Profile for Eigenvalue

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How and how long? in General
Apprentice
Member # 5672
Profile #0
Just being curious...

What language/development system is Jeff using to develop his games?

Also, on average, how long does it take him to develop the game? And what he spends most time on
(ex. graphics, dialogues)?

Thx
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
The Insidious Infiltrator in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #29
Thanks. I am having a lot of fun reading this. I am not sure if it was mentioned, but I have found wrack to be a very useful spell. No exact numbers, but from general observation it seems that the damage increases about 1.5 times. Very nice when fighting 1-on-1, such as versus Eliza or Shaftoe.

By the way, I do not remember how, but when playing the infiltrator the areas around Eliza and Shaftoe turned against me, while the two were still friendly. It was rather ironic that the glaahks and kyshaks (sorry if I mispelled these) sent by the minds to hunt me were actually slaughtered by Shaftoe while I rested around the corner delivering a final blow when I managed.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
An editor. in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #22
WhiteSparks, if you are using my version of an editor you need to speak with Magda and Tyrol (when I was playing with the editor I did not realize that you can have dialogue options using sign posts). If you are using Emperor's version, this is the first sign post, near the room where you are supposed to pick up the sword. In either case do not forget to replace the z0rebbasedlg.txt file found in scripts folder (and, of course, saving a copy of that).
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
How many charms do you carry around? in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #0
With a total of 14 charms by the end of the game, tinker's gloves and tinker's bauble to raise the mechanics skill (and of course there are a couple of other items which do that as well), and, maybe, some infiltrator stuff to boost stealth and leadership, the inventory (36 slots) is already more than half-full. Add a wand, a favourite thorn baton, some gems, and, most importantly, some potions and spores (yes, there are 4 additional quick use slots) and only about 10 slots are remaining. Don't forget a second set of necklaces and rings providing extra protections against different elements. And of course ingredients to craft and augment things. Ah, yes, the swamp herbs, research books and nodules for gathering quests... - no free slots left. So, where to store all the stuff which you want to sell to get money to buy whatever-you-wish-to-buy?

Of course, I am over-exaggerating, and by the time you have all 14 charms the game is almost over, but... does everyone really carry around all the charms or only the better ones?
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
An editor. in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #18
If it does not work... try:

use the simplest text editing software to save the file (probably not something like Microsoft word)

the first line in the file should be:
// dlg.txt
(i.e. do not copy anything else...)

similarly check that you have copied correctly to the end
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
An editor. in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #10
Sorry for double posting.

Emperor's script works perfectly.

It is an amazingly clever idea to cheat using the sign post.

---
Eigenvalue - speechless.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
An editor. in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #9
If someone wishes, here is my version of the same thing. The instructions are precisely as Emperor explained.

// dlg.txt

begintalkscript;

variables;

begintalknode 1;
state = -1;
nextstate = -1;
condition = get_sdf(0,4) == 0;
question = "special";
text1 = "There is a door to the north. (North is to the upper right and is marked with an N.) Click on the doors to open them, and walk into the storeroom beyond.";
action = SET_SDF 0 4 1;

begintalknode 2;
state = -1;
nextstate = -1;
condition = get_sdf(0,5) == 0;
question = "special";
text1 = "This is a small, moist storeroom. Supplies smuggled into the base are sometimes left in here so they can stay dry until someone comes for them. There is hardly anything in here now, though. The rebels are always short of equipment.";
text2 = "Fortunately, one puny weapon has been left here. It's just a dagger. Still, until the rebels can get you to the Geneforge and remake you, it is better than your bare hands.";
text3 = "(There is a dagger on the table. You should get it and equip it. To pick up an item, walk up to it and bring up the Inventory window. Do this by pressing the Get Items button or typing 'g'.)";
code =
set_dialogue_pic(219);
set_flag(0,5,1);
break;

begintalknode 3;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The dagger in your hand makes you feel a little better. It's a puny weapon, dented and rusty. Nothing compared to the power you have been promised.";
text2 = "Now you should probably get and wear some armor. There is a suit of chitin armor in the cabinet by the west wall.";
text3 = "Chitin armor is flimsy stuff, made from the carapace of a creature created for this purpose by the Shapers. It's cheaper than leather or metal, but offers less protection.";
text4 = "To look inside the cabinet, click on it. Get the armor and wear it.";
text5 = "Since you also have the armor, you should go out and speak with Greta again.";
code =
if (has_item(36)) {
rs(2); rs(3); rs(4);
}
else rs(5);
break;

begintalknode 4;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "If you are going to try to get to safety, you should prepare to defend yourself first.";
text2 = "There is a dagger on the table in the storeroom. You should get it and equip it. To pick up an item, bring up the Inventory window. Press the Inventory button by your character's portrait (to the upper left, looks like a bag) or type 'g'.";

begintalknode 5;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The sign says:";
text2 = " SUPPLY STORAGE";

begintalknode 6;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "You inspect your craft again. It is a living craft, a reptile with a flat back specially created to carry small groups over the water. It's a safe and fast (if extremely wet and uncomfortable) ride.";
text2 = "The creature snorts and bares its teeth at you when you get close. It only obeys orders from its masters. You aren't one of them.";

begintalknode 7;
state = -1;
nextstate = -1;
condition = get_sdf(0,6) == 0;
question = "special";
text1 = "There is a dead servile by the side of the path. It looks like she was dragging a cart of goods to the citadel when the raiders caught her. She was a worker, not a warrior. She didn't last for long.";
text2 = "You notice that the attackers left her coin purse alone.";
text3 = "(If you don't mind robbing the dead, you can search the servile's body by clicking on it.)";
action = SET_SDF 0 6 1;

begintalknode 8;
state = -1;
nextstate = -1;
condition = get_sdf(0,7) == 0;
question = "special";
text1 = "Much to your relief, you can see that there is a minefield ahead, clustered around a single trigger.";
text2 = "Mines are special creatures, made by those skilled in the art of Shaping. Each group of mines has a trigger, set to destroy a certain sort of foe. When the enemy gets too close to the trigger, it detonates all nearby mines.";
text3 = "Fortunately, these mines are here to protect you, not harm you. The sensor tendrils of the trigger aren't pointing at you. You can pass. Hopefully, any foes chasing you will turn back.";
text4 = "(These mines won't hurt you. Others will. Later, you will learn how to disarm hostile mines.)";
action = SET_SDF 0 7 1;

begintalknode 9;
state = -1;
nextstate = -1;
condition = 1;
question ="special";
text1 = "You inspect the mine closely. It is a living (if mindless) thing, infused with powerful and deadly Shaper magic. You decide to leave it alone.";


begintalknode 10; // go to greta
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "Just ahead, you can see the rest of your group. Greta and the two other prospectives, Tyrol and Magda, are sitting around a small, smoky fire. The other soldiers keep watch to the south.";
text2 = "As you watch them, you realize that something doesn't seem right. Though you are deep in rebel territory, the soldiers have their batons and blades out and seem to be on the alert.";
text3 = "Greta sees you and gets up from the fire. She waves for you to come and speak with her.";
text4 = "(When special things happen, you will see text like this. When you're ready to continue, select 'OK' below.)";

begintalknode 15; // 1st greta talk
state = -1;
nextstate = 15;
condition = 1;
question = "Name";
text1 = "Greta walks up to speak with you. Between the darkness of the voyage over the water and your overwhelming seasickness, you never got a good look at her. Now you do.";
text2 = "You had heard of Greta before you met her. Most rebels have. Greta was once a loyal Agent, a servant of the Shapers, trained and true. But then she abandoned her kind and joined the rebellion.";
text3 = "That is unusual. What is stranger still is that she is still alive. Despite all the battles, all the defeats, she has lived. Scarred, burned, and afflicted with a permanent limp, true. And exhausted. But she is still fighting.";
text4 = "She also looks very worried. She inspects you to make sure you're able to move without slowing her down, and says, _All right. Glad you're here. We need to get you armed and armored. Then we need to move._";
text5 = "(You are now in a conversation. Select one of the responses below by clicking on it or typing a number next to it.)";
code =
sf(0,2,2);
break;

begintalknode 16;
state = 15;
nextstate = -1;
condition = 1;
question = "All right. Let's go.";
text1 = "Greta shakes her head. _It wouldn't be wise. Not until you have a blade. So get one, and hurry up about it._";

begintalknode 17;
state = 15;
nextstate = 16;
condition = 1;
question = "Where can I get a weapon?";
text1 = "Greta points to the west. _The storeroom is in there. There isn't much left. We cleaned it out pretty good. But I made sure that something was left for you. And hurry!_";

begintalknode 18;
state = 15;
nextstate = 16;
condition = 1;
question = "Is something wrong?";
text1 = "_I don't know. Something isn't right. Go get ready. We're keeping watch._";
text2 = "Then Greta points to the west. _The storeroom is in there. There isn't much left. We cleaned it out pretty good. But I made sure that something was left for you. Go. Hurry!_";

begintalknode 19;
state = 16;
nextstate = -1;
condition = 1;
question = "Why the haste? Aren't we in secure territory?";
text1 = "Greta chuckles. _You don't know much about the Shapers, do you? There is no secure territory. They can see everywhere. Their creations can get anywhere. Now go._";
text2 = "(The storeroom is to the west, which is up and to the left. Find it and get a weapon and some armor. You might also take a moment to speak with the other two prospectives.)";
action = END_TALK;

