Chapter 5
Invited on a Side Quest

The Swamp

We've lost our fancy boat, but at least we made it to shore. Not unscathed though...while we were unconscious, a cute little Imp stole all of our stuff. Pretty sure he was not invited to do that, but here we are. He runs off with your possessions, and we have no choice but to hike up our empty pockets and give chase. Move forward.

Plank Path

There's a spooky straw effigy strung up in a tree. You never know when a bunch of weird straw will come in handy, so go ahead and Take the Straw Effigy. Move forward.

Hilltop

Another strange rock that we can't do anything with. And, in the distance, a haunted looking mansion in a swamp. That never gone badly, so we might as well head over there. Move forward.

Overlook

You arrive just in time to see the Imp scurry inside. Well, great. Move to the upper left toward the entryway.

Front Door

The Imp will not let you inside. He wants help with something inside the house, but he does not trust you enough to let you in. If you bring him a fun treat then the one who stole all your stuff will trust you enough to let you inside his house. There's not really time to unpack all of that, so just Take the Occult Stone he tosses outside and then Move back.

Overlook

Move to the upper right.

The Barren

A vast desert stretches before. Land blasted by hellfire, unable to grow or sustain life. I'm sure we'll find some fun treats here, so go ahead and Move forward.

Crossroads

Move forward.

Desert Grave

There's a skeleton here, but more importantly a Hand Wheel being clutched by it's fingers. Take the Hand Wheel and then Move back to the Crossroads.

Crossroads

Move to the left.

Pipes West

Move to the left.

Hellfire Pit

There's a post next to the pit o' fire with a square knob on it. Use the Hand Wheel on it and a fire demon will appear from the pit. Use the Straw Effigy on it to absorb and dispel the fiend. Now that you're not in immediate danger, Use the Hand Wheel to turn on the mechanism and pump hellfire through the pipes. Move to the right a couple times back to the Crossroads.

Crossroads

Move to the right.

Pipes East

Move to the right.

The Structure

Well, that seems standard. Some sort of occult structure stands in the desert, powered by hellfire. Obviously the safest course of action would be to activate it. Use the Occult Stone on the hole in the base. After the portal finishes powering up, Move through.

The Tunnel

The portal has powered down, so it looks like where trapped in wherever it is we are now. Move forward.

Shelter

There's something on the ground in the left corner of the room that's glowing bright red. Take the glowing red mass to receive a Ruby Shard. Now Move up the ladder.

Hillside

There's another Ruby Shard sitting in a branch of the tree to the right, and you should Take that to add it to your collection. Move along the path to the lower left.

Dead Forest

It can be hard to spot amongst all the red flowers, but there's another Ruby Shard here. Look between the two trees on the left and then Take the shard once you spot it. Move forward.

Dark Road

Open the gate on the left and Move through.

Mansion

The front door is locked, so it looks like we'll have to find another way in. Open the mailbox and take the Bulkhead Key that's inside. Move to the right around the side of the house.

Bulkhead

There's a very familiar red glow to the right of the cellar door. Take the Ruby Shard, which should bring your total to four. If not, you'll have to backtrack a bit. Once you have your fancy shard, Use the Bulkhead Key on the padlock holding the cellar doors closed. Open the bulkhead and Move inside.

Ice Wall

Not a whole lot we can do with a frozen wall. Who knows how something like this happened? Move to the right.

The Pit

Well, this is delightfully creepy. Take the Old Bone by the skeleton, then Move up the stairs.

Cellar Stairs

Move toward the door and a grotesque bloody horror appears. The terrifying visage will not allow you to move any further. If you've collected all four Red Shards, they will form into a single Ruby and absorb the evil spirit. Now that you're reletively safer, Open the door at the top of the stairs and Move through.

Quiet Study

Take the Needle that's sitting on the desk, then Move to the left.

Dining Room

Take the Ritual Bowl from the table, then Move down.

Games Room

There's a chess piece out of place on the board. Use the blue piece to put it back in place, and this will unlock the cabinet in the back. Open this, and then Take the Hammer that's inside. Move back to the Dining Room.

Dining Room

Open and Move through the door on the left.

Kitchen

Open the oven and Take the Burnt Meat that's casually hanging out in there. Now Use the Hammer on the cookie jar on the counter. After the unique way of opening a jar has concluded, Take the Cookie that has been revealed. Move your way down to The Pit.

The Pit

Upon further reflection, probably best not to wander around too long carrying an evil spirit. Use the Ruby on the pit to get rid of it. Now Move back to the Ice Wall.

Ice Wall

Move to the left.

Altar

If you Open the red book on the altar, Wisp will translate the passages for you. The spell outlined here might be enough to power the portal, and we'll just have to deal with whatever other dire consequences might arise. Anyway, the passage reads "Place upon an altar to Motari your vessel and in it sacrifice The Three of Blood. The flesh to pump the crimson fluid. The bone from whence it comes. And the blood itself."

Use the Ritual Bowl on the altar. Now Use the Old Bone and Burnt Meat on the bowl. Now we just need some blood, so Use the Needle on Self, then Use your new Bloody Needle on the bowl to complete the spell. Wisp hops into the bowl for a refreshing bath and to finish creating the Wisp Stone, which you should Take. Our task complete, Move to the right.

Ice Wall

There being a person here now after we opened a doorway to who knows where probably isn't a great sign. Probably best to Move on back out of the house.

Bulkhead

Move back to the Dark Road.

Optional

Mansion

Well the front door is open now, which is probably not a great sign. You have a choice to make here: 100% map completion, or staying alive. If you want that sweet 100% to show up in your end results screen, then Move into the house. If you want that equally as sweet 0 Deaths stat, then stay out.

Dark Road

A strange and ominous pair of lights are quickly approaching you! This could spell doom for your quest, so quickly Move to the right to dive out of the way.

Dead Forest

A tremendous crash can be heard from the road. Too bad there's no way to know what fate may have befallen whoever was in that strange carriage. Move all the way back to the Tunnel.

Tunnel

Use the dirt piled up around the base of the portal right to move it aside. Then Use the Wisp Stone on the uncovered hole. Move through the portal and back to our own reality.

The Structure

Now that we're back, we'd better Move back to the Front Door of the mansion that the Imp is holed up in.

Front Door

Use the Cookie with the door, and the Imp will unlock the door for you (as well as swipe the cookie). Guess it's time for another mansion...surely this one will be less creepy. That purple light streaming through the door is probably nothing to be concerned about. Open the door and Move through.


Congratulations on reaching the fifth Chapter's end!

Back to Chapter 4!Onward to Chapter 6!