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 Play This Game, You Must.

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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Play This Game, You Must. - Page 2 Empty
PostSubject: Re: Play This Game, You Must.   Play This Game, You Must. - Page 2 Icon_minitimeFri Sep 22, 2017 10:06 am

A video game's Attract Mode can say a thousand words.


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Nooooo, she's all tied up and helpless!  Don't let the giant spider take her!


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Ah, but that's not just any giant spider!  Red spider-woman-thing with blue nipples ahoy!

Meet our protagonist, the Spider Queen.  No, she's not the only one; the title alone suggests that much.  More on that later.

Is she indeed homosexual, as the title suggests?  More on that later too!

It's interesting to see that Mars is now governed by oddly hued space driders, isn't it?


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Title drop!  Yes, today we're playing the risqué and deliciously titled Lesbian Spider-Queens of Mars!

You too can play, just like I'm doing!  You can play LSQoM on the Adult Swim website here, or you can download it from the itch.io website here.  The differences between the two?

Adult Swim:
• Cost: Free Ninety-Free
• Need an internet connection to play
• Censored boobies

itch.io:
• Cost: $5 (or more, if you feel that Auntie Pixelante did good work and deserves a few more bucks)
• Screw the internet connection!  Install it and play any time!
• Nakie boobies

Guess which version I'm playing today.  Wink


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Okay, so first off, if you can look past the salacious title and the oodles of topless Yellow-Skinned Space Babes, you end up with a pretty solid spiritual successor to that old arcade classic from the 80's, Wizard of Wor.  Remember Wizard of Wor?



Sure you do!  Okay, so this time around, instead of four kinds of Worlings, we have six kinds of slave women.  The "mystery enemy" is the mastermind of the whole slave revolt; more on her later.  So the Slaves are like Burwors; they mostly walk around and wait to get shot, though they can be dangerous in large numbers (which happens very often in later stages).  The Princesses are Worluks; they run into the maze, run around it at Mach 1, give you a buttload of points if you shoot them in time and run back out of the maze — much to your disappointment — if you don't. But the similarities among the enemies stop there; more on the Gladiators, Armored Slaves, Alchemists and Assassins later as well.

And this may or may not be the last time I say "More on that later," so be warned.  Wink

And just like the Worlings, each type of slave (except for Assassins, who pop up as silently as you'd expect an assassin to be) makes a different sound on entering the mazes. The "ba-koooOOOoooOOM" sound that the Armored Slaves make when they come through the doors is my favorite. Big Bertha's in the house! Smile


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...and Bondage & Discipline is a very large part of these negotiations, apparently.

I just think that this is a cute pic.  Just look at that cocky look in that yellow-skinned slave girl's eye!  Even though she's tied up from tits to ankles, she still knows what she wants and how to get it.

Okay, that's enough Attract Mode.  Let's hit the spacebar and get shakin'!


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And so our heroine villainess morally dubious protagonist is set on her ignoble quest!


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So "Stage Zero" is the Spider Queen's throne room.  You can exit through the south to get your secret weapon for quelling the slave revolt, or you can go left or right to jump ahead to Stage 2.


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PROTIP:  ...or you can go north and find the secret exit to Stage 3.

PROTIP:  Don't fret about jumping ahead; you'll still get your weapon if you jump to Stage 2 or Stage 3.  You just miss out on the cutscene where she gets the weapon (as well as the chance to score some more points in Stages 1 and 2), that's all.

PROTIP:  Also, don't worry about those slaves; they'll bang on those doors all day and never once break them down.  Take your time.

PROTIP:  Tired of reading "PROTIP" yet?  GamePro Magazine can kiss my ass.

Anyway, for the sake of the cutscene, let's go south.


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Ah, there it is!


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So the crystal sceptre is part laser gun, part tractor beam and part Spider-Man's web shooters.  Any enemies who get hit by the sceptre's beam are immediately tied up.  From there, you can either walk over the captive to collect her and defeat her, or you can keep the beam on her to reel her in and grab her that way.  You can also turn away, take the beam off of her and leave her tied up, but she'll only stay tied up for a few seconds before she breaks free.  And if she breaks free, she'll be pissed off, meaning that she turns red, suddenly starts running at Warp 1 and generally becomes a bigger pain in the ass.  So if you tie up some slaves, try not to let them break free if you can help it.


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See?

As soon as an enemy is tied up for the first time, she'll drop a crystal, which will slowly bounce around the maze for a few seconds before it disappears.  The Legend up there says that each of these crystals "doubles value;" what that means is that the crystal dropped is worth as many points as the one who dropped it.  A crystal dropped by a 100-point Slave is worth 100 points.  A crystal dropped by a 500-point Alchemist is worth 500 points.  And so on.

