Friday, January 9, 2015

Case Study No. 1766: Munarvagir Librarian

Heroine's Quest #6 - The Haunted Library!
19:37
Heroine's Quest: The Herald of Ragnarok, available on Steam!
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[the player enters the Munarvagir Library and speaks to the elderly male librarian sitting in a chair in the middle of the room (who looks suspiciously similar to the librarian from "The Hilarious House of Frightenstein")]
LIBRARIAN: Yes, I am listening. When you have reached my age, you have less to worry about the world freezing, and all that.
[the player selects "Please tell me about yourself"]
LIBRARIAN: Well, I might be the storekeeper. I might also be the mayor of this town ... but I am actually not. I merely take care of Munarvagir's library, and Munarvagir is what you are standing in.
[he laughs, and the player selects "Does the cat belong to you?"]
LIBRARIAN: Oh, not at all. I belong to him. You know how cats are, after all. He is a horrendous master, too. That is what I call him ... Horrendous. Cute name, is it not?
[he laughs, and the player selects "Can you recommend me a book?"]
LIBRARIAN: So, you want to be a hero, do you now? Well, I have just the book for you ... but you will have to find it first, because a book earned is a book saved. I will give you this note with a clue, and if you can find the book, it is yours.
[the player selects "Good day to you"]
LIBRARIAN: Oh, it is very much so! And I wish you the same!
[the player clicks on the librarian]
NARRATOR: As you wave at the librarian, it takes him almost ten seconds to realize what you're doing, then he returns the wave.
[the player clicks on the raven perched above the librarian's chair]
LIBRARIAN: The symbol of Odinn, keeper of wisdom. Thought and Memory are his ravens, you know ... Well, they are actually called something else, but it means "memory." I think.
[the player clicks on the skull sitting in the bookcase behind the librarian]
LIBRARIAN: You are wondering why there is a skull here, are you? Well, let me tell you that after all these years ... I am still wondering about that.
[the player clicks on a vase on the floor]
LIBRARIAN: Beautiful vase, do you not agree? It is a heirloom, actually. Being antique only makes it more beautiful.
[the player clicks on one of the taller bookshelves]
LIBRARIAN: Please be careful with the books. They are irreplaceable.
[the player clicks on an item sitting on top of the bookshelf]
NARRATOR: "Ibh unir sbhaq n srj obbxf ba pelcgbtencul, rkcynvavat ubj gb jevgr vapbzcerurafvoyr grkgf, nf jryy nf ubj gb qrpvcure gurz."
[the player clicks on a nearby table]
NARRATOR: It really isn't your job to tidy this place up. Besides, you'd expect it would go messy again faster than you could blink.
[the player clicks on a book sitting open on the table]
NARRATOR: This book has a blue cup on the cover. It talks about hotspots, viewframes, and walkbehinds ... You have no idea what that all means.
[the player clicks on a book sitting on a nearby stand]
NARRATOR: This appears to be a catalog of the entire library, meticulously kept with the Scruwy Hexadecimal System.
[the player clicks on another bookshelf]
LIBRARIAN: Do remain quiet while examining the books ... You are not supposed to speak in a library, you know.
[the player walks up to the second floor, where a purple ghost is floating next to the fireplace]
NARRATOR: There is a ghost in the library. How spooky!
[the player clicks on the ghost]
NARRATOR: The ghost does not speak, it just moans and warbles a bit.
[the player clicks on a pile of books sitting on a nearby table]
NARRATOR: The monochromatic cover of "Flip and the Warlord" stands out between the other books. The story tells how an evil warlord and his minions keep rising after the heroic Flip destroys them, again and again.
[the player opens his inventory and checks the scribbled note that the librarian gave him]
NARRATOR: The note is written, for the lack of a better word, in indecipherable scribbled handwriting. You can't make out any of it. Perhaps the library can be of some help?
[the player clicks on a bookshelf against the wall]
