Showing posts with label Quest - Action. Show all posts
Showing posts with label Quest - Action. Show all posts

Monday, June 01, 2026

Times of Lore






Eat, Sleep, Slay

Times of Lore, released in 1989 by Origin Systems, might initially appear like another Ultima, but it's actually more of an action-adventure. The story revolves around King Valwyn of Albareth, who once defended his kingdom against invading barbarian forces. This victory came at a terrible cost. Wounded, he abandoned the city in search of healing only to vanish without a trace. Well, that was a wise move! Now the kingdom is vulnerable, and the land cries out for a hero. Yep, you! Your mission is to journey across Albareth in search of three powerful artefacts once thought to safeguard the realm. Let’s get out there and save the day!

The game starts with the "Times of Lore" logo being chiselled and coloured, a process I thoroughly enjoyed watching unfold. When you begin, a wonderful introduction featuring fantastic artwork details the storyline. I loved this as it is informative and atmospheric, and it features remarkably well-drawn illustrations. After that, you choose your hero; nothing more. It's not true character creation with stats, skills, rolls, etc. Simply pick from three pre-made archetypes: a barbarian, a knight, or a valkyrie. They all appear much the same, but I noticed the Valkyrie seemed to have weaker damage, so I went with the Knight.

Your adventure begins after spending a night in a tavern in Eralan. Wipe the sleep from your eyes and head downstairs - it's like a Wetherspoons, with people already up and enjoying themselves. Take a look around, and you will soon see a Monk who asks for your help. He sends you on your first quest: recovering the Foretelling Stones from the woodlands north of town. Before you leave, have a chat with the Innkeeper to see what he knows and maybe buy some provisions for the journey. There are various Inns scattered about the land, and you'll soon find that these places are most essential. Also, conversations feel surprisingly satisfying, especially compared to the limited one-liners I recently experienced in Questron II.

I never thought I’d quickly find another game to capture my interest so soon, but here we are...


With three characters to choose from, I went straight for the burly knight!


As you explore, you'll meet plenty of people... To kill.




Adventures of Albareth

As you begin this quest, it feels like the game is offering a tutorial. The initial gameplay will feel sluggish, a deliberate design choice due to the items you’ll later seek out (no spoilers). You quickly grasp the structure and gameplay mechanics, such as the sudden unfriendliness of creatures outside the town. Yep, the countryside is teeming with wandering enemies like Orcs, Skeletons, Rogues, and more (later).

The most striking thing about Times of Lore is the sheer size of its world. Albareth feels genuinely enormous. There’s freedom to wander almost anywhere you like, and that open-ended exploration is easily one of the game’s biggest strengths. It reminded me of Questron II in that respect, only on a much larger scale. The curious part is that this game somehow feels both linear and non-linear, at the same time.

Everything is viewed from above, with movement in four directions. Combat is incredibly simple and brutally direct: just hammer the fire button to swing away at anything that looks mean. Defeated enemies collapse into tombstones and occasionally leave behind items. Early on, I found a throwing dagger, which adds a ranged attack (but it’s a bit annoying that it doesn’t automatically collect when walking over it).

The user interface is excellent and performs as well as in Battlemaster, which I found most pleasing. There are several icons at the bottom of the screen that you can access by tapping the spacebar: talking, examining, picking up items, checking your inventory, giving items, and more. After only a few minutes, it becomes second nature, and it fits the style well when interacting with someone/something.

Use the icon to check your inventory! Make sure you have enough rations, it's a long journey...


What I love about the characters is, oddly, their death as they crumble into bones.


The wilderness is dangerous, but towns are friendly. So, chit-chat with the locals.




Wandering Into Trouble

As you begin the Monk's quest, you'll notice there are no limits. Nothing physically stops you from ignoring him and heading off in a completely different direction. Of course, early on, this freedom can be dangerous, as you're not fully equipped (as you'll soon discover). Also, more than once, I caught myself wondering whether Albareth might actually be a touch too big for its own good. Inside the box is a map - pin it on your wall.

So, getting back on course, we should instead follow his request and head north into the forest. As you travel, you'll notice that the world is in real-time, with people and monsters going about their daily business. Time is remarkably well thought out, using a long day/night schedule. This doesn't affect gameplay much, but certain key characters might be asleep at night. And no, you can't wake them up!

The world is daunting, and you're glad there is a map inside the box (or online for those with a dodgy copy). Follow the track, passing by a building that you should investigate. A little later, you begin to see water - that marks the time to head into those forests to properly begin. These woods are a maze, but remember the dead ends as you turn around to take the right track. Eventually, you will reach an opening, and battle commences. These guys are tough!! Why not use the static obstacles to your advantage?

Have I mentioned the map inside the box enough times? Also, get ready to make notes...


Surely you checked out that cabin in the woods?


After what feels like a slog, you make it to the campsite for your first quest!!




