Back Again…..

It’s been another long break, while I’ve been distracted with other things. In all honesty, I think this blog is nearly dead as I don’t have much motivation to continue with it. At this rate, I’ll never play Lazarus and if I’m entirely honest I think the reason is that I don’t want the time and effort of writing up such a large and complex game.

So rather than letting this drift indefinitely, I’m going to reduce my aims for the remainder of this blog so that I can at least wrap it up neatly. I’ve still got the option of coming back and doing a few more games at a later date if I want. So I’m now looking to play Longbow 2, Super Wing Commander and I’ll also take a look at the Origin FX Screen Saver which I finally picked up recently. The game I’m starting next is none of these, however. I’ve played most Looking Glass games now so I thought I’d finish them off. I’ll give Flight Unlimited a miss and instead play the final one remaining which is Terra Nova. This is advertised as having Wing Commander 3/4 style production values which sounds right up my street although it’s only on the one CD so there can’t be all that much FMV. I’ll start on that over the weekend with a post on Monday by the latest.

My collection of Origin software is nearly complete now, having picked up Origin FX and also Super Wing Commander recently. Caverns of Callisto still eludes me,  I’m keen on trying out Super Wing Commander and owning the original game gives me the option of picking up a real 3DO to play it on if all else fails. They go for about £30 apparently which isn’t going to break the bank. For anyone curious about what the collection looks like these days, I was advised to document it all for insurance reasons. I figured the easiest way to do that was to do a quick video on my phone which I thought I may as well share via youtube (which also means I can’t lose it). It’s less than exciting but for anyone curious here is the collection as it stands these days:-

http://www.youtube.com/watch?v=H5K_Pg21F6I

The Quest

Since my last post, I’ve finished Force Unleashed which left me decidedly underwhelmed. I then tried the latest Doctor Who game which is free from the BBC if you live in the UK. This wasn’t great either and is so easy you could barely call it a game at all but it was reasonably entertaining if you are into Doctor Who. The whole thing only took about 50 minutes so it’s about the same as watching an episode on the telly. I then played Mirrors Edge which I’ve seen getting a lot of middling score in reviews but I was pleasantly surprised and really enjoyed this one. The story was nothing too interesting but running around the cities rooftops was always fun. I don’t think I’ve played another game that puts you in the body of the game’s character so effectively. That said, I’d seen most of what the game had to offer fairly early on so I wouldn’t rush to buy the inevitable sequel.

Enough about those games anyway and back onto todays game which is The Quest. This was published by Penguin Software all the way back in 1983 and was worked on by Dallas Snell who would shortly go on to become one of Origin’s first employees. He also did a sequel called Ring Quest which was originally published by Penguin but he took the rights with him and Origin also published a version of this which I played way back in the early days of this blog.

You can probably guess from the graphics, if you don’t already know, that this is an Apple II game. For 1983 it was actually quite advanced with an above average text parser that accepted sentences rather than just two-word phrases. Above all it had graphics for literally every single location in the game. The very brief intro sets the story for the game. A dragon is ravaging the land and you and the King’s champion Gorn have to go and stop it.

The game has two screen modes. One with the graphics and a very small text window at the bottom of the screen. The other mode is all text and also shows exits from the area + items if there are any.

I head North to spend the gold that the king just gave me at the provisioners.

I buy what look like the most useful items. There is also a shelf of books but I only know the shelf is there from the picture. There are a couple of places like this where you need to take note of what is shown in the drawing.

Now I’m equipped I head out of the castle and start exploring. Each location has a drawing although many of them are strikingly similar. They all take a few seconds to draw but it’s not much of a wait. It seems a little slow now but I remember playing The Hobbit on the spectrum and this is considerably quicker. There isn’t any animation on these screens except on the intro screen as a rule but things can appear and disappear.

There is a lot of countryside to explore but not much in it. I do find a waterfall with a passage behind. Gorn is scared of the dark and won’t go in until I light the lantern.

In here is a maze. I’ll be seeing a few of these screens. The trick to this one is just to keep heading in the same direction as long as possible.

At the end of the maze is a cliff with a tree. I tie my rope to the tree, climb down and enter the cave to find a baby dragon which I pick up and take with me. I get it as far as the cliff but I can’t carry it through the caves so I have to leave it behind for now.

I trek all the way back to an intersection near the castle and head off West this time. I find a nasty looking swamp with Keep Out signs and the like which I completely ignore.

