Saturday, June 13, 2026

The Search for Freedom: Undistinguished Destruction

Really, he looks just like his statues.
 
Guest Post by Alphabetical Anonymous       

Our Teddy-led crew of adventurers continues to descend to the depths of the Smythetown catacombs in order to defeat the evil wizard Macabath. He is the local representative of the undead lich Kamazol, who reigns in hell and hopes to return to conquer the world through a portal that will open during a triple-lunar conjunction expected to occur in 1000 days. Our party has slowly dithered about as they found their footing in this new region; it’s now time to step up their game and make some serious headway. I therefore vowed to keep pushing down until we found Macabath, slew him, and so moved on toward the main quest.
     
We just discovered a two-handed silver sword, which the manual reports to be the second-best weapon in the game. I give it to my fighter Tyrion, the only one of my party who can wield it due to his strength. With it he deals an average of 17.5 damage per blow, with a maximum of 25. Damage is doubled when any character successfully backstabs an enemy, so this gives Tyrion the chance to kill just about any monster in a single hit. I then give his +1 Longsword to my mage Elphaba; it feels unnatural to have a magic-user wielding this weapon, but (again) she’s the only other party member who can wield it. [Ed. Coincidentally, mages and clerics in Yendorian Tales can also wield any weapon or wear any armor, provided they have sufficient statistics.] Melee weapons have continued to be sufficiently effective that I haven’t done much exploration of ranged weapons or attack spells.
      
Tyrion's two-handed silver sword packs a serious punch.
      
In fact, I’m getting ahead of myself: the first order of business is to spend a bit of time grinding on Level 1 of the catacombs. We fight rats, bats, and other easy foes until all but Elphaba and Durkon can level up. We tromp back up the stairs to the Training Hall. “Do you want to train,” grunts a muscled man every time we enter; that’s consistent, but more disconcerting is when the game follows it by randomly selecting the exit sound effect that says “Goodbye...” in a falsetto. My favorite of these last lot is definitely the stern “Good luck on your quest,” which seems just waiting to be remixed with some hip-hop beats.

In any case, the trainer lets us pay 50-60 gold per character to level up. The game manual includes detailed tables to show what sorts of increases in hit points and magic points should be expected at every level; almost every character statistic is well-explained there. In addition to these automatic improvements, each character can choose two base statistics or skills to increase. The former means the usual strength, intelligence, dexterity, etc.; the latter allows an increase to "Pick Locks," "Spot Traps," "Disarm Traps," or "Critical Hits." I think that each of these also increases by a small amount with each increase in character level, and the amount I can increase these skills seems to be random for each character and at each training session. For example, my Teddy thief, Ruxpin, has the choice to increase Pick Locks by 8%, but Critical Hit chance by only 1%. My party has continued to be clobbered by traps, so I decide to take two increases to "Disarm Traps," bringing him up to 44%. I boost Tyrion’s strength by two so he earns an extra damage bonus. Cleric Becket increases strength (so he can eventually wield a weapon) and wisdom to increase his total magic points. Finally, my mage Kizke increases his dexterity (for extra to-hit and armor bonus) and intelligence (again, for more magic points). At least as important as all these increases is that essentially everyone’s total hit points have doubled. That first leveling-up is so often the sweetest.
     
Every Teddy who's been good is sure of a treat today.
    
Having reached character level 2, we descend again to the second level of the catacombs. The enemies are palpably easier now, and we win our battles without much trouble. In one particularly satisfying bout, Tyrion backstabs a Troglodyte to deal 40 damage. Now we’re talking! The biggest danger continues to be not monsters, but traps. After defeating some ogres, we find a locked chest and have Ruxpin try to pick it. This of course sets off a "Psychic Drain" trap, removing 200 experience points. Luckily he remains at Level 2. This is only karma, though, since I had suffered a previous full-party death after a similar, earlier experience. We stick with it and move on.
      