No Gold, No Bed

By now, you've realised that Times of Lore is not an RPG in the traditional sense. Sure, there’s an overhead viewpoint reminiscent of Ultima, towns filled with NPCs offering hints and gossip, food to keep you alive, taverns to sleep in, and even a day/night cycle. However, there are no experience points, levelling systems, armour upgrades, or much real progression beyond obtaining some important items later on.

Other RPG features also seem absent, such as reputation systems, although after many hours of play, I noticed something curious: people happily welcomed me in Eralan and Lankwell, yet those in Hampton and the Last Hope Inn suddenly started ignoring me. Perhaps I accidentally killed someone important, or maybe I was a little too enthusiastic, swinging my weapon near civilisation rather than safely out in the wilderness.

Hit points are displayed as a burning candle down the side of the screen - the lower the flame sinks, the worse your condition becomes. Standing still restores a tiny amount of health, although it’s painfully slow, making inns the best option for recovery and saving your progress. Interestingly, being inside (most) buildings is always a safe refuge from wandering enemies. Also, it doesn't cost a penny! If you have time?

The game has a mild magic system with a few potions and scrolls (you can carry only one of each type). However, there is no identification scroll, and using the menu's eyeball option often provides little information beyond its appearance, not what it does. Thankfully, I did find a green potion, which proved most helpful, especially during those underground explorations, as it restores your energy/hit points.

Like a Gauntlet warrior, get up close and personal to hit your opponent hard in the face. As you can only move in four directions, so can the enemies. Their path to you is humorously odd, but it works well. As you progress, good explorers will easily find alternative weapons after listening to NPC chatter. Again, no spoilers as I don't wish to ruin the adventure, but there is a superb range weapon south of your starting point.

Gold is used differently than I expected, as there are no shops or trade possibilities. Instead, it's used for a night's rest at a tavern (also saves the game). Additionally, you can also purchase provisions (food packs), which your character will automatically eat at periodic times. So, let that gold build up to around 100+ units so you can rest often, eat well, and be ready to buy the upgrades, if you explore well enough.

The challenge comes from listening to NPC clues, making notes, exploring unfamiliar territory, and figuring out where you're expected to go next. Your main concern is remembering what you've been told, listening to advice, using the map, and keeping track of food supplies. Staying alive is paramount. Shocking, right?

Much of that was tough to explain without using spoilers!! So, read on...


Sometimes people can be vague, so use your map and think about their directions.


Talking to NPCs is often fruitful, and the scroll he mentions is rather nifty!!




My Journal [spoilers!!]

Let me be honest: I have always liked the look of this game whenever I've seen magazine screenshots or (years later) YouTube videos. However, each time I tried playing, the screen size and scrolling speed disappointed me. Thankfully, as I've got older, I have realised what a knobhead I was and tried it again. 🙃

Yep, I'm glad I returned to this game before I die, as it's shocked me how great it is. No gripping conclusion just yet, but I will admit that this is one of those games I have thoroughly enjoyed beyond my foolish initial impressions. Hey, do you follow me on X? I've posted lots of progress updates there.

So, with that in mind, I have documented my general progress with helpful hints, aka spoilers...

