Eight villains to defeat! (Nine if you count the snake.) |
Exploring the World
When we last left our heroes, the Thing had just drowned in a sticky lake of tar while the Human Torch was exploring a nearby circus. Not exactly an auspicious start to my playthrough of the game, but what can you do? Let’s start with some minor bookkeeping: the title to this game is too long. So from here on out we’re just going to call it “Questprobe #3” instead of the full name, “Questprobe Featuring the Human Torch and the Thing”. Got that? Let’s play!
With the Thing’s untimely death, I did not finish exploring the world as the Human Torch. Rather than try to find a solution to the tar immediately, I spent several more games just traversing the world and seeing what I might have missed the first time around. Each time, I reloaded when the Thing died. Since narrating all of that would be both boring and heart-wrenching, please allow me to summarize:
Now, I just need to find the orange portal and I’ll be set. |
- Just like in Spider-Man, the Ringmaster’s power is to tell me to leave. Also just like in that game, you can get around his suggestion by merely typing “close eyes”.
- I try to interact with each member of the circus one by one, but do not find anything I can do with them. You can’t talk to any of them and most of them do not seem to use their powers in any meaningful way yet.
- Any use of flame at the circus appears to be absorbed by Fire Eater. My guess is that the Thing will have an easier time “clobbering” these guys once he gets out of the muck.
- I can climb inside the cannon! But once there, I cannot find anything interesting to do. You can’t “fire” the cannon yet because Fire Eater puts out the flame.
You will believe a Human Torch can fly! |
- You can enter the shack, after all! I had been typing “go shack” last post which only causes your character to stand by it while remaining in the same room. “enter shack” actually gets you there. I found a candle inside.
- If you type “fly up” from the pit (or some other locations) you can get a wider view of the area. The tar pit, the castle, and the circus all seem pretty close to each other.
- Once in the air, the castle shoots at me! I don’t die (and I’m not sure if I was just lucky or if the death rays really can’t hit you), but it limits further exploration that way.
Urban decay was a big problem in the 1980s. |
- Standing outside the circus, you can type “go latveria” and find yourself at a deserted town. I only stumbled into the location while trying to manipulate everything mentioned in the text descriptions. There doesn’t seem to be any way to get there using cardinal directions, though you get back to the circus by heading west. (I need to make a small fan-rant about this: in the comics, Latveria is the name of the country, not a city or town there. The capital city, where Dr. Doom’s castle is located, is called “Doomstadt”.)
- You can enter a store in the town to retrieve some gun powder. Something tells me that I’m going to need this to fire the cannon.
Just as I am about to give up and seek out a hint, I get a bolt of inspiration: check the manual. In each of the previous Questprobe games, there were clues as to how you should proceed hidden in the character biographies of the manuals. This one, it seems, is no different! Right there in black and white is the clue that I needed:
The Thing's lungs are of greater volume and efficiency than human, enabling him to hold his breath underwater for up to 9 minutes.That is something to try! I restart the game and switch over to the Thing. This time, instead of struggling to get out, I just type “hold breath”. A few turns later, when the Thing is fully sucked in, he survives!
Glub, glub, glub. |
A turn or two later and the Thing breathes and doesn’t die. I made it! It’s still dark, but we’re no longer drowning in tar. I start to move around and quickly discover that I am in some sort of maze. I don’t have any items to drop or any ability to mark the rooms, but I gradually map the place in the dark via trial and error. I find seven rooms, the last one of which has a light visible off to the east. I walk towards the light and find myself face to face with a wall of fire.
Goodness gracious! |
Operation: Air Pollution
My first thought is that the Torch could pass through the wall of fire easily, but there’s no obvious route down that doesn’t involve a lot of tar. Just on a lark, I try to see if I can get the Torch to do the hold-breath-and-sink thing that worked for the Thing, but with the machinery broken, that no longer seems to be possible. I doubt he could hold his breath long enough anyway. But how about if we got rid of the tar? That might work. I set my flame on high and set the tar pit on fire. It burns quite nicely!
Smoking is bad for your health. |
It’ll be a little hazy on your commute in this morning. |
This is the third area that you could get to, but only if you paid attention to room descriptions and not the list of exits. The first was the tarpit where you have to “fly over tar” to get to the middle, the second was the city of Latveria, and now a cave in the hills. It’s making me very careful to try everything, but I keep worrying that I’m missing places that I should be seeing.
That one looks like a tugboat! |
A large hole in the back of a cave? Has anyone seen my explosives? |
Finding a Light in the Darkness
While I’m looking over my inventory, I realize that I’m probably approaching this the wrong way: Thing is in the dark and Torch has a candle. How can I get it to him? I fly over the tarpit and drop the candle in; it quickly disappears beneath the muck. But when I switch back to Thing and check the bottom, it never reappears. Time to restart.
