Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
Friday, March 29, 2019
14 Best Highest Paying URL Shortener Sites to Make Money Online
Sekiro: Shadows Die Twice Tournament
YES, IT'S HAPPENING: the first Sekiro: Shadows Die Twice Tournament is April 6.
This going to be HUGE. More details soon. Follow @McRaptorTV on Twitter to stay up to date.
This going to be HUGE. More details soon. Follow @McRaptorTV on Twitter to stay up to date.
NIBMods - Free Day Access
Each week will have a free day access to my mods, here you will be able to download the mods and activate them for the free day. Case you don't want wait for the free day access, you can become a VIP user and have access to all mods.
Download latest version of NIBMods menu here.
Obs.: Free day access don't grants access to WIP mods.
You can become Patreon and have illimited access to my VIP mods. Click here to open my Patreon page.
You also can buy VIP/Patreon access to my VIP mods via Paypal, PagSeguro and MercadoLivre (Last two options are for Brazilians mainly).
Obs.: Free day access don't grants access to WIP mods.
You can become Patreon and have illimited access to my VIP mods. Click here to open my Patreon page.
You also can buy VIP/Patreon access to my VIP mods via Paypal, PagSeguro and MercadoLivre (Last two options are for Brazilians mainly).
Thursday, March 28, 2019
Boss Monster 2: The Next Level
I was out with the family doing some errands and stopped by the closest FLGS In between stops. I had intended to get one of the various Munchkin expansions but they were all out of stock so I started looking at other stuff. I liked the details on the MageKnight board game but I also realized I wanted something I could get my kids to play with me at times. After a little more searching, I found a copy of Boss Monster 2: The Next Level on the shelf.
As you can see, the game has a very cool retro look and feel to it. Many of the characters, locatios, and details depicted on the cards bear a strong resemblance to old 8-bit NES games or characters. The game play is basically a replication of a side-scrolling dungeon exploration quest from that era. My 8 year old and I played a quick game - to satisfy his curiosity - and I am now diving in to the full rules now.
More later...
$1500 Gaming PC Build - Nov. 2016
Under $1500 November 2016 PC Build
Please find below an under $1500 pc build for Nov 2016. this build can blow the heck out of resolutions through 3k up to 4k no problem at all.
Hardware Link | Price | Image | |
---|---|---|---|
Estimated Price : | $1276 (November 2016) | ||
Processor | Intel Boxed Core I5-6600K 3.50 GHz, 6 M Processor Cache 6 for LGA 1151 (BX80662I56600K) | $237.49 | |
Cooler | Cooler Master Hyper 212 EVO - CPU Cooler with 120mm PWM Fan (RR-212E-20PK-R2) | $34.66 | |
Motherboard | MSI Performance Gaming Intel Z170A LGA 1151 DDR4 USB 3.1 ATX Motherboard (Z170A Gaming Pro Carbon) | $149.99 | |
Graphics Card | $389.99 | ||
RAM | $73.99 | ||
SSD | SK Hynix Flash Memory 500 GB 2.5-Inch Internal Solid State Drive (HFS500G32TND-N1A2A) | $134.98 | |
Power Supply | EVGA SuperNOVA 750 G2, 80+ GOLD 750W Power Supply (220-G2-0750-XR) | $105.90 | |
Computer Case | Rosewill CULLINAN ATX Mid Tower Gaming Computer Case, Tempered Glass Panels, Supports up to 420 mm long Graphics Card, and 360 mm Liquid-cooling on Top and Front, Comes with Four Fans Pre-installed (*Brand New Case!) | $149.99 |
Overview: Gaming PC Build ( Under $1500 )
This is the highest end build included in the monthly pc builds set and is for those who want to maximize performance anywhere from 1440p (2K) and able to play scaled down a tad all the way into 4K. Also if you look a little further below there are hardware upgrades for this build that all increase performance a step further to either further solidify those higher resolutions or future games should you have a higher budget for you pc build this November.
