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Below the Abbey

Vast grid-movement, turn-based rpg with a huge amount of dungeons and areas. · By Bickering Goat

17th October Update Sticky

A topic by Bickering Goat created 14 days ago Views: 28
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# Below the Abbey: update 3.206

Everything new since 16 October.

**Playing time:** roughly 15 to 20 hours to follow the main story from the first crypt to the top of the tower. Exploring the side quests, the sea and the dungeons takes much longer.

## New places

- **The Land Path.** A new north gate in Oldhaven opens on a 96 km pilgrim road that runs up the coast, over a mountain pass and down to a cliff above Yarrim. About an hour of quiet walking: sea on one side, old oak forest on the other, flowers and lamps, a signpost at every kilometre, pilgrims and monks on the road, knights riding by, travellers resting, houses, inns and churches. Three waterfalls with rope bridges. The road is one way, and the cliff at the end can only be climbed down.

- **Saint Elen's Monastery**, halfway along the path. A church, cloister, refectory, scriptorium, kitchen, guest house, infirmary and gardens, with friendly monks. A cemetery, cellars, old crypts and a mausoleum lie below and beside it, with ten quiet quests.

- **The Hollow Land and the Orange Tower.** Below the Abbey, past the Hollow Abbot, a stair comes out on a high ledge over a great gothic orange castle lit by red and purple torches. Inside, 20 numbered levels climb to a spire, each smaller than the last, with a mystery room on every floor: a riddling wizard, a rope bridge, a chasm, a room of sand, a room of statues, a pit that drops you a level, a monster, a treasure. At the top a wizard asks three questions. Answer with good will and the way to the violet tower opens. Answer with greed and you fall two levels.

- **Oldhaven, rebuilt.** Sunlit streets, a castle ward with gardens and courtyards, painted timber, stone and brick houses, 30 new townsfolk, and a serious quay with a working gatehouse and armoured guards.

- **Oldhaven, Acts 1 to 4.** The ledger and its six names, the siege, the Oakwood with its glades, woodwardens and the Great Oak, the Orrery of Hours, and four new floors below the Abbey. 11 new journal chapters tell the story.

## The haunted castle

- Gaunt painted portraits of dead rulers, candle tables, windows onto darkness, alcoves, chains, banners, mirrors, coffins, cages, a throne, a banquet table, armour, bookshelves, lecterns and pinned notes with dreadful entries.

- A cup of poison and a poisoned apple on tables. Drink or eat at your own risk.

- Clawing hands that reach out of the passage walls and attack as you pass.

- Wailing ghosts. A voice calling for help leads to one that attacks.

- A thin man in a black coat who vanishes when you get close and appears again further along.

- Pressure plates with spikes and poison darts. Stones that put the lights out for a few steps.

- A screaming witch whose room flickers while she attacks.

- A fireplace with a ghostly face that warns the party.

- The party talks to each other about how strange the place is.

- Secret rooms behind walls of a different colour, opened by a lever, with a chest inside.

- The Messenger of Death waits on floors 17 to 19. His five letters are hidden away from the main route, so you only die if you go looking for them all.

- New creatures: armoured goblins, an angry violet slime with faint bones and rib cages, and orc brutes, all in full colour.

## On the Land Path

- Shrines by the road hold food offerings. Choose Take, then eat on the spot. Taking from a shrine costs honour. You can leave food there too.

- Benches offer a seat. The party sits, rests a little, and the music of Greendale Forest plays until you walk on.

- The map screen shows the whole 96 km on one hand-drawn map: every house, inn, church, shrine, waterfall and rope bridge, Saint Elen's Monastery halfway, Yarrim at the end, and where you are now.

- The road is one unbroken walk. No walls, seams or see-through lines between stretches, and no animal messages.

## Yarrim and the sea

- The Yarrim story quests hand you the next quest as each one is finished.

- Underwater quests, island quests and shipwreck logs are circled on their maps.

- The minimap shows the sea, the islands and a clear ship arrow while you sail.

- Tam Salvor wears a painted deep sea diving suit. Yarrim's shanty is now slow and soothing.

## Maps, journal and menus

- Any quest can be shown on the map when you pick it, in the level, on the sea map or on the world map.

- Map names appear by zoom level and importance, and never sit on top of a quest ring.

- A You button centres a local map on the party.

- Hint button on every quest that is more than a plain fetch or kill.

- A Stats page in the menu: gold, steps, time, quests, shops, battle and monsters slain.

- The Oakwood and Below the Abbey are on the world map, with named places on their local maps.

## Fixes

- Faint circles and vertical lines in the sky are gone.

- Seagull cries are longer. Pets stay quiet on the open sea, underwater and on the Land Path.

- The Go to area button is no longer on the title screen of this build.