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I may have missed that entire area, which leads me to the only suggestion I would dare to make regarding this very excellent game:
Consider marking on the player's map the point where they entered the area. Because the map spins around by default, and because many of the areas look very similar even when viewed from different perspectives, and a relatively few landmarks, it is very very easy to get lost or turned around, especially without a larger scale map to interactive with. Simply marking the point of entrance with a little green circle or triangle or something, the way many older JRPG dungeon crawlers do, would make navigation much much easier.
I hate making suggestions (other than Invert Y axis which I see has already been addressed), but I feel like this one tweak could easily disarm any criticism the exploration might take.
The game is very good regardless, it is oddly compelling and slightly addictive. I'm also horribly embarrassed by how many old school riddles I know just off the top of my head.
I’ve fought off an assassin and reached the Temple and Goggo is still asleep. Also, the skull in Marta the Wise’s chamber is bugged and can’t be spoken to. Also I’ve had the game bug out when I’ve talked to Fink and Ulara. I’ll type LEAVE, they’ll say their goodbye line and then nothing happens.
That skull was fixed a version or two ago (though I might be thinking of the one in talias place, will check to be sure), are you on the latest build? Hit me up with your player.log if you can, check the pinned bug thread on how to grab it. My email is farmergnome@gmail.com and I will see what is up for you.