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@file-missing I have heard of Pocket Mirror! Iâve actually been able to play through about half the gameplay before I moved, but since Iâve been so busy ever since, Iâve never had the time to redownload the game and try to finish it. It too is a really good from what I played. Â
On the topic of RPG games, more of my favorites include:Â
Wadanohara of the Great Blue Sea, The Grey Garden, The Strange Men Series, Mad Father (ofc), Angels of Slaughter, The LieEat GamesÂ
theyâre all screenshots from the game, so obvs no credits needed. itâs very rare to find horror rpg maker related content so iâm trying to give a little bit of what we all deserve. i hope you enjoy them!
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In honor of the new RPG Makers* video that came out today (because it's as good an excuse as any), here's a quest line I submitted to them in an application and never got feedback on so I'm gonna assume it's okay to post this. Below cut because it's freakin long.
*Â http://rpg-makers.com/
Notes: I included the city of Vector from the 4th build day as the setting for most of this quest, but as I donât know exactly how the setting is planned to work or how the PC will get to Vector or what the main storyline will be yet, this may not fit into your canon properly.
 *PC walks into a bar in town before you get to Vector*
*shady-looking guy in the corner named (Alanzo), wearing out of place clothing, metal gadgets*
*if PC goes to talk to himâŚ*
Alanzo: âHey buddy, you an adventurer?â âYeah, ya look like the type, strong, tough, dumb as a sack a bricksâŚâ âAnyways, ya wouldnât happen ta be thinkinâ bout goin to Vector anytime soon, would ja?â âIf so, I might have a job for ya.â
*prompt comes up*: Listen to his request?
*if no* âEh, worth a try.â *mumbles* âDamn itâŚâ
*if yes*Â âSweet. I knew it. These old eyes donât lieâ
âAlright, so hereâs the deal: I gots some premium info on one oâ the elite businessmen in Vector.â âAnd I got a buddy oâ mine back in town thatâs in a position ta use this info to take the bastard out.â âProblem is, I got in a bit of trouble with the law back there a few months agoâŚâ âBottom line is: if I were ta go back there and they caught me, the results wouldnât be pretty.â âAnd as much as Iâd like the reward for deliverinâ this info, and to be there when the asshole gets caughtâŚâ âJust knowinâ that the information has gotten âta the right hands would be satisfyinâ enough for me.â âSo whaddya say? Iâll give you a bit oâ loot ta tide you over now, and my buddy will give ya the rest when ya get there.â
*prompt comes up* Accept Quest?
*if no* âDamn it. Ya sure? Well, come back and talk to me if ya change yer mind.â
*if yes*Â âYes! Hereâs the info:â *he tells you the information and makes you repeat it back a few times to make sure youâve got it* âYeah, I know it sounds like nonsense, but itâll make sense ta him.â âMy buddyâs name is Jack Dyton.â âHeâs usually hanginâ out around the docks, in a dive called âThe Leaky Zeppelinâ.â âItâsa small building with a propeller above the sign, ya canât miss it.â âThanks buddy, thisâll really help us out.â âYa know, fightinâ corruption and stuff, ya hero types like that right?â âHereâs yer reward.â *He gives you a decent amount of coins/whatever the currency is in Vector, not a lot though, and some airship/robot parts that are vendor trash*
 *If you said no previously, but you come back and talk to him again* âChanged yer mind, did ya?â
*if yes* âHa! Knew youâd come around.â âAdventurers are so damn easy these daysâ *go to answer from if you had said yes the first time*
*if no* Â âDamn it. Ya sure? Well, come back and talk to me if ya change yer mind.â
 *If you said yes previously, but you come back and talk to him again* *drinking happily and babbling to himself* âHeh heh hehâŚâ *notices you* âAck! Whaterya doinâ sneakinâ up on an olâ man like that!â âDid ya deliver the information already?â âIf not, then get outta here! Yer gonna make people suspiciousâŚâ
--------
*later, when you get to Vector and are wandering around the cityâŚ*
*If you go down to the docks: back past a bunch of supply crates and shipping offices, all the way towards the end, a huge crate with an airship propeller stuck to the top has been repurposed into a bar. Hanging from one of the fins is a sign proclaiming this to be âThe Leaky Zeppelinâ. There are a few signs scattered around the docks pointing towards it that you would only find if you were looking for something around there in the first place.*
 *Inside is dark and musty. Thereâs one bartender, who will sell you cheap beer if asked. There are a bunch of bums and scruffy-looking dock workers sitting at the bar/tables, who if you talk to them will either be in a drunken stupor, mumbling to themselves, singing shanties, or will ask if youâre trying to start a fight with them but wonât actually attack you because theyâre too exhausted from working all day. Jack Dyton is standing in the back corner, overseeing the whole thing. Heâs dressed a lot nicer than everyone else (vest, fedora, tie, etc.) and looks slightly out of place, but he doesnât act like it.*
