The Sickle's Curse

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Screenshot The Sickle's Curse.png
The Sickle's Curse
Region
Ocean City
Unlocked by
Uncursing the cursed sickle

The Sickle's Curse puts you in the place of Ashley, a young woman living in the distant future (1994). Your car broke down on a rural road, and your boyfriend Nick has vanished.

Uncursing

  • Head left and knock on the cabin door.
  • Wander around until the scarecrow appears.

The scarecrow declares that it must kill your SoL character, calling them out by name, much to Ashley's confusion. It kills you, and you wake up in a different curse.

You're going to be killed again after every 10 to 20 seconds. With each death, you wake up in a different curse world. After a few cycles, you can also taunt the scarecrow (press Space if using keyboard) when you want to move to another curse.

You need to:

  • Talk to the old time-keeper to learn what kind of weapon you need. (Watch's curse)
  • Enlist the help of the mechanic kid on the train. (Key's curse)
  • Distract the detective as your part of the deal. (Key's curse)
  • Collect the pieces needed to build a lawn mower:
  • Have the kid assemble the mower. (Key's curse)
  • Get the coach to motivate the mower. (Compass' curse)
  • Face off against the scarecrow. (Scythe's curse)

Key steps are listed below. The order will vary. When you resolve the curse and exit the machine, you get 30 XP and a lawn mower with the message "I'll see you in 66 years."

The Watch's Curse

An antiques shop.

  • Meet with the time keeper by going through any door. He tells you that you need a modern version of a scythe: a lawnmower.
  • Try to dial 911, then take the phone. (Optional: can use the tape instead)

The Key's Curse

A train car.

  • After speaking with the time keeper, talk to the young man and ask for a lawnmower. He can build it, but he needs you to distract the detective.
  • Talk to the detective to try to distract him, then get killed in front of him.
  • When you come back, speak with the detective again, then get the list of parts from the mechanic kid.
  • Get a wheel from the rubber manufacturer.
  • Once you have all six parts, have the kid build a lawnmower for you.

The Fedora's Curse

A forest.

  • Talk to the woodcutter and get both of you killed.
  • Next time you're in this curse, pick up his axe.
  • Find the branch by talking with the leftmost tree after the woodcutter has died.

The Book's Curse

A barbarian camp.

  • Talk to Agi and Fridenot and ask for the axe.
  • Give Agi either the video tape from your car, or the telephone from the antiques shop, in exchange for his axe. He knocks out the Roman soldier.
  • Take the pole from behind the downed soldier.

The Compass' Curse

A baseball field.

  • Talk to the coach to get a baseball bat, which is of no use to you.
  • After getting the lawnmower, talk to the coach again to motivate the mower.

The Sickle's Curse

A road by a cornfield.

  • Take the keys from inside the car.
  • Check the trunk of the car for a wheel.
  • Take the video tape from the trunk. (Optional: can use the phone instead)
  • With a working lawnmower, mow the scarecrow and resolve the curse.

Other actions

With the baseball bat, you can break the shed door in the Sickle's Curse. There's a huge crow in there, hiding from the scarecrow. If you die in there, the crow gets killed too. However, the scarecrow won't show up again inside there, no matter how long you wait or how much you taunt.

You can offer Agi the woodcutter's axe:

  • "How about a very similar axe?"
    "Is Agi joke to you?
  • "Yes." / "No."
    "Be serious. Agi cannot kill empire with equivalent axe.

Or the baseball bat:

  • "In my world, we call this the slugger."
    "That is club. Cruder than axe."
  • "Yeah, but it's, like, varnished or somethin', I don't know."
    "Do not care about varnish."

Notes

  • If your character's name is Ashley, the woman in the curse is named Ellen.
  • If your name is Nick, her boyfriend is Ken.
  • Fridenot slips up while talking to you, mentioning a sickle when you hadn't spoken of it. He's keen on the idea that the sickle is only defending itself.