And it’s just as well I do as I discover a pit full of treasure. Doing anything in here makes a load of snakes appear but if I leave and return they have always gone again and this way I manage to get a rug out of the chest. Examining the rug I find a label with a vague hint that this might be a flying carpet. A long trek back to the baby dragon later, I use the rug and it flies me straight back to the chest again with the dragon safely in my inventory.

I head further into the swamp and find some ruins to explore. I head into these only to be attacked by a load of lizardmen. I could fight if I wanted but I leg it into another larger maze full of corridors looking much like the ones I was in before. I’ve never been keen on mazes but I guess they were a staple of these games back then so I shouldn’t complain. Keeping going in the same direction pays off once again.

I stumble into the lair of the dragon and the end game kicks in…..



The celebrations consist of a dancer and a juggler randomly bouncing around the screen.

The two dragons then fly off over the castle and all is right with the realm once again.

This may have looked good at the time but in terms of gameplay it was an extremely simple adventure game by any standards with hardly any puzzles at all. There was a reasonable sized world to explore but looking at this I can see why Kings Quest was so impressive when it came out the next year. The graphics may have been nice, but from a modern standpoint they are the games downfall as you couldn’t fit that much on a floppy disk with all these full screen images. There wasn’t any story to speak of and the only real puzzles are which items to buy at the start and how to get the baby dragon off the cliff. I expect I’m a lot older than the games target audience though and I would have enjoyed this back in 1983 so I shouldn’t be too harsh. It’s a decent game for its time but not really worth going back to play it now.

Thief 3 : Deadly Shadows – Days 10 & 11

I didn’t have long on Monday and I decided to put what time I had on Tuesday into finishing the game rather than writing it up so I’m writing up two days here. I head back to the Keeper library and it’s a mess with bodies strewn around and a lot of sorry Keeper’s blaming themselves for this mess. Apparently the arrow was pointing at the Keepers in general since they have stopped looking after the city and instead become more interested in glyphs. I learn that Gamall (the hag) is looking for something called the final glyph which would make her all powerful and I should attempt to destroy it somehow.

So are they going to sort this mess out? No, that would be my job, again. I have to find Gamall’s Lair first by searching around Auldale.

I find written clues about her lair being in the canal but the Pagan’s have blocked the entrance so I have to run into their lair and steal their amulet to get in. I’m still not on good terms with them but running in and out of their area more or less unscathed is not a problem.

With the amulet I can get into the canal control room, lower the water level, then wander down the canal and find the entrance to Gamall’s Lair. This place isn’t officially a mission but it certainly plays like one even if it is only in one part.

More of the statues are wandering around in here but I manage to avoid them and make my way to an encounter with Artemis who is also trying to find out what is going on. Gamall has conveniently laid out her plan and it appears to involve placing 5 special objects at various points around the city. I’m going to have to steal these objects and carry out this plan myself before she can do it. The first two of these are the items I stole in the games first two missions and are to be found in this lair.

Nearby is a glyph on the wall which I use and this gives me the fantastically useful ability to blackjack the statues. This is going to make my journey back through the lair a lot easier.

I make my way back through the lair finding the two items I need without difficulty. The other 3 items I need are all in the city museum which is alleged to be Thief proof but I’m not about to let that stop me.

I find a few notes on my way there and it appears I’m not the first to try to rob the place. I can’t be bothered to head all the way back through the city to pick up these decoys mentioned here so I just go straight in.

I’m expecting the museum to be crawling with statues but there is no sign of Gamall throughout the entire mission and it’s just me verses the guards, and there are certainly plenty of them. Most of the guards around here carry keys which saves me a load of lock picking later on.

The museum turns out to be a classic Thief mission with small carpeted areas on noisy marble floors, patrolling guards, loads of little side rooms and niches to hide in, etc… I wander around randomly picking up mountains of treasure along the way. Just about every exhibit is stealable but the items I’m really here for have a bit more security and are surrounded by lightning. I’ve found a note describing power switches in certain places in the museum.

The switch I’m looking for is upstairs behind a door. Throwing the switch turns all the lights off temporally. I take the opportunity while the lights are off to take out a particularly bothersome guard who would have seen me coming otherwise. I then run and grab the crown just before the lights come back on.

One of the items I need to steal is the eye which I also had to steal in Thief 1. It starts talking to me in it’s creepy way when I get near.It is now being held by a statue which I have to raise out of the floor apparently by getting to the curators balcony.

