352 lines
20 KiB
Plaintext
352 lines
20 KiB
Plaintext
from: the Asimov collection
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S P E L L B R E A K E R
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(Infocom)
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Notes.
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(1) It's a good idea to learn all spells more than once since they
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don't always work!
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(2) Whenever a spell is mentioned in this solution, you must cast it
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until it works - this is not a problem with the 'Blorple' spell
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or when you have the "Magic Cube".
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(3) It is essential to keep track of where each cube takes you, which
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you do by writing on them with the Burin.
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(4) The Zipper is used for storage......if you're told that you're
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carrying too much to pick up another item, then place a few things
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inside the zipper.
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(5) Unless you are in imminent danger, sleep almost anywhere EXCEPT
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the Bazaar!
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(6) SAVE GAME VERY OFTEN!!!
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THE SOLUTION
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You start in the Council Chamber carrying a Spell Book, Burin and a Knife.
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The Spell Book contains some spells as follows:
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LESOCH............Gust of wind
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YOMIN.............Mind probe
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REZROV............Open locked or enchanted objects
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FROTZ.............Cause something to give off light
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GNUSTO............Write spell into your Spell Book
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MALYON............Animate an inanimate object
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JINDAK............Detect magic
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After a couple of moves the BLORPLE spell will automatically be added to
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the Spell Book. It is used to explore an object's mystic connections. You
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start by having permanently committed to memory the GNUSTO, REZROV and
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FROTZ spells. All others will need to be learned and re-learned as they are
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required. Also remember that you will not be able to keep as many in your
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head at one time if you are tired. If you are tired you will need to SLEEP.
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This refreshes you but also makes you forget any temporary spells. When you
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awake you will need to re-learn whatever spells you think you are about to
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need. DO NOT GO TO SLEEP UNLESS YOU HAVE THE SPELL BOOK!
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From the Council Chamber go SOUTH to the Guild Hall and TAKE the BREAD and
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the FISH, then go SOUTH again into Belwit Square. If there is a lot of
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smoke around, either LESOCH the smoke - which, like all other spells may
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only work at random - or simply WAIT until it clears. You will then
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discover a WHITE CUBE. TAKE the CUBE and to identify it - do the same with
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ALL other cubes you find - WRITE "EARTH" ON CUBE. You will only be able to
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write on the cubes if you are holding the Burin. This is a good way of
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being able to identify the cubes later when you may be carrying quite a few
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at one time and will need to select a particular one in a hurry.
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By now the BLORPLE SPELL will have appeared in your Spell Book. LEARN
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BLORPLE then BLORPLE "EARTH" CUBE - you may need the inverted commas here
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always! You will now be transported to the Packed Earth Room. FROTZ the
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KNIFE to get a source of light.
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Go EAST to the Hall Of Stone. TAKE and then OPEN ZIPPER. REACH INSIDE
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ZIPPER to discover a SCROLL. TAKE SCROLL then EXAMINE IT. This is the
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GIRGOL SCROLL. It cannot be GNUSTO'd and therefore can be used ONLY ONCE!
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Be careful where you use it. BLORPLE "EARTH" CUBE - remember you will need
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to constantly re-learn these spells - to return to the Packed Earth Room.
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Go DOWN twice. Don't worry about falling, you will soon be rescued. WAIT
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until you are in the Roc's Nest then TAKE the CASKLY SCROLL. BLORPLE
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"EARTH" CUBE to get back to the Packed Earth Room. Don't worry about the
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cube in the Roc's Nest at this time.
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Go SOUTH to the Cliff Middle. TAKE the THROCK SCROLL and go UP. Go UP a
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couple of more times until you are told on screen that you'd better do
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something quickly or die, then CAST GIRGOL. This time-stopping spell will
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halt the avalanche. Now go UP again until you reach the Top of the
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Mountain. TAKE the GOLD COIN and go INTO the Hut. ASK the Old Man about the
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cube/hut/whatever, but then to get the CUBE you must CASKLY THE HUT. This
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repairs the Hut so that the Old Man no longer needs the CUBE and you can
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now TAKE it. Mark this one with the Burin "SOFT". BLORPLE "EARTH" CUBE
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again to go back to the Packed Earth Room.