Though the catacombs are filled mostly with monsters, there are a small number of special squares that typically contain some short message or encounter. Mainly these take the form of cryptic messages, such as “Do not enter” (near the northwest corner), “Watch your step” in a twisty maze to the southwest, and “The third is older than the oldest dragon” at the center of the twisty-passage maze; also a separate pair of messages, first “Choose right over left” and later “but never more than twice.” We also find a “fine weapon” in a glass case, and are asked what we want to do. We’re out to save the world, so we break the glass and find a sturdy longsword +1; unfortunately, the only two characters strong enough to wield it already have equivalent or superior weapons. We’re told that "Surprisingly, no alarm is set off" which seems suspicious, but if there was any consequence I never saw it.    
      
A relatively rare role-playing choice.
      
We also encounter a higher density of squares with various negative effects. First are trap squares; these have a chance to be detected upon entering the square. If detected, a character can attempt to disarm the trap or the party can simply retreat to the preceding square. Ruxpin continues to spring traps right and left, either without detecting them or when attempting to disarm them. Some of these have a chance to be dodged, such as crossbow bolts or darts. Some affect only a single character, such as the "Psychic Drain" trap. Others affect everyone in the party, sometimes quite severely: falling into a pit of spikes, being choked by a gas cloud, or setting off a bomb trap. Through trial and error, I discover the immense power of the "Trap Zap" spell, which removes any traps in the three squares directly ahead of the party. Not only that, but the spell updates the automap to show the location of the zapped traps—even if a closed door is between us and the trap. In one case the spell even alerted me to the presence of a one-way door that I wouldn’t have been able to re-enter.

We had also already encountered magical darkness; this causes any magical "Light" spells to cease, and it temporarily blocks the effect of any lanterns or torches. The automap still fills in automatically though, so there’s not too much danger of getting lost. Then there are Magic Drain squares. These sound simple enough: every party member loses one magic point in the square. Not too bad. The trick is that the one-point loss is incurred by almost every action in the square: turning, looking at the automap, viewing a character’s inventory or statistics, etc. It’s still not any sort of deal-breaker, but one has to be alert. After more mis-steps than I care to enumerate, we discover that the “right before left” clue applies to a set of trapped one-way corridors on the eastern side of the level, and we descend to Level 3 of the catacombs.
     
I forgot that I meant to go and explore those black squares.
    
Down the stairs, I encounter the first new monster types in over ten hours of gameplay. As before, the same two types always appear together but in variable numbers. These include trolls and orcs, goblins and kapich (suggestions welcome on this one!), and crocodiles and gremlins. Many of these enemies hit significantly harder, have more hit points (up to 45 or so for trolls), and have up to three armor points apiece—but even fairly large packs still don’t tend to do much damage. In particular, Tyrion's two-handed silver sword starts to really prove its worth against larger enemies. The spoils of victory also increase, with up to 15–20 experience points per character, and 150 gold, per battle.
        
We also meet our first undead: zombies and skeletons, who are always found in the company of an evil mage. Poor Becket finally proves his worth: between him and Durkon, their first ten invocations of “Turn Undead” banish the undead, one by one, without fail. With each invocation, a scratchy voice calls out “Begone, creature of evil.” The evil mages are potentially dangerous: they can cast "Armor Enhance," “Magic Missile,” and even “Sleep.” But as with all monsters so far, the AI is relatively dim, so the battles aren’t as strategic as they might otherwise be. At first I worry that I need silver weapons to physically harm the undead (we received a hint about this), but it doesn’t seem to be a problem with skeletons or zombies. These enemies ultimately don’t pose much of a threat. That’s just as well, because there are lots of combats and I often find myself fleeing whenever given the chance, which usually succeeds. By this point some enemies drop chain mail when defeated. It offers the same armor bonus as leather +1, but requires more strength to wear. I’m not sure of the tradeoffs involved, but we stick with the leather. Eventually our inventories all filled (each item takes up the same space; only arrows stack) and we just start dropping torches, cloth armors, daggers, and knives behind us. I could be wrong, but it starts to feel that after the initial 5–10 hours the economy has started to break.   
           
Turning undead rarely fails to satisfy.
      
