Walls of Illusion
Germany
Motelsoft (developer and publisher)
Released as shareware in 1993 for Atari ST
Date Started: 16 February 2025
Almost four years ago now,
I covered Arcan (1993), Motelsoft's version of
Dungeon Master. (For some reason, Motelsoft called themselves Softwave for that game.)
Walls of Illusion is
Arcan with a new set of maps. I don't think there has been a single mechanical or graphical change. The game notes promise that
Walls is harder than
Arcan, which is borne out by my experience.
If any backstory came with the game, it's been lost, but an early message suggests that the goal is to reach some sort of enemy named Bragis. As with Dungeon Master, the game is much more about mechanics than plot. There is no character creation; every player starts with four characters named Malcolm, The Turk, Harry, and Laura. They have different values in strength, condition, health, and magic power. Although any character can level in any class, it's clear that Malcolm and The Turk are meant to be the front-line warriors and Harry and Laura are meant to be the primary spellcasters. The game starts them in an appropriate arrangement.
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The game begins. |
Each character has a (textual) level in five classes: warrior, gladiator, sorcerer, wizard, and healer. All characters start as "green beaks" and from there move to "beginner," "adventurer," and so forth up to "master" or something like it. You level by actually using the associated skills. I think the gladiator class is associated with missile weapons, warriors with melee weapons, and the rest with various spells.
The characters start on the main level of a dungeon of at least four large levels, interconnected by stairways, pits, and (probably) teleporters. As a Dungeon Master clone, Walls is primarily about two things: mechanical puzzles and real-time combat. In neither area does the game live up to Dungeon Master or even Eye of the Beholder, but as an inexpensive shareware title, it has some charm.
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A character sheet. |
I've mapped maybe 600 squares so far on four levels, and it has been very linear. The game begins in the middle of a four-way junction with starting treasures in all directions (a bronze sword, an apple, a knife, and something I didn't write down). Two squares in any direction, however, there's no choice but to fall down a pit. The level below has four doors, all locked, so there's no choice but to fall down yet another pit. The level below has only a small area to explore before you reach a set of interconnected stairways that take you a level above the original level. There's more to explore here, but inevitably you have to return to the main level by—you guessed it—another pit. (You don't take damage by falling down pits, but you do by testing walls for secret doors.) The bottom line is that at any given moment, at least so far, there's only one way to go.
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Character inventory. |
The mechanical puzzles include buttons on the wall (some quite small), doors that need keys, doors that need coins, pressure plates on the floor, levers (some of which have to be pulled twice), illusory walls (it's right there in the name!), walls-on-wheels that you have to drag out of the way, teleporters, and invisible barriers. None of them are as creative as some of the puzzles in Dungeon Master, but they do require careful mapping so you can determine what effect a button, lever, or pressure plate has on the wall configuration.
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A roomful of pressure plates. |
Like
Arcan, the game has a limited number of enemy types. There have only been three so far, all variants of the same sprite: melee attackers in red robes wielding staves; melee attackers in blue robes carrying swords and shields; and spellcasters in green robes carrying staves. (As always, when I talk about color, you must mentally insert the words "what I perceive as" before the color.) They're hard enough that there really is no choice but to resort to tricks like the "
combat waltz," although the game anticipates this by having enemies move in irregular patterns. Enemy spellcasters can kill the starting party instantly, and in my case they were responsible for a lot of reloads.
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Spellcasters in the middle of killing us. |
As I explored, I slowly amassed bits of equipment: bronze swords, leather pants, leather jerkins, daggers for throwing (and, annoyingly, picking up again afterwards), food, and arrows (but no bows yet). I found my first spell, "Power Spell," which improves combat damage for a time. A missile spell called "Thunderball" followed, finally giving my rear characters something to do.
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One of three enemy types so far. |
Unfortunately, just a couple of hours into the game, I'm completely stuck. I can't find any way forward. I have four doors for which I haven't found keys, two doors that just won't open, and four doors leading to a central chamber on Main +1 that seem to open with something inserted in a slot (the previous game used coins), but I haven't found any coins. I believe I've tried bumping into and dragging every wall, and I've looked at them all twice for tiny buttons. I've fallen down every pit and fiddled with every button and lever (there are none that have no obvious effect). I've considered the possibility that keyholes or slots might want some equipment other than keys or coins, but nothing has worked. Unless another player finds the way forward or finds hints (I've searched, but perhaps there's an obscure German site I'm missing), I may have to put this game in limbo.
Oh, and my characters are starving. You find food and water in the dungeon, but not enough. There's one place that I'm sure is supposed to be a refillable fountain, but I can't get anything to happen there with my canteens or water flasks.
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I'm sure this is supposed to work. |
I'll be so annoyed if the way forward is something obvious. Irene is always accusing me of "man-searching," in which I ask something like "Where are the Triscuits?" while they're right in front of me. I sometimes get the same kind of blindness in RPGs.
In case no help arrives and I can't figure it out, I should note that Motelsoft says
on its web site that
Walls is its last game for the Atari ST. It is credited to Harald Breitmaier and Heinz Munter, the founders of the company. We'll continue to see their work well into the 2000s.
