TUNIC Narrative Guide - Act 2, Part 1: The Guardian of (....
Summary: Join the Ruin Seeker (that's our protagonist fox!) on his journey through a strange and vaguely familiar land. His inner thoughts are laid bare as we explore the unknown. Each step brings new mysteries to solve, new challenges to face. - This story is intended as a companion piece to the video game TUNIC, but can also function as a guide if you are stuck or a teaser to get you interested.
We are now in the second act of the game, which means heavy spoilers! If you plan to experience the game for yourself, use Act 1 as your teaser and come back afterwards, or if you find yourself stuck.
The goddess "checkpoint" here is dark. When I look closer, it's not just dark, it's "dead", as the booklet spoke about. At its base, a conduit without a glow. Nearby, one of these obelisks. The one I spotted from the Eastern Belltower, now that I think about it. Walking over to it, I touch its sides and admire the pattern. I kneel and pray, and the obelisk, like the last one, comes to life.
Sliding into the ground, I notice it spits out some of the blue particles. An itch in the back of my mind tells me there's some sort of significance to this... In any case, the conduit is now powered. Whatever happens with these obelisks, the power now flows. The previously dark checkpoint is now alive and active.
I take a rest, then proceed to look around the area. A telescope shows a ritualistic den with foxlike creatures in robes. The Custodians. Possibly a relative of the Envoys. They share an appearance. They're a bit different from the foxes seen in the statues, however. They also seem to have an obsession with candles. Their layer, on the other side of a raised bridge, is filled with hundreds of them.
The flags on the wall of the fortress seem to be decorated with the same patterning seen on the obelisks. A winged sort of shape. In fact, they are also attempting to pray to the obelisk in the middle. That, plus another on a nearby ledge, are both unreachable. I will have to find another way into their den.
The glowing path leads to my left and my right. With the right hand trail going up a cliff, I opt for the left path. At its end is yet another obelisk. For some reason these obelisks are halfway submerged, but I kneel beside it regardless. It first rises, then activates itself. The detail seems unimportant. On the other side is a chest and a new page.
This page seems to show where the three keys can be found. The red key is "coveted in a forest temple", the green key "stolen to the top of the sky", and the blue key "sealed at the root of the world". Simple enough. I seem to be near the red key, as this is definitely a forest temple and the fox-like creatures are definitely coveting something.
New Goal: Recover the red key, coveted in a forest temple.
New Goal: Recover the green key, stolen to the top of the sky.
New Goal: Recover the blue key, sealed at the root of the world.
Revised Goal: Take the three keys to the sealed temple altars.
The rest of the page seems to depict the prison that's holding the goddess in the other realm. Returning the three keys will almost certainly unlock the prison and set her free.
Here, I see myself, but things are a bit different. I have a crown atop my head. Actually, I feel like I've seen this crown before. Turning to page 3, it reminds me of the shape atop the goddess's head. Or whoever it is that's depicted.
The only other thing I can make out is "Heir-To-The-Heir". Is that me? Is it what I am fighting? There's too little here to interpret. I wish I could understand these glyphs.
With my wallet still too empty to afford anything I want from the shop, I take the ladder beside me, leading me down underground. "Beneath the Eastern Vault". In my way are some boxes. After breaking them open with my sword, they seem to have held a collection of candelabras. Spares for the Custodians, it seems. More importantly, however, is the hole in the wall behind the crates.
Stepping through, I trudge my way through some stagnant water. My lantern lights my way, but only barely. More crates, more candle holders. This time, however, there's nothing hidden behind them. I hear something in the distance, and my ears focus towards the noise. A Spyrite lurks in the shadows, waiting to ambush me. With a moment of recollection, I check my map on page 30, and see a winding path between me and the obelisk at the end.
Oh, and there's two waterfalls on the map. Gotta check for secrets!
To my surprise, the first waterfall has nothing behind it. In fact, I can find no treasure at all. Only Spyrites. Climbing further through the tunnels, I encounter a Sappharach, and am suddenly surrounded by its Spyrite brethren. I take out my ephemeral Boom Bomb and lob it at the pack, and am immediately crestfallen as it sinks into the water and no explosion echoes forth.
Discovery: Bombs don't work in watery areas.
The elusive devils refuse to enter into range of my sword. Changing tactics, I take out my Fire Rod and focus on eliminating the Sappharach. Once it's downed, I slowly back the smaller foes into the corner and take them down one at a time, leaning on my shield for protection.
This time, the waterfall does hold a hidden prize. A new card. This one is a bell, and it's on the small list that page 20 holds. The Muffling Bell. If I were to guess, it likely makes my footsteps quieter, allowing me to slip by unnoticed by my foes. Donning it, I now have both the Muffling Bell and the Lucky Cup as my equipped cards.
