Chapter 2
A Fenling About Town
Lucky Well
Having narrowly escaped the money-hungry beast in the cavern, you find yourself outside of a well. Before charging off into the town, take a look at the stones scattered on the ground. One of those things does not look like the others, for one of those things is a piece of Silver. Go ahead and Take that, then Move to the right.
Town Square
There are five exits in this spot, counting the one we just came from. The ones we're concerned with right now the three along the top of the Move Map. First things first, Move straight ahead to the top center spot on the Move Map.
Town Inn
Here we are outside the classy Rusted Blade Inn. Go ahead and Open the Inn door and Move inside.
Rusted Blade
Upon entry, you'll catch the tail end of a conversation between a mysterious robed figure and a stout fellow. After the latter bowls over you while leaving, the Barkeeper casually informs you that this is the kingdom's Trade Minister, O'vyn. He won't communicate much else, so we'd better loosen his lips. Use the Silver on him to cause him to be mildly chattier.
He'll now demand to know what you want, so Use the King's Emblem on him. He'll be reluctant to trust you, but he will furnish you with a drink. Well...more specifically, he'll summon the Barmaid to furnish you with a drink. Take the ale from her tray, and she'll slip you a Tavern Note. Take a Look at the Tavern Note, and you'll spot the instructions to prove that the King's Emblem is the real deal. "Curious be the Cat. He knows the truth," reads the cryptic note. Not much else we can do here, so Move back outside.
Town Inn
Move to the left.
Curio Shoppe
The sign above the door reads "Curio Cat: Curious Cat Curios." Could this be where the note was guiding us? Open the door and Move inside.
Curious Cat
Use the Tavern Note on the Clerk to let him know what you need from him. He'll happily take a look at the Emblem for you...is what he would like to say. Sadly, the weapon shop owner gave a negative Yelppe review for one of his wares, but still feels the need to hold onto it. Return the golden dagger so the Clerk can sell it to someone who will appreciate it, and he'll appraise the Emblem. Seems easy enough, time to Move outside.
Curio Shoppe
Move to the right.
Town Inn
Move to the right once more.
Corner Lot
There are two doors here. Open and Move through the one on the right.
Weapon Shoppe
Speak with the Owner to let him know what you're after. He'll hand over the dagger, but only after you've secured him a date with the Barmaid. Move back outside, then make your way back into the Inn.
Rusted Blade
Speak with the Barmaid to let her know that the Owner is interested. Luckily, she's also into him, so this didn't turn out to be creepy and awkward. However, she needs the blessing of the local Monk first. Del's not one to judge weird local customs, so he readily agrees. Move outside.
Town Inn
Move back to the Town Square.
Town Square
Move to the bottom right.
Fountain
The townsfolk seem to be as adept at tossing coins into a fountain as they are into a well. Take the Silver coin sitting conspicuously in front of the eponymous fountain. New funds in hand, Move to the right.
Courtyard
Move to the upper right toward the cute little temple.
Temple
Speak with the Monk to alert him to the fact that two people want to go on a date. He would love to give his blessing, but he needs a charm into which he can impart said blessing. There's a solider somewhere that has it. Move back to the Courtyard.
Courtyard
Move to the upper left toward the castle.
Royal Castle
There's an odd looking rock here, but there's nothing we can do with that right now. Move forward.
Castle Gate
Oh, hey, a convenient soldier. And one that seems to be wearing a fancy charm on his belt. Speak with him to explain the situation. He'll hand over the charm if you can retrieve his war medal from a ne'er do well. Move back to the Inn.
Rusted Blade
Back inside the Inn, Move to the left to enter the other half of the room.
Game Room
Use the Silver you picked up near the Fountain on the soldier sitting at the table. This grants you entry into the bane of speedrunners everywhere: the game of High-Low. Your objective here is to guess whether the next card on the deck will be higher or lower than the face up one. This is pure RNG, so there's not really a strategy I can impart. Sometimes you'll guess high on a 2 and draw a 1, or pull a King after guessing low on a Queen. The good news is that you don't have to ante again when you lose, all you need to do is Speak with the soldier again to start a new round. Once you manage five correct guesses in a row, you'll win the War Medal. Medal in hand, Move back to the Castle Gate.
Castle Gate
Use the War Medal on the soldier to trade for his Luck Charm. Everybody's always after it, but now we have it in our hands at last! Move back to the Temple.
Temple
Use the Luck Charm on the Monk to have him bless it. Now that you have the Blessed Charm, Move back into the Inn.
Rusted Blade
Use the Blessed Charm on the Barmaid and she'll give you her Hairpin to give to the Weapon Shoppe Owner. Move thyself to the Weapon Shoppe.
Weapon Shoppe
Use the Hairpin on the Owner and, one quick nasal smooch later, will give you the Golden Dagger. Move back to the Curio Shoppe.
Curious Cat
Use the Golden Dagger on the Clerk to end this fetch quest sequence and get the Curio Note. As a bonus, he'll let you know that you can buy the dagger back for a single gold coin. Time to Move back to the Inn!
Rusted Blade
Use the Curio Note on the Barkeeper to show him that the Emblem you gave him like a week ago was, in fact, the genuine article. He'll hand you the Smithy Key and give you a passphrase for to tell the Smithy. Move back to the Corner Lot.
Corner Lot
Use the Smithy Key on the door on the left to unlock it, then Open it and Move inside.
Blacksmith
Speak with the Smithy, and Del will utter the password and gain his trust. There's barely any time to talk before he wrenches open the door behind him. This grants you access to the back entrance to the castle. Move through the doorway.
Backroom
No sooner do you enter the room than the room than the guards storm the Blacksmith to apprehend you! There's a trapdoor in the middle of the floor, but it's locked. Use the latch on the edge to unlock it, then Open it and Move through.
Secret Tunnel
Whew, we're safe! Take the conspicuous parchment laying on the ground to obtain a Map. This adds a convenient shortcut above your Move Map to allow you to gaze at a portion of Kal Torlin. Move forward to exit the tunnel.
Forest Edge
There's an encampment on the left, but it's perhaps not best to wander into an active siege. Instead, Move to the upper right toward the castle.
Hidden Entry
A secret entrance! Surprisingly, the way to open the door is not obvious. There's a fancy sun motif on the wall, but blindly messing with it will lead to a sharp reprimand. Have you Looked at that Map you picked up yet? If not, then no time like the present!
Once you pull your Map up, turn your gaze to the upper left corner. You'll spot a familiar looking sun. Take note of the darkened spots along the edge of the sun. Put the Map down and Use those spots on the wall sun to press them in. Once you've matched the pattern on the Map, then Use the large center of the sun. The pattern is randomized for each playthrough, so I can't get more specific.
Assuming you matched the pattern properly, the door on the left will open. Move inside.
Congratulations on reaching the second Chapter's end!