The Let's Play Archive

Geneforge

by POOL IS CLOSED

Part 26: Everybody Run, It's the Cops Rogues

Everybody Run, It's the Cops Rogues

Last time, Solution wrapped up the mystery of Stone Circle and headed east, seeking the hidden Obeyer outpost on the southeastern coast of Sucia Island.



The nearby sign indicates that this place is called "Crystal Burrow" and that Kazg is east of here. You're fairly sure Kazg is more north than east. You sense of direction is reasonably strong, but maybe the sign maker’s sense isn't.



You follow the road north. Ornks graze here, keeping the way clear of noxious undergrowth. Perhaps ornks should be used like this everywhere. It's certainly a better use of the creation than having thahds or alphas maintain paths.

As you walk, you notice another sign. "Warning! Mines! Turn back!"



Game Text posted:

Someone has gone to a huge amount of trouble to render this roadway completely impassable. They have planted mines across the entire pathway. Not small mines either. Huge, misshapen, lethal ones.

When you get close to them, all of their sensor appendages turn and point straight at you. That tends to signify that, if you get close to them, they will quickly detonate.

Normally, you would think that it would take a very skilled Shaper to make a barrier like this. Now you are not so sure.

The mines are arranged in a tight enough formation that you decide it's best not to have Like Clockwork try detonating them. A servile has already fallen in an attempt to skirt around the edge of the minefield. You don't want your creations to join the dead.

You could probably use one of your spore batons to detonate the mines, but there was another path through the woods where you came in...



This burrow promises to be a tangle of clawbug trails bored straight through the living rock. Someone has taken the trouble to install crystal lights in this first chamber, but more troublingly, you also come across a pair of strange crystals. The nearest bursts as Like Clockwork passes it, releasing a keening alarm and a flash of light.

Seconds later, you hear footsteps and a familiar noise -- the sound of something casting the speed spell. You brace yourself.



Placid saviour and RickVoid destroy the first thahd. A second emerges from the shadows and falls almost as quickly to the combined might of the fyoras and Like Clockwork. As long as the thahds don't catch you by surprise, they are probably not much of a threat.





The tunnel branches east, so you follow. The thahds wait in ambush in small chambers just off of the trapped caves. You edge around the crystal alarms and counter-ambush the rogues.





After fending off another rogue thahd, you find a cold storeroom just beyond its nest. Inside is a wonderful surprise, almost like an apology from the Shapers who left this mess for you to find. The canister improves your ability to create Vlish. Contemplating their Shaping proves to be a delightful distraction while you explore the burrow.







You wind through the tight passages until at last you catch a whiff of pine-y air. Following the draft rewards you with natural sunlight and, at last, an exit to the outside. Just as you're about to cross the threshold, your creations stray too close to the alarm crystal.

Its cry summons another lurking thahd, which hastes itself. The effort is futile -- your creations crush the rogue before it can close with you.

But it seems that reaching this exit was futile, too. A quick scan reveals a control panel and no way through the tightly packed trees. In case there are more traps in this tiny, dead-end grove, you decide to turn back and clear any other ambushes that might await to the south.



You put down several more lurking thahds before you find another old storeroom. Irritatingly enough, your unlock spell reveals a trap on one of the chests, and you can't figure out how to disarm it.

But with the rear secure, it's time to see if that spore box will deactivate the mines blocking the road.



After pulling the lever, you follow the tunnels the rest of the way east and discover another exit. Your creations push out ahead of you, ready for another fight, but mostly seeking warmth. Those tunnels were too chilly even for you, and you're wearing robes.

The breeze shifts direction and carries with it a familiar scent that ruins your enjoyment.

Game Text posted:

This outsider's neck has been neatly snapped. It looks like he was attacked by something very big and muscular, perhaps a thahd. The assailant looted the body, but left behind a small packet of papers in a belt pouch.

You try to read the papers, and your rudimentary knowledge of their language enables you to elicit a rough meaning. This human was being sent to deactivate the minefield to the west using some sort of concealed device.

The reason given seems to be that, while the mines were put here to stop an Older Shaper, the Younger Shaper should be allowed to find the Geneforge. At least, that's what you think it says. You could be wrong.

So Trajkov wanted to clear the way for you through the mines he had placed to begin with, but the person chosen for the mission was killed before it could be completed. The papers also provide confirmation that this second Shaper is real -- Goettsch is out there somewhere. Trajkov is trying to guide you, to manipulate you, into reaching the Geneforge, while at the same time desperately working to keep Goettsch away.





