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Gateway - Final Rating

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Written by Reiko

I'll just say right out that I enjoyed Gateway very much, but I think nostalgia played a pretty small part in that, mostly by making the game easier because I remembered some of the plot and puzzle solutions. Gateway was consistently strong across the categories, bringing a polished and engaging experience to the player throughout. If anything, it started out a bit slow and built up to a very strong finish with the layered VR scenarios at the end. Let's break down why I found it so enjoyable and also where the game could have been a little stronger.
 

Puzzles and Solvability

I believe the puzzles are fair and logical, although I could see where some optional points might be easy to miss if you aren't careful about being social and polite to everyone. The trickiest parts are probably in the VR sections, but those are also the most fair because they are completely self-contained: everything you need is within the simulation, so it's just a matter of working out the right way to use what's there to break the scene.

Rolf's opinion changes depending on how you solve the local puzzles.

The game even offers multiple solutions to many of the puzzles on the fourth shield generator planet with Rolf. There's really only one "right" or ideal way to solve the puzzles and get the maximum score, but it's still possible to activate the shield generator and continue the game even if you do some pretty nasty things to poor Rolf. It's also somewhat unusual for an adventure game to offer multiple solutions with moral distinctions like that. You tend to see that more in RPGs.

Score: 7


Interface and Inventory

I'll repeat some of what I said about Timequest for this category, since Gateway uses the same Legend interface as the earlier game. Since the game is fully playable with either keyboard or mouse, the interface is very flexible. I like to play in half screen mode to increase the amount of text visible without losing the illustrations. The only trouble with that is occasionally there are items in the area that are neither visible in the illustration nor mentioned in the description, so I had to check the list occasionally.

Inventory is only a textual list, interactive-fiction style. Some items are temporarily visible in the illustrations, so those items do have graphical representations. The game might have benefited from a full graphical list, but since the full interface does include inventory items in the list of items in scope, it's still possible to use the mouse to manipulate inventory if desired, although I never bothered.

The buttons on the message system are slow to respond.

Where Gateway improves a little over Timequest is in its mechanical interfaces. The game includes several device displays with graphical buttons, usually numbered, that are also controllable with either mouse or keyboard, so they're very intuitive to use.

The only issue I had is that each click or keypress was clearly running the same kind of text adventure turn behind the scenes that a regular command would be, and then updating the graphics, so it was a lot slower than a purely graphical interface would have been. I couldn't easily page through the multiple entries in the bulletin board, for instance, because I had to pause after every click. So despite this improvement, I think I can't really give a higher score here because the nature of the improvement is primarily graphical and not interface.

Score: 6


Story and Setting

Heechee technology, commandeered for human gain.

The setting is brilliant: of course it's based on Pohl's books, so the game designers had a huge advantage over building a game world from scratch. Gateway itself, the huge alien space station, is a great place to begin an adventure in space, even though it's mostly been stripped of anything interesting by bureaucracy and rebuilt with human needs in mind. But beyond that, we gradually get tantalizing glimpses of the life and technology of the alien Heechee.

And then, as all good stories do, the game reveals a threat in the form of the Assassins, and a critical danger that only the hero can stop when activating the shield generators triggers the attention of the Assassin AI.

I think one thing the game could have done better was introduce more of a sense of urgency earlier. Until the endgame, it's almost too leisurely a romp. At the very beginning there's a sense that you need to find something worthwhile as soon as possible just so that you can survive, because you can't even afford a flight back to Earth, and you can't afford to live on the station for too long. Even so, you can wander around as much as you want, really. Aside from drinks at the bar and fines for inappropriate behavior, there's nothing that reduces your balance as far as I know.

I'm so rich...with nothing to spend it on. And the game isn't even over.

I even tried drinking away all my money just to see what would happen, and...nothing. Absolutely nothing. I think there's a missed opportunity for a death message here. I even managed to get my balance negative by incurring a fine with my balance low enough, and still the only issue I could see is that you can't buy any more drinks, which means you might not be able to get the medallion from Nubar Kamalian if you didn't already do the whole sequence with buying drinks for Thom and Nubar (which only costs $60 at most if you drink with them each time). But that's only critical for getting the tuning fork from the museum, which isn't needed until just before the endgame.

After the first small find, you have enough money to live for at least five weeks even at the crazy rate of $5k/week, which was what the game indicated the PC spent for six weeks before Part 2. After you regain control, you still have enough money for almost six years at that rate, never mind the additional huge bonuses after each shield generator and the final mission. Not that the game actually keeps deducting this even if you spend weeks in-game.

While the plot gives weight to what you need to do next, with four planets that can be solved in any order and no money worries, there's no urgency. So it would have been more interesting to have a balance deduction for each calendar day. At $5k/week, that would be about $715/night. The initial balance of $1500 would only cover two nights, then. That perhaps puts too urgent of a time limit on finding the first Heechee treasure and getting the first bonus, especially since each unsuccessful trip takes at least twelve hours and each successful trip takes at least a day. A week's worth would allow for half the time to do the missions and half the time to poke around and wait for the right times for classes and meeting up with people.

Conversational cut-scene where Worden feeds us plot.

At any rate, the plot was solid and reasonably compelling for a sci-fi story with a nebulous alien menace. At least two planets gave intriguing hints about the Heechee, although we never see them on-screen, except for the AI. The existence of the shield system that was never activated gives general characterization to the Heechee as an intelligent but cowardly race who disappeared rather than risking having to face their enemies.

Score: 7


Sound and Graphics

I tend not to pay much attention to sounds in text adventures and often play games without sound on at all, but Gateway has a cheerful 80s cyberpunk soundtrack that I rather enjoyed, although that might be partly the nostalgia talking. I wonder if the soundtrack was ever sold on CD. Certain locations had their own themes: for instance, the bar has a peppy bar tune, the beach VR has a relaxing beach tune, and so on. Each planet had its own theme too.

It's not the sort of music I'd find playing in my head later, but it is instantly recognizable if you're familiar with it. The "briefing theme" that plays when you're in a plot cut-scene gives great atmosphere for telling you that Earth is doomed unless you do the next thing. And all the music is just really fun, full of twangy synthesized beats. You can check it out on Youtube if you don't want to fire up the game.

Opening theme

A partial hole appeared in the picture after I started digging.

Graphics are somewhat limited during regular gameplay since mostly it's just the location image. But there are several factors that improve this. Many locations have some limited animation rather than just a still image. The light blinks on the terminal in the room when there's a new message; dancers gyrate back and forth in the bar; characters blink and gesture, and so on. Many images change just enough to graphically display changes in the game's state without having to use much animation. Items and people appear or disappear; holes become visible when dug, etc.

Animated cutscene of the shield generator activation.

There's also quite a lot of additional graphical enhancement outside of the gameplay. There are fully animated cutscenes, such as the flight through Tau-space to a new location, and the activation of a shield generator. A number of cut-scenes are full-screen with text descriptions over mostly-static graphics. Plus the graphical device interfaces mentioned previously under Interface.

All the graphics are generally detailed and beautiful, consistently so, especially the alien worlds and the intricate alien architecture of the Heechee. All these factors means that Gateway is much better looking than Timequest by several leaps.

Score: 6


Environment and Atmosphere

Even though we don't really see too much of it, Gateway feels like a sprawling space station. The game does a good job of hinting at the many levels and facilities that must exist but are incidental to the plot. We also get to visit several alien planets, each of which has its own atmosphere, from the mysterious and rustic Aleph, to peaceful and sleepy Dorma, to menacing Kaduna.

Peaceful Dorma feels very different...

...from crazy Kaduna, full of lethal creatures.

With the dead-end trips, we also get a sense that the ships are programmed for a great many locations, some of which are completely useless to us. But that helps to give a greater sense of space in the universe to counteract the convenience of practically-instant FTL travel. (I say practically-instant because even if the trip takes hours in game time, it still takes only seconds in real time for the player.)

Score: 7


Dialog and Acting

The text was clear and readable and described the various scenarios well. The parser was responsive to relevant commands. I didn't spend much time goofing around with irrelevant commands because the game did such a good job presenting me with useful things to do. The one time I struggled a bit with the parser was when I was wading through the Heechee technobabble to extract the actuator cell, but even that could have been somewhat deliberate, in the sense that it's supposed to feel like a tricky process.

NPCs were fairly limited in their responses. Most responded to few, if any, questions from the player, and stayed present only for a very limited time to reduce the opportunity for failed conversations. As a result, their scripted conversations were mostly infodumps, but they were written in a conversational style that characterized them well.

Rolf responds to my actions in his vicinity...

...and stands up to go with me to retrieve his cane.

The one character that was especially well done was Rolf Becker, who would answer questions about a range of relevant inputs as well as reacting to the player's actions. For a short time, he would even follow the player around in order to go on a specific adventure together.

Score: 6


Final Rating

That adds up to a final score of 7+6+7+6+7+6 = 39/60*100 = 65. Nine people made guesses ranging from 50 to 70. Nobody guessed the exact score, but Paul Franzen and Andy Panthro were each just one point off.



CAP Distribution

105 points to Reiko
  • Blogger award - 100 CAPs - for blogging through Gateway for our enjoyment 
  • Genre Lover Award - 5 CAPs - for linking to the new Bob Bates game, Thaumistry 
105 points to Joe Pranevich
  • Classic Blogger Award - 100 CAPs - for continuing The Great Zork Marathon with Zork II and III 
  • Math Solver Award - 3 CAPs - for pointing out the obvious solution to the equation 
  • Author Research Award - 2 CAPs - for pointing out the profile of Frederik Pohl at Tor.com 
55 points to Ilmari
  • Classic Blogger Award - 50 CAPs - for playing through Snowball for our enjoyment 
  • Dystopian Production Award - 5 CAPs - for explaining what the food mines were 
37 points to Laukku
  • Psychic Prediction Award - 10 CAPs - for guessing the score for Zork 2 
  • Look Ma, No Hands! Award - 2 CAPs - for tip about not leaving your hand in the Gateway museum 
  • True Companion Award - 25 CAPs - for playing Gateway along with Reiko
25 points to Voltgloss
  • Zork Addict Award - 20 CAPs - for lots of Zork 2 and 3 trivia 
  • Explosives Award - 5 CAPs - for explaining that petrol bomb is a Molotov cocktail 
15 points to Laertes
  • True Companion Award - 10 CAPs - for playing along with Gateway 
  • Cultural Awareness Award - 5 CAPs - for beginning the game of guess the actor 
15 points to Griffin
  • Psychic Prediction Award - 10 CAPs - for guessing the score for Zork 3 
  • Culinary Zork Award - 5 CAPs - for possible explanation of the vanishing cakes 
15 points to Andy Panthro
  • Psychic Prediction Award - 10 CAPs - for guessing the score for Gateway 
  • Creative Namer Award - 5 CAPs - for making up alternative Zork post titles 
12 points to Anonymous
  • I Died Again Award - 10 CAPs - for pointing out at least 5 missed deaths 
  • Time Waster Award - 2 CAPs - for having tested the time limit in Gateway 
10 points to Paul Franzen
  • Psychic Prediction Award - 10 CAPs - for guessing the score for Gateway 
5 points to Rowan Lipkovits
  • Empty Room Award - 5 CAPs - for info on games with lot of empty rooms 
5 points to Dehumanizer
  • Classic Trivia Award - 5 CAPs - for info on various graphical versions of Level 9 games 
5 points to Fry
  • Zero-G Physics Award - 5 CAPs - for explaining the behaviour of spray cans in vacuum 
2 points to Corey Cole
  • Programmer Award - 2 CAPs - for explaining the difference between arithmetic and stack overflow 
2 points to Kirinn
  • SS Gateway Award - 2 CAPs - for suggesting that the station rotates 

Gateway is complete! Next I’ll be jumping right into Dune, which happens to be another game adaptation of a sci-fi book.

Missed Classic 38: Starcross - Introduction (1982)

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Written by Joe Pranevich


A few weeks ago, Zork III fell to the might of my trusty elven sword. That’s four games on our Zork marathon completed and I remain excited for this series and what comes next. It’s time to take our first official side-trip: Starcross. Released simultaneously with Zork III and tied for the mantle of Infocom’s fourth game, Starcross is another genre-buster for 1982. While Marc Blank proved that text adventures could work for mysteries, Dave Liebling went after hard science fiction. I’ll be playing it because (I am told) it has elements that directly tie it into the Zork universe, albeit not part of the main series. We’ll have to wait and see.

Right off the bat, Infocom wanted to make Starcross unlike any game that had come before. Only a few months after introducing the “feelies” with Deadline and starting to distribute their own materials, Infocom took creative packaging to the next level by utilizing a distinctive “UFO” shape for the release. The “box”, if you can call it that, was a plastic flying saucer. I vaguely remember reading about this gimmick years ago; boxes literally rolled off the shelves. It’s a funny way to start what promises to be a serious game but let’s hope they didn’t pour more creativity into the packaging than the game itself.




As with Deadline, this game requires you to read the manual before you play. Not only does it include a copy-protection scheme (more on that in a bit), but there are a handful of game-specific commands and required backstory. Those of you that played with the “Lost Treasures” set may be disappointed to learn that the humorous diary entries and advice on inter-species contact were not in this release. The additional backstories for this game as well as all of the Zork games were included in the “grey box” re-releases and I’ll do something special to cover them when I get to the right spot in the timeline.

The manual sets the stage: the year is 2186 and there is an urgent need for new sources of energy. Thanks to new technologies, humanity has expanded into the solar system with colonies on the moon, Mars, and even larger asteroids. My character is a space-miner of sorts; our job is to find and harness pinpoint-sized black holes which can be tapped for their energy. (The manual helpfully adds that this is based on “theories from the 1970s”. Disco was a theory from the 1970s and look where that ended up…) My ship, the Starcross, is loaded with a mass detector and specialized magnets to snag and transport the black hole if I find one. The manual reveals that as the game begins, we will instead discover a massive ship from the outer reaches of the galaxy. I’m not sure if that gives too much away, but it does sound more interesting than space mining!

There are only a few specialized commands that we will need. Directions on the ship will be nautical rather than compass: “fore”, “aft”, “port”, and “starboard” replace north, south, west, and east respectively. (They will be mapped to the traditional names as well so our finger-memory won’t suffer too much.) We also are given instructions on how to talk to the computer using “computer, <command>” just as dialog worked in other Infocom games. And finally we will have to type “computer, confirmed” to lock in a course when the time comes. Let’s play!

The future still uses tapes!

We awake in our bunk on the Starcross with an alarm blaring. In medias res! I have to stand to get out of bed, but I’m told that the alarm isn’t in this room, it’s on the bridge. I poke around my cabin for a bit but only find a “tape library”. I nab it before heading out. You might be wondering why they still use “tapes” in the future, but that question has already been conclusively settled by the sci-fi comedy series, Red Dwarf. The last living Earthling and his pals ended up back in our present in a DVD shop and had the following exchange:
Lister: Hey, what are these things?
Kryten: They're digital versatile discs, sir. DVDs for short. They were very popular at the beginning of 21st century, before they died out and were replaced by what we use now.
Lister: Well, you mean videos?
Kryten: Precisely. Back then no one knew that the human race were utterly incapable of putting the DVDs back in their cases. You can see the point. Over two trillion went missing in just over 20 years. Videos are just too big to lose.

While I’m poking around, the computer is warning me that if I don’t turn off the alarm soon, we’re both going to have a headache. Perhaps there will be bits of sci-fi comedy here as well?

On the bridge, we find the mass detector, a couch, a view screen, plus access to a utility closet. (There’s a space suit and a safety line in there which I grab as well.) The detector has two buttons: a red one and a blue one. I experiment and find that the red one stops the alarm while the blue one spits output onto a printer. I love past versions of future tech! The detector also has a small view screen which simply reads, “mass UM08”. What does that mean? It’s time for copy protection! The printout is included in the packaging:

The futuristic computer screen couldn’t display this?

I do not understand the coordinate system very well, but I know we need to provide three of them: “range”, “theta”, and “phi”. I look for UM08 on the map and try to work it out. Range looks to be 75 (the distance on the x-axis?), theta is 270, and phi is 017. How am I supposed to treat that little direction line next to the UM08 point? Do I need a protractor to play this game? I punch in my numbers just as described in the manual, sit in the comfy couch, fasten my safety belt, and punch it. Game over. I arrive in empty space and the game ends; I must have gotten the numbers wrong. Later editions of the game abandoned the map and just gave you the answers in a table format so I must not be the only person confused. On the next time around, I get UM28 as the code and am able to enter the coordinates successfully. While traveling to our destination, I fiddle with my tape library and get it to play random bits of music or an educational lecture. There’s no “browse” or “search” function that I can find so if there’s a clue hidden on the tapes, I will need to figure it out later.

After waiting a few turns, we arrive at the object and (surprise!) it is an alien spaceship. It would have been more of a surprise if the manual didn’t give that away, but I suppose it’s not a spoiler if it happens in the first few moments of the game. The spacecraft is a cylinder, around 5 km long (3.1 miles) and 1 km (0.6 miles) in diameter. The fore end has a crystal dome. The ship scans us then starts to pull us in with some kind of tractor beam. There’s not much I can do except wait, but at least we get to see more of the ship as we are pulled in and different areas come into view. I manage to spot:

  • A blue dome with something that looks like a spaceship held down by silvery ropes
  • A yellow dome that is damaged and littered with debris
  • A green dome with a long and silvery spaceship tethered nearby

When we near a red area, wires pop out and grab the ship. Unfortunately, since I had taken off my seat belt, I’m killed immediately by the force of gravity as I hurl into the wall. I restore to stay buckled and this time the tethering completes and the giant spaceship is above us. I get that it’s “hard” science fiction, but I’m not sure that random deaths are “fun”. On the other hand, I should not have taken off my belt while the ship was in motion!

Spacesuits may look cooler in 100 years, but this is pretty cool.

I put on the spacesuit and cross through the ship’s airlock, emerging into the “Red Dock” where I find my first obstacle: there is no way into the big ship. The docking area contains a hook that I can tie my safety line to plus a strange-looking sculpture. It has ten bumps on it: the first one large and centrally located, the rest scattered. The pattern is a large one, then four small, then two large, two medium, and then two small. What could it mean? I have absolutely no idea.

After spending some time fiddling with the hook and safety line, I discover that the sculpture reacts to touch: if I touch the first bump, all of the remaining ones retract and the object becomes completely smooth. I have to restore to bring the bumps back and I get the same results for the second and third bumps as well. What does it mean? With only ten possibilities, I brute-force it: when I touch the fourth bump, a new column appears the same distance from the center as the first bump. When I touch that one, the whole thing flattens again except revealing a black rod. Picking up the rod opens the airlock! I pass through a simple outer and inner door (closing the outer one first so as to not let any atmosphere out) and emerge into a red hall way with some wilted plants. There’s breathable atmosphere on the ship and I can take my spacesuit off. The rest of my explorations will have to wait for next week.

This has been interesting so far, but I doubt I’m into the real part of the game yet. I feel bad for “solving” the sculpture using brute force but I bet someone here will tell me that the solution is obvious. I restored a few times and verified that only the fourth bump had that effect. I hope I don’t find all of the puzzles in the game to be this inscrutable…

One final note: the registration in the ship says it was manufactured by “FrobozzCo Astronautics”. That sounds more like an Easter egg than a connection to Zork, but I suspect there will be more soon.

Inventory: Library tape, space suit, safety line, detector output, black rod.
Time played: 50 min

Since this is an introduction post, don’t forget to try to guess the score. Thus far in our marathon, Dungeon scored 41, Zork I scored 35, and Zork II scored 32 points, and Zork III scored 42. Deadline, the Infocom game that immediately preceded this one, scored 45 points. Dave Liebling’s previous game as the primary developer was Zork II; This is his first true solo effort.

Eternam - Final Rating

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written by Aperama

Eternam is probably one of the more divisive topics I've had to attack here on the blog. The 'win' post has made it very clear that there were people who actually found this game somewhat endearing and likeable in its own way. I decided to focus on the more negative aspects because every time I attempted to write about it up front, it simply read as gibberish and barely came out to more than a paragraph or two. Eternam is a big game where not a lot actually happens. There are plenty of jokes throughout the way, most of which don't necessarily tickle my personal funny bone. In contrast to most of the other games I've reviewed where I found personal interest, or could at least understand the target audience, this one just never worked for me. Given as much, I decided to spend the last few days researching reviews both of a time-specific nature (Zero, a UK magazine, has its highest review yet I can't find anything from it outside of the score so it's largely useless) and of a more up-to-date theme, not that a great many people have put together video reviews et al of it.


This is, just as a reminder, what happens after a train almost runs you over
The issue I have with the old reviews of this game is that they are all feel as though they only played through the first island to island and a half or so. I'd agree that there was something promising to start it. Whilst never really gripping me, there was a certain something to Eternam, which when not making me cringe with how poorly it fit definitely held promise. Of course, reviewers have this issue come up frequently with timeframes making full games all but impossible to play when they stretch out over reasonable periods of time, but the promise fades pretty incredibly after the second island. I find it intriguing that a Youtuber found the same problem I did in the second island, but in a completely different place as it came there with an exit not being clearly defined and getting lost due to it – again, this all comes largely down to its interface, which I'll get to shortly.


I know a lot of people enjoyed the completely absurd
approach to conversations, but it really never sunk in with me

Watching and reading said reviews, between those listed on Mobygames, the couple I could find in archived magazines and even an archived German magazine review (page 35) is.. well, the reviews seemed to be more of the graphics and sound than anything. Admittedly, this isn't the greatest surprise in the world, but the otherwise overwhelmingly positive reviews really had me hoping that there'd be a little more to them with an average in the high 80s (if you remove the more current reviews which are no longer wowed by the now dated graphics). Some people do like the humour, though even those who are the game's most fervent defenders agree that the game could use a little coherency and that the interface is dreadful. Even without my modern sensibilities though, the game did not serve itself well with the repeated 'zooming in'– an alright picture just ended up down-right creepy or unappealing by random shots super-close in. I'd just like to prove that whilst this game definitely did not suit me that I'm going to try and give it as fair a go as I possibly can before I go on with the meat of the rating.

Puzzles and Solvability

Eternam is eminently 'solvable'. I think that's something which a lot of games of this era have struggled with – this game doesn't appear to be one of those which was working to sell a hint line at fifteen bucks a call. I think the issue with this game's puzzles for me again comes down to the interface. If I'm correct (and there's literally no way of telling if I am or not), they found it too difficult making the 'use' command link up to actions on the map. In the 'open world', the only item which has any feature is the compass bought in Dorsalis, which is actually somewhat useless as after you can actually get one they stop giving directions in compass headings.


See the compass? Yeah, didn't help me either

For all that its puzzles are 'easy', the game is just.. not consistent. This is really where I had issues. In some areas, the puzzles 'solved' themselves just by having the item in your inventory. Other times, you needed to have it selected and then it would automatically be used. As a third option, there were some where it was required to 'use' the item. I'd rather all of them use the one scenario regardless which the game were to choose. It was particularly heinous with the 'rackets'– I didn't even really know what the item was supposed to be when I picked it up, so expecting to use the image (which only popped up for a moment or two on Don's feet when walking over 'quicksand') to know what I needed to do to proceed when being buried in sand was very optimistic. I only managed to work it out due to obsessive screenshotting. Again, though, it's more an interface issue. The dialogue puzzles were also painful because of a lot of dialogue only being usable once. I'm not sure if that's an interface gripe or what. Still, everything (largely) made sense here. I had a couple of puzzles which I had to brute force (giving the flag to the Dragoon, using the toilets to teleport to other islands) and a couple where the game 'triggered' me to recall a linked item (Staff of Miniaturisation on the boat). Overall, I'd call the game's puzzles passable and give it flak for a lack of consistency in solutions, especially in places like the execution chamber / jail cell.


Pick the wrong option here (one in three choices)? You die!

Rating: 4

Interface and Inventory

As I might have mentioned, this is probably the biggest letdown throughout all of Eternam. The lack of information as to what is actually in your inventory is unconscionable as it comes to a game with such bizarre items, particularly when no visual representation is ever provided. A purely keyboard interface was never suitable for this game right out of the game being concepted. The strange 'tank shooting game' which takes place, in addition to being literally unneeded and confusing, is more of a drag upon the gameplay than something to make it more fun. The inventory is stupidly large (if you pick up everything, you cycle through up to two pages with no 'sort' option available to assist with its length) and whilst I'm normally fine by red herring items, this game could sorely have used a 'drop' function.


Actually, there clearly is – I just want you to explain what!

With a game that literally has eleven commands counting 'up down left and right' and a 'menu' command, I expect that everything is easy to use and to be largely necessary. 'Speak' requires being in the perfect spot to do so, 'look' is almost useless, 'use' is used maybe a handful of times. 'Take' works as expected, at least! Oh, and the game is never consistent as to when to use the 'fire' command. “Amiga Joker”, the German magazine of the time whose is the only contemporary review I can find in full, actually liked the keyboard use supposedly. They also managed to use only screenshots obtained all within four screens of one another, so I think that can be taken with a grain of salt. The only plus to the interface which I can think of is that it technically operates, for all of its frustration.

Rating: 2

Story and Setting

This is where I feel my bias is growing difficult to fight. I never liked the story, and never felt that the plot was particularly gripping on the extremely rare instances it was actually given. I will admit that in terms of originality (outside of the Westworld parallels) the game never really fell apart. But if I were to return an equal criticism, having just read the blurb on the back of the box, the game never added to what it offered there. The end of the game gave a (rather limited) resolution to what it read on the back of the box, and a couple of people mentioned 'Mikhal Nuke' here and there – otherwise, it was just a running set of gags set in new 'eras'. The setting is the issue, though. I really want to be as impartial as I can be here, so here goes: a unique setting does not make up for a weak story. I'd argue that the setting itself is weakly presented, but I'm willing to (in my mind bump up) the score a touch to be fair as I can to the game – I sincerely do not believe that there are many other games which have attempted the same premise or level of bizarre fourth wall breaking, particularly back in 1992.


After doing this, he.. never speaks to us again. Even after
we find out what's happening. Coherency, dammit! It's all I want!

Rating: 4

Sound and Graphics

Definitely, this is one of Eternam's strong suits. I didn't really mention it too much throughout the gameplay, but the music is actually really quite decent. Not great, mind – there aren't any real stand outs or amazing tracks to my mind, but nor are there any really painful tracks. The music stops after short snippets of one to two minutes when offered, which again is largely a blessing in disguise as I feel they could have grown incredibly repetitive. The graphics are actually quite good for the age of the game, with several images actually looking quite decent (I mentioned the 'Dragon's Lair' similarities in imagery earlier.) The issue with the graphics are not when they look decent, however – it's that stupid zoom in thing. I hate to harp on here, but it really makes the graphics go from 'decent' to 'ugly' at the drop of a hat. Still, while there have been more beautiful games in the past of this blog alone, it's mostly just a thing or two I'd complain of, not the whole game. The overland map is uuugly, but oh well. Can't have everything.


