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level9.zip *
SNA/​V3/​PRICE.​SNA or Z80/​MAGIK.​Z80
Sinclair ZX Spectrum Application
zx.zip *
Contains Price of Magik.sna
Sinclair ZX Spectrum Application
Manual *
Contains TIMEMAGI.HTM
For the 'Time and Magik' collection
Play this game in your Web browser.
'Time & Magik' novella *
Contains TIMEMAGI.HTM
By Peter McBride
Clue Sheets
PDF scan of the original clue sheets for Price of Magik.
To view this file, you need an Acrobat Reader for your system.
Hints
Use the clue sheets for a less spoilery list of hints.
Walkthrough
Solution, by Dorothy Millard.
map
Map of the game
* Compressed with ZIP. Free Unzip tools are available for most systems at www.info-zip.org.

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The Price of Magik

by Pete Austin, Nick Austin, Mike Austin, and James Horsler

Episode 3 of Time and Magik
Fantasy
1986

(based on 11 ratings)
1 review

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.


Game Details

Editorial Reviews

Crash

"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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SynTax
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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Number of Reviews: 1
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2 of 2 people found the following review helpful:
Large exploration and puzzle game. Collect spells and objects, go slowly mad., November 22, 2015
by jwhitham (York, England)

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.

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