Let's Play Gothic II Part 047: Bookworms
17:23
Gothic II by Pyranha Bytes and JoWood Productions Atari (2003)
I managed to fulfil all my duties for today, so Master Parlan allows me to visit the library. Hurray! Of course, we use what little time we have to its full extent by reading every single book! Some even twice, just for fun. That's how we learn about the different circles of magic and the spells one can find on each of these 'levels'. Also, I suspect Karras, that old knave, to be playing some tricks on me, casting a sleeping spell or something while I was reading. No other explanation for that random slow-motion setting in. However, in the rearmost corner, we find a tome that tells us about the 'Test of Fire'. Might come in handy one day...
Notes on this particular LP:
1. You don't have to know Gothic to understand Gothic II. Where necessary, I will explain, otherwise I'll pretend to have lost my memory.
2. This is a Let's Roleplay. My actions and decisions are based on a certain type of character my hero resembles in this LP.
3. Graphics are on maximum, videos can only be shown in half-screen mode. No way to change that, I'm afraid.
If you're interested in a different point of view, please visit the following link for CDune's version of the game:
http://www.you tube.com/watch?v= aKEgm0Pe9os
Tags: nameless hero Khorinis Talamon Garwig the Guardian Marduk Karras KindDesKarras Hyglas English light summoning Ignaz quest door novice monastery first chapter PC computer video game
Added: 2 years ago
From: CptGreenbear
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[scene opens in the monastery of Khorinis, as the player walks up to one of the mages]
PLAYER: Can I have access to the library?
PARLAN: You have obtained fire nettles for Brother Neoras. You have found Brother Neoras' recipe. You have succeeded in finding four novices and thus cleaned the chambers. You have distributed the food to the novices fairly, as Brother Gorax instructed you ... Yes, you have worked enough. Now it is time for you to study the teachings of Innos. Speak to Master Hyglas in the library. I hereby give you the key.
[the player enters the library and talks to one of the mages]
HYGLAS: I am Master Hyglas, Guardian of the Fire and Keeper of the Knowledge ... So Master Parlan has given you permission to study the scriptures. Then it's up to you now to do exactly that. Study, so that you may find enlightenment in the scriptures.
PLAYER: What are you studying, Master?
HYGLAS: My research focuses on fire, the power of Innos. It is his gift and, at the same time, a mighty weapon ... and I create runes which contain this power.
PLAYER: Very enlightening. Can you teach me that?
HYGLAS: It is Innos who grants the magic. Only to his servants, the Magicians of Fire, is it given to learn how to wield this power.
[the player walks up to one of the bookstands and begins reading]
PLAYER: [reading] "The First Circle. The runes of the 1st Circle and the ingredients required to create them: Light - gold coin. Fire Arrow - sulfur. Small Lightning - rock crystal. Goblin Skeleton - bone of a goblin. Heal Light Wounds - healing plant. To create a rune, you always require one of the ingredients listed. The user must know the formula for the spell and he must have a blank runestone and a spell scroll for the desired spell. Only when these prerequisites are fulfilled can he set to work on the rune table."
[the player walks up to another bookstand and begins reading]
PLAYER: [reading] "The Second Circle. The runes of the 2nd Circle and the ingredients required to create them: Fireball - pitch. Ice Arrow - glacier quartz. Summon wolf - wolf skin. Wind Fist - coal. Sleep - swampweed. To create a rune, you always require one of the ingredients listed. The user must know the formula for the spell and he must have a blank runestone and a spell scroll for the desired spell. Only when these prerequisites are fulfilled can he set to work on the rune table."
[the player walks up to another bookstand and begins reading]
PLAYER: [reading] "The Third Circle. The runes of the 3rd Circle and the ingredients required to create them: Heal Medium Wounds - healing herb. Small Fire Storm - pitch, sulfur. Create Skeleton - bone of a skeleton. Fear - black pearl. Ice Block - glacier quartz, aquamarine. Ball Lightning - rock crystal, sulfur. To create a rune, you always require one of the ingredients listed. The user must know the formula for the spell and he must have a blank runestone and a spell scroll for the desired spell. Only when these prerequisites are fulfilled can he set to work on the rune table."
[the player walks up to another bookstand and begins reading]
PLAYER: [reading] "The Fourth Circle. The runes of the 4th Circle and the ingredients required to create them: Large Fireball - sulfur, pitch. Lightning - rock crystal, glacier quartz. Awaken Golem - heart of a stone golem. Destroy Undead - holy water. To create a rune, you always require one of the ingredients listed. The user must know the formula for the spell and he must have a blank runestone and a spell scroll for the desired spell. Only when these prerequisites are fulfilled can he set to work on the rune table."
