Story and Game Flow
A narrative and gameplay analysis based on extracted game text and the solution walkthrough.
Contents
Story Premise
The game opens in total darkness. Harper, a newsman, has survived an explosion that has left him weakened and disoriented in the rubble of a war-torn alien town. His colleague Elliot lies nearby, mortally wounded.
With his dying breath, Elliot delivers the game's central mission briefing:
"Listen! Rigellians have Doomsday Device. Will devastate planet if they lose war! Go east across town. Cross no-man's-land. Find Device, disarm it, but beware android guard..."
Elliot also hints at a critical tool:
"Find my light-guide, buried in copse, use it to..."
He dies before finishing the sentence. Harper must piece together Elliot's final instructions, cross a dangerous war zone, and ultimately find and disarm the Rigellian Doomsday Device before it can destroy the planet.
The game is split into two parts. Part 1 covers Harper's journey from the bombed-out hotel through the town, across no-man's-land, and to the Rigellian checkpoint. Part 2 continues from behind enemy lines to the device itself.
The Player Character
Harper is a newsman, a member of the Newsman's Guild (identified by their distinctive purple and gold braid uniform). He carries standard Newsman's issue equipment, including light-intensifying goggles (referred to as "night-sights").
Harper is resourceful but not superhuman. The game frequently reminds the player of his physical limitations: the explosion has "considerably weakened him," he gets exhausted from running, he collects bruises from climbing mishaps, and he can overdose on stimulants. He is also given a dry, self-deprecating personality, mumbling to himself, venturing "Nice doggies!" without much conviction when facing mutant dogs, and shouting "Whee!" when landing in dead fish.
The Setting
The game takes place on an unnamed planet caught in a war between the Federation and the Rigellians. The town where Harper begins was once covered by a dome, now largely destroyed. From the panoramic view atop the view-bridge, the game describes the full layout:
A dome had once covered the town. A piece of the frame, a dozen linked hexagons, still stood along the western edge. There was a deserted camp to the north. To the east, a wide band of devastation formed no-man's-land. Beyond this were shops, factories and just outside, the dome, a spaceport. South, across a canal, lay the suburbs. Action 78, the panoramic view
The game world is organized roughly from west to east:
- The Hotel Ruins (starting area): Dark, rubble-filled, with Elliot's body
- The Suburbs: Rows of identical houses, with a bungalow lit by a security light
- The Town Center: Streets, a view-bridge, shops, a bathroom
- The Camp and Mound Area: Deserted military camp, elevated terrain
- No-Man's-Land: A minefield separating Federation and Rigellian territory
- The Rigellian Checkpoint: A small hut guarded by Rigellian soldiers
- The Desert: Billowing sand dunes (a death trap)
The descriptions paint a picture of urban devastation comparable, as the game wryly notes, to "any devastated and war torn planet, or council estate."
Part 1: Game Flow
Act 1: Awakening in Darkness
The game begins in pitch darkness. Harper has dropped his goggles in the explosion. The player must find and wear the light-intensifying goggles, discover Elliot's body and hear his dying words, and take Elliot's satchel.
From somewhere in the darkness, he heard a low moan. Action 7
Act 2: Escape from the Hotel
After gaining visibility, Harper must navigate the ruined hotel. He finds a bathroom with a medikit on a shelf below the sink, discovers a window with security bars (one worked loose), bends the bar to create an escape gap, and squeezes through to the alley.
The medikit is introduced here: a hip-flask shaped device with two buttons. Red (STIMULANT, emergency use only) and green (HIGH-PROTEIN/ENERGY boost). Managing this resource becomes important throughout the game.
Act 3: The Suburbs
The suburbs are tense. Harper experiences paranoia:
Harper looked about nervously. The street was deserted, but he had the strangest feeling he was being watched... followed... Action 106
If he has the stun-gun, the feeling passes. If not, he is ambushed from behind.
Act 4: The Bungalow and Disguise
A critical section involves a bungalow with a man in rags on the porch. He beckons Harper, but this is a trap: he fires anaesthetic darts. The solution is to throw the medikit at the security light to shatter it, then grab a Rigellian uniform from the pile in darkness.
Act 5: The Dog Chase
One of the game's most extended sequences:
They must have been a mutated Rigellian strain. They certainly didn't look like any dogs Harper had ever seen before. Too big, for a start. Too many claws and teeth. Harper's collar suddenly felt a little tight. "Nice doggies!" he ventured without much conviction. Action 76
Act 6: The View-Bridge and Traversal
Harper must jump a gap on the walkway, requiring the stimulant for strength. Without it:
... he failed by the merest of whiskers to clear the gap, plunging instead to a messy but quick death on the street hundreds of feet below! Action 210
Act 7: No-Man's-Land and the Minefield
The most mechanically complex section. Harper must use a mine-detector to cross the minefield, trying all compass directions systematically. A loudspeaker helpfully blares:
PLEASE KEEP OFF THE GRASS! Action 95
Act 8: The Rigellian Checkpoint
Five young, inexperienced Rigellian soldiers in ill-fitting uniforms. They poke Harper with rifles and demand "Relgub?" and "Slib?" The solution: introduce the sentient talking bomb.
