13th Sep 2021, 5:47 PM

Open the chest

Open the chest
... Huh.

It is just the knife, though, isn't it?

You left a quiver and a note here, too. The paper impaled on the knife, and the quiver you stole off an enemy in the gauntlet left on top of it.

Now it's just the knife.

That confirms... something.

... You're, uh, not too sure what to conclude from this experiment, actually. Gonna need to think about that one a while.

"They're getting closer," Marlow mutters. "It almost sounds like they're... talking...?"

"Is it some variant of I have a right to know?"

. . .

"Yeah," Marlow finally replies.

"We're good, then," you say with a short, dry chuckle. "Grab a torch if you want, they hate fire. ...Most of the shit on this floor hates fire."

You pick up the taped knife and slip it into one of your back belt loops. "Hey, can you keep this door propped open so I don't lock myself in?"

"Sure!" Marlow, after carefully tractor beaming a torch off the wall, putters over to help wedge the office door open.

While still pondering the mystery of the missing quiver, you approach the locked chest. You begin to fish your house key out of your pocket, but in the extra seconds it takes to do so (gloves and all that) you turn back to Marlow. "You don't have like... X-ray vision or anything, do you? Can you just sense what's in this chest?"

"...Well, let's find out." Marlow turns, and gives the chest a good squint.

. . .

"No on the X-ray vision," he says. "I don't hear anything breathing or moving around in there, either, but it could be soundproof. ...Gonna say maybe smellproof, too. Chest smells like an old chest."

Alright. So he doesn't seem to have any super deluxe sci fi senses, he just has really good regular senses. The Sun guides you through combat, the Moon can guide you through deception, or illusions or whatever. ...His more advanced forms could get X-ray vision.

You unlock the chest. Your key vanishes.

You hesitate a smidge.

This room is otherwise full of terrible memories. You expect that if this chest was really some kind of trap, it would just be a mimic. ...Right? Having actual traps on top of mimics would just be excessive. ...But the dungeon's also been pretty fucking rude so far, and you know floor traps exist. You might be about to open this chest to a face full of poisonous gas.

Or an explosion. Or anything, really.

Fuck it. You hold your breath and open the chest.

And inside is...

"What is it?," Marlow asks a bit anxiously from the doorway.

. . .

"It's..." Logs. Bound together. Why the f--

Wait. Waaait it's a chest like the one you found the fancy sword in, it goes deeper than it looks from the outside--! You begin to pull, revealing that your... uh... log bundle is made of some pretty long fucking logs--

that are bound together a very particular way.

You fold it out, revealing...

what the chest contained was actually a portable raft.

"Fucking... hilarious," you mutter, mostly to yourself.

Marlow chuckles a bit, too. "And after you did all those crazy jumps to avoid the muck."

"AND," you add, "after I spent a lot of my last trip here making my own rafts." You're reminded of the screwdriver Cici found downstairs, also during your last visit--it was perfectly placed as a key item in a hypothetical video game dungeon, but it's mostly pointless when you can (and do) just bring your own screwdriver. It's nice to know the dungeon won't expect you to bring any necessary tools, though--it WILL provide, it'll just make you work extra hard for said provisions.

"Th..." Marlow, his eyes shrinking, almost forgets the door entirely as he slips an inch closer to you. "Ohmygodthey'rehere, Plaire, that-- they're--"

You drop the raft and rush out into the hall, weapon and toolbox in tow, pushing past Marlow to find--

two of the classic gangly-ass right-to-know basic bitch style fuckers you know and love

"ohmygod," he repeats, "that... they're... they're terrifyi--"

He does not even finish the word before you've already killed them.

Big ol' flying axe to one, polearm slash to the other. Stomps and subsequent chops for good measure.

You stop the office door from closing with your hand, but after a moment to think about it, you don't really need anything else from there. ...You don't even really need the raft. You relinquish the office door, and give a motion of your head to Marlow as you turn to head west.

He dares a few peeks back at the dead monsters, but otherwise focuses on sticking close to you. "H... how long did you say you've been doing this?"

You shrug as you kick open the door to the corner room. "Like a week-ish? I guess?"

