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| Tips | ||||
| Q: How do I get past the Wolfdorp Guards?
[RS] A: To the Wolfdorp guards, why not say "DOOR WOLF"? [JM] A: Say "GUARDS, WOLF" to the guards. Q: How do I get past the waterspout in the Rock of Hydra? [JM] A: Try saying "WATER, FALL". (Richard Swann, Joe Mackay in Your Sinclair issue 73 , Page 50) 5197 Once you've found the charm that summons Astarot, summon him (natch) and ask him to transport you to the Eye Of Heaven. The password for the door is LONG. (John Osborne in Your Sinclair issue 77 , Page 36) 5248 To pass the slug:Needs a pellet. To pass the Werewolf:Needs a nugget. To pass the Hydra:Needs a snake. To pass the fire:Needs the clasp. To invoke Astarot:Needs the sword. To invoke Magot:Needs the sunflower. To invoke Belezbar:Needs the mantis. To invoke Asmodee:Needs the ruby.(Unknown - taken with permission from the Classic Adventures Solution Archive: http://www.solutionarchive.com/) 5758 The wizards over at Gargoyle have brought adventuring to a new height of excellence with their saga of the wanderings of Axil the Able. From the crop of letters coming in it seems that many of you questers have joined the aspiring warlock in the depths of Collodon's Pile. Susan Kay of Driffield and Mark Ives of London both write to ask how to enter Wolfdorp. The comprehensive advice given by Anthony Stowe should answer this and many other questions: "First pick up the Grimoire - this is the book on the right side of the table in the start screen. Beware - the other book is deadly. The Grimoire gives you three spells, the most important being Blast. On your travels you'll find tables with keys. Match the signs in the key rooms with the signs besides doors to find the right key - simply put the key on the tables by the doors to open them. "Invoking demons is a very risky business. You first have to increase your grade. To do this travel to the Skull Door. Say 'Door, silence' and it will open. Your grade is now Zelator. With this grade you can invoke Belezbar and talk to him with some safety. Belezbar will tell you the true nature of an object. Astarot can take you to places you name as long as you have a talisman and know the place name of where you want to go. "Magot will tell you the whereabouts of an object but Asmodee is best left alone until you are of a higher grade. "If you find an impassable waterfall then say 'Water, fall'. Once past here you should find a Hydra which, with any luck, you can talk to and get a word or two out of. At Wolfdorp say 'wolf' to open the door - be careful here because the werewolf doesn't take kindly to any trespassers." Most of you who've played this game will know that Apex can provide valuable information about many objects and problems. To call him or almost any other creature you'll need to find the Call spell. Douglas Glynn of Edinburgh tells you how: "From the start screen go east, north three times into Trollwynd and then east again. Blast the troll in this room and then head southeast twice. The scroll you come across is the Call spell. If you find a door with a toll sign beside it - two circles inside the square - then put a bag of gold on the table. The gold is easily found by going east twice from the start screen." Ricky Dumbrell of Worthing offers some advice on the use objects and on the troublesome business of invocation of demons: "Having a magickal time here in Graumerphy's dungeons. Good old Apex the Ogre has passed on a few hints to me. The use of objects is vital. To overcome the Medusa in the Pit you should use the mirror, which is also found in the pit. Use a salamander clasp - found in Trollwynd - to get past the fire in the Sothic Complex but don't pick up the jar in the chest beside the flames. It is hemlock, alas. "A sword, found northwest of the door to