Read the manual here:
Well,
I'm back, after a three-week break from Data Driven Gamer. And to be
honest, a break from Dunjonquest. Two months of these samey-looking and
unbearably slow games from the most primitive era of CRPG history took a
toll. Another four dungeons in Upper Reaches of Apshai just proved to
be too much of a mediocre thing.
The
Keys of Acheron came out around the same time as Upper Reaches, as an
expansion pack to Hellfire Warrior, the sequel to Temple of Apshai which
I found improved significantly on Temple of Apshai's several
deficiencies as a CRPG. As Keys of Acheron is only a set of dungeons and
contains no new coding or gameplay mechanics, I'm not holding much hope
that it will benefit from this; the expansion can't offer me new
treasures, weapons, or magic. The best I can hope for is a few
interesting dungeons to explore, and perhaps enough gold to max out my
weapon and armor levels.
Normally
I wouldn't have bothered playing this, except for one thing - this is
the first video game credit by Paul Reiche III, best known for
co-creating Star Control 1 & 2. He, along with Jon Freeman and Anne
Westfall, will be relevant to the whaling log much sooner than that. At
only 20 years old and Freeman's junior by nearly as much, Reiche had
already accrued years of experience as a dungeon master and campaign
author, and had even co-written a TSR-published roleplaying adventure
with Gary Gygax.
Kronus here looks like Beavis finally joined GWAR. |
There's
not much plot here. To defeat the evil demon lord Kronus, you must
travel to four worlds across time and space and recover a magic key from
each. Only when all four are collected can the wizard Abosandrus seal
the rifts between worlds, yada yada yada. Being a Dunjonquest game, the
game doesn't keep any sort of track of this quest; the keys are just
generic treasures, and remembering which ones you've found is your
responsibility. The only bit of pertinent information here is that
Kronus himself is completely immortal and impervious to your sword.
To
play, I first loaded my Hellfire Warrior disk containing my Ahab
character and loaded him, and then swapped to the Keys of Acheron disk
so that he could explore these new worlds.
Ahab as he was |
In
the first world, Abode of the Dragon, a powerful dragon guards the key
in a cavern near an abandoned wizard's tower, and it can be reached
either by discovering a secret passage, or by finding an enchanted
necklace in a mandrake grove to the north. Unlike in previous games, you
can't leave the way you came; the world's exit is hidden.
To the north, the grove. To the south, the ivory tower. |
I
first went into the grove, which presented as a black void of ten
featureless rooms, interconnected in a totally senseless fashion to
convey the notion of stumbling through a dark and foggy marsh. It's
quite a bit like the Plains of Hell from before, except smaller and with
room numbers (and corresponding descriptive paragraphs in the manual)
to aid navigation. I mapped it out, but even with the help from room
numbers, I found I had to draw my map in warped space to get everything
to fit together.
The
grove had a few treasures - some intelligence-boosting mandrake roots,
some magic arrows, healing flowers, and a worthless wooden idol.
Eventually I found the necklace, guarded by a friendly unicorn.
Heading
into the tower, I found a winding stairway leading up to the wizard's
lab, where I found a vial of fluid, a scroll with a coded message
hinting at the path to the unicorn, and a magic portal back home.
The
rest of the abode, apart from an alternate passage into the lair
further east from the tower's entrance, was straightforward to map out.
The
monsters themselves posed no threat to me at all, not even the dragon,
who I suspect would have been a pushover at my level even without the
fire necklace. Nor did the various traps - pit traps, exploding runes,
and predatory sand squids prove much of a nuisance. At one point during
my exploration Kronus himself attacked, but failed to even land a hit on
me. The dragon guarded a massive hoard of gold and silver, but the key
lay one room past, which would have also been accessible through a
secret door in the wizard's tower - a secret door concealed in a sneaky
fashion by having two rooms occupying a space that appears to be only
one.
Level 5 map:
Some topography notes:
- Rooms 38, 39, and 40 had to be distorted in order to fit on the map, hence the trapezoidal shape.