Momentarily disoriented, I check my map and notice a hidden passageway to the south. Ascending the long ramp, I gaze into the underground stream flowing to my left. The path it takes is a man-made one, covered in moss. It's fun to speculate on the past, and what its purpose may have been. How much water was here previously? Why are some parts cavernous, and others polished stone block?
I enter the upper section, and across the water I see a device. If I had any strength of spirit remaining, I'd hit it with my Fire Rod. Instead, I press on and am met with a spider pair that impede my exploration. When I advance, they retreat. When I retreat, they advance. Tiring of their games, I charge headlong, and take several blows in my efforts to dispatch them. Once the task is complete, I return the way I came and take the second path, letting me reach the device from behind.
To my shock, matter appears from nowhere to form a bridge. Did it come from another dimension, perhaps? It lets me reach the chest, where I find a new offering. Blueish white mushrooms. These must be for my spirit, an increase to my mana.
The linear path dumps me out into a prison, though all of its occupants are long deceased. A bit of exploration grants me a new shortcut, a set of health fruits, a surprise Slorm attack, and another health offering. The Custodian lurking in the area had his back to me, and fell with a single combo.
Past the prison is the obelisk. The Custodians gather around it in worship. Are they descendants of the foxes who built this place? Maybe their faith has become twisted, but they certainly are not friendly to me. With so many foes ahead, I have two choices. Use unconventional weaponry, or retreat to recover at the checkpoint.
I choose to fight, wielding my seven fire bombs with a dry cackle. Tossing one at my nearest foe, he is quickly taken out. The other three begin to converge on me and I throw another. In my carelessness, I am caught in the blast. My tunic alights, and my fur begins to crinkle from the flames.
Fire, fire! I'm on fire! Stop, drop, roll! I roll, over and over, and the fire is quickly extinguished. It looks like my foes were never taught this trick, and with only one remaining, I end the battle with only a few minor scrapes.
Discovery: Roll when on fire to extinguish the flames.
Before activating the obelisk and restoring power further in, I notice a jar with a candle on it. I step over and take a swipe at it, breaking it open. To my shock, it was full of oil, and a firey explosion leaps out at me. I am once again on fire, forcing me to roll to save my fur. Downing my last potion, I decide to pocket my fire bombs. I'm tired of fire for the moment.
Discovery: Some jars are filled with oil. Destroy them with the Fire Rod or other projectiles.
Upstairs, the conduit leads to another obelisk. On the nearby balcony, I spot a new page and walk over to it.
The only words I can make out on this page are "the Librarian," "Holy Cross," and "Cathedral." The art depicts a large fox, hiding in the shadows of the night, rain pouring down. He wears a cloak with the emblem of the three hexagons. My guess would be that he is the Librarian, and that he's not a friend.
Another fox-looking creature here. In the text, it mentions the Rooted Ziggurat, and it depicts a blue hexagon. Perhaps this crew guard the blue key? It seems there are several types of weapons at their disposal. A rifle that shoots from afar, a huge sword, and those that throw bombs. I also wonder why they are all wearing masks...
I enter the room nearby and my eyes struggle some to adjust. Even with the aid of my lantern, it feels especially dark. I find a cache of Frost Bombs, and decide to equip them to take out the enemies below. I also obtain another bundle of tickly feathers to offer and boost my stamina.
The other alcove on the same wall holds a trio of young Slorm, cowering in the corner. I almost feel bad slaying them. Almost. My mana is almost fully recovered, affording me with fifteen shots of the Fire Rod.
I gain the attention of the two Custodians on the upper level. Dispatching one, I find myself hesitant to use any of my other weaponry. As more begin to climb the fallen debris, I quickly become overwhelmed and panic. With no potions remaining, my panic drives me into their fierce fire slashes, and I fall to their combined strength.
Awakening at the statue at the entrance, I take the chance to make offerings. Improving my potion would cost me 1000 bits and I only have 1150. Instead, I offer the other three, boosting my health, stamina, and magic.
Retracing my steps, I climb the rope and enter the prison. Clearing the Custodians from earlier, I return to the balcony. This time, I take a more assertive approach, dispatching the upper two immediately with the help of a Frost Bomb. My echo-of-self comes in handy when the others begin to climb up, knocking them back and giving me a bit more space.
Shortly, it comes down to me and a Custodian with a white robe. Where the others only held a single candle, this one holds a candelabra with three atop that he uses as a shield. This makes him quite difficult to approach, and when I do, I am stabbed by his sword of fire. I throw a Frost Bomb, and realize I should be using my Magic Dagger instead. When the ice fades, his power is diminished.
