Sinclair Library

Voodoo Castle

Adventure Game: Text-Only · ZX-Spectrum 48K · 1 players · English

Adventure International · 1984 · Pound sterling 9.95

Adventureland, 4 of 13

Secret MissionThe Count

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In the magazines

  • C&VG (Computer & Video Games) #411985 · Personal Rating8/10

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  • WorldOfSpectrum 5 votes7.40

In the magazines 24

C&VG (Computer & Video Games) #41Mar 1985 · p.218/108/10

C&VG (Computer & Video Games)

Personal Rating 8/10

Steve Donoghue 8/10

The original Scott Adams series first started appearing back in 1978, in the days when home computers cost more than a large screen colour TV. That was the era of the TRS-80, Apple and Pet as the main home micros. There followed a boom in cheaper hardware which brought computer ownership within the reach of millions. But in the UK, most of these were British micros like the BBC, Spectrum and Dragon. Adventure players were able to read all about this great Adventure series from the States, but were unable to play them, for they had not been converted to run on British machines. The past year has seen a change in all that. All Scott's new games are released at the outset for the Spectrum and BBC, whilst the classics are steadily being converted - in most cases by Brian Howarth, already famous over here for his own Mysterious Adventure series. So for owners of these machines, who missed Keith's early reviews and wonder if the games are now old hat, here is a collection of brand new reviews of the first four Scott Adams Adventures released for the Spectrum. We don't like repeating ourselves in C&VG, so to get a fresh outlook, Keith asked Stephen Donoghue and Simon Marsh to write them. VOODOO CASTLE Hubble, bubble... toil and trouble. Scott Adams concedes the Adventure throne and gives it to his wife Alexis in Voodoo Castle which finds you in the castle of Count Cristo. He has fallen foul of an evil curse and lies death-like in his coffin. Your part is to find the means with which to remove the curse and restore the Count to his former self. There are a lot of different locations to explore in which you discover many interesting objects and a good few red herrings to help you on your way. One location which must be mentioned is the fireplace inside the ballroom. This most dirty of places holds many secrets which lead to many an important discovery. Finding a solution to it all could at first be difficult, but make a clean sweep of things and all becomes light. Wandering around the castle reveals other strange places. A trophy room of a different sort looks promising, proving the saying that two heads are better then one. What weird experiments are taking place in the laboratory? What are those chemicals in the test-tube for? Why can't you take the strange Ju-Ju bag? (What is a Ju-Iu, anyway?) At first the answers are shielded from you, but push on, and you'll crack it. Somewhere else reveals a large cast iron pot full of witches' brew. Smells nice and drinking it proves to be a moving experience in more ways than one. Finally, as one would expect in a voodoo Adventure, there is plenty of strong magic. Finding the medium Megan will help here, because she will use her mystical powers to give you a clue or two. The game reaches its climax at the very end, when, armed with all the necessary knowledge and items needed, you perform a voodoo ceremony of your own, reciting the incantations to restore Count Cristo back to life. Alexis Adams is a very strict lady when it comes to entering your commands. She makes sure that you enter precisely what you mean. Failure to do so will result in you getting nowhere fast. Take heart from this, however, because in the true Scott Adams style, the answers and solutions are always nailed some place so obvious that you tend to overlook them. Another well written and entertaining Adventure from the Adams stable. So pick up your crystal ball and lucky rabbit's foot, and give Voodoo a run for its money.