begintalknode 20;
state = 16;
nextstate = -1;
condition = 1;
question = "All right. I'm going.";
text1 = "_All right. We'll wait here. But not for long._";
text2 = "(The storeroom is to the west, which is up and to the left. Find it and get a weapon and some armor. You might also take a moment to speak with the other two prospectives.)";
action = END_TALK;

begintalknode 21;
state = 16;
nextstate = -1;
condition = 1;
question = "All right. But I don't take well to people ordering me around.";
text1 = "Greta starts to snap back at you, but then she decides not to bother. _It's my job to escort you, not beat wisdom into you. Just go get your stuff._";
text2 = "(The storeroom is to the west, which is up and to the left. Find it and get a weapon and some armor. You might also take a moment to speak with the other two prospectives.)";
action = END_TALK;


begintalknode 23;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta sighs. _I see you don't have a blade yet. Please hurry and get one. If you're going to survive for long, you need to learn to react quickly and always be ready to fight. So go!_ She points to the west again.";
text2 = "(Come back to Greta when you have a dagger equipped.)";
text3 = "Greta sees that you have a blade ready. _Come closer. We need to plan._";
action = END_TALK;
code =
if (has_item_equip(61)) {
rs(1); rs(2);
}
else rs(3);
break;

begintalknode 25;
state = -1;
nextstate = 20;
condition = 1;
question = "Name";
text1 = "When Greta sees that you have a blade ready, she nods approvingly. Then she smiles. _That's a pretty pitiful weapon, but it will make a hole in someone if you put some muscle behind it._";
text2 = "_Now that you're ready, we need to be moving to Southforge Citadel. Little time for chatting. We have to hurry. Something is wrong._";
code =
sf(0,2,3);
break;

begintalknode 26;
state = 20;
nextstate = 21;
condition = 1;
question = "Something's wrong? How can you tell?";
text1 = "_It's a sense you can pick up. The ability to detect disaster. I got lots of practice. When you're a rebel, there's always a disaster approaching._";
text2 = "_Anyway, there's nobody here at the docks, and things don't sound right. Maybe there isn't a problem. But I think we have to move. Now._";

begintalknode 27;
state = 20;
nextstate = 21;
condition = 1;
question = "What's going on?";
text1 = "_I'm not sure yet. But I have my suspicions. Learn a lesson. Don't be lazy. Be paranoid. When you think something is wrong, there probably is._";
text2 = "_Look around. There's nobody here at the docks, and things don't sound right. Maybe there isn't a problem. But I think we have to move. Now._";

begintalknode 28;
state = 20;
nextstate = 21;
condition = 1;
question = "What should I do?";
text1 = "_Ah. Ready to react. Ready to follow the orders of someone who knows what she's doing. That's good. Keep that up._";
text2 = "_What I think is that we need to move to Southforge Citadel. Now._";

begintalknode 29;
state = 21;
nextstate = -1;
condition = 1;
question = "All right. Lead and I will follow.";
text1 = "_All right. Stay close. Move fast. And if I'm right and the enemy has made a landing here? Run!_";
text2 = "Greta waves for everyone to follow and begins to walk swiftly to the west, toward Southforge Citadel.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;

begintalknode 30;
state = 21;
nextstate = -1;
condition = 1;
question = "Wait. There's something I need to do here first.";
text1 = "Greta looks around. She's starting to grow increasingly worried. _All right, but be very quick. I hope that what you need is important. Talk to me again when you're ready to move._";
action = END_TALK;

begintalknode 31;
state = 21;
nextstate = -1;
condition = 1;
question = "One moment. I need to talk to the other prospectives first.";
text1 = "Greta looks around. She's starting to grow increasingly worried. _All right, but be very quick._ She points at Tyrol and Magda, who are warming themselves by the fire.";
text2 = "_I hope that what you need is important. Talk to me again when you're ready to move._";
action = END_TALK;

begintalknode 32;
state = 21;
nextstate = -1;
condition = 1;
question = "I'd rather strike out on my own. I don't take to following orders.";
text1 = "Greta looks exasperated. And increasingly worried. _I don't have time for this now. Go do what you want. But if you want to stay safe, I suggest that you follow me._";
text2 = "Greta waves for everyone to follow and begins to walk swiftly to the west, toward Southforge Citadel.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;


begintalknode 35;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta's nervousness is starting to edge over into terror. Finally, she decides that you've been waiting here too long. _All right. Any extra business you have can be settled at the citadel. Follow me. And quickly!_";
text2 = "Greta waves for everyone to follow and begins to walk swiftly to the west, toward Southforge Citadel.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;

begintalknode 36;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta sees an enemy creation and shouts an alarm. _It's a raid! The Shapers have found us! Hurry! To the citadel! Follow me!_";
text2 = "She begins to run down the pathway as fast as she can.";
text3 = "(It would be a very good idea to follow Greta now.)";
action = END_TALK;
code =
sf(0,2,4);
break;


begintalknode 38;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The sign says:";
text2 = " Minetender Rhebben";
text3 = " DON'T TOUCH ANYTHING!";

begintalknode 40;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The outside of this small cabinet has been scorched by a stray bolt of lightning. With a hearty pull, you are able to get it open.";
text2 = "There were three living tools in here. Unfortunately, two of them were killed by the heat of the attack. This third one is still alive and intact, a rod of Shaped material about eight inches long. You take it.";
text3 = "The cabinet is empty.";
code =
if (gf(0,10) == 0) {
rs(3);
sf(0,10,1);
set_spec_item(1,1);
}
else {
rs(1); rs(2);
}
break;

begintalknode 41;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "The body of the minetender was blasted against the back wall here by an intense blast of magical energy. Nothing of value survived on the body.";

begintalknode 42;
state = -1;
nextstate = -1;
condition = get_sdf(0,11) == 0;
question = "special";
text1 = "You enter the minetender's hut and find that it has been wrecked. Several blasts of lightning killed the minetender and destroyed just about everything of value.";
action = SET_SDF 0 11 1;

begintalknode 43;
state = -1;
nextstate = -1;
condition = 1;
question = "special";
text1 = "This mine is inactive.";

begintalknode 44;
state = -1;
personality = 0;
nextstate = -1;
condition = get_sdf(0,12) == 0;
question = "special";
text1 = "Now that you have made some progress, you should save the game. Saving the game creates a _snapshot_ of your progress. Later, you can load the saved game and continue where you left off.";
text2 = "To save the game, press the disk button (pictured above) and select Save. On the save game window, type a name for your saved game and click the OK button. You have recorded your progress!";
text3 = "Later, to load a saved game, press the disk button, select Load Game, and select your saved game. You can then keep going. This can be very useful if you died.";
text4 = "Save often. You never know when you might get killed.";
text5 = "Finally, the game saves for you automatically whenever you enter a new area. If you die, you can always load the Autosave game.";
action = SET_SDF 0 12 1;
code =
set_dialogue_pic(210);
break;

begintalknode 45;
state = -1;
nextstate = -1;
condition = get_sdf(0,13) == 0 && gf(0,2) < 4;
question = "special";
text1 = "Greta calls out to you, _Stop! Come back! We should all advance as a group. When you are armed, talk to me, and we can proceed._";
action = SET_SDF 0 13 1;

begintalknode 46;
state = -1;
personality = 0;
nextstate = -1;
condition = 1;
question = "special";
text1 = "You are now in combat mode. This means that something has attacked your group, and you will have to flee or defend yourself.";
text2 = "Time in combat is split up into _Rounds._ Each round, every creature takes a turn one at a time. On your turn, you can move, attack, cast a spell, and so on. When all creatures have acted, the round ends and another starts.";
text3 = "For now, you don't have the skills to defend yourself against the fearsome creature guarding the road. You should spend your turns running to the west and hoping that you can find a safe place to hide.";
action = SET_SDF 0 14 1;

begintalknode 47;
state = -1;
personality = 0;
nextstate = -1;
condition = get_sdf(0,15) == 0;
question = "special";
text1 = "You have found a place where you will be safe from the kyshakk. Once you are far enough away from it, you can leave combat mode.";
text2 = "To end combat, press the Peace button on the right edge of the screen.";
action = SET_SDF 0 15 1;
code =
set_dialogue_pic(215);
break;

begintalknode 48;
state = -1;
nextstate = -1;
condition = get_sdf(0,16) == 0;
question = "special";
text1 = "The ground nearby is scorched, and you can see the remains of several detonated mines. The defenses here have been breached.";
action = SET_SDF 0 16 1;

begintalknode 49;
state = -1;
nextstate = -1;
condition = get_sdf(0,18) == 0;
question = "special";
text1 = "You are close to the gateway of Southforge Citadel. This is the final goal of your long journey, the place where you will be remade by the Geneforge, given incredible powers, and sent to battle the hated Shapers.";
text2 = "Unfortunately, because of the attack, the gates of the citadel are fully defended. First, there is a ring of field projectors blocking the path. Until they are disabled, they promise great suffering to your group if you try to pass.";
text3 = "Second, the doorway itself is sealed, and you can see no control lever or other way through. You can only hope that Greta knows how to pass it.";
text5 = "(Fields like this one go off when someone with Shaping power, like you, gets close, doing lots of damage. Then, after a short time, they recharge themselves. You will need to sneak around them and use the controls that turn them off.)";
text6 = "(You can tell that they are off when the tops no longer glow and the balls of light stop floating between them.)";
action = SET_SDF 0 18 1;