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Leave the Packed Earth Room - NOT DOWN!! - WEST (for instance) - then
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BLORPLE "SOFT" CUBE. From the Soft Room go SOUTH and TAKE the SHEARS. PULL
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WEED - twice - to get it and then it is time to get back to the Packed
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Earth Room by the usual method. Go WEST again then NORTH. You should now be
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in the Ogre's Cave. PLANT THE WEED and then THROCK THE WEED to make it
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grow. The Ogre has hay fever and will now be sneezing so much that you can
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go DOWN past him without any trouble. TAKE the GOLD BOX and OPEN it to
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reveal another CUBE. Mark this one "WATER". The SCROLL is the ESPNIS and
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should be GNUSTO'd at once as should ALL scrolls you find. Back now to the
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Packed Earth Room.
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Go EAST (for instance) and get the "EARTH" CUBE again. Learn the BLORPLE
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Spell a couple of times and FROTZ the ZIPPER. Put everything but the
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"WATER" CUBE, the "EARTH" CUBE and the piece of BREAD into the ZIPPER then
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CLOSE the ZIPPER. BLORPLE THE "WATER" CUBE. You will now be in the Water
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Room. Go SOUTH and you should be in some water. The ZIPPER is waterproof
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and will keep things such as your Spell Book safe as long as the ZIPPER is
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CLOSED. You will now be confronted by a GROUPER which is hungry. You will
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also see a BOTTLE and the "WATER" cube which you will have dropped and
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which you will need again. Unless you are careful the GROUPER will swallow
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one of the things you are going to need, so quickly DROP THE BREAD! The
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GROUPER will go after this enabling you to GET BOTTLE THEN GET "WATER"
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CUBE. Now back to the Packed Earth Room yet again!
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The BOTTLE contains a damp SCROLL. Once you have re-opened the ZIPPER and
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taken the Spell Book, you can GNUSTO the new SCROLL (LISKON). Now go EAST
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and then NORTH. You need to have memorised the LISKON, MALYON and ESPNIS
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spells here. When you find the SERPENT, LISKON SERPENT. This shrinks it and
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you can go NORTH past it. Go NORTH again to the Room of the Idol. There is
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a CUBE in it's mouth. The mouth is not open enough to let you take the
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CUBE. The only answer is to bring the idol to life with MALYON THE IDOL.
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WAIT until you are told that it is definately looking for you then ESPNIS
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THE IDOL. This makes it fall asleep. If all goes well it will yawn and then
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fall over asleep and then turn back to basalt with it's mouth wide open! If
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not, you may have to do the spell-casting again. Once you succeed you can
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TAKE and mark the "AIR" CUBE.
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BLORPLE THE "AIR" CUBE then go NORTH. TAKE the TINSOT SCROLL and BLORPLE
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THE "AIR" CUBE again. GNUSTO TINSOT then go WEST to the Bazaar. Go EAST
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into the Shop where there are TWO CARPETS for sale. Eventually you want the
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BLUE one. ASK the Merchant about the carpets. HAGGLE! When he asks for 800
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Zorkmids, offer 100. When he asks for 700, offer 200, etc. When he asks for
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500 Zorkmids and holds out his hand, GIVE him the GOLD COIN. He will then
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give you a carpet. Check your INVENTORY before you leave the Shop. If you
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have the RED CARPET, ASK MERCHANT FOR BLUE CARPET. He will apologise and
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exchange it! Once you have left the Shop it will be too late! Now you can
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leave. LOOK UNDER THE CARPET and READ the LABEL you find there. This magic
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flying carpet can now be used if and when required.
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You now need to learn the LISKON spell and the BLORPLE spell a couple of
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times. Now go to the Packed Earth Room again and then go EAST to the Hall
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Of Stone. DROP ALL here EXCEPT for the "WATER" CUBE and FROTZ SELF to get a
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source of light. BLORPLE "WATER" CUBE and go UP when you get to the Water
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Room. You are now in the Oubliette. LISKON SELF to make yourself small
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enough to be able to ENTER OUTFLOW PIPE. Go WEST and TAKE the CUBE you
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find. Go WEST again and then UP into the Ruins Room. NORTH back to the Hall
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Of Stone. Take your belongings again and EXTINGUISH SELF to stop glowing.
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WRITE "CHANGE" on the new CUBE.
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Now you need to learn the TINSOT spell THREE TIMES and then BLORPLE at
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least ONCE. Put the perishables, such as the Spell Book, back into the
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Zipper and CLOSE it. BLORPLE "WATER" CUBE then go UP into the Oubliette
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again. Above you, but out of reach, is a Trap Door. REZROV the TRAPDOOR to
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open it. TINSOT THE WATER to freeze the outflow pipe. TINSOT THE WATER
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again since once was not enough to fully freeze the pipe. When the chamber
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is full you will still be a little short of thr Trap Door. TINSOT THE WATER
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a third time to create an ice floe. CLIMB ONTO ICE and you will then be
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able to go UP through the Trap Door.
