Friday, February 27, 2026

Dark Designs: Passage to Oblivion: Won!

 
Pter Rok: the original J.Lo.
        
Dark Designs: Passage to Oblivion
United States 
Softdisk (developer and publisher)
Released 1994 for Apple II
Date Started: 25 January 2026
Date Ended: 26 February 2026
Total Hours: 14
Difficulty: Moderate (3.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later) 
        
Summary:
 
The first game in the second Dark Designs trilogy, this one was written without the original author (John Carmack) but using his engine and mechanics, a kind of fusion of themes from Wizardry and Phantasie. A generation after the original trilogy, evil once again threatens the land, and it's up to some scrappy adventurers to start at Level 1 and work their way up to defeating it. The entire series was released on monthly subscription disks, so no one was expecting the quality of commercial titles. Nonetheless, all of the games in the series almost make it. Oblivion has fewer features than the first three titles but nonetheless preserves enough of the base mechanics to offer a passable experience with core RPG mechanics. It also has some fun with prestige classes, as outlined in my second entry.
    
****** 
      
Let's recap: Queen Victoria of Tarador has been acting strangely. She's possibly possessed by the spirit of Agamol, the villain from the first Dark Designs trilogy. Someone needs to go to Oblivion, find the Potion of Salvation, and administer it to the queen. The only way to get to Oblivion is to pay a "travel agent" 50,000 gold pieces and the Bones of a Saint.
    
The game ends up consisting of six maps. They have 32 squares along each axis, but every map is at least slightly truncated. There are places in the Old Quarter and New Quarter that the characters cannot reach because of water. The Palace Quarter consists only of about half a dozen rows along the north and west edges of the map; guards block access to the actual palace. The Sewers use less than half of the available space. I assume some of these areas that you cannot explore in Passage to Oblivion will become available in future titles.
       
A rough map of the game's areas.
          
I spent most of the first two entries just building the characters while exploring the city maps. As I ended the last entry, I was just on the cusp of paying the travel agent 10,000 gold to visit Crytus, a burial isle, where I could presumably find the Bones of a Saint. I had dipped down into the sewers briefly but found the battles with acid blobs a bit too hard.
   
Crytus ends up being two maps, both using enough of their space to make a rough "circle" (i.e., not using the four corners of the square map). The arrival map, the Endless Spiral, is true to its name. It consists of a long corridor spiraling slowly into the map's center, where there's a cluster of rooms, and then back out again. After reaching the central point, the player starts to encounter occasional stairways down to the lower level, Crytus, but to different parts of the level, some interconnected by secret doors, some not. The stairway that the player really needs—the one that allows him to get the Bones of a Saint—does not occur until the very end of the interminable spiral.
          
The description is at least accurate.
       
The sheer load of battles in these areas, both fixed and unfixed, meant that I had to visit three times. You can imagine how annoyed I was at having to traverse that damned spiral more than once. It occurred to me after finishing the game that maybe there were secret doors in the spiral, allowing for some kind of shortcut, but my tendency was only to search for secret doors when I had no other options. 
      
In keeping with the theme of the "island," most of the battles consisted of undead enemies, like ghosts, skeletons, and ghouls, some of which can only be damaged by magic weapons or spells. My priest's "Turn Undead" invariably killed all of them, but at 11 points per casting, I didn't want to use it on the smaller parties. There were also a lot of human spellcasters, like necromancers, priests, and thaumaturges.
      
Like so.
       
The secret to long-term exploration in this game is mana pills. You basically want to fill every available inventory slot with them. The more you have, the more generous you can be with mass-damage spells in combat and healing spells after combat. At 1,000 gold pieces each, they're not cheap, but you can occasionally find them on the corpses of spellcasting enemies. Still, no matter how many I bought, I never had enough.
 
Combat never got any more interesting. I fell into an early pattern that lasted until the end of the game:
   
  • Have the two front characters attack the same enemy, prioritizing the most dangerous, if he has more than 20 hit points. Attack two separate enemies otherwise.
  • Move my priest forward in the first round so he can share some of the damage. In subsequent rounds, have him attack if no one has lost more than 10 hit points, have him cast "Cure Light Wounds" otherwise.
  • Have my wizard cast "Magic Missile."
   
The only exceptions were if there were more than four non-undead enemies, I would have the wizard cast "Flame Strike" during the first round, and if there were more than four undead enemies, I had the priest cast "Turn Undead" in the first round.
         
We're definitely using it here.
       
