Bugging Out
A couple weeks back we left Garcon in the secret basement of the Adventurer’s Hall which doubles as the Thieves Guild. After some sluething, lockpicking, and safe cracking managed to open a secret wall and meet the Master thief here in Mordavia. Who happens to be a giant bug. I guess we should talk to him?
Ask about the castle:
The Thieves’ Guild:
Other Thieves:
Secret Passageways:
Disarming Traps:
Thief Jobs:
Monstrous Shape:
How Can I Help:
Cause of Condition:
Is it fun to be a Monster:
Bugging Out 2
Perseii and the Giant thief bug continue their conversation.
Ask his name:
Town:
Ask about Monastery:
Burgomeister:
Dr. Cranium:
Inn:
Old Man:
Sounds like we’ve found the one and only place in town we can hit up for cash!
Store:
And with that Jackson has tapped out the Chief Thief and so leaves the Thieves’ Guild and the Adventurers’ Hall and heads to the north-east section of town beyond the monastery:
That old man folded over himself? That’s Nikolai, the guy the Chief mentioned. His house is the one one the right handside of this screen. The door on the right? That’s the entrace to Dr. Cranium’s lab:
Danar talks to the fellow:
What’s your name?
Rumors:
Town:
This old bag was no help whatsoever! I can’t wait to burgle him blind!
Before we risk Dr. Cranium’s lab Garcon takes the small amount of money he’s found around town and heads to the general store to pick up a few items:
We pick up eveything but the hand broom. Getting a minimum of ten trail rations. What’s a trail ration?
Mad Science
With his bag bluging with goods Seepgood heads back to the east part of town and takes a closer look at the entrance to Dr. Cranium’s lab since it’s the only other thing in this section of town:
To enter the lab you’ve got to do a little “Simon Says” game. I manage to complete the puzzle successfully and Garcon enters the lab:
Weird, I know. Perseii takes a closer look at the strange machine that is sitting in the entryway:
Next Danar checks out the door on the right:
Bouncing? Where have we heard bouncing before? It sounds awfully familiar…
I’m sure it’s safe. Let’s just open the door:
That’s right Antwerps! You might remember them from the first Quest for Glory where an Antwerp, a much larger one I might add, guarded a secret entrance into the Bandit’s hideout.
Yes, I suppose Seepgood should be grateful. What the hell are baby antwerps doing in that door? Seepgood checks the remaining two doors in the room but neither of them will open. With nothing else to try Garcon takes a closer look at the Transcendental Receiving Animal Processor:
Subtle…
Okay, well I suppose Danar is supposed to catch an Antwerp? Let’s use the TRAP:
Yes
Yes
No
Yes
Yes
No
No
Also no
Yes
The machine tries to tell Danar its a bad idea to want to trap an Antwerp. But he persists and learns that Antwerps are partial to avacados. Jackson baits the trap with one of his rations and before he knows it:
Yay! We have an antwerp! Now what do we do with it?
Find out next time!