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Completed Let's play A Farewell to Dragons

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,158
How many of these bitches can you bang?
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,889
Location
Fiernes
Part 5: Hodor

Victor’s train journey is cut short by sabotage and Gotor appears again. This time there is no escape.

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The train unfortunately was stopped quite far from the town of Meadows.

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It is now time to deal with Gotor.

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Funnily enough, Telle now appears out of nowhere to rejoin the group.

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There’s a level 8 water elemental here and Gotor is level 10. This is not easy, but the group has bought enough potions back in Hillandia plus Telle is now back to lend magic support.

Not to mention that at this part Victor had nearly maxed water resistance so any spells cast at him don't hurt much. The rest of the group though are p. much sitting ducks.

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It is best here to deal with the boob shark first. What makes the battle annoying is that the water spells cast make it hard to see wtf is going on.

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The water mages also cast annoying spells that encase some group members into ice. But luckily somehow it is still possibly to use potions in this state.

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Gotor himself has about a million HP so it takes some time to take the old fart down.

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When Gotor falls the “water initiation” is complete.

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Victor! Victor, what’s happened?!

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[Pushes Rada to the side lightly.] Don’t worry, he’ll be alright. He has just absorbed too much power. [She turns and looks at Victor wistfully.] Victor, how are you?

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I… I feel water. The river seems alive, I feel its flow. I can slow it down or speed it up. Clouds… I feel I can touch them… Telle, what’s happening?

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Victor, you’ve just passed the basic Water initiation. Now you can use Water magic to some extent…

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Initiation?

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When Gotor attacked you with his magic, you were able to channel the power of Water and subdue it. When this happens – when one of primordial elements deems a man worthy of itself – this man becomes a mage. We call it ‘initiation’. Though basic initiation is but a beginning, an acknowledgement – but not a complete submission. To fully subdue Water you must be initiated by Torne himself, the leader of Water clan.

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Torne? Who’s that?

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[Her impatience shows clearly.] I’ve already told you, haven’t you heard? Torne is the leader of the Water clan and also one of the mightiest mages of this world. It was he who sent Gotor after you. Only by defeating Torne will you complete the Water initiation and subdue this element once and for all.

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I see. Then please explain why should I need these initiations you’re talking about?

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[Gives a sly smile.] Magic. Don’t you want to become a mage?

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Become a mage?

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You are a mage already. If you pass all the initiations, you will master the power of all the elements. This is a tremendous, incredible power. You see, Victor, these are times of… hardship. The mages won’t help you. The Water and Air clans will try to kill you as soon as possible. The Earth clan will try to keep out of it, but soon it will be drawn into this war by its own fear. You might find support among Fire mages, but I’m still not sure of that. You will need your power and you can take it from mages – you can take it by right.

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But why do I need this power?

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The Midworld is in need of help. And you can do it.

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Do I look like a superhero?

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[She nearly whispers.] Not yet… [After a momentary hesitation her voice gets stronger and somewhat pleading.]

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Trust me, Victor. Please, let me guide you.

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Do I really have a choice anyway? Lead on… guide.

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Excellent. Torne… yes, we should start with Torne. Though we’ll have to traverse the lands of Air mages anyway, because that way is the fastest. Firstly, we’ll board the train to Horsk. If we are being followed, then that will confuse our pursuers. We’ll just head along the Way to the nearest station – the trains run regularly here.

So now we have two new main tasks.

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According to the world map, both Horsk and Hundfields are way to the south.

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At any rate, the Water initiation gives Victor a free level. Now he gets to choose another perk.

Full Metal Jacket seems most appropriate this time around.

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Now Victor also has a new skill tree dealing with elemental magic.

Some of the water spells look like they could be useful.

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In the short run Victor will want to have both Ice Prison and Ray of Cold at one point.

For the time being, though, Victor will still focus on the technical skills.

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The game also uses a system of “power hours”, i.e. certain elemental magic being more and less powerful depending on the time of day. Gotor attacking the group during an anti-hour (making water magic 50% less effective) was actually convenient.

This is how it works:

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As for Telle, she rejoins at level 3 and so gets to choose a suitable perk. Ritualist seems the best here.

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Telle now got her iconic look; I’m not entirely sure whether her left arm is supposed to be a robot arm.

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Now, it is time to continue the journey.

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abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,889
Location
Fiernes
Part 6: Meadows

The conductor in the town is in need of assistance.

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Victor’s heading there anyway, so no big deal.

A Dwarf in the vicinity offers a fetch quest… that can be solved immediately.

