Tuesday, July 26, 2022

The Return of Werdna: Gleaming the Cube

My new favorite allies.
        
Well, that was an experience.
   
The three top levels of the dungeon are an interconnected maze of chutes and ladders, most of them one-way, where one wrong step can completely undo your progress. Perhaps more than any place in the game, you have to map thoroughly and carefully. Missing a single square with a vital chute can have significant consequences. You don't want to lose your place or forget what you're doing. Accordingly, once I saw what was happening with the area, I waited until I had a two-day period with not much else to do (thank the gods for summer vacations) and devoted almost all of it to these levels. When I tallied up my time at the end, I couldn't believe it, but I had spent about 22 hours with the game in two very long sessions, getting very little sleep in between. It's possible that in my entire life, I've never worked so hard at something, which might disturb you if you knew about my actual job.
   
I can't say that it was always a fun experience, but there were times that it was fun--mostly in the first half. Settling down with three blank maps and various note pages is what being a CRPG Addict is all about. I was careful. As I explored each square, I annotated not only the wall pattern, but I made a mark to indicate that I had been in that square, lest I forget to hit every square when mapping a large area. I kept a sheet for enemies, making sure to note which ones I had defeated so that I could be sure I'd seen everyone's inventories. I carefully tracked the special attacks and defenses of my allies. I exhaustively went through all my inventory items and equipped, invoked, and used them to see what would happen (and which were worth keeping). I alternated between three save states, taking careful note of which was where. It was a joy to fill in each new bit of information and watch the three levels take shape.
    
My map of Level 3.

And then, after about a dozen hours, it was no longer fun. It seemed like every step just looped me back to a place I'd already been. I had to trace mazes through multiple teleporters, chutes, and stairways just to return to an area to pick up one or two unmapped squares. But I pushed through, and when I was done, I was rewarded by a message that I had at last reached the surface.

There are several things that make these levels particularly difficult:
   
  • The usual spinners, traps, and darkness squares--usually large fields of them where it's easy to get lost.
  • There are pentagrams everywhere, but some of them only allow you to summon monsters from Level 10, 9, or 8, all of which are worthless. Of course, when you step on a pentagram, you have no choice--you immediately lose any allies you had, and you have to summon new ones. There are places in which pentagrams are in the middle of hallways and can't be avoided.
       
Level 10 creeping coins doing 1 damage. Hell, yeah!
        
  • Lots of enemies have TILTOWAIT and LAKANITO. Werdna never seems to resist either, and he can't survive more than one TILTOWAIT. A few hours into this session, I was checking inventory items, and I realized that my Oxygen Mask protects against LAKANITO, but nothing protects against TILTOWAIT.
         
That makes a difference.
      
  • Every staircase, chute, and teleporter is one-way, and there's no logic to whether they go up or down. "Chutes" on Level 3 routinely take you to Level 1, and "stairways" on Level 1 will take you to Level 2 or 3.
  • Chutes are invisible until you step in their squares. You can't wait to try them until you've finished mapping the area. You can't avoid them with Winged Boots.
      
One step away from the egress, I fall down a chute.
       
  • In a unique, impressive, and completely infuriating development, squares with teleporters show you the wall pattern of the destination square rather than the origin square. So you could be facing a corner that looks like an open hallway because that's what's on the other side. Cool programming. Nightmare to navigate. [Ed. I guess Wizardry has always done this. It doesn't come up all that often because most teleporters a) are behind doors or b) have the same origin square wall pattern as their destination squares.]
  • Although the levels are all interconnected, making them one big "cube," the game still loads (and reloads) them individually, and they all have their own sets of enemies. Since you're constantly moving up and down, the levels are constantly reloading, and you never really get close to "clearing" a level. On the plus side, this removes any angst about saving the game.
  • There are a lot more enemies than on the previous levels. In addition to two "parties" per level, there are around 50 individuals. Previous levels capped at about 20. Moreover, these individuals are more likely to form groups of three or sometimes four than on previous levels.
  • Signs saying "THIS WAY TO THE EGRESS" are everywhere. They're mostly useless. Some of them are outright lying, and others are generally correct except that the arrows on the signs never change direction, and yet you can approach some of the squares from multiple directions. 
       
Quit your B.S.
      
When I was done, I spent some time tracing what I think is the optimal path through the levels, which ensures that you not only reach the end but also hit key encounters along the way. I welcome any comments if you think I've missed anything or if there's a better way. Keep in mind that as complex as this narrative seems, it's the product of dozens of false starts and dead ends.
   
Level 1: The Riddle
 
You arrive from Level 4 on Level 1. You want to get out of here as quickly as possible because Level 1 is the hardest of the levels, and you still have Level 4 allies. I had a couple of wights, I think. You're presented with the riddle of the Lady or the Tigers, which I recounted last time, but it turns out to be a bunch of nonsense. The center door is the correct answer, and you get a message acknowledging this when you enter, but neither alternate door leads to a dead end. In fact, I'd argue that it's better to take the left door because it only takes a little longer and it routes you through a useful pentagram. I'm going to relate it that way. Of course, you ultimately have to take all doors, as success on these levels depends upon mapping everything.
     
I think the first step is the "most important" part, not the "longest."
       
The left door goes to an "up" staircase (14,13). Any thought that it's going to be that easy is dispelled when you confusingly arrive at (19,19) on the same level.

The arrival area is a rectangular corridor running around the perimeter of an empty 3 x 2 room. You arrive in the northeast corner. The northwest and southeast corners both have an "egress" message, but moving past them dumps you down different chutes--your first sign that the "egress" signs aren't really reliable. Beyond the chutes you can see the real stairway up to the surface, but there's no way to avoid the chutes, and you won't get to the other side of them for a long time.
    
The optimal path takes the southern chute at (17,16).
    
Level 3: First Pentagram
   
You arrive in a relatively open area. Making your way north, you find another "egress" sign, but it's particularly useless since you can enter it from any direction, and the arrows always point backwards. The first pentagram is here, and it's a proper Level 3 pentagram.
   
All of these would be good rock band names.
   
