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Mah Al Ibara

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  1. It's true that storage is not the problem it was in earlier games, when you had to worry about encumbrance, but I use it for ingredients that I am not likely to need at a moment's notice, or for special items that I don't use but can't bring myself to sell. I used to store vast quantities of wands, but I find that Avernum V, because of the scarcity of energetic herbs and energy elixirs/potions, forces you to be much more efficient in the way you use things. Whereas I used to keep wands "just in case," this time I made their regular use part of my strategy, particularly on my second time through the game, in order to "ration" energy points. First time through, I almost panicked when sources of energy seemed to dry up, but looking back on earlier games, I used to wonder, "What's the point of all these wands, scrolls, and potions if you hardly ever use them?" Well, this time we have plenty of reason to use them. More than any earlier game, Avernum V forces you to think strategically on several levels. Maybe that's why it's become my favorite Spiderweb game.
  2. Bryce is more clever than I. I hadn't thought about that possibility. I always assume "non-civilian" named characters are going to be stronger than the unnamed characters around them, but I had also assumed they had names because they have things to say to you. I hadn't thought about it in the way you describe, but it makes sense.
  3. I think I can confirm that it is impossible to find the warped chitrach without first talking to Kingsley about it in Ahonaria. That means you definitely don't want to make Ahonaria hostile to you before you talk with Kingsley and get his advice. I made this mistake the first time I played the game, and never found the Warped Chitrach, even after going up and down and all around dozens of times. The second time through, I got Kingsley's advice, and found the Warped Chitrach in one shot. And if you don't get the Warped Chitrach, you can't get the remaining Lark quests, and believe me, you want to get those quests, not just because of the substantial rewards, but because they are fun. The Black Horror quest kicks derrière.
  4. Matt finds the most convenient spot is the Portal Fortress in the Static Fields, since one goes there every time one uses a pylon. But Matt finds that referring to himself in third person does not sound nearly as cool as it would if he had a handle like "Nalyd."
  5. Apologies in advance if someone has already posted on this subject. After finishing the game the second time, I wondered what would happen if you killed both Dorikas and Redmark. (Plus, I wanted to see what was behind that locked gate in Blackchasm Outpost. As those of you who have finished the game know, walking out of Dorikas' fortress automatically ends the game, and there is only one entrance and exit. But there is, of course, the "backtostart" cheat, which sends you to Blackchasm Outpost instantly. So after killing everything in the Loyalist fortress, I "popped" back to Blackchasm, unlocked the gate, and killed everything there, including Redmark. (I also gained a new respect for Redmark in the process. He's actually a principled guy, and not just a Machiavellian politician.) I was hoping for some "third ending" when I walked out of the Inner Blackchasm Oupost, but the game reacted as if my betrayal of Redmark had never occurred. I got the same ending I got when I simply killed Dorikas. I wonder if I had killed Redmark first, "popped" out of the Inner Blackchasm Outpost, and gone back and killed Dorikas, if I would have gotten the "Pro-Darkside Loyalist" ending. My guess is I would. Since the only way to kill them both is to cheat as I did, the game does not provide a third possible conclusion. It was fun trying, though. I found it odd that there are named characters in the Inner Blackchasm Outpost, since there is no situation (as far as I know) in which you could actually talk with any of them.
  6. Sounds like a bug to me, but I think I encountered other bugs in Tranquility. Nothing unusual happened my first time through the game, even though I stole Solbergs notes, but the second time through, weird things happened. After I stole Solberg's notes (killing some northeast sentinels in the process), I got out of Tranquility all right, but when I went back, the sentinel guards at the northwest entrance (by the pylon) were hostile. I figured that killing sentinels in the northeast quadrant had made all of Tranquility hostile. But I found that the humans (and stone servants) in the northwest quadrant were not hostile, just the sentinels. So I killed all the sentinels. Then I discovered that in the southwest and southeast quadrants, the humans (and one stone servant) were hostile, while the sentinels weren't. Then I finally went into the castle/tower itself, and found the humans there all hostile, but not the sentinels or stone servants. Very odd. By the end, I had to kill every single human/slith/nephil in Tranquility, except the immigrant farmer from the surface, who happily went about his work while all this carnage took place, and continued to greet me cheerfully. This was particularly odd, since I have always found in Spiderweb games that once you make a town hostile to you, every sentient being in that town becomes hostile, even if logic would dictate that they feel no loyalty to the town. For example, if you make the Anama hostile to you, both Kingsley, the chitrach hunter, and the non-Anama merchant become hostile, as well. I think the hostile/not-hostile bugs (if they are bugs) in Tranquility stem from the fact that Tranquility (like the Land of Oz, come to think of it) is actually composed of five separate regions, including the "capitol," that are not homogeneous in their treatment of your group. BTW, killing Solberg was strangely anticlimactic. I thought there would be some major loot to be had, but no such luck. It wasn't worth it, although Solberg's reaction to being killed is interesting.
