Part 9: Faithful Ratpouch, What Would I do Without You?
Chapter 9: Faithful Ratpouch, What Would I do Without You?
Last time, we helped out the ignorant monks of Gethryn. Now we must find out how to get to the Dragon, and use an infusion of herbs to ensnare the dragon.
The game starts to throw a little more danger at you now, so you need to stay on your toes.
First off, we'll ask the interesting characters for some advice on the Dragon.
Ewan: Aha! Lucky you should ask me, sir! For I am the only man in Turnvale who knows the secret of the Weregate!
Looks like we asked the right man.
Diermot: How very fortunate for me!
Ewan: Fortunate is hardly the word! Why, you're as lucky as a lugworm, sir!
Diermot: So are you going to tell me the secret?
Ewan, you loveable oaf!
Surely our fearless revolutionary leaders will help?
Luthern: The creature is a legend; there's no place for mythical creatures in these enlightened times.
Luthern has been consistently useless during our quest, even after all we've done for him. Hell, we rescued his bloody girlfriend and he hasn't even said hi to her yet!
Grub, on the other hand has been slightly less useless, but completely stationary.
Diermot: How do I get to the Dragon?
Grub: He is very strong, but slow, so stay your sword and let him come to you!
Diermot: But I haven't got a sword!
Wait a minute? Combat!? I thought this was an adventure game?
Ultar was rambling about a Dragon earlier, I bet it'd be worth asking him.
Diermot: How do I get to the Dragon?
Diermot: What do you mean?
Ultar: Pig-man lives in caves. Him strong, beat Ultar. But I'll be back! Next time I smash his head - no armour there.
Devil-pig-man? A creature more devil and pig-like than a Skorl... that defeated Ultar in combat... and I have to fight him? Without a weapon?
So, it's time to do the obvious thing and get those herbs from the apothecary. Good thing we did rescue Goewin.
Diermot: Can you provide me with an infusion of herbs?
Goewin: Certainly, sir. Which ones do you require?
I sure hope you remember the three herbs that Toby told us about. If not, you'd better be a damned lucky guesser.
Choosing the wrong herbs here means death. Not immediate death, but inevitable death. When it comes time to use the herbs, you'll sure find out if you get the wrong ones. Also, once you ask, you can't change it. And there's no way to get Toby to remind you which herbs you need.
Luckily, we know the right ones to ask for.
Correct choice! You reward: not dying later.
Goewin: That's a strange mixture! What's it for?
This choice isn't so important. Getting this one wrong won't kill you, so let's try the fun answers.
Diermot: It's for my servant, Ratpouch.
Diermot: I want to poison Morkus.
Diermot: Actually it's a charm to use on the Dragon. I need his help to defeat Selena.
Wulf, you'll remember, is the prisoner who helped us escape at the start of the game. Diermot obviously doesn't think it necessary to tell Goewin that.
Diermot: Is there any substitute for the ingredients?
Goewin: Not that I know of.
So we have to go asking around town for stuff AGAIN? Fuck that! Ratpouch can do it!
Ratpouch has, at this point, outlived his usefulness. He can, however, be told to do most of the same things that Diermot can do. I thought this would be a good time to show off how well this works, and also how tragically underused it is.
Diermot: Follow these intructions...
Ratpouch: Certainly, sir.
Ultar: No chance! All lost in Swamps of Perpetual Night!
He can even be told to go to places he wouldn't normally follow you.
I really wish they'd made more of a feature of this in the game. As it stands, Ratpouch only actually has two purposes in the game; pushing the bricks in the dungeon and picking the lock to Taidgh's house. It's just a little disappointing.
Ratpouch: Ewan, have you got Cowbane?
Ewan: I'm right out of stock at present, sir.
If you keep hitting "and then" you can make him perform up to six actions. So I could have made him do all of this in one go.
Catriona: Why, there's some growing in my front garden, young man.
Result! Good work, Ratty.
And there it is....
...now fetch it for me, would you?
So, we now have the Cowbane.
I hope you appreciate all the effort I made Ratpouch go through to get this for you.
Goewin: Ah, yes. That's Cowbane. Thank you. I'll make up the spell.
She then proceeds to do... something... under the desk.
It takes a while to make the potion (a game while that is, which is the same as "leave the room and come back and it'll be done.")
So, in the meantime. Maybe we should ask Ultar for some more advice.
Ultar: Turn brain-boxes to open doors!
Diermot: What?!?
I'm sure that makes sound Ultar-sense. It might even be useful advice.
Goewin: Yes, it is. When you wake the beast...
Diermot: Yes?
The potion is a thin, brown syrup, contained in a tiny glass bottle. It smells like a newly mown meadow.
We're really making good progress here. The next step is to get through the Weregate and find the Dragon.
Let's ask Ratpouch about it.
Diermot: What do you think we should do now, Ratpouch?
Ratpouch is getting very apprehensive about the whole situation it seems.
There's only one person who can get us through the Weregate, and that's Ultar. He's proven to be surprisingly useful as of late.
Diermot: How do I get to the Dragon?
Talk with garglies? Surely he doesn't mean...
...actually talk to the gargoyles? It's worth a shot, I guess.
Gargoyle: What do you want, mortal?
Diermot: I need to pass through the Weregate!
Gargoyle: That is not possible. The gate is closed.
Diermot: Can you open it?
Gargoyle: Of course. But not for you. Our creator gave us clear instructions regarding the opening of the gate.
Diermot: What do you mean?
Diermot: Then how did Ultar get in?
Damn! If only we had some more of that disguising potion. Maybe Ultar can lend us his false breasts?
Ultar: You need woman. Ultar fool garglies once, but that not work twice.
There's only one woman in town we can really rely on.
Goewin: You need a nursemaid, stranger! Why do you ask for my help?
Diermot: The gate will only open for a woman, and you are the fairest in the whole town!
Out of the five he's met anyway. He's such a charmer.
Off we go then.
Before we open the door, maybe we should try and Get Ratpouch motivated.
Ratpouch: Oh, no! I knew you were going to say that! Count me out sir. I said I'd be faithful to the end. Well, this is the end!
Diermot: We haven't got any horses, Ratty.
Ratpouch: I'll go and find some!
Diermot: Just wait here until I return.
Ratpouch: It could be a long, long wait, sir!
This is quite an emotional moment, I've grown fond of Ratty. I'd hate to leave him behind when I die.
Time to open the gate.
Goewin: What are their names?
Diermot: Fengael and Hammawen.
Goewin: And that's it? I say 'Coo-ee! Hammawen! Fengael!' and...
Diermot: It appears so!
Diermot: Well, thanks then.
And with that, she darts inside.
And the Weregate closes behind her...
Umm... Now what?
A bleak and empty silence falls as the Weregate closes.
After a while you hear a bird calling from a nearby tree. You try to move, but your limbs are like stone.
The full horror of Goewin's fate hits you like a tidal wave. And still you hear the bird call, over and over again: 'All is lost! All is lost! The girl is gone forever!'
And that, my friends, is a game over.
So you don't get a game over for deliberately killing Ratpouch, but accidentally let Goewin die and it's game over time?
Next time, we actually go into the caves behind the Weregate, engage in some combat and meet the dragon.