mother of all quests! - Museum of Computer Adventure Game History
mother of all quests! - Museum of Computer Adventure Game History
mother of all quests! - Museum of Computer Adventure Game History
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Vol. VIII, # 6<br />
QuestBusters"<br />
The <strong>Adventure</strong>rs' Journal<br />
June, 1991 $2.50<br />
Might & Magic III: <strong>mother</strong> <strong>of</strong> <strong>all</strong> <strong>quests</strong>!<br />
A<br />
s Bernie Shaw<br />
reported on CNN last<br />
week, the real reason<br />
for the Allies' quick victory<br />
over Iraq was not control <strong>of</strong><br />
the air or technological<br />
superiority. It turns out that<br />
Saddam Hussein was<br />
distracted from directing<br />
Iraqi war efforts because he<br />
was secretly beta-testing<br />
New World Computing's<br />
Might & Magic III: Isles <strong>of</strong><br />
Terra. As a result, Saddam<br />
won a major victory on<br />
Terra but lost the war in<br />
the Gulf.<br />
In a related story, New<br />
World President Jon van<br />
Caneghem has reportedly<br />
hired General "Storming1<br />
Norman" Schwartzkopf as<br />
international sales director,<br />
and is rumored to be<br />
changing New World<br />
Computing's name to New<br />
World Order Computing.<br />
Might &<br />
Magic<br />
III clues!<br />
And in an unrelated story,<br />
we managed to round up<br />
some clues for anyone stuck<br />
in the opening stages <strong>of</strong><br />
Might & Magic III. Found<br />
on page ten, they should be<br />
particularly useful for<br />
staying alive in the early<br />
days <strong>of</strong> your quest.<br />
One Brother from<br />
Andromeda?<br />
Mark Crowe, and this is no<br />
rumor, is leaving Sierra to<br />
become art director at<br />
Dynamix (a Sierra<br />
subsidiary). He expects to<br />
make the move this summer.<br />
With his "other brother<br />
from Andromeda," Scott<br />
Murphy, Crowe designed<br />
some <strong>of</strong> the funniest<br />
adventure games ever, but it<br />
looks like there won't be<br />
another Space Quest. As<br />
Crowe said, however, "never<br />
say never."<br />
Amiga Monkey<br />
Lucasfilm's Amiga version<br />
<strong>of</strong> their hit game Secret <strong>of</strong><br />
Monkey Island is out, and an<br />
ST version is on the way.<br />
Infocom bites<br />
the dust?<br />
Where do they get these<br />
guys? The new management<br />
at Infocom, in deciding what<br />
to do with Steve Meretzky's<br />
sequel to Leather Goddesses<br />
<strong>of</strong> Phobos, is considering<br />
publishing it under the<br />
Activision label rather than<br />
as an Infocom game. Well,<br />
why not? After <strong>all</strong>, they<br />
have essenti<strong>all</strong>y killed the<br />
company and the great<br />
games Infocom was known<br />
for, so they may as well<br />
finish it <strong>of</strong>f by killing the<br />
name itself. Activision may<br />
publish one other adventure<br />
this year, probably<br />
Battletech III, but the<br />
company is still in transition<br />
(apparently to another<br />
dimension), so stay tuned.<br />
Magic Candle II<br />
As we went to press, Ali N.<br />
Atabek said volume two <strong>of</strong><br />
his Magic Candle epic is<br />
being fine-tuned and tested.<br />
It is expected to ship for<br />
MSDOS at the end <strong>of</strong> June.<br />
Rules <strong>of</strong> Engagement, an<br />
Omnitrend game that<br />
interlocks with Breach 2 to<br />
provide special missions,<br />
should be out by now for<br />
MSDOS, with Amiga soon.<br />
Les enhancements<br />
from<br />
Accolade<br />
The upcoming sequel to Les<br />
Manley will replace the<br />
type-in parser with a point<br />
and click interface. And<br />
Accolade is following up<br />
Elvira with another<br />
Horrors<strong>of</strong>t game. This one<br />
will take place entirely on a<br />
movie studio lot.<br />
Sierra update<br />
This f<strong>all</strong>, look for Police<br />
Quest III and Con<strong>quests</strong> <strong>of</strong><br />
the Longbow (featuring<br />
Robin Hood). The Conquest<br />
sequel is being directed as<br />
well as written by Christy<br />
Marx time. Christy c<strong>all</strong>ed<br />
the other day to point out<br />
(and click on) the fact that<br />
Sierra's new icon interface<br />
will not always use the<br />
Smell and Taste icons, as<br />
Russ Ceccola surmised in<br />
his Space Quest IV review.<br />
All the icons except the<br />
two in the middle are<br />
standardized. These two are<br />
left open for each designer<br />
to customize for their own<br />
games. (Her Con<strong>quests</strong> <strong>of</strong><br />
the Longbow uses them for<br />
Weapon and Map/Travel.)<br />
Walkthroughs<br />
wanted<br />
Solved any good <strong>quests</strong><br />
lately? We are looking for<br />
solutions to recent games,<br />
especi<strong>all</strong>y Might & Magic<br />
III, Magic Candle II,<br />
Lightspeed, Covert Action,<br />
MegaTraveller 2, and<br />
Twilight 2000. Write first.<br />
(For each solution, you'll get<br />
the game <strong>of</strong> your choice.)<br />
2: <strong>Adventure</strong> Road<br />
3: Might & Magic III<br />
5: The Prognosticator<br />
6.-B.A.T.<br />
7: Theme Park Mystery<br />
9: Death Knights<br />
<strong>of</strong>Krynn<br />
10: Clues and Tips for<br />
Might & Magic III<br />
ll:Walkthru:<br />
Hard Nova<br />
13: Keys to ye<br />
Kingdom<br />
15: Swap Shop
Shay Addams'<br />
<strong>Adventure</strong> Road"<br />
As the industry grows more cyclical,<br />
releasing more and more <strong>of</strong> the new<br />
games for Christmas, we see fewer<br />
new titles in spring and early summer.<br />
But this has been the slowest ever.<br />
Until Might & Magic III arrived, I<br />
was actu<strong>all</strong>y playing BuckRogersl<br />
Summertime Questing<br />
Several new releases, however,<br />
should show up in time to brighten<br />
your summer. TimeQuest will keep<br />
most <strong>of</strong> us occupied till October.<br />
Author Bob Bates says it is twice the<br />
size <strong>of</strong> Spellcasting 101, and that the<br />
record for solving it is 60 hours. He<br />
also revealed that Steve Meretzky is<br />
wrapping up Spellcasting 201: The<br />
Sorcerer's Appliance for September.<br />
Paragon's MegaTraveller II is<br />
scheduled for mid-June, Twilight<br />
2000 for July. And New World<br />
Computing has a June release, their<br />
science fiction RPG Planet's Edge.<br />
By July you can build your own<br />
Bard's Tale scenarios (MSDOS) with<br />
Interplay's Bard's Tale Construction<br />
Set. (They got the license back from<br />
Electronic Arts, so don't be surprised<br />
if a Bard's Tale IV is in the works.)<br />
Interplay has three more biggies<br />
lined up for summer: Castles, Star<br />
Trek: The 25th Anniversary Edition,<br />
and Lord <strong>of</strong> the Rings, Volume Two:<br />
The Two Towers. They cleaned up the<br />
interface on Rings, and the Star Trek<br />
game will blend adventure, roleplaying<br />
and flight simulation.<br />
Martian Dreams, the second in<br />
Origin's "Worlds <strong>of</strong> Ultima" series, is<br />
supposed to be out by now. Ultima<br />
VII is planned for the f<strong>all</strong>. The second<br />
in Sir-Tech's Bane <strong>of</strong> the Cosmic<br />
Forge series is also in the f<strong>all</strong> line-up.<br />
It will feature 256-color graphics and<br />
a new graphical-type interface.<br />
Amiga and Mac update<br />
Amiga gamers won't have to wait for<br />
the new releases, for several<br />
conversions arrived recently:<br />
Accolade's Les Manley, Sierra's Quest<br />
for Glory II: Trial by Fire, and New<br />
World's King's Bounty (yes, it is<br />
re<strong>all</strong>y out there now). And<br />
Mac<strong>Adventure</strong>rs can get Sir-Tech's<br />
Bane <strong>of</strong> the Cosmic Forge in color as<br />
well as black and white.<br />
Top MSDOS <strong>Game</strong>s <strong>of</strong> March<br />
According to the SPA, the top ten<br />
games, from number one through ten,<br />
were: Eye <strong>of</strong> Beholder, Space Quest<br />
IV, King's Quest V, Wing<br />
Commander, Death Knights <strong>of</strong>Krynn,<br />
SimEarth, SimCity, Flight Simulator,<br />
Links, and A-10 Tank Killer.<br />
Rumors <strong>of</strong> ye month club: Richard<br />
Garriott is teaming up with Kevin<br />
Costner to do a western-based RPG<br />
c<strong>all</strong>ed Dances with Ores. Ok, I made<br />
this one up...but there is a rumor<br />
going 'round that he'll soon be a guest<br />
on Lifestyles <strong>of</strong> the Rich and Famous.<br />
Another rumor making the rounds<br />
is that Sybex Books is buying Prima<br />
Books. According to Prima's Ben<br />
Dominitz, this one is completely<br />
unfounded: "We're in publishing and<br />
communications for the long run, and<br />
I have never even spoken to anyone at<br />
Sybex." (Prima will soon publish its<br />
first computer game strategy books.)<br />
The most controversial rumor <strong>of</strong><br />
Planet's Edge, from New World<br />
the month is that Jon van Caneghem<br />
is teaming up with Ali N. Atabek to<br />
design the ultimate role-playing<br />
game: Might and Magic Candle.<br />
Down in the Darklands<br />
Most companies strive for "top<br />
secret" status on games in<br />
development. Not Microprose, which<br />
is planning to dive into the roleplaying<br />
field with a game set in<br />
medieval Germany. They are even<br />
sponsoring a one-day conference on<br />
role-playing games at Origins in July,<br />
inviting a number <strong>of</strong> reviewers and<br />
other pros to attend and discuss their<br />
plans for Darklands. It is tentatively<br />
planned for a 1992 release.<br />
Editor plugs own book — again!<br />
Yes, time for that monthly message to<br />
anyone who ever even dreamed <strong>of</strong><br />
playing Railroad Tycoon. The<br />
definitive book on the subject,<br />
Railroad Tycoon: Master Strategies<br />
for Empire Builders, was recently<br />
published by Osborne-McGraw Hill.<br />
To celebrate the first day <strong>of</strong> summer<br />
(what kind <strong>of</strong> excuse is that for yet<br />
another blurb?), we are extending our<br />
deadline for ordering it directly from<br />
QB without paying the usual $3<br />
shipping to USA and APO addresses.<br />
That's right, <strong>all</strong> orders postmarked no<br />
later than July 15 will qualify. And<br />
the first 150 books ordered will be<br />
autographed by the author.<br />
—-/*<br />
Letters/f<br />
to the I<br />
Editor X|<br />
Dear QuestBusters:<br />
Last month you published the SPA's<br />
top games <strong>of</strong> 1990, and the list from<br />
the <strong>Game</strong> Developers Conference,<br />
and told how those decisions were<br />
reached. But when you published the<br />
list <strong>of</strong> QB's top <strong>quests</strong>, you didn't.<br />
What did you do, flip a coin?<br />
Cory Nichols<br />
Yes, at first we did flip a coin. But it<br />
was snatched in mid-air by a lowflying<br />
dragon, so we had to c<strong>all</strong> our<br />
contributing editors for their opinions<br />
(the usual method, which we were<br />
trying to avoid this year in order to<br />
cut back on the phone bill). This time<br />
we also gave considerable weight to<br />
reader mail, and Bane got more<br />
enthusiastic, unsolicited raves than<br />
everything else combined. (Though<br />
we also got several complaints about<br />
the copyprotection .)<br />
Dear QuestBusters:<br />
NoJ long ago you said something<br />
about having trouble freeing up<br />
enough memory to play some <strong>of</strong> the<br />
new MSDOS games. QEMM-386<br />
works great. I cleared 70K <strong>of</strong> RAM<br />
and can run VGA, mouse and so on<br />
with no problems. It <strong>all</strong>owed me to<br />
run PCCache, Ansi.sys, Mouse.sys,<br />
40 files, Lastdriver, DOS-Print,<br />
Append and Graphics from DOS 4.01<br />
in high memory.<br />
Roland C. Coutu<br />
QuestBusters<br />
TM<br />
^ The <strong>Adventure</strong>rs' Journal<br />
Editor: Shay Addams<br />
Managing Editor: Dora McCormick<br />
News Editor: Fred Willard<br />
Contributing Editors: Al Giovetti,<br />
Rich Heimlich, Bernie Yee, Russ<br />
Ceccola, Ken St. Andre, Stephen<br />
King, Steven Payne, Brace E. Wiley,<br />
