01 - The Forgotten Plantation

Quest 1 - The Forgotten Plantation

Rewards:

Glenton

Dahl Lesson

1,000 Experience

1. Talk to Glenton at his home.

After entering the town of Ordolus for the first time, you are given a map. The map is a key item, which is known as a MacGuffin in the game. By going into the Main Menu and then Items, you can view the map of the town. This map has the text “H. Waits” written on it. What could that mean? You’ll notice in the MacGuffin menu, we have also been given a Help File. This can be accessed to get detailed information on how the game is played and the specifics of the battle system.

The first objective is to talk to Glenton so head to location 1 on the map. Since this objective is currently active, Glenton has a conspicuous exclamation point over his head. Anytime you see this, it indicates a quest objective can be completed.

There are a few points of interest in Glenton’s Estate:

A - At Glenton’s stove, Ardus can cook a meal that will fully restore the party’s WP and EP.

Easter Egg: There is a chance that Ardus will fail spectacularly at cooking eggs. The chance of failure is Ardus’ Regret stat. If Ardus blows up the eggs on accident, then the entire party’s Regret increases by 1 point.

B - A copy of Bertrand Vincent’s “History of Glass”

Creator Commentary: The description of the book is a not-too-subtle reference to the character of Vincent from Silent Hill 3.

C - Entrance into the Forgotten Plantation

D - New Equipment: A copy of Russel Saldor’s “Lion’s Den”

E - A copy of Glenton’s contract with Powell-Mercer

F - Glenton Dahl himself

After chatting with Glenton at point F, he directs the party to talk to Cynthia Hadrospec at the Seaside Inn and Suites.

2. Meet with Cynthia at the Seaside Inn and Suites.

Head to point 4 on the Ordolus City Map to find the Seaside Inn and Suites where Cynthia Hadrospec is staying. Walk inside. At the north-west end of the Inn are three staircases. The middle staircase has a sign with an exclamation point over it. This means it is part of our quest. The sign reads: Room 202 “Crab Suite”. Enter the room and talk to Cynthia to complete the objective and move on with the quest.

Creator Commentary: The line from John, “I like your glasses” is another quote from the short-lived Comedy Central show Stella bringing the amount of direct references so far up to 2. I...really like that show. But I digress!

New Main Character!

Cynthia Hadrospec

Class:

Job:

Hobby:

Starting Skills:

Starting Equipment:

Creator Commentary:

Researcher

Lucidity Guild Researcher

Folklore

Investigate

Thesis

Deep Breathe

Astor Brennan Lesson

Violet Peacoat

Cynthia’s Notebook

I created Cynthia with a lot of the qualities that I find personally attractive (short hair, glasses, brainy disposition etc.). The bizarreness of this method of character creation is explored in the Edited for Content questline.

Let’s take a look at Cynthia’s starting equipment:

Cynthia’s special ability during rhetorical battles is investigation. Each time she investigates a particular type of enemy, knowledge of that enemy gets written into her notebook. Each enemy type can be researched up to ten times and Cynthia’s special abilities will gain power as the knowledge of her foes increases.

Cynthia also starts with a few skills she is learning from her former professor, Astor Brennan:

The notes Cynthia takes about enemies can be read in the Research Notes section of the Main Menu. You’ll notice that Ludro already has a research level of 10 (the maximum). One time enemies like bosses automatically have their Research Level maxed out after fighting them. This way the Research Notes can be completed 100% if you are so inclined without worrying about missable enemy types.

3. Enter the Mindscape through Glenton’s house.

Now that all of the main characters are together, we can go to the first “dungeon” of the game. Head back to Glenton’s Estate and enter the Mindscape through the beds in his home. The Mindscape is a shared dream world in the world of the Logomancer. You can’t “die” while sleeping as getting defeated will merely wake you up and you’ll have to try again.

The first room inside the Mindscape is a long hallway. The three crab statues south of the beds will allow us to fast travel around the Plantation as soon as we find the other beds that act as exits from the area. Head east and enter the Forgotten Plantation. You’ll know you’re in the right place when the music changes, the screen fades to black and a cryptic poem is displayed on screen:

Thus creatures strange had hither shown,

For stolen ones the ocean weeps.