I have to say, I didn't fully analyze the allies that you get at the Level 3 and Level 2 pentagrams because it's not long before you find a Level 1 pentagram, and the allies there are so amazing that you really don't want to waste time with anything else. Here, I found that brass dragons and fiends were particularly good. Fiends have both high-level mage and priest spells and summon additional fiends. Brass dragons have a breath attack and cast high-level mage spells. Almost all the others just had physical attacks. I found that bleebs served as useful "shields," as just about nothing damages them (they seem to resist every spell) and they summon additional bleebs.

Enemy parties on Level 3 are Blackthorn's Blackguards ("Take no prisoners!"), consisting of two ninjas, a samurai, a fighter, a priest, and a thief. It's probably the easiest party on these levels. The other is The Company ("Mordor or bust!"), which true to its motto has a Lord of the Rings theme. "The Company" is a clear riff on The Fellowship, and the names of the characters are all groanworthy takes on Tolkien's heroes, except for perhaps Pepe la Phew, a riff on a Looney Tunes character. I assume "Dry Gimli" is supposed to remind you of a dry gimlet, which I heartily approve of.
   
Grandoaf casts TILTOWAIT, so dealing with him is a priority. Elkrand often casts LAKANITO. I died several times at the hands of this party before figuring out the Oxygen Mask.
    
My map of Level 2. Note the large fields of traps and spinners.
  
Random enemies on the level continued with the theme. "Frodough" and "Bilbous Baggins" are both thieves who carry magic rings (Healing, Dispelling, Death). There's also an "Illuvatar" and an "Eowyn"--no improvisation there. There's a good bishop named Teut Weidemann, the real name of a German gaming executive with experience at Ubisoft; his LinkedIn profile indicates he was a "consultant" around the time Werdna was written. 
   
Enemies drop a lot more potentially useful items than on previous levels. A lot of them have Rods of Flame, Rings of Healing, Rings of Dispelling, Diadems of MALOR (which I threw away, thinking that MALOR was useless). Rings of Death, a cursed item that solves your gold woes in the first Wizardry, are as common as pennies. I would have tried to get more use out of them but inventory space is so precious and limited. I did occasionally grab a Jewelled Amulet, as DUMAPIC ("Locate") spells go quickly on these levels.
   
The best exit to this area is through a one-way wall to the north, at which point you join a corridor that you would have entered via the "correct" door from the Level 1 riddle. At the west end of this corridor, a teleporter whisks you away.
    
Level 1: The Disorienting Checkerboard

You arrive in the middle square of a diamond shaped area, 7 x 7 at its outer squares. The area alternates dark squares with spinners. Spinners are insidious in this game because they don't just spin you once; they spin you every time you do anything. If you enter your inventory to cast DUMAPIC and check what direction you're facing, you get spun in a random direction when you exit. The only way to find your way through spinners is by luck or by casting DUMAPIC after you arrive. This area isn't as bad as the other spinner zone (see below) because you can just bumble around until you find one of the walls, then make your way along the wall.
    
There's a pentagram in the area, but it's a sneaky one that only lets you summon monsters from Level 8. I wouldn't step on it unless I was out of spells--or unless I was trying to investigate everything, as I was the first time I entered the area.
    
My map of Level 1.
     
The best exit is via another teleporter at the north square of the diamond.
   
Level 2: Shards and Traps

The teleporter dumps you at (1,4), at the southwestern end of the northernmost of two jagged "shards" jutting from the southwest corner and into the map. Navigation here is a nightmare because a lot of squares teleport you to the same destination in the southern shard. Again, teleporters show their destinations, so you might be looking into what is really a northwest corner, but it looks like it's an open wall because the destination square is open to the north and west.

You have to thread your way carefully through this area to reach one of the two chutes at (5,7) or (7,9).
  
The "chutes" deposit you on the same level at (3,11), a huge open area with pit traps in every square. They only do a few hit points' damage, but there are so many of them, they can kill you or your allies, especially if you insist on stepping on every one of them.

The Winged Boots save you from the pits, but to equip them, you have to unequip the Black Box, making it vulnerable to theft from the level's many thieves.

Two steps north of the arrival point, a merchant sells vanishing cream for 50,000 gold pieces. This shows up in your inventory as Cleansing Oil.
         
I thought this was going to have something to do with going invisible. In retrospect, I should have paid attention to the "curse" line.
     
A few steps east of this is the first Level 2 pentagram. I didn't get a lot of experience with these allies, but it seemed like dragon zombies, succubi, and firedrakes were all pretty good. The one lich you can summon casts LAKANITO, but he also keeps running away. Almost everyone else has physical attacks. The inclusion of Murphy's Ghosts, the famous "grinding" enemy from Wizardry, must have been a joke.
 
Enemy parties on this level are Elindul's Evil Elites ("Chuckle Chuckle!") and Joachim's Jihad ("For the love of Allah!"), the latter of which briefly raised my eyebrows, but I suppose there's nothing disrespectful about Islamic heroes trying to stop the return of an evil wizard, especially since they're all explicitly good. In the world of Wizardry, the Islamic world has acquired TILTOWAIT and doesn't hesitate to use it; I died several times at their hands.
   
Random enemies include a quartet of thieves named Scios, Shads, Shadow, and Silk and some amusingly-named spellcasters, including La Spells (evil bishop), Magister (good bishop), Master Caster (evil bishop and perhaps Mad Max reference), and Spells=Wishes (evil bishop). I wonder how he pronounces the equals sign. 
 
Unless you reach down in the levels for weak ones, priest allies are rare on these levels, and I found I was dying more to an accumulation of combats than from individual ones. At some point, I tested all of my unique items, and I discovered that my Cape of Hide cast a low-level healing spell and never seemed to run out. Low-level or not, it wasn't hard to fully recover between combats, and I no longer had to scrimp for every DIOS or DIAL potion that an enemy dropped. This improved my survival rate significantly.
 
The only exit from this area is a stairway at (10,8).
  
