Post by PotatoJedi on Apr 7, 2020 17:49:50 GMT
- Everything is entirely underwater. You WILL drown if you go there unprepared.
- Clem's is in ruins.
- "Kind of water and kind of not" as we can still hear "happy Friday" from the Seamonkeys.
- Giant clams with chests inside. Bubbling a little.
- There are some other minor areas but we didn't look into them too much.
- Big scary cave being guarded by swarms of dangerous evil-looking fish (total of 8 swarms). Very difficult to hit if you're trying to use a club or something (easier if you're using thrusting weapons like spears etc or AoE things). Seamonkeys stay away from the cave.
- Statue of a guy with his arms spread out (blue mage?).
- Where the whirlpool gate used to be is a submarine with missing nukes/torpedoes (front is ripped open).
- Fins are a must so you don't get tired from swimming so much.
INSIDE THE CAVE:
- Big well lit passage: under the sea rest and relaxation bedroom. Huge mosaic on the wall of the blue mage made out of colourful shells etc. Blue mage holding a Trident in one hand. His cock bulge is massive and wildly exaggerated (look, I'm just describing it as I saw it). Nothing happens when you press his cock. Or nipples.
- Side tunnel: large roughhewn coral pedestal. This is where we found the two lamps. The one on top had some kind of stopper on it and was a bit taller. No high magic but there is magic. The Genie lamp was in a small compartment inside of the pedestal (we broke into it). The Genie lamp is super high magic. The other one was on top. Doc has both.
- Very cramped tunnel (less cramped after we chipped away at it, unless the zone reset and the tunnel is cramped again): goes up to the swimming pool gate in Burlington 2.0
- Hole in the roof: this is where the upstairs of the bed-and-breakfast used to be. Grandfather clock in exactly the same place.
- 3 small bladders reminiscent of stasis Chambers filled with blue goo.
- Inside each bladder are 3 of the DORA mages (human) laid out. Asleep/in a coma.
- - Each of the guys is wearing a wristband and several stomach and back suckers and implants with wires etc. Runes inscribed on their foreheads.
- Surrounding each bladder are freaky-uncomplicated floating magical circles with Dwarven runes. Bright luminescent colours. Kind of like a pentagram on the floor except it's floating around like hula hoops around the small bladders.
- In the centre of everything is a ghostly grandfather clock.
- A whole bunch of tech devices and sensors etc around.
- - 4 warheads with various radiation symbols and USSR symbols hooked up to lots of complicated wiring. Seem to be connected to the stasis chambers.
- - As far as we can tell, changes in the pressure, probably caused by opening any of the bladders, will cause the nukes to arm. Disconnecting any of the people from the pulse readers after the nukes are armed will set them off. It may be possible to disarm them using a combination of electronics and demolitions although doing so will be fairly difficult, and EACH nuke needs to be separately disarmed.
- There seems to be some sort of interchange between the mages, ghost of the grandfather clock and magical circles. Not sure if it's the mages or the grandfather clock that's generating or refining the power or both. Magic is strong. More than petty magic, possibly verging on high magic, or something else. The entire thing is super delicate and unstable. If anything is messed with, it may cause a bad magic feedback, which may or may not make the nukes inside of it go boom. Or a magical boom in addition to the nuclear boom. Yes. Lots of potential for boom. Even something like sticking your finger in one of the bladders can cause a slight change in pressure which could set the whole thing off. We believe there is more to this, but our magical analysis only told us so much.
- Surrounding ALL of this is another, large bladder filled with a slightly clearish goo.
- Clem's is in ruins.
- "Kind of water and kind of not" as we can still hear "happy Friday" from the Seamonkeys.
- Giant clams with chests inside. Bubbling a little.
- There are some other minor areas but we didn't look into them too much.
- Big scary cave being guarded by swarms of dangerous evil-looking fish (total of 8 swarms). Very difficult to hit if you're trying to use a club or something (easier if you're using thrusting weapons like spears etc or AoE things). Seamonkeys stay away from the cave.
- Statue of a guy with his arms spread out (blue mage?).
- Where the whirlpool gate used to be is a submarine with missing nukes/torpedoes (front is ripped open).
- Fins are a must so you don't get tired from swimming so much.
INSIDE THE CAVE:
- Big well lit passage: under the sea rest and relaxation bedroom. Huge mosaic on the wall of the blue mage made out of colourful shells etc. Blue mage holding a Trident in one hand. His cock bulge is massive and wildly exaggerated (look, I'm just describing it as I saw it). Nothing happens when you press his cock. Or nipples.
- Side tunnel: large roughhewn coral pedestal. This is where we found the two lamps. The one on top had some kind of stopper on it and was a bit taller. No high magic but there is magic. The Genie lamp was in a small compartment inside of the pedestal (we broke into it). The Genie lamp is super high magic. The other one was on top. Doc has both.
- Very cramped tunnel (less cramped after we chipped away at it, unless the zone reset and the tunnel is cramped again): goes up to the swimming pool gate in Burlington 2.0
- Hole in the roof: this is where the upstairs of the bed-and-breakfast used to be. Grandfather clock in exactly the same place.
- 3 small bladders reminiscent of stasis Chambers filled with blue goo.
- Inside each bladder are 3 of the DORA mages (human) laid out. Asleep/in a coma.
- - Each of the guys is wearing a wristband and several stomach and back suckers and implants with wires etc. Runes inscribed on their foreheads.
- Surrounding each bladder are freaky-uncomplicated floating magical circles with Dwarven runes. Bright luminescent colours. Kind of like a pentagram on the floor except it's floating around like hula hoops around the small bladders.
- In the centre of everything is a ghostly grandfather clock.
- A whole bunch of tech devices and sensors etc around.
- - 4 warheads with various radiation symbols and USSR symbols hooked up to lots of complicated wiring. Seem to be connected to the stasis chambers.
- - As far as we can tell, changes in the pressure, probably caused by opening any of the bladders, will cause the nukes to arm. Disconnecting any of the people from the pulse readers after the nukes are armed will set them off. It may be possible to disarm them using a combination of electronics and demolitions although doing so will be fairly difficult, and EACH nuke needs to be separately disarmed.
- There seems to be some sort of interchange between the mages, ghost of the grandfather clock and magical circles. Not sure if it's the mages or the grandfather clock that's generating or refining the power or both. Magic is strong. More than petty magic, possibly verging on high magic, or something else. The entire thing is super delicate and unstable. If anything is messed with, it may cause a bad magic feedback, which may or may not make the nukes inside of it go boom. Or a magical boom in addition to the nuclear boom. Yes. Lots of potential for boom. Even something like sticking your finger in one of the bladders can cause a slight change in pressure which could set the whole thing off. We believe there is more to this, but our magical analysis only told us so much.
- Surrounding ALL of this is another, large bladder filled with a slightly clearish goo.