Difficulty: Hard (4/5)
Reviewing my party stash, I find that I've got a small collection of items of unknown purpose, including two chalices from early levels that have high enough sale value that's probably what they were for. The descriptions mention a liquid inside, which made me think I'd need them as a solution to something, but there hasn't been a way to use them. I've got the hourglass. There's the gold flute; I understand what it will be for, but not how, when, or where to use it. And now the slate.
On the obstacles side, I still don't know how to get through half a dozen enchanted doors on 9 and 10; I don't know how to claim that fourth skull wand that might free Synd; I've got a massively confusing floor 11 to map and navigate; and then there's most of the twelfth and final floor to complete.
More exploration on 11. I think I'm doing well for a while, until I end up at the end of a long hallway that should be familiar, but the stairs are going the wrong direction. "Locatus" shows I'm on a different side of the floor than expected. I need to use that more. I take the stairs down anyway, trying to get a sense of what's on 12. It's a short room that leads to more stairs up and then a whole chain of rooms, including at one point a one-way set of stairs. There's another door maze on 12 like those on 11. At this point I'm fairly lost and don't trust my map, but I figure that wandering at random will at least show me some new things. I find another invisibility ring, always welcome.
I end up in a room with an altar holding one large scroll. I grab it, which causes the altar to crack and a big fight to begin: purple worms, an arch devil, some deaths, and some others. I'm very careful around the worms, who I think can decapitate or swallow people. One or two of my fighters are hitting, but I'm mostly throwing axes. Afterwards, an icon says: "Hurry, the blood scroll needs to be brought to the light of a new day to destroy him forever." Is this Synd? From her prism? There's a doorway at the end of the room, but when I go up I'm inside the anti-magic room, and all the doors are locked from the inside. Clearly I've done things out of order.
I still try to escape, thinking if I can get to the surface maybe the bartender will give me hints about my lost party. I stumble on a locked gate and am surprised when the game tells me I have the key. I step inside a small room. Unexpectedly, I plummet several floors to my death. This was the elevator shaft, except the elevator was on 11, and I'm on 12. The weird thing is it doesn't show the hole in the ground on this level, and it looked safe.
Well, it was probably all going to be a reload anyway. I've now seen half of 12 and have a sense of the endgame. What I don't have is any clue how the penultimate chapter is played.
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| The penultimate battle, which does not look much different from the other battles I've been seeing for the last three levels. |
Gains include a fourth spellbook and the cleric runes for "Morale" and "Cleric Touch" (Level 10, the highest party heal). I don't seem to need either. "Haelan Al" is more than sufficient. As for the spellbooks, Siobhan is juggling two because they have different spells in them and I can't afford to buy duplicate scrolls or pay the 10k gold needed for ink to create scrolls myself.
Thinking there has to be something I missed with Lady Synd, I go back and try that gold flute again. Four characters are teleported away. My remaining two take the elevator and circle back to that plaque about playing music. The flute has 8 keys, and lacking a code or song I start at one end and play five notes. This time the wall opens, and my party waits inside. I swear I tried this multiple times before. I have no idea what was different this time. Checking the hint book much later, it suggests there is a proper code, and we needed to ask Burliman to get it. But testing a second time, I am able to trigger an unlock without playing that proper code. I really don't know what's right here, but it's aggravating.
Now we have a wand, probably the last one. Also a dancing sword, which sells for over 20k, though I'm still theorizing that maybe the dancing part is usable somehow, like a ranged weapon or something that works on enchanted doors. I don't sell it right away, even though it could buy a bit of training. We drop Mulk off at camp (he's too distracted by a pretty lady, I roleplay) and return to Synd. Brandish away! The gem dissolves, and Synd appears as an icon on the floor. In the party, we see that she is seriously buff, a level 21 Magus with 100 HP. That's twice as good as my best. She has AC -2 because she's got the sword Defender, the best weapon in the game. Also 95% magic resistance. 18s in intelligence and mien, 17 in dexterity, 16 in knowledge—these stats are better than any of mine. She also has a key on her, which is probably what I've been waiting for.
From there, I have to backtrack and determine whether it's worth selling the gear. Synd refuses to leave the dungeon until the evil is cleansed, evicting herself from the party on the doorstep. I hope she's there when I come back. It also means I can't uncurse her necklace. The gear sells for enough that I can level Jexica to 8 and DV to 7. On the one hand, I probably don't need it, and the 21 days of training feel like bad roleplaying, but on the other hand when Synd is 21, it feels foolish to delve to the deepest dungeon with a knight who's still level 6 and has the XP to be 10 or more.
