Wilderness Wanderings Continued
West and slightly north of the swamp outside of the Dark One’s cave Garcon stumbled upon Lake Mordavia, the only sizable body of water in the Valley:
Looks calm, peaceful, maybe even safe?!
Oh! I guess Perseii isn’t alone here!
“Why not just get out of the water?”
Jackson tries to engage the young lady in conversation, but she seems to have a one track mind:
Name:
Lake:
Forest:
Why She’s Here:
“Well, okay!”
That didn’t work out, did it? The Rusalka seems determined to get Danar in the water regardless of what he say to her. Maybe there’s some other way to get to her? One that doesn’t involve her drowning us…
(You can also give her some candy that is bought at the general store in town)
Also, while going back and forth between the lake and town Seepgood ran into a Necrotaur. These are the toughest monsters he’ll encounter during the day in Mordavia:
Killing them gives us nothing but experience points…
Riffing with Rusalkas
Now that she isn’t determined to drown him Garcon can have an actual conversation with the lady in the lake:
Rusalka:
Name:
Lake:
Swamp:
Things:
Forest:
Why She’s Here:
Drownings:
Town:
And that’s really all we can do with the Rusalka. If we were a Paladin we could probably do something to help her. But who wants to be one of those goodie-two-shoes?
There is still some daylight left and most of the things Garcon needs to do can’t be done until night falls and so he does some wandering around. I end up back at the graveyard and this time he runs into Igor:
Cemetery:
Igor:
It’s got to hurt being called “weird” by THAT guy…
Open Grave:
Crypts:
*insert comic book nerd joke here*
Crypt Key:
Evening sets in as Perseii walks back to town and after a short nap near Erana’s staff it is nigh time:
What are we going to do tonight Talking Time? The same thing we do every night try and steal from a helpless old man:
Dammit!
Breaking & Entering
Jackson exhuasts himself trying to open the chest (though once we open it the game will call it a nightstand…) Between a potion and some naps he gets enough energy and enough practice at lockpicking to finally open the damned thing, only to find:
Now we could steal this. We could even show it to the Chief Thief to prove we’re ready for that job he keeps hinting at. In fact I did just that:
But the damned bug isn’t having any of it! He won’t even buy the stupid locket off of me! So Danar returns it:
Good thing he did too! If he hadn’t Nikolai would have noticed it was missing. The Burgomeister would have noticed that. And Seepgood being the new guy in town would be searched, found with the locket, and then jailed. Game Over.
After successfully looting the old man’s house what is supposed to happen is the Chief Thief spills the beans on how he became a bug and how he can be restored. He tells Garcon about a statue that can be found in the secret basement of the monastery in town. Since he refuses to do that Perseii is going to be a little more proactive. I think he’s ready:
The first thing you’ll notice about the monastery is the giant stone Hexapod over the door:
That Hexapod doesn’t like Jackson. That Hexapod will surely kill him. BUT! If we show him our hexapod symbol:
He’ll leave us alone. But the door stil won’t budge! Turns out the symbol also has to be used on it:
(As a thief we could have just scaled the wall and come in through the window)
There’s a few things worth noting here in the monastery. The first of which is that tiny black object in the alcove above the door:
Danar scales the wall and shimmies over to the statue, hoping that perhaps this time he will have found the real Black Bird:
Sadly, that is not the case…
The next object of note is in the case on the righthand side:
Nothing we can do with it now, but we’ll come back for it. The cabinet also contains a healing potion which Seepgood obtains by picking the lock.
Finally there’s the weird looking thing above the fireplace:
Unlike the one outside this one isn’t made of stone. But is a real-live hexapod. It also doesn’t like Seepgood and will kill him if he gets too close! Luckily, we already found out what these things like to eat thanks to Dr. Cranium’s machine. Garcon gives the creature some garlic:
And it is now safe for him to approach the fireplace, trigger the hidden switch and descends the stairway which opens up behind it. He spends a moment taking it all in:
(looking at the large golden statue)
The desk seems the “safest” place to start.
Dark Times, Dark Rituals
Perseii first looks for hidden traps on the desk, finds one and disables it, and then rifles through the contents:
Hrm… Well, that can’t be right because we’ve already removed the Dark One sign from the arch and there was no ritual underneath it…
Done with the desk Perseii looks closer at the alter at the back of the basement:
“Avoozl? That’s the dumbest name for a god I’ve ever heard!”
Taking a closer look at the big gold statue:
After that Jackson attempts to take the book from the alter:
Ouch! I guess Garcon isn’t supposed to learn any more about the dark arts than is absolutely necessary…
We’ll find out what we’re really supposed to be doing down in that dank basement next update!