Sunday, May 24, 2026

Yendorian Tales: A Map of the World

 
To be fair, it's not really the entire island.
        
I almost always hate the second entry of any game that I blog about. It exhausts me just thinking about it. More than once during the past week, I launched Yendorian Tales and just sat there, looking at the screen, feeling the energy drain from me.
   
The first entry practically writes itself, as I cover the history, the manual, the opening cinematic, character creation, and first impressions. By the third, I've achieved a certain momentum, and I generally understand the game by then (although there have been some notable exceptions, like the recent Star Trail, where it took me until at least the fifth entry to hit any kind of stride). For the second entry, though, there's nothing to do but to play an unfamiliar, alien title and try to make sense of it.
       
I've learned to watch for the turning point, and for Yendorian Tales, it came at about the four-hour mark, when I was exploring the Athaneum (I'll sic it this once so no one posts a "'correction") and I found, on the bookshelf, a map of the island. There's something about knowing the size and shape of the world that instantly relaxes me—less because I want to know how much territory there is to explore and more because I need a plan for how to explore it. With even the crudest map, I can make a plan.
       
The library in the Athaneum. Note the trap door behind the counter.
       
Backing up, after the opening session, gingerly started to explore the world and almost immediately ran into the Athaneum, just south of the starting city, Saccate, which I really hope is pronounced the Spanish way. Exploring the four-floor complex took nearly three hours on its own. There were more than 50 NPCs. Some highlights:
    
  • The Athaneum trains both wizards and clerics in their arts. It is run by a mage named Zamora. A lot of the NPCs were students who didn't have much to say except their chosen specialty.
  • It has a temple, healer, horse-seller, tavern, and a kind-of inn called "the dormitory" where you can purchase a room permanently for 250 gold. 
  • A couple of custodians named Conrad and Dorothy were preparing a large room for a special presentation from Zamora. 
     
I otherwise heard nothing about this.
        
  • Magical arts in Thaine, the empire from which the people of Yendor came from, were governed by the Society of Wizards and the Holy Order of Druids and Clerics. Some of the students were from Thaine, and they reported turmoil and unrest in the homeland. Some planned to go home anyway.
  • Lance, a student studying to be a wizard: There are giants in the Great Forest surrounding New Devon. 
  • A whole dialogue chain (i.e., "ask BLAH about YADDA") taught me that a teacher named Griffin has the title of Great Scholar, but when I met Griffin, I couldn't get anything out of him.
  • In addition to the map, the library had a book chapter titled "The Return of the Great One," which outlined how Zamora revived magic in Yendor after it wasn't spoken of for many years following a great war; a list of potion colors and their effects; and a book on spellcasting that reiterated the importance of Nuore. 
     
I'm guessing the red and pink potions aren't permanent.
      
  • A trap door in the library led to the basement, where a maze of hidden one-way doors (you walk into them and they dissolve) led me to an archivist named Danner. He's spearheading an effort to recover scrolls, keys, and magic items. He offers a reward for scrolls in particular.
     
The wall temporarily dissolves as I move into it.
        
  • A trap door leading up from the basement brought me to a small room occupied by a guy who can enchant non-magic items and +1 items. 
      
Enhancement!
        
  • The second floor had a group of Council Chambers where the land's governors, a three-person body made up of city rulers, passes legislation. 
  • I met Zamora in his fourth-floor laboratory, working on some kind of grand experiment. He wouldn't respond to many keywords, and he kept asking if I was there to bring him Nuore. 
        
Yeah, that's not suspicious or anything.
      
If you had asked me a week ago, I would have said that I love games in the Ultima style, where you talk with NPCs via keyword. Either I've changed (permanently or temporarily) or something about this game (maybe the tiny dialogue window?) makes it uniquely annoying. I was so over it by the time I finished up with the Athaneum. That said, I like that the NPCs in this game have stock responses to keywords that every NPC would be expected to know something about, including MONSTERS, YENDOR, MINES, ATHANEUM, THAINE, WIZARDS, and CLERICS.
          
Someone's a comedian.
        
Commands in this game remain a little wonky. A lot of things that look like they ought to be interactable (books, money boxes, chests, barrels) are not. Others interact in strange ways. For instance, (L)ooking at the bookshelves in the library gives you nothing; you have to (P)ick up the shelf, a command that never seems to work on individual books. There's no command to view your equipment and gold; you have to (D)rop it and then ESC from the drop screen without actually doing anything.
         
