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THE GREAT MOLESCAPE

This section is effectively a second part to the election one, since you are accidentally forced down here, no break or chance to do other stuff from the moment you collect the last vote and present them entering Einar’s house to the moment you escape… or fail trying.
Due to this, just before the final vote, i recommend setting any stat points you have (or re-stat, thanks to Chet’s incense), not that it is mandatory, the dungeon can technically be completed with no battles at all, and i managed to complete it fully by setting no stat points at all (kind of, see more below).

The moles, as the generic enemy (encountered beyond Kin/Kith’s forge) and Atah himself let on, are not really a violent bunch, rather pretty goofy and lovable furballs, if a bit horny~. This means they involuntarily let you wander around freely, as such, i won’t mark mandatory stops in red, but still show the general route one may take as the stops are unlocked and some more essential info on the map itself.

A build high in STR and AGI will work even better than usual here (especially with the new good physical skills, leaping slash and sweep), having just enough INT and levels to have 120 MP and squeeze in 4 slashes/bind ups before having access to the flask or potions may also help, while CHA is almost useless in battle, as even moles fight in groups sometimes, and the few single mole battles are easy enough (not harder than the other enemies immune to lust you’ll see here for sure).
And yes, as you may have guessed, you are left with a (pretty much) empty bag and flask, all must be retrieved, but that room can be accessed fairly fast, like most of the dungeon.
Buy the fabric from Jørgen and have Witer upgrade your bag to carry 1 more HP and MP potions, a little improvement, but it could always make a difference. Buying the shepherd stone and sun pendant from the shops in the tribes can also be useful for that extra ATK or stat checks (mostly AGI ones).
Enchanting your weapon from Kith can help a lot, except for the optional boss next to the secret exit, otherwise fire works great in here.

N.B: this dungeon can’t be re-entered (as of 0.34, and it’s unlikely we’ll be able to in the future!), and failure to escape before 00:00 triggers the full wave fight to escape automatically.
Before the dungeon itself, you gotta get out of your cell though! The general instructions are explained by the game, click on some things in the two rooms and drag items on other items in your inventory to combine them; here are the interactable spots and steps to get out, easily in less than a minute:

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  • immediately grab the bread and the metal rod by inspecting the window in the other room.
  • get the gnawed bread by complaining to the guard.
  • use the gnawed bread on the bricks slightly sticking out in both rooms (in the middle in the right one, and on the right in the other room) to get flint and metal box.
  • use the metal rod on the jar to make the goo rod, and use it on the manhole in the other room to get a jar shard.
  • use the shard to kill the poor innocent pillow and scavenge its mauled body for some straw.
  • combine the straw and flint to make some ignited straw.
  • use the ignited straw on the spider under the bed to obtain a shiny coin.
  • combine the coin and metal box to open it and get the rusty lockpick inside it.
  • use the lockpick on the door to escape.

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LEGEND:

