The Battle of Philip against the Forces of Creation by Peter Arnold and Anne Ungar (AGT Text adventure available for PC and ST - ST version is on SynTax PD Disk 76) Reviewed by Neil Shipman In this follow-up adventure to Tark you play the part of Philip, a fan of Dungeons and Dragons, who has constructed an elaborate fantasy world for his and his friends' characters to inhabit. He is the DM of the game currently being played in his house and is at the moment considering the question put by Tark and Heyyock to the altar in Gora's Castle concerning the nature of the multi- verse and its relationship to Good and Evil. Throwing the dice produces double zero and, as he reaches for his book with the altar notes to determine the answer, something very strange begins to happen. The room darkens and trembles, a rip in space seems to open up and a naked, very fat woman lands on the table! Attempting to calm her agitated state while, at the same time, trying to figure out what's going on, Phil's attention is suddenly drawn to an eye peering through the dark hole. "Ah!" shouts a voice, and a stream of black radiance rushes towards him. There is the impression of furious writing in Phil's notebooks with changes being made to his fantasy world. From then on, time flows strangely. Suddenly, a white radiance streams from the fat woman's forehead, the rip closes with a clap of thunder, then all is clear again. This is where for you the adventure begins... Your room is a mess and the skeletons on the floor are your erstwhile friends. All except Cindy, that is, who had been in the kitchen and is now nowhere to be seen. You experience a taste of the horrors yet to come when you examine the remains and find the light glinting on the polished bone and glowing green maggots invading their eye sockets. You try to open your notebook but it appears to be insubstantial and its lock defies your best efforts. Examining the fat woman reveals that she is Tark, a female cleric who has the ability to conjure certain spells and who will accompany you on your travels. But she can't shed much light on your current situation so it's a good job that you find a reference book, appropriately entitled "Information for people who aren't Phil" in the next room. From this you learn the names of some of the spells Tark knows as well as her other abilities as a cleric. (Phil is, in reality, Philip Kegelmeyer, the author of the original Tark adventure.) The background information given in this book is extensive and, indeed, vital to your success, so read it carefully. The evil you are going to have to overcome has been wrought by one Naron Blooder, a mage who rather than kill his enemies delights in binding their souls for all eternity. They can, however, always be released and, amongst other things, the book gives examples of some of his sadistic bindings and the ways of undoing them. The first problem you're faced with is how to get out of your house. The illusions of an ocean outside your front door, a rock wall outside the kitchen window and a precipitous drop beyond your backyard are all too real. But, dispose of a fire elemental which has appeared in the garage and you can make your way out into the strange streets and up to the castle which looms in the east. Entry will not be achieved without Tark's help and, once inside, you will soon get a glimpse of the sadistic nature of Naron Blooder as well as seeing the brutal style of writing the authors use to convey the horrors of Phil's imaginary world. Here is just one short example from looking at the fountain in the courtyard: "Upon closer examination, you see that it is actually quite grotesque. The top of the fountain features a young woman crushing the life out of her baby. The water gushes from its distorted mouth and several wounds. Around the lower portion are mermaids, and the water fountains from their slit wrists." Taking care to avoid the guard who patrols the castle's rooms you will come across Cindy, bound into a mud house. Freeing her from this is easy, but her soul is immediately bound into something else. Releasing her from successive bindings, destroying the evil Blooder and, eventually, unlocking the notebook back in your house and returning to the real world are your objectives in this adventure. A book in the library, "Soul-Based Bindings and their Application to the Inanimate", includes a useful recipe and you will need to obtain such diverse ingredients as the intestine of a red gecko, living troll flesh, something personal of the binding's creator and a set of thieving tools. Gathering these is not without its difficulties and you will experience some quite grotesque scenes, most horrible of all being the coupling with a demoness whose key you require. There are some 60 locations (not all of which you'll want to visit!), the puzzles are well constructed, and the descriptions and responses quite lengthy. But one annoying feature of the adventure - as, seemingly, with many AGT games - was its habit of returning you to the desktop when you were killed. This has now been sorted out, however, and you can simply restore a saved position when you meet your demise. What you can't do is restart from within the adventure, so if you get killed before you've saved then you'll have to re-boot it. The best way round this is to make sure that SAVE is your very first command. The authors have, throughout, managed to convey a sense of evil, and the complexity of the world within Philip's mind is quite enthralling. Indeed, with such a fertile imagination to draw on for the plot, it is perhaps a pity that the adventure is not twice the size. I should particularly have liked there to have been more conjuring of spells on Tark's behalf. According to the book she knows nearly thirty but in the adventure she only has to use five. There is something about The Battle of Philip against the Forces of Creation which continued to draw me on that little bit further. I couldn't resist looking round the next corner to see what horrors I would find there! If you're a fan of horror fantasy then you should find the game an interesting and enjoyable one to play. It's certainly one of the more gruesome text adventures I've played and, as you'll have gathered, not one for the squeamish! @~There will be a full solution in the next issue of SynTax.