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I’m not sure whether this dialogue option pops up because Victor had some points in mechanical skills.

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Russian schoolboys, maybe…

Amusingly, this short quest levels up Telle.

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Telle receives one point in Protection of Elements, a useful spells since it protects the entire party.

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Plus, there are random mages prowling around the map.

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Aside from wolves, this area has panthers… a common recipe in this game is to scour the map and kill bandits/wildlife to level up and then continue with sidequests and main quest.

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Legging it across to the other side of the map, Victor finds the conductor and hands over the note.

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In Meadows is a tradesman offering a quest.

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The panther locations are luckily marked on the local map.

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What’s funny is that apparently the panthers can cast spells… and pretty damaging spells too.

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After leveling up killing some panthers, Victor puts one point in Water Scourge and Ray of Cold.

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These spells are very powerful when cast during the Water Power Hour.

However at night just before the morning is the anti-hour for all elemental magic, making all spells almost useless.

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After killing some more panthers the sidequest gets more complicated.

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During the panther hunting Telle reached level 6 and got to choose a perk, but absolutely nothing really useful appeared in the list.

Serenity of Earth was picked because the description seemed to fit Telle’s disposition. Or something.

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Returning to the tradesman a new sidequest is started.

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Off to the guard chief it is, then.

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Thus starts a more diplomatic sidequest.

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Conveniently, on the way to Raven settlement it became morning, the power hour of Water. Meaning Water Scourge and Ray of Cold will be 25% more effective. This is a good time to test these spells.

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Mystic panther (the most powerful enemy in the area) almost got oneshotted by Ray of Cold, Water Scourge (an easily spammable spell) finished it off. What's nice is that Ray of Cold also has an area effect if it is properly lined up.

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Outskirter reached level 8 on the way to Raven settlement, giving him access to some useful skills.

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At Raven settlement, Victor goes to speak with the Elder (who doesn’t look very elder at all).

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Cherchez la femme? Kind of predictable.

The possible culprit womyn is named “Emma”.

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Emma is not very forthcoming but can be tricked into giving up the dagger.

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Returning to the guard chief, the quest just ends… maybe it’ll continue later.

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After finishing this quest Rada goes up to level 8, gaining access to Savage Leap skill.

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Now with all quests in the area finished, it is time to move on to Horsk, again by train.

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However, once again the train is forcibly stopped by sabotage. This time a bridge got blown up.

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The group is now stranded in a place called Babhchi Castle.

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Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,348
Or they will be stopped for first 1/3 of the game. They could add this to Arcanum and it would make game more interesing and varied. :M
Can't you save/load to get different perks at levelup?
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,889
Location
Fiernes
Part 7: Babhchi

As soon as the group takes one step there’s another ambush by those annoying Water mages.

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Turt? More like Turd amirite.

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You know, Victor, language fails me. This war with the mages will finish badly for all of us.

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Even mages are helpless against the force of destiny. My Lord, we’ll overwhelm your enemies in the name of an ancient oath!

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[taking a fighting position] Guys, sometimes you scare me. No, not just sometimes – you do it often.

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Turt is the main “boss” guy here, with about as much hp as Gotor.

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It’s easy to have the entire group popsicled here, but overall the fight is not too hard.

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After the battle starts another “initiation”.

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Telle, what’s this? Where did the fire come from?

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[with tears in her voice] What did I do… what did I do… [her shoulders are shaking with silent sobs.] What a fool I am!

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What’s up with you? What’s happened?

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[sits down on the ground and starts drawing fanciful runes, as the tears dry on her face. She remains silent for several seconds, staring ahead with empty, motionless eyes, and then begins to speak in a dry and cracking voice].

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It’s not easy for me either… You can’t understand how hard it is for me. Well, at least you have the right to know. I always believed that you would stand fast. There, after the passage… I checked you. You responded to all the elements… faintly, but you still responded. It means you’ll cope with your mission. But I can’t stop interfering. How foolish I have been…

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Telle, I don’t understand. What are you talking about? What do you interfere in?

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They’re initiations, Victor. Initiations. You must pass them by yourself, and you’ll pass them, fear not. I helped you in the very beginning… I did what I could. I gave you some… fire. Just a little, but it was enough. In fact, you already had some fire inside you, didn’t you? You could light a campfire made of damp branches. You’ve always worn light clothes, even in winter, and you never caught a cold. And now you’ve reacted to Water’s stroke with your Fire. You’ve awakened it.

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And what’s next?

