Monday, October 22, 2018

Legends II: Won! (Summary and Rating)

             
Legends II
United States
Asgard Software (developer and publisher)
Released in 1989 for TI-99
Date Started: 14 October 2018
Date Ended: 20 October 2018
Total Hours: 10
Difficulty: Easy (2/5); this is partly user-definable
Final Rating: (to come later)
Ranking at Time of Posting: (to come later)


Legends II started without much of a plot--just four adventurers looking for trouble. There was a hint in the tavern that "they somehow snatched a great king from a parallel world," but that was it. Throughout the game, I was curious how this plot point would resolve, and I'll say this for the game: I absolutely did not see the ending coming.
             
A button puzzle in one of the dungeons. Each one opened and closed different areas.
             
The curiously long north-south island chain had, I think, six dungeons. The nature of the iconography plus my colorblindness made me miss at least one. As I mentioned last time, dungeons in this series are either full of traps and treasure chests, or monsters, but never both. In some ways, the monster-filled dungeons are easier because you can only cast spells (including healing spells) in combat, so if you get too damaged from traps in the trap-filled dungeons, you have to rely on an inventory of healing potions.

You can save your progress outdoors at any time, but saving forces you to quit, and when you reload, you're back at the top of the island in Grumble. At first, I thought this would be annoying, but it turned out to be rather convenient. I'd explore southward until I felt my health was too low, then save and return to Grumble for rest and training. Training was absurdly expensive--so much so that I never trained all the levels I had earned, and I never spent any of my money on potions (though I did find a lot of them).
            
I'm not sure I had this much money in the whole game.
           
The Phantasie-inspired dungeon exploration is really the best part of the game, and I enjoyed it to the end, constantly revealing new areas, solving light puzzles, and stumbling upon the rare NPC or special encounter. There aren't as many of any of those things as in the typical Phantasie dungeon, but the dynamic is still fun. I also enjoyed the way the game offered a label or description to each corridor and room.
             
I continued to enjoy the incremental dungeon exploration.
           
The first dungeon I explored after Grumble was a troll-infested hole in the mountains called, appropriately, Trollhome. It was naturally a monster dungeon. The only special encounter was a book that contained three passwords--"Klatuu," "Nicktu," and "Barada"--along with three numbers. I trust everyone here has seen the classic film that is the source of these words, but if not, you need to go rent Army of Darkness immediately.

The next dungeon was a treasure dungeon called Zem Outpost, and it was here that I got most of the item upgrades that lasted the rest of the game: a star longsword, a wizard's staff (curiously not wieldable by the wizard but rather the cleric), magical robes, banded mail +3, a silver cape, and so forth.
          
I think this was the best weapon I found in the game.
         
Around this time, the outdoor map itself began to take on structure, with limited passages through mountains blocked by sentry points and gates. As we approached, a sign titled "Gorvil's Keep" told us we were viewing the "ruins of an obviously ancient and once majestic fortress," abandoned after peace fell upon the region, now recently taken over.
            
These title cards add a lot to the game's backstory and lore.
          
The keep was full of vampires and undead. The key special encounter was finding an NPC named Urgle, who said he was searching for his brother Clovus, who in turn had been trying to figure out who has taken over Gorvil Keep. He asked if he could come with us. I said yes and then never heard from him again.
            
This combat feels like it should have been harder.
           
Sentry points repeatedly invited us to "buzz off," but we pressed forward. I should mention at this point that combat in the game--whether with guards, vampires, dragons, sabre-tooth cats, or whatever--is pretty easy, and only in the last dungeon did I ever feel in any real danger. My wizard's spells went mostly unused because it was faster just to hold down the "1" key and plow through physical attacks each round.
           
The party reaches the end of the islands.
           
Adamantyr helped me with some information about the dungeon I missed, Fogeek's Deli. A title card indicated that in its heyday, the restaurant was favored by monsters and humans alike. Inside its walls, Urgle would have met up with Clovus and escaped with him, but not before giving the party a set of disguises. Later, the party would have rescued a female NPC named Gina who would have later backstabbed one of the characters and fled after warning the party not to press forward.
               
This was an interesting twist that I missed.
            
The last dungeon, titled "Eagle's Roost," was at the far southern end of the island chain. The accompanying sign said it used to be a guest house for visiting "princes, kings, and other luminaries," but was abandoned at the same time as the keep.

There were four levels to Eagle's Roost, and on the first three, I ran into automatons called "validators" who challenged me with the three words (which are of course from The Day the Earth Stood Still in case you're still sputtering from my statement above). The countersigns were clued on a document that shipped with the game. I had downloaded it but forgotten about it by the time I reached this part of the game, so I couldn't figure out anything that worked. Fortunately, I was able to just fight the validators. They were easily the hardest enemies in the game, capable of killing a character in one round if they concentrated their attacks and got lucky. I had to have both my ranger and cleric cast heal spells every round while my fighter and wizard did their best to whittle away the creatures' 999 hit points. In the last combat, the validator did get lucky and killed my cleric. I finished the game toting her dead body.
               
Gort has developer Donn Granros's initials on his chest.
             