Discovery: Candles can be put out. Custodian weaponry can be extinguished with frost attacks.
The room at last clear, I pray at the obelisk and accomplish what they could not. I restore the power and follow the conduit further along. Here, a new checkpoint. I rest at the goddess statue and, noting the conduit under her feet, recognize that she was "dead" until a moment ago when I activated the obelisk.
Above her, a rear path. It leads to a small ledge above a golden door. Two obelisks reside below, one lit and one silent. I try to pray from here, to reach the one just below me, but it does nothing. I will need to be directly in front of it. Returning, careful not to disturb the Custodians, I take another path.
On the opposite side, another goddess statue. This one is deader than "dead", as she's been half buried in rubble. Whether the conduit still functions or not isn't clear. Above her, I expect to find another path, but it's a solid wall. Or is it? My map implies otherwise. I run my paw along the wall, but find no hidden switch. With ears dipping in disappointment, I try one last act of desperation. I throw my self-replenishing Boom Bomb at the wall, thinking that there's nothing to be lost by trying. To my astonishment, it had an effect! There truly was something behind the wall.
Discovery: Some walls can be destroyed with explosions.
Pocketing the potion fragment, I consult my map, this time to see where I should head. On the map, I see the conduits. I need to restore both sides of the door, so I should head to the front and see what I can do there.
My eyes take a little bit to adjust to the array of candles, some on every surface around. I see a white robe ahead of me, and sneaking up behind him, I blast him with the Magic Dagger before stabbing him with my sword. The others begin to converge on me, and the normal Custodians are no problem, but there's something new mixed in. A caster, etching the ground with a pattern that explodes around me. I struggle to adjust to the timing, and dash to take him out.
After a single hit, she vanishes. A moment later, she appears elsewhere and I have to make chase again. Once the area is cleared, I launch a fire bolt at a nearby jar, and watch with amusement as the flames creep across the grass. When they reach another group of jars, an uneventful moment passes before they explode in unison. Hopefully I can use that against my foes some time, that was neat.
Well, this obelisk isn't ready to be activated yet. Where else can I go? A path to the east. More Custodians, of course. During the fight, the grass alights itself, and after slaying the first group, I take a moment to watch the flames crawl. In the distance, I see them reach an oil jug, and with a loud pop, it takes out the nearby foe. Another one comes running over, straight through the flames. Only one remained afterwards, and I resume my exploration.
Two chests, one obvious and one hidden out of sight. The second one contains a new card, a ring with wings. Unsure what its supposed to be, I pocket it.
Up the steps is a Hero's Grave. If I interpreted the pictography correctly, something should happen if I pray here. With a flash, I am teleported to the other realm, yet I am in a place unlike that which the goddess resides. This seems to be the true Hero's Grave. Around me spiral six paths, leading to each of the six offerings. I cannot reach them, but interestingly, they have their color. The ones that were surrounding the goddess were faded, ghostly, like me. These have substance. At the same time, I notice that I feel weaker in this realm. Thankfully, there are no enemies to be found.
Discovery: Praying at a Hero statue will take me to the true Hero's Grave.
Discovery: In the "alternate world", I am unable to benefit from my offerings.
Finding the path to otherwise be a dead end, I return to the building and take the path in east wing. The lower path leads me nowhere, but the upper path finally bears fruit. Along the path are many casters. I chase each one down, thankful for the Muffling Bell's extra stealth. I pass by a white robe Custodian and focus my attacks on the casters. Then, I freeze the white robe and, after letting my stamina recover, cut him down.
I throw the lever and move on, burning and freezing my way through the remaining Custodians. At last, I reach an obelisk that can be activated. Another lever, this one granting passage to the inner courtyard, as well as lowering the main bridge. I take this opportunity to rest and recharge my magic. This also restores the Custodians, but at this point I'm accustomed to fighting them.
Another obelisk activated, and I head inside and up the central passage. One white robe, and some annoying small fry. Most annoying is a caster on a ledge. She refuses to come down and face me directly. After a few different attempts, she finally leaves her perch, teleporting to the other side. This one, I know I can reach. I run out of the room and around the corner, hoping to intercept her before she changes locations. I fail, and she retreats to the other side again.
With a shout of frustration, I focus on her and blast away with my Fire Rod. At last, the room is quiet. With no distractions, I pray at the two obelisks, and the golden door springs to life, peeling back and granting passage to what lies beyond. The interior vault. A teleporter, a checkpoint, and a strange hexagonal ring.
