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Vol. VIII, # 6<br />

QuestBusters"<br />

The <strong>Adventure</strong>rs' Journal<br />

June, 1991 $2.50<br />

Might & Magic III: <strong>mother</strong> <strong>of</strong> <strong>all</strong> <strong>quests</strong>!<br />

A<br />

s Bernie Shaw<br />

reported on CNN last<br />

week, the real reason<br />

for the Allies' quick victory<br />

over Iraq was not control <strong>of</strong><br />

the air or technological<br />

superiority. It turns out that<br />

Saddam Hussein was<br />

distracted from directing<br />

Iraqi war efforts because he<br />

was secretly beta-testing<br />

New World Computing's<br />

Might & Magic III: Isles <strong>of</strong><br />

Terra. As a result, Saddam<br />

won a major victory on<br />

Terra but lost the war in<br />

the Gulf.<br />

In a related story, New<br />

World President Jon van<br />

Caneghem has reportedly<br />

hired General "Storming1<br />

Norman" Schwartzkopf as<br />

international sales director,<br />

and is rumored to be<br />

changing New World<br />

Computing's name to New<br />

World Order Computing.<br />

Might &<br />

Magic<br />

III clues!<br />

And in an unrelated story,<br />

we managed to round up<br />

some clues for anyone stuck<br />

in the opening stages <strong>of</strong><br />

Might & Magic III. Found<br />

on page ten, they should be<br />

particularly useful for<br />

staying alive in the early<br />

days <strong>of</strong> your quest.<br />

One Brother from<br />

Andromeda?<br />

Mark Crowe, and this is no<br />

rumor, is leaving Sierra to<br />

become art director at<br />

Dynamix (a Sierra<br />

subsidiary). He expects to<br />

make the move this summer.<br />

With his "other brother<br />

from Andromeda," Scott<br />

Murphy, Crowe designed<br />

some <strong>of</strong> the funniest<br />

adventure games ever, but it<br />

looks like there won't be<br />

another Space Quest. As<br />

Crowe said, however, "never<br />

say never."<br />

Amiga Monkey<br />

Lucasfilm's Amiga version<br />

<strong>of</strong> their hit game Secret <strong>of</strong><br />

Monkey Island is out, and an<br />

ST version is on the way.<br />

Infocom bites<br />

the dust?<br />

Where do they get these<br />

guys? The new management<br />

at Infocom, in deciding what<br />

to do with Steve Meretzky's<br />

sequel to Leather Goddesses<br />

<strong>of</strong> Phobos, is considering<br />

publishing it under the<br />

Activision label rather than<br />

as an Infocom game. Well,<br />

why not? After <strong>all</strong>, they<br />

have essenti<strong>all</strong>y killed the<br />

company and the great<br />

games Infocom was known<br />

for, so they may as well<br />

finish it <strong>of</strong>f by killing the<br />

name itself. Activision may<br />

publish one other adventure<br />

this year, probably<br />

Battletech III, but the<br />

company is still in transition<br />

(apparently to another<br />

dimension), so stay tuned.<br />

Magic Candle II<br />

As we went to press, Ali N.<br />

Atabek said volume two <strong>of</strong><br />

his Magic Candle epic is<br />

being fine-tuned and tested.<br />

It is expected to ship for<br />

MSDOS at the end <strong>of</strong> June.<br />

Rules <strong>of</strong> Engagement, an<br />

Omnitrend game that<br />

interlocks with Breach 2 to<br />

provide special missions,<br />

should be out by now for<br />

MSDOS, with Amiga soon.<br />

Les enhancements<br />

from<br />

Accolade<br />

The upcoming sequel to Les<br />

Manley will replace the<br />

type-in parser with a point<br />

and click interface. And<br />

Accolade is following up<br />

Elvira with another<br />

Horrors<strong>of</strong>t game. This one<br />

will take place entirely on a<br />

movie studio lot.<br />

Sierra update<br />

This f<strong>all</strong>, look for Police<br />

Quest III and Con<strong>quests</strong> <strong>of</strong><br />

the Longbow (featuring<br />

Robin Hood). The Conquest<br />

sequel is being directed as<br />

well as written by Christy<br />

Marx time. Christy c<strong>all</strong>ed<br />

the other day to point out<br />

(and click on) the fact that<br />

Sierra's new icon interface<br />

will not always use the<br />

Smell and Taste icons, as<br />

Russ Ceccola surmised in<br />

his Space Quest IV review.<br />

All the icons except the<br />

two in the middle are<br />

standardized. These two are<br />

left open for each designer<br />

to customize for their own<br />

games. (Her Con<strong>quests</strong> <strong>of</strong><br />

the Longbow uses them for<br />

Weapon and Map/Travel.)<br />

Walkthroughs<br />

wanted<br />

Solved any good <strong>quests</strong><br />

lately? We are looking for<br />

solutions to recent games,<br />

especi<strong>all</strong>y Might & Magic<br />

III, Magic Candle II,<br />

Lightspeed, Covert Action,<br />

MegaTraveller 2, and<br />

Twilight 2000. Write first.<br />

(For each solution, you'll get<br />

the game <strong>of</strong> your choice.)<br />

2: <strong>Adventure</strong> Road<br />

3: Might & Magic III<br />

5: The Prognosticator<br />

6.-B.A.T.<br />

7: Theme Park Mystery<br />

9: Death Knights<br />

<strong>of</strong>Krynn<br />

10: Clues and Tips for<br />

Might & Magic III<br />

ll:Walkthru:<br />

Hard Nova<br />

13: Keys to ye<br />

Kingdom<br />

15: Swap Shop


Shay Addams'<br />

<strong>Adventure</strong> Road"<br />

As the industry grows more cyclical,<br />

releasing more and more <strong>of</strong> the new<br />

games for Christmas, we see fewer<br />

new titles in spring and early summer.<br />

But this has been the slowest ever.<br />

Until Might & Magic III arrived, I<br />

was actu<strong>all</strong>y playing BuckRogersl<br />

Summertime Questing<br />

Several new releases, however,<br />

should show up in time to brighten<br />

your summer. TimeQuest will keep<br />

most <strong>of</strong> us occupied till October.<br />

Author Bob Bates says it is twice the<br />

size <strong>of</strong> Spellcasting 101, and that the<br />

record for solving it is 60 hours. He<br />

also revealed that Steve Meretzky is<br />

wrapping up Spellcasting 201: The<br />

Sorcerer's Appliance for September.<br />

Paragon's MegaTraveller II is<br />

scheduled for mid-June, Twilight<br />

2000 for July. And New World<br />

Computing has a June release, their<br />

science fiction RPG Planet's Edge.<br />

By July you can build your own<br />

Bard's Tale scenarios (MSDOS) with<br />

Interplay's Bard's Tale Construction<br />

Set. (They got the license back from<br />

Electronic Arts, so don't be surprised<br />

if a Bard's Tale IV is in the works.)<br />

Interplay has three more biggies<br />

lined up for summer: Castles, Star<br />

Trek: The 25th Anniversary Edition,<br />

and Lord <strong>of</strong> the Rings, Volume Two:<br />

The Two Towers. They cleaned up the<br />

interface on Rings, and the Star Trek<br />

game will blend adventure, roleplaying<br />

and flight simulation.<br />

Martian Dreams, the second in<br />

Origin's "Worlds <strong>of</strong> Ultima" series, is<br />

supposed to be out by now. Ultima<br />

VII is planned for the f<strong>all</strong>. The second<br />

in Sir-Tech's Bane <strong>of</strong> the Cosmic<br />

Forge series is also in the f<strong>all</strong> line-up.<br />

It will feature 256-color graphics and<br />

a new graphical-type interface.<br />

Amiga and Mac update<br />

Amiga gamers won't have to wait for<br />

the new releases, for several<br />

conversions arrived recently:<br />

Accolade's Les Manley, Sierra's Quest<br />

for Glory II: Trial by Fire, and New<br />

World's King's Bounty (yes, it is<br />

re<strong>all</strong>y out there now). And<br />

Mac<strong>Adventure</strong>rs can get Sir-Tech's<br />

Bane <strong>of</strong> the Cosmic Forge in color as<br />

well as black and white.<br />

Top MSDOS <strong>Game</strong>s <strong>of</strong> March<br />

According to the SPA, the top ten<br />

games, from number one through ten,<br />

were: Eye <strong>of</strong> Beholder, Space Quest<br />

IV, King's Quest V, Wing<br />

Commander, Death Knights <strong>of</strong>Krynn,<br />

SimEarth, SimCity, Flight Simulator,<br />

Links, and A-10 Tank Killer.<br />

Rumors <strong>of</strong> ye month club: Richard<br />

Garriott is teaming up with Kevin<br />

Costner to do a western-based RPG<br />

c<strong>all</strong>ed Dances with Ores. Ok, I made<br />

this one up...but there is a rumor<br />

going 'round that he'll soon be a guest<br />

on Lifestyles <strong>of</strong> the Rich and Famous.<br />

Another rumor making the rounds<br />

is that Sybex Books is buying Prima<br />

Books. According to Prima's Ben<br />

Dominitz, this one is completely<br />

unfounded: "We're in publishing and<br />

communications for the long run, and<br />

I have never even spoken to anyone at<br />

Sybex." (Prima will soon publish its<br />

first computer game strategy books.)<br />

The most controversial rumor <strong>of</strong><br />

Planet's Edge, from New World<br />

the month is that Jon van Caneghem<br />

is teaming up with Ali N. Atabek to<br />

design the ultimate role-playing<br />

game: Might and Magic Candle.<br />

Down in the Darklands<br />

Most companies strive for "top<br />

secret" status on games in<br />

development. Not Microprose, which<br />

is planning to dive into the roleplaying<br />

field with a game set in<br />

medieval Germany. They are even<br />

sponsoring a one-day conference on<br />

role-playing games at Origins in July,<br />

inviting a number <strong>of</strong> reviewers and<br />

other pros to attend and discuss their<br />

plans for Darklands. It is tentatively<br />

planned for a 1992 release.<br />

Editor plugs own book — again!<br />

Yes, time for that monthly message to<br />

anyone who ever even dreamed <strong>of</strong><br />

playing Railroad Tycoon. The<br />

definitive book on the subject,<br />

Railroad Tycoon: Master Strategies<br />

for Empire Builders, was recently<br />

published by Osborne-McGraw Hill.<br />

To celebrate the first day <strong>of</strong> summer<br />

(what kind <strong>of</strong> excuse is that for yet<br />

another blurb?), we are extending our<br />

deadline for ordering it directly from<br />

QB without paying the usual $3<br />

shipping to USA and APO addresses.<br />

That's right, <strong>all</strong> orders postmarked no<br />

later than July 15 will qualify. And<br />

the first 150 books ordered will be<br />

autographed by the author.<br />

—-/*<br />

Letters/f<br />

to the I<br />

Editor X|<br />

Dear QuestBusters:<br />

Last month you published the SPA's<br />

top games <strong>of</strong> 1990, and the list from<br />

the <strong>Game</strong> Developers Conference,<br />

and told how those decisions were<br />

reached. But when you published the<br />

list <strong>of</strong> QB's top <strong>quests</strong>, you didn't.<br />

What did you do, flip a coin?<br />

Cory Nichols<br />

Yes, at first we did flip a coin. But it<br />

was snatched in mid-air by a lowflying<br />

dragon, so we had to c<strong>all</strong> our<br />

contributing editors for their opinions<br />

(the usual method, which we were<br />

trying to avoid this year in order to<br />

cut back on the phone bill). This time<br />

we also gave considerable weight to<br />

reader mail, and Bane got more<br />

enthusiastic, unsolicited raves than<br />

everything else combined. (Though<br />

we also got several complaints about<br />

the copyprotection .)<br />

Dear QuestBusters:<br />

NoJ long ago you said something<br />

about having trouble freeing up<br />

enough memory to play some <strong>of</strong> the<br />

new MSDOS games. QEMM-386<br />

works great. I cleared 70K <strong>of</strong> RAM<br />

and can run VGA, mouse and so on<br />

with no problems. It <strong>all</strong>owed me to<br />

run PCCache, Ansi.sys, Mouse.sys,<br />

