Part 3
Picking up with our liberation adventures, we somehow released both a bridge keeper and his bridge. Evidently its not just living creatures that are trapped in the monsters lairs.
Why do they need a bridge guard in a town thats all of a couple hundred yards long? What is he guarding them from?
Returning back to the Underground we meet our next enemy, the Flyball. Theyre little zippy guys who still have as much HP as goblins. That said, theyre more of a nuisance than anything.
Far more important is the treasure we get after clearing the lair out. The Dream Rod is a critical tool that allows you to enter into the mind of a sleeping person, plant, or creature. Were going to be using this a LOT.
Moving on to the south weve got a few Plantmen trapped in a corner and a brazier pegging us while we try to figure out how to get to them. Theres also a Goblin lair just off to the left that opens up a way to the Plantmen. Our prize for this?
Master, are you sure that plants arent the dominant life form in this village?
If thats how it worked out, Im even more disappointed than usual.
Next up, some Imps with a lair and a conveyor belt going right in front of it. I dont even know the easiest thing to do here is use your magic to take them out. This lair just opens up a way to allow you to continue forward.
The Imps make a return as we head south, along with some jellies. The narrow pathway here works to their advantage, since they can shoot at us as we advance on them.
Well, thats one mystery solved. I think I figured out what the bridge keeper is protecting everyone from.
Somehow I dont think he sounded as threatening as all that.
Moving on, our forward progress is stopped by a talking elevator that wont work until we get the water wheel turning. Back to the village we go!
Wait, I thought you were supposed to be able to talk to all living things. How does an elevator count as living?
The Master has a very broad definition of the term living.
This also gives us a chance to visit the rest of the people weve freed in the last little bit. The toolshop owner here is actually more valuable than you would think. It doesnt appear that you can stack items, so a free refill on your medical herb is a pretty good deal.
Does this mean hes going to quit being the bridge guard?
Somehow I doubt it. A man has to get paid.
And you want me to do it? Im beginning to see why the Master was always so irritable
Okay, Ill admit it. That was pretty heavy.
It also seems like a very inconvenient way to power an elevator.
I hear there is a man in the mill who runs the elevator in the Underground Castle.
Thats very helpful, but also a bit late to the party.
Climbing down the ivy we released on the other side of the river leads to a small cave
Which contains a set of Iron Armor and 50 gems. Talking to the spirit gets us a flat 80 experience as a present.
Returning to the Underground Castle the elevator now functions, allowing us to find the final monsters lair in this segment of the castle. Oh yes, it has two segments.
So far the demographics in this town make its long term survival look extremely doubtful. Its two middle-aged women, three men, and a bunch of tulips and ivy.
Itll sort itself out eventually. Maybe the next townll be an amazon village and they can do some trading.
I wish I could say that what you just said was absurd, but Ive seen some things working for HIM.
and I cant even reach him. This is nuts.
While were up here, its not a bad idea to visit our room. You cant go up to the room and sleep, you actually have to talk to the old woman.
Moving on, the eastern section of the Underground Castle has another 15 monster lairs for us to clear. Lets do this!
First up, a whole passel of plant men.
A goat? You know what, I dont even care. This town is just weird.
Next up, a couple of Imp lairs. Theres actually another one directly north of this one.
Another Tulip, and
Wait, someone who has a name? Ive got to see this.
Charming.
Oh, shut it. Besides, I think we have something for this
Next time: This is going to take longer than I thought.