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''Obitus'' is a video game released in 1991 by the British publisher Creator/{{Psygnosis}} for UsefulNotes/IBMPersonalComputer, UsefulNotes/AtariST and UsefulNotes/{{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.

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''Obitus'' is a video game released in 1991 by the British publisher Creator/{{Psygnosis}} for UsefulNotes/IBMPersonalComputer, UsefulNotes/AtariST Platform/IBMPersonalComputer, Platform/AtariST and UsefulNotes/{{Amiga}}.Platform/{{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.
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* MotionParallax: The aptly named ''Parallax Sections'' make use of several foreground and background layers of motion parallax that give the linear platform levels 3D depth.
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* ''Parallax Sections'' -- These areas use a PlatformGame-style Gameplay like ''VideoGame/CommanderKeen''. They are displayed in Third-Person-Perspective and you can walk left and right, jump and fire your weapons. These areas are quite linear (they resemble roads connecting the Mazes and Castles) and action-packed. The graphics include several foreground- and background- layers to produce a 3D-effect through parallaxes. Every NPC encountered in the parallax sections is an enemy and you can't use inventory-items (except weapons) there.

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* ''Parallax Sections'' -- These areas use a PlatformGame-style Gameplay like ''VideoGame/CommanderKeen''. They are displayed in Third-Person-Perspective and you can walk left and right, jump and fire your weapons. These areas are quite linear (they resemble roads connecting the Mazes and Castles) and action-packed. The graphics include several foreground- and background- layers to produce a [[MotionParallax 3D-effect through parallaxes.parallaxes]]. Every NPC encountered in the parallax sections is an enemy and you can't use inventory-items (except weapons) there.
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Tropeslashing isn't allowed.


* DroughtLevelOfDoom / VideogameCrueltyPunishment -- In Cullenshire - the last quadrant - you'll find only two single arrows. So if youre too violent earlier in the game, you'll run out of ammunition.

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* DroughtLevelOfDoom / VideogameCrueltyPunishment -- DroughtLevelOfDoom: In Cullenshire - the last quadrant - you'll find only two single arrows. So if youre too violent earlier in the game, [[VideogameCrueltyPunishment you'll run out of ammunition.ammunition]].
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Need more context.


* BadassBookworm -- Will Mason our flick-flack doing Fantasy-Hero, who is fighting through dungeons and castles is a time traveling history teacher.
* BoobyTrap -- The Castles are crowded with falling blades, logs, brigs and chandeliers.
* ChaosArchitecture -- Averted. When drawing a map of the game, everything makes sense. No overlapping rooms, no crossing edges. Everything is spatially correct.
* CopyProtection -- It prompts for a word from the manual. Since the manual is in several languages (including German and French) it can happen that typing Umlaute is required, what can be a nuisance to players who don't have them on their keyboard.
* CycleOfHurting -- If you are [[UnstableEquilibrium low on health]], carry too much items or forget to sleep, your health drops gradually. This is especialy bad in the Parallax sections, where you can easily get low on health, but can't perform any countermeasures before reaching a maze or castle.

to:

* BadassBookworm -- BadassBookworm: Will Mason our flick-flack doing Fantasy-Hero, who is fighting through dungeons and castles is a time traveling history teacher.
* BoobyTrap -- BoobyTrap: The Castles are crowded with falling blades, logs, brigs and chandeliers.
* ChaosArchitecture -- ChaosArchitecture: Averted. When drawing a map of the game, everything makes sense. No overlapping rooms, no crossing edges. Everything is spatially correct.
* CopyProtection -- CopyProtection: It prompts for a word from the manual. Since the manual is in several languages (including German and French) it can happen that typing Umlaute is required, what can be a nuisance to players who don't have them on their keyboard.
* CycleOfHurting -- CycleOfHurting: If you are [[UnstableEquilibrium low on health]], carry too much items or forget to sleep, your health drops gradually. This is especialy bad in the Parallax sections, where you can easily get low on health, but can't perform any countermeasures before reaching a maze or castle.



* GlitchEntity -- Morold in the Stoneridge Cave. This guy only has graphics for being viewed from a low distance since he is standing next to a node then you are coming from Stoneridge. But if you enter Stoneridge Caves from the Catacombs (which is only possible if you keep your rope from Burvilleshire) you get see him from afar, which fills your screen with garbage. Thankfully the garbage disappears if you descend to the catacombs and return after killing him.
* HealingPotion -- The more powerful healing items.
* HyperactiveMetabolism -- Most of the healing items are food like apples, loafs, cherries etc. But watch out, booze has a negative healing value.
* HyperspaceArsenal -- Subverted. You can actually carry unlimited items, but if you carry too much weight at a time your health drops gradually.
* InventoryManagementPuzzle -- To finish the game you have to transport some crystal balls with a weight of 60pounds. To carry them without dying (see above) you have to drop your weapons and take a path that you already purged from mooks. Thankfully the items stay where you dropped them, so you can pick them up later.
* InterchangeableAntimatterKeys -- {{Zigzagged}}. There are several sets of keys. The keys in a set play the trope straight. The different sets aren't interchangeable. The more important doors require unique keys.
* LethalLavaLand -- Stoneridge
* TheLostWoods -- Fernhold. The other forests also play with the trope. At least you get lost in them.
* TheMaze -- Played straight. Though spatially correct, the mazes are huge and feature CutAndPasteEnvironments and play (slightly) with MobileMaze. It is recommended to draw maps of them.
* RedHerring --

to:

