diff --git a/actions.zil b/actions.zil new file mode 100644 index 0000000..97001e5 --- /dev/null +++ b/actions.zil @@ -0,0 +1,1354 @@ +"MAGIC for + MAGE + (c) Copyright 1985 Infocom, Inc. All Rights Reserved." + +"---Summary of magic spells--- + + -Spell- -English- + + s AIMFIZ transport yourself to someone's location +e BLORB STRONG-BOX-SPELL + 6 BLORPLE explore mystic connections + 6 CASKLY perfect +e CLEESH NEWT-SPELL + 6 ESPNIS SLEEP-SPELL +e EXEX HASTE-SPELL +e FILFRE CREDITS-SPELL +es FROTZ LIGHT-SPELL + s FWEEP turn caster into a bat + s GASPAR resurrection + 6 GIRGOL stop time +es GNUSTO WRITE-MAGIC-SPELL + s GOLMAC travel temporally +e GONDAR QUENCH-SPELL +e GUNCHO BANISH-SPELL +es IZYUK FLY-SPELL + 6 JINDAK detect magic +e KREBF REPAIR-SPELL +e KULCAD DISPEL-SPELL + 6 LESOCH gust of wind + 6 LISKON shrink + s MALYON bring life to inanimate objects + s MEEF cause plants to wilt +e MELBOR PROTECTION-SPELL +e NITFOL TALK-TO-ANIMALS-SPELL +e OZMOO CHEAT-DEATH-SPELL + s PULVER cause liquids to dry up +es REZROV OPEN-SPELL + 6 SNAVIG transform into another + s SWANZO exorcise an inhabiting presence + 6 THROCK cause plants to grow + 6 TINSOT freeze + s VARDIK shield a mind from an evil spirit +e VAXUM CHARM-SPELL + s VEZZA view the future + s YOMIN mind probe + s YONK augment the power of certain spells +e ZIFMIA SUMMON-SPELL + + -Potion- -English- + + s BERZIO obviate need for food and drink + s BLORT see in the dark + s FLAXO exquisite torture + s FOOBLE increase coordination + s VILSTU obviate need for breathing +" + + + +> + + + + + ) + (ELSE + + > + + ").">)>)> + ) + ( + ) + ( + + + ) + ( + )> + + ")." CR>> + > + + )> + ) + ( + )>> + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +"OLD SPELLS" + + + + + + + + + + + + + > + + + ) + ;(> + >> + ) + ( + + >> + ) + (> + + )>) + ( + )>> + +> + +)) + + + )> + >)> + + > + +> + +)) + + > + ,TOUCHBIT> + ,WINNER>>> + + ) + ( + > + + + ) + ( + ,RMUNGBIT>> + ) + ( + + ) + ( + > + + ) + (T + )> + ) + ( + + + ) + ( + ) + (> + + ) + (T + > + > + + + + >>> + + ) + ( + + ) + (> + + + )>)> + > + > + + + ) + (ELSE + )> + + + )> + + )> + )>) + (> + >> + ) + ( + )>> + + ".\""> + + + ,GIRGOL-SPELL>>> + )> + > + +)) + + 1 -1) + + + > + >>> + + .NUM>> + > + )> + + )> + > + 1>>> + +> + + + >> + +) + (ELSE + > + )>)> ;"not changed" + ) + (ELSE + + > + )> + > + > + )>)> ;"not shrunk" + ) + (ELSE + > + > + )>)> ;"not time-stopped" + ) + (ELSE + > + )>)> ;"not sleeped"> + + + ;"max spells memorizable" + ;"number can memorize now" + +"subtitle magic-related verbs" + +> + +)> + ,GNUSTO-SPELL) + ( ,FROTZ-SPELL) + ( ,REZROV-SPELL) + ( ,YOMIN-SPELL) + ( ,LESOCH-SPELL) + ( ,BLORPLE-SPELL) + ( ,SNAVIG-SPELL) + ( ,GIRGOL-SPELL) + ( ,JINDAK-SPELL) + ( ,ESPNIS-SPELL) + ( ,MALYON-SPELL) + ( ,CASKLY-SPELL) + ( ,LISKON-SPELL) + ( ,THROCK-SPELL) + ( ,TINSOT-SPELL) + ( ,SPELL-COPY)>> + + ,WINNER> + >> + )> + + + ) + ( + + )> + > + + + >>> + + ) + (> + + >> + + + ) + ( + + + ) + (T + + )>)> + + >)> + >> + + )> + >> + > + + + + > + )> + )> + + ) + (> + CR> + ) + (ELSE + )>) + (ELSE + + + )>> + +> + + )> + > + + + >> + + )> + > + +> + +> + + + >> + ) + ( + + >> + ) + ( + + > + )> + + + ) + ( + + ) + ( + ) + ( + ) + ( + ) + ( + ) + ( + ) + ( + + + > + ) + (ELSE )>) + ( + ) + ( + ) + (ELSE + )>) + ( + ) + ( + ) + ( + ) + ( + ) + ( + ) + ( + ) + ( + )> + 5>>> + >)> + >)> + %)>> + > > + ) + (ELSE + )>> + +> + ) + (T + > + + > + >> + ) + (T + )> + )>> + +> + )> + > + + ,V?GNUSTO) + ( ,V?FROTZ) + ( ,V?REZROV) + ( ,V?YOMIN) + ( ,V?LESOCH) + ( ,V?BLORPLE) + ( ,V?SNAVIG) + ( ,V?GIRGOL) + ( ,V?JINDAK) + ( ,V?ESPNIS) + ( ,V?MALYON) + ( ,V?CASKLY) + ( ,V?LISKON) + ( ,V?THROCK) + ( ,V?TINSOT) + ( ,V?$XEROX ;)>> + +> + +;"These spells no longer exist" + ;IZYUK-SPELL + ;AIMFIZ-SPELL + ;SWANZO-SPELL + ;GOLMAC-SPELL + ;VARDIK-SPELL + ;PULVER-SPELL + ;MEEF-SPELL + ;VEZZA-SPELL + ;GASPAR-SPELL + ;YONK-SPELL + +) (OS <>) TMP) + + 1 -1) + >> + + )> + )>> + + )> + + ) + (T + )> + + > + +) "AUX" X) + ) + (T + )>)> + + 1>> + + )> ;"prevents ,COUNTERS table overflow" + > + .S> + + 0> + > + .S)>> + +> + +> + + + + >)>> + + + > + ) + (ELSE + + > + > + >) + (ELSE + + >)> + + + )> + + ,VEHBIT> + > + + ,LOST-ON-LAND>)> + " behind.">)> + + + + + )>> + +> + +>> + + + + > + )>> + + + + + >>>> + + + + + + + )> + + + ) + (ELSE + )>> + +> + + + ) + ( + ) + ( + > + ) + (ELSE + )>> + +> + + ,GLOBAL-ROOM>> + + + ) + (ELSE + )> + )>> + +) + ( + + ) + (ELSE + + + + + + > + ) + ( + ) + ( + ) + ( + + ) + ( + > + + > + + ) + ( + + ) + ( + + )>) + (ELSE + )>)>> + + + + + + > + > + > + + + ) + (ELSE + + ) + (ELSE )> + )>) + ( + ) + ( + ) + ( > + )> + + > + )>) + (> + )>> + +>) + > + + > + > + ) + ( + > + + >)>)>)>>> + + ) + ( ) + ( )>> + +> + + + ) + ( + ) + ( + + + ) + (ELSE + )> + + )>) + (ELSE + )>> + + + + > + + ) + (ELSE + )>> + +> + + + + + >> + + >> + ) + ( + ) + ( + + + > + + ) + ( + + )>) + (> + + + ) + (ELSE + )>) + ;( + > + ) + ( + ) + ( + > + + + ) + (ELSE + + + )> + )>> + +> + + + + >> + + ) + (,SHRINK-FLAG + + )> + )>> + + + ) + (ELSE + + >> + + + + )> + ) + (ELSE + + + )>)>) + (ELSE + )>> + +> ;"object shrunk" +> ;"T if player shrunk" + +> + ) + (> + ) + ( + ) + ( + ,WINNER>>> + ) + ( + ) + (T + > + + ) + ( + > + + + + ) + (T + + + + + + ) + (ELSE + )> + )> + T) + (T + )>)>> + + + + ) + ( + > + + + + + + ) + (ELSE + )> + + + ) + (ELSE )> + + + > + ,LIT> + + )> + ) + (T + )>> + + + ) + ( + ) + ( + ) + (T + )>> + + + ) + ( + >> + ) + ( + > + + ) + ( + ) + (> + + + + + )> + > + )> + + ) + (T + )>) + (T + )>> + +> + + + > + + + + + + + > + ) + (> + ) + ( + ) + ( + ) + (> + ) + ( ,SPELL-BOOK ,DEAD-BOOK> + ) + ( + >> + ) + (ELSE + > + > + > + > + > + > + + + + > + )>) + (> + + ) + ( + ) + ( + > + ) + ( + >> + )>) + (ELSE )>> diff --git a/c1.zil b/c1.zil index c9def43..30d5ef3 100644 --- a/c1.zil +++ b/c1.zil @@ -40,7 +40,7 @@ spell scrolls." CR>) ) (ELSE ,DULL-ROOM-RETURN)>> -> +> "EARTH" @@ -646,7 +646,7 @@ see a fat, pointed tongue."> "There's no hinge there; it's not a door!" CR>)>)>> > + > @@ -739,7 +739,7 @@ ruin." CR>)>)>> )>)>> )>) ( - - >>> - ) + >> + ) ( > ) @@ -788,12 +787,14 @@ ruin." CR>)>)>> ( >> + 1 ,W?HOLE> - ) + + ) ( > + 1 ,W?ZIPPER> ) @@ -803,11 +804,17 @@ ruin." CR>)>)>> ( >> - > - > - - ) + > + ) + (ELSE + > + > + + + )> + )>) (ELSE )>)>) @@ -819,6 +826,7 @@ ruin." CR>)>)>> ) ( >> + 1 ,W?HOLE> >)> )>)>> the area.">)> ) ( > + 1 ,W?ZIPPER> > )> though something was thrust into your hand, there's something there. Oops, it slipped away again." CR>)>) ( - > + > ) ( )>) ,IN-PIPE-2> - > - + + + >> + )> @@ -1366,6 +1376,8 @@ hermit looks glum." CR>> "\"I like avalanches. They keep people away. Usually.\"" CR>) ( ) + ( + ) ( )>> ) (ELSE )>)>) - ( + ( ) ( )>> (EAST TO CLIFF-BOTTOM) (IN TO OGRE-CAVE) (NORTH TO OGRE-CAVE) - (UP "There's no path that way.") + (UP "There's no way up here.") (ACTION CAVE-ENTRANCE-F) (FLAGS RLANDBIT OUTSIDE ONBIT) (GLOBAL GLOBAL-CLIFF GLOBAL-CAVE GLOBAL-ROCKS) @@ -1664,6 +1676,9 @@ credit." CR>> "This small but cozy hole is the ogre's lair. Moldy, filthy furs piled in one corner make a crude bed. There is a rocky crawl up to the main part of the cave." CR>) + ( + + )>) ( > ) @@ -1686,6 +1701,7 @@ part of the cave." CR>) > + > > ,MAGIC-BOX-CUBE>> @@ -1818,7 +1834,7 @@ bear."> )> ) - ( > + ( > ) ( diff --git a/c2.zil b/c2.zil index c3dec03..fdb60cf 100644 --- a/c2.zil +++ b/c2.zil @@ -169,16 +169,19 @@ to reach the bottom." CR>> (FLAGS RWATERBIT ONBIT) (GLOBAL WATER)> +> + )>> + ) ( - > - )>) + ) ( @@ -207,7 +210,7 @@ surface." CR CR> ( )>)>> -> +> )>> (FLAGS RLANDBIT) (GLOBAL TRAP-DOOR WATER)> - ;"how full is oubliette?" - ;"how much ice is there?" - ;"how near death from hypothermia?" + ;"how full is oubliette?" + ;"how much ice is there?" + ;"how near death from hypothermia?" > ( )>)>> -> )>> (THINGS MOSS MOSS-PSEUDO)>)> - - @@ -851,7 +854,7 @@ confused, you are dashed against the rocks at the bottom of the cistern.">)>> (EAST TO CELL-HALL-EAST) (ACTION PRISON-F) (FLAGS RLANDBIT) - (GLOBAL TRAP-DOOR STAIRS EAST-WALL) + (GLOBAL TRAP-DOOR EAST-WALL) (THINGS SLIME MOSS-PSEUDO) (<> MOSS MOSS-PSEUDO) (<> FUNGUS MOSS-PSEUDO)>)> @@ -966,6 +969,7 @@ spell.") >> ) ( + >> )>) @@ -1025,6 +1029,7 @@ materializes before you!" CR> > + > > )> @@ -1084,7 +1089,7 @@ as you watch. While not good as new, the book looks much better">)> )>)>> - + @@ -1124,7 +1129,7 @@ bright red and yellow coruscations. The only exit is down." CR>) )>> -> +> )) @@ -1338,7 +1343,7 @@ ravenous like all young birds, gobbles you down.">)>)>> (ELSE )> ) - ( > + ( > ) ( )>> -> +> @@ -233,7 +233,7 @@ of carpets"> 'RANDOM-CARPET " that's shabby and badly made">)>)> > -> +> ) "AUX" PREV) @@ -445,7 +445,7 @@ thief!\""> )>> -> +> )) @@ -462,10 +462,10 @@ thief!\""> "The merchant says, \"Time is money, and you've wasted too much of mine!\""> )>> - - - - + + + > )>)>> -> +> + +> ) ( - ) + ) ( )>> @@ -848,13 +851,15 @@ fringe of the carpet starts to ruffle expectantly." CR>) )> > - + > + )> > @@ -911,7 +916,10 @@ Abdul el-Flathead| ( >> ) - ( + ( + + ,PRSI + >> > @@ -1014,9 +1022,9 @@ CR>)>)>> CTHE ,PRSO " falls, dwindling below you, never to be seen again." CR>) (ELSE )>> - - - + + + ) > - + @@ -1166,7 +1174,7 @@ the flow." CR>) )>)>> -> +> )>) (MOLTEN LAVA LAVA-PSEUDO) (<> MOUNTAIN VOLCANO-PSEUDO)>)> -> +> @@ -1288,7 +1296,7 @@ flat top about four feet across which is roughly square."> and cubical.">)> + ,MAGIC-CUBE> ) ( > @@ -1380,7 +1388,11 @@ light coming from "> )>)>> +which is slowly disappearing, perhaps by evaporation." CR>)>) + ( + 2 ,W?PILE>) + ( + 2 ,W?LIGHTS>)>> @@ -1402,7 +1414,7 @@ which is slowly disappearing, perhaps by evaporation." CR>)>)>> (THINGS )> ) + ) ( ) ( > @@ -1441,6 +1453,7 @@ center of the room." CR>)>) )>) ( + 2 ,W?PILE> > > @@ -1455,7 +1468,9 @@ a larger area." CR CR>) "You make your way carefully in the almost non-existent light down to an area filled with dim shapes. They move about purposefully, making horrible gurgling noises. The floor is rough and jumbled near the walls, so you -haven't been noticed yet." CR CR>)>)>)>> +haven't been noticed yet." CR CR>)>)>) + ( + 2 ,W?LIGHTS>)>> ) ,ROOMS ,PSEUDO-OBJECT>> )>) ( + 2 ,W?PILE> )> - )>> + ) + ( + 2 ,W?LIGHTS>)>> ) (ELSE )>)>> +the dark." CR>)>) + ( + 2 ,W?PILE>) + ( + 2 ,W?LIGHTS>)>> @@ -1523,20 +1545,24 @@ the dark." CR>)>)>> )) >> - )> - + + ) + (ELSE + + )>)> ) ( ) - ( + ( ) @@ -1645,7 +1671,7 @@ glassware are carelessly stacked in corners.">)> north side of the room whose lock mechanism is visible. "> ) ( - )>> + )>)>> )>) (IN LOCAL-GLOBALS) (DESC "iron door") (SYNONYM DOOR) - (ADJECTIVE IRON NORTH N) + (ADJECTIVE IRON NORTH) (FLAGS DOORBIT LOCKED) (ACTION IRON-DOOR-F)> @@ -1770,7 +1796,7 @@ five burly guards are coming." CR>)>) ( )>> - + @@ -1795,7 +1821,7 @@ five burly guards are coming." CR>)>) )> - + ) (ELSE )> @@ -1831,9 +1857,10 @@ that they are.">) )> - )>> + + )>)>> -> @@ -1848,11 +1875,10 @@ that they are.">) > - - )> - ,PILE-1>> + ,PILE-1>> @@ -1863,37 +1889,31 @@ that they are.">) > >)>> -> +> - - )> - > - - - >> - > - ) - (ELSE - - >)>> + > + + + >> + > + ) + (ELSE + + >)>> - > - )> - - > - > - >> - > - )> - - > - > - >>> + + > + >> + + > + >> + > ) )>> - - - > - - )>)>> + + + > + + )>> ) ) (ELSE )>)>> - + -) (CNT 0)) - ) - ( ;"REAL CUBE" - >) - ( ;"FAKE CUBE" - >) - ( - > - >)> - >>> +) + ;"REAL CUBE" + >) + ( ;"FAKE CUBE" + >) + ( + > + >)>>> - - + + ) "\"Missed me! Missed me! Now you have to kiss me!\" It plants a smooch on your cheek." CR>)>> - -> + +> )>> (GENERIC GENERIC-RANDOM-F) (ACTION PILE-F)> - + -) (1ST? T) (CNT 0) N CUBE?) - - - - )> - - )>)> - )> - > - > - ;"not a cube?" - >>> - - > - ) - (ELSE )>) - (T >)> - > - ) - (ELSE - )>) - (ELSE >)> - >> + + + )> + + )>)>) + > + ;"not a cube?" + >>> + + > + ) + (ELSE )>) + (T >)> + > + ) + (ELSE + )>) + (ELSE >)>> + > @@ -2066,6 +2081,11 @@ etc." CR>) > ,M-FATAL <>>> ) + ( + + ) (ELSE @@ -2273,12 +2293,10 @@ on it." CR>) )> > -)) - ) - (>> - >) - ( - >>)> - >> - .CNT> +) + >> + >) + ( + >>)>>> diff --git a/c4.zil b/c4.zil index b75b3b0..c2b7a8e 100644 --- a/c4.zil +++ b/c4.zil @@ -69,11 +69,11 @@ like a deflated balloon on the ground."> ones can do here.\"">)> > -> +> - - - + + + @@ -105,7 +105,7 @@ ones can do here.\"">)> )> )>> - ;"1 -- E, S, SW" #BYTE %<+ 2 4 8> ;"2 -- E, W, S" @@ -208,9 +208,9 @@ carefully before answering. "> one, though not as odd as the last. It was as unprepossessing as you. Of course, I am the most handsome.\"" CR>)>> -> -> -> +> +> +> )) @@ -329,7 +329,7 @@ rock says, \"Hey! What is this? What about my privacy?\""> nice. Then you could ride on top and admire me from that angle. It's a rare privilege.\"" CR>> - + @@ -437,10 +437,10 @@ settle yourself carefully on top. "> (> )>)>> - - + "LIGHT" @@ -578,7 +578,7 @@ the bright blue background." CR>) "A rabbit hops across the meadow, twitches its nose at you, and then scampers away." CR>)>)>> -> +> )>)>> ) - ( + ;( >> )>> @@ -629,7 +629,7 @@ would own." CR>) in the meadow. It's like a well-kept garden.">)> > - + @@ -667,7 +667,12 @@ earth with it." CR>)> )>) ( - ,GROUND>> + + + > + + + >>>> > > @@ -828,7 +833,7 @@ fluid." CR>) (FLAGS RLANDBIT) (THINGS )> -> +> @@ -845,10 +850,11 @@ rose.">)> ( >> > - + )>> > @@ -873,7 +879,7 @@ every particular." CR>) delicate filigree one might expect on a real but ornamental counterpart is here. As though that challenge was not enough, the artist set the carving deep in the stone of the wall." CR>)>) - ( + ( ) ( ) @@ -916,17 +922,13 @@ through. You notice that the arm pointing north is now dull pot-metal."> )> > - - + + -)) - - ) - ( .N> - >>) - (ELSE - >)>>> +)) + .N> + >>)>>> @@ -986,7 +988,7 @@ the north wall of the room.">)> (IN LOCAL-GLOBALS) (DESC "north rune") (SYNONYM RUNE RUNES) - (ADJECTIVE NORTH N SILVER LEAD) + (ADJECTIVE NORTH SILVER LEAD) (FLAGS NDESCBIT READBIT) (EXITS %,C-NORTH) (GENERIC GENERIC-RANDOM-F) @@ -996,7 +998,7 @@ the north wall of the room.">)> (IN LOCAL-GLOBALS) (DESC "east rune") (SYNONYM RUNE RUNES) - (ADJECTIVE EAST E SILVER LEAD) + (ADJECTIVE EAST SILVER LEAD) (FLAGS NDESCBIT READBIT) (EXITS %,C-EAST) (GENERIC GENERIC-RANDOM-F) @@ -1006,7 +1008,7 @@ the north wall of the room.">)> (IN LOCAL-GLOBALS) (DESC "west rune") (SYNONYM RUNE RUNES) - (ADJECTIVE WEST W SILVER LEAD GOLD) + (ADJECTIVE WEST SILVER LEAD GOLD) (FLAGS NDESCBIT READBIT) (EXITS %,C-WEST) (GENERIC GENERIC-RANDOM-F) @@ -1016,7 +1018,7 @@ the north wall of the room.">)> (IN LOCAL-GLOBALS) (DESC "south rune") (SYNONYM RUNE RUNES) - (ADJECTIVE SOUTH S SILVER LEAD) + (ADJECTIVE SOUTH SILVER LEAD) (FLAGS NDESCBIT READBIT) (EXITS %,C-SOUTH) (GENERIC GENERIC-RANDOM-F) @@ -1026,7 +1028,7 @@ the north wall of the room.">)> (IN LOCAL-GLOBALS) (DESC "northeast rune") (SYNONYM RUNE RUNES) - (ADJECTIVE NORTHEAST NE SILVER LEAD) + (ADJECTIVE NE SILVER LEAD) (FLAGS NDESCBIT READBIT) (EXITS %,C-NE) (GENERIC GENERIC-RANDOM-F) @@ -1036,7 +1038,7 @@ the north wall of the room.">)> (IN LOCAL-GLOBALS) (DESC "northwest rune") (SYNONYM RUNE RUNES) - (ADJECTIVE NORTHWEST NW SILVER LEAD) + (ADJECTIVE NW SILVER LEAD) (FLAGS NDESCBIT READBIT) (EXITS %,C-NW) (GENERIC GENERIC-RANDOM-F) @@ -1046,7 +1048,7 @@ the north wall of the room.">)> (IN LOCAL-GLOBALS) (DESC "southeast rune") (SYNONYM RUNE RUNES) - (ADJECTIVE SOUTHEAST SE SILVER LEAD) + (ADJECTIVE SE SILVER LEAD) (FLAGS NDESCBIT READBIT) (EXITS %,C-SE) (GENERIC GENERIC-RANDOM-F) @@ -1056,7 +1058,7 @@ the north wall of the room.">)> (IN LOCAL-GLOBALS) (DESC "southwest rune") (SYNONYM RUNE RUNES) - (ADJECTIVE SOUTHWEST SW SILVER LEAD) + (ADJECTIVE SW SILVER LEAD) (FLAGS NDESCBIT READBIT) (EXITS %,C-SW) (GENERIC GENERIC-RANDOM-F) @@ -1096,19 +1098,35 @@ of inlaid "> (SYNONYM HOLE DOOR) (ADJECTIVE OCTAGONAL) (DESC "octagonal hole") - (FLAGS DOORBIT NDESCBIT AN CONTBIT OPENBIT) + (FLAGS DOORBIT NDESCBIT AN CONTBIT OPENBIT VEHBIT) (GENERIC GENERIC-HOLE-F) (ACTION OCTAGONAL-HOLE-F)> - - >> + > ) + ( + ) ( ) ( ) - ( + ( + + > + > + > + > + > + + + >>> + > + ) + (ELSE + )>) + ( > >)>)>> @@ -1121,7 +1139,7 @@ of inlaid "> (FLAGS AN NDESCBIT TAKEBIT TRYTAKEBIT) (ACTION MAZE-2-DOOR-F)> - + (ELSE )>)>)>> -) "AUX" (CNT 1) - (L ) (1ST? T) (OLD <>)) +) + "AUX" (L ) (1ST? T) (OLD <>)) >)> - - - ) - ( .N>>> - >) - (ELSE )> - )> - >>)> - >>> + ) + .N>>> + >) + (ELSE )> + )> + >>)>>> "MAGIC" @@ -1468,11 +1483,11 @@ black emptiness to the east." CR>) 13> ) (ELSE )>> ->> - >)> - )>>> +>> + >)>> + .N> @@ -1571,6 +1586,7 @@ You drown as well.">) )>) ( + @@ -1589,9 +1605,9 @@ rocks and boulders"> )>)>> - + - @@ -1633,7 +1649,7 @@ were being torn apart. "> )> )>> - ) ( + > @@ -1725,11 +1742,11 @@ the shouts of guards and the rattle of weapons." CR>) )>> - - + "CONNECTIVITY CUBE" @@ -1790,7 +1807,7 @@ a similar gap." CR>) (SYNONYM QWORD) (FLAGS NDESCBIT)> - WATER-CUBE AIR-CUBE diff --git a/cards.txt b/cards.txt new file mode 100644 index 0000000..703f68c --- /dev/null +++ b/cards.txt @@ -0,0 +1,89 @@ + SPELLBREAKER "ENCHANTER CARDS" +------------------------------------------------------------ + Barsap + Royal Magician + (Turned into a newt, 972) + +"The hardest trick is making it look easy." + +First performed before royalty, 850 +Appointed Royal Magician, 875 +Greatest skills: juggling, creative accounting +Guild membership revoked for dues evasion, 960 +Last book read: "Magic with Mirrors" +Double Fanucci handicap: 19 +------------------------------------------------------------ + Barbel of Gurth + Arbiter, Diplomat + +"When I was a boy, I was told that any Enchanter could +become a Guildmaster. Now I'm beginning to believe it." + +Son of Delbor, advisor to Lord Dimwit Flathead +Inventor of the golmac spell +Guildmaster of Gurth City chapter since 933 +President of GAC (Gurth Arbiters Congress) +Greatest skills: arbitrating, speaking in toungues +Responsible for restoration of high enchantmant dues +Double Fanucci handicap: 42 +------------------------------------------------------------ + Gustar Woomax + Chronicler of Magic + +"If history can teach us the difference between good and bad +magic, it can teach us anything." + +Author of "A Brief History of Magic," "Bizboz at Galepath," + "Mage versus Archmage," "Revenge of the Dornbeasts," + "The Granola Riots" (co-authored