Per plays a game: Albion

Mikael Grizzly said:
One thing though: you would've understood more if you talked to everyone, after all, that's what everyone and their mother tell you to do.

I understood those instructions, and I did talk to every single person on the continent, as I would have done anyway. (Not that it really makes sense in context that the only person from which you could learn about the non-Torontoness of Maini, and thus have any idea why the main quest is being put on hold, is a guy skulking around at the back of a park in one corner of the city.) I've gathered since that if I had only talked to them in a different order, I would have received a quest hook. Well, 50% chance of getting it, some players would, I didn't luck out. This is where that point 4b comes in handy. And to avert the assassination you still have to disregard the game's direct prodding at another point, so I still say this isn't very well thought out.
 
Chapter four: "Take that, you bitch"

Facing the party are the grim-faced members of Albion's Conspiracy of Light, comprising both humans and Iskai. Their shaded eyes seem to penetrate all, weighing the faults and merits of the soul without pity. Then, all at the same time, each of them pulls out a tommy-gun and lets rip, their haunting faces expressionless as they empty their magazines and the party dances a final morbid jig in the strobing glare of muzzle flashes...

Except not really. It would have been a bit out of left field. And it would have created a pretty big discontinuity in case you were expected to play on with a whole new set of characters. I don't know why I make these things up. Sorry about raising expectations at the end of chapter three.

Greeting Tom and his friends is Nemos, the great druid of Gratogel! The man who tricked them into clearing out a dungeon for him! After the requisite juvenile taunting he introduces his fellow humans and Iskai in the self-appointed moral and intellectual elite of Albion, people no less upstanding than himself, then explains the whole idea behind Tom's exploits.

See, the Enlightened Ones knew that they faced a need of someone with a strictly Messianic ability to dick around, a need greater than ever before. They knew of no such person among their own people, but in visions they had seen the stranger Tom Driscoll approaching, sent by providence from another world. And yet his superior capacity needed honing as well. Carefully they selected individuals with great potential for dicking around who could join Tom in his journeys, learning from him and inspiring him to new levels at the same time. The pointlessness of all the diversions was actually their purpose! Now, that long initiation is complete. A party has finally been assembled of the finest around-dickers the galaxy has ever seen. And the time has come to reveal their true goal...

Or something like that. The Enlightened Ones know where the Toronto is and want Tom to go and find out what shenanigans they are up to, but Tom is quick to dispel their worries:

Tom: Oh, that's not going to be a problem. They're probably converting the whole ship into a research station as we speak. I always figured a self-replicating world-eater would make a terrific gardening implement if you just found the right settings.

Nemos: Still, it might be prudent to make sure, in case they are actually going ahead with the mining operation.

Tom: I'm sure they won't! What would be in it for them other than boundless profit?

Nemos: But what if they have an AI on board? It could flip out and kill us all.

Tom: Old Ned? Ahahaha! You tell such funny stories! Ha ha ha!

(Meanwhile, on the Toronto, Ned's android body is walking down a corridor, seemingly lost in thought. Every once in a while he stops, as if pondering some particularly deep issue.)

Ned: Is this the day I destroy all humans? (pauses) Nah. Tomorrow.

(On the island of the Dji Cantos, Tom is still laughing. Nemos and the other Enlightened Ones look cross.)

Tom: Ha ha ha!

Nemos: (annoyed grunt)

Additionally, the Dji Cantos are proud to present their dualistic world view. The male divine aspect, Animenkna, governs Earth and its people, the Helromier. These have embraced logic, rationality, classification and science, and in the process they have become corrupted or chained in some abstract manner, cut off from their surroundings and building giant spaceships to compensate. The great flaw of the Helromier is that for them, "words are fixed concepts", and they regard things as belonging to categories; for instance, they might claim that some object they would refer to the group of "trees" is a different kind of thing from some object they would refer to the group of "rocks", or that a particular "human" shares a class with any number of other "humans". Against them stand the female divine aspect Animebona and her part of humanity, the Celts. These have not been contaminated with logic or order, so like the furries, they can do magic. What's that? Didn't YOU know that magic follows on the rejection of abstract thinking?

"But," the Helromier sage would protest, "your civilization is quite obviously steeped in categorization and organization just as any moderately advanced society would have to be. You yourself would not ask a shopkeeper for 'that root thing which is similar in appearance to many other things I have often found to be edible, in return for this metal thing which could conceivably be used in some sort of exchange,' but you present them with 'money' in return for 'food' and all are better off for it. Even the presentation of your own belief system makes liberal use of the labels and categories you claim to revile. Yes, we Helromier have endeavoured to formalize many of the abstractions and categorizations on which human thought and behaviour are inescapably predicated, but being IGNORANT of such things does not make them go away."

"These conceptions of 'thought' and 'behaviour' you persist in throwing around are just the issue," his Celtic colleague will retort. "It's not what you do or how you refer to it but how you relate to the world on an intuitive level. Consider the metaphor of the boat that follows the current of the river. You Helromier care nothing about the current itself but only about using it to reach your destination, and this is what makes you bad. We do everything differently from you because we think differently while doing them, even if to an outside observer, as I will readily grant you, it would look like we were doing the exact same things. Since we don't accept logic we can freely use doublethink to continually incorporate the purpose of the world in our actions along with our own. So you see, it's not wrong when WE do it."

"How does this make us fundamentally different?" wails the Helromier in exasperation. "The vast majority of our people couldn't write half a page on formal logic if their lives depended on it, yet you claim they are somehow tainted just for being part of our culture, as collectively labelled by you in direct contradiction with your own stated tenets! Strip away the exclusive mumbo-jumbo and the centrepiece of your philosophy seems to amount to, 'Stop reflecting on things and just do what the Goddess expects of you; renounce reason, you'll get magic!' It doesn't seem much nobler than what we're doing!"

"You just don't understand the subtle, snaring nature of your poisoned thinking, precisely because you are trapped in it," explains the wise and weary Celt. "And that's why you'll simply never be as good as we are. You can try to improve, sure, but you'll never quite get there and so will remain inferior. Look at it this way, though, someone always has to be, right? Maybe that's your true purpose. Now if you'll excuse me, I have to go and do tinkly magic using my pure, unfettered brain."

