DEATHLORD Descending the levels of darkness, we fight toward the final outcome. Ikeda, the great Samurai, has led the party, and all have fought well in the name of the Emperor. But the level-draining enemies are too numerous to count. Our only hope lies in speed (and the creative use of Utilities). Down, down we travel, past Levels of Darkness, Levels of Fire, and still more levels filled with lakes of terrible acid. On our journey through the world of Lorn, we have found certain helpful items while seeking signs of the Deathlord: a lantern to light the way, a ring to resist the fire, a Rod of Acid Resistance. We wonder what this Sunspear is for; we know it must be for something! Luckily, we've also found the seven words that will let us pass the seven gates. Ah, finally, level 16. Oh, no! The barriers are everywhere. Crossing them costs half of our hit points. We'll never be strong enough to withstand the Deathlord! Perhaps there is a way? We will look. Still the battles go on, Undead Ronin are everywhere! The Lich, beware the Lich! There it is.... So goes the finale of one of the most difficult, frustrating, and enjoyable computer RPGs I have ever played on my Apple. (Commodore 64/128 version notes follow.) DEATHLORD, by Al Escudero and David Wong, is a truly remarkable work in at least one way: the number of disks its size requires. It's difficult to grasp just how big this game is. Most players are aware of the number of enormous games released recently on four or more disk sides. DEATHLORD is also enormous, but it uses only three disk sides. I suppose this has nothing to do with how the game plays, but I'll get to that in a moment. A portion of this review should acknowledge and applaud the advances in code compression that must have occurred for this entire game to fit in such a small space. Nice job, guys! You have to stand in awe of a game that includes 16 continents, numerous cities, towns, ruins, palaces, castles, pyramids, endless dungeons, and bad guys on every block. In fact, even after having "finished" the game (by securing the Deathlord's head for delivery to the Emperor), there are still many places in Lorn that remain unexplored, whole dungeons to be examined, and hours of enjoyment yet to come. Were it not for the alluring call of ULTIMA I might still be trying to map the bottom four levels of the Pyramid Dungeon. DEATHLORD is a hack-and-slasher's dream, and a mapper's Nirvana. Set in the medieval Orient (which definitely adds a challenge to the opening), the object of the game is to find seven Words and six Items scattered throughout the Land of Lorn. The Words, it is said, are all at the lower levels of the dark and fearsome dungeons. You must find the Words, and use them (and the Items) to vanquish the Deathlord himself. DEATHLORD will take a while to play and will have its moments of great entertainment, along with its moments of pure frustration. The enjoyment will outweigh the frustration, especially if you like mapping: Much of the challenge involves good map-making. If you're careful, you'll be able to discover the most likely areas for the secret rooms that abound in this game. Once they're pinpointed, you will often find more treasure than you can carry, or one of the coveted Words. As I've indicated, DEATHLORD isn't perfect. The game does suffer from what I (and others) consider flaws; from time to time, these flaws will greatly increase your frustration. The dungeon levels are of inconsistent size. There are many, many hidden doors, but there's no reliable way to find them. Bumping into hidden doors will always reveal them, but then you have to bump into almost every wall in the place. Good mapping helps, but it doesn't eliminate the problem. The real aggravation comes when using the (F)ind command: It just doesn't work consistently. You not only have to bump into every wall, you must also hit the (F) key, along with an arrow key, between five and ten times pe suspect wall. As I said, frustration builds. Another flaw is the lack of a Locate spell. The game has many teleports and tricks that make mapping harder. The only suggestion of a teleport is a slight screen flicker you can easily miss; being able to tell where the heck you are would be very helpful! (There's a spell that tells you which level you're on -- information you must have -- but not where you are on that particular level.) Some have criticized the rather superficial Oriental flavor of the game, but I found it acceptable. It adds a bit to the challenge at the beginning of the game, and it gives your mind something to work on as you try to raise your party to survival level. Character creation is simple but important. I recommend that you practice for a while with the party the game provides (you'll find that walking in the swamp can quickly kill you!), and then take pains to create a really good party yourself. I found it very helpful to have all four classes of magic represented. Other players have reported good results even without some of these classes. Since both the creation and the ability to reject a rolled character take little time, keep rolling until you accumulate very good stats for each of your six characters. You'll need them! Three little (or maybe not so little) playing tips: DEATHLORD is tough. You die terribly and frequently. If you play with your disk in the drive, any deaths will be recorded on disk, and temple resurrection costs a lot. I used the SAVE often and played with the drive door open. It made the game a lot more pleasant. Even so, it took me three months to finish! The second tip is to make a complete scenario backup. Do this before you ent a new dungeon -- especially after leaving Kodan. There are some dungeons from which it is hard to escape (until you get certain spells). When you enter the dungeons, the move is recorded on disk. The third tip applies when you start going from disk "A" to disk "B" (after you leave Kodan, go south): You can reset the disk you are using and recreate all the gold, special battles, and items you have found. This can be very important if you lose a ship or accidentally drop an item. DEATHLORD will appeal most to those who like the ULTIMA series. It has the same overhead viewpoint and the same ability to talk to characters encountered during the game. The interaction with these characters is similar to that of ULTIMA IV. In short, the game is a good one. It's definitely not for beginners or those who lack patience. Be prepared to devote a great deal of time. Don't let the three disk sides fool you: This is a game of incredible size and challenge. COMMODORE 64/128 VERSION NOTES The Commodore 64/128 version of DEATHLORD is everything the Apple II version is: large, challenging, frustrating, and time-consuming. It's also pompous, overblown, and not particularly new -- you'd think that by now all the evil in the universe would have been eliminated. In his Apple II review, Scot pointed out that are people who found DEATHLORD's Oriental flavor superficial. Of the 8 races from which you can select your characters, 4 of them have an Oriental flavor. What's more, there are 16 classes (7 fighters, 4 thieves, 2 priests, 2 wizards, and a peasant), each with an Oriental flavor. Much of the armor, many of the weapons, and all spells have Oriental flavors, as well. While all this might truly be superficial, it certainly makes it tough on us Caucasian players, who have to juggle all those Oriental flavors around in our heads. The C-64/128 version of DEATHLORD offers a macro command feature. As many as 4 non-combat macro command sequences, each of which is limited to 15 characters, can be defined. The many spells of the Shisai and Shizen priests are used for cures or protection; the many spells of the Mahotsukai and Genkai wizards are used for offensive and defensive purposes. Since the macro feature cannot be used in combat, you'll be able to prepare healing commands that can be executed more or less immediately with a single keypress. The graphics of DEATHLORD on the Commodore are okay, not fabulous but certainly not unwatchable. All game functions are effectuated with keystrokes. There are a lot of keystrokes, above and beyond 4 directional moves, 6 statistical displays, and the 4 macros. Characters from ULTIMA III or THE BARD'S TALE series can be transferred to DEATHLORD although, on emerging in Lorn, they will be different (perhaps due to their initial lack of Oriental flavoring). The DEATHLORD boot disk is copy-protected; the 2 scenario disks are not and should be copied. Actually, they _must_ be copied, because you cannot play from the master scenario disks. The package comes with a Command Summary card and an instruction manual that explains, in greater detail, the information on the Command card. Regardless of its Oriental flavor, DEATHLORD is a single-player, DUNGEONS & DRAGONS-type adventure. It is long and large and complicated. If you can handle another D&D epic, DEATHLORD will provide you with the thrills, frustrations, and maps to which you've become accustomed. DEATHLORD is published by Software Design and distributed by Electronic Arts. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253