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It's Magic
Posted: Sat Apr 01, 2006 4:03 pm
by Geoff
Has anyone played this BBC game, published by Central Computing (and available from Stairway to Hell)?
I've almost completed part one, but am completely at a loss how to use the form in the library. Giving the uncompleted form to the assistant there results in a rejection as the 'nameless one', but it's impossible to give the form to her once it has been completed. I sense I'm missing somewhere obvious.
I've tried using every spell on the form, assistant, pen and myself, but nothing works. Any assistance would be much appreciated.
:roll:
Geoff
Posted: Fri Jul 21, 2006 8:10 pm
by terri
What a nice game. Good descrptions. Lots of places to get stuck.
I too do not know how to give the completed form to the assistant in hte library? What happens if you drop it and then return?.
However, I am nowhere near completing this part.
So far I have two spells (Life and Alien). Once you are an alien whqat can you do?
How do you get into the little hole (horror place)?
I have the bank's security box.
Can't seem to take the vicar's bike.
What to do with the headphones, lamp, hammer?
I filled the cup with water, but then what? Cause an electrical short somewhere?
What to do in the secret room past the rack?
How do you get the watch in the jeweler's?
What to do behind the clock?
What about the adventurer and the blur in the lake?
What about the wires in the bookshop?
Lots of places to get stuck...
Posted: Sun Jul 23, 2006 2:42 pm
by Geoff
Hi, Terry,
Here are the answers to some of your questions.
>So far I have two spells (Life and Alien). Once you are an alien whqat can you do?
Cast alien, then threaten the adventurer and ask adventurer for help. Break the lake, go down, touch the creature. Touch the plaque which reverses the alien spell. Then read the plaque to learn the fireball spell. Casting the fireball spell on the freezer in Diane's kitchen reveals another plaque bearing the freeze spell.
>I have the bank's security box.
So you have learnt the clear spell found inside?
>Can't seem to take the vicar's bike.
Trying riding it. Once you've ridden it southeast you'll obtain an inner tube. Drop the marble and cast fireball on it. Then squash the marble and put the lens in the tube. Look through the tube in the 'strange circular room' with the small hole to learn the size spell.
>What to do with the headphones, lamp, hammer?
Turn on the lamp (just use 'on lamp') in the temple to reveal the bounce spell.
>I filled the cup with water, but then what? Cause an electrical short somewhere?
Cast size in the 'strange circular room', then enter the hole. Empty the cup and get the ball (for which the hammer is needed). Now head for the lift. Go all the way up, then 1) force the hatch; 2) put the ball on the trapdoor; 3) cast fireball at the gate. Read the revealed plaque and learn zap. Cast zap on Diane to learn reverse (must be wearing the headphones).
>What to do in the secret room past the rack?
Cast size, then cast bounce and jump. Cast alien, then cast zap on the bottle. Read the plaque to learn the resistance spell, then wait.
By now a new location will be accessible. Head to the location where the tree was originally situated then go east. Cast reverse on the alien and learn the anon spell. To get out head south, then cast zap on the diamond, cast bounce and jump.
>How do you get the watch in the jeweler's?
The word watch isn't recognised by the programme so the shop is probably a red herring.
What to do behind the clock?
>What about the wires in the bookshop?
Turn the vidcam, use the screwdriver, tie the wires then go and have a look at the monitor and learn the grav spell. Casting grav in the police interview room reveals the flash spell.
Typing status reveals which spells you currently know.
Here's a list of all the words that the game recognises.