[the player walks up to another bookstand and begins reading]
PLAYER: [reading] "The Fifth Circle. The runes of the 5th Circle and the ingredients required to create them: Ice Wave - glacier quartz, aquamarine. Large Fire Storm - sulfur, fire tongue. Summon Demon - heart of a demon. Heal Heavy Wounds - healing root. To create a rune, you always require one of the ingredients listed. The user must know the formula for the spell and he must have a blank runestone and a spell scroll for the desired spell. Only when these prerequisites are fulfilled can he set to work on the rune table."
[the player walks up to another bookstand and begins reading]
PLAYER: [reading] "The Sixth Circle. The runes of the 6th Circle and the ingredients required to create them: Rain of Fire - pitch, sulfur, tongue of fire. Breath of Death - coal, black pearl. Wave of Death - bone of a skeleton, black pearl. Army of Darkness - bone of a skeleton, black pearl, heart of a stone golem, heart of a demon. To create a rune, you always require one of the ingredients listed. The user must know the formula for the spell and he must have a blank runestone and a spell scroll for the desired spell. Only when these prerequisites are fulfilled can he set to work on the rune table."
[the player walks up to another bookstand and begins reading]
PLAYER: [reading] "The Test of Fire. Though a novice may feel ready to submit to the Test of Magic, he may not necessarily be chosen. If, however, he has given his decision ample consideration and if he insists, he is accorded the right to demand the Test and no magician may deny it to him. But not only must he pass the Test of Magic, he must also find enlightenment through the fire. If he insists before the High Council, he shall be submitted to the Test of Fire. The Test should challenge the wisdom, strength, and dexterity of the novice. Therefore, he must pass three trials, each of which is set before him by a magician of the High Council, before taking the Oath of the Fire to join the pact with the fire. Such is the will of Innos, and so it shall be done. - The High Council."
[the player returns to the keeper of the library]
PLAYER: I demand the Test of Fire.
HYGLAS: The Test of Fire is from the olden days and has not been held for a long time. What you are demanding is far too dangerous, so just don't think about it anymore.
[the player exits the library]
---
From wikipedia.org:
Gothic II is a role-playing video game and the sequel to Gothic, by the German developer Piranha Bytes. It was first released on November 29, 2002 in Germany, with North America following almost one year later on October 28, 2003. The game was published by JoWood Productions and Atari.
Prologue
After the barrier around the prison colony was destroyed, ore supplies for the kingdom have stopped. The king decides to send Lord Hagen with 100 paladins to the island to secure ore. On Khorinis, prisoners that escaped the camp raided the country and seeing as the militia was unable to protect them; some farmers formed an alliance with the refugees and no longer paid allegiance to the king. Evil did not disappear with the Sleeper being banned as with his last cry the Sleeper summoned the most evil creatures. Xardas felt this and rescued the Nameless Hero from under the ruins of the sleepers temple, where he has laid for weeks, becoming weak.
Plot
The Nameless Hero is instructed by Xardas on the new danger, an army of evil that has gathered in the mine valley, led by dragons. Xardas sends the Hero to Lord Hagen, leader of the paladins, to retrieve the Eye of Innos, an artifact which makes it possible to speak with the dragons and learn more about their motivation. The Nameless Hero starts to the City of Khorinis and after he found a way to enter the city, he learns he has to join one of the factions – the militia, the fire mages or the mercenaries – to be permitted entrance to Lord Hagen. When finally meeting the head of the paladins, the Nameless Hero is first sent into the mine valley, which is now overrun by Orcs, to bring back evidence of the dragons. In the castle, the former old camp, Garond heads the mission of the paladins. He also knows about the dragons, since the castle has already been attacked by them, but is only willing to write a notice on it for Lord Hagen, after the Nameless Hero has gathered information on the status in the mines. By the time the Hero exits the valley with the note about the dragons, the evil forces have become aware of his quest. Seekers are spread throughout the isle, with the goal to kill him. Presented with the note Lord Hagen is willing to give the Eye of Innos to the Hero and sends him to the monastery of the fire mages to retrieve it. But shortly before the Hero arrives there, the eye was stolen. The Hero chases after the thief, but just arrives in time to witness Seekers destroy the Eye of Innos. A smith can repair the amulet, but for the magical power to be restored, a ritual with high mages representing the three gods is necessary. Vatras, the water mage, prepares the ritual and represents Adanos. With former fire mage Xardas representing Beliar, Pyrokar, head of the fire mages, joins the ritual reluctantly to represent Innos. The mages manage to restore the power of the Eye of Innos and so the Hero can head back to the valley to destroy the four dragons that live there. After all of the dragons are killed, the Hero travels to Xardas' tower to report to him, but the mage is gone. The Hero is given a note from Xardas by Lester, telling him he was to find more information in the fire mages' monastery, in the book 'The Halls of Irdorath'. The book contains a sea map, showing the way to the isle Irdorath, one of the ancient temples of Beliar that once disappeared. The hero assembles a crew and gets a ship and a captain for that ship to sail to Irdorath and confront the leader of the dragons – the undead dragon.
