Kikoskia
Lets Play Ultima Underworld 04: Meeting a Friendly Face
updated
This is a disaster of utterly catrasrophic proportions that will in short order wipe out almost all life on the surface of the planet. Not all life will perish - the deeper parts of the seas and oceans will remain somewhat warm for many hundreds of thousands of years, allowing organisms that don't require sunlight to keep living - but humanity is almost certainly doomed as we don't have a contingency fo rthe sun turning off.
Let's just hope that the sun is still the same mass, else the wider solar system is also in serous trouble. Let's also hope that McQueen and Dooley can solve this incrediably quickly.
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You'd think after the last holiday McQueen and Dooley went on that they'd be wary of flying over to Ireland, but this is a special event. Dooley is attending his coming of age ceremony at the ancestral home that I'm sure will have absolutely nothing supernatural and peculiar going on-
You're not buying it, are you? Yeah, me neither.
Ireland has a bevy of myth and legends. Some of them will have something do to with the darkside dimension, but not this one. This case is something very different and I'm not going to spoil it here.
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There are those that, when shown such special kindness and consideration, begin to take it for granted. A few go further still and start demanding that which they have no right to. This never ends well, so don't do it.
Never underestimate the power of a few words of thanks.
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This video, as well as all the others in this series, also may contain mature themes and coarse language. Viewer discretion is advised.
Bloodlines does a fantastic job of showing you what quests are part of the main storyline. It's also great at warning you of points of no return, allowing you the opportunity to finish any side quests or optional content you want to before moving on. This clear signposting helps you get the most of the game, presuming that you want to go and seek things off the beaten path.
One such thing is the Bail Bonds office located in Santa Monica. It's the start of a small series of quests that are a great source of early money and experience, though it's not without risk. If you're wondering what can possibly be risking about working with a bail bonds office, remember the warnings Smiling Jack gave you in the tutorial.
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It turns out not all the members of this ancient people are truly gone. A handful yet remain in some capacity and they do not take kindly to us pillaging the resting place of their fellows. They are different in that they can float and possess ranged attacks, but they aren't too difficult when faced alone. The key word there, however, is alone; you know there's going to be a time when we're surrounded by them and they can get their petrifying gaze off.
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This video, as well as all the others in this series, also may contain mature themes and coarse language. Viewer discretion is advised.
Like many locations in Santa Monica, the clinic is somewhere you can go long before any quest directs you to it. It's far from the best establishment, but most of the staff there are doing what they can to tend to the people that call this area home. There's quite a few things to do, both selfless and selfish depending on how you're feeling. It's quite simple for someone with our talents at persusion to get to the back areas typically reserved for staff, though talking will only get us so far.
As we've not speny any skill points, we're neither an accomplishment lockpicker nor great at hacking computers. This means that when words fail, we're going to have to rely on filching unattended keys or using things like vents to get to where we'd like to. Fortunately for us, Bloodlines often gives you many different ways to solve a problem so every player has a chance at completing the many sidequests each hub areas has to offer.
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Surprising no-one, the Island Master - or one of the masters that came before the current one - is front and centre, prompting a myriad of questions. Were they at one point benevolant? If so, what turned them away from that path? How many other civilisations have risen and fallen under their watchful eye? The only person who could answer any of this isn't likely to tell us the truth, but we're at least one step closer to figuring things out... maybe.
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This video, as well as all the others in this series, also may contain mature themes and coarse language. Viewer discretion is advised.
Santa Monica may be down on its luck these days, but the nights are full of both life and unlife. The person we're meant to be meeting, Mercurio, lives in the next building over in a pretty fancy apartment, but he's not doing too well right now. Fortunately for us, there's no urgency in going to check up on him, so we'll instead take the time to get to know the area.
Certain places are inaccessible to us right now, but you are free to move between the various hub areas as you progress in the story, allowing the various quests to send you to and fro about the city. This helps to make the place feel more like a real place people live in rather than set dressing for the events of the main narrative.
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The second is the pyramid level in Waxworks which, in my opinion, is pain personified. It's full of instant death traps that are incrediably difficult to spot unless you've moving at a crawl, timed puzzles, panes of glass that require specific tuning forks to break and I haven't even mentioned the enemies that try to slay you. The whole thing drags on for far, far too long, making what would otherwise have been an interesting excursion into a slog that can make you sick of the whole game before you're halfway done.