40 files, Lastdriver, DOS-Print,<br />

Append and Graphics from DOS 4.01<br />

in high memory.<br />

Roland C. Coutu<br />

QuestBusters<br />

TM<br />

^ The <strong>Adventure</strong>rs' Journal<br />

Editor: Shay Addams<br />

Managing Editor: Dora McCormick<br />

News Editor: Fred Willard<br />

Contributing Editors: Al Giovetti,<br />

Rich Heimlich, Bernie Yee, Russ<br />

Ceccola, Ken St. Andre, Stephen<br />

King, Steven Payne, Brace E. Wiley,<br />

Brian Smith, Duffy, This Reviewer<br />

QuestBusters is published monthly by<br />

Rumors R Us, Inc. Annuals subs: $19<br />

regular, $24 for 1st Class. Canada<br />

$26, Int'l $36 (both in US funds).<br />

Textual contents Copyright Eldritch,<br />

LTD., 1991. All Rights Reserved.<br />

Copying without express permission<br />

is prohibited and punishable by<br />

starting rumors about you and<br />

publishing them in the next issue-<br />

Member:<br />

South American Explorers Club


Ye Interface<br />

A glowing blue gem replaces the<br />

"game commands" function found in<br />

typical RPGs. You click on it to<br />

bring up the menu for saving, loading<br />

and so on, which makes you feel<br />

more like you're drawing on the<br />

powers <strong>of</strong> a magic orb than merely<br />

choosing a menu selection.<br />

You'll always see each character's<br />

number one factor — health —<br />

reflected in the color <strong>of</strong> a gem below<br />

his or her picture. Click on the<br />

character's face, and a full-screen<br />

picture shows icons and and numbers:<br />

a bulging muscle represents Might,<br />

with the number 17 beside it. Click<br />

each <strong>of</strong> the 64 map areas enjoys a<br />

unique look and feel, underscored<br />

dramatic<strong>all</strong>y by the variety <strong>of</strong><br />

imaginative monsters.<br />

Ranged spells and weapons are<br />

animated with flamboyant 3-D<br />

effects, like spir<strong>all</strong>ing orange and red<br />

flames. Deftly animated monsters<br />

abound, from the rampaging Scorpia<br />

monster to Skeletons that move like<br />

dancing death.<br />

Though the program was wholly<br />

redesigned, many elements <strong>of</strong> the<br />

magic system, presentation scheme<br />

and other facets still shine with a<br />

familiar gleam. The inner workings<br />

<strong>of</strong> the game, however, are so different<br />

that you cannot import a character<br />

created in previous games. But you<br />

can easily roll up and customize your<br />

own characters, as well as recruit<br />

NPCs, for a party <strong>of</strong> up to eight.<br />

and undwarved.<br />

Even then the isles <strong>of</strong> Terra were<br />

portrayed with brilliant 256-color<br />

graphics and distinct details that<br />

Ye VGA version<br />

bestow genuine personality on the<br />

people, monsters and places they<br />

represent. From the town <strong>of</strong> Fountain<br />

Head to the Cathedral <strong>of</strong> Carnage,<br />

By Shay Addams<br />

Inside thepre-alpha dungeon<br />

A month ago, New World started<br />

sending pre-alpha copies <strong>of</strong> the game<br />

to QuestBusters, where I've been<br />

playing regularly updated versions as<br />

its myriad pieces are intricately fit<br />

into place. On my first visit, I found a<br />

freshly created world filled with<br />

monsters but still unpeopled, unelved<br />

Major changes in gameplay<br />

"Designing it on the IBM opened<br />

up worlds we're just beginning to<br />

tap," van Caneghem emphasizes.<br />

"The major change in game play is<br />

the 'what you see is what you find'<br />

approach. In previous games, you just<br />

stepped on squares and events<br />

occurred. Now you see everything<br />

that's in the game in the 3-D window:<br />

if there's an altar in the room, you'll<br />

see it (...and when you kill something,<br />

it stays dead. No leaving the room<br />

and returning to kill the same monster<br />

or find the same treasure.)<br />

"That changes Might & Magic<br />

from a kind <strong>of</strong> text-based numbers<br />

game to an interactive graphics game.<br />

You don't have scores <strong>of</strong> numbers and<br />

messages: instead <strong>of</strong> just reading that<br />

'50 monsters attack,1 you'll see <strong>all</strong> the<br />

monsters in the 3-D window."<br />

Besides lots <strong>of</strong> monsters, you'll face<br />

another <strong>of</strong> those maddening end game<br />

puzzles for which van Caneghem's<br />

<strong>quests</strong> are famous. "In fact," he says,<br />

"lots <strong>of</strong> those kinds <strong>of</strong> puzzles are<br />

found throughout the game.<br />

"But they're much simpler. And<br />

previously the clues were scattered<br />

around so much that some people<br />

never found enough <strong>of</strong> them to figure<br />

out the puzzles. These are more<br />

centralized, so you can find <strong>all</strong> the<br />

clues to 'puzzle x1 in the same maze."<br />

You talk with NPCs via menu and<br />

button options, and the conversation<br />

appears in a large text window. Some<br />

puzzles ask you to type in a<br />

codeword, for instance, but dialogue<br />

isn't emphasized as in an Ultima.<br />

the main events." With the game's<br />

growing complexity, the number <strong>of</strong><br />

people working on Might and Magic<br />

has doubled since //. "Mark Caldwell<br />

is our key programmer, who's making<br />

it <strong>all</strong> work.<br />

began switching over from the eightbit<br />

mindset in the areas <strong>of</strong><br />

programming, art and game design."<br />

First came the new technology.<br />

"This was the first Might & Magic<br />

specific<strong>all</strong>y designed for the IBM,<br />

VGA and sound, and it has digitized<br />

speech, different sounds for each<br />

monster, 256-color graphics, an icon<br />

interface—even the conception <strong>of</strong> this<br />

kind <strong>of</strong> product would be impossible<br />

on an eight-bit machine. Unpacked,<br />

it's over five megs." (The first M &<br />

Ms were written on the Apple.)<br />

Next he dreamed up the general<br />

story and drew the first maps around<br />

it "I designed the story and maps and<br />

events," he elaborates, "like 'the<br />

wizard will be here with a scroll you<br />

can deliver to someone in town three,<br />

who'll give you 1,000 gold.' I write<br />

that on the map and in my notes,<br />

which I give to one <strong>of</strong> our writers to<br />

turn into game text. He adds <strong>all</strong> the<br />

lively adjectives and so on.<br />

"All the sub-events are then<br />

invented around the maps, and the<br />

fine details are added as we're playing<br />

Type: Fantasy Role-playing<br />

System: MSDOS (640K and<br />

hard disk required, mouse<br />

recommended; VGA, EGA;<br />

Roland, Ad Lib, Sound Blaster,<br />

Tandy 3-voice & DAC)<br />

Planned conversions; Amiga<br />

All-new technology<br />

"It has taken about a year to<br />

develop Might & Magic III" van<br />

Caneghem recollects, "from when we<br />

jj o you thought you killed Sheltem<br />

at the end <strong>of</strong> M & M III Well, says<br />

author Jon van Caneghem, "that was<br />

just a hologram <strong>of</strong> Sheltem." Sheltem<br />

is back in Isles <strong>of</strong> Terra, and so is<br />

Corak, whose soul you may have<br />

reunited with his body in M & MII.<br />

Believe me when I say there is no<br />

Don Ho on these islands, where in<br />

pursuit <strong>of</strong> the legend <strong>of</strong> Terra's<br />

creation, you must collect the clues<br />

Corak scattered across nearly every<br />

area <strong>of</strong> the planet's thirteen isles.<br />

Eventu<strong>all</strong>y you'll catch up with him<br />

to defeat Sheltem (hopefully not<br />

another hologram this time!). The<br />

story is far from linear, for you can<br />

start in the middle <strong>of</strong> the path, or skip<br />

some <strong>of</strong> the clues.<br />

The Making <strong>of</strong> Might & Magic HI: Isles <strong>of</strong> Terra


on the icon. and you get more details.<br />

such as a literJl definition <strong>of</strong> the<br />

number: low or great. for instance.<br />

When a character's inventory<br />

screen is displayed. you can click on<br />

another character's face icon and<br />

switch over to his inventory. This<br />

simplifies reviewing everyone's spells<br />

and possessions.<br />

Even more helpful was the<br />

. advanced automapping system. which<br />

shows an overhead view <strong>of</strong> tiles<br />

depicting doors and terrain features.<br />

and a red arrow indicating the party's<br />

position and compass heading. A<br />

sm<strong>all</strong>er auto map can be constantly<br />

displayed in the top-right comer.<br />

where it scrolls and the red arrow<br />

turns as your party moves, which<br />

made thorough exploration easier.<br />

Version 2.38234<br />

Beyond exploring the town <strong>of</strong><br />

Fountain Head and the rest <strong>of</strong> the<br />

island, I was able to do little more<br />

with the first version <strong>of</strong> the game.<br />

When the next one arrived a week<br />

later. I discovered the "point and<br />

slay" combat system was operational.<br />

(Formerly I had relied on a "cheat<br />

key" inst<strong>all</strong>ed for the play testers: hit<br />

the escape key, and <strong>all</strong> the monsters<br />

vanish.)<br />

During combat, the monsters move<br />

in front <strong>of</strong>. behind and <strong>all</strong> around<br />

other things in the room , providing a<br />

feeling <strong>of</strong> depth that's rare in roleplaying.<br />

Another special effect shows<br />

spouts and splatters <strong>of</strong> blood coming<br />

from a character's face icon, and also<br />

from the monsters you attack in the<br />

3-D window.<br />

At last I got to hear the swordslashing<br />

and whip-cracking sound<br />

effects and the Renaissance Fair-style<br />

music (which had been in the first<br />

version: "Mr. Expert" here had<br />

forgotten the Roland was plugged<br />

into the headphones, not the<br />

speakers). Jon van Caneghem c<strong>all</strong>s<br />

the music and sound effects his<br />

favorite part <strong>of</strong> the new system.<br />

Elemental)' Magic<br />

Combat magic spells are based on<br />

Elemental forces. Every kind <strong>of</strong><br />

attack does a specific type <strong>of</strong> damage:<br />

a sword does physical damage, a<br />

Fireb<strong>all</strong> does fire damage. And every<br />

weapon and attack has a given<br />

characteristic. If it's physical, you go<br />

through the normal "hit points, dice<br />

rolls, armor" combat system.<br />

But the effect <strong>of</strong> other types <strong>of</strong><br />

damage depends on the target's<br />

4 QuestBusters<br />

resistance to the Elements: if the<br />

party's hit with a 20 point Fireb<strong>all</strong>,<br />

chamcters with 10 points <strong>of</strong> resist:U1ce<br />

to fire damage get only 10 points <strong>of</strong><br />

danlage. while one with 20 points<br />

resistance to fire would get none.<br />

Monsters are subject to the same<br />

resistances, so learning which spells<br />

to use on different creatures is vital.<br />

Another innovation <strong>all</strong>ows even a<br />

level-one Sorcerer to cast high level<br />

spells, for there are no "spell levels."<br />

A low-level Sorcerer who tricks<br />

someone into selling him a powerful<br />

spell like Fireb<strong>all</strong>, or who buys it or<br />

learns it somewhere, can cast it as<br />

long as he has the spell points.<br />

So if you're resourceful enough to<br />

solve the right mini-<strong>quests</strong> and find<br />

the spells, you can get an advantage<br />

early on. And if you don't, the more<br />

advanced spells still become available<br />