  • Get ready to make notes (as there is no journal to look back on) and grab the map from inside the box. Didn't buy the game, eh? Well, Atarimania has a photo, and it's pretty much essential as it corresponds to the vague guidance and information given by key characters.
  • Don't leave the Inn until you've spoken with the monk for your first quest.
  • Exit and head northwards to follow the main path leading into the woodlands.
  • Examine the woodsman's cabin to gain an optional range weapon.
  • Continue heading northeasterly until you see water.
  • From there, head directly north, and you will follow a rough path through the woods. Eventually, after many U-turns, you will reach the Orc camp. Kill everyone and grab the Urn.
  • Return to the village of Eralan.
  • Give the Urn to the Monk in the Inn.
  • Speak to the Innkeeper and get a night's sleep if low on energy.
  • You may need to buy provisions from him?
  • By now, you have completed your first quest and have also become a bit of a Ranger, too.
  • Maybe you collected some cool items? Check your inventory!
  • The Monk said to see the Regent, who sends you on your second quest "southwards" in search of a tablet for your second quest.
  • This is where the map proves helpful, as I wasn't sure what he meant. So I went for a walk and ended up in Lankwell by mistake. However, this was a fortunate move, as I managed to buy an extraordinary Axe from a Serf after scouring every building in the town. This is next-level progress and, unlike the dagger, isn't dropped when thrown.
  • I figured the Regent might have meant for me to travel to Hampton or Ganestor, so I headed across the desert, killing everything in my wake.
  • I came across another tavern north of the desert. You may wish to stop for a night's rest?
  • It was here that another Serf told me of the desert ruins and their history of a Lyche that can only be killed with Holy Water. Remember that.
  • I went back, but those ruins are in the western part of the desert and locked (for now).
  • He also said I need to search for a Friar Kaine in Rhyder, but that's miles away up north. Are you making notes after talking with NPCs?
  • Anyhow, I made my way to Hampton, which has a tavern. It's around now that I realised I had spent most of my gold on the Axe, and was running low. So, I didn't stay the night and hid inside to replenish the energy I had lost.
  • Regardless, it's often better to buy provisions (food packs) rather than pay for a night's sleep (sometimes they drop after killing enemies).
  • There are more woodlands near here, to the north in a place called Treela. If you're feeling brave, why not explore this region and look for a little village within? Who knows what items might be for sale? After all, a good explorer needs decent footwear. /hint
  • The only place left that is south of my location was Ganestor. Eventually, I found the Regent's tablet, but it wasn't obvious, as the entrance was locked. Weirdly, there is a cellar in another building that could have a secret passageway. Perhaps you should check that out?
  • Now you need to return the tablet to complete your second quest.
  • It was now that I felt lost. Not within the world, but wondering where my third quest might come from. So, I checked out the map and figured, why not have a wander northwards? I stumbled upon an Orc Giant east of Rhyder. He's angry and very tough (he may drop something special!!).
  • However, there was nothing here that seemed to trigger the third quest.
  • A little south, near Treela, is a small tower. Inside is Irial. Progress, at last!
  • He advises us to see an Assassin, located in the south. The game isn't clear, but the assassin will hand over a Confession document, which needs to be taken to the Warden at Ganestor.
  • That place is locked shut, remember?
  • Heidric is actually the Warden in Ganestor, which I didn't realise at first.
  • Give him the Confession.
  • He talks a lot and asks me to seek out a traitor. I remembered that an earlier NPC said he might be within Ganestor. See, always make notes... ahem...
  • This was actually an easy part of the game because all the guards were at their posts. Whereas the traitor isn't.
  • When trying to chat with him, he accuses you of following him, so expect a fight.
  • Now go to see the Warden again, who informs you about a family matter a little north of Ganestor.
  • Ignore the given location; although it's actually pretty close by to the east.
  • When complete, he is thankful and asks that you revisit Irial for a trial in the desert ruins. Finally, we get to see those locked places in/near the desert!
  • There is a Lyche here. Make the wrong move, and you're dead.
  • Sadly, we now begin the only part of the entire game I didn't like. You're expected to activate floor switches - in the correct order - by walking on them. There is no way to know which order is correct, and there are many tiles. Without any clues to the order of hitting these switches, this quest made no sense. So I resorted to an online map, killed the Lyche, and revisited Irial.
  • Wow, this guy demands a lot as he sends you back. Only this time, we're at the Blasted Spot just west of the desert looking for chimes. Again, this is just like the previous part, so I cheated as it is impossible otherwise.
  • Completing that, Irial sends you to Angor to tackle the Grey Abbot.
  • Oddly, I never did get to see the dark fog that a few NPCs told me about. Nor did I get to battle a Dragon, located in the north. I guess these are optional mini-quests.
  • Perhaps I should have explored those areas before killing the Abbot? Meh, he's dead now!

This neatly completes my personal journal through the Times of Lore. Let's see some pics...


Not everyone is completely helpful. I looked for that fog, but never found it...


And I searched everywhere, but found no dragon.




CryptO'pinion

Despite a few frustrations, there’s something genuinely absorbing about Times of Lore, but let's start with some of the quirks I didn't care for. New players might find the scrolling frustratingly sluggish, but the Magic Boots fix this. However, the gameplay speed should have been that good from the start. Albareth consistently reveals its obvious design limitations, with the same enemies appearing almost everywhere across its regions. And don't get me started on the two dungeons near the end of the adventure - very tiresome and illogical.

Stop moaning, Steve. Somehow, none of this stopped me from becoming completely engrossed in its adventure (which you saw on X/Twitter, I'm sure). In fact, this is quite a charming game: NPCs offer cryptic hints rather than clear instructions, nudging you toward locations, items, suspicious characters, or looming undiscovered dangers. You’re expected to make notes, study the included map, remember names, and actually think about what people are telling you. The game never holds you by the hand, and I loved that.

What makes Times of Lore particularly interesting is how it uses the appearance of an RPG without being one. There’s no experience system, no grinding, and very little reason to slaughter every creature you encounter. Gold is only relevant for a few nice but non-essential purchases. Even sleeping at the taverns feels optional, well, unless your health is desperately low. Instead, the real progression comes through exploration, curiosity, and piecing together clues. Talk to people, pay attention, and gradually things make sense. Combat remains straightforward throughout. The simplistic one-button controls and excellent user interface make the game consistently easy and enjoyable. Most enemies can simply be hacked apart with satisfying brutality, especially once you acquire the magical axe, which transforms battles using deadly range attacks.

