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The large undead being grunts to aknowledge your presence. You ask it to tell you everything it knows about the overall situation.
"I don't know a lot, little human," he says in a low, gutteral voice "but what knowledge I do posess is at your disposal. What is it you wish to know?"
"The runes were small carved runestones our Gods used to focus four of the..."
Yeah yeah yeah, we know that already. You ask if anyone knows where they are.
"They aren't in Quake. That much, we know. They are somewhere in the Interdimensional Nether...where you left them is where they reside."
Awesomesauce. Well, the good news is that you no longer have to search all of Quake to find them. Bad news is, now you have to search the outter space of the dimensional grid. "We know the Reaper knows where they are. He, too, is after them, though we do not know why."
So, you should go ask the Reaper. Hm....maybe if you ask nicely? "You plan to face the Reaper?" You nod, raising an eyebrow. "I demand you take me with you. My lord's last demand was to kill that wretch, and as the last vestige of leadership among this dimension's denizens, I should be there to see my lord's enemy fall. Come, we leave immediately. I can guide you back to the surface."
You nod. You and your followers accompany this large Death Knight to a large black and yellow-striped steel door. He pulls a lever, causing the door to give way to you, revealing a huge lift. The four of you board the lift and ride it to the surface. Upon arriving, a large section of floor lifts up in the circuit breaker room and allows the lift through. You deboard and look around. You tell your followers and the Death Knight Commander that the Reaper is in the generator room...and you know just how to get there. You lead them to the Gold Keycard door and allow it to open. There he is...the Reaper. The sight of him is even more horrifying without his shroud. "I was wondering when you would get here..." He echoes "I do hope my shamblers didn't give you too much trouble. What's this? You have more company this time. You're not really going to rely on the help of a bunch of failed minions, I hope."
You say nothing. "Very well. I guess we'll just get down to business. I want my shroud back, by the way."
"Not so fast, you mongrel. You want to fight the human, you go through me first!" The commander steps in front of you, blade raised. The Reaper shrugs. "Very well, then." With blinding speed, he dashes toward the knight and slashes at him. The Death Knight Commander parries with speed every bit as amazing as the Reaper's. These two are way out of your league. You can barely follow their movement. You and Phoenix aim your weapons at what you think is the Reaper. Darkscythe readies his deadly claws. Phoenix caps off a Lightspark shot, which the Reaper swiftly dodges. You begin spraying your plasma rifle, each shot just barely missing their target. Darkscythe jumps in a tries to slash at the Reaper's kneecaps, but misses each swipe. The DKC starts flinging green fire from his sword at the Reaper, which, of course, is also dodged.
"This thing is too fast!" Phoenix says "There's no way any of us can even put a scratch on him if we can't hit him!
"We have to attack him from all sides!" suggests the commander. You nod. Darkscythe works the Reaper into position, then jumps back while you, Phoenix and the DKC triangulate around him. You open fire all at once. Seeing no where to dodge to, the Reaper raises his scythe and performs the same tornadic spinning attack that defeated Yogg-Shargoth. He then lets out a horrifyingly chilling laugh.
"There's no way you can defeat me! Give it up, mortals. None can defy Death itself!"
You still stand triangulated around the Reaper with Darkscythe at the ready. The Reaper has now set his sites on you. His next attack with be at you.
>Quad grenade that motherfucker, unless your companions are in danger of getting blow'd up... in which case, light his ass up with that prototype rifle!
>Quad grenade that motherfucker, unless your companions are in danger of getting blow'd up... in which case, light his ass up with that prototype rifle!
This room is pretty small, just big enough for the 5 of you to move around each other. Any explosions, quad or otherwise, would not only pretty much liquify everyone in the room, but destroy the generators as well. Explosions are not recommended...
...but you think about that quad thing...you decide that now is the time to go Super Saiyan. You pull out your axe and flip it around a bit in your hand. The Reaper, getting a view of that itty bitty axe, laughs out loud. You smirk at him. You first drink the last few gulps of Liquid Courage. Then you reach back into your inventory and grip the Quad Damage. You draw upon its energy. Blue fire erupts around you, scorching the ground beneith you. Raw energy rips through you. Your arms nearly blow through your clothes. You glare at your enemy with strength and confidence. The Reaper, however, is only momentarily impressed. Once that wears off, he simply laughs at you. "Do you really think that will be enough to stop me? You may be four times stronger....hahahahaha, but four is a pretty low number. Ha, if you were smart, you would have given it to the monster with the sword, at least he can keep up with me when he tries his best! Hahahaha!"
