Pon Para and the Great Southern Labyrinth — War against dark gods to save reality!

I don’t think there are any clues in Chapter 2.

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I’m having the same problem with the final tablet delivery

I’m actually really sad I couldn’t save Barec and now really mad after reading everywhere and seeing that it’s inevitable, his death. He was so good. Why even have an option of going out with him saying “he’s charming” and implying romance if he was just going to die, just why… I can’t believe this :confused:
I hope maybe it changes. Maybe depending on playthrough, at least maybe a way to resurrect him maybe?

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The chance that a game that came out over two and a half years ago is going to get a major revision is pretty close to zero.

But also, I don’t think I’m presuming too much when I speculate that what you’re feeling now is exactly what the author was hoping for. Barec’s death is a major turning point for Pon Para, a moment of truth. We aren’t simply told what’s at stake, we’re shown. We’re made to care. We’re punched in the gut with the cruel and untimely death of a good man and the curtailment of all the stories his life might have told.

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Yea I didn’t even check when it came out, probably way too late for a change now. I was just a bit emotional because I got attached to him and it caught me off guard lol. But yes, what you said is true.

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What really got me about that chapter was how did Tamur’s cell get flooded? There’s a Game of Thrones-style hole to nowhere wide enough for someone to fall into, wouldn’t all the water drain out of that? Or am I picturing it wrong?

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does anyone have a guide for The Peaceful achievement?

Well i never follow this path so my best bet is you… don’t kill anyone in the whole game. If there is a solution for peace or you can force your enemies to surrender, choose it. Or maybe you can let your companions do the killing for you, like “don’t let your hands go dirty” :vv that’s my suggestion so good luck

Ok… About the traitor… In chapter 5

I can’t differentiate between Ecnifien and Twane…
Both have deep voice
Both wear sandals
Both have knife
Both have brown cape(Twane has green, but its so faded and muddy that it looks brown)

My traitor has deep voice, knife, sandal, brown cape

When you figure out the knife clue on the mountain, it’s described what type of knife is used; it’s either a longer and curved knife or a shorter stabbing type

No… I didn’t say dirk

It was the cape that was difference

I wanted to kill hyras, but didn’t get the chance… So, i took the exile ending

I seem unable to truly romance Galimar, despite getting the achievement… long afterward, he’s unavailable for any hanky-panky.
Although, except a couple instances with Tamur, the hanky never leads to much panky. Heh.

Anyone else have an issue in the second game where Melaxu’s relationship just suddenly… poofed to almost 0? I went from 90 (I think, wasn’t tracking numbers too hard) to 50 in like two scenes

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@Moochava
Okay… maybe I don’t understand something, but I still can’t see a way to access this story branch in game:

Summary

*label explain_plan
*if final_plan != “undetermined”
*goto implement_plan
*else
*choice
#“We must find Teijia. And stop her.”
*set final_plan “hunt Teijia”
*if melaxu_present and tamur_present
*if melaxu > tamur
*label melaxu_teijia
*set final_location “Desert Empire”
“@{teijia_clue As I explained, Teijia|Teijia} enters our world through some rift in the Northern Forest, but we cannot confront her right away,” Melaxu says. “We’ll begin by seeking out other philosophers. We cannot approach those of Mytele, but the Desert Empire has many magi who might help us.”

				You head west toward the desert, stopping when you can at the inns that still dot the Sea Kingdom even in these dark days, otherwise camping beneath the stars. Every night Melaxu sends missives ahead to minor philosophers. And as the fields give way to sedge and savanna, she starts to get answers.

				But even as you prepare to meet a Desert Empire magi in a small border town, you wonder what else might be going on in the world.
				*goto answer
			*else
				*label tamur_teijia
				"We need to free Princess Hyranni," Tamur says. "A golden princess is hard to miss. Let's look for signs of her presence in and around the Sea Kingdom, and Melaxu can free her of Teijia's control."

				You head southwest, moving inland and passing through small towns, traveler's inns, and sprawling estates, always looking for clues about Princess Hyranni. People describe sightings, not of the princess but of other golden people…even golden animals. A picture of Teijia's activities and plots starts to emerge.