And that’s really the magic of Times of Lore. Beneath its slow beginning, vague directions, and old-school rough edges lies an enthralling action-adventure that completely pulled me into its world. The game trusts the player to explore, experiment, and use their own common sense. Stick with it, find the boots, buy the axe, make plenty of notes, and you will discover one of the Atari ST’s most absorbing fantasy adventures.

Despite that slow start, Times of Lore completely won me over - an easy 90%.

  • Atarimania has a dump of the original floppy disk with a copy of the much-needed map.
  • Automation released this game on one of their disks, which you can find at Exxos.
  • Untested by me, but there are a couple more floppy disk images here.
  • This is the one. A cool hard disk download by 8BitChip.
  • Le Fétiche Micro has a great walkthrough. Don't ruin the game - only use it if you're stuck!!
  • Did you see my first cheeky post for Times of Lore? :^)







Sunday, April 12, 2026

Questron II






A lone quest

Questron II stands as the only entry in the series to grace the Atari ST. Oddly, it serves as a prequel to the original and reveals that the long-standing peace in Landor is only possible because the hero is sent back in time to prevent the Black Tome from ever being created. Confused? Well, this epic journey unfolds across two distinct continents - Landor and the even more dangerous Realm of Sorcerers. The ultimate goal is to defeat six wicked sorcerers before they complete their forbidden book and forever seal the fate of the world.

Sounds like fun, doesn't it? Initially, we are a lone adventurer exploring the realm of Landor, completing quests that gradually strengthen us, ready for the big battles. You know, it's the usual stuff heroes are expected to do daily. If you’ve played something like Ultima and Phantasie, you will have an idea of what to expect: towns, castles, wilderness, and monster-infested dungeons scattered across a sizeable island.

First things first, character creation is almost non-existent. Aside from choosing a name, that’s it. That came as quite a surprise - no class selection, no skill allocation, and no stat tinkering. You start as a Serf equipped with just a dagger, rawhide armour, some food, a Gold Key, and a Book of Magic (which is your source of spells). Progression comes later, but not in the way you might expect! More on that later.

Movement around Landor will be instantly familiar and is performed with the cursor keys (or mouse). There is a list of commands for inventory, wearing equipment, speaking, fighting, and more. It’s initially a bit overwhelming, but soon becomes second nature. I love that it’s displayed for easy reference.

Out in the wilderness, encounters are frequent and mostly aggressive. So pressing "F" initiates combat for one turn. Not every encounter is hostile; some characters will trade or offer information (for a price) if you press "S" to speak. Combat is simple: you take turns exchanging blows. Damage is determined by your Strength, Agility, equipment and your opponent’s gear. Oddly, the game doesn’t explicitly display weapon damage statistics, but the price in shops gives you a good understanding. Ie, the higher the price, the better it is.

This is starting to sound good, with new islands to explore and turn-based combat...


Stopped by a warrior who wants to sell me a hatchet (better than a dagger!)


However, I already have a hammer, which is better. Sell that dagger, Steve!




Mesron expects a lot

Early on, you’re tasked with finding Mesron in Castle Redstone somewhere on the island. Once there, use that gold key lurking in your pocket, as speaking to him grants your first level up, increasing your Strength, Agility, and maximum Hit Points. Unlike traditional RPGs, levelling up does not occur through grinding. Nope, your progression is event-based, so advancement through is tied to completing milestones.

You’re poorly equipped, so you’ll need gold to upgrade your equipment as soon as possible, and that means venturing into the wilderness and (GULP) dungeons. Towns provide the usual amenities: weapon and armour shops, banks (allowing you to recover stored gold after death), and even casinos. Wizard’s Squares, found in some casinos, offers a surprisingly decent way to earn extra money if luck is on your side.

This large island boasts plains, forests, swamps, hills, and impassable mountain ranges concealing even more hidden places. Mapping is highly recommended, but only as a basic reminder. I quickly sketched the coastline and marked towns as I found them, which made navigation easier. Much later in the game, acquiring the Scroll of Scalna allows better dungeon mapping, easing the burden on your pen somewhat.

NPC interaction is minimalistic, and I'm being kind there. Speaking to townsfolk never produces a side quest or yields worthy dialogue. Often, brief hints are repeatedly thrown out, but occasionally you’ll uncover something important. Don’t expect deep conversations; I got told to "get lost" more times than I can count!

The dungeons are different from other areas and are scary death pits filled with incredibly tough enemies, secrets, and unique treasures. Without mapping, they can be disorienting. Combat encounters happen here almost as frequently as in the wilderness, but this time you can see them approaching. While you can often retreat from combat by moving away, that is often not an option in such a claustrophobic environment. Are you strong enough to enter a dungeon? Ask yourself that before heading into the unknown!

It’s difficult to fully review an RPG like Questron II because everyone's experience varies depending on the path taken. Also, while it’s technically open-world, progression is gated by specific objectives. Wander off too early, and you’ll likely be overwhelmed and turned into a pool of red goo by a stray beast. However, you will be resurrected to continue on, but it's now that you realise you should have used a town's bank!

