Inferno #06
03 декабря 2004
  Игры  

Gameland - the passing game The Price of Magik by Level 9.

<b>Gameland</b> - the passing game The Price of Magik by Level 9.
            THE PRICE OF MAGIK

              Level 9 (1986)

     Walk Through by Dorothy Millard

        (C64 'Spectrum Versions)



   Graphics like Snowball, but almost
All screens are different. They consist of standard objects and 
built again in the calculation  that you have a C64;)


    Inventory = INV, Look = LOOK.

   Description verified, the game continues.



                  Notes



  1. There were three different versions
available for the Spectrum: A text-only
version, a graphic version with reduced
text, and a Spectrum 128K version with full
text and graphics. [Ed.: Actually
game has two versions: 48/128k (no graphics in 48k mode), and 
48k with truncated text. There are two. Z80, both filmed in 48k 
mode. Recommended to take the image and tape download it in 
128k mode (required 128k of ROM BASIC). The current version of 
the disk is removed from the 48k version: the text is trimmed, 
and can not be shipped to the memory command  RAM SAVE. ]


  2. There is no limit to the number of
 items carried.

  3. You should avoid combat unless it is
essential, as dealing with your opponent's
ghosts saps your stamina and slows pro gress through the game.

  4. Casting magik spells costs you years
so check "SCORE" at regular intervals.
Touching the red moon reduces your game
age. If you become 80 you're living dangerously and at 100 
you're dead. 



          Magik Spells and Uses



  1. BOM - Brings inanimate items to life

                            (Focii trumpet)

  2. DED - Cancels all spells

                        (Focii alloy wheel)

  3. DET - Detects danger

                        (Focii elder cross)

  4. DOW - Checks the magikal properties

           of target

                           (Focii pendulum)

  5. ESP - Look into another room

                       (Focii crystal ball)

  6. FIN - Turns mail-clad target into a

           fish

                        (Focii silver mail)

  7. FIX - Cures target of injuries

                           (Focii valerian)

  8. FLY - Causes target to "levitate"

                              (Focii broom)

  9. HYP - Hypnotises target to obey you

                              (Focii staff)

  10. IBM - Scares the target

                           (Focii blue box)
 [Ed.: Blue box that says IBM Indeed can scare;)]

  11. KIL - Madly confuses target in

            combat

                                (Focii axe)

  12. MAD - Angers target

                           (Focii grimoire)

  13. SAN - Restores sanity to target

                               (Focii claw)

  14. SEE - Detects secret doors

                      (Focii feldspar lens)

  15. SPY - See into room of target

                             (Focii candle)

  16. XAM - Examines the "magik"

            properties of the target

                              (Focii prism)

  17. ZAP - Magikally attacks target with

            lightning

                              (Focii ashes)

  18. ZEN - Transports you to mists of

            time

                            (Focii mirror)



               Walk Through

(Start on a winding drive) EXAMINE KNOCKER
(Word "ESP" is moulded into the knocker),
W (woodshed), EXAMINE WOODPILE (ready for
a fire, underneath it is something nasty),
EXAMINE NASTY (it oozes away into the
ground), GET CANDLE, EXAMINE CANDLE (it is
burning weakly), LIGHT WOODPILE (it is
soon converted to ashes), EXTINGUISH
CANDLE (if you don't extinguish the candle
as early as possible it burns completely
away - taking with it your "focii" for the
SPY spell), GET ASHES, W (herb garden),
TAKE ALL (eyebright flowers and mandrake -
the mandrake screams as you grab it [Ed.:
Mandrake root is similar to human
figure, therefore, is credited with magical mandrake silu.Za 
mound popular legend, that the mandrake screams when it ripped. 
] - Do you want to continue?), YES (you

wrench it from the ground and some things
fall from around it's roots ... you take
the skull, knucklebone and elder cross),
EXAMINE ALL (eyebright flowers - magical
plant, mandrake - weed, skull - human,
knucklebone - has a ring, ashes - remains
of woodpile, candle - half burnt, elder
cross - wooden), EXAMINE RING (set with a
solitaire diamond), DROP MANDRAKE, REMOVE
RING FROM KNUCKLEBONE, DROP KNUCKLEBONE,
DROP SKULL.

