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As a demon army besieges his village, a young ninja ventures through a cursed world, to deliver a scroll paramount to his clan's survival.
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The Messenger is a 2018 Retreaux Metroidvania video game developed by Sabotage and published by Devolver Digital for Nintendo Switch and Steam. When a demon army besieges his village, a young ninja must journey through a cursed land to deliver a scroll that is paramount to his clan’s survival. The game is a retro-styled platformer which allows the player to travel through time between an 8-bit styled game and a glorious 16-bit styled adventure.

A free Downloadable Content expansion called The Messenger: Picnic Panic has been announced, to be released sometime in 2019. It involves the Ninja travelling to a tropical island for a currently unrevealed reason, and contains three new areas and bosses. Watch the trailer here (Warning: Contains spoilers for the base game).

Not to be confused with the French computer game The Messenger.

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Tropes Associated with The Messenger include:

  • 10-Minute Retirement: After the Ninja finishes his duty as the Messenger and passes it along to someone else, he becomes the new Shopkeeper... until his Messenger dies and he has to pick up where he left off, literal minutes later (at least to him, since he spent those minutes in the shop which exists outside of time).
  • Adipose Rex: The Demon King is very fat, although he kind of has to be in order to fit all four of his heads on one body.
  • Advancing Wall of Doom: After you collect the note in the Corrupted Future, you have to outrun a giant abomination to the beginning. If you're too slow, it'll kill you in one hit.
  • After the End: After a great flood, the only land left is a single island. Then there's the multiple demon invasions.
  • Ambiguous Ending: After the credits, there is a stinger which shows the Shopkeeper finishing telling the events of the game to a cowboy Messenger who had asked for a story, leaving it ambiguous as to whether the events of the game actually happened (or perhaps will happen, if the Cowboy was Messenger at some point during the 500 years in between the Ninja's two time periods), or whether the Shopkeeper just made the whole thing up.
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  • ...And That Little Girl Was Me: A meta example. The final story the Shopkeeper tells you is pretty much a symbolism-heavy description of how the development team got together to make the game, interspersed with text boxes popping up thanking each member of the team individually.
  • Anti-Frustration Features:
    • Before boss rooms, there will always be a shop checkpoint flanked by two lanterns that contain a health potion and a ki refill.
    • During the second stage of the Crystal Golem boss where you have to chase a green core through freefall, energy shuriken power-ups will repeatedly fly up from below to give you ammo to attack the boss with.
    • After Opening The Sand Box and on your quest to find the five notes, you have a two tier hint system in the form of the Prophet's vague messages on where to go next and if you can't figure that out, you can pay the Shopkeeper 300 Time Shards to just mark the next place on the map.
    • New upgrades will allow you to have the map mark areas with quest objectives, show how many Power Seals are left in the area, and the location to the Power Seals to make tracking them down less of a hassle.
    • A patch after the release of the game added sparkles to the correct way to the Sunken Shrine in the underwater maze once the player obtains the Shell Horn, as the acoustic solution could be vague as to the correct path, not to mention impossible to navigate for people with hearing disabilities.
    • Most Power Seals have a safe passage to the beginning of their challenge rooms so you're not forced to backtrack through an already tricky area. Most of these let-outs also give you a health and ki refill so you're not forced to limp back to the save point with low health if you took a few hits doing them.
  • Arbitrary Skepticism: In a world of demons, magic, curses, prophecies, and time travel, the Shopkeeper still thinks the idea of a giant robot butler and a flying sky serpent named Manfred sounds utterly ridiculous and the Ninja must be hallucinating due to oxygen deprivation to have ever conceived of such things.
  • Art Shift: The graphics, music, and sound effects change from 8-bit to 16-bit after the Messenger is sent to the future. After Opening the Sandbox, the rest of the game involves repeatedly going back and forth between the past and future, thus you repeatedly Art Shift between 8 and 16 bits.
  • Baleful Polymorph: The bird and caged creature in the Shop turn out to be the Shopkeeper’s colleague after a magic accident and a traveler that kept trying to open the Shopkeeper’s cabinet. Neither like hearing about their incident.
  • Battle Boomerang: The Windmill Shuriken returns to you after being thrown, which is exactly what you don't want it to do. Instead, you want to repeatedly dodge its attempts to return to you so that it functions more like an Orbiting Particle Shield that continually does damage.
