Geneforge 4 endings - Geneforge Series - Spiderweb Software Forums
Steam Community: Geneforge 4. I'm not going to upload ALL of these slides because they're exactly the same as the Trakovite bad ending. No, it's called "an unhealthy relationship that will end in one or both of you dead". jogglerwiki.infoue jogglerwiki.info jogglerwiki.inforge jogglerwiki.info-life jogglerwiki.infoball Z I had cleared out the Trakovites and most of my foes when I found it. Lets measure the crpg-ingredients for Geneforge 4: -The story is told in the beginning, and finished in the end, AND is not changeable during the Rebels, Shapers, work for both and the Trakovites . 1 point: Static pictures, and/ or low 2D resolution in relation to other games in the year of evaluation.
If an upgraded Palette Swap is blue, expect ice. Easily the Shaper sect's most admirable quality, for all its faultsis its intimate understanding of this and the insane lengths they go to to make sure that the powers of shaping are never abused in dangerous ways. The flavor text of the various abandoned buildings in Geneforge 1 make it clear that the shapers have about as many containment protocols and backup plans as the CDC, and for good reason.
They also forbid the use of canisters explicitly because of this trope, as it gives total amateurs extreme skill without any of the discipline usually gained by learning those skills naturally, and Barzahl's group of canister junkies in Geneforge 2 make it clear that they're right.
Fyoras, available from the start of every game and usually the only creation an Agent will ever make. They're something of a Magikarp in that with their stats maxed out they can take down a drakon, but compared to a drakon with its stats maxed out.
Played straight with heated floor tiles. Painfully averted in more ways than one with heat from machinery.
Geneforge (Video Game) - TV Tropes
Played straight when not in combat, subverted when in combat; if you exceed your normal weight limit, you start losing AP in combat based on how far over-weight you are, but you aren't affected outside of combat until you hit your actual maximum limit.
Pretty much played straight for the main character. Others may panic and flee from combat when badly wounded, however, and your creations may even attack you. Alwan in 5 is crippled to the point of being permanently held on life support, he is positioned like this on said life support device.
Khyryk in the fourth game, having failed at Conspiracy Redemption. Litalia goes through this three times in the series, eventually taking up Khyryk's cause. Department of Redundancy Department: Apparently, the purpose of the Monastery of Tears in the third game is for acolytes to gain "pure moral purity".
Granted, he begins as a Cowardly Sidekickbut he doesn't stay one. By the fifth game, he's leading his own faction despite having been rendered immobile and constantly in pain. In 5, the Dark Golem is activated by Makar via dialogue, but you can just attack the latter, and if you manage to slay him without triggering the dialogue, then the former can be defeated without any reaction. Also, if you do little damage to the former after it is activated, it will aid you at the same time the latter attacks you.
The Taygen ending of the fifth. No reason is given for why the Purity Agent killed Taygen's wife. The Astoria ending of the fifth combines this with For Want of a Nail: Preventing the latter requires not doing the former, ensuring that the ending is never perfect, but nothing in the game or the ending text makes clear how these events are connected. Some are even Creepy Twins. Stanis in the second game—you fight him in an arena filled with devices that stun creations. You can turn those devices off, however, if you know where to look.
Having 8 of the same type of monster on the title screen of Geneforge One and possibly the others as well gives you an interesting message that is otherwise unfindable. None are intelligent enough to talk, but a few are genetically engineered and crudely alive. Batons even eat and mate. The Shapers are either this or The Magocracydepending on whether they qualify as scientists or magicians.
Hostile Shapers in the later games can make new creations during combat. Spawners do nothing but make new creations. The Creators introduced in 3 work similarly, but can also use melee attacks. Everything Fades Everyone Hates Mathematics: Reading a textbook of "arcane engineering" in G4 horrifies the PC. Subverted in G4 when Greta tries to communicate with the PC through a locked door by tapping, but the PC muses that if the tapping is code, they don't know it.
Actually justified —a lot of the higher levels of creation were made by messing with the genes of lower-level creations. The Extremist Was Right: In the first Geneforge joining Trajkov gets you arguably one of the best endings.
