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Here we go again.
"An ancient evil has awakened and you are the only hope."
— The end of the first trailer.
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La-Mulana 2: The 0th Body, The 9th Spirit is a Metroidvania Platform Game developed by NIGORO and the sequel to La-Mulana. The game was announced in 2014 and it was successfully funded via a Kickstarter campaign. It was released for PC and Mac via Steam, GOG, Humble Bundle and PLAYISM on July 30, 2018. A version for Linux is currently in development. Versions for PlayStation 4, Xbox One and Nintendo Switch were announced and are scheduled to be released in 2019.

Five years have passed after the events of the first game. With his job as one of the 7th Children of Mother over, Xelpud converted the ruins of La-Mulana into a tourist attraction, earning money, women and a beautiful castle as his new home; Mulbruk set out to become a treasure hunter, living a happy life free from the ruins; and the Four Philosophers, now mortal again, work on restoring La-Mulana so future generations can study them. However, no one heard of Lemeza Kosugi, the man who explored the ruins of La-Mulana, ever again.

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But this changed one day when monsters inexplicably started emerging from the ruins once again. Desperate and afraid that his new business might get ruined because of them, Xelpud contacted Lemeza once again to help him. Help arrived, but it was not Lemeza.

Enter Lumisa Kozugi, a young girl set to become an adventurer just like her father. Armed with a tablet and her trustworthy whip, Lumisa sets out to Eg-Lana, the land of exile hidden deep within the ruins of La-Mulana in order to find out what's going on.

Warning: Spoilers for the first La-Mulana might not be marked on this page.


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La-Mulana 2 contains exemples of:

  • Absurdly Youthful Father: invoked Lumisa's profile notes that Lemeza doesn't seem old enough to have an grown up daughter like Lumisa, and then tells you not to worry about details like that.
  • Action Girl:
    • Lumisa is about as skilled as the other Kosugi's. It runs in the family.
    • After the destruction of La-Mulana, Mulbruk became a treasure hunter.
  • Actually a Doombot: Sakit and Baphomet were never killed. It is revealed that Lemeza fought two fake copies of them in the first game. Both of them are actually alive in Eg-Lana.
  • A God Am I
    • Eg-Lana is a prison for the various races of Children who just wouldn't stop fighting, or coveted The Mother's power for themselves, so you occasionally encounter a few nutjobs who just never gave up on their dreams for conquest such as Ra (5th Children) and Indra (6th Children).
    • The Sky People. They brainwashed some of the 1st Children into worshiping them as gods. It didn't work out so well for them when the 2nd Children, who were immune to their brainwashing, came about.
  • Already Undone for You: Lemeza and Shawn explore the Eg-Lana ruins independently from Lumisa, and get to many areas long before you do. Lemeza remarks in his journal, however, that they don't really need to solve any of the traps or puzzles because they have the Secret Treasure of Life, allowing them to focus on their research instead of solving puzzles or clearing traps.
  • Always Check Behind the Chair: Much like in the first game, finding puzzle hints and ways to progress require intensive exploration and item collection. Similar to the original version of La-Mulana, which had the MSX ROMs, glossary ROMs for bosses and important NPCs are also hidden around the map, which will have players checking everywhere for breakable walls and hidden paths.
  • Amazing Technicolor Battlefield: The Gate of the Dead and the Corridor of Blood both have swirling psychedelic colors as their background. Also, when you activate the Hall of Malice and start its Boss Rush, most of the Greco-Roman murals that make up its background dissolve away to reveal this.
  • Ancient Astronauts: The Mother was one, of course, and that continues to be a major part of the plot. Also, the 0th children, who followed the Mother across space. Anu, a Guardian, is one of these 12. The Dark Lord is also the only one permitted to travel between Eg-Lana and the 0th Children, who reside in Nibiru, a prehistoric space station orbiting the earth. You also obtain what is essentially a space suit, complete with laser-eyes.
  • And Your Reward Is Clothes: Although thankfully not as horribly traumatizing as the first game's implementation of this trope.
