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Quest for Glory III: Wages of War - With A Little Help From My Friends - WON!

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By Alex


Please note that the above bit of artwork is an unused asset from Quest for Glory III, but it’s such a good picture that’s so representative of the game’s end sequence that I had to put it in.

But let’s back up a bit. When we left off, war had broken out between the Simbani and the Leopardmen, thanks to demonic influence at the peace conference that I helped set up.

Dead bodies . . . dead bodies everywhere.

Exiled from Tarna, unwelcome by the Simbani, there is only one thing for a hero to do: track down the demons at the Lost City across the waterfall and stop them somehow.

In other words, all in a days work.

Oh come on! It’s not like I killed the Laibon or anything!
 Monkey Village


Hanging out with Manu at the entrance to Monkey Village

With nowhere else to go, I head to the jungle, hoping to find a way across the waterfall and into the Lost City where Kreesha is convinced the demons dwell. No sooner had I crossed over from the savannah into the jungle, then I run into none other than Manu the monkey! You remember Manu, don’t you? The little talking monkey I rescued from a trap during my first expedition into the jungle?

Well, Manu is psyched to see me--and I mean, who wouldn’t be?--and invites me to Monkey Village, where I can presumably sit in the trees and eat bananas all day with him like I’m some kind of British rock band or something.

“In man’s evolution, he has created the cities and the motor traffic rumble . . .”

Finding Manu in the jungle.

I agree to follow Manu, and trek over to the east-most jungle screen where the monkeys have their bustling metropolis hidden away near the waterfall.


The entrance to Monkey Village is a big tree. The problem is, being an honorable paladin and not a sneaky thief, I don’t have any climbing skill. Nor do I have any magic, which would let me levitate up the tree. Instead, I had to tell Manu that I need a swingline, but it’s like pulling teeth getting Manu there. Eventually, he lowers a rope ladder, and I’m able to ascend into the lofty heights of Monkey Village.

Hanging out in Monkey Village.

Look at this place! It’s great!It’s even more Endor-like than the Leopardman’s village! (Forgive the repetition of the Star Wars reference. Like many of you, I am suffering from late-stage Star Wars fatigue. But I figure it’s a common enough cultural touchstone that you all will know what I mean by “Endor-like.”)

I would love to stay up here, eat some bananas, play some monkey games, and swing from the trees like a regular simian, but duty calls. There are demons to banish! Plus, I’ve got to clear my name--everybody’s blaming me for this whole mix-up of “who killed who’s chief” and “who’s responsible for all-out war.”

SPOILER: It’s this guy.

Anyway, I’m able to extract some intel from Manu about the Lost City, all the bad things and bad people that live there, and how the monkeys used to live there until the demons and ape men came and forced them to be slave labor. Even more interesting, the monkeys have a secret pass they use to cross the waterfall.

Secret pass, you say?

Utilizing my superior communication skill to its fullest extent.

Honestly, I feel bad cajoling Manu to take me to the Lost City despite his near overwhelming fear. But the little guy does’t have to come in to the Lost City with me; he just has to get me there.

And he does. Becasue he likes me. And you know what? I like the little guy too.

Big Rockwater That Falls Down

At the waterfall. Do you like the floating meat?

Here’s where Chet got in his last post. Now, I don’t want to spoil his wizard’s solution, but as a paladin with no magic or climbing skills, I need to find a way across that uses my brawn. Jumping like the monkeys do is out of the question, since the game informs me I don’t have the ups to do this. So I need to improvise.

Here’s where looking around helps. I have flashbacks to the initiation rite and the trial of the Twisted Tree because I find a vine nearby and add it to my vine collection. I guess I could have used the vine I already had, or the rope I bought at the bazaar, but it doesn’t really matter since I’m able to give it to Manu and tell him to tie it to a rock across the chasm so I can cross hand-over-hand in my inimitable, manly, and very heroic way.

I’m crossing a massive waterfall via vine en route to a demon-infested Lost City with my buddy, a talking monkey. Read that sentence again and savor it like a perfectly done steak.
Whew! Nothing left to do now but mosey over to the Lost City and . . .

Wait come back my little talking monkey friends!

You don’t say!

. . . oh. Some monster or other wants to waylay us? What is it, another flying cobra or something? Bring it on!

Ah. That’s different.

A demon worm burrows through the ground and tries to eat me. And while cool-looking, it proves to be no match for my mighty flaming paladin’s sword.

Eat flaming blue justice!

*buffs fingernails on shirt*

The demon worm is fast and hits pretty hard, but my strikes do a lot of damage. I don’t know if it’s because of my strength stat or my flaming sword, but it only takes four five hits to dispatch the beast. Now, landing those blows was a different story--with the difficult cranked to max, combat in Wages of War is pretty hectic; no spamming attack here. But I persevere and emerge victorious.

With the threat removed and my monkey crew back together again (I have a monkey crew; I cannot get enough of this), we continue our triumphant march to the Lost City.

The Lost City

An apeman patrols the Lost City.

More like the Found City, am I right? Anyone? Anyone? No? Ah well.

Manu is not happy about being here, and urges me to go. I tell the little fella about honor, and he assures me that while he has plenty of honor, he really just doesn’t want to get eaten by the various monkey-eating denizens of the Lost City. He also tells me about the secret entrance into the city. It turns out that there’s a man with a jackal’s head in which I have to put an “eye that glows.” The eye “comes from head, fits in head.”

A jackal-headed man sounds like Anubis. This is what I find on the next screen.

A picture of Anubis on the wall, and a statue of a jackal on a pedestal.

You don’t say . . .

An apeman guard walks by as I descend into the heart of the Lost City. Here, I see the jackal-headed man Manu talked about on a wall, as well as a statue of a jackal. This eye is supposed to go from the head, to the head, but there’s no eye in either statue or picture.


When I look at the statue, the game tells me it’s missing the gems which once formed its eyes. It’s a good thing I got this weird fire opal from saving the small meerbat back on the savannah; otherwise I’d be totally stuck.

The fire opal goes here.

This is a weird puzzle, at least from a paladin/fighter perspective. Presumably, the fire opal would be in the statue’s head if I were playing as a wizard or a thief, and I’d have to use the Fetch or Levitate spell, or climb up the statue in order to retrieve it. Here, a random meerbat I just so happen to save many miles away has the fire opal, and gives it to me as a gift. Couldn’t the non-magical, non-climbing solution have been to throw rocks at the fire opal to dislodge it, or use a jungle vine or something that makes a little more sense?

Anyway, it’s a minor point, but it sticks out because it’s the first really illogical puzzle in the game thus far. I get through the secret door all the same, and into a place being guarded by two really dumb demons.

I never would have figured this out without my amazing paladin ability to sense danger . . .


These guys are called Frik and Frak, and they are bored. They are also guarding a door. Now, if demons are guarding a door, it seems axiomatic that there’s something important behind it. Of course, being as stealthy as the average goon, they hear me, and after determining that it’s neither a mouse nor the prisoner (wait--a prisoner?), decide to examine further.

Lucky me. Frik tells Frak to go get “the guys,” staying behind to fight me himself.

Bad move, ugly. Bad move.

Before.

During.

After.

It was a difficult fight, but I--

Oh, who am I kidding. It was an easy fight. For some reason, Frik started with a good-sized chunk of his health already depleted, and it kept draining throughout the fight. I only landed two blows before the demon went down. Was this a glitch? Was it a result of my honor shield ability? I really don’t know--this is the only fight in the game where this has happened, but I’ll take it. And I’m looking forward to reading about Chet’s experience in this fight as well (if he indeed does fight the demons.)

Through the door, I find a liontaur lying on the floor. It’s none other than Reshaaka, Rakeesh and Kreesha’s missing daughter, last seen leading the ill-fated peace mission to the Leopardmen.


She’s alive, for some reason--maybe the demons kept her alive as bait, hoping Rakeesh would fall into their clutches? Well, they got more than they bargained for with this little gambit. They got me.

Reeshaka appears to be ready for action. She tells me that the World Gate is atop the tower, and offers to accompany me up. But before we can get anywhere, a demon possesses her body, bragging that in killing him, I will kill Reeshaka.


A foolproof plan, except for the fact that I have a little something in my bag of tricks that could help me out of this jam.

My secret weapon.

I limber up my throwing arm and pitch a dispel potion fastball right at the possessed Reeshaka, driving out the demon while leaving her safe from bodily harm (I can’t speak about psychological harm). Now, I’m no demonologist, but I’m a bit confused as to how this works. When a demon possessed my father-in-law, the chief of the Leopardmen, it didn’t change his shape; it just seemed like they were controlling him. Here, as when the Leopardmen’s shaman was possessed in Chet’s playthrough, the victim of possession becomes a demon in appearance. All I care about is that I saved Reeshaka. Rakeesh will be so happy!


And look, there he is! With all my friends: Uhura, Yesufu, Johari, and Harami!


Rakeesh heals his daughter, then proceeds to explain how Kreesha was finally able to locate me and open this portal. Rakeesh got a prophecy from the Temple of Sekhmet, apparently the same or similar to the one I got, and gathered all the people who are supposed to help me battle the Demon Wizard and turn back the darkness:

This Prophecy Thing


Let go through this line-by-line:

“Thou has unleashed the Darkness. And the Darkness now encircles thee. Ye must walk a narrow path to bring back the light.”

Clearly, this refers to me supposedly causing the war between the Simbani and the Leopardmen. Like it’s my fault that little thing happened at the peace conference . . .

“Let the first part of thy path be guided by friendship. Thy feet already walk upon this path. Two thou hast known before. Three thou shalt free. One thou hast brought low, then helped to rise again. One shall stand thy rival and thy friend.”

The two I hast--I mean have--known before are clearly Rakeesh and Uhura. “Three thou shalt free” are Johari, Reeshaka, and Manu. The one I brought low, then helped to rise is obviously Harami. And my “rival and friend” is none other than Yesufu.

So according to the prophecy, I’m supposed to stand with seven friends. Yet I only see six here.


Make that five, as Harami has no intention of helping us fight the demons. Oh well. He can stay behind with Rakeesh and Uhura--who are going to be holding off the demons anyway, while the rest of us get to saving the world.

“The Sword shall cross thy path, and bonds shall be cut asunder. Seek thou the least of guides to lead thee to the depths of darkness.”

This must refer to Manu--he’s a little monkey who took me to the Lost City.

“Now thou art Opener of the Way and all thy heart has called shall draw near to thee. Two shall stand and five shall follow to face their greatest foe in a battle they cannot win. For thou must walk alone to free them all.”

“Two shall stand.” Well, Rakeesh and Uhura said they’d hold off the demons. “Five shall follow,” which I guess is Reeshaka, Johari, Yesufu, and me. Which makes four because Harami is a wuss.

Seek ye now the highest tower to find the Door of Darkness. Living stone shall block thy way then bridge thee to thy foe. Thou must lose thy greatest treasure ‘ere thou canst drive the darkness through the Door.”

This will all come next, I guess, which brings us to . . .

“This is that which might yet be. Thy path is thine own now to follow or not. Go forth now, bringer of the light.”

. . . generic closing! We’ll see if this story has a happy ending after all, although we’re one brave warrior short.

But what’s this? Manu the little monkey climbs into the scene, offering to fight with us in place of Harami!


So he’s not only a talking monkey, he’s a fighting monkey as well! I’ll bet Harami feels pretty bad about himself, being outshined in the bravery department by a flea-bitten, poo-flinging monkey. But what do you expect from an honorless thief?

Rakeesh is somehow able to remove the blocking in front of the staircase, and the five of us head upwards to our destiny.

Mirror, Mirror


The next room contains a weird set of five mirrors. Each of us is drawn to one, where our reflections turn demonic, and then come out and attack us! It’s an all-out scrum of hero-versus-doppelganger, and the worst part is that that these demonic reflections seem to be unstoppable!

This is a pretty badass scene.

My double is strong, fast, hard to hit, and barely takes any damage. Things are looking grim and I’m about to die, when from the shadows comes an unlikely ally: Harami!


The supposedly honorless thief comes through in the clutch, giving me some pills he “borrowed” and exhorting me to “make like a hero,” so I run off to the tower--”the highest tower” of prophecy, where “the Door of Darkness” awaits.

Well, I kind of just saunter up to the tower, to be fair.

The Final Showdown



Atop the tower is the Demon Wizard, standing in front of the World Gate, the Gate Orb nearby, presumably waiting for the tide of bloodshed from the coming Simbani-Leopardman war to release enough energy and allow him to bring his master to Tarna.

The Demon Wizard is none too happy to see me, and brings a chunk of stone to life (“Living stone shall block thy way . . .”), turning it into a gargoyle and giving me flashbacks to fighting Ad Avis in Raseir at the end of Quest for Glory II, except instead of just running away from this gargoyle . . . I fight it.



This is, without a doubt, the most difficult fight in the game. But I go all out and am able to defeat the gargoyle . . .


. . . blocking a few of the Demon Wizard’s spells with my magic shield before using said shield to knock the now-stone gargoyle over the gap--hey, it is supposed to bridge me to my foe, right?


Except the Demon Wizard casts a spell, making the seemingly dead gargoyle grab me by the ankle. Now the Demon Wizard can cook up some nasty spell and fry me. Unless I lose my “greatest treasure” so I can “drive the darkness through the Door.”

My greatest treasure? The only thing I can think of in this inventory of mine is Soulforge. So away it goes. Hey, throwing swords always works, doesn’t it?


It totally does. The Demon Wizard catches Soulforge, which acts like a lightning rod for some reason, stunning ol’ greenskin and making the gargoyle loosen its grip on me. Nothing left to do but use my trusty shield to drive the Gate Orb into the World Gate as Kreesha suggested so long ago . . .


. . . which also drives the Demon Wizard back (while leaving my sword behind), closing the portal, and saving the day!

Picking up Soulforge, I head back down to my friends and the celebration that’s sure to ensure.

The End (?)

Everyone is happy, I get congratulated, Johari tells me she’ll name her and Yesufu’s first son after me (wait, what?), and I get a sense of impending doom. Whee!


Wait, I defeated the Demon Wizard! I saved Tarna! What could possibly go wrong now?

A lot.

A whole lot.

Some dark magic takes a hold of me, and I’m in the clutches of . . . oh hell no, is that Ad Avis, my arch nemesis from the previous game? And who’s that with him? The “Dark Master” he alluded to as he died? I guess we’ll have to find out what happens in the real Shadows of Darkness!

Let me tell you, this ending blew my mind when I was a kid. It was a cliffhanger! This wasn’t supposed to happen in adventure games! I had to wait a long, grueling year to learn the fate of my hero, and man was that rough.

Sure, the end sequence of Wages of War is linear, or “on rails,” if you prefer. But it works from a dramatic narrative perspective, adding tension and a real sense of an impending climax. It’s a satisfying conclusion that acts as the perfect bridge to Shadows of Darkness, and I for one am glad that Lori and Corey Cole decided to take the hero on an excursion to Tarna before depositing him in the dark and unfriendly land of Mordavia.

I’ll see you in a little bit for the final rating; I’m excited to see how Wages of War fares! Until next time . . .

Session Time: 45 minutes
Total Play Time: 9 hours, 55 minutes

Puzzle Points: 470
Paladin Points: 103
Paladin Abilities: Flaming sword, healing, danger sense, honor shield

Inventory: It doesn’t matter, because all you take into the next game is your money pouch and your armor

Game 96: B.A.T. II – The Koshan Conspiracy (1992)

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By Ilmari

I am afraid I am in the difficult position of a vocabulary apprentice replacing two very able wordsmiths. Firstly, we usually let a single reviewer do one series so that through cumulative experience they will see whether a game has improved on its predecessors or not. Unfortunately, Aperama was so put off by what can only be described as the inherent Frenchiness of the first B.A.T., so we struck a deal that I would do the sequel, if he would do this nice fun game called Eternam… look how well that went. In any case, Aperama is spending some well-earned time off, so he isn’t even available for this game.


I guess this is far greater adventure than any Computer’s Dream could make up

My only hope was that Chester Bolingbroke, our much appraised colleague working under the alias CRPG Addict, would one day also review this game, like he did its predecessor, thus making up for my frailties. Then I happened to read Mr. Addict’s take on B.A.T. and to my great consternation I found out he wasn’t even considering doing Koshan Conspiracy, because it was categorised as an adventure/strategy -hybrid by Mobygames.


I am truly alone now

I have really nothing to add to what Aperama found out about the creators of this game. B.A.T. II was published in floppy and CD version, and since the CD version came out a year after the floppy version, I’ll be playing the floppy version. Problem is that I really haven’t found any manual for the game. Museum of Computer Adventure Games contained only a reference card for the CD version, which consisted only of basic start-up procedures, a subway map and solution of the game (how hard is a game, if even the producers knew no one could solve it without a walkthrough?). The real manual was part of the CD, while the manual of the floppy version hasn’t survived the ravages of time. This means I’ll be playing blindly, without any idea of the interface. Fun times to be expected.

(Edit: And then our commenter Bastien MARCHINA found the original French manual for me! I really cannot thank enough about this. I have added few edits to this post, if the manual revealed some essential new information.)

At least the reference card contained the basic premise of the game, although it is also described in the intro. The game takes place in XXII century, more precisely in October 2179, when the “economic universe is in crisis”. Apparently there’s this valuable mineral, echiatone 21, which can be found only on the satellite Bedhin 6 of the planet Shedishan, and the mineral is almost monopolized by Koshan trust (hence, the name of the game).

(Edit: Well, there are deposits of echiatone also on Shedhishan, but I guess all of these originate from Bedhin 6.)

Confederation of the Galaxies (that is, Earth government, shortened either as C.O.G or as C.F.G.), wants to destroy Koshan monopoly of echiatone, so they ask the help of B.A.T. (Bureau of Astral Troubleshooters or the galactic CIA). B.A.T. assigns the mission to its agent, Sylvia Hadford, who plays the role of a noblewoman near the Shedish court and claims to have enough title deeds to take over the echiatone industry in Bedhin 6.

(Edit: Firstly, the real name of the agent is Hélaïne Vertex and she is posing as Sylvia Hadford - I think I will still continue calling her Sylvia, since that's easier to write. Secondly, the plot with the title deeds is a bit more complicated. B.A.T. does have already 30 deeds, but they would still need 250 deeds to get a control of Bedhin 6 over Koshan. Sylvia was meant to bluff that she has enough deeds, so that Koshan would have had to suspend the eachiation industry, while Sylvia would have gained more time to find the missing 250 deeds.)

Before the claim is settled by the local court, some thugs try to silence Sylvia. B.A.T. assigns yet another agent to help Sylvia - and this is where I come in. I am supposed to “mascarade” as a person called Jehan Menasis, who has been currently detained on Earth on false drug charges.

Even starting the game proved to be difficult, since arrow buttons aren’t used for moving in the starting menu, which meant I at first couldn't choose the character selection. The annoying thing was that the menu screen was shown only for a couple of seconds, after which the intro started again. After a few failed attempts, I found out that the right mouse button replaced the arrow buttons and left mouse button the ENTER. I think I’ll best forget using keyboard.

Yes, there is character creation, which might be an indication that CRPG Addict’s choice of not playing this game was too hasty. Of course, there was character creation even in the first game, and both Addict and Aperama noted how the statistics seemed to have no effect on the actual gameplay.

The character creation begun with a choice of a basic character type from six possibilities.


Hulk


The Leader


Pinocchio or Cyrano de Bergerac?

After making the choice, I entered the training phase, where I had the opportunity to add or take away some points from each attribute. Finally, I got to choose a name for my agent. I at once corrected an old failing.