Wolfdorp, can be used to invoke Astarot safely. Remember to drop the sword first and then Invoke. Astarot will transport you round the dungeon. Use the mantle to Invoke Belezbar - I think you'll think this in the pit." (Anthony Stowe, Douglas Glynn, Ricky Dumbrell in Sinclair User issue 54 , Page 65) 5865 Here's the way to upgrade your magical skills to become a Practicus. Starting in the Room of Misery (level 2, red) Axil must take the Grimoire (that's the book on the right, as the book on the left is in fact covered with poison). Go East into the Sothic Complex, (level 2, yellow). Three consecutive moves north takes you into Trollwynd, (level 3, green). Move east and Blast the troll lurking there until it is dead. Now move SE twice into another part of the Sothic Complex, (level 2, yellow) and pick up the scroll that is lying there. It is a page from the Grimoire and adds the CALL spell to your magical repertoire. Return NW twice then move North into the Room of Misery - this one's on level 3 and is green. Now move NE and you'll find yourself in a room with a stalactite growing from the ceiling and some nougat on the floor. Go SE. Stomp South three times and West once and Blast this troll until it's dead. Now move SE and Blast another Troll. Take the scroll it was so possessively guarding. This adds the TRANSFUSION spell to your Grimoire. Now go NW, E, N, N, N, NW, SW back into the Room of Misery on level three (green). The corpse of the Troll you blasted will still be there. Go West, then South and back into the Sothic Complex, (level 2, yellow). Move east into Morfang, (level 2, cyan). Move East twice more, through Secunda Porta, (level 2, magenta) to a guarded door. It is necessary to CALL Apex the Ogre now. He is a friend and should never be attacked or he can turn very nasty indeed. Say "APEX, DOOR" and he will reply "The word is no word". Say 'DOOR SILENCE" and the door will open. Go North through the door and voila, you have become a Zelator, a second grade magician. The punctuation marks should be copied exactly when talking to Apex, otherwise you get no response. Now you are ready to be upgraded to a Practicus. From Secunda Ports (level 2, magenta) re-trace your steps to the Trollwynd and collect the key. Now re-trace your steps even further until you are back at the start - the Room of Misery, (level 2, red). Now move West into the Sothic Complex (level 2, yellow) which has a sign hanging on the wall. Go south into the Rook of Hydra, (level 3, Cyan) and then East. Blast the Wyvern until it is dead. Now go SW then East and say to the fountain 'WATER, FALL" and it will! Now go East twice into the Room of Rains. Drop the key on the table to the right to open the door. Go North into Tertia (level 1, red) and hunt around for the guarded door. When you find it say "DOOR, LAZA" to make it open. Enter the door to become Practicus, a third grade magician, (Richard Hewison in Crash issue 30 , Page 62) 6097 Locked doors with tables by them need keys. Locked doors with ornate pillars need passwords. For a door with a toll sign by it (ask Apex) a bag of gold is the key (put it on the table). To get past the fire use a salamander charm. To get past the water say 'Water, fall'. The password to the door on level 2 ('the word is no word') is Door, silence'. The password for the door on Wolfdorp, level 1 (the first one, 'Cry and enter door') is 'Door, wolf'. The password for the next one ('It's madness to enter') is 'Door, lunacy'. To kill werewolves get the nougat (level 3) and go and swop it for the nugget (level 4). The nugget kills the werewolves on contact. To kill vampires you need the garlic (level 1). To kill slugs you need the pellet (you can get this by dropping a ball in its place). To open locked doors you generally need a specific key. It is easiest to identify keys by