Planet | Mhen'ga |
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System | Ara Ara |
Level Range | 1+ |
Trials in Tainted Space is a free text game about exploring the universe, yourself, and its myriad inhabitants in fun and customizeable ways. Because the entire game is made in text, it’s easy to change scenes on the fly. Trials in Tainted Space 's gameplay is not immune to exploitation. There are various features the player can access, intentional or otherwise, to gain a desired advantage in the game. Most of these exploits may have been left in the game during various points of development and are subject to change if and while the game is in development.
Description
Mhen'ga is a planet discovered during the 14th planet rush. Currently colonized by the U.G.C., the planet's extra-terrestrial capital is Esbeth. Populated areas are lined with dirt roads, leaving a very primal feel to the overall environment. Covered in lush flora, the planet is sometimes referred to as 'The Jungle Planet'. Sometimes spelled as 'Mhen'gha' or 'M'henga'.
- 3Sub-Regions
- 4Inhabitants
Places of Interest
- Uthra Birch - A tree whose sap can be harvested.
- Xenogen Camp - Abandoned camp located in the central-east portion of the south jungles, beyond the deep jungle and misty valley.
- U.G.C. Scout Authority - The taxi service between the U.G.C. Office and the Xenogen camp, as well as an area to Investigate.
Sub-Regions
Esbeth
This small jungle town, Esbeth, doesn’t even have proper roads. Prefabricated buildings have sprung up on all sides.
- City Square - The living center of Esbeth.
- Spaceport (built by Pyrite Heavy Industries)
- Office of Customs and Governance
- Burt’s Badass Mead Hall
- Crazy Carl’s Crude Cylinder Collection Cache
- The Art Of Scrapyard Maintenance
- Xenogen Biotech Research Lab
- U.G.C. Police Station
- U.G.C. Scout Authority Office
- A white shack (medical office)
The Jungle
The wilds of Mhen'ga, consisting of mostly dense forest woods, and lush and colorful jungle greenery.
- The North Jungle - Ferns and jungle on the west side, as it becomes more woodland area on the central north end. A deep orange flora jungle more towards the east.
- Thare Plantation
- The South Jungle - Vines and giant rocks are located on the west end. A pathway to the deep jungle, misty valleys and parts that are populated with colossal Saole trees and bladed ferns can also be found towards the east.
- Xenogen Camp
- The East Jungle - A narrow jungle path.
- The metal pod is located here.
- Uthra Birch - A large, deformed tree whose roots block the path of a narrow gorge located southeast-most of the jungle area. The tree leaks obsidian sap from gaps on its surface.
- The Waterfall - A Zil encampment is above a huge waterfall to the far north of the map.
- A Satellite - There’s a great big crater plunged into the forest floor here, surrounded by the shattered husks of Mhen’gan trees that have been blasted back by the impact. Smoke rises lazily from the inside of the crater, emanating from a sphere of metal surrounded by cracked mirrored wings. A satellite!
Inhabitants
There are common townspeople who live in Esbeth. Other lifeforms can be encountered to the east of Esbeth, into the jungles Mhen'ga is best known for.
NPCs
- Able - Servant under Prof. Darnock, working at the Thare Plantation.
- Artie - Owner of the scrapyard.
- Burt - Bartender at the mead hall.
- Carl - Owner of a weapons shop.
- Professor Shep Darnock - Researcher and owner of the Thare Plantation.
- Amber - An human-cervine centaur looking for sex.
- Erika - A Kaithrit. Can be found at the mead hall between 08:00 - 16:00.
- Erra - An Ausar delivery girl you can randomly find in bars.
- Flahne - Secretary at the customs office.
- Geoff - Artie's nephew and assistant. Employee at Artie's scrapyard.
- Dr. Julian Haswell - Researcher in the Biotech laboratory.
- Kase - An injured Kaithrit working for Pyrite's logistics branch.
- Kelly - Secretary at the Biotech office. Also at the Back of Burts mead hall after hours.
- Mica - Zil male and twin brother of Tetra found at the Back of Burts mead hall between 10:00 and 17:59 with his twin.
