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About the Story
The dying light of the Red Moon has been captured in a crystal by the magicians of Baskalos to act as the last repository of magik. Its guardian for many years has been Myglar, a wise and respected sorcerer. But unbeknownst to the other magicians, Myglar was steadily being consumed by fears for his own mortality. Now he is channeling the remaining power of the Red Moon crystal into keeping himself alive. It's your task to defeat him and recover the crystal before he drains it completely of its magik.
"The Price of Magik is a nigh on perfect game when compared to its competitors and, as new Level 9 releases tend to, represents a further improvement on their own adventure system, featuring the superb type-ahead that allows the player to input constantly and at all times. In both story background and style of play it has many similarities with Red Moon where the player can wander for a long time without having much clue as to where the solution of the game might be. The number of locations which the player can explore without having to solve intractable problems further distances this game from the old adventures where linear solution paths made for dull, string-of-problems style adventuring. The game really begins in earnest when you begin to learn how to use the magic when some aspects of D&D may appear familiar."
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Time and Magik
"Checking your inventory, you will not only be told what you are carrying but also your sanity (you start 100% sane but each time your sanity is shaken, your sanity decreases by 2%), your rating (novice etc) and your age. For magik also ages you and the loss of your youth and your increasing madness are the price of magik. [...] I almost completed Price of Magik on the spectrum too and enjoyed it as far as I got."
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|Average Rating: |
Number of Reviews: 1
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Price of Magik is a fascinating, atmospheric horror-themed exploration game, perhaps one of the best of the Level 9 games.
It has a large, sparse map: there are probably a hundred rooms, maybe more. The detail is quite low, but you don't have to thoroughly investigate the scenery, as all of the important objects are listed separately. This is completely unlike more modern IF games, which tend to take place in smaller, highly-detailed worlds, and exploring scenery can be important.
The game environment is varied: the parts I liked best were inside the decaying, sprawling mansion where the game starts. Even within the mansion, the layout of the rooms is somewhat surreal, with secret passages and connections to the cave system below. Portals lead to entirely different worlds, including a peculiar "hyperspace" which you find about halfway through the game. Don't attempt to store all of this in your head!
Progress in the game involves collecting spells (each is a three-letter word) and their corresponding objects. Most spells require a specific object in order to be used. Often you will find one before the other, and then have to solve a puzzle to get both.
You "level up" by going mad. This allows you to cast more complex spells. Myglar, the antagonist, has gone completely mad and is therefore a powerful wizard. In order to try to beat him, you must be almost as mad. This is a good idea, but the madness did not appear to come with any disadvantage: it does not prevent you perceiving the game world or acting within it.
You cannot explore entirely freely, as there is a turn limit imposed by ageing. (The magik ages you rapidly.) There is a way to reset this, but it's limited, and you have to plan your moves. This gives the whole game a sort of "restore puzzle" character.
I thought some of the individual puzzles were a little unfair, as they did involve hidden rooms (not listed in EXITS) or hidden objects (which were non-obvious parts of objects that were listed). There are also some NPCs in the game, other than Myglar, and if you make a mistake while interacting with them, they will come back to haunt you. It's not obvious this will happen, but once it has, your only real options seem to be restart and restore.
Despite these downsides I found the game enjoyable, atmospheric and challenging. Persist with it, and refer to the clue sheets if you get stuck.
|Les lettres volées, by Eric Forgeot|
Average member rating: (3 ratings)
Une vie de labeur, la responsabilité des secrets découverts, et aussi celle de ceux révélés par la suite, mon état pourrait sembler n'être pas forcément très enviable, mais de mon point de vue je n'avais jamais eu le temps de m'en...
|Dead Cities, by Jon Ingold|
Average member rating: (29 ratings)
The letter you received from Arkwright's nephew Carter was clear enough: when the old man dies the inheritance tax will be too great. It's certain ruin, much like the estate itself. To raise some capital the nephew has set up buyers for...
|1893: A World's Fair Mystery, by Peter Nepstad|
Average member rating: (17 ratings)
A theft on the fairgrounds! Precious diamonds stolen from the Kimberly Diamond Mining Exhibit! An urgent telegram from your old partner arrives, requesting your help to solve the mystery. How can you refuse? And besides, you've been...