Now’s your chance to shine, Andy, on a solo adventure! 

I am sure hoping that the sequel to B.A.T. will be an enjoyable experience. As you should be aware by now, I am a bit vary on hybrids, since I like to enjoy my adventures as adventures and not mix them with elements from any other genre. Still, I’ll try to not let it affect my judgement on the game’s merits. The first game got 30 in PISSED-rating and 29 in GIMLET, will Koshan Conspiracy beat that?

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read ithere 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.

Inspector Gadget - Deja-Vu in London, Too

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Written by Joe Pranevich


Welcome back! We’ve been traveling around the world so much we will soon need to hire Rockapella. (What? Is that reference too dated?) In the last two weeks, we’ve rescued one U.N. environmental ambassador from a life making “secret sauce” for a fast-food restaurant in Los Angeles and another from a similar life creating toothpicks down in Rio de Janeiro. Thus far, the game has been fun, if a bit simple and aimed at children. The humor has been well-done and the animation is better than I expected, but all the same the plots are feeling a bit repetitive. This week, I am crossing the Atlantic to rescue another U.N. representative in London.

What do I mean by “repetitive”? Last week, I discovered that this game appears to follow a set pattern for each episode: Penny and Brain are kidnapped, Brain escapes, Penny discovers where she’s been taken, Brain rescues her, they go to a final puzzle at a different location to rescue the U.N. ambassador. I’m going to see if that holds up a third time.

“But that reminds of me another story…”

Step 1: Penny and Brain Kidnapped

The start of each case has Penny, Brain, and Gadget arriving to a new location. In the first case, Gadget convinced them to enter a limo driven by a M.A.D. driver. In the second, they were tricked by a robotic (more robotic than usual?) doppelganger of Inspector Gadget and tricked into riding in the Gadgetmobile. This time, we land at the London airport where Gadget and Penny are met at the gate by Sir Wensley Blowsmoke. Penny recognizes him immediately and claims to know about all his exploits. Even so, there’s nothing to do but talk to him and he starts to tell a long and boring story about an adventure in near the Crimea River, modern-day Ukraine. As he talks and talks, Penny and Brain gradually fall asleep. Gadget starts to fidget and leans against the wall before deciding that he… er… needs to make a phone call and walks away. The scene fades to black and we find ourselves...

At least the steering wheel is on the correct side!

Kidnapped! Penny and Brain shake themselves awake as we find ourselves in a taxi. Inspector Gadget is nowhere to be found. Penny asks the driver where she and Brain are being taken, but he says that they do not need to worry about that. Penny insists and he reveals that he is a professional kidnapper for M.A.D., but he actually seems a rather nice working-class sort of fellow. He doesn’t really want to kidnap them but needs to make ends meet. It just a job after all. He makes some small talk and asks what breed of dog Brain is. I honestly have no idea so I pick “mongrel”. That doesn’t help as he doesn’t believe her. I pick “collie”, “chihuahua”, and “pit bull”, but none of them elicits very much of a response. Finally, when I say that Brain is a “wolf”, Penny says that he doesn’t travel well and that Brain is going to be sick. The cab driver stops the cab and tosses him out on the street. Brain has escaped! The kidnapper reveals that he only needed to bring in Penny and that we have just arrived at the castle.

I spent an hour failing to learn if that shield design meant anything in English heraldry.

Step 2: Penny Discovers Where She Is

If previous episodes are to be any indication, the next step is for Penny to discover where she is located. In L.A., this consisted of fixing a security camera system so that she could see the outside of the building. In Rio, she had to use the Gadgetmobile to get to an office inconveniently located on a catwalk. Will the same hold true now?

We arrive in our prison and-- this is pretty neat!-- Penny is wearing a suit of armor! That is such a near inversion of Brain being the one to wear costumes in this game. In this case, the armor is heavy, so heavy that she cannot climb the stairs to leave the dungeon. Worse, there is no obvious way to take it off. We are also unable to use her computer book as it is on the inside of the armor. Exploring just a bit, we discover that the shield on the wall is more than just decorative: it is hiding an alcove containing a Gadget drill and Gadget binoculars, I pick both of them up, then use the drill on myself. That allows Penny to get the armor off and we can climb the stairs, only to discover a locked door. At least now I can use the book to call Brain and tell him where we are. Penny only knows that she’s in a “castle dungeon somewhere”, of which there are hundreds in the United Kingdom, but that’s enough for Brain. Shame they don’t have GPS in common use back then, that would make the game much easier.

This is a bit of a different case than before: we still have to tell Brain where we are (in the dungeon), but Brain was let out of the car right at the castle itself. I think my pattern still mostly fits.

I love museums!

Step 3: Brain Rescues Penny

Switching to our loyal canine friend, we find Brain standing outside the castle gate with the drawbridge down. Unlike previous episodes, we didn’t have to navigate a map to get here; I suppose that Brain was thrown out of the car closer to the castle than the airport. Surprisingly, there is no puzzle or disguise here, we can just go in.

Reminds me of that tourist family from Willy Beamish...

Inside, we discover that the catlee is filled with tourists and they are blocking the way to something in the back corner. Exploring a bit, I find that the portrait is from the famous “Duke of Earl (1597-1637)”. Now, this is some great obscure referencing! The “Duke of Earl” from the 1962 song is the musician Gene Chandler, born in 1937. The dates seem too similar to be coincidence, but that is such an obscure reference that it might be. Heck, it’s just as likely that designers were thinking of the 1991 John Goodman film, King Ralph, which featured Goodman’s character singing that song after he was made a Duke. Have I thought too much about an obscure line in an obscure adventure game? Yes. Yes, I have.

As usual, we find the components for a costume scattered around the room, this time the discarded remains of a tour guide uniform. Putting it on causes the crowd to immediately swarm around Brain, but we can move past them now to see a locked door into a dungeon. There is no obvious way to open it, so I keep poking around. Eventually, I discover that the battle axe on the wall is hiding a secret switch. Pulling it opens up the dungeon door and Penny can escape!

Holy heck! Gadget got here on his own!

Step 4: Rescue the U.N. Ambassador

Now that Penny and Brain are reunited, we have to go to the only other location on the map and rescue the ambassador. In our previous episodes, these were the tofu burger restaurant and the toothpick factory. This time around, Penny discovers a discarded piece of coal just outside the castle so we know to go to England’s only working coal mine. Hey, if Brain can figure out what castle it was in one try, I trust Penny to figure out which mine to go to.

We arrive at the mine to discover that Inspector Gadget has (shockingly!) beat us here. Of course, he came here because of the mistaken impression that you can find diamonds in coal mines like this and M.A.D. might be interested in the diamonds. Penny reminds him that it takes tremendous pressure to turn coal into diamonds, but Gadget seems unperturbed. In any event, we cannot get into the mine because it says “Authorized Personnel Only”. What do we do? There is a miner’s costume here, but Brain cannot put it on as long as Gadget is around. I work out that the trick is that we have to give Gadget back his gadgets, the drill and the binoculars. Once he has those, he goes into the mine to investigate further. Brain can then put on the costume and we can proceed deeper.

This is the least convincing costume yet.

Once inside, Gadget proceeds to interview coal-miner Brain to see if he knows about any diamonds, That leaves Penny to explore, but we don’t have to look very far. There’s a hidden button in the wall that opens up a secret door. Wonder where it leads?

Uncle Gadget was right!

It leads to the missing ambassador, of course! We also discover that Gadget was correct: M.A.D. has a machine to convert coal into diamonds! Our ambassador this time is Thomas Chang and he too has been hypnotised. Gadget remarks that he is working very hard and that maybe he should cool off. What to do? When I talk to him, all he will repeat over and over again is, “Workin’ in a coal mine, goin’ down, down, down.” Of course, these are the lyrics to the song of the same name by Allen Toussaint and recorded by Lee Dorsey and others. This episode is big on musical trivia! I do not have any way for him to “cool off”, but we take the direct approach and Gadget is able to disassemble the machine using his Gadget drill. Once the machine stops working, Mr. Chang emerges from his hypnosis and we have saved our third ambassador.


With another case cracked, Gadget and I will be off to Kenya next. Will it continue the pattern? I am not sure. We have Kenya, Moscow, and Hong Kong left to do before all of the ambassadors have been saved. Should I do them in a post each or try to speed up the game? The repetition isn’t too distracting since there are unique puzzles each time and the writing is fun, but there’s not a high degree of challenge here. If I wasn’t keeping notes (and playing every area at least twice), I am sure I could zip through the rest of the game quickly.

Time played: 1 hr
Total time: 3 hr 40 min
Gadget Inventory: Flashlight, Bandsaw, Binoculars, Drill

Penny’s Computer Book


This week’s environmental message is a bit different than previous weeks. Penny’s computer book gives us information about the history of London, the United Kingdom, and the English language, but only a single entry on the dangers of mining coal. It talks about how strip mining destroys the environment and that burning coal can lead to acid raid.


I know very little about coal mining itself, although I remember as a kid that my father did some hauling for coal companies. For several years, we had a giant pile of coal in the back of our house, so close that you could reach it through a second-story window. Some of our outdoor cats used that otherwise inaccessible window to enter and leave our house, although I know there was at least one case where a cat was injured when the pile was removed and he fell two stories out the window. That wasn’t a particularly nice day. I got to visit one of the mines that he worked with once, but I do not recall much about it. In retrospect, all of that coal right out our kitchen window couldn’t have been that healthy. My brother and I even used to play on the piles, although our grandparents were very unhappy with the laundry they had to do afterwards.

Discussion Point: What kind of game deserves a high score in Puzzles and Solvability?

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By The TAG Team

It’s certainly easier to make a bad than a good adventure game, and therefore it is no wonder that we’ve seen a lot more examples of the former than the latter. Indeed, our reviewers feel that they have no problem deciding when a game deserves a low score in some category. On the other hand, since we have less examples of good games, it is more difficult to say when a game deserves 9 or even 10 in some category. Thus, we’ve decided to do a series of six discussion points, each dealing with a simple question: what would a game have to be like to deserve a high score in this particular category?
Puzzles and Solvability



We begin with Puzzles and Solvability. Puzzles are clearly the most distinguishing part of adventure games. What games have excellent puzzle designs? And more to the point, what makes puzzles in these games so satisfying?


This is NOT what we are looking for

Other questions you might consider:

  • Should it be possible that a game with only a few puzzles or even none at all could get a high score in this category? In other words, is a visual novel always destined to have a low puzzle score?
  • One factor to consider in this category is solvability. Which is worse: a game with only easy puzzles or a game with too tough puzzles?
  • What are we to consider as puzzles, when scoring this category? Inventory-based puzzles are a clear instance, but we’ve sometimes considered also story-based puzzles, such as problems determining the guilty party in murder mystery games. And what about Myst-like puzzles, secret codes etc.?
  • In addition to individual puzzles, we might also consider puzzle dependencies, in which solving one puzzle requires first solving another puzzle. Should we prefer games with complex chains of puzzle dependence?
  • Perhaps in judging this category we should also take into consideration how the puzzles relate to other categories, especially the story. Is it important that puzzles make sense within the narrative of the game?
Let the discussion begin!

Quest for Glory III: Wages of War - Final Rating

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by Alex


Quest for Glory III: Wages of War was not planned. It was an afterthought, a bridge, a diversion based on the idea that Rakeesh and Uhura’s homeland and story was too interesting to just be mentioned in passing in Quest for Glory II: Trial by Fire. It also had the added bonus of easing the Hero, and his narrative, into the decidedly more unfriendly and dangerous confines of Mordavia in the subsequent Quest for Glory IV: Shadows of Darkness. And so we got a glorious accidental gem of an adventure that stands proudly toe-to-toe with the rest of this venerable franchise.

In subjecting Wages of War to the PISSED rating system, I’m going to try really hard to perform a nostalgia-ectomy and judge the game on its own merits--and by the guidelines of the PISSED scale--instead of just going “OMG 10/10 FIVE STARS IF YOU DON’T LIKE THIS U SUCK!”

Pictured: a scene from my nostalgia-ectomy.

It will be difficult, but I can do this. I have you, The Adventure Gamer’s loyal readership to keep me honest here. Let’s do this, hero-style!

Alexandros’ final stats and score.

Puzzles and Solvability: 4


You might be a little surprised by this low rating, but I have to tell you that the puzzles in Wages of War are just not difficult. Yes, they’re logical for the most part, although getting the fire opal from the meerbats is pretty random. Still, most puzzles are boiled down to “Do I have the right inventory object for the job or for this quest that somebody told me about?” or “Did I go to the right place after the right event has been triggered?”

I can already hear the chorus of “That’s the case in every adventure game!” Fair enough. But even in light of this concession, Wages of War didn’t have any moments where I was wandering around, wondering what to do next in the face of unsolvable puzzles. There were just issues I hadn’t found the right tool for yet.

Need a prophecy? Get a gem. Bring back the gem and get the prophecy. See a monkey in a cage? Free the monkey. Need to cross a waterfall? Get vine. See monster, kill monster. And so on. I suppose the Simbani initiation trials take a bit more brain power, and I did enjoy the mini-games of spear-throwing and wrestling, as well as Awari, but none of them were particularly difficult. You can “brute force” them, or as Chet discovered, even fail them and still progress. It’s not Leisure Suit Larry V levels of inconsequential, as there are still things you must do in order for the game to progress, but it’s close. Perhaps the various wizards’ duels in the wizard-character playthrough provide more of a challenge, but the paladin just kind of moves from puzzle to puzzle with relative ease.

And yet, this doesn’t detract from the experience since Wages of War is so darn enjoyable. Still, I’d hardly put these puzzles up there with the likes of The Secret of Monkey Island or The Fate of Atlantis or even the firsttwoQuest for Glory games.

A note about combat: It better and more challenging than I remembered, at least if you have the difficulty jacked up to maximum, but it’s tactically limited and gets tiresome. Most fights don’t give enough of a reward to make them worthwhile, and while the enemies are varied, the encounter rate is high. Excessively so. At least it’s easy to kill your foes at a distance with daggers or rocks, and I’m assuming offensive magic, or just crank the speed to max and run through several savannah or jungle scenes until you get away.

That flaming sword, though.


Interface and Inventory: 7


There really isn’t much to say here. The interface is typical Sierra point-and-click fare from the era. Everything works as planned, there are great and often humorous textual descriptions for most stuff that you click the “Eye” on, you walk where you want your character to walk, and you never feel like the interface gets in your way. In fact, you don’t even notice it’s there.

Specialized buttons work as intended, such as the menus for running, sneaking, walking, and magic. Combat is also a breeze, since you can use the mouse to click on “Swing,” “Thrust,” and so on, or do what I did and utilize the numerical keys on your keyboard.

The inventory is solid, with well-done pictures and descriptions that will never keep you guessing what the hell it is that you just picked up, or what it’s used for. I appreciate little touches like the sapphire pin from Trial by Fire carrying over if you imported your character, and the canned SPIM (“Special Portion Instant Meal”) rations provide a chuckle in that typically anachronistic fashion typical of most Sierra adventure games. There are no puzzles to solve within the inventory, but your inventory is used to solve puzzles. It’s very philosophical; I wouldn’t expect you to understand. In fact, I don’t even understand .

Let’s move on.


Story and Setting: 7


Here is where Wages of War shines. Honestly, I’d give it a 9 for a setting and about a six for a story, which washes out to a 7.

Tarna as a city and a land is an absolute joy to behold. Wages of War’s African-inspired setting was unique at the time, and remains so to this day. It’s an underused milieu, as evidenced by the popularity and aesthetic impact of Marvel’s recent smash Black Panther movie. Audiences, whether in movies or games, like to see things that they have not seen before, and Wages of War delivers.

I’ve said it once, and I’ll say it again: who wouldn’t want to stay at this inn (clown aside)?

The Simbani Village was a unique setting unlike any seen in an adventure game or an RPG thus far.

I just had a thought: Lori and Corey Cole apparently had wanted there to be a smaller settlement--a Hamlet, if you will--in Quest for Glory I that the hero could visit instead of Spielberg. Alas, this idea didn’t make it into the game. In Quest for Glory III, with Tarna and the Simbani village, we may have the only example of this in the entire series.

That’s just an aside. The setting in Wages of War is top-notch. Even the savannah and the jungle themselves almost feel like characters, menacing, untracked places that dare the hero to explore; their scope is conveyed quite nicely by the game’s world map (more on this in the Envirionment and Atmosphere category).


The story in Wages of War is weaker that the setting. It’s competent and does the job of getting the hero to Tarna and giving him plenty of stuff to do once there, but it’s pretty predictable and cliche. There was really no doubt that the demons were behind it, though the fact that the Demon Wizard Rakeesh had defeated before was back for revenge raised the stakes. However, as discussed before, the demons’ plot to foment a war doesn’t stand up to heightened scrutiny.

But the story doesn’t detract from the game. It just doesn’t have a “Wow!” factor. Any plot holes and false leads do serve the interest of the story, and the continuity errors, such as how the heck was Johari captured, anyway? are minor and don’t affect anything save for my ability to nitpick. So I feel that this rating is more than fair.

That cliffhanger ending, too, is highly effective.


For real, this time.


Sound and Graphics: 8


This game is beautiful, one of the best-looking we’ve seen on this blog. From the city of Tarna to the Heart of the World to the Lost City and the Pool of Peace, every setting is filled with vibrant colors, lush vegetation, and a unique sensibility that fits Wages of War’s setting perfectly.

The Sultan of Shapeir’s palace from the intro.

I mean, even the hero’s room at the inn looks good!

Tell me you wouldn’t pay to stay here.

Sure, the battle graphics have no backgrounds . . .


. . . and the savannah scenes are barren and kind of phoned in . . .


. . . and yeah, there are no other people wandering the bazaar--or even moving around at the same time the hero is save for a handful of circumstances . . .

. . . but LOOK AT THIS GAME. It is a true work of art.




The music and sound design is likewise top-notch: Rudy Helm and his crew deserve a round of applause for their work. From the dynamic way that themes change depending on when the hero is close to or far from a certain place, to the melodies themselves, the music heightens and in some way drives the mood of every scene. I could sit here and describe every last piece of music, but I’d rather link to it and let you be the judge.

(The Inn theme, the Simbani Village theme, and all four overworld themes are personal favorites, though.)


Environment and Atmosphere: 8


I said it before, and I’ll say it again: Wages of War is pulp. It’s like a 1930s adventure serial crossed with an Edgar Rice Burroughs or Arthur Conan Doyle yarn, with a dash of Robert E. Howard thrown in and sprinkled with some early era Hollywood movie magic. And it is awesome.

It has all of the tropes: Dashing foreign hero exploring a strange and exotic (to him) land and winning over the locals, fantastic creatures of magic and mystery (both good and bad), fierce warriors and crafty wizards, talking animals, dangerous monsters, lost cities, and even a little bit of romance. Right is right, wrong is wrong, there is no moral ambiguity that seems to be all the rage in storytelling these days, and the good guys aren’t afraid to kick ass and take names.

Except this jerk’s name. We never found that out.

Combine the evocative music with the stunning visuals and unique setting, and you can practically feel the cloud of mosquitoes chewing your face off in the sweltering heat of the jungle, as you search desperately for a way to the Lost City over yonder waterfall . . .

Or maybe I just need to turn on my AC.

Every screen in Wages of War has a purpose. There is something to do or people to talk to everywhere. The team did a great job of making the game feel open-ended and reliant on player choice despite being relatively straightforward. And although there really aren’t that many places to go to in the savannah and jungle, the game feels majestic in scope--I for one found the world map/random encounters system to be a smashing success, conveying the sense of traversing a massive landscape.


