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.