The cowards fled, left one alone,

and color fades whilst spirits sleep.

Creator Commentary: These lines of Meldin’s Epic about Chevalier de Tempetes are written in iambic tetrameter with a simple alternating rhyming scheme.

4. Discover the source of the missing color.

The first thing you’ll notice inside the Forgotten Plantation is that the color slowly fades from the screen until everything is nearly black and white. This has to do with the folktale that Glenton is recreating inside his Mindscape realm. The map for the first floor of the Plantation is quite large so we’re going to split it into 4 quadrants. The party starts at the southwest corner of the southwest quadrant of the map.

In the southwest quadrant there are two points of interest:

A - Treasure Chest (1/9) containing Window of Opportunity x1

J - Treasure Chest (2/9) containing Essence of Practice x1

Point J can be accessed by going through the other quadrants and is hidden behind a crate in the foreground. Point A is out in the open, though.

Creator Commentary: The Forgotten Plantation is based off of the Quagmire dungeon from the SNES game, Equinox. Glenton Dahl’s name is based off that game’s hero, Glendaal.

Before you even get to point A on the map, you’ll most likely run face first into one of the walking flames on the map. These are enemies and if you touch them, a rhetorical battle will start. Since the Mindscape is a realm of thoughts and dreams, your regular rhetorical abilities will be able to “fight” the Mindscape creatures.

The relative strength of the enemies encountered is indicated by the size of the flame. The hardest fights are marked by a floating red and blue diamond. This is true for other “dungeon” type areas as well.

Creator Commentary: The generic enemy sprites are based off of the Team Gurren logo from Gurren Lagann, a highly entertaining anime. The red and blue color scheme for the diamond enemies is not necessarily from the same source though and was inspired by the red and blue textures found in map E3M6 of Ultimate Doom: Mt. Erebus.

New Enemy!

Critophat

Willpower (WP):

Persuasion:

Elocution:

Experience:

AP:

224

100

1

80

1

Erudition (EP):

Confidence:

Resistance:

Gold:

Level:

10

5

1

0

3

Drop Rates:

AI Behaviors:

Creator Commentary:

Window of Opportunity (5%)

Critophats will use basic verbal attacks and can use Backhanded Compliment when less than 50% WP.

If you wear an Ordul Fedora into battle, they are enraged and inflicted with the Pathos state, making them vulnerable to Ethos attacks.

Critophats are a version of the generic enemy I put in all of my stories and games called a Critac. What other games? You ask. Well, I’ll make them eventually!

New Enemy!

Uzumaker

Willpower (WP):

Persuasion:

Elocution:

Experience:

AP:

1,000

170

100

180

1

Erudition (EP):

Confidence:

Resistance:

Gold:

Level:

100

10

30

0

5

Drop Rates:

AI Behaviors:

Creator Commentary:

Haggler’s Insight (5%)

Uzumakers will use Reason and then Pathos Argument to deal extra damage.

If the party is level 3 or greater, it can also use the more advanced Pathos attack Accusation!

Uzumakers’ name comes from the Japanese word for spiral / vortex, uzumaki. Uzumaki is also a deeply unsettling manga from Junji Ito.

You can also face Strawmen and Vonleys inside the Forgotten Plantation, but they are considered Mindscape rather than Plantation enemies and are explained in a different section.

Point A contains our very first treasure in the game! It’s a Window of Opportunity. Since the Mindscape isn’t “real” (note: loaded terminology!) like the waking world, you can’t actually bring things out of the dreamworld. But since the dreamworld is a mental realm, the items in the Mindscape are abstract representations of inspiration or insight. Thus a Window of Opportunity can be sold for 100 gold because you have insight into bartering for goods that you didn’t have before.

Creator Commentary: Window of Opportunities (and other items like the Haggler’s Insight, Spirit of Optimism etc.) are inspired by the high level crafting items like the Door to Tomorrow from Final Fantasy X. I always loved the strange and evocative names for the rare items in the Final Fantasy games and tried to name the abstract Mindscape items using similar formulas. For example, in Final Fantasy 8 you could physically carry around Dark Matter. That makes no sense, but sounds awesome and sometimes that’s enough.