"Rules change." The DKC has been doing something the whole time you've been powering up. He has been using the power of his sword to drain your companions of most of their strength. He then drained his own strength into the sword. With the combined might of your friends in this Death Knight's blade, the DKC throws it to you. "Use our might!" He urges you. When you catch it, even more power flows through your body. The strength, agility, knowledge, and skill of your comrades empowers you even more than the Quad Damage. You grin. You charge the Reaper and swipe at him. He tries to parry, but is overpowered by your strength. Your swipe flings him across the room into the wall. He gets up, slightly dazed. "Why you miserable primate! How DARE you!!" He begins his assault on you, which you are easily able to counter. You wait for an opening in his attack, then slash at his midsection. Darkness pours from the wound. He drops his scythe and falls to his knee.
Quad Damage is wearing off...
You drop the sword, pick up Phoenix's Lightspark Rifle and take out your Plasma Rifle. With the last bit of power from the Quad Damage, you dual-weild the two rifles and aim them directly at the Reaper's head. You try to think up a witty tagline. The best one you can think of is one used by a popular videogame character that used dual pistols.
"Jackpot."
You fire a dual shot at the Reaper, disentigrating his head, felling him instantly. His shadowy body seems to fade before your eyes. As the energy from the Quad Damage leaves your system, you drop Phoenix's rifle before him. You return your Plasma Rifle to your inventory and retake up the DKC's sword. You hand it back to him. He releases the strength of your allies back to them. They get to their feet and walk over to you.
"You did it, boss!" Phoenix says excitedly.
"No," interrupts the Death Knight. "We did it. All of us." He reaches a hand forward. "None of us could have done it alone, but with our combined might, even Death was no match for us." You place your upon his, Phoenix places his upon yours and Darkscythe reaches his claw in and places his claw upon Phoenix's hand. Oorah!
Well, that's one big problem solved...but there's still several loose ends you need to tie up. With the Reaper dead, you're starting to think clearly again. You remember things...and you think you know just where to start cleaning up. You pick up the Reaper's Scythe.
You got the Reaper's Scythe!
With this neat new toy, not only do you have a more powerful melee weapon and a much better alternative to your axe, but it also gives you the ability to rip open temporary dimensional portals. This means you can go pretty much anywhere! Woot! First things first: get your base back. You use the Scythe to open a portal to the entrance of E1M1. You and your friends sneak in quietly. The entrance is unguarded. You take out your Plasma Rifle and begin hunting the enemy. As soon as you get down to the courtyard, you start finding them. More and more of them start coming after you. Darkscythe and the DKC jump in and start cutting them down one at a time. You and Phoenix start firing from a distance, making sure to use your ammo effectively.
Your party's health is slowly dropping
Though you are able to avoid most of the enemies' shots, they are far too numerous for you to avoid them all. The damage your party takes over all is pretty minor. You begin to worry that the enemy won't stop coming. You tell Darkscythe and the Death Knight to get back. You take out your grenade rifle and start thumping rounds into the hordes. Several enemies fall with each shot. After 5 shots, their army finally appears to thin out. You switch back to the Plasma Rifle and start spraying them down. Darkscythe jumps back into the thick of it and the DKC starts flinging his green fire at them. Before long, and before any of you receive any crippling damage, the enemy's army becomes so thin that they order a full retreat. Those that are left start heading back to the exit slipgate. When they get there, they find it nonoperational. They're stuck here. You corner them and finish them off. Phoenix helps himself to their armor and any undamaged armor he can find. He also finds some for Darkscythe and the DCK. You fill up on Shadow Plasma cells also....just in case. You take some of their armor and use it to mend your Shroud. You go around and get a sitrep from everyone.