  • the red numbers are the exits (22, 62), specific stops needed to unlock the bottom one (42, 45, 58, 59) or the three ways to remove waves from the top one (14, 32, 54).
  • the green numbers are for raffle tickets (see stop 36 for more info).
  • the light blue numbers are bath tickets (see stop 8 for more info).
  • the yellow numbers are the food delivery quest itself (25) and the three delivery spots (5, 46 and then 14).
  • the red line is the fastest way to the main entrance
  • The blue line is the fastest way to the secret exit; it is the speedrun way, as it requires a few clicks to reach stop 40, use the lockpick, turn the valve at stop 42, go down the stream from stop 45, go left at stop 57 to reach stop 58, look around for more clues, and then go forward from 57 again to stop 59 and stop 62, the behir is optional (one could take longer reading this than doing it!); of course, keep in mind you will miss all the items, lose the ones in your confiscated backpack, and most AP from exploring.
  • sex scenes aren’t marked, but check stops 8, 13, 20, 21 and 61 for them, you horny mole fuckers~, and maybe something deliciously kinkier for that last one…~. (the bathhouse foursome doesn’t have a CG yet, as of 0.34).
  1. (nothing).
  2. campfire; you can rest, fap and even use bonfire kits here as usual, so it’s a great way to heal or power up before tough battles (i consider those ones to be at stops 22, 27, 56 and 61, even if they are all technically optional), but do remember the alarm goes off at 00:00! So don’t abuse this if you are going for 100% in this dungeon; if you had bonfire kits before getting caught, they weren’t confiscated, so you can use those, but there are also 2 easily obtainable ones for just one raffle ticket (see stop 36).
  3. (nothing, but it reveals who put the lockpicks in that cell). (the spot just above this one is unused).
  4. loot: 3 iron ores.
  5. this is relevant for the food delivery miniquest later (see stop 25), check it for the free A-EXP though.
  6. Pretty much the only mandatory stop with an event before the dungeon gives you more freedom to explore. There is a first part where you can succeed immediately through an AGI stat check, a second one through STR or CHA, and one last chance with the supervisor with either checks or choices, in order to keep your cover:
  • take cover and observe: succeed if AGI ≥ 10, otherwise:
    • tell him to move forcefully: succeed if STR ≥ 7, or last chance with the supervisor.
    • lie about why you’re here: succeed if CHA ≥ 7, or last chance with the supervisor.
    • follow mole to the supervisor: automatically go to the supervisor.
  • go forward and talk: automatically go to the supervisor.
  • sneak away: cancels the event, but you are forced to do this before exploring the rest of the dungeon anyway.
    • say you are a new employee: reply “wolf 18”, otherwise leads to fight.
      • say you are a high level supervisor: your name just requires CHA ≥ 7 to succeed, “wolf 18” needs CHA ≥ 10, both reward you with a raffle ticket too (see stop 36), otherwise leads to fight.
      • say you are an escaped prisoner: some may see this as a bluff, i mean, who would admit they are the escaped prisoner while trying to sneak out? But no, the moles are simple-minded enough to just believe you, so this is the guaranteed way to fight.
      • you’re the new whore: just don’t attack him, both names need CHA ≥ 5 to succeed, giving you an extra line of dialogue and the option to tempt him further successfully to obtain a raffle ticket (but there is no sex scene with him, poor big guy…)

So the best option is to always go to the supervisor, say you are the new whore and tempt him further, this will give you both a raffle ticket for stop 36 and the “whore” job title on your work permit, needed for the sex scene at stop 20 with the giant mole in the office, the title also varies dialogues slightly with him and at stop 8 with the moles in the bathhouse.
Succeeding before meeting the supervisor leaves you with no work permit, in that case, get one from stop 7, although you will automatically name yourself “wolf 18” and be an employee.
N.B: you can check your name and job title anytime by clicking on your work permit in your key items.

  1. mostly funny text about the moles’shenanigans during work; also get your work permit here (the “strange card”), if you haven’t met the supervisor in stop 6.
  2. bathhouse: there are 2 obtainable bath tickets at stop 17 and 5 (this during the food delivery miniquest at stop 25, by tricking with CHA ≥ 7, it is missable), and it is recommended to get both and visit each room once. Being a supervisor lets you bathe whenever you want, as long as you register your permit in the office at stop 20 (but do remember you are on a timer, for this dungeon!).
  • left room: find the depot key, to get the rest of your stuff back and 5 free fuse grenades (you can carry 4 at once, they deal good fire damage to everyone, but damage is halved with < 6 AGI); also grants x1,5 max HP and MP.

  • right room: meet a trio of fun and horny mole friends, there are slightly different ways to get the pump room key based on your job title, or by sneaking (it is also possible to ignore them and enjoy the shower, getting the stat bonuses instead, but that’s a waste, considering there’s the other bath ticket, or can use this indefinitely if you are a supervisor, and the first raffle ticket gives you 2 bonfire kits):

    • employee: ≥ 7 CHA is needed, otherwise you can have sex for it.
    • supervisor: the key is given immediately, you can join them and either have sex or refuse anyway (the latter giving the stat bonuses).
    • whore: the only way to get it is to have sex with them.
    • sneak: with < 10 AGI, you will be busted and be sent in the appropriate path described above.

