null  User manual
fl l)Cl}atl)ttd
I\ tatl(IJSn
Issue 3
The Premier Adventure Game Magazine
For The Commodore Amiga!
Enchanted Realms™
Enchanted Realms™
Issue 3
November-December
Adventure Game Magazine
Contents
Published Bimonthly By Digital Expressions
Editorial Staff
Chuck Miller
Departments & Columns
Proclamations 4
Audience Hall 5
Court Herald 6
Royal Announcement 8
Editor
Millie Miller
Associate Editor
Customer Service
For subscriptions, submissions or other information, write:
Digital Expressions, P.O. Box 33656, Oeveland, OH 44133
or phone (216) 582-0910.
Subscription Rates
Subscriptions to Enchanted Realms"" are $49.95 U.S. (Six
issues with disk), $55.95 Canada and Mexico, and $67.95
Foreign airmail. Single copy rates are $10.95 U.S. (One
issue with disk), $11.95 Canada and Mexico, and $14.95
Foreign airmail. Payment in U.S. funds only. All
subscriptions and single copy purchases shipped First Oass.
Copyright Notice
Enchanted Realms"" is Copyright© 1990 By Digital
Expressions. All Rights Reserved. The entire contents of
this publication are Copyright 1990 by Digital Expressions
unless specifically noted otherwise. No part of this
publication may be reproduced in any form without written
permission from th~ publisher. However, original purchasers
may make an archival backup of the disk portion for their
own personal use. Enchanted Realms"' assumes no
responsibility for damages due to errors or omissions.
Ephesians 6:10-18
1990
Adventure Reviews
The Bard's Tale 10
The Colonel's Bequest 13
Imperium 16
Chamber Of The Sci-Mutant Priestess 19
Adventure Comparison: Arthur & Camelot 21
Loom 25
Neuromancer 27
Heart of the Dragon 30
Indiana Jones and the Last Crusade 33
Hearthside Tales: Capsule Reviews 35
Adventure Helps
Future Wars Walkthrough 38
Loom: Spellweaver's Drafts 43
Hidden Gems 44
Adventurer's Backpack 46
Adventurers' Guild 47
Prophet's Tower 48
Enchanted Realms
1
1990
November-December
Issue 3
Contributors
Departments
Michael J. Ballenger
John Basso
Charles J. Besecker
Judith Kilbury-Cobb
Rick Henly
Chuck Miller
Millie Miller
Eric Penn
Marci Rogers
&
Columns
Game Rating System
We use a very simple identification and rating system for our game
reviews. Each adventure is identified by primary type and
assigned a score from 1-20 for each category in which it is judged.
These scores are then combined to provide the overall rating on a
scale of 100. Games scoring 80-100 are considered Very
Good-Excellent, those rating 55-80 fall into the Above Average
category, while games that score under 55 are viewed as Below
Average products.
Type
Score
Category
Graphic
Animated
Role-Play
Strategic
Action
Excellent (16-20)
Good (11-15)
Fair (6-10)
Poor (1-5)
Documentation
Playability
Graphics
Sound
Atmosphere
Notice: Graphics for reviews and walkthroughs have been digitized
from their particular software manuals for review purposes only.
All rights remain exclusively with their respective companies.
2
Enchanted Realms
From The Premier Adventure Grune
Magazine For The Commodore Amiga!
~
~
Proclamations
From The Lord Of The Realms
~
ttfu
Welcome to our Third Issue! Since our inception, Enchanted Realms has
been slowly changing and, we believe, improving. We appreciate your feedback
as this has helped us in the process of making our publication a more attractive
and valuable resource. In light of this, look for some additional improvements
in upcoming months. We are increasing the amount of coverage in each issue
along with the page count. We will also be streamlining the disk portion of
Enchanted Realms to make it more user friendly and to allow for more
adventures and adventure helps on disk. Fantasy art on disk will give way to
screenshots of select adventures, while maps will be moved from the disk to the
Journal. In addition, look for demos of new commercial adventures on future
disks. As you can see, we are striving to make Enchanted Realms an even
more valuable publication. Thanks for your help in the process!
Two-Headed Monster
As you know, the software industry is locked in mortal combat with a
two-headed monster: piracy and copy protection. Software vendors insist on
"protecting" their investments, and rightly so. Pirates continue to violate the law
by "breaking" this protection so that they can "freely distribute" commercial
software. We certainly can't resolve the issue here. The "debate" will continue
to rage. What we want to do is examine the facts and offer the best suggestions
we can to make life with copy protection more bearable.
First, software piracy (theft in common language) is illegal. No matter how
good the reasons, pirating software is breaking the law. This should be enough
to settle the matter, but it's not. Stealing software deprives both vendors and
programmers of their income and discourages growth in the market. It also
results in copy protection. No one likes to have his work stolen or his
livelyhood threatened, not even, I would venture, software pirates.
Second, software vendors have a right to protect their investments.
Unfoi:t~nately, thi.s means some form of copy protection. Next issue, we will be
exarnmmg the different forms of protection currently in use and will then
examine alternatives to these methods and ways in which they can be modified
!o make th~~ less obtrusive. You can help, too, by filling out the survey in this
~ssue and g1vmg us your opinion on copy protection. Please take the time to fill
1t out and drop it in the mail today. Thanks!
Well, that concludes Proclamations for this month. Again, we appreciate
your feedback and your support of Enchanted Realms. Happy Adventuring!
Chuck Miller
Lord Of The Realms
4
Enchanted Realms
VI! Audience Hall ~
~ Letters To The Lord Of The Realms '/i!P
Here are some excerpts from a letter in this month's mail bag that touched on
some issues that we are currently addressing.
Dear ER:
I just purchased Enchanted Realms #2. I was excited by the review/disk
format and also looked forward to the game and graphics on disk. Since this is a
new magazine, I would like to make a few comments. Perhaps some of them
will be useful .... [ Editor: What followed at this point was a four page letter
critizing Enchanted Realms, including some constructive remarks.]
I hope your magazine does well and grows into all it can be, but for now the
low page count, black and white printing, lack of color game shots, amazingly
awkward disks, and virtually useless hints/walkthroughs cannot compete with
the European magazines-with-disks that I'm paying the same hefty price for.
There's just not enough bang for the buck.
Good Luck,
Coffee Brown
Albuquerque.~
We certainly realize that we can't please everyone, but then, that's not our
intention. Our primary goal is to provide the best single resource for the Amiga
adventurer. We are not trying to compete with other Amiga publications. Our
content and audience is different. We're convinced that there are no other
computer owners more system loyal than Amiga users. We know, as well, that
no group of gamers is more demanding than Amiga gamers. That's exactly how
it should be!
Now, for some of the above objections. As for low page count, each of our
issues thus far has had a lower number of pages than some other publications.
However, we do not devote over 50% of our publication to advertising as is the
case with many of them. The actual amount of space devoted to reviews is
about the same. We also don't consider a monochrome publication a negative
factor. We believe Enchanted Realms has a classic look all its own. The disk,
as well, though not perfect, is far from awkward if you know how to use the
right mouse button to access menus (they really are there). However, we are in
the process of streamlining the disk to make it more user friendly, as well as
allow more room for games and game helps on disk. In addition, we will be
moving maps to the journal and replacing on-disk fantasy art with select game
screenshots. We will also feature demos of new Amiga adventures·on disk from
time to time. So, we are growing and improving with each issue. We realize
that most of you recognize and appreciate this fact.
Enchanted Realms
5
Also present at AmiEXPO was Avatar Consulting, demo-ing their new game
Heart of the Dragon (reviewed in this issue) which utilizes the 4096 color
HAM mode for action/adventure and strategic play screens.
Eric Penn
World Of Amiga, Chicago, IL
This issue, Court Herald looks at two Amiga trade shows and the latest
adventure offerings for Amiga gamers straight from the manufacturers on the
exhibition floor.
AmiEXPO, Anahiem, CA
With nearly a dozen game vendors present, news about up and coming
software abounded. First and foremost in many gamers' minds is Chaos Strikes
Back, the sequel to Dungeon Master from FTL. According to the
representative at the FTL booth, it will be shipping in about eight weeks, just in
time for the Christmas game buying season. They had a running version at
AmiEXPO, but a few minor bugs still exist. Also, if you've seen the ST version
of Chaos Stikes Back, then you are going to be in for a few nice surprises.
Some new features have been added to the Amiga version that were not in the
original ST version; most notable is a magical scroll that, when held in your
right hand, will display an overhead map view of the section of the dungeon you
are in, including nearby monsters, traps, pressure plates and secret areas! This
scroll is not hidden, so you will stumble across it very early in the game. Other
changes in the Dungeon Master engine are a new "wider" view, allowing more
peripheral vision in the dungeon and a revamped character inventory and control
section. Combat and movement are basically unchanged from the original.
Psygnosis was showing Shadow of the Beast II, which tended to gather a
large crowd throughout the show. Other titles coming soon from Psygnosis are
Awesome, an action/adventure with a bit more strategy thrown in to make life
difficult (release is six to eight weeks) and Obitus, their first real adventure
game (no release date given).
At the Interplay booth, a demo of Future Wars was running continuously
throughout the show. Soon to be released Amiga products include James Bond:
The STEALTH Affair, a spy thriller based on the Cinematique gaming system
used in Future Wars (Christmas 1990); Lord of the Rings Vol. 1, the first
game actually endorsed by the J.R.R. Tolkien Estate (early 1991); and Cruise
For A Corpse, also based on the Cinematique system (early 1991).
Virgin/Mastertronics had a prerelease copy of Spirit of Excalibur at the
show, but it continually GURUed after the very pleasant opening sequence. If
the game quality ends up as nice as the opener, expect a fair to good adventure
along the lines of The Faery Tale Adventure (with lower quality sound). They
also had a prerelease version of Overlord up and running, which looks to be a
combination of strategy, action and adventure. Both games should be out by
Christmas. Wonderland, based on the Lewis Carroll book by the same name, is
also supposed to be on dealer shelves for the holiday.
6
Enchanted Realms
It was evident from the first few steps inside the Rosemont Exhibition Center
that most vendors chose to attend AmiEXPO in Anahiem this weekend. The
World Of Amiga in Chicago was the smallest major Amiga event I have attended
in the past three years. AmiEXPO Chicago, held earlier this summer, was
smaller than previous years, but the pickins for this Chicago event we!e even
slimmer. That's not to say that the companies present had little to show, JUSt that
few exhibitors chose to attend.
Software entertainment vendors present at the show were Accolade,
Broderbund, Data East, Free Spirit, Mandarin Software, Merit Software,
Microprose, Sierra On-Line and Walt Disney Computer Softw'?"e. .
Accolade was displaying packages for, but not demonstratmg, its soon to be
released adventures, Altered Destiny and Search for the King. Both should be
available for the holiday season.
Broderbund demonstrated their smoothly animated action adventure Prince
of Persia, drawing some noticeable interest. Also demo-ing a new release about
to come off the press was Data East with their third Draconian title, Full Metal
Planet. You should note, however, that this game bears no resemblance to the
previous titles. This is a futuristic strategy game.
.
.