-Character-
You have 89 Health
You have 150 Soul Armor
You are equipped with your Plasma Rifle
Your communicator is ON
Your Console is ON
-Inventory-
Maglite
Badly-Bloodied Hand Axe
Reaper’s Scythe
10 Gauge Pump Shotgun
Nailgun
Plasma Rifle Prototype
Grenade Rifle
(100) Shells (10ga)
(100) Nails
(76) Energy Cells
(100) Shadow Plasma Cells
(25) Rockets
(1) map of E1M1's Security Grid
(1) map of E2M1’s Security Network
(1) USB cable
(10) stimpak
(3) Shadowpulse Rifles
-Companion-
Phoenix has 75 Health
Phoenix has 75 Soul Armor
Phoenix is equipped with the Lightspark Rifle
Phoenix's Communicator is ON
Phoenix's Console is ON
-Companion's Inventory-
Maglite
REALLY Super Shotgun
Enforcer's Blaster Rifle
Lightspark Rifle
(98 ) Shells(10ga)
(41) Energy Cells
(100) Shadow Plasma Cells
(1) Fully-Stocked Toolbox
(1) Complex Networking for Dummies Manual
-Pet-
Darkscythe has 163 health
Darkscythe has 75 Soul Armor
Good to know. You turn to the Death Knight Commander and ask him what he will do now.
"With the Reaper dead, our only other course of action will be to kill the main entity behind these horrid Shadows. I do not know where, who, or even what it is, however. Will you be pursuing this goal as well?" You nod. "Then our destinies are intertwined. Since my lords are dead, I see no reason not to pledge myself and my sword to you. I am yours to command, Lord Ray."
The Death Knight Commander has joined your party!
-Companion-
The DKC has 324 health.
The DKC has 200 Black Armor and 75 Soul Armor
The DKC is equipped with the Commander's Blade
-Companion Inventory-
Commander's Blade
The Death Knight Commander is very tough. With a maximum of 375 health and a perminant normal armor count of 200, he can take a beating better than any other companion or pet. He's not quite as intelligent as an average human, however. He can't use smaller guns, like pistols, shotguns, or nailguns, because his hands are far too big. He can use rifles and launchers, but being an undead knight, his aim is highly unimpressive. He'd much rather use his sword. Speaking of the sword, not only can he use it to fling deadly green flames at his enemies, he can use it just like he did against the Reaper; he can drain the energy of any or all party members into it, including his own, for either him or for you to use. When he does this, those that he drains will be unable to participate in combat until their energy is released from the blade. The one weilding his blade when it contains the energy of others will be given enhanced speed, strength, knowledge and skill...only catch is, they have to be using the sword to benefit from the enhanced attributes. If they switch it out for another weapon, even if they still have it on them, they won't benefit from its enhancements.
"Sir, it's going to get a little crowded the lot of us traveling around together." Phoenix says. "If you'd rather travel with this Death Knight, I can stay behind and tend to the base..."
Mkay then. You can only have one companion and one pet with you at a time. Thanks to your Scythe, you can switch out companions at any time. When not traveling with you, a companion or pet will stay behind at E1M1. When you're at E1M1, your companions and pets will all congregate around you unless you tell them to do something else.
Phoenix looks around at the damage the automated turrets have taken.
"We have a lot of work to do around here, boss. What's out first move, sir?"
You think about using your Scythe to open a portal up to HQ and surprising them...but you seem to hit a snag. The Scythe can't seem to open portals to Earth. Maybe if you had the Rune of Earth Magic? You radio HQ.
"Lieutenant Hastings. What is it, sergeant?" You tell him the good news. "Excellent! Let me get the general, he'll be glad to hear all that." He sets the phone down.
"Sergeant! I hear you have good news for me!" You tell him that the Reaper is dead and The Slipgate Complex is back under your control. "Fantastic work...Captain Ray."
Holy eff....
"This was a long, long, long overdue promotion, my boy. Effective immediately, you are now an officer in the United States Marine Corps. Congradulations, son." You thank him. Phoenix nearly craps himself.
"Tenhut! Officer on deck!" You at ease him. You ask the general for some parts to repair your automated defenses. You also request a few technicians to help Phoenix get them working as well as a few more Enforcers to help defend the base.
"I thought you were refusing all reinforcements..." The men you're asking for will only stick around the base to make sure it doesn't fall into enemy hands while you're away again. Oh, you forgot something. You tell the general to go ahead and send those parts and men. You'll call him back in a few minutes. You head up and out to the courtyard and pick up a few more Shadowpulse Rifles. You bring them up to the entrance slipgate. Hm....its empty. You radio HQ.