Source: http://newbcomputerbuild.com/newb-computer-build/november-2016-gaming-pc-builds-under-600-1000-1500/#extreme
Source: http://newbcomputerbuild.com/newb-computer-build/november-2016-gaming-pc-builds-under-600-1000-1500/#extreme
Missed Classic: Spellbreaker - Avalanche!
Written by Joe Pranevich
Wow! It's been a while. How have you been? Family good? Any of you have children who grew up, went to college, started a family, and then had children of their own still waiting for a Spellbreaker update? I am sorry about that, but life has been a bit extra challenging these last few weeks and writing needed to take a back seat. The other issue is that this game isn't really "singing" to me. It's good and all, but I'm not really getting drawn to the story or the puzzles in the usual way for Infocom. I'll discuss that more in a bit and in upcoming posts, but the end result is that not having enough time, plus having to force myself to play and write when I did have the time, made for a longer than usual time between posts. I'll try to do better with the remainder of the series now that real life has settled a bit. I apologize for my tardiness.
Where we left off last time, I had just survived (somehow) an attack where all of the elders of all of the magical guilds in the world were all turned into frogs. Why was I not affected? That remains a core mystery. I chased after the assailant, but he teleported away in a cloud of orange smoke, leaving me only with a white cube left in the middle of the street and a new spell in my spellbook. When I cast that new spell on the cube, I was transported away into a dark room. That's all we've done so far, so let's see what happens next!
Whenever I am, it is dark. I cast the "frotz" spell on the bread from the buffet and use it as a light source. Not everyone has the style to make a flashlight made of bread work, but I think I can just about manage it. It's a baguette of power! Once I can see, I find that I am in a room of "Packed Earth" with exits in four directions and a hole down. My first thought is that I am far underground someplace, back in the Great Underground Empire, but not all is as it seems. The passage north seems to be blocked by a magical force, while the other exists behave more like teleporters than exits in a cave. Every time we leave, the cube reappears in our hands and we are somewhere different:
One mildly confusing aspect of the "blorple" teleportation is that two of the exits are so close to each other, literally two screens apart. Does that mean I'll find a path to the Hall of Stone later as well? Is that entrance what the ogre is guarding? Turning my attention to that ogre, I find that he doesn't bother you very quickly. If you invade his space, you have plenty of time to explore before he kills you. That leads me to triggering an avalanche and hiding out in his cave until it passes, but that doesn't win me anything and all the rocks are back in position when I return. It must be a magical mountain.
Speaking of magic, I turn my attention back to the zipper that I picked up in the underground ruins. When I open it, it behaves almost exactly like a bag of holding. I reach in and feel around; in two attempts I am able to grab ahold of a hidden scroll: "girgol", to stop time. It's too long to put into my spellbook so I'll have to consider it a one-and-done solution to a puzzle rather than a spell to add to my repertoire. Hiding in the zipper-- which surprisingly doesn't kill me-- doesn't seem to win me that much other than a hidden "room". I try climbing in to survive the avalanche and that doesn't help at all. I die.
I "blorple" my way back to the cliff face and try to stop time there, but it doesn't work the way I want. Instead of the rocks forming a natural staircase up the mountain or being climbable before you trigger the avalanche, all I end up with is a near-vertical curtain of rocks and no climbing equipment. Using the stop-time spell on the ogre helps a bit, but doesn't really solve the puzzle. With it, I can get past and see that the passage he is blocking just leads to his bedroom, containing a gold box and a dusty scroll. Unfortunately, the stop-time spell is really strong and I can't interact with anything because only I can move, nothing else. When time resumes, I am killed immediately. I think for a while that the trick is to hide so that the ogre doesn't see you, but with time stopped I can't really do much to accomplish that and I eventually give up. I even try going into the zipper, but that only buys me a bit of time since I die as soon as I come out. There's a way to get that box opened, but this isn't it.
At this point, I am stuck.
I try casting "yomin" everywhere to do a mind probe. That gives me a few clues such as the snake being imprisoned due to its pride and the ogre having hayfever. The "throck" spell to grow plants could be useful in his case, but I don't find any plants to try my theory out on.