Synd really is there when we re-enter the dungeon, thank goodness, having waited three weeks for us.
From the anti-magic stairs, I know one of these four paths leads to the false altar, one to the true altar, and two to other areas.
I pick one at random and find myself standing in front of the real altar. I grab the scroll, re-fight the battle, and get the message to head for the surface.
I'm stymied for a second, but I realize there is indeed one set of stairs up from 11 to 10. From 10, I've got 50 pits to "Risan" to 9. At 9, I have a very long pause to think, but I find there is exactly one square that lets me "Risan" to 8. This is why we map, people.
Floor 8 has the pyramid stairs to 7; 7 can "Risan" to 6, putting me in the "dead-end" treasure zone I fought with for half the game. From there, one more "Risan" to 5 puts me back in territory I've known since the first few hours, and it's trivial to rush for the exit.
When we're two steps from the door, Nequilar chuckles and appears before us, and a combat starts. For a dozen rounds, everybody misses each other, so I take the tried-and-true method of backing off and throwing axes. It takes a dozen hits or so, but that's it. There's no magic, no real strategy to it, just the same gimmick that's been making the last 8 or so hours work.
Anyway, Nequilar falls, Lady Synd calls us champions, and two steps later the end-credits roll, which coincidentally terminates my last save file. Reopening it just re-rolls the credits. If I want to play any further, I have to open an earlier file from before the altar.
I also ended the game without really understanding any race or class benefits or restrictions (other than the vision). The manual hints but does not say what equipment is forbidden. I once had a spell go wrong when a cleric was holding a sword, but the manual says they can wear armor but not helms or shields, and my cleric had both of those the whole game with no ill effect.
While I'm nostalgic for it, and did find points of fun and satisfaction as I progressed, it is also an intermittently frustrating and imbalanced game, with a variety of problems and uneven challenges, and possibly some bugs or errors.
The first major obstacle is merely getting to character Level 2. Those early few-to-many hours are desperate, and it's very easy to get locked into a death spiral unless you know what you're doing or save with unashamed frequency.
The economy is ridiculously tight, to the point of being flawed, unless you make use of one or two different exploits, which are relatively easy to find and can completely break the game. The bad economy limits leveling, which impacts combat and spell effectiveness in a cascade of poor results and dissatisfaction. Full disclosure: I started a second run to test some things, and if you know what you're doing and also know what you don't need, the first seven levels do go easier, but it requires selling nearly everything, including most of the scrolls your wizard would normally scribe into a spellbook, and also limiting yourself to only one or two prestige class characters. After that, the gold still dries up, and unless you want to abuse wishes, you're not getting all of your heroes past Level 10.
The interface itself is sometimes your enemy, and inconsistent and occasionally buggy results can leave you feeling stranded or confused about the next steps. The experiences with both the flute and the enchanted doors in particular strike me as inexcusable, and the intermittently interactive door to Synd's prison was a problem.
The save system is unintuitive and downright dangerous, if you ask me, and it proved as great an enemy to my progress as any in-game threat.
Among the worst elements: I never once killed a monster with a spell. For that matter, I never cast a useful cleric spell above level 2, "Haelan Al." I tried a couple of other combat spells from Levels 2-4, but as far as I could tell they were inconsequential. (Testing later, I did finally kill some weak enemies with "Gestuns," but it took casting six of them in a single combat.) Two cleric spells that would have been useful, "Awake" and "Dispellere," are not made clear in the game and can only be found in the hint book (or by absurd levels of experimentation). My wizard had several essential navigational spells ("Locatus," "Levitas," "Risen") but such limited spell slots she barely ever did anything else. She often had to memorize one spell at a time in the dungeon, as the situation called for it. Half the spells seemed underwhelming, ineffective, or had a purpose I still don't understand or want.
Melee combat went from brutally difficult to trivially easy to then being so ineffective that I had to resort to a quirk or gimmick with the thrown axes to prevail.
If you like mapping, this one is for you. The game rewards meticulous notes in several places and different ways. It even has an in-game map pad that I didn't use, but I have to give it credit for being pretty advanced back in a 1989 Mac game.
A few promising features, like lock picking and backstabbing, are either unimplemented, or documented incorrectly, or have a bug preventing them from working. Splitting the party is rarely used, but it's an effective strategy in those cases.
I didn't take advantage much of leaving a slot in my party open, and from what I can tell it really only applied three times: recruiting Fra Elsof, rescuing Burliman the clerk from jail, and then letting Synd join the party.
I don't really want to do a full GIMLET because I'm not sure I understand Chet's point system well enough, but I'll run through the key points. [Ed. Quirkz offered the text. I put the scores at the end based on his accounts.]
