_ _ _ _ _ | | | | | | | | | | | ___ _ __ __ _| | | | __ _| | | __ | | / _ \| '_ \ / _` | |/\| |/ _` | | |/ / | |___| (_) | | | | (_| \ /\ / (_| | | < \_____/\___/|_| |_|\__, |\/ \/ \__,_|_|_|\_\ __/ | |___/ --------------------------------------------- W A L K T H R O U G H --------------------------------------------- > The Official LongWalk Complete Walkthrough < Shoutout to Tess and John, my lovely beta testers And if you're reading this, shoutout to you, for being interested in my game. ---SPOILERS ABOUND BELOW!--- I strongly advice reading the HELP SECTION from the in-game MENU before reading this walkthrough if you're stuck. ---If you're okay with spoilers...--- ---Legend--- There are three possible companions in the game. Sometimes, in-game events may lead to a special speech option or opportunity if one is in your party at the time, so I will note those throughout this walkthrough using the following symbols: ♈ Marlowe ☖ Lich Battlemaster ☆ Daechiron Additionally, some situations play out differently depending on your class. These will be denoted by the following: R Rogue W Warrior M Mage Lastly, it is theoretically possible to completely fill the in-game BESTIARY with every enemy. △ will denote options that allow you to do this, if you have this as a goal and the enemy can otherwise be easily missed. ---Contents--- i. Prologue ii. Lornely Forest iii. Eastern Hold iv. Southern Hold v. Bestiary/Enemy Guide vi. Item Guide ---Prologue: Gameplay Overview and Character Creation-- The essentials of gameplay are also described in the in-game HELP SECTION. Combat is turn-based. You can use spells or skills, which deplete your MP or SP respectively. When fully depleted, you can only use your basic attack, which is modified according to your equipped weapon. An enemy may have a single weakness and/or a single immunity. If the skill, spell, or weapon you use has a type that matches the enemy's weakness, it will do double damage. However, if it matches the enemy's immunity, it will do no damage. Once an enemy has been defeated, its information and description, including weaknesses and immunities, can be viewed from the BESTIARY in the MENU. A companion may help you in combat each turn, though you have the option to tell them to hold back, meaning they will not make a move that turn. If told to attack, the companion will use a random one of their known moves on the enemy. PROS: -weaknesses and immunities do not apply to a companion's moves -companions do not deplete their SP/MP -the foe will never target a companion, meaning they cannot take damage in combat CONS: -companions' skillsets are fixed; you cannot change their skills/spells or equipment -IF A COMPANION KILLS THE FOE, YOU WILL EARN NO XP. The last bullet is essentially a mechanism to prevent your companion from becoming a crutch for the entire game. While your companion can easily destroy earlier enemies, you will find that even with your companion attacking later-game enemies will kill you easily. To prevent this, the best strategy is to earn XP by finishing enemies yourself. Many foes, especially early-game enemies, can be tackled on your own. Use your companion to strategically weaken tougher foes, but be cautious to always save the last blow for yourself. You can speak to companions at any time from the MENU. They will offer insight or commentary about your current location, and you can have deeper conversations with them that will change their relationships with you. Companions will also have unique dialogue for each location of the game. From the MENU, you can access your INVENTORY, where you can view descriptions of items, equip them, or use them. Each 'chapter' of the game contains a shop somewhere, and at these shops you can sell items you don't need or want, or buy new stuff. There are three main 'chapters' of the game. As the game warns you, once you move on, you cannot return to a previous chapter's area. You can recruit a single companion at a time. You can dismiss your companion at any time, but if dismissed, a companion will leave your game and cannot be found and recruited again. A companion can be spoken to at any time from your MENU. At the beginning of your game, you select your class and character. Classes have the following characteristics: MAGE: Mages have the lowest defense, but high SP and the ability to use a variety of skills. Mage strategy involves finding and equipping powerful spells, and using foes' weaknesses and immunities to their advantage. ROGUE: Rogues have moderate defense and deal moderate damage. Due to their speed, rogues will always go first in combat. Rogues can only equip bows, so they generally want to find and equip stronger bows throughout the game. Rogues have access to moderate SP, so they can make up for the lesser damage they do (compared to Warriors) by a slightly greater