Brian Smith, Duffy, This Reviewer<br />
QuestBusters is published monthly by<br />
Rumors R Us, Inc. Annuals subs: $19<br />
regular, $24 for 1st Class. Canada<br />
$26, Int'l $36 (both in US funds).<br />
Textual contents Copyright Eldritch,<br />
LTD., 1991. All Rights Reserved.<br />
Copying without express permission<br />
is prohibited and punishable by<br />
starting rumors about you and<br />
publishing them in the next issue-<br />
Member:<br />
South American Explorers Club
Ye Interface<br />
A glowing blue gem replaces the<br />
"game commands" function found in<br />
typical RPGs. You click on it to<br />
bring up the menu for saving, loading<br />
and so on, which makes you feel<br />
more like you're drawing on the<br />
powers <strong>of</strong> a magic orb than merely<br />
choosing a menu selection.<br />
You'll always see each character's<br />
number one factor — health —<br />
reflected in the color <strong>of</strong> a gem below<br />
his or her picture. Click on the<br />
character's face, and a full-screen<br />
picture shows icons and and numbers:<br />
a bulging muscle represents Might,<br />
with the number 17 beside it. Click<br />
each <strong>of</strong> the 64 map areas enjoys a<br />
unique look and feel, underscored<br />
dramatic<strong>all</strong>y by the variety <strong>of</strong><br />
imaginative monsters.<br />
Ranged spells and weapons are<br />
animated with flamboyant 3-D<br />
effects, like spir<strong>all</strong>ing orange and red<br />
flames. Deftly animated monsters<br />
abound, from the rampaging Scorpia<br />
monster to Skeletons that move like<br />
dancing death.<br />
Though the program was wholly<br />
redesigned, many elements <strong>of</strong> the<br />
magic system, presentation scheme<br />
and other facets still shine with a<br />
familiar gleam. The inner workings<br />
<strong>of</strong> the game, however, are so different<br />
that you cannot import a character<br />
created in previous games. But you<br />
can easily roll up and customize your<br />
own characters, as well as recruit<br />
NPCs, for a party <strong>of</strong> up to eight.<br />
and undwarved.<br />
Even then the isles <strong>of</strong> Terra were<br />
portrayed with brilliant 256-color<br />
graphics and distinct details that<br />
Ye VGA version<br />
bestow genuine personality on the<br />
people, monsters and places they<br />
represent. From the town <strong>of</strong> Fountain<br />
Head to the Cathedral <strong>of</strong> Carnage,<br />
By Shay Addams<br />
Inside thepre-alpha dungeon<br />
A month ago, New World started<br />
sending pre-alpha copies <strong>of</strong> the game<br />
to QuestBusters, where I've been<br />
playing regularly updated versions as<br />
its myriad pieces are intricately fit<br />
into place. On my first visit, I found a<br />
freshly created world filled with<br />
monsters but still unpeopled, unelved<br />
Major changes in gameplay<br />
"Designing it on the IBM opened<br />
up worlds we're just beginning to<br />
tap," van Caneghem emphasizes.<br />
"The major change in game play is<br />
the 'what you see is what you find'<br />
approach. In previous games, you just<br />
stepped on squares and events<br />
occurred. Now you see everything<br />
that's in the game in the 3-D window:<br />
if there's an altar in the room, you'll<br />
see it (...and when you kill something,<br />
it stays dead. No leaving the room<br />
and returning to kill the same monster<br />
or find the same treasure.)<br />
"That changes Might & Magic<br />
from a kind <strong>of</strong> text-based numbers<br />
game to an interactive graphics game.<br />
You don't have scores <strong>of</strong> numbers and<br />
messages: instead <strong>of</strong> just reading that<br />
'50 monsters attack,1 you'll see <strong>all</strong> the<br />
monsters in the 3-D window."<br />
Besides lots <strong>of</strong> monsters, you'll face<br />
another <strong>of</strong> those maddening end game<br />
puzzles for which van Caneghem's<br />
<strong>quests</strong> are famous. "In fact," he says,<br />
"lots <strong>of</strong> those kinds <strong>of</strong> puzzles are<br />
found throughout the game.<br />
"But they're much simpler. And<br />
previously the clues were scattered<br />
around so much that some people<br />
never found enough <strong>of</strong> them to figure<br />
out the puzzles. These are more<br />
centralized, so you can find <strong>all</strong> the<br />
clues to 'puzzle x1 in the same maze."<br />
You talk with NPCs via menu and<br />
button options, and the conversation<br />
appears in a large text window. Some<br />
puzzles ask you to type in a<br />
codeword, for instance, but dialogue<br />
isn't emphasized as in an Ultima.<br />
the main events." With the game's<br />
growing complexity, the number <strong>of</strong><br />
people working on Might and Magic<br />
has doubled since //. "Mark Caldwell<br />
is our key programmer, who's making<br />
it <strong>all</strong> work.<br />
began switching over from the eightbit<br />
mindset in the areas <strong>of</strong><br />
programming, art and game design."<br />
First came the new technology.<br />
"This was the first Might & Magic<br />
specific<strong>all</strong>y designed for the IBM,<br />
VGA and sound, and it has digitized<br />
speech, different sounds for each<br />
monster, 256-color graphics, an icon<br />
interface—even the conception <strong>of</strong> this<br />
kind <strong>of</strong> product would be impossible<br />
on an eight-bit machine. Unpacked,<br />
it's over five megs." (The first M &<br />
Ms were written on the Apple.)<br />
Next he dreamed up the general<br />
story and drew the first maps around<br />
it "I designed the story and maps and<br />
events," he elaborates, "like 'the<br />
wizard will be here with a scroll you<br />
can deliver to someone in town three,<br />
who'll give you 1,000 gold.' I write<br />
that on the map and in my notes,<br />
which I give to one <strong>of</strong> our writers to<br />
turn into game text. He adds <strong>all</strong> the<br />
lively adjectives and so on.<br />
"All the sub-events are then<br />
invented around the maps, and the<br />
fine details are added as we're playing<br />
Type: Fantasy Role-playing<br />
System: MSDOS (640K and<br />
hard disk required, mouse<br />
recommended; VGA, EGA;<br />
Roland, Ad Lib, Sound Blaster,<br />
Tandy 3-voice & DAC)<br />
Planned conversions; Amiga<br />
All-new technology<br />
"It has taken about a year to<br />
develop Might & Magic III" van<br />
Caneghem recollects, "from when we<br />
jj o you thought you killed Sheltem<br />
at the end <strong>of</strong> M & M III Well, says<br />
author Jon van Caneghem, "that was<br />
just a hologram <strong>of</strong> Sheltem." Sheltem<br />
is back in Isles <strong>of</strong> Terra, and so is<br />
Corak, whose soul you may have<br />
reunited with his body in M & MII.<br />
Believe me when I say there is no<br />
Don Ho on these islands, where in<br />
pursuit <strong>of</strong> the legend <strong>of</strong> Terra's<br />
creation, you must collect the clues<br />
Corak scattered across nearly every<br />
area <strong>of</strong> the planet's thirteen isles.<br />
Eventu<strong>all</strong>y you'll catch up with him<br />
to defeat Sheltem (hopefully not<br />
another hologram this time!). The<br />
story is far from linear, for you can<br />
start in the middle <strong>of</strong> the path, or skip<br />
some <strong>of</strong> the clues.<br />
The Making <strong>of</strong> Might & Magic HI: Isles <strong>of</strong> Terra
on the icon. and you get more details.<br />
such as a literJl definition <strong>of</strong> the<br />
number: low or great. for instance.<br />
When a character's inventory<br />
screen is displayed. you can click on<br />
another character's face icon and<br />
switch over to his inventory. This<br />
simplifies reviewing everyone's spells<br />
and possessions.<br />
Even more helpful was the<br />
. advanced automapping system. which<br />
shows an overhead view <strong>of</strong> tiles<br />
depicting doors and terrain features.<br />
and a red arrow indicating the party's<br />
position and compass heading. A<br />
sm<strong>all</strong>er auto map can be constantly<br />
displayed in the top-right comer.<br />
where it scrolls and the red arrow<br />
turns as your party moves, which<br />
made thorough exploration easier.<br />
Version 2.38234<br />
Beyond exploring the town <strong>of</strong><br />
Fountain Head and the rest <strong>of</strong> the<br />
island, I was able to do little more<br />
with the first version <strong>of</strong> the game.<br />
When the next one arrived a week<br />
later. I discovered the "point and<br />
slay" combat system was operational.<br />
(Formerly I had relied on a "cheat<br />
key" inst<strong>all</strong>ed for the play testers: hit<br />
the escape key, and <strong>all</strong> the monsters<br />
vanish.)<br />
During combat, the monsters move<br />
in front <strong>of</strong>. behind and <strong>all</strong> around<br />
other things in the room , providing a<br />
feeling <strong>of</strong> depth that's rare in roleplaying.<br />
Another special effect shows<br />
spouts and splatters <strong>of</strong> blood coming<br />
from a character's face icon, and also<br />
from the monsters you attack in the<br />
3-D window.<br />
At last I got to hear the swordslashing<br />
and whip-cracking sound<br />
effects and the Renaissance Fair-style<br />
music (which had been in the first<br />
version: "Mr. Expert" here had<br />
forgotten the Roland was plugged<br />
into the headphones, not the<br />
speakers). Jon van Caneghem c<strong>all</strong>s<br />
the music and sound effects his<br />
favorite part <strong>of</strong> the new system.<br />
Elemental)' Magic<br />
Combat magic spells are based on<br />
Elemental forces. Every kind <strong>of</strong><br />
attack does a specific type <strong>of</strong> damage:<br />
a sword does physical damage, a<br />
Fireb<strong>all</strong> does fire damage. And every<br />
weapon and attack has a given<br />
characteristic. If it's physical, you go<br />
through the normal "hit points, dice<br />
rolls, armor" combat system.<br />
But the effect <strong>of</strong> other types <strong>of</strong><br />
damage depends on the target's<br />
4 QuestBusters<br />
resistance to the Elements: if the<br />
party's hit with a 20 point Fireb<strong>all</strong>,<br />
chamcters with 10 points <strong>of</strong> resist:U1ce<br />
to fire damage get only 10 points <strong>of</strong><br />
danlage. while one with 20 points<br />
resistance to fire would get none.<br />
Monsters are subject to the same<br />
resistances, so learning which spells<br />
to use on different creatures is vital.<br />
Another innovation <strong>all</strong>ows even a<br />
level-one Sorcerer to cast high level<br />
spells, for there are no "spell levels."<br />
A low-level Sorcerer who tricks<br />
someone into selling him a powerful<br />
spell like Fireb<strong>all</strong>, or who buys it or<br />
learns it somewhere, can cast it as<br />
long as he has the spell points.<br />
So if you're resourceful enough to<br />
solve the right mini-<strong>quests</strong> and find<br />
the spells, you can get an advantage<br />
early on. And if you don't, the more<br />
advanced spells still become available<br />
at the Guilds as a spellcaster gains<br />
character levels.<br />
Point and click and roll 'em up<br />
The most outstanding aspects <strong>of</strong> the<br />
interface are its highly visual nature<br />
and its provision for using keyboard<br />
commands (which exist for most<br />
icons) in conjunction with mouse<br />
clicks. This proved handy while I<br />
was rolling up my own characters and<br />
equipping weapons and stuff.<br />
It's easy to customize a character<br />
whose initial stats are highjn several<br />
categories: when creating a Knight,<br />
for instance, with a character who has<br />
Might <strong>of</strong> 4 and Personality <strong>of</strong> 21, I<br />
clicked on the Might icon , and was<br />
prompted to click on another attribute<br />
icon with which to exchange stats. I<br />
quickly transposed my Orc Knight's<br />
Personality and Might stats (after <strong>all</strong>,<br />
an Orc with personality is a<br />
dangerous thing).<br />
Another design feature streamlines<br />
character generation: the names <strong>of</strong><br />
