A brief introduction of Cadet Demon
Powerful and fierce-looking physique. Despite his frightening appearance, Demon's quite a nice fellow - of course, only compared to his sociopathic comrades. Recognized master of jokes on hurricanes, nuclear weapons, etc - the soul of the team. Judicious and restrained, even when under influence of alcohol. Avid collector of dried ears - human and otherwise. According to him, ears are more entertaining than coins or stamps and, unlike those, ears are always completely unique. He sometimes looks at his friends' ears with such curiosity that make many feel uncomfortable.
Demon's very proud to be part of an elite military unit. Favorite proverb and motto - "We Guard !!!" In fact, many people are predicting a quick military career ahead for Demon.
On combat missions, if allowed, he always takes a machine gun - one which requires a lot of physical strength to carry and use. To others, this type of gun is too heavy and uncomfortable to single-handedly carry and use. Demon, who possesses nearly inhuman strength, can effortlessly bring it into the battlefield and use it to great effects.
Now, for the (sort of) great escapeRight next to Colonel Ho's office is the holding cell (I won't comment about how ridiculous that kind of setup is), where Demon's being kept. Boar needs to get inside and talk to his buddy, see if he's got anything useful to say.
Boar: Hopefully he won't ignore me like Sullen and Kruger.
Outside the holding cells, a Sergeant Ritz is striking a pose. Let's talk to him.
Boar: Voldermar? Are you sure you're not reading too much Harry Potter and get confused?
So, I gotta find this monk guy and bring him to Stoneguard. When in doubt, hover your mouse on the map until you see the next quest you're trying to do. It works well here.
Back to Sergeant Ritz, with Monk Voldemar. Sensing we're desperate to see Demon, the guy ups the entrance fee. Asshole.
I shudder to think what kind of "material filth" Demon has on him now, considering he's nearly naked.
It's... not what it looks like!
Seriously, after the punch, the guy just stands there for a solid second before collapsing.
Demon: I'm sorry, "bro." So many idiots around... Ha-ha.
Despite the holding cell being right next to colonel Ho's office, no one else comes to investigate the fuss. Boar and Demon calmly walk out of the building and reunite with the remaining team mates.
Demon continues with the mandatory optional quests that need to be completed before we can go on with the story, i.e bring back the "Alarm Clocks" to Legba Jr.
His skills are pretty much the same (good at Heavy Weapon, Imperial Weapon, Thrown Weapon and Melee). His strength is only 1 point higher than Sullen and Kruger's (7 point), which makes the manual's remark about him having "nearly inhuman strength" rather weird.
At the market, as Boar has gained a few levels, some new items, such as the telescopic sight here, become available. It increases accuracy and critical chance for Rifle. Kruger's gonna love this.
Let's try out the Scope. Here's the bullet spread without the scope.
Finally, we head to the Warehouse district to meet a gunsmith that will improve Kruger's Sniper rifle. The beggars are still bitter about Boar stealing Frying Pan's Flashlight earlier. They rush our guys and, needless to say, it didn't end well for them.
Boar talks to Master Spark, near the trader.
And here's Kruger's Heavy Pipe Rifle post-modification. Its range is increased by 2 meters, minimum and maximum damage increased by 15%. Most importantly, the reliability is now 100%, meaning the weapon will never misfire. Ever. Awesome!
That's it for part 10 (sorry about the short update). In the next part, our group of heroes will take a break from the story quests and start cleaning up the optional encounters.