begintalknode 50;
state = -1;
nextstate = -1;
condition = get_sdf(0,19) == 0;
question = "special";
text1 = "You have found the controls for the pylons. At least, you hope that's what they are. It looks like some creature tried to smash them, failed, got frustrated, tried to run through the field, and that was the end of it.";
text2 = "All you need to do is insert the key and you should be able to deactivate the field.";
text3 = "Though you don't have the key, it looks like you might have gotten lucky. The blows seem to have cracked the locking mechanism. Your skill might be sufficient to use the device.";
text4 = "(Click on the controls to use them.)";
action = SET_SDF 0 19 1;
code =
if (has_spec_item(1) > 0)
rs(3);
else rs(2);
break;

begintalknode 51;
state = -1;
personality = 0;
nextstate = -1;
condition = 1;
question = "special";
text1 = "Use the party roster area to select and get information on you and your creations. Click a character (or type '1'-'8') to select it.";
text2 = "Sometimes, you will want to select all your characters. Type '0' to do this.";
text3 = "VERY USEFUL TIP: You can also select multiple characters by moving the cursor onto the terrain, holding the mouse button down, and dragging the cursor. This _draws a box._ When you release the mouse button, you will select every character inside the box.";
code =
set_dialogue_pic(196);
break;

begintalknode 52;
state = -1;
personality = 0;
nextstate = -1;
condition = get_sdf(0,25) == 0 && gf(0,20) > 0;
question = "special";
text1 = "You have reached the end of this area, the first of over eighty in Geneforge 4. When you are ready to move on, step on the area shaded blue.";
text2 = "You will then be on the world map. To travel to a new region, click on it, and then select Travel. To make things easier, the next section will be automatically selected for you.";
text3 = "Inside Southforge Citadel, you will learn about Shaping, spells, and combat. Good luck! Your adventures are just beginning!";
action = SET_SDF 0 25 1;
code =
set_dialogue_pic(211);
break;

begintalknode 60;
state = -1;
nextstate = 50;
condition = 1;
question = "Name";
text1 = "Greta turns to you. She looks relieved to see you survived the run west. _It was as I feared. A Shaper raid. What we have long feared has happened at last. They have found Southforge Citadel._";
text2 = "_Tyrol was lost, I see. It is a terrible thing. We can't afford to lose any more prospectives._";
text3 = "_Magda was lost, I see. It is a terrible thing. We can't afford to lose any more prospectives._";
text4 = "_Both Tyrol and Magda were lost, I see. It is a terrible thing. A disaster. We can't afford to lose any more prospectives._";
text5 = "_We must get you to the Geneforge, quickly. We will need defenders soon if the war has come here. But first, we must tend to our wounds. And there is something that needs to be done._";
code =
rs(2); rs(3); rs(4);
if ((gf(0,8) > 0) && (gf(0,9) > 0))
as(4);
else if (gf(0,8) > 0)
as(2);
else if (gf(0,9) > 0)
as(3);
sf(0,2,6);
break;

begintalknode 61;
state = 50;
nextstate = -1;
condition = 1;
question = "What was that thing?";
text1 = "_It was a Kyshakk. A new Shaper creation. Only started appearing on the battlefield about two years ago. Extremely dangerous._";

begintalknode 62;
state = 50;
nextstate = 51;
condition = 1;
question = "Can we go back and kill that invader?";
text1 = "_We could probably kill it, but with casualties. Better to let the mines hold it back and reinforce the citadel. My mission is to deliver us all here, and that's what I will do._";
text2 = "She points to the north. _There is a workshop up there. Where the minetender lives. There should be a key in there. It's to the defensive field we need to pass to enter the citadel. While we recover from the attack, go find the key._";

begintalknode 63;
state = 50;
nextstate = 51;
condition = 1;
question = "There is something I want to know about you.";
text1 = "_You want to talk to me? And find out everything about me? Now?_ Greta laughs. _You remind me of someone I used to know. A friend of mine. But there is no time. For now, we need to get to the citadel._";
text2 = "She points to the north. _There is a workshop up there. Where the minetender lives. There should be a key in there. It's to the defensive field we need to pass to enter the citadel. While we recover from the attack, go find the key._";

begintalknode 64;
state = 51;
nextstate = -1;
condition = 1;
question = "Do you think we will be attacked soon?";
text1 = "_Probably. But nobody is attacking now. We will have to use this time the best we can before we head south._";

begintalknode 65;
state = 51;
nextstate = -1;
condition = 1;
question = "Will the minetender help me?";
text1 = "_The minetender is probably dead._";

begintalknode 66;
state = 51;
nextstate = -1;
condition = 1;
question = "What does the key look like?";
text1 = "_Like a living tool. Sort of a stick thing, half-wood, half-meat. Typical Shaper stuff._";

begintalknode 67;
state = 51;
nextstate = -1;
condition = 1;
question = "I'll see what I can do.";
text1 = "_All right. And hurry. Come back when you have it._";
text2 = "(The minetender's shed is to the north. North is up and to the right. Enter the shed and find the key. When you have it, talk to Greta again.)";
action = END_TALK;

begintalknode 69;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Greta asks if you have the key. You don't. _Look around! We aren't back in your little village or wherever you come from. We're in the middle of a war. Stop wasting time and find that key!_";
text2 = "(The minetender's shed is to the north. North is down and to the right. Enter the shed and find the key. When you have it, talk to Greta again.)";
text3 = "Greta asks if you have the key. You show it to her. She nods. _Then all is well. Nothing could possibly go wrong now. Hang on to that and follow me. If we meet more of the enemy, run and keep running._";
action = END_TALK;
code =
if (has_spec_item(1) == 0)
rs(3);
else {
rs(1);
rs(2);
sf(0,2,7);
}
break;

begintalknode 70;
state = -1;
nextstate = 70;
condition = 1;
question = "";
text1 = "Greta stops moving and looks to the west. You can see the gates of Southforge Citadel. The defensive pylons are still intact and active. That means that they will attempt to ward off any being with the power to Shape. Including you.";
text2 = "Greta holds her sword at the ready and looks to the east. _I doubt that we're safe yet. I will hold off any attackers. As for the field, it will harm anyone who is infused with even a little Shaping essence. Like me. Or you._";
text3 = "_You need to lower the field so that we can get to safety._";
text4 = "Greta says, _What are you waiting for? Lower the field!_";
code =
if (gf(0,2) == 8) {
rs(4);
sf(0,2,9);
}
else {
rs(1); rs(2); rs(3);
}
break;

begintalknode 71;
state = 70;
nextstate = -1;
condition = has_spec_item(1) == 0;
question = "How can I lower the field?";
text1 = "Greta looks exasperated. _Where is the key? You don't have the key?_ You shake your head. _Well, then do what you can._";
text2 = "_Maybe you're talented. I'm sort of doubting that, but we'll see. You'll have to try to disarm the field on your own._";

begintalknode 72;
state = 70;
nextstate = -1;
condition = has_spec_item(1) > 0;
question = "How can I lower the field?";
text1 = "_Go to the control switch and insert the key. Hopefully, if the mechanism hasn't been damaged, and if we aren't any more phenomenally unlucky than we've already been, we'll be able to get through._";

begintalknode 73;
state = 70;
nextstate = -1;
condition = 1;
question = "Why don't we just run through the field?";
text1 = "_Because of that whole, tricky 'Instant Fiery Death' thing. In my experience, trying to deal with traps by just gutting them out doesn't work very well._";

begintalknode 74;
state = 70;
nextstate = -1;
condition = 1;
question = "Where do I disable the field?";
text1 = "Greta points to the west. _The box is by the north cliff. Edge along the wall to get to it._";
text2 = "_Don't get too close to the field, though. Or, you know. Boom!_";

begintalknode 75;
state = 70;
nextstate = -1;
condition = 1;
question = "I'm going now.";
text1 = "_Good. Go. Hurry._ Greta turns to watch the pathway to the east. It looks like something may be approaching through the mist.";
text2 = "(Once this fight is over, you might want to save the game. This is always a good idea before attempting something dangerous. )";
action = END_TALK;

begintalknode 80;
state = -1;
nextstate = -1;
condition = 1;
question = "I'm going now.";
text1 = "Greta looks to the west and sees that the field is down. _At last! I will unlock the door, and we can escape. Hurry!_";
text2 = "She runs toward the door.";
action = END_TALK;
code =
award_party_xp(500,1);
break;

begintalknode 85;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "There are several rebel soldiers escorting you to Southforge Citadel. They have kept to themselves. In fact, you prospectives seem to have made them extremely nervous.";
text2 = "Right now, they don't seem interested in conversation. They are listening carefully for signs of the enemy.";
text3 = "Right now, considering the unfortunate circumstances, no conversation is forthcoming. This soldier is all business.";
action = END_TALK;
code =
if (gf(0,2) < 4)
rs(3);
else rs(2);
break;

begintalknode 86;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Two creations were sent to protect you and the other prospectives on the journey to Southforge Citadel. Like the Shapers, the rebels create and use creations. However, the rebels are far kinder to the creatures they create.";
text2 = "The creature sniffs at your hand. It seems very calm. And yet, if you were attacked, it would happily die to defend you.";
text3 = "This creation senses your fear and is completely alert. You have no doubt that it would happily die defending you from your attackers.";
action = END_TALK;
code =
if (gf(0,2) < 4)
rs(3);
else rs(2);
break;

