There are a few optional side quests the party can undertake if desired. The party can gain some extra experience points and usually some extra treasure items can be found.
Death Knights of Krynn is the second in a three-part series of Dragonlance Advanced Dungeons & Dragons "Gold Box" role-playing video games, published by Strategic Simulations, Inc. The game was released in 1991. The story is a continuation of the events after Champions of Krynn and is followed by The Dark Queen of Krynn. One year after the defeat of Myrtani, the party, now stationed at Gargath Outpost, has had little to do. The outpost is soon attacked by undead forces. The party's old colleague, Sir Karl, is revealed to be brought back from the grave as an undead death knight under the command of the evil Lord Soth. Soth has been raising dead, great warriors and turning them into his own evil undead forces. His primary goal is to possess the body of the legendary hero Sturm Brightblade. He and his vast undead armies now threaten the land. It is up to the party to overcome this threat. The party's ultimate goal is to storm Dargaard Keep and defeat Lord Soth. Along the way, it will travel to many towns and face numerous monsters. One particular monster, the Dread Wolf, will taunt the party many times until they finally fight the creature. The party may enlist the aid of the knight Sir Durfey at the Clerist's Tower. He will join and help the party for most of the game. There are a few optional side quests the party can undertake if desired. The party can gain some extra experience points and usually some extra treasure items can be found. Here is just a small video showing the difference between the three computer versions of the intro, MS-DOS, Commodore 64 and Amiga.
Champions of Krynn is the first in a three-part series of Dragonlance Advanced Dungeons & Dragons Gold Box role-playing video games. The game was released in 1990. After a prologue set at the Inn of the Last Home in Solace, the adventure begins at an outpost near Throtl, the capital city of the Hobgoblins. The party soon meets a group of Baaz Draconians ambushing some good settlers. After the battle, a greater Aurak Draconian named Myrtani shows up, and steals an ancient book. Myrtani teleports away, ignoring the party. The party then reports the events to Sir Karl. Sir Karl realizes that the evil forces are not at all weakened as was believed, and the party sets out to investigate and defeat Myrtani and his forces. To play Champions of Krynn, one simply needs to create characters and form a party. The gameplay basics are identical to all games in the series, with combat employing a cavalier projection view of the battlefield. There is no character-transferring system in this game, as it is the first. Characters from Champions of Krynn may be transferred to the sequel, Death Knights of Krynn. Roberta Williams' Laura Bow in: The Dagger of Amon Ra (also known as Laura Bow II) is a computer game published by Sierra On-Line in 1992. The game is the second and final installment in the Laura Bow Mysteries line of adventure games, the first of which was The Colonel's Bequest. Unlike the first game, it was not written or designed by Roberta Williams, but she was a creative consultant on the project The Laura Bow games were distinctive in that they required some actual logical detective work on the part of the player; for the most part, though, the puzzles were of the typical variety of inventory and environment interaction (and frequent, often unexpected, player character death) found in most Sierra adventures. Gameplay uses a point-and-click interface featuring icons for different actions, similar to other Sierra games that were published during that time. An additional icon is used to ask characters a question about a topic listed in Laura's notebook, which auto-populates with names, places and other subjects that she has previously heard or encountered. The identity of the murderer is not automatically revealed at the end of the game. Instead, the player is asked a series of a questions, ostensibly by the police, to prove that Laura had solved the crimes and discovered the secrets of the other suspects. If the questions are answered incorrectly, the coroner will give a hint to point the player towards the path that would have revealed the correct answer in subsequent playing of the games. The ending of the game can change depending on the answers given to the questions, most notably in that Laura can be killed if the player doesn't know the identity of the main murderer. The game includes "The Official Guide to the Leyendecker Museum", which also serves as the game's manual. It features a map of the main level of the museum and a rough drawing of the lower level. Paper Mario: The Thousand-Year Door, originally released in Japan as Paper Mario RPG, originally known as Mario Story 2 in Japan and Paper Mario 2 in North America, is a role-playing video game developed by Intelligent Systems and published by Nintendo for the GameCube. The Thousand-Year Door is the second Paper Mario game. The Thousand-Year Door borrows many gameplay elements from its predecessor, such as a paper-themed universe and a turn-based battle system with an emphasis on action. For the majority of the game the player controls Mario, although Bowser and Princess Peach are playable at certain points. The plot follows Mario's quest as he tries to retrieve the seven Crystal Stars and rescue Peach from the X-Nauts. The game was well received by critics, attaining an average score of 88 percent from Game Rankings. Critics generally praised the game's engaging plot and gameplay, but criticised it for not being a big progression from its predecessor. The Thousand-Year Door won the "Role Playing Game of the Year" award at the 2005 Interactive Achievement Awards. Police Quest III: The Kindred is an adventure game produced by Jim Walls for Sierra Entertainment, and released in 1991. It is the sequel to Police Quest II: The Vengeance and is part of the Police Quest and SWAT series. Police Quest III uses a point and click interface common to adventure games of the time. The mouse is used to select and interact with objects from the game world and the player's inventory, as well as to direct the player character around the various environments. For the most part the player is able to take their time in examining clues and solving puzzles, though there are also several time sensitive combat situations, in which the player must quickly access and use their side arm to shoot a suspect before being shot first. The game also features a manual driving minigame whenever the player travels from one location to another; it is similar to that found in the original Police Quest, though the interface has been simplified and streamlined. In order to complete the driving sequences, the player must refer to a printed map which was packaged with the game, a gameplay element which was intended as a form of copy protection. There are also several points in the game in which, after arresting a suspect, a five digit "offense code" must be given correctly; they are only available from the game's physical manual. We also got the Hint Book for the game. You use it by holding the small red plastic window in front of the problem you want the solution to.
Police Quest: In Pursuit of the Death Angel is an adventure game (and police simulation) produced by Jim Walls for Sierra On-Line, and originally released in 1987 built on their AGI. It was remade in 1992 using 256 color VGA graphics and the SCI engine, which dramatically improved the appearance and audio of the game, and replaced the command line interface with point and click. It is the first game in the Police Quest and SWAT series and spawned two direct sequels, Police Quest II: The Vengeance and Police Quest III: The Kindred, as well as Police Quest: Open Season, Police Quest: SWAT, Police Quest: SWAT 2, SWAT 3: Close Quarters Battle and SWAT 4. Police Quest: In Pursuit of The Death Angel, is an adventure game whose gameplay is centered on interacting with the environment to resolve a series of scenarios. These largely revolve around typical police work, such as securing crime scenes and recovering stolen vehicles, plus some important duty procedures. The original release of the game required the player to type in the desired actions, such as opening doors, pressing buttons or firing one's gun, while the remake allows the player to use the mouse to select actions from a menu and objects in the environment. The lack of "traditional" puzzles made the game stand out at the time of release, although it also resulted in some criticism of the dry police work. Unlike many games of this genre, the style of play depends largely on a strict adherence to standard police rules and procedure. Failure to abide to proper procedure typically leads to the player being penalized on points, or having his character killed. For instance, if Sonny neglects to store his side arm in a gun lockers before entering the jail to book a prisoner, the prisoner will take the gun from him the moment his handcuffs are removed and shoot him with it, ending the game. |
Yngvi Th. JohannssonRetro gaming enthusiast and all around computer collector. Check out youtube site for more videos !
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