I experiment further with the zipper. I can climb in it! I can even shut it while I'm in, but it doesn't help in ways that I expect. I cannot hide inside to avoid the rockslide, for example, and while it does fool the ogre for a bit, he still kills me as soon as I come out.
The next break comes back in the Packed Earth room: I can go down the hole after all. Although I have to force the issue, the game lets me climb down the hole if I am insistent. Moments later, I am high above the Earth, falling into a mountainous and forested region below. Maybe if I squint, I might be able to see a cave with a sneezing ogre in it. Fortunately, I neither splat into the ground, nor get turned into a bowl of petunias as I am picked up by a roc flying nearby. The giant bird takes off towards the Flathead mountains to the west. Have we seen those in any of the other Zork games? It is so difficult to keep track. I get a few turns to consider my situation while the roc is carrying me, but nothing I do seems very helpful. Eventually, it-- or rather she-- deposits me in her nest.
Now, where have we seen this scene before? We had a roc's nest scene in Kings Quest V, as well as a parody of that one in Space Quest IV. I feel like it's been in other games as well. Is this the first example? Regardless, the roc ignores me once I am in her nest-- I suspect that she's waiting for her chick to hatch so I can be their first meal. The nest contains some flotsam and jetsam, stuff that the mother bird picked up, including both another one of the white cubes and a flimsy scroll. The scroll turns out to be the "caskly" spell which makes something perfect, although some quick attempts don't seem to suggest that I can use it on anything here. Unfortunately, the white cube is under the egg and the mama bird doesn't let me anywhere near it. Attempting to help mother nature take her course with the "rezrov" (open) spell doesn't do the trick either. Eventually, I "blorple" my way back to safety. I quickly check and verify that I can drop down the hole and end up picked up by the roc again, so I know I can get back if I need to. At least I got a scroll out of the deal!
Still stuck, I "caskly" everything in the game to see if the perfect version is what I need. Unfortunately, nothing seems to do the trick. There is a different response when I use it in the ruins, but still no dice. Maybe we'll try that again later.
Once again, I am stuck. I even nearly end my first post with a "Request for Assistance" which would be embarrassing considering how long I made everyone wait for it. But the trick was that I was mis-timing the avalanche. If you stop time at the right moment, you can climb up the boulders to the path above. At the very top is the hut, as well as a gold coin that I happily pocket. It's 500 zorkmids! I would be more excited about that if the game had an actual economy. Heading east, I enter the hermit's cottage where I discover a featureless white cube in the wall. There are three of them! To try to get a hint, I use "yomin" on the hermit to discover that his brains have been a bit addled through years of being alone. He thinks I am going to rob him, which might be true considering that I'd really like to get my hands on that cube. I ask him about the cube and he tells me that it appeared in a cloud of orange smoke some time ago. That sounds like our assailant, but if he dropped off the cube ages ago then he's either time traveling or was planning whatever he is up to well in advance. He also tells me that he has struggled to build the hut for years and that white cube was just what he needed to finish. The solution seems obvious: I use "caskly" on the hut and it is rearranged and rebuilt perfectly. The cube, no longer necessary to hold up the walls, is on the floor where I can take it.
Now that I have snatched my first "new" cube, I blorple it and find myself in a "Soft" room with exits to the east and south. This seems like a good stopping point for now, although I do not know how many cubes I will come across. rive,
My remaining mysteries:
Time played: 3 hr 20 min
Total time: 3 hr 50 min
Inventory: 2x white cubes, gold coin, zipper, rye bread, smoked fish, magic burin, knife, spell book
Spell Book Contains: caskly, throck, blorpie, yomin, rezrov, frotz, gnusto, malyon, jindak, lesoch
Wow! It's been a while. How have you been? Family good? Any of you have children who grew up, went to college, started a family, and then had children of their own still waiting for a Spellbreaker update? I am sorry about that, but life has been a bit extra challenging these last few weeks and writing needed to take a back seat. The other issue is that this game isn't really "singing" to me. It's good and all, but I'm not really getting drawn to the story or the puzzles in the usual way for Infocom. I'll discuss that more in a bit and in upcoming posts, but the end result is that not having enough time, plus having to force myself to play and write when I did have the time, made for a longer than usual time between posts. I'll try to do better with the remainder of the series now that real life has settled a bit. I apologize for my tardiness.