E, E, U (the vine), U, U (top of vine), U
(Onto the roof), U, RUB EYEBRIGHT INTO
EYES, W (into the attic), N, EXAMINE
WARDROBE, GET ROBES, WEAR ROBES, S
(Alcove), CUT MIRROR WITH DIAMOND, GET
SMALL MIRROR, LOOK (a new exit has been
created to the south), S (recess), GET
PRISM, EXAMINE PRISM (inscribed "XAM"),
N, W, GET CAGE (this is to house the bat
later, but you can also do this without
the cage if you prefer), SW, SE (office),
EXAMINE TABLE (the word "MAD" is inscribed
there), GET SCROLL, GET KNIFE, READ SCROLL
(Tells you how to cast spells), NW, NE, E,
E (back to the roof), D (the vine), D, D,
D, D (winding drive), CUT VINE (you cut a
staff from the vine), GET STAFF.

KNOCK DOOR, OPEN DOOR, IN (entrance hall),
EXAMINE POSTCARD (deliveries have been
suspended), NW, EXAMINE CLOCK, GET PENDULUM,
EXAMINE PENDULUM (enscribed with "DOW"),
WAIT (until the clock goes "BOM"), E
(Broom cupboard), GET BROOM, W, SE, W, W,
NW, N, NE, N (anti-alcove - a red moon is
here and there is a feeling of magik),
TOUCH MOON, TOUCH MOON (again - this action
reduces your game age to 20 years old), S,
SW, N, N, UP, E, N, NE, NE (roof garden),
GET VALERIAN, EXAMINE VALERIAN (a magik
herb), GET WOLFSBANE, NW, UP (belfry), GET
BAT, EXAMINE BELL (caste from tonnes of
bronze), D, SE, SE, EXAMINE WARGAME (reenacts a massacre), SW, 
W, W, DROP BAT (You almost fall over a wheel which rolls

out of sight), CAST HYP AT BAT, BAT TAKE
WHEEL (the bat flies off and returns with
the wheel), GET WHEEL, GET BAT.

S, SE (oak panelled corridor), PUSH PANEL
(A group of panels swing back as a door),
LOOK (there is a new exit to the east), E
(Store room), EXAMINE SWORD (it is pushed
into the floor of this room from the ceiling of the location 
directly under this), PULL LEVER (the sword drops down below

where it can be picked up later), W, S, E
(Another store room), GET SHOVEL, W, NW,
SW (cellar).

EXAMINE CHESTS (there are ten of them all
coloured differently, ie. black, brown, red,
orange, yellow, green, blue, violet, grey, white
- It is necessary to magikally examine
each one in turn with the DOW spell to
establish which one contains the salt that
you will need, to do this you will need to
study the action of the pendulum when the
spell is cast ... a circular movement of the
pendulum indicates no contents, a side to
side motion is the indication that you've
located the correct chest ... the colour of
the chest containing the salt is randomly allocated for each 
game), CAST DOW AT  CHEST (repeat this with each

chest in turn until you get the correct
response from the pendulum), OPEN 
CHEST, EXAMINE  CHEST, GET SALT.

