Chapter the fourth; twice the same stone.
In which our heroine will act kind of retardedish and will fall many times on the very same trap, will solve many puzzles, will use the wrong weapon against the wrong enemies, and finally will leave the Pyramid behind, yay!
Hello. As I said before, sorry about the delay, though by now everyone should know I always finish my Let's Play thingies, even if my life becomes a smoking ruin midway and I need to take a vacation. Now, let's get this party going once more: During the last chapter Prince Cassim reached the third level after dying many times, killing some half naked guards, and solving a bunch of puzzles. From the third floor onwards, however, the floors become pretty small, given it is a Pyramid after all, and i'll try to fit what is left of the Ancient Egypt level in this one update.
For now we start exploring the third floor, and soon discover most of it is out of our reach, given all the passages starting from the only corridor we can follow are protected by sheets of glass.
Lucky for us, however, one of the tunning forks we already have is enough to break one of those sheets, allowing us to move forward. As we do, we come across another wooden support. We move quickly to the other side and then bring the support down: We are now trapped, given the only exit from this area to the previous one is through one of those sheets of glass we still don't have the tunning fork to open. Had I brought the support down before crossing to the other side our adventure would have been finished, since we would have worked ourselves into a corner.
We keep following the only path we can, kill a new guard, and then come across two things of some interest. The first one is a large room with a cracked pot hanging from ropes and a large mural of some egyptian gods on the opposite side.
Before doing anything here, however, we return to the corridor and keep exploring until we find a side passage ending on a dead end and holding the third of those small tiles we have been finding.
We take it and, now, return to the room with the cracked pot, in which we place those two big mounds of sand we found back in the first level of the pyramid. The weight of the sand is enough to bring down the pot and, by doing so, raise the mural, allowing us further passage.
Beyond we come to another passage. To the right of the gate there's a corridor of only two tiles in lenght, a detail that tells me of new dangers. To the left is where we go, and we haven't gone very far when we hear the sound of a floor tile going down and a big stone being let loose in our direction. Super fasty fast I run back to the entrance and let the boulder go into the side corridor, stoping at the dead end.
Not long afterwards we come across another boulder trap, but this time we have an easier time escaping since a side corridor is almost there. There we fight another soldier and then take a 415.3 Hz tunning fork from the jar he guarded.
Back at the main corridor we keep going forward, finding a small stone in a niche along the way. Later we kill another soldier, take two steps, and...
of furry witches.
So I reload. Again, I take the tile, open passage to the next area by pouring a big lot of sand into the pot, evade two boulders, kill a guard, get the tunning fork, get the stone, barely kill the other guard, and...
*facepaw*
This is stupid! Ok, I reload. Take the tile, fill the pot with sand, evade the boulders...
And not just once. For some reason I don't manage to kill those guys with spears again not matter how much I try. After half a dozen or so tries I switch to the sword, since being weaker but faster than the spear I can hurt their arms much faster and then conserve more health. At least, in theory. In practice I totally slaughter them. And, also, i totally evade the wire this time, yay!
I save and enter the room beyond the trap, to the side of the corridor.
I was already prepared for this, though, so I quickly reload just outside the door and am more careful know. A tile in the room, and just beyond the entrance it seems, is somewhat raised, relative to the others. We throw our stone to this tile and an arrow is shot from side to side of the room. Now we can enter.
To each side of the room there's a statue of an archer. We pick the arrow we just saw being shot and pick the bow from one of the statues. Then we leave the room and continue towards the next floor, the stair being just a couple of tiles away. In the next floor we come across two niches close to the entrance, and no puzzles. Again, those niches mean bad news, so we carefuly advance down the corridor. Inspired by the situation in that last room we visited, however, I pay careful attention to the floor, discovering you can actually notice, and click on, the raised tiles activating the boulders!
But I actually prefer to just trigger them, since each can only be triggered once and then the corridor is left clean. So I trigger the first boulder and run in the nearer niche from those next to the stair, soon the boulder rolling into the other. Naturally, the niche were I hid will be the one into which the next boulder rolls, so when a bit further we come across another boulder trap we instead jump into a new niche a bit to the side. Afterwards we kill guards and come across another strange place...
A small obelisk with a target etched on it? Curious. Before doing anything with it, though, we go down a side corridor and find another tunning fork. Then we return to the obelisk and use our bow and arrow to hit the target, and then the obelisk is drawn down by some mechanism or another.
Beyond, and after a small walk, we come across another sheet of glass. None of our tunning forks work on this one, so we remember there were sheets of glass yet to explore in a lower floor and straight there we go, carefully evading the wires and the like. Now we can actually break through them both, and thus we find
yet another tunning fork. Yay. Then we quickly return to the upper floor...
Screw this. It was
the very same wire from before.
So, let's do it again. Carefully, this time. We get the tunning fork, we use our bow to open the path beyond the obelisk, we get the XP from those tiles we can access beyond. Then we go back to the floor beneath, carefully evade the wire of death and doom, break the first sheet of glass, walk a couple of tiles, break the second sheet of glass, take the next tunning fork, go back to the upper lev...
... T-T
Nothing more to say about that. Third time's the charm. We survive long enough to reach the glass sheet beyond the obelisk and break it down. Then we kill a priest, bring down another wooden support, and...
I do hate those stupid wires. Really. And, again, we do break the glass sheet, bring down the wooden support, evade this time the wire, and reach another big room, this one with strange symbols on the floor tiles.
The path of life, it says? We do not know which among those symbols are related to Hathor but, do you remember the scroll we found on the very first room we visited? We read it, again.