each class for which a character's<br />
stats qualify him or her are<br />
highlighted; when three or more light<br />
up, the stats can be juggled around to<br />
create a powerful character for almost<br />
any class - and it's easier to keep an<br />
eye on the names than on the list <strong>of</strong><br />
numbers.<br />
Later on, mini-<strong>quests</strong> and special<br />
encounters can accelerate boosting<br />
atttributes, skills and spells. There's<br />
even a place that sells experience<br />
points, as in M & M II.<br />
The game <strong>of</strong> a thousand faces<br />
In a battle or in a bar, you'll<br />
frequenty witness your characters'<br />
expressions change to reflect the<br />
effects <strong>of</strong> poison, different spells, and<br />
so on. With initial versions <strong>of</strong> the<br />
game, I could hit a play tester key that<br />
cycled through their expressions so I<br />
could see them <strong>all</strong>. (Another key let<br />
me see <strong>all</strong> the monsters.)<br />
Still, seeing them like this was<br />
nothing compared to watching their<br />
expressions change in battle. For<br />
once, I actu<strong>all</strong>y enjoyed watching my<br />
characters get hit by the enemy's<br />
spells, because their resulting<br />
expressions were <strong>of</strong>ten so amusing.<br />
The worst possible situation for a<br />
gamer - death <strong>of</strong> the entire party -<br />
was even made entertaining, for you<br />
see the green, gaping jaws <strong>of</strong> a<br />
monster clamp tight (and loudly!) on<br />
the screen. Then, without rebooting,<br />
you can start a new game or load a<br />
saved game.<br />
Veterans <strong>of</strong> former M & M <strong>quests</strong><br />
will appreciate the ability to save a<br />
game anywhere in the world (except<br />
during combat) in this game - a first<br />
for the series. And if you save it in a<br />
no-win situation, a thoughtful "Mr.<br />
Wizard" option teleports you back to<br />
the town you last visited.<br />
Version 3.239<br />
I had barely managed to escape the<br />
second version <strong>of</strong> the game with my<br />
party intact, when an improved<br />
version arrived the next day. For the<br />
first time I saw the events <strong>of</strong> the story<br />
begin to unfold. Now I could visit<br />
shops and guilds and banks,<br />
encounter some <strong>of</strong> the many special<br />
events such as a mysterious gold card<br />
(VISA or MasterCard, it didn't say<br />
which) locked in a glass case.<br />
Soon I was on the trail <strong>of</strong> my first<br />
<strong>of</strong> countless mini-<strong>quests</strong>, and while<br />
Sheltem is leagues ahead <strong>of</strong> me at the<br />
moment, it's only a matter <strong>of</strong> time,<br />
orbs and gold before we meet again.<br />
Conclusions: Without vision - the<br />
designer's ability to see his or her<br />
game world and its people and events,<br />
a game is doomed to be just another<br />
clone. Jon van Caneghem clearly<br />
displays such vision, for the best<br />
illustrated, most atmospheric<br />
dungeons, castles and creatures you'll<br />
encounter this summer are found on<br />
Terra - and Isles afTerra is the<br />
latest landmark on <strong>Adventure</strong> Road.<br />
Skill Level: Intermediate<br />
Protection: keyword in manual<br />
Price: $59.95<br />
Company: New World Computing
QuestBusters 5<br />
Rich Heimlich is President <strong>of</strong><br />
TCSC, Inc., a quality assurance<br />
testing firm specializing in<br />
entertainment s<strong>of</strong>tware.<br />
By Rich Heimlich<br />
Not very long ago, some Prodigy<br />
members were reportedly discussing<br />
the network very frankly, and<br />
basic<strong>all</strong>y asked Prodigy for help in<br />
resolving their questions. Apparently<br />
Prodigy <strong>of</strong>ficials decided the best<br />
course <strong>of</strong> action was to simply<br />
eliminate <strong>all</strong> negative discussion.<br />
The users were asked to use a<br />
private location supposedly designed<br />
for such feedback, but were soon<br />
shocked to learn they had to pay extra<br />
to use the new area. Those who<br />
complained were reportedly removed<br />
from the system.<br />
Now a new storm is brewing. The<br />
W<strong>all</strong> Street Journal reports that when<br />
you inst<strong>all</strong> the Prodigy s<strong>of</strong>tware, a<br />
strange file named STAGE.DAT gets<br />
inst<strong>all</strong>ed and continu<strong>all</strong>y updated.<br />
Seems the file contains <strong>all</strong> kinds <strong>of</strong><br />
personal information about your<br />
system, which gets uploaded every<br />
time you c<strong>all</strong> Prodigy.<br />
Is market research getting too<br />
expensive to do the old fashioned<br />
honest way? Has Prodigy taken it<br />
upon themselves to find out <strong>all</strong> about<br />
you, your system, and your data<br />
without ever telling you about it?<br />
Fin<strong>all</strong>y, if you read the sm<strong>all</strong> print<br />
on the Prodigy Starter Kit, you will<br />
find that you relinquish <strong>all</strong> rights to<br />
your computer and its contents<br />
directly to Prodigy (who refused to<br />
comment on this situation). I think<br />
another definition <strong>of</strong> "prodigy"<br />
applies here: something abnormal or<br />
monstrous. I'm going to pass on<br />
Prodigy, and recommend you<br />
consider doing the same.<br />
Prodigy: a marvelous<br />
example...<br />
The above is one definition <strong>of</strong><br />
"prodigy." It's obvious why Sears and<br />
IBM chose that name for their online<br />
computer information system. The<br />
commercials and hype <strong>all</strong> paint a<br />
fantastic picture. People are<br />
continu<strong>all</strong>y asking my opinion <strong>of</strong> the<br />
Prodigy network, so stand by:<br />
Prodigy hasn't been with us very<br />
long, yet you see it almost<br />
everywhere. Just looking at some <strong>of</strong><br />
the messages on Prodigy, you get the<br />
feeling that these folks are saints. Not<br />
a single bad comment can be found<br />
anywhere. Enter truth, justice and the<br />
Prodigy way.<br />
He did promise to return<br />
"I'll be back," were words no one<br />
could take very lightly. Unless you<br />
recently returned from another planet,<br />
you know that the phrase came from<br />
none other than the Terminator.<br />
Well, he's kept his word. Terminator,<br />
the computer game should be<br />
available shortly. Bethesda S<strong>of</strong>tworks<br />
has done a good job bringing a game<br />
this complex story to the PC.<br />
You can play either Reese or the<br />
Terminator. Either way, your key<br />
task is survival. From the moment<br />
you zap into existence somewhere in<br />
Los Angeles, your enemy is hunting<br />
you down. The game uses an<br />
extensive 3-D playing area. If you see<br />
a car, hop in, start it and drive away.<br />
You'll want to head straight to the<br />
nearest gun shop or drug store for<br />
supplies if you want to succeed.<br />
Deja Vu?<br />
SSI is well underway with a new set<br />
<strong>of</strong> adventures. Their next series will<br />
start with Gateway To The Savage<br />
Frontier. (Why is it I can never say<br />
that without thinking <strong>of</strong> Savage<br />
Empire!) Also in the works is the<br />
finale to the Pool games, Pools Of<br />
Darkness.<br />
out your various <strong>quests</strong>. If you get<br />
stuck, try asking anyone you see for<br />
help, or even enlist the help <strong>of</strong> any <strong>of</strong><br />
the several bands <strong>of</strong> gypsies (for a<br />
price, <strong>of</strong> course). The graphics are as<br />
good as ever, and the story is much<br />
more interesting this time around.<br />
Virgin is also finishing Conan,<br />
which uses a variation <strong>of</strong> the interface<br />
seen in Vengeance and Spirit. The<br />
major change is that <strong>all</strong> the action is<br />
seen from an aerial-view, obliqueangle<br />
perspective. As Conan, you'll<br />
meet characters out <strong>of</strong> Robert<br />
Howard's classic novels.<br />
Strikine Back<br />
with a Vengeance<br />
Virgin <strong>Game</strong>s is putting the final<br />
touches on the sequel to Spirit Of<br />
Excalibur. The new game, c<strong>all</strong>ed<br />
Vengeance Of Excalibur, is a<br />
refreshing update that addresses most<br />
<strong>of</strong> the problems associated with<br />
Spirit, most notably the story line.<br />
You will find it much easier to figure<br />
Wing Commander 2<br />
After months <strong>of</strong> negotiations, "The<br />
Management" at Origin has fin<strong>all</strong>y<br />
acknowledged the existence <strong>of</strong> Wing<br />
Commander 2. And just in time for<br />
me to fin<strong>all</strong>y let you know what's<br />
happening with the sequel to one <strong>of</strong><br />
last year's hottest games.<br />
Even better new is that the new<br />
version, unlike the original game, will<br />
merit a feature length review in<br />
QuestBusters: it's going to be much<br />
more <strong>of</strong> an adventure than the first<br />
one. The word is that it is completely<br />
interactive. Now you can get to know<br />
your fellow flyers or dig into areas<br />
that were previously "<strong>of</strong>f-limits."<br />
The first thing you'll notice is the<br />
game's improved look and sound. If<br />
you have a Sound Blaster, you'll hear<br />
complete, digitized speech instead<br />
merely reading the textual script.<br />
Even the soundtrack has been<br />
dramatic<strong>all</strong>y improved.<br />
In this story, you start <strong>of</strong>f on a<br />
normal mission. After defeating the<br />
enemy, you return to find that the<br />
Tiger's Claw has been completely<br />
destroyed. Also, your equipment<br />
seems to show that you were directly<br />
responsible for destroying the ship!<br />
Obviously there is some foul play<br />
here. After getting kicked out <strong>of</strong> the<br />
Air Force, you sw<strong>all</strong>ow your pride<br />
and join the Coast Guard. It is from<br />
here that you must find out where<br />
things went so terribly wrong.<br />
It doesn't take long to discover that<br />
the Kilrathi possess a new cloaking<br />
device, which must have been what<br />
<strong>all</strong>owed them to sneak in undetected<br />
and wipe out the Tiger's Claw. You<br />
also find out that the Kilrathi Prince<br />
and his battalion were responsible.<br />
As June approaches, things are re<strong>all</strong>y<br />
beginning to heat up in the<br />
entertainment world. The COMDEX<br />
and CES shows are just around the<br />
corner, and everyone is in a mad<br />
frenzy to polish some their upcoming<br />
releases so they will shine at the<br />
shows. Obviously, we've been quite<br />
busy at the test center.<br />
The Prognosticator
Bureau <strong>of</strong> Astral Trouble shooters: B. A. T.<br />
A.T. is a strange game, with a<br />
strange interface and strange<br />
graphics. Even the story is<br />
strange. B. A. T. is so strange that I<br />
and another QB reviewer initi<strong>all</strong>y had<br />
trouble getting far enough into the<br />
story to do an adequate review (but I<br />
fin<strong>all</strong>y managed after receiving F. J.<br />
Philipp's solution).<br />
A disorienting experience, B. A. T.<br />
will make you feel like you've been<br />
standing on your head too long. But<br />
unlike standing on your head, 5. A. T.<br />
grows on you. Stick with it long<br />
enough, and eventu<strong>all</strong>y you'll begin to<br />
like the strange interface and strange<br />
graphics.<br />
In the persona <strong>of</strong> your B.A.T. alter<br />
ego, you are transported to another<br />
world, that <strong>of</strong> the Agent <strong>of</strong> the Bureau<br />
Type: Science Fiction Roleplaying<br />
<strong>Adventure</strong><br />
System: ST, Amiga, C64,<br />
MSDOS(512KandVGA<br />
required, 640K for Tandy<br />
graphics or mouse; mouse<br />
optional, hard disk<br />
recommended; no third-party<br />
sound support; 5.25" disks in<br />
same package<br />
Planned conversions: none<br />
<strong>of</strong> Astral Trouble Shooters. Your<br />
assignment is on faraway Selenia, in<br />
