Wednesday, 7 May 2014

Sacred: Mystdale

[Part of the Sacred Journey.]

Cave fish are big, slow moving ugly things that can easily be out walked in their natural state. However they have an attack where they leap like a heat seeking missile, leaving a trail of fire behind them, which always hits and always stuns. They were getting more and more plentiful as we progressed that it was becoming rather irritating to traverse the swamp. Fortunately, once we crossed the bridge to the lands of Mystdale the theme changed to that of undead and rogue mages (who of course have the paralysation spell, damnit).

Mystdale itself was home to non-hostile wizards, though they all came in different flavours with many types I've previously fought being present here. Most of the quests related to escaped experiments (collecting their brains), or slaying undead or dealing with accidentally summoned demons. Indeed, killing an ogre referee who accepted bribes to let teams win in the wizardry football league and assisting to stop a bunny plague were the off beat ones but most memorable of the area.

It would be cool if Gambit (X-men) was a referee. Exploding cards!

Once that was all done it was time to meet Shareefa at that castle itself to hand her those four elements that were a pain in the rear to collect. Her response is "you are late". I seriously want to slay this woman now, especially when she says we are missing the last element - the element of the Void and true to form she sends me to fetch it from the tower of the dufus from the intro who screwed up his summoning ritual. Fortunately there is a portal close to my destination in the woods nearby, and the Sakkara cultists and their undead cronies guarding it were easily dispatched with the four extra knights behind my back.

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