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uestBusters 



Vol. V, #6 



The Adventurers' Journal 
June, 1988 




$2.00 



Question II: The Evil Book Bounces Back! 



Type: Fantasy Role-pl 
Systems: C 64, 39.95; 
Planned Conversions: 



By Michael R. Bagnall 

Evil Wizards, Brothers of Evil Wizards, 
Return of Evil Wizards — I've seen lots of 
interesting things in all my years of ad- 
venturing, but never before have I seen a 
prequel to an adventure. The story takes 
place in 
Landor, 
where 
you've 
been 
whisked 

back in time to the days before the Book 
of Evil Magic (the hard-sought goal of 
Questron) was created. It turns out that 
even though you defeated Mantor at the 
conclusion of the first game, the Evil 
Book still exists! 

Though you try, there seems to be no 
way to destroy the Book, which means 
you must prevent it from being created in 
the first place. Your good friend Mesron 
sends you back into the past to find and 
destroy Mantor before he can create the 
book, which effectively eliminates the 
purpose of solving the first quest! 

Spanning two continents, the quest re- 
volves around a central base called the 
Hall of Visions, the place you go to com- 
municate with Mesron. The Hall is in the 
castle on Landor, and you need a gold key 
to enter it. This reminded me of the Mu- 
seum and Gatekeeper in Legacy of the An- 
cients. You still use a joystick to choose 
options that are listed on the side of the 
screen, and the basic differences between 
this and the first Questron are very slight 
as far as game-play is concerned. Ques- 
tron II simply looks so much better and 
has a few new features. 

Sharper Graphics 

Questron IPs graphics are much sharp- 
er than those in Questron, whose main 
aerial view display looked like a larger 
version of an Ultima-style map. These are 






more reminiscent of Legacy of the An- 
cients. [For the record, Legacy was writ- 
ten and programmed by the authors of 
Questron, who designed Questron II; 
Westwood did the actual programming of 
the sequel. This should either clear things 
up — or leave you as confused as we are.] 

The 
color- 



aying game 

Apple 2, IBM (256K) 44.95 
GS, ST, Amiga, 49.95 (July) 



ful dis- 
play 
uses 
the 
same basic set-up as the first game. 

One very obvious improvement is the 
superior music and sound effects. Other 
than snaps, bleeps and blips, there was no 
real music or sound in the original game. 
But in Questron II you'll hear explosions, 
alarms and the slashing and clanging of 
weapons and armor. 

You still get an overhead view of 
Landor's ocean, forests, towns and the 
like. In the tombs, you have a restricted 
overhead view: 




you can only see 
down the passage 
you're in. In 
towns and castles 
you have the same 
style of top-down 
view seen on the 
main map. But 
towns and dun- 
geons differ drasti- 
cally from 
Questron I. In- 
stead of seeing the whole town and mov- 
ing a little cursor that represents your 
party (as in Ultima I), you explore the 
town as you would on the main map. 

When you enter a dungeon, the top- 
down view is replaced with a 3-D, first 
person picture of the dungeon, shown in 
sharp detail on the left side of the screen. 
Monsters are first seen in the distance and 
grow larger as they approach, finally fill- 
ing the left window. Other items, like 



chests and coffins, also get bigger as you 
draw near. 

On the right, the auto-mapping feature 
draws a map of the dungeon as you battle 
your way through it. This is extremely 
nice, because it eliminates all that tedious 
mapping that can drive even the best ad- 
venture into an early bum-out. 

That Magic Moment 

Magic hasn't changed much. You've 
got your basic spells, such as Magic Mis- 
sile and Fire-Bolt, along with new ones 
like Time Sap (stops time) and Sonic 
Whine. I can't tell you what this does, 
since the program never let me use it suc- 
cessfully (though I managed to complete 
the quest without it). You can also use 
the Evil Book to cast spells, but I advise 
against it. You lose hit points for doing 
so. 

I like this magic system because it 
doesn't have any "junk magic," as I like 
to call it. There is a healing element 

called the Bread of Life; 
this must be obtained 
through the cathedrals, 
though you'll need a gift 
for the Holy Ones (found 
in the first castle). And 
even then they won't sell 
it to you if you have more 
than 700 Hit Points. 

Dungeons are eight- 
level affairs that are filled 
with traps. Castles, where 
you'll find heavily guard- 
ed chests, are the key to success in Landor 
and the Realm of Sorcerers. Cathedrals 
are also useful in some ways. The tombs 
within them are very large and tricky, not 
to mention hard to map. Naturally that's 
where you find numerous sub-quests, 
such as finding Keys that are vital to solve 
the game. 

Two things disturbed me about the 
game. First is what I call "pop quiz" 

Continued on page 12 




Letters; 
to the 
Editor 




New Releases 

We're moving into summer — the "dead 
zone" for computer games — so there are 
few new releases. First Row has a relig- 
ious graphic adventure, Moses, and their 
Twilight Zone should be out by now. 
Gauntlet: The Deeper Dungeons (C 64) 
requires the Gauntlet disk. 

Conversions 

GS versions of King's Quest and Police 
Quest, with new graphics and sound, are 
out, and the Apple 2 (128K) King's Quest 
HI will ship any minute now. Gauntlet 
for the Apple 2 and GS is on the shelves. 

From the Dungeon to the Stars 
One of the creators of Wizardry, Andrew 
Greenberg, has a new company and a new 
game— STAR SAGA: ONE Beyond the 
Boundary. Programmed primarily by 
Mike Massimilla, it allows one to six peo- 
ple to play the roles of any of six charac- 
ters with individual goals to fulfill while 
achieving the long-range mission. After 
you punch in your moves, the "computer 
game-master" directs you to the appropri- 
ate passage in an elaborate 585-page sto- 
ry. As the press release tells it, "instead 
of filling up the computer's memory with 
lengthy code for graphics or text, STAR 
SAGA uses the space to hold the maxi- 
mum number of twists and turns in the 
story line...." It also employs a game 
board. From MasterPlay, it should be out 
in June for the Apple and IBM, with Mac, 
C 64, Amiga and Atari later on. (And it's 
the first installment of a trilogy.) 

ACS Club Update 
There are now 40 Amiga Adventure Con- 
struction Set games, and one has come in 
for the IBM. Apple and C 64 games are 
also available for $5 each (Amiga and 
IBM are slightly higher), or you can trade 
one you've written for two in the library. 
For full details on membership and ad- 
dresses of the various ACS libraries, write 
Ken St. Andre, ACS Club, 3421 E. Yale, 
Phoenix, AZ 85008. 

Walkthroughs & Keys Wanted 
Clues for Keys to the Kingdoms should be 
for games released in the past three 
months, preferably tips that will help peo- 



ple get past the "game-stoppers." Don't 
send in clues for games whose solutions 
have already published in Quest for Clues 
or in QB walkthrus. If you want to do a 
walkthru, write first with the name of the 
game. You'll get the assignment — and 
game of your choice — if no one else is 
working on it. If you're the second per- 
son to volunteer, we might want to use 
yours to verify the first one, in which case 
you'll also get a game. Here are some 
titles for which we need solutions: Bard's 
Tale III, Ultima V, Guild of Thieves, Wi- 
zardry TV (last three levels only), Waste- 
land, Star Command, Jinxter, Dungeon 
Master, Star Trek III, Dr. Dumont, Alien 
Fires. We already have all Infocom and 
Sierra (through Space Quest II) games, 
Questron II, Legacy of the Ancients, Tow- 
er ofMyraglen and Dream Zone. 

Dungeon Master II? 
FTL says they're not sure if the next game 
(planned for the fall) will be a sequel to 
Dungeon Master, but it will use the same 
game system. By June or July, they'll re- 
lease a mini-adventure that consists of a 
three to five-level dungeon requiring the 
Dungeon Master disk. It includes a char- 
acter editor that lets you redraw and touch 
up your characters. And a Dungeon Mas- 
ter hint book is on the way for $12.95. 

Firebird Flames Out 
All the British games previously imported 
by Firebird are now marketed under the 
name Rainbird by Activision, who recent- 
ly acquired US distribution rights for the 
games. They picked up these Firebird ad- 
ventures: Guild of Thieves, The Pawn, 
Knight Ore, Elite, Golden Path, and Jinx- 
ter. Others, such as Silicon Dreams and 
Jewels of Darkness, are no longer being 
distributed, though they are still available 
in some stores (especially the Electronic 
Boutique chain). 

Contest Winners 

George Politis won the Keys contest, and 
Chris Cillo's name was drawn in the Ran- 
dom Drawing. Each gets the game of 
their choice. So do Eric Mitchell and 
Thomas Zybd for the Eternal Dagger so- 
lution. (Mitchell's maps and solution was 
verified by comparing them with Zybd's.) 



Dear QuestBusters: 

I think you should consider reviewing a 
war game once in awhile. Three out of 
four people I've trade with via the Swap 
Shop are also wargamers! And since 
Duffy is pretty worthless (most people get 
by with by reading the Keys), by remov- 
ing Duffy you would have space to re- 
view a war game. Think about it! 
James Bumgardner 

We have cut Duffy down to a single col- 
umn, but are using the extra space for re- 
views and clues for adventures. While the 
February survey indicated many of our 
readers do play war games, Computer 
Gaming World already provides in-depth 
coverage of that field. Perhaps someday 
when QuestBusters rules the world we 
might cover other kinds of computer 
games, but right now we're satisfied with 
the Realm of Adventure. 

Dear QuestBusters: 

I ordered some back issues with my Quest 
for Clues. The book arrived last week, 
but no back issues. What gives? 
Andy Schultz 

If more than one or two back issues or- 
dered are temporarily out of print, we 
hold the order and send them all at once. 
The rest of a multiple order, especially 
for the clue book, is sent ahead. This 
also applies to map kits, but not as 
frequently. 