I take in the decor of the room. There are four foxes, of an appearance more like mine, yet different. They sit in a circle around the teleporter, perhaps as guidance towards its importance, should I have been unacquainted with their hidden function. The goddess statues around the hexagon are in disrepair, like much of the area.
To the sides, the open forest stretches out below. I'm quite high up, showing the grand scale of this place. Past the hexagon, stairs leading to an open area littered with pillars and blocks. In the middle, a mossy lump. I walk forward, trying to figure out what it is I'm looking at.
One of the mounds creaks and groans, and then jerks towards the middle. On the other side, more groaning. In moments, the whole pile is alive with noise and vibrations. The great machine roars to life, power surging through its circuits. It's the creature from the manual. Somehow, I know it to be the Siege Engine. A great war machine, tasked with protecting this place. To its rear, I see its power source.
New Goal: Defeat the Siege Engine.
I strike several times from up close, as it spins around to try to find me. With a surge of fear, I retreat and try to study its arsenal. It ejects Fairies from its body, and they begin to take pot shots at me. It lobs fiery bombs around the battlefield, or so I think until they start to chase after me! In the chaos, I narrowly miss a large mechanical arm slicing across the ruinscape.
As I move to advance, my foot is caught on a fallen pillar. I trip and fall flat, before scuttling backwards. A moment later, a huge beam sweeps above my head, narrowly missing me. One hit of that and I'm a goner. At this point, I'm unsure if close is better than far, but either way I struggle to reach the rear power unit. In my next attempt, the war machine begins to fire a barrage of bullets in my direction. One clips me, and I chug a potion while hiding behind a stone block.
I finally manage to get behind it, and I find that it's hardly any weaker than hitting it in the face. I may be safer from its attacks, but there must be a better strategy. I attempt to hit it with a blast from my Magic Dagger, and it spins away before I can strike. It then raises one leg and stomps me flat, leaving me winded and stunned.
Retreating to a distance, I wait for a break between attacks. Rushing in, I strike several times, and then dodge a wide swipe before returning to a hiding spot. I'm weakening him, slowly, but I'm almost out of magic. As I await his next move, it rears back and, thinking I'm safe, I remain behind my pillar. Well, I wasn't safe. His charge reaches through the pillar and connects. As I try to flee, it does the same attack again and I take the very edge of its blow. Retreating to the far side, I quaff two potions, leaving me with one left.
With luck, and the persistence of staying away from its face, I find myself winning the fight. At one point, it lobs bombs and exposes its core, where I get a flurry of strikes in. At another point, I make it behind and manage to freeze it in place, scoring another wave of blows. I'm not unscathed, though. I got crushed, as well as hit by an explosion. I'm now at half health with no potions remaining. Victory is absolutely not assured.
The Siege Engine launches another barrage of floating bombs. I move in and attempt to strike its power core. After a few swings, I am forced out, and into the path of the explosives. One hit brings me to critical. Another, right after, and I'm down and out.
I awaken at the nearby statue, and sit down on the steps, staring up into the sky. The giant machine of death, with its massive unyielding arsenal, feels out of reach. A hollow pit forms in my stomach as I think of facing it again. With several deep breaths, I lay my head against the legs of the goddess statue and close my eyes.
Current Goals
✔Explore the Fortress of the Eastern Vault.
★ Defeat the Siege Engine.
★ Recover the red key, coveted in a forest temple.
★ Activate the four obelisks in the Ruined Atoll.
★ Recover the green key, stolen to the top of the sky.
★ Recover the blue key, sealed at the root of the world.
★ Take the three keys to the sealed temple altars.
★ Break the seal that imprisons the goddess and/or obtain the great treasure.
★ Explore the dangerous cave on the beach. (Eventually.)
Author's Notes: Here's the first part of the game's second act. Fun fact - I actually had to adjust my intended route during the last part as it leads into this one because of the location of a specific, important page. I had mistakenly remembered that the Eastern Vault map was within the Forest Fortress area, perhaps underground. Instead, it was found on the beach, halfway to a dead end and out of the way. When completing the side objectives that I had given myself, I stumbled upon it. With the knowledge it gives, the game actually pushes you towards the Ruined Atoll just slightly before the Eastern Vault.
If it was me, I would have placed that page in the spider den so that you're already committed to the Eastern Vault area before learning about the teleporters. Alternatively, with the boss of Ruined Atoll being a little bit easier, I would have swapped their positions in the manual content, and moved the prison page to a different location.
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We are now in the second act of the game, which means heavy spoilers! If you plan to experience the game for yourself, use Act 1 as your teaser and come back afterwards, or if you find yourself stuck.