its most important town, Terrapolis.<br />
You have ten days to find and kill the<br />
evil scientist Vrangor and his<br />
henchman, sm<strong>all</strong>-time hood Merigo,<br />
before they explode nucturobiological<br />
bombs (Hey! You got to read the<br />
documentation to understand this<br />
stuff!) that will destroy Terrapolis.<br />
Terrapolis and Selenia are the sole<br />
source <strong>of</strong> elements essential to space<br />
travel, and their destruction would<br />
destroy interstellar commerce,<br />
resulting in chaos in the rest <strong>of</strong> the<br />
galaxy.<br />
Running from robots<br />
During the course <strong>of</strong> your<br />
adventure you will encounter killer<br />
robots and others who will attack you<br />
in the streets. You are no match for<br />
the robots, and ammunition is<br />
6 QuestBusters<br />
expensive, so run (click on the upper<br />
left hand icon in the battle screen)<br />
from your attackers and pick your<br />
battles carefully.<br />
Running can be very helpful for<br />
other reasons beyond avoiding the<br />
death <strong>of</strong> your alter ego. Two essential<br />
items in the game are located in areas<br />
I was unable to reach without<br />
running, which also enabled me to<br />
reach the area <strong>of</strong> the police station<br />
without getting arrested and wasting<br />
two days <strong>of</strong> the ten needed to win.<br />
The game is vast, so it's essential to<br />
map the different locations from the<br />
city to the underground town, the<br />
desert and the artificial park. There is<br />
no automapping, and the maps are <strong>of</strong><br />
the graphic adventure type.<br />
Orientation is odd, sometimes<br />
requiring you to go out <strong>of</strong> rooms by<br />
clicking on side doors, rather than<br />
backing out the way you apparently<br />
came in. Once you get the hang <strong>of</strong><br />
getting around, things get easier.<br />
Within this vast world are<br />
physicians, water fountains,<br />
museums, a desert, nightclubs,<br />
arcades, armorers and weapons<br />
merchants. B. A. T. has a full<br />
featured 3-D perspective flight<br />
simulator c<strong>all</strong>ed the "drag," which<br />
you must learn to pilot.<br />
Implanted in your arm is a<br />
Biodirectional Organic Bioputer<br />
(B.O.B. for short) that controls body<br />
functions, translation from alien or<br />
robot speech to human language,<br />
monitors your statistics and level<br />
advancement, and <strong>all</strong>ows you to<br />
program special functions you may<br />
need to enhance your game<br />
performance.<br />
B. A. T. has a haunting and<br />
beautiful futuristic atmosphere that<br />
only the French can portray through<br />
their artistic background renditions.<br />
(B. A. T.'s beautiful graphics remind<br />
me <strong>of</strong> another French adventure<br />
game, Future Wars.) The 300<br />
graphics and animations are portrayed<br />
in 16-bit high resolution, 256-color<br />
VGA on the IBM. The highly detailed<br />
and busy graphics are confusing until<br />
you start to understand what they<br />
portray.<br />
By Al C. Giovetti<br />
UBI S<strong>of</strong>t designed B. A. T. as a<br />
tot<strong>all</strong>y rethought concept. It's what<br />
they c<strong>all</strong> a "distributed adventure."<br />
The plot <strong>of</strong> is tot<strong>all</strong>y non-linear and<br />
can be solved in a variety <strong>of</strong> different<br />
ways by completing branches and<br />
side plots <strong>of</strong> par<strong>all</strong>el solutions. All<br />
Split-screen graphics put afresh<br />
face on adventure<br />
par<strong>all</strong>el plot paths converge upon the<br />
game conclusion. The screens are<br />
graphical, flowing and cartoon-like,<br />
"designed to make the game come<br />
alive."<br />
The game is tot<strong>all</strong>y mousecontrolled<br />
with a smart mouse<br />
pointer. As you move the mouse<br />
around the game board, the mouse<br />
pointer icon changes into different<br />
icons portraying move in a direction,<br />
talk, access the B.O.B., interact with<br />
a non-player character, enter a<br />
building, and the question mark. If<br />
you click with the appropriate icon,<br />
the computer will execute the<br />
command selected. The mouse is very<br />
sensitive and can change icons with<br />
movement <strong>of</strong> one pixel.<br />
The screen display depicts<br />
movement by showing a series <strong>of</strong><br />
illustrations. An inventive "split<br />
screen" effect give the game an<br />
unusual feel, with pictures that fill a<br />
full screen, a half screen and/or a<br />
quarter screen. Often these are<br />
simultaneously displayed, overlaying<br />
each other. The screen must be<br />
examined and explored mouse to find<br />
hidden icons that reveal the potential<br />
for movement and interaction.<br />
Role-playing aspects<br />
Character generation <strong>all</strong>ows you to<br />
set your attributes from a pool <strong>of</strong><br />
points. You may determine Force,<br />
Intelligence, Charisma, Perception,
the screen and drops to grab a soldier.<br />
One <strong>of</strong> the soldiers is a gremlin. The<br />
problem is that the game is too picky<br />
about the location <strong>of</strong> the grabber. It<br />
took me many games before I learned<br />
how to pick up one <strong>of</strong> the soldiers,<br />
and then I had to find the gremlin.<br />
Makes you want to toss a brick<br />
through your monitor, doesn't it?<br />
Monorail to Dragonland<br />
You travel to the other lands in<br />
Theme Park Mystery via monorail.<br />
Once you get a monorail pass from<br />
Zoltan, you can travel to Dragonland.<br />
Here you move a Conan-type warrior<br />
through scrolling screens (both<br />
vertical and horizontal) to find<br />
various objects and weapons, coins,<br />
gremlins and the c<strong>of</strong>fin.<br />
After a few tries, you will get used<br />
to moving around Dragonland, but the<br />
flying birds will still annoy you to no<br />
end. Fortunately, the potions scattered<br />
around the screen and on ledges will<br />
restore your energy, and still others<br />
give your character some shield<br />
strength and boosts the energy level<br />
<strong>of</strong> your weapons (both displayed with<br />
dynamic bars). Once you fmd<br />
everything you need here, it is only a<br />
Type: Graphic<br />
<strong>Adventure</strong>/hybrid<br />
System: Amiga,MSDOS<br />
(CGA, EGA, VGA/MCGA,<br />
Tandy 16-color<br />
Version reviewed: Amiga<br />
Planned conversions: none<br />
matter <strong>of</strong> getting through the land<br />
without losing lives, <strong>of</strong> which you<br />
only but five.<br />
The Quest is the Best<br />
Dreamland will appeal more to the<br />
questing instincts in us <strong>all</strong>. The land<br />
is one giant chess board with various<br />
chess pieces, weird creatures and<br />
obstacles strewn throughout the<br />
squares. Under each chess piece is a<br />
box. A key will open the box, but<br />
there are few keys out in the open.<br />
One way to get keys is to kill bugs<br />
that walk across the board. They<br />
leave behind a key when dead.<br />
Another way is to drop a coin on the<br />
board. The coin turns into bird seed<br />
(yeah, I know it makes no sense), and<br />
By Russ Ceccola<br />
8 QuestBusters<br />
a flying origami bird drops keys in<br />
exchange for the seed.<br />
In any case, there are many objects<br />
to find and use correctly, plus other<br />
monsters and a couple <strong>of</strong> gremlins in<br />
the boxes. You have to use your brain<br />
more in Dreamland, but it is not<br />
re<strong>all</strong>y difficult.<br />
Mystery Theme Park<br />
Futureland is just a shoot-'em-up<br />
arcade game in which a roller<br />
coaster's tracks scroll by while you<br />
use another grabber to fire at space<br />
ships and other creatures, and collect<br />
gremlins and objects that increase<br />
your shield strength. The game could<br />
live without this land and should<br />
contain in its place a land like one <strong>of</strong><br />
the other three.<br />
Graphics and sound effects in<br />
Theme Park Mystery are solid, but<br />
nothing to write home (or<br />
QuestBusters) about. I was more<br />
impressed with the variety <strong>of</strong> places<br />
and creatures in the game, the<br />
atmosphere <strong>of</strong> each world and the<br />
over<strong>all</strong> look <strong>of</strong> the game and<br />
interface. One neat sequence is the<br />
monorail ride. Your character<br />
changes costume, and the background<br />
<strong>of</strong> the car and the scenery outside the<br />
window transform to fit the world you<br />
are about to enter. Sound effects are<br />
average and there is no music.<br />
Conclusions: As you can see, your<br />
choice to purchase Theme Park<br />
Mystery ultimately depends on your<br />
tolerance <strong>of</strong> arcade games. I like<br />
them, so the game was a pleasant<br />
diversion away from the norm. It is a<br />
fun game, and each time you play it<br />
you will get that much closer to the<br />
real story behind the park. The<br />
interface works quite well, and the<br />
only problems are with the grabber<br />
machine and Futureland. Another<br />
gripe is that there is no way to save<br />
the game. It's not entirely necessary,<br />
but I would like the option <strong>of</strong> playing<br />
a game over a few days or weeks<br />
rather than entirely in one sitting.<br />
Theme Park Mystery is in a class by<br />
itself, however. While other "unique"<br />
games fail in trying to be different,<br />
this game succeeds despite its<br />
weirdness and large variety <strong>of</strong><br />
gameplay. So if you like amusement<br />
parks and some action in your<br />
adventure, let the monorail take you<br />
away. Just don't throw up on the<br />
seats!<br />
Skill Level: Beginner to Intermediate<br />
Protection: Code in manual<br />
Price: $49.95<br />
Company: Konami<br />
Quest for Clues: II & III<br />
Here they are, complete solutions and<br />
lots <strong>of</strong> maps for the <strong>quests</strong> that have<br />
been driving you crazy. (See page 12<br />
or 16 to order.)<br />
Quest for Clues IT<br />
Arazok's Tomb, Beyond Zork, Dark<br />
Lord, Deja Vu, Dondra (Questmaster<br />
I), Dr. Dumont, Dream Zone, Guild<br />
<strong>of</strong> Thieves, Jinxter, Leisure Suit Larry<br />
I & II, Manhunter: NYC, Maniac<br />
Mansion, Plundered Hearts, Police<br />
Quest I, Sherlock Holmes (Infocom),<br />
Space Quest II, Talisman, Twilight<br />
Zone, Zak McKracken, 2400 AD,<br />
Pool <strong>of</strong> Radiance, Alien Mind, Bard's<br />
Tale III, Colony, Eternal Dagger,<br />
Faery Tale <strong>Adventure</strong>, Quarterstaff,<br />
Questron II, Return to Atlantis, Seven<br />
Spirits <strong>of</strong> Ra, Star Command,<br />
Tangled Tales, Times <strong>of</strong> Lore, Tower<br />
<strong>of</strong> Myraglen, Ultima V, Wasteland,<br />
Willow, Wizardry IV.<br />
Quest for Clue ill<br />
Arthur (Infocom), Circuit's Edge,<br />
Codename: Iceman, Deja Vu II, Fish,<br />
Future Wars, Gold Rush, Hillsfar,<br />
Hound <strong>of</strong> Shadow, Indiana Jones Last<br />
Crusade, It Came from the Desert I,<br />
The Kristal, Leisure Suit Larry III,<br />
Loom, Manhunter: San Francisco,<br />
Police Quest II, Space Quest III,<br />
Transylvania III, Universe III,<br />
Usurper, Bad Blood, Battletech,<br />
Centauri Alliance, Chamber <strong>of</strong> Psi<br />
Mutant Priestess, Champions <strong>of</strong><br />
Krynn, Con<strong>quests</strong> <strong>of</strong> Camelot, Curse<br />
<strong>of</strong> Azure Bonds, Dragon Wars,<br />
Drakkhen, Hero's Quest, Journey,<br />
Keef the Thief, Knights <strong>of</strong> Legend,<br />
Magic Candle, Neuromancer, Space<br />
Rogue, Starflight I & II, Windwalker,<br />
Wizardry V
QuestBusters 9<br />
Second Edition A D & D Rules<br />
Characters can advance to a<br />
maximum <strong>of</strong> level fourteen, with the<br />
exception <strong>of</strong> Thieves, who can<br />
advance to eighteenth level. Multiclassed<br />
non-human characters start at<br />
lower levels and progress more<br />
slowly, in direct proportion to the<br />
number <strong>of</strong> classes (up to the<br />
maximum <strong>of</strong> three classes).<br />