- Game World: One dungeon and a menu town. There's a backstory. It doesn't get very deep. Score: 3.
- Character Creation and Development: The creation interface is as unique as it is annoying. Classes are distinct and most have value. Development is crucial, but hindered by the economy. They have an alignment system, but it's only used for about three things. Score: 4.
- NPC Interaction: Maybe recruiting party members counts here; maybe the way Gladiis is explained in the cluebook counts. Otherwise, it's interacting with shopkeepers. Score: 2.
- Encounters and Foes: There is a good variety of creatures, but too many of them boil down to physical attacks that either plink once for 1 damage or twice for 2 damage. Then there are a handful that potentially deliver status effects, and those few are genuinely scary, including poison, unconsciousness, and level drain. It's possible there were others that I missed. Only a couple of fights are against spellcasters, and those tend to either succeed quickly or become decisive full-party wipes. There are a couple of okay riddles and plenty of mapping puzzles, but also possibly a few bugs that directly affect some of the riddles. Score: 4.
- Magic and Combat: The manual makes it look like there's going to be a lot of useful magical tools, but in practice much of it was useless (or my spellcasters were too low level to benefit), and it boiled down to a few essentials—healing and navigation spells, mostly. Lots of wasted potential here. Combat is real-time and somewhat tactical, but also either breaks down or becomes gimmick-heavy (maybe that's my fault for using the gimmick too much) in tight situations. It almost always feels the same, with few combats requiring a distinct approach or being a memorable fight. Score: 3.
- Equipment: Decent here, with a variety of weapons, armor, and several important accessories. Magic items, especially invisibility, are important upgrades, but clerics are weirdly under-served by the options. Keys, scrolls, and the skull wands all play a big part, and treasures that serve mostly as a way to get gold are welcome. There's some unneeded redundancy in the weapons list, and I still don't know what to think about the slate and the hourglass, which appeared to be important but never had a use. Score: 4.
- Economy: Starts either frustrating or challengingly tight, depending on how you proceed through the first few levels, but then just gets worse and worse until it's the primary obstacle in the game. There are exploits to get around it, but that would feel like cheating. Score: 3.
- Quests: One main quest, well defined, but no side quests and no alternate outcomes. If I were giving points I'd dock it one here for having bugs (or severe interface issues) that interfered with multiple key steps. Score: 1.
- Graphics, Sound, Interface: Graphics are okay for the era, though the lack of color was a disappointment that I'm not over even after 30 years. The screen is too small, and interacting with everything in town is annoying and fiddly. Navigating works well by keyboard and is mostly great. Combat requires mostly mouse control, and is generally okay, though it's also possible for things to go badly wrong: selecting the wrong character if two overlap, accidentally unequipping or throwing weapons when you don't want to, and sometimes a missed click triggers a "make combat speed up" mode rather than letting you take an action, which can get you killed. Sounds are sparse, but decent when used, and only occasionally annoying. 19-year-old me appreciated the Monty Python "run away!" line too much. Occasionally things get buried in the interface, as you can tell by my not finding the combat message window or the ability to withdraw until I was halfway through the game. Score: 3.
- Gameplay: Exploration and mapping challenges seem generally good (despite the problems I caused myself by trying so many things out of order). Combats rarely found a good balance point, and tended to either fall into being a little too easy or needing a gimmick to get out. The game is mostly linear and not very replayable. Score: 3.
- Wizardry (1981), the game that primarily inspired Citadel.
- My first take at a "Summary and Rating" from 2018, which also has some information about contemporary reviews.
- Quirkz Media, Quirkz's web site, with his various publications and projects.











The manual states that the party can be split in more than two parts, but other parts cannot be switched to and have to be found manually - which is what happened at the end.
ReplyDelete"...to then being so ineffective that I had to resort to a quirk"
ReplyDeleteRight, all of us had to resort to *the* Quirkz for the last couple of entries, congratulations on the win!
Thanks, Chet! For posterity, a few more notes about the game I've pulled together since sending over the submission.
ReplyDelete1. DO NOT save while on the elevator. Loading the game from that spot will drop you down the shaft and kill you immediately.
2. I did eventually figure out "Inquire...". It's a command that only shows up in the dungeon when you have an NPC (Burliman, Fra Elsof, or Synd) in your party and you have them selected. It gives them a chance to say a couple of lines about themselves.
3. Occasionally items will not appear in their expected location. This might be a bug, or might be wandering monsters moving things. On two replays one of the skull wands was missing, and I found it in Gladiis's room, after I'd already killed her. Might be an important thing to check if you're stuck.