From the other side of the pond, Mandarin Software was present with therr
game creation package, AMOS - The Creator, mentioned in our ~st ~sue. The
product, it appears, is NTSC compatible, but the method ~o~ settmg 1t up that
way was not properly documented in early packages: Hittmg ~e ~elp. Key
when the product is booted provides on screen information for ~onflgunng 1t f?r
NTSC compatibility. Look for a review of this game creation language m
coming months.
Sierra had Code Name: Iceman up and running when the show opened.
However, it appears that Amiga adventurers will have to wait until after ~he
Christmas season for the release of King's Quest V and Space Quest IV. We ve
been told to anticipate improved graphics and sound for the Amiga versions.
Although they were not present at the show, Electronic Arts has released
their new action adventure, The Immortal. It was for sale by several dealers on
the exhibit floor. Also available was Electronic Zoo's Legend Of Faerghail.
Look for reviews of these adventures next issue.
Well that about sums up the info from World Of Amiga on new adventure
releases.' Hopefully, next time, the two premier Amiga promotional grou~s
won't schedule events for the same weekend. We were never really able to ~m
down the responsible party, but this kind of planning only hurts the Amiga
community. We believe there's room for both AmiEXPO and The Hunter Group
to host Amiga trade shows. However, it certainly would benefit all concerned if
both groups worked together more to promote the Amiga, rather !han
independently.
Chuck Miller
Enchanted Realms
7
Royal Announcement
The Official Enchanted Realms Grune Writing Contest
Adventure game writers, Attention! Send in your games! Our submissions
box is still mighty empty. We want this to be a real contest, so don't delay in
putting on your programmer's hat and sending in your entry. Additionally, if
you are still in the process of writing your adventure, drop us a note infonning
us on your progress. If you haven't heard about the contest yet, read on.
Hear Ye! Hear Ye! Enchanted Realms is sponsoring our first Adventure
Game Writing Contest. Here are the rules. Your adventure may be written in
any language. It can be created from scratch with the programming language of
your choice or with the use of an adventure authoring system. The decision is
entirely yours.
The submission deadline is January 31, 1991. You have until then to write
your games and submit them to us. Entries must be received on disk, clearly
labeled with your name, address, phone number and game title(s). Each game
should be fully documented on disk. You may enter as many times as you wish.
All entries remain the property of their author with Enchanted Realms having
one-time publishing rights.
There is no restriction on the type of adventure you write. It can be fantasy,
sci-fi, mystery or another. Maybe even a combination. It can also be either a
text or graphic adventure or both. We will leave that up to you and your
creativity. However, we would prefer that your game be no larger than SOOK
including graphics and sound; though, we will accept all entries as long as the
adventure is contained on a single disk.
There will be three winners who will each have their game featured on an
upcoming issue of Enchanted Realms in 1991. Winners will receive the
following:
Adventure
Reviews
lST Place - Choice of Three commercial adventure games and a One Year
Subscription to Enchanted Realms
2ND Place - Choice of Two commercial adventure games and a One Year
Subscription to Enchanted Realms
3RD Place - Choice of One commercial adventure game and a One Year
Subscription to Enchanted Realms
So, get started now! Writing a good adventure will take longer than you think.
8
Enchanted Realms
From The Premier Adventure Grune
Magazine For The Commodore Amiga!
~Ii&
B.AIU>~~ ~AL&.
f Adventure Classic 1
By Marci Rogers
RealmsHead Inn is quiet at this late hour, its taproom nearly deserted. The
innkeeper, well plied with precious coins from your meager purse, motions
toward a cloaked figure sitting alone at a table by the fire. You approach
cautiously, for this is a creature of legends--Maeve O' Shee, survivor of more
quests than you will likely see in your short human lifetime. Rumors surround
her, whispering that she is paladin, sorceress and healer all together. The
gossips say that she was born in the far reaches of an Alternate Reality
Dungeon, and survived to make the transition to the enchanted worlds of Amiga.
Much is said, but little known.for she is half-elven and they are a strange breed
elusive to mundane ken.
You place a glass of white wine before her, along with the single talisman
rose you were told to bring. She takes the flower first, turns it slowly, then one
slender, pale hand motions you to sit. Jn the flickering firelight, it is impossible
to tell the color of her eyes, although there is as much red in her hair as in the
flames. She looks at you expectantly, measuring, waiting. You swallow with
some difficulty and choke out two words: Skora Brae. For a moment, there is
silence, then a smile lights her eyes and mouth. She speaks:
earlier 8-bit renderings, the dungeons all looked alike. Bathed in moldy aqua
they were, seeming very lifelike. You could almost smell the decay, and the
denizens were fantastic to see, with spot animation to make them more and more
threatening as you descended into the depths.
Six of us were needed to succeed. To take less would have been suicidal.
Odd, as I remember--Skara Brae was full of hard-core killers, and yet, especially
in the later stages, the spellcasters were most important. We were required to
study for Arch-Magedom, although that category itself did not appear in this
quest. Our party had two. My companion began as a magician and I as a
conjurer, but we switched classes as soon as we could. It seemed we wandered
the city endlessly during that phase of building, and learned dozens of spells.
Fortunately, the mouse driven interface on the Amiga eliminated the need to type
each spell as it was cast, a vast improvement over the earlier versions. This was
also true of the traps our thief defused.
The Bard himself was an unusual class, not precisely a magic-user, but able
to create magical effects with his songs. Of course, we had to keep him fairly
well inebriated, and our trips to the tavern while he built his skills were many.
Still, we gained much information there through bribery, and I still enjoy a glass
of wine, as you can see. That was what took us into the first dungeon--a glass of
wine, red as the Scarlet Bard where we ordered it, red as the blood on the
dungeon floors.
You do seek ancient history, young one, at least as the Byte Gods measure.
The icy weavings of Mangar the Dark have long been faded tracings in
Adventurers' journals. Only those of us who worship the Goddess Restora still
hold memories of relentless opponents and unending traps.
Oh, how we needed her help in those times. "Seek and Slay" they're called,
those quests of old. The only goals were survival and victory. Very little
character interaction filled the guild of Bard's Tale, and not much logical
problem solving, save a few riddles and figuring out what tricks were in the
programmer's mind.
Rolling characters was exciting, though, and only those with the highest rolls
could be counted upon to survive. Some would use a character editor to aid in
this process, and I will not debate the ethics of this decision. Combat was tough,
and unremitting. Death lurked around every corner, and, if the monsters didn't
get you, the traps would. Even in the Amiga version, with less combat than the
Those dungeons were the bane of us all, and even the most experienced
among adventurers was lost in them for hundreds of hours. The darkness
affected me the most. In Kylearan's tower I thought I might lose my senses,
stumbling aimlessly in search of elusive Magic Mouths. Yet Kylearan was
friendly to us, at least as friendly as anyone in Skara Brae could be. Mangar's
tower was worse! Sixteen dungeon levels in the total quest, absolutely stacked
with dark corridors, teleporters, and anti-magic zones, not to mention the
spinners that almost destroyed our Paladin's mental balance. "Works of
demons" he called them. He was not far wrong, for many demons lurked to
drain stats and levels, as well as paralyze and wither.
Do you like mapping, young one? Not many in your day do, but then it was
required. No auto-mapping features awaited you, and being lost was as normal
as dying. Of course, if your whole party did die, you were returned to the
Adventurer's Guild, which was the only place you could save, and woe to you if
you thought you could avoid this fate by turning off your computer. You would
10
Enchanted Realms
Enchanted Realms
11
reincarnate, but without your gold, and this adventure was miserable for those
unlucky enough to be poor. Misfortunes such as aging could only be healed in
temples, no matter what levels your mages attained, and the monks all
worshipped Mammon. Garth's prices weren't cheap either, and he was the only
weaponsmith in town. Oh, I mustn't forget Roscoe, selling us spellpoint
restoration when we didn't have weeks to spend walking about in sunlight. At
least he had a standard fee; high, but standard.
Have I frightened you off? No? Good! There is no denying that Bard's
Tale was flawed in some areas, but it was, nay, is, a hallmark of its kind. I
venture to say that it appears in the journals of all those who call themselves
"true adventurers." Its dangers are sung around many hearths, and not a month
goes by that someone doesn't come to one of us to ask about it, as you have to
me. I understand that the Guild Travel Bureau is offering discount rates on it
now, with prices as low as $13.95. You can hardly miss it at that rate, and you
can even afford to pay an extra $9.95 for the clue book. It's a touching memoir
of some brave adventurers which makes entertaining reading and saves you
hours of mapping. All in all, an irresistible bargain at that price, my young
friend, and one you owe yourself as a proving ground. I can see much heroism
in you, and a need to know just how much you can accomplish. Bard's Tale
will test you, and the winning of it is as sweet as the fragrance of this rose.
Come, I shall walk with you to the crossroads outside. Some companions
await me there, and I shall leave you to choose your own path. Still, I think we
shall meet again. Here is my hand on it.
You take her hand and drift from the RealmsHead beside her. Her touch is
warmer than you expected and you can believe that she is all rumnr makes her.
You have never been able to reach the Crossing of the Realms before, yet she
makes it seem only a few yards from the Inn's door. All roads to adventure meet
here, and you can feel the excitement rise within. Other cloaked figures hover
near one side, and she releases you as she goes to join them. Her fingers press
your arm gently but firmly as she bids you farewell, turning you toward a portal
of light. As your eyes adjust, you watch the shimmer coalesce into the gate of a
snow bound city, locked behind walls which hold Kylearan's rower at one end,
and Mangar's stronghold at the other. A merry Bard's song echoes from the
lighted Guild, beckoning you to join the company. You cast one quick look back
at Maeve. She is fading through another portal, but her lips move in one last
challenge -- "Go."
<EJ~~~T_h_e_B_a_r_d_'s~T:_al_e~~~­
Electronic Arts
Playability -13
Graphics - 13
Sound -12
Documentation - 19
Atmosphere -18
Role-Play Adventure
12
512K
Enchanted Realms
THE COLONEL'S BEQUESt
a Laura 'J3ow Mystery
By Judith Kilbury-Cobb
Ten of the Colonel's relatives sit down to dine, one chokes on a
soup bone, then there were nine.
Nine nervous beneficiaries wonder how long they'll have to wait,
one goes swimming in the swamp, then there were eight ....
Well, you can see where this is going.
Dial M For Murder
The Colonel's Bequest, an interactive "play" in eight acts, is the latest
offering from game design mega-guru Roberta Williams, co-founder of Sierra
On-Line. Subtitled "a Laura Bow Mystery," The Colonel's Bequest is an
atmospheric whodunit set on an eerie, secluded island estate located somewhere
deep in the bayous of Southern Louisiana. Starring in the role of Laura Bow, a
young Roaring Twenties college coed, your job is to solve the mystery of who is
eliminating the rivalrous friends and relations of Colonel Henri Dijon, an elderly
(and extremely wealthy} southern-style gentleman.