use of skills. WARRIOR: Warriors have the highest defense and deal the most damage. They can equip swords. Warriors have the lowest SP, so they rely the least on the use of skills. The final step before gameplay is selecting your character's gender. The player character in this game is less a player-defined avatar and more a character in their own right. Selecting Male will allow you to play as ALDER, and Female will allow you to play as ASPEN. They are essentially canon alternate-universe versions of each other, and so which you choose has relatively little bearing on the overall plot; it will, however, change how certain NPCs interact with you to some degree. These differences will be noted throughout this walkthrough. ---I. Lornely Forest--- The story begins with ALDER/ASPEN traveling past Lannerspeak with ill timing, right before the murder of Lord Lanner. No matter which options you select here, you will be accused of the murder and chased into the forest on foot by the guards. Here is where the story essentially opens up. You begin by the dead tree you evaded the guards in. From here, heading to the scratching leads to a dead end. Heading to the burbling will take you to the stream, while the smell of smoke will take you to Marlowe's campfire. You can travel in any order, so the order I describe is not the only way. -If you head to the campfire, you will be immediately confronted by Marlowe. Either responding or silently complying will put him a little more at ease, while continuing to hide will lead him to give you one more chance to come forward into the light, after which he will instantly kill you and you will be returned to the save point. When he asks what you're doing, "I could ask you the same" will peacably end the confrontation but will slightly reduce his favor of you, while "Running from a crime I didn't commit" will end will simply end the confrontation. Regardless of which you choose, you are free leave or return to the campsite at will after this. Sleeping by the fire will fully restore your HP and MP/SP. You can return to heal at it as many times as you need to. At the campsite, you also have the option to recruit Marlowe as your companion. △ If you want to try for the complete bestiary, you'll want Marlowe as your companion for later on. -If you head to the stream: there is a chance that on the way there, you'll be attacked by a Spideer. These are the weakest enemies in the game and should give you no trouble, but you'll have the chance to figure out combat for the first time. Crossing the stream will take you in the direction of the cave, which is optional, while following the stream will take you in the direction of continuing the story. From the stream, you can select "Something gleams by the water's edge" to find the leatherbound journal, which contains the clues needed to get through the forest thicket across the stream. -If you cross the stream: you will encounter the forest thicket. At each clearing, the trail splits into four options, each beside a tree with a symbol carved into it. Selecting the wrong trail at any point will magically return you to the start of the thicket. The clues to the answer come from the historical excerpt in the journal; the correct answer of the trees essentially follows the key figures in the order they are mentioned. In the first clearing, the Snake represents Taline Kasabian; in the second, the dragon represents SERVAAS, and in the third and final clearing, the falcon represents the Lanners. As you emerge from the clearing, there is a good chance you'll be attacked by a Restless Ghost. The Restless Ghost is relatively weak, but also has a fire weakness. Outside of the cave, clicking the "There is something small and half-buried beside you" will get you a hidden Potion, which can be used at any time from your INVENTORY to restore health. There are relatively few Potions in the game, however, so bear that in mind for your decision to use it. Inside the cave, you can take the left or right fork. △ The right fork is a dead-end, but there is a 1 in 4 chance you'll encounter a Northern Venomcat; this is the only place in the game a Northern Venomcat can be found, so go in and kill it if you're going for 100% completion of the BESTIARY; it'll also earn you a valuable Venomcat Pelt to sell later. Taking the left fork takes you deeper into the cave; there's a small chance you'll encounter a Spideer here. From here, going into the cavern will take you into the confrontation with Alcuin. ♈ If Marlowe is with you, he will warn you that you can't take Alcuin in a fair fight. This is meant to be a hint. Choosing to fight will take you into a battle that is literally impossible to win, even with Marlow's assistance. Choosing to flee will also get you killed if you are a mage or warrior. R Rogues can actually outrun Alcuin if