Character development,<br />
advancement, and attribute<br />
enhancement follow the A D & D<br />
second edition rules to the letter.<br />
SSI's adherence to A D & D game<br />
rules is one <strong>of</strong> Death's best features.<br />
Depending upon your random<br />
attribute scores and race, you can<br />
pick from six character classes,<br />
including Clerics, Fighters, Rangers,<br />
Paladins, Magic-users, Thieves and<br />
three orders <strong>of</strong> Solemnic Knights.<br />
Humans can be dual-class<br />
characters who are one class for the<br />
first part <strong>of</strong> their lives and have<br />
changed into a new class for the<br />
remainder. Once a character's level in<br />
the new class exceeds his level in his<br />
old class, he can use both classes and<br />
will gain hit points norm<strong>all</strong>y. A<br />
Human Fighter turned Thief could be<br />
a great asset.<br />
hack and slash methods <strong>of</strong> just a few<br />
years ago.<br />
This old war horse is still<br />
feeling its oats<br />
experience points to boost things such<br />
as attributes, level and hit points.<br />
Experience is obtained by<br />
exploration, killing opponents, and<br />
making wise decisions while<br />
adventuring. The method <strong>of</strong> awarding<br />
experience is far advanced over the<br />
By Al C. Giovetti<br />
Characters and Classes<br />
Characters can be transferred from<br />
Champions <strong>of</strong>Krynn, rolled up anew,<br />
or "transferred" by using a unique<br />
"modify" utility that <strong>all</strong>ows you to<br />
recreate characters from any other<br />
computer or paper-and-pencil game<br />
system. "Modify" can be used to<br />
change any character's attributes to fit<br />
any other character's attributes, as<br />
long as they start the game no higher<br />
than eighth level.<br />
Death Knights is basic<strong>all</strong>y a game<br />
<strong>of</strong> character development,<br />
accomplished by acquiring enough<br />
But many <strong>of</strong> the excellent features<br />
stand out in contrast to more<br />
graphic<strong>all</strong>y impressive games like<br />
Eye <strong>of</strong> the Beholder, which was<br />
released shortly before Death<br />
Knights. For the first time in the<br />
series, a character created in the<br />
previous game and used in this one<br />
gets to keep magic items and<br />
equipment obtained in that game.<br />
And Death Knights has automapping<br />
and autocombat.<br />
There is also a rich plot with<br />
numerous mini-<strong>quests</strong>, well workedout<br />
methods <strong>of</strong> communication and<br />
exploration over a wide area <strong>of</strong> the<br />
game map, and wilderness travel. Do<br />
not let the polish and splash <strong>of</strong> Eye <strong>of</strong><br />
the Beholder take away your lust for<br />
Death Knights. This is the same game<br />
engine that you have come to love<br />
through battle after battle. Yes, the<br />
old war horse has seen better days but<br />
this war horse is not ready for pasture.<br />
If you played Eye, you will have to<br />
familiarize yourself with Death's<br />
interface. Remember, this is a linear<br />
game whose maps are accessible only<br />
after you complete certain tasks. If<br />
you come to a ghost town, that means<br />
you have missed something; you'll<br />
have to go back and complete a<br />
related task before that town's map<br />
will appear. Watch the hints carefully<br />
and read the paragraphs. Even though<br />
the game has automapping, drawing a<br />
full set <strong>of</strong> maps will help.<br />
Better or worse than Eye?<br />
Death Knights is the sixth game<br />
utilizing SSI's best-selling, awardwinning<br />
"gold box" game system for<br />
an A D & D role-playing game. After<br />
several years out on the market, the<br />
game system seems a little tattered<br />
and less impressive than when it first<br />
appeared. The eight-bit, four-color<br />
EGA graphics, for example, are far<br />
from state <strong>of</strong> the art.<br />
<strong>all</strong> those rumors that the sequel would<br />
be marketed by Wheaties and c<strong>all</strong>ed<br />
Breakfast <strong>of</strong> Champions <strong>of</strong>Krynn).<br />
Before the game is over you will have<br />
fought hordes <strong>of</strong> undead death<br />
knights, ferocious dragons, and the<br />
evil Lord Soth himself. In your quest<br />
to stop Soth's threat to the realms, you<br />
will enlist the help <strong>of</strong> the gods and<br />
their artifacts.<br />
Type: Combat-intensive<br />
Fantasy Role-playing<br />
System: C64,MSDOS (512K<br />
and VGA required, 640K for<br />
Tandy graphics or mouse;<br />
mouse and joystick optional,<br />
hard disk recommended;<br />
Roland, Ad Lib, CMS<br />
Planned conversions: Amiga<br />
(one meg, May)<br />
t has been a year since you and<br />
your band <strong>of</strong> six intrepid<br />
adventurers, joined by up to two<br />
non-player characters, won the Battle<br />
<strong>of</strong> Kernen and were awarded the<br />
Special Solemnic Order <strong>of</strong> the<br />
Champions <strong>of</strong> Krynn. A celebration<br />
<strong>of</strong> the great victory, with a memorial<br />
to your f<strong>all</strong>en comrade and friend, Sir<br />
Karl, is planned for Gargath Outpost.<br />
Suddenly, as you and other survivors<br />
<strong>of</strong> the battle assemble for the<br />
ceremonies, a horde <strong>of</strong> death knights<br />
comes out <strong>of</strong> the sky — led by the<br />
undead remains <strong>of</strong> Sir Karl astride a<br />
death dragon!<br />
Thus begins the story <strong>of</strong> Death<br />
Knights <strong>of</strong>Krynn, the sequel to<br />
Champions <strong>of</strong>Krynn (laying to rest<br />
Death Knights <strong>of</strong>Krynn<br />
/
Unadulterated A D &D Magic<br />
The magic system for Clerics and<br />
Magic-users is also straight out <strong>of</strong> the<br />
A D & D rule books. Spells are<br />
limited to only a dozen or so types<br />
per level. Death Knights and<br />
Champions <strong>of</strong>Krynn have a complex<br />
magic system based upon the<br />
alignment with the three Dragonlance<br />
moons: Solinari, Lunitari and Nuitari.<br />
The higher the level <strong>of</strong> the<br />
character, the more powerful certain<br />
spells are: a twelfth level character's<br />
Fireb<strong>all</strong> is twice as powerful as a<br />
It's a bird!<br />
It's a plane!<br />
No! It's a<br />
Death Knight!<br />
sixth level characters; range and<br />
radius are also increased.<br />
In addition to the greater<br />
complexity for the Magic-users'<br />
spells, there is a greater complexity<br />
for Clerical spells. Clerics and<br />
Paladins align with Krynn's neutral<br />
and good gods: Paladine, Majere,<br />
Kiri-Jolith, Mishakal, Shirrion, Reorx<br />
and Shinare. The alignment with the<br />
god and attainment in level bestows<br />
special powers and a full complement<br />
<strong>of</strong> spells for each level gained.<br />
Let the games begin!<br />
When combat begins, the left side<br />
<strong>of</strong> the screen is devoted to a semithree<br />
dimensional, oblique angle view<br />
<strong>of</strong> the battle. The right side <strong>of</strong> the<br />
screen flashes combat reports, while<br />
two lines on the bottom <strong>of</strong> the screen<br />
<strong>of</strong>fers combat information such as<br />
range and key-press prompts.<br />
Characters can move in any <strong>of</strong><br />
eight directions by using the mouse,<br />
joystick, or keyboard's numerical<br />
keypad. Combat is resolved on a<br />
rounded turn basis, depending on<br />
relative dexterity <strong>of</strong> the combatants.<br />
A turn is composed <strong>of</strong> phases <strong>of</strong><br />
movement, then attack. There is a<br />
delayed turn phase that<br />
accommodates the time it takes to<br />
10<br />
cast spells, and permits you to time<br />
your movement and attack.<br />
Hot Keys too<br />
In addition to using the mouse, you<br />
can also make decisions with hot keys<br />
and menus. But in many cases, the<br />
use <strong>of</strong> a mouse with one hand and the<br />
keyboard with the other is thwarted<br />
by the lack <strong>of</strong> simultaneously active<br />
mouse and keyboard interface<br />
functions. The joystick is also<br />
supported, though it's not the most<br />
effective interface for this type <strong>of</strong><br />
game.<br />
Several external<br />
sound boards are<br />
supported,<br />
including the<br />
Roland, the Ad-Lib<br />
and the CMS <strong>Game</strong><br />
Blaster. But they<br />
only play the Secret<br />
<strong>of</strong> the Silver Blades<br />
theme, not the<br />
actual game sounds.<br />
These are handled by the PC external<br />
speaker, which actu<strong>all</strong>y does a better<br />
job reproducing footsteps and the<br />
clang <strong>of</strong> sword on halberd. Tandy<br />
owners will find their three-voice<br />
sound chip sounds even better.<br />
The game includes instructions for<br />
transferring characters, a tri-fold blue<br />
card with system-specific<br />
instructions, a 12-page Rule Book and<br />
a 60-page <strong>Adventure</strong>rs Journal. The<br />
latter has 18 pages <strong>of</strong> paragraphs to<br />
support the story, not as many as the<br />
other games in the series. The<br />
paragraphs elevate most <strong>of</strong> SSI's gold<br />
box games to the level <strong>of</strong> interactive<br />
fiction, significantly enhancing<br />
entertainment value.<br />
Conclusions: If you liked any <strong>of</strong> the<br />
previous gold box games, from Pool<br />
<strong>of</strong> Radiance through Buck Rogers —<br />
and you were not spoiled by Eye <strong>of</strong><br />
the Beholder's dazzling beauty, you<br />
will enjoy Death Knights <strong>of</strong>Krynn.<br />
Skill Level: Intermediate<br />
Protection: Keyword from<br />
paragraphs book<br />
Price: C64, $39.95; others, $49.95<br />
Company: SSI/Electronic Arts<br />
M&MIII Clues<br />
We went straight to the fountainhead<br />
for some clues to Jon van Caneghem's<br />
latest quest. (See page 14 to decode<br />
boldfaced clues.)<br />
QB: What's an effective party?<br />
van Caneghem: Make the group as<br />
diversified as possible, with a<br />
member <strong>of</strong> every race and as many<br />
different classes as possible.<br />
Secondary skills are critical, so get as<br />
many as possible. You want<br />
someone with Danger Sense and<br />
someone with Detect Secret Passages<br />
right away. Next you need someone<br />
with Pathfinding and Mountaineering,<br />
for outdoor adventuring. Read the<br />
manual and experiment with different<br />
characters, because some races start<br />
out with secondary skills.<br />
QB: How about some "jump start"<br />
clues for the opening game?<br />
van Caneghem: First-level characters<br />
can use the Mr. Wizard option to get<br />
out <strong>of</strong> trouble, since they don't suffer<br />
the usual penalty that lowers each<br />
character a level. So until your<br />
characters hit level two, you can<br />
experiment more freely.<br />
Finish the mini-<strong>quests</strong> in Fountain<br />
Head right away, then go to the cave<br />
below it. For useful clues and<br />
objects, take as many skulls as<br />
possible to the Miser. For gold, b!9h<br />
the 92c72t will around the corner<br />
from the Inn (be prepared for a<br />
battle). There's a dungeon outside the<br />
first town, just a little bit south, which<br />
is the next place to check out. The<br />
Fireb<strong>all</strong> spell is in the Temple <strong>of</strong><br />
Moo there, in a hidden spot in the<br />
north-central section.<br />
The Dragonbreath spell is another<br />
good one: it lets you choose which<br />
element you want to breathe at the<br />
enemy. If you know a monster is<br />
immune to cold, cast Dragonbreath<br />
and set it for electricity. That spell's<br />
location hasn't been decided yet, so<br />
let's just make it up right now. Ok,<br />
let's put it at w!714ck h311.<br />
For temporary Hit Points that last a<br />
day or till a battle, learn Swim (below<br />
Fountain Head), then go to the island<br />
in the lagoon south <strong>of</strong> town.<br />
NEXT MONTH!<br />