You navigate through the tightly packed barrels, climbing over a few, before throwing open the door to the south hallway.

You are immediately confronted by one of those bloated... worm-filled guys. You test his defense versus giant axes.

Thunk. Splelch. Thud.

Poor. His defense was poor.

You step carefully around the body (and the worms attempting to flee) as you continue onward, Marlow hovering close behind.

You are confronted by more enemies. Wormy boys marching out of their respective cells, right-to-knows trying to join them in ambushing you.

You are not impressed.

You are stronger and faster and tougher than you have ever been in your life, in the dungeon or otherwise. You've theorized that the dream has some kind of 'level up' system, but now that you're forced into combat it's unmistakable. It's not just your mana that's increased from night to night--your raw fundamental properties have improved by a stupid amount.

The enemies have stayed the same. Exactly the same.

At some point, you were actually afraid of these creatures;

that point has long passed.

By the end, even Marlow starts to get in on it, participating in 'fighting off' these 'dangerous' 'threats' with his torch. You would almost feel bad for these nasty bastards if not for the fact that they keep fucking attacking you and you know what happens if you let them. They're not putting up their hands or tentacles to surrender, they're coming at you with maces and rusty swords and tendrils a-flailin' just like they always have. THEY don't change. THEY'RE still approaching this like you're weak and exploitable. Even the right-to-knows--who you know full well can do a tactical retreat--keep lining up to get cut down because they think the wormedfolk will protect them.

They don't level up. They don't even learn. Not even from the brutal murders you're committing right in front of them, they don't learn a god damn thing they just, keep, coming.

They're just here to hurt you. Mindlessly inflict pain or die trying.


You step into a familiar hall filled with dangling chain snakes. ...But on the south end of it, saving you the trouble of having to actually deal with any. To reiterate: fuck 'em.

"Hold your breath," you tell Marlow, and you shove your way into the corner room with the gas vent in the floor. On your way out the east exit, you stomp the floor panel to gas the mimic upstairs.

And in record time, you've made it to the ground floor.

You burst into the heart-marked door like you're coming home from work.

"Fucking NAILED it!"

"Are we safe now?," Marlow asks, seeming to take note of the striped decor.

You nod. "Yup. Shit won't follow us into these kind of rooms. ...At least, nothing I've seen so far. Breathe, process, ask questions, whatever you need to do... it's only going to get weirder from here."

You set down your toolbox and polearm. You don't even need to lie on the bed this time--the second you let out a mildly relieved sigh the lights come on. Bing bang bong, progress saved, spawnpoint set, etcetera. You're even getting better at relaxing in the dream.

Marlow parks himself at the end of the bed.

"This..." he finally says, "I still can't believe this is all... real."

Pfft. "You didn't believe us?"

"To a degree, sure," he admits. "Do y'have any idea how many threads I've pulled in my lifetime? How many stories I've chased? How many conspiracies I've gone diggin' into? Never quite pans out all the way. You hit dead ends, y'find out someone was lying or exaggerating for money, or they were higher than a kite, or they're pinnin' coincidences on acts of God... or you hit a wall with real truths protected so well they'll never see the light o' day. I thought you girls had found something solid, but... this's been everything you and Kate described. One hundred percent. And it's just... here. Just a regular looking house in the town I already live in. Not a fake, but not a triple false flag rumor buried in an off-the-grid air force blacksite, neither. ...None of this makes any sense."

"Sure it does," you chuckle. "Everything here has rules and systems, and it's all pretty consistent--"

"--That's the part that doesn't make any sense!," he counters, almost laughing himself. "You pretty much told me how it'd all go down before I ever stepped foot in your house. I wanted to believe, but... Plaire, I've been burned by bein' hopeful so many times. I braced myself for the worst, but... the monsters, the traps, the powers... it's all here, it's all repeatable. This ain't just proof of the supernatural, it's THE proof. Even the damn video game connection--" He pauses. Looks aside. Thinks it over for a second. "...And Franklin knows. He has to know, this HAS to be the kinda thing he was afraid to tell me about."

"...What did you think Franklin's big weird secret was?"

