The Micro User
1st June 1989
Author: Mad Hatter
Publisher: Level 9 Computing
Machine: BBC B/B+/Master 128
Published in The Micro User 7.04
No place like gnome
I suspect that, in Ingrid Bottomlow, indomitable epitome of gnomic pulchritude and star of Gnome Ranger, Level 9 is on the verge of creating a cult figure. Certainly I confess to having fallen for her in a big way so I greeted the sequel Ingrid's Back with frenzied glee.
Once again, this delight is aimed at those who own a memory-enhanced BBC Micro, or preferably an expanded B+ or a Master. The nicely presented package contains an 80 track disc, a pin-up of Ingrid and - most important - a booklet containing both playing instructions and The Second Gnettlefield Journal.
I won't blame anyone who boots up the game immediately since I succumbed to that temptation, but the plain fact of the matter is that until you have read and absorbed the contents of this second journal you won't get very far in solving this complex and amusing adventure.
Ingrid's Back is a three part adventure and, while each part can be tackled independently, it makes sense to approach the task logically.
Features that can now pretty well be taken for granted in a Level 9 game are the superb quality of the illustrations and text. I had to search dilligently to find just two insignificant flaws in the descriptions.
There are the usual - and invaluable - high level commands which enable you to GO TO (location) giving a description of each move, RUN TO (location) which takes you more or less immediately there, WAIT FOR (name), FOLLOW (name) and FIND (name or object). You can also instruct people or creatures by naming them and asking them to go in a particular direction or perform a task - this you will *have* to do in order to complete the game successfully.
I have only one description of the humour: It is bone dry and an utter delight, both in the journal and in the text of the adventure itself. I should, however, be very interested to know if French readers find it so having once spent an evening trying to explain English humour to some puzzled friends in Carnac.
I include a sample of the admirable text descriptions - so that you can feel the flavour of it all.
"The carriage sped over the edge of the bridge, flew across the gap and landed heavily on the far bank. Ingrid waved cheerily to Gnat, who had landed head first in the river, as he waded ashore. Flopsy wagged her tail frantically. Ingrid was on he east bank of the River Dribble, with the stump ofthe bridge behind her. Rolling parkland stretched away along the gnorth side of the road to Ridley's End. Ingrid could see Flopsy, a fishing boat and a broken carriage."
The aim of part one of this adventure is simple - Ingrid has to collect a number of signatures on a petition. However, not all of the folk she pursues are equally willing. Her loving Uncle Dusty - the miller - needs pinning down before he puts pen to paper and Ingrid gets involved in some hide-and-seek tactics.
Similarly, Isfrunt Garden leads her amerry dance; getting Millie's signature is something strictly for the birds and a knowledge of the Brer Rabbit stories won't come amiss either. In all that, Flopsy the dog provides invaluable assistance, if asked.
Part two starts with Ingrid needing to obtain the wicked Squire Silas plans and to put a steamroller out of action. Success involves a bit of non-violent civil disobedience and using one's loaf. There's also the need for a fair bit of indolent inaction in this part of the adventure.
From time to time very helpful clues appear in the text suggesting what the next course of action should be. This is particularly needed as Ingrid has to put a number of trolls out of harm's way.
There is the most amazing transportation device in this section - would you believe a Telelily? However, do experiment most carefully, and remember that you have the UNDO command at your disposal if you need to take back your last move.
There's a great deal of fun involved in working out how to see the Fiddle gets his well-deserved incarceration, there's even more fun as Ingrid attempts to free her family from theirs - she really does drop a few bricks.
Part three involves more conventional adventuring in a way. You have to collect the evidence that will bring the villain to his knees as he faces a life sentence.
Working as a maid in the manor house, Ingrid collects various items that serve to incriminate the wicked Jasper; there are some lovely touches in this section. I laughed aloud as Ingrid encountered *a duct junction with a north-south flue* and even louder as Ingrid found Jasper in the swimming pool changing room: He covered his confusion with a sock.
In this section Ingrid has help from cousin Daisy - and there's a daisy of a problem to be sorted out here, though it's all good knockabout stuff. There's also a didgeridoo-toting artist to be encountered, though I can't think who on earth Pete Austin had in mind for the original.
Careful mapping throughout the adventure is essential if you are to make serious progress and movement is easy - making planning your strategy fairly straightforward, and glory be, there's a non-maze to be found in part one.
Ingrid's Back is another of those adventures that I can gladly recommend to beginners and experienced players alike. Beginners will be delighted to know that there is the usual Level 9 aftersales service: A detailed clue sheet is available, free of charge, if you send them the clue card provided in the package.
This is one not to be missed.