As I mentioned in my last post, the biggest obstacle to winning the game was the time limit imposed by the lamp. After a certain number of moves it runs out of power, and once that happens it's game over. This was a tight race in the original Colossal Cave Adventure, and with five more treasures to collect in the remake it becomes even tighter. My plan was to write a walkthrough, so that I at least knew that on a perfect run I'd be able to do it within the rrequired number of moves. In the end I didn't write a step-by-step walkthrough: there are too many random elements that can change where you need to go. Instead I wrote a rough guideline, that looked something like the following:
Step 1: Get the platinum pyramid using the PLUGH and PLOVER passwords
Step 2: Get the lamp and the keys, unlock the grate, return the keys to the house
Step 3: Collect the nugget, diamonds, rug, coins, jewelry and silver bars (all unguarded)
Step 4: Step outside and have a drink
Step 5: Collect the tusk, chalice, crown, and orb.
Step 6: Step outside and have a drink
Step 7: Collect the golden eggs, trident, pearl, and ruby
Step 8: Step outside and have a drink
Step 9: Collect the golden eggs, golden chain, spices
Step 10: Have a drink
Step 11: Collect the vase, the emerald and the pirate's chest
That's a very basic run-down of my plan. The various treasures are grouped by location: those in Step 3 are all near the entrance, those in Step 5 are all near the chapel, and so on. I also had to make a plan that made getting the golden eggs efficient. The eggs are needed to solve two separate puzzles (the troll and the giant), and each time you give them away you need to use a magic word to return them to their starting location. All up you have to retrieve them from the same location three times, which can eat up a lot of moves if you don't do things in the best order. I found that tackling the giant before the troll worked best.
You'll also notice that I do a lot of drinking, and that's because you can die of thirst if you're not careful. The thirst timer is connected to the amount of stuff you're carrying: the more gear you lug around, the quicker you get thirsty. Initially I was carrying a bottle full of water with me at all times, but I found that this was too limiting for my inventory. Instead I started drinking from the stream on the surface every time I returned to drop some treasures off. This was fine as long as I remembered, and it allowed me to carry more items, which in turn allowed me to get the treasures in fewer moves.
Knowing when to turn the lamp off was also key o winning. I would always turn it off before teleporting back to the surface, because you only need it to see when you're below ground. I would also turn it off whenever I had to enter multiple commands without moving out of a location. For instance, if I ever had to pick up more than one item I would turn off the lamp first. You risk falling and breaking your neck if you move from one location to another with the lamp turned off, but any other actions are safe. (Except for killing the dragon, which I found out the hard way. For some reason, the game treats it as though you've moved, and sometimes you'll fall and die. After that happened to me I started leaving my light on for that bit.) Every little bit helps to make your lamp last longer; it can be fiddly, but it's vital to success.
Even with my plan, I ran into all sorts of difficulties. The dwarves would kill me (a lot). I'd take too many moves to escape from Witt's End after dropping the magazine (doing this adds 1 point to your score, but escaping is by random chance, and can eat up a lot of moves). Sometimes the pirate wouldn't appear. Sometimes he would appear at the wrong time, and mess up the sequence to an irreparable degree. Every now and then I forgot to drink, and died of thirst. I even forgot to turn my light back on a few times, and died in the dark by accident. Most frustratingly of all, the endgame would sometimes activate before I could get all of the treasures back to the surface; I could get a victory this way, but not with full points. There are any number of ways to mess up in this game, which makes a successful, flawless run from start to finish very difficult to achieve. I got frustrated with it, and switched to a version with a save game feature. Life's too short.
(The version I switched to can be played on-line at http://gobberwarts.com/, along with a lot of other classic adventure games. It has a nifty map of the caves as well, which is cool if a bit spoilery. Luckily for me I had already solved all of the puzzles.)
|I collected all the treasures, but my lamp ran out of power before the endgame could start..|
The endgame for Colossal Cave Adventure II is exactly the same as that in the original game. After you've found all the treasures, a voice tells you that the cave is closing soon, and that you should leave by the main exit. At this point the magic words that teleport you to the surface stop working, and the grate exit is locked. There's no way out, and you have to pass the time until you are taken to the endgame The trick is to pass that time without running out of lamp power, and dying in the dark; I did it by going to the room where the emerald is found, as it's one of the few rooms that has its own light source.