"Smaller," Marlow says quietly. "One of those things that messes you up but you can't do anything about it, like findin' out what they do to chickens. There's brain-eating amoeba livin' in rivers in the south. Dentistry's not as tight a field as we're lead to believe, most dentists are barely better than chiropractors. Somethin'..." He pauses to refocus. "Something small. I know a lot of truths like that--dumb trivia that don't change my life, and half the time I wish I could unlearn it. I thought it'd be somethin' like that... bigger, probably, but not THIS big. This..."

Marlow takes a sweeping glance across the striped walls of the heart room. "...This is wild. I could never have believed this without seein' it myself, and now I can't walk away from it without believin' magic is real. I figured I'd find proof of some damn aliens or sasquatches before I ever saw definite proof of... of a magic house that takes you to another world. There's no way I COULD tell anybody about this and not come off like a crackpot."

"...Well," you smile, beak be damned, "give it a bit, I can show you some damn aliens, too."

The only question now is where to start--learning what the fuck all's going on outside, or taking a trip into the deep downstairs to figure out what a miasmatic wound is.

Either way, you're about to take Marlow for a god damn ride.

Average Rating: 5 (1 vote)
Load my Place Save my Place

Will Schrag | Jason Dippel | Skullrama | John Wood | Tom Axon | David J Wu | Cannon17 | Dustin Hickman | Mochi | Wisp Pandemonium | arbit | Travis Whittaker

13th Sep 2021, 6:17 PM
Also I am planning on maybe doing some streaming on Twitch? Nothing specific, more of a comic AMA and testing out some OBS things for future plans. I'm thinking... Thursday? 7pm centralish? Time's negotiable if it turns out a bunch of shit happens on Thursday
15th Sep 2021, 9:06 AM
Ya need to put a link to your channel! Even if things happen and you end up canceling, can't check out what we can't find in the first place.
13th Sep 2021, 6:51 PM
We still need to get the extra key, check the results of the potato experiment in this room and pick up the Do Not Reset tape that Plaire dropped in the candle room last time when she tried to teleport.
13th Sep 2021, 9:31 PM
13th Sep 2021, 10:18 PM
13th Sep 2021, 10:37 PM
13th Sep 2021, 11:45 PM
And wanna check the note in the bed heart room, if its still even there and what it says
14th Sep 2021, 4:13 AM
Another Guest
14th Sep 2021, 9:05 AM
14th Sep 2021, 2:59 PM

Another potential low-risk action here is to Check the barrel room. Specifically, the barrel used to float down the maintenance canal.

If yellow things of the dungeon DO NOT RESET, then the mana wine emptied out of the barrel will still be missing.
14th Sep 2021, 9:32 PM
+1 to this. The idea that there could be a yellow things rule never occurred to me. Actually, could Plaire possibly make her own DO NOT RESET tape by buying yellow tape and writing the words on there manually? Might be worth testing in the next dream.
16th Sep 2021, 6:40 AM
Making "do not reset" tape has been suggested. We (and Plair) need to remember this and try it.
13th Sep 2021, 7:05 PM
The Tradesman is currently our best source of information about the alcazar. Teleport via the candle room to the Tradesman's room to ask some questions, like:

1) "Have we met before?" Ask something easily verifiable like this, just to see if it's still in lie mode. Taking the Do Not Reset tape off it may have changed that.

2) If it's not lying anymore, ask what it's expecting in exchange for the information given. We got a kind of answer last time but because the Tradesman was in lie mode, it was pretty confusing. I want to know exactly what we will and won't be on the hook for in the future because the Tradesmen in BIM didn't give anything away for free.

If the price is acceptable, proceed to the following questions:

3) What is an alcazar, anyway? What is its purpose? Where does it come from?

4) Who/what are the gods outside the dome? Why do they want inside?

5) The Tradesman mentioned last time that the Miasmatic Wound is linked to the health of the alcazar. Would healing the wound enable the alcazar to project a stronger dome and keep the gods out? If yes, can the Tradesman give us directions to the wound?

6) On page 122 Plaire tried to access the dream game's status screen but received an error message telling her she could not because the alcazar's physical arcana represents the Hanged Man tarot and not Plaire's, The Fool. How can the physical arcana be reconfigured to represent The Fool?

