By bribing a groundskeeper, you gain entry to the prison via a conveniently unguarded drain cover. Once inside, you set forth to rescue Baron Morton's Daughter, Griselda, from this dank nightmare. Your first obstacle will be a guard lecturing some obnoxious servants...
- Servant x3
- Men at Arm x2
かれらは逃げまわってRaise the Alarmというカードを使い、主人にカードを引かせる役割を持つ。
勝利スクエアがあるが、Men at Armを倒すことに集中すれば問題なくクリアできるステージ。
Men at ArmはParryを持っているのではじめに弱攻撃を与えると吉。
With the guards defeated, you can now venture further inside the prison. A trap door at the end of the corridor is the only way forward. Loud voices can be heard from beyond.
The prison is guarded by a brutish posse of mercenaries who dedicate their lives to administering summary justice to their guests. During their time off duty they reside here in the Guard House, to play cards and drink rum. But the real danger here is the guard dogs. These cowardly beasts are capable of quickly taking down a fully grown man if he is careless enough to allow one to get behind him.
- Servant x3
- Men at Arm x1
- Guard Dog x2
With the guards taken care of, you can now proceed into the prison in search of Griselda. Frenzied barking can be heard from up ahead. More of those accursed canines must be dealt with, and quickly!
The Dog Yard is home to a pack of three starving guard dogs who have been trained to attack strangers on sight. They are tended to by a feral urchin, and though incapable of speech, he has the audacity to accost you. Make this cur and his charges share the same fate.
- Guard Dog x3
- Dog Boy x1
Crossing the Dog Yard brings you to the entrance of the dread Prison Catacombs, where the majority of the prisoners are held. Griselda is surely inside.
No one has escaped the prison in twenty years. Imagine Warden Gorald's surprise to find that someone has broken in! He will seek retribution for this outrage. He has a small retinue of servants and a fanatically loyal hound named Scar. Scar wears a bespoke chainmail suit, making him even tougher to harm than the dogs you have faced thus far. You hear Griselda's faint cries for help from nearby. For the house Morton! To battle!
- Warden Gorald x1
- Scar x1
- Servant x1
The defeated Warden Gorald has a set of keys on his belt which open the cells throughout the prison. You discover Griselda in a cell nearby, unmolested but bedraggled. She is overcome with relief at her rescue and promises great rewards upon her safe return to her father. Rewards you have truly earned!