But first, let’s take stock of where Diermot is in his quest to rid Turnvale of the wicked sorceress Selena:
- Captured while on mission with the king
- Escaped from prison
- Discovered rebellion lead by Luthern the blacksmith
- Learned that the Goewin, the apothecary, had been kidnapped
- Found Grub, fellow leader of the resistance
- Learned that the magician Taidgh had been arrested, but that something in his house may help
So essentially the first main quest of the game (that is, after escaping from the dungeons), is to rescue Goewin, whom we learned is being held at the Town Hall.
Which is guarded by a Skorl I cannot get past.
But back to the pathfinding . . . look at this screenshot! It’s insane.
Okay, enough background. Here’s how I managed to rescue Goewin from the clutches of Selena. But let me tell you, there was much flailing around at first before the pieces fell into place.
Like I mentioned at the end of the last post, I went around asking everyone about Taidgh. No one had any useful information, and although Grub had given Diermot a lockpick, he apparently had no skills. So in addition to talking to everyone, I tried using every inventory object on every character. The only thing that worked is that Luthern drank the potent liquor in Diermot’s flask that Nellie had given him in thanks for returning her jewel, which was actually made out of paste.
Yeah . . . I just typed that sentence. You have to love adventure games.
So now Diermot has an empty flask. I find I can fill it with water from the well at the castle wall, but something bugs me about this. I reload just in case I dead-ended myself. Maybe I need to give the liquor to Luthern later . . . or maybe I need to use it for something else. Still, an empty flask would be helpful, seeing as how the bottle Diermot had shattered in his escape from the dungeons.
Maybe I’m overthinking this. Adventure games will do that to you.
Among other things, I did manage to sneak into the monastery or whatever it is on Blackfriars’ Row by hanging out near the door until one of the monks opened it up. I was . . . underwhelmed.
Interesting, but I’m no closer to getting into Taidgh’s house.
So I think back to the manual which was, remember, written by Ratpouch. Something in there tickles my memory . . . in explaining the game’s approach to giving other characters complex commands, Ratpouch uses “giving Ratpouch the sewerage and making him drink the sewerage” as an example. A gross one, but it made me think of the sewerage coming out of the drain Diermot and Ratpouch escaped from. Maybe I need the sewerage?
Bereft of any other ideas, I head back to the drain where Diermot and Ratpouch first embarked on their journey through Turnvale, and guess who I found stuck like a dumb-dumb between screens?
As an aside, what the hell is a rat pouch? A pouch made of rats? A pouch in which one carries rats? Did Ratpouch get his name by . . . gulp . . . eating rats? Like his stomach is the “rat pouch”?
I . . . need to stop thinking about this so much.
So regarding this issue, commenter Laukku mentioned that he faced a similar issue with Ratpouch getting hung up in the tavern, but that he would find me eventually. Again, this appears to be an emulator issue. BUT, as you can see from the screenshot above, finding the little guy gave me an idea: Diermot might not be handy with a lockpick, but perhaps Ratpouch is!
I “Give” Ratpouch the lockpick, which he accepts. I then “Tell” him to “go to The Market Place” and “Unlock” the “Door.”
Inside is an Alchemist’s apparatus with an oil burner, as described in the diary, and a tap. I futz around with things, but . . .
|Oh no . . .|
This is really cool puzzle design, actually, and I especially enjoy how the obvious answer—bribing the guard—isn’t what needs to be done. Let’s guzzle this potion and . . .
Oh, wait . . .
The flask is . . . full.
And Diermot can’t just . . . drink the liquor himself or, you know, dump it on the ground.
I have to go and . . . give it to Luthern so he can swig it down.
|Bottoms up, Luthern.|
I mean, who in their right mind would think that for someone who desperately needs an empty flask to save someone from the clutches of an evil sorceress and her brutal Skorl minions, and who already has a full flask, that the only way to empty said flask would be to give it to a very thirsty (and sweaty) blacksmith.
I mean, it’s just
The citizens of Turnvale have some . . . interesting reactions.
But the only important thing is that Diermot can get into the Town Hall.
So here’s where Lure of the Temptress drops the ball in, say, a way that a Quest for Glory game would not. I go back to Luthern, but Diermot makes no mention of the fact that he just rescued Goewin. It’s not a big deal, but it’s a bit silly.
Goewin goes back to her shop as though she hadn’t just escaped a terrible fate. And Diermot is still under the guise of Selena, so Goewin is less-than helpful.
Interestingly, Goewin’s voice makes Diermot’s enchantment shimmer. I had been wondering how to get rid of this disguise. As Diermot can’t talk to Goewin again here, I just walked off-screen and then back into the shop, and it wore off in a poof.
Diermot gets to talk to Goewin now, and falls madly, irreparably in love.
But the first quest is over! Goewin is safe! Let’s see what Luthern has for us next!
Yeah . . . Luthern’s great plans for ridding Turnvale of Selena is to strike symbolic gestures. Scrawling “Selena out!” on the Town Hall sign is what got Goewin arrested and Wulf arrested and tortured to death in the first place. It’s pretty funny, actually, that this is Luthern’s method of resistance, keeping with the game’s relatively light tone. I also like how Luthern discusses this with Diermot with a Skorl right there, as you can see in the screenshot.
Anyway, this opens a new dialogue option when Diermot talks to the various inhabitants of Turnvale: How do we get rid of Selena? And who happens to walk on by but Mallin? And he has another request of Diermot: to return a book to Morkus.
Sounds ominous. Morkus, if you recall, was the guy who sold Goewin out to Selena in the first place. But I don’t know if I can trust Mallin either . . . not that the book is particularly incriminating right now, written in an elegant but indecipherable language.
Anyway, this is the first step in Diermot’s second quest: get rid of Selena. We’ll see how this goes, and if Ratpouch will be of any help yet again.
Inventory: Broken glass, knife, tinderbox, flask of water, book, diary, 6 groats
Session Time: 1 hour, 30 minutes
Total Time: 3 hours, 55 minutes