Journey - Infocom (Amiga/PC illustrated text adventure) Reviewed by Neil Shipman "It was a Golden Age, or so it now seems; and there are but a few who can recall those years, and fewer still who would not tremble to speak of what followed. But we were younger then, and less wise. It seems strange now to think we had never set foot outside our village when we were called upon to take part in a great adventure - that fateful Journey which changed our world forever...." These are the words of Tag, an apprentice food merchant, which preface his account of the trials and tribulations experienced by a band of adventurers seeking the aid of a powerful Wizard who lives atop the distant Sunrise Mountain. Pestilence was spreading throughout the land and, after five years' crop failures, the situation in Tag's home valley had become desperate. A party led by Garlimon, the elder blacksmith, had been dispatched to find help, but they were never seen again. And so it was that another group was formed comprising Bergon, the carpenter, Praxix, the local wizard, Esher, a learned physician, and, last but not least, Tag himself to watch the supplies and keep a diary of the journey. The recounting of the tale in diary form, i.e. in the past tense and from Tag's point of view, is the first thing that makes this an adventure with a difference. (Tag can be renamed at the start so you can play as a character of your own choosing.) The second is the unique interface with which you guide your party of characters on their quest and which is simplicity itself to use. The top three-quarters of the screen are divided vertically with graphics on the left and text on the right. The bottom quarter is split into five columns and looks something like this: ~~~~~~~~~~~~ The Party ~~~~~~~~~~~ Individual Commands ~~~~~~~~~~~ Proceed # Bergon --> # Get Advice # # Back # Praxix --> # Cast # Examine # Enter Pool # Esher --> # Examine # Scout # # Tag --> # Drop # Inventory # Game # # # # Party Commands are used for group actions such as travelling from place to place, and Individual Commands for examining objects, casting spells and so on. All the commands can be selected either from the keyboard or by using a mouse or joystick. If you're sticking to the keyboard (which I found easiest) then the cursor keys cycle a highlighted command through the available choices and the space bar can be used as a shortcut to switch between the Party and Individual sections. You can even highlight and select an option by simply typing its first letter. The interface updates in a very intelligent way too. Say, in the above example, you want Esher to examine something or Praxix to cast a spell. Just select the appropriate command and you'll find that the Individual Commands section will clear everything but your chosen verb and will bring up a list of available objects or spells in the two right-hand columns. Similarly, if you try going Back but have reached a point in the adventure where you're unable to do so then that option will be removed from the menu. The Game command is always present and it is by way of this that you can save and restore your position. Soon after your journey begins you arrive in the outpost town of Lavos, just the right place to stock up on provisions and acquire a map decorated with strange runes. The Lands End tavern then beckons with the promise of food and drink and it is around here that you meet Minar. Accept his offer of help and he'll join the group, his name and those actions available to him appearing on the bottom line of the display. Shortly after this you come across the remains of Garlimon's party and, later on, find Garlimon himself. Seemingly deranged, he babbles on about the Enemy being too strong and, somehow, you know that he's referring to someone or something more sinister than the bandits you've already beaten off. But he sends you on your way with a useful addition to Praxix' stock of magical essences. As a wizard, Praxix is able to conjure up a variety of spells by using combinations of the four basic essences; earth, air, fire and water. You'll learn about this through his telling of the legends about magic and wizards. At the start he can only cast Elevation, Wind and Tremor but, once he has all four essences, there are nine spells available to him. Supply of magical essences throughout the tale is strictly limited so any unnecessary spell-casting should be avoided. Selection of the best spell to use in a particular circumstance is also vitally important and it is a good idea to save your position regularly before casting one. Whenever Praxix casts a spell make a careful note of what happens - if you don't then your journey is destined to end in failure. It also pays to be inquisitive, examining everything you can and going everywhere possible, otherwise you'll miss something you need later on. Before long you will reach Sunrise Mountain and encounter Astrix the Wizard who tells you about the Seven Stones which, long ago, contained the very strength and essence of the world. Four were entrusted to the elves, dwarves, nymphs and wizards but, over time, these races have been sundered and the stones kept apart. They must again be brought together if the evil which the Dread Lord is spreading (and which is the cause of your people's famine and disease) is to be destroyed. With the Four Stones it will be possible to find the Two (Earth and Spirit) and, ultimately, the One which was called in olden days the Anvil. By the time you reach Astrix you should have already found the Nymph Stone and, impressed with your progress so far, he sends you on your way to seek out the others. Your journey will take you through the caverns of the dwarves to the elves who live in the forest, through orc-inhabited mines to a ruined mill and castle and, eventually, on to the seaport of Zan, to the south of which lies the Misty Isle. You will have the opportunity of adding a number of other characters to your party on the way and they can be a source of much interesting and useful information concerning the lore of the land. Often the group will split up (either by choice or by circumstance) and, if you're not careful, you could well lose one or more of the members permanently. The problems and pitfalls you have to overcome include swollen rivers, orcs, snaketrees, abandoned mines, mudwargs and hostile townsfolk to name but a few. And all along the way the evil influence of the Dread Lord seems to be one step ahead of you. There is often more than one way of solving a problem but usually not without sacrificing something which could be vital later on. 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