Look - find Mesron and then follow the intended path of exploring, earning gold, upgrading equipment, buying spells, and keep repeating that. Once you're wealthy, load up to the gills with spells, it's only then that you should venture into the dungeons to hopefully complete the next mysterious milestone.

Magic matters, with that glaringly obvious hint out of the way, let's see some more screenshots...


Finally, we find the right place for a good chat with Mesron.


He rewards me with a level up, and my new avatar looks like Jeremy Clarkson!




Tips for exploring Landor

Unlike similar RPGs, I feel Questron II leaves you in the cold. There's little help beyond being told to speak to Mesron. You're forced to discover everything about the quest by pure luck most of the time, without a journal. Do not think you can wander off and start foolishly exploring the dungeon. You will die...

  • Check your inventory to see what you possess, and then make sure you're [A]rmed and [W]earing the armour. The dagger is weak, and your armour is poor, so upgrading these is essential.
  • It's best to explore the immediate landscape, fighting and e[X]amining the area for food. You may even meet the odd trader... Use the [S]peak option when you do.
  • Redstone Castle is your first port of call, which is southwest of your starting location. Inside is The Hall of Visions, which is unlocked with the key you're already carrying. [S]peak to Mesron, and you will get a level up.
  • Now that Mesron has helped in his little way, you can buy and use better armour and weapons, which you can purchase in towns like Bay View. You will have the potential (afaik) to use a Staff weapon and wear Ring Mail.
  • However, these items will cost gold. You can find gold fighting or searching the landscape, but it's best to find a casino hosting the Wizard's Square game. You have the potential to win big money. Once you have, scour the town for shops selling that staff and ring mail.
  • If you see a Travel shop, pop in... they sell Ropes and Hooks to traverse the mountains.
  • Now, I'd say continue to hit the casino and earn as much money as possible. You can never have enough (I had a lot of success in Lyton and Long View). Here you can also top up your HP, and food if needs be.
  • Don't walk around like Mr T. --> Use the Bank.
  • When out exploring, some enemies appear, but you can immediately escape. However, some you cannot run from, and they appear to surround you no matter what you try. If you still don't want to fight them, then hit F once to engage and THEN walk away.
  • Magical spells play a ginormous role in Questron II, but it's not like you may assume compared to other games. Initially, I felt spells like Fireball and Magic Missiles are very strong, and can be one-hit kills. That's total overkill when exploring outside, but essential for Cathedral guards and when down in a dungeon. Trust me, your current melee weapon will NOT be good enough for ages. I always find the best town to stock up on magic is Ontaga.
  • Now that you're rich, wearing the best gear, armed with the best weapon, and have purchased loads of magical spells, it's time to take things further. Everything I've found seems to be centred on Redstone Castle and Rivercrest Cathedral...
  • Redstone Castle has loads of chests containing gold, but many other chests contain useful keys. Unfortunately, attempting to loot these will anger the guards, and they’ll relentlessly chase you. They are incredibly strong and way too much for me and my trusty Staff weapon. However, the magic you bought opens up the game completely. Try hitting them with a fireball:)
  • Open all the chests and run to the castle's exit. Then turn around and walk back in - the guards are passive again. So now it's time to use the keys you found in the chests earlier.
  • The Cathedral has access to an underground dungeon, and it's a great place to begin dungeon crawling. However, don't bother unless you have listened to my hints about levelling up, getting rich, and being armed to the teeth. It's tough down there, and you won't last a single encounter without magical spells. Plus, the monsters hit a lot harder!
  • Don't bother leaving Landor for the Realm of Sorcerers' Island, unless you're at the Apprentice rank. Although you can travel back by boat...
  • Magic is the key to your survival.
  • Cathedrals are great to stock up on many Bread of Life (John 6:35)
  • Strong stuff that magic. Have I hinted enough about this?

As you can tell, I've had a bundle of fun within Questron II. And I hope this was enough to get you past the beginning stages. If not, allow me to be blunt in hidden text you'll need to highlight...

  • Explore the towns and jot down each service they offer.
  • Earn loads of cash at the casino.
  • Arm yourself and load up with as much magic as you can afford.
  • As hinted, everything is centred on Redstone Castle and Rivercrest Cathedral. Explore the dungeon under the Cathedral and use the Castle for keys/maps/Mesron, and the Orb, which is needed by a magician in the Dungeon.
  • Basically, make sure you're properly armed and loaded with magic, grinding back and forth between the Castle and Cathedral.
  • That's it. I really don't want to risk ruining your fun...!

Right then, shall we see a couple more screenshots before the gripping conclusion...


A massive milestone in Questron II is finally being able to see the Holy One.


The dungeons aren't always home to very strong monsters. Try Speaking.




CryptO'pinion

Let me be honest, when I drafted this review, I was pretty much close to giving up. I thoroughly enjoyed the first island, but reaching the second felt like a step in the wrong direction. The difficulty suddenly shot through the roof, and I couldn’t help but wonder why it would throw me into an impossible situation.