- Penny - Employee and trainee at the U.G.C. police station.
- Prai Ellit - A Xenogen Biologist researching jungle wildlife.
- Quinn - Chieftain of the Zil tribe who Steele can meet during the Plantation Quest.
- RK Lah - A male ausar who has united the Zil against Snugglé.
- Tanis - Scout authority who runs the taxi.
- Syri - Anno's sister, sometimes found lounging or gaming at the mead hall.
- Tetra - Zil female and twin sister of Mica found at the Back of Burt's Mead Hall between 10:00 and 17:59 with her twin.
- Thyvara - Matisar huntress who was left behind after a hunt found in Burt's Mead Hall between 18:00 and 03:00.
- V-KO - A JoyCo nursedroid at the medical center.
- Yoma - An android companion that can be found wandering in the jungle
- Estallia - The War Queen if you let her escape to Mhen'ga
Hostiles
General Strategy: On Mhen'ga, most of the hostiles, barring some that are very relevant to specific quests, are sapient life forms trapped in the Stone Age. Some of them don't have weapons and the ones that do have things like Spears and blow darts. There just really horny and see fighting as a kind of aggressive foreplay and decider of who tops whom. As such most of the enemies on this world are highly susceptible to Lust attacks (Tease, Pheromone, Drug, Psionic), ranged attacks, and Special Attacks. Their movesets rely on increasing their own evasion and decreasing the player's through poisons, drugs, and their own natural adaptations and abilities so that it will be easier to seduce the player into giving up.
- Cunt Snake - Non-native, parasitic snake-creatures brought over by an infected offworlder.
- Gryvain Agent - Competition during the Satellite Retrieval mission.
- Kerokoras - Amphibious creatures with lust-inducing venomous skin found in the northern jungles as an uncommon encounter.
- Johr - The Zil Trainer and accomplice to the Pump-king.
- Machina - A dangerous robot that had worked for Carl until it went rogue.
- Mimbrane - Parasitic lifeforms that are attracted to sexual body fluids.
- Naleen - Hybrid race of predatory creatures that hunt for pleasure.
- The Pump-king - A deranged terrorist bent on taking over Mhen'ga.
- The Vanae - A tree-dwelling society that lives mostly in the deeper jungles.
- Venus Pitchers - Sentient plant species that live in the dark parts of the jungle.
- Elder Venus Pitcher - Found in certain areas in the southern jungles. If hungry for fluids, they will trap and hypnotize their prey; they are dormant otherwise.
- Venus Pitcher - Found in the northeast and east end of the jungle, they will lure their prey to harvest fluids from and spread their seed.
- The Zil - A dominance-minded tribal culture of bee-like peoples.
Godsend items
- Mhen'gan Mango - A wild fruit that may be found while traversing the wilds of Mhen'ga.
- Strange Egg - An egg that may be found in the Jungle.
Trivia
The Ara Ara system is a reference to the statement Ara Ara, which roughly translates to 'Oh me, oh my', a phrase commonly used in harem and slice of life Manga, Anime, and video games, and hentai especially of the Monster Girl Encyclopedia variety. This, in a meta sense is the creators acknowledging that the various characters and enemies on this planet are basically Monster Girls for the player to Waifu.
Zil Encampment | |
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Planet | Mhen'ga |
System | Ara Ara |
Level Range | 6+ |
- 2Walkthrough
- 2.4Resolutions
Summary
The Plantation Quest is a non-essential large scale mission upon Mhen'ga. It relates to Thare Plantation and the larger future of the planet. There are several outcomes that Steele can work towards.
Recommended level: 6+
Walkthrough
In order to activate the quest, Steele must have had a meal with Shep Darnock and exhausted all of his talk options. If this is the case, after the Tarkus Tether Crisis has been resolved they will receive an email from the professor less than a day later, requesting their help.
Plantation
At Thare Plantation, Darnock will explain that one of the probationer inmates, a male ausar named RK Lah, has escaped. Darnock describes him as a dangerous eco-terrorist who seems to have established a grip over the local zil, and is directing them to attack the plantation.
