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Adventure Quest by Level 9

Posted on 7 January 202627 February 2026 by Jon

Right, where was I? Oh yes, just finished up escaping from Cleopatra’s Pyramid, had a little break (19 months), got myself a brand new Commodore 64 Ultimate, had a nice cup of tea and thought it was about time to get back in the saddle.

As it happens we’re on to one of the proper big titles now. 1982’s Adventure Quest from Level 9. Level 9 games were my hearts desire in 1982/84. I used to look longingly at adverts in magazines, but they were either only available on disk, out of my price range, or very often both. Eventually cheaper cassette versions did start appearing in the UK (not all though, if I am remembering correctly) and I certainly did manage to get hold of a couple, but they were still very expensive for my pocket money budget. When I first got back into the C64 around 15 years or so ago, Level 9 adventures were the first titles I collected. It was simply impossible for me to envisage back then how readily available all the commodore software would be today and how easy it is to use thanks to kit like the Ultimate 1541 and the new 64 Ultimate.

Adventure Quest was not Level 9’s first game but it was the first alphabetically, and as I am sticking to that ridiculous notion, it comes next in the list. It is part 2 of a trilogy of games, initially released separately, which featured themes and names inspired by (stolen from) the books of J. R. R. Tolkien and so became known as the Middle-Earth Trilogy before being expanded and rereleased together in 1986 as a compilation. At that point the references to Middle Earth were removed and the trilogy was retitled Jewels of Darkness.

There are many in depth reviews out there of Adventure Quest, so this won’t necessarily be another one, but I will share my thoughts on playing through and try to give a feel for the game.

The first thing to mention is this is a large game for an 8 bit platform, something Level 9 were famous for, and a sophisticated adventure given it all fitted on one disk. As the included manual explains, this is achieved with the use of A Code.

Adventure Quest is not written in ASSEMBLER or BASIC, either of these would have made it too big – and BASIC would also have been too slow. Instead it is written in a super-compact language known as ‘A-CODE’, which is specially designed for writing adventure games.

advquest-manualDownload

So let’s dive in. We start outside a small brick building and like all good adventurers the first thing to do is probably go inside. Already we are slightly overwhelmed with the amount of objects and information available. This is the point you need to get your notepad and pencil out. Mapping is hugely important and clues will be found along the way, so a notebook should be the first item in the bag when packing your essential adventuring kit.

Without giving too much away, there is just no way you are going to know what to pick up, what to consume, and what to look at in more detail yet without trial and error. And this is what makes these games so great. Unlike a quick blast of Space Invaders, these games occupy your thoughts through school days (or work days!) and solutions and ideas can come to you when least expected. Rush home, try it out, feel on top of the world and move on to the next puzzle. Needless to say, make frequent use of the save feature!

I’m going to cover the first important puzzle here, so read no further if you want absolutely no spoilers.

If you go outside and look around (remember to map everything!) you will come across an area where you are stumbling over sharp stones and you can see a rare orchid two feet above you. Getting here requires getting lost in the forest, a common Level 9 mechanism, but careful mapping and trial and error will help you find your way through. Try every direction, and save, save, save. We need to get that orchid and use it later on to woo a unicorn. If only we had something to stand on! Right. The small table from the brick building. Why didn’t I pick it up when I had the chance? Well firstly you can’t just go around picking up and carrying everything as, like in real life, there is a limit to what you can carry. It’s a good lesson to learn as going back for stuff once the puzzle becomes more clear occurs throughout Level 9 adventures.

If you’ve been mapping correctly, finding your way back to the building should be straight forward. Or, as we haven’t really done too much yet, you could simply ‘quit’ and start back there again. However you do it, note the white dot over the door here. You can’t do anything with it, but white and black dots are important later! Now, get the small kitchen table, ignoring everything else, and retrace your steps to the orchid where you can stand on the table and reach it. NB randomly wolves may start stalking you. You will have a few moves to scare them away by throwing anything at them but if not they will attack and kill you. It’s worth remembering not to go empty handed anywhere! If this does happen, remember to pick whatever item you threw back up.

Worth mentioning also that carrying the table restricts you from climbing other things, such as huge oak trees you may come across. In that case just drop the table, climb up and down and grab the table again. If you’ve been exploring and mapping you’ll know the area I mean. Get to the orchid and drop the table. Simply asking the game to ‘get orchid’ works as it is assumed you are climbing the table at this point.

Leave the table there and continue exploring. If you come across an onion (it’s actually garlic) then get it and eat it. We know garlic is very good for warding off certain blood sucking baddies! Continue exploring (and mapping!) and eventually a wizard will give you a scroll to read. Make a note of it in your notebook.

Return to your map and try other directions you haven’t ventured down yet. We need to get to a clearing with a unicorn. You may have already come across it on your travels. Now we have the orchid we can give this to the unicorn and follow it north. There are some pipes to pick up and a medallion, and if you’ve been mapping correctly you’ll see we’re not too far from our starting point, the brick building.

With the scroll clue and the other items we have found it feels like the adventure has just started. And you would be right thinking that.

I have deliberately not given a ‘walkthrough’ of this first area but more of a strong guidance – you’ll find exploring, getting into trouble, back tracking and problem solving will be required throughout this adventure. Who knew unicorns liked orchids for example? That you can’t pick an orchid without a table? That you can’t climb a tree whilst holding a table? Well, maybe I knew that last one. But things like simply throwing any object at the wolves took me an age to realise the first time around.

With all Level 9 games it’s a case of writing everything down, trying and interacting with everything you find in all situations, and thinking firmly outside of the box. It isn’t meant to be easy, but it is meant to be solvable. There is a lot of love for this adventure out there and rightly so, it’s a great advert for the genre.

Oh, and those white and black dots I mentioned earlier? They are teleport dots. Going through an exit with a black dot will transport you back to its corresponding white dot. This is very useful for going back to retrieve objects you have left behind either on purpose or accidentally.

Level 9 were my absolute favourites back in the day. Along with Infocom they provided the very best in adventure gaming and I don’t think these text based games would have survived without those two giants of the genre.

The D64 game file can be found in lots of places on the internet, or there is a browser playable version at the Internet Archive here. And remember, save often, map precisely, and note down everything!

⭐⭐⭐⭐⭐

Rating: 4.5 out of 5.

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