Thursday, January 30, 2025

Betrayal at Krondor: Summary and Rating

 
Did I miss a winged reptilian creature at some point in the game?
     
Betrayal at Krondor
United States
Dynamix, Inc. (developer and publisher) 
Released 1993 for DOS on floppy disk; re-released in 1994, 1996, and 1998 on CD-ROM, each time with different features
Date Started: 23 July 2024
Date Ended: 21 January 2025
Total Hours: 72
Difficulty: Moderate (3.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)    
     
Summary:
    
A well-written, prose-heavy sequel to Raymond Feist's Riftwar Saga, Betrayal at Krondor concerns the rise of the Moredhel (dark elves) under a new leader and their war on the Kingdom of the Isles. The player takes charge of half a dozen characters, half directly out of the Riftwar pages, as different combinations of 2 or 3 try to make sense of the invasion and the mysterious powers behind it. The game is organized into nine chapters with fixed beginning and end points, but for most of those chapters, the player is free to explore a large game world with numerous battles, encounters, treasures, and side quests.
  
The interface is distinguished by a continuous-scrolling first-person perspective (still rare for the era), combat on a tactical grid, and an encumbrance system based on volume rather than weight. Character development occurs through the use of attributes and skills. Players have to do a lot of reading, as almost every action is narrated in paragraph form. The text is well-written but leaves little opportunity for role-playing. The plot is canon to the Riftwar franchise and was later novelized by Feist as Krondor: The Betrayal (1998).
    
*****
       
Wherever it lands on the GIMLET, Betrayal at Krondor deserves plenty of credit for offering a remarkably fresh and unusual experience. Very few things about it are individually unique, but most things about it are at least rare, and in combination they make the game unique. To list some of these factors:
   
  • The sheer amount of text.
  • The reliance on a well-established setting, and the integration of the game's story with the canon of that setting.
      
Characters and plot points introduced in this game would continue to fuel novels through 2013.
       
  • Making the PCs named characters with fixed backgrounds drawn from that setting (half of them have already appeared in the books, and the rest will appear in future books).
  • Using only three party members at a time. 
  • Having the PCs banter with each other during the adventure.
  • Narrating each action as if it is a passage in a book.
     
This is, conservatively, the 500th time that Pug has been in battle, but he still can't quite make sense of it all.
      
  • The use of chapters.
  • An open world in many of the chapters.
  • Swapping the PCs between chapters.
  • A 3D perspective with continuous movement in both outdoor and indoor environments.
  • Use of real people for portraits and animations.
      
"Unbelievably ludicrous" — Jimmy Maher.
      
  • Combat on an isometric grid.
  • Use of that same grid for non-combat trap puzzles. (In this, I think the game is unique.)
  • Inventory capacity based on the physical size of objects in the pack.
     
We could spend hours tracing the progenitors and descendants of just a few of these elements. It's hard to imagine that New World wasn't inspired by the inventory system for Might and Magic VI, for instance, or that the authors of Krondor didn't take inspiration from Circuit's Edge or Interplay's Lord of the Rings games for plot integration. The combat perspective recalls Amberstar and Ambermoon. I swear there was some other game that narrates everything you do as paragraphs, but I can't put my finger on it.

The inventory screen from Betrayal at Krondor  . . .

. . . and Might and Magic VI (1998).
            
Krondor unexpectedly shares some important characteristics with Star Saga, a game that I'm only wrapping up at the same time by virtue of a random roll of the dice back in December. These shared characteristics embody what I like most and least about both games. Both offer an open, nonlinear world when it comes to exploration but a tightly-scripted world when it comes to plot, including essentially no role-playing in either case. (The similarities are likely coincidental; see below.) The open world allows for great variety for the order in which players do things, or skip things, but no variety in the fundamental outcomes of the story. Krondor tells a novel-quality narrative, but it's its narrative, not the player's.
    
Notice that I used the term "skip" there, not "miss." To me, "miss" suggests unintentionality, perhaps even carelessness, whereas "skip" is a matter of player preference and time management. This is true even when the player doesn't know what he is skipping; if I come to a fork in the road and decide to take the left path without exploring the right path, I have "skipped" the adventures to be found down the right path, not "missed" them.
   
I say all of this because as we see more open worlds with side quests, optional dungeons, and skippable content, I'm going to have to make harder decisions about what I prioritize. I could have doubled the number of entries on Krondor by exhaustively exploring the world in every chapter, and I suspect some fans of the game would have preferred that. But I'm glad that I skipped some things. I'm grateful for a game that supports skipping things. I like the idea of new adventures over the horizon. I like the thought that if I ever want to come back to a game, I can enjoy a different experience. I am not a "completionist"; I reject the very term. To me, trying to experience 100% of an RPG makes as much sense as going on vacation to an unfamiliar city and insisting that I visit every street. There are too many cities that I haven't visited to spend that much time on one.
       
Some commenters wanted me to listen to the soundtrack. I agree that it's a superior soundtrack. I honestly could have stood to keep it going while I was playing, as it doesn't just play on an endless loop the way many games of the era do. There's a memorable title theme in 3/4 time and the cutscenes are scored with short, heavily-accented motifs. New tunes pop up during party dialogue, NPC dialogue, combat, and city title screens, but the main exploration window remains mercifully silent. The music has the appropriate tone (no hard-driving techno for this medieval RPG), has good MIDI instrumentation, and complements the game's atmosphere well. (For more, including things I didn't get to experience first-hand, see this excellent comment from Wild Juniper.) Credit goes to Jan Paul Moorhead, who we have not encountered before and will not encounter again, as Dynamix, despite its success with Krondor, never developed another RPG.
    
We have a lot of post-GIMLET material for this one, so let's get the GIMLET out of the way:
      
1. Game World. I expect Krondor to do best in this category. In well-written prose, it tells a complex, nuanced, adult plot, well-integrated with Raymond Feist's existing novels, with several fun twists. I like that there's no "evil wizard" but a group of opponents, each of which has their own reasons for their actions. For a perfect score in this category, I ask that the plot respond to the player's choices in a way reflected in the world state and NPC dialogue. That mostly doesn't happen here, primarily because there are so few choices. Everything else is solid. Score: 8.
 
