WIZARD, WHAT WIZARD? by Simon Allan Simon Allan Software Spectrum 48 Updated November 2018: minor revision (open drawer) This is an interesting, not very complex game. As Simon states, it is for beginning adventurers. Hints: The accompanying text to the game provides you with needed verbs. Others will work too. HELP is provided in a few locations. All objects you find are needed at least once. The words in the message which are written in upper case are the words you use; forget the others. The talisman has magical properties. There are two mazes which are a bit tricky to map. Remember to examine each location; the way in is often not the way out. You didn't finish with 100 points? Try using the bowl instead of the liquid in one location. Solution: You are Tarquin, apprentice to the Wizard Memnos who has disappeared., You must find him. INVENTORY (nothing), EXAMINE SHELF, TAKE BOOK (you reveal an opening), TAKE MORTAR, TAKE BOWL, EXAMINE TABLE, TAKE WHITE POWDER, EXAMINE BOOK (you get a talisman), WEAR TALISMAN, READ BOOK (you learn of a cave system behind the Wizard's lair and a secret entrance to a mystical land. Only Magic will help you reveal its secrets. Dwarves can be helpful if you reward them. Examine surroundings carefully). DROP BOOK, GO OPENING, N, HELP (make a map), DOWN, UP, HELP (look for an opening or make one; what would prove useful?), UP, S, N (you feel a cool breeze). RUB TALISMAN (something magical happens), REDESCRIBE (you create an opening and the breeze is stronger), GO OPENING, E, N, TAKE SHOOTS, EXAMINE SHOOTS (sugar beets), S, NW, N (at the black stream), HELP (what is the opposite of black?), USE WHITE (the stream changes to white), FILL BOWL (it fills up), CROSS STREAM (you see a dwarf), HELP (he has a sweet tooth), EXAMINE LIQUID (tastes like milk with a sweet after taste), POWDER BEET, GIVE DWARF SUGAR (he gives you a key), EXAMINE DWARF (he is strong), CARRY ME, GO N, CROSS TRUNK (the dwarf vanishes), HELP (find the dwarf again), N, OPEN DOOR, GO DOORWAY, EXAMINE TABLE (you see a locked drawer), EXAMINE RUSHES. REMOVE FLOORBOARDS (you create an opening), UNLOCK DRAWER, OPEN DRAWER, EXAMINE OPENING, TAKE PADDLE, DROP SMALL KEY, EXAMINE DRAWER, REDESCRIBE (you see a blue key, a crystal axe, and a sharp chisel), TAKE BLUE KEY, TAKE AXE, TAKE CHISEL, GO OPENING, N, DOWN, HELP (make a map), DOWN, N, S, DOWN, EXAMINE PASSAGE (you see a staircase), UP, EXAMINE WALL, TAKE TILE, EXAMINE TILE (looks and tastes like sugar), GO OPENING (you see a cat), EXAMINE CAT (there is an entrance above the cat, and the cat is hungry), HELP (the cat is very hungry). CAT BOWL, CLIMB CAT, UP, HELP (a blue key unlocks a blue door), UNLOCK DOOR, OPEN DOOR, GO DOORWAY (you see the dwarf again), HELP (it's the same one and he still has a sweet tooth), POWDER TILE, GIVE DWARF TILE (he vanishes), N (by a river; you see a shack and a log), MAKE BOAT (you are not strong enough), RUB TALISMAN, MAKE BOAT, TAKE BOAT (you can drag it), DRAG BOAT, ENTER RIVER, PADDLE N (you are at the north side of the river; and see the Great Hall of Mirrors), HELP (you are nearly finished), EXAMINE MIRROR, SMASH MIRROR (you create an opening), GO OPENING. You see Memnos. He tells you that you have passed the test. Score: 100%. Terri Sheehan 2007-11-19 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com