Jim Cojones
Prophet
Chapter IV: Don't trust the skull
Remember when I mentioned Mizquetzl had blinding attacks? I have just realised Tank won't be able to see until cleric gains 3 level spells. This sucks.
During defence of the skull temple, as previously, we fight against against the furrys in brown clothing while the other ones try to help:
The first three die quickly and we can use the door to avoid fighting more than one ratman at once.
If only this retard moved a little!
Fortunately there is another way to the temple but we have to waste a lot of time. In the end we're victorious again.
Now to the elders.
Not sure why would I want to say no but the effect could be interesting. But mummy told me never to lie.
You're worthy of great praise! How can the elders help you?
I seek guidance.
To provide guidance is our sole purpose, as Dagolar instructed. Our knowledge is great, our wisdom profound. Ask, and we shall enlighten you.
Who is Dagolar?
Dagolar is a man of infinite knowledge. It was he who preserved our thoughts in these bones. Dagolar is the reason for the Tari.
Sound like someone I'd like to meet.
You mean Dagolar made the Tari?
Such knowledge is forbidden to the uninitiated.
Where is Dagolar?
The answer to your question is beyond your understanding.
He must be close by, though, right?
That is only logical since we take our dead to him. But you cannot enter his domain without the Staff of Parting.
What is the Staff of Parting?
The Staff of Parting allows our guardians to enter Dagolar's domain beneath the water, but you have not the years of wisdom to understand its magic.
Where do I find the Staff of Parting?
Some questions are better left unasked.
Please, tell me where to find this staff.
Some diplomacy options in this game are amazing: "Tell me." "No." "Please?" "OK."
Very well. You have done much for us. The Staff of Parting is in that drain in the wall. Take it to the pool in the north east corner of the flushing tunnels. It will reveal the entrance to Dagolar's Domain.
Some questions must be asked, yes?
The wisdom of the elders must be given out carefully, Young minds are fragile.
How did he reanimate you?
The answer to your question is too complicated and would take too long to explain.
I'm in no rush. Please, explain it.
Yes, the following response doesn't have anything to do with the question. No, I didn't cut out any part of the dialogue.
Is there anything more you want to ask?
Can you help me escape the sewers?
The flashing tunnels are the only not explored yet location in the area so that's were we're heading now.
And finally a chance to find out how thief climbing ability works:
I found a magic axe in the lair of another easy monster. But this trap was more tricky:
Slimes deal more than ten damage in one hit so it's highly probable attacked will be killed instead of turning unconscious. They are also able to cast web which not only prevents from walking but also from any other action. And have some immunities, at least I wasn't able to harm them with fireball.
But these ones will be prefect material to test the recently gained spell:
And I am able to kill them from distance while they fight a good summoned elemental:
So we could go out from the sewers but we haven't been to Dagolar lair yet.
Fantastic! A challenge!
... And people are bitching about DRM these days. Let's check:
In the next chapter:
We'll try to free another group of prisoners!
And face horrible and almost indestructible monsters!*
Gore! Blood! Brother fighting against the brother! The most dark and gritty LP update ever!
*Actual power of monsters might not match the description.
Remember when I mentioned Mizquetzl had blinding attacks? I have just realised Tank won't be able to see until cleric gains 3 level spells. This sucks.
During defence of the skull temple, as previously, we fight against against the furrys in brown clothing while the other ones try to help:
The first three die quickly and we can use the door to avoid fighting more than one ratman at once.
If only this retard moved a little!
Fortunately there is another way to the temple but we have to waste a lot of time. In the end we're victorious again.
Now to the elders.
Not sure why would I want to say no but the effect could be interesting. But mummy told me never to lie.
Sound like someone I'd like to meet.
Some diplomacy options in this game are amazing: "Tell me." "No." "Please?" "OK."
Yes, the following response doesn't have anything to do with the question. No, I didn't cut out any part of the dialogue.
The flashing tunnels are the only not explored yet location in the area so that's were we're heading now.
And finally a chance to find out how thief climbing ability works:
I found a magic axe in the lair of another easy monster. But this trap was more tricky:
Slimes deal more than ten damage in one hit so it's highly probable attacked will be killed instead of turning unconscious. They are also able to cast web which not only prevents from walking but also from any other action. And have some immunities, at least I wasn't able to harm them with fireball.
But these ones will be prefect material to test the recently gained spell:
And I am able to kill them from distance while they fight a good summoned elemental:
So we could go out from the sewers but we haven't been to Dagolar lair yet.
Fantastic! A challenge!
... And people are bitching about DRM these days. Let's check:
In the next chapter:
We'll try to free another group of prisoners!
And face horrible and almost indestructible monsters!*
Gore! Blood! Brother fighting against the brother! The most dark and gritty LP update ever!
*Actual power of monsters might not match the description.
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