Oh, where do I begin?
&*$# the way that you can't save your progress without resetting the entire dungeon.
&*$# the ghost of Lord Trebor, who suddenly appears while you're standing around, minding your own business, and kills you instantly.
&*$# enemy spellcasters who MAHLITO all of your summoned creatures to ash.
&*$# the fact that you have a limited number of moves to complete the game, and holding down the space bar in combat--which is the only way to get through each combat in less than 15 minutes, even with the time delay set to 0--eats up about 100 of them per round.
Thieves. &*$# 'em. They come along and steal your stuff, some of which (like the magic stones I find in certain squares) I suspect are needed to complete the game. Do I have to reload after every thief?
&*$# the KATINO (sleep) spell, which is the only area effect spell you have until Level 3, and it never works.
&*$# the manual, which doesn't tell you jack &*$# about what "invoking" things does.
&*$# the "oracle," who took 2,500 of my gold to tell me that "the egress will set you free." Oh, really?! The exit is the way out? Who would have guessed?
And &*$# Level 8, which is completely open and full of landmines that kill you without warning. They're everywhere. If there's any way to avoid them or map around them, I have no idea what it is.
This game could actually be fun. There are some interesting tactics to it. You have to figure out what each of the summoned creatures can do and pick the optimum balance of henchmen to effectively make your way through each level. You have to ration your spells and avoid saving too often. It could have been challenging and tactical; instead it's maddening and nearly impossible.
&*$# everything about this game. &*$# Andrew Greenberg, Robert Woodhead, and Roe R. Adams III for making it. &*$# Interplay for continuing to sell it. &*$# the lot of you for reading this blog. &*$# Google for providing the platform to set up this blog. &*$# my parents for having me. &*$# &*$# &*$#.
Sigh...back to mapping Level 8.

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