609 lines
29 KiB
Plaintext
609 lines
29 KiB
Plaintext
CompuServe CIS:TEG-15629
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SPELLCASTING 101: SORCERERS GET ALL THE GIRLS
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Part 1
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INTRODUCTION
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So, you want to be a sorcerer? You, Ernie Eaglebeak, sit in your drafty attic
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room in the town of Port Gekko, dreaming of a life on the campus of Sorcerer
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University. Classes (GIRLS!), lectures (PARTIES!), tests, fame, and fortune (not
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to mention Lola Tigerbelly) await if only you can get away from the meanest
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stepfather in Peloria: Joey Rottenwood. Fate has bigger plans in store for you
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than you could ever imagine, however, as you travel through this pun-filled
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adventure.
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NOTE: This walkthru will get you through the game in NICE mode. The encounters
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in NAUGHTY mode are not that much different; I'm sure you'll be able to figure
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out what to do. I found both modes enjoyable.
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Press <CR> for more !
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CompuServe CIS:TEG-15630
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ESCAPE!
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You begin the game in your attic room awaiting an unavoidable beating from your
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stepfather. This time, you decide to make a break for it! But how? The door is
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barred and you're a bit too high to just jump out. There are two ways out that I
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know of, although I heard there's a third. Any way you go, you'll end up in the
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same situation. The game starts at 3:35 p.m. Friday; each move takes 5 minutes,
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and Joey Rottenwood is due to interrupt you at 4:00. So, either WAIT UNTIL 4:00,
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or try fun stuff like EXAMINE ME or GET RAT.
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After Joey's visit, you realize escape is even more imperative because at 7:00,
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a friend of Rottenwood's (he has friends?) is going to introduce you to the
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wonderful world of dragon-tending. This will occupy you for the next seven
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years, dashing your hopes of a career as a wizard (and ending the game). So, get
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a move on, Eaglebeak!
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You don't need the application or love note in the writing desk, but read them
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for laughs if you like, then get ready for your disgusting escape.
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Route one: OPEN LEFT WINDOW. OPEN RIGHT WINDOW. GET HAY. DROP HAY OUT RIGHT
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!CompuServe CIS:TEG-15632
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WINDOW. JUMP OUT LEFT WINDOW.
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Route two: NORTH. OPEN TINY DOOR. GET POTTY. OPEN GRATE. DOWN. DROP POTTY. (You
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really don't want to keep it, do you?)
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Both routes land you in the alley, filthy and naked, with your only way out
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through the gate to the east; however, you can't go that way yet. Lola, the beat
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of your heart, has caught her dress on the gate. You'd die of embarrassment if
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she saw you in this state! To make things worse, Joey appears to "help" Lola.
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But wait! There's a pair of overalls in the shed to the west.
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Unfortunately, the shed door is locked. Fortunately, the key is under the flat
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rock nearby. Unfortunately, you can't get it. Try MOVE ROCK and GET KEY.
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Where'd that foot come from? It's attached to your old teacher, Miss
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Beancounter, spinster. Lucky for you she's blind as a bat. But if you give her a
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chance to find her spectacles, clean them, put them on, and get a GOOD look at
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you, you're dead. What to do? Desperate times call for desperate measures. PUSH
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BEANCOUNTER. GET KEY. UNLOCK SHED DOOR WITH KEY. OPEN SHED DOOR. Go west, GET
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OVERALLS, WEAR OVERALLS, and go east twice.
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!CompuServe CIS:TEG-15634
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Clad in overalls, Joey mistakes you for the gardener, Jimmy Risingmoon, and
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lets you plow through amidst vile threats. You then make your way to Sorcerer
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University's Donkeydung Hall. Your dream of entering the hallowed halls is about
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to be realized (IF you have your registration form!).
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GET IN LINE (this is a good spot to save) and WAIT until you're asked to answer
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several questions (the game's copy protection is based on documentation checks).
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SORCERER U.