4. The throwing axe trick becomes a lot less necessary if you are a little higher level, which then relies on either selling everything or cheating a bit to have enough gold.
5. Beware the Dopplegang spell - that crashed the game for me every time I tried it. There's also a Sumos spell that's supposed to summon a monster companion for the party, but when I tried that it unexpectedly summoned a "doppelganger" which was kind of half there but also kept disappearing from the interface and may not have done anything. It left the party when I exited the dungeon.
6. Trying the Spice spell, which summons minor items, there's an option to create a skeleton key. I'm guessing this is more red herring than bug, but that key won't work on any door in the game.
7. A surprisingly deep interaction in the game: any spellcaster who becomes unconscious will forget all of their spells. Oddly, carousing in the inn for 30 days will not cause them to forget anything.
8. The hint book is very good. It's a reasonably well written story and does effectively provide a lot more backstory and atmosphere for the game. It also pretty thoroughly guides you through everything, if you get stuck.
Finally, for anyone who's remotely tempted to play the game, I'd suggest now, while your brain is fresh with the tips and mild spoilers, might be the right time to do it. That or be willing to make use of the hint book. It'll keep you from getting hung up on the most frustrating parts that stymied me. If you take those most frustrating parts out, the actual mapping and gameplay is reasonably fun.
One of these contemporary hints by a reader suggest investing the 10K to get ink in order to create scrolls yourself might actually help with the economy by then selling those spells to the store.
DeleteHuh. That hint list has a couple of surprises. I'll admit I never messed with creating scrolls this playthrough. It seemed so darn expensive, I didn't think I might make my money back. I had some (apparently incorrect) memory rom 1995 of saving up and then being very disappointed for some reason, and I had been thinking the ink was single-use. Maybe it was something else, like limited parchment availability. The interface is also unintuitive here: you need an open spell slot in order to create a scroll, and it's possible I missed that back in college and thought the whole thing was broken? I really don't know now.
DeleteI also didn't know about Open Portal letting you pass through regular walls. Though trying it now, it almost immediately led to buggy behavior: an undocumented stairwell appeared in the wall, and I went down it to some fragmented nether-space with floating archways and weird doors, and the game then quickly crashed.
The hint about the trance state being risky is dead wrong, though. You go into the trance by selecting the character and picking Trance from the menu, but you can come out of it again at any time by just selecting the same menu element a second time.
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DeleteI'm curious, how did you open the "door lobsters" mentioned in the previous entry?
DeleteThe door lobsters scoot away from your hand, but if you slowly manuever the mouse around it you can position it into a corner. You need precision down to the pixel. If you mouse it too far out it squeaks and summons a wandering monster. If you go one pixel too far inward it changes direction and skitters away again. But if you're positioned exactly right and click, it plays an oof/squeak sound and opens the door.
DeleteThey'd be a great candidate for the most hated CRPG enemies list, if more people had played this game.
Would the scroll system be the first time in a CRPG that you could craft items to sell? It feels like a very early example of it, in any case.
DeletePity there were no weapons in (aunt) Gladiis' chamber.
ReplyDeleteI spot a Zach Cregger reference when I see one, great movie by the way.
DeleteWould leveling higher be possible with less members in the party? Like, in Baldurs Gate when soloing you get all XP and do not split between party members. That will level you much faster, sort of compensating for the missing members.
ReplyDeleteYes, potentially, though I think you'd find having less inventory space is a bigger problem than extra leveling could benefit you. But it might help in the early zones getting a fighter or cleric up to level 2 quickly. I'm going to leave that one as an exercise for the reader, though.
DeleteIf the cover art is anything to go by, I expect a lot of 70 year olds wanting to be put into one.
ReplyDeleteCurious about the graphics: Didn't most Macintoshes came with monochrome display? The Plus and SE did, the Color Classic didn't come out until years after Citadel released. Wasn't the only option at the time of the games release the Macintosh II which only came out a little bit beforehand? (Legit question, I'm only cursory familiar with 80s Mac history, I don't even know if System 6 supported color properly. But the back of the box art has a color screenshot, which is confusing.)
Yeah, most Macs were monochrome, but the first color model was released in 1987, two years prior to this game. I'd guess many early Mac games were offered only in black and white, for maximum compatibility. It still probably wasn't a surprise for anyone who bought it in 1989. But the game was still being advertised in magazines 5 or 6 years later, when I bought it, and that was more surprising. I certainly had plenty of full-color games available to me by then.
DeleteThe fine print at the bottom of the box says the colour screenshots are from Atari ST and IBM; the Mac screenshot is monochrome.