Where we left off last time, I had just survived (somehow) an attack where all of the elders of all of the magical guilds in the world were all turned into frogs. Why was I not affected? That remains a core mystery. I chased after the assailant, but he teleported away in a cloud of orange smoke, leaving me only with a white cube left in the middle of the street and a new spell in my spellbook. When I cast that new spell on the cube, I was transported away into a dark room. That's all we've done so far, so let's see what happens next!
It's dark, but there don't appear to be any grues... |
Whenever I am, it is dark. I cast the "frotz" spell on the bread from the buffet and use it as a light source. Not everyone has the style to make a flashlight made of bread work, but I think I can just about manage it. It's a baguette of power! Once I can see, I find that I am in a room of "Packed Earth" with exits in four directions and a hole down. My first thought is that I am far underground someplace, back in the Great Underground Empire, but not all is as it seems. The passage north seems to be blocked by a magical force, while the other exists behave more like teleporters than exits in a cave. Every time we leave, the cube reappears in our hands and we are somewhere different:
- East leads to a "Hall of Stone" with passages to the north and south. North of there is a snake eating its own head blocking the way. An ouroboros! South is an underground ruin and a swiftly moving channel of water. I also find a magic zipper.
- South leads to a cave with a sneezing ogre. He won't let me by to explore deeper. Heading east from there leads to…
- West leads to the middle of a cliff face with a short path above and a longer one down, taking me back to the ogre's cave. The cliff has a scroll ("throck": make plants grow) on the side and a curtain of precariously perched rocks above. At the top of the mountain is a hut that I can see but not reach. Any exploration at the top triggers an avalanche that will kill me if I don't get out of the way.
An illustration of an ogre from "Legends of Zork" (2009) |
One mildly confusing aspect of the "blorple" teleportation is that two of the exits are so close to each other, literally two screens apart. Does that mean I'll find a path to the Hall of Stone later as well? Is that entrance what the ogre is guarding? Turning my attention to that ogre, I find that he doesn't bother you very quickly. If you invade his space, you have plenty of time to explore before he kills you. That leads me to triggering an avalanche and hiding out in his cave until it passes, but that doesn't win me anything and all the rocks are back in position when I return. It must be a magical mountain.
Speaking of magic, I turn my attention back to the zipper that I picked up in the underground ruins. When I open it, it behaves almost exactly like a bag of holding. I reach in and feel around; in two attempts I am able to grab ahold of a hidden scroll: "girgol", to stop time. It's too long to put into my spellbook so I'll have to consider it a one-and-done solution to a puzzle rather than a spell to add to my repertoire. Hiding in the zipper-- which surprisingly doesn't kill me-- doesn't seem to win me that much other than a hidden "room". I try climbing in to survive the avalanche and that doesn't help at all. I die.
"And I am a snake head eating the head on the opposite side…" |
I "blorple" my way back to the cliff face and try to stop time there, but it doesn't work the way I want. Instead of the rocks forming a natural staircase up the mountain or being climbable before you trigger the avalanche, all I end up with is a near-vertical curtain of rocks and no climbing equipment. Using the stop-time spell on the ogre helps a bit, but doesn't really solve the puzzle. With it, I can get past and see that the passage he is blocking just leads to his bedroom, containing a gold box and a dusty scroll. Unfortunately, the stop-time spell is really strong and I can't interact with anything because only I can move, nothing else. When time resumes, I am killed immediately. I think for a while that the trick is to hide so that the ogre doesn't see you, but with time stopped I can't really do much to accomplish that and I eventually give up. I even try going into the zipper, but that only buys me a bit of time since I die as soon as I come out. There's a way to get that box opened, but this isn't it.
At this point, I am stuck.
I try casting "yomin" everywhere to do a mind probe. That gives me a few clues such as the snake being imprisoned due to its pride and the ogre having hayfever. The "throck" spell to grow plants could be useful in his case, but I don't find any plants to try my theory out on.
