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The Logomancer


Remember the Composer told you to investigate the Forgotten Plantation's basement? Do that.

The Logomancer

1) Yes. You need at least 4 of the quarter-pound salt items though. You're doing this in the Mindscape area, yeah?

2) Uhh... I forget which is which, but

one eye is in the water spine cavern, and one is in the Aspect of Blood area.


If you don't have the Eye of Despair you didn't get the true ending. Do you have the mask?

The Logomancer

And now I'm stuck at retrieving Udumo's journal! I'm stuck at the leftwards pictures... I've found out that you can get the 'upwards' by pressing cancel 3 times then upwards, the right one by pressing right on the 2nd time then 'cancel' the rest, the down one when you press it first then cancel, but I don't know how to get the left 'symbol'. I've tried Down-Right-Up-Left, Down-right-up-cancel etc combo but still can't crack the code. I don't mind knowing the answer straight away, a bit tired of solving those puzzles xD

You don't really need to decode the individual symbols. You've seen the note at the beginning of the mindscape cave, right? That tells you, broadly, how to convert the symbols into numbers. The test chest is to help you understand better if you can't convert the more complex symbol containing the base-5 passcode.

If you just want the answer, I believe I gave it out on the previous page, check for someone else talking about the journal puzzle.

The Logomancer

The hats puzzle is evil because the game doesn't tell you a crucial piece of information. Look under "That One Sidequest" here. Keep in mind that it just leads to a small optional thing, so don't stress out over it.

The Logomancer

You've been to every room, right? Look closely at the note. Where have you seen those "weird symbols with dots" before? Also pay attention to what the note says.

The Logomancer

Look closely at the first note.

The Logomancer


Did you read the book of rules? It's towards the beginning. You can't run or step on any candles, and I think there's something about knocking on doors the correct number of times as well. There's also a book in a left alcove that explicitly tells you how to open the yellow door.


And yeah, to my knowledge there's only one quest you can't back out of if you go too far ("Haunting Memories"), and the point of no return is telegraphed with a blazing neon sign.

The Logomancer

You really, really want to do the main quest first. There aren't really any other good "starting points" (even the bazaar merchants and basic mindscape enemies are tough for a first-level party), and experience is relative so you'll waste the automatic level up if you just do the puzzle-based ones at level 1. (That one quest you're stuck on, in particular, has a pretty high challenge rating. Have you looked at the quest ledger? That tells you what level you should be before attempting quests.)

An Oathguard Named Desire

I would read an Oathguard novel. That sounds like it would be the simplest/easiest option, honestly.

Is the draw of Oathguard more in the characters/dialogue/presentation of the world--regardless of how full of fantasy tropes it is--or would you be terribly offended if any more Saturday morning cartoon elements got in?


I'm not entirely sure what this means but the former one, I guess?

And yes, NaNoWriMo might be a good idea. People who write things have told me it is a good writing exercise. I cannot personally attest to this because I am a dumb pleb who does not create things. :V

Dreaming Mary

Hey, I just listened to the soundtrack on Bandcamp, and it was great. I'm surprised by how long the tracks were; there's a lot I never heard because I rushed through too fast. They're really amazing, though; Trass has a very epic, orchestral style that sounds a lot like modern video game tracks. The vocals were excellent too of course.

Something weird is that the mirror world tracks don't seem to be there. (The bad end track, too.) What motivated the decision to exclude them?