Looter's Journal, day 3 - I've found myself a new job - I am now the head executioner of the Dark Lord. Now I should just wait that some useful idiot finds the gem containing the mind of my Master, who shall rise again one day!
I am beginning to think that Level 9 got its name from the ninth level of hell, meant for betrayers of the worst kind. The game began with some clever puzzles, but then went quickly downhill with some really obtuse problems - and in the final stages I found out that at least the BBC version I was playing was bugged and I couldn't get the perfect ending. At least the graphical version corrected that fault, even if the silly puzzles persisted.
Where I was left in the previous post |
Getting into the Black Tower was actually pretty simple - if the game would have just given any hints how to do it. Yes, I had to check the clues again. I knew that the stick I had been carrying could be blown and that it made a distinct sound. What I didn't realise was that I should have blown it near the Black Tower, which would then open up. Soon I found myself in the throne room of AGALIAREPT.
Déjà vu |
The throne itself was an interesting thing, but let's leave that a bit later. East of the throne room was a viewing gallery, from which I could descend into a pit leading to the Central Dungeon (I'll tell you about that place shortly). The gallery was probably meant as a spot for orcs to laugh and see the futile attempts of people trying to get away from the Central Dungeon.
I just didn't think the orcs would peer at them through windows |
Going north from the throne room, I got to the same secret passageways I had mapped in the previous game, but this time most of the caverns had been blocked. In a nice touch, the orcs who had left their position of guarding a certain passageway - thus letting me in to kill their Dark Lord - were now doomed to watch over that same passageway as ghosts.
You say he lives? |
Going south from the throne room took me to very a familiar place.
Life on marsh (Hey, if Level 9 can recycle their ideas, I sure can recycle my bad jokes) |
Marsh was as bleak and desolate as in the first game and I could still see skeletal hands rising, although this time they kept turning to dust. The game world ended with marsh, since the steps leading away from the marsh had crumbled.
The marsh also contained the new light source I had been looking for - I could take a wisp and put it on my helmet to provide light. In addition, there was a roc that randomly picked me up and took me to its nest.
I didn't manage this puzzle without a clue Can you tell how to get out of the nest? All the necessary items are visible |
I won't blame you, if you didn't find out the solution. Let's just first say that it has nothing to do with the rock crystal, which is only a treasure. So, it has something to do with the caterpillar.
That's right, it's actually a silk worm! And you can squeeze or hug it to make a rope! I am kind of sad that this game is just a missed classic, since the whole silk worm thing could easily earn the title of the most ridiculous puzzle of the year.
Let's get back to the throne of the Black Lord, since that's at least a cool thing. Interestingly, the text-version of the game told me that it was made of granite, while the graphical version described it as a mithril throne. In fact, it was the final and the highest leveled teleport, which makes mithril somewhat more sensible choice.
But this wasn't the coolest thing. Black Lord apparently envied Captain Kirk, since he had decorated his chair with nine buttons. I bet neither Morgoth nor Sauron had their very own Captain's Chair. I had to try all the possible commands:
- A pit to the Central Dungeon opened up.
- The pit closed.
- The room filled briefly with light.
- Entire throne rose through trapdoor in the ceiling to an odd room, which contained violet and mithril collars, lapiz lazuli and onyx oryx.
- Nothing happened. Well, when I afterwards read the clue sheet, I noticed the button does something. You just had to press it in the odd room, when the room contained an odd number of objects - then the button would lower the throne back.
- Alarms sounded.
- Fire jets crossed the room.
- A voice told me: "Master: I beg to report that all internal eyes are dead and enemies are in the caves. Also, thousands of enemy orcs are advancing upon us."
- I found myself teleported in a pit.
Having now thoroughly searched the castle, I had nowhere else to go but the Central Dungeon, which was essentially a big adventure puzzle, meant to torture the prisoners of Black Tower. The aim was to collect nine different jewels before leaving - the Dungeon contained ten jewels so Dark Lord even gave a bit of leeway to his captives. I don't know what it says about Level 9 that they thought solving adventure games the best thing to make people lose their sanity. Central Dungeon isn't actually that bad, but what makes this lab experiment fail is bugs - the BBC version doesn't recognise all the jewel names, so the huge puzzle box becomes truly unbeatable.
Captain's Chair and adventure game puzzles: Compared to Sauron, AGALIAREPT seems a bit nerdy |
The Central Dungeon consists of two ramps, connected by a ladder. The lower ramp can be reached from the aqueduct, the upper ramp from the viewing gallery. Let's start with the lower ramp.
Following the aqueduct to its end led me to a salt cellar, which contained a salt pig. It was impossible to get back from the cellar to the aqueduct, so I was forced to continue onward to a massive ramp. Going downwards, I soon reached shallow water, where the lower ramp ended, while a ladder connected it with the higher ramp. When I dropped the salt pig in the water, the salt melted and I found a pearl.
Fancy a swim? |
Following the lower ramp upwards, I found a doorway, which led me to a treasury containing a topaz. This is pretty simple, Dark Lord!
One of the jewels the text version didn't recognise |
Further up, I found the door I should take, when I had found all the jewels. Now, going in was deadly.
