eharper256
Member
The Enemy Within
0.7 Demo, by eharper256
(0.8 version is roughly 70% complete)
Woah! Its finally done!
Download from Megaupload: http://www.megaupload.com/?d=LZ7T6V9C
Or from FileFront: http://files.filefront.com/The+Enemy+Within+07+Comperar/;9923740;/fileinfo.html
Or from Sendspace: http://www.sendspace.com/file/no462r
Sendspace and Filefront links are dead. Please Re-Request if you'd like them again.
You can read a brief summary on my blog, if you like.
This demo includes roughly 2 hours of gameplay, varying depending on how many sidequests you decide to undertake during Chapter III. (I dashed through the main plot, ignoring the dialogue + sub quests, and it took me 1 hour 36 minutes, for reference.)
Most of the stuff in this topic is extracted from the manual I painstakingly created. The Manual is included in the download.
In a distant time and dimension, there once existed
 a world not too dissimilar to Earth. This place was
 a verdant land, ripe with possiblity, and there,
 man and beast co-existed harmoniously.
 Unfortunately, this goodness radiated far across all
 of time and space, drawing the attention of evil
 in the same way that moths will flock to a flame.
 This place had to be destroyed. So was decreed.
Â
 Six of the greatest servants of evil, the mighty and
 foul Wyrms of Myrtth, creatures that could tear
 aside space and time itself, made it their personal
 project to crush this land under their rule.
 The Wyrms embodied the worst aspects of
 sentience: Greed, Envy, Deception, Arrogance,
 Wrath and Intolerance; and each Wyrm had
 a speciality, a Vice they excelled in...
Â
 Their specialities helped them sew violence, disgust and
 sadness into the hearts of everything around them.
 Wars erupted over petty squabbles, as man
 and beast fought and died for nought.
 Blood was spilt, thousands perished, and the once
 beautiful land was bathed in fire. For years, the
 evil Wyrms looked upon their conquest in jovial
 glee, thriving on the suffering they had caused.
Â
 But the Wyrms made a critical mistake in their
 dominion. They grew lax in their affairs, and in doing
 so, allowed that most human of emotions, hope,
 to grow slowly, quietly, out of mind and sight.
 And so suddenly, one day, many years on, the
 Wyrms were accosted and routed by their very
 own subjects, as millions marched to the prospect
 of a free and healthy world...
Â
 As mighty as the combined powers of these evil
 overlords were, they couldn't possibly turn back
 the inevitable waves upon waves of men and
beasts, all of whom had become acquianted with
their own unique brand of magical force that the
 Wyrms could neither understand nor counter.
 The evil was banished from the land, sent
 spiralling through time, presumably dead.
Â
 However... not all of the Wyrms died in that battle.
 Two remained; Despis, and Agon. Though battered
 and broken, they managed to use the last of their
 powers to jump into an unsuspecting parallel world.
Â
 To their disgust, this place, Lectrom, was yet another
 world of humans. These humans, however, were
 quite a different breed, requiring no motivation to
be cunning and petty in their every action.
Lectrom was formed of seven different kingdoms
of wildly varying belief and economy. Each distrusted
the others. War here was a commonplace thing, the
daily talk of the farmer and his wife.
So, Despis and Agon split from one another and went
into hiding to re-cuperate from their injuries and
recharge their weakened bodies so that they could
again rise from the ashes.
Life went on as ever for the peoples of Lectrom.
Who could have known of the evil that lurked so
close and yet out of sight?
Twenty Years passed from that time.
Under the great king, Harper the Third, the landlocked
nation of Tessalatoria was thriving. It's lands gave
plenty and its peoples grew strong, drawing the
jealous gaze of its neighbors...
Relations strained for some time, but it was to no
real avail in a world such as Lectrom. The western
Jeveneerian empire thought it prudent to invade,
sending its mercenary troops through the mountains.
As they began to siege the Tessalatorian fortress
of Dunkirg, who would of known that this seemingly
commonplace battle would mark the beginning of
events that would lead a common military girl,
Risa, on a grand quest around to the eye of world
and into eventual conflict with the evil that had
begun to fester there?
 a world not too dissimilar to Earth. This place was
 a verdant land, ripe with possiblity, and there,
 man and beast co-existed harmoniously.