The rest of Waxworks is much better, if gruesome. If you're curious, my favourite levels are Victorian London and the Mine.
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If you ever find yourself having to serve me drinks and sandwiches - chances of this are incrediably low - here's some suggestions for what you could serve. For sandwiches, you can't go wrong with chicken and cottage cheese. If we're going a little fancier, prawn mayonnaise or salmon are fine choices. Ham and cheese is something I love but can only have sparingly at the moment due to having to avoid red meats and cheddar cheese. Loading a sandwich with vegetables is a great way to have me fussily picking at it at best or refusing it at worst.
As for drinks, fruit squash - otherwise known as cordial - is a very safe bet. Sugar-free fizzy drinks are something I enjoy in moderation. I won't drink tea of coffee in any fashion, nor do I enjoy alcohol.
Was any of this information at all pertinent to the video in question? Nope, but now you know, and knowing is half the buttle.
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The stakes are pretty low here, but there's no way of knowing whether they're stay that way. Who knows, the whole of Twin Lakes might start acting like this, not that a sizable chunk of the populace would notice or care. It would mean more paperwork for McQueen and Dooley to do as people jaywalk and stuff recycling bins with polystyrene, so let's get a handle on this while we still can, eh?
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I wonder if McQueen considers this to be a Darkside thing or something that can occur anywhere in the world ragardless of which dimension you're from. I imagine he's been tempted to look in to something that'll remove him from the role of protagonist, but doing that would mean we'd have to play the entire game as Dooley alone and let me tell you, that would be both the best and worst experience.
Dooley out of ten, would and would not recommend.
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The tutorial for this game is pretty comprehensive and with good reason. Smiling Jack wants you to have the best chance at making it out there in the wider vampiric world, though there's one thing he can never count on: the game being the game. For all of the good that the fan patch does, it's still a Troika game and that means things going wrong in the strangest of ways. Expect graphical glitches, physics going wrong, events not triggering properly and the game just crashing from time to time. This is why you must save early, save often, in different slots and whatever you do, don't copy that floppy.
Once the tutorial is done, we will be let out into the first true hub of the game, Santa Monica. Never again will we have someone looking out for us like Smiling Jack is, so enjoy this brief glimmer of safety and security while it's there.
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This island is no exception to the tropes, but it's not quick to throw them at you right away. No, Grimrock 2 builds the suspense by having the pyramid be eerily quiet for quite a while. This is likely because you're able to get here at a much earlier level than I have and so the developers made sure that you weren't immediately overwhelmed upon stepping foot into the ancient tomb.
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It's safe to say that Helen hasn't had the best of nights.
Sired by a vampire without her consent, she was spared the fate of the one that gave her unlife only thanks to the protests of the injustice of our situation. The prince's mercy was not a selfless act, however; If we are to live to see the next night, we'll have to make ourselves useful to him in Santa Monica.
We know absolutely nothing about what we are, what we can do and what we shouldn't do. Luckily for us, there's someone about willing to teach us what we need to do know about our unlife, our vampiric powers and all the terrible responsibilities that come with them... if we want to hear about it. The tutorial is wholly optional but why wouldn't you want to listen to Smiling Jack?
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The world of Vampire is a world of many different layers, each one as deep and complex as you wish to discover. Everyone has their own schemes, plans and ambitions that will pull you this way and that until you're torn apart. The only way to survive is to be equipped with the tools to endure the machinations of those around you. Play your cards right and you yourself might thrive.
Character generation has a lot of flexibility that's only somewhat constrained by the vampire clan you choose to be a part of. The one thing that is pretty immutable are the diciplines that you have access to; outside of exceptional situations, vampires can only use the powers of their bloodline.
As for which clan I'm going to play? I often make characters that are very combat-orientated, so let's pivot as far from that as possible and see how smarts and knowing what words to say can get us, shall we?
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As someone who is afraid of heights where I know I can fall, walking on a bridge made entirely of sparkling magic that you can see through would be quite terrifying for me. You want to bet I'd run over it as fast as I could to make sure it didn't vanish beneath me. This presumes that you can see all of it; it'd have to be an emergency for me to want to take the leap of faith that is running into nothingness expecting a magical surface to take my weight and carry me forward to safety.
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Fortunately for us, we have attained the power of squirrels to further bolster our silly levels of damage further still. Our only concern is that we fun out of charges on that relix before we reach the final boss, something that's mostly out of our hands. That being said, I think our chances of completing this run are quite high.