you flee; you will be returned to the cave corridor outside of the cavern. To defeat him, select "the nearest pillar, cracked from years of decay", and when Alcuin charges, you will trick him into smashing into it and collapsing it onto himself. Pressing forward will take you into the Lich Battlemaster's lair. Note that once you enter the deepest room and begin speaking with the Lich Battlemaster, you'll have the option to end the conversation by leaving, however, as the game notes, you will be unable to return to that room to speak with her again. The conversation will end similarly no matter what, though answering with the more insulting "Oh, come on..." response will cause you to lose some favor with her. At the end, she'll force you to decide between killing her and taking her as your companion. Killing her will grant you no XP, but you will get her sword, the Dracobane, which can be wielded if you're a Warrior or sold at a decent price later. △ If you're going for a complete bestiary, killing her here is the only way to get the Lich Battlemaster entry. After you either take her with you or kill her, you return to the cavernous room from before. Be sure to click on "The dead demon Alcuin" to get Alcuin's Horn, which you can later sell. ♈ While examining Alcuin's corpse, Marlowe will comment that he's glad he came with you. If you are playing as the male character Alder, he will attempt to flirt with you, and you have the option of flirting back; doing so will raise both his romantic relationship count and his favor of you. After this, there's nothing left to do here but return to the stream. -Following the stream will take you outside of the traveler's camp. -From here, selecting "A cluster of reeds..." in the second paragraph will take you to a hidden area, Camber's shop. If you bring him four Poison Antler Shards (obtained by killing Spideer), he'll give you a useful weapon tailed to your class, each fairly powerful: Mages get the Phantom Spideer spell, rogues get the Spideer Hornbow, and Warriors get the sword Venompoint. Additionally, Camber will give you Vegetable Stew, which functionally serves as a Potion. Back outside, you can move forward, which will take you to the edge of the camp. △ There is a 1 in 4 chance here that you'll encounter a Mud Lurker; as this is the only place where you're guaranteed to encounter one, it's worth re-entering until you fight it if you're going for full completion. The Mud Lurker is tougher than other enemies you've encountered so far, so be cautious; it has a Poison weakness that can be exploited if you got the poison weapon/spell from Camber. When defeated, you'll get either Mud Lurker Scales or a Mud Lurker Shell Fragment. At the edge of camp, you have the option to enter the camp--going right inside will get you an instant game over, as you'll be recognized and captured. Instead, click on "a large tree" in the second paragraph, which will cause you to hide behind the tree, listening to the nearby caravan guard. You'll overhear his frightened, superstitious mumblings; take advantage of them by selecting "a large tree branch" in the first paragraph: you'll use it prop up your cloak and scare the guard away. However, selecting "the caravan nearest you" will cause a game over, as the guard will spot you. ☖ If the Lich Battlemaster is with you, you can alternatively simply ask her to go into the woods and spook the guard, which she will begrudgingly do. Now that it's unguarded, you can sneak into the caravan. You can open all three chests at your leisure; the second has the Noble Clothes, which you should immediately equip from your Inventory, once you've returned outside. With the clothes equipped, you can now enter the encampment--be sure to equip them first, as entering otherwise will still grant you a game over. You'll be greeted by the pair of friends, Lord Montoire and Lady Aldana. You have to play the conversation right, or else you'll make them suspicious and cause them to arrest you. In the first part, answer Juniper rather than your character's real name. In the second, either response will work; cracking the joke will cause them to laugh, and if you are playing as the female character Aspen, Lady Aldana will flirt with you. If you selected the response about "Redcorrian ale", you'll be asked another question; choose the answer that mentions Tripel. After that, the conversation will be over, and you're free to travel in/out of and around the camp. From the camp, selecting the cat (in the second paragraph) will take you to his shop, where you can sell and buy items; it is recommended that you sell whatever loot you have acquired here and use the money to upgrade your weapon or spells. Returning to the camp, you can speak to the guards, the cook, or the serving boy; all will be dead ends except for the cook, which will lead you