By Ilmari
Last time, I had just arrived at the gates of the castle of Good Magician Humfrey. I asked Jenny, my new companion, how to get in, and she suggested using her cat, Sammy, to find a way in.
Sammy kept pawing the wall, and checking it, I wound a loose brick, behind which I could find a switch. Flipping it opened the gate and let me in.
There’s traditionally three obstacles preventing all visits to the Good Magician’s castle. The gate had probably been the first of those, so I was most likely going to face two more. And indeed, I was facing a moat, with a drawbridge raised.
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I wonder what happens if I’d just draw it? |
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This is ridiculous, but fits the game |
Drawing the drawbridge didn’t help me that much, since all I found out behind it was a door, with an unhelpful guard.
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I guess this must be a hint of some kind |
I decided to walk around the moat, but all I could find was a sea serpent. With no other clues, I asked Jenny for advice.
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What cricket? I didn’t notice any cricket
|
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It’s too tiny to see, but I guess it’s there |
I imprisoned the bug in a jar, and the serpent started to sleep. The serpent also rearranged its coils so that I could reach the other side of the moat. We found a grate leading to the castle sewers, which I simply pried open with a crowbar. I also picked up a lok pick lying beside the grate. Yes, it was spelled like that and it was actually a scale from the serpent, shaped like a guitar pick. After entering the sewers, I was treated to a cutscene.
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It’s fish-themed puns all the way through |
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Considering that I’ve never seen these two characters anywhere else, but in cutscenes, I couldn’t really care less |
Back to my immediate surroundings, I saw a panel with some switches. Jenny suggested that this was the place where the hint of the door guard was meant to be used. Now, what had the guard said? “For one to…” It didn’t take any genius to figure out that I should flip the switches number 4, 1 and 2. Doing that raised a platform to the Good Magician’s study.
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Humfrey is usually described as a gnomish person: is that what gnomish would look like? |
It was finally time for some plot exposition. We already knew that the Game we are playing is actually a part of a competition between demons
X(A/N)TH and
E(A/R)TH. What we did not know was that if the player representing
E(A/R)TH won, magic would vanish from Xanth. Furthermore, it wa us who represented
X(A/N)TH, while our opponent, Kim, represented
E(A/R)TH. Humfrey also revealed that the sword I had been carrying was the Sword of Wisdom, an artifact from ancient Xanth that would convey some measure of wisdom to its carrier and that had a power to repel and destroy evil.
My goal was (finally) clear: I should find the Prize of the game before Kim got it. Problem was where I could find the Prize. Luckily, Humfrey knew that the Prize was located in the gourd. Quite convenient, you might say, that Humfrey could tell me this. Well, he is meant to be the Magician of Information, so knowing everything is part of his job description.
What’s the Gourd, then? Well, pumpkin, obviously, or squash. But in Xanth it’s also a realm where your mind is transported, once you look too deep into one of those plants, which are thus aptly known as hypnogourds. The Gourd realm is the Dream World, ruled by Night Stallion, who sends his horselike Night Mares in the Xanth to spread disturbing dreams during the night.
Humfrey escorted me to a small room, where Kim and Nada were already sitting, their gazes being transfixed by hypnogourds (because of the rules of the Game, Humfrey had been forced to help the two move forward). Me and Jenny looked into our own hypnogourds, and our souls were transported to the Dream Realm.
A spooky house and a zombie guarding its entrance. A land of nightmares, indeed. I asked Jenny what to do and she suggested that there might be a way to unlock the cellar door. What cellar door? I went around the house and found it. It was easily unlocked with my lok pick.
I moved my pointer around the dark room and searched for all the hotspots. After futile interactions with bats, maggots, a jar full of blood and a dead feline, I finally found a piece of twine and a skeleton key I can take. I also found the cellar door that I could unlock with the key.
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Upstairs, perhaps? |
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Nope |
I had to somehow lock the lever on the stairs to the “stairs”-position. I tried using the twine with the lever and that worked: I used the twine to tie the lever to the knob on the stairs.