    N.B: this room becomes unavailable after you get the key, regardless of how you did it. Having sex takes about 45 minutes, but baths are already 20 minutes anyway, don’t worry too much about this one.

From now on, it is possible to go pretty much everywhere, the three visible paths can interconnect easily, so the stops were numbered assuming one goes to the top left part first.

  1. (nothing, but it’s a tip on a key being in the bathhouse and needing bath tickets to get in, also a warning about the deeper part of the mines being dangerous).
  2. (nothing)
  3. (nothing)
  4. (nothing)
  5. “Risk it” for a sex scene with a mole in a tent; there is no actual risk or anything you can find here, so have fun~, but sex requires some time (i’d hope), this scene taking 45 minutes, keep it in mind if you don’t want to 100% this place and are afraid of the clock (you can keep this for just before you leave, if you are unsure).
  6. Training grounds: there’s no risk checking out this stop, but you can’t proceed from here, go to stop 15 if you are heading for the office (stop 20) or the main exit (stop 22); it is relevant because one of the waves of enemies comes from here, should you choose to escape through the main entrance, and removing this one is tied to the food delivery miniquest (stops 23-25) and the laxative in the infirmary (stop 29) (the key being explained at stop 21, unless you want to use your lockpick).
  7. (nothing).
  8. (nothing).
  9. loot: bath ticket, used to enter the bathhouse (stop 8).
  10. Mole stuck in the bathroom (a classic~) asking for your help, pointing you at the bathroom key (“stinky key”) hidden in the barrels at the docks (stop 44), or use your lockpick.
  11. mole fight: the average mole you can find beyond Kin/Kith, but gives only 300 EXP and no loot, and is a game over, should he somehow defeat you, just don’t run in while weakened and either attack 3-4 times or tease a few turns, try not wasting resources on him; it also gains you the water bucket useful for stop 32.
  12. This is the office the supervisor (stop 6) told you about, register your work permit here! The poor big boy isn’t mean, just stressed, pent up and unable to find a hole that fits his massive pole~, dialogue varies slightly based on your job title, but only whores are proposed to give him relief! Just keep in mind that takes 45 extra minutes. Also, if you haven’t met the supervisor because you got through early thanks to your stats at stop 6, and forgot to pick your permit up at stop 7, go get it real quick so you can get in here and get it validated, it is still needed for the food delivery miniquest at stops 23-25.
  13. This poor weepy mole’s pickaxe fell below, in the dangerous tunnels, and needs a hero~... what do you mean “what does pushing him in the hole do?”? You heartless being, it kills him (but maybe it was just a bit funny). I meant, go get it, it’s at stop 50! This lil’nasty guy will adore you and show his appreciation for your deed and body appropriately~. It also is the way to unlock the infirmary (stop 28) without the lockpick, yup, no infirmary key can be found around! If you feel you are low on time (the dude is insatiable, takes 85 minutes away from you), you can avoid the sex, but don’t decline his offer, knock him out once he unlocks the door for you! There is a hidden check, with CHA ≥ 4 there are two more lines when he thanks you, so don’t worry about being too ugly, his hero remains beautiful in his eyes~. Regardless of what you do, you’ll be given/steal a raffle ticket.
  14. main entrance: this is one of the two exits of the dungeon. As expected, it is guarded, and the main character himself will analyze the situation before rushing in and give tips on how to take some of the 4 waves of enemies away (and also a reminder to get your items back first, at stop 38):
  • don’t add water to the furnace (stop 32), it will blow up before our wolf rushes in; removes a wave with two moles, -600 EXP.
  • add laxative to the food for the moles in the training grounds (third part of the food delivery miniquest at stop 25, laxative in the infirmary at stop 29, delivery at stop 14; see stop 21 if you don’t waste your lockpick getting in the infirmary); removes the wave with two moles and the big mole (the hardest one), -1100 EXP.
  • free the spiders at stop 54; removes the wave with three moles, -900 EXP.
    So the minimum is one wave of enemies (one with two moles, worth 600 EXP); a full fight is wave 1 with two moles, wave 2 with also 2 moles, wave 3 with three moles, and wave 4 with two moles and a big mole, for a maximum of 3200 EXP points (not that it is worth it, just grind a few minutes and it’s the same, these also have no loot).
    Going straight for the exit and fighting 3 waves (since the furnace explodes) is pretty much suicidal, it requires a high ATK, and the aid of at least some items and resting with the bonfire kit at the beginning (if you had one, otherwise you need to get a raffle ticket and reach the raffle machine at stop 36 or use a bath ticket for the x1,5 HP and MP bonuses), so consider using the lockpick either for the infirmary (stops 28-29) to grab the potions (and rusted spoon, to heal more) or the depot (stops 37-38), if you had fire bombs, potions (or the corrupted solvent, but that would be a waste), throwing axes or throwing knives bought at the tribes, although the best thing in there is honestly the free 5 fuse grenades, they hit moles hard enough even if you don’t meet the 6 AGI requirement and all at once; you can also do both by visiting stop 17 real quick (it’s pretty much on the way) and then the bathhouse for the depot key, then lockpick the infirmary.
