ACT II
Chapter 1:
After agreeing to the Gods know what, the priest tells the hero that he has food and wine waiting for him. The priest then tells him that he is going to clear the desecrated altar and bids him good night. The hero winds up getting drunk after finding the wine cellar and considers his fate....
The next morning (with a hangover) the priest gets the hero out of bed and they start off along the road. At this point the hero starts asking questions (the shock of the overwhelming carnage has worn off) and the priest tells him that they are going back to Dragonspur to confer with his temple there to inform about the mission. Knowing too well what this might imply, the hero starts to object and tells the priest that he will not be welcome in Dragonspur. Wishing for a drink at that point, he listens to the priest tell him that whatever his previous sins were that he was aiding a priest of Dekk now in a vital mission. There is a push as to what this past grievance might be and the hero confirms that he abandoned his post years ago during a Siege by the General. Expecting to be berated, the hero instead is shown empathy by the priest, who reminds him (as if reading his mind) that this is a chance for redemption. The priest complements him on his fighting prowess and states that without his aid he may be killed in his duties. At this point the hero asks to know why Envy is so interested in him but the priest begs off and states that all will be revealed in Dragonspur. They travel down the road.
Game Notes for Chapter 1:
After making the decision to join the priest, there is a brief clip which explains that they're headed to Dragonspur City. (Let the player make of it what he will.) Once this is done, the player controls the hero along the road. They encounter random monsters, including wolves and orcs.
Chapter 2:
When the pair reach the outskirts of Dragonspur, they find the city under attack! At this point the hero will be damned if he is going to abandon the city again! The priest offers warnings, but the hero (who is feeling heroic once again) tells the priest to hide and wait for his return. Storming off over the priest's objections, the priest is forced to follow the hero to the rear of the sieging army's caravan. It is there that the hero (with the priest tagging along against the hero's wishes) start to burn the supply caravan and create a diversion in the rear. The priest then shows his own power by releasing mighty magics that force part of the army to turn its attention to the pair. This in turn allows the defenders to rally and push the defenders back. The gates open and the calvary marches out to take advantage of the distracted invaders. A battle ensues and the pair loses each other in the chaos. The hero fights bravely but is wounded in the leg and is about to fall to a soldier's sword. He thinks himself gone when one of the cavalrymen cuts down his potential killer from behind. The hero then gets up and tries to fight but by this time the enemy army is being routed. Seeking to give chase, he is knocked down by a cavalry officer with a mace and as the enemy soldier raises his weapon for the killing blow, he is killed by a familiar figure, a soldier of the city who once served under the hero.
Game Notes for Chapter 2:
This one starts with a cinematic clip showing Dragonspur City under siege, and a brief interplay where the hero tells the priest to stay put. Once he's off, it's the player trying to survive in the middle of a battle! Mass killings, and the hero/player has to do what he can to live through it. When a set time has expired, another clip is shown with a soldier on horseback from Dragonspur City charging him down. (In terms of action, while the player is running to the battle the defenders make a push outside of the keep to drive back the invaders.
Chapter 3:
As soon as the hero can focus he gets a speech about desertion and that his cowardice in battle had cost many, many men their lives on that day. The captain, who bears a personal grudge, punches the hero in the face and shouts about betrayal and how he had felt let down by a man he had once thought he would follow into the bowels of the Nine Hells if ordered to. The man then informs him of his position in the City as a Captain of the Guards and tells the hero that ought to be arrested and put on trial. It's a tense moment. At this moment, the priest finds the pair. The priest tells of the story in recent days of how he had met the hero and that the hero had saved his life twice. He tells of the destruction of his temple and that he had come to Dragonspur to confer with his temple Elders regarding a mission that the hero had agreed to join him on. At this point the captain asks the priest to tell him exactly what this mission entails but the priest delays and states that because of its delicacy that it can only be conferred in private. The captain reluctantly agrees. It is THEN that the priest tells the story of the Key and what his intentions are...to destroy the Lords of Sin and cripple the Lord of Envy by uniting the Keys. Furthermore, the priest then tells the hero that he KNEW his identity as soon as he confessed to being reluctant to go to Dragonspur. (In truth, he knew it earlier and was seeking him.) Elaborating further, he tells the Captain that the hero abandoned his position because a fellow cleric had passed on another Key to the hero and that the hero was forced to flee the previous battle in order to prevent this Key from falling into the General's hands. The Captain presses the hero on this, who is forced to admit that he has the other Key. He agrees to take the captain to the key to prove it.
The Hero, the Captain, and the Priest journey to the place where the hero buried the key and his past possessions. After talking to the priest further the Captain begins to wonder just how harshly he had misjudged his friend and former commander all of these years. They reach the edge of the hero's old estate which was burned (and left as an effigy to his folly) and this brings back memories from the hero. The hero laments as he unburies the key and his old armor and weapons. By this time the Captain realizes just how much the hero has sacrificed to protect the key. The priest concurs. The captain apologizes, but tells the hero that the crowd will not be pleased if he is not arrested and that this will cause an uproar in Dragonspur. The Captain then tells the priest and the hero not to go back to Dragonspur... and that he will have to go with them because if he is shown to have released the hero then he himself will be put on charges. So, in the dead of night, the priest, the hero and an old friend leave Dragonspur for the quest of the remaining keys. The priest takes out a map of the continent of Farland and points out where he believes the keys are located. He asks the hero where he wants to go first.