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TUNIC: A Narrative Guide
Act 2: Part 1 - The Guardian of the Fortress
The goddess "checkpoint" here is dark. When I look closer, it's not just dark, it's "dead", as the booklet spoke about. At its base, a conduit without a glow. Nearby, one of these obelisks. The one I spotted from the Eastern Belltower, now that I think about it. Walking over to it, I touch its sides and admire the pattern. I kneel and pray, and the obelisk, like the last one, comes to life.
Sliding into the ground, I notice it spits out some of the blue particles. An itch in the back of my mind tells me there's some sort of significance to this... In any case, the conduit is now powered. Whatever happens with these obelisks, the power now flows. The previously dark checkpoint is now alive and active.
I take a rest, then proceed to look around the area. A telescope shows a ritualistic den with foxlike creatures in robes. The Custodians. Possibly a relative of the Envoys. They share an appearance. They're a bit different from the foxes seen in the statues, however. They also seem to have an obsession with candles. Their layer, on the other side of a raised bridge, is filled with hundreds of them.
The flags on the wall of the fortress seem to be decorated with the same patterning seen on the obelisks. A winged sort of shape. In fact, they are also attempting to pray to the obelisk in the middle. That, plus another on a nearby ledge, are both unreachable. I will have to find another way into their den.
The glowing path leads to my left and my right. With the right hand trail going up a cliff, I opt for the left path. At its end is yet another obelisk. For some reason these obelisks are halfway submerged, but I kneel beside it regardless. It first rises, then activates itself. The detail seems unimportant. On the other side is a chest and a new page.
New Item: Page 6/7Page Analysis: #6 - "Colored Key Locations"
This page seems to show where the three keys can be found. The red key is "coveted in a forest temple", the green key "stolen to the top of the sky", and the blue key "sealed at the root of the world". Simple enough. I seem to be near the red key, as this is definitely a forest temple and the fox-like creatures are definitely coveting something.
New Goal: Recover the red key, coveted in a forest temple.
New Goal: Recover the green key, stolen to the top of the sky.
New Goal: Recover the blue key, sealed at the root of the world.
Revised Goal: Take the three keys to the sealed temple altars.
The rest of the page seems to depict the prison that's holding the goddess in the other realm. Returning the three keys will almost certainly unlock the prison and set her free.
Page Analysis: #7 - "Again the same battle, fought uncountable times!"
Here, I see myself, but things are a bit different. I have a crown atop my head. Actually, I feel like I've seen this crown before. Turning to page 3, it reminds me of the shape atop the goddess's head. Or whoever it is that's depicted.
The only other thing I can make out is "Heir-To-The-Heir". Is that me? Is it what I am fighting? There's too little here to interpret. I wish I could understand these glyphs.
With my wallet still too empty to afford anything I want from the shop, I take the ladder beside me, leading me down underground. "Beneath the Eastern Vault". In my way are some boxes. After breaking them open with my sword, they seem to have held a collection of candelabras. Spares for the Custodians, it seems. More importantly, however, is the hole in the wall behind the crates.
Stepping through, I trudge my way through some stagnant water. My lantern lights my way, but only barely. More crates, more candle holders. This time, however, there's nothing hidden behind them. I hear something in the distance, and my ears focus towards the noise. A Spyrite lurks in the shadows, waiting to ambush me. With a moment of recollection, I check my map on page 30, and see a winding path between me and the obelisk at the end.
Oh, and there's two waterfalls on the map. Gotta check for secrets!
To my surprise, the first waterfall has nothing behind it. In fact, I can find no treasure at all. Only Spyrites. Climbing further through the tunnels, I encounter a Sappharach, and am suddenly surrounded by its Spyrite brethren. I take out my ephemeral Boom Bomb and lob it at the pack, and am immediately crestfallen as it sinks into the water and no explosion echoes forth.
Discovery: Bombs don't work in watery areas.
The elusive devils refuse to enter into range of my sword. Changing tactics, I take out my Fire Rod and focus on eliminating the Sappharach. Once it's downed, I slowly back the smaller foes into the corner and take them down one at a time, leaning on my shield for protection.
This time, the waterfall does hold a hidden prize. A new card. This one is a bell, and it's on the small list that page 20 holds. The Muffling Bell. If I were to guess, it likely makes my footsteps quieter, allowing me to slip by unnoticed by my foes. Donning it, I now have both the Muffling Bell and the Lucky Cup as my equipped cards.
New Item: Card #6 - Muffling BellMomentarily disoriented, I check my map and notice a hidden passageway to the south. Ascending the long ramp, I gaze into the underground stream flowing to my left. The path it takes is a man-made one, covered in moss. It's fun to speculate on the past, and what its purpose may have been. How much water was here previously? Why are some parts cavernous, and others polished stone block?