  7. The tunnels in Tranquility will not lead you to Solberg. The only way to him is through the front gate, and that means killing a lot of sentinels. Judging from where you are in the game, I would guess that your group is not currently strong enough to get through Tranquility. The best you could hope for is to run through the castle, avoiding fighting as much as possible (summoning critters and spirits is a good way to distract enemies), and head southwest till you get to the passage that leads to the Anama lands (where, again, the geas will force you to make enemies of the whole town). That would be a hard flight, because the pass is heavily guarded by sentinels. So you killed the mayor of Harkin's Landing? Wow. I know of no other way of getting a bracelet, so even if you used the cheat code to make everyone like you again (type shift "D", then type "pleaselikeme"), the sentinels are not going to let you by. I suppose it's possible, though, that if you get to the castle in one piece, you might be received there without hostility...but somehow I doubt it. You don't have a backup from before killing the drayk? I always make a backup before doing something really decisive, just in case I'm not happy with the results, but after years of playing Spiderweb games, I've learned to be an extremely cautious adventurer. (Sounds like an oxymoron.)
  8. Originally Posted By: Randomizer Also killing the gremlin chief opens a gate in the south of the storeroom for more loot. I went back after completing the Tribute task, and went in to kill all the critters there. I found that the gate to the south had opened before I had attacked the gremlins. It seems that simply completing the trinkets test opens that gate, though the Goblin Gremlin Lord doesn't tell you this. By the way, I find that it's easy to pick off the gremlins if you stand just beyond the gate to their hall, blocking the gate so that only one gremlin can attack you at a time while standing in the gateway. The other gremlins just stay where there are, blessing themselves, and as each gremlin is killed in the gateway, another comes to take its place. Since the Gremlin Lord is apparently the only one capable of attacking from a distance, it's probably best to attack him first, drawing him into the gateway, where his attack options become limited and he becomes easy to kill. Attacking the gremlins from within the gremlin hall means they can all attack you at once, and unless your group is ridiculously strong, or you're a masochist, this is going to be a long and tedious battle that you may end up losing.
  9. I enjoyed the first three simply because it was great to see the Exile games updated, and the exile games were probably the first RPGs with a completely graphical interface that I had ever played. (I recently tried to play the original text-based RPG, "Adventure," for the first time in a quarter of a century, out of nostalgia, but I've been spoiled by Spiderweb and gave up after about five minutes.) Storywise, I think all the Avernum games are strong. (It's the Geneforge games I find a bit forced lately.) But IV was annoying because of so many tedious areas, particularly the all those damned pylons blocking the way to Rentar-Ihrno's fortress. And clearing hordes of bugs is not my idea of fun. At least the bug areas in V have interesting twists. (I'm also glad the chitracs in V have been visually distinguished from those in Geneforge.) I think V is the best to date in a just about every sense. Apart from the quirky pathfinding when you're in a boat (which I think must have simply been an oversight), there's little to complain about with the interface and gameplay. The idea that Avernum is becoming overpopulated and its resources stretched to the breaking point is interesting, plausible, and makes me look forward to seeing how the problem is dealt with in VI. The art is much improved (though still not great), and it's nice to see more variation in avatars of NPCs. Jeff, if you're interested in a manga/anime look, I can introduce you to any number of talented young Japanese artists.
  10. Originally Posted By: Randomizer Topic name and a few other goblin mistakes fixed. Personally I blame it on the gremlins playing games. They really love to mess with technology. Thanks for the clean-up, Randomizer. I thought I was being careful, knowing that I sometimes mix up "goblin" and "gremlin," but made the error anyway.