The cast of potential victims and villains is a delightful assortment of
well-developed, entertaining characters including, but not limited to, Laura's
flapper classmate, Lillian Prune (the Colonel's niece), Lillian's mother, Ethel
Prune (the Colonel's younger sister), Gloria Swansong, a glamorous Hollywood
ingenue (another niece), Gertrude Dijon (the widowed, bitter sister-in-law),
Rudolph Dijon (a nephew), Clarence Sparrow (the Colonel's attorney), Dr.
Wilbur C. Feels (the family physician), Jeeves (the butler, and no, he dido 't do
it), Fifi (the sexy French maid) and Celie (the cook). Not counting yourself or
the Colonel, there are ten relatives, family friends and associates to scout for
suspicious behavior and smoking guns.
And Then There Were None
The stage for our murder mystery is set with the description in the manual of
what has happened in Act 1. You accept Lillian's invitation to attend a strange
family reunion at Uncle Henri's old run-down, water-surrounded mansion. At
the reunion Henri announces that he believes his end is imminent and that he
will be bequeathing his many millions to all of his surviving (the key word here
is "surviving") friends and relations equally. The motive for murder is pretty
obvious - while many millions split ten ways sounds like a lot, many millions
split nine or eight or seven or fewer ways is better, right?
At this point we join the action, already in progress, a short while after the
Colonel's provocative announcement. Just about every tongue on the place is
wagging about it and, smart sleuth that you are, you wisely decide to learn all
you can by eavesdropping and snooping. The air is thick with suspicion and
Enchanted Realms
13
intrigue. We are talking pea soup. Keep your eyes (and ears) open for clues.
It's not long before the bodies start dropping like flies.
It Takes A Thief
Observation and exploration are what it takes to get very far in The
Colonel's Bequest (Hint - unobserved observation is even better.) Tip-toe about
the mansion and grounds listening for information and keeping your eyes peeled
for clues. Don't be afraid to snoop. In this case, not only is it not rude to look in
some else's luggage, it might save your life. Go back to rooms you've visited
previously. Events important to the denouncement of the mystery may occur
whether or not you are present. A map of the Colonel's estate is provided, as is a
detailed synopsis of each cast member. The Colonel's Bequest plays like any
other Sierra game. Movement is via keyboard or mouse and commands are
entered as regular text. The parser is very good and recognizes so many verbs
that just about any action is easily accomplished.
Bequest is no exception to this tradition. The plot is very engrossing and the
idea of structuring the adventure as a play works very well. In many respects
The Colonel's Bequest is a game I've waited a long time to see. It's about time
someone realized that women play computer games, too. Adventuring with a
female lead character is refreshing. Always having to play a muscle-bound,
sword-toting testosterone case every time gets a bit old after awhile. A hearty
"Author! Author!" to Roberta Williams.
Puzzles are satisfyingly knotty and original. You will have to work hard and
keep alert to find all the clues you'll need to solve the mystery, but you won't
have to die a thousand deaths to do it. There are very few lethal situations to
negotiate and all require a quick mind rather than a quick joystick.
Music and sampled sound effects are also used effectively and convincingly.
The original music adds to the mysterious ambience and eerie atmosphere.
Hearing the owls' mournful hoot as you explore the isolated, Spanish
moss-draped grounds will make you shiver.
If Only ...
How Will It Play In Peoria?
The Colonel's Bequest pretty much epitomizes everything that is terrific
and everything that is terrible about Sierra games. On the terrific side:
historically, Sierra game designs are among the best ever, and The Colonel's
Now for the terrible part: I loved the game but couldn't stand playing it.
Like every other Sierra game of recent memory, The Colonel's Bequest plays at
the speed of evolution. Painfully slow animation is further slowed by any other
simultaneous movement or sounds. It's the disk accesses that are the real
sleep-inducing culprits. Each location must be loaded from disk each and every
time you change scenes or move around. This gronking and grinding so
interrupts the suspension of disbelief that it succeeds in spoiling the fun. Even
installing the game on a hard drive doesn't speed the gameplay up appreciably.
My other major complaint is with Sierra's graphics. I know they say they
have improved them. Improved them compared to what is what I want to know.
The Amiga can do so much better in terms of colors and resolution. It would be
so nice to see Sierra fully Amiga-tize their games.
And In The End ...
I wouldn't kvetch about Sierra's slow animation and poor graphics so bad if I
didn't basically like their game designs so much. The Colonel's Bequest,
design-wise, is one of the best mystery adventures ever. Slow animation and
disk accesses, and substandard graphics knock it down too many pegs.
e __
T_h_e_C_o_lo_n_e_l_'s_B_e_q_u_e_s_t_ _
Sierra On-Line
Playability - 8
Graphics - 12
Sound - 16
Documentation - 16
Atmosphere - 20
$59.95
14
Enchanted Realms
Enchanted Realms
Animated Adventure
lMB
15
IMPERIUM
acting on it in a way that you judge beneficial to your populace. You provide a
recipe for what actions will be taken during the next game time-period or tum.
Click the move gadget and the game constructs and reports upon the
consequences of your actions. For example, if during a tum you offer a trade
treaty to another empire, your ambassador to that empire will report on whether
the empire's ruler agrees to the terms and conditions of the treaty. A move
consists of as many actions as you choose to take during the period. You may
choose to do nothing. However, I can assure you the other inhabitants of the
galaxy will choose to do something.
By Charles J. Besecker
Decisions, Decisions
Follow The Leader
Imperium, a strategic adventure game, is set in the distant future in the
galaxy surrounding planet Earth. You must assume the role of Earth's planetary
leader and chart a course which continues the existence of you and your people.
Ideally, you will proceed in a way which leads to a thriving and vibrant culture
where all the necessities of life are taken care of and there is enough currency
remaining to allow for entertainment and pleasure.
The scenario is largely political and, in a way, this game is sort of a futuristic
version of Balance of Power. By controlling the resources of your planet, both
material and human, you must assure that you remain popular and continue to be
reelected, deal with aggressive and greedy enemies, colonize other planets and
exercise strategic trades with other empires in order to assure adequate supplies.
The journey is the reward in this game and you never really win except in the
sense of continuing the game for many years with a rich and happy populace.
You can, however, lose. If you are not careful with your defenses, you will soon
be overtaken by aggressive empires and ousted from office, leaving your
people's fate in the hands of other rulers.
Such A Pretty Face
The user interface is outstanding and definitely its strongest asset. This,
along ~i~h the database upon which the game is built, renders Imperium hugely
enterta.mmg and easy to play despite the underlying complexity. As is apparent
~om the introductory page in the manual, the authors are quite proud of the
mt~rface and have good reason to be. At the start of the game, there appears a
mam control screen with a horizontal row of gadgets across the top. Some of
these gadgets will transfer you to a series of control windows in which you can
set up actions which will occur during the next move. Alternatively, some of the
ga~gets will provide access to reference windows containing information about
vanou~ aspects of the game. For example, the reports gadget will provide access
to a w~dow which will in tum lead you through a series of reports on each of
the empires or planets in the galaxy. The information is voluminous and you can
choose selectively which reports you wish to read Information is at most a few
n:iouse clicks away. I cannot overemphasize the importance of this interface
smce Imperium itself is essentially a game of gathering information and then
16
Enchanted Realms
The controllable factors in the game are much too complex to discuss in
detail here. These include alliance construction, trades treaties and embargoes,
taxation levels, distribution of wealth and assets, elections, population growth,
military expenditures for troops and ships, wars, colonization of other planets
and political and military intelligence. You can choose to emphasize or ignore
any of these matters during a tum and are only limited by your wealth and
assets. For instance, if you plan to colonize, it is wise to assure high population
growth on some of your planets. Also, you 'II need ships to transfer the colonists
and you'll have to keep a close eye on the colony, especially if the planet
atmosphere is harsh and resources scarce. It's all here and the game is largely
what you make of it.
One interesting aspect of the game is the human political drama that can
ensue as the game progresses. Your ambassador subordinates serve as your
rulers on planets under your control and as your spokesmen to the planets from
other empires. Also, your military leaders must be chosen wisely. You can
select these from a large cast provided by the game. Each is rated with respect
to competence, trustworthiness and charisma. Is it wiser to name a loyal fool as
military fleet commander or would a competent but independent commander
better serve your interests? The answer probably depends on your mission for
the fleet, which of course you are free to assign. In order to reward competence
and punish folly, you can honor your leaders in a number of ways (promotions,
wealth, entertainment). You get the idea; each aspect of the game is fully
controllable and the resulting complexity is quite challenging. Luckily for you,
the game will keep an accurate account of all the consequences of your actions
and much of the drudgery lies invisible, underneath the interface. A curious
diversion in the game revolves around the life-prolonging drug known as
Nostrum. The drug occurs naturally on certain planets in the galaxy and, once
started, continued use is necessary in order to prevent death. How you control
the distribution of the drug can have far-reaching consequences to your empire.
Enchanted Realms
17
But, if you'd like to rule for longer than the typical human lifetime, you'll need
the drug yourself to age more slowly.
In order to render the game less complex, especially to the uninitiated, it is
wise to make use of the intelligent computer-controlled advisers. These advisers
will control the military, diplomatic, and/or economic aspects of the game and
will generally choose a wiser strategy than you at the outset. I found it was best
to allow the computer to control two of these areas while I experimented with
the remaining area. When you become accustomed to the key decision-making
responsibilities in one area, you can move to the next. Controlling all three at
once is a bit much in the early going. You might find yourself with a strong
army and well-protected empire, but the rest of the galaxy could be allied
against you while your population starves. Eventually you will become adept at
controlling all aspects of the game and the truly experienced will begin to
appreciate the complex interconnections between these domains of political
activities.
What Do I Do Next?
The game manual is well designed, but I would have appreciated a more
thorough tutorial section where an extended game was documented in detail for
the user. Two or more games, played along differing scenarios, would have been
ideal. As it stands, the tutorial section is rudimentary and you' ll have to play a
few practice games on your own in order to get a feel for the criticalities. There
are some sound effects, but these do not provide the game's appeal, nor should
they. Imperium is best played with the speakers muted while you sit back and
plan your strategy. The same can be said of the graphics. The user interface is
visually appealing and extremely functional; but aside from the screen of
revolving planets, you won't find much in the way of colorful screens. This is
as it should be.
~he g~e is supplied on a single disk and is copy-protected by generally
non-10trus1ve prompts for information available in the manual. It appears that it
~hould be possible to play the game from a hard disk, but I was never able to get
it to load properly from there. I didn't try very hard because it plays rather well
from the floppy since there are no large IFF graphic screens to load. While I
played on a 3 MB Amiga 2000, the game box indicates that 512K and
Workbench 1.2/1.3 will suffice. If you enjoy strategy games, go out and buy this
o?e: Do likewise if this review has made you curious. Even if you generally
dislike games involving strategy, Imperium may change your mind.
~~~~~I_m~p_e_ri_u_m~~~~~­
Electronic Arts
Playability - 17
Graphics - 15
Sound - NIA
Documentation - 12
Atmosphere - 15
Strategic Adventure
18
Enchanted Realms
You are Raven, a Tuner, something like a "telepath," and the hated enemy of
the evil Protozorqs. Normally, you wouldn't bother with them at all; but they've
kidnapped the beautiful Sci-Mutant Priestess, Sci-Fi, who is destined to become
the leader of your people. So, it's up to you to rescue her. However, this sounds
easier then you think, for you have five ordeals you must face first. Good Luck!
