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t QuestBusters 



Vol. VI, #7 



The Adventurers' Journal 
July, 1989 




$2.50 



In one era, out the other 

Acti vision teleports Infocom to California! 



The little white house has been boarded 
up, the entrance to Zork's Great Under- 
ground Empire sealed off, and thousands 
of curious artifacts and red herrings 
packed away in boxes: little more than 
two years after Activision's acquisition 
of Infocom, the California-based compa- 
ny has shut down Infocom's Cambridge, 
Massachussets, office. First word came at 
the Computer Game Developers Confer- 
ence in Sunnyvale, where the author of 
Planetfall and Zork Zero was seen wear- 
ing a badge that said "Steve Meretzky: 
Make me an offer." 

Don't panic, however, for according to 
Joe Ybarra, vice president in charge of 
Activision entertainment software, "The 
Great Underground Empire, curiously 
enough, has not been shut down. What's 
happened is that we're in the process of 
relocating it to the West Coast" [far from 
M. I. T.'s Artificial Intelligence lab, 
birthplace of Zork and the Infocom saga]. 
"As you might imagine, a lot of the ratio- 
nale for doing that is financial. Market 
conditions as a whole are not as good as 
in the past. And of course for Infocom 
and the type of product we've been build- 
ing in the past, it's definitely gotten a lot 
worse. 

Consolidating on the Coast 

"On the other side, there were a 
couple of other issues, starting with the 
changes we were making in ZIL (Zork 
Implementation Language). Many of 
those changes were to get object-oriented 
graphics, animation and sound effects 
into the code. A lot of that was already 
ongoing at Mediagenic on the West 
Coast, so rather than having a 3,000-mile 
difference between the places where the 
programming was going on, it was a lot 
more efficient to put it all under one roof. 
[Activision changed its corporate name 
to Mediagenic in 1988, keeping the Acti- 
vision name for its entertainment line.] 
Last but not least was consolidating all 
the 'people resources' in terms of getting 
our designing, producing and manage- 
ment all under one roof. 



"Basically we're keeping Infocom as a 
separate business unit inside Mediagenic, 
with Rob Sears as General Manager. We 
want to keep Infocom going, and with all 
the rumors go- 
ing around 
now, we're ea- 
ger to let our il- 
lustrious users 
know that 
we're not stop- 
ping develop- 
ment — on the 
contrary, Marc 
Blank is actual- 
ly working on 
a project for us 
right now. It's 
not a Journey se- 
quel, at least in the literal sense, and 
won't even use the same system. This 




Joe Ybarra (with optional palm 
tree growing from top of head) 



one will have a lot more graphics and 
animation." 

Knowledgeable text adventurers have 
revelled at the humorous references to In- 
focom insiders over the 
years, things like the Dom 
Beast in Sorcerer, a send-up 
of Michael Dornbrook 
(founder of the Zork User 
group and head of Infocom's 
marketing until now). Like 
Dornbrook, the rest of the 
original crew won't be tele- 
porting to California. Marc 
Blank, on the West Coast 
since last year, is working 
from home on his next Infoc- 
om game, but Dave Lebling, 
Steve Meretzky and Stu Gal- 
ley, the sole survivors of the Activision 

Continued on page eleven 



The Usurper: Mines of Qyntarr 



All-text adventures are vanishing faster 
than sea otters in Prince William Sound 
(a fate that was accelerated even more 
when an Exxon tanker smashed into the 
adventure game section of a San Bernadi- 
no Eggheads last week), so devotees of 
the genre should appreciate Usurper, a 
1985 game finally published this year. 

The title screen calls this "Book III," 
which suggested Books I and II would 
follow in a series of prequels. But a call 
to Sir-Tech clarified the situation: the au- 
thor, Scott Thoman, submitted designer's 
notes on all three games, and Book III 
was chosen as the most exciting way to 
start the series. Since then, however, 
they've decided against producing anoth- 
er one (not because it isn't selling, just 
that it's not selling fast enough, as was 
also the case with First Row's Dr. 
Dumont). 

Thoman 's tale begins in a forest, 
where a nearby sign reiterates King 
Aken's warning that death lies in store 
"for those who would seek a certain 
Orb." But death means nothing to an in- 



trepid adventurer with a saved game to 
fall back on, so I plunged into the cabin 
and grabbed the lantern and saber (just as 
I did in Zork I) and headed for the cave 
that led to the Mines of Qyntarr. 

After recovering scraps of parchment, 
notes and assorted other clues, I eventual- 
ly surmised the long-range goal is to 
track down and deal with King Aken in 
his invisible castie, which does entail re- 
covering the previously mentioned Orb of 
Qyntarr (obviously this did not require a 
great deal of surmising). This turns into a 
classic "find the treasure and turn it in for 
points" adventure along the lines of Orig- 
inal Adventure and Zork I. 

When it came to picking out puzzles, 
Thoman chose non-violent solutions for 
dealing with dragons, ogres and a famil- 
iar-looking Pirate who insists on killing 
you. That much I like. Rather than killing 
or resorting to magic, you'll solve most 
problems with an item or password. 

Clues to their whereabouts may be 
found in notes, the inscrutable utterings 

Continued on page thirteen 




Letters; 
to the 
Editor 



g^^^gj^g^g 




NewPOBforQB! 
Yes, we've moved again — gotta stay one 
step ahead of those Ores, you know. All 
correspondence (except for the subscrip- 
tion cards found in games) should now 
be sent to QuestBusters, POB 5845, Tuc- 
son, AZ 85703. 

SSI Moves Too! 
While some software companies are 
struggling through the current slump, oth- 
ers are expanding. SSI just moved to larg- 
er spaces at 675 Almanor Ave., 
Sunnyvale, CA 94086. The new customer 
support number: (408) 737-6810. 

Call Me Bonds: Azure Bonds 
SSI says Curse of the Azure Bonds, the 
sequel to Pool of Radiance, is scheduled 
to ship in July for C 64 and IBM. It will 
accept characters from Pool and Hillsfar, 
or you can create new ones. Bonds will 
introduce more than 24 new high-level 
spells and lots of new monsters as your 
party unravels the riddle of the azure blue 
symbols that suddenly appear on the arms 
of everyone in the city of Tilverton. A 
cluebook is set for the fall. 

Wibarm: A Japanese Action RPG 
Broderbund's Wibarm (pronounced WE- 
barm) is a 256K "action role-playing 
game" (their first) for IBM science fic- 
tion fans. You play an intergalactic inves- 
tigator armed with a Wibarm, a heavily 
armed vehicle that can be transformed 
from an armored robot to a land cruiser 
or jet (which sounds a lot like the Trans- 
former cartoons) to fight monsters in a 
series of mazes. The game is already a hit 
in Japan, and it's the first from ARSYS, 
Inc., to be converted for the USA market. 

Universe III Blasts Off 
Omnitrend announced a June 1 shipping 
date for the IBM version of their space 
saga, which will support the Ad-Lib and 
CMS synthesizer boards as well as EGA 
and CGA graphics; it employs an icon in- 
terface this time. Look for Amiga in Au- 
gust, ST in September. 

Cinemaware's The Kristal and 
Dark Side 

The Kristal ofKronos is an original stage 
musical adapted as a "graphic adventure, 
space exploration, arcade action" game. 
The plot involves a space pirate looking 
for that darned crystal. It was set to ship 
in May for ST and Amiga, with IBM to 
follow. Dark Side is a "3-dimensional 
space adventure" staged in the future, 
where a mercenary strives to save the 



world from destruction. It's supposed to 
ship in June for IBM, Amiga, ST and C 
64. 

Epyx's English Mystery 
Devon Aire in the Hidden Diamond Ca- 
per, an animated mystery adventure, is 
out for the C 64 and ST, with IBM, Ap- 
ple and Amiga versions planned by 
Christmas. It looks and plays like a slick 
version olFairlight, the British C 64 
game of a few years back. 

Conversions Keep A'comin' 
Where in the World is Carmen Sandiego? 
has been released for the Amiga. Gaunt- 
let's out for Mac, with color and sound 
on the Mac II.An ST Piratesis in port. In- 
diana Jones and the Temple of Doom, 
Mindscape's action adventure, has been 
converted for IBMs with 512K, and it 
supports CGA, Tandy and EGA graphics 
(faster machines recommended for the 
last two). Deja Vu II is available for the 
GS. 

Bug Report: C 64 Magic Candle 
Two bugs cropped up in this conversion: 
if you don't have a fast load cartridge, the 
title screen freezes up, and there were 
problems with dropping and adding char- 
acters in the Knight's Room. The solu- 
tion: send in your warranty card and 
you'll automatically get version 1.7, the 
latest upgrade. 

The Jetsons and Gary Gygax 
At the World of Commodore Show in L. 
A. (more on this next month), Microlllu- 
sions was showing a beta version of The 
Jetsons on the Amiga. It's an animated 
adventure that was fun and easy to play. 
Gary Gygax, co-creator of Advanced 
Dungeons and Dragons, was spotted later 
that day as he left a meeting with Jon van 
Caneghem at New World Computing 
(Jon won't say whether Gygax is design- 
ing an RPG for NWC, or if Gygax is now 
selling Amway.) 

MicroProse on the Move 
MicroProse bought Telecomsoft, the 
computer game arm of the British phone 
company, Telecom. Telecomsoft handled 
the Magnetic Scroll's graphic adventures 
imported by Rainbird. Now all USA dis- 
tribution of The Pawn and other Magnet- 
ic Scrolls' games has been suspended. 
Jinxter is expected to be rereleased next 
year, but no others plans are set. Micro- 
Prose also announced a five-year contract 
with Dan Bunten (M. U. L. E., Seven Cit- 

Continued on page eleven 



ebeq 



Dear QuestBusters: 

This is just a quick note to let you know I 
appreciate the way you responded so 
soon to someone's suggestion about put- 
ting the next issue's contents the Journal. 
I had wanted to see this kind of thing, 
too. 
Linda Fischer 

Funny you should mention it, because 
this time two of the reviews we had 
scheduled for this issue, Shogun and Tan- 
gled Tales, didn't arrive in time. That's 
one reason we stopped publishing a 
"Next Issue" section in the first place. 
Hopefully you won't mind an occasional 
snafu like this, since it is certainly bound 
to happen again. And hopefully we'll get 
both those reviews in the August issue. 

Dear QuestBusters: 
Will you be doing another Quest for 
Clues any time soon? 
Murray Reinhardt 

It was going through final layout at ORI- 
GIN as we went to press with this issue. 
Look for it in July or early August. The 
solutions in Quest for Clues II were listed 
in the June issue, and we'll run them 
again next month. (This information will 
be added to the brochure that goes out to. 
all new subscribers, so we won't have to 
eat up space in every issue with it.) If you 
want to go ahead and order, see page six- 
teen for price and shipping information. 



QuestBusters™ 

^ The Adventurers' Journal 

Editor: ShayAddams 
News Editor: Nuyu 

Contributing Editors: Ken St. Andr6, Tim 
Snider, Stephen King, Brian Smith, Bob 
Guerra, William E. Carte, Charles Don 
Hall, Mike Bagnall, Tracie Forman 
Hines, Steven Payne, Russ Ceccola, Matt 
Hillman, A. Bruce Lotts 

QuestBusters is published monthly by 
Kowabonga, LTD. Annual subs, $18. 
Canada, $24, Int'l, $32, Intergalactic, 324 
ziirgz. Textual contents Copyright Shay 
Addams, 1989, All Rights Reserved. 
Copying without express permission is 
prohibited and punishable by staging the 
next Ayatollah's funeral in your living 
room. 



Space Quest III: Best Quest of the Month 



When last we saw Roger Wilco, he was 
making a break from the fortress of 
Sludge Vohaul in a one-man emergency 
spaceboaL Nobody knows how long he 
will drift aimlessly through outer space. 
Nobody knows the trouble he's seen. No- 
body knows his sorrow. But I digress... 
Space Quest III begins with our hero 
floating silently through space. How far 
behind has he left the evil Sludge? May- 
be hours. Perhaps years. All we know is 
that Roger's spaceboat has been picked 
up by a robotic garbage transport. Only 
quick thinking will keep him from being 
reincarnated (or should that be recy- 
cled?) as a soda can. 