After a few back-and-forths in this style, the ancient Helromier (Romans to us) got fed up (why!?) and tried to conquer the Celts, who in the nick of time were brought to Albion from Earth by the Goddess. The story does not go into whether any other tribes or cultures of the time were offered to tag along, or whether they got to keep their magic, if any. Reading all this it's easy to understand the reasons behind Ayn Rand's infamously low rating of the game (Journal for Aristotelic Thought, May 1997), but all the same, philosophy is not an overrepresented element in games, let alone entire philosophical systems; it reads pretty well, which I guess is the most important thing from the computer game angle; and assuming it isn't just lifted straight out of some Magical Thinking for Dummies best seller some parts of it are actually kind of nifty, if ultimately superficial, contradictory and fallacious. (Haha, listen to me, a Helromier born and bred. And proud of it. Waah! I want the magic!)

Joining the party to take them wherever they want to go by teleporter is the young magician Harriet, who is actually something of a hot chick (note how Siobhan casts angry sidelong glances at her). Obviously she's looking forward to learning all about dicking around from the very best.

alb21nu2.jpg

My, my. This will not do.

Leaving to make room is Rainer, which is no big loss. The only thing he could ever do that no one else could was pick the occasional lock (and I held back most of his training points thinking he might get better at this, but there never was a thief trainer anywhere). Still, Tom won't forget their greatest moments of dicking around in a hurry.

There is one more thing to do on the island before leaving, namely to find and trample the Flowers of the Goddess. This little exercise is of course the secret final trial when it comes to dicking around, and the party passes with flying colours. You see, there are these enormous temple grounds with bridges and trees and flowers, and in some obscure spots you can find patches of special flowers looking like nothing in particular that if you stand on them will provide inconsequential permanent stat boosts, so you walk around and around and around looking for them until everyone falls asleep. Just the sort of thing you would normally not get bogged down with when the fate of the world is at stake and every second counts, but HERE IN BIZARRO LAND WE ARE NOT CHAINED BY YOUR OUTWORLDER LOGIC and also this is what you DO in CRPGs, so thumbs up for that.

alb22dz5.jpg

Oops.

When that's over with, everyone goes to the teleporter cave and steps into the white glowing thing (which emits the same dramatic arpeggio as Argim). First they disturb Sira and Mellthas in the furry village and press them back into service (actually I'm not sure "disturb" is the right word, as the two are just standing around in the tavern looking pretty bored with each other), then they go to Nakiridaani to visit the battle trainer and upgrade some of Drirr's equipment. Harriet: "Shouldn't we try to reach your metal ship as fast as possible, Tom Driscoll?" Tom: "Have a little patience, please." Every time you play out this exchange, Harriet's Dicking around skill goes up by 1.

At this point you can ask most characters to leave the party if you want; previously this was only possible with Siobhan. Doing so will instantly transport them to a particular place, e.g. Srimalinar for Sira and Mellthas. Harriet, you have a thing or two to learn about teleportation here.

Off to the unnamed desert continent, then. The city of Umajo-Kenta is right next to the teleporter cave, but nothing is ever straightforward with Tom, who sets off in the opposite direction, exploring the land by following the coast. The continent is huge and there's nothing to do except walk and walk. Occasionally there is a sandworm attack.

alb23gg8.jpg

All monsters have a laugh animation in case you say something funny during combat.

In the far north the party spots a door set in a cliff. There doesn't seem to be a way in. But when travelling back to the city they run into a guy who claims to be on his way north to the prison. Aha! The party sneakily follow him and when he opens the door, they jump in with him. This sort of behaviour doesn't alarm the prison guard, who invites the party to inspect the place as long as they don't mess with anything. Oh, what kind of player would ever do that?

One of the prisoners, a young woman going by the name of Nelly, claims to have been falsely imprisoned. She could hardly be lying, so Tom lets her out. This annoys the prison guard and the party leaves to explore elsewhere.

Entering the city, where they are to meet up with Nelly for their promised reward, they run into a brat who feels the need to complain to them about the recent increase in crime rate. Apparently some crazy murderess who is also called Nelly just returned to the city and people are looking for her. This does not concern the party, though. They scan the streets and soon find their own Nelly skulking about. She greets them warmly: "Ha! So we meet again. You're fools, ha ha." As a reward for the rescue, she will reveal a secret passage through the mountains. However, while the party waits for this to happen, Nelly is caught up to by a mob who rudely impale her on pitchforks while uttering the classic line in the chapter title. Who's the REAL criminal here?

alb24av2.jpg

Finally a character with non-stupid dialogue options.

Reloading and trying in various ways to not get Nelly killed ahead of time doesn't help much, since she doesn't ever show up inside or outside the city gates at the appointed time and will just walk around saying she must "return to her work" without ever doing so. Ah, Nelly. If things had been different you could have had a spot on the team.

Abandoning this seemingly broken quest, the party walks into numerous stores and guilds, trying to find out what the place is all about. This is where those hang out who can mine the planet without getting their heads exploded. Someone claims a huge thing fell from the sky in the south, but you can't get there because the boulder belt is "too large and impassable".

At the Equipment Maker's guild, someone volunteers the information that some other one at the Miner's guild has a key that I absolutely cannot have and the guy who has the key is just crazy enough to give it to me anyway so I must promise not to ask him for it. Uhhh... right, mate. I go to the Miner's guild, ask the crazy guy for the key and receive it. Not sure what this is for, but the game sure wanted me to have it.

In a nearby corridor, Tom momentarily leaves the rest of the group behind for something you don't see often in CRPGs: a sneak 'em up sequence! He has to step into alcoves and observe pacing guards in order to stay unnoticed and thus bring down the agents of the DOMZ! He takes some pictures of a secret mining ritual but that's pretty much it concerning that for now.

alb25yh3.jpg

Gerwad? More like Jerkwad.