Puzzeling Experience
Chamber of the Sci-Mutant Priestess is the second game in the Draconian
line. However, don't confuse this as being a sequel to the popular game
Drakkhen. This is a new puzzle-based adventure game for one player based on
a science fiction story line.
You goal is to solve five intricate puzzles within 60 minutes time and then
locate and rescue the Priestess. The puzzles, though, are quite involved and
some include additional puzzles. The Protozorq in the main circular chamber
will assist by giving you items you need in your puzzle solving. You also have
your trusty sidekick, the Foetus, in the upper left hand comer of the screen to
give you information and general support. This is just one of the many bizarre
things you come across in Chamber.
Technicolor Glasses
The first aspect that strikes me about Chamber is the graphics. Fantastic
effort went into the creation of this program, including travel through the
chambers in stunning 30 perspective. When you request information about a
particular object, the display or "blob" that comes up is reminiscent of the movie
"Alien." As a matter of fact, the entire design concept seems to be alien-type.
Your commands can all be accessed via mouse control and are located vertically
along the right side of your screen. The mouse cross-hairs are used to pick up,
put down and inspect items, whatever your hands would normally do. When
talking to a character, a close-up screen appears with the character inside.
Enchanted Realms
19
Conversation is one-on-one. Again, no detail is lost in the pictures. Animation,
though slight, is effective.
ur
Mood Music
Sound ~s used in_Chamber more to provide a sense of effect than anything
else. The title score is better than most, but far too short to remember. Once in a
while when you come across a priest or such, a demonic chant will start playing.
This can get quite unnerving when you're playing this game in a dark room with
only the monitor as your light source. Stone doors grind open and close.
Characters and monsters talk to you in a totally different language. This, I feel ,
add~ to the idea o~ an ~ien race. Luckily, you can make out what they are
saymg fro'!1 what 1s wntten out. ~ords like "inspection" will be "inn specc
shunn. With a game based on solvmg puzzles, what did you expect?
11
No Time To Loose
. i:ie doc:umentat!on that ~om~s with Chamber is well written. A good story
l~e is provided to fir~ your Imagination. (Here's a hint with regards to the story
ltne. It suggests that it may be possible to save the Priestess without solving all
five puzzles. This may be true, but I haven't been able to leave with her if I
don't complete all five.) There's even a handy map of the chambers in the back
of the manual. This is very helpful for people who don't want to be bothered
w~th m~pping. ~owever, the special instructions for Amiga users are a bit
m1sleadmg. For mstance, it says leave disk two in the second drive at all times
·
The Amiga version comes on ONE disk.
Lo~ding time for th~ game is not too long and the option of loading a saved
gllf!le 1~ alw~ys a. pl~ 1~ my book. ~~amber takes place in real time, so the
action ts flu~d. Time ~sn. t wa~ted w~tmg f~r screens to load and display. My
only complaint, and this 1s a big one, 1s the disk-based copy protection. It has to
~ITE ~ack to the original disk when playing or it won't load. Needless to say,
if something goes wrong, you've lost your disk.
Chamber ?f the. Sci-Mutant Priestess is an interesting puzzle-based game.
However, I _finished 1t faster than I would have liked. I was just getting into the
P?Zzle solv1_ng, too. As such, the price is a little steep for this short of a game.
Smee graphics and sound effects are what really make it, Chamber is something
you would show off to all those "other" computer users. Overall, this is an
above-average game. If only it wasn't so expensive.
@ Chamber Of The Sci-Mutant Priestess
Infogrames/Data East
Playability - 17
Graphics - 19
Sound - 19
Documentation - 15
Atmosphere - 15
$49.95
20
Graphic Adventure
Enchanted Realms
&
corrquESLS OF
CAMELO'[
r Adventure Comparison 1
By Millie Miller
Arthur: Just A Lad
Ah, Arthur ... you are just a boy now. But, soon you will become a man.
You have much to learn and a vast amount wisdom and experience to attain.
Although the rightful heir to the throne, your birthright has been stolen by the
evil King Lot, who has whisked away the sword and the stone. In order for you
to regain what is rightfully yours, you must prove yourself. You must grow in
wisdom, experience, chivalrous deed and questing ability. But you will not go
alone, Arthur. You will have help - just look deeply into this crystal and you will
feel my presence.
Eye Of Eel And Wart Of Toad
Thus begins the adventures of Arthur: The Quest for Excalibur from
Infocom. Merlin, in his wisdom, has given you, Arthur, a small magic crystal
into which you can peer to gain some much needed help. But be careful and do
not rely on this crystal too often (unless you don't mind receiving a lot of help).
By having this source of help so handy, it could get to be too easy to
automatically look into the crystal at every tight spot. This could take away
from the pleasure of discovery. Fortunately, only so many hints will be revealed
depending upon where you are in the game. Of course, you can put the crystal
away so that you are not tempted to seek out its hidden mysteries.
Enchanted Realms
21
In addition to the crystal, Merlin will also give you the ability to change your
fonn. Once you visit Merlin and he grants you this power, you will be able to
transfonn into an owl, a badger, a salamander, a turtle or an eel. This is very
useful magic, but it must also be used wisely as you can find yourself in the
wrong place at the wrong time and in the wrong form. This could be quite
dangerous and/or embarrassing!
Tapestry Of Color
As in aU other lnfocom games, Arthur: The Quest for Excalibur is mainly
a text adventure. However, Arthur includes a graphics window in the upper
one-third of the screen where the current image can be viewed. The graphic
image is placed in a small rectangular area on a tapestry background. Other
options to be viewed in this location are the auto-mapping feature, inventory and
Arthur's status. I particularly enjoyed the auto-mapping feature as it showed me
where I had been and what directions were available to me. Also, there are no
sounds to be found in Arthur, which did not bother me too much as this is a
more cerebral type of game.
In Arthur, you will have many enjoyable hours traipsing about the
co~ntryside, e~ploring a c~tle, meandering your way through a swamp and even
gomg for a swun. You wtll soar over the land as an owl and slither through the
waters as an eel. There are knights (some not so friendly) that you will
encounter and a prisoner to rescue from the depths of a castle.
Over~. I found Arthur: The Quest for Excalibur an enjoyable game. I
must admit, however, that I have not yet finished this adventure, but am looking
forward to doing so with a little (make that a lot ot) help from the crystal.
Same Old Sights, But Oh, The Sounds!
Conquests of Camelot, The Search for the Grail, takes place much later
than Arthur: The Quest for Excalibur. Unlike Arthur, Conquests of
Camelot is much more graphically oriented. However, it does take textual
input, which is necessary to play the game. Also, there is no help feature as
there is in Arthur. Most of the puzzles you will encounter in Conquests do not
need an on-screen help feature, as many of them (if you don't get them right
away) will come to you in time.
The music in Conquests is outstanding and lends itself to the game play.
Sierra has really done an excellent job providing sounds and music that use the
Amiga's capabilities. The graphics, however, only rate as fair by Amiga
standards, still being primarily a direct port from the MS-DOS platform.
(Hopefully, this will change with the release of King's Quest V and Space
Quest IV this next year with Sierra's new Cinemagraphics.)
Shish Kebabs, Anyone?
In Conquests, you will not only have puzzles and riddles to solve, but you
will also need to know how to use a boar spear (for those heathen swine - pigs
that is), a lance and your sword, Excalibur. You will come upon many people friend and foe; choose your words and actions wisely during these encounters.
Examine everything and ask many questions when the opportunity arises.
Conquests of Camelot is an animated adventure, as you will be moving
Arthur around from place to place, with some textual input and some small
"action" sequences. When Conquests begins, you will find a small image of
Arthur on a layout of the castle. Move Arthur on top of the room you want him
Camelot: From Boy To King
Arthur is now the High King of Britain and Merlin is still his friend, advisor
and confidant. Several of Arthur's faithful knights have gone off searching for
the ~oly Grail - and none have returned. Word has come back to Camelot,
reaching the e~ of_ the King, as to the possible fate of the knights, including
Launcelot. ThJS will be King Arthur's greatest quest - to fmd out what has
happened to his knights and to seek out the Holy Grail.
22
Enchanted Realms
Enchanted Realms
23
to enter and click. When you enter the room, you will then have full graphics.
After Arthur has completed his tasks in the castle, he must then leave Camelot
and go on his search for his missing knights and the Holy Grail. Once outside
the castle walls, an overall map of the region appears and Arthur becomes
minuscule again. You then travel from city to city by clicking on them, and then
clicking once more to enter. If there is nothing of interest in that city, it will let
you know and won't allow you admittance. Once inside a city, however, you
return to the full graphics view.
Courting A Legend
I thoroughly enjoyed playing Conquests or Camelot, The Search ror the
Grail. I found the puzzles intriguing and the music mood-setting.
Neither Arthur nor Conquests are copy-protected and both are hard drive
installable (good thing, as Conquests is a six-disk game). Arthur can be played
on 512K machines; however, Conquests requires 1 MB to run. The parser on
both games also did not detract from game play. However, I did encounter
occasional messages in Conquests or Camelot from Merlin telling me that he
really didn't understand why I wanted to do something. This did not seem to be
as much of a problem in Arthur.
I can heartily recommend either of these Arthurian adventures. However, I
would have to say that Arthur, being primarily a text adventure, is a bit
over-priced in comparison to the more state--of-the-art graphic adventures.
Documentation for both games is excellent, especially for Conquests.
(However, be forewarned, if you are not a text adventure fan, Arthur may not be
for you.) Both games include an historical and legendary background to the
story of King Arthur and Camelot (Arthur, on disk; and Conquests, in the
manual). And, both will provide many hours of riddle solving enjoyment.
Arthur
Infocom/Mediagenic
Playability - 15
Graphics - 12
Sound - NIA
Documentation - 15
Atmosphere - 14
$49.95
Graphic (Text) Adventure
@ __C_o_n--'q'°-u_e_st_s_O_f_C_a_m_el_o_t_ _
Sierra On-Line
Playability - 17
Graphics - 13
Sound - 18
Documentation - 18
Atmosphere - 16
$59.95
24
Animated Adventure
lMB
Enchanted Realms
By Chuck Miller
Loom has met with mixed reviews to date. Some have contended that it's
too linear to be an enjoyable adventure experience and have disapproved of the
growing sense of darkness and doom that approaches with the conclusion of the
game. Others have praised the game as a refreshing entry into the adventure
fray. Much of the disparity, I believe, is the result of viewing Loom through a
framework of preconceived ideas and expectations.
LOO Ming On The Horizon
Long after the passing of the Second Shadow, began the Age of the Great
Guilds, vast city-states devoted to the absolute control of knowledge. One such
guild, the Guild of Weavers, sought only the solitude necessary to develop their
art and retreated to the seclusion of a rocky island, Loom.
As the drama unfolds, you, Bobbin Threadbare, awake on the dawn of your
17th birthday, being summoned to the great sanctuary by the elders. Upon your
arrival, you find a hearing convened against Hetchel, who raised you as her own
son after your mother was turned into a swan for spurning the laws of the Guild.
