Friday, June 13, 2025

Sandor II: Already Stuck

 
An unknown encounter looms in a dungeon.
       
Well, that was unfortunate. I'd avoided having to take a break since the beginning of the year. I really hoped this year would be the first one that I never broke stride. Alas, something always happens.
   
I'm blogging about Sandor II because I promised I'd be back today, but I can't seem to get anywhere with it. I gather that it's going to offer the same type of experience as the later Magic Tower I: Dark Stone Ritual (1992), where a somewhat open world contrasts with very linear movement within that world. The player can find multiple dungeons at the outset of the game, but he needs a key from Dungeon 1 to open Dungeon 2, and so on. I spent most of this entry trying to figure out how to get started.
       
An NPC raises more questions than he answers.
      
Only a few steps after the game began, I had a random encounter in the wilderness. An old man appeared, identified himself as Florian, and asked for a "small donation." When I said yes, the game took me to my inventory screen: Florian wanted an item rather than gold or food. Fortunately, I had an extra axe that I had bought for McCann but wasn't strong enough to equip. In response, Florian said: "I'll give you a hint. To get into Roce Fortress, you need a password. If you want to find out, first go to the ruins near Wolfsstein. Go to the middle well. Wait there until midnight. Tell whoever shows up my name. I hope you still remember it. We'll see each other again. Hahahaha."
   
I hadn't found anything specifically called the Roce Fortress or Wolfsstein, but then again, the game doesn't tell you dungeon names. Eventually, I returned to the dungeon completely surrounded by mountains that has a top-down interface rather than a first-person interface. An early message says: "The jug goes to the well until it breaks." Later on, there are three patches of water, which I figure are Florian's three wells. There's an obvious "middle" one, even.
          
What am I meant to do here?
      
The problem is waiting until midnight. There is no indication of time on the dungeon screen, or on any screen that I can access from the dungeon screen. Neither is there a way to tell time on the outdoor screen. The only screen that mentions time at all is the town screen. So I don't know how to wait until midnight. I tried just sitting there for a while, then sitting there for a while with the emulator on "fast forward," but nothing happened. If the "jug" message is supposed to be telling me something, I can't figure it out.
    
On the rest of the map:
   
  • I kept returning to the Cartography School to give Sirus a few points in the skill. It took about 20 points before I could finally map a dungeon.
  • I thought to make money from trade goods, but in the starting area, towns only sell tobacco and buy tea. 
  • A dungeon south of a lake has a locked door only a few steps from the entrance.
  • I related last time that when I tried to leave the first town, a guy appeared and asked for help with someone chasing him, but I was unable to win the battle. I encountered the guy outside of a town and, because I had more characters and better equipment, agreed to help him. The game then went directly to him thanking me and giving me a 500-gold-piece reward. 

This guy asked for help, and then didn't really need it.
  • I still don't know what to do at the location that wants me to input a sequence of buttons.
  • Or the one that wants me to make a mosaic out of various tiles. 
  • A dungeon at the bottom of the map has a trap every few steps. 
          
Taking trap damage.
         
As I explored the map, I fought a random combat every once in a while. It would be hard to "grind" in this game since combats are comparatively rare. None of them have been hard. I noticed that the combats didn't get more difficult or more numerous as I added more characters, either.
       
Four characters take on three enemies in battle.
     
The monetary rewards from combat would have been just enough to keep up with my food usage. Fortunately, you sometimes find equipment in addition to gold. This equipment sometimes sells for quite a bit of money. Also, I found that food prices are extremely volatile. You might visit the pub and find that they're selling 15 provisions for 45 gold pieces, exit, return, and get an offer of 45 provisions for 15 gold pieces.
   
I spent quite a while logging every piece of equipment that I'd found on enemies and that I found for sale in towns or traders' wagons. The game gives you an associated weapon and armor class for each item, but it's such a nuisance to equip, assess, unequip, and trade that I've been assuming (I'm sure incorrectly) that the most expensive items are the better ones. My characters don't have the strength to wield most stuff anyway. 
          
Some of the game's equipment.
       
The game likes to put nonsense words in some of its equipment; for instance, I've found Gorf SandalenToco-Platte (Eisen)Kotalan Stab, and Uta Schild. German speakers, tell me if I'm missing anything, but I don't think the words Gorf, Toco, Kotalan, and Uta actually translate to anything. My understanding of German is that they're not possessive, either; that would be Gorfs Sandalen, Utas Schild, and so forth. There's nothing wrong here, of course—Toco and Uta are maybe the game's equivalent of "Mithril" or "Daedric"—but it does add some complexity to figuring things out.
 
Adding to the mystery, there are three gold-krone (gold crowns) I can buy called "Ubu," "Kobu," and "Jacoco," and a gold chain called "Trinak." I have no idea what to make of these. 
     
Lacking any other ideas, I decided to just force my way through the trap-filled dungeon, but then, having pushed past the first three traps, I got destroyed by the first truly difficult enemy party the game has thrown at me. 
    
