Phew, what an adventure!
I've finally done it. I've completed Sword of Kadash. I think! (don't ask, just carry on reading to the end). When I first started, I genuinely thought I would be playing for months because of its sheer size and my desire to painstakingly map it. Yet here we are with the third article, and the game is completed.
I've enjoyed it because it is a mapper's delight, with a wealth of integrated rooms, secret routes, puzzles, hidden rooms, and tons of hideous monsters to kill. The map design is very interesting, and I like its style. However, it's not all good news, as there are a few quirks and peculiar differences I didn't expect.
Before I begin, this is the third part of a mini-series. Have you read the innocence of Part One or the enthusiasm in Part Two? I didn't think so! Click on those links to get an idea of the pain and pleasure I endured over the weeks (both links open up in new browser tabs). I'll be waiting here for when you get back.
While waiting for y'all to return, I shall enjoy dumping a couple of funky screenshots below...
I see the devil with horns and beady eyes staring at me! What do you see?
Interestingly, the room south of this location is a formidable part of the maze design!
Back to basics
Okay, since you've clicked the two links above, we all know the story and what's generally involved, so let's continue... Unlike many ARPGs, this begins the same each and every time: we start at the entrance of the caverns with a dagger, 2000 hit points, armour and fear spells. That means we're a dude without a choice in race, personality, skill set, or attributes. Still interested? I know, but you should be, so read on!
Let's begin with the controls, as there are three methods for guiding our little hero that seem to have confused some YouTubers(!!). The joystick is by far the best method (the keyboard felt unnatural, and the mouse is nothing less than a nightmare). So, just press CTRL J to change from the default to the joystick when you first begin your quest. You are able to move (and shoot) in all directions, including diagonally.
To shoot, press and hold the fire button and then 'aim' in the direction you wish to fire. Oh, and hitting the spacebar activates your one and only available magical spell (fear).
Wanna see a couple of really annoying screens that make no sense? Of course you do...
The quest awaits!
I should begin with advice for newcomers - when you are about to begin, do not head north without checking out that tree. It's also worth heading southwards to find better weapons. It's called being thorough, so explore everywhere from now on. Okay, now head north into the fortress, where there are a couple of ghosts and bats before stumbling upon a scroll - leave that be, as it will come in handy if/when you get cursed. Next, head west to a room full of scorpions, so lots of XP for killing. There is also a chest, and extra xp, but don't leave without searching for the secret passage that leads to a different room - with a sword!
Yes, pick-ups are a big deal and an oddity. You will frequently find weapons and armour, along with other items like chests and keys. Collecting these increases XP, but you cannot use the keys, as there is nothing to unlock. Nor can you plunder a chest, as it's just an item that does nothing more than increase experience. So, more often than not, the item you're collecting isn't for a particular usage other than XP.
Many items are cursed, which severely hampers your ability and performance. Only two types of cures exist: the cross and the scrolls. However, this is where the game reveals its truly insidious personality because there is a chance that those might also be cursed. Cruel, very cruel!! So why not make notes? :)
Some screens contain helpful messages, but (because I'm awkward) I'll show two that don't...
The Pit is a disastrous moment, massive HP loss!
There is a hidden area to duck into, but I didn't know until it was too late!
Traps!
The cruelty doesn't end with cursed items because the dungeon is host to a myriad of traps, and just about everything will trigger something nasty. Heck, you may do nothing more than simply walk into a new room - and BAM!! Lots of arrows begin hurtling towards you. Most of the traps are triggered whenever you collect an item, so you soon become cagey whenever you see something that might be worth picking up.
Many triggered traps are a lot worse, and some can fill the room with a bunch of materialised monsters! Not only that, but some are super strong and cannot be killed - so run! Don't feel like you need to fight everyone; a wise adventurer enjoys running away! Lastly, there are a few which truly are game-enders: the boulders that appear from nowhere, rumbling down a corridor to block you in with crushing force! Did you save?
It's insane how many traps there are!! Never have I played any game that comes close to this...
Picking up an item and suddenly the screen is full of Mr T's - one is stuck in the wall lol
Walls
As I said in the previous article, walls sure play a big part in this adventure, which is an odd thing to say, right?. Well, the blue ones can be destroyed, thereby aiding your journey by creating a new pathway. Sometimes these can help provide a tactical vantage point when shooting baddies who are unable to reach you. Green walls will repel all your shots, which is actually a great mechanic that works very well in battle.
There are also invisible walls that are a pain - there is still one screen which I've not managed to figure out. Some rooms are made entirely of a maze of hidden walls and take what feels like a lifetime to suss out! There are secret walls that are revealed when you walk into them at the right point: some need to be shot at! Also, only by making a map could I see potential routes to hidden rooms I would have missed.