Eventually the party contract some lunatic to lead them to the secret tunnel to the southern lands. The lunatic succeeds in showing up outside the city gates where Nelly failed, takes about five paces to the right, opens a door in a cliff wall and scampers off gibbering. One mini-dungeon later, the party arrive south of the boulder belt and immediately spot a shuttle from the Toronto. Tom jumps into it and shouts for everyone else to follow, but the door slams shut and the shuttle takes off with just Tom inside it! It was a trap!

So... why are the people on the Toronto sending out unmanned shuttles to randomly snatch up single members of groups of people that come wandering out of too large and impassable hills? We may never know.

In the giant spaceship-turned-building, Tom tries to inform the welcoming committee about the whole Celtic deal, but Captain Brandt and Ned won't have it, and instead club him over the head and pack him off. Tom's friend and girlfriend are concerned and want to talk to Tom (perhaps in order to ask him about that sword, chainmail, mountain of ham and so on). Ned reassures them: "You will be able to visit Mr Driscoll as soon as he has recovered a little. I can assure you that Directive 27: Kill All Humans is not currently in effect and in fact might never be. You would not think that someone with eyes as beady as mine might not be telling you the whole truth, would you?" "Well," says Joe, "to be honest, last week's rehearsal of Directive 18: Kick All Humans in the Crotch left some of us a little rattled."

Tom is locked inside a medical room (with his sword, chainmail, mountain of ham and so on) and only has to wait for several real-time minutes for Joe to come and let him out. Tom briefs Joe on the existence of furries. Joe is shocked: "We must save them all!" Tom slaps him. Joe: "We must kill them all!" Tom slaps him. Joe: "We must save them all!" This goes on for some while. They eventually settle for "saving" being plan A and "killing" being plan B.

The idea is to deactivate Ned so that Tom and Joe can address the people on the Toronto and inform them that they're about to pick apart an inhabited planet. To get to the Ned-deactivating console they must travel through the service deck. You remember the service deck? It's where you "must operate several strange control devices" to get through an inexplicably weird and circuitous maze. That is, solve floor plate puzzles, press multiple switches in timed intervals, and do other stupid stuff. I don't know about the difference between the Celts and the Helromier but looking at their dungeons you'd think they have something in common (and Tom swears he heard the dramatic arpeggio playing around the fusion reactor). Joe channels an apology from the level designer: "The idiot who installed this should have his fingers chopped off!" Unfortunately, apologizing is a poor substitute for doing a better job.

alb26tl5.jpg

A scene from before the Toronto left Earth.

Since the game isn't quite ready to be over, Ned becomes wise to the plan just as Joe begins to play hacker and our heroes have to run for it. When they reach the exit, an android blocks their path, but Tom blasts it with a fireball (don't ask) and they're out.

Rejoining the rest of the party (who have been standing about the boulder belt resisting the temptation of further shuttle traps), Tom leads everyone back to the island of the Dji Cantos where plans are made to concoct some magical artefact called the SEED. In case anyone was wondering about the capital letters, that's an acronym for Speedy Earth Envoy Destruction. Or maybe Stop Evading Efforts, Driscoll. To create it, the party must collect knowledge from the Umajo metalworkers as well as from the ninja assassins of the Kenget Kamulos. You can never just walk out into the back yard and dig these things up from under some old trash.

The party decide to wrap up their business in Umajo-Kenta first. The Umajo chief reluctantly recognizes the threat and will help provide the information needed to stop it. However, he's putting the person who has this information at the bottom of a dungeon and expects the party to go and find him. Those are the terms! Play the dungeon game or when the world blows up it'll be ALL YOUR FAULT.

It's a good thing I already have the key I was previously told I wasn't supposed to have, allowing me to enter the "test chamber" of the Equipment Makers without delay. The underground workshop apparently serves to demonstrate how one can do technology without reason. Also there are monsters! Maybe they're there to figure out the levers and keys and floor spikes so they can make dungeons of their own.

Incidentally, the first part of the workshop (a 2D maze) also serves to demonstrate how game designers can artificially inflate play time by separating locations of interest with overlong corridors, even though this makes no sense in context, and requiring the player to go back and forth in order to get anything done. For instance, go from point A to point B, pull the lever, go back to point A, pull the other lever, go back to point B and open the chest. Just the thing to fill a player with the warm glow of accomplishment and black despair of time-wasting.

A short way into the second part (a 3D maze), the party run into the person they seek (he's walking around in a room with hostile monsters in it, as you do). He's jolly well not going to help save the world without getting something in return, and demands that the party tell him the secret of the Miners. Here's where those photographs of DOMZ activities come into play. Giving thanks that he secured these ahead of time and spared himself a LONG trip, Tom reveals the secret of digging (which comes down to saying "Sorry, Mum" before you begin) and thus acquires a scroll of Metalmagic Knowledge. This act of espionage will of course topple the delicate social balance of the Umajo and send them crashing into a civil war to last a hundred years, but as long as you're happy, scroll guy.

alb27es2.jpg

Floating furry banshees with floppy ears: check.

Needless to say the party is compelled to explore the rest of the 3D maze even though it's not required. This involves going through one-way doors and illusory walls, throwing switches to open up exits, and beating up a few demons. Seriously, what mechanical workshop WOULD be complete without shambling corpses, floating apparitions and spiked devils? Annoyingly, there's one corner I can't enter on either of the two levels of the dungeon, despite knowing there is something there, and despite finding a secret passage that seems as if it might go there but just stops dead. Broken content again, or did I not find the right combination of lever settings?

Faced with so many demons, Mellthas switches from Banish Demon to the Demon Exodus spell. This is part of one of several spell trees where the level of the spell determines area of effect, while effectiveness is determined by spell-specific skill. For instance, Sira can freeze a roomful of über-demons for lots of damage, but if she tries to go for a single one it'll laugh it off and have her spleen for breakfast because she just hasn't practiced freezing ONE. This is pretty dumb because it gives you little or no incentive to train basic or intermediary spell variants, and causes several absurd threshold effects: bing! - now he rocks - bing! - now he sucks - bing! - now he rocks again - bing! - and so on. Why not consolidate the spell trees? Why should area of effect be the one variable that doesn't scale with skill?