Past the third automaton was an "oddly dressed man bound with heavy chains." With tortured dialogue meant to suggest a southern accent (sample: "Ah sho would be much obliged if you could get me out of these thangs"), he suggested we take a hidden exit to the north.

When we left the dungeon, the endgame commenced. The party and their companion hopped into an unattended ship and sailed away from the islands. There were a series of text screens confirming that the "great king" we had rescued was, yes, the King of Rock and Roll--Elvis Presley himself. I suppose this text ought to be preserved. I stress that I am not making any of this up.
              
              
And so it came to pass that your part and Elvis, your newfound friend, set sail on yet another quest. A quest to find the interdimensional vortex that plucked him out of his world and plopped him down in yours. Knowing only that the vortex was located in the ocean not far from Femble Isle, the search is long, relying only on Elvis's memories, dimmed by the time spent shackled in the depths of the palace.

Now just as everyone had given up hope, a shimmering haze is seen off the bow. Moving closer, your ship suddenly surges forward as it is drawn into the heart of the vortex.
                 
            
Your world fades from view as another materializes. You tumble downward and everyone lands in a jumbled heap in the middle of a great black expanse.

Your party seems dazed and a bit confused, but Elvis exclaims, "Well, I'll be an ole hound dog. A parkin' lot! Look, there's my pink Cadillac just a-sitting there." Turning to your party, he says, "Much obliged, friends--and welcome to Vegas. Here, I am the king and I owe a real powerful debt to you guys."

Several crazy women carrying National Enquirers spot the King and scream, "Elvis! It's really him! Ma god." A crowd forms and carries the King away.
             
The party enjoyed several months in the city before they were bitten by wanderlust again. On Earth, however, "the market for persons of your unique talents is a bit limited." Thus, my fighter took a job as Elvis's bodyguard; my ranger disappeared in the Rockies; my wizard performs a nightly show at the Golden Nugget; and my cleric became a televangelist. 
             
No, I wasn't kidding.
            
I gave the original Legends a 29 on the GIMLET, rating its encounters and foes and economy best at 4s, its NPCs worst at 1 (I considered the people you meet in the dungeons encounters, not NPCs), and everything else in the middle at a 2 or 3. Legends II doesn't do so well. Even before the silly final minutes, the story isn't as fleshed out, magic plays a less important role, and equipment upgrades are rarer. The gameplay is more linear, the challenge less intense, and the economy absolutely broken when you never earn enough for leveling. With these various incremental modifications, the rating for Legends II drops to a 21.

I'm curiously ambivalent about the ending. If Crusaders of the Dark Savant pulled this kind of nonsense, I'd go through the roof, but Legends II wasn't exactly the sort of game that engages you with its story in the first place. I think I'd be pretty miffed if I were a 1980s TI-99 owner, though. The last screen ends with a dedication "to the TI and its users, long may we run," which would be a nicer sentiment if the developer hadn't just made a shaggy dog joke out of the last RPG the platform would see for the next 30 years.

Despite the sentiment, Asgard closed up shop the same year Legends II was released, and the platform saw only a handful more games of any genre before the modern "retro" revival. (For more on Asgard and the developers, see the end of my summary of Legends.) Unless I actually make it to the 2010s, this will be the last time we see a TI-99 screenshot. There were only four RPGs released for the machine, and I needed Adamantyr's help to set up three of them, so I'm not sorry to see this one disappear.

Our plod to the end of 1989 continues but is about to be interrupted by an incredible mire of a game called Legends of the Lost Realm.


Saturday, October 20, 2018

Crusaders of the Dark Savant: Danelaw

My map of the game world so far. I don't know if I'll ever get to stuff in that middle area, or whether I can just fill it with a solid color.
              
What has become clear--and what might have been clearer earlier, if I'd paid more attention to the game map--is that the wilderness areas are mostly incidental. The opening area held a few treasure chests and other interesting items, but I don't think I've found anything in the outdoors since I first entered New City. The wilderness basically exists to funnel you from one faction's territory to another's, and while there are diversions to map along the way, most of them don't stray far from the main road, and you could really spend all your time on the marked path.
            
The map that came with the game. I should have focused on the path and not the wilderness.
             
The paths lead to a variety of cities, castles, temples, and dungeons, each controlled by a different faction, each with one or more pieces of some map that I'll ultimately have to assemble. As we've seen, my failure to move quickly between places has meant that most of the map pieces have been looted by the time I arrive, and I've had to bribe or kill to reclaim them.

After my triumph at the Temple of Munkharama, I initially explored south, but eventually the combats grew too numerous and difficult, and I turned around. I returned to the opening area and the orchid field to the north, where my characters previously kept falling asleep. Now that I hard higher-level characters resistant to the sleep effects and a "wake up" spell, I was able to map and push through the area despite the constant drowsiness. I eventually re-connected with the road northwest of Orkogre Castle--well, not entirely "re-connected," since as commenters have pointed out, the developers messed up to the tune of one north/south square.
            
I hope someone was fired.
         