The only enemies who don't drop crystals are Princesses (who are already worth plenty), Assassins (who are tremendous pains in the ass overall, so why not?) and the Unknown enemy (whose point value dwarfs even that of the Princess and whose capture may or may not end the game, so you wouldn't have time to grab any more crystals anyway).

Another nice thing?  The crystal sceptre fires continually and endlessly, so you don't have to fuss with any Fire buttons.  You only need the four arrow keys to play LSQoM.  You can play the game with one hand!  [Insert utterly predictable joke about masturbation here.]


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By now, you may have noticed all the little yellow hash marks in the upper left corner of each maze; those are the number of slaves you must recapture before the stage ends.  Capture the last slave for that stage and it's time to move on to the next stage.

You'll get a choice most of the time, and the differences between these areas amounts to maze decorations (like staircases or captured slaves in chains) and the layout and design of the maze itself.  The exceptions are the stages at the end of each chapter or segment of the game.  Look at the very top border of each maze and you'll probably see a castle quartered into blue, pink, purple and red sections, each of them divided into several stages.  At the end of the blue stages, you must go to the Dungeon and you get another cutscene for beating it.  At the end of the pink stages, you must go to the Palace Grounds and you get a cutscene for beating that stage.  At the end of the purple stages, you must descend to the surface of Mars; another cutscene awaits.  And at the end of the red stages...well, that's the final battle with the mysterious mastermind, and the end of the game.  Guess what?  More on her later!  :p


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Remember how Pac-Man had the animation in between stages with Pac-Man and the ghosts chasing each other around?  LSQoM has something like that too, with the Spider Queen chasing some random slave, or the slave chasing the Spider Queen, or sometimes just a slave or the Spider Queen walking across the screen by herself.  There's also reading material above the animation scene, usually another helpful hint for all of you scrubs beginners...


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(Yes, yes, game advice block thingie, I just covered that one.)


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...but sometimes it's a factoid about the planet Mars.

And sometimes, its a cute classified ad written by the Spider Queen.  "Are you a big, burly woman?  Do you like to carry shields?  Do you fantasize about being taken from behind?  Call me!"


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The top border of the maze also occasionally shows more game tips, like this tip about capturing the Armors/Armored Slaves.  Try to zap them from the front and they'll just block it with their shields; to catch them, you have to zap them from behind or from the flanks.  The Armored Slaves slog around at the speed of a fully loaded cement truck (if not slower), so catching them's pretty easy (as long as you're not in front of them).

After enough time, the Armored Slaves will get impatient, ditch their shields and start running really fast.  Then you can zap them from the front, but know that their point values — as well as the values of the crystals they drop — drop from 300 to 100.  It's not worth the wait; just flank and capture the tanky bitches, okay?


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The Armored Slave's shield in action.  Not seen here: The Armored Slave giving the slightest fraction of a damn as she slowly yet relentlessly continues marching towards the Spider Queen with trusty spear in hand, ready to make Spider-Queen kebob.


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See that Princess down there?  Like I said, she runs really, really fast and she'll still cost you a life if she runs over you.  But she's worth 2,000 points if you tie her up and grab her.  And remember: You get an extra life every 25,000 points.  So she's worth it.

Plus, she makes a tinkle-tinkle sound when she runs and she drops sparkles and glitter everywhere.  She's pretty cute.  And she's definitely worth catching.  Smile


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Like I said, Assassins are a humungous pain in the ass.  They pop out of the walls, throw daggers and disappear.  And the daggers ricochet off the walls several times.


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The only way to take an Assassin out is to blast her head-on; your beam will just pass over her if you come at her from either side.  The bad news?  She doesn't drop any crystals.  The good news?  You don't have to walk over her and capture her; just zap her in the head and she's done.  Plus, the Assassins don't count among the number of slaves you have to capture for any given stage, but there is still only a certain number of Assassins per stage.  So it's up to you whether or not you want to make a point of hunting Assassins.


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There's another neat tip.  Gladiators are almost like Slaves, with one difference: A Slave will just keep wandering randomly, even if she has a direct line of sight to your Spider Queen.  But a Gladiator will immediately drop whatever she's doing and beeline right for your Spider Queen at Mach 1.  One Gladiator charging you is manageable; get three or four of them charging you from two or three sides and you're in big trouble.


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There's another nice tip.  The Alchemist is Annoyance Incarnate; every time she leaves a plume of fire in her wake, it makes an obnoxious "RUNFFF!!!" noise.  "RUNFFF!!!  RUNFFF!!!  RUNFFF!!!  RUNFFF!!!  RUNFFF!!!"  It gets old in a hurry.