Still somewhat further was a room with an abstract statue. Turning the statue let me in to an ornate room with a rhinestone.
Going further up the lower ramp was deadly, since the ramp became slippery. Let's get then to the higher ramp and begin this time with the top. Right after a sign announcing my arrival to the Central Dungeon, I was faced with a diabolical scene.
A take on televised violence? |
My soul was actually never captured by the wall, instead, I just insanely plummeted to my death by throwing myself off the ramp. Or then I could just use the simple solution and close my eyes.
North to the wall of agony was a small tunnel leading to a cave with a shield and an emerald, both guarded by a black sphere, which started to follow me. If I didn't do anything for it in few turns, it swallowed me.
Going down from the wall of agony, I encountered a number of different looking doors, few of them led to empty rooms, but most to rooms which contained some puzzle to solve and jewel to get. Starting from the top, the doors and the rooms were:
- A red-gold door led to a red-gold room containing a deadly gold ring - if I tried to pick it up, the ring devoured me
- A doorway with small holes led me to a room where spikes shot me. If I happened to carry a shield, they wouldn't hit me. The room also contained a gallows with a body, which carried a blindfold and a gauntlet, which was useful for picking up the gold ring from the previous room.
- A dark doorway led me to a black room with another black sphere. If I led the spheres to one another, they destroyed each other and left me free. Room also contained a wooden wedge and a black pedestal.
This made escaping the Central Dungeon a possibility
even in the BBC version,even though I couldn't solve it properly - A round opening leading to an empty room
The ramp contained also a wobbly section that triggered a boulder,
but it was easy to avoid that by going into some empty room - A scratched door led me to what was called a crusher room. Instantly when I had entered, the door was barred and the walls started to collapse on me. Fortunately I had found that wedge. After the crushing walls had returned to their normal state, I could go to a treasure room and get an agate.
The crushing walls seem a bit soft - A hand sign pointed to a room, where a hand killed me. If I instead threw the deadly ring I had found to the room, I could hear some noices of struggle, but these finally ended. Getting in, I now could see that the room was soft and had five round pillars. It took me a while to realise that this room didn't contain a hand, but was a giant hand. I also found a ruby here.
- A doorway with an acrid smell led me to a room, in which I was sprayed with acid. Wearing the blindfold was the solution, because then the acid melted only it. I then found an elephant brooch with surprisingly vivid elephants.
All of these doorways look a bit different. Here's a rubbery doorway - The rubbery doorway led to room surfaced with black glass, which contained an emerald.
Some of these rooms feel like they should have more to do in them - A square doorway led me to a room with an ornate box. Opening the box revealed a deadly snake. If I dropped the box in water, the snake died and I could take an opal within it.
This doorway looks like it's hanging in air - An opening into a pale room led me to a condemned cell with an amethyst and an executioner.
Are these flames?
The executioner killed me in few turns, if I didn't do something. It was time to use the elephant brooch.I have a feeling the producers do not know what an implosion means
Dark Lord sure likes big buttons |
If you didn't already know, Skinner box is the contraption psychologists put rats in, letting them press buttons, which either zap the poor creatures or feed them. I know the game has loved its anachronisms, but this is by far the worst of them all.
- Great wealth: Imps dressed me in golden armor and dropped me in the sea.
- Eternal life: Searing flames leapt up and a demon cackled I could live forever by remaining in the fire. Of course, I couldn't.
- World peace: A voice told me that while humans are divided, there will be war, so that it would unite them. It then took my body as a part of its zombi army,
- Nothing: Well, I got nothing all right - no body, no life.
Session time: 3 hours
Total time: 11 hours
Rating: 4
Dialogue and Acting
I think I could copy almost all that I said about the text of the previous game. There were perhaps a bit more of the memorable moments, like skeletons speaking in semaphore and the different prizes for the Skinner box, but it's still definitely far from proper literature.
Rating: 4
3 + 3 + 3 + 0 + 4 + 4 = 17, which divided by 0,6 gives 29. I don't feel the need to punish or reward the game for anything, so 29 it is (the graphical version gets 33)! I think this is quite fair, since despite the impossible puzzles, I never felt as fed up as with the previous game and its empty desolation.
But did anyone guess 29? No, but both Aperama and Laertes made close guesses, so both of them will be rewarded 10 CAPs at some point.
I think I'll be taking a break from Level 9 for a while. After all, I am about to start soon a regular game, Free D.C., some time after the holidays. But for the holidays, we have something different in store for you. First, Joe has some special surprise up his sleeve for Christmas, and then we'll be celebrating the beginning of New Year with a whole week of doing puzzles with Reiko and Dr. Brain!
Back from holidays! 1st to comment!
ReplyDeleteAnyway, am I the only one to think that those windows look like a pair of... uh...
And that Crushing Walls pic looks like an orifice between a pair of... uh...
Kenny, it's good that we can rely on you finding out all the possible innuendos.
DeleteFYI your score for the game was 29, but your graphic says 28.
ReplyDeleteGood point! I've adjusted the graphics.
Delete