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Saving the Master

This quest can be started from day 10, only if you have either followed Snow to the lake ("fishing with Snow") OR completed Chet's fetch quest for ectoplasm (the one unlocked after "Witer's nightmares" and found under "about the work" not "new item quests"!). Learning the holy fist skill in "Witer's nightmares" is in your best interest to fully explore the dungeon without wasting potential level up points (more details below), even if going back and forth buying fire bombs from Chet is technically an option (just more expensive and time-consuming one that cuts your level up points reward here).
An option to explore a new island should pop up in the forest where you met Thane/fight the bulls, this unlocks a new place on the map, to the south of that forest. Once there, you meet Ebb, whose master, Flo, was apparently kidnapped, and we are the only one that can help him; the guys in the tavern will also have new dialogues about Ebb.
To proceed, explore the waterfall area right east of the tavern, this unlocks the first dungeon of the game, represented by a yellow arrow on the map, just north of the cabin where you met Ebb.
Right before going in, the game gives you a tutorial of how a dungeon works, you can read it again whenever, or check Caro’s explanation on Patreon, but the main point is to explore as much as you can without leaving or losing, so you’ll be rewarded more level up points in the end; this also means you need to manage your sticks (found from ghosts, but also before going in for the first time) carefully, since that’s what you use to rest at the fireplace; lastly, to go in, you need a torch, bought in the bull village.
Lastly, you can’t roll back in the dungeons!

Here’s the complete dungeon map and brief explanations of what every stop involves; mandatory stops are in red.
I’ll also avoid stating the exact “adventure points” awarded for every stop, but be sure to explore every single one to gain as many level up points as possible before leaving.
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  1. campfire (use 3 sticks and 2 rocks to rest).
  2. 2 slimes wave fight: stronger than normal, with 115 HP each and hitting slightly harder, but still… not hard at all; 90 exp each and 3 slime jewels.
  3. fight (only once you say “yes”): gargoyle; 300 exp and 1 moss.
  4. (nothing).
  5. meet a mysterious “cloaked figure”, a ferryman who asks you for “a proof of your identity” , you can make him dissolve with your holy fist, but you don’t get any reward if you do; this will remove him from the game, and you won’t be able to show him the badges below for those rewards! (Fun fact: this guy is a nudge to the cloaked ferryman in Undertale). His real use is revealed after you collect the badges in the castle dungeon (see below):
  • jester badge: he will take you to the jester’s room, with 1000 coins and the gargoyle’s lair, in case you wanted to farm them early, but they’ll become common enemies way later.
  • knight badge: the ferryman takes you to a very precious vein where you can mine blood crystals every day; it’s the only way to get blood crystals before the shops after the war ends, and thus take your sword to +4 early.
  • prince badge: you are taken.. .in the middle of the lake? The ferryman ditches you and almost makes you drown and lose 80 HP; there’s no reward here, at least for now (0.34).
  1. (nothing).
  2. “bull” and ghost bull fight: they are pretty much bulls who won’t use lust attacks, and are immune to teasing; 400 exp and 4 ectoplasms. Only after the war ended, lizard/Selye route. (can be refought freely in a secret spot that spawns next to this one, 180 HP, 300 exp and 1 ectoplasm).
  3. insert a knight badge or prince badge (found in the castle dungeon, see below; they aren’t lost, so use whichever you want) to meet and fight Bread: compared to the castle’s enemies, he is a pushover, with only 100 HP and a lower ATK, but there are 2 ways of winning, giving 2 very different outcomes:
  • reducing his HP to 0 is way easier, but kills him and removes him from the game forever; the reward is the leopard signet ring (+5 ATK).

  • raising his lust to 100 is a bit harder, since hitting is not guaranteed, so bind up or use a potion if needed, but this leaves Bread alive for future interactions, despite not giving immediate rewards

    Losing results in a brutal game over, and you can’t run away either!

