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Developers Foresight / Secret of Evermore

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Despite its fair share of kinks that would have needed ironing out, Secret of Evermore makes up for that with the game creators anticipating various scenarios depending on player input.

  • Gave the Hero a name which ends in S? His status screen will refrain from appending an S in the header (whether this is proper English or not depends on you). For instance, "James' Stats."
  • Talking to most NPCs as the Dog results in different dialogue than if you spoke to them as the Hero. Some of them even give your Dog items.
  • When the market closes initially, the NPCs on-screen will not despawn immediately. If you talk to them then, they will have unique flavor text in response. The juggler for example will say "Must... stop... juggling... go... to... big... meeting."
  • The game shows signs of expecting the player to go to the Volcano summit first and get the Levitate formula from the hermit. The hermit will direct the hero to the swamp, but if the hero has obtained the Mud Pepper from Blimp, the hero will report about having obtained the Mud Pepper.
  • If you leave an area while the Levitate formula is in the process of moving a boulder out of the way, it's possible that the boulder will spawn in its original position when you return, costing you a Mud Pepper, and in Prehistoria you're only ever given one at a time. But don't worry; if you ever have 0 Mud Peppers in your inventory, you can make the trek back to Blimp and he'll give you another one.
  • If you fall into the Nonlethal Bottomless Pit near Blimp's cave, the hero will say "Thanks for pulling me out of that ditch, Blimp! I think I'll be okay." If the dog is with you, the pronouns will be corrected accordingly.
  • Should the player not get the Cure formula from Strong Heart, who later provides another alchemy formula (Miracle Cure), they can buy it from the fish vendor at Nobilia, preventing a case of Permanently Missable Content.
  • The color commentator says different things depending on the weapon you had equipped before entering the coliseum.note 
  • In Antiqua, you're supposed to go to Horace's camp to meet him and get the Revealer formula to reveal hidden paths across the pits in front of the region's dungeons. However, even if you can't see them, the paths are still there, so it's possible to enter and complete the dungeons without meeting Horace. If you finish one dungeon and then go meet him, the conversation changes to reflect this; and if you beat both dungeons, the dialogue with Horace and the ruler of Nobilia changes because you haven't met Horace before. Though it does beg the question of why the ruler of Nobilia would disguise himself as Horace when you don't even know who Horace is; it'd make more sense for him to just be upfront with who he is, since you're working for him and have been given no reason to distrust him.
  • Across the game, there are numerous times when you'll find a valuable item in a chest like a Charm or a piece of armor, or someone will give some of these things to you as a reward. In such cases, if you already have the item they would have given you by default, they'll give you something else, and have a third item they can give you if you have that, too. And if you have all three things they could give you, they'll just give you money. Exploitation of this fact is necessary for completionists who want to get all the Charms in the game and know how to manipulate NPCs into giving them the right ones to get them all.
  • The developers actually took into account that someone would name the protagonist "Fuck". The other characters will not recognize this, but the Skeleton Pirate in the Desert of Doom will demand extra payment from the player for being such a potty mouth.
  • In Ivor Tower, you need to trade an Amulet of Annihilation for an Exhibition Ticket to advance the plot. You can find three amulets in town, but on the off chance that you trade all three away to the armor merchant in the alleyway, there's a fourth amulet in a hidden chest outside of town. It's impossible to accidentally lock yourself out of story progression because there's no way to get rid of the fourth amulet right now, except by buying the ticket.
  • In the Ivor Tower Jail, you briefly take control of the Dog to break his master out of jail. However, if you are slow in releasing him and kill all the enemies in the area as the Dog, you get a free collar (armor) for your efforts.
  • If you complete the air duct sequence with the Dog but don't collect the Queen's Key, you can return to the ducts later to acquire the key then.
  • Speaking of, the Fire Power formula is acquired by giving the Queen's Key to an alchemist in the castle. Despite being locked behind a door opened by the key, and thus being impossible to reach without it, the game still checks to see if you have it in your inventory. If you use a walk-through-walls cheat to get to him without it, he'll simply lament how he lost his key and you won't be given the option to give it to him.
  • The conversation between the hero and Fire Eyes when returning with the Windwalker changes depending on which of the 2 parts for Tinker's rocket the player has obtained from Prehistoria. Having both the Gauge and the Wheel even has the characters simply remark that the hero has been busy.
  • Here is deliberate Hitbox Dissonance to prevent the player from bypassing the Heater Room without turning on the fans.
  • The Greenhouse has enemies called the Flowering Death that the player is not meant to get past if the lights are on, as they are flatly invincible to attack and also One-Hit Kill the hero or dog regardless of stats, and will bypass Barrier and Aura for good measure. The player can stun most of them with alchemy attacks or use the dog as bait. No such luck with the last one, which, while having the cartoony palette of a non-background object when a menu is up, can't be targeted as alchemy and also will refuse to attack the dog but still will be more than happy to eat the hero alive to cause an instant Game Over. (This too still gets bypassed, but points for trying.)
  • At the beginning of the game, Carltron and Professor Ruffleberg become unreachable before the player is given control. However, if the player uses a walk through walls cheat to reach them, Carltron is treated as an enemy and thus can be attacked and even destroyed, as a foreshadowing of his being the Big Bad.
  • During the fight against the Speakers and Fans providing the first line of defense in Carltron's Lair, the player is kept from attacking them up-close by being pushed back whenever they go on the stairs, making them a Puzzle Boss in general. Usually, the pushback is displayed as the Fans activating immediately to push the hero and dog back, and more likely than not, the Speakers will be destroyed first due to being less durable. This shows that when the Speakers are merely isolated instead, they will handle the stair touching response by emitting a loud sound blasting the hero and dog away.
  • The player characters' AI won't attack the Mechadusters in Carltron's Lair without being commanded to do so, since the Mechadusters are simply there to clean up the corpses of the defeated enemies. Also, if the player destroys a Mechaduster, any later cleanup sessions will add on a literal Demonic Spider called the Death Spider to escort the Mechadusters and also add their insanely powerful support the already dangerous final bosses.

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