2. Character Creation and Development. And then we have one of the weakest categories, starting with the defined nature of the characters. Is there a particular reason Owyn couldn't have been more of the player's own creation? "Development" occurs in increments as you use various skills and abilities, leading to higher numbers for the attributes and higher percentages for the skills. But those percentages are only one part of a complex formula that determines success, including equipment, fatigue, and buffing items to the point that I question whether they make all that much of a difference. I guess I'd like your opinion on that. If starting Gorath tried to finish the game with ending Gorath's equipment, would he really have that difficult a time? My skepticism here is why I never really bothered to mess around with the option to "tag" certain skills, and I don't feel like I faced a significant challenge, save for a small handful of battles.
      
Final statistics for Owyn.
      
I'll say one positive thing, here, and add a point to the score for it: I unexpectedly liked the number of party members. I found that having three members allowed me to think of each as a unique individual and not just playing a role in a "blob." Four would have been okay, too. It makes me wonder why the typical default is six. Score: 3.
   
3. NPC Interaction. The NPCs in Krondor are often characters from the novels. Even the ones created for this game tend to be fleshed out, with their own personalities and goals. The keyword dialogue system means that you learn a lot about the world from these NPCs. But the lack of dialogue options and role-playing in these encounters (save a very rare "Yes" or "No") option dooms the game to a middling score in this category. Score: 5.
   
4. Encounters and Foes. Enemies are okay. There are maybe 12-14 different types, and they do have various strengths and weaknesses that you have to adapt to. In this category, I also have to give credit for the fairy chests, the trap puzzles, and the occasional non-combat encounters that require a little imagination and creativity. The game fails to gain a point here for allowing no random battles or grinding. Score: 5.
      
Damn. We're in a tight spot.
        
5. Magic and Combat. I didn't hate the combat system but I didn't love it. I would have liked a bigger field, so that crossbows could be more relevant. I don't like how easy it was to completely obviate a spellcaster. I would have liked to see more use of terrain. The spell list contains some nice variety, but a few spells are so powerful that you could get through the game with only two or three of them. On the plus side are all of the usable objects, the relative swiftness of the experience, and the auto-combat, which works well against weak enemies. I always like spell systems that let you vary spell power, too. Score: 4.
          
I only tried about 20% of these spells.
      
6. Equipment. I like the game's inventory mechanics and the way that stores work. I like the variety of usable items. I wish there were more options for melee weapons beyond staves and swords. Armor is even worse, with only one set of "armor" (from cap to boots) and only a couple of upgrades over the course of the game. The repair system adds a little. The clear item statistics and descriptions are a nice bonus, however, and rare for the era; again, it's hard not to imagine an influence on the later Might and Magic games. I would have liked to see some randomization; according to sources I consulted post-games, the items you find on each enemy and in each chest are scripted down to the last coin. Score: 5.
   
7. Economy. Decent. I played too conservatively with money. Cash is useful for equipment upgrades, usable items, healing, blessing, spells, training, and teleporting, and a player who wants to run around collecting items and selling them can make about as much as he wants. It's just too bad that owing to the nature of the chapters and how the party switches between them, you're never sure if the right party is going to have the right-sized purse. It's also too bad that there are so few places to spend money during the last three chapters. Score: 5.
        
Owyn finished the game with over 5,000 sovereigns. Even checking the purse is narrated.
      
8. Quests. The game features a main quest with no player input and a nice number of side-quests and side-areas. Score: 4.
   
9. Graphics, Sound, and Interface. This is probably going to be controversial. I admire the graphical effort of the game. There were even times that I came upon a bridge or forest and found the scene almost pretty. The cutscene graphics for some of the towns and castles look nice. Overall, however, I thought the graphics are indicative of most of the early 1990s, when it was becoming possible to show more detail, but not yet possible for actual beauty and immersion. There were times (particularly with monster graphics) in which the developers attempted more detail than was really possible to depict, leaving a lot of confusing blobs. We've talked plenty about how the character portraits are just absurd.
   
There are other issues with the outdoor graphics that I didn't talk much about because I had trouble defining exactly what was wrong. There were lots of times that distances or proportions or something got screwed up, so I'd be right next to a building and not be able to see it, or there would be three chests in a cluster, but I'd only see two of them unless I left and came back from a different direction. 
    
Sound is another matter. Not only do we get some nice sound effects, but we hear some of the only background noises of the era, with birds chirping outdoors and dripping stalactites in caves. I'll talk about music, which isn't part of the GIMLET, later.
   
Finally, the interface: I had no problems with the commands. The game balances the mouse and keyboard well and uses the best tool for the best job. I liked the automap and inventory screen. My only criticism comes from difficulty moving in the outdoor screens, where the corner of every mountain and river seemed to project well beyond its visible boundaries and cause the party to get hung up. Score: 5.
    
10. Gameplay. I still need a better name for this category. Remember, I'm looking for four things here: nonlinearity, replayability, an appropriate challenge, and good pacing. I find the nonlinearity good. It doesn't last for the whole game, but the chapters that don't feature it have good reasons. I find it only slightly replayable, owing to the things you might have skipped in the open world. The challenge was okay. The game as a whole tended towards the easy side, but some individual battles were tough. A greater part of the challenge were the quasi-survival elements such as hunger, the slow rate of healing, poison, and "near-death," all of which I liked, although in some ways the game made it a bit too easy with abundant resources.
 
As for pacing, I did like the variety of lengths and scopes for the chapters. No game divided into chapters should become overly predictable. At the same time, I think it was a bit too long for its content and a few of the chapters dragged a bit. Score: 6.
    
That gives us a final score of 50. That's in the early 90s for percentile, suggesting an A- rating. I think that works. I liked it about as much as Amberstar and Bloodstone and other games that got the same rating. I liked the story more but the mechanics less. 
     
One wonders how they came up with this calculation.
       
Krondor was widely reviewed, so we'll just take a sample. We start first with Computer Gaming World, where I am immediately irked to see a review by Jay Kee, who I've never heard of. I wanted to see Scorpia's take on this one. I guess I've become a Scorpia fan, as often as I disagree with her. Even the title annoys me: "My, But You're a Feisty One!" Ho, ho. It's a play on "Feist." But it otherwise doesn't work, since there's nothing "feisty" about the game or any of its characters. (Yes, I know, my subtitles don't always hit a home run, either. I'm not a commercial magazine with paid professional editors and 300,000 readers.) Then we have the first paragraph:
       
On the surface, fantasy role-playing games seem to have come a long way since the early days of text-based gaming; the days when dungeon mazes were created by bored programmers on mainframe computers. Today, the graphics, sound effects, music, and animations produced on increasingly sophisticated computers make those early efforts look like cave drawings.
     