    Note: lust goes back to 0 between each wave, this is intentional, a little help to make it easier!
    The normal moles all have 300 HP, the big one 500 HP, and they use lust attacks and are vulnerable to them too, but it is highly recommended you use sweep instead, and manage your MP accordingly to bind up, try not to use your resources on the two moles waves; your lust resets to 0 every wave here, and you may want to bind up or heal when there is one mole to take less damage and don’t wait bind up’s 2 turns cooldown, just heal and finish the battle. With the big one, prioritize the small moles when you can’t hit them all at once, unless you are so tanky they do chip damage; with the little moles’agility, it is going to be a matter of luck, this is why i suggest removing some waves or taking the other exit.
    N.B: even our character will remind you before attacking: if you haven’t retrieved your items from the pump room (stops 37-38), go do that first! They won’t magically reappear in your bag after your escape, so you’ll pretty much lose them!
  1. the entrance to the kitchen. While not necessary (despite the “!”), this place has some good rewards. You have to register your work permit for the chef to let you help him (stop 20) (if you got through stop 6 without meeting the supervisor thanks to early stat checks, get your permit at stop 7).
  2. the chef refills your flask for free, costing you only 30 minutes instead, whenever you want after completing the food delivery miniquest at stop 25 (the first refill is instantaneous as a reward).
  3. food delivery miniquest: a fairly quick job about delivering the orders to specific places. The orders do direct you towards them in a generic way, still:
  • to stop 5: it is possible to trick the mole into paying you with a bath ticket with CHA ≥ 7
  • to stop 46: you can’t really trick this quiet and impassible specimen (but have fun trying).
  • to stop 14: you can either deliver the food normally OR add the laxative found in the infirmary (stop 28-29, see stop 21 if you don’t want to waste the lockpick), this removes a wave should you try to exit from the main entrance (stop 22), or if time expires (at 00:00).
    Don’t forget to check this stop again to find a raffle ticket! And the chef at stop 24 will now refill your flask whenever at the cost of 30 minutes (first time aside), as mentioned above.
  1. (nothing, but it’s a funny and interesting insight on the moles).
  2. this totally-legal arena hosts a tournament to declare the strongest being in the underground, promising a great reward for winning 3 matches in a row! There is no chance to heal or change equipment between rounds, so this is one of the occasions where i suggest using a bonfire kit or bathe for those x1,5 max HP and MP bonuses, also might as well keep this for when you have the potions from the infirmary and/or your bag from the depot (see stops 28-29 and 37-38 respectively), fuse grenades are mostly wasted on single enemies. At least they aren’t group fights, and two are moles, so CHA is not useless, should you happen to have a decent value (6 or 7) to win in 5 rounds, but a decent ATK works just as fine and works better for other fights around here. The 3 fights get progressively harder, and they are:
  • number 226 (normal mole): just slightly stronger than your average mole, with 400 HP, he even “wastes” some moves on teasing, your lust doesn’t reset between phases, but the next opponents don’t tease anyway; try to not use resources on him, tease or attack, whatever works better based on your stats, and bind up before the finishing blow if needed, to avoid the skill’s cooldown turns; 300 EXP.
  • number 555/fives/5s (big mole): also slightly stronger than normal, with 600 HP, so teasing becomes potentially more useful here, otherwise, the strategy is the same, i see wolf stance hardly worth the extra turn and MP cost in general, even if you choose to tease (ignoring the ATK nerf); 500 EXP.
  • super lady: what a plot twist, the moles somehow found an automaton (from the previous dungeon), and it is damaged enough to be tamed (kinda) and even ridiculed by them! While not in the best of forms, it still hits hard enough (despite the sus attack names) and has 555 HP, and teasing obviously doesn’t work, so this fight comes down to physical attacks and using your resources, hoping you kept enough. I find bind up to buy you more turns than leaping slash with its extra power (unless your bind up heals very little due to low INT, END and max HP, and you have incredible ATK, pretty much a glass cannon build), use the flasks when MP run low, and finally the potions if needed (or just the potions if you haven’t done the quest to refill the flask mentioned above, but there are harder fights you may wanna keep them for, even with the infirmary giving 10 of each); 800 EXP.
    A loss isn’t a game over here, it’s all for fun (despite what super lady tries to do), but losing has you restart from the first fight, leaves you at 1 HP and you don’t get the resources back! The reward is… 2 raffle tickets, because you aren’t a mole… except the championship belt somehow pops up from the raffle machine after 4 tickets anyway! (check stop 36 for more info, it’s a great equipment).
    (note: the announcer mole’s silly lines are just for the atmosphere, they don’t influence the fights).
  1. this is the door to the infirmary, there is no key to collect, look at stop 21 to know how to get in (or use the lockpick).