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TAKE and MARK the "BONE" CUBE and then go EAST and NORTH to the Dungeon
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Cell. REZROV THE CABINET and get the MOLDY BOOK. If you CASKLY THE MOLDY
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BOOK it will become somewhat repaired. READ IT and you will find the SNAVIG
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spell. Get it GNUSTO'd right away. Now go SOUTH then EAST then UP to the
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Top of the Guard Tower. Drop the CARPET and SIT ON CARPET. A small speck in
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the distance will turn out to be Mother Roc approaching. Once you are on
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the CARPET, go UP and then carpet should fly. If not, you couldn't have
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READ the LABEL! Once airborne go WEST until you are above the Roc's Nest
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then go DOWN. DON'T GET LOST!! Now, quickly, get off the carpet, take the
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CUBE, SIT ON THE CARPET and then go UP. You have very little time to do
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this. Iff the EGG cracks and you are confronted by the Baby Roc, you are
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going to DIE!! Once in the air, go EAST until you are over the Guard Tower
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and go DOWN, GET OFF THE CARPET. TAKE CARPET then go DOWN into the Tower to
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escape the Mother Roc. Now is a good time to MARK the latest CUBE "STRING".
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See, aren't there a lot of cubes?! Good thing we decided to use the Burin
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to mark them, eh?!!
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Learn the SNAVIG spell once and the BLORPLE a couple of times and put
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everything but the "WATER" and "EARTH" cubes into the Zipper. CLOSE the
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ZIPPER and BLORPLE "WATER" CUBE. This time go SOUTH from the Water Room and
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firstly TAKE THE CUBE which drops from your hand. Then SNAVIG THE GROUPER.
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You will now turn into a Grouper. Go DOWN to the Grouper's Nest. WAIT a
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couple of times until you regain your own form then TAKE ALL. Go UP and
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BLORPLE THE "EARTH" CUBE once more. You know where you are now. OPEN THE
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ZIPPER, TAKE THE BURIN and WRITE "LIGHT" on the new CUBE.
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Leave the Packed Earth Room and BLORPLE THE "CHANGE" CUBE. This is the
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Changing Room. Go NORTH and TAKE THE COMPASS you find there. BLORPLE THE
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"CHANGE" CUBE again. The COMPASS is needed in the next section but may
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require 'charging'. To do this go WEST and PUT COMPASS IN CARVING that you
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see in the North Wall. A hole now opens in this Wall. Go NORTH but don't
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forget to take the compass first. If you do forget you will have to BLORPLE
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THE "CHANGE" CUBE again to get out. In the area you have noe entered there
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are RUNES on the wall. Some are lead and some silver. Apart from the North
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Wall, if you TOUCH THE ROSE TO THE (Direction) WALL, if that wall has
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silver runes on it, then another hole will appear through which you can go.
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SEARCH through this area until you are in a room with an ALABASTER PLUG in
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the WEST wall. When you find this room, IGNORE the GOLD RUNE. REZROV the
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PLUG and go WEST. TAKE THE CUBE you will find and WRITE "NOPLACE" on it,
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although it will only show "NOPLAC" as the program only uses the first SIX
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letters of inputs!
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BLORPLE THE "LIGHT" CUBE to put yourself into the Light Room. Go WEST to
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the Volcano Base. WAIT until the LAVA FRAGMENT lands near you then TINSOT
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THE FRAGMENT. Now it is cool enough to take. BLORPLE THE "NOPLAC" CUBE.
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From the Noplace Room go SOUTH onto the Plain. You will see TWO ROCKS. One
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near and one further away. Try to CLIMB onto the nearer rock. No? It wants
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feeding! GIVE LAVA FRAGMENT TO ROCK. Now you can climb onto the rock. The
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idea here is to trap the other rock in the way that a checkmate is made in
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chess. Map the Plain to find an oddity. One corner (Northwest) is
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different! Using the command: ROCK, WEST or ROCK, SOUTH, etc., make the
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Green-Eyed Rock carry you about the Plain. Once you go through the odd
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Northwest diagonal you will be able to close in on the Brown-Eyed Rock.