    • Defeating Balor in the Shrine of the Frost Giants gets you the Clay Doll outfit, which provides complete immunity to heat (including poison lava), cold, poison gas, the vacuum of space, and even the purple energy barriers. However, it's so heavy that you can't use any of your movement abilities like he Feather or Grapple Claw while wearing it, and you also can't use your weapons. Your primary weapon is replaced by a punch, and your sub-weapon is replaced by a laser beam.
    • Hidden across Eg-Lana are four uniquely colored treasure chests that require Skeleton Keys to open. Skeleton Keys are obtained by earning specific Steam achievements. Kickstarter backers were given the keys up front without having to earn the achievements. Inside these chests are alternate outfits for Lumisa, although unlike the Clay Doll outfit these are purely cosmetic.
  • Anti-Frustration Features:
    • Many of the earlier "utility" applications take up less memory on Lumisa's tablet (like the Xelpud Mailer or the Map viewers) than they did on Lemeza's laptop.
    • If solving a puzzle disables an Eye of Divine Retribution or Reckoning, the eye will close to show that it's now harmless.
    • If you die on a Guardian Boss, you will respawn at the Ankh instead of the last Grail Tablet, saving you from having to travel back to it. Grail Tablets in general also act as checkpoints by touching them so you don't need need to save all the time.
      • Averted for the final boss, as the method to start the fight doesn't involve an Ankh or Ankh Jewel. As a concession, there is a Grail Tablet 7 screens away - or one, depending on how you look at it.
    • You can go to Mulbruk in the Immortal Battleground and ask her to scout out areas you can get to or can access, and she'll message you anything you might have missed such as how to access it or if an area still has something unexplored.
    • The TextTrax software from the remake of the first game returns, allowing the player to save tablet text or NPC dialogue for later reference. This time around, it can hold more than 20 messages and takes up less memory on the Mobile Super X.
    • Lumisa herself is this trope personified compared to her father: she can duck to avoid projectiles, she can walk and attack while crouching, she can move freely (albeit a little slow) in midair after a jump, she can jump off ladders (not stairs) and climb them during a jump.
    • The player can toggle the effects of passive items that might hinder gameplay (such as the Gale Fibula). This is required to solve at least one puzzle.
    • Most normal enemies and even some room guardians will be stunned very briefly when hit. If Lumisa is fast enough with her weapon (such as the knife) she can stun-lock enemies to prevent them from attacking.
    • Fairies are now summoned in a sequential pattern instead of randomly when you touch a summoning point. You also do not need to memorize and recognize the patterns of stars zipping around when a fairy is being summoned, as now the stars have a distinct color for each fairy.
    • Later on in the game, you can go to Elder Xelpud for hints about where to find applications for your tablet, and Mulbruk will tell you what various ROM combinations will do. Fobos will also give you tips on solving some of the more convoluted puzzles.
    • Unlike in 1 there doesn't seem to be any items that's Permanently Missable Content.
  • Arc Symbol: The regular hexagram is found everywhere in Eg-Lana ruins, from the one-way pushing doors, to the entrances to the Corridor of Blood, to Bifrost where you fight Heimdall. It seems to represent either the Eg-Lana ruins themselves, or the dissonance amassed there by the constant infighting between the first six Children.
  • Babies Make Everything Better: Nebur the shopkeeper now has a baby! But she still gets psychotically angry whenever you don't buy an item (the baby doesn't mind). Her glossary bio heavily implies that the baby isn't hers, or even a baby at all. Additionally, after a certain point in the game the Fairy Guild General can be seen in the back of her tent. Given his glossary description and the features of Nebur's baby, you should be able to draw your own conclusions.
  • Baleful Polymorph: Ra chimera-fied anybody who opposed him, either transforming them into animals, or absorbing them into himself. We see Nekhbet, who was transformed into some cross between a vulture and a toucan for siding with Horus.
  • Bare Your Midriff: Lumisa does this in her Valkyrie and Little Demon outfits, with the former being a Chainmail Bikini and the latter being essentially a Baphomet cosplay.
