The Sewers
| The Sewers | |
|---|---|
| Type | Location |
| Open Hours | Always |
| Residents | Krobus |
The Sewers run under Pelican Town, and the museum is what opens them: donating sixty artifacts and minerals to Gunther brings him up to the farmhouse with the Rusty Key the next morning. Down in the dark is Krobus, the one monster in the valley who talks instead of attacking, and his stall is the strangest shop in the game, selling a Stardrop, a Void Egg, furniture nobody else stocks and a scepter that teleports the farmer home. The water holds the Mutant Carp, which is one reason fishing tasks send players down here. A statue in the corner rewrites a chosen profession for ten thousand gold, which makes the sewers the place a save goes to correct an old mistake. A side passage leads on to the Mutant Bug Lair once the Wizard's errand calls for it.
Area
There are two ways in. A manhole cover sits at the southern end of Pelican Town, below the graveyard, and a set of grates opens in the far south of Cindersap Forest, which is the quicker route for a farm in the west. The grate in town is one of the things the Trash Bear scrubs clean.
Inside, the sewers are long brick corridors with standing water down the middle and almost no light. Krobus waits in the eastern stretch and never moves, whatever the day, the weather or the hour. The Statue Of Uncertainty stands further along, and the blocked passage in the northwest corner is the door the Mutant Bug Lair hides behind.
Shops
Krobus keeps his stall open at every hour of every day, festivals included, which makes him the only shopkeeper in the valley who never shuts.
His permanent stock is the reason to come. The Void Egg sold here is the start of a line of void chickens, since one hatched in an incubator keeps laying the black eggs. A Stardrop sits in the list for twenty thousand gold, bought once and gone. The recipes for Crystal Floor and Wicked Statue are also one-time purchases, and the statue is what keeps monsters away from a farm at night. He sells Void Essence and Solar Essence by the handful, which saves a trip into the mines when a quest or a recipe wants them, along with the Sign Of The Vessel and the Monster Fireplace for decorating. Butterfly Powder, the Wizard Catalogue and the Return Scepter round out the shelf, the last of them priced like the luxury it is.
One more item appears each day in rotation, and the week is worth learning. Monday brings Slime by the crate, Tuesday an Omni Geode, Wednesday five of a random fish or a Magnet, Thursday a bundle of Mixed Seeds and Friday an Iridium Sprinkler, which is the cheapest reliable source of the best sprinkler in the game. Cooked dishes turn up on the remaining days.
Residents
Krobus is a shadow person, and he lives down here because the valley above is not safe for his kind. He speaks of the hostile monsters in the mines as friends and apologises for them, and he explains that his people have learned to fear humans after too many bad meetings. He is gentle, anxious and oddly funny about it.
A scene in the sewers shows how old that trouble is. Krobus and the Dwarf meet, the shadow people and the dwarves turn out to have fought for a thousand years, and the Wizard steps in and casts a Seal of Promise to keep the two of them apart.
A farmer who stays unmarried can ask Krobus to move in by accepting a Void Ghost Pendant, and he arrives at the farmhouse three days later with a room of his own. The arrangement is a friendship rather than a marriage, so hugging replaces kissing and there is no ceremony, but he gives a Stardrop at thirteen hearts exactly as a spouse does and redecorates the house just as cheerfully. He only steps outside on rainy days, to stand on the porch. Once he moves out of the sewers a chest takes his place by the wall, and the shop still works from it.
Fishing
The water is poor fishing by design. Carp, Green Algae, White Algae and litter are all that bite most of the time, which is why the sewers are a good place to farm algae for Bait and Fish Pond work without wasting a good spot.
The rare catches are what make the water worth fishing. The Mutant Carp is one of the legendary fish and lives only here, so a fishing level high enough to land it is the real entry fee. Later on the water also holds the Radioactive Carp, which belongs to the harder set of legends and rewards a return trip to a location most saves had finished with.
Notes
The Statue Of Uncertainty takes ten thousand gold and a chosen skill. That night the level five profession screen appears, followed by the level ten screen for the same skill, so both choices in that branch can be swapped at once. Only skills whose professions have already been picked show up on the menu.
Two details catch people out. The bonuses from the old professions vanish the moment the new skill is chosen rather than the next morning, so anything sold into the shipping bin that same day loses the sale price bonus. On the other hand, using the statue acts like a level-up, and the farmer wakes with full energy whatever time they went to bed.
The Mutant Bug Lair opens as part of the Dark Talisman errand. Krobus takes down the force field on the passage after a word about how dangerous it is, and beyond it are swarms of mutant grubs and flies, a chest holding the talisman, the Slimejack that is caught nowhere else and more Fiber than any other spot provides.
All Locations
Every entry in this group, with its key details.