Roger Wilco to the Rescue 

The ultimate objective is to save Scott 
Murphy and Mark Crowe, those illustri- 
ous "Two Guys from Andromeda," who 
have been kidnapped by Scumsoft and 
forced to write inferior computer games. 
But first you will need to retreat from the 
roving recycler, tear apart the terrifying 
terminator, squelch the scurrying scorpa- 
zoid and prevail over the perilous pirates 
of Pestulon (a take-off on the Pirates of 
Penzance). 

Space Quest III is not quite as linear a 
game as its predecessors. You are com- 
mitted to the first and last scenes once 
you start 
them, but 
the middle 
part of the 
game is 
more flexi- 
ble. Once 
you get 
into space, 
several lo- 
cations be- 
come 
accessible, 
and you 

can fly back and forth between them as 
you like. You will have a bit of trouble 
walking around on Ortega before acquir- 
ing some kind of thermal protection, but 
you can go there, nonetheless. 

A Video Renaissance 

The Pirates of Pestulon is also not 
nearly as puzzle-intensive as most of the 
Sierra line — but what it lacks in riddles, 
it makes up for in sheer magnificence of 
special effects. I have to admit I've been 
slightly disappointed with the games af- 
ter Kings Quest IV. Rosella's perils were 
an especially tough act to follow. Don't 
get me wrong: the others were excellent, 

By Stephen King 




Type: Animated SF Adventure 

Systems: 5 12K required (640 on the PC 

JR & Tandy; 8 MHz or faster processor 

and hard drive recommended); supports 

CGA, EGA, MCGA, TGA, Hercules & 

PCjr graphics, Ad Lib, IBM & Roland 

MT-32 music boards 

Planned conversions: GS, Amiga, ST, 

Mac, Apple II (128K) 

Version reviewed: IBM (on a Tandy) 



and I enjoyed them. The graphics and 
sound were great, but the music was 
much more scarce than in King's Quest 
IV, and aside from the graphics, the 
games seemed only a slight improvement 
over games developed under the old AGI 
system. With the re- 
lease of Space 
Quest III, Sierra is 
once again pushing 
back the envelope 
(though not in the 
same style as with 
Leisure Suit Larry, 
which pushed back 
the plain brown en- 
velope). This time 
they even recruited 
Bob Siebenberg of 
the rock group Super- 
tramp to write the soundtrack. 

As with the other games made with 
the new Sierra Creative Interpreter, the 
graphics are wonderful: bright and crisp, 
revealing more detail than ever before 
and offering beautiful close-ups that add 
the kind of depth we could only dream of 
until now. In addition to maintaining 
Sierra's high standards of graphic excel- 
lence, Pirates of Pestulon adds a new di- 
mension in detail. Several new video 
effects involving tricky manipulation of 
light and perspec- 
tive were intro- 
duced. When 
Roger walks into 
an area that's deep 
in shadow, his col- 
or darkens. When 
he walks under di- 
rect lighting, he 
brightens (of 
course, he wasn't 
that bright to begin 
with!). In some are- 
as, he even casts 
his own shadow against the wall. 

While operating the fork lift, Roger's 
figure grows smaller or larger as he 
moves toward or away from the viewer. 
This effect is particularly dramatic on the 
planet Phleebhutt (who thinks up these 
names anyway?), where he struggles 
across sand dunes in several areas. 

Some Sound Device 

By now most people are aware of the 
recent strides in enhanced sound. Tradi- 
tionally, only the stock one-voice and the 
three-voice Tandy had been harnessed in 
Sierra's adventure. In four of the last five 
games, the Ad-Lib, IBM, and Roland 
MT-32 music boards were supported. 
Sierra has now increased this to include 



IBM version 



the Roland MT-100 and a stand-alone 
Midi card used with a Casio keyboard. 
Support for the CMS Creative Music 
System is also in the works, but was not 
included with this game. (CMS users 
should contact Sierra.) 

If they handed out 
Academy Awards for 
computer games, Space 
Quest III would surely 
walk away with one for 
effective use of sound. 
In previous animated 
adventures, back- 
ground music has al- 
ways been restricted 
from screen to screen. 
This was used effec- 
tively in Kings Quest TV 



by giving each inhabitant his own little 
theme song. In Pirates of Pestujon this 
has been taken a step further. Whole are- 
as now have melodies that play uninter- 
rupted as you cross from screen to 
screen, adding to the feeling that you are 
actually participating in a movie. 

All of the enhanced music cards sound 
excellent with this game, but the Roland 
is truly in a class by itself. With eight 
parallel synthesizers, 32 voices and a 
Midi interface, the MT-32 has always 
been considered a serious musicians' 
tool, but its impact as a sound effects 
generator only becomes apparent in Pi- 
rates of Pestulon. 

During this review, I played the game 

Continued on page seven 



Inventory 

c Ihe Usurper. 1 

Space Qjiest HI. J 

ttiCCsfar. 4 

War in Middle. 'Earth. ...6 
Walkihru: 

JISM. 8 

Quardians of Infinity: 

To Save 'Kennedy 10 

The Last 9{inja II. 11 

Waiting for (Duffy 13 

Keys to the t K$nga r oms...l4 
Swap Shop 15 



Hillsf ar: it takes a Thief (or a lot of Knock Rings) 



Type: Action Adventure 

Systems: C 64 

Planned conversions: IBM, Apple, 

Amiga 

Version reviewed: C 64 



Just across the Moonsea from Phlan, site 
of the Pool of Radiance scenario, lies the 
city of Hillsfar. Originally built by the 
Elves, Hillsfar is now ruled by Merchant- 
Mage Maalthir and patrolled by the Red 
Plume Guards. The quests that await your 
solitary character depend on his or her 
class: Cleric, Fighter, Magic-user or 
Thief. Each class has three different 
quests to 
complete, so 
you really 
get a dozen 
quests in 
Hillsfar. 

The man- 
ual doesn't 
state the exact number of quests, which 
perhaps was not finalized when the docs 
went to press. There is no ultimate con- 
frontation with Maalthir or anyone else, 
another variation from the standard "wiz- 
ards and warriors" scenario. 

From the moment you ride in on a gal- 
loping white charger, action is the key 
word. As the landscape scrolls past, 
you'll be leaping fences and bales of hay, 
dodging arrows and other dangers in your 
mad dash for the city gates. You can lose 
hit points when you fall off the horse, but 
won't die this way (so don't use a Heal- 
ing Potion right before you hit the road; 
wait till you reach your destination). 

Your first goal in town will be to find 
the appropriate Guild so the Guild Master 
can assign your first quest. (Copy protec- 
tion consists of a codewheel required in 
order to talk to the Master.) Here you 
may also rest and tend to class-related ac- 
tivities, such as getting a Thief s lock- 
picks repaired. Guild actions and NPC 
interactions are conducted via simple me- 
nus or Y/N options. 

A Walking Tour of Hillsfar 

Then it's out on the town. When you 
turn, you see a 3-D picture of a building 
or wall on the left (reminiscent of Alter- 
nate Reality's graphics) and its name (if it 
has one). On the right, the main map 
appears. 

Encounters with locals often lead to 
clues, gold and useful items. These are 
all-text affairs in which you usually type 
Y/N in response to a question. The text 
messages displayed during encounters of- 
ten disappear before you have time to 
make notes. That's no problem, though, 
for by punching the "R" key, you can re- 
call the last clue for review. 



Don't dawdle in your explorations, and 
be ready to punch that pause button: one 
real minute equals one game hour, and 
shops are only open during certain hours. 
(Try to enter when a place is closed, and 
you'll wind up in a regular maze instead 
of the shop.) Fortunately, the manual lists 
each building's hours. At the same time, 
this provides a convenient list of the 

eighteen locations in 
town, from the Haunt- 
ed Mansion and Tem- 
ple of Tempus, to the 
Book Store and Bank. 
These sites are num- 
bered on a map on 
back of the manual, so 
all you have to do is visit and identify 
them. Of course, all the mazes aren't 
marked on the map. 

The action isn't limited to the city lim- 
its, for you can consult a Disneyesque 
map in the manual for locations of a ship- 
wreck, trading post and other local attrac- 
tions. When you leave town, the aerial- 
view map reveals several roads from 
which to choose before setting out. These 
may lead to more mazes or NPC 
interactions. 

Once a 
Thief... 

As a Thief, my 
initial mission 
was to find the 
poisonous fungus, 
hidden in a 
maze, as are most 
the various 
quests' tangible 
objectives. Shown 
from an oblique 
angle view, each lab- 
yrinth is filled with treasure chests, tele- 
ports and guards. Though this recalls 
Gauntlet and other action adventures, sev 
eral aspects of dungeon-delving in Hills- 
far distinguish its mazes from others. 
Each time you enter a labyrinth, your en- 
try point is randomized, making it harder 
to map. And you can't exit through the 
entrance. After awhile, a message alerts 
you that the exit is now available, but it's 
up to you to find the randomized location 

On top of these obstacles, you're also 
facing a time limit. A horizontal bar di- 
minishes as time runs out. When that hap 
pens, the guards grab you and the loot 

By Shay Addams 




The Arena (IBM 



you've just stolen, then toss you out. No 
real combat occurs in these phases; that 
is, the guards can hit you, but all you can 
do is run. Basically, maze-marauding 
here is like one of those contests in which 
you get to run amok in a supermarket, 
grabbing as much food as possible before 
the buzzer goes off. 

Into the Arena 

Sometimes, however, the guards throw 
you into the Arena, where you'll fight 
gladiator-style battles against Ores and 
other fiends. My first time in the Arena 
was easy: I slew Lefty the Left-handed 
Ore with three bashes over the head with 
a pole, and never even read the manual's 
combat section. After getting wiped out 
by the Red Minotaur the next time out, 
however, I decided a quick glance at the 
docs wouldn't hurt! 

Combat moves include tactics such as 
"attack left," "block right and "special at- 
tack." You can use the joystick or key- 
board on the 64 version, only the keys on 
the IBM. (If you're having trouble, spe- 
cific combat clues for the Arena are free- 
ly dispersed in one of the Pubs.) 

Another test of hand/eye-coordination 
is found at Tanna's Target 
Range, where you can rent 
and practice with ranged 
weapons such as slings, 
daggers, arrows and magic 
wands. Competitive 
events give you a shot at 
winning gold as well as 
improving your weapon 
skills. 

Character Creation 
version) You can import a char- 

' acter from Pool or Azure 
Bonds (which would be a real trick right 
now, since Bonds has yet to be released). 
Though you can't move the character 
back from Hillsfar to Pool, it will be pos- 
sible to move one back to Azure Bonds. 
As usual, many items won't be trans- 
ferred, but in Hillsfar you also lose your 
magic spells. The manual says there's a 
way to transfer magical items, with your 
improved character, from Hillsfar to 
Bonds. (I couldn't try any transfers, since 
my entire Pool party committed suicide 
when they realized how long the combat 
sequences took!) 

Those who wish to create their own 
character may choose from the standard 
Dwarf, Elf, Gnome, Half-Elf, Halfling 



4 QuestBusters 



and Human races but only from four 
classes: Cleric, Fighter, Magic-user and 
Thief. Non-humans can combine classes. 
Alignment and Ability scores (attributes) 
range from 3-19, and you can punch a 
key to reroll them until satisfied. Finally, 
you choose an alignment and a name. 

You can't train up a level or improve 
attributes such as Strength in this game, 
which limits its value in building up a 
character, though you will earn experi- 
ence points and some gold and items that 
your character may retain when trans- 
ferred into another A D &D game. 

Taking a Tumble 

In conventional RPGs, a Thief's abili- 
ty hinges on his lockpick skill and Dex- 
terity attribute. Here it depends on your 
lockpick skills.which will be sharpened 
considerably by the time you complete 
the game. Instead of "using lockpick" and 
waiting for the program to roll its internal 
dice, you're treated to a picture of a lock 
with several tumblers, each with a dis- 
tinct pattern matched by one of the 
lockpicks seen at the bottom of the 
screen. 

