Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
ETA: also, I killed her in 1 round in the tea house this playthrough so I just walked right in and rescued everyone including Mayrina. Setting up the battle and coming in through the back door made that battle really easy.
To deliberately set that up you have to have foreknowledge of the fight. I didn't, and she bolted on turn 2.
A game that has been designed to be frustrating unless using google is badly designed. I s'pose it doesn't help that I detest game 'puzzles'.
I had played through early access several times over nearly three years so yes, I am very familiar with Ethel at this point! I also learned how easy it is to avoid the gas traps and save time by just jumping over them with feather fall.
Further into the game being able to get places quickly in combat or getting to odd places will be useful so I think this encounter is there to force the player to think about that early.
Have a bardlock MC that has expertise in perception.