  • Bizarrchitecture:
    • Downplayed for the ruins as a whole compared to the first game. While many individual structures are clearly bizarre, the overall layout of the ruins can be perfectly aligned into a coherent structure, with just a few teleportation-style exits that mostly conform to clear patterns. The fact that the ruins fit together coherently is key to a few puzzles.
    • Within individual areas, it's present in the Gate of the Dead, which has doorways that turn the entire zone (or, depending on how you look at it, just you) upside-down when you pass through them; and in the Underworld, which has a set of obviously-unnatural doorways that don't line up with their destinations at all.
  • Black and Grey Morality: While the Mother was and still is a major threat to the world, the Sky People who wanted her gone don't seem that much better. While it's not known exactly how evil they are, they had clear plans to conquer Earth, and they brainwashed some of the 1st Children into worshiping them as gods in order to carry out their will. Fortunately, they're all long dead, with the exception of the Guardian Anu, who you kill. And regardless of how evil they were, they did have a plan to seal off the Mother for good that you have to make use of.
  • "Blind Idiot" Translation:
    • An interesting case with one of the Anubis tablets, as the translation is technically accurate, they just skipped the line that tells you where you're supposed to do what the tablet tells you to do. The missing line was eventually added in a patch.
    • In several of the tablets in the Immortal Battlefield, the translator seems to have mistaken the character for "waterfall" (滝) for "dragon" (竜), leading to clues directing you to dragons that don't exist. As above, this was fixed in a patch.
  • Body Horror: Many of the Chimera Experiments resulted in this. One of the most proper examples would be Orthrus, who had so many experiments performed on him that he now resembles something from a Harlan Ellison novel.
  • Bolt of Divine Retribution: Eyes of Divine Retribution make their return and bring along their friends the red Eyes of Divine Reckoning. The difference between the two is while the Retribution eyes still shoot out lighting when you trigger them, the Reckoning Eyes shoot out a red beam. Having Mjolnir not only makes you immune to the Retribution Lighting, it's necessary in order to charge it up, meaning only the Reckoning eyes will hurt you. HOWEVER: you must have Mjolnir actively equipped to absorb charges, and it can only hold three. If you attempt to absorb a fourth, it will drain and you'll get damaged anyway.
  • Bonus Boss: Urd and Verdandi, the remaining two Norns, can be fought in out-of-the-way locations during the Collapsing Lair sequence after beating the 9th Child.
  • Boss Rush: The Hall of Malice turns into this after the place is activated by the Cog of Antiquity.
    • Spiral Hell pits you against some previously fought mid-bosses, including Ratatoskr. Thankfully most of them can be skippable.
  • Brain Uploading: In a way. After her defeat in the first game, Mother sent her own consciousness into another body: the ruins of Eg-Lana.
  • Brutal Bonus Level: One of the planned stretch goals for the sequel was to add an area that's even more difficult than the Hell Temple. While the goal wasn't met, the developers have said they might still add it in the future.
  • Chainmail Bikini: The top of Lumisa's Valkyrie outfit is the plate armor variety.
  • Character Portrait: Every NPC has one of these when you talk to them. Justified, since the random NP Cs throughout the ruins have a bit more importance in 2 than in 1.
  • Chekhov's Gun: An important part of the Brahma puzzle is using the wheel contraptions called the Yuga Wheels scattered across Eg-Lana to match four metals to four ages. However, there are only three Yuga Wheels you can use with the fourth being lost, meaning you have to guess the last metal through process of elimination. Where is the fourth wheel? It's laying destroyed in the background of the screen right before you enter the Village of Departure when you first start the game.
  • Chest Monster: In the Annwfn area most doors are actually a disguised monster that looks like a giant four-eyed snake head. There's an actual chest monster there as well that will attempt to eat you if you open it.
  • Commonplace Rare: The Cog is one of the trickier items to get and locks off key parts of the game. Based on what Xelpud says, it's also (unlike the Cog of the Soul in the first game) an entirely ordinary non-magical cog that just happens to fit the places you need to use it.
