Summoner 2
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Summoner 2 | |
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Developer(s) | Volition, Inc. |
Publisher(s) | THQ |
Platform(s) | PlayStation 2, GameCube |
Release date | PlayStation 2 NA September 23, 2002 EU November 1, 2002 GameCube NA January 31, 2003 EU April 4, 2003 |
Genre(s) | Role-playing game |
Mode(s) | Single-player |
Rating(s) | ESRB: T (Teen) |
Media | DVD-ROM |
Summoner 2 is the sequel to the popular PC and PlayStation 2 game Summoner. It was released for the GameCube with some visual changes as Summoner: A Goddess Reborn. The player takes on the role of Maia, a goddess reborn with the extraordinary ability to turn into powerful guardians, or summons. Maia must heal the legendary Tree of Eleh, the source of Aosi, the language of creation. Along the way, she meets a host of characters, including Yago from the original Summoner game. As Maia travels across the worlds of Halassar, Galdyr and the incredible Twilight Realm, she discovers her ultimate goal, and the being that seeks to stop it from occurring.
Contents |
[edit] Gameplay
The game is fairly linear, if not for a large number of sidequests. The controls are well thought out, and the story is compelling. Many believe that this is better than the original Summoner[citation needed]. However, many features such as free-roaming on an overhead map that had been dropped is criticised by fans of the original.
[edit] Major playable characters
Maia - The Goddess Laharah Reborn, she is the main character of Summoner 2 and the one who the player will nearly always have in their main party of three characters. She can use Swords and Maces, and has fire magic which has the potential to be very powerful if enough skill points are spent on it. On top of this, she can also turn into powerful summons. Her versatility easily makes her the most powerful character in the game.
Sangaril - A Munari assassin sent to kill Maia 10 years beforehand, she was only 16 and had never seen joy before. When she saw the happiness Maia gave to her people, she could not kill her and has been her protector ever since. She uses swords & daggers in melee. Many of these are based on Japanese weaponry. She is also the only character that can equip Crossbows. Her skills include stealth, backstabbing, poison, etc, and if used correctly can be very damaging. Her stealth skills are less useful in the 2nd half of the game, however.
Taurgis - Taurgis is a stalwart warrior from Galdyr, and is brother to the king of Galdyr, Azraman II. He turned against his brother to aid Halassar in its fight for Independence. Equippable with 2-handed swords, polearms, and axes.
Krobelus - A sorcerer who led a crusade against Maia with 30,000 Medavan troops. Maia decimated the Medavan army at the tomb of Githiran the First, (the imperial Sephulchre) and Krobelus escaped. He was caught however and joined Maia's party for a while, until turning against her at a critical point.
Iari - A machine made by the legendary gods of the Munari, the Unseen, she is a mystery to all but Morbazan, who seems to know something of her past.
Morbazan - A strange being with the ability to devour the souls of his enemies, Morbazan is as much a mystery as Iari, and is the only one who knows about her.
Prince Neru - A pirate of the Midnight Sea, Neru is a powerful hand to hand fighter who wants revenge on Krobelus for killing a man who was like a father to him. His real name is Orcellius.
Yago - A man who helped Joseph of Ciran 20 years ago (in the first Summoner game), Yago is one of very few people able to read Aosi, the ancient language of creation. He is searching for his daughter Rosalind who has gone missing from the Great Library.
[edit] Important NPCs
Azraman II - The king of Galdyr and brother of Taurgis. He is Maia's biggest political rival and attempted to stop Halassar from gaining its independence from his reign. When Taurgis swore an oath to Maia and the prophecy, his chances of winning were lost, and the war had ended, with Galdyr being defeated.
The Tempest - According to the myths, a great storm shattered the Tree of Eleh. The origin and nature of the storm is unknown, but other names for this destructive force include “Tempest,” “Vortex,” and the “Hungry Storm.” The breaking of Eleh unleashed evil and chaos into the world. The Rite of the Prophets describes the Tempest as follows: “The wind grew fierce. A storm rose up and broke the Tree of Eleh. Laharah wept as the long night fell, and darkness devoured her children.”
Surdama Kir - “Surdama” means “Elder Priestess,” the highest office in the Laharah priesthood. Twenty years ago, Surdama Kir deciphered scripture in the Book of the Prophets to determine the time and place of Laharah’s rebirth. She found the girl and named her “Maia,” meaning “Child of Prophecy.” Four years after Maia’s birth, Halassar won its independence from Galdyr, and Surdama Kir placed the ancient crown upon the child’s head. Until Maia’s eighteenth birthday, Surdama Kir ruled Halassar as regent.