Yes, I only gave Conquests of the Longbow a 7 in this category, and that game had fantastic environment and atmosphere! But medieval England was an actual place. Tarna is Tarna. It’s a world of imagination, albeit one based on the real world. More importantly, it’s a place that you feel like you actually want to go. In my humble opinion, Wages of War sets the benchmark for environment and atmosphere, and I think all other games played on this blog released afterwards need to be compared to this one.


Dialogue and Acting: 7


There is no voice acting, so let’s focus on the writing and dialogue.

It’s fantastic.

Every character sounds unique with their own speech patterns and syntactical tendencies, from old friends Rakeesh and Uhura, to new friends Kreesha and Yesufu and Manu, to Johari, and to the wonderfully strange denizens of the bazaar like Kalb the meat merchant, the cranky oil seller, and the Sanford and Son-impersonating junk dealers.

Oh yeah, and Salim. He’s . . . a trip.

*scans room nervously for Federal agents hiding nearby*

I particularly like the way that Wages of War explores the themes of conflict and friendship. In particular, the relationship between the hero, Uhura, and Rakeesh just feels like old friends hanging out and sharing stories despite the danger they face.


During the endgame, when everyone comes to help the hero out and fulfill the prophecy, none of the relationships seem forced or out of place, save for Kreesha, but cut the girl some slack!

All told, Wages of War continues the Quest for Glory tradition of high-quality writing and characterization. Well done.


Final Rating

Alright, it’s the moment you’ve all been waiting for where we calculate our final PISSED score. Let me sharpen my calculator here (don’t ask) and crunch some numbers!

4 + 7 + 7 + 8 + 8 + 7/.6 = 66.66, rounded up equals 67.

A respectable score! But us Adventure Gamer reviewers are allowed to add or subtract a shiny discretionary point, as long as we can rationally justify the decision. Or not; the mods are flexible. And I feel like based on Wages of War’s thematic cohesion, pulpy vibe, and overall enjoyment factor, it certainly deserves to be bumped up to a 68.


68, the same as the original QfG I, two points higher than QfG II, and a sweet-sixteen points higher than the QfG remake.

This is fair. Wages of War holds together really well despite its relative ease, middling story, and somewhat weak combat system. Its positives in atmosphere, graphics and sound, and overall fun factor more than outweigh these negatives. The story, while nothing special, feels special due to the great characters and mini-stories and set pieces within the larger narrative: Befriending Harami and Yesufu, getting married to Johari, becoming a Simbani Warrior, getting your prophecy, and so on. There are so many fun things to do, many of which haven’t been seen in an adventure game, that Wages of War remains a memorable experience to this day.

And gamers thought so upon release as well! Neil J. Rubenking in PC Magazine praises the “lush, vivid backgrounds,” and “rich soundtrack,” mentioning a lot of the same points I did in his micro-write-up of the game.

Computer Gaming World was more effusive in its praise, with reviewer Jeff James singing the expected praises of the graphics, sound, and interface, though he paid special attention to Wages of War’s setting. He also commented on the high encounter rate and various conversation bugs that I experienced in this playthrough before ultimately stating that Quest for Glory III will be “tough to surpass.”

Though nothing is as gracious as Dragon Magazine’s five-star review (What? They gave a game five-stars?!):

“This is by far the finest of the Quest for Glory adventures created by Lori and Corey Cole. It also happens to be one of the most detailed graphic adventures released by any company, with a storyline is replete with new and interesting characters. The animation is well-plotted and planned you'd swear at times you're looking at a movie that you can interact with. Quest for Glory III (QFG3) is a delightful repast in a market filled with junk food.” (emphasis mine)

This game’s contemporary reputation as being the weak link of the series seems strange to me, although I know that tastes change with time. Further, Quest for Glory IV: Shadows of Darkness was arguably better, improving on the already impressive Wages of War in nearly every metric.

In conclusion, you really owe it to yourself to play Wages of War, even if you’ve never played a Quest for Glory game in your life. The setting, atmosphere, music, and visuals will suck you in, and I guarantee you’ll enjoy your time with this game, flying cobras be damned.


CAP Distribution

105 CAPs to Alex
  • Blogger Award - 100 CAPs – for playing through Quest for Glory III for the enjoyment of all 
  • Talking to Spiced Ham Award – 5 CAPs – for attempting to explain the difference in game time and real time to a spambot 
70 CAPs to Ilmari
  • Psychic Prediction Award - 10 CAPs - for missing out on guessing the final rating of this game by only 1 
  • You're Not My Typo Award – 5 CAPs – for correcting some discovered typos on request 
  • Classic Blogger Award – 50 CAPs – for playing through the Red Moon for the classic enjoyment of all 
  • Robinsonade, That Cool Refreshing Drink Award – 5 CAPs – for informing us of a literary genre we may not have been aware of 
30 CAPs to Andy Panthro
  • True Companion Award – 20 CAPs – for playing along with Quest for Glory III
  • You Stepped on my Toe Award – 5 CAPs – for telling us about the British origins of Sanford and Son 
  • My Stepmother is a Leopardwoman Award – 5 CAPs – for unintentionally convincing people a real-life wedding was taking place 
25 CAPs to CRPG Addict
  • Concurrent Blogger Award – 20 CAPs – for blogging along with Quest for Glory III
20 CAPs to Antonakis
  • True Companion Award – 20 CAPs – for playing along with Quest for Glory III 
20 CAPs to Corey Cole
  • Insider Trading Award – 20 CAPs – for giving us special insider information about the making of the game 
15 CAPs to Ziggi
  • You Should Write That Down Award – 5 CAPs – for having a dad that came up with an interesting and succinct take on politics 
  • Deal With It Award – 5 CAPs – for pointing out an appropriately timed sale on Quest For Glory games. 
  • At Least it wasn't Larry Laffer Award – 5 CAPs – for considering taking relationship advice from an adventure game protagonist 
14 CAPs to Laukku
  • I Have The Power Award – 5 CAPs – for pointing out the likely inspiration for the game's cover art 
  • The First General Award – 5 CAPs – for giving us some info on the music technology behind the game 
  • That's a Trope Award – 4 CAPs – for pointing out tropes the game is using 
14 CAPs to Alex Romanov
  • Psychic Prediction Award – 10 CAPs – for being the closest guesser of the PISSED rating of Red Moon 
  • Can't Lose Award – 2 CAPs – for being the ONLY guesser of the PISSED rating of Red Moon 
  • Unnecessarily Perfect Award – 2 CAPs - for, despite being unable to lose the guessing game, guessed EXACTLY the final PISSED rating of Red Moon 
10 CAPs to Rowan Lipkovitz
  • I Robinson Award – 5 CAPs - for guessing which Robinson Ilmari was referring to (P.S. Googling “I Robinson” got me something I really wasn't expecting) 
  • It's A Trap Award – 5 CAPs – for telling Alex how to diversify the Star Wars references 
6 CAPs to ShaddamIVth
  • Dressed in Leather Award – 6 CAPs – for starting to play the Quest for Glory series at an appropriate time. Welcome!
5 CAPs to Reiko
  • Gory Gole Award – 5 CAPs - for pointing out an unfortunate typo in the title of one of the posts 
5 CAPs to Niklas
  • Herbert Award – 5 CAPs - for remembering ANOTHER country's version of Stepford and Son 
5 CAPs to Torch
  • Tin Man Award – 5 CAPs – for suggesting an addition to the final rating despite us deciding to remain heartless in our ratings. 
5 CAPs to ATMachine
  • It Must Be Hot in Here Award – 5 CAPs – for noticing a second piece of Frazetta inspiration
5 CAPs to Another Alex
  • Premature Adulation Award – 5 CAPs – for anonymously sharing Quest For Glory III memories on a post nobody was reading, then posting it again and getting it noticed! 
4 CAPs to Joe Pranevich
  • I Want To Play Too Award – 4 CAPs – for being inspired to play the game himself, despite likely being too busy playing other games for the blog to have time in the foreseeable future 
1 CAP to TBD
  • The Thought That Counts Award – 1 CAP – for planning to play along, but never getting around to it 

B.A.T. II - Fighting the machine

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By Ilmari

Last time I had just finished creating my B.A.T. agent, Andy Panthro, and released him in the planet called Shedishan, where Koshan trust was trying to get a monopoly for the production of echiatone, a valuable mineral. Based on intro, I had the idea that echiatone could be found only on Bedhin 6, a natural satellite of Shedishan, but I’ve since learned it can be found in small asteroids, created by a collision of Bedhin 6 with meteorites, and even on Shedishan itself, in craters created by former chunks of Bedhin 6.

The intro of the game had given me one simple task: find Sylvia Hadford, the other agent of B.A.T. This was pretty simple, since she was staying in a hotel nearby where I started.


What’s that thing hanging from your hair?

Sylvia gave me my next mission. I was to go to the Automatic Information Center in Minerva Tower and find out the most important deed holders for the echiatone industry of the planet.

And that was all the plot development you’ll get this time. Good night everyone!

But wait. How could I play the game for almost 20 hours and not get any further?

The starting screen

Let’s rewind to the beginning. I spent lot of time getting to know the interface, since I originally hadn't found the manual for the game. The curved symbol at the centre of the screenshot above is my mouse cursor. Pushing the left button of the mouse, when the pointer was shaped like this, opens up a menu with the basic setup, save and load functions. The menu also contains the options to sleep, to advance time for an hour and to open my inventory. It was quite confusing at first to have game commands in the same place as meta commands, like saving and loading, but I am beginning to get used to it.


Food, courtesy from WacDonald

The inventory screen is probably where I’ll spend most of my time in the game. The leftmost part of the screen contains all the stuff I own, arranged hierarchically. You see the arrows? Going up from an item goes to another item, in which it is contained, going down from an item goes to another item, which is contained in it, and going left or right goes to an item contained in the same container. Confused yet?

At the very top of this hierarchy is my body, and right under it are my hands, B.O.B. (I’ll come back to that soon) and whatever items I decide to carry directly on my body. I haven’t yet hit any limits on how many items I can put at that position, so putting items on lower levels seems merely due to a need for making inventory a bit more manageable. I can, naturally, put one item in each of my hands. Furthermore, some items, like backpacks and satchels, work as containers where I can hold multiple items. Finally, some items can hold items of special type, like guns can contain bullets and hot dogs can contain sausages (seriously).

In addition to the items, the inventory screen contains also four icons. The mouth is pretty easy to understand - if I put an edible or drinkable item over it, I’ll eat or drink it. Question mark gives some basic info about an item - if nothing else, at least its value in credits, if it is an edible item, the amount of calories it has etc. The hand appears to be a dropping function. The magnifying glass is the strangest, because it seems to do nothing to items. Instead, it searches the room for any items hidden it. So far, I’ve managed to find only items I’ve dropped in a room, but I am not sure whether the rooms I’ve been in are truly empty or whether my attribute of perception is just too weak.

Let’s get back to the main screen. If instead of left, I press the right mouse button, I access my B.O.B., which is essentially a computer installed in one’s arm. Amusingly, it’s the only thing in the game telling me when I am hungry, thirsty or tired. I guess we computer nerds will become more and more estranged of our own bodies and forget what that feeling of emptiness in stomach means.


The single line shows my heartbeat and the coloured
lines are my levels of hunger, thirst and tiredness 

B.O.B also contains some ampules with drugs I can inject into my system. Since I haven’t the foggiest idea if these substances have some unwanted long-term effects, I have barely explored them. One of them appears to give me night vision, while some seem to give a temporary boost to various attributes.

The most complex thing in B.O.B. is the programming kit. In the first B.A.T. one could write programs. Koshan Conspiracy offers an upgraded, graphical experience. In principle, different terms of the programming language are represented by differently pictured chips, which you can then connect with other chips. A chip like “IF-THEN-ELSE” connects to four other chips - the one that leads to the “IF-THEN-ELSE”-clause, the one containing the IF-condition, the one containing the THEN-result and the one containing the ELSE-result. All programs must begin with a START-chip and every branch of a program must end with an END-chip. Seems simple.


A part of a program. If I am hungry or thirsty, computer will say BEEP.

The most crucial thing I can do with the programming kit is to set up an automatic translation. You see, the original inhabitants of Shedishan, the Shedish, who look like they came out of the Planet of the Apes, speak gibberish without translation. But now I am getting ahead of myself, since I haven’t even explained how to speak with people in this game.

Groups of 1-5 people, consisting of both Shedish and human, walk around each room of the game. When I take the pointer to such a group, it changes into a mouth, and by pressing left mouse button, I can open up a window for interacting with the members of the group.


Some characters have creative names. Best I’ve found is Ket’Chup

Before going through the options, I’ll note that there are four levels of emotion characters might have, indicated by their speech bubbles. A regular round speech bubble is neutral. If I do things the character doesn’t like, their speech bubbles become first spiky and finally turns red. At that moment, they are pretty likely to start a fight, if I continue pestering them. Sylvia has been so far the only character with flower decorated speech bubbles, but I guess by being nice it could happen with other people.
  • Chat: I have various topics to discuss with people. There appears to be at most few stock lines for each topic, if we don’t count the ever repeating “I don’t know much about that”. Even Sylvia hasn’t anything to say about these topics that I couldn’t hear from someone else. I think I’ve now find out pretty much everything I can discover with this option.
  • Give: I guess I could make people really like me, if I gave enough good stuff to them. So far, I haven’t managed to do this.
  • Recruit: Again, an option that hasn’t been useful. Everyone just says that they prefer to be alone. I guess I should try to make a person really positive about me, before this worked.
  • Buy: With this option, I get to see person’s inventory and choose what I would want to buy. They suggest a price and I can either accept it or not. Buying happens with galactic credits, which I have on my credit card, given to me by Sylvia. Shedishan has a local currency with coins of different values, but surprisingly you cannot use them for buying anything, you can just sell them for credits.
  • Sell: I get to choose what to sell and the price I want to sell (not completely freely, but from a list of possible prices). Usually they’ll buy anything for a little bit under the market value.
  • Steal: I’ve gathered from CRPG Addict’s and Aperama’s posts that this didn’t really work in the first game. In Koshan Conspiracy, it works sometimes and I have the feeling my character is getting a bit better with it. I’ve noticed stealing is a lot harder - and more risky - the more aggressive the person is. I don’t get to choose what to steal, but the game just pulls randomly some inventory item from the person. I did manage to work my way around this. Firstly, I just give a bag to a person. Then I start the buying interface, but use it merely to put all the items the person has to his new bag. Finally, I just steal, and if I am lucky, I get the bag with all that it contains. I’d like to see how this works in real life.
  • Fight: This one I’ve pretty much just avoided. In the game setup I can choose whether the fights are more action-based or strategy-based. In effect, I’ve just quickly pressed the escape button, which humorously makes my character literally run through few rooms.
In addition to learning the interface, I’ve been doing some exploration. Shedishan may have been originally peopled by Intelligent Apes, but in 2121, a human expedition led by billionaire Zygor Kyle landed on the planet. At first the two species lived peacefully in their own settlements, and Shedish benefited from the technological influence. Then Kyle was assassinated in 2130 by Azis Anga, an opposing aristocrat. Anga then tried to conquer Shedish settlements, but was finally defeated. Since then, the higher echelons of the Shedishan society have been in the hands of Shedish, although human still had a relatively good standing. The lowest place in the hierarchy is occupied by Ilyens, a less intelligent relatives of Shedish, used practically as slaves.

Azis Anga had apparently been quite enthused with the Roman Empire, and so the culture of the planet bears distinct resemblance to that era of Earth history. The capital of Shedishan is called Roma II, the planet is ruled by an emperor and a senate, there are praetors etc. They even make their prisoners into technoglads (glads being short for gladiators), who have to fight for their lives in arena.

The system of movement is quite similar as in the first B.A.T. Each room has hotspots leading to other rooms - and the ever moving crowds tend to hide those hotspots. The movement is not always logical - if you’ve moved right, moving left won’t necessarily take you to same position. Furthermore, the screen tends to divide into small parts, signalling that I am going further in somewhere. All of this makes mapping a confusing experience.


 I am currently in the lower left window, which is
a movie theater you can see at the top part of the screen

Roma II seems to be a big place, and I have only explored the tourist sector, where the game begins. Other sectors could be reached with express-via - the local subway system - and a journey through costs 300 credits. There’s also a possibility to rent a spaceship with 5000 credits, but I haven’t tried it yet.

The tourist sector has some places which seem mere decoration, like the movie theater above and a disco. It is mostly filled with what you’d expect to find in a tourist sector: hotels, restaurants and various shops. The restaurants and shops offer a limited version of a similar interaction as the crowds of citizens - you can just chat with restaurant/shop salesperson or buy/steal from them. Rather amusingly, it seems a lot easier to steal from shops than from random people on streets. With salesperson, stealing lets you access their inventory, which almost always contains some plastic bags or other containers.


Trying to leave the coffee shop without paying


In one shop I managed to steal couple of these fancy phones. If only I had some numbers to call to

The place where I really spent my time was the local game hall.



Instead of roulette or baccarat, I got to choose from games called Tubular, Quattro and Idam.



I haven’t really understood Tubular, and even the manual didn't really help. It seems to be some sort of puzzle game with water running through pipes and reservoirs. There are some valves that I can open and close and so regulate the flow of water. The goal of the game is simply to even the water level in different reservoirs, but what I am really wondering is what causes game overs, and this has halted my progress. I once managed to beat a level, only to get killed playing just few seconds of the second level.



Quattro I can at least understand. It’s essentially a Breakout clone, the difference being that you now have four paddles to control. I can also understand that I’ll never be very good at this sort of game. There’s two possible control systems: in one I use only left-to-right -movement of mouse to control all the paddles, while in the other I use it to control one pair of paddles and forward-backward -movement to control the other pair. The first version was perhaps a bit easier, but I still failed to get past the second level.



Chidam is a version of Chinese checkers, where I control three colours and computer three colours. My expertise in said game was earlier restricted to playing it with my daughter. In those matches my primary directive was to let her win (trust me, on the long run it’s good for your sanity, if you can avoid any tantrums), so I hadn’t really had to pay any attention to strategy. It was then no surprise that I did appallingly bad with the first few games. Since I desperately needed some cash - I am pretty sure 10 000 I got from Sylvia wouldn’t last for very long - I started to study the art of Chinese checkers. I read articles about best opening moves, basic strategies etc. I was steadily improving my skills.

Unfortunately, my opponent still had the annoying tendency to win.

Then the solution hit me - why should I try to beat the computer, when I could just let it beat itself? I nonchalantly opened up another Dosbox and started another game of Chidam. The game lets you do a null move, so it was a simple trick to let the computer do the real opening move - and then I could just copy its move to the other board. I did manage to screw up couple of times and do a wrong move, and since it’s not possible to save the game during Chidam, I had to start it all over - it was pretty boring, since the computer never varied its opening strategy. Then finally I managed to do a solid run and beat the computer fair and square - well, as fair and square as you can, while you are cheating.

Having finally shown the might of human intelligence against mere machine, I had managed to double my minimal bet of 500 credits. With an assured winning strategy in my hand, I decided to raise the bets. The maximum bet the game now allowed was 9500 credits.

And the computer gave me nine free moves.

I loaded and checked if I could have done this before the first game I won. Indeed, then I could have raised my bet to 10 000, and I would have got ten free moves - one move for every full 1000 spent for betting. In chess terms, that’s equivalent of removing your opponent’s queen and one of the rooks. With these odds, I could not loose. My reward was again double of my bet. I don’t truly understand how the game hall allows this - no sane casino owner will change a roulette wheel to one with better customer winning chances, if customer multiplies his bet. Well, I won’t be complaining, I now have 20 000+ credits, which will hopefully last me through the rest of this game, since the Chidam table is now permanently closed.

