Welcome to Krynn
Who doesn't love a good RPG with its story, lore, characters and creepy dungeons all whilst levelling up a character(s) you pray are up for the challenge. Yes, there's something extraordinary about losing your free time over something my missus recently described as "an antique game that nobody's interested in".
Why I'm still with her, I'll never know.
Anyhow, let's boot up a 32-year-old game by SSI/US Gold called Shadow Sorcerer, based in the DragonLance era of Advanced Dungeons & Dragons. This adventure is stuffed to the crust with quests and combat against demons, dragons, ogres, skeletons, and more grotesque creatures. I guess I'm working backwards because it's the third game in the Dragonlance saga and follows on from Heroes Of The Lance and Dragons of Flame.
I've always had a keen interest in anything AD&D and find it ferociously interesting with compelling storylines. I love the mythology and the worlds where we battle dreaded enemies in the creepiest places. So, I'm going to kick off a long-term plan to play all the Atari ST Dungeons and Dragons from my own collection.
Before we crack on, let's take a look at the two primary screens you will be using in Shadow Sorcerer...

This is the world/wilderness map. It's basic, and only the mountains are displayed until you get moving.

This is the Tactical view, a beautiful isometric representation of your present location.
Preface
The land of Krynn was once a peaceful place, but no longer, thanks to Verminaard, who conquered with his Dragonian armies. Cheer up, we're in charge of the Companions of the Lance, and these plucky fellas have rescued a whole bunch of Refugees from the city of Pax Tharkas. The plan is to head south to safe territory, but Verminaard has ordered his troops to track us down. Can you guide the refugees to safety?
As with any RPG, begin slowly and learn the mechanics of what makes the game tick (along with understanding its user interface). This prevents me from doing something stupid (well, in theory), but it's a good idea with Shadow Sorcerer because it certainly throws you straight into the thick of it, pulling no punches!!
As you saw in the screenshots, the Dragonlance world is viewed using two methods:
The first is a wilderness map used only to explore great distances throughout the land (whilst you're making notes, I hope). Use it to keep tabs on the refugees and also Dragonian troops. Each possible location is initially a grey hex tile and, as you travel, they reveal their environment in and around your current location. Tread carefully!
The second is a Tactical view which provides an isometric representation of your surrounding area. All battles are fought on this screen plus the ability to interact with party members, along with communicating with other characters you might stumble upon. It's here that you can find items, equip weapons and armour, and more.
Beginning your first game is daunting, so check out the file menu and experiment with the user interface within the Tactical screen. It's here that four portraits of your party are displayed - Tanis, Caramon, Goldmoon, and Raistlin. Clicking each reveals their stats along with default options when under computer control.
It pays to experiment before playing properly, and here's a deeper look at what to expect...

Get out there and explore, you never know what you might find. Here is a sword carelessly left!

Now we're talking!! A safe(ish) haven with food to keep those miserable refugees off my back!
User Interface
Shadow Sorcerer has a pseudo-GEM feel, so it's a doddle to use. You spend a lot of time on the Tactical screen, and it's here that your party is shown at the four corners. Clicking on each portrait displays their attributes like Strength, Dexterity, and so on. No stats can be altered, which is a bit weird for an 'RPG'.
Also displayed are the details for hit points, weaponry and armour class - all these can change depending on your condition, and with regards to clothing/weaponry you happen to find.
Each character has default actions that the computer can assist with. Such as attack, range, spellcasting or running off like a chicken. Base your choice on strength and ability rather than everyone doing the same thing!Clerics and Mages need to memorise spells. Clerics are great for Blessings, Protection, and healing. A mage can be handy to detect invisible objects and can throw a mean fireball. Actually, that's a very powerful spell, tempting to use but dangerous to both enemies and friendlies alike. So beware! Possibly use Magic Missile instead?
You shall also notice a satchel icon; this is obviously the inventory and is probably the lamest part of the entire game. Sure, it shows you what is being carried, and you can use, equip and exchange items with other party members. However, no details are given before deciding whether to equip, which I didn't appreciate.
Don't forget the GEM-like menu options at the top of the display. Here you can heal, regroup, review refugee status and exchange players - useful after losing a companion who needs to urgently be replaced. The caveat is that it must be located with the refugee party. Yeah, I'm sure you can guess how annoying that is.
Hey, it's not all fighting! Let's check out one of the early puzzles the game throws at you...

Not everything is as it seems, and some things require a little more than brute force...

Of course, the game then decides to kick you in your teeth whenever it gets the chance lol.
Ultimate play the game
Initially, the world map shows the mountains and a yellow icon depicting your band of merry men. Beginning your expedition is easy; just click on the tile that you'd like to move to. Now you notice a grey icon - that represents the refugee party who plod on, encumbered by their number, supplies, wagons, etc
Babysit these guys, but not at the expense of your progress - it's a balance of adventuring and keeping them content. You can interact with the refugees through their council, with which you can discuss, reason, or even threaten. I find they are happiest when fed and under the disilution that I know what I'm doing. Disgruntled refugees might disband, leaving scattered groups which are difficult to manage and protect.
Everything is in real-time, and you shall note the day/night clock display at the top of the screen. Time applies to every aspect of the game, which took me ages to feel comfortable with, especially for conflicts, learning spells, crossing rough lands, etc. Hitting the + or - keys can speed/slow down game time and is helpful.
Shadow Sorcerer's strength is in how easy it is to get out and explore. It's not that long until you see an alert for a 'chance encounter'. In fact, you see this a lot, but don't worry, it's not always a nasty brawl. Quite often, someone or something is nearby, and that could mean treasure or items. Yes, and many brawls!!
It's not all run and chase, as there are safer areas within Krynn. Places to restock or shelter, so use them wisely. Watch out for side quests; these are a massive part of your adventure and are fruitful for several reasons (actually, they feel more of a necessity rather than an option). You never know how many potential friends you might meet, so try communicating before raising your weapon. Might work, but be prepared!
Oddly, I fear Shadow Sorcerer tries too hard - not only are we limited in time, but encumbered by clans of refugees dragging their heels, and then there are the Draconians!! A part of me wishes this were toned down in the respect that refugees could have been a silent entity that we don't need to worry about or communicate with. Plus, I thought that the Draconians broke free of Pax Tharkas far too soon.
Shadow Sorcerer has amused me many times, although I don't think it was supposed to. Hmm, maybe...

