Mordon's Quest adventure by Melbourne House ..

Games for Spectrum, C64, Amstrad, Amiga, Apple ][ and the rest of the 8-bit and 16-bit platforms. Pleas for help, puzzles, bug reports etc.

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Colin Appleby
Posts: 93
Joined: Wed Mar 16, 2016 10:05 pm

Mordon's Quest adventure by Melbourne House ..

#1 Post by Colin Appleby » Sun Oct 02, 2016 6:50 pm

Just got myself an Enterprise 128 computer with Morden's Quest text adventure by Entersoft 1985. I understand that Morden's Quest was also released for the Amstrad CPC, Atari 8 Bit, Commodore 64 and ZX Spectrum by Melbourne House.

Anyone got a Basic listing or assembly listing for Mordon's Quest, so I can convert to NewBrain computer format.

This adventure takes place over many thousands of years, and it isyour quest to save the universe from destruction. In the beginning, you find yourself in a curiously familiar house, looking for a way out. The exit leads you through a mist-filled jungle where you encounter quicksand and many other hazards. You finally
stumble into the ruins of an ancient city which conceals many old relics beneath its dust, such as pieces of machinery, old coins, pottery and so on.
Your journey continues through caves, tunnels and jungles and seemingly thousands of years are passing with each step. Now you're in a fantastic future world with perspex domes, flashing lights and ambient music. It's all very mysterious. After many other hair-raising adventures, you finally wake from your dream to find "Mordon", the Ancient One, appearing before you shrouded in light. He seeks your help in desperation, and your quest is to retrieve all the lost components of his precious immortality machine and bring them to him . Your failure means the destruction of the universe. Success brings rewards unlimited.
You set out from your house and soon the surroundings are oddly familiar. You find yourself in a misty jungle, surrounded by quicksand and many other hazards ...
Haven't we been here before?


Regards

Colin

Colin Appleby
Posts: 93
Joined: Wed Mar 16, 2016 10:05 pm

Re: Mordon's Quest adventure by Melbourne House ..

#2 Post by Colin Appleby » Fri Oct 07, 2016 8:26 pm

Just got a Spectrum tape of Mordon's Quest from Ebay.

Colin Appleby
Posts: 93
Joined: Wed Mar 16, 2016 10:05 pm

Re: Mordon's Quest adventure by Melbourne House ..

#3 Post by Colin Appleby » Tue Oct 11, 2016 4:03 pm

I am presently running the Commodore 64 version of Mordon's Quest fro tape. What a great text adventure I need the Walkthru. Has anyone played this game and made any progress. It also runs great on the CCS C64 Emulator on the PC.

Colin Appleby
Posts: 93
Joined: Wed Mar 16, 2016 10:05 pm

Mordon's Quest adventure Walkthru ..

#4 Post by Colin Appleby » Tue Oct 11, 2016 4:08 pm

MORDON'S QUEST - SOLUTION - TYPED BY VAXALON - 1994
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Take the blanket, s, w, n, take the newspaper, e, n, e, climb the drainpipe,
n, s, w, s, when Mordon will appear and tell you your quest. Say Yes
(well, you don't have to), n, e, take transporter and torch, light the torch
and go n, n, n.
You are now in THE JUNGLE AREA. Go e, drop blanket, e, take and transport
tusks, take the bamboo, nw, nw, take the batteries, ne, se, e,
take the thorns and make a blowpipe, n, nw, ne, use the blowpipe, take the
pygmy, drop the bamboo, sw, e, give pygmy to plant, e, e, say frog,
(because the outline of the map is is meant to look like a frog), w, w, w,
ne, n, e, s, e, e, n, e, s, se, sw, s, e, ne, se, sw, take the dagger,
sw, e, e, take and transport metallic device, w, w, ne, ne, nw, sw, w, n,
ne, nw, n, w, sacrifice frog, take and transport piece of machine, sw, se,
go rubble, drop transporter, w, w, d, take and break iron pyrites,
take diamond and take pyrites, u, e, e, take transporter, transport diamond,
d, e, n, and the jungle area is complete.

IN TIME MACHINE: Push or press plate to move to other zones, though these
are random and you have no control over which zone you will be taken to.
Just keep trying until you get the one you want. There are two options
when exiting southwards as well: the large cave is the jungle area and the
ante room is the futuristic area.

THE UNDERSEA AREA: N, n, nw, climb into boat, d, take aqualung, n, n, n, se,
u, se, d, n, e, fill aqualung, w, s, nw, take black pearl, nw, n, n, n,
off lamp, n, n, on lamp, take and transport glowing metal object,
transport black pearl, e, take and transport doubloons, e, e, u, wait, wait,
e, n, n, give newspaper to spiderman in exchange for spray paint,
take remote control, s, s, w, d, w, w, w, off lamp, s, s, on lamp, s, s, s,
s, s, s, u, s, s, drop aqualung, s, and the undersea area is now complete.

THE ADVENTURE DEVELOPMENT AREA: This is reached from the time machine by
pushing the button while carrying the remote control and the iron pyrites.
Give the pyrites to the jester, w, e, take piece of machine, e, s, u,
transport piece.

THE FUTURISTIC AREA: E, drop geiger counter, e, se, nw, sw, spray paint,
8875, s, take and transport device, n, nw, sw, s, s, s, take and transport
ingot, n, n, n, nw, w, w, n, e, insert battery, w, s, e, e, touch plate, s,
press 3, press 1, press 2, press 2, press 4, press 1, n, w, touch plate,
s, s, s, touch plate, n, take and transport crystal orb, nw, nw, take cigar,
nw, nw, return to time machine and use the phone, dialling 1611919
(P=16, A=1 etc), then back to the droid and say perseverance, n,
take and transport unit, s, se, se, se, s, touch plate, n, n, n, e, se, ne,
nw, ne, nw, w, w, s, se, se, take and transport Roman coins and Cretan coins,
nw, nw, n, n back to the machine. Push plate until you reach...

THE ROMAN AREA: Make sure you still have the cigar with you. Go north until
you can take the sword and shield, then smoke the cigar, transport laurels,
s, s, s, w, w, n, ne, kill and skin minotaur, take and transport piece of
machine. THE END.

SOME BRIEF NOTES:
Saying Yes to Mordon's request causes the cupboard in the annexe to open up.
The blowpipe is made up of the bamboo, berries and thorns.
In the cave beyond the waterfall in the jungle area, the south-west exit
isn't given in the location description. It's still there though.
Also, in the location where you get the crystal orb, there's a north-west
exit that is not indicated.
The octopus cannot see you if you turn your lamp off.
The phone call tells you 'All that glitters is not gold.' a reference to
Fools Gold, or iron pyrites, and from this you deduce that this is what the
jester wants.
When you spray the paint on the invisible barrier you see the deactivation
code, 8875.
When the droid repeats the word 'PASS', you are meant to word out that this
is the clue to the password needed for the adamantium barrier. 'P' is the
16th letter of the alphabet, 'A' the first and 'S' the 19th, making 1611919.
As the program only accepts the first four digits of any inputs, you need
only dial 1611 to learn of 'perseverance', which is certainly something you
need in order to get through this frequently illogical adventure.

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