I pushed on, cautiously exploring the northwestern part of the island, dying more times than I’d like to admit! Eventually, I stumbled across a couple of towns, with traders offering health, armour, and new items such as boats. This proved to be a turning point, allowing me to escape this hellhole to sail back to the first island to revisit Mesron in the hope of getting some help, which I did. Armed with improved stats, I returned to the island and found that traders were now offering better weapons and armour. Progress, at last!

Like I said earlier, you make your own way through any RPG, but less so in Questron II, as everything seems rigid and tied to Mesron, who demands quests to be completed in stages before carrying on. Sadly, this isn't clear much of the time. Plus, not having a journal to follow is rather limiting and confusing.

Still, things begin to open up once you are wearing better armour, which allows you to survive the relentless wilderness encounters. The dungeon on the east part of the island is your only way forward, and possibly the only obvious "next step" of the entire adventure (because everywhere else is blocked in some way). It uses a first-person perspective similar to Dungeon Master, and on the third level, a scroll grants automapping. Wow, this opens up the whole experience, and I can't express just how much I enjoyed this part.

Deeper within lies the Crystal Goblet, which must be returned to the Holy One at Twilight Cathedral. This is where my progress stalled, as I’ve yet to figure out how to access the cathedral’s dungeon or the one near Demph. It's a disappointing end to weeks of absorbing gameplay. But I rarely complete any game, so I'm shocked I got this far. Hang on, this was supposed to be CryptO'pinion and not a progress report!!

With that in mind, Questron II is brilliant, but hardly what I expected. It offers a fantastic, fantasy world with weird creatures, towns, cathedrals, and monster-infested dungeons. After the in-depth character creation (sarcasm), you are free to explore anywhere you like. However, the traditional grind no longer exists; it's been replaced by Mesron, who requires you to complete tasks to level up. His reward mainly serves to increase your maximum hit points and unlock better equipment through town traders.

The action is turn-based, which I thoroughly enjoyed. However, magic seems to dominate every encounter later in the game. I've mentioned before how wealth is crucial for purchasing magical spells, but in Questron II, it’s so prominent that it feels a bit odd. Levelling up for better melee weapons isn’t as important as you might think. Having a range of spells is far more beneficial and somewhat reduces the need for melee combat.

The wilderness is a good place to explore without being overly large, but the terrain doesn't seem to be anything more than cosmetic (except the mountains). The dungeons are tough with a psychological, eerie atmosphere that I admired a bunch. However, the towns are strange with their weird layout, and there's no point to them beyond supplies. Also, NPCs are mostly pointless and offer no conversation or assistance.

For me, the game might look like a typical RPG, but it's not really. There’s limited depth in terms of development, unfolding storyline, character interaction, or a grind for progression. Not only that, but the lack of a journal leaves you in the dark, wondering what to do and where to go next. Worst of all is the chore of the wilderness due to the frequent encounters with monsters constantly popping up to hit and run!

So is Questron II a bummer that you should run a mile from? Not on your nelly! Otherwise, I wouldn't have spent the last couple of months playing so intensely (hey, have you been following my progress on X/Twitter??). In fact, it’s been one of the most engaging and rewarding experiences I’ve had in some time, certainly more so than some of the other titles I’ve battled through recently (I'm looking at your Knightmare!).

Yes, I've become a fan of Questron II, and I feel that I've learned so much about its world and know it like the back of my hand. I really enjoyed battling within the dungeons, looking for treasures. Plus, these genuinely gave me the heebie-jeebies, which I found most enthralling. Questron II is by far closer to Phantasie than to Ultima. However, whether it's an RPG is doubtful, perhaps more of a Lite RPG with emphasis on action.

So, as an ARPG, it's thoroughly addictive and tons of fun. An easy 89%.

  • This download has improvements to the controls (and more) by FGC (my greetings to Mike)
  • You can get your grubby mits on the standard hard drive version from 8BitChip.
  • If old floppies are your thing, then head over to Atari Legend right now!
  • Questron II sits within our Quest/Action group - click it to see others.
  • Wanna see more screenshots? You're in luck then...


After chatting with Mesron and building up my stash of magic/etc, this was a big checkpoint.
But wow, 1000 gold pieces for three (helpful) maps? Sounds a lot...


For 1000 gold pieces, three maps are shown, but not given.
I wonder how I'd have felt about that back in 1988...


Of course, I'd have been annoyed as I didn't have a camera phone for years!
Landor is pretty big, and you'll note the white blocks identifying places.


For 1000 pieces of gold, I'd have expected to take the maps away with me!
So, that means only one thing - pen and paper. Or your iPhone camera! ;)


Forget about exploring dungeons until you're much stronger.
And loaded up with magic, as this becomes your main method of attack.


