Entry tags:
[242] [139] [276] [182] [321] [169] [400] Felina
Watching men's figure skating, continuing to be hopelessly overwhelmed by absolutely everything that isn't just watching the Olympics. CAN I CATCH UP ON TAGS, PICK A DEBUT POINT, DO UP A WIKI PAGE, AND DEBUT A NEW CHARACTER IN A MATTER OF HOURS? I have to go to work soon, so probably not! Also, I'm expecting to go into convulsions of lady pain at any moment, in which case I'll probably have to LEAVE work, because it's usually legitimately crippling, so that's cool.
Okay. Adventure time. I've been dragging my heels on today's update, but I can't prolong the pain...
First, you head all the way back through the Mountain. Up north through the dead barbarian room, then through the scary painting room lest EVERYTHING BE FOR NAUGHT, and onward through the killer rope room. Then to the river, where you can pay that asshole boatman off for one more quick ride across. From there, it's through the creepy zombie room, then the crypt (hell, you've got some stakes now, maybe you kill a vampire or two for good measure as you pass through), and one more room full of dead guys to find yourself back in the dreaded Maze of Zagor. But hey, you learned your lesson last time, you marked the way back, nothing to it. Just a quick west-south-north-east-north-west-north-north-north, OBVIOUSLY. Duh, you guys. Then from the dragon's lair, to the warlock's big empty room, to THE END.
The door opens to reveal a small, dimly lit room. The walls are hung with ornate curtains, laced in silver and gold. A single flame burns in one corner, throwing light on a low table in the middle of the floor. On this table is a large chest. You step up to investigate the chest and from all around, yet from nowhere, a mysterious sound fills the room. It sounds like the rumbling of thunder clouds preparing to make storm.
You approach the chest and can see that it is held shut by three locks. As you approach, the noise gets louder.
Won't even make the attempt to hack it open, that's only asking for trouble.
During your adventure, you will have come across various keys and should have collected some of these. You may now use three of these keys to try to open the locks on the chest.
As mentioned, the first two keys you picked up (bronze key #99 from right near the beginning and red key #111 from the Minotaur room) are the right ones. So let's try the one we picked up in the boathouse, copper key #66.
Two of the keys fit the locks perfectly. The other doesn't. You leap to one side as a jet of clear liquid spurts from the chest. It just misses, but you lose 2 Stamina points as the liquid emits an acidic vapour which makes you cough and choke.
You return to the chest and try another combination of three keys.
Fuck. Okay. Iron Cyclops key #111 it is. IT ALL COMES DOWN TO THIS.
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One by one all the keys click and turn in the locks. You have placed them all correctly! As the last key turns, the lid of the chest comes free and you open it. Time to see what lies within.

YOUR QUEST IS OVER~
Okay. Adventure time. I've been dragging my heels on today's update, but I can't prolong the pain...
First, you head all the way back through the Mountain. Up north through the dead barbarian room, then through the scary painting room lest EVERYTHING BE FOR NAUGHT, and onward through the killer rope room. Then to the river, where you can pay that asshole boatman off for one more quick ride across. From there, it's through the creepy zombie room, then the crypt (hell, you've got some stakes now, maybe you kill a vampire or two for good measure as you pass through), and one more room full of dead guys to find yourself back in the dreaded Maze of Zagor. But hey, you learned your lesson last time, you marked the way back, nothing to it. Just a quick west-south-north-east-north-west-north-north-north, OBVIOUSLY. Duh, you guys. Then from the dragon's lair, to the warlock's big empty room, to THE END.
The door opens to reveal a small, dimly lit room. The walls are hung with ornate curtains, laced in silver and gold. A single flame burns in one corner, throwing light on a low table in the middle of the floor. On this table is a large chest. You step up to investigate the chest and from all around, yet from nowhere, a mysterious sound fills the room. It sounds like the rumbling of thunder clouds preparing to make storm.
You approach the chest and can see that it is held shut by three locks. As you approach, the noise gets louder.
Won't even make the attempt to hack it open, that's only asking for trouble.
During your adventure, you will have come across various keys and should have collected some of these. You may now use three of these keys to try to open the locks on the chest.
As mentioned, the first two keys you picked up (bronze key #99 from right near the beginning and red key #111 from the Minotaur room) are the right ones. So let's try the one we picked up in the boathouse, copper key #66.
Two of the keys fit the locks perfectly. The other doesn't. You leap to one side as a jet of clear liquid spurts from the chest. It just misses, but you lose 2 Stamina points as the liquid emits an acidic vapour which makes you cough and choke.
You return to the chest and try another combination of three keys.
Fuck. Okay. Iron Cyclops key #111 it is. IT ALL COMES DOWN TO THIS.
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
One by one all the keys click and turn in the locks. You have placed them all correctly! As the last key turns, the lid of the chest comes free and you open it. Time to see what lies within.

YOUR QUEST IS OVER~

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scott, you better pull through with that gif
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and then giffed it
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TAKE THAT WARLOCK.