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This session involved a lot of travel. |
I deleted the temporary announcement, but hopefully you all saw the reason I haven't posted in over a week. I went to a conference and forgot to bring the AC adapter for my laptop. "One of my AC adapters," I should say, as I keep one at home and one at work, given that it weighs about seven pounds. Because I don't have to take it back and forth each day, I got accustomed to never having to pack it at all. The upshot is that I now have a third adapter, which will remain permanently in my suitcase. Now that I own more than $200 in adapters, I'll probably have to ensure that I get another computer that uses them when I'm ready to replace this Alienware monstrosity.
This entry may be a little clinical, as I'm reconstructing a session that took place nearly two weeks ago. I'll do my best.
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Travels this session. |
An army of demons has come boiling out of the southern nation of Elsopea and has surrounded the free city of Tormis. The captain of the guard of Tormis (my lead character, Gustavus) was charged with sneaking out of the city and finding his way to the city of Atteia, where it is rumored that an Elsopean refugee has arrived. The thinking is apparently that this refugee might know something about the source of the demon horde and how to stop them.
We learned that the refugee, Alathon, was being held by the city's dictator, Hellast. Working with a revolutionary group, we infiltrated Hellast's palace and killed him. Alathon told us to meet him in Joruli Point and took off. We determined we could only reach Joruli point via a ferry from Dryleaf. The last session ended with us heading there.
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From a later point in the game, daemons could be either of those things. |
We were attacked as soon as we entered, by a party led by an assassin named Flea. "You have troubled my master for too long!" he screamed as he attacked. Thanks to all the buffing we did last session, we made short work of them. On Flea's body, we found his orders, signed by "Warmaster Edric," the same person who had been corresponding with Hellast. Edric told Flea that Gustavus had become "a thorn in the side of our mutual cause" and that he should assassinate both Gustavus and Alathon. Later, we were attacked by someone named Brutus who said that, "Flea was weak and failed in his task. I will not." He was incorrect.
As usual, Dryleaf had a lot of interesting-sounding buildings, some of which we could enter, some of which we couldn't, none of which seemed to have anything interesting. We stopped by an herb shop but balked at the costs of the herbs. I guess
if I really want to explore herb lore, I'll have a perpetual money
sink.
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That's as much as a suit of armor. |
An NPC named Hank the Tall praised our killing of Hellast and offered to join the party, but I didn't feel like shuffling items around to kick someone out. Plus, I'd spent all that time training them. Hank ended up chasing us all around town and even outside of town, begging to join the group. That made me more suspicious of him and strengthened my resolve to leave him behind. I can't think of any other game that allows NPCs to transition between towns and wilderness like this, though.
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Boundaries, dude. |
The people talked about a leader named Ragnik, who recently departed on a voyage to discover a "western passage to the eastlands." They anticipate that if he's successful, it will greatly improve Dryleaf's economy and status among the civilized kingdoms. They also mentioned rumors that "the mines at Cooltags Rest have been closed due to a huge daemon running free around the deep seams."
We found a ship captain named East who agreed to take us to Joruli Point, but I felt that I had to check out Cooltags Rest first. That seemed like a side quest. Side quests are so important to my conception of a good RPG that I figured I couldn't let a hint of one go without at least investigating.
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Does "150 gold" look like interactable text to you? |
From the game map, we found Cooltags Rest and entered. The town was all set up as if it supported the side quest we'd been given. We found the house of Johan Schultsmonger, the manager of the mine. We found the building that stored mine safety equipment, a warehouse (with a locked door we couldn't open), lots of mine tracks, and NPCs who talked about the mine. We followed the tracks to the locked entrance which did not offer "Pick" and "Unlock" options like most doors. We couldn't find a key or anyone who explicitly asked us to clear out the demon.
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Maybe there is no side quest. Maybe they've already dealt with it on their own. |
I figure there's an equal chance of three possibilities:
- There was a key somewhere that I didn't find.
- The side quest was never finished.
- This is actually part of the main quest and will become relevant later.
I reloaded from Dryleaf, a bit dispirited, and found Captain East again. There, I ran into another problem. I couldn't figure out how to agree to her price (150 gold pieces) and pay her. It turns out that you have to click the words "150 gold" in the dialogue. There's nothing that indicates that.
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A nice cut scene on the high seas. |
We sailed to Joruli Point, a town of magicians and scholars. It consisted of several small islands bisected by canals and connected by bridges. We learned that sailors had reported that all of the cities of Elsopea have been reduced to smoking ruins and that Tormis isn't expected to hold out more than six months. Dean Juliene, ruler of the city and author of the lore section of the manual, gave us an Enchanted Sword and a Dragon's Eye herb. The description of the Enchanted Sword doesn't mention what the enchantment is, and I don't know how it rates against our existing Elemental Blades.
We found Alathon in one of the university buildings. In a series of text screens, he filled us in on the origin of the demon problem: His master, Dorovan, head of the Order of the Eye, was experimenting with dimensional travel, hoping to break the monopoly that the Pilots' Guild had on this form of magic. Agents of the Pilots' Guild sabotaged the experiment, causing Dorovan to accidentally open a Daemonsgate (take a shot!) into "the dimension to which Alkat was banished all those aeons ago."
