The days of being a spiritual mentor in Meiman.

Chapter 3229 The Shadow of Faraines (26)



Chapter 3229 The Shadow of Faraines (26)

Chapter 3229: The Shadow of Faraines (Twenty-six)

As soon as this speculation appeared in Schiller's mind, he couldn't help it.

But he changed his mind and realized that the characteristics of the Wanderer were too similar to those of the Old One Ibo-Zter mentioned in the Book of the Water God. It was more likely that the Wanderer was Ibo's blood body.

Suppose the church is now divided into two factions, one is the people who use the house numbers to create weirdness for their own profit, and the other is the cultists who add real cult sacrifices to the controllable weird events, then which faction would the Great Prophet belong to? Which faction do I belong to?

Schiller did not dare to think about this question too much.

First of all, the Great Prophet was one of the people who went to the hotel to investigate. He probably had many house numbers picked up from the hotel, which were important items for him to maintain his church and his own status.

Assuming that he had thought of such a method and had brought the church to its current state, there was absolutely no possibility that he really wanted the old days to come again, because he was an egoist.

He had spent so much effort developing the church to its current state just to enjoy the pleasures brought by money, power and resources. If the old day came and all human beings fell into madness, wouldn't he have worked in vain?

This is the point that Schiller did not dare to think about. Assuming that the great prophet was actually against the Adventists, what about himself?

If nothing unexpected happens, he is the Pope's man, and judging from the attitude of the black man just now, the Great Prophet and the Pope are in opposition.

So I am the Adventist?

The cultist turned out to be me.

But you have to say it, you really have to say it, if you reason from this line of thought, it does make sense.

The great prophet wanted to use the house number to create strange events here, attract social attention, and then rescue people to enhance the prestige of the church.

But the Pope was a cultist, the one who mixed sand into the rice. He chose this opportunity and used certain means to prevent the door from opening successfully, and turned the monster into the blood body of the summoned Ibo.

Thinking more deeply, the Pope learned that the Great Prophet might come in person this time, so he replaced the originally controllable monster with the incarnation of the Old One.

When the Great Prophet sent people to retrieve the doorplate and thought everything was ready, what they had to face was not the monsters running out of the door, but the terrifying incarnation of the Old Ones. Needless to say, the ending.

So Faraines is a trap, essentially the product of infighting within the church.

So what role did I play?

Schiller thought helplessly that he was the last player to enter the game, and also the one who had the simplest background story for himself. However, after the struggle between multiple background stories, the truth of the story still involved him.

Assuming that I am really a cultist, then I should be the one sent by the Pope to prevent the doorplate from being placed and to summon the Wanderer. After all this time, I found out that I am the mastermind behind all this.

Assuming that he had already betrayed the Pope and had no intention of helping him, he would have to help the Great Prophet in order to fight against the Pope. However, judging from the current situation, the Great Prophet was not a good guy either, and it would definitely be too late to surrender now.

Fortunately, after some interference from this group of players, neither of these two unlucky guys achieved their goal.

The Wanderer was captured by Greed, so there was no way he could assassinate the Great Prophet. The doorplate was taken away by Schiller, so there was no way the Great Prophet could get it back.

That's why they say the weak are strong. After a lot of fooling around, they successfully dragged the two masterminds into a messy fight, and then used their rich experience in fighting messy fights to defeat them.

Schiller thought about it and decided to solve the problem of the captain's room first.

He said, "Assuming there are monsters behind every door, the Great Prophet certainly didn't come here to nail the doorplates shut in order to fight the monsters head-on. Besides, in this case, the door should lead to a hotel room, not the captain's room. There must be other ways to get into the captain's room."

Schiller went over all the clues in his mind again, and he thought that the spell with the missing letters in the Bible might also be useful.

While thinking, he checked the doorplate in his hand and suddenly found that the doorplate of Room 1913 was normal, but the pattern on the outer circle of the captain's room doorplate was not integrated with the wooden plate inside, and the pattern on the outer circle could be taken off.

Schiller checked it carefully and after removing the pattern on the outer circle, he found that the wooden sign inside also had a screw hole, and it was just a circle smaller than the original doorplate, and could be perfectly nailed to the smaller screw hole.

And there was nothing on the back of the doorplate, as if it was waiting for someone to carve something on it.

Schiller looked up at Batman and said, "Are there any numerical clues in the missing letters?"

"Number clues? You mean some letter code that might point to a number?"

Schiller nodded.

Batman went through the Bible again carefully and wrote out all the missing letters, but he took care to shuffle them to prevent writing the actual spell.

Batman looked again and again, his brows furrowed more and more, as if he was not used to the slow thinking speed.

"Do you want to choose a skill?" The Transcendent said to Schiller in his mind, "You can choose code breaking for your profession. You just happen to have two skill points left."

Schiller hesitated for a moment and felt that it was not a good idea to let Batman do this. Even if he could think of it, it was obviously not a skill he could master in his current identity, and he might not be able to say it.

He thought that he would need the password many times in the future, so he simply clicked two points.

Afterwards, he used his code-breaking skills on the letters, threw a dice, and the test passed. Some mysterious arrangements immediately appeared in Schiller's mind.

Schiller suddenly realized.

