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192 lines
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Plaintext
192 lines
12 KiB
Plaintext
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TUNNELS & TROLLS: CRUSADERS OF KHAZAN
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TUNNELS & TROLLS: CRUSADERS OF KHAZAN, from New World Computing and Electronic
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Arts, is a very lengthy role-playing game. Unfortunately, its very standard
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story, unbalanced combats, poor character developments, and general lack of
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interesting puzzles make the game a severe test of patience, as well. (This
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review is based on the IBM-PC version.)
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A long time ago, in a place called the Dragon Continent, a war broke out
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between the Wizard Khazan (he's the good guy) and the infamous pair, Lerotra'hh
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and Khara Kang (the Ultimate Bad Guys in this game). Wishing to stop the
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bloodshed and the slaughtering of the innocent, Khazan proposed a truce to
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Lerotra'hh: Khazan would go into exile in exchange for a promise that the pair
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would allow humankind and monsterkind to coexist peacefully. Lerotra'hh accepted
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the proposal and Khazan was never heard from again. As the game begins,
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Lerotra'hh has gone back on her word. She is gathering large armies of monsters
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in order to destroy all of humankind. Your quest is to defeat Lerotra'hh and
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bring Khazan back to this world to enforce the truce and guard against future
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attacks.
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You go adventuring with a maximum of four characters. There are four races
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(human, elf, dwarf, and hobb) and three classes (warrior, rogue, and wizard) to
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choose from. You can generate all of your characters, or generate just one and
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recruit the rest of your team from the various cities. You can also dismiss any
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member(s) of your party, and recruit new members in the cities, although I
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couldn't find any reason why you'd want or need to do that.
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Each character has eight attributes: strength, intelligence, luck,
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constitution, dexterity, charisma, speed, and "combat adds" (which determines
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extra damage the character can inflict during combat). These attributes have
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effects similar to those in other popular role-playing games, with some minor
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exceptions. Experience points are gained through combats and encounters of
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special events. When a character advances to the next level, you are shown the
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current values of all the attributes, as well as the new values that they can
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increase to; however, you're allowed to increase only one attribute per level.
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When you're injured, you lose constitution, but it can be recovered by resting.
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Food is required once every 24 hours of game time, and you will want to stock up
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on it as early in the game as possible.
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Various languages are spoken by different races. Some of the encounters have
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subtle variations, depending on whether your team has the ability to speak the
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proper language. Languages can be learned in some of the cities, and through
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certain encounters.
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Aside from combats and encounters, I discovered certain places where you could
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gain lots of experience points simply by walking around. I don't know why this
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is so, and cannot say if it was intended by the designers, but I advanced my
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characters six levels in about 30 minutes (of real time) in the Naked Doom
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dungeon. As it turned out, it was not as big an advantage as I had originally
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thought. (I'll discuss this in greater detail later.)
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Magic spells can be cast by wizards and rogues. Spells require minimum
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intelligence points to learn, and they deplete strength when cast. Wizards can
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learn spells from wizard guilds, while rogues can learn them from rogue guilds.
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Interestingly enough, wizards can also teach spells to the rogues, provided they
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have learned the Teach spell themselves. Spells can be boosted during casting by
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using more strength points, a feature also found in the more recent BANE OF THE
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COSMIC FORGE. There are 11 levels of magic, totaling 63 spells. I am _ashamed_
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to say that I finished the game using only eight of the 63 spells. I would
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probably have experimented more if the combats had been more challenging.
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Moving, resting, and combats all use up certain amounts of time. An onscreen
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calendar is constantly updated to help you keep track of time, although I could
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find only one instance in the whole game where it was needed. There are
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different modes of movement. You can choose to Walk, Slow, Run, or Climb up.
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Certain city and dungeon areas can only be reached if you choose the right mode.
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When you are outdoors, you can also choose Horse, if you purchase horses. The
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only advantage I can find with horses is that they use up less time, and
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consequently less food, when you are looking for encounters.
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Certain outdoor terrains are harmful to your characters. You lose constitution
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with every step in the deserts and swamps. Mountains can only be travelled by
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Climbing up. Needless to say, you need a boat to traverse the seas. The entire
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Dragon Continent is divided into 24 16x16 grids. Automapping remembers every
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step you take, and will display the current grid that you're on with a single
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keystroke or mouse click. I can truly say that manual mapping is not necessary,
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except perhaps on the first level of the final dungeon. Included with the game
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is a very beautiful, full-color paper map of the gameworld. Gamers who have
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played the MIGHT AND MAGIC series will immediately recognize and appreciate the
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outstanding work put into this map.
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Combats are carried out in the ULTIMA tradition. All combats take place in a
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7x7 grid. Sometimes, certain tiles represent obstacles or hazard areas that need
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to be avoided. Characters and monsters take turns, depending on their speeds.
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During each turn, a character can move a certain number of squares in any
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direction, and then carry out an action command. The choices of commands are
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Attack, Cast, Use, Shoot, Push, and Block. The command is performed immediately,
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and then it is the next monster's or character's turn. At the beginning of each
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round, you also have the option to Run Away or Autocombat. During Autocombat,
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your characters will only Move, Attack, Push, or Block.
