(just because I can)
Chapter the third; A quite cleaver girl.
In which our heroine reads every single book in the library, yay. Then she gets to play a bit with some witchery, purges her first enemy of this case, meets her new best friend forever, and goes in a killing spree to celebrate the occasion! Also, this update had too few screenshots for it's size so we made up with lots and lots of anime pictures as to not lose the weaboo reputation.
The library, where we did just arrive at the end of the previous update, is a pretty important area, given there's many a hint and lead to discover among its many books, as well as an important item. It isn't, however, the most exiting one, and given how totally not storyfag compatible the game is most of it isn't very well written, so it isn't very fun at all to go through all of it. But if my Let's Play thingies are anything, that anything is detailed... And that means today we read many, many books and, probably, do nothing else. Yay.
The library is divided into several sections: Right in front of the door we have Films, Humor, and Horror. To the right we have Reference, Novels, and Occult. Next to the door we have Medicine, and to the left there isn't any interactive section. Each part of the library has between one and three interactive shelves, each of those a book we can interact with.
Naturally, we begin our research with the Occult section. The first, and only, book we get is titled
The Theory of Resurrection, and is described as a very old book giving the details on the Resurrection spell, which, as I mentioned before in passing, does not give instructions neither on the manual nor on the spellbook itself. As this volume goes we will need the target's brain, heart, and skin, as well as an item of personal importance, to be able to cast this spell. Also, the spell can only be cast in a place of religion and eats a lot of Power Points, or something. As it may be obvious this is less of a proper spell than of a puzzle needed to advance the main quest later on. Given the order in which we are doing things, however, we may find those items long before we actually find who we need to revive.
Next we go to the Novels section, that has nothing of use. The only book, an untitled and anonimous autobiography that reads nothing like an autobiography, is just there for LULZ, though some passages are quite Codexian in nature. Then we come to the Reference section, the first book in which is titled
From Bungee Jumping to Leaded Lights and is described as a think book referencing the strangest things people do for fun. We leave it be, and go to the next book in the Reference section. This one's actually useful, being titled
Everyman's Poison Handbook and being described as a catalogue detailing many popular poisons of the game's own decade. Among the ones listed there's one of interest for us.
This next poison only works underwater and must be administered orally. Called Watery Grave, this poison causes death within seconds of ingestion and is guaranteed to work, or your money back.
As we return the book to it's place a sheet of paper falls from it and into the floor, thus we are only able to get it by using the
Room Inventory. In it is written the formula of a powerful poison... Maybe the one we need, even. We take it with us, then go back to reading stuff. The last book in the Reference section is titled
Junior Practical Science and described as a book on technology for kids. It babbles about radio comunication or something, so i'll keep that one in mind if later we need such information for a puzzle.
We then come to the most heavy part of the library, the Horror section. The three books in there are a three volume catalogue of monsters and the like, describing more or less most of the things we will be facing through the game. We begin going through them in order, begining with
Creatures of Horror (A - I).
The ANGEL of DEATH is one of evil's most powerful minions. This unholy creature is sent straight from hell to deal with those who meddle in the affairs of evil. They are usually sent only when all else fails. Although emaciated and of very sallow complexion these creatures are extremely dangerous and can usually kill with just one blow of their scythe. It is said to be impossible to run from an angel of death. Few survive after having attracted evil's attention to this degree.
If this game weren't based on B-Horror movies I would be raging hysterically right now, but given an important part of B-Horror is that they didn't do any research at all I'll let it slide. In any case, it is obvious we will have to fight this guy sooner or later, I reckon. Hopefully, later.
ANIMATES are things created by human scientists or magic users with a specific series of actions in mind. They generally perform simple movements, like robots. They are renowned for endlessly following a set pattern until commanded otherwise. They can only understand basic commands unless some sort of artificial intelligence has been installed. They are usually extremely tough and often cannot be killed while the magic is still working. This is because the magic heals any injuries they may have and they are restored to their original state. They do not have any special powers and must be pulverised to stop them.