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The story picks up a few weeks into the term: You are heading across Batguano
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Court. If you like, read the school newspaper. Besides being rather humorous,
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you'll notice a change each day (today is Tuesday) as sinister forces encroach.
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GET PAPER. READ NEWS. READ ARTS. READ SPORTS. READ EDITORIAL.
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It should be about time for the early afternoon class, Mythology 101. Head for
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the appropriate location (you do have a schedule, don't you?), sit, and TAKE
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NOTES when class begins. Keep waiting until class is over, then go northeast
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!CompuServe CIS:TEG-15789
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from Meltingwolf Hall to Professor Tickingclock's office to receive an
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invitation to dinner Wednesday night at 7:30.
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NOTE: Attending classes, taking notes, and dinner with Prof. Tickingclock are
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not crucial to completing the game, but:
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A) The classes burn time, provide useful information (if you're not reading the
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entire walkthru), and are amusing (as are the notes you take).
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B) If you skip dinner with the Professor, you'll miss some background
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information on The Sorcerer's Appliance, and -- more importantly for the lusty
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players in NAUGHTY mode -- you'll miss an encounter with Hillary Tickingclock!
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C) You do want to be a good student!
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After the late afternoon class, Ethics 101, there are a few ways to pass the
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time until the all-important frat parties that start at 8:00 p.m. You can watch
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the endless game of Malls 'n' Muggers being played in Frogkisser Hall, explore
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your room, visit the frat houses, or just WAIT UNTIL 7:55. Then, from Batguano
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Court, go southwest, WAIT twice, then open the SKONN BOX (once Bo Soundofthunder
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Press <CR> for more !
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CompuServe CIS:TEG-15791
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gives it to you). Go northeast, northwest, WAIT until 8:30, and answer YES (when
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Gretchen Snowbunny asks for your help). Now, go south, east, PUT GRETCHEN IN
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BED, SEARCH GRETCHEN, and GET KEY.
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This first night at Sorcerer's U. you're more tired than you are most nights,
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so you may just want to REST. However, if you're eager for points, you should
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have enough time to get the FRIMP spell in the President's House. If not,
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there's plenty of time to do that later.
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Wherever you fall asleep, when you awaken: GET KEY, SPELL BOOK, NOTEBOOK. The
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rest of the stuff is unnecessary. (If you had the NAUGHTY encounter with
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Gretchen, GET CLOAK and WEAR CLOAK...you oversexed devil, you!) It's now
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Wednesday morning. Head to Batguano Court and check out the new issue of the
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school paper if you wish, then attend your morning class: Spellcasting 101!
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After the early afternoon class on magical creatures, you've got time for some
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spell-gathering and scoring (point-gathering, eager beaver!) before your dinner
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date (you're excused from the late afternoon class, Physical Skills 101, due to
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a slightly sprained pinkie). Go southwest from Frogkisser Hall to the Boat Dock.
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UNLOCK DOOR WITH KEY, OPEN DOOR, and go northwest. OPEN FRIMP BOX. Go southwest,
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Press <CR> for more !
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CompuServe CIS:TEG-15793
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east, northeast, up, and SKONN STATUETTE (this, I'm sorry to say, is the only
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use for that bust-enlarging spell). CLIMB STATUETTE, OPEN KABBUL BOX, and go
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down. GET POPULAR BOOK (endgame surprise!), go down, FRIMP TRAP DOOR, OPEN TRAP
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DOOR, and go down. Save the game here.
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You've entered the "Maize." Each room has a letter: You want to move through
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the rooms spelling the phrase, T-H-I-S-W-A-Y-O-U-T, and end up in the southwest
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corner where a trap door will open. So, take the following route:
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Southeast, south, east twice, and southwest. West, south, west twice, down, and
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OPEN DISPAR BOX. Up, northeast, north three times, and FRIMP TRAP DOOR. OPEN
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TRAP DOOR and go up.
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Nothing much else to do today (Wednesday) but to attend the dinner party in
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Tickingclock's suite (upstairs from Frogkisser Hall), where you can listen to
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the Professor ramble on about the Sorcerer's Appliance, examine the surfboard,
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and help Hillary with the dishes afterward (NICE mode). Then, just REST until
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morning.