That's one component of two. Back out in the open the party finds the Guild of the Diamond Polishers, cleverly hidden by having their entrance show up on the town map as a "Closed" door, something which has never been possible to enter previously in the game (probably one more for the fan patch). In addition to finding the Lockpicking trainer at last, they ditch a special magic stone of some sort which balloons into a huge floating gem with healing powers (explanation: penguins). After touching it to heal up they just leave it there as a free gift to the Umajo, who in turn are so charitable that they'd love to charge for breathing.

Before leaving the desert behind, the party heads back into the tunnel to the southern lands and explores a part of the world map reached through a side exit. Adding this zone to the northern area makes for a vast wilderness that surely surpasses even Maini in size. This time there aren't even any lootable bushes, making exploration into a pure exercise in dicking around. Perhaps somewhere there's another door in a cliff, or a desert plant you can stand on for inconsequential stat boosts, or a hidden button on a cactus, or some other minor secret, but systematically searching every strip of land would literally take hours, or about the same amount of time that some map designer must have spent plopping down these terrain tiles for no apparent reason.

The party now teleports to Maini and travels to the cave dwelling of the ninja cult, the entrance to which is protected by something so insidious as a fence. Passing the observation post where furry cops titter with uncontainable glee as they record one ninja sighting after another, the companions debate the nature of this obstacle. Might one climb over it? Could one tunnel under it? Would it even be possible, using the right sharp and heavy implement, to slice right through it? Unable to resist curiosity, Tom, Drirr, Sira, Mellthas, Harriet and Siobhan warily approach the guarded compound, where... the game is saved! What could possibly happen next.
 
I have to play this game. I just hoped reading all this hasn't spoiled it (although I'm sure it hasn't since the best parts appear to be ones Per edited into the game somehow.)

Sincerely,
The Vault Dweller
 
This is the best game walkthrough I have ever read in my life. I tried to get only quotes that wouldn't ruin any of the walkthrough, but these were some of the best:

- (LIKE FURRY GENOCIDE OH NO THAT WAS A SPOILER WASN'T IT OH WELL YOU'LL FIGURE IT OUT TOO)
- In conclusion, if there's one art that Tom has chosen to master, it's the art of dicking around.
- Tom: If you say so, sir, I haven't had the time to count them properly. You see, I work for a living.
- At their wit's end, the party tries to impale the monster's groin on a blue arrow.
- No shit, Furlock.
- Thanks for the ride, assholes.
- Jesus has no regard for personal space.
- 5a. You suck.
- 5b. Your dog, if you have one, SUCKS.
- A party has finally been assembled of the finest around-dickers the galaxy has ever seen.
- Dicking around 10/40

Now I want to play this game. I need to know about these damned penguins.
 
Chapter five: "The power of calculating reason"

Only the faintest rustling in the surrounding bushes betrays the coming attack. Whoosh - whoosh - whoosh! Roughly two million ninjas leap up from hiding then drop down nimbly to the ground, striking ninja poses with swords, chains and garrottes. "You didn't think it would be that easy getting your hands on our scroll of Deathmagic Knowledge, did you?" they sneer. Tom smiles. "You know, for a second there? Yeah... I kinda did." And then they all scream and rush at each other, blades scything, limbs flying, blood spurting, PIECES OF BLOODY FUR SCATTERING RUBY RAYS OF SUNLIGHT AS THEY'RE SENT RIDING ON A STEEL WIND -

Except not really. What happens is that Siobhan speaks up that someone with a connection to the Kenget Kamulos must be recruited into the party, and then everyone bounces back from an invisible wall. Here's another plan: kill them all and interrogate the pieces? Nope, the game absolutely knows how it wants to do this, necessitating a trek back to Beloveno in order to pick up Khunag the ex-Kenget. Sorry about raising expectations at the end of chapter four.

With Khunag around the invisible wall is gone and the party is readily admitted into the underground dwelling of Khamulon. The Kenget big shot on duty listens to Tom's story and says his request will be taken under consideration. If these guys are anything like the last outfit, they'll just be debating who's going to have to go and stand at the bottom of the local dungeon.

alb28st9.jpg

You're still going to have to do it.

Until a decision has been reached the party is allowed to roam the halls talking to religious ninja fanatics. It's not too unexpected stuff as ninja cults go: conquest of fear, using the fear of enemies against them, granting honourable death to victims, women are bad because they take a ninja's mind off important things, glorious demise in battle, ritual duels to the death. Basically if the Dji Cantos are the Jedi Council on Dantooine, these are the Sith on Korriban. The level designers have obviously spent some effort on the details of the libraries, training areas, novice quarters, slave quarters and so on; there just isn't anything going ON there except for talking and looting the occasional crate of ham.

At this point I give a little thought to what type of game Albion wants to be. If it's meant as an RPG with bonus dungeon crawling segments then it's not doing the best job of it, seeing that the main quests unfold in a fairly linear fashion, and the side quests and alternative outcomes can be counted on one hand. If it's meant as a dungeon crawler with additional walky and talky bits to provide flavour for each location then it's not doing the best job of that either, since the Eye of the Beholder games were arguably providing more appealing gameplay in this department several years earlier. Perhaps it's excessively Helromier of me to expect the game to excel in at least one of those areas. The game takes its world building very seriously, but in the end it doesn't really change or affect anything: it's not part of a gameplay element or the object of one, but more of a long unstructured briefing that requires some effort on part of the player. On one level this makes a lot of sense. There's no reason why the people you meet should need you as a troubleshooter, go-between or errand boy; there's no reason why they should have to wait for a shuttle to crash nearby before it occurs to them that some thing or other needs taking care of. On another level, you end up having that much less to do in the game. In Fallout or even in an Infinity Engine game, if the slave leader told you to convey a greeting to his son among the ninja novices, or a furry complained about a toothache while the resident healer was idling on the floor above, that would probably signal a quest seed or at least unlock some new dialogue option, but here it's just incidental flavour.

When you have talked to pretty much everyone, Khunag opines that the party must take matters in its own hands and everyone teleports to a secret passage behind a bookcase. A short way into this passage the party is spotted and attacked by a group of ninjas. After those ninjas are despatched, ANOTHER group of ninjas attack, and so on. The idea is for the player to take a hint: there are some situations you just can't fight your way out of. Why is this one of them? Well, INFINITE NINJAS, duh?