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Well, I'm standing in a hallway, the eight individuals who make up my party awkwardly fused into one form. |
Alkat appears in the extensive lore section of the manual. He was the leader of a group of demonic beings who invaded Hestor from another plane when the land was still ruled by reptilian birds called Kzzir. The demons destroyed the Kzzir, took over the world, and their descendants became the progenitors of the Elsopean Empire. Infighting within the ruling houses led to the creation of an enchanted blade that banished Alkat to another plane. The Elsopean Empire later collapsed and humans, their former slaves, replaced them. Alathon believes that Alkat has returned.
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Part of Alathon's story. |
"The only hope for this land is to find a way to close the Daemonsgate," he said. He thinks he can accomplish this if he has his master's notes, "which lie in the smoking ruins of Tan-Eldorith," the old Elsopean capital. "If you journey first to the Pilots' Guild and activate their teleportation device," he offered, "you should be able to get straight in and out of Tan-Eldorith without too much trouble."
I didn't know what he meant by the latter point, but I assumed we'd have to reach Tan-Eldorith conventionally first. It was a long way to the south, and we still had the same problem where we got attacked nearly every time we tried to rest. I tried to stop at cities and towns along the way to use their inns, but half the time I couldn't find an inn in the vast cities. Even when I found one, it took me longer than simply trying to rest multiple times in the outdoors.
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You do not want to get "desperately tired" in this game. Then you can't rest at all because you'll have no energy when you're attacked. |
The problem with resting outdoors is that you have to do it twice—once to rest most of the party, and a second time to rest the guy who had to take watch the first time. If you want to accomplish anything else in camp (hunting, foraging, training, magic), you might have to add a third cycle. With about a 50/50 chance of getting attacked every time you try, the process gets annoying fast.
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This is a bad idea. If enemies attack, they'll slaughter us. |
A lot of the enemies that we met dropped expensive loot, including reagents (blackheart, diamond dust, lightning seed), gems, and weapons called Doomblades; again, I don't know how they compare to the Elemental Blades.
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Daemons carry Doomblades, which get their power from the imprisoned souls of other daemons. It's like daemons have no ethics at all. |
At a stop in Vorsai, where we couldn't find an inn, we wandered into the house of a Ludovic Grueber and found a book that teaches the "Spirit Lore" skill. The manual doesn't mention this skill, but I assume it's the same thing as "Daemonology," which will let us make Doom Blades for ourselves.
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Arion adds "Spirit Lore" to his list of skills. |
After a long journey, we finally made it to Tan-Eldorith and started exploring its buildings. We got attacked at almost every turn by parties of daemons, but it's a measure of how much difference my training made that even they weren't much of a threat. I soon got lost in the complicated city, full of walls and guarded gates, and I ended this session having not found Dorovan's notes nor the Pilots' Guild portal that will hopefully hasten our return. I'll cover more on the city next time.
Time so far: 19 hours
"Boundaries, dude."
ReplyDeleteThat reminds me of the one annoying NPC who would follow you around in Nashkel (Baldur's Gate I) and wouldn't stop talking, intiating the dialog window. He doesn't enter the wilderness or follow you to other locations though, as far as I recall.
I vaguely remember him. If I recall correctly, if you let him pester you enough, he finally gives you something useful.
Delete"Noober," and as I recall he gives you some gold.
DeleteNoober is indeed correct. And he gets a cameo
DeleteNoober doesn't give gold, just some XP, and not all that much of that.
DeleteIn Gothic, there's a similar NOC at the Old Camp, who will follow you everywhere and try to talk to you at the worst possible moments. Most walkthroughs actually recommend finding a nice lonely spot lure him to and... do what must be done.
DeleteDamn, I left the post Anonymous... also, *NPCs, obviously.
DeleteIN BG2:SOA he is in Trademeet, and eventually gives you I think a handful of Bullet +2's. It took me yonks to find out he eventually does that, my trick used to be to get him to follow my thief, lure him to a remote corner of town then sneak away using Hide in Shadows.
DeleteRegarding the outdoor resting chore: If there's a 50/50 chance of getting attacked anyway, why don't you forego the watch and have the entire party healed up at once? Sure, you probably have a disadvantage when being ambushed, but that's where you save-scum instead of forcing yourself through the process, isn't it?
ReplyDeleteYeah, the advantage of having a sentinel is dubious. It doesn't seem you get attacked less often.
DeleteIf the party camps without, the characters will be "sleepy" and won't move for some time after the ambush starts, but they usually wake up by the time the enemy reaches them.
"Later, we were attacked by someone named Brutus who said that, "Flea was weak and failed in his task." He was incorrect."
ReplyDeleteI dunno. It seems that Flea actually was weak and did fail in his task.
I forgot the second sentence: "I will not."
DeleteSounds like you could use some sermins.
ReplyDeleteThis is correct. I can't believe Chet forgot already!!
