Next up, we’ve continued to work on sketches for what we’d like that final Arcade Mode room to look like. Remember the skill point to talent orb transmuter from last week? Here’s his apprentice, a young boy called Bokus! He’ll hand around with his master in the HQ once they’ve been added to the game properly: Once you have collected all three emblems you can return to the present day version of the floor hand and insert them into the statue, after which it’ll come alive for an empowered version of the Priestess battle!
![secrets of grindea dev blog secrets of grindea dev blog](http://www.secretsofgrindea.com/wp-content/uploads/2020/09/06-3-300x169.png)
There are NPCs from Tai Ming walking around this area, and talking to three of them will trigger you to travel to the present day where you’ll have to do a challenge of some sorts (battling various sets of enemies, most likely), after which the ghost of the NPC you talked to will appear and hand you their emblem.
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You’ll travel back in time using a time rift, to a version of the map where any buildings are whole and it’s a nice village-y feel.
![secrets of grindea dev blog secrets of grindea dev blog](http://www.secretsofgrindea.com/wp-content/uploads/2019/10/04-1024x576.png)
A statue of ancient priestess Tessen in her boss form blocks the path leading to the next floor, although this version is edited to have slots for three emblems (oh dear). You’ll enter into a large open space area, looking much like the ruined present version of Tai Ming, but smaller. The next floor we’ve been tackling has been the Tai Ming floor, which is all about returning to the past (unsurprisingly…) :) In Fred’s deparment, meanwhile, we take a look at some more Bishop animations, as well as Bokus, the apprentice of the Silver Point to Talent Orb transmuter! Once all of that was completed, I had a bunch of new stuff added on my to do-list, including a mockup for the interface of the silver point to talent orb mechanic, a basic sketch of Bishop’s boss portrait, a scared expression for the Mandarine character, and the ghost house of Pumpkin Woods with an open door: ….and later being now, as it happens! The continuation of the Bishop battle background, this time focusing on a bunch of spikes to make the area a bit more menacing: Next up, it’s time for me to start working on the background for the Bishop’s battle, seeing as we’re about to finish it up! In this first part, I’m working on the basics of the map, saving the spikes for later: What sort of third room would you guys like to see? Feel free to share in the comments! :) One idea was to make a similar “story oriented” block puzzle as in the ruins of Dragonbone Dunes, only this one featuring characters from the game, or the artefacts, or something along those lines, but neither of us were completely sold on the idea. We’d like a third room as well, either before or after the puzzle room, but we haven’t been able to agree on what exactly is to happen in it.
![secrets of grindea dev blog secrets of grindea dev blog](http://www.secretsofgrindea.com/wp-content/uploads/2020/01/02-1-300x169.png)
Second, we wanted to make use of the math puzzle mechanic where you also summon enemies! For this puzzle, we’re skipping the math bits and adding enemy tiles from across the entire world of Grindea for a real build-your-own-encounter path :) Next to it you’ll find an archaeologist who will give you a map to find the key: only it turns out there are a ton of similar looking scenes around the area! Your goal is to find the small detail pointing you to the right bush (or whatever) by which the key has been hidden. So far, we’ve come up with two rooms here: first, you’ll begin in a desert area with an exit to the north, blocked by a locked door. For the eight floor, we wanted to pull back a bit from too much intense fighting, and instead focusing on some other aspects of Dragonbone Dunes!