Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Sell out Timmy.
'Sell out Timmy' by sending them on a wild goose chase to Rataje
Say you don't know.
Tell them you don't like them *and fight because you ain't scary*.
Tell them you don't like them *and get an apology and an agreement to go your own way - because you is all that...*
Once you end peacefully (4 options out of 5) you can also attack them (one at a time, or all crazy-like).
Personally I tend to go with 1 or 4/5 depending on how I want my investigation to progress.
If you sell Timmy out, you can investigate first, go with them, or meet in Samopesh after (if you haven't immediately murdered them all to death when they turn their back on you).
Having many different options is good, but not missing out on options that make sense to be there is also important, such as an option to refuse to tell them but without striking the first blow.
The last two options are not on the same list with the first three.
The first scene in the dialogue has only two options:
Morcock: Perhaps we could help each other out.
Henry A: And who are you after?
Henry B: I don't think so.
Then if you select option A, the tree goes like:
A. Sell Timmy out.
B. Lie that you don't know or that he's in Rattay.
C. Attack them.
(There are more lines to select, but the remaining ones are asking for information or demanding money up front without affecting your basic choice of three positions to take.)
When you select 'Attack them', the scene actually plays out without Henry striking the first blow, but at the time when you are choosing it looks like you're about to strike first and have made the choice to do so.
In the first scene with just two options — so who are you dudes after vs I don't wanna talk to you — I decided to ask who they were after because information is always useful and asking is not committing. So I was surprised to see my options came down essentially to telling, lying or attacking, with no more any option to refuse to cooperate.
I'm not nitpicking, just saying it would be sensible to have an option — some sort of moral high ground — where you don't sell out, don't lie and don't strike first either. Especially since you can't reload easily just for the convo.
Outright refusing to talk to them is perhaps the highest moral ground here, but on the other hand you don't even know who they are or what they are after before you talk to them for a while, so it's conjecture.
Decided to take the Attack route. After all I could justify it by having been sent do deal with bandits on behalf of both the local highest lord (Hanush) and the King's military representative (Radzig), and the dudes were clearly trying to commit murder after (probably or actually) having committed another, massive one. Was pleasantly surprised when it was Morcock who struck first after threatening Henry and getting told: 'only, you don't have the upper hand.' ;)
So essentially the Attack option is completely the one I would have wanted, except for the label suggesting you would be striking first.
I think in this game a moral high ground cannot hold, not if you don't lie to youself making exceptions.
Maybe... but probably not. There is such a thing as 'truth' and there is such a thing as 'good' (and evil).
If this game is immersive at all it is because it's you making the decisions, not Henry. Henry will just stand there... in any situation... doing nothing until you supply him with the motivation.
Like a lot of RPGs you can choose what kind of Henry you want to be, but it comes from inside you.
If you play Henry as a good person, Henry will be a good person. If you play him as a monster, he will be a monster. But again the impulse, the motive, has to come from you... from something inside your own heart and soul.
Just my opinion...