Along the way, I conquered the Tower of Dane, but before I describe that, let me grouse a bit about the world map. When I originally saw the game map in the materials, I thought the developers had adopted a Might and Magic approach in which the overworld would offer open exploration. Instead, unless something changes, you're pretty well limited to the loops of connecting trails, and a large section of the interior is destined to be colored in "inaccessible." The division of the map into six rows, A-F, and nine columns is a bit misleading, since you can't seem to explore the vast majority of it. (Among other things, A1 and A2 appear to be on the sun, while A8 and A9 are on the moon.) Not that I want the game to last a lot longer, but that's kind of bogus.

On to the Danes. They're tall, bald, blue creatures, like Zhaan on Farscape. I'd only met one of them before entering their tower; he had been sulking around Munkharama, spouting nonsense about the end of the world being nigh and such. Searching my notes, I found only a few other references. When I freed Captain Boerigard, the Gorn, from the jail in New City, he mentioned that the Gorn had survived numerous wars with the Munks and Danes. Brother T'Shober said he thought the evil Munks from the forest were plotting with the Danes. That was it. So you can see why I didn't feel overly informed when I arrived.

The tower consisted of six 10 x 20 levels plus a couple of final rooms at the top. I'm obliged to note that the "tower" wasn't visible from the outside and that somehow we went down a ladder in the wilderness to enter the first floor. On the first level, a priest told me that I would have to pass the Trial of the Fellowship, and he collected some initiation dues from me. I have this idea that I could have refused and just slaughtered my way through the temple, but I played it peaceful until circumstances wouldn't let me do that anymore.

Each level had a name, announced by a title card upon entering the level. The goal on each level was to find a golden idol and place it on an altar, which in each case opened the way forward. Before moving up to the next levels, I always encountered the Dane priest, who congratulated us on our progress, promoted us to a higher temple rank, and collected a new set of (increasing) dues.
        
None of these titles meant much in the end.
        
Each level had a different theme, with a set of related challenges. Specifically:
            
  • The Temple of the Initiate. A fairly easy level except for a single square, through which I had to pass repeatedly, where a "spray of choking gas" damaged my party and made a bunch of them nauseated. This square kicked off a theme for the tower, in which I repeatedly had to take unavoidable damage from certain squares, something that had me shouting some unprintable curses by the end of the tower.
  • The Temple of Divine Order. I had to get a Key of the Beast from a group of Dane and use it to enter the Lair of the Beast, where I killed a Psi-Beast and learned its secret word, which was--sigh--MOO.
             
This guy was freaky.
            
  • The Temple of Eternal Night. Most of the squares were dark, and I had to navigate with my map and by bumping against walls.
  • The Temple of Aerial Wimsey. The level's theme was a bunch of teleporters that I had to map and master. The golden idol was found in a room where a lack of air made the party collapse into unconsciousness. They had a vision of a young woman doing something with a sparkling globe. The young woman would seem to be the mysterious Vi Domina from the backstory (otherwise unencountered in the game so far), and I'm guessing the globe is the Astral Dominae.
              
This had better make sense at some point.
        
  • The Temple of Deadly Coffers. Annoying as hell. Not only were there numerous chests that exploded every time I faced them (chests containing necessary keys), there were squares that damaged and "veggified" my party members, which I don't even know what that means. I had to continually rest to undo the damage.
            
"Oops" suggests I did something wrong. All I did was turn and face the chest.
              
  • The Temple of Wanderers. Another annoying level where stepping into various squares--not levers, buttons, or anything you could actually see--opened gates and hidden walls. 
             
There was a corridor on this last level with a series of grates on the west wall. Some maniac was on the other side of the grates, with a "wild orgy of bodies," casting fireballs at my party. There was no way to open the grates and get to him, just move forward down the hallway. "Fire Shield" didn't seem to do anything to protect us. The damage continued for four squares, and it got so bad that I had to stop and rest several times in the middle of the corridor. When I got to the end, it turned out there was no way to progress further in that direction, and I had to turn around and walk back through the corridor--again stopping to rest several times--as I continued to take more damage.
            
This was pretty infuriating.
           
The lunatic turned out to be the head of the temple, Torquesade, the "Magna Dane," who I encountered when I went up and back down. He presided over a "decadent" group of followers, "ripe with wine and orgasm." In a long ALL CAPS speech, he demanded that we face the "challenge of the Spawning Pit, kill a fiend, and return with his demon horn. I had an option to just attack the idiot, and I was sorely tempted, but I had already collected some items necessary to perform the ritual at the Spawning Pit, and no role-playing option motivates me more than seeing a quest item fulfill its intended purpose and get out of my inventory.
          
The head of the religion doesn't seem very religious.
              
The top level of the tower had a pit where we performed the ritual to summon the demon, first by throwing the Munk Innards from Gorn Castle, then by throwing the Ashes of Diam found earlier in the Dane Tower, then by tossing in the Stone of Gates found in Munkharama. (Until this moment, I had been hoping that the Stone of Gates would somehow warp us from location to location.) This sequence was found in a book and also explained by the Magna Dane.
            
 
Well, that's disgusting.
          
