Part 8: The Temple, part 1
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Last time, we took the Batplane for a spin and ended up someplace new.
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There's something about this one particular screen that my computer doesn't like. I can walk through it just fine, but if I save the game here I won't be able to load it later.
So guess where my previous end-of-chapter save was?
![:iamafag:](../Smilies/emot-fuckyou.gif)
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Only one way to go from here.
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Hey, it's a big empty room. After Martin's cramped tower, a little breathing room is just what the doctor ordered.
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Oh?
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Say hello to the reason this update took so long to come out. Lyral has a lot to say, and has a hard time saying it. Her verbal tics are impossible to transcribe - so be sure to watch the videos in this update or you'll miss one of the best parts of the game.
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All right then, Lyral, lay it on me.
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Poetry and vague exposition, hurray. Lyral has a few "filler" lines of dialogue that get used at random when she runs out of normal dialogue. Or that's how it's supposed to work; the game frequently gets confused and starts in on the filler prematurely.
She can get back on track on her own, but the easiest way I've found to fix her is to try and leave the conversation.
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If she tries to stop you, she's got more "real" dialogue waiting. Doing this usually snaps her back to normal.
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Remember how Martin sent a hawk to the priests when Birdman first turned on him? Now we know why he never got a response.
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Lyral went back into filler mode for a while after talking about the priests. I believe those four, together with the two from earlier, are the whole lot. (Would you believe I had no idea three of them were poems until I transcribed them?) She did eventually get her last line out on her own, though:
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![:smith:](../Smilies/emot-smith.gif)
Wait a second, I've got some shells! Took them from Dr. Krick's display case. I was holding on to them in case my path was blocked by a pack of mechanical hermit crabs, but I think Lyral needs them more than me.
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![:blush:](../Smilies/emot-blush.gif)
And with that, Lyral's all out of plot for now. Let's investigate the rest of the room.
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There's a big ol' phallic implement attached to the floor here. Let's give it a yank and see what happens.
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It's an elevator control? Ooh, now I'm really curious. Maybe if I push it instead of pulling it?
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Please? I gave you a present, can't you do me a favor?
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Fine, fine.
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Okay, elevator's a no-go. How about this thing off to the left?
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Control panel count:
![:toot:](../Smilies/emot-toot.gif)
Time to experiment!
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Doo doo doo, doo do-doo...
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Doo doo do-do-doo, doo doo...
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Doo do-doo, doo doo doo doo...
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Ah geez, I offended her. I can't follow her through those doors, so I'll backtrack and check the rest of this floor.
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There's two more doors in this area. I flip a coin and start with the one on the right.
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So this is... hmm. Yeah, I got nothing. Let's check upstairs.
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Wow, this is the most boring upstairs imaginable.
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Never mind, going back down again.
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Okay, time to apologize.
Hey, uh, Lyral? I'm sorry about the thing with the machine. I didn't mean to upset you, I have this thing about control panels and... anyway, is there any chance you could help me out here? I don't know what this room is for and I think it might be important.
![:eng101:](../Smilies/emot-eng101.gif)
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That's all she's got. Since she only says that here, I'd assume this is where I need to be, but... the machine's only got one button, and it doesn't work. I'm missing something.
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Let's see what's behind Door #3.
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![:cthulhu:](../Smilies/emot-cthulhu.gif)
Maybe there's something upstairs I can do first.
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Dammit, it's almost as boring as the other side was. All right, all right, back downstairs.
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So. Is it art?
Frankly, I have no clue. Lyral? Could use some info here?
...Lyral?
![:eng99:](../Smilies/emot-eng99.gif)
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Guess I'm on my own. This actually isn't a very hard puzzle once you figure out the gimmick with those chimes. The key word is balance: neither chime does anything on its own, but if you get both ringing at the same time stuff will happen.
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GAH. Ring the chimes again, same way as before, and the flower-bulb opens up.
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With a little trial and error I find that the two "clock hands" can be turned to the opposite sides, revealing small slots in the dials. I can then pull the teardrop lever down, like so:
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The last step is the trickiest. With a bit of quick clicking, you have to hit the coiled lever in the back while both chimes are ringing. Not especially difficult, but if you're used to trying things one at a time you might overlook the possibility.
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> Got Laser Disc
And with that, we're done here.
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Put the Laser Disc in the obvious slot, make sure Lyral's still around because otherwise I'll miss some of her dialogue, and... hit the shiny purple button.
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In the recording, Lyral was able to speak normally. The implications are... not good.
![:smith:](../Smilies/emot-smith.gif)
You know what, I'm going to go see if I can't find her another gift.
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> Got Seashells
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Her reponse to the gift is the same as before. ("Thank you, stranger...") I feel better about myself nonetheless.
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At this point, I am seized by a sudden, mad urge to go play with the electromagnet again. Why? I dunno, I feel like it might trigger something.
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For crying out loud, not you AGAIN. What is it now? You gonna break the elevator controls or something?
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GET THE FUCK AWAY FROM LYRA
I WILL END YOU
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![:black101:](../Smilies/emot-black101.gif)
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![:unsmith:](../Smilies/emot-unsmith.gif)
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I could watch this all day.
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Ah, the sweet smell of progress. I'll get right on it-
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![:sigh:](../Smilies/emot-sigh.gif)
The abridged version follows (but you should still watch the video, Lyral's still kind of awesome):
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"Tattooed devil," huh? Sounds like our kidnapper. And he's hiding out in a volcano - I do believe we've found the endgame level, folks.
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Oh lord, we're up against a Captain Planet villain!
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She's mentioned the island before. I'm sure we'll be going there at some point, too.
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Hang on. I appreciate the priests' good sense in building a superweapon
![:hellyeah:](../Smilies/emot-hellyeah.gif)
End of Chapter
Anyway, it's time for another decision. We could take advantage of Lyral's offer, and check out the top and bottom floors of the temple...
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But we've now got the Shell Lever back. (When my save file was corrupted, I had to replay the last part of the tower, and I skipped the loft encounter. If you don't retrieve it then, you're guaranteed to get it here.) With this vital component, I could go back to Martin's Roost and get the submarine working. I can think of a lot of places we could go by sea - there's the island Lyral mentioned, the volcano must at least be close to the water if it's polluting the sea, and the priests' iron-clad ship might still be out there somewhere.
So I need another decision from you guys. We can either:
- Further investigate the temple; or
- Return for the submarine.