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Thursday morning, grab a paper: Things are getting really weird! Attend your
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Press <CR> for more !
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CompuServe CIS:TEG-15795
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morning class, Math and Science 101, then just go to the Simulation Lab (East
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from Meltingwolf Hall), and WAIT until your disheveled mother appears to give
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you the talisman. She'll be abducted, you'll be knocked out, and awaken to find
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the University in ruins.
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Well, the good news is you won't have to turn in those class assignments. The
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bad news is everyone's gone, the strange Sorcerer's Appliance is gone, and it
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appears you're stuck on the island. But you're educated enough to use the DISPAR
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spell on the surfboard in Tickingclock's suite. First, you want to go to the
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Simulation Lab (if you're not there already). If you've been through the
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simulation before, you know the simulation spells are always removed at the end
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by a professor. Now, however, there's no one left to remove them, and you can
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get them (GUB, VAI, ZEM) permanently. Here's how to do it: SIT, GUB TREE, ZEM
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ME, and go south. FIGHT ATOMIC DRAGON WITH SWORD, VAI IVY, and CLIMB IVY. PUSH
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LEVER and OPEN SHACKLES.
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Then, end the simulation with either OPEN TRAP DOOR or CLIMB DOWN. The spells
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you gain are needed at Fort Blackwand. Now, go to the Professor's suite, DISPAR
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SURFBOARD, and GET SURFBOARD. OPEN BLUBBA BOX, go down, and southwest.
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Press <CR> for more !
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CompuServe CIS:TEG-15797
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You arrive on the boat dock just in time to hear Professor Peelerofsmallfigs
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fill you in on the tragic happenings before he expires. So, it's up to you to
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find the Sorcerer's Appliance and save the world. PUT SURFBOARD IN WATER and GET
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ON SURFBOARD. Set the left and right dials to the latitude and longitude of the
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Island of Lost Souls (the foot-shaped island), and PUSH RED BUTTON.
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SPELLCASTING 101: SORCERERS GET ALL THE GIRLS is published by Legend
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Entertainment and distributed by Electronic Arts.
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This walkthru is copyright (c) 1991 by Venger. All rights reserved.
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Last page !CompuServe CIS:TEG-15799
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SPELLCASTING 101: SORCERERS GET ALL THE GIRLS
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Part 2
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THE ISLAND OF LOST SOULS
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If you set the coordinates correctly (use the map), you should hit land at The
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Island of Lost Souls. Reading the sign, you discover that there are 80 souls
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here, imprisoned in non-human forms by Lars Stormkiller as a penalty for
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stiffing a cobbler named Waldo Bootlacer. The description of each object is a
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punny clue to the name of the Lost Soul imprisoned within. The KABBUL spell will
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restore the soul when used in the form KABBUL NAME. With this in mind, let's
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begin. (80 souls is a lot: As one gamer said, "Just be glad the city of Chicago
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didn't stiff the guy!")
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The Meadow (5 Souls): Blaise (big fire); Ashley (powdery embers); Charlotte
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(blackened hayfield); Bernie (damaged leg joint); Bea (flying insect).
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Press <CR> for more !
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CompuServe CIS:TEG-15800
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Down by the Riverside (6 Souls): Rod (fishing pole); Barb (fish hook with sharp
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point); Bridgit (pronounced span); Sandford (gritty crossing); Clifford
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(rock-walled crossing); Brooke (small stream).
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West of House (8 Souls): Jim (large metal playset); Peg (short wooden dowel);
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Jack (lifting device); Carmen (male passengers in auto); Mikey (lock opening
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device inscribed with "Yours") Belle (glowing button); Matt (rectangular,
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bristly pad); Dolly (handtruck).
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In the Forest (7 Souls): Dawn (sun on east horizon); Woodrow (logs in straight
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line); Gail (strong wind); Leif (lone bit of foliage); Ernest (ornamental vases
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in bird home); Wolfgang (dog-like carnivores humming); Robin (red-breasted
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bird).