Level 3: The Arenas
 
You arrive at (10,9) in a fairly open area with a group of 2 x 2 rooms in a diagonal line. There's a pentagram in one with Level 3 allies. One of the squares is closed off until you find a hidden door on its northwest wall--the only such secret door in the three levels, I think, although I admit I didn't bump into every wall if I could find my way to the other side a different way. There are also two 3 x 3 squares with no means of entry from this side.
   
The northeast corner of the secret room has a teleporter that takes you to (2,17) on the same level, in the middle of one of the 3 x 3 rooms. You almost always encounter one of the level's two enemy parties on the landing square. Three of the corners in this room have teleporters, making it look like they're "open" from the inside, but if you explored around on the outside, you know better.

The southwest teleporter in the first 3 x 3 room takes you to the middle of the second, where you'll probably face the level's second enemy party. From here, you want the northwest corner (the other three take you back to the first arena), which teleports you to a little maze in the northeast corner of the level, starting at (12, 16). You have to dodge three "up" stairways that take you to places you've already been before you hit a pentagram in the middle of a hallway. You can't avoid it, and it forces you to take useless Level 10 allies.
   
Beyond this pentagram lies another "egress" sign, which turns out to be a great joke because there are four different "up" stairways in the corridor it points to. You waste a lot of time looping back to earlier areas before you discover that the third one (19,17) is the one you want.
   
Level 1: Unstoppable
 
The stairway deposits you on a proper Level 1 pentagram, where you can discard your Level 10 allies for some Level 1s, and there really is no way to go wrong here. The Level 1 allies are awesome. Hardly any of them take a whit of damage from spells; their biggest vulnerability is getting decapitated by ninjas.
     
The surface isn't going to know what hit it.
    
My favorites were greater demons. They cast high-level mage spells, poison and paralyze with their physical attacks, and summon additional greater demons. I'm not sure that I ever had the full party of them killed after summoning them. Gold dragons also have high-level mage spells plus breath attacks. Vampire lords (spells) and poison giants (breath attacks) are like more specialized versions of the dragons. There were some mysteries. I have no idea what "Fleck" is, and he somehow becomes "Flack" once he's in the party.
 
By far, the best ally is the Demon Lord, who is named "Entelechy Fuff" once he joins the party. I thought the name was nonsense until I looked it up, and it turns out it means something along the lines of "realizing the potential of rage." This bastard has multiple heavy attacks that drain 5 levels and turn enemies to stone, plus the ability to cast TILTOWAIT. That spell is also available with the Maelific, meaning if you get lucky, you can blast enemies with three of those spells in a single round, plus all the LAHALITOs and MADALTOs coming from a party of up to nine greater demons. 
       
Hell, yeah!
    
All this firepower is vital for the level's enemies. By far, the hardest party in the game is Applet's Angels ("Ring the bell, read the book, light the candle!"), which has two lords, a fighter, a priest, and a bishop, many of them with hit points above 300. The bishop and priest reliably cast TILTOWAIT every round, so you've got to take them out as quickly as possible. (Your Level 1 allies shake off TILTOWAIT like sweat on the brow, but their survival means nothing if you die.) This won't be the first time you've encountered them, of course, since you've already been wandering parts of Level 1 for a while. I lost 100% of my battles with the Angels before I found a Level 1 pentagram and about 50% thereafter.
       
The dragon zombie may have resisted the spell, but I sure won't.
    
The other enemy party on this level is Loktar's Lucy Laddies ("Erin go braugh [sic]!"), which is much easier. There are a lot of individual enemies named after gods (Crom, Isis, Loki, Odin, Rah, Thor II). A neutral samurai named Kane has the highest hit point total (625) in the game so far. It's for tough individual enemies like this that I'm grateful for my West Wind Sword and its ability to just decapitate them.

The pentagram is in the middle of an entire quarter level of dark squares, with walls in the middle to confound navigation. Amusingly, a pentagram that only summons Level 7 allies is a few steps to the east. A few steps to the west is an encounter with a merchant who sells St. Trebor's Rump for 100 gold pieces. I don't know why it's called that or why it works, but if you equip and invoke it, the ghost of Trebor is "put to rest" and no longer a threat. Awesome. Also, from now on, I'm going to think of a certain last name as an abbreviation for "Trebor's Rump."
       
I'm afraid to ask.
      
The exit from this area is in the midst of darkness at (8,2). You have to feel your way there.
      
Level 2: Phone Booths
   
You arrive at (16,19) on Level 2. The entire east quarter of this level is made up of 23 single-square rooms with doors in the north wall. Two of them have pentagrams--one for Level 10 allies and one for Level 2. Because they're on the other sides of doors, they both trick you into losing your awesome allies from Level 1, unless of course you saved when you arrived. Five of the squares have teleporters that all take you to a waste of time on Level 3. There are four squares that dump you back in the room full of traps.
   
You want to exit here at the staircase at (18,2). It brings you to a maze area on the west side of Level 1. You have to avoid various chutes to find your way to a down staircase at (9,9); right next to it is the second Level 1 pentagram. The third is right next to the exit, so you'll be getting your allies from this one or the dark area as above.
   
Level 3: Last Resistance
   
You arrive (11,5) at the beginning of a long corridor that spirals in itself until it finally forks. The north passage takes you back to the "Arenas" area. The east takes you to a teleporter (10,2). It brings you to Level 1 at (3,0), where you can go left or right. Left has an "egress" sign, but it's lying; the staircase there just brings you to a redundant area of Level 3. Going to the right brings you to a down staircase (8,5) at the end of a jagged corridor.
 
On the other side of the teleporter, you're back on Level 3 (3, 8), next to a Level 3 teleporter, but you'd be crazy to give up your allies from Level 1 if you still have them. A linear series of 12 single-square rooms follows, and the encounter rate in them is very high. You're almost sure to encounter both of the level's parties here, plus four or five combats with smaller groups or individuals. 
 
When you finally emerge, you have to avoid both a redundant "up" staircase and a teleporter back to the arenas to find the "true" teleporter at (1,2).
   
Level 2: Navigational Hell
    
The teleporter deposits you at (12,7), on the northeast side of a huge room full of spinners. There are, specifically, 63 of them. Many of them are within sight of a wall, which helps keep you oriented, but you need to find your way to one from which no wall can be seen. There's a Level 2 pentagram in the southwest corner if you want to refresh your DUMAPICs.
   