More than 90% of the spell points used by the priest went into "Cure Light Wounds," and more than 90% of the spell points used by the wizard went into "Magic Missile." Their effects scale with the caster's level, but they never cost more than one spell point each (for those classes). Even if every character had only one hit point, it wouldn't take more than eight castings of "Cure Light Wounds" (and thus eight spell points) to fully heal the party. Thus, there would be no reason to cast "Cure Serious Wounds" (14 spell points), "Cureall" (21 spell points), or "Cure Party" (24 spell points) except as an emergency in combat. Damage spells have a similar cost/benefit problem.
       
There were a lot of chests on the two levels of Crytus. Almost all of them were trapped, and their traps defied my yakuza's abilities all the way to the end. I had to switch his ring slot from a Strength Ring to a Speed Ring, sacrificing combat effectiveness, before I could open anything.
      
Crytus had a lot of secret doors.
       
The chests offered a lot of gold but not much in the way of equipment. Equipment rewards in this game in general are light. For armor, I never found anything better than the regular armor (leather, plate, full plate) that I initially purchased. Shields never progressed beyond spiked shields. For weapons, I found:
   
  • A Staff of Sleep in the Endless Spiral.
  • Two Silver Swords, one from an early battle in the Old Quarter, and one from a battle in the sewers.
  • A Dagger of Fear. I forgot where.
  • Two Aegis Maces, one in Crytus and one in the sewers.
      
Since I gave it to my wizard, I'm pretty sure I never used it.
       
Thus, most of my power increases were from leveling up and acquisition of (expensive) spells. The characters were between Levels 14 and 17 at the end.
    
After hours of exploration, I finally found the Bones of a Saint in an unmarked square. "Unmarked" means the automap didn't show the usual symbol that means "something to find," the way it does for traps, stairs, and very rare special encounters. Fortunately, the area was labeled "Tomb of the Saint," so  I was careful to step on every square.
      
Yum. I love marzipan.
      
At this point, I didn't know it, but I could have won the game in moments. Instead, I took some time to explore the sewers. There are three entrances from the New Quarter. The third is on an island that you can reach by walking through shallow water. But the sewers are unimportant. They have a lot of gnolls and giant ants, and a couple of extra magical weapons.
     
Accessing the sewers.
         
I thought that once I paid the travel agent for the titular passage to Oblivion, we'd actually have to explore Oblivion, or at least, you know, the passage to it. I arrived at the travel agent's office loaded with mana pills. But choosing the "Passage  to Oblivion" option led immediately to the end of the game. You explore Oblivion in Dark Designs: Search for [the Potion of] Salvation, which means that title qualifies as "banallure," but it gets even better: I had assumed that the travel agents would be opening some kind of mystic portal, but the "passage" is just a ride on a ferry, and "Oblivion" is just the next town along the river! Double "banallure!"
       
I guess "Paradise" becomes available in the last game.
          
Some random notes:
   
  • In addition to Strength Rings and Speed Rings, I found Opal Rings and Ruby Rings, but these didn't seem to have any effect on my statistics. I assumed they were just for selling, but I kept one copy of each until the end of the game just in case.
  • Something kept destroying my shields. I'm not sure which enemy it was—I mostly rapidly clicked through combat because it would have been torturous otherwise.  
  • I kept my wizard equipped with a Speed Ring so she'd go early in combat. That would have been nice for my priest, too, but his dexterity was so low that even with a Speed Ring, he tended to go last in combat. 
  • Although he had a reasonable number of spell points by the end of the game, I mostly forgot that my paladin could cast spells. Replacing my thief with a yakuza (fighter/thief) was definitely worth it, though. 
       
My thief's inventory at the end of the game.
      
It's worth talking about some of the features of the first three Dark Designs games that we don't see here:
   
  • Nicer looking maps and textures.
  • A greater variety of special encounters and NPCs (this game only has one NPC, the barmaid)
  • More boss battles
  • Shops that sold high-end items
  • Some light puzzles
      
Winning the game took 10 hours longer than the shortest game in the original trilogy and four hours longer than the longest. Thus, in Oblivion, players have to invest more time (mostly in combat) while receiving less interesting combat. The only positive thing that Oblivion adds to the series is the availability of prestige classes, but since these don't become available until the player has leveled up several characters, they're also a function of time.
      
And my paladin's character sheet.
      
For these reasons, Oblivion gets a lower score than the 30/31 I gave to each game in the previous trilogy. I award it a 26. It must be said that it's still not a bad rating for a diskmag title; even with its length and flaws, I'd rather play it than most other diskmag games of the period. Any game that gets its highest ratings in character creation and development, magic and combat, equipment, and economy (3s and 4s here) at least understands what it means to be an RPG.
       