Has Jay Kee ever played any of those "mainframe" games he's deriding? Because I guarantee that their programmers weren't "bored," and their outputs were anything but rudimentary. It's the earliest commercial games that look like cave drawings, not the mainframe ones. Incidentally, did an editor look at this? Because the first thing an editor does is strike "on the surface" and "seem to," and then he turns that semicolon into a dash.
      
Orthanc from 1975. Or, as Jay Kee sees it, "cave drawings."
          
Anyway, his point is to draw a contrast with the roll-your-character mechanics that have dominated CRPGs since the beginning. "Anyone expecting anything like a standard CRPG is in for a lot of surprises." And then he talks about all the things that I talked about at the beginning of this entry, except that he's convinced that Krondor heralds a new era in CRPG design, whereas I see it as a welcome variation, but not something I want to see replicated in every major RPG from now on.
     
I don't disagree with him on everything. He loves the open world but not the graphics. He praises the audio, the interface, and the map. But he sees the simplicity of inventory and character development as positives, which I don't, since I'm looking for an RPG rather than an adventure game. And his statement on the character portraits ("some people will not like the look of the characters or their costumes") fails to describe the depth of their inanity. Computer Gaming World would later give the game "Role-Playing Game of the Year" and name it one of the 150 best games of all time in their November 1996 issue. In August 1994, the U.S. PC Gamer ranked it 31 out of the best 40 games of all time, a rather brash article given that it was only their third issue.
   
I don't know why I keep going back to Dragon, which never had a good approach to reviewing computer games, but here I am reading Sandy Peterson's brief "Eye of the Monitor" column. (He starts each review with a quote from classical literature, the pretentious git, although the quote he chose, Claude Adrien Helvétius's "What makes men happy is liking what they are forced to do," is apt for this blog.) He had never read Feist, and he had trouble booting the game, so it was never destined to be a good review. He gave it 2 out of 5 stars. This paragraph is worth analyzing:
         
The designers, in a hare-brained attempt to make the game more realistic, have made the game hardly fun at all. You must constantly be polishing your armor, keeping your swords sharp, inspecting any food you find to make sure it's not spoiled or poisoned, replacing your crossbow's bowstrings, and continually engaging in other such dull maintenance activities.
    
I don't agree with him, and yet it's hard to explain why I don't agree with him. It's hard to explain why I prefer "survival" mode in games that offer it. Simply saying that I "like the challenge" doesn't seem enough. I like a variety of challenges, from the meta-challenge of finishing the game to micro-challenges like keeping my characters alive with sufficient rations. I love it when those micro-challenges sometimes come to the forefront, derailing your plans and sending you on a half-hour quest for a drink of water or a warm fire. But I suppose that's a subject for a longer entry where it's more relevant.
  
MobyGames's round up of reviews shows them ranging from 56% in the June 1993 German Power Play to 97% in Electronic Games. The median is about 85%, which surprises me. Overall, the various characteristics I listed at the start of this entry are present in many of the reviews, with some reviewers (incorrectly) thinking they are unique to this game, some suggesting (incorrectly) that they are heralds for CRPGs to come, and many unable to get past relatively minor parts of the game like the janky movement, the survival mechanics, and not being able to create your characters.
        
Given the popularity of the game, there is plenty of material to reconstruct its history. Primary sources include Neal Hallford's web site (thank you, Bronzon) and interviews with Hallford, director John Cutter, and Dynamix CEO and founder Jeff Tunnell, and Raymond Feist. The game's history was also covered thoroughly (as usual) in 2019 by the Digital Antiquarian. The original idea for Krondor was Tunnell's, who read and enjoyed the Riftwar novels. Tunnell gave the project to Cutter, who had been hired by Dynamix but was a bit adrift for his next project. (Cutter had coincidentally come from Cinemaware, which acquired the rights to Star Saga in 1990, but Cutter told me by email that he personally didn't have much to do with Star Saga and that its approach did not influence Krondor.) After securing the rights to the Midkemia setting from Feist, Cutter hired Neal Hallford, who he had met at New World, to do most of the writing. Feist had refused that role, saying, "You couldn't afford me."
    
Hallford had previously written the manual and in-game text for Tunnels & Trolls; Crusaders of Khazan (1990) and Planet's Edge (1991), both of which had issues but certainly gave Hallford the requisite experience. I have to agree that he really stepped up his game for Krondor. Jimmy Maher at the Digital Antiquarian says: "Hallford wrote [the game] with Feist's fans constantly in mind. He immersed himself in Feist's works to the point that he was almost able to become the novelist. The prose he created, vivid and effective within his domain, really is virtually indistinguishable from that of its inspiration," a fact no doubt responsible for persistent rumors that Feist himself wrote the game's text.
   
The original plan was to make a literal adaptation of Silverthorn (1985) which I agree is the most adaptable of the original novels, as it tells a relatively self-contained story in which a classing adventuring party goes through wilds and dungeons seeking a quest item. Maher's research credits Hallford for pushing for an original story instead, set during the 20-year gap in between A Darkness at Sethanon (1986) and Prince of the Blood (1989). 
   
As we've previously discussed, the interface was adapted from a flight simulator (a genre for which Dynamix was almost exclusively known) called Aces of the Pacific (1992). It technically pre-dates, or is at least contemporaneous to, Ultima Underworld (1992) and Wolfenstein 3D (1992), although the lack of interactivity of the Krondor engine, the graphics problems, and the inability to look up and down, keeps me from taking any accolades away from those titles.
      
Krondor got good reviews but wasn't a smash hit financially. Maher suggests several reasons: it was over-budget and well beyond its deadline in the first place; non-Feist fans were a bit lost in the narrative; and Dynamix had the misfortune of releasing it at the beginning of a general slump in CRPG sales. Planned sequels were canceled, Cutter was fired, and Hallford quit. Nonetheless, Sierra (Dynamix's parent company since 1990) ultimately did well with CD-ROM re-releases and with interest gained by Feist's 1997 canonization of the game in novel form: Krondor: The Betrayal. (Incidentally, one of the CD versions featured this interview with Feist, where I first learned the world is pronounced "Mid-KEE-me-uh" and not "Mid-KAY-me-uh.") Although Sierra had lost the Riftwar license by then, they capitalized on the novel's release by publishing Betrayal at Antara, set in another world but using the Krondor engine, the same year. None of Krondor's principals worked on Antara.
    