This is the dead guy we came across on the small corridor, I believe. This entry is pretty much spelling for us that we need to find a way to get past him not involving violence of any kind, for it will not work. Yay.
BANSHEES are the unfortunate slaves of demons whose purpose is often to foretell a death in the house. However, they are often used as early warning systems. Their ear-splitting screams will alert people to an intruder's presence. They attack by scratching with their nails but are basically defenseless against a determined attacker. They have no magical powers and the presence of a banshee usually indicates greater danger ahead. Be warned for their screams are said to cause intense head pain and alert their masters.
Breath deeply. Yes, deeply. Ten, nine, eight. Huff, huff. Done. Relaxed. Yes. In any case, I have very vague memories of facing one such thing before, I believe. Somewhere in the Graveyard set, if i'm not mistaken. I don't remember what I had to do with her so I'll have to improvise once I find her.
DEMONS are creatures that originate on another plane of existence. There are seven planes apart from the Material plane on which we dwell. Indeed, if we could travel to one of these other planes then we too would be classed as demons. Chaos is a basic demon trait and it is simply for amusement that they come to our plain to wreak havoc. They can also be summoned with magic and forced to carry out tasks for the summoner. All demons are at least moderately powerful. Some are extremely powerful and if they attack en masse they could conquer the world. Luckily demons generally don't get along.
I would love to know where does the
seven planes idea comes from, given I have seen it several times in games and books and movies yet I have never seen it mentioned in any real occult text. Maybe it's just someone's misunderstanding of the idea of the seven sub-abyssal spheres in Hermetic Kabalah that somehow got around a lot, as wrong interpretations are bound to do.
MAJOR DEMONS are, fortunately for humanity, a rare breed. There are actually only eight in existence, to rule each of the planes. The most volatile demon is Cerberus. This demon takes teh form of a huge, triple headed dog. This creature breathes fire and casts very powerful spells. If you meet Cerberus it is a very good idea to run away, extremely quickly. It is extremely unfriendly and has made several, so far unsuccessful, attempts to conquer this dimension in teh past. Cerberus is often surrounded by it's minions, these provide protection from magic users who have the power to banish it back to its own plane.
While I believe what happened here was just random chance and not actual research it is true Cerberus was aspected as a demon in medieval demonolatry and demonology. It is described as a mighty and somewhat uncontrollable infernal marquis who, contrary to what his somewhat harsh character and manner of speak may suggest, is actually very skilled in eloquence, etiquette, and diplomacy, and imparts those secrets conductive to a graceful and effortless life. He also has twenty infernal legions under him, which would put him on about the same level with some among the Goetic Lords, so he isn't a small fry at all. This aspect or form of Cerberus is not very well known, however, and all but the most dedicated and scholarly demonologists ignore it's existence.
MINOR DEMONS come in many shapes and sizes and from many planes. The most common ones are Elemental Demons and Succubi. Elemental demons come from one of the elemental planes and have powers associated with that element. For example, Fire demons can throw fire at will. Succubi use seduction to get their victims in a vulnerable position whereupon they use their claws to rip him limb from limb. They appear as beautiful humans having first induced a deep sleep in their victim.
Elemental demons appear as a solid mass of their element and the key to their destruction is usually the opposite element.
This last hint is related to the demon inhabiting the boiler room. As you may remember from the image there was something looking somewhat like a rectangular block of ice in between the big round thingies, and that's what we have to burn to banish it back to wherever he came from. On the topic of the Succubi, the ones described here are more of a mixture of Lamias than actual Succubi: Succubi are female demons of dreams that feed on their target's will and spirit through sexual intercourse while Lamias are the ones to seduce males, tempt them into a place and position of weakness, and then claw them to death or eat them alive. Also, Lamias never actually enter a sexual relationship with their prey.
