Acornsoft's range of adventures are pretty much the creme de la creme of adventures for BBC B owners. They are text only, with some of the most fiendish puzzles ever set in adventures.
The first thing that strikes you about Philosopher's Quest is that you are in at the deep end right from the word go.
Your starting location is in a little shop, which contains four somewhat intriguing objects. OK you may think, let's just get those objects and off we go - but hold on a minute. You can only take three of them from the shop. Which three you take is up to you, but later on in the game you will realise that you need all four. I won't spoil the game by giving anything away, but the answer is very logical.
Another problem that will tax you to the limit is the one you encounter when you are at Picadilly Circus. Suddenly you are told that you are unsure that you really exist, and that you have therefore ceased to exist. It is at times like this that you realise Philosopher's Quest is not the run-of-the-mill type of adventure, and quite a bit of lateral thinking must be employed if you are to finish it. Once again, the solution to the existence problem is very logical!
The Tavern has received quite a few pleas for help with this game, and I expect a whole lot more from all the other BBC adventurers that are going to rush out and get this program.
Don't be put off by the somewhat strange logic needed to play this game, as it is without doubt one of the finest adventures ever written for the BBC, and is therefore highly recommended.
Don't be put off by the somewhat strange logic needed to play this game, as it is without doubt one of the finest adventures ever written for the BBC, and is therefore highly recommended.
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