Session time: 18 hours 45 minutes
Total time: 18 hours 45 minutes

Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. This time, the game appears somewhat fishy, so I would be more than happy to know about possible dead ends. And if someone knows, do tell me whether I have to find out how to beat Tubular.

Inspector Gadget - I Escaped a Crane Down in Africa

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Written by Joe Pranevich


The voice of the people have spoken! Although I had considered fast-forwarding through the remainder of the episodes, you have convinced me to savor the events as they come. As such, I expect there to be three most posts before we get to the ending: Moscow, Hong Kong, and (presumably) New York. I could be wrong since I haven’t played this game before, but it’s probably a good guess. Part of me is looking forward to getting back to the Infocom marathon, especially as Hitchhiker’s Guide is next, but I can wait a few more weeks.

By way of warning, most of this post was written while running a fever so if anything seems more off the wall than usual, just blame the Tylenol. There’s also a major “political correctness” issue in this episode which I will want to talk about after the gameplay. I already know the pitfalls of bringing 2018 ideals into a 1992 game, but in this case I think there’s a good debate and I’m honestly curious for your views. I’m not quite as upset about it as the fake-Portuguese, but I’ll let you try to figure out what “it” is before I get to the end. Ready? Let’s save another U.N. ambassador!

I hear the drums echoing tonight, but she hears only whispers of some quiet conversation.

Although this is the fifth post, there is one important fact that we have not discussed yet: in the Gadget universe, there is no New Zealand. Also, I am fairly certain that Iceland is in the wrong place. I spent part of my honeymoon in New Zealand a few years back and nearly got arrested for riding in an under-licensed hot air balloon that accidentally drifted over a military base. It was a crazy day! Fortunately, it all worked out, although we did have an unmarked black fan follow the balloon until it landed and that was a bit scary. I didn’t want to be deported on the second day of my honeymoon as that might have been a bad omen. The point is that I’m not comfortable that someone could get rid of New Zealand so easily. Was this all part of Dr. Claw’s doing? Maybe we would find out in Inspector Gadget II: The Search for New Zealand.

She's coming in, 12:30 flight. The moonlit wings reflect the stars that guide me towards salvation.

I’m kidding, of course. No, not about the hot air balloon; that was all true. Did I mention that we didn’t have a working radio? And that we landed in a fenced-off construction site? And that government agents in the aforementioned van helped us to land the balloon? All that is true, too. We even had a lovely picnic while our balloon “pilot” chatted with the agents and we waited for a van to come to pick us up and take us back to our rental car. Someday, I really should tell this story. I seem to be extra distractible today, but the thing I haven’t been mentioning is that there are brief arrival and departure cutscenes in each of the locations. In Nairobi, it’s a nice view of lions on the savannah. In L.A., it was a beach and the Hollywood sign. If this game had not been released before The Lion King, you just know they would have referenced that. As it is, it is pretty cool, especially as I have Africa on the brain thanks to Alex’s playthroughs of Quest for Glory III.

I stopped an old man along the way, hoping to find some long forgotten words or ancient melodies.

We arrive at the Nairobi airport and are greeted at the gate by Parlin Merkins and his caged gorilla. We can talk to him and Penny expresses her love of primates, but he doesn’t seem very conversational. He tells us that the ape isn’t his and that he’s only taking care of it, but he doesn’t clarify who he is taking care of it for. A zoo? Talking to Gadget gets a brief conversation where Penny is impressed and saddened that M.A.D.’s reach extends all the way to Africa. Evil Doctors Without Borders? After a little while, Gadget asks us to wait while he makes arrangements to start his investigations here.

He turned to me as if to say, "Hurry girl, it's waiting there for you"

Once Gadget leaves, there is not much more for is to do. Penny can try to talk to the ape, but she doesn’t understand ape-talk (to use her expression) as well as she understands dog. Penny and the Ape have some back-and-forth attempts to communicate during which the game makes rapid-fire references to the Librarian from Discworld, “Gunga Din” by Rudyard Kipling, and even (I think) Desi Arnaz from I Love Lucy. It’s all little stuff, but I like how the game does things that go over kids’ heads and even make adults scrable for a search engine. If only they had somehow managed to reference Planet of the Apes, it would have been perfect! Speaking of which, Discworld had already published a dozen books by the time this game came out. Is it too early for me to call dibs on the Discworld adventure games? The first one is coming up in 1995. I’ll have to wait my turn like everyone else.

It's gonna take a lot to take me away from you. There's nothing that a hundred men or more could ever do.

Since I fail to talk to the ape, I try talking to Mr. Merkins again. He reveals that the ape’s name is “MAD Bobo” and, as if on cue, the ape grabs Penny! She is taken away, leaving both Brain and Gadget behind. Brain gets a moment of puzzled animation as he doesn’t seem to know what to do. He starts heading off screen to towards Gadget, but then he just stops and scratches his head in confusion while the scene fades to black. After making such a big thing about how the game follows the same pattern in every location, it is ironic that the next place I go to breaks the cycle. We do not get a vehicle scene as we did the previous three times, but instead we find ourselves trapped in the ape’s cage, suspended by a crane.

I escaped a crane down in Africa.

To make things worse, Penny’s watch has been damaged! She cannot contain Brain for help. I guess we’ll have to get out of this situation on our own. (Strangely, we can still use it to contact the Chief, but I’ll just chalk that up to wanting to be sure that the kids can still ask him for hints.) We are in a cage above the ground; the door is open, but we are far too high up to get down safely. There is a nearby panel that we can just reach. The crane that is holding us up is empty and some M.A.D. agent has left his comic book behind. We pop open the panel and discover that Gadget’s coat has been stowed in there; like every other time in the game, there’s no reason for M.A.D. to hide a gadget there but let’s just take that for a given. How do we get down? I think at first that it has something to do with the comic, but Penny refuses to do anything with it, calling it “escapist fantasy”. From here, we can just make out the cover, “Captain Magnet and his Little Sidekick, Northboy”. The magnet! We have a special magnet in our computer book which we haven’t used since the game’s introduction. I am able to use it here to pull on the gears controlling the crane, lowering it safely to the ground.

The comic book geek in me had to know if there was really a “Captain Magnet”, but honestly I am still not sure. There apparently may have been such a hero in the pages of a 1940s UK comic book series, “Super Duper Comics”, but I’m not convinced that is a “real” 1940s comic and it may just be a modern comic done in a “golden age” style. All of the references I can find to it are recent and none from reputable sources. If anyone knows anything about this so-called “Captain Magnet”, or if he was ever mentioned in Inspector Gadget the series, I’d love to know.

Gonna take some time to do the things we never had.

Back on the ground, we can explore a bit. I try to get back to the crane in the background to pick up the comic book, but once we leave we cannot return. I assume there’s nothing more to it than that “Captain Magnet” reference, but it seems funny for an adventure to drop an item like that and then not let you pick it up. We seem to be in some sort of construction site with a “Keep Out” sign and I won’t even complain about that because English is one of the official languages of Kenya. (Plus it’s a M.A.D. construction site and M.A.D. agents probably don’t speak Swahili.) Scattered around the site are broken animal cages, not unlike the one that we were trapped in. That will probably be important later. We also find a sledge hammer that is too heavy for Penny to lift, plus a crate containing a screwdriver. Penny happily announces that she can use it to fix her watch… and then we need to pixel hunt. Just like in the M.A.D. auto garage, we have to find the tiny pixels of the screwdriver while only being able to see the outside of the crate. This involves moving the cursor very slowly over the crate until you find the tiny spot where the screwdriver is inside and “using” that. I had thought that the event in Rio was just the designers being lazy, but doing it more than once is a design pattern. It doesn’t take me long to find it, but it is annoying.

Ba-dum Da-dum-dum-dum

With my watch requiring only the careful attention of a screwdriver, Penny decides on her own to explore more of the site to get a fix on her location. She ends up telling Brain that it is just “a construction site”, but I’ll use my imagination and make believe that she told him more specific details. We find the exit blocked by another M.A.D. (presumably?) workman. He could be a subcontractor, but no matter what Penny refuses to talk to him. She’s just going to hide behind these crates until Brain arrives. On the bright (?) side, we are back to the episode routine! We may have missed the car segment, but Penny still had to be rescued by her dog.

The wild dogs cry out in the night.

As soon as Brain arrives, the construction worker completely ignores him. I suppose stray dogs aren’t that uncommon, but this one is standing on his hind legs.We find all of the component of a worker’s uniform and put them on, completely fooling the M.A.D. agent that was standing there the whole time. He declares that Brain is “Bruce”, his relief, and he’s heading off to lunch. The lot is now unguarded and Penny and Brain can leave. I’m disappointed there were not more puzzles here. In a nice parallel, Brain tricking someone into leaving for his lunch break also happened in the L.A. episode. We head to the city map and find the only other place to go: the zoo. I guess that was what all the animal cages are for! Are they smuggling endangered species or something?

As they grow restless, longing for some solitary company.

At the zoo, we discover Gadget has already arrived. He is outside and using his elongated neck to search inside. He retracts his neck when we try to talk to him, but he brushes us off because he needs time to think. We cannot go into the Zoo as the zookeeper at the door says that no dogs are allowed. What if Brain wasn’t a dog? As you would expect by now, there is a set of clothes nearby that we can use for a costume, but Brain cannot get changed while Gadget is looking. (M.A.D. agents seem to be dumber than Gadget in this respect. Maybe that is why Gadget consistently wins…) I have Penny hand over Gadget’s coat (which isn’t he wearing already?) and he decides that he needs to explore further inside. With him out of the way, Brain can put on his new disguise: trash collector. No longer looking like a dog, we march inside unimpeded.

I know that I must do what's right.

Once inside, Gadget immediately mistakes Brain for a zookeeper. Why? I have no idea because he’s even carrying a litter scoop. With her uncle distracted, Penny can explore the environment but there is not much to see. It’s clear that the animals in this zoo are mistreated and given cages far too small. How does that connect to the broken cages at the construction site? I have no idea. Although the lion looks very unhappy in the art, Penny doesn’t mention that when we “look” at him. In the end, the only thing we can do is press further into the zoo.

As sure as Kilimanjaro rises like Olympus above the Serengeti...

Deep in the heart of the zoo, we discover Vladimir Brakovsky, one of the U.N. climate ambassadors. He’s busy feeding the elephants, although he complains that they do not always eat. Unlike the other hypnotized ambassadors, he has a lot to say. His job is to make the elephants as big as possible as fast as possible by feeding them over and over again. Of course, the elephants do not eat as much as he would like. He wishes that he could just snap his fingers to make the elephant larger. (Given recent events, that probably isn’t very wise.) He even seems protective of the elephant, fearful that it will catch a cold! Naturally, we need to do something to snap him out of it, but there are not too many options available. Exploring around, we discover that he’s not even properly feeding the elephant peanuts, rather “corn chips and sodapop”. M.A.D. needs to hire better veterinarians!

I seek to cure what's deep inside…

Without many things to try, I experiment with everything. It doesn’t take long to find the solution: Penny uses her computer book to trigger Gadget’s now-returned coat. (I suppose the one he was wearing before didn’t have all the usual gadgets? Maybe it was his spare?) The “gadget” of his coat was that it fills with helium and causes Gadget to float in the air! I’m sure if I had seen the show in the last two decades, I might have remembered that. Vladimir mistakes Gadget for a flying elephant (shades of Dumbo?) and that wakes him out of his stupor. He realizes that it must not be an elephant because elephants do not wear fedoras.

Frightened of this thing that I've become.

Suddenly, the zookeeper arrives and yells at Gadget and Penny for disturbing the zoo’s workers. He asks us to leave, but the elephant picks him up with his trunk and drops him head-first into the bucket of food. Everyone has a laugh. Vladimir at first doesn’t want to believe what happened to him or that he ended up in Kenya, but if the “famous” Inspector Gadget tells him so then it must be true. Our reputation precedes us! (That’s why we’re not late for appointments?)

(Repeat chorus.)

We head back to the airport, excited for our next adventure. My next stop will be in “Moscow, C.I.S”. I hope we’ll get some solid cold war or James Bond references in that one!

Before I talk about the environmental message, I want to talk about the thing that is bugging me about this episode: racism. Or rather, how carefully the authors did or did not tiptoe around that. Am I viewing this game through a 2018 lens when I should be using a 1992 one? More than likely. But here’s the thing: there are no black people anywhere in Kenya. One of the U.N. delegates, the one that we found in L.A. was black, but absolutely no one in this episode. As this game doesn’t really have background characters, there may not have been much chance, but it seems strange that neither the man with the ape, the construction worker, or the zookeeper were of African descent. What do you make of that?

On reflection, I suspect the developers were in a bad place either way. Given that the only people that Gadget interacts with in this episode are ostensibly M.A.D. agents, making any of them black might have been worse than none at all. We can also reasonably expect that as an “evil” Russia/Germany-style organization, they naturally would have mostly Caucasian agents. Does that make it okay that an episode that takes place in Kenya would have no Kenyan characters? Not really. But like the Rio episode, the developers aren’t thinking even moderately in depth with any of these locations. I consider that a negative mark in a supposedly educational game, but it is what it is. We’ll see how they deal with the fall of the Cold War next week.

Time played: 1 hr
Total time: 4 hr 40 min
Gadget Inventory: Flashlight, Bandsaw, Binoculars, Drill, Coat


Penny’s Computer Book

Endangered like the entirety of New Zealand?

This week’s valuable environmental lesson is on endangered species. I don’t claim to know more about this than a few minutes of Googling, but it appears that we have almost three times as many endangered species as we did back in 1992. Estimates seem to vary widely, but something between 200-2000 species go extinct each year. It’s a sobering fact that we are still losing our biodiversity and one that I wish the game had addressed better.

Within the game itself, there was very little to connect Gadget’s adventures to extinction problems. Vladimir’s desire to feed his elephant to prevent it getting sick could potentially be connected, but in that case it seems that M.A.D. might be on the side of the angels for once. In fact, zoos (even M.A.D. zoos?) are a great source of environmental education and conservation programs for kids. Was it the construction site that was the problem? Is the idea that building more destroys habitats? Perhaps, but the site was in the middle of the city and hardly prime real estate for grazing. Unlike with the deforestation episode, I really don’t see how these events connected at all with the problem they were ostensibly trying to discuss. It’s still a valuable environmental lesson, but it seems like the developers could have done a bit more to link it all together.

Next week, I’m off to Moscow for some “C.I.S.”-style espionage!

Discussion point: What kind of game deserves a high score in Interface and Inventory?

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By The TAG Team


Interface and Inventory

We have seen many different kinds of interface in adventure games, starting from parsers and ending with various mouse driven setups. We are accustomed to complaining about interface problems, like incomprehensible controls and outright bugs, but criteria for good interfaces are not as easy to find. So far, the best score has been given to the Lucasarts style “select the verb” -interface, but is it the objectively best interface? Or are there other possible forms of a good interface?


Is this the ultimate adventure game interface?

Other questions you might consider:
  • At least one reviewer has suggested that a parser game should not get a high interface score. Is it truly so or could there be a really excellent parser?
  • Is ease of use always positive or can an interface be too simple?
  • Should we consider how universally usable an interface is? Would that mean that a Sierra style system of icons trumps Lucasarts interface with verbs, because the meaning of icons can be understood even if one does not understand the language used in the game?
  • Come to think of it, should a perfect interface come with a tutorial teaching how to play the game? Or is this something that we shouldn’t expect from adventure games?
  • Instead of or in addition to ease, should we consider it positive that an interface allows various, complex actions? Or is such complexity a negative point?
  • Considering the second element of the category, is inventory an equally important factor or should we give more weight to the interface? Taken to its extreme, could an adventure game with a good interface, but no traditional inventory get a high or even perfect score?
  • What makes a good adventure game inventory? Does it need to have graphical images of the items? Are descriptions of the items a necessity?
  • Is the number of inventory items to be considered or could a game with only a few items get a high score?
  • CRPG Addict considers it negative if a CRPG has only adventure style inventory items. Should we similarly consider it negative if an adventure game has only a CRPG style inventory?
Let the discussion begin!

B.A.T. II - All Roads Lead to Roma

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By Ilmari

Last time I had got the mission to check out the major deed holders of echiatone industry, but before that I wanted to take a tour of the town. I had just doubled my capital and I was convinced I had plenty to go with. I had 20 000 credits and one trip through the local “subway” would cost 300 credits - I could do plenty of journeys with my money.

Well, I boarded the express-via and it wasn’t really a subway.


I am flying through tunnels alone in this shuttle

After choosing my destination, I got to decide whether to use the express-via automatically or manually. Just for curiosity, I tried to do it manually. I did manage to get somewhere, but I had bumbed too many fellow drivers and had to pay extra 700 credits for it. I reloaded and did the same trip with autopilot. It turned out to mean automatic addition of 700 credits to the cost of one trip.


Isn’t this covered by insurance?

Touring Roma

Now that I had money enough for just twenty trips, I decided to use the save/load-feature freely in my explorations. That is, I would drive to one terminus (like a subway station), check my surroundings and restore. Occasionally in my travels I was stopped by the local police force asking me for a pass.


Officially they are cataphractaires, but since that’s a mouthful, they are known simply as slingers
Different sectors of the city required different passports. I had been given one by Sylvia and a travel agent in tourist sector sold some more. The city was divided into six sectors, but since I covered tourist sector (with the terminus Astroport) in the previous post, I’ll skip it now.

North sector, terminus TA1




The main attraction of this sector are Canopea Gardens.


There’s just nothing to do here

There were also many specialised places of commerce: a market, optician, a gun shop and a drugstore.


I could order myself some lenses, but am I nearsighted or farsighted?

The final interesting thing was the bar Peristyle. Well, otherwise the bar was pretty unremarkable, but it had a backroom with three suspicious characters selling something called a memory tablet.


Would you purchase a used car from these guys?

Ashan sector, terminus TA and TA2




Ashan was the original Shedish capital of the planet, around which Roma was built. The wall you can see in the picture was constructed during the Shedishan civil war, which occurred soon after the humans or “Romans” occupied the planet. At first, both species lived peacefully, when the human settlement was ruled by Zigor Kyle, the billionaire who had funded the expedition to Shedishan. Then Kyle was assassinated by Anga the Treacherous, a dictator who introduced the Roman style culture to the humans of Shedishan. The wall was meant to close off Ashan from Roma, and the civil war continued until Anga died.

Ashan appears still to have mostly Shedish population, as there is even a Shedish bar in there. It would be otherwise rather uninteresting place, but there is one building that intrigues me.


Question mark means that I lack some equipment to get in that building.
Apparently I need to get on that balcony for some reason

South sector, terminus TE2, TA3 and TF 1




This is where the prison of Roma is situated. It is no surprise that I cannot visit it. More surprisingly, I can’t get to watch the prisoners fight for their lives in the public gladiator arena. In fact, the only thing I could do in this sector was to buy some pizza.

Industrial sector, terminus TC, TC1 and TD




I probably wasn’t meant to do exploration, since in this sector I hit some plot points in advance. It all begun when I entered a factory.



When I looked at the body, I found out he was someone called Izae Bogli, whose safe was broken and deeds were taken. I had no idea who Mr. Bogli was, but I did know I was meant to get all the deeds I could. And now someone had got ahead of me.

When I went back to the streets, I was attacked by two thugs. It was time to get to know the fighting system of the game.