  1. loot: 1 rope, 1 torch, 2 MP potions.
  2. check: you are pretty much given 3 options to cross the chasm:
    1. 7 AGI check; if you fail, you lose 50 HP* and 50 MP (“mocked” by the ferryman) and have to try something else. (*you drop to 1 HP if you had 51 HP or less).
    2. 8 STR check; nothing happens if you fail.
    3. use a rope (found at stop 9); if your STR is below 6, you’ll need 2 ropes instead! (ropes can be bought in the bull village).
  3. (nothing).
  4. literally nothing.
  5. (nothing).
  6. check: you have 2 options to climb down safely:
    1. 7 AGI check; if you fail, you do get down, but lose 80 HP.
    2. use a rope.
  7. 2 gargoyles (one after another); 600 exp and 2 pieces of moss; you can see the gargoyle sex win scene only if you beat the 2nd one by lust.
  8. access the road to the castle, requires a rope.
  9. Bread is here if you left him alive; see more in “recruiting Bread” in the extra section.

The castle is the second part of this quest, but it is to be considered a second dungeon.
Before entering, there is a small map where there is not much to explain, except for an optional STR check: with at least 6 STR, you can find 138 coins (weird number, i know).

With that out of the way, prepare for a HUGE, HARD and TERRIFYING dungeon, and i mean it, Caro unleashed his dark side~.
Note: some stops will disappear eventually, so i drew them over the complete map and marked them to avoid confusion.
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![][image3]
Note: this part of the dungeon became possible without the holy fist after the implementation of fire bombs, but it is still way more recommended, as you can’t carry many bombs at once, and they are way weaker even for an average INT build; see “Witer’s nightmares” for that skill.

  1. campfire.
  2. (nothing).
  3. (nothing).
  4. return here once you have a badge; there are 3 badges, but you’ll have to give the jester one, so think carefully on which ones you want to keep! they all have a use in the boss fight (see below) and back in the cave dungeon (see above).
  5. (nothing).
  6. unlocked after the boss??? at stop 27.
  7. (nothing).
  8. get the leaf key.
  9. door to unlock with leaf key from stop 8.
  10. loot: 2 ropes, 2 torches and 1 HP potion.
  11. loot: 2 beers.
  12. loot: 120 coins.
  13. (nothing).
  14. (nothing).
  15. lore.
  16. regular phantom fight: phantoms have 130 HP and do moderate damage, and, like ghosts, are immune to lust and physical attacks, 2 holy fists should do the job though, and they give 1 ectoplasm and 200 EXP. Losing to these regular enemies will just throw you out of the dungeon, but note that you CAN run away if you need to. After this one in particular you’ll also find 1 HP and 1 MP potions.
  17. door to unlock with the wing key from stop 36.
  18. (nothing).
  19. (nothing).
  20. lore.
  21. lore.
  22. regular phantom fight.
  23. (nothing).
  24. on your first stop in the prison, you’ll be knocked out and won’t be able to get out for a while; this is where the more horror and gory part begins!
  25. (nothing, even after stop 27).
  26. (nothing, even after stop 27).
  27. boss???: months in prison took a toll on you, there’s nothing you can do to escape your fate...or maybe it’s all a nightmare, or maybe not (nothing happens on a second visit); unlocks stop 6.
  28. lore (you actually do NOT get a HP potion, despite what the text says).
  29. regular phantom fight; if you check the shelves later, you can fight another one (it also gives AP again).
  30. lore.