The next time around, I do what should have been obvious from the beginning: I get the candle as Torch, fly over to the Thing, and “give” it to him. While I am at it, I also pass back the Reed Richards watch back to the Torch since it seems much more useful for him. I try to do the same with the gunpowder but there does not seem to be enough turns to get the gunpowder, get back, and hand it to the Thing before he drowns. Several attempt later, I optimize the command list (another callback to Mission: Asteroid?) and find that I have exactly enough turns to make the exchange. That gets me back to where I was before except now the Thing has the candle and gunpowder, while the Torch has the watch.
The watch appears to be much more useful for the Torch! It tells me how rested I am and with some experimentation I can see how this mechanic works. When I have no flame, my rest gradually replenishes. With low flame it decreases slowly, while high flame causes it to go down much faster. With the watch, I can also “rest” and know when I’m fully recovered. Since I never know what puzzle might require a lot of flame-power, I try at this point to stay as well-rested as I can.
I switch back to the Thing and find that I can light the candle using the wall of fire. And from there, I re-explore the maze to find two unique rooms:
- The room where I “landed” when I destroyed the machinery now shows a hole in the wall containing tar. I can’t seem to get back up that way, nor can I get any of the tar. (Not that I need to since I’m still covered in the stuff.)
- A windy room with holes in the wall and ceiling.
This room defies quippy description. |
For the fifth (or so) time this game, I replay everything from the beginning. This time around, I notice that you can’t set the tar on fire using “flame on low”, but you need to have high flame. Are there other things that you can damage with high flame? This is a random thing to try, but I go around trying to “ignite” everything on high flame (resting frequently) and eventually find something odd: When you ignite the boulder in the cave, a pebble falls off. I have no idea why.
Taking Some Hints
But even with my strange pebble, I am stuck. I can find no use for the pebble anywhere, nor can I find anything for the Thing to do down below. I suspect that these two rooms are connected with the Torch at the top of the pit and the Thing at the bottom, but as long as the boulder is there I’m stuck. Rather than go to the blog or to the admins, I went to the source: Scott Adams. He provided me with a copy of his original hint book. (These scans are from a copy that I found elsewhere; the version he provided was text-only.)
I do not know if the original was in color. |
Just like the later Sierra hint guide that I reviewed for Space Quest IV, this one is arranged such that you cannot easily get a clue by accident. Unlike the colored plastic filter that those guides used, the Scott Adams hints are written in a substitution code. This is what the first one looks like for this game:
For my own situation, I searched through a number of clues to find the first one that was applicable to my situation. The simple clues did nothing for me, but the explicit clue for my problem was this one:
Still can’t get the THING out of caves?Ugh! I had tried to move the boulder already and it did not budge, but it seems that you can “drop pebble under the boulder”? I guess the whistling sound was supposed to imply that there was enough of a gap between the boulder and the hole to fit the pebble, but that is not a very clear clue.I think a better text description could have helped without being too obvious, but in any event I missed this one.
Clue #36: push or drop pebble under the boulder and wait
A few turns later, a pebble drops into the room at the bottom of the hole. But, now what? The pebble must help me out somehow, but how? I try to eat it (nope), I try to throw it at the Natter energy egg (it explodes, taking the Bio gem with it), and I try putting it in the tar. A half hour later, I am still trying to figure out what use a pebble will be and I decide that I have to take another hint.
Still can’t get the THING out of caves?Oh, I really wish that clue helped. What am I throwing the pebble at? The game seems to recognize that I can “throw the pebble hard”, so perhaps there was something from before that I could have done but I needed to have more oomph? I try throwing it hard at everything I can see, but I’m not finding any answers. Thirty minutes later (the minimum time I decided I would give myself to flail without an answer), I take yet another clue:
Clue #38: throw pebble but don’t be weak
Still can’t get the THING out of caves?Grr. I really was close, but I was throwing the pebble “at” the shaft instead of “up” the shaft or something similar. I swear that I tried this, but I must not have done so in exactly the right way. Following the instructions, I throw the rock “hard” up the shaft and some debris rains down! I switch to Torch and can see the result clearly: the boulder is destroyed. But with no cap on the hole, the wind is now much stronger: a “virtual hurricane”. I feel I should complain about the crazy physics here (no matter how hard a rock is thrown, it won’t be able to destroy a larger piece of the same rock like that), but it’s an adventure game. It might have been clearer if a piece of diamond or similar was what fell off the boulder. The pebble survived the trip and I pocket it again. You never know when a super-pebble will come in handy!