When you first arrive in this area, of course you don't know that there's a key teleporter in the middle of it, surrounded by other teleporters. The only thing that saves you is a commitment to putting yourself in every single square just in case. Doing that in this area means casting DUMAPIC after just about every move, noting if you walked into an unmapped square (or at least got closer to one), and trying a different direction (or reloading) if not.
 
I had that commitment, but it was weakened. There are three teleporters that whisk you to an unnecessary area of Level 3 and two chutes that dump you back in the room full of traps, and you have to thread your way through these precisely to find the one teleporter that takes you to the end. I got confused and turned around, and at some point, I just assumed I had hit every square when it wasn't true. 

Eventually, I got to the point that I had mapped all of the levels except some inaccessible areas (more on that in a bit) and a very small area of Level 1 just south of that staircase that I could see but not reach because of the chutes. I knew this was the area, just not how to get there. I wasted a lot of time pounding on the walls of what turned out to be solid rock. But my sloppiness in the spinner room had been nagging at me, and at last I knew I needed to go back and re-verify every square. Amidst a lot of DUMAPICs, Jewelled Amulets, and reloads, I finally made it to the square at (8,2) and was teleported to the final area.
   
Level 1: What a Blast
   
The final area is a short corridor with a Level 1 pentagram, a stairway back to the entrance of the level, and a sign at the west end of the corridor saying "Egress" (all the other signs say "This way to the egress") and pointing right--to a blank wall. But I knew the sign was right because I had seen a staircase on the other side of that wall.
       
I feel like that's a fire code violation.
       
After pounding at it in vain and lighting the Black Candle to confirm there was no secret door, I began pondering how I could get through the wall. I went through the Oracle's clues and landed on #22 ("To soar the heights, you must first plunge the fiery depths"). I knew this didn't have anything to do with flying, since I'd done that before going to the Gates of Hell, so "soar the heights" must be talking about exiting the dungeon, which means the Holy Hand Grenade that I got in Hell must be the key to getting through. We'll leave aside the problem of hand grenades not being dynamite; this one is holy, after all.
   
I equipped the hand grenade. Immediately, I was told that it was cursed. I could "invoke" it to pull the pin, but nothing happened. I couldn't use or invoke it without holding it, and I couldn't unequip or drop it once I'd equipped it. I went through my other items, trying to invoke and use them. Examples of my thinking: "If the grenade is cursed, maybe something belonging to a saint will un-curse it"; "Maybe I need to wrap the grenade in one of my capes"; "I don't even know what a 'pennonceux' is, so let's try that."
 
Ultimately, the answer was to use the Cleansing Oil. The oil unequipped the grenade but didn't uncurse it. If I tried to "use" it, nothing happened, and if I equipped it again, it just stuck to my hand, cursed, again. Eventually, I realized that I wanted to drop it; you may say "duh," but in every other part of this game, "drop" means to throw away forever.
       
Just what a grenade needs.
        
The game gave me a countdown that riffed on the "then shalt thou count to three" bit as I ran down the hallway. With a "Kabloom!," the way to the staircase was open. I was a little annoyed by the illogic of the puzzle, but I can't say it was unfair. Again, mapping is of primary importance here. Without it, I wouldn't have realized that the "egress" sign was telling the truth.
       
I'm sorry; with a "KABALAAMMMMOOOO!"
    
I took the staircase beyond and emerged into the daylight. The game congratulated me with an image of Trebor's old castle, which I guess I can now explore. I don't know what I expected when I finally reached the top of the dungeon. I thought maybe the game would be over. I knew there were multiple potential endings, but I thought maybe that was just based on what I had done in the dungeon. But clearly there's more.
        
Bill Posters is innocent!
    
Unfortunately, I knew my job wasn't done. I had a long list of enemies whose names I'd noted, but not their inventories. This game relies so much on finding a handful of unique items that it was vital to make sure I didn't miss any. I thus sighed and returned to the dungeon (noting with pleasure that the demolished wall remained open), healed up and summoned new allies at the Level 1 pentagram, and spun in place for about an hour until I'd met and killed every potential foe on the level. The only artifact that I found for all my effort was something called Holy Limp Wrist, which I can equip as a miscellaneous item but not invoke. Using says "done!" but nothing seems to happen.
 
So many of the enemies had Diadems of MALOR that I figured I must be missing something about the spell. Instead of walking back to the previous levels, I tried MALORing there, and I was surprised to find that it worked. Apparently, exiting the dungeon "unlocks" it. Thus, after I spent a couple of hours killing every foe on Levels 2 and 3, I spent more time trying to teleport to every part of the dungeon that had given me a closed-off region. I didn't find anything interesting in any of them, and most of them turned out to be solid rock, which instantly killed my party and required a reload.
       
I'd say I'm more in jazz.
    
Once I got finished filling in the solid rock, I noticed a pattern. Each of the levels from 1 to 4 has a single letter written in the walls. Together, they spell DINK. I would think this was a bit of juvenile humor except that there's a Level 10 ally called a Dink. He seemed useless to me when I tried him out early in the game, but apparently he's important somewhere else. I'm guessing this is what the Oracle hints about "written in stone" mean, maybe even "multilayered rocks."

Speaking of Oracle hints, I only got three more on these levels:
    
  • The cenotaph hides the secret way.
  • Traveling through the nothing, seek the Nyin.
  • Have you forgotten something?
   
I added these to my Oracle hints page for analysis.
   
Finally, since it just took me a second to MALOR there, I tried descending into Hell with the Dreampainter's Ka but not the Winged Boots. What I didn't quite get before is that the boots prevent you from falling into the lower levels of hell and the Ka prevents you from being roasted. Before, I had tried it the other way, and I was able to fly, but I still got torched. This time, the fire didn't touch me, but I was helpless to avoid descending into the lower regions, "witnessing sights which make [my] own evil atrocities look like minor peccadilloes." Eventually, it became too much and "with demented care, the gods dismember [my] mind."
         
I don't know: I've spent the last 15 years on Reddit.
    
