The Grimoire - R. W. Lee. Reviewed by Neil Shipman You're a student of Information Technology at South Yorks Polytechnic - or rather you were until you failed your exams. If you wanted to stay there then the only thing to do was to transfer to the new Parapsychology course. When the adventure begins, you find yourself in a lecture room on the 11th floor of the college building with your assignment on the desk in front of you. "With reference to any respected contempory (sic) grimoire, discuss 14th Century lycanthropy techniques. Sources to be appended," it reads. Your evil-looking lecturer makes it quite clear that you've got to find a grimoire (a collection of magic spells) for your essay and, indeed, the aim of the game is to do just this and return to the classroom. Leaving your fellow students, you make your way out of the room and immediately come across Furry Julie. She's a cat who'll prove useful before too long, so be kind to her. Outside, the Student Union looks inviting and a beer would go down really well. The greengrocer's stall outside the bus station has got some goodies on it too. But you're a bit strapped for cash at the moment, so perhaps a quick trip to the library to flip through some reference books would at least show willing. You never know, someone might have left some money lying about. Don't be too quick to go down the open manhole in the library basement because it will crash shut behind you - and you won't be able to get back up! Underground passages lead to a satanists' chapel and a lake, and success in solving this part of the adventure will bring you out above ground onto rolling downland in a paranormal world inhabited by vampires, werewolves and a dragon. You will have to work out how to deal with each of these creatures in order to get your hands on the grimoire you're looking for. Then it's a matter of getting back to the real world and returning to the lecture room. This is the largest section of the adventure with about 30 locations to explore and many items of interest to be found and used. You don't need everything, though, and there are quite a few red herrings to confuse you. The problems in The Grimoire are, on the whole, not too difficult and most adventurers should make fairly rapid progress. Make sure you examine everything because there are many clues to what you ought to be doing. There is one particular series of puzzles leading up to getting everything necessary to defeat the vampire which is cleverly thought out and which, for me, was the best part of the adventure. You will undoubtedly make quite a few trips to hell, where you'll find that your lecturer really is the devil incarnate, and from which there is no return. Well there is, but that means the end of both your life and your afterlife - and you really are dead then and have to start again. However, if you are worthy enough then heaven is your reward instead of hell and you'll find yourself floating with the angels in a clear blue sky. If you were upset by The Last Temptation Of Christ, though, just wait till you see what you need for entry into heaven! Written with STAC, The Grimoire boasts all the usual commands you'd expect, like ramsave, oops, again, get/drop all, a choice of 40 or 80 column text etc. The program has been placed in an auto folder so that it boots up automatically, but this is a mistake because doing so disables the desktop and means that only one ordinary saved position is possible. To get round this simply boot up using another disk then run the program from desktop. There's a well drawn loading screen showing the grimoire that you're looking for and there's a picture in every one of the 50 locations. Some of these are really quite good although they are, inevitably, interspersed with rather more simple and uninteresting ones. In some cases, they don't tie in very well with the text. For example, in the first location the door is to the west and the window to the east in the picture - but it's the other way round in the description. Presentation is mostly white text on a black background but - a nice touch this - the author has incorporated some colour. Yellow is used when people are saying something to you and, later on, there is some green writing too. This looks good although the effect is spoilt on a few occasions where lines of text are truncated and where words are split awkwardly across the ends of lines. This lack of attention to detail also shows up with the spelling which is, quite frankly, appalling! Some of it (e.g. "arn't", "arround" and "avalance") is just the result of the author's carelessness, whereas other mistakes (e.g. "disolute" and "poor dammed souls lamment") could easily have been corrected with the help of a dictionary. But most glaring of all are "psycology" and "phsycic". If you're writing about parapsychology and psychic phenomena then it really is crucial that you should be able to spell these words correctly! And any author who knows that spelling is not his strong point should make absolutely certain that his playtesters aren't just as bad. All in all, The Grimoire is a simple little adventure with nothing too taxing in it and it should help you while away a couple of hours. I didn't feel that it had very much "atmosphere" and the humour wasn't to my taste - but, as the French say, "Chacun a son gout." And to the author I'd say, "Put your shareware fees towards a good dictionary rather than spend the money on a few (more?) beers at the Student Union!" @~The Grimoire is available on SynTax Shareware Disk 1, priced at @~œ3.50 of which œ1.00 goes to the author, Richard Lee.