TWD, rejoice. Not far from the hut I finally encounter a goblin.
The manual explains the combat system very well:
How do I fight?
If one wishes to become a fighter, it is wise to obtain a sword and shield at the earliest opportunity. We do not recommend unarmed combat against a monster, as you can be 'dis'-armed rapidly.
Basic sword work consists of the thrust and swing. The thrust is the deft skewer of the opponent's mid-section, quick and to the point with a minimum of mess. The swing, on the other hand, is a slicing motion designed to release as much of the opponent's interior components as possible. While the swing inflicts more damage, the thrust is quicker. Preference is a matter of personal taste and whether or not you have a strong stomach.
Defense largely depends upon the use of the dodge, block, and parry. While there are those who believe that 'real' fighters do not need such wimpy defensive techniques, most surviving Heroes attest to their effectiveness. Trying to defeat a monster while ignoring the basic defenses usually results in ex-heroes.
Dodge, in theory, is moving out of range of the opponent's weapon. Your agility is a major factor in how well you manage this.
Block is placing the shield between you and the attack designed to lead you to an untimely demise.
Parry is using your sword to prevent the foe's weapon from similarly cleaving your skull. Quick reflexes and practice make block and parry into true lifesavers.
Since I'm a thief, not a fighter, combat plays a bit differently: I can't neither parry, nor block.
Take your words back and stick 'em up your ass, Cassidy. I may try to avoid direct confrontation, but that's only 'cause I feel fucking sorry about killing these poor defenseless weaklings.
Now let's visit the Healer once again and ask her a couple of questions about mandrake roots. Great. They seem to grow only at cemeteries and, to make things worse, must be harvested precisely at midnight. The main problem is that the cemetery is haunted, but the Healer has some magic oil called Undead Unguent in stock that should ward hostile spirits off. Let's also sell her a couple of mushrooms I found in the forest, buy several healing and vigor potions and finally return her the ring.
OK, we have plenty of time left until midnight, so let's find this Erana's Peace everyone is talking about.
This meadow is beautiful! It's also safe, so if you need to sleep, were caught by sunset outside the town, and your climbing skill is not high enough to climb over the walls then that's the place you should be looking for. Let's take some flowers and rest for an hour or two.
The sun has set, but we still have enough time to do something productive before visiting the cemetery. Like seeking out fairies.
After some dancing they reward Jack with a flask of fairy dust. Now to the cemetery.
The Healer didn't lie and the cemetery is indeed full of ghosts. Thankfully, the Undead Unguent works as promised, and I manage to succesfully harvest the root. Time to pay the hag another visit.
Phew, that was close! But the night is still young, so let's break into another house!
This one looks rich, time to test my shiny ACME toolkit...
...and it works like a charm! This room is packed with valuable things. Surely the owner won't mind if I borrow some... OK, here's the list of what I managed to find:
-3 silvers in a desk drawer
-a golden candelabra
-a vase
-a music box and...
-...a safe, hidden behind the picture! Cracking it takes some time, but inside I find 50 silvers.
Let's go and fence all this stuff. 150 silvers for the candelabra, 40 silvers for the vase and 90 silvers for the music box. I'm rich!
In the next episode of this thrilling saga the fate of the baronet will be uncovered. Stay tuned!