ore clover
Learned
- Joined
- Mar 25, 2017
- Messages
- 171
Chapter 45: Go Where the Wind Blows
This update we’ll continue tracking down overworld content. I know I’ve put off the dungeon crawling for a while, but we’re learning so much out here.
From Skara Brae we’re headed to Yew, mostly because that’s the nearest spot we can teleport to retrieve our boat.
We hike from Yew down to Brit’s castle, and then to Lock Lake, and these assholes follow us for most of the journey. I feel like our little band of adventurers should be famous enough now that they would know we’ll trounce them effortlessly.
There’s the boat. Since it’s not going anywhere, maybe we’ll go looking for mandrake root in the Bloody Plains instead. It could be fun.
Lots of marshland down there, but not sure if that counts as part of the Bloody Plains region. Let’s check around a bit more before poisoning the party.
A bit to the north we spot a lone square of marshland surrounded by grassy plains. That seems suspicious, maybe we’ll find mandrake there.
Apparently not; a couple members poisoned for nothing. Calumny didn’t say anything about needing to wait for a particular moonphase, or something else along those lines, so I guess there’s no mandrake here.
Back to the boat. We’ll use it to quickly jump between all the marshlands in the south of the plains.
Nuffin, and now everyone’s poisoned for the trouble. I hope we don’t need a particular item to find the roots. Don’t know why I'm bothering; we’ve done just fine so far without the extra spells.
We’ll resume the hunt for mandrake later. For now we sail back to Lord British, to see if anyone’s leveled up thanks to all the fights.
It’s probably about time that we go back to that flying machine. Still, there’s a couple things I want to check, first.
Since I was curious, we chatted up the prisoners in the castle gaol. They’re all ragged souls with no jobs, who will accept money if you feel like donating it. As for the reaper, that’s hanging out in the other corner of the room, I don’t think there’s any way to access it. It’d probably just attack us, though.
Since we’ve made some more money we can afford another magical bow. Might as well try to outfit every party member with a magical weapon of some sort; hopefully they’re automatically better than anything mundane.
I tried to give it to Geoffrey, but apparently fighters may NOT use them. Julia will take it, though, which is a bit silly since tinkers are supposed to be the ones superstitious of magical weaponry.
After that we buy some more magic gems and keys, and then it’s back to the ship.
Like before we’ll use Deceit to reach Hythloth, via the altar rooms. I should probably find a dungeon accessible from land instead, but whatever.
I also found out that if you teleport from floor 7 to 8 you can skip past the reaper and gremlin encounter. Any chance to avoid reapers works with me.
Back on the isle of the abyss. Now, how do we make the balloon work? We didn’t end up finding any machinery in Buccaneer’s Den, but maybe I’m overthinking the situation. One thing I didn’t try last time was using the klimb command, K. The manual doesn’t mention any use for it besides ladders, but perhaps that was on purpose to force the player to infer this extra utility on their own.
Sure hope this works, I’d really like to get this balloon in the air.
It worked, we’re airborne! Note how the game removes obscured vision caused by mountains; we must be real high up in the sky. This is amazing, now we can go wherever we want!
Woah woah! Too fast, slow up!
The balloon basically drifts in whatever direction the wind flows, receiving no steering input from the party. Quite quickly, too. I’d hate to think what happened back in the day for anyone with top of the line hardware. Like playing GTA 1 on dosbox with cycles maxed, I'd imagine.
The balloon drifts west off of the island, and then sharply turns south. We’re very quickly going to end up lost over the ocean. It’s a good thing we bought plenty of food beforehand; guess we’ll have a picnic until we see land again.
Now the wind’s pushing us back north, nearby the spot where we found Mondain’s skull. I briefly considered changing the wind direction, but the balloon doesn’t pause to give you time to cast the spell. Reaching that village in Lock Lake might take some quick reflexes to control the wind direction.
Now we’re headed back east, across the northern tip of the isle of the abyss. I feel like I’m in the climax of some children’s film from the 80’s, floating away from reality into the world of imagination. Damn scholars at the Lycaeum couldn’t be bothered to install some propellers on this thing?
I try landing the balloon on an island to the east of the abyss isle, but hit D (for descend) too late; can’t land on terrain denser than grassy plains.
Back over the ocean; I have no idea where we are now. We have plenty of Wind Change spells, but let’s hold out and see if we can find some land without.
Here we are, just have to get the timing right…
Safe! Back to terra firma at last. Once we figure out where we are we can haul this thing back to civilization.