GHOSTS are non-material entities that usually work for a powerful magic user with the promise that they will be restored to life for their service. Ghosts are the spirits of people that died in an extremely violent way, with great pain. They attack with a touch of ice which saps strength and health and is known to be extremely disconcerting. Because of their non-material state they can only be damaged with magic. Fortunately, they are extremely weak when attacked in this way.
I don't really remember the ghosts, so either I never got that far or I completely forgot about it.
GHOULS are undead creatures who have the unique ability to paralyze living creatures with a touch. They are more intelligent than animates and zombies and are capable of some independent thought, although they are usually controlled by a magic user of some sort. They are quite tough and fairly hard to kill, but they have no magical powers. When they are not attempting to paralyze they tend to attack very quickly with a dagger.
I vaguely remember facing those under the graveyard. Beyond that, nothing at all.
GIANT RATS have evolved deep beneath the ground, out of sight of humans. They are many times the size of normal rats and their powerful jaws can cause serious damage. They are not very tough but can withstand a lot of damage and do not present much of a problem. Beware, some carry contagious diseases.
Now that's the kind of overgrown vermin I can totally see myself having a nice relationship with, instead of those huge spiders and similarly ugly beasts.
HAGS are evil women who have devoted their lives to malice. They have been rewarded with powerful magic and cursed with physical deformity. Once past their magical defenses it is fairly easy to defeat them as they have weak bodies. They usually use lightning bolts to kill their enemies.
This one's the old witch in the costume room. As you can see there's no trick to killing her, nor puzzle to solve. We just need to find a real weapon and charge her, and we will be doing both soon enough.
IMPs are best described as small, green humanoids with a nasty disposition. They are actually humans cursed with green skin who were condemned many years ago and left the surface to live underground. Do not underestimate them, the undeground life is not easy and a normal imp is much stronger and tougher than a human. Imps are master smiths and have crafted high quality weapons and armour with which to defend themselves. They usually live in clans of about 150 individuals which rule a certain section of the underworld.
With this entry the first volume is done, and I don't really remember anything about those guys so I can't add anything at all, other than they kind of sound like more civilized than usual Goblins. We go to the next volume, now, titled
Creatures of Horror (I - J). It is entirely about giant insects, or so they would have us believe. It actually isn't.
INSECTS, or more particularly giant insects, are created from their smaller cousins by magic. They can quickly populate a large area with offspring which provide an excellent defense. Their qualities vary greatly from weak to strong. They will usually win through by weight of numbers alone. Below are a number of insects that have been discovered in their larger form. Beware as they tend to have special powers not seen in the smaller versions.
This volume is about the monsters we would face once inside the creepy caves. As you can surely see after such an introduction that stage will be somewhat reminiscent of The Tairyou Jigoku, only less japanese and less twisted, and less creepy, and less
ewww.
ANTS tend to be found in the greatest numbers. They are the least dangerous and the easiest to dispatch as the transformation process weakens their exoskeleton. Their method of attack is to fire globs of acid from their tails. This acid is highly corrosive to non organic matter.
If my memory isn't screwing around with me we will kill, or at least face, legions upon legions of those little creeps before the game is over, and they are nothing too impressive or scary.
GIANT SPIDERS are extremely uncommon as the spider is highly resistant to growth magic. The spell rarely works but the results are astonishing and have an extreme effect. By far the biggest of the giant insects is the spider. They are very powerful and tough and are extremely poisonous and highly resistant to magic.
First and foremost, Spiders aren't bloody insects. They are arachnids, unholy beasts from the lower planes who know nothing but hate, malice, and cruelty. Second, I can't but smile at Giant Spiders being extremely uncommon. Thirdly,
I want to go home. Please, let me go home.
GRUBS are very big and nasty creatures which have razor sharp mandibles and bone-crushing strength. They can survive a lot of damage but have a very low magical resistance. They look and move like a giant catterpillar.
Big, ugly, fat worms. We will kill them by the dozen. Nothing to worry about as long as you don't let them attack you from the flank or the rear. If you do you may get pretty hurt, however.
