A Weapon to Surpass Metal Gear
A corpse, either recent or incredibly well-preserved, lies crumpled at the base of one of the statues. What looks like a red snowflake sits in its palms, reflecting the fitful candlelight. As you kneel to inspect it more closely, the indentations in your sword that Gehrman pointed out come to mind.
You're still firmly on the "don't touch the heathen blood magic" side of things, so you simply note its location before continuing your trek downwards.
You remind yourself that A: you don't know how where Djura might be and B: that you want to make a good first impression. This will, unfortunately, rule out your standard disregard for the sanctity of life. Time for some (ugh) subtlety.
You creep down the winding stair as best you can, hugging the wall tightly so as to minimize the sounds of your footfalls. Before long, you reach another open area, this one dotted with support pillars. The buzzing of flies draws your attention to the left-hand wall, where the emaciated remains of a werewolf fill the air with a smell akin to a clogged chemical toilet. Its body is mangy and covered with rancid pustules; to the best of your knowledge, said marks are pre-mortem. Did someone poison the thing?
The next flight of steps is wooden rather than stone, leading to a torn section of planks that you descend from via ladder. A quick trip down another, unconnected set of steps and you're in yet another chapel.
This one is significantly worse for wear compared to the ones above, as is to be expected. Green stalks nearly as tall as you dot the floor where the stones have been broken or removed, while the last dregs of evening light slip in through spiderweb cracks in the high walls. You stroll over and light the lantern that squats in the center. Damn, these are handy.
Heavy wooden doors separate you from the outside world. A large sheet of paper is plastered to them; though the writing has faded quite a bit, the letters are large and thick enough to remain legible.
"This town is long abandoned. Hunters not wanted here."
Well, it ain't the 95 Theses, but it gets the point across.
Technically, you're not a Hunter, though. With a grunt, you shove the great doors open and step into the smoldering remains of Old Yharnam.
The general architecture is highly reminiscent of Yharnam 2.0, complete with the random burning beasts on crosses. You spend a few moments internally debating various theories on how they're still lit, with "fire gnomes" on the way to victory, before a booming voice rings out from the skyline.
"You there, Hunter. Didn't you see the warning? Turn back at once. Old Yharnam, burned and abandoned by men, is now home only to beasts. They are of no harm to those above. Turn back, or the hunter will face the hunt."
[] Write in...
You're still firmly on the "don't touch the heathen blood magic" side of things, so you simply note its location before continuing your trek downwards.
You remind yourself that A: you don't know how where Djura might be and B: that you want to make a good first impression. This will, unfortunately, rule out your standard disregard for the sanctity of life. Time for some (ugh) subtlety.
You creep down the winding stair as best you can, hugging the wall tightly so as to minimize the sounds of your footfalls. Before long, you reach another open area, this one dotted with support pillars. The buzzing of flies draws your attention to the left-hand wall, where the emaciated remains of a werewolf fill the air with a smell akin to a clogged chemical toilet. Its body is mangy and covered with rancid pustules; to the best of your knowledge, said marks are pre-mortem. Did someone poison the thing?
The next flight of steps is wooden rather than stone, leading to a torn section of planks that you descend from via ladder. A quick trip down another, unconnected set of steps and you're in yet another chapel.
This one is significantly worse for wear compared to the ones above, as is to be expected. Green stalks nearly as tall as you dot the floor where the stones have been broken or removed, while the last dregs of evening light slip in through spiderweb cracks in the high walls. You stroll over and light the lantern that squats in the center. Damn, these are handy.
Heavy wooden doors separate you from the outside world. A large sheet of paper is plastered to them; though the writing has faded quite a bit, the letters are large and thick enough to remain legible.
"This town is long abandoned. Hunters not wanted here."
Well, it ain't the 95 Theses, but it gets the point across.
Technically, you're not a Hunter, though. With a grunt, you shove the great doors open and step into the smoldering remains of Old Yharnam.
The general architecture is highly reminiscent of Yharnam 2.0, complete with the random burning beasts on crosses. You spend a few moments internally debating various theories on how they're still lit, with "fire gnomes" on the way to victory, before a booming voice rings out from the skyline.
"You there, Hunter. Didn't you see the warning? Turn back at once. Old Yharnam, burned and abandoned by men, is now home only to beasts. They are of no harm to those above. Turn back, or the hunter will face the hunt."
[] Write in...