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Living Room (16 Souls): OPEN SAFE: Chip (poker pot); Adlai (false claim);
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Nicholas (accounting statement); Ty (man's silk neck ornament); Adam
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(indivisible particle); Jules (gems in safe); Penny (cent in safe); Buck (dollar
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coin in safe); Will (legal document in safe).
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You must KABBUL the contents below first: Wilhelm (Will's son, heir to ship
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!CompuServe CIS:TEG-15802
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steering wheel); William (Will's gardener, heir to sweet potato); Wilma (Will's
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mother, heir to herself); Wilbur (Will's grandson, heir to sticky seed pod);
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Willie (Will's nephew, heir to fifth letter of alphabet); Wilton (Will's
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chiropractor, heir to 2000 pound weight); Pierre (stuffed moose, heir to small,
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round green vegetable)
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Kitchen (7 Souls): Waldo (uncooked bread batter on vertical surfaces of room);
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Patty (flat circle of ground beef); Stu (hearty soup); Ricky (alcoholic lime
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drink); Sherry (bottle of nutty wine); Pat (tiny square of butter); Frank (hot
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dog).
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Attic (7 Souls): Bo (tied silky ribbon) "Bo knows KABBUL spells!"; Bill (duck
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with long, flat beak); Kermit (canine baseball glove); Bunny (young rabbit);
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Teddy (koala bear); Tom (male cat); Knute (salamander).
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East Cellar (10 souls): Archie (large curved letter); Hardy (tough, unyielding
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letter); Lucy (letter dressed like a tramp); Dusty (letter covered with powdery
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debris); Gabby (chatty letter); Betty (gambling letter); Lacey (fringed letter);
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Connie (hustling letter); Goldie (letter made of shiny yellow metal); Daisy
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(disoriented letter).
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!CompuServe CIS:TEG-15804
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Sound Studio (8 Souls): Mike (recording device); Humphrey (silent vacuum tube);
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Carol (joyous Christmas song); Noel (cheery note with "No L"); Blair (unruly
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sound); Cy (long moan); Winnie (soft neighing of horse); Melody (tuneful song).
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British Aisles (6 Souls): Gaylord (prancing nobleman); Lulu (two toilet bowls);
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Lucille (wax toilet closure); Bobby (police officer); Billy (nightstick); Laurie
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(truck).
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Whew! One move after restoring the last soul, the restored islanders will carry
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you back to the meadow. Among the accolades heaped upon you, you are presented
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with a big key to an island! Oh, well, we'll cover that later. For now, GET ON
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SURFBOARD, set the dials for The Island where Time Runs Backwards (the island
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with the hourglass), then PUSH RED BUTTON. You're off!
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SPELLCASTING 101: SORCERERS GET ALL THE GIRLS is published by Legend
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Entertainment and distributed by Electronic Arts.
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This walkthru is copyright (c) 1991 by Venger. All rights reserved.
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!CompuServe CIS:TEG-15628
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SPELLCASTING 101
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1 Introduction, Escape, Sorcerer
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University
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2 Island of Lost Souls
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3 Island Where Time Runs Backwards,
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Island of the Amazons, Restaurant
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at the End of the Ocean
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4 Island of the Gods, Fort Blackwand,
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Stunning Climax
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Enter choice
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CompuServe CIS:TEG-10873
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WALKTHRCompuServe CIS:TEG-15807
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SPELLCASTING 101: SORCERERS GET ALL THE GIRLS
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Part 3
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THE ISLAND WHERE TIME RUNS BACKWARDS
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Well, if you thought you'd been through some strange stuff already, wait till
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you arrive (leave?) at (from?) this island. You're going to star (you have just
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starred?) in a production of "Goldilocks and the Three Mud Devils" (scene 14,
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take 187 -- you must be a lousy actor!). Somehow, you're dressed for the part
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with a dress and golden hair. Strange, you're covered with dried mud, you just
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fell off your surfboard, you're undigesting your last meal, and things just
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don't feel right. Stranger still, someone just entered. GET ON THE SURFBOARD.
