DAAD·Archiwum
← wszystkie gry

Deception of the Mind's Eye

WydawcaElectric Storm Productions
Rok1993
Jezyk oryginaluEnglish
AutorzyGareth Pitchford
SystemyDAAD, PAW
PlatformyAmiga, Amstrad CPC, Atari ST, PC, SAM Coupé, Spectrum

Opis

Czarodziej nękany wizjami straszliwej przyszłości musi przemierzyć świat i zmierzyć się z potężnym wrogiem, który potrafi sięgnąć do samych umysłów ludzi.

Uwagi

Deception of the Mind's Eye pierwotnie zaprojektowano jako dwuczęściową przygodę na ZX Spectrum 128K w latach 1992/93, ale nigdy jej nie wydano.

Część pierwsza była w pełni ukończona, ale część druga — tylko w jakichś 75%. Grę udostępniono do pobrania w 2010 r. Tę pierwotną wersję przeniesiono na SAM Coupé w 2018 r., używając społecznościowo zmodyfikowanej wersji PAWS 128K.

Część pierwszą przeniesiono na Amstrada CP/M+ (w PAW), a także na PC DOS, Amigę i ST (w DAAD) w 2019 r.

Poprawioną wersję części pierwszej na ZX Spectrum 128K przygotowano w 2020 r., usuwając grafikę, by zrobić miejsce na usprawnienia i poprawki błędów.

Zagraj / Pobierz

Wersje przeglądarkowe są hostowane lokalnie i osadzone poniżej. Pliki klasycznych platform pochodzą z otwartych archiwów; tytuły komercyjne linkują do autora.

Szukaj wersji grywalnej też w: Spectrum Computing · Internet Archive · CASA

Zrzuty ekranu

Zrzut ekranuZrzut ekranu

Solucje i dokumenty

Tresc oryginalna (jezyk gry). Rozwin, aby zobaczyc.

Solution — terri (deception_of_the_mind_s_eye.txt)
DECEPTION OF THE MIND’S EYE
by Gareth Pitchford
Electric Storm Productions
Spectrum 128

This is part 1. Part 2 was never released. A demo of Part 2 is also is available at World of
Spectrum Text Adventures. 

This game is well-written, evocative, with lots of emotional content and mythology related to a
story of creation. It has a few minor glitches, despite being play-tested. These are noted in the
hints below. It’s logically constructed and no apparent carrying limitations. 

Hints:  

It is helpful to read the documentation that is available at the WoS site where you can download
this game. While I was initially tempted to try and translate the language, this was not necessary.


Read the bible twice.

Use the logs at the bonfire location.

Make sure you have thoroughly examined each area before leaving past the point of no return. There
are a few such places. Take everything you can before you leave the area.

There are two spells which require you to POUR each into the staff. Ensure you refill your bottle
before you leave this area.

Your habit has pockets, but you do not need to actually put objects inside.

The “venses” of the box refer to the four directions (from which winds can come). The box is
needed on the boat.

Solution:

Introduction: You are afraid of the visions you are having, of a rocky pinnacle, a bearded man whose
mask shines. Your hands are scorched from the crystal ball. You decide you cannot keep your
knowledge secret any longer and will inform your superiors. 

INVENTORY (wearing a mask and clothes, and carrying a staff), EXAMINE MASK (of a wizard), EXAMINE
CLOTHES (a habit with pockets), EXAMINE STAFF (has magical properties, and can absorb and save
magical spells; it has a hole in the top; there are no spells yet), EXAMINE HOLE (runs through the
centre of the staff), S, EXAMINE BED, EXAMINE GLOVES, EXAMINE TABLE, READ PAPER (laregel), N, N,
EXAMINE DAIS, EXAMINE BALL (when used by a Loi’san can see into the future), WEAR GLOVES, TAKE
BALL, EXAMINE BOOKS, READ BOOK (you direct the spell into the staff and the book decays), S, EXAMINE
DESK, EXAMINE CHART (plants and their use in magic), EXAMINE STAFF (it holds the FIRE spell), E, E,
E, E, E, E, EXAMINE DEBRIS, EXAMINE EGG (has magical properties), BREAK EGG, EXAMINE STAFF (you have
the LIFE spell), W, S, S, EXAMINE DOOR, UP (on the roof), EXAMINE TILES (loose), LIFT TILES (you
create a gap).