The image looked decent before I got to see every line so
up close and personal! Big screens do not do this game justice.

Rating: 6

Environment and Atmosphere

This game certainly has both in spades. Five distinctly different areas are offered, and each feels different outside of the world map. The problem I had (apart from the fact that the final two areas were extremely rushed) with the environments is that they always felt like they were desperately in need of a little more fleshing out. Continually, the game decided to go in favour of comedy over building things up. Frantic and undisciplined, I never felt the game got itself off of the ground. Clearly, this is an area where lots of people throughout reviews and the like disagreed with me. I don't really know where to rate this, as I never 'got' the game. I'm just going to give it a pretty generic score and let people argue it from there if they wish.


Anyone think this helped the game? I just don't know.

Rating: 5

Dialogue and Acting

This game suffered heavily from its desperate need to be 'funny' here. Sometimes, they hit the nail on the head. Other times, not at all. I would call this an issue with the interface, but the fact that you can't repeat the vast majority of dialogues is unacceptable, particularly in a game which relies upon several dialogue puzzles throughout it. Well, I say 'dialogue puzzles'– really, you're just unlocking a conversation path which Don will automatically follow after uncovering it. The game has dozens of situations where I feel they could have used just a little dose of seriousness to go a long way, but instead nothing ever had any impact as it would immediately become a joke afterwards. The only 'serious' conversations were essentially 'hey – you died!' which I also found pretty jarring, given I feel that the game might have actually benefited from the inverse there. I won't bother to class the 'acting' as encompassing the animations, which were largely uninspired and as such wouldn't take the game in good stead regardless. The marks I give here are solely for the times I chuckled, as that was all the game ever used its dialogue effectively.


This and a few other spots legitimately made me chuckle – but never anything past that

Rating: 3

So, if I've been as impartial as I hope I have been, that leads to (4+2+4+6+5+3)/0.6 gives an even 40. Fair? Unfair? Indifferent? I don't know, but I do welcome input. I think we've got a few more games which will certainly be interesting to look into – I sure hope the people who tackle them are ready for what's to come!




Both Laertes and Fry guessed the correct score, and the first ever Straight goes to Ilmari! Let's see what other CAP awards were given.

CAP Distribution

100 points to Aperama
  • Blogger Award - 100 CAPs - For blogging through Eternam with danger to his sanity
30 CAPs to Fry
  • Riddler Award - 20 CAPs - For getting the correct solution to Aperama's riddle
  • Psychic Prediction Award - 10 CAPs - For guessing the correct score for Eternam
10 CAPs to Laertes
  • Psychic Prediction Award - 10 CAPs - For guessing the correct score for Eternam
5 CAPs for Voltgloss
  • Victor Award - 5 CAPs - For revealing the fate of poor Victor
5 CAPs for Charles
  • Shoot'em-up Award - 5 CAPs - For nitpicking Aperama's statement on Galaga
5 CAPs for Lupus Yonderboy
  • Lift Me Up, Scotty Award - 5 CAPs - For explaining European elevator conventions
5 CAPs for Laukku
  • Sierra Lover Award - 5 CAPs - For linking to a video series on old Sierra adventures 
5 CAPs to Ilmari
  • Dire Straights Awards - 5 CAPs - For the best guess in Straights

Game 79: Dune - Introduction (1992)

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Written by Reiko

If you've read any science fiction, you've probably at least heard of Dune, the classic novel by Frank Herbert. It was originally published in 1965 and spawned five more books written by Herbert himself, plus several more written by his son Brian Herbert with Kevin J. Anderson. And of course, it's the basis for the adventure game developed by Cryo Interactive and published in 1992 by Virgin Interactive. Actually, the game was based completely on the 1984 movie, which was based on the novel but has some differences.



Unlike Gateway, which had its own self-contained plot that sharply diverges from the book, Dune's gameplay is heavily based on what Paul Atreides does in the book to unite the native Fremen tribes of Arrakis. Despite my history of reading science fiction and fantasy, I'd never read Dune, so I went ahead and read the whole thing before starting to write this. I decided I'd need the background to understand the game better, and I'd also fill in a gap in my science fiction history. I initially had the impression that Dune was a slow book, hard to get into. While I did find the early chapters slow as the book does some worldbuilding and character building, once the plot starts moving, it doesn't let up much until the end, and I found it generally a pleasure to read.



The game and book both take place on the desert planet of Arrakis and focus on the character of Paul Atreides. In the book, after an assassination attempt that claims the life of his father Duke Leto, who was the ruler of the planet under the galactic emperor, Paul must escape with his mother into the deep desert, make contact with the native Fremen, and use his training and charm to integrate himself into their culture and win their loyalty so that he can use them to defeat his family's rivals, the sneaky Harkonnen.

That summary is an oversimplification, since it completely ignores several important factors, like the interference of the Bene Gesserit, the all-female sect that has been running bloodline projects to breed a specific child with specific foresight capabilities; or the difficulty Paul has with dealing with his own foresight; or the role of the immensely valuable spice that lengthens life and triggers foresight abilities which make FTL travel possible, but can only be gathered in the deserts of Arrakis, nowhere else in known space.


Does Paul look only fifteen years old?

In the game, the goal is still the unification of the Fremen under Paul's leadership in order to defeat the Harkonnens, but he begins the process at the direction of his father. Paul in the game appears to be older than in the book, which perhaps is just as well, since it's rather unbelievable that a fifteen-year-old boy, even one so talented, could perform such feats of leadership and strategy. The manual still says he's fifteen, but I don't think the picture looks that young.


Why Arrakis is so special.

The game opens with a short introduction to Paul, the rivalry of the Atreides and Harkonnen families, and the importance of spice and the planet of Arrakis to space travel. The goal is clear: defeat the Harkonnens, but they start at a significant advantage, with an established military presence and spice production already in place. Paul has to catch up.


In the main hall, Paul can speak to his father the Duke or move to another room.

In adventure mode, Paul can walk around from room to room and talk to people in his home fortress of Arrakeen or other locations he finds, and he can also walk around the open desert or travel by ornithopter, either by himself, or with certain characters. In strategy mode, he can direct individual Fremen tribes under his control to mine spice, move from place to place on the planet map, make attacks, or perform other useful actions. He can also travel from place to place himself.

The game runs in (compressed) real time, although travel time can be skipped over. The real-time nature of the game makes me twitchy and paranoid that I'm being inefficient, but I am consoled by reviews that say the game is not very difficult. I'll just do the best I can and restart only if I have to. In fact, a September 1992 review from Computer Gaming World ends by saying, "Dune features a light and interesting challenge that almost guarantees that every player will actually get to see the denouement."


Paul's first mission.

As in the book, the way to prevail will involve the Fremen, which the Harkonnens discount as a few scattered bands of rabble. After the introduction, the player has control of Paul in Arrakeen and can talk to people there or start exploring the desert. Paul's mother Jessica gives him his first specific task: take an ornithopter to a nearby Fremen location to meet Gurney Halleck, one of his father's advisors.

The bar at the bottom of the screen is the primary interface in adventure mode. The box in the middle gives options for interacting with the people or environment in the immediate vicinity, while the time is displayed with a day number and approximate sun position in the lower left. Next to the time, there are boxes to show which characters currently accompany Paul. The book shifts to a reference screen, and the box in the bottom right is a display of currently available directions. The red dot in the middle triggers a larger map of nearby rooms.

Strategy mode is more complex, involving a map of Arrakis and an interface for controlling known Fremen tribes that are close enough for Paul to reach. I’ll describe that in more detail when I start using it.


Minimalist soundtrack cover.

The soundtrack was released as a CD called Dune: Spice Opera. The composers were Stéphane Picq, the musician at Cryo Interactive, and Phillipe Ulrich, the project lead for the game.

The manual contains short talent descriptions of some of the people involved with game production, but most of them are far more fanciful than useful. For example, of Picq, it says, "The cryogenic frequency dust has given him a psy-power whose implications defy the imagination: he can tune into mental broadcasts from distant stars and astonish us with hits from beyond the galaxy..." The others say little more of any use. The entire Cryo team was French, but the rest of the manual is surprisingly coherent for a game originating from France. Perhaps Virgin produced it as part of the publishing process.

Dune was originally released both for Amiga and PC floppies but was one of the first floppy games converted to CD. The CD version included significant improvements, including movie footage and voice-acting, but it wasn't released until 1993. The version I'm playing should be the original DOS version from 1992.

So next time, I will begin collecting Fremen tribes and harvesting the spice! Make your score guesses in the meantime.

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no CAPs will be given for hints or spoilers given in advance of me requiring one. As this is an introduction post, it's an opportunity for readers to bet 10 CAPs (only if they already have them) that I won't be able to solve a puzzle without putting in an official Request for Assistance: remember to use ROT13 for betting. If you get it right, you will be rewarded with 50 CAPs in return. It's also your chance to predict what the final rating will be for the game. Voters can predict whatever score they want, regardless of whether someone else has already chosen it. All correct (or nearest) votes will go into a draw.

Missed Classic: Starcross - Zorks in Space! (Request for Assistance)

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Written by Joe Pranevich

My trusty ship, the Starcross.

Last week, I embarked on an adventure: While searching our solar system for miniature black holes to mine, I instead found a gigantic alien ship. Before I knew it, I will pulled alongside and forced to dock. With my ship trapped, all I could do was board the vessel and see what was up. I solved one difficult (to me!) puzzle at the door only to find a long red hallway and suspiciously breathable air. We’re not in Zork anymore! It’s time to play Starcross.

Let me start with the usual disclaimer: I play these games like an OCD weasel on caffeine and so I’m sorting the events in a way that describes the individual areas even as it doesn’t quite reflect the jumping back and forth that happens when inspiration strikes. Much of the ship I am about to explore is open immediately and so a lot of the early part of the game is just getting the lay of the land in an alien ship. Although it is a very “Zork” experience puzzle-wise, the setting never feels like anything that has come before in this series. It’s mind-bending.

Color-coded exploration fun!

I find myself first in a set of gridded and color-coded hallways: blue, red, and green running north to south, five rooms by three. The eastern and western edges are dark rooms (containing grues!) while the far north and south are walls. I’m using compass directions rather than nautical ones because I struggled to visualize “fore”, “aft”, “port”, and “starboard” and gave up quickly. The area is only roughly gridded because some of the hallways have extra rooms between them or nooks to explore. To help you visualize all of this, I’ve included my map of my initial explorations.

I explore the blue hallway first and immediately come across a second airlock. Down the blue airlock and through a bubble-hallway that connects another ship to the giant craft, I emerge into a cluttered spherical control room and face-to-face with a giant spider in a web. I come in peace for all mankind so I try talking to it first: his name is Guthark-tun-Besnap and he’s been trapped on the ship for hundreds of years. He’s extremely intelligent and recently learned English by listening to our radio broadcasts because he was bored. I offer him the tape library that I took from my ship and he’s thrilled! He gives me a yellow rod in return. Now I have two colored rods, black and yellow, but no idea what they are used for. Did each of the four (?) ships attached to the giant vessel get a separate rod? Will I need to collect them all? I have no idea.

Elsewhere in the blue hallway, I discover an observatory with planets that are all the wrong colors. Will I need to fix them? If so, I can’t find any way to do that yet. I also find an area where someone has melted open the wall to reveal a weapons cache. Whoever did that took almost all of the gear, but I am able to pick up a single ray gun.

Like this but in space.

The final area in the blue hall is above the airlock: a hatch that leads into the surprising interior of the ship. Instead of more hallways, we emerge into a grassland complete with roaming herds of unicorns stalked by alien hunters. I wait and watch them take down and butcher a beast, but I’m not able to interrupt them at the right moment to steal a horn or whatever it may be that I am supposed to do. The trippiest thing about the area is something I don’t notice at first: you can look UP to see more grassland. We are on the inside of a tube! The area is small with only two rooms east to west but the same five north to south. The southern end is filled with a dense forest while the metal flooring is completely exposed in the far north. I find another hatch down to a maintenance room and snag a card from the floor, but the computers in there are off and inscrutable. I also find a tree that I can climb in the forest but no idea what to do there yet.

While I’m poking around, the air is getting harder to breathe. Is this going to be this game’s time limit, like the brass lantern was in the Zork games?

Going to the Zoo

Those grues I found earlier? Not just a cute reference to Zork. In a hallway between the red and blue halls, I find the entrance to a zoo. Most of the cages are destroyed or the animals inside long since dead, but in the far west I discover a cage that has been mangled from the inside. A nearby sign explains (in English!) that it contained grues, captured in the deep underground caverns on a faraway planet. Their captors clearly didn’t know what they were getting into… It’s a lovely connection between the games without needing to explain if we’re in the past or the future as far as Zork is concerned. It hardly matters. I love the Alien buzz, the tension-inducing idea that grues prowl the dark recesses of the ship. It’s a nice touch. I’m either going to need to find a light source or some other way to pacify them.

On the eastern edge of the zoo is the lair of the rat-ants: primitive but sentient creatures resembling… rats and ants… in their makeshift nest. The nest is made of flotsam and jetsam from around the ship including a red rod. I try to take it, but the buggers won’t let me near it. They don’t talk to me and if I offer them anything in trade they just take it and add it to their nest. I don’t want to resort to violence and I’ll have to come back here later. The rest of the red hallway is boring. There are planters lining the wall which become progressively more dead as you head south, but I do not see any reason why yet. I also find another strange room between the red and blue halls where they drop hints toward a secret door. But where it is and how to open it? I’ll have to work that out later too.

Like this but in space.

The Village People

East of our starting location is the green hall with one of the largest and strangest areas yet: a whole village of weasel-people. I struggle to imagine a village created in the middle of a hallway, but perhaps the halls are wider than I am thinking. Approaching from the west gets you into the village proper while access from the north and south are blocked off by “suburbs” and homemade walls. In the center of the village, surrounded by curious weasel-children and weasel-peasants, I met a local chieftain wearing an old and tattered space suit and carrying a brown rod. I happen to be wearing my spacesuit still and he points at it. I hand it over to him and he gestures that I can take anything I want. I pick the brown rod-- much to his disappointment-- and he scampers off, leaving me with the tattered suit. I hope I don’t need to do any EV activity because that old suit probably won’t cut it.

Before I can do anything else, I run out of oxygen and die. Just like in Zork II, we get a strange death message that suggests a wider plot: an alien voice says that “the candidate has not made the necessary repairs in time”. Candidate? Is this whole mess a puzzle contrived by a science-fiction Dungeon Master? Is this really “Zorks in Space!” after all? I restore all the way back to the beginning and get back to where I am with more turns remaining. Annoying, but not I’m pretty used to that particular dance from the previous games. After restoring, I head further into the town and find myself in a maze-like warren (the width of the hallway?). I try to map it, but anything I drop gets picked up by curious natives immediately. I don’t see any way to solve this so I head elsewhere. My list of puzzles is growing.

Like this but in space.

Keepin’ the Place Clean

I’m not sure if I mentioned this already, but one challenge I’ve had is that I have to carry everything around with me all the time. Thankfully, I haven’t run out of inventory space yet, but when I went to make a cache of stuff near the red airlock, everything eventually disappeared and it took me time to discover why: cleaning robot mice.

While exploring the green hall, I finally stumbled onto a mechanical mouse with metal hopper on the top. My mind immediately went to the “skutters” on Red Dwarf, cleaning robots that prowled the halls of that ship as well. (Red Dwarf started in 1988 and so could have been inspired by Starcross, not the other way around.) The mouse seems to wander randomly and I can follow it, but eventually it either goes into the dark rooms or disappears into hidden panels in the walls. I can put an object in its basket and I’d be willing to wager that I have to use that to transport something somewhere later, but I do not see a use for it now or any way to steer the robot in the direction I want it to go.

The northern end of the green hall is a computer room with the (mainframe!) machine deactivated. Why was it so hard to imagine the effect of miniaturization in the 80s? Then again, maybe it just looks like a big computer on the outside and is really something so advanced that I cannot wrap my feeble mind around it. The computer won’t start but I find an access panel and a place to put in the card that I found in the repair room. I close the panel and turn on the machine and it immediately lights up three banks of lights plus some other icons:
-  The lights are four colors: red, blue, yellow, and green.
-  The first bank has a picture that looks like an emission of rays. It has a red light flashing and a brightly lit yellow light.
-  The second bank looks like a docking port with the yellow light brightly lit.
-  The third bank might be an airlock with a flashing yellow light.
-  A light next to a picture of a cage is lit, while pictures that are possibly navigation, engines, library, and defenses are not.
-  A weird-three part display is flashing rapidly, a black circle with a black fluid level and red wavy lines. 
Like this but in space.

I guess that the computer is telling me what is damaged and where I will need to make repairs. The blinking airlock is probably why we are running out of air and the cage is probably referring to the grues or rat-ants. I’m going to wager that the dark area is the yellow hallway (both based on the color of the lights as well as our glimpse of a yellow section while we were docking), but beyond that I’m not sure. I almost leave the room without noticing that a golden rod appeared when I fixed the computer. I am developing quite a set!

Exploring in Darkness, Exploring in Daylight

I had initially intended to end here for the week, but I’m going to get stuck very soon and wanted to narrate up to that point. At this stage, I still don’t know what to do. I’ve collected three rods (black, yellow, and gold) and know where two more are (brown and red). After not solving the warren, I restored back to before I gave away my only working space suit as I otherwise have no way to get back to my ship. From here, I start to dig deeper at the puzzles I already know about but have only limited success:
  • The dark rooms are still dark, but I discover they are passable. If I stay in the darkness for two turns, I die, but I can (usually?) dart across the darkness and emerge on the other side. Before dying, I am able to confirm that there is a hidden airlock but I cannot open it without a light. I also get a slightly different message on one of the deaths, that I have to be fixed because “there are no more docking ports”. Does that mean that the other ships were also brought here for a test and they all failed? 
Like this but in space.
  • While exploring in the village, I discover that I can “follow” the chief when he leaves and through the warren. After nearly a dozen turns of him turning here and there, we eventually emerge into a shrine in the center of the village containing the green airlock. The walls are decorated with “cave paintings” of a spider, a mouse, man-sized lizards, and a being in a spacesuit. I assume that the “man” in the spacesuit is the weasel chieftain with a suit in better repair and all of the others are creatures that I’ve seen in my travels around the ship. (This room may be a callback to the topiary room in Zork II which also had images of the various foes of that game.) I descend through the airlock and across an umbilicus to discover the weasels’ original ship complete with a weasel-skeleton for a captain. The whole place is decorated with offerings of various kinds and it obviously a central part of weasel-religion. A door deeper into the ship is fused ship, but I find a broken piece of visor on the ground. I search the skeleton to find a violet rod and am briefly pleased with myself until I return through the airlock to find a number of very angry weasels. They kill me. I restore and try to find any way to sneak out the violet rod and none of them work. I’ll have to come back to that later. 
  • The repair room (where I found the card that fixed the main computer) also contains two computers of its own which I barely understand. The first machine has a picture of the emission of rays next to a yellow slot, but neither the yellow nor the gold rod do anything when I put them in except disappear forever. The second machine has several red slots with different combinations of dots: four single dots around a six-dot cluster, two eight-dot clusters, or three single dots around a seven-dot cluster. I have no idea what they mean and any rod I put inside gets sucked in and lost. I assume I’ll need a red one for this. 
Three puzzles with some progress, but I’m not quite at the end of any of them.

Like this but in space.

Believe It Or Not, I’m Walking On Air

My first real “break” is the tree in the forest: I find that if I climb to the top where the gravity is weakest and then jump up, I can soar all the way up to the engine room above. I can climb my way in low-gravity around the bubble to a door but it is sealed. A nearby silver slot is probably the solution but none of my rods work with it.

That’s not the end: if I climb up further, I discover that I can jump off and soar toward the control bubble on the other side of the ship. Unfortunately, there is too much friction from the air and I end up stuck suspended high above the trees with no way to go anywhere. I experiment with my objects to find something to use as a propellant and realize that the gun is just the thing I need. Should a ray gun have recoil? I have no idea. The first time I try to fire the gun, it misfires. The second time, I die crashing to the ground. I restore and this time shoot at the nearby drive bubble and that sends me shooting off even further into the ship and I’m stuck over the grassland. The next shot fails because the gun is out of ammo so I restore back.

A bit later, I think to try putting things in the gun to recharge it. When I go to put things in it, I discover that someone else beat me to it: wedged into the gun is the silver rod! I remove the rod and this time the first shot doesn’t misfire. I climb back up and am able to use it to propel myself all the way across the ship to land on the control bubble. Just like before, I can climb around it in low gravity and find a door that I cannot open-- this time with a clear slot. It seems to be a one-way trip because there isn’t enough shots to get back. I restore again but this time there’s a consolation prize: the silver rod. I climb up again to stick the silver rod in the silver slot and that unlocks the drive door! Inside the drive room is a white rod and a white slot. That seems too good to be true but I stick the white rod in and the drive powers up revealing a black slot. I put my black rod in there and mistakenly activate the ship’s “emergency shutoff mechanism” and the game ends. I restore back and just do the white rod without the black one. The drive is now active!

Like this but in space.

Unfortunately, this is where I need a bit of a hint. Here’s a few more odds and ends:
  • The rods seem to be color coded to the slots (which I confirmed with the white and black rods working in their respective slots) and when the rod “works” it doesn’t get sucked into the machine. It’s clear now that the yellow and red rods will be used in the repair room but there must be something I’m not doing with the repair machine because even when I use the yellow rod it just gets sucked in. 
  • The red rod remains the property of the rat-ants. I try violence to get it and I try to trade for it. Anything I give them becomes part of their nest but nothing I have makes that particularly useful. 
  • The grassland area switches to a night cycle at 140 turns. This may be significant but I still cannot find a way to do anything with the hunters or wild unicorns. 
  • If I play through the village and get the visor but not the violet rod, I can leave in peace but can never seem to find my way back to the shrine. I can look through the visor at things but that doesn’t help with anything. 
  • While trailing the mouse through the dark, it picked up an object then disappeared. I was never able to see what it picked up or reproduce it again. 
Did I mention I keep dying of suffocation as the air runs out over and over again?

So, from here, I need a few hints. Please do the ROT13 thing, but the key questions I have are: how do you fix the lights or the leaky airlock? Is there something else I need to do first? Anything else I should be warned about?

Inventory: Safety line, space suit, detector output, black rod, gold rod, ray gun, yellow rod, silver rod. The white rod is installed in the white slot. I know how to get the brown rod, tattered suit, and visor but suspect I dead-end myself when I do.

Time played: 6hr 40 min
Total time: 7hr 30 min

Game 83: KGB - Introduction

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Written by Torch

Fancy pants 3D logo

KGB is a french game, made by Cryo Interactive. But… we hear you say, didn’t you just introduce a Cryo game? What’s going on? Is it Deja vu? Haha, no, silly. Deja Vu was featured way back in December 2011. ( And no, it’s not Deja Vu 2 either )

No, Cryo did actually release 2 games during 1992. And - as if that wasn’t enough - 92 was also the year the company was founded. How’s that for ambition? Well, to be precise, they only formally founded the company. They’d been working together as a development team since 1989. But still. As you are undoubtedly aware, the other game released was Dune, the game based on the movie based on the book by Frank Herbert.



Not sure where the name Cryo comes from, but the logo is allegedly depicting a woman in a cryofreeze tank.

The original version of KGB was released for PC and Amiga, with a PC CD-ROM version due a bit later. The CD-ROM release was for some reason renamed to “Conspiracy”. It’s essentially the same game, but they added some video sequences starring Donald Sutherland. These provide more background and some hints if the player is stuck. Other than that, everything should be the similar. I’ll be playing the original version.

I did play the Amiga version a long time ago, probably around the time of initial release, and I have quite fond memories of it. Well, I’m pretty sure I enjoyed it. Or maybe it was horrible, and I’ve just repressed it…. Or maybe maybe the memories were planted by a foreign, three-letter organization. Nevertheless, I’m very excited about giving it another go and finding out all over again.

I’ll mostly be playing on Dosbox, but I still have the Amiga version and a working Amiga, so maybe I’ll fire up that one as well, for comparison. Dosbox is probably easier for blogging purposes, though.

SETTING
The game is set in the summer of 1991, just before the fall of the Soviet Union. Our protagonist is Maksim Rukov, a 25 year old agent who used to be a part of Spetznaz, an elite military special force under GRU, an intelligence agency, like KGB. - I tried to find out how the two agencies differed, and apparently GRU was military in nature and dealt with external threats to the USSR, whereas KGB was more secretive and dealt with threats from within ( at least that’s what I came away with after some extensive Googling).

Rukov has just been transferred to Department P, a new division under the KGB. Department P was established to uncover corruption and foul play within the KGB itself. It’s unclear who arranged the transfer, but they probably had a good ( and/or sinister ) reason for doing it, which should hopefully become clear to me as I play. Rukov’s parents were allegedly killed by Afghan terrorists. Rukov’s father was a colonel, so there’s a good chance that someone who knew him will play a part in the story.

THE MANUAL
The manual is a strange mix between a being technical guide for the player and a primer for Rukov. It does its best to confuse you, by wavering in and out of context. I haven’t decided yet whether I think it’s clever or just weird. Take this example:

The “Olga” never became a huge success. It was powerful enough to run four floppy drives at once, but the exhaust made it impractical to use inside.

There are some ( quite detailed ) historical facts about Soviet intelligence agencies and their internal power struggles over the years, along with a lesson on Mikhail Gorbachev, the last soviet president, and a summary of his actions and achievements. In this section there are comments to Rukov about perhaps being tested on this material later, so I’d better keep the manual handy, just in case. In fact these sequences all seem to be directed at Rukov, along with a recommendation to trust no one. I’m guessing someone has an agenda, and placing Rukov at Department P is part of it. Intriguing...The game hasn’t even started yet, and the plot is already thick as week-old borscht. ( This pun was brought to you by the Slavic Beet Soup Preservation Society. )

Fun fact: In the manual for the CD-ROM version ( Conspiracy ), they’ve replaced all the occurrences of “KGB” with “CONSPIRACY”, even where it doesn’t really make a lot of sense:
“….and the MGB became the CONSPIRACY : the `Komitet Gosudarstvennoy Bezopasnosti’, or Committee for State Security…”
“...The CONSPIRACY headquarters, as you know, are based in…”
“...because of its political importance the CONSPIRACY is still an unwaveringly secretive
organisation…”
What, did they lose their official KGB endorsement or something?

Enough dilly-dallying. Let’s fire up the game itself.

LOOK AND FEEL

So what does it look like?

May or may not be the address of Department P

We start off with an intro that to me looks a bit…. what’s the word…. homemade..?

