
TUNIC Narrative Guide - Act 2, Part 3: Calling the Void
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.
Climbing to the top of the long ladder, I enter into the stone head through an eye socket. Below me, a single guard keeps a lookout, but thanks to my Muffling Bell, I cleanly sneak behind him and slay him with ease. In the back, the stone beast's throat. A ladder descends into its belly, a tight fit but it opens up before too long.
The path winds around, heading steadily down, changing its appearance along with the strata. At one point, this polished staircase may have ascended to the surface, but it seems these frogmen repurposed this place into their lair. Palaces become ruins, ruins become palaces, it depends on one's perspective, I suppose.
With a few more makeshift ladders conjoining the various structures, I finally reach a more open area. Ahead of me, a trio of young frogmen soak in a bath of what looks like digestive fluid and smells of sulfur. Torches adorn the corners, granting it an appealing ambiance. It even has a bench for drying off afterwards.
Leaving them to their bath, I commune with the goddess via the statue, and begin my exploration of the place. To the north, an eerie glow draws my gaze. I come to a balcony, where the frogmen gather around a Custodian. She seems to be preaching to them, an object of worship on the altar behind her. I recognize it as the Magic Orb. I still haven't a clue what it can do, but I am certain it will help me on my quest.
New Goal: Claim the Magic Orb.
On a ledge above, a treasure just out of reach, but otherwise the path leads nowhere. Sneaking by the bathing frogs again, I round the corner and check out the north side. Here, I find several hooks, and several frogs. More importantly, a chest sits in the corner, calling to me. With no way to sneak by them, I stab the first one in the back, sending them into a frenzy.
Their panic is familiar, but setting aside my empathy, I eliminate them from my path. Inside the chest, a bundle of preserved flowers. Another offering for my goddess. Before I leave, I consider where I stand and recall the chest above the ceremonial balcony. Poking my snout into the far corner, I fumble my way into a small passageway. It's only a small bit of shinies, but I'm proud of myself for remembering it.
Ahead, a guard paces the halls. To the side, the frogmen seem to be decorating the place with statues of their own likeness. They are crude, compared to those of the foxfolk. However, they do provide adequate cover. I've noticed that my foes have a tendency to call upon others, alerting them and making things more difficult for me. Until I have a better feel for this place, I think I would be best served in avoiding combat with these savages.
I follow along the wall, waiting for him to turn his back and slipping by on the far side. The new room is massive, and I begin by walking down the ramp on my left. It leads me to a sealed gate. In the center of the room, two intimidating frogmen are arguing with each other. I can't understand them, of course, and I'm afraid that if I throw a bomb at them, I may stir a metaphorical bee's nest.
Heading down the other path, a guard paces in a lazy circle. I fall in step behind him and give him the slip. The path forks, and I spot a chest along the upper path. If I'm careful, I can claim it without disturbing the knife-wielding beastie. The contents are disappointing, and as I pocket the fruit, the frog decides now would be a good time to resume his patrols. Quickly slipping behind the nearby banner, I escape detection.
Down a ladder, another guard patrols. He walks along a platform leading towards the middle of the room, and I dash by along the wall. Here, I find a long wooden staircase. A young frog heads my way, so I about-face and watch him from the shadows. He stops midway up, and then turns back the way he came. I follow, careful not to leave myself without a place to hide. When he comes to a stop on a little ledge and stares down at the water, I take my chance to slip by.
Just in front of me, a guard has begun to turn around. Behind me, the other frog is on the move, too. Taking my chance, I sprint by, and hope that the lighting is dim enough that I'm not caught. Here, I seem to be finally free of the young one's patrols.
The sulfur stench is making my nose throb. The green water seems great for them, but I find it displeasing. In a cage in the corner, four baby Slorms chirp and squeak. Just past them, a lever. Lucky! With a heave, I throw it into place and the nearby gate is pulled open. I look out across the room to red-cape and blue-cape, the big hulking frog guards. They are no longer arguing, and are instead just staring out towards the young ones to the south.
The patrol joins his two friends as they stare at the water, and I slip by. As I try to repeat this with the shield-wielding duo, they catch sight of me and I'm pulled into a fight. I assail them with my Magic Dagger, rendering their shields useless. One falls quickly, but in an effort to conserve my spirit, I trade blows with the second without the aid of frost. One of the young ones comes to see what's happening, but it's too late.