  • Beam-O-War: Between the Arcane Golem and the Curse in the ending.
  • Beat the Curse Out of Him: Manfred, the Clockwork Concierge, the Butterfly Matriarch, and Phantom. Although in Phantom's case you're really beating the curse off of him, as it's contained in the mask he wears.
  • Benevolent Architecture: Many areas would be impossible to reach if it wasn't for all of those conveniently placed lanterns and wall rings everywhere for you to Cloudstep and Rope Dart off of.
  • Big Bad: The Demon King, who leads the demon invasion on the remaining human survivors. However he isn't the Final Boss, and while he did place the curse on humanity, there is Ontological Inertia in this setting and you still need to enter the Music Box and rescue Phantom to break the curse at its source.
  • Big Damn Heroes: The Western Hero arrives in the nick of time to fend off the demon army just before they attack the Ninja, and as the Western Hero of the next cycle, the Ninja arrives in the nick of time to fend off the demon army just before they attack the Soldier.
  • Blackout Basement: The appropriately named Dark Cave requires a light source in order to see anything but the platform directly in front of the entrance (and two other platforms generating updrafts). There is an achievement for making it through the whole area without any light.
  • Boss Arena Idiocy: The Demon King would be impossible to attack if it weren’t for the conveniently placed rockets in his throne room.
  • Boss Corridor: Almost every boss has this, supplying you with a potion, ki recharge, and access to the shop. The Ninja actually discusses this at one point, though of course when he brings it up there isn’t actually a boss this time.
  • Breather Level: In-Universe and Lampshaded in Bamboo Creek. After the dark, oppressive Catacombs filled with crusher traps, spikes, and undead, Bamboo creek is a bright and green level with upbeat music, non-threatening enemies, few traps besides bottomless pits, with sparing enemy placement perfect for stylishly cloudstepping through. The lampshades come in with the Shopkeeper's extremely upbeat attitude upon arriving, refusing to tell you a story so you can go out and enjoy yourself, and calling the Ninja paranoid when he cites Suspicious Video Game Generosity, finding the idea of a boss in Bamboo Creek preposterous.
  • Breaking the Fourth Wall: Quarble does this quite a bit, questioning your skills as a player, suggesting you blame your death on input lag to avoid embarrassment if anyone is watching you play, and even asking you if you are dying on purpose just to see when his quotes start looping.
  • ...But He Sounds Handsome: The Shopkeeper refers to the Western Hero from the beginning of the game as "that cooler-than-you hero". Since you become the new Shopkeeper after you pass the role of Messenger onto someone else, it can be assumed that your Shopkeeper is that same hero. The fact that there is a statue of that hero right outside the first shop in the Tower of Time further implies that the two are the same person.
  • Can't Take Criticism: Right before The Very Definitely Final Dungeon, the Shopkeeper reveals that he has been holding a grudge against the Ninja for the entire game for saying his shop doesn't look like a shop, but since the Ninja is about to save the world, he has decided to forgive him for it.
  • Charged Attack: One of the higher tier upgrades gives the Messenger a charge attack that deals triple damage. Unlike many charge attacks this one is passive, automatically charging as long as you're not attacking. The first (and only) upgrade that your successor receives from your shop before his untimely death is a standard Metroid-style Charge Beam.
  • Collection Sidequest: Collecting the 45 Power Seals is not necessary to beat the game, but unlocks the Windmill Shuriken.
  • Convection Shmonvection: You can even run on lava as if it was solid, harmless ground, assuming you have the right upgrade.
  • Death Is a Slap on the Wrist: Technically, you never actually die. A small demon named Quarble has been contracted to use his time-manipulating ring to rescue you from death at the last second and put you back at the last checkpoint. However, he expects to be paid for his work, so every time you "die", he will follow you around for a while, and all Time Shards collected will go to him instead of you. He leaves once his fee has been paid, once he gets bored, or whenever a boss shows up, whichever comes first. You can buy an upgrade in the shop that cuts his fee in half. Also, even though "death" may be a slap on the wrist for you, the entire process apparently causes the Messenger himself to suffer agonizing pain every time. The New Game+ option averts this, you need to have enough time shards on hand to pay Quarble the entire cost upfront or it's game over, adding a lot of stress onto dying, especially if you just bought an upgrade.
  • Delusions of Eloquence: Colos and Suses have a very Shlubb-and-Klump-esque speaking style, right down to addressing the other by name in every single sentence.
