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Rasmus's Trial

After completing the previous quests (except "freeing the fearies", that's entirely optional and can be done whenever), talking to Einar automatically has him start this quest by telling you about Rasmus's path of the warrior to prove himself worthy of becoming the next chieftain. Details aside, this involves you helping him in exploring the next dungeon (the automaton cave) to find his father's token, he immediately asks if you're ready, but you can actually refuse and rest, remember to fill the soup flask too, and don't worry about the potions.

Getting Started

Saying "no" to him 5 times has him knock you out and drag your himbo ass all the way to Jørgen's cabin, a close fox friend of his father's, it has no real impact, but you won't be able to ask him anything during the trip, even though he is not the chatty type (you can ask 3 things, but asking him out his dad also prevents you from asking anything more).

In the cabin, you'll be able to remain silent or protest when Jørgen playfully questions your skills, the latter has an AGI check: with at least 10 AGI, the fox will offer you a 50% discount on everything he sells, forever! otherwise, enjoy your night there, alone in your room… or are you?

The following morning, Jørgen made sure to stock you with as many HP and MP potions you can carry, a free bonfire kit*, and you and Rasmus finally make it to the dungeon:

*The bonfire kits were introduced with this dungeon, they heal at campfires, but also give a temporary 50% boost to your max HP and MP, and are quite expensive in shops, so use them wisely, maybe before a boss or optional fight!

Dungeon Navigation

Note: losing is normally a game over in this dungeon, but Rasmus will save you during its regular battles! (while game overs during the boss/secret fights have slightly different text).

Key Locations:

  1. Campfire - Safe healing spot
  2. (nothing)
  3. Path Split - This is where the path splits in this dungeon, depending on a few factors, before becoming fairly free-choice: this means players may visit the various stops in different order.

By passing an AGI check of ≥ 5, you are given the option to cross the bridge first (→ stop 4; warning Rasmus doesn't matter), if you don't, or fail the check, the only option is to try another route, where you can:

  • check the river: AGI check: with ≥ 5, the game hints that jumping down is riskier
  • jump into the river: → stop 3-A
  • descend using rope: waste a rope to climb down → stop 3-A
  • descend using the vines: STR check: if it is ≥ 6, you will have a lower chance of getting hurt

Important Combat Encounters:

Robot Lady Fight (Stop 15): A robot way more powerful than the spiders, even if alone and with only 50 more HP, it may use either a light, a medium, or a flurry of attacks that may catch you off guard and kill you if your HP are around 40%, it also seems to take less damage, so be patient and keep your HP high, hoping it won't spam its worst attack, and slowly attack it, holy fist may be less useful than healing considering the reduced damage. The reward is 1200 EXP and bizarre blue wire.

Spider Bots (Stop 4-A): AGI check: if passed, fight against 2 spider bots (both 350 HP, immune to teasing). Fights against multiple enemies tend to be against weaker ones, spiders do not hit hard, but 2 of them mean around 50 HP of damage each turn and it's still 700 HP to deplete. The reward is 500 EXP, bizarre blue wire and a jewelry bag (big), worth 2000 coins.

Killer Machine Boss (Stop 21): This eerie automaton consistently hits for good damage, but the main problem is its rock throwing attack, it's like the robot lady's flurry, but even more powerful, it might leave players with low END or bad equipment with very low health or even kill from full health, so keeping HP high is a must. 900 HP isn't too high, and it seems it hasn't improved defense like the robot ladies. The reward is 5000 EXP, bizarre red wire and an extra level up point if you did win alone.

Special Areas:

Healing Fountain (Stop 18): This fountain heals you fully, but also adds 1 COR (except for the first time); checking stop 16 may save you if you are risking a 100 COR game over!

Secret Areas: Contains jewelry bags and special items like the strange eggshell (unlimited COR increase item) and the bizarre ancient ring (+1 INT, +2 DEF).

Quest Completion

Finally, Rasmus can collect the token and finish his trial, only to ask you a very important question that is sure to have an impact on the story later (nothing yet as of 0.34).

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