 Unfortunately, this goodness radiated far across all
 of time and space, drawing the attention of evil
 in the same way that moths will flock to a flame.
 This place had to be destroyed. So was decreed.
Â
 Six of the greatest servants of evil, the mighty and
 foul Wyrms of Myrtth, creatures that could tear
 aside space and time itself, made it their personal
 project to crush this land under their rule.
 The Wyrms embodied the worst aspects of
 sentience: Greed, Envy, Deception, Arrogance,
 Wrath and Intolerance; and each Wyrm had
 a speciality, a Vice they excelled in...
Â
 Their specialities helped them sew violence, disgust and
 sadness into the hearts of everything around them.
 Wars erupted over petty squabbles, as man
 and beast fought and died for nought.
 Blood was spilt, thousands perished, and the once
 beautiful land was bathed in fire. For years, the
 evil Wyrms looked upon their conquest in jovial
 glee, thriving on the suffering they had caused.
Â
 But the Wyrms made a critical mistake in their
 dominion. They grew lax in their affairs, and in doing
 so, allowed that most human of emotions, hope,
 to grow slowly, quietly, out of mind and sight.
 And so suddenly, one day, many years on, the
 Wyrms were accosted and routed by their very
 own subjects, as millions marched to the prospect
 of a free and healthy world...
Â
 As mighty as the combined powers of these evil
 overlords were, they couldn't possibly turn back
 the inevitable waves upon waves of men and
beasts, all of whom had become acquianted with
their own unique brand of magical force that the
 Wyrms could neither understand nor counter.
 The evil was banished from the land, sent
 spiralling through time, presumably dead.
Â
 However... not all of the Wyrms died in that battle.
 Two remained; Despis, and Agon. Though battered
 and broken, they managed to use the last of their
 powers to jump into an unsuspecting parallel world.
Â
 To their disgust, this place, Lectrom, was yet another
 world of humans. These humans, however, were
 quite a different breed, requiring no motivation to
be cunning and petty in their every action.
Lectrom was formed of seven different kingdoms
of wildly varying belief and economy. Each distrusted
the others. War here was a commonplace thing, the
daily talk of the farmer and his wife.
So, Despis and Agon split from one another and went
into hiding to re-cuperate from their injuries and
recharge their weakened bodies so that they could
again rise from the ashes.
Life went on as ever for the peoples of Lectrom.
Who could have known of the evil that lurked so
close and yet out of sight?
Twenty Years passed from that time.
Under the great king, Harper the Third, the landlocked
nation of Tessalatoria was thriving. It's lands gave
plenty and its peoples grew strong, drawing the
jealous gaze of its neighbors...
Relations strained for some time, but it was to no
real avail in a world such as Lectrom. The western
Jeveneerian empire thought it prudent to invade,
sending its mercenary troops through the mountains.
As they began to siege the Tessalatorian fortress
of Dunkirg, who would of known that this seemingly
commonplace battle would mark the beginning of
events that would lead a common military girl,
Risa, on a grand quest around to the eye of world
and into eventual conflict with the evil that had
begun to fester there?
-1146 GA (GA=Gods Ascendance): The first records of Human civilization date from this era, bearing signs of the old time system.Â
-1007 GA: Birth of the prophet, Manstyne, founder of the Luminescent Path, the teachings of which still partially survive today in Geoffry Sendervils own text; the Faith & Measure.
-898 GA to -869 GA: The War of Unification results in the lands of Lectrom being united under a single emperor, Zachary Moros, whose standing army was without equal. Some nations, whose names have been lost in the laurels of history, resisted his rise to power, but were subsequently crushed. The fighting spirit of all modern day Lectromian people is said to be partly the result of the War of Unification.
Â
-866 GA: The son of Zachary, Quinn Moros, becomes the second emperor.
-804 GA: The third unification emperor, Carris Moros, ascends the throne. He is often considered to be the most wise and regal of all of the recorded emperors. Among his accomplishments are the reduction of slavery within the empire, the encouragement of technological progress, and the relocation of the capital to the more central location of Tormekia; the site of which is still marked today by the village of Mitagen in Tessalatoria.
-768 GA: Death of Carris Moros. His sister, Janice, takes the throne as reagent until his infant son is old enough to rule.
-763 GA: Assassination of Janice Moros by unknown dissenter. Despite still being only 13, Carris' son, Arcturus, takes the throne anyway, to prevent potential dissent.