  • Damn You, Muscle Memory!: It's easy after playing the first game for so long to forget that Lumisa moves completely different from her dad. Thankfully the first section in La-Mulana makes it a point that you can move more freely in the air after reaching the apex of the jump to get to platforms above you without needing a double jump and you can crawl in small holes and duck.
  • Dark Lord on Life Support:Some of the Guardians are on life-support since they were originally prisoners, are usually involved in some plot to take over Eg-Lana, but became neccessary to seal away the 9th Child and prevent Ragnarok - and amongst THOSE, Echidna has a device attached around her and she degenerates when she takes too much damage, Ra is the Dark Lord of the 5th Children and fuses himself with an ancient solar weapon to fight you, and Hel is stated to be actually half-dead already as she is the 7th Ruler of the Underworld.
  • Difficulty Levels: Hard Mode returns, and it's activated the same way as the previous game. The only difference is that it can be activated in the first few minutes of the game, even before entering Eg-Lana for the first time.
  • Disappeared Dad: Lemeza disappeared after the events of the first game due to being on the run from Interpol for leveling La-Mulana. Turns out he's exploring Eg-Lana alongside Shawn.
  • Disk One Nuke: Weapon Fairies. In the first game, they were often more harm than they were help, but that's definitely not the case in the sequel. Instead of firing subweapons constantly, she (Kara) now goes after enemies and does massive damage against them. This is fairly useful in normal rooms, but absolutely incredible against bosses, who Kara has no trouble targeting. If you know what you're doing, you can unlock as early as the 2nd boss for 300 coins, and after that, almost every boss or sub-boss goes down in seconds as long as you bring her into the fight. She's so strong that she can kill some bosses too quickly for the game to handle and cause the game to crash.
    • This behavior was so problematic that they had to nerf Kara; she was causing damage per frame of interaction rather than per hit.
  • Dodgy Toupee: Attacking the head of the Xelpud statue enough gives it a toupee made of grass, which gets you an achievement. After you do this, the real Xelpud inexplicably gains a toupee as well.
  • Exact Words: In order to cross the River Styx at the Eternal Prison, Charon requires only one coin from you and nothing more than that. He really meant it, as you need to have only 1G and nothing more.
    • Likewise, don't bear even a single Weight when taking Anubis' judgement. Ammit won't hesitate to chomp you from beyond the grave.
  • Fighting a Shadow: Ratatoskr is the very first boss you fight and you'll meet it again, getting increasingly tougher. Its bio mentions that its physical form is found somewhere in the ruins and the projection it sends around is weaker the further it is from the actual body.
  • Foreshadowing: Like in the previous game, hints and solutions to puzzles you don't even know exist yet are engraved onto tablets you can read long before you reach the area where the puzzle is located. Except, in this game, far more of them are disguised as straight up Flavor Text.
  • Forever War: The Olympians and the Gigas have fought a war for ages, to the point that they have no idea why it even started after fighting it for so long. Turns out the war is being perpetuated by Typhon, and eliminating Echidna causes it to self-destruct and release its dissonance.
  • Fountain of Youth: Echidna was transformed into a "larval form" (that of a prepubescent child) so that she could re-grow and become more powerful.
  • Funny Animal: A few of them as shopkeepers in the ruins. One is a talking duck with a top hat, cane and vest, a thinly-veiled reference to Scrooge McDuck. Another is the protagonist of Kero Blaster, complete with jacket, jetpack and corporate C&F logo.
  • Game-Breaking Bug:
    • Bringing Kara the Attack Fairy during the battle against Jormungand can softlock the game. Thankfully the player can reload the save file if this happens.
      • Kara can also despawn minibosses by hitting the chest with the key item in it, which locks you in the room and from getting the chest.
    • The first patch broke the Griffin fight (specifically, the game wouldn't recognize his defeat), making the Perfume unobtainable. Thankfully, this was quickly fixed in the second patch.