The third floor is also chock-a-block with traps and message squares. We trip a gas trap, which knocks us all pretty low; shortly thereafter we stumble unexpectedly into a BOMB trap, which knocks out everyone but Becket and Tyrion. We spend a quarter-day healing and resting to recover magic points. So far the 1000-day time limit doesn’t seem too oppressive; I hope that I won’t later find that I’ve been resting too liberally. Also near the stairs, we learn that "The final must be found, to reach the Other Side" and that "There is more than one way to skin a cat." Then we are told that "A magic mouth on the door demands 'Speak the words in sequence to enter.'" Alas, Tolkien leads me astray because THE WORDS IN SEQUENCE and variants thereof fail to open the door. We keep exploring and find several additional messages: "The second is wide as a river," "The first is not closed," and "There is always a safest route." 
    
You'll have to use your imagination; graphical special encounters are rare.
     
We also discover what seems to be the roughly one unique encounter per level. We enter a new square and are suddenly told: "A scantily-clad woman is bound and gagged in this corner of the room. She looks up and sees that you are not Kamazol's evil minions, come to do what dastardly deeds they might desire. She motions for you to free her. Do it? (Y/N)." We think about it, eventually deciding that in a game written by a teenage boy such an encounter can only have a positive end. So:
        
You untie the woman and remove the gag. She smiles, and begins to open her mouth, as if to thank you. It is then that you catch a glimpse of her wicked fangs. You have fallen into the trap of the Pennagalan, a vampiress. You have but moments to react before she is upon you.
       
Playing in 1994, I would have thought this was just a strange, made-up name and moved on. In 2025, I learn that this is a type of Malay undead—a witch who meditates in vinegar and learns to float her head off of the body, trailing the organs behind. Wow, what a Halloween costume that would make! In any case, we immediately start combat. With 68 HP and 2 Armor Points, she’s the single toughest enemy we’ve faced to date. But she’s alone, and though Magic Missiles seems to do only 2 damage per casting, Tyrion critically hits her and we defeat her. 
      
The killing blow. I'm not sure why Tyrion "hits 2 times."
       
After exploring the rest of the floor, we’re forced to confront the magic-mouth doorway again. I don’t do a good job of consulting my notes, because I forget that we had heard on the second floor that "The third is older than the oldest dragon" and I don’t even recognize that "The final must be found, to reach the Other Side" is part of the clue. Without realizing that the answer is four words, we’re doomed: Open wide, open sesame, open sky; none of these work. Thankfully, a quick text search suggests that the main program file contains all dialogue as plain text; that could be handy to know, for later! It shows me that the answer is (OPEN WIDE ANCIENT PORTAL), and we are told that "You may pass. Enter at your own risk." 
   
We enter, but it isn’t particularly more risky than other regions we’ve already explored. It’s yet another large room filled with traps, darkness, and magic-loss squares. Liberal casting of "Trap Zap" lets us make easy and relatively safe headway, now that I understand how it works. We pick a final lock to find that we have gone through a one-way door, and are told that "There is no turning back now." 
    
The magic  mouth is a special square just  about in the center.
     
A few steps beyond, and through another one-way door, we see the screen at the top of this posting: "You have reached the living quarters of the evil Macabath himself. Foul potions line the walls of the room, and body parts sit in vials, no doubt for future experimentation . . ." Macabath then surprises me by propositioning us: "Welcome, brave ones. I am impressed that you have outwitted all my traps and puzzles." He takes a step back. "How would you like to join me? With your strength and wisdom, and my magic, we could rule Smythetown forever!" I was excited and hoped for a real role-playing choice here. But alas, with no chance for user input the game forces words into our mouths: "Never, vile wizard. Your curse on this city shall be removed, by your death." We then find ourselves in combat with six orcs (~10 HP and 3 armor), six kapich, (~15 HP and 2 armor), and Macabath himself (100 HP and 3 armor). We whittle away most of the little green minions, surround Macabath, and start up some solid backstabs . . . and then crash back to DOS, with "Sound Card Error #210."  
     
The full battle map that I stitched together.
       
Irritating, but luckily we had of course saved right outside of Macabath’s quarters. This time, enemies start in somewhat different locations; there are only 10 minions instead of 12; and best of all there are no crashes. The trick is not to get mobbed by the little green guys, who can otherwise prevent access to Macabath while he casts spell after spell. In this case, the combat is surprisingly straightforward. We make short work of them all, and Tyrion again delivers the killing blow: a backstab with a two-handed silver sword that does 68 damage. But amusingly, the battle isn't over until we mop up one last orc, who was hopelessly stuck marching up and down in the easternmost corridor. We receive 145 experience each and 1206 gold pieces.
     