We couldn’t afford a professional film crew, but we had this roll of red cellophane lying around, so we thought…

There are 5 meters to this guy, I’ve got a full revolver, a half-arsed trenchcoat, everything’s red and I’m wearing sunglasses. Hit it!

Somehow this guy reminds me of Jerry Seinfeld trying to act serious on his show.

After the intro, we’re presented with the first in-game screen.

Rukov obviously didn’t request the transfer to Department P. Someone else must be pulling the strings here.

When compared to the actual game visuals, the intro looks oddly out of place to me. This seems like a strange design choice, but I’m imagining it went something like this:
Developer A: We should have an intro to the game 
Developer B: Yes! But… we spent all of our money on the 3D logo... 
Developer C: Hey! My dad has a video camera! 
Everyone: Ooooh! 
Anyway, moving on:

The in-game graphics style is quite cartoonish, but with a brown overall feeling ( can brown be a feeling? ), at least in the beginning.. The interface itself is also metallic brown. Conversations are often ( but not always ) accompanied by a close-up of the person you’re talking to, superimposed on a sort of zoomed-in/pixelated section of the screen they were in. This effect was also used to some degree in Dune.

Yes yes, so we recycled the effect. Did you know recycling was invented in the USSR?

Here the graphics seem a tad more stylized than in Dune, though.

Dune. For reference. Also brown

SOUND
One of the things I remember from playing this on Amiga years ago is the music. Or at least some of it. It was a sort of clever, mysterious electronica soundtrack that looped through the whole game. But for some reason I never got bored of it. I think. I guess I’m about to find out.

When starting the game on Dosbox, I don’t recognize the music at once, so I wonder if it might not actually be the same. After some digging I’ve found out that the music is in fact slightly different between the two versions. According to Mobygames the PC music was made by Stéphane Picq, and the Amiga music was made by Alexandre Ekian. Essentially, there are some songs that cycle throughout the game. On PC I found 6 titles on Youtube and 4 on Amiga. But 3 of them overlap. So I don’t know who made what, but the PC then has 3 unique songs and the Amiga 1. The overlapping ones also sound different, though, due to the different sound chips being used. I believe PC’s at this time were mostly using SoundBlaster soundcards, where before they would need MIDI devices if they wanted something other than that bleeping infernal… I mean internal speaker. Based on the samples I’ve heard, I still prefer the sound of the Amiga to whatever the SB-cards could produce at that time, though it could be the nostalgia speaking.

For those interested, here’s a link to all the songs, both Amiga and PC on Youtube: https://www.youtube.com/playlist?list=PLFB61FF275319821B

INTERFACE
The game is point and click-based, but using the keyboard is possible. By using the arrow keys, the pointer cycles through hotspots in the area. I’m probably going to stick to the mouse, but it’s nice to know you have options if a pixel hunt should ensue. The pointer is of the smart variety, in that a verb is displayed based on what you’re hovering over. Every interactable object has a default action, like “talk” for a person, but “look” for a closet, but you can override this by right-clicking and choosing from a list of 9 verbs ( or back to smart pointer mode ). Sometimes the default action will change after you interact with it. ( Say the default action for a phone is “look”, but after you’ve looked at it, it changes to “use”. It seems like not all of the verbs can be used with all objects. By this I mean that sometimes, if you have the “wrong” verb active, the cursor acknowledge that you’re mousing over an object.

Knocking on the guard produces little result. Also, the corridor ignores my attempts at starting a fight with it.

INVENTORY
The inventory is a separate page, accessed by clicking on the mini version of it at the bottom of the screen. It shows Rukov along with all of his stuff. The pointer allows only 4 actions here, one of which is “Destroy”. Yikes! Use with caution…. “Take” lets us pick up an object, so it can be used with something else. Pretty self-explanatory, really.

Rukov, Maks Rukov.

TIME
If memory serves me ( it does, I checked ), time will be a factor in this game. The clock in the lower right corner keeps on ticking, and there’s an hourglass on the menu that makes Rukov “wait” 30 minutes. There’s also a replay sub-menu that I can access to review previous actions and events. It doesn’t let me do anything over, though. It’s just a log.

Since time is of the essence, chances are there will be ways to possibly dead-end myself, or at least miss stuff that’s happening somewhere I’m not. To mitigate this, the game is divided into chapters, and it’s always possible to restart the current chapter. There’s also a backtrack option, which I think is a checkpoint to when we entered the current screen. I’m not a 100% that’s how it works, but there are only 4 save slots (!), so I suspect I’ll have to find out at some point.

MAP
Finally, I’m provided with a map of the locations I’ve been to. It can’t be used for quick travel or anything, but it’s nice to have.

Only four rooms, but I can still never find my car keys when I need them

And with that, I think we’re ready to get started. Whip out your favorite spy references and hop aboard the Soviet express!

Discussion point: If Adventure Games were invented now, what would they be called?

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By the TAG Team


Pirates! is surely a game full of adventure, right?


And Avatar is always on an adventure, right?


Heck, surely looking for diamonds in a cave full of deadly fireflies is an adventure!
Andy Panthro noted on his blog that Rogue-like games is a pretty strange category of games, since new players might not have even heard of Rogue anymore. Adventure game is, if possible, an even worse category. Originally, the name hails from the famed game which spawned the genre and which is often known just as Adventure.

As the screenshots above show, a wide variety of games could be said to be about adventures. I assume there's no chance to change the name of the genre, since it is so ingrained in the minds of computer gamers. Still, if adventure games were invented nowadays, they surely wouldn't be called adventure games. Instead, they would be called... Yes, what would be they called actually? Tell us your idea what name would best describe adventure games and why. If there are many good alternatives, we might do a poll and see what name the majority of our readers prefers.

Dune - Laying the Foundation

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Written by Reiko

Paul Atreides Journal #1: "My task is clear. Defeat the Harkonnens. I was born for this and only I can do this. They’ll never expect that I can make a fighting force out of the Fremen. They underestimate them and they underestimate me. I will become as one born here and the Fremen will have no choice but to accept me."


The ornithopter map at the beginning of the game has three Fremen sietches marked.


I have to do a lot of flying around by ornithopter. Paul's first task is to go meet Gurney Halleck, one of the Duke's advisors, at a particular Fremen sietch. (Incidentally, I have no idea where the word "sietch" came from; it's just the word used in the book for the cave communities where each Fremen tribe lives. In their language, it supposedly means something like "sanctuary.")

I need to also admit that I wrote something incorrect in the introduction due to my familiarity with the book. It's helpful to have the background, but it can also trip me up when the game is different. While the Atreides family rules from the fortress of Arrakeen in the book, in the game the Harkonnens have control of Arrakeen, and Paul directs his operations from a place called Carthag, which I don't remember from the book.


Flying through the desert of Dune. Not much to see.

I go to the first sietch and talk to Gurney, who doesn't tell me much, but I can ask him to join me. If I talk to him again, then he says he wants to visit each of the three known sietches together and meet the Fremen. The Fremen chief at the first one joins me immediately when I ask him to work for me. The second one refuses, saying I need to learn more first. He'll probably join later when I'm more powerful. The third one also readily joins.


Dune map with two troops recruited and set to spice mining, and one potential troop remaining.

Each time I gain a tribe, or troop, the game takes me to the Dune map, and I can give the troop orders. At the moment, my focus needs to be on spice production, so I tell both troops to specialize in that for now. I could also ask them to specialize in "army" (military skill) or ecology. In the book, there's a whole subplot about how the Fremen have been hoarding water and using some of it to test new ecosystems that will eventually transform the planet into something habitable for normal people. It looks like ecological transformation of the surface will be a factor in the game later.


Is it just me, or does the hair make Idaho look a lot like...


...a fatter version of Londo Mollari from Babylon 5. Right?

When I get back to headquarters with Gurney, the day is ending. Paul doesn't seem to need to sleep or anything, though. I check back with Jessica, who just talks a little more about the spice. Now in the same room we also have Duncan Idaho, who reports on the status of spice production.

The Duke mentions how useful stillsuits are for surviving in the desert, and suggests I should go find a Fremen stillsuit maker. I consult Gurney, who suggests that the Fremen chief at the first sietch I visited should know something about this. Off I go in the ornithopter. The chief points me east toward another sietch where I can find a stillsuit maker.


Gurney spots a new sietch when I fly close to it.

The new sietch isn't marked on the map, though. I actually have to direct the ornithopter to a point far enough east of the sietch and just watch the desert go by until I get close enough. As long as I have someone with me (I still have Gurney at this point), that person will spot the sietch and then I can approach it. Now it appears on my map and I can select it as a destination normally.

I go in and find the Fremen representative for this one. He willingly provides stillsuits for us and will send more to the palace. He also marks the locations of two more sietches. I can also recruit his troop. When I ask them to start spice mining, they mention that there's a spice harvester just sitting around. I select "Modify Equipment" and click the harvester to "equip" it to that troop for their use. They say they'll be more efficient that way.

I visit the new sietches and recruit their troops, so now I have five total. But both of them say the area must be prospected for spice first. Puzzled, I return to headquarters. I find the stillsuits there, and the Duke is pleased, but says nothing about the prospecting. But Gurney says that someone at the sietches that are already mining should know about prospecting. Hmm.


Four areas are already prospected, with two to go.

I go back to the second sietch from the beginning, where the Fremen wouldn't join me initially. This time they say they specialize in spice prospecting and willingly join me and also provide a map that indicates spice density in all prospected areas. I send them off to prospect the two new areas so that I can get the latest troops harvesting there.


Jessica's skills are still better than Paul's.

When I return to the fortress again, the Duke suggests I should take Jessica around the building to see if she can find anything secret. So I add her to the group and move around with her. On the balcony she talks about missing Caladan, their home planet, but doesn't find anything there or in the main rooms. Then in the hallway she finds a hidden door leading to a communication room. Apparently the Emperor will contact me there when he wants a shipment of spice.


Gurney micromanages me and I micromanage the Fremen.

Duncan Idaho suggests I should get more spice harvesters by asking where the troop that already has one got theirs. They direct me to another new sietch northeastwards that has no troop but does have two harvesters, which I need the nearby troops to pick up. So since Paul has to be at the same sietch with a troop in order to direct them, I have to go to each one, direct them to the new one, meet them there, tell them to pick a harvester and then go back to their respective sietches.

Once the prospecting troop is done with the first two areas, I send him over to the newest area to survey that one too, even though I don't currently have a troop to work the area. I had to wait all night and into the morning for the prospecting to finish first. Flying around seems to be the easiest way to pass time; unless I'm going somewhere, there's very little to do in any given location. Maybe I should have gone back to headquarters again first.


A treasure trove of equipment just sitting around.

Before the prospectors go, they also point me to another sietch not too far from that one. I check it out; there's no troop, but there are two more ornithopters, another harvester, and what looks like some weapons. On my way back to the fortress, I check in on two troops. One is doing extremely well, but one is in a spice-poor area and isn't getting much. I send that one over to get the new harvester. I'll eventually mine in whichever of the two empty sietches has better spice density. I arrive back at the fortress at the end of day 4.


What do you make of this? Creepy...

The Duke is out on the balcony watching the dunes. He says something creepy about "The sleeper must awaken" and then informs me that there's a message in the communication room. The emperor has sent an initial message reminding me that I'm there to produce spice for him.

I haven't found any more leads, so I tour the sietches again, checking on the troops and shifting them around a little to improve spice production, until one of them mentions that there are substantial spice fields to the south and points me to the next sietch to the southeast. There I find Harah, a Fremen girl who insists on coming with me and also reveals the locations of three more sietches.

First I go back and give the prospector troop orders to start prospecting the new areas, and then I visit the three new sietches. Two of them provide new troops, which I instruct to mine spice and shift them back an area so that they can start mining sooner once the new areas are prospected. The third one contains a troop that doesn't want to join me yet. Harah says I'll have to come back later.


Harah's a firecracker.

I take her to the fortress and drop her off. She isn't happy about being left there, but I don't have a use for her right now, and Jessica says I should go out into the desert by myself for a bit. I drop off Gurney too, who's been with me this entire time so far. On my way out, Idaho warns me about the sandworms, how they are a threat to spice mining. He says I might want to group the troops in the higher-density areas, but I'm not quite understanding how that will help. I think I'm going to have to do a lot of running around and micromanaging if I want production to stay high.

Next time we’ll get our first vision and continue gathering the Fremen.


Results of Paul's efforts.

Day: 6
Allied troops: 8
Known sietches: 12
Spice production: 1020 (about a quarter of the Harkonnen production)
Charisma: 4

Session Time: 3 hours
Total Time: 3 hours

Note Regarding Spoilers and Companion Assist Points
: There’s a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!

Missed Classic: Starcross - Won! And Final Rating

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Written by Joe Pranevich

The entire game summed up in one image.

Last week, I had a ton of fun exploring the alien vessel in Starcross. One part dungeon-crawl, one part “hard” science fiction, it wasn’t like any of the games that I have played so far in this series. Unfortunately, I found a few of the puzzles too challenging and I had to give up. I could not turn on the lights to explore the rest of the ship and I could not fix the leaks which caused me to run out of air. I also knew of several colored rods that I was unable to collect. With the help of a few hints, I was able to get the game moving again and complete my explorations. This week, I’ll conclude my tour of the accidental generation-ship and close out the fifth game in our marathon.

The first challenge I faced this week was turning on the lights, a problem so solvable that I had done it a half-dozen times without even realizing it.

Yellow!

There is a special hell for game designers that build puzzles that don’t give you any indication when you’ve completed them. There’s another special hell for game designers that teach you what success looks like and then doesn’t follow through. I can’t even imagine the hell for a designer that does both at once but I hope for his sake that Dave Liebling lives for a very long time. The “puzzle”, if you can even call it that is painfully obvious: just stick the yellow rod in the yellow slot. When you do, emergency lights are activated in the yellow hallway and we can finish exploring. But unlike every other time I’ve successfully used a rod, this one provided no feedback that showed that it worked while doing the thing that usually happens when I do the wrong thing: it sucked in the rod. I’m embarrassed that I got this one wrong but I hope you can forgive me for wanting to throw the game out the window.

Once the rod was in place, the lights turned on and the grues scattered. I resumed my explorations. My first stop happens to be the middle of the ship, the location of the yellow airlock. I make my way down to find a strange metal basket and a damaged airlock door. After two tries, I force it open but I die because I forgot to wear a spacesuit. I had given it to the weasels, but I’ve had to restore so often because of the lack of air that I hadn’t done that yet. When I emerge outside the ship, I discover debris everywhere and a body floating just out of reach. The former occupants of the airlock were in a hurry to leave and didn’t quite make it. They paid with their ship and their lives. I cannot reach the dead body without drifting away to die in space so I head back inside.

Blue!

Just to the south of the airlock-- and the only other location of note in the yellow section-- I discover a science lab with a strange contraption: a silver globe the size of a basketball is suspended in midair, seemingly held up by the beam from some sort of projector. Under the projector is a dial with four positions currently set to “two”. There are also two colored disks (red and blue) hanging on the wall. When I fiddle with the dial, the metal globe changes in size ranging from the size of an orange (the lowest setting) to four-feet in diameter and embedded into the floor (the highest setting). When it’s at its smallest, we see a bit of a blue rod sticking out, but no amount of pulling dislodges it.

The disks are a separate mystery. When I put them on the ground, they make a soft clicking sound. If I put them both together, they explode. Are they a weapon? My first thought is that I need to use them somehow with the sphere. If I put a disk on top of the sphere and then expand it, the metal envelopes the object and I can hear it fall inside. If I do that while also putting the other disk underneath and expanding the sphere to its largest size (encompassing both disks), I am rewarded with an explosion inside the sphere. Shrinking the sphere back down, I discover that the blue rod has been destroyed. Not the outcome that I was aiming for! I experiment with other combinations of objects on top of and under the sphere but nothing seems to do anything. I thought for sure I could get the rod into the basket if I expanded the sphere around it, but no dice.

I try the disks out in different locations around the ship when I discover their true function: they are transporters! If both are placed on the floor, I can step on one to travel to the other, even across different rooms! I try to use that to teleport into the sphere to collect the rod manually, but that just kills me instantly because I am too large. The real solution is beautiful and one of my favorites from this series so far:

First, I reset the sphere back to the second setting: basketball-sized with no sign of the blue rod inside. I place one disk under the metal sphere as I did before, but this time I put the basket on top. With the companion disk on the floor, I expand the sphere to encompass both objects and trigger a sequence of events. As the sphere expands, the basket falls and lands on the teleporter. The blue rod inside is close enough to the action that it gets sucked into the science-magic as well and both rod and basket appear on the second disk. I can even recover the second teleporter by shrinking the sphere again! This is a puzzle well-solved and I can’t even tell you how much experimentation it too to find this solution.

As an aside, the basket is also a strange piece of alien tech. If you place a rod in one of the pockets, the basket morphs and creates another pocket. I add rod after rod and it is able to expand and contain them all. I assume it’s work equipment for whomever built the ship, but it’s a cool detail.

Pink!

I don’t know if the teleporters have unlimited charges, but I verify that they are still working as I leave the metal sphere room for the second time. I immediately see a half-dozen puzzles that I might be able to solve with the disks such as how to get back and forth to the control bubble once I get up there, an escape from the weasels, or even a way to transport someone (or something) to take care of the rat-ants. I am not able to use them to transport the cleaning mice anywhere because they pick up the disks instead of being transported but there are plenty of other uses. I will work on the weasels next but since doing that will destroy my spacesuit, I need to revisit the yellow airlock and the debris field.

The second time around, I figure out the trick very quickly. We cannot walk out to the body because our magnetic boots (did you know we had magnetic boots?) don’t have anything to latch on to away from the airlock. If I attach the safety line to the docking hook and suit, I can cross that boundary and float out to examine the body. The poor fellow is a lizard man, long dead but carrying a pink rod. It’s obvious that he was on the ship when it tried to leave the yellow dock and was thrown clear by the explosion that caused the debris field.

Back to the weasels, I replay their whole section easily while leaving one of the transporters outside the village. I lose one of them (and a space suit!) in my escape, but in return I score the brown and violets rods, a tattered space suit, and a broken piece of visor. Good trade? I hope so.

Violet!

The visor doesn’t seem to be too high-tech, but I can look through it at various objects. I search the ship looking for invisible clues or writing. I was on the wrong track, but I worked out the solution anyway: if you look through it into the light of the projector, you can see that the reason the planets are wrongly colored is because there is a clear rod in front of the lense. I snag it out of the projector and that colors on the projected planets are now correct. I know I’ll need the clear rod to open the control bubble so I’ll head there next.

Before I go, I have neglected that I have died more than a dozen times in the last few paragraphs: I keep running out of air. I hoped that unjamming the yellow airlock door would fix that, but there is more to it. I’ve restored back to the beginning and optimized most of the puzzles but even then I get very little exploration time before I succumb. The clear rod takes me over the limit: there is no way to get all of the rods and make it up to the control bubble without running out of air.

When I get up there, I discover that my notes were wrong: it’s not a clear slot on the outside of the control bubble, that slot is gold. The clear slot is inside the control bubble. Contrary to what I reported last week, I must have been in there and made a note that I needed a clear rod and then completely forgot about it. When I read my notes for the post, I assumed that the clear slot was outside rather than inside. Not a huge deal, but I like to correct my mistakes. (Voltgloss, I’m disappointed you didn’t notice!) When I place the clear rod in the slot inside the bubble, five more slots emerge from the console: brown, green, blue, violet, and pink. I already know that I’m stuck because I didn’t find a green rod, but it hardly matters, I only manage to get the brown and blue rods in their places before I run out of air and no about of optimization seems to get me any further. I’m going to have to fix the atmosphere and hope that a green rod will magically appear when I do.

Red!

My guess is that I need to use the red rod in the second machine in the repair room to fix the air. The rat-ants are unwavering in their commitment to not giving me the red rod and no amount of messing around with teleporters or cleaning mice seems to do the trick. I eventually turn to the hints to be disappointed: you have to break the rat-ants’ nest to free the rod, then grab it when they are busy rebuilding. That seems unnecessarily violent. I was sure that the solution would have something to do with the cleaning robot since their nest was such a mess, but it was not to be! I take the rod and consider my options in the repair room. As I mentioned last week, the second machine has three slots and three sets of cryptic symbols: four single dots around a six-dot cluster, two eight-dot clusters, or three single dots around a seven-dot cluster. I do not know what they mean so I try them each in turn. The first makes the air smell like charcoal while the third makes it smell like glass cleaner. Since the second is neutral, I go with that one and leave with the rod in the middle slot. The smell of charcoal makes me realize that the three symbols represent the atoms in the three gasses that the machine can produce:
  • The first one is Carbon: the six-dot cluster represent atomic number 6. I’m not sure what the four dots are doing around them because carbon should have 6 electrons. 
  • The second one is Oxygen: the two eight-dot clusters represent Oxygen with atomic number 8. Oxygen gas contains two atoms so it’s O2. 
  • The third is Nitrogen with atomic number 7 plus three unknown blue dots. 

[ As I finish final edits, I realize that this is wrong but I’ll leave what I originally wrote in there so you can see just how wrong I was. The first one probably means Methane, CH4, but I am confused by the charcoal smell. The third one is Ammonia, NH3. I had initially thought that the smaller dots represented electrons but they actually symbolize hydrogen atoms. High school chemistry is a requirement for playing this game! ]

Fortunately, the puzzle was easy to brute force even if I only worked it out after I knew the right answer. Unfortunately, the green rod is still nowhere to be found.

Green!

I am stuck but rather than do another call out, I take a hint myself from the internet. The green rod is in a room that I had not even seen before: the maintenance bay for the cleaning mice. I had spied them exiting through holes in the wall but had not thought much of it. The solution is to put one of the transporter disks in the hopper of a mouse, wait a while, and then teleport to where it is to get into the hidden room. I’m upset about this because I didn’t figure it out on my own but also because it violates the logic of the disks up to this point: they ONLY work when they are installed flat on the ground so that you hear a click. A disk in the middle of a trash bin wouldn’t be positioned properly. I do as I am told-- restoring back to a point where I had both teleport disks again-- and enter the maintenance room. The green rod isn’t obviously in there, but it shows up if you explore the trash bin multiple times.

I replay all the way back into the control bubble, but this time I have time and oxygen on my side. All of the rods slide nicely into their color-coded slots, each one revealing a colored dot on the wall as it goes in except for the pink rod which unlocks a display screen. On the screen is a depiction of nearby space (including a picture of the alien ship) plus two squares, small and large. I quickly realize that the small and large squares act as a zoom: press the large one once shows the inner solar system, pressing again shows then the whole system, local space, and then even nearby stars. The small one zooms back in.

With that solved, I try the other dots. The brown one, the first on the list, causes different places on the screen to be highlighted. When the view is of the inner solar system, pressing once causes the Sun to be selected. Pressing again cycles through the planets. I try the green button next but that just flashes. Violet causes a line to show up through the center of the planet. After doing that, then green starts to work and show dots traveling from my location to Mars (the planet I selected). Now the blue spot works and… boom. I ram into the planet and die.

I restore and work back through it and realize that violet is used to select an orbit: collision, parabola, ellipse, or circle. With that knowledge, I select circle and trigger the drive and we win! We park the alien slip in a perfect orbit around Earth and we are visited by a hologram of the Dungeon Master… er… whatever… who congratulates us on a job well done and tells us that humanity will benefit from all of the advanced technology found on the ship. My character’s power must go to his head at some point because he becomes a Galactic Overlord. Good on him!

Overlord? That escalated quickly.

Time played: 4hr 05 min
Total time: 11hr 35 min
Hints taken: 3
Total Marathon time: 68 hr 00 min

Is This a Zork Game?

Before we get to the rating, I want to ask the question, “Is this a Zork game?” The answer is complicated, but I lean toward “yes”. Zork is known for its humor, but as we saw Zork III (and eventually, Zork Nemesis) both skew dark. Starcross is no laugh-a-minute, but there are moments of levity scattered around. Despite being sci-fi, the puzzles feel like Zork puzzles and were even manufactured by a “Dungeon Master” like Zork puzzles.

The main selling point for me are the grues: they are well-used in this game, beyond a simple cameo. Best of all, the zoo is clear that the Zork planet is somewhere out there in space. It’s not on Earth, but Zork is out there. Who knows, maybe a sequel could have gone where no spaceman had ever gone before: underground.

Rainbow!

Final Rating

Now that the game is done, it’s time to judge. How will Starcross do in our scoring system?

Puzzles and Solvability - This is “Zork in Space” but that is not entirely a bad thing. I like the Zork games, but some of this feels recycled. It was released on the same day as Zork III; did they really need to have a string-pulling “Dungeon Master” behind both games? Too many of the puzzles either require outside knowledge (chemistry!), feature toddler-level color coding (the rods and slots), or broken logic (the maintenance room). There are some fantastic puzzle-moments in this game, especially the growing metal sphere and the flight to the control bubble, but the overall game left me unsated. My score: 4.

Interface and Inventory - Infocom’s game engine is still best of breed, but the copy protection puzzle was not well done (made easier in later revisions) and the use of nautical terms for directions only served to limit the complexity of the area we could explore. (You have all four cardinal direction but no “northwest” or “southeast”.) The metal basket looked like it would make collecting rods easier, but other than storage the basket didn’t seem to do much. My score: 4.

Story and Setting - The setting provoked a real sense of wonder plus it was internally consistent, resting on solid “hard sci-fi” principles. On the other hand, story is nonexistent. We’re a “space miner”, but that doesn’t matter even once. We never even get to use all the mining equipment they mention in the manual! Although the ending and death scenes make it clear this is a test, even that doesn’t make much sense because some of the trapped races had the rods. How would the test have worked before the later ones arrived? What becomes of other sentient species when this is all over with? I have high praise for the setting and at least the story wasn’t actively bad: My score: 5.

Sound and Graphics - As usual for Infocom games, zilch for this category. My score: 0.

Environment and Atmosphere - There’s a real tension to this game, brought on by the time limit, the grues, and the seemingly aggressive aliens which are just down the corridor. In practice, they were all paper tigers but I liked that feeling. Each of the alien races was well-realized although we probably should have seen them interact together more. My score: 5.

Dialog and Acting - As usual, Infocom does prose very well and I have no complaints. My score: 4.

Add them all up: (4+4+5+0+5+4)/.6 = 37! Not bad. How about bonus points? I planned to give one for the incredible packaging but then decided to deduct one for the stupidity of color-coded rods doing everything in the future. It’s a wash so the score is still 37.


The wisdom of the crowds won this one; the average guess was also 37! The closest individual score was Andy_Panthro who guessed 35! Congratulations! CAPs will be awarded with the next mainline game. This game scored considerably higher than Zork II, largely because of the improved setting and atmosphere, but under the best Infocom games we’ve seen so far. I’m curious where Dave’s next game will land on the charts.