Setting
Like Gothic, Gothic II is set on the medieval styled isle Khorinis. Places include the City of Khorinis, the monastery of the fire mages, farms and woods. The mine valley of part I is also in the game, though it has changed. Of the old camp only the castle remains, the new camp has turned into a region of ice, and the swamp camp is made inaccessible by a fence built by the orcs. The place final visited in the game is Irdorath, a dungeon similar to the temple in Gothic.
Khorinis is a rich area with beautiful farms and dense forests. The main trade resource of Khorinis is the magic ore delivered from its prison colony to the King, who is fighting the orcs on the mainland. All the farms in Khorinis are owned by one landowner who has hired mercenaries to protect him and his farms from the militia when they try to collect taxes from the farms. This has caused Khorinis to be on the edge of a civil war. The city is low on food and relies on travelling merchants as the ships from the mainland have stopped coming because of the war.
People in Khorinis believe in three gods. Adanos, the god of water and balance. Innos, the god of fire and good. Beliar, the god of evil and darkness.
---
From ign.com:
The Monastery can viewed on the landmap of Khorinis, the large building with the narrow bridge and water around. You can reach the monastery by following the road past the statue of Innos outside the Dead Harpy. Everything dealing with becoming a mage happens within the walls of the monastery, and you won't gain entrance at all before signing on (ie, no way to go back).
[...]
MAGE QUEST: Serving the Community
Entering the monastery for the first time, talk to Parlan, the mage right outside the church. He'll tell you where to park your sheep and where to unload your gold. Then it's right to it - serving the community of mages and other novices.
This quest is really about getting the key to the library, and involves a whole slew of tasks for you to fulfill. Once you have done them all Parlan will grant you access to the library and give you the key. This will complete this quest. Serving the community means you have to walk around and talking to the mages in the monastery, each will have one or more tasks you have to complete. Talk to Parlan about serving the community and will list all the things you have done so far, then decide wether or not you get the key. The thing here though, is that you don't really get to do a majority of the task to get access, you need to do them all.
---
From lparchive.org:
I left the inn and started walking down the path to the monastery.
I half expected to encounter some seekers on my way there, but I saw nothing but some scavengers.
A strange man stood by the bridge to the monastery. I approached him.
"Hey, you!" he shouted. "Ever been to the monastery?"
"Maybe, why?"
"Are they still taking on people? I wouldn't know where else to turn."
"Where do you come from?"
"I used to be captain of a big whaler, my boy. The sea is my home. My ship, the good old Magdalena, was sunk by pirates a few months ago, and now I'm stuck here. All I ever wanted was to go back to sea, but since I've come here, not one schooner has called at this accursed port. The only ship which is anchored in Khorinis is that blasted war galley of the King, and they don't take on anyone. So what else can I do? There's no work for me in town. I've tried everything."
"You'd better get off the road." I warned.
"Don't worry. I've already noticed that the wilderness out here has become damned dangerous in the last couple of days."
I passed him and walked across the bridge to the monastery.
My buddy Milten seemed to be guarding the gate.
"How did you get to the monastery so fast?" I asked.
"What kind of question is that? I crept through the pass and made my way straight to the monastery. Admittedly, it was never easy avoiding all the monsters making themselves at home on this side of the valley, but ultimately I encountered fewer problems than I'd expected."
"Do you know where the others are?"
"Gorn seems to have coped with his stay in Garond's dungeon very well. In any case, he wanted to go to Lee and see what was happening on the farm. After the grub they serve in the dungeon, he's probably stuffing his face right now and putting the mercenaries' provisions to a real test."
"Do you know anything about the hooded figures?"
"No, but I have a bad feeling about those guys. Be careful if you run into them."
"I need to get into the monastery, it's urgent!"
"I can't let you into the monastery. I'll get in trouble with the High Council. Without the permission of my superiors, I can't let anyone into the monastery."
"I've got a letter from Lord Hagen." I handed the rolled up letter to Milten.
"All right. Here's the key to the monastery. Pyrokar is in the church."
One of the higher ranking mages greeted me when I came in.
"I do not know why you were allowed to enter the monastery. I am Parlan, and I am responsible for our novices. I do not want you to keep them from their work with stupid questions. Is that clear?"
I nodded. "Sure."
"I certainly hope so."
"Have you got anything else for me?"
"Yes. As a member of the library, you are given the key to the library. There you will find Brothers Karas and Hyglas. If you like, you can speak with them there but leave my novices alone!"
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