My reward for my violence, a healthy sum of shiny bits. Through the gate, the golden door! However, something is amiss. It's already open. Before going inside, I pry open the chest on my right, claiming the large tooth inside. Across from me, a large obelisk-sized construction. On each side, three hexagon protrusions, each black and lifeless. With no threat at hand, I enter the vault.
My prize was here, once upon a time. The middle holds a mechanism just like the one in the Eastern Vault, except that this one is already empty. The goddess statues surrounding it are all defaced, missing an arm at the least. "Stolen to the sky." In the back of my mind, I already knew. This is hardly a place located in the sky.
Outside, behind the broken machine, I spot a lever. Once activated, a stone ladder appears along the wall, and I take it to the top. A chest draws my attention, and en route to it, I discover that I am back at the entrance. As I sneak around the patrolling guard, I find it only has a few Boom Bombs, so I return to the vault to find another path.
On the other side, some damage to the wall offers up a new route. This chamber appears to be a Slorm breeding ground. Loathe to trudge through the strong-smelling water, but determined to leave no chest left unopened, I quickly circle around the exploding critters, avoiding their touch. Even more Boom Bombs. I may find a use for them at some point, but certainly not here in the water.
To the north, a series of ladders, and a drawbridge to be dropped. Following the new path, I note that I'm near my objective. The Custodian looks up in my direction, and I dim my lantern. It's too early to disrupt their sermon. Through the path, I'm back at the checkpoint. I take the chance to rest and recover my spirit.
The remaining path leads me along some columns at the side of the room. The Custodian is watching me with caution, her eyes boring into me. In attendance are six young frogs and one adult. The ladder before me does not reach the ground. If I continue, I will be trapped. With so many foes, I need to be strategic or face certain - but only temporary - death.
The two jars draw my attention. If my intuition is correct, these are filled with oil. That may be a fun way to start this party. With careful aim of my Fire Rod, I fire upon the nearest one and the explosion cripples the Custodian. She retreats and begins to cast her rune magic at me, so I finish her off with a direct fire bolt.
To my shock, as soon as I let loose that fatal blow, I find myself grabbed and pulled into the fray. The frogs dance around me, blades flowing and bobbing. When I lash out at one, another comes from behind to stab me. I try to freeze them with my Magic Dagger but it feels ineffective. I dodge to the wall, and begin to feel winded and tired. They surround me, and the adult scores several clean hits in a row. Falling to the floor, my consciousness fades.
Before I return, I put away the Magic Dagger, finding it to be ineffective against their mobility. In its place, I ready some Boom Bombs. They have a wider range, and should prove much more useful. I open with the same trick, a fire bolt to the oil jar. I then toss a Boom Bomb towards the adult, but this allows the Custodian to strike me with her magic. I finish her off with a direct shot, and then throw another bomb into the swarm of frogs. Three, including the adult, fall to the floor.
The other four scatter, and I fell the two weakened ones. The other two are hardly a threat at this point, leaving me alone to claim the hallowed object. Taking the strange device into my paw, its purple layer is strangely liquidous. My paw sinks inside, and I feel it connecting with my spirit, drawing upon my inner energies. With a squeeze, a void tentacle bursts out, fractured, then conjoining to grip my focus. I'm pulled to the hook. Finally, an answer.
Discovery: The Magic Orb can pull me to my target. This action does not cost any mana.
Now separated from the ritual chamber, I turn my attention to the other oil jar. Experimenting, I try to pull myself to it. Instead, it rolls along the ground. I pull it again, and again, and eventually it rolls off the ledge into the dark abyss. I hear a splash a few moments later. Well, that wasn't very useful.
On the other side of the wall, several fallen robots sink into the green water. Above me, a path of hooks. Pulling my way up, I take a detour to find a chest. There's no hook here, but I see an Autobolt hiding in wait. My Muffling Bell prevents it from noticing me, but I try lashing out at it with the Magic Orb regardless. The tentacle finds purchase, and I'm pulled across the gap. It seems to work on these guys as well.
I easily break the machine, but find myself trapped, forced to take the explosion head on. The chest holds some shinies, which fill my pockets. Further along, I find myself towards the entrance. However, I remember seeing several other hooks scattered throughout the frog's lair. Putting aside my escape, I climb back down into the initial chamber.
To the side, I spot the first of the hooks I noticed. I lash out to the furthest one, and claim a chest with a mana fruit. I begin to descend, and target one of the bathing frogs. My Magic Orb decides to do something new, and instead of pulling me to it, it pulls the enemy to me! This also causes a noticeable drain on my spirit, in addition to serving no practical purpose for me right now.