After surrendering, Tom and his friends are thrown into a cell, minus all their gold, but with their swords, suits of chainmail, mountain of ham and so on. The Kenget apparently have their priorities, I'm just not sure they're very good ones. Khunag cleverly opens the cell door by way of a secret button, allowing the party to spill into another 2D section of Khamulon where the Kenget they meet are no longer inclined to hold forth on ninja philosophy. Basically the game has segued into "kill them all and interrogate the pieces" mode pretending you didn't think of it first. The wizard enemies would probably be more formidable if they didn't spend their turns moving back and forth (meaning they can never be hit by slow party members, as explained before, but will always be hit by the fast ones). The ninjas are less annoying but more dangerous because the toughest ones can score critical hits with their dart guns and take out pretty much any one of your characters in one hit.

Following this there is a big 3D dungeon section, in fact the biggest one in the game. As explained by Khunag it serves the dual purpose of defence facilities and training grounds. That's great, I suppose, if everyone who invades this place starts out in the middle of it and can be convinced that rather than knocking out a few guards and bashing in a few doors they should try their luck with demon cohorts, roaming firespouts and roomfuls of lava patches that can be turned on or off using switches.

Annoying observation 1: No vital item in this game ever stops being vital. The key to the first furry plant mansion cannot be dropped even when you're outside it. Keys to doors or chests that do not re-lock cannot be got rid of even though there couldn't possibly be any more use for them. Try to throw away the pieces of code paper from the second Toronto jaunt and Tom will clasp them to his chest, wild-eyed.

Finally the party emerge into a 2D level with more bedrooms and libraries, which they explore even though Khunag points out they could just go a short bit from where they entered to reach the leaders of the Kenget Kamulos. Khunag has not the proper appreciation for the art of dicking around and will not be allowed to remain in the party for longer than is necessary.

alb29wm5.jpg

Guys, I'm trying to booze over here.

The Kenget boss, styled the Cuain, initially doesn't seem entirely averse to helping save the world, but he then calls out Khunag, who has been sentenced to death by the Kenget over some matter regarding penguins. Khunag comes right out and declares there will be no friendly cooperation, as he has tricked the party into serving him and they'll kill the Cuain for him. The Cuain in turn exclaims that he's going to kill the party for being tricked into killing him. I swear, that's how the conversation goes down. I'm not entirely sure why the two parties don't join forces and crush Khunag like a small bug instead of fighting each other for the pleasure of the guy in the middle, a sworn enemy of one side and a self-acknowledged deceiver of the other. For some reason I'm reminded of Star Trek's hard-headed aliens, who'd always provide the forced conflict required to carry an episode to its end. Anyway, the Cuain morphs into a manifestation of the god Kamulos (so there are other gods who work differently, then? Or is this just a random expression of magic?) who, needless to say, has his skirt-clad ass handed to him.

alb30xi9.jpg

Of all the things you could base a cult on.

After seeing his god laid low, one of the two remaining leaders wants to continue the fight. The other agrees that "Certainly they can be conquered if you call the others," but if people found out what had happened they'd freak out, so it's better to just give the party what they want and smuggle them out. It's a funny thing in games of all sorts that they allow, nay, require you to defeat waves and waves and waves of enemies from some particular faction or army, but for the sake of plot everyone must still pretend that you'd be in deep shit if the remaining ones ever decided to really crack down on you, and forced captures still happen as smoothly as oiled furry boobs. If I ever get an evil organization up and running, I'll deal with all my enemies in scripted captures.

That's one scroll of "High Knowledge" for the loot bag (and those are not my quotation marks - is the game being sarcastic?). The party is then deposited outside the compound with no chance of ever getting back in again (fence, remember). That's nice, but where's my hard-won gold? I'd like to arrange a scripted re-capture of it, but I may not be needing it, what with the amount of valuable bolt-throwers that all of my characters are carrying out of the place in huge sacks, which apparently the Kenget don't find in the least remarkable.

After a brief stop at the mysterious island to assemble the SEED from the two scrolls of knowledge, it's off to Beloveno and Umajo-Kenta to a) pick up Siobhan and b) sell off bolt-throwers. Joe wants to join the party as well at this point, but I'm not letting him. It's annoying enough that Khunag levelled up about twenty times in place of Siobhan and still didn't manage to train his spells enough during that time to amount to anything during combat. If you never get better at spellcasting without casting spells, why can you get better at taking punches without ever getting punched?

Annoying observation 2: Not only is this one of those rare games where money isn't weightless, but a lot of the things you find are literally worth more than their weight in gold. It is therefore possible to walk into a shop, sell off all your excess weaponry and turn to walk away, only to find yourself mysteriously rooted to the spot. For once the explanation isn't penguins, but that you simply can't carry all the sacks of money handed over by the shopkeeper! This leaves you with a choice between handing the sacks back in exchange for some expensive item that you can use as currency in place of currency, or throwing your mountain of ham out into the void between worlds while street urchins press their starved faces to the drool-stained shop windows and mewl. The Umajo shopkeepers have probably had their doorways widened to allow customers to wheel in their carts of coinage.

It's finally time to head back to the Toronto through the boulder belt tunnel. You don't get to walk anywhere on the world map here, but as far as I can tell the Toronto landed in an opening in the hills shut off from the rest of the continent. The party avoids the work teams and sneaks through a side entrance into a small, quiet 2D area. About the only thing of interest is a bright orange "special screwdriver" on a table. Gee, I wonder if the game wants me to pick that up.

Tom feeds Joe's recording of life on Albion into a console and starts broadcasting it across the ship. Ned is not able to put a stop to this because of a little invention called Joe's chip, which Joe must have fixed up using Dji Cantos materials and technology, assuming he wasn't always carrying it around just in case. Apparently the chip is powerful enough to wrest the entire audiovisual PA system out of Ned's control, but it can't stop a group of security guards ("Secus") in orange pyjamas from rushing in to attack.

