Part 35: MOONSHADE - Freedom To Get Freedom From Freedom
Freedom To Get Freedom From Freedom









Beyond there is a teleporter, although this one is two-way (it has to be, the key is hidden in the previous large room).

We arrive just in time to see someone groveling.

Lorthondo the mage is one of the Moonshade wizards who traveled to the Mountains of Freedom in search of Bloodspawn. Unlike the others, he was successful in acquiring it and using it to build his power. Of course like all the others, it drove him rabidly insane, but the insanity makes him an actual threat.

For example, he turns this pathetic underling...

...into a draconic lich. Before promptly escaping via teleportation.





Lorthondo's bedroom. Since he's not here at present, we'll just rob him. That Firedoom Staff is nice when you compare it to most of the other weapons available in Freedom. The scroll is Great Heal, in case you somehow managed to lose your spellbook and got hurt in the last fight.

The chests in this room are trapped, mostly with poison or fire, but they're worth triggering because there are some Magic Gauntlets in one of them and a few potions in the others.

Honestly, the kinds of things the game decides to put into a character's free hand. What possible use does an automaton have for a steak?

Even though you can theoretically have a robo-buddy, he's apparently too dumb to grasp such complex commands as "flip that switch while I flip this one." Thus, we need Stefano. I believe after this point you can pretty much kill him off and leave him dead if you wish. He won't stay dead anyway .

In the next area you'll find a scroll of Telekinesis. If you can, and don't already have the spell, copy it into your spellbook. If you do, keep it anyway. You need it for the next room.

But we're not going there yet. We're going past it, into this "wrong way" area. There's a cyclops, but no other enemies, and it's worth going through here.

Don't step on that teleporter. Take a cue from the ocean of corpses. The reason you want to come back here is there's quite a bit of equipment that you could use at this point, like a halberd and another Telekinesis scroll.

And a diaper. But oh no, we can't make it a dirty diaper because we don't...

Oh no wait, we do have a baby! Oh Ultima, you thought putting a baby on an inmate would fill me with pity, not joy.

And here's why you need Telekinesis. There's no crossing that gap without it. I'm not sure what happens if you drop your spellbook and waste both of your scrolls.

Although I was under the impression that an automaton was immune to most status effects, they can apparently be put to sleep.

This next area is a big puzzle. Each switch will open a door to one of these rooms. We need to flip the lower left switch in order to open the doors out, but it won't flip. We also cannot flip the lower-right switch in that central array of eight. The two are probably connected, so we have to do something to fix this.

First, we wake this woman, who asks us to "take me to my nightmare."

This horse is, of course, a nightmare. She wakes it...





All we're left with is a dead crazy lady, a key, and some carrots.

The carrots can be taken to this northwest room, which warns of a "dangerous creature" inside. It's a bunny, but if you've watched much Monty Python (and believe me, everyone in the early 90s did), you know to beware. It has a plate though, so let's feed it those carrots!

Thus turning it into a chick for some reason.

A chick who turns into a bouquet of flowers. Yeah, I'm lost here too.

In the room just to the south, a ranger mourns the death of his love.

Offer him the flowers to pay your respects, and he decides to pay you back for it.

He fixes the lower right lever...

...then goes to his rest.




The teleporter the switch there opened leads to a grove. Alas, there's nowhere to escape to from here, as if you try to run too far from the grove you're just teleported back to Freedom. So flip that switch instead and head back.

Now we can open the doors out of here.
All the other rooms are red herrings, although the "Supply Room" in the far NW corner has a scroll with some hints (and extra carrots).

The nightmare woman's key opens the door to this pit of "Sure Death" according to the sign.






This next area is the "Endless Hallway" mentioned before. You escape by pressing up against the right wall until you hit a secret passage and another teleporter.










Some Time Later...





"Ring Bell For Freedom" or somesuch suggests what we need to do to escape here. Using crates and chests, we can reach the bell and ring it to teleport out.

The next area warns us to choose from three paths wisely. We'll go west, because that's the answer.

Ignore these signs, they're just assholes.





The loot's a little lacking, but they've got a Gwani Cloak, of all things.

Also, we kill an eskimo. Where the hell is Filbercio finding these people to banish them here?














Well, we were just about out of here, when Lorthondo suddenly decides to show up.








Nothing you can do can hurt Lorthondo. You've got to make... a sacrifice.






Surprisingly enough, Arcadion's final act in our service is to keep his word and destroy Lorthondo.

















NEXT TIME...



...SNAKES!