We hear footsteps approach, and are given the option to either hide, ambush or talk to whomever appears. It's trotur, obviously, so we ambush the bastard.
The fights is easy. Cut off the dagger wielding arm and the guy is useless.
But of course, I miss..
And Trotrur strikes back, both cutting me for a bleeding effect AND infecting the wound in the process.
Instead of trying any more bullshit, I crush his sternum straight into his spine with one blow of the cursed mace. The prick is done.
But I'm in a bit of a panic as I realize I lack the blue herbs to heal the infection. If untreated, the status can lead to a sudden death over time.
Thankfully they're in the garden we passed on the way here, in the corner I forgot to explore in my rush to get down the well.
Back at Buckman's, we tell him Trotrur is not going to be a nuisance any more.
Do you know anything about these dungeons?
Would you like to accompany me on my epic journey, bucko?
Sure, smell that air.
Trotrur had a key on him - the 2F key. Is that a reference to something? I figured it would be Silent Hill 2's opening apartment block level, but no. It might be nothing.
We open the gate, go down the stairs and..
Well, at least it's soft if we get knocked down on our ass. I try to search the corpse walls for something useful,
And the game prompts me with a warning of sorts. Do you really want to go ahead with this? Sure.
A disembodied head pops out from the skein of viscera.
Should I bring you some? There's a dead dude right upstairs. Two, in fact..
But before we know it, it's combat mode, and the accompanying theme lets you know that you fucked up. You fucked up big time and there's no going back.
Turn down the volume before letting your ears bathe in the dulcet notes..
And the wizard head opens with a prayer of some sort. Darkness. I try to play baseball with the head, but my wild swings only lead to a miss.
Conjuration!
Something gruesome, horned and huge, appears to step out of the darkness of the Blood Pit.
I hack again, and it's another miss! Is it the weapon, or is it the magic of my adversary?
The thing advances. That's .. not good. Standing at what must be 6+ metres tall, the minotaur is shambling towards only one goal - crushing us into pulp.
Another swing and another miss. It's not the weapon, I realize. The mage is pulling some sort of trick on us. In the anxiety of the fight, I had completely forgotten that I had already learned black orb.
Do note that we have the option to attack either the wizard, or the 'darkness' in every turn. I didn't bother even trying to attack the darkness. That HP must be bloated beyond belief.
The mage laughs again. The thing is now leaning forward to get a better look.
And with that, it's time to GTFO. I try my luck with the escape. The gods favour me, and I flee from the encounter.
The head disappears back into the whirlpool of gore, and with it the conjuration is no more.
Another denizen of this delightful tunnel has decided to come and investigate all the commotion. Fortunately the snakeman is so slow that we don't even need dash to outrun it.
Down the steps we go, and into Level 3. The grated flooring resonates our footsteps across the cavernous subterranean expanse.
In a nearby room we encounter a ghoul, a former prisoner who's in no state to make good on his newfound freedom from the cell. This time with his legs are already torn off.
We talk to him. The usual.
The one vicious trick up this enemy's sleeve is that, unlike the others, he can fight without a head. So the first encounter can go badly if you waste time cutting the legs and the head, only to realize he's still body slamming you for damage.
We dodge through the stone elementals to find a room with some opium powder and a diary of a captain.
#
Just another day in the office.
Le'garde! That's the guy we're looking for!
Below the mines, which would be level 6 or 7.
Yep. I'm sure the guard elite is having a lot of fun.
We proceed carefully atop the metallic floors, avoiding the ballista enemy.
And avoiding another patrolling guard with some deft movements
The room in the corner is stacked with boxes, but which have been preemptively emptied by someone, or something.
And in the very far corner of this level - our purpose. A lever sitting between a pair of manacles chained to the wall.
We pull the lever to hear a metallic click somewhere in the distance. Time to go back.
I run through the enemies, but decide to veer away onto another branch of the suspended walkways to explore some more, thinking that the guard will lose track
I don't regret the detour, but it turns into a bit of a clusterfuck as I stumble onto an interesting room with the guard in hot pursuit.
In the top left corner stands a unique item - a child's doll, with long brown hair and wearing a long dress. In the top right corner sits the Mercenary, seemingly wounded. Flying at us from behind comes the guard.
The cursed mace does a number on him, however. We blow off his arm, guard the attack and then finish him off.
The doll has some malevolent properties, and we feel an eeriness descend upon us as we pick it up.
With the item safely stowed, we talk to the merc.
Yes, the guard is dead. Wasn't exactly a hard fight, but I'll give you a pass since you dont have armour or a cursed weapon.
Who are you?
We'll find out what he's doing here in the next part.