7) What can the Tradesman tell us about the striped classroom? Was it put in the alcazar by the same person who created the striped heart rooms? (Oh wait, the heart rooms have the same stripe pattern as Plaire's shirt did on her first night in the dungeon, see pages 5 and 87. So did Plaire somehow create the striped classroom?)

8) Ask again about stygian circuits and demonshells(see pages 119 and 136). Could Plaire access her stygian circuits(and by extension her dream powers) in the real world? Do all living things have stygian circuits or is there some special reason why Plaire has them?

9) Show the Tradesman the note from Acedia. Ask if it knows anything about Acedia and how far it is to the center of the alcazar. Is the remaining strength of the dome connected to the heart countdown?
13th Sep 2021, 7:51 PM
+1 Good questions. Tack on a what can the choir do to effect the dungeon (or anything really)
13th Sep 2021, 8:29 PM
Bored One
+1 to visiting the Tradesmen. Probobly actually fits the claim we'll show Marlow the Aliens after all.
13th Sep 2021, 10:35 PM
+1 to 1,3,4,5,6,7,8,9. They're a very nice alien, though can only speak in lies. Great guy, very witty and quite knowledgeable.
13th Sep 2021, 9:07 PM
I'd also like to ask, specifically, which of the entities beyond the Alcazar the Trades Man personally finds to be the most interesting, and why -- we've gotten hints that they're aware of some of them and I think we might be interested in their response.
13th Sep 2021, 9:08 PM
Also ask if we can expect useful answers to questions about stuff outside the alcazar (e.g. the Mayor, the physical house, uh... good safe methods of obtaining real-world dollars???).
Ask about the author(s) of the notes. Ask about the countdown ON the notes-- if indeed it means what we think it means (i.e. nights until bad shit happens) and whether it can be halted and/or extended.
13th Sep 2021, 9:32 PM
+1 to all.
13th Sep 2021, 9:44 PM
Lets try not to forget that, while helpful, there is something really weird about the entity in question. It is a Trades Man. This does not mean it is actually related to the Tradesmen.

Best to keep skepticism goggles on during interactions... While still trying to get all the info we can, of course.
13th Sep 2021, 9:47 PM
+1 to keeping the skepticism goggles on.
14th Sep 2021, 10:13 PM
I just reread blood is mine and it looks identical to the interdimensional tradesmen Mine talked too.
Likely its commitment to lying is a way to escape requiring a cost/trade for the information(?)
I feel like there should be a way to free it from the alkazar, but I'm pretty sure it all read told it it was glad to not be blocked out of it anymore, and, quite frankly we need as much information as we can get.
13th Sep 2021, 10:22 PM
Lunar Waffles
+1 also, "what is 'the' choir?"
14th Sep 2021, 10:14 PM
13th Sep 2021, 11:41 PM
also teleporting takes a decent amount of mana if i remember, we should check if our flask is filled with mana juice before jumping, how is our mana after all that op BS anyway.
13th Sep 2021, 11:53 PM
Are the Paradoxes a known entity external to Plaire/the alcazar?
Is Hunger the entity that ambushed/imprisoned the Trades Man?
Are there other videogames which could have an impact on our abilities?
14th Sep 2021, 4:14 AM
Another Guest
14th Sep 2021, 3:49 PM
+1 in general.

Even if the Tradesman is still lying, I think he's your best bet for intel you can use to choose between the Miasmatic Wound and Striped Classroom versus the Heart of the Castle, your two most prominent potential destinations right now.

You just need to ask enough to get a general feel for the cost/benefit of each of them, relative to each other. Will it take longer to reach one or the other, will you have to confront tougher monsters to access this one or that one? You can't ask, "Will this one be more rewarding than that one?", even if he's telling the truth, but make an attempt to extract what the separate rewards are; then you can assess which is more valuable.

Once you have the intel, you can make a better-informed decision.

