Flow
chart
Starts with
a scene of the latest abduction of children, which then skips to the pair of
detectives reaching 'Braithemount', upon hearing rumours of children disappearances,
and will o' wisps being the casue
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(Male)Eli
tells (Female) Coste about the lead and to go see the missing child's parents
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She comes
across some of the few children that are still okay, this will introduce the
player into the bluffing system for them to find a lead on the case.
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When done
correctly, the player will get a lead of the children seeing their friends
going off to the graveyard late at night.
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Lead. Seek
out the graveyard, only to find that the gates are locked.
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Coste
doesn't see that as much of an issue and decides to scale the gate to go over
it.
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She is
stopped by the priest who catches her in the act.
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Talk to the
priest, who mentions that the grave keeper keeps the gates locked a lot of the
time. -(This is a red herring, but the player will not know this. The
implication towards the grave keeper, however brings him in as a suspect.)
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Skips to the
pub, the location of Eli (Male), he is talking to the pub owner and the others
at the bar, one being the grave keeper. A fight breaks out over him correcting
a double negative comment made by a thug who is egging on the prince(Eli
obviously does not know who he is at this point)
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Queue
tutorial fight. Prince flees just before the fight.
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Coste
(female) comes in afterwards, who brushes off the scene as if it were normal.
She informs him of what she had learned. The grave keeper being suspect
|
Eli
disproves the red herring as he points towards a pile of beaten men, said grave
keeper being one of them. This brings them back a step and decides to give the
graveyard a firsthand sweep along with the church itself as it is right next to
it.
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As the two
leave they spot the princes guard, Astra, who seems to be in a panic rushing
through the village.
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They reach
the church, it too is locked up.
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They give it
a rest and decide to carry on tomorrow, the party go to the inn.
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During the
night another child is missing,
possibly one of the ones that they were talking to the day before.
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The duo
talks about asking around over the priest, this is where the players
information gathering comes into play, simply asking around the villagers over
last night's events. A lot of mention over the church and graveyard.
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The prince
overhears the conversation, as in intentionally. He zooms off to the scene with
the intention of help, followed by the guard- who is trying to stop the prince
from such 'tomfoolery' .
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Detectives
now see this as a race, to stop civilians from butting into their work.
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Player races
over to the church.
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The
detectives reach the location a little later than the prince, but the main door
is locked and neither of the two would consider breaking in.
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They,
however are fine with this. The player works around the prince and guard, while
avoiding getting to close to them; find another way in.
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Find a
smaller side door, Coste boots down the door. The player is given a small opportunity
to look around the room before the other two find their way in.
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The two
pairs meet and reluctantly on nearly everyone's but the princes end, they team
up.
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More
examination of the room. The player will come across the door to the priests
room.
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The door is
locked in a peculiar fashion, Introduction to the puzzle tutorial.
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Upon achieving
the puzzle the door unlocks, the player must find clues about the priest. -
this will lead to an explanation and flashback of the priests motives. The
detectives next clue leading them to the graveyard, that the children are being
kept somewhere in there.
|
Reaching the
graveyard, the detectives warn the party of the hostiles about. -Basically that
random battles will occur in this location.
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Examine the
area, no one appears to be there. Checking the crypt, the player will find that
it leads somewhere.
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This
triggers a confrontation- in the form of a mid-boss, blocking their way.
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After
defeating the boss, the player will come across a small dungeon to go through.
Random battles will still be in effect here.
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The
characters discover the children, the detectives block the prince and guard
from leaping to their aid before quietly motioning to them. The children appear
to be possessed. Detectives reach the conclusion that if the children spot
them, that couldn't possibly work in their favour.
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Avoid the
children while traversing the crypt.
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Reaching the
end, they meet the priest, who is actually possessed by a malignant spirit with
the control over will o' wisps. The spirit took a hold of the priest after the
death of his daughter, using his grief to make him believe that the spirits
ability was a gift.
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BOSS FIGHT
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The party
resolves the case, bringing the children back, without mention of the culprit.
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The
detectives make their leave, stopped by the prince who wishes to tag along.
Astra (The guard) Steps them aside and asks them to help her take the prince
back home. By doing so they will be rewarded.
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And since
the two wouldn't turn down the opportunity for easy money they accept the
offer. They officially become a party of four.
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End demo.
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