The demon appeared and attacked. He is called * S P A W N * in the game; I remember from Wizardry VI that Bradley is fond of putting asterisks and spaces in the names of boss-level creatures. [Edit: as a commenter pointed out, this goes back to the first game and not something that Bradley introduced.] He had some mass-damage attacks but wasn't that hard overall. When he was dead, we jumped into the pit and took his horn.
              
The graphics and animation were pretty cool with this guy.
            
Immediately, the voice of the Magna Dane stated ringing through the levels, shouting things like "KILL THEM, SEIZE THEM, BRING ME THE HORN!" as if I wasn't going to bring it back to him. When I returned to his location, he attacked me with his army of followers, but my growing arsenal of mass damage spells (including the mage's "Nuclear Blast" and the alchemist's terrifyingly-effective "Asphyxiation") made short work of them.
         
The "boss" battle of the tower.
           
After they were dead, it took me a while to realize I had to search the area to find the Magna Dane's ring, use it to enter his chambers, and loot the treasure chest with the "Temple" map. I also got something called the "Coil of the Serpent" and a "Jeweled Cushion."
           
         
When I left the Temple, I finished mapping the pathway and forest north of it, which reconnected with the part I'd already mapped at a new location called Nyctalinth. This appears to be the T'Rang capital. On the way, I did have one weird encounter in which I found a Helazoid battling a group of T'Rang and chose to help her. She gave me the banner of her people and suggested I visit the home of her people. Incidentally, she introduced herself as "Jan-Ette" and said that her queen's name was "Ke-Li." I don't know how much more of that I can take.
           
But not the Crusaders of the Dark Savant, right? Because wouldn't they be bad?
           
Other notes:

  • The second level of the tower had a room called Belcanzor's Magik Emporium. A note on the door said that Belcanzor is in New City at nighttime and in the tower during the day. I guess I mapped his shop but didn't realize there was something to find there if I re-visited.
  • In between the various areas, you get attacked by members of the various factions in generally unavoidable combat. In random battles, I've killed plenty of Danes, Munks, Gorns, and Helazoids in their hovercraft. I feel particularly bad about the latter. They're pretty, and I have nothing against them even if they don't seem to fit in to this setting.
                 
They look so happy. Why are they trying to kill me?
          
  • NPCs have started offering "Lore" when I click the associated button during encounters. The lore mostly indicates which individuals have what pieces of the map. The Magna Dane was supposed to have both the "Temple" and "Fools" maps, but I only found the Temple one. Some Munk has the "Dragon" and "Legend" maps. Ratkin have the "Crystal" map. Other lore talks about alliances; one tidbit I received late in the expedition is that "Lord Galiere has formed an alliance with Magna Dane."
  • Supposedly, when you click "Lore," you're actually trading lore, and the NPC finds out everything you know, too. I'm not sure what consequences this has for the game.
           
I guess I'll have to return to Munkharama.
          
I'm still waiting for the plot to resolve into anything sensible. Despite taking copious notes in a very text-heavy game, I never really understood why I was at the Tower of Dane, what the Danes were about, or what consequences their demise at my hands might have on the game world. Crusaders feels like it was developed by someone who had a strong internal sense of the plot, the characters, and the various factions, but he forgot to seed the world with enough clues for the rest of us.

Time so far: 47 hours

Sunday, October 14, 2018

Game 306: Legends II (1989)

         
Legends II
United States
Asgard Software (developer and publisher)
Released in 1989 for TI-99
Date Started: 9 October 2018

It was about a year ago that I looked at Legends (1987) for the TI-99, a platform that was already three-years discontinued. By 1989, it had been five years. And yet Asgard Software was still pumping out titles for its little cult following. Legends II is explicitly "dedicated to the TI community," according to the manual. "Daily we keep the TI legacy alive and with each passing year we create our own legends." Ironically, this was the company's last year, but it was a busy one, releases include a third version Tunnels of Doom anthology and four ports of Infocom text adventures.

You may recall that the original Legend was a Phantasie-inspired romp to defeat a warlord named Ashtar Creel. I liked that it used Phantasie's approach to dungeon exploration, but I thought the character development was limited and the combat far too frequent. It was also very grindy; to win I had to pretty much grind to the highest level before I even seriously attempted the dungeons.

Legends II--unimaginatively subtitled The Sequel everywhere but the title screen--doesn't begin with much of a backstory. The four-person party (every player gets a fighter, ranger, cleric, and wizard), bored after defeating Ashtar Creel, sets sail for a newly-discovered continent, hoping to find something to do there. They're shipwrecked on the way, and they wind up in the town of Grumble on an island called Femble.
         
A tavern tale hints at a bigger plot to come.
        
The game doesn't support any character-creation process. You either have to play with the (weak) default party or import a Legends party, which reduces them all to Level 3 but maintains their hit points and most of their equipment. I had trouble with the import process, so Adamantyr supplied me with a clean installation that includes a default party with appropriate attributes but lousy equipment. I changed the names.

Grumble, the only town on the new continent, has an inn, a potion shop, a temple, and a training hall, but oddly no weapons shop (you have to find all weapon and armor upgrades). Legends had only one town, too, but the rest of the island was dotted with inns where you could rest and heal. Instead, in Legends II the ranger occasionally finds "safe havens" for resting while you explore the outdoor landscape.
        
