Guest post from AlphabeticalAnonymous:
We rejoin our party of intrepid adventurers in the town of Birshada. There we had recently learned how to climb through mountainous terrain, but were stumped in their quest to reach Aegea (the land of the dead) and destroy the evil lich Kamazol by several puzzles. These include a gnome who asks us to guess his initials, someone named Gnimsh who is looking for an unknown keyword, and the "high priest of Bane" who also wants a word we don’t know. Hoping that the answers may lie in the next dungeon, we head south. Alas, in the desert we are caught in an ambush with 6 lesser demons and 8 fire sprites. The demons have some serious magic and are smarter about using it: along with several castings of "Hail Storm," they first paralyze Tyrion and then turn Becket, Durkon, and Kizke to stone. The survivors make a forced march back to Birshada, fleeing all encounters, to pay 3,000 gold to revive their companions. On a second try, we make it through unscathed. Dorf’s training does indeed allow us to finally climb over mountains and we quickly reach the dungeon of Sardain, which we were earlier told spans two continents. Inside, we are told "To obtain the third and final Bloodstone, you must search this dungeon well." But I've only acquired one so far. I wonder whether Dorf's red sphere could be a Bloodstone, but it turns out not to be. Paranoid about having missed something in Birshada, we tramp out of Sardain and back to Birshada. This also lets us sell our loot and give everyone either +2 Chain mail or +1 Plate Armor. In town, I try to wrestle with Gnimsh’s request, the gnome’s initials, and the high priest of Bane.
The "Vision" spell reveals no new, obvious secret areas on the town map. Gnimsh can accept statements up to 11 characters long. My notes file contains 31 possibilities from "accumulated" and "cachlodytes" (unlikely) to "unfortunate" and "troglodytes." None of them work. The high priest of Bane accepts up to 14 characters. My notes file contains only two such words: "constitutional" and "distinguishing"; obviously, neither of these work. I could probably brute-force the gnome’s initials (only 3 characters), but I'd rather not try. We spend about an hour of real time purchasing fortune cookies at the magic shoppe, but find no useful hints there. I finally resort to the self-decrypting hint guide included with the purchased game. Here I learn that I shouldn't have ignored Hythenforge’s unopenable door; successfully opening it would have led to a ring inscribed with the two (not three) initials "JH." So this is a game where this single, missed encounter can result in a "walking dead" situation. We tell the gnome "JH," and he tells us a nonsense word to pass to his brother Gnimsh.
The "Vision" spell reveals no new, obvious secret areas on the town map. Gnimsh can accept statements up to 11 characters long. My notes file contains 31 possibilities from "accumulated" and "cachlodytes" (unlikely) to "unfortunate" and "troglodytes." None of them work. The high priest of Bane accepts up to 14 characters. My notes file contains only two such words: "constitutional" and "distinguishing"; obviously, neither of these work. I could probably brute-force the gnome’s initials (only 3 characters), but I'd rather not try. We spend about an hour of real time purchasing fortune cookies at the magic shoppe, but find no useful hints there. I finally resort to the self-decrypting hint guide included with the purchased game. Here I learn that I shouldn't have ignored Hythenforge’s unopenable door; successfully opening it would have led to a ring inscribed with the two (not three) initials "JH." So this is a game where this single, missed encounter can result in a "walking dead" situation. We tell the gnome "JH," and he tells us a nonsense word to pass to his brother Gnimsh.
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| This was all rather difficult to unravel. |
Gnimsh informs us that the Bloodstone is buried in an unopenable chest under the altar of "Bane the Thrasher," and he teaches us a magic charm that will entrance the priest without even using any magic points. That's some charm! I'd like to recruit Gnimsh to my party. In the temple, the priest goes into a trance, digs up the box, gives us its Bloodstone, and re-buries the empty box. Amusingly, if we charm the Priest again he digs it up again and "is puzzled that the box is empty." That’s a nice touch.
We all march back down to Level 2 of the Sardain. It is several levels with various pairs of enemies: pennagalan and ghosts, red dragons and laughing lizards, necromancers and familiars, various flavors of ogres and giants, werewolves and wererats, evil heroes and white wolves. We can successfully flee from almost any combat when the option is given (perhaps due to our high dexterity), though we are still (rarely) thrust immediately into combat. In any case, most combats feel trivial at this point.
There are a few fixed encounters: with a stone golem and a pair of yellow dragons. The outcome of these isn't in doubt, either, but they provide some nice textual flavorings before combat begins. Level 3 contains a teleporter maze, and Level 4 has lots of up and down between dungeon levels. None of it is difficult, but it is time-consuming.
Various special squares offer messages as we explore the dungeon. These include:
- "Powerful Wizards are useful tools," which turns out to be a hint for the next dungeon.
- "Seek the hilt when you hit the bottom," which is a hint for this one.
- "Bloodstones are not always found in dungeons," which JH already hinted at.
- "The key is not in Blusfor"—no idea.
- "Blusfor reaches to the very depths of the fiery infernos of hell!"
- "Balthazar was here."
- "The truth is often found through reversal."
- "Learn the chant."
- "Strawberry jam goes well with cream cheese."
- "The Caballa is second to none."