After opening up the green door (above), behind it are monsters!
Lots of them, too!! So hit the "M" key and blast them with fireballs.


If you're still feeling well and have enough magic spells, continue to explore.
It's dangerous, so keep an eye on your inventory, food, and HP.


Most treasure chests contain gold, which isn't that important later on.
But these had a Wand of Power and the Chalice of Arvyl. Cool!!


Landor's dungeon proved very fruitful for me! And I was teleported onto the...
...Realm of Sorcerers' Island, where the difficulty increased massively!!


Here, the game is too hard. The monsters are way too TOUGH!!!
Perhaps I should have seen Mesron first? (for a level up). A missed opportunity?


No. Persevere! Shop around, and you might see a boat for sale (and a pony).
Use that boat to head back to Landor to complete tasks/level up... Much needed!!


Even after levelling up, Realm of Sorcerers is a cruel and difficult island.
Fill your boots with magic and enter the dungeon (east side of the island).


Gone is the overhead view for a "Dungeon Master"-like 3D perspective!
At first, it's difficult, but the map layout is very good for the first few levels.


However, like everything on this island, it's TOUGH!
Don't enter unless you have enough magic and several "Bread of Life".


Unlike on Landor, this is a multilevel dungeon and a long quest.
I cannot express just how much you'll need Bread of Life and Magic!


I've since found the Scroll of Scalna (3rd level of this dungeon)
This opens up the dungeon crawling completely with a nifty mapping tool.


This is where I am, with only one more rank to gain before I'm top dog!!

Friday, February 27, 2026

Battlemaster






A day in the life...

Battlemaster was released in 1990 by PSS, but I don't recall playing it. Which is a little odd, because I remember seeing the screenshots and being captivated by them. They showcased an overhead-action RPG featuring battles against insidious creatures, including Orcs, Spiders, Elves, giant insects, and more. These are the types of games that really appeal to me, so I'm baffled why I let it slip by. What a weirdo!

Booting it up for the first time presents an impressive title that sets the scene for what appears to be a festival of bloody gore. We can be any of 16 adventurers from four races: human, elf, dwarf, and orc. Some venture solo, whereas others are part of a clan. Beginning my first game was fun, with good graphics and a user interface I found intuitive and easy to grasp. Selecting the warrior seemed a great choice, but I made the foolish decision to touch the water, which is oddly deadly - instant death (and you only get one life).

So I restarted as an Orc; an utterly disastrous move, as I was hated by everyone, so I died quickly. Once again, I restarted, this time as an elf, which was confusing because this fella wasn't alone - his party ran around like maniacs. Then my elf fell into a pit that suddenly appeared without a warning. Instant death!

This wasn't going well. So, I did what no guy does: I read the manual. This pamphlet is short, but engaging, with a background story that is both predictable and intriguing. The gameplay basics are nicely explained, including a guide for newcomers, which I appreciated. Also explained are the differences in gameplay styles that concern commanding troops (if applicable) and negotiating with NPCs for items or safe passage.

Incidentally, I chuckled at a section of the manual about the four different races. It's humorously candid and helps you decide who you want to be. I cannot read this blunt piece of text without smiling...

Dwarves hate Elves and Orcs,
Elves hate Dwarves and Orcs,
Humans like no one but despise Orcs the most.
Orcs hate everyone!

I guess it pays to read the manual? Who'd have thunk it? Let's see the first screenshot...


The user interface isn't baffling at all. In fact, it's quite superb:
1) These are our main stats.
2) Depending on the situation, 
we can access weaponry and inventory.
3) The journey icon is replaced with Parley (returns when the quest is done).
4) The next three text options are relevant for commanding troops.
5) The green area is a scanner; we're the red cross/other characters are yellow.
6) There is an info box that provides location names and helpful tips.




A Cruel World

The first thing that struck me about Battlemaster was how you're hurled straight into the action without a hint of guidance. You then notice the frantic pace at which enemies move about. It's quite chaotic as they run into view, firing off missiles before legging it. The key to surviving is teasing them out and away in smaller groups. Otherwise, you will be mobbed by a bloodthirsty pack of medieval lunatics with a death wish.

This instantly means you must practice with the controls to get anywhere. Battlemaster employs 8-way movement using the keyboard, mouse, or joystick. The mouse is terrible, and I got nowhere with my joystick, but I need a new one, so that could be why. However, I instantly took to the keyboard, which you can redefine with 8-way controls via the numeric pad. I preferred keeping it simple, using the cursor keys.

Exploration is always fun and part of what makes any RPG a fascinating experience. What's better than discovering a new place with potential for enemies, people, treasure, weapons, etc? Well, hold your horses and slow down because you won't get very far without keeping your eyes on the scanner...