I enter the upper section, and across the water I see a device. If I had any strength of spirit remaining, I'd hit it with my Fire Rod. Instead, I press on and am met with a spider pair that impede my exploration. When I advance, they retreat. When I retreat, they advance. Tiring of their games, I charge headlong, and take several blows in my efforts to dispatch them. Once the task is complete, I return the way I came and take the second path, letting me reach the device from behind.
To my shock, matter appears from nowhere to form a bridge. Did it come from another dimension, perhaps? It lets me reach the chest, where I find a new offering. Blueish white mushrooms. These must be for my spirit, an increase to my mana.
New Item: Mana Upgrade #1The linear path dumps me out into a prison, though all of its occupants are long deceased. A bit of exploration grants me a new shortcut, a set of health fruits, a surprise Slorm attack, and another health offering. The Custodian lurking in the area had his back to me, and fell with a single combo.
New Item: Health Upgrade #2Past the prison is the obelisk. The Custodians gather around it in worship. Are they descendants of the foxes who built this place? Maybe their faith has become twisted, but they certainly are not friendly to me. With so many foes ahead, I have two choices. Use unconventional weaponry, or retreat to recover at the checkpoint.
I choose to fight, wielding my seven fire bombs with a dry cackle. Tossing one at my nearest foe, he is quickly taken out. The other three begin to converge on me and I throw another. In my carelessness, I am caught in the blast. My tunic alights, and my fur begins to crinkle from the flames.
Fire, fire! I'm on fire! Stop, drop, roll! I roll, over and over, and the fire is quickly extinguished. It looks like my foes were never taught this trick, and with only one remaining, I end the battle with only a few minor scrapes.
Discovery: Roll when on fire to extinguish the flames.
Before activating the obelisk and restoring power further in, I notice a jar with a candle on it. I step over and take a swipe at it, breaking it open. To my shock, it was full of oil, and a firey explosion leaps out at me. I am once again on fire, forcing me to roll to save my fur. Downing my last potion, I decide to pocket my fire bombs. I'm tired of fire for the moment.
Discovery: Some jars are filled with oil. Destroy them with the Fire Rod or other projectiles.
Upstairs, the conduit leads to another obelisk. On the nearby balcony, I spot a new page and walk over to it.
New Item: Page 36/37Page Analysis: #36 - "The Librarian(?)"
The only words I can make out on this page are "the Librarian," "Holy Cross," and "Cathedral." The art depicts a large fox, hiding in the shadows of the night, rain pouring down. He wears a cloak with the emblem of the three hexagons. My guess would be that he is the Librarian, and that he's not a friend.
Page Analysis: #37 - "Boss of the Scavengers"
Another fox-looking creature here. In the text, it mentions the Rooted Ziggurat, and it depicts a blue hexagon. Perhaps this crew guard the blue key? It seems there are several types of weapons at their disposal. A rifle that shoots from afar, a huge sword, and those that throw bombs. I also wonder why they are all wearing masks...
I enter the room nearby and my eyes struggle some to adjust. Even with the aid of my lantern, it feels especially dark. I find a cache of Frost Bombs, and decide to equip them to take out the enemies below. I also obtain another bundle of tickly feathers to offer and boost my stamina.
New Item: Stamina Upgrade #2The other alcove on the same wall holds a trio of young Slorm, cowering in the corner. I almost feel bad slaying them. Almost. My mana is almost fully recovered, affording me with fifteen shots of the Fire Rod.
I gain the attention of the two Custodians on the upper level. Dispatching one, I find myself hesitant to use any of my other weaponry. As more begin to climb the fallen debris, I quickly become overwhelmed and panic. With no potions remaining, my panic drives me into their fierce fire slashes, and I fall to their combined strength.
Awakening at the statue at the entrance, I take the chance to make offerings. Improving my potion would cost me 1000 bits and I only have 1150. Instead, I offer the other three, boosting my health, stamina, and magic.
Retracing my steps, I climb the rope and enter the prison. Clearing the Custodians from earlier, I return to the balcony. This time, I take a more assertive approach, dispatching the upper two immediately with the help of a Frost Bomb. My echo-of-self comes in handy when the others begin to climb up, knocking them back and giving me a bit more space.
Shortly, it comes down to me and a Custodian with a white robe. Where the others only held a single candle, this one holds a candelabra with three atop that he uses as a shield. This makes him quite difficult to approach, and when I do, I am stabbed by his sword of fire. I throw a Frost Bomb, and realize I should be using my Magic Dagger instead. When the ice fades, his power is diminished.