I experiment further with the zipper. I can climb in it! I can even shut it while I'm in, but it doesn't help in ways that I expect. I cannot hide inside to avoid the rockslide, for example, and while it does fool the ogre for a bit, he still kills me as soon as I come out.
Is this the Ur Example of the roc's nest puzzle in adventure games? |
The next break comes back in the Packed Earth room: I can go down the hole after all. Although I have to force the issue, the game lets me climb down the hole if I am insistent. Moments later, I am high above the Earth, falling into a mountainous and forested region below. Maybe if I squint, I might be able to see a cave with a sneezing ogre in it. Fortunately, I neither splat into the ground, nor get turned into a bowl of petunias as I am picked up by a roc flying nearby. The giant bird takes off towards the Flathead mountains to the west. Have we seen those in any of the other Zork games? It is so difficult to keep track. I get a few turns to consider my situation while the roc is carrying me, but nothing I do seems very helpful. Eventually, it-- or rather she-- deposits me in her nest.
Now, where have we seen this scene before? We had a roc's nest scene in Kings Quest V, as well as a parody of that one in Space Quest IV. I feel like it's been in other games as well. Is this the first example? Regardless, the roc ignores me once I am in her nest-- I suspect that she's waiting for her chick to hatch so I can be their first meal. The nest contains some flotsam and jetsam, stuff that the mother bird picked up, including both another one of the white cubes and a flimsy scroll. The scroll turns out to be the "caskly" spell which makes something perfect, although some quick attempts don't seem to suggest that I can use it on anything here. Unfortunately, the white cube is under the egg and the mama bird doesn't let me anywhere near it. Attempting to help mother nature take her course with the "rezrov" (open) spell doesn't do the trick either. Eventually, I "blorple" my way back to safety. I quickly check and verify that I can drop down the hole and end up picked up by the roc again, so I know I can get back if I need to. At least I got a scroll out of the deal!
I'd totally try "caskly" on this guy. It would have saved like 30 episodes. |
Still stuck, I "caskly" everything in the game to see if the perfect version is what I need. Unfortunately, nothing seems to do the trick. There is a different response when I use it in the ruins, but still no dice. Maybe we'll try that again later.
Once again, I am stuck. I even nearly end my first post with a "Request for Assistance" which would be embarrassing considering how long I made everyone wait for it. But the trick was that I was mis-timing the avalanche. If you stop time at the right moment, you can climb up the boulders to the path above. At the very top is the hut, as well as a gold coin that I happily pocket. It's 500 zorkmids! I would be more excited about that if the game had an actual economy. Heading east, I enter the hermit's cottage where I discover a featureless white cube in the wall. There are three of them! To try to get a hint, I use "yomin" on the hermit to discover that his brains have been a bit addled through years of being alone. He thinks I am going to rob him, which might be true considering that I'd really like to get my hands on that cube. I ask him about the cube and he tells me that it appeared in a cloud of orange smoke some time ago. That sounds like our assailant, but if he dropped off the cube ages ago then he's either time traveling or was planning whatever he is up to well in advance. He also tells me that he has struggled to build the hut for years and that white cube was just what he needed to finish. The solution seems obvious: I use "caskly" on the hut and it is rearranged and rebuilt perfectly. The cube, no longer necessary to hold up the walls, is on the floor where I can take it.
Now that I have snatched my first "new" cube, I blorple it and find myself in a "Soft" room with exits to the east and south. This seems like a good stopping point for now, although I do not know how many cubes I will come across. rive,
Just like this, but a bit more of a climb. |
My remaining mysteries:
- How do I get past the ogre to get the scroll and gold box?
- How do I get past the snake?
- What is up with the water channel in the ruins?
- How do I get into the final "blocked" direction in the Packed Earth room?
Time played: 3 hr 20 min
Total time: 3 hr 50 min
Inventory: 2x white cubes, gold coin, zipper, rye bread, smoked fish, magic burin, knife, spell book
Spell Book Contains: caskly, throck, blorpie, yomin, rezrov, frotz, gnusto, malyon, jindak, lesoch
Wednesday, March 27, 2019
Pre-Post Transition Post
This isn't a real post. I'm going to post the real post tomorrow. But it feels like there should be some sort of intermediate thing to prepare everyone for the abrupt change of speed ahead.