Micro Adventurer #14Dec 1984 · p.17

Micro Adventurer

Ken Matthews

SCOTT ADAMS' CLASSIC ADVENTURES Ken Matthews continues his series of hint reviews of Scott Adams' adventures with a look at Voodoo Castle, The Count, Strange Odyssey, and Mystery Funhouse. To add to your Christmas presents this year we are continuing this series of hint-reviews of Scott Adams adventures with no less than four of these classics. These reviews contain many hints to the more difficult parts of the adventures, as represented by the largest number of enquiries via these pages or the Adventureline. Location descriptions and items with more obvious uses are omitted wherever possible so you can still get maximum enjoyment from these exciting adventures. You might like to play through the adventure with this at your side, or, alternatively, I hope this article will whet your appetite for at least some of the series of 12 adventures. VOODOO CASTLE Firstly, we will examine Adventure 4, Voodoo Castle, whose storyline was written by Scott's wife Alexis and, as Scott himself remarks, "for some reason seems to appeal to lady adventurers", although I found it a lot of fun too! The game begins with you standing in an eerie chapel next to a closed coffin containing a cursed Count Cristo. It is your mission to lift that curse and restore the Count to normal life - can you read the inscription on his sapphire ring? Beginning to explore the castle, you might first find a tantalising window that closes as you reach it and, outside, a raven whose message can't be heard through the glass. You'll need to be lucky to get through this one! In the armoury you could get equipped in true adventurer style but the armour itself is just too heavy to move so you'll have to be less ambitious. Don't steal too much try and keep out of jail. Further afield, a kettle could move you to a fortunate end or you might be left in the dark if you've idled about and not dusted things up a bit. The whole castle seems neglected even the animal trophies seem about to fall off the wall, or perhaps you need to cut them off the wall to make it safe? The whole game takes on a more sinister aspect as you find evidence of magical activity as well as some more conventional science. If you don't want to lose your life you'd best find something to hide behind and I'm sure I don't need to remind you of the dangers of smoking pot! A quick, if risky, snack(?) could solve a growing problem or bring you closer to death! This may not be a bad thing however, and you might find yourself in clover if you see what I saw. Discovering where to use the ring will chute you another part of the story. You find yourself facing a problem I'd call medium. Once solved it will give you a far better clue than I can here and gazing into a crystal ball could lead to transports of delight! Finding somewhere dark to read the plaque you've collected is no problem you did pick it up didn't you? - but the writing is too small to read. It seems you've forgotten your spectacles and you won't find a magnifying glass - don't go to pieces(?) I'm sure you'll get round it somehow. After a quick spin you should be able to stop the moaning by using the tools you've picked up. When you've restored the juju man to life don't be frightened hear what he's got to say before you run. Examining the unstuck bag and its contents, together with Megan's advice, should set you up to finish this one off, but Voodoo is a dodgy business so make sure you have everything you need and follow the instructions precisely. THE COUNT Scott's next adventure, The Count, is also in a supernatural vein and you begin, again, in a castle - but this time in bed at mid-afternoon. Actually you are in sunny Transylvania at the home of its most famous resident - Count Dracula! You have been sent by the local townspeople to rid them of the nocturnal terror and woe betide you if you try to leave without completing your mission. Wandering around, you might begin by visiting the bathroom for a bit of light relief before finding your way to the kitchen. There you will discover a solar oven that's too hot to enter and a dumb-waiter. If you stand and wait for it to talk, you'll wait forever - it's a lift! After a few ups and downs you will have several useful items to your credit and be faced with two problems in the form of a locked door and a rather dark pit. The rings should give you a clue to the latter and a letter to the former but you'll need to have your wits about you to make a rope. You can't force your way through the door a little more subtlety is called for - what's that noise? - you'd better answer the doorbell! After reading the note and postcard you should be able to pick your way forward and enter the cupboard. You won't finish your quest in just one evening so you might consider putting your treasured possessions in a safe place before you fall asleep eventually. If you can keep awake you might cast a little light on the subject of the oven. If you haven't already you might take a little look outside your bedroom window before you retire and being a bit more adventurous - like you were in the dungeon - could help solve your filing problems tomorrow. Oh No! - You've been bitten!! - by the looks of those marks it wasn't a mosquito! Still, it couldn't be avoided even adventurers must sleep sometimes. You'll have to be quick though go and see how ill you look! - make sure that pesky bat doesn't have the last laugh. You could do worse than wait for the postman since I'm sure you'll have found everything useful by now. Smoking is usually bad for your health but in this case a little coffin' might do you some good. A quick pint might see you through another night but business should come before pleasure and you should bolt down to the crypt and finish off your filing even if you have to work a little late. You should awake a little