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It’s not been a real initiation yet. You can use it a bit, but only a real mage can give you the final Fire initiations… which can turn out to be a problem… no, it’s too early to think about that. We need to get to Horsk now. This ambush threw us into confusion… and it’ll be too long to go on foot. We’ll try to cross the river further to the east, and then only time will tell.

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Only time will tell? That doesn’t sound very encouraging.

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Don’t worry, Victor. I don’t believe in chance. We’ll find the way, I’m sure. You can call it an intuition, if you prefer. Let’s go, we’ve got to hurry!

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Telle, you could become an excellent politician. You have the gift of persuading people without telling them the whole truth.

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Politician? [Telle is giggling quietly] What a funny name… it’s something like minstrel, isn’t it?

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Lord, each of us has his own work to do. Your guide will bring you to your destiny, you can trust her.

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Outskirter, thank you for your kind words.

At any rate, Victor now has three fire spells at his disposal. Fire Guard looks like it could be useful but sadly cannot be cast on a party member.

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One point is put in Fire Guard since this spell could prove useful in case Victor is attacked in melee.

Rada mentions there’s a Wolf clan settlement around, so that’s where it’s off to.

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Aside from wolves and panthers, this area also contains bears.

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As usual, inside the settlement are some people handing out sidequests.

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Seems there are no interesting sidequests here aside from fetch & kill.

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In the settlement Victor also switches a musket for a revolver, a faster firearm.

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The rats are to the east of the settlement; they have the annoying tendency to scamper around, attack quickly and home in on Telle.

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The most powerful enemy in this area is the Mighty bear, killing a couple of these leads to quick level up.

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At level 8 Telle gains access to Distorted Reality; this spell is very useful against boss type enemies with thousands of health. It doesn’t seem it can even be resisted.

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Another point is put in Circle of Despair which could be useful also.

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At level 9 Rada gets to choose a perk; The health regeneration is kinda useful.

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Turning in the rat tails gives as reward a book (perhaps useful later) and some decent gloves.

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At level 9, Victor picks Specialist as perk. As a gun user it is always useful.

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At level 9 Victor also gains access to Trigger skill; this is kinda critical since all firearms tend to be slow weapons. Unfortunately this skill doesn't also apply to the use of flamer and machinegun.

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Now the group goes to kill the bandits at the bridge.

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Since the bandits are part of a sidequest it is no point to pay them for passage. At least they give some good information about the airship.

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The last sidequest is to acquire the panther pelt, but turns out the marked area is a reserve of sorts…

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At least the fangs can be safely bought here.

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By the way, there are also many Water mages prowling this area, their “Have you come seeking the light” spells are incredibly irritating.

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Telle rises to level 9 during one of the fights in the area, now she obtains the useful Sharp Mind perk.

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The reward for the panther quest is a unique amulet that I suppose should be worn by Rada.

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The reward for the bandit quest is a new sword for Rada.

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Now it is time to move on with the main quest.
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,889
Location
Fiernes
Part 8: Fly away

The way to the castle where the airship is located turns out to be blocked by some Raven clan meddlers.

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Of course, sure enough at the castle proper there’s a group of Air mages.

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The group is accosted as soon as they come into range.

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Air mages appear to have some annoying Light spells too.

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Conveniently though, the battle happens at Air Anti-Hour, making the spellcasters not too dangerous.

Telle’s -50% HP spell reveals that the boss type enemy has around 5,000 hp.

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As soon as he falls, there is another initiation.

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Time for Air, right? Was that the Air initiation?

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Yes, now Air, you’ve received some Air power.

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And how can I get the rest of its power?

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You must fight Reetor, the Leader of the Air clan. Only he can initiate you.

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Where can I find Reetor?

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In Fang, a city of the Air clan. It it located in the vicinity of a great rock named Fang, the main concentration of their power. There is an academy of magic there, and Reetor lives there. There is a road from Horsk to Fang, so we have to make a small detour. Then, after Fang, we’ll have to get to the lands of the Water clan by the river.

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Do I need to kill him?

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No, that’s not necessary. You just have to feel the full power of Air, that’s all. Only Reetor has such power.

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Let’s go to the airship – we’ll probably be able to fly to Horsk.

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Victor can now learn three Air spells of which Blast of Wind and Bind Hands could prove to be useful.

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The way to the airship is now open, across the ruined castle.

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Of course, though, there is a problem with the airship that needs to be solved.

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The Dwarves’ location is on the other side of the map… more legwork is needed.

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At least it doesn’t take much to persuade the Dwarves.