at the Guilds as a spellcaster gains<br />

character levels.<br />

Point and click and roll 'em up<br />

The most outstanding aspects <strong>of</strong> the<br />

interface are its highly visual nature<br />

and its provision for using keyboard<br />

commands (which exist for most<br />

icons) in conjunction with mouse<br />

clicks. This proved handy while I<br />

was rolling up my own characters and<br />

equipping weapons and stuff.<br />

It's easy to customize a character<br />

whose initial stats are highjn several<br />

categories: when creating a Knight,<br />

for instance, with a character who has<br />

Might <strong>of</strong> 4 and Personality <strong>of</strong> 21, I<br />

clicked on the Might icon , and was<br />

prompted to click on another attribute<br />

icon with which to exchange stats. I<br />

quickly transposed my Orc Knight's<br />

Personality and Might stats (after <strong>all</strong>,<br />

an Orc with personality is a<br />

dangerous thing).<br />

Another design feature streamlines<br />

character generation: the names <strong>of</strong><br />

each class for which a character's<br />

stats qualify him or her are<br />

highlighted; when three or more light<br />

up, the stats can be juggled around to<br />

create a powerful character for almost<br />

any class - and it's easier to keep an<br />

eye on the names than on the list <strong>of</strong><br />

numbers.<br />

Later on, mini-<strong>quests</strong> and special<br />

encounters can accelerate boosting<br />

atttributes, skills and spells. There's<br />

even a place that sells experience<br />

points, as in M & M II.<br />

The game <strong>of</strong> a thousand faces<br />

In a battle or in a bar, you'll<br />

frequenty witness your characters'<br />

expressions change to reflect the<br />

effects <strong>of</strong> poison, different spells, and<br />

so on. With initial versions <strong>of</strong> the<br />

game, I could hit a play tester key that<br />

cycled through their expressions so I<br />

could see them <strong>all</strong>. (Another key let<br />

me see <strong>all</strong> the monsters.)<br />

Still, seeing them like this was<br />

nothing compared to watching their<br />

expressions change in battle. For<br />

once, I actu<strong>all</strong>y enjoyed watching my<br />

characters get hit by the enemy's<br />

spells, because their resulting<br />

expressions were <strong>of</strong>ten so amusing.<br />

The worst possible situation for a<br />

gamer - death <strong>of</strong> the entire party -<br />

was even made entertaining, for you<br />

see the green, gaping jaws <strong>of</strong> a<br />

monster clamp tight (and loudly!) on<br />

the screen. Then, without rebooting,<br />

you can start a new game or load a<br />

saved game.<br />

Veterans <strong>of</strong> former M & M <strong>quests</strong><br />

will appreciate the ability to save a<br />

game anywhere in the world (except<br />

during combat) in this game - a first<br />

for the series. And if you save it in a<br />

no-win situation, a thoughtful "Mr.<br />

Wizard" option teleports you back to<br />

the town you last visited.<br />

Version 3.239<br />

I had barely managed to escape the<br />

second version <strong>of</strong> the game with my<br />

party intact, when an improved<br />

version arrived the next day. For the<br />

first time I saw the events <strong>of</strong> the story<br />

begin to unfold. Now I could visit<br />

shops and guilds and banks,<br />

encounter some <strong>of</strong> the many special<br />

events such as a mysterious gold card<br />

(VISA or MasterCard, it didn't say<br />

which) locked in a glass case.<br />

Soon I was on the trail <strong>of</strong> my first<br />

<strong>of</strong> countless mini-<strong>quests</strong>, and while<br />

Sheltem is leagues ahead <strong>of</strong> me at the<br />

moment, it's only a matter <strong>of</strong> time,<br />

orbs and gold before we meet again.<br />

Conclusions: Without vision - the<br />

designer's ability to see his or her<br />

game world and its people and events,<br />

a game is doomed to be just another<br />

clone. Jon van Caneghem clearly<br />

displays such vision, for the best<br />

illustrated, most atmospheric<br />

dungeons, castles and creatures you'll<br />

encounter this summer are found on<br />

Terra - and Isles afTerra is the<br />

latest landmark on <strong>Adventure</strong> Road.<br />

Skill Level: Intermediate<br />

Protection: keyword in manual<br />

Price: $59.95<br />

Company: New World Computing


QuestBusters 5<br />

Rich Heimlich is President <strong>of</strong><br />

TCSC, Inc., a quality assurance<br />

testing firm specializing in<br />

entertainment s<strong>of</strong>tware.<br />

By Rich Heimlich<br />

Not very long ago, some Prodigy<br />

members were reportedly discussing<br />

the network very frankly, and<br />

basic<strong>all</strong>y asked Prodigy for help in<br />

resolving their questions. Apparently<br />

Prodigy <strong>of</strong>ficials decided the best<br />

course <strong>of</strong> action was to simply<br />

eliminate <strong>all</strong> negative discussion.<br />

The users were asked to use a<br />

private location supposedly designed<br />

for such feedback, but were soon<br />

shocked to learn they had to pay extra<br />

to use the new area. Those who<br />

complained were reportedly removed<br />

from the system.<br />

Now a new storm is brewing. The<br />

W<strong>all</strong> Street Journal reports that when<br />

you inst<strong>all</strong> the Prodigy s<strong>of</strong>tware, a<br />

strange file named STAGE.DAT gets<br />

inst<strong>all</strong>ed and continu<strong>all</strong>y updated.<br />

Seems the file contains <strong>all</strong> kinds <strong>of</strong><br />

personal information about your<br />

system, which gets uploaded every<br />

time you c<strong>all</strong> Prodigy.<br />

Is market research getting too<br />

expensive to do the old fashioned<br />

honest way? Has Prodigy taken it<br />

upon themselves to find out <strong>all</strong> about<br />

you, your system, and your data<br />

without ever telling you about it?<br />

Fin<strong>all</strong>y, if you read the sm<strong>all</strong> print<br />

on the Prodigy Starter Kit, you will<br />

find that you relinquish <strong>all</strong> rights to<br />

your computer and its contents<br />

directly to Prodigy (who refused to<br />

comment on this situation). I think<br />

another definition <strong>of</strong> "prodigy"<br />

applies here: something abnormal or<br />

monstrous. I'm going to pass on<br />

Prodigy, and recommend you<br />

consider doing the same.<br />

Prodigy: a marvelous<br />

example...<br />

The above is one definition <strong>of</strong><br />

"prodigy." It's obvious why Sears and<br />

IBM chose that name for their online<br />

computer information system. The<br />

commercials and hype <strong>all</strong> paint a<br />

fantastic picture. People are<br />

continu<strong>all</strong>y asking my opinion <strong>of</strong> the<br />

Prodigy network, so stand by:<br />

Prodigy hasn't been with us very<br />

long, yet you see it almost<br />

everywhere. Just looking at some <strong>of</strong><br />

the messages on Prodigy, you get the<br />

feeling that these folks are saints. Not<br />

a single bad comment can be found<br />

anywhere. Enter truth, justice and the<br />

Prodigy way.<br />

He did promise to return<br />

"I'll be back," were words no one<br />

could take very lightly. Unless you<br />

recently returned from another planet,<br />

you know that the phrase came from<br />

none other than the Terminator.<br />

Well, he's kept his word. Terminator,<br />

the computer game should be<br />

available shortly. Bethesda S<strong>of</strong>tworks<br />

has done a good job bringing a game<br />

this complex story to the PC.<br />

You can play either Reese or the<br />

Terminator. Either way, your key<br />

task is survival. From the moment<br />

you zap into existence somewhere in<br />

Los Angeles, your enemy is hunting<br />

you down. The game uses an<br />

extensive 3-D playing area. If you see<br />

a car, hop in, start it and drive away.<br />

You'll want to head straight to the<br />

nearest gun shop or drug store for<br />

supplies if you want to succeed.<br />

Deja Vu?<br />

SSI is well underway with a new set<br />

<strong>of</strong> adventures. Their next series will<br />

start with Gateway To The Savage<br />

Frontier. (Why is it I can never say<br />

that without thinking <strong>of</strong> Savage<br />

Empire!) Also in the works is the<br />

finale to the Pool games, Pools Of<br />

Darkness.<br />

out your various <strong>quests</strong>. If you get<br />

stuck, try asking anyone you see for<br />

help, or even enlist the help <strong>of</strong> any <strong>of</strong><br />

the several bands <strong>of</strong> gypsies (for a<br />

price, <strong>of</strong> course). The graphics are as<br />

good as ever, and the story is much<br />

more interesting this time around.<br />

Virgin is also finishing Conan,<br />

which uses a variation <strong>of</strong> the interface<br />

seen in Vengeance and Spirit. The<br />

major change is that <strong>all</strong> the action is<br />

seen from an aerial-view, obliqueangle<br />

perspective. As Conan, you'll<br />

meet characters out <strong>of</strong> Robert<br />

Howard's classic novels.<br />

Strikine Back<br />

with a Vengeance<br />

Virgin <strong>Game</strong>s is putting the final<br />

touches on the sequel to Spirit Of<br />

Excalibur. The new game, c<strong>all</strong>ed<br />

Vengeance Of Excalibur, is a<br />

refreshing update that addresses most<br />

<strong>of</strong> the problems associated with<br />

Spirit, most notably the story line.<br />

You will find it much easier to figure<br />

Wing Commander 2<br />

After months <strong>of</strong> negotiations, "The<br />

Management" at Origin has fin<strong>all</strong>y<br />

acknowledged the existence <strong>of</strong> Wing<br />

Commander 2. And just in time for<br />

me to fin<strong>all</strong>y let you know what's<br />

happening with the sequel to one <strong>of</strong><br />

last year's hottest games.<br />

Even better new is that the new<br />

version, unlike the original game, will<br />

merit a feature length review in<br />

QuestBusters: it's going to be much<br />

more <strong>of</strong> an adventure than the first<br />

one. The word is that it is completely<br />

interactive. Now you can get to know<br />

your fellow flyers or dig into areas<br />

that were previously "<strong>of</strong>f-limits."<br />

The first thing you'll notice is the<br />

game's improved look and sound. If<br />

you have a Sound Blaster, you'll hear<br />

complete, digitized speech instead<br />

merely reading the textual script.<br />

Even the soundtrack has been<br />

dramatic<strong>all</strong>y improved.<br />

In this story, you start <strong>of</strong>f on a<br />

normal mission. After defeating the<br />

enemy, you return to find that the<br />

Tiger's Claw has been completely<br />

destroyed. Also, your equipment<br />

seems to show that you were directly<br />

responsible for destroying the ship!<br />

Obviously there is some foul play<br />

here. After getting kicked out <strong>of</strong> the<br />

Air Force, you sw<strong>all</strong>ow your pride<br />

and join the Coast Guard. It is from<br />

here that you must find out where<br />

things went so terribly wrong.<br />

It doesn't take long to discover that<br />

the Kilrathi possess a new cloaking<br />

device, which must have been what<br />

<strong>all</strong>owed them to sneak in undetected<br />

and wipe out the Tiger's Claw. You<br />

also find out that the Kilrathi Prince<br />

and his battalion were responsible.<br />

As June approaches, things are re<strong>all</strong>y<br />

beginning to heat up in the<br />