Reloading, I visited the witch on Level 4. Apparently, I now have Spanish Unguent (the Cleansing Oil?), but I'm missing the Blade Cuisinart and Rabbit's Fur. Damn. I threw away the Magician's Hat when I got a Wizard's Cap (I figured "wizard" > "magician"). I'll have to go find that again. Maybe I'll find whatever the Cuisinart is on the castle level.
 
Whew. That has to be close to the longest entry I've ever written. I'm not sure how I would have broken it up, though. I hope that's as hard as it gets. If it turns out the castle is another 10 levels up, you're going to hear some words.

Time so far: 59 hours

Sunday, July 24, 2022

Game 463: Gang Wars (1988)

 
Most online sources give 1991 as the game date, but I can't find any supporting evidence. The title screen indicates a 1988 copyright.
       
Gang Wars
United States
Doerr Bros. Software (developer); released as shareware
Released 1988 (or maybe 1991) for Macintosh
Date Started: 3 July 2022
Date Ended: 24 July 2022
Total Hours: 15
Difficulty: Moderate (3.0/5)
Final Rating: 24
Ranking at Time of Posting: 215/483 (45%)
     
In the late 1990s, parents first started to hear about Grand Theft Auto, and there was a minor hysteria as news outlets reported about gleeful children bludgeoning hookers. It's a good thing they never learned about Gang Wars. Here, a decade earlier than the first GTA, the player can take any number of weapons to innocent businessmen and women, school children, and homeless people--and get character development points for doing so.
    
All of this would perhaps be disturbing in a more realistic game, but Gang Wars is essentially set in a fantasy city in which every gang member is a homicidal psychopath and thus deserving of vigilante justice. I rather enjoyed it--probably more than the GIMLET rating is going to suggest. There's a certain originality to it, both in setting and style. Unlike most shareware games, I can't identify a particular source that it's emulating. It was created by Tony and Chris Doerr, two brothers from Cambridge, Massachusetts, who briefly had their own game company. 
     
Gang Wars is set in a dystopian city in which gangs and rats are everywhere.
     
Gang Wars casts you in the role of a vigilante seeking to rid your city of gang violence. As the game begins, you give your character a name, after which the game automatically rolls values for starting health (100-170), fighting ability (40-60), marksmanship ability (40-60), martial arts ability (40-60), thieving ability (10-50), and money ($5-20). You then begin with bare hands and street clothes at the top of a gridded cityscape of around 9 x 9 blocks. I was unable to get in touch with either of the Doerr Brothers to confirm this, but I suspect the city map is based on their own East Cambridge neighborhood (one of the few New England neighborhoods designed as a grid); the place where you start is roughly where their own residence would have been on Gore Street. In the late 1980s, East Cambridge was one of those Southie-style working class Boston neighborhoods that you might find in a Dennis Lehane book, and I suppose there would have been a few junior gangs plus the occasional serious gang member from Roxbury or Dorchester wandering over from the Galleria. They've all been priced out now. 
       
Creating a new character.
      
There are five gangs in the game's unnamed city: Coyotes, Street Kings, Warriors, Dawgs, and Alley Masters. Each has a headquarters, which you'll encounter in the rough order of that list (which is also the order of difficulty) if you work your way clockwise around the neighborhood. You'll find weapon shops, armor shops, ammo shops, hospitals, and a pub scattered along the streets. There are lots of dead-end alleys with rats and hidden items to find (again, East Cambridge has a lot of these courts and cul-de-sacs in between the major streets).
      
The first "boss": The Coyote chief.
    
Gameplay is entirely turn-based. Gang members have territories, but they also spawn randomly as you explore the map. I never quite figured out whether the type of gang member that spawns is based on how many of them you've killed (including the leaders) or your own advancement in skill or hit points. Either way, at a certain point, Coyotes stop spawning and all your random encounters are with Street Kings. Then, Street Kings disappear and every spawn is a Warrior. And so on. Every kill gets you whatever weapons and armor your foe had, at least a few dollars, 8 more points to your maximum health, and one or two points to whatever skill governs the weapon you were using. In between combats, you can keep clicking "Pass" to restore hit points, two per click, but it's hard to find places to do that where you don't encounter random enemies faster than your hit points restore. An occasional trip to the hospital (or use of Band-Aids, a rare item) is inevitable, particularly when you get so much health that you're looking at a thousand clicks to restore it all.
 
The hardest part of the game is surviving your first combat, and I would maintain that it isn't even possible, even with maximum rolls, unless you go immediately east from the starting point to the first armor shop, which you'll hopefully reach before getting attacked by your first gang member. There, you need to steal either metal armor or a bullet-proof vest. You'll fail most of the time and have to start over--shopkeepers are deadlier than most of the enemies in the game--but I don't see any other possibility. Unarmed and unarmored, you can't finish a battle against even the lowliest Coyote. Once you have some armor, you can kill one Coyote and get his brass knuckles, and from there the rest of the Coyotes become a lot easier, especially since you become stronger with each kill.
   
The developers almost made the game deliciously subversive. Gang members aren't the only denizens you find on the map. You also find plenty of helpless citizens (businessmen, innocent ladies, bums, school boys) as well as minor offenders like pickpockets and vandals with spraypaint cans. The thing is, you also get health, money, and character development from killing these much easier opponents. There's enormous temptation to do so, even late in the game, because it never hurts to get a couple more points in your worst skill. If the authors had included more of these innocents in the early part of the game, it would have been a viable path forward to "grind" against helpless victims. As it is, you don't meet enough of them to boost you significantly before you inevitably die at the hands of the first gang member. As I said, thievery is the only option, which I guess is also a bit subversive given your mission.
      
Grinding against innocent ladies and bums.
   
There are some people who aren't innocent but also aren't gang members. These include pickpockets, vandals, and rats. None of them charge at you, but they'll attack if you get adjacent to them. I didn't have many qualms killing them, particularly since pickpockets steal your money and you have to slay them to get it back.
   