the sign on the wall at the room they are found. All the signs represent the signs of the zodiac. To open the locked door for the room at Flox, use the Aries key. Taurus is for the room at Horns, Gemini for the room at Turo, Virgo for the room at Purity, Scorpio the room at Stings, Sagittarius for the room at Arrows, Capricorn for the one at Nani, Aquarius for the room at Rains, and Pisces for the room at Ichthys. The cauldron is for resurrecting Ai (no, I don't know either): go and collect the ulna, the thigh and the skull (the skull behind the wraith) and drop them in the cauldron (you'll have to take out the scroll first). Then say, 'Cauldron, achad'. In one room there is a fire and nothing beyond it. In the fire is a nest. Get the shell (level 1) and swop it for the egg (level 2). Go to the nest (with the salamander charm) and drop the egg in it. Stand well back (to the right-hand side) and say, 'Nest, phoenix'. To invoke demons put the talisman on the floor as far as possible from a useful exit, stand by the exit and invoke the demon. The talisman for Magot is a sunflower, for Belezbar a mantis, and for Astarot a sword. Astarot sends you to any named area ('Astarot, area'). I'm not sure what the others do. A good idea is to go out and come back in again and then you can invoke them again. I play with skill as the highest attribute, then stamina, then luck. This way you can kill most regular monsters with a maximum of two blasts and the transfusion spell is more effec- tive. These tips aren't supposed to be complete, as I haven't completed the game, but I hope they are useful. (Simon McGregor in Crash issue 31 , Page 76) 6128 Naturally the first thing that you must do is take your Grimoire or spell-book, this will increase your skill a bit and will let you cast the spells BLAST, INVOKE and FREEZE. BLAST is the one for magickly destroying any nasties that get in your way (although most monsters can be avoided by not wasting time or going to pointless places). When you enter a room with a monster that you wish to kill, just press B (for BLAST) and enter a dozen or so times. When the creature dies, press H (for HALT) and enter to stop the mindless BLASTing. INVOKE calls the demons Magot, Astarot, Asmodee and Belezbar, but as yet I have never found the objects that allow you to call them without being sent to the Furnace (not a nice place)! FREEZE suspends an item/ monster so that you can walk past without harm. It won't work on everything, wastes stamina points, and lasts for a very short time so it should be used as a last resort. Apart from the Grimoire, the most useful thing in the game is your good friend Apex the Ogre. Be careful you do not annoy him by BLASTing or bumping into him as you may well be killed. But, if treated with respect and caution Apex will give you clues that are vital to solving the puzzles. For example, if Axil goes west from the start and follows the only route he soon meets an obstacle; a flowing fountain that he may not pass. He must ask his old friend Apex about it, so after collecting the CALL spell which can be found by going down to level three, eastwards, and then up to level two, he tries CALL APEX. A flash of Magick and Apex explodes from nothingness, ready to be of assistance. In the terse but adequate language of Magick, Axil tries to get some clues. 'APEX, FOUNTAIN' he says, which roughly trans lated means 'Apex, please tell me something about this fountain'? 'IT'S WATER' answers Apex simply. Thus guided, Axil tries again: 'APEX, WATER'. 'TALK DOWN TO IT' the wise Apex suggests. Thinks Axil, odd, but it's worth a try. 'WATER, DOWN' he commands. 'WHOOSH WHOOSH' gurgles the water, and ignores him. Hmm, too obvious, thinks Axil. He tries the more cunning 'WATER, FALL' and with a 'trickle' the water recedes back into its fountain. The way is clear! 'APEX, THANKS' says a grateful Axil, and with a quick 'GLAD TO BE OF HELP', Apex disappears as quickly as he came. The way is clear, and Axil has solved his first puzzle! (Anthony Bailey in Crash issue 31 , Page 76) 6129 Heavy on the Magick Hints and TipsThe Key to the KeysCo-ordinates refer to room on map - e.g. L3,B5 = Level 3, 2nd row from top, 5th column from left
