THE SPIRO LEGACY BY Ken Bond The Adventure Workshop Spectrum 128 This adventure with its graphic descriptions does not have the ambience and aura it should have. There are lots of decision points where you are unclear about what to do. The game consists of getting spells and knowing when to use them. Reading the spells tells you what they can do. Hints: You can carry an unlimited number of objects which is a bonus as you do not have to retrieve objects. This game recognizes and uses more than a two-word parser. You can LOOK IN <object>, PUT <object> IN <object>. If ON does not work, try AT. Check out the toilet area in your uncle's estate. Stand on the toilet for a better look. Examine manually. Use the appropriate verb to do this. You need to use the word "spell" after the description. So, CAST BISTO does not work. You need to say CAST BISTO SPELL on <object>. Can't lower the cannon? Hang some weight on it. When you see some dust, don't be in a hurry to leave. Red herrings include the duck, wrapping paper, blue book, empty tin, and the boat, blue bells, wildflowers in Part 2. The verb to use at the statue is UNSCREW. What to do in the rock passages? CRAWL <dir> and JUMP <dir>. Some spells can be used more than once. Some are used only in Part 2. BONZO spell – gives extra strength for a while. VIMTO spell – can walk on water for a while. BEANO spell – produces invisibility for a short time. BISTO spell – unlocks locked objects. BRASSO spell – removes magic cast by another magician. BIMBO spell – a powerful spell for exorcising evil spirits. It can only be used once and can backfire. FIDO spell – enables the caster to see invisible rays. LUDO spell – increases the potency of the Bisto spell for a short while. Can only be used once. You need the die at the folly. Where to use the spells: Use the Bonzo spell at the cannon and at the boat in Part 1. Use the Bimbo spell on Maltravers. Use the Brasso spell at folly in Part 1. Also on another spell in Part 2 at the lock. Also at the goat statue in Part 2. And once again after you have taken what you need from the statue. Use the Vimto spell at the lily pond in Part 1. Also at the lakeside in Part 2. Use the Ludo spell at the north gate on another spell in Part 1. Use the Bisto spell at the north gate in Part 1. Also use it with another spell in Part 2 at the lock. Use the Beano spell in the panelled room in Part 2. You will have to do this twice. Use the Fido spell at the rock chamber in Part 2. Part 2 contains one of the longest, most complicated, most brutal mazes I have ever seen. Entrances and exits are not always the same. Once you reach the centre, you cannot just retrace your steps. There are no hints I can give you for this, other than a direct solution. It is printed below. However, for those you do not want to read it, it is written in a very light font which you cannot see unless you highlight it in a darker colour(assuming the word processing program you are using allows you to do that). Otherwise, read that part of the solution. Going in: N, N, E, S, E, E, E, E, N, N, E, N, E, E, N, W, E, W, W, W, W, N, E Going out: E, S, E, N, N, W, N, W, S, S Solution: Part 1: INVENTORY (you are carrying nothing and wearing a tracksuit), W, WAIT (until a package arrives), W, TAKE PACKAGE, EXAMINE PACKAGE, OPEN PACKAGE (you find a large key, a white letter, and a blue letter), EXMAINE LARGE KEY (for a front door), READ WHITE LETTER (it is from your uncle's solicitors which says that he left you the bulk of his estate in Abbeyville), READ BLUE LETTER (your uncle wished you to keep the estate up and act as a squire. He says that he was a stage manager and an illusionist and studied real magic. He read up on black magic and amassed many spells. His greatest friend was Sir Maltravers whose castle adjoins Abbeyville to the north. But Maltravers began to raise demons and your