CURSES by Graham Nelson (Text adventure for PC on SynTax Disk 780) Reviewed by Marion Taylor For sixty generations a curse has been on the Meldrew family, dooming one person in each generation to undertake a futile quest. Mad Isaac Meldrew (1705-1792), a noted antiquarian, believed that the only way to break the curse was for someone to actually succeed. And you, Andrew, as the current heir of the Meldrews and the hero (perhaps victim would be a better description) are just about to embark on this task. Not that you have any intention of attempting anything so foolhardy, all you're presently doing is looking for your tourist map of Paris. You and your family are about to go there on holiday and you've been told to look for the map. A simple task, they said as they told you not to come back until you had found it, but you've been all over the rambling old house and now you are back in the attics. Considering the amount of clutter, you realise that this could be a long job but you've no idea just how long and where it's going to take you. Once again you have a look in a pile of old teachests. The only thing left in them is a book of the family history, sighing, you pocket it. The only visible members of your family are one of Aunt Jemima's cats, Austin (a helpful hint there, depending on which part of the Attics he's in, or a positive nuisance) and Aunt Jemima herself, busy with her beloved daisies in her Potting Room, but she's too unhappy to help you. All that can be heard from the rest are the sounds of doors opening and closing and footsteps outside, apparently loading up the car. This then, is the introduction to version 5 of Curses, an Interactive Diversion by Graham Nelson. Of course, finding the tourist map is the least of it and, as you would expect, you won't get it until near to the end of this long and intricate adventure. Before you can really get going you'll have to find some way to placate Aunt Jemima. Kissing her could help, I thought, and indeed it did for about a second. I even got 5 points on the score, but such is the author's sense of humour that as soon as I left the Potting Room the 5 points were immediately deducted. The explanation for this was that it would mess up the final score line! This adventure moves you through a wide range of time and space and you meet a huge cast of characters. You'll discover a tomb in Ancient Egypt with sarcophagi. Wander through Ancient Greece, meeting Andromeda, Homer, Apollonius and may others. You'll have a fatal encounter with a huge Kraken and meet Zeus a couple of times and there's Madame Sosostris, a fortune teller who keeps turning up and who is very important to the game. You'll also come up against some Druids, ghosts, a dead ancestor and many others too numerous to mention. You can also take a trip to Heaven and another - if you dare - to Hell, and there are Tarot Cards to puzzle over. There are secret passages and hidden entrances all over the place. Rods of Power are a feature of Curses, first of all finding objects that can be turned into them, figuring out how to change and finally how and on what to use them. There are nine rods in the main game and another in the endgame. The Rod of Returning, for example, takes you back to the Attics from wherever you may be. I don't think this can be construed as giving away a vital hint, it's pretty obvious what you would do with it. Figuring out the use of the other rods is intriguing, particularly when you experiment on yourself. There's a magic word to discover which will move you round some of the locations and a couple more which I will leave you to discover for yourself. You might think that, given the size of this game, the number of locations would be huge but the use of repeated visits to the same place at different time zones makes it relatively easy to map. There are basically only two small mazes, one of which you visit in three different time zones. Mapping this one (a garden hedge maze) couldn't be simpler. Simply climb a tree outside it, have an 'examine' and there is the map of the maze laid out for you. The other is a mousehole maze and that is simple enough. So if you detest mazes, don't let them put you off. During the game, various quotations (mostly irrelevant) appear on your screen which I found interesting. You can turn them off if you wish. All the usual commands are here including 'oops', 'plain' turns off the highlighted text and the quotations. The rest of the commands are as you would expect. You can carry (given that you've found a rucksack) every object in the game and that includes a two foot high stone! There are 110+ things various littered around and nearly all of them have a use. Although I'd rate this as 'difficult' (but not of course to Neil "The Master" Shipman - he'd bash through it in a week!), there are plenty of hints scattered throughout. Looking up your ancestors in the History of the Meldrew Family gives a lot of clues, looking up people like Andromeda in the Classical Dictionary does the same and looking up various dates in the Book of Curses gives even more information. There are two ancient languages - a hieroglyphic and a demotic writing and the key to solving both is in the game. There is also a set of Etruscan numbers. When you've completed Curses, but only then, you're given an 'Answers' option. This gives you list of the points you have scored but not, alas where the missing points - if any - are. As I write this I'm one point short! In 'Answers' there's also a Trivia Section which gives a fascinating run-down of the background to the puzzles. All in all, an engrossing and thoroughly enjoyable text adventure. I'd rate it up there with the Unnkulians and that's a quite a compliment coming from me. It's tricky but not impossible and I very much enjoyed the author's sense of humour. Finding out the use of the Rod of Stalking really made me laugh. - o -