Getting Past The...
The Guards
The Demon Princes
Collodon's Pile Solution
Tombs of Taro Solution
Paradise Reglossed Solution
Objects:Level 1A1 Cabinet. A2 Sign - Sagittarius, archer. Key of Chrome. A3 Stalagmite. A4 Stalagmite. Stalagtite. Rock. A5 Rock. Jar of honey. A6 Stalagmite. Two Stalagtites. Rock. B1 Bag of gold. B2 Stalagmite. Rock. B3 Sword. Rock. Stalagtite. Two Stalagmites. B4 Rock. B5 Bag of gold. Stalagmite. Stalagtite. B6 Rock. Stalagtite. B7 Two Stalagmites. B8 Rock. C3 Chest. Bag of gold. Garlic. Foot. C4 Stalagmite. Rock. C5 Two Stalagmites. C6 Two Rocks. C7 Sign - Scorpio, scorpion. Key of Zinc. C8 Rock. D1 Sign - Cancer, crab. Key of Tin. D2 Meat bone. D6 Stalagmite. D7 Stalagmite. D8 Loaf of bread. Stalagmite. E4 Stalagmite. E6 Shell. Jar of hemlock. Jar of honey. E7 Rock. F6 Stalagmite. G2 Chest. Slat. G6 Nest of Pheonix. G7 Cabinet. H1 Flask. Rock cake. H8 Cabinet. Rock smeared with poison. Level 2 A5 Snake (Iron clasp) inscribed with undine. A6 Sign - Gemini, twins. Key of Lithic. A8 Sign - Virgo, virgin. Key of Alum. B5 Egg (Rock protected). D5 Cabinet. E3 Rock. E5 Sign - Pisces, fishes. Key of Copper. E6 Chest. Jar with hemlock. E8 Scroll (CALL Spell). F3 The Great Sign. F4 Grimoire. Book smeared with poison. F6 Bag of gold. Bag containing nightshade. F7 Sign - Leo, lion. Key of Nickel. G1 Ball of Copper. G2 Meat bone. G7 Loaf of bread. G8 Chest. Sunflower. Level 3 A1 Pellet (Rock protected). A2 Sign - Aries, ram. Key of Bronze. A5 Sign - Capricornus, goat. Key of Magham. A7 Nougat. Stalagtite. B1 Cabinet. Mantis. B4 Chest. B5 Rock. B7 Rock. Jar of honey. C2 Chest. C3 Rock snake dead cold. Stalagmite. C4 Clasp salamander charm. Cabinet. C8 Rock. D1 Rock. D5 Chest. Mirror. D6 Sign - Aquarius, water carrier. Key of Cobalt. E1 Chest. Leaf. Bag of gold. F4 Sign - Libra, scales. Key of Brass. F8 Scroll (TRANSFUSION Spell). H2 Cauldron of cold iron. Scroll. Level 4 A4 Meat bone. A6 Skull. A7 Meat bone. Rock (poison smeared head). A8 Bone. B4 Meat bone. B7 Bone. C6 Rib. C7 Rock. C8 Sign - Taurus, bull. Key of Iron. D5 Cabinet. Poison smeared rock. D6 Two rocks. D7 Silver nugget (Rock protected). D8 Thigh. Bone. E6 Ulna. Poison smeared head. E8 Meat bone. F6 Bag of gold. F7 Pebble (disguised Erlstone). F8 Pebble. G5 Pebble. G6 Pebble. H2 Ruby. H3 Pebble. H7 Pebble. (Dave Batty - brand new tip!) 7270 Tips Roderick gives include invoking Magot safely by using the sunflower (and getting help on where to find things), and invoking Belezbar with the mantis (and learning about things.) Silence is the key to opening one door, while a good direction to take from the start is e-n-w-nw-w-ne-nw-ne-e-e-e-s-sw-e then after a little violence go se-se. John sends Heavy fans on a slightly different route to get another page of the Grimoire: e-n-w-nw-w-ne-nw-e-ne-s-se-e-ne-n-e-s-nw-sw-s-se-se. (Roderick Gillies, John Haigh in Your Sinclair issue 09 , Page 78) 8134 The password needed for the door at Collodon's Pile is: NEVELE (ELEVEN). (James Elliott in Your Sinclair issue 10 , Page 68) 8146 Here's some help for those who have been puzzling over how to get Rabak's last name.. Firstly, Allan asked the straightforward question "Rabak, name", and was told "I am a dragon". So then he typed "Rabak, dragon", the response came "You are warm". The next step was obviously to try "Rabak, fire", but this only produced "I doubt it". Allan says this answer seemed so abrupt that he tried the exact opposite "Rabak, water", and he replied with "The shame of it" and disappeared. (Allan Kerr in Your Sinclair issue 13 , Page 96) 8179 To pass the slug: TELLEP A SDEEN (NEEDS A PELLET) To pass the Werewolf: TEGGUN A SDEEN (NEEDS A NUGGET) To pass the Hydra: EKANS A SDEEN (NEEDS A SNAKE) (Mike Gerrard in Your Sinclair issue 15 , Page 60) 8211 Q: What is the password is for the door at Quarda portal? A: SORONOROS (Mike Gerrard in Your Sinclair issue 21 , Page 84) 8309 To pass the slug: TELLEP EHT SDEEN (NEEDS THE PELLET) To pass the werewolf: TEGGUN EHT SDEEN (NEEDS THE NUGGET) To pass the fire: PSALC EHT SDEEN (NEEDS THE CLASP) To pass the Hydra: EKANS EHT SDEEN (NEEDS THE SNAKE) To invoke Astarot: DROWS EHT SDEEN (NEEDS THE SWORD) To invoke Magot: REWOLFNUS EHT SDEEN (NEEDS THE SUNFLOWER) To invoke Belezbar: SITNAM EHT SDEEN (NEEDS THE MANTIS) To invoke Asmodee: YBUR EHT SDEEN (NEEDS THE RUBY) (Mike Gerrard in Your Sinclair issue 33 , Page 103) 8499 | ||||
| Maps | ||||
Part 1: http://www.worldofspectrum.org/pub/sinclair/games-maps/h/HeavyOnTheMagick.jpg (Chris Evans Not THAT One, I Presume, Stephen Hill, Mischa Welsh in Your Sinclair issue 09 , Page 44) 6343 Part 2: http://www.worldofspectrum.org/pub/sinclair/games-maps/h/HeavyOnTheMagick_2.jpg (Chris Evans Not THAT One, I Presume, Stephen Hill, Mischa Welsh in Your Sinclair issue 09 , Page 44) 6344 (Original by A. Britton. Scanned and uploaded to WOS by Jim Grimwood. Gerard) http://www.worldofspectrum.org/pub/sinclair/games-maps/h/HeavyOnTheMagick_3.jpg (A. Britton, Jim Grimwood in Crash issue 31 , Page 64) 6345 (This is the map supplied with the game. Originally by Unknown. Uploaded to WOS by Mark R. Jones. Gerard) http://www.worldofspectrum.org/pub/sinclair/games-maps/h/HeavyOnTheMagick_4.jpg (Unknown, Mark R. Jones in World Of Spectrum) 6346 http://www.worldofspectrum.org/pub/sinclair/games-maps/h/HeavyOnTheMagick_5.gif (Dave Batty - brand new tip!) 7264 http://www.worldofspectrum.org/pub/sinclair/games-maps/h/HeavyOnTheMagick_6.png (Hippy Smith - brand new tip!) 18254 | ||||
| Cheat modes | ||||
|
Here's a cheat to bump up Axil's stamina, skill and luck levels to around 99, making him virtually
invincible. Start the game and pick up the Grimoire as usual. Then press '0' for options. When the options table comes onto the screen, press '5' then any letter followed by break. After a moment the word 'abandoned' appears on the screen. Don't Panic, but start the game again and repeat the process. Every time Axil picks up the Grimoire, his skill levels increase. Keep picking up the Grimoire and saving the position until the level is up to 99. When this happens press '0' and '5' followed by any letter and BREAK. When the number '6' is added to the options list, press the '6' key and re-align the status, puffing the 99 for stamina and the lowest number back in skill. Now repeat the process again. Keep doing this until all three levels are up to 99. Now you can start the game for real and blast your enemies to your heart's content. (Robin Groat in Crash issue 30 , Page 62) 6098 1) Pick up the Grimoire 2) Go East, north, north-west 3) Say "DOOR, WOLF" and go north 4) Go north-west and invoke Asterot say "ASTEROT, PILEFOOT" 5) Go west and say "DOOR, ELEVEN" 6) Go north through the door and watch that dude dance. (Mark Foster in Crash issue 32 , Page 44) 6138 There's nothing like a good cheat...When selecting "Load game" or "Load Axil" from the Options page and aborting with space bar, Axil is intact but the dungeon is reset. Thus you can "Realign status", (re)enter the game, pick up the grimoire (again), eat the nearby loaf (again), go to Options page, load and abort, realign status, enter game, pick up grimoire, ... until you have created a super-Axil! (When you're done, you might like to "Save Axil", or for virtual users, just take a new snap.) (Dave Batty - brand new tip!) 7272 | ||||