QuestBusters™ 

^ The Adventurers' Journal 

Editor: ShayAddams 
News Editor: Nuyu 

Contributing Editors: Ken St. Andre, Tim 
Snider, Stephen King, Brian Smith, Bob 
Guerra, William E. Carte, Charles Don 
Hall, Mike Bagnall, Tracie Forman Hines, 
Steven Payne, Russ Ceccola, Matt Hill- 
man, A. Bruce Lotts 

QuestBusters is published monthly by the 
Addams Expedition. Annual subs, $18. 
Canada, $23, Int'l, $32, Intergalactic, 324 
ziirgz. Textual contents Copyright Shay 
Addams, 1988, All Rights Reserved. Cop- 
ying without express permission is pro- 
hibited and punishable by being stationed 
on an Iranian oil platform for six months. 



Dondra: A New Beginning... 






By William E. Carte 

All is not well in the mystical land of 
Dondra. A despicable creature named 
Colnar has seized control and destroyed 
everyone dwelling in the main city of the 
Elders. Just before the last wisemen were 
slain, they telepathically summoned you 
to defend them — here you go again... 

A unique graphic adventure, Dondra is 
the first in Spectrum Holobyte's "Quest- 
Master" series. Though you won't be 
able to complete the series' long-range 
goal in this scenario, you will be able to 
acquire several items that have no use in 
this game — but may prove valuable in lat- 
er ones. After waiting two years for the 
second game in the Alternate Reality ser- 
ies, I was initially turned off by this idea. 

But Dondra, unlike the first Reality, 
does provide a mission to complete in the 
opening chapter: Find the Crystal Prism 
of Heheutotol and return it to the place 
where you began the quest. Upon doing 
so, you'll be rewarded with a new power 
that can be used in future QuestMasters. 

After typing in the name of your char- 
acter, you're immediately confronted with 
a "locked room" puzzle. Unless you 
solve this one, you won't be going any- 
where! In the room you find a throbbing 
hexagon containing a key that's too hot to 
hold. Naturally, this key opens the door 
that leads to freedom. But which one? 
There are four doors (leading one to sus- 
pect that the others will be accessed in fu- 
ture installments). 

Zooming in on the Sights 

On the far side of the correct door, 
you'll meet many amazing and amusing 
creatures — among them a scarecrow, a 
wildebeast, a lioness and some sludge- 
spraying monsters. Encounters in this 
otherwise charming fantasy world are of- 
ten deadly. Linger too long in the equip- 
ment room, for example, and a bunch of 
green aliens arrive and slice you to rib- 
bons. Not only is the game rich in 
puzzles, but you'll also have to unravel a 
three-part riddle — answer correctly or 
die. 

Very good graphics and spot animation 
illustrate the colorful world of Dondra. 



They were drawn by Rick Incrocci, who 
did the classic Sherwood Forest, and are 
painted in his inimitable cartoon style. In 
some scenes, a fast-paced series of pic- 
tures produce the effect of zooming in for 
a close-up. This novel effect dramatizes 
encounters with monsters and other 
characters. 



Type: Graphic Adventure 
Systems: Apple 2 (48K), GS, C 64 
Conversions Planned: IBM, Mac, 
Mac 2, Amiga (all in late summer) 



Though the GS version was not out in 
time for this review, the more highly de- 
tailed screen shots from that version are 
seen on the package. Even on the Apple 
II, however, the graphics are not only 
very good but also fast — no painful wait- 
ing while each new screen is slowly 
drawn and colored in. 

Real-Time Action 

Many events occur in real-time, which 
means the action continues to unfold 
while you're looking over the location or 
deciding what to do. I've never been a 
big fan of real-time, simply because I like 
to take my time and think about my next 
move — especially when I'm stuck. GS 
owners will be able to play in fast mode, 
but the game can't be won in fast mode 
because of the real-time feature. 

For example, you have three minutes 
of real-time before the green aliens men- 
tioned slay you in the equipment room. 
That three minutes is greatly reduced in 
GS fast mode, making it impossible to do 
everything you have to accomplish there 
before they show up. Therefore you will 
always be killed before you're finished in 
that room. 

The parser is exceptional, understand- 
ing the most advanced commands. It also 
accepts multiple commands and is easy to 
communicate with. Documentation con- 
sists of an excellent fourteen-page booklet 
that proves a manual doesn't have to be 
an inch thick to do the job well. The pro- 
gram is protected, but registered owners 
can get an unprotected version for $7.50. 



A Unique Scoring System 

It is the scoring system that distinguish- 
es Dondra from other puzzle-oriented ad- 
ventures. Each point attained by puzzle- 
solving also constitutes an experience 
point, so your total score at the end of the 
game represents the amount of experience 
you've earned for use in future install- 
ments. The final score is modified by four 
factors: number of times you saved the 
game, number of times you were killed, 
number of objects acquired, and elapsed 
time. Two people who solve the same 
puzzles in exactly the same way will have 
different scores if one of them saved more 
frequently or was killed more often than 
the other. These factors are also saved if 
you get killed and have to start over. But 
you can reset them to zero if you want a 
completely fresh start. 
Conclusions: I highly recommend Don- 
dra, whose graphics, puzzles and innova- 
tive scoring system will entertain experts 
and novices alike. GS owners should wait 
for the conversion. 

Skill Level: Intermediate 
Protection: Unprotected version availa- 
ble for $7.50 to registered owners 
Price: Apple, C 64, $39.95; GS, $49.95 
Company: Spectrum Holobyte 



Inventory 

Questron II 1 

Dungeon Master 4 

Jin%ter 6 

StarlrttM 7 

'Walkthrough: 'Eternal 

'Dagger, (Part 2 8 

Silicon (Dreams 11 

'Romantic 'Encounters at 

the Dome 12 

InfoComics 13 

'Waiting for Duffy 13 

1(eys to the IQngdoms 14 

SrvapShop IS 



Dungeon Master: Breakfast of Champions 



By A. Bruce Lotts 

In Dungeon Master your role is that of 
Theron, who is not a character in the 
game but the unseen controller of the four 
who do the actual work. Theron is the ap- 
prentice to the former Grey Lord, whose 
unsuccessful attempt to retrieve an item 
called the Power Gem triggered a great 
catastrophe. This disaster caused the 
Grey Lord to be 



Now you enter a gate located in a cor- 
ner of the Hall and begin gathering weap- 
ons, food and other items. As you go 
along, you perform all actions with the 
mouse, and some restricted actions (such 
as movement) via the keyboard. 

Real-Time Rough Stuff 

In your first encounter with a monster 
you will discover the major difference be- 
tween 



Type: Fantasy Role-playing Game 

Systems: Atari ST 

Planned Conversions: Amiga (June), GS 



split into two per- 
sonalities: Libras- 
ulus (now banished 
to Limbo) and his 
"dark side," Chaos, who is in possession 
of Grey Lord's dungeon. 

Librasulus has instructed you, Theron, 
to revive the spirits of four brave adven- 
turers, plunge into the dungeon and ac- 
quire the Firestaff . Only with the 
Firestaff can Librasulus return to this 
plane. Then Librasulus can obtain the 
Power Gem and defeat Chaos. 

Dungeon Master Champions 
You begin by winding your way 
through a small and simple maze to the 
Hall of Champions, where 24 pre- 
generated characters await. From these 
you choose four as your party. Each is a 
low-level character in one or more of four 
classes: Fighter, Ninja, Priest, Wizard. 

The three main physical attributes are 
Health, Stamina and Mana (magical ener- 
gy). Six others round out a character: 
Strength, Dexterity, Wisdom, Vitality, 
Anti-Magic and Anti-Fire. The three 
main ones change frequently, moving 
from zero up to maximums that increase 
with new character levels. The other ones 
are boosted with new levels and can be 
temporarly affected by certain potions and 
spells. Depending on his actions in the 
dungeon, each champion may be ad- 
vanced to higher levels in any one or all 
four classes. 

After reviewing the potential candi- 
dates, you may either resurrect or rein- 
carnate any four. Resurrection revives 
the champion at the class level already at- 
tained. But reincarnation increases some 
or all of the six minor attributes, starts 
him over at the lowest level of his class 
and enables you to rename him. 



Dungeon 
Master 
and oth- 
er role- 
playing games — you're playing in real- 
time. Reasonably quick thinking is re- 
quired in combat, especially when your 
characters are weak and can't take much 
damage. (At least you can hit the escape 
key to pause the action.) 

Fortunately, only moderate dexterity 
and no aiming ability are necessary during 
combat: when a Champion swings his 
sword, the chances of a hit or miss are de- 
termined purely by his current Fighter and 
Dexterity levels. This is also true for any 
weapon a Ninja 
throws or shoots. 

If you listen 
carefully and 
watch, you won't 
be surprised of- 
ten by monsters, 
whose presence 
is indicated by 
an audio or visu- 
al clue. When 
you meet one, 

your options are simply to fight or run. 
Except for movement, all combat actions 
are executed by clicking the mouse on 
various weapon icons and then selecting 
an action from a menu. Only one charac- 
ter can use a specific weapon at any time, 
though as Champions attain fairly high 
levels and you become proficient with the 
combat system, an almost continuous ser- 
ies of blows can be maintained. 

Weapons can be switched during com- 
bat, using the mouse to drag the new one 
to a character's "active hand" icon. You 
can easily change the party's marching or- 
der. If one or more characters is killed, 
you just retrieve his bones and take them 




to the nearest altar for revival at no cost. 

Let' s Have Lunch! 

Food and water are critical factors. As 
noted, the game occurs in real-time. Un- 
less you pause the action, your characters 
grow hungry and thirsty as time passes. 
It's easy to use the mouse or function key 
to check each Champion's relative hunger 
or thirst. Eating and drinking are easi- 
ly (and cleverly) performed by dragging 
pieces of food or full water-skins to a 
character's mouth icon. Water is usually 
obtained by filling the skins from foun- 
tains, while food may be found or "creat- 
ed" by killing certain monsters and eating 
the remaining chunks. 