  2. loot: 10 HP potions, 10 MP potions, laxative (see stop 25 for info on its use) and rusted spoon (increases potions’effects by 20% (so HP potions heal 110 -> 132, MP potions heal 50 -> 60; it’s like using an extra one every five, and can help tank a few more hits, each ensures two more leaping slashes/bind ups instead of almost two, it can make a difference!... unfortunately, it is only for battles, and it doesn’t work with the flask, keep that in mind).
  3. (nothing).
  4. (nothing).
  5. The furnace in heating up and will explode at some point, but there is a choice:
  • Fill the water: an option unlocked after beating the mole in the bathroom and getting the water bucket at stop 19, the mole in charge of it arrives late, and will “bribe” you with a raffle ticket for your silence.
  • Leave (Don’t do anything): the furnace will explode when (and if) you try to break through the main entrance, taking away one wave of guards from the battle.
  1. loot: 2 blood crystals.
  2. (nothing; despite the map showing it as a “!”, it is not needed, since you can get below by going left and then down anyway).
  3. (nothing).
  4. Raffle machine: this silly contraption gives fixed prizes for each raffle ticket you insert, there are 7 around, and many can be missed! (i marked them in bold on here, but they are at stops 6, 21, 25, 32, 51 and 27 has two); the prizes:
  • 2 bonfire kits.
  • Manuscript design (fuse grenade) (useless as of 0.34)
  • 3 blood crystal chunks (valuable, not yet usable in 0.34); grind more at stops 52 (once) and 53 if you want, at your own risk.
  • Championship belt: how did it end up here?? A strong equipment though, with +2 STR, +30 HP and -1 CHA, in case you don’t (or can’t) fight with your dick~.
  • 8 fuse grenades: more powerful fire bombs that hit all enemies, amazing in this dungeon, especially if you meet the required 6 AGI and use the lobber goggles from stop 56; you can only carry 4, and you can’t come back in this dungeon, 5 more are in your backpack in stop 38 when you retrieve it, so don’t waste them by not using them!
  • Jewelry bag (big): free 2000 gold from Chet.
  • Jewelry bag (big):... more gold.
  1. This is the depot room, where they put your backpack with most of the items you had (emptied flask and gold aside, bonfire kits were also usable due to it being classified as a material); the key is in the bathhouse’s left room, at stop 8, unless you want to use your lockpick here.
  2. loot: the rest of the items you had, 5 fuse grenades and 2 torches, great to explore the deeper tunnels accessed from stop 47 that need a torch, and with some wave fights of spiders very vulnerable to fire.
  3. (nothing).
  4. this is the pump room, key to leaving from the secret exit. The… actual key to this room is in the right room of the bathhouse (stop 8), unless you only want to get out of here, then just use the lockpick.
  5. (nothing, just a tip to turn the valve at stop 42 to escape from stop 45).
  6. Turn this valve to unlock the secret escape route at stop 45, there is no drawback to doing this.
  7. (nothing).
  8. loot: 15 bearberries, 8 cloudberries, 4 cabbages, 7 potatoes, 3 arctic chars, 2 arctic crabs, 2 polar mushrooms, stinky key (needed to free the mole at stop 18 and add water to the furnace for a raffle ticket at stop 32).
  9. secret exit: after accessing the pump room and turning the valve (stops 40-42), the escape route from the docks becomes available; it leads to the short section that starts at stop 57, just remember there is no turning back!
  10. stop visible only during the second delivery of the miniquest (stop 25), you can’t trick this silent fishermole (but trying is funny). He is just sitting there… menacingly.
  11. this is the entrance to the deeper tunnels, which have venomous spiders and the mysterious crysmals, you can enter safely though.
  12. this “!” spot is not mandatory and has no fight, but it asks you a torch to proceed further; if you didn’t have any with you when you got caught, 2 free ones are in your backpack in the depot room (stops 37-38). Once you do light torch, there is a trap coming up that is evaded with AGI ≥ 7, otherwise it inflicts 60% of your max HP! It can’t kill, but consider resting at the bonfire real quick, eat some food to save time, if you had any and you got your stuff back, or rely on your MP to heal and win the fight at stop 49 fast, and THEN rest, to better use your time.
  13. two spiders fight: these disgusting creatures are… actually very weak; they often do 1 damage even with mid defense, the only issue is them often inflicting poison, which takes away 10% of your HP every time you act for 3 turns (but they will pretty much ensure you always stay poisoned, so try to win fast and heal after the fight), they just have 250 HP, not a high defense, decent agility to evade your attacks and suffer fire, so fire bombs (bought from Chet) and especially fuse grenades (5 found in your backpack (stop 38) or 8 as a prize with 5 raffle tickets (stop 36)) can help, but i’d keep those for the boss fight at stop 56 and for the waves if you plan on escaping from the main entrance (stop 22), otherwise you can throw one, the dungeon offers 13 and you can carry 4 at once, after all; a fire enchantment from Kith will also help; 500 EXP and no loot.
  14. the pickaxe for the mole at stop 21 is here, provided you aren’t a monster and pushed him down, otherwise you get an alternate dialogue implying he was killed and dragged away… Pick it up, and a fight like the one at the previous stop will begin, i usually like to rest (or eat food) between stops 49 and 50.