A magic mouth on Level 4 demands that we "Speak the name of he foretold." It’s not Kamazol, Lozamak, Hawkslayer, Arthur, Dorf, or any of our names. Tiring of the game, I inspect the main executable file which tells me the unexpected answer: Razahtlab. Behind it, we use our second Bloodstone on another force field and recover "the mighty hilt of Soulseeker," the only sword that can defeat Kamazol. He then helpfully appears to tell us that he has hidden the final piece, the blade, "in the deepest bowels of the Earth . . . Your quest is in vain, pitiful mortals." In the next chamber, we are suddenly attacked: "This is no ordinary monster, it is Xanthropobl, a beast spoken of until now only in legends." No legends we’ve ever encountered, but no matter: it only hits twice before succumbing. We get 1,000 experience each, and 9,369 gold in the chest it was carrying—effectively doubling our current stash
On our way back up, we find the shattered remains of the third and final Bloodstone. A giant stone guardian attacks us but never hits. It yields another 500 experience each, plus 5,864 more gold pieces. Behind it is the passageway to Hythenforge that was formerly blocked by a boulder. We sell all our loot and find ourselves now with over 34,000 gold. The economy seems well and truly broken, especially with no new or improved weapons or armor for sale. We all train up to Level 8, prioritizing strength and dexterity. Our friend the captain is still offering one-way trips to Shylyllia Isle, but instead we visit the man in the Carpalas Mountains. On this previously-inaccessible square, we find "a strange boatman" who will take us to the Isle of No Return. We accept and find ourselves at Blusfor Dungeon!
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| This welcome message is anything but. |
At this point, I lost my gusto for meticulously exploring every square of every dungeon level. I kept hoping that there would be "extra-secret" squares—special squares that don't show up on the map from the "Vision" spell. But there are lots of empty spaces that clearly don't connect to the critical path, so at this point I start avoiding those to move things along a bit more quickly. Really, mapping is trivial at this point; for example, giant rooms filled with magical darkness squares are no challenge with the "Vision" spell and an always-impeccable automap.
After entering the kitchen and killing the solitary chef, we have a rare choice (of a sort):
After entering the kitchen and killing the solitary chef, we have a rare choice (of a sort):
Crackers poison the active character, whereas a sandwich heals all a character’s wounds (although not status effects such as poison). Otherwise, there are several irritating combats with lesser demons and fire sprites. The former can turn my characters to stone, which I can’t heal yet. I feel under-leveled because we lack the "Stone to Flesh" spell, but over-leveled because most combats are too easy. The occasional "dangerous" combat is just because of random luck, when an enemy spellcaster decides to cast an effective spell instead of something pointless like "Protection from Dragonbreath." I suffer a random crash during one battle.
Level 2 of Blusfor contains a minotaur. He is nominally found in the center of a "maze," though it’s not exactly challenging to navigate to the center. Although I am told that he somehow gets the drop on us—"Ruxpin is impaled by the Minotaur's horns, killing him," and two characters were already stone—the remaining characters easily kill him. Nearby, we find a bound and gagged friendly wizard, who tells us that we can restore our broken Bloodstone by putting it in a Magic Box and saying OKUNTHAR. Unfortunately, before we can make it up to the surface to restore half of our party a group of lesser demons turns our remaining party members to stone. An honest-to-goodness loss! I reload, kill the minotaur again, and descend to Level 3.
As suggested by clues on the walls, we encounter a beholder here, which we quickly hack to death. We are then told "You notice that the eye seems to have a strange greenish glow to it. Cut open the eye? (Y/N)" We can hardly refuse such an invitation, and inside find a Green Glowing Sphere. Immediately east of this room, we are attacked by "mutated killer ninja rats," in one of the sillier parts of the game to date. Otherwise, there are several treasure rooms with gold that we don’t need and equipment worse than what we already have.
We find plenty of messages on the walls of the dungeon. Something new is that we see several numerals seemingly written on the wall, as seen in the first-person view. That’s something new! We also discover a scroll with instructions for opening the portal to Aegea, a bag of ordinary marbles, and "a gigantic machine here labeled 'Teleporter.' Below is a panel of push-buttons labelled with the numbers 0 through 9." Based on the clues we’ve encountered so far, we correctly deduce that "5209" should take us exactly where we want to go. So it does.
We fight some mist demons, fix the Bloodstone in a Magic Box, and then meet: "A large, fat, ugly, child-like creature in diapers here. 'I wanna toy' it whines repeatedly. It will not let you pass. Attacking it would be foolish as it is easily thrice your size and weight and could just sit on you." It must be a child from a century ago, because it’s excited beyond belief by the bag of marbles. It leaves and we find an electronic keypad outside of "THE VAULT." It was just "5902" (the numbers from the previous floor of the dungeon), but then we are faced with "A giant of a man, much resembling the great Thor himself." He tells us we need a glowing key and we will have to dig for it somewhere. I consult the hint guide to learn that we have to walk four floors back up to the outside world, get the key, and descend again. For the life of me, I don’t know how we’re supposed to know where the key was located without the hint file. After following these steps, Thor lets us pass into the "Inner Sanctum" and the sealed portal to Aegea.