The curators room is right on the top floor. I steal all the valuables in his room then throw the switch on his balcony and the giant statue comes up out of the floor and starts rotating.

I have to get to a lower balcony and grab the eye as it moves past me. I’ve already got the other two valuables so now I just need to head back to the entrance and leave.

I run into Orland right outside. He has decided I shouldn’t destroy the final glyph after all as that is what Gamall was trying to do. It is in fact the one thing that threatens her plans for world domination. Before we have been speaking long she turns up in person and I scarper for the rooftops. I’ve now got a final mission to place the 5 objects around the city.

The city streets are a wild place to be now. Aside from the usual guards, Hammers and Pagans, there are now statues running around + Gamall herself. I can tell I’m near one of the locations I need to use one of the 5 items by Gamall being around. I decide that blackjacking her is not going to work and don’t try it. Her eyesight isn’t great so I sneak by….

… and place the first item on the memorial in the Stonemarket Plaza.

I struggle to locate exactly were a couple of the locations are but before long I’ve got 4 of the items placed and just need to use the last one back at the South Plaza fountain. The city streets have more or less cleared themselves by this point. There is an epic battle between about 10 city inhabitants vs. Gamall at one point resulting in a huge pile of corpses but at least it distracted her long enough for me to get in and out.

I head off to the fountain, run past Gamall and use the Eye, and the final cutscene kicks in. Gamall’s power fades away, her statues die and she is now an ancient woman easily captured by the Keepers. It then cuts to a later date and in a mirror to the cutscene at the start of Thief 1, I’m crept up on by a child who manages to see me despite my efforts and I reveal myself to now be a Keeper and she is the potentential pupil.

After all the grief, Garett has given the Keepers in the last 3 games, I’m surprised he would join up with them. It’s not that bad an ending but a bit rushed considering this ends the trilogy and the series (assuming Thief 4 never happens). Looking Glass/Ion Storm games have a history of slightly unsatisfactory endings, I guess the journey is the reward.

I’ve enjoyed Thief 3 anyway and would recommend it to anyone. In some ways it’s weaker than the first two games in the series but the plot is a little stronger, the graphics are obviously a huge improvement and in the Cradle it does have what is probably the most memorable mission in all 3 games. I just wish I could have spent less time running around the city as it did get tiresome after a while.

I’m going to hold off saying what game I’m going to play next as I’ve noticed that I invariably end up playing something else. There aren’t too many left to choose from actually although I notice that the Ultima 6 project is now finished (and I still haven’t played Lazarus!). This blog is definitely going to be something where I add the occasional game from here on out. If I went all out to play all the games I can think of, I’d probably run out within a few months. Top of my list are still Longbow 2 and Super Wing Commander since they are the only two Origin games I haven’t played yet so maybe it will be one of them.

Whatever the game, there will be a bit of a break first as right now I’ve started Force Unleashed which I bought in the last Steam sale. I’m a couple of levels in and I can’t say I’m impressed as it’s exactly the sort of mindless eye candy that makes me want to play old games instead. If I stick it out, it doesn’t look like it will take long to finish despite the unfathomable 30Gb it’s taking up on my hard disk.

Thief 3 : Deadly Shadows Day 9

Before I start this level, I decide I really should get some equipment so I reload an old savegame and stock up on fire arrows and the like. If I hadn’t done this, I’d have been in real trouble as it turns out.


I find a cellar hatch and let myself into the asylum. There are a lot of strange sounds around here like children laughing and heavy footsteps from things that don’t appear to be there but so far nothing attacks me. The fuses for this place are blown and it is extremely dark and hard to see where I’m going. I find the fuse box but I need to find a replacement fuse.


I don’t think I can describe in words how creepy this level is to play. The audio is extremely oppressive and despite it being bright sunlight outside I’m permanently on edge. There is a load of banging coming from behind the attic door but when I open it nothing is there. I do find the fuse I was looking for…


… and a scary portrait of the Keeper translator. When I look at this I hear a ghostly child’s voice….


A ball of light that casts the shadow of a child appears in the corner. This is the ghost of the child in the picture. She tells me that she is being held here by the cradle remembering her and she wants me to remove a vial of her blood from the cellar and throw it in a storm drain to get it outside the building. Like this level wasn’t creepy enough already, now I’m being guided around by a spectre.


I should have got the blood while I was down here, only I didn’t check my notes to see where it was but I go and turn the lights back on in the cellar. Somehow the level becomes more scary now I have the potential to see what’s coming. I still haven’t seen anything down here though.