At the same time, I don't plan to play Dark Designs: Search for Salvation or Dark Designs VI: Restoration (the only one with a number in its title), both also from 1994, unless they come up as random rolls in later years. Neither game has any YouTube video available, but judging by limited screenshots, it looks like Restoration does use the same maps as Passage to Oblivion.
    
The Dark Design games are, notably, the last Apple II titles (even including the GS) that I have on my list until deliberately-retro titles appear in the 2010s (starting with Leadlight in 2010). True excellence was unlikely from a disk magazine serving a platform well past its glory years, but Peter ("Pet Rock") Rokitski deserves some credit for sending the platform off with, at least, some modest dignity.

28 comments:

  1. Looking forward to posts on Leadlight, sometime in 2097.

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    1. Leadlight was an entry for IFComp. It uses a modified version of the Eamon system. It'd call it an adventure with some randomized combat for flavor but no real "tactical" choices, so not an CRPG by our host's definition. He can store as a note that until 2097 when the game comes up.

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  2. I don't get the 'marzipan' reference: isn't marzipan's base ingredient almond paste and not gelatine from bones? Or maybe there is some Saint Marzipan I'm not aware of, christian readers? Please help...

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    1. https://es.wikipedia.org/wiki/Hueso_de_santo

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    2. A-ha! My second guess was that there's a commercial candy bar with a nonsensical name like 'Three Musketeers'.

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  3. Your comments on the weird uselessness of the higher-level healing spells reminds me of similar issues in many tabletop RPGs. For example, in Pathfinder (a derivative of D&D 3.5), a wand of Cure Light Wounds (a first-level cleric spell) costs 750 gold and has 50 charges, with each charge healing 1d8+1hp. A wand of Cure Moderate Wounds costs 4,500 gold and also has 50 charges, with each charge healing 2d8+3hp. The scale continues in this way, and makes the use of higher-level wands for healing spells effectively pointless (or, at least, not economically sound unless you really need a wand to heal in combat). Since sound combat tactics dictate that ending the battle more quickly through damaging or status-inflicting spells is better than dragging combat on for additional rounds, healing in combat is generally a low-priority action except in emergencies.

    To break it down more concretely:
    Cure Light Wounds wand - 750gp cost
    50d8+50hp (275hp average) = 2.73gp/hp

    Cure Moderate Wounds Wand - 4,500gp cost
    100d8+150hp (600hp average) = 7.5gp/hp

    Cure Serious Wounds Wand - 11,250gp cost
    150d8+250hp (925hp average) = 12.16gp/hp

    Thus, unless you desperately need to use a wand to heal in combat, you're better off buying six wands of Cure Light Wounds for the price of one Cure Moderate, and just using more charges after the fight is over.

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    1. Based on the previous entry, it seems similar aspects apply to some of the 'prestige' classes. Given the drawbacks Chet described, why would anyone choose to invest the time to get them, unless it were for 'roleplaying' reasons? But I can't see much class-specific roleplaying going on here.

      Of course, if you were a kid with access only to an Apple II and diskmag games back then, imagination might have been necessary and have helped.

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    2. For the life of me I cannot understand why anyone would play Pathfinder as a tabletop game. If everything is going to be so prescribed with feat trees, item scaling and adventure paths then you might as well play a videogame instead and save yourself the bookkeeping.

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    3. ...because you don't NEED to optimize the hp-per-gold ratio in order to enjoy the game. In most games, you'll just find wands as loot; not buy them from the Exactly The Wand You Want Store that is clearly present in every town.

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    4. A few things:

      1. Many, many, many ttrpgs are combat-centric (ruleswise, anyway), and most of those have similar optimization considerations you can puzzle through. That includes all D&D and variants at least as far back as AD&D 2ed (with its round segments and detailed facing rules). Pathfinder 1ed is not a huge outlier here, except in that it's been popular enough for long enough that there's plenty of existing knowledge about it.

      2. "Healing wands" is one corner of a very large, complicated, modular, interconnected system that was in development for a decade starting in 2009. I still use the system and continue to find new and different ways to build and play characters that haven't yet been accounted for by optimization guides. Condemning the whole system for a fairly small rules quirk seems a bit broad-brush and reductive.

      3. This particular quirk is a holdover from D&D 3.5, where it was a holdover from D&D 3, which dates back to 2000. Between those three systems, a massive bulk (likely the plurality) of ttrpg play in the first two decades of the century navigated this rule. If you can't understand why, that may be a lack of imagination on your part.