* GlitchEntity -- GlitchEntity: Morold in the Stoneridge Cave. This guy only has graphics for being viewed from a low distance since he is standing next to a node then you are coming from Stoneridge. But if you enter Stoneridge Caves from the Catacombs (which is only possible if you keep your rope from Burvilleshire) you get see him from afar, which fills your screen with garbage. Thankfully the garbage disappears if you descend to the catacombs and return after killing him.
* HealingPotion -- HealingPotion: The more powerful healing items.
* HyperactiveMetabolism -- HyperactiveMetabolism: Most of the healing items are food like apples, loafs, cherries etc. But watch out, booze has a negative healing value.
* HyperspaceArsenal -- HyperspaceArsenal: Subverted. You can actually carry unlimited items, but if you carry too much weight at a time your health drops gradually.
* InventoryManagementPuzzle -- InventoryManagementPuzzle: To finish the game you have to transport some crystal balls with a weight of 60pounds. To carry them without dying (see above) you have to drop your weapons and take a path that you already purged from mooks. Thankfully the items stay where you dropped them, so you can pick them up later.
* InterchangeableAntimatterKeys -- InterchangeableAntimatterKeys: {{Zigzagged}}. There are several sets of keys. The keys in a set play the trope straight. The different sets aren't interchangeable. The more important doors require unique keys.
* LethalLavaLand -- %%* LethalLavaLand: Stoneridge
* TheLostWoods -- TheLostWoods: Fernhold. The other forests also play with the trope. At least you get lost in them.
* TheMaze -- TheMaze: Played straight. Though spatially correct, the mazes are huge and feature CutAndPasteEnvironments and play (slightly) with MobileMaze. It is recommended to draw maps of them.
* RedHerring -- RedHerring:



* SchmuckBait -- The booze you can get from Ulfinan. Drinking it has a negative healing value.
* UnwinnableByDesign -- Obitus has a lot of chances to get stuck or ruin your chances for winning by mistakes you made earlier. Some examples:

to:

* SchmuckBait -- SchmuckBait: The booze you can get from Ulfinan. Drinking it has a negative healing value.
* UnwinnableByDesign -- UnwinnableByDesign: Obitus has a lot of chances to get stuck or ruin your chances for winning by mistakes you made earlier. Some examples:



* UniqueEnemy -- The Dragon in Stoneridge. It is not only unique, it seems that it has some dedicated code, since it is the only enemy that has an actual AI. And it is also on the box-cover.
* VisualPun -- In the Catacombs an area is unlocked using a gem as a key. The unlocked area has the shape of the gem.

to:

* UniqueEnemy -- UniqueEnemy: The Dragon in Stoneridge. It is not only unique, it seems that it has some dedicated code, since it is the only enemy that has an actual AI. And it is also on the box-cover.
* VisualPun -- VisualPun: In the Catacombs an area is unlocked using a gem as a key. The unlocked area has the shape of the gem.
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Trope deprecated per TRS


** The final Boss requires a special weapon you get only once in the game. If you waste this weapon for another Boss ([[UnwinnableByInsanity or a Mook]]) you can't defeat him.

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** The final Boss requires a special weapon you get only once in the game. If you waste this weapon for another Boss ([[UnwinnableByInsanity ([[UnintentionallyUnwinnable or a Mook]]) you can't defeat him.

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Removed: 461

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* GlitchEntity -- Morold in the Stoneridge Cave. This guy only has graphics for being viewed from a low distance since he is standing next to a node then you are coming from Stoneridge. But if you enter Stoneridge Caves from the Catacombs (which is only possible if you keep your rope from Burvilleshire) you get see him from afar, which fills your screen with garbage. Thankfully the garbage disappears if you descend to the catacombs and return after killing him.



* TheMissingno -- Morold in the Stoneridge Cave. This guy only has graphics for being viewed from a low distance since he is standing next to a node then you are coming from Stoneridge. But if you enter Stoneridge Caves from the Catacombs (which is possible if you keep your rope from Burvilleshire) you get see him from afar, which fills your screen with garbage. Thankfully the garbage disappears if you descend to the catacombs and return after killing him.
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Has nothing to do with a very similarly-named 2014 videogame, ''VideoGame/{{Oblitus}}''.

to:

[[SimilarlyNamedWorks Has nothing to do do]] with a very similarly-named 2014 videogame, 2015 video game, ''VideoGame/{{Oblitus}}''.
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''Obitus'' is a video game released in 1991 by the British publisher Creator/{{Psygnosis}} for UsefulNotes/{{IBM PC}}, UsefulNotes/AtariST and UsefulNotes/{{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.

to:

''Obitus'' is a video game released in 1991 by the British publisher Creator/{{Psygnosis}} for UsefulNotes/{{IBM PC}}, UsefulNotes/IBMPersonalComputer, UsefulNotes/AtariST and UsefulNotes/{{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.