Now that the power is on, I can throw this lever and open the emergency lockdown portcullis. This allows me access to the second part of the level, the asylum.


This is the main part of the asylum and unfortunately for me it’s populated by a particularly nasty sort of undead. I sneak up on one of these guys and I have no idea what he is but he moves like he’s being electrocuted and all the lights flicker when he’s around. I backstab him to take him down and finish him off with holy water. The snag here is I’ve only 3 bottles of holy water so I have to use fire arrows on the others and these sometimes work and sometimes don’t. I’m never quite sure if the body on the ground is about to get up and attack me which adds to the general unease.

If you turn and see one of these guys running at you on this level when you don’t expect it, it can make you jump out of your seat. It certainly raised goosebumps on a warm day for me.


The first guy I’ve taken out appears to have been arranging gems in the eye sockets of these paintings. Best not to ask and just take the gems. The rest of the asylum is truly horrible with electro shock treatment rooms, a morgue, etc…


I fully explore this area taking out every one of the monsters. I actually get to 100% treasure which is a first for me in Thief 3 and find all 3 special loot items. I don’t find anything to help me out on my quest for info on the hag though. Since it is the only thing to do, I decide to head back and get the vial of blood. It is of course still warm…. I then chuck this in a drain in the lobby.


This leads to another subquest where I have to eliminate all items owned by the ghost. One of the asylum patients stole her nightgown so I have to retrieve this from behind a bricked up wall in one of the cells and burn it in the morgue.


When I drop this in the morgue, I get another quest from the ghost. This is an interesting one, I have to collect toys from the patients which I can use at various places to go into the past as one of the patients. While I’m in the past I have to fetch her diary and drop it in the furnace in the morgue.


The toys are easily found and I go round picking up 8 or 9 of them from the patient rooms. Only in this place could an infants ashes be described as a toy.


Each toy works in a different location to transport me back. The location has something to do with where the patient used it. I only actually need to use one toy but if I fail my task first time around then the toy is gone and I have to use another to get back to the past. If I fail enough times then I have to go back into the past as myself.

I can fail by getting caught by the asylum staff who are present as shadowy figures. Since I’m a patient, I’ve no weapons to take them out so it’s sneaking all the way here. If they do spot me they are relentless in running after me so I stick to the shadows and try to keep out of sight.



The girls diary is in the nursery tower. Next to it is some paper giving me a bit of info on the hag. The girl claims to have been killed by the hag back when she lived here as an orphan with the Hammer Inspector. This begs the question, who is the Keeper translator?


I drop the diary in the furnace, but this ghost still isn’t done with me and now I have to clean up the bloodstain from where she was murdered + I have to do it in the past.


The cleaning solution I need is in the lobotomy room. I take an easy option and walk here in the present, then use a gramophone to transport into the past in this room. I grab the serum and am immediately caught but it doesn’t matter as I still have the solution when I go back into the past.


I go back into the past and take the long walk back to the attic, just about managing to avoid the staff. The blood stain cleans off and the ghost is now free. She wants me to follow her to the lobby which I do. I get caught by one of the staff at one point but it doesn’t matter as she is still there in the present.


Unfortunately for me, the cradle now remembers me so I can’t leave. I have to trick it into thinking I’m dead apparently. I’m not liking the sound of this straight off but first I have to shut myself in this cage so it transports me into the past as myself.


I can die in the past now but on the plus side I have all my weapons which makes things a whole lot easier. I have to make my way up the staff tower, which was previously unaccessible and then dive off to make the building think I committed suicide. Quite how I’m going to survive the fall I’m not sure. I run into the staff tower and take the slow lift to the top.


At the very top are a load of staff sat round a table. I have to quickly jump on here and run out the window at the end.


This doesn’t prove to be a problem and I’m soon plummeting from the top of the building.


The city loads and I’m still alive. The ghost is here and wants me to follow her through the city with her vial of blood. All the guards appear to leave me alone while I’m with her and I can’t say I blame them.




















The girls body has been hidden away in at the bottom of the fort. By using her blood on it, I somehow reunite her with her body. While I’m doing this the fake girl is being promoted to Keeper prophesier (or something similar). She is no longer able to use the girls form and instead is revealed to be god knows what, but it has far too many mouths and appears to be extremely useful with sigils. I get the impression I was a couple of minutes too late.