To pick the lock, you must match each 
tumbler with the correct pick, one-by- 
one. Try the wrong pick, and it might 
break or jam the tumbler. With joystick 
or cursor keys, you choose a pick, whose 
shape then appears beside the lock. If it 
looks right, you 
punch the button to 
use it 

This is easily the 
most authentic lock- 
picking puzzle I've 
seen, and I've seen 
most of them. You 
won't always have 
all the right picks, 
and may have to use 
force or other means 
to open a lock. If a 
pick is broken because you tried 
it on the wrong tumbler, it can't be used 
until repaired. And some locks are also 
booby-trapped to go off if the wrong pick 
is inserted. 

You don't have to be a Thief. Enter 
Hillsfar as a Mage or other non-Thief, 
and NPCs will randomly offer to assist 
your efforts (for half the recovered gold). 
But the NPC won't pick the locks, for his 
presence merely allows you to use his 
picks. (Just like in real life, you do all the 
work, and someone else gets half the 
pay!) Locks may also be opened magical- 
ly: a Knock ring or Chime of Opening 
will do the trick. Mastering the knack of 
matching the picks to the tumblers, how- 



ever, remains the most cost-effective way 
to penetrate the dungeons. 

I was frustrated by the lockpicking 
business for the first day or so, but grew 
encouraged as my lockpicking skills ad- 
vanced with practice (too bad they didn't 
include a training area for lockpicking, 
like the Target Prac- 
tice sequence). When 
possible, I relied on a 
Knock Ring to open 
locks with more than 
four tumblers, be- 
cause there's also a 
time limit on this test 
a fuse bums down to 
remind you time is 
running out (and the 
pause feature is disa- 
bled here, though it 
works in the mazes) 



lopi and txtt 
arm uou «vt 

lfOOWNdtr 

ou haw* st*pt>«d 

n * ttltport 
rapt 



In the maze 




Lockpicking 



You might 
also resort to sheer physical force to bust 
down a door, provided your character is 
strong enough. 

When I played out the Mage role, I 
was sent out to find a giant squid to make 
ink for the Guild Master's next scroll. 
Upon actually finding it (by relying on 
the old "blunder around in the maze till 
you bump into something useful" tech- 
nique) I wasn't too surprised to learn I 
had to visit another dungeon for the next 
piece of the puzzle. 

The joystick's movements vary with 
the situation. While 
riding, for example, 
pushing the stick left 
slows down the horse 
and the button fires 
your Rod of Blasting. 
But in town, pushing it 
left turns you in that di- 
rection, and the button 
produces a search of 
the area. In some cases, 
you'll choose options 
from a menu, and combat options 
and a few other commands are ex- 
ecuted from the keyboard. 

A Saddle-sore Save Feature 

The game's biggest drawback is that it 
forces you to ride all the way back to 
Camp to save your progress. Then to 
continue playing, you've got to ride back 
to town or another area. Once I got hit by 
robbers and lost half my stuff. But since 
the next screen sent me directiy to Camp, 
where I couldn't inspect my character to 
see which items had been stolen, I didn't 
know whether to go ahead and save — or 
ride all the way back to town to survey 
my inventory (icons show the number of 
Rings, Potions and so on). This method 



of game-saving was probably used to 
make it harder for novices to rely on fre- 
quent saves, but those are exacdy the 
players who need such security. 

I quickly grew tired of those long 
rides, especially after I'd roamed far from 
Camp, and had to make several trips, 
from one site to the 
next and finally to 
Camp so I could save 
my game. The design- 
ers should had at least 
put several Camps 
around the outdoors 
maps to cut down on 
all the riding back 
and forth. (A Teleport 
spell would have 
been even better!) 
Aside from that, 
Westwood did a smooth job of 
design and implementation here; even the 
manual excels, with an abundance of col- 
or and a prolific history of the local 
myths and history of the Elven Court (a 
lot like People's Court, but with a much 
shorter judge). There's also refreshing va- 
riety in the patterns in the walls of the 
mazes, the animation and sound effects 
are fine, and the game runs briskly (in 
RAM most of the time) on the 64. The 
IBM version will support a hard disk. A 
$7.95 cluebook was just released. 
Conclusions: SSI calls this an action 
adventure, but it involves more mini- 
quests and RPG-related activities than 
I've seen in most such games, which are 
usually "shoot-'em-up-in-a-maze" games 
like Gauntlet. With Hillsfar, Times of 
Lore and Prophecy, the action adventure 
is evolving and mutating faster than other 
adventure styles, and may represent yet 
another "wave of the future," if you're 
ready for that cliche again. I wouldn't 
recommend playing Hillsfar just to im- 
prove your existing AD &D characters, 
or for gamers who thrive on elaborate 
combat and magic systems and intricate 
puzzles. But one of the game's strong 
points is that the puzzles are simple and 
clues are plentiful, so you won't short- 
circuit any synapses while questing the 
night away. So for some lightweight en- 
tertainment, Hillsfar is just what the Med- 
icine Man ordered. I really don't even 
like action adventures, but enjoyed this 
one; hard-core Ore-slayers may find it a 
good time-killer while awaiting their next 
major expedition into the unknown. 

Skill level: Novice 
Protection: Codewheel 
Price: $39.95 
Company: Westwood/SSI 



War in Middle Earth 



You all know the story. There is this 
short fellow named Frodo, a Hobbit who 
inherits a magic ring from his eccentric 
uncle Bilbo. This gets him an all- 
expenses paid tour of Middle Earth, 
where he runs into tall Men, sturdy 
Dwarves, lissome Elves, ancient Wizards 
and nasty Ores. In the game you play 
Frodo, and if you can keep him alive long 
enough, later on you'll assume the roles 
of Gandalf, Aragorn and a host of others. 
The program handles the role of the evil 
Sauron and his pack of monsters that 
want only to kill you and steal the One 
Ring of Power. There's a built-in time 
line to the story, adapted from J. R. R. 
Tolkien's Lord of the Rings trilogy. If 
your actions don't set events moving in 
one direction, the passage of a certain 
date on the game's calendar triggers 
them. Come January, Sauron's armies 
will be on the march. 

The game is aimed at Tolkien fanatics 
like myself, but should have broad appeal 
to all sorts of gamers, for it combines 
many of the best features of several gen- 
res: role-playing (you take the part of var- 
ious characters), graphic adventures 
(object manipulation and lots of animat- 
ed pictures as you proceed to solve a 
long-range goal) and strategy wargaming 
(maneuvering armies and directing their 
battles). Indeed, the wargame is fascinat- 
ing in itself, as you 
mobilize widely 
dispersed forces to 
counter the enemy 
troops. For a more 
challenging game, 
try to win by de- 
feating Sauron's 
forces without 
throwing the Ring 
into Mount Doom. 

During the 
game you can switch among three modes: 
animation, tactical and strategic. The first 
is like Sierra's animated adventures, 
showing characters as they walk, talk, 
fight and gather or discard objects such as 
Elven blades and mithril armor. Each 
scene is unique, and the programmers 
created a very impressive tour of Middle 
Earth, especially for a nature buff who 
appreciates crystal-clear streams, lofty 
mountains and sunlit meadows. Sound ef- 
fects and characters' voices are not digi- 
tized, which was a good move, 
considering the poor quality of the Ami- 
ga's speech synthesis. 

Animation consists of characters mov- 

By Ken St. Andre 




ing inexorably from left to right in a natu- 
ral walking motion; the different gaits 
Hobbits, Elves, Nazghul and many other 
beings are clearly shown, quite an impres- 
sive feat of programming. Characters 
(there are more than 80 in all) walk at dif- 
ferent speeds 
and may pull 
ahead or fall be- 
hind others. 

Larger troops 
are depicted with 
a few characters, 
such as 200 
horsemen repre- 
sented by five. 

Having a lot of I > *V ' 

characters on- 
screen at once IBM version 
makes it hard to do things 
like take or transfer objects from one 
character to another. To tell Frodo to pick 
up something, you've got to click the 
mouse on him, then on the Use Object 
icon in the upper-right comer — but you 
can't click on Frodo if there's a horse in 
front of him. And once all characters have 
walked completely across a screen, you 
can't just turn around and go back to it. 
You may revisit a place, but must do so 
by switching to one of the map modes. 

"Puzzles" consist of obtaining objects 
that affect your character's success in bat- 
tle, so the prob- 
lem-solving side 
of the game is 
overshadowed 
by its war game 
aspects. 

In addition to 
walking, charac- 
ters can do bat- 
tle, in which 
they line up and 
make lunging 
motions with sword or dagger, or they 
can sit or lie down, usually beside a camp 
fire. (It's a wonder Frodo and his pals 
haven't burned all of Middle Earth to cin- 
ders, since they never douse the fire when 
they leave camp.) 

It might take weeks or months to finish 
the game in this mode, but luckily you 
can jump to tactical mode. Here all char- 
acters and armies are represented by 
counters moving on a map, and things 
happen a lot faster. Forests, rivers and 
other features are shown in a realistic top- 
down view on a scrolling, 36-screen map 
unveiling all of Middle Earth. Here you 
mainly make movement decisions by 
clicking on a unit and a destination. 
Frustratingly enough, characters and 



Type: Hybrid (Graphic Adventure/ 
Strategy-War) 

Systems: ST, Amiga, GS, IBM (three 
versions in individual boxes: EGA or 
Tandy, 384K required; CGA, 256K; 
3.5" MCGA version, 512K) 
Planned conversions: C 64 (June?) 
Version reviewed: Amiga 



armies don't always move in straight 
lines, often wandering zigzag toward 
their goal, sometimes even wandering off 
somewhere else. Unlike in the animation 
mode, they're affected by terrain features 
in tactical mode; rivers, for example, can 
be crossed only at bridges and fords. 

In strategic mode, you view a beautiful 
map of the land, where all the good forc- 
es and locations are seen in blue, the evil 
in red. Characters and ar- 
mies blink on and off. In 
this mode you can save and 
restart games and view the 
big picture at a glance. It's 
also a way to pause the ac- 
tion, for time doesn't pass 
here. 

The program runs at 
Normal, Hasty or Very 
Hasty speed, and you can 
play an entire game in 
three-four hours at Hasty. 

Don't Take a Number, Please 

The game encourages true role-playing 
by hiding the numerical values of the at- 
tributes, and even their names, from you. 
This may hint at a new trend in role- 
playing — away from the mathematical 
model of Dungeons and Dragons and to- 
ward a non-quantifiable model of life in 
which you have to go on estimates and 
how things "feel." Other recent games us- 
ing hidden attributes include Journey, 
Neuromancer and Times of Lore. As one 
of the creators of the old-style, numbers- 
oriented role-playing weltanschaung, I 
rather like knowing that my Strength is 
32, but can certainly see how the reality 
of the gameworld is enhanced when you 
never have to stop and worry about the 
mathematics of a situation. 

The game's creators even expanded 
Tolkien's world by adding new lore to 
the legend in the form of original artifacts 
such as the Scepter of Annuminas. Dur- 
ing combat, meaningful choices — do you 
charge, withdraw, or completely re- 
treat? — are required. When it looks like 
you'll win the battle, it doesn't matter if 
the Ringbearer is slain, since someone 
else can carry the Ring. But if you're los- 
ing, get Frodo out of there in a hurry, or 
it's all over. 

Another strong point is that the game's 
abundance of possibilities give it extra re- 
play value. After learning to beat the Sor- 
cerer Lord in PSS's game of that name, 
the game lost much of its appeal. But 
War in Middle Earth offers lots of other 
courses of action after you've won it one 
way. 

Lakes in the Sky? 

I'd like to say the game's perfect, but 
an apparent bug in the Amiga version oc- 



6 QuestBusters 



casionally causes duplicate images on the 
screen, and weirds out the graphics: lakes 
and mountains floating in the sky, etc. 
Another time my pointer turned into a 
brush and really messed up the picture. 
The mouse action grew difficult and 
more imprecise as the game went on 
(since I roll it about on a less then even 
surface), and I'd rather have used a joy- 
stick — an option not available on the 
Amiga version. All versions support key- 
board and mouse controls, but only the 
IBM also lets you use a joystick. 

