|Cruelty scale||Cruelty to be determined|
How It Begins
You are a private in an organization called the Temporal Corps. As the game begins, a general calls you into his office, explaining that a Corps lieutenant has apparently conceived the insane notion of going back in time to deliberately alter history -- with the apparent aim of destroying civilization, no less. Needless to say, your job is to stop him. To do so, you will need to make good use of one of the Temporal Corps' time machines, or "interkrons." As the game begins, you are carrying some briefing papers (the text of which is included in the game's package) and are wearing a wristlet.
Trivia and Comments
- The title is spelled "TimeQuest" by some, "Timequest" by others. Unfortunately, the game's manual is of little help in deciding between these two, because it consistently spells the game with nine capitals. On the other hand, Legend Entertainment's former web site uses the "Timequest" spelling.
- Timequest (Bob Bates; publisher: Legend Entertainment; 1991).