The bomb said: "Ib! Ig nab 30 lin boom-boom! Devo do 29..." The soldiers' faces contorted into masks of pure terror! One of them grabbed the mine-detector and, with one accord, they sprinted off across the mine-field! Action 213
Part 2: Game Flow
Part 2 continues Harper's mission behind Rigellian lines, through factories, canals, and a compound to the Doomsday Device itself.
Key Events
- Carefully drop the bomb at a specific point
- Find an apparatus and charge the stun-gun
- Acquire spraypaint, flare, and documents containing an identcard
- Find Elliot's light-guide buried in a copse
- Spray paint on the android guard's lens to blind it
- Insert identcard to open the gate to the compound
- Enter ventilation shafts via the ivy wall, using the screwdriver from Part 1
- Fire the stun-gun at a soldier through a mesh
- Bolt the door in the device room to buy time
- Connect the light-guide to a panel, set dipswitches 1, 3, 4 ON
- Press execute to obtain the sphere (detonator)
- Escape through shafts, the generator room, and into the sewers
- Fire the flare at a sewer monster
- Reach Japu in the flooded basement
The Sewer Monster
From out of the gloom, a vast amoeboid monster wobbled menacingly towards Harper! Its three huge eyes (huge to see in the subterranean darkness) stared at him with... hunger? Part 2 text, $3B4C
The Timed Door Sequence
While configuring the Doomsday Device, guards gradually break down the door:
- "There was a polite knock at the door."
- "There was another knock at the door; the handle rattled a few times."
- "Someone started banging at the door!"
- "Harper could hear muffled shouts coming from the corridor."
- "Something heavy struck the door."
- "The door was splintering!"
- "The door collapsed and several guards charged in!"
Meeting Japu
A figure stepped from the shadows. It was Japu, his contact. "You've made it at last! I was beginning to wonder... Do you have the detonator?" Japu leaned forward eagerly... Part 2 text, $41FB
Key Items
| Item | Purpose |
|---|---|
| Night-sights / Goggles | See in the dark; must be removed in bright areas |
| Satchel | Primary inventory container, taken from Elliot |
| Medikit | Red button: stimulant (jump gap). Green button: energy boost. Can be thrown at lights. |
| Stun-gun | Deters stalkers, singes dogs, fires at soldiers |
| Bone | Give to the little dog to befriend/distract it |
| Rigellian Uniform | Disguise to pass through checkpoints |
| Mine-detector | Navigate the minefield safely (with headphones) |
| Bomb | A sentient talking explosive that scares off soldiers |
| Wire | Must be removed to safely open a booby-trapped door |
| Screwdriver | Found in Part 1, used in Part 2 to unscrew a grille |
| Light-guide | Elliot's device, buried in a copse. Connects to the Doomsday Device panel. |
| Identcard | Found in documents. Opens the gate to the compound. |
| Spraypaint | Blinds the android guard |
| Flare | Fires at the sewer monster |
| Sphere | The detonator, produced by the Doomsday Device. Endgame item. |
NPCs and Encounters
Elliot
Harper's colleague, a fellow newsman who has discovered the Rigellian Doomsday Device. He dies at the very start of the game after delivering the mission briefing. Harper builds a cairn for his body using rubble from the hotel.
The Little Dog
A thin, scavenging dog found in the rubble. Nervous around Harper, backing away fearfully. If given a bone, it settles down to gnaw contentedly. Later serves as both a companion and an early warning system. When danger approaches, it yelps, grabs the bone, and disappears.
The Mutant Dogs
A pack of mutated Rigellian strain dogs, too big, with too many claws and teeth. They chase Harper through the suburbs in an extended pursuit sequence. Can be singed by the stun-gun or driven off by gunfire.
The Man in Rags
Sitting on a bungalow porch beneath a security light with a pile of uniforms. He beckons Harper, but fires anaesthetic darts. If given time, he whistles to summon reinforcements who apparently eat their prisoners (knives being sharpened, roast pork being smelled).
The Rigellian Soldiers
Five young, inexperienced soldiers in ill-fitting uniforms. They speak broken language: "Relgub?", "Slib?", "Neb weedo!", "IZ FEDERAB!" They are terrified by the bomb's countdown and flee across the minefield.
The Bomb
A sentient talking explosive with a personality. It whispers "Psst! Aren't you going to introduce me?" and delivers a mock countdown in broken Rigellian: "Ib! Ig nab 30 lin boom-boom! Devo do 29..." One of the game's most memorable characters, despite being an inanimate object.