Game Notes for Chapter 3:
A cutscene starts the chapter. During the short journey to the old manor and while there, the trio must fight wolves, stray soldiers of the lord of envy, and orcs. A cutscene ends the chapter.
Note:
the rest of the chapters in this Act, and chapters 1 and 2 in Act III, do not proceed in a linear order. They occur in the order the hero choses. They are location-based.
Chapter 4:
On the road to their next quest, the priest and the hero compare keys and the cleric elaborates that the keys open the gateway to Naand, a place where the power to destroy the Lords of Sin is supposedly held. It is a great chance for the evil to be destroyed. The hero sees redemption in such a quest and the Captain also sees glory although he can't help but wonder what has happened to his old friend in the past few years to put him in such a physical state as he is now. Suddenly they are attacked on the road by a mysterious monster; the priest is the sole target of the creature, and it takes the combined might of the Captain and the hero to push the creature off. After the attack, the priest reveals that the creature was sent from the Dweller in the Vale, and that he serves the Lords of Sin. (In truth, the Dweller has his own designs on the land and knows too well who the Serpent is. With the exception of the hero, he controls those who guard the remaining keys, and it is his agents that the three run afoul of.) Another attack happens two days later and this creature is even worse. The hero and his Captain begin to wonder just how deadly this Dweller is.....
Game Notes for Chapter 4:
The info at the beginning of the chapter is given in a cutscene. Then the trio journey in live action, fighting wandering monsters. Finally they suffer the two live action attacks. Before each attack, there is a cutscene of the Dweller in the Vale scrying on the trio through an ice-crystal shard.
Chapter 5:
The three take refuge in an inn which marks the last town before they will go to take the third key. It is a rough town although for the most part the locals go out of their way to avoid the three. In the middle of the night, the hero is awakened by the sounds of struggle. Grabbing his sword he hears the sounds of struggle from the priest's room. The captain joins him and they both break in. Facing the priest is an unholy monster. But with the three of them there they manage to defeat it. The creature's body dissipates into smoke. Looking out the window, they see a shadowed face watching the window. It is that of a dark-skinned woman. It is a fleeting glance, though, for as soon as they see her she runs into the darkness. After the encounter the innkeeper tells them to clear out in the morning and never to return. They then leave the town and journey to the dungeon that houses the Third Key. It is a location outside of the town, filled with monsters, and a terrible monster guards the key. The Dweller watches through the ice crystal. The assassin is unseen and does not play into this chapter. The three face the terrible guardian but manage to kill it and take possession of the third key.
Game Notes for Chapter 5:
This is almost all live action. The only cutscene is the face of the assassin, and possibly a very short cutscene of the guardian. The only other dialogue or hints should come from voicing during live action.
Chapter 6:
While on the road, the group comes to a blind spot on the road and is attacked by a group of monsters. But while they are distracted, a poisoned arrow comes out and wounds the Captain. After the other monsters are driven off, the hero goes to his dying friend's side. The friend tells him that he must complete the quest at all costs or else his death was for naught. After some consoling words, the Captain dies. They bury him. The priest looks at the arrow for a time and tells the hero that it has been poisoned. By the look on the priest's face the hero can't help but wonder if he might know who this assassin was.
The hero laments the loss of his friend and when they get to the next town and check into an inn he is strongly tempted to start drinking again. He gets as close as ordering the mug when the priest joins him and asks him what he's doing. The hero who is hurt is reforming to old form. The priest tries to dissuade him. They are on the brink of an argument when darkness swallows them whole. Blind in the midst, he reaches for his sword and hears the priest grunting and struggling. The hero shoulder rushes both out of the globe of darkness and finds the priest struggling with a woman, in fact, the same woman they saw at the edge of the previous inn, the same drow woman who killed his friend. The hero tries to aid the priest but does not have much success. The priest shouts at her and the drow hisses something in a language the hero does not understand... but apparently the priest understands it, because he then flies into a violent rage and sends forth a spell that destroys the inn completely. However, the drow who was quick on her feet manages to escape most of the blast and attempts to throw one last poisoned dagger at the priest before she escapes. After she leaves, the survivors of the blast begin to try to piece together what happened. The priest (who did the damage to the inn) tells the hero that it is time that they left. The hero berates the priest and tells him that some innocents died in that blast. The priest states nothing. Then the hero asks him if he knew who she was since he knew who had sent the monsters. In response, the priest tells the hero "It's no one...no one...."
Game Notes for Chapter 6:
This is a mix of cutscenes and live action. The fights on the road are live action, and the fight in the inn is live action, although the hero is kept from doing much damage to the assassin. Everything else is a cutscene.
Note:
Chapters 4, 5, and 6 of this Act, and chapters 1 and 2 in Act III, do not proceed in a linear order. They occur in the order the hero choses. They are location-based.
Recent comments
2 weeks 6 days ago
3 weeks 6 days ago
3 weeks 6 days ago
4 weeks 4 hours ago
24 weeks 3 days ago
24 weeks 4 days ago
25 weeks 6 days ago
27 weeks 1 day ago
27 weeks 4 days ago
28 weeks 11 hours ago