We’ve gained a powerful tool today. With this flying machine we can finally access the village in Lock Lake, which apparently contains most of the rest of the information vital to completing the quest. Next update we’ll see about reaching it.
From Skara Brae we’re headed to Yew, mostly because that’s the nearest spot we can teleport to retrieve our boat.
We hike from Yew down to Brit’s castle, and then to Lock Lake, and these assholes follow us for most of the journey. I feel like our little band of adventurers should be famous enough now that they would know we’ll trounce them effortlessly.
There’s the boat. Since it’s not going anywhere, maybe we’ll go looking for mandrake root in the Bloody Plains instead. It could be fun.
Lots of marshland down there, but not sure if that counts as part of the Bloody Plains region. Let’s check around a bit more before poisoning the party.
A bit to the north we spot a lone square of marshland surrounded by grassy plains. That seems suspicious, maybe we’ll find mandrake there.
Apparently not; a couple members poisoned for nothing. Calumny didn’t say anything about needing to wait for a particular moonphase, or something else along those lines, so I guess there’s no mandrake here.
Back to the boat. We’ll use it to quickly jump between all the marshlands in the south of the plains.
Nuffin, and now everyone’s poisoned for the trouble. I hope we don’t need a particular item to find the roots. Don’t know why I'm bothering; we’ve done just fine so far without the extra spells.
We’ll resume the hunt for mandrake later. For now we sail back to Lord British, to see if anyone’s leveled up thanks to all the fights.
It’s probably about time that we go back to that flying machine. Still, there’s a couple things I want to check, first.
Since I was curious, we chatted up the prisoners in the castle gaol. They’re all ragged souls with no jobs, who will accept money if you feel like donating it. As for the reaper, that’s hanging out in the other corner of the room, I don’t think there’s any way to access it. It’d probably just attack us, though.
Since we’ve made some more money we can afford another magical bow. Might as well try to outfit every party member with a magical weapon of some sort; hopefully they’re automatically better than anything mundane.
I tried to give it to Geoffrey, but apparently fighters may NOT use them. Julia will take it, though, which is a bit silly since tinkers are supposed to be the ones superstitious of magical weaponry.
After that we buy some more magic gems and keys, and then it’s back to the ship.
Like before we’ll use Deceit to reach Hythloth, via the altar rooms. I should probably find a dungeon accessible from land instead, but whatever.
I also found out that if you teleport from floor 7 to 8 you can skip past the reaper and gremlin encounter. Any chance to avoid reapers works with me.
Back on the isle of the abyss. Now, how do we make the balloon work? We didn’t end up finding any machinery in Buccaneer’s Den, but maybe I’m overthinking the situation. One thing I didn’t try last time was using the klimb command, K. The manual doesn’t mention any use for it besides ladders, but perhaps that was on purpose to force the player to infer this extra utility on their own.
Sure hope this works, I’d really like to get this balloon in the air.
It worked, we’re airborne! Note how the game removes obscured vision caused by mountains; we must be real high up in the sky. This is amazing, now we can go wherever we want!
Woah woah! Too fast, slow up!
The balloon basically drifts in whatever direction the wind flows, receiving no steering input from the party. Quite quickly, too. I’d hate to think what happened back in the day for anyone with top of the line hardware. Like playing GTA 1 on dosbox with cycles maxed, I'd imagine.
The balloon drifts west off of the island, and then sharply turns south. We’re very quickly going to end up lost over the ocean. It’s a good thing we bought plenty of food beforehand; guess we’ll have a picnic until we see land again.
Now the wind’s pushing us back north, nearby the spot where we found Mondain’s skull. I briefly considered changing the wind direction, but the balloon doesn’t pause to give you time to cast the spell. Reaching that village in Lock Lake might take some quick reflexes to control the wind direction.
Now we’re headed back east, across the northern tip of the isle of the abyss. I feel like I’m in the climax of some children’s film from the 80’s, floating away from reality into the world of imagination. Damn scholars at the Lycaeum couldn’t be bothered to install some propellers on this thing?
I try landing the balloon on an island to the east of the abyss isle, but hit D (for descend) too late; can’t land on terrain denser than grassy plains.
Back over the ocean; I have no idea where we are now. We have plenty of Wind Change spells, but let’s hold out and see if we can find some land without.
Here we are, just have to get the timing right…
Safe! Back to terra firma at last. Once we figure out where we are we can haul this thing back to civilization.
We’ve gained a powerful tool today. With this flying machine we can finally access the village in Lock Lake, which apparently contains most of the rest of the information vital to completing the quest. Next update we’ll see about reaching it.