MOSQUITOS, while being mere pests in normal size, are incredibly dangerous in larger form. They attack by extending their probosci into the victim and draining his blood. They must be destroyed quickly after penetration as their poison soon leads to unconsciousness.
Those are quite the nuisance, as they are seemingly infinite and appear, in the caves, whenever and wherever they like as long as you aren't in a special room or facing a wall. If you can't kill one fast enough you are better reloading to the last tile they can't spawn into, given they are kind of poisonous and you will lose life constantly afterwards.
NYMPHS are huge, aquatic insects which jealously guard their underwater domain. They will viciously attack intruders with their jaws which are very powerful. Fortunately, their exoskeleton has been weakened by underwater life, making them easy targets.
I don't really remember those, though I have a vague idea of where in the caves they should be.
SCORPIONS are one of the more deadly insectivores, especially in giant form. They are very big and their tails are wickedly barbed. Whilst quite weak physically, they do increible amounts of poisonous damage. Fortunately, due to their huge bulk, they move very slowly and sometimes not at all.
This guy's either a boss or an enviromental danger we need to use against a boss, I reckon.
WASPS are very fast flying insects which attack quickly and then withdraw. Their sting is quite painful and sometimes poisonous. It is not unknown for giant wasps to have been imbued with some minor spells.
At least I pretty much doubt those wasps will trigger a death scene like the ones in those Blank Blood videos in youtube have. Jesus, I hate youtube.
WORMS are very large indeed but fortunately quite weak. Their soft bodies make good targets and their innate blindness means that combat is difficult for them. Beware, for a good blow from one of these creatures will fell the mightiest warrior.
An enviromental hazard that we will actually seek out and hunt. You can see where they will spawn as the floor of those tiles is marked. Once you get a real weapon they become a non issue, and a good way to get
Experience if we need to cast a particular spell to solve a puzzle or something. I believe their number is limited, too, so once you clear their rooms you can actually rest here to recover power points and the like.
With such an entry is that the second volume comes to an end, though not a moment too soon. The third one is titled
Creatures of Horror (M - Z) and leaves the Tairyou Jigoku stuffies behind for a glorious return to the world of supernatural monsters. I'm totally very glad.
MIMICS are mindless clones often used by spellcasters to impersonate another. However, under the magically created flesh is only a rotting corpse. Their strenght and constitution depends on the power of the magic user that created them. It has been known for some mimics to be completely invincible to normal damage. Mimics cannot cast spells of any sort and consequently have a high magical resistance. The most successful way to deal with them is to use magic to boos your physical self and attack normally.
I can remember only one of those, though maybe there are more somewhere. The one I remember, however, was so obviously a trap it was dead long before the transformation scene was over with. Dungeon crawlers aren't subtle enough for those guys to have a role, and a dungeon crawler where you very well know you will not rescue you-know-who until the very end even less so.
NECROMANCERS are humans who are psychically connected to the plane of spirits. If this power is developed from an early age by a powerful mage then the child will become a necromancer, gifted in the magic of the undead. A fully trained necromancer can cast many spells as well as summon vast hordes of undead from beyond the grave. These are formidable opponents indeed, as they have weapons brought from the plane of spirits. Beware especially their Dust of Death, which they can release at will. These deadly spores eat away a person from the inside if inhaled and they become a servant of evil forever.
Given there's a graveyard set, many different types of undead creatures, and several monsters that require the presence of a powerful magician to be summoned I would say we will come to face one of those sooner or later, too. Naturally, later is better. I kind of asume this guy will be the boss of the Graveyard's tunnels or something, though that's only an educated guess.
POLTERGEIST are free spirits who have been trapped in our plane by magic. They actually do what they want and cannot be controlled, but simply perform the same task as when they were alive. They have no attacking ability but they too cannot be attacked in any way.
This entry may be refering to the ghost like creature guarding the entrance to the library, but I do not know for certain.
