Pretty much all of that chapter made me laugh, but especially this bit:
EarthScorpion said:
She was a third of a way through one of Jessica's books, about a race of talking mice who were busy rounding up all the talking rats and weasels and killing them in various brutal ways because they were unclean
 
Man, I hate it when a game forces you to do a bunch of boring cleanup work in the name of realism. Case in point, leaving Cattleya in Bruxelles. Can't they just assume that if Louise leaves the map, the party goes with her? Why would they make you micro all your trusted lieutenants individually?
 
The rescue of Henrietta was amusingly ironic in its anticlimax... Seriously... how did NOTHING ELSE go wrong, but for the... mistake... in subduing the prisoner?

Things going right to this extent... it feels like the other shoe just got raised right off the ground... and will be ready to DROP like an incoming explosive cannonball.


Also, Henrietta looks like she's going to be a fun addition to the team, what with those 'genetically' honed Hero AND Villain instincts to compliment and compete with Louise's own...
 
Ohkay.

So. Cattleya is still in the tower - and might have been privy to the discussion at the end. There was a shout out to The New Hope. There was a shout out to Transformers (which I liked more). We've seen Henrietta as an embittered individual, who's rather liable to follow the footsteps of her proactive ancestors from both sides of the Divide, rather than her "oh-so-wise mother".

We can even use a... Say, is it possible to dress Henrietta in a Masked Schoolgirl outfit back from earlier discussions? Or otherwise conceal her identity and let her participate in Fun?

Also, I wonder if there will be any Karin Interludes, as addition to Heroic Interludes.
 
Okay, I have to ask: in the "Overlady as a game" conceit, is leaving Cattleya at the tower a deliberate choice or something the player can actually just do by accident?
 
TheSandman said:
Okay, I have to ask: in the "Overlady as a game" conceit, is leaving Cattleya at the tower a deliberate choice or something the player can actually just do by accident?
You move your Trusted Lieutenants around the map like "chess pieces"; obviously, to use them in a mission, they have to be in the right place. Hence, forgetting to move Cattleya back to the Tower from Bruxelles before you trigger the Henrietta cutscene is all too easy - and clearly it was easy enough that the devs knew people do it, because that conversation is basically verbatim in the game, so pokes fun at you if you've left any of your Lieutenants in Bruxelles.

Now, that's just a minor thing, but having a bunch of your Lieutenants away from the Tower when it gets attacked is a much worse thing, because then you don't have some of your most powerful units there to help in the defence.
 
KaPe said:
Is it... nah, you wouldn't be that obvious with foreshadowing.
Unless the "Mindgames" Switch is ON. Then it depends on where the slider is positioned. :)

It can happen. Whether (since it's a supposed New Game Plus playthrough) it will happen or not is a different matter.
 
Whale said:
Another fun chapter.

Gotta wonder though, do any of the "good guys" know where the tower is, and if they don't, can they dig up the location from some old archive?
Halkeginia is positively lousy with old abandoned fortresses, ruined towers, lost dungeons, derelict castles, and other favoured locations for wandering heroes to go pick up some cash. Worse, wandering heroes have been doing this for a very long time, so if you find an old musty scroll in a library which tells you how to get to a hidden fortress which has its walls made of gold, it was probably found centuries ago by the first person to find the scroll, just before a suspicious period of high inflation.

Looking through libraries for old ruins is a fool's game, according to Monmon and Kirche's definitive income calculations.
 
EarthScorpion said:
Looking through libraries for old ruins is a fool's game, according to Monmon and Kirche's definitive income calculations.
Well you've already done the "Grant us a quest, oh quest-granter!" mixup gag twice, so by the third rule of narrativium you'll have to do it once more. This would be the perfect chance to cast the Heroes as the erroneous heroes.

It'll end with either Kirche dismissing the Quest Granter's apparent similarity to Louise as nostalgic wishful thinking... or the beginning of the Defection Arc that I've been rooting for since February.
 
EarthScorpion said:
Halkeginia is positively lousy with old abandoned fortresses, ruined towers, lost dungeons, derelict castles, and other favoured locations for wandering heroes to go pick up some cash. Worse, wandering heroes have been doing this for a very long time, so if you find an old musty scroll in a library which tells you how to get to a hidden fortress which has its walls made of gold, it was probably found centuries ago by the first person to find the scroll, just before a suspicious period of high inflation.