  • Developers' Foresight:
    • Normally when you defeat the Queen of Quills you get an exchange between Quarble and her personal life saver, Quillble. However, if you manage to get to that point without dying once, Quarble won’t show up at all, and Quillble simply shows up, saves the Queen of Quills, and teleports away, leaving the Ninja confused.
    • After Opening the Sandbox, there’s a two tier hint system where the Prophet gives you a vague message and the Shopkeeper can simply reveal the location needed for a price. When you access the Definitely Final Dungeon, the Prophet’s hint describes the scroll meeting its maker, obviously referring to Phantom. If the player buys the Shopkeeper’s hint, the Shopkeeper will be completely baffled that you would need a hint for this considering all the build up for the final area.
  • Difficulty Spike: Just as you think you're getting into the groove with the game's mechanics, the Tower of Time comes along and smacks you with room after room of Platform Hell, instant death traps that can only be avoided with pinpoint accuracy, and a severe case of Checkpoint Starvation.
  • Disc-One Final Boss: Barma'thazël in the Underworld, which only serves as the Opening the Sandbox point for the game turning into a Metroidvania. Then the Demon King as there is one more boss to beat in order to finish the game.
  • Double Jump: The Cloudstep technique allows the Ninja to double jump after striking something with his sword in midair. As long as there is something to hit, he can keep jumping indefinitely.
  • Dual Boss: Colos and Suses, though thankfully you only really fight one at a time as the other exercises in the background.
  • Dual-World Gameplay: After Opening the Sandbox, you begin using time portals to switch between the past and future.
  • Eternal Engine: The Music Box functions as this, having the obligatory pistons, conveyor belts, and vents spewing hot steam. All synced up to the background music, no less.
  • Everyone Calls Him "Barkeep": Almost every main character and a few minor characters as well, including the Western Hero, the Ninja, the Shopkeeper, the Demon King, etc.
  • Expospeak Gag: Do a Fetch Quest for the Ninja Elder and he will teach you the Power of True Sight. Or in other words, give you an ordinary candle.
  • Extremity Extremist: Colos only attacks with his arms, while Suses only attacks with his legs (except to whip you with his loincloth), including picking up and throwing things using his feet.
  • Eye Pop: Quarble does this if he enters a boss room with you, followed by him immediately teleporting away.
  • Failed a Spot Check:
    • After Opening the Sandbox, it turns out the scroll that the ninja was carrying all this time was a map. The Shopkeeper is incredulous that the ninja never checked what was on it, seeing as how it was the focal point of his quest.
    • Once the Demon General has been defeated, the Shopkeeper neglects to tell the ninja the rule of "if your messenger isn't back in ten seconds, it means that he died" until more than ten seconds have passed.
  • Fighting from the Inside: Despite being compelled to perpetuate the curse, Phantom's true personality was able to push to the forefront long enough to create the scroll and send it out into the world, thereby starting the legacy of Messengers.
  • Final Boss: Phantom in the Music Box.
  • Foreshadowing: The Queen of Quills is stated to be a "previous Messenger". As it turns out, there's been many, many other "previous messengers".
  • Forest of Perpetual Autumn: The appropriately named Autumn Hills, the first area of the game that’s home to a leaf monster.
  • Fusion Dance: The Order of the Blue Robe members can "do the thing" to become the boss of the Tower of Time. It is an ability that all Messengers share and is what it is used to defeat the Curse for good.
  • Gods Need Prayer Badly: The Sun and Moon gods in the Sunken Shrine are very weak after centuries without anybody worshiping them, and use the last of their strength to create one of the Music Notes you need to break the curse and save humanity.
  • Harmless Freezing:
    • Manfred somehow gets frozen at Glacial Peak, though his head is unfrozen so he can still communicate.
    • Ruxxtin’s staff also freezes due to staying at the top of Glacial Peak for 500 years, though seeing how it was already immobile, it’s more annoyed by the cold than anything.
  • Heel–Face Turn: After Ruxxtin is defeated, he realizes that evil just isn’t working out for him, and promises he won’t do the world any more harm. True to his word, he actually helps you in the future, leaving behind an amulet that allows you to access the Cloud Ruins again and a note that describes the hidden entrance to the Dark Caves. Oddly, he continues to wear his necromancer outfit despite it being designed for an evil look.