She's also pretty nasty, as her fire trails can trap you and make you lose opportunities to capture other slaves, or perhaps even get you cornered by other enemies.  Like that one game tip up there says, be sure to use your sceptre's "tractor beam" ability; I can't tell you how many times I've walked into an Alchemist's flames and died while trying to capture a slave (usually the Alchemist herself).  It's best to take her head-on if you can.


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Ow.

My Spider Queen got stabbed so hard, she exploded.  Sad


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It's a fun game, but the Adult Swim identifies it as a "Twitchy" game for good reason: Your enemies are many, more so in later stages of the game.  They only get faster as time marches on.  So as the game progresses, your margins for error grow thinner and thinner.  And sometimes, you just can't help but zig where you should have zagged.

So here's the standard Game Over screen, with your rebellious slaves turning the tables on their former regent, the Spider Queen.  Expect to see it.  Expect to see it a lot.

I'm off to bed now.  More to come tomorrow!   Cool

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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Play This Game, You Must. - Page 2 Empty
PostSubject: Re: Play This Game, You Must.   Play This Game, You Must. - Page 2 Icon_minitimeFri Sep 22, 2017 9:47 pm

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I should probably mention the pikes.  As early as Stage 3, you might hear a little "pink" sound and see a spearhead pop up out of the wall.  If that spearhead pops up next to you, move.  You don't want to get skewered, do you?

Even if it doesn't stick you, the pike will still become a temporary wall and block the passage for a few seconds.  Sometimes that's an annoyance, other times it's a timely way of stopping a charging Gladiator in her tracks and giving you a few seconds of breathing room.  So the pikes are a mixed bag, albeit a mostly bad mixed bag.


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And in later stages, more pikes start popping up around the maze.  So get used to them.


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The plot thickens!  So it turns out that Spider Queen and this Queen Tarantula were lovers once upon a time.  Then for whatever reason, drama cropped up, Spider Queen kicked Queen Tarantula to the curb and now Queen Tarantula's all stalkery and out for revenge.  And apparently these space driders form the ruling class of Mars, so what better way to get back at your ex-girlfriend than convincing her slaves that you'd be a better ruler than your ex is, thereby getting your ex tossed out of her throne in a massive coup/revolt/political upheaval, right?

Crazy ex-girlfriends are always a serious problem, even on Mars.   Razz


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You want armies of slaves?  You got armies of slaves!  Once you hit the red mazes in the last act of this play, your enemies become legion.  Learn to twitch!  Learn to change directions rapidly, and don't bother trying to predict their movements; chances are pretty good that you'll be wrong...except for the Gladiators, who are dumb enough to charge into any trap you've set for them.  Still, don't get cocky; Gladiators can swamp you with sheer weight of numbers too.


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Yes, the numbers of Assassins increase too.  I should probably mention that you can deflect their thrown daggers with your sceptre beam.  So sometimes, standing perfectly still is a good way to protect yourself from Assassins.  Just don't stand still for over long; you're still standing in the middle of a riot, after all.


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More tips for becoming a successful Lesbian Spider-Queen of Mars:

Don't chase crystals!  If you zap-and-cap a slave at point blank and her crystal's in spitting distance, great!  Grab it.  But if it's further than that and the whole neighborhood's filled with slaves running around the maze like white trash in a Walmart on Black Friday, well...I can't begin to count how many times I've chased a bouncing crystal right into the path of an oncoming slave...or two slaves...or five.  Don't let the crystals lure you into a dangerous situation!  Sometimes, it's best to let the crystal go.  Even an Alchemist's 500-point crystal is worth less than a single one of your lives.

Avoid four-way intersections!  Especially in the "red maze" stages.  Sometimes, you just have to pass through a four-way.  Do it, but get out pronto!  The last thing you want is for slaves to be sprinting full-tilt at you from three or four directions at once.  Can you say "deathtrap"?  I knew you could.

Beware of Armored Slaves with groupies!  Sometimes, you're faced with a clump of slaves all running together in your direction.  These mobs are easy enough to manage; just point your beam at them.  The slave in front gets webbed and stops.  The slave behind her runs forward past her into your beam, gets webbed and stops.  Then the slave behind her runs past her into your beam, gets webbed and stops.  Then you just walk over them all and pick them up, like scooping a bunch of giftwrapped goodies out of a Toys for Tots box.

This approach works fine and well if the entire pack's just Slaves, Gladiators, Alchemists, de-shielded Armored Slaves and the occasional Princess.  But if there's a shield-toting Armored Slave among them, then guess who's going to walk forward past all of her tied-up comrades and block your beam.  And now all of her webbed-up buddies behind her are breaking out of their bonds.  Now they're all red, pissed off and approaching the posted Speed Limit as they bolt headlong at you, and their shield-bearing pointgirl is still blocking your beam....

It gets ugly in a hurry.

