Spoilers for minor quests and locations in the Cyseal area, in Divinity: Original Sin
Well, I guess we’re both getting senile. Cuz I missed the buttons in the church and you missed the way to the secluded beaches.
Remember when we were all “Yeah, I walked all the way on those rocks…and I saw the waypoint up there on the beach and we just couldn’t get there…” Remember that? And I was all “Yeah, and I have all these quests?”
You just find Tom’s body there and keep on going. The other end of that tunnel gets you right there. Right to the waypoint.
So I killed the robot (more on that in a moment), found Tom, found the way out of the tunnel, said “Really? REALLY?” activated the waypoint, then decided to truck it back to Cyseal to shop and mop up the quests I did in the tunnel. So I told the sister the truth, and she didn’t want to believe me, and I think I caused her psychological harm. Except she went back to doing what she was doing. Then, in “arhu’s failed experiment,” I’m supposed to find the dude who survived, who was saying he was going to go find the legion. I can’t find him. Where the hell is he?
I miss hexagons. I really, really miss hexagons.
So I wasted time looking for him, gave up, and said “So to the beach or to the church?” and decided “church” cuz I’ll get sidetracked at the beach.
So back to the church and the buttons that you helped me with and under to find the force field and the control panel that I have no idea how to work which is, ironically, a hexagon. And I tried to figure it out forever and couldn’t and got mad and hit save. What am I missing?
I miss hexagons.
Dude, of course we walked all the way to the end of that tunnel. It was a rock wall. We checked twice. Unless you have to open it with the levers that we couldn’t figure out how to work?
As for the church…sorry. I didn’t want to be spoilery, but I should have said “not that there’s anything you can do down there” or something, so you didn’t think you had to keep working on it. Because we don’t have that hexagon either, whatever it is, so I don’t think you’re missing anything.
We messed around with it for a while and then decided that we must have to find the hexagon somewhere else before we can get in. We figured we probably we have to follow the trail of the Conduit/Evelyn for a while and maybe we’ll come across it.
So we went out and got in a fight with some undead and got to the mortician’s hut (you probably picked up a key to that) and found some veeeeeeery interesting information about the plot, conveniently written down for us. So go do that maybe?
And I guess we’ll go back to Tom’s cave and fiddle with the levers?
Also, where did you even find Tom’s sister? She is NEVER THERE when I go to the mayor’s house. No one is ever there except Maxine the cat and the bodies of the guards. It’s creepy. I think maybe the weirdness with us fleeing a fight and magically killing all the guards in the process has glitched everything on that floor. (The upstairs library seems fine. Sister is never there, though.) Oh well…we’re not going back to redo it now, that’s for sure.
I don’t think it was the levers. It wasn’t a door or anything. It was a cave you had to “use” just like the door that got you in there. You had to go up to it and have it highlight (or do the yellow circle deal) and hit “use.” And it was just there! It was around a bend. The place is like a backwards C. Go in, go by where you killed the robot, past the levers, and it goes off to the left there and voila.
I don’t think the levers had anything to do with it, unless the password is “I think I’m using it wrong” repeated several times. Cuz I couldn’t make heads or tails of those either. Junior was watching, and he pointed out that the pipes that came into and out of the levers also seemed to begin and end outside of the cave somewhere, so there must be a think that affects this elsewhere.
Figures there was nothing in the church. All I found down there was a guitar in a vase. People do leave things in the darndest places.
Really? Mortician’s hut? Hmm. What hut, like, his house? Where is all this? I’m sure I have a key, but where are you looking here?
I WANT PLOT!
I really don’t think you have to fiddle with the levers in the cave. Just go near the end of the backwards C and hit search until a useable cave shows up. Because the lever fiddling I did had no obvious result. A lot of “I’m using it wrong.”
And Tom’s sister was in the library. Upstairs. Just kind of dusting or whatever. I was worried when I went back and she wasn’t in the office there, because you said she was gone, but no, there she was in the library. Done.
You have any idea where that survivor from the robot thing ended up? Cuz he’s as missing for me as the maid is for you….
Huh. OK, yeah, I guess we must have missed that we could ‘use’ the wall. Way to notice something useful, WOLGRAFF.
Yeah, we saw that with the pipes coming from somewhere outside the cave…the levers probably do have something to do with something that we haven’t run into yet.
OK, we were just there last night, so hopefully I can remember where something is for a change: to get to the mortician’s hut, go the the ‘Cyseal–Grove’ waypoint.
Then go up that hill there (to your right if you’re just coming out of the waypoint and facing away from it). Alternatively (which, hint hint, worked out better for us), go forward a bit and turn right at the SECOND path up the hill. Either way, you want to bear right and go up, and then you’ll get in a fight with about 50 (i.e., 6) undead. Defeat them and keep going towards where they came from, and you’ll find that hut. With, as I say, some veeeeeeery interesting plot development.
And I don’t know about the survivors from Tom’s cave…we haven’t run into any of them either. Unless…wait, maybe they came up when we talked to Selenia or whatever her name is, the legionnaires’ second in command? Because we’ve only talked to her once and I remember covering the stuff with the ones who were supposed to be exploring the lighthouse, who we allowed to take credit for OUR having explored the lighthouse, but it was also after the cave for us, so maybe we mentioned them too.
Damn, sorry, it’s all a hazy blur.
Dude, I didn’t even have to “notice” it. It was just there. Big, obvious and there.
That’s what I figure…the levers will apply to something somewhere else. And when we find out what it is, we’ll forget what it was.
Will get on the mortician’s hut. And then we’ll both check out that secluded beach that you somehow totally managed to miss. There’s quests up there! The Mayor’s staff! Nick the head! Getting a fancy cat collar! (You’ll pick that one up at some point).
