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The Way Home

by Kenneth Pedersen profile

(based on 2 ratings)
3 reviewsIt's on 1 wishlist.

About the Story

Sequel to The Dragon diamond and prequel to Stone of Wisdom. Unlike the third episode Stone of Wisdom, the first two episodes have a weaker parser as they were written in 2016, the year where Kenneth Pedersen discovered Adrift. However, they are both beta tested and playable.

PLOT
Your name is Bash, a famous warrior, who has just obtained the fabled Dragon Diamond from the Forest of Fear. You are now on your way to deliver the diamond to queen Drana, who ordered you to find the diamond in the first place.

You are driving in a carriage. You know you have to go through the desert to get back but first you need to drive to the ice valley in order to have enough water for the return trip.

You roll in on the road to the ice valley. Suddenly something hard hits your head and everything becomes black..

You slowly wake up and look around. You find yourself tied to a tree. Your adventure begins here.

NOTES
This game was originally a part of the Commodore 64 version of The Dragon Diamond (link to C64 version further down). When the game was converted to modern IF systems and improved upon in 2016, the game was split into "The Dragon Diamond" and "The Way Home", one game for each part of the original C64 game. Especially part I was significantly changed to fit modern player's expectations.

Awards

Ratings and Reviews

5 star:
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4 star:
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3 star:
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2 star:
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1 star:
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Average Rating: based on 2 ratings
Number of Reviews Written by IFDB Members: 3
1 of 1 people found the following review helpful:
Fairly cold, and almost a rough diamond, November 7, 2024

This game starts with you, tied to a tree, with two trolls going to steal the diamond you are carrying. From the start, it has some simple yet nice puzzle ideas, but it feels like they are underhinted or unclear why you would think of that - for example, GET ROCK WITH BLANKET. I will skim over that, though, because I have been guilty of doing so as well in my game.

The game is mostly polished, with a few guess-the-verb moments, but I like the idea. Although one bit that irritated me was when I made a ladder, and then tried to drop it next to the wall to climb over, and it wouldn’t let me, and it turned out that I had to drop the ladder on the hill and use it as a sled, which did not feel hinted at all!

Some other problems involved problems with movement. For instance:

➢ e
There is no route to the east, only east, west and up.

Mostly it was an okay game, although I admit I had trouble enjoying some parts. AlsO note that the Game Over text goes over the room name in the map, but never goes back to the room name, so you end up with a lot of rooms called “Game Over” on the map.

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1 of 1 people found the following review helpful:
A complete unknown, October 25, 2024
by Mike Russo (Los Angeles)
Related reviews: Review-a-Thon 2024

I didn’t find the context for The Way Home quite as dubious as that for Quest for the Serpent’s Eye, but I have to admit I also went into this one with my shoulders preemptively squared up: what we’ve got here is an ADRIFT adapting just the second half of a game the author had previously written for the C64. Perhaps I’m an inveterate stereotyper, but regardless I was expecting unwinnable states, low-context puzzles, minimal implementation, and objects requiring pixel-perfect searching to find.

There’s definitely some of that stuff here. The backstory is conveyed with minimal texture – you’re a Conan-style barbarian who’s just recovered a massive gemstone on behalf of some queen, for some reasons, that aren’t especially fleshed out. Leaving the forest where you found it, and facing the return trek across a trackless desert, you decide to stop off in a glacial valley to up your stocks of water (…can I venture a guess that the author isn’t a geologist?) And the first puzzle very much suffers from some fiddliness of implementation: you get captured by ice trolls in the prologue (I am not at all clear why they left me alive, but one shouldn’t look a gift horse in the mouth I suppose) and need to do the classic cut-the-ropes-with-a-sharp-stone bit, but I found it very hard to tell whether the stone was too far away from me to get, or just hadn’t come up with the right phrasing, and even once I figured out the necessary intermediate step, there were still some misleading responses that delayed the solution yet further (Spoiler - click to show)(in particular, the game strongly prompts you to WEAR BLANKET, but if you try to THROW BLANKET AT STONE while you’re wearing it, you get an unhelpful generic error message, rather than being told that you need to manually remove it from your shoulders first).