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Changed: 91

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Added image.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/obitus.png]]



''Obitus'' is a video game released 1991 by the British publisher Creator/{{Psygnosis}} for UsefulNotes/{{IBM PC}}, UsefulNotes/AtariST and UsefulNotes/{{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.

to:

''Obitus'' is a video game released in 1991 by the British publisher Creator/{{Psygnosis}} for UsefulNotes/{{IBM PC}}, UsefulNotes/AtariST and UsefulNotes/{{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.





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\nHas nothing to do with a very similarly-named 2014 videogame, ''VideoGame/{{Oblitus}}''.
Is there an issue? Send a MessageReason:
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* ''Interior Sections'' -- These areas consist of several rooms there you can walk around and interact with the environment in a third-person-perspective like in ManiacMansion but also encounter some mooks. Most interaction is done with action-verbs, but you can also fire arrows using the controls of the parallax sections. The Interior Sections resemble Castles.


to:

* ''Interior Sections'' -- These areas consist of several rooms there you can walk around and interact with the environment in a third-person-perspective like in ManiacMansion ''VideoGame/ManiacMansion'' but also encounter some mooks. Most interaction is done with action-verbs, but you can also fire arrows using the controls of the parallax sections. The Interior Sections resemble Castles.

Is there an issue? Send a MessageReason:
Moved to YMMV subpage


* PortingDisaster -- The SNES version of Obitus has a different gameplay than the original versions. For example, the CycleOfHurting through heavy inventory and earlier wounds was omitted, every enemy can be killed with any weapon (what screws some puzzles) and random encounters were added.
Is there an issue? Send a MessageReason:
moved to YMMV subpage as it's a subjective, Just For Fun wick


* XMeetsY -- PointAndClickGame meets FirstPersonShooter and PlatformGame.
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''Obitus'' is a video game released 1991 by the British publisher Creator/{{Psygnosis}} for {{IBM PC}}, AtariST and {{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.

to:

''Obitus'' is a video game released 1991 by the British publisher Creator/{{Psygnosis}} for {{IBM UsefulNotes/{{IBM PC}}, AtariST UsefulNotes/AtariST and {{Amiga}}.UsefulNotes/{{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.



* ''Maze Sections'' -- Theese areas consist of a nodes-and-edges graphs which are displayed in first-person-perspective. You can walk through this areas in FPS-style and interact whith [=NPCs=], objects and your Inventory using Adventure-style action-verbs. The 3D graphics are produced by cycling through pre-renderd frames while moving. This produces amazing graphics - considering the time Obitus was released - but has the drawback that movement is limited to fixed angles (in 45°steps). The Mazes resemble forrests and dungeons.
* ''Parallax Sections'' -- Theese areas use a PlatformGame-style Gameplay like ''VideoGame/CommanderKeen''. They are displayed in Third-Person-Perspective and you can walk left and right, jump and fire your weapons. Theese areas are quite linear (they resemble roads connecting the Mazes and Castles) and action-packed. The graphics include several foreground- and background- layers to produce a 3D-effect through parallaxes. Every NPC encountered in the parallax sections is an enemy and you can't use inventory-items (exept weapons) there.
* ''Interior Sections'' -- These areas consist of several rooms there you can walk arroung and interact with the enviroment in a third-person-perspective like in ManiacMansion but also encounter some mooks. Most interaction is done with action-verbs, but you can also fire arrows using the controls of the parallax sections. The Interior Sections resemble Castles.


to:

* ''Maze Sections'' -- Theese These areas consist of a nodes-and-edges graphs which are displayed in first-person-perspective. You can walk through this areas in FPS-style and interact whith with [=NPCs=], objects and your Inventory using Adventure-style action-verbs. The 3D graphics are produced by cycling through pre-renderd pre-rendered frames while moving. This produces amazing graphics - considering the time Obitus was released - but has the drawback that movement is limited to fixed angles (in 45°steps). The Mazes resemble forrests forests and dungeons.
* ''Parallax Sections'' -- Theese These areas use a PlatformGame-style Gameplay like ''VideoGame/CommanderKeen''. They are displayed in Third-Person-Perspective and you can walk left and right, jump and fire your weapons. Theese These areas are quite linear (they resemble roads connecting the Mazes and Castles) and action-packed. The graphics include several foreground- and background- layers to produce a 3D-effect through parallaxes. Every NPC encountered in the parallax sections is an enemy and you can't use inventory-items (exept (except weapons) there.
* ''Interior Sections'' -- These areas consist of several rooms there you can walk arroung around and interact with the enviroment environment in a third-person-perspective like in ManiacMansion but also encounter some mooks. Most interaction is done with action-verbs, but you can also fire arrows using the controls of the parallax sections. The Interior Sections resemble Castles.




The [=NPCs=] you accounter are friendly characters like partisans or dwarfes what have sometimes presents for you, the neutral and usually unfriendly Knights of the shires and some generic {{Mook}}s like archers or monsters.

to:

The [=NPCs=] you accounter encounter are friendly characters like partisans or dwarfes what have sometimes presents for you, the neutral and usually unfriendly Knights of the shires and some generic {{Mook}}s like archers or monsters.