In the meantime, a Dallas-based developer called 7th Level, Inc., purchased the rights to adapt the Riftwar setting. 7th Level commissioned a sequel, Return to Krondor, from PyroTechnix, a Cincinnati-based studio that it had acquired in 1996. In the middle of the game's development, 7th Level sold PyroTechnix—to Sierra. The game came out in 1998 and was novelized by Feist as Krondor: Tears of the Gods (2000). The literal game novelizations make up 50% of the Riftwar Legacy quartet. The other two books—Krondor: The Assassins (1999) and Jimmy and the Crawler (2013)—conclude some of the plotlines started in Betrayal at Krondor.
               
Feist's canon novelization of the game.
     
I bought The Betrayal even though I knew I wouldn't have (and haven't had) time to read it in full. I was curious how you go about adapting a game into novel form when the game already has full paragraphs of prose and basically presents itself as a novel. The results are not what I expected. Feist adheres far more closely to the plot, order of events, and even dialogue than I would have expected. He re-writes most of the prose but not in a way that makes any significant changes to facts.
     
The Betrayal's prologue starts a bit before the game, with Locklear hanging around Tyr-Sog, hiding from the fallout of an unwise tryst in Krondor. By Page 5, his patrol encounters Gorath fleeing a group of Moredhel eager to capture him. Locklear's party drives off the pursuers. Gorath says he has a message for Prince Arutha and refuses to give it to anyone else. The soldiers from Tyr-Sog haul him away in chains. 
     
Chapter 1 picks up from Owyn's perspective, as he sits around a campfire and broods about what he's going to do with his life. He hears a noise, and then Locklear and Gorath come staggering into camp, Gorath having been wounded by a recent encounter with assassins. Owyn offers to help dress the Moredhel's wounds, and by Page 13, we've joined the opening moments of the game. Feist curiously uses almost none of Hallford's prose but does use a lot of his dialogue from this point. For instance, when he sees the assassin in the game, Gorath yells, "Get out from underfoot, Owyn! Assassin in the camp!" In the book, the two sentences are reversed but otherwise the same. When he gets hold of the assassin, in the game, Gorath says, "Do not struggle so, Haseth. I wish to keep you alive. But be glad I do not. The goddess of death will show you greater mercy." In the book, he says, "Do not struggle so, Haseth. For old times' sake, I will make this quick . . . May the Goddess of Darkness show you mercy."
    
Side quests are mostly cut. For instance, the characters hear about the Brak-Nurr in Chapter 1 but do not venture into the dwarven mines to deal with it. (They never enter the mines at all, in fact. Owyn and Gorath's journey from Krondor to Elvandar happens off-screen.) There are no rusalki in the text, no hand of glory, no Guarda Revanche. There is a mention of one "lock chest," but otherwise those fairy chests play no role in the book, nor do the copious traps, nor any NPCs who provide training in the game.
   
I was otherwise surprised at how closely Feist followed the plot, even when the original didn't make a lot of sense. For instance, Feist still sends the characters through the sewers on their first visit to Krondor on the silly excuse that the castle gates have been sabotaged. Owyn and Gorath's escape from Sar-Sargoth is still a bit unbelievable, although Feist does a better job justifying it by not having them engage in all kinds of noise and slaughter on the way. Perhaps most important, the characters still cover a huge amount of territory in unrealistically short time frames.
   
Feist does cut, expand, and recontextualize a few notable things. In the leadup to Northwarden, he skips having James and Locklear run random errands. He cuts the scene in which Arutha presides over the torture of a Moredhel captive. He introduces Makala much earlier (he's with Arutha when Locklear and company originally arrive at Krondor). [Ed. Makala is mentioned in the cutscene between Chapters 1 and 2 of the game, too. I just didn't remember.] When Gorath meets Aglaranna, he puts his hand on his sword so he can draw it and present it to her as part of the Return ritual.
       
This scene does not exist in the book.
       
Perhaps most surprising are the ways that the game seemed to change Feist's approach to the magic system of Midkemia. In the pre-Betrayal books, magic is a nebulous thing with few hard rules and not really organized into discrete, named "spells." That changes in the novelization, as in this passage where Owyn, Gorath, and Pug consider a party of Panath-Tiandn:
    
Gorath said, "This will be difficult, especially those two on the end with staves like yours."
   
Owyn said, "A moredhel spellcaster named Nago tried to freeze me with a spell; I've made it work once."
   
Pug closed his eyes and said, "I . . . I know which one you mean. The magic fetters that inflict damage. I . . . think I can cast that."
    
Owyn said, "If we can immobilize those two, then cast a ball of fire at the rest, maybe that will cause enough panic we can get inside and find your daughter."
    
Feist avoids the specific spell names, but this scene otherwise feels exactly like a player planning combat tactics.
   
Those of you who have fully read the book, please feel free to comment with your analysis or any mistakes in my summary; again, I skimmed most of it.
        
This integration of a computer game with the canon of a larger franchise is groundbreaking. We've had novels based on games and games based on novels, but with Krondor we have a depth of mutual interaction that we haven't seen before, at least in the west. As such, the games paved the way for mixed-media franchises like Star Wars, The Witcher, and Fallout. Krondor isn't the highest-rated game of 1993, but for those reasons, it's a strong contender for "Game of the Year" and a worthy entry to my "Must Play" list.

Monday, January 27, 2025

The Clathran Menace: Won!

There's no winning "screen shot," so we'll have to settle for a winning paragraph shot.
           
After screwing up my game file during the last session, I started over completely. I tried reloading a backup of my experience with M. J. Turner, but it had been made so many hours prior that I felt I was spending more time trying to reconstitute my task list from that point than I would spend if I just made a new character. As we'll see, I was wrong about that.
    
I chose Jean G. Clerc for the replay. In Star Saga: One, he stole a spaceship from his employer, S. T. Enterprises, and went "Beyond the Boundary" to find enough alien technology to build the Ultimate Spaceship. In Two, his goal is to find the schematics to build a Jump Engine, which allows instantaneous travel to any known pair of coordinates. Cargo drones use them, but no living tissue or A.I. can survive those jumps. He wants to build one that humans can use.
      
 A key early goal.
      
I spent a (retrospectively) laughable amount of time plotting the first couple of dozen turns. I knew I wanted a 5-bay cargo drone as soon as possible, so I chose items from Silverbeard's stash on Outpost that would allow me to purchase one on Franclair. I then listed the planets I wanted to visit, in order, to open up trade possibilities as early as possible. My plan was to hit each planet only long enough to open up the market so the drone could visit later.
   