*talk to Jack* âHavenât seen you around here beforeâŚand you donât look like a dock workerâŚâ âInterestingâŚyou got something to say to me, stranger?â
*prompt: tell him Alonso sent you with information* âThat old bastardâs still alive? Iâm almost impressed. Like a cockroach.â âAlright. What did he find out that was so âimportantâ?â
*prompt: 1. Give him info 2. Ask about reward*
*if âAsk about rewardâ* âYeah, yeah, Iâll give ya somethingâŚif your information is actually worth anything to me.â *prompt: give him info*
*âgive him infoâ* ââŚâ ââŚâ ââŚDamn. Stupid bastardâs actually stumbled on to something useful.â âI guess it was worth me not ratting him out to the (cops/guards/insert law enforcement agency here) after all.â *thinks, looks you over* ââŚTell you whatâŚIâll give you a reward for bringing me this info.â âBut I can give you an even bigger reward if you help me out with somethingâŚâ
*prompt: 1. No just give me my money. 2. What kind of âsomethingâ?*
*if 1* âFine. Your loss.â *gives reward, at least twice what Alonso gave you* *you canât go back and accept quest from him*
*if 2* âThe businessman in question, Mr. Goldenberg, has a house in the elite part of town.â âAnd it just so happens that he has an entrance to his house accessible through the sewers.â âDonât ask whyâŚâ âAnd I have the code for that entrance.â âHe and his wife and mistresses are off at a party at one of his neighbors that will last a few days.â âIf you can sneak into his house, incapacitate the guards, and break into the basementâŚâ ââŚthere should be a bronze key in a safe under his desk.â âBring me that key, and I will give you double the reward, plus a little something extra for your troubles.â
*prompt: 1. Yes 2. No 3. Why ask me?*
*if 2. no* (same as if you said no the first time)
*if 3* âBecause youâre not from around here.â âThey wonât be expecting someone who fights like you.â *plus, they canât trace you back to me, but you probably figured that* âSo?â *prompt yes or no again*
*if 1. Yes* âExcellent. Hereâs your first reward.â *gives amount Alonzo gave you plus half* âIâll give you the rest ifâŚwhen you get back.â âThe code is 1 2 3 4 5.â ââŚWell, I never said he was a very smart man, now did I?â âGood luck. Youâll need it.â *under his breath: Please let this one actually work. Just this once, (insert name of local good deity here).* âWhat? Nothing. Get going.â âAnd feel free to ramsack his house and steal anything thatâs not nailed down.â
 *if you talk to him without having gotten/accepted Alonzo quest first, you find out someone else got sent with info and then got sent to raid the mansion but they were arrested in the sewers because they couldnât remember the code. You get prompt to go invade mansion instead.*
 -------
*in sewers by rich district*
*Signs indicating which house they go to. Mr. Goldenbergâs has a ladder leading up, then a winding path with a gate and a numbered key pad halfway through. If PC punches in â1 2 3 4 5â, the gate will open.*
(descriptions normal for a while)
The path leads up to a long ladder and a fancy door. If PC opens the door, they will find themselves in Mr. Goldenbergâs rooftop bedroom. More specifically, in his walk-in closet. That has more doors leading to rooms for shoes, shirts, pants, ties, wifeâs dresses, mistressesâ dresses, etc. These can all be locked if you donât want to have to fill them with stuff.
Opening the main door, PC finds themselves in the bedroom. It is furnished with a huge bed, electronics, dance floor, fancy bathroom, a wine bar and all sorts of decadence. Huge glass windows look out onto pool area. Chests with food and drink and jewelry and such scattered around room and pool. Outdoor pool area looks over elite area, fences between PC and the roof. Maybe some sort of fire escape so PC can explore surrounding area, depends on if main storyline would allow it or not â also so PC can stumble into questline if already in area and doesnât know about it, plan to make it work so that PC will know to give key to Jack if they accidentally find it while running around the house because they broke in/figured out the sewer code or something.
Anyway, PC exits bedroom and works their way through the house, setting off tripwires that summon guards â more guards on lower floors, finding chests to loot, chests with diaries of wife and mistresses talking about their lifestyle and servants talking about their bosses being jerks and missing their families for lore/flavor text, recipe book in kitchen with recipes with endangered animals and non-human sentient beings as ingredients because theyâre decadent and horrible and stuff, that sort of thing. Guards yell generic guard things, lower levels spawn spiders along with guards.
PC finds ladder leading to basement. Down the ladder is a small room with a door. PC goes through the door and is teleported somewhere â separate dungeon area. PC finds themselves in fairly normal-looking office room with desk in the middle. There is a chest embedded in the floor under the desk. PC opens the chest and sets off trap that drops them/teleports them (whatever mechanic works) into another room. The room is dark and barren, made of stone brick. There is a small hole in the ceiling. A voice comes in from outside.
