Showing posts with label panacea. Show all posts
Showing posts with label panacea. Show all posts

Thursday, December 1, 2011

Pathologic: Day Twelve—Endgame (Part 1)

(or, in which the game shows Kevin what a REAL existential crisis looks like)

The morning of the twelfth day has come.

Infected in the past 24 hours: 337 people
Died in the past 24 hours: 635 people
Gone missing: 133 people
Number of dead at the moment: 7620 people
Number of infected: 535 people

This day is the last. Less than fourteen hours remain to make a worthy decision.



I have no idea what to expect when the game clock ticks over to midnight on Day 12. I've been getting letters from General Blok and the Inquisitor, who both tell me that I will be responsible for deciding the town's fate by the end of the day. All the backbiting and power plays and lying have resulted in a stalemate, and it's up to me to break it before the Sand Plague surges permanently out of control. The final council convenes at 7 pm in the Cathedral. By then I will have to have sorted out what, if anything, needs to be destroyed to save the town.

Until yesterday, this would have been an easy choice for me. But after hearing that my father was involved with the work on the Polyhedron and after discussing it with Duke, I'm no longer quite so sure that Petr Stamatin's architectural marvel is the root cause of the epidemic. I'm simultaneously eager and apprehensive about what will happen before this evening: eager because I'm finally going to get some answers, apprehensive because I don't know what ordeals await me before then.

Nothing could have surprised me more than what I see when I finally set foot outside my door in the morning.





The streets are utterly, eerily deserted. No children, no thugs, no infected—even the soldiers have vanished, with the exception of a couple of sentries who have inexplicably remained at their posts. I wander around for an hour, searching for any sign of life, but the only sound I hear is my own footsteps on the cobblestones. Even the Sand Plague is mysteriously absent. What's going on? When I talk to the Bachelor about it, he reacts almost with a shrug. He plans to tell General Blok to destroy the town. Don't you care that that will kill everyone? I ask. "Look around you!" he counters. "Everyone is already dead. The two of us is all that's left."

That's not entirely true, of course—there is the matter of the still-living Adherents, mine and the Bachelor's and the Devotress's. It seems that now is the time to cure everyone I can with the panacea I've been hoarding. I visit all 18 Adherents, curing the six who had fallen ill in the last few days. When I've finished, I have one flask of panacea remaining, and I finally allow myself the luxury of drinking it and purging the Plague from my body. After over a week of worrying and slowly hemorrhaging blood, I can hardly believe the sight of a completely empty infection meter.

This final journey through the town also affords me the chance to speak one last time with my Adherents. It's a goodbye of sorts. Whatever happens tonight, I probably won't see them again, and the eleven days I've spent helping them and worrying about them has forged a bond between us. I'm not exaggerating when I say that I'll kind of miss them when this is all over. They're already preparing themselves for the future. With Kapella coming into her powers as a seer, she's told them what their lives will be like if the town survives today, and they're eager to share this information with me. Notkin will manage the warehouses and forage for supplies out in the steppe. Spichka will grow up to be a savvy leader and merchant. Mother Keeper will act as my right hand among the butchers of the Order. And poor damp Mishka says she will move out of her cramped railcar and blossom into a tall, raven-haired beauty. As I move from one child to another, hearing their hopeful stories, I'm touched. Surrounded as they are by the relentless despair of the rest of the game, these moments are startlingly, charmingly bittersweet.

Of course, this being Pathologic, nothing goes untempered by hints of darkness. Khan and Notkin persist in their feud and are already plotting intrigues against each other. Spichka sees this and plans on using their conflict to his own advantage. Mother Keeper says that part of her role as my right hand will be keeping the nobles-to-be from tearing each other apart. If I choose to destroy the Polyhedron and save the town, the children will raise civilization from the ashes, but it won't take much for them to return to the backstabbing ways of their forebears. In this place, nothing ever truly heals.