less drained this time and feel up to the last step in your plan. At last you can strike the final blow and face the townspeople may be pleasantly surprised. Overall, The Count presents new challenges to the adventurer and requires a little more lateral thinking than the first four. I feel it is the ideal introduction to Scott's later adventures which, intentionally, become increasingly difficult with more abstract problems being introduced all the time. STRANGE ODYSSEY The first of these trickier quests, Strange Odyssey, has a science fiction setting. You start in a scoutship crashed on a planetoid. Obviously, nothing works and you must explore this dismal chunk of rock to gather the items to aid your escape. You are better equipped than in most of Scott's adventures as the hold contains several items essential for your survival. It also poses a problem - the access hatch to the engine you need to repair has jammed in the impact. Nothing you own will shift it you'll have to go outside. Getting out will be no problem to even novice space cadets and, if you take a chance, you'll soon be safely down on the surface. Lost your bearings? Don't worry, the planetoid is very small - you're probably just going round in circles. Once you've got that sorted out and can't find anywhere else to go - get set and shift that blasted boulder somehow! At last! A place with a bit of atmosphere and plenty to play with. You'd best learn how to manipulate things - one false move could prove fatal. After some pulling and pushing you should be glowing with pride but a gentle touch is needed before you'll get anywhere new! You'll now have discovered several locations and I'll leave it to you as to which order you tackle them in, but don't panic here are a few general tips to help you along. You might start on nice soft ground near a jungle of rather wicked looking trees so be careful if you venture in. Found a deserted zoo? The Ice-Hound you looks pretty lean and hungry, so, if you're going to do anything with him, tranquilize him first. How kind, putting him where be belongs if you potter about he might lead you somewhere (double oriental?). If you are puzzled by a mound, go in or forget it take your pick! You could get in a tight spot but you can always shoot your way out if you've been careful. Looting a museum could be profitable and careful examination of all items always pays dividends. If the painting makes your eyes swim, find some sunglasses. or similar! A twist in the plot can ease the gravity of the situation and get you a couple more useful items. If you've run short of air you can replenish it from a machine you'll find. All I'll say is that you need to push more than one button - make sure you push the right one first! No doubt you'll soon have all your booty back in the ship but still won't be able to take off. A seemingly useless item might help you find the problem though. A final tricky twist by Scott? - just so! Perhaps thinking back to manipulating the rod will help with this one too. The final part is quite straightforward or upward so I'll leave you to sort everything out and complete the adventure. MYSTERY FUNHOUSE In the last of this month's adventures, Mystery Fun House, you are cast as super-agent James Bond, with a brief to recover some stolen plans hidden within the fun house. The first problem is getting into the joint and Scott's little jokes, while amusing, aren't really helpful. The terrible tasting gum is, though, and, if you can branch out, helps you get the entry money - if my pun doesn't grate too much! Equipped with your ticket and properly shod you may now stroll into the fun house and, almost immediately, find yourself in a maze w(h)ew! No time wasted in dropping us in the deep end here! A skeleton might look a little too real for comfort in this sinister sideshow but by now you'll be used to manipulating things and will soon get out. You will discover a shooting gallery but don't waste time making a spectacle of yourself here - go to the funny mirrors if you want to do that - but, from the small room it's Not So Simple. Eh? By now you should have a handle and be able to explore at will. You might do worse than pit yourself against a retractable ladder. Do yourself a good turn, then add a little spring to your step to escape. Roll out the barrel? Drinking won't help much but a little effort will add to your inventory of items! Be careful with mermaids they're rare so don't flush her away. Play up to her vanity and she could give you some real help. The only way out of this section is through the maze - again, Not So Simple, Eh? A fortune telling machine - just what you could use at the moment but it's broken you're on your own again. Mind you take notice if you don't want to be a sitting duck later. Things will be a little quieter near the merry-go-round and you'll be able to get on once it's stopped. Keep climbing, the exercise will do you good, but don't forget to look where you are going before you jump to any conclusions. You should have done enough by now to leave the fun house and examine the car park a bit better. The grate should slide aside to let you in to the last part of your mission. A sticky problem this next grate - with a sticky solution. It's a bit windy in the sewer so close the door before your match gets blown out, or worse! The last few moves are simplicity itself if you read the signs right in the fun house and I'll leave them up to you. If you have any problems, phone the Adventureline on [redacted].

Scott Adams Scoops carries this game and has 9 references of its own.

Tips10
Advert6
Feature3
Solution1
Review1
News/Note1

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Compilations
Scott Adams Scoops
Ports
(Atari 8-bit), (BBC Micro), (Commodore 64), (Commodore Plus/4), (Acorn), Voodoo Castle (VIC-20)

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