* HyperactiveMetabolism -- Most of the healing items are food like apples, loafs, cherrys etc. But watch out, booze has a negative healing value.

to:

* HyperactiveMetabolism -- Most of the healing items are food like apples, loafs, cherrys cherries etc. But watch out, booze has a negative healing value.



* InventoryManagementPuzzle -- To finish the game you have to transport some crystalballs with a weight of 60pounds. To carry them without dying (see above) you have to drop your weapons and take a path that you already purged from mooks. Thankfully the items stay where you dropped them, so you can pick them up later.
* InterchangeableAntimatterKeys -- {{Zigzagged}}. There are several sets of keys. The keys in a set play the trope straight. The different sets aren't interchangable. The more important doors require unique keys.

to:

* InventoryManagementPuzzle -- To finish the game you have to transport some crystalballs crystal balls with a weight of 60pounds. To carry them without dying (see above) you have to drop your weapons and take a path that you already purged from mooks. Thankfully the items stay where you dropped them, so you can pick them up later.
* InterchangeableAntimatterKeys -- {{Zigzagged}}. There are several sets of keys. The keys in a set play the trope straight. The different sets aren't interchangable.interchangeable. The more important doors require unique keys.



* PortingDisaster -- The SNES version of Obitus has a different gameplay than the original versions. For example, the CycleOfHurting through heavy inventory and earlier wounds was omitted, every enemy can be killed with any weapon (what screws some puzzles) and random accounters were added.

to:

* PortingDisaster -- The SNES version of Obitus has a different gameplay than the original versions. For example, the CycleOfHurting through heavy inventory and earlier wounds was omitted, every enemy can be killed with any weapon (what screws some puzzles) and random accounters encounters were added.



** The crown that can be bought from Safiran in Drakehurst-Castle. It is actually possible to get this by trading it against three talismen, but it serves no purpose.

to:

** The crown that can be bought from Safiran in Drakehurst-Castle. It is actually possible to get this by trading it against three talismen, talisman, but it serves no purpose.



** In Burville Castle you enter with an incomplete set of keys. After solving some puzzles with them you get a second set that les you open every door in the castle. But in the area of the castle where you solve the puzzles, there is the room of Zaman the Bookkeeper what has also a door that needs one of the keys. If you open the door to his room before getting the second set of keys you don't have enought keys left to get the second set. Especially cruel considering Zaman is plot relevant NPC.

to:

** In Burville Castle you enter with an incomplete set of keys. After solving some puzzles with them you get a second set that les you open every door in the castle. But in the area of the castle where you solve the puzzles, there is the room of Zaman the Bookkeeper what has also a door that needs one of the keys. If you open the door to his room before getting the second set of keys you don't have enought enough keys left to get the second set. Especially cruel considering Zaman is plot relevant NPC.
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Obitus consists of different sections, in witch you need to interact with the NPCs and objects. The transitions between the sections are bidirectional, so you can go back to places you have already been. There are three types of Sections:

* ''Maze Sections'' -- Theese areas consist of a nodes-and-edges graphs which are displayed in first-person-perspective. You can walk through this areas in FPS-style and interact whith NPCs, objects and your Inventory using Adventure-style action-verbs. The 3D graphics are produced by cycling through pre-renderd frames while moving. This produces amazing graphics - considering the time Obitus was released - but has the drawback that movement is limited to fixed angles (in 45°steps). The Mazes resemble forrests and dungeons.

to:

Obitus consists of different sections, in witch you need to interact with the NPCs [=NPCs=] and objects. The transitions between the sections are bidirectional, so you can go back to places you have already been. There are three types of Sections:

* ''Maze Sections'' -- Theese areas consist of a nodes-and-edges graphs which are displayed in first-person-perspective. You can walk through this areas in FPS-style and interact whith NPCs, [=NPCs=], objects and your Inventory using Adventure-style action-verbs. The 3D graphics are produced by cycling through pre-renderd frames while moving. This produces amazing graphics - considering the time Obitus was released - but has the drawback that movement is limited to fixed angles (in 45°steps). The Mazes resemble forrests and dungeons.



The NPCs you accounter are friendly characters like partisans or dwarfes what have sometimes presents for you, the neutral and usually unfriendly Knights of the shires and some generic {{Mook}}s like archers or monsters.

Inventory items include Weapons, Keys, Food (for healing), Treasures (for trading) and plotrelevant items.

to:

The NPCs [=NPCs=] you accounter are friendly characters like partisans or dwarfes what have sometimes presents for you, the neutral and usually unfriendly Knights of the shires and some generic {{Mook}}s like archers or monsters.

Inventory items include Weapons, Keys, Food (for healing), Treasures (for trading) and plotrelevant plot relevant items.
Is there an issue? Send a MessageReason:
None


''Obitus'' is a video game released 1991 by the British publisher Creator/Psygnosis for {{IBM PC}}, AtariST and {{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.

to:

''Obitus'' is a video game released 1991 by the British publisher Creator/Psygnosis Creator/{{Psygnosis}} for {{IBM PC}}, AtariST and {{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.