The exact spot in the trainyard where I woke up bleeding twelve days ago. I've come a long way since then, but some places look the same as they ever did.
After I finish with my Adherents, I don't know what to do other than wait for the meeting at the Cathedral to start. Then at 6 pm I receive a mysterious letter from "the Authorities" summoning me to the Inner Sanctum of the Polyhedron. Eager to see the interior of this building for the first time in the game (and find out who "the Authorities" are), I rush inside and am greeted with the same amazing sights that Duke saw on Day Nine: warm colors, strange decorations, vertiginous stairways. I descend to the very bottom, with crowds of children silently watching me. I step onto a complex design etched into the floor. Abruptly, I am transported to a courtyard in the middle of a featureless void, lit only by a single lamppost. Two children stand beside a sandbox, staring at me. I strike up a conversation with the boy, and that's when the bottom falls out of reality.

Note the subtle change in scale: These "children" are as big as I am.
All of this—the Sand Plague, the slaughter, people dying agonizing deaths in blood-spattered houses—has been nothing more than a children's game, two kids playing with dolls in a sandbox. The boy is amazed to see me standing before him, for of course the Haruspicus also was a doll, a prop moved from place to place within the model town. "You came to life!" the boy exclaims. "You have been doing whatever you want lately. It's impossible! You are spoiling the game!"

I read the words with a dizzy feeling. Is that all this was? All the things I was forced to do to stay alive, all the dark places I had to visit, all the random catastrophes that occurred day after day—it was just a charade, pointless. To these kids, they were just ripping the wings off flies and smashing sandcastles for kicks, but down there in their creation, people scrambled for salvation. And I have only been their tool, playing the part they wanted me to play. I open my journal to find a new entry scrawled there:
It seems that all this time he had been thinking that he was a living man, saving living people. That feeling, without doubt, added to his aspiration, helped him reach the endgame and even triumph.


In vain, all this is in vain ... He is a puppet, saving dolls in a drawn town.
Everything I've done, then, has been meaningless. I feel like a door has softly clicked shut behind me, stranding me in a dark room. (Duke, who was sitting near me at the time, can tell you that I kept saying "No. Oh, no" over and over.) My struggles to save the town only felt real because of the magic of the Polyhedron, which the boy tells me "brings things to life." "We only made the town," he says, "but it became a wonder all by itself. We put the dolls we didn't care for in it ... They were handicapped anyway."

"I'm not a doll. I am a human being!" I reply. It seems to be less a protest than a futile whimper.

The girl beside the boy agrees with him. "You were never loved, really. You have always been a scary doll, and playing with you wasn't much fun."

Not to be overly dramatic, but I imagine that this is what losing my faith might feel like: God is capricious and sadistic, and he doesn't give a shit about you. I turn to leave the courtyard.



Outside the Polyhedron, I am surprised to find that I feel defiant rather than listless or hopeless. When I receive a letter from "the Developers" calling me to the Theater, I immediately march off in that direction, passing the Cathedral, where the council is beginning. I don't know what awaits me at the Theater, but I'm already steeling myself against it. I still have a decision to make, and I am going to make it even if it does mean nothing.

I am surprised yet again. Inside the Theater, an Executor and a Tragedian are waiting for me. When I speak to the Tragedian, his tone is sad. We have the following exchange, in which I experience one of the most electrifying moments I've ever had as a gamer.

Tragedian: You see how sad our fate is. We are poor actors, who hoped you'd be the director of a new pantomime, because the old one is so boring. But you turned out to be a doll ...
Haruspicus: But I am not a doll.
Tragedian: Did I hear correctly? Who is speaking?
Haruspicus: It's me—the player.

The conversation that changes everything.
Up till now I was merely playing through the Haruspicus, pretending to be him, having my in-game avatar do and say the same things that I would do and say if I were there. In one swift movement, that slight remove is swept away. It is now I, the player, Kevin, who is talking to characters and deciding the town's fate. People talk about breaking the fourth wall, but even that is passive for the audience—they are still observers only. What if, instead of merely addressing the audience at the end of a play, an actor pulled a spectator on stage and he became the play's main character? It's no coincidence that I'm having this conversation inside a theater.

The Executor, meanwhile, speaks to me of free will. It all comes down to choices, he says. Why are you here? To stop the evil of the Sand Plague from spreading, I answer. But was the Plague the real enemy? "It's just as much a weapon for evil as a scalpel is for you," the Executor says. "The disease will leave, it'll devour itself. War will come instead, famine will come after war, heresy will come after famine." It's impossible to truly save the town from anything. The true evil is apathy, resignation to fate. I may be a plaything of the Authorities, but I am no slave. The Executor tells me that it's the difference between predestination and prophecy. Predestined, I have no choice in the matter; I move and speak the way I must. When I fulfill a prophecy, I have absolute freedom. I simply choose to walk along the road that has been laid before me. My path to the Cathedral for my judgment has already been set by the Authorities, but I, the player, Kevin, am the one who will enter and decide.