to meet Daechiron. After speaking to Daechiron, you'll have the option of taking him on as your companion; if you turn him down, you will not encounter him again. Whatever you choose, you can then start your journey to Eastern Hold, or stay here and keep preparing. If you haven't been to the shop yet and planned to or wanted to grind for XP and loot more first, or had anything else you wanted to do in this section, do those first, as you cannot return to this area after embarking to the next part of the game. You'll probably want a potion or two for the next segment of the game. ---II. Eastern Hold--- By this point, you'll have encountered all of the potential companions/taken one of them if you chose to. You can speak to them if you haven't already to learn more about their backstories. You can have a deeper conversation with each three times, unless your approval is low, in which case they will refuse to speak with you. ☆ Eventually, with Daechiron, you'll learn of his curse. This will start the side-quest to cure him. You'll want to have spoken with him before you reach Eastridge. ♈ Similarly, if Marlowe reveals his past to you, you can later perform the side-quest to cure him. You'll want to have spoken with him about this before you embark down the Eastern Road very far. Additionally, if your character is male, you'll have another opportunity to flirt with Marlowe again to increase his romance score. You'll begin the chapter on the Eastern Road, heading ultimately to Eastridge. You have the choice of sticking to the Main Road, which has three sections and somewhat easier foes, and an optional boss at the end, or the Hunter Trail, which has three sections of somewhat more difficult foes, with the boss at the end being non-optional. △ If you're after full completion, both paths have the same percentage of chance to encounter the new enemies Hivernal Owl, Highwayman, and Doppelganger, but you'll want to be sure to fight the Highwayman Leader boss, as he's a unique enemy you can only encounter here, and additionally, he'll yield the item Westbay Mead. The Westbay Mead can be sold for a very high price or consumed for a unique scene. ♈ If you have spoken to Marlowe about his curse and want to cure him, you'll have to take the Hunter's Trail. This part may be tough, so don't feel bad about needing to use a Potion at some point. The foes here can take a hit, so take advantage of your campanions' strength by letting them weaken the enemy a bit before finishing them off for the XP. If you took the main road, you'll have the option of fighting the Highwayman Leader or sneaking past him; if you took the hunter's trail, you'll have to fight him. After defeating him or avoiding him, you can enter Tonnelle d'Ames. ♈ If you've unlocked Marlowe's sidequest and he's with you, at this point you can follow him into the woods to a cabin. Inside, you'll fight the demon Astoriel, and get his phylactery in your inventory upon his defeat. You'll need this later. -In Tonnelle d'Ames, you can pet the dog, which gives your character nothing but the joy of petting a dog, approach the Satyr, who runs a shop, or enter the inn. As always, it's recommended that you sell unneeded loot and upgrade your weapons at the shop before moving on (you can also buy the Gossipy Pamphlet, which just gives provides more lore about the story). In the inn, you can speak to the harpies inside or pay 10 silver to rest and recover your health and MP/SP. -When you leave Tonnelle d'Ames, you'll get on the road again, this time to Eastridge. Here, there's only one path, with four sections; you'll fight an enemy on each before reaching Eastridge, and the last is a miniboss, Great Bear. Once in Eastridge, you can check out the library, the Cantrelle Estate, or the Lightkeeper Fort. M If you enter the library and you're playing as a mage, you can explore the first floor for the very powerful spell Holy Griffon. ☆ If you've unlocked Daechiron's quest, you can enter the library and follow his guidance, where he'll lead you to a book that he will read. This is the necessary first step in the side-quest. -If you try to approach the LightKeeper fort, you'll only be turned away, so you can go to the Cantrelle Estate. Here, you can talk to a young stableboy for information, but you want him to keep his guard down so he doesn't alert the Cantrelles' guards. You generally want to avoid asking questions too directly here. Choosing the wrong option will lead to a game over. In the first part, ask him what he does. Then, select "I'm in the market for a good messenger..." and after that say you need the "fastest, best messengers". The stablekid will tell you about the secret entrance at the Lightkeeper Fort that he delivers messages to, and you can now return to the fort. -Note: only return to the Lightkeeper Fort at this point if you've