  31. necessary for stop 32 to work; after stop 32 is checked, checking this will just make the stop disappear.
  32. (nothing).
  33. (not really a stop, it’s automatically deactivated after the narration is stop 32).
  34. nothing before checking stop 32; Asmund boss fight: this headless knight has 350 HP and does good damage, HP potions barely heal more than this ruthless beast deals, binding up should be way more efficient after the rework, if you have MP potions to spare, so either attack or start with a holy fist and use your recharge turns to bind up, drink a potion or defend if your skills are on cooldown, the fight used to be way harder when the sword couldn’t be upgraded and bind up was useless. The reward is 800 EXP, the knight badge and the lion key for stop 35
    Note that only one badge is needed to progress, but it’s HIGHLY recommended you get all 3, as they all have their perks; i am still marking in red the steps needed to collect the other 2 badges.
  35. door to unlock with the lion key from stop 34; disables the stop right below it (marked with a “*” on the map above).
  36. pick up the wing key for stop 17.
  37. lore and allows progress for stop 38.
  38. allows progress for stop 39; having ≥ 7 AGI passes a secret stat check, unlocking stops 40, 41 and 42 early, without visiting stop 37 (so before fighting Harald at stop 34 and unlocking the door for stops 35-36, making the dungeon technically completable without him)
  39. (nothing).
  40. lore.
  41. pick up the jewel key for stop 43.
  42. pick up the jester badge.
  43. door to unlock with the jewel key from stop 41.
  44. twins boss fight: despite being optional, and coming after Asmund, the twins are a bit easier, with only 250 HP and slightly less attack power, plus, they are somehow vulnerable to physical attacks, the same strategy used for Asmund should work well here, just remember to come in here well rested! They also give 800 EXP and a badge, in this case, the prince badge.
  45. (nothing).
  46. lore.
    Now that you have explored every corner of the castle, it’s time to get back to the jester in the main hall (stop 4) and give him one of the badges; choose wisely, because he will keep it forever, and every badge has its perks, even if i find the jester badge to be the least valuable (for the perks, see the stop below and more in the cave dungeon, above this one).
  47. king Harald boss fight: depending on what badge you show him, there are 3 different scenarios:
  • show the jester badge (or don’t show anything): normal fight, the king has 550 HP, and the rewards are 1000 EXP and an ethereal blade piece, useful in the pawn shop in the next area...
  • show the knight badge: the king has only 300 HP, but the rewards are the same.
  • show the prince badge: skip the fight, and be rewarded with a bittersweet scene and his children’s storybook (+1 CHA).
    If you end up fighting him, he generally hits harder than Asmund, but luckily, he is still vulnerable to physical damage. Start off with holy fist and use a HP potion whenever you can heal 60 HP, or attack if you are almost at full HP, while holy fisting every third turn. High STR builds get more consistent victories, since holy fist is pretty powerful regardless, and MP shouldn’t be a problem, some AGI and END can help you live 1 or 2 turns longer if you are lucky, while CHA is useless here. remember to upgrade your sword or exit to restock on potions, the dungeon is over anyway, so you can even convert the APs you have gathered at the tavern to level up a bit… in the worst case, keep and show him the knight or prince badge.