Options in town.
       
Every time you leave Grumble, you set a difficulty level for the monsters you encounter, on a scale of 1 to 10, the lower the easier. The setting affects not the type of monsters but their hit points and damage levels. Higher risk yields higher rewards, but it takes a while to build up to those higher settings. Just as in the original, in advancement my characters are hampered far more by lack of gold than lack of experience.
          
Sure, that will only take me about 70 combats to earn.
          
Movement is accomplished with the ESDX cluster, with a few other keys to perform special actions inside and outside of combat. The game checks for random encounters based on a number of cycles rather than the number of moves. This is highly annoying. Not only are you penalized for not immediately moving the moment that you have the ability (after a few seconds, the game inevitably rolls a random encounter), but in the modern era you can't crank up the emulation speed to get other things to run faster unless you're prepared to deal with all the extra combats.

Combat hasn't advanced at all since the first game. It's basically Phantasie's system without the little character animations. There are only a couple dozen enemies in the game.  Upon meeting an enemy party, you can choose to fight, intimidate them, greet them, surrender to them, or flee. Anything other than "fight" gives the enemy a free round of attacks if it fails. "Intimidate" is a great option. If it succeeds--which it does enough to make it viable--you still get the experience and gold from the combat, without having to fight anything.
            
I'm glad I didn't have to fight these guys. They eat armor.
           
If you choose to fight, you have options to thrust, parry, lunge, or cast a spell. Actions execute immediately instead of waiting until everyone sets up. The spell selection is small--eight each for wizards and clerics and six for rangers--and they can only be cast in combat. As in Phantasie, many are simply variants in power of the same base spell; for instance, the wizard gets "Firestorm1," "Firestorm2," and "Firestorm3." There are no mass-damage spells, which I somewhat like, as it makes me more likely to cast buffing spells like "Strength," "Protection," and "Prayer" in combat.
         
Fighting a cute giant snake.
        
Dungeon exploration offers the same weird dichotomy as in Legends, where half the dungeons offer traps and treasure chests but no monsters, and the other half offer monsters but no traps or chests. The first type of dungeon is attached to Grumble and is the first one that you explore. Legends started with some of the dungeon levels exposed, but the sequel makes you move to find every available square. It doesn't even open up the squares around you; you have to actually move into walls to see if you can go that way.
              
Threading my way through the dungeon. The dot indicates a special encounter.
           
Chests are often trapped and have to be disarmed. They might hold gold, potions, or equipment. You have to keep careful track of your current weapon, armor, and shield because when you find something new, you don't have an option to review what you're already carrying before deciding whether to keep it or leave it. One trip through the starter dungeon mostly made up for the paltry equipment my characters imported with.
            
I think most of my guys have better weapons than this.
            
The pair of games does a good job with narratives and encounters that develop the backstory and propel the main quest. I wish more titles of the era, independent and commercial, rewarded exploration with an occasional bit of text. (A text card like the one below at the end of each Shadowkeep level would have incentivized continuing to play it.) Grumble's tavern offers hits of gameplay elements to come. Rooms and hallways in dungeons have brief descriptions, and special encounters, annotated with a dot, sometimes offer role-playing options.
           
A signpost on the starting island.
       
An intertitle at the beginning of the Grumble dungeon explains that it's used for storage as well as the city's famous water and sewer system. As you explore, you repeatedly encounter a guide leading people through the sewers. On Level 2, there's a maintenance man who sells some tools to the party, and on Level 4, you run into the city's mayor, in hiding from assassins, who gives you a key to a special room at the Zen Outpost.
          
If Crusaders of the Dark Savant presented its text like this, I'd have a lot less of an issue with it.
         
Back on the surface, the tools are necessary to repair the drawbridge connecting the starting island to the next one to the south. I know from peeking at the map on Adamantyr's site that the game world consists of an absurdly long chain of islands running from north to south, none wider east-west than a single game screen but occupying perhaps 13 screens vertically. Apparently, Donn Granros has said that players of Legend complained of the open-world nature of the first game, so in this one the authors decided to feed them the dungeons in a linear order.
          
Good thing we bought those tools!
        
The problem with this approach is that you can only level up and heal in Grumble. And while you can quit and save in camp in the wilderness, every time you reload, you're back in Grumble. This is going to get annoying towards the end of the game when I'm far afield, want to save to avoid losing progress, but then have to trek all the way back to my position from Grumble again. (And the Classic99 emulator doesn't offer save states, so I can't cheat this process.) The overall setup seems to suggest that, once again, the player is best off doing a lot of grinding near Grumble before heading out into the open world. Fortunately, as long as you check in once in a while, grinding is as easy as weighing down the "1" key, since that key acknowledges messages, choose to fight, and chooses the "thrust" action each round.
           
Signs warn of strange happenings to the south.
         
I've explored about four screens to the south. It appears there are going to be special encounters at a lot of the bridges. I found the second dungeon--a monster one, this time. But I'm relying on the idea that all dungeons are visible on the screen and don't require you to poke around the map. Anyone who's played the game--which is probably just Adamantyr--please let me know if I'm wrong about this.
         