Trials In Tainted Space Guide Pdf
The professor it is particularly important Lah is brought to justice because a Snugglé is soon to appraise Mhen'ga and decide if it is suitable to be completely agriformed. Darnock believes Lah is trying to sabotage this, and asks Steele to find and retrieve him.
Trials In Tainted Space Guide
Outside the plantation Steele can talk to Able. Able says that the zil responsible for the attacks are his tribe, and that they are furious about the plantation being built on what they consider their land. He says the situation might be resolved peacefully if Steele appeals to his chieftain in the right way, before suggesting ways of doing this.
The Waterfall
The zil encampment is above a huge waterfall to the far north of the map. Before Steele can get at it they must defeat Kane, who is guarding the bottom.
Without the climbing kit, climbing up the waterfall drains 6 energy per square and confers an accuracy debuff during battles upon it. There is a 30% chance of being attacked by a Zil Hornet or a Zil Hoverfly in each square. If Steele ever reaches 0 energy whilst upon it, they are forced down to the bottom.
Halfway up on the 'Driftwood Shoulder' square, Steele must pass a high reflex test to avoid falling down into the Naleen Mating Ball. Whether they manage to beat it or not, they will emerge at the bottom of the waterfall again.
Above that to the east is a non-hostile square, which leads to a zil shrine containing an Amber Idol. This is valuable, but taking it will prevent any peaceful negotiation with the zil.
Confrontation with Quinn and Lah
At the top Lah and the zil chieftain Quinn can be found, waiting for Steele.
The zil have come to call Lah 'word-wolf', and seem to believe his words have actual power. He has used this to rouse them into violent action against the exploitative practices of Snugglé. He asks Quinn to show Steele leniency - but only if they agree to step aside and let the tribe destroy the plantation.
Steele has several options:
- Fight them. This is the only option if Steele took the idol, and will happen anyway if they choose Talk or Fight. This will also happen if Steele Challenges Lah, but insists on taking him away. Steele must then fight the entire Zil Tribe, a very tough battle.
- Agree. Steele can choose this straight off the bat, or concede if they challenge Lah and then lose, or if they fail to convince Quinn. Lah and the whole tribe will then move off to the plantation.
- Reason with Quinn. Steele can only do this after choosing to Challenge Lah to a fair fight, which involves discarding their weapons and armor and using only a Zil Champion's Assegai or a Zil Champion's Bow to defeat him in combat. They then get the chance to debate Quinn. Steele must choose Words, Security and Sex in the dialogue that follows without choosing any of the other options more than once in order to succeed. If they manage this, Quinn calls off the attacks and agrees to bargain with the people of Esbeth. Steele can then choose to take the defeated Lah away, or let him go.
Resolutions
Darnock Triumphant
If Steele defeats Quinn and the zil in combat, they can then take Lah back to the plantation as promised. Darnock is delighted with getting the ausar back, and pays Steele 22,000 credits. He intimates that Mhen'ga is likely to become a Snugglé agriworld. Put together with the Amber Idol, this is the most profitable ending.
Lah's Revenge
If Steele sides with Lah, they will return to the plantation to find the manor on fire, the zil battling with drone guards and prisoners alike, and Darnock already fled. Able's fate is unknown, he may have died in the fire. After Steele speaks with Lah here, the plantation is deserted, and they are welcome back at the zil village at any time. Afterwards, Lah says he intends to get in touch with like-minded friends and try and build an independency with the zil.
A Third Way
If Steele successfully negotiates with Quinn, they need to return to the plantation regardless of whether they grabbed Lah in order to resolve the quest. If they did not bring Lah back, Darnock is not pleased and doesn't pay Steele anything. If they did, he is and they get the 22,000 credits. Steele is welcome back at the zil village at any time.
After a couple of days have passed, Steele can ask Quinn, Burt and Flahne how the trading is going. They are all happy with how things are developing, however the Esbethians express doubt that they can force Snuggle to leave.