200 lines
8.4 KiB
Plaintext
200 lines
8.4 KiB
Plaintext
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***************************************
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* *
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* W e l c o m e ! *
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* *
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* to another HAYES tutorial to get *
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* you through another of INFOCOM'S *
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* brilliant text adventures... *
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* *
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* S O R C E R E R *
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* *
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* The Second Book In The *
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* ENCHANTER *
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* Trilogy *
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* *
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***************************************
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Well, the folks at INFOCOM have done it again. Another superb text
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adventure which picks up where ENCHANTER left off. While not quite as
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difficult as ENCHANTER, SORCERER is nonetheless a very entertaining
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and challenging adventure, with new twists on old standards (the glass
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maze comes to mind) and a very logical set of puzzles to solve.
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While some of you may be working off a pirated copy of this game, I
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urge you to go out and buy an original. If any software company
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deserves our continued support, it is INFOCOM. They are truly the
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pioneers in the field of interactive fiction and they make up for the
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price of their disks by supplying original and very enter- taining
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game packages and docs. Besides, one day an original copy of some of
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these games may be worth some- thing... I can remember a few comic
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books I wish I'd held on to!
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Anyway, enough of the commentary... as usual, everything between
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commas is input and seperate comments are between (parenthesis) or
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offset by the arrow --->.
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And away we go...
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S, (you'll get eaten by the hellhound and then wake up), Frotz Me (can
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you think of a better light source!), Get Up, W, W, Pull Hanging, Get
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Key, Open Drawer, Unlock Journal, Read Journal
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---> Inside the journal is written a code word which will change every
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time the disk is booted, much like the space coordinates in STARCROSS
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were protected. Write this code word down as you will be referring to
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it in a moment...
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Drop Key and Journal, E, S, S, W, Get Matchbook and Vial, Open Vial,
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Drink Potion, Drop Vial, E, Open Mailbox, Put Matchbook in Mailbox, E,
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Get Scroll, Gnusto Meef, W
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---> Now, if you haven't heard the doorbell ring yet, keep typing
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'wait' until the mailman arrives and delivers the mail. If you've
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heard the bell, then the mail is already here...
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Open Mailbox, Get Orange Vial, D
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---> OK, Now we need to unlock this trunk. The combination of buttons
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to push depends upon the codeword found in Belboz' journal. Follow-
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ing are the various words and their associated combinations.
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Example: If the code is 'Blood-
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worm', you would input:
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Push White,
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Push Gray,
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Push Black,
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Push Red,
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Push Gray
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and the lock would open. Here are the various codes (thanks to the
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great FINEOUS FINGERS for supply- them!!):
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Bloodworm: White Gray Black Red Gray Brogmoid: Red Purple Red Black
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Purple Dorn: Gray Purple Black Gray White Dryad: Black Gray White
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Red Red Grue: Black Black Red Black Purple Hellhound: Purple White
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Gray Red Gray Kobold: Red Purple Black Purple Red Nabiz: Purple
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Black Black Black Red Orc: Red Gray Purple Gray Red Rotgrub: Gray
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Red Gray Purple Red Surmin: Black Black Purple Red Purple Yipple:
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Gray Purple White Purple Black
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---> OK, the lock should pop open and then you should...
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Get Moldy Scroll, Aimfiz Belboz, NE
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---> That should get you away from the hellhound. I would advise
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saving the game here, so you don't have to go through all that again
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if you happen to slip up. Also, from now on, you will find yourself
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growing sleepy from time to time. Whenever you start feeling tired,
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just 'Sleep' wherever you are. Make sure, however, that you are not
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in the middle of solving a time-crucial puzzle like the maze or the
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coal-bin room where sleep will lead to your doom. I will mention the
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places where sleep seems to overcome you, so don't worry about this
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too much. On to the solving...
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D, D, S (you should be in the Crater), NE, NE, E, N, NE, Memorize
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Izyuk, Izyuk Me, U, Get Guano and Scroll, Gnusto Fweep, D, SW, U, W,
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W, NE, SE, E, E, Put Guano in Cannon, Get Scroll, W, Lower Flag,
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Search Flag, Get Aqua Vial, W, NW, SW, W, D, D, S (you should be back
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at the Crater), W, Memorize Izyuk, Again (this is so you can re-
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member the spell longer), Izyuk Me, W, W, N, Get Coin, S, E, Izyuk Me,
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E,E
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---> About this time you may need to sleep. If not, you might want to
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type 'Wait' a few times until you get tired. Then type 'Sleep'.