I didn't even come close.
      
I reloaded, limped back to town, and found that I had earned enough experience points to get my first level-up. Leveling up comes with fairly significant attribute boosts; some of my characters doubled their previous values. I decided to grab two more characters while I was at it, looking in particular for someone with a high trap-disarming ability. I didn't find such a person, but I did add a fifth character (Iain) with strong spellcasting skills.
       
Leveling up. That big boost in kraft means I can equip more items.
        
While looking for more party members, I remembered the option to listen to fellow patrons in taverns. It appears that you only get one "tavern tale" per town. Across all four towns I've discovered:
   
  • A hint that the king is looking for some adventurers to "rescue him from a difficult situation." We learned what that situation was last time.
  • Amidst a bunch of background chatter, some mentions of the king's daughters being missing. Again, we learned about that directly from the king.
       
A "tavern tale."
        
  • A drunk claiming that "I put a few stones in there and whoosh, the gate opened." This might be a clue to getting past a locked dungeon door. I haven't found any stones, though.
  • A woman going on about creatures that are "supposed to be so devilishly beautiful that you can't help but look at them," but that women are immune to the enchantment.
       
So either I've overlooked something or the solution to move forward is to keep grinding until I can take on the enemies in that southernmost dungeon. Either way, I definitely need a different game to get some momentum going again. The two on my active list are absolute killers.
     
Time so far: 6 hours

39 comments:

  1. I saw you edit your hiatus to June 12th instead of June 10th, Chester! Looks like you're still playing games from... 1984.

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    1. Ha, I laughed at that, too. I know how hiatuses go. Sometimes you have the best intentions and then something totally messes then up.

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  2. On a more serious note, of course I don't mind you taking a break. I'd hope you'd prioritize me if I was your student.

    And I agree: those games where you can roam the map but have limited quest freedom are the worst! This is a problem in the Zelda level editor community just as it is in traditional RPGs. It makes me feel like a fool for exploring and thinking I would find cool and useful stuff. The better ones at least allow you to discover good equipment if you explore the areas where the later dungeons are, even if you can't make quest progress in them, but the bad ones will allow you to walk ten minutes down a path, maybe finding one health upgrade and a pittance of stashed money, before blocking you with a dungeon-item requirement and requiring you to walk ten minutes back to the dungeon that you were supposed to have been going to.

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    1. AlphabeticalAnonymousJune 13, 2025 at 9:49 AM

      Tell me more about this 'Zelda level editor community' of which you speak. Which Zelda are we talking about?

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    2. If I’m correct, he’s referring to a set of tools called Zelda Classic, a free level editor made by fans that can create Zelda clones.

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    3. You are correct!

      I am also talking about hacked versions of the original NES/SNES games, which are playable on emulators. If you remember Turtle Rock from Link to the Past (which has the double-whammy of requiring the Quake Medallion to open it and the Cane of Somaria to get more than one room into the dungeon), you can easily imagine how ridiculous some new map sets can get in letting you walk somewhere but not be able to do anything in it, especially before you get the flute to fast-travel.

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    4. AlphabeticalAnonymousJune 14, 2025 at 7:32 AM

      Very interesting, thanks! I certainly remember Turtle Rock, the 2 canes, and the 3 medallions only too well -- I spent more hours than I care to recount playing that game through again and again.

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  3. You're missing two important interface elements - from memory, but this should be correct: right click on one of your characters and you get a menu that lets you wait (including showing the clock) and open doors in dungeons. There's also a hunt option that you can use outdoors, and also to draw an outdoors map.

    Something else I didn't see you mention: your characters come with "Powerpunke" initially, and additional ones with each level. You can use these in cities that have trainers to increase your characters skills. Put some into magic (Zaubern). Don't spend them on skills you can buy.

    A character with "Gegenstand bewerten" can tell you the minimum strength of an item and if they have spells on them. It will fail very often at low skill levels, but you can retry.

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    1. Thanks, Buck. That is indeed what I was missing.

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  4. The jug message is a German saying, that's used when someone repeatedly does something risky. He may succeed a few times, but sooner or later his luck will run out and something bad is going to happen to him.

    I don't know what it means in the context of the meeting with Florian. My best guess is that you will get ambushed near that well. Or you have to do a more literal reading of the saying, and break a jug in the well (if such a thing is possible in this game).

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    1. I have certainly heard non-nativr English speakers having difficulty with idioms in English games with puns, parsers and the like. Fair turnabout! Thanks for the info, it's an interesting saying

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    2. I wonder if this should be taken literally, e.g., continue to walk forwards and backwards towards/into the well. Just a guess though since I don't know the game.

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  5. ... or Wolfsstein, but then again, the game doesn't tell you dungeon names. Eventually, I returned to the dungeon completely surrounded by mountains that has a top-down interface rather than a first-person interface

    So are you telling me Wolf(en)stein has more a 2d interface than a 3d one..?