done everything you wanted to/bought what you needed from the shop, as the next sequence begins the end of this chapter, and you will be unable to return. Once you return to the Lightkeeper fort, you can follow the narrow passageway in back and sneak into the window. Inside, you can examine the plaque, spear, and plant if you want to, but do so first, as examining the desk papers will trigger the next part of the game, and Erimund will immediately return and chase you from the building. You'll have to fight Erimund at the end; he has no weaknesses, but is immune to poison. After his defeat, you'll Erimund's Note in your inventory. Reading this note grants you the option of a secret dialogue choice that alters the first part of the final battle later. Once you defeat Erimund, you'll automatically move on to the next part of the game. ---III. Southern Hold--- This is the final chapter of the game, and is the shortest with regard to exploration. You begin on the road through Southern hold, deep in the Eternal Gloaming. There are new enemies to fight here, and the road has four sections, each with a fight, but no miniboss at the end. At the end, you'll emerge in the Elven city. From here, you can go to the August Palace, which will initiate the endgame. Before that, you'll probably want to select the cat, who runs a shop. As before, you can sell loot and upgrade your weapons or spells, which is highly recommended before the final boss; her items are the most expensive in the game, but powerful. ☆ If Daechiron is with you, if his sidequest has been unlocked, AND if you completed the first part in the libarary, purchasing Cironor's Book from the cat will complete your portion of his sidequest. If you're prepared, you can approach the August Palace, where your companion will comment that it's all about to end. ♈ If Marlowe is your companion, this is the third and final opportunity to flirt with him. If you have done so all three times, his romance score will be at maximum for the final events. Inside the palace, you'll find the big party. You can examine the skeletal dragon in the room, talk to the serving elf, talk to the blonde woman nearby, or examine the ossifrage--be advised that doing this last will engage the endgame. Examining the ossifrage will cause Lady Cantrelle to take note of you; either option will cause the party to fall silent. From here, if you read Erimund's Note, you'll have a special option that will cause Lizbeth to give up, and the ossifrage will kill her. If you choose this option, the ensuing fight will be a little easier, as it will be against the ossifrage alone. If you don't have that option or choose the other, you'll fight the ossifrage with Lizbeth helping it. The difference is only slight; if Lizbeth is aiding it, they will have the additional move "Lizbeth's knife", which does the most damage of all its attacks. After defeating the ossifrage, it will reveal its true form as the demon Nerva, and will possess the dragon skeleton for the true final boss fight. In both ossifrage and skeletal dragon form, Nerva has no weaknesses, but he also has no immunities, so all of your strongest attacks are fair game, and you'll definitely want your companion's aid every turn. Once you defeat him, as Nerva dies, he will make his final act an attempt to crush you with the dragon's skull. This will end one of several ways. ☆ If you completed all parts of Daechiron's sidequest, he will revert to his true form and effortlessly stop the skull with magic. ☖ If your companion is the Lich Battlemaster, she will jump in front of you to try to stop the skull, and will be crushed in the process. ♈ If Marlowe is your companion: -If your romance count with Marlowe is at its maximum, he will deflect the skull and survive. If you have Astoriel's phylactery, he will then break it and end his curse. -Otherwise, he will be mortally wounded by the skull after taking the hit for you, and he will die there. -If your romance count is not at maximum and you have completed his sidequest, his dying request will be for you to break Astoriel's phylactery, and he'll die with the curse lifted. If you have no companion, you will be partly crushed by the skull, and will pass out on the floor. You'll wake in a bed, with the elven king and your father present. Otherwise, your father will approach you at the party. Your decision with regard to him marks your last decision in the game. After this, the story will conclude. ---V. Bestiary/Enemy Guide--- Below is an in-depth guide to the enemies that can be encountered in-game. The blurb, weakness, and immunity can be also found in the in-game bestiary once defeated, along with the number you have killed. In the "known moves" section, the damage power of each move is listed by its name in parentheses. -Spideer weakness: fire immunity: poison HP: 10 