And guess what’s on the way there? The TWIN DUNGEONS! Which you really should do, you know.
As for the survivors, nope, not that lady. I thought to check with her, but there were no new dialog options. Just the same old stuff. Even checked with grumpy pants commander guy. Nada.
Of course, he just said “The legion,” not “The legion in Cyseal,” right? Right.
Very good, very good, twin dungeons. Tom’s cave. Tunnel to the beach (but dude, I swear, we went all the way up along that backwards C you talk of MORE THAN ONCE and didn’t notice this, so I don’t know, I guess we’re both going blind).
And you go check out that mortician’s hut and things will be moving along nicely.
Oops, we’re planning. This can’t end well.
In your defense, the “cave” was hard to see. Once you noticed it, you were all “Ah, yes, there’s something,” but I found it by searching. So go back into that part and just search and search until one thing is “tunnel exit” and you’re golden.
Especially as the kids are home cuz early release, Mrs. McP is coming home…at some point…cuz snow, etc.
Why do we plan?
But before we talk on plans and all, here’s a thing: This game would be really, really hard, well, maybe not hard but frustrating, if we weren’t playing it at the same time. Practically every day we compare notes and give each other advice (novel, us being at the same point so often). If we weren’t playing this at the same time, and couldn’t rely on anything except frequent google searches, would we hate this game? Or at least want to throw things at it? And is that the game’s fault or our over reliance on hexagons?
And that’s a good question. Would this just be a frustrating mess if we couldn’t pass along helpful tips? It definitely was a bit frustrating near the beginning before we had many tips to pass along and it was kind of just “talked to a bunch of people, not making any progress…”
If it continued that way, and we weren’t both playing and exchanging tips, I can definitely see either turning to the internet for EVERYTHING or just giving up in irritation.
But that doesn’t seem to have been a major complaint among reviewers…I don’t remember reading anything about how it’s hard to figure out what the hell you’re supposed to do half the time. Maybe we’re the problem here.
Objectively, we’re not simply terrible at games overall: we play way too much for that. Are we just way out of shape for this particular TYPE of game? Gone soft with excessive hexagons (the good kind of hexagons) and handholding?
But again, it’s hard to believe that we’re significantly less accustomed to these things than the average player. So…I don’t know.
Anyway, it’s a good thing we’re doing this the way we are, because it IS a fun game, and it would suck to spend half our time frustrated and angry with it.
See? Another reason to blog.
It IS a fun game. I find myself thinking about it and eager to get back to it. Both important signs.
And whether we’re not used to it, or it’s flawed design, well, that is the question. I do feel like I’m getting a little better at this game all the time, not just in terms of combat, but in terms of figuring out what I can and can’t do, what I should do, etc. Not 100% there yet, but getting there.
I think the only way we’ll know for sure is when we, inevitably, get back to a game with metaphorical hexagons after playing this for so long. We’ll either be all “Phew! Finally a quest marker with a dutiful countdown telling me how far away I am! How I have missed thee!” or we’ll be all “Man, get that thing off the screen! I KNOW where I’m going! GAH! WHY DID I USED TO LIKE THIS?”
Time will tell. Because lordy knows we’re going to be used to this after we play this, cuz this seems long.
Though it does seem to be going more. Even though there are times where I did feel like I wasted a bunch of time, there hasn’t been a session in a while where I felt I didn’t accomplish anything at all. That’s a good sign.
It’s true, going back to a more ‘current’ game after this will be the test. And this game is a few years old and I have a sense that games (at least the games we play) are getting more handholdy lately, so maybe even a few years ago people didn’t notice the lack of direction as much and that’s why reviewers didn’t all comment on it?
But yeah, it will be interesting to get back to something newer and handholdier and see whether we’re more relieved, or irritated.
Maybe. But damn, this game isn’t THAT old. Have things gotten that hand holdy just two or three years?
It does seem like a huge shift if that were true. I think if there’s anything to that theory at all, it’s certainly not a matter of “every game was like Divinity in 2014 and now they’re all MEA hexagons in 2017.”
More like, it might have been somewhat notably non-handholdy at the time, but the bar for handholding in most games was also bit lower, and especially given its generally old-school style (no animated conversations, turn-based combat, etc.), its lack of direction didn’t stand out to people?
I dunno. It certainly stands out to us, and as you say, the game’s not THAT old. Surely the games we were playing 3 or 4 years ago didn’t offer THAT much less direction. It seems like the kind of thing people would have noticed.
Maybe they did and we just didn’t read enough reviews. I admit I only looked at two or three, so this entire discussion could be based on a profound misunderstanding of what other people talked about. But even so, as big a part of the game experience as this issue has been for us, you’d think one of the two or three would have said SOMETHING, if it were equally significant to them.
Certainly one of the things we would probably throw into a two-sentence summary at this point would be “you have to do a lot of poking around to follow up on quests because the game does NOT tell you where to go.”
Not that that is necessarily a bad thing in a game like this. Lord knows that, back in the distant days before children when Mr. O was running D&D campaigns, he wasn’t all “Ok! Now go east 458 feet cuz that’s where the hidden thing is!” And, while this isn’t D&D per se, it’s certainly channeling it.
It’s very true! That’s why I hesitate to really call this a negative. I mean, it’s a thing, and it’s sometimes a frustrating thing, and it’s a thing that I would definitely mention to anyone who asked what I thought about the game, but I don’t know that I feel it’s a BAD thing. In a way, I can’t help but feel it’s kind of nice not to be spoonfed each next step with a nice quest marker…even though it has frequently annoyed me not to be given a quest marker because it means I have NO IDEA where to go.
Well, it’s a good thing we’re playing together.
Friendship is all about diffusing the rage.