Assuming those symbols are related to Anubis, we check which symbols of every row are present on the scroll and step on the one which isn't. Soon enough we are on the opposite side, aren't we cool? And beyond, another staircase awaits us!
Again, there's no puzzle barring the gate to the next floor. After walking a couple of tiles, though, we notice some kind of gas has started pouring into the area! If you run and run around you will notice both you are in a square corridor and that the only exit, the one you came through from the staircase, has been blocked by a mechanism pushing part of the wall or roof into it. If you carefully walk around, however, and check the walls every step you will soon find there's one tile whose outer wall is no true wall but a mirror(-kun)!
The solution is obvious, but instead we sit and wait for dead. Cof, cof.
That's another one for the collection. Now we reload to the staircase and do this area again, this time running straight to the mirror and trying all of our tunning forks on it. When we hit the right note the mirror is broken and the gas stops pouring in. We can, also, now continue forward, given the mirror actually blocked a corridor with some boulder traps to evade and a priest to kill. We are almost there! We reach the last two rooms of this floor.
The first one has a passage leading to the next room, a couple of statues, the corridor that served us as entrance, and a mural depicting Hathor, next to which some poor artist guy lies dead.
We first check the body, finding some kind of amulet around his slashedneck. Then we tap the mural, discovering it is, actually, hollow! We take our sword and hit the mural until the way is clear!
And don't ask the little neko why we must use the sword, or another weapon, instead of, say, the hammer to do this. Beyond, in any case, we find the stairs leading to the final floor! But we cannot go there just yet, naturally. First we must do something else on this floor: We return to the room with the artist's body and now go to the one connected by this through a short corridor. In this room, other than the passage we used to reach it, we come across three areas of interest, and the three are actually murals of some kind.
We tap them. The scarab and the eagle thingy are solid, but the mural of Anubis is actually hollow. We demolish it and discover another corridor, this one leading into a smallish room with... well, carvings of snakes and a lot of holes in the walls. Also, there's the fourth tile, in the floor. If you try to take it, however, snakes come out the holes and take you for a chew toy.
Ouch. To solve this puzzle we need the jar of oil we got in the first room, inside one of the basket or something like that. We click on it and we get the option to pour it unto the floor, which we take. Then we click on the floor and we'll be able to lit it up. I believe this option only appears if we have the lantern in our inventory, but I never came here without it so I can't be sure.
In any case the floor is covered in flames and we pick the tile, the snakes come out but are unable to reach us, and we run like hell back to the staircase to the next, and last, floor, yay. Once there we come across another puzzlish thingy: We must place the four tiles on the rectangular depression and in the right combination. Which is the combination? I don't have the slightest idea. Since there are just four pieces is easier and faster to just try to change the position of the pieces following a set pattern. That I do, and in less than five minutes we are in the last level, ready to kick ass and say Nya.
We slaughter a priest, then find the first of two treasure chambers on this level. The only useful thing on it is a weight hidden in one of the containers around the room, which we take.
Next in line is a huge room with some kind of sarcophagus on the far side, but before going there we enter the second treasure room, whose entrance is opposite the sarcophagus, and loot another weight.
Now we are ready! We go to the sarcophagus, along the way checking to the side to see a puzzle we will soon have to solve: The scales! Then we proceed and examine the tomb, finding a strange recess in the form of a scarab. Remember that little broch on the shape of a scarab beetle we got in the first level? This is where it goes.
Inside we find Prince Cassim's Princess.
Who goes straight to the inventory.
Inside we also find a weight, the last one.
And now we go back to the scales. Each weight has a descriptiong of it's, well, weight, going from extremely heavy to extremely light. We begin by placing the extremely heavy weight on the right plate, by the mural of Hathor. Then we place the Heavy and the Very Heavy ones in the left plate, by the mural of Anubis. Then we place the Light and the Very Light weights on the right plate, and the extremely light one in the left one.
Having solved the last puzzle a passage opens. We use our last healing scroll to have as much health as we can and go to the last room of the Pyramid, but in the short corridor we are ambushed by Prince Cassim's evil twin, this waxworks' very villain!
And then we brutally slaughter him. Nekos with swords are serious business, playa.
Now, the last room. There's not a lot to do here: We walk towards the statue until we can climb it. Then we will find a small hole in which the artist's amulet fits. We place it, un-climb the statue, and push the smaller statue placed between the legs of the bigger one. The passage opens and we are free to go!
We have defeated the evil twin, rescued the princess, solved the puzzles, evaded the traps (well, almost!), killed the half naked army of darkness, and escaped the pyramid! And before we can enjoy the view for long a strange light comes for us, taking us back to the museum. Before us, a closed curtain. The waxworks we just solved is no longer accesible.
As soon as we take a step, however, we are face to face with our Uncle's ugly and creepy servant. He congratulates us for our victory againt the evil twin and then explains to us his orders were to make sure we did not lose any time in going to the next one. Seeing we aren't moving, then, he approaches us...
O.O!!! Desu Slap!
Bald perv. :/
In any case, he does shove us to the closest corner. If we don't move fast enough, he will keep doing that until we are near an opened waxworks, moment in which the imbecil will shove us inside instead. So instead we run, leaving slowpoke baldie behind and finding our way to the graveyward waxworks...
And this is where this update will end. Next time we meet our heroine will possess the body of another long dead relative and use it to go Sister of Battle against a most evil necromancer, his vampire henchman, and the legions upon legions of rotting undead at their service. That will be mostly hack and slash, so a single update will do.
'till next time, nya!
And have another dancing birdie because he's cute: