In RPGs, making players collect several items before they could open the gate to the Demon King's Castle was practically a standard feature. It was also a feature that left players furious and complaining nonstop.
Honestly, this setup was annoying enough in a game. Encountering it in real life was even worse.
But on closer consideration, it did make some sense. After all, the whole point of such a troublesome setup was to prevent anyone from opening the gate, or at least make it extremely difficult. Even the doors to some important facilities required two separate keys held by different people, to prevent accidental activation and similar problems.
Still, what a hassle...
Li Wei was on the verge of letting his irritation show blatantly on his face.
Katie, on the other hand, was brimming with excitement. She had even taken out a little notebook to jot down what the strange man said.
"...It's in the church in the Eastern Lakeside Fishing Village? Right, right, and another one is a historical exhibit at the Western Academy..."
How nice. This reminds me of when I first started playing games.
Watching the excited Katie, Li Wei couldn't help feeling nostalgic. It reminded him of how, when he first played RPGs as a child, he would diligently record clues in a notebook.
Of course, that was mostly because many games back then took realism a little too far. NPC dialogue provided hints, but there was almost nothing else to guide you. Sometimes you even had to find the quest destination yourself. Without careful notes, you had no hope of finding it.
Things were different now, though. Those hardcore games had long since left the market. Modern RPGs not only helpfully told you your quest destination, but even plotted a route there and provided hints