-733 GA: Death of Arcturus Moros to a plague. His first son, Yevin, takes the throne, but is killed the same year by a freak thunderstorm. Arcturus' second son, Clavicus, takes up the throne in their stead.
-701 GA: Organised assassination attempts increase in their regularity. Unknown dissent is on the rise within the people of the empire, apparently without significant reason. Clavicus Moros is forced to resort to military action to control the population.
-699 GA: A giant revolt is set to occur. However, some unusual, undocumented occurance kills most of the rebellion in barely one night. Clavicus Moros is blamed for the massacre, and is publicly executed. His sons, Nevis and Petraan, go into hiding.
-697 GA: Orderless chaos results within the empire, as it is left without a ruler for nearly three years. Splinter kingdoms begin to form. However, as the land begins to reshape under these new factions and rulers, they are all subsequently crushed by a supernatural army formed from magic. This is the first evidence of the Ancient Magics, as they are known today, in use.
-696 GA to -56 GA: The Age of Void. Records are exceptionally thin on the ground for this period. What little that does remain suggests that the summoner of the supernatural army became the seventh emperor. This person is never addressed by name, only by the handle 'svarvexnikotri'. As a result of this anonymous address, which seems to apply to all emperors in this period, there is no clue as to number of emperors who actually reigned in this 640 year period. What is evident, however, is that all of the emperors were masters of the Ancient Magics, and used them to force the peoples of Lectrom into submission.
circa.
-55 GA: Some unusual occurance, described by Geoffry Sendervils Faith & Measure as the 'The Great Awakening' occurs. The four gods, Sendervil, Hezety, Garmere and Saulm, bringers of the modern magics used today, awaken from their slumber. It is not known from which period the gods actually originated, nor why they slumbered during The Age of Void. Nevertheless, these divine beings fought with the reigning svarvexnikotri of the era, and destroyed him. They were naturally hailed as savoirs.
-54 GA to -1 GA: The four gods, after destroying the svarvexnikotri, officially disbanded his empire, encouraging the surviving peoples of Lectrom to reform as they saw fit. They offered advice, aid, and teaching in their twin schools of magic, Spiritual and Elemental, during this period, but chose not to make themselves rulers or become otherwise actively involved in Lectroms redevelopment. Interestingly, this saw the re-emergence of the ancient descendants of Clavicus Moros, of whom there were seven. These seven swore not to repeat the mistakes of a common empire, and each split off to different lands, forming the basis for seven kingdoms existing today. In honour of the four gods, some of seven changed their surnames to that of their deities.
Â
0 GA: The Gods Ascendance. After precisely 55 Years, the four gods announced to the people the reason for their mainly passive involvement. Their powers apparently only allowed them to remain in the world for a limited time. So, in the event which marks the beginning of the new calendar; the gods ascended to whence they came, presumably returning to whatever slumber they previously awoke from. It is said that the Ascendance was a glorious spectacle, making the sky glitter with magical energy for six days and seven nights afterwards. The gods leave behind several artifacts, and appoint druids, those whom have learnt their magics, to protect them.
1 GA to 500 GA: The Age of Rebirth. Slowly and steadily, the seven nations rebuild, each claiming part of Lectrom as their own. There are occassional conflicts for territory and pride, but for the most part, this era is perhaps the most peaceful on all record, only counting 18 major wars in nearly 500 years.
14 GA: Birth of Geoffry Sendervil, second son of King Ramen Sendervil, leader of the new nation of Kahnshire. Being a Second Son in a relatively peace-loving (for Lectrom) empire, Geoffry instead dedicated his life to research and history.
45 GA: Geoffry Sendervil apparantly has an epiphany during his research of ancient documents, and writes the Faith & Measure in its backlash. The Faith & Measure is the premier historical and religious text in modern day Lectrom, compiling most of what is known here and also forming a religion based partly on the ancient Luminescent Path, but mixed with modern day sensibilities and reverence of the four gods.
49 GA: The Sages of Sendervil are formed in reaction to the Faith & Measure; the popularity of which is spreading like wildfire. Under Geoffry's banner, they achieve great advances in the Acumen of Spiritual Magic; as practiced primarily by the Gods Sendervil and Garmere.