  • Hero of Another Story: As it turns out, many Messengers have taken the journey to carry the scroll eastward. The Soldier could have had his own sprawling adventure to deliver the scroll to the Glacial Peak. Unfortunately, he perishes not too far in, forcing the Ninja back into action.
  • History Repeats: At the beginning of the game, the Ninja given a scroll by the Western Hero of the prophecy, who names him the Messenger and tells him to deliver it to the top of Glacial Peak. It is eventually revealed that this is the endgame of all Messengers. The Ninja travels 500 years into the future, where he becomes the Western Hero of the next cycle and gives the scroll to a futuristic soldier in the exact same spot where he received it himself, names the Soldier the new Messenger, and tells him to deliver the scroll to the top of Glacial Peak. Meanwhile, the Ninja takes over as the new Shopkeeper of that cycle. However, the Soldier eventually dies on his journey (because the previous Shopkeeper neglected to tell the Ninja he was supposed to keep tabs on his Messenger with the shop's Scrying Orb and manually send out Quarble to rescue him from death), forcing the Ninja to become the Messenger again.
  • Iaijutsu Practitioner: The late-game Charged Attack ability appears to function this way, since it works by not pressing the attack button for several seconds in order to unleash a single, powerful blow.
  • Info Dump: After you collect all of the Notes, the Shopkeeper goes into a long exposition about the backstory, giving context to everything you've been doing.
  • Interface Screw: The Butterfly/Bat Matriarch's sonic scream doesn't do any damage, but reverses your controls.
  • Inn Between the Worlds: More of a shop, really, but it’s still capable of connecting its entrance to all over the world. It’s even in two separate locations in the building it’s physically in somehow.
  • Invisible Block: The Butterfly/Bat Matriarch flies above you and can only be reached to damage her by jumping on invisible platforms. After dodging enough of her attacks, she will sprinkle pollen that reveals the location of the platforms, but if you already know where they are, you can still jump on them to make the fight go much faster.
  • Ironic Name: The Phobekins are named after their phobias.
  • It's a Long Story: How every Phobekins describe their situation on how they arrived at the location of their greatest fear.
  • Legacy Character: The Messengers, of which the Ninja is the latest. The latest one that's still alive, anyway.
  • Lethal Lava Land: The Underworld, naturally, as well as the Fire portion of the Elemental Skylands.
  • The Lost Lenore: The death of his beloved Muse at the hands of the demon army is what drove Phantom to go after the Demon King by himself, carrying the Music Box that his wife created as a Tragic Keepsake. The Demon King felt such stupidity deserved to be punished with a Fate Worse than Death, and placed the curse on humanity, then sealed Phantom inside the Music Box and turned him into the Apocalypse Maiden that maintains the curse.
  • Locked Out of the Loop: The Ninja isn't made aware of nearly anything until it becomes relevant. This reaches a head when, before entering the final dungeon, The Shopkeeper reveals he did it out of spite because the Ninja said his shop didn't look like a shop. He then proceeds to tell The Ninja the entirety of the game's setting, backstory, and the purpose of the Messenger journey over a nearly nine minute long info dump.
  • Meaningful Name: The Phobekin are a double example. Their species is named as such because they all have a severe phobia of some sort, while on an individual basis they are all named after their respective phobias.
  • Medium Awareness: The Shopkeeper definitely knows he is in a video game, and will make meta-jokes about various games and make remarks like "if you fought the final boss already, we wouldn't have much of a game", which usually confuse the Messenger. However, the Messenger can apparently see the dialog boxes and hear the game's music, and is also Genre Savvy enough to pick up on the fact that a shop with a lantern on each side means there is a boss fight in the next room (except that when he points this out, there isn't actually a boss in that area and the Shopkeeper calls him crazy for seeing patterns that aren't there). When he briefly takes over as the new Shopkeeper for the next Messenger, his level of medium awareness increases appropriately.
  • Mickey Mousing:
    • The machinery of the Music Box is synced up to the background music. It's also inactive during the music's intro, so you can exploit this trope by entering and exiting a shop to reset the music and give you a few seconds to easily get past the next few obstacles.
    • The giant mushrooms in the background of Quillshroom Marsh "sing" along with a certain section of the background music.
  • Money Sink: There's a literal sink that appears after a while that you can dump Time Shards into. There is nothing to gain from doing so. The Shopkeeper even mentions upon first inspection that it was added because people complained there was nothing to use Time Shards on after buying all of the upgrades.