    • A new glitch has occurred where you can get permanently stuck in the Underworld if you beat Hel because the fake gate that USED to be the way out is gone. Overlaps with (unintentional) Shmuck Bait, since to encounter this bug you have to fight Hel without going back home to get your gear back after completing the Seven Gates puzzle (something she offers to let you do and which the game specifically warns you not to attempt.)
  • Godiva Hair: Seems to be a trend among the Kotoamatsu women. Of the six you see, three are bare chested (and a fourth might as well be with how see-through her top is) and sporting this look. And that's not counting Echidna who also has this.
  • Guide Dang It!: Even with the more helpful hints, solving the puzzles is just as hard as the first game. The endgame DEFINITELY doesn't pull its punches.
    • However, no vital information is concealed in the out-of-game manual this time.
    • The only one that may qualify is that the fairy spawns are deterministic and not random. There is no hint to this either in-game or in the manual. As in the first game, a player can run out of the room before the fairy finishes spawning to force the spawn pattern along. A player who doesn't know this, however, may be waiting forever to get a Key Fairy, since without forcing it one must spawn a fairy, wait for it to expire, wait out the timer for the points to respawn, and touch a spawn point again, as many times as needed. In a single play session. Exiting to the main menu will reset this process. This is especially problematic because you absolutely need to spawn at least one Key Fairy to get the Bombs, without which you will eventually get progress-blocked. There is a software combination to force a Key Fairy to spawn, but the key piece of software for that requires defeating Surtr.
  • Hailfire Peaks: The appropriately-named Icefire Treetop, being based on Niflheimr, the world of mist and ice, and Muspelheim, the world of fire from Norse Mythology.
  • Happily Adopted: Lumisa is believed to be this, judging by her bio on the Kickstarter page.
  • Interface Spoiler:
    • Regarding the Mantras app: There is a column for "second meaning" before you even pick up a single one, telling you you're going to be unable to solve certain puzzles without finding out what they are.
    • When you run into either the merchant selling the Harp for 1000 Gold or the Merchant selling Enga Musica for 1500 Gold, you might notice that your Gold counter only has 3 digits, cluing you in that you have to find a way to increase your Gold capacity.
    • A few of the enemies from Spiral Hell appear in various places in Eg-Lana ruins, and drop their glossary ROMs when you kill them, creating the Spiral Hell tab in your glossary App.
  • Jump Physics: Most of them are the same as in 1, but this time you have a minimal ability to change the trajectory of Lumisa's jump mid-air. However, if you fall off a ledge without jumping first, you'll still lose all control.
  • Jump Scare: When you enter a section of the Corridor of Blood after collecting the dissonance for its source area, you'll be greeted by a sudden scream followed by the entire section becoming permanently splattered with blood.
  • Kaizo Trap: Several puzzles, when solved, cause things to fall or move in ways that will kill you if you don't immediately get out of the way. The most notable of these is the Pyramid in the Dark Lord's Mausoleum, which drops two massive parts of the pyramid on the exact spot where you'd logically want to stand after solving it, with enough delay between them that the second one can easily kill you if you try to jump onto the platform after evading the first. These get justified in-game, as Fobos explains that the traps in La-Mulana were designed to test explorers, while the traps in Eg-Lana are outright trying to kill intruders.
  • Lava is Boiling Kool-Aid: Much like in the first game. You even need to enter it to solve a puzzle. Once again the Ice Cape helps negate its effect... but not in the case of the "poison lava" found in Icefire Treetop, which will drain Lumisa's health in a couple seconds.
  • Loophole Abuse: The Alfr were able to get their scheme to destroy Mother and Eg-Lana past their Restraining Bolt by disguising it as an intentionally vague prophecy.
  • Lost in Translation: A rare In-Universe example as a game mechanic: each of the Mantra words have a connotation associated with a certain generation of children— you have to get a linguist to describe these connotations in order to solve several puzzles.
  • Man of Wealth and Taste: Xelpud. Turning La-Mulana into a tourist attraction helped a lot. He slowly loses it as the game goes on. Gets even more hilarious in the ending where a beam levels his castle, and then his former harem flocks to Fobos!