Clicking through the conversation, I feel thrilled, liberated in a way. Yes, I am responsible for him [the Haruspicus], I say. I will stay with him till the end. His words shall be my words. His deeds shall be my deeds.

While my meeting with the Authorities made me feel abandoned and powerless, my meeting with the Developers has filled me with a grim sense of purpose. I walk back to the Cathedral, noticing that the clouds have finally lifted and the sun is shining. Without the Plague-scarred buildings and the ever-present brown haze in the air, the town is startlingly pretty. For the first time in the game, it looks like a place that might be worth saving.



At the Cathedral, I tell another Executor guarding the doors to let me in. The Executor stands aside. "Enter, Haruspicus," he says. "The meeting awaits your decision. The Queens have paralyzed each other. A tragic stalemate is threatening the game at the moment. You are a pawn that's become a queen. Finish it, it is endgame!"

Tuesday, October 11, 2011

Pathologic: Day Seven, a fatal, crucial, and decisive day for the Haruspicus

(or, in which Kevin punches the Sand Plague right in its stupid face)

The morning of the seventh day has come.

Infected in the past 24 hours: 181 people
Died in the past 24 hours: 350 people
Gone missing: 16 people
Number of dead at the moment: 2450 people
Number of infected: 450 people

Even together with the Inquisitor you will not be able to defeat this enemy. Less than six days remain.



Look at those numbers—the death toll has quadrupled from yesterday. It's not exactly an auspicious moment for the government Inquisitor to come calling.

The executors, bowing to the Inquisitor. Not pictured: the town wetting its collective pants.
The Bachelor is worried. As the official leader of the hunt for a cure, he looks really bad now that all our best efforts have failed, and he readies himself for his appointment with the Inquisitor with the funereal air of a condemned man.1

I too am uneasy about the summons that arrives for me. While I know that I have done nothing that warrants execution—a punishment that the Inquisitor freely doles out—I also know that I have enemies in town who would love to put me squarely in her crosshairs. After all, I have been doing things—exacting vigilante justice on looters, consorting with weirdos like Ospina and the Worms, cutting open corpses on the street for their organs—that would look pretty bad when presented in a certain light. Unless I want to take a one-way trip to the gallows, I have to track her down and explain myself before she starts hearing tales. Thus begins a not-so-merry chase around town that takes up the greater part of the day.

The Inquisitor has set up shop in the Cathedral on the town's west side, but she's gone by the time I arrive for our meeting. A cackling executor tells me that she has thrown wide the doors of the Apiary and is there right now, taking note of the horrifying conditions under which Fat Vlad's prisoners have been living. Worried that my association with Vlad in the early days of the epidemic (was that really only a few days ago? it seems like ages) will come back to bite me, I hoof it over there as fast as I can, cursing every delay as plague zones sprawl across my path.


I thought the first section of the Apiary was disturbing, but I'm taken aback by what I find in the main part of the building. The only living Worms I'd seen up to this point were hanging out in the marshes, but there are tons of them in here, quite literally running around. Their frantic dashing back and forth, along with the unhinged, echoing shrieks that occasionally reverberate throughout the building, set me on edge even before I have a chance to explore. When I do, I find that the Apiary is laid out like a maximum-security prison, with multiple levels of cell-like rooms that extend up to the ceiling and are accessible primarily via catwalks. Unlike the rooms in the first section, these cells are not boarded up, probably because they are not occupied by stricken Worms gasping their last breaths into the dusty wooden floor. That does not mean, however, that the rooms are empty:


I also stumble across a larger back room that looks like it was being used for dissection and experiments. Was Stakh Rubin here?


Unfortunately, I've missed the Inquisitor, who has already moved on to the Town Hall to release some unjustly incarcerated citizens. I do however run into the Mother Keeper again, who has parked her adorable five-year-old self in some sort of temple room on the Apiary's third floor. She has resumed her duties as a spiritual leader in the Cult of Bulls, and as further thanks for my help yesterday with the pills, she tells me that I now have permission to enter the Abattoir. I thank her, but it's a privilege that I won't be able to exercise until I catch up with the Inquisitor. I make my way through the throngs of Worms and butchers and step outside into the free air.