known moves: Venomed Antler (5), Stomp (3) loot: Poison Antler Shard encounter: random, Lornely Forest and Eastern Hold blurb: Eight legs, two antlers, no mercy. -Restless Ghost weakness: fire immunity: spirit HP: 15 known moves: Rending Shriek (5), Dark Pulse (3), Shade's Wrath (3) loot: N/A encounter: random, Lornley Forest blurb: They wander empty forests, not knowing or remembering what they are, driven by unending pain. -Northern Venomcat weakness: spirit immunity: poison HP: 12 known moves: Poison Fang (5), Crush of Fangs (3), Claw-tipped Swipe (3) loot: Venomcat Pelt encounter: random, Lornley Cave blurb: A predator of light build and dark blue, spotted fur. Its incisors carry venom, as the name suggests. Its closest relative, the Southdales Venomcat, was prized for its fur and hunted to extinction...but in the wilds of the Northern Hold, the venomcat roams free...and feared. -Mud Lurker weakness: poison immunity: fire HP: 20 known moves: Bite (7), Full-body Slam (10), Tail Strike (6) loot: Mud Lurker Shell Fragment, Mud Lurker Scales encounter: random, Lornley Forest and Eastern Hold blurb: A large reptile native to freshwater streams; an extant ancestor to turtles, which serve as its meals as often as riverfish. To see what makes it markedly more dangerous than a turtle, one need only look at its more saurian head, lined with needle-sharp teeth. -Doppelgänger weakness: ice immunity: spirit HP: 25 known moves: {incomprehensible attack} (10), {incomprehensible attack} (7), {incomprehensible attack} (6) loot: Rusted Relic encounter: random, Eastern Hold and Southern Hold blurb: Whatever these things truly are, they appear in dark places, such as moonless forests or unlit corners of buildings. Its physical appearance is exactly that of the person who encounters it, except with a permanent, placid smile, and they never utter a sound. When killed, they disappear, strangely leaving behind old battle relics. -Hivernal Owl weakness: fire immunity: ice HP: 25 known moves: Icewind (9), Talon Rake (5), Freezing Bite (6) loot: White Feather encounter: random, Eastern Hold blurb: A large breed of owl native to the rainy fields and forests of the Tonnelle d'âmes, and sometimes encountered in surrounding areas. As much a natural predator as any owl, the Hivernal has evolved to use a primitive form of ice magic to slow or freeze its prey. It is the subject of much old poetry throughout Eastern Hold. -Highwayman weakness: none immunity: none HP: 25 known moves: Rally (12), Swift Strike (6), Reckless Blow (8) loot: Silver Charm encounter: random, Eastern Hold blurb: An Eastern Hold bandit prone to ambushing vulnerable travelers on dark roads. While the Southern Hold bandits tend to represent organized crime and are made of xenophobic humans, in Eastern Hold, a bandit gang is typically a small group of humans and satyrs. -Highwayman Leader weakness: none immunity: none HP: 35 known moves: Brutal Swing (10), Swift Strike (7), Reckless Strike (7) loot: Westbay Mead encounter: fixed, Eastern Hold main road blurb: A highwayman...but, like, the leader. -Sundog weakness: electric immunity: fire HP: 35 known moves: Flamejet (12), Burning Bite (8), Claw Swipe (6) loot: Sundog Tooth encounter: random, Southern Hold blurb: A wild canine of striking orange coat, white chest, and black legs. Its firebreathing was long a mystery to mages, as it gives off no magical aura: elven researchers recently discovered the sundog's ability comes from gas released from a special organ, ignited in the sundog's maw by a click of specialized flint-like back teeth. -Renegade Bloodmage weakness: ice immunity: spirit HP: 35 known moves: Mindbend (12), Summon Lesser Demon (9), Spirit Bolt (9) loot: Bloodmage Phylactery encounter: random, Southern Hold blurb: While some forms of magic are outlawed universally in all four holds of Eritan, laws will always have breakers. With these eldritch sadists around, it's easy to see why a fear of mages is not uncommon. -Demon Astoriel weakness: electric immunity: none HP: 40 known moves: Arcane Terror (10), Forbidden Fire Rune (7), Arcstorm (7) loot: N/A encounter: fixed, Marlowe quest blurb: A relatively minor demon, and one particularly fond of wandering amid mortals, disguised as one of them. While other demons tend to remain a bit more aloof, Astoriel's fascination with mortal drives led him to interact with them often, to better observe their behavior...and make things more insteresting as he saw fit. This tendency came back to bite him, as you killed him to free Marlowe's soul. -Great Bear weakness: fire immunity: ice HP: 30 known moves: Maul (12), Bellowing Charge (7), Massive Swipe (7) loot: N/A encounter: fixed, east road just before Eastridge-by-the-Sea blurb: A very large and very territorial bear, with an immensely thick brown coat that helps to cushion it from blows. -Balaur