Discovery: The Magic Orb can pull enemies to me. This action does cost mana to perform.
Finding myself stuck, I backtrack through the other hooks and climb down the ladder. The other spot with hooks is through this doorway and to the north. Clearing the three foes in the back, I pull myself to each hook in succession. Nothing. Unless of course... pushing against the wall, I find a hidden chamber. A private bath chamber, away from prying eyes. Within the chest I find some potion fragments.
That should be everything. I return to the checkpoint, rest, and begin my ascent from the stone beast's belly. I practice my aim on the hook points scattered along the path up. I emerge into the mouth, and smile to myself as I stare at the back of a shield-carrying frogman. If the Magic Orb can pull enemies to me, then maybe...
I position myself at the back of the throat, with the open pit directly in front of me. Squeezing the inside of the Magic Orb, the tentacles erupt and latch onto the unsuspecting savage. With a firm yank, he is pulled to me, and atop the open pit. I watch with a wicked smile as he falls to his doom.
Discovery: Enemies can be pulled off ledges with strategic use of the Magic Orb.
Outside, another pair of hook points. I utilize them to quickly return to the center of the Atoll. Down the mound, across the conduit, and to the teleporter. Just before I decide to ascend to the sky, I remember that I have a couple of offerings I wanted to make, so I turn to the north and face off with the Husher on the path.
The Magic Orb makes easy work of it. Yank, stab stab. Yank, stab splat. It even refunds some of my mana that I expended. Up the ladder, I place the two offerings. I'm still too poor to offer the third potion upgrade.
Alright, time to let myself get zapped into the sky. With a short burst of prayer, the path opens before me, taking me into the clouds. My new toy works just fine on these metal poles, giving me access to a hole in the side of the floating building.
Pushing my way through some obstructions, I am met with some pleasant warmth. Scattered around me, there's a massive collection of books. The scale of this place is staggering. I feel so small amidst this place. Approaching a silver table, it suddenly whirrs and moves. I jump backwards and ready my sword, but it simply stands there, staring at me. I walk away, and it follows me! How peculiar, but I suppose a mobile tea table isn't the strangest thing I've seen recently.
Eventually, it grows bored and leaves me behind, and I gaze upon a grand staircase. In the middle, another path to the Hero's Grave. To the side, two suits of armor that feel as though they could come to life at any moment. With a cautious poke of my sword, I shuffle around one to climb to the next layer. Several depictions of the goddess line the room, from statues to paintings. At the top, a single tall ladder.
In the next area, the sun shines through the endless windows, illuminating the dust particles as they float through the air, sparkling like tiny stars. I blow into a cloud of them and watch as they swirl and drift. Walking slowly around the round room, I spot another large ladder leading upwards.
I enter amidst piles and piles of books. The musty air assaults my sinuses, but I resist the urge to sneeze. A ledge prevents my passage into a cluttered study, but the Magic Orb proves itself yet again and I latch onto another metal rod. I meander around the room, taking in the sights. Aside from an endless supply of books, there's pieces of machinery, notes on blackboards, and enshrined pieces of the booklet. So this is why I haven't found any for a while.
Further up is a nest of wires and connectors. Whoever lives here was studying the flow of power between the obelisks and things like the teleporters and checkpoints. In the back, three chests of shinies lay in wait for someone to claim them. I take a moment to pray at the obelisk and activate the power. Once again I am given some mana for my trouble.
Nearby, I see a diagram. On it, an obelisk, connected to a teleporter. On the remaining portion, a square with a fox inside. What does that have to do with the obelisk? Maybe the author has an answer, but there does seem to be some surprise tied to this image. Behind the blackboard, another chest hides, and within is an effigy.
I activate the checkpoint and then return to the middle area of the study. I want to claim the enshrined pages, but I am dismayed to find them still locked away. Tapping my sword against the glass, a crack begins to form. It seems what holds them is surprisingly fragile. I swing my sword and break the first page free from its confines, and take my time in looking it over.
A new map page showing quite the large area. It connects to the "Boss of the Scavengers" page, which mentions the blue hexagonal key. After I claim the green key, this should be my next destination. Within the region, there are some landmarks labeled.
At one end, the Monastery. In front of it, something called the Cavity? In this corner, there's a Gun to be found. At the bottom, the Lower Miasma. The page also mentions the Rooted Ziggurat, which is where the blue hexagon is likely to be found. However, there is nothing being pointed to by this section. I will have to explore and trust my instincts.