begintalknode 90;
state = -1;
nextstate = 90;
condition = 1;
question = "Tyrol";
text1 = "You walk over to Tyrol, convinced that he is just another prospective traveling with you. But instead you see that he is a game cheat provided to you by a friendly programmer.";
text2 = "He winks at you. _I have decided not to go to Southforge after all. I might pretend to get killed or I might disappear in the very end, this is not of real importance right now._";
text3 = "_What's important is that I have with me a nice collection of stuff which I will gladly share with you. I can also give you some gold and award you experience for... uhm... just for the hell of it, I guess._";
text5 = "_What else would you like?_";
action = INTRO;


begintalknode 98;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You can see that Tyrol is struggling desperately to maintain his calm in the face of actual combat. He waves you off as he attempts to summon up some energy.";
action = END_TALK;

begintalknode 99;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "In the distance, you hear a scream. It continues for several long seconds, and then ceases abruptly. It sounded like Tyrol.";
action = END_TALK;

begintalknode 100;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You see that Tyrol has decided to stand his ground and fight the Shaper creation. His eyes and hands glow with a fierce blue light. He begins to direct a beam of energy at the creature.";
text2 = "It barely affects it. It strikes back. Tyrol's power is greater than yours, but he is nowhere strong enough to face this creature. With a hideous, terrified scream, he falls under its attack.";
text3 = "Tyrol is better trained and prepared than you, and he wasn't even able to scratch the creature. You doubt that you will be able to do much better.";
action = END_TALK;



begintalknode 110;
state = -1;
nextstate = 110;
condition = 1;
question = "Magda";
text1 = "You walk over to Magda, convinced that she is just another prospective traveling with you. But instead you see that she is a game cheat provided to you by a friendly programmer.";
text2 = "She looks at you sadly. _The stars tell me that I will not be able to get to Southforge alive. So I will illegally teach you some of the things you might need in the upcoming adventure. What would you like?_";
text5 = "_What else would you like?_";
action = INTRO;




begintalknode 118;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Magda can't talk to you. She is overwhelmed with terror. Like many serviles, the presence of hostile creations fills her with debilitating fear.";
action = END_TALK;

begintalknode 119;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You look around, and you realize that Magda is no longer with you. You hope that she was able to slip away from the attackers. But, considering how panicked she was, you doubt it.";
action = END_TALK;

begintalknode 120;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "You look at Magda and see that she is completely panicked. She flees in terror, barely able to see what is happening around her. And then she trips.";
text2 = "The enemy creation delivers a single blow, and she is gone.";
action = END_TALK;

begintalknode 121;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "Magda blindly flees the enemy, what little calm she had been able to build up replaced by sheer panic. She runs wildly, paying little attention to where she is going. And then she slips on a smooth rock, dampened by the rain.";
text2 = "As she falls, her ankle gets badly twisted. She is hurt. She looks around and sees you watching her. She shouts a single word: _Run!_";
action = END_TALK;

begintalknode 130;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "There is a creature standing on the path ahead. A huge creation. One of a design you have never seen before.";
text2 = "It is a huge, spiky reptile, with massive, chipped claws and teeth and thick, leathery skin. It stares hungrily at you. There is no sign of obedience in its eyes. It is calm and under complete control.";
text3 = "It is not a rogue creation. It is a servant of the Shapers. The enemy has gotten one of their pets here somehow.";
text4 = "As it begins to lumber toward you, lightning begins to play up and down its teeth and all along its body.";
action = END_TALK;


begintalknode 131;
state = -1;
nextstate = -1;
condition = 1;
question = "";
text1 = "There is another enemy creation blocking the road here. Somehow, it has broken through the defenses to the north and is lying in wait for you.";
text2 = "This monstrosity is a humanoid, like a thahd or a battle alpha. But it is much bigger. A huge, mindless giant with one rock in its hand and a bunch more in a sack on its belt.";
text3 = "The rocks are only a few inches across, but the beast looks like it could throw them with remarkable speed and accuracy. Another new terror that the Shapers have unleashed in your land.";
action = END_TALK;






begintalknode 151;
state = 110;
nextstate = 151;
condition = 1;
question = "I would like to raise my abilities.";
text1 = "_Choose one of the following._";


begintalknode 152;
state = 110;
nextstate = 152;
condition = 1;
question = "I would like to improve my combat skills.";
text1 = "_Choose one of the following._";


begintalknode 153;
state = 110;
nextstate = 153;
condition = 1;
question = "I would like to improve my magic skills.";
text1 = "_Choose one of the following._";


begintalknode 154;
state = 110;
nextstate = 154;
condition = 1;
question = "I would like to improve my shaping skills.";
text1 = "_Choose one of the following._";


begintalknode 155;
state = 110;
nextstate = 155;
condition = 1;
question = "I would like to improve my general skills.";
text1 = "_Choose one of the following._";


begintalknode 156;
state = 110;
nextstate = 156;
condition = 1;
question = "HEY! I haven't got all day. Improve all my skills by 5.";
code =
alter_stat(4, 5);
alter_stat(5, 5);
alter_stat(6, 5);
alter_stat(7, 5);
alter_stat(9, 5);
alter_stat(10, 5);
alter_stat(11, 5);
alter_stat(12, 5);
alter_stat(15, 5);
alter_stat(16, 5);
alter_stat(17, 5);
alter_stat(18, 5);
alter_stat(20, 5);
alter_stat(21, 5);
alter_stat(22, 5);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;


begintalknode 157;
state = 110;
nextstate = 157;
condition = 1;
question = "Teach me a level of all the spells.";
code =
alter_stat(40, 1);
alter_stat(41, 1);
alter_stat(42, 1);
alter_stat(43, 1);
alter_stat(44, 1);
alter_stat(45, 1);
alter_stat(46, 1);
alter_stat(47, 1);
alter_stat(48, 1);
alter_stat(49, 1);
alter_stat(50, 1);
alter_stat(51, 1);
alter_stat(52, 1);
alter_stat(53, 1);
alter_stat(54, 1);
alter_stat(55, 1);
alter_stat(56, 1);
alter_stat(57, 1);
alter_stat(58, 1);
alter_stat(59, 1);
alter_stat(60, 1);
alter_stat(61, 1);
alter_stat(62, 1);
alter_stat(63, 1);
alter_stat(64, 1);
alter_stat(65, 1);
alter_stat(66, 1);
alter_stat(67, 1);
alter_stat(68, 1);
alter_stat(69, 1);
alter_stat(70, 1);
alter_stat(71, 1);
alter_stat(72, 1);
alter_stat(73, 1);
alter_stat(74, 1);
alter_stat(75, 1);
alter_stat(76, 1);
alter_stat(77, 1);
alter_stat(78, 1);
alter_stat(79, 1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;



begintalknode 158;
state = 110;
nextstate = 158;
condition = 1;
question = "I want to improve my ability to create life.";
code =
alter_stat(80, 1);
alter_stat(81, 1);
alter_stat(82, 1);
alter_stat(83, 1);
alter_stat(84, 1);
alter_stat(85, 1);
alter_stat(86, 1);
alter_stat(87, 1);
alter_stat(88, 1);
alter_stat(89, 1);
alter_stat(90, 1);
alter_stat(91, 1);
alter_stat(92, 1);
alter_stat(93, 1);
alter_stat(94, 1);
alter_stat(95, 1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;


begintalknode 160;
state = 151;
nextstate = 160;
condition = 1;
question = "I would like to increase my strength.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(0,1);
break;
action = END_TALK;

begintalknode 161;
state = 151;
nextstate = 161;
condition = 1;
question = "I would like to increase my dexterity.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(1,1);
break;
action = END_TALK;

begintalknode 162;
state = 151;
nextstate = -1;
condition = 1;
question = "I would like to increase my intelligence.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(2,1);
break;
action = END_TALK;

begintalknode 163;
state = 151;
nextstate = 163;
condition = 1;
question = "I would like to increase my endurance.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(3,1);
break;
action = END_TALK;


begintalknode 164;
state = 152;
nextstate = 164;
condition = 1;
question = "I would like to improve melee.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(4,1);
break;
action = END_TALK;


begintalknode 165;
state = 152;
nextstate = 166;
condition = 1;
question = "I would like to improve missiles.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(5,1);
break;
action = END_TALK;


begintalknode 166;
state = 152;
nextstate = 164;
condition = 1;
question = "I would like to improve quick action.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(6,1);
break;
action = END_TALK;


begintalknode 167;
state = 152;
nextstate = 164;
condition = 1;
question = "I would like to improve parry.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(7,1);
break;
action = END_TALK;


begintalknode 168;
state = 153;
nextstate = 168;
condition = 1;
question = "I would like to improve battle magic.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(9,1);
break;
action = END_TALK;



begintalknode 169;
state = 153;
nextstate = 169;
condition = 1;
question = "I would like to improve mental magic.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(10,1);
break;
action = END_TALK;


begintalknode 170;
state = 153;
nextstate = 170;
condition = 1;
question = "I would like to improve blessing magic.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(11,1);
break;
action = END_TALK;


begintalknode 171;
state = 153;
nextstate = 171;
condition = 1;
question = "I would like to improve spellcraft.";
code =
alter_stat(12,1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;