Why not?! I can pick up every other chest!
       
Once I left the Athaneum, I used the surrounding road pattern to figure out where I was on the map, which turns out to be the northwest area. I then turned my attention to combat, experience, and gold.
    
Combat at Level 1 is relatively hard. I had a character killed (a reload event) in about 50% of my battles, sometimes maddeningly towards the end. As I reported last time, the mechanics of combat replicate Ultima V and aren't bad, but it does take a long time to mince the characters into position, and I really wish the game remembered which enemy you had targeted last time. 
         
One of my clerics dies with only three enemies left and four chests on the screen.
       
I faced centipedes, ants, giant rats, wasps, bats, pickpockets, skeletons, and rogues, and I think their difficulty is roughly in that order. Humanoid enemies almost always have spells or missile weapons, so I try to avoid them. Fortunately, even animal and insect enemies occasionally drop chests. As I won battles, I slowly upgraded my equipment to silver maces, copper shields, and robes. Although I was making money, I didn't buy anything in the stores, trusting rather in loot-based upgrades (this turned out to be a good decision). Almost all enemy treasure chests have ore that can be sold at the mining company in Saccate, plus Nuore for spells. Spell points are relatively generous, even at Level 1, and they regenerate as you run around, so it's possible for healers to fully heal everyone after most battles, although I do need to keep an eye on Nuore levels (one unit of Nuore is consumed for every spell point).
       
Fighting bugs. I'm glad that giant wasp has wings, as I would not be able to see him otherwise.
        
Eventually, I noticed the letter "T" next to my characters' names, and I assumed it stood for "Train." Sure enough, my characters had reached Level 2. Unfortunately, I only knew where to find training for mages and clerics, in the Athaneum. When I got there, I was surprised to see a 700-gold piece cost. My finances barely covered getting my wizard and two clerics to Level 2. Fortunately, the increase came with "Cure Poison," which will save money now that I don't have to run to the healer in the Athaneum after every battle with a snake or spider.
          
Everyone can level!
      
Even though I couldn't afford it yet, I decided to try to figure out where I could train my miners and rogue. The map showed one other city in the northwest part of the map, so I headed there. The dense forests (the party cannot walk through trees) make it difficult to go anywhere on a linear path, but I eventually found the town.
      
The town was called Thieves Guild. It had no NPCs to talk with, just shopkeepers. There was a Thieves Inn (sic, etc.), a Thieves Tavern, shops selling weapons and thieves' tools, and—yes!—a thieves' trainer. Unfortunately, there were also a bunch of respawning hostile parties of thieves. I must have reloaded 20 times in the place as I slowly explored it, saving after each victorious battle and reloading after each death. The good news is that the loot from the enemies was more than enough to pay for Darkchild's training to Level 2. I also was able to equip everyone with scale mail or ring mail and copper shields. My wizard upgraded from a sling shot to a sling shot +2.
         
The weapons seller's list. Maybe I should invest in my own bows.
       
Behind a couple of illusory walls, the town also had a map seller. He had six pieces of the world map for sale for between 50 and 250 gold pieces each. I eventually bought all of them. At first, I thought that the map simply duplicated the one I'd already found in the Athaneum, and of course I had kept a screenshot of that. But it turns out that this one is interactive; if you click on the quadrants, it tells you the names of the cities there, the enemies you'll find, and the relative cost of ore. This is the only way that I found out the name of Thieves Guild, as there were no NPCs in town to say it. 
      
The in-game map is kind-of cool.
      
I still needed to level my miners. The map suggested that the only way out of the northwest quadrant was to cross a southern bridge, but I decided to walk east to the river and then test it by moving along the riverbank. I was nudged northeast by the pattern of trees, and I soon ran into a mine entrance. I decided to check it out. 
   
As NPCs in Saccate hinted, the party can just (M)ine anywhere and there's a chance of finding gold, Nuore, and other ore. There's also a chance of breaking mining tools, so it's good to have extra. 
      
Not quite worth it.
     