Runes and Scrolls 

There are two spellcasting types: 
Priests and Wizards. Each has its own set 
of spells that can't be cast by the other, 
but they do cast them in a virtually identi- 
cal manner. Three horizontal rows appear 
in the upper right-hand part of the screen. 
The first is used to select the spellcaster. 
The second row consists of four sets, each 
containing six "runes." 
The sets of runes are dis- 
played in a fixed order. A se- 
lected rune appears in the 
third row. You must pick 
several to form a combination 
that enables you to cast a 
spell, sort of like combining 
words to construct a sentence. 
Once selected, the combina- 
tion of runes fills the third 
row and may be left there as 
long as desired. When you want to cast 
that spell (or use a selected potion), you 
just click on the third row. (You've also 
got to keep an empty flask in the spell- 
caster's "active hand" to cast a spell.) 

To discover the proper combination of 
runes for the 26 various spells, you must 
find scrolls in the dungeon. Some spells 
are combat-related; a few are almost es- 
sential when fighting specific creatures. 
Most often, however, spells fulfill utility 
functions such as providing light and 
creating healing potions. 

Continued on page 15 






4 QuestBusters 




The Zork Trilogy has become a legend in its time, 
selling nearly one million copies! Now the legend 
continues with an extraordinary new Zorkian universe 
that breaks ground in computer gaming. For the first 
time, the character-building and combat of role-playing 
games joins the masterly prose and puzzles of Infocom's 
interactive fiction. 

Beyond Zork s sophisticated new interface makes 
interaction more natural than ever, plunging you into a 
world teeming with magic and peril. The vast and varied 
Southlands of Quendor come alive as you seek fantastic 
treasure and combat the vicious monsters who haunt 
the streets and wastelands. 

Challenge yourself to a quest that's far beyond anything 
you ve ever experienced. Beyond Zork. The incredible new 
interactive story from the master storytellers at Infocom. 

HIFOCOIR 

125 CambridgePark Drive, Cambridge, MA 02140 

Beyond Zork is available at your local dealer for the Apple II series, Macintosh, Commodore 128, 
Amiga, IBM PC and 100% compatibles, and Atari ST. To order direct, call 1-800-262-6868. 
Coming soon: Apple IIGS. 

Zork is a registered trademark of Infocom, Inc. 




One glance at Beyond Zork will show you that 
it's unlike any interactive story you 've seen before. 
On-screen mapping. Window displays. A character 
that grows in strength and power. You get all the 
excitement of role-playing games, skillfully blended 
with the fabulous puzzles and award-winning prose 
of Infocom's interactive fiction. 



Screen shown is for the Commodore 128 version. 




Jinxter — Magnetic Scrolls is on a Roll 



By Robert Guerra 

Set in Aquitania — a land plagued by hor- 
rible weather, a shortage of good cheddar 
cheese and generally poor luck — Jinxter 
is a humorous adventure from the British 
outfit that did The Pawn and Guild of 
Thieves. The reason for the unfortunate 
state of affairs in Aquitania is 
Jannedor, a nasty green witch 
who has induced members of 
the general public to hide a 
number of charms originally at- 
tached to the magical "Bracelet 
ofTurani." 

The bracelet's main power, 
aside from keeping the activities of the 
green witches in check, was to preserve 
the luck in Aquitania. Naturally, to set 
things right again and restore Aquitania's 
luck, you must find the missing charms, 
reassemble the bracelet and use its power 
against the witches. 

On the Bus or Off the Bus 

The story begins with your arrival via 
bus at your beautiful home in Aquitania. 
It's the end of the day and, although 
you'd like to relax, you quickly get the 
sense that the chances of a relaxing even- 
ing are unlikely. First, you hear doors 
slamming in other parts of the house. A 
chef appears in your kitchen just long 
enough to bury a meat cleaver in your 
skull. The books in your library sponta- 
neously attack you. Seven dwarfs show 
up in your bedroom. Even your own 
bathroom turns against you! 

Through it all, the text is well-written, 
imaginative and sometimes shockingly 
descriptive: "Without warning the lavato- 
ry lid starts flapping as a ghasdy stench 
and raucous laughter fills the room. The 
washbasin belches blood as, with mount- 
ing horror, you see the claw foot of the 
bathtub reach out and slash at your leg. 
Muscles, veins and tendons spill from 
your ripped trousers, and just as you are 
beginning to think that this is all a bit over 
the top, the scene fades, returning you and 
the room to normal." 

From this attention-getting start, 
throughout your search for the charms and 
on to the final showdown with Jannedor, 
Jinxter is a nightmarish but often funny 



story of misfortune and bad luck. Not 
surprisingly, the story and the humor (or 
perhaps I should spell it humour) are un- 
mistakably British. Like England, for in- 
stance, Aquitania is a land where it's 
almost always foggy, cloudy or raining. 

Also, like other British imports (Monty 
Python and Benny Hill come immediately 



enable you to scroll the picture up or 
down when you need to review the 
game's most recent textual revelations. 
[The only serious drawback will be en- 
countered by Commodore adventurers, 
who will wait 10-25 seconds for each disk 
access — even if a new picture is not load- 
ed,] Commonly used commands may be 
executed with the mouse on the 



Type: Graphic Adventure 

Systems: C 64, Apple 2 (no graphics), ST, MS-DOS 
(256K) required; EGA and 640K required for graph- 
ics), Tandy (same specs as MS-DOS), Amiga 
Planned Conversions: Macintosh (May/June) 



to mind), Jinxter's comedy ranges from 
subde word play and dry wit to situations 
that are totally outrageous and absurd. 
You may even occasionally feel that some 
of the jokes would be easier to understand 
if you were British, but unless your funny 
bone has been surgically removed, Jinxter 
should still provide you with plenty of 
chuckles. 

This game is really best described as an 
illustrated text adventure. Although the 
graphics that accompany the text are of 
uniformly good quality (with extremely 
detailed versions for the Amiga and other 
16-bit machines), not all scenes or loca- 
tions described in the text are illustrated. 

In fact, the first graphic you see, an in- 
terior of the bus you take home from 
work, remains on the screen until after 
you've gotten off the bus, met one of the 
Guardians of Aquitania and arrived in 
your own front yard Similarly, the pic- 
ture of your yard stays in place while you 
enter the house and move through several 
of the rooms (only three of the seven in- 
terior locations are illustrated). 

The limited use of graphics isn't a 
problem, however. After all, wouldn't 
you rather see a small number of quality 
illustrations than a museum full of poorly 
drawn graphics? And Jinxter is such an 
enjoyable, offbeat adventure, it's a lot of 
fun even if you turn the graphics off com- 
pletely at the outset. 

There are also a number of special 
graphic effects: the "cameo" option re- 
duces the current picture so it fills just the 
top-right corner, allowing you to read the 
entire screen of text, and function keys 



16-bit versions. 
Jinxter comes with two non- 
copy-protected disks, a beer 
coaster, a Magnetic Scrolls Ad- 
venture Guide , and a funny 
memo from the Department of 
Guardians, Office of Internal Administra- 
tive Liaison, outlining the background and 
objectives of the game. 

Give us Five Minutes and We'll 
Give You Aquitania 

You also get a copy of "The Indepen- 
dent Guardian" — a small newspaper about 
the same size as QuestBusters. Bearing 
the motto: Quality News For The Hard 
Of Thinking, "The Guardian" is a bizarre 
collection of news stories about guys 
named Len, processed cheddar cheese, 
herringbone coats and the general decline 
in the quality of life in Aquitania. 

A careful perusal of this paper also re- 
veals the types of sentences and com- 
mands that are easily interpreted by the 
game's sophisticated parser, as well as ac- 
ceptable abbreviations. 

In addition, it offers four-and-a-half 
pages of encoded clues to help you 
through some of the tougher puzzles. 
When you get stuck in the adventure, you 
simply type HINT; the computer will 
prompt you to enter one of the clues. The 
clue is then be decoded and displayed. 
Perhaps most importantly, "The Guardi- 
an" is the key to the game's copy- 
protection scheme. When restoring a 
saved game, you will be asked to enter a 
word found on a specified page, column, 
and line. 

Skill Level: Intermediate 

Protection: Type in words from manual 

Price: Apple, C 64, $34.95; others, 

$39.95 

Company: Magnetic Scrolls/Rainbird 



6 QuestBusters 



Star Trek III: Rebel Universe 



By Matt Hillman 

"Space — The final frontier!" 
Captain James Kirk 

Thus begins Star Trek III, which has abso- 
lutely nothing to do with the third Star 
Trek movie. Instead, it captures much of 
the flavor of the TV series — yet is still not 
completely satisfying as a game. A joint 
effort of Firebird and Simon & Schuster, 
it's the first of the Star Trek adventures to 
employ graphics. 

You control the crew of the starship 
Enterprise, including Captain Kirk, on a 
mission to stop a Klingon conspiracy that 
threatens the Federation. The Klingons 
have developed a substance called dilithi- 
um delta 6; linked with a strong power 
source, it can telepathically subdue most 
sentient beings. The Klingons, of course, 
plan to use this "psimitter" to rule the 
galaxy. 

As the game commences, the Klingons 
already dominate a region of space known 
as the Quarantine Zone. The Federation 
plans to send in the Enterprise, then seal 
off the entire zone inside an impenetrable 
Klein sphere. The Enterprise and crew 
must defeat the 
conspiracy with- 
in five years or 
be trapped forev- 
er when the 
sphere becomes 
permanent. 

This is accomplished by traveling 
among hundreds of star systems, each 
containing planets of varying types. The 
Enterprise's entire crew — the main char- 
acters from the TV show, at least — is at 
your command. With a unique MultiVi- 
sion interface (as the manual calls it), you 
control the ship's systems through Kirk, 
Spock, McCoy, Sulu, Uhura, Chekov and 
Scotty. 

The screen is divided into eight win- 
dows: a large one covers most of the 
screen, and seven smaller ones surround 
it. At the outset, the bridge of the Enter- 
prise appears in the main window. Pic- 
tures of the crew fill the smaller ones. By 
clicking the mouse or joystick button on a 
small window, you can bring that crew- 
member's picture into the large window. 
Then you can click on certain control 



Type: Graphic Adventure/Strategy 
System: Atari ST 

Planned Conversions: C 64 (Sept.), 
IBM (CGA, July; EGA, Oct. 



points in these pictures to access the 
ship's systems and other information, 
which causes additional screens to 
appear. 