It's a tough call, but I'm thinking "no."
         
Just like its predecessor, Legends II is not a fantastic game, but it's one of the few fully-developed RPGs for the TI-99, and it offers enough of interest to keep me going. I look forward to seeing how or if the story develops and what the main quest truly is. One of the tavern tales suggests that Ashtar Creel isn't really dead, and another says, intriguingly, that "they somehow snatched this great king from a parallel world," likely to hold him for ransom. Are we going to end up rescuing Lord British in a non-Origin game?

Time so far: 4 hours

Friday, October 12, 2018

Crusaders of the Dark Savant: Pomp and Circumstance

I would hope that the number of people I have "both loved and slain" is small.
             
In several long sessions, I conquered and pillaged the Temple of Munkharama. I had to review my screenshots from hours ago to remember why I was there in the first place. (Because of all the dialogue and descriptions, my screenshots folder has swiftly ballooned to over 2,000 shots.) It goes back to the garrulous Brother T'Shober, guardian of the Munkharama Bridge, who begged me to find my way to the Temple, beneath the city above it, and retrieve the Holy Work before a bunch of evil monks from the Dark Forest got to it first. He told me to bring it to Master Xheng, Lord of the 5 Flowers.

I thought the Holy Work might be the Astral Dominae, but I should have realized it was silly to expect any actual connection between the game and its backstory this soon, if at all. Instead, it was just a book.
           
A book as helpful as the in-game text!
         
Reaching it was a long process that began by--as I had surmised several entries ago--shouting "COINS" as a response to the riddle of the well. In return, it delivered me four coins that I had to use in four receptacles to open four doors, two of which had switches that opened secret doors accessible from the other two. One of those secret areas led to a bunch of new rooms on the east side of the monastery, one to a bunch of rooms on the west.
           
The east side housed a logic puzzle by which I had to drop four beans into four chalices and then pull a spindle in a central room. The spindle activated a kind of slot machine with four panels colored black or white. It took me a few tries to figure out what was going on, but basically after pulling the spindle, the panels showed me how many beans were in the correct chalices by the number of black panels vs. white panels--but not which beans were correct. Every time I got it wrong, I got dumped through a trap door into a basement and took damage. There were 4!=24 potential combinations, but each try gave me enough information to cross several possibilities off the list and narrow it down. Eventually, I got it right. The solution opened a secret door to the rest of the section.
              
This was a good thing.
             
With my recent failure in Shadowlands on my mind, I should point out that this is the kind of puzzle I like. It takes some effort and experimentation to figure out what's happening, and once you intuit that, you can solve it by logic. It wasn't just about mechanics, and there weren't rats or a food meter impelling me to solve it faster.

The new passage led the party to Brother Moser's Apothecary. Aside from selling potions, he didn't have a lot that was interesting to offer just yet.
              
My full map of Munkharama.
           
Over on the west side, I found myself in front of a large building labeled "Palace of the Gran Melange, The Land of Dreams." ("Gran Melange" is a perfect David Bradley phrase, like "Dark Savant," that at first sounds okay but then falls apart when you consider its true meaning, in this case something like "great miscellany.") Inside, a monk wanted to know what I was doing there. I tried HOLY WORK, GRAN MELANGE, ASTRAL DOMINAE, and even COSMIC FORGE (hey, my characters are still a bit confused) before finding success with (duh) DREAMS. But I couldn't answer his second question about "what happens to those who cannot walk the land of dreams" until I returned to Brother Moser and asked him, and learned that such people "walk the land of the living dead." This is another kind of puzzle that I like: the kind where you have to pay attention and take notes, then use those notes at a later point. Admittedly, the copious verbiage in this game makes it tough.

What followed were a series of rooms (connected by a maze of ladders) where I encountered a bunch of monks high on some kind of pipeweed, spouting nonsense about life being a dream and other silliness that was probably meant to sound profound. (Sample: "Life is a mystery, a puzzle, a riddle, a rebus, an enigma. As you live, you discover some of its pieces. Some you know, as if you had always known. Others you do not recognize, and discard. But all is part of the puzzle.") From these encounters, I got a smoking pipe and some "pastilles" to pack into it.
            
I'll smoke what he's smoking.
          
The monk at the entrance had warned me not to go through a black door, but it was the only way to go, and after doing so, I found myself in a blank void. And here I got one of the games absurdly, almost offensively long expositions. I've complained about wordiness a few times, but I want to make it clear that I certainly don't mind the brief atmospheric descriptions. For instance, here's one that came later in the area:
            
You step into the arena of a tremendous cathedral, its bizarre frescoes long faded, its papal pews submerged under a dense cesspool of stagnant water and filled with the wrenching odor of offal and decay. Thick molds cover much of the ceiling and chamber, and splotches of scummy mires are visible floating on the surface of the water. It is not a very pleasant atmosphere.
              
Now that's great. It gives a lot of context to otherwise somewhat featureless wall textures, and it even makes sense given the overall backstory of the location. I wouldn't mind if the text was delivered a bit faster, in a smaller font, without requiring me to acknowledge every sentence, but I otherwise have no problem with the prose.
           
