Time to head out into the Agyn peninsula once more...
Link to part 4: http://www.youtube.com/watch?v=L4yOprUBclc
Link to part 6: http://www.youtube.com/watch?v=Svqlr-NuywE
WARNING: SPOILER ALERT!
Part 5 - Starting the next part of our adventure back where we previously left off, just outside the Shadow Dragon's cave, after we destroyed him. This time we decide to focus on exploring the parts of western Agyn, which we haven't yet gotten around to checking out.
In the darkness of the night, we come upon a strange new beast, staring at us with his beady red eyes, anxiously awaiting his turn to pounce upon us. Fluffy (0:28:27) was this wonderful creature's name. And by our sharp swords it has found its fluffiness removed. A sad moment for the Agyn peninsula indeed, as with one less tourist atraction (and by the gods what an attraction that was), it now finds itself just slightly less cuter and fluffier than it was yesterday.
With Fluffy so abruptly removed from existance, we continue our aimless journey through the dark winding paths of the forest, as usual traveling mostly during the night so that our little dwarf companion Hanna (his parents wanted a girl), would not scare of the endless blue sky and have and go all agoraphobic on us.
Not far, we discover a mysterious crypt (0:35:47) with three strange pads on the floor, which appear to do absolutely nothing... until our very own Hanna, with his native dwarven underground cunning and proficiency to making and reading actual maps (he didn't become no scout for no reason), figures out that the pads are portals, and that when we step on a pad we're actually instantly teleported to a different room, which looks identical.
Armed with Hanna's insight, we prooceed to systematically attempt all possible pad combinations as if it were a lock, and eventually manage to reach the final room of the crypt (0:41:33), where we pick up a nice relic and lots of other goodies from a well earned rare treasure chest.
A couple of fights later, we find The Tower of Enigma (0:58:21). As curious adventurers, we throw ourselves at this new puzzling location, waste a bit of time failing a riddle, do some code cracking, more code cracking, this time it's floor pads (1:07:04) and then we fell for some traps (1:14:38) a couple of times, until Linfail remembered that both her and Ilsa are actually well versed in the magic of light, and know how to cast a simple spell Clairvoyance spell (duh) to reveal the traps and guide our way to the final puzzle room. After solving the silly final puzzle room (1:15:38) (as the inquisitive dwarf scout that he is, Hanna wouldn't leave and kept nagging us how he has the gut feeling that we're missing a secret here, but we had to give up and move, dragging him out of there, nevertheless).
At the top of the tower, we found a Djinn (or genie) called Nur (1:20:58). We exchanged gossip and he offered to share his knowledge as a Prime Magic Grandmaster. Sadly, our druid Linfail could not yet comprehend the advanced teachings that Nur had to offer... Moving on, we solve another riddle (1:22:35 fear) and we pick up some hidden scrolls (Kaamla Asiya). On our way out, we also crack the first floor riddle (1:25:30 age) and pick up another book of The Forbidden Saga quest.
Outside, we pick up the pace with a couple more bandit fights, and we proceed into the Desolate Wilds (1:37:43) where we fight a bunch of orcs, recover Starsilver from The Fallen Star (1:56:05) and solve another mysterious crypt puzzle (1:44:44) (Clairvoyance FTW), and pick up more sweet relic treasure (1:53:37) before we go on our merry way.
Later, we meet Sandor the Warfare Grandmaster (1:57:38) at his orcish tent. He presents us with the challenge of defeating his orc warriors in combat, in order for him to be willing to train us. We don't need training in Warfare, however we're always up for a good fight, so, with foolishness, we accept his challenge, and get our adventuring asses repeatedly kicked, despite our best efforts and stoic persistance...
With our pride wounded, and aching bruises, we pack up our broken equipment and move to do a bit more exploring in the desolate wilds, taking vengence on random unsuspecting mobs of orcs unlucky enough to ambush us on a very bad day.
On the beach, we meet Yumiko the Bow Grandmater (2:29:44), who wants us to recover her stolen bow, in exchange of which she will be willing to train.
After solving another riddle chest (2:32:59 moon), we decide to call it a day. We head for Seahaven, deliver the Starsilver to the blacksmith (he needs a week to forge our weapon), then take a quick trip back to Sorpigal for some errands. We then go back on foot towards Seahaven, visiting the caravan merchant, and taking another shot at the Spectres at The Cursed Ruins (still not ready), after which we head back to Seahaven tavern for some well deserved R&R...
To be continued in part 6...