The Multivision interface makes the 
Enterprise fairly easy to 
control. Sulu and Che- 
kov play the most im- 
portant roles, 
controlling respectively 
the drive and weapon 
systems. WithSulu's 
screens, you will rely on 
the three-dimensional 
"Starglobe" to plot 
courses from star to star, 
then hit the warp en- 
gines to travel to a desti- 
nation. Once inside a system, you'll 
access another screen that enables you to 
reach each planet with your impulse 
engines. 

Due to the Klingons' telepathic pow- 
ers, enemy ships may appear in any sys- 
tem — even those controlled by the 
Federation. Chekov has three screens for 
controlling battles: one lets you select 
your weapon (photon torpedoes or one to 
four phaser banks), another is for target- 
ing a specific en- 
emy ship, and 
with the third 
you "lock on" to 
a target and fire 
away. 
Spock is also 
very important, providing information on 
your ship's damage, the nationality of the 
star systems, and each planet's type. This 
data is vital, since some planets have spe- 
cial effects on the Enterprise. If you enter 
a system containing catastrophe pods, for 
example, you must find an orbital discon- 
tinuum (another type of planet) before the 
killer vegetable eats through the ship's 
hull. 

In a Federation system, the Enterprise 
can refuel, get repairs or restock the ship 
on certain planets. Energy refineries, re- 
pair docks, weapons dumps and dilithium 
mining complexes all provide useful ser- 
vices. There are many other "special" 
planets as well. 

The screens of Uhura, Scotty and Dr. 
Mccoy simply offer information rather 
than access to other screens. Uhura re- 




ceives messages from planetary bases 
such as tracking stations and archive com- 
plexes, which tell you how many ships are 
in the area, for example. Scotty's screen 
shows the status of the warp and impulse 
engines, and 
McCoy's screens lists 
each crewmember's 
health status — which 
can drop severely 
during expeditions 
onto planets. 

All remaining op- 
tions are accessed 
from Captain Kirk's 
screen. Here you can 
enter the transporter 
for beaming down to 
a planet, and access the ship's stores so 
you can distribute objects among the crew 
for use on the planet surface. Once you 
beam down, a different system (described 
below) is used to control the characters. 
From Kirk's screen, you can also save and 
load games-in-progress or pause the 
game. 

Graphics and Sound 

The game is obviously complex — but 
is it well done? Many aspects are, partic- 
ularly the excellent graphics and sound. 
Different crewmembers are easily recog- 
nizable in the small windows, and appear 
in superb detail in the large screen. Shots 
of the bridge, the ship's exterior and ene- 
my ships are also quite good, as are many 
other screens. 

Much of the animation is equally well 
executed. The three-dimensional battle 
scenes are especially pleasing, as the ene- 
my ship rotates and grows in size con- 
vincingly. The Starglobe is also well 
done, but the planet approach sequence is 
less flashy. Star Trek Ill's only real 
graphic disappointment is that you don't 
get to see people beaming down to the 
planets — though you will hear the sound 
effect. 

And sound effects are another strong 
point. The game offers the standard com- 
bat noises, such as warning shots and 
phaser blasts, and the opening theme 
(from the TV show) is also excellent. But 
the real standouts are the digitized voices. 
Travel too long at a high warp speed, for 

Continued on page 10 



QuestBusters 7 



Walkthru: Eternal Dagger, Part 2 



By Eric Mitchell and Thomas Zdyb 

Numbers correspond with those on the ap- 
propriate dungeon map. Dungeons are la- 
beled as described in the game disk's 
Utility section. (See previous issue for 
tips on character development, combat 
and other aspects of the game.) 

The First Island 

Head for the only Temple/Town on the is- 
land and fight off/run from the monsters 
guarding it. Stay in the area until your 
characters can handle the Undead effort- 
lessly, then march on the Rebel Base. Try 
to avoid the island's southeast quadrant 
and swamp/forest east of the town's 
swamps, the lair of the Dragon. Unless 
your characters are faring very badly and 
need more magical weapons, don't fight 
the monsters at the treasure areas shown 
on the map; they'll still be there after the 
island returns to normal. Meanwhile, you 
can't sell anything because the island is 
still enchanted; furthermore, your carry- 
ing capacity is severely limited. 

The only weapon you can get without a 
fight is the Dragonslaying Sword from the 
Rebels (Group of Armed Men). (T)alk to 
them. Get it immediately, because the 
Rebels and Sword vanish after the island 
returns to normal. If your party can hold 
out, don't get the Holy Morningstar from 
the Dragon's horde until after the Necro- 
mancer is destroyed, for the horde con- 
tains a great treasure you can sell later on. 
But this Morningstar is the most effective 
weapon against the Necromancer, so you 
may want to go ahead and grab it 

Dungeon A: Necromancer's 
Cave, Level 1 

Prerequisites: Dragon's Teeth (for Level 
2) if you have slain the Dragon. You can 
also buy them in this dungeon for ten Life 
Forces each. This dungeon cannot be en- 
tered after you destroy the real Necro- 
mancer, so take only the best equipment 
you can find. 

Search the island's northwest tip for the 
tunnel to the Necromancer's island. In- 
side the dungeon, your party appears at 
the stairs on the northwest corner of the 
map. (1) The door's name: xoqu. (2) 

8 QuestBusters 




The floor's name: jym. (E)xamine at (3) 
to open the door. In (4) you find the false 
Necromancer and a necklace. (5) Drag- 
on's Teeth are sold here. (If you buy 
them, return to the Temple to restore Life 
Forces before continuing.) Head for the 
stairs at (6). 

Dungeon B: Necromancer's 
Cave, Level 2 

Your party appears at the north central 
part of the map. (1) Use the Dragon's 




^m 



Teeth. The chests at (2) contain only 
spices and bandages. (3) Remember the 
door's-name? xoqu. At (4), you need the 
floor's name: jym. (5) To learn the 
hall's name, each character must pay 20 
Life Forces. Speak the hall's name 
(spmg) at (6), enter and fight the real 
Necromancer (7). 

Outdoors Again 

When the Necromancer is destroyed the 
island changes. Go to town, sell your 
treasures, then get all the remaining treas- 
ures on the island. Buy passage to Elven 
Isle (in town). 



Elven Isle 

To save time, visit the dungeons in the 
following order. 

Dungeon E: Magoomba's Grove 

No map is provided, since there are no 
walls. You've got to be quite powerful to 
take on Magoomba, but vanquish him and 
you'll get the Living Dagger. (Lightning 
and Magic Blasts are effective.) 

Dungeon H: Dungeon of Koruy 

Your party appears dead-center of the 
map. (1) Examine this spot for skeleton 
key. It's not necessary to go to (2) unless 
you want money. To open the door into 
(2), pull the lever at (3). Use the skeleton 



r = 


^n 


i 
— i 


■ ^ 



key from (1) to release the Princess at (4). 
She'll turn the Living Dagger into the 
Eternal Dagger. 

Dungeon G: Waddling Turtle's 
Hut 

No map needed. If you rescued his 
daughter, Turtle gives you a map for Dun- 
geon F. 

Dungeon F: The Aerie 

Prerequisites: A 50-foot rope. 
Upon seeing the map (from Turtle), Gray 
Eagle will give you the Bag of Winds, the 
only way to enter Avlis' Tower. 

Dungeon GAvfcfTower, Levd 1 

Prerequisites: The Bag of Winds (from 
the Aerie) and 20 copper pieces. If you 
have both, save the game at this point — 
but not in the dungeon, since you can't es- 
cape it until completing both levels. (If 
you lose the Bag of Winds after doing 
everything up to Dungeon G above, return 



to Dungeon F and you'll get another 
one.) 

Your party appears in the southeast cor- 
ner of the map. At (1) you must pay up. 
You'll find a +7 Greatsword at (2). The 
answer at (3) is tfwfo. If you can't un- 
scramble the puzzles at (4), the answer is 
uiftf kftufst gsjhiufo fbtjmz. It's a hint 
for the most effective spell to use in the 
next room. The answer at (5) is gorillas. 
Pull the lever at (6). This room is meant 
to intimidate you. Just move back and 
p — -——— 



iqp 




i c 



M 



Gfil 



3 



a 



forth and the doors will open. Go up the 
stairs at (7). 

Dungeon D: Avis', Leud2 
Get the Bag of Winds at (1) if you want 
to return to this place. The goal here is to 
get the Feathered Cloak at (2) and escape 







ill 



the maze. To escape, go south past the 
statues at (3), close all the doors (except 
the one immediately after you pass the 
three statues on the way to this maze) and 
enter the flame (4) in the square room. 
Don't pass through any flame twice or 
your characters will be injured and tele- 
ported to the stairs. 

Here's what happens if you follow the ad- 
vice of the three statues at (3). Left stat- 



ue: You're teleported to the stairs at the 
northwest corner of this dungeon. Middle 
statue: Teleports you to the dungeon's 
southwest corner. Right statue: You'll 
exit the tower. 

Dwarven Island 

Dungeon I, Sri's Lair, is in the center of 
the island, approached from the south. 
You don't need to talk to the natives for 
clues. Fight the Dwarven Patrol when 
you meet them. Dwarf soldiers are the 
best source of treasure and magic items. 
It costs one gold piece to enter the Tem- 
ple and ten to return to the Elven Island, 
so plan your buying and enchanting ac- 
cordingly. Monsters are extremely tough, 
so don't wander too far on your first day 
here. 

Dungeon I & J: Sri's Lair 

Prerequisite for Level 3: Enough space 
for three items. Holy Weapons +5 are 
useful on all levels. 

Level 1 

You'll find copper pieces at (1). If you 
mine for silver at (2), your crew will be- 
come exhausted. Take stairs at (3) to 




Level 2. 






Level 2 

You'll find silver at (1) and stairs to Lev- 
el 3 at (2). 

Level 3 

Get the Dwarven Helmets at (4). 

The Elven Isle 

Return here after obtaining the eight Hel- 
mets. Save the game here and make a 
copy of the disk if you want to continue 
adventuring on this plane, because you 
can't turn back after visiting Grey Eagle. 