NARRATOR: You page through the dictionary and learn some appealing words starting with "A" ... You're pretty sure you won't be able to remember all of that.
[the player clicks on the bookshelf above the fireplace]
NARRATOR: You don't think that these books are going to be of any help right now ... you have no idea where to even find the places they're written about.
[the player walks back down to the first floor (where the ghost has now suddenly appeared)]
NARRATOR: There is a ghost in the library.
[the player clicks on a scroll sitting on top of one of the smaller bookshelves]
NARRATOR: "Hearing I ask from the holy races / From Heimdall's sons, both high and low / Thou wilt, Father of the Slain, that well I relate / Old tales I remember of men long ago."
[the player clicks on the ghost, but it just moans softly]
[the player clicks on another bookshelf]
NARRATOR: These long lists of names would be enough to put you to sleep. You quickly put the book away and decide to find something else to read.
[the player clicks on another bookshelf]
NARRATOR: You page through some tactical books but find nothing of use to you. All these topics are too theoretical, and heroing is all about practice.
[the player clicks on some books sitting on top of the bookshelf]
NARRATOR: The books in this section appear to be unfinished ... It is not possible to read them yet.
[the player clicks on another bookshelf]
NARRATOR: Of the books here, one about winter strikes you as most relevant. You page through a treatise on how the ice on a frozen river is thickest at night, and weakest at noon.
[the player selects the scribbled note from his inventory and tries to give it to the librarian]
LIBRARIAN: Oh, do not give up so soon ... There is a book waiting for you, if you can puzzle it out. And everybody loves a book!
[the player selects the scribbled note from his inventory and uses it on the item sitting on top of the tall bookshelf]
NARRATOR: Using a book on deciphering esoteric handwriting, you manage to decode the letters. You're still not sure what the words mean, though ... Maybe there's something else you need to do to find the book you're looking for.
[the player opens his inventory and checks the scribbled note]
NARRATOR: You have figured out the handwriting enough to slowly make out the letters, but it is in a language you're unfamiliar with. Perhaps the library can be of some more help?
[the player returns to the second floor and clicks on the bookshelf with the dictionary]
NARRATOR: Tediously, you look up the words in the dictionary and write the translations on the back. You think it's some kind of poem.
[the player opens his inventory and checks the scribbled note]
NARRATOR: You have written the translation on the back of a note. It is a short unsourced poem. It goes "The Brave Warrior / Seeing an armed opponent / Swiftly runs away."
[the player returns to the first floor (as the ghost has disappeared) and clicks on one of the bookshelves]
NARRATOR: You page through the poetry books on reference, until you finally match the note with a classic haiku by the famous strategist, Moon Tzu ... And you still haven't found the book. That librarian sure is cryptic.
[the player clicks on another bookshelf]
NARRATOR: This must be the book you were asked to find! Triumphantly, you take the book with you.
[the player opens his inventory and checks the book]
NARRATOR: You take out the book and start to read it. It concerns the use of subterfuge and misdirection in what Moon Tzu calls "honorable combat." There is a whole chapter on feints in melee combat, which you study carefully for some useful pointers for your inevitable next fight. Now that you've learned this trick, your strikes will be more accurate if you use two different attacks in a row, instead of the same attack twice. Then you get to a section on spellcasting, which outlines a spell that would have been useful for locating this book, had you been skilled in magic ... Done reading for now, you close the book and put it away. That was a good read. You wonder if anyone else might also find this book of use.

