The Holy Grail - Jim MacBrayne RRP œ7.50 (Text adventure - requires 1 Meg) Reviewed by Neil Shipman My quest began in a dungeon. Taking the lamp from the floor beside me, I headed out, past the bottom of a crumbled staircase, to the courtyard of a castle. The drawbridge leading north looked inviting but, before crossing it, I resolved first to explore this edifice in which I had been incarcerated. Many were the rooms through which I could roam without hindrance and I saw from the lengthy descriptions that this had once been a place of some splendour. But robbers had now removed much of value and the structure was falling into disrepair. One location which filled me with a mixture of horror and amusement was the torture chamber complete with Python-esque soft cushion and comfy chair. What agony had been suffered here, I wondered, until I picked up the note lying on the floor. A fiendish mathematical puzzle was written upon it. Now I should really have to concentrate my thoughts as I felt sure - and my expectations proved correct - that its difficulty was indicative of the task which lay ahead. A room which had not been despoiled was the Strategic Planning Room and I was certain that the table therein would play a significant part in my adventure. But I could do little for now and so wandered up onto the battlements. A strange feeling struck me here and I resolved to revisit the location later on when I might discern its significance. From my vantage point I espied a village in the distance and decided to make my way towards it. I first collected all the items I could find, including a handy knapsack in which to carry them, and marvelled at the parser which enabled me to "exam sack then put all but lamp and sword in it". Then, stringing together a number of commands with full stops, I strode out of the castle. The drawbridge was operated from the outside by a lever and, as it rose, I pondered on what effect its closure might be having within the walls. Perhaps the two hooks hanging next to the lever (and whose purpose I could not yet fathom) would help me to find out. I was sure that something in the village would prove useful in this respect. There was not a soul to be seen when I arrived, but a number of dwellings attracted my attention including a magik shoppe, a doctor's surgery and an alchemist's shop. What a sight assailed my eyes as I entered the latter. Indeed, such was the profusion of alembics, retorts, tubes, wands and sundry items of the wizard's craft that I had to hit Alt/Help to freeze the display, thus enabling myself to read the description at leisure ere the beginning scrolled off the screen! Full of admiration for the author's command of English - something upon which I was to remark many times during my travels - I left the shop, gathered together all the objects I could take from the village and its environs, and returned to the castle. Some considerable time later, after much experimentation not without painful, albeit amusing, consequences, I solved the puzzle of the drawbridge. Such was the sense of achievement this engendered that I was immediately spurred on to see what further intricacies lay in store. I quickly found something which was to be of use in the magik shoppe and, after a helpful hint from a fellow adventurer, I soon had an item which proved to be of great import in the Strategic Planning Room. Restoring one of my earlier saved positions (by first typing in the relevant colour and number from the codewheel or "Infotater" provided in the game's packaging) I collected all my belongings and deposited many of them here before proceeding. From this room a further five distinct sections of the adventure proved to be accessible. It was, however, many hours before I had found the solutions to the problems in each one to allow progress through to the next and, ultimately, onwards to the culmination of my adventure. I twice came to a full stop as I racked my brain for the answers to two number-related puzzles and, in desperation, I was forced to seek help over these. Had I been able to see the logic of all the numbers which appeared on a nearby leaflet I should, undoubtedly, have more hair on my head than is now the case! In retrospect such things are obvious, but not for the first time did I remark on the wondrous clarity of hindsight. My travels took me through some 140 locations and so detailed and well written were their descriptions that I even enjoyed wandering into a few dead ends. As Yaggra had said in the introductory text, "A degree of risk does exist, but any goal worth achieving is made the sweeter by the pleasure of the chase." This was an observation with which I had to concur and my pleasure at reaching the end was tempered only by the realisation that there were no more places to visit or problems to solve. Sometimes frustrating, often amusing and always challenging, The Holy Grail is a difficult but thoroughly enjoyable adventure worth œ7.50 of anyone's money. Of course you'll need 1 Meg to play it, but then you require this for a number of other titles, not least among them being Magnetic Scrolls' Wonderland. So, with the ever- decreasing price of memory upgrades perhaps now is the time to fit yours. You can then savour the delights of Jim's handiwork in all three of his adventures and, hopefully, your support will encourage him to continue writing. Me? I'm already looking forward to getting to grips with The Mission.