aaaaaaaaaaaaand.... update!
PART FOUR, OR FOR FUCK SAKE HOW I HATE THESE SMALL FAVORS
Before doing anything, we go to now-freed Fasiir for a reward. He'll also teach Sira some spells as she levels.
I won't post any screenshots regarding grinding. This part was enough of a bore even without them.
Instead, I'll tell you a bit about enemies. Every creature comes in three versions. Unfortunately, designers weren't too inventive, so those types are just named, for example "krondir 1", "krondir 2" and "krondir 3". The bigger the number, the better the monster. On Nakiridaani we can meet two levels of skrinn (fast, but very week bipodal monsters), two levels of warniaks (giant wasps, the second tier is slower but its sting can deliver status ailments) and one level of krondir. Tier 3 is much harder, for example, even weakling skrinns can destroy our equipment then.
Anyway, back to game. We're leveled now (I thought I've done some screenshots just before sailing, but apparently not). Let's go!
So you want to go? I hope that in spite of the sad accident with Akiir, you have a good impression of Jirinaar.
We have experienced a lot and your people no longer appears as alien to me as they did a short time ago. It is hard for me to say good-bye, so I think we better go right away.
Your words make me glad, Tom Driscoll. Now, I will have someone take you to your ship, and I wish you a good and successful journey.
I am worried about what lies ahead in our search for the Toronto's landing place.
Hopefully no dangerous obstacles.
Well, I think we did alright on our first criminal investigation.
After all that has happened, I propose that we forget the formalities from here on out. What do you think, Rainer? And you, Drirr? Sira?
All agree to forget the formalities.
The Iskai buildings were a little more impressive.
As impossible as the strange phenomena that we have observed with the Iskai? The magic?
Don't look at me like that, someone had to say it! This planet obviously does not work like our, and it doesn't seem to be at all ashamed about it.
Come on, let's be a little more pragmatic about this. When we have found the Toronto, we'll have enough time and means get to the bottom of all riddles this world has to offer.
Maybe you're right. It's probably time I expand my outlook on natural science a little. I shouldn't resist learning something new.
A proposal of pragmatism: I think we should speak with the village's chief. He will probably know if something big enough to be the Toronto has been seen around here. If the people here have something to do with the Celts, there must be a tribal king or someone like that.
If they haven't heard anything about your giant airship here, we can try to get to Maini, the large continent east of here.
After some more of Rainer's ramblings, we investigate the village.
He's the ruler here.
TOGI DIN, motherfuckers.
Ha, ha, ha, are you crazy? Pardon me, but I haven't heard such nonsense in a long time. You ought to turn yourself over to the Druids of Arjano for treatment.
Now, if that is so, we should travel on to Maini, the great island east of here, as fast as possible. Can you tell us if we can make such a sea journey from here, O Tharnos?
Therefore, I would like to get an amulet from the Druids in Arjano which could reinforce my virility. I'm sure that you understand that I do not want to entrust this order to one of my men, or go to Arjano myself. Go to Bero, the Druid, and ask him for a strenghtening amulet. Bring it to me and I will grant your travels.
GOD DAMN NOT MORE OF THIS SHIT~!
Maybe the sailor has some mercy.
A SMALL FAVOR, YEAH RIGHT YOU DUMBFUCK.
Next stop: druids.
Another village, this one has a blacksmith. Nothing really interesting.
They must have a real SHITLOAD of knowledge, judging from the size of this hut.
That little hut holds an important center of knowledge? That can hardly be possible!
And yet again, Rainer agrees with me. We enter...
Togi Din. We come to ask the Druid Bero for a special amulet.
You want to see Bero, hmm?
Please be patient, I will be back shortly.
So this is the Center of the Druids. Judging from the access going down, the rest of the center is underground.
I was shocked when I saw the little hut.
Ah, there is the man in the white gown again!
Strangers, I have talked with our chief, Nemos.
He is ready to meet with you.
Togi Din, Nemos. Pardon me if I bore you with my curiosity, but does your history really go back 2000 years?
Indeed, our records go back to the time when the Great Canto led us here from the Land of our Forefathers.
May I ask where the Land of your Forefathers was and how the trip took place?
When the Land of our Forefathers was destroyed by the Crusaders, Canto and Danu led the Chosen Ones through the Kingdom of Mists here to Albion.
Now, tell me what brings you here and why do you want to talk with Bero?
We have been asked to get a specific amulet. We were told we should see Bero about it.
