We're going to give the game a chance and not look at the wiki during the intro. We will be picking our skills "blindly". The dominating soul means we are partial to Francois of the New Gods, leaving behind Nilvan. I pick the name Casca and off we go.
BTW the mouse will re-appear at one point in this run but this should be the last time - I've remembered to switch it off.
We promptly sidestepped and dodged it. I don't trust the shield to do jack shit in the dungeon.
Nice
Convenient
Its a tough choice, but I didn't see much use in running away, so I went with listening to the family.
Nice!
Too contrived a name.
Terrible. We're heading for the eclipse.
Spearhead the coming assault?
Alright, I'll take that.
I think putting anyone into the FH dungeon is already death
I rush after him! Aaaaaand nothing happens. No dash. Well shit. Either dash doesn't exist for the Knight, or we picked something wrong in the opening.
From here on out we engage once again in speedrunning, although the plodding pace of our character is infuriating. The ponderous, languid pace feels like walking through treacle, and the hits to Mind and Hunger that we get every few seconds feel all the more aggravating.
From here on out things go the usual way. We scour the barrels and the crates, we check out several of the rooms, which once are comprised of the mini kitchen with the stove, the room with the girl caged, the office area, the ritual circle room etc.
As a guard spots us, we fail to outrun him and he catches up within seconds. Another 'perk' of being slow.
Thankfully the fight is uneventful and we finish him off with 0 damage taken.
We do go on a lucky streak of finding 3 explosive vials in quick succession in the nearby loot. Unfortunately no purifying talisman, and the hexen door remains fastly shut.
Without the lockpicking skill our only hope is to bash down doors but the spear does not have the damage output we need, so we remain locked out of many areas previously accessible.
We do put the explosive vials to good use though and open up this passage here.
Its unchanged. We fail the coin toss but are rewarded with a blue herb as consolation from the treasure chest.
In the book shelf we get Forgotten Memories, although I decide to leave it aside for now (we will get around to it in the next run), and save the game. Tossing two tails proves enough and we get our rest.
More guards patrol the corridors and we leave them be, staying out of sight and out of mind.
Past the kitchen area and the metallic doors is the courtyard - again nothing new here.
The climb down the well has 2 light blue vials which is an awesome find - they heal full health.
And we unlock the door here for easy access to the basement.
I forget about the whirlpool trap and get sucked into the otherworld.
But even with my snail pace I have more than enough time to get out of here.
An awkwardly placed maneba locks me out of several loot boxes so I chance a fight and win in 1 hit.
Attempts to bash down the talking door fail, as they always do.
Since we found an empty glass vial, we use it on the wine caskets to fill it with wine. A chug of alcohol will cure the mind in times of trouble, as does tobacco, opium and other substances.
With another round of exploring in the basement and the dungeon proper we find the Small Key and unlock the girl's cage.
Back in the library, the bookshelves provide us with some as-of-yet unseen material.
Scroll of thievery teaches us pickpocketing.
Then we find the Book of .. something, I didn't capture the name, but it seems unholy and calls to us, which is why we forego looking at it.
So we learn to cook. Good, we're growing accustomed to being in the kitchen
And onto the next building. This one ends with us backpedalling to GTFO as quickly as possible (which in this run isnt quick at all). The elite guard captain comes flying at us in the very first room, recognizable by his distinctive helmet. We are not fast enough, and the thing catches us several metres short of the door.
Armed with a mace that can break bones and a sword that can slice off limbs, the thing attacks twice a turn, making it a death sentence in the early game.
My skills include Steal, which we've learned, and Fast Attack - which gives us an additional turn, but only on the next turn.
Whilst we're messing with the Fast attack the girl is now spraying blood from a bloody stump where her arm was.
He tries to crack her over the head with the mace but misses. We, in turn, miss one attack and sink the spear into his elbow on the next, but he has so much limb HP that the one attacks falls short of the requisite damage to tear it off.
The coin flip attack is next, and our choice proves lucky. We avoid the grab.
Staying here much longer is not going to be of any benefit, so we use the Run skill to try and disengage from the fight.
We extricate ourselves successfully and flee back out into the courtyard.
The enemy however will not return to patrolling, he'll remain fixed in the spot in which we last left him, so for now the passage into the next main building is barred. We jump down the well and decide to try and claw our way forward through the basement.
The gravestones do have writings on them, its just that I do not have the torches to burn to read all of them.
The crow maiden room
The loot is ok - mostly food, herbs, sticks and other miscellaneous items.
Iron Shake still going strong
Here with a lucky coin flip we find Shark Teeth, a serrated blade that is probably a nod to Bloodborne. I had thought that the girl might be able to wield it, but no.
We ask Seymor how to best survive in this place, and he gives you some stock advise if you hadn't figured it out for yourself.
I wouldn't say that. Going in gung-ho seems like the safest bet. Stack as much damage as possible and leave as little limbs as possible after the first turn. THEN guard.
The basement takes us down to the prison cells. Before we reach them, we find a pair of bone shears which I quickly equip for that nice 125 damage.
The ghoul isn't here this time and we are free to explore the treasure chest. It gives us a soul stone, which I think are the things you drop into the hexen tablet to unlock new skills.
This time, however, this area has a lever on its northern end. We pull it and hear something metallic activate somewhere else.
In the northern end stands a rotunda whose access is gated with an impenetrable door.
And whilst we're busy searching for more loot, we are once again accosted by unwelcome company.
Alright Casca, take off his arm.
Miss.
Well alright, the guard hacks off a third of our health but we keep the limbs. Guard.
He tries to grab us but misses. Ok, Casca, hit the arm!
Miss.
The guard whacks us again.
Can you hit the arm this time, Casca? Nope. Miss.
The thing lunges at the girl with a viciousness that makes her lose her other arm and takes her to death's doorstep.
She dies on the next turn after I, of course, miss.
I toss the one coin in the flip attack, seeing this as a throwaway run by that point, and once again I miss. Four in a row.
By that point, I realized either my phobia had taken away most of my fighting spirit, or the bone shears were utterly screwed in their hit chance (which the game does not specify!). Instead I tossed an explosive vial at the ogre. It blew off his right arm and didn't do much else.
The next hit was the end of me.
But we were spared any extras post-death, so it's not all bad \s. Not a great foray by any means. But I've learned to never use the bone shears again. An utterly useless weapon that does nothing. Even if it truly does the damage stated, the low % of hitting means the damage output is puny and unpredictable even relative to the standard starting blades or spears. I will not be posting the next two runs of Casca, since they were both less than 10 mins long and were both ended with unlucky coin tosses and the elite guard captain. But part 6 will come, and we'll be seeing quite a few new characters and locations in that run.