The countryside was in uproar. Folk congregated and spoke in hushed tones. "Where had all the magic gone?" they asked each other. "Without magic our lives are empty and void." And indeed they were, as there was no telly in those far off days.
After a hard day in the field, what better way to unwind, than to sit with a jug of ale watching old Merlin conjure new and mysterious tricks.
So the Privy Council held a meeting as they usually do when they don't know what to do next. It was decided to send Merlin out to choose a likely candidate, willing and foolish enough to put his life on the line.
Thus it came about that one fine evening Merlin appeared on your doorstep. "Just the fella I've been looking for," he exclaimed. "We want you to find out what is causing all our magic to disappear as soon as it has been produced. Time is pressing, so go just as you are." He set you off in the right direction but pretty soon you ran into big trouble in the shape of a band of robbing Orcs. You raced through the forest and rested near an old fort. The Orcs had lit a fire and settled down for the night.
Just as dawn was breaking you stretched and walked forward to the edge of the forest and stared at the sleeping Orcs.
The Spectrum, Amstrad, C64 and ST versions were written with PAW, PAW, The Quill and STAC, respectively.
Although the screenshot shown of the Amstrad conversion states it was produced by Anthony Collins for The Adventure Workshop, this port was originally sold by Anthony Collins' own The Guild label. It's possible the title screen was adjusted when the CP/M version was later sold by The Adventure Workshop.
[+] Users who have solved this game
As is the case with the conversion of Witch Hunt by the same author, the Commodore 64 port of this game differs markedly from the Spectrum Quilled original. The spelling and grammar are even more shocking than the Witch Hunt conversion for the same machine. Almost every location has at least one howler.
(Nothing given away)
This is a tough one; out of your comfort zone manipulation of objects, unlikely verbs and this poser: "There are some studs on a wooden door (five by five grid) and a message:
IT'S A SHIPWRECK! SEND A MESSAGE!
WE SEEM TO HAVE LOST TEN! Press xxx to open the door where xxx is a number."
I had considered morse code/number substitutions as SOS sprang to mind, but nothing seems to open the door. You can add an extremely large building near a river that you cannot even refer to, let alone enter and a mountain pass that cannot be climbed. This is despite holding an object described as a climber's friend. I have already solved what I would consider some tough old problems but it seems that the difficulty quotient is being ratcheted up even more as you get deeper into the game. Into the mystic indeed.
I got the door open by brute forcing the solution i.e. pressing 999 and working down incrementally. The solution makes no sense to me. Avar svir avar? (Rot-13). Maybe I am missing something fundamental.
Having finally completed the game I looked up the answer to the wooden door puzzle; to say it is obscure would be a gross understatement. It is based on the frequency of a French FM radio station. Ah fancy not knowing that one.