Up next in the Zork Marathon will be Planetfall, a game that made the list almost solely because it appeared in the 1992 Zork Anthology boxed set. I am not sure yet whether that will be before or after we get to Hook. I am also considering a one-and-done post on Suspended. See you soon!

KGB - Hello, Comrade!

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Written by Torch

Здравствуйте, товарищ! And welcome to the KGB. Since this is your first day, we’ll give you a generous 5 minutes to get settled in before sending you out on a mission.

I’m not an authority on Soviet work habits, but I find it hard to believe that their work days used to start at 4 pm.

The game starts in my new office, which I’m apparently sharing with my new colleague captain Belov. Belov is pretty dull comrade, but at least he provides me with an excuse to talk a bit about the dialogue system, which was sort of neglected in the introduction post. Thanks to commenter Adamant for reminding me.

The dialogue is broken into categories, or trees, if you will. I can say something specific, ask about something, talk about a certain subject or ask for something from the person I’m talking to. Sometimes I can also instruct the person to do something ( no guarantees that they’ll comply, though ). Based on the other person’s response, further dialogue options may open up, sometimes depending on certain conditions, like if I have a specific item in my inventory, have uncovered the necessary information, or if I’ve performed a required action. I think it’s a pretty nice system, that feels somewhat dynamic.

Using Belov as an example, he will sometimes respond with a politically charged viewpoint, and I can choose to agree or disagree with him. Sometimes I’m given a chance to offer my opinion first. For the record, the possible political stances seem to be limited to either “reckless progressive” or “foot-dragging conservative”. If memory serves me, the conversations here may affect the outcome of an evaluation by my superiors at a later stage, but I can’t say for sure if it will be serious, or merely cosmetic.

Also sometimes you can’t win. Let’s try discussing perestroika:



Option 1


Ok, so he likes the old ways. Let’s backtrack and try a different stance

Option 2


But you just said… Oh, forget it.

After talking to Belov for a while, exhausting all conversation options and prank calling him from my desk phone a couple of times ( he is not amused ), I head out into the hallway, where a lone guard here stands… eh… guard. He will answer some of my questions, but does not seem to be allowed to form an opinion on his own. He is also obviously devoid of any sense of humor, as he doesn’t laugh at any of my jokes.

I guess you had to be there

After harassing the guard for a couple of minutes, my major Vovlov calls me into his office. Fun time’s over

Not if it involves turning your frown upside down

Vovlov hands me my first assignment: Pyotr Golitsin, a former KGB agent turned private detective, has been found dead, and I am to investigate to ensure his death is not related to matters of state security. I try getting some more information from the major, but he gets rather impatient and sends me on my way. He informs me that he wants a report by 6 p.m., so I’ve got almost 2 hours of in-game time. As I leave Department P, I can choose whether I want to go to Golitsin’s office, or head home to my uncle Vanya’s place. Not wanting to incur the wrath of Vovlov, I head straight to Golitsin’s.

When I arrive, there’s a policeman guarding the door. He won’t let me pass without seeing some identification. Hmmm… I sense an inventory based puzzle coming up.

I’m his uncle’s nephew on the mother’s side.

Immediately and without hesitation, I head into my inventory, “TAKE” my ID card, head back to the main screen and click the ID card on the guard. YES! He looks at my card and hands it back, with an admiring look in his eyes. Ok, maybe I imagined the admiring bit, but at least he’s more forthcoming now. I can ask him questions about Golitsin, and, like the others, we can discuss several other topics, most of them irrelevant to the case.

I was all over this one

Brimming with confidence after solving the challenging ID card puzzle, I enter the office.

Some PI. He left his trenchcoat

The inside is a sight to behold for a seasoned adventurer. Cupboards, cabinets, dressers, drawers, a desk, a coat. In other words, tons of places to search for sweet inventory fillers. I manage to find: A vodka bottle, a vodka glass, a pack of cigarettes, some matches, a matchbox ( no idea why the matches weren’t IN the matchbox ), 2 US dollars, a surveillance bug ( of western origin ), and a set of batteries inside an old radio. Jackpot! The drawer, however, is locked. I search around for a key, but I can’t find any. After poking around for a bit, I go outside to the guard again and talk to him. I now have a dialogue option to ask for the key to the drawer. I get the key and head back in. Inside the drawer is a newspaper cutting and a tape recorder. The newspaper is an article from an American newspaper about the spread of private business in the USSR, featuring a picture of Golitsin himself. There’s no tape in the recorder, so no joy there. I’m pretty sure I’ll get to use it later, though.

I can’t find anything else in the office, but while I’m messing about, the guard pops in to inform me that Golitsin’s sister has arrived. I tell him to bring her in for questioning. It quickly becomes clear that she doesn’t know about her brother’s demise, so I’m gonna have to tell her...

Would it be in poor taste to say that he’s “chek’ed out”?

I deliver the sad news and ask her some questions. The game continues to let you talk about random stuff with everyone, so I get her opinion on TV, perestrojka, private business and so on. I can choose to bully her for information, but I decide to play it nice. Cause that’s just the kind of guy I am. Nice. I have to say, even though most of the topics don’t lead to anything substantial, I kind of think it adds to the overall atmosphere of the game. It also allows me to do a bit of roleplaying. I can decide if Rukov is a douche or a fairly decent guy. I’m not sure if this will have any impact later in the game, though.

After I exhaust all dialog options, she takes her leave…. but not before handing me a cassette tape her brother sent her! Dun-dun-duuuhh! I bet I know where that goes! Of course, the recorder doesn’t have any batteries, but I’m way ahead of the game here, since I’ve already taken the batteries from the radio. I put them in and play the tape.

I’m making some Enthusiastic Progress myself

A mans’s voice is heard. I’m assuming it’s Golitsin’s. I learn that he was to meet with a man who calls himself “Hollywood” at the “Enthusiastic Progress Club” tomorrow evening. The meeting was arranged by someone named Romeo, and Golitsin would call himself “Buyer 2”. Golitsin was apparently getting himself involved in some pretty secretive stuff. Codenames and everything.

I can’t find anything else to do here now, so I decide to wrap things up and head back to the office. The guard wants the drawer key back, so I give it to him and leave the area. Again I get a choice of going to uncle Vanya’s instead, and since I completed my mission with plenty of time to spare time I take it.

I can’t tell if the thing in his lap is a chess board or a bag of french fries

Uncle Vanya is super excited to see me

When I was your age, I worked 26 hours a day, 8 days a week. Also, get off my lawn

I talk to him about my parents. He tells me that he was in the car with them when they got killed by a car bomb. He obviously survived, but was paralyzed from the waist down by the incident. I also learn that one of my superiors at the KGB, Colonel Galushkin, was also supposed to be in the car with them, but was assigned to a different task mere hours before. Interesting... I think. Galushkin allegedly tracked down the terrorist who planted the bomb and terminated him some time after this.

Uncle Vanya offers his opinions on other topics, like the KGB and president Gorbachev. Most of them negative. After a couple more questions, he retreats to his bedroom and won’t talk to me anymore. The other doors lead to the kitchen, the bathroom and my own bedroom. The kitchen and bathroom doors offer nothing more than a description of Rukov washing his face or grabbing a bite to eat. The bedroom, however, is accessible. Hooray! More closets and drawers. It’s inventory time! Besides closets and drawers, there’s a bed and a bookshelf. I can’t say I know any of the books on the shelf, but some of them do sound strangely familiar…

Ooh, Tractorcomrade!

After searching every nook and cranny, I find some civilian clothes and 60 US dollars. I kind of expected to find more stuff, but I’m not going to complain ( much ). I head back to the office, and as if by magic, it’s exactly 6 pm when I get there. I wonder if that’s just a coincidence, so I restore to an earlier save point and wait a bit longer before I head out. This time it’s 6:19 pm when I get to department P, and Vovlov is now scolding me for being late. So much for that “magic”. I apologize, but that’s not right either, as he thinks my “grovelling” is pathetic. Maybe he’s dispensing tough love. It’s not a game ending scenario, but since I had a fairly recent savegame anyway, I decide to restore back to uncle Vanya’s again, and come in on time.

Comrade Punctuality

Vovlov wants me to report my findings. I tell him about the bug, Golitsin’s sister and the tape. I have a sneaking suspicion that withholding evidence will amount to a whole lot of trouble. He gets the tape from me and listens to it on headphones. He then wants to know if I listened to it myself. Again, I stick to the truth and nothing but the truth. ( To be honest I tried the other options as well, and they mostly all led to me being assigned to administrative duties, which means game over ). He sort of scolds me for listening to the tape without authorization, ( but that’s nothing compared to the verbal abuse I get for NOT listening to the tape ). He then asks me a question about the content of the tape, which I totally nail, of course.

Don’t eat that black snow
What the…....is that…. did he actually say “very well”? That’s the closest thing to a compliment I’ve ever gotten from the good major.

Vovlov is as happy as I’ve ever seen him, and tells me to wait. Shortly after, I’m called in to Colonel Galushkin’s office. In case you don’t recall, he was a friend of my father and should have been with my parents in the car that blew up.

Colonel Galushkin is apparently busy playing hide and seek with comrade lieutenant Shevkova when I come busting in to his office...

Oh, THAT’s where my earring went which I’m already wearing but this was a different earring shut up no YOU’RE stupid!

Nudge nudge, wink wink

Pretending I didn’t see that, I debrief Galushkin, who seems significantly more positive towards me than Vovlov did.

*Blush* I’m sure you say that to all the new agents

I’m clearly not finished with the Golitsin case, as I am to go to Kursk street, where he was meant to meet with some suspected criminals, and investigate further. I’m supposed to locate the apartment of Golitsin’s contact, “Hollywood” and have a look inside it. Again I have a deadline, this time it’s 8 am tomorrow morning.

Right right. Discreet. Like you and lieutenant Shevkova? That kind of discreet?

Since I’ll be undercover, I have to turn in my firearm, uniform and ID card in exchange for an ugly civilian suit and a fake ID. I guess we’re off to Kursk street then. Until next time!

Check out a new Kickstarter

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By the TAG team

We rarely advertise new Kickstarters, but this time we just had to make an exception. How could we resist, when we are the inspiration! That’s right, you read it correctly, The Adventure Gamer will get its own adventure game.

The Adventure Gamer 3000 tells the story of Lilah the Lurker, who one day wakes up to the awful reality, in which her favourite adventure game blog has suddenly gone offline. Lilah begins a desperate globetrotting attempt to contact all the reviewers and admin of TAG, before they have all been erased from reality by the evil and maleficent Doctor Dastardious. Will she be able to save Trickster from a fate worse than death and convince him to make one more comeback?


You can access the whole world with this easy-to-use interface


The clever premise of the game is that different countries are represented by different styles of adventure gaming. There's text adventures, with and without pictures, parser and point and click, first person and third person view, 3D, FMV, and almost anything you can think off! You are literally moving through adventure gaming history while playing the game.


Find Joe Pranevich in underground caverns beneath Kentucky!


Is Ilmari imprisoned somewhere in this bizarre world of numbers?


Save Aperama from the Night of the Show Wrestlers!


Is that the hand of Deimar grabbing Lilah?


Lilah won’t get anywhere with Alfred ’n the Fettuc, unless she can beat him in a game of dice!


Does the Japanese hedgehog hold a key to rescuing Reiko?


Try to beat TBD in a card throwing minigame!


Will you be able to help Alex win his case?


Sail the Norwegian fjords in search of Torch!


Will Lilah be able to convince Trickster to come out of retirement?

We are sure that many of you are willing to contribute to this event of the century, which will no doubt be inscribed in the annals of adventure games. Still, just to show our support for this Kickstarter, we’ve decided to add some further incentives. All backers will receive a personalized Thank you -letter signed by each and every one of our reviewers. Furthermore, if the producers exceed their planned goal by double, a person will be chosen from among the backers and flown all the way across the globe to the land of great adventure games - France - where she will meet all the reviewers of The Adventure Gamer and tour around famous places seen in French adventure games. Could there be a cooler prize?

We haven’t yet received the link to the Kickstarter, but the producers say it should be fairly easy to find in the Kickstarter site. In fact, the first one to send the link to us will get 50 CAPs. Happy hunting!

Dune - Do Fremen Dream of the Desert Mouse?

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Written by Reiko

Paul Atreides Journal #2: "The desert is changing me already. I’m seeing visions of things I can’t possibly know about directly. I’m even starting to look like the Fremen, which is all the better if I’m to win their loyalty and use them against the Harkonnen threat."

When I left off last time, Jessica had just told me I should go out into the desert. Alone, I wander out of the fortress and prepare to wait. Almost immediately, the screen fuzzes, and I get a brief glimpse of the Duke saying that there's a message from the emperor. Huh. I go back inside, and indeed there is a message demanding 970 kgs of spice to be sent today. I've got more than enough to be able to comply, but I don't see a way to send it right there. When I reach the throne room, the Duke and Jessica are both there, and Jessica seems to be expecting me. She knows I had a vision of the message and says I should talk to her later about my powers expanding.

In the meantime, the Duke has called a meeting on the balcony with all the members of staff at the fortress. He is pleased with my progress in gathering Fremen support. Harah confirms that there is a Fremen prophecy, and she believes Paul will be the one to fulfill it. Gurney seems to have disappeared, though.


Jessica's explanation of Paul's powers.


Afterward, Jessica talks about how the ambient spice has increased my powers so that I will sometimes have visions of things happening in other places, and I'll also be able to contact Fremen troops in a certain range around me instead of being limited only to where I'm physically at. Once that range is large enough, I won't have to move around so much. Imagine playing Civilization where you have to chase down all your units in order to give them new orders. Good thing the ornithopters are pretty fast.


The Fremen don't seem surprised to be contacted by telepathy or whatever it is.

Oddly enough, with the way I've moved troops around, the only troop within range of the fortress is one rather far to the south. But if I move to a sietch in the middle of my territory, I'll probably be able to contact most of the troops from there. Too bad the fortress is on the northwestern edge of my territory. I've been finding sietches only east and south of me so far.

There's still the matter of the emperor's demand. Idaho reminds me about it when I reach him, and I confirm that I want to send the shipment. First I have to add him to my party and take him to the communication room before it actually happens. Then we wait just a few moments and a reply immediately comes back from the emperor. He is pleased, but he will demand another shipment in five days. I leave Idaho there and get on with checking with everyone else.


Gurney needs a gurney!

The Duke reminds me that Gurney has disappeared and suggests taking Jessica to find him. We play the "check every room" game again and this time she finds another secret door across from the communications room. Why didn't she find that one before? In that secret room, Gurney is lying on the floor, injured, but manages to warn me that there's a trap on the other door. I report back to the Duke, who is understandably quite annoyed that the Harkonnens have managed to leave so many traps.


Could Thufir look any creepier? Red teeth..

Thufir Hawat, the Mentat, whose mind is enhanced with special training to perform complex analysis, is back, waiting for me in the communication room. He seems rather nonchalant about having missed the trap that hurt Gurney when his task was specifically to find traps. I take him over to it and he easily disarms it. Then we discover an armory. He tells me very urgently that we need to find a Fremen leader that all the Fremen tribes respect. I talk to Harah, who thinks there is someone but she can't remember the name. Not much help there, so I guess I'll go talk to the troops again to see what they know.

Before I do that, I check on Gurney one more time. He seems to be fine, but he's very interested in the armory. I move him there (I don't see why he couldn't just go in there on his own, since he doesn't seem to be terribly injured), and he's very happy to stay there and check out the weapons. He wants to teach the Fremen additional combat arts. In theory, they are already very good fighters, but in the book, what Paul could teach them from what he learned from both Thufir and Jessica made them unstoppable even by the Emperor's elite troops.


Harah knows where he is once she knows his name...

I move out and talk to a few of the troops before finding one who knows the name of the leader Harah knows: Stilgar. I also noticed that a few of the troops comment that Harkonnens are near. I try switching one to specialize in "army" but they say they feel no need to fight for me. Once she has the name, Harah marks a new sietch on the map, far west of the fortress. It takes most of a day just to fly there.


Stilgar gives Paul a Fremen name.

There's nobody at that sietch, but Harah says that Stilgar is northwest of there, so I fly that direction and find another sietch. There's a troop there, and a unit of weapons, but this troop won't fight for me yet either even though they'll join me. But when I talk to Stilgar, who readily gives me his allegiance and travels with me, then the troop will switch to being army. Stilgar also gives Paul his Fremen name: Muad'Dib, the desert mouse.

Now I have a few more sietches in the area. Stilgar said he wanted to meet Paul's parents, but before I go back, I make the rounds of the new sietches and collect the troops. I need to send the prospectors over here next, but in the meantime, there are enough weapons that I tell most of them to focus on army training and only one, with the harvester, to focus on spice.


Stilgar endorses Paul's progress.

Back at the fortress, the Duke and Jessica welcome Stilgar graciously, and he in turn voices his total support for the Atreides cause. They also notice that Paul’s eyes have begun to turn solid Fremen blue. If it's a dietary effect, since the ambience of the spice gets in their food, I'm not quite sure why nobody else's eyes would have started to turn, but clearly it's meant to be an indication of how unique Paul is.

In the armory, Thufir has ideas for training the troops, so I collect him as well and head out to switch at least one troop on this side to military training. I also managed to lose two harvesters to sandworms while I was collecting Stilgar. I'm really not sure what to do about that. There are just two more days until the Emperor's next demand. I think I have quite a large stockpile of spice, but I don't yet know how much the demands are going to increase over time.


Why didn't you tell me this sooner??

I drop Thufir at a sietch to train a troop while I move around and give some orders. I talk to one of the troops that lost a harvester, and the chief says that an ornithopter would provide protection from the worms because it can be used as a lookout post. Well, why didn't you tell me that before? I know I've seen a couple of spare ornis sitting around. I shuffle troops around to move the equipment to two of the more critical sietches for spice mining. Later I talk to Duncan Idaho, who says the same thing about the ornithopters and also suggests there might be a way to get more from immigrant villages. Stilgar knows about villages but doesn't know where they are.

I also have the army troop retrieve a set of weapons. By the time all that's done, the army troop is "skilled" in military skills. I go retrieve Thufir, who suggests that a troop could go spy on the Harkonnens to discover where their fortresses are. Then we can attack them. So I send my army guy off to spy.


The Baron is intended to be pure evil, so of course he's grotesquely obese.


Did the Duke talk to Thufir about this foolish plan?

Suddenly a vision comes in. "Something terrible has happened at the palace." I race back there, only to discover that Duke Leto is furious, but won't talk about it until I go see the latest message in the communications room. It's from Baron Harkonnen, who is basically taunting us. He says he's devastated a sietch, but I can't figure out which one. All my troops appear to be intact. Maybe he attacked an empty one that I'm not using right now? Joke's on him, maybe.

So the Duke is now determined to go smack down the Harkonnens, but with only his personal guard. Um, bad idea. At least take a Fremen troop with you? I mean, seriously, this is really kind of out of character for him. Not much I can do if it's a scripted event, though. I go see what Thufir has to say about this and am not surprised to hear he thinks it's a stupid plan too. "The Duke is losing his temper. It's still too early to attack Harkonnens frontally."


Feyd-Rautha sends some smack talk about the Fremen.

Then Feyd-Rautha, the Harkonnen heir, sends his own taunting message. That just pours fuel on the fire of the Duke's fury. When I talk to him again, he says his mind is made up. I don't get any kind of option to help him or anything; he just disappears from the fortress after a little while to go on his mission. In the book, he does end up killed, but not on a suicidal mission; it's because there's a traitor in his household who kills him at Arrakeen. The Duke is not shown in a very good light in this game. First he all but abdicates responsibility by letting Paul run around and collect the Fremen, and then he loses his temper and decides to just go attack the Harkonnens with no Fremen support.

I also get reminded to take care of the Emperor's next shipment. He's asking for something like 2800 units of spice, and I have a stockpile of 14,000, so we're fine for now. That's almost triple the amount of the previous shipment. If it continues to triple, we could be in trouble, since my production is beginning to slacken a bit as spice density decreases, plus I lost two harvesters. I have six days until the next one, which shouldn't be a problem, but the one after that might be tricky, especially as I'll have to start pulling more troops off spice production to attack the Harkonnen fortresses.

Anyway, that's time enough to go train some more troops and get another harvester working. After the Harkonnen messages, Thufir suggests we should attack from Stilgar's area, as it's farther from Arrakeen, so they're likely to be weaker there. That's what I was thinking too, as most of the troops over there have been working on military training anyway. I'll whip them into shape with Thufir's training and then launch an offensive. In theory, maybe I could distract them from the Duke's approach, but I don't think it's actually going to work that way.


Status after 14 days.

Day: 14
Allied troops: 13
Known sietches: 18
Spice production: 2740 (more than half the Harkonnen production)
Charisma: 21

Session Time: 4 hours
Total Time: 7 hours

Classic Sci-fi Awareness Contest: Each Dune gameplay post, including this one and the first one, will have a title evoking a classic of science fiction. 5 CAPs for the first one to name the book with its author.

Note Regarding Spoilers and Companion Assist Points
: There’s a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!

KGB - Backtrack’s back alright

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Written by Torch

The observant reader may remember that I mentioned the backtrack function in the intro post. Well, I’ll have you know that I became quite familiar with that particular mechanic over the course of this next session. The possibilities for failure in this game are numerous, but whereas the first mission was pretty forgiving and didn’t kill me at the drop of a hat, the gloves came off pretty quickly once I got to Kursk street.

Before I dive in, here’s a quick plot summary. Our guy, Maksim Rukov has been sent to Kursk street to further investigate the death of former KGB agent, now private investigator Pyotr Golitsin, who was supposed to meet tonight with a contact going by the codename “Hollywood”. Golitsin would present himself as “Buyer2”, and the meeting was arranged by someone called “Romeo”. I’ve been given a fake identity for the purpose of this undercover mission. My fake name is to be Kliment Kruglov, and I’m a bicycle brake repairman.

I arrive on Kursk street, outside a bar with the curtains closed.

A classy-looking establishment


Just as I head in the bartender shouts something to one of the ( two ) guests. I can’t help but notice that he calls him Romeo. Hey, that must be Golitsin’s contact. Now what was it that colonel Galushkin told me before I left…? “Make sure you…. mention Buyer2 or Hollywood to the right people”..? Yeah, that must be it:




That wasn’t it

Ok, I admit I kind of did that on purpose. But at least we’re getting ourselves familiar with the backtrack option. I use it to go back to when I first entered the bar. This time I avoid mentioning “Hollywood” or “Buyer2” to Romeo.

He isn’t very loose-lipped now. We’re both mostly just beating about the bush, trying to see if the other one has any interesting information, but I don’t get anything out of him. I try talking to the bartender, who informs me that the bar closes at 22:30, and that there are some apartments around the back of the building. I also find out that the Enthusiastic Progress club is located upstairs, but I’m not allowed to go up; I have to go around the back and apply for membership. Of course, being an ex-Spetznaz badass, I try the staircase anyway, but the barkeeper won’t let me. If I try too many times, I’m attacked and beaten until the militia arrives and saves me, after which Vovlov transfers me to a remote island. In other words: game over. So much for Spetznaz.

Backtrack time again. There’s also a door at the back, but I’m not allowed through there either, so I head out again to find my way around the building. I go around left and come upon a door, which I enter. Inside, it’s dark, so I switch on the lights... Bad idea:

I was looking for the toilet, but not anymore. Oh, and don’t look in that barrel over there...

I actually manage to talk my way out of this one. I’m kicked out, but with all bones intact. Needless to say I head right back in again. This time I light a match instead of turning on the light. I don’t find anything useful, so I head up the staircase. It’s dark here as well, and since I’m not the brightest knife in the shed, I switch on the lights...

Maybe I should’ve seen this coming

Ok ok, broken ribs, transfer to Siberia, yada yada yada, backtrack, up again, light a match and search the room. I find a clipboard, which I take. At least something for my troubles. The match doesn’t last very long, by the way, and I notice that the amount of matches that I have seem to have decremented. I now have 6, where before I had 8. So there could be a potential dead-end scenario there, if I’m not careful.

Match or no match, I head back out and continue around the building until I reach a new door that leads inside to a hallway. Now this looks like the apartments the bartender mentioned. By the way, since I picked up some clothes at uncle Vanya’s I put them on instead of the grey suit. Not sure if it will make a difference, but I think they make me look slightly more ordinary ( not that I would know what 90’s moscovites considered ordinary ).

Hi! I’m selling these fine leather jackets

Now this next bit consists of me talking to a lot of people, so I’ll try to condense it a bit by making a summary of the various characters and what I learned from them, but I’ll have you know that I had to use the backtrack option again several times, as I managed to alienate several of the residents at the offset, some even before they’d opened the door. Most of my opening lines consisted of me pretending to be doing an opinion poll or being a member of the local citizens “Stamp out crime” movement, but a wrong dialog choice here could make them go back in and refuse to open the door again, possibly dead-ending me.

As a side note this section sort of plays out like one of those crime investigator TV shows, where everybody’s hiding something, and they have to find out everybody’s secrets to make them crack and point you in the direction of the next culprit, until there are no more suspects left, in which case the last guy was the murderer. Do note that I spent a great deal of time going back and forth here, so I’m presenting them roughly in the order of the information chain, if that makes any sense.

The apartment dwellers:

Ulyanovs (apt. 1): Old couple, retired teachers. Nothing much interesting to say.

Yasakev (apt. 2): This guy is a few kopeks short of a ruble... He mostly talks gibberish and is obsessed with the dark one. Oh, and numbers ( he is/was a book keeper ). He reacts negatively to the name “Hollywood”, but doesn’t offer any information on him. He also mentions that some bad guys in the building wear Lenin’s real name. I decide to look that up and find that Lenin’s real last name was Ulyanov.. So he doesn’t like the old couple in apartment 1..? Not sure if it means anything, but I’ll make a note of if.

But... One is the loneliest number that you’ll ever do

Roman Nakhimov and wife (apt. 3): A slightly younger couple. I don’t get anything useful out of them at first.

Klara Ponomareva and Zhanna Chizkhova (apt 7): Two girls living together. They let me into their apartment after I tell them I’m doing an opinion poll on the opposite sex. I fake a couple of appropriate questions, but eventually tell them I’m investigating a crime in the building. They’re actually quite helpful, and deliver some info on some of the other neighbours. Most importantly, they reveal that Pavel Belussov in apartment 5 has spent some time in prison. Also, one of them is clearly having an affair with Roman Nakhimov in apartment 3

Chevchenkova (apt. 8): An old lady. Not interested in talking to me, but according to the girls in apt. 7, she’s a bit deaf and goes out every night to feed stray cats.