Just a reminder: this shrine is presided over by a kindergartner.
By the time I reach the Town Hall, the prisoners have already been freed and the Inquisitor has moved on. It's the same story wherever I go—I'm always one step behind my quarry as she blazes a path through town, righting wrongs and meting out justice. According to George Kain, her zeal is due to the fact that she is facing her own inquisition back at the capital. She's been given one last chance: personally eradicate the epidemic here in town, or else face the hangman when she returns home. She has a very personal stake in what happens here. Interesting—I mentally file that information away before proceeding to the Cathedral, to which the Inquisitor has returned after her sojourn in town.

Our conversation is a little cold at first as we feel each other out; but my knowledge of the Inquisitor's tenuous position has emboldened me, and she seems impressed with my refusal to apologize for my actions. In any case, we both want the same thing (if for different reasons), so there's no sense in her stringing up a potential ally. The Inquisitor is an interesting lady, if a bit abstract in her manner of speaking. She talks a lot about duty and politics and life, which makes for a fascinating if hard-to-follow talk. She seems interested in the town beyond its relevance to her job and is quite knowledgeable about its bull-related nature religion. So knowledgeable, in fact, that she has made a discovery that's eluded the Bachelor and me. The human-bull hybrid (called an "auroch") that we thought a fantasy exists, it's alive, and its blood can be found somewhere in the Abattoir. She sends me to meet with the Elder of the Abattoir, newly returned, to see if I can wrangle some blood out of him.

I've been dying to see the interior of the Abattoir ever since Day 1, so I get over there as fast as I can. To be honest, I was hoping for something a bit more mind-blowing after all the build-up. The part of the Abattoir that I'm able to explore is basically just a gigantic cavern, populated by a mix of butchers and Worms (the latter of which are becoming creepier and creepier by the hour). The town's paltry remaining cattle are penned up inside, their lowing echoing off the dank stone walls. There is one feature of the place that intrigues me, though, and that's a large chamber that looks as if it's used for sacrifices. In the middle of the floor is a seemingly bottomless pit. I wonder what goes into it—or what comes out.

Part of the Abattoir, as viewed from a high platform. It's hard to tell from this shot, but there's a
pit on the right side. I have no idea where it leads.
The Elder of the Abattoir, Oyun, is waiting for me at the end of the system of caverns. It doesn't take long for me to realize that this guy is going to be trouble.

Yes, your neck tendons are very impressive. You can stop flexing now.
Something about the saturnine Oyun doesn't add up. Other members of the Order say that he tried to sacrifice an auroch last night to stop the Plague, but he botched it somehow. The Elder growls that he did everything right but that a couple of Worms sacrificed another bull at the same time and somehow messed everything up. Having been with those Worms last night, though (gathering the blood sample for the Bachelor), I know that this isn't true. Whatever caused Oyun's ritual to fail, it wasn't us. I can't decide whether some greater power was working against him, or he has some secret agenda of his own, or he's just plain incompetent. I file that away, too, and ask for the auroch blood, which Oyun hands over with plenty of dark muttering about how I don't deserve it. He orders me to come back tomorrow so he can test whether I truly am Isidor Burakh's heir. Sure, whatever. I pocket the vial and head for my laboratory.

I have a twyre recipe that I have used only once, to make another disgusting dead porridge and beat back my infection. It involved a few rare herbs, but it also reduced my infection to almost nil. If any recipe should be used with the rare auroch blood, it's that one. I brew it up, add the blood, and press "mix," holding my breath.

A brightly colored flask labeled "panacea" appears in my inventory. I carry it to the Inquisitor, hoping against hope. Evenly, she tells me that, yes, this is indeed the panacea we've been striving for all this time. I've done it. I've found the cure!

... Now what?

1 In Duke's playthrough, as you've read, the Bachelor is on much better terms with the Inquisitor than he is here. Why the difference? I can only speculate that Duke's heroic efforts on Day Five—particularly his costly liberation of the wrongly imprisoned citizens in the Town Hall—actually had a positive effect after all.