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After the ship is repaired by the Dwarves, the one called Torry can join the group.

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Torry is a tech specialist and thus kind of a fire-and-forget character. Since Victor uses pistol/rifle Torry can use the machinegun/flamethrower. Giving him explosives to toy with is useful too.

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Since so many fights are against groups, Explosives are more than worth it.

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The group is now ready to fly in the airship, but of course now Telle has an objection.

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What do you mean, I’m going without you? You mean you want to abandon me again?

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Victor, I don’t really trust this dwarf’s machines… if the airship doesn’t bear all of us…

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Aha, you mean you are afraid to get smashed up, but you don’t care that I may get smashed up?

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Why do you say that, Victor? I would never have left you if it hadn’t been completely necessary. It’s just not up to me…

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Who does decide it, then?

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All of Midworld needs this: I need this, those dwarfs, even the mages who hunt us need this. Even you need this, Victor, though you can’t see it now. Everything must proceed as it is, and it’s not me who can change the course of nature. And it’s not you either… at least, not now.

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Okay, I see. I see that nothing that I can say or do will get you into this damned airship. Fine. You don’t have to. I’ll get there myself, without you. I’m sorry that you’re not coming with me…

So, that’s it. Telle leaving again is annoying.

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Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,348
Water Ogres in Their Flying Machines

I like that new team members join your team out of nowhere, in other games they got cutscenes, big drama or something significant (fedex quests) before they come with you.
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,889
Location
Fiernes
Part 9: Horsk

The group arrives in Horsk, a big town crawling with Air mages.

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We are certainly in a hurry, Victor, but it would be nice to have a short walk about the town, don’t you think? We could drop into the market… I’ve been to Horsk a couple of times before, and I know they cast excellent blades here. Oh and they serve crabs for dinner over at the inn. Crabs are the local favorite. We could even look out for some temporary work, tradesmen and well-off townsfolk might hire some outsiders to sort out their issues.

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OK, but we have to be careful, as the Air mages may be patrolling the surroundings.

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[suspiciously] Why, were there any problems with the elemental mages? [He turns his eyes from you to Rada and back]

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[shrugging absently and making a long pause] Well… actually, it can’t be explained with simple words. But you will get used to that soon, really! [She gives a merry smile to the dwarf]

There are some people around that give sidequests, provided the numerous annoying Air mages are cleared out first.

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The first sidequest has to do with a lost chest.

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Kind of odd… seems worth pursuing.

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At the marketplace, Victor switches his revolver for a (flintlock) pistol. There are also machineguns for sale here, but they are very expensive.

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The innkeeper at the marketplace offers another generic fetch quest.

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There’s also a caravanbashi at the market who offers some world information.

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The third and final sidequest here is given by a woman.

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Victor goes to deal with the lost chest quest first; near the house is only a neighbor to speak with.

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Curiously, one of the Air mage groups in the city had a stone golem around, for some reason there was a random Earth mage among them.

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Now that Telle is no longer around, Victor acts less like a cuck. Though it is possible to buy the bandits off.

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The Outskirter levels up during this battle; we give him the Untouchable perk.

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Now all left to do is pick up the photo from the “lost” chest.

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Now Victor goes to see the NPC called Insar for Hera’s quest.

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Seems like Hera’s quest is going to involve some legwork.

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Eventually the group finds Ville at one of the three houses.

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The idiot wants money, amusingly enough Victor has the option to “betray” him to Insar.

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Now all there’s left to do is hunt some bears; however in the area are also tigers. Tigers are annoying to fight because they can cast a spell that reduces HP to 1. The bears cast some kind of stun spell.

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Next level up Victor puts a point in Bind Hands, one of the three new Air spells he has access to. It is very useful to cast during Power Hour.

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Returning the skins to the innkeeper gives two peculiar rewards: a figurine part and a book. I suppose these will be used in further sidequests.

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Returning the photo to Reed only has a ring as reward.

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With these sidequests finished, it is time to return to the main quest and head to the town of Fang.

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abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,889
Location
Fiernes
Part 10: Oerba Yun Fang

In Fang, Victor needs to deal with Reetor, the leader of the Air mages.

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Arriving in the area, immediately the group is accosted by a random peasant.

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Victor still acts like a jerk without Telle around to correct him.

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There are two bridges across the river; funnily enough there is customs here.

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Surprisingly enough, Victor can pass. You’d think every mage around would have a description of Victor by now – then again the different mage clans don’t seem to be cooperating (aside from Air and Earth clans).