- The mandrake grove is mostly non-orthographic passageways, and is probably not intended to be mapped out. The wizard's coded scroll does detail a safe passage through to the unicorn's glen, and following it in reverse takes you back.
- Room 5, the eastmost part of the grove, connects to room 6, a bridge to a sandy shoreline. Placing them adjacent in 2D space without making this region collide with the cavern is impossible.
- Rooms 24 and 25 are the wizard's laboratory, and are supposed to exist directly above room 21, which is the tower's main chamber. Rooms 22 and 23 are the staircase connecting them.
- Room 35 is hidden within the space of room 32, and the secret door on its south wall can't be discovered from the latter.
The first key discovered, I upgraded my sword to +7 and went on to level 6, the Temple in the Jungle.
Great, more unmappable expanse, and no room numbers either! |
In
Hellfire Warrior, levels 6 and 8 completely lack room numbers, and this
carries on to Keys of Acheron. But while Hellfire Warrior's level 6 was
a standard maze, perfectly mappable and conventional save for the fact
that the exit is hidden behind a secret door, Temple in the Jungle just
dumps you right into yet another featureless tract.
It's
still not as bad as hell, though. Although there is no perimeter to
guide you, there is a river in the middle with a bridge, and through
wandering in a generally northward direction you are bound to stumble
upon the temple, which consists of a mere 15 rooms, some of them hidden
behind secret doors. The key and the way home are both found at the back
of the temple, and various treasures are found in the side passages and
secret rooms within them, guarded by temple guards and shamans.
A guard at the temple's entrance |
Despite
the jungle's inherent unmappability, I mapped it out using techniques
similar to what I used to chart hell, and for my efforts found some
interesting treasures, including some perception-enhancing mushrooms, a
sloth thighbone, and some glowing rocks. The temple itself only
contained monetary rewards, none quite as grand as the dragon's hoard,
and another pile of glowing rocks. My dexterity had gone up by one
point, but I can't pinpoint the cause of this - glowing rocks would make
sense except I found two of them.
Level 6 map:
The
only topographical oddity here, apart from the teleporting edges in the
jungle, is a room I've labeled "A2½" and placed in between rooms A2 and
A3. The room itself is much taller than it appears in the map, and I
had to crunch it down vertically to get it to fit.
Level
7, the Crystal Caves, is a straightforward maze, featuring only a
little bit of impossible geography that I've visualized as twisty
passages connecting non-adjacent rooms. Apart from those, everything
fits together. Multiple treasures worth thousands of gold pieces are
scattered throughout, but the way back home is through a secret door
hidden very close to the starting room.
I
took a few hits exploring the caves, but kept my health up by
collecting patches of medicinal fungus found growing in several damp
rooms. Traps were frequent, but easily walked past with my magic boots
from hell. A few rooms had "steam vents" which inflict unavoidable hits
if you linger, but my armor protected me well. In the northeast are two
grottos, where deep pits filled with endless piranha are easy to fall
into, but difficult to escape from, requiring you to "search" each wall
repeatedly until a secret door representing hand-holds appears. Hidden
in the southernmost of these pits is the way to the key.
Level 7 map:
With the riches amassed here, I upgraded both sword and armor to +9, and entered the final realm, the Shadowland of Kronus.
This
didn't seem to bad, I thought at first. Sure, there aren't any room
numbers to keep my bearings, and several of the rooms connect in
impossible ways, but at least there are walls, right? And Kronus even
left me a gift of magic arrows and wrote me a letter complementing me!
I
mapped out the maze without too much difficulty. There were only about
20 rooms, laid out in distinguishable patterns, and some careful
positioning let me draw a map without overlap. Stat-draining monsters
such as wraiths and shadow bats flew around, but that didn't bother me
too much - I was overpowered anyway, and this was the end of the game.
Then
I realized that I had mapped every room and found neither the key nor a
way home. And I was forced to search every wall repeatedly until I
found a very stubborn secret door hidden in an inconspicuous corridor.
From
here on, descriptive treasures were used in lieu of room descriptions
to narrate the journey toward Kronus's citadel. A pile of seaweed marked
the top of a cliff overseeing a black ocean, and at the bottom a
rowboat awaited with a note inside saying "see you soon."
