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HOME GAME 3 GUIDE 1.0 PART 7

A topic by HORSES' MUSIC-DOGS created 76 days ago Views: 47
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[CONTINUED FROM PART 6]

HOME:

Now that you have the CANE from the DRUID, you may notice that the powerful PULSE from TOOL CUBE will be affecting the CANE, upstairs in the ART ROOM, placing it in a state of FLUX.  Equip enough gear that your FORFEND is at least 400, and the PULSE will last long enough for you to bring a ??????? STONE to the CANE and leaving it caught in FLUX.  You may then CRYSTALIZE it by bringing to it a TREAT from the SHED.

Receive the CRYSTAL CANE, equipping it to reach around 160 DIVINING.

Since THE HERMIT was TUNED back in the TEXT DESERT, he has not had anything equipped on his feet, which means one of two things:

 - Firstly, the next time you travel to THE BACK OF THE MACHINE, and out into the TEXT DESERT, you have the opportunity to "walk on water" at any OASIS with a population, if you have retained BARE FEET.

 - Secondly, if you use your HEAVY BOOTS at HOME, you will slip your BARE FEET into them and likely ASSEMBLE YOUR OUTFIT, completing one of the main TO-DO LIST tasks of the game.  You cannot undo this, e.g., remove the BOOTS back to BARE FEET.

Continuing, you now reach the point where you can catch up on any tasks neglected until now, but for our purposes here, we are on the cusp of CURSE 5.

Whenever you feel ready to proceed, approach GIRL IN BED and trigger CURSE 5:

You are CURSED/NOT CURSED.

OMENS are now at 5.

NEW SIGILS CONNECT TO PATIO MAGIC.

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CURSE 5/NOT CURSED 5:

GIRL is now LOST GIRL.  Speak to her in bed, and she will move to the front of the house.  Argue with her fruitlessly until she scarpers.  You hear your phone receive a text, upstairs, and it is also now fully charged.  Respond to GIRL and reclaim your PHONE.

Checking your PHONE in your INVENTORY, you receive bevvies of texts from GIRL.  You may ARCHIVE or DELETE them in varied sequence, gaining opportunities to OFFER HELP.  OFFER HELP when you can, ARCHIVE and DELETE her texts until the opportunity arises again.  Eventually she will ask for a pick-up and hint at her location as one with "centipedes", hinting at the CENTIPEDE DOOR in TOWN.

To rescue GIRL, take the MIRROR to TOWN HOME and then head directly EAST, take the LADDER up to the DITCH, and then exit the NORTHERN hole to find the small path and stairs to the CENTIPEDE DOOR.

LOST GIRL misses LEWIS a lot and wants to come HOME.

LOST GIRL joins your party, triggering CURSE 6:

You are CURSED/NOT CURSED.

OMENS are now at 6.

NEW SIGILS CONNECT TO PATIO MAGIC.

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CURSE 6/NOT CURSED 6:

Collect the VESSEL OF FILTH and it will disappear HOME.

If you haven't yet opened the CENTIPEDE DOOR, do that now, using a CENTIPEDE KEY bought from PAWKY.

Now it is time to return HOME, but you may consider staying a while to get a head start on killing every NPC in TOWN, that you might collect their SOULS in the DEATH TOWER.

/!\ Note also that LOST GIRL appears in various locations, such as the TOWN HOME.  If you see and speak to her at these places, she will gain a RECOLLECTION of her past self (RECOLLECTION #4) and be on her way back to becoming GIRL again. /!\

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HOME:

If you have released the CENTIPEDES from behind THE CENTIPEDE DOOR, then they will be arranged variously at HOME, and can be tackled as you feel.  They are relentless enemies once provoked, and occasionally attack in pairs.  Slaying them nets you lots of AGE, and clears HOME somewhat of creepy crawlies.

Now that LOST GIRL is back HOME, you can speak to her to learn a tidbit about where her next RECOLLECTION may be found.  You have also just opened the SIGIL ROUTES to CURSE 5 and CURSE 6, which is 12 different locations, effectively doubling the amount of destinations you had previously.

Before any new SIGIL destinations, however, we shall take a detour through the BLUE DOORS at HOME, into BATTLEFIELD 2.

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BATTLEFIELD 2:

Your goal is to accrue a boatload of AGE while collecting a few important items before making your way to the doors of the DEATH TOWER.  You will also find a rare NPC here to commune with.

Start by collecting one of the nearby LORDSTOPS before heading SOUTH, and find some colorful line of AGE BONES to devour.  Your PONCHO will repel some demons and lure others, but the white pedestals reverse the effect.  Use these alternatingly, to travel unimpeded.  It is a vast and complicated map, so I can't direct you precisely, but bear in mind you mostly want to circle counter-clockwise, until you arrive at the DEATH TOWER, but notable locations you may reach are as follows:

GROWTH BRIDGES: 

There are a couple of pedestals where you may deposit AGE to GROW A BRIDGE, much like in the first BATTLEFIELD.

 - One bridge simply links two zones.

 - One bridge leads back to the starting zone, near the leftmost LORDSTOP.

 - One bridge leads back to the starting area, near a BLUE SIGIL

 - One bridge leads from the end of the level back to the starting area.

 - One leads to a small HOME AWAY FROM HOME with DIVINED SPICES and a RED SIGIL.  Claim the DIVINED SPICES and bring the RED SIGIL to the RED GATE, which is found at the very end of this level.  Behind the RED GATE is the BLACK SIGIL, which opens the BLACK GATES to the DEATH TOWER.

TELEPORTER: 

At the end of the level, if you continue circling around the DEATH TOWER, the eagle-eyed may spot a RED TELEPORTER pulsating behind some dead trees.  You can only reach it via a hidden path "behind" the DEATH TOWER, to the right of the teleporter.  This drops you immediately at DIVINED SPICES, which you may collect.  Continue WEST, and you will see the DEATH MYSTIC.

DEATH MYSTIC:

The DEATH MYSTIC is the oldest thing in the BATTLEFIELD, remembering, in fact, the times before it even was.  You may pose to the DEATH MYSTIC a handful of questions, and ponder the responses.  If your DIVINING is high enough, you will notice the BONES directly in front of the DEATH MYSTIC are in fact LOST LOVE, which you may claim.

Make your way to the DEATH TOWER, and enter.

If you haven't yet used the MIRROR to travel HOME, do so now, and it will enter into the MIRROR rotation.  You should net around 22,000 AGE on a thorough trip through BATTLEFIELD 2.

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[CONTINUED IN PART 8]