DeleteFor long running readers of this blog, hah, yes, this applies here
DeleteAlso Stamina potions/pills from Quest For Glory would be a godsend. Mind, something similar probably exists in the game, but making potions is so expensive and cumbersome that resting and save scum as needed is much less bothersone.
DeleteI'd say if a CRPG has some fatigue mechanic (which is fundamentally annoying) it should give players at least a couple of easy ways to deal with it.
You can technically forage for herbs while camping in the wilderness, similar to Realms of Arkania. Whether it actually works or not, I have no idea.
DeleteCome to think of it, there are quite a few similarities between Daemonsgate and Blade of Destiny / Star Trail - only they are much better implemented in the latter:
Delete- Large cities filled with mostly generic NPCs (but much quicker to traverse in RoA, and the generic NPCs are easier to tell apart from the relevant ones). There's even a plotline nobhg rfpncvat n orfvrtrq pvgl in both of them!
- Prominent wilderness travel and survival elements (but much more involved in RoA).
- Magic focused away from direct damage-dealing spells (but RoA's spells are a lot more versatile and useful both in and out of combat; and combat in general has more tactical options).
So is this assassin the same Flea who was running a bookshop in Tormis, maybe just for cover (the fact he only had one book for sale and it being called Arte of Ye Sword might hint in that direction)?
ReplyDeleteOr is "Flea" just the equivalent of "Bob" or "Mike" in the world of Daemonsgate (which might hint at some general hygiene issues corresponding to a medieval-style fantasy world)?
As for Cooltags Rest, in case you need/want it at some point, here is a spoiler from a walkthrough in ROT13:
1. Hint: Tbffvc vf gur xrl.
2. Outright spoiler: Tngure tbffvc nobhg na nyyrtrq nssnve orgjrra Senapvfpn Juvcynfu naq gur znlbe bs gur gbja. Pbasebag gur znlbe jvgu gur vasbezngvba (lbh znl unir gb gnyx gb uvz n srj gvzrf, naq/be gnyx gb uvf jvsr). Ur jvyy tvir lbh gur xrl gb gur zvar.
Busca, have you considered him playing bass guitar for a certain band as well?
DeleteIt wouldn't be the last Flea rpg ersatz either.
Delete@BESTIE: Absolutely ;-). Didn't include it because I thought that comment had already been made in the recent past, but turns out I was confusing both blogs and context - an entry about Police Quest: Open Season (1993) on TAG back in January mentioned the in-game narrator commenting on an NPC that he “looks like Flea from the Red Hot Chili Peppers”.
DeleteI vaguely remember some town where the NPCs were talking about some trouble at the local baron's mansion north of the town, but then there was no mansion to be found north of the town. So it's quite possible that you'll see some remnants of cut/unfinished side quests.
ReplyDeleteWelcome back Chet. It may be an underwhelming RPG, but progress is progress.
ReplyDeleteReplace your Alienware soon. EU forced usb-c to be the industry standard for laptop chargers. Yay, all adapters should work on all laptops, like cell phone chargers.
ReplyDeleteI have to wonder about the ethics of imprisoning a demon's soul in a sword, and if that does not sway you, I also have to wonder about the practical implications of "humans imprisoned my soul in a sword before I got free" as a villainous motivation for a demon.
ReplyDeleteHey, if the Avatar of Virtues had no qualms in binding a demon to a sword I suppose it should be OK.
DeleteSaid Avatar even releases the demon from the sword, in a populated area no less. V'z npghnyyl fhecevfrq gung frecrag vfyr qbrfa'g zragvba nepnqvba ntnva nsgre lbh eryrnfr uvz.
DeleteThat likely happened after the Avatar returned to Britannia.
DeleteAs for imprisoning demons, it's usually because you can't find any other way to deal with it. Either that, or the act of imprisoning them will weaken them over time so they can be killed later.
Most demons are already causing destruction when they're imprisoned. That's not likely to change whether or not they're imprisoned in the first place.
I really like all those interface screens such as the alchemy shop. But what I don't like is that the main character always looks away from the action.
ReplyDeleteI also don't like the main character's portrait. I suspect, it's an altered photo of the lead designer. I only found this picture of him on mobygames: https://www.mobygames.com/person/45509/nigel-kershaw/ Could be him if you substract 13 years (the photo on MG is from 2006).
DeleteThere is also a picture of him on mobygames from 1993 here (from a story about Imagitec in an issue of ST Format magazine that year).
DeleteWell, that just looks like a completely different person altogether :)
DeleteAlmost all of the faces in the game are those of Imagitec Design staff, with slight changes made or costumes. For example, Lord Hooley is the company owner, Martin Hooley, wearing a swashbuckler hat.
DeleteThis is more of a poetry comment than a game comment, but I feel like the Robert Frost poem that you got the title from here doesn't trust its audience enough. The repetition of the line "And miles to go before I sleep" feels more like he doubled it because he liked it so much (and it is good) and wants us to notice it (which we would have anyway). I think a shortened final stanza with just three lines would have served better.
ReplyDelete