Added: 170

Changed: 5202

Is there an issue? Send a MessageReason:
None


''Obitus'' is a videogame released 1991 by the British publisher Psygnosis for IBM-PC, Atari-St and Amiga. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.

to:

''Obitus'' is a videogame video game released 1991 by the British publisher Psygnosis Creator/Psygnosis for IBM-PC, Atari-St {{IBM PC}}, AtariST and Amiga.{{Amiga}}. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.



Centuries later, the history-teacher Will Mason is driving home from his holiday in Snowdonia. While driving through Middlemere ha falls asleep while driving and careers into the ditch. It is raining heavily in Middlemere and he can't repair his car alone he seeks shelter in an old decaying tower and falls asleep. After waking up he find himself in the same tower - but it isn't anymore old and deacaying. He traveled back in the past. The tower was a timemachine.

Will Mason must find his way through the four shires of Middlemere to find all parts required to assemble the timemachine. The ending implies what he isn't transported back to the present but maybe somewhere else. Maybe a sequel was planned.

Obitus consists of different sections, in witch you need to interact with the NPCs and objects. The transitions between the sections are bidirectional, so you can go back to places you have already been. There are three types of Sections :

* ''Maze Sections'' - Theese areas consist of a nodes-and-edges graphs which are displayed in first-person-perspective. You can walk through this areas in FPS-style and interact whith NPCs, objects and your Inventory using Adventure-style action-verbs. The 3D graphics are produced by cycling through pre-renderd frames while moving. This produces amazing graphics - consigering the time Obitus was released - but has the drawback that movement is limited to fixed angles (in 45°steps). The Mazes resemble forrests and dungeons.
* ''Paralax Sections'' - Theese areas use a {{PlatformGame}}-Style Gameplay like CommanderKeen. They are displayed in Third-Person-Perspective and you can walk left and right, jump and fire your weapons. Theese areas are quite linear (they resemble roads connecting the Mazes and Castles) and action-packed. The graphics include several foreground- and background- layers to produce a 3D-effect through paralaxes. Every NPC accountered in the paralax sections are enemys and you can't use inventory-items (exept weapons) there.
* ''Interior Sections'' - These areas consist of several rooms there you can walk arroung and interact with the enviroment in a third-person-perspective like in ManiacMansion but also encounter some mooks. Most interaction is done with action-verbs, but you can also fire arrows using the controls of the paralax sections. The Interior Sections resemble Castles.


to:

Centuries later, the history-teacher history teacher Will Mason is driving home from his holiday in Snowdonia. While driving through Middlemere ha he falls asleep while driving and careers into the ditch. It is raining heavily in Middlemere and he can't repair his car alone alone; he seeks shelter in an old decaying tower and falls asleep. After waking up he find himself in the same tower - but it isn't anymore old and deacaying.decaying. He traveled back in the past. The tower was a timemachine.

time machine.

Will Mason must find his way through the four shires of Middlemere to find all parts required to assemble the timemachine. time machine. The ending implies what that he isn't transported back to the present but maybe somewhere else. Maybe a sequel was planned.

Obitus consists of different sections, in witch you need to interact with the NPCs and objects. The transitions between the sections are bidirectional, so you can go back to places you have already been. There are three types of Sections :

Sections:

* ''Maze Sections'' - -- Theese areas consist of a nodes-and-edges graphs which are displayed in first-person-perspective. You can walk through this areas in FPS-style and interact whith NPCs, objects and your Inventory using Adventure-style action-verbs. The 3D graphics are produced by cycling through pre-renderd frames while moving. This produces amazing graphics - consigering considering the time Obitus was released - but has the drawback that movement is limited to fixed angles (in 45°steps). The Mazes resemble forrests and dungeons.
* ''Paralax ''Parallax Sections'' - -- Theese areas use a {{PlatformGame}}-Style PlatformGame-style Gameplay like CommanderKeen.''VideoGame/CommanderKeen''. They are displayed in Third-Person-Perspective and you can walk left and right, jump and fire your weapons. Theese areas are quite linear (they resemble roads connecting the Mazes and Castles) and action-packed. The graphics include several foreground- and background- layers to produce a 3D-effect through paralaxes. parallaxes. Every NPC accountered encountered in the paralax parallax sections are enemys is an enemy and you can't use inventory-items (exept weapons) there.
* ''Interior Sections'' - -- These areas consist of several rooms there you can walk arroung and interact with the enviroment in a third-person-perspective like in ManiacMansion but also encounter some mooks. Most interaction is done with action-verbs, but you can also fire arrows using the controls of the paralax parallax sections. The Interior Sections resemble Castles.