Most seriously, the keyboard will 
eventually lock up during lengthy ses- 
sions, leaving you unable to do anything 
for thirty minutes or so. That's why I ad- 
vise saving frequently after your first two 
hours of play. (At least the game never 
crashed completely.) 

Perhaps I want loo much, but there 
were a few design decisions I would have 
made, all in animation mode. I don't see 
why every scene had to be outdoors and 
aboveground, since the same technique 
that led to variable terrain backgrounds of 
mountains and forests could have been 
used to create backgrounds for interiors 
of buildings, caves or even city streets. 
Maybe it was due to lack of disk space, 
since the two disks were already packed 
full, but I wouldn't have minded swap- 
ping out disk two for a disk three if I'd 
been able to explore Moria's interior. 
That's a design decision, however, and 
I'm not criticizing, just wishing. 

Also, the characters you meet usually 
spout worthless trivia instead of really 
solid advice or clues. What good does it 
do to learn that the Scepter of Annuminas 
has washed ashore in Arnor, when all 
your characters are in Lorien and you'd 
have to recross half the world to Find it, 
then take it to Dale before it would be of 
any use? I'd rather hear the Lady of Lori- 
en quote something from the novel and 
present her Elven gifts than listen to a 
clue for finding an object that may or 
may not exist (yes, there are red her- 
rings). By the time she finishes talking 
and your party starts moving, it's hard to 
pick up the rope, cloak and light before 
the gang leaves the screen. 

The 46-page manual summarizes the 
story and includes a marvelous glossary 
of all people, places and things in Middle 
Earth. Copy protection in built into a two 
by three foot parchment map. Two-thirds 
of the way through each game, you have 
consult the map for the coordinates of a 
place, then type them in. 

Due to memory limitations, the C 64 
game will be a radically different version, 
so I'll review it separately when it ar- 
rives. Mastertronic says there is no ani- 
mation mode in the C 64 version. Instead, 
you get a different kind of battle mode in 



which you direct your troop's actions. 
Conclusions: There's a lot to like 
about this game, which is incredibly 
faithful to the spirit of Tolkien's Lord of 
the Rings trilogy, including every major 
character. Visually it's stunning in every 
mode, and the soundtrack is awesome — 
some of the best computer music I've 
heard in a game. I also like the ability to 
play "what if with the events of the nov- 
el, such as what might have happened 
had Frodo chosen not to visit Rivendell 
and plunged south into Mordor alone. 
You can try to keep your actions faithful 
to those in Tolkien's prose, but will find 
this difficult to accomplish, unlike in 
many adaptations that lock you into the 
novel's plot whether you like it or not. 
Considering the game's many excellent 
aspects, my objections are really minor. 
War in Middle Earth has a certain appeal 
for wargamers, but Tolkien fans will find 
it most fascinating. For these gamers I 
give it my highest recommendation. 

Skill Level: Introductory 

Protection: Keyword 

Price: $49.99 

Company: Melbourne House/ 

Mastertronic 

Space Quest III 

Continued from page three 

all the way through in three different 
sound modes. First with the stock one- 
channel voice, then with the Ad-Lib mu- 
sic synthesizer and finally with the MT- 
32. 1 tried the CMS board using the older 
driver, but an incompatibility problem 
froze the game right after the opening. 

Aside from the clearly superior music, 
it was soon apparent I was hearing things 
with the MT- 32 that otherwise simply 
weren't there. An extremely life-like 
desert wind could be heard on the planet 
Phleebhut. Ortega had the creaking and 
rumbling of volcanic activity and settling 
earth. I counted 14 different special 
sound effects heard solely on the Roland, 
from cheering/whistling crowds, to the 
clackety clack of typewriters and the ring 
of telephones in Scumsoft's offices. 

Are we having fun? 

Of course no Space Quest would be 
complete without the offbeat humor of 
those ubiquitous Two Guys. As you walk 
through the game, keep a close eye on the 
background, you might see some familiar 
old friends. . . like one of Wile E. Coyote's 
old Acme rockets, or the now defunct Ju- 
piter II from Lost in Space. Speaking of 
space, didn't that vessel at the burger 
joint look familiar? It sure headed out of 
| there in a hurry! Probably going where no I 
man has gone before. 



Death has also been personalized. 
There have always been lots of ways to 
expire in Sierra adventures, but only a 
single message was displayed afterwards. 
Pirates of Pestulon has almost as many 
different messages as there are ways of 
getting killed. It has gotten to the point 
where it's almost as fun getting extermi- 
nated as it is playing the rest of the game. 

Purina Snake Chow indeed! 

Control of the central character is, as 
usual, accomplished with the keypad or 
joystick. For the more adventurous 
players, mice are supported. If you select 
the appropriate drivers during the install 
sequence, you can use all three modes 
(depending on your mood and situation). 

The parser is the enhanced version that 
has been used in all the newest Sierra ad- 
ventures. It is much stronger on syno- 
nyms and understands the pronoun "IT" 
in limited situations, but is somewhat 
weak on multiple directives. 

The only part that I had trouble with 
was the Astro Chicken arcade game. For 
some reason, I just could not control the 
chicken. After intense frustration, I final- 
ly developed the knack and had no fur- 
ther problems. I do take minor exception 
to the cryptography sequence at the end 
of the game. It is a severe strain on the 
eyes to try and decode characters dis- 
played on a video screen. 

This sequence is not really necessary 
to complete the game, but since you 
would not otherwise find out what your 
mission is, Space Quest III doesn't seem 
complete if you bypass it. Such puzzles 
should be restricted to an extra point situ- 
ation, so people could avoid them if they 
wished. 

Pirates of Pestulon comes with six 
5.25" and three 3.5" disks. I played on a 
4.77 MHz PC- Clone and found the ac- 
tion to be slow, but fast enough to be 
worth playing if I didn't have a faster PC. 
Many people will be happy to hear that 
copy protection has been completely 
done away with on this game. No key 
disk, no key word and no hidden files. 
Whether or not this practice continues 
probably relies on how many copies are 
sold as opposed to stolen. 
Conclusions: Space Quest III is pure 
entertainment: graphics are faultless, the 
music is better than ever before and the 
story — from the mugging by the giant 
New York-style rat right up to the sur- 
prise ending — is a riot. 

Skill Level: Intermediate 
Protection: None 
Price: $59.95 
Company: Sierra 



QuestBusters 7 



Walkthrough:Magnetic Scroll's FISH 



Castle 








Jagged 
Warp 




X / 



The Goldfish Bowl 

Uvso pwfs. Enter castle. Enter smooth 

warp. 

Smooth Warp 

SE. SE. E. Pick up bird cage. W. Open 
bird cage. Drop bird cage. W. NW. N. 
(Wait for Micky to leave.) Pick upejtd. 
S. SE. E. Get mould. E. Open cupboard. 
Get cruci- 
ble, tongs, 
gloves and 
ibnnfs. 
Wear 
gloves. 
Hold cruci- 
ble with 
tongs. Put 
disc in cru- 
cible. Hold 
crucible 
over fire. 
Pour gold 
into 

mould. W. 
W.NW. 
NE.E. 
(Wait for 
mould to 
cool.) 
Break 
mould with 
hammer. 
Get ring. 
Enter 
jagged 
warp. 

Jagged 
Warp 

Get jeans. 
Wear 
jeans. S. 
Tfbsdi 
svccjti. 

Get torch. Turn torch on. E (4). S. Get 
pew. Turn off torch. N. N. Turn on torch. 
Drop pew. D. S. Yes. Tfbsdi efcsjt. 
Move lid. D. Get cord. U. N. U. Get on 
pew. Climb arch. Ujf dpse to gargoyle. 
D. Pull dpse. Get gargoyle. D. S. D. Re- 
move dpse from gargoyle. Put gargoyle 
in hole. Get chalice. Enter jagged warp. 
Get tee-shirt, jeans and torch. Wear tee- 
shirt and jeans. S. E (4). N. D. S. D. Look 
in chalice. Get grommet. Enter small 
warp. 

Small Warp 

Spe, nblf some coffee. Get tape. W. W. 



Turn switch. Open wooden door. S. Get 
bin. N. Open secondary door. N. Close 
door. Push button. Open cupboard. Get 
head cleaner. Play head cleaner in cas- 
sette player. Tfu gbefs to gjwf. Play 
tapes in cassette player. (Write down 
three-number combination.) Open door. 
S. E. E. Open door. N. Examine cabinet 



Clearing 



Dim 
Forest 



Smooth 
Warp 



x=r 



Cool 
Glade 



Dank 
Forest 



FISH 



Wet 
Forest 



Gloomy 
— I Forest 



B 



Charred 
Glade 



Dark 
Forest 



Outside 
Smithy 



Smithy 



On the 
Arch 

-« 



Back 
of Van 



Ruined 
Transept 



V 



Ante- 
:hamber 



D 



Fish 
Bowl 



Cab 
of Van 



Dark 
Field 



Narrow 
Track 



Outside 
Abbey 



— Abbey 



Secondary 
Control 



Corridoi 



K 


Office 






1 


H 


Hall 


— 


Plush 
Lounge 



I 



Cata- 
combs 



Entry 
Hall 



Store 



Small 
Warp 



Set lock to (use all three numbers of 
combination from above: 152, for exam- 
ple, not 1, 5, 2.) Open cabinet. Get spin- 
dle. Enter large warp. 

Paddlington 

Look under Fishton. Get pass and fisho- 
fax. Examine fishofax. Put hand on print. 
S. D. S. E. D. (Wait for train.) Enter 
train. Wait (3). Exit train. 

Pickerel 

U. SE. N. Buy tie and glasses with fisa. 

By Paul Shaffer 



S. SE. E. S. Buy ears plugs with fisa. N. 
E. Buy hyperdriver, screwdriver and bag 
with fisa. W. N. Buy fishton with fisa. S. 
W. NW. NW. D. (Wait for train.) Enter 
train. Wait (3). Exit train. 

Opah University: The Protocopier 
& the Computer 

U. E. S. Buy sachet with fisa. N. E. S. E. 
S. Turn to page 
321. Tear page. 
E. Put id in slot. 
E. SE. Put page 
in slot. Turn 
switch off. Get 
glass box. NW. 
Sit down. Lo- 
gin. Spbdi. 
Me. Com- 
mands. Games. 
Shutdown. 
(Note name of 
Shutdown's 
owner.) Quit. 
Logout Get up. 
NE. Drop box 
and hyperdriv- 
er. SW. Put id 
in slot. W (5). 
D. Wait for 
train. Enter 
train. Wait (3). 
Exit train. 

Eelpout 

U. NW. W. W. 
Buy mask with 
fisa. Give mask 
to drunk. Ask 
drunk for card. 
Buy mask with 
fisa. Give mask 
to (anyone but 
yourself). Buy 
mask with fisa. 
Buy cylinder with fisa. Give mask to 
(anyone but yourself). E. E. SE. D. Wait 
for train. Enter train. Wait. Exit train. 

The Museum 

U. N. N. Open sachet. N. Get crystal. S 
(3). D. Wait for train. Enter train. Wait. 
Exit train. 

Paddlington: The Dark Warp 

U. W. N. U. Get case. N. Drop all. (Save 
game.) Enter dark warp. (This puzzle's 
solution is randomized. The object is to 
eliminate all possible directions except 
up, which appears every other move. 



Ruined 

Nave 



Altar 
Room 



E 



Large 
Warp 



From 
Castle in 
Fish Bowl 



Curve 




Tunnel 



You eliminate direc- 
tions by choosing di- 
rections in-between, 
such as NE when 
your options are N, 
NE and N. A repre- 
sentative puzzle: Op- 
tions are N, NE, SE, 
SW, W. Go 
SE.Options: N, NE, 
S.SW.W.U.Go 
SW. Options: N, NE, 
E. Go NE. Option: U. 
Get cylinder. U. Get 
all. Turn off switch. 
S. D. S. E. D. Wait 
for train. Enter train. 
Wait (3). Exit train. 

Pickerel 

U.SE.S. Ask (owner 
of Shutdown; he's 
usually here, but you 
may have to go look- 
ing for him) about 
ejtdp. N. NW. D. 
Wait for train. Enter 
train. Wait Exit 
train. 



