MAP -- [wharf]------------------------------------[village] | ^ |-(up) | N ~~~~~|~|~|~~~~~~ | | | | | [hall] (down)-| W--+--E [riverbed] \_____ | | | \____ | S | \__ v [chamber]-----\-----[west_tunnel]----------[east_tunnel] INFORMATION -- The riverbed is dry (the tyrant's doing). This will avoid other water in the game, since the flask is used here. It also opens up the necessity for rain (a storm) when it arrives at the end. It will fill the river. The reason the pressure plate works for the Tyrant is, he's heavy enough to push it down, and fast enough to get inside before it closes. All the people are gone (probably because the river has dried up now). But, they come back at the end, and it becomes a very exaggerated "thank you" to the swordsman, where they heft him up on their shoulders, start cheering (silently?), etc. Then the swordsman sees the motherly maiden standing (to the "back" direction), and she looks... amused? Something. Player might think she was behind the Tyrant all along, but hopefully it will become clear in the epilogue. There is a wharf along the riverbank, with wooden pilings. But the river is dried up. This is where the player begins. Village is just ahead. The houses are like little huts, and all abandoned. The well has peaked roof and a cranked windlass (a winch to turn axle). This'll mark the third use of an axle (wagon, windmill, and now the well). Player can crank the chain up or down. Down to climb, up to attach lid. Allow automatic cranking (down when climbing, or back up when attaching). Must find a way to protect against the tyrant's enchantments. If not, then he will force back you out or something. But when he can't, that's when he'll run through the other exit, out to the riverbed, to be trapped. There are several tapestries on the wall, in the Hall of Tapestries. Each one matches up to another tapestry elsewhere in the land. The lower part of the chamber, where it drops off to a big storage area, changes to be a representation of wherever the other tapestry is located. ACTIONS -- Must put something on the pressure plate, to open the door to the Chamber. This could either be the heavy pipe (if player has it), or a bag of rocks. If player doesn't find the sack again, there is still a way press it down. In that case, player would put things on plate, and then throw last rock. Net works as well, but if the net is on plate, it can't be put on hooks. If player no longer has the sack, it can be found elsewhere in this part. But only if the player didn't keep the pipe (gives meaning to the pipe). If player has pipe, then there is no reason for the rocks to even be here. Pressure plate is at east end. Door is at west end. Starts to close. So, player must be at the west end. Throw the object at pressure plate. There is a lever inside the chamber, to open a panel out to the riverbed. Find the fishing net at the wharf. It hangs down over the side. Get it. If the player needs the burlap sack, it will be found in one of the huts. Hooks above the panel outside the chamber (in riverbed). Hang net on them. This way, when the tyrant leaves his chamber, he'll get caught in the net. A ladder leads from the wharf down to the dry riverbed (where panel is). A well in the village leads down to the east end of the undergound tunnel. A heavy stone lid covers the well. It has a handle, but the lid is heavy. There is a chain and windlass on the well. Attach/tie chain to the handle. Then turn the windlass and the slab will lift off. Lower it to the ground. Then, in order to climb down, must turn the winch again, to lower chain. Can re-attach to slab and lift it back onto the well, but no point in it. Player can go inside houses, but after a brief (random) message, exits. Once player enters the tyrant's chamber, can't go back out to the tunnel. However, the tyrant will do something to "force" the player back out. After first time player enters chamber and gets forced out, can't go back. Once player leaves chamber back to the wharf, can't enter from outside. Can only re-enter after obtaining the counter-enchantment. To be fair. Must fight the tyrant (w/sword) before he will try to run the first time. The player will have to obtain a "speed enchantment" from the saplings. This will also make it unnecessary to throw things at the plate from west. The fuse will last longer and they'll simply be able to get in, in time. To defeat the tyrant, player must dodge, block, and attack, in that order. If player fails, the tyrant starts the attack again, from the beginning. Must pour water on saplings twice (get more water from tyrant's attack). Once done, you are enchanted with double-speed, which is necessary.