  11. Strategy for Gremlin Tribute This task can be a major pain in the posterior if you go in clueless. You will no doubt fail several times before you figure out where trinkets are and are not, and how to deal with the monsters you encounter. Here's a good way to get nine trinkets efficiently and painlessly. It's probably a good idea to read the whole thing over before starting the test. Before you talk to the Gremlin Lord, you should be standing as close to the closed gate as possible and shielded, blessed, hasted, etc. Needless to say, you should save the game here. Once you've talked with the chief and the test begins, go into fight mode. The gate should open the instant you do this. First, you probably figured this out already, but "trinkets" is not a euphemism for treasure here. There are items that look like gray bits of bone labelled "useless trinkets." These are what you want. (Don't confuse them with "trash," which has an identical appearance.) There is some treasure in here, but you don't have time to go after it during the test. Second, the basic strategy is to use "Control Foe" and "Strong Daze" spells and avoid fighting as much as possible. Also, resist the temptation to go treasure hunting. You can do that after you've passed the test. Now here we go. Ignore all the crates just outside the gate. You are going to move around the area counter-clockwise, but first you want to send a fighter straight north to push a button on the northwest wall. (This opens a hidden door that contains a treasure box towards the southeast.) [EDIT] I just noticed there is a set of trinkets on the floor behind the wooden post near the button.[END EDIT] Have your other three characters move east as he/she does this. After your fighter pushes the button, have him/her move back towards the other three. The first trinkets are hidden in one of the three piles of skulls you will see as you move east. They are in the pile to the east. The next trinkets are beyond a door (one of those doors that looks like it's made of branches bound together) which will require a Tool Use level of 12 to open. Behind the door is a coffin and a Writhing Mass. Ignore the Writhing Mass and get the trinkets from the coffin. Now is the time to have your magic users start casting Control Foe and Strong Daze spells, because, in addition to the Writhing Mass, a bunch of Ogre Taskmasters will come at you from the east and southeast. Take a moment to enjoy the sight of the monsters fighting each other as you move ahead with your task. You may notice a button in the southern face of a mass of rock here, but you don't need to push it. Have your party (which should be reunited by now) go after the next three sets of trinkets, which are all to the southeast. Two are in crates protected by magical barriers. The third is in the treasure box in the small room who's door should now be open, and which lies between the barrier-protected crates. If you have characters standing near the barriers guarding both crates, you can gain access to both with a single "Dispel Barrier" spell. (The barriers protecting the southern crate cannot be dispelled with a crystal, so don't waste one trying.) To get the trinkets from the treasure box, you need to disarm the trap, which means you have to end combat mode. Your party leader should be standing next to the box, and the others should be close enough so that combat mode can be ended. If the ogre or ogres just outside the room are under your control, ending combat mode should be easy. If you get the "Enemy visible; combat will end at the end of this round" message, then just wait for the end of the round. Open the box, grab the trinkets, and return to combat mode. Once you have these three sets of trinkets from the southeast, move north. Have a fighter move northeast, where he/she will encounter a bunch of fungi. Ignore the fungi, get the trinkets from the corpse at the back of the fungi cave, and have the fighter rejoin the group. [EDIT] I just discovered that there are also trinkets in a container hidden behind the easternmost crystal pylon at the entrance to the fungi cave. The only way you can detect them is if you type "u" to show all usable objects in the game window. Grabbing these can save you the trouble of getting one of the other nine I mention. For example, you may not have high enough Tool Use to get the trinkets guarded by the Writhing Mass, or may find it too much trouble to end combat mode in order to get the trinkets from the trapped treasure box.[END EDIT] The other three, in the meantime, should be heading straight north. Here they will find a group of five basins. Ignoring the other four (really--you don't want to drink from them), touch the basin to the east. This gives you another set of trinkets. [EDIT] Just noticed there is another set of trinkets laying on the floor by this basin. If you have gotten all the trinkets mentioned so far, you should have 10 sets by now, and you can start heading back to the gate. You will no doubt be attacked by the Altered Giants along the way, so be prepared. If you don't yet have 9 sets, continue to follow the directions below.