Head north to enter the north-west quadrant of 1F. There are two exits in this section of the Plantation. Exit 1 and 2 lead to different parts of 2F, but we’re not going to go there just yet. We’re on our way to the north-east section of the map to learn more about this place.

Along the way are a few points of interest:

D - The entire green tiled area is filled with extremely difficult creatures known as Cursed Tiles. We’ll be finding a way to get rid of them soon. You can try to fight them if you’d like!

E - Treasure Chest (3/9) containing Haggler’s Insight x1

F - Treasure Chest (4/9) containing Brisk Gait x3

G - Treasure Chest (5/9) containing Window of Opportunity x2

We’ll ignore points D, E, and F for now. Grab the treasure at point G and head east to the north-east quadrant of 1F.

Exit 3 will lead us to the Inner Sanctum of the Plantation and is where we are ultimately trying to get to. There are some obstacles in the way, though.

H - A conspicuous pot, we’ll break this later to get to point I.

I - Treasure Chest (6/9) containing an Epiphany

K - Treasure Chest (7/9) containing Spirit of Optimism x3

L - Treasure Chest (8/9) containing Apropos Verbiage x1

M - Statue of Dollop

N - Exit and “Sanctum Entrance” fast travel point

We’ll get point I later. For now, weave through the hallways and collect the treasures at point K and point L. Finally, exit the dungeon through point N. By exiting through the various beds in the area, we will activate the crab statues in the long hallway outside of the Plantation. Go to Glenton’s stove to fully recover the party’s WP and EP, then return through Glenton’s bed and use the crab statue to warp over to point N to continue through the Plantation.

These new items will permanently increase one character’s Willpower of Erudition Points. I’d recommend giving Ardus more EP since he naturally has very little and give the WP boost to John who has the lowest amount of the three main characters.

Inspect point M to advance the quest to the next objective.

5. Locate the statue’s missing crown.

Point M is a statue of a blob-like creature. We’ll found out his name later (it’s Dollop), but for now we know we need to look for his crown to progress further. Of course, examining the statue first is not required if you have already found the crown. You’ll notice we have two active objectives now.

Let’s head down into the last section of 1F, the south-east quadrant. There are a few exits here. Exits 4 and 5 lead to the basement and Exit 6 leads to the attic. We’ll come back for point B and C later. Go out exit 4 for now and travel through the basement.

Some other points of interest:

B - MacGuffin Prismatic Claw

C - Exit and “Garden Abyss” fast travel point

O - Treasure Chest (9/9) containing Semblance of Practice x3

In Forgotten Plantation B1, there are two exits. Exit 1 returns to 1F where we just came from and Exit 2 will lead to 1F in the section of the south-east quadrant we couldn’t reach before. Head past the enemies in the basement and return to 1F.

Once back in Forgotten Plantation 1F, head to point C and exit the dungeon. This will activate the second of the crab statues so we can return here later. Use the opportunity to restore your WP and EP at Glenton’s stove, then go back to sleep at Glenton’s house and examine the middle crab statue to fast travel back to the “Garden Abyss”.

En route to point C, you will have to face a diamond-shaped enemy. The diamond shape means the enemy is particularly hard for the area. In this case, it will always start a battle with the Justified Accusation.

New Enemy!

Justified Accusation

Willpower (WP):

Persuasion:

Elocution:

Experience:

AP:

2,000

200

150

250

2

Erudition (EP):

Confidence:

Resistance:

Gold:

Level:

120

1

25

0

6

Drop Rates:

AI Behaviors:

Creator Commentary:

Epiphany (1%)

The Accusation will try to Moralize and then use Syllogism, make sure to clear any abnormal statuses.

If can use Deep Breath as well.

If the party is over level 3, it can use Indictment which hits all party members for verbal damage.

The angular gun below the Accusation’s eye is based on the designs of the anti-spiral weapons from Gurren Lagann.

The most effective strategy against the Justified Accusation is to use Cynthia’s Investigate skill to reach level 10 Research Level as soon as possible. An easy way to cheese this is to simply Investigate once, then run away since running away is 100% effective in the Logomancer. Once the Research Level is maxed out at 10, Cynthia’s Thesis skill will do around 500 WP damage even at low levels against it.

