Witchery 101 Guide by Max VelDink
Posted Monday, September 8th, 2008 4:56 pm by Max
This is the third guide written by Max VelDink for Twin Skies Planet, and it includes everything you need to know about Witchery 101. Enjoy!
Introduction
Introducing the players to the different types of magic, Witchery 101 is a puzzle game, similar to Bejeweled, where you match up three or more of the same rune by swapping two, either horizontally or vertically.
Flavor Text from Twin Skies
“Lift your index finger up, move it in a circular motion and incant the mystic words: Traguna, Macoities…”
Witchery 101 is a new game set in a school north of the town of Shoal. In it you’ll encounter Alora - a teacher in control of a class of unruly wannabe witches and wizards.
One rainy afternoon she decided to treat her class by playing a fun new game with them - she called it Witchery 101. Unfortunately, it was too much fun. Getting the kids to study from then on was harder than ever before. Nowadays all they want to do is play, and they’ll scream and scream until she lets them.
In Witchery 101 you must learn about the four types of elemental magic in the world of Twin Skies - Spirit, Nature, Storm and lastly Flame.
Use the mouse to swap two tiles around - the aim of the game is to get combos of 3, 4 or 5 of the same spell icon in a row. If you create combos of 4 or 5 in a row the energy will burst forth and help you in a manner of different ways, such as changing the color of spell icons or giving you bonus points. Each successful combo will increment your multiplier, so chain them up for huge bonuses!
Four or five potion bottles will give you an extended multiplier over the next few turns, and scrolls grant extra hints. The rocks are annoying as they won’t vanish even if you line them up in a combo. There just may be another way to get rid of them however…
Instructions
Swap adjacent tiles to create combination of three or more of the same colored tiles. However, you can not swap diagonally, only horizontally or vertically. To create combos, click on one tile, then click on the other tile adjacent to it that you want to switch it with. If you can create a combination of four or more of the same tile, then you will be rewarded with a bonus. If at any time you see a wildcard, it can be substituted for any tile. There are also immovable tiles that will only be destroyed or transformed by a spell combo.
The Tiles
When a combo of four is made, three random pairs of tiles are swapped around the board. If a combo of five is made, seven random pairs of tiles are swapped around the board.
When a combo of four is made, three random tiles are transformed into nature tiles. When a combo of five is made, nine random tiles are transformed into nature.
When a combo of four is made, three adjacent tiles will be burned off of the board. When a combo of five is made, all of the tiles around the combo will be destroyed.
When a combo of four is made, three random tiles are destroyed. When a combo of five is made, the diagonals of the board are all destroyed.
When a combo of four is made, then the multiplier is boosted by 2 for three more turns. When a combo of five is made, the multiplier is boosted by 3 for three more turns.
When a combo of three is made, a multiplier of 3 is formed and lasts until the next turn.
If a combo of four or five is made, you will receieve a hint. This is a book at the bottom of the game screen that says next move on it. Click it and, like it says, it will highlight a move for you. They are stackable, so you can have as many as you can get.
As the name implies, this can be used with any combination.
This is an immovable tile that can only be destroyed or transformed by another combination of tiles.
The Multiplier
After performing a move, the created combo will cause tiles to fall and new ones to come from the top of the game screen. It is possible to gain additional combos from this, and it will result in a point multiplier. The multiplier goes up by 1 for each additional combo made after the player takes their turn. It will only last for as long as new combos are made, unless effected by a traveling cat or elixir combination.
The Modes
Normal Mode
This is the most basic mode. There is no time limit or set goal, you play until you run out of combinations of three, four and five. This would be the easiest way to score points from this game, if not for the fact that they scoring is so little it’s barely worth playing. It’s good practice, though.
Timed Mode
As the name implied, you are timed throughout this mode. You are given two minutes to make as many combos as you can. Don’t worry about running out of moves, though. The game will pause itself and reshuffle the tiles, then will start again when you hit continue. The scoring for this game is much higher than normal, and the extra challenge make it a fun mode to play. It’s recommended for scoring the full amount of points each day.
Level Mode
This is the objective based portion of the game. Each level, you must score a certain amount of combos in thirty moves or less. For a combo to be counted towards moving on to the next level, is must be one of four or five tiles, or it is two or more combos of three played at the same time. The scoring is slightly higher than that of Timed mode, and the tiles reshuffle if you run out of moves. There are 8 levels of game play in this mode, and the combinations needing to be made go up.
Level 1 - 5 Combos
Level 2 - 10 Combos
Level 3 - 13 Combos
Level 4 - 15 Combos
Level 5 - 16 Combos
Level 6 - 17 Combos
Level 7 - 18 Combos
Level 9 - 19 Combos
Site Points/Score
Normal Mode
200 pts - 10 Site Points
1,500 pts - 20 Site Points
4,000 pts - 30 Site Points
7,000 pts - 40 Site Points
12,000 pts - 50 Site Points
Timed Mode
300 pts - 10 Site Points
2,000 pts - 20 Site Points
5,000 pts - 30 Site Points
10,000 pts - 40 Site Points
16,000 pts - 50 Site Points
Level Mode
200 pts - 10 Site Points
2,000 pts - 20 Site Points
6,000 pts - 30 Site Points
12,000 pts - 40 Site Points
18,000 pts - 50 Site Points
Achievements

Name: Witchery 40K
Description: Earn 40,000 points or more in a single game of Witchery 101 in Level Mode.
Point Value: 10

Name: Witching Hour
Description: Play Witchery 101 for one hour in any mode.
Point Value: 5
Relation to Twin Skies
Not much is known about how this game will affect the in-game world, but we do know it takes place in Shoal, and introduces a NPC named Alora. We also know it points to the fact that their is a school for wizards and witches in Shoal.
Fun Facts
- The yellow book in the bottom left corner of the game screen will give you a free hint if you click on it. One use per game, through.
- At the title screen, if you click the upside down wind vane with a cat on it in the top right corner, then it will make a creaking noise and sway back and forth.
- At the title screen, if you click the hamster’s left eye, then TPOSG (The Phantom Olive Shirt Guy) will run by. He’s Ollie, one of the main creators of Witchery 101.
- If you’re watching the window near the top right during gameplay, two visitors may appear. One of them is TPOSG again, but another is a rather large cat.
Media from the Game
Backgrounds
Witchery 101 Background
Buddy Icons
Witchery 101 Hamster Forum Icon
Witchery 101 - Alora Forum Icon
Witchery 101 - Flame Forum Icon
Witchery 101 - Meow Forum Icon
Witchery 101 - Nature Forum Icon
Witchery 101 - Potion Forum Icon
Witchery 101 - Rock Forum Icon
Witchery 101 - Scroll Forum Icon
Witchery 101 - Spirit Forum Icon
Witchery 101 - Storm Forum Icon
Witchery 101 - Wildcard Forum Icon
Music
Main Game Theme
Errors?
If you find any typos or just game errors, feel free to send them in to maxveldink@gmail.com. The guide will be updated, and if it’s big enough, you will be given credit for the find. If it’s just a typo, I’ll send you a thank you!