      4. The system in question, Pathfinder 1st edition, stopped development in 2019. 2nd edition, which has been the standard for years, changed the rulles around wands substantially, and this is no longer an optimization quirk. Similarly, D&D itself has been through multiple editions since the introduction of this rule a quarter century ago, and has also changed the way that wands work.

      5. I don't actually feel as passionately about this issue as the length of this seems to imply. But I do tend to react strongly when somebody "yucks someone's yum", as it were. If Pathfinder isn't for you, great! It was for plenty of people, and still is for some.

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    5. It may just be my bubble, but in my experience, people are playing a TTRPG for the setting and not for the mechanics, and adapt the rules to fit their style if necessary.
      I love Shadowrun personally, but I find the mechanics pretty offputting through all editions.

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    6. First off, I'd like to apologize if my initial comment came off as overly critical of Pathfinder as a game system---my intention was purely to respond to Chet's comments about the way that healing scaled in this game.

      I actually adore Pathfinder, and have been playing it with the same* group for over fifteen years at this point.
      @B, I'll agree that some of the Adventure Paths have bookkeeping issues which make playing them as designed more of a chore than is strictly necessary; when Owlcat chose Kingmaker as their first Pathfinder CRPG, I thought it a stroke of genius, since Kingmaker is an interesting AP that gets bogged down with the minutiae of running the kingdom. Having the computer take care of those more tedious aspects allows the full** depth of the AP to play out without boring the player. However, your suggestion that one should simply "play a videogame" instead of the tabletop game completely misses what makes the game enjoyable.

      Certainly, an enjoyment of the underlying systems is important---luckily, I've been blessed with a group of players who enjoy both the crunch of a deep and customizable ruleset, and the improv-play of actual Roleplaying. My group will happily spend 4-5 hours of character-based RP, and just as happily obsess over the tactical considerations of a good combat; I freely admit that this is probably not the average Pathfinder 1e experience, and many groups lean more heavily on one aspect than the other.

      *Perhaps approaching a Ship of Theseus situation, I'm the only original member of the group (though one of the others has been in for nearly as long as me, having joined for the last third of our original campaign, which was run in D&D 3.5 since Pathfinder didn't exist yet).

      **obviously, for as much effort as a developer can put into mimicking a tabletop campaign experience, playing a CRPG like P: Kingmaker or Wrath of the Righteous can never fully model the freedom available when playing tabletop. There will always be limited options that can be presented to the player in a CRPG, and the nuance of dialogue and using social skill checks can't match real life. Furthermore, playing a CRPG of an Adventure Path will never be the same as playing tabletop because it is a purely solo experience. The pleasure of interacting with other players and their characters (and collaboratively building a story) can only be vaguely approached by scripted conversations with NPCs in a game, and for a lot of players (me included) that's the real magic. (optimizing a build so that your first-level Half-Elf Ranger deals 3d6+6 per hammer attack is pretty magical too, though)

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  4. "some of the features of the first three Dark Designs games that we don't see here: Nicer looking maps and textures"

    I guess said comparison depends on which version one plays. Looking at your entries and screenshots of the platforms on mobygames, I assumed you played the DOS ports of DD1 and DD2 (though in the entry on DD3 you wrote you had played the regular Apple II version(s)?) and the GS version of DD3 (which had better graphics and sound on that platform). The pictures of the (regular) Apple II versions of those three honestly don't look much different to the present game to me, but then I haven't played any of them myself.

    Even though it's categorized as a separate platform there, mobygames (and accordingly your headers for those games) currently doesn't mention (and show) the GS versions of 1-3 which were nicer in graphics and sound than the Apple II ones - and I'd say probably the DOS versions, too.

    You can see a few GS (and Apple II) pictures, including title screens different from the respective other versions, on the 'weekendwastemonster' pages for DD 1-3 (I'll put the links in another comment below so that one can be deleted separately in case this conflicts with site policies, though I'm not sure how much anybody still cares commercially about diskmag games from that era).

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    1. 'Weekendwastemonster' entries for DD1 here, DD2 here and DD3 here, respectively (resulting from this RPG Codex thread.

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  5. The Apple II sure was a fascinating and pioneering computer. From what I read at Jimmy Maher's site when it was released it was the definitive if not as cheap device out of the three first US home microcomputers by the end of the 70s and as we can see it stayed strong even until the early 90s and long after its successors came out.