The screen you see at the center of the picture shows only a part of the fighting area, but it’s still not big. I could see two outlines of persons moving around, hiding occasionally in the building and shooting me. With some effort I managed to kill one of the muggers. The other one wasn’t as dangerous, because he wasn’t really shooting me, but just walked around the screen. I probably could have killed him easily, but I was unprepared and I had already used all my bullets for the first crook. With no other possibility, I just had to run from the situation. I was curious about the events, so I returned to the street where the robbers had surprised me. Searching the place, I made a startling discovery: the two thugs had dropped their deeds while fighting me.


I’d thought they would have digitized these things in the future

What was the point in the whole shooting minigame? Could I have just escaped when the fighting started and still find the deeds at the same location? That just seems like a careless plotting.

City, terminus TE1, TB1, TB and TF


Notice the blatant self-advertising

City is the economic centre of Roma. Express via will only take you to the fringe of the City, and you must then buy a taxi, which will fly you to one of the five towers in the City: Carmenta, Vertumnus, Minerva, Koshan and Janus. The taxi drivers charged a reasonable price of 400 credits. I guess I could have flown myself to the towers, but since I had managed to screw with the manual driving in via express, I didn’t want to even attempt manual flying.

Koshan Tower




This is the headquarters of the infamous Koshan Company, which I am supposed to bring down. I can’t really do anything here. There is an intriguing door, but I still lack some item, with which to open it. I guess the door will eventually lead me to the climax of the game, but right now this is the dullest of the towers.

Janus Tower




This is the tower where the local upper class, praetors, like to hang around. The only interesting place I’ve found is a sauna. Nothing to see here yet, but I guess I should try to find some praetor here at some point.


Or maybe it’s more like dressing room

Minerva Tower




In reality, I left this tower the last, since I wanted to finish my exploration before continuing with the plot of the game. It turned out I had to instantly visit two of the other towers (Carmenta and Vertumnus), so I’ll postpone their descriptions.

The main attraction of the place was Automatic Information Center, linked to Hearth, the central computer of Shedishan, tended by women known as Vestals (note how the Roman theme continues). My colleague from B.A.T., Sylvia, had asked me to come here and check who owned the deeds for echiatone mining rights in Bedhin 6, a satellite of Shedishan. The listed owners were:
  • Koshan Inc: 200 deeds
  • Massiglia Bank: 50 deeds
  • Senator Jugh’Ahih: 10 deeds
  • Citizen Bogli Izae: 25 deeds
My task of getting a majority of the deeds seemed rather pointless now, since I could never hope to beat Koshan, even if I acquired all the other deeds, in addition to the 30 that Sylvia had originally. My only hope was to also find 215 deeds that were not listed.

I had already found the 25 deed of Bogli Izae, so my next task was to meet with Julius Massiglia, owner of Massiglia Bank, and Senator Jugh’Ahih.

Carmenta Tower





In Carmenta Tower I could find the headquarters of Massiglia Bank. Like all really important figures, Julius Massiglia could only be reached through his secretary.


No more appointments today? Well, I’ll just wait here until tomorrow.


That’s something like twelve hours from now. Oh well, if he doesn’t have
any better appointment times. You won’t mind me waiting here some more?

I finally got to meet Mr. Massiglia, who was just like any other chap on the streets of Roma, except he had some deeds in his inventory. I couldn’t try to steal them, but I did have the opportunity to buy them.

Except I’ll never have that much money in my hands

Vertumnus Tower




The last tower had a famous restaurant and a hotel, but the foremost reason for visiting it was that senator Jugh’Ahih lived there. Like with Julius Massiglia, I had to wait first for his secretary to give me an appointment and then for the appointment itself. This is a bit too much realism for my taste, and I praise the designer, who got the idea of adding the “wait for an hour” button to the game.

My eventual meeting with the senator was even more disappointing than the meeting with the banker. Jugh’Ahih didn’t even have any deeds on his person and the limited conversation system didn’t even allow me to ask him about them. So, again I had really nothing to show for my efforts.

With nothing else to do, I returned to the Tourist Sector and went to speak with Sylvia. She had the idea that I should try to rob the bank of Mr. Massiglia. Great, but how am I supposed to do that?

Session time: 4 hours, 15 minutes
Total time: 23 hours

Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. But this time I wouldn't mind a slight hint as to how the bank robbery should be started.

Inspector Gadget - From Russia with Gadgets

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Written by Joe Pranevich


Inspector Gadget isn’t a bad game by any stretch, but as I am inching closer to the end it is becoming… boring. The writing is still good (and occasionally brilliant), but the lack of care that the developers take with their settings and puzzles is making it difficult for me to want to keep playing. There’s been precisely one puzzle this entire game that required you to have Penny and Brain work together. None of the “disguise” puzzles have been more than just picking up the only objects visible in the room. I know I am not the target audience, but I am ready for this game to be done soon. I seem to have a knack for playing “occasionally brilliant but mostly just boring” games these days since I have been playing Icewind Dale and Quest for Glory V in my off time. I expect those are not popular opinions, but I keep having the same problem. If I wanted boring, I’d play The Bard’s Tale III...

As we start this week, Gadget and Penny have arrived in Moscow, only recently freed from the shackles of the Soviet Union. We have a decade until Putin, so what type of trouble can we get into in Yeltsin’s Russia? And I don’t just mean by the Bard’s Tale fans...

How can you trust anyone that smiles that much?

The Gadget gang are met at the gate again, this time by a helpful Russian tourism minister. With the Iron Curtain down, I suppose tourism is increasingly important to the Russian economy. We speak to the emissary and he tells us that he was sent to show us around while Gadget investigates. He perks up Penny’s interest when he tells her of a famous Russian circus. Penny receives permission to go from her uncle to go and we leave to board a nearby train. Gadget runs off by himself to investigate, confident that his niece couldn’t possibly get into any trouble while he’s working.

You don’t look as friendly as the other guy.

It doesn’t take too long for us to realize that we’ve been tricked again: we’ve been kidnapped! And we didn’t even notice! You’d think Penny and Brain would know the warning signs by now. There’s not too much in our room that we can interact with: a window, some luggage, a pull-out bed, and a mean-looking M.A.D. agent who is responsible for watching us. There’s also an emergency brake, but it is both too high and well-guarded. If this is like all of the other times, I’ll need to find some way to get Brain free so that he can rescue Penny later. But how to do it?

Talking to the guard gives us a variety of conversation options ranging from asking to change seats to demanding that he let us go. He is a man of few words, mostly just responding to each question with a firm, “No.” Eventually, I work my way down the list to ask him for a glass of water. At last, he relents and leaves us alone to fetch us a drink. It’s nice that M.A.D. agents are so gullible! With him out of the way, we can lower the fold-up bed to allow Penny to climb up on it to pull the emergency brake. After a cute animation of Penny and Brain falling over when the train stops, we open the window to make our escape. Penny insists that Brain go first, but naturally our friend with the water arrives just as we are leaving. Brain escapes but Penny remains trapped with a wet and unhappy M.A.D. agent.

He even has a M.A.D. jumpsuit!

M.A.D. might want to invest in a more secure cell for their prisoners.

Moments later, Penny is tossed into what appears to be a dressing-room trailer at the local circus. Why bother even kidnapping us since Penny would have been happy to come here on her own? We explore to find Gadget’s laser finger conveniently located in a nearby cabinet, while the desk contains a lion tamer’s whip and Uncle Gadget’s roller skates. A trunk in the room is locked and we are unable to discern that secrets within. How do we progress? I try touching everything, but the solution is to apply some force: I shoot the laser at the trunk’s lock to melt it. Inside is a poster of Snarlov, the lion tamer. Penny deduces that we are in his trailer and that is enough information for Brain to track down which circus we are trapped in and where it might be located. This time seems like a reasonable deduction!

For no reason at all, this reminds me of this scene. (Warning: Profanity.)

The Kremlin is hiding out in the background, but we cannot visit.

Tickets, please!

We switch to Brain who is standing in the middle of nowhere beside the railroad tracks. There is absolutely nothing for us to interact with here so we head right off to the city map to pay a visit to the circus. One minor bit of trivia here is that the circus we are visiting is one of the Moscow State Circuses, actual long-standing circuses that are famous tourist attractions. For having us come to an actual Russian cultural icon instead of some random location gets a plus in my book! Of course, the real Russian circuses looked nothing like this one… if anything, this seems to be an American-style traveling circus rather than a fixed one. Oh well, at least they had “circus” right. Although the sign here is in English, it’s not too bad. The Russian word for circus is essentially the same as the English one, except written in Cyrillic characters.

Brain is not allowed into the circus on account of his being a dog, but fixing that is easy enough: there are all the components of a clown costume scattered around. There is also (more strangely) a truck filled with nuclear materials here. I expect that will be important later. When we complete our costume, the ticket taker recognizes us as “Bofo the Clown” and lets us in.

I really should get a GPS.

Mufasa? Aslan?

Unfortunately, our escape route is blocked off by a lion who is now inhabiting the nuclear-laden truck. Is it a nuclear lion? Why can’t I just walk around him? I have no idea! But at least getting past him is easy enough when Penny uses the lion tamer’s whip on him. We are treated to a comical scene where the lion jumps in fright, hits his head on the roof of the truck, and then scampers away. Animal abuse? I’m not so sure, but the path is clear and we can proceed to the nuclear power plant.

But all dogs go to heaven, right?

Uncle Gadget is waiting for us at the nuclear power plant. Once again, his superior investigation techniques have led him to the correct answer. You have to give the guy credit; other than the time that he found the M.A.D. hideout by accident while having lunch, he has been fairly successful getting close to solving each of the cases on his own. Sure, we have to help him get over the finish line, but he’s doing much better than you’d expect. In this case, he’s investigating the “M.A.D. Nuke Plant” because he wants to find out what they are mad about. Idiocy or genius? I’ll let you decide. I will say one thing about this game, it’s not entirely above making fun of itself. After all my complaints in Brazil, this is now my favorite caption:

Amen, Penny. Amen.

With dialog like that, it’s tough to stay mad at this game for very long. In any event, we give Uncle Gadget back his lost laser and roller skates and he runs off to investigate inside the building. He’s concerned that the nuclear plant does not look to be in good shape so there must be a safety inspector or something that he can talk to. With him gone, Penny and Brain can now use the convenient clipboard and clothing scattered around the room to help Brain become the spitting image of such an inspector. The security guy happily waves us inside.

What does RCM stand for?

The inside of the nuclear plant is quite a mess! Wires hang from the ceiling, panels are left open, and the electrical outlets are sparking. Gadget immediately grabs onto Brain to interrogate him on the state of the plant, leaving Penny to explore. There are some loose cables that we can’t seem to interact with plus an open panel that cries out for attention but then does absolutely nothing. All we can do is go through the red door to the reactor control room.

Go go gadget embarrassment!

I have a feeling that you can guess the next part: inside the reactor control room is none other than Caetano Nascimento, one of the U.N. ambassadors. He is staring at some monitors chanting that “everything is fine” even though we can all tell that it isn’t fine. Penny can’t seem to wake him up directly, so we’ll have to see what happens when Gadget uses his gadgets. I try the roller skates first and while they do not help the situation in any way, we do get a brief humorous scene of Gadget struggling to stand while wearing them. I also try the laser, but that doesn’t do anything either. What am I missing? It takes me a few moments, but I eventually discover that one of the panels in the console can be opened. Once that is done, Gadget can use his laser to short out the panel and cause Caetano to wake up from his trance. Frankly, I am concerned that we’re allowing a shoddily-maintained nuclear power plant to go critical, but at least we rescued the guy, right? I’m just relieved that we only have one mission left before the finale.

Time played: 40 min
Total time: 5 hr 20 min
Gadget Inventory: Flashlight, Bandsaw, Binoculars, Drill, Coat, Laser, Roller skates


Penny’s Computer Book

Our environmental lesson for the week is on the dangers of nuclear power and the difficulties of disposing of nuclear waste. Surprisingly, the episode itself did a very good job of representing this, from the truck containing nuclear waste (that they presumably had difficulty disposing of properly) at the circus, plus the poor state of repair of the nuclear plant overall. Given the incidents at Chernobyl and Three Mile Island (both of which are referenced in Penny’s computer book), the authors are making a clear statement about the dangers of nuclear energy. Actually, given the inclusion of the Moscow Circus as well, this is probably the most well-connected and well-researched of the locations that we have visited so far. Points for Moscow!


Nuclear power, once considered the darling that would move us away from fossil fuels, is largely uninvested in today compared to renewables. This certainly seems to have been helped, if I can even use that word for such a disaster, by the Fukushima disaster in Japan. I just hope that our remaining aging power plants are better taken care of than the ones in this episode.

That’s it for me this week. Next time, I’ll be off to Hong Kong for the last of the regular Gadget episodes. I hope!

Discussion point: What kind of game deserves a high score in Story and Setting?

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By The TAG Team


Story and Setting


If puzzles are the defining element of adventure games, story and setting are essential for a full adventure game experience. In the beginning, adventure games often had no plot beyond “find seventeen treasures” and the game world could have modern computer facilities and robots next to a medieval dungeon with sword wielding goblins. Nowadays, these early efforts seem lacking, although their puzzles can still be excellent. Indeed, as such genres as puzzleless IF and visual novels attest, good interactive stories can be enjoyed without any puzzles.


They sure are more enjoyable than climbing this beanstalk

While in judging puzzles and interfaces we can keep at least a semblance of objectivity, evaluating stories appears inevitably subjective. So far, the games with highest story scores could be grouped under a common label of adventure, with such varying subgenres as sword and sorcery, science fiction, detective story and spy fiction. Often these games have had witty humour and they have rarely been grim dark, KGB being the clearest exception. Of course, adventure gamers often enjoy only these genres, but could we find good stories in all genres? For instance, could a romcom adventure game be enjoyable? Other questions you might consider:
  • Complexity of a plot often raises the possibility that the plot contradicts itself. Should we emphasise complexity of a plot over its coherence or the other way around?
  • Should we consider it important if a game tries to be more than mere entertainment and makes a statement with its plot?
  • How traditionally should we have to interpret a plot? Could a game emphasising mood over narrative score highly in this category? Could we even have a good surrealist adventure game?

Surrealist IF at least does exist

  • We often think of the setting as a mere backdrop for the narrative of the adventure game. Still, could a rich and complex setting allow for a high score, even if the game had a minimal or even non-existent plot (say, a treasure hunt in a detailed Third Age Middle Earth)?

B.A.T.II - The Great Bank Robbery

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By Ilmari

After fully exploring the city of Roma, I had found one quest - get the minority shareholders of echiatone mining in Bedhin 6 sell their deeds to you, so that you can kick the Koshan family out of the echiatone business. That quest failed, because the only person willing to sell his deeds, banker Julius Massiglia, asked an unreasonable price for them. My next quest then was to rob Massiglia bank, presumably to get enough money to pay for those deeds.

My contact, Sylvia Hadford, hadn’t really any plan how to rob the bank, so she just told me to ask people about the bank. That suggestion was plain nonsensical, since everyone I could ask about the bank would just repeat one of the stock phrases. Then I accidentally hit the solution while trying to pursue a completely different avenue of investigation. Remember those three shady persons in a backroom of a bar, selling something called memory tablet?


I am going to be broke after this


After buying this contraption and experimenting with it, I noticed that using it with my implanted computer, B.O.B, revealed just what I had been looking for - a plan to rob Massiglia bank. I would need some specialised equipment, but fortunately I had just spent my time checking what shops sold which things. I needed some ditroxyl pentradynite, which apparently was some pretty strong acid and which I could find with my local apothecary. I required some coding lenses, which would switch some deadly G-rays off and which could be handmade by a nearby optician. And I had to find something called an axial suction system, which would allow me to walk on a wall like Spiderman.


Although it looks more like something worn in a kink convention

I also had to record Mr. Massiglia’s voice with a voice retrieval system. This was really annoying. I had already acquired couple of voice retrieval systems and tapes for them - since everyone mentioned the thing, it had to be important. I then had to just wait for another appointment - as fun as it was the first time around. The problem was that nothing seemed to activate the voice retrieval system. There’s no “use” or “activate” button in the whole game, so I really had no idea what to do. I did put a tape inside the recorder, but nothing indicated that any recording was going on, when I spoke with Massiglia. The reason for this, I believe, was a bug in the game. I had several voice retrieval systems in my person, when nothing happened, but when I tried dropping all but one system before entering Massiglia’s room, something happened - while speaking with Massiglia, the tape in the voice retrieval system became a recorded tape. I am a bit worried that the game is cracking at the seams already. I spent too much time fiddling with this one scene, just because the game couldn’t handle two items of the same type.

If recording was slightly irritating, the next phase of the plan was pure torture. I couldn’t just use a taxi to get to Carmenta Tower, where Massiglia Bank headquarters were located. Instead, I had to borrow a maintenance ship and fly myself to the tower. Now, my only experience with flight simulators thus far has been the classic Falcon AT, where I simply sucked. Even with the easiest difficulty level, I rarely could get the plane properly up and I think I never managed to land the thing back.


I really learned to hate this guy


And I’m beginning to hate this game also

I guess the controls aren’t that hard and it’s more my problem and not the game’s. With one button I can increase speed and with another I can decrease it - the current speed is indicated by the white line at the center of screen (as you can see, I try to go as slow as possible). I can also turn the plane to upwards, downwards, left or right - the altitude is described by the number you see on the screen. It all sounds quite easy, but I still managed to usually turn the plane upside down and fly in circles. Thankfully, it’s apparently impossible to crash the plane.

A major problem for me has been that I haven’t found a way to access the map view of the simulator, since I find comparing the cockpit view with the via-express map from the manual quite challenging. The manual mentions that the simulator does have a map view, but fails to explain how to turn it on - it only mentions a reference card containing all the necessary information for controls. At least the game has decency to indicate prominent landmarks, once you fly close to them. Thus, when I had found Carmenta Tower, I had to just slow down and approach the tower - at some point the game put me on autopilot.

Compared to the time spent in flying that damned contraption, the actual robbery went like a breeze. In fact, there was no challenge at all. I just had to find the hotspot for the next screen and then I would watch an animation, where my character would automatically use the required equipment.


Pouring acid on wall


Scanning my contact lense


And another wall

I originally thought I was supposed to steal enough money from Massiglia Bank to enable me to buy the deeds from Mr. Massiglia. It turned out I was just meant to take the deeds from the vault of the bank. I am pretty doubtful how this could work. I have already gathered few deeds that belonged to a dead guy, and you might suppose that I could use his deed certificates for my own purposes. Stealing these certificates from a living person seems completely different matter. I mean, Massiglia is listed as the owner of the deeds in the central information system of the planet. Isn’t he still the owner of those deeds, although I stole them from him? Or are the developers suggesting that the actual deed papers mean that much in a digitalised future?

In addition to deeds, the contents of the vault were meagre. I did found about a dozen credit cards for Massiglia, each having a balance of 100 000, but I seem unable to use them. This makes some sense because presumably these futuristic credit cards have a reliable security system that lets only their owner use them. The only remaining question then is why anyone would put them in a safe. Whatever the answer, only thing I can do with these cards is sell them and they are worth only few credits a piece.


 And I still had to fly back!

The problem is what to do now. My only lead is that there are some unlisted deeds which I’ll probably have to acquire. I really have no idea where to get them, and Sylvia has no hints for me either. Am I supposed to search through all Shedishan citizens and hope that someone might own the deeds? Any small nudges to the right direction would be truly appreciated.