"Hastings. Oh....I guess I have to call you 'sir' now, Captain. What can I do for you, sir? Right, we shut the slipgates in your base off when the Shadows took over, remember?" Oh yeah...you ask if he can get them back up and running. "It'll take some time. We have the Science Department down there at the moment. We've all got our fingers crossed that the power problems we had before won't be there this time...but no promises, sir. Give us at least an hour. If no one gets back to you by then, call us. We'll let you know what's going on."
Mkay...so, we play the waiting game. You wait....and wait.....and wait......
......
.........
...........
you check the time on your console. Hm...10 MINUTES?!?!? Ugh...you hate waiting. You head down to the mainframe and run a diagnostic on the base, just in case the Shadows did any unseen damage. Hm...diagnotic is clean, other than the defense grid. Everything is in working order.
"Captain, you there?" hm...who's voice is that? You open your console. "Captain Ray, this is Scribe Irish. Are you there, sir?" You respond. "Sir, we think we have the slipgate up and running. We don't want to send any personelle through until we're sure. We'll start with small items. Tell us what you want." Boy, where to start? We'll take 4 Medic's Bags, 6 Reverse Polarity Magnifiers, as many Energy Cells as they can give...
"And some meat!" Apparently, the DKC is hungry. You ask for some food, too...preferably meat.
"Alright, stand by..." You wait a few minutes. After a while, the stuff starts showing up on the slipgate.
You receive all the crap I just listed above
You use the Medic's Bags to patch yourself and your followers back up to full health.
Your party is now fully healed
You use the magnifiers to turn 6 Shadowpulse Rifles into 6 Lightspark Rifles. You give one to the DKC, keep one for yourself, and save the other four for the Enforcers that they'll eventually send over.
You got the Lightspark Rifle!
The DKC got the Lightspark Rifle!
You send the DKC out to the Courtyard to scavenge for as many Shadow Plasma Cells as he can find. You tell Phoenix to gather the rest and stockpile them somewhere. You also ask him to pick out 4 of the nicest looking Dark Armors he can find. He reports that he has recovered 760 and stockpiled them by the mainframe. Sweet. Shouldn't need any of those for a while.
"So, how did everything turn out, sir?" Asks the Scribe. Hm...you bite into the food they sent you. Perfect. "Good. We'll send over some personelle for your base next. Stand by..." You wait a while. Not long after, four Enforcers arrive to greet you.
"PFC Yates reporting as ordered, sir!" You hand him a Lightspark and tell him to report to the Mainframe for ammo and armor.
"Private Keller reporting as ordered, sir!" You hand him a Lightspark and tell him to follow Yates
"Lance Corporal Jacobs reporting, sir!" You give him a Lightspark and send him along.
"Sergeant MacAvoy reporting, sir. It's an honor to serve you." He salutes you. You at ease him and hand him a Lightspark. "The general asked me to deliver these to you personally, sir." He hands you your captain's bars. You remove the sergeant's stripes from your arm and pin the bars to your shoulders. You're feeling pretty good right now
"Captain, sir. Sorry to disturb you, but we're ready to send over the technicians you requested." You give them the go-ahead. Within a few moments, a team of 6 technicians come through the slipgate one by one. You hand one of them the turret parts and tell them to report to your Tech Sergeant for work.
Things are looking up for you right now. Your base is staffed and well defended. You have your memory back, a powerful new weapon and a mighty new ally. Hm...speaking of your memory, you remember just where you left the Runes. They're back at the Start Hub just on the border of Quake. You take your Scythe and open a portal to Start and quickly step through it before anyone can realize you've left.
The DKC and Darkscythe have left your party.
You're here by yourself. That's ok though, it doesn't look like this place has been invaded by the Shadows yet. You head through the Hard portal (because you're not a n00b) and look around. The huge hole that leads to Shub-Niggurath's Pit is still there, in the floor right there in front of you. You look on the floor next to it. Hm......there they are! All four of them, innocently lying there! You gather them up. Ray finds The Four Runes!
You waste no time. You slash open a portal back to The Slipgate Complex. Darkscythe has been here waiting for you.
Darkscythe joins your party!
"Sir!" It's Phoenix. "We've almost fixed the auto-turrets. The Security Grid is nearly back online." Good news. With that accomplished, you might be able to leave the base comfortably. "What's our next move, sir?"
Good question...what is your next move? Where are you going to go and who is going with you?