We are told:
       
Congratulations on defeating the evil wizard Macabath. Now the curse on Smythetown has been lifted, and you may leave the city to begin your true quest (once you register of course). If you haven't registered yet, you must do so now in order to leave the city.
         
We can’t backtrack, so we step forward: "You feel a sudden, jerky motion and before you can comprehend what has happened, it is over. You find yourself back at the entrance to the catacombs." That was handy!
       
Life is good. It has taken our party 21 days of game-time to defeat three levels of dungeon. The manual says that the game has 22 dungeon levels, so if we can keep this pace up, clearing them all before the 1000-day deadline should be no trouble. Everyone has enough experience to level up; we have over 4000 gold and nothing to spend it on; and the citizens even pulled down Macabath’s ridiculous statue in the town square. Although I’m excited to head out and explore the world, I recall that we learned in the catacombs that "An evil Wizard can only truly be slain with a magic spell." Have we forgotten something? 
     
A world that responds to our actions is always welcome.
     
Time played: 22 hours. 5 party deaths. 2 reloads, 2 crashes. 
    
****
   
     
Next entry in this series 
   06/13/2026 

23 comments:

  1. The pennagalan turned up in some old D&D book, probably Fiend Folio.

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    Replies
    1. Yes, that's where it is. The illustrations gave me nightmares as a kid. Didn't help that their favored prey was children and pregnant women.

      Delete
    2. AlphabeticalAnonymousJune 13, 2026 at 6:42 PM

      Sounds like this is what I get for lacking a traditional education in the Classics. It was certainly new to me.

      Delete
    3. She also turns up in Yet Another Fantasy Gaming Comic (https://yafgc.net) which I heartily recommend to fans of Tolkienesque roleplaying settings.

      Delete
  2. This sounds like exactly the type of RPG I hate.

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  3. >Have we forgotten something?
    Nice one

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  4. For some reason I had gotten the impression that there was one city with 22 dungeon levels below it.

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  5. I can't say I care for this supposed RPG. Nor do I care for guest posts. It cheapens the blog and reduces the quality. Anyone else notice the blog is not pluralised to crpgaddicts? It is meant to be one guy. That is what we have all come to expect all these years.

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    Replies
    1. Well, thank you for the unvarnished opinion, I guess.

      We're going to see this series to the end, and then everyone can weigh in about the future of guest entries.

      Delete
    2. My only takeaway so far is that I think it would be beneficial to have some posts at least edited in between postings rather than having them written completely in advance.

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    3. You wanted to write what YOU expect all these years. Generalizing in that matter is cheapening your argument way more than guest posts do to this blog.

      Also at least I'm more interested in reading about curiosites such as this instead of well known games that have been analyzed to death. It's been said multiple times now that Chet can't possibly all the undiscovered stuff out there and that's the main reason why I welcome guest posts. Guests also don't change the meaning behind "the" crpgaddict at all. That's why AlphabeticalAnonymous is called a guest poster and not cowriter.

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    4. RG, that's entirely my fault and not AA's. He originally wrote to me when he had completed only two entries, but late 2025 wasn't a good time for me. I was behind in emails to the tune of more than 500, and I was having a hard time even getting my own posts done. So he kept playing and writing while I kept not responding and then delaying the publication. In more ideal circumstances, this process would have been a lot more collaborative.

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    5. I really enjoy these posts, and think AA is doing a great job. As someone who spends a lot of time researching the older and more obscure side of game history, I've frequently used MOCAGH as a resource over the years and have always been curious about Dr. Feldman's own game. This series finally allows me to see what it's really like without having to spend the time (that I simply don't have) to play through it myself.

      IMHO, curated guest posts like this are an excellent idea, as the ever-growing backlog of obscure titles will otherwise probably never receive the exposure that this unique platform can provide them, which would be a shame from a game history standpoint.