Occasionally, the descriptions are funny. I don't often appreciate Bradley's humor, but this passage from later (beneath the temple), got a chuckle, even though it hijacked my characters' attitudes, something I usually object to:
          
You pull the lever but nothing happens . . . Playing with the lever for a while and getting nowhere, you eventually resort to more forceful tactics. Pretty soon the floor is littered with piece of hacked lever parts, everybody is yelling at everybody else, and finally you concede that some things were not meant to be.
          
This, on the other hand, is what I got in the dream void:
            
You step into oblivion. You are falling . . . falling . . . falling. And then you are falling no longer. All is quiet and black. Though you can feel a solid surface beneath your feet, you see nothing, and all around you presses the deep void. A vision of burning flames appears in the distance. You draw closer to the fiery blaze, and you see there is something burning in the flames. It is you. The fire swells and suddenly you are surrounded by faces from your past, faces of those you have both loved and slain. Their skin bubbles and their eyeballs swell and then explode as they scream. And you watch as they turn into a host of blackened charred corpses. Their screams become a mad cackling, and as they crumble into dust you see arise within the flames huge buildings and structures. And you sense that the structures mean something important, but watch as they too crack and fall into the burning inferno. The flame congeals into a flaming ball, and from its smoke and ash forms a sphere of spinning firmament which begins to orbit around the burning mother. And you look upon the sphere as its surface transforms, blossoming an infinite variety of features, and soon there are other spheres and then behind them still others and then a thousand suns dot the black sky. A million planets swarm past you, racing through the void, and time itself seems to accelerate as you witness the birth and demise of nations and whole worlds. You gaze upon the evolution of life as it streams through the galaxies, birthing and growing, warring and dying, and soon the shapes become a blur until they finally collide in a tremendous explosion and time itself becomes exhausted and collapses. And then all is still and black again.
              
If even that doesn't seem so bad, keep in mind that this narrative is being delivered basically one sentence at a time, frequently appearing that it's over, because it ends one-third of the way down the screen, only to start up again on the next screen. And if it still sounds cool, ask yourself: What is the point? Why these images? Do they actually mean anything? Is there any payoff? Maybe I'm wrong, but I don't think so. I think the author is just being self-indulgent. I think he's read things like this in other stories, better stories, where there is a purpose and payoff, and he's trying to mimic that.
          
Here, it's just a waste of time. It doesn't even lead you to the correct next action, which is to combine the pipe and pastilles and light it. A good narrative, in addition to being much shorter, might have ended by saying something like, "You see images in the void, but your sober mind is not in any position to decipher them." Oh, incidentally, if you do the wrong thing, you have to read all of this again.

Lighting the pipe didn't make anything more sensible. A being called the Spirit of Life appeared, spouted some more pretentious nonsense ("this is the seed that is the root and heart of all living things" offered a particularly glorious mix of metaphors) and then asked me to choose the form of divine assistance: a sword, a staff, a gown, a ring, or a stone. I somewhat unimaginatively chose the sword, and I was given a magic weapon called the Sword of 4 Winds. Equipped by my lord, it does about twice the damage as his previous sword, so it wasn't a terrible choice, but I'm curious what the other choices would have gotten me.
          
Yeah, choosing the sword is pretty "basic," but who says "gown" at a time like this?
           
Incidentally, I think there's a bug attached to the sword. First, it's cursed, which means I can't unequip it until I cast "Remove Curse." That's fine; I don't want to unequip it. But it's also one of those weird Wizardry weapons that asks me if I want to "invoke" it, which usually gives you something like an attribute boost in exchange for the item disappearing. In this case, invoking it raises my maximum hit points, permanently, but the sword doesn't disappear because (I think) of the curse. This means I could theoretically use it to elevate my lord's hit points to game-breaking heights. But after I saw what was happening (after invoking it twice), I stopped.

Out of the dream world, I found myself in a new area: the courtyard of the Xen Xheng School of 5 Flowers. Inside, Master Xheng challenged me with a code phrase ("Slay not he that cannot hear"), to which I fortunately knew the counter-phrase from Brother T'Shober: BE THANKFUL YE THAT HATH AN EAR. Master Xheng wanted the Holy Work, which I didn't have yet, so there wasn't much else to do here.
            
Be thankful ye that took screenshots.
          
To get into the temple beneath the city, I had to solve another coin-related puzzle by putting four coins (ruby, emerald, diamond, and amber, found in pools in the central part of the keep) in associated urns: cuprum, viridian, silver, and gold. If it's not clear (and it wasn't to me at first), each gem/urn pair is the one closest together in color. This requires you to know that "viridian" is blue-green and that "cuprum" is the Latin word for "copper."
       
The underground had two large levels with many interrelated stairways, ladders, and pits. Getting through it was a long process of finding the right keys and objects to open the right doors in other areas. There weren't a lot of puzzles otherwise, just fairly tough encounters with a variety of monsters. Several types of monks (spelled "munks" by the game for some reason), all with mid-level magic powers, kept attacking. There were also ghosts capable of causing a "terror" effect, nymphs who could cast high-level mass-damage spells, and some kind of floating jellyfish. I hate the "fear" effect, because in addition to taking the party member out of commission (about 50% of the time), there's a chance that the party member decides on his or her own to flee, abruptly ending combat no matter how well you're doing.
        