  • Mercy Invincibility: While it does exist, it doesn't last as long this time around and it doesn't protect Lumisa from spikes, allowing for some annoying (and highly damaging) juggling from enemies. Thankfully like the last game, there is a ROM combination that extends it.
  • Metroidvania: As expected.
  • Mirror Boss: Ajisukitakahikone, a shapeshifting demon that takes the form of Lumisa in the Eternal Prison. The demon copies every movement the player does. It also shares Lumisa's life bar and you will die when it does. The only way to kill it without dying is by using a charged Mjolnir right in front of it.
  • Mix-and-Match Man: The 5th Children were imprisoned in Eg-Lana for doing this to themselves. The first reason for this imprisonment is that they realised they could become even stronger Chimeras by just using each other as materials, which is why they were fighting and Ra is STILL targeting specific 5th Children to fuse with for power. The second reason is the 0th Children are the ones who invented the Chimera process. They experimented on the 1st Children, and the 3rd Children inherited the tech from them to make Echidna, and the 5th Children used it on themselves not knowing the process uses the 0th Children as a base, and thus makes them a violent Anti-Mother faction the more they fuse.
  • Mythology Gag: Happens in the ending. Shawn and Lemeza steal the Secret Treasure of Life from Lumisa in the same way Shawn stole it from Lemeza in the first game. This time, however, Lumisa gets up and steals it right back.
    • In addition, there is a Baphomet in the ruins, but not the same Baphomet that was a boss in the first game. At one point, she complains to Lumisa that a "strange man" (Lemeza) attacked her on sight without even bothering to talk first and asks if all humans are like that.
  • Mysterious Past: Lumisa. Is she Lemeza's daughter from a previous marriage? Is she Lemeza's lost sister and Shawn's illegitimate daughter? Is she an unknown member of the Kosugi family?
  • Nintendo Hard: This is a sequel to La-Mulana. You will die.
  • Norse Mythology: The theme of Eg-Lana, though it's far from the only one represented here. Hinduism, Greek mythology, and Egyptian mythology are also represented, among others. Ragnarok is a recuring theme throughout the game, however, and you even fight a few figures in the myths in Eg-Lana.
  • Nerds Are Virgins: Xelpud appears to subscribe to this mentality. After acquiring his harem of beautiful women, he threw out all his video games and now says they're for losers, making fun of Lumisa (and by extension the player) for liking them. He ends up regretting his decision once he runs out of money and can no longer afford to pay the women to stick around, since he now has nothing to do with his time.
  • Not His Sled: Fobos stated that the traps he built in La-Mulana were based on the ones in Eg-Lana, many of which look similar but function in different ways. For example, there's a platform that serves as a crushing trap in Glasya-Labolas' room which is very similar to the one in Chi You's. So you stand off to the side to dodge getting smashed... ...and the trap splits in half and slams into the walls, killing you on the spot.
  • Not the Fall That Kills You: Like the first game, falling from a great height will cause Lumisa to fall on her back, stunning her for a couple of seconds. This is necessary for performing one of the prayers you must give to Anu.
  • Omnicidal Maniac: Mother/The 9th Child. After her defeat in the first game, she abandoned her desire to return to the skies and filled her own soul with hatred. Her ultimate plan is to unleash the titanic Jotun race upon the Earth to raze it in revenge.
  • One Last Smoke: Sakit asks for a last drink of liquor before dying. Lumisa proceeds to get totally smashed with him, and passes out. When she wakes up, he's dead and has left her a note about where he stored the dissonance of the 2nd Children.
  • O.O.C. Is Serious Business: If you visit Elder Xelpud after Alsedana's death, he no longer has beautiful women hanging on his arms (though that's because he no longer has the money to keep them around), and talks seriously rather than joking around as usual.
    • Losing his harem can happen long before the event depending on how one progresses through the game.