As an aside, he said (link) that his shell had stygian circuits, not that Player had any. She did speculate that her "mana veins" were somehow analogous, so Question 8 might be profitably redirected to those.
13th Sep 2021, 8:25 PM
Maybe check out the water. If Marlow can push water away while Plaire holds on and stands on the raft, it's feasible the water portion of the map could be covered quickly. There was another key, wasn't there? And giving Marlow a chance to level up, or get closer to doing so, could be valuable.
13th Sep 2021, 9:05 PM
Go Plaire! Speedrun those assholes!
14th Sep 2021, 3:45 PM
That was some righteous run right there.
13th Sep 2021, 9:10 PM
Just for the sake of doing it, Plaire should check her money in the dream. I didn't think about it at the time I had this idea, but maybe that's the cost we're paying and we don't even know it. If it's all weird and dream-like, that might be a sign.

Also -- Let's try to find the Magus we know is out there, if we can. Even if we find the wound right now would we be able to do anything with it? Plus, finding her would provide us with much-needed answers. Either way, be careful as we progress. Confidence is good right now, but progression logic dictates that harder enemies are going to be more Plaire's speed than these ones are anymore. Let's be careful.
13th Sep 2021, 9:16 PM
+1 to Plaire checking her money in the dream.
13th Sep 2021, 9:54 PM
Portal In Time
+1 to money and caution. The Magus is likely in the *larger* structure past the Dad Boss ('cause of the note from earlier today), but you're right about needing to stay aware and not get too cocky as we progress farther from home base.
14th Sep 2021, 4:14 AM
Another Guest
13th Sep 2021, 9:37 PM
My only observation at the moment is that Plaire should take heed to be a lot more cautious when she's delving into uncharted territory. It's always fantastic when you've leveled up enough to instantly vaporize the low-level mooks, but that can easily translate into facing the new bad guys with overconfidence and subsequently getting disemboweled. (Or running afoul of another trap).
13th Sep 2021, 10:41 PM
+1 to expecting the unexpected.
13th Sep 2021, 11:01 PM
+1 to taking heed, Marlow should keep his heightened senses on the alert. Plaire fell several levels to the Tradesman's room when that grenade went off. If she continues exploring that deep then she may end up facing more difficult enemies than she's ready for.
14th Sep 2021, 4:01 PM
Last time the blast was negated but the fall took a lot out of her.
This time... Fall damage is rather inconsistent throughout the Magic Mustachio franchise, but anything short of a bottomless pit isn't lethal from full life in the very worst case.
That's a potential shortcut to consider.
14th Sep 2021, 4:15 AM
Another Guest
13th Sep 2021, 9:56 PM
Portal In Time
I'd say we grab the mimic key, check in on DadWall (Remember the cheese strats - if his chains are up, he respawned), and head over to the Miasmatic Wound after a chat with the Tradesman. Mind your mana, and stay cautious as we get farther from the spawn room!
13th Sep 2021, 10:06 PM
Even if Dad Wall respawned, Plaire has exactly the right powerset to just speedrun him. Mustachio-powered jumps to leap up to the high chains and sever them with the polearm, shield to block the Phase 2 lightning, and axes to yeet into the throat.
13th Sep 2021, 10:07 PM
Marlow is gonna meet An Actual Factual Alien

Marlow is even dressed for the occasion as a flying saucer
13th Sep 2021, 10:17 PM
Lunar Waffles
first things first, meet with the alien tradesman, ask a bunch of questions, we can decide which way to go after that. however my current vote is up to the castle. (which will be easy, because teleporting!)
13th Sep 2021, 11:07 PM
+1 to up!
14th Sep 2021, 4:16 AM
Another Guest
+1, bc we really have to talk with the tradesman, aaaand if doesn't look alien enough, the entities beyond the barrier should be (no way we are leaving Marlow without aliens after teasing him xD)
13th Sep 2021, 10:40 PM
We should get some more DNR tape when we visit the Trades Man. Also, make sure Marlow grabs us when we teleport.
Maybe Axe the mimic a question before we traverse out.
13th Sep 2021, 11:23 PM
We just gassed that one on our way here
13th Sep 2021, 10:43 PM
Should definitely send Claire some "congrats" vibes. She's grown past what she used to be, a runaway girl terrified by everything, into someone who can take care of herself. What's more, this growth, this progress through the dungeon, while she might have had help at times, it's all her progress. Hunger can kiss Claire's rear end in regards to being given everything, Claire claimed this progress HERSELF. SUCK IT, FREAKY OUTER-REALM PERSONAS!!!! (maybe? idk what they are exactly, but still)
13th Sep 2021, 10:54 PM
I'd say don't forget to pick up the extra key from the mimic setup we worked on before, then check to make sure the 'dad boss' is still defeated. then we can head through the teleporter back to the deep levels.
13th Sep 2021, 11:25 PM
I hope we don't need to reset tape dad wall - although we should have enough that's it's doable
13th Sep 2021, 11:29 PM
Now would be a good time to ask Marlow about the lyrics that flashed when we picked The Moon, let's see if they have any significance whatsoever!
14th Sep 2021, 10:17 AM
Probably a decent idea.
14th Sep 2021, 10:20 AM
14th Sep 2021, 9:33 PM
16th Sep 2021, 1:51 AM
Portal In Time
+1, may as well!
13th Sep 2021, 11:40 PM
Got to agree with CrazyTim45 here. We might have offered a path, but the confidence and initiative Plaire is showing now is not a product of the choir.