Looking through libraries for old ruins is a fool's game, according to Monmon and Kirche's definitive income calculations.
What about planting "evidence" of ruins so that you can bushwhack people who fall for it?

Or, at the very least, so that you can point the forces of [insert opposing alignment here] towards a ruin you already know the location of, allowing you to skip straight to the "kicking in the doors, killing everyone, stealing everything and setting it on fire before you leave" stage of the fight against [insert opposing alignment here] once the enemy operation is mature enough that you can turn a profit from smashing it.

Indeed, it might even be worthwhile to leave some minor implements and so forth behind, so as to minimize the wait between somebody setting up shop in your target du jour and said target being ripe for the harvest.

...and now I can't help but imagine that at least one of the universities in-setting does this to run experiments on the life-cycle of Good and Evil individuals/groups/trends/etc.
 
I have to applaud the misdirection on the nine months imprisonment thing.

This isn't Teen-Mother Henrietta, this is Hard-Time-in-Juvie Henrietta.

Remind me, but isn't she remarkably apt with stabbing implements?
 
Some tweaks made to the version when getting to read it properly not at 2:30am.
Jonen C said:
This isn't Teen-Mother Henrietta, this is Hard-Time-in-Juvie Henrietta.

Remind me, but isn't she remarkably apt with stabbing implements?
Henrietta, unlike Louise, has a mixed heritage. Louise's is pretty much all evil; Henrietta's a much more equitable blend. And that means that not only does she descend from vile usurpers and evil witch queens who stabbed their enemies in the back, but she also descends from brave heroes and valiant warrior maidens who stabbed their enemies in the front.

The end result of this is that she has genetic talents for having to cut a bitch.
 
I think Louise prefers her genetic talent of having her blood stay in her body.
 
I think she'd wished for a little more of Cattleya's genetic talents rather than her own.
 
Jonen C said:
Remind me, but isn't she remarkably apt with stabbing implements?
If that's so, it could be inspiration for her villainous persona(assuming she wants to help Louise take down the Council, especially the Arch-Traitor Wardes) The Queen of Blades. I imagine Jessica might go a little overboard with the spikes on her armor and headpiece, to the point where she can't hug someone who isn't in full plate armor without turning them into a pincushion. Oh, and don't forget the Guyver-style elbow blades
 
EarthScorpion said:
It is a useful one. Though it isn't an absolute defence.

Catt kind of failed at that.
Of course. At some point you have to stand on your own two feet (or four, in the case of dragons. No, there really is no need to eat me Irukuku) and do your own villianious accomplishments, blacken the skies, defy the forces of light and smiliness, and generally assert that you're a villain in your own right. Or a hero I suppose.

Anything else is just a franchise, and that's not real Evil at that point. Unless your De Beers.
 
Samarkand said:
...also, Great Job Breaking It Villain, you just handed the regents an excuse to persecute your father. Which may backfire, considering that Duke de la Valliere is holding back centuries of Evil instincts in check with his Good nature (and mild love-filled terror of his wife).
Maybe this is how you're supposed to be able to recruit Karin. Less "Welcome to the dark side!"; more enemy-of-my-enemy.
 
Samarkand said:
TakerFoxx said:
>Seeing how most Overlord missions end with some kind of alignment choice, would this be Practicality vs. Style?

It splits the difference. Taking the airship would have meant needless drama. However, nuking the treasury and half the palace is an excellent form of Evil statement while also covering your tracks. Louise learned well from her fight with Mott that stand-up fights and confrontations are bad tactics unless you really have to smite something. ...also, Great Job Breaking It Villain, you just handed the regents an excuse to persecute your father. Which may backfire, considering that Duke de la Valliere is holding back centuries of Evil instincts in check with his Good nature (and mild love-filled terror of his wife).
How many kudos from the underworld does Louise get for getting The Valliere's into Evil again along with Karin the heavy wind?

Or would the justification logic not work for Karin?

Though I just pictured a now persecuted Duke, upon having Louise explain everything doing this
 
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