Session time: 2 hours, 15 minutes
Total time: 25 hours, 15 minutes

Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. But if anyone could give a tip what I am supposed to do next, I'd be quite delighted.

B.A.T. II - The Simulator Conspiracy

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Written by Ilmari

Last time I had a problem how to continue, since I had no clue where to find any more deeds. Well, it turned out that the solution was to search through the belongings of everyone walking on the streets of Roma. They didn’t have any deeds with them, but one person did own something unique: a local newspaper.


I guess everyone else prefers the digital version
The news told me of a murder that happened in the old Ashan district. Zist Honor, a former page of the ex-king, had been killed by few muggers. Honor had been critical of the current regime of Shedishan, but police didn’t believe there was anything political in the killing.

Now, I knew of one landmark in the Ashan district - the balcony of a house, which required some equipment for me to get in. Armed with the newspaper and a piece of rope, I finally managed to climb in. And yes, I had to had the newspaper in my possession, since I had earlier tried to enter the building with merely the rope. Considering that this puzzle required hours of talking with crowds of featureless characters, just to find a random dude with the correct object, I am mightily pissed.


At least I got in


A door! How to open it?


What’s this then?


Aha! A secret mechanism.


Another door


Jackpot! Some new deeds

In addition to deeds, I found memoirs of the dead page. Apparently an astronomer friend of the page, Moses Banafoosh, had set out on an expedition to Bedhin 6 and taken his store of deeds with him, never coming back. When I went to discuss this with Sylvia, she thought this was a lead to follow.

Sylvia also said I should disguise myself as a praetor, since Bedhin 6 was currently closed for other persons. I would need some praetor clothes and a real praetor card. I knew where to find some praetor clothes - from a clothing store at the Tourist Sector. I had stolen one set at the beginning of the game and sold it, because they paid well. Problem was that the store didn’t have the clothes in its selection anymore. Like every monopoly, the store sure knew how to make its customers pay. The selection was renewed only after I had bought the store completely empty - and there was no guarantee the new selection would contain praetor clothes. After losing a considerable portion of my assets, I finally had some praetor clothes.


Could I get a patron discount?

A joke shop next to the clothier sold fake praetor cards (well, it had sold them, and I had to go through same procedure as with the clothier - I am starting to think the game was developed by hard-core Marxists trying to make players hate capitalists). A false praetor card was not what I needed, but I had an idea, where I might switch one with a real card.


The praetor sauna

I searched the sauna, picked a random praetor’s card I found and dropped my false card.

Now all I had to do was buy my way to Bedhin 6. Problem was that I had just spent so much money that I didn’t have the 5000 credits which space ship would cost. I was then forced to earn some cash by stealing. This was quite tedious, but I did manage to acquire something interesting.


Aureus, the largest “coin” in Shedishan

You might think this solved my financial problems, since all I had to do was to sell it and gain 40 000.


Apparently no one has so much money

Since I couldn’t sell it, I just gifted it to someone.


Money CAN buy friends

The person I gave the aureus liked me so much that he gladly joined me. I am happy that I got to explore this possibility, although it seems to be too late in the game to be really useful.



The main reason for getting companions appears to be that I could make them run errands for me. They can find rare objects, like praetor clothes, for me, and they could be used to collect information on some relevant topic. I also finally found a use for phones - I could give one to my companion and call him, whenever I wanted to have a chat with him.

After getting enough money, I bought a ride in a spaceship. Needless to say, I had to do the driving.


I am sure I didn’t sign up for blogging on Simulator Addict

My first task was to get out of Shedishan, which was relatively easy, since this time I knew exactly the direction I should be taking. The only problem was I kept bumping on some invisible roof every time I flew too high. I guess this was the developer’s attempt to simulate the need for escape velocity, since going full speed solved that problem.


The final frontier

I had no idea where to fly, but the manual suggested I would be heading to the right direction. And in any case, that group of brownish dots was the only landmark, so I flew there. That proved to be the right choice, since it took me straight to Bedhin 6.


 It looks artificial


Seems like I brought my accomplice with me. Couldn’t he have driven?

I didn’t get very far before coming across a guard.


Here’s my official praetor pass


Perhaps I shouldn’t have taken Adelia’s card

Guard didn’t accept my identification and claimed it had been stolen. I guess I was too careless in my pickpocketing. The praetor sauna had a sign telling which praetors were currently on duty and which on vacation. I probably should have taken the card of someone who was not on duty, so that the robbery wouldn’t draw that much of attention.

Well, I was almost forced to do the space simulator sequence again. Fortunately, I got curious and tested something. Remember that escaping from a battle would result in my character “running” through few screens. I was interested what the guard would do if I tried to do that trick in the same screen as he was. I engaged in fight with a random person walking past the guard and instantly escaped. To my surprise, my character just ran past the guard. I guess this must have been a bug, but this time I was happy to find it.


In addition, I ran straight to the machine I was looking for


No!!!!! Not another simulator!

I was supposed to ride through tunnel system in Bedhin 6 with a fancy ship. Although you’d think tunnels would be easier to navigate than flying, I kept driving to some deadly dead ends.


For some reason they were red. Perhaps I drove headlong to a wall of cinnabar?

Then I made a startling discovery. While reading the manual, I noticed a really well hidden sentence that pushing S on my keyboard might be of use.


A map!

The manual really wasn’t forthcoming with this information, but I guess this thing would have been listed in the reference card the manual mentions. Still, it seems unfair that a game so heavily mouse-driven would suddenly use keyboard for a crucial action. With the map, it was easy to search the place. I found the deeds I was looking for in the upper rightmost corner of the tunnel system.




If you want to use difficult words like “praetor”, please check how to spell them

After getting back from the tunnels, I checked what other places of interest Bedhin 6 contained. The asteroid had surprisingly detailed rooms with nothing to do.


Like this. The screen just screams that I should be able to interact with the cups of red liquid, but no

With nothing else to do, I boarded my ship and went back toward Shedishan.


I could have used map view in space also.


That’s Shedishan in front of me. In my return trip I saw few spaceships flying past me


And to top it all, I could have used map view, while flying over Shedishan


What’s this then?

After I entered the spaceport in Roma II, I was captured by the local authorities. My boss, Sylvia, had been killed and I had been framed for her murder. I was sentenced to spend ten years as a technoglad, fighting other inmates for the pleasure of the crowd. My only hope was to beat enough adversaries and to get a pardon from the king of Shedishan.

Interesting plot twist, I’ll admit, but I’m afraid the fights mean another round of minigames…

Session time: 4 hours 30 minutes
Total time: 29 hours 45 minutes

Discussion point: What kind of game deserves a high score in Sounds and Graphics?

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By The TAG Team


Sounds and Graphics


There’s a central dilemma in reviewing this category: should the scale reflect the technological development or be completely independent of it? In other words, should an EGA game always score worse than a VGA game? There are clear arguments for both sides. Certainly CGA graphics and PC beeper are hellish innovations and since then we’ve moved on to something much better.


Even monochrome would be better than this

Then again, one might say that we shouldn’t judge the worth of the artist on the tools they have in their use. And indeed, whatever the tools are (monochrome, EGA, VGA, 3D graphics etc.), there are better and worse uses of them.




Unless the second picture with its angular style is trying
to recreate Picasso, I am in favour of  the first picture

Other questions you might consider are:
  • How much subjective opinion should be allowed in evaluating this category? For instance, if a reviewer finds a graphical style or a music genre not to their taste, can this be reflected in the score?
  • Is the increase of realism in graphics always a positive thing? Could we give a game with cubistic, surrealist or abstract graphics a high score in this category?
  • Should we review the sounds and the graphics independently of the rest of the game, just deciding how beautiful or agreeable we think they are? Or should we be more interested in how well they enhance the game? In other words, if the music and the graphics disconcert us, but they are clearly meant to do so, is this a positive or a negative?
  • What emphasis should be given to the two aspects of the category? Should the score be divided 50-50 for sounds and graphics? Or could there be e.g. a game made in silent flick style, which would get a high score just for its graphics?

Inspector Gadget - Home of the Shiny Green Suit

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Written by Joe Pranevich


Here we are at last, Hong Kong! In my west-to-east tour of the world of Inspector Gadget, this is the last stop. I’d be lying if I said I wasn’t ready for the game to be over at this point, but it’s actually been a fun ride. I am curious to see how well (and if they bother) to adapt Hong Kong as part of the game. Will it be culturally accurate like our recent trip to Moscow? Or as generic and white-washed as Nairobi? The opening screen both terrifies me and gives me hope: the airport screen is identical to the one in Rio de Janeiro! The “Portuguese” signs are now in Spanish and there are no Gadget-clones running around, but otherwise it is the same. But in all that there is a glimmer of hope: I had a Chinese friend check out the signs and he claims they are all accurate! The yellow sign is for the Hong Kong Airport while the red sign really does say “No Parking” in Chinese! That represents a surprising amount of effort for the designers and I am eager to see if the same level of detail is applied throughout the rest of the adventure.

We talk to Gadget and the conversation has me puzzled. He tells Penny that Hong Kong is the home of the “shiny green suit”. Penny replies that Hong Kong is a free port where you can buy just about anything, but he insists that he wants a “shiny green suit”. What is up with that? Is this a dated cultural reference that I am missing? CAPs for anyone that can figure out what the heck they are talking about.

It’s coming right for us!

Other than chatting up Uncle Gadget, there is nothing to see or interact with on the first screen except for one thing: a banana peel in the road. When Penny picks it up to dispose of it properly, she is immediately assaulted by a giant Chinese parade dragon. It quickly swallows her and Brain before any of them have any time to react. This is the first time in any of the episodes that Gadget himself witnessed Penny getting kidnapped. I’m sure this means that he’ll be coming to rescue us any minute! While this may be one of the more stupid traps ever laid by M.A.D., the animation for the sequence is fantastic and it’s clear a lot of work went into the design of the dragon at various angles and sizes. Kudos!

Crouching Penny, Hidden Dragon?

The inside of the dragon is surprisingly roomy with a M.A.D. thug controlling the dragon with a stick. And… this is where the art department clearly fell down. A traditional Chinese parade dragon is controlled in large part by sticks such as these, but the M.A.D. agent should be walking with it and not standing still inside of a room. It might be intended to depict a robotic dragon and that would make sense, except the agent’s dialog clearly says that he is needs to concentrate to control the dragon or else he will slip. The dialog thinks he is running along with it, but the art shows no such thing. I guess they spent so much time animating the outside that they neglected to make the interior make sense…

As you expect, the agent refuses to let us go and there seems to be no way out except back through the mouth. We key on the agent’s dialog that he is afraid of slipping and use the banana peel on him. Penny sets it in front of him and he, for absolutely no reason at all, walks forward to step on it! It’s dumb and clearly the art department didn’t know what to do with the script, but the resulting distraction allows Brain to escape! Penny remains trapped and gets thrown into a cell. Typical, eh?

Yo listen up, here's the story, about a little girl that lives in an orange world...

The scene changes and Penny finds herself locked in a wooden room, with a wooden floor, and a wooden crate, and absolutely no smoke alarms. There is a window high above that we cannot reach, but the solution is obvious: Penny pushes the crate over to the window. Hidden under the crate is a trapdoor containing Gadget’s umbrella and seltzer bottle. If those seem useful to anyone, please let me know, but we pocket those to return to him later. Climbing the crate, Penny can get a look outside now and reveals that we are on a boat. Or rather, we are on a restaurant on a Chinese junk, conveniently called The Junk. How she can tell all that just by looking out the window, I have no idea. We call Brain and it’s time to be rescued.


Brain, back at the airport, is able to access the Hong Kong map. There’s not too much to see there yet, but we find the Junk on a dock near the harbor. Entering the restaurant is impossible because they have a strict “no dogs” policy, but that’s okay. Hidden around the boat are components of a complete waiter’s outfit. Maybe someone quit and throw away all of their clothes in a huff? (Did they walk back to their house in their underwear?) Once Brain is wearing his disguise, we have no difficulty getting into the restaurant.

You'll Never Get Me Lucky Charms… if I’m hiding in Hong Kong!

As soon as we arrive in the restaurant, we overhear one of the waiters complaining that they are out of little paper umbrellas. Is that a pertinent fact? I have no idea, but since the waiter was speaking English, I am going to assume that he is a M.A.D. agent. Although we cannot interact with him, the room is dominated by a picture of an American (?) tourist reading a guidebook, the Pun’s Fun Guide to Hong Kong. I cannot imagine they would use so much screen real estate without it being part of a joke, but I have no idea what 1990s travel guide they might be spoofing with this. Does anyone have a guess? Ultimately, the only thing that we can do is use the door in the back of the room to head deeper in the restaurant. Instead of getting another puzzle, we are immediately taken to Penny and rescue her. That was easy! The waiters even let us walk out without a sideways glance.

Instead of trying to solve the case?

The only other location on the Hong Kong map is, of course, the paper umbrella factory! Obviously, the conversation about being out of paper umbrellas was pertinent after all, although exactly how M.A.D. is using them in their evil scheme is beyond me. Maybe part of their scheme is just running a very tacky restaurant for tourists? When we arrive, we find that Gadget is already there, shopping for replacement gadgets. Apparently, he was trying to replace his “gadget umbrella” with a paper version, without realizing that the paper versions were tiny. We hand Gadget back his lost umbrella and seltzer bottle, inspiring him to try to return all of the paper parasols that he purchased. (Try saying that ten-times-fast!) We are unable to follow Uncle Gadget inside because once again there are “no dogs allowed”.

Fortunately, there is an umbrella, bowler hat, and other accoutrements scattered around that Brain can produce a “English businessman” costume. But if there was an umbrella just sitting there, why didn’t Gadget take that instead of buying tiny paper ones?

Pardon me, do you happen to have any Grey Poupon?

Once we are inside, Gadget immediately latches onto Brain to try to return the paper umbrellas that he bought. Considering that Brain is not Chinese, nor is he likely to look like the shopkeeper that he bought the umbrellas off of five minutes ago, I’m not sure why he would automatically assume that he worked there. Either way, it keeps him distracted enough for Penny to explore the room. The rolodex in the room is a giant set of Easter eggs: the (M.A.D.?) owners of the factory are huge gaming fans and they have address cards in there for Azeroth, Broderbund, Electronic Arts, Maxis, Sierra, and Virgin. That is a slightly odd set of companies, At this point, Broderbund would have been most famous for their Carmen Sandiego games, as well as Prince of Persia. Maxis was already famous for its SimCity spinoffs. If you are reading this blog without knowing what Sierra was up to in 1992, you might be beyond help. But EA and Virgin? Neither of them had any educational or adventure games of note by this point. EA had published a number of sports games and Populous, but I am uncertain what Virgin games the developers (and M.A.D.) were interested in. Any ideas?

This paper umbrella factory also makes real ones?

Deeper inside the factory, Penny and Gadget discover the location’s true purpose: it is the hiding place of U.N. ambassador Monica Adams! She is busy individually spray-painting each umbrella as it goes by on the conveyor belt. We can pull a lever on a nearby machine to stop the conveyor belt, but that doesn’t wake her up from her stupor. With nothing further we can do to the machine, I have Gadget use his gadget umbrella which somehow manages to sweep him off his feet (because it is so windy in the factory?) and he crashes on the conveyor. That wakes up Ms. Adams and she is relieved to have been rescued, even if a little confused by how she ended up in Hong Kong. Back at the airport, we get the report that something seems to be going on at the U.N. building in New York. It’s finally time to head for the grand finale!

Time played: 40 min
Total time: 6 hr 00 min
Gadget Inventory: Flashlight, Bandsaw, Binoculars, Drill, Coat, Laser, Roller skates, Seltzer bottle, Umbrella


Penny’s Computer Book


This week’s environmental lesson is about the ozone layer and the harm done by CFCs. Once again, I regret that much of my knowledge on this subject comes from doing a quick series of web searches. In particular, the game focuses on the use of CFCs in aerosol products. This ties in nicely with the fact that Monica Adams was using a can of spray-paint to make the white paper parasols into yellow ones. In the real world, using CFCs as a propellant was banned by the Montreal Protocol, signed in 1989. As a result, we have seen a decrease in amount of CFCs released into the air and a leveling off of the ozone layer hole.


As far as I know, I haven’t heard about any U.S. politicians deciding to get out of this environmental treaty.

And with that, I am going to end this episode. Join us next week for what I hope will be the thrilling conclusion! Will Gadget save the day? Or will Penny and Brain just get kidnapped once again? I have no idea! See you then!

B.A.T. II - Lost!

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By Ilmari


Will they ever release me from this torment?
The developers of Koshan Conspiracy have shown how they love doing simulators. Now they decided to create the most realistic prison simulator ever, which reveals how utterly boring and full of ennui a life in jail is - you just look through your window, waiting the hours to go by and doing nothing. Even all my equipment was gone.


Children, this is your fate if you try a life of crime

Two times every day I had a chance to enter a canteen and take some water and bread rolls filled with sausages. Either I’ve encountered another bug or my character is very badass, since I got him to drink only one bottle of water and to eat only one bread roll during the whole time. He did munch all the sausages, so perhaps he is just a dedicated carnivore. At the end, my inventory was filled with uneaten bread and water.

Once when I was enjoying my meal, couple of the inmates started to argue with one another. “Plot point!”, the game was crying, so I clicked the new hotspot. I was taken to a holding cell for the rest of the day and I got no more food. I could chat with a fellow inmate and exchange a bread roll for a pain stick. After one day had passed, I was transferred back to my own cell.

Once every day I could enter the arena and do a single fight. At first, I was meant to battle with a robot to show my worth as a gladiator. The interface was pretty simple - I could go left and right and hit. After a few training sessions, I found a good tactic - go to one end of the screen, hit droid when it comes, quickly go to the other end and repeat.


Just one more hit and I’ve done it.

After two victorious battles with droid, I received a right to go to real battles.


In a quite cool fashion, a digitised actor can be heard saying “Ave Caesar, morituri te
salutant”, just like in real gladiator fights. The developers sure knew their classic history


...or then they just read Asterix

The gladiator battles weren’t that different from the fights with the droid. There were just three different enemies, rotating in the same order - one with a sword, one with a spiked steel ball and one with a trident. The trident fighter was the toughest, but only because the animation with the trident coming down screwed the movement of my character and I couldn’t really dodge the hits. That problem I solved simply by lowering the DOSBox cycles, and after that, none of the fights were any problem.


I don’t really understand why these are called technoglads,
when there’s nothing futuristic in their battles.

But despite how many fights I went through, nothing happened.

I am quite embarrassed to say what the solution to this problem was, because on hindsight it was quite obvious. You see, after every successful battle I got to choose whether to spare my opponent or not. At first I hadn’t paid that much attention to the proceedings, but I should have followed the demands of the crowd.


The audience are putting their thumbs down


No mercy it is then

After I caught on to this, I needed only few victories to get the plot moving.


Deus ex machina

It is always a bit of a letdown in a graphical adventure game when big plot developments are presented in a block of text. This is even worse, when the plot developments feel abrupt and unbelievable. And typos don’t really help here.

I was taken to the king of Shedishan, who was supposed to grant me mercy due to my success in arena. It had been hinted throughout the game that the king had been acting strangely for some time, and it was then no wonder that he didn’t follow the opinion of the crowd and denied mercy from me. A block of text told that in rage I stroke him with my pain stick. Surprise, he was just a robot planted by Koshan to get monopoly on deeds to Bedhin 6!

I was struck by a guard, and after a couple of days of unconsciousness I read another block of text telling me that Shedishan had almost fallen into an anarchy, if it hadn’t been for the religious leaders taking control of the day-to-day politics. Under Shedish laws I now had the right to become the king of Shedishan. Koshan family had managed to retain their position by blaming one of their underlings for the robot affair.


