from Melbourne House
"Mordon's Quest" is an extremely complex text adventure, along the
lines of the immortal "Classic Advenure" (by the same author). However
the use of sophisticated text-compression routines has made the
puzzles in "Mordon's Quest" even more challenging and complex, with
very descriptive locations text to set the scene. "Mordon's Quest"
contains over 150 locations and a vocabulary of over 500 words.
In this adventure the computer acts as your eyes, ears and
hands - it tells you where you are and what you see. You can tell the
computer what to do by giving simple one or two word commands like
"throw sword", "swim", "bribe guard", etc.
This adventure takes place over many thousands of years, and it is
your quest to save the universe from destruction.
In the beginning, you find yourself in a curiously familiar house,
looking for a way out. The exit leads you through a mist-filled jungle
where you encounter quicksand and many other hazards. You finally
stumble into the ruins of an ancient city which conceals many old
relics beneath its dust, such as pieces of machinery, old coins,
pottery and so on.
Your journey continues through caves, tunnels and jungles and
seemingly thousands of years are passing with each step. Now you're
in a fantastic future world with perspex domes, flashing lights and
ambient music. It's all very mysterious.
After many other hair-raising adventures, you finally wake from your
dream to find "Mordon", the Ancient One, appearing before you
shroudred in light. He seeks your help in desperation, and your quest
is to retrieve all the lost components of his precious immortality
machine and bring them to him . Your failure means the destruction of
the universe. Success brings rewards unlimited.
You set out from your house and soon the surroundings are oddly
familiar. You find yourself in a misty jungle, surrounded by quicksand
and many other hazards ...
Haven't we been here before?
To control the adventure, use simple English sentences, such as
"GO SOUTH", "WHERE AM I" and "GIVE THE PAINT TO THE PYGMY". The
adventure understands over 400 words, so if something you say does
not work, try another sentence.
To see how well you are doing, type "SCORE". "HELP" may be useful at
times. "INVENT" gives you an inventory of what you are carrying. If
you wish to have your current location description shown again, type
"WHERE AM I". This may be abbreviated to "WHERE". "QUIT" allows you
to finish the game.
SAVE and LOAD (or RESTORE) allow you to save what you are up to and
load it back in later.
Don't forget that the ways out of some places can be very deceiving,
so if you go "NORTH" to get out, going "SOUTH" doesn't always get you
back where you were!
As the computer only uses the first four letters of the words you
enter, you can save time by typing "TAKE MACH" rather than "TAKE
MACHINE". The direction commands can be abbreviated to a single
letter. If you have tried several different ways to do something
without success, it probably can't be done. Try dropping something,
or move onto something else - there's plenty to see in "Mordon's
Quest". Experienced adventurers generally make maps as they explore,
and although jungles are difficult to chart, it can be done!
If your really get stuck, go adventuring with a friend - they may
think of something you haven't.
Always remember the etiquette of adventuring - revealing the solution
is like announcing the end of a whodunnit - the act of a cad!