Spellcasting 201 : The Sorcerer's Appliance Solution by Sue In the second of the Spellcasting series from Legend, you once again play young Ernie Eaglebeak. This time his aim in the game is to join a fraternity, Hu Delta Phart (HDP) and in order to do this he has to complete several initiation tasks. Luckily an assignment by Otto Tickingclock, President of Sorcerer U, to investigate the Sorcerer's Appliance, helps him with his pledges, despite the fact that HDP's Pledgemaster, Chris Cowpatty, is doing his darndest to stop Ernie getting into the frat. There is another, more sinister, plot afoot too and Ernie will soon find himself enmeshed in it, up to his scrawny neck. Like its predecessor, S201 is a very amusing game and not difficult. There are spell galore to find and cast and hints are hidden in the text. Though you don't have to read the newspapers or attend the lectures each day, you'll be hard pressed to complete the game without doing so. It's also worth replaying each 'day' several times to watch your fellow pledges trying to carry out their tasks with varying degrees of success. Preface: Calm Before the Storm (You start in a simulation; your task is to fill the mage's tub in two hours) - get spellbook - read it - PRENT banana (it comes to life and dashes off with the bucket) - get slicer - slice banana (lots of bucket-toting bananas) - U (Yard; a package is delivered) - open package - read notice - examine FOY box (create daiquiri) - open it - D - wait (until tub is almost full) - FOY bananas - wait (until mage returns and simulation ends). Stand up (messenger nymph tells you about the letter in your frat house) - read sign (to know when the different simulations are) - W - W - NE - (Yakbladder Quad; a blueprint blows past) - get blueprint - examine it (of the sewage system) - NW - SW (HDP Frat House) - U (Your Room) - listen to duct (to hear Cowpatty's plans) - get envelope - examine it - open it - read it (see Otto at 9pm) - D - examine case - open it - get box and sextant - NE - examine box (PISEKS; spell of maturation) - open it - examine sextant (exudes an aura of mystery). SE - SW - W - D (Locker Room) - get bag - open it - put all in it - U - E - S - SW - wait until 9:00 - open door - NW (President's House) - wait (while Otto tells you about your 'task' with the Appliance and leave) - get key and box - examine box (DEPLUMIT; spell of descending) - open it - examine sextant (now you recognise it as the Sextant of Spittul) - SE - E - N - NE - NW - SW - U - put key in bag - drop all - sleep. Chapter One: Statue of Limitations (Dragged from your room by your fratmates, you're taken to the Initiation Room) - wait (to learn your first task; sticking the moustache on the statue) - wait (you're alone). U - U - get bag - D - NE. Get paper - read it - read editorial - read news - read arts - read sports - SE - W - S (Cafeteria) - get casserole - N - E - N - D (Anteroom) - read sign - unlock door with ancient key - open door - E (Lab; you see the Appliance and its attachments) - attach feeder to appliance - attach eggbeater to appliance - attach ratchet to appliance - attach feeder to appliance - attach nozzle to appliance - attach antenna to appliance - attach sextant to appliance (the word 'mineral' appears on its side). W - U - E (Ivorytower Auditorium) - get spellbook - wait (to attend Spellcasting 201; when asked..) - FRIMP doughnut - wait (until told to close your eyes) - close eyes - BIP - wait (until class ends) - W - D - E. Examine appliance - drop all - press both buttons (appliance opens) - in - examine power dial - turn it to 1 - examine colored dial - turn it to white - pull lever - out - in - get diamond - out - get all - W - U - S - W - wait (to attend General Magic 201; when class ends..) - E - N - U (Alchemy Lab) - wait (until class starts) - wait (until Hiddenmolar drops a key) - get small key - wait (until class ends and you're given your lump of iron) - D - S - E - N (Janitor's Closet) - get how-to book - examine it (plumbing guide; a coupon falls out) - read it - get coupon - examine it (free tool offer) - examine case - read it - cut glass with diamond - get box - examine it (WOOSH; remove tough oils) - open it. S - W - N - U - U - U (Spire) - climb statue (you can't; the statue is coated with oil) - WOOSH statue - climb it - stick moustache on statue - D (a bit of the statue breaks loose and you're left dangling) - D - D (Clock Tower; the Sheet Metal Bender of Balmoral is here) - get bender - examine mechanism (of clock; you see a box caught in it) - get box (you can't; it's trapped behind the bonger!) - wait (until clock strikes) - get box (you pull it free) - examine it (FOGWACKA; spell of dehumidification) - open it. Wait (until dragged to Initiation Room) - wait (until cellar empties) - U - NE - E - D - E - attach bender to appliance (the word 'vegetable' appears) - W - U - W - SW - U - listen to duct - put all in bag - drop bag - sleep. Chapter Two: Mascot Free (Dragged to the Initiation Room again) - wait (to learn you must kidnap the TKB mascot and put it in Otto's bedroom) - wait (they leave). U - U - get bag - D - NE (you overhear Moldybreadcrust's conversation) - get paper - read editorial - read news - read sports - read arts - SE - S - SE - (Moldybreadcrust's Office) - examine desk - open drawer - get box - examine it (SRINKO; bioreduction) - open it - NW - N - N - D - E - drop all - press both buttons - in - turn power dial to 2 - examine green dial - turn it to shrub - - press right button (until it reads 'evergreen') - pull lever - out - in - get simpleberry bush - out - get all. W - U - S - W (Donkeydung Hall) - wait (until Ethics 201 finishes) - E - E - U (Music Room) - drop all except notebook - get moodhorn and manual - wait (until class starts; when asked..) - vomp plunger - wait - trib high glupp key - thrub low glupp key - wait - oscilloop lever - wait - frombulate valve - wait - woozle left pedal - wait - introwig slide - extrowig it - wait (until class finishes) - drop moodhorn - get all except moodhorn. D - W - SW - W - D - N (Stadium; you're excused class) - S - U - E - NE - N - U (class is in session) put all in bag - wait (until class finishes) - U - get blue bottle - D - S - SW. Get spellbook - examine casserole (a larva crawls out) - PISEKS larva (to turn it into a firefly) - SW - shake bush (you feel furtive) - D (Mascot Room) - SRINKO mascot - again - again - open blue bottle (remember its ingredients?) - unchain mascot - FRIMP manhole - D (Access Chamber; check the blueprint from the package. If you want you can get the goggles, examine them, turn dial to 109 and wear them to know where you are) - E - SE - press square button - NW - W - FRIMP manhole - U - U - SW - open door - NW - U (President's Quarters) - drop bottle (so mascot stays) - D (mascot stomps through floor; a harness drops through) - get harness (it's the Donkey Harness of Danderville!) - wait (until dragged to Initiation Room) - wait (until they leave). U - NE - E - D - E - attach harness to appliance (the word 'animal' appears) - W - U - W - SW - U - listen to duct - put all in bag - drop bag - sleep. Chapter Three: Drench Toast (Back to the Initiation Room) - wait (to learn you must sabotage TKB's party) wait (until the others leave) - U - U - listen to duct (Cowpatty has a possible ally; they're meeting in the Pub later) - get bag. D (you hear Otto is dead; all classes are cancelled) - NE - get paper - read editorial - read news - read sports - read arts - E - D - E - drop all - press both buttons - in - turn power dial to 3 - pull red cord - again - pull green cord - pull lever - out - in - get squirrel - out - get all. W - U - U - drop all - get orange bottle - open it - get green shaker - open it - get grey pouch - open it - get brown pouch - open it - put lump in bowl - put orange fluid in bowl - put green powder in bowl - again - put grey flakes in bowl - wait 10 minutes - put brown flakes in bowl - drop all - get copper, bowl, bag and squirrel - D - D - E - give casserole to squirrel (it vomits) - put vomit in bowl. Drop all - press both buttons - in - turn dial to 2 - turn green dial to moss - press left button (until it reads 'moss') - press left button (until it reads 'moist') - pull lever - out - in - get spatula moss - out - put moss in bowl (to make speed potion). Get all - get spellbook - W - U - S - S - NE (Hiddenmolar's Office)- unlock drawer with small key - open drawer - read note (he's Cowpatty's ally and they're meeting at 4pm) - SE - E - sit (Enchanted Forest Simulation). W - N - examine stump - open it (to find a YUHPEE spell box; weakens morals) - open box - N (Shrine; stairs lead down) - D (stairs collapse; you're trapped!) - search coins - open box (to gain KWELP; spell of summoning) - get coins - examine fresco - kwelp it (nymphs rescue you) - S - S - YUHPEE bork - give coins to bork (he starts to count them) - board ship (to end the simulation). W - N - E - D (Pub) - wait until 4:00 (Cowpatty and Hiddenmolar arrive) - listen - U - W - N - D - E - PISEKS larva - DEPLUMIT (into Access Chamber) - S - NW - push triangular button - SE - SE - NE - SW - SW - S - press round button - SE (Processing Plant) - examine box (UGUGOOWAH; spell of constipation) - open it - S (you swim to the Boat Dock). E - NE - N - E - U - drop all - get spellbook, moodhorn, bowl and bush - D - W - SW - W - D (bouncers stop you) - shake bush - D - S (Pool Room) - wait until 7:30 - drink potion (and check the songs in the manual in the packaging) - vomp plunger - thrub low glupp key - again - extrowig slide - oscilloop lever - woozle right pedal (they leap into the pool) - wait (to see the cutter) - drop moodhorn - get cutter - N - U - E - NE - E - U - get all - wait (until dragged to Initiation Room) - wait (until they leave) - U - NE - E - D - E - attach cutter to appliance (the word 'genesis' appears) - put all in bag - W - U - W - SW - U - listen to duct - sleep. Chapter Four: Barmaid in Heaven (Taken to Initiation Room) - wait (today's task; spike the punch at Barmaid U's party) - wait (until they leave) - U - U - listen to duct - get bag. D - NE - get paper - read editorial - read news - read sports - read arts - SE - SW - S - SW - open door - NW - U (President's Quarters) - open dresser - get frock - D - SE - E - N - NE - E - D (Pub) - get pellet - examine it - read it (dehydrated rum) - U - W - N - D - E. Drop all - press both buttons - in - turn power dial to 4 (the wheel, colored dial and knobs will allow you to design your ideal woman. When you've done so..) - pull lever - out (a woman emerges) - get all - woman, follow me (she says her name is Eve) - give frock to Eve (or she won't leave the room) - W - drop bush. U - W - N (nymph takes your pass) - E - E - E - E - S (Plumbing Supply Shop) - give coupon to proprietor (he gives you a gibbous wrench) - N - N (Wetwhistle Common) - get spellbook - PISEKS sapling - Eve, wait - climb tree (into a Shower Room full of steam and barmaids complaining about the plumbing) - FOGWACKA (to get rid of the steam) - repair shower (the women are grateful and you are given a key) - W - unlock door with dorm room key - open door - W - get invitation - read it (to the party) - E - E - D (the tree) - Eve, follow me - N - wait until 3:00 - give pellet and invitation to Eve - Eve, cross rope - Eve, put pellet in punch - wait (the barmaids get drunk) - S (one drops a garter belt) - get belt (it's the garter Belt of Gecko!). NW (Lamda Pigga Kau) - get tablecloth - SE - NE (Melta Loin) - get floss) - SW - E (Heftysum hall; Eve wants to make you a new cloak) - give floss and tablecloth to Eve - wait (until she makes the cloak) - get cloak (no points for this bit but it's fun!) - W - S - W - W - W - W - S - E - D - E - attach belt to appliance (the words 'identity assumption' appear) - W - U - S - S - E - sit (to enter the City in the clouds Simulation) - read sign (simulation is incomplete) - wait (until it ends) - W - wait (until taken to Initiation Room) - wait (until they leave) - U - U - listen to duct - get sheet - put all in bag - drop bag - sleep. Chapter Five: Royal Blush (In Initiation Room as usual; a missive drops from your cloak) - wait (to learn you must 'moon' the Queen!) - wait (until you're alone) - get missive - read it (Eve has joined Housewife U) - U - U - listen to duct - get all except trophy - D. NE - get paper - read editorial - read news - read sports - read arts - S - S - S - W (Stadium) - wait (to attend Otto's funeral; when it ends..) E - NE - N - D - E - drop all - press both buttons - in - turn power dial to 5 (save game and experiment with the controls) - turn left dial to G - turn right dial to 7 (image of cafeteria worker appears on the screen) - pull lever - wait (you now look like him!) - out - get all. W - U - W - N - W - W - W - W - W - W - W - W - N - N (this Shrine looks familiar!) - get spellbook - DEPLUMIT - search coins - examine box (KWELP) - open it - get coins - U - S - W (Tavern; you see Lola Tigerbelly) - show coins to Lola (she takes all of them except one muddy one) - E - E (guard stops you) - give ticket to guard (you enter the Palace Grounds) - wait (until the Queen appears) - moon queen (oops, you're thrown in jail). Examine sink - open drain (to empty it) - close drain - fill sink with hot water (it's broken) - repair sink - fill sink with hot water - wash coin - examine it (likeness of Queen Libido on one said) - KWELP coin (Queen appears, pardons you and takes you to her Suite where she drops her bubblewand) - get wand (it's the Bubblewand of Blackwand) - W - W - S - E - E - E - E - E - E - E - E - S. E - D - get bush - E - drop all - push both buttons - in - pull lever - wait (you look like the cafeteria worker again) - out - get sheet and small key - W - U - S - SW - N - U - push button (pastry cart arrives) - push cart north (into Trustee Meeting Room) - again (inner Sanctum; Otto's body is here) - put Otto on cart - cover Otto with sheet - get portrait - push cart south - again - D - S - E - NE (Hiddenmolar's Office) - unlock drawer with small key - open drawer - get whistle - examine it - read it (for summoning hellhounds - very suspicious! NB if you do this at the wrong time, the whistle won't be there, but it isn't essential to find it) - SW - N - N - D - E. Attach wand to appliance (the word 'necromancy' appears) - drop all - press both buttons (Hiddenmolar and Cowpatty arrive) - wait (to discover Hiddenmolar is really Joey and to learn his plans. When they leave and Joey takes the bubblewand..) - get all - in - pull lever - wait (to look like Mouldybreadcrust) - out - PISEKS larva - DEPLUMIT - UGUGOOWAH (to seize up the sewage system) - SE - S - FRIMP manhole - U - U - W - SW - N - U - N (Trustee Meeting Room) - wait (until Joey arrives in his disguise) - shake bush - get wand - S - D - S - NE - E - D - DEPLUMIT - N - NW - FRIMP manhole - U - attach wand to appliance - drop all - press both buttons - get portrait and spellbook - in - turn power dial to 6 - KWELP portrait (Otto's body appears) - pull lever - out... Otto emerges from the Appliance, looking as confused as ever. Quickly you fill him in on recent events. He casts a teleportation spell and you both arrive in the Trustee Meeting Room where Otto reveals Joey's true identity and plans, but it's too late - Joey already has the Orb! But he's caught in mid- gloat, holding the Orb, when the UGUGOOWAH spell wears off and a geyser of sewage explodes just where he's standing. He drops the Orb and Otto catches it! But Joey escapes in the panic. Later, you are inducted as a full member of HDP and Chris Cowpatty is suspended for violation of the initiation code. Is this the last we've seen of Joey? Wait for Spellcasting 301 to find out! - o -