  • Multiple Head Case: The Demon King has four heads, although only the one wearing the crown ever speaks.
  • The Napoleon: As you make your way through the Catacombs, a mysterious necromancer shrouded in robes twice your height regularly harasses you with his minions. When you finally face him he turns out to be a scrawny guy who takes orders from his own staff.
  • Never the Selves Shall Meet: The Order of the Blue Robes wear the robes to avoid this.
  • Nice Hat: The Messenger gets a conical straw hat when he is sent to the future. The Shopkeeper thinks it looks so badass that he gets an identical one for himself... and tries to pretend that he had it first and the Messenger copied him.
  • Nothing Is Scarier: The lack of a boss in Bamboo Creek can throw you for a loop, especially since there’s two rooms after the Boss Corridor that would be perfect for a Boss Room.
  • Not Quite Flight: The Wingsuit allows the Messenger to glide in the air by holding Jump, allowing him to ride air vents and slow his descent. An upgrade also allows him to do a down slash attack while gliding.
  • No Name Given: All of the game's human cast with the exception of Muse and Phantom are only ever referred to by their titles, with bosses and non-human NPCs being the ones to get names.
  • Numerical Hard: Each run of New Game+ increases enemies' damage and bosses' health. The one non-numerical change is that you now have to pay Time Shards up front if you want to continue after dying; otherwise, it's game over.
  • Oculothorax: The Demon King transforms into a giant floating eyeball after you deal enough damage to him.
  • Oddly Small Organization: In spite of being formed out of uncountable Messengers across many millennia, the Order of the Blue Robe at the time of the game consists of precisely three members. No real explanation is ever given about what happened to the rest.
  • Only Sane Man: The Shopkeeper is clearly exasperated with his fellow Blue Robe members, as one constantly yells out ambiguous prophecies, while the other won’t shut up about "doing the thing".
  • Overly Long Gag: If you repeatedly attempt to open the cabinet in the shop, the Shopkeeper will have a seemingly endless amount of dialogue as he attempts to discourage you from opening the cabinet, eventually trying to bore you with a long and philosophical speech that you can’t skip through. He even has three unique cabinet rants over the course of the game depending on the situation, the last one even parodying the first rant when he tries to encourage you to open the cabinet.
  • Physical Hell: The Underworld. It’s even easily accessed through a cave in the Searing Crags.
  • Poor Communication Kills:
    • The Emerald Golem boss could have been avoided if the Emerald Golem just said it was mining and not actively trying to kill the Messenger.
    • The Shopkeeper forgets to inform the Ninja that one of his duties as the new Shopkeeper is sending Quarble to save his own Messenger from death, causing the Soldier to die permanently.
  • Punny Name:
    • The Phobekins are named after the thing they're afraid of, and the kind of place you find them in, e.g. Pyro is found among lava and Acro is found high in the sky.
    • Colos and Suses, the two giant ogre brothers. Although Suses should probably change his name to Si if they want to be grammatically correct about it.
  • Real After All: Although the Shopkeeper insists all of his stories are pure fiction and mere fairy tales for children, you can actually find some of the things mentioned in them around the game world, such as the frozen couple who attempted "The Trek" and Madam Misery's house with Death trapped in the pear tree, which shows that at least some of his stories are true.
  • Scenery as You Go: The floor of the shop floats up to meet you as you step on it. Except in the Tower of Time, where the floor is normal, since that's where the shop physically is.
  • Screw This, I'm Outta Here!: Quarble has this reaction if he's with you when you enter a boss fight.
  • Sequel Hook: The game ends on a "To Be Continued" screen, after the Cowboy asks to hear a second story.
  • Shoot the Messenger: Quarble references this if the Ninja is killed by a projectile.
  • Shout-Out:
  • Sibling Yin-Yang: Colos has a muscular upper body and scrawny legs, while Suses has a fat belly and muscular legs.
  • Skewed Priorities: After the Ninja returns from the Corrupted Future, the Artificer is much more excited to hear about the horrifying Eldritch Abomination therein and winning his bet with the Shopkeeper than he is about the Ninja making it back alive, much less finding the MacGuffin he went in there to get. When Phantom is rescued, the very first thing the Artificer asks him is if he'd like to try the Tower of Time gauntlet.
  • Snark-to-Snark Combat: Between the Messenger and the Shopkeeper.