  • Our Dwarves Are All the Same: Zig Zagged. The 5th children were reportedly referred to as "dwarves" due to being shorter than the other children and were renowned for their intelligence and ingenuity. However, the only ones seen in-game that actually play the trope completely straight are the brothers Eitri and Bokkr, while the other 5th children we see are relatively normal sized and are also Egyptian gods, complete with animal heads.
  • Power Up Letdown: The Gale Fibula provides fast movement... except you can't change direction, slow down, or stop once you so much as tap a direction. In all likelihood it was probably intentionally designed this way in order to force players to learn that it's possible to unequip pieces of gear in the menu. There is never a reason to do this in normal gameplay so the average player would most likely never know this feature existed and be hopelessly stuck when they encounter a puzzle that requires something to be unequipped (such as one of the prayers to Anu).
  • Press X to Die: Once you have learned all the mantras, reciting them all at once will kill you. To prevent this, one needs to collect all of the Dissonance. It's necessary to be able to start the final boss fight.
  • Recurring Boss: Ratatoskr's projection. The only way to stop him is by unsealing and killing his true form: Hraesvelgr.
  • Recurring Riff: As in La-Mulana, every Guardian theme starts with the same riff, though it's different from the riff in the first game.
  • Recycled Soundtrack:
    • The opening section in the La-Mulana ruins has its music borrow from several areas in the first game, including "Fearless Challenger", "Curse of Ocean", and "GIGA-MAGMA".
    • The soundtrack for the Hall of Malice, after you activate it is "Death Gene", a remixed version of "Death Game", the music for the similarly boss-rush-themed Dimensional Corridor from the original. Likewise, Echidna's theme, "Reproduction of Power", has some parts of Tiamat's theme, "Interstice of the Dimension".
    • Both the Eternal Prison's music, "Hell Hymnal", and its Boss Remix, "Last Guardian", appear to borrow heavily from Baphomet's boss theme, "Sabbat". Which is odd, since Baphomet herself appears in an entirely different area.
    • "Tearless Challenger", the music for the final level, Spiral Hell, is essentially "Fearless Challenger" remixed with "Treasure Sealed Off", the theme for Hell Temple, since Spiral Hell is a Remixed Level version of that.
    • The shop theme, "G-U-I-L-D", is identical in both games.
  • Remixed Level: The player passes through the Gate of Guidance, Mausoleum of the Giants, and the Gate of Illusion before entering Eg-Lana proper. All of these areas are filled with construction equipment, and a majority of the rooms are blocked off with debris. Later on, the first floor of the Endless Corridor becomes available, looking no worse for wear (though it is a bit overgrown with vines). After the player acquires the Feather, a small portion of Inferno Cavern can be accessed, with most of the spikes destroyed and the path to the Tower of Ruin blocked by the rubble. The Hell Temple makes a return at the end of the game, now known as Spiral Hell. However, thanks to Mother/9th Child growing inside Eg-Lana, all of the traps have been destroyed and/or disabled.
    • On the enhanced map of Gate of Guidance, there's a clearly marked transition to what would be Spring in the Sky, but there's no known way to access it. Possible DLC entrance later?
  • Restraining Bolt: One of the Philosophers mentions that Mother created each of her children with the restriction "programmed" into them that they could not harm Mother directly. Which is probably a prudent precaution to take when she has the habit of completely wiping out entire species when they do not fulfill her expectations. As the Seventh Children decided to focus on finding a way to kill Mother, they created the Eighth Children themselves without innate restrictions so they could be the ones to kill Mother.
  • Retraux: Just like the first game, La-Mulana 2 takes inspiration of 8/16-bit era platformers while adding elements of the 32-bit era as well, such as 3D graphics.
  • Screw This, I'm Outta Here!: Sending Mulbruk to investigate the Shrine of the Frost Giants or the Corridor of Blood will result in this once she gets there. The former because it's too cold and the latter because it freaks her out.
  • Sequel Difficulty Spike: And the last game was hard enough! Rather than the fairly linear opening few areas, the ruins of Eg-Lana are far more open from the get go, which means exploration can be both more difficult and confusing. Despite the many anti-frustration features, the challenge in the platforming and puzzles is ramped up from the get-go - this game expects you to be a veteran of the previous game, and God help you if you're not.