* BadassBookworm : Will Mason our flick-flack doing Fantasy-Hero, who is fighting through dungeons and castles is a time traveling history teacher.
* BoobyTrap : The Castles are crowded with falling blades, logs, brigs and chandeliers.
* ChaosArchitecture : Averted. When drawing a map of the game, everything makes sense. No overlaping rooms, no crossing edges. Everything is spatial correct.
* CopyProtection : A very effective one. It prompts for a word from the manual, so piracy would require duplicating the manual. Since the manual is in several languages (including German and French) it can happen that typing Umlaute is required, what can be a nuisance to players who don't have them on their keyboard.
* CycleOfHurting : If you are [[UnstableEquilibrium low on health]], carry too much items or forget to sleep, your health drops gradually. This is especialy bad in the Paralax-Sections, where you can easily get low on health, but can't perform any countermeasures before reaching a maze or castle.
* DroughtLevelOfDoom / VideogameCrueltyPunishment : In Cullenshire - the last quadrant - you'll find only two single arrows. So if youre too violent erlyer in the game, you'll run out of ammunition.
* HealingPotion : The more powerful healing items.
* HyperactiveMetabolism : Most of the healing items are food like apples, loafs, cherrys etc. But watch out booze has a negative healing value.
* HyperspaceArsenal : Subverted. You can actually carry unlimited items, but if you carry too much weight at a time your health drops gradually.
* InventoryManagementPuzzle : To finish the game you have to transport some crystalballs with a weight of 60pounds. To carry them without dying (see above) you have to drop your weapons and take a path that you already purged from mooks. Thankfully the items stay where you dropped them, so you can pick them up later.
* InterchangeableAntimatterKeys : Zigzaged. There are several sets of keys. The keys in a set play the trope straight. The different sets aren't interchangable. The more important doors require unique keys.
* LethalLavaLand : Stoneridge
* TheLostWoods : Fernhold. The other forests also play with the trope. At least you get lost in them.
* TheMaze : Played straight. Though beeing spatial correct The mazes of the game are huge and feature CutAndPasteEnvironments and play (slightly) with MobileMaze. It is recomented to draw Maps of them.
* TheMissingno. : Morold in the Stoneridge Cave. This guy only has graphics for beeing viewed from a low distance since he is standing next to a node then you are coming from Stoneridge. But if you enter Stoneridge Caves from the Catacombs (what is possible if you keep your Rope from Burvilleshire) you get see him from afar, what fills your screen with garbage. Thankfully the garbage dissapears if you descend to the catacombs and return after killing him.
* PortingDisaster : then SNES version of Obitus has a different gameplay than the original versions. For example, the CycleOfHurting through heavy inventory and earlier wounds was omitted, every enemy can be killed with any weapon (what screws some puzzles) and random accounters were added.
* RedHerring :
** Most Paralax Sections lead to dead ends. And those are usually the hardest
** The crown that can be bought from Safiran in Drakehurst-Castle. It is actually possible to get is by trading it against three talismen, but it serves no purpose.

to:


* BadassBookworm : -- Will Mason our flick-flack doing Fantasy-Hero, who is fighting through dungeons and castles is a time traveling history teacher.
* BoobyTrap : -- The Castles are crowded with falling blades, logs, brigs and chandeliers.
* ChaosArchitecture : -- Averted. When drawing a map of the game, everything makes sense. No overlaping overlapping rooms, no crossing edges. Everything is spatial spatially correct.
* CopyProtection : A very effective one. -- It prompts for a word from the manual, so piracy would require duplicating the manual. Since the manual is in several languages (including German and French) it can happen that typing Umlaute is required, what can be a nuisance to players who don't have them on their keyboard.
* CycleOfHurting : -- If you are [[UnstableEquilibrium low on health]], carry too much items or forget to sleep, your health drops gradually. This is especialy bad in the Paralax-Sections, Parallax sections, where you can easily get low on health, but can't perform any countermeasures before reaching a maze or castle.
* DroughtLevelOfDoom / VideogameCrueltyPunishment : -- In Cullenshire - the last quadrant - you'll find only two single arrows. So if youre too violent erlyer earlier in the game, you'll run out of ammunition.
* HealingPotion : -- The more powerful healing items.
* HyperactiveMetabolism : -- Most of the healing items are food like apples, loafs, cherrys etc. But watch out out, booze has a negative healing value.
* HyperspaceArsenal : -- Subverted. You can actually carry unlimited items, but if you carry too much weight at a time your health drops gradually.
* InventoryManagementPuzzle : -- To finish the game you have to transport some crystalballs with a weight of 60pounds. To carry them without dying (see above) you have to drop your weapons and take a path that you already purged from mooks. Thankfully the items stay where you dropped them, so you can pick them up later.
* InterchangeableAntimatterKeys : Zigzaged.-- {{Zigzagged}}. There are several sets of keys. The keys in a set play the trope straight. The different sets aren't interchangable. The more important doors require unique keys.
* LethalLavaLand : -- Stoneridge
* TheLostWoods : -- Fernhold. The other forests also play with the trope. At least you get lost in them.
* TheMaze : -- Played straight. Though beeing spatial correct The spatially correct, the mazes of the game are huge and feature CutAndPasteEnvironments and play (slightly) with MobileMaze. It is recomented recommended to draw Maps maps of them.
* TheMissingno. : TheMissingno -- Morold in the Stoneridge Cave. This guy only has graphics for beeing being viewed from a low distance since he is standing next to a node then you are coming from Stoneridge. But if you enter Stoneridge Caves from the Catacombs (what (which is possible if you keep your Rope rope from Burvilleshire) you get see him from afar, what which fills your screen with garbage. Thankfully the garbage dissapears disappears if you descend to the catacombs and return after killing him.
* PortingDisaster : then -- The SNES version of Obitus has a different gameplay than the original versions. For example, the CycleOfHurting through heavy inventory and earlier wounds was omitted, every enemy can be killed with any weapon (what screws some puzzles) and random accounters were added.
* RedHerring :
--
** Most Paralax Sections Parallax sections lead to dead ends. And those are usually the hardest
hardest.
** The crown that can be bought from Safiran in Drakehurst-Castle. It is actually possible to get is this by trading it against three talismen, but it serves no purpose.