The spirits are particularly well drawn.
      
There were three notable "boss" battles. The first involved a bunch of deranged monks and a "leper giant," who was capable of doing enough damage in a single round to kill a character. Fortunately, he usually missed, but after three tries I couldn't win the battle without losing one character, so I sucked it up and resurrected her with a scroll I had found earlier.
            
And Esteban goes spinning through the sky.
         
The second boss battle was with the leader of the evil monks, the Lord of the Dark Forest, who had some very high level spells and resisted most of mine. I got lucky with a critical hit on my third combat with him.
            
The Lord of the Dark Forest "holds" a bunch of us during our first fight against him.
             
The last tough fight was with eight "skeleton lords" in three groups of two. They were curiously resistant to even my highest level "dispel undead" and had to be killed by more conventional means, which was tough because in addition to fear, they can cast "Fireball." This one combat produced over 17,000 experience points, the highest total in the game so far.
            
Skeleton lords appear t be skeletons of cows.
             
Mitigating the difficulty was a fountain that restored health, stamina, and magic points. It's been a while since I found one of those. Even with copious resting, the party is so rarely at maximum strength in all three attributes that these fountains really are a cause for celebration. Even better, it was in the middle of a water area, so I used the occasion to swim around (refreshing stamina at the fountain every few moves) until everyone's "Swimming" skill was at 100. This is enough to swim about six squares before someone dies. 
         
This is always a welcome sight.
         
When I was done, I had two artifacts: the Holy Work and something called Wikum's Globe of Power. I don't know what the latter object is for, but the former I returned to Master Xheng. He took it gratefully and offered us the choice to join the monastery and learn the "path of the five flowers." I said sure--I probably just made some irrecoverable faction choice or something--and he gave me a further quest to go find five flowers in some mountains. He also gave me some equipment, which included some cool bits of armor for my ninja.
               
My undiscriminating party just joins the first faction that asks.
           
By this time, I should mention, my inventory was bursting with stuff, including a lot of scrolls, potions, bombs, and powders that basically just serve as lesser alternatives to spells. I ended up selling a lot of them to Master Xheng just to clear space.
             
On the one hand, that's a useful item. On the other, that's a reasonable amount of money.
            
But I still have a bunch of things that I'm not sure about. These include:
            
  • Items marked with large yellow question marks (instead of small white ones) always seem to be quest items. I've used most of them (like the cable trolley) and know what they're for, but I'm still toting around "bone combs and brushes," a bonsai tree, and a white rubber bear. They're all mysteries.
  • I've had two iron keys and a pewter key for a long time, since like maybe the first dungeon.
  • Back in the Gorn castle, I fond three jars of "munk innards" and 15 units of "salted munkmeat." Since munks are humans, the Gorn must be cannibals. Why am I carrying these around?
  • A potion called a "Cask of Ill Repute." I forgot where I got it. 
  • Something called a "Rebus Egge." No idea.
  • Several items in small blue pouches with stars on them: brimstone nuggets, skullbones, aromatic salts, and deadman's hair. They sound like spell reagents, but this game doesn't have a reagent system. Nothing happens when I try to "use" or "merge" these.
            
During these explorations, I kept encountering certain NPCs over and over. It got a little annoying because they almost all have several screens of inescapable text before you can talk to them or dismiss them. One of them was the Gorn king, who I'd met in his castle. He alternately told me that the war was going well or poorly, sometimes both within a matter of 10 steps. Brother T'Shober appeared once, but I didn't get anything useful from him. An Umpani named Lt. Gruntrapper stopped us a couple of times. When I went to trade with him (which I almost always try with NPCs), I saw that he was carrying something called a "Crypt Map." I got an idea from comments that I'm supposed to be collecting these "maps," so I bought it from him, even though it took 2/3 of my gold. Finally, some tall blue guy from the "priests of Dane" kept ranting about the end of the world, but I could never get him to like us enough to talk or trade.
            
This had better pay off.
           
Leveling slowed to a crawl, causing a bit of a withdrawal after my last session. Almost everyone is back up to Level 10 in their primary classes, and with hundreds of thousands of experience points necessary to get to Level 11, it's hard to imagine ever making it to, say, Level 15. I don't think I'll be up for yet another round of class-changing, though, so I'll just see how it goes.

I have no particular idea where to go next. A couple of my characters have the "Watchbells" spell now (which awakens sleeping party members), so I could try that field of poppies, and there are some water squares I could explore given my new ability to swim. Beyond that, there are unexplored paths to the south of Munkharama and to the north of Orkogre Castle.

This session ended at the 40-hour mark, and I feel like at this point I should have some sense of the main plot, but if it wasn't for the Umpani and T'Rang showing up occasionally, I'd begin to suspect that the backstory has nothing to do with the game itself. I may feel differently by the end, but right now, it feels I'm in the middle of a sprawling, silly narrative with little thematic consistency or sensible story arc. At least I like the combat, leveling, exploration, mapping, and puzzles.

Time so far: 40 hours