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The area around Fang has annoying Elf archer enemies. Ranged damage is dangerous since it seems to completely bypass all defenses… defense stat only works for melee damage. Not sure whether this is a bug.

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During level up in this area both Outskirter and Rada get to choose another perk.

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Victor gains access to another magic related perk.

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At this point Torry can use the flamethrower, but fuel is needed to operate it. The flamethrower is useful as it takes very quick care of mages.

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The city of Fang is crawling with annoying Air mages who have to be dealt with in order to reach Reetor without hiccoughs.

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The group unfortunately arrived in Fang during Air Power Hour, so it’s not a bad idea to do some sidequests until Power Hour is over.

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A farmer here has a quest to kill some boars.

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There’s a big pack of higher level boars to kill, but they don’t like Torry’s grenades. Picking explosive skill was indeed quite a good idea.

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Funnily enough, even though the farmer is supposed to be poor solving the quest yields 3,500 coins…

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Rada also receives a very fitting unique armour, the Wolf Gambeson.

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Clearing the city of all mages (btw, again there are some Earth mages around with stone golems), the group takes a rest at the inn. What’s useful is that in the morning it is Water Power Hour (and Air Anti Hour). Ideal to face Reetor who’s supposed to be the most powerful Air mage.

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After buying fuel for Torry and a better pistol for Victor, it’s time to face off.

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Clearing the very last Air mages, Torry gains a new level and perk.

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Technically Torry can now use the Mitrailleuse, but the flamethrower is just way too much fun to use and too effective against mages to stop now.

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At the local church, the priest offers another sidequest.

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Though first it is time to deal with Reetor at the local academy.

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After some esoteric talk, the fight starts. Reetor summons a lot of guards out of nowhere.

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This battle looked tough, but basically one frag grenade of Torry took out all mages at once, including Reetor. Only the melee guards were still standing.

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This basically completes the main quest in this area.

Rada leveled up during the battle, she now has access to more Wolf skills.

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Spirit of the Ancestor almost looks like a cheat code.

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After this initiation Victor now has access to some more spells.

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Eventually Victor will gain access to spells that combine two elements. The most powerful spell of all combines all four elements.

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Unfortunately though there is only one skillbar with ten slots… making experimenting with every spell cumbersome. Granted, magic is mostly only really effective during Power Hours, but it’s still a pain in the ass having to change slots many times.

Now it is time to retrieve the Crucifix from the bandits. Victor picks a fight with them, the battle lasts two seconds, again thanks to a Torry grenade.

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After returning the Crucifix, the group can now move on from Fang.

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Near the canal, however, is a girl in need of help.

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This is a short escort quest, not even really a sidequest.

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At any rate, not far away Victor is finally reunited with Telle.

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Greetings, Victor. I got a little side-tracked…

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Would you please tell me who is this Slayer? That’s what Reetor called me.

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[taking a short pause to recollect her thoughts] Victor… he’s far too old. In his youth he accomplished an amazing feat, but one which turned out to be a monstrous crime. Now he’s trying to redeem himself… and he’s doing his best, but he’s terrified that somebody will prevent him from it. He took you for somebody else, for a person you are not going to be – he failed to see you for what you truly are. Think nothing of it, OK? We still got a lot of things to do.

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And what is my true self?

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[with a mysterious smile] Interesting, isn’t it? But I won’t give you an answer. Maybe because one shouldn’t name such things, otherwise they just crumble, or maybe because it is pointless to even pretend to give an answer. Your self, Victor, is something that you are either able or unable to see. It’s not just a name, not a label. I can see the true you… I believe that when the time comes you will be able to see it as well.

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I’ve got it, Telle. You know it’s always difficult – you and your answers. Where are we to go next?

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Now we are heading to the lands of Water mages. We are a little late with the Water initiation. I hope you haven’t forgotten the assassins that Torne sent to kill us? The Water mages won’t let us be, unless we defeat him. The shortest path to their lands lies through this channel, so all we have to do is find a barge that will take us there.

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All right, let’s try a little barge hitchhiking. I can see one mooring not far from here.

Apparently this boatman is a rather important character in the book.

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The edgy Eleneldil takes the group away from Fang.

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Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,348
You know, I think Telle have a twin with arms intacts by augs.
The arm itself is either cover for mutated/cursed limb or it's some tech done by extincted race (dwemmers-like) or something that happen when Pagans and Mechanists (from Thief series) exile love each other enough to do some combination like this.
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,889
Location
Fiernes
Part 11: Catwoman

As soon as the group arrives in the Catlands Victor is approached by a mysterious woman.