There is a terrible war and you and Trajkov Take Over the Worldbut Trajkov grants the Serviles human rights and ends many of the Shapers' more evil practices. The second, third and fifth games' endings are defined by which faction the player ends up supporting. The second game's neutral ending isn't neutral remaining neutral is a sign of Shaper loyaltywhile the fifth game defies it ; everyone involved will join together to stop you if you try.
The first and fourth games avert this; instead their main ending branches revolve around how you deal with the Applied Phlebotinum of the game. Humans towards serviles and drayks; drayks towards humans; drakons towards everyone.
Batons fill the niche of guns. Originally, Geneforge was intended to be far more traditional SF, but fusion cannons and the like would have been too powerful, necessitating this trope in a development sense. Shapers' usual means of dealing with a situation that has Gone Horribly Wrong and is beyond salvaging is to lock down and seal off the location where it happened. The first game takes place on an entire island that has been declared Barred. Downplayed; multiple-target and area attacks never hit allies by accident, but you can harm friendly creatures including your own party members by targeting them deliberately.
In 5, siding with Ghaldring leads to the destruction of the Shaper Council, but it doesn't actually change anything. Ghaldring is overthrown shortly afterwards by the human and servile rebels, and the new rebel nation makes peace with the remaining Shapers, destroys the Geneforges and restores the old Shaping laws.
Casting attack spells uses the same animation as physically attacking. Gameplay and Story Segregation: No one will comment if you make illegal creations.
You may be strong enough to wipe out every faction by the numbers. In 5, that doesn't mean you can win if you piss them all off. In the first game, you will get comments about what your use of canisters has done to you even if you've never touched the things.
Also in the first game, no matter what your physical stats are, no matter what your class is, no matter how physically fit for frail you are, the desperate struggle to shore after your craft sinks is described as equally as arduous and you always just barely make it.
The Obeyers will not automatically accept you into their faction, despite their entire factional ideology being based around obedience to the Shapers, and you clearly being one.
You've got to act the part and even do a quest for them first; pulling rank won't cut it. Get on the Boat: Geneforge Three is horrible about this. Thankfully, no boats sink. Part creation, part mechanical.
So frequently that properly designed laboratories and workshops can be sealed off instantly, even if it means killing everyone inside. Word of God has it that this was intended to occur over the course of the first game.
Arguably, it's more subtly developed over the course of the series, as the rebels got more opportunities to make their arguments and even took the spotlight in the fourth game. Grey and Gray Morality: Every faction has its good points. Every faction is also willing to Kick the Dog to win. Many factions are willing to go. As the cost of a Cryodrayk is much more than a Drayk, many players with a moderate amount of essence may find it much more economical to use the Drayk.
Behavior Drayks tend to be very independent creatures. They consider themselves to be stronger than Drakons and will often get aggressive towards some. Drayks also have a obsession with gemstones and crystal shards and often keep many to themselves.
Drayks are also extremely hostile to those that try to steal their treasure. One wrong move and players could end up being attacked. A typical Drayk diet or any Fire Shaping creature will include much meat. This meat usually comes from foes that they have previously killed, such as Fyoras or from livestock like ornks. Viewing the contents of a Drayk nest or even surrounding it usually contains meat and coins.
Drayks also have a habit of tearing apart other items, including books. Drayks were barred for their high intelligence and independence.
The Shapers want absolute control over their creations, not creations that could think for themselves in such an intelligent matter. Because of this, Drayks tend to have hostile relationships with Shapers, regardless of their faction. Drayks are not normally social and prefer to be alone with their treasure. In some cases, if you stumble upon a Drayk, you will be attacked immediately.
All Drayks are perhaps created fertile as inferred from a statement from Syros of Peaceful Vale. Appearances Drayks appear in all Geneforge games. They usually appear in the later game, although Geneforge 2 and 4 has a Drayk earlier in the game that can be killed. In Geneforge 2 the Drayk can be found in the crystal caverns beyond the Crags.
In Geneforge 4, the Drayk can be found in an abandoned workshop in Chickweed Bridge.
In both games there are many items of value around the Drayk, but trying to get them to them means defeating an opponent five times the strength and items of a low level player.