Quest: Reeling It In

Having fixed the communication post, the PC may now take the necessary steps to return to the home world and bring the Entity back to the mirrorscape.

Stages

  1. Look for help from the home world. With the communication post repaired, the PC may communicate with anyone that has a comm mirror intact. There are several such mirrors in the academy, but only the Entity is presently there, and it isn't about to help. There is only one comm mirror that is intact and that may be used to get someone to help — the one in the Mirror Guy's House. The PC can holographically project their image to the Mirror Bait NPC, who will scream at first at the sight of what appears to be a ghost. The PC will have to assure the NPC that he/she is not a ghost and must convince the NPC to enter the academy for further instructions. If the PC fails to convince the NPC to help them, the NPC will smash the comm mirror in the Mirror Guy's House, and the game will end.
  2. Guide the Mirror Bait NPC to the mirror room. When the Mirror Bait NPC arrives at the academy, the PC can use the comm mirrors there to send further instructions. The Mirror Bait NPC must be guided toward the mirror room. At the same time, the PC must monitor the paths to make sure that the Entity does not catch the Mirror Bait NPC. If the NPC is caught, the game is over. If necessary, the PC can play a holographic recording to lure the Entity away from any given spot, thereby giving a clear path for the Mirror Bait NPC to traverse. Eventually, the Mirror Bait NPC must be guided to the room that has the angel mirror in it at the same time that the Entity is elsewhere.
  3. Give the signal to activate the mirror. When the Mirror Bait NPC is in position, the PC will instruct the NPC to activate the mirror on their command. What happens next will depend on whether Mister Grin is alive.
    • If Mister Grin is alive, he will make his move. If he isn't with the party, he will suddenly enter the communications post. Mister Grin will attempt to charm the PC party into standing aside and letting him take over. For all intents and purposes, the charm attempt is equivalent to casting the spell of the same name.
      • If the charm attempt succeeds completely, the PC party will stand out of the way while Mister Grin handles the controls. At this point, the Entity will discover the Mirror Bait NPC in the room and will approach the NPC from behind. When the Entity is close enough, Mister Grin will give the signal. He and the Entity will then switch places, and the game ends with the PC party left to its doom.
      • If the charm attempt fails to charm everyone, those among the PC party who are not charmed must defeat Mister Grin in combat. If the PC party survives, the PC must immediately resume communications with the Mirror Bait NPC. The quest continues to the next sub-stage below.
    • If Mister Grin is not alive, the PC must decide whether to bring the entire party to the home world or to sacrifice himself to destroy the Entity.
      • If the PC decides to save the entire party, at this point, the Entity will discover the Mirror Bait NPC in the room and will approach the NPC from behind. The Mirror Bait NPC is not aware that danger approaches. The PC must give the signal when the Entity is close enough to the mirror. If the PC gives the signal too soon, the PC party will switch places with the Mirror Bait NPC, and the PC party will then find themselves in the same room with the Entity. Game over! If the PC gives the signal too late, the Entity will destroy the Mirror Bait NPC's mind. Game over, too. If the timing is just right, both the Mirror Bait NPC and the Entity will be teleported to the mirrorscape, and the PC party will return to their home world. At this point, the PC may leave the room with the mirror, thereby triggering one possible ending. Alternatively, if the PC had learned from the seekers how to shut down the the mirror, the PC may lock it down permanently, thus triggering another ending.
      • If the PC decides to sacrifice themselves, the PC must designate a companion to communicate with the Mirror Bait NPC, and the PC will stand out of the way. The companions will be able to teleport away just as the Mirror Bait NPC and the Entity teleport in. The PC and the Mirror Bait NPC must scramble out of the room as fast as they can.

Associated NPCs

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