Part 14: Episode 2: Part 9: Marna Stretch Part 2: So long Marna!
Episode 2: Part 9: Marna Stretch Part 2: So long Marna!
Jumping the river in a spot near the Guided camp... going south a bit lets me jump to a suspiciously shaped piece of land and then to another.


Kind of dickish, but the location is eye-catching. So I guess it's fair.

On the only route to reach the settlers...

The Guided camp is the yellow dot to the NE while the settlers camp is the one on the smaller isle to the NEE.

Also wooo. I slot a Lyn Rock and a Heart Stone in immediately.


Sometimes these secrets aren't so bad.

More flowers. You can see the settlers right there too.






You're surrounded on four sides by rushing water and have only a small bridge connecting you to the mainland shore. This location is basically an island...


We have bandits, the Guided, and that freak shadow killer to worry about.


Wait a second... Maybe there is a common element...



WERE what, Rhue!!!



There's also a very silent small boy here.


You did it again!!!

This comes up very slowly, letter by letter.


We're just having a little trouble with some Guided that are passing through this area.




As you probably know, the Guided hate settlements. They say that they are an abomination on The Way.
They believe wanderers are meant to wander The Way. Settlements undermind (SIC) that idea.




So it is obvious what we have to do.
We have to kill the Guided in order to save ourselves and the lives of others.
Would you consider helping us?


Talk to the leader and inform them that you just came from our camp.
Tell them that we have all become very ill and can hardly lift a finger.
Then lead them back to our camp to this very spot.
We'll spring a little trap, so make sure you aren't standing too close to any of them.
What do you think, will you help us?

I believe if you talk to these guys before the Guided, this is just a simple yes or no choice. I stick with the Guided plan, for reasons that'll become obvious.



(Time to go get the Guided.)
The third guy doesnt say much of anything.

Making my way back to the Guided...

"They plan to ambush you once I lead you to their campsite."

When we get near to their camp my men and I will split off from you and trail secretly from behind.
You will call the deserters out of their hiding places and then we will strike.


The Plunge theme plays as you walk back to the settlers... and...

One of our new friends is very bugged and always starts battles with more XL than any one mortal should be allowed to have.
When you get CLOSE to the settlers camp, the plunge track fades out. Kind of a strange choice, Lun.


The three men come out of hiding. You can see the kid's still hidden.





The three Guided charge in.

Really easy and simple boss fight, even without Jeng's bug. All three Guided have Light Mass Mend too, but you won't even need that.





The boy comes out of the trees.

BOY: My father... These men, they killed my father!!

BOY: Yes...

Velicia begins searching Tiller's corpse.


Looks like you did a doubly good deed today, Rhue.


The bandits set up a base of operations and then proceed to attack and rob passing wanderers.
Sometimes larger bandit groups build their bases across high traffic areas.
Only the strongest groups have done this in the past though.
I wonder if the Blue Scarves are planning something of that nature...


I think I'd like to face her one-on-one someday.


Thank you for your help today. We will see the boy back to his mother.
If you need our help for something, we'll be back at our base camp.

Velicia and co. depart.

"Found Chest Key!"



So, this key opens this chest with a VERY handy item nearby.

It also opens this completely hidden chest. Fuck you Lun.
As an aside, you don't get any reward at all if you kill the Guided.




I continue exploring, heading to the point of interest in the NW corner of the map.


So this is what the point of interest marks. This woman is standing around here upset that her family is missing, the big hint that the 'settlers' are up to no good.
There's also a chest behind them with a Soul Stone (+2 Max XL).

Now to just make my way to the POI close to the cenrte of the map and I can focus on leaving Marna Stretch.

Fucking Lun.


MAN: You look like the fighting type, at least that's the impression I get from the sword strapped to your back.

MAN: Finally, a challenge.

MAN: I've been looking for someone to test my skills against. You got time for a quick plunge?






So, the first pass goes VERY well as you can see, with me winning a drop slash risk attack. Because I abosrbed the Blan Rock earlier, 9 damage is only a step 1 injury too, thank god.

On the second pass I do 15 damage to him AGAIN and now he's forever doomed to only do like 1-4 damage at most.
Though, Rhue starts rolling lower damage after, he still does better than his opponent. 2 more Plunge and drop slash risk attacks do wonders don't they?

A few low damage passes later, Rhue finished him with another 15 damage step 2 pass.
Rhue wasn't even knocked out of the deep green HP state.



MAN: No thanks.

MAN: ...

Not too shabby.



We literally doubled Rhue's Plunge stat with items from Marna Stretch. Also, we reached the Hylyn classification. At 6 Plunge, the plunge damage roll is 2d6.
I wander around some more and find some NPCs. Most don't have much interesting to say, but one guy welcomes Rhue to the Marna Stretch, and when Rhue asks how he knows the stretches name, since there didn't seem to be any Way Posts, he says some wanderers told him.

