How to Defeat Bloody Mary in Terranigma (SNES)

Ah, Terranigma, the final entry in the “Quintet Trilogy,” on the SNES, and perhaps the best of the three treasured action RPGs. Terranigma, despite being one of my absolute all-time favorite games, is far from perfect. This imperfection is largely due to two major factors: the game’s obfuscation of its magic system and its bizarre difficulty curve that oddly peaks mid-game. This article will be focused on rectifying the difficulty curve by providing a spammy and unfair strategy to counteract the primary culprit of ruining the game’s otherwise smooth progression in challenge.

Identifying the Problem: Bloody Fuckin Mary

The primary culprit I speak of that ruins Terranigma’s otherwise logical progression in difficulty is that heartless, cut-throat bitch, Bloody Mary, or as I affectionately call her: Bloody Fuckin Mary. She resides in a mid-game dungeon, Sylvain Castle. Up until that point in the game bosses offer a mild challenge at best, leaving the player nearly begging for a challenge. However, Bloody Mary takes it too far, rather than offering a challenge requiring careful strategy and learning her attack pattern, it leaves the player with only two options: spamming cheap, screen-engulfing magic or over-leveling and participating in perhaps the most boring, time-consuming boss fight in the game.

The problem with the latter, honorable option, is that it is boring and ruins the pacing of the game… and you know what? It just isn’t fun. This approach consists of waiting patiently for an incredibly infrequent opening in her attack pattern, followed by long periods of staying away from her. It is not a challenge, it is simply poor design. It would have been much better to decrease the waiting time between openings and simply increasing her health, and already god-tier stats.

It is my service to my readers to provide them with the spammy, cheap option so that the rest of the game can be enjoyed and the bosses that offer a well-designed challenge can be reached.

Solving the Problem: Killing Her Ass

I hate her

The cheap way of beating Bloody Mary, first requires one to figure out Terranigma’s absolutely un-intuitive Magic system. To use magic in Terranigma you must collect Magirocks found scattered throughout the game, which act as vessels that can be temporarily enchanted with magical powers at the magic shop. Each spell costs a certain amount of Magirocks, but after the spell is used up, the “empty” Magirock is returned to Ark to be recycled for future use. So to be clear, when you go to the magic shop you are paying the shopkeeper in a number of Magirocks that you want to be enchanted with a particular spell.

The next step of this poorly designed magic system, is to equip the Jewel Box to Ark’s item slot so that it can be used via a simple button press, rather than scrolling through the menus.

Finally before heading to Sylvain, get to level 20 or 21, preferably 21, load up on the max amount of Elec Rings allowed, then Zap Rings Max, then Fire Rings Max. Elec Rings are they key to the battle, but the others work to some extent as well. Any remaining magic slots can be filled with healing magic. It also wouldn’t hurt to bring as many healing items as possible.

Equip the LightRod weapon, which will allow you to deal maximum damage possible (If you are level 25 or greater with this weapon you will have a legitimate chance of beating her the fair way, but honestly its not worth it to level that high so early, because it makes the game way too easy later).

When the battle starts she will be invulnerable, so do not attack. The key to defeating her is to move in a circular pattern to avoid being hit by the spinning jewels and her other attacks

Her major attacks occur in a random pattern and require patience to avoid getting your ass handed to you. Remember to look for the openings and test with a standard attack, then use magic. These attack patterns include:

  • Warp: Bloody Mary will warp across the level, the key is to not get hit by her body when she reappears. This warp also leaves an opening by leaving her jewel circle behind temporarily. The problem is you will probably only have time to land one hit
  • Triangle Attack: a very dangerous attack, she is invulnerable and it causes massive damage, avoid this at all costs.
  • Mask Attack: When Bloody Mary removes her mask/face, the mask follows Ark around the room. This the best time to implement the circular movement strategy. Making large circular motions around the map can help dodge the mask easily. This also leaves Bloody Mary vulnerable to attack. Multiple hits can be landed, but as I will later suggest just do a test hit and use magic after.

Be careful to avoid her when she is “deciding” which of these attacks to use, this delay may seem a tempting opening, but it is very dangerous and opens Ark up to unnecessary risk.

Whenever you have an opening, ESPECIALLY when she initiates the mask attack, hit her with the LightRod to ensure she is vulnerable attack, then when its confirmed use the Elec Ring to cause some significant damage. Besides being the most effective damage-wise, the Elec Ring is screen-engulfing magic, so no aiming is required.

If Elec Rings are spent and Bloody Mary still isn’t dead, proceed to using the Fire Rings which release a flamethrower like attack in the direction Ark is facing. It is worth noting that if used from the pause menu, Ark will default to facing downward and therefore the attack will always go in that direction, which it why it is so important to equip the Jewel Box. If somehow she still isn’t dead then use Zap rings and finally Ice Rings.

If all else fails focus on attacking with the LightRod using the running attack (simply press the attack button while running), especially during the mask attack.

After the nightmare is over, you will be treated to a long cutscene and will gain permission to enjoy an otherwise incredible game.

Check Out My Full Review of Terranigma

Europe’s Chrono Trigger?: Terranigma

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Europe’s Chrono Trigger?: Terranigma (SNES) Resource

Introduction

Terranigma PAL release.jpg
By Source (WP:NFCC#4), Fair use, https://en.wikipedia.org/w/index.php?curid=41896787

One of my favorite genres is top-down action RPG’s. This love stems from a life-long obsession with 2D entries of The Legend of Zelda series. Though it is arguable whether or not Zelda belongs solely to this genre, it regardless is a genre that provides the best of both worlds: the sense of growth and exploration, prevalent in RPGs, and the fast-paced, skill-based mechanics that define the action genre. As such, I am always on the look out for quality games that fit this archetype.

In high school, I became deeply involved in the emulation scene; spending most of my gaming time both reliving my childhood favorites, and further exploring the libraries of the consoles that laid the foundation for my life-long interest in gaming. Armed with my SNES controller and a USB-adapter, my under-powered family PC in my basement became a make-shift Super Nintendo.

I absolutely attacked the Super Nintendo and SEGA Genesis library, efficiently working my way through the system-defining gems regardless of region. My exploration of region-locked games ultimately led to the discovery that Europeans flipped shit about a game called Terranigma.

Heralding it as their equivalent to Chrono Trigger, not in gameplay style, but rather in level of influence and exclusivity, my European counterparts indirectly urged me to try Terranigma. With every positive review, every emotional forum post, and every sample of the game’s music, my interest grew exponentially.

I read on to discover Terranigma was the final entry in the Quintet Trilogy for the SNES, which also included the US releases Soul Blazer, and the fairly popular Illusion of Gaia. Being in the company of such quality games solidified my confidence in the Terranigma’s rave reviews

Despite my excitement to play the game, and the apparent legitimacy of its greatness, it eventually slipped through the cracks, lost in my ever-expanding backlog. For years, Terranigma always lingered in the back of my mind, begging me to partake in the divine adventure. That is until one day, I could no longer justify the procrastination; I finally dropped everything and dove into the adventure head first.

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