The game has the usual limitations of a shareware title from the early 1990s, but there are only three things I actively don't like about it. The first is that it relies exclusively on mouse control. Even if you don't hate the mouse as much as I do, you won't enjoy clicking "Pass" hundreds of times to restore your hit points. I don't understand why the SPACE bar wouldn't have done just as well. Second, it is absolutely impossible to flee from enemies. They move at your speed and stay right on your tail. Third, enemies themselves often decide to flee when their hit points get too low. When they do, you have to chase them into a corner to resume the fight, and you can't make a single mistake while doing so or you'll lose sight of them. Fleeing enemies don't disappear from the map, but they constantly flee relative to your current position, and if they're off-screen, it's nearly impossible to catch up with them. This is a particular problem when the leader of one of the gangs decides to flee, since you have to kill all of them to win the scenario.
        
Selections from the weapons store.
     
The trick to the game is managing your character development carefully. All the skills are important. They not only enable you to better use weapons of their type, they also protect you against those weapons. Fighting ability governs most of the weapons you find in the early game--bare hands, brass knuckles, knives, and daggers. It's easy to fall into the trap of getting up to 150 or 200 in that skill and then having nothing when you need to face down enemies with martial arts weapons (staves and nunchucks) or firearms. You also need a high martial arts ability to avoid having your weapons broken by some enemies. Thus, I found that a good strategy is to go find a Warrior as soon as you can survive a battle with one, as they have staves. After killing the first one, you want to stay away from them until you get your martial arts ability up to around 80, which keeps them from breaking your weapons.
   
You really need firearms to take on the final two gangs, but again it helps to practice on the lower gangs first. Once you kill all five gang leaders, you have to face "The Terminator" in the lower-left part of the map. When he dies, a door opens to the second city. 
        
The Terminator and I are about equally matched.
       
The economy is a strong part of the game, as there are certain weapons (like a flamethrower) that you can only buy. Hospitals consume lots of money for healing, which at high hit point maximums is almost necessary to avoid standing around clicking "pass" hundreds of times. Ammunition is relatively expensive and needs to be replenished. Dynamite blows holes in walls, something that's necessary on the second map.
      
Ordering drinks (and hints) at Joe's Bar.
    
Each map also has "Joe's Bar," where you can purchase drinks for hints. The clues in the first city are:

  1. The gangs number five, as do their leaders.
  2. Kill all five to open the door
  3. Stealing from a shop keeper can be your last decision
  4. The chance of stealing is your raw ability. Failing is too easy until you get good.
  5. The Dawgs are left above the Alley Masters. The Coyotes own right here.
  6. The exit appears in the Terminator's lair. Go through the exit, and you will find another city which is even less kind.
   
The second city is more of a maze than the first one, and there are a few areas inaccessible unless you use dynamite to blow open some walls.
 
The gangs in the second city are Dragons (armed with flame throwers), Robots (shotguns), Droids (flame throwers), Road Masters (shotguns), and Maulers (chainsaws). Technically, I guess only four of these are gangs, as per the hints below, but I couldn't tell which of them were just random enemies. I'm also not sure of the order of difficulty listed above, as all of the enemies are deadly.
         
Enemies in the second city get a little ridiculous.
       
Joe's Bar clues are:
     
  • The gangs number four, as do their leaders.
  • Kill all four to finish.
  • A chainsaw can be tough on your clothing.
  • Us shopkeepers don't just carry pistols anymore.
  • Do you want it straight or on the rocks.
  • A low martial arts ability can result in a lot of broken weapons.
    
It's funny that that last entry is the most expensive one at the second bar, because if you hadn't figured that out by now, you'd be in a lot of trouble.
    
I initially played the game using the Basilisk emulator, but I guess the OS was too advanced for the game, and something was preventing it from saving. I spent about 11 hours trying to win the game with permadeath unintentionally in play. I thought I had a technical issue getting it to run with Mini vMac, but it was just me being stupid. Once I figured that out, saving worked as usual, and I was able to press forward for the win.
 
The second city is a lot deadlier than the first, and there's essentially no way that you can rest and heal in a corner after combats. You want to bring plenty of money, ammunition, and Band-Aids from the first city, using hospitals to pay for healing when possible and Band-Aids when not. There are enemies here with rocket launchers; you can also buy the launchers but not the ammo, which you must find. I found rocket launchers too dangerous (you can get caught in the blast radius) for regular use, but they help with some of the walls. 
        
I engaged the Dawgs too soon.
       
Once you kill the fourth gang leader in the second city, the game freezes on his death screen with a brief message: "Congratulations!! You have restored law and order to both cities. Saving two cities is hard work. Go take a break."
   
The winning screen.
     
In a GIMLET, I give the game:
   
  • 2 points for the game world. I like that it's different from the typical RPG, but there's no backstory or worldbuilding or even names for the cities.
  • 2 points for character creation and development. You grow in power rapidly, and I like the need for balance among the skills, although it prevents you from playing a specialist. Character creation is somewhat meaningless, as variances in the random roles are soon obliterated by rapid character development.
  • 1 point for NPCs, even if all they do is tempt you as targets.
      
A school boy brings a knife to a shotgun fight.
      
  • 3 points for encounters and foes. Enemies are a bit different than in the typical RPG and have various attack and defense strengths that you have to learn and respond to.
  • 2 points for combat. Combat involves little more than walking or shooting in the direction of the enemy, but weapon selection is important.
        
Taking on the toughest gang leader in the first city with a pistol.
       
  • 3 points for equipment. Various types of weapons, armor, and usable items.
  • 4 points for the economy, which lacks complexity but remains relevant throughout the game.
     
Restocking ammo isn't cheap.
     
  • 2 points for a main quest.
  • 1 point for graphics, sound, and interface. The graphics are only serviceable, not attractive. There is no sound, and the all-mouse interface gets tiresome.
  • 4 points for gameplay. It's linear and not very replayable, but it's just about the right length and difficulty.
   
That gives us a final score of 24, which I would regard as quite high for a game that has such a limited online profile. 
       
Ah, for the days in which one just had a single "OnLine Screen Name."
           
I'd love to hear from the Doerr Brothers about the genesis of this game, and whether I'm right about East Cambridge. I found some candidates but had not heard back from inquiries at the time of this entry, so I can only hope one of them finds this entry and responds.
  