I personally feel that this game was always intended for the player to create a basic map with notes. Annoyingly, there is still one room I haven't managed to find a way into! Which is infuriating for an adventurer like me who leaves no stone unturned. Gotta admit defeat now, and then, I guess?
Well, I've talked enough about walls, so let's see a couple of different screenshots...
Armed to the teeth
Weaponry felt like an afterthought as there are only four: dagger, morning star, axe and sword (all can be augmented magically to a max of +4 for extra damage). Battles are fought by range, regardless of what you are carrying, and there is no melee or magic. Also, each weapon is expressed as an arrow and can only be fired in a series of three shots (you can fire again once they have expired or hit their intended foe).
About magic: there is one spell, but it's not offensive and more of a fear spell. When used, all monsters will scarper, thus making it easier to kill them (or make it easy to run away). This effect doesn't last long, but it helps when there are loads of monsters. Use wisely!
Don't worry about encumbrance or inventory, as there is no way to use your stockpile. Simply, whatever you collect is added to your XP with the potential to level up, thus increasing hit points (excluding cursed items). Weaponry will add to your XP, but will only be used if it's better than what you already carry.
Right then, I think it's time for some tricky trappy screenshots...
Monsters
Being an action game, you won't tread for more than a few steps without having to kill something beastly: ghouls, ghosts, bats, snakes, barbarians, spectres and more, all the way up to the Liches. Those guys are tough and can even spawn other monsters into the arena. Each enemy has a number of hit points before dying, though there's no information about that to possibly complicate the near-non-existent RPG aspect.
It's all a case of keep firing, but if they're strong and still chasing - run! Then fire some more shots and start hoping for the best. Touching drains them of their hit points, but at the expense of yours, too.
All enemies are a bit daft and follow a basic path to get you, which means they struggle to navigate around objects. Sometimes that's a good thing, as you can tempt them out from a part of the room, one by one. Thus making the battle easier, albeit rather disappointing in other respects. Manage the hoard.
The next screenshots are from the final rooms that only dedicated players will see (ha!)...
Aesthetics
I was never going to boot up this game and expect glorious visuals. It was developed around 1984, so I would be a fool to judge it based on what the Atari ST is capable of. The graphics are what I experienced on my ZX Spectrum, using a basic design with lots of repeating red brick walls and black backgrounds.
The monsters are superb, and we get to slaughter a wacky crew. They're quite poorly drawn compared to Rogue, but I love how amateur their movements and animations are - they wobble across the screen. The gremlins are my favourite: small and made from a few pixels, yet they look great.
The audio is almost zilch with no music and few effects. What you mostly hear is your weaponry, or when touching a monster. Oh, a little jingle plays when the Lich appears! This is an incredibly short tune, but it's eerie and works surprisingly well. Otherwise, the entire game is silent, with no distractions.
Okay, it's screenshot time again, and here we have two sets of badass enemies...
The map!
So the moment you have all (?) been waiting for... the map! Completing this game was enjoyable and addictive. However, the ending rooms are a disappointment in comparison to the rest of the game:
At the end, the idea is to kill the dragon Aladag, who is guarding the Sword of Kadash. But there is a hidden passage north of his location, so you can skirt around and pinch the sword. Superbly done, and a greeting appears (the last screenshot below), but the game does not end. In fact, there are a couple more (pointless) rooms that don't make any sense, as they are dead ends. So, armed with the Sword of Kadash, I went back to kill Aladag and, once again, the greeting appeared, but it still doesn't end. How odd!!
Yep, rather an anti-climax. But it didn't spoil what is nothing less than a superb oldskool shooter. As always, the image below is a thumbnail; click it to download the high-resolution version. Or zip over to Atari Legend, which is kindly hosting a similar version. Anyhow, I hope you guys enjoy using the map.
Carry on scrolling for my final thoughts on Sword Of Kadash...
The CryptO'pinion?
I'm sure you can tell how much I have enjoyed this, and mapping has been a pleasure that has greatly enhanced my experience. I've honestly loved every second of the adventure, albeit not the 'RPG' that I imagined. Those elements are diluted into the background, so I would say it's more of an action/shooter with an emphasis on puzzle-solving (make notes!) and the freedom to roam without following any linear path.
My grumbles are minor; the combat system is limited because all weapons are the same, and there's no support for melee. The cursed items are a pain in the bum because there are only two types of objects (for a cure). I would have liked magic to have included the side benefit of dispelling curses, too.
Anyhow, if you're in the mood for an alternative "roguelike", then this could be everything you desire. The dungeon is massive, with monsters at every turn, secret passages, and lots of infuriating traps! Just remember to save regularly and make notes. Of course, I have made a map you can use as a guide.
Sword of Kadash hasn't aged well, but the gameplay is well-balanced throughout, which I thoroughly appreciated. I hope you ignore the bland aesthetics and take on board the challenge!!