				But even as you try to decipher the riddle of Princess Hyranni, you wonder what else might be going on in the world.
				*goto answer
		*elseif melaxu_present
			*goto melaxu_teijia
		*else
			*goto tamur_teijia
	#"Even @{mytele_standing exiled|with Mytele overrun}, we must fight the Stormraiders. We will raise a force and fight a guerrilla war against the invaders."
		*set final_plan "guerrilla war"
		*if melaxu_present and tamur_present
			*if melaxu > tamur
				*label melaxu_guerrilla
				*set final_location "Northern Forest"
				"I've gotten used to roughing it," Melaxu says. "We have many allies, but let's begin with the tribes of Pine and Hazel. The coasts are too dangerous, and the Northern tribes have wisely retreated into the woods. We can join up with them there."

				You head northwest, using all your skills to scout out Stormraider supply routes and learn where and how Vankred is moving trolls and divs through the borderlands around the Grove of the Moon. You cannot strike directly at any of the large roaming armies of Stormraiders or servitor monsters, but you remember everything you see, hoping for the day when you can find an army of your own.

				But even as you head deeper into the woods and start to make contact with other bands determined to fight the Stormraiders, you wonder what else might be going on in the world.
				*goto answer
			*else
				*label tamur_guerrilla
				"I agree," Tamur says. "The Stormraiders @{mytele_standing are scattered and defeated right now|may have won a great victory, but they're spread thin}. We need to disrupt their supply lines along the coast, then work toward disrupting their captains and chiefs. Then we deal with Vankred."

				You head southeast, right into the heart of the retreating Stormraiders, and take to the river to disrupt their supply lines. The three of you have become a deadly team, and soon you sweep the minor rivers clear of Stormraiders and servitor monsters.

				But even as you try to figure out how to expand this operation–the three of you can only do so much–you wonder what else might be going on in the world.
				*goto answer
		*elseif melaxu_present
			*goto melaxu_guerrilla
		*else
			*goto tamur_guerrilla
	#"We will return to @{hetch Hetch|the North}. Some clues must remain up there, some path forward."
		*set final_plan "the North"
		*set final_location "Northern Forest"
		*if melaxu_present and tamur_present
			*if melaxu > tamur
				*label melaxu_north
				"Something of my workshop must still remain," Melaxu says. "I never had time to explore it completely. We will return and perhaps launch ourselves against the Stormraiders from a position of strength."
				*goto head_north
			*else
				*label tamur_north
				"Many Hazels are still alive," Tamur says. "And angry. We can contact them. I may not like them after what they did to me, but they hate the Stormraiders more than I hate anything."
				*label head_north

				You head north, moving cautiously around bands of Stormraiders and servitor monsters that, while not constituting a real army, are too much for three people to handle. Even as you start to make contact with guerrilla fighters among the tribes of Apple and Rowan, you wonder what else might be going on in the world.
				*goto answer
		*elseif melaxu > tamur
			*goto melaxu_north
		*else
			*goto tamur_north
	#"Not all disciples belong to the temples. I plan to seek a renegade disciple of ${deity} to hone my powers."
		*set final_plan "sign"
		*set final_location "Desert Empire"
		*if melaxu_present and tamur_present
			*if melaxu > tamur
				*label melaxu_renegade
				"Oh, that is interesting," Melaxu says, her eyes widening. "And if you can find such a person, who knows what other contacts they maintain—hidden philosophers, sages, all sorts of odd scholars. We should begin in the Desert Empire, where such people are most likely to be found."
				*goto head_west
			*else
				*label tamur_renegade
				"Interesting," Tamur says, nodding along to the other. "Criminal priests and secret cults–I'm in! There is only one place where we are certain to find such people in abundance—Patabesh, the City of Thieves! Let's go."

				*label head_west

				You head west, stopping when you can at the inns that still dot the Sea Kingdom even in these dark days, otherwise camping beneath the stars. As the fields give way to sedge and savanna, the towns grow larger, and Tamur is able to contact more and more people of great erudition and questionable character. These are the sorts of people you will need to contact, if you are to hone the sign of ${deity}.