Now, Hetchel is charged with a similar crime. The elders' efforts to tum Hetchel
into a swan, however, fail resulting in her metamorphosis into a swan's egg
instead. This is not the only tum of events. For shortly, the elders are all
transformed into swans themselves, along with the entire population of Loom,
and fly away leaving you alone. All that remains is a Distaff, which you quickly
retrieve, and a swan's egg. The First and Second Shadows have fallen and the
Third Shadow is nigh. The Pattern is now failing. So, begins your adventure.
THROW In Your Lot
Loom, it's fair to say, starts off on a different note than most adventures. It
is, in fact, unlike traditional adventure games in many ways. Loom is a
dramatic adventure. It's not simply a game to be played, but is a story to be
lived. Yes, Loom is linear. But, that is what helps make it different from other
adventures. While you do solve puzzles along the way and develop your
"spinning" abilities, most of what you do is discover the story and take an active
part in unfolding the drama itself. If Loom is seen in this light, it's truly an
enjoyable gaming experience. Certainly, the ending (which I will not divulge
here) is not of the usual save--the-world-and-everybody-lives-happily-ever-after
type. But, who said all adventures have to end that way? While I do prefer the
more conventional ending, it's beneficial to play to a different tune on occa<>ion.
Enchanted Realms
25
As The BEAT Goes On
Music plays a vital part in Loom. Actually, it's the key element. Included
with the game you'll find an audio drama that sets the stage and prepares you for
the role of Bobbin. Follow the instructions and listen to the drama BEFORE
you begin gameplay. You will gain a better understanding of what lies ahead.
As Bobbin Threadbare, you must learn to spin drafts on your weavers Distaff
(each draft is comprised of four notes). Without this Distaff, you cannot affect
the world around you or have any success in the game. There are three
proficiency modes available which affect how the Distaff is handled through the
game's interface. Standard mode provides a distinct glow on the Distaff each
time a note is played and displays a musical staff beneath to help you identify
the notes you hear. Practice mode adds a small box which records the four notes
played and displays the appropriate letters. The final mode, Expert, is the best
choice if you really want the most from the game. In this mode, you are literally
"playing by ear." The Distaff does not glow when you hear a note and no
musical staff is displayed. You are completely on your own.
Don't "TREADLE" On Me
The interface is entirely graphic, with the top two thirds of the screen
devoted to the Graphic Window through which you experience the world of
Loom in typical Lucasfilm animated style. The lower left and middle of the
screen provides the location of your Distaff and the bottom right comer provides
the O?ject Window wh~re objects you can examine or use in some way appear.
To spin a draft, you chck on the appropriate segment of the Distaff or use the
keyboard equivalents.
While adequate, and in some cases quite good, the graphics in Loom are not
the game's forte. They are mostly MS-OOSish in appearance and limited.
Facial closeups are fair at best. What really sets Loom apart is the excellent
music and its implementation. It has truly been "woven" into the adventure.
And Now For The REST
. Overall, I found Loom an enjoyable experience, an interesting adventure
w1~ a dramatic flair all its own. It's well worth the investment, especially if you
efl]oy a good story and can survive without the hack and slash element. Further,
I detected ~o "dischord" in Loom. In fact, this musical adventure, though not
resolved at its conclusion, ends on a positive note. I look forward to the sequel.
(§}~~~~~L_o_o_01~~~~~~­
Lucasfilm Games/Electronic Arts
Playability- 18
Graphics - 12
Sound - 18
Documentation - 16
Atmosphere - 18
$59.95
26
Animated Adventure
Enchanted Realms
NEU ROMANCER"'
A CYBERPUNK ROLE-PLAYING ADVENTURE
By Marci Rogers
Jacking Into Cyberspace
Kudasai, how do you feel about sushi? Ah, so sorry, but it is out of your
price range. Perhaps you will settle/or synth-spaghetti?
In Interplay's Neuromancer, you find yourself asleep face down in a plate of
it. You can't seem to recall much about the last few days, and Ratz is as
frustrating as his bionic Russian arm. The PAX BBS isn't much help either,
except to let you know that a number of other cowboys have disappeared
somewhere in cyberspace. If it wasn't for Matt Shaw, you probably wouldn't be
able to get a grip on reality--and what a reality it is.
Welcome to Chiba City, 2058, a high-tech spaceport in the Kanto district of
Honshu, Japan. The orbital colonies of Zion Cluster and Freeside, that great
banking center, are as close as your next 1000 chips. The tech-criminal
underworld with its Body Shops and cyberware dealers are a lot closer, next
door, in fact. You're the kind of hard luck loser the shadows were made to hide,
not a bad idea when death catches the careless so easily. A lot of folks have
gotten careless lately. Somebody's dealing death on a large scale, too large to be
anything but a coverup for something big and dirty. You can figure that out, but
you don't know who and you don't know why. In Chiba City, where
information is power, your ignorance could be fatal. Better buy your deck back
from the pawn shop and logon to a few networks, fast, before you're one more
fried cowboy.
A Cyberpunk World
Based on William Gibson's novel of the same name, Neuromancer is a
gritty one-character adventure rich in plot and atmosphere. For those unfamiliar
with Gibson's work, his novels, NEUROMANCER and CHROME, take the
reader into the world of cyberpunk, where "cowboys" ride computer decks into a
matrix of databases, and the Real World is a miasma of loneliness and greed.
The feeling of alienation from other humans is strong in Gibson's fiction. The
beauty of the logarithmic hallucination of cyberspace overpowers the
perpetually grey skies of the despairing cities below. Cyberpunk isn't pretty, but
it is compelling, tinged with the eerie aura of a possible future.
Interplay has kept this ambience, and was the pioneer of cyberpunk.
Circuit's Edge and, to an extent, Bad Blood also make use of this genre, but
Neuromancer was first and deserves the credit. The game itself is almost two
years old. I first played it on my Commodore 128, in the days when Amiga
users were lonelier than cyberspace cowboys. Those days are as long gone as
Enchanted Realms
27
my 128, but I'll admit to some nostalgia. Therefore, I was suspicious about this
conversion, particularly after suffering through dozens of tacky IBM ports to my
wonderful Amiga.
month or two. Hard drive owners can install it, but there are no specific
instructions on the reference card. This shouldn't bother experienced users, but
new hard drive owners may wish for better documentation.
From The Ground Up
Cyber Code
Not to worry. Interplay was not content simply to port. They rewrote the
ENTIRE game in Amiga assembly language. This delayed the release of the
product over six months, making them feel like rivals for Microlllusions' King
of Vaporware title. However, the wait was worth it in terms of a smooth
interface. All menu commands are simply selected by the point-and-click
method, either on an icon or a "talk balloon," with single-letter commands for
those who prefer to use the keyboard. Your character moves effortlessly with
your mouse or keys, and transitions between screens are quite quick. Navigating
in cyberspace is so mobile that you can flow past the grid coordinates you want
before you know it. The only downside to this reworking is that Interplay felt
compelled to get the game on the market, and so let it go out with support for
only one drive. Since the game is all compressed nicely on one disk, two-drive
owners won't notice this much during the Chiba City phase, where you are
unlikely to die and only need to save occasionally. However, once you reach the
cyberspace section, where the Ice and the Als dispose of you with depressing
frequency, the disk swapping will make you wish they had waited that extra
The game is copy protected by a code wheel that requires you to enter a
number combination every time you logon to PAX. Since you must do this
several times during the game's progress, the procedure is effective without
being annoying. Interplay recommends you make a backup for game play, and
requires that you save on a separate formatted disk. Each save disk holds four
games, and you shouldn't need more than that. Just make sure you save before
entering Hosaka for the first time, as I encountered an interesting glitch at that
point. If you are there to collect your paycheck, any game played off a copy will
crash, while the original program disk will execute the section correctly, but will
give you code symbols on the screen instead of the text you should be reading.
Interplay did not know this glitch was there until I told them, and I think I ruined
their playtester's day. Please let them know if it shows up for you, and they'll be
glad to replace your disk.
The soundtrack by Devo is riveting, and comes closest to taking advantage
of the Amiga's capabilities. It is also one of the main reasons why the game
requires lMB of memory. Graphics are not so glorious, with the Amiga's ranges
of color and shadow not even addressed; but they are redeemed by the details of
a decaying city and the individual flavor of the characters. Lupus Yonderboy
and Maelcum are almost worth the price of the game by themselves. Animation
is probably the game's weakest area. It's a bit jerky, especially when compared
with the smooth interface, and often appears forced, rather than flowing from the
situation. Overall, this is a minor point. I don't know about you, but I'd much
rather have an involving and playable story than the "look-at-me-and-listento-me-then-put-me-on-your-shelf' slickness of some of the Amiga products
we're now getting. The manual is clear and well documented, and that's another
boon we don't see enough.
If you are a fan of science fiction, this game should top your list. In fact, I
recommend it for all role-players. At an average software discounter's price of
$30, it's a solid value in every respect. Novices will be able to get into the
character interaction easily, while even the most experienced adventurers will
have their hands full in cyberspace. Everybody should spend many enjoyable
and demanding hours on the matrix. Donw arigato, Interplay!
~~~~-N~e_u_ro_m~a_n_c_e_r~~~~­
Interplay
Playability - 19
Graphics - 12
Sound - 16
Documentation - 17
Atmosphere - 18
$44.95
28
Enchanted Realms
Enchanted Realms
Role-Play Adventure
29
:J-{eart o tlie
'Dragon
By Michael J. Ballenger
Introduction
It's a breath mint ...
No, it's a candy mint ...
Less filling .. .
Tastes great .. .
It's an adventure game ...
It's an arcade game ...
Heart or the Dragon, an excellent game for the Amiga personal computer,
suffers from the schizophrenic personality typifying the products marketed by
the conflicting slogans mentioned above. Like those products, it is a quality
item. For many Amiga gamers, this split personality may be the Heart or the
Dragon's principal charm.
The story line of the game is familiar. Impetuous, young Tommy Lee grows
up among the psionic monks of Tao. He learns the martial arts, but not the
patience and acceptance expected of a psionic monk. When Li-Kuan kidnaps
his girl for evil purposes, Tommy readies for quest and combat.
Meanwhile, Li-Kuan has also stolen a powerful relic, the Heart of the
Dragon, from the monastery where Tommy has been in training. The most
powerful psionic monk is Master Chi. Despite his age, he determines to find the
relic and wrest it from the clutches of Li-Kuan to return it to its rightful owners.
Tommy and Master Chi make a formidable team, one strong in body and the
other strong in mental techniques. The quest of this unlikely duo for the Heart
of the Dragon and Tommy's girl friend is the substance of the game.
Game Play
interface: the Adventure Screen. This screen has four windows, each facing in a
cardinal direction. By tipping the joystick handle twice in the direction you
wish to go, you control the movement of your two players. For instance, tipping
the joystick twice to the right moves the player to the east. The scenery in the
windows changes as you move, and a dialogue window at the bottom of the
screen supplies additional information about the locale.