entertainment world. The COMDEX<br />

and CES shows are just around the<br />

corner, and everyone is in a mad<br />

frenzy to polish some their upcoming<br />

releases so they will shine at the<br />

shows. Obviously, we've been quite<br />

busy at the test center.<br />

The Prognosticator


Bureau <strong>of</strong> Astral Trouble shooters: B. A. T.<br />

A.T. is a strange game, with a<br />

strange interface and strange<br />

graphics. Even the story is<br />

strange. B. A. T. is so strange that I<br />

and another QB reviewer initi<strong>all</strong>y had<br />

trouble getting far enough into the<br />

story to do an adequate review (but I<br />

fin<strong>all</strong>y managed after receiving F. J.<br />

Philipp's solution).<br />

A disorienting experience, B. A. T.<br />

will make you feel like you've been<br />

standing on your head too long. But<br />

unlike standing on your head, 5. A. T.<br />

grows on you. Stick with it long<br />

enough, and eventu<strong>all</strong>y you'll begin to<br />

like the strange interface and strange<br />

graphics.<br />

In the persona <strong>of</strong> your B.A.T. alter<br />

ego, you are transported to another<br />

world, that <strong>of</strong> the Agent <strong>of</strong> the Bureau<br />

Type: Science Fiction Roleplaying<br />

<strong>Adventure</strong><br />

System: ST, Amiga, C64,<br />

MSDOS(512KandVGA<br />

required, 640K for Tandy<br />

graphics or mouse; mouse<br />

optional, hard disk<br />

recommended; no third-party<br />

sound support; 5.25" disks in<br />

same package<br />

Planned conversions: none<br />

<strong>of</strong> Astral Trouble Shooters. Your<br />

assignment is on faraway Selenia, in<br />

its most important town, Terrapolis.<br />

You have ten days to find and kill the<br />

evil scientist Vrangor and his<br />

henchman, sm<strong>all</strong>-time hood Merigo,<br />

before they explode nucturobiological<br />

bombs (Hey! You got to read the<br />

documentation to understand this<br />

stuff!) that will destroy Terrapolis.<br />

Terrapolis and Selenia are the sole<br />

source <strong>of</strong> elements essential to space<br />

travel, and their destruction would<br />

destroy interstellar commerce,<br />

resulting in chaos in the rest <strong>of</strong> the<br />

galaxy.<br />

Running from robots<br />

During the course <strong>of</strong> your<br />

adventure you will encounter killer<br />

robots and others who will attack you<br />

in the streets. You are no match for<br />

the robots, and ammunition is<br />

6 QuestBusters<br />

expensive, so run (click on the upper<br />

left hand icon in the battle screen)<br />

from your attackers and pick your<br />

battles carefully.<br />

Running can be very helpful for<br />

other reasons beyond avoiding the<br />

death <strong>of</strong> your alter ego. Two essential<br />

items in the game are located in areas<br />

I was unable to reach without<br />

running, which also enabled me to<br />

reach the area <strong>of</strong> the police station<br />

without getting arrested and wasting<br />

two days <strong>of</strong> the ten needed to win.<br />

The game is vast, so it's essential to<br />

map the different locations from the<br />

city to the underground town, the<br />

desert and the artificial park. There is<br />

no automapping, and the maps are <strong>of</strong><br />

the graphic adventure type.<br />

Orientation is odd, sometimes<br />

requiring you to go out <strong>of</strong> rooms by<br />

clicking on side doors, rather than<br />

backing out the way you apparently<br />

came in. Once you get the hang <strong>of</strong><br />

getting around, things get easier.<br />

Within this vast world are<br />

physicians, water fountains,<br />

museums, a desert, nightclubs,<br />

arcades, armorers and weapons<br />

merchants. B. A. T. has a full<br />

featured 3-D perspective flight<br />

simulator c<strong>all</strong>ed the "drag," which<br />

you must learn to pilot.<br />

Implanted in your arm is a<br />

Biodirectional Organic Bioputer<br />

(B.O.B. for short) that controls body<br />

functions, translation from alien or<br />

robot speech to human language,<br />

monitors your statistics and level<br />

advancement, and <strong>all</strong>ows you to<br />

program special functions you may<br />

need to enhance your game<br />

performance.<br />

B. A. T. has a haunting and<br />

beautiful futuristic atmosphere that<br />

only the French can portray through<br />

their artistic background renditions.<br />

(B. A. T.'s beautiful graphics remind<br />

me <strong>of</strong> another French adventure<br />

game, Future Wars.) The 300<br />

graphics and animations are portrayed<br />

in 16-bit high resolution, 256-color<br />

VGA on the IBM. The highly detailed<br />

and busy graphics are confusing until<br />

you start to understand what they<br />

portray.<br />

By Al C. Giovetti<br />

UBI S<strong>of</strong>t designed B. A. T. as a<br />

tot<strong>all</strong>y rethought concept. It's what<br />

they c<strong>all</strong> a "distributed adventure."<br />

The plot <strong>of</strong> is tot<strong>all</strong>y non-linear and<br />

can be solved in a variety <strong>of</strong> different<br />

ways by completing branches and<br />

side plots <strong>of</strong> par<strong>all</strong>el solutions. All<br />

Split-screen graphics put afresh<br />

face on adventure<br />

par<strong>all</strong>el plot paths converge upon the<br />

game conclusion. The screens are<br />

graphical, flowing and cartoon-like,<br />

"designed to make the game come<br />

alive."<br />

The game is tot<strong>all</strong>y mousecontrolled<br />

with a smart mouse<br />

pointer. As you move the mouse<br />

around the game board, the mouse<br />

pointer icon changes into different<br />

icons portraying move in a direction,<br />

talk, access the B.O.B., interact with<br />

a non-player character, enter a<br />

building, and the question mark. If<br />

you click with the appropriate icon,<br />

the computer will execute the<br />

command selected. The mouse is very<br />

sensitive and can change icons with<br />

movement <strong>of</strong> one pixel.<br />

The screen display depicts<br />

movement by showing a series <strong>of</strong><br />

illustrations. An inventive "split<br />

screen" effect give the game an<br />

unusual feel, with pictures that fill a<br />

full screen, a half screen and/or a<br />

quarter screen. Often these are<br />

simultaneously displayed, overlaying<br />

each other. The screen must be<br />

examined and explored mouse to find<br />

hidden icons that reveal the potential<br />

for movement and interaction.<br />

Role-playing aspects<br />

Character generation <strong>all</strong>ows you to<br />

set your attributes from a pool <strong>of</strong><br />

points. You may determine Force,<br />

Intelligence, Charisma, Perception,


the screen and drops to grab a soldier.<br />

One <strong>of</strong> the soldiers is a gremlin. The<br />

problem is that the game is too picky<br />

about the location <strong>of</strong> the grabber. It<br />

took me many games before I learned<br />

how to pick up one <strong>of</strong> the soldiers,<br />

and then I had to find the gremlin.<br />

Makes you want to toss a brick<br />

through your monitor, doesn't it?<br />

Monorail to Dragonland<br />

You travel to the other lands in<br />

Theme Park Mystery via monorail.<br />

Once you get a monorail pass from<br />

Zoltan, you can travel to Dragonland.<br />

Here you move a Conan-type warrior<br />

through scrolling screens (both<br />

vertical and horizontal) to find<br />

various objects and weapons, coins,<br />

gremlins and the c<strong>of</strong>fin.<br />

After a few tries, you will get used<br />

to moving around Dragonland, but the<br />

flying birds will still annoy you to no<br />

end. Fortunately, the potions scattered<br />

around the screen and on ledges will<br />

restore your energy, and still others<br />

give your character some shield<br />

strength and boosts the energy level<br />

<strong>of</strong> your weapons (both displayed with<br />

dynamic bars). Once you fmd<br />

everything you need here, it is only a<br />

Type: Graphic<br />

<strong>Adventure</strong>/hybrid<br />

System: Amiga,MSDOS<br />

(CGA, EGA, VGA/MCGA,<br />

Tandy 16-color<br />

Version reviewed: Amiga<br />

Planned conversions: none<br />

matter <strong>of</strong> getting through the land<br />

without losing lives, <strong>of</strong> which you<br />

only but five.<br />

The Quest is the Best<br />

Dreamland will appeal more to the<br />

questing instincts in us <strong>all</strong>. The land<br />

is one giant chess board with various<br />

chess pieces, weird creatures and<br />

obstacles strewn throughout the<br />

squares. Under each chess piece is a<br />

box. A key will open the box, but<br />

there are few keys out in the open.<br />

One way to get keys is to kill bugs<br />

that walk across the board. They<br />

leave behind a key when dead.<br />

Another way is to drop a coin on the<br />

board. The coin turns into bird seed<br />

(yeah, I know it makes no sense), and<br />

By Russ Ceccola<br />

8 QuestBusters<br />

a flying origami bird drops keys in<br />

exchange for the seed.<br />

In any case, there are many objects<br />

to find and use correctly, plus other<br />

monsters and a couple <strong>of</strong> gremlins in<br />

the boxes. You have to use your brain<br />

more in Dreamland, but it is not<br />

re<strong>all</strong>y difficult.<br />

Mystery Theme Park<br />

Futureland is just a shoot-'em-up<br />

arcade game in which a roller<br />

coaster's tracks scroll by while you<br />

use another grabber to fire at space<br />

ships and other creatures, and collect<br />

gremlins and objects that increase<br />

your shield strength. The game could<br />

live without this land and should<br />

contain in its place a land like one <strong>of</strong><br />

the other three.<br />

Graphics and sound effects in<br />

Theme Park Mystery are solid, but<br />

nothing to write home (or<br />

QuestBusters) about. I was more<br />

impressed with the variety <strong>of</strong> places<br />

and creatures in the game, the<br />

atmosphere <strong>of</strong> each world and the<br />

over<strong>all</strong> look <strong>of</strong> the game and<br />

interface. One neat sequence is the<br />

monorail ride. Your character<br />

changes costume, and the background<br />

<strong>of</strong> the car and the scenery outside the<br />

window transform to fit the world you<br />

are about to enter. Sound effects are<br />

average and there is no music.<br />

Conclusions: As you can see, your<br />

choice to purchase Theme Park<br />

Mystery ultimately depends on your<br />

tolerance <strong>of</strong> arcade games. I like<br />

them, so the game was a pleasant<br />

diversion away from the norm. It is a<br />

fun game, and each time you play it<br />

you will get that much closer to the<br />

real story behind the park. The<br />

interface works quite well, and the<br />

only problems are with the grabber<br />

machine and Futureland. Another<br />

gripe is that there is no way to save<br />

the game. It's not entirely necessary,<br />

but I would like the option <strong>of</strong> playing<br />

a game over a few days or weeks<br />

rather than entirely in one sitting.<br />

Theme Park Mystery is in a class by<br />

itself, however. While other "unique"<br />

games fail in trying to be different,<br />

this game succeeds despite its<br />

weirdness and large variety <strong>of</strong><br />

gameplay. So if you like amusement<br />

parks and some action in your<br />

adventure, let the monorail take you<br />

away. Just don't throw up on the<br />

seats!<br />

Skill Level: Beginner to Intermediate<br />

Protection: Code in manual<br />

Price: $49.95<br />

Company: Konami<br />

Quest for Clues: II & III<br />