*speaker* âOh hello there! Did Mr. Dyton down at the docks send you here?â âThat silly little man, always interfering in my business.â âI guess he thinks heâs found something good on me if heâs making a try for the bronze key again.â âWell, I suppose you can have the key â if you can find it down here!â âItâs simple; all you have to do is win my little games.â âGood luuuuck~â *maniacal evil laughter* *female voices join in laughter* âCome along darlings, letâs go get the popcorn.â
Hole in the ceiling closes off. The room lights up. There is a door with a button next to it. PC goes through the door.
PC is now in a mini dungeon. There are at least 3 rooms with puzzles to solve. The puzzles are not difficult, but are rather nonsensical (like fourth-wall breaking, âWhy is a raven like a writing desk?â âWhat has it got in itâs pocketises?â type stuff). Mossy old corridors filled with skeletons and spiders and zombies â normal mobs â connect the rooms together. The puzzle rooms, by contrast, are bright and shiny and modern. But in each room, there is a wall made of bars and on the other side is a dank old horrible moldy cell filled with dirty, disheveled prisoners. A sign over the cell says âLOSERSâ. The prisoners are mostly insane and mumbling about random things/being afraid of mobs attacking them/wanting food and water, but in each cell one of the prisoners (the one with an actual name and not just named âinsane prisonerâ) will be coherent enough to ask for your help. The PC can trade them food for a hint that will help them solve the puzzle (there will be a chest with food somewhere where the prisoners canât reach but the PC can, in case they donât have the food on them). In the last room, the still-sane prisoner is named âSally Dytonâ, and she asks that, if you do manage to escape, you find her brother Jack down by the docks at The Leaky Zeppelin and tell him that sheâs still alive and that she loves him and to stay safe. Also, âTurn left.â (you canât beat this room without helping her)
 *when PC beats the first room* Mr. Goldenberg: âOooo, we have a clever one here! But the next puzzle wonât be so ea-sy!~â
*when PC beats the second room* Mr. Goldenberg: *annoyed* âHmpf! Very well! Iâll give you that one.â âBut youâll never get the next/last one!â
*when PC beats the final room* Mr. Goldenberg: *angry* âNOOOOOOO! HOW COULD YOOOOU! GUARDS!â
When PC come out of the final room, there is a white corridor filled with guards to fight past. At the end is a fork. There is a sign with an arrow pointing right that says âEXITâ and an arrow pointing left that says âDANGERâ.
If PC goes right, they will fight a few more guards and then go through another door that teleports them out into a random place in the sewer area. They escaped, but they didnât find the key.
If PC goes left, they will come upon another room that looks identical to the small office they first found when they entered that basement. Outside you can hear the guards and Mr. Goldenberg shouting. There is another chest under this desk that contains the bronze key, and also a note saying â1 2 3 4 5â (the note is so they get the code if they didnât get it from Jack). There is a door at the back with another number pad, and entering â1 2 3 4 5â will teleport them back outside the first door in the sewers.Â
Quest item: âYou got a key!â
-------
Bringing the key back to Jack.
*if you talk to him without having done the quest and/or gotten the key* âIf you donât have what I want, then go away.â âIâm a busy man.â *he refuses to speak to you until you give him the key*
 *if you didnât get the quest from him*
*talk to Jack* âHavenât seen you around here beforeâŚand you donât look like a dock workerâŚâ âInterestingâŚyou got something to say to me, stranger?â
*you give him the key* ââŚThis isâŚwhere did you get this?â *you tell him you found the dungeon and that Goldenberg thought you sent him to get this* *you tell him about his sister* âSallyâŚâ âThank you. Thank you for bringing this to me.â âI donât know if I can use this without getting some more information to convict himâŚâ âBut at least itâs something.â âHere, you deserve at least something after going through all that.â *he gives you three times what Alonzo would have given you if you got the first quest and one higher-level item*
 *if you did get the quest from him*
*talk to Jack with the key* âIf you donât have what I wantâŚâ *he notices that you do have what he wants*
*give Jack the key* ââŚYouâŚis this real?â *tell him about his sister*  âSallyâŚâ âThank you. Thank you for bringing this to me.â âWith this keyâŚand the information you gave me earlierâŚâ âI should finally be able to put a stop to him and his sick games.â âYouâve got a lot of guts, kiddo.â âEveryone else down there was either too weak to keep fighting off the guards or too dull to get the answers.â âOr too much of an ass to help the prisoners that could still think well enough to figure them out eventually.â âHere. You deserve this.â *gives you 5 times the first reward plus 2-3 high level items, a book with some lore in it and/or Jack and Sallyâs backstory, and a high-level bow (or other weapon) called âSallyâs Heartâ* âAgainâŚthank you. I might finally be able to save her now.â