While the room opposite Dr. Marcel’s office has shelves full of exceptionally interesting objects, we’ve yet to examine that which could very well be our portal to freedom: the window. It surely can’t be as simple as that, else it would be a very short game indeed, but we can at least get the lay of the land around where we’re currently imprisoned so we can better plan out what to do when we get there. We can also determine how high up we are and how much more building we’ll have to work through before we can truly get out.
We got lucky when dealing with Hulgore, for he allowed us all the time in the world to figure out a way to overcome him. The next person we meet will likely be far more proactive, but I doubt capture will result in the game ending; though my experience with games from this publisher is limited, it’s not common for more modern point and click adventure games to have failure states or ways to lose, but there are always exceptions. Until I discover it’s not the case, I’ll presume that there’s no way for me to mess things up, though I imagine I’ve missed countless lines of dialogue that could be had already despite my efforts to track them all down.