New Goal: Reach and explore the Quarry.
The other half of the page is a map for the Swamp, subtitled the Old Burying Ground. Basically, the graveyard. "This zone is extremely dangerous and is best left alone, even if you're feeling brave. Only ghosts are permitted to enter the Inner Grounds." That's foreboding.
Enemies include Fleemer skeletons, Phrends - oh hey, so that's what the floating skulls are called, - and Lost Echoes. I see a Hero's Grave teleporter, a shop... Overall, nothing seems relevant to my current quest.
Next page! I smash the glass and add it to my booklet.
Continuing from the last location, we have a map for the Cathedral. This is likely the big building shown on the last page. It shows many points of interest, none of which can be understood. There's also some sort of item at the bottom. "Legend says, wearing this allows you to do something extraordinary." Neat.
On the back, I see the many teleportation points depicted. This appears to be a map to that ghostly world. I recognize most of them, including the one I just found. However, one is unfamiliar, and two are missing.
The unfamiliar one is the Quarry. I'm sure I'll be reaching that area soon. The two missing ones are the strange mechanical room, and the one that I found in East Forest towards the start of my quest.
Last page! Smash!
I recognize this place by the snow. I found a page in front of it. Picture-me seems just as perplexed as I was. Nothing can be learned from this.
Ah! Right! Page 51! It indeed had a list of all of the cards. Unfortunately, it lacks any descriptions. There's a few notes drawn in the blank space, but it's not nearly as informative as I had hoped it would be. On the bright side, I now know the official names of each of the cards I had previously picked up.
Also, there's a random block in the corner that is telling me to be quiet, something about 60 seconds. I don't think it has anything to do with the cards, though.
I take a moment to look through my inventory and identify what each of my cards actually are.
#1 - "Halo Fox" -> Louder Echo, #2 - "Sword, Ring" -> Orange Peril Ring, #3 - I already learned this one was the Cyan Peril Ring, #4 - Lucky Cup, #5 - "Bracer/Vest" -> Bracer, #6 - Muffling Bell, #7 - "Halo with Wings" -> Anklet, #8 - "Aromatic Glass" -> Tincture, #9 - "Halo Fox #2" -> Magic Echo.
The haloed foxes likely affect my echo-of-self. The Bracer seems to affect my stamina drain when using the shield. The Tincture increases my attack and decreases my defense. The last one, the Anklet, likely affects my movement.
Satisfied, I explore the rest of the study, glancing at the various blackboards. One depicts the strange robots I've been seeing, including the one that was carrying tea. Another shows a diagram of the Autobolt. The last one has me as confused as the author. It shows a square, notched book. I haven't seen anything like it in this world.
With my curiosity thoroughly satiated, I turn my attention to the lone exit to the room. A ladder ascends to the ceiling, taking me further aloft. The passage narrows, and stretches on for what feels like ages. As my arms begin to tire, light strikes the wall above me. The path brings me outside, where clouds stretch as far as my eyes can see...
Current Goals
✔Enter and explore the Frog's Domain.
✔Claim the Magic Orb.
✔Find a way to enter the floating building.
★ Recover the green key, stolen to the top of the sky.
★ Reach and explore the Quarry.
★ 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: Oh jeez, FurAffinity did something weird and the bottom half of this got munched after a random edit I did. I have no idea why! If there starts to become a character maximum, my method of posting stories will be at risk. This re-edit seems to be functioning fine, though, so it may have been some sort of transmission glitch when I did that last adjustment. Unfortunately that means I lost my previous Author's Notes, as I write these with stream-of-consciousness and I do not record them in any external files.
One of the things I remarked about is that I'm now recording each segment of gameplay and not just bosses. It's nice being able to write based on a recording of my actions, instead of being split between achieve and create. I can plan out where I want to add narrative flair, and cut away parts that end up repetitive or irrelevant. I'll be doing that for the rest of the walkthrough.
Another thing I spoke about is my decision to use stealth. I did a playthrough at one time that required me to be a lot more strategic in my enemy engagements. Avoiding fights, working with limited resources. During that attempt, I remember Frog's Domain was a really fun place to sneak around at. I felt it would be narratively fun, so I tried to capture that sensation as I explored the halls and walkways of this place.
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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 3 - Calling the Void
Climbing to the top of the long ladder, I enter into the stone head through an eye socket. Below me, a single guard keeps a lookout, but thanks to my Muffling Bell, I cleanly sneak behind him and slay him with ease. In the back, the stone beast's throat. A ladder descends into its belly, a tight fit but it opens up before too long.
