2187 lines
51 KiB
Plaintext
2187 lines
51 KiB
Plaintext
@Style[Spacing 2 line, TabWidth 8 chars]
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@center{[Final Version - 9/30/85]
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InvisiClues (TM)
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The Hint Booklet for
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Spellbreaker}
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This booklet is copyrighted and all rights are reserved by
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Infocom, Inc. This document may not, in whole or in part,
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be copied, photocopied, reproduced, or reduced to any
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electronic medium or machine-readable form without prior
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consent, in writing, from Infocom, Inc. Willful violations
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of the Copyright Law of the United States can result in
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civil damages of up to $50,000 in addition to actual
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damages, plus criminal penalties of up to one year
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imprisonment and/or a $10,000 fine.
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@u[Spellbreaker] and @u[InvisiClues] are trademarks of Infocom, Inc.
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Copyright (c) 1985 Infocom, Inc. All rights reserved. Printed in USA.
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@MajorHeading(INTRODUCTION)
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What are @u[InvisiClues]?
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@u[Spellbreaker] is an expert-level interactive story. Although
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it is designed to allow players who are relatively
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inexperienced to see many of the puzzles, even expert
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players may find some of them difficult to solve without
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help. Even the best players playing the "easiest" games
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sometimes get stuck or just don't know what to do next. The
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purpose of @u[InvisiClues] is to help get you past such
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bottlenecks.
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The invisible hints are designed to progress from a gentle
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(or sometimes silly) nudge in the right direction to a full
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answer. The questions and section headings attempt to give
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away as little as possible. Usually the section heading is
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a relatively innocuous geographical marker, and some
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questions and answers for the puzzles will appear in two
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sections in slightly altered form. You should not assume
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that a question on a certain topic indicates that the topic
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even exists in the story. Also, the length of the responses
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may or may not mean anything. This booklet includes dummy
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questions and dummy clues to help confuse that issue.
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How to use this booklet.
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If you are stuck at some point in @u[Spellbreaker], find the
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question that most pertains to your problem. Uncap the
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marker and run it @u[once] over the first hint. The writing
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will appear in a second or two. If you're still stumped, go
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on to the next hint. (Remember to recap the marker when
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you're done to prevent it from drying out. By the way,
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these booklets are not immortal. @u[InvisiClues] that have been
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developed will start to fade after about six months.)
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For example:
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How can I get into the secret conference room?
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@enumerate{
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Perhaps you don't need to get in at all.
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Some magic spells work over a distance.
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If you use GILCH (astral travel) on yourself,
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you can pass through the walls taking only your
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mind, and listen to the meeting within.}
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Your marker contains more than enough fluid to develop the
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entire booklet. However, if your marker gets lost or dries
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out, you can order a replacement marker for a nominal fee.
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Once you've finished the story, try the things in the "For
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Your Amusement" section. Don't look at them before you've
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finished, though -- they may reveal too much about certain
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puzzles.
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@MajorHeading(TABLE OF CONTENTS)
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@Verbatim{
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The Council Chamber Page 0
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The Packed Earth Room Page 0
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The Temple Page 0
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The Soft Room Page 0
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The Water Room Page 0
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The Air Room Page 0
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The Dungeon Page 0
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The Light Room Page 0
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The String Room Page 0
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The Changing Room Page 0
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The Good Room Page 0
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The Plain Page 0
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The Dark Room Page 0
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The Volcano Page 0
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The Vault Page 0
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The Sand Room Page 0
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The Magic Room Page 0
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Stuff and Things Page 0
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Cube Details Page 0
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Magic Details Page 0
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Spells and Their Locations Page 0
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How the Points Are Scored Page 0
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For Your Amusement Page 0
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}
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@MajorHeading(The Council Chamber)
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Why are the guildmasters so angry at me?
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@enumerate{
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Listen and find out.
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They seem to think you and your fellow mages are
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responsible for the deterioration of magic.