Almost immediately, I found a buried chest with some potions and a lot of Nuore. A little ways in, I met a man named Flagell, "trying to live out the last years of [his] life in peace and solitude." I couldn't get anything valuable out of him, but I'll bet he becomes important later.
   
There were no monsters in this mine, and nowhere else to go, so I continued the journey. I soon found another buried chest, next to a waterfall, with 275 gold, a steel shield, chain mail, and a "Giant glass."
     
It pays to watch out for those "mounds."
       
There is indeed no way to cross the river except for the one bridge southwest of Saccate, so I took it to the island city of Helsignor. The city had a weapon shop, armor shop, inn, healer, alchemist, and tavern.
     
Exit, pursued by a rogue.
      
The tavern offered a casino with three card games: "Twenty-One," "High-Low," and "Even-Odd." The Yendorian deck is a bit different than our standard deck. It has five suits with cards numbered 1-10 plus an asterisk, which always counts as 11.
          
Instructions for "Twenty-One."
     
"Twenty-One" has generally the same rules as blackjack, except with no face cards, the odds are very different. The instructions didn't say, and I didn't play enough hands to discern whether the house must hit on a 16 or below or stand on a 17 or higher. (There's no "soft" total in Yendorian blackjack, since * is always 11.) I started to work out the probabilities and a playing strategy, but I stopped when I realized how late I was with this entry. Overall, the odds seem worse to me than regular blackjack, although I did win two out of three hands that I played.
   
"High-Low," on the other hand, is a bonanza for the player. You get dealt a card and have to guess whether the next card will be higher or lower. Ties are a loss, but correct guesses pay even money. I calculate that the player has a 71.55% chance of being right. These extremely favorable odds are probably why this game has a 10-gold piece limit instead of the 1,000-gold piece limit for "Twenty-One."
      
Of course, I get a 5.
       
"Even-Odd" is like Yendor's version of roulette. If the numbers were just 1-10, the odds would be 51% in favor of the player, but any * is a loss, so that drops the odds to about 46%.
    
Tempting as it was to save-scum, I played a few low-stakes games and called it quits.
 
The suits are interesting. They are a sword, a ball being dropped from one hand to another, something that's either a lightning bolt striking a dancing mage or a mage casting a lightning spell at a cloud (or tree), two shields, and a dragon's head.
               
After selling my excess equipment, I had just enough money to get my two miners to Level 2. Unfortunately, by now my characters were all ready for Level 3, which for the miners will cost 1,700 gold pieces. Clearly, I need to hit the mines sooner rather than later. The map shows over 20 mine entrances. I'll start in the northwest corner near Saccate and see how it goes.
      
I can only afford one of them.
       
More encounters in Helsignor:
    
  • A despondent woman named Olga said her favorite piece of art had recently been stolen by thieves.
  • A man named Alden lay comatose in bed, tended by his wife, Phoebe. He had been a miner, and he was attacked by a giant scorpion.
  • A man named Jacob will buy jewels for 1,250 gold pieces each. 
  • An injured man in the healer's shop warned me that trolls hide under bridges.
       
Another borrowing from Ultima V.
      
Miscellaneous notes:
   
  • The outdoor map has occasional mounds of dirt that the party can (M)ine to find treasure chests.  
  • Leveling up gives you more maximum hit points and spell points and allows you to allocate a random number (roughly between 5 and 8) to each of your attributes. 
     
The highest bonus I've received so far.
      
  • As far as I can tell, the rogue's only function in the game is to spare the clerics from having to spend spell points and Nuore opening chests with their "Open" spell. (In fairness, that was his only purpose in Wizardry, too.) There is no way to steal anything in town and he doesn't seem to backstab. 
       
He's about as successful as my Wizardry rogue, too.
        
  • DOSBox saves screenshots by prefixing them with the name of the program running at the time the shot was taken. Usually, when I play a DOS game, all the screenshots end up having the same prefix. The ones for Yendor cycle frequently between different numbered programs, all beginning with "PROG" (e.g., "PROG1," "PROG9"). This suggests that the game is passing the data between completely different executable files for exploration, dialogue, combat, gambling, and other aspects of the game. I wonder if anyone has any insight as to why a developer would choose to do this instead of putting everything in one program like most games do.
     
By the end of this session, I was in a nice groove and wondering why I had been so lethargic earlier in the week. Let's hope it's clear sailing from here.
   