ENTER GAP (you see a stone block), EXAMINE BLOCK (you see a bible), EXAMINE BIBLE (it shines with a
magical glow), READ BIBLE (it tells the story of Falfar and Damar, how they were one, and separated
at the Shattering, creating mirror images of one another. The Shattering created earth, air, fire,
and water and Damar blended them into one. His seeds (life, love, happiness, hope) grew. The pods of
light, courage, hope flourished. Faltar cast his own seeds (death., hate, misery and despair,
darkness and fear. He tried to remove his seeds and created barren rocks. Eventually he faded, and
the Void was empty again but for the Creature.) READ BIBLE (you get a new spell), EXAMINE STAFF (you
have the BEGONE spell), EXAMINE FURNITURE, EXAMINE TABLE (in a corner), MOVE TABLE (it is now under
the hole), UP, UP, DOWN, N, N, W, W, S, S (you see a demon).

CAST BEGONE (it disappears), TAKE ROBE, EXAMINE ROBE, WEAR ROBE, N, N, N, N, N, EXAMINE TREE (it
tingles with magic but is barely alive), CAST LIFE (a woman appears and gives you a box), EXAMINE
BOX (magical properties engraved with the symbols of the venses). E. E (the woodcutter runs off and
you discard the robe), EXAMINE LOGS, TAKE LOGS, W, W, S, S, S, E, E, E, DROP LOGS, CAST FIRE (it’s
visible for many miles), W, W, W, N, EXAMINE BUSHES (you get a spade), N, W, W, N, N (at the rope
bridge which looks unsafe), N (it collapses but you make it across), N, E, N, E, E, N, E, S, READ
CHART (you compare the picture to the plants you see), INVENTORY (you have a leaf), EXAMINE LEAF, N,
W, S, W, W, N, N, E, E, N, N (you see an old campfire), DIG (you get a bottle), EXAMINE BOTTLE
(empty), S, S, E, EXAMINE NOTICE (the ship Digneey is due tomorrow), W, W, W, W, W, W, S (an
apprentice stops you).

SAY LAREGEL (the apprentice let’s you in; Lomaralli is here and he tells you a tale. Analton
discovered a new spell, and this one, unlike the others, could be used more than once. It also
influenced the mind. He failed to understand it. His use of it on humans created changes in
behaviour. He did not realize it was due to the exposure of the spell and only a short period of
exposure was needed. It did worked on his parents but then their minds became empty. He destroyed
all his notes and left the village. He called the spell the Deception of the Mind’s Eye and if
discovered should never be used. Malakan, on of his pupils, learned of this and returned to look for
it. You need to stop him. A legend has it that Analton became a hermit in a cave, and you must find
him as he is powerful enough to stop him. He tells you the evil wizard Lamazam lives on the island.
You find you have a passage on the Digneey which can take you as close as possible to the island.
You are given two spells, EXAMINE STAFF (DEATH and GLOW spells).

Go E, E, E, E, E, E, EXAMINE BOXES (you get a rope), W, W, W, W, W, W, N, W (you see a Chonchu in a
pen), TIE ROPE, OPEN PEN (the Chonchu quiets down), E, S, E, N (you see Yialdor at his forge),
EXAMINE FORGE (you see a sword), TAKE SWORD (Yialdor asks you to deliver it because he cannot cross
the river to where the man lives. You agree), S. E, E, S, S, E, E (at a spring), FILL BOTTLE, PUT
LEAF IN BOTTLE (it dissolves), POUR SPELL, EXAMINE STAFF (ICE spell), FILL BOTTLE, W, W, N, N, N, N
(at the river), CAST ICE (it freezes), N (the Chonchu smells something and pulls you off to the
east; he digs up a root, eats it and runs off), DIG (you get a dirg’t), INVENTORY (you have a
root), W, W, N, N, GIVE SWORD (you are given money), S, S, E, S, S, S, W, W, N, GIVE MONEY (you are
given a spell).