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(Gerard Sweeney in Hack Attack III) 2414 Infinite Stamina 33152,24: 33141,0: 33206,0 Set location 44941,X [108 is start] Best to return to the options screen & poke this Set Stamina, Skill & Luck [during game] 44849,153 : Stamina [00-99H/153] 44850,153 : Skill [00-99H/153] 44851,153 : Luck [00-99H/153] 44852,9 : Grade [1-10] 44853,153 : Experience points [00-99H/153] Values for 00-99H must be numerical only e.g. 21H, 49H: 0AH will produce '0:' Initiate Stamina, Skill & Luck to maximum 43413,54: 43414,153: 43423,54: 43424,153: 43435,54: 43436,153 Locked doors are open 31298,0 Immunity to flames & enemies 39743,24 Kill enemy with 1 blast 38409,0 No enemies appear 39030,195 [appearing in room] 39070,195 [?] 39155,195 [entering from adjacent room] Return to options at any point 30593,24: 31092,0 (Hippy Smith - brand new tip!) 17944 | ||||
| Type-in hacks | ||||
| This can be found in this issue of Pokerama. (Cover Tape in Your Sinclair issue 71)
1302
The program below gives you starting values of 99 for Skill, Stamina, and Luck, and infinite Stamina. Note, during turboload operation the border is masked black. 1 REM Heavy on the Magick 2 REM Border masked black 3 REM during turboload 5 PRINT AT 9,0; "START HEAVY ON THE MAGICK TAPE" 10 LOAD "" CODE 20 READ a:IF a> 255 THEN LET b = a GOTO 20 30 IF a <>1 THEN POKE b,a: LET b = b +1: GOTO 20 40 DATA 47225,33,54,153,34 41 DATA 149,169,34,159,169 42 DATA 34, 171,169,50,117 43 DATA 129, 50,182,129,24 44 DATA 156,221,124,254 45 DATA 184,32,155,23693,0 50 DATA 47143,24,10,50,148 51 DATA 170, 24, 173,221,117 52 DATA 0, 24,96,47279,221 60 DATA 47288, 121,184 65 DATA 47016,225,47164,0 70 DATA 47013,31,47316,0,1 80 BORDER 0: CLS 90 RANDOMIZE USR 47000 Download this type-in hack in TAP format HERE (Paul Stephenson in Crash issue 33 , Page 65) 6168 | ||||
| Complete solutions | ||||
| To reach the Collodon's Pile exit, perform the following 45 steps...
01. Get Grimoire 02. E,N,N,E,E,E 03. "DOOR, SILENCE' 04. N (You will now be granted the Magick Grade of Zelator!) 05. S,W,W,W,N,E 06. BLAST, BLAST, BLAST (or as many as it takes) 07. N, NE 08 PICK UP NOUGAT 09. SE,S,S,SW,SE 10. BLAST, BLAST, BLAST (or as many as it takes) 11. PICK UP SCROLL, TRANSFUSION, TRANSFUSION. 12. NW,NE,N,N,NW,SW,S,W,W 13. BLAST, BLAST, BLAST (or as many as it takes) 1. PICK UP CLASP (this enables you to walk through the fire) 15. E, S, S, E, E, E 16. PICK UP SCROLL 17. W,W,W,N,N,E,N,NE,SE,N,S,W,SW,SE 18. EXAMINE TABLE. 19. PICK UP NUGGET, DROP NOUGAT (geddit? groan!) (you can now destroy werewolves just by walking through them) 20. NW,NE,W,N,SW,SW,E,S,S,NW 21. "DOOR, WOLF" (the door opens) 22. N,NW,W,W,S,E,E 23. PICK UP GARLIC, PICK UP BAG 24. W,W,N,E,NE,SE,NE,SE,SW,E,NE,E,S,S 25. PICK UP LOAF, W 26. "DOOR, LUNACY" (the door opens) 27. N, DROP CLASP, PICK UP KEY 28. SW, W, SW, S, S, NW 29. EXAMINE TABLE, DROP KEY (the door opens) 30. N, W, EXAMINE TABLE, DROP BAG (the door opens) 31. N,SW,SE,SW,E 32. EXAMINE CHEST, PICK UP SLAT 33. W,NE,W,N,N,PICKUPKEY,E,S,SE,NE 34. DROP SLAT 35. SW,N,N,NE,E,NE,S,E,N,N,W,SW,W,NE, NW, SW, NW, W 36. PICK UP KEY 37. E,SE,NW,SE,SW,E,NE,E,S,S,W,N,SW,W,SW,S,S,NE 38. EXAMINE TABLE, DROP KEY 39. SW, NW, N, W, RIGHT, PICK UP BAG 40. E,S,SE,NE 41. DROP NUGGE, DROP GARLIC 42. SE,E,RIGHT,DROPBAG,N,SE,S,S,W (the slat kills the Cyclops) 43. W, W, LEFT, DROP KEY (the door opens) 44. N, SW, W 45. "DOOR, ELEVEN", N Made it! You're now at the exit to Collodon's pile! (YS Smash Tips , Page 23) 3735 Click HERE to download a recording of this game being completed, viewable on an RZX-capable emulator. Courtesy of the RZX Archive. (Mark on the RZX Archive) 14418 |
Brought to you courtesy of Gerard Sweeney and Nick Humphries
plus various other good eggs.
TT: 1 NQ: 3