501 GA to Present: The Age of Strife. In the more recent years leading up to the modern day, the fighting spirit of the Lectromian peoples as a whole has seemed far more easily angered. Border conflicts have become very commonplace; although they rarely result in any significant gain in territory.
-1007 GA: Birth of the prophet, Manstyne, founder of the Luminescent Path, the teachings of which still partially survive today in Geoffry Sendervils own text; the Faith & Measure.
-898 GA to -869 GA: The War of Unification results in the lands of Lectrom being united under a single emperor, Zachary Moros, whose standing army was without equal. Some nations, whose names have been lost in the laurels of history, resisted his rise to power, but were subsequently crushed. The fighting spirit of all modern day Lectromian people is said to be partly the result of the War of Unification.
Â
-866 GA: The son of Zachary, Quinn Moros, becomes the second emperor.
-804 GA: The third unification emperor, Carris Moros, ascends the throne. He is often considered to be the most wise and regal of all of the recorded emperors. Among his accomplishments are the reduction of slavery within the empire, the encouragement of technological progress, and the relocation of the capital to the more central location of Tormekia; the site of which is still marked today by the village of Mitagen in Tessalatoria.
-768 GA: Death of Carris Moros. His sister, Janice, takes the throne as reagent until his infant son is old enough to rule.
-763 GA: Assassination of Janice Moros by unknown dissenter. Despite still being only 13, Carris' son, Arcturus, takes the throne anyway, to prevent potential dissent.
-733 GA: Death of Arcturus Moros to a plague. His first son, Yevin, takes the throne, but is killed the same year by a freak thunderstorm. Arcturus' second son, Clavicus, takes up the throne in their stead.
-701 GA: Organised assassination attempts increase in their regularity. Unknown dissent is on the rise within the people of the empire, apparently without significant reason. Clavicus Moros is forced to resort to military action to control the population.
-699 GA: A giant revolt is set to occur. However, some unusual, undocumented occurance kills most of the rebellion in barely one night. Clavicus Moros is blamed for the massacre, and is publicly executed. His sons, Nevis and Petraan, go into hiding.
-697 GA: Orderless chaos results within the empire, as it is left without a ruler for nearly three years. Splinter kingdoms begin to form. However, as the land begins to reshape under these new factions and rulers, they are all subsequently crushed by a supernatural army formed from magic. This is the first evidence of the Ancient Magics, as they are known today, in use.
-696 GA to -56 GA: The Age of Void. Records are exceptionally thin on the ground for this period. What little that does remain suggests that the summoner of the supernatural army became the seventh emperor. This person is never addressed by name, only by the handle 'svarvexnikotri'. As a result of this anonymous address, which seems to apply to all emperors in this period, there is no clue as to number of emperors who actually reigned in this 640 year period. What is evident, however, is that all of the emperors were masters of the Ancient Magics, and used them to force the peoples of Lectrom into submission.
circa.
-55 GA: Some unusual occurance, described by Geoffry Sendervils Faith & Measure as the 'The Great Awakening' occurs. The four gods, Sendervil, Hezety, Garmere and Saulm, bringers of the modern magics used today, awaken from their slumber. It is not known from which period the gods actually originated, nor why they slumbered during The Age of Void. Nevertheless, these divine beings fought with the reigning svarvexnikotri of the era, and destroyed him. They were naturally hailed as savoirs.
-54 GA to -1 GA: The four gods, after destroying the svarvexnikotri, officially disbanded his empire, encouraging the surviving peoples of Lectrom to reform as they saw fit. They offered advice, aid, and teaching in their twin schools of magic, Spiritual and Elemental, during this period, but chose not to make themselves rulers or become otherwise actively involved in Lectroms redevelopment. Interestingly, this saw the re-emergence of the ancient descendants of Clavicus Moros, of whom there were seven. These seven swore not to repeat the mistakes of a common empire, and each split off to different lands, forming the basis for seven kingdoms existing today. In honour of the four gods, some of seven changed their surnames to that of their deities.
Â
0 GA: The Gods Ascendance. After precisely 55 Years, the four gods announced to the people the reason for their mainly passive involvement. Their powers apparently only allowed them to remain in the world for a limited time. So, in the event which marks the beginning of the new calendar; the gods ascended to whence they came, presumably returning to whatever slumber they previously awoke from. It is said that the Ascendance was a glorious spectacle, making the sky glitter with magical energy for six days and seven nights afterwards. The gods leave behind several artifacts, and appoint druids, those whom have learnt their magics, to protect them.
