Written by Vetinari
Next morning, I wake up to a surprise. The landlady, Mrs Bastable, announces that a visitor, a young lady, is waiting for me in the lounge.
Now, I haven't mentioned anything about a landlady up to now, and I can hear what you're saying: of course there's a landlady, all sleuths (especially ones who live in London, and in Marylebone, no less) have a landlady. No! You are thinking of Victorian sleuths! Golden Age sleuths have no landladies, only secretaries!
She's no Miss Lemon, but Nikki Porter comes a close second. |
Anyway, going to the lounge I find that this mysterious visitor is none other than Yasmin the maid/assistant from the séance. She says that her real name is Vivienne Powers and that Harry Pelham, a.k.a. the Adept Karmi, has not been right since the other night. Nightmares, headaches, depression, the whole package that you can expect after having had a close encounter with occult and malevolent forces.
She then asks me to accompany her to check on her employer/partner, and since this is probably the first thing to resemble actual plot development in this game, I agree. Apparently their house is in Bloomsbury Street, which is another area that I explored during my stroll in the previous days, but the game wasn't forthcoming enough to tell me that I recognized it.
I am at a loss on how to comment on this screenshot. |
In any case, Pelham collapses on the table sobbing, and Vivienne ushers me out of the door before I can interrogate him further. Thinking about the matter (with the ever useful “what do I know” command), the game suggests that another visit to the fraudster couple tomorrow may be in order.
In the meantime, I have promised John that I would follow up the lead on Mr Talbot, so I go back to the antique shop. When I try to “persuade” Rowland Marcus again, the game gives me the same reply as before, but then I just “ask about talbot” and Marcus folds by saying that he is very worried about him and that maybe I can go check him at his apartment to see that all is well.
Talbot's address is 34b Dean Street, another area which I explored but that was not marked as relevant before I knew this information. The door seems locked and shuttered, so having put points in Lockpicking just for occasions like these, I try to pick the lock.
You must be ****ing kidding me. |
In any case, I enter Talbot's apartment. There is not very much to explore, just a kitchen, bathroom and bedroom, but when I open the door to the apartment lounge, something happens...
Typical. |
What "The Times" has to say about the incident. |
True to his word, John picks me up to go to dinner. After eating, he gives me the envelope that he received and asks me to examine it.
Gee, okay man, don't be so pushy! |
The woman whose voice he recognized was named Lilith Hopkirk, and seemed to be just another member of the society, but now someone matching her description has resurfaced in London and left him this note. John thinks that this Lilith Hopkirk was in reality Magda Bathory, and was the true leader of the cult in San Francisco. She lured John to Talbot's apartment in order to make him see the young man's remains, because she wanted him to be aware of what would happen after the Hound had been unleashed upon him. John is now convinced that he is going to be the next victim of the Hound of Shadow itself.
I don't know, I think he may just be overreacting. |
So, the next morning we pay a visit to Marcus' shop, and let's just say that he is not very happy to see us.
Well, he's not wrong. |
Hahahahahah! Just kidding. I cannot talk to him unless I show him the seal on the letter, after which he comes around to help us without any need of further talking.
Dammit, game. You made me spend one hour picking skill points and then I find that I could have just dumped them all into Astrology.
It's a real skill in the game, you know. |
As soon as John and I arrive there, the sound of a chair knocked over from upstairs welcomes us. Rushing to the upper floor, we find that Pelham has tried to commit suicide by hanging with a cord from a light fitting.
I help the poor guy by cutting the cord and then I... perform an emergency tracheotomy on him?
I'm not even kidding. |
In any case, Pelham is saved, and I go home, where Mrs Bastable says that a letter has arrived. Spooky! What could it be? Some other menacing note from an ungodly abomination which is out for blood and vengeance?
No, apparently these things are only reserved for my dear old friend John, because the letter is from the British Museum, saying that my application has been accepted and I can go to the Admission Office to get a permanent pass to the Reading Room.
Since I have nothing better to do until this evening, I go and retrieve the pass from the museum, and then simply wait at my flat until 6 pm.
On cue, Rowland Marcus and the mystic arrive, and he introduces her as Miranda. She is “an attractive middle aged lady with greying hair tied back in a bun”.
I think it's her. |
Then, plot twist: the aura that has been marked for the Hound is not John's, it is mine!
I should have known it. |
Miranda leaves, while John and Marcus decide to stay in my house throughout the night to keep watch and guard me in case something happens. I go to sleep, having nightmares of dogs howling and whatnot, and then in the morning...
This is all your fault, John. |
Then, for some reason, walking in compass directions does not work anymore. I have to type “go to bedroom” to rid the game of this bug, then I can resume typing “north”, “east” or whatever as normal.
When I arrive in the attic, something unusual catches my attention.
Not the tea-chest. The tea-chest was there before. |
The pattern is a square sub-divided internally with four straight lines, so that there is a square about half the size of the original in the centre, four small squares in the corners, and four rectangles along the sides. In the rectangles there are some symbols which could be some form of script or letters.
Since I cannot make head nor tail of this, I go fetch Marcus and John and show them my findings.
Good to know. |
I go to the Reading Room of the Museum and find out that the book needs to be ordered from Book Requests. I do so and, after waiting a couple of hours, it is delivered to my reading desk. Inside this unsettling tome I discover that the pattern in my attic is a Gate that can be used to travel instantaneously between different locations, as well as the incantations that can be used to do so.
Seems like a load of gibberish to me. |
Still seems like a load of gibberish. |
The most interesting room to check would be the lounge where Talbot's corpse was, but it doesn't have any furnishings or other evident points of interest. After a while, skimming again through the list of recommended verbs in the manual, I notice the very interesting “search”.
I try to “search” in Talbot's apartment, and what do you know, I find another magical gate drawn in pencil in the lounge! I use this second gate too and then...
I find myself in a graveyard, where a priest, startled by my sudden appearance, tries to keep me at bay by holding in front of him the crucifix hanging around his neck. He then proceeds to interrogate me by asking who put this gate there. When I answer “Magda Bathory”, he is taken aback.
After I recount to him the events of the last few days, he says that he will try to help, but first I will need to go back to London and find out “the nature of the beast that killed Matthew Talbot”. Then he says that this is exactly the church that was the scene of the last sighting of the Hound in 1577.
Back to London, find clues, write to Father Paul. Got it. |
I think we are entering the final stretch of this game guys.
Session Time: 3 hours 00 minutes
Total Time: 7 hours 30 minutes
> What Do I Know
Harry Pelham and Vivienne Powers were frauds, Matthew Talbot was told he bore the Hound of Shadow's mark, seemingly as the result of genuine possession, your friend recognised the voice used as that of Magda Bathory, immortal descendant of the infamous Blood Countess, in 1577 a black dog attacked churches at Bungay and Blythburgh in Suffolk, Matthew Talbot was horribly killed simply to show your friend what was in store for them and having unwittingly interfered with Magda's plans you are to provide another demonstration of the Hound's power.
It looks like those of us who thought that the character creation would have very little effect on the game are turning out to be very right. Then again, I'm not sure there IS a game from around this time that actually implemented it right. Even modern games that do so tend to be developed over the course of many years...
ReplyDeleteYes, there are painfully very few instances where the skills matter, and mostly just for cosmetic changes, with no impact on the plot.
DeleteI do wonder if that emergency tracheotomy would go differently without skills in medicine. This is as far as I got when I tried playing; since I'd omitted to send the letter to the museum when you get the temporary card I never got a permanent one. That locks you out of the reading room, and means I had no way to progress at this point (leading to an ignominious death...).
ReplyDelete