Here's a picture of an airplane.
I realize that airplanes don't look like that, but this has been a hard year for me and learning how to draw planes accurately wasn't exactly a priority. I maybe could have chosen to draw something else, but I started drawing the plane, and there was already too much momentum.
Anyway, I feel like this is becoming way more about planes than I had anticipated. Let's move on.
If, at any point over the last eighteen months, you've wondered what was happening to me and why it might be happening, my post tomorrow should explain everything.
I've been working on it for the better part of a year (partly because I wanted to get it exactly right, and partly because I was still experiencing it while attempting to explain it, which made things weird), and I'm relieved and excited and scared to finally be able to post it.
At this point, you're all probably wondering what is it? What's in the post?? Is it airplanes? And no, it unfortunately has very little to do with airplanes.* It's a sort of sequel to my post about depression. It is also about depression. In parts, it might get a little flinch-y and uncomfortable, and if I succeed in making you laugh during those parts, you're going to feel real weird about yourselves. But it's okay. Just let it happen. I WANT it to happen. Because it makes me feel powerful, and also because there are flinch-y, uncomfortable things everywhere. Seeing them is inevitable. If we can laugh about some of them, maybe they'll be less scary to look at.
Okay, so that's what's going to happen tomorrow. Hopefully this transition post makes the experience less jarring for everyone.
*As it turns out, there is a plane. I had forgotten about it (it's small and not the main focus of the post) and the coincidence was entirely unintentional. I'd never tell you there aren't going to be planes while being fully aware that there's a plane.
Here's a picture of an airplane.
Anyway, I feel like this is becoming way more about planes than I had anticipated. Let's move on.
If, at any point over the last eighteen months, you've wondered what was happening to me and why it might be happening, my post tomorrow should explain everything.
I've been working on it for the better part of a year (partly because I wanted to get it exactly right, and partly because I was still experiencing it while attempting to explain it, which made things weird), and I'm relieved and excited and scared to finally be able to post it.
At this point, you're all probably wondering what is it? What's in the post?? Is it airplanes? And no, it unfortunately has very little to do with airplanes.* It's a sort of sequel to my post about depression. It is also about depression. In parts, it might get a little flinch-y and uncomfortable, and if I succeed in making you laugh during those parts, you're going to feel real weird about yourselves. But it's okay. Just let it happen. I WANT it to happen. Because it makes me feel powerful, and also because there are flinch-y, uncomfortable things everywhere. Seeing them is inevitable. If we can laugh about some of them, maybe they'll be less scary to look at.
Okay, so that's what's going to happen tomorrow. Hopefully this transition post makes the experience less jarring for everyone.
*As it turns out, there is a plane. I had forgotten about it (it's small and not the main focus of the post) and the coincidence was entirely unintentional. I'd never tell you there aren't going to be planes while being fully aware that there's a plane.
Tuesday, March 26, 2019
The Dark Queen Of Krynn - PC (MS-DOS) - 1992
As I've said before, the longer the Gold Box series of games have gone on, the weaker they seem to have become. They certainly started well enough with Pool of Radiance and Curse of the Azure Bonds, but none of the subsequent games have managed to match them. Maybe the developers got lazy (it certainly seems so with Secret of the Silver Blades). Maybe it's more rewarding finding your first +1 sword, being able to afford your first set of plate mail, or casting your first fireball than it is to start a game with god-like warriors. Whatever the reason, my initial interest in the series has certainly gone off the boil. This culminated in Pools of Darkness which I could not bring myself to finish. Combat was eminently frustrating and mainly decided on which side cast the first spell. As my mages had a dexterity of less than 18, I lost out on initiative most of the time. Having to get rid of your best weapons to cross the planes was the final straw. I knocked that game on the head.