Dungeon J: Sri's Lair, Level 2 

Also remember to heal all wounds and 
visit the Temple before going on. If you 
have the Feathered Cloak and the Eternal 
Dagger (preferably enchanted to +6), go 
on to Dungeon F, The Aerie, again; Grey 
Eagle will fly you to the next maze. 

Above the Underwater Dungeon 

Rest here. There's nothing else to do but 
search. Wear the helms. 

Dungeon K: Underwater Dun- 
geon (Enolho) 

You'll get Wizard's Plate +6 at (1), 
though monsters are formidable. It's not 
necessary, but you can examine tables at 
(2) for an interesting message. The gate 
to the Demon World is at (3). You must 
drop all but the Eternal Dagger. 




M^r 



"WW 



^ 




GH 



Dungeon L: Demon World 

The maze configuration shifts due to rol- 
ling boulders, but there are only three va- 
riations. Follow the path mark by a-h on 
the maze maps. When , heading toward 
the next boulder, avoid any other boulder 
in your path. If , this is confusing, type 

Continued on next page 



these directions from (a): 7, 7, 7, 8, 1, 3, 

3, R, 7, 7, 7, 7, R, 6, 6, 6, 5, 5, 4, R, 5, 6, 6, 
6, 8, R, 8, 8, 1, 1, 2, 4, 2, 1, 8, 1. 8, 6, 5, R, 
3, 4, 6, 6, 5, 5, 5, 5, 5, 4, 5, 4, 2, 2, 3, 2, 3, 
R, 2, 3, 3, 3, 3, 4, R, 7, R, 6, 5, 5, R, 3, 3, 

4, stairs (1). 

At (1) you get teleported to (2), when you 
must defeat the Lesser Demons and imme- 
diately go east. The teleport at (3) sends 
you to (4), where you move obliquely to 
(5) and get ported to (6). Move north after 
defeating the Vermin and Elharra gives 





some advice 
at (7). 
Plunge the 
Eternal Dag- 
ger into the 
device at (8). 



Maze Configuration 2 




Maze Configuration 3 



We're Not Like 
Other Magazines! 

When your sub expires, we'll remind 

you, but will not send you a series of 

cards pestering you to renew your 

sub — when it's over, it's over. 

So renew today to make sure you 

don't miss a single issue. 



Star Trek III 

Continued from page 7 

example, and Scotty pipes up with, "If we 
keep up this speed, we'll blow up any 
minute now!" in his clearly recognizable 
accent. Kirk, Sulu and Spock also "talk." 

Multiple Solutions 

You can win in at least eight different 
ways. The first time I won by delivering 
a dilithium delta 7 crystal to the Federa- 
tion research psimitter console, so the 
Federation could build its own psimitter 
and neutralize the Klingon's psimitter. 
Other victory strategies include capturing 
the Klingon admiral, delivering an anti- 
dote to Federation commanders, and de- 
stroying the Klingon psimitter. 
Unfortunately, the manual describes the 
different ways to win, ruining any sus- 
pense and satisfaction that might have 
come with discovering them yourself. 

The game profits immensely from its 
"Trekkiness," evoking the atmosphere of 
the TV show in several ways that are 
mainly accomplished with graphics and 
sound effects as well as by adhering to 
the "reality" of the Enterprise, with warp 
drives and weapon systems that function 
as they do on the TV show. However, it 
is a distinct lack of Trekkiness that leads 
to the game's major problem — the plane- 
tary exploration sequences. 

In the TV show, Kirk and crew usually 
met interesting and varied alien creatures 
on each planet, where they had to solve 
some sort of logical puzzle or moral di- 
lemma. But in the game, each planet con- 
tains a series of hazards such as doors, 
janitor robots, security bombs and force 
field generators. And every planet has 
the same types of hazards, with an occa- 
sional Klingon Imperial Guard or other 
special barrier tossed in now and then. 
You must successfully navigate the haz- 
ards by using items from other planets, or 
by relying on the abilities of your crew. 
This is even less exciting than it sounds. 

Each crewmember has at least one spe- 
cial ability: faced with a hazard, Uhura 
can usually "beam signals at it," while 
Sulu can "fire phaser at it." (These are 
selected from the character's screen; there 
is no type-in parser.) No matter what the 
hazard, your crews' abilities and options 
never change. The worst part is that the 
solutions seem completely random, solva- 
ble only through trial and error. 

When confronted with a force field 



generator, for example, I had Spock "ana- 
lyze it" and was informed that "It sparks 
and injures person." I then had McCoy 
"walk towards it," which led to "It is de- 
activated." No logic here. Each object 
and hazard is depicted with a simple line 
drawing, contributing nothing of interest 
to this portion of the game. 

After hours of playing, I concluded 
that the game is mostly a glorified scav- 
enger hunt You travel from planet to 
planet and use certain objects to gain oth- 
er objects or to obtain information leading 
to more items. Though several solutions 
exist, each simply involves different com- 
binations of objects. Only the life- 
supporting planets are important; the sole 
reason for traveling to others is to refuel 
or repair your ship. 

Playing strategy eventually degener- 
ates to hopping from one life-supporting 
planet to another. They're all in the man- 
ual, which unfortunately lists them by 
whether they contain an item of principal 
importance, tactical importance or a mis- 
cellaneous item. This information is basi- 
cally useless, and it would have been 
better if the planets were listed in simple 
alphabetical order. 

I finally stumbled upon victory by dis- 
covering several important items. There 
is no way to plan to win by following a 
specific strategy, for the method of victo- 
ry will probably depend on which items 
you happen to find first With all the 
winning strategies outlined in the manual, 
you don't even need to figure out how to 
win — just where to find the right objects. 
This robs the player of the satisfaction of 
forming a successful strategy, which 
could have been a lot of fun. 
Conclusions: Despite these criticisms, I 
did enjoy the game — for about ten hours, 
until I won. After that I had no urge to 
continue. Star Trek fans may want to 
check this out, since the graphics and 
sound evoke such a "Trekkie" atmos- 
phere that greatly improves game-play. 
Non-Trekkies may even enjoy the game 
because it's based on the show. If it were 
not a Star Trek, this program wouldn't 
stand out at all. But the graphics, sound, 
interface and Star Trek name partially 
compensate for the mediocre gameplay. 

Skill Level: Intermediate 

Protection: Program 

Price: $39.95 

Company: Firebird/Simon & Schuster 



10 QuestBusters 



Silicon Dreams 




Type: Text Adventure with illustrations 
Systems: Apple 2, C 64, IBM, Amiga 



By William E. Carte 

This British collection of three science 
fiction games attempts to catapult you 
into an exciting, futuristic space adven- 
ture. Unfortunately, it fails so miserably 
that one suspects Morton-Thiokol had a 
hand in it 

A single disk contains three complete 
and separate games in which you are se- 
cret agent Kim 
Kimberley. 
You can play 
them in any or- 
der, but the only 

way to attain the highest ranking is to 
completely solve them 1-2-3. 

The first is Snowball, in which your 
mission is to safeguard the interstellar 
transport, Snowball 9. As the game be- 
gins, you awaken from hibernation (yes, 
hibernation) in a freezer-coffin. You 
must get to the main control room and 
prevent the ship from crashing. 

In Return to Eden, you have just ar- 
rived via stratoglider on the planet Eden. 
You've got to reach the city of Enoch 
and stop some robots from destroying the 
Snowball 9. Finally, we have Worm in 
Paradise, which asks you to explore 
Enoch, acquire money and become a 
member of the local governing party. 
Then you'll get the chance to save the 
world. 

Though these plots may be accepta- 
ble — some even interesting — they lose 
their appeal almost immediately after you 
boot the program. First of all, the graph- 
ics are among the poorest I've ever seen. 
Some are completely indistinguishable, 
looking like colored blobs on the screen. 

So inferior are the graphics in Silicon 
Dreams, they would have been deemed 
bad by the standards of four or five years 
ago. And even the 16-bit versions use the 
same shoddy graphics seen on the Apple. 
The text is fluid and readable, and the de- 
signers [using the word very loosely] 
should have left these as the text-only 
games they once were instead of attempt- 
ing to dress them up with illustrations and 
doing such a bad job. 

"Overkill" best describes the documen- 
tation — a very attractive 50-page booklet 
mainly filled with story background. 



(Only three pages in the manual actually 
deal with game play. That's right: three 
pages out of 50!) This one gets my vote 
as the most boring and overdone manual 
I've ever seen. Evidently they didn't 
bother to revise it from the original Brit- 
ish version: the Loading Section gives in- 
structions for cassette tapes, which are 
only available overseas where (especially 
in England) disk drives are uncommon. 
The parser is 
good in some re- 
spects, accepting 
full sentences, 
but is poor in 
many others. Lots of simple commands 
are not understood. I tried to "get on 
slab," for example, and learned this was 
impossible. When I succeeded with "ex- 
amine slab," I was told it was just scenery 
[the response you get upon examining al- 
most anything]. And it only supports one 
drive for saving games. 

But what about the good points? Well, 
the three separate programs are handled 
nicely in the initial boot-up. You get an 
immediate choice as to which game you 
want to play [on the Amiga you can 
switch back and forth between two that 
run simultaneously]. There are also some 
innovative features, such as RAM SAVE, 
which saves your game in RAM instead 
of on disk. It also has the OOPs feature, 
so you can back up one move (great if 
you just made a terrible mistake). You 
can even step back through several moves 
if your computer has enough memory. 
What confounds me is how such a game 
that's so outdated graphically and in other 
areas can boast such innovative features 
as these. 

Conclusions: This program is simply 
prehistoric, and I can't recommend it to 
anyone. Until recently, Firebird had a 
good reputation for quality games with 
good graphics. The best thing about Sili- 
con Dreams is the attractive picture of the 
gun-toting robot and wrecked spacecraft 
of the cover of the package. 

Skill Level: Advanced 
Protection: Program 
Price: $29.95 
Company: Firebird/Activision. 



The Quest 
Heads West! 

