[This game is Part 1 of 3 of The Sorcerer's Puzzles II. See "Abecedarian" and "Turnabout" for Parts 2 and 3.] (From Color Computer Magazine, July 1983.) The story of the boy and girl, Poke and Sunflower, began in the April issue when they arrived at the Sorcerer's castle hoping to become apprentices. During the three months since their arrival at the castle, the twisted, malicious, and generally unpleasant keeper of the castle, Bob, has put them through several preliminary tests. The children have not yet even seen the Sorcerer. "Good morning, good morning!" Bob greeted a sleepy Sunflower and Poke as they arrived for the usual porridge breakfast. "Mrff," said Sunflower. Poke slammed his spoon on the table. "Mush! I hate mush!" "Now, now," Bob cautioned. "If you grubby young urchins want to become sorcerers, you must follow instructions exactly and with great humility. After you whitewash the east battlement of the castle you face more tests." "For the jillionth time, when do you see the Sorcerer?" Sunflower asked. Bob shrugged. "Perhaps when your work is done... perhaps on Michaelmas next. Who am I to presume knowledge of the Sorcerer's wondrous comings and goings?" "I thought we were in for excitement and danger when we came here," Poke complained. "Pay no attention to Poke," said Sunflower. "Oh, but I must. He'll get excitement and danger when he climbs the highest spire and paints it." As he spoke, Bob smiles and turned to leave. Then he stopped in his tracks and fell with a shriek to the floor. Poke and Sunflower looked up. Standing in the doorway was a chubby, bald little man dressed in a rumpled corduroy suit. "Hello," he said, "any mail arrive for me while I was gone?" "Behold the mighty Sorcerer," Bob announced as he writhed on the floor. The little man put one foot on Bob's prostrate form and lightly stepped over him, his hand extended. "I'm Donald E. Goldberg. Welcome to my castle." "Do as he says and you won't get hurt," said Bob. "Don't anger him, for his wrath is awesome." "Shush, Bob, and do get up off that cold floor." "Yes, master. Thank you master." Bob leaped to his feet, a manic smile on his face, and stood fawning at the Sorcerer's elbow. Sunflower quickly explained how she and Poke came to the castle to apprentice themselves to the Sorcerer. She noted they had already performed three tests. "And Bob was about to have us whitewash the castle." The Sorcerer turned to Bob. "You were going to have these children *climb* the castle?" Bob burst into tears. "Yes, yes, I admit it! I'm guilty! Turn me into a frog for a month, but please don't throw me into the briar patch!" Sorcerer Goldberg frowned. "Bob, I think it might be good if you disappeared for a while." He snapped his fingers and Bob was gone. "Don't worry," the Sorcerer told the children, "I've just put him on hold." Poke and Sunflower exchanged quick glances. There was no doubt about the Sorcerer's power. Sunflower asked, "Well, what about our becoming apprentices?" Bob's voice was heard, thoughg he couldn't be seen. "The girl has a smart mouth, master. The boy is stupid, but the girl has a tart tongue." The Sorcerer winced and snapped his fingers again; Bob's voice faded. The little man eyed the pair for a moment. "Okay," he said, "you're now my apprentices." "Wow!" said Poke. "Surviving three months with Bob proves your worth," said the Sorcerer. "But I think we'll have a few more tests to determine your intelligence." "Oh, we're really smart," Sunflower said. The fat little Sorcerer pointed a finger at the wall and a panel opened. Out rolled a grand pedestal topped by a thick, aged book. "Behold 'Wizardry Made Simple'," said the Sorcerer. "Turn to page 7,640, and you'll find the rules for Disappearing Act, Abecedarian and Turnabout. Try them..." And then like Bob, Sorcerer Goldberg vanished. Disappearing Act A three-by-seven grid is drawn. In the bottom two rows are 14 playing pieces, all orange except for the blue one in the bottom left square. In the top left square is a green cursor that moves by pressing the four arrow keys. The objects is to eliminate all playing pieces but one. Jumped pieces will disappear. Diagonal jumps are not allowed. To jump, position the green cursor over the piece that will jump, then tap N, W, E or S for the compass direction to be jumped. The jump must be oveer one piece into an empty square. For a double win, make the blue piece the last remaining and have the final jump leave it in the top left square.