a full page <strong>of</strong> clues and more<br />
exclusive tips from the creator <strong>of</strong><br />
Might and Magic III
Walkthrough: Hard Nova<br />
Character Development<br />
Train in the Robomaze on Mastassini.<br />
At first designate <strong>all</strong> skill points to<br />
Aptitude, so you can acquire more<br />
skills later. After gaining a few levels,<br />
begin assembling a party.<br />
The Rest <strong>of</strong> the Team<br />
To greatly enhance firepower, recruit<br />
Rogers Amaro. Go to his home on<br />
Holbrook (429, 270). Get the fish<br />
tank and return to city on Mastassini<br />
(804,427). Make sure the tank is the<br />
top item in your inventory pool, then<br />
go to the bar. Find the aquarium and<br />
stand next to the second tank from the<br />
left. An option will appear, <strong>all</strong>owing<br />
you to get the yellow fish. Take it to<br />
Rogers' house on Holbrook. Give it to<br />
him, then talk to him.<br />
With Rogers, travel to Rouyn. Land<br />
at (947, 306) for some useful<br />
equipment, including the Grav<br />
Blocker. Bring the armor to the bar<br />
on Tikkor. Give it to Galejay, the<br />
sober Dattator. Talk, and he'll join.<br />
Making Money<br />
To acquire <strong>all</strong> the money you need,<br />
accept the most pr<strong>of</strong>itable smuggling<br />
missions at the Mastassini space<br />
station. The best way to deal with<br />
enemy ships is to fly right by them at<br />
high speed, then repair any damage<br />
later.<br />
You can avoid paying taxes in the<br />
Ariel system by using the JI7E ship<br />
signature. For free ammo, stop <strong>of</strong>f at<br />
(1186,173) on Mastassini. The ammo<br />
is in the frrst room, and powerful<br />
droids guard the rest <strong>of</strong> this base.<br />
Kend<strong>all</strong>'s First Mission<br />
The hijacked ship is in the C3b271n<br />
system, above and to the right <strong>of</strong> the<br />
9t17g1t2 (it doesn't appear on the<br />
Long Range Scanner).<br />
ALICE Joins the Quest<br />
To get ALICE to join, travel to the<br />
DSRELabs on Tikkor (667, 367).<br />
After docking, go west a short<br />
distance from your hovercraft.<br />
ALICE is in the sm<strong>all</strong> room to the<br />
north. Once you have dispatched the<br />
guards (Demolitions skill helps here),<br />
By Dan Ingber<br />
pick up the circuit board and give it<br />
to ALICE. Command her to follow<br />
you, and you've gained an invaluable<br />
party member who can shoot while in<br />
Scout mode. If fighting ever gets too<br />
tough, send ALICE ahead to clear the<br />
way. ALICE will make Kend<strong>all</strong>'s next<br />
quest easier.<br />
Kend<strong>all</strong>'s Second Mission<br />
After talking to Max Sebastian, go to<br />
the first base (610,608). Talk to one<br />
<strong>of</strong> the friendly soldiers to find the<br />
location <strong>of</strong> the second base. Go there,<br />
and you'll fmd a similar situation. Get<br />
the coordinates <strong>of</strong> the third base from<br />
a friendly soldier.<br />
The third base is more difficult.<br />
You must work your way as far east<br />
<strong>of</strong> the hovercraft as possible. In a<br />
room with a blue NPC is the mag<br />
card 1741. Take it and leave the base.<br />
Go to the main city on Ariel.<br />
On the third level on Ariel, use the<br />
mag card 1741 to enter the restricted<br />
elevator, then go up a level. Head to<br />
the southern tip <strong>of</strong> the level, where<br />
mag card 391A is found in a sm<strong>all</strong><br />
room. Take it and leave.<br />
Now head back to Ciberan and go<br />
to the base at (907, 650). Your<br />
starting point on the accompanying<br />
maps is (1) on Level One. (Note that<br />
the names <strong>of</strong> the levels indicate the<br />
order in which you traverse them, not<br />
necessarily their true order.) As you<br />
leave the hovercraft room (1), tum<br />
north. Travel as far as possible in that<br />
direction and go down the vent hole<br />
(2) to the east.<br />
Head east from the vent at (3) and<br />
follow the corridor to (4) on Level<br />
Two. Go up a level. Head north from<br />
(5) on Level Three into the room<br />
above the corridor extending to the<br />
west (6). Go up two levels. On Level<br />
Four, head west from (7) to another<br />
down elevator at (8). Go down two<br />
levels and travel south from (9) on<br />
Level Five down the h<strong>all</strong>, following it<br />
as it turns east.<br />
The elevator (10) is in the<br />
southwestern one <strong>of</strong> the four rooms<br />
bunched together at the end <strong>of</strong> the<br />
corridor. Go up once, and you're on<br />
the final level. ALICE can be used to<br />
wipe out <strong>all</strong> the troops here. General<br />
Rodgen (the blue person) must be<br />
killed as well, but it can be difficult.<br />
You can use ALICE, or scout around<br />
for a particular floor square from<br />
which you can shoot her but she can't<br />
hit you. Take the mag card 942Z that<br />
she leaves behind, then leave the base<br />
the same way you came.<br />
Go to Ariel and land at (1411, 426).<br />
Use mag card 942Z to enter Altron's<br />
base. You can get to him without use<br />
<strong>of</strong> force. After talking with hiin, you<br />
cannot leave the way you entered and<br />
must fight your way out the other exit<br />
to the east (saving here will replenish<br />
enemy troops). Again, ALICE will be<br />
very useful.<br />
Once you've escaped, fly to Ariel<br />
City. Go to the bar. Find Skreed in<br />
the room to the southeast comer and<br />
tell him about Altron. He'll join the<br />
party. Now destroy Altron by taking<br />
Skreed to him.<br />
The Typhon Invasion<br />
By the time you've completed the<br />
second mission, the invasion has<br />
probably begun. If the main battle<br />
fleet hasn't arrived yet, you can<br />
follow Kend<strong>all</strong>'s instructions and<br />
meet the miners on Rouyn. This isn't<br />
vital to completing the game,<br />
however.<br />
After the invasion commences, you<br />
must board one <strong>of</strong> the Typhon<br />
warships and retrieve the two Viewer<br />
Disks from the ship. Take them to<br />
Altron's base on Ariel. Use the<br />
computer to translate them.<br />
Now take the disks to the DSRE lab<br />
on Tikkor (667, 367). This shouldn't<br />
be too hard, but you must have<br />
ALICE with you (she's safe from<br />
attack by security droids). Once<br />
you've seen the head scientist, go to<br />
the other DSRE lab on Mastassini<br />
(1186,173). See the head scientist<br />
and opt for the peaceful solution.<br />
Take the material they give you<br />
and go to the Rouyn system. The grey<br />
dot at the very bottom <strong>of</strong> the Long<br />
Range Scanner is the Bremar<br />
Astrship. Board it and find the<br />
Bremen Songmaster. Give him the<br />
data and talk to him. To get him to<br />
help, you must go to the bar on Ariel<br />
and find Orai Volomar. After you<br />
meet Orai, he'll be glad to help.<br />
New QuestBusters Code!<br />
See page fourteen<br />
QuestBusters 11
Level 1<br />
ru ir<br />
Passport to <strong>Adventure</strong> |<br />
Books & Map Kits<br />
Quest for Clues 2 or 3 $25<br />
(40 solutions in each volume)<br />
Official Book <strong>of</strong> Ultima $15<br />
(with solutions to I-VI)<br />
King's Quest Companion $15<br />
(with solutions to I-V)<br />
RaircriTjcocncMasIa- Strategies $15<br />
QB Map Kit (includes US shipping;<br />
Canadians, APOs send $3 US funds.)<br />
Kit A (for graphic games) or<br />
Kit B (role-playing) $8<br />
(100 sheets <strong>of</strong> mapping paper in each)<br />
Level 2<br />
Level 4<br />
Ciberan (907, 650)<br />
MSDOS Quests<br />
Space Quest IV $47<br />
Might & Magic 3 $47<br />
B. A. T. $39<br />
Eye <strong>of</strong> Beholder $39<br />
Death Knights <strong>of</strong> Krynn $39<br />
Lord <strong>of</strong> the Rings I $43<br />
Tunnels & Trolls $41<br />
(State disk size, memory & graphics.)<br />
Amiga Missions<br />
Legend <strong>of</strong> Faerghail $33<br />
Elvira $40<br />
Amiga & MSDOS<br />
Bane <strong>of</strong> the Cosmic Forge $45<br />
James Bond: Stealth Affair $45<br />
Level 3<br />
Hard<br />
Nova<br />
Level 5<br />
1 o<br />
u<br />
C64 Outings<br />
Ultima VI $45<br />
With each game or Quest for Clues,<br />
you get a free pack <strong>of</strong> mapping<br />
paper & 3 issues added to a regular<br />
sub (2 for 1st Class & Canada, 1 for<br />
overseas). With other books, 2<br />
issues for regular subs, 1 for others.<br />
US addresses, add $3 shipping for<br />
each book or game, $2 @ on<br />
multiple orders. APO, Canada,<br />
$6/$4. No credit cards or bill mes.<br />
AZ residents, add 5% sales tax.<br />
Send street address, we cannot<br />
ship to PO Boxes.<br />
jj<br />
'•>.
QuestBusters 13<br />
Tunnels & Trolls<br />
Hero's Sword: available in Knor<br />
from Fortune Teller at random one-<br />
To defeat Xanthra, move around a lot,<br />
never standing still too long. Hit him<br />
from behind or on the side with a<br />
weapon, then move out <strong>of</strong> the way<br />
before he gets a chance to strike back.<br />
Keep it up till he's dead.<br />
Tripper McCarthy<br />
Spe Special Quests 1-6: One level 1,<br />
plac place dagger in alcove vacated by<br />
Alll Armor and Bless scrolls. Level 2:<br />
plac place daggers in/on the four dragon<br />
car\m carvings. Level 3: after inserting blue<br />
gems in <strong>all</strong> four "idols," remove<br />
then<br />
Level 4: from level 3, take<br />
north ladder. Get dwarf and<br />
"push" w<strong>all</strong> completely around<br />
to obtain key. Return north to<br />
w<strong>all</strong> carving. Turn east, then<br />
south. There are three doors,<br />
two opened by buttons, one by<br />
the key. Open <strong>all</strong> three, and<br />
close those opened by buttons.<br />
Return to original carving (note:<br />
pull arms down on <strong>all</strong> carvings).<br />
Go east and south. Pull chain.<br />
(You can return to the room<br />
opened by key and find an Ax<br />
+3 and a chain. Pull chain.)<br />
Level 5: find pantry (where<br />
poison is on floor). Put <strong>all</strong> food<br />
in alcove. Level 6: find <strong>all</strong><br />
Kenku eggs and put them in<br />
"nest."<br />
Levels 10/11: There are no<br />
ladders from level 10 to 11, nor<br />
from 11 to 12. Jump into pit<br />
from 10 to 11. There are three<br />
passages surrounding the central<br />
block (holy symbol<br />
teleportation). To access rest <strong>of</strong><br />
level, press buttons to right <strong>of</strong> open<br />
connecting passage. When <strong>all</strong> three<br />
are aligned, doors will be present.<br />
Charles D. Jones<br />
bon bones that make a good NPC. 10:<br />
War Wand <strong>of</strong> Frost. 11: +3 Banded Armor,<br />
+41 +4 Long Sword, Orb <strong>of</strong> Power, +2<br />
Kin Ring <strong>of</strong> Protection, +5 Dagger, +5<br />
Rin Ring <strong>of</strong> Protection. 12: complete set<br />
<strong>of</strong> portal p keys, three Orbs <strong>of</strong> Power,<br />
War Wand <strong>of</strong> Magic Missiles.<br />
YYou<br />
must save Prince Keirgar<br />
fron from prison on level 10 and return<br />
him to Dwarves on 5. Then get the<br />
Hea Healing Potion from 11 and take it to<br />
5 so the Dwarves can heal the King,<br />
whc who will give you the wand that can<br />
kill Xanthar on 12.<br />
CC.<br />
F. Shaffer<br />
+<br />
+<br />
*<br />
*<br />
*<br />
*<br />
*<br />
+<br />
You need the Stone Items listed<br />
above to use the portals. The Dagger<br />
is on level 2, Scepter on level 4,<br />
Necklace and Med<strong>all</strong>ion on 5, Ring<br />
on 6, Holy Symbol and Orb on 11.<br />
The eighth, the Gem, is not re<strong>all</strong>y<br />
needed, as you need a blank space to<br />
place the missing item on the portal<br />
to activate it.<br />
Other objects: Level 3, cursed Stone<br />
Axe -3.4: +3 Axe (the "Drow<br />
Cleaver"). 6: +3 Mace. 7: +2 Ring <strong>of</strong><br />
Protection, Scroll <strong>of</strong> Lightning Bolt,<br />
+3 Short Sword, +3 Elven Braces <strong>of</strong><br />
Defense. 8: Wand <strong>of</strong> Lightning Bolt,<br />
+3 Sword. 9: +3 Dow Shield, human<br />
Location Destination Stone Item<br />
(portal/level)<br />
Level 4 7/7 Med<strong>all</strong>ion<br />