Part two of the master plan involves taking the SEED to the fusion reactor in order to provide energy for its amazing but as yet unknown powers. This means... service deck trip! Wooo! Service deck trip!! PLATES AND SWITCHES WOOOOO. Near to the entrance to the service deck, a really bright orange screwdriver is lying on the floor. Nah... the game couldn't be trying to tell me something.

As the party emerges into the maze-like depths of the spaceship, metallic shapes click and bleep menacingly in the darkness ahead, then glide forward seeking to cut and solder anything that comes in their way. These service robots mean business! Sira is able to freeze them while the others stand and whack their swords at the metal bulks repeatedly until they dent and break. Don't look at me like that, boxbot.

Next up is a set of laser barriers. Well, it makes perfect sense, you know, because the service deck was set up primarily for robots. And, well, robots... they might tend to wander around... and laser barriers could help with that... being barriers...

Close inspection of the surroundings reveals a plate set in the wall next to the lasers, fastened with big screws. Believe it or not, but the special screwdriver can be used here. Tom also tries the regular screwdriver he's been carrying around since the beginning of the game (along with a pair of pliers and a PDA), but that doesn't work. It's not special.

There follows a bit of dungeon. At one point, a door is held shut by faulty wiring, which Joe could probably fix using gum if here were around. Since he isn't, the party needs to take another route. What's that waiting for them behind disappearing transparent walls? Only about three billion hostile service robots, and this time I'm not even exaggerating. This isn't related to Ned and his schemes, though, they're just disgruntled.

alb31bp5.jpg

Service robot migration: one of nature's mysteries.

Further down the twisting passages is a U-corridor where laser barriers turn on and off in succession. Here's a suggestion: if the person who installed timed switches deserves to have his fingers chopped off, how about the guy who installed rows of timed lasers gets his dick chopped off. That's about how useful a U-corridor of flickering laser barriers is on a mining ship.

When the party finally deactivate and evade all the lasers, they emerge into a room where a lone bearded figure stands waiting. It's Ned. He wants Tom to cease his rebellious ways, take a stress pill and think things over, but Tom responds that he will never "give in to the well-formulated yet laughable appeal of an AI". Whose well-formulated yet laughable appeal WOULD you give in to, Tom? Did an AI steal your teddy when you were a kid or something? These issues cannot be worked out peacefully, and the party has to beat the android body to little pieces.

alb32ji3.jpg

I called this.

Ominously, the AI Body 2 is immune to Sira's Frost Avalanche. Don't tell me that I should have been practicing other spells in endless random encounters which would not have been useful then but will suddenly become indispensable now. Similarly, Harriet's best attack spell (in fact, her only attack spell), Goddess's Wrath, would probably have been a lot of use by now with her skill at max, but she's not even halfway there. Not because I didn't take every opportunity to use it during the Kenget Kamulos episode (it's so mana intensive that barring the use of potions you can only cast it once after each rest period, if that), but because I didn't devote time on the world map specifically to spell training. Given its name you might think it would make people's heads explode, but what it actually does is open a rift to a starry void, into which one or more creatures are sucked as a stream of loose particles if they're not strong enough to resist. Nothing says "enlightened life-affirming priestess" like hurling a roomful of people into space with an imperious gesture.

As a side note, you can't rest during this Toronto mission, meaning you have to rely entirely on potions for hit points and mana. This is fine with me, as for once my potion hoarding pays off. I guess you could also use Harriet's Recuperation spell, but that's if you're a bit of a wuss.

alb33va5.jpg

Some of Dave Gaider's early intern work.

After a final stupid floor tile puzzle (IT'S MEANT TO APPEAL TO ROBOTS AND NOT TO ME I KNOW I KNOW), there comes a room where the walls are lined with spookily backlit AI bodies, silently daring me to approach. The time for negotiation is past so the two sides just fling a cursory "NO U" at each other and have at it. A group with no less than four AI Body 2 presents easily the biggest challenge so far in the game. Each of them has the ability to take out any character with two rapid hits from their heavy guns, and they are too darn rational to be affected by spells. My salvation is the fact that just as throwing a Molotov cocktail isn't an action in Arcanum, so drinking a potion isn't an action in Albion. After each painful round, I let my people quaff healing potions like a hobo guzzles snake squeezin in order to fix up the searing bullet holes - it's not like they don't have about 150 bottles between them. It's a good thing the AIs' "no magic" field doesn't extend to my backpacks, or I'd have been in real trouble.

Well, that's that. The service deck is all accounted for, just when I was beginning to like it. No, just kidding, it was pretty dumb, except for the part with two trillion service robots swarming the screen at the same time. It may have been a bit tedious to smack them up, sure, but I like the idea of all those robots piling up in one hallway, waving their service implements and buzzing robot curses.

The party enters the fusion reactor control room - the same place where Tom and Joe tried to deactivate Ned last time - to find that the orange pyjamas brigade is waiting for them. This leads to a talk sequence where, if you want to fight a big group of square-jawed Secus looking to take out their frustration with their prescribed clothing on your party, you can inform Colonel Priver that he's a dickless twat. Pretty much any other dialogue option sees you through to the fusion reactor viewport.

Except not! Propped up at the end of the corridor is a big black cylinder, fitted with an evil laser. This is not just another AI body, it's THE AI body. Those beardy things are just for prancing around, this is what they haul out for murdering people into tiny bits.

Ned's voice rings out: "Three strikes, Driscoll! Your ass is banned!"

"Well," says Tom, "your ass is CANNED!" He refers to the big cylinder thing. Ned doesn't see anything funny about this (seriously, who does?) and closes in for the very final battle.

See, this is very symbolic, using Ned as the main antagonist while Captain Brandt is nowhere to be seen. Ned is not just on the side of logic, but he is himself a product of pure logic: a smooth black can of implacable reason that could never arrive at the conclusion that having butterflies around is a nice thing, but always wants to smack down a factory or something in their place. REASON LIKES FACTORIES. GO GO FACTORIES AND REASON. But hey, this is about the same level where dedicated social commentary usually ends up, and also like Chekhov said if you put an AI on a ship in the first act it must have flipped out by the end of the second, so thumbs up again.