Pavel Belussov (apt 5): As I learned from the girls, he spent time in Lefortvo prison for theft. After he got out, he got a factory job from his brother-in-law and a Moscow work permit. I use this information to apply some light pressure right where it hurts, and he spills the beans on Edik Ryumin in apartment 4, who did time on Wrangel Island, a labour camp for traitors. Thanks, Pavel!
Edik and Luda Ryumin (apt 4): At first glance, a normal elderly couple, but I know better. Upon mentioning Wrangel Island, he lets me in to question him further. He’s not overly fond of the other neighbours, but most importantly, he tells me that Anatoli Sytenko in apartment 6 runs a meatshop that never has any meat in it. According to Ryumin the only people visiting it are gangsters and black-marketeers.

Anatoli Sytenko ( apt. 6 ): I try pressuring Sytenko the same way as the others, but I don’t have anything substantial on him. Also, if I push too hard, it backfires. He gets nervous, and triggers a tiny walking dead scenario, where the game doesn’t end right away, but after walking around for a while, the ugly twins from before will appear and beat me up.

But we good, right? Right?

I don’t know if there’s any way to back up after this. I certainly can’t backtrack far enough, so I have to restore. Anyway, I guess I’ll have to come back with some more hard evidence. The meat shop is located on street level and seems to have a main and a back entrance, but I can’t open either of them, so I’ll have to find a key ( or something ) and come back later.

Besides all the apartments in the building, there’s also a toilet on each floor, and the last door leads to…. drum roll… The Enthusiastic Progress club!

As I enter, I’m welcomed by a friendly...

Wait what? How did you know… Isn’t that hidden safely in my unlimited space parallel dimension pockets?

As I enter without the clipboard I’m welcomed by a friendly manager. Oh, how did I get rid of the clipboard? Well, a nice feature about the game is that you can just drop stuff in a location, and it will remain there indefinitely ( or as long as I bothered waiting to check ). So I went to the toilet on the second floor and just left the clipboard there.

Back to the club. The downstairs bartender told me that there was a three day wait to gain membership into the club, but I guess that rule only applies to applicants who don’t carry around hard cash ( US dollars only ). A $20 bill helps me fast track my admission application.

Told you he was friendly

The club is filled with various (mostly) men of low moral fiber. One guy wants to sell me a video tape of “The Maltese Falcon” for $5. I buy it, if for no other reason than to fill up my roomy inventory. He also warns me to stay clear of the ugly twins in the next room. Gee, where were you three broken ribs ago?

One particular young man seems to be a drug dealer. I try to convince him that drugs are bad, but he argues that alcohol is much worse. Seeing as Russia has a very high rate of alcohol related deaths ( 30% of deaths in 2012 were alcohol related ), it’s hard to argue against him. I don’t buy anything, though. He’s not THAT convincing.

There are 2 doors at the back of the second room. The twins are blocking one, and the other is a toilet. I check it out and decide that some of the members here must be very rich, because they left $200 in the trashcan. Well, if they don’t want ‘em, I’ll take ‘em. Hopefully nobody has been wiping themselves with them... After I leave the bathroom, the young dealer goes in, then comes back out and start shouting something about some missing cash. Uh oh. Guess who just intercepted a drug deal.

Oh sorry, I had borscht for lunch, and you know...

Of course, the ugly twins are there, so you can probably guess what happens next.

Backtrack

This time I wait and let the guy go in first. After he comes out, the game tells me I need to use the toilet….

I’ll say.… That’s quite an advanced feature for a game, though I DID have a soda and…. Ohhh they mean Rukov! Well if this doesn’t pass for a hint, I don’t know what does. I make sure to SAVE my game, head into the bathroom again and search around. This time I find a small plastic bag in the trashcan. I pick it up and have a look at it. It contains cocaine.

I have a hard time picturing any innocent citizens making their way in here…

Rukov’s inner Jiminy Cricket all but spells out that I I’m supposed to take the drugs, and not the money. So I stick with this plan, and hightail it out of here again. I’ve exhausted all dialogue options around the club, so I leave before anybody comes looking for the drugs.

While out of the club and traipsing around, I witness two guys enter the building

Now what could this be about?

They head to the club, I take my chances and go after them. They seem to be a classic Brains & Brawns duo, where Lyonka is the big, stupid guy, and Petka is the little, smart guy. They offer to take me to a party, so I go with them. What could possibly go wrong? As soon as we exit the building, they want to look in my pockets. Because reasons. I have a few options here, like talking, running and just giving them what they want. But this time I’m fed up with stupid thugs pushing Rukov around….

Spetznaz CHOP!

I can choose to fight either Lyonka or Petka, and since they seem to be expecting their victims to “always go for the little guy”, I do the opposite and introduce Lyonka’s face to the sidewalk. His little buddy decides to make like a mouse and cheese it. Great success!

It would seem however, that Rukov had a lot of pent up anger, since Lyonka is now dead as a doornail. Whoopsie! Well, I search his body and find a lockpick. Perhaps it will help me enter the meat shop…?

By the way, to save us all some time here, let me just say that I found out the hard way that leaving a dead body on the sidewalk is not conducive to a successful undercover operation. I move the body along the street until I find a garbage can in which to hide it. THEN it’s time to test my lockpicking skills.

The main entrance is bolted from the inside, but the side entrance is helpless against my newly aqcuired lockpick. Inside there’s what seems like a break room, the main shop area and a cold room. Now, I remember this part. Or at least I THINK I remember it. The shop is dark, and Rukov won’t turn on the lights, from fear of being discovered ( now where would he get THAT idea? ), but I can enter the cold room, and inside are bags of meat hanging from the room. Only it’s not animal meat…. ( Warning! Parental guidance recommended! )

Eugh…

Now, for some reason, I remember that if I stay in here for too long, someone will come and lock the door to the cold room from the outside, leaving me to freeze to death in here. So I hurry back out and make my way up to comrade Sytenko to use this new information to pressure him into spilling some beans. But when I get up there and knock on his door, there’s no answer…. Huh? Did I take too long? Did I scare him the first time? Did he mistake me for Jehovah’s witnesses? From memory I was pretty sure this was the right course of action, so I try forwarding time and hanging around the hallway. Except for catching Roman Nakhimov in the act of sneaking out to visit apartment 7, I don’t get anything useful out of that, so I find a suitable restore point and play a good chunk of this chapter again, but faster. Nope. No dice.

Then it hits me! I did recall that someone would come and lock the door to the cold room if I waited too long, but I didn’t consider how they would know I was there! Like I said, I can’t turn on the light in the meat shop, but I still have some matches left. While searching the dimly lit room I discover an alarm hidden under the counter and connected to the cold room door. D’oh! There’s a switch on it, so I flick it. Just to make sure I’m on the right track, I enter the cold room and stay there for a while. Nothing. Great! I head up to Sytenko again, and this time he comes to the door. I let him know what I saw in his cold room, and that I disabled the alarm. He’s like meatloaf in my hands.

Would you like to come in and meat the family?

Of course, Sytenko isn’t the real bad guy here either. A while ago his daughter Vera was kidnapped. The kidnappers started demanding money first, then more and more money. After a while he and his wife Oksana received some photos of their daughter, drugged and being molested, which gave Oksana a fatal heart attack... This plot is getting pretty serious... The kidnappers let Vera go, but threatened to release more photos of her if Sytenko were to refuse their demands. He says they wore masks, and one had a KGB uniform, and for some reason, they’ve been using his cold room to hide dead bodies. And now for the grand reveal: They’re still in the building, staying with old lady Chevchenkova, the “deaf” lady in apartment 8! The main guy is called Verto, I’m told.

Now, I know where to go next…

Yes, that IS a lockpick in my pocket, and yes, I AM happy to see you…. leave

Well, look who decided to take her nightly stroll. How very convenient of her. As soon as she’s gone, I whip out my trusty lockpick and make my way inside her apartment. Not surprisingly, it’s dark inside. Against my better judgment, I flick the light switch, and…. Aaaaand???

Hmm.. nobody came to kill me. Light switches 2 - Rukov 1. I’m in her living room, which looks like any old russian lady’s apartment… not that I’ve been in one... Aside from some standard furniture, there’s a dresser, which I search and find some polaroid photos and a piece of white paper. Strange. I take a closer look at it in my inventory.

Nah, it’s probably nothing

Oh well, I put the paper back in my pocket and go on to sear…

OH COME ON!

Suddenly the living room is filled with trouble. Romeo, the ugly twins and a guy with an eye patch, which I quickly realize is Hollywood. He presents himself as Verto. So this is the guy who kidnapped Sytenko’s daughter. In other words NOT a nice comrade. Despite catching me red-handed, they don’t kill me ( for now ). Instead they lock me in one of the rooms in the apartment and lay out their plans for tomorrow. They seem to want to interrogate me while filming it, and making sure that I give them the answers they want. The twins joke about playing stick the piggy with my lockpick. ( They’re probably not joking.. )

A nice little detail I notice, is that Verto’s dialogue ( well, monologue ) here changes depending on stuff I may have in my inventory, or what I say to him when they surprise me. If I have the newspaper cutting from Golitsin’s office or I call him Hollywood before the others do, he’ll tie me to Golitsin in different ways. There may be other variations that I didn’t discover.

Anyway, they take some photos of me and leave. The room I’m in is empty except for a table and two chairs. I search around a bit and find a surveillance bug under the table. My once overflowing inventory is now but a shell of its former self. ( Fun fact: They took my US dollars, but didn’t care about my 90 rubles. ). Over the door is some sort of alarm system, that Rukov can’t or won’t do anything about. With nothing more to do, I wait. After a couple of minutes, the door opens and a girl comes in.

She probably has a cold from walking around with no pants on.

At first she seems to be another victim of the cruel gang, claiming to have been lured by Romeo to go to a party, but ending up here instead. She starts asking a whole bunch of questions, claiming we’re about to die anyway, so what’s the point in not talking. If I give her the answers she wants, she gets to leave the room, and I’m killed, so she’s obviously in cahoots with the thugs. Ok, backtrack. I do my best to dodge her questions for a while, and suddenly the door opens, and a new contender enters the stage

Oh yeah? Well, if you’re so well-informed, why are you locked in here with me?

A denim clad guy with an american accent joins us. He seems to know the girl, and suggests we should just break her neck. I assume he’s bluffing, so I go along with it. She gets afraid and shouts for the thugs to let her out, which they do. Rukov and the american measure each other up for a bit, but we’re interrupted by shouting coming from outside the room. Verto’s sending away the twins and the old lady, who is actually his mom, ( sounds like a healthy mother-son relationship ). Romeo is also away, so I think our chance of getting out of here alive just increased significantly. Ok, what to do, what to do? There’s not a lot of things in the room that I can interact with, and the american still doesn’t trust me.

Before I continue… You remember I was talking about getting acquainted with the backtrack option? Well, this next bit was fraught with trial and error. I’ll spare you some of the details, but the game practically kills you at the drop of a hat at this point. If I fail to say the right thing to mr. denim, we’re dead. We don’t figure out in time what to do, we’re dead. And so on. Luckily the backtrack function makes it less painful. Basically what I do is destroy the bug I found under the table and show it to the american. He finally decides to trust me, and when I now look at the alarm above the door, he suggests we should tinker with it and try to set it off. The alarm is likely connected to the cold room storage, so it might lure Verto away. Great idea! Except for the fact that I didn’t turn the alarm back on again before I left the meat shop! Drat… Luckily I saved the game right before I went into the cold room, so I restore back and play from there up to this part again. This time, it works! Verto storms out to check on the meat shop.

Rita’s alone in the apartment. Now’s our chance! I try calling Rita to the door... but she’s high on cocaine, so she doesn’t respond in any fashion we can work with. I try a lot of random options before it dawns on me that she might be under the influence of the cocaine I picked up from the club toilet. The thugs must’ve got it off me. This time I made a save game right before I entered the apartment, so I restore, go into the hallway bathroom and flush the bag of drugs down the toilet. Wee!!
When back in the room, I can now overhear an extra bit of conversation, where Verto explains that the usual drug deal didn’t come through tonight, so he doesn’t have any coke for Rita. Which makes me feel like a right responsible citizen. I can now call Rita to the door, but since I went along with the american’s suggestion of breaking her neck, she doesn’t want to talk to me… Gah… But at least I can backtrack to the start of the room and do over. Yay!

After going soft on Rita, and telling mr. denim to just let her go, she is more forthcoming. I tell her that I was the one who took the coke, and I know where it is, so she agrees to let me out, holding me at gun point, but she’s soon made to regret her decision, when I tell her…

What the heck is a settee?

She screams with anger, and shoots me. Dang! Backtrack. The next time, I skip all attempts at a conversation and just charge her right away. She falls backwards and slams her head on the table. Oops, I did it again... She’s dead. And the american grabbed the gun. Luckily he’s still somewhat on my side. At least he doesn’t want to kill me right now.

Should I stay or should I go? Nana nana nana na!

He splits, and I’m left alone, in the knowledge that Verto is probably on his way up again. Well, I don’t have a gun, and he does, so what I need to do, is attack Verto before he can attack me, and I don’t have much time to set up an ambush. What follows now is a round of backtrackmania. I must’ve backtracked somewhere between 20 and 30 times, and when I finally found the ( fairly simple ) solution, I smacked my forehead so hard, it looked like Gorbachev’s ( google it ) for an hour afterwards. There are three rooms in the apartment ( none of them is a bedroom, strangely ), and I try hiding Rita’s body all around the place, then hide in all the rooms and wait out Verto, but he always discovers me and shoots me dead. What finally did the trick was just moving Rita’s body away from the living room, turning off the light ( for once ) and hiding behind the door to the hallway. Bam! Verto’s down! Unlike the others he’s not dead, so I take his gun and finish the job... What? Don’t look at me like that! I mean… if there’s ONE thing that movies have taught us…

Finally time to search the apartment at my own pace. I get all my stuff back and find a polaroid picture and a blue piece of paper on Verto. The picture’s one they took of me. In the last room, there’s a whole semi-professional film studio setup. I find some video cassettes and a polaroid camera. There’s a TV and a VCR, so I play one of the videos….

I’d rather not describe the content in detail, but it involves two guys dressed in KGB uniforms and a naked girl, and it would qualify as what I believe is called “snuff”. In other words, it’s bad. Really bad. To round it up, I find a dossier containing pictures of Rukov’s parents and uncle. One where they’re getting into a car, and one where the car blows up! What the h…? Who ARE these people?

Believing I’ve found all I can, I return to Department P, where I’m received as a hero…

Erm..but but but…

Oh, turns out I wasn’t supposed to kill all the bad guys, just spy on them. Can’t backtrack far enough to unkill Verto, so I have to play the whole apartment bit again. This time, I just leave Verto unconscious.

The coded message that I… oh right, yes… yes, the coded... message… I knew about that.

Seems like I should have discovered something more. I can actually backtrack to Kursk street. I fiddle around with my inventory and remember that I picked up a polaroid camera. It must be useful for something..? After some trial and error I succeed in taking a picture of the white and blue pieces of paper that I found. Must be some sort of super secret spy camera, because the photos show the pieces of paper to have letters. I guess I’m supposed to do this and return the paper, so I try that. Unfortunately, when I go back to apartment 8 and try to put the paper back where I found it, Verto wakes up again, and no action except shooting him will lead to anything else but me dying. Aaand since I didn’t have any newer savegames, I have to play the whole apartment again section again. Luckily, it’s pretty quick when you know what to do. This time, I leave Verto knocked out, photograph the blue and white paper, and put them back.

The letters on the photos spell out “EIGAAG6PLDGPR.” and “LNNRDU13MAOAAK.” When I merge these “words”, I get “LENINGRADAUG163PMLADOGAPARK..” Try saying that 10 times fast.

I head back to Department P again. I would be exaggerating if I told you that Vovlov was happy now, but at least he doesn’t assign me to some random position in Siberia. He’s rather cross with me for cooperating with the american and letting him escape, but I insist that he was a “mere pawn in my strategy”, and he actually sort of accepts that explanation. Whew! Before he lets me off the hook, however, I get a thorough scolding for the negative reports he’s received concerning my attitude. Let’s see, the list includes obsession with sexual matters, needless complaining, questioning the correctness of my superiors, an excessive taste for western ideas, foot-dragging attitudes, a tendency to deny approved historical facts, inconsiderate playboyerism, and finally a disregard for production in the agricultural complex! Wow!

Oh, so getting beat up, locked up and almost killed is a privilege?

I’m thinking this is a result of my conversation choices so far. I’m also thinking that this review would be negative no matter what choices I made during the game. He finally sends me off to colonel Galushkin, who is ever more friendly. He commends me on a job well done, but is devoid of information as to where the investigation should continue. I get some multiple choice options to help decide:

Don’t fail me now, magic 8-ball

Whilst viewing the options I get, I recognize some of them from the coded message, which when properly split reads: “Leningrad, aug 16, 3 pm Ladoga park.” I don’t explain how I obtained this information, but colonel Galushkin nevertheless agrees with my suggestion and sends me off to Leningrad to investigate further. Before I leave, he warns me about the Leningrad KGB and particularly their leader colonel Kusnetsov, who has yet to warm to new thinking.

Finally, I get to visit Guzenko, who is Department P’s equivalent to James Bond’s Q, in other words, I get to take some bona fide spy gear with me. I receive a transmitter with a microphone and a receiver with a tape recorder. The tape recorder’s playback function can be activated by Rukov’s voice uttering the word “TALK”. I also receive a camera. Hmm… no laser watch or acid squirting pens? Not even an invisible car? What a rip-off! I hope this trip to Leningrad will be worth my while.

Whew! That was a long post. Hope you managed to stay awake the whole time. See you next time in Leningrad!

Call for Questions for Muriel Tramis

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Written by Ilmari


Although we have had a bit of a love-hate relationship with French adventure gaming, I am sincerely of the opinion that a history of its early days would be an interesting field of study. Careful readers of our Missed Classics might have seen that I’ve done my share in trying to make this otherwise rather forgotten era more accessible. I have especially followed the career of Muriel Tramis, interesting not just as one of the first female game designers, but also as probably the first game designer hailing from Martinique.


Her official LinkedIn -picture
This remarkable person worked for Tomahawk, subsidiary of Coktel Vision, which later became a part of the enlarging empire of Sierra. In what might be taken as an ironic result, the takeover of a French gaming company was followed by a takeover by a French media company Vivendi. After few years in this media corporation, Muriel Tramis left Vivendi and founded her own company Avantilles in 2003. I’ve been trying to track her down, in order to conduct an interview with her, but for quite a long time, the trail was cold.

Until the beginning of April.

I was quite enthusiastic to find in my Messenger a note from Mme Tramis. I am pleased to announce that she has agreed to do a community interview with us! Since all the interviews of her I've found thus far have been made in French, this will be something of a breakthrough in the historiography of adventure gaming.

Since I am sure some of you are skipping the Missed Classics, let me just briefly go through all of the Muriel Tramis’s games played thus far on TAG:

Mewilo (Author): An extraordinary game set in historical Martinique after slave revolts, with an interesting mystery story combined with cultural and historical information, full of considerations of racial politics. As a game it’s a bit simple, but as a visual novel it would be outstanding.


The game is probably not well known, because there seems to be no English version

Freedom (Scenario and Production): A sort of prequel to Mewilo, telling the story of the slave revolts. Resembles Dune in being more of a strategy game, with the adventure game elements restricted to interactions with set-piece characters. An interesting concept, but the gameplay could definitely be better.


Definitely a lesson in history

Asterix: Operation Getafix (Conception): A short and simple adaptation of an animated movie adapted from two comic books. It is probably meant for children, because it is quite easy to complete.


These Romans are crazy!

Emmanuelle (Scenario, Texts and Production): Although others might disagree with me, I've always found Emmanuelle in all its incarnations to be just disappointingly ordinary soft core, disguised by some ridiculous New Age habberdash. It is no wonder that the game is also nothing more than that. Furthermore, the PC version Trickster reviewed was almost unplayable due to technical difficulties.


Can you take seriously a game prescribing laws of eroticism?

Legend of Djel(Design): A game with an interesting fantasy setting and true sense of magic. Unfortunately, it is also a game where the minigames are much more intriguing and challenging than the actual adventure game elements.


Then again, I wouldn't mind playing another round of the dragon fight

Geisha (Author): A collection of minigames, some fun, some not that fun, with a B-movie plot as a connecting theme. Adventure game elements are few and far between, and when they do appear, they feel a bit underdeveloped. The game was sold as erotic, but unfortunately, it didn't arouse me.


At least I got to drive around with a metallic phallus

Bargon Attack (Product Manager): It's a bit unclear whether Mme Tramis was involved in making this game in any other way, but in helping to publish it. Based on Alfred's playthrough, it appears to be rather peculiar game with unclear logic.


He did get to see famous sights of Paris

This won't be the end of Muriel Tramis on the blog. Already during 1992, we'll be seeing the following games with some involvement from her:
  • Fascination (Conception)
  • Gobliiins (Conception)
  • Inca (Project Manager)
After 1992, Muriel Tramis might be featured with the following games:
  • Gobliins 2 (1993; Project Manager)
  • Lost in Time (1993; Creation and Project Manager)
  • Goblins Quest 3 (1994; Project Manager)
  • The Bizarre Adventures of Woodruff and the Schnibble (1995; Project Leader, Dialogue and Story)
  • Urban Runner (1996; Game Play)
Do you have a question for Muriel Tramis? Write it in the comments below. Too shy? Mail them to the administrator email on the left column of the blog. After about a week, we will be collating the questions, sorting them, removing all your swear words, pruning the list down to a reasonable number if necessary, and sending them off to be answered.

KGB - Codebreaker

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Written by Torch




I start this chapter in my room at the hotel Gostinitsa in Leningrad. My inventory has been cleaned out, and I’ve received some new items. I’m now carrying 300 rubles, a camera, my ID, a transmitter with a mic and a receiver with a tape recorder. I’ve also been given some orders on a piece of paper and some intel on Leningrad KGB officers.

In chapter 1, I, playing as KGB Captain Maksim Rukov, have discovered a group of Moscow criminals, ( perhaps mafia-related, ) who are producing nasty snuff videos. At the end of the chapter, I found a coded message that revealed that one of the thugs, Romeo, has scheduled a meeting in Ladoga park in Leningrad, aug. 16 at 3 pm As per my instructions, I am to observe and photograph this meeting without being detected, then follow up new leads and suspects. Since this is merely a surveillance operation, I will not intervene in any affairs by the suspects. I should also avoid provoking officers at Department 7. Knowing me, that last bit will probably be the hardest….

Department 7 is, of course, a branch of the KGB residing here in Leningrad. As mentioned, I’ve received some intel on the officers there in advance, to prepare myself. There are four officers mentioned:

Colonel Kusnetsov - Chief of Department 7. Responsible for the surveillance of foreign tourists in Leningrad. Has been accused of abusing his position for personal gain, but no proof has been presented.

Major Agabekov - Second in command. A war hero from Afghanistan. Seems to be highly regarded by his peers.

Captain Chapkin - Operational officer. Colonel Kusnetsov’s son-in-law. There is some speculation that he may be involved in criminal activities with Kusnetsov.

Captain Drobnitsa - Administrative officer. His superiors don’t seem to hold him in particularly high esteem. His evaluation notes that his lack of enthusiasm makes him not very eligible for promotion.

I bet we’ll get to check them out later, but for now, I’m more interested in my current surroundings. I take a look around in my hotel room. There’s a bed and a table with a phone, and empty dresser and two doors. I would guess one of them leads to the bathroom, and the other to the hallway outside. As I try to go through the bathroom door, the phone rings. I pick it up and hear an unknown voice:


Whatever I answer, the voice claims to have dialed the wrong number, and meant to call 37452. Strange, but this being an adventure game, things like this rarely happen by chance. I go into the bathroom. It’s dark, but this time I feel pretty confident about turning on the lights. Hmm… what did the voice say again… “check the light”. I examine the fluorescent light and find a piece of paper. It contains a long string of letters and numbers, starting like this:
“S3I4S4R7B5S3R7S5I4S4I3R5B3S3….” and so on, for a couple of pages.
A coded message! But how to decode it….? As far as I can see, the numbers used only go from 2 to 7, and the letters used are S I R B O…. oh, BORIS! From the phone message. Actually, I don’t see any 6’s. So the numbers correspond with the digits in the phone number I was provided. If I pick up the phone, I can call the number, but a voice answers and tells me “You didn’t read the message, Rukov. Try again”. Ok, so this is clearly meant for me. Hmm, how do I solve this…. Letters and numbers are alternating all the time. There’s always a letter first, and then a number, like a pair. I try various alphabet-tricks, like with “S3 I4 S4” - moving 3 letters left or right from S, then 4 letters left or right from I, and so on. But it doesn’t produce anything I recognize as english words. Sigh.. 

I put the coded message away for a moment and check out the other call options on the phone. I try calling the reception, but they’re undergoing some sort of overhaul due to their progressive modernization plan. Which basically means that all of their services are unavailable, so in other words, no breakfast in bed. I can also call KGB Moscow, so I figure I’ll prank call Belov again. For old times sake. But the operator tells me the call can’t be put through at this time. The same goes for Vovlov and Galushkin. But I can also call Guzenko, the tech guy, who provided me with my gadgets. He gives me an interesting dialogue option:

Good ole’ Guz

Guzenko tells me to look at the bathroom tiles next to the mirror. There are 5 tiles across the top and 5 down to the left. I’m supposed to arrange the letters of the alphabet in a 5x5 grid ( hope the message doesn’t contain a Z ), place the letters (BORIS) at the top and the numbers down the side, and read the letter-number pairs as coordinates, if that makes any sense.

Doing this I derive this string:
“ENOHPEHTNODRAEHUOYREBMUNEHTLAIDNEHTNOISSECCUSNISEMITEERHTFFODNANOTHGILMOORRUOYHCTIWSEVILOTTNAWUOYFI”
The words are clearly backwards and without spaces, so it’s pretty easy to reverse the letters and split them up, which produces this message:
“IF YOU WANT TO LIVE SWITCH YOUR ROOM LIGHT ON AND OFF THREE TIMES IN SUCCESSION THEN DIAL THE NUMBER YOU HEARD ON THE PHONE”.
I’ve had variable success with light switches in this game, but this sounds like something I should do. I flick the lights on and off three times as prescribed, then call the number I was given.

A man answers. He wants me to meet up in the alley behind my hotel at 7 pm this evening. He’ll identify himself by saying “Cut-throat”, and I’ll respond by him showing my ID. He’ll want certain information about the video cassette operation:
  • Who’s holding the cassettes in Leningrad 
  • Who’s acting as go-between for the Moscow and Leningrad gangs 
  • Who’s going to transport the cassettes out of Russia 
  • What will the cassettes be exchanged for 
  • Who is Mr X 
Finally he tells me to visit Department 7 before going to Ladoga park, so I might learn something about their so-called hero major Agabekov.