SHAPESHIFTERS are some of the more powerful non-demonoid creatures. A shapeshifter can re-arrange its genetic structure at will and take on the form of another of roughly equal size. Its true form, however, is that of a huge serpent, its jaws dripping deadly poison. It attacks by spitting poison at its victim. Shapeshifters are also powerful magic users and can often be found at the head of a band of monsters. They are totally evil and stop at nothing in order to cause pain and death. It takes miutes for the poison to kill so prepare many potions before fighting these.
There's nothing I can say about those as I don't remember ever facing one.
SKELETONS are the bones of humans that have been re-animated. They are usually used only as guards and are quite easy to dispatch, being slow and fairly weak. Some have been known to have been imbued with minor magic. Beware, however, for they can regenerate themselves with time after being disable.
Respawning enemies? O, joy. Those I believe where common enemies under the graveyard set, though my memories of them, as always, are quite confusing and uncertain, and maybe I'm mixing it up with some other game.
VAMPIRES are split into two types, purestrain and hybrid. A pure vampire is the child of two vampires...
... while a hybrid is a vampire who has been infected by a purestrain.
They appear as old fashioned humans with pronounced canines and pale skin. Purestrains are extremely dangerous, having few weaknesses and a powerful offensive capability. Hybrids are lesser vampires to their purestrain parents, having many more weaknesses. These often turn up in large groups or families to protect their creator. Most vampires hate holy items, sunlight, and garlic. All can cast at least some magic.
We already met one of those. I seem to remember there were more on the graveyard's church.
VAMPIRE BATS are not really vampiric in nature but are actually oversized bats with a taste for blood. THey have no magic and are very weak. However, their quick surprise attacks in large numbers have meant the end for many.
Those are kind of an enviromental danger on the graveyard set, when going through the path leading from the entrance to the church. The best thing to do is run as fast as you can so the chances of one of those actually spawning before you hit the chappel are really low.
WIGHTS are powerful guardians that live in the bodies they had in life. They have a freezing touch which can cause paralisis and extreme damage. They must stay in contact with their physical bodies at all times and spend most of the time 'sleeping' there. They are usually activated by the presence of life.
This is the monster who appeared when we tried looting the dead corpse under the blood stained sheet, the one in the big bedroom on the second floor. As no special way to dispose of it is mentioned we can asume we only need to find a real weapon and hack away, and we will put that theory to the test soon enough.
ZOMBIES are merely animated bodies. They are totally stupid, and unable to make decisions, and must follow simple instructions like a puppet on a string. They are usually quite tough and strong and can be magically protected by their controller.
I don't remember those, so I'll just asume the Necromancer has a bunch of those stored away somewhere. And with this the bestiary is kind of done, so we can finally move to other things. Next is the Humour section, the first two books of which are Terry Pratchett's
The Colour of Magic and
The Comedies of William Shakespeare. The third book, however, is important to us, titled
The Study of Demonology, and both the game and myself wonder what the bleep is it doing in this section. Regardless, it goes about how to prepare a binding circle, for which we need human blood in which to draw it and a priest of pure heart to do so, as well as ten black candles that will go in the junctions of the paths of the star drawn inside the circle.
Once this has been done we can summon the demon we desire by means of spell, one form of which is mentioned to be the enchanted magic bag of tribal shamans, and then we will need to defeat it on a mental battle of some kind so it becomes subject to our will. Also, the process to banish a demon is mentioned as being quite similar: We make the circle as told, then make the demon enter the circle and intone the already mentioned spell of binding. Then we kick its butt back to the abyss and destroy the circle so it can't come back the way we sent it off.
I assume that's what must be done to Cerberus, one way or another. The next section is labeled as Films, and most of the books are about movies and movie studios. The only important thing there is a passing mention to a 30 feet tall puppet of a three headed dog that's going to be used in a Black Widow Productions' film. That's a huge lot of angry dog for us to defeat, I reckon. Another book also makes mentions of many other advanced puppets being used by Black Widow Productions films, so we can safely assume all those monsters and demons where actually part of the sets and became real afterwards, or something.
