The First Episode

## Plot

### Tutorial and discovery of the Tome

It has been two years since Coda and Syb moved to the Lighthouse. Coda opens a series of letters from her friends and Sister. The last letter also contains a "very old phone, covered in stickers. After opening it, it says "Welcome to your new tome" in several languages. It then greets Coda after divining her identity. After a few dialogue options, it proceeds to take a blurry photo of Coda, proceeding to state that it will be made into a statue if the guild achieves greatness.

The tome gives her access to the welcome realm, a dark dimension with purple structures to teach her how to use the Wisp. Coda navigates the Wisp through crumbled buildings and tests her magical connection. Along the way, she communicates both with the Tome and with Logson Gigas, a previous guildmaster and Tome holder, and ShayReese LaBamm, another former Guildmaster. The terms of Agreement are presented and Coda signs them.

### Escape the Lighthouse

Coda is placed inside a pink, magical bubble, while Syb sits at the desk in the corner of the room, writing. Coda controls the wisp to interact with her- Syb is understandably surprised and asks how the wisp got into the lighthouse (not realising that Coda is controlling the Wisp) After realising that the wisp is Coda, the Tome states that a guildling must be recruited. Syb is irritated that Coda didn't let her check the Tome for curses and "scammy hero- ware"

Syb examines the Tome. It tells her that in order to fulfil the terms they must Save The World.

However, that quest can be changed if it prevents an immediate danger. Syb proposes that she will join the guild- if Coda uses her wisp abilities to help get her out of the lighthouse and save her date with Haas. This changes the primary quest to 'Save Syb's Date'. Syb is then recruited to the guild as an Upstart.

Coda uses her remote powers to open the magically- locked door and the two sisters move into the lower floor of the lighthouse. After Coda opens the front door, Syb notices a security camera positioned outside, which would alert their Dad to the escape. Instead, they try to find some confiscated stuff in the living room. After investigating the living room, Coda activates a fan which drops a spatula with the key to the lockbox onto the armchair. Inside the lockbox are two antique wisps who are rather disdainful towards Syb and Coda. The two find Syb's staff in another box and return to fight Orace and Glondberg.

### Wisp fight

Glondberg is fought first, in a fight that lasts for two turns, followed by Orace which lasts substantially longer. After defeating the wisps and learning 'the subtle art of conflict', they move to the kitchen.

### Fridge's Awakening

After admiring the old drawings on the fridge, Syb brings it to life. The fridge, however, refuses to move so Syb challenges it to a duel.

The stubborn fridge duel lasts for five turns. After the fridge is defeated it reluctantly moves aside.

### Secret room

The two girls move into the secret room behind the fridge, where all of Syb's old creations are kept, including Coffeemaker, living pasta and Woodman, and climb our of the house via the ladder at the back of the wall. On the roof they meet Fakey, one of Syb's upstarts who she uses to sneak out. They take the boat to Slugwood Shores.

### Slugwood Shores.

After landing on the shore, Syb tells Coda that in order to reach the date at Makeout Temple, they must go through the grate. The two face some low level monsters such as Crabbages and Funk of Ancients, the latter of which is wafted away by the mysterious boy at a high speed. However, once they reach the grate, it's closed. Next to the grate is a Bargainer, who attempts to sell you a beaten- up cardboard box with a turquoise- diamond shaped wisp inside. The wisp (Spridessa) offers to teach the Calming Arts, and Syb gains the ability to calm herself in battle. After that, the guildlings head to the Goblins by the fire to ask about the Grate, but they refuse to talk to her unless she is Calm. After another battle with Spridessa, the goblins finally talk. They hand over the Elder key for the grate and send them up the hill to find the other two. The Speedy boy clears the pongs again, but gets stuck in a Sea Web.

### Reunion

After rescuing Chazzazz, he is hyped to hear about the Guild. He offers to be recruited, despite Syb's protests.
They progress onwards to the goblin camp, only to find that it's been lifted into the air. They get the remaining keys from the other goblins, and open the gate and progress to snog temple.