Subterranean Encounter: 75 Out of 75   16 comments

I have finished. While this took three entries just like Temple of Bast, this wasn’t nearly in the same class in terms of complexity and difficulty. I was stumped early by lacking a verb (I was using MAKE rather than BUILD) and here it was even simpler.

Last time I left off a chest I was unable to unlock.

I had discovered a clue I missed before. The coin (normally just treasure) also had writing on it.

I hence took a long sidetrack trying to get the chest on fire (even though there weren’t any “burn” verbs that worked) with no luck. There’s a piece of wood from elsewhere (with the potential for a portable fire) but it seems to have no method for setting it ablaze.

It turns out the solution was much, much, simpler than I was thinking. The hint is meant to refer to the bowl of fruit on the top of the hearth, and you are supposed to EAT it.

To be fair, I was a little hesitant on chowing down on things after the bottle of acid from the start of the game. I do think I’m a little hesitant about random consumption in general; I’m used to the food from an adventure being fed to someone else, which happens 85% of the time (including in Original Adventure). That 15% of the time still exists where you are intended to just try eating something with no provocation other than to see what happens. (See also: the strength-giving berries in Katakombs where it took me abnormally long to just try them out.)

The keys unlock the chest giving a *piece of paper* (money, it’s just a treasure) but also work on the keyhole in the fountain.

This unlocked the last section of the game. There’s a maze, a small section with a bridge, and another maze.

The location you land from the trapdoor is marked in green.

Before the first maze, there’s a treasure which is also a trap.

The sign indicates to beware going south, which drops you down a bottomless pit (I imagine most players would know by now to take warnings seriously, but again this seems to be about narrative flavor more than anything tricky). The gold on the other hand had me stumped for a while because the standard for such treasure-gathering games is that asterisks always means a treasure must be taken with you.

The gold is entirely a red herring, even with the asterisks. You get a full score without it, and you cannot take the gold without dying.

To the east there’s a circular study with a book containing half of a clue.

IT SAYS:
THE ANSWER TO THE SECOND LEVEL IS…

After the maze…

…comes a “large cavern” with a pentacle, a slab, and double doors to the north.

The slab has writing you can’t read, and a crack with a gold medallion hidden in it. The pentacle has writing to tell you to sit inside for protection, which is useful for opening the doors.

From where the minotaur came you can get another treasure (a gold candelabra).

Just past that to the west is an area with a stream and a bridge…

…and there’s a keypad with numbers, where the game says you can PUNCH (number) to input something. There’s a also a raft at a stream that is blocked by some ropes.

Making further progress requires turning south, to the other maze.

At least the authors here have the excuse they could re-use the art from the maze rooms. Everything else has unique drawings.

There’s a pistol with an ivory handle at a bed (another treasure)…

…but also the second half of that clue from the book, written on a random sign in the maze.

IT SAYS: … VERY GROSS.

Putting it all together

THE ANSWER TO THE SECOND LEVEL IS VERY GROSS.

This all lines up to indicate that the keypad needs the number 144 (a gross, that is, a dozen dozen).

The bridge appears once the keypad number has been entered. On the other side, there’s a PEAR (which when examined, is actually a PAIR of scissors) and a roll of tape.

This was the last thing I found while playing, but it’s just LOOK BRIDGE while on the opposite side.

The scissors can free the raft from the ropes, and the tape is needed to be at hand in order to patch a hole.

There’s one more death that can happen here, if you’ve been keeping the BAG OF SAND the whole game, which so far, never was useful (and in fact, only serves as a trap).

THE ENORMOUS WEIGHT OF THE BAG OF SAND CAUSES THE LIGHT-WEIGHT RAFT TO SINK TO THE BOTTOM OF THE STREAM. YOU DROWN.

I avoided this during my game just because, weirdly, I had been experimenting with the other trap (the gold you can’t pick up) and had already dumped my inventory (thinking maybe you just needed to be holding nothing and the gold was carryable). I never bothered to pick the sand back up, so I got saved from one trap by another trap.

In the end, this was pretty straightforward and pleasant. I think the difficulty spike at the beginning was a little rude, even though you could resolve the fork issue by typing LOOK FORK; at the very least, there’s a callout of Subterranean Adventure in a Family Computing article circa 1983 that complains quite specifically about that puzzle. The deathtraps, despite showing with some regularity, were all “polite” in that they had some kind of signal. With that tunnel with the poison darts, for instance…

…if you LOOK TUNNEL before going in, the game tells you about the trap.

YOU DISCOVER THAT THERE ARE POISONED DARTS HIDDEN IN THE WALLS.

There are some games where this would just indicate a puzzle to be solved; some of getting in the “flow” was realizing what kind of game this was.