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What's happening here? Simple, you're playing the part in reverse: Time flows
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backwards, and you must enter the command that would cause the OPPOSITE effect
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that you read in the preceding text. Since you fell off the surfboard, you GET
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ON THE SURFBOARD. That was a freebie; from here, you're on your own! Understand?
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Press <CR> for more !
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CompuServe CIS:TEG-15809
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I hope so because any mistake rips the fabric of time and ends the game!
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Well, next, you're yelled at by the director for dropping a piece of waybread,
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and a large piece of waybread rises into your hand. So, DROP LARGE WAYBREAD.
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Next, you walk backward to the north. So, naturally, you enter south. Okay, I'm
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not going to waste CIS's valuable space describing everything that's going to
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happen (unhappen?): I'll let you see for yourself. Go southwest, JUMP OUT
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WINDOW, and WAIT twice.
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By the sound of things, it seems that the mud devils came home, noticed that
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someone had been playing chess with their nuns (NICE mode), someone had been
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eating their waybread, and sitting in their mudbaths. The baby mud devil
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discovered you in his mudbath, so you jumped out the window. Let's proceed: GET
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IN SMALL MUDBATH, GET IN MEDIUM MUDBATH, then GET IN LARGE MUDBATH. Go up, EAT
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SMALL WAYBREAD, EAT MEDIUM WAYBREAD, and EAT LARGE WAYBREAD. PLAY CHESS WITH
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SMALL NUN, PLAY CHESS WITH MEDIUM NUN, and PLAY CHESS WITH LARGE NUN.
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Okay, now that you've finished (started?) the Mud Devils' house, it's time to
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proceed to the end (beginning?) of the scene. Go east, OPEN DOOR, READ SIGN, and
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go northwest. EXAMINE PEDESTAL and go north.
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!CompuServe CIS:TEG-15811
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Oops! It appears you arrived on the set with a BUNDEROT spell box in your hand,
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and you're totally out of character! GIVE BUNDEROT BOX TO DIRECTOR and GET OFF
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SURFBOARD.
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Suddenly, time resumes its forward progress, and you're on the surfboard with a
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BUNDEROT spell box (bet you were wondering what this weird sequence was all
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about, weren't you?). OPEN BUNDEROT BOX. Now, set the surfboard dials for The
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Island of the Amazons (the Island with a woman on it). PUSH RED BUTTON, and get
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ready for some real exertion!
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THE ISLAND OF THE AMAZONS
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If you read the back of the game box, you've probably been itching to get to
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this place for a while. Your only legitimate purpose here is to get one little
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item, but you'll be lucky to get away alive! These women hardly ever get a man
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on their island; they're so desperate for one, they'll even take scrawny, nerdy
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sorcerers (no offense intended, Ernie!). Every time you turn around, they'll be
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needing your "assistance." So, resign yourself to some heavy-duty "work," and go
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southwest to the Parade Grounds.
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!CompuServe CIS:TEG-15813
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You'll be greeted by the Amazon Leader who will direct you to the V.I.P. suite
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to the west. Go ahead: There's no sense putting off the unavoidable. After she
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avails herself of your "services," OPEN HOPE CHEST. Argh! Ambushed! Now you know
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what this Amazon was "hoping" for! After this encounter, GET SHOES, LOOK UNDER
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BED, FRIMP BED, and GET BONNET.
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You're bound to be interrupted again while doing this. Getting tired yet?
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You've got to make a break for it, soon! Unfortunately, these women will never
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let a man leave, but a woman (or a reasonable facsimile) could sneak out. You
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have a choice: Die from exertion, having earned the gratitude of the Amazons, or
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just NEARLY die from embarrassment as you sneak past in drag! You've got the
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high heel shoes and bonnet, so go up through the air vent.
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You're now in the S.I.P. (Somewhat Important Person) suite. There's a closet,
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so OPEN CLOSET and GET GOWN.