The last section is that of Medicine, the first book over there being a medical report about the work and theories of one Doctor Frankenstein. The next one is a book on chemistry and natural sciences that goes on and on about lightning bolts as a source of energy. You can, I hope, put one and one together and reach the only logical conclusion as to the reason behind such books being there in the first place.
Then we leave the library and return to the entrance hall, where we leave the balls and the cubes in case we later need them to go back into the library. Then we return to the main building and take the elevator to the second floor, where we take the two sheets of paper we saw on the notice boards of the computer room and the typing room. We then go down to the basement and into the boiler room, where we open our spellbook and prepare to work some magic!
Or, like, maybe not. We need some more
experience before we can prepare a fireball spell, so after some consideration we return to the ground floor and go straight to the graveyard set. Once inside we take a single step towards the gate and obtain the last bit of
experience we needed to reach the next level.
Then we return to the basement and the boiler room, where we prepare our fireball spell and immediately cast it against the ice cube in the center of the room. The room is thus cleansed, and we can finally get the rod! Now we go back to the house, taking a fire extinguisher along the way. Once in the hall we leave both that and the rod there and then move into the dinning room. This time we actually open the window like thingie on the leftmost wall.
Our character faints, sigh. When he recovers we discover we have been locked in some kind of pantry where many mutilated corpses have been stored. We go straight to the important stuff: We check them for valuables and steal the heavy leather biker boots one of them is wearing. Then we turn around to face the door, which is obviously locked. To the sides there are several things which will become useful later, like meat and wine and a piece of bread. There's also kind of a fire alarm system. And in case we still haven't figured how to get out of here Elvira will pop up and spell it for us, yay.
First thing we do is to take a wine bottle, as we will be needing it later. Then we click on the icon of the sword, to the right of the interface, for the game to show not a list of our weapons, as I wrongly remembered before, but a list of the combat modes, of which there are four: Normal, defense, fierce, and berserk. Normal is just that, normal. Defense raises our defense and resistance but lowers our attack and damage. Fierce does the opposite. And Berserk does the same thing Fierce does, only much more markedly. We pick, naturally,
Berserk, and then we save and use the other sheet of paper we got in the second floor to prepare a new fireball spell and then cast it against the door. The alarm goes off and we wait for our captor to come. He does so before long.
First we let him kill us unimpeded so we can screenshot the death screen, but even with us in Berserk mode he needs half a dozen strikes to do us in. Then we reload and let him have a flurry of strikes, and even our smallish knife is more than enough to defeat the evil cook. Before leaving, however, I open my spellbook and prepare a
Healing Hands spell, which requires no components. Given I have a kind of partial memory of something I want to try healing me with the spell, then wait around for a while. And, indeed, what I did remember was right: Our Power Points replenish by themselves over time, so we can use the spells that require no components as much as we want, as long as we don't mind doing something else while we wait for our magic reserves to refill themselves.
Beyond the door there's a small corridor with nothing but two doors and a staircase leading into the basement. For now we are better off ignoring the staircase and going into the door directly in front of us, which leads into the kitchen. Many things are there, from kitchen utensils to edible stuffies. Inside a tin we see a flask of glue, but leave it here for later. Inside a bucket there's a horseshoe, with which we do the same.
It isn't until the fourth, and last, screen of the kitchen that things take a turn for the better. Our eyes meet, our souls touch, and we just understand each other without the need for words. As two halves of a single being, seemingly separated yet tied by the red string of fate, we are pulled irresistibly together. As we become one I believe I can hear the celestial choir announcing the start of the glorious purge our joining signifies.
A lady's best friend, indeed. Together we go down into the basement, where we find nothing but a small open cell, with some message, impossible for me to read, written on the right wall, and two doors to the sides. We ignore the rightmost door for now, as entering there at the wrong time can throw us into a pretty nasty dead end. Instead we go into the leftmost one, into a lab of some kind.