begintalknode 172;
state = 154;
nextstate = 172;
condition = 1;
question = "I would like to improve fire shaping.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(15,1);
break;
action = END_TALK;


begintalknode 173;
state = 154;
nextstate = 173;
condition = 1;
question = "I would like to improve battle shaping.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(16,1);
break;
action = END_TALK;


begintalknode 174;
state = 154;
nextstate = 174;
condition = 1;
question = "I would like to improve magic shaping.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(17,1);
break;
action = END_TALK;


begintalknode 175;
state = 154;
nextstate = 175;
condition = 1;
question = "I would like to improve healing craft.";
code =
alter_stat(18,1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;



begintalknode 176;
state = 155;
nextstate = 176;
condition = 1;
question = "I would like to improve leadership.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(20,1);
break;
action = END_TALK;


begintalknode 177;
state = 155;
nextstate = 177;
condition = 1;
question = "I would like to improve mechanics.";
text1 = "_Done. Talk to me again if you need anything else_";
code =
alter_stat(21,1);
break;
action = END_TALK;


begintalknode 178;
state = 155;
nextstate = 178;
condition = 1;
question = "I would like to improve luck.";
code =
alter_stat(22,1);
break;
text1 = "_Done. Talk to me again if you need anything else_";
action = END_TALK;













begintalknode 181;
state = 90;
nextstate = 181;
condition = 1;
question = "I would like to have some gold.";
text1 = "_Here. Buy yourself a cookie. Tyrol hands you a huge pouch of coins._";
text2 = "(Careful: it seems that about 30000 is the limit you can get. If you use this option too many times all your gold will magically disappear.)";
code =
change_coins(5000);
break;
action = END_TALK;



begintalknode 182;
state = 90;
nextstate = 182;
condition = 1;
question = "I would like to get some experience.";
text1 = "Tyrol tells you a fairy tale. You learn something.";
text2 = "(Note that the amount of experience you receive slightly decreases with level.)";
code =
award_party_xp(500,50);
break;
action = END_TALK;



begintalknode 183;
state = 90;
nextstate = 183;
condition = 1;
question = "I would like to get some special items.";
text1 = "_Ok. Opening the e-bay catalogue. Hmmm... Yes... Being delivered... Almost here... Ok, these are my favourite. (Tyrol hands you a pile of things.) I can get you another set if you wish_";
code =
reward_give(253);
reward_give(303);
reward_give(304);
reward_give(305);
reward_give(306);
reward_give(307);
reward_give(308);
reward_give(309);
reward_give(310);
break;
action = END_TALK;



begintalknode 184;
state = 90;
nextstate = 184;
condition = 1;
question = "Say... I like puresteel outfit.";
text1 = "_Ok. Opening the e-bay catalogue. Hmmm... Yes... Being delivered... Almost here... Ok, here you go. (Tyrol hands you a pile of things.) I can get you another set if you wish_";
code =
reward_give(42);
reward_give(83);
reward_give(131);
reward_give(149);
reward_give(167);
reward_give(287);
reward_give(329);
reward_give(349);
reward_give(373);
reward_give(468);
break;
action = END_TALK;



begintalknode 185;
state = 90;
nextstate = 185;
condition = 1;
question = "I do not go outside without my lucky charms.";
text1 = "_Ok. Opening the e-bay catalogue. Hmmm... Yes... Being delivered... Almost here... Ok, here you go. (Tyrol hands you a pile of things.) I can get you another set if you wish_";
code =
reward_give(321);
reward_give(322);
reward_give(323);
reward_give(324);
reward_give(325);
reward_give(326);
reward_give(327);
reward_give(328);
reward_give(329);
reward_give(330);
reward_give(331);
reward_give(332);
reward_give(333);
reward_give(334);
break;
action = END_TALK;


begintalknode 187;
state = 90;
nextstate = 187;
condition = 1;
question = "HEY! I want it all! I want to be TERMINATOR.";
text1 = "_The force is strong in you now. Use it wisely._";
text2 = "(This sets your current level to 50, naturally boosting your primary abilities to almost maximal.)";
code =
set_level(pc_num(),50);
break;
action = END_TALK;

Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Ornk canisters? in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #0
Using a cheat (or rather modifying a script to obtain an ability of creating ornks) I have managed to create an army of ornks (actually, what is the right word for that -- in English?). However, is there an official (legal) way to obtain an ornk canister? Some kind of easter egg or a hidden trick?
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Kristol in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #3
Well, you can disarm them yourself (although I believe you need a really high mechanical skill for that one), or try to walk through them with all the possible protections on (and hope not to get killed), or (the best way) bring several rebel technicians from the rebel camp (your mechanics skill will increase by 5 for each technician you bring) and then safely disarm the mines. I am not sure if it is possible to sneak into the building without disarming not activating the mines.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Storyline and Endings in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #17
> But what meaning can "free will" possibly have when, in reality, "you" are just making a series of allowable choices, plotting a track through a finite field of game possibilities, each of which leads to a programmed outcome?


Exactly! And then in Geneforge 5, playing as an intelligent dryke (I personally prefer drykes over drakons), we will hear what has actually happened to the main hero in Geneforge 4, i.e. which one of the finite number of outcomes is actually correct one.

P.S. I do like the loyal rebel ending much better.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Kristol in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #1
If I remember correctly, her (his?) body is in North Grosch, in the first (locked?) building on the south left of the area. There are mines in front of the entrance to this building. You have to get the quest first and then examining the body you will actually recognize her (him?) Hope this helps
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Editors. in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #4
I have something of an editor for Geneforge 4, amounting to partial changes in of z0rebbasedlg.txt. Well, only the conversations with Magda and Tyrol are changed in the very beginning of the game. :) (disclaimer: this editor was created for fun only and not because I found it diffucult to beat the game; second disclaimer: I publicly apologize to Spiderweb software for trinkering and decreasing quality of the game).

Anyhow, if someone wants to have some fun with the editor and bothers to explain me how and where I should upload it, I will happily do so. I am also happy to e-mail it to someone who will upload this for me.

To use the "editor" you need to: save a copy of z0rebbasedlg.txt. from your scripts folder and replace with the version which I provide.

Last disclaimer: using too many cheats makes this game absolutely unfun.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Eliza's quest in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #1
Just stick around for a bit and try to avoid being killed by pylons (if I remember correctly, you are warned if a nearby pylon is charging up). After a while the energy will stabilize and the field holding you mention will disappear.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Quests (MAJOR SPOILERS) in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #4
I apologize then for posting this. However, I do not own a hint book and I do not know what is and what is not contained in it. Anyhow, I would not spend my time typing all of this up myself :) . As I said, I just copied-and-pasted it.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Quests (MAJOR SPOILERS) in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #0
Here is a copy-and-paste list of all the quests and their descriptions in the game. If someone is making a walkthrough this might (or not) be useful.

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1. Reach Southforge.
The entrance to Southforge Citadel is to the southwest, but you have been cut off from it by attacking Shaper forces.
Follow Greta’s orders and get to Southforge Citadel.

2. Use the Geneforge.
Go upstairs and use the Geneforge. The stairway up is in the northwest corner of the citadel. Follow Pol, and he will take you there.

3. Question Enemy.
Greta asked you to speak with an imprisoned Agent. Her name is Miranda. The stairway up to her cell is in the southeast corner of the citadel.
You aren’t sure why Greta wants you to interrogate her, though she did mention that, so far, Miranda has refused to speak with anyone.

4. Deal With Shaila.
A maddened lifecrafter prospective named Shaila has been attacking the rebels and will probably try to interfere with the evacuation. Greta asked you to hunt her down and do something to keep her from causing future trouble.
Shaila is most likely hiding in the Boiling Caverns, to the northwest of the citadel.

5. Escort Caravan.
Greta has ordered you to escort a caravan to Illya Province. The caravan is carrying Geneforge components and other items of great value and needs to be protected.
You can meet up with the caravan at Sinkhole Bridge, to the southwest of the citadel.

6. Find Northforge.
Now that Southforge Citadel has fallen, protecting the rebellion’s other Geneforge is of major importance.
Once the caravan has been escorted to safety, you need to proceed to Illya Province, find the rebel safehouse, and, from there, find out how to travel to the other Geneforge. Greta wants you to help protect it.

7. Calm the Fyora.
Swarns is a creation keeper in Southforge Citadel. There is an uncontrolled fyora in one of his pens. He asked you to speak with it and calm it before it goes rogue.

8. Return To Greta.
Now that your training is complete, you need to return to Greta to get your next orders.

9. Dassa’s Mines.
Dassa is an apprentice minetender in Southforge Citadel. She asked you to disarm the mines in the back room of her workshop. They were accidentally activated during the Shaper raid, and she doesn’t know how to turn them off.

10. Stolen Supplies.
Captain Zakary believes that someone is stealing supplies, and the rebellion doesn’t currently have any to spare.
He asked you to keep an eye on Egeland, the quartermaster’s assistant.

11. Stop Master Thell.
You met a servile named Joakim in Southforge Citadel. He told you of his former master, whose name is Thell. He lives in the southwest corner of the Forsaken Lands.
Apparently, Thell is a cruel master, and Joakim would like you to do something to protect the serviles still in his care.

12. Deathcap Mushrooms.
Dewan, the alchemist of Southforge, asked you to find a source of deathcap mushrooms for her. A good place to begin would be with someone named Yves, who lives in the southwest corner of the Forsaken Lands.
It seems unlikely, however, that Yves will give up his secrets easily.