So learn to take advantage of an Armored Slave's sloth. If you see a throng with an Armored Slave in the middle of it, retreat! Give the other slaves enough space to gallop past their slower, chunkier comrade. Then web them and grab them as usual. After that, you're free to deal with the Armored Slave one-on-one as soon as she finally catches up.
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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Play This Game, You Must. - Page 2 Empty
PostSubject: Re: Play This Game, You Must.   Play This Game, You Must. - Page 2 Icon_minitimeFri Sep 22, 2017 10:29 pm

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The stage is set!  Your nemesis approaches!  The final battle is nigh!


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The Ultimate Showdown begins!


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In case you haven't deduced things by now, Queen Tarantula is the "Unknown" enemy from the Legend in the Attract Mode.  She's worth 15,000 points if you defeat her, but for this stage and this stage alone, all of the Jill Schmoe slaves are worth precisely zero points.  Every time you continue, your score gets reset to zero, and you probably had to go through a few continues to get this far.  So you're just plain not going to be earning any extra lives in Room 13, therefore, there's really no reason to go out of your way to attack the slaves.  If they get in your way, by all means, mow them down!  But your focus should be on Queen Tarantula and Queen Tarantula alone.

And defeating her isn't easy.  She's worse than an Armored Slave in that she's invulnerable from the front and from both sides as well.  She also has a Gladiator's killer instinct, and her sceptre beam can reach all the way across the maze.  So if she sees you, you're hosed.  If you go head-on with Queen Tarantula, you will lose.  If you come at her from either side, she'll turn on you like a viper and take you out then and there.  The only way to take her out is to somehow get on her six and zap her dead-on from behind — right in her big, fuzzy, flashing tarantula butt that's just taunting you into zapping it — which is plenty harder than it sounds.


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Uh oh.


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And for this final stage alone, you get treated to a special Game Over screen after Queen Tarantula and/or her flunkies kick your ass too many times.

Special Game Over screens: Because sometimes, evil the greater evil the darker shade of gray the bad guy the other morally ambiguous space drider wins.

At least in this case, evil has a nice pair of titties.
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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Play This Game, You Must. - Page 2 Empty
PostSubject: Re: Play This Game, You Must.   Play This Game, You Must. - Page 2 Icon_minitimeFri Sep 22, 2017 11:39 pm

Okay, Queen Tarantula, I'm getting really sick and tired of you throwing me into a giant spider web and stealing my tiara!  This time, your bulbous ass is grass, and here comes the lawnmower!


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Gotcha now, bitch! Let's see you negotiate this power exchange!   Twisted Evil


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Mmm!  Lumpy, delicious space fruit!  My favorite!

Hey, you!  Slave with the mohawk!  Stop drooling on my leg!  That's just nasty.


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"...so I'm just going to train my princesses by making them take turns flogging Queen Tarantula and kicking her around the dungeon all the time.  It's cool."

I kind of feel bad for Queen Tarantula now.  We're never told the specifics of why these two spider-queens broke up, and if working as a prison guard has taught me anything, it's that every person is the heroic, lily-white golden knight of his or her own life story, even if everyone else thinks that he or she is a complete scumbag.  Even Adolf Hitler probably went to his grave thinking that he was perfectly justified in everything he did!  So we get to hear the Spider Queen's side of the story, but is that really how things went down?  Or did Queen Tarantula finally break it off and vow revenge after Spider Queen threw her down the stairs one too many times?

Plus, it's quite likely that Spider Queen's a tyrant and Queen Tarantula is a freedom fighter or a (somewhat...marginally...kinda-sorta) noble usurper.  I mean, a million-billion revolting slaves scattered across thirteen mazes?  That's a buttload of former subjects in full revolt!  If that many Martians turned against Spider Queen the moment Queen Tarantula showed up in the town square and gave them an inspiring soapbox speech, then Spider Queen was probably an awful regent and the Martians were so sick of her that they were just itching for their chance at a regime change!  How soon until the next Queen Tarantula wannabe shows up?

Besides, in my humble opinion, that tiara looks better on Queen Tarantula's head anyway.

Hey, I'd date Queen Tarantula, even if she is a hairy space drider!  She just has that certain je ne sais quoi.  Which is French for "pretty hair and soft, perky boobies."  Wink

Okay, enough philosophizing.  Roll the credits!


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Good work, Amon26!  Smile

♪ ♫ "When you looked to the stars, / I bet you didn't expect, expect the Lesbian Spider-Queens of Mars!"  ♪ ♫


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You're welcome!


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Yeah, yeah, whatever.  I sucked!  My score sucked!  All 15,000 points were from Queen Tarantula!  And being the true gamer that I am, I can't quit until I beat the game on one continue, or maybe even one life!

