------------------------------------------------------------------ The Lost Spellmaker Neil James Brown Review by Dorothy Millard (PC Version part of Disk 1216) ------------------------------------------------------------------ The Lost Spellmaker is an entry in the 1998 Interactive Competition. You are Mattie, an agent of the Secret Service and member of the dwarf village Sacromys Pamcangs. The village relies heavily on magic, which is formed by feeding spells into the "magic weaver" devices. While there are plenty of good magic weavers around, new spells are in short supply, and the villagers are getting restless. Your task is to hunt down the last great spellmaker to disappear - one Drew Tungshinach. He couldn't have just walked off without someone noticing, so what's happened to him? The game commences with you at Secret Service Headquarters in the oak panelled main room, which is covered in photographs of important people, waiting to speak to "T." Sitting behind an impressively large desk on a seat too large for him is your boss, but he clearly hasn't seen you come in. Say hello to him and he will tell you how there is a shortage of new spells and spellmakers. If you wait he then goes on to tell you of your mission to find Drew Tungshinach, the latest one to disappear. You are told that Drew was responsible for the famed ornithopher spell, and the much prized spell to create wild racing chariots. You must discover what has happened to him and ensure his return so that he may entertain once again with his joyful sparkly spells. With this "T" transfers the magic hint seeker to you so that if you get stuck in the game later on you can just type HINT and a magic door will appear. All you need to do is open it and enter to find yourself back at the secret service headquarters where you can ask "T" for help. Armed with this information you exit the secret service headquarters to find yourself in Thurman Street which is bustling with pale looking shoppers not used to seeing the sunshine. They have been forced to find alternative activities because of the spell deficit. Following the main cobbled street east to the village centre you meet the first of a number of wacky characters, The Reverend, who is arguing with Digga. Further east in the Odds 'n' Ends Shop, you meet Old Edna, who has a "thing" about brooms of different colours, sizes and materials - just try to take one! Then there's Tilly the Librarian who is very important at the end of the game, Barnie in the Sweetshop, The Salesman in the Magic Weaver Showroom who will help you if you can produce a spell and Mrs. Wisher, the Reverend's housekeeper. Oh and I mustn't forget Daisy the cow!! Visiting the well you can't help but notice the strange impression which gives you the clue that maybe all is not as it first appears. Looking down the well you see water, but is it really there? I enjoyed the story in The Lost Spellmaker, but found nothing really new in the way of puzzles. All the usual adventuring commands we have come to expect are available, ie. X for examine, Z for wait, etc. The Lost Spellmaker is a fun romp through the countryside looking for Drew, which can be finished, as with most competition entries, within a couple of hours. I played Release 3 which has had some bug fixes and minor alterations made to it, since it was entered in the competition. In conclusion it is an enjoyable but non-taxing short adventure. - o -