13. Burkle’s Lock.
Jared is the new master of Southforge Citadel. He asked you to find a way to unlock the door in the back of his quarters. The previous master was inconsiderate enough to die without giving Jared the key.

14. Splinterfang.
Captain Trianus, the guard just outside the west gate of Southforge Citadel, has several tasks for you to perform to aid in the evacuation.
First, he wants you to kill an artila named Splinterfang. The beast usually hides in an abandoned farmhouse not far west of the gate.

15. Keeper Tycho.
Captain Trianus, the guard just outside the west gate of Southforge Citadel, has several tasks for you to perform to aid in the evacuation.
He asked you to kill Keeper Tycho, a human loyal to the Shapers who has been healing and looking after the hostile creations invading the nearby lands. You can find him wandering around Crenshaw’s Dell, to the south.

16. Help Dinitia.
Captain Trianus, the guard just outside the west gate of Southforge Citadel, has several tasks for you to perform to aid in the evacuation.
He asked you to find a scout named Dinitia. She is probably south of Crenshaw’s Dell. Track her down and assist her in whatever she’s currently trying to do.

17. Find Shaper Camp.
Captain Trianus, the guard just outside the west gate of Southforge Citadel, has several tasks for you to perform to aid in the evacuation.
His final mission is for you to find and get a good look at the camp of the invading Shapers. He believes that it is somewhere to the south.

18. Nola’s Gold.
Nola is a scout hiding near the gate of Southforge Citadel. She asked you to sneak into the storage shed nearby and recover a gold bar for her. She intends to use it to fund her escape to Illya Province.

19. Help Shaila.
General Crowley wants you to find Shaila, a mad lifecrafter who is hiding in the Boiling Caverns. You are to contact her, offer to help her, and escort her to the docks outside the caverns to the east.
This act would greatly improve your standing with the Shapers, should you wish to work with them.

20. Turn In the Caravan.
General Crowley believes that you will be asked to escort a rebel caravan. When the caravan reaches the Cairn Gates, he wants you to signal to the Shapers that they are there. There is a signal fire by the docks to the north of the gates.
If you want to work with the Shapers, this act will greatly improve your standing with them.

21. Forsaken Spy.
General Crowley believes that a rebel spy is hiding somewhere in the lands west of his camp. Find him or her and give the general their location.
If you want to work with the Shapers, this act will improve your standing with them.

22. Rebel Rescue.
You met a rebel scout named Foyle near the Sinkhole Bridge. She asked you to rescue a band of hidden rebels. They are hidden in a ruined village on the other side of the river and led by someone named Serif.
It occurs to you that, if you wanted to impress the Shapers, you could kill the rebels instead.

23. Dumping Pits.
There is a mage named Mercedia in Therile Colony. She told you of some old Shaper dumping pits north of her colony. There is a trash pit inside that might contain valuable Shaper equipment.
She asked you to enter the Dumping Pits and find the trash. She was quite vague about whether a reward was offered.

24. Dillame’s Commander.
Now that you have begun to help the Shapers, you should report for your reward and for new orders. The best way to do this would be to enter Illya Province, go to Dillame, and find the general there.

25. Find Safehouse.
Whatever you have done in the past, you are still an illegally Shaped rebel about to enter Shaper territory. It would be very wise for you to track down the hidden rebel safehouse in Illya Province.
You don’t know where it is. However, if you were able to find a hidden rebel, you might be able to get a hint.

26. Find Sandia.
Shaper Rutenberg is the commander of the outpost west of the Cairn Gates. He asked you to locate Sandia, a servile who ran off. Looking to the west would be a good place to start.

27. Find Reiner.
Shaper Rutenberg is the commander of the outpost west of the Cairn Gates. He asked you to locate Reiner, a servile who ran off. Looking to the west would be a good place to start.

28. Uchitelle’s Package.
Urbina is a merchant in the outpost west of the Cairn Gates. She gave you a small package to deliver to someone named Uchitelle. His grove is to the southwest.

29. Finding the Anvil.
Uchitelle is a former Shaper who lives in a secluded grove in the southeast corner of Illya Province. He asked you to find some sort of magical anvil in the Sandros Mine, to the northwest of his home.
It goes without saying that the anvil is guarded by the standard assortment of traps and face-eating monsters.

30. Uchitelle’s Pest.
Uchitelle is a former Shaper who lives in a secluded grove in the southeast corner of Illya Province. He asked you to kill a creation that lives in the southwest corner of his grove. Disarming some traps may be necessary to reach the thing.

31. Stranded Rebels.
There is a rebel spy named Lilly working at the docks in Dillame. She told you that there was a band of rebels hiding across the river to the north. You might be able to help them. Or, if you wanted to aid the Shapers, kill them.

32. Pikkary Bandits.
Master Drex is a merchant whose caravan is stranded in Dillame. He is worried about a group of bandits that hunts around the Pikkary Bridge (to the west).
He would pay you well if you could find a way to keep them from attacking his caravan. Killing the bandits isn’t necessary. However, it may be difficult to find them.

33. Turabi Gate.
Master Drex is a merchant whose caravan is stranded in Dillame. He is worried about how he could get through the Turabi Gate, at the west edge of Illya Province, without being attacked.
He gave you a letter to deliver there. Finding someone at the gate who won’t attack you on sight when they see that you don’t have a pass might be a problem.

34. Melted Sands.
You met an alchemist named Gretchen in Dillame. She asked you to find lumps of melted sand for her. They can be found on the ground in the Barrier Zone, to the north. Of course, the creations that roam those lands might be irritated by your intrusion.

35. Fackler’s Papers.
There is a man named Fackler in the inn in Dillame. He is paying well for any Shaper notes you come across in your travels.
Helping him with this quest will irritate the Shapers.

36. Shorass the Trakovite.
You met a man named Drewry in Dillame. He is something called a Trakovite. If you wanted to aid his cause, you should find someone named Shorass, who lives in Burwood Province. Alas, Drewry had no idea where Shorass might be.

37. Betray the Safehouse.
General Alwan of Dillame would like you to help the Shapers. If you want to do this, the first step would be to locate the rebel safehouse in Illya Province and tell him where it is.

38. Repair Moseh.
General Alwan of Dillame gave you a mission of great importance. You need to find a Shaper named Moseh, in a bunker in the eastern part of the Barrier Zone, and help to restore his sanity.
He mentioned that Shaper Duncan has some ideas for how this could be done. Duncan’s laboratory is in Rivergate Keep.

39. On To Aziraph.
General Alwan of Dillame told you to proceed north to the Fens of Aziraph. You can go to the Shaper camp there to learn how to progress north and find Northforge Citadel.
You received a note which will get you through the western pass into the fens.

40. Hunting Traitors.
Captain Kane of Rivergate Keep is eager to find traitors and rebels in Dillame. He’d like you to ask around and see if you can find anyone of interest. Of course, you will be paid well.

41. Heart of the Kiln.
You met an Agent named Mouawad in Rivergate Keep. She asked you to recover a gem from Purity Workshop B, which is west of Dillame and across the river.
The gem is a large ruby. If it still exists, it can be found inside a kiln somewhere in the workshop.

42. Kill Moseh.
Pirik is the acting commander of the Illya Safehouse. She can help you to escape Illya Province to the north, but first, you need to remove the obstacle blocking the way.
The mad Shaper Moseh lives in a bunker under the eastern reaches of the Barrier Zone. Find a way to remove or destroy him, and Pirik will help you escape.

43. Kill Eliza.
Pirik is the acting commander of the Illya Safehouse. She will reward you if you can remove or destroy Eliza, the Shaper who is defending the western reaches of the Barrier Zone.

44. Kill Shaftoe.
Pirik is the acting commander of the Illya Safehouse. She will reward you if you can remove or destroy Shaftoe, the Shaper who is defending the central section of the Barrier Zone.

45. The Aziraph Rebels.
Pirik of the Illya Safehouse advised you to continue your journey north to rebel lands. She told you to go to the eastern reaches of the Barrier Zone and go north into the mountains.
Once there, the stone she gave you should help you pass the traps there. Once through the pass, there will be a rebel camp that can aid you further.

46. The Mad Drayk.
Ozyss is a drayk in the Illya Safehouse. He is offended that the servile cult to the east would keep a malformed drayk as a pet. He wants the drayk put out of its misery. If a bunch of the serviles wound up dead too, he wouldn’t be bothered.

47. Shatter the Heart.
Darnor of the Illya Safehouse had a mission for you that will improve your standing with the rebellion. Go to the underground installation Purity Workshop B, west of Dillame, find the main kiln, and smash the large ruby within.

48. Spying on Turabi.
Darnor of the Illya Safehouse had a mission for you that will improve your standing with the rebellion. Go to the Turabi Gate, north of the safehouse, and sneak close to it. Inspect it to see how strong its defenses are.
You may need to look at it from multiple angles to collect enough information.

49. Gibbons’s Canisters.
You can get Gibbons, in the Illya Safehouse, to make more canisters for you. All you need to do is bring him rings of puresteel. These are hard to find, but he had ideas for where a few of them might be located.

50. Eliza’s Power Supply.
Eliza is an Agent in the bunker under the western Barrier Zone. She asked for your assistance in repairing her systems.
In the chamber to the north, her power supply is malfunctioning. She gave you precise (if complicated) instructions to repair it.