The path winds around, heading steadily down, changing its appearance along with the strata. At one point, this polished staircase may have ascended to the surface, but it seems these frogmen repurposed this place into their lair. Palaces become ruins, ruins become palaces, it depends on one's perspective, I suppose.
With a few more makeshift ladders conjoining the various structures, I finally reach a more open area. Ahead of me, a trio of young frogmen soak in a bath of what looks like digestive fluid and smells of sulfur. Torches adorn the corners, granting it an appealing ambiance. It even has a bench for drying off afterwards.
Leaving them to their bath, I commune with the goddess via the statue, and begin my exploration of the place. To the north, an eerie glow draws my gaze. I come to a balcony, where the frogmen gather around a Custodian. She seems to be preaching to them, an object of worship on the altar behind her. I recognize it as the Magic Orb. I still haven't a clue what it can do, but I am certain it will help me on my quest.
New Goal: Claim the Magic Orb.
On a ledge above, a treasure just out of reach, but otherwise the path leads nowhere. Sneaking by the bathing frogs again, I round the corner and check out the north side. Here, I find several hooks, and several frogs. More importantly, a chest sits in the corner, calling to me. With no way to sneak by them, I stab the first one in the back, sending them into a frenzy.
Their panic is familiar, but setting aside my empathy, I eliminate them from my path. Inside the chest, a bundle of preserved flowers. Another offering for my goddess. Before I leave, I consider where I stand and recall the chest above the ceremonial balcony. Poking my snout into the far corner, I fumble my way into a small passageway. It's only a small bit of shinies, but I'm proud of myself for remembering it.
New Item: Health Upgrade #3
Ahead, a guard paces the halls. To the side, the frogmen seem to be decorating the place with statues of their own likeness. They are crude, compared to those of the foxfolk. However, they do provide adequate cover. I've noticed that my foes have a tendency to call upon others, alerting them and making things more difficult for me. Until I have a better feel for this place, I think I would be best served in avoiding combat with these savages.
I follow along the wall, waiting for him to turn his back and slipping by on the far side. The new room is massive, and I begin by walking down the ramp on my left. It leads me to a sealed gate. In the center of the room, two intimidating frogmen are arguing with each other. I can't understand them, of course, and I'm afraid that if I throw a bomb at them, I may stir a metaphorical bee's nest.
Heading down the other path, a guard paces in a lazy circle. I fall in step behind him and give him the slip. The path forks, and I spot a chest along the upper path. If I'm careful, I can claim it without disturbing the knife-wielding beastie. The contents are disappointing, and as I pocket the fruit, the frog decides now would be a good time to resume his patrols. Quickly slipping behind the nearby banner, I escape detection.
Down a ladder, another guard patrols. He walks along a platform leading towards the middle of the room, and I dash by along the wall. Here, I find a long wooden staircase. A young frog heads my way, so I about-face and watch him from the shadows. He stops midway up, and then turns back the way he came. I follow, careful not to leave myself without a place to hide. When he comes to a stop on a little ledge and stares down at the water, I take my chance to slip by.
Just in front of me, a guard has begun to turn around. Behind me, the other frog is on the move, too. Taking my chance, I sprint by, and hope that the lighting is dim enough that I'm not caught. Here, I seem to be finally free of the young one's patrols.
The sulfur stench is making my nose throb. The green water seems great for them, but I find it displeasing. In a cage in the corner, four baby Slorms chirp and squeak. Just past them, a lever. Lucky! With a heave, I throw it into place and the nearby gate is pulled open. I look out across the room to red-cape and blue-cape, the big hulking frog guards. They are no longer arguing, and are instead just staring out towards the young ones to the south.
The patrol joins his two friends as they stare at the water, and I slip by. As I try to repeat this with the shield-wielding duo, they catch sight of me and I'm pulled into a fight. I assail them with my Magic Dagger, rendering their shields useless. One falls quickly, but in an effort to conserve my spirit, I trade blows with the second without the aid of frost. One of the young ones comes to see what's happening, but it's too late.
My reward for my violence, a healthy sum of shiny bits. Through the gate, the golden door! However, something is amiss. It's already open. Before going inside, I pry open the chest on my right, claiming the large tooth inside. Across from me, a large obelisk-sized construction. On each side, three hexagon protrusions, each black and lifeless. With no threat at hand, I enter the vault.