I understand. Unfortunately, you can't speak to Bero. I can't even speak to him.
Why, is he sick or did something happen to him?
No. He is dead.
Did he take a trip?
In spite of all our objections, Bero climbed down into this part of the building, called Drinno, so he could look for magic artifacts.
And now you believe that we are the right persons to go looking for him?
Right.
Wouldn't it be better to put together a well-armed search party of warriors from the region?
You must know that Drinno, the Forbidden Part, has been taboo for centuries. No one goes down there.
But, you seem unaffected by our taboos and I've also heard that the Iskai are fearless warriors.
Our continued journey depends upon this amulet. What do you think? Should we undertake the job?
Job? If you mmean that we should have a look down there, I'm with you.
I won't retreat at the first sign of danger. I will stay with you Tom.
Well, I would dismiss all apparent danger as superstition if I hadn't already seen what strange things happen here.
Don't expect any heroic deeds from me, but I'll go along.
OH GOD, WE'RE SO FUCKED. This Drinno is nothing like comfy and safe Argim building. It's multilevel, full of traps, puzzles, switches, buttons, holes, hidden passages, and, worst of all, the most difficult creatures in the game, which I think CANNOT be avoided. Thankfully, we'll only battle one at a time. But that'll come later. First, let's explore this island for a while.
Meet Mellthas - I'm sure he'll be your favourite character, wink wink.
Tell me when you are ready to climb down. I will lead you to the entrance. Please hurry.
This is Mellthas. He's got as much HP as Rainer (=not much), but his mana points get really nice, he'll have more than Sira in a short while. However, his spells aren't as crucial as those of the Iskai. It's a standard mixture of fireballs, traps and healing, but also daemon banishing, which will be very useful much later. His fighting stats aren't too shabby, but without additional attacks, casting spells will be more useful.
We now explore the druid building.
A healer, we'll borrow some potions.
This one teaches druidic spells.
And this can identify items, for a fee of 100 gold. Surprise?
We exit this damp cellar and explore the wilderness.
Bah, krondirs. Easily dispatched.
Warniak 3! With frost avalanche, he didn't even attack once.
Now, what everyone is here for:
There is... I can HEAR. Your lips are silent, but I understand...
Impossible. No human can read the Trii. But... I can... tell me what you hear!
It sounds good, like sympathy. No, more like affection. something that I've never heard from any human. My foster father Bero loves me, too. But this is different... disquieting... I don't understand it yet.
Strange. It doesn't make any difference whether I touch you or not. You have no Trii. And yet it is as if you have one. Who are you, Mellthas?
Who am I? What do I know? I'm deaf and dumb. Fearful... how can I describe it? All of my words, even the finest, are only an attempt to find one drop of water in the sea. Be careful, Sira, that I don't drown us in words!
Oh, Mellthas!
Bad image?
Not bad, if you are writing a poem. But this is no poem.
Thoughts.
Ours.
Just let them flow together.
Then we are a river?
Hirhirhir, yes. And next we should find a river bed...
Oh, for fuck sake, let's move on.
Just below the village with a blacksmith, we come across this cannion:
It's the dreaded bandit cannion. It's quite long and windy, and we'll be attacked by bandit parties randomly.
We grinded a lot, so they shouldn't pose much of a problem.
Bandit 1, 2 and 3. Bah. Easy.
WHAT THE FUCK?! HOW DID THEY... HOW COULD THEY... FUUUUCK
Thank god for saves. After reloading, we came upon just bandit 1 and 2, and look what just the two of them did to our fighters:
Bad bandits, bad.
There's a villige on the other end.
Rifrako has some cool items. We buy an amulet of protection (+10 to defence!), which goes to Sira.
There's an adjacent isle, which even has some enemies, but I couldn't find any way to get there.
After backtracking through the cannion (another 1&2 fight, this time it went smooth, Drirr scored a critical hit on 2, killing him instantly), we enter the dungeon:
First level is top-down. We take a bucket and fill it with water.
Yes it does you moron, it closes the way.
Time for some fire extinguishing!
Thanks, smarty-pants.
Another floor plate 'puzzle'.
A switch!
A broken switch.
This puzzle is a bit harder.
But comparing it to to how the blades are put, we manage to do it:
We fix the switch.
GOING DOWN...
DUM DUM DUM DUM.
Thanks folks for reading!
Next update not so soon, as I somehow deleted my last savegame.