Thursday, July 21, 2022

Eye of the Beholder III: Some Few of David's Psalmes Metaphrased

This supposed exit from the forest was misleading.
       
Having explored the mausoleum in the last entry, there was nothing left for the party to do but enter the forest via the eastern exit from the graveyard. The forest was a long, linear map that had a couple of silly but harmless gimmicks. The first were these bramble patches that look like dead ends until you hover the cursor over the holes. There can be up to three holes--left, right, and center--per patch. Clicking on one of the holes takes you into the patch, which occupies a full square, but then out via the direction you clicked. Your facing direction doesn't change. 

The primary purposes of these brambles, used only in a couple of locations, is to surprise you with whatever enemies you find on the other side and make it impossible to backpedal while attacking them. Without the brambles, the extremely long corridors of the map would ensure that you could kill all enemies at range with no danger to the party.

I can go straight or left through these brambles, but not right.
       
The second gimmick is a cousin of the graveyard trees that didn't look sturdy. You can't fell them with an axe. Instead, you find an Everburning Torch early in the map, and waving at some of the trees causes them to retreat and leave an open square. The game gives you no indication about what trees this trick will work on, so you have to wave the torch at all of them. Fortunately, unlike the axe, the torch has no cooldown period.
   
Like all the maps so far, the forest had two types of enemies. Minotaurs hit hard but have no special attacks. Much worse are feyrs. I believe I'm fighting them for the first time in an RPG. They're giant blobs with tentacles that blink in and out of view, although it seems that they just go invisible rather than "phase," since I can still hit them even if I can't see them. "True Seeing" kept them visible permanently. The manual says they are "unknowingly brought to life by the strong emotions of a large group of people" and are commonly found in "large cities that have a good number of mages, priests, and other spellcasters." So their appearance in the middle of a deserted forest makes complete sense.
              
Marina levels up against some minotaurs.
             
Other than a pack of feyrs on the other side of some brambles, for which I needed "Bless," "Prayer," and "Haste" to survive, the enemies didn't give me too much trouble. While I'm on the subject of combat, I want to mention that "All Attack" is a little more subtle than I originally gave it credit for. What I failed to mention is that you can choose who participates in "All Attack" and thus more carefully manage the rest. Bundling your fighters in an "All Attack" while leaving spellcasters untethered is a great way to use the feature and maintain some level of tactics in combat.
      
An entire pack of feyrs.
       
Not far into the forest, we met Delmair Rallythorn, hero of the novelette. He immediately contradicted the story told in the manual by saying that a) he had killed the bandits who killed his father, when the story says that his mother, the lich, killed them; and b) he was looking for his father's undead-slaying sword, which in the story he already has. He also seems a lot more confident and rakish here than in Greenwood's tale. He offered to join the party. He's a lawful good, half-elf ranger of Level 11.
      
I don't think he was a half-elf in the story, either.
       
I put him in the second rank with the halberd +5 and moved Gaston, my ranger/cleric, to the rear. I equipped Gaston with a bow but took him out of the "All Attack" group so I could switch over to spells when necessary.
       
The long forest path.
       
Marina went to Level 12 while fighting some minotaurs and got a choice of "Disintegrate," "Flesh to Stone," "Stone to Flesh," and "True Seeing." I chose the latter because I'm not using all her existing offensive spells between rests. This particularly became true after we found a treasure hoard that included a Ring of Wizardry, giving her four additional Level 4 spells ("Hold Monster," "Ice Storm"). The same treasure pile had Gauntlets of Fire Giant Strength, which I gave to Starling, the paladin.
      
Not as good as a Level 3 Ring of Wizardry, but I'll take what I can get.
         
The map culminated in an 11 x 11 area full of those bramble patches, with occasional clearings in which feyrs roamed. As we found our way to the exit from this area, we were met by a ghostly man who called us "defilers of the forest." "Why," he asked, "should I not wither you away to nothingness as you have done to so many parts of my forest." I think he was overstating things, frankly, but we protested with our mission, and he ultimately relented. In quite a few screens, he related the history of Myth Drannor and its last defenders, including Captain Fflar. He told us he'd give us a test, and if we passed, he'd show us the way to the city.
    
The first option was more politic, but the second makes a good point.
        
We had to specify who would take the test, and I chose Marina, my mage. The test was to simply choose from four books to read: The Book of Adroit Deeds, the Book of Daring Deeds, the Book of Arcane Deeds, and the Book of Exalted Deeds. I figured right away that the trick was to choose a book that would align best with the person choosing it (e.g., "Arcane" to mages, "Adroit" to thieves, "Exalted" to clerics, and "Daring" to fighters), and after getting it right with Marina (Arcane), I verified this with a reload. The person you choose gets a huge experience point boost--Marina went immediately to Level 13.
        
To be fair, I don't think we've cut any trees since our first hour. On this map, we just scared them with a torch.
      
With a final admonishment not to cut down any more trees, the ghostly sage let us go, telling us the path would be open. True to his word, there were no other trees that I needed the Everburning Torch to move. Incidentally, if I had figured out the tomb of Fflar in the right order, he would have given me a Medallion of Friendship that I could have waved at the trees instead. The encounter with the ghostly sage doesn't change at all, though.

A portal offered an eastern exit from the forest. "Through the trees you behold the ruined city of Myth Drannor," the game enticed. Having done everything we could in the forest, we stepped forward.
         
The next map does not feature a river.
           
We found ourselves in the ruins of the city. There was a lot of open space, but the wall textures evoked an "indoor" feeling. I ended up exploring two areas, situated side-by-side, both 30 x 30. I originally thought they were one large area. There's a corridor where you transition between them, but there's only a short delay, not the cut screen that usually accompanies transitions between maps. When the new area didn't line up right with the old one, I figured out what had happened. There were also different enemies in the second area, and since every level in this game has only two types of monster, that was another sign.
      
The first of the two new areas.

And the second.
          