NE, SE, SW (arch-roofed corridor. You see
an inscription on the ceiling), CAST FLY
AT ME (you float into the air), READ
INSCRIPTION (HYP), WAIT (until the "FLY"
spell wears off), NE, N, N, NE, S (Musty
hall), EXAMINE TAPESTRY (showing a healer), E, ​​D, W, NW (bone 
chamber), GET BONES, EXAMINE BONES (human), S, SE, GET

SWORD, EXAMINE SWORD ("Excalibur" backwards), S (the werewolf 
leaves you alone because you have the wolfsbane for 
protection), SW, SE, OPEN DOOR, OUT, W, W (you have now to bury 
all the bones to enable you to get the plate armour), GET SKULL,

GET KNUCKLEBONE, BURY BONES, BURY SKULL,
BURY KNUCKLEBONE (a ghost says you can now
have the plate armour), E, ​​E, OPEN DOOR,
IN, NW, NE, N, NW, N, W (echoing crypt),
GET PLATE ARMOUR.

E, E, N, N (library), EXAMINE GRIMOIRE (a
tome which explains that you must be mad
to use magik), GET GRIMOIRE, NW (study),
EXAMINE DESK, GET PARCHMENT, READ PARCHMENT
(The "ZEN" spell allows rapid movement),
SE, S, NW, SW (collapsing junction), CUT
CURTAIN (the enchanted curtain disappears), LOOK (you now go 
west), W, S (inner sanctum), GET FELDSPAR LENS, N, E, N, NW

(Laboratory where the word "SEE" is written on one wall), SE, 
S, NE, SE, N, NW (Study surrounded by dark shadows), CAST

SEE (you see a hidden exit leading north),
N (dusty priest's hole where the word
"DET" is scrawled in blood on the wall),
SE, N (magnificent treasury), GET BAG,
EXAMINE BAG (in it is some gold), S, NW,
S, SE, S, S, W, S, SE, S, SW, SE, W, W, NW, N, NE,
N (anti-alcove), TOUCH MOON, TOUCH MOON
(Again), S, SW, S.

S (slime slide where a giant slug attacks
you and the blow strikes your armour),
THROW SALT AT SLUG (it drives it away),
DOWN, EXAMINE STATUE ("SPY" is written on
it's left foot), DOWN (chute to a circular
room), S, SW, SE, NE, S, S, E (ominous
chamber where "FLY" is written on the
wall), W, N, N, SW, SW, NW, NW, S, S, W
(To where the metallic golem is), EXAMINE
METALLIC GOLEM (wearing some silver mail),
REMOVE ROBES, GIVE ROBES TO GOLEM (just
what he was looking for - he quickly changes into the robes and 
hands you the silver mail), DOWN, NW, SW, W, SE, E, SE (web 
cavern), CUT WEB (it collapses on the spider), GET CROWBAR, W, 
N, NW, E, NE. 

W (landing stage where a ferryman is here
standing in a boat - he needs paying),
GIVE CROWBAR (he says, "I suppose that will
do, Hop in "), HOP IN (you are now in the
boat on the river), CAST FIN AT ME (you
are transformed into a fish), DOWN (riverbed), READ PLAQUE 
(reads "SAN"), WAIT (Until the "FIN" spell wears off and you

are returned to the boat), TAKE ALL (this
latter command is extremely important because when you 
transformed all your possessions were automatically "dropped" 
in the boat - if you forget and get out of

the boat you cannot retrieve anything as
you have nothing with which to pay the
ferryman), N, N, N (to where the colossal
bloodworm is - the bat deals with the
bloodworm for you), N, NW, N, SW, S (temple -
above the altar is a weight), CAST FLY AT
WEIGHT, (to prevent it from falling upon
you when you attempt to take the talisman)
GET TALISMAN.