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In general, combat sequences are fast and uncomplicated. Unfortunately, they
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are also boring, and serve no particular purpose. 95% of the monsters will miss
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with every single attack. And when a monster does connect, the damage it does
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generally kills your character in one round. You have no way of knowing
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beforehand which monster is likely to be able to land its blows. A rat can be
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just as deadly as an elemental. Armor protection does not appear to make a whole
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lot of difference. Some monsters have the ability to shoot arrows and
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projectiles. The amazing thing is that these'll hit almost every time, and do
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much more damage than Attacks. On the other hand, offensive magic spells work on
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every monster except Lerotra'hh and Khara Kang. The most effective and quick way
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to dispatch the monsters is to simply move up close and hack away, have the
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wizard(s) cast offensive spell every turn, and take your chances.
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Another strange thing about combat is that you can quite easily obtain certain
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weapons that'll do an incredible amount of damage. In fact, my rogue (through a
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rather devious method) obtained a hero sword early in the game, and he and the
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wizard became awesome killing machines. They actually spent most of the game
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protecting my two wimpy warriors! This is the first game I've played where I
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would send a thief and a mage to the front line and leave the fighters at home.
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After discovering a strange way to boost my characters by six levels, I thought
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I'd have a definite advantage in subsequent combats. It turned out that the game
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simply increased the monster strengths to compensate for the advancement. Rats
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and roaches that had a mere 10 or 15 constitution points now suddenly became
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super-insects with over 100 points. Instead of doing a few points of damage when
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their attacks had been successful, they could now inflict 30 to 50 points of
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damage, and had multiple attacks per round. The monster abilities appear to
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change only with advancements in your characters, instead of getting tougher as
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you approach the end of the game. Since there are no skills or skill points in
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this game, the only reason I can see for working to advance my characters is to
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gain an edge in combat: This design completely eliminates the fun of developing
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your characters at all.
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The experience you get with each combat is ridiculously low: The average combat
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yields about 300 points. Obviously, advancement is not going to be achieved by
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fighting. And since any new improvement in attributes is immediately negated by
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faster and stronger monsters, I have to say that the combats are dull and
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unenjoyable. Fortunately, they don't occur as frequently as in other CRPGs.
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Throughout your exploration of the gameworld, you'll meet a lot of non-playing
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characters and special events. In most cases, you are presented with _very
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lengthy_ descriptions of what you see, and then you're given a list of choices.
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Some of these are just common sense. (You may: 1. Explore the cave. 2. Leave.
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Oh...I think I'll explore it. What the heck....) For others, you may have
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obtained a clue from someone or somewhere to assist you in your selection. Then
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there are those about which you have no idea what the right choice would be.
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Still, it is a simple matter to save the game and try all the choices. The
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puzzles do get more interesting toward the end, and you'll certainly need more
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than just brawn and muscle to defeat Lerotra'hh.
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There is a Use option, but it is mainly for using objects to cast spells during
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combats. Manipulation of objects is really unnecessary until you are in the
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final dungeon. Even then, the game tells you exactly which objects to use and
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when. As long as you have been thorough in your quest, the endgame is really
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rather simple and straightforward.
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TUNNELS & TROLLS employs an overhead view for both indoors and outdoors.
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Portions of the surroundings that are not in your line of sight are blacked out,
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similar to the earlier ULTIMA games. Even in EGA mode (VGA is not supported),
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the graphics are not spectacular by today's standards. I found the outdoor
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scenery graphics to be especially irritating. When travelling next to a desert,
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I couldn't tell just how close I was, or whether my next step would cause damage
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to my characters. And when I sailed on a ship, I could sail right through the
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middle of some of the islands. The only animations in the game occur during
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combat scenes: The characters and monsters animate briefly when they fight or
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are attacked.
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There is no music in the game and sound cards are not supported. There are
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sound effects for movements and attacks -- pretty standard clicks and beeps that
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don't add to, or subtract from, the game.
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You can have up to five different saved games, and games can be saved at any
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time, except during combats and encounters. Restoring a game does not require
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exiting and rebooting. In fact, restoring a game is quick and painless,
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definitely one of the best features in this game.
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The interface is icon-driven and designed to be best used with a mouse.
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Keyboard play is done by entering single letter commands. Under most
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circumstances, you simply enter the first letter of a command. However, in the
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character and items menus, this is not the case. For example, instead of
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entering U for use, V for view, and E for equip, you are required to enter X for
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use, U for view, and V for equip. This makes no sense to me, so I played the
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entire game via mouse.
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TUNNELS & TROLLS requires 640K of RAM, and supports CGA (including B&W) and
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EGA/Tandy graphics. If you wish to play the game from floppies, you'll need
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_two_ floppy drives; any combination of 5-1/4" and 3-1/2" drives works. Hard
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disk installation is supported. The game comes on six 5-1/4" disks. The 3-1/2"
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format is also available separately. Copy protection is achieved via manual
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look-up; you have two chances to get it right before being booted out to DOS.
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There isn't a lot I can recommend about this game. The graphics and sounds are
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obviously outdated. The story is stale. The combats are boring and poorly
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balanced. Some of the encounters are quite interesting, but none is what I would
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call a thinking person's puzzle. My advice is to skip this one.
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TUNNELS & TROLLS is published by New World Computing and distributed by
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Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253 |