We liked Wasteland so much, we decided 
to move there...to the Southwest, at least, 
somewhere in the desert around Tucson, 
Arizona. If this is a sample issue and you 
decide to subscribe, write to our new Ari- 
zona address on the enclosed invoice — 
not to the PA address. If you sent any- 
thing to the old address during or after 
the last ten days of April, your order 
will likely be delayed while it's being for- 
warded. (Fortunately, a real person, not 
the Postal Service, is doing this for a 
month or so.) The move is also the reason 
this issue may be a bit late. By July or 
August, your subscription should be back 
on schedule and arrive about the first of 
the month. (Unless you upgraded to an 
"Adventure Express" sub, which will 
show up two weeks sooner.) 

Moving Too? 

And if you are planning to move, be sure 
to let us know the new address as soon as 
possible. Right now your issues will not 
be forwarded, so you must send us the 
new address (along with the old one, to 
make it easier to look it up in the data 
base). By July, we'll have a new postal 
set-up to eliminate this glitch. 

New Sub Rates 

Due to the recent postal rate hike (which 
increased our costs 25%) and escalating 
paper prices coming this fall, the new sub 
rate is $18 a year for US delivery. The 
Canadian price inches up to $23, and 
overseas airmail delivery remains $32 
(both US $). US subscribers who want to 
get QB two weeks sooner should upgrade 
to the "Adventure Express" sub, which 
also arrives unfolded and in an envelope. 
That now costs $23 for a year or 500 for 
each issue left in your sub (check the label 
on this one to find out how many). Due 
to the way military post offices handle 
bulk mail, this is strongly recommended 
for those with APO and FPO addresses. 



You can still renew at your 
current sub rate —for one year 

only— if your letter 

is post-marked no later than 

June 30, 1988. 



QuestBusters 11 



Romantic Encounters at the Dome 



By Stephen King 

Romantic Encounters is not a typical ad- 
venture game. In fact, it's really not an ad- 
venture game at all in the classic sense, 
but more of a "single's club simulator." 

Under the Dome 

The Dome is a posh "members only" 
club where people go to meet members of 
the opposite sex. During the course of an 
evening, you'll have sev- 



Type: Adult 
System: MS 



eral opportunities to 

meet women (or men), 

talk to them, dance, buy 

them drinks and if you get lucky enough, 

be invited to their room. 

The game begins by requesting your 
sex to determine whether to present the 
male or female viewpoint There is a third 
category called "Other" that I thought 
might refer to transvestites, but when I 
chose this option I was presented with a 
brief quiz and returned to the menu. Next 
you type in a password from the manual: 
one for men and another for women. 
These never change, so I'm not sure about 
their purpose except as copy protection. 

As in real life, you can opt for "random 
destiny" — or you can go to a menu of en- 
counters and initiate one anywhere you 
want I found the reference to "real life" 
somewhat funny, given the fact that in 
many cases I could approach the same 
woman again after a failed attempt and go 
through the identical steps without her 
even recognizing me. After signing in, 
you wait in the lobby while the game 
shifts to impulse mode. This means that 
brief snatches of conversation and impres- 
sions will flash on the screen continually 
until you are curious enough to act on 
one. Your primary purpose on floor one 
is to make your way to the elevator. 

An Elevating Experience 

Inside the elevator, you'll find the pan- 
el has been hidden from view until you try 
to touch it This leads to initial confusion 
and maybe an amusing circumstance the 
first time, but becomes merely tedious 
upon subsequent visits to the elevator. 
While inside, you have a choice of going 
to the Underground parking facility, the 



Text "Adventure' 
-DOS (256K) 



Mezzanine on level 2, the Psychological 
department on level 3, or the Penthouse 
on level 7. Levels 4 and 5 are living quar- 
ters and are not accessible without an in- 
vitation. Level 6 is the administrative 
section, which is supposed to tie into a 
planned sequel. 

I stopped off briefly at level 3 and took 
the Love Capacity test, which gave a brief 
but realistic account of itself, then went to 
the Penthouse to find my own romantic 
encounter. In the be- 
ginning I had a lot of 
trouble making 
progress. I soon got 
the idea that the parser understands only a 
small fraction of your probable responses, 
so I started limiting mine by basing them 
on some examples in the manual. 

The parser is less than adequate, so I 
usually had the impression that I was 
dealing with a fifteen-word vocabulary. 
From the start, your actions are pretty 
much limited to yes and no answers to 
questions posed by your prospective part- 
ner. On rare occasions you'll have an op- 
portunity to take some initiative in an 
encounter. The omnipotent computer (or 
maybe your conscience) might say she's 
ready to do whatever you want Your re- 
sponse is generally discarded by the pro- 
gram as though it doesn't really matter. 

Another drawback is that everyone you 
meet has a two-dimensional personality 
and a one track mind, severely limiting 
your course of action with any single part- 
ner. The Dome contains an abundance of 
stereotyped characters, which I suppose 
simulates the atmosphere in a real singles 
club. I had a curt encounter with an ag- 
gressive business woman of great ego and 
medium aptitude, a more extended inter- 
lude with a grasping type who became 
suicidal if I didn't tell her I loved her 
shortly after we met, and finally, my most 
promising tete-a-tete with a beautiful and 
sensitive woman whose boyfriend packed 
a gun. I found little subtlety in my own 
"romantic encounters." 

The program comes in the record al- 
bum style package made popular by Elec- 
tronic arts. It contains three disks: one is 
the program disk, and the other two hold 
male and female data respectively. The 



brief manual is mostly filled with sample 
encounters. Text and the simple IBM line 
graphics used to display maps of the room 
or the elevator panel display are shown in 
blue and white and yellow; there are no 
sound effects. All three disks can be cop- 
ied to a hard drive and run without a key 
disk; you just have to type in the pass- 
word when you first run the disk. 
Conclusions: I can't really say that I en- 
joyed playing The Dome, but then, I'm 
not the type of person who frequents bars 
and singles clubs. If you're a person who 
enjoys accelerated relationships with ste- 
reotyped partners in depressing situations, 
this may be the game for you. 

Skill Level: Not Applicable 
Protection: Password 
Price: $39.95 
Company: Micro Illusions/E A 

Ouestron II 

Continued from page 1 

copy-protection. Intermittently your 
game will be interrupted by a question 
about the manual. Miss two questions in 
a row and the game crashes. I find this a 
very cheap form of copy-protection and 
hope it is eliminated in future games. 
Also, the documentation is very sloppy, 
and the brief story it contains is not satis- 
fying. The best thing about it is the de- 
scription of creatures. It comes with a 
quick-reference card that explains more 
about the game than does the manual! 
Conclusions: A very good game, Ques- 
tron II will be enjoyed by everyone who 
liked the first game or Legacy of the An- 
cients. Because no mapping is required, 
it held my attention for many hours at a 
time. This is the best RPG system I've 
seen since Wizardry and Bard's Tale — 
and a must for those who like pen and pa- 
per RPGs like Dungeons and Dragons 
and Tunnels and Trolls. 

Skill Level: Intermediate 

Protection: Program; also type in words 

from manual 

Price: C 64, $39.95; Apple 2, IBM, 

$44.95; others, $49.95 

Company: Strategic Simulations 



QuestBusters 12 



Waiting for Duffy 

Duffy is waxing the QuestMobile, so 
write these people if you can help. 
And send in a brief ad ifytm. are stuck. 



Bard's Tale 3: Need help with Geldia. 
Might & Magic: Where is code key? 
What is Thundranium for? Dan Heffron, 
2 Lavelle Lane, Framingham, MA 01701 

Alternate Reality, The Dungeon: What 
time is midnight? I tried 12:00 and 12:30. 
Mark Lain, 4518 Pine St., Hammond, IN 
46327 

Guild of Thieves: How do I get lute? 
Don't have enough money to buy. Might 
& Magic: Need maps, help, supermen. 
Michael Parkin, 5 Old Lantern Rd., Dan- 
bury, CT 06810 

Phantasie 3: Needs maps bad, also clues. 
Guild of Thieves: How do I enter village, 
windmill, wine cellar? Also need maps. 
Tom Bray, Box 838, Houston, BC, Cana- 
da V0J 1Z0 

Dungeon Master: After Test of Strength 
on 6th level, where is key to locked door? 
Somewhere aroud 13th level, where is 
key to fit hole next to Ir symbol? What 
do you do where it says "When a rock is 
not a rock"? Tom Page, 96 Haddon PI, 
Upper Montclair, NJ 07043 

Knight Ore: How do I use the jump spell 
to find secret room? Need exact wording. 
Redden Byrd IV, PSC Box 1 139, MAFB, 
ND 58705 

Dondra: Need all the hints, answers I can 
get. Doug Sherman, 10285 Tujunga, 
Canyon Blvd, Tujunga, CA 91042 

Might & Magic: Where is Telegoran and 
canine? What is secret of Portsmith? 
What are messages for? Faith Hersey, 
Rd. 5, Clark Ave., St Clairsville, OH 
43950. Where are Idols to restore Og's 
sight? Need help with riddle of ruby. Mi- 
chael Arnott, 10274-129 A St., Surrey, 
BC, Canada V3T 3K3. 

Dungeon Master: Need maps, hi-power 
killing spells. What does Neta potion do? 
T. Page, 96 Haddon PI, Upper Montclair, 
NJ 07043 

Suspended: How do I salvage parts from 
FRED? Repair weather monitors? 
AMFV: How do I keep Ryder from melt- 
ing me down? Garrett Raines, 2706 Pine 
Club Dr, Plant City, FL 33566 



Type: Story on Disk 
Systems: Apple 2, C 64 



Infocomics: 



By Shay Addams 

No puzzles, no mapping, no game — 
that's what they promised and that's 
what you'll get in this, the first Infocom- 
ics title. (And "no review" is what you'd 
get if it were not from Infocom,) 
Originating with Tom 
Snyder Productions, the 
concept and program 
was sold to Activision 
and eventually pub- 
lished under the Infocom label for rea- 
sons Infocom Joel Berez explained in last 
month's issue. It's a one-disk program 
that uses both sides of the disk. You get 
no manual or docs; everything you need 
to know is explained in the story's 
introduction. 