IN AT TO REPEAT NORTH EAST SOUTH WEST NEAST SEAST SWEST NWEST PULL TURN EXAMINE RUB OPEN READ CAST CLIMB KNOCK THREATEN ASK SMASH TOUCH RING 1 2 3 293 ATTACK WEAR UNLOCK OFF ON SQUASH RIDE GET DROP INV QUIT LOAD SAVE STORE RECALL PUT LOOK POUR FORCE USE JUMP MOVE REMOVE TIE FILL GIVE BORROW WORDS WAIT UP DOWN EMPTY SCORE STATUS PUSH LIFE SCREW UNIT DRAWER TREE CHALK CREATURE PLAQUE ADVENTURER ASSISTANT CLERK HATCH TRAPDOOR GATE WIRE WIRES COG SHELF DIANE BOOK BOOKS SCREWDRIVER BAG UNIFORM BOX NOTE LAMP MARBLE BIKE TUBE LENS BALL HEADPHONES FORM PEN CUP HAMMER KEY DOOR HELP LAKE BELL SERVICETILL THROUGH WATER DIAMOND FREEZER VIDCAM TILE MONITOR BOTTLE RACK STAIRS IT EVERYTHING ALL TAKE HIT TILL BUTTON
Spells: ALIEN FIREBALL CLEAR BOUNCE SIZE ZAP REVERSE ANON FREEZE GRAV SILENT FLASH RESISTANCE
So far I've not been able to find a use for the following spells: clear; freeze; anon; and resistance. Using the flash spell seems to be a complete no-no (save the game before trying it).
I'm still convinced that the form and the library definitely has something to do with finding a spell, especially since typing 'examine plaque' in the shelving area reveals that one is present, unless it's a bug.
All the best,
Geoff
Posted: Sun Jul 23, 2006 7:15 pm
by terri
Well, this is complicated, especially making the lens and the tube.
I had to go back to a plaque to touch it to get the ALIEN spell off, though maybe it had a limited life span. (Being an alien does not alow you to get out of the diamond area).
Still a couple of questions:
How does one open the security box?
What to do at the clock?
I have not yet found the CLEAR, FLASH, or SILENT spells.
Maybe you need to be an alien to fill in the form? Just a thought?
Posted: Mon Jul 24, 2006 2:27 pm
by Geoff
How does one open the security box?
You need to ask the assistant in the hardware shop for the screwdriver. She then gives you a bag. Examine the bag and discover a number. Use this at the servicetill.
What to do at the clock?
I think this is where the Silent spell might come in handy.
I have not yet found the CLEAR, FLASH, or SILENT spells.
Clear is on the note in the security box. Cast grav in the police interview room to learn flash. I think silent has something to do with the library.
I've tried being an alien and giving the form to the assistant, but that doesn't work either.
Posted: Tue Jul 25, 2006 12:15 am
by terri
I did find the FLASH spell before, but it is not listed in the inventory. So the only thing I am missing is SILENT.
Given that the pen is unreliable, does one need to do anything with it first before completing the form?
I too tried being an alien when completing the form, and it didn't work.
So if you think the SILENT spell might be useful at the clock, then that can't be where it is. So something needs to be in the clock.
Is there any other place where something needs to be done?
Posted: Wed Jul 26, 2006 6:38 pm
by Geoff
I've tried every permutation of commands possible without any effect, so I think the game might be bugged. Ah, well, do you fancy having a bash at part 2?
Posted: Thu Jul 27, 2006 2:25 am
by terri
Sure I'll try Part 2, but it better be a little less obscure with the puzzles.
What's the name of the game? Stairway to Hell only lists one game (and contains only one disk image) under It's Magic.
Posted: Thu Jul 27, 2006 6:07 pm
by Geoff
Terri,
If you've downloaded the game from Stairway to Hell, then, once uploaded, the title screen reveals how to access part two.
Geoff
Posted: Fri Jul 28, 2006 2:47 am
by terri
Right, right, I remember. Are you sure you want to play with me? Methinks the memory may be going just a tad?
Posted: Sat Jul 29, 2006 11:06 pm
by terri
OK. Onto Part 2. Nice to know you still have your spells with you. Also nice to find out what they are supposed to do.
How does one get the helmet from the lunatic. SWAP is a verb, but what do I swap?
Also at the fire? How to put it out? It would be nice to have the helmet with water in it, but I didn't see any water. I did duck though?