Mason and Salvation

After Elysion runs away and we kill the zombies, who should be left but Mason. He calls Salvation a “skulk of foxes”. I don’t think he’s playing a double game, but I’m not sure what his agenda is. Investigating evil? Is he the voice of the common man in a medieval world of princelings? He’s portrayed with a sinister edge, and I’m not sure what the developers had in mind with him.

Regardless, he has a captured acolyte and he expects me to deal with it.

(Me? Why me?)

The acolyte has “seen the two of us together”, which is apparently bad. The quest is murky, but basically I must decide to free this fellow or kill him. My Pawns say things like, “It’s your decision, Arisen,” and “We support you whatever you decide.”

Thanks, guys.

Meanwhile, the acolyte is trying to bribe me while saying he was just there for fun with this whole perdition thing. A LARPer, lol. I kill him.

It seems evident that Mason would’ve killed him if I didn’t, and now I’m someone who Mason can trust. I just wish the intention behind this scene had been clearer. I don’t even know what I’m risking!

The Catacombs

We wend our way down, fighting skeletons and the undead. Until we arrive at the Gathering Hall this mission is just a straight-up dungeon.

When we’re close, though, we begin to overhear the Elysion. This is the high officiant, presumably, giving his sermon or lecture. It’s an incredibly dense speech, with ten cent words and a ranging philosophy.

Basically, the soul is incomplete in this world of the mortal coil. “Whence, then, is salvation?” Not in pleasure. Equilibrium comes from the dragon. Freedom from pain makes the soul complete. Fear distills the soul to its lofty character. You’re duty bound to cede your souls to it.

You get the idea.

A group of people in creepy robes end up . . . eaten? killed? . . . by the undead who rise from the dirt floor of the catacombs. And Elysion, laughing, escapes.

Is the dragon our main antagonist, or is this fellow?

Magic Archery

Before I can delve into the catacombs for the Salvation quest, I need to start a new vocation. As a Magic Archer I gain the ability to do this:

Hunting in the dark I can magically send arrows into multiple unseen enemies.

Also, when one is facing the undead, Holy Light is an important weapon. Level up once or twice, and the Magic Archer acquires an essential skill.

Magical Flare is light in a dark place, and one that can be shot to a distant corner where the creepiest enemies hide.

And now I’m ready for the catacombs.

JELLYFISH JAM

ONE

The French narrator shows us Jellyfish Fields. But where is Spongebob?

TWO

He’s in a coral-encrusted ghillie suit shaped like a square. Heh. Safety goggles and his net ready, Spongebob slides closer and catches a jellyfish.

THREE

Tossing on a ten-gallon, fiddle music over, Spongebob “milks” the jellyfish onto a slice of bread.

Continue reading “JELLYFISH JAM”

Death and Salvation

I can’t help myself. I must step into the Bitterblack DLC, just briefly, and experience the high-end fighting. Of course, I’ve cheated and taken two experienced pawns with me, so the danger is minimal. One of the monster-monsters shows himself long enough to intimidate us. Death is the trickiest boss in the game.

That’s us coming through the arch on the far right. At this point the strategy is literally RUN AWAY!

After this thrill, I return to the castle and turn in my completed Wyrm Hunt quest and take on the next. Investigate a cult, it says. Now I will dive into the Salvation mystery.

I’m told it’s a secret society that worships the dragon. They like the “perdition” it brings.

Mason has been asking questions about Salvation but no one will confide in him. As he says, he’s “cursed with a villain’s mien”. 

He’s not. I have his screen grab as evidence.

It’s my job to investigate. After asking around, I learn that the “gathering” will have a “high officiant presiding” and will be held in the catacombs. If that sounds creepy, it’s because it is.

Preparing to leave Gran Soren I hear the town crier: “Can this Arisen slay the dragon as our Lord Grace did?” Duke Edmun continues to reveal his backstory via dropped asides.

Also, no pressure lol.

The Spirit World

(Winter Solstice, Part 1)

This is another episode with two Enneagram paths, one for Aang and one for Zuko. I’ll approach them in the order of the show.

Also, even though this is a part one, it is a complete story. It should have all the pieces of an Enneagram. Will the overarching “Winter Solstice” two-parter have an Enneagram? We’ll see!

ONE (AANG)

The gang rides high on a flying Appa, wondering what fluffy clouds feel like.

TWO (AANG)

Down below they see that the land has a burn scar and fly down to investigate.

THREE (AANG)

Aang is deeply saddened. As the Avatar he’s supposed to protect nature. But how? No one can train him. If only he could talk to Roku, the previous Avatar.

Okay, let me unpack some of this.

Continue reading “The Spirit World”

The Watergod’s Altar

The second Wyrm Hunt quest involves helping The Faith survey an ancient ruin hidden behind a waterfall. Upon entering I am told by the pawns that this was once “a place of worship and training for clerics of the old gods.” 

Apparently The Faith has supplanted or incorporated elements of an older religion? And this earlier, presumably more nature-based, worship knew about the dragon?

Don’t try to understand too much. Just go with it.

We find poor Brother Jean dead on the ground. And it becomes obvious what caused his demise.

The cyclops drops an orb (was it in his eye socket??) that unlocks a mysterious door. We drain the water in the lower levels, fight some skeletons, and recover five ancient texts.

These slates may have “revelations of vast importance”, which The Faith will decipher.

Someday maybe I’ll know what they said.

Spying at Night

Remember when Mason asked us to shadow Salvation’s spy as he left the castle? Well, I was near the gate at night when a cut scene took over. I pursued the quest, following a manly man in a blue cape.

I hate following someone in a game.

He did pause and look back. Hah — missed me. I did not have to start all the way back at the beginning of the trail. Eventually he knocks at the door of an abandoned house and we peep through the window.

It’s a shop owned by Madeleine. She seems to be passing him a scrap of paper, although it ends up in her cleavage for a moment. He rebuffs her overt advances, leaves, and the sneaking is over. I report my finding to Mason’s agent — A Knight is the spy — and that’s it for now.

Imprisoned

ONE

As always, Avatar sets the scene quickly. Where is our team now? They’re resting in a forested area. Sokka can only find nuts for dinner. They’re hungry, pickings are meager, and Sokka is the butt of the jokes. Remind me to look back sometime and see how many episodes begin with this formula!

TWO

The next thing that happens is Momo, who holds a rock that was mixed in with the bag of nuts, tries to break it open. Slam. Only the sound is a huge SLAM. The gang goes to see what’s making such a noise.

THREE

The next thing that happens is an earth bender, Haru, practices on the sly. When Katara says hello he runs away.

You probably have guessed I have a problem with these two beats.

Continue reading “Imprisoned”