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ROOM 195: SLIME QUEEN MID

Beyond the grand canal is another tunnel.  After walking down it a short distance, the player will see a big mass of pink slime ooze out of a pipe and form into the SLIME QUEEN sitting on a big soft cushion.

She is impressed with the player for making it through the first section of the sewers.  She also says how tempted she is to gobble the player up there and then (while fingering her jelly pussy).  She won't.  The player still has to prove himself further.

(The SLIME QUEEN is a very picky eater.)

She'll give the player a hint for the next region – likely about a cult that still kept navigating the tunnels even after they became infested with the gigantic slime.


ROOM 194: GRAND CANAL 2 (SAFE BRIDGE)

Mucking around with the sluice gates and turning mechanisms will open up a way back to the grand canal running through the centre sewer system.

As before the player will see that the canal is filled with heaps of gelatinous blue slime.  They will also be able to see the other rickety bridge further down the canal.

There is a bridge here as well.  It looks sturdy and is free of any kind of blue slime.  The player will be able to cross here and enter SEWERS AREA 2.

ROOM 193: SEWERS 1 (SLIME CHAMBER)

Changing the water flow will open access to this large chamber.  A lot of refuse has washed up here, including the possessions of various failed adventurers and very large sea chest.  The player can do a general search first and find various discarded items.

Opening the chest triggers an event.  It grants the player a very nice piece of loot, but after the player opens it, BLUE SLIMEs will start to ooze into the room through various grates.

This will likely be some sort of timed battle.  BLUE SLIMEs will continue to enter the chamber in a never-ending stream.  The player cannot fight them all.  They need to win each battle quickly and fight their way back to the entrance before they get overwhelmed.

The BLUE SLIMEs are not very fast, so once the player gets back to the tunnel he can easily outrun them and leave the horde behind.

ROOM 192: SEWERS 1 (BEGGAR CAMP)

The tunnel widens at the end into a chamber.  There are signs someone might have made it a home at some point, albeit a squalid one.  There is a skeleton sitting against one of the walls.  The bones look as clean as if they've been polished.

Searching the area will turn up some decent loot.  Whatever drove the occupant down here, it seems more like madness than poverty.

It will also attract the attentions of a BLUE SLIME.

FIGHTFUCK: BLUE SLIME

ROOM 191: SEWERS AREA 1 (TURNING MECHANISM)

There are multiple wheel mechanisms in the first area. The player will need to turn some of them to redirect the flow of water and open up areas.

ROOM 190: SEWERS AREA 1 (SLUICE GATE)

This will be on the edge of the map and there might be more than one of them.  This is a massive sluice gate.  Opening it will release a torrent of floodwaters down the canal system, which will either block off some areas or wash away blocking slime colonies depending on how the player has set the flow.

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