Part 6: Harold and Kumar Think This Joke Is Getting Old
Now that the party has access to the Mountaineer, Pathfinder and Swimming skills, they can finally access new and interesting places near Fountain Head!
Nestled in the thick forest just outside town is this all-important little wagon. The Merchant skill halves buying prices and doubles selling prices in equipment shops, allowing you to buy and sell all items at cost. Put it on the first character in the party immediately and make sure they do all the trading with merchants from then on.

There's also a well that temporarily raises Personality by 20. It's less useful.

These, on the other hand...





Wild Fungi aren't too tough, but they do have an electric attack that hits the whole party so it's a good idea not to mess with them until you either have a decent amount of HP or the Protection from Elements spell.



The Astrology skill gives bonus spell points to Druids and Rangers. I wouldn't call it a top-priority purchase, but it's worth getting eventually.




There's a lot of buried treasure in the mountains. Make sure to explore every tile.

We can do this now, too! If the whole party can swim, they can travel freely through shallow water, which is generally any water tile that's 1 step away from dry land (rivers and coasts). Going further out to sea is still impossible, though.

On this little islet in the river near Fountain Head is one of the best wells in the early game: it gives +50 to HP, even if that would bring characters over their maximum hit points. (It doesn't do anything if they're already over their maximum hit points, though.)
There's also another well nearby that raises Intellect by 20 and a crystal ball in a hut that raises spell points by 100 but you get the point by now. Wells are good. Use them.






In exchange for 10,000 gold, the pirate's hut yields several random items that tend to be better than anything else you're likely to find at this point in the game. It's a pretty good deal, and worth reloading until you get something really nice.

The world map's starting to look a little less incomplete, too. Our next destination is Castle Whiteshield, which is that thing in the southwest that looks like it might be a castle if you squint a little.





I think I'm gonna have to stop commenting on how goofy the names in this game are because, sad to say, "Praythos" is not the worst we'll see.

What all of this means is that Praythos pays the party for any Ancient Artifacts of Good they find, and his currency is experience points. Good characters get 500,000 experience, everyone else gets 100,000. This isn't important to the plot or anything, but it's still a hell of a nice reward.








This... doesn't actually do anything, as far as I or anyone else can tell.

The castle has four statues with inscriptions on them, not counting the one at the entrance. Here they are in clockwise order (the one we just saw was in the southeast):
Dedicated to TESHY, protector of the common good. Lost in the campaign against the beasts of the Fire Isle.
Dedicated to the memory of LEADBEST, defender of truth. Lost in the taking of Evil Eye Forest.
Dedicated to JODELLE, guardian of purity. Lost in an expedition through the Frozen Isles.







There's one more important thing to show off in this castle before seeing the king. Remember the jesters in M&M2? They're back, and with new material!

Well, I didn't say it was better material.



So yeah, this is the main plot of the game. There's a Good, Neutral and Evil castle, each with its own king, and you have to deliver plot coupons, found in various dungeons, to them. In return, we get a 1,000,000 experience point reward per orb, and once we've delivered enough orbs to one king we unlock the endgame.

That's it for the castle for now -- there's other stuff available, but we're a bit too low-level to attempt it and it'd make more sense for the other party to go raiding Castle Whiteshield for loot anyway. To save this from being a shorter update than it already is, here's some content we missed last time in Baywatch.






There are a number of these pits around town. They have either gold, gems, or a decent-quality random item.







Insanity gradually raises some stats and lowers others. It's also a complete pain to cure, since there's no spell to treat it. That means getting afflicted with insanity almost always means a quick trip back to the nearest temple before the afflicted party member's brain explodes.





















Luckily, the gold the party found in the pits more than covers the cost of getting everyone cured at the temple.
There wasn't much experience gained this update, which means nobody levelled up, which means no new stat rundown for the party. There'll be more action next time, though, and where that action takes place is up to you! Should the other party continue the pattern that's begun and explore Baywatch's cavern or should they muscle in on the good party's turf by going outdoors? Vote now!