Creator Commentary: Being able to run away 100% is a design decision inspired by Chrono Cross, the very strange sequel to Chrono Trigger. The ability to Investigate repeatedly this way is intentional. Generally speaking, I think that if you want to spend time doing the trick over and over again, you’ve earned the right to take advantage of the results. Since there is no explicit lose condition in the Logomancer, I think of time as a resource that can be abstractly traded in for fun. If you’re having fun running away over and over again, then go for it!

After defeating the Justified Accusation and activating the fast travel point, go out Exit 6 to reach the attic.

You’ll enter the Attic at Exit 2. Exit 1 will let you fall back down into the south-west quadrant of 1F. While we’re here we have two important things to get.

A - Treasure Chest (1/1) containing a Semblance of Practice

B - Hidden ladder leading down to 1F

The Semblance of Practice at point A is the only treasure on this floor. Grab it and head to point B. Using a Semblance of Practice on one of your party members gives them 2 AP, or ability points. Once a party member gains a certain number of ability points, they will permanently learn one of the skills they have equipped. Check the Equipment menu to see how far along a particular skill is.

Walk down at point B to discover a hidden ladder that connects down to a secret area on 1F. Now that we’re back in 1F, we can interact with point B. Examine the statue of the large crab to get the MacGuffin, Prismatic Claw. This colorful claw clears up the monochrome miasma covering the Plantation. Now, you’ll be able to see things in color!

We haven’t picked up the treasure at point O yet, but we will shortly! Climb back up to the Attic and then walk to Exit 1 which will drop the party down into the southwest quadrant of 1F (near where we started the very first time we came in). Our next goal is to head to point O in the south-east quadrant. Inside the treasure chest are three more semblances of practice.

Head up and around to Point J which is a treasure chest containing an Essence of Practice. This item is a more rare version of the Semblance of Practice.

Now we should have 6 of the 9 treasure chests on 1F. Go to the Completion section of the Main Menu to double check if this is true. There are two chests in area D that we are going to avoid for now. Go to the north-west quadrant and take Exit 1 to reach Forgotten Plantation 2F.

We’re now on the second floor near the upper-left. There are a few important points in this area. From where we are now, we can get to point A and exit 2. Head to point A now. Open the chest to pick up a new item.

A - Treasure chest (1/3) containing a Convincing Smile

B - More Cursed tiles

C - Treasure chest  (2/3) containing  Vicariousness of Experience x3

D - Exit and “2nd Floor Bedroom” fast travel point

E - Treasure chest containing MacGuffin, Dollop’s Crown

The Convincing Smile is a permanent stat boosting item. This will raise one character’s Persuasion stat by 10. After getting the new item, head down exit 2. On the way, you’ll pass by a very fast moving enemy. If you don’t want to fight it just stand perfectly still! It will pass through you if you don’t make any sudden movements. Exit 2 will drop us back into 1F. The party will land on the pot that was blocking the path to point I earlier. Head up into the alcove, fight the Justified Accusation and open the treasure at point I for a rare item called an Epiphany.

Using an Epiphany will increase one character’s Inspiration by 1 point. Inspiration is a resource that can be invested in any other stat as you see fit using the Inspiration menu from the Main Menu.

Since we’re back on 1F, let’s head back to 2F using Exit 2 in the north-west quadrant of 1F. As soon as you enter the green tiled room, the party is met with another ominous warning:

As long as Narroden bequeaths

its colored curse upon this aisle.

Beware the crooked step beneath,

sow vigilance each step, each tile.

Creator Commentary: The line “beware the crooked step” is a lyric from the Dream Theater song “Honor Thy Father”. It is the line in the song that immediately precedes one of my all-time favorite heavy 6/8 John Petrucci riffs. I swear that last sentence means something and is not hot nonsense.

This warning is meant to draw your attention to the slightly different tiles on the ground. Each of the tiles with a prominent plus pattern are actually the very difficult Cursed Tile enemies. As long as you avoid the red dots highlighted on the map to the side, you won’t have to fight any of them. If you choose to try and attack them, I’d recommend having a full stock of items. They can be beaten but it will require a little bit of luck.

New Enemy!