Whether I did win is something only I know until this video goes public for obvious reasons, but I'm not saying whether I do here. No, you'll have to watch it if you want to know.
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The party have been through a lot and fought many tricky battles, ingraining presumptions into them of how certain things are. Those expectations can and will be used against them so long as they - minus Ivrekk - cling to the false notion that the Island Master is fair and reasonable. The challenges they face are stacked against them by design and it's not going to get any easier if they think they're besting the master of this place.
The Island Master hasn't even BEGUN to take this seriously. We'll know when they do.
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Will this have any unforseen consequences that will bite McQueen in the butt in the future? Absolutely not. He's a trained professional and would never improvise a makeshift incantation that he barely understands then forget about it the moment it's been cast.
If you didn't know, the last paragraph contained no small amount of sarcasm.
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Why, it's an extraordinary adventure with an interface of magic, stunning, high-resolution, 3D landscapes, sophisticated score and musical effects. Not to mention-
...I'm sorry. I don't know what came over me just then, but I think it's gone.
Not all point and click adventures contain minigame puzzles, but those that do have them typically fall into three categories. First there are the fun and refreshing ones that provide a brief break from general gameplay while remaining firmly tied to the narrative at hand. The other kind are long, tedious trial-by-error slogs that often game over you should you fail. The third are somewhere in the middle.
As a general rule of thumb, I like minigame puzzles to be brief, spaced out and not-to-difficult, but to each their own.
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I originally thought that the squirrel was never going to be important again in the story, but the developers of the game are incrediably adept at surprising me. Just what the squirrel's role in our quest to rescue Dooley will be, well, you'll have to watch the video and find out.
See what I did there, folks? Not a bad attempt at piquing interest, if I do say so myself.
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Of all the relics I've played with recently, one that I've found is exceptionally powerful makes all the pegs on the board durable. Every hit of a peg is more damage and another step closer to triggering the ability of a relic or a specific orb. Slime-creating orbs especially love this, as do ones that provide you with stat buffs based on the number of pegs hit, but most of all it gives you the opportunity to inflict more damage.
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Guess who forgot about the Lexiconary?
I probably should have headed here before the sewers beneath Stormbreach and the hamlet itself, but better late than never, eh? I don't anticipate that the enemies will be especially difficult, but there's a fair few puzzles that are bound to stump me for one reason or another. The solutions to them won't elude for forever, though.
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You can get SWOLE throwing them in the desert of a forest. You can fling them at enemies by hand, in a sling or using a strange dwarven contraption. You can weigh down pressure plates to solve puzzles but most importantly, you can hoard them in your backpack until it's full to bursting.
You can even make a pretty penny selling them, but watch out for the ones with rust spots. A shrewd blacksmith will spot it in an instant and give you a pittance for them.
In this game, pebbals are exceptionally mundane but have prety decent damage capabilities. With the right relics and supporting orbs, however, they can quickly turn into a devastating powerhouse provided you have enough of them.
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Intrude we must, however, for there's a power gem within their territory that the party need. Luckily for us, all the enemies in this area are quite a bit lower level than the party at this point, with only weak melee attacks and mild poison to throw at us. So long as we keep our cool and focus on the most important threats, we shouldn't have any real difficulties.
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This is by no means an exhaustive list of the many game overs that can be seen by a magic user or a thief; some of them would require a huge time investment. If you want to see them, I wholeheartedly encourage you to download the game and give it a try with those classes.
Finally, we'll show off the ultimate reward of being kind, just and honourable: paladinhood. All that stood between Derek and attaining that title was slaying Khaveen in cold blood, avoiding the most difficult battle in the game and buying us more precious time to stop Ad Avis. This video will show you that combat as well as how the ending plays out differently.
There will be no paladinhood for Derek, however. Not yet, anyway.
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Though the hunger system in the game tries to impress upon you urgency in your exploration, you aren't really under pressure. Not only does the game have oodles of food lying around for you to find, there are numerous sources of infiniately spawning enemies which provide food. It's incrediably difficult to put yourself in an unwinnable situation, so take some time to smell the roses.
Don't do that in the bog, however. There are no roses here, only stink and giant frogs.
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McQueen would love to solve all these things, but he lacks the authority he once did. This means he has to fall back on more traditional police powers and the knowledge that everyone wants something doing. He also has to rely on my ability to solve puzzles which can be spotty at the best of times.