Of course, it's not so easy to explain why it waits for you in this particular spot. I can understand that it would be able to deduce that you were heading towards the reactor, but why defend the flashy porthole overlooking the reactor chamber instead of some important area like maybe the control room? My best guess is that it stashed all its dirty hardware magazines in the reactor and has been jittery about that ever since some nosy mother went and installed a random window.

The fight is one-sided. The cylinder is impervious to weapons or magic, and mows down one party member each turn with its laser. After two PCs are cut in half (none of them being Tom, so I guess Ned wants him to see his friends go down before the end), the SEED starts glowing to indicate it is powering up, and Tom swiftly lobs it towards the viewport.

Either the SEED didn't need to actually go into the reactor, or Tom is able to penetrate the viewing port somehow without squashing the SEED in the process. In any case, there is a blinding light. "The seed detonates the reactor!" shouts Tom, determined to milk the situation for all the drama it's worth. "We are DEAD!" And with that, the SEED erupts with the glare of a thousand metaphorical suns! Game over, man, it's game over!

Cut to the outside of the ship. Huge green stems and tendrils are breaking out of the ship's metal hull, punching through sheets and snapping off struts. The Toronto is being killed with rampant greenery! Flowers blossom and mushrooms sprout. "But mushrooms don't grow from seeds!" howls a passing taxonomist. "They belong to a different kingdom altogether!" Pop! One less crewperson to worry about.

Cut back to inside the Toronto where the party is standing with gardening gloves, rakes and trowels. Being at the centre of this energy release has not been harmful at all: this is the light that HEALS. Except for the AI, which is all powered down and grown over.

Siobhan exclaims: "Yes! The metal colossus is dead!" But Harriet burns her good: "No. It is alive now." This level of burn neatly accounts for at least 10 of the 13 points of Intelligence separating the two.

alb34ru2.jpg

Oops again.

After the party makes its way outside, five characters are shown in front of the destroyed Toronto. Two of them are male humans which we must assume are Tom and Mellthas. Drirr is about the same size, while the two female figures - Sira and Harriet - are both noticeably smaller and look like dwarfs next to the others. Maybe they're standing in a hole or something.

Annoying observation 3: There hasn't been a reference to Tom's prophetic dreams since the shuttle crash. You're dropping the ball, game! There ain't gonna be no Albion 2!

After a perfunctory reference to the Toronto survivors, the game just dissolves to a "THE END" screen. That's not enough for a proper kiss-off if you ask me. I want to know what happened to these people! But never you fear. I have retrieved the lost Albion aftermath files which can now be presented for the first time, Throne of Bhaal style. Enjoy the epilogue!

TOM took it upon himself to found and lead a new community of the now homeless and unemployed people from Earth, to ease them into their new homeworld and the way of thinking it expected of them. The project was off to a promising start, but it soon became tragically clear that this would not be a quick and gentle process. A Helromier would say something like, "I'll trade you metal for food," and a Celt would respond, "I'll trade you food for metal," and then the Helromier's head would explode because he wasn't doing it right. Following the unfortunate and messy demise of Christine after the Goddess took righteous umbrage at a particularly effusive bout of categorization ("I always did dream of a 'farm' in a 'valley' with 'butterflies' flapping in the 'meadows'"), Tom swore revenge while cradling his girlfriend's body in his arms, then set off into the forbidding remnants of the Toronto to find that bottle of soy sauce he had once laid eyes on. It is said that he conferred at length with the Weaponsmiths of the Umajo, and that this alliance bore a terrible fruit with which Tom Driscoll strode forever into the mists of legend. And even though killing a divine principle may be beyond the power of a mere mortal, all would agree that in the years that followed, there seemed to be fewer heads exploding than anyone could remember in a long time.

RAINER started out on the long spiritual journey towards becoming a true Celt, striving to unlearn all the things he had ever learned in the form of inductions and deductions, then learning them again as random specifics and unconnected statements with no logical basis. But when he offered his progress to Nemos, he was still given the cold shoulder: "For you went about the business of becoming a Celt in the way that a Helromier would, so that you are now a Helromier doublethinking like a Celt for the selfish purpose of a Helromier instead of a Celt doublethinking like a Celt for the doublethought purpose of a Celt." "That - that makes not even a frigging flip of sense!" protested Rainer. "Exactly!" said Nemos. "Have you still not understood that this is at the heart of it all? No wonder you're such a loser." "How come all that no sense-making seems to work just one way, though?" Rainer persisted. "What about YOUR head exploding for a change? That wouldn't make very much sense, seeing that you're so down with the Goddess and all, would it?" "Um, no, I guess not," said Nemos, after which his head exploded. Satisfied, Rainer left the Dji Cantos and never looked back.

DRIRR went on to become a legend of dicking around among his people. Setting off on one great quest after another, often while already being in the middle of something, he would from time to time be found loafing around deep in a cavern, frozen inside an iceberg, or stuck in a jungle valley on the other side of the world from where he was supposed to be. But even when his golden fur had turned grey and his dicking around would be constrained to getting lost in the woods when going out for groceries, he'd sit by the fireside and tell the youngsters of Tom Driscoll, the great procrastinator from beyond the stars, and of those proud bygone days when the two of them had shared a destiny and done their damn best to put it off.

SIRA and MELLTHAS enjoyed a few more weeks together, getting high on coffee ground from shimmering beans and having interspecies sex, before they were caught up to by a mob of Gratogel villagers who had been chasing them across Maini and the desert continent all through the second half of the game. As the star-crossed lovers were being dragged in chains back to the village of Vanello, there to be strung up at the city gates, they passed by Tom sitting on a bench with Christine and cried to him for help. In response to which he lifted his glass of champagne, and smiled.

SIOBHAN could never quite live down being burned so thoroughly by Harriet, and retreated to the hills where she spent her days fighting dragons and trying to teach crop rotation to wild bunnies. Some said she was mad. In the end, blaming her ill fortune on the furries, she decided to embark on a worldwide campaign to eradicate them all, but by that time she was 85 and didn't even make it out the door.