(Design-philosophical aside: for gamebooks especially I tend to mentally sort them into how much they reward thoughtful choice-making. That is, a book may have a left and a right lever to pull, and there is no clue at all which to pull, and you just have to guess — see my compaint on Forest of Doom. Or, it may be, as here, there will always be a signal for what the right choice is, so you can role-play to an extent someone who can’t fall back on a saved game and try to do the right choice the first time. This is a little more pleasant. There can be use to the effect of a “blind choice” but I do find if a game starts using blind choices I make later choices much more at random, even if the author sometimes provides hints for what’s the best option; I’ve lost my feeling of trust that my time won’t be wasted.)

I wish the authors had a further chance to establish an identity and work on more games, and at least they planned it. On the piece of wood (the one that doesn’t set on fire) the whole point of it is to serve as an ad. It has writing and you can READ WOOD:

The follow-up game never surfaced.

One last comments on the graphics: I’m not sure how much fresh analysis I really can do (since you’ve been seeing them along with me) but they’ve been genuinely pleasant. Compare with Asylum, which was entirely graphical, yes, but always felt like some “programmer art”; that is, it was made functional, enough to give a visual sense of the world, but never had the sort of pixel art one might take seriously as a real style. Here, on the other hand, there was clear effort at style and texture. The perspectives and directions don’t always make sense, but the authors threw themselves into thinking what the TRS-80 was really capable of (like the stylized trees from the start of the game or the wood panel texture shown below).

Posted August 6, 2023 by Jason Dyer in Interactive Fiction, Video Games

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16 responses to “Subterranean Encounter: 75 Out of 75

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  1. Your gaming skills are amazing.

    • Thanks!

      (although this game boiled down to “patiently examine everything, and also be willing to assume a trap is just a trap” after the tricky opening parts)

      My next game is allegedly very very difficult so I’m going to need them

  2. I’ll add that your implemention of a verb list maintained across all games is quite ingenious as well.

    So much of the pain of those old games was figuring out what verb to use. The worst one I remember was from Ulysses and the Golden Fleece…to launch the ship you have to “CAST OFF”. I challenge you to find any other adventure game of the era that uses “cast” in this manner.

    There may have been another solution to getting the boat to go, but I remember my father calling in to Sierra (On-Line Systems?) for hints and that’s what they told him.

    • guess which verb got added to it because of this game!

      for Ulysses, GO OCEAN works

      https://bluerenga.blog/tag/ulysses-and-the-golden-fleece/?order=ASC

      but that gave me a pain in the neck too

      • “Go Ocean” and “Cast off” works, but not “Sail ship” or “launch ship”

        With Ken and Roberta being full time sailors nowadays, I wonder if this was a long standing interest of theirs and this inappropriately jargony term found it’s way into the game because of an early bourgeoning interest?

      • I would just blame Bob Davis. Roberta Williams was too busy on Time Zone to work on that game.

      • Are you sure “Cast” to as added due to Ulysses? You may be forgetting about gool ol’ Oldorf :)

      • I thought Jason was saying that “BUILD” was added to the list because of this game here, Subterranean Encounter.

        He optimistically seems not to have added HYPERVENTILATE.

      • indeed

        and yes, I haven’t added every single one-shot verb I’ve ever come across, that would get ornery

      • now I can’t help but envision the “Ornery One-Shot Verb Hall of Fame/Shame”

        with HYPERVENTILATE holding the gold and CHIMNEY the silver

      • HOWL from Murdac was pretty good, but at least it was signaled in a way that realizing there was an unusual verb was genuinely a puzzle

      • I don’t remember where CHIMNEY was from, but I’d give it gold because besides being jargon, it doesn’t even look like a verb, whereas HYPERVENTILATE at least is obviously a verb.

      • Hezarin, in the finale.

        Hyperventilate had an alternative at least but it was also hard to fjnd (you could BREATHE DEEPLY).

      • There have been a couple of puzzles about explicit breathing commands, haven’t there? Besides HYPERVENTILATE/BREATHE DEEPLY I remember one about TAKE BREATH/HOLD BREATH… was that in Savage Island Part 1? Maybe that was sort of a clue for the breath manipulation in Part 2.

        CHIMNEY I think gets the gold anyway, because breathing deeply is something we all know how to do, but that puzzle from Hezarin is basically, “here’s something you can’t climb, looks like a puzzle to figure out how to climb it, surprise! the answer is to know the special word for how to climb this particular thing.”

      • secret kingdom also had breath holding

        https://bluerenga.blog/tag/secret-kingdom/?order=ASC

        Honestly haven’t had so much trouble when that’s come up, but it still marks the only case I can think of so far where we’re manipulating our own body like that (The Hulk has an infamous bit we’re not up to that yet, and if I remember right there’s more than one solution so the infamous solution that got famous is not the fairest one, kind of like the baseball puzzle)

        Hezarin’s case is the closest to literal guess the verb I think we’ve had

  3. Left right branching should only be used for amusing outcomes.
    See “left, right” by Chandler Groover

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