DeleteThere's a magazine ad at https://videogamecomicads.blogspot.com/2018/07/citadel-adventure-of-crystal-keep.html that suggests an Amiga port was also planned, but it looks like the Mac version was the only one to actually get released.
Quirkz, I just wanted to thank you for your time, dedication, and gumption to see this through after so many years. I enjoyed reading all of your entries. Thanks!!!
ReplyDeleteGreat writeup and thanks, Chet, for hosting it.
ReplyDeleteThank you, Quirkz, this was a ride. The game had some interesting ideas for sure, but just as many questionable decisions and bugs. Though what surprised me that it only took 24 hours, it felt like a lot more while reading through this. But I'd guess with the frustrations with the save system and the UI, it must have felt more than that too. Still, congrats for the win!
ReplyDeleteThanks Gabibutcher! On a bigger game, I wouldn't have gone into nearly as much detail. But with a single dungeon and not a lot of narrative text, it felt appropriate to expound on what it did have, which was mostly the exploration and puzzles, the combats, and the gear improvements. I will say the amount of combat is fairly good in this game. You can grind a little, mostly on 9 and 10 if you intentionally mis-click the doors, but in general the game feeds you enough fights to stay alert and progress reasonably, but not so much that combat really becomes a slog, until maybe the end. In that respect it's very different from the Wizardry line.
DeleteI wonder if the mistake in this playthrough was the size of the party. The hint book gives the impression that the party was small; perhaps, it is meant to be played as four PC, with two slots for NPC's, and the gold values were set up accordingly?
ReplyDeleteGreat job, Quirkz. Throughly enjoyable.
ReplyDeleteThanks for going through this, Quirkz! It was thoroughly entertaining to read about your walkthrough, even though I´m sure I wouldn´t have had the patience to go through it.
ReplyDeleteThis was a fun game to hear about - thank you Quirkz for writing and Chet for editing! Glad that some of these old RPG landmines can be defused with teamwork.
ReplyDeleteThe cover art looks like it was created by some of the commonly known 80s fantasy artists. Though I can't point exactly of whom it reminds me.
ReplyDeleteCongratulations, Quirkz, and thank you for putting in the time and the work for this playthrough and write-up which was interesting to follow.
ReplyDelete@Chet: So did you buy these guest entries for $25 or was the price still negotiated (maybe adjusted for inflation)? ;-)
Adding to everyone else saying thank you Quirkz and Chet! A fun game to read about, sounds less fun to play. Though it also sounds like it had potential, alas.
ReplyDeleteThanks so much for this series Quirkz! It is clearly a flawed game, but an interesting one. As usual, the Mac-only RPGs from the 1980s and 1990s are like they are from a different universe. I've been an avid Mac user since 1984, but I'd never even heard of this one, so it was great to have it given its due.
ReplyDeleteYour write-up was very good too — you really took us on the adventure and we felt your pain and eventual triumph. I like Chet's approach of deploying this series at a moment when he couldn't find time to write, as it meant it didn't have to play second fiddle.
Not even just Mac-only RPGs, but Mac games in general feel like they are from a different universe, look no further than Pathways into Darkness, which is a pretty unique take on FPSs, and then the Marathon trilogy (all of them from Bungie). These games have lore and surprisingly deep stories for a time when most FPS plots were "shoot anything that mives"
DeleteThis is one of those games that has the feel of playing a TTRPG with a DM with very specific ideas of what they will and won't let the players do, but doesn't tell them ahead of time what those restrictions are. "I pick the lock" "You can't do that" "Why not?" "Because I said so. A picked lock completely derailed a campaign I ran seven years ago, so never again."
ReplyDeleteI am not suggesting this is anything more than pure speculation just wondering if there was any way to tie multiple underdeveloped/confusing game elements together, but did your backstab characters have to be split off into their own solo party in order to sneak up on a combat and backstab or something?
ReplyDeleteI do not even remember if you can switch parties during combat so that might be beyond a dumb question, haha
You cannot switch parties while in combat.
DeleteI did eventually find one occasion--during the fight with the really large white dragon--where I could toggle on the backstab combat stance. After that it stayed on for the rest of the game, but as far as I could tell attacks looked more or less like regular attacks.
I don't know if it's the emulation or the game, but in general things felt a little inconsistent or unreliable through several plays. For instance, several of my characters were able to dual wield weapons in the documented run, but in all my later replays and testing I couldn't get anyone to manage it. I couldn't tell you if that was a bug or a matter of class choice (didn't do as many premium classes in later plays, but I did some).