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Tur: BOOK Or

By KIM SCHlrnTft:

ARRAlrIS, Inc.
THE BOOK DIVISION ,

11223 South Hindry Avenue - los Angeles, CA 90045

~
Credits
Book Design & Graphics
Estela Montesinos

Editors
Nancy Hays
Robert P. Wells

Precis
Elizabeth Anders

Typesetting
Argelia Navarrete
Mark Mansell

Graphics Assistants
Virginia Adams
Steve Gunn

Proofreader
Mark Bodziak

Line Drawings by
Jennifer Boynton on pages 9,16,108,121,131,143,154,165,172,223

Computer Illustrations by
Mia McCroskey on pages 36, 53, 57, 71, 81, 136, 140, 167, 170, 174, 175, 209, 230, 236,
238, 239, 243

ISBN 0-912003-08-1

Copyright 1984 © Arrays, Inc./The Book Division. All rights reserved. Printed in the United
States of America. No part of this publication may be reproduced, stored in a retrieval system,
or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording,
or otherwise, without the prior written permission of Arrays, Inc./The Book Division.

The use of trademarks or other designations is for reference purposes only.

ii
Dedication

This book is dedicated to my loving computer widow who, during the play of these games,
was only once compelled to attack the Apple with a large knife. It is also dedicated to the
world of frustrated adventurers who have for so long wondered where their next clue was
coming from.

iii i
iv
TABLE OF CONTENTS
PREFACE ................................................................................................... viii
INTRODUCTION .......................................................................................... 1
Categories of Adventures ............................................................................... 2
History of Adventures ................................................................................... 2
What Makes a Good Adventure? ..................................................................... 4
How to Tackle an Adventure Game ................................................................. 5
Mapping the Game .................................................................................... 5
Inventory Management .............................................................................. 6
U sing This Book ........................................................................................... 6
THE GAMES ................................................................................................. 7
SOLUTIONS 245

Game Description Maps Solutions


Page # Page # Page #
Adventure 9 10-13 247-248
Adventureland 14 15 248
Adventure in Time 16 17-18 249
Ali-Baba and the 40 Thieves 19 20-21 none
Beneath Apple Manor 22 none none
Birth of the Phoenix 23 23 none
Blade of Blackpoole 24 25 250
Castle of Darkness 26 27-28 251
Chambers of Xenobia 29 29 252
The Count 30 30 253
The Coveted Mirror 31 32-33 254-255
Cranston Manor 34 35-37 256-257
Creature Venture 38 38-41 258
Crime Stopper 43 42-43 259
Crypt of Medea 44 45 260
Crystal Caverns 46 46-47 261-262
Curse of Crowley Manor 48 49 263
Cyborg 51 50-53 264-265
Dark Crystal 54 55-56 266
Deadline 57 58-59 267
v
/
Death in the Caribbean 60 61-62 268
Demon's Forge 63 63 269
Doom Valley 64 65 270
Earthquake-San Francisco, 1906 66 67 270-271
Empire of the Overmind 69 68-70 272-273
Enchanter 71 72-73 274-275
Escape from Rungistan 74 75 276
Escape from Traam 76 77 277
Fantasyland, 2041 AD 78 78-81 none
G.F.S. Sorceress 82 83 278
Ghost Town 84 85 279
Golden Voyage 86 86-87 280
Gruds in Space 88 89-91 281
Infidel 92 92-93 282
Kabul Spy 95 94-95 283-284
Knight of Diamonds 96 96-99 none
Labyrinth of Crete 100 101-103 284-286
Legacy of Llylgamyn 104 104-107 none
Madventure 108 109-110 287
Mask of the Sun 111 112-113 288
Mission: Asteroid 114 114-115 289
Mission Impossible 116 117 290
Mummy's Curse 118 119-120 291
Mystery Fun House 121 122 292
Mystery House 123 124-125 292
Oldorf's Revenge (Wizard I) 126 127-130 293-294
Oo-Topos 131 132-135 294-295
Palace in Thunderland 136 137 296
Pirate Adventure 138 139 297
Planetfall 140 141-142 298-299
Pyramid of Doom 143 144 299
Queen of Phobos 145 146-147 300
The Quest 148 148-151 301
The Sands of Egypt 152 153 302
Savage Island Part I 154 155 303
Savage Island Part II 156 157 304
Secret Agent 158 159 304-305
Serpent's Star 160 161-162 306
Sherwood Forest 163 164 307
Softporn Adventure 165 166 308
Sorcerer 167 168-169 308-309
Starcross 170 171 310-311

vi
Strange Odyssey 172 173 312
Suspended 174 175 313
Time Zone 176 177-206 314-319
Transylvania 207 208 319
Ultima I 209 210-211 320-321
Ultima II 212 213-215 321-323
Ultima III 216 none 323-326
Ulysses and the Golden Fleece 217 218-220 327
Voodoo Castle 221 222 328
Witness 223 224 none
Wizard and the Princess 225 226-229 329
Wizardry 230 231-235 none
Zork I 236 237-239 330-331
Zork II 240 240-241 332-333
Zork III 242 242-244 334-335

Game Versions Available .......................................................................... 336-329


Vendors ...................................................................................................... 341

vii
PREFACE

The world of adventure awaits you within these covers. The solutions to these adventure games were
obtained through many hours of enjoyable, often frustrating, and sometimes tedious labor. Because the
games' creators provided neither the adventure maps nor the puzzle answers, this book remains subject to
variable solutions as well as human error.
The purpose in The Book of Adventure Games is to make the games described more fun to play by
helping you to overcome frustration points-not to layout the solutions, which would lessen the
enjoyment of discovery. I have made every effort to insure the accuracy of the maps and solutions
contained in the book. In all cases, I played through the Apple II version at least twice to verify the specific
solutions and their correct syntax. Spot checks on game versions for other microcomputers augment
vendor statements that the versions for other microcoputers indeed match the Apple II version.
Nevertheless, because of the involved nature of many of these games and the possibility of minor
variations between versions for different machines, neither the author nor the publisher can assume
responsibility for the infalliblity of these maps and solutions. While a solution as presented has solved a
game, alternative approaches may open a new location (although that room would have no bearing on the
ultimate solution). Similarly, I made no attempt to detail the many nuances and alternate computer
responses that make these games so much fun to play. To do so would require several volumes and
materially detract from the enjoyment inherent in these games. Enjoyment, after all, is the real name of the
game.
- K.R.S.

viii
INTRODUCTION
"You are standing at the end of a road before a small brick building." So begins what has perhaps
caused a revolution in the home computer field-the adventure game!
In its simplest form, an adventure game is one in which the computer provides an alter ego for you,
the game player. You can sit back and fantasize about danger and deeds of great daring while the alter
ego takes the risks and the bruising beatings. The challenge usually involves solving many puzzles in
pursuit of the final reward.
The popularity of adventure games stems largely from their providing each player with something a
little different. Some enjoy the pure escapism from dirty realities. Others are drawn by the mental
challenge and stimulation attendant upon their play. Some simply take pleasure in overcoming a
particular hurdle, while others enjoy the mapping of a game and finding a logical presentation for the
map-quite often no mean feat. The search for surprises and a little humor in unexpected places make
up another key factor, as do the side issues and involvement within a game.
Unfortunately, beginning adventurers may throw in the towel on their first game, due perhaps to a
frustrating puzzle, poor vocabulary in the game, or having chosen too difficult a game to start on.
Others may find that they can't seem to start "thinking" like the game's author, but are intrigued by what
they see. Still others wonder what all the hullaballoo is about. This book is intended for all of these
players, as well as for adventurers of all skill levels looking for that specific answer to speed them on
their way to finding the surprise, humor, challenge, and delight in these games.
Puzzles present situations in which you have to figure out what action you need to take in order to
proceed to the next part of the game. You may have to choose a direction, manipulate some object on
the screen, or even figure out how to slay a dragon! You will need to determine which objects-
treasures, devices, etc-you should acquire and carry with you, and which to leave behind or store until
later, a process commonly referred to as "inventory management." Maps show the layout of the game;
they should give a plan view of all the game's locations. Sometimes you will encounter a maze, where
many identical or nearly identical locations seem to exist.
You will discov~r that when trying to solve a puzzle you sometimes use words rejected by the game
because the vocabulary of every game is unique and often limited. You will also learn the syntax, or
command parser, acceptable to each game. You may have to type in two-word only commands or
commands which require that you type a verb first and then a noun: e.g., GET CHEST. In general, the
more synonyms allowed and the more flexible the command parser, the better the game. The
popularity of an adventure game increases in proportion to its sophistication.

- .. - -------------------~
CATEGORIES OF ADVENTURES
Adventure games may be broadly separated into two categories, puzzle adventures and fantasy
adventures. Either may be further divided into all-text adventures or games making use of the computer's
high resolution (Hi-Res) graphics capabilities. The obvious visual difference between the two lies in the
display, either a neatly formatted text page, or a display dominated by a graphics scene with but a few
words of text.
Of the major categories, puzzle games emphasize logical solutions and demand mental agility, ranging
from pure guesswork to inductive and deductive reasoning. They usually present a mission or objective,
be it rescuing the fair maiden, ridding the kingdom of an evil force or creature, or recovering a long lost
treasure. Quite often, the objective doesn't become clear until well into the game. You encounter obstacles
to progress in the form of puzzles which you must resolve before you can realize the objective. You must
find and use a multitude of objects in various locations or use them on other objects to achieve a desired
result. The games can often, therefore, become the source of considerable frustration when the proper
answer eludes you. Some of the pleasure of these games derives from succeeding after repeated failure.
Fantasies, on the other hand, generally have a clearly defined objective at the outset, fewer or much
simpler puzzles, and usually trade off frustration against sheer determination. Fantasy games generally
are less "real." The player often assumes the identity of a character, such as an Elf, Gnome, or Dwarf,
which may further break down to Fighter, Wizard, Mage, or Priest, to name but a few. Fantasies
invariably require a multitude of battles with various and sundry monsters. Here, frustration can arise, as
initially your fledgling character may have trouble surviving long in the world of beasties. To survive,
your character must defeat enough innocent monsters to gain experience and gold, the elements necessary
to build him or her to a state of near invincibility where he or she functions efficiently and can attain the
ultimate goal.

HISTORY OF ADVENTURES
Once upon a time (isn't that the way all good literature starts?), when 16K computers were still the size
of a house, there were adventure games. Even in the 1960s, large and complex games such as Life and the
original Adventure appeared on these mainframes long before the advent of home computers. The
people using these computers employed their imaginations during their spare time searching for new
ways to play with a new "toy."
Thus, adventures evolved essentially parallel to the computers themselves. But when the home compu-
ter first came out, the games initially available were fantasies. Super Dungeon and Dungeon Campaign,
for example, required your carefully tailored alter ego to march around in a multi-level dungeon seeking
various treasures, and encountering and whomping monsters before they whomped you. One of these,
Beneath Apple Manor, published in 1979, became one of the first fantasy classics.
Early adventure history was made when the first of Scott Adams' all-text adventures appeared in late
1979 and the early 1980s. Initially available only on cassette, these relatively compact games consisted of
some thirty-five or so rooms, and were among the first programs written in Assembly language. This
speeds a game considerably, which adds immeasurably to its continuity and playability. As programming
sophistication increased, these popular games were transformed into Hi-Res versions; but in the case of
puzzle games, whether or not this is a true upgrading still sparks debate.
At about the same time, in early 1980, Adventure (sometimes referred to as the Colossal Cave), which
begins "You are standing at the end of a road," was translated into BASIC language for the Apple
computer. This was a major accomplishment considering the size and complexity of the programs being
mashed into Applesoft. At least five different companies have put out a version of this game, including
faster playing Assembly language versions. Although nearly identical, Microsoft's version adds an inter-
esting twist with an additional room, the "Software Den," and a two scenario save-game capability.

2
Roberta Williams "took a small step for man and a large step for adventurers" with the release of the first
Hi-Res adventure, Mystery House, late in 1981. Colorful pictures replaced much of the text, leaving only a
few necessary words in the bottom four lines of the screen display. Some soothsayers stated that this game
would sound the death knell of the all-text games, and indeed such graphics games have become
immensely popular. However, as to ending the reign of all-text games, such predictions were consider-
ably premature.
Many players prefer a good all-text game to even the best Hi-Res game. They like the imagination
required to visualize the surroundings and elements of the puzzles. Often an image appears in your mind's
eye that no on-screen graphic can match for vividness and pleasure. Some all-text games provide screens
of text that rival real literature in terms of their use of allegories and descriptions, even purple prose which
can boggle the imagination. On the other hand, if you simply read that you are in a cave-pocked hillside,
would you immediately respond "Go Cave" as you would if you saw some caves staring you in the face?
Infocom has perhaps done the most to keep the all-text adventures alive and thriving with two
significant breakthroughs. The command parser originally developed for Zork, which was released in
1981 on the Apple (another game originally written on a large computer and subsequently converted),
permits the use of conversational English. You can enter complex commands (complete with adjectives
and adverbs) rather than two-word-only commands such as "Go Cave." Tables of equivalencies and
synonyms added tremendously to the playability of these games, removing much of the unnecessary
"puzzle" of having to guess the exact word to use in order to accomplish a specific task.
Deadline, published in 1982, provided the second breakthrough by permitting the independent actions
of characters within the game; you could interrupt the actions of characters to ask questions and to alter
their future course of action. This game also used a feature first seen in Scott Adams' The Count: objects
and descriptions of locations could change as the days or hours progressed, with new objects appearing in
old locations. Since then, independence of action and change over "time" have evolved even further. In
Labyrinth of Crete, the two alter ego characters, Jason and Hercules, can receive separate commands and
behave cooperatively. The same holds true for the six independent robots of Suspended, another Infocom
game. Anyone of the characters, once given a command, will dutifully carry it out in the background,
reporting back to you upon the completion of its assignment while you manipulate other robots in the
foreground on separate tasks.
An equally noteworthy breakthrough in fantasy games became visually apparent in Ultima, wherein
your character roams over a landscape considerably larger that the immediate area of the visible screen.
As you move "off the edge," new graphics smoothly scroll onto the screen, giving the player a feeling of
great scope and expansiveness.
As the games evolve, the distinction between the two general types blurs. For example, the fantasy
games Ultima III and Legacy of Llylgamyn (1983) both include numerous puzzles, such as riddles or
extensive searching requirements, to find objects. Nevertheless, the primary emphasis remains monster
whomping, searching, and exploration. While Hi-Res graphics have become a large part of the puzzle-
type adventure, a graphics tour de force such as Ulti11Ul or Wizardry still commands an enthusiastic
following.
Today's adventures, always searching for something new, employ a better usage of sound, animation,
Real:time response requirements, and arcade game tasks (e.g., skiing between trees in order to proceed
on to the next puzzle element). Some include major arcade game tasks between elements of a puzzle
adventure. What will appear in tomorrow's adventure is anyone's guess. Like the games themselves, the
answer lies only in the imagination of the programmer of that yet unwritten game. As the games'
sophistication increases, so too will their popularity, as these two factors are synergistically related, each
providing fuel for the other's growth.

3
WHAT MAKES A GOOD ADVENTURE?
Beauty is in the eye of the beholder. Just what sets a good game apart depends on each player. While my
personal favorites are the original Adventure and the Zork series, I didn't know that until I had finished
playing them. Unfortunately, you cannot tell how well you like something until you've tried it, particularly
since most adventure games are packaged with snazzy covers that have little or no bearing on the game
inside.
Regardless of which game you consider your favorite, you should consider the following types of
questions to determine the relative quality of any given game:
Are the puzzles imaginative and logical, or old hat? Are they simply souped-up guessing games?
Are there alternative approaches or more than one area to work on at a time, or must you solve one
specific puzzle before approaching the next? Such in-series-only puzzle games usually offer little inspira-
tion, only a maximum of frustration.
Is the text bright, descriptive, and well-written, or sparse and matter-of-fact, without anything to
stimulate the imagination? Elements of humor and side issues, while they may have no direct bearing on
the game, materially enhance the game and make it enjoyable.
Have you ever taken out your frustrations on the game and sworn at it or given an obscene command?
Try it, you might be pleasantly surprised-and it gives you a rather strange feeling to apologize to a
computer.
It won't take too long to find out about the command parser. Will it accept only two words or an entire
sentence of multiple commands? Do you have to use a specific word to get a response? A good game will
have good vocabulary and a reasonable number of equivalent nouns and verbs. Nothing is more
frustrating than using words like "open," "unlock," "break," "move," "lift," "shake," "twist," and "unwrap"
only to find that "use" is the only correct word.
Take a look at your map. Is it logically laid out? Do the mazes have a reason for existence, or are they
pointless? Are there too many mazes for the size and complexity of the game? Are there many pointless
one-way moves?
Does the game get you killed off unnecessarily without even a chance to defend yourself or escape?
How do you get killed? Was it clever and quick, or was it unnecessarily sick and graphically gruesome?
Did you learn from it?
Does the "save game" feature permit you to save a game at any time, or only when you quit? When you
re-enter a game, is that the only time you can use a saved game? Must you endure a long boot-up cycle to
reload the entire game just to load a saved position? Will the game support two drives, eliminating
unnecessary disk changes?
What of the game's speed? How fast does it play? Slow color fills and a lot of disk interaction detract
from the game's continuity and playability.
Does your Hi-Res game permit you to look at the last sequence of text you entered, or even to play the
game as an all-text adventure?
Finally, when you have finished the game, are you sorry it's over, or simply relieved?
Another way of getting an idea about the quality of an adventure game is to check the ratings in The
Book of Apple Software. For now, why not grab an adventure that's fun, but has been giving you
problems, and take another whack at it?

4
HOW TO TACKLE AN ADVENTURE GAME

Each game has its own flavor and idiosyncrasies. To be successful, the player must try to think the way
the author did when writing the game. When starting a game for the first time, try beating around it for a
while, without even trying to map it or solve any puzzles. Simply try to get the feeling of the game. Pick up
anything you can, and try to do something-anything-to or with it. Next, start over and map as much of it
as you can, without trying to solve anything. Don't even "touch" anything just now-be patient. Annotate
your map with the objects you find and any clues, like signs that you can read or things you shouldn't do
(for example, try not to get killed the same way twice).
At this point, you're finally ready to play the game for real. Look at your map, as much of it as you have
so far. What can be pieced together? Where did you get blocked or clobbered, and why? Use what you've
got and try to develop something, anything. Many times, the initial puzzle isn't too tough (Savage Island
Part II being an exception). As soon as you make a breakthrough, save the game and push your map
forward, if possible. Try to anticipate where the puzzles occur and what you might need to solve them,
then go look for those items.

Mapping the Game


Mapping a game is a necessary element in adventure play. Mapping refers to making a road map to tell
where you are, where you've been, and how to get back to a given location. More importantly, you should
annotate the map with what you find, how it's used (once you find out), and, later, the key words to the
solution of the puzzle at any given point. One of the best games for beginners is Birth of the Phoenix,
which includes one of the best tutorial manuals on mapping and a beginner's approach to adventures. The
game itself, as you'd suspect, isn't difficult; but it contains examples of all the aspects common to most
adventure games.
Start your map with a rectangle to represent the location at which you first find yourself. Methodically
go North, then back (hopefully) South, drawing as you go. Bear in mind that leaving a room to the North
does not mean that you necessarily enter the next room from the South. Concentrate on "finishing" all
possible directions for that initial location. Remember that some games have ten possible directions out of
any location: the four cardinal headings; NE, NW, SE, SW; and up and down. Some games tell you
possible exits-just don't always believe them; draw in a short straight line to mark those directions.
Develop your own shorthand. If you can't go in a particular direction, put an "x" there; if you can't
return to the start by reversing direction, put a one-way arrow on the last line. You can simplify the map
later when and if you find two lines with arrows between two locations. Should a scene seem repetitious,
make sure that you are not in a loop. Drop an object and keep going. If you come across the object again,
obviously you've looped back.
If you find yourself in a maze, be it an open ocean, underground, or a field, use the same technique as
you did to find "loops." Develop your maze on a separate sheet of paper. Drop an object and name your
present location (the rectangle) with the name of the object. Move somewhere, drop another object, and
name that location with the name of the newly dropped object. Draw an arrow from the first object in the
direction that you moved and name it as the second object. Continue moving and dropping objects, and
soon you'll find yourself in familiar locations.
When you've finished, you'll have a number of rectangles equal to the number of locations in the maze,
plus arrows pointing from one location to another, showing directions. You can redraw the maze now,
using the named locations as the basis for your map.
Some mazes are tougher to map. Creatures may come along and pick up what you've dropped, or your
object may sink into the mud and disappear forever. Some mazes (like the ones in The Mask of the Sun)
don't show your object (even though it's really there) unless you "LOOK." Other mazes have a lot of
one-way trips; that is, once you reach a second location, you cannot to return to the first one.

5
Inventory Management
In many games, inventory management proves a problem. You may find more objects to carry than you
can handle at anyone time. Occasionally, you can obtain minor relief by putting smaller objects into larger
ones. The problem may be compounded by the multiplicity of objects often encountered early in the
game, before you have determined their relative uses. A second complication arises because some objects
have several uses in widely separated locations. You have to figure out what to carry, where, and when.
Two suggestions for inventory managment are: first, avoid picking up treasures until you are heading
back to the storage area. Take them back in bunches. In some games, such as Kabul Spy, treasures are
secondary to the real object of the game (but do add to the score); they are seemingly there primarily to
reduce your ability to carry objects you really need.
Second, establish a centrally located despository, sort of a temporary treasure storage area. Don't leave
objects lying all over the place, as you may have a miserable time finding them again. As the game
develops and you probe deeper, bring your objects closer to your "working area" and establish a new
temporary depository.
Be patient, you may be only a few keystrokes away from success. When you really get stuck, marshal all
your objects and forces at that point, and dig in. Keep a dictionary and thesaurus near at hand. Quite often,
having two people tackle one game will produce faster results. What one misses may be intuitively
obvious to the other. When all else fails, look in The Book of Adventure Games.

USING THIS BOOK


This book contains the maps for over seventy of the most popular electronic adventure games. The
purpose of the book is to make these adventures more enjoyable and less frustrating, but not less
challenging. Thus, even though explicit solutions to the games appear in the back of the book, please don't
take the coward's way out. Looking up the answers before you try to solve the game on your own could
ruin the game for you.
Use the maps as you play, and if you really get stuck, look for a number by that location. In the back of
the book you can find corresponding numbers with solutions for that particular problem. Use these
solutions only when you have been stumped for some time. This book is designed to help you find just the
hint you need to keep playing, without giving away the whole game.
Don't worry if the maps show locations that you have not yet found. You may have to solve certain
puzzles to uncover particular locations. These objects may not be visible or accessible on your initial visit
to the location.
This book won't tell you ever thing. The maps don't specify, for example, when or if you should take an
object. They don't help you with inventory management. You will have to read the signs and plaques,
examine and consider the objects and locations, and, most importantly, use your imagination. These side
issues provide much of the fun of the game.

6
THE GAMES

7
....

8
ADVENTURE
Company: Several
Suggested Retail: $29.95
Type: The original all-text adventure-a classic.
Description:
The first message in Adventure consists of the words known to all adventurers: "You are standing at the
end of a road before a small brick building." The last message describes your being borne off on the
shoulders of elves. Between those two lie 130 rooms, fifteen treasures, some forty objects, and a variety of
cave inhabitants for you to deal with and outsmart.
Playability:
If this is your first adventure, you've picked the one that hooked me! The story flows well, and the text
reads like a novel in its expansiveness and descriptions. Most versions are disk interactive and a little slow,
except for the Scott Adams version in Assembly language. The Microsoft version, perhaps the most
faithful, has two saved-game positions and adds a room, the Software Den, with its own special twist.

~.-
..""
-_....: -

9
ADVENTURE

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11
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I
I
I
..J E

S D SE

Note: Letters in
Dead End circles refer to the
Vending letter in the block
Machine to which you go.

12
ADVENTURE
Pirate's Maze

WEST END
of
HALL MISTS

1 2

One
Way

6 I~.----------~I

One Way
to Bird
Chamber
G
XYZZY

13
ADVENTURELAND
Company: Adventure International
Suggested Retail: $39.95
Type: Originally an all-text game, recently re-released in Hi-Res form.
Description:
This game has the distinction of being the first of the good puzzle games. Thirteen treasures lie above
and below ground in this adventure. Some treasures just lie around for the taking, but others will take a bit
of head scratching before you finally glom onto them. In the process, you have to contend with Bees,
Bears, Lava, Insects and a Sleeping Dragon.
Playability:
Overall, the puzzles are not too difficult, and the game provides a good introduction to the tougher
games in the Adams series. The two-word syntax has a limited but adequate vocabulary. The text is brief
and to the point. The game offers a single, easily made or recalled saved-game.

14
ADVENTURE LAND
TREETOP
To the East QUICKSAND
See a Meadow
Beyond a Lake
"Blue Ox" ®
/
-/......,........ ~
Large Misty
MEADOW SIGN
SLEEPING
f'1\
\V LAKE WATER
Room
(In Limbo)
IN FOREST
TREES t-- DRAGON
"Dragon Eggs"
I--- SIGN
'Golden Fish" ®
-~
I t
Swamp-Smelly Mud f3\
PAUL'S PLACE L Oily Slime \::?/ EDGE OF
"Jeweled Fruit" r - - Cyprus Tree I---
SpiderWeb HOLE
Chiggers

I
STORE TREAS.
/
Lamp LEDGE
"Necklace" Flint & Steel
"Bracelet'

Eight Sided Rm.


/ 7
African Bees LOCKED DOOR
"Rubies" THE DEVIL
"Royal Honey"

I /
LONG SLOPING Throne Room
TUNNEL HALLWAY 'Golden Crown"
Buzzing to North Locked door

I 1
WRONG TURN LARGE Royal Chamber CD Window with Ledge Outside 18'
~
I/ __
I'm lost in a I--- Hole in it Throne Room
CAVERN / Bricked-up I - - - Loose Bricks I - - - Thin Black Bear
Computer chip
w_in_d_ow_..... "Magic Mirror'

Opposite of ANTEROOM
Light is Empty Wine
Unlight 1 Bladder

\\~ ~-N-~-Z0)~.L~_,-J'P-st-2-~
.._ _ _
4

West and
3 I-- Up 4

II':'\.
10"
"Rug"
Sign Says
I--~---.
~
Bottom of Chasm
"Golden Net"
®
5 Down 6 I \..:./ Hot Lava
"Firestone"
~~~~\. ~---~~ Sign

\.:J

15
ADVENTURE IN TIME
Company: Phoenix Software
Suggested Retail: $29.95
Type: An all-text adventure.
Description:
You must locate the bad guy, Nostradamus, who lurks somewhere in time, and kill him before he can
assemble the ultimate weapon and destroy the world. You may travel to four different locations in time
and to an interesting lab which even has its own computer. A friendly robot helps you out.
Playability:
This game's traps and puzzles will keep an experienced player busy for several hours. Although rated
for experienced players, it is by no means too difficult for beginners. The crisp, quick response,
tongue-in-cheek style, and save option further add to the game's appeal.

16
ADVENTURE IN TIME

Druid's Very Very Very Bow


Meadow Woods r- I- Very Dark
Dark Dark Dark

I I I
Druid's
Druid's
Woods
Woods
Guard
Druid's
Woods
Very
Dark
- Very
Dark - Very
Dark
f- Very
Dark - Very
Dark

(8 I
Stonehenge Druid's Very Very Very Very
Altar
I--
Woods Dark Dark
;-
Dark - Dark

7
Yellow Cave Entry
Druid's Very
Woods
I-- Druid's
Woods Dark r- Card
Very Dark
r- Message
Snake
Year-SOOO ~
~@)/
Year 1001

Cliff
Hammer

Entryway

1(3 12) ® ® 1
Computer Lab Library Living Rm.
Room
Keyboard
- Cloth
Microscope
- Brown/Blue
Cards
Manual
I-- Kitchen - Syringe
Carpet
Picture
I-- Dormitory

00) (4) Robot (5)

Store Rm. Control


;- Laser
Translator
Greenhouse I -
Security
Room - Room
Time Mach.
Sign

17
ADVENTURE IN TIME
Part 2

Alcove
Soothsayer
Charm

Gangway Coliseum
to r- Lions
Coliseum Red Card

Gangway
to
Coliseum

See
Coliseum

@
Forum Forum Meadow Deep
Swarms Appian Way
Nero of Ground Herd of Bright Forest
Mob Rumbles t-- r-- Sunlight r--
Violin People Dinosaurs Butterfly
of People

82 1 1 ~ I
Entry to Appian Way Can See See Volcano
Tyrano-
Forum
Guards
r-- Seethe
7 Hills
Quicksand
saurus a Volcano r-- Clearly

~ 1 t 1
Appian Way Higher
Forest Mesozoic
Cliff t- Worn by
Boots
Marsh r-- Period r-- &
Drier

Cliff

/'
L
Cliff

18
ALI-BABA AND THE 40 THIEVES

Company: Quality Software


Suggested Retail: $32.95
Type: Originally the all-text game called Fracus, this fantasy has colorful Hi-Res graphics and sound and
has undergone extensive modification.
Description:
This light-hearted combat game takes place in a medieval setting. You beat up monsters, find treasure
to buy more effective weapons and armor, and ultimately rescue the Princess Buddir. You face an endless
procession of assault-minded thieves and assorted monsters. However, you do have a host of allies on your
side, and sometimes the indiscriminate baddies even clobber each other. You can just sit back and watch,
and often listen to lots of music.
Playability:
No single solution to this fantasy adventure exists, so none is provided beyond the map. One or more
players can play with paddles or keyboard. I suggest annotating your map as a means of keeping tabs on
the many hidden doors, chutes, and strange goings-on.

19

~

ALI-BABA AND THE 40 THIEVES

o Open Door ~ Closed Door


o fU G- One Way Door
Royal (Open doors may close at random times)
Library 'Rune' - a message
\:U J:U
r-rJ 1f The $ Treasure
~hahriarLJ Sultan's Foothills Mountain
I' reasury( I Palace I---t Cemetery J--
Dusty Road Bear ~ Store - sells weapons or armor
"' r--I J~~~~I I
~~_ Cave
l1U-I6j I ~~ c
.. II>
c >
~
o ('1 Illusions of doors
'iii ,~
.. .... (:1......
I I g <
Deserted
Tunnel
Ali
Baba's ~::
Home To
Gemini B

Th ieves I '\ ") Crystal Astrologer's Spi ral


Cave Cave Maze IJi[] Staircase

C;t] u
View 10...
R o
~ from a

Forest
Tree
v ,I ~ HW ~..--------.
v y r-
~ 8
>-

~~ t 1
(ij
I

I I I--~
I
L I
~ Princess
I I S Gemini B
U
I
~ Old Mine Road ~ Mine Shaft 1-- ... i
l- H Taurus Aries Pisces
. tAquarius d
e
I r Capricorn us
Thieve's Gemini I I
Clearing A I--- t-- Gilded
M Pathway I--
Astrologer's Den

10- .. Ii
fl I-- Saggltarrlus
-
Cancer I
I I 1 Guard Room
~
~
Leo Virgo Libra Scorpio
I+- ~ I---

\ -/'
J
Stinger Magic
Strewn ~ Tour- ~
away
From
Room billion Home
Deep
Dark Inner
Stairway / Secret Staircase
1
Passage r\
r-- I- ~ ...-.......- Save the -::::.
0 Minotaur's ---- Whales
Labyrinth
~
A I
Under-
0 t-- I I
ground Minotaur's I-- Minotaur's
Vault
stream Den Gold
Dragon
~ For
lair
I ~I I The
I !ULuCkY
Failing l - - Wall t-- From B-
Minotaur's
Playroom

t.o
.....
BENEATH APPLE MANOR
Company: Quality Software
Suggested Retail: $29.95
Type: Originally a Lo-Res game, recently re-released in Hi-Res form.
Description:
In Beneath Apple Manor, a classic fantasy game, you try to find a Golden Apple hidden deep within a
multi-leveled, maze-like basement. You need no hints or clues to solve this game, only a bit of patience.
Different types of monsters abound, and the deeper you go the tougher they become. Magic items found
on most levels may help you in the quest.
Playability:
The new version provides a Hi-Res display of up to five rooms, while a pleasantly familiar Lo-Res (text
page) display of the original version is available for games of up to ten rooms and at any of the ten degrees
of difficulty. Elements of strategy enhance the game, but no puzzles impede your progress. No single
solution exists, so none is provided. Because the maze of each room is random, only a typical floor map,
dumped from the screen, appears.

22
BIRTH OF THE PHOENIX
Company: Phoenix Software
Suggested Retail: $14.95
Type: An all-text adventure (tutorial for adventurers).
Description:
I could have written a solution to this, but didn't-it's not difficult, and brings you along carefully. You
must uncover three treasures and complete a special task as part of this game. Other features common to
big time adventures are a magic word, a maze, and a relatively interactive puzzle.
Playability:
A tutorial adventure for the beginner, enjoyable and worthwhile for first-time adventurers. The
excellent documentation clearly describe game elements in detail, and encompasses clues to a variety of
specific adventure games.

Maze 6 4- Maze 3 :!:> Temple

Maze 2 Treasury

Maze 1 Road to Mountain


Heliopolis t - - - i Rocky Road 1---4 Pass

Guardhouse
Guard Road Mountains

Cliff

In a Well V Clearing
Well
Edge of
Cliff
Cave
Safe

Treetop Forest
Tree Glade Toolshed
Branch

23
BLADE OF BLACKPOOLE
Company: Sirius
Suggested Retail: $39.95
Type: Hi-Res adventure with color graphics and Hi-Res text.
Description:
You have to find and return the Sword of Myraglym. Standing between you and success are talking
plants and idols, several riddles, a booze-happy monster, a tough-hided lizard, and a variety of ways for
you to come to a premature end. Secondarily, you gain 500 points for solving the puzzles; the last point is
sorta tough.
Playability:
While the Blade of Blackpoole contains no adventuring breakthroughs, it offers pleasant enough
story line and graphics. Inventory management does present some challenge, since you can carry only six
of the twenty-three objects at one time. Some objects have multiple uses, but the sequence of managing
them becomes more difficult because you cannot readily return to certain locations. The overall difficulty
leans slightly to the tough side, ideal for average adventurers.

:READ BOOK COHCRATULATIOHS l YOU HAUE SUCCESSFULLY


FUFILLED YOUR QuEST AHD RETURHED THE
SWORD MYRACLYM TO IT'S RICHTFUL PLACE.
THE BOOK COHTAIHS DESCRIPTIOHS OF A YOUR HAME WILL BE PROCLAIMED THROUCHOUT
RITUAL AHD A PRAYER CALLED 'SOLOCIH'. THE LAHD FOR THIS DEED t AHD THESE MEH
YOU CAH'T QUITE READ THE WORDS OF THE SHRLL SERUE TO BEAR WI HESS FOR YOUR
fRAYER,BUT YOU RECOCHIZE THE WORD DAHCER HEROISM AHD BRAUERY.
)MORE<

24
THE BLADE OF THE BLACKPOOLE

~
CASTLE OF DARKNESS

Company: The Logical Choice


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics and animation.
Description:
To overcome the might of the evil wizard, Grimnacht, you must discover the power behind his curse.
You explore the many rooms of two castles, some with treasures, others with monsters or clues, and many
with nothing at all. When you get through them all, you will have gained 200 points and had the dubious
pleasure of watching your animated character march slowly all through the palaces.
Playability:
The game offers a degree of animation and occasional spoken words, but some of the graphics leave a
lot to be desired, particularly small and difficult to differentiate objects. Travel from location to location is
on the slow side. Also, the limited vocabulary often makes progress frustratingly slow.

26
@ @
Room with
Room Strange Walls CASTLE OF DARKENSS
Troll I-- Wizard
Princess Ball

@J
Room
Floor covered
by Fire

l @ @
Room
Wraith
Ingot

Room Room Stairway


Stalagmites Room Steps up of Chiseled
I-- Table I--
Stalactites Stalactites Rock
Room Room Room
v
Room Two Cave
Wraith I-- Room I-- Bench Room I-- t----i Two Tables I--
Orc Branches Bag of Gold
Orc
I ~
,......::::oJ I @=® ==:I Room Room w/
Ugly Large
Troll I-- I-- Stalagmites
Table Stalagtites
Bridge Room
Room ~ Large 1---1 Crack in
Boulder Wall
® z<S;
@)~ @I @ Room Cracks in
® , Chest I-- Wall
Bar/Ring Necklace
Small Caged
'\I MAZE Island Room Wraith I-- Small Room
String I-- Umbrella
Gloves Large Rm.

14) ®
Storeroom Cave Room Room Small Room
Table I--- Orc Small I-- Lare~a~~ble ...- HeavY
Lamp Material Table Bench

1 ®l I ®
Room Room Room Cave
Cave Small Table Table Orc
Steps Go Up Large Table I---
Wraith Cracks Crack Charm

1 I o
Room Courtyard
Rock Table GameRoom t-..... Tower Room Courtyard
Troll Room Grate
Brown
Envelope
N
Sign Pole I--- Dartboard
Darts
I ...... Mean
Troll ~ w/Bench
Stairway
Drawbridge
Bench
I-- Swell Table
Steps Up
V Key

@ 1
Tower Room Room Tower
Cracks in Entryway ~ Room
Steps Up
Two I--- Large Table
Bird
Medal f\ Tables
I--
Wall Bench Wraith
V Paper
'"
~ (£)
West Side Eerie West Side Castlew/
of Castle East Side of
of Castle Towers Castle
Castle Drawbridge w/Moat Drawbridge
Pick axe Waterfall
Moat Moat

~
~
CASTLE OF DARKNESS
Maze
Eerie Dark Rocky Winding
RWED EDWR WEDR WORE EWDR ERWD
WORE OUT
RWED I EDWR ] DEWE ERDW I DERW DRWE EWRD CRWED I REDW RDEW I WRED ~RWDE
WDER \ RDEW DREW
, I oWRE
\
DERW DRWE
RDEW
Entry
DREW
WDER DEWR DRWE
~
DWRE~REDW DREW c;:::f------;WDE J EWDR ERDW I WRDE I EWDR

WERD DREW
\ DEWR ~RED
WORE WERD

WORE EWDR ERWD WRDE DRWE DERW RDEW WRDE

OWER I ERDW I DRWE RDEW I DRWE I EWRD RWED I REDW I DWRE I TROLL
WDER J ERDW
\ "-
WERD RE~W EWDR ' ERWD WERD RWDE EWDR
RDEW

DREW EROW RWDE ERDW WDER EDRW


DEWR

EWRD I ERWO] EWRD WORE I DREW lOWER WRDE~DRWE WDER I WORE EWDR
DEWR \ WERD DERW \ ~ DRWE \
WEDR WDER DRWE

WEDR WERD WDER EDRW


WORE EDRW DWRE DWRE

DWRE I EWDR WRDE ERWD C=OWER I REDW WRED RDEW 'DRWE WRDE I------nfO. LL I
J I WERD~
\ \
WRED DEWR WEDR REWD D~W RWED WEDR
WERD

DERW RWED
EWDR RWDE OWER DEWR

EWDR I EWRD I ERDW DRWE r-----;;WRE I WRED ImRDWE I DR EW r=?EDR I WERD


EWDR '\ \
WRED " EDRW RWDE ERDW
DDWR
(STRING)

WERD EDWR

RWED I DDWR I WRDE Note: Letters refer to the first


letter of the four adjectives.
(STRING) ..... WDER ERWD
CHAMBERS OF XENOBIA
Company: Avant-Garde Creations
Suggested Retail: $15.95
Type: All-text adventure.
Description:
Thirteen treasures await you in the underground cavern, the majority guarded by an unsavory critter
which you must kill to gain reward. Three minor puzzles offer some challenge.
Playability:
The game is easily mapped, offers little reason to playa second time, and contains no unique twists. On
the other hand, it's easy to play, doesn't bomb, isn't devious, and well suits young adventurers. Not
recommended for intermediate to advanced players.

Barren
Field

/ ®
Leave Vault Sacrifice
Treas.Here
Sword
- Narrow
Passage
Pantry
Door r- Diamond
Potion
Room
Zombie
Brass Carving

I
I Acolyte's
Chamber
Dining
Hall
I
Small

I Dusty
Room

Dark Entry Small


Small Kitchen
r-
Musty I
Passageway - Hall Alcove
Room
Stinks
r-- Toglodyte
Wood Chest
Oark
Room High Ceiling
Werewolf
Gold

I
Xenobia's Magicians
I I I 6)
Huge
Lab
Bubbling - Storeroom
Ghoul
Octagonal
Room Storeroom Study - Room
Gate
Platinum Rg. Minotaur
Liquid

I
I
Ratholes
I
Funny
0 I
Long
Corridor
Rat Large
Cavern r-- Groaning Ogre
Sapphire Noise Rubies

® I
You'll never 3 pools
@ I
Stalagtites
I
Bright Light Very
I
Tee
Make it out Clear-bath Cuckoo Dead
- alive - Red-acid
Brown-mud
Clock
Emerald
I-- to East
Hobgoblin
t-- Bright
Room
r- Intersec-
tion
r- End
Door

I CD
Strange
I
North
Mummy
Plush Room Room
Storage
Doubloons
- Soggy
Floor r- Mineral
Formation
South
Hallway Mummy
Onyx Statue

Liquid
Vial
I I 0 I
Room wI Dragons Drafty
Orc - Hallway r- Smooth
Walls
t-- Lair
Platinum
r- Room

29
THE COUNT
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, scheduled for release in Hi-Res form. Price includes Voodoo Castle and Strange
Odyssey.
Description:
While this game has relatively few locations, a new element-time-has been introduced. You must
properly time-phase your activities over three days and nights in order to find and kill Count Dracula. If
you don't fix his wagon in three days, you won't be around for the fourth. Natch, there are bats, garlic,
blood, Transylanian cigarettes and some No-Doze pills to help you keep awake at night.
Playablilty:
Slightly less complex perhaps than some of the other Scott Adams' games, but unique in that "things
change" between night and day, and between successive days. The two-word syntax has a limited but
adequate vocabularly. As with all of the Adams games, the text is brief and to the point. The game offers a
single, easily made or recalled saved-game.

THE COUNT

Pantry Bathroom
Toilet

® / @

-- Kitchen Outside Closed gate


Oven (at Nite) of Castle
Dark lens
Oven
Dumb-waiter
Hall in Castle
Coat of Arms r-- Crowd of
Townspeople
Bell Pull

/0
Workroom
Day 1: Note/Clip
Day 2: Package/Letter
Cigarretes
Bottle of Blood
Locked Door ~ Closet
Vent

/(1) 00
<9 Crypt
Bedroom
Window
Brass Bed
~
On Ledge
Flagpole

Dungeon
Iron Rings
Vent, Sign
(No Smoking
I
Dark Pit Ext.Cigarettes)
Bya Box

I
In Bed Window Box
Pit-Torch Long N-S Sheets Daisies
Passage Pillow Window

I
Doorless Rm.
Full Size
Portrait

30
THE COVETED MIRROR

Company: Penguin Software


Suggested Retail: $19.95
Type: Hi-Res adventure with color graphics.
Description:
To break the evil rule of King Voar, you must find the fifth piece of a magic mirror. To do so, you must
know the shapes of the other four pieces, solve a number of related puzzles, and play three simple arcade
games. Periodically, the King yanks you back if the Jailer finds you missing, but the Jailer lets you roam if
you bribe him.
Playability:
"Talking" characters will help you order and solve the frequent but not overly difficult puzzles. The
characters often give novel responses should you give them objects not intended for them. A light-hearted
game with nice graphics and a degree of animation, but a rather slow fill time. The vocabulary is nicely
tailored to the game. You get seven saved-game positions, which you should use frequently-especially in
the maze. Suitable for all levels of gaming ability.

31
c.."
1:0

THE COVETED MIRROR Maze I-- Maze Maze


r--
CD 0
In the Damp I
r- f-- I
Barrel Cell •
D .. Maze f.- C .- Maze t-- Maze

@ Dark +® I + I
Alcove -
Magician's Plunder Maze Maze Maze Maze Maze
'-' Room I Room - - r-- - r--
- t I I I
"Keep
- Maze A Maze

B ..... Maze I-- Maze
Out" f.- .... "-

I I + I +® I
Maze Maze Maze Maze At Maze Maze
~ f-- - - Last! - t--
@ ~ Grumpella
The Witch
Winding
Stairs
/@
Top of
Ladder

® /@
Queen's Outside Main Secluded King
Window Corner Chapel
Castle - Gate - Voar
D C
l 1 I
See Face Where Voar
• N.E. Corner
Kitchen --I Corridor Spends Most - of Great Fireplace
in Window - of his Hours Hall --
I I @ 1
S.E. Corner
Corridor of Great Corridor Guard's Color
Hall - Room Room

I I I I I ~~
Open Royal
..... Corridor Corridor Doors I-- Corridor - Corridor ~ Bed-
Chamber
---
Voar's I
Castle A
• Where theJ
~ester Lives j

Town
®
Dark Narrow R
High Thin Edge of
Plateau t-- Mountain's - Log Cave r--
Peak Ahead Precipice
L ~ I @
Edge of a Butted Only the
. Mountain - Against Skinniest
Stream Mountain Can Pass

I
Swinging Perilous
Bridge Path

I
Voar's Swirling Rough
Castle Clouds r- Path

I
Raucus Upin Peak of
Bustle Shrouds
Tree Ahead
To South V
I ®
East of North Nalini
In Tavern r- I-- f-- Stanislaw f--
Fortune Pet Bull
Tavern Gate Astrologist
Teller

G4 I 69) <is)
Henry North Alice's In Tavern
Blacksmith I"- Castle - Hovel Ferd
Street

I G) I @ @
Winder's Town Portal Abbott's
Blow & - Square r-- of - In Church Office
Glow Stone
@ ~3 I ~) + Fishi
Sue South Bernt Door in Blushing Abandoned Forest
Gareth Wayfarer's
Castle ~ f-- ~ of No
Knitting Alchemist I-- Baker Inn Hillside Violet Well
Street V Return

I I ([1 I (!6 L
Money Shop Marigold In See Lady Selga
Starbury
- to ;-- - Outskirts Barrel Country r-- - Vainly r-- Sisters
Lender Lane Cross
West !\ Inn

I @) I @)
Outskirts
Stockade of f-- Graveyard
Thief
Town

g
~
CRANSTON MANOR

Company: Sierra On-Line Systems


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics.
Description:
You must recover sixteen treasures from the multi-roomed Manor so that the town can be restored to its
former glory. Cranston Manor itself is all indoors-upstairs, downstairs, and basement-with a Suit of
Armor chasing you in the house and a dangerous Toy Soldier after you in the basement. The conclusion
extends congratulations and designates you a Class 3 Adventurer!
Playability:
The game provides a few sticky puzzles and several interesting interconnections, but the inability to
restore or restart the game after getting killed off is a serious problem! Despite the relatively large size of
this game, it seems to lack the imagination and freshness which marked The Wizard and the Princess.

North End
of 2nd St. N/W Corner N/E
In Woods Corner

G)

sa:- 1
Cranston Manor
Separate Map

Front

• \+
North End I n front
of First St. - Short St.
~ t-- Gate
(locked)
I-- of a
High Wall
r-- S/E
Corner

FaCing West Free


General ~

Lantern
Store

L
I-- UL Main St.
11111

---1 L

L- UL Pierce St.
U\
L I-- ~L Junkyard
Crowbar

c:
Ci3 .9
.- til
,....
Vl
c:
t!l
o
34
CRANSTON MANOR
Basement

Cave
Entrance

1st Floor Top of


(NE corner) Stairway

/ I
East End
of Dirt Room Bya
~ Corridor
W~og / ~ Corridor
1\ (Main House) Crawl way

~ 0)
Lift Chamber Walls of • Intersection Pink Base of Subway Large Low
~ • Holes in. ~ ~ I-- Platform
Green Light Blue Rock - all directions Sign Bull Steep Slope nl--tl. - Room
Column Machine

I /
Long South Large
Sloping Ice Narrow Nugget
NIS Hallway Caverns Room Chamber Cul-de-Sac
OC Passage First Floor
Ft.
Drop
1 / 0 \.
Bottom Steep
of Controlled UfO
Cul-
r- Door Corridor
Stairs
de-Sac l..-
0/.fi: - ~
e.?)
West End Computer
of Vault
'---
Large Hall Laser

Mushrooms Large ~
on Passage wi ./ ...
- Snake Holes Stalactite
Ceiling

0 I ®
Large Passage
Chamber w/Oebris ~
Wide N-S
Pool Blocking Way Passage

~
CRANSTON MANOR
Hires Adv. No.3

Attic
Gazebo Old Clothes

)---1---1
Surrounded
By Tall
Hedges + + + Surrounded I
By Tall
Hedges
I-_ _"""~
~"'""--t

Cat
Fountain
Piranha

Locked Gate

Woods

Pile of Rock
Cave

36
Dirt Room

( ® MousA
~ ~
Observatory Hole in
Room Atrium Sitting .. Room
Telescope
r- N end t-- Room
f- Wall
of N/S Hall & Floor Mouse

l
~ ~
East Second Floor Second Floor
f-- West End of End of Torch Hole t-- Shabby
E/W Hall EIW Hall in Ceiling
Way Bedroom

I
Chapel r- Pottery
Room t--
If , TI'
N-S
Hall
t--
®
Hunting Rm.
Locked
Closet
~
I
Chair
Servant's I--
Dining Rm.
Empty
Room
Stairs
V
Closet
Secret Top of Rope ~ with
Room Rope

(~ I ®
Organ t-- Middle of t-- Kitchen
Closet Well
I Room N-S Hall

-lfl
I

I Ba~ment I ®
I
I
I
Yc;>u are
Facing East
Stone Porch
Picture
Room - South End
of N-S
Hallway
(Separate Map)
Dining
Room
Cistern
.Pump

I
I

/ ~12) @) Lookout I
Stone
~
See a Smoking J-- Library
Inside Shed Balcony Room Room
Base of
1 ./ Tower

Jlr
Tall Oak
Tree ~
Shed r-
Base ~

Column of Hole in Shabby


Green Light t-- Ceiling t-- Bedroom
Torch

2nd
® Empty
/
Floor Room
on First Floor
Top of Stairs
Toy Soldier N. End of
Master Bdrm Empty
Pearl Ring I-- Upstairs
Closet
'\
Basement
(Separate Map)
Torch Hall

1 I
Children's Middle of Den
Bedroom t-- N-S Hall t--

I ®
South End
Children's of Bridal
Playroom t-- Upstairs Hall I-- Suite

I
/ Ona
Balcony

,/

37
CREATURE VENTURE
Company: Highland Computer Services
Suggested Retail: $24.95
Type: Black and white Hi-Res adventure.
Description:
You eI)ter and explore a mansion which you have inherited, deal with its inhabitants, and find the
treasure, which is in two parts. Once you find the first part of the treasure, you enter a Master's Game,
made more difficult because it no longer allows you the save-game feature and essentially limits the
number of moves available to you.
Playability:
A few interesting animation sequences and challenging portions. Adult adventurers may become bored
quickly because of the limited vocabulary, but kids will find this game, written somewhat tongue-in-
cheek, rather interesting.

Master Game

South
Key End of
Chasm

Treasure
Land Dead
Squid End

North Side
of Chasm

38
CREATURE VENTURE
Part 1

(3)
'--- Oozlybub
rv-- Crack in
wall

~ L- 000 t?I Top of


Roof

CD ®
In a Tree
~ ~9~ ,J
/"
n

~
Elf throws
things
over the
wall

0
Doorway

®
Glasses First p/O
Small 10- Upstairs ~ Large Picture on
Bedroom Hall Bedroom Maze
Table

® ~® 0
/c::::J", Central Library
Hallway
r 1
Living Room

Kitchen
Oven Table
Stove Cabinet

39
CREATURE VENTURE
Maze
2
t
9-- 12
---- 13 I-11

10
t !
2 __
9 10 ~ 11 1--7

Shovel

j
,
9- 4 I-- 4 1--13

13
t I -.
12

r-- 8

t
I-- 7
--- 3 1

12
Central_ Library
Hallway

2 I---

40
CREATURE VENTURE
Part 2

Bottle
of
Water

Lucifer
Himself

Box

10

Long Hall

Start
Boogieman

41
CRIME STOPPER
CD @
Office
TV Phone - Platform
V Pigeons
Alone /
Top
of
Roof
of

~
Ladder Building
Small
Hall
2)1 1
,,~ j

r
Miss
Ibo Hemple's
Tribe
Display
Office
Picture
Edge of
Tank
1\ Water
Tank In Elevator
Panel
Lever
Northeast
Corner

I 1 4) IQ6 I
-
Tribes Hausa Third First Outside Corner
of
Africa
Tribe
Display
Floor
Hallway 1'\ Floor
Hallway
Lobby
Guards r- Sidemore
Building
fo- of 2nd
& 50th 51.

11) 1 J lit ~

i\ @
Watusi 2nd & Busy Elevator
Display 135th Street Corner
t-- of 2nd
Man
Blowgun
Museum
Entrancp NI I of 2nd
& 90th St
& 90th St. N I J
'1
In
Elevator

'--' .. r'
I
In Front In Front
In Front
Museum Gift of of Arnie's
Lobby I- Shop
of
Gepetto's
I-- Joe's
r- Health
Place Foods

I l3) I ®
Inside
Gepetto's Inside In
Cobblers Joe's Movie t- Beau
Shop
Bank
Machine
1
Theater
Lobby I
Ticket
Corner
Booth
of 6th

----
& 50th SI.
1
Corner

~
6th
& 90th SI. I
I J
'1.
r
®
Bad Sector
Bank Corner
Corner of
Apartment
Safe r- of 10th
& 90th SI.
10th & 135th

~ ~ +J ]
1
Kitchen
.1
I

........,
-
Substation
Station Legend
To
Street
Subway Street
Inside
Station Station
Tokens

Subway
Platform To
Map Trains

42
CRIME STOPPER
Company: Hayden Software
Suggested Retail: $34.95 Room Room
t--
Room
10-
2nd Floor
of
209 208 207
Hotel
Type: All-text mystery game.

"
7)1
Description: Beau
McBridge's Hotel Wooden
You are Al Clubs, Private Investigator. You Room
Telephone
Lobby Stairs

arrive at your office at 7 a.m. to find that you have


been hired to recover a kidnapped heiress. You I
In Front
have until midnight to complete your task. You of Broken
Arms
spend a lot of time in the subway. En route, you Hotel

have plenty of reading material and you encoun-


ter two dead bodies. You have to do in three I
Corner
baddies or become a corpse yourself. Justice is of 2nd

I I,J swift, so work fast!


& 8th SI. I'-.J, I
I

====~II.. J Playability: J
There are a few bugs in this game, so save it
often (fortunately, quite an easy thing to do). \
Novice adventurers will find it entertaining. How-
ever, if you got hooked on Deadline, don't expect
@ this to replace it.
Sports
---~Telephone Complex r- Locker
Room
Hallway
t West
I +- Downtown Uptown ....
East I
Corner Bank
of 6th Corner of
& 21st SI. 6th & 8th

---..,J~---...~ ,
~======~~ ~~======================~~

@
Lockers
10th &
21st SI.
I'-.J I
Executive
Row IL......L.--J.., ®I
I~I Crowded
Corridor
Man in
Tattered
Coat
1
Bus
Station
Inside
Bus
®
Station Corner Inside
Steel Freezer
of West t-- WarehousE I-- WarehouSE t-- Door Desk
1 & 8th SI. Crate

Intersection
West
& 21st SI.
L...-_ _.... ~ ...
Departures
~I L
"

43
CRYPT OF MEDEA

Company: Sir-Tech Software, Inc.


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics.
Description:
A humorless and gruesome game, full of blood, gore, and little else. You find yourself in an under-
ground mausoleum; your mission is simply to escape. Decapitated corpses, flea-infested dogs (dead,
naturally), vats full of body pieces, and mutants stand in your way. I can't say much good about this game,
either from the standpoint of its design or implementation.
Playability:
This game does not suit children because of its unnecessary use of violence and horror. The graphics
and text are rather insipid. Nonetheless, the difficulty factor is relatively high, partly because of the
atrocious vocabulary and partly because of the lack of logic associated with the puzzles.

44
CRYPT OF MEDEA
® @
Room with
End of Experimental Blood
Tunnel Testing
Room Running
Down Walls

I 0 I @) I ~
Shallow Large 20 Foot Bloody
- Very
-
West Edge East Edge Puddles of
Tunnel Mausoleum Crawlway r--- Lab r-- Large I-- of r-- of ~ Embalming
V Room Ravine Ravine Fluid

®
-- 0 I @) @ I
Bottom of Boxlike Massacre Small Large Room
False in Store Recant Moss Grows
Room - Wild
Grave Room Room Carnage

/ @ @ I ® @ I T
Wind Tiny Blood Blood in
Stains Small Native Thick Moss
Howling in "- Room r-- I-- Room is r--
Distance on Floor Room Stone Absorbed No Blood

@ I
Upward
Twisting Sloping Long. Low Native
Passage ~ Rock
Corridor Corridor

@ I @ I @ @
Huge
Granite Chamber Cavernous I - - Underground Tracks Room Filled Small
Chamber Room Railroad ~ Split ~ Granite
Smooth With Soil
Dirt Chamber

I @ I / I
Long Low Top of Ant, Room
Twisting Dirt Dark Large Stone Stone Tracks Native of Room
I--
Corridor
-
Room Stairway Cavern r-- Chamber I-- Chamber r-- Curve Rock ~
To West
I
@ I
North End
Long Dirt
Room
"
I
South End Dusty Dead
of I - - Antechamber I-- End
Dirt Room

~
\
J
t
V Short End North
~~ ~ // Hall- of Ridge
way Hall Chasm

\}
Travell-
5 ing on
Road

CRYSTAL CAVERNS
Company: Hayden Book Co.
Suggested Retail: $34.95
Type: All-text adventure.

Little H Tangle
Used of
Path Bushes

o
Second
Dirt Clear-
Road
'ng

@'r-,- -
16 Room Description:
Maze
You become Apple Caverns Estate Land-
lord after finding sixteen treasures in and
N, Bank below an old Victorian Mansion. Lots of
Lava Maze
River imaginatively written, highly descriptive
text, and several very well done puzzles
enhance this game. Also, you must find many
Foot-
bridge objects to figure out which ones to carry
Rickety
Swaying where, and which ones to use on what!
--r---
Playability:
You have to work hard at getting killed, a
welcome change in adventures; but if you
insist, try jumping up and down on the rick-
ety bridge! You make the three save-game
positions to the program disk. Three are just
about right for this game, which is, all in all,
rather interesting.
I
I
,I
~
L::! ors:;'~,
Pit

, J '- ')--:-:--_.,
Long Large Climbing Huge
Narrow c~~~~r Empty Vertical Small Ominous
Tunnel Room Psg. Pit Cavern

N.End
9)1
White Huge
/ Ridge
j/!I
Ridge Psg. Tall
N-S Tunnel Sand Chamber Wide Ends NS
Psg.
r-- Fissure
I-- . of
Fissure
I--
N' Psg.

I oJ \ !\ I
Traver- Small Scat- ~ NS (Parachute Doesn't Open) Echoing
smg Lon Rocky tered Psg. I Cavern
rN-S Psg. Carr. Rocks

~~~
Long Small I
(~ Small Solid I,
/ (~~--~
S.wall
Narrow Winding N-S Stone , of
Chamber Carr. I Psg. Wall Fissure

I I~l 1~ I
Rm. wI Long Wide I Junc- I EW H Small Narrow Point
Cracked Room E-W tion Psg Room E-W over
WailS Icicle Room J I Hole Psg. Quarry
I
I

;:~r E-W E-W Tilting \ Quarry


Room Psg. Psg. Room Floor
I Il H
! 62) l=--
®
Winding E-W Psg. in Rm. wi Warry
Walk- Fly- I"""" Crawl _ S~veral ~ Prehis. S.E.
way trap way ~I~~C;; 1- Pics. Corner

· d·
WIn Small ,i"W.End! Cubby
mg Damp of
Psg.
~ Psg. ,Fissure I 1_ Hole
~I
Space

I ~3) : / I
End Small I Slightly Sloping Bottom E.End Small
of N-S I Humid Ps ~ of ~ of Cramped
Psg. Tunnel I Room g. Fissure Fissure Room

I ® I I ,
Dusty Comp- } - Disk Furnace Bottom ~ Tight
Printer uter Drive Room Large Room
Room Hole


Comp- Roc~y Granite Psg.
uter Corn- ~ Gallery Bends
Panel dar West

~ '"
....
CURSE OF CROWLEY MANOR
Company: Adventure International
Suggested Retail: $29.95
Type: Hi-Res mystery with color graphics.
Description:
As Inspector Black, you start in your Scotland Yard office (which you cannot leave until the phone
rings). An officer (later found gruesomely mutilated) summons you to Crowley Manor to investigate the
murder of Lord Crowley. The balance of the game proves equally gruesome, but the ending is interesting
and well done.
Playability:
You will find it all too easy to get stuck at one location in this guessing game, looking for the right word
combination in a full sentence command. Quite often, otherwise insurmountable obstacles simply
disappear if you happen to be carrying the proper object, so be sure to look everywhere.

48
THE CURSE OF CROWLEY MANOR

Damp Musty
Passage

11

Stark Room

Small E-W
Hall

Kitchen
Nailed Door
Growth

London Office
Apr. 2, 1913

Beautiful In Cab Take


Outside of London Nite
Manor me to Crowley
Big Ben Traf. Sq. Look Driver

49
~

CYBORG
Ventilation
Ducts
Togram

Topol
Shaft Bleachers
In Gym
01 Top of
Rings
Trapdoor

~
25 Meters Center
Below Top Detox. End of West End of
Chamber ,..... East End
of shaft SW Pass. t- olGym Gym-Below f- of Gym
Rings

, ./ 0
50 Meters Opening Belore Top of
Below Top W-NE Steam
In Detox ~
of Shaft Passage Cabinet
Duct Chamber
Hatch

Duct
Junction
South
End of
Gym
V \ Steamy
Cabinet

Narrow Doub!y Endless


Opening Mirror Vast Doorway Doubly
Dense Endless Dense
in Duct Endless For. Image on N-S
Forest Forest Path Forest

0 0 I~
Clearing In N-S Path
Forever Forest Forest Grove of
Forest Twisted Tree
String Clearing Mirage Trees

From
A Identical Little Grove N-S Path Dense
Endless r- Field by t- of t- Through t- Forrest
Forest Puddle Trees Forest of Trees
1/
f
~ ~ r J J From
-

1\ ,\ I I
'\ I
'T' E-W Path Little
Bare E-W Path JunctIOn By E-W
In Metal E-W Dirt Shelved
Room I-- I- By ~ E/W Dirt I- I- Lizard t- Dirt Path I--
Passageway Doorway Path Path Rooms
START

0 0
Clearing by Tangled
Unusually I\- Forrest Doubly Little
. Some I-- Under-
Dense r- Clearing I-- r- Tangled Alcove
Thickets growth
Grove Mess
Snake
V
~
Rising
N-S Darkening
Path Tunnel
Company: S
Suggested R
2 3 3 ~
Type: All-tex :ame. 1 Clearing EW Path End of
2 Below Through Maintenance
I""- I-- E-W r-
Ramp Canyon Room
Description: Path

2 4 4 4
At the outs re a Cyborg,
half-human a Isually cohe-
sive plot, th Dvel than an
3
adventure. I Ie objective, Lost Landing
Top of 2 in
Ramp of
which doesn he game fol- Forest Cubicle
lowing a sur A cute and 4 4
rlally provid-
/ "--
clever Droid -
ing you with 4
2 ®
Playability: 2 4 Lost
Lost
3 in I""- in 2 Cubicle
Forest Forest
Although on the slow 3
1
side, Cyborg enge, domi- 3 4 3

nated by the " theme, and


a well-devel ,es along the 0
way. Thesiz challenge. It Center
West End E-W Hall I..- East End
proves relati :, and even if Huge Hall Hologram Huge Hall

you do, you g


Vending Machine

Ci1
t--
CJ1
to

@ CYBORG @
Messy Inside West End South End
Cabin Glass of Sickbay of
Ultrafiche Cylinder f--
Cylinder - Sickbay
Reader Lever

West End Central East End North End Laboratory Storage


of Controls of Bridge - Red-Stri ped Empty I-- Room
Bridge on Bridge Hall Beaker off Lab

@
West Wall Top of End of
in N-S Hall Yellow E-W Corridor
""" (Red) N-S Hall

II
, J
Midway Down Half-way
South End Red NW/SE Up N-S
N-S Hall Corridor Hall

V
Grill
® @J Smada

Eerily Lit Yellow East End


BarRm North End Hydro-
Red NW/SE ponics I-- Hydro
Scale of Domed Corridor N.S.
Room Corridor Room Ponics Rm
Crystal

Striped
Hallway
Junct.
To Page 1

@ 10_ 3 5
Resting Spot 9
Airlock Transparent South End 50 Meters
Red Center of t- 8
r- Domed Rm Bubble NS Hall Below Top
~I Button Room of Shaft
5
2 3 9 2 9 8 8
4 8 10 7
Rubble
® Formed Com Trapped Rubble
9 in Maze Strewn 14
Debris all -
South End Around of Rubble '"" Passage
of Domed Rm •3
Small 6 7 5 6
Doorway
1
---- ----- -----

q 8 10
,- 1-- ~
0

4 5 6
Maze Maze Debris
7 of Debris ,...-- of Rubble r-- Litttered 4
A and Rubble and Debris Passage

3 3
6,,@ 2
White Northern Northern
Room wi 5 7 I 6 7 I 5
End of ~ End of
Rows of Hooks Dorm Hall 3 Maze 2 Maze
Ie Hold of Debris of Rubble
r- 2 & Rubb 2 6 3
- Debris all
allover over
3 10 10
7 8 5 9
(1~
C
Northern Narrow Standing Cargo Hold Inside
Dorm N-S Outside - West of I-- tiny
Section Hallway Cargo Hold Ship Ship

-Poo~ Trllth __ _

Bottom
Center of Hallway Wide West
r-- f-- f-- of
Dorm Junction Hallway
Shaft

Standing
Southern Southern Before
Dorm Half of Sleepers
Section Hall Chamber

Southern End South End North End


of Dorm - of N-S Sleepers
Hall Station

I'hin
@
Midway
Thru
Sleepers
Room

South End

@
North End
of
Engineering
-
~
DARK CRYSTAL
Company: Sierra On-Line Systems
Suggested Retail: $39.95
Type: Hi-Res fantasy adventure, the sixth in the Roberta Williams series, with color graphics.
Description:
Jen, our Gelfling hero, is your alter ego. You control his actions in his quest to find and replace the
missing shard of the Great Crystal, a deed which must take place at the instant of the triple conjunction of
the Three Suns. The great prophecy states that only a Gelfling can accomplish this task, and Jen is one of
only two who escaped the slaughter of his race by the evil Skeksis. Failure means that the Skeksis and their
robot-like killers, the Garthim, will control the world forever. Success means both the end of their rule and
a return to peaceful harmony in the world of the GeHling and Pod people. If Jen succeeds, he will live
happily ever after with Kira, the female GeHling, who appears haHway through the game.
Playability:
The game is based on and faithful to the movie of the same name, but having seen the movie is neither a
help nor a hindrance when playing the game. The graphics, although having large expanses of white, are
beautifully detailed. Lighthearted and fun to play, the game anticipates your actions and commands. Easy
enough for beginners and captivating enough for more experienced players.

54
@)
Top of Balcony
Narrow Above Ravine
t-- Crystal Surrounding
Stairway
Chamber Castle

L /' @ ®
Bottom Plumetting
In tower of Narrow On the into
of Castle t--- Crystal
Stairway Ravine

@
Conclusion
Gliding
Slowly to
By the Pit Bottom

u
>
~
~
Cj
----.
I ~
I
I ~
I rJ:J
I ~
I
I >
I
~

__ ...I

~
~ Side2B
@) I
@
I
I Mired inan
Forest I Eerie Observa
I
w/Kira ,, Shallow tory
Swamp -
,,
" tt}-t---- J I (9) t
Quickly Carried I
Hot Dry ! Arid Forest I
Making Desert Chasm Forest I
Murky Swamped
Brushland Quiet Down , Sinking Swampland
Way Boundary Twisted stream Wrapped
l- - Scrub - Thickest I-
Trees. I into Muck f- Draped
....
Across I of Gorge Crackle of and walk in Vines
Brush River (Kira) w/vines
Dasert Chasm to ~ Harsh Wind Lizards Leaves into Village
,,I
,
I
1 I 1 I 14) I (13) I + ----------, aT T I
Black Crossing Arid Forest I Swampland
West Chasm Edge
Barren Deser Eastern Edge Brushland Land- Forest Pad Village Treading N. edge
Land Side Large Rock Castle thru
I- Head I- of Chasm Far ....- Low Bush Striders - - ~ of Vast
Air Creature Forest I
Sinister
Oppresive Chasm Side-Desert Hot, Dry
- Peasants - Silence I
Swamp
I

I l I I I ;----1-----.1 -r3- -1--- ------ ~------- - -- ---.:


I +
I Forest
Most Dry, Racing Arid I Ruins Swampland
See Riding Chasm Forest Wandering
Desolate Parched Across Through Brush land Gelfling S.Edge
Place f- Castle I - Empty I- Across is I-- Scrub by i.+
I
Thickly - Ruins Wall - Through Vast
Desert Desert
Seen
to South Land Desert
Bush
I
I
Wooded 2 Rocks Primary
Forest
, Swamp
,I
1 ""Disk ~ Side 2A 1 .. -------- ... I I 5) I I
Disk Side 1B
: Ravine : Forest
Castle : Surrounding : Hideous Forest Wilderness
Castle Cool Virgin Swampland
to ~ Castle ..... - Trees - Serene Ground
East to Forest- Forest
West Canopy Creepers Mucky
:@~:
I ~ I

1 ~---+----~ 1 (6) I 4) I I T
Through
- Castle Can't Wilderness
Wilderness Wilderness
Wilderness
Wilderness Creatunss EW. Path
to Believe Noise Wilderness Scurry Strangely
Lifeless l - I- This r- I-- Babbling I- - Eerie -
Land North almost Pond out of Quiet
Land deafening Brook Hush
way

I I I
Psg. Wilderness
appears Tangle Wilderness
after Vines Alivew/
I- I-- Abundant
listening Talk
to Brook Flowers Foliage

'.J 3) + t 1
In Hills In Mtns.
Large Shadowy Trickling In Mtns.
Cavern Path - thru - Lost
Tree Mtns.

I I I (2) I
Cave Towering START
Passage Cliff Circle In Mtns.
I---< f- of Valley H Mountain
Winds H of
N&E Cave Stones side
Stones
West
I I 1
In Mtns. In Mtns.
Mtns. In Mtns.
Wandering Lost
Around
- Towering f-
~.
over Valley
DEADLINE
Company: Infocom, Inc.
Suggested Retail: $49.95
Type: The first of a series of all-text mystery adventures.
Description:
You, the Detective, are called upon to investigate the apparent suicide of a wealthy and philanthropic
industrialist. You encounter no monsters or wizards, just seven characters you can talk to, question, or
watch as they move about independently. You ha~e twelve hours to unravel the mystery and arrest one or
more of the four principal suspects. You will have to prove motive, opportunity, and means. There are
twenty-five possible endings, ranging from dismissal by the Grand Jury to conviction by the Trial Jury.
Some endings come with shocking suddenness; others give you clues for your next attempt at solving the
mystery.
Playability:
Totally engrossing. You feel as if pulled directly through the CRT and right into the mansion with the
suspects. While the game offers a moqerate difficulty level and number of puzzles, the convoluted
puzzles demand interaction and one of them proves quite tough. This game requires considerably more
deductive logic than adventures usually call for.

57
~
DEADLINE
Outside House
Lake

Lake North Lawn Lake

Garden Path Orchard Path

Among Roses Orchard

No Entry Behind
Shed
East
Invisible
Lawn from
Housel

Inside House
See Separate Map
S. Lawn
Lake ® Lake

Q)

West Lawn West Side East Lawn -'"


of House as
-l

West of East of
Front Door Front Path Front Door

Shed
Ladder
15'
dirty
mud
(dry)
no
South Lawn prints
DEADLINE
Inside House

Balcony
f\ To
Balcony
1\
....._"""'1"_ _...
To
Outside
Rose
;-1)'--......._-, Garden

Library Hidden Master Master


Room Bedroom Bathroom

North
Guest
Closet Upstairs
Hall
- Bedroom

I
End of Hallway Hallway Top of
Hall
f-- I-- Hallway I-- Stairs

I @ I
George's East
George's Mrs. Dunbar's South of
Bedroom I-- Bathroom Bedroom Hall I--
South Hall

I ® I
on Mrs. Dunbar's
Kitchen f-- Pantry Stairs Bathroom Closet

Dining L...... Blind


Room Corner ~ Hall

North Bottom
Living of
Room of I--
Foyer Stairs

I
South r---- Mrs. Rourke's
Hallway Bathroom

® I
Foyer Mrs. Rourke's
Bedroom

+
To Door

59
DEA TH IN THE CARIBBEAN
Company: Micro Lab
Suggested Retail: $35.00
Type: Hi-Res adventure with color graphics.
Description:
You find yourself on an enchanting but dangerous Caribbean island, divided by a fast flowing river.
You've come in search of buried treasure. Yes, it's here, but it will take a bit of doing as well as digging to
get it. The graphics are very well done, sharply detailed and quick to fill. The puzzles offer moderate
difficulty; some-in a sense-involve a play on words.
Playability:
A good, solid adventure. A little thin on the story-line and text, but nevertheless challenging. Playability
would improve greatly if the game supported dual disk drives; as it stands, with two program sides you
quite often find yourself flipping disks like hot cakesl The two-word parser has a limited vocabulary.
Fortunately, the negatives are well balanced by some of the best red-herring puzzles yet encountered,
some helpful magic, and a little cryptology.

60
DEATH IN THE CARIBBEAN
Part 1

® ® ®
Pyramid Upside
Path Turns Down
Intersection I- Marker East Pyramid
Boat
Parrot

(!> ® I ® 1
Path East Lightning
and West Picnic Table Cave
Cross Road r- Very Bad f-- Entrance
Fog to North Storm

~ I I 1 11]
~Maze
Paths Paths North Side North River
Quicksand Cross Road of Bay Tree
t-- Sign t- East. West f- North. West Toward Paths South
- All Directions
r-- LeftPaths
& Right Swing Bay & West
I
and Behind and East
but South
I I
North Bank North In Front
Dense of
of River Riverbank River Graveyard I-- of I--
Alligator Woods Church
Church

(~ I (15) I
Foyer of
Path-Tree Church
Sign Trapdoor
Bell Rope
Maze
I 14) I
North Rim South Organ
of of Music

®
Crevasse

I 0
Church
'"
CD
Path South Rim Man-Eating
South of Top of Ants
of I-- Cross Path ~ Intersection I-- Intersection
River Cliff Ant Hole
Crevasse

®~ 1 I
In Front
South Side of an Old Base of Dead End
of r- Cross Road l"- Intersection ~
Cannon Cliff Wagon
Monument Monument
L-. 7) I I 1 2)
Early Path to
Morning- Right and Rock Bend
Intersection I-- Intersection I- Slide Box
Bull Left

1
Behind
Dead End House

CJ:)
i-'
~

DEATH IN THE CARIBBEAN


Part 2

-I
o
CJ) Cave Chamber
o Entrance in Rock
3

Opening Coffin Church


Zombie Foyer
22

DEMON'S FORGE
Company: Saber Software
Suggested Retail: $39.95
Type: Hi-Res adventure with
color graphics.

Long
Hall
(x 6)

You must escape from underground dun-


geons into which the king has cast you. The
ending relates to the title, but not to the
Varga-like cover jacket. There are lots of
objects with which to contend, and not too
many characters. The puzzles largely belong
to the find it, use it, and leave it type.
Playability:
All in all, an average adventure game,
with pleasant and interesting puzzles.
Inventory management becomes a pro-
blem because you tend to accumulate
objects faster than you can figure out
how to use them. Hints fall few and far
between, and the vocabulary forces you
to play guessing games with synonyms
to get the desired results. At least you
don't get killed too often, but beware
the Rabbit.

2
Pillow Sleeping
Blanket Quarters
Bag of Ashes L-_ _ _- ' "

Cave
Entrance
63
DOOM VALLEY
Company: Superior Software, Inc.
Suggested Retail: $19.95
Type: All-text adventure.
Description:
While vacationing at a ski lodge, you hear that a planeload of UN ambassadors has crashed nearby and
can't be found. You later find that, for unknown reasons, equally unknown parties have chained these
worthies in a medieval castle located in a steamy jungle populated by lions, tigers, and mambas who pay
no attention to you. You win when you return the ambassadors to the ski lodge.
Playability:
So-so at best. Most of the game locations have no bearing on the game. You can win the game in less than
four minutes once you know what it requires. The two-word parser demands specific two-word
responses, usually self-evident. No real challenge, even to a beginner.

\ J

I
r
\

" ,) ~\

"
..
1~. I
l,
'-
(
..... .........

64
CD - ®
Lodge Rent-a-Ski Ski Slope Ski Slope
Radio ~ Mavis Avis I-- Sign I-- Footprints Ski Slope I-- In Cave
Cashbox Ski Eqpt. Snow Snow Bushes Yetti

I l
Ski Slope Fell Off
Ski Jump ~ Cliff
/
- I
Ski Slope
On Ski I-- Wreckage
On Ski Lift ~ Lift To South

I
In Wreck tj
o
o
® ~
Bottom Under 317' Jungle Narrow <
of r-- Jungle ""-
~ of Snow Path Path Secret >
Cliff Cave
" t""I
t""I
t!j
@ I t I ® 0 ~
Jungle Path Jungle Alcove Dungeon
Stream to I - Jungle Path ;-- Library
Path - Lever Ambasadors
South
./ , ., , I
I :/'" Stream I
--'-L ®
South Jungle Path Steps of Castle Hall
of Mambas t-- Castle t-- Knight Stairs Stairs
Stream 1\
1 I J
Jungle
Villages Grass Hut Jungle Path
I-- Ferns
Primitives Map
Armory Guard Landing
t--
Guncase Room Holes in Wall
1 I
On Steel Jungle Path Jungle Path
Jungle Path Lions
Beams t-- Thick ~ t--
2' Apart Undergrowth Tendrils Tigers
ffi
EARTHQUAKE-SAN FRANCISCO, 1906
Company: Adventure International
Suggested Retail: $39.95
Type: Hi-Res adventure using color graphics.
Description:
A note for you in your San Francisco hotel tells you to deliver a ransom (conveniently on the dresser) to a
specific hotel or you'll never see your wife again. This simple task is suddenly complicated by your room
collapsing around your ears, chaos in the streets, fallen buildings, trigger-happy and not-too-honest
soldiers, the need to become a hero, paddling around Oakland Bay, and getting piddled on by a small dog.
Playability:
A lot of backtracking takes place because things at earlier locations change when you meet conditions
set later in the game. Some mildly interactive puzzles, but for the most part you must solve them in
sequence, which slows down the game. The speed of the game, vocabulary, parser, and text all leave a lot
to be desired, but attractive graphics, several intriquing puzzles, and an interesting storyline make the
game worthwhile.

66
EARTHQUAKE-SAN FRANCISCO, 1906
<D
Room in
Hotel

I ® ~

Bedroom Crest
"'- Steep
Bed of I-- Street
Hill

113 '\.:/ ~~ ® /""


Legs Rubble
Trapped Foot of Telegraph Storm
r- of I- r- Hill Drain
By Large hotel Stairway
Beam
~ 5) I (16 i" ~ 8) I
Outside Narrow
FruitstBnd Second Side Storm
Floor 1\ Street Drain

6) I A 1~ 9) I @
Freemont Grand Street
Opera Dead
Avenue I- End near
House Fire Station

I A@ ® @ (22) @ @
Narrow Narrow Short Large Burned North End
E-W r- E-W t-- Alley 10- Court Oriental f-- of
Street Street Yard Garden Tiled Plaza

® (19) 1 @) (23) I
Wagon full South End Old
Portman of
Hotel I-- of 10- Stable Chinese
Refugees Courtyard Restaurant

3~ I I @ (21) I @
Lobby of Near Sitting on
Hotel Pier at Piece of Wood South End Narrow South End
Oakland ~ Oakland t-- Large Piece ~ Stranded of t- of Plaza
Sinister Dock of Lumber Cliff
Figure Soldier in Bay Stable Pagoda

I A ~ I~ I (2~
Foster St. Boat Sinks Inside
Foster St. Burning At the Stranded Storage
t- I-- Docks t- t-- Bare
Waterfront Building in Bay Room Pagoda

I~ I ~I (~ I .A. ~
South End Lifeboat West End Cobblestone
of I-- Casts off Cobblestone t- Street
Docks From Docks Street Fallen Bl'dg.

® ®
Wide Porch Inside
Sutter Wrecked
Hotel Hotel

~
"
Blue Planet Forest (START) In Treetop
Tree
Trees Mountain Peaks
Path Gold Leaf(?)

I Path
~
Mt. Summit Mt. Summit High Plateau
Pkt. to N Cave Cave
Park to S Trail Path Cave Old Man
Mtn. Trail Mtn. Trail Cliff
Valley bet. 2 ran Valley bet. 2 Blanket
Mtn. Trail

I Cliff

Clearing Below Cliff


Mountain N & S
Trail Cliff
Path

I Path
Ancient Roadway Q)
High Plateau Mountain to N Strange Place
Below Cliff Forest Treetop "0
Stone Tower
Cliff Trail
PeakOH/
I Gravei' Stone Door to Twr.
Roa Dirt Road
Dirt
Wooden
Brook
Dirt Road
Tree Mountain Peaks N-S
Stone Tower
Black Demon
Gold Demon
I
"0
Path Tall Trees Golden Sphere ~
Gravel Rd Gravel Road Stick Q;
.r Cliff Gargoyles on Twr .
® I Brook
~

High Plateau Above Brook/Forest


Stone Open Door Surface of Tree Treetop
Trail-Cliff Door Go Door Gold Leaf(?)
Gravel Road Lily Pads
Tall Trees

IGraVel Road I Surface


Entry Hall
Stone Quarry Stone Stairs Underwater Underwater
Stone Door Surface covered by Channel Limestone Cave
Gravel Road Channel Channel
Cave Stone Archway Lily Pads Surface of Q)
Underwater Short Passage
Iron Stone Underwater Pool CI>
as
Channel

~9 ICave Stairway
-"!rCI}
Trapdoor
Crocodile ~
'"
'"
Unlock
Landing- Gloomy Room Open
Smal: Cave Top of Stai rs Stone Arch
Blue Crystal Wood Door Wooden Door
Iron Door Trap Door

® I
Re~
0 o
~oo
6
'000\
Iron Door Wood Door

Closet Wizards Den ROOT CELLAR


Animated Skel. Com pass-Scroll Wooden Door
Wooden Door Desk-Chair Trap Door
Key Window-Iron Door Grass
Open I Open
Window Trapdoor
Oasis
Window Ledge Garden Dry River Underwater
Grass=Secret Trap Dry Wash Pool
Window Channel
Ladder/Long Drop Door Path Palm Trees Su rface of Pool Q)
(.)
Tall Stone Tower Small Pool as
Gargoyles on Roof Dry 't:
(5) Ladder Long Drop-Window lOry River
Wash ::J
en

Tower Roof/Ladder I Path


Astrolobe Desert Mtn. N/S
Trail/Dry River Desert
Stone Gargoyle Dry Wash
Iron Gargoyle Forest Trail Desert Road
Path A Small Cactus Desert Desert Road
Trees Large Cacti Road Abandoned Road
Trail

I Tree
Blue Sand
Abandoned
Road
Treetop Ruined City
Desert Mountain N/S
Forest WOLF Fountain (Water)
Broken Window
Empty Doorframe
Abandoned Road/
Hole Empty
Hole I,Broken Doorframe
Window

Abandoned Bldg. Abandoned Bldg.


Abandoned Bldg. Empty Door
Large Hole in Broken Window
Wall Frame

68
EMPIRE OF THE OVERMIND

Dining Hall
Wooden Door Throne Room
Spoon, Bowl Irone Throne
Bottle, Table Iron Door
Bread, Herring Goblin King

@ WOOdD~ Iron Door


I
Room with Tiles
., Shaft Bottom C5 Large Cavern
Small Hole "0 Iron Wall 0 Small Chamber

-
:I: 0 Rough Wall Roof of Cavern Stairs
I Iron Wall
(Charred Hole) ~
(Charred Hole)
Iron Door
r-;:;- Storm Door r-::- Trap Door
Rough Wall 0. ...
Wood Door
Iron Door
Iron Door
Small Hole ...~ Long Shaft ~ ~
iii ",0
... 0 Trap Door
I
I 05)
Small Hole
'B" (1~Stone Door
1-0

~\0'0
eO
oO(

I Room with Tiles


Small Hole Room with Tile Stone Room
Iron Wall Shaft Lava Pit Stone Door Stairs
(Melted Hole) Stone Door Shelves, Rig
Dirty Section Tortu re Rack

I
Stone Door

Landing at
C5
0
00
On Ledge Tile Walls Long Corridor Landing
Bottom of
Long Spiral Stairs
Stone Door
Shaft
Short Passage
-., Ol
Wooden Door
Short Passage
~
0
0
Wooden Door
Stone Door
0
r"Q)
c:
Stone Door
Stairway
0 0
'"
U)
~ U5
IStaircase Shaft (17) ~
Top of Spiral
Staircase Top of Shaft
Short Passage Short Passage
Stone Door Smooth Shaft

I 00 00
® Cell
Landing at Top 0 Dungeon Dwarf
0
I of Stairs
Stone Stairway - Stone Door
Iron Door - c:
Iron Door
Stone Door
Wooden Door Q)
c:
0
Short Passage e Dirty Wall
U5 Straw Dung

Iron
Door Company: Avalon Hill
Underwater
Small Cavern Suggested Retail: $29.95
Surface
- Underground
Pool -
Small Cavern
Stone Door
of Pool
Channel
'ii
. c:
c:
Short Passage
Scarab Beetle ..
CD
Ol
til
U)
Short Passage Type: An all-text adventure of th e same genre
as its predecessor, Lords 0 f Karma.

Description:
You must find and destroy the Overmind (a golden sphere) to win the love of the enchanted Princess
whom you meet while trying to cope with the game's sundry critters and traps. The game abounds with
many objects, a helpful dwarf, and some useful magical items. It's a toughie.
Playability:
Engagingly difficult but agonizingly slow, especially for an Assembly language program. The docu-
mentation gives the history and game objective in verse, but does not describe how to save or restore a
game. You should read it carefully. Unfortunately, you cannot solve the game without the save and
restore. Try Reset: Call-15I: BSA VE (filename), A$8000, L$lOOO. To restore, use Reset: Blond (filename):
Call-151: 800 C. Despite its obvious weaknesses, it's a very tough and challenging game.

69
EMPIRE OF THE OVERMIND
Red Planet

Mtn. Summit
Mtn. Trail

Trail

Cliff High Plateau Cave Bathroom


Cave/Mtn. Trail Cave Wooden Door Bath
Cliff-Path Sink Faucets Toilet

Path IWood Do or

Bedroom Bed
Dusty Cellar Rolling Foothills Wood Door
Tunnel PathlTunnel Stone Door
Trap Door Tunnel Desert Track Closed Window

I Trap Door
® IStone 000

Abandoned Bldg. Desert Laboratory Landing-Top Stairs


Stone Archway Arch Stone Stairway
Trap Door Track
Empty Door Frame Pistol Archway
Black Box Stone Door

0 I ® IStairway

Ruined City Desert


Desert Lawn Entry Hall
Abandoned Bldg. Road Road
Desert Road Tall Stone Twr. Stone Stairway
Wooden Door Window
Door Frame - Door Dirt Desert Track Gravel Path Stone Stone Door
Girl Wood Desert Road Wooden Door
Green Alien Road Dirt Road Door

I
Door

I Wooden 0 oor

Garden
Abandoned Bldg. Wood Dr. to Twr.
Broken Window Garden Path

IGarden Path

Gravel
Path Gravel Path
Dirt Path
Garden Path

IDirt Path

Cliff Ice Field Barren Wasteland Salt Fiat Barren Wasteland


Obscure River Wash
Obscure Track Dry River Dry Wash Dirt Path
Steep Cliff Track Obscure Track Dry River Dry Wash

70
ENCHANTER
Company: Infocom Inc.
Suggested Retail: $49.95
Type: An all-text adventure.
Description:
Zork lives, embodied here in the descriptions and puzzles accorded to you as the neophyte wizard, .
charged by your wizened mentor, Belboz, to seek and destroy the great evil wizard, Krill. Only an
innocent fledgling can hope to succeed in this quest due to Krill's precognitive powers. It's tough to find
some of the thirteen scrolls you'll need to achieve this goal. Find out what it's like to get sacrificed, and talk
with frogs, turtles, and a shaggy adventurer.
Playability:
The game plays easily and smoothly and employs the excellent parser, vocabulary, and two-drive
save-game capability that mark Infocom games. Lots of fun to play, with well anticipated wise remarks
made to many inputs.

71
~

ENCHANTER
Part 1

Shady
Brook

To
Inside
Gate
Part 2

To Outside
Courtyard
Gate

Courtyard

,
'i-.--~,'
Room of
Terror
Cj
ESCAPE FROM RUNGIST AN
Company: Sirius Software, Inc.
Suggested Retail: $29.95
Type: A black and white Hi-Res adventure that includes some arcade-like action.
Description:
You must escape from your prison cell and cross the border of dictator-ruled Rungistan into the safety
of Nuggyland. Natch, you are pursued by the Rungistanees, who must see to it that you are shot in the
morning-or they get scheduled to lose their own hides.
Playability:
An average adventure in all regards, with much lacking in many regards. One nice feature: the screen fill
takes place crisply and quickly. Often, you get one shot at the correct answer before bad things happen to
you! Generally, you must solve puzzles in order before you can go on to the next location, which slows the
game. The arcade section challenges you to ski between seven or so sets of rapidly approaching trees.
Prior to saying "Geronimo," use the single save-game feature back to the program disk.

D,
D

74
ESCAPE FROM RUNGISTAN
@)
Mountains

11

Landing In Saloon

II

You are now


II
Safe in
Nuggyland
)'
II
Guard's House e-
'"
Mailbox
License Ii II:

rJ)
~

"iii
0
00.
'"
II t.

You Jumped
the Gorge!

75
ESCAPE FROM TRAAM

Company: Adventure International


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics.
Description:
Your spaceship crashes into the planet of Traam, but somehow you survive. Armed with only your wits,
you must find the means to escape this desolate land. Enroute to finding another spaceship in which to
return to your mothership, you encounter an alien warrior, a friendly little creature, some Traam slaves,
and troops of ferocious Traams. You must become something of a linguist to understand some of what you
see or hear.
Playability:
This game shares the shortcomings of Earthquake-San Francisco, 1906, but has few of its virtues. The
puzzles are semi-logical in spots, and seem disjointed and rather unrelated, although for the most part they
occur in sequence. You can make a single saved-game position to the program disk; a few more saves
would help.

76
® i""--...........;0:::;7 CDr=1
__ E_SCAPE FROM TRAAM
North End In a Cave
of Cockpit Creature
Hallway

Center Crest
of of Cliff
Hallway
14

South End Stone


of Room
Hallway Altar

®
Small Drain
Black Black Pipe
Valley

4 9
Edge Traam Drain
Wooded of War Piple
Hill Stream Party Foul Stench

Drain
Piple
Liquid

16
Drain
Pipe
Gas

Gray
Room

22

Deserted Complete North End


Library Darkness of Ha"

South End
of Hall

Paved
Street

@
Bottom Launch Darkly
Orbiting Painted
of Ramp Traam
Deep Pit Fighter Room

24 @
Passage Dark Dark Cell Traams
Widens Crawlway Crawl way

77
F ANTASYLAND, 2041 AD

Company: Crystal Software


Suggested Retail: $49.95
Type: Hi-Res fantasy adventure.
Description:
This game requires no solution, nor has one been provided. Your task, easy enough to say, proves long
and difficult to do-simply find Guinevere or Lancelot. Trek through the six disk -sides and the game's six
different lands, acquiring the men, material, supplies and magical items that you need. Other than finding
out which objects to use on what, you face no real puzzles in this bit of escapism. However, the concept of
the game is well done, with nice shape-tabled graphics interspersed with attractive Hi-Res displays.
Playability:
Nice ideas, led astray by absolutely horrid implementation. Sad to say, this game abounds with bugs,
many of them fatal programming errors. The biggest puzzle, it seems, is to find which events and
sequences you should stay away from. While repetitious, it's sort of fun; too bad it's loaded with syntax
errors and fundamental programming errors.

CONGOLAND Side 1

!
I
II
I
I Swamp I
! !
I
Temple I
__I __
Swamp Swamp Swamp i (Shrunken

______ I
~----+-----+-----J..~----L-----
I I I r-I
Head)

Swamp I Swamp 1 Swamp I Mountain I 1:....L...--r - -r-


-----1-----,-----+-----r----l-----1~~---f--~
. I I I I . I Mountain
Mountains I Swamps I Swamps I Swamps I Mountains I (Psgs.)
II II==:
----: II L I
------+-----t----~----l-----t-----t-
Mountain I Mountain I Mountain I Mountains I Mountain I Mountain I
---r-----
Banana I Banana
I I I I (E-W Psg.) I Groves I Groves

------r----1r----i-----t-----r----lr----i------
I
Jungle I I
JungleI I I
Jungle I Jungle Jungle Water River Trading
I I I I Fall I II I Post

-----t-----t-----t----lr----t-----t-----r-----
I R:~r R\~er
Jungle I
!
I'
Jungle
I I!
I

I
Jungle Jungle
_____
I A t I
+_____ ~-----~----j------
I Jungle

I
I

I
Jungle

Ant
I I

Crabs I Fish I Horses I


Jungle
Hi71S I Jungle I Jungle I Hills
I I I I I I
~----- --~----~----~-----T-----r-----
I I I I
Shields Skulls Jungle I Jungle I Jungle I Jungle I Jungle
I I I I

78
....
ARABIA Side 2

! ! I ! !
Baghdad I I I I I
(Tiger Fang) I Desert Desert Oasis I Desert I Desert I Desert I Desert
I I I I I I I
-----I-----i-----j-----T-----I----~----;-----
I I I I Sand I I I
Desert I Desert I Desert I Mountain I Pits I Desert I Ruins I Desert
I I I I I I I
------r----'-----.-----,-----T-----j----,------
Mountain I Mountain I Mountain I Mountain I S~~sd : Desert I Desert I Desert

-----~-----1-----t-----t-----~----i-----i-----·
Mountain I Desert I Ruins : Desert I Desert I Oasis I Desert I Desert

-----t-----r-----r----'-----1-----t-----r-----
Oasis I Desert I Desert I Desert I Desert I Desert I Desert I Desert

______ ____ _____


I
~
I
~
I
I
I I
~-----~-----~-----~-----L-----
I I
I
I
I
I
I
I
Desert I Desert I Desert I Desert I Desert I Desert I Desert I Ruins
I I I I I I I
~-----1------1-----4------+-----+-----1------&-.----
I I I I I I I
..
Desert I Desert I Desert I Desert I Desert I Desert I Desert I Desert
I I I I I I I
-----~----~----~-----4-----~-----~-----~-----
I I I I I I I
Desert I Desert I Desert I Cathay I Desert I Desert I Desert I Desert
I I I I I I I

KING ARTHUR Side 3

!
II
I ! I! !I iI E I
Camelot Grassland II Swamp II Swamp I Swamp I Swamp I Swamp II Swamp

-----~-----~-----~-----~----1-----1-----;-----
I I I I I I
Grassland I Grassland I Swamp I Swamp I ShFerwotod I Grassland I Grassland I Grassland
I I I I ores I I
------~-----I------1-----~-----t-----T-----r-----
Sherwood
Forest
II Sherwood
Forest
II Sherwood
Forest
II Sherwood
Forest
II Stone-
house
I
I
Sherwood
Forest
II
I
Swamp II
I
Swamp

-----~----~-----+-----~----~----,-----,-----.
I I I I Sherwood I I I
Sherwood I Sherwood I Sherwood I Sherwood I Forest I Swamp Swamp
Forest I Forest I Forest I Forest I (Ring 1) I I I
·-----j-----r----~----,-----t-----t-----t-----
Sh d I Sherwood I Sea I Sea I I I Grassland I .
erwoo 1Ft I of I ~f I Mountains Mountains I (Excalibur) I Mountains
Forest I ores I Mist I Mist I I I I
-----j-----r-----r----,-----
I I Sea I Dragons I
I IVI I
. -
Swamp I Swamp I of I Lair I Mountains I: I
I I Mist I Excalibur I I I I
~-----r-----j-----1----- I - U I LL
I
Swamp I I Swamp Mountains Mountains I. I~ !-----
Merlin's
Hideawa~'"

-----1-----4--- I
I
Swamp I Swamp Mountains -
.-
:::J ___
-I i i--: I
I I ____I _ __
!------
i I - I : I I

79
WHIRLPOOL OF HADES Side 4

777
Grassland Cyclop's
Treasure
Grassland Grassland Med. Med.
Sea
Med.
Sea
- ~Grass
land
Grassland Olympus
Sea

Grass _ Med. Med. Med. Mountains


Ruins Ruins Mountains I- Mountains Grassland
land Sea Sea Sea

Mountains Mountains Mountains Grassland Med. Med. Reefs Reefs Reefs


.+
Med.
Sea Sea Sea

1\" A j\A /"v\ ~


Med. Med. Med. Med. Isle of
Reefs Reefs Reefs Reefs ~
Sea Sea
Sea Sea Thieves
/V\ /\A" /\ ~ ...

Med. Med. Med. Med. Med. Med. Reefs Shallows


Reefs Reefs
Sea Sea Sea Sea Sea Sea

A~" /\
Shallows
Isle
of Reefs ~? Shallows Grassland Mountains Mountains Mountains Shallows
Delos AA~

Shallows Shallows Aegean Aegean Aegean Reefs Shallows Shallows Reefs Reefs
Sea Sea Sea

Aegean Aegean Aegean Aegean Aegean Aegean Aegean Aegean Aegean Aegean
Sea Sea Sea Sea Sea Sea Sea Sea Sea Sea
II

Aegean
Sea
Aegean
Sea
Aegean
Sea /\ Aegean
Sea
Aegean
Sea
Aegean
Sea
Aegean
Sea
Aegean
Sea
Aegean
Sea

CAPTAIN NEMO Side 5

Underwater Underwater Shark Shark Sunken


Underwater Underwater Underwater
600 400 400 Infested Infested Ship
600 600
Waters 200 Waters 200 1000
Atlantis
0 Underwater Underwater Underwater Underwater Underwater Underwater Underwater
1000 600 400 400 600 600 600 600

Underwater Trench Underwater Deep Deep Deep Deep Deep


1000 Trench Trench Trench Trench Trench
200 600 1000 1000 1000 1000 1000

Borregas Borregas Shark


Underwater Infested Reef Reef Reef Underwater
Current Current 400 200 200
1000 1000 Waters 200 200 200

Reef Sunken Underwater Underwater Underwater Underwater Underwater


Ship Underwater
200 400 400 400 400 400 400
1000

Underwater Reef Reef Reef Reef Underwater Underwater Underwater


200 200 200 200 200 600 1000 600

City of
Eelmen Underwater Underwater Underwater Underwater Underwater Underwater Underwater
1000 400 200 200 200 200 400 400

Cave
Underwater Underwater Underwater Underwater Entrance Underwater Underwater Underwater
400 400 400 200 200 200 400 600

80
DANTE'S INFERNO Side 6

C IOt Y II I Sep Iecure


Mtns of I
II lS
~
II Pitch II L 0

eglon
II L
eglon
0 !I
of I Hoof I )C I Pits I of I of I Demon
Dis arm os I Anastus X Demons Demons I
-----,-----~-----L--~-~----~----~-----T-----
Waste- I River II River I River I River I River I River I River
lands I of of of of of of I of
Fire I Fire I Fire I Fire I Fire I Fire Fire
-----~-----~----~----~-----~-----~-----r-----
Waste- I Circle I I I I I Legion I Legion
I Bn~~~one I
0

lands I of I Wasteland Wasteland I Wasteland I of I of


I Plutus I I I I I Demons Demons
~-----~----~-----~-----~-----~-----~----~------
Mountains I Mountains I I Circle I Land I Land I Waste- II Mountains
of I of I Wasteland I of I of I of I of
Hermes I Hermes I I Cerebrius I Harpies I Harpies I lands I Hermes
~----~-----~-----+-----r-----~----~-----~-----·
B Ot I I I Circle I I I I
n~~soneI Bnm~tone I Bnm~tone I
0 0

of I Wasteland I Wasteland I Wasteland I Wasteland


I Pits I Pits I Minos I I I I
-----~-----r-----I----,-----'-----T-----~-----
o I I I I Mountains I Mountains I I
Bnm~tone I Bnm~tone Bnm~tone I Bnm~tone I I I Wasteland I Wasteland
0 0 0

of of
Pits Pits I Pits Pits Hermes I Hermes I
I I I I I
~-----'----I-----'-----T-----T-----r----~------
Limbo
I Limbo I B nm~tone I Mountains
of
0 I Mountains I Legion I
of of
I
Wasteland I Wasteland
I I Pits I Hermes I Hermes I Demons I I
r-----t-----r----~----i-----i-----+-----,-----
Entrance I I I I I I I
Bnm~tone Bnm~tone I
0 0

to Limbo Wasteland Wasteland Waste land Wasteland


Underworld I I Pits I Pits I I I
i i i i I I I

81
G.F.S. SORCERESS
Company: Avalon Hill
Suggested Retail: $35.00
Type: An all-text science fiction adventure game.
Description:
The first in the continuing saga of Joe Justin and Selena Sakarov aboard the spaceship C.F.S. Sorceress.
This time, they meet in outer space, where Justin has been set adrift in a "regenerating" spacesuit after a
trumped-up court martial, to drift alone for the rest of his days. You must make appropriate repairs to the
ship before using it to prove Justin's innocence by finding the Red and Black Books on interstellar law.
Playability:
A good story that keeps you glued to the machine to see how everything comes out. However, the game
plays painfully slowly and becomes very repetitive in some sequences. Use of the robot involves a rather
neat puzzle toward the end of the game.

82
Control Room
Bedroom
Golden Ankh ~~C\'\ eo"",'e6Buttom
Blue Hatch
e\\le r\5: Selena
Altair IV
Yellow Hatch o Green Field
3 4 Hatch

Hibernation White Corridor Red Engine Room Shaft Weapons Pod


Room Signs (2) Valve-Amoeba Xenon Pistol River
White Hatch Hatch Hatches (5) Hatch Red Hatch Console-Black But.

@) Black Hatch Dark


Forest
Joe Justin Tree
501111 Airlock
Floating in ad eu\\o(\)
Retrial Metallic Hatch
Space \.PI
Hidden
lYe;! Path
& ¥o", ® 1
Ion ~tto,,)
~(5)
Trail Stem of Ship Midship Bow of Ship Hidden
Engine Metallic Cannon Path
Large Meteor Hatch Small Harbor

(Green ge Button) Garden


Button) @)
® ~ ® ~
Mtn. Epsilon Eridani Hole Tau Ceti III
Rigel X V Long Overgrown
Mountain Landing
Glacier Path Tunnel Garden
Wasteland Plain

Bridge Stream Desert Archway Archway


Track

Haze Depression Hallway


Ice Field Tablet
Sleeping Crab

Depression Muddy Climb Open Do


Crevasse Path Tree @)
Gold Box Hidden Small Platform
Worm Quicksand Small Room
Valley Hole Lizard

Road Vine Wall


® @
Large Sand Crab Red Carpet
Frozen Holes Quicksand
Staircase Locked Platform Monolith
Lake Sign Hole Door

Archway Climb
Tree
0
Door Robot Can See Arachnid
Small Room CourtYard Library
Silver Book a Trail Trail Web
-

~
GHOST TOWN
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, scheduled for revision into a Hi-Res version. Price also includes Mystery Fun
House and Pyramid of Doom.
Description:
The locale is an Old West town, complete with saloon, hotel, telegraph stations, a jail, Boot Hill, an
Indian, and a piano-playing ghost. Amid this setting lie thirteen treasures which you must find, collect and
stash away in the General Store. In a typical Scott Adams' switch, you also get an opportunity for revenge
on the Purple Worm.
Playability:
Difficult in spots, and has a game within a game. Once you've solved it, try doing it again. This time try
finding the optimum sequence of moves that will earn you the maximum bonus. The two-word syntax has
a limited but adequate vocabulary. The text is brief and to the point. The game provides a single, easily
made or recalled saved-game.

r •

84
GHOST TOWN
® ®
In Teepee Hidden Back of
Valley In Office
Ole Paint

® I
Mirror
Moved Safe Hole in
Storeroom 'Ole Paint Wires Wall

o CD ~
Telegraph
Stall Office Saloon
Large Field Bell Barbershop
Pile of Manure Telegr. Key Stetson
Large Safe Mirror

j ® @ ®
Ghost Town
Fork in Ona Ghost Town Hotel Ghost Town Ghost Town Boot Hill
Barbershop Ona
Road Road Stable Telegraph Saloon Road Rattlesnake
Office Store Jail

I I
On Ridge
above Dry Goods In Jail In Grave
Ravine Store Door Purple Worm

Ravine
o
Impassible Mtn. Trail ®
Mtn. Trail Line Shack
Line Shack Hotel
Counter Hotel Room In a Cell
@)
In Shack
Telegraph
Key

Behind·
Counter
Sign
Under
Floor

ffi
GOLDEN VOYAGE
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, scheduled for revision into a Hi-Res version. Price also includes Savage Island,
Parts I and II.
Description:
You have three days to find the potion from the fountain of youth required to restore the aged King. To
help you accomplish this mission, you receive enough gold to buy various supplies and the snazzy sailing
ship needed to shuttle between the three different islands that make up this game. All three islands seem to
contain fountains and some magical stones with which you must contend. Then, if you're lucky or clever
enough, you get to meet Cyclops!
Playability:
Although the twelfth and last of the original Scott Adams adventures, this isn't one of the harder ones.
The degree of difficulty does pick up a bit at the end. The story line is above average, but the relatively
slow and jerky nature of the screen display updates indicates that the basic program shell used for these
games has just about reached its limits. The two-word syntax has a limited but adequate vocabulary. The
text is brief and to the point. The game permits a single easily made or recalled saved-game.

Map Overview

Island - City r--- Ocean - Beach

I 1
Ocean r- Strand

86
GOLDEN VOYAGE

Mountain In Palace
Top King r-- Palace
Sword Guard

(8) I 01
Dark Cavern Persian City Jungle
Hut In Cave Cave
,.....- Grass Hut Strange Ocean Persian City t--- Strange
Box Mountain r-- r-- Persian City r-- Torch
Fountain Large Ship Fountain Stone

I (~ ~5) I
Small Is. On Ship Sandy Beach
Scorpions Persian City On Ship Scorpions
Small Island r-- Small Island See Sandy I-- I-- Jungle
Ocean r-- OnShip Ocean r- Beach Man
Skeleton Jungle ..

0
On Ship
On Ship See Rocky
Strand

(-0 ~
Sacred Temple Rocky Strand
Sacred Temple ~ Altar Scorpions
Stairway ~ Staircase
Ornate Box Stairway ~
t- Statue
S
(?) I ® I
Hidden Block Damp Grotto
Chamber I-- Becomes Grassy
Pit Plain
Small Stone Rubble Stalactite

1
Musty Bottom of
Hall I- Deep Pit
"
Cave
Cyclops

@ 1
Grotto
Magnificent Enormous
r- Cave
Fountain
~
CRUDS IN SPACE
Company: Sirius Software, Inc.
Suggested Retail: $39.95
Type: A Hi-Res adventure with color graphics, animation and Hi-Res text.
Description:
Whimsy and fast moving graphics mark this game in which you, the skipper of a space freighter, head
for Saturn to pick up a load of fuel for urgent delivery to Pluto. Along the way, you make several side trips
to Venus and Titan and encounter a couple of alien space ships as well as some friendly characters and a
couple of creeps. The sound effects aren't bad, either.
Playability:
A rather tough game, partly because of the horrid vocabulary and partly because you only get one move
to guess right before horrible things happen. Kids will thoroughly enjoy the comic-strip like characters,
but may need a lot of help from dad, who will probably also have a tough time in spots. Be sure to make
frequent use of the well-implemented save-game capability.

88
GRUDS IN SPACE

Temple
-
T
End of Path
Temple Rock
Fuel

Spac Computer
r I (16
Room Old
Wandering Cave Arler's
Temple Inters!ction Entrance H Cave
I
~ Path
I I I .............•..·'(f5
Navigation
Supply Room Ladder ~ Keyboard Long Wandering End of
'" Screen Path Path Path

CD I I J
Time Window Comm. Outside
Auxiliary Room Wall
Teleport On Ladder Screen
Navigation Window
Keyboard
V Green Button
10) I
Cave Entrance Locked Gate
2 Gruds Arler

T I
Dark Cave T Wandering
Grud ~ ~ Barracks
Intersection Path

I I
Supply Supplies Long
Bridge f-- ......
Building Sign Path

I I
Cafeteria Outside T
Table - Cafeteria
......., Intersection House

I 3) I
Cave Winding House Lord
Cave - Entrance Path Sign Deebo's - Anteroom ~ Living Room
To West
- Sign House

I
Cave Time
Cave Entrance Grud
- Window
- to West

I
Wandering
Path House f.- Wandering
I- Path
Sign

~
CRUDS IN SPACE
Continuation

Blue/White Green Square Brown Square I - - White Square


Square Orange Orb - Green Square
Black Orb

I @ I I
Orange
Square
White Orb
- Purple Square - Time
Window ~ Green Square r- Purple Square - Orange
Square r- Blue Square
Purple Orb

I I
White Square r-- Black Square r-- Yellow Square
Brown Orb - Brown Square - Purple Square
Yellow Orb - White Square

Alien Ship near Venus


Navigation COOrdinates 96-17-14
Teleport Coordinates 66-12-15

Mr. Green's Jungle

"
Home Mr. Green r-- Path

® I @
Tree
Venusian
Bridge

I
Arler's
Venus Hidden Jungle
Workshop ~ Building
River Path r-- Path

I I 0 I
Time Mushland Stinking Under

"
Window r- End of Path Time Window I-- Tree I-- Swamp Swamp

Titan Venus
Navigation Coordinates 7()"'1()"'24 Navigation Coordinates 96-17-14
Teleport Coordinates 14-93-96 Teleport Coordinates 82-13-64

90
CRUDS IN SPACE

Cave Cave ~
Cave Area of Saturn

Locked
Cave
Chest

® ®~
Large
Cave f-- Cave
Bat
Cave ~

0 I I
~
Cave
Pit
Stalagmite
I-- Cave Cave I-- Cave
V Cave

Cave Cave
f-- Cave Key
10- Cave

I I

~
Cave Cave
Commander's
Office

Navigation Coordinates 53-42-75 Cave I-- Cave


Teleport Coordin ates 66-43-44 Dead End

Cargo
Ship-
Captain

~ I
End of
Time
Window I--
Path
Space
Freighter
V Ladder
Lever

Navigation Coordinates 18-98-32


Teleport Coordinates 34-76-21

Baranok Hold
Bridge I- Time
Guards Window

Navigation Coordinates 18-98-32


Teleport Coordinates 36-24-35

91
INFIDEL
Company: Infocom, Inc.
Suggested Retail: $49.95
Type: All-text adventure.
Description:
Despite the old theme, you'll find lots of new twists and tough puzzles in this game. You are a
not-too-bright archaeologist (in this case, a polite term for grave robber) bent on finding the vast treasures
of an Egyptian Queen's pyramid, rumored to lie not far from your camp in the otherwise endless sand.
Before it's over, you'd better get a lot smarter if you hope to cope with the devilish traps that the Queen has
set for you. Well written, with very interactive puzzles, some given away by the hieroglyphics-if you can
read them!
Playability:
Thoroughly enjoyable and fun to play, using the excellent parser, vocabulary and save-game capability
now so familiar to Infocom game lovers. You'd better stay alert toward the end of this game if you hope to
arrive at the rather unusual ending.

INFIDEL
Part 1
, ", ", , I
l
""
l I I l
'" I
'"
24° 11' 9" - Desert r-- Desert r-- Desert - Desert r-- Desert - Desert - Desert r-

"' CD ' 1\ 1 1
I Inside

J
Tent
Trunk

1\ \ 1
®I /

River
24° 11' 7" - Desert - Bank
Water
- Near
the Nile - Outside
Tent - Northern
Path - Desert t-- Desert ~

,, I
Outside
24° 11' 5" - Desert
Inside
Supply Tent - Supply
Tent
;-- Fire Pit r-- Middle
Path r-- Desert r-- Desert -
, "-
I I
24° 11' 3" - Desert f-- Desert
- Southern
Path t--
Outside
Work
Tent

I
- Southern
Path
I-- Desert I-- Desert r-

~_,M
1 1

~
\ \
X X X X
, 1\ \ 1\ 1
'"
24° 11' 1" - Desert - Desert r-- Desert r-- Desert - Desert t-- Desert r-- Desert -
1 I I I 1 j 1 I
32° 12'31" 32° 12' 33" 32° 12' 35" 32° 12' 37" 32° 12' 39" 32° 12'41" 32° 12' 43"

92
INFIDEL
Burial
Chamber - Treasury
Three Pads Part 2
(1~
Ante
Chamber
@

® ®
Bottom of
Ante
Chamber
Passage
@ ~ Passage r- Passage Stairway
@
lL Top of
Stairway

@ @ 11) @ 72@
Ante Gold Inner Silver
Room of Room of r-
Nephthys
Annex ~ Chamber
Skelkin
Room Chamber r- Room
@ @ Adventure @

"- I I I
Northwest Northeast Temple Silver
Corner Gold Alcove Alcove
Corner Chamber

,0 J
Circular Passageway
Room North
Stature End

I
Southwest
/ Southeast
Passageway
Midway
Corner Corner Down
@ @ J
Top of
Room of Room of Steep
Isis Neith Passageway
From I
Desert
NW Corner Start NE Corner
of Barge

\/
Barge
Chamber Hallway Chamber
® J
Chamber Center Aft
of Fore
Cabin I- of Barge t- Cabin
Ra Mast

~ 6) L
West End
of Hold
I Below
Deck

J
Knothole

SW Corner SE Corner
Barge Barge Barge
Chamber Chamber Chamber

South
" Narrow
Hallway
Landing
@
I
Narrow
Hallway

(@=Hieroglyphics)

Cube Cube Cube

1 1(5'
..... Cube I-- Cube r- Cube
@

I I (8)
Turning
Cube I-- Cube Passage
@

93
~
Cell
Professor

7 .25:

Mess Jail Mine Jeep


Hall Cells Field Bullet
Bars

South of
Mine Field!
Sign
Prison
@
Dead End Path Mtn.
Dirt Hole Ravine
Shovel Trail

@
EW.
Tunnel
Trap
Door

City of Kabul
Tavern Foothills
House
of Sorts on Hill NE of City
Bartender
Road Curves

In Tree City of
Smoke Kabul
to East Near
L- Helicopter
--r--
@ @ @ @
Outside Old
Major Between East West Crossroads Lg. Gate In
Cross- Two Bridge
I . I Road I I Well- Runway
Crossroads Thru Small Travelled Airfield MIG-21
road MIG21
Bridge Gully Paths
.....
In Tank S. Flank Top Corner Meadow
Oil Mtn. of Wall is Green
Cutters Range Hill NE Grass
Spring Device

~'"
@
Grud Inside
Den I . Pass
heer
R'C~:t f r f t n Walls Bldg.
Keys-Food
Sign
Gold I fi ~ Hand1hold Sound of
Water Lamp-Wtr

@
Tunnel
Scratch Sign
Marks
®
-LJ
'-----1,
Cliff Rim Awkward Debris Passage
Forest N EW Passage _ Filled Rm. I-- Dim Light H ....JL
Trail W Precious Rod at End
Necklace Sign Object
@
Foot of S.Bank
Iranian River Without Hisrin
Cliff In
Compound CampW Hisrin
Path E Desert p
Hill or Log
~

o I
TopOl Hill
Iranian Outskirts
Commo With of
Camp Hisrin Town

@ @
Desert Church
......-.........,\
Near Art I--
Border Priest

Quetta

®
In Train
Lumpy
KABUL SPY JL, " .----fi Bed
c!:I Desert I-- Track t-- Desert p •
Company: Sirius Software, Inc.
I
u ~
Suggested Retail: $34.95 0:
~
Type: A Hi-Res adventure with color graphics. Railroad Ticket
Terminal Counter
Description:
Agent 007 comes to the home computer-or is this a treasure hunting fantasy,
complete with magic words? Maybe a bit of both, but the emphasis lies on your
mission to Afghanistan, where you must find and escape with (or at least silence) a
professor held prisoner there. You thread an interesting mine field maze, where it's o
one false step and Boom! The graphics are excellent and the game moves quickly, if Cell
Old Man Small
you can figure out the rather tough puzzles of the latter phases. Guard Airport

Playability: Start

A two-sided game with a save capability made to a scratch disk make this game a Sucked
into
real disk flipping nightmare. A better implementation of the save-game feature Jet
would have done wonders to improve its playability. Some of the difficulty has to do
with the plethora of objects which you encounter, and the game's absolutely terrible
vocabulary.

~
KNIGHT OF DIAMONDS
Company: Sir-Tech Software, Inc.
Suggested Retail: $34.95
Type: Hi-Res fantasy adventure, a mapmaker's delight.
Description:
The second scenario in the already classic Wizardry series. You must find and return the Staff of Gnilda
to the City of Llylgamyn. To get started, you need developed characters from the Proving Grounds,
whom you transfer to the new scenario. In the dungeon you will meet with the No-See-Ums before too
long. Worse than these pests are some of the evil creatures that love to take all but one hit point away from
your favorite characters.
Playability:
No specific way of solving Knight of Diamonds exists, so don't look in the book for one. Map carefully,
grow in strength, get to the sixth level. When you're there, remember The Knight of Diamonds and Shield.
Don't tackle this one unless you are a Wizardry expert and have at least Level 13 characters. Knight of
Diamonds is the maze-type adventure at its best. You can play with one to six people (with one person
acting as the Dungeon Master at the keyboard). It will provide many interesting hours of game fantasy,
albeit somewhat repetitive.

KNIGHT OF DIAMONDS
19
18
17

16
s
15
(Levell)
14
13
THE BEASTS
12 Weretiger
Fuzz Ball
11 Dink
Lefestealer
10 Troll
VERY
9 DARK No-See-Um

8
7
On Fluffy Thing
Mottled Figure
Were Amoebae
Carriers

glj ~
Magic Armor
Chiemeras

I I
@:I ~ g
VD
EA
RR
YK

o ;:&..
o 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

96
KNIGHT OF DIAMONDS
N
19 ¢>
18
17
-I
16
15
VERY
DARKr--................ nJ VERY
DARK
s
14 (Level 2)
13 THE BEASTS
12 Rhind Beetle
Scorpion
11 Nightstalker
10 Evil Eyes
Ogres
9 Ogre Lords
Gaunt Figure
8 Magic Shield
~~.-~-~~---H
7 Gorgons
Wyverns
6 Lesser Demons
5 Flame Rod
Jeweled Amulet
4 Amulet of Skill
Dreamers Stone
3
2

012345678 10 11 12 13 14 15 16 17 18 19

19
no
:: [
16
s
15
~

14 (Level 3)
13 THE BEASTS
12 Giant Vipers
Murphy's Ghost
11 Bleepers
----.
............
10
OBJECTS:
Broad Sword-Hrathnir

O~II
o 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

97
KNIGHT OF DIAMONDS
N

~
19
U
18
17
16
15
CA~E-
IN
W+E S

14 (Level 4)

13 CAVERN
I c,uc~ I THE BEASTS
12 @ Acid Slimes
~ WiIIO'Wisps
11 Giant Zombies
Were Bats
10 ~ Giant Bats
9 _SIGN Foaming Molds
Succubi
8 ~ Constrictors
Magic Helmet (Kod's)
7
6 OBJECTS:
Amulet of Skill
5 Mace Pro Poison
Amulet/Makanito
4
3
2 I I
OUCrl

;=]? ,!I~
0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

N
19
18
17
16
0
[J
VERY
OARK

EA
V0
E4
RR
V0 Y K
VERY
DARK

VERY
~ W+E
~ W
15
VERY
DARK
VERY
DARK
YK VEPY
DARK VERY
S
DARK
I
14 (Level 5)
13
THE BEASTS
12 Wasp Swarm
11 Scrylls
Evil Eyes
10 Giant Zombie
Succubi
9
Fire Dragons
8 Fire Giants

7
6
5
4
3
2
". ·~tS
OARK OARK

~
DARK

vo
EA
RR
YK

VERY
~. vD
EA
RR
YK
V 0 DARK
EA
RA
yK

@ e.,f:i't-
VERY
DAR~

DARK

0
0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

98
KNIGHT OF DIAMONDS
19 _~ N

18

17
16
o
15 s
14
(Level 6)
13
THE BEASTS
12 Blobs
Flack
11
High Wizards
10 Air Giants
Hatamoto
9
8 OBJECTS:
Staff of Light
7 Mind Stone
...--....--....L Damien Stone
6
5
4

3
2

o
o 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

SYMBOLS

o STAIRS DOWN

8 STAIRSUP

~ ONE WAY DOOR

:::r ONE WAY PASSAGE

N.D. NODOOR

+ SPINNER

¢< ¢
<¢>
TELEPORT FROM

TELEPORT TO

I PITI IOUCHI
*- LEV 5

LEV 3

4-- LOOKING EAST APPEARS


V
+
ENDLESS (N.D.)
CLOSING
PANEL

NOTE
INVISIBLE DOORS
SHOWN NORMAL

99
LABYRINTH OF CRETE
Company: Adventure International
Suggested Retail: $29.95
Type: All-text adventure.
Description:
Two independently controlled characters, Jason and Hercules, represent your alter ego. Your mission:
to recover the Golden Fleece. Doing so, you earn the respect of the inhabitants of Mount Olympus, who
grant you access to that exclusive area. You'll explore three different worlds, solve a plethora of puzzles,
and encounter most of the gods, goddesses, and creatures of Greek mythology. You don't have to know
anything about mythology, nor will you learn anything about it from the game.
Playability:
The concept of interacting characters who can combine their talents to solve a given puzzle is an
innovation in adventure games. Unfortunately, this game's implementation falls short of its conceptual
promise. You can solve the majority of puzzles simply by Giving or Dropping the right object at the right
location; you can only use most objects in the world in which you find them. The game is long and not too
difficult, but reasonably fun to play and has more puzzles than you can shake a stick at.

100
1,2 U 1,3
Narrow Small
Psg. ~!~ Cave
Bridge ~ Runes
){I
I I
1,5 1,1 1,4
1,13 Blackmail Carved Narrow
Castle Vault I-- Stone t-- Psg.
Hydra Corr.

I I I
1,12 1,11 1,10 1,7 1,6
Tree Corridor Jct. Blackmail Bloody
Guarded of Clashing t-- in Rock I-- Corridor I-- Crypt
by Rocks Walls Hydra
Hesperides 1\
10 @)
1,15 1,14 1,8 1,9
Twisted Volcanic Marble Eros
Obsidian I-- Recess Psg. I-- God of
Corr. Sphinx Love

~./,~./
I
1,27 1,23 1,20 1,16 1,17
Finely Towering Ancient Slimy
Apollo Polished Obelisk ~ Lava Fissure
Hall of Flow Worms
Onyx Blue Rose 1\
J @J I @)
1,26 1,25 1,24 1,21 1,28 1,29 1,31 1,18
Columned Chamber Temple Shaft Gateway
Rusty I-- Onyx r-- Polished r-- of Rusty to U-World
Niche Chamber Cavernous
Archway Recess Granite Hera Iron Cerberes
Dove Ore
1/
® j L -
1,35 1,30 1,19
1,22 1,36 Chamber Shaft Charon
Atlas Phineas I-- Stalag- Gleaming River
Blind Man mites Iron Styx
Harpies Ore

1 0
1,34 1,32 1,33
Tresch. Bottom Hermes
Limestone of - To Part 2
Cavern Chasm
""'o "
......
I-""
~
LABYRINTH OF CRETE
Part 2
® @ @ @
2,1 Opposite 2,10 2,11 2,15
Shore of Children Shades
who Died of those Ixion
River Styx - '--
at Birth who died by
Bowl own hand

/@
2,2
@I 2,12
I 2,18
2,3 2,13 2,14
Flame Entrance
Spectre Spectre Those
Rising from f- to Region Sisyphus
of Poverty I-- of Fear I-- who perished r-
Ground of Most
by False Damned
Thesus Charges Give Hope

(24) I @~ / ' (25) I (21) '1


2,15 2,4 2,19 2,18 2,17 2,23 2,22
Free(So-So) Tantalus Grove
Spectre Spectre Tisiphone Judge of "Seek of Myrtle River
r- of Discord Whip Io- those
I-- Lethe
of Hunger Titan Trees
Falsly Prometheus"
Accused

(35) I 36
I 2,20
I €6 2,25 2,24
2,42
2,8 2.7 Void
Rhadaman- Between
Spectre Spectre Sweet City
~ thys '--- Two
of Age of Disease Nectar of Blessed
Worlds

I @Sf I
2,8 2,25 2,27 2,30 Soul 2,31 2,34 2,40
2,9
Fabled Grove
Spectre Spectre Elesian of Laurel Dim Chamber Bolted
of Toil r- of Grief I-- Griffin Door
Fields Trees

@ @ §
2,37 2,39 2,32 2,33
2,21 2,28 2,29 2,38
Three Fates
Race of Sunken
Gallery of Forge Jagged Only Venom
Sulphurous Condemned Rock Roc Nest
I- Brimstone t-- Hammer Hallway of Scylla
Cavern Titans Seek Scylla -
" Can Cure
Prometheus Jason

-
@
LABYRINTH OF CRETE
~River Part 3
Pactolus

@ @) @
r--
3,5 3,7 3,9

Oceanus
Mine Sparkling Midas
Shaft ~ Castle

3,4
I 3,3 3,6
Barnacled Under- Cavern
Skeletons Wind from Athena
Cave ground Runes
Flatstone Grotto W the North

@ 49
3,1 3,2 3,18 3,19 3,28 3,30
Vast
,~ Hallway
Top of Drafty Forgotten Chamber
Mountain Junction Medusa of
~ Trapdoor
~ Chamber Hall Bright Sun
Pegasus
V1 Crumbling
Marble

To Part 2 ®
1=.: ; ; . . . . . . - - - ,
@ @
3,11 3,10 3,13 3,24 3,31 3,32
Crude Shaft ~6
Baccus Shade
Treacherous Iron Ore Corridor Lofty of
Forest Junction
Gorge Floor Shifts Widens Chamber Medea

®1 3,12 3,16 3,14 3,33


Towering Narrow Narrow
Serpent That Chamber Shaft Chamber
Never Sleeps of Ore

3,35 End
3,17 Dining 3,15
Congrats
End of You have
End of
Area of Tunnel Labrynth earned the
Gods Minotaur
Idol respect of
Mt. Olympus

58

upto
Olympus
I--'

8
tv
LEGACY OF LLYLGAMYM
Company: Sir-Tech Software, Inc.
Suggested Retail: $39.95
Type: A Hi-Res fantasy.
Description:
Third in the Wizardry series, and another map-maker's delight with six additional levels. Evil times
have again befallen the kingdom and famed warriors, such as yourself, are called on to find the mystical
orb hidden deep within a dragon's mountain lair. The orb possesses the power to reveal the source of
danger, and therein lies the hope of the world. The graphics look better than ever, and those of the
introduction are nifty indeed. A few more puzzles appear in Llylgamyn than did before, mostly in the
form of not-too-difficult riddles.
Playability:
You need the basic Wizardry disk in order to create characters, who must then undergo the Rite of
Passage Ceremony. Then you can enjoy the fine graphics. If you've played prior games with a single
alignment, you'll need to change your thinking as both" good" and" evil" parties of characters are required
for success. There's still no way to save the game in the bowels of the dungeon.

LEGACY OF LLYLGAMYN
19

s
16 (Levell)
15 THE BEASTS:
14 High Corsair
Carlan Raiders
13 Ciant Serpents
Slimy Thing
12 Carin Priests
Anacondas
11
Carlan Captains

lOB Ciant Slug


Strange Plants
9 Crawling Kelp
Dusters
8 Shadowy Figures
~~-+--T--L~--~~~~'-~--~~-+--T-~-'--~~~~
7 Carlan Mages
Moat Monsters
6 Large Snakes
Unseen Entities
5 Poltergeists
4 Carian Cuards
Corsairs
3
2

o
o 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

104
LEGACY OF LLYLGAMYN
N

W+E
19

18
17
S
16 (Level 2)
15 GOOD ALIGNMENT

14 THE BEASTS:
Komodo Dragons
13 Looters
Pole
12 Friars
Dark Steed
11
Were Vulture
10 Men in Black
Harpies
9 Strangler Vines
Men in Leather
8 Goblins
7 Hobgoblins
Strange Animal
6 Banshees
Ashers
5 Ninja
Witch
4
Women in Robes
3 Men in Anns
Vultures
2 Strange Birds
Shadowy Figures
Mummies
0 Gaunt Figures
Ronin
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Men in Armor

~ :iEJ W+E
19
18
17 TRAP!

~~ S
16
15
C §=i
(Level 3)
14 EVIL ALIGNMENT

13 THE BEASTS
Ronin
12
11
I Dusters
Ashers
Bengal Tigers

~
10 Mummies
Leprechaun
9 Were Vultures
--.J Witches
8 Pixies
MenatAnns
7
6
5
4
3
2

0
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

105
LEGACY OF LLYLGAMYN
N

rn
19
18
17
16
CRYSTAL
OF EVIL
W+E S

15 (Level 4)
14 GOOD ALIGNMENT

13 THE BEASTS
Wights Were Tiger
12
Ronin Bengal Tigers
11 Necromancers Strange Animals
Delfs Minions Burglars
10 Delf Giant Leech
Friars Slimy Thing
9 Master Ninja
8 2-Headed Snakes

()
Romodo Dragons
7 if • Dark Steed
Dark Rider
6 Banshees
Men at Arms
5 Giant Ants
4 Goblin Princes
Dwarf Fighters
3 Strangler Vines
Goblins
2 Hobgoblins
I-rI Goblin Shamans
LOOK LOOK
1 Cockatrice
OU1UT'
0 Acolytes

0 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

N
19
18
17
PIT PIT PIT

A
I'
PIT
W+E S
16
15 (Level 5)

::Wir
EVIL ALIGNMENT

T
12
11
T06
1 f-----rl
J THE BEASTS
Unicorn
Giant Leech
Samuria
Bengal Tigers
Were Tigers
10
Tien Lung
Priests of Fung
Komodo Dragons
Fairies
Wights
7 Angels
Vultures
6 Giant Ants
5 PIT Strangler Vines
Roc
4 PIT Unicorn
Seraph
3 Crusaders
A Crusader Lords
2 PIT
Dwarf Fighters
A PIT Acolytes

0 PIT

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

106
LEGACY OF LLYLGAMYN
I VERY r----.----,r-f'1h
19 DARK

'DEATH'
18 ............._-'RIDDLE
#5
VERY
17 DARK
·VERYr "J. VERY '----.----;1---1 s
16 DARKl:,. JDARK
VERY • (Level 6)
15 DARK

14 THE BEASTS
Unicorn
13 Seraph
Archangel
12 Burglars
11 Wights
Ghasts
10 Nifune
Gnone Priests

t
9 Anacondas
2-Headed Snakes
8 Hydra
7 Giant Gorillas
Doppelgangers
6 [ L'Kbreth
Men at Arms
5 Dwarf Fighters
Berserkers
4
Elven Mages
3 Xeno

;~ 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

SYMBOLS
XXX BEACH A ABDUL'S ETHEREAL TAXI
SERVICE - 2500 GP ONEWAY (LeveI3)
v..JJJ WATER'S EDGE
J'/ ABDUL'S ETHEREAL TAXI
leeol BARRACKS M SERVICE-5000 G.P. (LevelS)

~ FORTRESS/MOAT

~ TELEPORT TO CASTLE

0 STAIRS UP

Q9 STAIRS DOWN

~ -ONE WAY DOOR

~ ONE WAY STAIR

~ TELEPORT (OUT)

~ TELEPORT (IN)

~ INVISIBLE ONE WAY WALL

-M- ONE WAYSTAIR-I~I t


CAN'T RETURN

<¢> o TELEPORT TO LEVEL 1


NORTH, 0 EAST STAIRS
TO CASTLE
~ ROCK

~ ILLUSION

107
MAD VENTURE
Company: Micro Lab
Suggested Retail: $34.95
Type: All-text adventure.
Description:
First, get fifteen treasures to the theater lobby and visit those locations that contribute points to the
maximum of 400. Next, accomplish the above in less than 185 moves. This game contains the author's
choice of the best single puzzle in all adventuredom.
Playability:
Not recommended for beginning or intermediate puzzle-game players. Perhaps the most challenging
set of puzzles yet combined into one program, it is some three times the size of typical Scott Adams
puzzlers. The system will load a saved-game from a scratch disk. This is a super-tough, crisp game for the
puzzle nut!

108
MAD VENTURE Rm. Similar
17 Room Maze
to Library Library
0 Conserv.
@
Gotfork
"- .. 7
Tortoise
Shell @
/@ Subterranean
Garden
Christine
Chapel Adder
Cat

CD @ 8
Chamber
Deposit Welcoming Boo""'"' 1\
Chute I- Hall E-WPath 71
lr Rock
Boarded Up
i

17 Room Maze
/ 10
Gigantic North/South N-S Ravine ~ @ @
Mound Path Blocked
Canyon w/
Mirrors Ivy Walls t-- Tropical h Red Stone
Crystal Rainforest I\
(2 1
Beautiful Pyntz
Meadow Room

@ Balancing
~,
Queen's Gold
,~
Rock Palace t-- Coin
L ___ _ Guard
~
Area
R~'<"'" H Crawl
L~ EJW ~
r) >
Clearing
Gloomy Curtz
Picnic Area Storeroom Junction
Cavern ~

" ~
@ Candy
Hearts
Small Low
Junkyard Rocks-Katie
was here LI )
Granite Wall

L~
Theatre Very Low
Parking Lot t- Squeeze
Lobby
Door
to
Palace
......
.....
~
I--'
I--'
o
MADVENTURE
11 Maze

10 2

Entryl Exit to
To
1 3 Exit Only

To
Entry & Exit

13
MASK OF THE SUN
Company: Ultras oft
Suggested Retail: $39.95
Type: An animated Hi-Res adventure with color graphics and Hi-Res text.
Description:
You as Mac Steele must find the legendary Mask to cure your mysterious malady, held in check only by
the pills which you must always carry. You spend much time on the road in a bouncing jeep, and even
more time in a bouncing sort of walk through drab tunnels. You must hurdle a Real-time, semi-arcade like
lava pit and correctly answer anyone out of three riddles in order to get through two locations.
Playability:
The Mask of the Sun offers several challenges not found too often in adventures. By far the most
difficult task is unraveling the mystery of the maze, actually two mazes separated by a room ready to fall
in on your ears. An average adventure, with a higher than average degree of difficulty.

111
MASK OF THE SUN

Stone
Dead Block
End Door

I
Pool Cob Room with
Webs Four Floom
Room Maze f-- with Star I
Door Doors

~
Maze r-- Maze
I
I
Pit Dead
Bottom
of
V with Four
Doors
End Steps

To
Near
Small
Pyramid

112
MASK OF THE SUN

PI
!!
MAZE 1

Mirage

@ Dead
0- of
Outside
View
~
I Dead
End End
Stone
Face
Riddles

®
Four Dead
Altar
Depression
C Intersection
f;) End
Passages
./
Room with
Altar Mosaic
/'
" "Freedom"
Scenic
Shifting
Room
Maze on View
Floor

~ t @ t @)
Very Dark
Place -
~
I@
Two Stone
Figures - Another
Maze
(Keep Out!)
Teetering
Boulder

L ®
Roboff
and Final
Encounter
I-
Maze 2
52 Rooms

/ Pale
Branch In
Tunnel Sarcogophi
Back to
Jeep
Green Forward I - Gold Bowl
Gas Black-Right Apparition

CD t H®
Lava Top of Jade I 1
Locked
Door Urn
Altar
Warriers

~
Pit Pyramid Bowl Two
Pedestals Silver Bowl
(Not a good idea!)
4'
~
1.
I :.r "L
At Base Pit
Stone
Altar
of Pyramid
Hole in
Ground
Use Rope
(or Search) - Altar t--
Blocked
Stairs

~)
Bottom
of
vi See Ruins
Ahead
Base of
Temple
Stairs V Top of
Temple t-- Snake
Pit

Group of Side 21'''


I' " Near Base See Ruin
Men of in
,,"Side 1
Roboff
, Temple Jungle

I
® XOTZIL
I Very Long Stone
Road
I Continue?
Statue
l, Head
,, '--- CD
,, Branch in Stump Branch Intersection
, Road
Southwest - Man
Cough I--
in Road
West East r--
On Road
by - West
Northwest
Side2', Hut
, Northwest Medicine Northwest Southeast
--,
,, Prof. Perez
Near Small Hut In Raoul
Pyramid Old Woman Plane
r- Map
Tikal Flute Jeep

113
MISSION: ASTEROID
Company: Sierra On-Line Systems
Suggested Retail: $19.95
Type: A Hi-Res adventure with color graphics.
Description:
Your mission: to destroy an approaching asteroid before it collides with the planet Earth. Yes, there's a
time limit.
Playability:
The elements of the puzzles prove easy to solve individually. In fact, this game is very easy right up to
(almost) the very end. However, you have a fixed number of moves and a time limit of five minutes per
move. Saving a game requires you to use a move. Mission. Asteroid is a winner: totally straightforward
and solvable while presenting the challenge of completing it within the tough time constraint.

MISSION: ASTEROID
Continuation

On Planetoid

Flight Pattern to Asteroid


I
Orbiting Planetoid

/~ f!!Al~I:'
I
• • •
0 0
• 10- @ r-- 0 @
Push Orange

Push Blue Push White Push White --- Push White

I I I
• 0 Orb!!!!!2, Earth 0 •
• /T>~ r-- • 0
• 0
Push Orange
I--
Push White Push Black Push Black --- Push Orange

l
Airfield

114
MISSION:ASTEROID
® 0@
Control Room
Supply Room 1----1 ConsolelWindow
Violet Button

[eJ1
Vacuum Lock
Blue Button
Orange Button

r--
1
Rocket Door
Button
(separates door)
Down
( I
r------,
At a Ladder
..r-UP7~ - - - - -
PassageWay At a Ladder
Below Rocket Below Rocket
South On Asteroid On Earth

® I I ®
'\ I-- On an I--- Preflight Room
Airfield Doctor
o
Cave Ends Here Very Deep Pit 1
Long
Tunnel

® o 1
East/WestJ Computer Room Supply Room
Pressroom Briefing Room I--- South 1-------1 Apple and I--- Explosives I--- Gymnasium J---- Shower Room
Reporters I-- General Corridor Diskette with Timer

®
Secretary

CD
Outside_ Bldg
~
~
CJl
MISSION IMPOSSIBLE
Company: Adventure International
Suggested Retail: $39.95
Type: Originally an all-text game, recently re-released in Hi-Res form.
Description:
You must stop the Saboteur from bombing the Nuclear Reactor. To complicate matters, you are a
walking time-bomb, and the saboteur dies before you get very far. You must enter three differently
colored rooms in a specific sequence. The ending can be a real blast.
Playability:
One of the easier games in the series, with not too difficult and quite straightforward puzzles. The game
is sort of fun while it lasts, but it doesn't last all that long. The two-word syntax has a limited but adequate
vocabulary. The text is brief and to the point. The game offers a single, easily made or recalled
saved-game.

116
MISSION IMPOSSIBLE

WHITE VISITORS ROOM


(View From 2nd Floor of Control Room LEDGE
Glass Window 3/lmbedded wires Broken Glass
Button Panel:
White Green

SMALL
VIEWING RM.
6 inch Window @ @
CONTROL ROOM
Movie Film I-- BREAK ROOM
No Beverages
BLUE ANTEROOM Allowed
STORAGE ROOM Plain Door
Control Room Door Jammed by
Vat Blue Button Tape Recorder
Dials & Gauges
Steps to Core

WHITE ROOM
Closed Door
BLUE ROOM ®
Closed Door REACTOR CORE
TV Camera
Big Bomb
Red wire to wall

TWISTING WHITE TWISTING BLUE


Hallway Hallway

PROJECTION BRIEFING ROOM


BOOTH Long Sloping Gray
Empty Movie
MAINT. ROOM NO.1 I- Corridor (Starting POint)
Projector

® / EL-L~O~W-......
,....-Y....
CORRIDOR
MAINT ROOM 2 I -
Yellow Button
0®®0
GRAY ROOM
Box/Apparatus/Chair

YELLOW ROOM
TV Camera

/
Twisting
Yellow
Hallway

117
MUMMY'S CURSE

Company: Highland Computer Service


Suggested Retail: $30.00
Type: Hi-Res adventure with color graphics.
Description:
Find the solid gold burial mask and return it to the starting point. Doing so involves finding and using
three amulets, a little woodwork, and the waving of a scepter.
Playability:
The mummy and a few fixed traps pose little difficulty once you have mapped and understood the
game. The game holds your interest easily, largely because of the excellent save-game implementation.
The game has little in the way of plot, and the vocabulary is poor, but all in all it rates as an average
adventure suitable for beginning to intermediate players.

118
MUMMY'S CURSE
Right Side
I @ ®
Priest's Path End Mummy Burried Obj
Mummy's Trees Gold
Site Tomb
Incense Hemp Mask
C~~E'" ~
I I ® @/
Stone North Mummy Nefertiti Eye of Isis
Shrine Locked Heard You Cleo ~ Horus
Bank Door APEP Horus
SMA of Nile & Hid Amulet

I 11~ I (1~ I (~
Mtn. South Shore Air Old Altar
Pass Bank
of Nile
f-- of Nile
to West
Getting
Stale
Axe
'" Phoenix

1 I ®
See the Paths
Nile & Orange Trapdoor ~ EWPsg. ~ Fatima
Split Room
Tomb

@) /' I
Lush "Interesting" Stairs
Mtns. Ceiling 3-Headed N-S Room Dome
Inscri ption Snake Mirror Up and
Stick to N Psg. Up l/ Room
Down V
I (?5 1
~ North of nl 0
I--- ~ Temple Small
~ Desert Pit
"\
I ® ~"'~
South of Another Blue
~
~
~ Sahara
Small
Pit
I-- EWPsg. \-
Curtain

Sahara I
Blue
Shrouded I--
Man ~~
®
~ @
I
Vacant Hut
Objects will I - -
-~
I--- Merchant Guard
return here A -
r-1.M.
from Nile
f.I
To Satops II
on I
Horizon
Oasis Village Palace
Start
.....
..... Drink Water
co (often)
i-'

~
MUMMY'S CURSE
CD Left Sid e
IL D //
1 \

Dead End Dead End


Flashlight

1 1
Very Sharp Blue Sky Dead End Sharp
Long I-- '--
Tum (Exit) Ewer Tum
Hall -
1 I I 1
Bend Very Dead
Bend Long
Ahead - Ahead End I--
Hall - - I
Dead End Bend Blue
Gold Pit
~ Sky
Ahead r- (Dead)
Coins - -
I I I I
Very Very
Long Bend
Ahead Long
Tunnel - - - Hall

I 1 1
Bend Very Blue Dead End Bend Bend
Ahead I-- Long .....- - MATCHES Ahead Ahead
Sky
Hall

+
Pit
(Dead)

Amulet Horus = Strength


Meanings Apep = Snake
are: SMA = Lung

01
~ In a Pit ~
Pit (Dead)
... ~ ...
t c}
~\\ Satops III
f.l //r; ~ on
Horizon ~
0;.
~ ~
MYSTERY FUN HOUSE
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, soon to be revised into a Hi-Res version. Price also includes Pyramid of Doom and
Ghost Town.
Description:
Spies have hidden secret plans that you must retrieve from a carnival Fun House. Water Maidens,
Shooting Galleries, Carousels, Weird Windows and a slew of locked doors await you. The puzzles,
marked by a high degree of imagination, are devilishly clever.
Playability:
A lot of fun to play, challenging to unravel, difficult to bring to a successful conclusion-and my choice
for the best of Scott Adams' twelve original games. The two-word syntax has a limited but adequate
vocabulary. The text is brief and to the point. The game provides a single, easily made or recalled
saved-game.

! :}
't !,
I
'I

I '"\ ,'
. If
f:
:.
'1 ;
I i
i
j i
!
::= I
I

j\ I
-\..,
;' '''11
,t/
'-I
I

121
MYSTERY FUN HOUSE

Catwalk Red Knob


0 Locked Door Locked Door

Ledge over a Barrel Room


Pit Exit
I Rope I
y I Pole 1 Open Door
Storage Shelves
Pit
(Valve-no handle) Staircase I Horse I
Locked Door
IMerry Gol

11
{,;\I Round
/t
Small Laod;,. A
~I
I

Gentle Greeze or Large Room


Windy Hall Steam Calliope
Hard Blast (from red
button on walk) Blue Button

/ Small Room
In Tank Sloping Fortune Telling
Drain Valve '\
Hallway I- Machine
Mermaid 'Out of Order'
"
Pull Blue

Next to Large
Tank-Window
Mermaid - Room with
Low Ceiling
Skeleton
Knobs: Blue
1--1 "Space Opera
Yellow Green
smalrRoom
Windy Maze
(four cells)
Hall-Mirror=E
Rm-Mirror=S,S,E
Mirror-Rm=
S,S,W,W
A

Music"
J------...... Pull ......-..;;....;";;,,..-....1
Yellow
Pull
Green
Observ. Room B
Valve Handle Mirror Room
Small Room no valve Hidden Door
Locked Door

Parking Lot
Shooting Gallery ,, Ticket Booth
Sign-Shoes Rqd.14---1
Dead Tree Branch
GunIWindow
Clay Pigeons ,, Close at Midnite R~.sty Gr~te
\2 bolts)
,,
Large Room Remove Bolt
Clay Pigeons Move Grate

o
Sewer System
In a Dark Hole
Manhole Open Flood Door
Welded Grate

\-----/
Hidden Lab
Locked Door
V Ina
Long Tunnel

122
MYSTERY HOUSE
Company: On Line Systems
Suggested Retail: $24.95
Type: Hi-Res adventure.
Description:
Based loosely on the Agatha Christie novel, The Ten Little Indians. You have the dual task of trying to
find the treasure hidden somewhere in the house and deducing the identity of the baddy. Unfortunately,
he keeps murdering the other suspects and even tries to kill you.
Playabllity:
Not a long game. The mansion has only two stories. The vocabulary is limited and uses only a standard
two-word parser. The graphics of rooms and objects appear as black and white line drawings. You do get
a save-game option, however. All in all, it's a fun game for beginning and intermediate adventurers, and is
noteworthy as the first of the Hi-Res adventures.

mill

123
....
~
MYSTERY HOUSE 0
House &
Steps

Welcome Mat
and Door

Woods- Kitchen Side


See Page 2 I-- I-- Entry Hall Dusty Library I-- Yard
Sink -
Butterknife
Water
Refrigerator 1(3 I
Pitcher Fenced
Small Cabinet Dining Room Fenced Back r-- Cemetery
Pantry Matches Candle Yard Joe & Graves
Shovel

/
North End Secon
ofN/S
Passageway
Doorway Second Floor Doorway Doorway
r- Doorway r- Landing I-- -
~ l
Moist Basement
Key I
Algae
Hole Small Bedroom
Boys Bedroom Nursery Large Bedroom

Telescope Up
See a Down Stairway to
(into the Attic
attic) --------
Trapdoor Attic

/ ® / 0"'-...
Stairs Very tall Daisy Storage Room Doorway
Pine Tree Trunk

I 4
~ Study
South End Woods Picture-Bolted Bathroom
of N/S Tunnel See Page 2 r-- Towel
Musty Crawl to Wall
Space
/
MYSTERY HOUSE
Forest Maze

Top of
- - - - See Attic
Tree

tall
....- - From Tunnel

WToKitchen

125
OLDORF'S REVENGE (WIZARD I)

Company: Highland Computer Services


Suggested Retail: $19.95
Type: Black and white Hi-Res adventure.
Description:
You simply need to find the fourteen scattered treasures that lie about in the four linked, but otherwise
independent, game segments. You must choose which of the seven types of characters you wish to
become in order to solve specific puzzles. The management of each character's limited "lives" makes up a
large part of the challenge. The graphics are only average, but the text gets rather clever in places,
especially at the end.
Playability:
A barely average adventure, but a good one for first time adventurers. It will serve the more expe-
rienced player as a pleasant way to pass time. After reaching the second segment of the game, you may
save it. The vocabulary is not very good; in fact, it's very poor, but at least you don't get killed off at every
corner.

126
START
OLDORF'S REVENGE
(WIZARD I) Dead End Dead End Dead End

Bottom
ola
Black Crack
Hole

Page 2 5
To Castle

......
~
OLDORF'S REVENGE
Part 2

Small Room

L® Weird Place

"-
Closet for Stairs
To New
Caves

To Page 3 and
Snotgurgle's
Master r-- Upstairs Palace From Page 1
Bedroom Hallway

/ I
Secret Room
Living
Room ~
South End
Main Hall - Dining
Room
Valuable Book
"Care & Feeding
of Elves"
Outside of
Castle in
Back
- Outside
Well r--
Oldorf's
Underground
Castle

I /@
Window Locked
Overlooking -- Coffin
Coffin Ring

@ J
Nice
Kitchen - North End
Main Hall

~
t--
Library
Books
7I
To Castie Long
Skeleton Key Hallway

® I
Wall
Footprints in
Dirt

®
Basement-Writing in Dirt

.' '0
...
'0

128
OLDORF'S REVENGE
Part 3

Magie Mushrooms

@
Opthalplebian
Eye Sentry

Topot Monolith
Monolith , MDCLXVI
Sceptre

Weird

Strange

Plains of
Oxyxides

Bar of Large Room Stairs to


Talking Mirror Where I
Pillar Gold
Cross Wonder

Closed Draw-
Big Diamond Bridge Land
of Onyx "-"""-..........-1

Special Junet. 1 Snotnagle's


E. to Snotnagle's Small
N to Oldorfs Castle
Dto Lynxor's

Special Junction 2
S to Oldorfs
N to lynxor's
E to Snotnagle's

(See Page 4)

129
......
~ Edge of
Great
Cliff

I
Lynxor's Sound of
Vault Vastness
Lynx. Treasure 15 Coins

I
North
Bend Long
I-- Passage I- and
Ahead East
-
I
Passages Lead Back to the
North and Way to
West Lynxor's

I
Slight
Incline

I
Boulders Onward
Necklace The Caverns
Go

..... ® I
Hiding Two Lynxor's
Place of Pets
10 Coins

'j
@ - I
Passage is Above N/S Kinda
Hallway-Down Passages Mirrors-Tolez Passages Head
Widening """'- Pretty Lead North Large Door Down, North
r-- I-- r- ~ ~ 10 Coins
Hiss from West is one-way Ain't it Tiny Lock
only and West and West

./
JUNCTION 3
Back to the
Narrow Corr.
y t
E=Lynxor's
N=Oldorf's Fresh Air Narrow Merlin's
W=Snotgurgle Ahead - - Corridor - Dead End
X=Exit
Dead End /
I
I /
" + ® (2~ I
I@ nn
I /
Secret Hall of Locked Elfatilla's
Vault-Ruby Multiple Door Way to Lynxor's
- Passages - Serpents Buzzard Tiny Key
Treasure Gold Bar

~ L I
Special Junction No.2
S=Oldorf's Castle
N=Land of Lynxor
E=Snotgurgle's Castle
nnn
OO-TOPOS
Company: Sentient Software
Suggested Retail: $32.95
Type: All-text adventure of the futuristic variety. Like, way out!
Description:
Escape from an alien planet and return to Earth after reassembling the widely scattered parts of your
spacecraft and finding the various treasures which were in the spacecraft at the time of your capture. The
jungle maze, one of five in the game, is excellent.
Playability:
A high degree of disk interaction slows OO-Topos, already lengthy and somewhat difficult, largely
because of its size and the number of discrete objects. Most likely, only experienced adventurers will have
the patience to play it through. The vocabulary is limited, and the scoring a complete mystery. Still,
overall, it's an above average game, a challenging adventure with excellent scope and story line.

131
0 @
Ampitheater OO-TOPOS Solarium On On Roof

"
Stage in r-- E. of Beach
Creature Part 1 Tower
Ledge
Jungle Below

/
Trans- Top of
parent Gravtube Gravtube
Dome

/
Northl EasVSW
South
Crawl
Tunnel -
I

Top of
Hologram Gravtube Wide
Room t-- Tunnel
Library Ionized
Air

CD L
Gravcarin Inside Force
Corridor Gravcar Field
Alien Canopy

----
Missing

/ J.---""'
Long Long Corrid
Turning Fork in Inside
I-- Inter- Corridor
Corridor section Gravcar

®
Mirrored White
Passage Room

®
Narrow North End
Twisty Alcove of N/S
Hallway Corridor

Dais / r
I
Narrow
Twisty
Hallway
f--
Narrow
Twisty
Hallway
l

Mirror Rm I--
Narrowing
E/W
Passage
I-- T
Intersection

I
I ./

North End Tiny Room


of Platform
Room Little
Chamber

@ \® I CD
Center
of Wide Mosaic
Stair- Huge Hall Orange Hall- Dead End
Panoramic I - - I-- Hallway I-- way Junc. I - - Alien
case
Chamber Snarl
--, I
South End Bottom Acid Orange
of Narrow of N-S
Staircase Room Hallway
Chamber Gravtube

® 0/
Crond Sentinel Prision
Ship on
Room Room Cell
START Beach to East
-Robot

132
West End East End
of Dark Midway Down of Clear
Passage r-- Clear Passg. I - - Passage

EIW
East End Metal
of Tunnel Tube

~
I ",
-",~
Pool of 1r~ -oS'
To Fly Room
Maze ,,-_w_a_te_r_.. .~~ .~
__t----, East
NW/SE Field Nullifier
Top Of Permoplast Clearing
in Strobe Rm:
Stairs Shaft
Garden

/
Middle of Very Food
Dark East/West Dirt
Straight
Staircase
r-- Dark
Tube
14- Tunnel I-- Catwalk r- Processing
Room r-- Path

~NorthE"d I'
/ ~
Bottom Hot
Tilted of No Ceiling N/S
of
Stairs Room
~ Northtouth
Room Hallway

l / North Stock-
South pile
Catwalk Room

1 @l
Midway
West End East End
South End of Down
of I- of Hot
Flickering Flickering Dry Tunnel
Catwalk Corridor Corridor

@I
Taka <->
Leva

2 4 2

Hydroponic ~_5---=-____1;
Garden Maze 7

~1 West
5 3

N. NW. S.E. _ IN End 174


9

70 ,9
NE.NE - - 5 4 1 4 1 7

3 POOL 14
7 6 3 7 4 4
3 2 2 3 2 3

7~Cor
7 ~6 18
4 4 7 4
Dirt Path

133
OO-TOPOS 3 3
Part 2 Bend in
3
Path
Platform of
Leaves
Sea to North 3
Prison to East

11 (l (l A 2
n /.\ 2
N/S Path
9 In 8 In 7 In In Between
Dense
Jungle
Dense
Jungle
Dense
Jungle Jungle p 2 Jungle and
Prision
10 5 Z
......
@t t 4
t 5
2 t 3 3
2 2
Thorned i3 4EIW Path 8
Bushes I............ Jungle EIW EIW East Tunnel
Clearing Jungle Jungle on Path in
Hedge of ~ .... Huja Path Both Sides Jungle By Jungle
........ ....
,
Thorns
io 3 3 3
~ I
iA -
10 In
Dense
Jungle
9 8
4 •
Shifting
Jungle
8
5
In
Jungle
7

3
('l

(!
3
In
Jungle 5
East of
N/S Path

3
11
U lj U {.tr
LJ " @ !

Bubbling
Pit
Trash

Space
I
Station Southern
End of
Bubbling

l Pit

r
Burned Out of
out I-- Hyper-Space
Guidance

t
In Space
Computer
Sings

conclusion I
In Space
(Hyper-
space)
Signal to N

/@
Cargo Bridge
Hold

I
Inside
Ship

Welcome
Home
Depository

134
Narrow
Path 3

Jungle
,\-_~3_ _.,7 3- -...7
7._---
Overgrown
Small Tricky E/W Trail Crimson
Clearing Path Beach 12
4 8
3 5 5,-__~3____~5~___5____~
3 A
Bend in Shifting Knee Deep
- Fused
Tunnel
Alien
Vegetation
5
5
Crimson
Beach
9
in Salty
Seawater

~~...Il. . ._,-'"'JI,
..,
2
Strange Shifting Crimson Knee Deep
Beach
Bending
Passage
- Alien
Vegetation Stripped
in Salty
Seawater
e Hull
to
I 3
I
Loopy
Tube

./
- Fly Room

6
Shifting
Alien
Vegetation
Crimson
Beach
7
9
Knee Deep
in Salty
Seawater
t1
12
"""'"
..,

1)

4 3
Grautube Fly Fly
Room Room

1--_"/
Viewscreen TOp Step
Room Inside / Pyramidal
Pyramid Shaped Steps

I /' ~---II
2 Bottom
Fly 5 of
Room Pyramid

f 5
Fly Fly
Room Room

Edge of
Pit

3
..-------,. /
TOP OF
STAIRS
Midway
Down
V Near Top
of Pit
/'"

/ @/
To Middle
of Staircase Bookcase JCT in E/W Steel Door
Room Corridor To Cold Cold Room
Repair Cras Room
Manual

135
PALACE IN THUNDERLAND
Company: Micro Lab
Suggested Retail: $24.95
Type: All-text adventure.
Description:
Palace in Thunderland, Micro Lab's second adventure, follows the successful Madventure. You must
find eight treasures and resolve several puzzles. The story follows an Alice in Wonderland theme, very
much tongue-in-cheek, with lots of humor. Who knows, you may become the King!
Playability:
An excellent game. Humor, a reasonable vocabulary and one puzzle in particular that has several viable
alternatives, but only one answer that will permit a perfect game. Beginners can handle Palace, but even
more experienced adventurers will take a good weekend to get through it.

136
PALACE IN THUNDERLAND
Top of 1'\
Turret Turret / Top of
Peasants Turret Turret
Below

Northern
\
Garden
Black Suits

® I @)
r----=_. Queen's
Greenhouse _ Formal '-- Garden
Door ,- Garden ,-- Queen
Crown

I
Southern Butler's
Garden Quarters

~...~~-- Small
Pantry --
~ Hallway

@ I @ @
r--~Nu-rs-e-ry'-'"
Tweedle-Dee Attic Connecting Maid's r\.. Buttery
Tweedle-Dum / Storeroom Chamber I-- Quarters I"' Churn
Rattie
_ / I / ~ . . . . . '" (7 \
r-----=';.{'
Lavatory _ Ruler's r-- Landing Pink Guest Kitchen P lor '-- Aboretum ~I Asc~nding
Mirror Bedroom Room Dormouse ar,- Pool ~ @ Staircase

1
0,"," OOK! .'00 Roo3\ ""!'Y W. CI@1
a:
Room Room Jobbe_ky
~_ ~L....
R~ S \ .'''~m ~~~"';, j\ """~. O""g~~ Com'.'
~~ '" ,

, GLs~Bathroom
~ Trophy
({OJ----- ~
Workshop
I
Walrus Room Carpenter I-- Storeroom
Oysters

®
r------'=_a 0 I
. Great Hall .
Delivery f-- Grandfather _ Library Furnace
Room Clock Old Book Room


Courtyard Maintenance
Crowd of R~~r
Peasants Metalbox
....
~
PIRATE ADVENTURE
Company: Adventure International
Suggested Retail: $39.95
Type: Originally an all-text game, recently re-released in Hi-Res form.
Description:
You must magically travel between a London flat and an island on your way to locating two treasures. It
has a smooth storytelling style, and rooms are populated by such wacky characters as a talkative parrot,
alligators, a mongoose that's a failure in life, and a drunken pirate who is forever wandering off.
Playability:
A good game to cut the young adventurer's teeth on; not too tough, and a lot of fun. The task of building
a ship on the first island presents a good example of a well done interactive puzzle. The two-word syntax
has a limited but adequate vocabulary. The text is brief and to the point. The game offers a single, easily
made or recalled saved-game.

m.
IW.l

138
PIRATE ADVENTURE

Alcove E-W
Window Ledge Open Window Musty Attic
Passage
Bookcase

5
\~~

Flat in London
Rug (Nailed Down)
Long Hall Hill Top
Locked Door Cavern
See Treas. Isle
(locked from the I - -
~
Tool Shed
Crack in Wall
other side)

® 0
Ocean
Fish PIRATES ISLAND Shed
SaltWater

® ®
In Lagoon Sandy Beach
Lagoon Sand Foot of Hill
Anchor (stuck
in Mud)
f--
Ships Keel & Mast I- Meadow
Cave Infested

I
0
@
Grass Shack
Pirate
Chest (Map/Plans)
Parrot
L Maze of
Caves
0
t ~ Locked
Door
Pit
One Day's Sail Crocs

Maze of L..,. Maze of Maze of


1--+ I-- I- Caves I--
Caves Caves

l
@ @
In Monastery
On Beach
Snakes

TREASURE ISLAND
@ @)
Cametery
Bones I- Barren Field

139
PLANETFALL
Company: Infocom, Inc.
Suggested Retail: $49.95
Type: A science fiction all-text adventure.
Description:
After surviving an interstellar spaceship explosion, you find yourself on a strange planet, deserted
except for a friendly robot named Floyd, who gives you his utmost devotion. The purpose of the game
doesn't become clear until well into it, when you come across the computer-within-the-computer. To
succeed, you need to repair four subsystems, overcome hunger and disease, battle a huge microbe, avoid
radiation poisoning, and cope with a room full of dangerous mutants.
Playability:
Perhaps not as "tight" as some other games that Infocom has done, but reasonably challenging
nevertheless. What with the "standard" superlative parser and save-game capability, it's a pleasure to
play. You also get a few red-herring puzzles that are reasonably well developed, scads of objects to
wonder about, and alternative endings that may make you wonder if you have achieved the optimum
solution.

Floyd In Me

140
® \;t
Comm.
Dark Upper
Helipad Room
Room Elevator 2 Consoles

\::./ I ~ I
Admin.
Large Small Plan Tower
I- Corridor r-- Core
Office - Office North Room

@ (5) I
Booth San. San. Admin. Observ.
1 Facility Facility Corridor Deck

I I J 2) I
Dorm Dorm Admin.
Conference Storage San. Upper
B West D Corridor r-
Room Facility Elevator
S Crevice

1 I (4) I I I 11) @)
Rec. Rec. Mess Dorm Elevator Booth
Area f-- Junction I
Corridor t--I Corridor Corridor Lobby 2

I l (7) I I I @ 1~
r1
Mess Dorm Meeh.
Plain Dorm Lower
Canteen C Corridor r-- Storage
Hall A Elevator
North
Physical
L I ~I I Plant I 10)
West San. Kitchen San. Meeh. Reactor Reactor
!""- Courtyard Facility "- I- I-
Wing Facility Machine Corridor Control Elevator

Winding
I
Meeh.
Corridor
./
Dark Waiting
/
Kalamantre
Stairways Room Area Station
South

~ I 3) I
f
Machine Robot
Balcony Tool Room Shop ;-- Lower
r-- Shop
Plaque Dispenser Elevator
Floyd
" @
./
Deck Control Shuttle Control
Crag ;-- I-
8 West Alphie East
.-

,......
.,j>.
,......
.....
l%
PLANETFALL
Part 2
Small
Room

I~~ I
Infirmlry RepaIr Planet
Control Shuttle Control Course
l- I-- Medicine Room Defense
Panel Betty Panel Control
Robot Robot Panel

I I I
Systems
Systems Physical
Corridor I-- t-- ~ I-
West Corridor Plant
East
18) I ~
Lawanda
I-- Escalator t - Hallway library library
t - Computer I -
Booth
Radiation
lock ~
Decontam-
ination I--
Radiation
Lab.
-
Platform Reader 3 West ChamberE Lamp

I
Project Project
Project Main
San. Corridor I - Corridor !'-
Facility - Corridor - Lab
West East

I ~21) I / 1~ I ® -
Shuttle Lab Lab-
Control Control Computer Biolock Bio lock Bio-Lab
Panel I- Alphie I- Office Room Storage I- l- Office
Panel - West East Card - Mask

I ~l 24} I
Miniatur- Auxiliary
Elevator ization Micro
Relay Booth
Booth

~I
Middle
Strip

I
Strip
, Square
Plate I- Near
Station
PYRAMID OF DOOM
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, scheduled for revision into Hi-Res form. Price also includes Mystery Fun House
and Ghost Town.
Description:
Thirteen treasures lie scattered in an unexplored Egyptian pyramid. Your task: to get in, stay alive, and
haul all thirteen back to a particular location. The game features cobras, mummies, pharoahs, decapitated
statues, a huge purple worm, and a multitude of objects.
Playability:
This game starts out simply enough, but gets very difficult in a few spots; one treasure, for example,
occupies a logical spot where you cannot see it, while another is guarded by a stone-hearted Iron Pharoah.
Have fun, and good luck with the purple worm. The two-word syntax has a limited but adequate
vocabulary, and the text is brief and to the point. You also have a single easily made or recalled
saved-game.

143
PYRAMID OF DOOM

Dining Hall Oyster


In Desert In Desert Table Archway
Strange Hallway
Mask

I I0
By Pyramid
0 I @
In Desert Sarcoph- Blood Hieroglyphs
Pool Stone agus Stained
By Pool Hole Leave Treasure
Water Shovel Bandages Altar Here
Sign

Hole

Sitting
0 10
Tiny Door Stairs in Room Sloping
Sound of '-- Sarcoph- Fireplace Crawlway
Machinery agus Coal Rats
Ashes

Long
Narrow
Passage
Bricked
Door
0
I;
/ r, j

Mirror
Room
Dressing
Room

I J 1/ t
, Burial Room
Mummy Hidden
"Tapestry" Alcove
Alcove

I 0 I (8) ®
Prison Cell Treasure
Dead Exp. Purple Tall Room Room
r-- Rubbish I- Headless Top of

----
Worm Treasure Pyramid
Closed Skeleton Coffer
Porta'

I
Throne
®
Room
Revolving Chain
Cavern ron Pharoah
Mural Chest

L Narrow
Ledge
Hole in
Ceiling
~
Pool Below
I

144
QUEEN OF PHOBOS
Company: Phoenix Software
Suggested Retail: $34.95
Type: A black and white science fiction Hi-Res adventure.
Description:
As the sole occupant of a small spaceship, you must board a derelict Martian spaceship and obtain the
fabled golden mask of Kuh-Thu-Lu. You must find it and make good your escape before the four looters
who are also on board decide to do you in. If you can piece together some of the early-on puzzles, you can
do them in before they conclude that you have to go. The graphics are crisp and well detailed.
Playability:
A well implemented, nicely paced, fast acting adventure of average difficulty. Beginners will find it
challenging and interesting, and more experienced players will find an enjoyable weekend in store. You
must traverse a good-sized maze in order to get to the center of the spaceship, where the real action takes
place and a scary bit of animation occurs. The vocabulary proves quite adequate for the game, and clear
responses answer unknown words.

145
0
E
'0 0
.... a. .... 0 .0 0 .><
Q)._ 0 a: III
-.cO Eas as
c: (/) 0 Qj 0:::
m
QI
!!l. ,.l, ), ,.l,~~oo~
_79
~ ~
~
R
III
~~ H
as
-.J
N« ~

=E
Q)
!!l.
...---I-
-0
QI
-
'"'"
()
~ QI ()IO 0
() - Q) ....
::r1»""'- ....
-':IE '"
:::l r a:
Q) 0
o~
Q
c:
o
0::
dU :::l
10
Q) (II
II
~
----..m u;
I» Q)

~ !!l. 3:
o
z ~
~ E
~ .c 8
t:: t:o:
o 00>
;:J Z [1.c:
'0,
01 c:
~ W

North North North North North

Corridor Corridor Corridor Corridor Corridor

Armory
Galley Thermo-
nuclear
Device
6

~
-t
QUEEN OF PHOBOS

J9)j:>Ol
96P!J8 "SJlO S.U!lIldll~

8 i.

JOP!JJO~ JOP!JJO~
lS9M lse3 lS9M

IIlJON

~
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~en
North
8 C')

Starboard
Engine Room

147
THE QUEST

Company: Penguin Software


Suggested Retail: $19.95
Type: A Hi-Res adventure with color graphics.
Description:
This two-sided disk offers immense proportions, but little content. As the King's advisor, you been
ordered to rid the kingdom of a rampaging dragon. Gorn, the King's loyal but slow-witted champion,
accompanies you on this mission, which will have you ranging among blazing deserts, dark tunnels, and
near endless plains.
Playability:
Guard The graphics and text are rather insipid,
Station except for the all too few glimpses of little
#1
Lisa. The vocabulary is terrible, and the
Dirty Road "multiple-word" parser totally ignores any
Road Major Dusty
Curves Road Bran- and all modifiers to verbs and nouns. A lot of
Inter- Road
S-E Hilly ches
section
Terrain N.S.w seemingly unnecessary disk-swapping goes
9 on, what with the saved-games going to a
Village Beautiful
Dusty Charred Green
scratch disk and all.
Road Rem-
Meadows
mants

Mtns Crystal Road Dirt


A"T" Road Road
to Clear Branches Leads Branches
South Pond Water . Green
South Meadows S.E,W,
South

Dusty Road
Sphinx Road Runs NS
Stretches Through
Endlessly Trees

Cave North- WII


Door Kept Road
ward Lisa Muttled
Winds Frame Curves
Rd. Sounds House N.to. W.

Winds
Moaning
Through
Treetops
11 @
-r---,
Ocean Island Lizard Plies of
Waves to Men Crumbled
Salt Crumbled
South Sword Stone Ruins
Air

Dark
Tunnel (To Part 3)
Leads
to West

In In
Water Water

In
Water

148
i THE QUEST
Part 1
Border
Station To
#4 Desert
Part 2

Dirt
Road Edge
Extends of
N-S Desert

Border 3-Way E-W Road Charred Forks


Inter- Dirt Has Rem- Lead
Station
Section Road Traces mants of N,S,W
#3
of Soot Village

Border Road E/W Dusty Well


Branches Dirt Inter- Road Travelled
Station section
#2 S,E,W Road Bends Road
NW

®. General Road Road


Inside
Store Store Winds Bends
List to West N-S N-W

Small Dusty
Grove High- Dirt Road
of waymen Road Curves
Trees E-W

Dirt
Road
Trees

® @
Thick Road Long Rutted Road Base of To
Swal- Old Water- Dripping
Tree Dusty Dirt Splits Bridge Water
lowed Road N,S,W fall fall Wet
Tops Road
by Forest Tunnel

Trees Not Forrest Faint Mtn.


As Dense to East Rumble Range
toN.S. to NE

0 Shore EWRoad 3-way


Long Deeply
of Reflec- Inter- Rutted
Lake section Expanse
tion of Road Road
Sign to West S,W,E

Dense Bottom Road


of Pit Stretches
Forest N-S
Cobras

®
Deep 3-Way
Swamp E~?e Impres- Inter- Road
Winds
Road
Narrows
Small
Old
Snake Swamp sions section
N,W,E Sign Cave Man

Outside
Skeleton Castle

Provis-
ioner
List

King
Diana
Gorn

149
THE QUEST
Part 2

Light Tunnel
Shines Makes
in from Sharp
Tunnel Left

Ledge Damp
Halfway Young Damp Tunnel
Down Dragon Tunnel Forks
Cliff Left

Desert Desert Desert Foot of


Stretches Stretches Stretches Unclimb- Tunnel
Cave in Tunnel Runs
All All All able Branches
About About About Cliff Straight

Tunnel Damp
Endless Desert Desert Endless Towering Makes
Desert Sands Sands Desert Cliff Tunnel
Sharp Forks
Turn

Desert Cave Tunnel


Desert Halfway
Sands Sands Continues
Up Cliff

Dark
Intense Endless Tunnel Tunnel Cave in
Sunlight Desert Branches Forks
Right

Heat Tunnel
Almost Foot Tunnel
of Continu Ends
Unbear- Abruptly
able Cliff

Blister- Shimmer- Blister- Blister-


ing ing ing ing Towering
Sun Desert Direc- Sun Cliffs
tions

Shimmer- Desert Shimmer- Endless


ing Stretches ing Desert
Desert All Desert Vertical
About Cliff

Dripping
Wet
Tunnel

150
THE QUEST
Part 3

I Cave in I

Lizard
Men
Sword

14 identical E.W. only screens


.......
CJ1
.......
THE SANDS OF EGYPT
Company: Datamost
Suggested Retail: $29.95
Type: A Hi-Res adventure with color graphics and animation.
Description:
You are a world famous archaeologist, now lost in the desert, near what you believe to be a hidden
burial chamber. Thirst be damned! You have a reputation to uphold, so it's on to the hoped-for treasure.
Playability:
Some nicely animated graphics and fast color fill. For the most part, however, the graphics are just
average. An amusing internal (H)elp message comes in handy. The puzzles aren't tough once you
understand the sand maze, which is quite well done. You can make saved-game scenarios to the program
disk and call them at any time. Kids may need help with the mapping.

152
(W , A \V EGYPT
Lost in Lost in Lost in Lost in
......- Desert
Desert Desert Desert ~
r
n, U
I0
c!: Lost in Lost in Top of ~
Desert Desert Cliff -
tJ -U I ---- ~~
Lost in c::; Lost in Base of
Desert Desert Cliff

10 0
Lost in Base of
ro- I-- Base of Cliff
Desert Cliff
Rope

1 u \J
""- Start I- Near
Lost ~ Lost in Upa Tree
Desert Base of Lovely View
in Desert Palm Tree V
4.J @ @
® 0
Oasis
Secret Burial nr Pool
Chamber Chamber -
Camel
Lost in
...- Desert .........
® ~,k lA "- 10
Underground \J
Canal Lost in Pyramid
~ I"' ~
(In a Boat) Desert Carving
Arch Pole
~
0 ®I I
Underground
In Pool Lost in
Canal ... ~
Cover Desert
(In a Boat)

T@ ./6"4 U
Underground Underground
Canal Canal
Boat Hole in Roof
.....
~
SAVAGE ISLAND PART I

Company: Adventure International


Suggested Retail: $39.95
Type: An all-text game, now being revised into a Hi-Res version. Price includes Savage Island, Part II and
Golden Voyage.
Description:
You try in this game to obtain the password that permits you to enter Savage Island, Part II. To do so,
you must survive a tropical hurricane and a sickly bear, find a mysterious looking pirate, cope with a
Neanderthal Man, and push the right buttons.
Playability:
A toughie, meant for those who breezed through Mystery Fun House and casually solved Ghost Town.
Unfortunately, the save game feature is (perhaps) disabled during the toughest sequence of this game,
where your early demise is left in the hands of the computer's randomizer.1f not already familiar with the
Scott Adams' series, you should not start with this game. While some parts move easily and quickly, the
difficulty lies in staying alive long enough to get to them. The two-word syntax has a limited but adequate
vocabulary. The text is a bit more expansive than the others, but not by much. It has a single, easily made
or recalled saved-game.

..

~oo
...,...(' _ _ • . .f'0'

154
SAV AGE ISLAND
Part I @
(Pirate only On Atoll
Top of Statue ®® appears after a Pirate (waiting)
Bottle of Rum cannon offshore
Can See Atoll Ship
Top of Palm is heard)
Tree
Coconuts

6) ./
On Beach By Sand
Ocean-Cliff Statue On Beach
Towers Over Edge of Jungle Palm Trees
West End (Vines)

On Ocean
See an Atoll
Large Plain
Extinct
Volcano

®
1\ ®® sail
Edge of Rim of an
Sandy Cliff Extinct Shallow Tidepool 1IIIE:=-----.:::::::---------------------1 On Ocean
3 meters below Volcano Water (Salt) r
is beach (Loose Ash)

®® o ® o
Secluded Cove In a Volcano In Cave Crevice
Lake Dark Hole Edge of Hot Cliff
West of Lake 1----11 Water (Fresh) See Cave at Sea
Crevice Cave Stone Basin
Beaches to N,S,E Fishbones Bear Level
Bear

t '@
Central Room
Swim
Down/Up Button H Metal Lined H Dimly Lit
Dial-Levers Tunnel Rock Room
Force Field
i
5 j
J ~ Alien
SwimE o In Room Machinery
Lake Bottom Force Field
o 1o Missing
a Wire

Metal Room Metal Room


r,'\ 10 Maze of Display Cage I-- Metal Lined H Display Cage
'-' Caves Tyranosaur Tunnel Caveman
Button Button
L
o
@)
Ancient Cave
Drawings On a Beach
Stalactite (hinge) See Cave
Hole in Roof
i-'
g:
SA VAGE ISLAND PART II
Company: Adventure International
Suggested Retail: $39.95
Type: An all-text game, soon to be revised into Hi-Res form. Price includes Savage Island, Part I and
Golden Voyage.
Description:
A toughie, full of a curious mix of prehistoric and space age entanglements. If you can get through the
game, you get the code needed to decipher the secret message sheet that came with the game. Except for a
few characters, the two Savage Islands have little in common and do not resemble each other. In the
process of trying to solve this jewel you will encounter vacuums, force fields, atomic blocks, four consoles
with levers, dials and buttons, and your old friends, the Neanderthal Man and the Pirate.
Playability:
This game starts out with a bang, so to speak, and that bang is most likely you! The game lives up to the
first sign that you see, which says "Part I was a piece of cake compared to what you are about to go
through." It does ease up a bit after the first move puzzle. The two-word syntax has a limited but adequate
vocabulary. The text is brief and to the point. The game permits a single easily made or recalled
saved-game.

156
SA V AGE ISLAND
Part II

Small
Cabin

o Main Control
Large Metal Metal Metal
Cabin Room-Viewscreen
Dormitory Room Control Console
Machinery

0)
Metal Room
Console Metal Room
Treadmill Machinery
Punch Bag/Med. Ball Control Console

o
Blinking Red
Light Over
Force Field

o (0
Red Metal Room START Metal-Lined
Control Console Red Metal Room In Force Field Cabin

Pirate
o Metal Room
o Metal Room
Metal-Lined Life Boat
Metal-Lined Cases/Crates Console Weakly Fluttering Hanger
Tunnel Pulsing Field Sign Tunnel Force Field
v Outer Space

o ®
Metal Room
Hydroponics Metal Room Metal-Lined Metal-Lined Metal-Lined
Display Case Force Field Tunnel Tunnel Tunnel
Neanderthal

.....
~
SECRET AGENT:
MISSION ONE
Company: Jor-And
Suggested Retail: $32.95
Type: Black and white Hi-Res adventure, the first in a series.
Description:
Your mission: to locate and deactivate a near-ultimate weapon and escape before the waiting bombers
pound the island (and you) into dust. Many puzzles crop up between the beginning, where you're in an
airplane about to get shot down, and the end, where you reach the waiting helicopter and safety. The
game includes a difficult maze and many straightforward puzzles.
Playability:
The graphics are neat and crisp, but the text, somewhat sparse. Although the plot won't win any awards,
it does hold your interest throughout the game, presenting several interesting twists along the way. The
two-word syntax and limited vocabulary are unusually well-integrated into the game's design. You get a
single save-game position, written to or recalled from the disk any time the command cursor is available.

158
@
SECRET AGENT: MISSION ONE
Bya Melton
Well Manor

@ Maze
Room
Sign
Bottom
of Forest
Note
Well
Computer !

~I
Corridor
Plate

~I
Laser Library
Stairs f-- Books

@ ",/@ @:
I ",/
,; Long
In Room
Five
Switches Door
,;,;
,;
","
Phone
Plug
- By
Room
Pier
Ship
~ Crates

",;
~I @ ~I €) ,; ,," I 1~ I 111
Pit Gym Corridor
Door Scale Guard Booth Balcony Lobby Guard
Ahead Treadmill Film Lever Gate

/ 81 / (3]) I I @
Hallway Door Lab
Corridor Hallway Bus
Stair I-- Corridor
Door Extingui- r-- Mirror
Micro-
Hotel - Stop
Hairpin
Elevator sher scope

1 ISign
® 9) ® @)
on On Fire
Bus
Elevator Table
In
Restaurant r-- Restau-
rant
I-- Stop Escape r- Office
Picture
Duct Window

~I @ 1~9 ?) J /
Stud\
Corridor
Elevator
Crate
- Door I--
Table
Book
Duct
In
Store r--
Clothing
Store
f--
Notlem
Bldg. - Alley

/I ~I @) <D
Cockpit
Under
Water
Grate
Door
Guard
Prison
Cell - Window Closet Parachute
Dead
Pilot

@I I I 2) I
Platform
Watch '"
Hallway. I--
Stairs
Door

®
Table

4J/
In
Airplane
(Start)

/
I
In In Front
Guard
In Bar
Man
I--
Front
of
Bar
- of Closed
Store
r- In Store
Register
In
Midair

I~ @)i
Closet
Uniform
More
Maze

®
In
Phone
Booth
f--
Street
Sign

Hospital
Lobby f-- Hallway I--
hHospital
Room

159
SERPENT'S STAR
Company: Ultrasoft
Suggested Retail: $39.95
Type: An animated Hi-Res adventure with color graphics and Hi-Res text.
Description:
The setting: Tibet. Your mission: find the last three scrolls which lead to the fabled Serpent's Star gem
and steal it. To accomplish this dastardly deed, you must visit two monasteries, buy and give away
objects, initiate a few quick actions, dodge through an avalanche, answer five riddles, navigate the maze,
and even solve a puzzle or two.
Playability:
Three of the five riddles are a basic test of Buddhist and Yogi tenets, and you only get one chance to
answer each question correctly. You get no clues to the tougher puzzles. Serpent's Star is a game that many
have started but few have completed (before giving up in frustration). This book should help a lotI

the
Star rests in
[ waiting]

160
SERPENT'S STAR
® Part 1
Richly
Appointed
Room
Abbott

Branch
in Library
r-- 5 Scrolls
Passage

® CD Transform-
Mild Looking Statue of Door to
Monk Wandering ation
~ Buddha Monastery
Doorway Small Altar Monk to
Monastery -- Monk

I I ® t (12
Poorly Lit
Stooped Wall of Ice Small
Room
Figura Cavern Valley
Monks
of Man Stream Ruins
Buddha - ./

I (4) L __ (9 1 I 61 ..
ZisKa Zoo & Snow
Gate of Chamber Branch in
Monastery - Tunnel or White
YerPa Furry Shapes

I I T I GO
Narrow
Merchant Rickety Treacherous Daylight
Small Avalanche
- Wares Bridge r- Road Rising Sighted Once r-
- Monastery
Quickly More

CD ® I
Cozy Inn Rock
Caravan Outside Old Men
- Inn - Slide
Westerner

t
SenSa
Starting Zhis Ka
Sequence r-
Gates
Lhasa
Zhis Ka
~
(3)
Dusty
Road
Wolf

Narrow
T rescherous Rickety
Road Rising Bridge
Quickly

I--'
Cb
I--'
I-'

f!5
Total
Darkness

-
Temple Maze
Mural r- Maze Tsampa
Gong

I f\
Dead End Maze t-- Maze Maze

Maze Maze Maze


I--
(entry)
I.r.J
t!'j

Maze ~
Blue Gem Maze t!'j
~Z
@ ~ ® ~~
t-Or:./5
Temple Monk's Old Monk Strange
Altar Dead Broom Darkness Looking I.r.J
Question I-
Box End Closet (All is lost) r-- Door ~
Time
>
@ @ @ 0~ r--- ® @ =
Courtyard
Room of Oversized Monks Pool
'--- Small Shrine f-- Statue r- Niche r-- Dragon
Unusual Obj. Practicing
of Buddha Martial Arts

J§2
Visiting Rm. Main Two Seated
Brass Door Temple
Four Flames Magazines Golden
r'\ Tapestry Shrine
Monk
\~i9U'~
ArmorRm.
Monastery Plaque Shield Silver Door
Courtyard r-- Helmet "- Statues
Armor

t
From Door
SHERWOOD FOREST

Company: Phoenix Software


Suggested Retail: $34.95
Type: Hi-Res adventure with color graphics and animation.
Description:
As Robin Hood, it's your wedding day. But several puzzles lie between the wedding and your shooting
off to the Honeymoon Suite with the fair Maid Marion. You have lost your pretty green uniform, and your
old friends don't recognize you. Find that, get something to amuse your merry men, and you'll be on your
way. A bit of animation adds a nice touch.
Playability:
Extremely well implemented. Aimed at the beginning to intermediate adventurer, it moves quickly.
Not too tough, but cleverly interactive puzzles have several amusing twists. The command parser
supports more than two words, and the save-game feature is excellent. A very light-hearted and cheery
game. Great for kids.

163
I-'

~
o @ SHERWOOD FOREST
Kissing Booth
On Stage
Maid Marion

® 19 I
Fair Midway By Stage
On Pier '-- Beggar f...- Merry Men

~G6) 11)
Trading Ship In Tailor Shop

I
Outside
Faire Entrance Outside Wedding In Chapel
Tailor Shop r- Friar Tuck
- Chapel

I
Swimming Top ofa
Well-Travelled Outside
Around Blacksmith I-- Well-Travelled
.. Tall Fir Tree
Road I--
(4th time=Ship) Shop Road
11'4) /
(5) I 62
(From
' " Cave) Base of Tree
Hole in Ground I-
Blacksmith Shop Pole

/
® 0 @ / @ @
Castle-Sign Long Dirt North End Log Bridge Battlefield On Rocky
Sheriff I-- Rich Taxman I-- Road t- r- r- I- Edge of Cliff
of Forest Little John Catapult Plain

p) 16) 1 111) .............


South End Rocky Top of Rocky Ledge
Shallow Pool t- of Forest r- Haystack Sloping Sloping I-- Outside
Owl Path Path Cave

9) I ~
Narrow
Outside Cave Sloping Path r--... Twisting
Boulder Path

1~
~

Inside Cave Sloping Path I.-


Boulder I By a Hole
"""
-
V -
SOFTPORN ADVENTURE
Company: On-Line Systems
Suggested Retail: $29.95
Type: An all-text adventure.
Description:
Your goal, bizarrely enough, is to find and seduce three women. The game also incorporates both
blackjack and slot machine games-these broads are expensive! Descriptions are PC rated, while user
input can be X-rated.
Playability:
A moderately difficult but quite challenging and solvable puzzle game good for would-be adventurers.
You can save the game on a scratch disk, but you can't recall it from within the game. Lots of tongue-in-
cheek humor.

165
I-'
as 13 14
SOFT-PORN ADVENTURE
Window Ledge IHookers Balcony
Window Billboard

Inside Room

0 0
Street Outside Filthy Dumpster
Bar-Sign
I Garbage Hooker's Bedrm.

@
Hallway Sleezy Bar Backroom
Businessman Bartender Big Dude
Desk Button/Curtain TV
,
H
• I I I

Penthouse
Porch
Telephone

- I
®
Disco Jacuzzi Living Room
Girl Disco Entrance Girl (Eve) Closet
Waitress
Table
L -
Private
Penthouse Kitchen
Telephone Booth I-- Sink-Water
555-6969 Presidential St. Pharmac Foyer Button
Bum Elevator Cabinet
555-0439 Display Ra

L
Hotel Desk
Hotel Hallway Blonde
Ashtray I-- Button
Elevator


Quicky 21 Room Honeymoon Balcony
Marriage Dealer Suite Radio
Center Cards Bed Peephole
Preacher Rope

I I ® ®
Downtown St. Hotel Lobby
i"- Slot t-- Plant t-- In Bushes
Sign (Bushes)
Machines
- - - - --
--
SORCERER

Company: Infocom, Inc.


Suggested Retail: $49.95
Type: An all-text adventure, a follow-up to The Enchanter.
Description:
Remember taking the role of neophyte wizard in The Enchanter? Well, you're back again, this time
armed with seven spells at the outset. Seems that your mentor, the aged and wise Belboz, has gone off on a
secret mission to rid the world of an evil force so sinister that he dare not reveal it to any in the Circle of
Enchanters. You must find and rescue him, which you can accomplish only by doing in the evil force
known as Jeearr. You'd better find the nine other spell scrolls or you won't have a chance.
Playability:
A worthy successor, with the promise of a third. Interactive puzzles and reasonably jazzy text, though
not as golden or expansive as some others from Infocom. The parser and save-game capability don't get
any better-they can't. The difficulty factor is well chosen, not too tough for a novice (with lots of
patience) and plenty challenging for the experienced dungeon trekker.

167
SORCERER
Barracks

Chamber River
of the Bank
Circle Fort Parade
Entrance I-- Ground I-- Cannon
® I
~~~~ I - Hallway I -
Your
Room
Stagnant
Pool
Hidden
Cave
I
Armory

1
Helistar's Frobar's Mine- River
Room t - Hallway I- Room field Turret Bed

~ ~ ~ 1(9 7 Start
Pit Top Outside
Storage Tree Forest Draw of
Lobby ~ Library Meadows t - t- Ruins of Glass t--

!! / Edge ~
Room ~ bridge of Mirror
Branch Bones Door
Falls Maze
I---

~) ../\:8 /
Twisted Snake Entrance
Cellar f------~ Forest Pit Hall

I
/
Slimy
Room
~I .£, ~Olll
R~~d HH~~~- H I Gate
Outside
Store -
End of
Highway I--
Stone
Hut

~I"""
Tree Edge
of Store
Room
Canyon

1
Elbow Bare East
Slanted
I-- Ch~~m -
-,
Room Passage - Crater Room

Roller Haunted Winding

'c)
Coaster House Tunnel

I I @
Casino
H
~~
End

I
H
West

I
East
End
Park
Entrance Ic~~:~~s
@I@ l2~L-/ /

Arcade Flume
Chamber
of
Living
Death
Sooty
Room
i---
H
_...&........
Coal
Bin
~ Dial
Room
L
I
Bottom
S~!ft

Hall
of
Pain
I-
Mam-
moth
Cavern
J
t---+---l
Grue
Lair
@
Mouth
of
River

T
Belboz Ocean
Hideout Shore

I @
Cave .....-------1 Lagoon N
r=:--....,
Lagoon
Bottom

""'""----I..~~
Shore
i---

168
SORCERER MAZES

To Ledge from
Outside

To Outside from Ledge

169
STARCROSS
Company: Infocom, Inc.
Suggested Retail: $39.95
Type: An all-text science fiction adventure.
Description:
It's long ago and far away when suddenly the strident alarm of your one-man spaceship awakens you,
advising you of the presence of an uncharted mass in space. Naturally curious (if not, it would make a very
short game), you rendezvous, effect an entrance, turn on some lights and encounter both living and dead
remnants of preceding alien civilizations, advanced technology, religious superstition, and past tragedy.
Hopefully, you will be accorded the salutation of Galactic Overlord.
Playability:
While less difficult than its predecessors in the series, the game contains a relatively hard sequence
which involves obtaining one of the twelve differently colored control rods. Throughout, the true use of
the Ray Gun, required to successfully complete the game, is neatly disguised. It's almost a shame to waste
the story line on kids who will simply enjoy the puzzles and ask a lot of embarrassing questions about the
Periodic Tables, Newton's Third Law, and Solar System basics.

170
Room on
Ring 1
:to:
Computer
Room

Bubble
Clear Slot

Slots for:
Pink
Brown Green r:I}
Violet Blue
t-3
>
Cj
=
=
o
r:I}
r:I}

......
--l
......
STRANGE ODYSSEY

Company: Adventure International


Suggested Retail: $39.95
Type: An all-text game, scheduled for revision into Hi-Res form. This price also includes Voodoo Castle
and The Count.
Description:
Stranded on an alien planet in a damaged spaceship, your only hope lies in finding objects needed to
repair your ship, figuring out how to do it, obtaining the planet's five treasures, and returning home. You
cannot simply take all of the treasures-diamonds, especially, are tough to obtain.
Playability:
The puzzles are not too hard once you figure out how to get around among the locations of this game.
Four of the five treasures you want you can get into the fold without too much trouble, but getting the fifth
becomes a dog of a job and it might take a pretty cold day before you pry it loose. The two-word syntax
has a limited but adequate vocabulary. The text is brief and to the point. The game offers a single easily
made or recalled saved-game.

172
r n STRANGE ODYSSEY
.2 .4 Methane
0- Methane Snow
Storm <; Snow
Storm
~

t tI@
...-_0.,;;.7 0-
.3 Methane Snow
Storm
0- .1
Curtain of Light
Light Far to Methane Snow
In a Derelict North Storm
Alien Space Craft

~
Buttons
Hose Fitting 4 ~~~~;~~:: / ' Galectic Zoo
Plastic Glows Regalian-Ice
Hound
Four Times

® ® ®
Plastic Glows
Two Times 1
,...-----=. Strange Hexagonal Room Curtain of
Strange Jungle
Strange Flickering Light
An Empty.
Nothingness Plastic Glows
Curtain of Light
Rod protruding from Wall
- Grassy Plain at
edge of jungle
~ Centurian
Slime Trees
Black Hole Five Times Plastic piece flush on Wall

Plastic Glows
Plastic Glows OneTime
Six Times

In Cave
Plastic Glows Shimmering ~ In Cave
Alien Museum Seven Times Curtain of Light Large Boulder
Rock Dust

@ r-- "\)-----'---1/
On Small

Jovian Mining
-- Planetoid
Cave
Colony
I

On Small
I
On Small
Planetoid Planetoid
Scoutship

7/ ' \ u
~----~~- ~----------~
Small Airlock Hold of Mother Ship
Outside Airlock Red Button Sign Says:
Ground 90 Inner Dor Leaves Treasure
Meters Below Outer Door Here

Q) -;/
One Man Scoutship
Control Console
2 Buttons

/
Maintenance
Crawl way
Empty Crystal
Holder

12 /
Storage Hold
Main! Acccess
Hatch

173
SUSPENDED
Company: Infocom, Inc.
Suggested Retail: $49.95
Type: A science fiction all-text adventure.
Description:
It starts as just another day in the life of the central mentality of a planet-that's you. Normally, three
underground computers maintain stability and equilibrium in the weather, food growing and transporta-
tion systems, but today just isn't one of your better days. Seems like everything's going wrong, so you must
use your wits, manual override capabilities, and six independently controlled robots to right the wrongs.
The robots will steal the show, each with his own unique capabilities.
, Playability:
The puzzles are complex and very interactive, but few in number. Depending on how well you manage
to repair things while minimizing the loss of life on the planet's surface, the ending will grade you with
interesting witticisms, or, if you flunk out, "talking mechanisms" will summarily replace you. As always,
the Infocom parser, vocabulary, and save-game capability appear in fine form.

Auda

Iris

Sensa

174
'"""
Of
TIME ZONE
Company: Sierra On-Line Systems
Suggested Retail: $99.95
Type: A monster-sized Hi-Res adventure with color graphics.
Description:
In the course of your mission you use the Time Machine in your backyard to travel into the future to
Neburon, deal appropriately with the evil Ramadu, and destroy his Ray Gun before it demolishes the
Earth. You also need to return home safely to garner the title of Ultimate Adventurer. To achieve this rank
requires traveling through twenty-four of thirty-nine accessible eras. Beware, this game is of humongous
proportions, considering its six double-sided disks. The scope and size warrant the price.
Playability:
Time Zone is a map maker's delight. The final product will fill a book! You encounter bunches of
puzzles, but the majority prove more frustrating than tricky or difficult. Sorry, no help or hint option for
this one. The command syntax allows two words only. Many ways of getting killed crop up, especially in
areas useless to the solution! Be sure to save the game on entering each new land.

176
TIME ZONE
Europe 400 MBC

t
Caught In Edge of
Slimey Swamp Swamp

~ 1
TM
I---r:::::::. n
Green Green
Green
<; Meadow
Meadows
Meadow f;>

I
Edge of Edge of
Lake Edge of
Lake

x-
Brontosaurus Lake
Tyranosaurus

I
Middle
of f---
Lake

rl
Cave Entrance
Creepy In In Inside
<:; Jungle Jungle Jungle Cave

U I
In Pterodactyl
In Jungle Nest
<:; Jungle Pointed Stick Eggs

U.

177
TIME ZONE
So. America/Inca City
1000 AD

Edge of
Cliff

I
T.M.
Edge of Plateau in Edge of
Cliff 10- 10-
Andes Cliff

I
Inside Steep
Pyramid Mountain
Ladder Side

~ ~
Bottom Terraced
of Ladder Mountainside
Potatoes

I ~

Small Tomb Lower


Lit Torch Terrace
Corn

~
Green Lush
Valley I-- Valley f-- Meadow - Valley

I I I 1
Green Meadow Walking in Green
(!
Meadow I-- Stream
Water
10- Meadow 10- Meadow p
® I I u \J
Top
of
Pyramid
I~ Strolling
Meadow f--
City To
East I--
Inca
City 10- Temple
To East 1-+
Inside Temple
Priests

'\ ~
l'
"
I AI

e Pretty
Meadow
I--
Bottom of
Pyramid f--
Lush
Green ~

I I I
ce; Meadow Sunny Beautiful
f--
~
f--
Meadow Meadow

\) U V

178
TIME ZONE
Europe/Paris 1700 AD

NIW Corner
Stonefence - Back
Stone Fence - N/E Corner

+
House

Outskirts __ Hedge
of Paris - West Side
Stonefence Maze
x- East Side

~
"
Hills
"
Farm in
~
Front
Surrounding
Paris
~ French
Countryside
- Paris I--
SIW Corner
Stonefence - of
Stonefence
Iron Gate
""""-
S/E Corner
Stonefence

I I I
Hills Wandering
~ Around
Paris
'--
Paris in
Distance - Cobblestone
Road - Vineyard
Grapes - Hills About
Paris
::;>

I I I
Rolling Hills Gentle
t!: Surrounding
Paris
- Sloping
Hills - Grapes
Vineyard r--
Grapes
Vineyard
,.- In Hills
::;>

I I I
T.M.
~ In The Hills Gentle Gentle Wandering
Hills """"- Stream '-- Green r-- Sloping Hills '-- About Hills ~
Valley

I I I I I
Gentle Sloping
c!: Roaming I---
In Sloping
- Green - Hills ,.-
Roaming
The Hills Hills Valley Gang of
Thieves
The Hills :>

I I I I I
Gentle
<!:: In The
Hills - Wandering
in Hills - Sloping
Hills
- Wandering
in Hills - In Hills
::;>

.v ~ tJ \} \J

179
TIME ZONE
PIO Paris 1700 AD

Maze I-- Maze I-- Maze

I I
Maze r-- Maze Maze Maze I-- Maze
~

G>
I I
-
"0
i:i5
Ul
r- Inside
West - Maze ....... Maze Maze "- Maze
G>
;: Side The
Hedge
~
I
Maze
~ Maze I-- Maze Maze I-- Maze

1 I
Maze r-- Maze Maze - Maze

I I
Maze I-- Maze - Maze

TIME ZONE
Europe 1700AD Paris
Josephine's
North Entrance Bedroom
Comb
( Back Side
North
Perfume

I I
Inside E/W Hall Hall
Inside
N/W Corner
r- North
Corner
- Inside
N/E Corner
Hall
Ends
I-- Top of
Stairs
I"-
Ends

J I j
Hedge r--
Pretty
Garden

I
- Ferocious
Watchdog
Guards

t
Side Door EIW
of Palace r- Hallway - Hallway

180
TIME ZONE ®
NorthAmerica Prairie 1400 AD Tee Pee
Indian Chief
Bow & Arrow

n
<;:
Low Bushy
Hills t--
Indian
Village t--
"
Low
Brushy
:;)
Hills

I
Low
C; Hills - Hill
(Bridge)
r- Brushy
Hills '=t>

Ravine
Ravine Ravine Ravine
(Bridge)

C;
In Prairie In Prairie
Indian
t-- On Prairie I"-- On Prairie
p
Dead Buffalo

In Prairie Walking Wandering On Prairie


~
C; in Prairie I"'"- in Prairie l"'"-

, Lost
On Prairie Wide Prairie r-- On Prairie t--
Walking
In Prairie p
n
Wide Dusty Rooming T.M. Lost in
c; r- t-- t--
Prairie Prairie Prairie Prairie Prairie I:i>
(1)

c:;
Lost in
Prairie I--
In
Prairie
Dry
Prairie - Lonesome
Prairie - Lost in
Prairie ~

~
Gully

Lost In Prairie Dry, Dusty Traveling


I-- t-- In Prairie I-- :;>
C; On Prairie Gully Prairie The Prairie

lJ lJ lJ V lJ

181
TIME ZONE fi (';

Europe 1400 AD Edge of


Palos, Spain Ocean r-- Hills
p

I
Edge of Rolling
r--
Ocean Hills ~

T.M.
Edge of Low
r--
Ocean
Hills ~

l
Galley Edge of Lost in
Ocean r-- Hills f::;>

Q)~
1
Crow's Short Inside House
Nest Hallway Man

® Mast
l
Fishing
I ft
Hold on Galley on
on Deck Village
Deck at Front of
Deck r- r-- r-- Hills
Rope
Midship
Sailor
Stern
Columbus
Palos,
Spain
House I""-
P
Ladder
u
L 1 I
Edge of
Cargo End 01 Pier Wandering
r-- Ocean r--
Hold Santa Maria
Pier
in Hills ~

I 1!
Edge of Rolling
Ocean r-- Hills r-- Hills p
J 32 1
Edge of Among
Ocean - Hills r-- Farm House r-- Inside House
Iron Bar

~ V
1
c! Hills
t:t>
U

182
Inside Barn
Saw

I
Open Door Old Barn Grazing Land
Grazing Land ~ I---
~
Ranch House Padlock Sheep

I I I J
Ranch to North ~
Ranch to North Grazing Land
;: Grazing Land Sheep Sheep ,-- Sheep

~
c:>~
I I I J q.a:;
~t!j
~

Grazing Land Grazing Land I-'N


Grazing Land Grazing Lnad ~ - Sheep
~
~O
°2
>t!j
I ! J I u
: Grazing Land Grazing Land Man on Horseback Grassland Meadow I--- Meadow
- Grazing Land -
-
I t I I I
Green Meadow Lush Green TM Pretty
r-- Meadow r-- I---
Meadow Meadow Meadow

I I I I
Green Pretty Green
: - Meadow i--- Lush Meadow ,-- Meadow
Meadow

.....
~
.....
~

®
Backroom
Kite
Wood Trunk
Skeleton Key

I
Lost Inside <!: Rolling Front ~ Rolling
In Hill :;> Courthouse Hills ~ Office Hills

I I I 0 I I z
~ Court Ben Franklin's
Low f---- House Philadelphia ~ Hills
- Hills Print Shop ~
(Open Door)
>
I I ~
~::1. 1-4
I I I 2~
Pasture ...... tfj
: Pasture '-- Pasture Land Pasture f---- Sloping -l
Sign Hills 8N
""
>0
Q..Z
I I I I I ~tfj
. Lost Beautiful Entered ~
~ Pasture Woods r--
-....a.
Woods - Woods Some Woods
~
....
. ~

I I I I
: Pretty T.M. Hiking Thick
Woods Woods - Woods Woods
------
I I I I
• Lost in Among Lost in
Woods r-- Woods Woods
Woods
------
TIME ZONE
ASla
. / Tokyo 2082 AD
Kitchen City City
Matches Street ~ Street
North
01 Side
I 1
Sitting at City Street City
Table City City
f--
Restaurant I-- Street ~
Street
I--
Street
Menu Car

I I I 1
City City City City City
Street t-- Street f-- Street Street
,..-
Street
Car

I
City
Street
"
North Side
Station

t
City City
Street ,..-
Street

1 1
City City Street Residential Residential East
;--
Street Car Street Street Side

I I 1
West
Side
City
Street - City
Street
Residential f - Residential
Street Street - Residential
Street
~
Residential
Street

/ 1 1 1
WestSide
City
Street
Station ~4 4 Downtown
Tokyo
Residentail f - Residential
Street Street - Residential
Street
Enter Subway

1 ~ 1 1
City Street
Car
~
City
Street I--
City
Street
...
3 East Side
Station
Residential
Street f--
Residential
Street

I (~ 1 North Side 1
Empty City Street 2 South Side
City City Residential
Street
r- Street Warehouse
1 Yen V locked
Warehouse
3
4
East Side
West Side 1--3 Street

2 City
City City
Street f-- Street
Street

City City City


~ I-- Street
Street Street
CAR

South
Side
"t
South Side
Station

City ~ City Street f - City


Street Car Street

185
TIME ZONE
Asia 2082 AD Tokyo

City City City


Street I-- Street I-- Street

City
Street
f---
City
Street - City
Street
f.- City
Street

City f.-
City I-- City
Street Street Street

CD /
Civic Center
Supersonic
Subway
4 Buttons

City TM City
Street City Street Street
in Tokyo

186
TIME ZONE
North America
Los Angeles 2084 AD

City
City
Street - City
Street
Street
Car
I---- City
Street

Park
City City Spring Fountain City City
Street - Street Water Heavily Street Street
Chlorinated

City City City City City


Street I---- Street Street ~
Street I----
Street

T.M.
City
Street - City
Street Vacant Lot
in LA
City
Street

City City City


Street I---- Street I---- Street

0
Front Porch City
Locked Door City City Street
Mat Street Street Car
Key

0
----
Residential St.
House City City City
Locked Car Street Street I---- Street
Dynamite

187
Inside

~
Pyramid
TIME ZONE
Africa 50Be Thebes 0 n n A
Halfway Desert
Up Large Lost in Hot, Dry
<; Desert ~
Desert f-- Along -x
Pyramid Nile

I r
~
A I
Backside East Side
c;:
Lost in
Desert I-- of Large
Pyramid
- of Large
Pyramid
- Desert
Along
Nile
-x

I I I I
West Side Front of
c;:
Lost in
Desert ~ of Large
Pyramid
- Large
Pyramid
f--
Desert
Along
Nile
-I(

1I r T I
Inside Inside Lost in Desert
Dark
~
Inside
Dark
I--
Dark c;: Desert I-- Hot, Dry
Desert
~ Along r-«
Nile

./ C I I
Inside Wandering Desert
Inside Inside Along
Dark f--
Dark
f-- Dark C; in Desert ~
Nile
I-

~/ I I
Inside Inside Desert
Dark
Stone
r---
Inside
Dark r--- Dark
SHIELD
C; Desert - Along
Nile
~

U 3) I
Statue T.M.
of Desrt
Ra Along Nile

T L
Desrt
Temple r--- Along Nile
Snake

D r I
Market ~ Thebes
Fruit

0 I
Bathing Outskirts
Throme
Room r---- Room of Thebes
Cleopatra

I I
Cleopatra's
Palace ~ Desert
Guard

I
Lost in
Desert - Desert

I I
Lost in
Desert - Desert

U
188
o ®
Lush West Side Chinese Inside
Green I-- Yangtze I- Rock Garden I-- Temple
~ Shovel
- Meadow River
Jade (2)
Budda

Lush West Side outside


Green I-- Yangtze Riv. I- Field I-- Tempel
;; Meadow POLE

Soggy rice Beautiful West Side Poor Fishing


Paddy I-- Soggy Rice I - - Green I-- Yangtze I- - Village
.. Paddy Meadow River Small

T.M. Soggy Rice West Edge East Edge


_ Soggy Rice Lush Yangtze Field
~ Soggy Rice I--- Paddy I--- I-- I- - Yangtze I - -
... Paddy Meadow River River
t:;:
Paddy

Soggy Soggy Pretty West Edge East Edge


I-- Rice r- I-- Yangtze I- - Yangtze I - - Field t:;
r; Rice Green
Paddy Paddy Meadow River River

0
Pretty West Edge East Edge
Green I-- Yangtze I-- In Boat I--- Yangtze I-- Field I-- Field I-
Meadow River River ...

0
Soggy Walking
Lush West Edge East Edge Wide Rice
Green Yangtze (- Yangtze ~ r- Through
C; I-- Field Paddy Field
Meadow River River Peasant
..
---
Rice
Rope

East Edge Walking Dry


x- Yangtze I-- Through I-- Field
River Field
.....
~
TIME ZONE
Australia SOBe

n A fr
Barren Lost in Dry
C! ~
Desert Desert
~ Grass
~

11 11
Lost in Dry Grassland
<.!: Desert Desert
Grass Rhea Egg
Walking in
Grassland
t=>
V

~ Wandering T.M. Grass


in Desert Grassland
Desert Field
~

C!: Lost in Hot


Desert Desert Grassland Grassland p
U \J

e: Lost in
Desert
Roaming
in Desert I;>
'U V

190
o Back Building
Back Window Back
~
Alley Bag of Money
- Alley
1-3
~
I I ~
Sheriff's t!j
N/S Alley Office N/SAlley
Sheriff

I I I oN
Z
~
Sheriff's EIW & Alley King Richard's
t!j
Road - I- Road ~
Office - Road Castle

I
Inside Door Nottingham
Mirror Village

(2) I A I
House of Path " c:;: Dark
Maid <; Forest - to North - Forest ::;> Forest
Marion Sign

(l I I n
Lost in Wandering
" Dark Dark
Lost in
C; Forest in Forest Forest
------ J
- - Forest p Forest

I I I I
Lost in Roaming Dark .... Dark
- ~ Forest Forest Forest
Forest in Forest ~
SSE WW
(\ I I I 0 n • ----\...
c;: Forest I-- Wandering
in Forest r-- T.M.
Forest -
Forest
Knight w/Lance r-
Forest
Robin Hood r-
-
Lost in
Forest
) Dark Forest
Dryad -
(on 2nd visit)

I I I /
Lost in Lost in Dark
Forest ~ Forest ~ Forest Forest
~
\
I-'
c:o
I-'
TIME ZONE
Australia 1000 AD

n
~ Lost in Brush
~
n n (\

~ Brush ~ Brush - Two Abo's


Boomerang - Lost in
Brush :::;>

c=: Dry
Desert
~
Walking in
Brush
r--- Brushland
vV
c=: Hot
Desert - Brushland
Dead Kangaroo - Lost in
Brush '::;}

ij

"
c: Lost in
Desert - Wandering
in Desert - Grasslands ~ Grasslands -Wild Dingos

Lost in Hot. Dry T.M.


Desert Grasslands Grasslands
Desert Grasslands

Arid Grasslands
Desert Desert Grasslands Grasslands

u u u

192
TIME ZONE
Asia 1400 AD Japan

0)
-

Edge of Ocean Small


Edge of Samuri Warrior Edge of Edge of Fishing Edge of Edge of
I-- r-- I-- ~ ~
Ocean Sword Ocean Ocean Village Ocean - Ocean .

0
Lost in Beautiful Small Small Silk Shop Small Forest
· ~ I-- ~ I--
Forest Forest Rice Paddy - Rice Paddy - Silk Rice Paddy ..

Lost in Wandering r-- Clearing r-- Forest Green Cool Lost in


· Forest - in Forest in Forest - Forest I-- Forest - Forest

Lost in Wandering Hiking


Through T.M. Forest Cool Green Lost in
· ~ r-- Through I--
Forest - Forest - - Forest Forest
Forest Forest

: Lost in Thick Lost in


Green Forest I-- Forest I-- Forest - Forest

"""'
~
f""""

~
Gladiator Upper Upper
Training I - Level - Level
Room
I
Balcony Upper
Over I- Level
Arena
2) I
Tunnels Upper Upper
Level Level

/ /0
Labrinth Lion
Corridor Arena
Tunnels r- Tunnels - Tunnels - of - Corridor "- Corridor ,.....- Cage
Tunnels
/ Pit
Lion
I
Corridor
G)
Corridor Entry Ass'y Room
Tunnels r- Tunnels Tunnels ~ Tunnels Prisoner Corridor Library I- Room Brutus
Cage Ladder Vase