1 GA to 500 GA: The Age of Rebirth. Slowly and steadily, the seven nations rebuild, each claiming part of Lectrom as their own. There are occassional conflicts for territory and pride, but for the most part, this era is perhaps the most peaceful on all record, only counting 18 major wars in nearly 500 years.
14 GA: Birth of Geoffry Sendervil, second son of King Ramen Sendervil, leader of the new nation of Kahnshire. Being a Second Son in a relatively peace-loving (for Lectrom) empire, Geoffry instead dedicated his life to research and history.
45 GA: Geoffry Sendervil apparantly has an epiphany during his research of ancient documents, and writes the Faith & Measure in its backlash. The Faith & Measure is the premier historical and religious text in modern day Lectrom, compiling most of what is known here and also forming a religion based partly on the ancient Luminescent Path, but mixed with modern day sensibilities and reverence of the four gods.
49 GA: The Sages of Sendervil are formed in reaction to the Faith & Measure; the popularity of which is spreading like wildfire. Under Geoffry's banner, they achieve great advances in the Acumen of Spiritual Magic; as practiced primarily by the Gods Sendervil and Garmere.
501 GA to Present: The Age of Strife. In the more recent years leading up to the modern day, the fighting spirit of the Lectromian peoples as a whole has seemed far more easily angered. Border conflicts have become very commonplace; although they rarely result in any significant gain in territory.
Risa
Full Name: Private/Captain Risa Melissa Hargreves
 Age: 20/21
 Date of Birth: Second Gerenteenday of the Vigourous Month, 665
 Hair: Red
 Eyes: Green
 Height: 5 Feet 10 Inches
 Occupation: Recruit/Captain of the 2nd Regiment of Dunkirg Fortress
 Special Skill: Smithing and Ironworking; her fathers trade. With access to a forge and the correct resources, Risa can improve the quality of items, weapons and armour.
 Family: Only child of Quincy Hargreves, a blacksmith of Genova, and his wife Melissa, whom died in childbirth. Quincy raised Risa by himself.
 Weapon of Choice: Spear and Javelin. Risa was champion of the local Javelin throwing contests; it is this skill in part which got her recruited to the military by the Dunkirg Spymaster, Jerrod Kane.
 (The ‘/’ in some entries refers to during and after the prologue of the game.)
Tomlyn
Full Name: Brother Tomlyn Keliostro
 Age: 19
 Date of Birth: Third Kamyuday of the Serene Month, 667
 Hair: Green
 Eyes: Brown
 Height: 6 Feet 1 Inch
 Occupation: Apprentice Sage of Sendervil
 Special Skill: Highly knowledgeable; able to read, speak and translate ancient script.
 Family: An orphan left at the Cathedral of Sendervil in Mitagen when he was four. He was subsequently raised by the Sages under the care of Father Joshua.
Weapon of Choice: Crosses and Gemstones; used to focus his Holy Strikes. The Holy Strike is technically a form of Light Magic; but does not appear to drain Mana from the individual like most spiritual or elemental spells. It can only be utilised by servants of Sendervil, and mirrors the Grand Staff of Light the god was said to wield.
Fortinbras
Full Name: Sir Fortinbras Ingersol
 Age: 29
 Date of Birth: First Chombiday of the Renewing Month, 657
 Hair: Violet
 Eyes: Violet
 Height: 6 Feet 3 Inches
 Occupation: Royal Knight of Tessalatoria
 Special Skill: Influence. Being a Royal Knight is fairly prestigious position.
 Family: Only child of Sir Melchior Ingersol, and his wife Gertrude, both now deceased. Married to Cecelia Hezety; and brother-in-law to Jeanette Hezety; whom he occasionally calls ‘Little J’, a habit inherited from his wife.
Weapon of Choice: Sword and Shield. The Knights of Tessalatoria are trained to use both as deadly weapons, using their broad shields to smite foes before slaying them with their blades.