When the endgame activates you're taken to a storeroom containing many of the items and monsters from the game, including lots of sleeping dwarves. If the dwarves wake up you'll be killed. The solution here is that the room contains some black rods that are actually sticks of dynamite; you use the dynamite to blow up the dwarves, and escape. I complained about this puzzle in the original game, because there's no foreshadowing or clues about it at all. Pure guesswork is the only way to solve it. Luckett and Pike had a chance to solve that problem here, but they left it as is, unfortunately.
You'll notice above that I only got 436 out of 440 points. That's a big part of what delayed this post; I would have had it up last week, but I spent far too long trying to find the last four points. I have no idea how to get them. I visited every location in the game, I took every item, I tried everything I could think of. I even scoured the source code looking for the solution. I couldn't find it, and I also couldn't find a walkthrough with a comprehensive point list. So I had to give up on 436, which I'm not all that happy about. If anyone knows the solution, I'd really appreciate it.
Scouring the source code usually turns up some fun things in text adventures, and this game was no exception. I discovered a rather baffling sequence of events that happens if you drink from the reservoir using the chalice.
As far as I can tell this serves no purpose at all. The chalice gets destroyed in the process, so even if you drink then refuse to help the princess it's a bad idea. As pointless as it is though, it's more interesting than anything else the game has to offer. There are all sorts of hints and implications towards an epic story here, but there's nothing else in the game that lives up to it. I wonder if Pike and Luckett intended on expanding the game, but never got around to it? Like I said, it's baffling, but oh so intriguing.
Story & Setting: The setting is exactly that of Colossal Cave Adventure, with a bunch of new locations bolted on. The story is also the same, only with more treasures to collect (and an intriguing sequence that's pointless but far more interesting than the main quest). There's more here, but it's more of the same, and not interesting enough to rate any higher. Rating: 1 out of 7.
Characters & Monsters: As in most text adventures of the era, the creatures you meet are more obstacles than actual characters. The dwarves' can move items around now, which I guess gives them a bit more complexity, and there's the addition of a giant, an owl and a spider. None of it's very inspiring though. Rating: 1 out of 7.
Aesthetics: As usual, this being a text adventure gives it a distinct disadvantage in this category. The writing is decently evocative, but it's not really on the level of a Zork. Rating: 1 out of 7.
Mechanics: This has all of the good and bad points of the original. The parser is solid, but combat is clunky, and I feel like there are too many random elements. Rating: 3 out of 7.
Challenge: I'm tempted to give this a score of 1, but I don't want to be negatively influenced by the hard time I had because I wasn't able to save my game. That said, it still has the dynamite puzzle, which I hate, and random deaths are abundant. There are also two new mazes added (albeit small ones). I have to mark it low, for being difficult in ways that aren't fun. Rating: 2 out of 7.
Innovation: Given that this is an expansion to an existing game, it has to rank low here. Still, the thirst timer might be the first of its kind in adventure games, and the way that the dwarves move items around could be a first as well (depending on this game's release relative to Zork). Rating: 2 out of 7.
Fun: I derived little more than mild enjoyment from this one, but that's from the perspective of having already played the original. I would have enjoyed it much more coming to it fresh, but I can only rate it on the experience that I had. Colossal Cave Adventure II adds some new things, but more often than not they're frustrating rather than enjoyable. Rating: 2 out of 7.
Sorry game, no bonus point for you: I won't be playing you again. The above scores total 12, which doubled gives a Final Rating of 24.
Final Rating: 24 out of 100.
That's the lowest score for an adventure game on the list so far (and the lowest score for any game). For comparison, the original Colossal Cave Adventure scored 44, which is significantly higher. A score of 24 seems rather low; it really isn't the worst game I've played. I think it suffered because it's so similar to the original. My rating was mostly based on what's been added to the game, and that material is largely uninspiring.
Next: I'm still working on finishing The Game of Dungeons v8, and I've also started A3, a sci-fi text adventure created using the Wander system.