51. Eliza’s Intruder.
Eliza is an Agent in the bunker under the western Barrier Zone. She asked for your assistance in repairing her systems.
There is a rogue in the waste disposal room to the southwest of her chamber. It is an unpleasant distraction, and she’d like for you to remove it.

52. The Mad Mind.
Shaftoe is a Guardian in the bunker under the ruins of Thornton in the Barrier Zone. He is being troubled by rogues, and your help in destroying them would be appreciated.
The first rogue is one of his servant minds, in the farthest alcove to the northwest of his chamber.

53. A Pair of Rogues.
Shaftoe is a Guardian in the bunker under the ruins of Thornton in the Barrier Zone. He is being troubled by rogues, and your help in destroying them would be appreciated.
The other two rogues that are distracting him are called Krazo and Mystithus. They are hiding in the ruins of Thornton, above Shaftoe’s bunker.

54. Hunting Nakel.
While passing through the Western Rise, you met a Guardian named Horace. Like many you meet, he asked for your help.
A Trakovite named Nakel traveled through the pass and escaped into the Fens of Aziraph. Horace wants Nakel hunted down and killed.

55. The Poryphra Ruins.
General Crowley gave you instructions to slip into Burwood Province. Once there, you can receive further instructions in the ruins of Poryphra.
Poryphra is (was) a port city in the northeast corner of Burwood Province.

56. Locate Khyryk.
Agent Miranda wished for you to find a weakness in the defenses of Shaper Monarch. She wants you to rescue a Shaper named Khyryk, who is being held prisoner in Grosch.
Khyryk is probably hidden in the tunnels under the southern half of the village.

57. Kill Shaper Monarch.
Agent Miranda told you to destroy Shaper Monarch. This devastatingly powerful madman is generally found in the northern half of the ruins of Grosch. Once this is done, recover the papers Monarch stole from the Shapers and return with them.

58. The Shaper Spy.
Agent Miranda asked you to contact a Shaper spy and return to her with his report. His name is Captain Archibald, and he is in the rebel camp. Agent Miranda is in Aziraph Camp Gamma.

59. The Missing Scout.
Agent Miranda asked you to find one of her scouts (or his body). His name is Kristol, and he was scouting in the ruins of Grosch. Agent Miranda is in Aziraph Camp Gamma.

60. Convince the General.
Mizhera is the leader of the refugees in Aziraph Camp Gamma. She desperately wants to take her refugees north to Burwood Province. Before she can, however, she needs someone to convince General Crowley to let them leave.

61. Mose’s Assurance.
Mizhera is the leader of the refugees in Aziraph Camp Gamma. She desperately wants to take her refugees north to Burwood Province. Before she can, she will need to learn of a way for them to travel north safely.
Mose is the leader of the refugees in the rebel camp. Maybe he can help.

62. The Lost Serviles.
You met a man named Zinser in Aziraph Camp Gamma. He is the servile keeper, and he is very concerned. Eight of his charges were recently abducted.
He asked you to find out what happened to them, but he fears the worst.

63. Rescue Khyryk.
General Greta of the rebel camp will not leave for the north (nor allow you to) until Shaper Monarch has been disposed of. The first step, she believes, should be to rescue one of his prisoners.
The prisoner is a Shaper named Khyryk, who is probably being held under the southern half of the town. He may be able to tell you more about Monarch’s weaknesses. If there are any.

64. Monarch and the Papers.
General Greta of the rebel camp will not leave for the north (nor allow you to) until Shaper Monarch has been disposed of. You are to slip into Grosch and destroy him. He is usually found in the northern half of the town.
In addition, you are to find some papers Monarch stole from the Shapers and bring them to Greta. They may be useful to the rebellion.

65. Derenton Freehold.
General Greta has left for Derenton Freehold, which is on the coast in the northwest corner of Burwood Province, and she wants you to meet her there. Once there, you can continue the search for Northforge Citadel.

66. Contact Vecsey.
Commander Ellsworth, of the rebel camp in the Fens of Aziraph, told you that they have a spy named Vecsey in the Shaper camp. If you get the chance, you should meet Vecsey and get his report.

67. Talk To Ellsworth.
Mose, the leader of the refugees in the rebel camp, asked you to speak with Commander Ellsworth and see if you can get his permission for the refugees to travel into Burwood Province.

68. Swamp Herbs.
Should you find any swamp herbs while traveling in the Fens of Aziraph, you can bring them to Stubbs for a reward. She is in the rebel camp.

69. Lost Rebel Supplies.
Master Jared is the ranking lifecrafter in the Aziraph rebel camp. Not far to the south, the rebels tried to create a laboratory in an old mine underground. A nasty escaped creation chased them out.
Jared asked you to recover some valuable supplies from the abandoned tunnels. In particular, he wants demon’s bile, some mandrake tincture, an eyebeast’s eye, and a bar of pure gold.

70. Four Wingbolts.
You met a refugee named Leopold camped near a road in southern Burwood Province. He offered you a humble reward if you could kill the four wingbolts lurking nearby.

71. Freeing the Shades.
There was a ghost lurking in a cave in southwestern Burwood Province. Spooky. It seemed to want you to free three ghosts in the nearby crypts. Your best guess is that freeing them involves chopping them to bits.

72. Mad Serviles.
Shaper Krogstad is the infiltrator posted along the Valeya road. As you passed, he asked for your assistance. There is a band of mad servile cultists across the river to the southwest. In true Shaper fashion, he wants them crushed.

73. Field Sabotage.
Agent Yngrid is the infiltrator posted southwest of the Valeya ruins. As you passed, she asked for your assistance. The rebels placed a network of energy fields in the plains to the north.
She wants you to reach their controls and sabotage them so that they won’t detect glaahks. This may require some skill with tools.

74. Talk To Chon-Ryss.
Litalia wants to send an envoy to Quessa-Uss, city of the drakons. It would be very dangerous to do this without asking permission from these proud and unpredictable creatures.
She asked you to get this permission from Chon-Ryss. This drakon lives in the northeastern corner of Derenton Freehold.

75. To Quessa-Uss.
The drakons are planning to do something to the Shapers. Something huge and devastating. Also, for reasons that are unclear, they have abducted General Greta.
Litalia told you to travel to Quessa-Uss, far to the southeast, and meet with the drakons. Find out what they are doing and what happened to Greta. And try not to provoke a war between the drakons and the humans while you’re at it.

76. Go To Northforge.
The drakons have agreed to let an outsider travel to Northforge Citadel and assist in their great project. Litalia chose you. Travel east to Northforge Citadel, in the Grayghost Mountains. There is a pass leading into them not far north of Quessa-Uss.

77. The Poryphra Shapers.
There is a hidden Shaper camp in the Poryphra Ruins, east of Derenton Freehold. Litalia would reward you if you could wipe it out.
Of course, this task is almost insanely dangerous. Nobody would hold it against you if you found somewhere else to be.

78. More Puresteel.
In Derenton Freehold, the drakon Orois Blaze offered you the use of several canisters. Of course, these greedy creatures give nothing for free. You must pay for the canisters with rings of puresteel.

79. The Impudent Drayk.
In Derenton Freehold, the drakon Orois Blaze told you how the drayk Sakdoss was insulting to him. Only the drayk’s death will give satisfaction.
If you could find a way to goad Sakdoss into attacking you and then dispose of her, Orois Blaze hinted at a reward.

80. Jailbreak!
Mage Manohla of Derenton Freehold is authorized to give a mission to you. There are several rebel prisoners in the Shaper keep in the Western Morass, to the west.
Break into the fort, free the prisoners, and escort them out. It would be wise to move quickly. It will not take long for the fort to get reinforcements.

81. Hunt the Infiltrators.
Commander Ossissess is a cryodrayk in Derenton Freehold. She told you how there are five Shaper infiltrators lurking in different regions of Burwood Province. Find all five of them and kill them for a generous reward.

82. Dishonored Drayk.
Commander Ossissess is a cryodrayk in Derenton Freehold. She told you how a drayk named Shorass lives by the river to the east.
Ossissess feels that Shorass has beliefs that dishonor draykkind and that only his death will set things right.

83. Derenton Diplomacy.
General Alwan is currently camped in the Poryphra Ruins. He wants you to infiltrate Quessa-Uss, city of drakons, and find out where Northforge Citadel is.
The first step is to go west to Derenton Freehold. Once there, speak with Litalia and somehow get permission to enter Quessa-Uss.

84. Quessa-Uss Espionage.
General Alwan is currently camped in the Poryphra Ruins. He wants you to infiltrate Quessa-Uss, city of drakons, and find out where Northforge Citadel is.

Now that you can enter Quessa-Uss, go there. Find out where Northforge Citadel is and what the drakons are planning. And, if possible, infiltrate the drakon laboratories and copy the specifications for the new creation they are making.

85. Infiltrate Northforge.
General Alwan has given you orders to go to Northforge Citadel, up in the Grayghost Mountains. Get inside, act friendly, and learn what you can. Then, when the Shaper attack comes, help out.
If you have trouble entering the Grayghost Mountains, there is a secret route into them near the fields east of Poryphra.

86. Aid the Infiltrators.
Guardian Koerner is an old warrior currently hiding in Poryphra. He dislikes you intensely, but he’s happy to use you to further the ends of the Shapers.
There are five Shaper infiltrators scattered throughout Burwood Province, spreading trouble and undermining the rebels. Find them, talk to them, and give them whatever help they request.