Here they are, complete solutions and<br />

lots <strong>of</strong> maps for the <strong>quests</strong> that have<br />

been driving you crazy. (See page 12<br />

or 16 to order.)<br />

Quest for Clues IT<br />

Arazok's Tomb, Beyond Zork, Dark<br />

Lord, Deja Vu, Dondra (Questmaster<br />

I), Dr. Dumont, Dream Zone, Guild<br />

<strong>of</strong> Thieves, Jinxter, Leisure Suit Larry<br />

I & II, Manhunter: NYC, Maniac<br />

Mansion, Plundered Hearts, Police<br />

Quest I, Sherlock Holmes (Infocom),<br />

Space Quest II, Talisman, Twilight<br />

Zone, Zak McKracken, 2400 AD,<br />

Pool <strong>of</strong> Radiance, Alien Mind, Bard's<br />

Tale III, Colony, Eternal Dagger,<br />

Faery Tale <strong>Adventure</strong>, Quarterstaff,<br />

Questron II, Return to Atlantis, Seven<br />

Spirits <strong>of</strong> Ra, Star Command,<br />

Tangled Tales, Times <strong>of</strong> Lore, Tower<br />

<strong>of</strong> Myraglen, Ultima V, Wasteland,<br />

Willow, Wizardry IV.<br />

Quest for Clue ill<br />

Arthur (Infocom), Circuit's Edge,<br />

Codename: Iceman, Deja Vu II, Fish,<br />

Future Wars, Gold Rush, Hillsfar,<br />

Hound <strong>of</strong> Shadow, Indiana Jones Last<br />

Crusade, It Came from the Desert I,<br />

The Kristal, Leisure Suit Larry III,<br />

Loom, Manhunter: San Francisco,<br />

Police Quest II, Space Quest III,<br />

Transylvania III, Universe III,<br />

Usurper, Bad Blood, Battletech,<br />

Centauri Alliance, Chamber <strong>of</strong> Psi­<br />

Mutant Priestess, Champions <strong>of</strong><br />

Krynn, Con<strong>quests</strong> <strong>of</strong> Camelot, Curse<br />

<strong>of</strong> Azure Bonds, Dragon Wars,<br />

Drakkhen, Hero's Quest, Journey,<br />

Keef the Thief, Knights <strong>of</strong> Legend,<br />

Magic Candle, Neuromancer, Space<br />

Rogue, Starflight I & II, Windwalker,<br />

Wizardry V


QuestBusters 9<br />

Second Edition A D & D Rules<br />

Characters can advance to a<br />

maximum <strong>of</strong> level fourteen, with the<br />

exception <strong>of</strong> Thieves, who can<br />

advance to eighteenth level. Multiclassed<br />

non-human characters start at<br />

lower levels and progress more<br />

slowly, in direct proportion to the<br />

number <strong>of</strong> classes (up to the<br />

maximum <strong>of</strong> three classes).<br />

Character development,<br />

advancement, and attribute<br />

enhancement follow the A D & D<br />

second edition rules to the letter.<br />

SSI's adherence to A D & D game<br />

rules is one <strong>of</strong> Death's best features.<br />

Depending upon your random<br />

attribute scores and race, you can<br />

pick from six character classes,<br />

including Clerics, Fighters, Rangers,<br />

Paladins, Magic-users, Thieves and<br />

three orders <strong>of</strong> Solemnic Knights.<br />

Humans can be dual-class<br />

characters who are one class for the<br />

first part <strong>of</strong> their lives and have<br />

changed into a new class for the<br />

remainder. Once a character's level in<br />

the new class exceeds his level in his<br />

old class, he can use both classes and<br />

will gain hit points norm<strong>all</strong>y. A<br />

Human Fighter turned Thief could be<br />

a great asset.<br />

hack and slash methods <strong>of</strong> just a few<br />

years ago.<br />

This old war horse is still<br />

feeling its oats<br />

experience points to boost things such<br />

as attributes, level and hit points.<br />

Experience is obtained by<br />

exploration, killing opponents, and<br />

making wise decisions while<br />

adventuring. The method <strong>of</strong> awarding<br />

experience is far advanced over the<br />

By Al C. Giovetti<br />

Characters and Classes<br />

Characters can be transferred from<br />

Champions <strong>of</strong>Krynn, rolled up anew,<br />

or "transferred" by using a unique<br />

"modify" utility that <strong>all</strong>ows you to<br />

recreate characters from any other<br />

computer or paper-and-pencil game<br />

system. "Modify" can be used to<br />

change any character's attributes to fit<br />

any other character's attributes, as<br />

long as they start the game no higher<br />

than eighth level.<br />

Death Knights is basic<strong>all</strong>y a game<br />

<strong>of</strong> character development,<br />

accomplished by acquiring enough<br />

But many <strong>of</strong> the excellent features<br />

stand out in contrast to more<br />

graphic<strong>all</strong>y impressive games like<br />

Eye <strong>of</strong> the Beholder, which was<br />

released shortly before Death<br />

Knights. For the first time in the<br />

series, a character created in the<br />

previous game and used in this one<br />

gets to keep magic items and<br />

equipment obtained in that game.<br />

And Death Knights has automapping<br />

and autocombat.<br />

There is also a rich plot with<br />

numerous mini-<strong>quests</strong>, well workedout<br />

methods <strong>of</strong> communication and<br />

exploration over a wide area <strong>of</strong> the<br />

game map, and wilderness travel. Do<br />

not let the polish and splash <strong>of</strong> Eye <strong>of</strong><br />

the Beholder take away your lust for<br />

Death Knights. This is the same game<br />

engine that you have come to love<br />

through battle after battle. Yes, the<br />

old war horse has seen better days but<br />

this war horse is not ready for pasture.<br />

If you played Eye, you will have to<br />

familiarize yourself with Death's<br />

interface. Remember, this is a linear<br />

game whose maps are accessible only<br />

after you complete certain tasks. If<br />

you come to a ghost town, that means<br />

you have missed something; you'll<br />

have to go back and complete a<br />

related task before that town's map<br />

will appear. Watch the hints carefully<br />

and read the paragraphs. Even though<br />

the game has automapping, drawing a<br />

full set <strong>of</strong> maps will help.<br />

Better or worse than Eye?<br />

Death Knights is the sixth game<br />

utilizing SSI's best-selling, awardwinning<br />

"gold box" game system for<br />

an A D & D role-playing game. After<br />

several years out on the market, the<br />

game system seems a little tattered<br />

and less impressive than when it first<br />

appeared. The eight-bit, four-color<br />

EGA graphics, for example, are far<br />

from state <strong>of</strong> the art.<br />

<strong>all</strong> those rumors that the sequel would<br />

be marketed by Wheaties and c<strong>all</strong>ed<br />

Breakfast <strong>of</strong> Champions <strong>of</strong>Krynn).<br />

Before the game is over you will have<br />

fought hordes <strong>of</strong> undead death<br />

knights, ferocious dragons, and the<br />

evil Lord Soth himself. In your quest<br />

to stop Soth's threat to the realms, you<br />

will enlist the help <strong>of</strong> the gods and<br />

their artifacts.<br />

Type: Combat-intensive<br />

Fantasy Role-playing<br />

System: C64,MSDOS (512K<br />

and VGA required, 640K for<br />

Tandy graphics or mouse;<br />

mouse and joystick optional,<br />

hard disk recommended;<br />

Roland, Ad Lib, CMS<br />

Planned conversions: Amiga<br />

(one meg, May)<br />

t has been a year since you and<br />

your band <strong>of</strong> six intrepid<br />

adventurers, joined by up to two<br />

non-player characters, won the Battle<br />

<strong>of</strong> Kernen and were awarded the<br />

Special Solemnic Order <strong>of</strong> the<br />

Champions <strong>of</strong> Krynn. A celebration<br />

<strong>of</strong> the great victory, with a memorial<br />

to your f<strong>all</strong>en comrade and friend, Sir<br />

Karl, is planned for Gargath Outpost.<br />

Suddenly, as you and other survivors<br />

<strong>of</strong> the battle assemble for the<br />

ceremonies, a horde <strong>of</strong> death knights<br />

comes out <strong>of</strong> the sky — led by the<br />

undead remains <strong>of</strong> Sir Karl astride a<br />

death dragon!<br />

Thus begins the story <strong>of</strong> Death<br />

Knights <strong>of</strong>Krynn, the sequel to<br />

Champions <strong>of</strong>Krynn (laying to rest<br />

Death Knights <strong>of</strong>Krynn<br />

/


Unadulterated A D &D Magic<br />

The magic system for Clerics and<br />

Magic-users is also straight out <strong>of</strong> the<br />

A D & D rule books. Spells are<br />

limited to only a dozen or so types<br />

per level. Death Knights and<br />

Champions <strong>of</strong>Krynn have a complex<br />

magic system based upon the<br />

alignment with the three Dragonlance<br />

moons: Solinari, Lunitari and Nuitari.<br />

The higher the level <strong>of</strong> the<br />

character, the more powerful certain<br />

spells are: a twelfth level character's<br />

Fireb<strong>all</strong> is twice as powerful as a<br />

It's a bird!<br />

It's a plane!<br />

No! It's a<br />

Death Knight!<br />

sixth level characters; range and<br />

radius are also increased.<br />

In addition to the greater<br />

complexity for the Magic-users'<br />

spells, there is a greater complexity<br />

for Clerical spells. Clerics and<br />

Paladins align with Krynn's neutral<br />

and good gods: Paladine, Majere,<br />

Kiri-Jolith, Mishakal, Shirrion, Reorx<br />

and Shinare. The alignment with the<br />

god and attainment in level bestows<br />

special powers and a full complement<br />

<strong>of</strong> spells for each level gained.<br />

Let the games begin!<br />

When combat begins, the left side<br />

<strong>of</strong> the screen is devoted to a semithree<br />

dimensional, oblique angle view<br />

<strong>of</strong> the battle. The right side <strong>of</strong> the<br />

screen flashes combat reports, while<br />

two lines on the bottom <strong>of</strong> the screen<br />

<strong>of</strong>fers combat information such as<br />

range and key-press prompts.<br />

Characters can move in any <strong>of</strong><br />

eight directions by using the mouse,<br />

joystick, or keyboard's numerical<br />

keypad. Combat is resolved on a<br />

rounded turn basis, depending on<br />

relative dexterity <strong>of</strong> the combatants.<br />

A turn is composed <strong>of</strong> phases <strong>of</strong><br />

movement, then attack. There is a<br />

delayed turn phase that<br />

accommodates the time it takes to<br />

10<br />

cast spells, and permits you to time<br />

your movement and attack.<br />

Hot Keys too<br />

In addition to using the mouse, you<br />

can also make decisions with hot keys<br />

and menus. But in many cases, the<br />

use <strong>of</strong> a mouse with one hand and the<br />

keyboard with the other is thwarted<br />

by the lack <strong>of</strong> simultaneously active<br />

mouse and keyboard interface<br />

functions. The joystick is also<br />

supported, though it's not the most<br />

effective interface for this type <strong>of</strong><br />

game.<br />

Several external<br />

sound boards are<br />

supported,<br />

including the<br />

Roland, the Ad-Lib<br />

and the CMS <strong>Game</strong><br />

Blaster. But they<br />

only play the Secret<br />

<strong>of</strong> the Silver Blades<br />

theme, not the<br />

actual game sounds.<br />

These are handled by the PC external<br />

speaker, which actu<strong>all</strong>y does a better<br />

job reproducing footsteps and the<br />

clang <strong>of</strong> sword on halberd. Tandy<br />

owners will find their three-voice<br />

sound chip sounds even better.<br />

The game includes instructions for<br />

transferring characters, a tri-fold blue<br />

card with system-specific<br />

instructions, a 12-page Rule Book and<br />

a 60-page <strong>Adventure</strong>rs Journal. The<br />

latter has 18 pages <strong>of</strong> paragraphs to<br />

support the story, not as many as the<br />

other games in the series. The<br />