Discovery: Candles can be put out. Custodian weaponry can be extinguished with frost attacks.
The room at last clear, I pray at the obelisk and accomplish what they could not. I restore the power and follow the conduit further along. Here, a new checkpoint. I rest at the goddess statue and, noting the conduit under her feet, recognize that she was "dead" until a moment ago when I activated the obelisk.
Above her, a rear path. It leads to a small ledge above a golden door. Two obelisks reside below, one lit and one silent. I try to pray from here, to reach the one just below me, but it does nothing. I will need to be directly in front of it. Returning, careful not to disturb the Custodians, I take another path.
On the opposite side, another goddess statue. This one is deader than "dead", as she's been half buried in rubble. Whether the conduit still functions or not isn't clear. Above her, I expect to find another path, but it's a solid wall. Or is it? My map implies otherwise. I run my paw along the wall, but find no hidden switch. With ears dipping in disappointment, I try one last act of desperation. I throw my self-replenishing Boom Bomb at the wall, thinking that there's nothing to be lost by trying. To my astonishment, it had an effect! There truly was something behind the wall.
Discovery: Some walls can be destroyed with explosions.
New Item: Potion Fragment #5Pocketing the potion fragment, I consult my map, this time to see where I should head. On the map, I see the conduits. I need to restore both sides of the door, so I should head to the front and see what I can do there.
My eyes take a little bit to adjust to the array of candles, some on every surface around. I see a white robe ahead of me, and sneaking up behind him, I blast him with the Magic Dagger before stabbing him with my sword. The others begin to converge on me, and the normal Custodians are no problem, but there's something new mixed in. A caster, etching the ground with a pattern that explodes around me. I struggle to adjust to the timing, and dash to take him out.
After a single hit, she vanishes. A moment later, she appears elsewhere and I have to make chase again. Once the area is cleared, I launch a fire bolt at a nearby jar, and watch with amusement as the flames creep across the grass. When they reach another group of jars, an uneventful moment passes before they explode in unison. Hopefully I can use that against my foes some time, that was neat.
Well, this obelisk isn't ready to be activated yet. Where else can I go? A path to the east. More Custodians, of course. During the fight, the grass alights itself, and after slaying the first group, I take a moment to watch the flames crawl. In the distance, I see them reach an oil jug, and with a loud pop, it takes out the nearby foe. Another one comes running over, straight through the flames. Only one remained afterwards, and I resume my exploration.
Two chests, one obvious and one hidden out of sight. The second one contains a new card, a ring with wings. Unsure what its supposed to be, I pocket it.
New Item: Card #7 - "Halo with Wings"Up the steps is a Hero's Grave. If I interpreted the pictography correctly, something should happen if I pray here. With a flash, I am teleported to the other realm, yet I am in a place unlike that which the goddess resides. This seems to be the true Hero's Grave. Around me spiral six paths, leading to each of the six offerings. I cannot reach them, but interestingly, they have their color. The ones that were surrounding the goddess were faded, ghostly, like me. These have substance. At the same time, I notice that I feel weaker in this realm. Thankfully, there are no enemies to be found.
Discovery: Praying at a Hero statue will take me to the true Hero's Grave.
Discovery: In the "alternate world", I am unable to benefit from my offerings.
Finding the path to otherwise be a dead end, I return to the building and take the path in east wing. The lower path leads me nowhere, but the upper path finally bears fruit. Along the path are many casters. I chase each one down, thankful for the Muffling Bell's extra stealth. I pass by a white robe Custodian and focus my attacks on the casters. Then, I freeze the white robe and, after letting my stamina recover, cut him down.
I throw the lever and move on, burning and freezing my way through the remaining Custodians. At last, I reach an obelisk that can be activated. Another lever, this one granting passage to the inner courtyard, as well as lowering the main bridge. I take this opportunity to rest and recharge my magic. This also restores the Custodians, but at this point I'm accustomed to fighting them.
Another obelisk activated, and I head inside and up the central passage. One white robe, and some annoying small fry. Most annoying is a caster on a ledge. She refuses to come down and face me directly. After a few different attempts, she finally leaves her perch, teleporting to the other side. This one, I know I can reach. I run out of the room and around the corner, hoping to intercept her before she changes locations. I fail, and she retreats to the other side again.
With a shout of frustration, I focus on her and blast away with my Fire Rod. At last, the room is quiet. With no distractions, I pray at the two obelisks, and the golden door springs to life, peeling back and granting passage to what lies beyond. The interior vault. A teleporter, a checkpoint, and a strange hexagonal ring.