N, NE, NE (hall of statues), EXAMINE CHERUB
(Carrying a trumpet), CAST ZAP AT CHERUB
(Until it is dead and disappears), LOOK,
GET TRUMPET, SE, NE, N (towards the gate -
a voice says before you may enter you must
offer a gift to Myglar), GIVE PENDULUM, N
(As you go through a monkey drops on your
back), S, SW, CAST ZEN (you are transported
to the mists of time), S, S, D (cold store),
WAIT (and the cold is enough to freeze the
b *** s of the monkey - the monkey runs
off), EXAMINE SNOW, GET CRYSTAL BALL, GET
BLACK BALL, CAST ZEN (you are transported
to the mists of time), S, E, D (antialcove), TOUCH MOON, TOUCH 
MOON [Ed.: She no longer helps! ], S [Ed.: To

do you have to kill this cherub
the same way as the first], SW, S, SE (rock walled
room), EXAMINE PICTURE (of Stonehenge),
CAST BOM AT PICTURE (you are sucked into
the picture and transported to a standing
stone at Stonehenge), SE, SE, W, NW, S (carved
pedestal), GET BLUE BOX, EXAMINE BLUE BOX
("IBM" is written here), N, SW, W, NE, NE,
N (back to the rock walled room).

RUB TALISMAN (you're transported to a
stone archway on the other plain), N, NE,
E, E, IN (pillar), D (the steps), D, D, SW,
N (you are in spherical rock bubble), READ
RIDDLE (the answer is "FEAR"), S, NE, U,
U, U, OUT, SW (lake shore), EXAMINE LAKE
(Sparkling water), DRINK WATER, RUB
TALISMAN (you're transported back to the
rock-walled room), (check your "Age" and
"SANITY" at this stage - if 50 or over go
to the red moon in the anti-alcove and
touch it twice [Ed.: I have at this moment
a Age = 62, late in the game = 82. Can not
go to anti-alcove this time. ]), CAST
ZEN (you are transported to the mists of
time), S, E, E, E, E, S, S, S, S, D (winding
corridor), N, N, SE, N (dark room), EXAMINE
PICTURE (showing a dark spawn clawing
its way through the earth), CAST BOM AT
PICTURE (the dark spawn leaps from the
picture - in it's frenzy it breaks a claw
on the frame), GET CLAW, S, CAST ZEN (you
are transported to the mists of time).

S, E, E, E, E, S, S, S, D (portico), CAST IBM AT
ANTS (they try to hide in a corner), OPEN
DOOR, IN, N, NW, N, N, SE (stone room - the
door to the east of this room cannot be
opened from this side), CAST ESP EAST (and
your spiritual form arrives east of the
door), EXAMINE IDOL (a huge stone representation of Myglar 
[Ed.: And before that I somehow shows "658;". In fact,

actually CAST ESP for EXAMINE do at all
do not need an idol, and so comply, without any
EXAMINE. ]), CAST ESP EAST (again), CAST
BOM AT IDOL (it wakes but you return),
CAST ESP EAST, CAST HYP AT IDOL (the idol
looks at you expectantly), CAST ESP EAST,
IDOL OPEN DOOR, LOOK (you return to the
stone room but the eastern door is now
open), E, ​​NE, S (great stone room), S (the
floor is so cold that you jump back), CAST
FLY AT ME (this first cast destroys the
black ball which was used to absorb an
offensive spell against you, but you
shouldn't need it's protection any more),
CAST FLY AT ME (you float into the air),
S.

S (moon room where the moonbeast attacks
you), WAVE MIRROR (the moonbeast runs away
from it's own reflection), EXAMINE
GARGOYLE (a hideous winged monster), NW
(The gargoyle says "Before you may enter
the tomb of Myglar, you must tell me the
answer to the riddle "), FEAR, CAST ESP NW
(This is the only safe way to enter
Myglar's tomb), CAST SAN AT MYGLAR (Myglar
stares at you from newly sane eyes, haunted
by the final realisation of his crimes -
you now return to your normal form back in
the moon room), CAST ESP NW, CAST DED AT
MYGLAR (there is a loud thunderclap as
Myglar's magik is neutralised ... he crumples as time regains 
it's power and soon nothing remains of the proud wizard but

ancient dust).

Well done, you have won the right to take
Myglar's place as guardian of the Red Moon
Crystal.

******************************************
Displayed on the
Classic Adventures Solution Archive:
http://hjem.get2net.dk/gunn/




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