Fort Memoriam | |
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Area |
West of the Mountains |
Unlocked by |
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Fort Memoriam is a location in West of Loathing, south-east of The Necromancer's Tower. It is revealed when you wander in this area.
There are several nerds playing tabletop roleplaying game in the fort courtyard. According to Melvin, they used to do historical reenactments, but quit because it was too much exercise and one of the other nerds refused to lie down when he was killed.
The Watchtower[ | ]
- A watcher is accessible as you enter the fort. With disposable binoculars, you can here discover a randomly chosen location from the list:
Items[ | ]
Inside the Fort[ | ]
- On the food shelf next to the watchtower you can find:
- 2 of
- 1 of
Barracks/Mess Hall[ | ]
- Inside the crate are Kurtzfit pants (requires Stench Resistance).
- Digging through the spittoon rewards you with Blechscalibur.
- On a shelf you can acquire a Nex-Mex book (requires 25 mysticality).
Other[ | ]
- Winning all four tabletop games against the nerds gets you a bunch of really small guns.
Nerds[ | ]
- Melvin
- Mike: a nerd really into the rules of the game. Is having Line of Sight issues. He is a paralegal.
- Jeff: the caretaker at the Military Cemetery.
- Ernie: a hipster obsessed with film. He is an emergency telegraph operator.
- Buddy: a war veteran who spent most of the war hiding in a cave. He clams to be a dedicated unemployed layabout.
Battle Reenactments[ | ]
- There are four battle reenactments that you can choose to do, in which you will be play The Bovermind on a team of cows trying to defeat humans.
- If you win all four games, you will receive a bunch of really small guns.
The Battle of Cow Ridge (1889)[ | ]
- Your side includes:
- you, as the Bovermind
- an infantry steer
- a wall of beef
- Opponents consist of:
- 2 Army Grunts
- an Army Medic
- How to win:
- Turn 1: Hell Missile the top Army Grunt
- Turn 2: Hell Raise your steer then Hell Bolt the Army Medic
- Turn 3: Hell Bolt the Army Medic again
- Turn 4: Hell Bolt the last Army Grunt
The Battle of Medley (1887)[ | ]
- Your side includes:
- you, as the Bovermind
- Blackest Angus
- a cow cultist
- an infantry steer
- a wall of beef
- Opponents consist of:
- an Army Demon Hunter
- an Army Grenadier
- an Army Grunt
- an Army Medic
- an Army Sniper
- How to win:
- Turn 1: Hell Missile the Army Sniper
- Turn 2: Hell Bolt the Army Medic
- Turn 3: Hell Bolt the Army Medic
- Turn 4: Hell Bolt the Army Grunt
Lobber's Battle (1886)[ | ]
- Your side includes:
- you, as the Bovermind
- a cow cultist
- an infantry steer
- Opponents consist of:
- How to win:
- Turn 1: Hell Raise infantry steer then Hell Missile top/bottom Army Grenadier
- Turn 2: Hell Heal self twice and Hell Bolt whichever top/bottom Army Grenadier you didn't Hell Missile
- Turn 3: Hell Bolt the same Army Grenadier
- Turn 4: Hell Bolt the same Army Grenadier
- Turn 5: Hell Bolt Army Grenadier
Early Skirmish (1884)[ | ]
- Your side includes:
- you, as the Bovermind
- 2 cow cultists
- a wall of beef
- Opponents consist of:
- How to win:
- Note: this strategy only works if the Army Demon Hunter attacks each cultist once. If one of the cultists is attacked twice, you may need to restart the battle.
- Turn 1: Hell Missile the foremost Army Grunt
- Turn 2: Hell Missile the second Army Grunt
- Turn 3: Hell Missile the third Army Grunt
- Turn 4: Hell Bolt the Army Demon Hunter
- Turn 5: Hell Missile the Army Demon Hunter
- A Slower, but more consistent strategy:
- Turn 1: Hell Raise yourself x2 then Hell Missile the Army Demon Hunter
- Turn 2: Hell Raise yourself x2 then begin attacking Army Grunt
- Turn 3: Hell Heal yourself x2 and keep attacking Army Grunt
- Repeat Turn 3 until one Army Grunt is left.
- Turn whatever: Hell Heal yourself x1
- Final Turn: Hell Missile the last Army Grunt.
- The simple and easy way is just to just spend all your first two turns' mana hell raising yourself seven times, then nothing can hurt you or your cultists. and you can kill the enemies at your leisure.
- Note: this strategy only works if the Army Demon Hunter attacks each cultist once. If one of the cultists is attacked twice, you may need to restart the battle.