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sardoria.zip
Contains sardoria.acd
For all systems. To play, you'll need an Alan Interpreter for your system - visit the Alan home page for download links. (Compressed with ZIP. Free Unzip tools are available for most systems at www.info-zip.org.)
sardoria.dat
also need sardoria.​acd
Requires an AdvSys interpreter. (This is an older format that is no longer supported.)
sardoria.acd
also need sardoria.​dat
For all systems. To play, you'll need an Alan Interpreter for your system - visit the Alan home page for download links.
Walkthrough and map
by David Welbourn

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Sardoria

by Anssi Räisänen

Fantasy
2003

(based on 5 ratings)
1 member review

About the Story

You play as a young villager who is attempting warn the king about an imminent attack at nightfall. The castle guards, not believing your tale, have imprisoned you in the castle's wine cellar. You must escape and get to the king!

Game Details

Language: English (en)
Current Version: 1.1
License: Freeware
Development System: Alan 2
Baf's Guide ID: 2155
IFIDs:  ALAN-95EC35E95C7652F36AC0146C987626CB
ALAN-851323DE0FCCF2D10ED7C6478128FCA8
TUID: f7u68nd9cquz72br

Awards

13th Place - 9th Annual Interactive Fiction Competition (2003)

Editorial Reviews

SPAG

This is a fairly standard and fairly short old-school type game set in a castle with dining halls, secret passages, a bearded old wizard, and a king who's in trouble. That sort of thing. You start out in a locked room, and figuring out how to get out of there was, to me, the most troublesome puzzle of the game. I went to the hints fairly quickly, and all they did was suggest that something else was hidden in the room with me. Given the extremely limited set of things to interact with, I eventually found it, but it was a total read-the-author's-mind type of situation.
-- J. Robinson Wheeler
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>VERBOSE -- Paul O'Brian's Interactive Fiction Page

It's all about the testing. Get at least three testers for your game, with a sufficient variety of approaches between them. Then, watch for the things they try. If they get close to the answer, your game should provide some appropriately encouraging feedback. This is especially important in a game like Sardoria, where many of the puzzles are one kind of combination lock or another, most of whose combinations verge on the totally arbitrary. This is a subject that deserves a more detailed treatment, but I'm unable to do that in a spoiler-free review, so all I can say is that designers must anticipate the majority of player responses and handle them appropriately. It's a lot of work, yeah, but it can be the difference between exciting and exasperating for puzzly IF.
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Number of Reviews: 1
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Enjoyable Fantasy Romp, January 22, 2016
Sardoria is a rather standard (although rather clicheed) fantasy adventure. You're a villager who must warn the king of an upcoming attack. However, the guard's don't believe you. Therefore, you get thrown into the cellar. It wouldn't hurt to include some sort of introductory text, but all you get is a welcome message. The characters (most of them) seem more like cardboard cutouts. The ending is a little abrupt; Who's the strange wizard? What happens afterwords? Most puzzles only have one solution, and none of them provide any feedback (you usually just get a "nothing happens" sort of message). It's a bit too short for my liking; I would've liked the game to be a little larger. Maybe I'm just nitpicking. Overall, however, I thurroughly enjoyed this game.

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This is version 6 of this page, edited by David Welbourn on 21 August 2015 at 9:28am. - View Update History - Edit This Page - Add a News Item