Maybe this is something we can do. Purposefully leak evidence that "They" might not know as much as they think they do. "They" have an infighting problem already. If Plaires confidence, properly earned, even if from within the strain of the dream, weakens the resolve of one, will that buy more time?

information warfare keeps looking more and more like the name of the game.... but we're still learning the rules.
13th Sep 2021, 11:43 PM
We speedrunnin lesgoooo, but gentle boop of "remind yourself that overconfidence is a slow and insidious killer" especially the lower floors

Oke, very down for tradesman time, but before that,

*we check the note on the bed if its there and if its different from the Acedia note

*Ask Marlow if the words "computer banks to rule the world, instruments to sight the stars" means anything to him, or if its just his psyche being revealed to Plaire

*can Plaire take out her phone and look at it through her eyes like in page 23?

*new technique for later: yknow in third person Gmes you can peek around walls with the camera? We can do that for Plaire as the Choir, since we usually see her in 3rd person

Minor importance:
Ask Marlow if he knows a blonde lady that usually wears jogging pants and a sweat shirt, has funky kinda 80s hair
Small gut feeling she might be important or just cool info
14th Sep 2021, 10:20 AM
The slow and insidious killer warning with that exact wording. If that game exists she might get the reference.
14th Sep 2021, 11:48 AM
Another Guest
+1 to all, including the "slow and insidious killer" reference.

We may have a lot to think if somehow Plaire gets the reference, because this means that DD exists there and ALSO here.
15th Sep 2021, 12:45 AM
Robodemons does already exist in both worlds, (or maybe it doesn't exist in Plaire's world :O )

that has some implications for Choir stuff, but I can't think of em yet
14th Sep 2021, 2:14 AM
Feel like finding and fixing the wound is a high priority mission right now. Could give us more time to work with, or some other useful benefit. We're geared up and ready to party hardy as best as we've been since starting all of this; best tackle something big before we burn too much mana/energy on (now) weakling monsters.

Also, boop the Tradesman along the way.
14th Sep 2021, 4:20 AM
Another Guest
Keeping the experiments about what we the Choir can and can't do, should we try to ask a question directly to the Tradesman, and see if he can listen to us?
14th Sep 2021, 11:12 AM
14th Sep 2021, 4:04 PM
Can we even pay the cost?
That probably precludes direct questions.
14th Sep 2021, 9:16 PM
This is a neat idea, +1.
14th Sep 2021, 7:34 AM
I vote to check in on the Trades Man (after warning Marlow about his inability to tell the truth). Both to check if nothing has changed since last time (given someone clearly tried to seal them once) and to ask a bunch of questions.
Not just the miasmic wound, we can ask them about other stuff like the folks we get letters from, if he has a clue whether either of them is directly connected to the creator of those heart rooms, what exactly the countdown represents...
We might even be able to learn more about the system in the dungeon, and some things about the house.
14th Sep 2021, 10:16 AM
I think we should find out what the deal with the butterflies is.
14th Sep 2021, 10:13 PM
+1. We can ask the Tradesman about the butterflies when we visit it. Last time it said, in lie mode, that Plaire should beware the butterflies and that they weren't there for her benefit(see page 136). So I guess the opposite is true? Haunt Butterfly had a butterfly for a face but she killed Plaire the first time they met. So maybe there's no connection between Haunt's butterflies and the butterflies the Tradesman mentioned?
14th Sep 2021, 10:23 AM
Target after prep: Castle. There's someone who needs us in there.
14th Sep 2021, 2:56 PM
Well, don't go jumping to conclusions, Player. No, enemies have not invaded any Heart Rooms, but there's never been an enemy in any position to try. This floor doesn't have mobile enemies, and the room downstairs was likewise a good distance from any enemy that might pursue.