New Item: Attack Upgrade #3
My prize was here, once upon a time. The middle holds a mechanism just like the one in the Eastern Vault, except that this one is already empty. The goddess statues surrounding it are all defaced, missing an arm at the least. "Stolen to the sky." In the back of my mind, I already knew. This is hardly a place located in the sky.
Outside, behind the broken machine, I spot a lever. Once activated, a stone ladder appears along the wall, and I take it to the top. A chest draws my attention, and en route to it, I discover that I am back at the entrance. As I sneak around the patrolling guard, I find it only has a few Boom Bombs, so I return to the vault to find another path.
On the other side, some damage to the wall offers up a new route. This chamber appears to be a Slorm breeding ground. Loathe to trudge through the strong-smelling water, but determined to leave no chest left unopened, I quickly circle around the exploding critters, avoiding their touch. Even more Boom Bombs. I may find a use for them at some point, but certainly not here in the water.
To the north, a series of ladders, and a drawbridge to be dropped. Following the new path, I note that I'm near my objective. The Custodian looks up in my direction, and I dim my lantern. It's too early to disrupt their sermon. Through the path, I'm back at the checkpoint. I take the chance to rest and recover my spirit.
The remaining path leads me along some columns at the side of the room. The Custodian is watching me with caution, her eyes boring into me. In attendance are six young frogs and one adult. The ladder before me does not reach the ground. If I continue, I will be trapped. With so many foes, I need to be strategic or face certain - but only temporary - death.
The two jars draw my attention. If my intuition is correct, these are filled with oil. That may be a fun way to start this party. With careful aim of my Fire Rod, I fire upon the nearest one and the explosion cripples the Custodian. She retreats and begins to cast her rune magic at me, so I finish her off with a direct fire bolt.
To my shock, as soon as I let loose that fatal blow, I find myself grabbed and pulled into the fray. The frogs dance around me, blades flowing and bobbing. When I lash out at one, another comes from behind to stab me. I try to freeze them with my Magic Dagger but it feels ineffective. I dodge to the wall, and begin to feel winded and tired. They surround me, and the adult scores several clean hits in a row. Falling to the floor, my consciousness fades.
Before I return, I put away the Magic Dagger, finding it to be ineffective against their mobility. In its place, I ready some Boom Bombs. They have a wider range, and should prove much more useful. I open with the same trick, a fire bolt to the oil jar. I then toss a Boom Bomb towards the adult, but this allows the Custodian to strike me with her magic. I finish her off with a direct shot, and then throw another bomb into the swarm of frogs. Three, including the adult, fall to the floor.
The other four scatter, and I fell the two weakened ones. The other two are hardly a threat at this point, leaving me alone to claim the hallowed object. Taking the strange device into my paw, its purple layer is strangely liquidous. My paw sinks inside, and I feel it connecting with my spirit, drawing upon my inner energies. With a squeeze, a void tentacle bursts out, fractured, then conjoining to grip my focus. I'm pulled to the hook. Finally, an answer.
Discovery: The Magic Orb can pull me to my target. This action does not cost any mana.
Now separated from the ritual chamber, I turn my attention to the other oil jar. Experimenting, I try to pull myself to it. Instead, it rolls along the ground. I pull it again, and again, and eventually it rolls off the ledge into the dark abyss. I hear a splash a few moments later. Well, that wasn't very useful.
On the other side of the wall, several fallen robots sink into the green water. Above me, a path of hooks. Pulling my way up, I take a detour to find a chest. There's no hook here, but I see an Autobolt hiding in wait. My Muffling Bell prevents it from noticing me, but I try lashing out at it with the Magic Orb regardless. The tentacle finds purchase, and I'm pulled across the gap. It seems to work on these guys as well.
I easily break the machine, but find myself trapped, forced to take the explosion head on. The chest holds some shinies, which fill my pockets. Further along, I find myself towards the entrance. However, I remember seeing several other hooks scattered throughout the frog's lair. Putting aside my escape, I climb back down into the initial chamber.
To the side, I spot the first of the hooks I noticed. I lash out to the furthest one, and claim a chest with a mana fruit. I begin to descend, and target one of the bathing frogs. My Magic Orb decides to do something new, and instead of pulling me to it, it pulls the enemy to me! This also causes a noticeable drain on my spirit, in addition to serving no practical purpose for me right now.
Discovery: The Magic Orb can pull enemies to me. This action does cost mana to perform.