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Hello there. How was your journey?

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It was OK, thanks.

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[smiling charmingly though a bit uneasily] My name is Loy Iver. I am pleased to meet you at last, Victor.

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What do you need, Cat?

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[soothingly but with noticeable disregard] Be quiet, girl. It’s not you who I have been waiting for. Cool it. [She makes a hardly noticeable, soft gesture with her arm and you can feel a wave of thin drowsy fragrance… which is immediately blown away by a fresh gust of river wind coming from Telle].

Womyn gonna womyn…

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[raising an eyebrow ironically] Girl? I thought Tabbies are supposed to be better mannered and sensitive.

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[Her immaculate face remains motionless, but her voice betrays a momentary break] Un.. Unknown… Unknown Clan… How could it be possible?

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Will somebody please just tell me what’s going on?

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[Suddenly a glimpse of understanding comes into Loy’s sight] You… you brought him? And you are still mentoring him?

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[Silently nods]

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And you think you have the right to make all the decisions for him?

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This is his fate. Nothing can be changed.

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And of course you have already worked out his fate until the very end, haven’t you?

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This talk is meaningless and we don’t have any time… [her voice rings with steel] Loy Iver, leader of the Cat clan, are you going to obstruct our way?

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Am I standing in your way? I want to help you, Victor, and you, silly girl.

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Help us? But how?

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Now you need to reach the Water Clan, don’t you? Is that not so?

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Yes, it is. So, what do you have to offer?

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I can guide you to the lands of the Water Clan using the short way. The Secret Passage.

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How convenient.

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I have to protect my Clan. And Victor, whoever he becomes, is the perfect ally. You should understand this very well, Unknown.

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You Tabbies have always been the best at intrigue…

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Does anybody care for my opinion?

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Of course we do, Victor. Everything will be the way you want it.

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What do you think, Telle?

No matter what Victor chooses, Loy will always join the group and aside from Telle is the only party member that cannot be dismissed. She’s a pivotal book character after all.

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[thoughtfully, with express reluctance] I don’t like this Tabby but… we need her help. The Secret Passage is the best way to get to the Water people.

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[with sudden respect in her voice] You are smart, Unknown.

In the book, Loy is Victor’s main love interest. It seems Victor cucks Torne with her.

Loy can only use dagger but her agility is absurdly high. She both moves and attacks extremely fast and is also a critical hit machine while being almost unhittable. She dishes out more damage than Rada and Outskirter.

Her movement speed is so high that while moving across the map she’ll always be ahead of the other party members with lower agility. This can be annoying and sometimes a liability.

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Since she is Cat Clan she has some interesting cat related skills.

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This odd ranged attack makes her ideal mowing down annoying mages.

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Money is never really an issue in the game, but Charm is still very useful.

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As if she wasn’t fast enough already, putting points in dagger makes her even faster.

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At any rate, the course is immediately clear.

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However, as soon as the group takes one step a group of Cat clan soldiers appear before Loy.

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This “sidequest” must be completed or Loy will not help Victor.

It is at least convenient that a small group of militia will now follow Victor around the entire time.

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It is perhaps not too surprising that the Catlands are swarming with monster rats…

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At least it is fun now to instakill them with a fireball or grenade.

Other enemies around are Air mages and boars.

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The highest enemy level is 19; Victor tried out Ice Prison here.

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At the captured settlement are about 20 Ravens to kill. It goes quickly with such a big group, not to mention fireball and grenades.

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Telle leveled up during the battle; now at least she acquires a useful perk.

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At the main settlement in the area is another Caravanbashi with world information.

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There’s a big, oddly shaped building on a hill; this must be the Cat Clan main base.

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Inside is someone handing out a sidequest.

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I see… [she turns to you] Victor, the dungeon of our clan is not only a secret passage, but much more. It’s a place with a gloomy history, which is exactly where Rayg should have been buried. What do you think of taking his amulet, since we are passing by anyway?

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OK, no problem. I guess it won’t be hard to find the burial site.
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Great! [She nods to the groom] We’ll come back as soon as we find Rayg’s amulet. Meanwhile… try to find something in the arsenal that would be suitable for battling on our trip, OK? This will not impoverish the clan, and some good arms will come in handy for us.

The Cat leader a bit out of the town offers a sidequest to find a traitor.

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The second person to talk to basically sends Victor to an area beyond Catlands.

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So for now, there’s no choice but to enter the Secret Passage.

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