      One question I'm curious about (which I'm sure has been asked/answered numerous times before, so I apologize in advance), is the idea of covering the many early Japanese CRPGs that haven't been translated. I'm working on an article related to that subject as we speak, and would certainly be interested in seeing some of them receive the deluxe Addict-style treatment that they've never really gotten outside of Japan (scattered online coverage or YT videos notwithstanding). Is that something that would possibly be considered for a series of guest posts in the future?

      Delete
    6. My favourite part of the comment is "supposed RPG". Regardless of what merits it may prove to have or lack as a game, it's pretty clearly a CRPG by any sane metric.

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    7. @Analyt what a preposterously entitled comment. The Addict doesn’t owe you anything and has sunk a huge amount of time into this blog we all enjoy. He is well justified to take steps like guest posters so that the project continues without feeling like a massive albatross around his neck.

      I am enjoying AA’s guest posts and hope they continue in the future.

      Delete
    8. Let us see if I get posted my right of reply here. First, to those saying I should log in with a google account, hoo ha, that proves nothing. Accounts get faked every day of the week and Chet has always allowed Name/URL posts. Second, to GH in particular, how about attacking the ideas, not me as a person? Have a good look at yourself. My points were first if it is purely rpg. It's my opinion maybe it is not because the game freedom of movement is limited, it's very focused on combat and only a simple style of character dev, and it is more a dungeon crawler than an open world scenario. Some reviewers say we should distinguish between old school and the modern rpgs in the least. Then there is my other point that this blog has always been about Chet's ideas, style, quirks. Guests should have their own "pool party" blog, why do they need to be here. Nobody has ever promised a pace of Chets posts. None of us have ever demanded it. If he just published once a month, that would be okay. We all know the original goal of playing every crpg in existence is simply too hard. We all completely understand that. I have followed the blog since the beginning, but a bit like Chet, I don't want to put a real name here as I am a 50+ man too and would rather not have judgments in the real world with bullies, trolls or people who might harm my working life. Cheerio everyone. I think we can all have opinions here and be nice even to those we dont agree on. Thank you for a good blog Chet and of course if you keep allowing guests, it is something that I will have to accept.

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    9. @Analyt, the problem comes when you write things like "It is meant to be" or that the blog "should" do X, Y, or Z. Respectfully, the blog is meant to be, and "should" do, whatever Chet wants it to do and holds his interest. We're all just lucky spectators with no say in the matter, right? "Should" implies a contract that isn't present here.

      Now, if Chet creates rules for himself to structure his mission (which was, I believe, the site's original reason to exist) and then doesn't follow them (accidentally or on purpose), the atmosphere here does allow us to ask about that, or even disagree with his decisions. But there's no self-imposed rule about "no guest posts", and in any event one can't extrapolate one's own preferences into a "should".

      Delete
    10. All right, everyone's had their say. Let's keep comments focused on the content of AA's entries and not the existence of AA's entries from here out, at least until we get to the final one.

      Delete
  6. The more I think about the puzzle, the more it sucks.

    Problem is, one word is provided directly (but in a way that may require multiple attempts to get to it), while three others must be guessed; however, the questions are vague enough to provide for multiple reasonable answers.

    But these answers are checked simultaneously, not one by one.

    Let's say you may narrow it down to 3 reasonable guesses each; how many tries do you have to attempt to use all three right guesses to get the door open?

    The answer should either be unambiguous, or checked individually.

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    Replies
    1. Three words at three guesses each requires 27 tries at most, half that on average. I'd say that's on the high side but still feasible.

      Delete
    2. AlphabeticalAnonymousJune 16, 2026 at 2:15 PM

      To be clear, although I didn't guess the answer I don't think the puzzle was unfair (or even particularly challenging). I think an experienced CRPG player (like our host) would have recognized the clues that were offered and solved it without too much difficulty.

      Delete
    3. You're generous, but I would have had trouble with it. I might not have gotten it at all. Even if I figured out that the four clues went together and that each was associated with a word, I wouldn't assume that WIDE was the answer to a clue that has "wide" in it. ("As wide as a river." "How wide is that?" "WIDE, man.") And I don't think I would have sussed PORTAL from the fourth clue.

      Delete

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