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    1. Apologies for the anon, this was my (lame joke) post.

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    2. Maybe it's named after the original Escape from Castle Wolfenstein :)

      FWIW, the word would translate to "Wolf Rock", so maybe there is a rock in the shape of a wolf or something? Of course, it could just be some random name they picked, but naming things literally is such an RPG thing to do.

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    3. To be fair, we named the Teton mountain range that in real life because the mountains looked like... um... as the French would say, "tétons".

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  6. Can confirm that words like "Gorf Sandalen" don't make much sense as-is in German either, unless it's a nod to the 1981 arcade game Gorf. It's neither possessive nor a proper word, so I assume it's just flavor. Maybe they just named them after their D&D characters or something like that, since Gorf, Uta, Kotalan and Toco definitely sound like fantasy names.

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    1. It's obviously a reference to the famous personalized T-shirt loving Muppet Kermit the Gorf.

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    2. That's gotta be Timrek the Gorf, yeah?

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    3. Kermit the Forg (and Kermit the Gorf, and Kermit the Grof) are actual muppets, i.e. https://muppet.fandom.com/wiki/Kermit_the_Forg

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    4. I remember that skit. "Take your t-shirt and get out of here!" That cracks me up. If Kermit were a real person, his friends would prank him non-stop because he's just so easy to fluster.

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    5. He, didn't know it - I guess that skit never ran in countries not using the English original version given its nature (with the printed T-shirts being shown), plus Kermit being named differently in quite a few countries/regions (e.g. in Spain it used to be "la rana Gustavo", though I just learned the character was renamed globally for uniform promotion after it was acquired by Disney).

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    6. I imagine there were quite a few non-English speakers who first learned the name "Kermit" in connection to the file transfer protocol, and were very confused by the muppet rename.

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    7. "No need to get so emotional, sir."

      "I'M NOT EMOTIONAL!"

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    8. I think these are mild jokes/puns.

      Gorf sandalen are golf sandalen
      Toco-platte is Taco platte
      Uta schild is "UTA schild" (a gas station sign for UTA chain)

      RandomGamer

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  7. Screenshot hiccup: you depict the three wells twice instead of the guy asking for help and handing you the reward.

    A confusing game with abhorrent aesthetics, I appreciate your effort though, as always.

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  8. Re mosaic: As Buck mentioned in the comments to the previous first entry, the readme file (content also reproduced online here) says: "Make copies of showm mosaics (entrance [code, I understand] to some dungeons)." It's also alluded to in the backstory, So I'd think you have to find/encounter a complete(d) mosaic first, take a screenshot and then try it at the place you mention.

    Another hint mentioned is to soon buy "GEM's" [sic] and (some) rods [magical, I assume?] and to use them in fights.

    The readme file also mentions the elements Buck recalls above, so it might be worth running it whole through a translation tool (maybe you already did for the backstory) and keep it at hand (it's quite short) until you've familiarized yourself with the contents enough in-game, especially after the break.

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  9. You are definitely not in the right mood for Tower of Druaga. Definitely do not make that your next game. Although the right mood for Tower of Druaga is the penitent masochism of someone who believes they must suffer for truly horrible sins.

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    1. Wait, what? No no no. Playing BOSS and Druaga at the same time is not the way to get back into the swing of things. You need to play some more CRPG-y games of the kind you like, and then you can let the inertia help push you over these more punishing games. It's certainly not how I'd reward myself for a rough week, and I'm frankly surprised so many kids thought a game where you have to do your homework and memorize so much was what they wanted to do after school.

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    2. I guess he just wants to continue his descent into darkness :)

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    3. Druaga was always intended to be played as a social community project, there's never going to be a "right mood" for it after its heyday in the arcades had passed.

      Influences aside, it's honestly not really an rpg either.

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  10. Okay, something about this riddle is definitely not translating right. German speakers, please help!

    Ein Rätsel bringe ich euch zu Gehör:
    Ein Glanzmetall steht hier am Anfang.
    Ihm folgt in tiefem Schwarz ein Anhang.
    Ein Mensch mit einem Angebot.
    Man wählt.
    Er schleppt herbei, was Not.
    Wir aber sehen bei der Verschmelzung der beiden
    schließlich nur noch Rot.

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    1. I think I found that riddle on p. 22 here, but I physically cannot read the answer and there is no way to magnify the print on my computer.

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    2. whoops that was me

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  11. The answer is Mvaabore, nf va "n tyrnzvat Zrgny" = gva = Mvaa, "n Crefba jvgu na bssre" = Freire, jnvgre = Bore

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    1. That was meint as a reply to matt w :(

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    2. That's actually a pretty clever riddle!

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    3. Wow. I never would have gotten that, first because of the language tricks and second because I don't even know what that is when I translate it to English. Thanks, Matt and Michl.

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    4. I didn't get this one either but luckily an encounter also gives you that answer.

      Delete

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