Finding myself stuck, I backtrack through the other hooks and climb down the ladder. The other spot with hooks is through this doorway and to the north. Clearing the three foes in the back, I pull myself to each hook in succession. Nothing. Unless of course... pushing against the wall, I find a hidden chamber. A private bath chamber, away from prying eyes. Within the chest I find some potion fragments.
New Item: Potion Fragment #7
That should be everything. I return to the checkpoint, rest, and begin my ascent from the stone beast's belly. I practice my aim on the hook points scattered along the path up. I emerge into the mouth, and smile to myself as I stare at the back of a shield-carrying frogman. If the Magic Orb can pull enemies to me, then maybe...
I position myself at the back of the throat, with the open pit directly in front of me. Squeezing the inside of the Magic Orb, the tentacles erupt and latch onto the unsuspecting savage. With a firm yank, he is pulled to me, and atop the open pit. I watch with a wicked smile as he falls to his doom.
Discovery: Enemies can be pulled off ledges with strategic use of the Magic Orb.
Outside, another pair of hook points. I utilize them to quickly return to the center of the Atoll. Down the mound, across the conduit, and to the teleporter. Just before I decide to ascend to the sky, I remember that I have a couple of offerings I wanted to make, so I turn to the north and face off with the Husher on the path.
The Magic Orb makes easy work of it. Yank, stab stab. Yank, stab splat. It even refunds some of my mana that I expended. Up the ladder, I place the two offerings. I'm still too poor to offer the third potion upgrade.
Alright, time to let myself get zapped into the sky. With a short burst of prayer, the path opens before me, taking me into the clouds. My new toy works just fine on these metal poles, giving me access to a hole in the side of the floating building.
Pushing my way through some obstructions, I am met with some pleasant warmth. Scattered around me, there's a massive collection of books. The scale of this place is staggering. I feel so small amidst this place. Approaching a silver table, it suddenly whirrs and moves. I jump backwards and ready my sword, but it simply stands there, staring at me. I walk away, and it follows me! How peculiar, but I suppose a mobile tea table isn't the strangest thing I've seen recently.
Eventually, it grows bored and leaves me behind, and I gaze upon a grand staircase. In the middle, another path to the Hero's Grave. To the side, two suits of armor that feel as though they could come to life at any moment. With a cautious poke of my sword, I shuffle around one to climb to the next layer. Several depictions of the goddess line the room, from statues to paintings. At the top, a single tall ladder.
In the next area, the sun shines through the endless windows, illuminating the dust particles as they float through the air, sparkling like tiny stars. I blow into a cloud of them and watch as they swirl and drift. Walking slowly around the round room, I spot another large ladder leading upwards.
I enter amidst piles and piles of books. The musty air assaults my sinuses, but I resist the urge to sneeze. A ledge prevents my passage into a cluttered study, but the Magic Orb proves itself yet again and I latch onto another metal rod. I meander around the room, taking in the sights. Aside from an endless supply of books, there's pieces of machinery, notes on blackboards, and enshrined pieces of the booklet. So this is why I haven't found any for a while.
Further up is a nest of wires and connectors. Whoever lives here was studying the flow of power between the obelisks and things like the teleporters and checkpoints. In the back, three chests of shinies lay in wait for someone to claim them. I take a moment to pray at the obelisk and activate the power. Once again I am given some mana for my trouble.
Nearby, I see a diagram. On it, an obelisk, connected to a teleporter. On the remaining portion, a square with a fox inside. What does that have to do with the obelisk? Maybe the author has an answer, but there does seem to be some surprise tied to this image. Behind the blackboard, another chest hides, and within is an effigy.
I activate the checkpoint and then return to the middle area of the study. I want to claim the enshrined pages, but I am dismayed to find them still locked away. Tapping my sword against the glass, a crack begins to form. It seems what holds them is surprisingly fragile. I swing my sword and break the first page free from its confines, and take my time in looking it over.
New Item: Page 38/39
Page Analysis: #38 - "The Quarry"
A new map page showing quite the large area. It connects to the "Boss of the Scavengers" page, which mentions the blue hexagonal key. After I claim the green key, this should be my next destination. Within the region, there are some landmarks labeled.
At one end, the Monastery. In front of it, something called the Cavity? In this corner, there's a Gun to be found. At the bottom, the Lower Miasma. The page also mentions the Rooted Ziggurat, which is where the blue hexagon is likely to be found. However, there is nothing being pointed to by this section. I will have to explore and trust my instincts.
