Born Dead #08
19 апреля 1999 |
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Games - Heavy on the Magic: The autopsy revealed.
GAMES II: Heavy On the Magick (C) ZS'99 Heavy On the Magick. NO MORE SECRETS. Hi, PPlz! Let us return a little back in time. In 1986, the firm Gargoyle Games (and more precisely Carter Follis Software) has released a game which many are not allowed to sleep quietly. I mean Heavy On the Magick (HOtM). This game is already written in the ZX-REVIEW (N5, June 1992; N7, August 1993; N6 1995), but because the questions were unresolved and as I searched for it for too long, then spent his thorough study, since the game itself and ending with its machine code. Now we can say that all the secrets Heavy On the Magick disclosed. The game, as it should have been at the time of the mound, accompanied booklet with colorful pictures and interesting introduction, a description objects, etc. In Russia HOtM hit without all these prichindalov, but still unopened. No wonder that no one could pass it. I'm interested in Heavy On the Magick for quite some time, read about it in the book "500 games". In that distant time I did not found HOtM, and only in 1999, I was able to immerse themselves in mysterious world of magic. I must say that if I like toy, then I will not rest until it was over and would not know all its subtleties. So, it started with the fact that I lost a couple of times and it is compelled to immortalize it (changing only 1 (!) bytes). After playing a couple of days and passed only 2 floors, I dug into it Internet'e is the description of the game, which is annexed to it in 1986! It contained a beautiful fairy tale and a couple of tips for beginning players. On English, naturally. Even with this description and my excellent knowledge of English it was moving slowly. 2 days I picked up the keys to the eight door, found out three passwords and gained status ZELATOR, who could not manage to raise, though, search in HOtM by STS, it became clear that the status 10! NEOPHYTE, ZELATOR, PRACTICUS, PHILOSOPHUS, ADEPTUS MINOR, ADEPTUS MAJOR, ADEPTUS EXEMPT, MAGISTR TEMPLE and IPSISSIMUS. About They also mentioned in the ZX-REVIEW N7, August 1993, N6 1995. After another a couple of days I was brought ZX-REVIEW mentioned above. By the way, nowhere no information why the game is 10 Status. The thing is, that THERION, the magician has entered into AXIL'a in the dungeon of the castle, had ten degrees of fear! Statuses are acquired, entering the certain rooms, not to some sequence. From ZX-REVIEW I learned not so much. Immediately struck me that writing about some description, 21 monster, 280 objects and more about some obscure things! All indications are that the people were wrong informed. Although even with the original description of the game rather difficult to understand. I will describe what 100% sure what was described incorrectly, or not described at all. Actions occur in the castle's dungeon Collodon's Pile in location Graumerphy. Rooms in the castle 256, And on his own Optionally, you can get 254 of them in one go for arrogance, boring or stupid, in the last room legally unable to enter, but about it later. The first thing you need to take a magic book - GRIMOIRE. And no Under what conditions do not spread it! It affects your Life! According to the description, GRIMOIRE contains information about monsters demons, traps, deceptions, and puzzles. In the game it is only source of spells. Interesting things written about EXPERIENCE - experience. It is said that getting experience (it can be lifted only by killing monsters) can be raise their status and then become available items that not available at the lowest status. In fact, all subjects available even NEOPHYTE'u. The truth is the subjects that are not so easy to carry. They need to be exchanged for other, seemingly similar subjects. For example, NUGGET be exchanged for NOUGAT, SHELL on EGG, PELLET on BALL (the same in the ZX-REVIEW N5, June 1992). But there is Some actions that can be accomplished only ZELATOR and above, for example, to communicate with demons. And the last door you can open only becoming PHILOSOPHUS, because ASMODEE subject only to him. In the game of 10 monsters that are actively attacking and can strongly enough to cripple or kill. This SLUG, TROLL, GHOST, WRAITH, GOBLIN, MEDUSA, WYVERN, CYCLOPS, VAMPIRE, WEREWOLF. Most of them are destroyed by pronouncing a spell BLAST (Sometimes a dozen times), some can be killed without attacking. For this need to be in possession of some items: GARLIC for destruction VAMPIRE, PELLET for SLUG, NUGGET for WEREWOLF, MIRROR for MEDUSA, SLAT for CYCLOPS. There are 4 passive monster, who waylaid by: FIRE, WATER, HYDRA, RABAK. They can go saying a particular phrase or having a certain item. Water can speak: "WATER, FALL ". This suggests the APEX (" Speak the water "). RABAK Requests to name his middle name - DRAGON, by what he says is already warmer " (Not "me warmly, as in the ZX-REVIEW N7, August 1993), and the dragon You can use the water - "RABAK, WATER". FIRE pass from by CLASP, a HYDRA with SNAKE (and going to the HYDRA slow down, or bump into it - it's too slow). It was found out by many experiments. In the game there are 6 demons. - ASMODEE - The Great Destroyer, and his number 122 in the House of Mars; he looks like a Basilisk; its color - Green, his plant - Nettle; admires red gemstones. The only action he can commit - is to break door. Its mascot - RUBY (not surprising:)). - ASTAROT - community spirit, and his number in 