The Tarturian: Ten Treasures   3 comments

I found The Tarturian. It didn’t go well. Could I just end the game here?

There’s just something stressful about this game, moreso than Oldorf’s. There’s a decreasing “strength” meter in addition to all the weirdness, and sometimes my party just dies without me understanding why.

To diagnose the problem generally, this seems to be another case of an author (or authors) having an easy game with a parser’s capacity for solving an easy game, followed by a harder game where the parser can’t catch up. Here, there isn’t even really a parser; the game’s method of parsing character commands where objects aren’t needed (except for USE) is not a “feature” as much as a “kludge to cover up the fact every command is bespoke”. Here’s a clip from the source code:

3560 IF LEFT$(A$,4) = “READ” THEN PRINT “I CAN’T IT’S IN GNOMESE”: GOTO 3540
3570 IF LEFT$(A$,9) = “TRANSLATE” THEN PRINT “STRONGBOX HIDES JEWELS”: GOTO 3540

There’s one section that involves three doors; there’s a chance opening open will reveal some gold, but there’s a higher chance opening one will reveal a monster attack.

There’s a switch out in a hall with no indication of what it does. What it does is cause a minotaur to escape its cage on an entirely different part of the map, and if you do this early (you’re going to do this early) you’ve softlocked the game.

Mind you, at least I had a good guess this switch could lead to a softlock. That didn’t make hitting it any more pleasant.

Sometimes slavers come along and just kidnap a bunch of your party. This happens at two fixed points I have found (hopefully no more) and it looks like one spot is avoidable, but the other isn’t.

I did eventually find all ten treasures.

Pendant of Bodil, Ancient Gold, Powerful Ring, Wand of Palx, Rexxon’s Arc, Scholl’s Crown, Marin’s Jewels, Kimmor’s Staff, Platinum Hand, Herc’s Elixir

Your party incidentally also needs weapons (I think?) to take on The Tarturian. They’re listed in the manual

dagger, potion, sword, spear, dart, mace

although I hadn’t found any until this session.

Let’s run through the treasures roughly in the order I found them. I already discussed the Ring last time and Herc’s Elixir.

Treasure #3: I finally found a use for the word WUCI which was randomly written on a wall.

WUCI here will free the spirit and yields the Pendant of Bodil.

Treasure #4: One box in the complex contains nothing except snakes.

If you have the Strongman MOVE the box instead of opening it, you’ll find Marin’s Jewels.

Treasure #5: Another box is also a trap if you try to open it. There’s some message about it being the box the spirit warned you about, which is supposed to be referring to the section earlier with WUCI, except there was no such warning (I checked the source code to be sure). This is supposed to be a hint that the Elf can USE PENDANT here and get another treasure (the Wand of Palx).

Treasure #6: Near those doors which randomly yield either gold or death there is a “magnetic vortex”. Sometimes one of the directions will have Kimmor’s Staff.

Treasure #7: This is where I started trudging over the source code in earnest. There’s a fissure where you can take the traveler’s ring and USE RING to magically jump over.

This was bad enough — the ring doesn’t generally work in most locations, and I didn’t really have an indication until this moment it might do something useful. To top things off, though, while there’s some rooms past the fissure (including that incident with the slavers I posted earlier) there’s no treasure past the fissure. You’re supposed to use MAGIC to jump back to an middle spot between the two sides of the fissure, which lets you walk over to a grave where you can find Rexxon’s Battle Arc.

There is a hint for this elsewhere. How fair it is I’ll let you decide.

Treasure #8: The battle arc is sufficient to defeat the Minotaur (the one you can get softlocked by if you release it too early) which lets you into a lair and a mighty caterpillar. Then you can USE WAND (that’s Treasure #5) to defeat the caterpillar and get a crown, and there is no hint for this part.

Treasure #9: You can then take the crown to an entirely different part of the map to find Scholl’s Bust. USE CROWN yields a Hand.

Treasure #10: Finally, there’s a “Pentagon Room” where using the Wizard’s cast ABILITY shows

A MULTI SIDED PASSAGE DOWN!!!!!!!

and some Ancient Gold, in some ways the most important treasure of all, with an ability I had to check the source code for. While you’re in the same place you find the gold (and only in that place) if you USE GOLD the party’s strength will increase:

This is absolutely necessary for winning the game — there’s no way to optimally get everything without running out of overall strength and dying.

I haven’t even talked about getting weapons yet (dagger, potion, sword, etc.) but I’ll save that for my final (?) post. Two of them are laying out in the open at random, but the other four require you to be holding specific treasures to find them and there’s no particular reason why. Again: stressful!

Posted January 5, 2021 by Jason Dyer in Interactive Fiction

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3 responses to “The Tarturian: Ten Treasures

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  1. Screenshot for WUCI/Treasure #3: The entombed souls of … a ninja turtle? Pepe the Frog?

    The “Jack be nimble” hint isn’t too bad – especially as games like this go. It might take a bit of a leap (pun intended) to realize that USE RING and MAGIC are meant to be two separate commands and doesn’t just mean that the ring is magic.

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