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When the two rocks are near each other, the Brown-Eyed Rock will become
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mesmerised. You can now CLIMB ONTO THE BROWN-EYED ROCK and TAKE the CUBE.
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MARK it "DARK" and then BLORPLE THE "DARK" CUBE. Learn the SNAVIG spell and
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go DOWN to the Dark Cave from the Dark Room. Make sure that you are NOT a
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Light Source, but ensure that something else is such a source, e.g., the
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Zipper. Drop everything here and go DOWN to the Grue Cave. SNAVIG A GRUE
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and go DOWN to the Light Pool. CLIMB THE PILLAR and take the CUBE from the
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TOP. CLIMB DOWN PILLAR and return UP and UP again to the Dark Cave. Take
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all and WRITE "FIRE" on the CUBE. When you return to your own self again,
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BLORPLE THE "FIRE" CUBE.
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You need to increase your magical ability to get much further. To do this
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you need to choose a CUBE. For instance, the "EARTH" CUBE. Put this chosen
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cube into the GOLD BOX. The BOX changes slightly. TAKE THE CUBE OUT AGAIN.
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Go NORTH from the Fire Room where you should be now, and THROW THE GOLD BOX
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onto the Outcropping that you can see. Now BLORPLE (the name of the cube
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that you put in and then out of the box). From the location you are now in
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you will be able to go through the exit that was magically blocked earlier.
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For example, from the Packed Earth Room you can now go NORTH. This will put
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you beside the GOLD BOX! TAKE THE BOX AND THE CUBE and re-BLORPLE yourself
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away. WRITE "MAGIC" on this CUBE.
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BLORPLE "STRING" CUBE. From the String Room go SOUTH to the Enchanter's
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Retreat. Here you will meet good old Belboz again. Ask him about various
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things to show you need help and he will ask you a question. The answer is
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IN THE CARDS THAT CAME WITH THE ORIGINAL GAME PACKAGING! Answer correctly
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and he will give you a WROUGHT IRON KEY. Now BLORPLE "NOPLAC" CUBE again.
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Learn the JINDAK spell THREE TIMES and the BLORPLE ONCE. Go EAST to the
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Inner Vault and REZROV the DOOR. Go NORTH. You now hava a major problem to
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solve and only three spells may be cast before the Guards are alerted and
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come to drag you away!! Also NO SAVE POSITIONS ARE POSSIBLE IN HERE!!! The
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problem MUST be solved in ONE GO!!
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You will see two piles of cubes marked 'x1' to 'x10'. If the piles are
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JINDAK'd they will GLOW. There is only ONE REAL CUBE and that will make its
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pile glow BRIGHTER than the other.
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To find the REAL CUBE carefully follow these instructions:
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Put all your bits and pieces in the Zipper to make moving the cubes around
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a bit easier.
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1. Take x1, x2, x7, x8 cubes from the piles. JINDAK. If the piles glow
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evenly then go to step 2. If the glow is uneven then make a note which is
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the brighter one and go to step 5.
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2. Take x3, x4. Put x1, x2 on the first pile. JINDAK. If the piles glow
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evenly then go to step 3. If they are uneven then go to step 4.
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3. Take x1. Put x7 on the first pile. JINDAK. If the piles are even then
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BLORPLE x8, if uneven then take x7 and BLORPLE IT. Now go to step 9.
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4. Take x1. Put x7 on the first pile. JINDAK. If the piles are even then
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BLORPLE x1. If the piles are uneven then take x7. BLORPLE IT. Now go to
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step 9.
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5. Put x1, x2, x7 on the second pile. Get x9, x10, x11, x12. Put x9 on the
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first pile. Get x6. Put x6 on the second pile. JINDAK. If the piles are
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even then go to step 6. If uneven in the same way as in step 1, then go to
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step 7. If the piles are uneven in the opposite way then go to step 8.
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6. Take all the cubes off each pile, in turn and drop them all. Take and
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put x10 on the first pile, then take and put all on the second pile.
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JINDAK. If the piles are even get x12 and then BLORPLE IT. If the piles are
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uneven as in step 1, then get x11 and BLORPLE IT. If the piles are uneven
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in the opposite way, then get x10 then BLORPLE IT. Go to step 9.
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7. Take and drop all the cubes from both piles. Take cubes x3, x4. Put x3
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on the first pile and x4 on the second pile. JINDAK. If the piles are even
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take x5 and BLORPLE IT. If the piles are uneven as in step 1 then take x3
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and BLORPLE IT. If the piles are uneven in the opposite way then get x4 and
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BLORPLE IT. Go to step 9.
