MAGUS Part 1 – The Dark Hall DND Software Spectrum 128 This game is interesting in a way, but suffers from much wordiness, which appears to be irrelevant (at least to Part 1). You are never really clear on the objective. Hints are given in poetry form. You often need to cast spells which you can do if you have the page placed in the book. Hence the first priority is to find in book into which you can put the spells. Some of the hints are very obscure, or are typographical errors, for example, the word "spell" appears to mean to rearrange letters, though "nopw", which seems to means "open" may be a mistake. There seem to be at least 13 pages, only which a few can be located in part 1, some of which are usable in this part, others not; some of which may refer to the same thing but in a different way. Others do not appear to be available in this part. TAKE PAGE will put it in the book; PAGE <#> allows you to read the page. To get the rings, type the adjective. Don't use the verb "call" just say what you are supposed to say. The words on the floor are a letter-substitution code. They tell you to wear the rings when you enter the spiral and say "the words". Other hints are given to form the gate Take all objects – you never know when Part 2 will be found or written. INVENTORY (nothing), N, UP, UP, TAKE SCROLL, CAST SPELL, NOW, OPEN SCROLL (you are told some words of power require "speak", some "spell". "Look around" is also needed, as is "call aloud". When a "volume" will not move, "think...strength". Something must come to an "end" to turn something; you need to have eight of something. Go DOWN, DOWN, S, SE, UP, UP (you see a book), TAKE BOOK (you can't), CAST SPELL, THINK STRENGTH (the barrier vanishes), TAKE BOOK, OPEN BOOK (you see the cover page), TURN OVER (you see hints of what to do and what not to do as well as what the pages refer to: Page 1 – sight; page 2 – touch; page 3 – hear; page 4 – smell, page 5 – taste; page 6 – think; page 7- fire; page 8 – water; page 9 – air; page 10 – earth; page 11 – ether; page 12 – calling; page 13 – fending. There appears to be an extra page (14) which you cannot actually get or take but you can read if you speak "the words" backwards. You get one of the pagesw if you say its name PAGE 1 (spell "leni followed by a key word: ples – for hornes; psla – for black; lspa – for the brute; plas – for wings; spla – for water; laps – for down; spal – for hands 4; aspl – for cloven hoof; pals – for stone; alps – for Ts, i.e. translations. "Round is in the hand" may refer to the need to wear the gloves. NOPW is for doors). CAST SPELL, NOPW (the door opens and steps lead down), DOWN, DOWN, NW, CAST SPELL, ALOUD (you see a cloak of invisibility and a page of the book), TAKE CLOAK, TAKE PAGE (page 4), PAGE 4 (you learn some hints which do not appear to be needed in Part 1), E (you see symbols carved into the stone), E, E, TAKE YELLOW, CAST SPELL, AROUND (you see a blue ring and a page), TAKE BLUE, TAKE PAGE (page 2), PAGE 2 (hane – for rock, for door, for creature fore; ghea – for light, for right, for perfect flight; rhur – gives you the way). Go W, W, CAST SPELL, LENI ALPS (two now and two later), W, N, UP, UP, N, CAST SPELL, LENI PSLA (you are given hints about what to do at the spirals; the only way to stop their move is to open the gateway; you also see a page), TAKE PAGE (page 5), PAGE 5 (erel – to free; lere – to bind; aerl – to wind), S, NE, CAST SPELL, LENI SPLA (forms change), SW, E, CAST SPELL, LENI ASPL (you need to hurry somewhere), W, SE, CAST SPELL, LENI LSPA (a hint about rings), NW, SW, CAST SPELL, LENI PLES (about meeting the Shu'ggoth), NE, W, CAST SPELL, LENI PLAS (a hint about the rings and fire), E, NW, CAST SPELL, LENI SPAL (about Ye'shantak and a hint that you will need something), SE, DOWN, DOWN, W, CAST SPELL, LENI PALS (you have mastered the spell). Go S, CAST SPELL, LENI LAPS, DOWN, DOWN (you see cyphered words on the floor and an amulet), TAKE AMULET, CAST SPELL, SPEAK, OUT NOW, TAKE PAGE (page 7), PAGE 7 (to overcome the beasts, blind them to form the light), CAST SPELL, SPEAK, ETHER (you see a page), TAKE PAGE (page 11), PAGE 11 (a place with no sound; thought is the way there), CAST SPELL, ALOUD, TAKE CLOAK, TAKE PAGE (you can't), CAST SPELL, SEE (before you see the page you must first speak the word backward), CAST SPELL, SPEAK, SDROW EHT (page 14 – the gateways; to open the first you must speak "epno", "agap", "tvsa", with the first being last; at the second – you must spell the word you found on the paper, but first you must find the name), WEAR RING, LEFT HAND, RIGHT HAND, DOWN, N, W, W, SPIRAL, TAKE PAGE (page 9), PAGE 9 (some hints), CLOSE BOOK, SPEAK, EPNO, AGAP, TVSA, END (the waves turn), OPEN (the word "pnfo" comes into your mind), PNFO (you are beginning the journey). Score : 255. MAGUS 2 – The Shadow Lands of Movements Apart DND Software Spectrum 48 This part of the game is well-written, with several "built-in" characteristics which minimize tedious moves. Despite not being able to carry over articles from Part 1, the game assumes you have the knowledge and information gained there. When you start you have the two yellow rings, the two blue rings, the amulet, the scroll paper, the invisibility cloak, some of which may be necessary in subsequent parts of the game. The objective in this part is to collect herbs, grind them to a powder, and make a potion of some of them (hints are given when you get page 10). And of course, to get to part 3. To grind up the herb (<herb> MIX). There are 13 herbs/roots in all. The chest "message" tells you that you can only open it at certain times, and only a limited number of times. Hence it is best to collect all the herbs you can find before grinding them. To make a potion, you need water in a dish. If you FILL BOTTLE at the water source, you can do transform the herbs all at one time. This is a nice touch, so you don't have to get more water. The words are <herb, i.e. powder> POWDER. There is a possibility, if you meet Phenex, to BLOW the deadly nightshade at him. However, I never met him a second time as I could pass him wearing the cloak. The final score appears to be the same. When you figure out the statues by reading the runes, SP BELIAL; do not use SPEAK, or CAST SPELL – these do not work. Presumably the chest, with its four compartments, is needed in subsequent games. There are still tricky parts – such as knowing when to cast a spell and find a page for your book (plus information). INVENTORY (you have the two yellow and two blue rings, the gold amulet, the scroll, the book, and the cloak of invisibility), N, N, N, N, CAST SPELL, LENI PALS (the page is near, look around; the witch and fox look here; they're seeking food all found around; the bird they seek is near...so speak the warning clear; for help seek that which is not sit upon; the words are said once more again, without the first in place – this is a very obscure hint), S, E, E, TAKE HENBANE, TAKE FOXGLOVE, TAKE WITCHHAZEL, CAST SPELL, SPEAK, CLEARING (you see a page), TAKE PAGE (10), OPEN BOOK, PAGE 10 (you learn about all the thirteen herbs available and their properties), W, N, TAKE WOODRUFF, TAKE NIGHTSHADE, TAKE WILLOWHERB, S, S, TAKE MEADOWSWEET, TAKE COWSLIP (ignore the water for now), N, W, W, W, TAKE MANDRAKE, E, E, N, PALS (you see a creature who wants something), GIVE MANDRAKE (he grows and becomes your soul and helper; he gives you a chest, to store, but you may only use it six times at any point; then he gives you his name to call him if you need help – but not always – Weldon). TAKE CHEST, N, N, WEAR CLOAK, N (you see runes), CAST SPELL, LENI PALS (first is last), OPEN, S, S, S, S, S, TAKE NETTLE, TAKE DISH, TAKE BOTTLE, N, N, E, TAKE BETONY, W, N, NE, OPEN, S, TAKE CHICKWEED, S, S, S, S, TAKE DANDELION, CAST SPELL, LENI PLAS, (the message says 'I am Belial", N, N, N, NE, OPEN, SW, S, S, E, S, OPEN BOTTLE, FILL BOTTLE, FILL DISH, FILL BOTTLE, CLOSE BOTTLE, N, W, N, OPEN CHEST, OPEN DRAW, HERB, MIX WOODRUFF, MIX NIGHTSHADE, MIX WILLOWHERB, MIX HENBANE, MIX FOXGLOVE, MIX BETONY, MIX NETTLE, MIX DANDELION, WOODRUFF POWDER, OPEN BOTTLE, FILL DISH, HENBANE POWDER, FILL DISH, DANDELION POWDER, FILL DISH, WILLOWHERB POWDER, CLOSE BOTTLE, CLOSE DRAW, CLOSE CHEST, N, N, N. OPEN, S, S, S, S, S, CAST SPELL, SPEAK, WOLDSON, TRANSLATE TRANSLATE, LOOK, TAKE PAGE (page 13), PAGE 13 (it tells you how to deal with an enemy: you need to form a line that never ends, step inside; to make the line you must think strength, then form it. Go N, N (you see a man with a wound who wants help), CAST SPELL, SPEAK, WOLDSON (he tells you to give him a potion), GIVE WOODRUFF (the man turns into Marchiosias), CAST SPELL, THINK STRENGTH, CAST CIRCLE, STEP INSIDE (Marchiosia vanishes), N, NE, OPEN, S, S, S, E, TAKE FOOD, W, S, S, SP (not speak), BELIAL (he wants the potion that is foul), GIVE HENBANE (he gives you the key – enter the stones and say the word for book [NOPW from Part 1); seek for the omicron), ENTER STONES, NOPW (you see dog-like statues), S (you need to fight), CAST SPELL, END (the opponents will now fight for you, but only once if you call their name – Marax), TAKE MEDAL. Score: 255 Terri Sheehan 2006-04-20 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com