Refugees from a Fat Farm 

The plot: Blubbermen from Jupiter 
are blasting Earth with a Mutation Ray in 
preparation for an invasion, and only 
Lane Mastodon can save the day. The 
cast: Lane; his fifteen-year-old sidekick 
Lambert; Ivory (Lambert's older sister); 
Zabor (head of the Earth Defense 
League) and assorted villains. 

The action: push keys to freeze the 
current display, fast-forward or reverse, 
save your place in the story, or switch to 
view the next sequence from another 
character's perspective. The slant: a 
takeoff on the science fiction tales of the 
Fifties, in the tradition of Leather God- 
desses ofPhobos, minus the lewditity. 
Simple line drawings, nicely colored 
and animated, are bolstered by effective 
use of cinematic techniques such as 
zooming in/out and panning across the 
room or horizon. In comic book fashion, 
character's dialogue appears in the pic- 
ture (but not in balloons), while other 
text is seen below. Pictures fill the 
screen rather than appearing in individual 
cartoon panels as in Accolade's Comics. 
Sound effects are also effectively em- 
ployed, along with a few simple tunes. 

Changing Perspectives 

When a marker materializes in the up- 
per right-hand corner, you can punch the 
return key to shift perspectives. After 
Lambert is captured by the Blubbermen, 
you may go along with him or remain 



Lane Mastodon vs. 
the Blubbermen 

with Lane and Ivory. While this gives 
you a certain unique kind of "interaction," 
it doesn't mean you are completely free to 
view the story exactly as you wish — not if 
you hope to fully comprehend what's go- 
ing on. Only by "rewinding" and bounc- 
ing back and forth could I make sense of 
all the various events. 
I went to sleep halfway 
through the first session, 
but luckily hit my head on 
the "B" key (Bookmark) 
and saved my place. A week later I "fin- 
ished" it between frequent glances at the 
morning paper. 

Maybe if I were fourteen I would have 
enjoyed it. But I'm not so sure my ad- 
vanced age is the reason I didn't — I still 
read comics (Heavy Metal, Ronin, etc.) 
from time to time and cover to cover. 
One problem is that these graphics 
can't compare with those in comic books. 
Another lies in the program's premise: 
why seek passive entertainment in a com- 
puter program, when you can get better 
quality in other non-interactive media? If 
I want to fast-forward and back through 
something, it will be a tape of RoboCop. 
Conclusions: Infocom says this is not 
aimed at their adventure fans. Instead, 
they hope to attract a new market made up 
of people who normally don't play com- 
puter games. That's why Infocomics are 
being sold in comic book stores and other 
new venues. Hopefully this will work and 
these folks will soon advance to playing 
real adventures, since there isn't much 
here for serious, or even lighthearted, ad- 
venturers. Several more titles are 
planned, as well as mysteries and other 
kinds of stories intended for a more ma- 
ture audience (old folks like me, I pre- 
sume). Infocomics will make a lot more 
sense when CDI becomes a reality, and 
hopefully this just represents a first step in 
that direction. I can only recommend this 
one if you're extremely curious about In- 
focom 's new directions — or your VCR is 
in the shop. 

Skill Level: Not Applicable 

Protection: Program 

Price: $12 

Company: Tom Snyder Productions/ 

Infocom 

QuestBusters 13 







Wizardry IV 

On level 6 at 13E, 13N, you'll be asked 
what you seek? The answer is bnvmfu. 
Defeat the Bishop at 13E, 2N (level 6) 
and you'll be teleported to 17E, 4N and 
find the stairs to level 5 (they appear only 
if he is slain). 
Brad Kinman 

Ultima V 

For 5 Skull Keys, go to njopd when a 
Shadowlord is present. Search ipmmpx 
tuvnq in NW corner. A great missle 
weapon, the Magic Axe, is in NE corner 
of kifmpn. Exit secret door, go south to 
ipmmpx tuvnq & search it. Search same 
thing in qbxt for Ring of Invisbility. 
Jayson Hogan 

To find Word of Power for Destard, talk 
to Goeth atop tifmbn. (It may help to say 
words backwards to him.) Other Words 
may be learned from boopo on balcony of 
csjubjo, gpsuvof ufmmfs in nppohmpx, 
and from the one who takes care of the 
poor in njopd. Use tlvmm lfzt to open 
LB's private quarters atop his castle. 
Search bookshelves for potions and 
scrolls. Get the dbsqfu and use it to fly. 
Search square where each Moongate 
opens and you'll find a Moonstone. Bury 
it elsewhere and the gate will next appear 
where you buried it. To get the Glass 
Sword, see Lord of Empath Abbey for a 
grapple. Then visit middle of Serpent's 
Spine; password is ebxo. You get a sex- 
tant from ebwje in lighthouse near Ser- 
pent's Hold. 
Andrew Arno 

To escape jail, wait till it's near 10:00 
AM or PM (check pocket watch) and 
stand by the door. Pass time until a guy 
walks thru the door and up to your cell. 
(Don't kill the guy in the cell, or the one 
outside may leave.) Ask guy outside 
about lfzt. 
Jason Zatylny 

Bard's Tale HI 

Starter dungeon riddles: priest at en- 
trance, dibpt; to leave 3rd, cmvf; to exit 
4th, tibepx; to exit 5th, txpse. Follow di- 
rections given in comment on 5th level. 



Kill Brihasti in NW comer of 6th level 
and you're 'ported to Board for promo- 
tions. Chronomancer must cast ARBO in 
grove south of Skara Brae to reach 
Arboria. 
Dennis Ewell & Brad Kinman 

The Arrows of Life & Valarian's Bow 

are in the Tbdsfe Hspw in Arboria. First 
you must talk to the King, who want the 
head of Garnath. He's easier to slay with 
the Nightspear. To get it, collect bdpst 
(just outside city's boundaries) and sev- 
eral uses of xbufs pg mjgf (in castle un- 
der mblf; GILL spell required). Go to 
bdpso engraving on 4th level of Valari- 
an's Tower and vtf bdpso to place it, 
then vtf xbufs to make it grow. Now you 
can enter top level of tower and get 
Nightspear. Slay Garnath (in Festering 
Pit dungeon), take head to King and Wa- 
ter of Life & heart to Grove. In Valari- 
an's Chamber, vtf ifbsu and vtf xbufs to 
access passage beyond chamber and get 
Bow and Arrows. 

George Politis, Ken Nigra, Dan 

Heffron 

Questran II 

To avoid deadly ocean encounters en- 
route to the Realm of Sorcerers, take the 
Psc from Casde Redstone to Npsmf in 
Rivercrest Tomb; he'll 'port you there. 
Go east to Grissold and buy an fbhmf so 
you can avoid all land encounters there. 
Randy Sluganski 

Search dungeon on east coast of Realm 
of Sorcerers for keys to Fortress. Before 
entering Twilight Tombs, copy map from 
Hall of Maps in Castle and take the Fuf- 
sobm Gmbnf from the Gpsusftt. Inside 
the tombs, go to room in SW corner to 
get Cmbdl Lfz needed for last dungeon. 
Steve Mead 

Deathlord 

Build up weak characters by fighting 
skeletons in Yokohama. Strong ones can 
boost attributes by drinking magic water 
in level 7 of Gjsf Hjbout njof near town 
of Spzbmf on Asagata. Save after each 
positive increase, then make new copy of 
scenario disk B to refresh water before 



returning. Lots of gold & gear is on lev- 
els 4-5. Better items are on lower levels 
of Ufmfhspoe, a 16-level dungeon near 
Effqjohebmf. Have a Shisai cast Kaeru 
before entering. 
Dennis Ewell 

AH words are found of bottom level of 
dungeons. It's very tedious to work all 
the way down thru them, so wait until 
your Mahotsukai can move you up/down 
levels. (This won't work in Hell, so make 
good maps.) Keep the disk drive door 
open when transporting up or down: if 
you move higher than level 1 or below the 
bottom level, the party will be destroyed; 
with the door open, their deaths aren't re- 
corded to disk (also handy during battle). 
The party described in the March QB has 
some drawbacks, especially having a 
Shizen — who is useless once your Mahot- 
sukai can move up/down, and whose heal- 
ing abilities can be done better by a Shisai 
(there are lots of disease-cure scrolls 
around, the only thing a Shisai can't 
cure). A better party: Samurai, Kichi- 
gai, Yabanjin, Genkai, Mahotsukai, 
Shisai. 
Eric Karlsen 

Demon Stalkers 

If having trouble with Calvrak, try one 
of these strategies. (1) Manueveryour 
warrior somewhere north of Calvrak till 
you find an angle at which he can't hit 
you. Keep shooting him (his face turns 
red when you hit him) until he goes to be 
regenerated at the star. Quickly destroy 
one vortex; repeat the process. (2) Stand 
within line of fire of a vortex and wait for 
Calvrak to come close. Move Warrior to 
angle described in (1), then finish off an- 
other vortex. Keep track of how many 
vortexes you've destroyed. After all 5 are 
gone, follow strategy (1). 
Eric Mitchell 



To decode these and other 

clues, use the "new, improved" 

QuestBusters Code: count 

one letter back — RC = QB. 



14 OuestBusters 




Trade or sell your old adventures with a 

free ad. (Adventures only, no pirated 

software, limit of 10 games per ad. 

Please state system. 



