Memoria is a 2013 point-and-click adventure game by Daedalic Games, and a direct sequel to Chains Of Satinav. Be warned - as a sequel, there will be unmarked spoilers for Chains Of Satinav in the description of this page.Several months have passed since the events of the previous game. Memoria kicks off with Geron, now recognized (by some) as the Hero of Andergast, searching for a magical cure that can transform Nuri back into a fairy. His investigation leads him to Fahi, a traveling merchant who, it is said, possess magic that allows him to transform any object into any other object. Fahi offers Geron a deal - he will put his magic at Geron's disposal, if Geron can solve the following riddle within three days:As the stone rules over the scarab, so rules the scarab over the stone. Enter if to you the answer is known. If not, then forever your life I'll own.This riddle was inscribed over the door of the tomb of Malakar, a Moghul mage of a bygone age who wielded a powerful Mask of unknown providence and power. Fahi believes the riddle is the key to understanding the story of Sadja, a princess of Tulmidya who looted Malakar's tomb, took his mask and his staff, and participated in the battle against the demons in the Gorian desert centuries ago. Fahi and his daughter have had persistent dreams of Sadja's life, and want to understand how her story was resolved.Of course, it's not as simple as a word game. Geron starts having dreams of Sadja as well, and resolves himself to sorting out the mystery of Sadja's life in addition to solving the riddle and keeping Nuri safe.Throughout the game, the perspective of the player keeps switching back and forth between Geron, acting in the Low Fantasy present, and flashbacks of Sadja, acting hundreds of years before in the High Fantasy past. Their stories are interrelated, although neither of them understands that at the start...FINAL WARNING: This trope page contains unmarked spoilers for the previous game. It is strongly recommended that you play both games before reading this page.
Amnesiac Hero: For a given value of "hero," the Staff qualifies as this. ben Halif was a servant of Malakar who was looking for the Garden of Oblivion, but couldn't find it — as punishment, Malakar used the Mask to wipe the man's memories before imprisoning him in the staff.
Animate Inanimate Object: The "demon" is in fact the staff, whose power to alter the form of any object has grown to the point he can now transform himself into a wooden man.
Anti-Frustration Features: The forest maze is easily the most annoying part of the game, being both randomized and difficult to navigate on account of the paths looping around to previous sections even when that doesn't seem to make sense. If you stay in the forest maze long enough, you're given the option to just skip right to the spider at the end. In fact, skipping actually has no negative consequences, even when it comes to achievements. The two related to the maze can be earned without actually figuring the maze out, and the spider achievement comes after the maze.
Back from the Dead: The Garden of Oblivion is technically capable of this, but it would take a pretty convincing lie to make Satinav believe it's even possible, much less true. Halif beats the odds through Sadja's ability to use his magic. By his telling, she entered the Garden and used his power to turn herself into a ruby identical to the one she possessed. The mages found this ruby and, deeming it damaged, reenchanted it to reverse the power of the Mask once more. Centuries later, Halif tells this tale and so it must be true, and Sadja is reborn in the present.
Born in the Wrong Century: Bryda feels like this defines her life. A prodigy of a mage who dreams of adventure, she wishes she'd been born in Sadja's time, when heroic princesses made epic journeys to fight demons, and other such wonders. She goes so far as to bring the "right" century to her using the power of the mask.
But Thou Must: When telling Sadja's story in the last leg of the game, it doesn't matter what options you choose. At the end, Bryda cuts in to finish it, insisting that she wanted to make sure it was done right. In fact, she does this because the ending she chose is necessary for her plan.
Cargo Ship: In-universe, the Staff, formerly a human named ben Halif, takes a shine to Princess Sadja as soon as he sees her, despite being a 5-foot length of enchanted wood. His feelings for her are strong enough that he spends all the centuries since the battle trying to give her story an ending.
Dangerously Genre Savvy: When Kasim tries to pull one over on Satinav, he gets his servant to do it for him. That way, if the servant fails, they suffer the consequences and he can go to a backup plan.
Determinator: Geron carries over this quality from the last game. Sadja demonstrates a determinator streak, too, particularly when she attempts to fight a powerful sorcerer using nothing more than scrounged items and a weak magic staff after the gods themselves appear to have rejected her. Even the Staff himself is a determinator. He spent nearly five centuries learning the power to animate his staff form into a working body, all to learn the fate of the princess.
Did You Just Scam Cthulhu?: Satinav is the master of time, and any attempts to change it are generally met with the death of the one who dares try it. However, provided you enter the Garden of Oblivion and exit with a convincing lie, you can change reality to your liking so long as nothing exists to contradict it. If Satinav finds out, though, the liar and their changes are undone.