Sorry, McQueen. I'm trying to best here.
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The sequel continues with what the first did so well, intermixing humour with eldritch abominations. The only thing that's missing right now is the dash of Dooley that completes the concoction, but that's currently being replaced by Raxa who adds their own unique twist to the buddy cop dynamic. I hope her involvement in the game doesn't cease when Dooley returns.
There's no if on Dooley returning, by the way. The world needs Dooley as much as I need rocks and blue potions.
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That's right, he's appealing to help on a talk show.
Despite no longer being a member of the Darkside department - it was shut down when Dooley went missing - and being on an extended leave from his job, McQueen still has allies in his search. He also has his intuition, quick wits and mastery of point and click game mechanics which will surely serve him well in this case which joins the first game to this, its sequel.
Buckle up, folks, it's going to get very silly very quickly and I couldn't be more excited.
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It's time to do what we do best: be the mightest of heros by showing Ad Avis the true power of swole.
Quest for Glory 2 is a pretty awesome game, though not without flaw. The remake did a wonderful job of bringing the story to the VGA era; if you'd of shown me gameplay and told me that Sierra made it, I'd of believed you. The setting is rich in detail, the graphics wonderful and the music top notch. The gameplay was very similar to the first in the series while having its own twists that made it unique.
The time system in it was both a blessing and curse; for someone playing for the first time without guidance, the abundance of days is great to give them the opportunity to figure things out. For someone like me, however, it meant I could quickly grind out all my experience at the start, leaving me little to do once it's all said and done. The game could have done with a lot more side content that would fill in the empty periods, especially later for those on top of dealing with the elementals.
With that said, it's still a great point and click adventure game and one I suggest you play. The thief and magic user have very different methods of solving problems which provide great replayability.
So, what's next? There's one more video of this game to go which will show off a few of the many, many game overs I've missed. After that we'll take a week break with some Peglin due to my parents coming over to help with stuff around the house. Once the Peglin run is over, we'll be doing the game voted for by the community, Vampire the Masquerade Bloodlines. It's going to be an experience unlike any other, that's for sure.
See you next let's play!
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With our inventory sorted, it's time to to back to the shrine in Stormbreach to make the second of the essences we require to escape the island. Once that's done, it's off to Keelbreach Bog, a place I'll likely call Keelreach incorrectly the entire time we're there. It's also a location we were meant to visit far earlier as you'll see shortly upon our arrival there.
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Yes, the sudden and inevitable betrayal in incoming. Yes, Ad Avis is going to think he's won. Fortunately for us, he's terrible at interpreting ancient prophecies which means we've a faint change of stopping the end of everything, but to do this we're going to need some otherworldly help.
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The saddest part is is that most of the time it won't be something epic that finally ends your tale. Most do not fall duelling a warlord or holding the walls against a tide of monsters. Most venture out into the world and are never heard from again, quickly forgotten in favour of remembering those who suceeded. All they did was have a single moment of poor judgement, take one wrong step...
Life is a beautiful, fragile thing. Cherish and nurture it, both yours and that of others. Once it's gone, it's gone.
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Derek and Sharaf have managed to esacpe from prison thanks to the many secret tunnels that were built into the palace for some reason. The resistance is planning on launching an attack tomorrow night, but the chances that we'll evade notice until that time are incrediably slim. Khaveen will order every guard to search high and low for us and we know of no place we can hide, but there's still one person we can turn to, our bestest buddy in the whole wide world: Ad Avis.
You may have read that last sentence wondering what on earth I'm talking about considering all we know about the former vizier, but magic has a way of clouding judgement and making people very, very susceptible to believe lies. Such is the method Ad Avis gained his power which he intends to use to bring about an ancient prophecy which will be bad news for not just the region, but the rest of the world too. What's worse, we'll be helping him to do it.
Derek really needs to up his will save for the next adventure, presuming he survives to see it.
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Grimrock has poison be DoT - damage over time - that, while small, is significant enough that you'll want to take care of it as soon as combat is over. Poison resistance can go some way towards avoiding the affliction and I imagine it has an impact on how long it lasts, but I can't be sure. What I can be sure about is that Ivrekk is going to get poisoned a lot more before we're done with the crystal mines, which is ironic considering his high innate poison resistance.
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No-one likes house moves.