The first area offered battles with chimeras, which is one of those Dungeons & Dragons enemies that everyone knows about but games hardly ever use. They had melee attacks and fireballs, accompanied by cool animations, but they died quickly. The second enemy were "hags," also quite weak, and they didn't even seem to have any spell attacks. I guess they can poison, but it only happened to us once. The worst part about them was their sound, which sounds more like a chortle than a cackle.
       
The lion claws while the dragon breathes. I'm not sure what the goat's purpose is.

I guess "hags" sounds better than "harmless old ladies."
        
The two enemies on the second map were wyverns and trolls. Wyverns have a poison attack but die in a single "All Attack." Trolls are hardier and hit hard. 
        
The game's conception of a "wyvern."
       
The second map had a Lathander theme going, including multiple statues to the god, and owing to my exploration pattern, I mapped most of it before finishing the first area. In front of a temple to Lathander, I met one of the god's priests, a Father Jon. After we assured him our intentions in the area were pure, he related that he was looking to clear out the temple and he offered to join us. I took him, booting Isharn. I equipped Gaston with a polearm and moved him back to the second rank. I had grown sick of picking up his arrows anyway. Father Jon turned out to be not just a cleric, but a mage/cleric of Level 10 each. (He's half-elf and neutral good.) I'm going to get a lot of use out of an extra spellcaster.
       
Our new ally.
       
I found Father Jon so useful that I was torn when I encountered another NPC back in the first set of ruins. He was a lawful good "Saurial" male cleric named Rex whose people had been brought to this plane by the evil god Moander. This was done, I understand, in revenge for the Saurial Dragonbait's part in slaying Moander's avatar. (You may recall Dragonbait from Curse of the Azure Bonds.) Rex was seeking the Codex of the Planes, which might contain the knowledge necessary to return the Saurials to their home. Rex is such a unique NPC that I wanted to take him, but I felt I should keep Delmair given his prominence in the backstory, and Father Jon just balanced the party better.
        
An interesting NPC whom I didn't take.
         
There was some decent loot in both areas, including piles of mage and cleric spell scrolls, and a blessed holy symbol. I'm frankly not sure what it does that a regular holy symbol doesn't. A couple of piles of loot were behind magic fields that I had to cast "Dispel Magic" to dispel. One item was a Helm of Water Breathing. This plus a separate Scroll of Water Breathing suggests these are going to be necessities.
         
Items protected briefly by a magic shield. The party is taking damage from touching it.
       
There was only one "puzzle." I had to find a key in the first area to open a temple to Lathander in the second area. The temple had a niche flanked by two message boards reading "IT WANTS ICE." I had found a diamond in one of the treasure piles, and I put it in the slot. The party was teleported to a similar area in which the messages read "DO YOU FEAR FOR YOUR CHILD?" The only thing I had that had anything to do with fear was a Wand of Fear, and that turns out to be exactly what the niche wanted. It teleported us to a third area, where we could choose a reward from among Bracers of Protection, three Wands of Cone of Cold, and two Necklaces of Fireballs.
         
Even without the hint, I probably would have thought to put the diamond in here.
      
I found only one exit from the area. It led to an old Mages' Guild. I guess that's where I'm going next.
     
Miscellaneous notes:
  
  • As we entered the forest, the game threw up its first copy protection screen. It uses a boilerplate look-up-the-word-in-the-manual approach. 
  • Dungeon Master debuted in 1987. It's hard to believe that in the subsequent six years, no one came up with a better way to handle missile weapons and arrows than to force the player to pick them all up individually and put them back in the inventory.
         
Picking up individual arrows in time to shoot them again at this troll.
         
  • Lock picks don't seem to pick locks in this game. They haven't worked on a single lock. The game doesn't even pretend to try. They've only worked on some "stuck" levers.
  • You cannot fight from the inventory screen, which ought to be obvious because the buttons you would normally need to right-click in combat are not visible. But if you're used to using the SPACE bar for "All Attack," it's easy to forget that it won't work unless you close the inventory and return to party view.
  • Spells are fun. Waiting for the animations to completely finish before anything else can happen is not fun.
        
By the end of this session, it was time for my party to have an intervention about inventory. In addition to the very good items I was wielding and wearing, my party was hoarding the following:

  • An axe +3, an axe +2, a trident +3, two two-handed swords +3, two long swords +3, a short sword +2, a short sword +1, a mace +2, a black hammer +3, a green crystal hammer +2, three daggers +3, two daggers +2, three daggers +1, an axe, a mace +2, three clubs +1, a long bow, and a regular bow
  • Plate mail +2 (2), leather armor +3, elven chain mail +2, chain mail, and robes
  • Two shields +3
  • A Cloak of Protection
  • Bracers of Protection
  • Captain Fflar's nameplate
  • The Everburning Torch (this game has no lighting mechanic)
  • The Rod of Restoration
  • Potions of Giant Strength (2), Healing (4), Neutralize Poison
  • Mage scrolls of "Fireball" and "Hold Person"
  • Cleric scrolls of "Heal" (3), "Cause Critical Wounds," "Sol's Searing Orb," "Prayer" (2), "Aid," "Create Food and Water," "Slow Poison," "Neutralize Poison" (2), "Raise Dead" (5), and "Dispel Magic" 
  • Wands of Wall of Force, Acid Storm, and Cone of Cold (3)
  • Two extra cleric holy symbols
  • An extra mage spellbook
  • Two extra sets of thieves' tools
  • Iron rations and an apple
   
I found a spot that I could remember later and ditched most of the excess weaponry, armor, and spellcasting symbols, ate the food, and made a vow to prioritize magical items until I was at least low on them. I also moved things around so that the inventory was better managed, with Starling carrying quest items, Marina in charge of mage items (excess spilling over to Father Jon), Gaston handling clerical items, and Bugsy storing the utility items. I always like this process, because it gives me a chance to envision the characters interacting ("here, you take this") in a way that makes them seem more like individuals than a blob. 
      
Moving on.
        
At the end of the last session, I called the game "adequate but unremarkable." That's largely how it felt during this session, too. It's a measure of how blah it generally feels that I got excited about new navigational conundrums like the brambles even though they added very little to the experience. I think it says something that I could barely get a normal-length entry out of three maps.
   
Time so far: 15 hours