paragraphs elevate most <strong>of</strong> SSI's gold<br />

box games to the level <strong>of</strong> interactive<br />

fiction, significantly enhancing<br />

entertainment value.<br />

Conclusions: If you liked any <strong>of</strong> the<br />

previous gold box games, from Pool<br />

<strong>of</strong> Radiance through Buck Rogers —<br />

and you were not spoiled by Eye <strong>of</strong><br />

the Beholder's dazzling beauty, you<br />

will enjoy Death Knights <strong>of</strong>Krynn.<br />

Skill Level: Intermediate<br />

Protection: Keyword from<br />

paragraphs book<br />

Price: C64, $39.95; others, $49.95<br />

Company: SSI/Electronic Arts<br />

M&MIII Clues<br />

We went straight to the fountainhead<br />

for some clues to Jon van Caneghem's<br />

latest quest. (See page 14 to decode<br />

boldfaced clues.)<br />

QB: What's an effective party?<br />

van Caneghem: Make the group as<br />

diversified as possible, with a<br />

member <strong>of</strong> every race and as many<br />

different classes as possible.<br />

Secondary skills are critical, so get as<br />

many as possible. You want<br />

someone with Danger Sense and<br />

someone with Detect Secret Passages<br />

right away. Next you need someone<br />

with Pathfinding and Mountaineering,<br />

for outdoor adventuring. Read the<br />

manual and experiment with different<br />

characters, because some races start<br />

out with secondary skills.<br />

QB: How about some "jump start"<br />

clues for the opening game?<br />

van Caneghem: First-level characters<br />

can use the Mr. Wizard option to get<br />

out <strong>of</strong> trouble, since they don't suffer<br />

the usual penalty that lowers each<br />

character a level. So until your<br />

characters hit level two, you can<br />

experiment more freely.<br />

Finish the mini-<strong>quests</strong> in Fountain<br />

Head right away, then go to the cave<br />

below it. For useful clues and<br />

objects, take as many skulls as<br />

possible to the Miser. For gold, b!9h<br />

the 92c72t will around the corner<br />

from the Inn (be prepared for a<br />

battle). There's a dungeon outside the<br />

first town, just a little bit south, which<br />

is the next place to check out. The<br />

Fireb<strong>all</strong> spell is in the Temple <strong>of</strong><br />

Moo there, in a hidden spot in the<br />

north-central section.<br />

The Dragonbreath spell is another<br />

good one: it lets you choose which<br />

element you want to breathe at the<br />

enemy. If you know a monster is<br />

immune to cold, cast Dragonbreath<br />

and set it for electricity. That spell's<br />

location hasn't been decided yet, so<br />

let's just make it up right now. Ok,<br />

let's put it at w!714ck h311.<br />

For temporary Hit Points that last a<br />

day or till a battle, learn Swim (below<br />

Fountain Head), then go to the island<br />

in the lagoon south <strong>of</strong> town.<br />

NEXT MONTH!<br />

a full page <strong>of</strong> clues and more<br />

exclusive tips from the creator <strong>of</strong><br />

Might and Magic III


Walkthrough: Hard Nova<br />

Character Development<br />

Train in the Robomaze on Mastassini.<br />

At first designate <strong>all</strong> skill points to<br />

Aptitude, so you can acquire more<br />

skills later. After gaining a few levels,<br />

begin assembling a party.<br />

The Rest <strong>of</strong> the Team<br />

To greatly enhance firepower, recruit<br />

Rogers Amaro. Go to his home on<br />

Holbrook (429, 270). Get the fish<br />

tank and return to city on Mastassini<br />

(804,427). Make sure the tank is the<br />

top item in your inventory pool, then<br />

go to the bar. Find the aquarium and<br />

stand next to the second tank from the<br />

left. An option will appear, <strong>all</strong>owing<br />

you to get the yellow fish. Take it to<br />

Rogers' house on Holbrook. Give it to<br />

him, then talk to him.<br />

With Rogers, travel to Rouyn. Land<br />

at (947, 306) for some useful<br />

equipment, including the Grav<br />

Blocker. Bring the armor to the bar<br />

on Tikkor. Give it to Galejay, the<br />

sober Dattator. Talk, and he'll join.<br />

Making Money<br />

To acquire <strong>all</strong> the money you need,<br />

accept the most pr<strong>of</strong>itable smuggling<br />

missions at the Mastassini space<br />

station. The best way to deal with<br />

enemy ships is to fly right by them at<br />

high speed, then repair any damage<br />

later.<br />

You can avoid paying taxes in the<br />

Ariel system by using the JI7E ship<br />

signature. For free ammo, stop <strong>of</strong>f at<br />

(1186,173) on Mastassini. The ammo<br />

is in the frrst room, and powerful<br />

droids guard the rest <strong>of</strong> this base.<br />

Kend<strong>all</strong>'s First Mission<br />

The hijacked ship is in the C3b271n<br />

system, above and to the right <strong>of</strong> the<br />

9t17g1t2 (it doesn't appear on the<br />

Long Range Scanner).<br />

ALICE Joins the Quest<br />

To get ALICE to join, travel to the<br />

DSRELabs on Tikkor (667, 367).<br />

After docking, go west a short<br />

distance from your hovercraft.<br />

ALICE is in the sm<strong>all</strong> room to the<br />

north. Once you have dispatched the<br />

guards (Demolitions skill helps here),<br />

By Dan Ingber<br />

pick up the circuit board and give it<br />

to ALICE. Command her to follow<br />

you, and you've gained an invaluable<br />

party member who can shoot while in<br />

Scout mode. If fighting ever gets too<br />

tough, send ALICE ahead to clear the<br />

way. ALICE will make Kend<strong>all</strong>'s next<br />

quest easier.<br />

Kend<strong>all</strong>'s Second Mission<br />

After talking to Max Sebastian, go to<br />

the first base (610,608). Talk to one<br />

<strong>of</strong> the friendly soldiers to find the<br />

location <strong>of</strong> the second base. Go there,<br />

and you'll fmd a similar situation. Get<br />

the coordinates <strong>of</strong> the third base from<br />

a friendly soldier.<br />

The third base is more difficult.<br />

You must work your way as far east<br />

<strong>of</strong> the hovercraft as possible. In a<br />

room with a blue NPC is the mag<br />

card 1741. Take it and leave the base.<br />

Go to the main city on Ariel.<br />

On the third level on Ariel, use the<br />

mag card 1741 to enter the restricted<br />

elevator, then go up a level. Head to<br />

the southern tip <strong>of</strong> the level, where<br />

mag card 391A is found in a sm<strong>all</strong><br />

room. Take it and leave.<br />

Now head back to Ciberan and go<br />

to the base at (907, 650). Your<br />

starting point on the accompanying<br />

maps is (1) on Level One. (Note that<br />

the names <strong>of</strong> the levels indicate the<br />

order in which you traverse them, not<br />

necessarily their true order.) As you<br />

leave the hovercraft room (1), tum<br />

north. Travel as far as possible in that<br />

direction and go down the vent hole<br />

(2) to the east.<br />

Head east from the vent at (3) and<br />

follow the corridor to (4) on Level<br />

Two. Go up a level. Head north from<br />

(5) on Level Three into the room<br />

above the corridor extending to the<br />

west (6). Go up two levels. On Level<br />

Four, head west from (7) to another<br />

down elevator at (8). Go down two<br />

levels and travel south from (9) on<br />

Level Five down the h<strong>all</strong>, following it<br />

as it turns east.<br />

The elevator (10) is in the<br />

southwestern one <strong>of</strong> the four rooms<br />

bunched together at the end <strong>of</strong> the<br />

corridor. Go up once, and you're on<br />

the final level. ALICE can be used to<br />

wipe out <strong>all</strong> the troops here. General<br />

Rodgen (the blue person) must be<br />

killed as well, but it can be difficult.<br />

You can use ALICE, or scout around<br />

for a particular floor square from<br />

which you can shoot her but she can't<br />

hit you. Take the mag card 942Z that<br />

she leaves behind, then leave the base<br />

the same way you came.<br />

Go to Ariel and land at (1411, 426).<br />

Use mag card 942Z to enter Altron's<br />

base. You can get to him without use<br />

<strong>of</strong> force. After talking with hiin, you<br />

cannot leave the way you entered and<br />

must fight your way out the other exit<br />

to the east (saving here will replenish<br />

enemy troops). Again, ALICE will be<br />

very useful.<br />

Once you've escaped, fly to Ariel<br />

City. Go to the bar. Find Skreed in<br />

the room to the southeast comer and<br />

tell him about Altron. He'll join the<br />

party. Now destroy Altron by taking<br />

Skreed to him.<br />

The Typhon Invasion<br />

By the time you've completed the<br />

second mission, the invasion has<br />

probably begun. If the main battle<br />

fleet hasn't arrived yet, you can<br />

follow Kend<strong>all</strong>'s instructions and<br />

meet the miners on Rouyn. This isn't<br />

vital to completing the game,<br />

however.<br />

After the invasion commences, you<br />

must board one <strong>of</strong> the Typhon<br />

warships and retrieve the two Viewer<br />

Disks from the ship. Take them to<br />

Altron's base on Ariel. Use the<br />

computer to translate them.<br />

Now take the disks to the DSRE lab<br />

on Tikkor (667, 367). This shouldn't<br />

be too hard, but you must have<br />

ALICE with you (she's safe from<br />

attack by security droids). Once<br />

you've seen the head scientist, go to<br />

the other DSRE lab on Mastassini<br />

(1186,173). See the head scientist<br />

and opt for the peaceful solution.<br />

Take the material they give you<br />

and go to the Rouyn system. The grey<br />

dot at the very bottom <strong>of</strong> the Long<br />

Range Scanner is the Bremar<br />

Astrship. Board it and find the<br />

Bremen Songmaster. Give him the<br />

data and talk to him. To get him to<br />

help, you must go to the bar on Ariel<br />

and find Orai Volomar. After you<br />

meet Orai, he'll be glad to help.<br />

New QuestBusters Code!<br />

See page fourteen<br />

QuestBusters 11


Level 1<br />

ru ir<br />

Passport to <strong>Adventure</strong> |<br />

Books & Map Kits<br />

Quest for Clues 2 or 3 $25<br />

(40 solutions in each volume)<br />

Official Book <strong>of</strong> Ultima $15<br />

(with solutions to I-VI)<br />

King's Quest Companion $15<br />

(with solutions to I-V)<br />

RaircriTjcocncMasIa- Strategies $15<br />

QB Map Kit (includes US shipping;<br />

Canadians, APOs send $3 US funds.)<br />

Kit A (for graphic games) or<br />

Kit B (role-playing) $8<br />

(100 sheets <strong>of</strong> mapping paper in each)<br />

Level 2<br />

Level 4<br />

Ciberan (907, 650)<br />

MSDOS Quests<br />

Space Quest IV $47<br />

Might & Magic 3 $47<br />

B. A. T. $39<br />

Eye <strong>of</strong> Beholder $39<br />

Death Knights <strong>of</strong> Krynn $39<br />

Lord <strong>of</strong> the Rings I $43<br />

Tunnels & Trolls $41<br />

(State disk size, memory & graphics.)<br />

Amiga Missions<br />

Legend <strong>of</strong> Faerghail $33<br />

Elvira $40<br />

Amiga & MSDOS<br />

Bane <strong>of</strong> the Cosmic Forge $45<br />

James Bond: Stealth Affair $45<br />

Level 3<br />

Hard<br />

Nova<br />

Level 5<br />

1 o<br />

u<br />

C64 Outings<br />

Ultima VI $45<br />

With each game or Quest for Clues,<br />

you get a free pack <strong>of</strong> mapping<br />

paper & 3 issues added to a regular<br />

sub (2 for 1st Class & Canada, 1 for<br />

overseas). With other books, 2<br />

issues for regular subs, 1 for others.<br />

US addresses, add $3 shipping for<br />

each book or game, $2 @ on<br />

multiple orders. APO, Canada,<br />

$6/$4. No credit cards or bill mes.<br />

AZ residents, add 5% sales tax.<br />

Send street address, we cannot<br />

ship to PO Boxes.<br />

jj<br />

'•>.