Battersea 

U. N. Drop fishofax. 

Pull switch. W.W. 

Unscrew screw with 

screwdriver. E. E. S. 

D. Wait for train. Enter train. Wait Exit 

train. 

Opah University: the Spy & the 
Photo Bridge 

U. E. Give tie to (owner of Shutdown). 
N. E. Put id in slot. N. Put dsztubm in 
tuna. Close tuna. Turn tuna on. Open 
tuna. Drop screw. Get crystal. U. Fill bag 
with gas. Open bag. Get bridge. Climb 
railings. E (3). Put id in slot. E. NE. Drop 
cylinder and bag. Get hyperdriver. Turn 
lok screw with hyperdriver. (Note pass- 
word.) SW. (Save game.) Sit down. Lo- 
gin. (Give surname of Shutdown's owner 
and his password.) Games. Shutdown. 

Shutdown 

Another randomized puzzle, this one's 
object is to advance each letter forward in 
the alphabet to spell water. When you ad- 
vance the first letter, or cell, it has no ef- 
fect on the other columns. When you 
advance the second cell, it advances the 
first and third columns by one letter val- 
ue. The third cell advances the second 
and fourth columns by two letters, and so 
on. 
Sample: Starting position MBOJB 



In the 
Dimensions 

T 



Exhibit 
Room 



Lounge 

— [ 



Alarm 
Room 



Landim V Lobby 



Fishton 



M 



Museum 



Paddling 
ton 



Padd. 

Station 



Pickerel 

Station 



Clothes 
Shop 



Museun 
Station 



Barbell- 

ican 



Power 
Station 



Platfom 

r. 



Cinema |— | Plaza 



Platfom - 



^ZT 



Second 
Hand 



o 



Pub - _ . » 



Dace 
Road 



Shark 
Street 



I— I Hard- 
ware 



Platfom 



Root 



Tower 



Police 

Station 



Music 
Shop 



Eelpout 

Station 



Batter- 
sea 



s 



Platfom 



Platfom / 



Opah 

Station 



Disco 

ZLZ 



Researcl 
Wing 



z 



«■— — JPlatform J 



Project 
Room 



Angel 



R 



Opah 

~ T 



— Foyer 



Corrido: 



Corrido -"■ 



Lab 



Restau- 
rant 



Princi- 
pal's 



Library 



Store 
Room 



Cell-2, Value- 12 NNPJB 

Cell-2, Value-13 OAQJB 

Cell-4, Value- 17 OATAE 

Cell-5, Value-13 SATER 

Cell-1, Value-4 WATER 
Quit. Logout. Get up. 

The Project Room 

NE. Break glass box with tdsfxesjwfs. 
Drop tdsfxesjwfs. Get wheel. Attach 
csjehf to crystal. Attach gjmufs to 
wheel. Attach gpdvt gjmufs to crystal 
bridge. Attach crystal filter to case. Turn 
lok screw with izqfsesjwfs. Get accel- 
erator. Put sfhvmbups in device. Screw 
regulator to device with lok screw. 

Map Key 

A: disc 

B: bird cage (mould), gloves, cupboard 

(crucible, tongs, hammer) 

C: jeans (tee-shirt) 

D: torch 

E: pew 

F: gargoyle 

G: cord, chalice (grommet) 

H: waste bin (tape) 

I: tape bin (tapes) 

J: cupboard (head cleaner) 



K: cabinet (spindle) 

L: travel pass, fishofax 

M: tie, sunglasses 

N : ear plugs 

O: cylinder 

P: hyperdriver, screwdriver, bag 

Q: accelerator (lok screw) 

R: sachet 

S: crystal tuna 

T: protocopier (glass box) 

1: radio case 

2: book (page/wheel) 

3: crystal 

4: photon bridge 

5: filter 



Walkthroughs 
Wanted 

We already have solutions for Jour- 
ney and Space Quest II (plus all pro- 
ceeding Sierra games), but are still 
seeking walkthroughs and maps for 
Shogun, Hillsfar, Might & Magic II 
and Wizardry V. Please write first be- 
fore sending your solution, c/o the 
Guild Master. 



QuestBusters 9 



Guardians of Infinity: To Save Kennedy 



The year is 2087, and the world is head- 
ed for certain disaster. Ok, let's not be 
mealymouthed about it. It isn't just the 
world that's in trouble — the entire uni- 
verse is on a path to complete 
destruction! 

It all began in the latter half of the 
21st Century, when certain temporal 
anomalies started to appear. At first it 
was only random inanimate objects, like 
an 18th Century horse trough that materi- 
alized for a few seconds and then quickly 
disappeared. As the century draws to a 
close, however, this phenomenon has ac- 
celerated at an alarming rate, becoming 
increasingly dangerous at the same time. 
It's gotten to the point where an entire 
barbarian horde might appear in a hospi- 
tal lobby and butcher everyone in sight 
before vanishing back in time. 

My Man Adam 

Enter Adam Cooper, a man with the 
intelligence of Albert Einstein, the grim 
determination of John Wayne and the 
cool self-confidence of Oliver North. 
Adam has the potential to be a true hero 
at a time when the universe needs one 
the most. Then again, he might be a fa- 
natical maniac willing to do whatever is 
necessary to further 
his cause. But of 
course, that's the 
stuff heroes are 
made of: the will- 
ingness to take 
chances another 
man might consider 
insane. 

Adam has devot- 
ed his life to the study of these temporal 
anomalies. Having come to the conclu- 
sion that time itself will shatter within 
the decade, he and his partner have creat- 
ed an "ark" to transfer themselves and a 
team of specialists to the original point 
of the temporal disturbance. Special 
equipment has pinpointed 1963, the Ken- 
nedy assassination to be specific, as the 
crucial moment in history. 

The Adventure Begins! 

Guardians of Infinity is not your aver- 
age text adventure, for it deals with a 
specific portion of our history. It also dif- 
fers in its attention to detail and strict ad- 
herence to real events in John Kennedy's 
life and the lives of his close associates 
during the week prior to his death. 

The adventure begins with the trip 

By Stephen King 



from 2087 in progress. In a few moments, 
you are notified by the computer that 
you've reached your destination: Friday, 
November 15th, 1963, at 8:00 AM Cen- 
tral time. As Adam, you have one week 
to direct your five-person crew to success 
or failure. 

You must decide where they need to 
go and who is most important to see in 
the limited time available. Additionally, 
you must choose which of your people to 
send. This can be critical, since one per- 
son may be able to accomplish a given 
mission no one else can. You will only 
leave the ship if you successfully arrange 
a meeting with the President to discuss 
his imminent demise. 

The crew includes Carl Czernak (your 
partner), Bridgette Cooper, William 
Stein, Iris Steel and Alex Blue. Each is a 
specialist Alex is a diplomat who is used 
to dealing with very touchy situations. 
Stein is an eminent history professor and 
direct heir of Kennedy. Bridgette has a B. 
A. in history and is a specialist in the Six- 
ties. Perhaps the most interesting person- 
ality is Iris Steel, an extremely capable 
mercenary whose loyalty to her employer 
is legendary. 

All Parsed 
Out 

At first 
glance, To Save 
Kennedy seems 
almost unlimited 
in scope, but it 
soon becomes 
apparent that it 
isn't. Since you 
aren't exploring or picking up things, the 
parser doesn't need to get very complicat- 
ed. You will primarily be directing the 
crewmembers to go to specific places at 
certain times to see the people you decide 
are the most important 

The parser can handle compound mul- 
tiple sentences, so conversations with the 
crew will seem more natural. For the 
most part this succeeds, but occasionally 
falls on its face. Several times I specifi- 
cally told a character to go to a hotel in 
Washington D. C, only to have him ask 
if he was supposed to go to Fort Worth. 
It is also not very big on synonyms. 
Just for laughs, I tried to have Iris go kill 
Lee Harvey Oswald at the Texas School- 
book Depository where he worked. Since 
this is such an important place in the 
Kennedy assassination, I figured the pro- 
gram would understand, but it required 
that I specify only his home, office or 
hotel. 



Type: All- text adventure 

Systems: IBM (5 12K required, 

CGA, EGA & Hercules) 

Planned conversions: Mac (Dec/ 

Jan) 

Version reviewed: IBM 



To . be fair, it will be quite a while be- 
fore a computer will be able to respond 
naturally all the time in English, and this 
simulation does hold up well under most 
circumstances. Restrain yourself a bit 
and only use words the game clearly un- 
derstands, and you should have very little 
trouble. 

The Good, the Bad, and the Ugly 

Like everything else Paragon has done 
so far, Guardians of Infinity is unique. As 
far as I know, there is no other computer 
game even remotely like it. The closest 
thing I can think of is Infocom's Sus- 
pended, in which you direct the actions 
of several robots. 

Since all the crew members are very 
limited, this game should be far less chal- 
lenging than Suspended. But because the 
list of people you have to potentially deal 
with is so huge, Guardians has a "needle 
in the haystack" quality that may make 
solving it impossible for all but avid fans. 

My first complaint is that the player 
actions are far too repetitive. Aside from 
keeping up with the local news, all you 
do is tell the crew to go different places 
at certain times. You are also expected to 
do several days worth of reading before 
you even start to play. In my experience, 
it's like pulling teeth to get someone to 
read the most rudimentary instruction 
sheet before playing a game. In this one, 
you have to read a small novella to famil- 
iarize yourself with the personality traits 
of your crew, then you have to study a 
ISO-page mission manual that contains, 
among other things, mini-biographies of 
nearly 100 people. 

History buffs or time travel fans might 
find such extravagant documentation ex- 
tremely interesting. Clearly, an awful lot 
of research was involved, and the books 
were obviously intended to be as much a 
part of the game as the actual play time. 

There is an alternative for people who 
would rather wait for the movie. A "slide 
show" disk that roughly parallels the 
novel offers several high resolution 
EGA/CGA pictures, along with some 
text to explain what's happening. The 
graphics are very good, and the text cov- 
ers key events in the booklet without go- 
ing into extreme detail. 

If you examine the slide show and 
read the few pages in the operations man- 
ual that refer to crew biographies, you 
can probably get started with little trou- 
ble, but my gut feeling is that if you are 
not the type of person to bother reading 
both books, you probably would not en- 
joy this game anyway. 



Details, Details 

As I said earlier, the game is text- 
only, but color screens are included. 
Some people with monochrome systems 
may have a bad time reading unfortunate 
color combinations. Of course, if you 
want to view the slide show disk, CGA 
or EGA graphics will be necessary 
(Tandy TGA is not supported). 

Sounds are limited to one or two ef- 
fects that enhance the action. An interest- 
ing telephone sound lets you know when 
someone is trying to reach you on the 
communicator. Two 5.25" disks are in- 
cluded, plus the one for the slide show. 
Paragon will send 3.5" disks on request. 
Conclusions: Even though I'm an avid 
time travel fan, I have mixed feelings 
about this one. Personally , I didn't like 
it. I do recognize however, that a lot of 
tender loving care went into it To get an- 
other opinion, I loaned my review copy 
to a friend who is very interested in polit- 
ical history in general, and Kennedy spe- 
cifically. He spent two weeks perusing 
the material and planning his actions be- 
fore he even typed in his first command. 

So far, he loves the game and feels it 
was written with only him in mind, but I 
wonder if he'll ever finish it. The num- 
ber of details that you have to familiarize 
yourself with is truly staggering. Proba- 
bly many false starts will be made by 
anyone playing all the way through. The 
ultimate problem, of course, is that this 
game will appeal to a severely limited 
audience. Given the amount of work that 
must have been involved, I hope that 
group is large enough to make it pay off. 

Skill Level: Advanced 

Protection: None 

Price: $44.95 

Company: Paragon/MicroProse 



Infocom Heads West 

Continued from page one 

buy-out in the spring of 1986, apparently 
turned down the chance to head west 

"We're trying to negotiate with Me- 
retzky and Lebling to do projects, and it's 
not clear whether they'll stay with us," 
Ybarra said, "but they won't be making 
the trip to the West Coast. Actually that's 
been a problem for us, because there are 
several people we'd prefer to see go with 
us, but who want to remain in the Boston 
area. 