weakness: spirit immunity: electric HP: 35 known moves: Electric Slam (10), Swift Fang (10), Winged Dive (10) loot: Balaur Heart encounter: random, Southern Hold blurb: A horse-sized flying reptile. As the only extant relative of the feared and revered dragon, it shares dragons' affinity for magic (preferring electricity to the dragon's fire). Though they lack dragons' sentience, they have been shown to have some primitive intellect of their own and the beginnings of what could be considered culture. Curiously, they are social beings, unlike dragons. NOTE: the following don't have Bestiary entries, but are fought nonetheless. -Knight-Paladin Erimund weakness: none immunity: poison HP: 50 known moves: Shining Arrow (10), Holy Fire (7), Blinding Volley (7) loot: Erimund's Note encounter: fixed, Eastern Hold boss -Demon Nerva Ossifrage form, with Lizbeth: weakness: none immunity: none HP: 55 known moves: Lizbeth's Knife (12), Crushing Beak (5), Bonebreaking Wings (5) encounter: final boss Ossifrage form, without Lizbeth: weakness: none immunity: none HP: 50 known moves: Razer Talons (5), Crushing Beak (7), Bonebreaking Wings (7) encounter: final boss ÁSVALDR form: weakness: none immunity: none HP: 75 known moves: Fireball (15), Lashing Tail (9), Crushing Jaws (9) encounter: final boss NOTE: (If encountered) Demon Alcuin and (if killed) Lich Battlemaster have Bestiary entries, but as they are not actually fought, they are not listed here. ---vi. Item Guide--- This part will be broken into three sub-parts: weapons, spells, and misc. ---Weapons--- -Mourning Bow DMG type: none DMG amount: 3 obtained: default desc: Your well-used bow. It bears the fox-head emblem of Silent Crossing. -Baleful Staff DMG type: none DMG amount: 2 obtained: default desc: Your well-used, decent staff. It bears the fox-head emblem of Silent Crossing. -Sorrowful Sword DMG type: none DMG amount: 3 obtained: default desc: Your well-used, decent sword. It bears the fox-head emblem of Silent Crossing. -Dracobane DMG type: spirit DMG amount: 10 obtained: Lich Battlemaster, if killed desc: An ancient sword in preternaturally good condition. Its hilt and pommel together resemble the wings and head of a dragon, and the black blade seems to absorb all light. Upon closer inspection, a snake sigil is faintly engraved on the blade. -Spideer Hornbow DMG type: poison DMG amount: 5 obtained: Camber, if playing as a rogue, after bringing him antler shards desc: A bow fashioned from Spideer antlers. It is very well-crafted. -Venompoint DMG type: poison DMG amount: 5 obtained: Camber, if playing as a warrior, after bringing him antler shards desc: A sword fashioned from Spideer antlers. It is very well-crafted. -Soultree Bow DMG type: spirit DMG amount: 7 obtained: buy from Alastair desc: A bow of a strange, gnarled blue-gray wood. It feels cold to the touch at all times. -Mudshell Blade DMG type: none DMG amount: 6 obtained: buy from Alastair desc: A sword hewn from the slick, tough shell of a fearsome Mud Lurker. The blade is slick and dark green in color. -Dawnbreak DMG type: fire DMG amount: 7 obtained: buy from Alastair desc: A sword with a peculiar, gleaming red-orange blade. It seems shines just as brightly in any lighting... -Northwilds Bow DMG type: ice DMG amount: 7 obtained: buy from Alastair desc: A remarkably tough bow, carved from white birch, with a white foxfur grip. As deadly as the wilderness of the Northern Hold itself. -Screaming Bow DMG type: none DMG amount: 6 obtained: buy from Alastair desc: It screams. -Sundog's Bark DMG type: fire DMG amount: 14 obtained: buy from Cyrus desc: A deep orange bow of intricate design, with risers and limbs carved to resemble leaping, snarling sundogs. -Tristesse DMG type: electric DMG amount: 14 obtained: buy from Cyrus desc: A somber, ornate sword silver arming sword. It feels warm and full of energy to the touch. -Blind Justice DMG type: none DMG amount: 20 obtained: buy from Kimiko desc: A legendary sword. It gleams, clean and bright and mercilessly cold. -Lightsinger DMG type: none DMG amount: 25 obtained: buy from Kimiko desc: A bow of legend. It gleams, bright and silver and mercilessly cold. ---Spells--- -Flames DMG type: fire DMG amount: 6 MP cost: 5 obtained: default -Sparks DMG type: electric DMG amount: 5 MP cost: 5 obtained: default -Frost DMG type: ice DMG amount: 5 MP cost: 5 obtained: default -Spirit Bolt DMG type: spirit DMG amount: 8 MP cost: 10 obtained: buy from Alastair -Firebolt DMG type: fire DMG amount: 9 MP cost: 10 obtained: buy from Alastair -Arcstorm DMG type: electric DMG amount: 8 MP cost: 10 obtained: buy from Alastair -Phantom Spideer DMG type: poison DMG amount: 8 MP cost: 10 obtained: Camber, after bringing antler shards as a mage -Bleak Winds DMG type: ice DMG amount: 12 MP cost: 10 obtained: buy from Cyrus -Holy Griffon DMG type: spirit DMG amount: 15 MP cost: 12 obtained: Eastridge Library -Judgment DMG type: spirit DMG amount: 20 MP cost: 5 obtained: buy from Kimiko ---Misc.