Before you leave, you confirm that the mines have been deactivated by the spore lever. With luck, if you need to flee this way, no one will reactivate them behind you. You suppose you shouldn't count on luck, though...





The land here hasn't been tainted by the poisons leaching through Sucia's soil. You slow your pace and let the sun warm your bones. All the frantic running and fighting since you washed up here is taking its toll even as it makes you stronger. You're tired and sore, and your creations, who've borne the brunt of all the battles, are worn out, too.

If you can slow down and enjoy the walk, you can almost pretend that you're here willingly.



Someone defaced this sign.





You find several empty nests before you discover what occupies them. The searing artila your creations spot is the same kind that you found near the High Defense Holding Cells.

Your creations draw the rogue artilas out one by one and crush them before they can spit, and soon, the peaceful atmosphere is restored.



The road leads due east, but there are more paths leading south.





The next path you try leads you to rogue nests that you quickly pacify, but the paved path doesn't immediately end with angry artilas.



Game Text posted:

This is a small servile outpost. There are several of the creations here, all well-armed.

You don't have to worry about them giving you trouble, though. They are clearly in awe of you. One or two of them look like they're in danger of dropping their weapons and passing out.

The guard near you says, "A Shaper! We had not heard. Welcome! Welcome! Our commander is Doge." She points to the west. "I am sure he would love to meet you and help you. You shouldn't go that way, though." She points to the east. "There are a few rogues down there. They would probably annoy you. We will destroy them very soon. We promise."

After thanking the guard, you head towards the ruins. The outpost is still standing; you won't have to give Mickall bad news.

You meet the leader of this tiny outpost. Like all of the serviles here, he looks like he has been enduring almost constant action for months. He looks like he's on the edge of exhaustion.

When you approach, though, he leaps smartly to attention. He clearly doesn't want to look weak or incapable in front of a Shaper. He says, "Greetings. We are greatly honored. We had never dreamed that one of your kind would ever visit us." Interesting. He must have been out of contact with the serviles to the west. "I am Obeyer Doge. I am from the village of Pentil. We have been trying to guard the roads here, at the order of my commander. I put us all at your service."

"Had you not yet heard of my arrival?" you ask.

"Well, I had started to hear the rumors months ago. I heard more of them more recently, about the Shaper who came to Kazg. But I had dismissed them. I had never dreamed of actually meeting you."

Odd. You haven't been on this island for months. Were the rumors about Goettsch or Trajkov? "What else did you hear?"

He thinks. "I don't want to tell you anything false. I don't want to waste your time with rumors, especially rumors about you. I met one servile, though. He was fleeing Kazg. He was scared of what was happening there. He said that the Takers were looking for something called the Geneforge. It scared him, so he left."

So the Takers haven't been very secretive about what they're up to. "What happened to him?"

"Oh, he died. We found his body. He got caught by an artila not far west of here," Doge says. You can't tell if the lack of affect here is because the outpost is so accustomed to deaths due to rogues, or if Doge completely lacks sympathy for any serviles associated with the Takers.

"Tell me about your outpost."

"It is a humble thing. It used to be one of your people's things. We don't know what it was for. There was an essence pool, we have been feeding it. We think it is still alive."

Maintaining essence pools is one of the jobs usually given to serviles, so it is probably still all right.

"What are your orders?" you ask.

"We are trying to keep the road clear. Those are our orders. Now, though, all we really do is try to stay alive. We get attacked all the time."

You saw many more nests on your way here than you saw rogues. Maybe Doge's serviles have killed off more of them than they know... or maybe there's another spawner around here. You haven't encountered any for a while, now that you think of it.

"I killed several rogue artila on my way here," you say. "But tell me, what's near this area?"

"We are closest to Kazg. That is to the northeast. You should be careful there, though. They are Takers. They hate the Shapers. They may not dare attack you. Then again, they might. They did not used to be completely mad. But that has changed."

"What made them change?" Did Trajkov's arrival galvanize them so much? It's hard to imagine what could have spurred serviles to become so violent.

"I do not know. The changes only came a few months ago. They became more hostile. Rogues started to appear everywhere. Everything went mad," Doge says.

The opportunity the outsiders represented must have been too huge to ignore. Still, it's surprising that the Takers have no feelings of revulsion for outsiders. Even the Awakened don't seem to have any fondness for the Sholai. "Suppose I wanted to sneak into Kazg. How could I do it?"

