The city has fallen. The house has not. The eastern door is barred — its key hangs at the captain's belt.
Green as far as your points carry, red beyond. Click anyway — you walk what you can.
Click a foe, choose a part, weigh the odds. Crippling is a strategy, not a bonus.
Chosen in the strike panel. Mighty blows hurl men back — into masonry, worse.
One spanned bolt: 5 AP, 10–18, needs a clear line. Then span again — R 5 AP. Slow work.
Guards spot you on sight (bowmen see far). Steel rings through the whole chamber; walls muffle it.
Strike nothing: guard (−25% to be hit). One strike: poised. Reserve AP: prepared.
Below half vigour: −1 AP. Below a quarter: −2. This cuts both ways — and a ringing head-blow dazes.
Dropped by the fallen; every crate and strongbox holds something — click one and the knight walks over and breaks it open (1 AP for the blow, a dull thud).
Fell Aq-Sunqur for the key — or batter the door: a full turn per blow, and the first wakes the whole house.
QE rotate
W A S D pan
12 weapon
R span crossbow
⏎ end turn
Esc pause
The First Crusade besieged Antioch from October 1097. On the night of 2–3 June 1098 an Armenian tower-captain, Firuz, admitted Bohemond of Taranto's men over the walls, and the city fell in hours of confused street- and house-fighting — exactly the kind of close, dark interior combat this demo stages. The garrison belonged to Yaghi-Siyan, Antioch's Seljuk governor.
Wealthy houses of the Byzantine-then-Seljuk Levant were built inward: blank street walls around a central open-air courtyard, often with a fountain or cistern, off which the main rooms opened through arched doorways. Colonnaded, semicircular-arched galleries were everywhere in Antioch, a city of Roman bones. This map is that plan in miniature — fountain court, hypostyle gallery, vestibule, great hall, and a service corridor of storerooms.
A Frankish knight of 1098 wore a knee-length mail hauberk over padding, a conical nasal helm (great helms come a century later — ours is kept simple and conical), and carried a kite-shaped shield and a straight one-handed arming sword. Crossbows were carried on the crusade and startled Eastern chroniclers; Anna Komnene describes the weapon with alarm. A knight fighting dismounted with sword and crossbow is plausible for street-fighting inside Antioch.
Seljuk garrison troops fought with composite recurve bows — the signature Turkish weapon — plus spears, maces and swords (the fully curved sabre was only beginning to spread; blades of the era were straight or lightly curved). Quilted and lamellar armour and turbans wound over caps are period-appropriate.
The crusade ran on faith as much as fodder. Days after Antioch fell — with Kerbogha's relief army already outside the walls — a Provençal named Peter Bartholomew claimed visions of St Andrew and dug up a lance-head beneath the cathedral of St Peter: the Holy Lance that pierced Christ's side. Whatever it was, its effect on the starving army's morale was real and recorded; it was carried at the decisive battle on 28 June 1098. Blessed wax Agnus Dei tokens, fragments of the True Cross, and the cry «Deus vult!» raised at Clermont in 1095 are likewise attested. In this game they work as they worked then — on the man carrying them, not on the laws of nature.
Named characters, the specific hall, and the aimed-strike mechanic itself are invention — the percentages owe more to Fallout than to Raymond of Aguilers. Colours and architecture are stylised. The character models are the CC0 "Adventurers" pack by Kay Lousberg (kaylousberg.com); the pack has no composite recurve bow, so the garrison's bowmen are shown drawing crossbows — take it as a stylisation of the Turkish bow.
The chroniclers will not record the name of the hall in which you fell. The garrison holds the eastern door.