  15. (nothing, but it foreshadows the crysmals at stops 52 and 53).
  16. either ignore this vein to unlock the path ahead safely or dig to find a blood crystal chunk and be attacked by a crysmal, made of those crystals! Due to this, despite their low 5 HP, they will always take just 1 HP of damage from anything, so don’t waste your MP or items (even if wolf stance might be worth it for once), just attack and heal when needed, they do mid damage and no statuses or lust to worry about (they obviously are immune to teasing); 400 EXP and no loot themselves.
  17. this stop is pretty much the same, except you can repeat the fight as many times as you want to farm blood crystal chunks… if you can handle the crysmals, since one is added to the fight each time, up to 3 of them. Using slash or fuse grenades can be worth it, if you have MP or fuse grenades to spare, i’d personally wait to do this just before leaving, even if these chunks have no real use as of 0.34.
  18. free the spiders to remove the wave with three moles, in case you want to escape from stop 22 (there is no fight or check, the “!” just marking an important spot).
  19. (nothing, despite the text implying there are spiders about to attack you).
  20. mother spider fight: i consider this to be the hardest fight in the dungeon, even when well-prepared; the mother spider has 1000 HP (immune to lust), good defense (but can’t dodge) and hits harder than the two spiders with her, plus, 3 venomous enemies means you can consider yourself poisoned for the whole battle; most damage will come from her and the poison, pretty much everything you can find in the dungeon will be needed for this: x1,5 HP and MP bonuses from the bathhouse (stop 8) or bonfire kits (1 raffle ticket at stop 36, if you didn’t have any already), potions from the infirmary or your bag (if you had them, i’d still avoid using the corrupted solvent, in case you have it) (stops 28-29 and 37-38), a full flask (refilled after the food delivery miniquest from the chef at stops 24-25), and especially fuse grenades (freebie in your bag, or 5 raffle tickets in the machine at stop 36), since spiders are weak to fire, and they should kill spiders in 2 hits while doing great damage to the mother (even if you don’t meet the AGI requirement for them), so use them while they are out… I am saying this because she has a chance of summoning them again, if they are both dead, so keeping one alive and gambling on it doing low damage or not poisoning can be a strategy, but i prefer accepting the poison and the possibility she uses up her turn to summon. 4 grenades should take care of 400 HP on their own, when she is alone, prioritize healing, preferably with potions (the dungeon gives 10 of each anyway, so you have some to spare, the rusted spoon you found with them can help a lot here), flasks when both HP and MP need some refilling and/or you are on cooldown for bind up or leaping slash, don’t abuse the latter though, or you’ll end up without MP to heal, and don’t waste it on the little ones. Bad fights are ones that have you poisoned since turn 1 (very common though), little spiders that dodge your grenades, and mom calling more immediately, high STR and AGI builds can handle more bad luck (so the championship belt earned with 4 raffle tickets is also great to have), but sometimes it is just too much; the fight gives xxxxxx EXP (message was bugged), but examining your surroundings 3 times lets you find the lobber goggles (increases power of thrown items, not exactly to 200%, due to how the damage formula works!), 250 gold AND a raffle ticket, while her body has you retrieve her venom sac (useless as of 0.34).
    Note: the choice before the fight doesn’t matter at all.
  21. there is no current here, so feel free to click on this twice and unlock both ways, they lead to stops 58 and 59. The timer isn’t a problem here, by the way, nobody would ever search here.
  22. Campfire: in this eerie, cramped and devastated campsite with only a lone survivor mole who went insane to keep you company you’ll be able to do 3 things:
  • look around for clues: unlocks the exit at stop 62.
  • steal from the mole: steals xxxxxx from the mole, even before killing him (nothing seems to be stolen).
  • rest at the campsite: fully heal, only to be attacked by the mole the first time; he is no different from the common moles you find just beyond Kin/Kith at Guden, lust attack included (since it is not on purpose), but you just fully healed, so the only way to lose (realistically) is if you somehow got in here with high lust and he uses a lust attack, otherwise go all in and rest again. 300 EXP and a mole tail (as usual), there’s no consequence to this. Keep in mind you can’t use a bonfire kit here, in case you wanted to for the boss fight at stop 61, so you have to heal at the campfire at stop 2 before getting to this area, kill this mole first if you feel the need to, and go to the boss at stop 61 (or just escape from stop 62 if you aren’t interested). (Interesting fact: you can masturbate only after killing the mole, but the boss doesn’t use lust attacks anyway).
  1. if you have looked around for clues at the previous stop, this unlocks the exit at stop 62 (just go back and check this one again if you haven’t done that).
  2. (nothing, but it warns you of the fight at stop 61, remember that is optional).
  3. behir fight: before the battle itself, there are 2 stat checks:
  • AGI check: succeed with AGI ≥ 10, otherwise take 40% max HP of damage.