"Elizabeth Langosey, who's been with 
Infocom more than five years and is stay- 
ing in Boston, is developing a project for 
us. It's not clear where Lebling will end 
up. Steve Meretzky will probably move 
on to other things, and Michael Dorn- 



brook is contemplating starting a mail or- 
der business." 

Like a Rolling Cornerstone 

When Infocom was originally sold to 
Activision, two reasons were apparent, 
though only one was cited: Infocom 
would benefit from Activision's "world- 
wide distribution," according to then- 
President Joel Berez. Industry rumor- 
mongers insisted Infocom had gone off 
the deep end with Cornerstone, an IBM 
data base with which they had hoped to 
crack the applications market (being in 
the same building with Lotus seems to 
have affected their logical processes, 
since Gravestone would have been a 
more appropriate name). 

The product line changed little after 
the Activision buy-out, until the 1988 de- 
cision to do away with all-text games in 
favor of graphic adventures and role- 
playing games. Activision had formerly 
marketed only a couple of graphic ad- 
ventures, like Interplay's Mindshadow . 

For gamers, the big question is not 
where Infocom is located but how the 
move will affect the games. Ybarra fore- 
sees that: "...you'll probably see a shift- 
ing in direction that's commensurate 
with which way the market is headed. If 
you look at all the successful products, 
they're graphics- and sound-intensive. 
Products as a whole are pushing more to- 
ward role-playing than toward our clas- 
sic adventure game. I think we'll be 
building more hybrids that share ele- 
ments of all these different genres. In 
particular, one of the areas I find most 
exciting is getting into more interactive 
graphics [similar to ICOM Simulations' 
Deja Vu] the idea of doing things that 
are object-oriented. . .a cross between 
Manhole and the HyperCard environment 
and our traditional object-oriented ZIL 
environment. 

"Since Rob is General Manager, I 
won't be directly managing Infocom in 
the future. My role is vice president of 
entertainment software development, 
dealing with not only Infocom issues but 
also all the computer software issues and 
videogames." 

Sears, who joined Infocom about a 
year ago, says he spent "eight or nine 
years in the toy industry, working with 
Milton-Bradley and Coleco on strategy 
and board games, that type of thing, as 
well as the hand-held electronic games, 
and the Vectrex and Atari 2600. The fas- 
cinating thing about coming to Infocom 
from the toy industry," Sears elaborated, 
"is that there are so many similarities (in 
terms of game design), that get carried 
over from traditional archetypes in deter- 
mination of different dynamics in game- 



play, how the different elements come to- 
gether and the cross-over, in terms of the 
consumer, from the hobby gamer to the 
computer gamer. There's really a huge 
overlap, and I'm seeing a lot of old 
friends in a new light." 

Ybarra, who worked behind the scenes 
producing Star Flight, Bard's Tale and 
other RPGs for Electronic Arts until he 
moved to Activision late last year, hinted 
at an even heavier emphasis on role- 
playing games for Infocom: "We recently 
hired Mike Moore, who was with Victory 
Games [a paper and pencil RPG outfit] 
and editor and publisher of Aries Maga- 
zine, to help pioneer new game designs, 
which reinforces Rob's observation on 
the similarities between the traditional 
board game genre and computer games. 
One of the things I found really fascinat- 
ing, having worked with Michael Stack- 
pole and Brian Fargo on Wasteland, is 
that getting the board game guys more in- 
volved in the stuff we're doing on com- 
puters is a real boon to the design 
capabilities of where our genre is 
headed." 

Adventure Hotline 

Continued from page two 

ies of Gold) for exclusive rights to future 
products from his Ozark Software (for- 
merly with Electronic Arts). Microprose 
also picked up distribution for Paragon 
Software, who left EA recently, but lost 
Lucasfilm Games to EA after Lucasfilm 
changed their minds at the last second. 

ORIGIN Leaves Broderbund 
In one of the more genuinely amicable 
partings (the press releases always use 
that word when a company leaves one 
distributor for another), ORIGIN and 
Broderbund announced at the Consumer 
Electronics Show in Chicago that in July 
ORIGIN will be going completely on its 
own: ". . .into the world of full -service 
software publishing," as ORIGIN'S Presi- 
dent Robert Garriott summed it up. "Bro- 
derbund has one of the few affiliated 
label programs that truly helps a small 
company grow to a size where it can 
stand on its own and enter the real 
world." Broderbund's Chairman of the 
Board Gary Carlston said "It's been re- 
warding to have helped ORIGIN pursue 
its growth, and it's exciting to see the 
company take this step." 

Six Free Issues of QB! 
Do you know anyone else on the entire 
planet who plays adventures? Get them to 
subscribe to QB — and mention your 
name when they do — and we'll add six 
free issues to your sub (four if it's First 

Continued on page thirteen 



QuestBusters 11 



The Last Ninja II 

Ninja II picks up where the original story 
left off, with one slight hitch. Though 
you still play the part of the last surviv- 
ing Ninja in your Brotherhood (the oth- 
ers were wiped out in the first game), 
you're no longer in China. Instead, 
you've followed the evil Samurai Arma- 
kuni to a place more dangerous than your 
worst nightmare. 

That's right — modern-day Manhattan, 
where Armakuni's hated Ninja flunkies 
are causing chaos in the streets. This 
might have been an easy mop-up job, but 
because you're also wearing a Ninja cos- 
tume, the local police can't tell you from 
the bad guys. That means you have no al- 
lies in the Big Apple, my friend, and 
more than enough enemies. 

The opening scene takes place in Cen- 
tral Park, where you'll find the weapons 
used in the rest of the game. None are 
easy to locate, but in a fit of compassion, 
the designers left some clues in the in- 
structions. Because items blink on and 
off when you enter a new location, most 
are easy to spot. This effect gives you no 
clue on how to use these things, so thank 
God (or Buddha, as the case may be!) 
that the designers gave us face-kickers 
some help in the manual. 

Most action ad- 
ventures require all 
the strategy of a solo 
Tic-Tac-Toe game, 
but the puzzles in 
this one are real 

skull-scratchers. There's more to Ninja II 
than just "shoot everything that moves 
and you'll win." Every object you find 
serves a definite purpose, and there are 
no red herrings. This was a good idea, 
since it's hard enough to figure out how 
these things work without having to wor- 
ry about stuff that has no bearing on the 
game. And if you try to beat everyone 
you meet, you'll just end up dead. As 
Confucious said, "A hero who runs lives 
longer than a fool who fights." (What he 
forgot to mention is that the game will 
also last longer!) 

As you traverse New York's seven 
levels, you'll tread its mean streets (com- 
plete with muggers), explore the famed 
sewers (complete with rats and a big alli- 
gator), climb down to a skyscraper's 
basement and up to a 50th floor office on 
your way to the Warlord's Mansion and 
the "Final Battle." Mapping won't be 
necessary, for the action is confined to 
easily remembered areas, and most of the 
time you'll be following the only availa- 



ByTim Snider 



Type:Action Adventure 
Systems: C 64 
Planned Conversions: 



ble path. In the streets, however, always 
make a mental note of your location as 
you go; otherwise, it's easy to get con- 
fused. (And never jaywalk: this is New 
York, remember?) 

With a joystick, you control your 
character in a 3-D landscape shown from 
an oblique angle. This perspective gives 
a feeling of depth to the picture, and also 
means you can walk into the rear of the 
picture, somewhat like the Lucasfilm 
adventures. 

Though it's pleasant to 
look at and realistic to a 
degree, this turns picking 
up objects and conducting 
combat into a real chore. 
At these angles, it's hard 
to tell if you're properly 
aligned to pick up some- 
thing. Many times my on- 
screen persona just 
bobbed up and down 
while I struggled to grab 
an item. And if you're not 
correctly aligned during combat, you'll 
miss a lot of times — while your foe rocks 
you to sleep (with real rocks). 

I also fell to my death often because I 
missed a ladder while climbing down. 
When jumping over obstacles, watch 
where you land, or you'll wind up in real 
trouble. These problems with the per- 
spective are an- 
noying to say the 
least, for if you're 
not right on the 
money in this 
game, you usually 
end up dead. After wasting countless 
moves trying to cross a stream, I just 
wanted my computer to shrug and say, 
"Close enough." This never happened, of 
course. Too bad the designers didn't plug 
in a "close-enough" subroutine. 

When it comes to certain maneuvers, 
trial and error is the sole solution. After 
finally figuring out how to pass an obsta- 
cle, make a note of it and practice, prac- 
tice, practice. It's the only way I found to 
contend with the interface and some of 
the movement puzzles. (But in the 
game's defense, Ninjas are supposed to 
be light on their feet.) 

When turning to face a new direction, 
you'll also face another irritating prob- 
lem. Turning is accomplished by "roll- 
ing" the joystick in the direction you 
want to face: to turn around 180 degrees, 
you don't move the stick backwards as 
you might expect, for this makes him run 
backwards. Instead, you must rotate the 
stick left or right twice. This is extremely 
hard to get used to. I frequently wanted 
to turn around to fight an enemy who 
was sneaking up on me from behind, 




IBM 



only to run backwards — right into his 
numchuckas. Ouch. . .there goes another 
life! 

I can't see why they even programmed 
the character to run backwards at all, 
since this ability hasn't come into play 
since I've been at it. I wished they had 
programmed him to turn around instantly 
instead of going through all those posi- 
tions. This would have been a great time- 
saver, not to mention a life-saver!. 

If you can put up with the interface, the 
graphics and 
sound — which are 
the game's crown- 
ing glory — may 
make it all worth- 
while. The sights 
of New York real- 
ly come alive 
(though unfortu- 
nately most of 
those sights also 
killed me), and 
the 3-D effects, 
though they make it tough to maneuver, 
are a treat for the eyes. 

Animation, especially during combat, 
is exceptionally fluid: no jerky movement 
or flickering sprites at all. Heck, within 
the border around the screen, a Ninja's 
face stares at you while you play. During 
the game, I noticed he would wink and 
blink at me. Extra touches like this make 
Ninja II fun to watch. 

There are no sound effects in the 64 
version, but you do hear different back- 
ground music for each landscape. These 
tunes add a touch of atmosphere to the 
scenario. As you charge through Central 
Park, for example, a heroic theme plays, 
and an eerie dirge fills the Sewers. 

You can't save a game in progress on 
the 64 version, but may do so on the 
IBM. Why Commodore gamers must suf- 
fer such a fate is harder to fathom than 
the game's interface is to figure out 
Conclusions: A faithful sequel to the 
original, Last Ninja II is filled with the 
same excitement, adventure and special 
effects. But it's also bogged down by the 
same interface and perspective problems. 
Whatever you thought of the original, 
you'll probably feel the same way about 
the sequel. It's recommended for those 
who loved the first one, and I even rec- 
ommend it for people who didn't play the 
original but are willing to work through 
the puzzles and fight a bit with the joy- 
stick. The idea of a Ninja loose in Man- 
hattan is intriguing. 

Skill Level: Intermediate 
Protection: Program 
Price: $34.95 
Company: Activision 



12 QuestBusters 



Usurper 

Continued from page one 

found in notes, the inscrutable utterings 
of a talking skull, and so on. To defeat 
the Pirate, for example, you must note the 
clue in the note. A few puzzles are decep- 
tively difficult, and one of our other re- 
viewers — who has turned in many a 
walkthrough for Infocom's hardest 
games — got bogged down and complete- 
ly stuck. 

Random encounters with the Pirate 
may lead to your 
death, and a Gar- 
bage Lady pops in 
now and then to 
steal something 
from you (as did 
the Thief in ZorkI 
and the Pirate in 
Original Adven- 
ture). At least one person will kill you 
without giving you a chance to escape. 
This situation is not a puzzle, just a ran- 
dom event, so frequent saves are recom- 
mended (up to nine can be stored on a 
separate disk). Other than that, you're 
generally safe wandering around the sev- 
eral hundred locations, which will defi- 
nitely require mapping. 