Time so far: 6 hours 
    
****
    
    
 

33 comments:

  1. Why a developer would choose to split a game into multiple executables... my guess is on either memory limits (which would be _highly_ unlikely in 1994) or not knowing how a linker works.

    Examining the Yendor executables, I see no obvious signs of what language or compiler was used (almost all DOS games of the 90s are written in C++ or Pascal, with the occasional amateur effort in BASIC), so the developer is clearly doing something unusual here.

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    1. Splitting up executables isn't entirely unusual, I see it in a lot of the commercial DOS games, though rarely that many (I often see intro, chargen and main in RPGs). And a game written entirely in assembly in the early 90s wouldn't surprise me.

      As for the reasons, I guess anything that works for the developer in terms of solving technical issues or structuring the code. The game has a very modular feel to it, maybe this structure made the most sense for the developer in terms of defining those modules.

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    2. AlphabeticalAnonymousMay 24, 2026 at 9:11 AM

      Though my review doesn't comment on it, Search for Freedom does the same thing re. different executables and thus different DOSBox screenshot filenames. It was written in Borland Turbo Pascal 7.0.

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    3. Lots of DOS games had several executable files or "overlay" files because of memory limits. 9 is a bit too many, but e.g. Civilization had a few (I'm not sure I remember which, but I guess main menu, world map, palace, and town screen).

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    4. Yes, many DOS games use overlays or split executables because of memory limits - back in the day when 256 kilobytes was the norm.

      But this game is from 1994. What's unusual here is that we have an 1994 game written for 1988 memory standards. And what's also unusual is the sheer amount of splits.

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    5. This game doesn't have 9 executables, it has 20 (installer excluded). I wouldn't rule out memory entirely as a reason. The game has quite a bit of data, and memory management under DOS is a pain. Switching executables would allocate and free memory as needed by the module, like a simple memory manager.

      Did some digging in the code and the program does some unusual stuff like storing information and a magic number very low in memory (segment 0x59), and accesses this from different programs. Not very likely that this was done by a compiler.

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    6. Couldn't the split be caused by the game using real mode, which could only make use of (roughly) the first megabyte of memory.

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    7. Using separate programs as "subroutines" is something I remember from my programming classes as an easy way to containerize the program and make sure just the exact data you want got passed around. Something a professional wouldn't do because it is too inflexible, but which an amateur programmer would hit on as an elegant solution.

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    8. Not only does it seem to lack a sacred copyright notice from Microsoft/Borland/Watcom/etc., but it lacks the sort of error messages that they would have included. Seems to be an unusual compiler or even a homebrew system, which would explain the eccentricity.

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    9. Back in the 90s, I wrote some DOS programs in C and assembly, so this seems pretty ordinary to me. You would be quite right that few computers had so little memory at that point in time, but ordinally, you can only access the first 640k in real mode (you could only access the first megabyte, and 360k of that was generally reserved for other purposes).

      There are ways to access the upper reaches of memory (paging in memory using EMS or XMS), but if you're writing a program in C, C++, or Pascal, it's not built into the language. You can't just declare an array and use it normally - you have to tell the thing what to page in and out, and when to do it. If you have executable code that exceeds what you can fit in the bottom 640k, that's even more difficult - the compiler was not going to assist you much at all in paging in code. Building multiple executable files and switching between them would be comparatively easy.

      Looking back, it's kind of amazing DOS survived so far into the 90s. It was inadequate as soon as the 386 started selling.

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    10. If the choice is between 1) this game somehow requires more memory than Ultima 7, or 2) the developer was self-taught and wrote in a very unusual manner, then my money is on the latter.

      Although if the choice is between 3) the game was hand-written in assembly, or 4) the author used a standard compiler and hex-edited the copyright notice out of the exe, then my money is also on the latter.

      And you know what they say, if you have a stupid idea and it works, then it's not stupid. Just because nobody else uses 20 executables and sharing data in low memory, doesn't mean it's a bad thing, if you can make a fully-functional game out of it.

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    11. Ultima 7 has a lot more data, which very likely makes the split exe approach infeasible - especially with the seamless game world that IIRC U7 has. More complicated technology is also easier to handle with a large budget and team. Though I don't think the reason for the split is entirely on memory, some of the programs are too small for that.