uncle feared for his life. He said that if anything happened to him, he wanted you to enter the castle and exorcise the demon before Maltravers' soul is damned. Your uncle has hidden some spells around the estate), DROP WHITE LETTER, DROP BLUE LETTER, UP, E, EXAMINE TABLE, OPEN DRAWER (you get a keyring). EXAMINE KEYRING (to the front door and to the car), EXAMINE DUCK (ignore it), TAKE SUITCASE, EXAMINE SUITCASE, W, DOWN, E, TURN OFF RADIO, W, S, EXAMINE CAR, UNLOCK CAR, GET IN CAR, DRIVE TO ABBEYVILLE, EXIT CAR, S, EXAMINE LODGE, N, W, S, EXAMINE FEEDBAG (empty), TAKE FEEDBAG, N, E, UNLOCK DOOR, N, N, E, E, EXAMINE COMPUTER, EXAMINE SAFE, EXAMINE PLAQUE, W, W, UP, W, W, OPEN SUITCASE, DROP SUITCASE, N, PULL CHAIN (something is stuck), STAND ON TOILET, LOOK IN CISTERN (it's blocked with a tin),TAKE TIN, EXAMINE TIN (it rattles), OPEN TIN (you get a 3-inch disk), DROP KEY, DROP KEYRING, DROP TIN, DOWN, E, E, S, DOWN, E, E, TURN ON COMPUTER, PUT DISK IN COMPUTER, RUN PROGRAM (it prints out the Bonzo spell), TAKE BONZO SPELL, READ BONZO SPELL (it gives extra strength for a while). W, N, N, N, N, UP, W, TAKE CURTAIN, E, DOWN, S, S, S, E, EXAMINE BOOKS, TAKE BOOK (you get a blue book and see a gap), EXAMINE BLUE BOOK (the Oxford English Dictionary), DROP BOOK, FEEL IN GAP (you feel a switch), PRESS SWITCH, DOWN (the lights come on), READ NOTICE (on no account cast two short duration spells at the same time or you will corrupt them), EXAMINE CASE, OPEN CASE, EXAMINE DUST, REDESCRIBE, GET VIMTO SPELL, READ VIMTO SPELL (the person can walk on water for a short period of time), LOOK IN DUST (you get the Beano spell), READ BEANO SPELL (produces invisibility for a short time), UP, W, W, S, S, S, W, W, N, N, EXAMINE CANNON, EXAMINE BARREL, PUSH BARREL DOWN (you can't), S, S, E, E, N, N, N, N, E, E, N, E, EXAMINE BARREL, TAKE BUNG, EXAMINE BUNG, E, EXAMINE RACK (too high), UNTIE CORD. EXAMINE RACK (you get a die), EXAMINE DIE (do not expose to heat), E, FILL BAG WITH SAND, N (you see a hive), WEAR CURTAIN, OPEN HIVE (you get the Fido spell), READ FIDO SPELL (enables you to see invisible rays), S, REMOVE CURTAIN, DROP CURTAIN, W, W, S, W, W, S, S, S, S, W, W, N, N, HANG FEEDBAG ON BARREL, CAST BONZO SPELL ON ME, PUSH BARREL DOWN (you see a box), TAKE BOX, OPEN BOX (you get a Bisto spell), READ BISTO SPELL (unlocks locked objects), S, S, E, E, N, N, E, E, CAST BISTO SPELL ON SAFE, LOOK IN SAFE (you get the Brasso spell), READ BRASSO SPELL (removes magic made by another magician), W, W, S, S, E, E, N, N, W, S, EXAMINE BOAT, LOOK IN BOAT (you see oars and a bung missing), PUT BUNG IN BUNGHOLE, PUSH BOAT (you can't), CAST BONZO SPELL ON ME, PUSH BOAT, GET IN BOAT, ROW S, LEAVE BOAT, S, S (you get a shock). CAST BRASSO SPELL AT FOLLY, S (you see a square hole covered with a crystal and a casket inside; you see keys embedded in the slab), ROLL DIE, PRESS KEY 6, ROLL DIE, PRESS KEY 3, ROLL DIE, PRESS KEY 4, ROLL DIE, PRESS KEY 1, ROLL DIE, PRESS KEY 5, ROLL DIE, PRESS KEY 2 (the crystal sheet disappears), TAKE CASKET, OPEN CASKET (you get the Bimbo spell), READ BIMBO SPELL (for exorcising an evil spirit; it can only be used once and can backfire it used carelessly), N, N, ENTER BOAT, ROW N, LEAVE BOAT, N, W, S, E, CAST VIMTO SPELL AT ME, E (at the statue), EXAMINE STATUE (it has a blocked jet), UNDO JET (you get the LUDO spell), E, E, N, W, N (at the north gate), READ LUDO SPELL (increases the potency of the Bisto spell for a short while; can only be used once), EXAMINE GATE (massive lock), CAST LUDO SPELL ON BISTO SPELL, CAST BISTO SPELL ON GATE (it opens) N. End of Part 1. Save Part 1 and load it into Part 2. Part 2: INVENTORY (you have the beano spell, the vimto spell, the bonzo spell, the bisto spell, the brasso spell, the bimbo spell, the fido spell, and are wearing your tracksuit), N, N, W, TAKE GARLIC (ignore the wildflowers and