The display varies a bit from the tradi- 
tional format for an all-text game. De- 
scriptive text fills the top half of the 
screen, a horizontal bar in mid-screen 
shows the score (500 is tops) and number 
of moves, and the parser rests at the bot- 
tom of the screen, where the game's re- 
sponses to your commands also appear. 
In each location, the command "look" 
triggers a description of a thing, person or 
object there, not the place. To reread that, 
you must exit and reenter. 

Multiple commands are accepted by 
the parser, as well as pronouns, and the 
vocabulary is adequate. If the program 
doesn't recognize a word, it says so, but 



Type: All-text adventure 
Systems: Apple (128K required), IBM 
(256K, both disk formats in same box) 
Planned conversions: None 
Version reviewed: Apple 



won't always identify the problem. 

The parser accepts the pronoun "it," 
but manages to get confused at times. 
When I looked at a triangle and learned it 
was a "three-cornered polygon," I tried to 
"get it." But the parser wouldn't stand for 
my greedy behavior, telling me "You 
can't get the steak." 

While the puzzles satisfy, there's not 
enough text for an all-text game. Most 
disturbing are the brief, often curt de- 
scriptions of most items you'll examine: 
"Nice saber," it 
told me when I 
examine the sa- 
ber. Inspec- 
tions of other 
objects enlight- 
ened me with 
revelations 
such as "Nice 
idol" and "Nice 
gas mask." Accordingly, the story lacks 
the depth and richness of an Infocom all- 
text adventure (or even an Infocom 
graphic adventure in all-text mode). This 
is the game's biggest deficiency. 

The 20-page manual provides back- 
ground on the story, useful descriptions 
of monsters (from the standard Elves and 
Dwarves to the more exotic Chelazzion), 
a list of 73 verbs accepted by the parser, 
and lucid instructions on the game's 
mechanics. 

Conclusions: Nice game. Nice parser. 
Nice puzzles. But there is nothing new in 
the story or puzzles, and not enough 
prose to keep a first grader busy. Even so, 
Mines ofQyntarr is an all-text adventure, 
the only sort of game some people play, 
so those fans will certainly enjoy this ex- 
tended treasure hunt. 

Skill Level: Novice 
Protection: Program 
Price: $39.95 
Company: Sir-Tech 



Waiting for Duffy 

Duffy's busy lighting Roman candles 

with his brass lantern , so contact 

these people if you can help. 



Adventure Hotline 

Continued from page eleven 

Class or Canadian, two for overseas.) 
You can even give someone a gift sub- 
scription and get the free issues (but you 
can't give a gift sub to yourself or a 
household member). And thanks to eve- 
ryone who has already done so. 

Contest Winners 

This winner of this month's "Keys to the 
Kingdoms" contest, George L. Martin, 
will get the game of his choice. 

Secret Contest & the 

Lost City Contest Winners 

The winner of the Secret Contest (which 



was to guess what the Secret Contest 
was) is Nadia Madden, who incorrectly 
guessed "What is the name of song on 
the start-up screen of King's Quest I & 
III ("Greensleeves"). The correct ques- 
tion was: "Where did Duffy come 
from?", and the answer is: "Inspired by 
having to 'wait for Duffy' so much in 
Infocom's Deadline. 

The Lost City contest winner is Ken 
Lin, who incorrectly guessed Kathman- 
du. In reality, the Lost City in the May 
issue is Chan Chan, royal city of the 
pre-Inca Chimu civilization (which was 
revealed in a clue in the key to the 
QuestBusters Code on page fourteen of 
the same issue). Both winners will get 
the game of their choice. 



Bard 2-3: need maps and character- 
building tips. Jamie Squires, Rte 1, Box 
251, Mannington, WV 26582 
Wizardry 1: need maps, hints, etc. Mark 
Oehlert, 5041 Bent Tree Loop, Stone 
Mountain, CA 30083 

The Pawn: how do I make lever to get 
past boulder? Also need help with Guild 
of Thieves. Erik Horn, 236 Elmira St, San 
Francisco, CA 94124 

Corruption: need help in hospital & with 
Inspector Goddard. Heroes of Lance: 
need maps & general hints. Dan Bartram 
Jr, Box 2398, APO NY 09009 

Future Magic: have trouble defeating 
raiders on their ships. Also need help with 
Star Flight Kenneth Habeeb, 301 Standi- 
ford Ave #237, Modesto, CA 95350 

Shadowgate: How do I get past drunken 
hobgoblins? Nathan Franklin, 30 Park- 
view Dr, Feeding Hills, MA 01030 

Passengers on the Wind: what are the 
keys for playing the IBM version? Amit 
Saraf, Jl. Kelinci 1 #4, Jakarta 10710 
Indonesia. 

Ultima 2: where can I find a hint book? 
Bob Thompson, 3680 Forest Creek Rd, 
Jacksonville, OR 97350 

BattleTech: need more men and Mechs. 
Can't find way past holographic face in 
inventor's hut. Michael Gardner, POB 
2036, Bridgeview, IL 60455 

Neuromancer, M & M, Ultima 4: need all 
maps, hints, tips. John Ransbottom, POB 
491, Chesapeake, OH 45619 

FOFT: Does anyone understand FOFT? 
Jim Hollingsworth, POB 27, Kelso, WA 
98626 

Enchanter, Zork 1-3: need help. Miles 
Hastie, 2 Spicer Circle, Unionville, Ont., 
Canada L3R 1X9 

Elite: How do you complete Mission 
Five? Stephen Klick, 1108 Suntree Place, 
Kansas City, KS 66103 




King's Quest IV 

To enter the whale, go to the ocean near 
the lot — after you've been to the lot's 
castle. To exit the whale, go by his nebu- 
la and use the qfbdpdl gfbuifs to make 
him sneeze. When you get on his tongue, 
save the game in case you fall off. Start at 
left of tongue and walk diagonally to end. 
Jamil Farshchi 

The Magic Candle 
If you include Min in your team, his Cha- 
risma enables you to talk to many impor- 
tant people early in the game. Buy 
qfbsmt to use in bowls in dungeons (to 
activate auto-mapping). Before attempt- 
ing Dermagud (X19, Y32 in Vcfsjpo), 
buy a lens, pick, shovel and rope. To acti- 
vate teleportation chambers in the dun- 
geons, use dvcft, tqifsft and qzsbnjet. 
Buy Cppl of Tbcbop from Azidamus in 
Soldain for 1,500 coins. Interrogate ores 
in Port Avur jail about missing hammer. 
Gonshi mushroom patch is at X26, Y15 
in Qifspo. Sermins are at XI 8, Y42 in 
Vcfsjpo. To raise the Dermagud gate, 
chant bdivoof, sftijqubs, fcjupob- 
haj. Valon Temple is at X32, Y36, 
reached through stairs in northeast corner 
of dungeon. Awaken god with tibfsbe, 
vef, tibfsbe, gbfz. Visit the three El- 
den Fountains and drink to permanenUy 
raise attributes. The hammer is buried 
next to Chief Chambur's Tomb in 
Wpdib. 
David Thompson 

Stay in Port Avur to build up supplies of 
gold, herbs, food, blankets and ropes. 
Have more than one person work to earn 
money. Head south to Soldain to boost 
learning skills. Sfnvmeb in Lymeric 
sells Ishban for 1,750; Gjalsfup sells 
Zoxinn for 2,000 in Shiran; get Demaro 
for 1,500 from Ifyubsjt in Theldair. Do 
dungeons in this order Dermagud, Vo- 
cha, Sudogur. Visit the correct temples 
with a lens to read the chants necessary to 
awaken the gods. Valon's is on small is- 
land between two lakes just SE of Der- 
magud. Nexis' Temple is on Kuskunn, 
and Bird God is in Shertuz, SW of 
Sanctuary. 
Noel Baur 

Space Quest in 

To escape the garbage freighter, dmjnc 
through fzf of hjbou spepu ifbe to 
reach bottom of trash pit and spaceship. 
After first encounter with Arnoid the Ter- 
minator on Phleebut, go through entrance 
in west foot of mechanical beast. Ride el- 
evator to top and go up stairs to second 
platform. Stand next to lower pulley and 
wait for Amoid. When he's under pulley 
track and walking toward you, qvti the 



qvmmfz. Then get his Invisibility 
Belt At Monolith Burgers, order Fun 
Meal, eat food and get decoder ring. 
Play Astro Chicken and use ring to 
decode secret message. After blowing 
up force beam generator on Ortega, 
walk to anemometer at research sta- 
tion and ublf qpmf. Vtf qpmf to 
cross chasm on return trip to ship. A 
good strategy for winning battle with 
Elmo Pug is to block as many punch- 
es as you can, since he'll lose more 
energy than you. 
George L Martin 

Heroes of the Lance 
To slay dragon Khisanth, Goldmoon 
must lead your party and throw her 
blue crystal staff at him. Also, cast 
Deflect Dragon's Breath before enter- 
ing the chamber. After it dies, run to 
the Disks of Mishakal, because the 
ceiling collapses. Potions: green heals 
a few times, orange gives temporary 
Strength boost, blue heals once and 
red slows down monsters for a while. 
To kill hatchling dragons, hit them 
low with arrows from a distance. 
Michael Becker 

Use flint to kill Bozak Draconians. 
Recharge blue Clerical staff by letting 
baby dragon breathe on it. Use Raist- 
lin to jump chasms. Trolls and 
Wraiths: cast Charm or Hold Person, 
then Sturm. Cast Cure Light Wounds 
rather than Cure Critical Wounds. 
James Tan 

Might & Magic II 
To finish Slayer's quest and get a mil- 
lion points, kill Queen BeeUe at E2, 
1 1, 16, Serpent King at E3, 5,6, and 
Dragon Lord at Dl, 10, 12. To get 
Dancing Sword spell, slay Mist War- 
rior at 15, 11. New version: to fin- 
ish Lord Haart's quest (Bl, 5, 5), find 
the Long One in the 8th Century (E2, 
5, 4) and Weird Warrior Spaz Twit in 
7th Century (Al, 11, 3). Long One 
has loincloth, Spaz has Phasor. 
Robert Breezley 

Squares that exclude certain races en- 
ergize the party for one game month. 
Those excluding certain classes con- 
tain stat-boosting treasures for those 



The Apncjf App edition 

of the QuestBusters 

Code: count one letter 

back— RC = QB. 



classes. Example: in Luxus Palace dun- 
geon, level 1: no Dwarve at 1 1, 14; no 
Sorcerers at 0, 0; no Archers at 0, 15; pas- 
sage to Hillstone dungeon at 15, 0; ex- 
change Speed for Endurance at 5, 0. You 
can enchant any item, and Etherealize lets 
you pass through most barriers and walls. 
To become Triple Crown winners, start in 
Middlegate and buy a Green Key (at 1,8), 
then three Green Tickets (at blacksmiths). 
Set controls to Inconspicuous and save. 
Fight one battle in each of the three are- 
nas in turn: Middlegate Arena (13, 2), 
Sansobar's Monster Bowl (13, 8) and At- 
lanteum's Coloseum (7,9). Save after 
each win, then take Green Key to Green 
Bishop (Woodhaven, 10, 6). Save, then 
go to Sansobar and repeat with Yellow 
Key and three Yellow Tickets. Take Yel- 
low Ticket to Yellow Bishop (Castle 
Pinehurst, 13, 3). Repeat for Red from 
Vulcania and Red Bishop (1 1 , 4 in Hill- 
stone). Repeat for Black from Atlanteum 
and Black Bishop (Luxus Palace, 14, 14). 
James B. Simpson 

Deathlord 

The spear is obtained from Senju in two 
rivers on Nyuku. Give him a crystal from 
the lagoon on north part of island two 
clicks west, six south of Tokugawa on 
Kodan (a click is a disk read). In lagoon, 
search houses near middle west of vil- 
lage. Get two crystals, since you need one 
to get Ruby Ring from Red Shogun's Pal- 
ace. It's in room that's furthest south, 
with Mage trapped by force field. Search 
east wall. To escape, take passage in low- 
est westernmost cell in the jail and locat- 
ed a bit north of the Mage. 
Tim Manda 

Wizardry V 

Gentle Pool at 20W, IS, Level 5: level A 
heals (swim 1), level B cures (swim 2). 
Rope to Level 6 is at 13W, IS, Level 5. 
Mike Bertrand 