Jeanette
Full Name: Jeanette Sylvia Hezety
 Age: 16
 Date of Birth: Second Karmsday of the Shallowing Month, 670
 Hair: Golden Blonde
 Eyes: Blue
 Height: 5 Feet 4 Inches
 Occupation: Druid of the Windreading  Tower
 Special Skill: Alchemy. Though no professional, Jeanette can do some basic Alchemic mixes so long as she has access to a mortar & pestle.
 Family: Daughter and youngest child of three to Jeremiah Hezety and his wife Lyn. Eldest brother Timothy, deceased age 12 to a virulent plague, and elder sister Cecelia. Sister in law to Sir Fortinbras Ingersol, whom she refers to as ‘Fortee’
 Weapon of Choice: None; being a Druid, she typically relies on her spells. However, when melee is required, Jeanette can use knives with a surprising adeptness. She can also use Staves and Wands should the situation call for it. Â
Full Name: Private/Captain Risa Melissa Hargreves
 Age: 20/21
 Date of Birth: Second Gerenteenday of the Vigourous Month, 665
 Hair: Red
 Eyes: Green
 Height: 5 Feet 10 Inches
 Occupation: Recruit/Captain of the 2nd Regiment of Dunkirg Fortress
 Special Skill: Smithing and Ironworking; her fathers trade. With access to a forge and the correct resources, Risa can improve the quality of items, weapons and armour.
 Family: Only child of Quincy Hargreves, a blacksmith of Genova, and his wife Melissa, whom died in childbirth. Quincy raised Risa by himself.
 Weapon of Choice: Spear and Javelin. Risa was champion of the local Javelin throwing contests; it is this skill in part which got her recruited to the military by the Dunkirg Spymaster, Jerrod Kane.
 (The ‘/’ in some entries refers to during and after the prologue of the game.)
Tomlyn
Full Name: Brother Tomlyn Keliostro
 Age: 19
 Date of Birth: Third Kamyuday of the Serene Month, 667
 Hair: Green
 Eyes: Brown
 Height: 6 Feet 1 Inch
 Occupation: Apprentice Sage of Sendervil
 Special Skill: Highly knowledgeable; able to read, speak and translate ancient script.
 Family: An orphan left at the Cathedral of Sendervil in Mitagen when he was four. He was subsequently raised by the Sages under the care of Father Joshua.
Weapon of Choice: Crosses and Gemstones; used to focus his Holy Strikes. The Holy Strike is technically a form of Light Magic; but does not appear to drain Mana from the individual like most spiritual or elemental spells. It can only be utilised by servants of Sendervil, and mirrors the Grand Staff of Light the god was said to wield.
Fortinbras
Full Name: Sir Fortinbras Ingersol
 Age: 29
 Date of Birth: First Chombiday of the Renewing Month, 657
 Hair: Violet
 Eyes: Violet
 Height: 6 Feet 3 Inches
 Occupation: Royal Knight of Tessalatoria
 Special Skill: Influence. Being a Royal Knight is fairly prestigious position.
 Family: Only child of Sir Melchior Ingersol, and his wife Gertrude, both now deceased. Married to Cecelia Hezety; and brother-in-law to Jeanette Hezety; whom he occasionally calls ‘Little J’, a habit inherited from his wife.
Weapon of Choice: Sword and Shield. The Knights of Tessalatoria are trained to use both as deadly weapons, using their broad shields to smite foes before slaying them with their blades.
Jeanette
Full Name: Jeanette Sylvia Hezety
 Age: 16
 Date of Birth: Second Karmsday of the Shallowing Month, 670
 Hair: Golden Blonde
 Eyes: Blue
 Height: 5 Feet 4 Inches
 Occupation: Druid of the Windreading  Tower
 Special Skill: Alchemy. Though no professional, Jeanette can do some basic Alchemic mixes so long as she has access to a mortar & pestle.
 Family: Daughter and youngest child of three to Jeremiah Hezety and his wife Lyn. Eldest brother Timothy, deceased age 12 to a virulent plague, and elder sister Cecelia. Sister in law to Sir Fortinbras Ingersol, whom she refers to as ‘Fortee’
 Weapon of Choice: None; being a Druid, she typically relies on her spells. However, when melee is required, Jeanette can use knives with a surprising adeptness. She can also use Staves and Wands should the situation call for it. Â
- This demo is pretty extensive. It covers gameplay up to and including Chapter IV. As already noted, my quickest record through the game, ignoring all potential for sub-quests, is 1 hour 36 minutes...