With the Forgotten Realms games out of the way it's time to return to the Dragonlance setting for the final game in the Krynn series. In The Dark Queen of Krynn the combat is still challenging but a lot fairer than Pools. Your characters will be turned to stone, disintegrated and level drained on a regular basis. They will often be sliced and diced by blade barriers and barbecued by a barrage of delayed blast fireballs. Even so, the enemy still feels beatable in fights where you are not first off the mark. And you can keep your good gear.
In a change of format I am playing this game on the PC. Where there is not much to choose between the sound (what little there is), the PC graphics are displayed in 256 colour VGA. The Amiga is stuck with 16 colour graphics.
You can show me your wares anytime, love. |
To this end I recreated my party from the last game using the modify function to replicate their stats. For the first time in a Gold Box game you do not have the option to create a custom avatar. Instead you are given a selection of 49 pre-drawn characters to choose from.
The manual starts with a letter from General Lauralanthalasa summoning you to the city of Palanthas. This is a menu town where you can go straight to the palace or visit the temple, training hall, shop, inn or bar.
At the palace the General says there have been reports of Draconians gathering in the south. She urges you to travel to Caergoth to see if the reports are true (won't be much of a game if they're not).
You arrive to find Caergoth a smouldering pile of rubble. Evidence points to the attack being carried out by draconians and blue dragons. Indeed, the first encounter is with two blue and one green dragon. The draconians have already departed taking Crysia, the sister of a sea captain, with them. You set sail with Captain Daenor in hot pursuit. I don't remember there being an option to return to Palanthas to report your findings to the General.
I will note my thoughts below.....
- While chasing the draconians and Crysia your ship is wrecked in a storm. You wind up in a city of Sea Elves as it is under attack from various sea monsters. This offers an interesting twist in combats as your movement is slowed, missile weapons are unusable and some spells (such as fireballs) won't work. The most reliable spell is magic missile which doesn't always affect Sea Dragons.
Underwater combat requires a change of tactics |
- As with all Gold Box games the economy is broken. From the outset you can pick up pocketfuls of coins, gems and jewellery but there is simply nowhere to spend it. Inns are free, training is free, and most shops sell items no better than those you start with.
There is more treasure in this one haul than I spent in the entire game. |
- I don't know why they bothered to include the Area command. It only worked in a few places at the beginning of the game.
- I had to consult a map a couple of times. The first was after I spent hours fighting gorgons, beholders, iron golems and countless giant spiders to get to the top of the Luminari Lighthouse. Once there I was confronted with a dead end. The map showed a teleporter deviously hidden behind a false wall at the bottom of the tower. I'm not even sure the Lighthouse was necessary to complete the main quest anyway, even though the plot pointed you in that direction.
- The 3D window contains more detailed graphics than ever before. However, mapping takes longer as it's not always clear which way passages go from a distance.
- I encountered an annoying situation/bug in Hawkbluff Tower. I got into a random battle with enemies behind a wall with no way to reach them. Grunschka, an NPC that I can mostly control, was played automatically so it took ages for the battle to resolve itself even after I had made the rest of the party flee.
- Go to spells in this game were Delayed Blast Fireballs and Haste. Haste ages your characters by a year each time it is cast. By the end of the game Crockett and Lumley were 64 years old, while Carraway and Hazel were 383. It didn't seem to hamper them in combat.
- Another strange thing happened when exploring Hawkbluff Tower. While mapping the maze-like levels the game displayed an unexpected message after finding book...
It may not appear strange but I hadn't met anyone called Davik. I marked the location on my map and reloaded in case this message was a game breaker. I later found Davik in the dungeons. A similar thing happened in Champions of Krynn where the game expected me to do things in a certain order.
- There is a large overworld map covering two screens. Two places you need to visit are not marked (one I stumbled across, the other I had to look up). Another location I couldn't get to as I was beaten back by hidden bowmen.
- I would have needed a dictionary to play this back in the day. Lissome? Fule? Immolate?
- Invisibility doesn't seem to work. Casting Mass Invisibility on your party seems to have no effect. Even characters wearing a Ring of Invisibility are targeted as if they were in full sight.
