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