The Legend Lives!

by David Baggett

Episode 5 of the Unnkulian series
Science Fiction, Fantasy, Religious
1994

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1 of 2 people found the following review helpful:
The final game in the Unnkulia series. More mature, more difficult, February 6, 2016

This game is set many, many years after the other Unnkulia games, when everything has become a legend and space travel is more common.

The ACME company has survived as AKMI, and there is a whole world called Kuhl where Dudhists live, but fortunately most of the dumb humor seems to have died off.

Instead, we have a sci fi world more similar to the Hitchhiker's Guide to the Galaxy game of Leather Goddesses of Phobos. You teleport from location to location based off of RGB values for different colors.

The game has you trying to stop a virus that has been unleashed throughout the internet (or AKnet for AKMEnet).

While this game was much more mature, I also didn't find it especially exciting. This game came right after Curses, before Theatre and Christminster, and the same time as Jigsaw. The time of Adventions was coming to an end before the onslaught of theses z-machine games (TADS would experience a resurgence just a few years later). The game even references this; when you try to play the first two Unnkulia games on a computer, you are told that the z-machine does not support their formats.

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- lupusrex (Seattle, WA), October 4, 2009

- Mastodon, March 26, 2009

- jfpbookworm (Hamburg, New York), February 28, 2008

- Wesley (Iowa City, Iowa), November 11, 2007

Baf's Guide


Set in the same world as the Unnkulian series, but centuries later, in a world with computer networks, space travel, and the Akmi Corporation as the galaxy's major power. The protagonist is a graduate student who stumbles across a terrible secret: a computer virus that's taking over the net, and with it the world. Could this be the revenge of the ancient and forgotten Unnkulians? A richly detailed game, with lots of interactive gadgets to play with, but also an ambitious work of art, with some quite lyrical prose and an interesting combination of the silly and the serious. One major experiment is the use of lengthy sections of non-interactive text at key points in the plot, sort of like the cut-scenes and cartoons found in graphic adventures. Opinions about this vary. Adaptive hint system built into the game. Slow on some systems. Knowledge of the Unnkulian saga helps in understanding events; consider playing them first.

-- Carl Muckenhoupt

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