Level 5 5/7 Necklace<br />
Level 6 13/10 Ring<br />
Level 7 15/11 Holy Symbol<br />
Level 7 2/5 Necklace<br />
Level 7 11/9 Dagger<br />
Level 7 1/4 Med<strong>all</strong>ion<br />
Level 7 Nowhere Gem<br />
Level 8 12/10 Scepter<br />
Level 8 Nowhere Scepter<br />
Level 9 6/7 Dagger<br />
Level 10 10/8 Scepter<br />
Level 10 3/6<br />
Ring<br />
Level 11 16/11 Orb<br />
Level 11 3/6 Holy Symbol<br />
16 Level 12 14/11 Orb<br />
*: <strong>all</strong> in same area +: connected<br />
Portals in Eye <strong>of</strong> Beholder<br />
This table tells where each portal is<br />
located and other pertinent<br />
information.<br />
Pick up <strong>all</strong> rocks you find: your rear<br />
rank can use them as missiles, and<br />
they're good for activating floor<br />
levers from a distance. On doors that<br />
won't open, look on adjacent w<strong>all</strong>s for<br />
a button in the form <strong>of</strong> a sm<strong>all</strong> square.<br />
Save at least one food pack, even<br />
after a Cleric gets the food spell; you<br />
need it for access to at least one area<br />
<strong>of</strong> a lower level. Don't waste keys.<br />
Often the only way to reach another is<br />
by dropping through holes in the<br />
floors; save first.<br />
Mike Prero<br />
southern part <strong>of</strong> level six are near the<br />
original stairs from level four.<br />
Dennis Ewell<br />
Portal<br />
Keys to the Kingdoms<br />
1<br />
2<br />
3<br />
4<br />
5<br />
6<br />
7<br />
8<br />
9<br />
10<br />
11<br />
12<br />
13<br />
14<br />
15<br />
Eye <strong>of</strong> the Beholder<br />
Level 5: There are several "walkthru"<br />
w<strong>all</strong>s here, marked with<br />
symbols. The upper half <strong>of</strong> this<br />
level is separated from the lower<br />
half, and may be accessed by<br />
going through the walk-thru w<strong>all</strong><br />
on the west edge. Agree to help<br />
Dwarves in north half, so you can<br />
obtain healing services <strong>of</strong> Dwarf<br />
Cleric. After each partial healing,<br />
leave the level and return for more<br />
healing until complete. Get Stone<br />
Med<strong>all</strong>ion and Necklace, Mage spell<br />
<strong>of</strong> Haste. In SW corner, get Platemail<br />
and Spell <strong>of</strong> Invisibility 10. Use<br />
teleporter. Get wand (walk-thru w<strong>all</strong>).<br />
Go through teleport maze (use<br />
teleporter to north, activate switch,<br />
use teleporter to east, activate second<br />
switch). Teleporter to north returns to<br />
start. Use teleporter to north again,<br />
then middle teleporter to east, then<br />
teleporter to north. Activate final<br />
switch, and you can now access stairs<br />
to norther part <strong>of</strong> level six. Stairs to<br />
Vingaard: To find the Dream<br />
Merchant's shop, (from the<br />
entrance), go 8S, 3W, 3N, 2W,<br />
IN, 1W, 2N, 1W, 3N, 1W. The<br />
Lit Candle is 8S, IE, IS, 3E, IS.<br />
To find Selas: buy a candle and<br />
follow the red doors.<br />
Turef: Wrestle the dwarf in the<br />
purple hat. Ask locksmith for key<br />
#88. This opens a secret door in<br />
NW corner <strong>of</strong> bar.<br />
Vivienne Stevenson<br />
Death Knights <strong>of</strong>Krynn<br />
Most <strong>of</strong> the monsters are Undead, so0<br />
it's useful to have at least two Clerics :s<br />
or dual-class Clerics to turn them.<br />
3<br />
Visit the dwarf Gluten's home in the<br />
v<strong>all</strong>ey just east <strong>of</strong> Throtl. Answer the ie<br />
riddles (wlt27, hln89,73ng), or winn<br />
a few fights to get the Girdle <strong>of</strong><br />
Giant's Strength and a Mace +4.<br />
Maces are especi<strong>all</strong>y useful against<br />
Skeletons.<br />
Save the Father <strong>of</strong> Trees, found on<br />
the southern edge <strong>of</strong> the map's center. ;r.<br />
You'll find a Periapt <strong>of</strong> Pro<strong>of</strong> vs.<br />
Poison, and Boots <strong>of</strong> Speed.<br />
In Throtl: you can find treasure andd<br />
weapons at 14,13 and 1,11. Rescues<br />
Sir Michael at 4,2. More loot is<br />
found on the beached pirate ship, just st<br />
east <strong>of</strong> Kalaman.<br />
Dargaard Keep: to use secret<br />
entrance to this place, get 931v27 k26 26<br />
in Kalaman, go to northeast corner <strong>of</strong><br />
Cerebrus graveyard,<br />
and open c<strong>of</strong>fin.<br />
R. T. Vicedomini
hour intervals; get for Warriors only.<br />
Language: Khosht. Learn <strong>all</strong>. Keep<br />
resting to change days, then<br />
reentering. Free Ship: F2, H6. Help<br />
Kestrel with broken wing. Digs: get<br />
Deathwand from chest. Enter silver<br />
and brown mirrors. Equip wand.<br />
Enter Black mirror. Attack north. Kill<br />
Lerotra. Get Funny Once gem in NE<br />
cell. Monument's 6 passwords: get<br />
on ghost ship by gambling and<br />
winning. SW: 945n8 NE: 93ght SE:<br />
h217t NW: m21n3ng E: f2213ng W:<br />
m3n8<br />
Fred J. Philipp<br />
Bane <strong>of</strong> the Cosmic Forge<br />
To get a level 20 Bard quickly: start<br />
with a Faerie Bard. When he hits<br />
level three, change him to a Thief,<br />
then back to a Bard, repeating this<br />
about a dozen times. Your other<br />
characters will be at or near level 7<br />
by now. When they reach level 8,<br />
your Bard will be at level 7 but with<br />
the spells, spell points, hit points and<br />
skills <strong>of</strong> a level 20 Bard.<br />
Multiple saves: the manual is<br />
incorrect in stating you need separate<br />
disks or directories for thise. If you<br />
specify C:\e game is saved as<br />
C:\SAVEGAME.DBS. Specify C:\X,<br />
and it is saved as<br />
C:\XSAVEGAME.DBS.<br />
Wes Irby<br />
To figure out code to the altar, you<br />
must read the Book <strong>of</strong> Ramm. The<br />
buttons you push are 71mm, 71mm,<br />
47b, wln8,47b. To get the Book <strong>of</strong><br />
Ramm, go to the gate that says<br />
"closed during service hours." Search<br />
the sides next to it to open the gate.<br />
Enter and get Key <strong>of</strong> Ramm. Go to<br />
King's room and through the secret<br />
passage. Open the first gate with the<br />
Key <strong>of</strong> Ramm. Open chest and get the<br />
contents, which include the Book <strong>of</strong><br />
Ramm. To go to the altar, head for<br />
the gate next to the first gate. Open<br />
with Key <strong>of</strong> Ramm. Find a large<br />
room with two water fountains. The<br />
one on the right is safe and will<br />
refresh the party. The altar is in the<br />
middle <strong>of</strong> the room.<br />
Danny Bialecki<br />
Captive<br />
Each base has a planet probe, so<br />
make sure you never blow up a base<br />
without getting one. Some bases have<br />
two probes. Once you've found<br />
enough probes (about 10) to locate<br />
the Space Station where you are held,<br />
you don't need to get more probes<br />
later. Remember to discharge <strong>all</strong><br />
probes you find on the map screen<br />
after you successfully blow up a base.<br />
Human guards wearing blue<br />
uniforms usu<strong>all</strong>y have a clipboard<br />
14 QuestBusters<br />
with a security door password.<br />
Scientists in white uniforms have<br />
clipboards with password to<br />
computer systems. Kill every alien<br />
in each base, since they might have a<br />
similar clipboard.<br />
Before buying better arms or legs,<br />
buy best chest armour, because the<br />
chest contains the droid's battery<br />
packs, and better chests can store<br />
more power. The number <strong>of</strong> aliens in<br />
every base is finite. You won't have<br />
to worry about random aliens in your<br />
path, especi<strong>all</strong>y when you're racing to<br />
the front gate after setting explosives<br />
next to the power generators.<br />
Andrew Phang<br />
Buck Rogers<br />
All characters should have<br />
microwave gun, sonic stunner, needle<br />
gun, rocket pistol or rifle, and laser<br />
pistol or rifle before going to the<br />
Asteroid Base. When you reach the<br />
lower level there, you'll fight Hyper-<br />
Scorps, Hyper-Crabs and Hyper-<br />
Snakes. Snakes are most dangerous,<br />
as the only effective weapons against<br />
them are swords, knives, needle guns,<br />
and laser pistols or rifle. A good<br />
tactic is to use a sonic stunner on<br />
Crabs and Scorps to form a living<br />
w<strong>all</strong> between you and the Snakes, the<br />
pick <strong>of</strong>f the Snakes at will. If<br />
monsters are in an adjacent room,<br />
arrange your party to form an upsidedown<br />
L outside the door and assume<br />
guard position. When the enemy<br />
comes through the door, you will<br />
automatic<strong>all</strong>y open fire with any<br />
ranged weapons you have readied.<br />
Richard Rasmussen<br />
Duplicating Items: give <strong>all</strong> valuable<br />
items to one character (X), then<br />
remove him from the party.<br />
Immediately add back the character,<br />
transfer the goods to another person<br />
and remove X from the party again.<br />
This time, the game will ask if you<br />
want to overwrite X. Say no, and give<br />
X a new name (Y). Now add X again,<br />
who will have the goods once again.<br />
Transfer them and repeat.<br />
When attacking a Combat Robot:<br />
either get rid <strong>of</strong> it quickly by<br />
launching as many rockets as<br />
possible, or surround it completely so<br />
it will use its needle gun instead <strong>of</strong> its<br />
rocket launcher. Unlike in other<br />
games using the A D & D system,<br />
you can move your guys around<br />
without fear <strong>of</strong> being attacked, even if<br />
you turn your back to your opponent<br />
when you move. Therefore, you<br />
should always be able to saunter<br />
around behind your foe and let him<br />
have it, especi<strong>all</strong>y if you backstab!<br />
Andrew Phang<br />
Altered Destiny<br />
To get Jewelled Arrow: climb leg<br />
bone (on far right <strong>of</strong> screen), drop<br />
everything on top <strong>of</strong> it. Carefully<br />
walk on web to next screen. Carefully<br />
walk to Jewelled Arrow and get it.<br />
To open cave in forest: put<br />
f71gm2nt9 in plate. Wait till it opens,<br />
then take fragments. Enter cave, put<br />
f71gm2nt9 on plate. Go to Librarian<br />
and ask for scroll. Don't forget to get<br />
f71gm2nt9 on way out.<br />
Danny Bialecki<br />
Lord <strong>of</strong> the Rings<br />
Brandy H<strong>all</strong>: use "sneak" to enter.<br />
Trade ghost pipe or pipeweed. "Read"<br />
books. Saradoc: use "perception." Go<br />
west to bathroom and do it again. To<br />
cross chasm with Fredd, use "jump."<br />
Fred J. Philipp<br />
Bard's Tale III<br />
Gelidia's Ice Keep: cast LEVI,<br />
ANMA, PHDO in room with poem<br />
about "lift the veil—counter it" You'll<br />
enter the Crystal Tower, defeat six<br />
white wizards on the fourth level and<br />
get the Crystal Lens. Black Tower:<br />
cast MAFL, SHSP, FEAR, SUEL,<br />
SPBI in room with "Bright light, loud<br />
thunder" message. Defeat black<br />
wizards on level four; get Black Lens.<br />
Grey Tower: cast INWO, WIHE,<br />
FOFO, INVI in room with "Wolf to<br />
sate hunger" message. Defeat grey<br />
wizards on level four for Smokey<br />
Lens. Go to marble slab (on first<br />
level, when you entered Ice Keep).<br />
Use the three lenses, and a door opens<br />
to Ice Dungeon. On level two, tell<br />
guardian clll, and you'll find the two<br />
items. Return to Old Man for next<br />
quest.<br />
Kevin Pelow<br />
B. A. T.<br />
Merigo: buy tol ammo for your Haas<br />
10. Buy force field 8. Use. B. O. B. to<br />
accelerate. Enter Xifo Club at 0700.<br />
North. Kill Merigo. Search. Drag:<br />
enter (with Sloan and Lydia) airlock.<br />
Enter hangar. Talk to drag operator.<br />
Say no. Note phone number. On way<br />
out, check room west <strong>of</strong> airlock (if<br />
you have the Technician Card).<br />
Fred J. Philipp<br />
New QuestBuster Code!<br />
Boldfaced numbers are coded:<br />
1 = a, 2 = e, 3 = i, 4 = 0,5 = u, 6 = y,<br />
7 = r, 8 = d, 9 = s<br />
This month Danny Bialecki and<br />
Kevin Pelow were randomly selected<br />
to win the game <strong>of</strong> their choice for<br />
sending in Keys. Send in yours today!<br />
(All entries become exclusive<br />
property <strong>of</strong> Eldritch, LTD until<br />
October 11,2137, A. D.)
