With the enemy in retreat, our goal now is to head back to the Royal Council room and check in with Geron. I head out of the room we rested in back to the street, and we’re promptly greeted by a Great Orc and a Cabal Warrior. We engage these stragglers and it’s a tough fight-even though we win, Paulson is reduced to almost no health. I immediately turn around and return to our room to rest, then head out again once Paulson’s healthy. Three Great Orcs wait nearby, and we find ourselves in another tough scrape, Michael uses Heal 4 at one point, and once we win I return back to the room to rest our mana back to full capacity. Fortunately, after this second rest the coast is clear and I begin making our way back to Geron. Along the way we spot a lone Great Orc and I stop to engage this enemy. We win but Michael takes some damage, so I stop in yet another room to heal up and then make our way to Geron’s area without further incident. Unfortunately, he’s fled by now, but he’s left a note on the door. We stop to read it, and it’s got bad news-someone’s stolen Geron’s own key, so we’ve been dealt a setback in our efforts. The note goes on to say he believes that the thief has fled the city via the Catwalk Caverns, and suspects that a passage exists near Bruno’s Lodge. It’s our only lead, so we’ll be heading to Bruno’s Lodge to check this out.
We head over to Bruno’s Lodge and enter. The bar area is now completely deserted, but a door in the back is visibly open. I click on it, and we’re thrown into combat with Great Orcs! Four of them are packed into a small room in the passage Geron mentioned in his letter. We’ve now confirmed that the Dark Army invaded Yvel using the Catwalk Caverns, but right now we’ve got to survive this nasty fight. Engaging four Great Orcs at once in close quarters is a tough proposition, and it takes more than one Heal spell to keep the party going, but we do manage to win and defeat our four enemies. I rest our way to full health, and then check out this room. A switch on one of the walls opens a passage further into the Catwalk Caverns, giving us the perfect opportunity for a counteroffensive. Since we know our enemies came this way, we can turn the tables by going into the Catwalk Caverns ourselves and taking the fight to the Dark Army. Besides, we still need to find the thief who stole Geron’s key. I move forward into the passage, and we’re promptly confronted by a slew of Cabal Warriors. We’re done with Great Orcs for the rest of the game, thankfully, but Cabal Warriors are tough opponents as well. Fortunately, we’re still protected by tunnel walls and they can’t flank us, so the fight goes well. Once the coast is clear, I have the party rest. We’re now on a brand-new map to explore, and since it’s a cave area we’ll need our lantern to see well. For now, though, the lantern is well-supplied with oil and the coast appears to be reasonably clear.
I move forward to check out our surroundings, defeating a few Cabal Warriors as we go, and as we turn a corner we get a major shock. In a cutscene, we see Victor-the same blacksmith we’ve worked with since the start of a game-in the Dark Army Commander’s war room! He’s a traitor secretly working with the Dark Army, so it appears we’ve found the thief who took Geron’s key. As we approach, though, the Commander notices us and welcomes us to his side, apparently believing we’re traitors as well. We’ll have none of it, and predictably the Commander says we’ll die if we won’t join him. We’ve now got to defeat the Commander himself as well as two standard Cabal Warriors, and while the latter are easily dispatched (with Baccata gaining a fighting level in the process), the Commander is a very tough boss enemy. He’s essentially a super Cabal Warrior with 50 percent more health, along with significantly better dodging skills and a powerful clawed gauntlet that does serious damage. I have to use Heal on Baccata three separate times to keep him from getting KO’ed, but we finally win and the Commander drops several key items. One of them is Geron’s key, so we now have that. The other two are his gauntlet and a bat-like statuette, both of which we need to advance. After resting, I resume exploring the map and place the statuette on an empty platform. Doing so causes a cavern wall to disappear, which reveals a large room with two locks on either side of a door. This door is our objective-going through it takes us to the final area of the game, but to get there we need to scour the Caverns for the keys to those two locks. The map doesn’t give any clues for how to do this-there is a switch visible, but it only opens a niche with a Salve. The secret is that a handprint is on the wall near the now-vacant war room. It doesn’t appear on the map at all, but using the Commander’s gauntlet on it causes a wall section to disappear and reveals a corridor. In the next video we’ll enter this corridor and start our search for those two keys.
Негізгі бет Ойындар Lands of Lore Part 44: Traitor
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