The Android Guard (Part 2)
A large android blocking the entrance to the bridge. Must be blinded by spraying paint on its lens.
The Sewer Monster (Part 2)
A vast amoeboid creature in the sewers with three huge eyes. When hit with a flare, it absorbs it (being a glutinous globule), the flare ignites, and the monster explodes in a shower of wet slime.
Japu (Part 2)
Harper's contact, waiting in a flooded basement. The final NPC in the game, who receives the sphere/detonator.
Death Sequences
The game features numerous ways to die, each described with varying degrees of dark humor:
| Death | Description |
|---|---|
| Stepping on a mine | "Harper heard a suspicious -click!- underfoot." |
| Digging up a mine | "Harper carefully unearthed a mine... WHOOPS!" |
| Nerve gas | "Every nerve exploded in excruciating agony!" Commentary: "Unpleasant stuff, nerve gas. Effective, though..." |
| Falling from view-bridge | "Failed by the merest of whiskers to clear the gap, plunging instead to a messy but quick death" |
| Shot by sniper | "A second, and then a third bullet slammed into him, and it was all over." |
| Plasma bolts | "Harper was instantly frazzled under a barrage of plasma bolts." |
| Booby-trapped door | "The explosion which followed was deafening, but this didn't bother Harper who was spread all over the ceiling." |
| Stimulant overdose | "His chest began to constrict! The drug over-taxed his already tired body..." |
| Captured by cannibals | Cudgelled, bound, gagged, dragged away. Captors sharpen knives while laughing. |
| Sand worm | "An enormous worm-like creature rose from the sands... Red ichor dripped from the gaping maw" |
| Dog attack | "Confidently, the dogs closed in for the final kill..." |
| Falling while climbing | Collecting progressively worse bruises until death |
| Tank gunfire | Flames from the immobilised tank force Harper back |
| Rigellian policy | "SHOOT FIRST... GUB THE QUESTIONS!" |
| Sewer monster (Part 2) | "Death by digestion, was this to be Harper's fate, too?" |
| Guards break in (Part 2) | "Harper found himself looking down the wrong end of a gun barrel." |
| Gas attack (Part 2) | "His last fading thoughts were of dragons and dwarves and unclimbable pits..." |
Writing Style and Humor
Rigel's Revenge is written with a distinctly British sense of dry humor that frequently undercuts the tension of its war-torn setting.
Self-Aware Genre Humor
- Describing rubble as "Completely nondescript (at least in this adventure). The sort one could find on any devastated and war torn planet, or council estate."
- "Not three pieces of rubble, surely? No one can manage three pieces of rubble!" (a joke about inventory limits)
- "No help available until Part Two. (Footnote 2)"
- The hint box containing "a clupea harengus" (Latin for herring, i.e., a red herring) and "an open hint sheet"
The Rigellian Language
The Rigellian soldiers speak in amusingly garbled pseudo-language:
- "Relgub?" (possibly "Regular?")
- "Slib?" (unknown)
- "Neb weedo!" (possibly "Need weapon!")
- "IZ FEDERAB!" ("It's Federal!")
- The bomb's "Ib! Ig nab 30 lin boom-boom! Devo do 29..."
The Footnote System
The game references numbered footnotes throughout the text (1, 2, 5, 6, 7, 9, 10, 11, 12), a nod to Infocom-style adventures. Footnotes 3, 4, and 8 are deliberately absent: "No such footnote in Part One," implying they may exist in Part 2.
Memorable Passages
Elliot's Death Scene (Action 12)
Elliot was nearby, lying in the rubble. There was blood on his clothes. Feebly, he beckoned Harper closer. "Listen! Rigellians have Doomsday Device. Will devastate planet if they lose war! Go east across town. Cross no-man's-land. Find Device, disarm it, but beware android guard..." His voice grew weaker, yet more urgent. "Find my light-guide, buried in copse, use it to..." With these words on his lips, Elliot died. The longest single text entry in the game
The Soldiers Flee (Action 213)
The bomb said: "Ib! Ig nab 30 lin boom-boom! Devo do 29..." The soldiers' faces contorted into masks of pure terror! One of them grabbed the mine-detector and, with one accord, they sprinted off across the mine-field! The comedic payoff of the entire Part 1
The Monster Defeated (Part 2)
The flare ricochetted off the low, arched ceiling of the sewer and landed on top of the startled monster! However, like any typically glutinous globule, the monster's first reaction was to absorb the item in question. The flare promptly ignited, and the monster exploded in a shower of wet slime that spread over the walls and ceiling and thoroughly drenched Harper. Part 2, $3C9D
The Sand Worm (Action 225)
Transfixed in horror, he watched as an enormous worm-like creature rose from the sands, to tower twenty feet above him! Red ichor dripped from the gaping maw that quickly engulfed him in warm pulsating darkness... A clear nod to Frank Herbert's Dune