[END EDIT] Immediately northeast of the basins are a bunch of nasty wyrmkin. Have your priest cast a Control Foe spell on the nearest Inferno Wyrmkin. If that does not work, a Strong Daze should at least slow them down. Move northwest of the basins. Here you will find a bunch of Altered Giants. Again, Control Foe and Strong Daze are essential here. There is a door in the wall to the north, which looks just like the one that housed the Writhing Mass. This needs to be opened with an Unlock Doors spell. Behind the door is a Pustulant Zombie. Ignore it, grab the trinkets from the coffin, and leave, moving west. While this is going on, have a fighter push the button in the north wall, west of the door, and keep moving west. It's probably a good idea to have your party leader do this. He/she is going after the last set of trinkets. Try to extricate your other three characters from the giants and zombie, and have them move southwest back towards the gremlins' hall. There's a good chance that at least one of them will get tangled inextricably and killed, but worse things have happened, right? Your fighter (preferably leader) will enter the newly-revealed entrance west of the button, climb the slope to the terrace, and grab the last trinkets from the crate in the southwest corner of the terrace. Then he/she will also head back towards the gremlin hall. It's probably a good idea to stay in combat mode until all surviving members have reached the gate, since time passes more slowly that way. But you still should have plenty of time. (During the test, the gremlin chief occasionally yells out how much wine is left, but if you've followed these directions and everything has gone smoothly, you should yet to hear even the first announcement.) End combat mode, talk to the chief, and give him the trinkets. He will tell you to leave and the conversation will end, but you need to talk to him again and remind him of Melanchion's demand for tribute. The chief agrees, and you can head back to Melanchion's island to report to Goro. Your reward from the gremlin chief for passing the test is increased luck for your whole party, and your reward from Goro is two knowledge elixirs.
  12. Answering my own question. Midway through the third batch of Dancing Bones, Bonesmaster (who has been standing motionless till now) "decides to eliminate the intruder," and attacks, at which point he becomes vulvernable. In my case, he went after my priest, and though he seems to be able to attack only one character per turn, he does a lot of damage per hit, so make sure you're properly beefed up, and don't let your priest die, since the "Repel Spirit" spell is the most effective attack. Don't waste your mage's energy attacking the Bonesmaster with "Lightning Spray" or anything higher, since you can do plenty of damage with a simple "Bolt of Fire." What you get for your trouble is "Deadeye Chain" (12.5 lbs., Armor +22%, +20% Stun Resistance, -5% hit chance, +5 to Sharpshooter, 10% fatigue removal, Value 2000 coins.)
  13. I searched and could find no posts about this, which seems odd. When you first set out on the Dark River, you can go north for a short distance and make landing at a place where a seemingly invulnerable "Bonesmaster" repeatedly calls forth "Dancing Bones". I've killed the first two batches and am on the third, but I thought I'd ask for advice here before putting much more time and energy (literally) into this spot. This is my second time through the game, and I'm embarrassed to admit that I can't recall how I handled this the first time. I may have just given up and left. Does the Bonesmaster become vulnerable after you'll killed enough Dancing Bones? What can you get from this spot? Any valuable item to be had here?
  14. Originally Posted By: Slarty The U.S. Civil War was definitely not between "established civilization" and the "frontier". For one thing, the South was anything but frontier by the 1860's. Additionally, most of the Southern states were first settled in similar time frames as the Northeastern states. And the actual frontier, the West, consisted entirely of Union-loyal states and territories, with the sole exception of Texas. I should have been clearer in my analogy. The basic tension between the manufacturing-based, densely populated Northeast and the rest of the country, which was agriculturally-based and scarcely populated, existed from the time of the Federalist Papers, and was reflected in such events as the glossing over of the slavery issue in the Constitutional Convention of 1787, the Whiskey Rebellion of the early 1790s, and the Missouri Compromise of 1820. Obviously, the boundaries of the "center/periphery" divide shifted (or rather were fixed at the Mason-Dixon line) by the time of the outbreak the Civil War, but while the central issue had become slavery, the root causes were these old tensions that predated the Missouri Compromise. Maybe it's a lousy analogy, but the point I wanted to make was about the center/periphery tension that has become so clear in Avernum V, and would certainly play a central role in Avernum VI. I didn't mean to start a debate about the American Civil War.
  15. I probably thought mandrake roots were common because I almost never use them and they just kept piling up. I don't have items made very often, and I don't think I ever had a knowledge brew made (though I had a couple of knowledge crystals made). Who makes knowledge brew?
