by Will Moczarski
This is an astonishing game. I know that it might seem as if I was easily satisfied by a few extra descriptions in a text adventure but for a game released in 1981 it does a lot of things right. So far, it’s not very challenging, and the story may be conventional but it’s still involving. Last time I was stuck with a limited gameworld and the brown growth who’d jump headfirst into the pantry and devour everything there, including myself. This time I remembered the words of wisdom from the fragmentary manual I had consulted before starting the game. It’s very sparse and does not provide a lot of backstory, however, it advises you to LOOK everywhere and also rely on your other senses. You can LISTEN and SMELL, too, so I tried to LOOK, SMELL and LISTEN in every room one more time and happened upon the solution rather quickly.
Next to the pantry there’s an exquisite dining room with a large oak table I can investigate. If I do that, I find some food there. Maybe it’s spoiled and will provide a trap for the hungry brown growth is what I think. That is not the case but still dropping the growth will solve the puzzle, prompting it to devour the food and “shoot” under the china cabinet, causing it to fall with a crash. Upon examination I find a letter opener and a hand axe. I know right away what both items are for and decide to backtrack to the rosewood chest to unfasten the screws there. Inside I find a golden crucifix and an old note with only a number on it: 5271. I take a new note and go back to the plywood wall. With the crucifix and the holy water in my hands, I almost expect to find a roast chicken behind it. It’s not all fun and games, however, as the parser doesn’t understand “hack” or “break”, only “chop”. After three or four useless turns there’s a hole in the wall and I can enter. Supposedly. Again, going N or GO HOLE does not work, only “CLIMB HOLE”.
The next part of the manor is like a hidden underground area. It’s a nice touch that I am delving deeper into the interiors of the building as I progress; it’s a sequence of rooms with an unfinished air about them, and a lot of secret passages. Looking and listening excessively also thickens the plot substantially. In a darkened room strewn with scientific instruments I encounter the demon yet again, his tremendous voice booms “You have not the power to face me yet be warned...” (sic!) The demon is not a fan of punctuation. Also, why are old adventure game voices always booming? Looking again I see that everything is filthy and smashed. Among the rubble, there is an ancient book lying open on a table. I can only make out one sentence: “Gafala alone can help.” Who is Gafala? Am I supposed to know? West of here, there is a musty room. On the only door there is an ancient numeral lock. This is pretty easy if you have discovered the old note (as I have): just dial 5271 and be done with it. I arrive at a damp brick walled room where there is a horrible stench. Smelling (or looking) results in my being slammed against a wall by a powerful force. If I listen (or look) once more, I am thrown flat on the floor, and a voice bellows “Soon youll be mine” (sic!). Yours? Er…eek?
This is an astonishing game. I know that it might seem as if I was easily satisfied by a few extra descriptions in a text adventure but for a game released in 1981 it does a lot of things right. So far, it’s not very challenging, and the story may be conventional but it’s still involving. Last time I was stuck with a limited gameworld and the brown growth who’d jump headfirst into the pantry and devour everything there, including myself. This time I remembered the words of wisdom from the fragmentary manual I had consulted before starting the game. It’s very sparse and does not provide a lot of backstory, however, it advises you to LOOK everywhere and also rely on your other senses. You can LISTEN and SMELL, too, so I tried to LOOK, SMELL and LISTEN in every room one more time and happened upon the solution rather quickly.
Next to the pantry there’s an exquisite dining room with a large oak table I can investigate. If I do that, I find some food there. Maybe it’s spoiled and will provide a trap for the hungry brown growth is what I think. That is not the case but still dropping the growth will solve the puzzle, prompting it to devour the food and “shoot” under the china cabinet, causing it to fall with a crash. Upon examination I find a letter opener and a hand axe. I know right away what both items are for and decide to backtrack to the rosewood chest to unfasten the screws there. Inside I find a golden crucifix and an old note with only a number on it: 5271. I take a new note and go back to the plywood wall. With the crucifix and the holy water in my hands, I almost expect to find a roast chicken behind it. It’s not all fun and games, however, as the parser doesn’t understand “hack” or “break”, only “chop”. After three or four useless turns there’s a hole in the wall and I can enter. Supposedly. Again, going N or GO HOLE does not work, only “CLIMB HOLE”.
The next part of the manor is like a hidden underground area. It’s a nice touch that I am delving deeper into the interiors of the building as I progress; it’s a sequence of rooms with an unfinished air about them, and a lot of secret passages. Looking and listening excessively also thickens the plot substantially. In a darkened room strewn with scientific instruments I encounter the demon yet again, his tremendous voice booms “You have not the power to face me yet be warned...” (sic!) The demon is not a fan of punctuation. Also, why are old adventure game voices always booming? Looking again I see that everything is filthy and smashed. Among the rubble, there is an ancient book lying open on a table. I can only make out one sentence: “Gafala alone can help.” Who is Gafala? Am I supposed to know? West of here, there is a musty room. On the only door there is an ancient numeral lock. This is pretty easy if you have discovered the old note (as I have): just dial 5271 and be done with it. I arrive at a damp brick walled room where there is a horrible stench. Smelling (or looking) results in my being slammed against a wall by a powerful force. If I listen (or look) once more, I am thrown flat on the floor, and a voice bellows “Soon youll be mine” (sic!). Yours? Er…eek?