- There is a significant plot to follow. However, upon assembling the entire party (as of the end of Chapter II) the game becomes freeform; you need not persue the plot until later, and theres plenty to keep you occupied in the meantime: 8 sub-quests, a fully comprehensive Arena with watching, betting and participating, a theatre for you to go to (with 4 different performances!), the ability to unlock blacksmithing and alchemy, and many other small easter eggs for you to find.
- Uses alot of custom graphics made by me in photoshop, and exclusively uses custom music. See Credits for full listing.
- Uses a heavily tweaked, custom version of the DBS. Most notably, I totally redid how attacks and skills work. It is what one would call an effective Low HP and stat system now.
- The game archive includes a fully comprehensive manual in html.
http://img.photobucket.com/albums/v487/simjimm/RPG/Version%2007%20Images/Intro2.jpg[/img]
Look at more via my Photobucket Album here: http://smg.photobucket.com/albums/v487/simjimm/RPG/Version%2007%20Images/
Look at more via my Photobucket Album here: http://smg.photobucket.com/albums/v487/simjimm/RPG/Version%2007%20Images/
- Get the .rar from http://www.megaupload.com/?d=LZ7T6V9C or from Sendspace: http://www.sendspace.com/file/no462r
- Extract the .exe from the .rar and run it.
- Extracting files from a .rar requires an archiving program, such as WinRAR, 7Zip or similar. Free shareware versions of these programs are available commonly on the internet. Type 'WinRAR' into your favoured Search Engine and you should get a result.
- For the 0.7 Demo, you'll need the RTP. If there is demand, I shall release a completely independant version; but otherwise this is unlikely until the game reaches a 1.0 stage.
- The game REQUIRES two fonts: Lucida Blackletter and MagicMedieval. The game includes a Font Autoinstallation script by Wachunga and should, in theory, not require any user input in this regard.
- HOWEVER, several people have reported issues with this script. If the game refuses to run, it is likely because the Font Autoinstallation does not work for you. The .rar file contains these fonts independantly. Extract them to your Systems font folder. For Windows users, this is typically 'X:\Windows\Fonts\', where X is the Drive Letter of your main hard disk (It is usually C:, and hence 'C:\Windows\Fonts\').
If you see your material in the game, and I've forgot to credit you, please email me at eharper256@hailmail.net
If you do so, then make sure you put 'The Enemy Within' or 'RPGmaker game' in the mail header or it might get deleted from my inbox accidently. Vast apologies if I have forgotten a credit; its not intentional; I'm just a forgetful swine and a trigger happy user of 'Save Target As' when on the internet. Not a good combo!!
Â
All of the game design, literature; and some of the artwork are mine (usually photoshop edits in the case of the latter)
--Scripts credit--
  SephirothSpawn: New Gradient Bars (Edited by Me), Class Graphics.
  LegACy: 1 Scene custom menu (Edited by Me).
  Dubealex: Advanced Message Script.
  Fukuyama: Trainactors script New version.
  Cogwheel (Translation- DerVVulfMan): Number/Battle Strings.
  Wachunga: Maplinks, Auto Font-installer.
  Ccoa: Weather Script, New Status Effects (Both Edited by Me).
  KGC: Party Display fix for DBS.
  Trickster: Lufia II Style Battle report (Fixed by me), State Cycling.
Yeyinde: Font Additions.
Sandgolem: Double Attack states.
Prexus: Crafting System (Edited by Me).
Jimme Reashu: Popping icons effect (Edited by Me).
--Artwork credit--
  RTP; and the RTP redesign by Naramura, with several items heavily modified by me.
  Macks Charactersets.
  Inquisitors World Map tileset.
  MC_Ardles Fused Tilesets.
Meas Animations and Windowskins; often spliced/ otherwise altered by me.
Much credit is also due to CompulsaryHero, for their excellent Facemaker tool.
 Some of the intro pictures are modifications of CG from Fate Hollow Ataraxia!
 The animations for the character emoticons are taken from Alestian Story!
The character sketches in this manual are mine.
--Music credit--
The_JStreet
Captain_Jack
Both of the above; for their collaboration on Sounds of Scenery.
