MORDOR 1 (RPG on Disks 867a/b) Reviewed by Graham Raven Not so much a game, more a way of Life! Well that's how it's been for me these past three years. It's strange that this very week I have been asked to review Mordor 1, and have also finally finished the game. I must say that I took to the game immediately I got the shareware version, playing and developing a host of characters, thieves, warriors, sorcerers and mages etc and exploring the many levels of the dungeons. Expect to make many characters and have them die before you learn how to create someone who will last. Hint:Constitution is important! You also need sufficient Intelligence and Wisdom to be able to read if you really want to develop your character. Having said that, a group of strong and dextrous giants can go a long way in the Nomads Guild, explore quite deeply into the dungeon and bring back a lot of treasure for the benefit of more long term characters. I really liked the way that fighting took place in real time just as it would in real life. A small criticism I have is that you shouldn't really develop your healing or thieving skills by killing monsters, and the way you develop almost any skill in Mordor is largely by killing monsters. Despite that I really enjoyed taking new unskilled characters and training them in different guilds of learning. Any character you create in Mordor is bound to have strengths and weaknesses, but with hard work you can neutralise many of the latter. Your interest in the game is maintained by the continued drive for more experience, better skills, better equipment, more gold and ever further exploration. There is a lot of equipment you can use and you need to keep your wits about you to make sure you're using the best gear available. The full game has at least 15 levels of dungeon (by my reckoning there ought to be a 16th but I've never managed to find it!) Communication between characters would have been nice, but as it was I found myself imagining some kind of communication taking place as it was. Some characters really did seem to develop a kind of personality even though there's no real facility for this in the game. (The sign of a good game?) You'll probably need to spend upwards of 200 hours on a given character before they are remotely ready for a final assault on the Prince of Darkness himself. Make sure there's a whole party with you of similar standing, all armed with magical weapons or you'll not survive. A second party of similar ability is a good idea too, in case you need to be rescued from deep dungeon. Dying isn't a big problem in Mordor, even if you're left in the dungeon someone will find you and bring you back to the surface where you can be resurrected (for a price!). However, the deeper you go into the dungeon, the longer it can be before you're discovered. Humans only live for 100 years in Mordor, and with monsters that can age you prematurely wandering the levels, you don't want to be left dead in the dungeon for 10 years or more! In the early stages of the game I've found it best to ignore the recommendations in the help file, and stay with the Nomads guild until you reach a level where you can use a Vampire Fang (a special dagger), with this in your hands your progress will be greatly speeded through all future guilds you may happen to join. Also if you can join the Healers guild then do so, progress is slow in Healers but it is well worth it. Once you can heal yourself adequately you'll be able to remain in the dungeon much longer without dying, and thereby gain more experience before having to return to the surface. Unlike some games where the idea is to have a party composed of a warrior, a thief, a magic user and a healer/cleric, in Mordor it's best if all your characters have a grounding in Thieving, Fighting and Magic, and then specialise in their chosen guild. Whatever you do however, you'll need good fighting skills, that's where the vast majority of your experience will come from regardless of your chosen guild. Also if you're going to be an elite magic user, especially a Healer, then get yourself a monster companion either by charming one yourself, or buying one from Confinement (Monsters R'Us!). Try different monster companions and see which ones work best - Witches are good for intermediate characters, until you need something better. Whatever companion you choose, if it's a magic user itself, make sure that you and your party are immune to your companion's spells, otherwise you'll find yourself accidentally being zapped along with the bad guys from time to time. I became quite engrossed in the game and played ten characters for roughly 300 hours each (often at 2 in the morning) and a host of others for less man-hours. The game can be finished more quickly, but I was too busy enjoying myself. The game is quite 'deep', choosing which guilds to join; picking, finding and buying equipment; learning about a huge number of monsters (try the library!) will take you many hours. All of which I found thoroughly enjoyable. Monster graphics are static and ideally there could do to be more of them - Vampire bats should not look like birds! Regardless of such minor criticisms I found that the world of Mordor built up very strongly in my imagination and became quite real (Michael and I often held weekly strategy meetings to plan the next phase of 'attack'.) Ignore what the instructions say with regards to backing up the game. Do this often, it will save you much heartache. I now itch to start Mordor 2, which I hope is as good as the first version. - o -