Electron User


Avon And Murdac

Author: Mad Hatter
Publisher: Topologika
Machine: Acorn Electron

 
Published in Electron User 6.12

Topologika is a software house that has steadily gained a first class reputation in the provision of adventure games and educational software. It's not surprising really when you remember that the stable of writers includes such luminaries as Jonathan (Kingdom Of Hamil) Partington, Jon (Acheton) Thackray and Peter (Philosopher's Quest) Killworth.

Just issued is a double-game blockbuster from the combined talents of Jonathan Partington and Jon Thackray. The disc contains two quite different text only adventures that delight my purist heart: Avon and Murdac.

The package consists of the usual neat folder containing the disc, two leaflets introducing the background to each adventure, two sealed envelopes embellished with the admonition "Don't Be Tempted" - concealing clue sheets - and last, but not least hour upon hour of fun and frustration.

I'll begin with Avon, since that should be regarded as the A side of this particular release. As the title hints, it is a brilliant romp that pays tribute to that Swan of Avon, that Bard illustrious, Will Shakespeare no less.

As a tourist from the United States, here you are in Stratford absorbing the atmosphere when slowly but steadily the magic of history begins to take effect - as the introduction puts it, "There was nothing I could get my bearings from. Modern Stratford was leaving me behind."

And so you suddenly find yourself in the following location: "You are standing on a flat plain. From here it seems that all the world's a stage, and all the men and women merely players. They have their exits and their entrances to the north, south, east and west."

With these words you are pitched headlong into a world redolent of Shakespearean references and allusions, many extremely funny, and a number of puzzles that need deductive and observational power to solve them rather than literary know-how.

I strongly recommend a good wander round the many locations that you can visit without needing to solve any puzzles first. I am delighted to say that Jonathan here follows the philosophy I heartily approve of - he doesn't pack the early stages of this adventure with puzzles that must be solved before you can advance any further. Other, lesser writers, or would-be writers, please note and follow the example set by these experts.

The only tiny problem that has to be overcome early on is that of finding some way of seeing in the dark - and those three charming ladies on the blasted heath have the answer to that. And, what's more, are quite willing to see eye to eye with you regarding your need.

Another acquisition which will be useful from very early on in the game is the equivalent to the packing-case used as a storage medium in Dungeon Adventure - and you should remember what use Sir John Falstaff made of it in The Merry Wives of Windsor, too.

The language is at times lyrical and at others acts as a vehicle for the zany humour that characterises this adventure. I really must give a few examples to whet your appetites:

"A rather dull-looking constable appears, cries 'Havoc!' and lets slip the dogs of war. In fact a small Chihuahua appears and stands barking at you. "Drug squad," says the constable. 'I must search you for certain substances.'"

"You sit down at the feast. To your horror a ghastly vision appears and shakes its gory locks at you. It is the ghost of the Scotsman you have so foully slain! You stand and address this shadow, this unreal mockery, which only you can see. This displaces the mirth of the guests, who stand not upon the order of their going, but go at once. The ghost avaunts and quits your sight, melting into the wall to your north-east."

"You are at the centre of the wood. To the south is a cottage which probably belongs to a retired criminal, for it bears the name Dunsinnin."

The parser is of the kind we have grown to accept as normal for a sophisticated adventure from a top flight author. It happily accepts multiple input such as GO NORTH, EAT THE PIE, OPEN DOOR, IN and can deal with exclusions such as TAKE EVERYTHING EXCEPT THE GOBLET.

It's very helpful when mapping to be given a long location description first time there and a shorter one on subsequent visits, but you can arrange to have the full description every time by entering the command VERBOSE.

At the heart of the adventure - apart from the treasures to be collected - are a number of fascinating puzzles which will have many of you muttering away to yourselves as you try to solve them.

For me, the most fascinating was the casket problem: Lady Portia - from The Merchant of Venice - has three caskets, of lead, silver and gold.

The problem is working out in which order to open them so as to get the real prize as against the booby prize. You'll encounter this problem three times, since the action of the game takes place on three different dates - January 6, March 15 and June 24 - and a potion is your passport to time travel.

There are a whole host of less complex puzzles, some of which need applied common sense and some a little general knowledge. Thus, you can pacify a musical gaoler provided you know who is his favourite composer.

Similarly, you have to drink that old toper Sir John Falstaff under the table - which is perfectly feasible provided you use your loaf.

It's possible to get thoroughly pie-eyed on the Ides of March, but at the same time it could turn out to be a lifesaver. I'd also recommend that you indulge in some asinine behaviour similar to that of King Nebuchadnezzar as recorded in the Book of Daniel.

A couple of final hints for this superb adventure: The command WAIT is invaluable at certain points in the game - and don't be afraid to draw your bow at a venture.

Avon is a game I can gladly recommend to expert and novice alike.

Moving on to The Monsters Of Murdac, which is billed as a free inclusion, we come to an adventure of a very different type. Personally, I think Murdac should be sold in its own right.

I should say right away that this is not for beginners, being designed to bewitch those who rate themselves as competent or expert. The initial scenario consists of 14 locations only, but since one is a locked house that contains a cellar you needn't worry. In fact, there's around 70 locations in all.

However, while careful mapping is essential, the chief pleasure has to do with solving quite complex puzzles rather than exploring exotic locations.

The opening problem was, to my mind, very difficult, since it involved a minimum move sequence to locate a building site while something could still be done. However, if you are successful, I would refer you to Psalm 98 verse 7 as found in the Book of Common Prayer - and urge you to remember how Joshua fought the battle of Jericho.

Also in the opening sequence, a sword needs to be obtained. Remember how King Arthur got Excalibur? Well, making the appropriate noises could well go you the same sort of favour.

Perhaps the chief puzzle in Murdac is working out how to free the wizard's daughter from her roll-guarded cell (shades of Twin Kingdom Valley) without ruining your chances of solving other problems as well. You'll need to be a master of disguise, totally trustworthy and also adept at timing.

There's a lovely description of the place where you find the wizard:

"You are at the top of the hill, which falls away steeply on three sides. In the distance you can see various curious scenes, including a disused shooting gallery, a garden from which giant rocks are taking off, a large cornfield, a giant spider's web and a distant bungalow by the seaside. The path leads back downwards from these awe-inspiring sights."

If I tell you that the spider's web is a reference to Quondam, can you work out what the other adventures are?

One important objective in the game is working out where to keep your treasures - but don't deposit them before you are sure you won't need them again. They tell me that cold showers are good for you, but a hot one can be invaluable for getting a monkey off your back.

Finally, both adventures contain mazes - with a difference. One in Avon is redrawn every time you go there, and not a single one can be mapped by dropping things. How times have changed.

This two-disc game is an absolute must for any serious adventurer.

* * * Second Opinion (By Roland Waddilove) * * *

I prefer adventures which concentrate more on puzzle solving and less on mapping a large number of locations and Avon and Murdac fit the bill.

Mad Hatter

Other Acorn Electron Game Reviews By Mad Hatter


  • Kingdom Of Hamil Front Cover
    Kingdom Of Hamil
  • Quest For Merlin Front Cover
    Quest For Merlin
  • The Nine Dancers Front Cover
    The Nine Dancers
  • The Last Days Of Doom And Hezarin Front Cover
    The Last Days Of Doom And Hezarin
  • Cops Front Cover
    Cops
  • Return To Doom Front Cover
    Return To Doom
  • Dodgy Geezers Front Cover
    Dodgy Geezers
  • Enthar Seven Front Cover
    Enthar Seven