C&VG


Dungeons, Amethys, Alchemists

Author: Keith Campbell
Publisher: Atlantis
Machine: Amstrad CPC464

 
Published in Computer & Video Games #70

Dungeons, Amethys, Alchemists

Richard Robinson writes adventures for fun. He has come up with this GACked graphics adventure which is certainly fun - an irreverent satire on other adventures. Saucy and suggestive, it is not recommended for the under 16s. Did I say irreverent? Oops, I forget the nun!

Set in the land of the Dark Lord Tite Arz, starting off in a dank cell smelling of armpits and urine, and facing a large glob of green slime, your first task is to escape the prison, whose exit is barred by a *very* large, heavy, steel-banded, strong, locked, oak door.

Meanwhile, explore the dank canves and passages, pick up the pansy left by a flower-throwing dwarf, admire the pastel shades of the stalactites, while you sort the escape problem out.

Once outside, you will want to visit the Flatulence Rock, a local tourist attraction, whose feature is a very strong snorting wind. A quick bout of dragon-slaying on your part helps you make it to the alchemist, but you don't make it with the maiden!

DAA takes you from Sandy Shaw to the Heights of Absurdity in an adventure that is genuinely funny and, at times, amusingly outrageous!

Keith Campbell

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