APPLE 
Deathlord, $20. A. Reality, $16. Send 
SASE for list R. Robillard, 52 S. Main 
St., Baldwinville, MA 01436 

Want Deathlord & Wasteland. B. Kin- 
man, 510 Laurel Rd, Easley, SC 29640 

Deathlord: Advanced char, disk, some 
maps, advanced clues. $10 for all. Same 
for Ultima 4 or 5, $5 @ disk. E. Karlsen, 
204 S. Waters Edge Dr. # 101, Glendale 
Hts.IL 60137 

Might & Magic, $25. $20 @: all Wizar- 
drys, Wrath of Denethenor, Moebius, 
Amnesia, Roadwar 2000, Realms of 
Darkness. Bard's Tale hint book, $10. 
Will trade any of these for Ultima 4 with 
high level characters & Avatar. Send 



SASE for list of more. Billy Schiff, 1 Pa- 
triot Way, Freehold, NJ 07728 

$20 @: Maniac Mansion, Accolade Co- 
mix, Leisure Suit Larry, Rings of Zilfin, 
King's Quest 2, Captain Goodnight. $10 
@: Gemstone Warrior, Temple of Apshai 
Trilogy, Dark Lord, Rad Warrior. Don- 
ald Kawamata, 1624-D-l Liholiho St, 
Honolulu, HI 96822 

Sell/trade: Most Infocoms, Bard 1-2, Ulti- 
ma 3-4, Wizardry 1, 2, 3, many more. 
Twilley Hayden, 77 Shady Crest Lane, 
Pineville, LA 71360 

Bard's Tale 3, $35. Will sell/trad Might 
& Magic, with super characters, also Pi- 
rates & King's Quest 2. Chris Steinbeck, 
12409 Overbrook Rd, Leawood, KS 
66209 

Trade/sell: $25 @: AutoDuel, Ultima 4, 
Bard 1, Phantasie 3, Realms of Darkness, 
more. Murder on Zinderneuf, $7. Want 
A. Reality: Dungeon, 2400 A.D., Death- 
lord, others new & good. Also want 
Might & Magic clue book. Jayson Ho- 
gan, 502 N 75, Seattle, WA 98103. 

Have Ultima 4-5, Moebius, Might & 
Magic, more. Want anything you don't 
J. V. Zatylny, Box 296, Dysart, Sask., 
Canada, S0G 1H0 



COMMODORE 
Wishbringer, $10. Zork trilogy, $30. 
Brian James, 7 1 1 1 S. Albion St., Little- 
ton, CO 80122 

Amiga: Uninvited, Trinity, Barbarian, 
more. Send list: Herbie Gierlinger, Rte 2 
Box 283, Smithfield, VA 23430 

Trade/sell: Phantasie 1, 2, 3; Zork 1, 2, 3; 
Archon 1, 2; 8 Infocoms, more. Send list 
and/or offer. J. Kenney, 2100 S Conway 
#K-5, Orlando, FL 32812 

$ 10 @ : Phantase, Spell of Destruction, 
Rings of Zilfin, A. Reality: City. $20 @: 
Defender of Crown, Delta Man. Jason 
White, 4205 Oats St., Houston, TX 77020 

Want Ultima 4, will buy/trade. Write for 
list, send yours. Mark Houston, 303 
Windsor Ave, Park Forest, IL 60466 

$10 @: ACS, Lords of Midnight, PSI 5 
Trading, Fellowship of Ring. Mark Sida- 
way, 1735 Milton NE, Massillon, OH 
44646 

IBM & QUEST- ALIKES 
Want old Avalon Hill games — Galaxy 
andTelegard. Will buy/trade. Nathan 
Mitchell, 8506 N Chatham Ave., Kansas 
City, MO 64154 

Continued on next page 



Dungeon Master 

Continued from page 4 

Mastering the Dungeon 

Each of the fourteen dungeon levels 
consists of a winding maze. As you may 
have guessed, mapping is vital on certain 
levels. But sometimes you'll be so busy 
fighting or dodging monsters that accurate 
mapping proves nearly impossible unless 
you have a friend draw the map while you 
battle the fiends. 

There are some teleports, but these are 
"friendly" ones that help you reach distant 
locations you must visit to complete the 
quest. Though that is often the case in 
mazes, these teleports are well-marked, so 
you don't accidentally 'port to the other 
side of the maze without even realizing 
you've done so. 

Puzzles and Riddles 

Numerous puzzles and riddles are in 
store, some of which aren't obvious until 
you realize you can't go any further in a 
dungeon until performing a certain action 
or set of actions. You won't be typing in 
answers to puzzles and riddles, for solu- 
tions always consist of a movement or ac- 



tion of the party, or placement of an item 
the party must possess. Money has no 
value in this game, though coins and oth- 
er valuable items have roles to play in 
solving various puzzles. 

First Rate Graphics 

Graphics are first-rate, equal to or sur- 
passing those in the ST Bard's Tale. 
Everything is depicted from a first- 
person, "3-D" perspective. There's plen- 
ty of animation, from doors that open and 
shut to monsters that slash and claw. 
Every monster is animated, but the ani- 
mation is noticeably jerky — perhaps due 
to the large amount of memory devoted to 
the detailed graphics. 

Compared to some RPGs, there's rela- 
tively little sound in Dungeon Master. 
But where it does occur, it is well-done 
and appropriate: gates clank and rattie as 
they open, swords slice the air, monsters 
grunt when hit, and you hear tiny clicks 
when you walk over presssure plates or 
press buttons. Unfortunately, there is no 
background music. 

Conclusions: From the people who did 
Sun Dog (the first high-quality ST game), 
this RPG meets and surpasses the stan- 



dards set by that title. (It was designed 
and implemented by Mike Newton, Doug 
Bell, Dennis Walker, Andy Jaros, Wayne 
Holder.) Graphics are great, the interface 
is relatively easy to use, and there are 
some nice innovations, such as feeding a 
character by dragging food to his mouth. 
Some of the ideas in Hall of Champions 
are also original, but the game's pre- 
mise — a party questing to find a certain 
magic item is quite standard. Ultimately, 
this is an excellent game system with an 
average plot and puzzles. 

Drawbacks are minor. It would have 
been nice to have offered more keyboard 
controls, and better animation could have 
improved the gaming experience. You 
can only save one game per disk, so sev- 
eral should be prepared. Some people 
will find the real-time nature of the game 
a nuisance. It's about as hard as the first 
Bard's Tale, and anyone who enjoyed that 
will probably like Dungeon Master. 

Skill Level: Advanced 
Protection: Program 
Price: $39.95 
Company: FTL Games 

QuestBusters 15 



- 



ZUE6 TO y 13109 



80/88 :saaidxa Noiidiaosans anoA 







6£ ON 1IUJJ3J 

£8061 " B d 'auAe/v\ 

aivd 

aBeisoj sn 
Bleu >(|ng 



8966-66S61 Vd 'iua*SB8iflnog 



Continued from previous page 

Trade/sell: Sierra & Infocom games. Oo- 
topos & Crimson Crown (with hint 
books). Tim Dowd, POB 360602, Lynn- 
wood, WA 98046 

Trade/sell: Leisure Suit Larry, Bard's 
Tale, King's Quest, Roadwar 2000 & Eu- 
ropa, more. Roger Eastep, 14715 Soft 
Wind Dr, Gaithersburg, MD 20878 

Zork Trilogy, $30. Joe Terwilliger, R. R. 
#1, Box 782, Cornish, ME 04020 

Trade/sell: Space Quest 1, Roadwar Eu- 
ropa, Bard 1, Might & Magic, Breach, Ul- 
tima 4, Starflight, Spellbreaker, ACS, Star 
Fleet 1, more. Send SASE for complete 
list. Michael Noth, 26 Regal Lane, Iowa 
City, IA 52240 

ATARI 
Sell/trade: Ultima 4, Dark Castle, $37 @. 
Apshai, $20. Want Leisure Suit Larry, 
Phantasie 3, Bard 2, Super chars, for A. 
Reality & Bard. Tom Page, 96 Haddon 
PI., Upper Montclair, NJ 07043 

Hitchhiker, $20; Ballyhoo, $8; Wizard's 
Crown, $18; A. Reality: City & hint 
book, $15; Fantastic Four, $4; Age of 
Adventure, $5. Bob Greenfield, 106 Her- 
itage Dr., Freehold, NJ 07728 



Phantasie 1, $15. Roger Eastep, 14715 
Soft Wind Dr, Gaithersburg, MD 20878 

ST: Want Sinbad, Knight Ore, Barbarian 
2, Leisure Suit Larry, Questran 2. Dan 
Heffron, 2 Lavelle Lane, Framingham, 
MA 01701 

ST: Have Dungeon Master, Guild of 
Thieves, Serayachi Campaign, more. J. 
Hollingsworth, POB 27, Kelso, WA 
98626 

ST: Have Beyond Zork, Pawn, Tangle- 
wood, Sorcerer, King's Quest 2, Sun 
Dog, more. Sell/trade. John Karczmit, 
50 Ridge Rd, South River, NJ 08882 

ST: Knight Ore, Rings of Zilfin, $ 1 5 @ . 
Forbidden Quest, $5. Send SASE for list. 
R. Podlesak, 11616 SW 4th Terrace, Yu- 
kon, OH 73099 

ST: Want Knight Ore, Leisure Suit Lar- 
ry, Sinbad, Faery Tale Adventure, Bar- 
barian 2. Dan Heffron, 2 Lavelle Lane, 
Framingham, MA 01701 

800 XL/XE, trade/sell ($15 @): Zork 2, 
Starcross, Planetfall, Hitchhiker, Spell- 
breaker, Enchanter, Sorcerer. Seastalker, 
$10. Mindwheel (need 2 drives), $25. 
Dan Mahoney, POB 1531, Sandusky, OH 
44870. 



Passport to 
Adventure 

For a 10%-20% discount on NEW games 

order from QB — & get 3 extra issues for 

each game you buy. 

Questran 2: C, $35; Ap, IBM, $40; 

others, $45 

Dondra: GS, $45; others, $35 

Dungeon Master: $35 

Jinxten Ap, C 64, $30; others, $35 

Star Trek in: ST, $35 

Romantic Encounters: IBM, $35 

Wasteland: Apple, $ 44.95, C 64, $40 

Ultima 5: Apple $45 

Wizardry 4: Apple $45 

Bard's Tale 3: Apple $45 

Quest for Clues: $24.99 
QB Map Kit (includes US/APO shipping) 
Kit A: (for text/graphic games) $8 
Kit B: (for role-playing games) $8 

Enclose $3 shipping & handling for 1st 
game/book, $2 @ extra. $6 to Canada & 
APO, $12 overseas. AZ residents add 5% 
sales tax. Send checks payable to Quest- 
Busters, or enclose VIS A/Mastercard info.