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In this role-playing game, the player begins as a peasant whose land is under attack by monsters. After killing one, a princess names the peasant champion, and issues a quest, to rid the country of enemies. She can provide no map, but says that part of the quest involves learning the layout of the land by traveling it...and so the game begins.

The ultimate objective is to find and defeat the wizard Mantor, and recover a magic book which gives him the ability to flood the land with monsters.

Questron is played on a two-dimensional top-down map. Everything is represented by tile graphics: towns, monsters, trees, hills, etc. The sprite that represents the player changes, depending on which mode of transportation is used -- beginning, for instance, on foot. Dungeons in the endgame are done in a three-dimensional first-person style similar to The Bard's Tale.

The player may be a rising hero, but even heroes need money to buy tools and weapons and even food -- starvation is a real possibility! One source of food and gold is hunting game animals -- some can be eaten, and many carry gold. Then there are further opportunities in the various towns.

The hero of Questron does not have to be perfect; the game makes concessions to moral ambiguity. In towns, the option of robbing the merchants is given to the player; of course, there are guards... Money can also be raised by gambling.


Questron Commodore 64 This is the very first moment of the game.
Questron Commodore 64 Everything is done in line drawings without the texture filled in.
Questron Commodore 64 Towns and Cathedrals are shown as sprites on the map.
Questron Commodore 64 The style of dungeon is supposed to be inspired by Richard Garriot's Akalabeth.

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Critic Reviews

Zzap! Apr, 1986 91 out of 100 91


Topic # Posts Last Post
used under license from: Richard Garriott 2 Zeppin (8330)
Feb 23, 2012
Character Disk 1 James Blacke
Jan 01, 2011


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Jacqke (965) added Questron (Commodore 64) on Jul 01, 2004
Other platforms contributed by Kabushi (163214) and Jacqke (965)