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8. Take and drop all the cubes from both piles. Take x6, x1. Put x6 on the
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first pile and x1 on the second pile. JINDAK. If the piles are even get x9
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and BLORPLE IT. If the piles are uneven then get x6 and BLORPLE IT. Go to
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step 9.
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9. If you are now in the Nondescript Room, you've done something wrong. If
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you are in the Sand Room then CONGRATULATIONS!!
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The areas up and down from the Sand Room are actually places in the past.
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Places you have been to before. UP goes to the Ruins where you found the
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Zipper, and DOWN goes to the Dungeon Cell where you found the MOLDY BOOK in
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the cupboard. Of course things look different because you are now quite
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some time in your own past. The problems in these two areas must be solved
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correctly and fully or you will be unable to leave here alive! The basic
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idea is to leave things in such a way that they will be just as you found
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them earlier in the game when time has passed by.
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Going DOWN first. UNLOCK the CABINET with the IRON KEY you got from Belboz.
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If the key explodes and kills you, then you must have answered Belboz's
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questions incorrectly! (ALL the answers are in the set of cards that come
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with the original Infocom game!) OPEN the CABINET to discover a VELLUM
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SCROLL which is blank. Now make sure that you have the BLORPLE SPELL
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memorised a couple of times because you are about to lose your Spell Book.
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Put the Spell Book in the cabinet. Obviously this will later become the
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MOLDY book you found! CLOSE and then LOCK the CABINET. Remember.....it was
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LOCKED when you found it! TAKE the KEY with you. Remember what the Cell
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Door was like? O.K. then......REZROV the DOOR and then, before the Guards
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arrive, BLORPLE THE "SAND" CUBE.
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Now go UP to the Ruins Room. This is where you will later find the Zipper.
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At the moment there is just a SACK here. Right! TAKE and OPEN the SACK. It
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contains a FLIMSY SCROLL.....seem familiar? EXAMINE IT. It has the GIRGOL
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SPELL on it which, as you know, you could only use ONCE........But!....if
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you had a BLANK scroll on which to COPY the GIRGOL SPELL?!! WRITE GIRGOL ON
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VELLUM SCROLL (with the Burin). Now EMPTY THE ZIPPER INTO THE SACK. PUT THE
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FLIMSY SCROLL IN THE ZIPPER and then CLOSE ZIPPER. DROP the ZIPPER. This is
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how you found the room originally wasn't it?! All that was here was a
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Zipper containing a Flimsy Scroll! TAKE the SACK and BLORPLE THE "MAGIC"
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CUBE.
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From the Magic Room go EAST to the Castle where you will be confronted by
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your shadowy enemy at last! If left to his own pace, the figure will
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eventually freeze you to enable him to have enough time to complete certain
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deeds. However, since he is now aware of your increased magical abilities,
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he does not realise that after a few moves you will shake off the spell.
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Unfortunately, if you let him freeze you when HE wants to, there is not
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enough time to shake off the spell. You need to annoy the figure enough so
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that he will notice and freeze you much sooner. As soon as you can see the
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figure try ATTACK FIGURE. He will freeze you. Now just WAIT for a while. If
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you do anything else, you will be noticed and re-frozen. Do nothing but
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WAIT until the freeze spell wears off. Keep WAITing until the figure
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IGNORES YOU!! Now, as long as you remembered to bring the VELLUM SCROLL
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with the copy of the GIRGOL SPELL on it with you, you will be able to
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defeat him.
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WAIT until the figure is just about to leap into the Hypercube he has built
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and then CAST GIRGOL. Time will stop and you have a couple of moves in
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which to win or lose! Remove the "MAGIC" CUBE from the Hypercube and
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replace it with the SMOKED FISH. The Hypercube is being built to rearrange
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the Universe in the manner that the shadowy figure wants. It is based on
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the item in the centre of the Hypercube. The figure wants MAGIC hence the
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"MAGIC" cube is in the middle. If you remove the "MAGIC" cube then do not
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put anything else in there, then the new Universe will be built around
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nothing! (DESTROYED!!!). If you put any magical item there the figure will
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get what he wants. So by using a NON-MAGICAL item, such as the SMOKED FISH,
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a totally new Universe will be created.
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As time starts again, the figure will enter the Hypercube and you will have
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WON THE GAME!!!!
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You should now have scored 600/600 and achieved the class of SCIENTIST!!
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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