I take in the decor of the room. There are four foxes, of an appearance more like mine, yet different. They sit in a circle around the teleporter, perhaps as guidance towards its importance, should I have been unacquainted with their hidden function. The goddess statues around the hexagon are in disrepair, like much of the area.
To the sides, the open forest stretches out below. I'm quite high up, showing the grand scale of this place. Past the hexagon, stairs leading to an open area littered with pillars and blocks. In the middle, a mossy lump. I walk forward, trying to figure out what it is I'm looking at.
One of the mounds creaks and groans, and then jerks towards the middle. On the other side, more groaning. In moments, the whole pile is alive with noise and vibrations. The great machine roars to life, power surging through its circuits. It's the creature from the manual. Somehow, I know it to be the Siege Engine. A great war machine, tasked with protecting this place. To its rear, I see its power source.
New Goal: Defeat the Siege Engine.
I strike several times from up close, as it spins around to try to find me. With a surge of fear, I retreat and try to study its arsenal. It ejects Fairies from its body, and they begin to take pot shots at me. It lobs fiery bombs around the battlefield, or so I think until they start to chase after me! In the chaos, I narrowly miss a large mechanical arm slicing across the ruinscape.
As I move to advance, my foot is caught on a fallen pillar. I trip and fall flat, before scuttling backwards. A moment later, a huge beam sweeps above my head, narrowly missing me. One hit of that and I'm a goner. At this point, I'm unsure if close is better than far, but either way I struggle to reach the rear power unit. In my next attempt, the war machine begins to fire a barrage of bullets in my direction. One clips me, and I chug a potion while hiding behind a stone block.
I finally manage to get behind it, and I find that it's hardly any weaker than hitting it in the face. I may be safer from its attacks, but there must be a better strategy. I attempt to hit it with a blast from my Magic Dagger, and it spins away before I can strike. It then raises one leg and stomps me flat, leaving me winded and stunned.
Retreating to a distance, I wait for a break between attacks. Rushing in, I strike several times, and then dodge a wide swipe before returning to a hiding spot. I'm weakening him, slowly, but I'm almost out of magic. As I await his next move, it rears back and, thinking I'm safe, I remain behind my pillar. Well, I wasn't safe. His charge reaches through the pillar and connects. As I try to flee, it does the same attack again and I take the very edge of its blow. Retreating to the far side, I quaff two potions, leaving me with one left.
With luck, and the persistence of staying away from its face, I find myself winning the fight. At one point, it lobs bombs and exposes its core, where I get a flurry of strikes in. At another point, I make it behind and manage to freeze it in place, scoring another wave of blows. I'm not unscathed, though. I got crushed, as well as hit by an explosion. I'm now at half health with no potions remaining. Victory is absolutely not assured.
The Siege Engine launches another barrage of floating bombs. I move in and attempt to strike its power core. After a few swings, I am forced out, and into the path of the explosives. One hit brings me to critical. Another, right after, and I'm down and out.
I awaken at the nearby statue, and sit down on the steps, staring up into the sky. The giant machine of death, with its massive unyielding arsenal, feels out of reach. A hollow pit forms in my stomach as I think of facing it again. With several deep breaths, I lay my head against the legs of the goddess statue and close my eyes.
Current Goals
✔
★ Defeat the Siege Engine.
★ Recover the red key, coveted in a forest temple.
★ Activate the four obelisks in the Ruined Atoll.
★ Recover the green key, stolen to the top of the sky.
★ Recover the blue key, sealed at the root of the world.
★ Take the three keys to the sealed temple altars.
★ Break the seal that imprisons the goddess and/or obtain the great treasure.
★ Explore the dangerous cave on the beach. (Eventually.)
|| >> Start Here << || <<< Previous Part | Next Part >>> ||
Author's Notes: Here's the first part of the game's second act. Fun fact - I actually had to adjust my intended route during the last part as it leads into this one because of the location of a specific, important page. I had mistakenly remembered that the Eastern Vault map was within the Forest Fortress area, perhaps underground. Instead, it was found on the beach, halfway to a dead end and out of the way. When completing the side objectives that I had given myself, I stumbled upon it. With the knowledge it gives, the game actually pushes you towards the Ruined Atoll just slightly before the Eastern Vault.
If it was me, I would have placed that page in the spider den so that you're already committed to the Eastern Vault area before learning about the teleporters. Alternatively, with the boss of Ruined Atoll being a little bit easier, I would have swapped their positions in the manual content, and moved the prison page to a different location.
Thumbnail created using the press kit's wallpaper and logo. The custom text contains a secret.
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Category Story / Tutorials
Species Red Fox
Size 1280 x 640px
File Size 278.7 kB
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