87. Kill Litalia.
Guardian Koerner is an old warrior currently hiding in Poryphra. He dislikes you intensely, but he’s happy to use you to further the ends of the Shapers.
He asked you to go west to Derenton Freehold and kill Litalia. This mission is, of course, ridiculously dangerous.

88. Freehold Papers.
You met a particularly loyal and obedient servile named Kiki in the Poryphra ruins. She asked you to examine some rebel records in Derenton Freehold and report their contents to her. They are in three boxes in Litalia’s chambers.

89. Safehouse Papers.
You met a particularly loyal and obedient servile named Kiki in the Poryphra ruins. She asked you to steal some rebel records from the Illya Safehouse. They are likely to be in a particularly remote and well-guarded chamber.

90. The Rogue Trall.
Guardian Kantor is currently keeping something resembling order in the pile of rocks that was once Valeya. Unfortunately (for him), a rogue war trall has taken up residence near the city’s best anvil.
In typical Shaper fashion, he asked you to slay it, with vague promises of a reward in return.

91. Cultist Raid.
You found a Guardian hiding in a cave not far west of Quessa-Uss. His name is Dameron. He wants to infiltrate the drakon city. Sounds suicidal to you, but it’s not your business.
To help him get in, he asked you to kill the chieftain and the shaman of the cultist village not far to the east. Since the settlement is full of insane, magically talented serviles, this might not be easy.

92. Drosstro’s Chambers.
Learned Hartl is a tired and bitter servile in Khima-Uss. A drakon named Drosstro took control of the village from him.
He suspects that something unpleasant is happening in the caves behind Drosstro’s meeting hall. He asked you to sneak in and investigate.

93. Cake.
Kallaloo, the servile baker of Khima-Uss, expressed to you a great desire for cake.

94. Szmani’s Odd Cave.
You met a servile named Szmani in Khima-Uss. He told you about a suspicious cave in Frostwood, to the southwest. There are traps outside it, and he has seen fresh footprints and heard mysterious sounds.
He asked you to travel there and find out who or what is in the cave.

95. The Servile Spy.
The Shapers have slipped a servile spy into Khima-Uss. Her name is Dalia, and she asked for your help. She would like for you to sneak into the drakon chambers of the Grayghost Gates, to the west, and see if you can steal any useful papers or maps.

96. Byoress Blood Debt.
Gesselin Freehold is the cryodrayk settlement east of Khima-Uss, and it is ruled by Ssaroyen. If you wish to pass, he has two missions for you.
First, a cryodrayk named Byoress owes a blood debt to their clan. Byoress is in Khima-Uss. Ssaroyen wants you to collect on that debt.

97. Unwelcome Visitor.
Gesselin Freehold is the cryodrayk settlement east of Khima-Uss, and it is ruled by Ssaroyen. If you wish to pass, he has two missions for you.
A drakon emissary is approaching the freehold from the west. You are to greet the intruder and get them to leave. Diplomacy and violence are both acceptable options to the cryodrayks.

98. Test the Unbound.
Much to General Greta’s annoyance, the drakon Warmaster Karikiss insists that you prove yourself before you can be allowed to take part in the final Shaping of the Unbound.
You must test several Unbound to make sure that they can function in battle against a full Shaper. This test will take place in the hall in the northwest corner of Northforge Citadel.

99. An Odd Disturbance.
Before you can witness the final Shaping of the Unbound, Warmaster Karikiss asked you to investigate a strange disturbance in the warrens of the complex, to the west.
Go there, explore the caverns where the citadel’s power is generated, and report to Karikiss what you find.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Some Chapter 2 Questions in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #0
1. I have decided to help Moses by doing random quests for the other 2 guardians and got rewarded from shapers. With a lot of difficulty I have later killed the 2 guardians but not Moses. Did anyone manage to Kill Moses at that point (after helping him of course)? Would sabotaging the machine before helping him work?

2. Is there any consequences of clearing the Shaper camp at Turabi's gates? I.e. will anyone later in the game turn hostile towards me; will it improve the reputation with rebels (not just the spying quest)?

----
With a special eyebrow
Got by killing an eyebeast,
I am stealthier than cow
(Or than hypo, at the least).
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Storyline and Endings in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #5
A somewhat funny ending is, upon winning the last battle for shapers, to activate the unbounds rather than to destroy it.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Is it intentional? in Geneforge 4: Rebellion
Apprentice
Member # 5672
Profile #0
1. I remember that there was a discussion that with 11+ action points you should be able to attack, move, and attack again. I am even sure that I have managed to do this previously. However, now I am getting a message that "you cannot move after attacking". Where's the old hit-and-run tactic?

2. For masochists: there is a way to hurt yourself. In the fighting mode, choose a battle spell and click on yourself. It is rather funny when you parry your own attack.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Storyline and Endings in Geneforge 4: Rebellion
Apprentice
Member # 5672
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I have just finished the game as a loyal shaper who did not use any of the canisters, and I am a bit disappointed with the ending. It implies that no matter how much you aid the shapers, you are still an outcast (well, this was somehow obvious from the beginning, but still...). For some reason I absolutely dislike the "being a lab mouse" bit and the implication that helping the shapers was only a way to gain some wealth and power. Maybe I do not truly understand the motivations of the actual character for which I am playing... -- but I would prefer something different for myself. What, in your opinion, is the most spiritually rewarding ending?

Another thing, and this is what I really LOVED in the game, is the chance to relive all the previous storyline events (from G1-G3) through talking to different characters (and to see what has happened to our favourite characters from G1-G3). Not surprisingly, there is an astonishing amount of connections with G3, for example remeeting Litalia (however this seems perplexing if, playing G3, you've actually killed her). But most intriguingly, from scraps and pieces you get to surmise what has actually happened to the main character from G3 -- well,if I understood correcly, he has actually died in G3 (and hence did not finish the game regardless of what I might have thought). Any thoughts on that?
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
What exactly is "game difficulty"? in Geneforge 4: Rebellion
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What exactly changes with the game difficulty? I am guessing that only the damage you receive (from enemies, mines and so on), and not the damage you deal or the numbers of total health points. Hopefully nothing quest-oriented.
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Radiance in Geneforge 4: Rebellion
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Member # 5672
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In the same spirit, what is the vampiric touch? Some kind of damage bonus to the living creatures?
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Tricks in the game in Geneforge 4: Rebellion
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Some random things I have noticed while playing G4:

1. You can exit the area while in the combat mode, moreover this seems to cure all nagative effects (such as, say, poison).

2. I have not been playing singleton much, so possibly the following is quite well-known. While fighting, if in one turn you can
hide from all of the attackers and still have action points left, it is possible to quickly end the combat mode and cast 4-5 useful spells (such as healing, hasting, etc.) before the closest enemy appears.

And just a weird thing: at some point I was getting exactly 25 experience points for all kills. Also, it seems that killing a much weaker opponent, there are no experience points at all, am I right?

Anyone knows of any other useful tricks?
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
Very quick Geneforge 4: Rebellion Update. in Geneforge 4: Rebellion
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I personally have erroneously decided already about a month ago that the game is almost out - that was when the geneforge forum suddenly became very agitated and the beta testers have started glimpsing on what's coming. So I quite well understand what many people are going through now, and, as bad as it sounds, we can wait for as long as it takes.

About the game coming to Macs first, I am happy that for the first time (after Marathon at least) I can to tell my non-Mac-using friends what is the main reason they should get a Mac.

Having said all this, I do hope that we-Mac-users do not need to wait for too long (and that the non-Mac-users do not need to suffer to a too severe extent).
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
When is the game coming out? in Geneforge 4: Rebellion
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First of all, I apologize if I am posting the following question to the wrong forum. However, since it seems to be ultimately related to the game, I do not feel completely unjustified posting it here.

So:

Several times per day every day (and maybe even more often), while browsing the vast infinity of the internet, I am drawn to my currently most favourite and my most beloved web page (Geneforge 4 forum) hoping for an announcement of when the game is actually coming out. Except for the standard unchanging message that the game is coming (at least to Mac users) by the end of the year. I am also hoping to see some announcement of the form: "coming in at least 1 month", or
"coming in 2-4 weeks", or "coming in 1-2 weeks", or "coming tomorrow", or (my favourite!) "Just came out, you dummy!"
(Hmm... it seems that I missed a case here).

However, all I see (and, perhaps, not only I, but a ton of other excited forum members) are the short messages from the beta testers, which summarized can be stated as follows: "We have to tell you this: This is the best game ever! However we cannot tell you more! But, wait, here is something really cool which I did when beta testing the game. No, can't say more".

So, I am pleading, for the tranquility of my soul and the piece of my mind, someone give me some kind of a realistic estimate of when to expect the moment to take out my credit card.

Or, better yet, I might propose this as a poll: who expects the game when?
Posts: 48 | Registered: Tuesday, April 5 2005 07:00
What exactly is full version of Nethergate? in Nethergate
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Ok, I was playing Nethergate demo and it runs fine on my computer. However, unlike Geneforge or Avernum series, it seems that the final product is a CD and not just a code (which one can input in the title screen). Do I understand this correctly? In other words, supposing that I do not want to wait for the shipping and that my CD drive is broken, there is nothing much I can do?
Posts: 48 | Registered: Tuesday, April 5 2005 07:00

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