  16. I think Grimm brought up a crucial factor that is almost certain to be the raison d'être of Avernum 6: overpopulation and scarcity in Avernum. It is mentioned again and again in Avernum 5. What would make sense is a civil war within Avernum, perhaps between those in "central" Avernum and those in "frontier" Avernum. (In a sense, this is what happened in the U.S. Civil War: it was the inevitable result of complex tensions that had always existed between the established "civilization" of the Northeast and those in the frontier to the West and South.) And obviously the Vahatnai would work to encourage anything that would reduce the Avernum population, and Redmark, who is hardly an Avernite-lover, would certainly want to take advantage of the chaos, though probably not through direct military confrontation. But it's hard to imagine a happy ending here, unless half the Avernum population is somehow inspired to immigrate to the surface (or Avernites somehow learn the Vahatnai trick of hibernation--but that would hardly make for a thrilling finale).
  17. Thanks for the tips. I did finally managed to subdue Nashazzar (but just barely--one of my PCs was killed immediately before he gave in). I've been pretty good, I think, about getting energetic herbs wherever I can, but I don't remember them being sold anywhere, and my conscience won't allow me to steal from anyone not hostile to me. (Stupid, I suppose, but my feeling is there's no point in doing RPGs if you're not actually going to adhere to a certain minimum of "role playing.") And I still don't feel I have enough. But I did manage to finish the game, so I suppose it was enough, strictly speaking. Now I'm going back and trying finish various side missions and areas I missed on my first run through. (I saved just before leaving the castle, and after finishing the game, reopened that slot and used the "backtostart" cheat so that I could benefit from everything I gained in the castle without ending the game.)
  18. Boy, this question is on about six different threads. I'm stuck, too. I can't remember if I talked to Kingsley about the mindwarp chitrach, but since I stole the Anama papers, going back to ask isn't an option. The burning question is, is the hint from Kingsley absolutely necessary? Has anyone found it without talking to Kingsley? I wonder if it has to do with the routes I'm taking. When the opened tunnel has a ladder, I go up it, re-enter through the northwest entrance, and go back to the problem area (and of course, have to kill the three damned bugs again--god, how I hate the bugs in Avernum). When there is no ladder, I simply leave from the northwest exit and go right back down. It may be my imagination, but the various passages (four, not counting the crucial one) seem to be opening up in a consistent order. I wonder if it's because I keep following the same routes. I've also done this at least a dozen times, and it's getting tiring. Just using healing spells after killing the Three Damned Bugs over and over again wears down my cleric's energy, which makes me worry that she won't have enough when it comes time to battle the mindwarp chitrach (assuming I ever find it), particularly since the Unshackle Mind is so important here. (And, yes, I've done the other Lark quests in order.)
  19. Thanks! I think I'll the haakai for later, when I have more overall strength. But speaking of potions (sorry for drifting off topic), is it me, or is energy elixir harder to come by in V than in any previous Avernum game? Energetic herbs are ridiculously scarce (while I have enough mandrake roots and greymold to fill a sizable silo), and there are only so many ready-made elixirs you can buy. It also seems like money is scarce, too. By this point in previous games, I'd be rolling in gold (if I remember correctly), but now I have a hard time scraping enough gold together to buy spells.
  20. Just how strong do you have to be to defeat Nashazzar? I tried slowing him, tried going after an imp first, tried focusing entirely on him, but I get my fanny kicked every time. I was able to take out the gremlins (I got the nine trinkets, but ran out of time just steps away from the door to their room and had to kill them), but it seems I'm just not ready for the haakai. My party looks something like this: Human fighter LV 32 Strength 13, Endurance 7 Slith fighter LV 29, Strength 12, Endurance 5 Human cleric LV 32, Intelligence 13, has Control Foe and Enduring Armor Human Mage LV 32, Intelligence 13, has Fireblast and Arcane Shield I still haven't gone after Vesna the lich Thalon the eyebeast. Are they easier prey? Any advice will be greatly appreciated!
  21. Thanks. I was wondering about the ubercreations in the Western Barrier Zone and Thornton (though I cleared out both basements). Haven't been to the Western Morass yet, and have just peeked into Turabi Gate. You've saved me some unnecessary effort.
  22. I played Nethergate for about an hour, and was so frustrated by the game play that I gave up. It looked cooler than the two-dimensional Exile games, but it seemed so counterintuitive, and just moving around was a major nuisance. In that sense, the leap in game play in Geneforge 1 was downright thrilling; just click on a spot and your character goes there! After you've gotten used to the Geneforge (and later Avernum) gaming, Blades of Avernum is unplayable. It'd be like moving from MacOS X to Mac System Software 6. (Anyone remember MultiFinder? I forget what they called those mini-applications you used to access under the apple menu. And what was that thing we used to add or remove fonts? .... What? Don't tell me you're all too young to remember any of this stuff? I won't even ask if any of you ever owned a Lisa.) Ehem. Anyway, Geneforge 4 is great so far, but I am a bit apprehensive. I was really unsatisifed with the choices we were forced to make in Geneforge III, and all of the endings left a bad taste in my mouth.