  • INT check: succeed with INT ≥ 7, our wolf will either remember the tales about the behirs properly or be teased by him and be told, but with less info about their origins and behirs resisting fire, lightning and poison (the three available enchantments up to this point, and also of the fire bombs and fuse grenades).

    Note: there’s actually no way to reason with him or run away.
    Considering it’s the last battle for this escape route, i hope you rested with a bonfire kit at stop 2 or bathed at stop 8 for the x1,5 HP and MP bonuses, and kept 5 (6 if upgraded with fabric given to Witer) HP and MP potions (either from your bag at stops 37-38, which i HIGHLY recommend getting before coming here, as you won’t automatically get the items back after leaving, and/or the infirmary at stops 28-29), also a full flask, see stops 23-25 if you need info on how to refill it, while fire bombs and fuse grenades won’t do much due to his fire resistance, and throwing axes or knives (from the tribes’shops) are pretty weak (the soul solvent shouldn’t be needed, should you still have it).
    This majestic beast has 3000 HP!... But the battle ends after 800 HP of damage (so at 2200 HP), which is fairly doable, actually, i accidentally won (albeit with a handful of lucky dodges and crits) with no stat points invested! The fight is pretty straightforward, despite his attacks, he won’t stun or paralyze, but just do mid or sometimes decently high damage, nothing else, and a defense on par with the mother spider, the problem arising if you enchanted your sword, as he resists those elements, and the offensive items being pretty much useless (even if the lobber goggles might make throwing axes or knives decent if your sword attacks do little damage, like 20-30), he also can’t dodge, and is (unfortunately~) immune to lust, but doesn’t tease. Since it’s going to be a long fight in which the potions are going to be the best items, the rusted spoon can be a good choice (especially if you can’t bind up much or heals less than around 100 HP), the championship belt is especially good here too. When it comes to the actual moves, normal attacks/throwing axes or knives should be most of your attacks, with bind up used whenever you know no healing is wasted, or a HP potion if it’s on cooldown or you are low on MP, also try to use a MP potion if your HP are high enough and can fully make use of it, the flask is also good whenever you see both HP and MP could use some healing, not necessarily when you are low on them, use leaping slash only if you have MP to spare and preferably later in the battle, for the last 200 HP or so, in order to not be overconfident and run out of MP. It is a battle of attrition, but having potions should honestly make it a favourable matchup even at low stats (i’m also taking into account the failed AGI check to start at lower HP).
    Once his HP hit 2200, our fav prey jumps into the river and escapes (so you had to have killed the mole earlier, if you wanted to, starting the battle at even lower HP and MP, but you can fight them anytime at Guden anyway), the reward is 2 behir scales and no EXP at all (the game doesn’t mention anything). By the way, should you lose… your fate should be pretty obvious~, keep going after the game over for a kinky vore scene, with a more classic and a more sinful and messy variants. It is not for everyone, so one can just say they aren’t into it for a quick game over (or reload the save, duh).