Time so far: 4 hours
Maps so far are below. Yellow squares are where I can't proceed, either because of a keyhole or slot ("K") or a stuck button ("B"). Numbers indicate origins and destinations for pits, stairs, and teleporters.
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Main level + 1 |
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Main level. |
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Main level - 1 |
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Main level - 2 |
Has it been four years already since the last Motelsoft game? Where has all the time gone?
ReplyDeleteYou already got much further than I did. I set up the game when I saw it coming up in the, erm, upcoming list. But the movement keys don't work for me. The keys for selecting characters sometimes work, sometimes they won't. I found this unplayable with just the mouse, I certainly can't do a waltz that way and got slaughtered by the enemies.
BTW how do you do the maps in real-time games like this?
So I can't offer much help, but there's a savegame disk in the following link. I've loaded two of the three saves and from the ingame map it seems like a lot has been explored. Maybe you can see something in there - I found it difficult to match the ingame map with yours.
Deletehttps://www.romspedia.com/roms/atari-st/walls-of-illusion-savegame-1993-motelsoft-softwave
Movement uses the arrow cluster on the Atari ST keyboard. The authors made the left and right arrows strafe while the INSERT and HOME keys, above the left and right arrows, turn left and right. This is the opposite of what most games do, and it makes it so that if you play it using a PC keyboard, all you can do is strafe. Back when I played Arcan, I configured Steem to make the 4 and 6 keys on the numberpad activate INSERT and HOME, which largely solved the issue. I agree that playing it with a mouse is a no-go.
DeleteI do the maps the same way I do other games. Steem pauses the game when you leave the window, so the time I spent drawing the map doesn't affect food and water consumption or enemy movement.
Not even strafing worked at first. But strangely now it does, and mapping the buttons helps a lot. I'll check if I can play a bit on the weekend and find out something, though the save disk above is probably a better bet. I'm not particularly good at DM style games. :)
DeleteI checked out the save games a bit further. Vollersion (sic) is the one with the most progression, but the difference isn't big so it's hard to draw any conclusions from that.
DeleteOn main level + 1 he managed to open the southern door (with a key probably) and the eastern door. For the latter one, he made that piece of wall in front of it disappear, but I don't know how. He also managed to open one of the central doors, but there's just a pit to the starting area there. He also has a gold coin in the inventory, so coins exist.
On the main level he managed to open the southern door, which lead to a whole lot of other areas.
He opened the western, northern and eastern doors on main level - 1 and explored large areas there.
Main level -2 is as in your map.
I managed to solve at least one (partial) mistery: There's another water pipe on the main level behind the southern door. This one has a lever next to it, and when you operate it it fills a flask or bottle that is placed there.
P.S. The game gets a lot easier once you notice weapons go into the right hand.
Can't look through them in detail right now, maybe later tonight, but gave you checked the instructions? German and English version e.g. here.
ReplyDeleteThey mention things like "SEARCH AFTER EACH VICTORY AND IN FRONT OF A DOOR WHEN YOU DONT KNOW WHAT'S
WAITING FOR YOU BEHIND IT" and that there are movable walls you have to "pull".
So the German and English versions you can find linked above appear to be -mostly- covering the same ground, but they are not identical.
DeleteE.g. the German version has a part listing all the controls at the end (including the separate "pull" to pull a movable wall, which I brought up as I did not see it explicitly mentioned so far in your entry) which isn't found in the English one.
On the other hand, the latter has a number of "Tips" towards the end not contained in the German instructions (like the bit about searching after each victory and in front of doors which (the former) I think is something you initially missed in Ard II, for example.
Hope any of this helps. I noticed the instructions also mention an automap and that "ALL OBJECTS/LEVERS/OPEN DOORS ETC. DIRECTLY BECOME PART OF THE DUNGEON MAP. " though in the German version the same passage says these things can directly be clicked on in the 'dungeon window / image', so not sure it's talking about the same thing.
The part about searching in front of doors makes it sound like there's some kind of "search" button. But I don't see it on the interface, and I don't remember such a think from Arcan.
DeleteMaybe it means looking around on the screen thoroughly in such situations or using the space bar / right mouse button, which according to the German version triggers 'activate / open / take etc'? Just guessing here, though.
DeleteAnd apologies, I now realized you did actually mention the movable walls already.
I hope it's not that you somehow missed a single element somewhere due to size, colour or the like; that would probably be hard to find now without re-playing it all or a substantial part.
Maybe there's a button mentioned in the manual that does something that you need to do? The German and English controls are written differently and the German ones tell you the control functions. Beyond that, maybe you should be trying to use some things without objects in your hand?
Delete"And apologies, I now realized you did actually mention the movable walls already." You didn't make a mistake. I originally didn't have it in there because I hadn't encountered the mechanic yet. I edited it after your comment to avoid future confusion.
Delete"Softwave" here may have a distinct meaning and a different company:
ReplyDeletehttps://www.mobygames.com/company/5837/ak-tronic-software-services-gmbh/
That's a different, later company. The Motelsoft founders definitely went by both Softwave and Motelsoft during the same period, for whatever reasons.
