home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Secret Service 56b
/
SSERVCD_56B.bin
/
Sinclair
/
Games
/
information
/
Spellbound_2.txt
< prev
next >
Wrap
Text File
|
1998-02-02
|
6KB
|
143 lines
THE SPECTRUM GAME DATABASE
SPELLBOUND
PUBLISHER
Mastertronic
AUTHOR
David Jones
YEAR
1985
DESCRIPTION
Spellbound is an arcade adventure.
CONTROLS
INSTRUCTIONS
CHEATS
The following is the complete solution:
Get the glowing bottle from the L-Shaped Room, go to the Roof
Garden, and get the wand of command (it's in the room at the
extreme light). Also get the bottle of liquid. Go to the second
floor, and get the elf horn from Samsun, and Miolnir from Elrand.
Summon Thor and Florin (you may have to go back and wake him up)
to the lift. Give Miolnir to Thor, and command him to help. He'll
fix the lift. Give the bottle of liquid to Florin. Command him
and Thor to sleep. When your energy is getting low, simply take
the bottle of liquid from Florin and hand it back. This will
replenish your strength.
Move to the ground floor, then stand on the pool of liquid. Cast
Armouris Photonicus. You can now drop the glowing bottle and free
Banshee. Take the shield and the candle (from the 3rd floor) and
go to the first room in the Roof Garden - the room with the four
leaf clover. Cast Candellium Illuminatum (make sure you have the
shield!). You'll need the candle if you're to read the ancient
scroll.
Get the red herring from the third floor, and the power-pong
plant from the basement. You can now cast Fumaticus Protectium
- and be able to pass through the gas room on the 1st floor. Get
the trumpet, and give it to Elrand.
Go to the Tower (4th floor) and summon Thor. Command him to help.
His thunderbolt will weaken the wall on the 2nd floor. Go to the
wall on the 2nd floor, summon Elrand, and command him to help.
He'll blow the wall down with his trumpet. Take the two pieces
of brickwork left over from this, and use them to build a way to
get over the Tower (4th floor). Get the javelin from the 4th
floor, and give it to Samsum.
Summon Rosmar to the Secret Tunnel Entrance, give her the pocket
laser, and ask her to help. This will open up the tunnel. Go
through as far as the Pit. Summon Samsun and ask him to help.
He'll throw his platform into the middle of the pit, enabling
Magic Knight to get across. (To make things slightly easier, the
pieces of brickwork can also be used here - but first get both
coloured crystals from the 4th floor).
The broken talisman can be fixed by giving it and the tube of
glue to Florin, and commanding him to help. You can now cast
Project Physical Body by holding the talisman and the crystal
ball.
The idea now is to keep the various characters well-fed, happy,
and to make sure they have plenty of sleep (don't worry about
Banshee). Do this until you have 36 hours left on the clock
(Crystallium Spectralis only works with 36 hours or less to go).
Now go to the Most Magic Room. Hold the white gold ring. Summon
Orik the Clerik, and give him the crystal ball and the book of
Shadows. Cast Crystallium Spectralis, then throw the three
coloured crystals at Gimbal. He'll now be free.
Cast the Release Spell by holding the white gold ring and the
magic talisman. Now go to the last room on the second floor (that
is. the room furthest to the right).
Working your way from right to left along the second floor, blow
the elf-horn and summon the characters in the order you see them
in their portraits. Once you've summoned the last character
(Gimbal) you'll have successfully sent all the characters home,
and hence completed the game.
SEQUELS/PREQUELS
Spellbound is just one of the four Magic Knight games. Knight-
Tyme and Stormbringer were two games of similar format, while
Finders-Keepers was slightly different, more arcade orientated.
INLAY CARD TEXT
SCORES RECEIVED
URL
GENERAL FACTS
NOTES
SPELLBOUND DOC - MASTERTRONIC
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TYPED BY VAXALON 1993
~~~~~~~~~~~~~~~~~~~~~
MAD GAMES PRESENT "SPELLBOUND"
The first in a new generation of arcade adventure style games using a
unique window menu system.
All command choices can be made by moving a pointing finger to the required
choice on a menu, then selecting it by pressing space or fire. In this way
quite complex commands can be built up easily using only three keys.
When this program loads it is set up for keyboard use. To use a joystick
change this using A and Z to move the finger and press space when it points
to the joystick that you wish to use. The fire button can then be used to
select your menu choice.
KEYS
A - Finger up/Player jump
Z - Finger down
N - Player left
M - Player right
SPACE - Command menu/Choose option
FIRE - Same as space when a joystick is used
BREAK - Return to main menu
You are Magic Knight, the hero of Finders Keepers. Your tutor Gimbal the
Wizard has been trying out some very old spells to make his rice pudding
taste nicer, unfortunately the scribes who translated the spells from very
ancient English to slightly ancient English made some mistakes with the
wording and Gimbal is in trouble.
The spell sent Gimbal to the mythical Castle of Karn and dragged seven
other people with him. As Gimbal becomes trapped he projects a last faint
message back to you across the time stream. I've taught you enough to
rescue us all. Magic Knight, you are our only hope!!
Clue:Red herrings may be useful.