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PHILOSOPHER'S QUEST

 

 

Professional, Originally Released On Cassette Only

 

Game Type          : Text Adventure

Author             : Peter Killworth

Standalone Release(s)   : 1985: PHILOSOPHER'S QUEST, Acornsoft, £9.95

Compilation Release(s) : None

Stated compatibility    : Electron

Actual compatibility    : Electron, BBC B, B+ and Master 128

Supplier            : ACORNSOFT, Betjeman House, 104 Hills Road, CAMBRIDGE CB2 1LQ

                    Tel: (0223) 316039

Disc compatibility     : CDFS E00, DFS E00

 

 

Instructions

Welcome to the adventure! This pack contains programs on cassette plus instructions for Philosopher's Quest, an 'intelligent' adventure where the player explores a strange land full of weird and unlikely things, some dangerous, some even magical.

 

In this new and authentic game, the concept of the adventure is exploited to the full, and extended to include abstract thought as a means to progress and survival. However, wild speculation will get you nowhere - you have to use your wits!

 

The objective is to find all the treasures and bring them back to where you began, but in the meantime you have to sift clues, weigh up risks, spot magic words and remember which way you came!

 

Loading Instructions

Once the adventure has loaded, you will be prompted to 'Position the database file'. This refers to the dynamic part of the database which attends to the general housekeeping (where you are, where the objects are etc). This file is called INIT and the starting version is provided just after QUEST on the cassette. So to load INIT, simply leave the cassette running. Once INIT is loaded in (loading takes about 15 seconds) the game will start.

 

Should you decide to SAVE a game, with the intention of returning to it later, you will be prompted to find a suitable area on one of your cassettes followed by the usual 'RECORD then RETURN' message. This will put the dynamic part of the database on to cassette, called INIT again, so you'll need to keep track of which SAVE is where. If you restart on one of these (separately saved) games, you should load this instead of the original INIT file.

 

Should you QUIT or die, you'll be asked if you want another game. 'Y' will require you to reload whichever INIT you wish to supply. 'N' will simply end.

 

Game Play

The game starts with a description of your immediate surroundings, and a choice of objects which you can take with you (use TAKE followed by the name of the object) on your quest. Choose carefully, before setting off with a command such as WEST if you want to try going west, or NE to go to the northeast.

 

The computer becomes your eyes and hands. It will tell you what you can see and what is happening around you. You must tell it, in return, what to do (it prompts you with a colon). Use commands of one or two words.

 

The computer only looks at the first four letters of any word you type so that the command NORTHEAST must be typed in as NE to distinguish it from NORTH (or N - there are various abbreviations you will pick up as you go).

 

Some General Advice

Tunnels bend sometimes, so going north from one room doesn't necessarily involve entering the next room from the south.

 

Most areas are not lit, and moving in the dark is rather dangerous, so you'll need a light source. Some objects (and treasures!) can have special priorities, as you'll find out: some of them are a help and some a hindrance. Nothing in the game is a red herring so read all the text carefully for clues to other puzzles.

 

Eating and drinking are not allowed by order. EH? means the computer doesn't understand and you should try saying something else.

 

Useful Words

Part of the fun is finding out what words are understood! However, a short list of those you might not guess is given here:

 

To move in some direction, try something like MOVE UP, CLIMB, SOUTH, RUN.

 

To get or drop a book, for example, try GET BOOK, TAKE BOOK, DROP BOOK, etc. GET, TAKE and DROP alone pick up or drop the first object the computer sees.

 

To get a full description of the room you are in, use LOOK.

 

To get a list of your possessions use INV (inventory).

 

ON and OFF may be useful (hint).

 

To stop altogether use Q, QUIT or STOP.

 

To SAVE a game for later, use SAVE. (See above)

 

Scoring

During the game, you can display your score at any time by entering SCORE and pressing RETURN. Finding treasures will earn you points as will depositing them in the shop, and you will gradually discover other ways of gaining points - there may be some surprises here!

 

The maximum score is 250; consider yourself a philosopher if you score over 200!

 

 

Instructions' Source   : PHILOSOPHER'S QUEST (Acornsoft) Back and Inner Inlay

 

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