Often you will find yourself confronted with the minions of Li-Kuan, such as
his mutant guards, rock men and ultimate men. At these times, you choose
between standing to fight, running away or attempting to bribe the enemy. If
you choose to fight, or your attempt at bribes or escape is unsuccessful, you
proceed to one of the Combat Screens. These are full arcade sequences that are
very good. Tommy Lee's fighting moves rival those of any other martial arts
game available, equal to EA's Budokan, a standard by which all other Amiga
martial arts games should be judged. Master Chi's psionic bolts are easily
controlled, even by one who has little or no arcade game experience.
Defeat of the minions of Li-Kuan usually results in some object remaining in
the wake of the battle. The objects possess healing, fighting or magical
properties. Each of your characters can carry three objects, one in each class.
You have to choose wisely, because attempting to carry more than one item in
each class will cause you to drop the item that was previously being carried.
This makes it easy to lose something that you valued and replace it with
something ofless value.
Experience points seem to accumulate mostly with combat This is
unfortunate because these points are also the unit of barter if you should meet
with any traveling traders. I prefer to avoid combat and run whenever I meet
minions of Li-Kuan, but in order to accumulate money for purposes of barter
and bribe, I have to fight once in awhile. A word from the wise regarding the
decision to stand and fight: do it only when you are in very good health, and
never fight anything but mutant guards. Fight whatever you like if you are a
very good arcade game player.
The game play interface is easy to understand. Options such as method of
control (either of the joystick ports or the computer can control each character),
sound on or off, and the like are presented to the player when the game boots.
The next screen following the Options Screen is the main game playing
What I disliked about this game
30
Enchanted Realms
Enchanted Realms
One of the most severe limitations of Heart or the Dragon is its hardware
requirements. It requires at least a meg of RAM to play with sound and full
31
arcade action during the combat scenes. Although it will play with 512K RAM,
it does so without sound or music. Also, since information for animation goes in
memory, the 512K version has severe limitations on the number of offensive
movements available to Tommy Lee and Master Chi. The bottom line is that
you will see and hear a much better game if you have at least 1 MB of RAM.
The game plays well from a hard drive, and theoretically from RAM. The
disk access times are so quick from the hard drive that I suspect no one would
enjoy waiting for play from the floppy disks.
This game is not really for an unexpanded A500. At the very least,
additional memory and an additional drive are necessary. A hard drive makes a
useful contribution to playability, too.
By Rick Henly
Lights, Camera, Action!
What I liked most about this game
Without doubt, the Adventure Screen, with its four-way view is the most
enjoyable interface of the sort I have ever used. I also like the minimal use of
the keyboard for input.
I enjoyed the look and feel of the Combat Screens, although others will find
the arcade sequences more demanding of eye-hand coordination than of puzzle
solving ability. I recommend saving often after crossing any of the bridges; it's
a shame to fight your way into the higher levels of the game only to be killed off
in an arcade sequence against the ultimate men or some other such annoying foe.
The game protection is by a password scheme making backup easy. The
passwords are located on pages of the manual printed in a difficult to photocopy
blue that is hard on the eyes, making reading troublesome. I can forgive the
game's authors for this inconvenience, though.
Conclusion
At $49 .95 this is a fair adventure game and a very good arcade game.
However, before you drop your hard-earned bucks on this product, make sure
that you want to play through the arcade sequences to get to the quest. If you
hate arcade action games, spend your dollars on something else.
Heart,JPf the Dragon is a satisfactory first effort from Avatar Consulting,
and I particularly admire their attempt to market the game independently. I look
forward to their next offering with eager anticipation.
~~~H~ea_r_t_o_f_th_e~D_r_a=g_on~~~
Avatar Consulting
32
Action Adventure
Just My Type
As in other Lucasfilm games, no typing is required in this game. I was
relieved at the thought of just using the mouse for all data input. You click on a
verb and then double-click on an object to obtain the desired results. For those
of us that use two fingers to type, this makes it a whole lot easier. Most of the
game uses this format. There are also, from time to time, arcade sequences
which will test your hand-eye coordination.
Some puzzles you'll encounter are not all that simple. Also, try to have an
open mind. The game doesn't follow the movie exactly. In Dr. Henry Jones'
house, you must find a piece of sticky tape and somehow turn it into a key. That
was unrealistic and did not occur in the movie at all! The rest of the game,
however, proved to be well worth my time and effort. Lucasfilm has put some
very nice touches into Indiana Jones and the Last Crusade. A unique sense of
humor prevails when Indy has to change clothes. Also, the 3D perspective and
the sound effects, although too few, helped set the mood during the game.
Frequent Fisticuffs
Playability - 16
Graphics - 18
Sound - 15
Documentation - 11
Atmosphere - 10
$49.95
One of the first things you read in the instruction manual, "You're probably
already a fan of Indiana Jones from his movies: Raiders of the Lost Ark,
Indiana Jones and the Temple of Doom, and now, Indiana Jones and the
Last Crusade," specifies the intended audience of this adventure. While it
doesn't matter if you've seen the movie or not, it does help in playing the game.
Indiana Jones and the Last Crusade, by Lucasftlm Games, is a graphic
adventure that follows Indy's exploits from the time of re-obtaining the Cross of
Coronado to finding the Holy Grail. The program is designed to run on an
Amiga 500, 1000 or 2000, with copy protection by means of a red-filtered code
card and some information found in the replica of the Grail Diary that's
included. The adventure can be installed on a hard drive.
512K
Enchanted Realms
During play, it helps to pick up everything. Indy can hold everything you
want to heap on him. You never know what you'll need or when you'll need it.
It's especially handy to have a change of clothes when you reach the castle
where Dr. Jones, Sr. is being held. Some of the guards don't react too well to
Enchanted Realms
33
intruders. Probably more than once you'll be called upon to defend yourself by
boxing your way out of a situation. This skill can be practiced in the gy.m at the
beginning of the adventure. You WILL need to fight at some point. So,
practice, practice, practice. And don't forget to save your game often. That way,
if you didn't put in your time in the ring, you can always reload the game.
l~···I
Hearthside Tales ii
Capsule Reviews Of Quests Old And New
Saved Again
When you finally make it to the temple where the Grail is being guarded,
save your game again. Once inside the temple, you no longer have this option.
You're on your own through the last three challenges and then, finally, to choose
the correct Grail. A nice touch is that the program automatically returns to the
temple entrance when Indy falters in his efforts to reach the Grail. It saves the
time necessary to reload the game. And when you're that close, you want to
finish as quickly as possible in order to see the reward you've earned!
Most games released after the movies lack either gameplay or graphics. This
game, while the graphics could certainly be better for the Amiga, does a pretty
good job of putting you in the shoes of Indiana Jones. The slow spots are the
catacombs under the library and the castle where you have to rescue Dr. Jones,
Sr. They could have shortened those sequences to allow quicker gameplay.
There are also some shortcuts in the game. Once you reach the airport, you
don't have to board the zeppelin. A lone biplane is sitting there that you can
steal if you can get it started. Instructions on flying can be found in the library.
In fact, you should locate three books while there to help in your quest.
Choose Wisely
The final three challenges to reach the Grail are interesting. I will mention
that you should think about the movie, but not too much. It took me a long time
to get to the Grail. Then, let's just say that the first time I tried "I chose ...
poorly." If you should happen to choose the wrong one, you get the opportunity
to watch an automatic graphic sequence. And I do mean graphic. You should
see it at least once.
Remember, once you corredily identify the Grail, it cannot pass the Great
Seal. Elsa will help you with that. You may have to do one final trick to show
the knight he was right about Indy being pure of heart. So, just remember his
trademark and whip it into shape quickly. Then, you can ride off into the sunset
. . . just like in the movie!
0
Bloodwych
By Eric Penn
First there was Dungeon Master, breaking new ground in adventure games.
Then came a bevy of look-alikes trying to capitalize upon the successes of this
new style of adventure. Bloodwych is among these Dungeon Master clones,
but expands upon the original concept in new and different ways, making it
much more than just another dungeon game.
One nice feature of Bloodwych is trading. When you meet creatures, you
can attack them, talk to them or do nothing (which usually makes them annoyed
enough to attack you). If you talk to them, you can offer to trade with them for
weapons, food or magic items. Some creatures are stupid and you can barter
them into just about giving away their goodies, but typically the best items are
held by intelligent monsters. Offer them too little and they just might attack.
The real attraction of Bloodwych is that it was designed as a two-player
game. Each player controls a party of up to four characters with the joystick,
simultaneously exploring the same dungeonscape. The two parties can interact,
trade, help or hurt each other. But for those who don't have easy access to a
gaming companion, solo play is available. Bloodwych uses the same "button"
style interface as Dungeon Master. Moving the pointer to press these tiny
buttons with the joystick is not as easy as using a mouse, but the fun ~f
exploring a dungeon side by side with a friend more than makes up for this
inconvenience. There are keyboard equivalents for the movement commands;
however, the joystick is still needed for interaction with other creatures. .
As a single-player game, the trading aspect makes Bloodwych different
enough from Dungeon Master to make it worth investigating. As a two.-player
game, it adds a whole new dimension to the genre, more tJ:tan doubling .the
enjoyment of other games of this type. Indeed, Bloodwych is more than JUSt
another pretty Dungeon Master clone .
Millenium 2.2
Indiana Jones and the Last Crusade
By Eric Penn
Lucasfilm Games/Electronic Arts
Playability - 14
Graphics - 10
Sound - 8
Atmosphere - 15
Documentation - 18
$49.95
34
Animated Adventure
Enchanted Realms
They said it would never happen. But it did. A. 20 billion ton asteroid
impacted with the Earth, smashing through the surface like a bullet through g~ass
and destroying all life on the planet. You are one of the few humru:is left a1.1ve,
the commander of the scientific research moonbase. At your disposal is a
completely iconized interface, allowing complete control of the six areas of the
Enchanted Realms
35
base. With these meager controls and your problem-solving talents, you must
research and colonize the solar system, ensuring survival of the human race.
Sounds good, doesn't it? 1brow in some stunning graphics along with nice
mood-enhancing sounds and you've got a sure-fire winner, right? Wrong. This
game looks and sounds very good, but in the gameplay department it falls flat on
its face. The majority of the game is what I call "makework." You know the
solution to your problem, but need to do the same tasks over and over to
accomplish this goal. The rest is puzzle-solving, but even the puzzles were
poorly designed.
You colonize the various planets and moons which orbit around the sun in a
"scientifically correct" manner. Travelling from place to place takes time.
Getting 20,000 tons of some element only found on Pluto to the moon when
your ships can only carry 5,000 tons per trip makes for a lot of time where you
are going to be waiting and doing absolutely nothing.
There are only four real puzzles in the game, but each will take some very
serious thinking to figure out. You are not given any hints or help to solve them.
The solution to all of them is simple: move such-and-such ship to such-and-such
base and ... wait. Unfortunately, by the time you get to the fourth puzzle, you
will have a fleet of ships and nearly 50 colonies from which to choose.
As it stands, Millenium 2.2 is another attractive European game that will be
left sitting on the shelf to gather dust.