My final task

Next, I was contacted by B.A.T., which had a new plan. My death was supposed to be faked and blame of it was to be laid upon Koshan Inc., which would then finally be kicked out of Shedishan. I would just first have to take a contract made with my hired killer to the vault of Koshan. This sounds really convoluted. If all B.A.T. needs is a controlling portion of the Bedhin 6 deeds, why couldn’t I do what my (fake and mechanical) predecessor did and create some new shares I could then gift to a representative of B.A.T.? Oh well, I’m supposed to get myself killed, so let’s get on with it.


A nice detail - everyone loves king, which makes stealing that much easier

Getting in Koshan building had been a problem before, but now I had a fairly good idea how to get in.


All it takes is some acid


And there’s the vault! Now I’ll just open it…


...or not


OK, let’s first go to this other room and turn that switch to turn the alarm system off


And THAT was the easy part!

Why do the French have to put practically insolvable puzzles at the very end of their games? I mean, Maupiti Island did it, Fascination did it and now Koshan Conspiracy does it.










I am meant to do something with that circuit board you see above. I can see that blue lights appear to represent 0 in binary and orange lights 1. = appears to check whether the two lights have the same colour and <> whether they have a different colour (at least mostly - there are couple of places where that appears not to be the case). The four lights at the center above change with no discernible pattern, changing at the same time the four lights on the right. I can press any of the blue lights on left, but not matter which and when I choose, I just get busted.


You are sure it’s all over

I’ve tried to bang my head on this one, but I just don’t have any idea what is going on here. Even my Request for Assistance didn’t help, although Voltgloss bravely offered some assistance. I’ve thus decided to do the only possible thing and declare this game Lost. According to walkthroughs, a) this appears to be final puzzle in the game and b) no one has any idea what is actually going on here, although some have solved it by brute forcing. Alas, I am unable to do even that, since every button I press just kills me. It’s a pity, since I’d have loved to at least see the ending of the game. Oh well, I guess I have nothing else to do now but to rate the game.

Session time: 4 hours
Total time: 33 hours, 45 minutes

Discussion point: What kind of game deserves a high score in Dialogue and Acting?

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By The TAG Team


Dialogue and Acting

(No, we haven’t forgotten E, we are just leaving it as the last category.)

Although the name of this category mentions acting, it is just dialogue most of the games have so far offered. Indeed, from the very beginning of the blog reviewers have considered also the quality of the prose, when evaluating this category. It is simple to say what is bad writing - misspellings are usually one good sign. But when it comes to deciding what is good writing, we are inevitably led again to the discussion how subjective such evaluations are. After all, we all like different styles of writing and these preferences inevitably affect our views - a pun-infested game is regarded differently by a reviewer adoring puns than by a reviewer hating puns.


This game will separate the pun haters from the pun lovers

Despite this subjectivity, can we still find some general criteria to follow when reviewing dialogue and other writing? Other questions you might consider:
  • Since acting is mentioned in the name of the category, should we leave the highest scores only for games with actual acting (voice or full)? Or is this a nonsensical restriction and should we take the acting into account in evaluation of this category, only if the game contains it?
  • Just like with almost all categories, we can ask whether we should regard dialogue in isolation from all the other elements of the game or whether we should consider how well the dialogue enhances the other elements of the game, such as the story and the general feel of the game. For instance, could an otherwise good dialogue be considered bad, if it doesn’t fit in with the style of the game?
  • Should we demand good English of all games? Or should we be lenient, if the developers are not native speakers? 
  • We’ve often considered characters when evaluating this category. Indeed, dialogue is something closely connected with characters, since it is the characters who are speaking, but is there an alternative? For example, should we consider characters when reviewing story and setting?

B.A.T. II - Final Rating

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By Ilmari

For game developer, a hybrid appears to a lucrative possibility. Why satisfy yourself with selling a game to adventure game fans, when CRPG fans might also be a potential target of marketing? Yet, making a hybrid is also a risky endeavour, since you might end up alienating both target groups. And indeed, the risk seems quite real, since for every Quest for Glory we have a game like B.A.T. and its successor.


If only I had been playing this game


It is interesting to consider what makes Quest for Glory -games so good hybrids that both dedicated adventure game fans like me and dedicated CRPG fans like Chester Bolingbroke can appreciate them. A complete answer would require a whole series of articles, but I guess one aspect in the success of this series is that the Coles have managed to avoid some excesses of both adventure game and CRPG genres that usually make people avoid these genres and still retain enough challenges proper to the genres that fans won’t feel the games are dumped down. Or in more concrete terms, there’s enough puzzles to consider for my taste, but they are not as convoluted as in some adventure games, and there’s enough chance for grinding for Chester, but thankfully not so much need for it that I would get bored.

And here we come to the crux of what is really wrong with Koshan Conspiracy. B.A.T. II does everything completely opposite from Quest for Glory. It fails to engage me as an adventure game and it has enough CRPG elements that make it distracting for me. I’ll try to explain myself in more detail when rating some of the individual categories.

But first I want to tackle one crucial question: what sort of hybrid is Koshan Conspiracy? Mobygames lists the game as an adventure/strategy-hybrid. I don’t really see the strategy-element here, unless they are speaking of the Chinese Checkers minigame. Then again, there are some clear CRPG elements in the game, like attributes that change throughout the game, variant playing styles allowed by changes in attributes (do you do everything by yourself or use your charisma to recruit followers?), money grinding, at least partially non-adventure like inventory etc. It doesn’t feel like a complete CRPG, but then again, it doesn’t feel like a complete adventure game either.

Puzzles and Solvability

And this category has a lot to do with why the game fails as an adventure game. There just aren’t real puzzles here! The average “quest” of the game goes something like this: you are outright told to collect a few items, you explore a bit, find the shops that sell the right things (or waste your time trying to find that single person in the whole solar system who owns them), grind for required money and/or take your chances with stealing, play a simulator to get to the place, where you are meant to use the items, and watch a fancy animation that shows you how you do it. In addition to non-adventurish things like grinding and simulated flying, where’s the challenge?


A proper adventure game would let me figure out what to do. B.A.T. II walks me straight through the lasers

To be honest, there is one intriguing puzzle - how to get a praetor pass? - and the game messes even that by letting the player take an advantage of a bug to pass the obstacle. When I also take into consideration the unsolvable end problem, I really have only one option to choose.

Rating: 2

Interface and Inventory

I haven’t played the first game of the series, but judging by what both Aperama and CRPG Addict have said, this shows some improvement. Both of them complained that the interface was needlessly complex, because many of the options available were simply unusable and thus worthless, for instance, stealing didn’t appear to do anything. Here, the interface is still complex, but at least the options do something - for instance, I basically sustained my character with stealing. Some options even appear to make the gameplay more tolerable, such as the ability to move the clock forward by an hour.

Still, even with these advantages, the interface is too complex for an enjoyable experience. Just look at the inventory. You get a complex hierarchy of different levels of containers, which seems completely useless, since you can just wear everything on your body - and no matter whether you use containers or not, you’ll end up with so many items that it is just painful to find what you are needing. You have hands as containers, but it makes no difference whether you have an item in your hand or not - for instance, you can shoot with a gun, even if it is inside a bag in a knapsack. When you remember all the little bugs I encountered, it becomes clear I can’t give high marks for this category.


Even an alphabetical list of all my items would have been more fun

Rating: 3

Story and Setting

I’ve been quite harsh to the game, but now I can finally give some credit to it. I know I’ve made fun about the ridiculous paper deeds, but that’s just a minor thing - really, who in 1990s could have guessed how far digitalisation would have gone in few decades? When you ignore this, the basic premise is quite adult in its tone - you have to gain a controlling interest in a business important to government. The plot development with all the conspiracies, murders and mayhem is quite intriguing, if a bit cliched, and it is only the last denouement with the death of the robot king that fails to be convincing.


And another one bites the dust

And what failings the plot might have is amply compensated by the setting. I know Romish planets have been done to death in scifi since Star Trek. Yet, Shedishan manages to be quite a refreshing location, with a believable take on a Latin-inspired civilisation. Even greater thing is that Shedishan still has some remnants of the original, non-human culture, and there are hints of conflicts between the two cultures. All in all, I am feeling quite positive about this category.

Rating: 7

Sounds and graphics

Few years can sometimes do marvels. While the first B.A.T. seemed quite drab, B.A.T. II more than makes up for it. Backgrounds were quite nice and especially cutscenes looked gorgeous. Only the simulator parts seem downright ugly - I am sure polygonal graphics were so edgy and new that you had to put it in every game, but darn this looks dated now. Music was pretty mediocre, but there were some nice sound effects occasionally.


If a planet is this edgy, it’s just too silly

Rating: 6

Environment and Atmosphere

It might be just my general non-interest in CRPGs and flight simulators, but despite the interesting setting, the game just failed to grip me. So much of the playing time was wasted in flying or gathering money through playing or stealing. There was a general lack of good timing in the game - potentially intriguing scenes were unnecessarily lengthened so that they became just sources of nausea. For instance, being jailed and becoming a gladiator was an interesting plot twist, but the main thing I had to do during this sequence was just wait for hours to go by. If the producers wanted to create an atmosphere of boredom, the game sure managed to do it perfectly. It’s not like the game was a complete disaster. It just failed to live up to the potential it might have had.


I am as enthusiastic as these guys

Rating: 4

Dialogue and Acting

Back when CRPGs were new thing, the game world could be filled with characters who all said pretty much the same thing or at most had a few possible stock lines from which to choose - “Ugh, me tough”, “Trebor sucks” and similar stuff. In time, computers evolved and CRPG developers could actually create characters with their own individual lines to say. This was a natural evolution and games became lot more intriguing with it. But there were still old-fashioned game developers who thought creation of interesting and complex characters would be mere hindrance. B.A.T. II was one of those games. It’s quite ridiculous that not just the random persons running around the street, but also named characters have nothing to say beyond the stock lines. You know something is amiss, when a rather unappreciative opinion on a senator is agreed upon even by the man himself.




At least he’s an honest politician

In French-produced games the quality of English is often quite problematic. Here, the in-game text is reasonably good, but the text of the cutscenes is full of silly typos and multiple exclamation marks. It almost seems like the text of the game has been written by two persons and only one of them knows how to spell praetor.


‘Crease’ - burst out or cause to burst out laughing.
“The senate creased, when they started playing Koshan Conspiracy”.

Rating: 2.

2 + 3 + 7 + 6 + 4 + 2 = 24/0.6 = 40.


The first game of the series received only 30 points from Aperama, and the difference appears to be mostly due to the sequel having a somewhat more coherent plot and noticeably better graphics. Furthermore, the original had inexcusable bugs that almost prevented Ape from completing the game. 40 seems a quite appropriate score for a game that has high ambitions and intricate plot, but fails as a fun game, so I won’t be handing any bonus or minus points (most fittingly, Eternam, the game I traded to Aperama for Koshan Conspiracy, also received 40). That means Alex Romanov had the closest score guess. Congratulations!

I will now be taking some well-earned time off from reviewing, while Joe will soon move on from Inspector Gadget to Hitchhiker's Guide to the Galaxy. The next mainline games will be played by Voltgloss, who will face the final game in the Spellcasting series, that amalgamation of American Pie and Harry Potter, and TBD, who will check possibly the best installment of King's Quest series.

CAP distribution

CAPs to Ilmari
  • 100 CAPs - Blogger Award - For suffering through B.A.T. II for our pleasure
91 CAPs to Laukku
  • 38 CAPs - Puzzle Award - For discussion on good puzzles
  • 14 CAPs - Interface Award - For discussion on good interfaces
  • 24 CAPs - Story Award - For discussion on good stories
  • 15 CAPs - Graphics Award - For discussion on good graphics
65 CAPs to Michael 
  • 7 CAPs -  Puzzle Award - For discussion on good puzzles
  • 22 CAPs - Interface Award - For discussion on good interfaces
  • 10 CAPs - Story Award - For discussion on good stories
  • 26 CAPs - Graphics Award - For discussion on good graphics

27 CAPs to Kirinn
  • 10 CAPs - Puzzle Award - For discussion on good puzzles
  • 5 CAPs - Story Award - For discussion on good stories
  • 12 CAPs - Graphics Award - For discussion on good graphics
15 CAPs to ShaddamIVth
  • 5 CAPs - Story Award - For discussion on good stories
  • 5 CAPs - Good Effort Award - For trying to help me with the final puzzle of B.A.T. II
  • 5 CAPs - Graphics Award - For discussion on good graphics
15 CAPs to Tornado
  • 5 CAPs - Reminiscence Award - For sharing his childhood experiences with B.A.T. II
  • 5 CAPs - Fly to the Stars Award - For advising me to go in space
  • 5 CAPs - Good Effort Award - For trying to help me with the final puzzle of B.A.T. II
13 CAPs to Bastien Marchina
  • 5 CAPs - Manual Award - For finding the manual for B.A.T. II
  • 3 CAPs - French Comics Award - For pointing out possible visual influences
  • 5 CAPs - Good Effort Award - For trying to help me with the final puzzle of B.A.T. II
12 CAPs to TBD
  • 7 CAPs - Puzzle Award - For discussion on good puzzles
  • 5 CAPs - Interface Award - For discussion on good interfaces
12 CAPs to Adamant
  • 5 CAPs - Puzzle Award - For discussion on good puzzles
  • 7 CAPs - Interface Award - For discussion on good interfaces
10 CAPs to Voltgloss
  • 5 CAPs - Evening News Award - For mentioning that I should find a newspaper to continue my quest
  • 5 CAPs - Good Effort Award - For trying to help me with the final puzzle of B.A.T. II
10 CAPs to Aperama
  • 10 CAPs - Partners in Crime Award - For sharing his experience with B.A.T. series
10 CAPs to Alex Romanov
  • 10 CAPs - Psychic Prediction Award - For having the closest score guess for B.A.T. II
10 CAPs to MisterKerr
  • 10 CAPs - Graphics Award - For discussion on good graphics
7 CAPs to Andy Panthro
  • 5 CAPs - Interface Award - For discussion on good interfaces
  • 2 CAPs - Hero Award - For letting use his name for the protagonist of B.A.T. II
5 CAPs to Gregory Brown
  • 5 CAPs - Interface Award - For discussion on good interfaces
5 CAPs to Torch
  • 5 CAPs - Interface Award - For discussion on good interfaces
5 CAPs to Joe Pranevich
  • 5 CAPs - Interface Award - For discussion on good interfaces
5 CAPs to A Skeleton
  • 5 CAPs - Puzzle Award - For discussion on good puzzles
5 CAPs to Harwin
  • 5 CAPs - Good Effort Award - For trying to help me with the final puzzle of B.A.T. II
3 CAPs to Brad Snipson
  • 3 CAPs - Graphics Award - For discussion on good graphics
3 CAPs to Rowan Lipkovits
  • 3 CAPs - Graphics Award - For discussion on good graphics

Inspector Gadget - Won!

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Written by Joe Pranevich


We made it! After madcap (get it?) adventures across four continents and rescuing all of the U.N. environmental ambassadors, we finally arrive back in New York. For acclaim and fanfare? For fortune and glory? No! It’s time for our final confrontation with M.A.D. inside the hallowed halls of the U.N. building itself. This is exciting and I am eager to see how (and if) all of the various plot threads come together. Will we be able to avert an environmental catastrophe? Will we have the same plot beats in New York as we have in all of the other episodes? There’s only one way to find out!

Unlike the previous time that I came to New York, it’s light outside and it’s a nice detail that they actually changed the little airplane animation to show blue skies. We don’t have to navigate an airport this time; we arrive directly at the U.N. building, guarded by an Officer O’Malley. Penny expresses disbelief that M.A.D. could ever infiltrate an organization as important as the U.N., but there seems to be something going on inside. When we talk to the officer about it, he can tell us only that Dr. Claw is here and hatching a “twisted plot”, although he doesn’t know specifics. (“I don’t know exactly, but it’s wrong. That’s for sure.”) He says that the police do not plan on doing anything about the situation except to hand it off to the world-famous Inspector Gadget. Uncle Gadget agrees and the police officer lets him in, but Brain and Penny have to remain outside where it is safe. How will we help Gadget if we’re trapped outside?

A developer’s lament?

After Gadget leaves, we can talk with Officer O’Malley some more to get conversation options. I try them all and none of them let me in, although there are some funny bits scattered in there. It seems that Penny is a huge fan of Dag Hammarskjöld although I had to crack open Wikipedia to find out who he was. Did you know that he’s a former Secretary-General of the United Nations who died in a plane crash while traveling to negotiate a ceasefire in the Congo? I had no idea! Maybe I am uncultured, but I really don’t know much about U.N. Secretary-Generals. I’m glad that someone on the design team did their research!

Someone tried to write “Employees Only” but seems to have forgotten how in the middle.

Just in front of the building are the flags, but we cannot go that way. Instead, we can creep to the back of the building to the loading docks. A supervisor is here, but he refuses to talk to Penny. Scattered around the area are stacked boxes (including one off by its own) as well as a bandana and a shirt. I flip to Brain and have him put on the clothes to create a loading dock worker’s outfit. As soon as we are dressed, the supervisor looks up and declares Brain late for work. That’s great, but it still doesn’t get me inside!

The next bit actually took me a few minutes to figure out, but it’s obvious in retrospect: if I have Penny “use” the box that is off by itself, she will climb in. As soon as she’s inside, control switches to Brain and he can now “use” the box to pick it up. Brain is able to carry Penny-in-a-box into the building. Solid Snake never had it this good!

Shouldn't you be wearing a weight belt?

Once we are safely inside, Brain puts the box down. To their credit, no one makes any jokes about Penny’s weight. There are plenty of items in the room for us to collect including an antenna, a wire, and a battery. There’s also a microchip hidden inside a cabinet. What do you do with all of that? I have no idea, but I start to tinker. By using the items together (the first time in this game where we use inventory items on each other?), we find combinations that work. Just by trial and error, I see that the battery and the microchip together form a “robot regulatory module”. Using the wire with the antenna forms a “directional unit”. Combining those both together forms a “robot control circuit”. I’ll keep an eye out for what that might be useful for. Do we have robots on the way? Not that I want to nitpick the interface (much), but these combinations are one-way. Using the wire on the antenna makes the directional unit but using the antenna on the wire just gave us a useless message. With only four objects, it didn’t matter, but that made it a bit harder to solve than it should have been.

Exit into the gift shop!

Leaving the office through the door, we arrive at a U.N. gift shop. There are souvenirs and such here, plus a collection of postcards featuring pictures of the U.N. building and Secretary-General Selda Oner of Turkey. If you are like me, your first thought is, “I didn’t remember a Secretary-General by that name!” I suppose I didn’t really think about the U.N. in 1992, so that’s a good piece of trivia to stick in my head… except it isn’t true. Depending on when the game was made, the Secretary-General was either Javier Pérez de Cuéllar (until the end of 1991) or Boutros Boutros-Ghali (from January 1992). There are also no previous Secretary-Generals by that name. Was Selda Oner a real person? Or did the developers just make him or her up? Google is no help as it is convinced that I am misspelling “Zelda Owner”. Any guesses? Is this a deep cut reference to something?

That looks imposing!

In the next room, we find the door to the “balcony area of one General Assembly hall” which is locked by both a keypad and a security camera. Two-factor authentication! Penny won’t enter a code because she doesn’t know it nor will she touch the camera because it is too high up. She says that we’ll need to trick the system into letting us in. But how? I am actually stuck. I ask Chief Quimby for help and his clue is that the camera will let someone in that it recognizes.