by Wilbar Memboob), + and "The Coconut of Quendor: Reality or Illusion?" +Born in Greater Borphee, 880 +Attended GUE Tech, 907-911 +Favorite author: Bizboz +Greatest skill: none known +Double Fanucci handicap: 620 +------------------------------------------------------------ + Dimithio of Borphee + "The Cheerful Sorcerer" + (Founder of the Borphee Enchanter's Guild) + +"Magic doesn't have to be great to be useful, nor does magic +have to be useful to be great." + +Studied under Yooman, the Musican Mage +Animal lover (adapted nitfol spell for egg-laying mammals) +Tremendously well read and good natured +Greatest skill: fireworks displays +Despised by Holnac the Cynic +Double Fanucci handicap: 127 +------------------------------------------------------------ + Forburn the Wily + Double Fanucci Champion + +"The Encyclopedia Frobozzica calls Double Fanucci a 'game +played with cards.' I don't play games; I don't play +anything." + +Never formally studied magic +First won a spell book from an unsuspecting G.U.E. Tech + student in a 902 Fanucci match +Raised the level of play in Double Fanucci championships +Brought new meaning to the word "chiseler" +Greatest skill: drawing Trebled Fromps +Double Fanucci handicap: 0.01 +------------------------------------------------------------ + Berknip + Oldest Active Necromancer + (662-750, 841-present) + +"No one weeps for a necromancer." + +Survived by 7 children and 39 grandchildren in 750 G.U.E. + (he has since out-relived them) +Greatest skill: assisting historical biographers +Hobby: antiques (making and collecting) +Inexplicably afraid of swords and powdered milk +Vegetarian (adapted nitfol spell for raw oysters and crispy + whole fish) +Double Fanucci handicap: unmeasurable +------------------------------------------------------------ diff --git a/globals.zil b/globals.zil index 72ef08b..9d580c2 100644 --- a/globals.zil +++ b/globals.zil @@ -5,6 +5,17 @@ + + + + + + + + + + + > > @@ -35,13 +46,10 @@ -)) - ) - (> .DIR> - >>) - (ELSE - >)>>> +)) + > .DIR> + >>)>>> "global objects and associated routines" @@ -188,7 +196,7 @@ Always return RFALSE (not handled) if you have resolved the problem." @@ -423,7 +431,7 @@ the desired direction." CR>) (IN GLOBAL-OBJECTS) (DESC "north wall") (SYNONYM WALL) - (ADJECTIVE NORTH N) + (ADJECTIVE NORTH) (ACTION WALL-F) (EXITS %,C-NORTH) (GENERIC GENERIC-RANDOM-F)> @@ -432,7 +440,7 @@ the desired direction." CR>) (IN GLOBAL-OBJECTS) (DESC "east wall") (SYNONYM WALL) - (ADJECTIVE EAST E BLANK) + (ADJECTIVE EAST BLANK) (ACTION WALL-F) (EXITS %,C-EAST) (GENERIC GENERIC-RANDOM-F)> @@ -441,7 +449,7 @@ the desired direction." CR>) (IN GLOBAL-OBJECTS) (DESC "west wall") (SYNONYM WALL) - (ADJECTIVE WEST W) + (ADJECTIVE WEST) (ACTION WALL-F) (EXITS %,C-WEST) (GENERIC GENERIC-RANDOM-F)> @@ -450,7 +458,7 @@ the desired direction." CR>) (IN GLOBAL-OBJECTS) (DESC "south wall") (SYNONYM WALL) - (ADJECTIVE SOUTH S) + (ADJECTIVE SOUTH) (ACTION WALL-F) (EXITS %,C-SOUTH) (GENERIC GENERIC-RANDOM-F)> @@ -459,7 +467,7 @@ the desired direction." CR>) (IN GLOBAL-OBJECTS) (DESC "northeast wall") (SYNONYM WALL) - (ADJECTIVE NORTHEAST NE) + (ADJECTIVE NE) (ACTION WALL-F) (EXITS %,C-NE) (GENERIC GENERIC-RANDOM-F)> @@ -468,7 +476,7 @@ the desired direction." CR>) (IN GLOBAL-OBJECTS) (DESC "northwest wall") (SYNONYM WALL) - (ADJECTIVE NORTHWEST NW) + (ADJECTIVE NW) (ACTION WALL-F) (EXITS %,C-NW) (GENERIC GENERIC-RANDOM-F)> @@ -477,7 +485,7 @@ the desired direction." CR>) (IN GLOBAL-OBJECTS) (DESC "southeast wall") (SYNONYM WALL) - (ADJECTIVE SOUTHEAST SE) + (ADJECTIVE SE) (ACTION WALL-F) (EXITS %,C-SE) (GENERIC GENERIC-RANDOM-F)> @@ -486,7 +494,7 @@ the desired direction." CR>) (IN GLOBAL-OBJECTS) (DESC "southwest wall") (SYNONYM WALL) - (ADJECTIVE SOUTHWEST SW) + (ADJECTIVE SW) (ACTION WALL-F) (EXITS %,C-SW) (GENERIC GENERIC-RANDOM-F)> @@ -530,8 +538,12 @@ the desired direction." CR>) (ELSE )>) - ( > - + ( + > + + ) + (ELSE + )> ) ( ) @@ -551,9 +563,14 @@ the desired direction." CR>) + (SYNONYM WALL WALLS) + (FLAGS NDESCBIT TOUCHBIT) + (ACTION WALLS-F)> + + + )>> efts, and salamanders. Toads and frogs hop excitedly about.">) (ELSE @@ -174,6 +174,7 @@ somewhere in the land."> 'ORKAN ", one of your colleagues, says, \"Stay. Be quiet. Don't embarrass us.\"" CR>) ( > + ) ( @@ -528,10 +529,13 @@ CTHE ,SHADOW " snatches it greedily." CR>) "The frozen shadow is impervious to harm." CR>) (ELSE )>) ( - + ) + (ELSE + - ) + )>) ( ) ( ,FROZEN?> ) + ( + ) ( > @@ -648,7 +654,10 @@ you free it!" CR>) )>) ( > - + + + ) + ( > ) diff --git a/interrupts.zil b/interrupts.zil index 9eff25a..1f09a43 100644 --- a/interrupts.zil +++ b/interrupts.zil @@ -5,7 +5,7 @@ ;"GENERICS" ) (CONT <>) CUBE?) + "AUX" F (CNT 1) (CONT <>) CUBE?) ) (ELSE @@ -50,7 +50,9 @@ (ELSE ,RANDOM-CARPET)>> ,OCTAGONAL-HOLE) + + > + ,OCTAGONAL-HOLE) (ELSE ,GLOBAL-HOLE)>> "It grows smaller and smaller, and just before it disappears, the hypercube vanishes with a pop, and " THE ,MAGIC-CUBE " melts in your hand like an ice cube." CR CR -"You find yourself back in Belwit Square, all the Guildmasters and even +"You find yourself back in Belwit Square, all the guildmasters and even Belboz crowding around you. \"A new age begins today,\" says Belboz after hearing your story. \"The age of magic is ended, as it must, for as magic can confer absolute power, so it can also produce absolute evil. We may @@ -449,6 +451,8 @@ head." CR>) )) + + )> >)> @@ -459,8 +463,6 @@ head." CR>) >)> )>)> - - )> > ) )>)> - + + > )> - + + > )> - + + > )> )>> +> + )) ,SNEEZY? @@ -557,6 +564,9 @@ their appointment.">) )> + + + )> )> @@ -566,7 +576,7 @@ their appointment.">) )>> + ) ( )> @@ -596,12 +606,21 @@ tail again in the process." CR>) - - + > - - )> + + + ) + ( ,BOTTLE> + > + + ) + ( + ,MAGIC-CARPET + ,RANDOM-CARPET> + >)>)> )>)>) (ELSE > @@ -762,8 +781,12 @@ curtain above you. If you don't do something soon, you will die!" CR>) >> + + ) + (ELSE )> ) ( )>)>> @@ -816,11 +839,15 @@ A huge cloud of dust blowing away down the valley is your only memorial.">) )> > - T) - (> + T) + ( + > + T) + ( + > >> - + )>)>)>> > - + + ) + ( diff --git a/mage.hints b/mage.hints new file mode 100644 index 0000000..efe92aa --- /dev/null +++ b/mage.hints @@ -0,0 +1,2187 @@ +@Style[Spacing 2 line, TabWidth 8 chars] +@center{[Final Version - 9/30/85] + +InvisiClues (TM) + +The Hint Booklet for +Spellbreaker} + + + +This booklet is copyrighted and all rights are reserved by +Infocom, Inc. This document may not, in whole or in part, +be copied, photocopied, reproduced, or reduced to any +electronic medium or machine-readable form without prior +consent, in writing, from Infocom, Inc. Willful violations +of the Copyright Law of the United States can result in +civil damages of up to $50,000 in addition to actual +damages, plus criminal penalties of up to one year +imprisonment and/or a $10,000 fine. + +@u[Spellbreaker] and @u[InvisiClues] are trademarks of Infocom, Inc. + +Copyright (c) 1985 Infocom, Inc. All rights reserved. Printed in USA. + + +@MajorHeading(INTRODUCTION) + +What are @u[InvisiClues]? + +@u[Spellbreaker] is an expert-level interactive story. Although +it is designed to allow players who are relatively +inexperienced to see many of the puzzles, even expert +players may find some of them difficult to solve without +help. Even the best players playing the "easiest" games +sometimes get stuck or just don't know what to do next. The +purpose of @u[InvisiClues] is to help get you past such +bottlenecks. + +The invisible hints are designed to progress from a gentle +(or sometimes silly) nudge in the right direction to a full +answer. The questions and section headings attempt to give +away as little as possible. Usually the section heading is +a relatively innocuous geographical marker, and some +questions and answers for the puzzles will appear in two +sections in slightly altered form. You should not assume +that a question on a certain topic indicates that the topic +even exists in the story. Also, the length of the responses +may or may not mean anything. This booklet includes dummy +questions and dummy clues to help confuse that issue. + +How to use this booklet. + +If you are stuck at some point in @u[Spellbreaker], find the +question that most pertains to your problem. Uncap the +marker and run it @u[once] over the first hint. The writing +will appear in a second or two. If you're still stumped, go +on to the next hint. (Remember to recap the marker when +you're done to prevent it from drying out. By the way, +these booklets are not immortal. @u[InvisiClues] that have been +developed will start to fade after about six months.) + +For example: + +How can I get into the secret conference room? +@enumerate{ +Perhaps you don't need to get in at all. + +Some magic spells work over a distance. + +If you use GILCH (astral travel) on yourself, +you can pass through the walls taking only your +mind, and listen to the meeting within.} + +Your marker contains more than enough fluid to develop the +entire booklet. However, if your marker gets lost or dries +out, you can order a replacement marker for a nominal fee. + +Once you've finished the story, try the things in the "For +Your Amusement" section. Don't look at them before you've +finished, though -- they may reveal too much about certain +puzzles. + +@MajorHeading(TABLE OF CONTENTS) +@Verbatim{ +The Council Chamber Page 0 +The Packed Earth Room Page 0 +The Temple Page 0 +The Soft Room Page 0 +The Water Room Page 0 +The Air Room Page 0 +The Dungeon Page 0 +The Light Room Page 0 +The String Room Page 0 +The Changing Room Page 0 +The Good Room Page 0 +The Plain Page 0 +The Dark Room Page 0 +The Volcano Page 0 +The Vault Page 0 +The Sand Room Page 0 +The Magic Room Page 0 + +Stuff and Things Page 0 +Cube Details Page 0 +Magic Details Page 0 +Spells and Their Locations Page 0 +How the Points Are Scored Page 0 +For Your Amusement Page 0 +} + +@MajorHeading(The Council Chamber) + + +Why are the guildmasters so angry at me? +@enumerate{ +Listen and find out. + +They seem to think you and your fellow mages are +responsible for the deterioration of magic. +} + +Who is this "shadowy figure" who turned all of the other +guildmasters into amphibians? +@enumerate{ +The "shadowy figure" left the cloud in Belwit +Square when it teleported away. + +The word "shadowy" is an indication of the +figure's persona. + +You'll find out more about this "shadowy figure" +as the story progresses...} + + +Belwit Square is filled with orange smoke. How do I get rid +of it? +@enumerate{ +There are two ways you can do it. + +You can use a spell in your spell book that +will do the trick. + +Try LESOCH. + +Or you can wait for the smoke to dissipate.} + +How do I get into the storied Manse? +@enumerate{ +The guard at the door seems remarkably surly, no? + +Actually, you can't get into the Manse.} + + +What's this cube I found? +@enumerate{ +The story tells you that it's just a white +featureless cube. + +Actually, it is completely featureless, but you +can do more than use your normal senses. + +JINDAK before you pick up the cube and you'll see +one feature of the cube. + +Then see the next question. +} + +How do I get out of Belwit Square to get to the rest of the +story? +@enumerate{ +Have you examined all of the items you're +carrying? + +Your spell book in particular. + +Did you notice anything that wasn't there before? + +The BLORPLE spell will "explore an object's +mystic connections." + +If you haven't gotten the orange smoke in Belwit +Square to dissipate then don't continue +developing this question. + +JINDAK may indicate an object of interest. + +CAST BLORPLE on some of your items and see +what happens. + +One item in particular has lots of "mystic +connections" that need to be explored. + +That item is the featureless cube that remains +after the orange smoke dissipates. BLORPLE THE +FEATURELESS CUBE. +} + +@MajorHeading(The Packed Earth Room) + + +I just arrived in Packed Earth, and it's pitch black! What +do I do? +@enumerate{ +If you can't get light somehow, you're in big +trouble! + +FROTZ any item you're carrying, or yourself. +} +I just arrived in Packed Earth; where did the cube go? +@enumerate{ +Actually, the cube didn't go anywhere. + +You are, in a magical sense, within the cube. + +Don't worry, you'll get it back when you leave +the room. +} + +Why can't I force my way through the north exit? +@enumerate{ +Because it is a magic exit. + +It's very strong magic, so you need very special +conditions to be able to get through this exit. + +More on this later... +} + +I went west from Packed Earth to get to Cave Entrance, but +going east from Cave Entrance doesn't get me back to Packed +Earth. What happened? How do I get back to Packed Earth? +@enumerate{ +Packed Earth is a "magic" room. It is not +connected to other rooms in a physical way. + +To get back to Packed Earth, go there the same +way you got there in the first place. + +BLORPLE THE CUBE. +} + +I've gotten past the ogre, but I can't take anything from +his lair. +@enumerate{ +You must have used GIRGOL to pass the ogre. + +Bad idea. Everything is frozen in place and the +ogre kills you as soon as the time stop wears +off. There's another solution to the puzzle. See +the next question. +} +How do I get past the ogre? +@enumerate{ +Have you listened to the sounds the ogre makes? + +Have you YOMINed the ogre? + +The ogre has a bad case of hay fever. + +If there was a drugstore nearby you could help +the ogre out. + +But since there's no such thing in this story, +you'll have to take advantage of this weakness. + +Do you have anything that could aggravate his +allergy? + +If not, then you'll have to solve another puzzle +first. + +What about the weed in the Meadow (south from the +Soft Room)? + +What? Shaking the weed at the ogre didn't affect +the ogre very much? Perhaps if the weed was +bigger. + +Must this one be spelled out for you? + +THROCK the weed. + +Make sure to plant the weed first, though. + +PLANT THE WEED THEN THROCK IT (in Ogre Cave or at +Cave Entrance). +} + +What is the significance of the box? +@enumerate{ +JINDAK before you pick it up. It's magic. + +You can identify any cube by putting it into the +box and looking at the design that appears on the +box. + +The box has another feature. More on this later +if you can't figure it out by then. +} + +Help! I have all these featureless white cubes and I'm +having trouble keeping them straight. What can I do? +@enumerate{ +You can use the box to identify the cubes. See +above. + +You probably could find a way to label the +cubes. + +If you have the burin, you can WRITE "WORD" ON +THE CUBE. From then on you can refer to the +"word" cube. +} +What is the significance of the avalanche? +@enumerate{ +It keeps people like you from reaching the hut at +the top of the mountain. + +It kills people not smart enough to get out of +its way. +} + +How do I get to the small building at the top of the +mountain? +@enumerate{ +You can't go up without starting an avalanche... + +...but you don't have to die if the rocks are +frozen in place. + +If you haven't found the GIRGOL scroll, +don't continue developing clues in this question. + +If you've already used up the GIRGOL scroll in +another place, you won't be able to get up the +mountain. Bad move. + +CAST GIRGOL. + +If you still can't go up, try casting GIRGOL when +the rocks are more spread out. + +Try starting an avalanche before casting GIRGOL. + +Start the avalanche, then GIRGOL when the rocks +form almost a continuous curtain. Then go up. +} + +Where can I find some mountaineering equipment? +@enumerate{ +If you haven't GIRGOLed the cliff, don't +continue. + +There is no mountaineering equipment. There's a +way to freeze the rocks in place when they're not +so jumbled. See the previous question. +} + +How do I start an avalanche at Cliff Top? +@enumerate{ +You must be crazy!! Why would you want to do a +thing like that??? + +Well, if you really want to, type MOVE A ROCK or +PUSH A ROCK. +} + +Why won't the hermit let me take his cube? +@enumerate{ +ASK THE HERMIT ABOUT THE CUBE. +} + +How do I get the hermit to give me the cube? +@enumerate{ +You can't bribe the hermit with food or buy the +cube from him with the coin, so you'll have to +find another way to get the hermit to let you +have the cube. + +Have you noticed how poorly built the hut is? It +needs the cube as a keystone to hold it up. + +You could fix up the hut a little. + +A spell could help here. + +If you haven't been to the roc's nest, you don't +have that spell. + +If you've found the CASKLY spell, now is the time +to use it. + +CASKLY THE HUT THEN TAKE THE CUBE. +} + +What can I do to get by the serpent? +@enumerate{ +The serpent is huge, and makes a complete loop +(having swallowed its own tail). It fills the +corridor. You probably can't force or sneak your +way by it. + +If you haven't gotten past the ogre, don't go any +further. + +You'll have to find a way to shrink the serpent. + +Have you found the LISKON spell yet? + +LISKON THE SERPENT. +} + +What is the zipper? +@enumerate{ +Have you tried opening and closing it? + +Or JINDAKing it? + +The zipper is really a huge container... + +...which safely stores anything in a different +dimension. + +It's bigger on the inside than on the outside. +} + +Is there anything else interesting about the zipper? +@enumerate{ +It's hard to tell. It's dark inside the zipper. + +There are three ways to find out if anything's in +there. + +Try putting a FROTZed item into the zipper for +light, then looking. + +Or REACH INTO THE ZIPPER. + +Or CLIMB INTO THE ZIPPER THEN LOOK. You can fit. +} + +Why can't I go down through the muddy hole? +@enumerate{ +Well, the story tells you that "you pull back" +when you realize that there isn't solid ground +down there. + +But, if you're persistent (or foolhardy)... + +...why not try going down again? +} + +How do I get down off a roc? +@enumerate{ +You can't. You get down off a goose. + +You can't. Relax and enjoy the ride. +} + +How do I get the cube from In Roc Nest? +@enumerate{ +The mother roc is very protective of her egg. You +won't be able to get near the cube while she's in +the nest. + +There is a way to get to the roc's nest without +being taken there by the mother roc. + +If you haven't been to the Air Room, leave the +nest and work on another puzzle for now. Don't +forget to take the stained scroll while you are +here; it's useful. + +Have you managed to get the magic carpet in the +bazaar? If not, get it. + +You can fly to the roc's nest on the magic carpet. + +Is the mother roc still there? There's a time +when you can get to the roc's nest without the +mother roc being home. + +Have you been to the Guard Tower above the +Dungeon? If not, don't continue. + +The speck on the horizon is the mother roc. + +If you fly on the magic carpet to the roc's nest +(four turns to the west from the tower) the +mother roc will be away from the nest, searching +for food. Now's your chance to get the cube. +} + +Holy farmer's breakfast! The roc's egg hatched! What do I +do???? +@enumerate{ +This time, you're really outmatched. Don't fight +the baby roc. + +All you can do is run away. + +You have one turn to get away, so if you don't +have any means of immediate escape, you might as +well type KILL ME. +} + +How do I get out of the roc's nest? +@enumerate{ +It's a long way down. + +You can BLORPLE out. + +You can fly back on your magic carpet, but only +if you know the location of the Guard Tower. +} + +@MajorHeading(The Temple) + + +What do I do with the idol? +@enumerate{ +Have you examined it? + +It's kind of difficult from down here. + +Try climbing the idol. + +Then try examining its features... + +...such as its eye or mouth. +} + +How do I get the eye? +@enumerate{ +Why not use a tool to help you out? + +Try PRY THE OPAL WITH THE BURIN or PRY THE EYE +WITH THE KNIFE. +} + +I've found a cube here, but I can't take it. +@enumerate{ +It's because your hand is too big or, if you +LISKONed yourself, your arm is too short to fit +between the fangs and reach the cube. + +The idol is solid basalt, so you can't break into +its mouth or REZROV it open. + +Maybe you can get the rodent idol to open its +mouth. + +You'll probably have to MALYON THE IDOL. + +At what time is your mouth open widest? + +Right. When you're yawning. + +Try to CAST ESPNIS ON THE IDOL to make it yawn. + +Basalt idols can't yawn, so you'll need to MALYON +THE IDOL before you CAST ESPNIS ON IT. This will +get it to yawn. +} + +I've gotten the idol to "open up" to me, but it "closed" +again. What do I do? +@enumerate{ +He who hesitates isn't always lost. + +Wait for one turn after casting MALYON before +casting ESPNIS. This will catch the idol in a +full cheek-stretching yawn. +} + +@MajorHeading(The Soft Room) + + +How can I get through the west exit? +@enumerate{ +See the north exit question for Packed Earth. +} + +What is the significance of the rabbit? +@enumerate{ +The author of the story is fond of rabbits, so he +put one in the meadow. + +He is fond of various other creatures as well. +} +I followed the rabbit down into the rabbit hole. What do I +do with the cakes I found? +@enumerate{ +Wait a minute. This isn't @u[Alice in Wonderland]... + +...or even @u[Zork II]. + +Phony questions deserve phony answers! +} +How do I get the weed out of the ground? It's stuck. +@enumerate{ +You can cut it with the shears. + +If you do that you won't be able to use the weed +later. The shears are a trap. There is another +way to get the weed. + +Just PULL THE WEED again. It will come out the +second time with its roots intact. +} +Why doesn't the weed grow? +@enumerate{ +Perhaps conditions in the vicinity aren't +optimal, even when a THROCK is cast. + +Plants need water, light, and nutrients to grow. + +Have you tried planting the weed? +} + +@MajorHeading(The Water Room) + + +Oh no!! Some of my possessions got damaged when I went +south! What can I do?? +@enumerate{ +There are two ways to prevent your spell book and +scrolls from being ruined by water and one way to +fix them after the fact. + +If you have CASKLY and BLORPLE memorized, you can +BLORPLE out of the wet area, then CASKLY your +book or scroll back to perfection. If you don't +have them learned, you have to RESTORE. + +You can leave your items behind and come back to +pick them up later. Don't forget to learn BLORPLE +so you can come back to them. + +Or you can put your spell book and any scrolls +into the zipper, then close it before you enter +the water. You still need to learn BLORPLE +because you can't get your spell book in order to learn +spells without ruining your spell book. +} + +How can I stop the grouper from eating my cube? +@enumerate{ +You could TAKE THE CUBE before the grouper can eat it... + +...but then the grouper eats the bottle... + +...and you need the bottle to finish the story. + +Can you think of anything of yours that it might +rather eat? + +Did you pick up the fish or bread when you were +in the Guild Hall? If so, skip the next clue. + +You can get back there if you die and then go +north from the Boneyard. Type KILL ME. + +If you have fish or bread, drop it when you first +arrive in mid-ocean... + +... then you can get the bottle and the cube. + +Take the cube first. It's sinking while the +bottle is floating. +} + +What's so special about the bottle, anyhow? +@enumerate{ +Ever heard of a message in a bottle? + +Well, that phrase applies here. OPEN THE BOTTLE. + +But make sure you're on dry land! Otherwise +you'll ruin the contents! +} + +Can I do anything useful with the grouper? +@enumerate{ +Yes. + +Unless you haven't found the Dungeon Cell. + +Have you found the moldy book? If so, you +might have a spell to cast on the grouper. + +SNAVIG THE GROUPER and go DOWN. +} + +I found another cube! But I can't get it. What should I do? +@enumerate{ +Wait until you "become yourself" again... + +...then get the cube and swim upward. Don't +forget the stuff you dropped when you turned into +a grouper. + +But don't hesitate or you'll drown! +} +How do I get up through the trap door in the Oubliette? +@enumerate{ +You can REZROV it open. But you still can't reach +it. + +Maybe you could reach it if the water level were +higher? + +Then again, the pipes are too big to block with +anything. You need magic to reach the top. + +Unless you've been to the Air Room, don't +continue. + +There is an item off the Air Room that will help +you go up. + +It's a spell, not the carpet. + +You should protect your spell book since you're +going to be swimming in water again. This is +becoming a habit. + +TINSOT WATER to freeze the channel to raise the +water level. + +AGAIN. The first time didn't completely freeze it +since the water is running so quickly. + +You can't quite reach the top. If you only had a +platform to float on? + +All your items sink, but ice doesn't. + +TINSOT THE WATER to create an ice floe. + +Now climb on the ice floe, then go up through the +trap door. +} + +Is there anything to do with the narrow channel? +@enumerate{ +You can do something with it to reach the trap +door. See the previous question. + +Have you tried to reach into either pipe? + +If so, you'll know that the pipes extend quite a +ways in. + +It would be nice to be able to find out what goes +on in there. + +A spell will help. + +If you haven't gotten the bottle from mid-ocean, +don't go on. + +LISKON ME. ENTER OUTFLOW PIPE. + +Did you remember to keep your spell book +protected again? +} + +I've found a moss-covered cube. How do I get it? +@enumerate{ +Type GET CUBE. +} + +@MajorHeading(The Air Room) + + +How can I get off the Glacier without dying? +@enumerate{ +There is no direction that is safe. + +But you can BLORPLE off. +} + +Can I get a carpet from the merchant? +@enumerate{ +What do you think? + +Yes. +} + +How do I get a carpet? +@enumerate{ +There's no such thing as a free carpet. + +Perhaps you can get an idea of the going price +for a carpet by consulting your Frobozz Magic +Magic Equipment Company catalog. + +You can bargain by offering increasing numbers of +zorkmids until he agrees on a price. + +If you don't start at 100 zorkmids or more and +increase by at least 50 zorkmids per offer, the +merchant will think you're trying to cheat him. + +If you agree on a price above 500 zorkmids, you +will have to offer him the opal instead of the +coin, as the coin is only worth 500 zorkmids. + +If you agree on a price of 500 zorkmids, you can +give him the coin. +} + +Hey! I didn't get the carpet I wanted! +@enumerate{ +Did you indicate your interest in the blue carpet +before he sold it to you, by ASKing MERCHANT +ABOUT BLUE CARPET, or offering something to the +merchant for the blue carpet? + +If you didn't, go back and try that. + +Even so, you can see that the merchant is a very +slippery fellow. + +If you GET BLUE CARPET or ASK MERCHANT FOR BLUE +CARPET or GIVE RED CARPET TO MERCHANT after he +gives the wrong one to you, he'll give you the +right one. +} + +What does the red carpet do? +@enumerate{ +Nothing, it's shabby and nonmagical. + +[This space intentionally left blank.] + +[This space intentionally left blank.] +} + +What does the blue carpet do? +@enumerate{ +Have you looked under it? + +Have you JINDAKed it? + +If so, you'll know that it's a magic carpet. + +If you SIT ON THE BLUE CARPET and then FLY UP, +you'll see how it works. +} + +@MajorHeading(The Dungeon) + + +How do I open the cabinet? +@enumerate{ +You could try unlocking it, if you have a key. + +No luck, eh? You could try smashing it. + +You're a thinker, not a brute-force, smelly-armored +adventurer. + +Try a spell. + +REZROV THE CABINET. +} +What use is a moldy book? +@enumerate{ +You could try to sell it to a used book dealer. + +You could wait a while and hope it dries out. + +Perhaps there's a spell to improve its imperfect +condition. + +CASKLY THE MOLDY BOOK. +} +What is the speck on the horizon? +@enumerate{ +What speck? Perhaps your glasses are dirty. + +No glasses, huh? + +Just wait, you'll find out. + +It won't even hurt. + +Much. +} +I'm in the Boneyard and I didn't die. What happened? +@enumerate{ +Maybe you died and didn't notice. + +No, you BLORPLEd the cube that leads to the +Boneyard. There's more than one way to skin a +cat. +} + +@MajorHeading(The Light Room) + + +I don't see anything of value here. Is there? +@enumerate{ +There's a volcano erupting. The scientific interest +alone should keep you excited. + +Oops! What was that? +} +Yipes! That lava fragment almost hit me. How do I keep +from getting hit by another flying fragment? +@enumerate{ +Don't worry, there'll only be one. +} +How do I get the fragment? +@enumerate{ +You could take it. + +Didn't work? Too hot? Maybe it'll cool in time. + +Didn't cool? You could try cooling it. + +There are two ways to do that. One is mundane, +the other magical. + +The mundane way is to pour some water on the +fragment. Of course, you should have a bottle +full of water if you expect to do that. + +The magical way is to TINSOT THE FRAGMENT. Of +course, you must have the TINSOT spell first. +} + +@MajorHeading(The String Room) + + +Who is Belboz? +@enumerate{ +Type WHO IS BELBOZ. +} +I don't see anything of value at the Enchanter's Retreat. Is +there? +@enumerate{ +Perhaps you can get answers to some of your +questions. + +Perhaps Belboz will be willing to help you if you +can convince him you are in need. +} +How do I know the answer to the question? +@enumerate{ +Look it up on your Enchanters Cards that came +with your package. + +If you don't have them, you can order a new set +from Infocom with your proof of purchase. + +If you bought the hint booklet and not the game, +that's a shame. We're not going to tell you the +answer in the hint booklet. +} + +@MajorHeading(The Changing Room) + + +Of what significance is the filigreed carving of a compass +rose? +@enumerate{ +We are a computer software company, not art +critics. + +The carving is a decorative hint of things to +come. + +Have you found a real compass rose yet? + +You can find the real compass rose in the Bare +Room, north of the Changing Room. + +The carving is so well crafted, it might almost +be a mold for the real compass. + +PUT THE ROSE IN THE CARVING. Then see what +happens. +} +How do I get out of the Octagonal Room? +@enumerate{ +You shouldn't leave anything important behind. + +You should have brought the compass rose with you. + +If not, you can still BLORPLE out, go back to the +Carving Room, and retrieve the compass rose. + +Putting the compass rose in the carving again +"recharges" it. +} +Why are some of the runes silver and some lead? +@enumerate{ +As silver is a precious metal, there is probably +something special about the walls with silver +runes. + +Have you tried fiddling with the runes, or +touching them? + +Did you bring the compass rose with you from the +Carving Room? + +TOUCH THE ROSE TO a silver runed wall (other +than the north wall) such as THE WEST WALL. +} + +Why are some of the arms of the compass rose silver and some +lead? +@enumerate{ +The north arm of the rose turned to lead when +the hole appeared in the north wall of the +Carving Room. + +If you haven't done anything successful (gotten +anything to happen/change) in the Octagonal +Room, don't read on. + +Have you noticed that whenever you open a hole +in the wall, the corresponding arm of your +compass rose changes to lead? + +Q: What is better than a compass that tells you +where to go? + +A: A compass that tells you where you've been! +} + + +Something's changed in the Octagonal Room, but I still don't +know WHAT THE *#(?$)@@ IS GOING ON?!! +@enumerate{ +Each time you squeeze through an octagonal hole, +you go to a new room, NOT to the same room with +changed runes. + +This puzzle is a symmetrical maze; each room has +a slightly different description. See the next +question for a full explanation. +} + +I don't know, I don't know, I just don't know. +@enumerate{ +This is it. Read the following ONLY if you are +completely defeated. + +The Octagonal Maze is a three by three +"square" of adjoining Octagonal Rooms. + +You can go only through walls with silver runes, +and only if the corresponding arm of the compass +rose is silver. In other words, you can go in +any direction only once. (See question +"arms/silver/lead", clue 3, above.) + +Within each room, any wall that borders another +interior wall has a silver rune; each wall that +faces out of the "square" has a lead rune. There +are three exceptions: in the Central room, only +the north, east, south and west runes are silver; +in the Southeast room, the south wall is silver +(since it leads back to the Carving Room); in the +North room, the west rune is gold. + +The Carving Room (or Maze Antechamber) leads you +north to the Southeast room of the maze, +transmutating the north arm of the compass rose. +Therefore, you cannot go north again (see 3, +above). The cube you seek is in the Northwest +room of the maze. You can enter this room only +from the North room (work out the logic for +yourself). See the next question for how to cross +that bridge. + +There are four possible routes to the north room +of the maze, all using the compass rose, of +course: + +@enumerate{ +W, then NW, then NE. + +NW, then W, then NE. + +W, then NE, then NW. + +Actually, there are only three. +}} +I've found a gold rune! What do I do now? +@enumerate{ +You can't do anything to the gold rune. + +Maybe you can open the plug. + +REZROV THE PLUG. +} +@MajorHeading(Good Room) + +I've done everything I can think of, and I still can't get +to the Dragon cube! +@enumerate{ +Don't read the following if you are not +completely stumped. This is the complete +unabridged unexpurgated solution and explanation +to the whole puzzle. + +In fact, some question has been raised whether +we should tell you at all. + +Our censors say not to. + +On the other hand, you did pay good money for this, +so you are entitled to an answer. + +On the third hand, there isn't even a Dragon +cube in this story, so if you are looking for an +answer for it, you've got the wrong hint booklet. +} + +@MajorHeading(The Plain) + +How can I get the green eyed rock to help me? +@enumerate{ +Have you tried getting on it and then ordering +it around? + +What is the green eyed rock most interested in +... besides itself? + +Food. + +ASK THE GREEN EYED ROCK ABOUT FOOD. +} +How do I get what the rock wants? +@enumerate{ +You may have something in your possession that +contains phosphorus. + +Igneous rock. + +If you haven't got anything that fits that description, +you might try checking out the grouper. + +Find a lava fragment. + +Give the fragment to the rock and then climb onto +it. +} +How do I get to the brown eyed rock? +@enumerate{ +Your first step is to map the plain. + +The northwest corner, or lack of it, is the only +irregularity. + +It's the key to the puzzle. + +Once you maneuver the green eyed rock through the +diagonal, you can trap the brown eyed rock. In chess, +this is called "gaining a tempo." + +If you get close enough, the brown eyed rock will +become mesmerized by the presence of the green +eyed rock. +} +How do I get the cube from the brown eyed rock? +@enumerate{ +If you aren't right next to the brown eyed rock, +go no further. + +It's easier than you think. + +Just jump onto the brown eyed rock and take the +cube. +} + +@MajorHeading(The Dark Room) + + +I'm in a dark room. How do I get out? +@enumerate{ +Have you looked for an exit? + +It's too dark to see an exit. Maybe you should +try going in various directions. + +Remember, there are ten possible directions. + +Going up will reveal one of those exits that "you +can't seem to force your way through." + +Going down is the normal way out. +} +Okay, I'm out of the dark room, but it's still dark. What's +wrong? +@enumerate{ +Light doesn't behave normally here. + +Your FROTZ spell won't behave normally here +either. + +Have you gone down from the Dark Cave yet? + +This is "grue heaven," a place ideally suited for +grues, as all light is subdued at best and stays out +of the way of the creatures. +} +I can't get past the grues. Help! +@enumerate{ +Perhaps you would have better luck if you were +less conspicuous. + +When in Rome... + +In the Grue Cave, SNAVIG A GRUE. + +Of course, carrying a light when you do this will +have bad consequences. + +If you are a light source, you will have to +extinguish yourself first. + +But you should leave a light source in the Dark Cave +to prevent the grues from getting you as you blunder +around in the dark. +} +How do I keep from waking the baby grue? +@enumerate{ +Did you get the blanket from the jail cell? + +Did you get the bottle of grue's milk from the +refrigerator? + +What blanket? What bottle? What refrigerator? + +What baby grue? You're in the wrong grue lair. + +You're even in the wrong hint booklet! +} +I keep dying in the light pool! +@enumerate{ +This is not a very safe place for a grue to be. + +A prudent grue would get out of there pretty +quickly. + +There's a way out of the pool other than back up +to the cave. + +There's a nice pillar in front of you. + +CLIMB THE PILLAR. +} + +@MajorHeading(The Volcano) + + +How do I get back to the Volcano Base from the Volcano? +@enumerate{ +The same way you got there before. + +This is the same volcano, but you can't get there +from here directly. +} +What is that outcropping? +@enumerate{ +It's an outcropping. + +It's made of something that has a very high +melting point. + +Isn't it frustrating that you can't get to it? + +If you LOOK AT OUTCROPPING, you might want to get +there even more. +} +How do I get to the outcropping? +@enumerate{ +You do have a magic carpet; you could try to fly +there. + +But be sure to SAVE before you try it. + +You could try to TINSOT THE CARPET to protect it +from the extreme heat. + +The magic carpet isn't the answer. + +Have you tried to build a bridge from all the +cubes you've collected? You might be able to +freeze them together... + +It won't work! You're a magician, not an +engineer! Bridges aren't the answer! +} +How do I avoid the heat of the lava? +@enumerate{ +Any sufficiently arcane magic is +indistinguishable from technology. + +There must be a magic item or spell that would +help. + +Have you ever wondered about those exits from the +cube rooms that don't seem to be open? + +You should figure out how you can use the gold +box. It does have an interesting property that +you might be able to use. Try leaving it behind. + +Try this sequence: Get your favorite cube. Put +it into the box. Remove the cube from the box. + +Toss the box onto the outcropping. Now BLORPLE the +cube you just removed from the box. Try +something different: go through the cube room +exit that you couldn't go through before. (For +example, the East exit is the magical exit from +the Water Room.) + +Surprise! If you did everything right, you +should have been able to get through the magical +exit, and you now should be standing on the +outcropping! + +Don't forget to take the cube once you get there. +} +How can I get off the outcropping now? +@enumerate{ +How about a BLORPLE? +} + +@MajorHeading(The Vault) + +What use is the treasure? +@enumerate{ +[This space intentionally left blank.] + +None. +} +How do I get the vault door open? +@enumerate{ +Try REZROVing it. + +If this doesn't work, then your REZROV spell +isn't strong enough. You have to find some way of +augmenting it. + +There's no YONK spell in this story. + +You can't augment your REZROV spell unless you've +found the outcropping and gotten to it. Don't read +any further if you haven't gotten there yet. + +Did you notice the feeling of power when you +picked up the cube from the outcropping? + +If you have that cube in your possession, then +REZROV will open the vault door. +} + +I have a pile of junk in my inventory. How did that get there? +@enumerate{ +Do you notice what's missing in your inventory? + +The "treasure" turned into junk when you left the +Inner Vault by BLORPLing. + +Why are you collecting treasure anyway? You're +supposed to be collecting cubes in order to save +the world. +} +What happens to all the cubes I took from the Outer Vault? +@enumerate{ +You can never leave the Outer Vault with a +BLORPLE spell without losing all the cubes you +picked up there. + +However, if you BLORPLE one of the Outer Vault +cubes and don't end up in the Nondescript Room, +you'll get back the cube you BLORPLEd when you +leave that room as you normally do. +} + +What's going on in here? +@enumerate{ +Only one of the cubes is the "real cube," and +the rest are magical fakes. + +You're supposed to get the real cube and BLORPLE +out of the Outer Vault with it. + +If you BLORPLE a fake cube you end up in a +Nondescript Room. + +The real cube changes position each time you +enter the Outer Vault. + +You can't SAVE and RESTORE to solve this puzzle +by brute force. Isn't that nasty? +} + +How do I prevent the alarm fairy and guards from showing up? +@enumerate{ +You can't. + +If you cast a REZROV spell in the Outer Vault +they will show up immediately. + +Otherwise they will show up after a predetermined +number of spells cast. + +The number is three, unless you brought the +treasure into the Outer Vault with you, in which +case it is two. It can take three spells to +determine the right cube, so it's best to leave +the treasure behind, since you don't need it. No +doubt it was placed there to trip up thieves. + +Also, putting a cube into the gold box counts as +a spell, as the box works by magic. +} +How do I get past the guards and down the hallway out of the +Bank? +@enumerate{ +You can't get past the guards. + +Don't even try spells. Well, try some, just for +fun. +} +How do I find out which cube I want? +@enumerate{ +A spell will help you identify the correct cube. +But you only have three spells (maximum) to do +it. Then the alarm fairy and the guards show up. + +The spell isn't BLORPLE, it's JINDAK! + +JINDAK when you first enter the room. You'll +notice something unusual about the two piles. + +The "real cube" doesn't glow at the same +intensity as the fake cubes. But... + +...it could be brighter or dimmer. + +You have enough time for only two more JINDAKs +(three in all) before you have to grab the +correct cube and BLORPLE it out of here. + +This is a variation of a classic coin-weighing +puzzle. + +To get the correct cube from the Outer Vault, +enter the Outer Vault without the treasure. Have +all your items in the zipper so you can easily +move cubes around. Have JINDAK memorized thrice +and BLORPLE memorized once. Develop clue 9 and +follow the directions. + +The first JINDAK should be done with four cubes +on each pile. TAKE X1, X2, X7, X8. JINDAK. (X3, +X4, X5, X6 on the first pile. X9, X10, X11, X12 +on the second pile.) If the piles are even then +develop clue 10. If the piles are uneven, notice +which pile is brighter, then develop clue 13. + +TAKE X3, X4. PUT X1, X2 IN THE FIRST PILE. +JINDAK. (X1, X2, X5, X6 on the first pile. The +second pile remains the same.) If the piles are +even then develop clue 11. If the piles are uneven, +then develop clue 12. + +TAKE X1. PUT X7 ON THE FIRST PILE. JINDAK. (X7, +X2, X5, X6 on the first pile. The second pile +remains the same.) If the piles are even then +BLORPLE X8. If the piles are uneven then TAKE X7. +BLORPLE IT. Now develop clue 17. + +TAKE X1. PUT X7 ON THE FIRST PILE. JINDAK. (X7, +X2, X5, X6 on the first pile. The second pile +remains unchanged.) If the piles are even then +BLORPLE X1. If the piles are uneven then TAKE X2. +BLORPLE IT. Now develop clue 17. + +PUT X1, X2, X7 ON THE SECOND PILE. GET X9, X10, +X11, X12. PUT X9 ON THE FIRST PILE. GET X6. PUT +X6 ON THE SECOND PILE. JINDAK. (X3, X4, X5, X9 on +the first pile. X6, X1, X2, X7 on the second +pile.) If both piles are equal, then develop clue 14. +If the piles are uneven the same way they were in +clue 9, then develop clue 15. If the piles are uneven in the +opposite way they were in clue 9, then develop clue 16. + +Take all of the cubes off of both piles. PUT X10 +ON THE FIRST PILE. PUT X11 ON THE SECOND PILE. +JINDAK. If the piles are even then GET X12. +BLORPLE IT. If the piles are uneven the same way +they were in clue 9, then GET X11. BLORPLE IT. If the +piles are uneven in the opposite way they were in +clue 9, then GET X10. BLORPLE IT. Now develop clue 17. + +Take all of the cubes off of both piles. PUT X3 +ON THE FIRST PILE. PUT X4 ON THE SECOND PILE. +JINDAK. If the piles are even, then TAKE X5. +BLORPLE IT. If the piles are uneven the same way +they were in clue 9, then GET X3. BLORPLE IT. If the +piles are uneven in the opposite way they were +in clue 9, then GET X4. BLORPLE IT. Now develop clue 17. + +Take all of the cubes off of both piles. PUT X6 +ON THE FIRST PILE. PUT X1 ON THE SECOND PILE. +JINDAK. If the piles are even then GET X9. +BLORPLE IT. If the piles are uneven, then GET X6. +BLORPLE IT. Now develop clue 17. + +If you've ended up in the Sand Room: +congratulations! If you've ended up in the +Nondescript Room: too bad, you didn't follow the +directions accurately. +} + +@MajorHeading(The Sand Room) + +Like wow, man, deja vu! Haven't I been here before? +@enumerate{ +Yes, you have. So to speak. + +But when you were here before, you were +hereafter. Or you will be if you try to BLORPLE +out of here without solving the puzzle. + +Does the description of the Sand Room remind you +of anything? + +Marilyn Monroe? The Wicked Witch of the West? +An hour glass? + +Do the room descriptions seem slightly different +from the time you were here before? + +Time is the key word here. + +The Sand Room, going UP or DOWN, sends you back +in time, to long before you became an Enchanter. +Or even to before you started the story. + +You must leave each room, the Dungeon Cell +(past) and the Ruins Room (past), exactly as you +(will) find them in the present. We call this +"establishing the past." Otherwise you create a +paradox, and since nature abhors a paradox +almost as much as a vacuum, you die. +} + +I went UP from the Sand Room, and I keep dying when I try to +leave! +@enumerate{ +If you haven't been DOWN from the Sand Room, and +survived, don't read any further. + +If you have been, you have the right idea. +Leave things as they were. (Or is it, as they +will be?) + +You want to BLORPLE out of the room, having +dropped the closed zipper, which contains ONLY +the flimsy scroll. EMPTY THE ZIPPER INTO THE +SACK is a helpful command. Leave nothing else +behind. Oh, and one more thing ... + +Well, you'll figure it out. +} + +I went DOWN from the Sand Room, and I keep dying when I try +to leave! +@enumerate{ +If opening the cabinet with the key is killing +you, you're reading the wrong hint. + +Have you read all the clues to the first +question in this section? + +Since you are back in time, you must leave +everything the way you (will) find it when you +enter the Cell from the Dungeon East End. That +is, off the Water Room cube. + +Thus, you must leave ONLY a spell book in the +cabinet. (It will get moldy on its own.) And, of +course, don't forget to take the vellum scroll. +Leave the cabinet locked. (The lock will get +rusty on its own.) + +Remember, there should be no door left on the +Cell when you have established the past, either. +REZROV proves very handy in such cases. You need +the Magic Room cube in your possession for your +REZROV spell to be powerful enough, though. +} + +GAK! I finally found a use for the key, but it's +booby-trapped! +@enumerate{ +If you die when you use the key, then you +answered Belboz incorrectly. + +Crafty little devil, isn't he? He would +revolutionize the modern public school system. + +You need your Enchanter Cards to +answer Belboz correctly. + +If you haven't got Enchanter Cards, see +the last question in the section entitled +"The String Room." +} + +@MajorHeading(The Magic Room) + + +How do I get through the east exit? +@enumerate{ +You can't unless you have all of the cubes in +your possession (except the cube you used to +BLORPLE to this room). + +There are twelve cubes besides the Magic Room +cube. +} +How can I save the world? +@enumerate{ +By winning the game. + +Stop the shadow from remaking the universe to its +own liking. +} +What is the significance of the hypercube? +@enumerate{ +A hypercube (or tesseract) is the +four-dimensional analogue of a cube. + +A hypercube has sixteen vertices. Your thirteen +cubes and the shadow's four make seventeen, +enough to build a hypercube with one left over. + +This hypercube is a construct in which the +relationships of the elements represented by the +cubes are used to reconstruct the universe. +} +Why do I get frozen at the ending? I'm not doing anything to +deserve this. +@enumerate{ +Your presence is threatening enough. The shadow +isn't stupid; it's taking precautions to prevent +you from interfering. +} +I get frozen at the end and I never thaw. How can I thaw? +@enumerate{ +One of the cubes helps you thaw. + +If you have the Magic Cube in your possession you +will thaw in five turns. +} +Time runs out before I can do anything. Help! +@enumerate{ +If the shadow froze you a little earlier, you +would thaw out earlier. + +Provoke the shadow before it decides on its own +to freeze you. You will thaw out that many moves +sooner and have extra time. +} +When can I do something without getting noticed and frozen? +@enumerate{ +Read the descriptions carefully. + +Once you are frozen, the shadow doesn't think +you'll thaw until it is too late to stop its +plan. + +When you thaw, wait until the shadow ignores you +before doing anything. Don't do anything that +might get its attention, or it'll just freeze you +again. Spells should work. +} +Okay, now I have some time. What do I do? +@enumerate{ +You have to cast a spell to stop the shadow. + +None of the spells you memorized from your spell +book will help. + +You would be well off to have written something +on the vellum scroll that you found, and brought +it along. + +Though you could have written almost any spell, +GIRGOL is the most powerful one available, and +GIRGOL will "time stop" the shadow. + +Timing is important. + +GIRGOL the shadow as it prepares to jump into the +hypercube. + +Then rearrange the restructuring of the universe +to thwart the shadow. + +You have to take the Magic Room cube out of the +hypercube... + +... and put in something else, or the universe +will be created around nothing; in other words, +destroyed. + +Don't put in a magic item, or it won't change the +structure of the universe, and everything will +return to as it was. + +Put in a non-magical item. The favorite of Boston +area college students is the smoked fish. +} +Why do I get the final ranking that I do at 600 points? +@enumerate{ +Because magic is no more. + +The profession of magician is no longer very +useful. Perhaps as a scientist you can pursue a +rewarding career. +} +Why isn't there an alternative ending? +@enumerate{ +The inevitable result of magicians wielding such +unchecked power as existed before the end of the +story would be the creation of another shadow. It +too might be defeated, but eventually one would +arise who would be victorious over its original. +The outcome of such a victory is too terrible to +contemplate. +} +@MajorHeading(Stuff and Things) + +What good is ... + +... the burin? +@enumerate{ +Did you look at it? + +Try JINDAKing it. + +It's used to inscribe words or spells. + +Can you think of any things that might be easier +to tell apart if they had names? + +Use the burin to write words on the cubes. WRITE +"EARTH" ON CUBE, for example. + +It's also useful for writing new spell scrolls. +} +... the gold box? +@enumerate{ +You might try JINDAKing it. + +Notice how the decorations on the box change when +a cube is placed inside it. + +Have you noticed that most cube rooms have an exit +that you can't use? + +When you place a cube in the box, it opens the +"impassable" exit in the cube room for that cube. + +That exit then leads to the location of the box, +as long as it's sitting on the ground (not being +carried or in a container). +} +... the zipper? +@enumerate{ +Have you tried JINDAKing it? + +Have you tried opening it? + +Have you looked inside it once it's open? + +Have you reached inside it? + +Have you gotten inside it? + +The zipper is a gateway to another dimension, and +it can contain an amazingly large number of things, +including yourself. It is also watertight when +zipped. +} + +... the brass lantern? +@enumerate{ +Have you filled it with oil? + +Have you rubbed it until it's shiny? + +Have you noticed that it doesn't exist? +} + +... the compass rose? +@enumerate{ +Have you tried JINDAKing it? + +Have you been west of the Changing Room? If not, +stop here. + +Does the carving in the Carving Room look familiar? + +Perhaps the compass rose would fit in the carving. + +Pay attention to what happens to the compass rose +when you put it in the carving. + +Don't forget to take it again! +} + +... the moldy book? +@enumerate{ +It sure is moldy and disgusting, isn't it? + +Can you think of anything that might improve it? + +CASKLY the moldy book. +} +... the wrought iron key? +@enumerate{ +Have you tried unlocking anything with it? + +It's too bad that the oak cabinet is so deteriorated. + +Of course, it wasn't always. + +Oh dear, did the key blow up in your face? It didn't? +Good, go on to the next clue. It did? Then skip the +next clue. + +Congratulations. + +Too bad. +} +... the ogre's club? +@enumerate{ +You could try attacking the ogre with it. + +You could try hitting the lava fragment with it. + +You could try examining your head, since there is +no ogre's club! +} + +... the vellum scroll? +@enumerate{ +A blank spell scroll is a fairly valuable object. + +But then, you're not hunting treasures, are you? + +You might try writing on it. + +You could copy a spell onto it. Of course, you +have all your spells in your spell book, don't +you? + +Well, there was one spell that you had only on a +scroll. Too bad you didn't have this blank scroll +then. + +Of course, you probably aren't powerful enough to +copy a really powerful spell. + +If you have the Magic Room cube, you can copy a +GIRGOL scroll if you can find one. +} + +... the carpet? +@enumerate{ +If your carpet is red, stop here. + +Have you looked under the rug? + +You could try sitting on the rug. + +You could try going UP while sitting on the rug. + +But don't remove the label! + +And don't get lost! +} +What things can I ask Belboz about? +@enumerate{ +The cubes. + +The shadow. + +The snake. + +Magic. + +The key. +} +What things can I ask the hermit about? +@enumerate{ +The cube. + +The hut. + +The avalanche. + +The coin. +} + +@MajorHeading(Cube Details) + +@Verbatim{ +Found in... Decoration Property BLORPLE to... + +Belwit Square Moles Earth Packed Earth + +Ogre Lair Dolphins Water Water Room + +Temple Eagles Air Air Room + +On Pillar Salamanders Fire Fire Room + +Plain Grues Dark Dark Room + +Hut Spiders Connectivity String Room + +Ocean Floor Fireflies Light Light Room + +Dungeon Cell Worms Death Boneyard + +Roc Nest Rabbits Life Soft Room + +Octagonal Room Owls Mind No Place + +In Pipe Butterflies Change Changing Room + +Outer Vault Turtles Time Sand Room + +Outcropping Unicorns Magic Magic Room +} + +@MajorHeading(Magic Details) + + +My spells don't always work. Why? +@enumerate{ +Magic is deteriorating. If you look at your spell book, you +will see that only a remnant of your repertoire of spells +remains. Doing something about this is the main goal of the +story. + +As you get further in the story, spells work better and better. + +Each cube you have increases the probability of your spells +working. Each spell is also influenced strongly by two +different cubes, and having those cubes makes it much more +likely that the spell will work. +} +Details of cubes' effects on spells: +@Verbatim{ +Spell Cubes that increase chance of success + +BLORPLE (always works) + +FROTZ Change, Light (75% base chance) + +GNUSTO Change, Earth (75% base chance) + +LESOCH Air, Fire + +MALYON Fire, Life + +REZROV Change, Earth + +YOMIN Mind, Light + +SNAVIG Change, Dark + +GIRGOL (special, as spell is so powerful) + +LISKON Change, Earth + +TINSOT Water, Fire + +JINDAK Light, Connectivity + +ESPNIS Mind, Death + +CASKLY Change, Connectivity + +THROCK Life, Water +} +If you have the cube that BLORPLEs you to the +Magic Room, it gives an extra-strong power boost +to all spells. With this cube in your +possession, only the GIRGOL spell can ever fail +under normal circumstances. + +When I use a spell on a scroll, the scroll disappears and +I can't use the spell again. Help! +@enumerate{ +You should GNUSTO the spell into your spell book. + +Then you can memorize the spell from your book and +use it repeatedly. +} + +@MajorHeading(Spells and Their Locations) + +@Verbatim{ +GNUSTO Your spell book. + +REZROV Your spell book. + +FROTZ Your spell book. + +YOMIN Your spell book. + +JINDAK Your spell book. + +MALYON Your spell book. + +LESOCH Your spell book. + +BLORPLE Your spell book after the shadow leaves the Council Chamber. + +THROCK At Cliff Middle. + +CASKLY In Roc Nest. + +GIRGOL In the zipper in Ruins Room. + +ESPNIS At Ogre's Lair. + +LISKON In the bottle in mid-ocean. + +TINSOT At the Glacier. + +SNAVIG In the moldy book after you CASKLY it. +} + +@MajorHeading(How the Points Are Scored) + + +25 points for each of 13 cubes, for a total of 325. + +15 points for reading or using BLORPLE the first time. + +10 points for getting the zipper. + +10 points for getting the flimsy scroll. + +10 points for getting the dirty scroll. + +10 points for getting the stained scroll. + +10 points for getting the dusty scroll. + +10 points for getting the box. + +10 points for getting the damp scroll. + +10 points for getting the white scroll. + +10 points for getting the blue carpet. + +10 points for getting the moldy book. + +15 points for CASKLYing the moldy book. + +10 points for getting the compass rose. + +25 points for answering Belboz and getting the key. + +10 points for getting the vellum scroll. + +25 points for establishing the past at Dungeon Cell. + +25 points for establishing the past at Ruins Room. + +50 points for saving the world (but destroying magic). + + +@MajorHeading(For Your Amusement) +@center{(after you've finished the story)} + +What did we name the cubes here at Infocom? +@enumerate{ +Dave gave them boring names like "Earth" or "Air." + +Gary gave them all incomprehensible (to others) +single-letter names, because he hates typing. + +Max named one "Ohio" because he was looking for a +4-letter synonym for No Place. (Max has never +visited Ohio, either.) + +Spike named them "cube1" through "cube13" because, +while he isn't wildly imaginative, he is very smart. + +Liz named the Fire Room cube "Bob" after her husband. + +Amy named the Dark Room cube "Inky." +} +Have you tried... +@itemize{ +...flying on the magic carpet to the Outcropping? + +...TINSOTing the magic carpet, then flying to the +Outcropping? + +...reading the carpet label during flight? + +...FROTZ GRUE in a dark room (not in the Dark Room +area)? + +...reading the pillar? + +...SNAVIG SERPENT or YOMIN SNAKE (before and after +shrinking it)? + +...sleeping on the green eyed rock? Petting it? + +...giving fish or bread to the green eyed rock? + +...showing the lava fragment to the rock? + +...swallowing things when you're a grouper? + +...smelling the ogre, or smelling the ogre when +you're an ogre? + +...trying to convince the merchant to sell you a +carpet for less than 500 zorkmids? + +...hitting the alarm fairy? + +...YOMINing the shadow in the Castle? + +...slavering while a grue? + +...following the rabbit in the Meadow? + +...landing the magic carpet other than In Roc +Nest or Guard Tower? + +...MALYONing the idol while you are on it? + +...casting a spell (other than BLORPLE) at the +Plain? + +...following the shadow from Belwit Square? + +...CASKLYing the red carpet? + +...YOMINing any enchanter after he's been turned into +an amphibian? + +...MALYONing the cube in the hermit's hut? + +...looking at a grue when you are a grue? + +...attacking a grue when you are a grue? + +...YOMIN GRUE? + +...examining the orange smoke or smelling it? + +...TINSOTing the glacier? + +...smelling the lava? + +...trying to sleep in the ogre's cave? +} \ No newline at end of file diff --git a/magic.txt b/magic.txt new file mode 100644 index 0000000..39c048a --- /dev/null +++ b/magic.txt @@ -0,0 +1,39 @@ + -Spell- -English- + + s AIMFIZ transport yourself to someone's location +e BLORB STRONG-BOX-SPELL +e CLEESH NEWT-SPELL +e EXEX HASTE-SPELL +e FILFRE CREDITS-SPELL +es FROTZ LIGHT-SPELL + s FWEEP turn caster into a bat + s GASPAR resurrection +es GNUSTO WRITE-MAGIC-SPELL + s GOLMAC travel temporally +e GONDAR QUENCH-SPELL +e GUNCHO BANISH-SPELL +es IZYUK FLY-SPELL +e KREBF REPAIR-SPELL +e KULCAD DISPEL-SPELL + s MALYON bring life to inanimate objects + s MEEF cause plants to wilt +e MELBOR PROTECTION-SPELL +e NITFOL TALK-TO-ANIMALS-SPELL +e OZMOO CHEAT-DEATH-SPELL + s PULVER cause liquids to dry up +es REZROV OPEN-SPELL + s SWANZO exorcise an inhabiting presence + s VARDIK shield a mind from an evil spirit +e VAXUM CHARM-SPELL + s VEZZA view the future + s YOMIN mind probe + s YONK augment the power of certain spells +e ZIFMIA SUMMON-SPELL + + -Potion- -English- + + s BERZIO obviate need for food and drink + s BLORT see in the dark + s FLAXO exquisite torture + s FOOBLE increase coordination + s VILSTU obviate need for breathing diff --git a/magic.zil b/magic.zil index e9e9ad9..d9999db 100644 --- a/magic.zil +++ b/magic.zil @@ -65,7 +65,7 @@ e ZIFMIA SUMMON-SPELL > -)) + )> - )> - ")." CR> - >> + ")." CR>> > They slip out of your memory as soon as you cram them in." CR> ) (> - + )>)> > @@ -468,39 +466,29 @@ likely that something may have been forgotten in the shuffle." CR>)> " The spell is long and complicated.">)> > -)) +)) > ) - (> 0> - - - > - > - > 1> - )>>)> + ( 0> + + + > + >)> >> - - .NUM>> - > - )> - )> - > - 1>>> + + + >)> + 1>>> -> +> - > - ) - (ELSE - - >)>>> + >> ;GASPAR-SPELL ;YONK-SPELL -) S (ANY <>) (OS <>) TMP) +) (OS <>) TMP) - - - )> - - ) - (T - )> - - )> - >> - - )> - )> - >>> + 1 -1) + >> + + )> + )>> + + )> + + ) + (T + )> + + > ) "AUX" X) ,VEHBIT> + > + + ,LOST-ON-LAND>)> " behind.">)> @@ -1012,20 +1001,17 @@ with identical brightness.">) nearby." CR>)>> > - >) - (> - - > - > - ) - ( - > - - >)>)>)> - >>> + >) + > + + > + > + ) + ( + > + + >)>)>)>>> ) @@ -1243,7 +1229,9 @@ the gnusto spell will work on it." CR>)>)>> )>> + + ) + ( ) ( @@ -1265,6 +1253,8 @@ little jig, and a moment later returns to normal." CR>) > ) + ( + ) (> diff --git a/misc.zil b/misc.zil index 7d91e88..3613481 100644 --- a/misc.zil +++ b/misc.zil @@ -24,166 +24,43 @@ ;"SUSPECT tell macro and friends" - ;"version for when compiling" - ) - (> - >)> - - > - "CRLF"> - <=? .P "CR">> - >) - ;(<=? .P "V"> - >) - ( - ) - (ELSE - > - > - > - "DESC"> - <=? .P "D"> - <=? .P "OBJ"> - <=? .P "O">> - >) - (<=? .P "CD"> - >) - (<=? .P "THE"> - >) - (<=? .P "CTHE"> - >) - ( - <=? .P "AN">> - >) - ( - <=? .P "N">> - >) - ( - <=? .P "CHR"> - <=? .P "C">> - >>) - (ELSE - >>)>)>) - ( - 1> -
FIX>>) - (ELSE - )>>) - ( - <==? QUOTE>> - >>>) - ( - >) - (ELSE )>>>>>) - (ELSE ;"version for when interpreting" - - ) - (> - >)> - - > - "CRLF"> - <=? .P "CR">> - ) - ;(<=? .P "V"> ) - ( - > - ) - ( - ) - (ELSE - > - > - > - "DESC"> - <=? .P "D"> - <=? .P "OBJ"> - <=? .P "O">> - ) - (<=? .P "CD"> - ) - ;(<=? .P "HE/SHE"> - ) - ;(<=? .P "HIM/HER"> - ) - ;(<=? .P "HIS/HER"> - ) - (<=? .P "THE"> - ) - (<=? .P "CTHE"> - ) - ( - <=? .P "AN">> - ) - ( - <=? .P "N">> - ) - ( - <=? .P "CHR"> - <=? .P "C">> - ) - (ELSE - >)>)>) - ( - ) - ( - <==? QUOTE>> - >>) - ( - ) - (ELSE )>>>> -)> + + (NUM N) * + (CHAR CHR C) * + D ,PRSO + D ,PRSI + D * + CD ,PRSO + CD ,PRSI + CD * + THE ,PRSO + THE ,PRSI + THE * + CTHE ,PRSO + CTHE ,PRSI + CTHE * + (A AN) ,PRSO + (A AN) ,PRSI + (A AN) * > - - > '[PRSO PRSI]>> - - ) - (ELSE )>) - (<==? .APP CDPRINT> - ) - (ELSE )>) - (<==? .APP THE-PRINT> - ) - (ELSE )>) - (<==? .APP CTHE-PRINT> - ) - (ELSE )>) - (<==? .APP PRINTA> - ) - (ELSE )>) - (ELSE )>) - ( - ) - (ELSE - )>> - - - >> - ) - (ELSE - )>> +; + (DESC D OBJ O) + CD + THE + CTHE + (A AN) + (NUM N) + (CHAR CHR C) + + + + + + + + + + > > @@ -830,19 +707,16 @@ be include when the crunch comes." > - - ') - (T - ')>> + <>>> - - + ;"length of an interrupt entry in bytes" + ;"word offset of routine name" + ;"word offset of count" + + ;"length of interrupt table in bytes" + ;"start of queued interrupts in bytes" %> - ;"length of an interrupt entry" - ;"offset of routine name" - ;"offset of count" - > )>> @@ -888,7 +762,7 @@ be include when the crunch comes." ') (ELSE - ' >)> + ' >)> >>)> .INT> @@ -950,7 +824,7 @@ be include when the crunch comes." 3> )> - >>)> + > NOUN>)> > ADJECTIVE>)> <3 .OBJ>>> diff --git a/parser.zil b/parser.zil index 93a110c..1c723a7 100644 --- a/parser.zil +++ b/parser.zil @@ -33,13 +33,20 @@ with 'P-'. Local variables are not restricted in any way." -> -> -> + ;> + ;> + ;> > -> ;"INBUF - Input buffer for READ" -> + + ;> ;"INBUF - Input buffer for READ" + + ;> <> <> <>>> "word pointer to unknown token in P-LEXV" "word pointer to sentence start in P-LEXV" @@ -82,10 +89,10 @@ with 'P-'. Local variables are not restricted in any way." > > +
> > +
> @@ -262,13 +269,14 @@ with 'P-'. Local variables are not restricted in any way." > ) (> + ) + (T >>)> ;"next clause added 8/20/84 by JW to enable TELL MY NAME TO BEAST" > - ,PS?VERB ,P1?VERB>>>> + >>> ) ( @@ -315,9 +323,7 @@ with 'P-'. Local variables are not restricted in any way." > - >> + @@ -353,9 +359,7 @@ with 'P-'. Local variables are not restricted in any way." >>> >> - > - ,W?OF> + > @@ -364,8 +368,7 @@ with 'P-'. Local variables are not restricted in any way." ) (> - > - ,W?THEN ,W?PERIOD>>> + >> @@ -384,9 +387,7 @@ with 'P-'. Local variables are not restricted in any way." )>)>) ( - > - ,W?PERIOD ,W?THEN>> + > ) (T @@ -1207,15 +1208,15 @@ OOPS-INBUF, leaving the appropriate pointers in AGAIN-LEXV" > -> +>> -> +>> -> +>> -> +>> -> +>> @@ -1241,7 +1242,9 @@ OOPS-INBUF, leaving the appropriate pointers in AGAIN-LEXV" )> ) (T - > + > + ) + (T >)> diff --git a/rooms.txt b/rooms.txt new file mode 100644 index 0000000..973aeda --- /dev/null +++ b/rooms.txt @@ -0,0 +1,900 @@ + + - -; - - - - - + +; + + + + - - - - - - + \ @@ -29,15 +23,15 @@ - + - + - + @@ -62,7 +56,7 @@ - + @@ -70,12 +64,12 @@ - + - + @@ -83,13 +77,13 @@ - + - + @@ -99,41 +93,43 @@ - + -; +; - + -; +; - + - - - + + + - + - + @@ -142,31 +138,31 @@ WITH OBJECT (FIND TOOLBIT) (HELD CARRIED HAVE) = V-DIG> - + - + - + - + - + - - +; + - - - +; + + @@ -175,16 +171,16 @@ - + ; ; ; -; +; -; +; -; +; + - + - + @@ -212,15 +209,15 @@ - + - + - + @@ -229,7 +226,7 @@ - + @@ -242,21 +239,21 @@ - + - + - + @@ -270,7 +267,7 @@ + (HELD CARRIED HAVE) = V-LOCK> @@ -289,19 +286,19 @@ - + - + - + @@ -313,7 +310,7 @@ - + @@ -322,32 +319,32 @@ - + - + - + - + - + - + @@ -357,7 +354,7 @@ - + @@ -368,11 +365,11 @@ - + - + @@ -382,31 +379,31 @@ THROUGH OBJECT = V-READ PRE-READ> -; +; - + - + - + - + -; +; - + @@ -415,7 +412,7 @@ - + @@ -430,16 +427,16 @@ - + - + - + @@ -447,16 +444,16 @@ - + - + - + @@ -472,7 +469,7 @@ - + @@ -481,7 +478,7 @@ - + @@ -494,22 +491,22 @@ - + - + - + - + @@ -519,22 +516,22 @@ - + + WITH OBJECT (HELD CARRIED HAVE) = V-UNLOCK> - + - + - + @@ -546,32 +543,32 @@ - + - + -; +; -; +; -; +; - + \^L @@ -580,10 +577,10 @@ - + - + @@ -635,23 +632,24 @@ WITH OBJECT (FIND TOOLBIT) = V-WRITE-ON PRE-WRITE-ON> - + + - + - + - + - + @@ -665,12 +663,12 @@ - + - + @@ -681,4 +679,9 @@ - + + + + + + \ No newline at end of file diff --git a/verbs.zil b/verbs.zil index b669b44..caa4131 100644 --- a/verbs.zil +++ b/verbs.zil @@ -187,30 +187,29 @@ -)) + %> - - - )> - + "> - - ,W?RESTAR> - - - ) - ( ,W?RESTOR> - - ) - (T - - )>) - (T - )>> + + > + + + ) + ( + + ) + (T + )>) + ( + )>>> - "SPELLBREAKER") - (ELSE "MAGE")> -"| + *3777*>> - > 23> - ) - (T - >)>> + >> > )>> -> - ) - ( - > - )> - >>> +) + > + )>>> "V-ASK-FOR -- transform into PRSO, GIVE PRSI TO ME" @@ -380,7 +372,10 @@ Release "> > - + + + + ,POOL-PSEUDO>>> ) ( @@ -590,14 +585,6 @@ the luncheon."> (ELSE )>)>> -> - - ) - ( - ) - (ELSE )>> - )>> @@ -626,7 +613,8 @@ is glowing brightly." CR>) > > + > + > ) ( @@ -965,7 +953,8 @@ before you leaped.">) > >> - > + + > ) ( 0>> @@ -1021,23 +1010,19 @@ before you leaped.">) (ELSE )>> -) N R) - +> ) (ELSE - > - - ) - (ELSE - )>> - ) - (ELSE )>) - (T - )>>)>> + + ) + (ELSE + )>> + )>> + )>> > @@ -1300,6 +1285,11 @@ the ogre destroys you.">) don't know how much it hurt.">) (ELSE )>) + ( + + >> + ) (T )> @@ -1330,8 +1320,10 @@ don't know how much it hurt.">) ( ) (ELSE - - )> + + > + > + )>)> )> @@ -1354,7 +1346,6 @@ possessions!">)>)> )>> - )) > + > > >>> @@ -1514,13 +1505,22 @@ smokes." )>> + + ) + ( ) (T )>> + + > + + ) + ( + ) + (ELSE )>) + ( ) (> @@ -1760,21 +1760,17 @@ to take it as well." CR>)> )>> > - > - >> - )>>)> - .CNT> + ) + >>> ;"WEIGHT: Gets sum of SIZEs of supplied object, recursing to nth level." T) - (> - >> - >> )>>)> + (ELSE + >>>)> <+ .WT >> ^\L @@ -2033,6 +2029,8 @@ long description (fdesc or ldesc), otherwise will print short." )) )> + + )> > > >> + + )> ) (ELSE )>)> ) @@ -2137,6 +2137,9 @@ start all over with someone else. All this effort, too.">> ( > ) + ( + > + ) (T )>> @@ -2388,3 +2391,6 @@ CTHE ,PRSI ,HAS-NO-SURFACE ,PERIOD>> ) (ELSE )>> + +> diff --git a/z6.chart b/z6.chart new file mode 100644 index 0000000..7ccf62e --- /dev/null +++ b/z6.chart @@ -0,0 +1,378 @@ +-date- -rel- -size- -pre- -obj- -glo- -voc- + 5/20 13 66554 16454 179 140 638 + 5/20 14 66520 16469 179 140 638 + 5/21 14 68452 16598 181 141 644 + 5/21 15 68494 16645 183 141 645 + 5/22 17 70064 16673 182 145 647 + 5/22 20 71098 16836 184 148 653 + 5/23 21 72396 16946 186 149 657 + 5/23 22 74738 17027 188 154 658 + 5/24 23 74748 17032 188 155 658 + 5/24 24 75162 17073 189 155 660 + 5/24 25 76512 17306 190 158 676 + 5/24 26 76610 17303 190 158 676 + 5/24 27 77102 17333 190 158 679 + 5/24 28 80376 17830 204 159 691 + 5/24 29 80394 17845 204 159 691 + 5/24 30 81454 17926 206 159 694 + 5/25 31 81598 17961 207 159 695 + 5/29 32 82386 18032 208 160 695 + 5/30 33 84666 18220 213 161 700 + 5/30 34 84664 18222 213 162 700 + 5/31 35 86940 18386 217 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It really has the same problem as mine, +which is that it's a plot without any (enough?) associated problems. +The plots are even pretty similar. + +Specifics: + +1. In mine, it's you who is the cause of all the problems, as the most +powerful Enchanter in the land. In yours it's some other Enchanter, but +the differences in the effect on the plot are fairly small. I like my +idea better (surprise!) because I like the idea of "power corrupts" +in regard to even the best intentioned good guy (yourself) when +confronted with the potentially unlimited power of magic. + +2. I'm not too keen on your killing off Belboz, and I sort of like my +idea of consulting him as a sage. This is pretty minor though. + +3. I like the idea of spells in your book fading as concepts are removed +from the universe. In fact, it might be a good idea if some of this has +happened already when the game opens. + +4. I would like to figure out some use for the cubes other than in the +final battle. My theory is approximately that the cubes you find can +reactivate the kind of magic they control. The details of this in +relation to individual problems is fuzzy, though. The idea would be +that you find out by using them what they are good for, and thus know +enough by the final battle to use them as weapons against the bad guy. +For example, you might use a cube that controlled the concept +"transformation" to become a grue in the "Grue Heaven" problem. + +5. I hate chess problems. (Sorry, Steve). + +General: + +1. I think the "Expert" rating need not mean the game can't be played. +What I mean by this is that even a difficult game that you can do a lot +of exploring in even without solving problems is not going to be seen as +being as hard as (say) Starcross or Hitchhiker's where there is a +difficult problem right near the start. + +2. If this is going to be collaboration, the