MAN: Yes, I know that. But I haven't seen the Way Post declaring the name of this Stretch myself. Some wanderers told me that they saw it though.
And they said that the post read, "Marna Stretch."

All I would have to do is get rid of the original Way Post.
MAN: Oh, I wouldn't try to do that. It's bad luck to rename a Stretch. Plus, Way Posts are virtually indestructible.
And if you've ever tried to move one, well I'm pretty sure that it's impossible to do that.

MAN: All I know is that the Forerunners are the ones who make them.

MAN: I have no idea.
The woman there also says Dancing Violet is reputed to have violet eyes, which makes Rhue wonder if she and Cetsa could be one and the same.
Time to leave.


MAN: Unless you're an upper class Lyn, I don't think you stand a chance.

MAN: Yea, a combat junkie, warrior, murderer, trained killer or whatever you want to call them.

MAN: You should also know that I wouldn't be able to help you at all.

MAN: I follow the path of Para. I'm a Paradan.

MAN: Yes, it's not right to kill.


MAN: I don't care. I will not cause bloodshed. If you want someone to help you kill it, you should look else where.
But I have a plan of my own.

MAN: No. Follow me.


MAN: Yellow Dusters.

MAN: The petals of these flowers can be ground up to create a fine dust.
This dust is powerful because of its temporary blinding abilities.

MAN: Yes.

MAN: These flowers alone won't produce enough dust. It will take at least 3 more bunches.
If it weren't for my poor eyesight I would go out and try to find some more myself.

MAN: Yes. Bring them back and I will make the dust we need.

To the games credit, there is a few ways to handle this.
Option 1: We do as the Paradan Man says.
Option 2: We do as the Paradan Man says except we kill it while its blinded.
Option 3: Fight it normally. This is nearly impossible in a straight fight unless you have Rhues Sleeper Move and you don't get anything extra out of it.
Option 4: Ask the Guided to help.
All the options except the first one turn out the exact same in the end, in terms of reward. You get nothing for just running by it.
Anyway, I already have the three flowers. I hand them over and he makes the dust. Then we make our way south.
Apparently the dust loses its potency quickly though, so we can't dawdle.

So when you enter this narrow pass, the monster immediately roars and charges. Rhue simultaneously hurls the dust and jumps over it.


MAN: You lying scumbag! This wasn't apart (SIC) of the deal!

MAN: We don't know that for a fact!

MAN: Yes, probably even more so than you! I know your kind... You're the the (actual error) type that kills for pleasure.

Other wanderers will thank me for this! Now get lost you lousy Paradan!
MAN: Consider me gone.

So, this version of the fight is basically an execution. The Spiker doesn't even take turns. It doesn nothing at all. Not even so much as a "It does nothing this turn." type turn.

The rewards nice though.

After that we have to jump a gap to get to the exit to the next screen.

This area is filled with the VERY loud noise of a waterfall.
In fact, just a screen south...

Hmm...

WOMAN: I think he's going to throw himself off the cliff.

WOMAN: I don't know. I can't hear him very well from here. He might do something rash if I get any closer.

WOMAN: W-w-wait!
Rhue marches over.

lol. Ah... The thing with this sequence is that various options give 0-3 JP (JUMP POINTS). You want to keep the JP total under 5 if you want a reward out of this scene.
MAN: ...

MAN: ... So you're curious. But you probably don't care what happens to me in the end, do you?


You can't go about life moping around trying to get sympathy from others.
GUY: I'm going to do it. I'm going to jump.



In addition, the birds and the worms will probably dispose of your body within a few days.


You wouldn't be able to do anything and would eventually have to start swallowing water.
I think I would hate that.
GUY: ... I'm tired of wandering... I'm ready to end it all.

GUY: ... What do you think will happen to me when I die?


GUY: I feel so depressed. Nothing I do really matters. There's no point. I'm tired of wandering.

GUY: No, nothing that shallow.

GUY: Sure it is. If you lose a girl you can always find another just like her.


GUY: She's dead?

GUY: And you're looking for her?

GUY: Have you even tried to get to know any other women?

GUY: You haven't, have you?

GUY: Take it from me, you should forget about her and move on. If you haven't found her by now, she's probably dead.

This never fails to make me laugh. Anyway, pushing the guy is +3 JP. Pushing him off the cliff is exactly what it sounds like and nets you... -3 Rhue points!

MAN: Hey, I'm sorry. Please take this Heart Stone and be safe.

Rhue automatically leaves the area as we fade to black...
And that's the Marna Stretch done! Now, the next update will be the end sequence of Episode 2, which isn't particularly great, much like its opening sequence. And then we're on to one of the bad episodes. The worst one, even. But it's also the episode where the story starts to kick off and the lore starts getting a bit more interesting.
the end