Thankfully, things started to look up from there. The map of the valley is small and tersely-described, but it’s got an interesting mix of places to visit, and the subsequent puzzles are generally well-clued and offer some nice shortcuts – there’s one location that holds a bunch of different building materials, and I was a little worried about all the hoops I’d need to jump through to assemble the object I knew I needed, but fortunately MAKE worked a treat. There’s even a cool bit of global interactivity that winds up changing the descriptions and behavior of most of the map, which is implemented way more robustly than it needed to be since it only really impacts one puzzle. There is a slightly-unfair puzzle that forced me to restart – at one point you get an object that unlocks two new areas, and if you go first to the area that’s closest and which you have an in-game reason to be interested in, rather than going to the other side of the map to explore just for the sake of it, you’ll lock yourself into a dead-person-walking scenario – but this isn’t the kind of game where replays take very long once you know what you’re doing, and honestly I was expecting to hit something like that sooner.

And then after solving that area, you’re whisked away to a separate vignette in an entirely new area! This once again suffered from a lack of connective tissue – the problem you need to solve there does directly grow out of what you do in the first part, but it still feels like it comes out of nowhere. But this area has a lot of other characters, who have a reasonably broad set of conversation topics, and the puzzles shift from the predominantly medium-dry-goods affairs of the ice valley to ones having to do with helping, interrogating, investigating, or otherwise interacting with people, which I found more engaging. In fact I’d say I really enjoyed this second half; there’s still not much in the way of scenery or anything to do except solve the next puzzle in the chain, but the difficulty is pitched just right and it’s a perfectly serviceable bit of fantasy adventuring.

Sadly, the low-context thing returns in force: once you get to the end of the puzzle chain you’re basically handed an “I win” button to resolve the overall problem (Spoiler - click to show)(in the game’s defense, “here’s an apple, eat it and you’ll automatically beat the dragon” is not a plot twist I’ve seen before), and characteristically the game’s ending text is beyond anticlimactic, consisting of a single sentence saying you brought back the gem and the queen rewarded you. All of which is to say that The Way Home never transcends its origins, but it winds up a reasonably welcoming example of its form just the same.

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1 of 1 people found the following review helpful:
When You Have a Rat, All Problems Look Like Cheese, October 15, 2024
Related reviews: review-athon 2024

Played: 6/7/24
Playtime: 15min, lost, 1.25hrs later, won

The Way Home is an ADRIFT game. For a Linux user, ADRIFT games are … suboptimal. As far as I can tell, the only way to play is to run Frankendrift after installing MS .NET (ptoo ptoo). Which, because I am a hero of BASHian proportions, I did. Frankendrift had some performance issues when I tested this, but I am given to understand those have been subsequently improved.

This is not the game’s fault in any case, and I hope I can tease out the negative coloring it imparted to the experience. I will say I did appreciate the crude but effective-enough mapping window. Thanks to sometimes spotty direction descriptions it was very useful.

The game itself is part 2 of a fantasy adventure, though as these things typically go, is more puzzle than swashbuckling. Also very much NOT required to play part 1. It stands on its own with two meaty puzzles composed of subordinate mini-puzzles. Very classic vibe in that way. I understand it to be an update of a Commodore 64 game? Wow, cool! I can very much see this being of that time and place. Descriptions are spare, from a time when storage was not cheaper than water. Just enough to set the stage and highlight important items, with bare minimum chrome to color things. Gameplay is very much classic parser, with a limited but set-complete vocabulary. Also very classic in that synonyms are in short supply.

I am happy to report that the hint system is fully functional, helpful, and context aware. I needed it twice, once because I was convinced I needed to (Spoiler - click to show)build a sled instead of … somehow… (Spoiler - click to show)ride a ladder, and a second time because (Spoiler - click to show)locksmith was not a synonym for keymaster. I wouldn’t say either of those were infuriating, but neither were they satisfying once spoiled. I will also say that while I did solve another puzzle it felt very much like an “if all you have is a rat, all problems look like cheese” situation. There are some death fails, but thankfully they occur early enough in the proceedings that a restart isn’t TOO onerous.

So yeah, very faithful old school recreation, of a time when IF technology was more fussy, puzzles more streamlined and idiosyncratic, and prose less adorned. I didn’t dislike the experience, but it is hard to justify the interpreter struggle to my fellow linux users. For non-linux it is a nice dose of old school Adventure, still cruel but less than most, good for a relatively tight nostalgia shot.

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News

Built-in hints addedOctober 22, 2016
A new version with built-in hints is now available. There are hints for all puzzles so everyone should be able to complete the game.

This version is available both as ADRIFT game file (.blorb) and as a windows executable.
Reported by Denk | History | Edit | Delete
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The Way Home on IFDB

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This is version 14 of this page, edited by Denk on 4 October 2024 at 7:32pm. - View Update History - Edit This Page - Add a News Item - Delete This Page