DeleteAccording to a 1989 article about Motelsoft linked on their website, the label 'Softwave' was created for commercial programs, to distinguish them from their (free) public domain (Motelsoft) products.
DeleteThe current game is presented by both labeks jointly - maybe because there is a free limited version and a full registered one, as often usual with shareware!
BTW, I don't recall if it's been mentioned before in your coverage of their games, but all your entries on Motelsoft are linked on their page.
To its credit, I find the cold off-grey walls to be much nicer to look at than Dungeon Master's (and the original Arcan's) just-grey (on-grey?) walls.
ReplyDeleteI agree, but I'd argue the reason why is because you see Dungeon Master's walls a lot more. The big problem with Dungeon Master and a lot of its clones is that they often rely on endless gray stone walls. (Or at least endless something walls) There's not a lot you can do to make these interesting, so they don't and it tends to be quite wearing. With something like this, which we'll probably only see 2-3 entries of, and will probably never play, it looks nicer to our minds because it's a slight variation on that theme.
DeleteEye of the Beholder changed up the walls from time to time. For example, the first three levels were the sewers, and the walls were made of large red bricks. Then they switched to a different design. TBH, I wasn't bothered by the grey walls everywhere in DM, but a change is inarguably nice.
Delete"Green beak" - ahh, you gotta love Motelsoft. (As you probably already guessed, the literally translated "Grünschnabel" is the German equivalent of "greenhorn".)
ReplyDeletehttps://www.youtube.com/@petsasjim1/search?query=walls%20of%20illusion
This guy has a bunch of videos on the game, maybe that's helpful? It's hard to check against your maps.
That frigging guy. If his video or videos on WoI are more than just the first three minutes of gameplay, they're different than any other video he posts. I refuse to give him a click.
DeleteIn Polish, we use the term żółtodziób, which translates to "yellowbeak", to express the same concept. It probably depends on what animal species a culture has available in abundance to take their metaphors from.
DeleteI was curious and checked out two of his videos. You described them perfectly so there is not much to be had there. But Busca's tips above seem potentially useful: pulling doors and searching after victories.
Delete....or just throw random stuff down hallways and hope for the best.... this game sounds like it´s to convoluted for its own good.
DeleteI'm pretty sure I've tried pulling on every exposed wall, alas. As for searching, maybe that's my problem, because if by "search," the manual means anything more than, "look around on the floor where enemies died," I haven't been doing that. There isn't a special "search" function that I can see.
DeleteBut thanks for the ideas. Keep them coming if you think of any more.
DeleteDo you know what the right-hand button of the three on the upper floor does? I gave the game a go and managed to get to the same position your maps indicate, but I didn't notice that third button until I'd already reached that point. It's conceivable I mistook it for one of the two buttons I had noticed and toggled it as such, but I still have three buttons with only two effects noted.
DeleteOther than that, I'm wondering about the lighter grey tiles the automap uses in some places. It seems to be used for the pit entrances & exits and the pressure plates, but there're also a bunch of other tiles that use it with no apparent reason.
The last thing that's on my mind about this before I pack it up for the night is the NE room on the entrance floor, the one with the gold items; the three northern alcoves in that room show as green on the automap, which seems to indicate locations with something interactable. I tried putting in three gold items to no avail, though on that general line of thought, with both the gold and the silver chain not visibly giving any stats I'm wondering if there's something more to them.
The rightmost button closes off the stairway behind you, which fortunately isn't permanent--you can still come up from below, and it opens again.
DeleteBut like you, I'm bothered by the NE room with the alcoves and jewelry, mostly because it's the last place I was able to explore with the succession of keys that I found, so I figure that something in there ought to continue the chain. Like you, I tried putting different combinations of things in different alcoves (I also tried putting them in the various slots). If there's a pattern, I can't figure it out, and yet I still agree that this is the most likely solution.
I found two gold staffs in the mapped area. In the savegame I loaded, there was one gold staff and a blow pipe with the same symbol. It didn't look like the player threw stuff away, so maybe you have to use the gold staff in some way.
DeleteMy parents are big fans of Candy Crush, and have each reached levels in the thousands.
ReplyDeleteBut from time to time, they download one of the bazillions other Match-3 on the market (Royal Match, Gardenscape or any of the other no-names) and play some of the early levels. Early Match-3 levels are all the same - they don't have yet the fancy mechanics which differentiate that title from that other titles, so really they are playing the same core Match-3 with just a few cosmetic changes. But they like it, they like playing the same simple thing, but different.
I reckon that, blogging aside, your mind wanders in the same territory as them when you play the Dungeon Master clones. There is only so much you can do with pressure plates, niches, doors and levers, but it's still enjoyable to play the same simple gameplay - but cosmetically different :).
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ReplyDeleteFor a second I'd thought that I'd found a German walkthrough, but upon closer inspection I realized that Motel soft released ANOTHER game called Arcan (Arcan - Der Schatz des Hexenmeisters) for PC in 2006, and said walkthrough was for that game. (I hate when developers do that, no matter how big or small they are...)
Delete