Of course, I don’t have any of this information, so I’ll have to find a way to figure it out… Anyway, with nothing more to do in my room, I head out to the hallway. There are several doors, probably leading to other hotel rooms. I try them all, for good measure, and one actually opens. It’s an empty room, like mine, but I don’t find anything useful there. Maybe there will be later.

I head down to the reception. I can talk to the receptionist and give him my opinion on their service ( he’s not going to get a tip ). As with a lot of other NPCs we can discuss various topics, political or otherwise, and if I want to, I can give him some serious lip about his opinions.

This time it’s MY turn to be Belov

The only potentially useful thing I learn is that the reception closes at 9pm, but I’ll be able to get in by knocking after that. I leave the hotel.

Now, for the sake of completion, I DID try to find out what would happen if I left the hotel without complying with the instructions from the coded message, and you may not be terribly surprised to learn that I was killed by a gunshot the moment I stepped outside.

Outside the hotel is a phone booth. I can go left around the corner and into an alley with a couple of trashcans. Good to know, should I need to dump any more dead bodies…. Further down past the alley is a street, along a canal with a bridge over it. If I continue, I can choose a destination to travel to. I can also travel directly from the hotel entrance. At the moment my only possible destination is Department 7, so I go there.

I’d like to see this guy and Vovlov do a grump-off

The staff at Department 7 is possibly even less friendly than the one at Department P, which is no mean feat. The front guard wants my ID and needs to know who I’m visiting. When satisfied, he gives me a pass that I need to show to the next guard, who is ten feet away and probably heard the whole conversation. But anyway. The guard searches me and practically cleans out my inventory, leaving me with only the pass and my stupid rubles, that nobody wants, ever. Then he takes me upstairs.

When I get up, another guard also wants to see my pass, and then takes me to see colonel Kusnetsov, who is happy to see m…



So... I didn’t have you at hello?

Shucks, maybe when visiting the Department 7 officers, I shouldn’t bring memos detailing lots of negative info about Department 7 officers. I end up on the street outside, after which the game tells me that my mic was crushed, and that I’m unable to proceed any further. So it’s game over. Again.

I can’t backtrack far enough, so I just restart the chapter, and play through again. This time I leave everything except my ID and rubles on the table in my hotel room. Kusnetsov is more forthcoming now, though he still tells me that Department P is not very popular within the rest of the KGB, going so far as to call the creation of the department a treacherous act. I guess they don’t like people who want to police the police. He doesn’t have anything to contribute to my investigation, but I’m allowed to talk to the other officers. The guard comes in and takes me straight to major Agabekov.

As I enter, major Agabekov stubs the remainder of a cigar, and throws it in his trashcan. He tells me to wait while he finishes some paperwork. It’s a little bit strange, but maybe he’s trying to establish his authority by making me wait. While I’m waiting I can look at things in his office, but not interact with anything. I manage to read the number off his phone, but not much more. I decide to just forward time a bit, and he’s ready right after.

Ah, my reputation precedes me

Like Kusnetsov he either doesn’t have any useful information, or he just doesn’t want to give it to me. He informs me that his job is to “organize the running of the department, in line with directives”. Well, how exciting for him. He does talk about having access to informers, in order to keep track of criminal activities in Leningrad. I try asking for a list of these informers, but to no avail. I also ask him about the cigar, and he says he got it from someone. I try looking in the trashcan, but the game hints that it wouldn’t be very discreet to do that in his presence. Hmm. maybe I need to get him away. I don’t know what I’d need it for, but it seems like it could be significant.

After exhausting all conversation options, I go out to check on the other officers. Captain Drobnitsa. His job is to “execute the essential administrative tasks of the department”. How very generic. I half get out of him that he has a hand in most business that passes through the department. Maybe he can be useful later.

Yeah, keep telling yourself that

Captain Chapkin ( say that ten times fast ) isn’t in his office. But he has a phone. I try calling Agabekov on it and make up some bluff about having information about a visitor from Moscow and tell him to meet me outside in 3 minutes. I think he buys it ( they obviously didn’t have caller-ID in the KGB ), because as I step out into the hallway again, I see him leaving his office. I go in there, search his wastebasket and find a cigar butt, as expected. I quickly look around, but find nothing else of interest. Before I can leave Agabekov comes back. I ask him about the cigar butt, and he says he got it from one of his agents. We’ll see, we’ll see. He didn’t seem very upset that I rummaged through his trash, though.

Finding nothing more to do at Department 7, it’s time to go to Ladoga park, but first I need to pick up my spy gear at the hotel room. I hurry back, get my bug, recorder and camera and then travel to the park. I arrive a couple of minutes before the meeting is supposed to take place. Of notable things, there’s a tree, a statue of Lenin and a bench. I figure I should try out this transmitter-thingy, so I place it on the bench, since that’s the place they’re most likely to be. I then hide behind the tree and wait. After a while a man enters, and sits down on the bench. I start recording and wait a little bit longer, then suddenly Romeo enters

The symbol on the left is Rukov hiding behind a tree. In case you were wondering.

He sits down on the bench and talks to the other man for a few minutes. I whip up my camera and try to take a picture of them, but the game informs me that the shutter mechanism is broken, so that’s a no-go. Suddenly Romeo gets up and leaves without taking his briefcase. Shortly after, the new guy leaves too, WITH the briefcase. The swap has been made. Seeing as my orders included following up new leads, I go after him ( after stopping the recording and picking up my transmitter, of course ). He heads to the Metro station, where he meets another guy. They talk for a bit, and this new guy says he’ll go back to the department to inform “K”. Could he mean Kusnetsov? Is this Chapkin?

They split up, and I have to decide which lead to follow. The last guy said he was going to the department. Well, I already know where that is, so go with my initial decision and follow mr. briefcase. Good call. He leads me to a warehouse. I get a warning from the game that the suspect is about to punch in a code on a keypad, and it’s imperative that I see the code. Well, my camera may not be able to take pictures, but hopefully the zoom still works. Luckily it does. I manage to see the code: 14C9A. He goes into the warehouse, and shortly after comes out without the briefcase. Right next to the warehouse is a bar, which he enters.

Ok, snooping time. I punch the code and slip into the warehouse unnoticed.

Haha, what if I just take the briefcase now. I’m sure Vovlov will think that’s funny

I immediately locate the briefcase and look inside to find a bunch of unmarked video cassettes. Since my order explicitly said to not intervene, I put everything back the way I found it and continue exploring the warehouse. There’s a garage and and office further in, and there’s a ladder that takes me to an attic above the office. The attic has a skylight window that I can open and squeeze through to get to the roof, where there is yet another skylight window leading down into the next door building ( the bar ). The window’s currently locked, so I head back in.

I figure that the other window could lead to the next-door bar, so I head there to check it out. The briefcase guy is there, along with the bartender and another drunk. Talking to them leads to nothing but trouble, so I head through a door that leads to the bathroom and a staircase that goes up to an attic with ta-da… a skylight window, which I can open. I now have an extra way to the warehouse. I can also unlock the window in the bathroom, so I have a complete path into the warehouse without being seen. Now if I leave through the bathroom window, then later go in through the front entrance to the bar, the bartender will be suspicious and throw me out. He will also lock the bathroom window again, but not the skylight window, so I’m not dead-ended. I can’t show my face in the bar anymore, though.

A recurring theme in this game is how friendly everyone is

Now this next part was somewhat frustrating, so I’ll try to summarize it a bit.

After some time a new suspect will arrive by car at the warehouse. He’ll talk to his accomplice, the suitcase guy and after a little while yet another suspect will arrive, talk to car guy and then leave. Then come back again. I have to record and/or listen in on their conversations to get answers for myself and for this Cut-throat, who I’m meeting later.

On my first attempt, I put the transmitter on the desk in the office, hide in the attic, then start the recorder when I hear the guy with the car arrive. After waiting for a while, I listen to the recordings through the headphones that came with the recorder, but some of them are too far away from my transmitter. So I backtrack and experiment with climbing down at various times and sneaking about, to see if I can pick up some conversation tidbits. Oh btw, fun fun: Car guy has a dog, with which I got VERY familiar during this section:

His bark couldn’t possibly be worse than his bite

After managing to overhear a piece of conversation in addition to the recordings, I decide that I must be done, so I leave via the skylight window and go back to the hotel to wait for Cut-throat to meet me at 7 pm. I have to wait a while, since I was done relatively early. That could’ve been a warning sign, but I did Kursk street with lots of time to spare, so I’m thinking it doesn’t matter. I’ve listened to all the conversations I recorded, but when Cut-throat shows up, I can only answer a couple of his questions. The first question I answer incorrectly, leads to this:

Had I known the stakes were this high, I wouldn’t have entered a soviet quiz show

It’s back to the drawing board. I have no idea how many backtracks and/or restores I use to streamline this process, but finally what happens, is I discover that I don’t need to carry the recorder on me for it to work. I set up everything with the skylight windows, start the recorder, run down to hear the piece of conversation the transmitter can’t get, then when the last contact arrives, I drop the recorder on the floor in the attic, go out the window, through the bar bathroom and run around to the front of the warehouse in time to see the suspect, a well dressed man, leave the warehouse again. Phew. He goes towards the metro, so I tail him until we end up at the hotel Syevyernaya Zvyezda. Yay, new location!

He goes inside and heads for the hotel bar, so I follow. After a little while, who shows up, but major Agabekov?! I’ve apparently levelled my hiding skill to max, since none of them spot me, even though I’m not even actively hiding. They chat a bit, then move to the reception again. I follow, and they still don’t see me. They chat a bit more, then they both leave. I go outside in time to see Agabekov leave in a car with registration number KU210. Not sure if that’s important or not, but now we have it on record.

Is it just me, or does the bartender seem to have unnaturally long arms?

I already know where Agabekov works, so I follow well-dressed guy back to the warehouse. I hurry back to my attic through the bar and the skylight windows. He talks to car guy once more and then leaves again. This time, I can’t follow him, since he disappears from me on the metro.

Time is starting to run out on me. I can’t get my transmitter back, since car guy is still in the office, so I’ll have to leave it for later. I pick up my recorder, rewind it, then listen to all the recordings to prepare myself for Cut-throat. Finally I leave and go back to my hotel. I get there with 11 minutes to spare.

To sum up the information I’ve uncovered, that Cut-throat wants to know:
  • The guys in the warehouse are called Mechulaiev and Savchenko. They handle the tapes in Leningrad 
  • A guy named Yakuchev acts as a go-between for Savchenko and Romeo’s gang 
  • The tapes will be transported out of Russia tomorrow by someone named Viktor Matsnev 
  • In return for the tapes, the thugs will receive a shipment of crack 
  • As for the identity of Mr. X, that seems to be major Agabekov 
Cut-throat is satisfied with my answers, and tells me he represents a group of people who are interested in the truth. They are working on discovering and eliminating threats to the Soviet Union.

Must… resist… Trump…. jokes…

Finally, I get to ask HIM some questions. He makes a claim that most KGB officers are corrupt, so it’s a question of concentrating on the most dangerous ones. Kusnetsov and Chapkin are apparently not very important, in this regard, but it’s rather Agabekov who seems to be the big fish. Cut-throat suspects that the good major is in contact with foreign spies, and may be working towards destabilizing the USSR. The scope of this case is ever expanding… Finally, I ask him if any foreign intelligence agencies are unusually active, and he tells me there’s a female CIA officer roaming around. Not much info about her exists yet, so we’ll see if I run into her some time later on. Enough questions. Before he leaves, he tells me to meet him at the same spot at 11 am tomorrow. He also wants me to inquire about this Viktor Matsnev, discover who gave Agabekov his cigar, and try to learn all I can about something called “New birth”

Very well. My next move now is to get up to my hotel room and wait for my controller, who should arrive at 7.30. But that’s for my next post. до свидания!

Missed Classic 39: Suspended (1983)

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By Joe Pranevich



Over the past several months, we have followed a surprisingly complete history of Infocom through my reviews of the Zork marathon plus Ilmari’s look at Deadline and other early mystery games. For me, this has been a revelation both in how amazing these games hold up today as well as filling in much more of the early history of adventure games. When Trickster played King’s Quest so many years ago, he did so without first seeing any of its antecedents, Colossal Cave or the Hi-Res Adventures. We’ve already traced the formation of Infocom through mainframe Zork and its first five games but when it came time for number six, they charted a new course.

The five previous games (three Zorks, Deadline, and Starcross) were all the brain-children of two men: Marc Blank and Dave Lebling, the founders and creative geniuses behind Infocom. To keep up with demand, the pair worked on multiple games simultaneously but by 1983 it was obvious that they needed to recruit outside talent to grow. Sierra’s own Ken and Roberta Williams went through a similar transition in their Hi-Res Adventure series, handling the reins to their first outside developer with their fourth game, Cranston Manor. (A partially-completed review of that game remains in my drafts folder. I hope to be able to share it with you eventually.)

This is where Mike Berlyn comes in. He wasn’t part of the MIT community that coalesced into the original team, rather he was a published writer with three sci-fi novels under his belt (The Integrated Man, Crystal Phoenix, and Blight, released in 1980 and 1981) plus two sci-fi text adventures, Oo-Topis (1981) and Cyborg (1981). His fiction explored human-computer interaction and cloning, with more than a bit of horror mixed in. While he was an accomplished Apple II programmer, he didn’t have the “hard computer science” education that was the hallmark at Infocom. Bringing him into the Infocom fold, a company already priding itself on its literary aspirations, seemed like a match made in heaven. The output was one of the most innovative and different games ever released by Infocom: Suspended.
Part of the inspiration behind Suspended?

Like most of the recent Infocom games, Suspended is impossible without a thorough reading of its manual and “feelies”. This is made doubly important because it is unlike any game that has come before or since. The backstory is equal parts utopia and dystopia: In the distant future on the planet of Contra, nearly all of humanity’s needs are catered to by a brilliant supercomputing cluster consisting of three “filtering computers” controlled by a “central mentality”. That mentality is you, a human plugged into the system for 500 years to unconsciously watch over the whole affair. In case of an emergency, you can be woken up to deal with the problem consciously but you must do so while still being linked to the central computer, using only a handful of robot friends. If you fail to resolve the crisis, the caretakers of the system will assume your brain has gone loopy and will kill you and replace you with a healthy clone prepared just for this purpose. There’s some deep thoughts there, but thankfully we don’t have to ponder them very much.

Those “robot friends” that I spoke of are our eyes and ears in this game as we are unable to physically disconnect from the computer link. They are:
  • Iris - A visual robot with two graspers. She is only able to wander through a small portion of the facility. 
  • Waldo - An advanced industrial robot with a great sense of touch. He has six graspers.
  • Sensa - A robot that can detect vibrations and other energy with three graspers. 
  • Auda - A robot that can hear, especially for interaction with humans. She has one grasper.
  • Poet - A diagnostic robot that has gone a bit funny: he primarily speaks in metaphors and poetry even though he has deep insight. 
  • Whiz - A robot that can interface with the central computer library with two graspers. 
The manual explains that there was a seventh robot, but he was destroyed when the previous occupant of your job went nuts and caused an incident. Unlike a typical adventure game, we can control all of these robots at once, sending them off to do tasks and “see” the complex from their own unique perspectives.


Not labeled: the location of the “movie sign” or theater. 

Another way this is not a typical adventure: no need to map! A full map of the game is included in the box. The environment is split into several parts and includes the weather, food, and transportation systems that I will need to maintain, plus the library computer, a region for human occupants of the facility, and a repair center. The game also supports multiple difficulty levels (all the way up to “impossible”) but the manual is unclear what the differences are and I’m going to play on the standard mode.

Since you are essentially a brain in a jar and cannot move, you need to do all actions by commanding a specific robot which you can refer to by name: “Iris, do something”. You can also refer to multiple robots or all robots, plus the amazing “ARR” command which tells all robots to report on what they are doing and has absolutely nothing to do with pirates. Since we already have a map, we can tell the robots to “go to” someplace and head out, letting us known when they get there.

Got all that? It’s quite a lot to take in just to play a game. Onward!


It begins!

We “awaken”, if that’s the proper word, with the world in crisis. Earthquakes have damaged the connecting cables, and therefore the balance, between the filtering computers. All of the special robot friends do their “robot roll call” and I make a note of them on the included map. We’re going to need to figure out how to repair those cables but before we can get started a second problem emerges: Iris is damaged and cannot see.

It takes me some time to get my bearings, but I quickly discover that the robots are not individually very helpful. Waldo, for example, is sitting in Gamma Repair near a moving walkway. There is a “hollow, but not empty” object nearby. What is it? I have no idea. But bringing multiple robots together allows us to piece together what is going on. I bring the robots that I can to the room and take a look:
  • Whiz tells me that the object is a “CB3”. In general, he seems to see the serial numbers on objects rather than the objects themselves. I can send him back to the central computer to look it up, but all it says is that it is a container with a “special locking mechanism” and that Poet and Sensa can learn more.
  • Poet isn’t very helpful, telling me that it is a “cage to hold our ancestry, meek and timid, yet unwilling to openly share”. He doesn’t speak in riddles, but figuring out what he is saying is a big part of the challenge. 
  • Sensa says that it “emits strange flows” and that it is covered in filament-like circuitry concentrated near the center of one side. 
Auda and Iris may have more things to say but neither of them can join me. The former is trapped in a hallway at the bottom of a stair that she cannot climb while Iris seems to be unable to navigate to where we are.

I experiment more and find that Sensa can “turn the plates” on the mystery container to reveal… what? Waldo and Sensa just claim it is a “broken device” but Poet in this case has the straightforward answer: Fred. This is the failed robot from the Franklin incident, the event that caused me to be hired to maintain the system. Whiz tells me that it may have salvageable parts inside. If there are parts, how can I retrieve them? I try to open, pull, or lift the robot and nothing works. The manual has the solution: a game-specific command that I never would have thought to use. By using “both”, I can ask two robots to do the job where one could not and we pull Fred out of the box. That reveals a “current of life” / “conductor” / “smooth wire” coming off the back of the bot. Waldo further tells me that it’s 12 inches long but that it cannot be removed without a special tool. I don’t have one of those yet so I’ll have to come back later.


Some form of satellite dish?

That is the way the game goes, more or less. Each robot gives a frustratingly incomplete picture of the world around them; sometimes an object is completely invisible to one of the robots! This makes exploring difficult, but working the robots together does reveal most of what is going on if we have the patience for it. While I was mucking around with Fred, there were more earthquakes (affecting the cooling system of the filtering computer) and Iris complained a lot that I was ignoring her. I restore back because during even my brief exploration of this one part of the complex, 1.7 million people died on my watch, nearly 6% of the humans under my charge. This game needs you to fix things fast if you want to save lives.

I restart and ignore Iris yet again to get a lay of the land. I send my pals around in a group to find more puzzles and obstacles but there doesn’t seem to be that many:
  • Adjacent to the monitoring area where Iris is trapped, there are several storage rooms with inscrutable items, replacement chips and similar. Even with all the robots present, it’s difficult to say what everything is or what might have value. In one of the rooms is a “slanting object” which turns out to be a ramp. I have one of the robots carry it to the stair that Auda is stuck on to allow her to join the rest of her buddies. That also allows the rest of the robots to pass into the human-centric area.
  • Speaking of which, the humans also have a supply room containing a box that robots are not permitted to open plus a cutting tool high on a shelf. Fetching and using the ramp again snags it for us. I assume this is the tool I will need to cut Fred free from his box.
  • The central column in Iris’s Central Chamber has a surprise feature: me. If we open the hatch in the column, I wake up to a bright light and quizzical robots, followed immediately by death.

Step into the light…
  • There are acid droplets falling from the ceiling in Maintenance Access and I quickly work out that it is because there is an acid leak in the Cavernous Room just above it. Any robots that enter die very quickly; I assume I’ll need to figure out how to either stop the leak or protect the robots.
  • There is a room, not marked on the map, to the west of the “Sterilization Room” in the far northwest of the complex. Robots are not permitted to enter so I do not know what is there yet.
  • There is a forcefield at the end of the hallway in the human-centric library and no obvious way to get past it. 
During my explorations, millions and millions of humans died. Every few turns, more humans died as the problems expanded into transportation and hydroponics. Eventually, a group of intruders entered the facility. I ignored them but died a few turns later when they ripped me out of the system and replaced me with a clone. Infocom games sure love their time limits!


A handy chart to memorize if you are 10 and trying to avoid wearing glasses.

With the environment mapped out, I focus on Iris. Waldo is able to locate her maintenance panel but his usual grasper is unable to do the delicate work required to open it. Whiz tells me that Waldo is the right one to do it (according to the library computer) so I search around. I do not go far because one of the items in the pile of junk in the maintenance room is an “arm-shaped extension”. When Waldo “wears” it, he’s able to open up Iris and peek inside. She contains three devices (smooth, bumpy, and rough) but Waldo isn’t able to see which one is faulty. Since the maintenance hatch is open, Poet can peek in but he sees “brains” instead of “devices”. Either way, I have him touch each one to figure out that the “brain uno” is the malfunctioning unit. The fact that each robot has different names for all of the key objects makes this game much harder! Whiz is able to work out that it is a “scanning processor” that failed and I find a replacement in the next room. With it installed, Iris is happy and can see again! One puzzle solved.

Now that Iris can see, she can look at the several status monitors in her area. (Why they would have to relay the information visually is left as an exercise for the reader.) By moving Iris to each of the three “Monitor” rooms (weather hydroponics, and transit), I can work on saving lives. It takes me a few minutes to figure out that the rooms that while Iris can see the problems, managing the various functions is done in the far northeastern part of the facility in the three “control” rooms. It all seems over-engineered to me!

The weather monitors report torrential sleet with temperature “34” and wind “36”. Since this is an American game, I assume that is degrees Fahrenheit and knots, in other words just above freezing with winds approaching tropical storm range. The problem seems to be that the three weather control towers are out of sync with the first and third set to “55” while the second one is stuck at “32”. What units? I have no idea. I push up the second lever to try to even them out and that seems to help but even when I push the dial to 100, it doesn’t quite even out. I try lowering the others but that just makes the weather worse. No matter what I try, I can make the weather suck less but not become nice. I suppose that will have to do.


Christmas in July!

I then hit up transport and hydroponics but they both seem fine. Why? Because I restored back to before they broke! I’ll have to try and fix them after their relevant earthquakes pass so I work on the acid leak instead.

While each of the robots have a different viewpoint, it’s once again Whiz that gives me the real scoop: there is a wheel above the reach of the robots that controls the cooling acid for the FCs. We cannot reach to turn the wheel. Trying to puzzle this out, I eventually run out of time because the humans arrive. This time, I have Auda in place to follow them around and “listen” to their conversations. After getting in and taking something out of the mysterious “no robots allowed” box, they settle down for a quick rest. It seems strange that they would do so when millions of people are suffering outside, but I won’t ask questions. Auda hears a jingling noise and I get an idea: I grab the bag of tools and have her run like hell to the maintenance access room. When the humans are lured there, they use their extra height and manual dexterity to turn the wheel and stop the acid. The technicians admit that maybe I’m not at fault after all and give me more time to figure things out while they go off to play a game of Starcross. (Really!)

With the wheel turned, my robots can finally explore the last hidden bit of the underground complex: the three Filtering Computers at the far east end of the environment. Whiz’s interrogation of the computer reveals that I will need to identify and replace damaged wires in the primary and secondary channels, the rooms that service the conduits between each of the FCs. To make the matter more difficult, I will have to replace the damaged cable with one of the same color. Iris is the only robot that can detect color and she can’t head all the way out there so that seems a bit of a poor design decision. Once the cables are repaired, I can trigger a reset command on a terminal near Iris somewhere that I have not found yet. I work on the “Primary Channel” first and can’t quite work out what cable is the one needing to be replaced. I take so long at this that the technicians finish their game of Starcross and decide to replace me after all. What am I missing?


Like this but in space? 

I take a hint but it is one of the dumber hints that I will ever take: I completely forgot about the mysterious force field at the end of the hall near the maintenance access even though the map clearly shows a laboratory on the other side. It took me only 30 seconds this time to realize that I can climb in a “car” next to the forcefield to take the journey to the other building. Once there, I explore each of the rooms to find a small sphere with a jack coming out one end. Whiz calls it a TV while Sensa says it is a transmitter. The technicians playing in the activities area don’t want it, so what am I supposed to do with it? I take a second hint, feeling even more foolish, and learn that it’s a spherical camera of some sort, but there are places to plug it in inside the channels. When I do so, Iris gets a new direct feed to her brain showing the stuff in the room. I can see the colors of the cables as well as a sign containing the Filtering Computer reset code: KLABOZ. A Zork reference? I disconnect and check the secondary corridor and it has the same sign but differently colored cables.

I make note of the colors of the cables in the primary channel:
  • Four-inch cable is red
  • Eighteen-inch cable is yellow
  • Ten-inch cable is green
  • Six-inch cable is pink
Just having the camera doesn’t let me see if anything is wrong, nor can Poet or Sensa find any difficulties. How do I tell which one of the four is damaged?

I check the secondary channel in the same way but Poet easily finds a damaged cable there, the nine-inch orange one. Now, how can I find a replacement? Fred had a cable that was holding him in place back at the beginning of the game but I didn’t bother pursuing it any further. I easily snip the wire with the cutting tool I found in the human-side maintenance room and take it back to Iris for analysis. Unfortunately that turns out to be a red herring because that wire is red, not orange. I’ll have to keep looking.


The one in the game is probably more high-tech than this. 

I am getting frustrated and get another hint to learn that the orange wire can be scavenged from the reset computer. I hadn’t even looked at that computer yet plus why would I scavenge a wire from a computer that I need to have turned on? The reset computer turns out to be the strange device in the western maintenance room with two fried chips: a switching processor in the red port and a replacement switching processor in the yellow one. I search and search but do not find any more switching processors before taking yet another clue: that you don’t replace it with more switching processors but rather just match the color of the chips to the port. How does that make any sense? When we fixed Iris, we had to replace her chips with others of the same kind, not the same color.

Once I have the right color chips in place, I can open a door in the machine to reveal a number of buttons: FOO, MUM, BLE, BAR, KLA, CON, BOZ, and TRA. Those are clearly for the reset code, but I also find a fuse and a yellow wire. I remove the fuse then pull out the wire (safety first!) and deliver the correct cable to the waiting robots in the secondary channel. We pop the one one out, the new one in, and everything seems in order… except we still cannot enter the reset code because the FCs are still out of balance.

I take one final hint in exasperation to discover that it is the red cable that needs to be replaced in the primary channel, just as I should have been able to deduce. I have no idea how to tell this since none of the robots can see the damage, but I swap out the red one and enter the reset sequence and… I win! The population of the planet wants to skin me alive, but at least we saved some of them!


I won and only killed 3.8 million people!

Consulting a walkthrough, it appears that I could have fixed the transit, hydroponics, and weather immediately, even before they broke. I could also have done more to prepare before the technicians came so that I could sprint the rest of the way as soon as the acid bath was turned off. I think I’ll leave a better score as an exercise for the reader...