The Loon has valuable info. He's on Lev- 
el 4, reached through secret door from 
south dp of Level 3 (12E, 25S). You need 
Cmvf dboemf to open this door, found 
in temple at north end of Level 3. To 
open temple door, you need Kfxfmfe 
tdfqusf from Level 2, but don't trade 
staffs with Fat Priest. Before beginning 
this quest, though, you need pocket watch 
from safe in Timeless Room (NW part of 
Level 3), 12,000 gold, and key from pool 
guarded by Gypsy, which you reach on 
Level 4 via the elevator. Searching a 
room near Gypsy pool reveals an item 
needed in Timeless Room. The Snatch re- 
veals the four elements that open the safe 
if you ask him about time. He is reached 
through secret door in Grand Ballroom on 



14 QuestBusters 




lh©p 



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 
Wanted: M & M 1. Will trade. Have large col- 
lection. M. Wiley, 3431 E. Glenn, Tucson, AZ 
85716 

$20 @:Neuromancer, M & M 2, Gold Rush 
(GS), Wizardry 5, King of Chicago (GS). Da- 
vid Berol, 8521 Ave Ondas, Lo Jolla, CA 
92037 

$20 @: Moebius, Times of Lore. $10 @: 
Shadowkeep & others. Want Bronze Dragon 
and sequels. J. J. Parus, 1156 Lawson Cove 
Cir., Virginia Beach, V A 23455 

Trade/sell ($15 @): Times of Lore, Ultima 1, 
Bard 1-3 (w/hint books), Shadows of Mordor, 
Usurper. AR: The City, $5. Tower of Myra- 
glen (GS), $20. Want: Neuromancer, Zak 
McKracken, any Space or King's Quest. Greg 



Minton, 3340 E. Red Bud, Knoxville, TN 
37920 

Pool of Radiance, $25. $18 @: Autoduel, 
Phantasie 3, Questran 2. $15 @: Wizard's 
Crown, Phantasie 2. Robert Breezley, 4922 
Coco Palm Dr, Fremont, CA 94538 

Trade/sell ($20 @): Deathlord, Black Caul- 
dron (both w/clue book), Xyphus. Want Ulti- 
ma 4 or Pool of Radiance. Bruce Menard, 324 
S. Boyer Ave, Sandpoint, ID 83864 

Wanted: Scot Adams' 1st 12 text adven- 
tures — unillustrated, all-text versions only. 
Will pay full retail price. Walter Compton, 
POB 182, Waco, KY 40385 

Trade/sell: Bard 2-3, Beyond Zork, Leisure 
Suit Larry, Ultima 5, 2400 AD, Bard 1-2 clue 
books. Want Pirates, Space Quest 1-2, Police 
Quest, and guy who wanted my Beyond Zork 
(I lost your postcard). John Pontaoe, 816-A S. 
May, Chicago, IL 60607 

Sell/trade: Ultima 5, Demon's Winter, Times 
of Lore. Brad Kinman, POB 2066, Lenox, 
MA 01240 

Wizardry 4 or Times of Lore & clues, $20. 
Want Impossible Mission & Book of Adven- 
ture Games 1. L. Brooks, 425 East Dr, East 
Alton, IL 62024 



Sell only— $20 @: Ultima 5, Bard 1 & 3, 
Wasteland, Aliens, 2400 AD, Legacy of An- 
cients. Hintbooks, $10 @: Ultima 4, Bard 2. 
Toby Jackson, 17043 Fiesta Way, Salinas, CA 
93907 

COMMODORE 

Trade/sell — $15 @ (shipping included): Dal- 
las Quest, Crimson Crown, Transylvania, Oo- 
topos. Death in the Caribbean, Swiss Family 
Robinson, Mindshadow, 7 Cities of Gold, 
more. Send SASE for list. Helena Bouchez, 
POB 967, Lakewood, CA 90714 

Trade/sell: Bard 2/3, Wizardry, Pool of Radi- 
ance w char, editor. Want Ultima 4-5, Ques- 
tran 2, Wizardry 2. Jeff Behnke, 2691 Glen 
Valley, Leonard, MI 48038 
Buy/trade: Ultima 1, Wasteland. Will trade ul- 
tima 5, Wizardry 1, Pool of Radiance. John 
Ransbottom, POB 491, Chesapeake, OH 
45619 

Trade: Project Firestart, Barbarian 2, M & M, 
AR: Dungeon, Last Ninja 2, Faery Tale, more. 
Want Heroes of Lance, Magic Candle, more. 
Send list. Also want Amiga traders. Robert 
Perez, 1 140 Burke Ave, Bronx, NY 10469 

AMIGA — Dungeonquest, Heroes of Lance, 
BattleTech & more. Send lists & phone #. Mi- 
chael Pearson, 5918 S. Elizabeth, Chicago, IL 
60636 

Continued on next page 



Keys 



Level 5. Find access disks on Level 4 to 
open each of the next sections on your 
quest for the Loon (ask him about desti- 
ny). Buy item he's selling (for Level 7). 
Fred P. Andoli 

Alien Mind 

To reach next level (unless you're on a 
terminal), press "n" (must be lower-case). 
Nate Trost 

Gold Rush 

To get through locked door in James' 
gold mine, ujf tusjoh to nbhofu (items 
found in Green Pasture Hotel's secret 
room). Put nbhofu through hole in door 
and lower it. When it picks up steel key 
on other side, raise magnet and unlock 
door with key. 
George L. Martin 

Ultima II 

To raise hit points, offer gold to LB. Fa- 
ther Antos is on Planet X (9, 9, 9). To 
save Magical Helms, save game, View 
the Helm, reboot game and continue from 
save. Rocket fuel? Tri-Lithuems. Magic 
Boots save paralyzed legs, Magic Cloaks 
save paralyzed arms. Use Norton's disk 
editor to change atttributes: Look at side 
with numbers and try to find you have in 



your last changed game. Set them high as 
you want, but they roll over at 99 points. 
(These are for original IBM version; may 
work in Trilogy version.) 
Lee Garrett 

Neuromancer 

A quick $30,000: After entering Bank 
Gemeinschaft (code: cbolhfnfjo, pass- 
word wfscpufo), hook into Bank of 
Beme and open an account ($1 ,000 need- 
ed). Write down account number and 
hook into Bank Gemeinschaft and go to 
transfer money. Enter 646328356482, 
then cpapcbol., then Berne account 
number. For another $10,000: call Hosa- 
ka (code: hoakacorp, password: gvohflj. 
Edit list of new employees, puuing in 
your own name and id number. Now you 
can buy a great Cy berdeck and get all the 
skill chips. Larry Moe's id: 062788138. 
Chris Steinbeck 

Pool of Radiance 

To defeat 8th level guards protecting Ty- 
ranthraxus, save game before descending 
stairs. Before going down, have character 
use Dust of Disappearance (from Ore's 
Temple in Temple of Bane). It keeps en- 
tire party invisible throughout battle with 
the real Mr. T. Have a Cleric turn your 
Undead, since T. makes them into Zom- 
bies that attack you. After slaying Mr. T., 
Finish any remaining quest before seeing 



die clerk, who won't award any points af- 
ter he's dead. 
Julie Freeman 

To raise lots of money fast, you need one 
platinum piece. Go to a tavern where peo- 
ple are gambling and bet the platinum. If 
you win, say no about gambling again; 
bet zero platinum. The game says zero is 
an "unacceptable bet," and you'll leave 
the gambling area — with your money in- 
tact! Just (L)ook to be able to gamble 
again, and this process may be repeated 
as often as desired. 
Michael Noth 

Wednor's Library: before entering, buy a 
mirror and ready it to defeat Basilisk. 
Search entire library for powerful manu- 
al; talk to Mad Man but don't let him 
join. 

Brian James 



Next Issue 

CES Horror Stories! 

The Omnicron Conspiracy 

Tangled Tales 

Shogun 

Plus Exclusive Sneak Preview! 

And more news, clues & reviews! 



Continued from previous page 

AMIGA — $20, DungeonMaster w/clue 
book. $10 @: Moebius, Aaargh, ACS, Ports 
of Call, Archon, Plutos, Roadwar 2000. Tony 
Ellison, 407 N Division, Lowell, MI 49331 

AMIGA — DungeonMaster w/ two thorough 
clue books, $20. Paul Shaffer, 1705-C O'Shea 
Ave, Bowling Green, KY 42104 

IBM & QUEST-ALIKES 
Wasteland, $25. $15 @: Pirates, Scavengers. 
$10 @: Starflight w/clues, Icon Quest for 
Ring. Tony Ellison, 407 N Division, Lowell, 
MI 49331 

Sell/trade: The Colony, King's Quest 4, Lei- 
sure Suit 2, Police Quest 2, Hollywood Hijinx. 
Send list or requests. Marlene Simmons, POB 
72, Richford, VT 05476 

Manhunter, $15 or trade for King's Quest 4. 
Paul Shaffer, 1705-C O'Shea Ave, Bowling 
Green, KY 42104 

War in Middle Earth, $35. E. Su, 11 Kuchler 
Dr, Lagrangeville, NY 12540 

Trade/sell: Pirates, Bard's Tale, more for $15 
@. Roger Eastep, 14715 Soft Wind Dr, Gai- 
thersburg, MD 20878 

Trade: Times of Lore, Heroes of Lance, Zak 
McKracken, Willow, Bard 1, Aftermath, Ulti- 
ma 4. Want Prophecy, Autoduel, Space Quest 
3. Robert Garcia, 34 Ridge Rd, Barrington 
Hills, IL 60010 



Trade/sell ($20 @): Space Quest 2, Manhunt- 
er, Police Quest 2, King's Quest 3/4. Want: 
Leisure Suit 2, Space Quest 3, Star Command, 
or send list. Dan Bartram Jr, Box 2398, APO 
NY, 09009 

Need bank of eight 256K chips for Tandy 
1000 EX, or 256 or 384K expansion board. 
Send phone # if possible. Kevin Wagner, POB 
36, Fombell, PA 16123-0036 

Trade: Pirates, AR: The City, Captain Blood, 
Future Magic wcluebook, BattleTech, Heroes 
of Lance, Pool of Radiance, King's Quest 4, 
Starflight w/cluebook, Alien Fires. Want Wi- 
zardry 3, Star Command, Roadwar 2000, Ro- 
mance of Three Kingdoms. K. Lowe, 4412 
Pacheco St, San Francisco, CA 94116 

Trade Wasteland (both disk formats) for Fu- 
ture Magic (5.25" disks). Andrew Pollak, 
2002 Regis Dr. Davis, CA 95616 

ATARI 
8-bit — sell only: Alternate Reality, Ultima 1 
& 2, 7 Cities of Gold, Gemstone Warrior, Re- 
turn of Heracles, Zorro, more. Write for list. 
Bob Albright, 912 Mt Rose Ave, York, PA 
17403 

ST — sell or trade: Phantasie 1 & 2, Mercen- 
ary, Moebius, Captain Blood, more. Bob Alb- 
right (See above for address). 



Passport to 
Adventure 



For the next few months, we won't be 
selling any computer games. We're set- 
ting up a new system for doing so, one 
that will provide much faster and more 
efficient service than in the past Mean- 
while, QuestBusters' products are still 
available at the same low, low prices. 

Quest for Clues I: $24.99 

Quest for Clues II (see May issue for 

contents): $24.99 

QB Map Kit (includes US/APO shipping, 

Canadians send $3 US for shipping) 

Kit A: (for text/graphic games) $8 

KitB: (for role-playing games) $8 

(Each kit contains 75 sheets of mapping 
paper designed for that kind of game). 

US orders, enclose $3 shipping & han- 
dling for the book. $6 to Canada & APO, 
$12 overseas. AZ residents add 5% sales 
tax. Send checks payable to QuestBust- 
ers, with your street address, not a Post 
Office Box. 



QuestBusters 

POB 5845 
Tucson, AZ 85703 

Forwarding and Return Postage Guaranteed 
Address Correction Requested 



Bulk Rate 
U.S. Postage 

PAID 

Tucson AZ 

Permit No. 3056 



YOUR GLIDGCRIPTION EXPIRES; 92/02 




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