"I... I have never been asked before. Let me think. The northern approach is farmland. The serviles up there seem more sane. They are also more armed, though. If you think you can convince them not to attack you, approach from that direction. The wilder serviles live in the ruins south of Kazg. They are less well armed, but they are also quite mad. You are much more likely to fight if you go in that direction." While Doge's information is fairly comprehensive, it's also nothing new, and nothing that will help you sneak into the settlement if you need to.

"Can you assist me? I could use supplies."

"Dina is in charge of our supplies. I am sure she would be honored to help you."

"Mickall wants to know how you are doing," you say.

Doge leans forward and speaks in more urgent tones than he's used til now. "You have met Mickall? Please, tell him we are doing badly. We are low on food and supplies. We are attacked constantly. Half of us are dead. Please get him to help us. He would listen to your Shaper wisdom."

You wish you hadn't asked for supplies. This outpost seems likely to give you much more than they can afford, and they'll be glad to do so. "I am allied to the Obeyers."

"That will sustain us, I am sure, in the battles ahead. For so many years, we Obeyers have wondered if we have followed the correct path. Now I am sure we are right," Doge says.

How will these serviles feel when you follow your own path instead of what they've asked of you? You leave Doge to contemplate the Obeyers' pro-Shaper creed.



The small attached storage area has been converted partly to living space. This outpost is very small, so privacy is non-existent.

This servile must be in charge of this settlement's pitiful remaining supplies. Her pouches are full of thorns and other goods, and she is repairing some javelins. She is in awe of you as much as the others, but she also looks very nervous.

"I am Dina. Welcome, Shaper. You honor us with your presence."

"What do you do here?" you ask.

"I am in charge of the supplies. Scavenging. Repairing. Giving them out. I must make sure we are armed enough to withstand the onslaughts," Dina says.

"I am in need of supplies. Could I have some of your goods?"

She looks down at the ground. This is clearly what she was afraid you would ask. Still, she stays true to her nature and her beliefs. "Of course. Shaper, Take all you want. Anything we have is yours."

You don't doubt that Dina would give you all that she has if you asked for it. "That is all right. I am fine now. Do you need any help?"

She looks shocked. "Shaper, I was born to assist your kind. I could never ask you for any help."

"That doesn't seem fair to you," you say, because it's not. "You are in danger. I should help you if I can." That is, after all, the compact between a Shaper and her creations -- the creations owe you their obedience, but you, likewise, owe them your protection and support.

"The Shaper tries to be kind, but I know my true place. Please do not try to steer me from the true path." It's as indirect a scolding as you've ever received.



You leave to check the western area where the guard had indicated rogues.

Game Text posted:

As you start to leave the outpost, you hear load roaring. It echoes through the woods. Suddenly, there are lots of creatures out there, and they are active.

The serviles around you immediately spring into action. They shout "Attack! Attack!" They grab their weapons and move to meet the onslaught.

A minute passes. There aren't any rogues in sight, and the roaring soon ends. You start to wonder if they're just being paranoid.



You start to pull back when a battle alpha charges in. The servile guards leap at it, displaying startling bravado -- or desperation.



Even Dina runs in, passing you and hurtling towards the alpha like a servile-shaped missile. More rogues appear on the outpost path, mostly searing artilas. If you can just get past the serviles, who are so eager to protect you, you'll be able to exterminate these rogues...



Placid saviour and RickVoid finish off the battle alpha. The searing artila doesn't take much more effort. Idhrendur and GreatEvilKing block the approaching rogues and coordinate their fire.

Despite your efforts, the serviles surge after the rogues. One takes a direct hit from a searing artila. As you watch, her flesh burns. You run after her, braving a similar fate, but you can't reach her with your curing magic before she succumbs.

The rest of the rogues fall before they can inflict more damage on the outpost. If you hadn't been here, more serviles would have died, but you still regret the loss of even one. They've shown you more hospitality than anyone else on the island, even if it was only out of obligation.







The nests to the west are completely infested with artilas. Fortunately, they didn't launch a second attack while the outpost was already under assault. The rogues fall into confusion as your creations raid their territory and burn their nests out.



Interestingly enough, you find another canister tucked behind a rogue nest. If someone placed it out here, they had a very strange idea of how to protect a canister. It doesn't seem like it was in these ruins all this time. You use it, and your command of the terror spell improves. You think you'll have a chance to use it very soon.

The game walkthrough indicates that an artila in this area has a chance to drop the Artila Skin Tunic, which is a really nice piece of armor that grants +10 armor and +3 battle magic for a -1 mental magic malus. Excellent for offensively-focused agents. Tunics are usually light armor as well, so the weight penalty and lack of an attack penalty are excellent.

Next time: A Certain Nonchalance