1376, he has many faces. He passes through the rock, and his character - Fire Sword: it smells Wormwood protects Orchid forty, bows before Shine Tourmaline. He can take you anywhere in the dungeon. We only know his name and carry Talisman - SWORD. - BELEZBAR - Lord of Flight, and his nature is deceptive and he can open any deception, and his number - 20 in the firmament Stars, he worships Amaranth and Musk, he appears as a locust; worships frightened Turquoise. Knows all details about all objects in the castle. Talisman - MANTIS. - MAGOT - Soothsayer, who knows the location of Hidden Treasures, it looks like a Baboon; its color - yellow, and the number - 443 in the Kingdom of the Air, he craves the smell and Galbanum worship secretly Topaz and Halkedona. He can tell where look for any of your subject. Its mascot - SUNFLOWER. About them, according to the description can be found in GRIMOIRE. Ho, Again, nothing like this in the game there! (Some information on the demons is a translation Inlay Card Text) WARNING! You can set all the demons of the question 4.3, and then he losing patience, and here we go to hell! The presence of a mascot in room required, and the demon appears just above it! - APEX also applies to the demons. This is the kindest, talkative and annoying a daemon. He kept trying to help. Sometimes it ends up fatal. Knows exactly how many necessary for the selection of all the keys (keys 12 and doors, too, about They all told in the ZX-REVIEW N5, June 1992) and receive two passwords to the door. With APEX'om can communicate without restriction. - AI - another daemon. His need to cook! The boiler (CAULDRON) naturally, on the third floor. Interestingly, all its components (SKULL, ULNA, THIGH) lie on the fourth floor. He only prompts the password to the door - LAZA. But, in fact, should say - LONG. Again, an unfortunate withdrawal of protection? Just a couple of words on the boiler. In the ZX-REVIEW N6 1995 was hypotheses about other potions. After numerous attempts cook in the pot is something else no special success. After Some combinations of subjects computer muffled Vis. Why? I have no idea! Perhaps this is due in no qualitative removal Protection (I have two broken version)? A cook or some other way get SKELETON'a failed. And even BELEZBAR nothing about it knows. In the same issue ZX-REVIEW have been proposals to use poisoned subjects. Explain: the poisoned subjects created for the fact that life would not seem raspberries! In other words, difficulty passing game. That's it! Benefit from them do not. And now, in my opinion, the most interesting element of the game! Zero room! It is located on the fourth floor, at the south-east. It is no entrance, but there is an exit (WEST), which raises thinking about the possibility of entering into it (I failed, and it's probably no one can). The room is completely dark. However, with STS failed to paint it. :) There are items that you use for other purposes. Ie corpses GRIMOIRE, SCROLL'y, etc. It is interesting that there from the beginning Games already have one dead body. Maybe this is a SKELETON? In the ZX-REVIEW N7, in August 1993 about the zero room, there was something written. When vykladyvanii subject in this very room, he multiplies. All true! When AXIL raises in any room of the subject, the last disappears from a room in a zero! That's when everything becomes clear. In HOtM can use the five spells. Everything about them discussed in the ZX-REVIEW. And now the fun part! Final game is not! But there are 3 exit from the cave. Once in the room with the release of the screen starts twinkle, AXIL begins to produce some movement (someone called them dance), appears in "WELL DONE AXIL THE ABLE YOU HAVE MADE IT TO AN AXIT "and ... everything! Inscription translates something like: "Well done, Aksil very capable, you've got it happened! Forward! On the way out. "Probably very few people know that AXIL had the nickname THE ABLE - Able. Sometimes he teased "Aksil nor that we can not. "[from the Original Text Inlay] Now, a little translation firm instructions. After it becomes clear why the game such a rather strange, Finals: --- - "In the near future there will be new adventures for AXIL'a. They will be presented in two forms: - Continued Heavy On the Magick, which will be fully compatible with the present and will continue to be one of the three exits from the game. - A new adventure in Graumerphy, which will occur in new location, new characters and eccentricities Graumerphy. Both games will be able to download the state of AXIL HOtM with items in his bag. Naturally, the continuation of game can be be ordered only Gagoyle, and official Distributors! Perhaps to be released book with a description Graumerphy and its inhabitants. Projects for the future. Continued Heavy On the Magick: Collodon's Pile - lock on dungeon. The Tombs of Taro - terrible and dangerous catacombs in the vicinity a dungeon. Paradise Reglossed - where things are not, than they seem. " --- - Perhaps the above projects were initiated, but more complete information about them is not. If anyone knows anything about the sequels Heavy On the Magick, please contact me by phone in Samara (8462) 58-86-08 (Sergei), or write to e-mail: crazyzs@chat.ru. That is, in general, and all I wanted to tell you. I do not became a full description of all subjects and inhabitants dungeons, as well as ways of passing game, because plan to release the most complete and comprehensive electronic description.
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