MUSEUM MYSTERY Available from www.richmond62.freeserve.co.uk Written by Doreen Bardon Reviewed by Bev Truter on PC Having recently got back online again I was checking out some of the sites for games the other day, and found Doreen's new CAT game 'Museum Mystery' on Phil Richmond's website. After some initial difficulty in getting it to run properly (had to create a SFX folder for the sound files, and a DATA folder for the 'game.cdb' file), I was off on my hunt through a rather creepy museum for a missing Professor, an urn, and a strange African mask... Doreen has included some really good sound effects in this game, from the first roll of thunder if you linger too long outside the museum, to the frenzied beat of those drums in the 'African' section of the museum. Nice one, Doreen! The thunder nearly had me falling out of my computer chair in fright, as did a few other sudden noises - like the front door slamming behind me. The introduction explains that you were reading an article in the newspaper about a Professor Sawyer, who has been collecting artifacts from around the world to put on display in a new museum which is due to open shortly. He has brought back an urn from the Tomb of Albora on the island of Korden, and hopes to recreate the tomb here at the museum as a special exhibit. You hope to interview the Professor, then sell your story to the newspaper to raise some money for a much- needed new car for yourself. Grabbing a notebook and pencil you set off for the museum, and arrive at the front door in ominous weather conditions. Faced with an impending storm, some thick ivy and a fearsome gargoyle head staring down at you most sensible people would give up, retreat to their car and drive home. But not you - you are obviously made of sterner stuff; so get cracking with that ivy and gargoyle, and find a way to get the front door of the museum open before the storm strikes. Once inside the museum you find yourself in the Foyer, where there's a mysterious chest sitting on the floor (locked, naturally) and a counter with an old-fashioned cash register. Further inside the museum are a number of displays, an office and a green door to deal with. There's also a high central dome in the Library section of the museum, and four arched windows with window sills far too high for you to reach. There's a ladder which can be pushed about and climbed - but only a few rungs up there's a rung missing, wouldn't you know it; so an essential task would appear to be fixing that dratted ladder, enabling you to climb up to investigate what lurks on some of those window sills. MM begins in a fairly straightforward way, and it's reasonably easy to progress to a score of about 100/250. But thereafter things turn a trifle tricky, and I must confess to being stuck, stuck, stuck. However, I've certainly played through enough of this game to realize it's one I intend finishing, by hook or by crook. Doreen has described the museum very well, with interesting locations to explore and a variety of objects to discover and use. The Games Room, the Office and especially the African Display contain far more than a cursory glance would reveal, and just looking at things is certainly not the same as 'searching' them thoroughly. I personally prefer playing a game with fewer locations, but plenty of problems to solve and obstacles to overcome, rather than trudge through hundreds of locations and bits of scenery that have just been stuck there as a sort of text adventurers' exercise programme. And Doreen's game definitely falls into the former category. Phil's C.A.T. is a delight to play text adventures with, and overall Doreen and CAT have combined extremely well together to produce a game well worth playing. - o -