				But even as you reach a border town famous for its spell thieves and renegade magi, you wonder what else might be going on in the world.
				*goto answer
		*elseif melaxu_present
			*goto melaxu_renegade
		*else
			*goto tamur_renegade
	#"King Hyras must pay for everything he has done. Only with the great king gone will we have a chance against Vankred and Teijia."
		*set final_plan "kill Hyras"
		*if melaxu_present and tamur_present
			*if melaxu > 60
				*label melaxu_king
				"I lack your personal hatred of King Hyras," Melaxu says, "but I agree with your analysis of the situation. He is a mad fool, manipulated by his temples. Either he goes or we all do. But we must act subtly. Let us seek out contacts among the other coastal nations–the Peithians, of course, but also the Hazelwood refugees and the people of Tel Bakir. Together we can form a coalition to sweep King Hyras aside."

				You head north along the coast, through small towns ravaged by war and furious that King Hyras has done nothing for them. And slowly, carefully, you start to organize a network of like-minded fellows: ex-soldiers abandoned by King Hyras, scholars betrayed by the increasingly erratic temples, and merchants who lost everything to the great king's scheming.

				This will take time, you know; to rush means death at the hands of the Eleidian Guard or some temple spy that is the Sea Kingdom equivalent to Tamur and the Gardeners. Nonetheless, you are patient, and you work tirelessly to turn people against King Hyras.

				When you reach a village on your map where you were supposed to meet a contact, you find it destroyed by Stormraiders or some other battle. It has happened before. But as you mull over your map and talk with Melaxu and Tamur about likely contacts, you wonder what else might be going on in the world.
				*goto answer
			*else
				*label tamur_king
				*set final_location "Desert Empire"
				"I've never killed a king before," Tamur says. "I don't like it, but I fear you're right—Hyras is mad. Without him, Empress Zoriza may be able to fill the power vacuum. She still cares for him, though, so we could not approach her directly. Instead, we should contact Desert Empire aristocrats who are loyal to her and who might happily serve as her viceroy. I know where to find some, in Nethara, City of Water and Wine. Let's go!"

				You head west, stopping when you can at the inns that still dot the Sea Kingdom even in these dark days, otherwise camping beneath the stars. As the fields give way to sedge and savanna, the towns grow larger but shabbier. People here between the king and the empress are frustrated, as the monarchs both neglect them. You make a few tentative contacts. But there are still many people loyal to the king. When you spot someone wearing the boots of an Eleidian Guard, you leave town as quickly as you can; you will have to push deeper into the Desert Empire to find people outright opposed to King Hyras.

				But even as you reach a border town that can take you to Nethara, you wonder what else might be going on in the world.
				*goto answer
		*elseif melaxu_present
			*goto melaxu_king
		*else
			*goto tamur_king

Because your final_plan ALWAYS gets determind during council at the end of the final chapter (Zoriza_visit). Even if you go into exile, you don’t have a chance to change or abandon it.
Sorry for the wall of code, but this part bugging me for last few months and i think I already sent report on it before.

I would’ve considered this part to be obsolete artifact, but part 2 of the trilogy has story branches that interact with atleast one of the “plans” available here (Kill Hyras)

If it is indeed oversight, then it can be easily corrected by adding option to ignore council discussion during Zoriza_visit.

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If you’re looking for a response from @moochava you’ll need to tag him. Otherwise, you should send an email to us with this info, which I can pass along to him. Just posting it here doesn’t necessarily do anything.

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You right, thank you.

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The paygated content is one extra god(dess) you can pick to wield the power of. She’s not more powerful than the other options, nor are you locked out of story bits by picking one of the others over her. That’s it.

6 Likes

Who do I contact if I found a bug? Specifically, I selected the options to plan to betray and later actually betray the Condors. I have done this after completing all the deliveries to them both alone and with Tamur’s support. Instead of going to the betrayal scene, the game instead goes to the scene where I’m still working with them. It’s weird because I’ve checked the code and this definitely shouldn’t be happening, unless some variable isn’t being checked correctly.

Contact support@choiceofgames.com with as much detail as possible, including screenshots if you have them.

Thanks