* SchmuckBait : The booze, you can get from Ulfinan. Drinking it has a negative healing value.
* UnwinnableByDesign : Obitus has a lot of chances to get stuck or ruin your chanches for winning by mistakes you made earlier. Some Examples :

to:

* SchmuckBait : -- The booze, booze you can get from Ulfinan. Drinking it has a negative healing value.
* UnwinnableByDesign : -- Obitus has a lot of chances to get stuck or ruin your chanches chances for winning by mistakes you made earlier. Some Examples :examples:



** The final Boss requires a special Weapon, you get only once in the game. If you waste this weapon for another Boss ([[UnwinnableByInsanity or a Mook]]) you can't defeat him.
* UniqueEnemy : The Dragon in Stoneridge. It is not only unique, it seems that it has some dedicated code, since it is the only enemy that has an actual AI. And it is also on the box-cover.
* VisualPun : In the Catacombs an area is unlocked using a gem as a key. The unlocked area has the shape of the gem
* XMeetsY : PointAndClickGame meets FirstPersonShooter and PlatformGame

to:

** The final Boss requires a special Weapon, weapon you get only once in the game. If you waste this weapon for another Boss ([[UnwinnableByInsanity or a Mook]]) you can't defeat him.
* UniqueEnemy : -- The Dragon in Stoneridge. It is not only unique, it seems that it has some dedicated code, since it is the only enemy that has an actual AI. And it is also on the box-cover.
* VisualPun : -- In the Catacombs an area is unlocked using a gem as a key. The unlocked area has the shape of the gem
gem.
* XMeetsY : -- PointAndClickGame meets FirstPersonShooter and PlatformGame
PlatformGame.

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-> You are standing in a tall tower. Four heavy doors are set within the walls. A silver key lies on the cold stone floor.


''Obitus'' is a videogame released 1991 by the British publisher Psygnosis for IBM-PC, Atari-St and Amiga. It is a combination of PointAndClickGame, FirstPersonShooter and PlatformGame.

In a land that time remembered, Middlemere thrived under the rule of King Cirkassia but he was not a happy man. He craved an heir to his throne. The Warlock Domakk hated to see a thriving land and so he plotted to bring King Cirkassia's domain down. He promissed him a wife and heirs. Domakk kept his word and fashioned a romantic encounter for the king. Cirkassia became proud father of four sons but they hated one another. When the king passed away they began warring for possession of the land. Domakk smiled and left the land.
One day a strange tower appeared in the centre of Middlemere. Dread of the machine spread over the land. But nothing happened. The four warlords visited the machine individually and each took a part of it. Now ruling became easier as their subjects were afraid of the machine and those who held a part of it had the power. The warring ceased and Middlemere was divided into four shires.

Centuries later, the history-teacher Will Mason is driving home from his holiday in Snowdonia. While driving through Middlemere ha falls asleep while driving and careers into the ditch. It is raining heavily in Middlemere and he can't repair his car alone he seeks shelter in an old decaying tower and falls asleep. After waking up he find himself in the same tower - but it isn't anymore old and deacaying. He traveled back in the past. The tower was a timemachine.

Will Mason must find his way through the four shires of Middlemere to find all parts required to assemble the timemachine. The ending implies what he isn't transported back to the present but maybe somewhere else. Maybe a sequel was planned.

Obitus consists of different sections, in witch you need to interact with the NPCs and objects. The transitions between the sections are bidirectional, so you can go back to places you have already been. There are three types of Sections :

* ''Maze Sections'' - Theese areas consist of a nodes-and-edges graphs which are displayed in first-person-perspective. You can walk through this areas in FPS-style and interact whith NPCs, objects and your Inventory using Adventure-style action-verbs. The 3D graphics are produced by cycling through pre-renderd frames while moving. This produces amazing graphics - consigering the time Obitus was released - but has the drawback that movement is limited to fixed angles (in 45°steps). The Mazes resemble forrests and dungeons.
* ''Paralax Sections'' - Theese areas use a {{PlatformGame}}-Style Gameplay like CommanderKeen. They are displayed in Third-Person-Perspective and you can walk left and right, jump and fire your weapons. Theese areas are quite linear (they resemble roads connecting the Mazes and Castles) and action-packed. The graphics include several foreground- and background- layers to produce a 3D-effect through paralaxes. Every NPC accountered in the paralax sections are enemys and you can't use inventory-items (exept weapons) there.
* ''Interior Sections'' - These areas consist of several rooms there you can walk arroung and interact with the enviroment in a third-person-perspective like in ManiacMansion but also encounter some mooks. Most interaction is done with action-verbs, but you can also fire arrows using the controls of the paralax sections. The Interior Sections resemble Castles.


