joke items.
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* WhereItAllBegan: It takes the bulk of the game before Nigel discovers this, but Friday actually guides him ''directly'' to the place where King Nole's treasure is hidden - however, he lacks the [[spoiler:{{Mineral Macguffin}}s and MacguffinGirl to activate the teleporter]], so he'd have go through everything even if he'd managed to avoid the IndyEscape sequence.

to:

* WhereItAllBegan: It takes the bulk of the game before Nigel discovers this, but Friday actually guides him ''directly'' to the place where King Nole's treasure is hidden - however, he lacks the [[spoiler:{{Mineral Macguffin}}s and MacguffinGirl to activate the teleporter]], so he'd have to go poking through everything every part of the island even if he'd managed to avoid the IndyEscape sequence.
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None

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* UnexpectedlyRealisticGameplay: One of the optional late-game puzzles requires you to push 4 buttons on top of the blocks at the same time without using any additional items. Solution? Since the blocks themselves aren't nailed to the ground, you can just stack them on top of each other to let the physics do the thing, and then push the last button yourself.

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The basis of the story rounds out like this: you are Nigel, a masterful treasure hunting (some would say, 'thief') elf who is given information about a great treasure buried under an island from a fairy - who although, doesn't necessarily know ''where'' they are on the island knows that they ''have'' to be there, and a after a little convincing - the two buddy up and begin the quest. Refreshingly [[spoiler: ...the story doesn't have anything to do with saving the world; it stays on track entirely about finding the treasure first and foremost. Though accusations are hurled at TheRival that he wants the treasure to finance a war.]]

to:

The basis of the story rounds out like this: you are Nigel, a masterful treasure hunting (some would say, 'thief') elf who is given information about a great treasure buried under an island from a fairy - who although, doesn't necessarily know ''where'' they are on the island knows that they ''have'' to be there, and a after a little convincing - the two buddy up and begin the quest. Refreshingly [[spoiler: ...[[spoiler: the story doesn't have anything to do with saving the world; it stays on track entirely about finding the treasure first and foremost. Though foremost - though accusations are hurled at TheRival that he wants the treasure to finance a war.]]



* SuspiciousVideoGameGenerosity: You almost ''never'' find a SavePoint inside a dungeon, only in town churches. Then you arrive at the "Lake Shrine" and discover it has a save point only two screens from the front entrance. ThisIsGonnaSuck....

to:

* SuspiciousVideoGameGenerosity: You almost ''never'' find a SavePoint inside a dungeon, only in town churches. The first one you find is in the middle of a tower full of tricky puzzles and nasty monsters, right next to some respawning healing items. Then you arrive at the "Lake Shrine" and discover it has a save point only two screens from the front entrance. ThisIsGonnaSuck....ThisIsGonnaSuck...
** Taken UpToEleven in the VeryDefinitelyFinalDungeon; there's a fully-equipped town ''right'' in front of the entrance, which you'll probably return to regularly as you navigate the maze. Then, after hours of spelunking, you find a save point right in the middle of the dungeon. GenreSavvy gamers will realize that they're barely at the ''halfway'' point of a dungeon that's already tying them in knots.



* TeleportSpam: Some enemies have teleporting abilities. [[spoiler:King Nole's spirit]] uses this constantly.

to:

* TeleportSpam: Some enemies have teleporting abilities. [[spoiler:King Nole's spirit]] ghost]] uses this constantly.
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** Also, just before heading to Mir's Tower, Nigel can chat with a down-on-his-luck item shop owner looking to specialize; "drug store" or "variety store". The drug store sells handy medical items, one of which can be bought no-where else. The variety store sells unique (expensive!!!) joke items.

to:

** Also, just before heading to Mir's Tower, Nigel can chat with a down-on-his-luck item shop owner looking to specialize; "drug store" or "variety store". The drug store sells handy ''every'' medical items, item in the game whereas every ''other'' shop has only one or two of them, one of which can be bought no-where else. The variety store sells unique (expensive!!!) joke items.

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* ItemFarming: Just a few dungeons have Eke-eke herbs simply laying on the floor for you to pick up; they respawn when you leave the room, allowing you to pick them up all over again.

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* ItemFarming: Just a few dungeons have Eke-eke herbs simply laying on the floor for you to pick up; they respawn when you leave the room, allowing you to pick them up all over again. One particularly helpful site is Twinkle Village(Friday's hometown), located one screen west of the west exit from Mercator, on the way to Verla, south of the tunnel entrance.



* JokeItem: The Blue Ribbon.

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* JokeItem: The JokeItem:
**The
Blue Ribbon.


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** Also, just before heading to Mir's Tower, Nigel can chat with a down-on-his-luck item shop owner looking to specialize; "drug store" or "variety store". The drug store sells handy medical items, one of which can be bought no-where else. The variety store sells unique (expensive!!!) joke items.
Is there an issue? Send a MessageReason:
None


* GuideDangIt: Happens a lot throughout the game, but a particularly jarring example occurs when trying to get into the second dungeon. The item you need to access it is found in a (relatively) nondescript house, blends in perfectly among all the background objects ''and'' is a block off the floor, requiring that Nigel jump up while hitting "A" to collect it. You're given a vague hint as to what it is from one of the people standing outside the dungeon, but it's still easily missed.

to:

* GuideDangIt: Happens a lot throughout the game, but a particularly jarring example occurs when trying to get into the second dungeon. The item you need to access it is found in a (relatively) nondescript house, blends in perfectly among all the background objects ''and'' is a block two blocks up off the floor, requiring that Nigel jump up while hitting hit "A" while jumping to collect it. You're given a vague hint as to what it is from one of the people standing outside the dungeon, but it's still easily missed.
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* GuideDangIt: Happens a lot throughout the game, but a particularly jarring example occurs when trying to get into the second dungeon. The item you need to access it is found in a (relatively) nondescript house and blends in perfectly among all the background objects. You're given a vague hint as to what it is from one of the people standing outside the dungeon, but it's still easily missed.

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* GuideDangIt: Happens a lot throughout the game, but a particularly jarring example occurs when trying to get into the second dungeon. The item you need to access it is found in a (relatively) nondescript house and house, blends in perfectly among all the background objects.objects ''and'' is a block off the floor, requiring that Nigel jump up while hitting "A" to collect it. You're given a vague hint as to what it is from one of the people standing outside the dungeon, but it's still easily missed.
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* AmericanKirbyIsHardcore: [[http://www.segagagadomain.com/megadrive/landstalker.htm Japanese Nigel]] is a dashing LightNovel/{{Slayers}}-esqe figure. [[http://mycooldreams.at.ua/load/igry/roms_igry/landstalker/4-1-0-5 American Nigel]] is a FrazettaMan. Not as cool as it sounds, given that Nigel still has ''clothes.''

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* AmericanKirbyIsHardcore: [[http://www.segagagadomain.com/megadrive/landstalker.htm [[https://r.mprd.se/fup/up/38561-Landstalker_-_Koutei_no_Zaihou_(Japan)-1460256009.jpg Japanese Nigel]] is a dashing LightNovel/{{Slayers}}-esqe figure. [[http://mycooldreams.at.ua/load/igry/roms_igry/landstalker/4-1-0-5 American Nigel]] is a FrazettaMan. Not as cool as it sounds, given that Nigel still has ''clothes.''

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