  23. Wow. Then I'll put that on my list of things to do when I've gotten to the end of the game and my character has demigod-like powers. Thanks for the answer!
  24. I am a level 35 infiltrator loyal to the Rebels (at this point). My trusty drayk (all right, maybe I'm on my tenth trusty drayk) and I have been trying to conquer the Shaper Camp through a war of attrition. I go in, kill maybe two at the most, and retreat. In this way I was able to kill the first bunch of humans/shapers who appear, and a bunch of creations, too. The hardest to kill, of course, are those creepy rotgroths, and I've found the only way I can do it is to charm at least two enemy creations and have them do a lot of the work for me. I killed one, thought I was safe, penetrated farther in, and another appeared. After several tries (and many Game Overs) I mangaed to kill that one. Another appeared. I mangaed to kill that one...and now yet another has appeared. Not only that, farther in I found a whole new bunch of tough-looking humans/shapers standing around a campfire just waiting to turn me into toast. Is this area impossible for someone of my current level? Is there some kind of spawner from hell in there pumping out rotgroths? If any of you were able to conquer this camp, what level were when you did it, and what advice can you offer? Thanks in advance for any help!
  25. I've been a paying player of Jeff's games since the first Exile. The games get better all the time, while retaining the best qualities of the earliest, and are quite addictive. Since I rarely play commercial computer games of any kind, it's hard for me to compare. I liked Avernum V, but at times I found it tiresome and frustrating. (Chitratchs...worms...slimes...ugh. Is this Peter Jackson's King Kong?) In particular, the Basalt Fortress assault seemed like an enormous amount of effort for surprisingly little reward. All right, I'll admit I was stupid: I actually killed every single pylon in the place. I know I could have gotten past them without doing so, but if you *do* get to the far ends of the rooms these plyons are in, there's always some treat (spells and such) waiting. But I think I did it out of spite. I would kill two, maybe three, retreat to Fort Remote to re-energize, then go back again. It took ages. When it was all done, I checked my stats, expecting to see that I had rung up two or three new levels of experience, and was shocked to see they had barely moved. Even though they are harder to kill than just about anything else in the game, apparently they are worth few experience points. What's up with that? And what do you have to do to get your mage or priest up to level 17 in order to use the most powerful spells, Divine Host and Arcane Blow? Maybe if I had dedicated *all* of their skill points to Mage Spells/Priest Spells and Intelligence, I could have done it but the characters would have been so weak as to be a major burden on the group. I agree, though, with those who praised the fact that different monsters require very different approaches, and can't all be destroyed with brute force. You are forced to experiment and think, and this adds to the pleasure of the game. As for the plot, it did seem a bit like a retread, and I couldn't help feeling there were quite a few, shall we say "homages" to plenty of well-known fantasy stories, inclduing Harry Potter, Star Wars, and of course Lord of the Rings. But what bothered me most was the recycling of monsters and items from Geneforge. The first Geneforge for me was so refreshingly different. I really wish he would keep them completely separate. Unlike an earlier poster, I would be seriously disappointed if in a future game it turned out that they were in the same world, unless Jeff did something really clever and convincing with the setting and story. (Perhaps those vaguely Russian-esque "foreigners" in one of the Geneforge games are from the Exile/Avernum series' "Empire.") But Jeff has shown himself again and again to be not just a great programmer, but also an articulate and clever writer. I played some of the Blades of Exile games created by others, and most were horribly written crap. I haven't bothered buying Blades of Avernum, because I expect the same will be true of the scenarios available for that one, too. If I had loads of free time, I'd be tempted to make one myself, but it would certainly turn out to be as tedious and long as this post. I suspect I'll keep buying and playing Jeff's games as long as he keeps pumping them out. I can just see myself in a retirement home, sitting in diapers in a wheelchair, a bit of drool dripping from my mouth and long hairs protuding from my ears. Laptop on knee, I'll be playing Geneforge XXI.
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