Clue #39: throw pebble up shaft as hard as you can when you are THING
Well, well… well? |
I just want to stop now and say that I love the twist in this puzzle. I spent much of my time playing this session trying to figure out how to get the Thing out of the hole, when the real solution was getting the Torch into it. We’ll see how that works out next session, but I love a game that can warp my expectations like this while still having it make sense. Bravo for that! And this also seems like a pretty good place to end this post. With luck, the next one will be a “WON!”
Some predictions:
- The gunpowder is for the cannon, I’m pretty sure. I think I’ll be shooting the Thing at or over the walls of the castle. (The Torch can just fly in himself. No need for a cannon.)
- The Torch will be able to get past the wall of fire to collect the bio gem, but I’m not sure what’s next from there.
Total time: 6 hr 50 min
Deaths/Reloads: 23 (approximately), total 25
Hints Taken: 3
Torch Inventory: Reed Richards Watch, Pebble
Thing Inventory: Tar (covered in), Gunpowder, Candle (lit)
Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one.
This may make me sound unbearably young, but I'm glad video game companies don't expect players to read the manual anymore.
ReplyDeleteI agree with you for a lot of types of games, but it seems that for adventure games it makes sense to hide little hints in the manual. I might have worked that out if I was a smarter comic book geek, but I'm glad that it was in there. Even into the 90s, reading the manual was very helpful for adventures.
DeleteI wonder when that changed?
When I'm reviewing old games, I *always* read and take notes on the manual first. Of the "newer" games that I've played for the blog:
DeleteIt was *essential* for Operation: Stealth. The game was unwinnable without it.
It was helpful for Space Quest IV, but I can't recall anything in there that I needed the manual for. (But I had played and beaten the game many times when it came out and may have breezed through something.)
With the early adventure games, manual was often a convenient way to avoid use of too much disc space, because you could put large chunks of the story in it. I guess that by 90s that wasn't necessary anymore, but manuals and other feelies were still used. Part of the reason was that they were an easy copy protection. Partly, I think, it was done for nostalgia - I know I loved reading a good manual, and I guess I wasn't the only one.
DeleteMy bet is that trend for flashy manuals with a lot of fun content was already fading away at the turn of the century. I seem to remember that manuals were more and more containing just the instructions for playing the game and little else - and even those were becoming redundant with in-game tutorials and such.
I think there is something nice about a good manual, but I agree that the modern tendency is to design games that don't need them. When done well, they add to the immersion of the experience rather than take away from it.
DeleteI miss both good manuals, and being a teenager with enough free time to devour them. :) My favorites were the Microprose manuals, which didn't just tell you how to play the game, oh no; you also learned -- and I loved it -- about fighter planes, submarines, helicopters, piracy in the Caribbean, battle tactics, history, politics...
DeleteI loved it when manuals were written as if they existed in-universe. I used to re-read my Ultima manuals occasionally, even when not playing the games. I miss them.
DeleteHaving said that, I like that manuals are generally no longer needed to play a game. In-game tutorials, tooltips and in-game help have all gotten a lot better, which is the main reason manuals aren't required anymore.
Having the games store being an hour's bus ride from home, it was one of my favorite recollections of my early teens whenever I have saved up enough pocket money to get a game, take a bus, open up the box and read the manual till I get home with full knowledge on how to install and play the game.
DeleteI like it in games when you attempt to solve a problem (lighting the tar) but actually solve a different problem (the castle is shooting me) while making perfect sense (the smoke from the tar fire obscures the castle's view.)
ReplyDeletethe Scott Adams hints are written in a substitution code
ReplyDeleteI wonder if this technique was actually used in-game to make the most of memory limitations. I remember hearing about Level 9 numerically encoding all in-game text in non-intuitive ways (eg. assigning a marker for the string " t" including the space.)
There are a lot of games, particularly Japanese ones and English ports of those, that do this. But I think Scott was working against an English-language character set and the need (or processing power) to play these substitution games would have probably not been necessary.
DeleteI don't get this part: the caves obviously suck so much air that combustion could not be possible - meaning that it is basically a vacuum space. Yet, Thing can only hold his breath for 9 minutes and STILL use a candle in there? What the fu- Y'know what? Why not.
ReplyDeleteThis stuff happens all the time in the Bible and various other religious texts like the Torah, the Quran and the Marvel comics.
Yeah, I had the same question. You get a message that the candle flickers in that room, but that's the extent of it. If the wind is powerful enough to knock out the Torch, you'd think it could handle a candle.
Delete