Finally, you can breathe and proceed, and don’t worry, the hard part is done ;p. In fact the next part isn’t even a dungeon, but a map can still be useful:
![][image4]

  1. 2 sassy but otherwise cool demon guards guard the entrance to the underground city, since pure souls do not belong in there, they’ll gauge your current corruption: if you don’t have at least 15 COR, go lose to slimes, ghosts, gargoyles or suck off the drunk bull in their village at night (that is an unique event though) to increase it. Once you are corrupted enough you may ask them of how things work in that city, and go ahead.
    As of 0.24, you can also just bribe them with your body (the way everyone wanted, i bet~), which is way faster, means no money lost and has a fun scene~, but raises COR by 6, or 2, if you resist, but you won’t see the extended scene and CG; you can come later and have sex freely with them too. (not resisting once also disables that option, but it’s a quick way to raise COR, and the gallery exists if you need to keep your COR low, hitting 100 will game over you once you go back to the surface, or during the auction week mentioned below); 0.31 added a wonderful CG of the blowjob drawn by Kulplant, developer of other amazing gaymes like deers and deckards, dragon island, flaming flagon and more, if you like tavern of spear, you’ll likely love those ones too! Useful links under the gallery section.
  2. (elevator to enter the city).
  3. The game alerts you that, while you are in this city, your minimum lust is 20.
  4. Pawn shop: before visiting the boss (stop 7) nothing of interest happens...or maybe it does but you can’t join :p; after visiting the boss, some key items can be sold to gather some easy bevocr (see below), they aren’t lost forever, you can always buy them back for 3 times the amount you got by selling them; visiting the shop also unlocks the love hotel (see below).
  5. Inn: resting or sleeping here is free, doing that during the work week recovers your SP and raises your lust (see details below).
  6. Literally nothing (at least as of 0.34).
  7. (unlocks stop 8).
  8. Meet the Boss...literally, he doesn’t have a name, so you can give one to each head. Regardless, the original plan doesn’t change: you need to save Flo, by participating and buying him in an auction...the problem is that these demons don’t use boring gold coins, instead, the use “bevocr”, and it turns out they too earn currency by working or selling stuff.
    At this point, you are free to visit the workplaces (marked by hammers on the map) to get an idea of where to gain the most coins in the shortest time possible; working at the right period of the day also doubles your wage, while the night is meant to rest for the demons too, that means everything is closed, and the only good option is getting 1 stamina point (SP) back by sleeping at the inn. When you feel ready, talk to the boss again to start the working week (time is pushed to the next morning), and remember: working uses 1 SP, while resting restores 2 (or 5 if you sleep from evening to morning, but that’s usually not necessary, so it’s a wasted chance to work), and your lust raises by 10 by working or resting/sleeping (by 40 from evening to morning), if it reaches 100, you’ll be forced to masturbate and lose 6 hours, so be careful also, checking stop 8 will remind you how many days you have left (you can exit the city at any time, but that’s just a good way to waste time). The workplaces, going clockwise on the map from the bottom right:
  • Mine: STR check; double wage in the morning. < 7 STR → 6 bevocr, ≥ 7 STR → 8 bevocr
  • Bar: AGI check; double wage in the evening (useless, the love hotel is way better). (same thresholds).
  • Slums/cleaner: END check; double wage in the morning. (same thresholds).
  • Beggar: CHA check; double wage in the afternoon. (same thresholds).
  • Library: INT check; double wage in the afternoon. (same thresholds).
  • Love hotel: unlocked after visiting the pawn shop, more lust means more money (the lust is also reset to 20 after the job), so come here right before sleeping! (which is also when the wage is doubled); it also has a juicy sex scene, so it’s a win-win ;p be sure not to miss it, because the hotel stop will disappear after the working week! (like all other workplaces). 20-39 lust → 7 bevocr, 40-89 lust → 15 bevocr, 90-99 lust → 23 bevocr; +10 COR for every “sexion”, if your COR hits 100, it’s game over.
    Personally, the strategy i used was to work in the mine/slums in the morning, in the library/as a beggar in the afternoon, and have fun in the hotel in the evening, then sleep; if i were low on stamina, i just skipped a normal job to rest, then while always going at the hotel in the evening. With very poor stats, and without the pawn shop, i managed to collect 370 bevocr, bought everything in the auction and still had 61 bevocr to spare on my first try, while on my second try i still had 200, while raising my bids by 5-20 instead of going for “+1” every time, it’s safe to assume luck is an important factor.
    Secret: only during the working week, if you go meet Ebb in his hut, he’ll give you a necklace worth 60 bevocr at the pawn shop; one could start the week, go grab and sell that, work 1 or 2 days and then sleep the rest of the week, and have just enough to save Flo. Other less economic tips would be bringing several beers to get the lust higher for the love hotel or giving the ethereal blade to the pawn shop (for 30 bevocr), but the former is only if you have coins to spare, and the latter might make it hard to retrieve, should you ever need it for something (nothing as of 0.34).
    On the midnight of the 7th day, you are quite literally sucked in to participate, unless you are not underground and miss it, but keep in mind that having less than 50 bevocr and being in the city when it starts is an automatic game over.
    There are 4 items in the auction, all very unique: a corrupted soul solvent, a lava stone, Murphy’s hand and the soul emblem (see the tab in the spoiler section for more info), and then Flo, but remember: if you don’t buy these items now, you won’t find them anywhere else!
    Finally, the 2 outcomes to this very long quest:
  • If you win Flo, he can finally be free again and...happily reunite with Ebb; Snow will suggest he and Ebb move in to the tavern, they will earn their living by managing the bathhouse (see the bathhouse opens for business); the more classic RPG reward is 500 coins and 2 level up points when you go meet Ebb.
  • if you lose (by not having enough money or...by giving up, if you are a sicko), someone will buy him instead, it is implied he gets eaten, Ebb will understandably lose his will to live and take his own life shortly after Snow tells you to ask him to move in to the tavern; a spring is still found by random chance shortly after, so the bathhouse is still going to be opened eventually, but this is definitely not enough consolation for what happened...also, there is no reward at all for failing the quest, Eyvind will wander in the forest by himself for 2 days trying to get over it.

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