critical time is +unfortunately right now. After May 6 I will be able to devote full time +to it. It's between now and then (less than six weeks) that is the real +problem. Is there any time soon when we can get together for a +brainstorming session to get the plot and problems more fully designed? +Are you really going to have enough time in the next six weeks to do a +lot of work? + +3. And what about Naomi? + + Dave diff --git a/z6.index b/z6.index new file mode 100644 index 0000000..1ff083b Binary files /dev/null and b/z6.index differ diff --git a/z6.pre b/z6.pre new file mode 100644 index 0000000..9782528 Binary files /dev/null and b/z6.pre differ diff --git a/z6.pur b/z6.pur new file mode 100644 index 0000000..e14afa7 Binary files /dev/null and b/z6.pur differ diff --git a/z6.serial b/z6.serial new file mode 100644 index 0000000..99dea3b --- /dev/null +++ b/z6.serial @@ -0,0 +1 @@ +439 diff --git a/z6.synopsis b/z6.synopsis new file mode 100644 index 0000000..3805060 --- /dev/null +++ b/z6.synopsis @@ -0,0 +1,62 @@ +1. Browsie back cover. + +In MAGE, third in the ENCHANTER series, the world is menaced +by the threatened destruction of magic itself, and only you can +save it. + +You owe your position as head of the Enchanters Guild to your +clever and innovative use of magic, but now magic has become +unreliable and intermittent. The foundations of the kingdom +are threatened. + +Who or what is causing this calamity? In a journey through the +very structure of the magical universe, from the Zorkian underworld +to the far reaches of the higher dimensions, you search for +the source of the unmaking. + +You must use all your wit to prepare for the final confrontation, +uncovering the tools and powers to meet the ultimate evil. The +outcome is uncertain when evil's dark purposes are at last exposed, +but a mage never falters. + +The Table of Contents for the instruction manual is on page 11. +Take a look at it to find out what you should read before you begin +the story. + +2. Package back cover. + +MAGE, the mysterious conclusion to the ENCHANTER trilogy, explores +the strange underpinnings of the Zorkian universe. A world founded +on magic and sorcery suddenly finds itself without magic, and you, +the head of the Enchanters Guild, are the only mage who can find +the reason. The very structure of the universe is under siege, and +only a journey through the foundation of magic itself will reveal +the terrifying reason. + +3. Instruction Manual Intro. + +Welcome to the world of the Enchanter saga -- a world founded on magic, +where guilds of magicians have mastered the powers of sorcery; a +world now threatened with destruction. + +You distinguished yourself among the young Enchanters by defeating the +evil warlock Krill, whose attempt to subjugate the land was thwarted by +your cleverness, as your inexperience allowed you to succeed where +others might have failed. This earned you a place on the Circle of +Enchanters, second only to the great Belboz the Necromancer. Then Belboz +himself was nearly destroyed, and your rescue of him from the evil demon +Jeearr earned you the ultimate honor given a mage, the leadership of the +Circle of Enchanters. + +Now, a crisis has befallen the kingdom. Magic itself seems to be +failing. Spells fail to work or go strangely awry, the populace is +confused and restive, and even the Enchanters Guild is baffled. A great +conclave of the Guildmasters is ordained, and it is at this conclave +that the final conflict between good and evil begins to unfold. + +If you're familiar with Infocom's interactive fiction, you may not feel +like reading this entire manual. However, you should at least read +about the use of magic (on page x). Also look at the appendix of +recognized verbs (on page x); some of the verbs listed are found in all +Infocom stories, while others are included especially for MAGE. All +wizards will want to familiarize themselves with this list. \ No newline at end of file diff --git a/z6.txt b/z6.txt new file mode 100644 index 0000000..02eea97 --- /dev/null +++ b/z6.txt @@ -0,0 +1,153 @@ + Thoughts on Z6 + +Z6 opens during a meeting of the Guild Masters in the ancient Guild Hall +at Borphee. The meeting has been called to discuss the problem of the +deterioration of magic. As magic is widely used in "mundane" industries +and applications, this threatens the very fabric of civilization. +Master after master details in a heart-rending way how the magic method +of (for example) dry cleaning clothes no longer works or is unreliable. +In a less-and-less subtle way, the Masters begin to accuse the Guild of +Enchanters of not "holding up their end." Anger begins to rise among +the Enchanters. + +Suddenly, without any warning, all the masters saving only yourself are +CLEESHed. + * * * + +You notice a sinister cloaked figure scurrying suspiciously out of the +hall, and follow. In Belwit Square the figure disappears in a puff of +orange smoke, leaving behind only a pure-white cube with nothing written +on it. + +You decide to consult Belboz, who has retired to the Enchanter's +equivalent of a monastery, so you AIMFIZ yourself to him. He recalls a +legend that the universe was constructed of such blocks, not materially +but conceptually, and each block represented a concept. (Various +funny/serious analogies with sub-atomic physics and ZIL can be made +here). But he remembers that the process involved writing mystic runes +representing the concept on the block, and this one is blank. This is +especially disturbing because that means that someone may be trying to +introduce new concepts by creating new blocks, or worse yet, erasing +concepts by erasing the letters from existing blocks! + +By a whizz-bang new spell that uses the Law of Contagion and the Law of +Similarity, it is be possible to find out where the other blocks are if +this one has touched them recently, and sure enough, you can reach their +locales quite easily. These are the locations of the problems, and each +problem rewards you with a block. + +This is done by BLORPLEing a cube. It produces a room with you inside it +whose doors open to the locations of things that have recently touched the +object you BLORPLE. (How's that for advanced magical technology, sports +fans?) Some of the doors may be locked, even. When you go through a door +the BLORPLEd object (usually a cube) goes with you. + + * * * + +Possible problems: + +1) The Worm Ouroboros. In this problem a giant serpent (we're talking +circa 200 feet long and maybe 15 feet thick) guards a block. You can't +get by the serpent, but you can convince him to eat his own tail. This +is done by creating and then enticing him through a dimensional gate +that warps back around to where his tail is. Making this a +possible-to-solve problem is the big challenge. The gate must be made +plausible, not to mention understandable, etc. + +2) Oubliette. An oubliette is a cell-like pit in which prisoners are +dropped whom you wish to basically ignore. The only way out is at the +top. Has a water channel for sanitation or something. Idea is to +freeze the water over the outlet and float out. Above the cell is a +cube. + +3) Self-built Maze. This starts as a solid rock cell, no doors, no +windows. You have a spell that detects secret doors. Here, however, +every wall actually has one potentially, so the first wall you use it on +always has one. It leads into another similar cell. Etc. The idea +here is that the last cell of six (?) has the cube in it, and the exit +out. Is this too repetitious and silly? + +4) Nowhere. This is a featureless plain in another dimension, inhabited +by large flat-bottomed boulders which you can push around because they +float frictionlessly on the mirror-smooth surface. The idea would be to +use some mechanism (perhaps billiards-like) to push a boulder over to a +cube which you can then grab. Alternately you would have to ride a +boulder and induce it somehow to do what you want. + +5) Grue Heaven. This takes place in a dimension inhabited entirely by +Grues, and in fact is favored by them since, although the supply of +adventurers is chancy at best, there is never any light there, because +the physical laws are different and a photon is a big fuzzy thing about +the size of a tennis ball. (Could be amusing if you have a light +source). Idea here is to shape-shift into a Grue, enabling you to (a) +see in the dark and (b) not look conspicuously adventurer-like and thus +be invited to lunch. The Grues have a cube in the grue temple, which +you can steal. + +6) Flying Carpet. Trick here is to learn how to operate it, find a cube +in a roc's nest, evade the roc, etc. + +7) Appointment in Samarra. Not sure what to do with this, but some +dangerous being (perhaps Death, perhaps someone less lofty) sees you at +some point in the game and looks startled. Later, in a different point +in the game, he encounters you with much more aplomb. He was startled +because he saw you in the first place and knew you had an appointment +with him in the second place, and you weren't there. + +8) Scales. There is a standard old brain-teaser involving how to find +one non-canonical coin (in this it would be a cube) in a pile of N given +only M chances to weigh them. This could be hoked up into cubes and +charges of some magical item, for example. The prize would be the +non-canonical cube (the only real one). + +9) Labyrinth. This is an alternative to the Self-made Maze idea. Here +you have concentric circles which you can push (physically or magically) +to line up entrances and exits. There used to be a kid's game like +this, and the idea was get your marbles to the center before your +opponent. Here the idea is to get you to the center before ... what? + +10) Another Silly Maze. This one can't be mapped by the usual +techniques because it consists of only one room and each wall has a +door. It is the sequence of directions that's important. Not sure what +clues if any you get as to what virtual room you are in. Not sure if +the world could stand another *^%&*^ maze problem anyway. + + * * * + +What's Really Going On?: + +The theory is that actually you, and not some other force, are +responsible for collecting the cubes and banishing them to other +dimensions, planes, etc. This is being done by a creature analogous to +the Shadow in Z3, which is working to create an environment it will find +more to its liking. This would include, for example, god-like powers +for Enchanters, no distinction between creatures such as itself (spirits +and the like) and material beings, instant correspondance between +thought and deed, and so on. We're talking a real power-trip here. + +The catch is that after all this is revealed during the final climactic +battle with the creature, it also becomes clear that such a development +(both the bringing to life of the dark side of the Enchanter's power and +the realignment of the universe) is inherent in the idea of magic, and +eventually some other Enchanter will get into the same situation. The +only solution is to destroy the magic-related cubes, which destroys +magic and perhaps plunges the world into a dark age, but saves it from +that form of evil forever (or at least until Z7). + + * * * + +The Cubes: + +They represent concepts in the physical universe, and possessing them +gives you power over that aspect of the universe. + +Possible cubes include + + Earth, Air, Fire, Water: the elements + Existence, Length, Breadth, Volume, Time: the dimensions + Animation, Transformation, Creation: the actions + Mind, Essence, Lightning, Mass, Magic: the forces + +There could also be others, of course. For example, there might be lesser +cubes that embody adjectives and nouns. Arranging (joining?) them properly +would produce (e.g.) a dog house or a house dog. diff --git a/z6.zip b/z6.zip index ab860a9..b4ba6fd 100644 Binary files a/z6.zip and b/z6.zip differ diff --git a/z6manual.txt b/z6manual.txt new file mode 100644 index 0000000..0230c39 --- /dev/null +++ b/z6manual.txt @@ -0,0 +1,1813 @@ +Instruction Manual for + +Archmage + +Welcome to the world of the Enchanter saga -- a world founded on magic, + +where guilds of magicians have mastered the powers of sorcery; a + +world now threatened with destruction. + + You distinguished yourself among the young Enchanters by + +defeating the evil warlock Krill, whose attempt to subjugate the land + +was thwarted by your cleverness, as your inexperience allowed you to + +succeed where others might have failed. This earned you a place on the + +Circle of Enchanters, second only to the great Belboz the Necromancer. + +Then Belboz himself was nearly destroyed, and your rescue of him from + +the evil demon Jeearr earned you the ultimate honor given a mage, the + +leadership of the Circle of Enchanters. + + Now, a crisis has befallen the kingdom. Magic itself seems to + +be failing. Spells fail to work or go strangely awry, the populace is + +confused and restive, and even the Enchanters Guild is baffled. A great + +conclave of the Guildmasters is ordained, and it is at this conclave + +that the final conflict between good and evil begins to unfold. + + If you're familiar with Infocom's interactive fiction, you may + +not feel like reading this entire manual. However, you should at least + +read about the use of magic (on page x). Also look at the appendix of + +recognized verbs (on page x); some of the verbs listed are found in all + +Infocom stories, while others are included especially for Archmage. All + +wizards will want to familiarize themselves with this list. + +Table of Contents + + +An Overview Page N + + *What is interactive fiction? + + *Moving around + + *Turns and scoring + +Tips for Novices Page N + + Nine useful pointers about interactive fiction + +Communicating with Archmage Page N + + *Basic sentences + + *Complex sentences + + *Talking to characters in the story + + *Vocabulary limitations + + +Spell Casting Page N + + *Using your spell book + + *Memorizing spells + + *Casting spells + + +Starting and Stopping Page N + + *Starting Archmage ("Booting up") + + *Saving and restoring + + *Quitting and restarting + +Appendix A: Important Commands Page N + +Appendix B: Some Recognized Verbs Page N + +Appendix C: Archmage Complaints Page N + +Appendix D: Sample Transcript and Map Page N + +Appendix E: We're Never Satisfied Page N + +Appendix F: If You Have Technical Problems Page N + +Appendix G: About the Author Page N + +Appendix H: Copyright and Warranty Information Page N + +Appendix I: Quick Reference Guide Page N + + This briefly describes the most important things to know about + + interactive fiction. It is vital that you know all these things before + + you begin your adventure. + + An Overview + + +Interactive fiction is a story in which you are the main character. + +Your own thinking and imagination determine the actions of that + +character and guide the story from start to finish. + + + Each work of interactive fiction, such as Archmage, presents you with + +a series of locations, items, characters, and events. You can interact + +with these in a variety of ways. + + + Some wizards have the power to transport themselves with a mere + +twitch of the toes. Most of the others, alas, must walk. To move from + +place to place, type the direction you want to go. When you find + +yourself in a new location, it's a good idea to become familiar with + +your surroundings by exploring the nearby rooms and reading each + +description carefully. (You may notice that Archmage occasionally refers to + +a location as a "room," even if you are outdoors.) As you explore, it is + +helpful to make a map of the geography. + + + An important element of interactive fiction is puzzle-solving. You should + +think of a locked door or a ferocious beast not as a permanent obstacle, + +but merely as a puzzle to be tackled. Solving puzzles will frequently + +involve bringing a certain item with you, and then using it in the proper + +way. + + + In Archmage, time passes only in response to your input. You might + +imagine a clock that ticks once for each sentence you type, and the story + +progresses only at each tick. Nothing happens until you type a sentence + +and press the RETURN (or ENTER) key, so you can plan your turns as slowly + +and carefully as you want. + + + To measure your progress, Archmage keeps track of your score. You + +may get points for solving puzzles, performing certain actions, or + +visiting certain locations. A perfect score is to be strived for, but of + +course a true Enchanter is above such mundane considerations and will + +consult the score only to measure progress toward more worthy goals. + + Tips for Novices + + +1. In bygone days, Enchanters could recall even the tiniest events in + +their lives and project them upon the clouds to the great amusement of + +the populace. Since you do not currently possess that skill, it's a good + +idea to draw a map. It should include each location, the directions + +connecting it to adjoining locations, and any interesting objects there. + +(See the small sample map that goes along with the sample transcript on + +page N.) Note there are 10 possible directions, plus IN and OUT. + + +2. Examine all objects you come across. Most objects in the story that you can + +pick up are important for solving one or more of the puzzles you'll run into. + + +3. Save your place often. That way, if you mess up or get "killed," + +you won't have to start over from the beginning. See page N for instructions. + + +4. Read the story carefully. There are often clues in the descriptions of + +locations and objects, as well as in labels, engravings, books, and so on. + +Even strange or dangerous actions may provide clues, and might prove to be + +fun! You can always save your position first if you want. Here's a silly + +example: + + >GIVE THE MAGIC GERANIUM TO THE WOLF + + The wolf considers, for a moment, eating the geranium instead of you. + + Then he decides the better of it. He comes closer and closer. + + +In addition to learning something about