Imarbeth IX - Fifty-eight years ago, King Imarbeth IX ascended to the throne of Galdyr. His short reign was among the most brutal in Galdyran history. He built the prison of Indubal, where he gleefully tortured and murdered thousands of victims. Suspecting his rivals of plotting against him, he exterminated their families to purge the kingdom of his enemies. Tagan, the king’s younger cousin and childhood friend, deposed Imarbeth, claimed the throne of Galdyr, and reigned for Thirty years until his death. Tagan III’s eldest son Azraman II now rules the kingdom, while his younger son Taurgis serves the Queen of Halassar.
[edit] Other NPCs
Ogliarchs - These characters are Munari who each rule a part of Munari City where outsiders are welcome. Only two are voiced and only one is a woman.
Mas Raldo controls all shipping in and out of Munari City. During Halassar’s war for independence, Raldo’s ships ran the Galdyran blockade and helped break many sieges.
Mas Ubrai rules the marketplace. No vendor can work in Munari City without a license or a loan from Mas Ubrai. The Oligarch is envious of Raldo’s connections with Halassar.
Mas Zalur governs the university. His students conduct bizarre experiments both in the lab and on the populace at large.
Mas Ora runs the arena. As a courtesan, Ora used her wits, charm, and powerful friends to dispose of the previous Oligarch and secure her hold on power. The Gladiators and gamblers of Munari City answer to her.
The Unseen - Below the Munari City dwells a mysterious race of beings known as the Unseen, the gods of fate, invention, and the future. “Nothing happens that is not the will of the Unseen,” reads an old Munari proverb. The Unseen have always lived up to their name, though they have many spies and operatives, including Prince Neru and the Oligarchs. The Unseen are only part of a pantheon of hundreds of gods whose shrines can be found throughout the city.
Rosalind - Rosalind is the Abbess of Iona, leader of a mysterious order of monks devoted to the study of Aosi, the language of creation. Rosalind recently vanished from the Great Library without a trace. Because the tomes of Aosi can open portals into other worlds, Rosalind might be trapped within the book. Rosalind’s father, Yago, is now searching for her.
Githiran I - Over two thousand years ago, the warrior-mage Githiran led his followers across the Midnight Sea and carved an empire from the realms of the south. He named his kingdoms "Galdyr," a word that means "new land" in the tongue of his people. As Galdyr expanded, Githiran conquered ancient Halassar and trapped the evil Nhuvasarim within a magical tome of his own devising. He liberated the masses enslaved by these cruel necromancers and restored worship in Laharah as the benevolent creator of humankind. Obsessed with the myths of Laharah, Githiran commissioned scribes and mystics to write the Book of the Prophets, a collection of sacred texts that foretell the return of Laharah and the healing of the Tree of Eleh. Venerated throughout Halassar and Galdyr, Githiran is buried in the Imperial Sepulchre, one of the holiest sites among worshippers of Laharah.
[edit] Summons
After Eleh shattered, Laharah created guardians to protect Halassar. The guardians were divided into four houses, each corresponding to an element of creation.
Blood - One guardian manifested itself as the “Blood Juggernaut,” a creature of colossal size and strength. The Juggernaut defended Halassar against its enemies, for the breaking of Eleh had unleashed evil into the world. When Laharah failed to return, the people of Halassar sent the Juggernaut in search of their lost god. Twice the guardian returned to save Halassar from destruction. During the reign of King Danael, the Guardian appeared as the “Blood Raptor” and defeated the armies of Ghedarus. Decades later, the Guardian returned as the “Blood Seraph” and massacred a horde of invaders. After the Nhuvasarim corrupted the Kings of Halassar, the guardian never returned.
Tree - One guardian manifested itself in three different forms: the “Tree Lizard,” the “Tree Shaman,” and the “Tree Giant.” This guardian watched over the few fragments that the first-born saved after the breaking of Eleh. When enemies of the first-born destroyed the last of these fragments, the guardian vanished from Halassar forever.
Sand - . One guardian manifested itself as a double-bladed weapon, the Sword of Sand, or “Blade of Thirty Suns.” The sword protected Halassar against its enemies, for the breaking of Eleh had unleashed evil into the world. After the sword perished in battle, a prince of Halassar learned to channel the guardian’s spirit. The guardian entered the body of the prince, and together they became the Warrior of Sand. The warrior defended Halassar until he too fell to the enemies of the first-born. When the Sand Warrior feel, the devout still called upon the guardian in times of great need. He appeared to them in the form of a dragon with blade-like wings.