You consider trimming your inventory. You're probably carrying around assloads of gear you don't need. For example... why carry a sucky axe around when you have a really cool magical scythe? Why carry shadowpulse rifles when they don't do anything to your enemies when you have a lightspark rifle and a really cool plasma rifle prototype?
You ask HQ for another Quarter... you hope to make it back to the Well of Wishes, and have the Death Knight Commander ask to revive Chthon. This time around, it might be possible, seeing as how you have those runes...
You consider trimming your inventory. You're probably carrying around assloads of gear you don't need. For example... why carry a sucky axe around when you have a really cool magical scythe? Why carry shadowpulse rifles when they don't do anything to your enemies when you have a lightspark rifle and a really cool plasma rifle prototype?
You ask HQ for another Quarter... you hope to make it back to the Well of Wishes, and have the Death Knight Commander ask to revive Chthon. This time around, it might be possible, seeing as how you have those runes...
You leave Pheonix and Darkscythe behind at E1M1.
You sure do think a lot to yourself, dontcha? Lets see here....
"PHOEEEEEEEEEENIIIIIIIIIIIIIX!!!!!!!!!" You bellow. Phoenix scrambles to your position, tripping over Darkscythe.
"Sir, yes OOF!! SIR! Reporting as ordered, SIR!!" You give him your axe and dismiss him. "Um.....is that all, sir?" You repeat your dismissal. "Aye, Captain! Right away, sir!" You giggle at your gross misuse of authority. So, whatelse? Shadowpulse Rifles? You don't have any! You had some, but you turned them into Lightspark Rifles and gave them to your Enforcer guards. Sheesh, you really should pay better attention to what you do. Now then. Hm...quarters...you don't really need to wish for anything. Chthon can be brought back with the power of the runes alone. You're not sure how to use them to do that, but it shouldn't be too hard to figure out. Lets see, what else are we doin here? You tell Darkscythe to stay. You then radio Phoenix and tell him to tend to the base for a while. "Yes, sir."
The Death Knight (Commander) hits you over the head. "Stop your whining! I'll get around to that when I have ample time away from all my current quests!"
((I'll do one when I'm not so swamped with work))
>consult death knight commander about runes
"Well, if you ask me, and obviously, you just did, one cannot actually 'ressurect' Chthon." The DKC paces around you, trying to sound as intelligent as possible. "For one to be ressurected, one must first have died. Lord Chthon, however, was never technically alive. He is mindless, soulless, emotionless...he served one sole purpose: defend our realm. When you felled him, he was not killed, he simply went dormant. Fact is, he is eternal, immortal, and completely impervious to damage. He cannot be hurt or killed. The failsafe you used to defeat him was put in place by Shub-Niggurath should he need to be subdued for our purposes. He would have risen again after a given time, but the rune he drew his power from was taken from him. In order for him to be revived, you must offer the runes back to him." Ok....how do you do that? "Well, you.....um.....you.........get them close to him. Simple." Last you remember, he sank into a gigantic pit of lava... "Ok, so maybe it won't be so simple..." You radio Phoenix. "Well, sir, it sounds like you'll have to toss those runes into the lava pit where that big bastard is snoozing." Yeah, it looks that way...damn, sure would be a shame to give up these runes, but if thats how it has to be..."Hey, Captain, did you give any thought to how that thing is going to react to seeing you again?" Uhhh......shit.
"Do not worry, my lord." The Death Knight says with confidence. "I will make the offering for you. Chthon will not attack me." Alright, then. You open MM1 and tell everyone in the base that you'll be back in a bit. You slash open a portal to The House of Chthon. You nod to the DKC and step through.
Everything about the place is different, except for the lava pit. Where the lift to the exit was has been paved over with lava. The small area where the rune once rested has been replaced by a massive portal...but this portal is different from the ones you've seen in Quake. Hm....
"That must lead to their dimension." The DKC says, eyeing the portal. "Once they found out Chthon was defeated, they must have opened that monstrocity right here in his lair. Filthy creatures! How dare they defile this holy ground?!" You ignore your companion's ramblings and approach the lava pit, keeping a wary eye on your surroundings. Oh, look! A distraction!
You find a Megahealth!