QuestBusters 13<br />

Tunnels & Trolls<br />

Hero's Sword: available in Knor<br />

from Fortune Teller at random one-<br />

To defeat Xanthra, move around a lot,<br />

never standing still too long. Hit him<br />

from behind or on the side with a<br />

weapon, then move out <strong>of</strong> the way<br />

before he gets a chance to strike back.<br />

Keep it up till he's dead.<br />

Tripper McCarthy<br />

Spe Special Quests 1-6: One level 1,<br />

plac place dagger in alcove vacated by<br />

Alll Armor and Bless scrolls. Level 2:<br />

plac place daggers in/on the four dragon<br />

car\m carvings. Level 3: after inserting blue<br />

gems in <strong>all</strong> four "idols," remove<br />

then<br />

Level 4: from level 3, take<br />

north ladder. Get dwarf and<br />

"push" w<strong>all</strong> completely around<br />

to obtain key. Return north to<br />

w<strong>all</strong> carving. Turn east, then<br />

south. There are three doors,<br />

two opened by buttons, one by<br />

the key. Open <strong>all</strong> three, and<br />

close those opened by buttons.<br />

Return to original carving (note:<br />

pull arms down on <strong>all</strong> carvings).<br />

Go east and south. Pull chain.<br />

(You can return to the room<br />

opened by key and find an Ax<br />

+3 and a chain. Pull chain.)<br />

Level 5: find pantry (where<br />

poison is on floor). Put <strong>all</strong> food<br />

in alcove. Level 6: find <strong>all</strong><br />

Kenku eggs and put them in<br />

"nest."<br />

Levels 10/11: There are no<br />

ladders from level 10 to 11, nor<br />

from 11 to 12. Jump into pit<br />

from 10 to 11. There are three<br />

passages surrounding the central<br />

block (holy symbol<br />

teleportation). To access rest <strong>of</strong><br />

level, press buttons to right <strong>of</strong> open<br />

connecting passage. When <strong>all</strong> three<br />

are aligned, doors will be present.<br />

Charles D. Jones<br />

bon bones that make a good NPC. 10:<br />

War Wand <strong>of</strong> Frost. 11: +3 Banded Armor,<br />

+41 +4 Long Sword, Orb <strong>of</strong> Power, +2<br />

Kin Ring <strong>of</strong> Protection, +5 Dagger, +5<br />

Rin Ring <strong>of</strong> Protection. 12: complete set<br />

<strong>of</strong> portal p keys, three Orbs <strong>of</strong> Power,<br />

War Wand <strong>of</strong> Magic Missiles.<br />

YYou<br />

must save Prince Keirgar<br />

fron from prison on level 10 and return<br />

him to Dwarves on 5. Then get the<br />

Hea Healing Potion from 11 and take it to<br />

5 so the Dwarves can heal the King,<br />

whc who will give you the wand that can<br />

kill Xanthar on 12.<br />

CC.<br />

F. Shaffer<br />

+<br />

+<br />

*<br />

*<br />

*<br />

*<br />

*<br />

+<br />

You need the Stone Items listed<br />

above to use the portals. The Dagger<br />

is on level 2, Scepter on level 4,<br />

Necklace and Med<strong>all</strong>ion on 5, Ring<br />

on 6, Holy Symbol and Orb on 11.<br />

The eighth, the Gem, is not re<strong>all</strong>y<br />

needed, as you need a blank space to<br />

place the missing item on the portal<br />

to activate it.<br />

Other objects: Level 3, cursed Stone<br />

Axe -3.4: +3 Axe (the "Drow<br />

Cleaver"). 6: +3 Mace. 7: +2 Ring <strong>of</strong><br />

Protection, Scroll <strong>of</strong> Lightning Bolt,<br />

+3 Short Sword, +3 Elven Braces <strong>of</strong><br />

Defense. 8: Wand <strong>of</strong> Lightning Bolt,<br />

+3 Sword. 9: +3 Dow Shield, human<br />

Location Destination Stone Item<br />

(portal/level)<br />

Level 4 7/7 Med<strong>all</strong>ion<br />

Level 5 5/7 Necklace<br />

Level 6 13/10 Ring<br />

Level 7 15/11 Holy Symbol<br />

Level 7 2/5 Necklace<br />

Level 7 11/9 Dagger<br />

Level 7 1/4 Med<strong>all</strong>ion<br />

Level 7 Nowhere Gem<br />

Level 8 12/10 Scepter<br />

Level 8 Nowhere Scepter<br />

Level 9 6/7 Dagger<br />

Level 10 10/8 Scepter<br />

Level 10 3/6<br />

Ring<br />

Level 11 16/11 Orb<br />

Level 11 3/6 Holy Symbol<br />

16 Level 12 14/11 Orb<br />

*: <strong>all</strong> in same area +: connected<br />

Portals in Eye <strong>of</strong> Beholder<br />

This table tells where each portal is<br />

located and other pertinent<br />

information.<br />

Pick up <strong>all</strong> rocks you find: your rear<br />

rank can use them as missiles, and<br />

they're good for activating floor<br />

levers from a distance. On doors that<br />

won't open, look on adjacent w<strong>all</strong>s for<br />

a button in the form <strong>of</strong> a sm<strong>all</strong> square.<br />

Save at least one food pack, even<br />

after a Cleric gets the food spell; you<br />

need it for access to at least one area<br />

<strong>of</strong> a lower level. Don't waste keys.<br />

Often the only way to reach another is<br />

by dropping through holes in the<br />

floors; save first.<br />

Mike Prero<br />

southern part <strong>of</strong> level six are near the<br />

original stairs from level four.<br />

Dennis Ewell<br />

Portal<br />

Keys to the Kingdoms<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

7<br />

8<br />

9<br />

10<br />

11<br />

12<br />

13<br />

14<br />

15<br />

Eye <strong>of</strong> the Beholder<br />

Level 5: There are several "walkthru"<br />

w<strong>all</strong>s here, marked with<br />

symbols. The upper half <strong>of</strong> this<br />

level is separated from the lower<br />

half, and may be accessed by<br />

going through the walk-thru w<strong>all</strong><br />

on the west edge. Agree to help<br />

Dwarves in north half, so you can<br />

obtain healing services <strong>of</strong> Dwarf<br />

Cleric. After each partial healing,<br />

leave the level and return for more<br />

healing until complete. Get Stone<br />

Med<strong>all</strong>ion and Necklace, Mage spell<br />

<strong>of</strong> Haste. In SW corner, get Platemail<br />

and Spell <strong>of</strong> Invisibility 10. Use<br />

teleporter. Get wand (walk-thru w<strong>all</strong>).<br />

Go through teleport maze (use<br />

teleporter to north, activate switch,<br />

use teleporter to east, activate second<br />

switch). Teleporter to north returns to<br />

start. Use teleporter to north again,<br />

then middle teleporter to east, then<br />

teleporter to north. Activate final<br />

switch, and you can now access stairs<br />

to norther part <strong>of</strong> level six. Stairs to<br />

Vingaard: To find the Dream<br />

Merchant's shop, (from the<br />

entrance), go 8S, 3W, 3N, 2W,<br />

IN, 1W, 2N, 1W, 3N, 1W. The<br />

Lit Candle is 8S, IE, IS, 3E, IS.<br />

To find Selas: buy a candle and<br />

follow the red doors.<br />

Turef: Wrestle the dwarf in the<br />

purple hat. Ask locksmith for key<br />

#88. This opens a secret door in<br />

NW corner <strong>of</strong> bar.<br />

Vivienne Stevenson<br />

Death Knights <strong>of</strong>Krynn<br />

Most <strong>of</strong> the monsters are Undead, so0<br />

it's useful to have at least two Clerics :s<br />

or dual-class Clerics to turn them.<br />

3<br />

Visit the dwarf Gluten's home in the<br />

v<strong>all</strong>ey just east <strong>of</strong> Throtl. Answer the ie<br />

riddles (wlt27, hln89,73ng), or winn<br />

a few fights to get the Girdle <strong>of</strong><br />

Giant's Strength and a Mace +4.<br />

Maces are especi<strong>all</strong>y useful against<br />

Skeletons.<br />

Save the Father <strong>of</strong> Trees, found on<br />

the southern edge <strong>of</strong> the map's center. ;r.<br />

You'll find a Periapt <strong>of</strong> Pro<strong>of</strong> vs.<br />

Poison, and Boots <strong>of</strong> Speed.<br />

In Throtl: you can find treasure andd<br />

weapons at 14,13 and 1,11. Rescues<br />

Sir Michael at 4,2. More loot is<br />

found on the beached pirate ship, just st<br />

east <strong>of</strong> Kalaman.<br />

Dargaard Keep: to use secret<br />

entrance to this place, get 931v27 k26 26<br />

in Kalaman, go to northeast corner <strong>of</strong><br />

Cerebrus graveyard,<br />

and open c<strong>of</strong>fin.<br />

R. T. Vicedomini


hour intervals; get for Warriors only.<br />

Language: Khosht. Learn <strong>all</strong>. Keep<br />

resting to change days, then<br />

reentering. Free Ship: F2, H6. Help<br />

Kestrel with broken wing. Digs: get<br />

Deathwand from chest. Enter silver<br />

and brown mirrors. Equip wand.<br />

Enter Black mirror. Attack north. Kill<br />

Lerotra. Get Funny Once gem in NE<br />

cell. Monument's 6 passwords: get<br />

on ghost ship by gambling and<br />

winning. SW: 945n8 NE: 93ght SE:<br />

h217t NW: m21n3ng E: f2213ng W:<br />

m3n8<br />

Fred J. Philipp<br />

Bane <strong>of</strong> the Cosmic Forge<br />

To get a level 20 Bard quickly: start<br />

with a Faerie Bard. When he hits<br />

level three, change him to a Thief,<br />

then back to a Bard, repeating this<br />

about a dozen times. Your other<br />

characters will be at or near level 7<br />

by now. When they reach level 8,<br />

your Bard will be at level 7 but with<br />

the spells, spell points, hit points and<br />

skills <strong>of</strong> a level 20 Bard.<br />

Multiple saves: the manual is<br />

incorrect in stating you need separate<br />

disks or directories for thise. If you<br />

specify C:\e game is saved as<br />

C:\SAVEGAME.DBS. Specify C:\X,<br />

and it is saved as<br />

C:\XSAVEGAME.DBS.<br />

Wes Irby<br />

To figure out code to the altar, you<br />

must read the Book <strong>of</strong> Ramm. The<br />

buttons you push are 71mm, 71mm,<br />

47b, wln8,47b. To get the Book <strong>of</strong><br />

Ramm, go to the gate that says<br />

"closed during service hours." Search<br />

the sides next to it to open the gate.<br />

Enter and get Key <strong>of</strong> Ramm. Go to<br />

King's room and through the secret<br />

passage. Open the first gate with the<br />

Key <strong>of</strong> Ramm. Open chest and get the<br />

contents, which include the Book <strong>of</strong><br />

Ramm. To go to the altar, head for<br />

the gate next to the first gate. Open<br />

with Key <strong>of</strong> Ramm. Find a large<br />

room with two water fountains. The<br />

one on the right is safe and will<br />

refresh the party. The altar is in the<br />

middle <strong>of</strong> the room.<br />

Danny Bialecki<br />

Captive<br />

Each base has a planet probe, so<br />

make sure you never blow up a base<br />

without getting one. Some bases have<br />

two probes. Once you've found<br />

enough probes (about 10) to locate<br />

the Space Station where you are held,<br />

you don't need to get more probes<br />

later. Remember to discharge <strong>all</strong><br />

probes you find on the map screen<br />

after you successfully blow up a base.<br />

Human guards wearing blue<br />

uniforms usu<strong>all</strong>y have a clipboard<br />

14 QuestBusters<br />

with a security door password.<br />

Scientists in white uniforms have<br />

clipboards with password to<br />

computer systems. Kill every alien<br />

in each base, since they might have a<br />

similar clipboard.<br />

Before buying better arms or legs,<br />

buy best chest armour, because the<br />

chest contains the droid's battery<br />

packs, and better chests can store<br />

more power. The number <strong>of</strong> aliens in<br />

every base is finite. You won't have<br />

to worry about random aliens in your<br />

path, especi<strong>all</strong>y when you're racing to<br />

the front gate after setting explosives<br />

next to the power generators.<br />

Andrew Phang<br />

Buck Rogers<br />

All characters should have<br />

microwave gun, sonic stunner, needle<br />

gun, rocket pistol or rifle, and laser<br />

pistol or rifle before going to the<br />

Asteroid Base. When you reach the<br />

lower level there, you'll fight Hyper-<br />

Scorps, Hyper-Crabs and Hyper-<br />

Snakes. Snakes are most dangerous,<br />

as the only effective weapons against<br />

them are swords, knives, needle guns,<br />

and laser pistols or rifle. A good<br />

tactic is to use a sonic stunner on<br />

Crabs and Scorps to form a living<br />

w<strong>all</strong> between you and the Snakes, the<br />

pick <strong>of</strong>f the Snakes at will. If<br />

monsters are in an adjacent room,<br />

arrange your party to form an upsidedown<br />

L outside the door and assume<br />

guard position. When the enemy<br />

comes through the door, you will<br />

automatic<strong>all</strong>y open fire with any<br />

ranged weapons you have readied.<br />

Richard Rasmussen<br />

Duplicating Items: give <strong>all</strong> valuable<br />

items to one character (X), then<br />

remove him from the party.<br />

Immediately add back the character,<br />

transfer the goods to another person<br />

and remove X from the party again.<br />

This time, the game will ask if you<br />

want to overwrite X. Say no, and give<br />

X a new name (Y). Now add X again,<br />

who will have the goods once again.<br />

Transfer them and repeat.<br />

When attacking a Combat Robot:<br />

either get rid <strong>of</strong> it quickly by<br />

launching as many rockets as<br />

possible, or surround it completely so<br />

it will use its needle gun instead <strong>of</strong> its<br />

rocket launcher. Unlike in other<br />

games using the A D & D system,<br />

you can move your guys around<br />

without fear <strong>of</strong> being attacked, even if<br />

you turn your back to your opponent<br />

when you move. Therefore, you<br />

should always be able to saunter<br />

around behind your foe and let him<br />

have it, especi<strong>all</strong>y if you backstab!<br />

Andrew Phang<br />

Altered Destiny<br />

To get Jewelled Arrow: climb leg<br />

bone (on far right <strong>of</strong> screen), drop<br />

everything on top <strong>of</strong> it. Carefully<br />

walk on web to next screen. Carefully<br />

walk to Jewelled Arrow and get it.<br />

To open cave in forest: put<br />

f71gm2nt9 in plate. Wait till it opens,<br />

then take fragments. Enter cave, put<br />

f71gm2nt9 on plate. Go to Librarian<br />

and ask for scroll. Don't forget to get<br />

f71gm2nt9 on way out.<br />

Danny Bialecki<br />

Lord <strong>of</strong> the Rings<br />

Brandy H<strong>all</strong>: use "sneak" to enter.<br />

Trade ghost pipe or pipeweed. "Read"<br />

books. Saradoc: use "perception." Go<br />

west to bathroom and do it again. To<br />

cross chasm with Fredd, use "jump."<br />

Fred J. Philipp<br />

Bard's Tale III<br />

Gelidia's Ice Keep: cast LEVI,<br />

ANMA, PHDO in room with poem<br />

about "lift the veil—counter it" You'll<br />

enter the Crystal Tower, defeat six<br />

white wizards on the fourth level and<br />

get the Crystal Lens. Black Tower:<br />

cast MAFL, SHSP, FEAR, SUEL,<br />

SPBI in room with "Bright light, loud<br />

thunder" message. Defeat black<br />

wizards on level four; get Black Lens.<br />

Grey Tower: cast INWO, WIHE,<br />

FOFO, INVI in room with "Wolf to<br />

sate hunger" message. Defeat grey<br />

wizards on level four for Smokey<br />

Lens. Go to marble slab (on first<br />

level, when you entered Ice Keep).<br />

Use the three lenses, and a door opens<br />

to Ice Dungeon. On level two, tell<br />

guardian clll, and you'll find the two<br />

items. Return to Old Man for next<br />

quest.<br />

Kevin Pelow<br />

B. A. T.<br />

Merigo: buy tol ammo for your Haas<br />

10. Buy force field 8. Use. B. O. B. to<br />

accelerate. Enter Xifo Club at 0700.<br />

North. Kill Merigo. Search. Drag:<br />

enter (with Sloan and Lydia) airlock.<br />

Enter hangar. Talk to drag operator.<br />

Say no. Note phone number. On way<br />

out, check room west <strong>of</strong> airlock (if<br />

you have the Technician Card).<br />

Fred J. Philipp<br />

New QuestBuster Code!<br />

Boldfaced numbers are coded:<br />

1 = a, 2 = e, 3 = i, 4 = 0,5 = u, 6 = y,<br />

7 = r, 8 = d, 9 = s<br />

This month Danny Bialecki and<br />

Kevin Pelow were randomly selected<br />

to win the game <strong>of</strong> their choice for<br />

sending in Keys. Send in yours today!<br />

(All entries become exclusive<br />

property <strong>of</strong> Eldritch, LTD until<br />

October 11,2137, A. D.)