bluebells), N, W (you see a lock), CAST BRASSO SPELL ON LOCK, CAST BISTO SPELL ON LOCK, (it disengages), OPEN DOOR, W, TAKE LAMP, EXAMINE LAMP (empty), EXAMINE BOX (nearly full), TAKE BOX, E, E, N, E, E (a black cat crosses your path), E, E (in a hut), MOVE BAGS, EXAMINE DRUM (parafin), PUT PARAFFIN IN LAMP, EXAMINE OVERALLS, LOOK IN OVERALLS (you get a wage packet), EXAMINE PACKET, LOOK IN PACKET (you get a pound note), EXAMINE NOTE (paper not coin, DROP PACKET, W, W, S (at lakeside), CAST VIMTO SPELL ON ME, E, E, N (you see a crone), SAY "HELLO", ASK CRONE "NAME" (Meg), ASK MEG ABOUT MALTRAVERS (she says to keep away from him), ASK MEG ABOUT CASTLE (she'll tell your fortune if you cross her palm with silver). GIVE NOTE (she brings out a ball, sees you go in the castle, and says she has something that might help you; she gives you a crucifix), EXAMINE CRUCIFIX, WEAR CRUCIFIX, SAY MEG "THANK YOU", SAY MEG "GOODBYE", S (you see a boat – ignore it), W, CAST VIMTO SPELL ON ME, W, S, W (at the entrance to the maze), N, N, E, S, E, E, E, E, N, N, E, N, E, E, N, W, E, W, W, W, W, N, E (you are in the centre and see a statue of a goat holding a tray with a key), CAST BRASSO SPELL ON STATUE, REDESCRIBE, GET KEY, EXAMINE KEY, EXAMINE LABEL, READ MESSAGE (he knows you are coming; be careful; this will make it easy for you), CAST BRASSO SPELL ON STAUTE, E, S, E, N, N, W, N, W, S, S you are out of the maze), W, W, N, N, N, N, N, E, UP (at the front entrance of the castle), UNLOCK DOOR, ENTER, E, E, (you see illusion #!), W, S, E. EXAMINE CROSS, EXAMINE WINDOW, W, N, W, W, S (you hear a whistling sound), WAIT (until the bat flies at you; the crucifix protects you from the vampire bat), S, S, S (the door shuts behind you; you see a chest), EXAMINE CHEST (you hear footsteps), EXAMINE CARVINGS (one is loose), CAST BEANO SPELL ON ME (a hooded figure enters, goes to the south wall and fiddles with the panelling; a hidden door opens and the figure disappears, closes the door and a door north opens), MOVE CARVINGS, MOVE CARVINGS (you see a button), PUSH BUTTON (the door in the south wall opens), CAST BEANO SPELL ON ME, S (the hooded figure disappears through a hidden opening in the wall; you see a cupboard and a cage with a monkey in it), OPEN CUPBOARD, LOOK IN CUPBOARD, EXAMINE JUNK, SEARCH JUNK (you get a bottle of nitric acid), EXAMINE CAGE (padlocked), POUR ACID ON PADLOCK (it disintegrates), OPEN CAGE (the monkey jumps on a shelf, picks up a key, gives it to you and leaves), INVENTORY (you have a gold key), DROP BOTTLE, N, N, N, N, N, W, W (you get illusion #2), E, E, E, E, S, S, UNLOCK DOOR, S, S (you see a blob), EXAMINE BLOB, THROW GARLIC AT BLOB (it dissolves), S (you see a pool), S (you see a hooded figure and fall to a dark place). STRIKE MATCH, LIGHT LAMP (you are in a dungeon), W, TAKE CHAIR, E, E (the ceiling is coming down), DROP CHAIR, TAKE KEY, OPEN DOOR, W, S, UNLOCK DOOR, S, S, CAST FIDO SPELL AT ME (you see 3 rays, one 15 inches high, one 3 feet high and one 5 feet high), CRAWL E (you see three more rays – 6 feet, 18 inches, and 3 feet), JUMP E (in a damp rock passage), E, EXTINGUISH LAMP (you see an arrow pointing southeast), SE (you see an arrow pointing west), W (you see an arrow pointing northeast),NE (you see an arrow pointing north), N (you see an arrow pointing east), E (you see an arrow pointing northwest), NW, STRIKE MATCH, LIGHT LAMP, S (in a chamber), EXAMINE DOOR (the key is in the lock), UNLOCK DOOR, S (in the cell you see Lady Maltravers who asks you to follow her). FOLLOW LADY (you find yourself in the state bedroom; Lord Maltravers is asleep; Lady Maltravers says to kill him quickly, hands you a dagger and disappears), EXAMINE MALTRAVERS, CAST BIMBO SPELL AT MALTRAVERS (he tells you what happened). You are finished. Terri Sheehan 2009-02-22 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com