My plan went to hell in the opening turns, when I learned that the program randomizes the positions of planets for each new game. Having finished the game now, my best guess is that the randomization occurs in two or three batches, so that (for instance) Dahl, Holoth, Hadrak, Worzelle, Margen, and many others are always on one side of the map, in the zone that's safe from the Clathran Survey Line, and planets like Darkwhistle, Morikor, and Golgotha are always on the unsafe side. [Ed. I was confused when the spell checker didn't flag "Golgotha," looked it up, and learned something it's hard to believe I've missed all these years.] Franclair, right in the center, may be fixed; it was at the same location for both games, and it has a key role that I'll talk about in a minute. In any event, all my planning was for naught, and I had to essentially start over. Having already played the game and taken notes on each planet hardly saved any time: Clerc won on Turn 588; Turner would have won on something like Turn 610 if I had been able to finish.
     
The final map, looking a bit different than the one I posted last time. The thick yellow line is the original Clathran Survey Line, and the thick orange line is its maximum progress.
     
Having essentially won twice, the big picture of the game becomes clearer to me. The major steps are:
   
  • Acquiring enough personal weapons/defense and ship's weapons/defense to survive encounters on various worlds.
  • Joining the Hadrakian resistance (the Battle, Inc.) to acquire their resources, including the Anti-Clathran Evasive Maneuvers.
  • Joining the Brotherhood long enough to learn stealth skills.
  • Finding the Clathran password (PENUMBRA) on Ghorbon. There may be other places you can find it.
  • Crossing the Clathran Survey Line.
  • Assisting the resistance on Sirissi, which gives you the plans for a Cloaking Ray.
  • Finding the location of the Clathran homeworld, Karnossus, by sneaking into the Clathran bases on either Morikor or Pekep (which in turn requires a Cloaking Ray and stealth skills from the Brotherhood).
  • Finishing your personal quest.
  • Visiting Karnossus and seeing the Dodecahedron Device.
  • Building a bomb and blowing up the Dodecahedron Device. 
             
Making a Cloaking Ray, a key step of the game.
       
A group of players could theoretically play the game faster than one player, as each would be able to accomplish a different part of this list. For instance, only one player needs to learn the secrets of the Brotherhood, then use the skills to sneak through the bases. However, as we discovered last time, all players must at least finish their personal quests and participate in the building of the bomb.
        
Some new experiences and discoveries my second time through:
   
  • Clerc's computer suggested almost immediately that he research Jump Engines on Franclair, based on a note in Vanessa Chang's logs.
  • I visited Worzelle early and got the planet signed up with the anti-Clathran resistance. Afterwards, I got a radio transmission from the Hadrakians announcing that the Worzellians had joined the cause, but this was before I'd even met a Hadrakian or visited The Battle, Inc.
  • In my previous game, I couldn't defeat my opponent in the arena on Sallion until very late in the game. This time, I defeated him right away. I think the game lets you win your first combat in a Hadrakian arena effortlessly and then makes each subsequent combat harder, based on the order that you visit the Hadrakian planets. 
  • The market on Cloo changed ownership in the middle of the game, as did the goods the market was willing to trade for super slips. I'm glad this only happened once.
  • On Franclair, I made different choices in my interactions with the native Francloons. Sick of their constant pranks, I rigged several lethal and dangerous traps to spring against them in return. This gained me the skill of "Ruthlessness," a special attack ability. I'm not sure I ever saw it invoked.
        
When it's called for, I can be cruel to small, mischievous creatures.
      
  • My drone got lost twice. I really hated the game for this unnecessary (if realistic) development. It required me to drop everything and assemble enough trade goods to purchase a new one on Franclair.
  • Mardahl was conquered before I could purchase any of the personal weapons. Fortunately, you don't have to acquire everything to win the game. 
  • In the Turner game, I had been driven away from Pekep by Clathran ships. This time, I realized that once you have a Cloaking Ray, you can visit the planet. It's a major Clathran base that serves as an alternative to Morikor for learning intelligence (including the location of Karnossus) and a trade source for munitions. There's a Clathran nursery on the planet, and the text has the character think briefly about destroying millions of eggs, "an entire year's worth of murderous aliens," but ultimately decides against it. This would have been a role-playing choice in a proper RPG.
  • Outpost was still destroyed on my second visit even though the second visit occurred after I defeated the Clathrans.
  • Once you've gone to Karnossus with the bomb, the bomb (which has an A.I. built in) won't let the ship leave.
  • I had long figured that you could not die in the game, but I didn't know the specific mechanism that would prevent it. Testing myself with no weapons against hostile ships, I found that if your ship or personal health gets below 15, the game forces you to do nothing for a turn or two until you're back over 25%. No enemy hits you for more than 25%. 
       
The game won't let me do anything except make repairs.
       
Clerc's personal mission was realized when he found a unique action on Franclair to visit the "Wet Repulsion Slab" (a play on "Jet Propulsion Lab"). There, a Professor Nathrasha Whitefur gave Clerc the key insight that he needed to build the Survivable Jump Engine. The recipe required a Dimensional Transducer, 1 unit of crystals, 1 warp core, 1 unit of medicines, 1 primordial soup, and a Flame Jewel. Most of these are standard trade goods. There are a couple of unique planets where you find primordial soup and Flame Jewels, but I knew their rough locations from my previous experiences. The Dimensional Transducer was the hardest to obtain. I finally found one on Sirissi.
    
The subsequent Survivable Jump Engine was useful, but it had one major limitation: "I had to hard-wire in a single destination," Clerc later reported to the Institute for Space Exploration, "so I chose the planet Franclair." Franclair is in the middle of the map, so it was a useful point to be able to jump, saving at least half the journey on some long trips (although the action requires a full turn). In the long run, though, it didn't save me that much time.
      
Assembling the Jump Engine.
    
The Clathran Survey Line started in the same position as in Turner's game, cutting off about a dozen planets in a corner of the map (representing between one-quarter and one-third of the total area). It began advancing around Turn 125 and took its first planet on Turn 129. However, it only advanced about half a dozen trisectors, stopping when it cleanly bisected the map, with 50% of it on the Clathran side. It never threatened the friendly starting planets like Hadrak, Dahl, Worzelle, and Margen. After I won the game, I reloaded a backup from before I had won and waited about 100 turns, but the line never went beyond this halfway point. I don't think it can, because the final passages of the game require the Clathrans to be attacking Hadrak.