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NE, NE, E, E, Wake Gnome, Give Coin, E, E, N, N
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---> Now on to the Maze! You need to memorize the Fweep spell at least
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3 times in order to get through this sucker. The spell wears off after
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a while and you will not be allowed to carry anything (like your spell
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book) while you are a bat (early bugs let you, but that is
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cheating...). If you haven't memorized it enough, you'll forget it.
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So...
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Drop All but Book, Memorize Fweep, Again, Again, Fweep Me, E, N, E, S,
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S, W, D, E, E, N, N, U, U, S (you should now return to human form), E,
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Get Scroll, Drop Scroll in Hole, Fweep Me
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---> At this point a Dorn Beast will start coming at you... GET THE
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HELL OUT!
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W, W, S, E (bye bye Dorn!), D, D, W, W, U, U, N, N, D, E (your Fweep
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spell should wear off at this point, so..), Fweep Me, S, E, N, D, W,
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S, W, U, W
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---> You've done it! Now, keep typing 'Wait' until you are human
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again, then...
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Get All, S, S, E, Get Scroll, Gnusto Swanzo
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---> Here's another good place to save the game. Sleep if you need
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to... you probably will by the time you get to the amusement park.
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W, W, W, Search Gnome (AHA!), W, W, SW, SW, S, SW, W (a gnome will
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appear), Give Coin, W, W, S, Get Ball, Open Aqua Vial, Drink Aqua
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Potion, Throw Ball at Bunny, Drop Aqua Vial, N, E, E, NE, S, Yonk the
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Malyon, Malyon the Dragon
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---> At this point, keep typing 'Wait' until your muscles feel the
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effect of the aqua potion wear off. Then...
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S, Open Orange Vial, E, Drink Potion
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---> At this point, your twin should appear. This is an interesting
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time-puzzle that must be solved correctly in order to get past it with
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the scroll you find and your spell book still intact. An interesting
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bit of trivia for all you ZORK fans who always wanted to know what the
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timber in ZORK I was meant for... In the original mainframe ZORK,
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which incorporated the best of ZORK I, II, and III combined in one
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giant adventure, you found the crystal sphere (now found in the
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aquarium in ZORK II) by tying the rope to the timber and then using it
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to stop yourself halfway down the chute which ends up in the cellar of
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ZORK I. The authors have used this little puzzle here to great
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effect... Anyway, on with the solving...
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Give Book
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---> When you give your spell book to your older self, he will give
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you a combination number... remember it, then...
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Drop Vial, E, Set Dial to (whatever number you were given), Open Door,
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E, Get Rope, U, SW, Get Timber, S, NE, N, W, Tie Rope to Timber, Drop
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Timber, Drop Rope Down Chute, Climb Down Rope, Get Scroll, Golmac Me,
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Open Lamp, Get Smelly Scroll, D, Tell Younger Self "The Combination Is
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(the number you were given)"
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---> Remember to use the quotes when you talk to your younger self
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this way. He should then give you your spell book (think about what
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just happened!!). You should immediately go...
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D, (Now 'Wait' a few times until the orange potion wears off and you
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feel tired), Sleep
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---> You might want to save the game before this final set of moves!
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Gnusto Vardik, Memorize Meef, Again, Drop Book, Swim in Lagoon, D,
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Meef Weeds, Get Crate, U, W, Drop Crate, Get Book, Open Crate, Get
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Suit and Can, NE, N, Meef Vines, Spray Repellent on Suit, W, W,
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Memorize Vardik, Vardik Me, Open White Door, Memorize Swanzo, Swanzo
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Belboz
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*** AND THAT DOES IT!!!!! ***
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This tutorial is the >EXCLUSIVE< property of the ADVENTURER'S TAVERN
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and should not be posted on any other board without prior permission
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of THE GUNSLINGER.
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Many thanx to THE GUNSLINGER and FINEOUS FINGERS in helping with this
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adventure.
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