  • Schmuck Bait: Just like last time, the cursed tablet at the Mausoleum of the Giants will forbid you to read it again. There's even a sign warning you to not read it and a barrier in the way you have to break. And even if you read it for the first time, Xelpud will warn you to not read it again. You can pretty much guess what will happen if you ignore the message.
    • The placement is necessary because if one is attempting the achievement to kill the main bosses on Hard Mode without using subweapons, it's nigh impossible to access most of the ruins before killing the first boss.
    • One of the tablets in The Dark Lord's Mausoleum says to look up by it to get treasure, despite there being a visible crusher above it. No points for guessing what happens if you follow its advice.
    • The fake Ankh Jewel from the first game makes a return in the Immortal Battlefield. The only difference is that it shoots a One-Hit Kill laser at you instead of turning into a swarm of bats.
  • Shout-Out:
    • The Carbuncle enemies refer to the mythical creature of the same name, but their yellow color, stocky built, rabbit ears and red gem remind of Carbuncle from the Puyo Puyo series. If you squint, they also look like a fat Pikachu.
    • The Behemoth enemies in this game aren't fat anymore: they are masters of yoga that can levitate and also stretch their limbs, much like Dhalsim.
    • The Guardian Vritra is a mechanical dragon Advancing Boss of Doom that destroys the little platforms in front of it while moving forward, basically like the mecha-dragon in Mega Man 2.
    • Every single shopkeeper in the ruins is a reference of some sort, usually to an MSX-era game.
    • One shopkeeper on the surface says: "Adventure Time, eh? You better stock up".
    • Another shopkeeper in the ruins is named Megarock, as in Bad Box Art Megaman, with looks to match.
    • Mulbruk says a few things about Lumisa while sleeptalking, one of them is that she "looks like Jessica Rabb- a hourglass".
  • Sir Swears-a-Lot: The messages of the Sky People found in the Crystal Skulls are a mixture of this and Ye Olde Butchered English.
  • Slippy-Slidey Ice World: Shrine of the Frost Giants and parts of Icefire Treetop.
  • Terminally Dependent Society: After so many ages fighting their Forever War, the Olympians have relied upon the supercomputer Typhon for everything, and many have proven incapable of functioning without it. Hades, their representative in the Eternal Prison, says that this trope is why his race deserves to be destroyed.
  • Theme Naming: The Sky People are all named after Mesopotamian gods.
  • The Underworld: Eg-Lana being a prison, There even is a place for "sinners" to be imprisoned. This being Eg-Lana, the ruler of the Underworld changes with whichever Children is the most recent. So it ends up with a bunch of former Underworld deities hanging around.
  • Warm-Up Boss: Fafnir, the first Guardian Boss, can be dealt pretty easily with shurikens and his attacks are easily avoidable. Unless you're trying to kill it without using the subweapons.
  • Weapon of Mass Destruction: Brahma, Vishnu, and Shiva. The latter two were used to create a rain of fire and blood which completely wiped out the Sixth Children on the surface and presumably turned the Chamber of Extinction into what we saw in the previous game.
  • Womb Level: Eg-Lana. After Mother/The 9th Child took over the ruins, she turned the entire place into her new body. And just like the True Shrine of the Mother, Spiral Hell is full of organic tentacles.
  • World Tree: Eg-Lana is roughly based on an inverted Yggdrasil, with its roots being vertically the highest, and its crown (Icefire Treetop) being the lowest area. Which leads to some Mind Screw-ey moments when you realize that you're climbing down to the top of a tree.
  • Written by the Winners: While he wasn't a winner per se, the game reveals that Abuto was an Unreliable Narrator when it came to the giants' civil war. He left out the fact that he was the one who orchestrated the war in the first place, and that he manipulated Sakit, a young man who never wanted a war in the first place, into murdering his wife Ledo to kick off the war.
  • Wutai: Takamagahara Shrine.

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