Adventure
Helps
From The Premier Adventure Game
Magazine For The Commodore Amiga!
36
Enchanted Realms
spot in the center. Approach the mosquitoes and stop about a half-inch to the
right of them. Now USE the Insecticide on the pesky insects. SAVE. Proceed
left across the screen and watch for a Glint of Light on the path about one inch
from the left edge of the screen. EXAMINE the Glint of Light. Exit left.
Lakeside
'f" Adventure Walkthrough 1
By Chuck Miller
EXAMINE the roots of the tree on far left at the edge of the lake. TAKE
Rope. USE Rope on branches above ... and wait. One of the locals will come
by, take off his clothes and go skinny dipping. TAKE his Slacks and Tunic. Exit
left. Proceed past the Pub and go directly behind Castle to the far left.
Forest
Though not a complex adventure, Future Wars is one of the most fun I have
played recently. So much so, that I actually finished the game, and rather
quickly at that. Thus, the following walkthrough.
Since the documentation that accompanies the game gives a walkthrough for
the first two screens, this complete walkthrough will begin from that point.
Eastern Office
Once you enter the office, OPERAIB the door. USE Key on second door
from the left on the lower cupboard. EXAMINE the Typewriter and write down
the Number found on the ribbon (40315). Proceed to the desk and OPERATE
the top left drawer. TAKE the Paper and OPERATE the drawer again. Walk
around behind the desk to the map on the wall. EXAMINE map. USE the Red
Flag on the hole in the map. A Secret Passage will open. Now, before you enter
the Secret Passage, SAVE your game.
Secret Passage
As soon as you enter the Secret Passage, EXAMINE the keypad on the right
of the door. A panel will appear. As quickly as possible, enter the Number from
the Typewriter (40315) before the ceiling crushes you. OPERAIB 4, OPERATE
0, OPERAIB 3, OPERATE 1, OPERATE 5. The ceiling will now go back up
and the door will open. SAVE, then enter the doorway.
Time Machine Room
Approach large tree in the center of the screen. There is a Monk's Habit
hanging from a branch. OPERATE tree. A Silver Coin will fall to the ground.
EXAMINE ground. Exit right.
Castle & Pub
Go to the Pub and OPERATE door. SPEAK to the innkeeper. USE Silver
Coin on the innkeeper. Listen to the conversation. Exit Pub. Approach guard at
Castle entrance. USE Pendant on guard. Pay attention to conversation with the
King. Exit Castle. TAKE Lance from sleeping guard and return to the large tree
behind the Castle.
Forest
Stand in front of roots directly below Monk's Habit hanging in the tree. USE
Lance on Habit. Exit right and return to the Lake.
Lakeside
SAVE. USE Plastic Bag on Lake. Head directly to the Monastery. To get
there, go to the lower left side of the screen. Then, when at the Castle & Pub,
head quickly to the bottom of the screen. This takes you to the Monastery.
Monastery
EXAMINE machine and USE Paper in slot. OPERAIB the red button and
take the Documents the machine spits out. OPERAIB the green button and
quickly step right and onto the platform. If you don't work quickly enough, a
not-too-friendly-individual will enter the room and end all your worries.
Move quickly to the far side of the bridge guarded by the wolf. SAVE as a
NEW GAME (not over your previous SAVE). Cross bridge about half way until
the wolf moves a little and growls. USE Plastic Bag on the wolf, which is really
a mechanical device. You may need to try this a couple of times as the water
leaks from the Plastic Bag quite quickly. Enter Monastery and SAVE.
Middle Ages • 1304 A.D.
Central Chamber
SAVE your game at this point. Next carefully walk left across the middle of
the screen toward the mosquitoes. Follow the dark green path to the light green
You will note that the monks always walk in a group and always clockwise.
You must join them as they pass you. Be sure to stay within their midst and
38
Enchanted Realms
Enchanted Realms
39
walk with them to the door on the right. Now, OPERATE the door and enter the
Right Antechamber.
USE Magnetic Card in slot. Now, just sit back and enjoy the story as the plot
begins to unfold.
Right Antechamber
Future - 4315 A.D.
Approach Father Superior. He will ask you to get him a Cup of Chi.kapok.
SAVE and exit to the Central Chamber.
SAVE your game. EXAMINE the rubble in the lower right comer of the
screen. You now have the Blowtorch. Continue Right.
Central Chamber
Eastern Ruins
Join the monks when they reach you and walk with them to the door on the
left. OPERATE door and enter.
EXAMINE Box above center of screen and just to the left. TAKE Box with
Fuses. EXAMINE rubble in middle of screen. OPERATE manhole.
Left Antechamber
Sewer System
Once inside the Left Antechamber, go all the way to the left of the room and
TAKE the Cup. SAVE and exit.
SAVE. Proceed right until you reach the third screen. EXAMINE lower
pipe near center of wall to find the tap. USE the Blowtorch on the tap. It's now
full. Walk the rest of the way to the right edge of the screen then down and back
left. Walk left across the next screen until you are automatically turned south.
Proceed right for three screens and SAVE. Move to the right until you are about
a half-inch left of the muta-octopus. USE Blowtorch on creature. Next, exit up
the ladder.
Central Chamber
Walk with the monks to the center door. OPERATE it and enter.
Wine Cellar
Go down the stairs and past the ladder. USE Cup on the far right barrel on
the middle shelf. Go back up the stairs and SAVE. Exit to the Central Chamber.
Outside Metro Station
Central Chamber
Inside Metro Station
Now proceed to the Right Antechamber again, walking amidst the monks.
OPERATE the door and enter.
First, SAVE your game. Then, walk left to the newspaper-machine.
EXAMINE the coin collector. USE Coin in money slot. EXAMINE the coin
collector again. USE Coin in money slot. You now have the Newspaper. Wait
for the Metro. When Metro arrives, enter Metro.
Right Antechamber
USE Cup on Father Superior. He will drink the Chikapok, get drunk and
pass out. EXAMINE him. Walk to the far right of the room and USE the
Control Device on the piece of furniture below the books. SAVE and exit
Antechamber.
Central Chamber
Proceed with monks to center door, OPERATE it and enter the Wine Cellar.
Wine Cellar
Walk down stairs, climb ladder and USE Control Device on the top barrel.
Time Machine Room
SAVE. EXAMINE room until you find the Gas Capsule. EXAMINE it.
You NEED the Gas Capsule to finish the game! Next, EXAMINE the console.
40
Enchanted Realms
Walk up to door. USE Lance on video camera. Enter Metro Station.
Shuttle Port
Head directly to the stairs in the front center of the screen and go down.
Walk left to fusebox. USE Fuses on Fuses in fusebox. SAVE. Return upstairs.
The viewscreen is now on allowing you to sneak past the inspector and up the
escalator. You must be very careful and stay as far right as possible to avoid
being detected by him. If he spots you, go back downstairs and up again.
Proceed sneaking. You will now enter the shuttle for Paris IV and shortly be
hijacked by the Crughons.
Holding Cell
When you wake up you are in a small room. Walk to the back right comer.
USE the key on the airduct. SAVE! Now, USE the Gas Capsule in the airduct
and IMMEDIATELY USE the Newspaper on the airduct. If you were not quick
Enchanted Realms
41
enough and got gassed, try again. When the door opens, exit the room. It's time
to sit back now and enjoy the show.
Cretaceous Period - 65 Million Years B.C.
Walle down the hill and SAVE before leaving the screen. Exit left.
Battle Scene
Prepare for a tough shootout. You must shoot the tiny Crughons, focusing on
the ones in the little red boxes. They have you targeted! When the leader
appears on a floating platform from the right, SHOOT him immediately. This
stops the wave of Crughons shooting at you. When the last Crughon is dead,
Lo'Ann will have been shot. SAVE right away unless you want to go through
that shooting sequence again! EXAMINE her three times. You will have
acquired an Invisibility Pill and a Pendant. USE the Pendant on Lo' Ann.
Outside Crughon Ship
EXAMINE the dead Crughon. Enter ship.
Inside Crughon Ship
Step to right of panel on right side of door. USE Magnetic Card on card
reader located on the panel. Walle to glass case. OPERATE case. TAKE
Garment. Walle to video camera and USE Garment on it. Now, go and get in the
case. OPERATE case again and enjoy the ride.
Crughon Space Port
When the case opens, SAVE. Walle immediately to left of door and USE
Invisibility Pill on Self (Hero). As soon as the doorway is clear, exit. From the
bottom of the ramp, walle around the Crughon guard in front of you and then
toward the bottom of the screen. Take an immediate left in front of the boxes. If
you moved quickly enough, you will be hidden when you reappear. Approach
box on far left. OPERATE it.
Storage Room
Spellweaver's Drafts
This list of drafts is from the Book of Patterns included in Loom. I found
flipping through_ the pages of the Book of Patterns to find a specific draft that I
had recorded a little bothersome. So, I set up this simple list to record each new
draft as I learned it. The spaces for the notes have been left blank for you to fill
in the ~afts as you learn them, since the notes of each draft change when a new
~ame ts begun. Those marked with an asterisk are the only ones I encountered
m the game and, as such, are the only ones needed to finish it. You will,
however, need to use some drafts BACKWARDS to acheive the desired results.
Feel free to photocopy this page for your own use.
Chuck Miller
*Opening_
*Dyeing_
Summoning_
Tongues_
* Straw To Gold
Temblor
Rending_
*Healing _
* Night Vision _
Shrinkage _
Desire
Waterproofing _
* Reflection
*Terror
Folding_
* Invisibility _
*Twisting _
Confusion
Shaping _
Warmth
Aphrodesia _
*Sleep _
*Silence
*Emptying_
*Unmaking_
Extinguishing _
* Sharpening _
Blessing _
* Transcendence
Unknown
When you've finished conversing with Albert, SAVE. Now exit the door at
the back of the screen. This begins the Maze Sequence.
Adventure Game Drawing
Maze Sequence
For this arcade sequence, refer to the map of the Final Sequence on disk.
Follow the arrows down until you reach the Computer Control Room. Walle left
to the console and USE the Magnetic Card on it. You must now exit the same
way you entered until you reach the dotted arrows. Follow these to the exit to
the Hanger. That's all, folks! Enjoy the end of the story.
42
Enchanted Realms
Subscribing has its benefits. In this case, free adventures. Each
issue, we will have a drawing from our subscriber list for a free game.
This drawing is available to subscribers only. Congratulations to our
winning subscriber this issue, Dr. John D. Nikitow of Skokie, IL, who
received a copy of Loom. Enjoy the game, John!
Enchanted Realms
43
Hidden Gems
Manna For The Weary Adventurer
cl::,
•
Hidden gems bring a sparkle to the eyes of the weary adventurer. They're a
little something extra, an unexpected prize to add to one's treasure store. The
same is true with hints and tips. They're the Hidden Gems that make playing
your favorite adventure a little more enjoyable, especially when the going gets
more difficult than you like. So, here are a few more gems to add to your pouch.
Arthur: The Quest for Excalibur
At the start of the game after you are able to leave the churchyard, find your
way to Merlin's cave by going south once, then west two times, southwest once
and then northwest two times. After visiting with Merlin you will receive the
ability to change form. Then, enter Merlin's cave and look into the crystal ball.