Well, what can I say? Unpacking brought me to tears and that's the sign of a great game. The narrative was brilliantly done and the gameplay was exceptionally well executed. The music is fantastic - I listen to a lot of it in my spare time - and the graphical style is right up my alley. The game doesn't is short and sweet; it set out to achieve a goal and it did so wonderfully. It's a fantastic game and it's just... wonderful. Truly wonderful.
So, what's next? I think it's time to return to a genre of game I like a lot, point and click adventures. As luck would have it, I have the perfect on in mind, a continuation of a story which is equal parts silly and sillier.
See you next let's play!
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Moving it all from one place and the other was a problem back when we only had three rooms to deal with and now we have two floors to fill with stuff. It's already taken a long time and yet on comparison to a real move, this is positively speedy.
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What hope is there for us to achieve anything but getting thrown in prison?
Even small acts of kindness can have an impact, one far larger than you first think. Compassion brings with it hope and hope is a fire that burns brightly and is difficult to exstinguish. It is this hope that Derek seeks to bring to Raseir, to galvanise the populace in standing up to those in power that seek to crush them and it begins with doing what we do best: being a hero.
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The floaty things try their best to stay as far away from us as possible, for they know they're not that capable up close. The spiders, on the other hand, have their poison, an ailment which we've not had to deal with too often up till now. This will change as we descend deeper still into this place and oh boy, do those spiders not like one member of the party in particular.
I'll let you guess who that is.
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It's already pretty late in the day, but there's still a little bit of time where we can do what we wish. With no activities in the city aside from waiting around, we'll instead head into the desert to show off something that is unique to this area: saurus combat. This saurus is trained for battle and it makes besting even terrorsaurus relatively trivial. This serves as your final opporunity to get some money, not that you have any real need for much of it at this point.
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While being able to move about and dodge attacks is very important to survival in games like this, sometimes you're not given the ability to do so. The next best thing you can do is miminise the amount of angles your foes can strike you from. One is best but two is manageable provided you have healing to hand.
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It's up to us to stop his schemes and that means joining the caravan headed to the beleaguered city, a journey that I'm sure will be absolutely safe and won't have us fighting for our lives against a horde of bandits. I'm also fairly certain that no matter how bad I think Raseir will be, it's going to be much, much worse.
Raseir badly needs a hero. Good thing we're on hand, eh?
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It's not something that I imagine will occur very often. After all, it'd be very mean for the developers to spring a horder of older enemies and a previous boss on you when you're trying to backtrack to the Hub to drop off all your excess inventory. They wouldn't do that, right?
...Right?
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It appears so fragile, like the slightest knock will shatter it into a million pieces, but that's not the case. The bond of love can, if the cirumstances are right, forge itself into an unbreakable chain that binds people together forever. Every love is different, as unique as the people experiencing it and it takes many forms. Whether it's familial, platonic, romantic or the countless other types I can't begin to describe - I'm no expert - it leads our lives in most unusual places.
When I was first attending university, I thought I had everything in my life all worked out. I'l get a degree, land a career that I'd stay in the rest of the my life, settle down and have children. Never did I know that utterly failing university would bring me to where I am now, to the happiness I feel. My mistakes brought me to my job creating content and writing books, to the house I life in, to my partner whom I couldn't see myself without. All of this grew from the see of self-inflicted calamity.
Love may be strange, but life is stranger still.
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Life has a funny way of throwing curveballs at you when you least expect it but not all of them are bad. Some are an opportunity that you can sieze upon if you're determined and lucky enough, but others ensnare you without you even realising it and change you forever.
Is this change for the better or the worse? This time, all signs point to the former.
Twitter: twitter.com/Kikoskia
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For our protagonist, things have not gone at all as they had hoped. Their life has collapsed but they had a safety net that caught them as it all tumbled down. One love may have died but others endure, grow stronger as we pick ourselves up and sort through the rubble to salvage what we can and build a better tomorrow. Bit by bit and day by day things will get better, for tomorrow is a new day.
Twitter: twitter.com/Kikoskia
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One final thing we do need to do before we turn in for the night is to attend Omar's poetry reading. Not only will it be about is in a totally not subtle way, but he's likely to have a reward to give us on behalf of the ruler of the city.
Now that I think of it, we've never seen Omar and the Sultan in the same room. I wonder...
Twitter: twitter.com/Kikoskia
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