      Compilers leave way more marks than just a copyright notice. I'm not skilled enough in that area to identify those. But there are some hacks in the assembly that I doubt were produced by a compiler. Assembly programming isn't magic, and even early 90s assemblers offered a lot of convenience features. Borland Turbo Assembler even had OOP support.

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    12. @Tsuyoshi I was annoyed back then when Windows dropped DOS/16bit support. Being more familiar with the internals now, I'm surprised it took them so long.

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    13. Borland Turbo Assembler (and/or its linker) would, however, sign the executable with a "sacred copyright notice".

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    14. Radiant, that was exactly my point regarding the notice. Does anyone know if DJGPP stuck one into executables?

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    15. Memory limits aren't *that* weird for 1994. Yeah, people had >1MB of RAM, but could you access it? Your options at the time were XMS through protected mode or unreal mode, or EMS. Protected mode for a commercial game required licensing a DOS extender like DOS/4GW which wasn't cheap, unreal mode was an obscure trick not everyone knew, and EMS required manual paging and for your user to load EMM386 which not everyone did or would know was even a thing.

      Yeah, in terms of DOS extenders, CWSDPMI would eventually exist and was open source/free, and I don't know when that first released, but I don't remember ever seeing it used in a game before Quake in 1996.

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    16. I tend to think that a lot of you guys tend to misremember how much more expensive new hardware was in 1994 compared to "last gen" of PCs that were going out en masse and therefore could be had for reasonable prices. A lot of home users finally got their first PC for several hundred bucks, which were those former corporate machines, maybe with something VGA and aftermarket.

      What's more, in 1994 specifically there were tons of useful software that ran on those older machines, from mail clients to text editors, and with Windows 95 being relatively around the corner, the case for going all-in on new hardware wasn't obvious.

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  2. Regarding Saccate...
    >Nuore
    >"Someone's a comedian"
    I have the suspicion it's intentional.

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  3. That suit with one hand dropping something to the other, to me, looks like someone paying money to someone else.

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  4. Christian ChiakulasMay 24, 2026 at 1:25 PM

    This game actually looks kinda fun. Do all the stats do something that you've been able to tell? Cuz having the 6 D&D attributes is a little unusual for an Ultima-like

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    1. I don't think intelligence does anything except determine spell points for wizards, or that wisdom does anything except the same for clerics. But all the other statistics have value, yes.

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  5. A few hours into the game after publishing this version, it told me that I had reached the end of the shareware version and I would need to register it to keep playing. My attempts to reach the Smiths have not been fruitful. I have downloaded and tried every version I could find online, but all have the shareware message at the beginning, which promises to go away when the game is registered. If anyone has any leads, I would appreciate it.

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    1. Oh no, this is clearly because of the "smooth sailing" comment at the end!

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    2. Never mind, everyone. Thanks to BronzeBob and Busca, I see that there's a second version on the same abandonware site I found the first one. It seems to be the full version.

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    3. eXoDOS 6 also has a copy of all three Yendorian Tales games should that download not work

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    4. AlphabeticalAnonymousJune 1, 2026 at 9:42 AM

      The eXoDOS version of this seems mildly corrupted, in that all dialog in the small text window goes only to the bottom line of the window -- so anything longer than one line (i.e., almost anything) seems impossible to read clearly. Has anyone else run into this? It clearly isn't affecting whatever version is being played through, here on the blog...

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  6. The system where you enter keywords into text box shines where there is outside information to be entered into it. If the dialogue boils down to "pick the right word from the sentence said to you to get a new sentence", i.e. if it is self-contained with respect to every character, then it is plain boring and cumbersome, since you want to exhaust dialogue options not to miss anything.

    I think the only implementation (obviously, that I played) that nailed the balance was, ahem, Veil of Darkness.

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  7. Is this the first rpg with an NPC named Conrad?

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    1. I can see why the answer to this question would be important to you, but alas I did not keep track of all NPC names in the previous 572 games. I can tell you that there was a Conrad Gladstone in Lands of Lore from the previous year.

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    2. The protagonist in the game Flashback is named Conrad, does that help? Not an RPG though.

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    3. Interesting, thanks!!

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  8. So the people saying you couldn't be back til June were wrong. Welcome back Chat!

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