Eye - One guardian manifested itself as a floating, disembodied eye with a spine-like tail. The eye never assumed material form, but appeared in the dreams and visions of mystics. Their writings are among the scriptures collected in the Book of the Prophets. These visions often occurred as three sequential dreams, with the guardian appearing to the dreamer in larger and more powerful forms. Although the mystics claimed to achieve deeper insight with each visitation, their narratives became more and more incomprehensible.
The 13th Summon - Powerful fighter who also has abilities from all other summons. He is entrapped within a crystal, waiting to be freed by one who can complete the "Labyrinth of the Guardians."
[edit] Locations
Halassar - Twenty years ago, Surdama Kir, the elder priestess of Laharah, announced Maia’s birth, foretold in the Book of the Prophets. As the Goddess Laharah reborn, Maia was the rightful heir to the ancient throne of Halassar, which had been a province of Galdyr for the past two thousand years. King Azraman II opposed the claim, accusing Surdama Kir of exploiting the child to further her own ambitions. Unwilling to grant Halassar its freedom, Azraman unleashed a bloody civil war. Azraman’s brother Taurgis turned against the king to fight for Maia’s cause, and in the fourth year of the war, Halassar won its independence. Until Maia’s eighteenth birthday two years ago, Surdama Kir ruled Halassar as her regent. The influence of the Elder priestess has diminished as Maia asserts more control over the affairs of the realm.
Galdyr - Over two thousand years ago, the clans of the north sailed across the midnight sea and conquered the wealthy kingdoms of the south. Their leader, the warrior-mage Githiran, named his empire “Galdyr,” which means “New Land.” Following Githiran’s reign, one hundred forty-eight rulers have worn the Galdyran crown. At the height of its power, Galdyr dominated over half the world, but its empire gradually fell into decline, collapsing into dozens of squabbling states. The Tamirath Dynasty has held the Galdyran throne for the past two centuries. The current monarch, Azraman II, opposes Maia’s claim to the ancient throne of Halassar. The kingdom won its independence from Galdyr sixteen years ago.
Isle of Teomura - At the height of its power, Teomura ruled the Midnight Sea, dominating the archipelago with its fleet of fast, sleek shops. The capital of the empire was the island city of Teomura. The Wyrmlords who ruled Teomura worshipped a pantheon of “Wyrms” or dragons. The major deities of the Teomuran mythos were the Wyrms of Vengeance, Wisdom, Luck, Vigilance, and Songs. To invoke their power, a Wyrmlord would sacrifice his daughter, throwing her from a stone bridge near the royal palace. Teomura fell during the reign of Ramibrus V. The emperor of Galdyr demanded tribute, but Ramibrus refused to pay. As the Galdyran fleet approached, Princess Ursula escaped the island, leaving Ramibrus without a daughter to sacrifice. With the islanders unable to invoke the dragons, the Galdyrans sank the Teomuran fleet and razed its capital. Over the centuries, the ruins of Teomura have continued to serve as a base for smugglers, pirates, and adventures. The lost treasure hoard of the Wyrmlords is rumored to be hidden somewhere on the island.
Imperial Sepulchre - The Imperial Sepulchre is the tomb of Emperor Githiran I. Among the worshippers of Laharah, the Sepulchre is perhaps the holiest of sacred sites. Galdyr honors Githiran as the first emperor, and Halassar reveres him as the hero who banished the Nhuvasarim and delivered the first born from slavery. Over two thousand years ago, during Githiran’s reign, Galdyran fishermen discovered a mysterious cave on the Halassar coast. Inside the cave, the fisherman stumbled upon a vast space filled with stars. Githiran named it the “Celestial Sphere” and ordered his followers to build a great tomb around the sphere. There his body would be laid to rest. The original of the Celestial Sphere remains a mystery. The Book of the Prophets tells how the Tree of Eleh created thousands of worlds. The Celestial Sphere is perhaps one of these nascent worlds, orphaned after the shattering of Eleh. To help bolster Galdyr’s coastal defenses, Emperor Benileth IV of the Khimar dynasty installed a cannon of the Sepulchre’s balcony. The cannon has never been fired in battle.
Prison of Indubal - Over half a century ago, King Imarbeth IX built the Prison of Indubal in the mountains of Galdyr. Paranoid and delusional, Imarbeth tortured and murdered thousands of victims there. Many were relatives and friends of political enemies suspected of plotting against the throne. The massacre ended when Tagan III, Imarbeth’s cousin, deposed the king and restored mercy to Galdyr. Under the reign of Tagan and his son Azraman, Indubal remains a prison, but only those who commit the most heinous crimes are confined to its cells and cages. Imarbeth’s alchemists created a small army of guardians and executioners, and these brutes continue to serve in the bowels of the prison.