    It wasn't nearly as popular here in Europe though. I knew exactly one supermarket store of a chain for commercial sellers here in Germany called Metro which had a rack which contained Apple II games besides prominently C64 and others I don't exactly remember. This was an absolute exception over here. I think you can say most of Europe came to the micros (or home computers as we call them in Germany) only later in the early 80s with the C64 especially here in Germany, domestic ones like the ZX Spectrum in the UK or the Amstrad CPC elsewhere.

    What I like most about the Apple II is from what I understand that it was build to be expandable. A bit of what the IBM PC did later. The Mockingboard soundcard was a pioneering device in itself I think and I enjoy listening to tracks that were made for it e.g. those of the Ultima series.

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    1. I wanted to add, the possibility of third party expansions is especially curious when you think about how Apple later would go on to release essentially closed systems with their very own Apple infrastructure. At least that is my impression.

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    2. Being expandable helps not becoming expendable (so quickly).

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    3. @fireball, the issue of closed- vs open systems paradoxically loops around to Steve Jobs. Despite being part of Apple when the II was being developed, he saw that the "appliance"-like design of other electronics was more appealing to the general public than the endless customization and expandability desired by power users. Thus, when he was given control of the (true) successor to the Apple II platform, the closed and appliance-like Macintosh was developed. When he was fired in 1985, Apple started to pivot back to the more customizable Macintosh II. When Jobs swooped back in to save the floundering Apple in the late 90s, he once again pivoted the company to the closed "it should just work" philosophy that has served them well ever since (primarily by establishing a brand identity that stands clearly apart from the hobbyist Windows PC market).

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    4. @sabbac108, The Mac II was a workstation line intended for professionals. They quickly outgrew what the original Mac could do and wanted more power, slots and color support. I wouldn’t call it a pivot since Apple never stopped making all-in-one systems.

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  6. So the last game will probably show that "Paradise" is just another town further down the river and the ticket to it also literally one for a ferry ride.

    Surprisingly, Dark Designs VI was not called "Ticket to Paradise" as a (sub)title. Maybe Restoration features the party abandoning their adventuring life and settling down due to their new(found) vocation to rebuild buildings, furniture and/or artworks damaged by evil?

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  7. Travel agent charging bones of a saint for a passage to the next town over is certainly an interesting business model.

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    1. The travel agent is probably a good boy and totally not a dog in a trenchcoat. Pay not attention to the wagging tail.

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    2. Given the backstory, there's no way that the original intention wasn't for the travel agent to use the bones to open a portal to Oblivion. I have no idea why they changed it to a ferry for the last screen. Maybe the author realized he didn't have the time to write the sort of uncivilized demonic hellscape that "Oblivion" suggested. Maybe he needed the next game to be identical to the first, mechanically, and so he just whipped up a new town with a different map.

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  8. I didn't know a 'Pet Rock' was once an actual thing in the mid-70s. And like so many things it even seems to have had a certain revival recently.

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  9. The Lunatic Dawn series has been sporadically brought up in comment, but here's another vote for specifically Lunatic Dawn II. It'd make for a substantial addition to your 1994 list.

    It is available on Steam, and has a partial translation patch (Steam link inside).
    https://www.romhacking.net/translations/2571/

    I had never played using this patch, and can't vouch for its effectiveness, but it probably will make tinkering with the game at least viable.

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    1. I've now tested the patch.

      Yes, LD2 should be playable with it.

      Untranslated messages are frequent and may appear as garbled symbols, but the basic UI & features have been translated.

      Importantly, the HTML-format game manual is in the game folder, and should be readable with machine translation.

      The patch page advised using AppLocale if you can't even see the translated English text. You probably won't need it with a current OS.

      In case you do need it, don't use AppLocale; use a better tool called Locale Emulator.
      https://xupefei.github.io/Locale-Emulator/

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    2. The first Lunatic Dawn was actually already on the 'Upcoming list', but after Chet was informed about the incomplete state of the translation, he removed it again, see this thread, and I think the same reasoning probably applies to LDII and LDIII which are the only ones of the series currently on the Master Game List.

      The first one with a 'fully playable' English fan translation still appears to be Lunatic Dawn: Book of Futures (1995). However, it's not on the MGL because, as I noted back then, it was neither on mobygames nor the (English) Wikipedia RPG list or any of the other sources Chet uses and that still seems to be true. So if you want it to be considered, you know what you can do... .

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  10. Does anybody know what happens in the last two games? Is it any more interesting than "the party goes to Oblivion, gets the potion, draws out Agamol, and defeats him again"?

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