The game consist of the four shires (Drakehurst, Burville, Blakestone and Cullen) each consisting of a forest, a dungeon and a castle. The shires are connected by the tower, which is located in the middle of the Map and has four doors each leading to the forest of a shire. Under the Land there is a big underground maze, populated by monsters, the Catacombs which have an exit to every shire. The mazes and castles are sometimes connected by roads.

The NPCs you accounter are friendly characters like partisans or dwarfes what have sometimes presents for you, the neutral and usually unfriendly Knights of the shires and some generic {{Mook}}s like archers or monsters.

Inventory items include Weapons, Keys, Food (for healing), Treasures (for trading) and plotrelevant items.

The weapons are arrows, daggers, gunpowder and a magic weapon. Surprisingly the daggers are thrown and melee isn't possible.



!!This VideoGame contains examples of:
* BadassBookworm : Will Mason our flick-flack doing Fantasy-Hero, who is fighting through dungeons and castles is a time traveling history teacher.
* BoobyTrap : The Castles are crowded with falling blades, logs, brigs and chandeliers.
* ChaosArchitecture : Averted. When drawing a map of the game, everything makes sense. No overlaping rooms, no crossing edges. Everything is spatial correct.
* CopyProtection : A very effective one. It prompts for a word from the manual, so piracy would require duplicating the manual. Since the manual is in several languages (including German and French) it can happen that typing Umlaute is required, what can be a nuisance to players who don't have them on their keyboard.
* CycleOfHurting : If you are [[UnstableEquilibrium low on health]], carry too much items or forget to sleep, your health drops gradually. This is especialy bad in the Paralax-Sections, where you can easily get low on health, but can't perform any countermeasures before reaching a maze or castle.
* DroughtLevelOfDoom / VideogameCrueltyPunishment : In Cullenshire - the last quadrant - you'll find only two single arrows. So if youre too violent erlyer in the game, you'll run out of ammunition.
* HealingPotion : The more powerful healing items.
* HyperactiveMetabolism : Most of the healing items are food like apples, loafs, cherrys etc. But watch out booze has a negative healing value.
* HyperspaceArsenal : Subverted. You can actually carry unlimited items, but if you carry too much weight at a time your health drops gradually.
* InventoryManagementPuzzle : To finish the game you have to transport some crystalballs with a weight of 60pounds. To carry them without dying (see above) you have to drop your weapons and take a path that you already purged from mooks. Thankfully the items stay where you dropped them, so you can pick them up later.
* InterchangeableAntimatterKeys : Zigzaged. There are several sets of keys. The keys in a set play the trope straight. The different sets aren't interchangable. The more important doors require unique keys.
* LethalLavaLand : Stoneridge
* TheLostWoods : Fernhold. The other forests also play with the trope. At least you get lost in them.
* TheMaze : Played straight. Though beeing spatial correct The mazes of the game are huge and feature CutAndPasteEnvironments and play (slightly) with MobileMaze. It is recomented to draw Maps of them.
* TheMissingno. : Morold in the Stoneridge Cave. This guy only has graphics for beeing viewed from a low distance since he is standing next to a node then you are coming from Stoneridge. But if you enter Stoneridge Caves from the Catacombs (what is possible if you keep your Rope from Burvilleshire) you get see him from afar, what fills your screen with garbage. Thankfully the garbage dissapears if you descend to the catacombs and return after killing him.
* PortingDisaster : then SNES version of Obitus has a different gameplay than the original versions. For example, the CycleOfHurting through heavy inventory and earlier wounds was omitted, every enemy can be killed with any weapon (what screws some puzzles) and random accounters were added.
* RedHerring :
** Most Paralax Sections lead to dead ends. And those are usually the hardest
** The crown that can be bought from Safiran in Drakehurst-Castle. It is actually possible to get is by trading it against three talismen, but it serves no purpose.
** Arguable, the whole Drakehurst-Castle can be viewed as a red herring. The programmers purpose for it was probably that you can get three piles of gunpowder in it, but you can also get gunpowder in the Catacombs with less efford.
* SchmuckBait : The booze, you can get from Ulfinan. Drinking it has a negative healing value.
* UnwinnableByDesign : Obitus has a lot of chances to get stuck or ruin your chanches for winning by mistakes you made earlier. Some Examples :
** If you enter the catacombs without a rope your time in this land will come to an end soon ...
** In Burville Castle you enter with an incomplete set of keys. After solving some puzzles with them you get a second set that les you open every door in the castle. But in the area of the castle where you solve the puzzles, there is the room of Zaman the Bookkeeper what has also a door that needs one of the keys. If you open the door to his room before getting the second set of keys you don't have enought keys left to get the second set. Especially cruel considering Zaman is plot relevant NPC.
** The final Boss requires a special Weapon, you get only once in the game. If you waste this weapon for another Boss ([[UnwinnableByInsanity or a Mook]]) you can't defeat him.
* UniqueEnemy : The Dragon in Stoneridge. It is not only unique, it seems that it has some dedicated code, since it is the only enemy that has an actual AI. And it is also on the box-cover.
* VisualPun : In the Catacombs an area is unlocked using a gem as a key. The unlocked area has the shape of the gem
* XMeetsY : PointAndClickGame meets FirstPersonShooter and PlatformGame

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