EXAMINE STAFF (the SHIELD spell), S, E, E, E, E, E, EXAMINE ROOT (magical), PUT ROOT IN BOTTLE, POUR
SPELL, EXAMINE STAFF (SNAP spell), E (you are on the boat and awakened by hammering on your door.
You are taken to the deck. The captain tells you it is your fault that there is no wind. You are
given a chance), OPEN BOX (you release the winds and are put below), INVENTORY (you have gloves,
paper, clothes), EXAMINE COT (you get sheets), EXAMINE WARDROBE, EXAMINE WINDOW (closed), EXAMINE
DOOR (strips of loose metal), PULL METAL, BEND METAL (you make a grapnel), TIE SHEETS, TIE SHEETS TO
GRAPNEL, OPEN WINDOW, THROW SHEETS, ENTER WINDOW, UP, EXAMINE WINDOW, (closed and locked), KICK
WINDOW (it smashes), W, TAKE STAFF, TAKE BOTTLE, TAKE BALL, E, UP, N (by the lifeboat), ENTER
LIFEBOAT (you find two oars), TAKE OARS, ROW BOAT (to the shore). 

Go N, N, N (you are uneasy entering the citadel), N (guards attack you), CAST SHIELD, N, N (Lamazan
is in the huge chamber), CAST SNAP (even though you see no staff or weapon), CAST DEATH, EXAMINE
BODY (you hide it and put on his robes and mask. The guards enter. You tell them you have disposed
of the infiltrator and they leave. You remove the robes), W, EXAMINE MIRROR (strange), BREAK MIRROR
(you extract the MIRE spell and it disappears), EXAMINE STAFF (MIRROR spell), E, N, REMOVE GLOVES
(You are drawn into the ball and see an image of a man in wizard robes. He utters a word and
vanishes – Anarzal stays in your memory), WEAR GLOVES, TAKE BALL, SAY ANARZAL (a secret passage is
revealed to the east), N, N, CAST MIRROR (a mirror forms; Kragarath sees itself and rushes out), W,
W (you see a boulder), CAST GLOW, LEVER BOULDER (The staff breaks. A baby crawls out, ages, and
crumbles into dust. There is a passage to the west), W (you fall). You are finished. Score: 100%

Terri Sheehan
2010-09-05

*****************************************************
Displayed on the Classic Adventures Solution Archive:

http://solutionarchive.com 


************************************************************************
Displayed on the Classic Adventures Solution Archive:
http://solutionarchive.com

Hints — terri (deception_of_the_mind_s_eye_hints.txt)
DECEPTION OF THE MIND’S EYE
by Gareth Pitchford
Electric Storm Productions
Spectrum 128

This is part 1. Part 2 was never released. A demo of Part 2 is also is available at World of
Spectrum Text Adventures. 

This game is well-written, evocative, with lots of emotional content and mythology related to a
story of creation. It has a few minor glitches, despite being play-tested. These are noted in the
hints below. It’s logically constructed and no apparent carrying limitations. 

Hints:  

It is helpful to read the documentation that is available at the WoS site where you can download
this game. While I was initially tempted to try and translate the language, this was not necessary.


Read the bible twice.

Use the logs at the bonfire location.

Make sure you have thoroughly examined each area before leaving past the point of no return. There
are a few such places. Take everything you can before you leave the area.

There are two spells which require you to POUR each into the staff. Ensure you refill your bottle
before you leave this area.

Your habit has pockets, but you do not need to actually put objects inside.

The “venses” of the box refer to the four directions (from which winds can come). The box is
needed on the boat.


Terri Sheehan
2010-09-05

***********************************************************************
Displayed on the Classic Adventures Solution Archive:
http://solutionarchive.com

Zrodlo danych: CASA