  1. secret exit. Check for more clues at stop 58 and then stop 59 to unlock it, no behir fight needed!

The scenes after escaping vary a bit based on the exit you chose and who won the election: escaping from the main entrance (stop 22) has you pop up right behind Kin (before 18:00) or Kith (after 18:00), while the secret exit (behir fought or not) has you walk all wet up to Guden and happen to meet Frode, regardless, they bring you to Einar’s home (if he won) or Jørgen’’s bar (if Rasmus won) to warm up, and be ordered to help gather the others so Einar, Rasmus, Jørgen and Frode can listen to your story. After checking the windmill and agreeing to start patrolling the village with voluntary guards, the ex-chief puts faith in Frode to guard the windmill (so Frode is a bit angry at Rasmus if he won and didn’t encourage him and viceversa), Jørgen is also still mad at you for “bribing” and rigging the election if Einar won, but will still remind you to go pick the horse for Horace before leaving (it is necessary to end the quest and proceed with the story!), just ask him at the bar and get back to the tavern to be greeted and thanked by Horace, discovering Lana is his sister, despite being a feral (with some lore concerning ferals too).
All characters at Guden also have some new dialogues, Jørgen still pretty butthurt if Rasmus lost, Rasmus himself more or less busy (but still free to talk and pretty chill regardless) and Einar praising him, but specifying his concern for him taking too many farmers as guards if Ramsus is the leader.
Note that there are no level up points as reward this time, but those who explored the dungeon thoroughly can likely afford a whole stat point or two! Oh, but Horace does have an even… meatier reward for you, just go ask him~.

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