Munari City - A thriving seaport, Munari City is an independent city-state founded by Munari nobles who were exiled from their kingdoms under the sea. The society of Munari City is divided between those who live about the water and those who live below it. Reclusive and insular, the aristocracy lurks in underwater palaces they never leave and foreigners never visit. Outsiders may travel through the above-water harbour, marketplace, university, and arena quarters. These districts are ruled by a council of Oligarchs whose members use the honorific “Mas” to denote their station. (See Oligarchs)
Hopiris - Three centuries ago, the rulers of Munari City made a pact with a demon and razed the city-state of Hopiris. Both cities were founded by Munari exiles, but this common ancestry only intensified their hatred. The Hopirians were formidable archers. Their arrows moved as swiftly through water as they did through air, and in battle their armies fired so many arrows, the sky turned black as night. A bridge built in their honor survived the demon’s onslaught. The Shadow Clan of Jihana now controls the ruins around the Bridge of Archers. Sangaril was a disciple of this clan before she betrayed them and joined Maia’s cause. The assassins use the ruins as a place to make poisons and settle old scores.
Miridan's Pass - Miridan’s pass snakes across the frontier between Halassar and Galdur. Because the pass is the only navigable route through the Sandumar Mountains, the valley is of vital strategic importance to both realms. A decisive battle in Halassar’s war for independence was fought in Miridan’s Pass. Taurgis defeated the armies of his brother Azraman II, forcing the king to withdraw from Maia’s realm. The pass is named for Miridan III, thirteenth emperor of the Gothu dynasty. Twelve hundred years ago, Miridan was ambushed and murdered by forces loyal to his uncle. Miridan had come to pay homage at the shrine of the White Lady, a statue believed to grant good fortune to those who kissed the hem of her robe. Soon after Miridan’s death, the bridge to her shrine collapsed. Reclusive creatures inhabit the caves of Miridan’s Pass and dwell near its pools and waterfalls. The creatures are intelligent, and those versed in their lore may befriend them. Miridan’s Pass is also home to Ghost Monkeys, a rare and invisible species. Ghost Monkeys are valued as pets, but the laws of Halassar prohibit their export from the realm.
City of Masks - The society of the City of Masks is fragmented into dozens of factions, but the alliances and rivalries among these grounds are so perplexing that no one can unravel them, To function in this society, one must wear a mask, thought people often swap their identities. A citizen has no other identity or purpose than the mask on her face.
Paludal's Bridge - Paludal’s Bridge spans a treacherous swamp between the City of Masks and the Siege Engine of the Ancient Ones. The bridge is a series of domed mud structures linked by wide footbridges. A race of sentient mud golems inhabits the bridge, but they are very aggressive and hostile toward outsides. To guard their territory, the golems breed and train Rococros, an amphibian predator native to the region. The River of Light flows below the water’s surface and feeds the swamp. The energy of the river transforms the mud into a massive living organism from which Paludal and the golems are born. The golems worship Paludal as the embodiment of the swamp’s immortal spirit. The Golems have guilt machines that refine the swamp water into pure energy, which gives Paludal extraordinary powers. The mud golems also possess one of the few gem foundries still in existence.
Twilight - The Realm of Twilight is a vast, living organism created by the Tree of Eleh. The soul of this organism, the River of Light, flows from the city of Masks to Khargathalan. The river gives life and energy to all the dwell in this world. A race of people known as the Ancient Ones ruled Twilight eons ago. They escaped when the Tempest destroyed their cities and began to devour the River of Light.
River of Light - The River of Light is source of all life and energy in the Realm of Twilight. The world is a living organism, and the River of Light is its soul. The energy of the River of Light appears in many forms. In the City of Masks, the river flows in streams of energy, surging through the arteries of the Wheel. In Paludal’s Swamp, the river runs underground, seeping into the mud that gives life to the golems. Near the siege tower of the Ancient Ones small pools and rivulets are trapped within the barren rock of the wasteland. Near Khargathalan, massive tributaries are pulled through the conduit into the vortex of the Tempest. In the Adytum of the Unseen, the machines are powered by massive crystal formed in the River of Light. The gems used to operate Iari and other devices all derive their energy from this one source.
[edit] GameCube port
The GameCube port was released as Summoner: A Goddess Reborn in 2003. The characters of Maia and Taurgis are redesigned from the original (the changes to Maia can be seen by looking at the box art), and there are slight visual differences in some levels (most notably the Palace of Halassar). The GameCube version unfortunately has a significant frame rate stutter during combat, which was not in the PS2 version. It also lacks a hidden cut scene referencing the first game. The gameplay, features, and story are identical.