We find plenty of messages on the walls of the dungeon. Something new is that we see several numerals seemingly written on the wall, as seen in the first-person view. That’s something new! We also discover a scroll with instructions for opening the portal to Aegea, a bag of ordinary marbles, and "a gigantic machine here labeled 'Teleporter.' Below is a panel of push-buttons labelled with the numbers 0 through 9." Based on the clues we’ve encountered so far, we correctly deduce that "5209" should take us exactly where we want to go. So it does.
We fight some mist demons, fix the Bloodstone in a Magic Box, and then meet: "A large, fat, ugly, child-like creature in diapers here. 'I wanna toy' it whines repeatedly. It will not let you pass. Attacking it would be foolish as it is easily thrice your size and weight and could just sit on you." It must be a child from a century ago, because it’s excited beyond belief by the bag of marbles. It leaves and we find an electronic keypad outside of "THE VAULT." It was just "5902" (the numbers from the previous floor of the dungeon), but then we are faced with "A giant of a man, much resembling the great Thor himself." He tells us we need a glowing key and we will have to dig for it somewhere. I consult the hint guide to learn that we have to walk four floors back up to the outside world, get the key, and descend again. For the life of me, I don’t know how we’re supposed to know where the key was located without the hint file. After following these steps, Thor lets us pass into the "Inner Sanctum" and the sealed portal to Aegea.
Inside the sanctum, another gnome gives us half of a glowing blue sphere and bids us to return to him "for a final gift that you will need for your journey" after we have the last piece of Soulseeker. That piece is guarded by the corpse of Hawkslayer, who defeated Kamazol long ago and who we must now defeat in turn. We kill him and several accompanying specters (losing only Durkon to a one-hit kill), heal up, and recover the blade of Soulseeker. Kamazol taunts us again (not for the last time), and the gnome hands us an onyx key to open the portal to Aegea.
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| It is 72 inches long and deadly to the touch. How do we carry it? |
When we enter the portal room, we are attacked by four "etherial [sic] guardians" of the portal. They have 235 hit points each, but more importantly they can kill any character with just a single hit. In an even exchange, we kill four of them but lose everyone but Becket and Elphaba. Luckily, Becket is able to resurrect everyone else (except for poor, stoned Kizke) and bring them back to full fighting trim.
We then lift the veil to reveal "that thought by many to have been mere legend—the Portal to The Mad Plain." We unlock it and (with a hint) speak the incantation to open the magical gateway: "ALA CABALLA OPEN FOR ME THAT WHICH WAS SEALED LONG AGO." Ruxpin reaches out and grasps the wooden handle of the portal . . . but is instantly killed. Back to the hint book, which tells us that only a level 7+ Mage can open the portal. So if all of ones' mages were turned to stone in Blusfor, there would be no way to win without a much earlier reload. Durkon resurrects Ruxpin, and then Elphaba tries her hand at it: not only does she succeed, but everyone is healed and gains 100 magic points and 10 hit points.
We awaken in Limbo, Level 1. We are told that we have "a strange feeling of déjà vu, though, as if you've seen, or perhaps heard, of this place before." We find the second half of the Blue Sphere and fuse them together to have our third colored Glowing Sphere. We find a large mirror which causes us to fight our own mirror images: this is a fun twist and sounds interesting, but none of them are particularly bright and so our mirror selves are no match for our real selves. The mirror shatters, and we can take as many mirror shards as we like. I haven’t played too many CRPGs or adventure games, but I know enough not to pass up an opportunity like this. We take six.
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| No idea what this was about in Limbo, except that this is my real life as a parent. |
There is an odd section of Limbo including me using "an IBM (It's a Big Machine)" to play The Search for Freedom, as well as a large, furnished living room, dining room, and master bedroom. After a few more combats, we defeat an undead wyvern (just a large dragon, here) who is the final guardian of the portal into Aegea. He tells us that "On Aegea, you must not listen to normal reason, or common sense, for these simply don't exist here. Aegea is the complement, not supplement, to Earth," but this all turns out to be either pointless philosophy with no impact on the game, or an incredibly subtle reference to Thomas Paine. Regardless: we have the chance to leave Limbo and return to the normal world, or to continue on to Aegea in search of Kamazol. Terrified of repeating this entire dungeon, we hurriedly choose the latter.
In Aegea—the world of the dead—at last. As the first notes of Beethoven’s Fifth Symphony begin to play, the voice of our arch-nemesis Kamazol fills the sky. He boasts that: "Here, I am all-powerful. I shall bring you to your knees . . . I am unstoppable, mortal fools! Ha ha ha!" He also claims that there are only a few weeks until the 1,000-day deadline when his portal will open to facilitate his conquest of Earth, even though we’ve only spent 58 days in our quest so far. I can’t imagine how anyone could possibly take multiple game years to get to this point.
Time played: 58 hours. 7 party deaths, 6 reloads, 7 crashes, 7 hints.
Time played: 58 hours. 7 party deaths, 6 reloads, 7 crashes, 7 hints.
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07/02/2026















