This doesn’t look good but the girl is free at least. I’ll have to head back to the Keepers next to see what is going on. With a bit of luck they will be too busy to hassle me on my way there through the city this time around.

This has been the best level of the game, without a doubt but I’m not sure if I could honestly say I enjoyed it. The atmosphere the game creates with fantastic use of sound means that you spend the whole level in a state of dread. I can’t remember a game having this sort of effect on me in years. Games like FEAR and Doom 3 might have come close at times but they are nothing compared to this. I couldn’t cope with 10 levels like this but it really was exceptional and it’s worth playing the game just for this one level.

I was a bit unsure about Thief 3 when I was halfway through but it just keeps getting better. One more level to go….

Thief 3 : Deadly Shadows – Day 8

In this mission, I’m trying to make my way to Orland’s office to find some evidence that he has set me up. I do of course start at the wrong end of the building so I’ve got a long way to go before I get there. I come in near the council chambers where each Keeper on the council has a little alcove and when they want to vote yes to a proposal they step forward. The council starts the moment I step into this room. I hang around in the shadows and listen to their proposal to set guards at the scene of the crime (to stop me returning) and this gets voted in.

At this point I realise I could probably do something about this and reload and try heading the other way.

By going up instead of down, I get access to 2 of the chambers and I blackjack a couple of Keepers from behind which is enough to sway the vote in my favour this time.

This is quite a big level as I make my way through the Keeper’s various quarters, including barracks and teaching rooms. I find a note saying that Artemis has a Keeper Ring which will provide access to the passage to Artemus’ quarters. I’ve already found and searched Artemus’ room at this point but I head back for another look.

A second search reveals the ring in the chest that I thought I’d emptied. Even highlighted in this screenshot you can hardly see it in the top left corner.

All the way through this level I keep running into access to all the alcoves to the council chamber which is a nice touch. I presume if I’d got here earlier these would all have been full of Keepers. I eventually make it right to the top thanks to the ring which slots into a barely noticable symbol on one of the walls and this gives me access to Orland’s room.

In here is a wax symbol which has somehow been used to block all the Keeper Glyphs. Shooting this with a fire arrow opens them up again and will give me access through a glyph in the library downstairs.

There is nothing in Orland’s journal to suggest that he has set me up. Maybe he isn’t the guilty party after all. This only leaves me to search the scene of the crime.

The glyph downstairs works now – before I use it I notice a set of golden scales within jumping reach right above it. These are the 3rd and final special loot item for me on this level.

The door brings me into the hall of statues. It is far too quiet in here and all the time I’m exploring, I’m just waiting for something to happen. There is nothing like this sort of thing to build up the tension.

I finally see what I think is someone to knock out….

…but when I get a bit closer they have also been turned to stone. This really doesn’t look good.

The note in this gargoyles mouth doesn’t make me feel any better. No one should know I’m here. Although the note doesn’t mention it, I now have a new objective to go back to the hall of statues. 

A mysterious hag, whos face I don’t get to see is in here and uses glyphs to bring the statues to life before teleporting out of there.

My first thought is to just make a run for the exit. The statues turn out to be seriously fast for their size and there is a tense couple of minutes while I run away with their plodding footsteps right behind me. I make it to the exit but I have to wait for the glyph door to open and one hit from a statue has me down.

Second time around, I take the sneaky approach and manage to get to the door without being spotted. I then climb out of the door to escape the level.

This has been an excellent level overall. I especially liked the final part which was easily the scariest in the game so far but even before that it provided a good challenge. The Keeper’s were a lot less static in their patrols and tended to wander all over the level, making it much harder for me to clear one room out at a time. I liked the touch with the council chambers also and being able to hear the debate going on while I’m sneaking around taking out councillors was a nice touch.

Orland appears to be innocent at this point so I need to find out more about this Hag. The only person I’ve heard about in connection to the hag is the Hammer Inspector so I have to go to Auldale to seek him out.

A bit of running about the city later and I trigger a cutscene where the Inspector tells me a tale about an ancient, yet never aging hag who prowls Auldale murdering the unwary. He saw her once as a youth in his orphanage but he has never dared to go back since. That sounds like the place to go.

I was intending to buy some equipment first but I stumble into the mission by accident when I’m walking around the city and figure I may as well go for it.

This does not look like a cheery place. I’ve been hearing a lot about how good this level is so I leave it here for now and will pick this up again later today so I can play it slowly and appreciate it. I’ve ramped the difficulty back up to Expert again so I can play it properly and I’m really looking forward to this one.