(In a third game, I just sat on Outpost for hundreds of turns and did nothing. I got all of the bad news from Earth, starting on Turn 39, but I never got any news about the Clathran Survey Line swallowing worlds, and when I finally went to check its position around Turn 250, it was in its original location. Thus, the progression of the survey line must be related to plot events rather than the number of turns.)
   
I eventually assembled all the necessary items, found Karnossus, built the bomb, and deployed it against the Dodecahedron. A few very long passages narrated the result. Clerc speeds past Clathran cruisers, dodges laser blasts, and drops the explosive device within a kilometer of the Dodecahedron. As the bomb counts down, he races away and jumps into hyperspace as soon as he clears an asteroid belt. The bomb explodes, and the entire Karnossus system vanishes: "Hundreds of planets, thousands of warships, and billions of Clathrans are simply gone."
      
Only one thing to do at Karnossus.
    
As Clerc wonders what just happened, his ship is hit with an explosive Dual Space wave. He finds his ship and mind invaded by an alien presence, causing hallucinations. (One of them is of an old Cherokee chieftain; I don't know if this is important.) "The presence is investigating the destruction of one of its devices. It is not pleased that its work has been destroyed." It speaks to him, making it clear that it is one of the mysterious "Masters" who control the Clathrans. He mocks Clerc and then leaves. It takes Clerc several pages to get a grasp on reality again, learn how to control Dual Space, and bring his mind, body, and ship back together.
   
Clerc finds himself at Hadrak, with the Clathran fleet facing the Hadrakians, Zyrans, and other allies gathered over the course of the game. I think they're all mentioned, meaning that if the player hasn't made all the alliances, there must be alternate paragraphs somewhere (I couldn't find any), or there must be something that blocks the player from getting to this part of the game. Clerc engages the Clathrans with his own ship, helping his allies until the Clathrans decide to focus all their attention on Clerc.
   
The narrative shifts to a passage that mentions the name of Clerc's ship specifically, so other players must get their own versions. Clerc tries to activate the Survivable Jump Engine, but a blast from the Clathrans damages the device and the computer is only able to jump a short distance away. The damage is such that Clerc is unable to enter the protective tank that makes such jumps "survivable," but somehow the Flame Jewel protects him anyway. The battle starts going poorly for the Hadrakians, but the Sirissian fleet shows up just in time and saves the day.
   
The allies destroy the Clathran fleet and capture their capital ship. Clerc joins the party that boards the ship. They find the Clathran commander on the bridge. "You don't even know what you've done," he snarls. "We've all lost. Now the Masters will spare no one." He turns his blaster on himself and commits suicide.
       
In the computer, Clerc finds the (mental) remains of Vanessa Chang's ship's doctor, Richard Dighton, whose knowledge of human biology the Clathrans used to create the Space Plague. Dighton explains most of what we've already figured out about the relationship between the Clathrans and the Masters, the Masters' need for a wide Dual Space Interphase, and the effects of Dual Space on humans. He then adds that the Masters are working on a machine that will suppress humanity's innate talents, just like they did to so many races in this part of the galaxy. Dighton, consumed with guilt over the Space Plague, destroys himself after giving the result of the Clathran Survey to the allies.
    
The Survey data shows all the planets between the Core and this part of space, including the Paracore. Clerc determines to use it to travel to the Core and stop these Masters, setting up Star Saga: Three.
   
The game lets the player continue to explore at this point, visiting any missed planets, acquiring any missed items, and setting himself up to start the third game in as solid a position as possible. The game warns that none of the text will be adjusted to reflect the victory, but that's not entirely true, as a return to the Battle, Inc. on Hadrak offers some new text as the character sees a mural honoring the allies' victory, talks to the Hadrakians about their plans to reconquer the worlds seized by the Clathrans, and prepares to party hard with a mob of Hadrakians.
     
It's a good ending—a bit of a cliffhanger, of course, but it wraps up the present story well. I only wish there had been one or two transmissions from the Nine Worlds indicating that people were coming to their senses and law and order was being restored. 
       
I was originally going to include a "Summary and Rating" in this entry, but I realized it would be too long, and I'm still trying to get some information about the game and the authors. Thus, we'll have the final entry in a week or so. Star Saga fans—especially those who have always wondered about the third game's story—will definitely want to read it.
   
Final Time: 32 hours, but that includes 1.9 full games.

Saturday, January 25, 2025

The Five Towers of Trafa-Zar: Ashes and Soot

One of the worst puzzles in adventure game history.
      
Trafa-Zar continues to be challenging. I've conquered two more towers. Combat can be challenging, but only in the sense that I've had to reload a lot and try again. It's the puzzles that provide the greater challenge. Some of them have stopped me in my tracks. At least five times during this session, I beat my head against a puzzle, decided I couldn't solve it, was just on the verge of writing to LanHawk for a hint, and then got the solution at the last second. Except once, when I really did need the hint. Okay, twice.
    
The game is very linear and none of the enemies respawn, so it's a relatively closed system. There is some randomness in the composition of enemy parties and their loot drops, but there's no way to grind, which means the game skirts my definitions of an RPG.
 
All levels remained 5 x 5, and there were 5 per tower. There are, of course, five towers, which means I have two to go.
    
Tower 2, Level 1
 
Enemies here were wisps, miders, hobgoblins, huge orcs, flesh golems, and killer clouds. All were tough. Wisps have a lightning bolt attack, so you need to have your "Magic Shield" (which costs 50 points to cast) active. Hobgoblins attack twice per round each. I don't know what "miders" are supposed to be. They look a bit like driders. I guess their name is a portmanteau of "men" and "spiders"?
   
With his hands on his hips, he looks unhappy.
      
I found a library on the east side of the level with two books. One offered a hint that holding the magic pebble (which I found in the first tower) during "wizard's rest" would prevent the evil in the tower from interrupting your meditation, allowing a successful rest. The other book cast a "Fireball" spell when I read it. I found it just in time, because that spell seems to be the only thing that kills killer clouds. I used it throughout the tower, maybe 8 or 10 times, always worried that it was going to run out.
      
What happens if you don't hold the pebble.
     