--- In addition to the description and how to obtain them, all of the following have a "function" listed; while nearly all items can be sold, those with their function listed as "sell" have this as their primary function in the game. -Health Potions obtained: Hidden item outside Lornley Cave, can buy from shops function: healing desc: N/A -Alcuin's Horn obtained: Examine Alcuin after defeating him before exiting the cave function: sell desc: A long, shining black horn, gently curved and tapering to a deadly point, broken from the steer-skull head of the demon Alcuin. -Poison Antler Shard obtained: loot from Spideer function: sell, or bring to Camber desc: Piece of a Spideer's antler, possibly yet containing some venom from the Spideer's venom glands. Best handle with care... -Venomcat Pelt obtained: function: desc: A fine, soft pelt of a Northern Venomcat. Its deep blue hue is subtly accented with darker spots. Clothing of this stuff would make for fashionable attire. Probably. -Vegetable Stew obtained: Camber, after bringing antler shards function: healing desc: A delicious-smelling stew of herbs and roast vegetables, carefully packaged to the brim into a glass jar. Eating it will fully restore your HP and [SP/MP]. -Mud Lurker Scales obtained: loot from Mud Lurker function: sell desc: Scales from a Mud Lurker; they are cool to the touch, shiny, and deep green in color. -Mud Lurker Shell Fragment obtained: loot from Mud Lurker function: sell desc: A piece of a Mud Lurker's bony shell. It's slick to the touch, and remarkably hard. -Rusted Relic obtained: loot from Doppelganger function: sell desc: A very ancient sword. It's in too poor of a shape to be of any use as your weapon, but it would likely fetch a decent price to a collector. -White Feather obtained: loot from Hivernal Owl function: sell desc: A long flight feather from a Hivernal Owl. -Silver Charm obtained: loot from Highwayman function: sell desc: A small silver pendant engraven with the image of Mendolas, a demon of old tales, associated with luck, and patron deity to many bandits. It hangs on a small, well-crafted silver chain. It's pretty, though it doesn't seem to have helped the bandit you removed it from... -Westbay Mead obtained: loot from Highwayman Leader function: sell, or drink for optional scene desc: A legendary brew, rare and potent. You could sell it for a very high price. You could also drink it...or attempt to. -Sundog Tooth obtained: loot from Sundog function: sell desc: A sharp fang from a sundog. -Bloodmage Phylactery obtained: loot from Renegade Bloodmage function: sell desc: The practice is frowned upon by many and few actually know how to do it, but some mages store a piece of their soul into a small vial of their blood. It is said that in the hands of another knowledgeable mage, it could be used by a friend to contact them, by an enemy to control them, or--in the hands of a truly powerful magic-user--to resurrect them from the dead...Should you really be carrying this thing around? -Balaur Heart obtained: loot from Balaur function: sell desc: The heart of a dead Balaur, ripped from its chest after its defeat, and a valuable magical item to lightning mages. It's...a little gross, you have to admit, but it's worth a fortune. -Noble Clothes obtained: caravan outside Montoire camp function: entering the camp desc: [Alder: A proper dress shirt red in color, and trousers, black in color. A black fur cloak completes the set, and is surprisingly warm (and soft).][Aspen: A proper noble's red dress, black lace gloves, and a black sable shawl.] -Traveler's Attire obtained: N/A function: N/A desc: Your well-worn travelling clothes and cloak, all dark in color. Your cloak's clasp bears the fox-head sigil of Silent Crossing. -Leather Cap obtained: appears in inventory after drinking Westbay Mead function: N/A desc: No one remembers where it came from, and it doesn't even fit your head. It remains as a token of the night you drank the good stuff and got, like, totally bent. -Gossipy Pamphlet obtained: buy from Cyrus function: can be read desc: The pamphlet is garishly illustrated, large letters blaring scandalous assertions over a charcoal sketch of what looks like Lord Mointoire leaving a building, looking harried. -Astoriel's Phylactery obtained: killing Astoriel during Marlowe's quest function: N/A; part of Marlowe's quest desc: The phylactery containing a piece of the demon Astoriel's soul. When you break it, Marlowe's curse will lift. -Erimund's Note obtained: killing Erimund function: can be read; doing so provides option for alternate Lizbeth encounter desc: A note that Erimund apparently kept stowed in his armor. The corner is stained with his blood.