There's also the video game trope of the safe save room, but tropes aren't completely safe themselves.

If, in the future, you have to flee some super-pursuit-predator, relying on this conclusion may be inadvisable. Have a backup plan.
15th Sep 2021, 5:35 PM
Another Guest
16th Sep 2021, 6:46 AM
True. Drawing aggro to a save point is a messy problem in some games even if nothing small spawns close to or at save points.

Backup plan to draw aggro elsewhere is a good idea.
14th Sep 2021, 9:39 PM
Y'know, given that Dungeon Level B1 is so easy right now, it might be worth doing a final run-through and checking whether any of the unscouted cells contain any useful loot. Even finding a single key might be useful; if there's a room in the Cell Blocks that contains a master key for all the doors on that floor, so much the better.

Plus, I suspect that now Plaire's confirmed that she can level up, she wouldn't be averse to a spot of grinding, and Marlow could use the XP.

One other thought: Plaire should run down to B2 and test the raft. If it has unusual properties - like, for example, the ability to be directed by thought (or at least without a polearm) - then it's way more useful than it appears. Certainly it would beat using a door.
14th Sep 2021, 10:06 PM
+1 to a spot of grinding and combing B1 for loot. Plaire should also check her starting room bed for the results of the potato experiment, the author didn't say that there's any potatoes here in the sanctuary proper heart room.
15th Sep 2021, 11:33 PM
-1. Looking at the big picture, playing like a completionist and playing like a speedrunner are antitheses we can consider. I speak from the perspective of the speedrunner in opposing a comprehensive exploration with little prospect of finding anything of much value.
16th Sep 2021, 12:00 AM
Ok, it's true that we have some priorities like the heart countdown that we might want to address ASAP. But what about the potato experiment? There were no potatoes in the couch room and the author didn't mention any in the room Plaire is in right now. If we don't go to check out the starting cell on B1, are we going to assume that the only items Plaire can take with her into the dream are those that she's either wearing, holding or are in her pockets? Though I suppose that if the more distantly-placed items only appear in the starting cell, then it's really not worth it to place them further from Plaire. So should we declare the experiment to be concluded?
16th Sep 2021, 1:31 PM
Well... technically, 100% (or more, where applicable) speedruns are totally a thing...
But it's not like either is the goal right now - too many unknowns, while speedruns only work when every facet of a game is well understood.
15th Sep 2021, 8:14 AM
It confirms the magic isn't in the knife, it's in the "Do Not Reset" tape itself.
15th Sep 2021, 10:35 AM
15th Sep 2021, 7:40 PM
Now we just need to play with the definition of attachment to the tape in abstract and game the system.
Which is not a serious suggestion because it probably won't work. But still.
15th Sep 2021, 10:39 PM
Notable; the worm dude stayed impaled, the paper did not - because that was wormy's starting position, maybe - while the paper started elsewhere, and wasn't contacting the tape. 🤨
16th Sep 2021, 1:07 AM
I think it's that we can wrap things in a bundle of reset tape and it'll potentially stay unreset, since what we did before didn't work
16th Sep 2021, 1:39 AM
New boss cheese strat - find something big and sharp, wrap it in tape. Check where the boss spawns. Move boss and leave object in the spawn spot. Telefrag the boss the following night.
16th Sep 2021, 4:00 AM
Nice. That might actually work. xD
17th Sep 2021, 8:45 AM
I'm wondering, if Plaire asks tradesman "What is [something] not" will he answer what it is or just continue on his word gymnastics?..