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}
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Who is this "shadowy figure" who turned all of the other
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guildmasters into amphibians?
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@enumerate{
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The "shadowy figure" left the cloud in Belwit
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Square when it teleported away.
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The word "shadowy" is an indication of the
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figure's persona.
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You'll find out more about this "shadowy figure"
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as the story progresses...}
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Belwit Square is filled with orange smoke. How do I get rid
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of it?
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@enumerate{
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There are two ways you can do it.
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You can use a spell in your spell book that
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will do the trick.
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Try LESOCH.
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Or you can wait for the smoke to dissipate.}
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How do I get into the storied Manse?
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@enumerate{
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The guard at the door seems remarkably surly, no?
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Actually, you can't get into the Manse.}
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What's this cube I found?
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@enumerate{
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The story tells you that it's just a white
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featureless cube.
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Actually, it is completely featureless, but you
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can do more than use your normal senses.
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JINDAK before you pick up the cube and you'll see
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one feature of the cube.
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Then see the next question.
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}
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How do I get out of Belwit Square to get to the rest of the
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story?
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@enumerate{
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Have you examined all of the items you're
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carrying?
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Your spell book in particular.
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Did you notice anything that wasn't there before?
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The BLORPLE spell will "explore an object's
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mystic connections."
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If you haven't gotten the orange smoke in Belwit
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Square to dissipate then don't continue
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developing this question.
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JINDAK may indicate an object of interest.
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CAST BLORPLE on some of your items and see
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what happens.
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One item in particular has lots of "mystic
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connections" that need to be explored.
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That item is the featureless cube that remains
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after the orange smoke dissipates. BLORPLE THE
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FEATURELESS CUBE.
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}
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@MajorHeading(The Packed Earth Room)
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I just arrived in Packed Earth, and it's pitch black! What
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do I do?
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@enumerate{
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If you can't get light somehow, you're in big
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trouble!
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FROTZ any item you're carrying, or yourself.
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}
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I just arrived in Packed Earth; where did the cube go?
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@enumerate{
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Actually, the cube didn't go anywhere.
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You are, in a magical sense, within the cube.
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Don't worry, you'll get it back when you leave
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the room.
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}
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Why can't I force my way through the north exit?
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@enumerate{
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Because it is a magic exit.
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It's very strong magic, so you need very special
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conditions to be able to get through this exit.
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More on this later...
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}
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I went west from Packed Earth to get to Cave Entrance, but
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going east from Cave Entrance doesn't get me back to Packed
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Earth. What happened? How do I get back to Packed Earth?
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@enumerate{
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Packed Earth is a "magic" room. It is not
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connected to other rooms in a physical way.
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To get back to Packed Earth, go there the same
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way you got there in the first place.
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BLORPLE THE CUBE.
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}
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I've gotten past the ogre, but I can't take anything from
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his lair.
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@enumerate{
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You must have used GIRGOL to pass the ogre.
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Bad idea. Everything is frozen in place and the
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ogre kills you as soon as the time stop wears
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off. There's another solution to the puzzle. See
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the next question.
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}
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How do I get past the ogre?
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@enumerate{
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Have you listened to the sounds the ogre makes?
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Have you YOMINed the ogre?
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The ogre has a bad case of hay fever.
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If there was a drugstore nearby you could help
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the ogre out.
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But since there's no such thing in this story,
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you'll have to take advantage of this weakness.
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Do you have anything that could aggravate his
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allergy?
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If not, then you'll have to solve another puzzle
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first.
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What about the weed in the Meadow (south from the
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Soft Room)?
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What? Shaking the weed at the ogre didn't affect
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the ogre very much? Perhaps if the weed was
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bigger.
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Must this one be spelled out for you?
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THROCK the weed.
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Make sure to plant the weed first, though.
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PLANT THE WEED THEN THROCK IT (in Ogre Cave or at
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Cave Entrance).
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}
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What is the significance of the box?