Total time: 8 hr 20 min
Hints taken: 4




Final Score

It’s time for the score! Since this post is long enough already, I’ll keep this short:
Puzzles and Solvability - I needed too many hints but the game is fairly difficult all the way through, especially when you are trying to puzzle out what the robots are seeing from context clues. I never figured out how to tell that we had to replace the red wire. This game is full of fantastic ideas but the execution could have used more polish. My score: 3.

Interface and Inventory - Infocom stepped up their game to support manipulating all of the robots at once and so a few inconsistencies here and there are not the end of the world. I suspect that I was supposed to find the alternate terms for every item (plus the fact that some items are invisible to some robots) as a cool part of the puzzle, but mostly I found it frustrating. My score: 4.

Story and Setting - Mike Berlyn has built a great little sci-fi universe that is unlike anything that I have read before. I enjoyed it so much that I even picked up his novels to see how/if they play around with any of the same themes. This game is also rare in that there is no villain except time. This is man-vs-nature and that is unique. My score: 4.

Sound and Graphics - Sorry, neither. My score: 0.

Environment and Atmosphere - The different robotic viewpoints was one of the most memorable facets of the game yet the rooms still felt oddly sterile. Other than the well-meaninged technicians, there was not much sense of dread or tension to speak of. My score: 4.

Dialog and Acting - Despite being written by a published author, the prose in this outing seems to be more stilted than in other games, lacking the literary quality that kept so many of the previous games flowing. Poet’s dialog was awesome no matter how you slide it. My score: 3.

I am also going to reward a +1 bonus for being absolutely unique and memorable. Being able to control the several robots is one of the few things about this series that I remember really being drawn to as a child.

Add them up: (3+4+4+0+4+3)/.6 + 1 = 31!



I’m very comfortable with that score, around the same as The Hobbit and less than Zork II. This is a flawed game whose reach exceeded its grasp but it was still a ton of fun to play. I may have to fool around with the other difficulty settings at some point. That’s enough of a detour for the day. Up next will be either Planetfall or Hook depending on how the schedule works out.

Dune - The Demolished Duke

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Written by Reiko

Paul Atreides Journal #3: "My power and range is greatly increasing. I will soon be able to bring the full force of the Fremen against the Harkonnens. I just need to maintain my focus even in the face of certain distractions. Still, I'm so pleased that Stilgar thought to bring me to Chani. She is a wonderful help and I want her by my side always."

So my main objective right now is to get my western troops trained and equipped and launch an offensive against nearby Harkonnen fortresses. I also need to keep my eyes open for more information about villages where I might be able to get more ornithopters.

The army troop that I set to "espionage" found a Harkonnen fortress just to the north of my northern sietches, but eventually he also discovered it had three heavily-armed sets of troops, so Thufir's instruction to attack from the west is a good one. I sent the troop off to join the ones in the west instead of continuing the espionage and potentially attracting attention from the Harkonnens.

Meanwhile, I still didn't know where the villages were, but I finally went back to my fortress and realized I hadn't talked to Harah for awhile. She remembered about a village located "in the fish's mouth" and suggested I'd have to look for it from an orni. When I looked at the map, I saw immediately what she was talking about: there's a rock formation shaped like a fish some ways southwest of the fortress.


The smuggler will sell me the orni I needed.

I took Harah with me and aimed the orni at the location at the mouth of the fish, and soon she spotted the village for me. There I met a smuggler who would sell me crawlers, ornis, and other things in exchange for spice. I could usually haggle him down a notch, but even so, his prices weren't terrible given the benefit. I bought a crawler and two ornis, but then I had to figure out how to get the equipment to the troops that needed it.


Picking up equipment is exactly what I want you to do...

I first tried to tell a troop simply to go to the village, since an occupying troop could pick up any free equipment at a sietch, but the troops wouldn't go to the villages even though they said they'd be willing to pick up equipment there. After some poking at them, I discovered that I had to use the "search for equipment" option, and then they would go pick up the most useful piece of equipment (a crawler first, if they didn't have one, and then an orni) and return to their sietch. I had to wait around a bit though to get all the equipment picked up because the one with no equipment wouldn't pick up both a crawler and an orni in one trip.


Bye bye, Harah.

While I was at the village, Harah decided she didn't want to travel with me anymore; she wanted to return to her home sietch. I wasn't sure what would happen if I refused her, but I dropped her off at the proper sietch and then returned to the fortress to send the Emperor his next shipment of spice. I also discovered that the way to pay the smuggler for the equipment was to instruct Duncan Idaho to send payment. I imagine it's possible to send a partial payment or not pay at all, but then at the very least, the smuggler would surely no longer sell me any more equipment, and maybe Paul would even lose some Fremen support. At this point I didn't want to risk that.


The latest shipment to the Emperor will be no problem.

Duncan also mentioned hearing about another village south of a particular sietch, but I wasted at least a day making a couple of flights in what I thought was the right area, but I found nothing. Maybe I needed to take Duncan with me? Still, nearly all of my crawlers now had ornis to protect them, so I wasn't so worried about equipment. I continued to move the miner troops south as I exhausted spice levels, so I was still pulling in spice at a good rate and staying well ahead of the Emperor's demands. The shipment I'd just sent was only about one sixth of my stock at the time, even after the cost of the equipment.


Stilgar wisely waited for Harah to leave...

After Harah was gone, Stilgar revealed that he wanted me to meet someone else. I soon found out why when I visited the new sietch he marked on the map. It was Chani. In the books, Chani and Paul have an instant connection; he had seen her in his visions before he even arrived on Dune, and they have a son later. Here she shows that same instant attraction, but it took me some time to figure out what to do with her. I tried to take her with me like I did everyone else, but while she would readily join me, she wouldn't actually go anywhere with me. She kept talking about how she wanted to show Paul the desert at night.


Chani at sunset


The make-out scene.

Finally I realized I just needed to step away from the sietch with her at evening to trigger a scene with her. She professes her love for Paul, and we get a close-up of them kissing in the dark. After that, she'll go anywhere with me, and in fact, when I return to the fortress later and look in the mirror, she appears there with me. She becomes Paul's partner in every sense of the word. Stilgar is pleased, too. He says I will "soon be a real Fremen" and reports that I know 25 sietches and 13 troop chiefs.


Paul and Chani together.

Chani knows a few more sietches, so I do the rounds and pick up another couple of troops. The first one I meet remembers Chani as a baby. I assign their jobs based on the equipment I find at their sietches. One has crys-knives, so I make him army and send him north to join the others training on the border. The other has a crawler, so I make him mine spice and send him north to a surveyed sietch. I also have to find the prospectors and keep them moving to the new sietch areas.


Notification of the battle far away from me.

Meanwhile I get a few notifications. I'd sent a troop to spy on fortresses north of my training sietch and ended up finding two. I attacked one with a couple of troops and conquered it easily, so then the Fremen started converting it to a regular sietch. So I got a notification that the Harkonnen were attacking it again, but my occupying force must have been sufficient, because I was dealing with other things and didn't get back over there until later, after another notification that we'd won the battle there. Gurney must be a good teacher, because most of my troops over there ended up being Skilled or Expert in army, plus I made sure they had at least crys-knives to fight with.


Jessica is distraught, with good reason.

I also got a notification from Jessica. Something important had happened. I raced back to the fortress after I'd finished visiting the new sietches, only to find her distraught that the Duke had been killed. Thufir said that he didn't have much chance to fight because his orni had been shot out of the air on the way. That triggered him to suggest we need another method of transportation that can't be so easily stopped by the Harkonnens.


Stilgar reveals one of the last secrets of the Fremen.

I asked Stilgar, who revealed that the Fremen actually ride the sandworms that are usually so dangerous to spice mining and people in general. So now, if I step away from a sietch or fortress, I have an option to "call a worm" which then lets me select a destination the same way as in an orni. That's awesome. But if I can ride worms anywhere, I probably don't need this orni any more. So I drop by one of the last undefended crawlers and tell the troop to use the orni. The troop is grateful, specifically thanking me for giving up my orni for them.


I called a worm...


...and rode it! Whee!

Stilgar comments that I know everything about the Fremen now that I've ridden a worm, but his surface thoughts say "Almost everything." I consult Thufir, who is pleased with worm riding as an alternative form of transportation, but now he has a feeling there's still something else hidden in the fortress.


Why couldn't I see this room from an orni or something?

Yep, time to play the "check every room" game a third time with Jessica. This time she finds another hidden door from the anteroom next to the armory, which leads into an amazing greenhouse garden full of plants. Jessica immediately loves it there and stays. But at this point, Chani reveals that she's the daughter of Liet-Kynes, the ecologist, and suggests that I should go meet him. I don't remember this familial connection in the book; it's not necessary there, but here it seems to be sort of an excuse for Chani to give Paul a reason to go.


Liet-Kynes and his experiments...


...in his own garden in the desert.

Chani leads me west from one of the new southern sietches to a new one. When we go in Liet-Kynes greets Chani warmly, and she introduces me as a "great leader" who knows 30 sietches and 17 troop chiefs. Liet-Kynes shows me his own garden where he's been doing experiments with bulbs that can grow in the desert. He also reveals a vast underground reservoir of water that's been painstakingly collected by using a wind-trap on the minimal amount of moisture in the air.


Do I want to try ingesting a known deadly poison to improve my mental abilities? Sure, why not?

Stilgar says I'm the first non-native person that's been allowed to see these reservoirs. He also mentions the "Water of Life" which really isn't explained here, but in the book, it's made by drowning a baby sandworm in water, and then it greatly enhances telepathic abilities, much like highly concentrated spice. But it's also a deadly poison, so only very few people can ingest it and survive. He offers to let me try it.


Jessica confirms the effect of the Water of Life.

From the book, I know that Paul's training with his mother lets him neutralize the poison and gain the benefit, so I agree. As in the book, it causes loss of consciousness for a time, and then afterward Paul's abilities are strengthened. Jessica confirms later that I'm now able to contact Fremen across the entire planet. That is really useful, as I shouldn't have to move around quite so much, although I should continue to visit the troops to maintain morale.

Liet-Kynes revealed a couple more nearby sietches. I collect two more troops and send them over to his sietch to train in ecology. I don't know if I'll go that route, but I want them to be ready if I need them. I also notice on the map now that each sietch has a water meter with either a value of the water reserve there or a note that the sietch has no wind-trap. Another village is now revealed as well. I purchase another set of laser guns for the army, as only one or two of my troops have them so far.


Chani can cure an unknown disease in a couple of days? That's some talent.

Suddenly I get a notification that the troops at the latest fortress I conquered are very ill with a strange disease. According to Chani, it was possibly caused by the Harkonnens. I take her there to investigate. There's nothing I can do directly, but Chani suggests she can cure the disease, given some time. I leave her there to work on that while I go send another shipment to the Emperor and reorganize some of the troops.


The troops are pleased I can contact them from anywhere now.

The prospectors have revealed that the two southernmost areas are very rich in spice, so I send a few mining troops there from depleted areas. Even with the increasing demands, I should have enough spice for at least four more shipments to the emperor. I also send one of the troops that isn't ill out to continue spying for new fortresses.

The tide is definitely starting to turn. My reported spice production is more than double that of the Harkonnens, and I control almost as much area as them now too. I just hope the Fremen are better armed and trained, as I only have half the number of men, according to the reports. With the right combination of fighting and ecology, I should be able to wipe them out, but I have to do it fast enough that I don't run out of spice in the meantime. Next time, once the plague is cured, we'll shift to all-out war.



Status after 32 days.

Day: 32
Allied troops: 19
Known sietches: 32
Spice production: 10180 (more than double the Harkonnen production)
Charisma: 76

Session Time: 2.5 hours
Total Time: 9.5 hours

Classic Sci-fi Awareness Contest: Each Dune gameplay post has a title evoking a classic of science fiction. 5 CAPs for the first one to name the book with its author.

Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!

KGB - The trouble with Viktor

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Written by Torch

I’m still in chapter 2. During my previous session, I met a mystery contact, who I refer to as Cut-throat, based on the phrase he used to identify himself. I don’t know who he works for yet. Could be an organization, or someone independent. Nevertheless, I provided him with some info, and he returned the favor. I’m now back in my hotel room, right after our meeting, waiting for my Department P mission controller to show up at 7.30 pm.

Well, there’s no time to rest. At exactly 7.30, I hear a knock on the door. It’s the controller, major Savinkov, and he has apparently decided to bring me a house-warming ( or rather hotel-warming ) gift, in the form of a dead body. Swell...


Gee, thanks for bringing in more work, major.


Savinkov tells me that he was brought to my room at gunpoint by the dead guy, but had managed to relieve him of his gun by adjusting the angle of the guy’s head relative to his neck. I search the body and find a photo of me, which seems to be copied off of my KGB ID. I can also take his hat and raincoat, and finally, I find a phone number ( 48336 ) written on the palm of his hand. Seems like Rukov has a knack for remembering phone numbers, because I recognize the number from the phone booth at the front of the hotel, after which Savinkov recalls seeing a nervous-looking man standing by that same booth when he arrived.

We decide to dial the phone number. A man’s voice answers:


Viktor can’t come to the phone right now. He’s got a severe case of dead guy syndrome

Seems like the dead guy’s name is Viktor. Could it be Viktor Matsnev, that Cut-throat wanted me to check out? Now wouldn’t that be convenient? Perhaps too convenient. Except that we killed him, so we would have interrupted the video-crack deal, so not really convenient after all. But no, I’m pretty sure this is NOT Viktor Matsnev. I actually remember why, from the first time I played this game, but I won’t spoil. I keep it simple and manage to convince him to come up to my room.

Now the major wants me to set a trap, so we can catch the guy. He positions himself next to the door, and tells me to work something out, that will draw phone guy into the room. Ok ok, think fast! When inspecting the dead body, the game made a point of telling me that he was about my size, and his hat and raincoat are now in my inventory. What’s the logical thing to do?


Hey, I kinda look like Cut-throat. Maybe he’s me from the future…

Naturally, I put on the hat and raincoat, then move the body into the bathroom. To further enhance the illusion, I turn of the light. ( I have to say, the game has done a good job of restoring my faith in light switches after those first couple of unfortunate incidents. ) After a little while, there’s a knock on the door, and a man enters. He sees my silhouette in the dark, and, believing it’s his accomplice, he walks into the room, but he doesn’t get very far before he’s floored by major Savinkov.

While we wait for him to wake up, Savinkov wants a debriefing. Now, this is somewhat interesting. I can choose to tell him everything that’s happened today, or everything EXCEPT the whole Cut-throat deal. I don’t know if this will make any difference, but I tried both. If I tell him about Cut-throat, he thinks it’s Kusnetsov who’s trying to pull one over on me, and says to just be careful and not let him fool me. He seems to think Kusnetsov and Chapkin are the main culprits in this case, and that Agabekov is also investigating them. I’m not sure what to believe at this point, but I think I’m leaning more towards Cut-throat’s theories. Oh, he acknowledges that my camera is broken, and promises to get me a new one.

Eventually, sleeping beauty wakes up, and we get to interrogate him. Oh, if he only knew what he’s gotten himself into now… His name is Piotr Burlatski. He claims that he and his accomplice, Viktor Sliunkov ( see? Not Matsnev ) came here looking for valuables. My colleague, however, doesn’t quite buy that explanation:


Ve have vays of making you tock
5 CAPs for the first one who gets the reference ( the most relevant one )

Well, that got him talking, alright. He informs us that he and Sliunkov got a message to go to the hotel Syevyernaya Zvyezda, room 304. A man with black hair ( they couldn’t see his face because of fancy lamp work ) gave them a picture of Rukov, along with 100 dollars and a promise of 200 more when the job was done. Guess I need to go back to that hotel and investigate some more. But first, we’ve got a couple of loose ends to tie up.

The major takes Burlatski with him, to get rid of him somehow ( I don’t know if I want to know the details ), and he leaves it to me to dispose of the dead guy, Viktor Sliunkov. I am to drop the body in the canal behind the hotel, but I bet it won’t be as easy as just dragging it along all the way down there. I’ve got one hour, then we’re meeting back at my room again. Savinkov gives me a tip before leaving, though. Since militia pass by the canal frequently, I should try to disguise Viktor as a drunk.

I figure the chances of me making my way through the reception undetected with a dead body are slim to none, and my own hotel room windows overlooks the main entrance, so dropping him from there doesn’t seem like a good idea either ( I tried, but more on that later ). Maybe the hotel room that was unlocked the other day is still open? I think that window overlooks the alley where I met Cut-throat. That’s pretty close to the canal. Alas, that room is now locked, but another room on the same side is open. There’s someone sleeping in there, with the lights off. Since my track record with light switches has improved vastly, I turn on the light, aaand…. Nothing. He’s still sleeping. Phew! I quickly search his room for loot… er… useful inventory items, and I find a bottle of vodka. That should help me create the illusion that Sliunkov’s dead drunk instead of just dead.

But I still have to get him down to the canal. I drag him into the sleeping guy’s room and dump him out the window.




Ah, um… perhaps I should’ve made sure the alley was empty first

I backtrack and run down to the alley. A couple of drunks have taken up residence near the trash cans. I manage to get them to split by offering them the bottle of vodka I found. That, however, ruins my chances of passing Sliunkov off as a drunk, so I backtrack and try using the bottle on him first. That seems to do the trick, since the game now notes that he smells like a distillery. By the way, as I moved through the reception I noticed the night portier was on watch. I try talking to him, exhausting all dialogue options, and one option involves claiming that another guest is making a lot of noise. This makes the portier leave his desk to go up and check. I search the area in his absence and find a wheelchair behind the desk. How convenient. I take it and run back to Sliunkov, place him in it and give him back his hat and raincoat. Hopefully this will fool the militia.


I was actually planning on getting him some fresh water. A LOT of fresh water.

It does! They buy the my disguise and move on. I dump the whole shebang in the canal, wheelchair and all, and go back up to my hotel room to wait for Savinkov again.

By the way, I’m not sure if I hit a bug or what, but if I dump him out my own window, then hurry down and move him into the alley, I can do everything, including fooling the militia and dumping him in the canal, but when I reenter the hotel, I get a game over message that seems like the body is still lying in front of the hotel, and people are gathering around, alerting the militia and so on.

Well, back in my room, after waiting a little while, major Savinkov shows up again, and requests to be debriefed. I inform him that his orders have been carried out. Strangely enough, he compliments me on a job well done. I’m not really used to this kind of positive feedback from KGB officers ( except Galushkin, but he was a friend of Rukov’s parents ), so I’m not sure if I should be suspicious or not. We’ll see where this goes.


What’s this? Praise? Are you sure you work for the KGB?

He tells me to go to the hotel Syevyernaya Zvyezda to try to learn something about who it was who sent the killers after me and be back in my hotel by 7 am. He’ll want to listen to any recordings I’ve made, so I should make sure to bring my recorder. Err.… The transmitter is still in the warehouse. Hope I can get it on the way…

As soon as Savinkov leaves, I head out of the hotel and go to Hammer & Sickle street, where the warehouse is located. I make my way inside via the bar and the skylight windows, then head for Mechulaiev’s office…. only it’s locked. Drat! What do I do now? Can I go to the hotel without a working recorder? I try restoring and going back at various moments in time to retrieve the transmitter, but I can’t find a window where I can get it back. Maybe I’ll just have to go to the hotel and hope that I won’t need it.

Very well, I take the metro to hotel Syevyernaya Zvyezda, go in and head for the bar. Since it’s later in the evening now, a different type of clientele has taken over.


We’re just discussing politics. Mmmm… politics

I try talking to some of the girls, to find out about room 304, and one of them says her “colleague” Tamara uses two different rooms, and 304 is one of them. Tamara is apparently not here ( yet ), but there’s an American businessman, who’s primarily interested in promoting soft drinks and making jokes about Russians, and a German who only speaks…. German. I don’t think either of them are important. After a little while, Tamara arrives.


Because…um... health inspection!

I’d like to have a look at her room, so I pretend I’m in interested in purchasing her… services. She’s all up for that, as long as I have 50 US dollars…. Seriously! What am I doing with these rubles?! Well, I don’t have any dollars, so I’ll have to figure something out.

I don’t have to work very hard, though. As soon as my conversation with Tamara ends, a couple of new characters enter. One is described as an elegant woman, and the other one looks a heck of a lot like the american from Verto’s apartment in Kursk street. The parser identifies him as Greenberg. Regardless of which one of them I approach, the woman will contact me and ask to talk to me in the lobby. She claims to be working with Greenberg on and speaking on his behalf, since Greenberg doesn’t want to risk being seen talking to me. To prove her intent, she offers to answer some of my questions.


Oh, so he too gets paid in rubles

Ok, I’ll bite. I ask her about a few of the topics I’m investigating. Of particular interest is “New birth”, which she says is a codename for an unofficial group within KGB, who believe that some top KGB officers are plotting to overthrow Gorbachev and replace him with a hardline communist. She also confirms my suspicion that Kusnetsov and Chapkin run the prostitute operation here, and I learn that Sliunkov is ( was ) a small-time criminal who got arrested by Chapkin, and then made to do his dirty work. Finally, I ask her for some american money, and she surprisingly complies, giving me $150. She tells me Greenberg will contact me tomorrow afternoon or evening, then she leaves, and I go back to the bar.

Since I trust Wallace about as far as I can throw her, ( and there’s no “throw” action in this game ) I decide to approach Greenberg anyway. His story doesn’t line up with hers, of course. He tells me that Wallace DOES work for the C.I.A., but not with him. She belongs to a group of people who liked things the way they were before perestroika. He’s also investigating the snuff videos, but he’s not sure he really needs me for anything, so I’ll have to divulge some information if I want anything in return. Since I’m not sure who to trust at this point, I go with what feels natural and answer his questions.

Greenberg first wants to know who my controller is, and he’s got some quite interesting information regarding major Savinkov, claiming that he’s a manipulator, and that I should be most wary when he gets friendly and tells me to take it easy.


Cuban cigars, you say… 

Well well well! Could it be Savinkov who gave Agabekov the cigar? That would explain why he’s so insistent to turn my attention towards Kusnetsov and Chapkin. Everyone in this game seems to have an agenda of their own. Greenberg also asks me about someone or something called Protopopov. I haven’t heard or seen that term before, so I can’t really help him. Nevertheless, he agrees to answer some questions.

He half confirms what Wallace said about “New birth”, that they seem to be an unofficial KGB group, though he can’t confirm whether they’re in favor of or opposed to perestroika. He also gives me some info on Obukov, the well-dressed man who came to Mechulaiev’s warehouse, and who I tailed to find this hotel. Obukov seems to be the one to arrange the transfer of video tapes to the US, which in turn explains Greenberg’s own involvement with the snuff videos. He thinks there’s a connection between drugs rings operating in North America and the tapes being distributed there. Before leaving, he suggests we meet again at 12 noon tomorrow in Ladoga park.

It’s time to have a look at room 304, so I hail Tamara again, and show her my not-so-very-hard-earned dollars, after which I get to accompany her up to the room and pay her the 50 bucks.


Exotic positions? Like say... manager of a team of tibetan gurus?

As I utter the word “TALK”, my recorder starts playing. What the…. Oh right, as Guzenko informed me, it can be set to voice activated playback, responding only to my voice. Rukov automatically switches it to manual.

I look around the room, but find nothing of interest. I ask about her boss, saying I’d like to meet him, and she tells me she could try to arrange something if I come back tomorrow. We’ll see about that. I also ask her about the other room she uses. She’s reluctant to tell me the number, but hints that another $50 might do the trick. I didn’t really expect to get to keep all this actually useful money anyway, so I fork it over to learn that the other room is 416. I think I’ve got what I need, so I leave her and take the elevator to the 4th floor.

All the floors have a woman sitting outside in the hallway, for some reason, letting guests enter the prostitutes’ rooms in exchange for a $10 tip. Not sure why, but by paying the one on the 4th floor, I gain admittance to room 416.

The room looks like a typical hotel room, except for some pictures of nude women on the walls. There’s also a big mirror right next to the bed. Upon close inspection, Rukov remarks that it’s a two-way mirror, and it’s possible to make out a dark room, number 418, on the other side. I ask the floor lady about letting me in there, but she refuses, even after I show her my ID, claiming that she only answers to Leningrad KGB, and that she doesn’t have the key anyway. I guess I’ll have to try something else. I go back to 416 to search the room thoroughly and find an ashtray on a table. Since it’s been awhile since I my last proper screw-up, I decide to discover what happens when an ashtray and a mirror meet at high velocity.


Oh no, look what happened by accident

On the other side of the mirror is a camera and tape recorder, everything you’d need to make compromising videos of your friends and enemies. I search the room and find a wedding photo of Kusnetsov, Chapkin and what I assume is Chapkin’s wife ( and Kusnetsov’s daughter). I find nothing more, so I decide to make like a tree and get the heck out of there before the wrong people are alerted by the noise I must have made. I don’t think there’s anything else substantial for me to do here, so I head back to the hotel Gostinitsa. The game is starting to inform me that I’m getting tired, so I go straight up to my room, and throw myself on ( ok, “use” ) the bed. What a day this has been.

Before I wrap up this post, I’ll say that there seems to be a fair bit of optional content to experience at the hotel Syevyernaya Zvyezda. Some dialogue options may change if I present my KGB ID at the the start of a conversation, and I can engage in various activities with at least two of the prostitutes. If I don’t talk to Tamara, but just go with what she initially expects me to, I don’t lose the game. I can return to the bar and continue playing. I’ll probably lose eventually, though, when I’m not at some required spot, or missing some information during some kind of debriefing. So far I haven’t exploited all options, so if anyone has any interesting information regarding this section ( Adamant, I’m looking at you ), feel free to elaborate.

KGB - The Waiting Game

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Written by Torch

We’re still in chapter 2. In my previous post, I had to get rid of a dead body, interrogate prostitutes and foreign agents, and finally I got to trash a hotel room, rockstar style. No wonder I was dead tired by the time I got back to my hotel room. I emptied my pockets of hard and pointy objects, and threw myself on the bed.

Guess who found the chainsaw fuel



I sleep soundly until about 6:30, when I’m woken up by a kick in the side. It seems I’ve received an unannounced visitor, and he’s brought a gun.

It’s Chapkin, everyone!

I decide to comply, figuring I’ll find a solution in there ( in other words, I attacked him first, got killed, then backtracked ). We move into the bathroom, and Chapkin turns on all the taps, then starts asking me how I ended up in the hotel Syevyernaya Zvyezda, interfering with his “girls” and discovering the recording studio in room 418. He threatens me, that whether or not I want to, I’ll be talking my head off soon enough. I’m not sure what he means by that, but whatever I say to him, this happens:

I’m just glad he didn’t try to gun me with his club…

Hmm… I don’t have a lot of options here, and I’m sort of thinking this is supposed to happen anyway. Suddenly I remember something. When I went to bed, I automatically left all cumbersome items on the bed. This seems to include the tape recorder. If you recall my last post, this can be set to voice activated playback mode, and is invoked by Rukov’s voice uttering the word “TALK”. Well, it so happens, that one of the responses I pick can while in the bathroom is “I’m ready to talk, comrade”. Luckily, I can backtrack far enough, so that I can switch the recorder back to voice activated again, before I go to sleep. My headphones are also plugged in, so I unplug those as well. Let’s try this again, then.

