Help for stuck apprentices
In Glyphs Apprentice you need to take raw magical energy…
and turn it into an energy pattern…
using the following tools.
You have to use your intelligence, creativity and imagination to solve these puzzles. Glyphs Apprentice is a challenging game which will push your problem solving skills to their limits.
To win at Glyphs Apprentice you need to make the most efficient solutions. You do this in two different ways: lower your magic score by using fewer tools, or reduce the number of steps needed to solve the puzzle. No matter what strategy you use, you will always need to create the energy pattern 8 times to ensure you have a solid design.
You will lose at Glyphs Apprentice in the following ways. If two or more energies get too close the Spell Builder will be stopped to prevent energies from combining in disastrous ways. Magical energy can’t be dropped outside of the game area as the energy has not been made safe by the Accumulator tool. Lastly two arms can’t grab the same energy or pattern at the same time or they will rip the energy apart releasing that energy in random ways which could be disastrous. If any of these events happen then the Spell Builder will be shut down and you will have to make changes to your solution and try running the Spell Builder again.
In Glyphs Apprentice you are an apprentice wizard learning to master the mysteries of spell creation. To create a spell you have to create a magical symbol called a Glyph. Glyphs contain all the different properties of the spell like fire, cold, damage and healing. A Glyph is made from multiple Fragments with each Fragment representing a single property. All the properties work together to create the spell.
Each Fragment is a pattern of magical energy which has been shaped by the wizard’s tools. The completed Fragment needs to be placed on the Accumulator which packages the energy to make it safe.
Handling raw magic directly is dangerous and will kill the most powerful of wizards. As a result wizards have created tools to work with the magical energy. Wizards give instruction to the tools to create the Fragments and thus the Glyphs. Only through skillful use of these tools can you solve the hardest Glyphs. So learn to use these tools well and you will be a great mage!
The energy in the game is represented in different ways depending upon its state. Magical energy can have its outer shape changed by the Shaper tool, while its inner symbol can be changed by the Transmuter tool. In addition it can be upgraded and made more powerful through the Augmenter tool.
These are the outer shapes of the energy:
There are the inner symbols of the energy:
This is what augmented energy looks like:
An energy pattern is a bunch of energies bound together while a Fragment is a completed energy pattern ready to be placed on an Accumulator. Below is an example of an energy pattern.
Fragments are then placed together to make Glyphs. Below is an example of a Glyph.
The Generator creates the raw magical energy which you must bind and change to make Fragments. You can use as many as you like, but every Generator you use will add to your magic score by an ever increasing amount. So use these tools sparingly. Like other tools the Generator can’t be placed outside of the game area or on top of other tools. The Generator does not need to be activated by the Arm tool to generate a new energy.
The Accumulator shows you the pattern you need to make and its orientation. It takes in the correct energy patterns and packages the energy to make it safe. Thus the Accumulator can only reside on the edge of the game area so that it can deliver it out to the mage. The Accumulator cannot overlap any other tool.
This is the most important tool in the game and you will use this tool the most. This tool like others can’t be placed outside the game area. Unlike others it can be placed on top of another Arm. Arms move energy around and give instructions to other tools. You give an Arm instructions to grab, drop, turn, spin an energy pattern, or tell other tools to activate themselves.
This is the end of the Arm which does the grabbing.
These are the instructions you can give an Arm.
When the Arm is given the Grab instruction the energy or energy pattern will get picked up and can now be moved about.
The Drop instruction tells the Arm tool to drop the energy or pattern and now it is free to be picked up and moved by another Arm.
When given this instruction the Arm will turn by 90° over the time it takes to complete a step. Before it starts to turn it checks to see if the energy or pattern it is holding is being grabbed by another Arm. If it is then the Spell Builder is stopped to prevent the energy or pattern from being ripped apart.
These two instructions make the Arm tool longer or shorter respectively. They do not happen instantly and there is a check done to see if other Arms are grabbing its energy or pattern before the instruction is carried out.
This is the instruction which tells the Accumulator, Augmenter and Doubler to do their action.
This instruction tells the Shaper and Transmuter tools to activate in a clockwise direction.
The Decrement instruction tells the Shaper and Transmuter tools to activate in a counter clockwise direction.
The Pause instruction tells the Arm to Pause for one step then resume execution of it instructions.
The Shaper tool changes the outer shape of the energy. The image below shows all the different shapes energy can have.
If you give the Shaper tool an Increment instruction, then it changes the outer shape of the energy to the next shape in a clockwise direction on the Shaper tool. Likewise a Shaper tool given a decrement instruction changes the outer shape of the energy in a counter clockwise direction. This tool can’t leave the game area and can’t be placed on another tool.
The Transmuter tool changes the inner symbol of the energy. The image below shows all the different symbols energy can have.
If you give the Transmuter tool an Increment instruction, then it changes the inner symbol of the energy to the next one in a clockwise direction on the Transmuter tool. Likewise a Transmuter tool given a decrement instruction changes the inner symbol of the energy in a counter clockwise direction. This tool can’t leave the game area and can’t be placed on another tool.
The final way in which magical energy can be changed is with the Augmenter tool. However, this tool is a little different than the Shaper and Transmuter tools. The Augmenter consumes one energy while changing a second energy. The left side of the Augmenter is where you place the energy to be consumed. The right side with the symbols is where you place the energy to be augmented. Below is what augmented energy looks like. The one on the left has been augmented once while the one on the right has been augmented twice which is the maximum.
The Binder tool is very important since it converts magical energy into more complex patterns. You will end up using this tool a lot. Take two or more Binder tools and place them next to each other. Then place an energy on each Binder. When an Arm activates one of the Binders, then all the energies are bound together. The maximum number of times two energies can be bound together is three. Binders can’t be placed on other tools or be placed outside the game area.
This tool makes an exact copy of an energy. If a pattern requires multiple energies that are identical, you only need to transform the energy once. Then you use a Doubler to make one or more copies. The Doubler will copy all the changes you have made to an energy. To use the Doubler place an energy on one side or the other; then activate it with an Arm. The other side of the Doubler will now contain a copy of the first energy.
© inSPIRE Games 2015