  • Use it to get an idea of where the enemy is, and begin walking towards them - with a ranged weapon at the ready. If they get close, hit the spacebar to pause and flip to a melee weapon.
  • Sounds like real-time with pause? Kinda, and you should use that!!
  • Hidden traps are a big thing in Battlemaster, but there is never any indication of where they might be. It's stupid because you only get one life, so falling into a chasm that appears from nowhere is infuriating! So tread softly. Thankfully, their locations are static and easy to remember.

Let's take a break and view a lovely woodland scene where life is peaceful and quiet...



There is an option to parley, but wait, I see a bottle on the ground?
Should I take that, or will it anger the locals into a frenzy?




Riverdale

Battlemaster's world is massive and splits into dozens of sections accessed via a world map. Once you muddle through the initial confusion of the first level, which generously teaches you the joys of hidden traps and punishes you for paddling in a stream (groan), you will blast through the following early stages pretty quickly. Every area is not only visually different but also moves the story forward in its own unique way.

It’s always worth exploring thoroughly to see who is waiting for a chat and whether there is anything remotely helpful, like armour or food. Each zone is fairly compact and has a specific task you’ll need to complete before progressing (use the journey icon, which remains greyed out until the tasks are completed).

Don't expect this game to be a pushover, as most battles devolve into chaotic scuffles where you're hammering the fire button and praying for a win. But think before raising your sword, not everyone is ready to fight. Assuming you win and don't fall victim to a hidden trap, then you will enjoy making progress because each area is uniquely interesting. That said, not everything makes complete sense, like stumbling across food the locals left lying around, hoping you'd politely ignore it. Erm, no! Why would anyone do that???

Once back in the world map, you can move to another adjacent area to continue pillaging! As you can see in the next screenshot, the game shows the available places you can (currently) travel. It's like Baldur's Gate, as you cannot travel huge distances without traversing through. And I liked that a lot!

A huge number of places are waiting for you, dear adventurer. Let's pause for a screenshot...



This map displays the various locations linked via currently available stages.




Graphics & Sounds

I'm not usually bothered by flashy visual effects in an RPG, as the adventure lies in the storyline, characters, action, and exploration. But let's be honest, they're good to have, and Battlemaster's landscapes range from lush woodlands to rocky deserts, and they look impressive. However, it’s the monster sprites that I really love. They’re fantastic and very much in the style of Dungeons & Dragons, constantly providing a 16-bit feast for the eyes to highlight the ghouls encountered, and this is where Battlemaster pleases me.

Sadly, the gameplay window is only about half the screen, with the user interface occupying the other half. That's understandable for a game like this (and helpful), but I'd have expected better scrolling in return. Don't get me wrong, it's good enough, but still a little bit disappointing if I'm honest.

The audio is a mixed bag. There is no title music, but PSS didn't skimp on the sound effects by using crunchy samples. I like the cries of people dying with such elaborate samples, which is hugely entertaining.

One last screenshot of me avoiding death (for once) before the gripping conclusion...


From the start, Battlemaster shows how cruel it can be. Hidden traps!




CryptO'pinion

Battlemaster certainly plunges you into the thick of the action from the very start. The manual gives a few helpful nudges and starter tips, but nothing really prepares you for the sheer brutality of the first area. Choose your character wisely based on their skills, weapon types, and whether you want backup or to go solo. Then spend a little time mastering the controls and getting used to scrapping with the enemy.

Even once you've got the basics down, you're still likely to meet a quick and ridiculous end, which is hard to grasp at first. It might be a mob of goons hiding in a cave who leave you no chance to react, or maybe it’s an arrow from off-screen, or the classic blunder of sipping water from a deadly river. Worse still, death may come because of a perfectly hidden trap that you had no way on God's green Earth to detect.

Every step you take will be like walking on eggshells, and you will suspect everyone and be wary of everything. Nothing scares me more than a bottomless pit suddenly appearing from out of thin air, but these are always located in the same place(!). Once you grasp how pointlessly illogical these initial traps are, then progress will be made to other areas. Regardless, save your game regularly, as you will be reloading a lot.

Battlemaster's emphasis is always on action and solving obscure puzzles. Discovering new lands is very exciting, as you see the story unfold with new places, tales, and people. Plus, there is a myriad of different beasts just waiting to be killed. Also, if you’ve built a good team, the squad mechanic actually works quite well - even if the AI is a bit thick. Controlling them feels a bit clunky at times, but I enjoyed giving the orders!

When I first played Battlemaster, I didn't care for it. You're thrown in at the deep end, and the pointless traps become tiresome. However, I liked the setting and the opportunity to travel to unique places, so I stuck with it. I'm glad I did. You will get to wander strange lands, slay monsters galore, and do it all in the name of a baloney storyline. It's fantastic, so I’m giving it a trapdoor-dodging, monster-mashing 85%.




I love going into other people's homes uninvited.



Hey, I see a ladder. I'm sure nobody will mind if I take that...


I found a hidden cave and went inside. This is a dangerous place!!



I only took this screenshot because I liked the graphics so much lol



This is where I'm currently up to, and stuck. How can I get through the door?