The big puzzle on the level was a room full of ice that froze my feet to the floor when I entered it. There was a silver keyhole on the wall, and I had a silver key in my possession (with a symbol of a snowflake on it), but I couldn't reach the keyhole. In desperation, I tried throwing the key at the hole, but it just bounced to the floor, and the game immediately ended, as I was stuck permanently. Reloading, I searched the level again and found a horseshoe that I had missed. The horseshoe increases my armor class for some reason but also has these words on it: "Good for one lucky toss." With that in my possession, I was able to toss the key directly into the hole, which made the ice disappear. (I'm curious how I turned the key, but let's not look a gift horse in the mouth.) I scooped a brass key from the floor.
     
Some hobgoblins attacked as I entered, adding to the fun.
      
The exit to Level 2 was in the northwest corner.
      
Tower 2, Level 2
 
Enemies: cobras, killer clouds, hobgoblins, flesh golems. One of the hobgoblins dropped a flag that I never found anything to do with.
   
This level was full of secret doors, and from here on, I kept the "Detect Door" spell constantly active. Other than that, it was pretty simple. The big "puzzle" was a brass keyhole, into which I inserted the brass key. I somehow became water vapor and was drawn into the next room, which had a ladder up. This is one of many places in the game where you really can't go back.
      
Was that really necessary? Couldn't the key have just opened the door?
      
Tower 2, Level 3
 
Enemies: killer clouds, huge orcs, hobgoblins, black snakes, cobras, miders, wisps.
   
Many more secret doors on this level, some of them one-way. I mapped it in the wrong orientation because I hadn't yet realized that you don't always arrive on a level facing the same direction as when you left. From this point, I had "Direction" active most of the time.
   
I found some rations here, which was nice because my constitution was getting dangerously low. This remained a problem throughout the session. I finally had to resort to eating fungus and mushrooms, which have a chance of poisoning you, to keep from running out completely. I never found a way to restore the dexterity lost to those giant fleas.
    
Encounters included:

  • A wall with "Orange" written on it. The first letter looked like an orange. I didn't figure out anything to do here.
   
Cool story.
    
  • A sundial. It says "SOL" on it. If I hold it and say "SOL," there's a flash of light. I did not find a place to use this.
  • A room with walls painted to show undersea images. There was a trident and a white scroll in the room. The scroll said, "FLUTE SPELL" on it.
   
The ultimate puzzle was a room with three evenly spaced holes in the south wall. Putting the trident into the holes caused me to turn to water, flow into the next (otherwise sealed) room, and reconstitute in front of an up ladder. The trident did not disappear, and it became my primary weapon from this point, not only doing more damage than the battle axe but also adding 1 point to my armor class.
   
Tower 2, Level 4
 
This level was confusing and dangerous, and I had to reload several times. I emerged in the southeast corner. The south row of squares all had pictures on the doors leading north. Four of the pictures were of a desert and one was of a beautiful ocean scene. If I passed through any of these doors, they sealed behind me.
   
Taking any of the desert doors led to corridors going north ending in rooms with messages on the walls that said, "None leave here less I know them." (I assume the author was going for unless.) I was otherwise trapped in these corridors, so I had to figure out what the riddle meant. I tried saying my name to no avail. Finally, I discovered that if I said MALE or HUMAN, a voice would say, "Now I know you," and then teleport me to a lower level in the tower. I don't think I could have made it back most of the time. Thus, I reloaded.
        
Well, I was born by the river in a little tent . . .
     
The corridor behind the ocean scene led to the exit. I can only assume I was supposed to know this because it was different or because of the ocean scene on the wall on Level 3. Either way, it leads to a room with a hole in the ceiling and a rope nearby. The problem was, I had no way to get the rope through the hole or to attach it to anything on the level above. I'm surprised I figured it out as fast as I did, but ever since I had read the words "FLUTE SONG" on the white scroll, I had images of a snake charmer playing a flute. I think I've even seen a movie or television show in which someone played a flute to manipulate a rope the way they would a cobra. It still took me a few minutes because I didn't realize I had to drop the rope on the floor first. Once I did, I read the scroll, and the rope snaked up through the ceiling. It was irrecoverable after that, however, making this another point of no return.
    
Tower 2, Level 5
 
Enemies: flesh golems, huge orcs, killer clouds, hobgoblins, and a blue troll. The troll was a special enemy who had a special attack that instantly teleported me somewhere else in the tower if it connected. That was a reload situation since I had no way back to the level.
   
The level opened in a five-square cross. The western square had a dried-up fountain. The eastern square had four levers: brown, green, blue, and red. I'm not sure how I was supposed to know which one to pull. Brown, blue, and red led to instant death: an avalanche, all the air sucked out of the room, and jets of flame from the floor, respectively. The green one opened a compartment in the wall with a glass vial.
           
My maps of the second tower.
       
Smashing the glass vial into the fountain led to it being filled with water and me being instantly teleported through the wall to the outside of the cross. In this area, almost every door was magically locked and required the "Knock" spell.
   
The blue troll appeared within these rooms, and I eventually had to just run past him and use the "Lock" spell to prevent him from following. Fortunately, defeating him wasn't necessary. In the final room, the description said that the floor looked like liquid but was solid. I couldn't figure out what to do here, and this is where I needed LanHawk's help. To his credit, he didn't give me the answer outright. He just said, "Recall what you had to do to leave the first tower." A number of things snapped into place at this point. I guess each tower has a (vague) elemental theme. The first one had a number of things pointing to earth, and this one was largely about water. Saying WATER got me to the next tower.
   
Tower 3, Level 1
 
An easy first level except for the battles. The enemies were all new. Lead golems and death snakes weren't too hard, although I encountered them in groups of 1 or 2. Vampires were a lot harder. They attacked in packs of 3 or 4, did devastating damage, and were immune to spells that I tried to cast. I had to reload several times and wait for lucky numbers. Green trolls were even worse at first—they get three attacks per round—but it turns out they're quite susceptible to the "Hold" spell.
   
"Fireball" has not worked even once that I have tried to cast it. The game always says that it's ineffective. Thank the gods for that leather book.
         
Casting "Fireball" on the killer cloud has no effect, but reading a book that casts "Fireball" does.
      
While fleeing vampires, I discovered for the first time (though I realized I should have noticed this earlier) that the number of enemies is subject to random chance. If you go into a room and find 4 trolls, you can reload, do something else that uses the next random number, then head into the room again and perhaps face a party of more or fewer trolls. Moreover, if you flee from an enemy party, the number of enemies that chases you could be more or fewer than the original.
    