So are you guys going to play this game and beat me to it?  My High Score's 77,500.  Top that!  Top it if you dare!   Razz

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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Play This Game, You Must. - Page 2 Empty
PostSubject: Re: Play This Game, You Must.   Play This Game, You Must. - Page 2 Icon_minitimeTue Sep 26, 2017 12:00 am

On second thought, top this!

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Clearly my skills are improving. Wink
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The House of Ainsley
Keeper of the Dark Mirror
The House of Ainsley


Male Number of posts : 2312
Age : 52
Location : The Dark Heart of Bardosylvania

Play This Game, You Must. - Page 2 Empty
PostSubject: Re: Play This Game, You Must.   Play This Game, You Must. - Page 2 Icon_minitimeSun Jul 05, 2020 11:49 pm

Play This Game, You Must. - Page 2 Darklands01
So about two weeks ago, I started feeling nostalgic over a game that I hadn't played for almost 20 years.  The game itself is almost 30 years old, released by the late, great Microprose in 1992 (though I myself didn't get around to playing it until late 1993, after the Air Force sent me to Malmstrom Air Force Base).  And its name is Darklands.

Do the arithmetic and you can figure out how long I had Darklands on my computer, playing it from time to time until the fateful day struck when my PC's motherboard fried and took my hard drive with it.  The game is uncannily replayable and ever-changing, particularly for its age.  Until my first installation of Darklands died with my hard drive, I must have cycled a few dozen new characters through the same party of adventurers, as old ones either shriveled up with old age, shriveled up from curses or debilitating wounds or just plain got themselves killed.  The ultimate goal is to defeat Baphomet (archdemon and one of Satan's lieutenants) and avert the Apocalypse.  I think that my party must have stopped the Apocalypse from happening about fifteen or twenty times over the years.

Baphomet was pretty persistent about kickstarting Judgement Day, I'd say.

Gamespot once reviewed Darklands and called it "one of the greatest games of all time," and I have to agree with them wholeheartedly.  It's not a game that you play through, beat once and never touch again; from what I gather, I'm far from being the only gamer who had Darklands installed — and well-played — for years.  And now, it's on sale at the GOG site.  Check it out.

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What makes Darklands unique among computer roleplaying games is the setting: Rather than plunk you down into some complete quasi-medieval Fantasy setting, Darklands takes place in 15th-Century Germany (and a few bordering regions of her neighbors, including the Netherlands, Austria and Poland).  True to the time period, the Roman Catholic Church is the predominant power over Europe, the indigenous Pagan folk and their ways are against the wall, pestilence is widespread and the first firearms are beginning to appear (yet, being crude and horribly inefficient hand cannons, are still a century or two away from making bows and crossbows obsolete; the dreaded longbow and the armor-breaching arbalest will continue to rule the battlefields of Europe for the time being).

But yes, Darklands is indeed what one might call a Dark Fantasy setting.  How so?  I'll phrase it this way: Nowadays, we know that creatures like gnomes, kobolds, schrats (think "German sasquatches") and dragons never existed.  Nowadays, we know that Europe's old Pagan traditions were entirely separate from the Abrahamic religions — and, though as superstitious as any other religion, were probably not malevolent — and had nothing to do with Lucifer or other Abrahamic bogeys.  And nowadays, we know that the Order of the Knights Templar were convenient scapegoats who were slandered, persecuted and ultimately exterminated by rival authorities who grew fearful of the Templars' political power, covetous of the Templars' considerable assets, or both; the Templars were in no way the Satanic black knights that their enemies said they were.

Darklands takes all of those myths, tall tales, mistaken beliefs and dogmatic propaganda and makes them real, resulting in a medieval Germany that's half-reality and half-fantasy.  Miners are being driven out of their mines — and away from their jobs — by angry dwarves, driven to unrest by dark forces below.  In the deep forests, witches shape sinister enchantments in their secluded hovels until it's time for them to fly off to their Sabbats at the behest of their Infernal patrons.  And in the towers of their well-defended fortress, the Knights Templar ceaselessly work to appease their diabolical lord Baphomet, preparing for the day when they can call him forth into the waking world.

And you, brave wayfarer, can get tangled up in all this and more.  Tread warily.

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Speaking of brave wayfarers, Darklands' character creation system is also unique and rather dynamic.  There are no classes or levels, but instead are a variety of attributes and skills which you groom, either directly (through assigning Experience Points) or indirectly (by choosing the character's origins and professions in the five-year increments of his or her preceding life).  In the first stage of creating each character, you choose that character's name, sex and starting Attributes (Strength, Agility, Perception and so on).  You can tell the game engine to generate a random name for your character, or you can type in your own; the random name generator is limited to rolling up German names, but there's nothing to stop you from manually entering non-German names like "Gawain of Hastings" (if you feel like playing an Englishman in Germany for whatever reason) or "Lord Chunky McButtpants" (if you're just feeling ridiculous).