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You're sure to be ambushed by the maid: Just grin and bear (bare) it; then go
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up again to get back to the V.I.P. suite. If you're a glutton for punishment (by
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now this routine is becoming just that!), open the door of the S.I.P. suite
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!CompuServe CIS:TEG-15815
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first. Next, go east to the Parade Ground, then south to the general store to be
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abused, this time by the shopkeeper. Afterwards, GET SWORD and LIPSTICK.
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You can read the magazine in the shop if you like; it gives you the distinct
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impression the Sorcerer's Appliance and The Five Great Attachments have been
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taken to Fort Blackwand. Next, you need to make your costume change. If you're
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in NICE mode (nobody would be in NAUGHTY mode on THIS island, WOULD they?), you
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can't remove your cloak in front of the lady! Head back to the V.I.P. suite.
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Then, REMOVE CLOAK, WEAR SHOES, WEAR GOWN, WEAR BONNET, and WEAR LIPSTICK.
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If you're lucky, you'll finish dressing without another ambush. High-tail it
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back to your surfboard (east and northeast) past the sniggering Amazons in the
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Parade Ground, then change back into your normal garb by removing the
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fashionable garments and wearing your cloak. GET ON SURFBOARD, and set the dials
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for the Restaurant at the End of The Ocean: You NEED some nourishment after what
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you've just been through!
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THE RESTAURANT AT THE END OF THE OCEAN
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Unfortunately, you're not going to have time to eat here: The popular
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!CompuServe CIS:TEG-15817
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restaurant will go from boom to bust in a few moves (remember your Ethics 101
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lecture on the six stages in the life-cycle of a good restaurant?). There's a
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spell floating in mid-air above the water; you'll have to get it in a roundabout
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fashion. GET MAJJELLO BOX (watch your fingers!).
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So, now that little Pygmy Shark has your spell box! Well, as long as you've
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come this far, go inside and check out the menu. Go north and EXAMINE MENU.
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Maurice, your friendly waiter, is at your service. Hm, the Pygmy Shark looks
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delicious, doesn't it? ORDER PYGMY SHARK. Boy, this is one hot spot! WAIT. Gee,
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suddenly the prices have gone up, they're cutting back on "extras," and the
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waiter's getting rather rude! Ah, here's your order!
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Alas, you'll never be able to eat the whole thing, and they don't allow any
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takeouts. So, BUNDEROT SHARK (what a waste of food!). There's that spell box the
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shark ate (poetic justice, eh?). You've just got time to OPEN MAJJELLO BOX
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before the eatery goes bust and you get kicked out (you're not going to tip
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Maurice, are you?).
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Back outside (by the Sail-Thru window), GET ON SURFBOARD, and set the dials for
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the latitude and longitude of The Island of the Gods! Oops, what's wrong with
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Press <CR> for more !
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CompuServe CIS:TEG-15819
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the right dial? You can't seem to find the latitude setting. (Oh Boy! A puzzle!
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A puzzle!) No problem for a wizard of your caliber: Just MAJJELLO RIGHT DIAL,
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set the right dial again, PUSH RED BUTTON, and you're off!
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SPELLCASTING 101: SORCERERS GET ALL THE GIRLS is published by Legend
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Entertainment and distributed by Electronic Arts.
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This walkthru is copyright (c) 1991 by Venger. All rights reserved.
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Last page !CompuServe CIS:TEG-15821
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SPELLCASTING 101: SORCERERS GET ALL THE GIRLS
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Part 4
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THE ISLAND OF THE GODS
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Through your incredible adventures, you've managed to get the necessary items
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to go where few mortals have gone before: the fabled Island of the Gods! Your
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surfboard comes to a halt at the Gateway of the Gods -- a huge portal which just
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happens to be locked, denying you entrance. But, you just happen to have the key
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to that portal, given to you by the grateful Mayor Blaise! So, UNLOCK ISLAND
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WITH BIG KEY, and go north twice.