I think this may be my favorite depiction of "vampires" in RPG history.
     
My blood chilled when I walked into one room and saw 10 ghouls. This makes sense, as ghouls also get three attacks per round. But they were curiously unable to hit me. Round after road, every single attack missed, and I winnowed them down to nothing. I'm not sure what the story was with that.
   
I found an iron ring and a cloak on the level. Both offer 1- or 2-point increases to my armor class.
         
"Plain Metal Band" would be a good name for a metal band.
        
The only puzzle came in the form of a balloon, found early on the level. I eventually wandered into a room with a shimmering ceiling. The room was full of a strange gas, and I started talking funny. I recognized it as helium, of course. Escaping the room meant F)illing the balloon, which expanded and lifted me through the ceiling. I'm not sure exactly how my character filled the balloon. The game didn't say anything about pressure valves.
 
Someone hold an empty balloon in a room full of helium and report back to us what happens.
     
Tower 3, Level 2
     
My big concern when arriving on this level was my constitution. It was back down to 2, and after I explored a couple of rooms, it was down to 1. So you can imagine my joy when I found myself in a kitchen. I poked around until I found some food, which restored all of it. Even better, I soon got some rations from a battle. 
   
Skeletons were a new enemy here, but like ghouls, they couldn't seem to hit me. I don't know why. Maybe there's a hard armor class threshold.
      
You must all be feeling pretty stupid.
      
Then I got stuck again, as there was no obvious exit to the next level. The only things on the level that even hinted at a puzzle were a) a painting of a farmer growing peas, and 2) the kitchen fireplace, which was out. The game noted that the fireplace had a narrow chimney. I found a fan on the level, and I thought maybe the goal was to fan the ashes and light a new fire, but I couldn't find any commands that would do that.
   
LanHawk had to help me here, again, and I believe he only got it by inspecting the text in the game files. (This is not a foolproof method, as the files only tell you the resulting messages when you enter a correct action, not what the action was.) The solution is to stand in the room with the chimney and:
   
1. Hold nothing in your hand.
2. P)ut your hand to your NOSE.
3. N)od.
     
Why does this work? Because that's how Santa Claus gets up a chimney in Clement Clark Moore's "A Visit from St. Nicholas" (1823). All the game had to do to make this somewhat fair is to have the painting show St. Nicholas, or something to do with Christmas, rather than a farmer growing peas. I find it hard to believe that any contemporary player got past this point.
   
The kitchen had a bunch of junk—spoon, fork, knife, skillet, ladle, cup, dish—that I didn't take with me for the sake of encumbrance, even though I suspected that in this game, I might need some or all of those items.
    
Tower 3, Level 3
       
Banshees were introduced as an enemy here. The first one I met wailed at me, and I lost a point of intelligence before I killed it. I forgot that I didn't know how to heal lost intelligence, so it didn't occur to me to reload. I wish that I'd reloaded when all those fleas sapped my dexterity back in Tower 1, as I never got that back.
   
I met two more banshees on the level, but I managed to kill them before they wailed. Other enemies were vampires, death snakes, and green trolls. I got some more food in a random loot drop; it's nice to have a couple of backups. I also found some "tiger balm," which heals you if you eat it. Yuck
       
Tower 3.
      
I caught myself accidentally fighting vampires with rations at one point. You have to remember to re-equip your weapon if you pick up something else.
   
There were a couple of messages on the walls: a painting of seven violets in a "V" shape and a purple-colored "F". I'm wondering if these individual letters, which I've been encountering since the first tower, don't add up to something. So far, I have EYAVF. On the other hand, there seems to be something going on with colors: a brown "E" in the first tower, a white "Y" in the second, and a silver "A" and a purple "F" in the third. The first tower was the earth tower and the third clearly has an "air" theme going on, so that would explain the "E" and the "A" but not the "Y" in the water tower. We'll see.
     
I found a pair of wings in a corner. ("These are small replicas of bird wings made with small handles.") Getting off the level required holding them in my hand and J)umping in a room with a shimmering ceiling.
   
Tower 3, Levels 4 and 5
       
Levels 4 and 5 of the tower had the same layouts, consisting mostly of 1 x 1 prison cells, most magically locked, with nothing in them. The only enemies on the levels were liches, who fire lightning bolts. The first one I encountered killed me in two hits. The second time, I had "Magic Shield" going, and it kept me alive for 5 rounds, but that wasn't enough time to knock away all of the lich's hit points with my trident. Experimenting with other spells, I found that "Stone" killed him instantly, but at the cost of almost all my spell points. I had to keep myself topped up and ready to rest immediately after the battle. I killed three or four liches on both levels this way.
       
Maybe I shouldn't have been fighting him with a copper key.
     
I found platinum and copper keys on Level 4, along with a bottle full of water. The only other encounter on Level 4 was the exit: a marble pedestal with a button on the top. Pressing the button caused the far wall to shimmer, but only for a second when the button was released. The game was very clear about this, that the effect happened on release. This meant that I couldn't just weigh down the button with, say, the bottle of water. I needed something that would initially weigh it down but slowly become too light—like a tin cup with a hole in it, which I had found on Level 2.
      
It even capitalized the key words.
     
I filled the cup from the bottle and used it to weigh down the button. This gave me enough time to get over to the wall. When the cup had leaked enough, it released the button, and I stepped through the shimmering wall to Level 5.
   
In a guardroom in the corner of Level 5, I found a safe that opened to the copper key. It had a crown (a "golden tiara with hundreds of gems") and a note. The note said: "Only magic found on her. Careful! It must be powerful!" Having it in my inventory raised my armor class by 3.
      
The only way I knew the key had worked is that I could now see two new items.
       
"Her" turned out to be an elven princess shackled to the wall in a nearby prison cell. To free her, I had to unlock her shackles with the platinum key and then put the crown on her head. She woke up, glowed blue, and said, "Thank you for rescuing me. I'm afraid the only help I can be is to tell you that there is a demon disguised as an innocent. You must trick it into seeing itself as it really is." She then teleported away.
      
How do I know she's a princess?
     
The final square on Level 5 had inlaid stones in the shape of a fan. This was my cue to say AIR, which caused nothing to happen. I started to despair but soon realized that some games, to say nothing of Maurice White, prefer WIND. Moments later, I was in the fourth tower.
     
I'll finish the game, but I don't much like it. Too many illogical puzzles, not enough RPG.
   
Time so far: 9 hours