(I'm a bit anal-retentive about my German, I guess; whenever the name generator comes up with something like "Hans of Straussberg," I have to go manual and change it to "Hans von Straussberg" because there is no "of" in German, dadgummit!  I'm a filthy, ignorant American and I know that!)

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Anyway, family background.  A noble-born child will have greater Charisma and intellectual skills (the fruits of an aristocratic upbringing and education), while a child born to rural commonfolk will have less Intelligence and esoteric knowledge (including the ability to read and write, which we often take for granted these days) but greater physical abilities and practical knowledge.

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After origin and childhood comes a choice of occupation for every five years of the character's life prior to adventuring

Not every occupation is immediately available.  Some are forbidden to certain family backgrounds; aspire though you might, your peasant girl born to Rural Commoners can never become a Noble Heir or a Manorial Lord, just as a son of Nobility would never stoop to becoming a Laborer.  Others have certain requisites to meet before they become available; in order to unlock access to the mighty Knight occupation, you'll need to have a Virtue of 16 or higher, as well as either an upper class background (read: Nobility or Wealthy Urban Family) or experience in certain martial or ecclesial occupations (ie. a Captain, a Noble Heir or an Abbot).  Three of the religious occupations — Friar, Priest and Bishop — are forbidden to women (though curiously, despite what we know about the time period, women can become Knights), but this is offset by certain saints favoring women over men; more on saints in a little bit.

Each profession will either increase or decrease certain Attributes; for example, becoming a Bandit — tough and swift-footed yet harsh with words — will increase your Endurance and Agility while reducing your Charisma.  Each profession will also increase or decrease various skills by a set amount, as well as allowing different amounts of Experience Points to be spent on those skills; becoming an Apprentice Craftsman will raise your Artifice skill by a flat 5 points while allowing you to spend as many as six EPs on Artifice on top of that, for a maximum of +11 to your Artifice for that point in your adventurer's life.

It's typically best to start your character's adventures between the ages of 20 and 30, because for every five years after Age 30, your character's Attributes begin to decay: first the physical ones (ie. Strength and Endurance), and once you're past Age 55, the mental Attributes (ie. Perception and Intelligence) begin to decay too.

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Then you just tinker with your character's appearance (small and boxy though it may be) and give him or her a coat-of-arms, add up to four characters to your party, and leap into a world of Germanic adventure! Huzzah!  Very Happy

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A "character sheet" in the course of play, listing the character's attributes and skills, and depicting what items you have equipped.  If abbreviations aren't your thing, just click on any mini-menu to expand it (so "wImp" becomes "Impact Weapons," "StrW" becomes "Streetwise," and so on).

Skills range from 0 to 99.  As usual, the high the number, the better you are with that skill and the greater your odds of success at using it.  Skills like Edged Weapons (for wielding any bladed weapons from daggers to zweihanders) are your obvious battle skills.  Speak Common is good for fast-talking and convincing people to do what you want, Speak Latin and Read & Write are useful for earning the ears of alchemists, professors, clerics and other scholarly sorts, Healing affects how swiftly your entire party recovers from injuries, and so on.

And mind your encumbrance; your warriors can work just fine with Normal or Heavy loads (though the latter will slow their ground speed), but it's best to keep your thieves and tinkerers at a Light Load; they need to stay swift and mobile.  Equipping your nimble, swashbuckling rogues with full plate armor, heavy crossbows and battle axes simply will not do.

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Instead of the usual incantation-chanting sorcery from many a Tolkienesque tale, what passes for magic in Darklands comes in two varieties: brewing potions with Alchemy, and using Religious Knowledge and Virtue to invoke saints through prayer.

With Alchemy, you need knowledge of alchemical formulas and the proper reagents.  Not all formulas are created equal; some may consume more common ingredients with weaker or more meager results, while others may consume rarer or more exotic reagents in greater numbers to concoct far more potent potions.  Higher Intelligence will improve your chances of success (or, at least, averting a disastrous failure), as will having a Philosopher's Stone; the more refined the Stone, the better.

True to form, expect the various reagents to be known by their Old World names: "brimstone" is sulfur, "manganes" is magnesium, "marsh vapor" is methane, "pitchblende" is uranium, and so on.

(Ah, the carefree and innocent years when people could fearlessly handle uranium ore with their bare hands, right?)

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Knowledge of prayers to the various saints can be earned through select people and places, with monasteries, universities and rare, random encounters with holy hermits in the wilderness being among them.