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Nada’s being controlled by the demon |
Nada closed the trap door to the attic behind her. On the wall there was a sign saying that pressing the button above it would open trap door. I pressed and a trap door opened – not the one to the attic, but one right below me.
I had no idea how to get out of here, but Jenny thought the bottle of red bills beside the skeleton was important, so I took it. The bottle had a label saying “pain-B-gone”, but that didn’t seem helpful. Jenny suggested that there might be some mechanism moving the hearth, so I tried picking up all the books on the mantle. The third one did the trick and the hearth started to rotate.
I was back at the room with the stairs. I started checking the hotspots and found that I could do something with window pane. Pain – pane: would the pills work on it? I tried using them, and indeed, the pane was gone. Beyond the window, there was a cane I could now pick up. Jenny noted that the trap door to the attic had a hook, so I used my cane with it to pull the attic stairs down.
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The prize of failure
|
Kim was already reaching for the Prize, and if I waited too long, I failed in my mission. Talking to Kim didn’t help at all, and Jenny wasn’t allowed to help me in the vicinity of the Prize. Maybe I should do something with that sword I had been carrying? I finally tried throwing it at the Prize.
I was instantly transported away from the Gourd Realm and away from the Xanth altogether (or was I? Maybe I should seek a spinning top to verify this.) Then, the telephone started to ring.
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I sense a romance brewing up |
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They had to go out with a pun |
That was that game. Next time, we’ll see how it scores.
Session time: 1 h
Total time: 14 h
What’s the Gourd, then? Well, pumpkin, obviously, or squash. But in Xanth it’s also a realm where your mind is transported, once you look too deep into one of those plants, which are thus aptly known as hypnogourds. The Gourd realm is the Dream World, ruled by Night Stallion, who sends his horselike Night Mares in the Xanth to spread disturbing dreams during the night.
ReplyDeleteHah, so instead of being "out of your gourd" in a vision or dream, you are in one? I like that.
Congratulations! So are the companions like an in-game hint line (which would take business away from selling hint books) and you think players might have solved the puzzles without them or were their comments when asked necessary to be able to advance?
ReplyDeleteI feel there may be a way to somehow link this game's respective title and feature via a pun or joke to the companions on this blog (and their CAPs), but so far I've drawn a blank.
They are mostly a hint-line, but there are occassions where the player has to speak to them to advance, which makes it a bit awkward, if you try to play the game without any advice from them. Interestingly, there was a hint book sold for the game.
DeleteIs it just me or did this ending feel... really sudden?
ReplyDeleteI thought it was just because I was only partially paying attention to the game. Which is odd, because it has been of a length that this sort of thing shouldn't be cropping up, so it's not just like they suddenly ran out of time or money.
DeleteIt feels very abrupt, when you are playing the game. I suppose they had to end where the book ends, so that's part of the problem. Another part is that most of the plot development happens just before the end and the middle parts are just meandering through various places.
DeleteIt really is very abrupt, and I think it is in the setup of the story. Usually it's Crisis/problem -> Journey -> Resolution, but here it is Journey - > Crisis -> Resolution.
DeleteMost of the game consisted of getting to the main quest, when the game is mostly over. It feels like bad planning, if they had started the game at the Castle, then put the journey in between, it would have worked fine. It may be that they had a ton of ideas when they started the games, implemented as they went, and then when they got to the actual crisis had run out of either time or ideas. But that is speculation and would need some input from one of the persons involved to get a better idea of what happened.
@Shaddam: As Ilmari mentions, this is based on a book, so I wonder if it would have even be possible to make these changes without losing the licence. Maybe they were rather restricted in their story setup, structure and s...atisfying conclusion?
Delete@Busca that could very well be, the question then would be if the book made the same mistake and it followed over into the game or not.
DeleteA quick read through the Wikipedia article seems to place the blame on the game, where the novel starts off with the player aware of the object of their quest from the beginning. The mer people also feature in the book more prominently. This is just the Wikipedia summary though so it is a VERY basic understanding of the facts and could well miss the mark.