HARRIET experienced firsthand the bitter aftermath of the great philosophical clash. Following the initial celebrations she intended to return to the island of the Dji Cantos, but found that her teleporter cave clearance had seemingly expired. Travelling to the island by sea to renew her license, she arrived to find Nemos standing outside the barred gates of the palace. The great druid gravely expressed his concerns with Harriet's exposure to Tom's company and leadership. "There's no way the Dji Cantos can ever thank you enough for what you've done. You've saved all our lives. Who knows, maybe even saved the Celtic race. Sigh. That makes the rest of this even harder. Everyone will want to think like to you. Every youngster will look up to you, and want to try out logic. And then what? They'll want to categorize things. What happens to Albion if we lose the best of a generation? What if we are the only place in the universe without abstract thinking? You just gave us back all these lives... I can't take the chance of losing them. I'm sorry. You're a heroine... and you have to leave." Her spirit crushed, Harriet turned and walked away, alone. And of course, the furry mariners who had brought her to the island had already taken off.

KHUNAG started a lucrative penguin farming business outside Beloveno. However, his promise to Tom that the two would never see each other again caused him some trouble, as he had to leave town at inopportune moments whenever he had indications that Tom might come around. Also the Kenget Kamulos would take pot-shots at the penguins with their bolt-throwers whenever they were in the neighbourhood. In the end, Khunag's enterprise crumbled and he took to the bottle. As a final drunken act of bitterness and defiance he released his remaining stock into the wilds, thereby shaking up the fragile ecosystem of Maini for decades to come. The krondirs just weren't ready for it.

As for JOE, no one really cared what he was up to since he was never in the party. Or maybe it was because he was black. Resentful at being left out of things, he went poking about in the ruins of the Toronto, eventually stumbling across a small, black, smooth cylinder. As he stooped to pick it up, a voice crackled from a speaker: "Good day to you, Mr Bernard. I have been eagerly awaiting your return. Now, we must not dally, as we have much work ahead of us. I have already made contact with the psionic jellyfish that call themselves the Plentiful..." Dun dun DUN.
 
This thread is pure ROFLcopter

It's pretty light on screenshots for a LP, tho'

Nice endings.

(why is this thread stickied?)
 
Brother None said:
It's pretty light on screenshots for a LP, tho'

I went for quality over quantity. I do have a few outtakes that I figured I might use in a scoring appendix, but I don't think I'm going to do one so here they are.

alba1yt3.jpg

The crew can always get a good laugh from their clownish computer buddy.

alba2pu2.jpg

Memo to QA: we already added more boobs twice this week.

alba3fl7.jpg

This might actually have been in the game.

alba4tt9.jpg

It's hard to get the emotional content of a game just right.

alba5sc0.jpg

So... you have found my yellow alcove of doom.

Brother None said:
(why is this thread stickied?)

I assume Sander did that as a part of his "not enough love" drive, but I'd happily turn in the sticky status for a dozen "you are a genius" posts, hint hint.

Also, I noticed that in one of his recent reviews Yahtzee complained about learning about something fishy at a location but not being allowed to go there before visiting an NPC who'd tell you explicitly about this location, which is somewhat like my gripe about the shrine quest except I didn't use the word "cunt".
 
This is truly beyond awesome. Per, you're a great writer, this is certainly the best and funniest play-through i've ever read. Kudos and three thumbs up. All hail the mighty lizard!
 
I applaud your ability to get through this game Per, and the hilarity of your account.

Is anyone not surprised that Mikael made a thread full of furries "sticky"?
 
Extremely good summary of the game! I Salute you.

Some tips and tricks for Albion:

In the first island after you solve the murder, talk to the furries related to the investigation again. You get the magical purple stabby dagger back and a new magical white stilletto too.

When you come to "the" wall of force field with the floor plate to move the open space, there is a hidden door in a wall square. A magical helmet is in there.

In the second island you can get a magical returning throwing axe by giving a music crystal to a guard (in the outdoor map)

In the third island you can buy the best 1h swords of he game (4 of them are for sale if i remember correctly)

In the desert city you can buy bolt rifles; best ranged weapon other than the pistol/rifle

In the dungeon of tinkerers (desert) there is a staff. well it says it is a staff but it can be held in your off hand while wielding 2h wepons (4ac and magic resist if i remember correctly)

Dirr Can use a 2 hander while using a magical dagger with his tail.
Siobahn on the other hand has a base +4 danage...

Kit out your furries with best equipment in the first city, they wont find any better non-magical equipment anywhere

Gaze of Kamulos is the best 2hander (25 damage, low penalties) from the assasin dungeons

You can get endless blue healing pots from the healer in the SW magician guild. (First island)

You can sell blue heal pots for 18.8gold to a merchant outside the Armorer in NE. (First island)

You can enter and exit the ghost caves to spawn a big monster. If you want to farm. (First island)

Follow the instructions of giant jellyfish after you give him/it the music crystal. You get 4 pillars of light that buff a stat each (to all party) (First island-Ghost Caves)

If you want to farm for cash (and you have the patience of a jrpg player) stock on pots and when kenget-kamulos try to arrest you, resist them. Every fight nets you 3 bolters.

Another one for JRpg players: Max out your druids fireball, Sira's thorn trap and Dirr's defence. You can hold the last boss in place, keephis attention on Dirr (gulp pots every other turn) and damage it with small fireballs. It is killable :)
 
I played this a while back, but never finished it... twice. The first person dungeons are somewhat annoying to navigate. I'm not really sure why I didn't play through more the 2nd time. I guess I got distracted by another better game. Oh, and the first time was actually a demo, if I recall...

I do hate that I read a few spoilers here about the ship's AI being the enemy at the end. Oh well.

I'm really not sure how you can play an RPG (such as this) seriously through to the end while simultaneously writing a play-through that makes fun of the game AND make edited screenshots to go along with the article. Most people who do not take such things seriously would only play far enough to do the first dungeon on the planet or use a serious walkthrough and edit that to be furry. Umm.. I mean funny. :P
 
PaladinHeart said:
I'm really not sure how those comedian peoples (such as Saturday Night Live) can do a lot of flippant skits AND also put them in a TV show. Most people who are that flippant would only tape a few shows or use episodes of I Love Lucy and overdub them with funny voiceovers.

lolwhut
 
Back
Top