The
black sea is yet another unnavigable mess of featureless rooms
connecting in arbitrary ways. Hazards here include damaging black rain,
violent waves, whirlpools, and the occasional kraken, which isn't a
difficult foe for the well equipped adventurer. There are only five such
rooms, not counting the starting and ending docks where you can
actually see land, so I'm certain you are meant to wander until you
stumble onto the right path, but the layout, which I mapped with
room-measuring techniques, seems engineered to sweep you away from the
correct path.
On
the other shore, a rickety bridge leads to Kronus' citadel, and a
message from Kronus warns us that the guardrail is broken in many
places.
Step off the path and you fall to your death. |
A few steps later and it gets worse.
No
guard-rails, no visual indication of where the bridge is, and if you
step off it, you die. A few feet northward, a treasure, a small onyx
chip, sits on the precipice and its description warns us that the bridge
continues to the east. Through here, powerful automatons roam the path
to Kronus's small citadel, and for the first time I am compelled to
quaff an elixir or two after each fight.
In
his dining hall, a chalice filled with healing red wine is prominently
displayed as though Kronus expected me to make it this far. Adjacent are
a torture chamber, a library of Lovecraftian grimoires, and a personal
chamber, where a secret door leads to a slightly confusing grid of
identical rooms where the key appears to be visible from each, yet is
out of reach in all.
The
real key found past these rooms, in plain view, guarded by Kronus
himself, whose attacks simply bounce off my armor as I take it from him.
One
last trick remains - to leave, you must find a secret door to the
north, but to find it you must realize that this room is invisibly
partitioned into two parts, and the secret can only be discovered after
setting foot into the north part of the room. This isn't the first time
this trick has been used, but there are only so many tricks this engine
is capable of.
You
know, Kronie, this whole trope where you taunt me with gifts and polite
messages to get my guard down doesn't really work if after I reach your
citadel you practically give me the thing I'm looking for and then let
me go home without a fight.
North past one last automaton was the gateway home, where I declared myself a winner since the game can't do that for you.
Level 8 map:
Epilogue idea - the wizard Abosandrus turns out to be Kronus all along! And now that I've recovered all the keys for him, he uses them to open the rifts between worlds and then he conquers the universe. Oh well.
GAB rating: Average.
It's a little difficult to pin down why I enjoyed this more than Upper
Reaches of Apshai. It's not because Keys of Acheron has better RPG
mechanics - it does, but I had already plumbed the depths of the
engine's RPG capabilities in Hellfire Warrior, leaving little to be
enjoyed except for the dungeon exploration. But Reiche's talents as a
designer come through, and show that even in an engine as primitive as
this, level design can still show a degree of authorial character.
Reiche's designs, though cruel at times, tap into the Hero's journey
trope in ways that Freeman's more sprawling and open designs hadn't.
The
greatest weakness here, I think, is difficulty balance. Keys of Acheron
is too difficult for a starting character, but too easy for one who
conquered Hellfire Warrior. This is more on the limitations of the
engine than anything Reiche could be responsible for, but Temple of
Apshai remains the only game in the series (not counting the microquests
and starquests) where I ever felt like my life was in any kind of
danger.
We're
done with Dunjonquest - there were two more expansion packs "Curse of
Ra" and "Danger in Drindisti," and a standalone quest "Sorcerer of
Siva," but I've seen quite enough already. But we're not quite done with
the Dunjonquest engine. One more game, Crush, Crumble, & Chomp!, is
based on it. It is not an RPG, but a movie monster-themed combat
simulator in the vein of Star Warrior.
Dunjonquest's use of the modular concept and the fact they actually produced several modules for it really stands out in those early days of great concepts and stubs in terms of actual production!
ReplyDeleteI remember playing an old shareware program based on Apshai... but very little experience with Apshai itself.
Welcome back!
ReplyDeleteI dare you to try Danger in Drindisti. There are nightmare mazes of unnumbered rooms, invisible walls, walls you can walk through, and rooms that twist back on each other. Great fun. :-)
ReplyDelete