New Goal: Reach and explore the Quarry.
Page Analysis: #39 - "The Swamp"
The other half of the page is a map for the Swamp, subtitled the Old Burying Ground. Basically, the graveyard. "This zone is extremely dangerous and is best left alone, even if you're feeling brave. Only ghosts are permitted to enter the Inner Grounds." That's foreboding.
Enemies include Fleemer skeletons, Phrends - oh hey, so that's what the floating skulls are called, - and Lost Echoes. I see a Hero's Grave teleporter, a shop... Overall, nothing seems relevant to my current quest.
Next page! I smash the glass and add it to my booklet.
New Item: Page 40/41
Page Analysis: #40 - "The Cathedral"
Continuing from the last location, we have a map for the Cathedral. This is likely the big building shown on the last page. It shows many points of interest, none of which can be understood. There's also some sort of item at the bottom. "Legend says, wearing this allows you to do something extraordinary." Neat.
Page Analysis: #41 - "??? / The Other World"
On the back, I see the many teleportation points depicted. This appears to be a map to that ghostly world. I recognize most of them, including the one I just found. However, one is unfamiliar, and two are missing.
The unfamiliar one is the Quarry. I'm sure I'll be reaching that area soon. The two missing ones are the strange mechanical room, and the one that I found in East Forest towards the start of my quest.
Last page! Smash!
New Item: Page 50/51
Page Analysis: #50 - "The Door in the Mountains"
I recognize this place by the snow. I found a page in front of it. Picture-me seems just as perplexed as I was. Nothing can be learned from this.
Page Analysis: #51 - "Cards"
Ah! Right! Page 51! It indeed had a list of all of the cards. Unfortunately, it lacks any descriptions. There's a few notes drawn in the blank space, but it's not nearly as informative as I had hoped it would be. On the bright side, I now know the official names of each of the cards I had previously picked up.
Also, there's a random block in the corner that is telling me to be quiet, something about 60 seconds. I don't think it has anything to do with the cards, though.
I take a moment to look through my inventory and identify what each of my cards actually are.
#1 - "Halo Fox" -> Louder Echo, #2 - "Sword, Ring" -> Orange Peril Ring, #3 - I already learned this one was the Cyan Peril Ring, #4 - Lucky Cup, #5 - "Bracer/Vest" -> Bracer, #6 - Muffling Bell, #7 - "Halo with Wings" -> Anklet, #8 - "Aromatic Glass" -> Tincture, #9 - "Halo Fox #2" -> Magic Echo.
The haloed foxes likely affect my echo-of-self. The Bracer seems to affect my stamina drain when using the shield. The Tincture increases my attack and decreases my defense. The last one, the Anklet, likely affects my movement.
Satisfied, I explore the rest of the study, glancing at the various blackboards. One depicts the strange robots I've been seeing, including the one that was carrying tea. Another shows a diagram of the Autobolt. The last one has me as confused as the author. It shows a square, notched book. I haven't seen anything like it in this world.
With my curiosity thoroughly satiated, I turn my attention to the lone exit to the room. A ladder ascends to the ceiling, taking me further aloft. The passage narrows, and stretches on for what feels like ages. As my arms begin to tire, light strikes the wall above me. The path brings me outside, where clouds stretch as far as my eyes can see...
Current Goals
✔
✔
✔
★ Recover the green key, stolen to the top of the sky.
★ Reach and explore the Quarry.
★ 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: Oh jeez, FurAffinity did something weird and the bottom half of this got munched after a random edit I did. I have no idea why! If there starts to become a character maximum, my method of posting stories will be at risk. This re-edit seems to be functioning fine, though, so it may have been some sort of transmission glitch when I did that last adjustment. Unfortunately that means I lost my previous Author's Notes, as I write these with stream-of-consciousness and I do not record them in any external files.
One of the things I remarked about is that I'm now recording each segment of gameplay and not just bosses. It's nice being able to write based on a recording of my actions, instead of being split between achieve and create. I can plan out where I want to add narrative flair, and cut away parts that end up repetitive or irrelevant. I'll be doing that for the rest of the walkthrough.
Another thing I spoke about is my decision to use stealth. I did a playthrough at one time that required me to be a lot more strategic in my enemy engagements. Avoiding fights, working with limited resources. During that attempt, I remember Frog's Domain was a really fun place to sneak around at. I felt it would be narratively fun, so I tried to capture that sensation as I explored the halls and walkways of this place.
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
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File Size 278.7 kB
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