- As mentioned, combat is a lot more difficult in this game (although not as bad as Pools of Darkness). The Draconians have been made much more powerful since Champions of Krynn. For example, below is the start of one of the tougher fights.
o The Enchanted Kapak Draconians are the least powerful and just leave some pools of acid behind when they are killed. The acid damages both the party and other Draconians.
o Enchanted Sivak Draconians like to get in close and explode when killed. Any party member within two squares take a lot of damage. Other Draconians are not harmed.
o The green Enchanted Bozaks 'zap' anyone who hits them with a melee weapon. Hasted characters can take a lot of damage this way. When they die they explode harming any non-draconian within two squares. They can also cast magic spells such as Lightning Bolts.
o Enchanted Auraks seem to have two lives. The first time their Hit Points reach zero they 'Go mad'. This causes them to 'immolate', sometimes damaging nearby party members. The second time they lose their Hit Points they 'Rise in a new form' and continue to 'immolate' but are unable to move. After a couple more rounds they explode harming any adjacent PC. They can also cast spells, favouring Delayed Blast Fireballs.
On top of this, Draconians are somewhat immune to magic. On average an area effect spell such as Delayed Blast Fireball damages only about 50% of them. Targeted spells such as Magic Missiles do not always work. This particular battle took a few reloads. My best result was one dead character, one unconscious character and one surviving Gnome out of six. It didn't help that my spellcasters started closest to the enemy. Long before this fight most of my party were ready for levelling with no training hall in sight.
As the plot moves on you come to realise that the various cities are being infiltrated by Draconians, with the shape-shifters replacing each King with one of their own. Liberating the Gnomish city of Aldinanchru allowed us to use their windships to cross the lava sea to reach the Draconian power base - The Tower of Flame.
When traversing the Tower of Flame the game likes to tell you which level you are on and prompts you to press return every step. Every. Single. Step.
This isn't going to get annoying. |
Thank you. |
The Abyss appears to be empty in all directions and I encountered some tough monsters. It took a couple of reloads to work out where I was supposed to go which was a square building. I found some dude called Raistlin Majere chained up and there was another combat. This time magic did not work and enemies included Enchanted Sivak and Bozak Draconians. Going toe to toe would have been suicide so I kept moving away (risking their free hits) and peppered them with my meagre supply of missile weapons. Raistlin explained that the evil god Takhisis had created a portal between the Abyss and Krynn in order to wreak havoc. The portal could only be used once and would then close. Again it was out into the emptiness and with no clue which way to go I headed north. After a while Raistlin (un)helpfully said I should I should go east. I got there just in time to see Takhisis disappearing into the portal.
A right little ray of sunshine you are. |
The second attempt didn't end too well either. I took a wrong option somewhere. Takhisis saw us and killed our arses.
I finally managed to get through the portal but took a lot of damage on the way. I thought now we had trapped Takhisis in the Abyss the game would end but not so. I was a bit confused over what happened next. We met a bunch of gnomes standing around the 'Grathanich' (whatever that is). They said they would guard us while we rested but they ran off after the Grathanich when it sunk through the floor. Meanwhile we were left facing a five-headed dragon. Tahkisis intended to to use the dragon to receive her spirit when she came to Krynn. It went down quite easily due to the Dragonlance that Crockett was wielding.
After winning that battle I was stuck as to what to do. After wandering around aimlessly for a while I came across some Draconians communicating with Takhisis via a mirror.
After wandering around some more I gave up and looked at a walkthrough. It seems the Grathanich doesn't re-appear until triggered by an encounter with another bunch of Draconians in a specific place, which doesn't make sense to me. Where was it in the meantime?
Anyhow, you encounter the Draconians trying to encase the Grathanich in an iron ball.
After three consecutive battles against Draconians and Dragons, the Grathanich ends up lost at the bottom of the lava sea.
You are then whisked back to Aldinanachru where it's time to paaartay.
Unfortunately it gets crashed by some dragons we helped earlier.
Another battle ensues against a dozen or so dragons. Although Hazel had died at the Tower of Flame and couldn't be resurrected I managed to beat them on my second go. Just two characters were (barely) left standing and the game was won.
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