Dude, Where's My Respect?: With a few exceptions, the Andergastrians don't recognize that Geron is the one who defeated the Seer, and consequently treat him almost as badly as they did in the last game.
When using the mask for the first time, Sadja insists that the incantation is too complex to remember, so she has the Staff read it and repeats it in turn. She actually cannot read it at all.
When the mask is first enchanted with the reversal ruby to confer the Staff's powers on the wearer, Sadja uses it to turn the mage into a tiny gemstone, rather than the large stone statues that the Staff usually creates. It is through this that the Staff can claim Sadja turned herself into a ruby, allowing him to bring her back.
Giant Spider: There's one at the end of the forest maze. You get the "Level Up" achievement for scaring it off.
Laser-Guided Amnesia: This is one of the Mask's powers. It can totally wipe a person's knowledge of their history, and even their name. And all of this knowledge gets stored in the Mask, where it can be retrieved by successive wearers.
MacGuffin Delivery Service: Twisted - Sadja's initial goal is to bring the Mask of Malakar to the (non-evil) Prince in Drakonia. Then the trope gets untwisted as it turns out the "Prince" is Prince Kasim, who is very definitely evil.
The Mind Is a Plaything of the Body: Nuri getting soul-swapped into a bird might have saved her life, but her fairy soul can't adapt as well as the human soul it previously hosted. The longer she remains, the more of her memory is lost, and ultimately she'll just be a talking bird. Once it reaches this point, Geron can opt to change her back and remind her or totally give up on getting her back.
Modest Royalty: Sadja appears to be this. In reality, she's a commoner pretending to be a princess.
Multiple Endings: By the end of the game, Nuri has totally forgotten about Geron and is quite content to be a raven. He's given the choice to restore her body, but her memories are gone regardless, or to let her remain a raven.
Never Learned to Read: Part of the game's Twist Ending — it turns out that Sadja was never a princess. She was an illiterate commoner with a fake tattoo, and just stormed into Malakar's tomb without regard for the riddle. Besides making the entire riddle business a Red Herring, this also meant that she could not have read the memory-erasing spell on the Mask of Malakar.
Non-Standard Game Over: Played for laughs. The game opens with Fahi asking you if you like riddles. You can say no, at which point he asks you to leave. Roll credits. You get an achievement for it.
Place Beyond Time: The Garden of Oblivion is a garden that, according to the will of Satinav, can in no way influence the world beyond it. Anything that happens there never happened until someone leaves the garden, at which point they can speak of the events and Satinav will deem them reality. One may also lie to Satinav, but if he finds out it's a fatal mistake.
Puff of Logic: The Garden of Oblivion allows people to essentially dictate history to Satinav and he'll take them at their word, since he cannot see within. If someone lies about what happened and is proven wrong, though, the speaker will be erased and so too are their changes.
Pyrrhic Victory: The final battle is technically won, but only because Sadja dropped the entire floating castle on the battlefield, killing pretty much everyone and leaving no one to tell the tale of what happened that day. Worse, one demon survives and grabs the Staff, and the elemental adept rescues her before she can save him. Sadja is so depressed that she disappears into the Garden of Oblivion and is never seen again.
Rage Against the Heavens: In the final battle, Sadja is told that the gods have refused to bless her dagger. Understandably miffed by their rejection, she insists that she'll do the job without them.
Scenery Porn: Look at those painted backgrounds, man. Look at them!
Screw Destiny: Sadja is hellbent on making her own way in the world, claims of the impossibility of it be damned.
Taken for Granite: One of the Staff's powers, which usually turns the victim into a stone pillar that has parts jutting out depending one how they were standing when petrified. While in this state, the victims are fully aware but unable to act, but also basically immortal so long as the stone is never damaged. Sadja ends up surviving to the present day by turning herself into a ruby.
Undying Loyalty: The Staff is unfailingly loyal to Sadja, if a bit snarky at times. So strong is his loyalty that, five centuries after she should logically be dead, he is determined to discover one way or another what became of her. And when the answer proves false, he makes an even better one.
You Can't Fight Fate: Satinav wrote all that was, is, and ever will be in his Book of Time, and woe be to any who dare contradict him. He doesn't like that. The Garden of Oblivion allows one to lie to him, in that he has to take that person at their word since he is blind to what happens in the Garden, but it's best to tell the truth lest he catch you in a lie and act accordingly.