QuestBusters 15<br />

ST<br />

$15-$20@: Dungeon Master 1-2,<br />

Populous, Pirates, 30 more. Will trade for<br />

IBM 3.5". Tom Page, 96 Haddon PI,<br />

Upper Montclair NJ 07043<br />

Trade/sell: King's Quest 5 EGA, Elvira,<br />

Loom (3.5), Space Quest 3, Hero's Quest<br />

1, more. Want Leisure Suit 3, Lord <strong>of</strong><br />

Rings, Monkey Island,. C. A. Lewis, 201<br />

Hartford Rd, Amherst NY 14226<br />

Sell only, 5.25 Hard Nova, $22. $16 @:<br />

Neuromancer*, Leisure 3, M & M 2*.<br />

Future Magic*, 12. Wasteland, $10. Mili<br />

Roberts, POB 6486, Florence KY 41022<br />

Trade only, 3.5" only: Ultima 6, Kinq's<br />

Quest 5, Savage Empire, Quest for Glory<br />

2, more. Want: Magic Candle, any new<br />

RPGs. Tom Page, 96 Haddon PI, Upper<br />

Montclair NJ 07043<br />

Sell: King's Quest 5, VGA, $30. New<br />

512K King's Quest 1, $20. Space Quest 1,<br />

$6. Space Quest 2, $10. Chris Kelly, 3709<br />

Sandal Lane, Cincinnati OH 45248<br />

Sell only: Bane <strong>of</strong> Forge, both sizes, with<br />

one superpowered Priest, $20. 5.25" only,<br />

$15 @: Sword <strong>of</strong> Aragon, Warlords.<br />

Nicholas Aquila Jr, POB 471 Sebastopol<br />

CA 95473-0471<br />

Trade/sell, both sizes: Quest for Glory 2,<br />

Keys to Maramon, Conquest s <strong>of</strong><br />

Camelot, Leisure Suit 3, more. 3.5" only:<br />

Magic Candle, Spirit <strong>of</strong> Excalibur. Craig<br />

Deves, 5 Field Place, Port Chester NY<br />

10573<br />

5.25", sell only: Eye <strong>of</strong> Beholder*, Death<br />

Knights <strong>of</strong> Krynn*, $28@. Legend <strong>of</strong><br />

Faerghail, $20. Richard RobiEard, 52<br />

South Main St, Baldwinville MA 01436<br />

Trade/sell (both disk sizes): Eye <strong>of</strong><br />

Beholder, Bane <strong>of</strong> Cosmic Forge, Silver<br />

Blades, Buck Rogers. Trade/buy: Elvira,<br />

T & T, Keef the Thief, any new ones. K.<br />

G. Steinbeck, Mobay Corp, 8400<br />

Hawthorn Rd, Kansas City KS 64120-<br />

0013<br />

Will buy: Starcross, Suspended,<br />

Stationf<strong>all</strong>, Trinity, Enchanter Trilogy.<br />

Jim Dowell, 2614 59th Ave NE, Tacoma<br />

WA 98422<br />

Sell/trade, 5.25" only: Battletech 2, $20.<br />

$15@: Magic Candle*, Dragon Wars*,<br />

Hero's Quest*, Starflight 2*. $10 @: War<br />

in Middle Earth, Wasteland. Jeff Peedin,<br />

504 Powell St, Smithfield NC 27577<br />

Pirates. Frank Saultz, 12221 Haga St,<br />

Garden Grove CA 92641-3226<br />

$20 @: Populous, Starflight 1 & 2, Eye <strong>of</strong><br />

Beholder, Knights <strong>of</strong> Legend, Hostage,<br />

Trade 5.25" Monkey Island, Space Quest<br />

4 EGA, King's Quest 4 EGA, Buck<br />

Rogers. Also 3.5" Wonderland. Want:<br />

Rise <strong>of</strong> Dragon, Heart <strong>of</strong> China, Elvira,<br />

Powermonger, Savage Empire. Steve<br />

Clarke, 3673 Wyola Dr, Newtown Square<br />

PA 19073<br />

3.5":, $20 @: Rise <strong>of</strong> Dragon*, Populous,<br />

Altered Destiny*. 5.25", Tangled Tales,<br />

$15. Book <strong>of</strong> <strong>Adventure</strong> <strong>Game</strong>s Vol. 1,<br />

$25. Want Enchanter Trilogy. Paul<br />

Shaffer, 4735 Roswell Rd NE 17-H,<br />

Atlanta GA 30342<br />

Want: Stationf<strong>all</strong>, Spellbreaker, Border<br />

Zone, Sherlock, Hollywood Hijinks. Will<br />

buy or trade, send your list for mine.<br />

Have 3.5" and 5.25" drives. David<br />

Goodin, HCR 64 Box 2248, Locust Grove<br />

OK 74352<br />

MSDOS & Questalikes<br />

Trade: <strong>all</strong> Sierra adventures, plus many<br />

more, including Ultima 6, Starflight 1 &<br />

2, Les, etc. Both sizes for <strong>all</strong>. Jeff<br />

Bernard, 14526 Juniper St, San Leandro<br />

CA 94579<br />

Sell only, most $5. (Amiga s<strong>of</strong>tware to<br />

sell/trade.) Richard Goodkind, 4444 W<br />

Pine #413, St Louis MO 63108<br />

100+ titles, $5-$15. Also 75 MSDOS<br />

games, $2-$20. Write for lists, state<br />

which, send SASE. Lex Strahorn, POB<br />

87, Bradenton FL 34206<br />

Sell only: Infidel, Wishbringer, Ultim 1<br />

& 2 (Sierra) & 4, <strong>Adventure</strong><br />

Construction. Jesse F<strong>all</strong>on, 6215 Branting<br />

St, San Diego CA 92122<br />

Sell only, $15 @: Sentinel Worlds*, Mars<br />

Saga*, Silver Blades*, Bard 3*,<br />

Neuromancer*, Magic Candle*. $10:<br />

Project Firestart, Dark Castle. SASE for<br />

more! Robert Reitz, 218 N Fourth St,<br />

Sunbury PA 17801<br />

Selling <strong>all</strong> C64 s<strong>of</strong>tware. Also C64<br />

system with some s<strong>of</strong>tware. Tommy<br />

Earnest Jr, 2465 Plum Creek Rd,<br />

Christiansburg VA 24073<br />

Sell only, $10 @: Bard 1-2 w/maps, Zork<br />

Trilogy, Legacy <strong>of</strong> Ancients, Zak<br />

McKracken. $6 @: Tass Times, Murder<br />

on Mississippi, Se-Kaa <strong>of</strong> Assiah, Zork<br />

Quest, others. Shawn Lauzon, 29606 41<br />

St, Salem WI53168<br />

Ancients, Guild <strong>of</strong> Thieves. Ultima 5,<br />

$15. Or trade two for MSD^OS Pool <strong>of</strong><br />

Rad, Ultima Trilogy, or Azure Bonds.<br />

Claude Brouillett, 1795 Baseline Rd #B-<br />

2, Ottawa, Ont., Canada K2C OC5<br />

Commodore 64<br />

$12 @: Moebius, Autoduel, Wizard's<br />

Crown, M & M 1, Faery Tale<br />

<strong>Adventure</strong>,*, Rings <strong>of</strong> Zilfin, Legacy <strong>of</strong><br />

Want to buy Witness, Cranston Manor,<br />

Mission Asteroid, Dark Crystal,<br />

Brimstone. Send asking price. Clyde<br />

Dodge, 319 Marguerite #A, Corona del<br />

Mar, CA 92625. America Online: Clyde<br />

ffl<br />

GS games, $15 @: Bard 1*, Bard 2*,<br />

Queslron 2; $10, Alien Mind; $5, Last<br />

Ninja. Apple, $10 @: Moebius,<br />

Windwalker, Ultima 4, Wasteland,<br />

Wizardry 1 & 2 (a set). Dan Young, 295<br />

Still River Rd, POB 69, Still River MA<br />

01467<br />

$25 for Ultima 5 and Stationfal (a set).<br />

Tom Raddigan, 264 Addison Rd,<br />

Riverside IL 60546-2039<br />

Sell/trade: M & M 1*, $14. Bard 2*, $10.<br />

T. Prokott, 849 SE 23rd Ave Minneapolis<br />

MN 55414<br />

Sell only, $5 @: Zork I, Witness.<br />

Wizardry 1-3, $10@, or $25 for <strong>all</strong> 3.<br />

Nicholas Aquila Jr, POB 471 Sebastopol<br />

CA 95473-0471<br />

Apple<br />

Sell, best <strong>of</strong>fer for <strong>all</strong> or individu<strong>all</strong>y:<br />

Wizardry 1, Witness*, Infidel*, Suspect,<br />

Nord & Bert, Hollywood Hijinx*.<br />

Bureaucracy*, Sherlock Holmes<br />

(Infocom). Want The Book <strong>of</strong> <strong>Adventure</strong><br />

<strong>Game</strong>s. Raymond Benson, 809 Hemdon<br />

Lane, Austin TX 78704<br />

Many classic & new games to sell, send<br />

for list. Ronald Ruth, 11330 SW 70th<br />

Terrace, Miami FL 33173<br />

$14 @: Faery Tale, Journey,<br />

Powermonger, Populous, Dark Castle,<br />

Beyond Dark Castle, Bard 2 w/maps,<br />

Suspended. Send SASE for list <strong>of</strong> more.<br />

T. Prokott, 849 SE 23rd Ave Minneapolis<br />

MN 55414<br />

Amiga<br />

Sell/trade: M & M 2, Swords <strong>of</strong><br />

Twilight*, Arazok's Tomb, Bard 1*,<br />

Faery Tale <strong>Adventure</strong>*, more. Want:<br />

Hitchhiker's Guide, Leather Goddesses,<br />

Starcross, Zork 1, Planetf<strong>all</strong> (original box<br />

style, not Solid Gold). Jesse F<strong>all</strong>on, 6215<br />

Branting St, San Diego CA 92122<br />

Trade or sell old adventures with a free<br />

ad (adventures only, no pirated s<strong>of</strong>tware,<br />

10 games per ad. Phase state system.<br />

* indicates cluebook included<br />

Swap Shop


Prices Hacked and Slashed at QuestBusters!<br />

After a six-month binge <strong>of</strong> mazemapping,<br />

dragon-slaying and Orbpolishing,<br />

self-styled "publishing<br />

tycoon" Shay Addams went beserk last<br />

Tuesday and ran amok with a<br />

Greatsword +12 in the QuestBusters<br />

<strong>of</strong>fice, hacking and slashing subscription<br />

rates to an <strong>all</strong>-time low for new<br />

subscribers.<br />

QuestBusters<br />

FOB 5845<br />

Tucson, AZ 85703<br />

Finder <strong>of</strong> Lost Orbs<br />

Since 1983, QuestBusters has been the<br />

only monthly journal devoted to finding<br />

lost Orbs, slaying evil Wizards, and<br />

delving into disk-based dungeons. And<br />

if you return Ye Official Coupon<br />

postmarked by December 31,1991, ye'll<br />

get Ye Amazing Deal <strong>of</strong> the<br />

Millenium: more issues for less<br />

money! For new subscribers only,<br />

regular rates <strong>of</strong> $19 have been hacked to<br />

$17! <strong>Adventure</strong> Express was slashed<br />

from $24 to a mere $22!! (<strong>Adventure</strong><br />

Express arrives 1-2 weeks faster and in<br />

an envelope.) And either way, you'll get<br />

13 issues instead <strong>of</strong> the usual 12!!!<br />

You've tried the rest,<br />

now try the Quest!<br />

So before you embark on your next<br />

quest, subscribe to QuestBusters , and<br />

start getting <strong>all</strong> the news, clues and<br />

reviews you need to make the right<br />

decisions — in the dungeon and in the<br />

computer store!<br />

Forwarding and Return Postage Guaranteed<br />

Address Correction Requested<br />

YOUR SUBSCRIPTION EXPIRES: 92/02<br />

GOLETA CA 93117<br />

Ye Official Coupon<br />

Name<br />

Street<br />

City_ .State Zip.<br />

Yes! Send the next 13 issues. I have<br />

enclosed $17 or $22<br />

(US Funds only, check or money order, to<br />

Canada, $23 US funds; overseas air, $32.)<br />

And send these items I've circled:<br />

(Foreachbook, you get 3 issues added to a<br />

regular sub, 2 for <strong>Adventure</strong> Express.)<br />

Quest for Clues 2 $25<br />

Quest for Clues 3 $25<br />

Official Book <strong>of</strong> Ultima $15<br />

The King's Quest Companion $15<br />

Railroad Tycoon: Master Strategies $ 15<br />

Map Kit A (for graphic adventures) $ 8<br />

Map Kit B (for role-playing games) $ 8<br />

Shipping ($3 for one book, $5 for two)<br />

Total Enclosed<br />

Arizona residents add 5% sales tax<br />

Bulk Rate<br />

U.S. Postage<br />

PAID<br />

Tucson AZ<br />

Permit No. 1153

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