Each saint requires a different minimal Virtue before that saint will even think about answering that character's prayers; anyone can learn the prayer to evoke Saint Agatha, but if Saint Agatha demands a Virtue of 24 or higher, then your scurvy thief with a measly Virtue of 10 or 15 will be beneath her notice (at least until your thief does enough good for the world to raise that Virtue to 24, of course).

As a rule of thumb, the higher the saint's Virtue requirement, the more powerful the saint's miracles.  You need a Virtue of at least 30 to summon Saint Damian there, and he'll heal all of your Endurance but only a point or three of your Strength.  Saint Ita is another healing saint; you need a whopping 85 Virtue to summon her, but she'll heal all your wounds!  No one can bring you from "almost dead" to full health like Saint Ita can!  So call on Saint Damian if you have a few nicks and scrapes, but always try to save some Divine Favor for those near-death experiences that only Saint Ita can fix licketty-split.

(Saint Damian and Saint Cosmas are also a nice two-for-one deal; if you learn about one saint, you can learn about the other.  Instead of instant healing, Saint Cosmas temporarily raises one person's Healing skill by a heady amount.  So Damian's your man for mid-battle healing, but Cosmas is the one you need for mending your entire party's wounds while you're camping and recuperating from the battle later that night.)

Calling down a saint will consume a base amount of the invoker's Divine Favor, plus any extra Divine Favor that you want to add on to improve the odds of the saint answering your prayer.  Divine Favor naturally replenishes itself at about a point a day, but you can speed things along by tithing to churches and other houses of worship, praying during periods of rest, or attending ceremonies like Mass and Holy Confession.  Virtue can be permanently raised with huge tithes and donations, as well as by doing certain righteous and holy deeds (like destroying Satanic altars or curing plague victims).

Many saints will give temporary boosts to your skills (ie. Saint George will improve all of one adventurer's skills with weapons and horse riding), some heal wounds and some imbue certain uncanny powers (ie. Saint Giles gives you money if you're poor, Saint Margaret can effectively make you fireproof and Saint Lazarus can save you from "certain" death).

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Watch for opportunities to meet with people in positions of political and/or financial power; they often have quests that you can undertake.  Rewards for completed quests may include money (often several Florins), special items, increases in local reputation (or even Europe-wide Party Fame), alchemical formulas and more!

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Here is your F6 menu; it includes your overland map, the time of day, your location and your current money.  The overland map not only helps you get where you need to go (important help for those quests) but it also shows your local reputation in various cities.  Never underestimate the power of reputation; if a city's gates are barred at night, a Local Hero can easily persuade the guards to let the party in, an Unknown wayfarer will probably be turned away until morning, but a Hated party will meet with a violent rebuttal for daring to approach the city at all!

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A random event in the wilderness.  What choices you make will result in different outcomes and may draw on certain skills (such as Woodwise, for attempting to drive those wolves away before they attack).

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The wolves weren't so easily deterred, alas.  Fighty Time ensues.

(Hold the E key to get a little insight into your enemies.  Wolves are tough, but their teeth aren't very good at penetrating chainmail or other metal armors.)

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Another random encounter, this time with brigands.

Expect lots of robbers, brigands and other scoundrels to accost you, more frequently if you're walking along one of Germany's many roads.  Some of them are accompanied by evil alchemists and will have empowered weapons and armor.  And if you're intruding on the territory of a raubritter (or robber-knight, a once-noble knight fallen into the ranks of villainy), you may frequently encounter bands of his men intent on collecting "tolls" for their lord, usually rather forcefully).

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If you have ranged weapons equipped, whittle the bad guys down before they close for melee.  And don't forget your tactics and your various modes of attack: A for standard Attack (balanced in both offense and defense), B for Berserk (all-out attack, but reckless and with lower defense), P for Parry (the opposite of Berserk: high defense, low offense) and V (for well-armored enemies; you aim your attacks at chinks in the enemy's armor, but at the cost of attack frequency).  So if you have the weight of numbers, you can hasten a battle by drawing an enemy's wrath with a Parrying defender, then flank that enemy with one or more Berserkers.

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The best part of any battle: the post-victory loot!

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Yes, the Wild Hunt from the old Pagan myths is alive and well in Darklands (though in this context, they're Hell's hit squad, not the Old Gods' army of justice).  My party dodged Herne the Hunter this time, but he shall return.

(...but my party can take him.  That's why I haven't bothered to learn prayers to Saint Columba yet: beating up the Wild Hunt is fun and profitable!  Why deprive myself of that?)

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Different saints can have different results, even in the same event.  Here we have a Pagan site, but the witches are gone, leaving their beasts to guard the place.  Praying to Saint Aidan will drive the wolves away, while praying to Saint Hildegard will reveal the time and location for the witches' next Sabbat.  If you have the time and the Divine Favor, do both; otherwise, you'll either have to kill the wolves or find another way to the Sabbat so you can break it up.