Where were you? You pull the runes out and hesitantly hand them to the commander. He nods at you and tells you to head for cover. You keep your Scythe handy and watch him carefully. He kneels before the lava and throws the four runes into the center of the pit. A few moments pass...a brilliant light erupts from the lava, bathing the entire House in its glow. You hear a terrible roar. Soon after, Lord Chthon explodes from the lava, roaring and stretching his arms. He glares at his surroundings and looses a gutteral, nerve-shattering, ground-rumbling growl.
"Welcome back, Lord Chthon." The giant Elder God looks down to the smaller being before him. "Our masters our dead, Great One...but your task remains all the same. Repel the invaders. Destroy any Dark Ones that cross your great might!" Chthon roars once again, shaking the very dimension with his terrible fury. He eyes their portal. He raises his mighty arms above his head and gathers a great ball of destruction upon his palms. Upon finishing the ball, he hurls it at the portal, causing a cataclysmic explosion that rocks the stone walls. The portal lies in utter ruin...the rift that lied within is no more. You head up to the Elder Gods' failsafe switch. You lift your scythe above your head and bring it down upon the switch, slashing it in two. It will never work again. Now the Shadows can't use it against him. You summon the Commander to your side.
"At your service, my lord." You tell him it's time to go. You have a great deal of planning ahead of you. The Shadows have been sealed off from this dimension...however, their standing forces are still considerable. That, and they still have a master roaming somewhere around the lands of Quake that needs to be killed. You rip open a portal back to E1M1 and step through.
You open up MM1 and order everyone in the base to come to the Courtyard. Phoenix, Darkscythe, your four enforcers and the technician team show up with all haste.
"Shut up! Everyone, be quiet! The Captain is gonna say something!" Dear Phoenix, ever loyal...
"Listen up, everyone. I'm not much for words, so I'll make this quick. Up until now, we have been struggling just to keep our heads above water. Now, we find ourselves on the downhill stretch of this war. The Reaper is dead, this base is ours once again, Chthon lives again to guard the gates of this dimension, and all along the way, we have cut their forces down considerably. Our work here is nearly done. Soon enough, we'll all be able to finally go home and rest."
Your squad listens attentively.
"But we still have one huge problem ahead of us. This...master, their leader, still lives. We have no idea who or what he is, or what he's capable of. He could very well have the power to annhilate us all with a breath, or he could be easy-pickings. We'll have no idea until we face him. But should we fail, the world will know...we will know...that we fought our best and we paved a mighty clean road for our successors to travel upon. And should we win the day, we will know for all time that no matter what the darkness can throw at us...
LIGHT WILL ALWAYS PREVAIL!!"
A mighty cheer arose from The Slipgate Complex that day. A cheer so loud, proud and hearty, they say it could be heard back on Earth. The ranger known as Ray, the sole hero of the first Quake War and champion of the Shadow War, let loose a battle cry so fierce, it raised the morale of all who heard it a hundred fold.
Your party receives the buff "The Captain's Charge!"
The base health of you and your followers has been perminently raised by 150!
All damage dealt by you and your followers is doubled!
You clear your throat and gather yourself up as your team goes back to their duties. Phoenix, Darkscythe and the DKC anxiously await your command.
>Alright... time to find out more about this Master of theirs.
"Captain, the technicians are finished with their repairs. They're on their way back to Earth now."
Good, now you can leave the base without it being overrun. Well, lets see, how do you want to go about finding out more about your enemy? Do you want to go around the lands of Quake, guns drawn, searching for him? Are you going to play detective and try to look for clues? Perhaps you're going to camp and wait for him to come to you? The Research Department is pretty much useless when it comes to the Shadows. Their files don't contain any information about the Shadows that you didn't put there, so it's up to you and your followers.
Speaking of followers, who's going with you?
And what about E2M1? Are you going to fix that place up or leave it to the elements? Theres two other bases out there that you haven't even been back to yet. Maybe there's some cool shit there.
The DKC has also been asking lately about his subordinates in the bunker below E2M1. He wants to know what you want them to do, if anything.
Also, what about firepower and power-ups? It is entirely possible that you missed picking up a Rocket Launcher or a Thunderbolt on your first tour of Quake. With the Scythe in your clutches, you can go to any map and look around for stuff.
The world is your oyster. Why not go play around a bit?
>
((it's been way too much fun writing this and I don't think I'm ready for it to come to an end yet. lets stretch it out a bit!))
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