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Passing through the Garden of the Gods, you enter the Condo of the Gods, a
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beautiful lobby with apartments to the east and west. To the east is the abode
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of Baccarat and Bagatelle, gods of war and peace, respectively. Not much is
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going to happen here, the real "action" is to be found in the west apartment
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where Ocarina and Glockenspiel make their home.
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Press <CR> for more !
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CompuServe CIS:TEG-15822
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Glock, god of ugliness, is insanely jealous when it comes to Ock, and the last
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thing a mere mortal wants to do is be caught alone in Ock's presence when Glock
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shows up. So, HIDE BEHIND DRAPES, and WAIT until Ock and Glock enter the
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apartment. They have a heated argument over Glock's suspicions that SOMEONE has
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been helping Ock do crossword puzzles (NICE mode), and that she hasn't been
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letting him help her with them for 67,912 weeks!
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After Glock storms off in a rage, Ock sneaks out the latest puzzle, and as you
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WAIT, you watch her strain her brain. You have an intense DESIRE to help her,
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and finally you blurt out the answer to a toughie, attracting the goddess of
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beauty's attention. Well, you just have to continue, so HELP OCARINA WITH
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PUZZLE.
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After a thoroughly enjoyable (intellectual) experience with Ock, she gives you
|
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a reward in the form of a GWEEK spell box. But wait! Is that Glock's heavy
|
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footstep approaching? No time to hide; you're about to become one melted mortal!
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Oh well, at least you can get another spell and a few points before you become
|
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ancient history. OPEN GWEEK BOX.
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!CompuServe CIS:TEG-15824
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Glockenspiel barges in ready to toast you! But instead, he drags you outside to
|
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the Garbage Dump of the Gods, north of the Condo. A millennium's worth of
|
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garbage is accumulated here, and Glock has volunteered you to clean it ALL up!
|
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(Maybe death by lightning bolt would be more merciful.) Fortunately, you have
|
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the means to handle it. GWEEK GARBAGE DUMP, then BUNDEROT GARBAGE DUMP.
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Behold! You have done what all the gods could not (or were too lazy to do): You
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have recycled the Garbage Dump of the Gods into the Meadow of the Gods (it
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should have been Ernie's Meadow, in my opinion)! In the process, you uncovered a
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GOBERDUNA spell box, hidden for ages. You also seem to have started an argument
|
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among the gods over the new use for the meadow. Time to make your exit. OPEN
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GOBERDUNA BOX, go south three times, and LOCK ISLAND WITH BIG KEY (you don't
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want these omnipotent, immature beings unleashed, do you?).
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Now, GET ON SURFBOARD and set the controls for Fort Blackwand, where you know
|
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the Sorcerer's Appliance has been taken. PUSH RED BUTTON, and you soon arrive at
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the Lagoon, where the dreaded Loch Pick Monster blocks your path. No sweat! Just
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GOBERDUNA SERPENT, and the knotty problem is solved!
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FORT BLACKWAND
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!CompuServe CIS:TEG-15826
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Head east from the lagoon. Does this look familiar? This is the castle in the
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Sorcerer U. simulation lab! This time, however, you've got to get it right the
|
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first time. Okay, Equipment check: Lead-plated sword? Got the GUB, ZEM, and VAI
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spells from the simulator? Well, then, GUB TREE, ZEM ME, and go south. FIGHT
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ATOMIC DRAGON WITH SWORD, VAI IVY, then CLIMB IVY. PUSH LEVER and OPEN SHACKLES.
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Surprise, surprise! The damsel in the revealing dress is Lola Tigerbelly! She's
|
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pretty bossy, Ernie; what DO you see in her? TAKE PURSE. (Hey, you've already
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been in drag, so what's wrong with carrying a purse?) Among other things, her
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purse contains a flamethrower, just what every defenseless damsel needs for the
|
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occasional mugger or kidnaper (why didn't it help her this time, you wonder?).
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You must stop the fiend from using the Sorcerer's appliance to destroy the
|
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world. So, overcome your fear of the unknown, OPEN TRAP DOOR, and go down.