---

From indiedb.com:

Heroine's Quest: The Herald of Ragnarok is an adventure / RPG hybrid. Like in many adventure games, you have a world to save, and must use your wit, guile and inventory to puzzle your way through. Like in many roleplaying games, you can customize your character with various classes and skills, and must train yourself in combat against the fierce monsters in your way.

The game is designed in the spirit and atmosphere of the classics, and strives to have the same high quality of art, music, and plot. With multiple character classes and several solutions to many puzzles, the game has excellent replayability.

Story
At the dawn of time, in the primordial void of Ginnungagap, the Aesir gods fought a lengthy war against the jotunn, or frost giants. Finally Odinn, Lord of the Aesir, struck down mighty Ymir, father of all giants. And from his remains the gods carved Midgard, the realm of humankind, and they banished the surviving frost giants to the icy plains of Jotunheim.

But the jotunn have sworn revenge, and wise Odinn knows that their banishment will not last. Prophecy states that they will one day be free, and will wreak devastation upon Midgard, and slaughter the Aesir. This fateful day is called the twilight of the gods: Ragnarok.

Many lifetimes have passed. Now, the forest of Jarnvidr has been struck by a winter harsher than anyone can remember. Trolls and wolves stalk the night, trade caravans disappear in the cold, and former neighbors turn against each other. The people ache for spring, but see no end to the frost and snowstorms. With fearful whispers, they wonder if the jotunn have at last returned, and if the end of the world is at hand...

In desperation, the jarl of Jarnvidr has called for a Heroine, to stand against the forces of frost and put an end to the lasting winter. Her might, sorcery, and cunning may be humanity's last resort. Are you up to the task, or will you die trying?

---

From crystalshard.net:

Librarian: This ancient man is a former viking and so old that no one knows his name and simply calls him 'The Librarian'. The librarian is very passionate about the books in the well kept library of Munarvagir, and enjoys the company of his cat, Heronus (referred to as Horrendous).

[...]

Looking around Munarvagir

If it is night time, head back to your room and sleep till dawn. In the morning, ask Sigurd for another meal, then find Liff. Ask him if he knows the herb mugwort (1). If you ask him if he needs any ingredients, he will tell you that he is in need of willow bark and troll blood. While you are there, give him Lithrasir's letter (3). He will ask you to find flowers to give to her.

If you see the librarian around, ask him if he can recommend you a good book. He will give you a note with a scribble on it. Head into the library (just east of the town gates) and find the cryptography section. You will identify that it is another language. Head upstairs and use the dictionary to work out the words. The translation will identify it as a poem. Head downstairs and use the note on the poetry book to reveal that the book you are looking for is a strategy book by Moon Tzu. Finally, use the note on the strategy section to get the book. Read the book to learn a way to increase your chance to hit (5).

[...]

Rescuing Heronus

Around Munarvagir, it will become apparent that Heronus is no longer there and the librarian is worried to death about him. Catch a fish from the fishing hole (1) at Lake Gandvik, and head to Hoddmimi's Holt.

Heronus is not the most friendly of cats, and will climb up the tree when you walk near. Lure him down with some fish and pick him up (5), then take him back to Munarvagir (3).

Obtaining a cat's footfall and further trading with Eitri

Now that you know where Heronus is, it is possible to get something from him which Eitri will greatly appreciate - the footfall of a cat. In the Adventurers' Guild, use the flask on the vial of ink to get some ink for your own personal use. Use the ink or the paper on Heronus to get a footprint (3), then travel back to Svartalfheim and trade it with Eitri. In return, he will give you flowers in exchange (5).

[...]

Stop, Thief!

While you are sleeping, a shadowy figure will climb into your room and steal your belongings. You awaken and the figure runs away. Head downstairs and outside.

You cannot see where the thief has gone, so you probably need some help.

Talk to the librarian and tell him of your plight, and he will mention he can recommend you a book. Ask him if he can recommend you a book, and he will give you a note with a scribble on it. Head into the library (just east of the town gates) and find the cryptography section. You will identify that it is another language. Head upstairs and use the dictionary to work out the words. The translation will identify it as a poem. Head downstairs and use the note on the poetry book to reveal that the book you are looking for is a strategy book by Moon Tzu. Finally, use the note on the strategy section to get the book. Read the book to find a useful spell called Sixth Sense (5).

Cast Sixth Sense and it will lead you to a rundown shack on the west side of the village. Enter the building, and cast Sixth Sense again. It will start circling various objects in the room. Pull/push those objects (use mage dart for the lamp hanging from the roof), and the barrel door will open. If Regin is here at the time, you will have to come back later in the evening.

Head down the ladder (5). Upon entry, you will be roped up by the guard, Aake. Use your Flame Aura to burn the ropes (3), and Kraka will return your belongings.

Head back up the ladder and leave the Thieves' Guild.

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