This time, Chapkin is disturbed by my recorder playing back one of the recordings, and I seize the opportunity to make him check for mold on my bathroom floor. With his FACE!

Oh come on… Planking is SO 2013

While he’s out cold, I search him and find a gun and a syringe containing some sort of amber-coloured fluid. Was that meant for me? Let’s try giving him a taste of his own medicine ( if that is indeed medicine ). I inject him with his own syringe. He comes to and sits up, just staring at the ceiling. I talk to him again, and I can now ask him a bunch of questions. Turns out the syringe contained some sort of enhanced sodium pentothal, which anyone who’s played the first Deja Vu might recognize as a type of truth serum. This ought to provide some enlightenment.

Indeed it does. Poor Chapkin can’t shut up to save his life. Literally. The serum is an experimental type, so after he answers my questions, he dies. Great… Yet another body I have to dispose of. I did acquire a lot of new information, though:
  • Agabekov and Kusnetsov don’t get along very well 
  • Kusnetsov believes that Savinkov is a threat to him. ( He’s not wrong ) 
  • Savchenko is Chapkin’s informer 
  • Chapkin doesn’t know a lot about Obukov, other than that Savchenko doesn’t like him, and that he works with Mister X 
  • They aren’t making snuff movies in room 416. It used to be a honey-trap where they could get material for blackmailing, but these days they just record what the clients say, in case it becomes useful. 
  • Chapkin didn’t send the killers after me. That’s strange, seeing as they were summoned to his room, but it could all be a ruse. 
  • Mechulaiev was working on a deal to export snuff movies from Moscow and import crack from Helsinki, Finland ( Ilmari, did you know about this?! ). Usually Kusnetsov would get a share of the profits, but this time Mechulaiev was planning on cutting the colonel out. To teach him a lesson, Kusnetsov is going to go to the warehouse tomorrow night and kill Mechulaiev. ( Seriously? What’s he gonna learn from that..? ) 
  • Viktor Matsnev is not a person, it’s a ship, and it’s leaving from quay 19 at 2 pm to pick up the crack somewhere out at sea. 
  • Savchenko will pick up the crack from the ship on Sunday morning, the he and Chapkin are to take it to Kusnetsov… Err… they may have to get by without Chapkin’s help... 
  • Yakuchev is supposed to come for a share of the crack on Sunday, but Kusnetsov will have cleaned everything out. 

With Chapkin dead, I start pondering how to get rid of the body. I move it out of the bathroom, and as I weigh my options, major Savinkov comes in. Luckily, he doesn’t discover the body of Chapkin lying on the hotel room floor…. Kidding! Of course he does:

Duh! If I were trying to build a collection, why would I throw the first one in the river?

Naturally, Savinkov wants to know if I learned anything useful. As far as I can tell, only the truth and nothing but the truth will prevent a game over here, so I spill the beans. He seems to be most interested in anything pertaining to Kusnetsov, but I make special note of his reaction when I tell him that Kusnetsov and Agabekov don’t see eye to eye. He exclaims that Kusnetsov must be uncomfortable with such a brilliant and honest officer in his department. Combine this with what Greenberg said in my last post about the Cuban cigars, and I’m starting to get a feeling that Savinkov knows more about this whole case, and particularly Agabekov, than he’s letting on.

After I’m done, the major gives me a new camera, to replace the broken one. He then tells me to relax and rest up. Warning sign number two, if I am to believe Greenberg. Savinkov tells me he’lll try to be back at 1.30 today, and if he doesn’t return, I should go to the warehouse in the afternoon ( not very specific ) and report back at 10 am tomorrow. Just as he’s about to leave, and I think I’m in the clear, he returns and asks for Chapkin’s gun. Drat! I can’t figure out any way to convince him to let me keep it, so I guess it wasn’t meant to be.

After Savinkov leaves, I automatically go back to bed and sleep until 10.15 am. I’m supposed to meet Cut-throat at 10.30, but I’ve still got a body to take care of. If I try moving him out to the hallway, I’m discovered by the night porter, who’s up here for some reason. I also can’t dump him out the window, so I just put him in my closet for now and go down to the alley.

When in the alley, I wait until 10.30, but no sign of Cut-throat. Instead one of the homeless guys from yesterday shows up with a newspaper. He hints that I should really read that paper, but he won’t give it to me without something in return, even though I show my KGB ID and make angry faces at him. For some reason, the game won’t let me fight him either, which I guess is ok from an ethical perspective, but perhaps a tad unrealistic. Well, let’s give him something then. He won’t take my rubles, which is to be expected, but strangely, he also won’t take my dollars. In fact, the only thing he’ll accept is my new camera! But but…. I really really try finding other solutions, until I accidentally click the camera on something else and discover that there’s no film in it…. ( I’m going to go out on a limb here and just assume that most of you readers know roughly how cameras worked in 1991, like with needing film and stuff ). Seriously? Are they doing this on purpose? Anyway, I feel less bad about giving the bum my camera now.

Yeah, you’ll fool everybody

The newspaper contains a coded message ( that Rukov just decodes automagically ) that says to be at the phone booth in front of the hotel at 11.15. Well, that’s easy. I hop around the corner and wait. At exactly 11.15, the phone rings, and I pick up immediately. ( Even though I’m given the choice of waiting 2,3,4 or 5 rings. Not sure what’s up with that. I tried waiting 3 as well, but there was no discernable difference. ) It’s Cut-throat. He wants to know if I’ve learned anything about “New birth” and/or Viktor Matsnev. Even though both Wallace and Gromi… eh.. Greenberg gave me a little bit of info on them, I don’t have the option of passing this on to Cut-throat. I tell him about Viktor-the-boat-Matsnev, though. He tells me that he may have something on Yakuchev. Apparently he served in Afghanistan with Verto. Hmm… Agabekov also served in Afghanistan, same as Galushkin and Rukov’s father. We could be seeing the contours of a link here. We’ll see where this leads. Cut-throat expects to have Yakuchev’s address soon, after which he will forward it to me.

True to form, I get to ask some questions. He doesn’t provide me with much that I didn’t already know, but here’s a couple of noteworthy things:
  • Wallace is the female C.I.A. agent Cut-throat mentioned last night. She has now left for Helsinki. She is considered hostile by Cut-throat’s people. 
  • Greenberg is also a C.I.A. agent, but Cut-throat considers him useful. 
  • He considers my superiors’ attitude towards Kusnetsov misplaced. I take this to mean that either he’s not a bad guy, or that he’s insignificant. Conversely he is quite certain that Agabekov is the most likely source of corruption within the Leningrad KGB. 

I also ask him whether he thinks Chapkin sent the hired killers after me

I would, but his dead body kind of occupies my hotel room closet

At this point, I’m starting to feel like a messenger, just running around collecting and distributing information. I wish they all would just get a chatroom. Hmm… Was IRC a thing in 1991? ( After a bit of googling: Yes, it was created in Finland, in 1988 ). I’m not expecting it to end yet either, since my next stop is Ladoga park, to meet Greenberg again.

I arrive some time before noon, and wait until he appears. I still haven’t found out anything about Protopopov, and he doesn’t have much info for me this time, but he mentions that Yakuchev is part of a group or movement called Pamyat. It’s some sort of nationalist/fascist movement, which seems to rub Greenberg the wrong way. Before we part ways, he reminds me that I have a boat to catch, and we agree to meet at 7 tomorrow morning.

Side note: This game should really have included a calendar. If I hadn’t gathered all these screenshots for blogging purposes, I would never have remembered all the appointments.

After he leaves, Rukov takes over control and heads for quay 19, where Viktor Matsnev should be ready to depart at 2 pm. And with that, chapter 2 ends...

Sittin’ on the quay of the bay

Now, at first I felt that the start of a new chapter would be a natural place to end the post, but compared to 1 and 2, chapter 3 is very short, so I figured I might as well do it now. Also, this post would be a bit short if I stopped now.

I arrive at quay 19, where the fishing boat Viktor Matsnev is docked. Again, my inventory has been cleaned out, and I’m now left with nothing but my ID.

Arr, ye salty landlubbers and… ok, I don’t really speak “sailor”

If I try to board the ship from the front, a guard stops me and sends me back. Since I’m trying to be stealthy, I figure I’d better avoid him, and the only other way to get on the ship is to swim, so yeah... I swim.

Who knew the water would be so wet? At least my ID is laminated

I make my way around the ship and climb aboard from the other side. As I make it to the deck, I spot a crew member at the other end of the ship, and the game tells me he notices something and is starting to move in my direction. I quickly find some boxes to hide behind. As he appears, he talks to himself a bit, giving me a clue that he may be having a slight alcohol problem. Could be useful information for later. He doesn’t see me, so he returns to his position at the rear end of the ship, or stern, as Google informs me it’s called ( I’m not a boat person ). At my end, there’s a hatch with a staircase, so I go down there to find a radio room and a rest room with some bunk beds. I search them both, and the drawer below the bunk beds contain a bottle of rum, a belt, a swedish porn magazine ( yes, really ), some boots, a book and some socks that are not my size. I take it all. Cause you never know.

I go up the stairs again to the upper deck, and I suddenly get a message that two men are approaching from the quay. Quickly, I return to my hiding place behind the fish boxes.

Dun-dun-duuuh!

Well well, if it isn’t Major Savinkov. Now what’s he up to, I wonder? Is it all part of his mission, going undercover? Or is it something more sinister? Of course, being a KGB agent, he decides to do a sweep of the perimeter, but luckily he doesn’t discover me. When he returns to the front of the boat, I can’t do much besides just wait. At 2.15, Obukov arrives as well. They talk for a bit, then Obukov goes downstairs. Major Savinkov performs a new search, this time with more purpose…

Well, technically your orders didn’t involve me NOT being here either.

Needless to say, this is a game ender. This is yet another section that requires some trial and error. Backtracking isn’t necessarily very useful, because it will often just let me backtrack to the point where I entered a room, unless that room has a clearly defined hazard, in which case I can sometimes backtrack further. Take this situation, for instance: I go down to the radio room, I’ll be safe for a while, but only until Obukov comes down, but if I try to go up before that, Savinkov will see me, and I can only backtrack to when I entered the radio room, which is not far enough.

I can always restart the chapter and just swim out to the boat again, but to save some time, I make a save point right after I climb aboard and dodge the crew member who came looking for me. I can’t stay in the same place when the major does his second search, and I can’t go down below deck on this side and stay there when Obukov comes aboard. It seems I’ll have to relocate prior to Savinkov’s arrival.

I can enter the steering cabin thingy in the middle, but the captain will come in after he and Savinkov are done talking, so that’s a no-go. My last option would be moving to the rear of the boat, but the crew member is still hanging out there. Then I remember his affinity for alcohol and the bottle of rum I found. I can’t give it to him directly, but I can toss it in the ocean on the side where he’s standing and staring into the water. It works! He dives in to retrieve the bottle, and I make my way aft ( I think I’m getting the hang of this boat lingo now ).

No more fish boxes for me

There’s a similar hatch here, leading down to an engine room, where there’s a closet in which I can hide. After a little while, the crew man, who turns out to be the ship’s mechanic, comes down, talking to himself and clutching his newly acquired bottle of rum like it’s been forged in the fires of Mount Doom of . He seems to be insulted that someone has insinuated that he has a problem holding his liquor, though he hides it behind his back as Savinkov arrives and comes down for his inspection. He takes one look at the mechanic, then goes back up. Phew! I think I’m in the clear. Now it’s just a matter of waiting. After a little while, the mechanic gets the engine going and sits down to drink. After 20 minutes, he’s out like a light. Yeah, he’s great with alcohol...

I dont’ want to risk moving about on the ship yet, and there aren’t really any other places for me to go, so I just wait. Conveniently, the game takes over and speeds the progress of time until it’s suddenly 7 pm.

Ew! That’s gross… Wait, what? Oh, flapping!

A black rubber belt on the engine has broken, and the mechanic ( I’ve now learned that his name is Kapiton ) is still asleep. This could compromise my cover. Luckily I’ve been following the age-old adventure game tradition of picking up anything that isn’t bolted down, so I have a swedish porn magazine and….. no wait, even better! I have a belt in my inventory. I try using it on the engine, which works like a charm. It’s back to waiting in my super-uncomfortably looking closet.

At 9.30 I get a message that it’s become dark outside. I’m now free to move about the ship again. I go up and find my old hiding place behind the fish boxes. And wait.

At 10.00 Kapiton comes up to vomit, then goes back down again… I wait some more.

At 12 everybody gathers at the front deck. Savinkov tells the others to look for a yellow light. It seems the deal is about to go down. Obukov spots it first, and after a little while, another boat approaches, and a familiar person comes aboard...

Wallace! I knew there was something fishy about her.

What the…? A casket full of crack..? Or something else? They carry everything downstairs, then the captain and the mechanic go back to the cabin and engine room, respectively. I take my chances and go down to the radio room. The suitcases and the large crate are here, but everyone seems to have gone into the resting room. There’s a blue suitcase and a black one, and I pick them both up and check out their contents. They both contain a pack of some white looking crystals. Upon closer inspection, I see that one of them just contains regular sea salt. I reckon I probably shouldn’t remove them, or my cover is likely to be blown, but I can’t resist having a little bit of fun with it. I swap the packs and put them both in the opposite suitcase to where I found them, then put the suitcases back. Rukov estimates the large crate to weigh around 200 pounds, and it has the words “New birth” written on the side.

The game tells me I can hear voices coming from the resting room, but I can’t quite make out what they say. It’s time to try out the “Listen” action. I think this is actually the only time in the game I’ve had to use it, but there are probably other places where it could have been helpful. By listening at the door, I can hear Savinkov’s voice.

Ok, what did I put in the black case again…?

Besides Obukov, Wallace and Savinkov will deal with the crack and take the crate to someone called Tsibulenko for … final programming. Whatever that means. At 9 am, the fourth member of their group will go and pick up something they refer to as “the package” and transport this to its ultimate destination.

Savinkov announces that he’s going to check upstairs again. I quickly relocate to my hiding place behind the fish boxes up on deck. When I click “Wait”, time skips ahead again, this time all the way to 5 am. Everyone gathers on deck again, looking for a new light. A small dinghy comes up to us, and they lower the crate and the blue case onto it. Savinkov and Wallace then climb down into it and take off. I wait again, this time until around 6.30, when the game informs me that in a few minutes, it will be too bright to move around on deck unseen. If I stay hidden at the front, I’m discovered by Obukov and the captain somehow, when daylight is upon us, so I move to the back of the boat and hide behind the fish boxes there. And wait.

At 7.30 we’re back and heading into quay 19 again, and the game tells me this might be a good time to take my leave. Well, game, you’re the boss. I dive into the sea and swim the rest of the way. In my leather jacket and denim pants. And that’s the end of chapter 3!

Side note: After Savinkov leaves, I can go down and grab the black suitcase. If I swapped the contents earlier, this will now have the real crack. Whether I do this or not, I start chapter 4 with nothing but my ID, so either it gets lost when I swim, or… I don’t know… Anyway it’s been clear that not many people in this game can be trusted. I’m excited to find out how this will all play out during the last chapter.

Dune - Rendezvous with Fremen (Won!)

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Written by Reiko

Paul Atreides Journal #4:"No force in the galaxy can stand against me now. Dune with its precious spice is mine. The Harkonnens are no more and even the Emperor will never be a threat again. And I will make at least part of Dune green, for my mother, and for the family I will have with Chani."

Last time, I left off with one sietch struck by a plague that was deliberately spread by the Harkonnens. Fortunately, Chani offered to cure it, but she asked Paul to leave her there by herself to reduce distractions. I would have thought she'd be more of a distraction to him, but nevermind.

The troops that were already at the sietch when the plague hit are out of commission, but other troops can move through the sietch without trouble. Since Gurney is still there too, I continue training a few of the other nearby troops. I also spend some time visiting troops in other areas and readjusting the locations of the spice harvesters.


Bastard!

But when I return to that sietch after I get the message from Chani that the plague is cured, I find her missing! Now I know why the plot needed me to be elsewhere... Soon after that, Thufir informs me that a message has arrived at the palace. I rush back to find another taunting message from Feyd-Rautha, the Harkonnen heir. He has stolen Chani away!
Thufir suggests I needed to send spies out to determine which fortress Chani was being held at. I check the fortresses nearest to my current advance on Harkonnen territory, but she isn't there. I talk to Stilgar, but he only says that Chani's capture would not be good for the men's morale.


They won’t be prisoners for much longer...

In the process of conquering fortresses, I discover several interesting features of the battle system. Troops can actually be captured if they fail to win the battle. At one fortress, I send several troops, but I fail to realize that I'd only sent the troops that don't yet have laser guns, so they are outgunned by the Harkonnens. They aren't all killed, fortunately, just captured and held as prisoners. That means I can send a second wave of troops, this time with laser guns, who easily take the fortress and release the rest of my troops.


The haze of battle darkens the sky.

I can travel to a battle in progress to strengthen the morale of the troops. My usual plan is to stay at a nearby sietch, send the troops first, and see how they are doing before traveling there myself and rallying them for a final onslaught. The menu at a battle gives options for a "massive attack," which I'm guessing tells the troops to fight harder for a time, and "fight for a whole day," which probably just allows me to kill time while I'm waiting for the battle to finish. I don't really know why I would use the second option since I generally just want the battle to be over as quickly as possible. But I suspect the first option could be risky if I'm not already sure I'm winning.


The inside of a captured fortress.

Once I capture a fortress, the troops that had been fighting start working to convert it to a sietch. Before it's converted, I can still go inside it and see the Fremen chiefs the same way I can at a sietch. But the ones working on the conversion won't do anything else until it's done. At most fortresses, I also can free a captured troop of Fremen, strengthening my numbers. I often find more equipment for the new troops too, probably whatever the Harkonnens were using before their defeat.

One fortress even has a set of "weirding modules" which seem to be an even better weapon than laser guns. That doesn't actually make any sense as a weapon, though. I think the movie has the modules too, but in the book, Jessica knows a Bene Gesserit way of fighting that the Fremen call the "weirding way." She taught it to Paul as part of his training, and he in turn taught it to the Fremen, making them even more formidable fighters. But there's no device; it's merely knowledge and practice, like a martial art.


Battle status on the map.

I can also see the state of a battle by watching the map. The battle icon isn't terribly clear, but if you look closely, you can see that it actually depicts arm wrestling, and it will tilt one way or the other if one side has a clear advantage. I've got reinforcements on the way, but so far, one large troop with the weirding modules is holding its own against three Harkonnen troops.


The balance of power is shifting.

Meanwhile, while I manage the progress of conquering new fortresses and whittling away at Harkonnen strength, I also have to continue sending spice shipments to the Emperor. The amount has been increasing more slowly, from around 9000 to 10000 for the last two shipments. By taking over fortresses and then prospecting the areas, I've actually been able to maintain spice production well, as long as I continue to move harvesters around as previous areas become depleted. So the current shipments are around 10% or less of current stock, and my spice production is more than triple the Harkonnen production now even though it's been going down a bit.


Liet-Kynes eagerly reveals his new bulbs.

I check back with the troops working on ecology and discover that their work with the original bulbs is finished, and now the sietch contains several sets of bulbs as equipment. I equip the two troops with the bulbs and order them to start working on tree management, which makes them start planting the bulbs in the area. Green marks start appearing on the map around the sietch, and trees are visible in the area when I walk around. This also destroys any further spice potential in the region. That's okay, as it had already been fairly low, so I'm not harvesting there anyway.


Trees being planted around a sietch.

After a couple of days, I send one of the troops off to a second sietch in an already-depleted region in the original area east of my home base. I send him to the only sietch in the area that already has a water-trap. I suspect that they can only plant trees near a sietch with a water-trap and sufficient water gathered. They also have the option to build a water-trap at a sietch, but I don't see a need to do that at the moment.

Later the ecology troop warns me that vegetation always extends northward. I believe that means that regions north of where the trees were originally planted will eventually also become devoid of spice as the trees spread. I'm not harvesting anywhere directly north of where I planted, so this shouldn't affect my own production any time soon, although it may well affect the Harkonnen production, given enough time.

I finally realize I should try giving the prospector team some equipment, and of course they tell me then that they travel and prospect faster with an orni. Of course they do. Actually, my speed of advance has generally been keeping them busy continuously, but now with the orni, they finish prospecting so fast that they don't have much to do. I also buy some more laser guns, as crys-knives are plentiful, but not all my troops have guns still.


The state of the front lines.

I eventually discover Chani's location in a fortress not too far north of my main base, guarded well with three well-armed Harkonnen troops. Only one more similarly-guarded fortress remains between my front line and the fortress holding Chani. In the screenshot above, the small blue icons are the fortresses and the gray icons are my sietches. I've just captured the blue fortress directly above the red icon indicating my location, and the prospectors have already finished prospecting the area. The fortress to the northeast of there is moderately well-guarded and should probably be my next target. Chani is in the fortress south of there, directly north of my home base in red.


Baron Harkonnen gloats over Paul's defeat.

Then I make a mistake. I leave the previously-captured fortress too lightly guarded, and it's attacked again. I send reinforcements right away, but the lone troop that's already there starts taking losses before the reinforcements arrive. I go there myself to improve their morale, but it isn't enough. Their defeat means that Paul himself is captured and left for dead in the desert.

I reload and do the sequence a little differently. I move on completely once I'm done with a fortress. I have so many troops now that they can't all stay at the same sietch, so I keep Gurney behind the front lines training the new recruits, while the experienced and best-armed troops advance the front line, obliterating any resistance and then converting the new fortresses to sietches. Along the way I pick up a couple more weirding modules and more laser guns. Now I have three troops fully armed, and all the new recruits have laser guns, with some to spare. Time to rescue Chani!


Chani is very grateful to be rescued.

The actual rescue is rather anticlimactic, really, as the battle is no different than the previous one. I find Chani locked up in the dungeon with the local Fremen troop and free both. With Chani's return, the morale of the Fremen soars again, and the balance of power on Dune has tipped heavily in my favor. I now have more men and far more controlled areas and spice production.

The next fortress has Harkonnen troops that are "armed to the teeth" according to the spy, but I attack carefully with weirding modules and prevail. This time I loot an even better weapon: atomics! I'm a little surprised that the Harkonnens were using atomics as weapons. In the book, any use of atomics draws sandworms. The Fremen can ride and control the worms, so my troops can use them, but I don't think the Harkonnens would really be willing to risk it.

I continue leapfrogging forward, collecting more atomics and slowly strengthening my army. It's slow going because I have to wait for the winning troops to convert the fortress before I can use them again, but I now have enough fully-armed troops that I can split my attacks and launch two battles at once.


This captain is really creepy.

Another fortress contains a captured Harkonnen captain that I can interrogate. He gives me the location of another fortress and tells me it's guarded by only one troop. Well okay then, that will be my next target. Meeting the captain is an interesting diversion, but kind of pointless because my spies have been doing an excellent job of telling me how many troops are at a fortress and how heavily they're armed, so I don't really need the captain's intel. Making him the source of Chani's location in an otherwise unfindable fortress would have been more interesting.

I've slowly been working on the ecology in parallel, but even after at least twenty days, the trees hadn't really spread all that much farther beyond the sietches where I originally planted them, so it would be quite the long game to play that way. I suspect it would be interesting roleplay but a much more difficult game to rely on ecology rather than military strength to rout the Harkonnens, especially when abandoned fortresses couldn't be used for fresh spice production to cover the Emperor's increasingly large spice demands. On the other hand, if I'd devoted most of my non-harvesting troops to ecology rather than military, the process would surely have gone much faster, so maybe it's still a viable strategy.


Nearly finished wiping out the Harkonnens...

The rest is just mopping up the last few fortresses with my overwhelming force. The last two aren't even heavily guarded. I split my forces again and attack them both at once. Finally I've conquered all the Harkonnen fortresses. Some areas of the planet are still not covered by known sietches, but it doesn't matter; we're ready for the final assault. I was going to just go in, guns blazing, but it doesn't work like that. I talk to Stilgar and he suggests bringing Thufir in. Then Thufir says I need to gather all the major players (meaning himself, Stilgar, Chani, Jessica, and Gurney) in one of the closest sietches to the palace to discuss the assault.

I notice that the Emperor hasn't made a demand in awhile even though there should have come another one by now. I check with Duncan Idaho, who says, "The next demand from the Emperor will be in 255 days." Okay then, plenty of time! I guess the interval is set to max once the plot no longer requires shipments.


The requirement for the final assault.

Once I've gathered everyone, which requires ferrying them from the home fortress two at a time, Thufir announces that the palace is protected by a powerful shield that requires atomics to break through. (Again I'm surprised the Harkonnens would use such technology due to the tendency to attract unwanted sandworm attention.)


Everyone's assembled.

He specifies that I have to gather at least ten thousand men in the three closest sietches, every troop with atomics. Fortunately, that's not a problem. I've already amassed at least ten troops with atomics, each one with 1200-1800 men. I order them to assemble in the proper places and wait two days while they travel the distance.

Once they assemble, the assault can begin. Again it's rather anticlimactic. I check with Thufir, who confirms that I've done what he said. Then Stilgar simply asks if I want to launch the attack. I agree, and the palace is shortly mine.


Thufir accuses the Emperor.

The ending scene takes place in the throne room of Arrakeen. It's not really a big surprise that the Emperor himself is there in the throne room, having been trying to destroy the Atreides family all along by sending them to Dune to fight the Harkonnens. Thufir kept hinting that the Emperor wanted more than just spice. But Paul has prevailed and the Emperor's plan will not succeed. In fact, the Emperor himself is overthrown and Paul and Chani will rule instead.


Long live Emperor Paul Atreides.



In the book, Paul does end up as Emperor, but this isn't quite how it happens. And Chani doesn't become empress because Paul has to make a political union with the Emperor's daughter to legitimize the coup. But this is a tidy ending to a game that's only loosely based on the book anyway. Next time I'll examine how well this game worked as an adventure game.


Status on day 66 (before the final assault).

Day: 66 (plus two days to move the troops for the final assault)
Allied troops: 38
Known sietches: 51
Spice production: 5150
Spice stocks: 185950
Charisma: 100

Session Time: 5 hours
Total Time: 14.5 hours

Classic Sci-fi Awareness Contest: Each Dune gameplay post has a title evoking a classic of science fiction. 5 CAPs for the first one to name the book with its author.
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