I start to experiment. Back at the gift shop, I discover that if I do anything at all with the cash register, Officer O’Malley turns up and escorts me out of the building. I wasn’t trying to steal, honest! Does that mean that there is something in the register that I need and I need to find a way to distract him? Or that the game doesn’t want to encourage stealing? Well, it better not be the latter because I discover that Penny can pick up the postcards (gasp!) without paying for them. I even try to pay, but Officer O’Malley shows up no matter what I try. Whenever he gabs us, he deposits us back at the front of the building. It’s no trouble to walk back in through the loading dock, but the game’s walking speed is interminably slow. The postcards end up being the solution: If I use the postcard of Selda Oner with the security camera, Penny holds the card up to the lens and fools the camera into thinking that he/she is present. That is a surprising lack of security… especially since the postcards were just down the hall. As soon as we’re past, Penny discards the postcards. Not only did we steal them, we didn’t even recycle them. Where’s your environmental and law-abiding message now?

Great security!

It looks so real!

On the balcony, we are blocked once again by technology: this time a M.A.D. robot who is not letting us through a door deeper into the complex. We can at least snatch up a key that someone has left on the railing. The robot is a duplicate of Nascimento, the ambassador that we rescued in Russia. Will we see duplicates of all of the ambassadors here? Penny tries to get through by telling him that we are M.A.D. agents, but he says we need authorization. Surprisingly, he recognizes Brain as a dog even though he’s still wearing his loading dock attire! He’s the first person in the game to see through Brain’s disguise and that has to count for something.

This is embarrassing, but I am stuck again. Chief Quimby’s hint is that I need to show him something to prove that I am M.A.D., but I don’t have anything. The robot control circuit seems to be the solution, but I cannot use it on him. On the bright side, I used my frustration time to do some research on the U.N. building. It looks like the developers found pictures of the inside of the building after all:

Image circa 2000.

You can see in this picture the various rooms overlooking the hall, just as in the game. I haven’t been able to find any pictures that show an adjacent balcony area so that might just be artistic license. In the 1992 game, the TV monitors are smaller and lower than when this picture was taken which could either be artistic license or a further adjustment made since 1992. The whole place was renovated in 2014; you have to search to find pictures of how it used to look to make a fair comparison with the game.

While I have you distracted by my unnecessary research, you won’t notice that I missed something silly: back in the room with the gift shop, there was a large door. I saw the door but never tried to open it or get in it because I thought that it led back to the loading dock. Not so! (The loading dock can be returned to by going off the screen to the left.) I turns out to have been locked so I did not miss much, but I walked right by that door more times than I care to remember without interacting with it. Since I have a key, I unlock it and head in.

Any help with this one?

Once inside this little side room, I poke around and find a computer, a closet, and some drawers that I can open. The computer seems useless as it will only run a music program called “Dr. Jam”. I’m positive that is a reference to some 1990s-era software, but I have no idea what. Annoyingly, the music doesn’t change when you turn on the computer although that would have been a nice touch. There is a pair of Gadget Handcuffs in the drawer, a reminder that we never recovered all of Uncle Gadgets equipment. (The inventory screen has room for more than double the number that we found so far.) Inside the closet is a pair of janitor suits. Unusually, I can dress both Penny and Brain in these disguises, turning them into a matching pair of surprisingly short janitors.

M.A.D. owns a janitorial company, of course!

I head back to the balcony, and this time we tell the robot that we are janitors. When asked, we even admit that we are M.A.D. janitors, but that is not enough: he needs more proof. What can I show him? As an aside, he doesn’t seem to notice that Brain is a dog this time or has no issue working with a canine janitor. I still cannot use the robot control on him so I use the only other thing I have: Gadget’s handcuffs. If I hand him the handcuffs, he “knows” that only a M.A.D. agent would have one the stolen gadgets. With our identities confirmed, he lets us into the offices overlooking the General Assembly Hall. Penny almost gives the game away by thanking him for opening the door, but he lets it pass.

One of these things is not like the others...

Behind the door is one of the U.N. translation rooms, where interpreters translate the ongoing discussions into the native languages of the delegates. This room in specific has booths for Chinese, Russian, Spanish, and… Pig Latin? There’s also a remote control on the floor that I pocket because, you know, it’s an adventure game and a remote control on the floor is probably important. (I am reminded of a certain Sierra remote control puzzle. You know the one.) Penny can slip on the headsets to hear someone talking in the various languages, but since she doesn’t understand them that isn’t helping much. Using the “Pig Latin” headset however causes the bookshelf to open and reveal a hidden passageway! Brain is the one that points out the passage, but he does so in clear English rather than his usual sounded-out dog noises. I suspect this was an editorial error.

While I would love to go through the hidden door, Penny stops us. She says that we need to retrieve the Gadget Handcuffs from the robot before we should keep going. How am I going to manage that? I head back into the balcony room, but nothing has changed. The only new item I have in my inventory since last time is the remote control. Without having anything better to do, I combine my remote control with the “robot control circuit” that I built earlier. That works! I now have a fully-functioning “robot remote”. I use that on the robot duplicate of Nascimento and he explodes, dropping the cuffs as well as all of his insides onto the floor. It’s a bit gruesome, but it works.

It’s finally Brain’s turn to be kidnapped!

Just beyond the secret door is a robot assembly line. The moment that we arrive, Brain gets nabbed by a duplicate of Thomas Chang, the U.N. ambassador that we rescued from the coal mine in London. We also see a duplicate of Monica Adams, the ambassador that we just rescued from Hong Kong. There are some other robots behind her, but I can’t quite make them out. Penny can actually have quite a long conversation with Robot Chang as she tries to convince him to abandon Dr. Claw and be reprogrammed for a happier future. He reveals that robots don’t like people so having all the humans die in an environmental catastrophe would suit him just fine. He also fears change and doesn’t want to be reprogrammed. He says it is his job to destroy the environment to help Dr. Claw make big bucks and that so that is what he is going to do. But how can we rescue Brain? Well, it’s not very difficult: we just use the remote again! Using it causes both the Chang and Adams robots to dance around then explode, but this time the remote explodes with them. We won’t be able to use that trick again, but at least Brain is safe.

Now that Ms. Adams is gone, we can more clearly see that the two robots behind are duplicates of Ms. Smotherincreme and Ms. M’Benga. For some reason, the game really wants to draw attention to Ms. Smotherincreme’s hair, but I don’t see anything we can do with it. Instead, the only thing we can monkey with is the robot control panel. Using the blue lever causes the give gate to open and close, but as soon as it is open I am approached by another robot. I quickly close the gate again, destroying the robot in the portcullis.

I am become Penny, destroyer of robots.

Using the various buttons on the control panel will cause the robots in the background to be completed, cause Ms. M’Benga’s hand to go up and down, or cause Ms. Smotherincreme’s hair to stand on end. It’s all very funny but I do not see the point. Instead, I just raise the portcullis (since it won’t let me climb under) and head to the doorway conveniently marked “M.A.D.” It’s Dr. Claw’s lair! Penny decides that it’s time to ditch the janitor’s costumes and we head into the belly of the beast wearing our street clothes.

Nice kitty!

Never one to let her uncle do all the hard work, Penny confronts Dr. Claw. He congratulates her on being as meddlesome of her uncle. Since he’s a supervillain, he also tells us his master plan: to build robots to make environmentally poor decisions so that his business empire can prosper. He says that his environmentally-unfriendly ways could make him billions (with a b!) each year. Penny asks what he will do if he destroys the Earth with his anti-environmental message, but he just replies that he has no kids and do not care what happens to the planet after he dies. It’s all about short term profit and not about a sustainable future.

Is Scott Pruitt secretly a robot?

Just as he is finishing monologuing, Inspector Gadget finally arrives! Gadget threatens to arrest him, but he doesn’t actually do it. What does he need? Handcuffs! I hand over his handcuffs and use Penny’s computer book to force Gadget to use them. Dr. Claw is finally captured! … except he isn’t. He activates the rocket booster in his command chair and blasts off, pulling Gadget with him. It is only the quick thinking of Penny and Brain that keep Gadget from being sucked into the stratosphere with Dr. Claw.

Go, go, gadget handcuffs!

This is not going as planned…

This is really not going as planned.

Ultimately, Gadget is saved and Dr. Claw has escaped. Chief Quimby and Officer O’Malley both show up to offer congratulations. And then… nothing. I’m still playing. Shouldn’t the game be over? Penny even talks to Officer O’Malley (who remarks about how she shouldn’t be in here) and complains that she doesn’t know what to do now. There are some awkward pauses and it is all very funny, but seriously what do I need to do? Is the game over? Office O’Malley recommends that Penny check out the control panels. He says that he’s do it, but it’s not his game. Chief Quimby similarly seems to be surprised and impatient that the game isn’t over yet. I eventually activate Dr. Claw’s control panel and a large “The End” pops onto the screen before zooming in completely. I won!

We won!

We are treated to a quick look at Dr. Claw’s plane flying away from New York, plus a synthesized “I’ll get you next time, Gadget!” over the sound card. We get a brief denouement at Gadget’s house where he reiterates all of the environmental messages so far before the credits are cued. He talks about recycling and nuclear power and all of the topics of the game, but Penny asks the really important question: when do they get a new TV?

Penny asks the important questions.

Now which of these writers did all the pop-culture references?

And with that, the game is over. There are no environmental messages in Penny’s computer book this week, just history of the U.N. I’ll skip that so next week will be the final score. This should be very exciting and I have no idea yet what kind of rating the game will receive.

Time played: 1hr 30 min
Total time: 7 hr 30 min

B.A.T. II - Won!

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Written by Tornado

Hello, I’m Tornado, and I'm a relatively new reader of this wonderful blog. Through it, I've been able to relive games I played years ago and learn about those I missed. And so, I’m grateful for this opportunity to write this final post on B.A.T. II (aka, The Koshan Conspiracy).

At the outset of this guest post, let me express my deep thanks to Ilmari for pushing through 99.99% of the game. I played Koshan Conspiracy as a kid and never got very far. Over the years I’ve wondered what I’d missed, and so I’m grateful that he took over 33 hours of gameplay time to flesh it out here at The Adventure Gamer.

My main motive behind this post is to set the record straight regarding the game’s final puzzle, which Ilmari couldn’t quite solve.


This is where we left poor Ilmari.
Ilmari’s not alone, and in fact he made it farther than most (including me, back in the day). The Internet contains few descriptions of B.A.T. II, and these generally recognize it as an atmospheric game, but also a strange and generally impenetrable one. Other than Ilmari’s effort, I’ve only found two other attempts that made it as far as the endgame.

One of these simply says, after being Google-translated from French, “combine the lights on the left to see the end of the game.” That’s not very descriptive or helpful.

Another also beat the game, but “never figured out the logic” of the final puzzle and thus concluded, “possibly, the whole thing is just random.” In a later narrative analysis seemingly written for a college class, the same author wrote of the final puzzle, “it is very disappointing because there seems to be no logic to it.” (As I’ll show, that’s not right—but hey, speaking as a college professor myself, I approve of his choice of topic for his final paper! Hope he got a good grade.)

After playing with the puzzle, I’ve discovered that it is governed by just two straightforward rules. The game doesn’t make those rules clear to the player, but once they are understood, the solution is simple. But before getting to those rules, let’s back up a bit to the entry to Koshan Tower and describe what’s going on. This is necessary to understand how the two rules are connected to both gameplay and story logic.


You can break in to the tower during the day, but it seems more spy-like to do it at night.

At this point in the plot, the player has become king of Roma II, but the Koshan company still holds power on the planet. B.A.T. isn’t satisfied with this. Their (convoluted) plan is for the player to fake his own death in a way that implicates Koshan. Specifically, the player needs to break into the vault in the Koshan building and leave a fake murder contract in it.

As Ilmari described, the player breaks into the vault using the same method as the bank robbery earlier.



What isn’t clear is that entering the Koshan Tower also starts an invisible timer. If the timer runs out, clicking on a button in the final puzzle will always lead to instant death, even if it was the right button to press. More on that shortly.

After entering the tower, the player has two choices (other than going back outside): 1) approach the vault by going to the left, or 2) go through the door on the right. As Ilmari described, directly approaching the vault leads to the player being caught and immediately losing the game.


It might’ve been nice to have a sound effect of an alarm at this point.

To avoid that fate, the player must first go to the right and flip the switch so that it is in the down position.


Hey, it’s the big, important lever that controls the alarm system—
let’s put it in an obvious and unguarded location!

Then, the player can approach the vault, leading to this screen.



It looks like there’s a lot going on here. I’ll break it down, but a warning: It’s going to sound more complex than it actually is. I wonder if overwhelming the player with a false sense of complexity is part of the puzzle’s point.

The grid flows from left to right. The = and <> are logic gates. A = gate tests whether the two colors coming in from the left are the same. If they are, the gate outputs an orange to the right, and if they aren’t, it outputs a blue. The <> does the opposite, outputting orange if the input colors are different and blue if they are the same.

The circuit board only has one exception to this and I suspect it’s a glitch. The exception is the = gate at the bottom left of the screen. No matter what input comes in from the left, it always appears to output a blue. For example, when the inputs to this gate are the same color, it shows a blue when it should be an orange. But nevertheless, the light still acts like it is orange when input into the next logic gate. I suppose this could be a purposeful red herring, but given the other game problems described by Ilmari, I think a bug is the more likely explanation.

And ultimately, that little programming glitch doesn’t matter. Despite how complex this all looks, the response to player input is actually quite simple. The player manipulates the lights on the far right by pushing one of the sixteen buttons on the far left. As long as the timer hasn’t run out, these will have a cascading effect on the lights, according to the pattern of the logic gates. The four vertically-arranged lights at the far right are the board’s output.


If the board looks like this, and I push the button at the very top…


… then the button I pushed changes from blue to orange.
The light on the right, at the top, changes from blue to orange, too.

The goal of the puzzle is to get these output lights (the four on the far right) so that they are all orange. Once they are, the player has won The Koshan Conspiracy.

Again, the manipulation of those output lights is actually simple. Really, you can forget all the messiness with the logic gates in the center of the screen. As numbered from the top, pushing buttons #1 through #4 will always reverse the top output light; buttons #5 through #8 will reverse the second output light; #9 through #12 will reverse the third, and #13 through #16 will reverse the fourth.

There is one final wrinkle, though, and that is the changing nature of the circuit board. Every 2 seconds, the four lights at the top change, which also changes the color of the output buttons on the right. The nature of the change seems to be random, but the top lights will never change to make the output all orange (after all, that’s the players task).


If it looks like this...


… two seconds later, it might look like this.

I’m describing this in detail because I don’t think this puzzle has been documented on the Internet before. But in doing so, I fear that I might mislead the reader into thinking the puzzle is more complex than it is. And really, that’s perhaps the most daunting thing about the puzzle—it tempts the player to overthink it.

In the end, the puzzle obeys two rules:
  1. Turn all of the output lights orange.
  2. Do it within the time limit.
What is the time limit? By my watch, it’s about 3 minutes 15 seconds, as timed from when the player clicks the button to enter the tower. What’s more, I tried turning up DosBox’s cycles from 3,000 to 15,000, and the timer was the same length, so it must be based on the computer’s system clock. The every-2-seconds speed of the changing lights doesn’t seem to be influenced by DosBox cycles, either.

To be crystal clear: the timer starts when you enter the tower. So, if you enter the tower and wait in one of the other rooms for a bit—say, while you take a bathroom break, answer some text messages, or take a screenshot and a few notes for a blog post you’re writing about the game— and then go to the puzzle, you’ll get a game over when you try to push a button (see the “you’re discovered!” screenshot above).

But what if you’ve saved the game at the puzzle, and the save is beyond the time limit? That’s what you’ll find if you download the save game file posted by Ilmari. Fortunately, you’re not in a walking dead state. All you have to do is go back outside the tower. Reentering the tower will restart the timer.

It’s worth noting that the puzzle’s logic also matches the storyline logic. You’re a spy rewiring a lock that has a shifting code combination, and you only have a limited time to do it before you’re caught.

The easiest way to beat the puzzle is to wait for the output to display only one blue light, and then click one of the buttons that will turn that output light to orange.


In this screenshot, only the second output light from the top is blue. I’m about to click
one of the buttons that will turn that second output light from blue to orange. 

Once you do that, you’ve finished the game.


I like the “yeeaaahhh!” sound effect here.

In exchange for the hours invested in the game, the player gets an ending sequence that’s about a minute long.


You fake your own death.


There’s a fake funeral.

Then, some scrolling text provides a “press release on roma news” about how Koshan takes the fall for the murder.


The English in here isn’t awful, but certainly isn’t great.

With the mission finished, the player’s agent flies off into space.




A sequel we’ll probably never see. Hey, Ilmari, can we put
you down for a Kickstarter donation? What? Why not?


So, that’s the end of B.A.T. II. Clearly, it’s a mediocre game at best, as Ilmari’s PISSED rating suggests. I agree that the game’s strongest point is its Roman/sci-fi/cyberpunk setting with beautiful graphics to match. I might have given one more point in the sound/graphics category, owing to the fun European techno soundtrack (for decades, the music in the in-game fast food franchise has been stuck in my head).

If the game isn’t that good, why has the memory of it stuck with me all these years, other than because I couldn’t figure out how to progress? Why have I occasionally googled for more information about it? Why was I so eager when the game appeared on The Adventure Gamer’s upcoming list, and why was I so curious to read Ilmari’s write-up?

I think it’s because I appreciate what the game was trying to do (more than what it did do). On one level, the game is a mash-up of adventure game, CRPG, various simulators, and even basic arcade games. Taken individually, each piece is unremarkable. It isn’t hard to find a better CRPG, or adventure game, or simulator. But together, they form a world, and I think that was the designers’ goal.

As much as I love traditional Sierra and LucasArts adventure games, they often shoot for worldbuilding in story and setting rather than worldbuilding that bleeds into gameplay. Even a game as great as Fate of Atlantis can feel like a series of puzzles to solve rather than a living, breathing world. In contrast, Roma II is an environment the player gets to inhabit with its own set of rules. To be successful, the player must learn how to maneuver that world, juggling basic needs like hunger and thirst, social needs such as being liked by others, financial needs by making (or stealing) money, and so on.

I speculate that hybrid projects might lead designers toward this kind of worldbuilding-by-gameplay in a way that traditional adventure games don’t. When faced with disparate gameplay elements, designers must think about how to fit them together in a coherent way. That leads them to create an ecosystem that (hopefully) balances these pieces and melds them together. A game that fits within one genre doesn’t need to think about that.

The ultimate success of such an ambitious worldbuilding project depends, in part, upon which elements are taken from each genre. B.A.T. II seems to take subpar elements of each, combining obtuse adventure game puzzles with stats that don’t matter (a common RPG problem, so I gather from reading CRPG Addict), mixed in with clunky simulator and arcade interfaces.

In contrast, as Ilmari pointed out, the real exemplar of great hybrid-game worldbuilding is the Quest for Glory series, which is more discriminating in how it blends genres into a coherent ecosystem. The Starflight games and Star Control II also stand out to me as adventure game hybrids that do an excellent job of modeling the gameplay world. Perhaps commenters can think of others.

Enough reflection on hybrids and worldbuilding; really that could be an essay in itself, and that is not my main point. Rather, I hope this post demystifies the final puzzle for any who might later try to solve it. It also gives me a sense of closure for this game, and I hope it does for other readers too. Ilmari, thank you for the opportunity to write this, and I hope you enjoy your well-deserved break!
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