He took the captain's room doorplate that he had removed earlier and placed it in front of Batman, then said, "How about adding these letters?"

The doorplate of the captain's room simply reads "captain's room", but adding these letters makes it look completely different.

Batman immediately found the answer.

There are five declensions in Latin. The words before and after the declension can show which declension it belongs to. After all the letters are shuffled and rearranged, a total of eight appear, or four pairs of words.

According to the order of missing letters, the corresponding four groups of word declension are numbered 1413.

This clearly looks like a room number.

Schiller recalled and had no impression of the room, but he still engraved the number on the back of the doorplate of the captain's room, which was reduced in size.

Then he stood up and tried the original screws on the captain's room doorplate, but found that the screws were too big and the model did not match at all.

He took out the screws for the hotel doorplate that Naya had given him and nailed the turned-over captain's room doorplate on it perfectly.

A door appeared in the wall, and this time, there was no lock on it.

Schiller and Batman looked at each other, and Batman reached out to turn the door handle. With a creak, the door opened.

A dim light shone in the captain's room.

"I have solved all of this for you." There was a hint of indignation in the Transcendent's voice.

"It's great to have Batman." Schiller said as he walked into the captain's room.

He recalled the whole puzzle-solving process. It was actually not very difficult and had nothing to do with the hotel's house number. It was mainly because Schiller got some inspiration from that house number.

In fact, all we need is some clues to connect the door number to the problem. There are probably two ways to get these clues. One is to investigate the events at the hotel that year and get some clues, and then connect the hotel's door number to the captain's room door number.

Or you can communicate with the evil spirit and get clues from it on how to enter the room without unlocking the door. After a search, you should be able to find the problem with the house number eventually.

Then you need the skill to decipher the code. The Transcendents are quite generous with their skill points, basically giving points in every encounter, so it's still enough to point them out on the spot.

However, if you don't max out the code-cracking skill, you will only know that you need to incorporate the letters from the two words "Captain's Room", and you still have to make the permutations and combinations yourself.

However, there are always a few Europeans and Americans with higher education in a team of players who have received elite education. They can tell at a glance that this is Latin.

Because the words are in pairs, and most of the letters between every two words are the same, so as long as you pick out the pairs of letters and spell them together, you can basically figure out the general idea.

The only troublesome thing is that you need to be familiar with Latin declension, but the skill of reading literature includes Latin reading, so you only need to click on the skill and roll the dice to pass.

The more difficult part is finding the hotel doorplate screw, which is a key prop. Schiller doesn't know where the Transcendent has hidden this thing, so it might take some effort to find it, but Naya just gave the screw to him directly.

After the two entered the captain's room, they began to search. There was a bookshelf on one side and a storage shelf on the other. The books on the bookshelf were ordinary, but the small sculptures on the storage shelf were interesting.

Schiller found a small octopus sculpture that was similar in shape to a lock. It seemed to be made of silver, and the eyes were inlaid with a circle of gems that emitted a faint luster. It was obvious that this thing was extraordinary.

"Do you have any skills in antique identification?" Schiller asked the Transcendent, and then added, "Or use Cthulhu Mythos to identify?"

"You can try." said the Transcendent.

Schiller understood that what he said meant that there must be some trick to this thing, but he also knew that if nothing was identified, it would be fine. If something was really identified, his mental health would definitely drop.

Schiller decided to keep it first and then identify it if he saw any related clues.

Then he came to the table in the captain's room and saw a bottle of wine placed right in front of the chair. The bottle was a thin square, narrow at the bottom and wide at the top, and looked a bit like the back of Batman wrapped in a cape.

There is a silver skull on the upper part of the wine bottle, with many tentacles extending from the bottom of the skull, densely coiled together, making people's scalp tingle just by looking at it.

The bottle was transparent, but the liquid inside was golden yellow. Schiller picked it up and smelled it, and confirmed that this was the legendary golden mead.

This is a mysterious liquid that can cause a person's body and mind to stagnate, and can also allow people to breathe in a vacuum environment. It is generally used to ride spacecraft.

This is also an important prop in the role-playing game. In some scripts, it can restore health and sanity, but Schiller feels that in this game, this seems to be the real magic weapon to survive the disaster.

The fleet that Pike was on was indeed wiped out, but judging from the situation in the captain's room, the captain was not an ordinary person. He was most likely a cultist.

The complicated way this room is opened means that disaster may not be able to invade here, which proves that the captain has anticipated what will happen to the fleet next.

In other words, the disaster was summoned by him with premeditation.

To ensure he survives a disaster, a special room might not be enough, this bottle of wine on his desk is the key.

Under Jeff's misleading advice, Old Siltek believed that he could survive the disaster safely as long as he didn't hear, see or feel anything. But as long as a person is alive and his brain is still working, how can he not feel anything at all? Even a drunk or anesthetized person can't do it.

But this method may not be completely wrong. It just needs a little help from external forces. Golden honey wine can make a person's mind and body fall into a state of complete stagnation, so that they can truly not hear, see or feel.

If the Pope is a cultist like the captain, then if the Great Prophet wants to deal with him, he must have means to deal with disasters. He came here probably to find the golden mead that can make people immune to mental pollution.


Tip: You can use left, right, A and D keyboard keys to browse between chapters.