Part 60: Chapter 6, Part 10
Permission accepted!McFrugal posted:
Well if she does attack you, you can just run away like with Mariah.
Dungeon Wrong: Complete solution (Part 6)
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I don't think she's too grateful.
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We're just going to run away from Jaanaaj because, really, she's a low-level Druid and we know what that feels like.
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YES! Our fourth chaos emerald.
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As soon as we go around a corner Jaana loses interest in us. I guess she got winded.
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Now we can take the turn at the intersection we missed.
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The room at the end has this spiked rotating column thing for no apparent reason. THIS DUNGEON MAKES NO SENSE.
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Oh for fuck's sake. Pushing on a loose block in the corner turns the spiked rotating column thing into a teleporter.
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The teleporter takes us back to the stone tunnel between the two jail cells from part 2.
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From there it's a short jog back to the hallway with Warden Bob's office and the gate out.
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At the top of the stairs is this Wyrmguard who thinks he can stop us.
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And he's not the only one! This whole BRITANNIAN MILITARY FORTRESS is filled with 2, maybe 3 guards who think we won't butcher them. I get the murder out of my system by clearing off the battlements and emptying out the barracks, but there isn't really anything important up there.
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By pushing those giant doors open and running down this bridge, we have successfully eluded the entire fortress full of infinitely-respawning soldiers! We win Wrong! THIS DUNGEON MAKES NO SENSE!
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