25. Monopoly
After 22 beauty contests, 18 crossword contests and mortgaging of everything from the Lut Gholein Caravansary to the Kingsport Harbour, Wilhelmina has achieved a controlling position on the estate market with hotels on both the dark blue Travincal and Black Tower as well as four houses on the green Lower Kurats, Kurast Bazaar and Upper Kurast. Wilma and Wanja are bankrupt since long and would have been rid of this stupid and essentially hazard game thinly disguised as something containing some strategic level. Unfortunately the WWW are not playing with common rules but Elite Unique (EU) rules. EU rules state that instead of losing their assets, players that run out of funds will borrow what they lack from the bank which will in turn borrow from the hedges around the Rogue Camp, who will in turn borrow from the shrubberies, which will in turn borrow from the Kings Council. The last one will then borrow from the bank and levy increased taxes on any player remaining to work of it's debt. EU rules it is...
Under those rules Wilhelmina seems to have bribed the bank and state to achieve diplomatic immunity while Wilma and Wanja are less privileged. Time and time again they are sent directly to the jail without passing Go. Once there, they must clear out a portion of that disgusting hovel before being able to get back in the game. While chasing the latest in a line of annoying immune little devils Wilma silently wonders if these EU rules really grant any benefits to the common player at all.
The jails are haunted by the ghosts of restless souls. They are sure to become even more restless when haunted by taunting melodies of universe-transcending popular culture. Ghosts are sensitive to fire in general and while their speed makes them hard to catch, the fire spells are still usually a wise choice.
Ugliest in the Act, and quite possibly the game, Pitspawn Fouldog would surely have been a nasty opponent in Hell for a close combat character. The barrage of lightning orbs requires the vigor of a thunder god to be resisted properly and cold enchantment adds another damage layer to this, even before one has to close in with their yawning maws. Both paladins and druids would probably dread the encounter.
Then there are those who lean more towards outsourcing their work from a distance.
Stubborn goats prove to be a problem at times. Wilmas major weakness is the unreliable nature of blizzard. The snowballs fall some at a time and while bulky creatures are often hit the small enemies avoid most. Blizzard still works well along a more precise and accurate spell, such as ice blast, or with a mercenary that can deal with the elusive but puny annoyances. Since Wilma lacks either and also has insufficient attack rating to use her crossbow as a reliable main attack she is at her worst against these crowds of spread out and mobile raiders.
The hydras are most things that blizzard is not - accurate, single target attacks from a huge and often safe distance.
On returning up Wilma is introduced to Wilhelminas new level of immersion - actual crosswords to illustrate the proverbial crossword contests.
"Here are malcontents sent to explore all three levels: four letters."
"Sigh... Jail."
"Beginning with a "d", such oppose the trade empire of Wilhelmina: ten letters."
"D... Delicacies?"
"Doctorates?"
"Delinquent, of course."
Just as well that Wanja draws another going to jail card next. Going down to the waypoint in the first level, that supremely logical placement, she is ambushed by three packs of goats and dark ones and must teleport across them behind bars to escape. Also a very logical action.
A hit triggers the enlightened blaze of Wanjas armour, enabling her to leave the WWW:s mark on the jail. It could be disrespectfully said to be something of a cat-like behaviour, perhaps a sabre cat, but no demons are left to enact such perplexingly pejorative statements.
Wilma and Wanja have over time started to grow a little suspicious. How is it that Wilhelmina has scored such perpetual success in the monopoly game? Is it because she snatched the lucky shako piece, leaving the old chain boot and the vambrace? How sneaky! And just why is it necessary for her to always be the one to hand out the chance cards to anyone landing on such a spot?
Actually, aren't there a few subtle differences on the back side of some of those chance cards...those "go to jail" cards!? There certainly are a lot of those compared to what Wilma and Wanja are familiar with, not that they have deigned to waste their time with stupid games of dice, but...it is almost as if someone has collected all "go to jail" cards from other game sets and gathered them to insert in the deck when the enemy is about to draw a card...
"WILHELMINA!"
Perhaps it is just as well that the fall of the short-lived EU-rule loan scam is at that time interrupted by the droning voice of a new bounty being issued, by Deckard Cain no less...
"It is certain that we face the demon queen, Andariel..."
Under those rules Wilhelmina seems to have bribed the bank and state to achieve diplomatic immunity while Wilma and Wanja are less privileged. Time and time again they are sent directly to the jail without passing Go. Once there, they must clear out a portion of that disgusting hovel before being able to get back in the game. While chasing the latest in a line of annoying immune little devils Wilma silently wonders if these EU rules really grant any benefits to the common player at all.
The jails are haunted by the ghosts of restless souls. They are sure to become even more restless when haunted by taunting melodies of universe-transcending popular culture. Ghosts are sensitive to fire in general and while their speed makes them hard to catch, the fire spells are still usually a wise choice.
Ugliest in the Act, and quite possibly the game, Pitspawn Fouldog would surely have been a nasty opponent in Hell for a close combat character. The barrage of lightning orbs requires the vigor of a thunder god to be resisted properly and cold enchantment adds another damage layer to this, even before one has to close in with their yawning maws. Both paladins and druids would probably dread the encounter.
Then there are those who lean more towards outsourcing their work from a distance.
Stubborn goats prove to be a problem at times. Wilmas major weakness is the unreliable nature of blizzard. The snowballs fall some at a time and while bulky creatures are often hit the small enemies avoid most. Blizzard still works well along a more precise and accurate spell, such as ice blast, or with a mercenary that can deal with the elusive but puny annoyances. Since Wilma lacks either and also has insufficient attack rating to use her crossbow as a reliable main attack she is at her worst against these crowds of spread out and mobile raiders.
The hydras are most things that blizzard is not - accurate, single target attacks from a huge and often safe distance.
On returning up Wilma is introduced to Wilhelminas new level of immersion - actual crosswords to illustrate the proverbial crossword contests.
"Here are malcontents sent to explore all three levels: four letters."
"Sigh... Jail."
"Beginning with a "d", such oppose the trade empire of Wilhelmina: ten letters."
"D... Delicacies?"
"Doctorates?"
"Delinquent, of course."
Just as well that Wanja draws another going to jail card next. Going down to the waypoint in the first level, that supremely logical placement, she is ambushed by three packs of goats and dark ones and must teleport across them behind bars to escape. Also a very logical action.
A hit triggers the enlightened blaze of Wanjas armour, enabling her to leave the WWW:s mark on the jail. It could be disrespectfully said to be something of a cat-like behaviour, perhaps a sabre cat, but no demons are left to enact such perplexingly pejorative statements.
Wilma and Wanja have over time started to grow a little suspicious. How is it that Wilhelmina has scored such perpetual success in the monopoly game? Is it because she snatched the lucky shako piece, leaving the old chain boot and the vambrace? How sneaky! And just why is it necessary for her to always be the one to hand out the chance cards to anyone landing on such a spot?
Actually, aren't there a few subtle differences on the back side of some of those chance cards...those "go to jail" cards!? There certainly are a lot of those compared to what Wilma and Wanja are familiar with, not that they have deigned to waste their time with stupid games of dice, but...it is almost as if someone has collected all "go to jail" cards from other game sets and gathered them to insert in the deck when the enemy is about to draw a card...
"WILHELMINA!"
Perhaps it is just as well that the fall of the short-lived EU-rule loan scam is at that time interrupted by the droning voice of a new bounty being issued, by Deckard Cain no less...
"It is certain that we face the demon queen, Andariel..."
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