Cursed Tile

Willpower (WP):

Persuasion:

Elocution:

Experience:

AP:

4,800

500

5

200

5

Erudition (EP):

Confidence:

Resistance:

Gold:

Level:

180

50

50

0

20

Drop Rates:

AI Behaviors:

Creator Commentary:

Mercantile Dominance (1%)

The Cursed Tile will automatically use Choropleth Survey, halving one of your party member’s WP.

It can also use Indictment to hit all party members for verbal damage.

The Cursed Tile was meant to hint at the kind of creatures that Narroden brought with it to Ordolus in the alluded to folktales.

If you are intent on beating one of these things, first get up to Research Level 10 with Cynthia. Then apply a Logos state with Ardus. After that, and assuming your party is around level 3 at least, it is a damage race with Ardus using Pathos Argument, John using Accusation and Cynthia using her level 10 Thesis.

Whether or not you decide to fight the optional tile enemies, the next step is to go to the second floor through the large staircase just north of the green tile rooms.

We’re back on 2F now; this time we entered through Exit 3. Area B is filled with more Cursed Tiles so watch your step! Head over to point C to get a treasure chest containing three Vicariousness of Experience items. This grandiose sounding item will give a single character 50 experience points when used.

Exit the dungeon through the beds at point D. This will activate the third of the crab statue warp points. After recovering your WP and EP at Glenton’s stove, return to point D by using the “2nd Floor Bedroom” crab statue fast travel point.

Head east to point E to find the final treasure on 2F, Dollop’s Crown. You’ll notice there is another exit to this map: Exit 4. We won’t be using that until a much later quest, so we’ll ignore it for now.

Creator Commentary: Continuing the theme of references to the SNES puzzle adventure game Equinox, Dollop was the boss monster from the Quagmire dungeon upon which the Forgotten Plantation’s aesthetic is based.

6. Return Dollop’s Crown.

Exit the Plantation through the beds, restore your WP and EP at Glenton’s stove, then return to the Plantation and use the “Sanctum Entrance” crab statue. This will put you near the Dollop statue. Simply interact with the statue to place the crown on its head and reveal the path to the inner sanctum.

Now that the Sanctum area is open, we can finally complete quest objective 4. Simply walk to the north of the Sanctum to spot an intimidating creature waiting for you.

7. Defeat the color thief.

Creator Commentary: The quest description for objective 8 describes the color thief as a “cold-hearted orb that rules the night”. This is a lyric from the moody Blues song “Nights in White Satin”. The original song has little to do with color-eating monsters, though.

The creature floating at the north end of the Sanctum is Narroden, the color thief we’ve been looking for. By talking to it, you can start the boss encounter for the Forgotten Plantation. It’s recommended to be, at the bare minimum, level 5 before trying to take out Narroden. At level 5, Narroden is a very difficult but beatable boss. Assuming this is the case, let’s take a closer look at the abilities that Ardus, John and Cynthia naturally learn in the first five experience levels.

Creator Commentary: Modus Ponens is Latin for “the way that affirms by affirming” and is a basic construction in propositional logic. Basically, If P, then Q. P is true, therefore Q is true. This is the reason the attack animation has Ps and Qs flying around on screen.

Ardus’ Reason ability applies the logos state to an enemy. This puts a green diamond over their name. When in the logos state, they will take twice as much damage from pathos attacks. This means that John’s Accusation skill (and others) will do much more willpower damage. Modus Ponens is Ardus’ first high damaging skill and should be used on enemies in the ethos state to get the most of its purely logos damage.

John learns Deep Breath at level 2 and is great for removing elemental states like pathos, logos and ethos. Backhanded Compliment is the first proper healing skill in the game and should be used frequently in between encounters. Finally, at level 5 John learns Accusation which rounds out the basic elemental skills he has.

Cynthia learns Interrogate at level 3, which is a version of Investigate that also deals ethos damage to the target.

Before facing Narroden, we want to stock up on consumable items from Sindarin’s Shop in Ordolus. Sindarin’s shop is located in the south-east part of town. If you can’t find it, remember that you have a map of the city accessible from the MacGuffin’s section of the Item menu.

At Sindarin’s shop, we’re going to purchase everything we can. He sells Energy Drinks (buy 10),

Memory Roots (buy 10), Smelling Salts (buy 5), and Placebo Supplements (buy 5). The last item is new to us!