the culinary preferences of + +wolves, you have a clue that perhaps feeding something else (a steak?) + +to the wolf would be more useful. + + +5. Unlike other "adventure games" you may have played, there are many + +possible routes to the end of Archmage. Some puzzles have more than one + +solution; other puzzles don't need to be solved at all. Sometimes you + +will have to solve one puzzle in order to obtain the item(s) or + +information you need to solve another puzzle. + + +6. You may find it helpful to go through Archmage with another + +person. Different people may find different puzzles easy and can often + +complement each other. + + +7. If you really have difficulty, you can order a hint booklet and a complete + +map using the order form in your package. You don't need this + +booklet to enjoy the story, but it will make solving the puzzles easier. + + +8. Read the sample transcript on page N to get a feel for how Infocom's + +interactive fiction works. + + +9. You can word a command in many different ways. For example, if you + +wanted to pick up a dusty scroll, you could type in any of the following: + + >GET SCROLL + + >TAKE THE SCROLL + + >PICK UP THE DUSTY SCROLL + + +In fact, if the scroll is the only thing in sight that you can take, + +just typing TAKE would have been enough. But more about that in the next + +section ... + + + + Communicating with Archmage + +In Archmage, you type your sentence in plain English each + +time you see the prompt (>). Archmage usually acts as if your + +sentence begins "I want to...," although you shouldn't actually type + +those words. You can use words like THE if you want, and you can use + +capital letters if you want; Archmage doesn't care either way. + + + When you have finished typing a sentence, press the RETURN (or ENTER) key + +and Archmage will process your request. Archmage will then respond, + +telling you whether your request is possible at this point in the story, + +and what happened as a result. + + + Archmage recognizes your words by their first six letters, and all + +subsequent letters are ignored. Therefore, SILVER, SILVERsmith, and + +SILVERware would all be treated as the same word by Archmage. + + + To move around, just type the desired direction. You can use the eight + +compass directions: NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, + +SOUTHEAST, and SOUTHWEST. You can abbreviate these to N, S, E, W, + +NE, NW, SE, and SW, respectively. You can use UP (or U) and DOWN (or D). + +IN and OUT will also work in certain places. + + + Archmage understands many different kinds of sentences. Here are several + +examples. (Note some of these objects do not actually appear in + +Archmage.) + + >WALK NORTH + + >DOWN + + >NE + + >GO UP + + >TAKE THE SPELL BOOK + + >READ THE SCROLL + + >LOOK UNDER THE BED + + >GO OUT + + >DROP THE NEWT INTO THE POT + + >EXAMINE THE LARGE RED DEMON + + >PUSH THE BLACK BUTTON + + >SHOOT THE DEMON WITH THE LOADED GUN + + >GIVE THE MAGIC WAND TO THE FROG + + >LOOK UNDER THE STATUE + + >READ THE CRUMBLY YELLOW SCROLL + + + + You can use multiple objects with certain verbs if you separate them + +by the word AND or by a comma. Some examples: + + >TAKE SWORD AND MAGIC KNIFE + + >DROP THE SPRIG OF IVY, THE MISTLETOE, AND THE SPOTTED FROG + + >PUT THE BAT'S FEET AND THE BLUE BUBBLY LIQUID IN THE BOWL + + + You can include several sentences on one input line if you separate them + +by the word THEN or by a period. (Note that each sentence will still + +count as a turn.) You don't need a period at the end of the input line. + +For example, you could type all of the following at once, before pressing + +the RETURN (or ENTER) key: + + >READ THE SCROLL. WRITE "BROKEN" ON IT. OPEN THE GARBAGE CAN THEN + + DROP THE SCROLL INTO THE GARBAGE CAN + +If Archmage doesn't understand one of the sentences on your input line, or + +if something unusual happens, it will ignore the rest of your input line + +(see "Archmage Complaints" on page N). + + The words IT and ALL can be very useful. For example: + + >TAKE THE SCROLL. READ IT. PUT IT IN THE BOX + + >CLOSE THE HEAVY METAL DOOR. LOCK IT + + >TAKE THE SILVER HELMET. SHINE IT. PUT IT ON + + >TAKE ALL + + >EXAMINE ALL THE DUSTY SCROLLS + + >TAKE ALL EXCEPT THE WET EGG AND THE KEY + + >TAKE ALL FROM CABINET + + >DROP ALL BUT THE PENCIL + + +The word ALL refers to every visible object except those inside + +something else. If there were an apple on the ground and an orange + +inside a cabinet, TAKE ALL would take the apple but not the orange. + + + There are three kinds of questions that Archmage understands: WHO IS + +(someone), WHERE IS (something), and WHAT IS (something). For example: + + >WHO IS ORKAN? + + >WHERE IS THE SPELL BOOK? + + >WHAT IS A GRUE? + + + You can use quotes to say something "out loud." For example: + + >SAY "HELLO" + + + You can write a word on an object in the game if you want: + + >WRITE "GARLIC" ON THE BAG + + >WRITE "VALUABLE" ON THE ANCIENT SCROLL + + + You will meet other people and creatures in Archmage. You can "talk" + +to some of these beings by typing their name, then a comma, then + +whatever you want to say to them. Here are some examples: + + IMP, WHERE IS MY SPELL BOOK? + + HENCHMAN, FOLLOW ME + + ADVENTURER, KILL THE MONSTER THEN GIVE ME THE SWORD + + SQUIRE, GIVE ME THE WAND. CLEAN OFF THE SANDALS + +Notice that in the last two examples, you are giving a person more than + +one command on the same input line. + + + Archmage tries to guess what you really mean when you don't give enough + +information. For example, if you say that you want to do something, but + +not what you want to do it to or with, Archmage will sometimes decide that + +there is only one possible object you could mean. When it + +does so, it will tell you. For example: + + >UNLOCK THE DOOR + + (with the key) + + The door is now unlocked. + + + If your sentence is ambiguous, Archmage will ask what you really mean. You + +can answer most of these questions briefly by supplying the missing + +information, rather than typing the entire input again. You can do this + +only at the very next prompt. For example: + + >SLICE THE SCROLL + + What do you want to slice the scroll with? + + >THE SCIMITAR + + The scroll is reduced to paper dolls. + +or + + >TAKE THE SCROLL + + Which scroll do you mean, the evil enchanted scroll or the lovely + + vellum scroll? + + >ENCHANTED + + The evil in the scroll flows inexorably up your arm. It seems to be + + seeking out your heart! + + + Archmage uses many words in its descriptions that it will not recognize in + +your sentences. For example, you might read, "The bright-red sun sets + +slowly into the horizon." However, if Archmage doesn't + +recognize the words SUN or HORIZON in your input, you can assume + +they are not important to your completion of the story, except to provide + +you with a more vivid description of where you are or what is going on. + +Archmage recognizes over 900 words, nearly all that you are likely to + +use in your sentences. If Archmage doesn't know a word you used, or + +any of its common synonyms, you are almost certainly trying something that + +is not important in continuing your adventure. + + Spell Casting + +Spells are a way of performing magic. Each spell is known by the + +one-word name through which the spell can be used. Magic spells usually + +have a duration and sometimes a delay before they can be used again. + +Remember: Magic spells are dangerous things, particularly to wizards. + +Wizards' heightened abilities in this realm carry the penalty of + +heightened sensitivity to spells cast by others. Sometimes a spell which + +a mundane person would not even notice will have a profound effect upon + +you. + + + As a certified wizard, you have a personal spell book, + +in which you record the spells you are capable of using. Your book + +contains a few spells before the story begins; others may be added + +during your travels. + + + You may find spell scrolls here and there. These are extremely + +valuable objects. They may be used directly to cast spells, but so doing + +uses up the spell and scroll permanently, so it is much better to write + +them into your spell book. Then, you can use them many times. + + + You may write newly found spells into your spell book by using the + +GNUSTO spell ("writes magic"), which you learned early in your career. + +Once a spell is written in your spell book, it may be used again and + +again. (Some spells are too powerful to be written into a spell book. + +Such spells may still be used if they are found on + +scrolls, but the spell will be gone after it is used.) + + + Reading your book lists the spells you have written, along with their + +meanings. You might experiment with the spells already in your book to + +learn their uses. + + + Before a spell in your book can actually be used, it must be + +memorized. Only a small number of spells can actually be memorized at + +one time, and when you use a spell you have memorized, you forget it. + +You must relearn a spell to use it again. The SPELLS command lets + +you know which spells are memorized and how many times each one has been + +memorized. (This is helpful because a spell memorized twice can be used + +twice before being forgotten.) + + + You can use spells either by saying CAST (the spell's name) AT/ON + +(something) or, more simply, by saying: (the spell's name) (something). + +Some spells are so general in application that they require no object -- + +just typing the spell name is enough. + + + For example, suppose there were a spell named BOZBAR that you had + +written in your spell book or were carrying on a spell scroll. Both + +LEARN BOZBAR and MEMORIZE BOZBAR would make the spell available for + +immediate use. Then BOZBAR HORSE or CAST BOZBAR AT HORSE or CAST THE + +BOZBAR SPELL AT THE HORSE would all have the same effect: BOZBAR the + +poor horse. + + + Magic takes other forms besides classic spell casting. Magic potions, + +for instance, usually found in vials, work their magic when ingested. + +Many items throughout the land are imbued with magical qualites that can + +be revealed to the brave and inquisitive wizard. + + + Starting and Stopping + + +Starting the story: Now that you know what to expect in Archmage, + +it's time for you to "boot" your disk. To load Archmage, follow + +the instructions on the Reference Card in your package. + + + The story will begin with a description of the Council Chamber, the + +opening location. Then the prompt (>) will appear, + +indicating that Archmage is waiting for your first command. + + + Here's a quick exercise to help you get accustomed to + +interacting with Archmage. Try the following command first: + + >GO SOUTH + +Then press the RETURN (or ENTER) key. Archmage will respond with: + + Annoyed guildmasters make way grudgingly. You hear muttering about + + "arrogant enchanters" as you try to leave the chamber. Finally, + + Orkan of Thriff, one of your colleagues, says "Stay. Be quiet. + + Don't embarrass us." + +Then Sneffle of the Guild of Bakers will speak for a while. Try: + + >LOOK AT SNEFFLE + +After you press the RETURN (or ENTER) key, Archmage will respond: + + Sneffle is a small doughy gentleman whose person is splotched here + + and there with flour. + + +Saving and restoring: It will probably take you many days to complete + +Archmage. Using the SAVE feature, you can continue at a later time without + +having to start over from the beginning, just as you can place a bookmark + +in a book you are reading. SAVE puts a "snapshot" of your place in the + +story onto another disk. If you are cautious, you may want + +to save your place before (or after) trying something dangerous or tricky. + +That way, you can go back to that position later, even if you have gotten + +lost or "killed" since then. + + + To save your place in the story, type SAVE at the prompt (>), and then + +press the RETURN (or ENTER) key. Then follow the instructions for saving + +and restoring on your Reference Card. Some computers + +require a blank disk, initialized and formatted, for + +saves. Using a disk with data on it (not counting other Archmage saves) may + +result in the loss of that data, depending on your computer. You can + +save your position as often as you like by using additional blank disks. + + + You can restore a saved position any time you want. To do so, type + +RESTORE at the prompt (>), and press the RETURN (or ENTER) key. Then + +follow the instructions on your Reference + +Card. You can then continue the story from the point where you used the + +SAVE command. You can type LOOK for a description of where you are. + + +Quitting and restarting: If you want to start over from the beginning, + +type RESTART and press the RETURN (or ENTER) key. (This is usually + +faster than re-booting.) Just to make sure, Archmage will ask if you + +really want to start over. If you do, type Y or YES and press the RETURN + +(or ENTER) key. + + + If you want to stop entirely, type QUIT and press the RETURN (or ENTER) + +key. Once again, Archmage will ask if this is really what you want + +to do. + + + Remember when you RESTART or QUIT: if you want to be able to return to + +your current position, you must first do a SAVE. + + +Appendix A + +Important Commands + + +There are a number of one-word commands which you can type instead of a + +sentence. You can use them over and over as needed. Some count as a + +turn, others do not. Type the command after the prompt (>) and press the + +RETURN (or ENTER) key. + + +AGAIN - Archmage will usually respond as if you had repeated your previous + +sentence. Among the cases where AGAIN will not work is if you were just + +talking to another character. You can abbreviate AGAIN to G. + + +BRIEF - This tells Archmage to give you the full description of a location + +only the first time you enter it. On subsequent visits, Archmage will tell + +you only the name of the location and the objects present. This is how + +Archmage will normally act, unless you tell it otherwise using the VERBOSE + +or SUPERBRIEF commands. + + +DIAGNOSE - Archmage will give you a medical report of your physical + +condition, and will tell you whether you're tired, thirsty, or hungry. + + +INVENTORY - Archmage will list what you are carrying. You can abbreviate + +INVENTORY to I. + + +LOOK - This tells Archmage to describe your location in full detail. + +You can abbreviate LOOK to L. + + +OOPS - If you accidentally mistype a word, such that Archmage doesn't + +understand the word, you can correct yourself on the next line by typing + +OOPS and the correct word. Suppose, for example, you typed PUT THE BOOJ + +ON THE DUSTY SHELF and were told "[I don't know the word 'booj.']" You + +could type OOPS BOOK rather than retyping the entire sentence. + + +QUIT - This lets you stop. If you want to save your position before + +quitting, follow the instructions in the "Starting and Stopping" section + +on page N. You can abbreviate QUIT to Q. + + +RESTART - This stops the story and starts over from the beginning. + + +RESTORE - This restores a position made using the SAVE command. See + +"Starting and Stopping" on page N for more details. + + +SAVE - This makes a "snapshot" of your current position onto your + +storage disk. You can return to a saved position in the future using + +the RESTORE command. See "Starting and Stopping" on page N for more details. + + +SCORE - Archmage will show your current score and a ranking which is + +based on that score. + + +SCRIPT - This command tells your printer to begin making a transcript of + +the story as you venture onwards. A transcript may aid your memory but is not + +necessary. It will work only on certain computers; read + +your Reference Card for details. + + +SPELLS - This command lists the spells you currently have memorized from + +your spell book. + + +SUPERBRIEF - This commands Archmage to display only the name of a place + +you have entered, even if you have never been there before. In this mode, + +Archmage will not even mention which objects are present. Of course, + +you can always get a description of your location, and the items there, by + +typing LOOK. In SUPERBRIEF mode, the blank line between turns will be + +eliminated. This mode is meant for players who are already very familiar + +with the geography. Also see VERBOSE and BRIEF. + + +TIME - This gives you the current time of day in the story. You can + +abbreviate TIME to T. + + +UNSCRIPT - This commands your printer to stop making a transcript. + + +VERBOSE - This tells Archmage that you want a complete description of each + +location, and the objects in it, every time you enter a location, even if + +you've been there before. Also see BRIEF and SUPERBRIEF. + + +VERSION - Archmage responds by showing you the release number and the + +serial number of your copy of the story. Please include this information + +if you ever report a "bug" in the story. + + +WAIT - This will cause time in the story to pass. Normally, between turns, + +nothing happens in the story. You could leave your computer, take a nap, + +and return to the story to find that nothing has changed. You can use + +WAIT to make time pass in the story without doing anything. For example, + +you can wait for a specific time, or wait for an event to happen, etc. + +You can abbreviate WAIT to Z. + +Appendix B + +Some Recognized Verbs + + +This is only a partial list of the verbs that Archmage understand. + +There are many more. Remember you can use a variety of prepositions + +with them. For example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK + +UNDER, LOOK THROUGH, LOOK AT, and so on. + + +ASK + +ATTACK + +BOARD + +BURN + +CAST + +CLIMB + +CLOSE + +COUNT + +CROSS + +CUT + +DESTROY + +DIG + +DISEMBARK + +DRINK + +DROP + +EAT + +ENTER + +EXAMINE + +EXIT + +EXTINGUISH + +FILL + +FIND + +FLY + +FOLLOW + +GIVE + +JUMP + +KICK + +KILL + +KISS + +KNOCK + +LAUNCH + +LIE + +LIGHT + +LISTEN + +LOCK + +LOOK + +MEMORIZE + +MOVE + +OFFER + +OPEN + +POINT + +POUR + +PULL + +PUSH + +PUT + +RAISE + +READ + +SEARCH + +SHAKE + +SHOUT + +SHOW + +SLEEP + +SLIDE + +SMELL + +SPRAY + +STAND + +SWIM + +TAKE + +TELL + +THROW + +TIE + +TOUCH + +TURN + +UNLOCK + +UNTIE + +WAKE + +WALK + +WAVE + +WRITE + +Appendix C + +Archmage Complaints + + +Archmage will complain if you type a sentence that confuses it completely. + +Archmage will then ignore the rest of the input line. (Unusual events, such + +as being attacked, may also cause Archmage to ignore the rest of the + +sentences you typed, since the event may have changed your situation + +drastically.) Some of Archmage's complaints: + + + +I DON'T KNOW THE WORD "________". The word you typed is not in the + +story's vocabulary. Sometimes using a synonym or rephrasing will help. + +If not, Archmage probably doesn't know the idea you were trying to get + +across. + + +YOU USED THE WORD "________" IN A WAY THAT I DON'T UNDERSTAND. + +Archmage knows the word you typed, but couldn't use it in that + +sense. Usually this is because Archmage knows the word as a + +different part of speech. For example, if you typed TURN ON THE LIGHT, + +you are using LIGHT as a noun, but Archmage might know LIGHT only + +as a verb, as in LIGHT THE LAMP. + + +THERE WAS NO VERB IN THAT SENTENCE! Unless you are answering a + +question, each sentence must have a verb (or a command) in it somewhere. + + +THERE SEEMS TO BE A NOUN MISSING IN THAT SENTENCE. This usually means + +your sentence was incomplete, such as EAT THE BLUE or PUT THE BOOK IN THE. + + +THERE WERE TOO MANY NOUNS IN THAT SENTENCE. An example is PUT THE SOUP + +IN THE BOWL WITH THE LADLE, which has three noun "phrases," one more + +than Archmage can digest in a single action. + + +I BEG YOUR PARDON? You pressed the RETURN (or ENTER) key without typing + +anything. + + +IT'S TOO DARK TO SEE! In the story, there is not enough light for you to + +perform your action. + + +YOU CAN'T SEE ANY ________ HERE. The object you referred to was not + +accessible to you. It may be somewhere else, inside a closed container, + +and so on. + + +THE OTHER OBJECT(S) THAT YOU MENTIONED ISN'T (AREN'T) HERE. You referred + +to one or more objects in the same sentence, some of which aren't + +present or accessible. + + +I CAN'T USE MULTIPLE (IN)DIRECT OBJECTS WITH "________" You can use + +multiple objects (that is, nouns or noun phrases separated by AND or a + +comma) or the word ALL only with certain verbs. Among + +the more useful of these verbs are TAKE, DROP, and PUT. An example of a + +verb that will not work with multiple objects is EXAMINE; you couldn't + +say EXAMINE ALL or EXAMINE THE BOWL AND THE SWORD. + + +YOU CAN'T GO THAT WAY. There is no passage or exit in the direction you + +want to move. + + +I DON'T UNDERSTAND THAT SENTENCE. The sentence you typed may have been + +gibberish, such as TAKE ROPE WITH READ. Or, you may have typed a + +reasonable sentence but used a syntax that Archmage does not recognize, + +such as WAVE OVER THE MOUNTAIN. Try rephrasing the sentence. + + +Appendix D + +Sample Transcript and Map + + +This transcript is not from Archmage, but it does show most of the + +usual things you can do in the story. It contains several simple puzzles + +and their solutions, and it will give you a good idea of how Infocom's + +interactive fiction works. The player's sentences appear in capital + +letters after each prompt (>). The map represents the terrain in the + +sample transcript as you might have drawn it. + + +[diagram 1 goes here] + + +Road Near Brook + +You're standing on a wide, bumpy north-south road. An impenetrable + +forest lies to the east, and a babbling brook runs along the road to the + +west. A sign is leaning against a pile of pebbles and small stones. + + +>READ THE SIGN + +The sign has two arrows: one pointing north marked "To Greener + +Pastures," and one pointing south marked "To Gornforb's Grocery." + + +>GO NORTH + +Road Near Bridge + +A small wooden bridge to the west spans the brook and leads (you can + +see) to sunny, open pastures, where birds sing and swoop playfully. A + +wide road leading south runs parallel with the brook and disappears into + +the dark shadows. An impenetrable forest lies to the east, and north of + +here is a marsh. + + +On the far side of the bridge is a troll, either dead or sleeping. + + +Guarding the bridge here is a buck-toothed cyclops weilding a mace. He + +scowls as you approach. + + +>WEST + +The cyclops roars at you, swings his mace, and tries to bite you. You + +jump out of the way. + + +>INVENTORY + +You are carrying: + + your spell book + + a pouch containing several gold nuggets + + +The cyclops spits out a horrible assortment of syllables that you barely + +decipher as a demand for all your valuables. + + +>READ THE SPELL BOOK + +My Spell Book + +gnusto spell: write a magic spell into your spell book + +frotz spell: cause an object to give off light + +urbzig spell: turn a dangerous object into a harmless one + + +The cyclops again utters some threatening sounds, this time louder. + + +>SPELLS + +The gnusto spell is yours forever. Other than that, you have the urbzig + +spell committed to memory once and the frotz spell committed to memory + +once. + + +The cyclops raises his mace above his head and leans back, preparing to + +leap at you and strike you full force with the mace! + + +>CAST THE URBZIG SPELL ON THE CYCLOPS + +The cyclops is replaced by a moth, which flutters away. The mace falls + +to the ground. + + +>TAKE THE MAXE + +I don't know the word "maxe". + + +>OOPS MACE + +The mace is much too heavy for you to lift, let alone carry. + + +>WEST + +Bridge + +You're standing on a small wooden bridge spanning a babbling brook. You + +can see sunny, open pastures west of here, where birds sing and swoop + +playfully. As you cross the bridge, the boards creak loudly. + + +The troll wakes up and pulls a long nasty knife out his shabby clothes. + +He points the knife in your direction as he hisses, "Gold! Give me your + +gold!" + + +>MEMORIZE URBZIG + +urbzig spell: Using your best study habits, you commit the urbzig spell + +to memory. + + +The troll jabs the knife in your direction, his blood-red eyes dripping + +with greed. "Give me your gold, and maybe you'll live!" he hisses. + + +>URBZIG TROLL + +You speak the words of the spell perfectly, but nothing happens! + + +The troll seems surprised. "Your magic fails you, eh? Ha!" He adjusts + +his grip on the long nasty knife and walks slowly toward you, looking + +for the most vulnerable part of your throat. + + +>GO EAST THEN SOUTH + +Road Near Bridge + +There is a mace here. + + +Road Near Brook + +A sign is leaning against a pile of pebbles and small stones. + + +>WEST + +Just as you're about to step into the babbling brook, you see giant + +electric eels light up in anticipation of electrocuting and devouring + +you. You step back away from the brook. + + +>SOUTH + +Road Outside Gornforb's + +The wide, bumpy road continues north and south here. Nestled among the + +thick forest foliage is a stone building with a closed black door and no + +windows. Above the door is a sign. + + +>READ THE SIGN + +"Gornforb's Grocery + +Open Every Day + +(Proprietor May be Napping -- Knock Several Times)" + + +>KNOCK ON THE DOOR + +You knock on the door. + + +>AGAIN + +You knock again on the door. + + +>AGAIN + +You knock again on the door. + + +Suddenly the door opens, and you hear a voice inside say "Come in, come + +in!" + + +>GO INTO THE HUT + +As you step into the hut, the door shuts quickly behind you, leaving you + +in total darkness. You can't see a thing. + + +Darkness + +A voice in the dark mumbles something about not being able to find a + +match. + + +>FROTZ THE SPELL BOOK + +There is an almost blinding flash of light as the spell book begins to + +glow! It slowly fades to a less painful level, but the spell book is + +now quite usable as a light source. + + +Gornforb's Grocery + +You're standing in a nearly empty store. A closed black door leads + +north. Several empty glass jars, an empty bag, and a pencil are all + +you see on the dusty shelves. + + +Gornforb, the storekeeper, continues to look in all the empty jars. "I + +think there's a match in here SOMEWHERE." + + +>TAKE THE EMPTY BAG + +"No, no," says Gornforb. "No bag unless you buy something." Gornforb + +looks about and picks up the pencil. "Here. This will cost you 100 + +gold nuggets." + + +>OFFER 1 GOLD NUGGET + +"2 gold nuggets, and not a zorkmid cheaper!" says Gornforb sternly. + + +>BUY THE PENCIL + +Gornforb takes 2 gold nuggets from you, hands you the pencil, and opens + +the door. "Thank you, come again, come again." + + +>GORNFORB, GIVE ME THE PAPER BAG + +"Help yourself, take it if you want it, thank you, come again, come + +again." He stands by the door, impatiently waiting for you to leave. + + +>TAKE THE BAG + +Taken. + + +"Good day, good day," says Gornforb impatiently. + + +>LEAVE THE STORE + +As you step outside, the black door slams shut behind you. + + +Road Outside Gornforb's + + +>NORTH + +Road Near Brook + +A sign is leaning against a pile of pebbles and small stones. + + +>TAKE PEBBLES THEN PUT THE PEBBLES IN THE BAG + +Taken. + + +Okay, the pebbles are now in the bag. + + +>WRITE "GOLD" ON THE BAG + +Okay, the bag now has "gold" written on it. + + +>N.W + +Road Near Bridge + +There is a mace here. + + +Bridge + +As you cross the bridge, the boards creak loudly. + +The troll hears you coming and quickly puts his long nasty knife to your + +throat. "This time you shall not live!" + + +>SHOW THE BAG TO THE TROLL + +The troll's blood-red eyes bulge disgustingly when he sees the + +word "gold" on the bag. He drops his knife and reaches for the + +bag. + + +>PUT THE BAG INTO THE BROOK + +"Gold!" shrieks the troll with pleasure, as he dives into the brook + +after the bag. Suddenly you hear another shriek, this time of agony; + +some thrashing in the water below you; and then all is quiet, save for + +the singing of the birds to the west. + + +>GO WEST + +Greener Pastures, Near the Bridge + +This is the edge of one of the most idyllic spots in the land. Rare and + +beautiful birds quickly encircle you, sensing no maliciousness in your + +heart. They look at you with curiosity and wonder, and then hundreds + +of them grab hold of your clothes and lift you up up up over magnificent + +fields of green and gold to a destination not discussed in this sample + +transcript. + + +Appendix E + +We're Never Satisfied + + +Here at the Cambridge-by-the-Sea chapter of the Infocom Game Writers + +Guild, we take great pride in the quality of our stories. + +Even after they're "out the door," we're constantly + +improving, honing, and perfecting them. + + + Your input is important. No matter how much testing we do, it seems + +some "bugs" never crawl into view until thousands of you begin doing all + +those wild and crazy things to the story. If you find a bug, or if you + +think a certain puzzle was too hard or too easy, or if you have some + +other suggestion, or if you'd just like to tell us your opinion of the + +story, drop us a note! We love every excuse to stop working, and a letter + +from you is just such an excuse! Write to: + + Infocom, Inc. + + 125 CambridgePark Drive + + Cambridge, MA 02140 + + Attn: ORKAN + + +Appendix F + +If You Have Technical Problems + + +You can call the Infocom Technical Support Team to report "bugs" and + +technical problems, but not for hints to solve puzzles, at + +(617) 576-3190. If your disk develops a problem within ninety (90) days + +after purchase, we will replace it at no charge. Otherwise, there is a + +replacement fee of $5 (U.S. currency). If you call to report a bug, + +please provide your release number, which you can find by typing + +VERSION. Please return your registration card if you'd like to be on our + +mailing list and receive our newsletter, The New Zork Times. + + +Appendix G + +About the Author + +Dave Lebling was born in Washington, D. C. and grew up in + +suburban Maryland. He attended the Massachusetts Institute + +of Technology, and worked at MIT's Laboratory for Computer + +Science, where he developed an interest in computer + +entertainments. He was a co-author of the original mainframe + +Zork. He has co-authored Zork I, Zork II, Zork III, and Enchanter, + +and written Starcross and Suspect on his own. He is married and + +lives in a suburb of Boston, where his appetite for the printed + +word is restrained only by the volume of his house. + + +Appendix H + +Copyright and Warranty Information + + +Limited Warranty + +This software product and the attached instructional materials are sold + +"AS IS," without warranty as to their performance. The entire risk as to + +the quality and performance of the computer software program is assumed + +by the user. + + + However, to the original purchaser of a disk prepared by Infocom and + +carrying the Infocom label on the disk jacket, Infocom, Inc. warrants + +the medium on which the program is recorded to be free from defects in + +materials and faulty workmanship under normal use and service for a + +period of ninety (90) days from the date of purchase. If during this + +period a defect on the medium should occur, the medium may be returned + +to Infocom, Inc. or to an authorized Infocom, Inc. dealer, and Infocom, + +Inc. will replace the medium without charge to you. Your sole and + +exclusive remedy in the event of a defect is expressly limited to + +replacement of the medium as provided above. This warranty gives you + +specific legal rights and you may also have other rights which vary from + +state to state. + + + + THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF ALL WARRANTIES, EXPRESS, + +IMPLIED, OR STATUTORY, INCLUDING, BUT NOT LIMITED TO, ANY IMPLIED + +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND + +OF ANY OTHER WARRANTY OBLIGATION ON THE PART OF INFOCOM, INC. SOME + +STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, + +SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. IN NO EVENT + +SHALL INFOCOM, INC. OR ANYONE ELSE WHO HAS BEEN INVOLVED IN THE + +CREATION AND PRODUCTION OF THIS COMPUTER SOFTWARE PROGRAM BE LIABLE FOR + +INDIRECT, SPECIAL, OR CONSEQUENTIAL DAMAGES, SUCH AS, BUT NOT LIMITED + +TO, LOSS OF ANTICIPATED PROFITS OR BENEFITS RESULTING FROM THE USE OF + +THIS PROGRAM, OR ARISING OUT OF ANY BREACH OF THIS WARRANTY. SOME STATES + +DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL + +DAArchmageS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU. + + + N.B. After the warranty period, a defective Infocom disk may be returned to + +Infocom, Inc. with a check or money order for $5.00 U.S. currency for + +replacement. + + +Copyright + +The enclosed software product is copyrighted and all rights are reserved + +by Infocom, Inc. It is published exclusively by Infocom, Inc. The + +distribution and sale of this product are intended for the use of the + +original purchaser only and for use only on the computer system + +specified. Lawful users of this program are hereby licensed only to read + +the program from its medium into memory of a computer solely for the + +purpose of executing the program. Copying (except for one backup copy on those + +systems which provide for it -- see Reference Card), duplicating, selling, or + +otherwise distributing this product is a violation of the law. + + + This manual and all other documentation contained herein are copyrighted + +and all rights reserved by Infocom, Inc. These documents may not, in + +whole or in part, be copied, photocopied, reproduced, translated, or + +reduced to any electronic medium or machine-readable form without prior + +consent, in writing, from Infocom, Inc. + + + + Willful violations of the Copyright Law of the United States can result + +in civil damages of up to $50,000 in addition to actual damages, plus + +criminal penalties of up to one year imprisonment and/or $10,000 fine. + +Zork is a registered trademark of Infocom, Inc. + +Archmage, Enchanter, Starcross, and Suspect are trademarks of Infocom, Inc. + +(c) 1985 Infocom, Inc. + + +Printed in U.S.A. + +Appendix I + +Quick Reference Guide + + +1. To start the story ("boot up"), see the separate Reference Card in + +your Archmage package. + + +2. When you see the prompt (>) on your screen, Archmage is waiting + +for your input. There are four kinds of sentences or commands that + +Archmage understands: + + +A. Direction commands: To move from place to place, just type the direction + +you want to go: N (or NORTH), E, S, W, NE, SE, NW, SW, U (or UP), D, IN, OUT. + + +B. Actions: Just type whatever you want to do. Some examples: READ THE + +BOOK or OPEN THE DOOR or LOOK THROUGH THE WINDOW or MEMORIZE THE BOZBAR SPELL. + +Once you're familiar with simple commands, you'll want to use more complex + +ones as described in "Communicating with Archmage" on page N. + + +C. Commands given to other characters: To talk to characters in the + +story, type their name, then a comma, then what you want to say to them. + +For example: ADVENTURER, GIVE ME THE AXE or OLD MAN, GO WEST. + + +D. Special one-word commands: Some one-word commands, such as INVENTORY or + +DIAGNOSE, give you specific information or affect your output. A list of + +these appears in the "Important Commands" appendix on page N. + + +3. Important! After typing your sentence or command, you must press the + +RETURN (or ENTER) key before Archmage will respond. + + +4. On most computers, your screen will have a special line called the status + +line. It tells you the name of your current location, your score, and + +the number of turns you have taken. + + +5. You can pick up and carry many of the items you'll find in the story. + +For example, if you type TAKE THE FLASK, you will be carrying it. + +Type INVENTORY to see a list of the items you are carrying. + + +6. When you want to stop, save your place for later, or start + +over, read the "Starting and Stopping" section on page N. + + +7. If you have trouble, refer to the specific section of the manual + +for more detailed instructions. + + + + +