A quick inspection reveals there's a door behind the creature, though we are unable to reach it as long it is there. We are very careful not to touch anything not needed, given, again, we can throw ourselves into another dead end from which is impossible to get out. Therefore, and completely ignoring the creature, we turn left, where we find many, uhm, pieces. We take the jar with the brain, and then turn around. There we take a single test tube, and then we are ready to leave back to the kitchen.
Once we are back there we prepare two more spells: Turn undead, the component of which is a brain, and Courage, the component of which is an alcoholic beverage of some kind, in this case the wine we took from the pantry. We then rest and wait until our power points reach 20, the amount we need to cast both the spells we have prepared just now. Before casting them, however, we go through the door not leading back into the basement and the pantry but into the corridor inhabited by that zombie like creature, only this time we are coming from the oposite direction. Before turning to face the place where the creature is we cast
Courage so we do not pass out from fear once the creature appears. And, once it does, we cast
Turn Undead on it. Good riddance, I say.
Quickly, now, we run back to the hall, then upstairs and into the room haunted by the Succubus like thingie. The events happen just like before and our meatpuppet falls asleep, dreams of perverted stuff, then wokes up to discover there's a monster girl about to eat him. When she attacks this time, however, we do not die out of fear as we are still under the effects of
Courage, and thus she leaves us unharmed. We leave get up and search the bed, finding a tunning fork under the pillow. Then we return to the hall and leave almost everything there.
We then pay the smiling head another visit, taking the chance to fill our test tube with its blood. Still quickly we go back to the hall, then to the upper floor, then to the big bedroom where the wight lives. Standing before the bed I make sure I am equiping my precious and then turn my combat mode into
Berserk. Then we walk up to the corpse, uncover it without the least ceremony, and try to pull the pages out of its hand. The wight comes out, but before the animation can end we already banished him straight to the great beyond.
Have a nice trip, jerk. We now are free to take both the keys and the scripts, and as we do so a bunch of loose pages fall down. We take them via the
room inventory and discover those aren't really part of the scrip but photographs showing some of the diferent costumes needed for the films! In such a way it becomes obvious purging the costume room from evil and then helping ourselves to its treasures is what we should do next.
Before doing so, though, we recover the tunning fork and the rod from the hall below and, then, take the ladder from the second floor's room we had seen it in. Thus armed we go into the attic, and use the tunning fork's really high note to break the window thingie up above. The vampire has no means of surviving against that, and assplodes. Then we use the ladder to reach the roof.
For a moment I wonder where did the vampire killing sunlight went. Then, however, I decide it doesn't really matters and instead go put the rod thingy in its rightful place next to the chimney and return to the hall, where I again leave most things I don't need right now. Soon afterwards we go back to the main building's second floor and stop just outside the costume room so we can prepare and breath deeply before charging inside, which we do next. The hag tries to use her magic against me but by the time her first spell is about to be cast her hitpoints are already on the negative and the contents of her head all over the place. With those looks you were but a stain on the whole of witchdom, I reckon.
And thus this update comes to an end. Next time we meet we will finish most, if not all, of the things to be done in the haunted house (as I can't find anything to do in the fiery room no matter how many times I enter and look around under the effects of Resist Fire, so either there isn't anything or I'm bleeping blind) and, in order to level enough to do so, we will also begin our exploration of the creepy caves, where many ugly things with more legs than should be legal will find themselves both outplayed and outgunned by our, say, cleaverness.
Now unto the quotes...
Mirror-Kun said:
Wow. You're on a roll, Neko-chan.
Wow, Mirror-Kun stoped being mean and completely ignoring me! I'm so happy!
Sceptic said:
Another entertaining LP even if I don't like the game.
I hope I can somehow manage it in such a way you'll like the Let's Play thingie even if not the game.
Mrowak said:
Black Cat, this is slowly getting predictable. Your update is awesome as usual. Great work.
Thank you!
Mrowak said:
fix'd for you, witch
That's all kinds of amazing, I reckon. You actually made me LOL there.
Crooked Bee said:
There you go.