You’ll notice that items do not cost any money in the Logomancer. Ardus explains this is because Powell-Mercer, the company both Ardus and John work for, is covering their expenses. You will still have to spend your own money on books and clothing, though.

Creator Commentary: The inspiration for having a limited number of healing items that are free to buy, but require visiting a specific location to replenish comes from the Estus flask healing system in Dark Souls. In that game, you have a limited number of healing drinks that are replenished each time you make it to a new bonfire (checkpoint). This way you have both limited and unlimited healing. It neatly solves the issue of farming for healing grasses that was prominent in Demon’s Souls, Dark Souls’ spiritual predecessor.

Now with a full stock of healing items, return to Narroden inside the Forgotten Plantation Sanctum and begin the fight!

New Boss!

Narroden

Willpower (WP):

Persuasion:

Elocution:

Experience:

AP:

13,500

260

130

555

10

Erudition (EP):

Confidence:

Resistance:

Gold:

Level:

450

6

6

0

8

Drop Rates:

AI Behaviors:

Creator Commentary:

-

Narroden will change its elemental weakness every 3 turns. If you have the Prismatic Claw, the change in color is obvious.

In each colorful state, it has access to different skills. When it is in an ethos state it can use the Second Wind healing ability.

If it runs low on EP ( < 33%) it will cannibalize its WP to restore it using the Grayscale skill.

Also, it has access to Call of the Void when near death.

Narroden’s backstory as a creature that rose from the ocean was inspired by the H.P. Lovecraft story The Shadow Over Innsmouth.

Every three turns, Narroden will change its color. The color of its veins is the key to understanding its current weakness. When it is blue, use logos attacks; when it’s red, use ethos attacks; when it’s green, use pathos attacks. It is important to optimize your damage output each round, especially since it will learn some new tricks once it is almost defeated. Each time Narroden shifts its color, it will use Empty Mind on the party. This will clear any elemental states like logos, pathos or ethos. It will also automatically use the EP Drain ability which will steal 50% EP from a random party member. If Narroden ever runs out of EP it will use the Grayscale ability to cannibalize its own WP to restore its EP.

When Narroden is blue, it can use Morality Play (ethos damage) or Second Wind (heals its WP). During this phase, Ardus should be using Modus Ponens, John should be using Syllogism and Cynthia should be using Thesis or a healing item if needed.

When Narroden is red, it can use Accusation (pathos damage) and Pathos Argument (pathos damage). During this phase, Ardus should use Ethos Argument, John should use Morality Play and Cynthia should use Interrogate as much as possible.

When Narroden is green, it can use Moralize All (applies ethos state to whole party) and Syllogism (logos damage). Ardus should use PAthos Argument, John should use Accusation and Cynthia should use Thesis or a Placebo Supplement if there is time. Since being hit with Syllogism while under the ethos state is actually not very damaging, this is a good phase to heal and recover EP.

During any phase, Narroden can use Indictment which will hit the entire party for moderate verbal damage.

Once Narroden has less than 33% EP left, it can use the Grayscale skill which will halve its current WP in order to restore all of its EP.

Finally, once Narroden has less than 33% WP left, it has a chance to use Call of the Void which does a high amount of verbal damage to a single party member.

Assuming a bit of luck and judicious use of Smelling Salts, even a party at level 5 can beat Narroden. Enjoy your victory! Exit the Mindscape and return to Glenton to complete the quest.

8. Return to Glenton.

With Narroden defeated, all that remains is to talk with Glenton to finalize his contract with Powell-Mercer. Congratulations on completing the first and only required quest in the Logomancer! If you wanted to, you could leave Ordolus, head east along the coast a few screens and then head north to New Cadence to beat the game. I’d recommend going through the other quests first, though, because the ending expands for each new person you’ve helped and each new secret you’ve uncovered.

The reward for completing Glenton’s quest is a new lesson that can be equipped by any of the party members. Glenton Dahl teaches the Prismatic Claw and Fantastic Pun skills.

“Then consider it an indictment of humanity that compassion would be so unusual a quality that even its glimmer could inspire a profound life change.” - Glenton Dahl

The previous part of the walkthrough was the Introduction, the next part is The Forgotten Chests