  • Spoiler Title: One of the Shopkeeper's stories lacks a title. The Ninja suggests one that spoils the ending, and is berated for it.
  • Stock Ninja Weaponry: Barring a couple of exceptions, a katana and a few shuriken are the only weapons the Ninja has at his disposal to deal with enemies and bosses.
  • Suspicious Video Game Generosity: Before almost every boss fight there's a shop entrance with a lantern on each side containing a health and ki refill. The Ninja lampshades this at the end of Bamboo Creek when he asks the Shopkeeper about the upcoming boss, only for the Shopkeeper to say there is no boss (and he's right) and imply that the Ninja is a crazy person who sees patterns where they don't exist. Naturally, the pattern continues to repeat for the rest of the game.
  • Super Not-Drowning Skills: The Ninja can stay underwater indefinitely without harm.
  • Tactical Suicide Boss: The leaf monster’s one and only attack leaves it completely vulnerable.
  • Talking Weapon: Ruxxtin the Necromancer's magic staff is alive, and is the one calling the shots of their operation... at least until Ruxxtin quite correctly points out that it can't do anything without him carrying it, to which it has no comeback.
  • Tall Poppy Syndrome: One of the Shopkeeper's stories is the joke on the trope's main page about the cauldrons in Hell. In his version, the Acceptable Targets for whom no guards are needed to prevent them from escaping the cauldron because they keep pulling each other back in are "people who think the order doesn't apply anymore when another line opens up at the market".
    Ninja: ... Ok now you're just using the platform to vent!
  • Tennis Boss: One of Phantom’s attacks has him launch a projectile at you that both of you can reflect. If you win the tennis duel, Phantom will be stunned, allowing you to deal some heavy damage. If you mess up the timing, however, the projectile will explode and likely damage you. Phantom also doesn't make the same mistakes as other Tennis Bosses and will reflect the projectile away from you to make it harder for you to hit, sometimes even curving it.
  • Theatre Phantom: Despite his name, Phantom was originally not this trope, but the Demon King fixed that by placing a cursed mask on him and imprisoning him in a music box to play the pipe organ for all eternity.
  • The End of the World as We Know It: The Corrupted Future, a terrifying world where the very ground seems alive, tortured humans are seen falling to their doom in the background, and the moon is completely shattered. It’s also home to an invincible Eldritch Abomination capable of instantly killing you that chases you back to the entrance.
  • Too Dumb to Live: Colos and Suses refuse to eat their stew until they add the final ingredient, the Power Thistle. They predictably starve to death waiting for it to grow, until you bring back the fully grown thistle from the future and give it to them. The Flavor Text upon obtaining the thistle even calls them idiots.
  • Trailers Always Spoil: The game's trailer makes no attempts at hiding the Art Shift. How it happens, on the other hand, is kept completely secret.
  • Transflormation: Travelers cursed by the Queen of Quills are transformed into the mushrooms of Quillshroom Marsh.
  • Unexpected Gameplay Change: The game shifts from a straightforward platformer into a more open-ended adventure after completing the Underworld.
  • Unexpected Shmup Level: The Elemental Skylands, where you ride Manfred to each of the floating islands, eventually facing off against the Clockwork Concierge.
  • The Very Definitely Final Dungeon: The Music Box, the source of the curse and the reason the time-traveling cycle exists, is the final level of the game.
  • Video Game Cruelty Punishment: See Overly Long Gag above. If The Ninja persists in trying to open The Shopkeeper's closet, he will be forced to listen to a very long exposition without being able to skip through the dialogue. Similarly this occurs again if the player refuses to open the closet when told to.
  • Walk on Water: The Lightfoot Tabi allows you to run across the surface of any liquid, including lava. The catch is that you can't stop running or else you will instantly sink.
  • We Hardly Knew Ye: The Soldier was set up to be the next messenger, and was ready to go on his own journey, complete with his own upgrades. Unfortunately, he bites it not too long after his introduction.
  • Weakened by the Light: The Demon King is ultimately killed by destroying the ceiling of his arena, causing sunlight to shine onto him, which fries him to a crisp and causes him to dissolve. Word is out on whether this killed him because he was a demon... or because he just turned into a giant eyeball and then looked directly at the sun.
  • Whip It Good: The Queen of Quills uses a whip as a weapon. And continues to do so after you break the curse on her and she turns back into the Monk.
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