  DannyBoyK
 Distillation
 Llama
 Yuzo Koshiro
 Motoi Sakuraba
Shinji Tamura
If you do so, then make sure you put 'The Enemy Within' or 'RPGmaker game' in the mail header or it might get deleted from my inbox accidently. Vast apologies if I have forgotten a credit; its not intentional; I'm just a forgetful swine and a trigger happy user of 'Save Target As' when on the internet. Not a good combo!!
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All of the game design, literature; and some of the artwork are mine (usually photoshop edits in the case of the latter)
--Scripts credit--
  SephirothSpawn: New Gradient Bars (Edited by Me), Class Graphics.
  LegACy: 1 Scene custom menu (Edited by Me).
  Dubealex: Advanced Message Script.
  Fukuyama: Trainactors script New version.
  Cogwheel (Translation- DerVVulfMan): Number/Battle Strings.
  Wachunga: Maplinks, Auto Font-installer.
  Ccoa: Weather Script, New Status Effects (Both Edited by Me).
  KGC: Party Display fix for DBS.
  Trickster: Lufia II Style Battle report (Fixed by me), State Cycling.
Yeyinde: Font Additions.
Sandgolem: Double Attack states.
Prexus: Crafting System (Edited by Me).
Jimme Reashu: Popping icons effect (Edited by Me).
--Artwork credit--
  RTP; and the RTP redesign by Naramura, with several items heavily modified by me.
  Macks Charactersets.
  Inquisitors World Map tileset.
  MC_Ardles Fused Tilesets.
Meas Animations and Windowskins; often spliced/ otherwise altered by me.
Much credit is also due to CompulsaryHero, for their excellent Facemaker tool.
 Some of the intro pictures are modifications of CG from Fate Hollow Ataraxia!
 The animations for the character emoticons are taken from Alestian Story!
The character sketches in this manual are mine.
--Music credit--
The_JStreet
Captain_Jack
Both of the above; for their collaboration on Sounds of Scenery.
  DannyBoyK
 Distillation
 Llama
 Yuzo Koshiro
 Motoi Sakuraba
Shinji Tamura
For 0.8 version progress; please follow the posts I make subsequently on this thread.
08/04/09: Urk, well, I lost a chunk of work on T.E.W. in the recent hard-drive crash. Nevertheless, though there's been a setback, I shall soldier on. Its not like all was lost... (phew...)
13/12/08: Well, I promised, and I'm delivering. Here's another teaser trailer, uploaded on youtube, showing the sexy new intro: http://uk.youtube.com/watch?v=EjpmkY2F5bw Check it out!
12/12/08: I get knocked down, but I get up again, you ain't never gonna keep me down, etc. Still alive. New banner at the top of the page, and work is still progressing on 0.8 on and off.
05/09/08: Not updated this news section in a while, ne? Oh well. View the latest post for a shot of the Deneve Mines and the Fuu Monastery.
My regulars have done a runner on me, at least for now. You need to be able to bitch constructively to me, find stupid errors that I've missed, and inspire me when it seems hopeless for me to continue. Ability to come up with cool suggestions will also be appreciated. You also need to be able to D/L a large-ish 150mb file. The final project is not probably going to be this big, but I regularily dump stuff in the directory thats not actually gonna make the final cut of the 0.8 release.
PM me or post here if you are. Give me some reason to actually pick you though. If you've already played the 0.7 version, that would help, since you'd be up to speed.
27/03/08: Hi again guys; an update today about game mechanics, the town of Eris, and the new redesigned arena. Check it out here:
<a class="postlink" href="http://dev.rmxp.org/forums/viewtopic.php?p=413713#p413713">http://dev.rmxp.org/forums/viewtopic.ph ... 13#p413713</a>
17/03/08: Squee! Video advertising for the win. I've posted a six minute video with sound this time to youtube.
http://www.youtube.com/watch?v=uTuuX4qhRng
This part covers just after Risa wakes up on the second day to the Prologues end and the Credits. There's an intro explaining the backstory and a training session prior to this (you meet Triela during the training session; she's a major non-player character. But you get to fight with her in the party for this section only.) Enjoy.
02/03/08: Update regarding the battleanims in action, and the updated sphere grid. Check out this post for details:
<a class="postlink" href="http://dev.rmxp.org/forums/viewtopic.php?p=397947#p397947">http://dev.rmxp.org/forums/viewtopic.ph ... 47#p397947</a>