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Before you are three gates of Bronze, Silver, and Gold. Before each gate is an
|
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"X," also wrought in Bronze, Silver, and Gold. Standing on an "X" opens the gate
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of its color. Unfortunately, you can't stand on all three at once. Luckily, you
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can tell Lola to stand on one. This still leaves you one person short. But,
|
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!CompuServe CIS:TEG-15829
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isn't that picture on the wall rather familiar? Nice piece of "Art!" STAND ON
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GOLD X. LOLA, STAND ON SILVER X. KABBUL ART. ART, STAND ON BRONZE X.
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The way your heartthrob Lola reacts to Art's appearance should make your blood
|
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boil! Again I ask, WHAT DO YOU SEE IN HER? Oh, well, with all three gates open,
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go west where you will encounter....
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THE STUNNING CLIMAX!
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You enter a huge chamber wherein rests the Sorcerer's Appliance! Also, the
|
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chamber just happens to hold Professor Tickingclock, who's manacled to a wall,
|
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as well as the hideous monster who did so many horrible things, including the
|
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the despicable act of ravaging Lola! Yes, this beast must be the worst creature
|
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in all Peloria: your stepfather, Joey Rottenwood!
|
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You may as well WAIT while Rottenwood tells his story. (Isn't that always what
|
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happens in the movies? You're forced to listen to the villain tell his entire
|
|
life's story? There ought to be a law!). But, when Joey prepares (with a
|
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dramatic pause) to press both buttons on the Appliance at once, it's time for
|
|
Ernie Eaglebeak to make his move!
|
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!CompuServe CIS:TEG-15831
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Remember that delightful book, "Endgame Surprise," that you just haven't been
|
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able to put down? GIVE POPULAR BOOK TO JOEY. Rottenwood, instantly absorbed in
|
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the book, is no longer able to press both buttons simultaneously! He sits down,
|
|
totally engrossed at the prospect of a good read, and triggers the destruct mode
|
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on the Sorcerer's Appliance! A spell box, EKSLAKSIA (spell of unloading), falls
|
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out of the machine! Tickingclock informs you that in 15 minutes (that's three
|
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moves) the Appliance will explode, taking this corner of Peloria with it; the
|
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only way to override it is to dump at seven tons of whale poop on it!
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(Aren't you on the edge of your seat right now?)
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Fifteen minutes: CAST BLUBBA. If you've done this before, you know the whale
|
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knocks your spell book out of your hands. With 10 minutes (two moves) left, you
|
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can't GET BOOK, OPEN EKSLAKSIA BOX, and CAST EKSLAKSIA. So, what do you do, now?
|
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Ten minutes: You make the ultimate sacrifice: BURN SPELL BOOK. Your most prized
|
|
possesion goes up in smoke as the flamethrower blasts it! Why, oh, why did you
|
|
do it? (My apologies to Legend Entertainment and Steve Meretzky: I have to give
|
|
away this little secret from the manual). If you open a spell box in the
|
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Press <CR> for more !
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CompuServe CIS:TEG-15833
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presence of your spell book, it goes into the book. Otherwise, the spell is cast
|
|
and lost.
|
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Five minutes: OPEN EKSLAKSIA BOX. The spell, with no direction, has the general
|
|
effect of causing everyone (including the whale) to dump their loads. The
|
|
Appliance's destruct sequence is aborted, everyone is free -- the entire
|
|
Sorcerer U. gang, your mother, and Rottenwood (who slinks away). The Appliance
|
|
is taken through a portal to the sequel, and Tickingclock transports you all
|
|
back to the University. Lola runs off to Balmoral City to shop, you get hit with
|
|
a huge tuition bill, reprimanded for using level 5 spells, and advanced out of
|
|
Spellcasting 101 to return in SPELLCASTING 201: THE SORCERER'S APPLIANCE.
|
|
|
|
SPELLCASTING 101: SORCERERS GET ALL THE GIRLS is published by Legend
|
|
Entertainment and distributed by Electronic Arts.
|
|
|
|
This walkthru is copyright (c) 1991 by Venger. All rights reserved.
|
|
Last page ! |