Pick up the bag. After exiting the cave, leave Merlin by going southeast from
where he is, change into a salamander and eat midges ... Yum! You will gain
one wisdom and one experience point.
After you've gotten your shield and armor from the castle, examine the
shield. You will see that it needs to be shined. Use a pumice stone to shine it.
Now you will be presentable and will be able to joust with the Blue Knight at
the pavilion. After winning your joust, he will present you with the key to the
ivory tower.
Millie Miller
is against the wall and he is facing you. This protects Arthur's back so the real
monk can not sneak around behind him to attack.
Millie Miller
lmperium
When beginning Imperium, let the computer control all three major areas military, diplomatic and economic - for a game or two. Then, reconstruct the
computer's actions and analyze its strategy. This will help you get a grasp of the
game more rapidly. Also, be aggressive from the start (even if playing
defensively) and build up your defenses. Otherwise, you will be swamped by
your opponents rather quickly.
Charles J. Besecker
Loom
On the island of Loom in the Woods above the Village, you will find four
Hollow Trees. Examining the Holes reveals that all the Owls are home except
for one. Go left to the Cemetary. You will find an Owl asleep on a Tombstone.
Go left to the Briar Patch and Examine it. You will send a rabbit hopping across
and into the clutches of the awakened Owl. He will now be in his Hole and you
will be able to get the complete draft for Night Vision (click on each Hole from
left to right). When in the Dragon's Cave (once you've been able to make your
way past the Dragon), make sure to examine your Reflection in the Pool of
Water. This will give you the draft of Reflection. You will need to cast this on
something "Rusty." Having trouble getting past the workmen in the Crystal
Tower? Try spinning the draft of Invisibility on them from OUTSIDE the
Tower. Also, when you have the opportunity to gaze into a Crystal Sphere,
always do so THREE times.
Chuck Miller
Indiana Jones and the Last Crusade
Find three books in the Library to help in your quest - Just scan with your
crosshair after picking "What is." Also, locate a trophy and fill it with beer.
Then you can get the large guard drunk before you have to fight him in the
castle. Don't give your grail diary to Hitler, either. Give him something else to
sign. Using it later with his "autograph" will help Indy and his father get out of
the country easier.
Rick Henly
Conquests of Camelot: The Search for the Grail
The Attic
At the start of the game when you visit the treasury, fill up your purse. Then,
visit the chapel and pay your dues. Now go back to the treasury to fill up your
purse again. This will ensure that you do not run out of money in your travels that is, until the thief steals your purse in Jerusalem.
When "visiting" the mad monk at Glastonbury Tor, ask him about the grail
and watch him run. Follow the monk. You will find him with two other monks.
All three will try to attack you, but only the real monk can harm you (the others
are just images). Watch closely to determine which is the real monk. When you
spot him, enter the area quickly and go to an opposite wall so that Arthur's back
In the previous issue, The Attic appeared on disk. Several people had
expressed that they could not get very far in the game. Here is a hint that will,
hopefully, help you get a little further. There are several items in the game that
should be examined more than once [i.e., the hole in the wall in the western
portion of the attic (cute, huh?) and the mirror (he is vane, you know)].
Otherwise, you will never finish the game. Also, did you find a piece of paper in
the pocket of the pants that are lying on the floor? And, did you read the
bookmark in the book?
44
Enchanted Realms
Enchanted Realms
45
Adventurer's Backpack
Collected Artifacts From Throughout The Reahns
There's nothing quite like reaching into your trusty backpack and extracting
the exact tool you need for the job at hand. Of course, you have to put it there in
the first place. Here, in the Adventurer's Backpack, you will find infonnation
and capsule reviews of resources available for the adventurer.
The Bard's Tale Clue Book
Electronic Arts
$13.50
Here is a nicely illustrated, well written clue book for The Bard's Tale
presented in the fonn of a journal. It includes maps to The Wine Cellar, Sewer,
Temple Of The Mad God, Catacombs, Harkyn's Castle, Kylearan's Tower and
Mangar's Lair. Many helpful clues are also revealed in the notes contained in
the journal. Though not an all encompassing package, The Bard's Tale Clue
Book does add to the pleasure of the game without providing a complete,
step-by-step walkthrough. It's certainly worth the discounted price of $9.95 at
which it's being offered.
The Bard's Tale II Clue Book
Electronic Arts
$13.50
Presented in the same quality fashion and journal style as the clue book
above, this clue book packs nearly twice the data as its predecessor. Maps are
available for Tangramayne, The Dark Domain, Wilderness, Tombs, Fanskar's
Castle, Dargoth's Tower, Maze Of Dread, Oscon's Fortress, Grey Crypt and
Destiny Stone. The Bard's Tale II Clue Book is an essential item for
adventurers of that domain and a value at the retail price.
The MACHINE BBS
SYSOP • Eric Penn
Adventurers' Guild
The Adventurers' Outfitter For Tools Of The Trade
"Change is inevitable." That's how the saying goes at least. Hopefully,
when change occurs, it's for the better. Each issue of Enchanted Realms has
brought changes as we've polished our annor and sharpened our swords. We
feel that the changes we've made have improved the publication. So, on to the
next change.
We have decided that it's to the mutual benefit of both our readers and
ourselves to NOT offer commercial software at the present time. We really can't
"compete" dollar for dollar with the mail order giants on game pricing .. N.or is
that our desire. We want to concentrate on our primary reason for existmg providing you with the best in reviews, walkthroughs, hints and programs - ~d
not get caught up in stocking and dispensing commercial products. We will,
however, continue to offer the best available in freely distributable software for
the adventure gamer, including specially designed collections as they become
available. Occasionally, we may offer a select commercial product through
special arrangements with the developer, but this will be apart from the nonn.
Each purchase of freely distributable software will contribute t~w~ds
earning Notes Of The Realms which you can use to extend your subscnptton.
For every three disks or disk sets you purchase, you will receive a Note Of The
Realms. When you accumulate three Notes, mail them to us and we will extend
your subscription an additional issue. If you're not a subscriber yet, tha~'s OK.
We will credit them to your account when you become one. We will also
provide other means for you to earn Notes such as by completing and mailing
the survey fonn included in this issue. We hope you'll take advantage of these
offers. Thanks for your support of Enchanted Realms!
415-345-2353
Freely Distributable Software
Adventure resources come in all shapes, sizes, colors, fonns, planes of
existence and the like. One you may find very helpful for that quick answer and
helpful hint to your current problem is The MACHINE BBS out of San Mateo,
California. This is a true gamers board that supports a serial baud rate of 2400,
SkyPix and ZMODEM transfer protocol. We think this board is so good that we
have chosen it for our west coast BBS contact point. So, if you are located in
the western states and want to leave us an online question or comment, call The
MACIIlNE and leave a message to Enchanted Realms. Eric Penn (the
SYSOP) and Marci Rogers, two of our reviewers, are also online here and will
prove to be much help to you as well. Of course, you can call us direct at the
voice number in the front of the Journal or contact us at our east coast BBS
contact point by calling the CA-AUG BBS at 216-642-3344. Just leave a
message for us to Enchanted Realms.
To order any of the above products, send your payment in U.S. funds (check
drawn on U.S. bank or money order) to Digital Expressions• P.O. Box 33656 •
Cleveland, OH 44133. There is a $3.00 shipping and handling charge per order.
Thanks for stopping by the Guild. We hope to see you here often!
46
Enchanted Realms
Enchanted Realms
Product
Dungeon Master Resources
Hacklite
Moria
Star Trek (2 Disk)
Star Trek (3 Disk)
Cost
$5.00
$5.00
$5.00
$7.00
$9.00
47
A Prophet's Tower~
M
Looking Ahead At Enchanted Realms
~
Again we come to the end of another issue of Enchanted Realms. And,
again we have run out of room to cover all the adventures lining our shelves.
The upcoming holiday season looks very promising as a large assortment of new
titles will be introduced for the Amiga adventurer. Some are ports from other
systems, while others are dedicated Amiga quests. We will keep you informed
on the newest releases as they roll off the presses.
Since our inception, it has been our desire to provide you with both timely
and honest reviews. This continues to be our goal as we look to 1991 and the
adventures that lie before us. Here are just a few of the titles to look for in
upcoming issues.
Hero's Quest
Space Rogue
Pool of Radiance
Code Name: Iceman
The Immortal
Leisure Suit Larry ill
King's Quest IV
Dragon Lord
Windwalker
Iron Lord
Altered Destiny
Curse Of The Azure Bonds
The Fool's Errand
The Legend of William Tell
DuckTales: The Quest For Gold
Elvira, Mistress of the Dark
Police Quest II
DragonStrike
And Many More!
Programmers
If you have written or are planning to write an adventure
game, we would like to hear from you. We are interested in
all kinds of adventures - fantasy, mystery, sci-fl and others both text and graphic. The adventure may be the entire work
of the programmer or may be created in conjunction with an
adventure game authoring language. We are looking for game
editors and character generators as well.
Illustrators
Guidelines
All programs must be submitted on disk with complete
documentation. If you would like your disks returned, please
enclose sufficient postage along with your full name, address
and phone number. However, we recommend that you
contact us prior to making any submissions.
Documentation should be submitted in ASCII fonnat. Please
do not use any special fonnatting codes. Games and editors
should be accessable from Workbench. Additionally, all
materials submitted must be the original work of the person
making the submission.
Chuck Miller
Lord Of The Realms
48
Programmers and illustrators, we are interested in your
original work for publication in Enchanted Realms"'. Please
read the details below concerning submissions.
We are also interested in original fantasy illustrations to
enhance the pages of Enchanted Realms"'. All categories of
illustrations are desired including adventure and sci-fi.
Submissions should be made in Amiga Super Bit-Map and
Hi-res Bit-Map fonnat, black and white or 16 color grayscale.
Color illustrations may be submitted as well, but will be
converted to greyscale for publication. lliustrations may also
be submitted on paper or illustration board.
Till the next time.
f
Submissions
Enjoy The Adventure Experience!
j
Enchanted Realms
Enchanted Realms"" is not responsible for unsolicited
materials and reserves the right to reject any submission.
$10.95
Issue 3
This Issue's Contents
In The Journal
The Bard's Tale
The Colonel's Bequest
Imperium
Chamber Of The Sci-Mutant Priestess
Adventure Comparison: Arthur & Camelot
Loom
Neuromancer
Heart of the Dragon
Indiana Jones and the Last Crusade
Hearthside Tales: Capsule Reviews
Future Wars Walkthrough
Loom: Spellweaver's Drafts List
On The Disk
The Secrets of Funland: Educational Quest
PADV: Player For T.A.C.L.
Maps For Faery Tale & Future Wars
Revive: Resurrect Bard's Tale Characters
The Bard's Tale Character Editor
Fantasy Art
Amiga ® is a registered trademark of Commodore-Amiga, Inc.
AmigaDOS and Workbench are trademarks of Commodore-Amiga, Inc.
Enchanted Realmsnr is© 1990 by Digital Expressions. All rights reserved.
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement