Reviews by Canalboy

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View this member's reviews by tag: Adrift Alchemist Apocalypse Archimedes BBC Bill Lindsay Surreal Parser Based Birmingam IV - Large Old School Fantasy Puzzlefest Castle Comedy Competition Game Curses! Difficult difficult puzzles Difficult. DOS Endgame Enormous Epic Fantasy Fyleet Ghost Story Good Story Gothic Grail Quest. Hezarin Horror Infocom Island Jim Aikin Kingdom of Hamil Large Large Story Based IF Lydia's Heart Magnetic Scrolls Mainframe Massive Mazes MS-DOS Mulldoon Legacy Mystery New Version NPCs Odyssey Old Fashioned old school Parser Parser based Peter Killworth Phoenix Puzzle Based Puzzle Fest Puzzlefest Puzzlefest ParserComp Mazes Puzzlefest Old School Large Puzzles Quest. Randomised Combat Relationship RISC OS Romance Science Fiction Sequel Shakespearean Shakesperean Surreal TADS Time Travel Tolkienesque Topologika Treasure Hunt Two Word Parser Two Word Parser. vampire Vast Warp well written.
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Cave of Wonders, by Campbell Wild

2 of 2 people found the following review helpful:
An Early Adrift Game Cast Me Adrift, September 17, 2023
by Canalboy (London, UK.)
Related reviews: Treasure Hunt, Fantasy, Adrift, Two Word Parser

Cave of Blunders, sorry Wonders was written by Campbell Wild as a demonstration game for his new text adventure creation system Adrift in 1999. As an advertisement, it does for the creation of text adventures what the Titanic did for the sales of holidays on cruise ships.

There are many bugs both lurking and stinging you in the face here. An underwater section can be drained yet reappears as undrained thanks to no conditional flags being set. A bottle can be filled once but never again, despite there being ample quantities of filler left lying around. One section of the game disappears if you enter it and perform a certain action, for no apparent reason. The description of the area is replaced by the letter "x." Hmmmm. Taking a particular object requires "pluck" and does not recognise "pick" or "take" yet another similar object does not respond to "pluck." You get the general idea.

All this is a shame as without the huge amount of bugs (the game can still be finished but it is a pain) a nice medium sized treasure hunt would exist here. The puzzles are often clever and quite tough and there are several ways to soft lock the game if you make a wrong choice.

There are a few static NPCs and one wonderfully dreadful pun which would be quite happy in Quondam.

The two word parser will give you a real battle of "guess the verb" although many objects can be referred to. Very few synonyms are allowed so exact wording is required. The maximum score is 1000 points although I only managed to attain 970 but still found the treasure-filled cave, the object of my quest. The room descriptions are perfunctorily adequate without being memorable. The parser is too picky and very few alternative verbs are catered for which of course creates frustration. As if writing a set sized newspaper column three or four sentences cover most descriptions so it falls far short of a mystical atmosphere; utilitarian reference book rather than mystical novel. There are also plenty of ways to lock yourself out of victory and quite a few illogicalities too. The actual puzzles themselves are the reason to play the game; discovering multiple means of transportation and deciphering maps are done rather cleverly.

All in all if you would like to see what the Adrift environment has to offer try a Larry Horsman game instead.

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Gorm, by Chris Allen

3 of 3 people found the following review helpful:
Gorm - A Large Historical Time Travel Game , September 5, 2023
by Canalboy (London, UK.)
Related reviews: Archimedes, Large, Time Travel

Gorm, written by Chris Allen for which he was paid the princely sum of £40 and appearing as a cover disc on a 1994 edition of Achimedes World is an unusual game for its time in some ways. It is a very large (over 300 locations) and easy to screw up puzzle fest that feels more like a game from a decade earlier. Having said that, the strong parser does feel more like a modern game as do the large number of NPCs with which you have to engage.

The game was written for the Archimedes PC in 1994 as a way of avoiding studying for exams. What better motive could anyone need?

The back story involves a sinister plot by one Baron Boris who intends to unleash Project GORM (Genocidal Organisation of the Release of the Maelstrom) and take over the eponymous town. A boy has been born who can thwart the prince but he is dangerously ill after being poisoned by the said Baron in the first phase of the game set in 1794. The player has to travel forward in time to find penicillin and bring it back in time to save the boy's life.

According to the author there are four time zones although I must confess to only having found two so far; 1794 and 1994. Transporting oneself involves some extremely tough puzzle solving to finally create (or have created) time warps as tunnels between the different ages. It certainly reminds me of Jonathan Partington's Avon which also reused the same locations in different times. The town of Gorm sprawls over approximately 80 locations and there is a very large whitewashed police station replete with labyrinthine corridors and a magical maze to be tackled quite early on in the game. It is also interesting to compare how a posh house became a museum on the same site 200 years later, and a dance school becomes a car park. Who remembers the Kinks' Come Dancing?

As mentioned it is extremely easy to soft lock the game. If you give an inappropriate object as a present or a bribe to an NPC they secrete it away and it is gone forever; ergo much experimentation and many saved games are the order of the day.

The parser understand TAKE ALL and DROP ALL and multiple commands separated by a comma; it also has a fairly lenient inventory maximum of 10 objects . This is likely to be fully utilised as the game has many, many objects ranging from a wooden wheel in 1794 to an aspirin in 1994. Much of the experimentation comes from testing old artefacts in a newer environment and vice versa.

There are a few real time puzzles, including one where you have to commit unprovoked murder (what larks) and you also have to get yourself arrested to progress the game in the first age.

I came across one flagrant bug where a dead NPC reappears to re-solve an early puzzle which has been solved already. This seemed to occur if I dropped too many objects in one location. It doesn't however affect game play. There are several typos and grammatical infelicities but none really affected my enjoyment of the game.

It is downloadable as an .adf file from the if archive. I am playing on the RPCEmu emulator v 0.9.4 on which it works very quickly and smoothly.

IF you like your IF long and hard I can thoroughly recommend this game. I suspect it will be many hours before I finish.

I have completed the game and uploaded a map to CASA. A puzzle near the conclusion of the game had me stumped for a while (involving an ill old lady) until I had that eureka! moment that makes text adventures worth playing.

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Windmere Estate, by Dennis N. Strong

4 of 4 people found the following review helpful:
Old School Treasure Hunt , August 30, 2023
by Canalboy (London, UK.)
Related reviews: Treasure Hunt, Fantasy

I have not played many Apple II text adventures but having downloaded the AppleWin emulator recently I thought that I would chance my arm.

Windmere Estate is a traditional find the treasures and store them somewhere two word parser game which appears to be getting tougher the further I hack into it.

The diaphanous premise is that pirates stored their manifold booty in and around the grounds of the estate and you have the chance as usual to emulate Croesus by finding it all.

I initially had some parser issues as oddly entering certain objects in a room requires the syntax "open x" e.g. "open closet" will take you into said item. Examine doesn't work, neither do verbose or take all.

To start with the puzzles seemed childishly simple. Hmmm there are some rats in here and some rat poison nearby. Now what could possibly work? However, as I have penetrated the deeper recesses of the estate the difficulty quotient has inclined considerably. There is a closed vault door, a seemingly inaccessible dumbwaiter (Curses anyone?) and an organ upon which I can produce a cacophonous din but to no avail. One particular problem is caused by a parser infelicity however and I have no qualms in telling you that the portrait needs to be referred to as a picture. Nuff said.

As tradition dictates there are a number of secret passages and hidden rooms which gradually make traversing the large map (I have currently identified 93 rooms) easier.

I have so far accumulated 23 treasures but this only amounts to 230 out of the maximum attainable score of 415 so I still have some way to go.

There is a HINT option which nudged me towards the painting / picture solution but generally speaking you are on your own as this seems to work in very few locations.

You can at least recharge your flashlight at a certain location an infinite amount of times and there are no hunger or thirst daemons. Moving in the dark is usually fatal through injury or at the teeth of a vampire bat. Multiple deaths abound but there are few soft locks so far.

This is worth a look if you are an old school fan and don't mind drawing a map and watching your points tally slowly increment.

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Mirror of Khoronz, by Derek Haslam

2 of 3 people found the following review helpful:
New RISC Version Of Mirror Of Khoronz, August 20, 2023
by Canalboy (London, UK.)

Derek has written an updated and extended version of this game for the above mentioned platform.

He has asked me to upload the new game and it is now available here.

https://intfiction.org/t/mirror-of-khoronz-new-expanded-risc-version-of-derek-haslams-gateway-to-karos-sequel/48506

I have also uploaded a map for the latter game on to the CASA IF site.

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Adventure 200, by C. J. Coombs

2 of 2 people found the following review helpful:
An example of what can be crammed into 16K, August 17, 2023
by Canalboy (London, UK.)
Related reviews: large, treasure hunt, difficult puzzles, well written.

CJ Coombs Adventure 200 can hold its head high amongst its peers; most of them will have had much more memory to utilise and develop a coherent story even if all that underpins them is "explore a strange land and collect the king's missing treasures."

The 220 odd locations in here seem well connected and believable, and the author manages to wring a fair amount of atmosphere out of the necessarily short room descriptions.

The game is very easy to soft lock as certain objects, once picked up can not be put down again. As there is a fair amount of sneaking past guards involved it is often necessary to leave a tempting item where it is until you stumble upon a scenario where you might need it.

There are some beautiful set piece puzzles contained herein; one involving entering a firedamp filled mine and having to both find a way to start a machine that clears the gas then later turning it on again to thwart a pursuer is worthy of the Phoenix mainframe boys at Cambridge.

Choreographing the correct order in which to tackle the rather difficult puzzles is half the fun here.

The game is stuffed with mazes both great and small. You could argue there are eight although only one is very large. Dropping objects to map them works very well.

Mercifully there is no lamp timer or inventory limit which is refreshing to see in a game from 1982.

Oddly DESCRIBE works to glean more information about an item rather than EXAMINE.

All in all I would thoroughly recommend this tricky but fun treasure hunt. I also came across zero misspellings and grammatical mistakes.

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Humbug, by Campbell Wild

1 of 1 people found the following review helpful:
Humbug - Graham Cluley, July 17, 2023
by Canalboy (London, UK.)

Avoid this game like the plague. One of those complacent "wacky" pieces where aadvarks sleep on washing machines and Octopii carry paintings by Dali. Why not have Christopher Columbus fighting a cucumber or several sea lions reciting T.S. Eliot with spoons on their heads? Given the size of this thing, they may well be in there. You deserve the Queen's award for gallantry if you make it far enough to find out.

The game tries to be funny but isn't; most of the attempts at humour are just weird. For example early in the game you find a half eaten mousse on a kitchen table.

x mousse

....it's only serious contender in the "I stay in the kitchen" stakes was a sausage-on-a-stick present at the Harlesden Glow Worm Regatta, 1982.

There are acres of this kind of free form rubbish. Examining a kettle spews forth a similar torrent of surreal mish mash. Whether the author thinks of himself as Spike Milligan, a member of the Monty Python team or Douglas Adams I'm not sure, but he fails on all fronts. Avant garde humour can be used sparingly and thus with deftness in skilled hands; once you've seen one clockwork shark though you don't need a whole menagerie of surreal beasties.

Beyond the all pervading "designed by a clever wacky student" smugness is a poor parser which frustrates in many locations; at one point in a tunnel you find a computer with a display. A sign proclaims that it requires a number to be typed in. The parser, however, does not understand the verb "type" on its own or any number either.

Type 1 on computer - "Not numeric format."
Type one on computer - Not numeric format."
Type 1 - " I do not understand the word 1."

And again in another room - a Games Room with an octopus who makes you play a game involving the removal of fourteen sweets from a plinth and the loser takes the last one.

Of course to win the game you have to say "Moccasin Beehive." Oh you merry student prankster you.

"Take sweet" - I can't see the sweet.
"Take two sweets" - I can't see the sweet.

Aaaargh - you just told me there are fourteen of the bloody things on the plinth in front of me!

"Put sweet in satchel" elicits an Adrift error "Bad Expression %object1%. Size"

At this point I realised the game was being philanthropic towards me by closing itself down. I really had suffered enough.

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Castle of Riddles, by Peter D. Killworth

2 of 2 people found the following review helpful:
Competition Game Finally Bites The Dust, May 24, 2023
by Canalboy (London, UK.)
Related reviews: Treasure Hunt, Difficult., Castle, BBC, Competition Game

A mere forty years after it was released and the prize was claimed (a wonderfully anal Ring of Power and a rather more materialistic sum of money to buy BBC computer products) I too have claimed the Ring of Power and returned it to the wizard.

To be more exact, Castle of Riddles was written by Peter Killworth of Cambridge University Oceanography and Philosopher's Quest fame as the first text adventure competition game; this started something of a trend. Released in February 1983 via Acornsoft although written in 1982 this is regarded as a real toughie of the old skool and so it is.

The plot, such as it is, involves you, a down-on-your-luck adventurer, returning the above mentioned ring to a wizard after it was stolen by an evil warlock. Any treasures you find on your wanderings can be kept for your own avaricious ends up to a maximum of 250 points.

Although compact in size to fit into the 32K memory constraints of the BBC microcomputer the game requires much careful pencil and paper planning and the ability to cope with frustration levels racheted up to 11 on the "bugger it I've screwed up" amplifier.

There are three main areas to the game which are all reached via shimmering curtains of light (Bank of Zork anyone?) and can all only be entered once so the choreography of play is extremely strict. One area contains a well and the three bears minus Goldilocks although there is a hilarious picture of her, another contains a nasty jet-black maze and a shooting gallery and the third a tricky corridor of doom. Choose the wrong entrance and you have softlocked the game potentially very early on. Only much repeated play will reveal the correct order to tackle the regions in. There is also a very nasty trick around the metal rod which has two essential uses. Unfortunately to solve the first one of them involves using it in a way that loses it permanently which makes the second use of the rod impossible. The only way to get around this is to solve the first rod-related puzzle, make a note of your findings and restart. All should then become clear. Obstacles like this would never of course be encountered in modern adventures but back then they were as accepted as norms; patience was as valuable a commodity as deduction.

In Killworth's traditional manner the majority of the puzzles are difficult but logical; one of them involves looking at two ostensibly similar objects but being able to glean a subtle difference between them; there are several beautiful chaining puzzles which require exact timing and unsurprisingly two innovative mazes neither of which can be solved by merely dropping objects. The solutions to the mangled cushion and antique clock problems are two of my all-time favourites.

There is naturally a lamp timer although this can be recharged once and isn't as tight as in some games of this vintage and an inventory limit which is generous enough not to be too much of an issue. Moving in the dark is nearly always fatal. The only NPCs encountered are of the potentially fatal variety so shoot first metaphorically speaking and ask questions afterwards.

The parser is of the old two word variety but in all honesty is quite sufficient for game play and naturally no examine command, something that I know Killworth felt strongly passionate about. Descriptions are of medium length generally and all in upper case white on black. I played via the excellent Beebem emulator which enables you to double the original speed of the game.

All in all a nice wallow in cerebral nostalgia.

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Castle Elsinore, by Charles A. Crayne, Dian Crayne

6 of 6 people found the following review helpful:
Large Puzzlefest With Pseudonymous Author, March 31, 2023
by Canalboy (London, UK.)
Related reviews: Randomised Combat, Treasure Hunt, Mazes, Shakesperean, Large, DOS

Despite the author's name at the top of this particular game it seems to have been written by Dian Crayne, a prolific science fiction and text adventure author who released several games in the early eighties under the Temple and Norell Data Systems software labels.

Most of the games use a structure akin to the old Colossal Cave game, with a thief (masquerading as a swordsman here) a pirate (a seaman in this particular game) several mazes and randomised combat, in this case noblemen instead of dwarves. Keep on the move and you should be able to avoid any bloodletting on your part.

Castle Elsinore was the last of Dian's games and probably the best. Some others like Granny's Place are unfinishable because of bugs.

The version I played came from 1983 although there is an archived version from 1992.

The quest takes you back to Shakespearean England in 1602 and your task is to collect sixteen treasures while placating various members of the Royal Family and solving a tightly timed endgame.

Mapping is essential as the forest in particular zig zags all over the place and the gardens and cellars are similarly disorientating. It weighs in at over a hundred locations and the descriptions are quite compelling in places. As you solve puzzles, different areas of the castle become linked by hidden passages and moving walls. My particular favourite here is the secret passageway from the King's Chamber to the Maid's Quarters.

You will meet the guilt-ridden King Claudius, a depressed Hamlet, a quidnunc Polonius, what is left of Yorick (alas!) and the Queen amongst other characters. They are however pretty one-dimensional and really only serve as human locked doors to standard puzzles. You also have to commit an act of manslaughter against an individual.

The game has a fairly large inventory limit and a lamp timer, although it can be refilled and should not present a problem.

The hardest puzzles come right at the end, one involving a time delay and another solving an obscure riddle.

I came across a few bugs but nothing that made the game unfinishable. The shopkeeper appears to change sex (although that seems acceptable nowadays!) the SWEEP and CLEAN commands elicit a blank parser response and items dropped in the castle mysteriously reappear in the crotch of a tree in the forest but can't be taken from there. I only came across one object which doesn't seem to play a role in the game.

I played via DOSBox-X which has scope for ten saved game slots and these are necessary as you are likely to die at the tip of a nobleman's sword more than once.

It took me about seven hours playing time to complete and I enjoyed it although as an inveterate map maker that's not surprising. I have only played one other of Dian's games, namely Hermit's Secret and I found Castle Elsinore to be rather easier.

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Ferret, by FerretAuthors@jugglingsoot.com

7 of 7 people found the following review helpful:
Ferret - A Forty Year Journey Through The History Of Text Adventures, March 29, 2023
by Canalboy (London, UK.)
Related reviews: Science Fiction, Apocalypse, Enormous, DOS

Ferret is in some ways a unique game in the fifty-odd year history of the text adventure; in others it is decidedly old fashioned.

The background story is that you, Brian O. Darkins, have awakened from a cryogenic coma in which you were placed at your relatives' request in the hope that the fatal virus from which you were suffering could be cured in some future age. You awake you know not where, nor why.

Created by a group of anonymous authors on an obscure 16-bit minicomputer back in the days just before the micro revolution it seems to have started out as an attempt (as so many games of its time were) to trump the early markers in the genre, namely Advent and Zork. Indeed, the first eight phases of this enormous game follow a familiar path to the games of the time. The science fiction narrative is definitely playing second fiddle to the puzzles. The puzzles themselves tend to be very hard, and must have been nigh on impossible in the days before Google. Chess end games, degree level mathematical posers and sundry mazes meld with clever logistical problems.

Another unique feature of the game is the number of red herrings scattered about. Only much trial and error will reveal which items are needed and which superfluous. On the other hand there are several bottlenecks in the game where one can carry almost nothing onwards and these do act as a useful filter. At least you know you have left nothing vital behind at these locations.

The different writing styles and types of puzzle are clear as you travel through these early parts of the game.

One can hear the evolutionary tick of the modern IF era clock from Phase Nine onwards as the post acocalyptic Cold War story really kicks in and the narrative swells.

One way travel from here to Phase Sixteen is via an old train locomotive which chugs through the once affluent parts of SE England; English players will no doubt recognise the pleasant, leafy names of Sunningdale, Virginia Water, Epsom etc. These examples are cleverly juxtaposed with the contemporary apocalyptic wasteland that has transformed expensive Surrey, Kent and Berkshire postal addresses from all to die for des res locales into a monochrome desolation. In a similar vein all the NPCs you meet (and there are very few) are not alive. A silent automaton provides your only temporary companion and the only voices you will hear are mechanised ones from long dead sources and emanating from damaged machines.

Like Shelley's Ozymandius: "Nothing beside remains."

Every piece of equipment encountered, every window view is of a broken, anti-holistic world. We are indeed a far cry now from the early IF landscape. For caves, trolls and scrolls we have blasted buildings with their curtain walls jaggedly exposed, piles of mangled dead bodies and torn and slimy papers and documents.

To somewhat counterbalance the rather desolate mood of the game there is an homage to English comedic culture viz. The Goon Show and another phase is based around a cult science fiction TV series from the late seventies, namely Blake's Seven.

An odd feature of the game is that certain information to solve a problem in, say, Phase Ten will be discovered in Phase Fourteen, and sometimes these revelations entail visiting no exit locations. As a consequence of this need for backtracking it is a prerequisite to keep manifold saved games handy. You can also make use of command files where you can build a rerun of a section of the game by loading a file of preconfigured text. Other useful commands include "Notify" which informs you of each increase in your score and also "Test" which will run a cycle of various verbs on selected objects.

I found the multi word parser to be a very good one and recent updates to the current version at the time of writing to 10.3 have included the ability to chain multiple commands by using commas. There is also a lot of ASCII art contained in the game which fleshes out the various pieces of equipment and modes of transport that one encounters. In this respect it is very similar to another large mainframe game, Warp.

I had a constant dialogue with the authors which enabled me to send them details of any bugs (not many) and also to receive hints which were more than necessary in certain places. Indeed the story goes on as they are currently beavering (ferreting?) away at Phase Seventeen at the moment.

I thoroughly enjoyed my six months or so playing the game and look forward to future updates.

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Hezarin, by Alex Shipp and Steve Tinney

5 of 5 people found the following review helpful:
Hezarin - Spectacularly Difficult Epic Mainframe Game , May 3, 2022
by Canalboy (London, UK.)
Related reviews: Massive, Puzzles, Topologika, Epic, Mainframe, Phoenix, Hezarin

At last. After 25 years on and off, 1,713 little blue tablets and umpteen visits to my psychiatrist I have beaten Hezarin.

This old mainframe game only survives as a port by Jon Thackray to the BBC under the auspices of Topologika and the beta testing of Peter Killworth back in 1990 but thank goodness it does as it must be the ultimate treasure gathering / picaresque odyssey of a text adventure game ever coded by mortal hand. It shares a lot of early IF tropes with its big brother Acheton; size, head bashing toughness, manifold opportunities to screw up without realising it and sudden death scenarios a plenty. However, unlike its forebear there are few mazes and most refreshing of all no lamp timer.


It was the fourth of the original 16 games written for the old IBM mainframe nicknamed "Phoenix" and despite my previous observations is still certainly one of the toughest from this stable, which really is saying something as they are universally didactic and always paddled against the mainstream of IF even as the eighties wore on and such hidebound shibboleths became at best uncool and at worst subject to the most vehement of derision. One suspects that the neophytes' jeers ruffled nary an intellectual feather with the Phoenix crowd.

The game itself is based on the old Mesopotamian epic poem the Epic Of Gilgamesh, although no prior knowledge of the poem is needed to solve it. Just patience, a keen eye for detail and pen and paper to note down clues on the way (or stab yourself with maybe). Oh yes and about two and a half decades of spare time as this thing sprawls over 300+ rooms and (by my reckoning) 86 objects. There are 1100 points to be gained and 45 treasures as well. If you manage to complete the game with a full quota of points there is an extra dump of information on the screen.

In the manner of the day treasure items are suffixed by an exclamation mark.

Hezarin will take you on a quest through several regions, that is in an area of fields by a village, an underground cave complex with a central cavern, another area of caves with its own fountain cavern, shifting halls, a dragon maze, a wild wood, desolate moorland, an ivory temple, a castle....and so on and on, deep into the night if you are like me.

The game has the standard Phoenix two word parser but atypically the examine command is useable and you will need it on more than one occasion. The inventory list is seven but there is a receptacle available somewhere to augment this number.

You don't so much play Hezarin as strap on an extraordinarily heavy suit of armour, oversharpen your figurative lance, clutch your Vorpal Blade and physically assault the thing. Be prepared to die or softlock and restart a thousand and one times. Unlike its predecessors from this stable the game will however sometimes show you mercy when you die, commenting "Would you like me to pretend you hadn't done that?" Upon commenting yes, it replies, "Alright, but be more careful next time!"

There are several puzzles which I would consider unfair here; as previously noted pretty much the norm for the Phoenix stable. Soft lockouts really do abound, and there is an horrifically cruel trick in one smoke filled corridor where using the save command renders the exit unreachable but beyond a description of an earth tremor this is not at all made clear. Another puzzle revolves around noting down part of a room description that only appears the first time you enter it (the music room) and this then needs to be interpreted and applied much later in the game. There is no hint as to the necessity of doing this. Another requires you to invoke an old piece of speleological slang which I was not familiar with. Think Bedquilt in Colossal Cave. And then there's the inn sign.....you get the general idea.

There is a graduated hint system which you access by typing HELP and referring to the appropriate problem number. A list of problems can be found under https://www.ifarchive.org/if-archive/phoenix/manuals/Doom3_Hezarin.pdf

Good luck (you'll need it!)

There are many NPCs in the game, nearly all of whom want to do you in and several laugh out loud moments as well. If you are not English one of them may go over your head, but the centuries old mural depicting shaven-headed, peace loving monks doing over some Millwall supporters had me in stitches. And the three bickering witches are hilarious too. I also liked the Adventurers' Lounge and Bar, complete with weary adventurers and serving wenches.

The denouement of the game involves a dangerous sequence of cat and mouse manoeuvering with the wizard Anjith and the final puzzle, fittingly, is extremely fiendish but certainly sums up the whole game. It rather reminds me of a much earlier Andy Phillips type sequence.

I estimate that the game consists of 402 rooms which would make it exactly 1 room smaller than Acheton. Whether this was deference or coincidence I am not sure; the fact that one of the treasures is the Acheton Database leads me to suspect it is the former.

It ran very smoothly in DosBox although I did manage to crash the game three times, when jumping from the east side of the air duct, throwing objects when in the air and attempting to open an object with the sword. Unusually for Phoenix games there are also a few typos.

If you have played other games from this stable you'll certainly know what to expect. If you get impatient boiling a kettle or cutting a sandwich you'd best avoid this multiple course banquet of frustration and essay reloading a modern game.

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