QuestBusters 15<br />
ST<br />
$15-$20@: Dungeon Master 1-2,<br />
Populous, Pirates, 30 more. Will trade for<br />
IBM 3.5". Tom Page, 96 Haddon PI,<br />
Upper Montclair NJ 07043<br />
Trade/sell: King's Quest 5 EGA, Elvira,<br />
Loom (3.5), Space Quest 3, Hero's Quest<br />
1, more. Want Leisure Suit 3, Lord <strong>of</strong><br />
Rings, Monkey Island,. C. A. Lewis, 201<br />
Hartford Rd, Amherst NY 14226<br />
Sell only, 5.25 Hard Nova, $22. $16 @:<br />
Neuromancer*, Leisure 3, M & M 2*.<br />
Future Magic*, 12. Wasteland, $10. Mili<br />
Roberts, POB 6486, Florence KY 41022<br />
Trade only, 3.5" only: Ultima 6, Kinq's<br />
Quest 5, Savage Empire, Quest for Glory<br />
2, more. Want: Magic Candle, any new<br />
RPGs. Tom Page, 96 Haddon PI, Upper<br />
Montclair NJ 07043<br />
Sell: King's Quest 5, VGA, $30. New<br />
512K King's Quest 1, $20. Space Quest 1,<br />
$6. Space Quest 2, $10. Chris Kelly, 3709<br />
Sandal Lane, Cincinnati OH 45248<br />
Sell only: Bane <strong>of</strong> Forge, both sizes, with<br />
one superpowered Priest, $20. 5.25" only,<br />
$15 @: Sword <strong>of</strong> Aragon, Warlords.<br />
Nicholas Aquila Jr, POB 471 Sebastopol<br />
CA 95473-0471<br />
Trade/sell, both sizes: Quest for Glory 2,<br />
Keys to Maramon, Conquest s <strong>of</strong><br />
Camelot, Leisure Suit 3, more. 3.5" only:<br />
Magic Candle, Spirit <strong>of</strong> Excalibur. Craig<br />
Deves, 5 Field Place, Port Chester NY<br />
10573<br />
5.25", sell only: Eye <strong>of</strong> Beholder*, Death<br />
Knights <strong>of</strong> Krynn*, $28@. Legend <strong>of</strong><br />
Faerghail, $20. Richard RobiEard, 52<br />
South Main St, Baldwinville MA 01436<br />
Trade/sell (both disk sizes): Eye <strong>of</strong><br />
Beholder, Bane <strong>of</strong> Cosmic Forge, Silver<br />
Blades, Buck Rogers. Trade/buy: Elvira,<br />
T & T, Keef the Thief, any new ones. K.<br />
G. Steinbeck, Mobay Corp, 8400<br />
Hawthorn Rd, Kansas City KS 64120-<br />
0013<br />
Will buy: Starcross, Suspended,<br />
Stationf<strong>all</strong>, Trinity, Enchanter Trilogy.<br />
Jim Dowell, 2614 59th Ave NE, Tacoma<br />
WA 98422<br />
Sell/trade, 5.25" only: Battletech 2, $20.<br />
$15@: Magic Candle*, Dragon Wars*,<br />
Hero's Quest*, Starflight 2*. $10 @: War<br />
in Middle Earth, Wasteland. Jeff Peedin,<br />
504 Powell St, Smithfield NC 27577<br />
Pirates. Frank Saultz, 12221 Haga St,<br />
Garden Grove CA 92641-3226<br />
$20 @: Populous, Starflight 1 & 2, Eye <strong>of</strong><br />
Beholder, Knights <strong>of</strong> Legend, Hostage,<br />
Trade 5.25" Monkey Island, Space Quest<br />
4 EGA, King's Quest 4 EGA, Buck<br />
Rogers. Also 3.5" Wonderland. Want:<br />
Rise <strong>of</strong> Dragon, Heart <strong>of</strong> China, Elvira,<br />
Powermonger, Savage Empire. Steve<br />
Clarke, 3673 Wyola Dr, Newtown Square<br />
PA 19073<br />
3.5":, $20 @: Rise <strong>of</strong> Dragon*, Populous,<br />
Altered Destiny*. 5.25", Tangled Tales,<br />
$15. Book <strong>of</strong> <strong>Adventure</strong> <strong>Game</strong>s Vol. 1,<br />
$25. Want Enchanter Trilogy. Paul<br />
Shaffer, 4735 Roswell Rd NE 17-H,<br />
Atlanta GA 30342<br />
Want: Stationf<strong>all</strong>, Spellbreaker, Border<br />
Zone, Sherlock, Hollywood Hijinks. Will<br />
buy or trade, send your list for mine.<br />
Have 3.5" and 5.25" drives. David<br />
Goodin, HCR 64 Box 2248, Locust Grove<br />
OK 74352<br />
MSDOS & Questalikes<br />
Trade: <strong>all</strong> Sierra adventures, plus many<br />
more, including Ultima 6, Starflight 1 &<br />
2, Les, etc. Both sizes for <strong>all</strong>. Jeff<br />
Bernard, 14526 Juniper St, San Leandro<br />
CA 94579<br />
Sell only, most $5. (Amiga s<strong>of</strong>tware to<br />
sell/trade.) Richard Goodkind, 4444 W<br />
Pine #413, St Louis MO 63108<br />
100+ titles, $5-$15. Also 75 MSDOS<br />
games, $2-$20. Write for lists, state<br />
which, send SASE. Lex Strahorn, POB<br />
87, Bradenton FL 34206<br />
Sell only: Infidel, Wishbringer, Ultim 1<br />
& 2 (Sierra) & 4, <strong>Adventure</strong><br />
Construction. Jesse F<strong>all</strong>on, 6215 Branting<br />
St, San Diego CA 92122<br />
Sell only, $15 @: Sentinel Worlds*, Mars<br />
Saga*, Silver Blades*, Bard 3*,<br />
Neuromancer*, Magic Candle*. $10:<br />
Project Firestart, Dark Castle. SASE for<br />
more! Robert Reitz, 218 N Fourth St,<br />
Sunbury PA 17801<br />
Selling <strong>all</strong> C64 s<strong>of</strong>tware. Also C64<br />
system with some s<strong>of</strong>tware. Tommy<br />
Earnest Jr, 2465 Plum Creek Rd,<br />
Christiansburg VA 24073<br />
Sell only, $10 @: Bard 1-2 w/maps, Zork<br />
Trilogy, Legacy <strong>of</strong> Ancients, Zak<br />
McKracken. $6 @: Tass Times, Murder<br />
on Mississippi, Se-Kaa <strong>of</strong> Assiah, Zork<br />
Quest, others. Shawn Lauzon, 29606 41<br />
St, Salem WI53168<br />
Ancients, Guild <strong>of</strong> Thieves. Ultima 5,<br />
$15. Or trade two for MSD^OS Pool <strong>of</strong><br />
Rad, Ultima Trilogy, or Azure Bonds.<br />
Claude Brouillett, 1795 Baseline Rd #B-<br />
2, Ottawa, Ont., Canada K2C OC5<br />
Commodore 64<br />
$12 @: Moebius, Autoduel, Wizard's<br />
Crown, M & M 1, Faery Tale<br />
<strong>Adventure</strong>,*, Rings <strong>of</strong> Zilfin, Legacy <strong>of</strong><br />
Want to buy Witness, Cranston Manor,<br />
Mission Asteroid, Dark Crystal,<br />
Brimstone. Send asking price. Clyde<br />
Dodge, 319 Marguerite #A, Corona del<br />
Mar, CA 92625. America Online: Clyde<br />
ffl<br />
GS games, $15 @: Bard 1*, Bard 2*,<br />
Queslron 2; $10, Alien Mind; $5, Last<br />
Ninja. Apple, $10 @: Moebius,<br />
Windwalker, Ultima 4, Wasteland,<br />
Wizardry 1 & 2 (a set). Dan Young, 295<br />
Still River Rd, POB 69, Still River MA<br />
01467<br />
$25 for Ultima 5 and Stationfal (a set).<br />
Tom Raddigan, 264 Addison Rd,<br />
Riverside IL 60546-2039<br />
Sell/trade: M & M 1*, $14. Bard 2*, $10.<br />
T. Prokott, 849 SE 23rd Ave Minneapolis<br />
MN 55414<br />
Sell only, $5 @: Zork I, Witness.<br />
Wizardry 1-3, $10@, or $25 for <strong>all</strong> 3.<br />
Nicholas Aquila Jr, POB 471 Sebastopol<br />
CA 95473-0471<br />
Apple<br />
Sell, best <strong>of</strong>fer for <strong>all</strong> or individu<strong>all</strong>y:<br />
Wizardry 1, Witness*, Infidel*, Suspect,<br />
Nord & Bert, Hollywood Hijinx*.<br />
Bureaucracy*, Sherlock Holmes<br />
(Infocom). Want The Book <strong>of</strong> <strong>Adventure</strong><br />
<strong>Game</strong>s. Raymond Benson, 809 Hemdon<br />
Lane, Austin TX 78704<br />
Many classic & new games to sell, send<br />
for list. Ronald Ruth, 11330 SW 70th<br />
Terrace, Miami FL 33173<br />
$14 @: Faery Tale, Journey,<br />
Powermonger, Populous, Dark Castle,<br />
Beyond Dark Castle, Bard 2 w/maps,<br />
Suspended. Send SASE for list <strong>of</strong> more.<br />
T. Prokott, 849 SE 23rd Ave Minneapolis<br />
MN 55414<br />
Amiga<br />
Sell/trade: M & M 2, Swords <strong>of</strong><br />
Twilight*, Arazok's Tomb, Bard 1*,<br />
Faery Tale <strong>Adventure</strong>*, more. Want:<br />
Hitchhiker's Guide, Leather Goddesses,<br />
Starcross, Zork 1, Planetf<strong>all</strong> (original box<br />
style, not Solid Gold). Jesse F<strong>all</strong>on, 6215<br />
Branting St, San Diego CA 92122<br />
Trade or sell old adventures with a free<br />
ad (adventures only, no pirated s<strong>of</strong>tware,<br />
10 games per ad. Phase state system.<br />
* indicates cluebook included<br />
Swap Shop
Prices Hacked and Slashed at QuestBusters!<br />
After a six-month binge <strong>of</strong> mazemapping,<br />
dragon-slaying and Orbpolishing,<br />
self-styled "publishing<br />
tycoon" Shay Addams went beserk last<br />
Tuesday and ran amok with a<br />
Greatsword +12 in the QuestBusters<br />
<strong>of</strong>fice, hacking and slashing subscription<br />
rates to an <strong>all</strong>-time low for new<br />
subscribers.<br />
QuestBusters<br />
FOB 5845<br />
Tucson, AZ 85703<br />
Finder <strong>of</strong> Lost Orbs<br />
Since 1983, QuestBusters has been the<br />
only monthly journal devoted to finding<br />
lost Orbs, slaying evil Wizards, and<br />
delving into disk-based dungeons. And<br />
if you return Ye Official Coupon<br />
postmarked by December 31,1991, ye'll<br />
get Ye Amazing Deal <strong>of</strong> the<br />
Millenium: more issues for less<br />
money! For new subscribers only,<br />
regular rates <strong>of</strong> $19 have been hacked to<br />
$17! <strong>Adventure</strong> Express was slashed<br />
from $24 to a mere $22!! (<strong>Adventure</strong><br />
Express arrives 1-2 weeks faster and in<br />
an envelope.) And either way, you'll get<br />
13 issues instead <strong>of</strong> the usual 12!!!<br />
You've tried the rest,<br />
now try the Quest!<br />
So before you embark on your next<br />
quest, subscribe to QuestBusters , and<br />
start getting <strong>all</strong> the news, clues and<br />
reviews you need to make the right<br />
decisions — in the dungeon and in the<br />
computer store!<br />
Forwarding and Return Postage Guaranteed<br />
Address Correction Requested<br />
YOUR SUBSCRIPTION EXPIRES: 92/02<br />
GOLETA CA 93117<br />
Ye Official Coupon<br />
Name<br />
Street<br />
City_ .State Zip.<br />
Yes! Send the next 13 issues. I have<br />
enclosed $17 or $22<br />
(US Funds only, check or money order, to<br />
Canada, $23 US funds; overseas air, $32.)<br />
And send these items I've circled:<br />
(Foreachbook, you get 3 issues added to a<br />
regular sub, 2 for <strong>Adventure</strong> Express.)<br />
Quest for Clues 2 $25<br />
Quest for Clues 3 $25<br />
Official Book <strong>of</strong> Ultima $15<br />
The King's Quest Companion $15<br />
Railroad Tycoon: Master Strategies $ 15<br />
Map Kit A (for graphic adventures) $ 8<br />
Map Kit B (for role-playing games) $ 8<br />
Shipping ($3 for one book, $5 for two)<br />
Total Enclosed<br />
Arizona residents add 5% sales tax<br />
Bulk Rate<br />
U.S. Postage<br />
PAID<br />
Tucson AZ<br />
Permit No. 1153