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...and here's one of those raubritters I was talking about.

Raubritters can be very dangerous enemies. If you killed any of his men on the way to his castle, he might defend his territory fiercely. Otherwise, you can coax him into inviting you in as a guest, with either a glib tongue or the right saint's intervention. Why batter your way into his castle if you don't have to?

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Some saints allow you to see into the hearts of other people. Here, a quick prayer to Saint Gabriel (everyone's favorite Archangel of Revelation) compels the raubritter to lay bare his true intentions.

He's a robber-knight. What did you expect? Free puppies and foot rubs? Razz

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I chose to spend the night because I always choose to spend the night. You can stumble across treasure chests in the raubritter's castle that way, and I'll rarely say "No" to more loot!

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Time to go roving through the raubritter's castle, huzzah!

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Hello again, sir!

My, Grandma, what a big sword you have! And full plate armor from head to toe...Max Schöner came fully loaded!

(I got a few Florins for his salvaged armor at the nearest marketplace. That was nice. Smile )

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Another noble quest leads my merry band to a long-forsaken crypt in the wildlands. Getting in and grabbing the relic is easy enough.

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Getting out — through a host of the awakened undead — is marginally more difficult.

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But I forgot to take a screenshot of the skeletons giving battle, so you get another pic of some brigands instead. Wink

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Sometimes, you stumble across a woman in a cottage with some wolves. Sometimes, she's just an old widow minding her own business, so leave her alone. Other times, she turns out to be a witch, and she'll start throwing potions at you while her wolves try to kill you.

(Potions of Eater Water are basically really corrosive acid. I hate it when witches pelt me with Eater Water! Tears my armor right to tiny bits!)

Defeat the witch and you come to another big multiple choice. I always make her abandon witchcraft and take up penance for her sins; it's usually good for a permanent Virtue increase. Don't pick the first option; not meaning to spoil anything here, but let's just say that the witch has a very unfavorable idea of what "the rest of your life" means!

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While you're out wandering the wilderness, keep an eye out for hamlets like this one! Their smithies usually pay a bit more for whatever you have to sell, and the Divine Favor recoveries from taking Confession at the hamlet's church are massive; half a day in the confessional can easily lift someone up from 0 Divine Favor to a perfect 99! You can also buy horses through the old woman's house, and the schulz sometimes has quests for you as well. Too bad you can't earn some money by taking up odd jobs while you're staying in a hamlet; apparently they already have more people than workplaces.

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But always make your choices shrewdly; injustices can cost you! If you barge into that hut in the woods and the "witch" turns out to be an ordinary widow (usually because you acted on an assumption and didn't check your target first), your whole party will lose Virtue. Same thing if you march into a good and decent hamlet and accuse the schulz of harboring a Satanic cult; expect God to kick you right in the Virtue if you do that.

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So why does that option exist? Because some hamlets and their citizens aren't good and decent, of course! Before you go pointing any fingers, do a little groundwork and ask a few questions to see if the local yokels have thrown in with the Dark Side of the Force. If the schulz quotes the Serpent who tempted Adam and Eve, he's probably a Satanist. If the priest serves moldy Communion wafers, tells you to torture an animal to death as penance for your confession and honors Simon Magus — the sorcerer who once challenged Simon Peter the Apostle to a "faith-off" and lost terribly — as a saint, oh, yeah. That hamlet is Satanic out the wazoo! Either call the schulz out or spend the night at the old lady's house; either way, be ready for a skirmish, because diabolical cults don't take too kindly to goody-goody outsiders!

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So you've beaten back a few hordes of enraged, xenophobic, blasphemy-shouting Satanists, and now you're at their unholy worship site. How do you give the place a thorough purging and kick all the evil out?

Well, if your party has someone who's really buff with Religious Knowledge, just have him or her carve up the altar's unholy symbols just right so it's not consecrated to the Devil anymore. If any alchemists in your party have whipped up a Potion of Transformation, just lob it at the altar; that stuff's like Kryptonite to dark forces. If you're in cahoots with a saint who's all about stomping demon butt, just call that saint in. If you were out wandering around and you found some holy relic (like one of the nails that the Romans used to stick Jesus to that cross, or whatever), just set it on the evil altar and let it go to work.

But if all else fails — and if you can't find it in yourself to let such blasphemy go unanswered — then you're just going to have to yell prayers at that altar until the demon who hangs out there gets sufficiently annoyed and comes out to tell you to shut up.

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...case in point:

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Ooh, he looks pretty tough.

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...but not as tough as me and my merry band! Bring it on, hornface! You kick like an epileptic fruit bat! Have at you!

Anyway, feel like giving Darklands a try yet? Wink
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