The UI is simple with instant access to abilities: fight, look, grab, talk, move and computer control.

You must learn to fight as a team. Don't go throwing a fireball spell if the enemy is too close... Ouch!!
Faith and Spells
There are two main spellcasters, Clerics and Mages. Each type has its own collection of spells with which to help the adventure thrive. That might be healing, protection, detection, or an act of aggression. Clerics are helpful people, so let's first take a look at some of my favourites they have on offer, which are useful...
- Bless - this improves your chance, because, erm, you're blessed!
- Cure Wounds - there are two levels for this much-needed spell to help those in trouble.
- Find Traps - quite useful if you feel a bit unnerved about something you can't explain?
- Dispel Magic - very useful and helpful but often overlooked and I can see why.
Mages, like Raistlin, can detect something invisible, which is really cool, and you'll be pleasantly surprised by just how much that comes in handy. I shall say no more without ruining things with an obvious spoiler like that!! I like to think he's the rock star of the clan with some rather excellent abilities lurking up his sleeve...
- Magic Missiles - don't disregard this impressive attack that saves you getting too close.
- Fireball - a powerful spell best used out in the open. Very dangerous.
- Web - quite tough to master this one but very handy to snar your opponent.

Shadow Sorcerer always seems to hurl something unexpected your way. Shall we go inside?

Argh, it was a Dragon!! And it killed two team players before I could even react!
Big Tips
Each of us explores differently, and although Shadow Sorcerer is very easy to get into, that comes with a higher-than-expected difficulty. Here are a few basic pointers which I hope are worthwhile...
- The default party are a varied selection, stick with these guys for as long as necessary.
- Always heal your companions after each skirmish (via the menu option).
- In the Tactical screen, spread your men out wide to overcome troublesome obstacles!
- The fireball spell can be disastrous without due care. Is it worth it?
- Sometimes the text descriptions read a lot better than the tactical screen reveals. Think.
- Try to send the refugees to a safe area (an already visited part of the map).
- Keep the refugees happy so they don't split and panic!
- I was unsure whether or not to include this line, but I advise you head west as soon as possible.
- Computer control is good but there are times it's better to do it yourself. Most apparent with ranged characters, especially when it comes to magic. Maybe it's better to DIY?
- This might just be me, but I found the game far more responsive using real hardware rather than an emulator. No idea why, but it was and especially with the character screens.
- The manual has a good line, "...repetitive saving is not encouraged - take your losses like a man...". Superbly written but ignore that taunt and save regularly. I cannot stress that enough!!

With a replacement party, I hit the road only to be ambushed by Draconians.

Skeletons are very weak opponents. Look, Richard Gere has joined our party (top/left!)
Aesthetics
Let's start with the mediocre sounds: the introduction plays sampled music whilst it cycles through the intro screens. However, there is little else afterwards and only when using a weapon or performing magic is anything heard. That's fine for a game like this, but a subtle background chiptune would have been nice.
Visually, things are very different, and Shadow Sorcerer is comprised of two primary screens...
The map/wilderness screen is rather drab, but a practical way to identify your surroundings along with the location of Draconians and refugees. Basic, but functional and that's fine with me.
The tactical screen offers a beautiful way to explore, be it hunting down treasures, commication or battling the Draconians. In fact, this isometric display is superb with great decor for the different environments you're gonna do battle in. The monsters are all gorgeously detailed ableit with humble animation. I'd say this is possibly the best looking DnD for the Atari ST. Love it!!
In this game, I explored the east, but it wasn't long before we were being chased by Draconions!

The Dragonian armies proved too much for me. I hope there's time to recruit new members!
The CryptO'pinion?
Shadow Sorcerer is a great RPG, especially for novices (like me). It's a great choice for those without much spare time because it's so easy to immediately jump straight into it. Travelling huge distances isn't a problem, and you slaughter monsters and meet lots of characters. Every battle is in real-time (with pause), so it's fun working out a strategic victory using magic, range and melee. This RPG is gratifying in almost every respect.
However, it's strange that your party aren't levelled up as their attributes are fixed. There is no feeling of progression, so things occasionally feels unbalanced. Also, I didn't like the baggage between the Companions, that didn't work for me. Plus, they struggle to navigate around objects as they're a bit daft!
Nevertheless, this is a compelling adventure with a tremendous variety of places to pillage and creatures to meet and beat. Although I doubt I will ever escape the Draconians, I think this is a belting aRPG, albeit more for the amateur than a hardened player. Like I said earlier, it's difficult, and I feel they crammed in too much unnecessary content - chasing Draconians AND pleasing the fumbling refugees. Ugh...
I've heartily enjoyed Shadow Sorcerer and thoroughly recommend you take a stab at ransacking the lands of Krynn. It's not flawless, but most certainly a captivating and formidable Lite-RPG. Consider this the first in a series of Atari ST AD&D that I personally own, cherish, and will return to over the years!!
Downloads can be found on floppy disk but I'd recommend this hard drive version. (thanks PP)