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@enumerate{
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JINDAK before you pick it up. It's magic.
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You can identify any cube by putting it into the
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box and looking at the design that appears on the
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box.
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The box has another feature. More on this later
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if you can't figure it out by then.
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}
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Help! I have all these featureless white cubes and I'm
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having trouble keeping them straight. What can I do?
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@enumerate{
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You can use the box to identify the cubes. See
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above.
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You probably could find a way to label the
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cubes.
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If you have the burin, you can WRITE "WORD" ON
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THE CUBE. From then on you can refer to the
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"word" cube.
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}
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What is the significance of the avalanche?
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@enumerate{
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It keeps people like you from reaching the hut at
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the top of the mountain.
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It kills people not smart enough to get out of
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its way.
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}
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How do I get to the small building at the top of the
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mountain?
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@enumerate{
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You can't go up without starting an avalanche...
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...but you don't have to die if the rocks are
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frozen in place.
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If you haven't found the GIRGOL scroll,
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don't continue developing clues in this question.
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If you've already used up the GIRGOL scroll in
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another place, you won't be able to get up the
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mountain. Bad move.
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CAST GIRGOL.
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If you still can't go up, try casting GIRGOL when
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the rocks are more spread out.
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Try starting an avalanche before casting GIRGOL.
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Start the avalanche, then GIRGOL when the rocks
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form almost a continuous curtain. Then go up.
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}
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Where can I find some mountaineering equipment?
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@enumerate{
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If you haven't GIRGOLed the cliff, don't
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continue.
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There is no mountaineering equipment. There's a
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way to freeze the rocks in place when they're not
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so jumbled. See the previous question.
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}
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How do I start an avalanche at Cliff Top?
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@enumerate{
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You must be crazy!! Why would you want to do a
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thing like that???
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Well, if you really want to, type MOVE A ROCK or
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PUSH A ROCK.
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}
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Why won't the hermit let me take his cube?
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@enumerate{
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ASK THE HERMIT ABOUT THE CUBE.
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}
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How do I get the hermit to give me the cube?
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@enumerate{
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You can't bribe the hermit with food or buy the
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cube from him with the coin, so you'll have to
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find another way to get the hermit to let you
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have the cube.
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Have you noticed how poorly built the hut is? It
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needs the cube as a keystone to hold it up.
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You could fix up the hut a little.
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A spell could help here.
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If you haven't been to the roc's nest, you don't
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have that spell.
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If you've found the CASKLY spell, now is the time
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to use it.
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CASKLY THE HUT THEN TAKE THE CUBE.
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}
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What can I do to get by the serpent?
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@enumerate{
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The serpent is huge, and makes a complete loop
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(having swallowed its own tail). It fills the
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corridor. You probably can't force or sneak your
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way by it.
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If you haven't gotten past the ogre, don't go any
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further.
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You'll have to find a way to shrink the serpent.
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Have you found the LISKON spell yet?
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LISKON THE SERPENT.
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}
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What is the zipper?
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@enumerate{
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Have you tried opening and closing it?
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Or JINDAKing it?
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The zipper is really a huge container...
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...which safely stores anything in a different
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dimension.
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It's bigger on the inside than on the outside.
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}
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Is there anything else interesting about the zipper?
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@enumerate{
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It's hard to tell. It's dark inside the zipper.
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There are three ways to find out if anything's in
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there.
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Try putting a FROTZed item into the zipper for
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light, then looking.
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Or REACH INTO THE ZIPPER.
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Or CLIMB INTO THE ZIPPER THEN LOOK. You can fit.
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}
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Why can't I go down through the muddy hole?
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@enumerate{
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Well, the story tells you that "you pull back"
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when you realize that there isn't solid ground
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down there.
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But, if you're persistent (or foolhardy)...
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...why not try going down again?
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}
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How do I get down off a roc?
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@enumerate{
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You can't. You get down off a goose.
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You can't. Relax and enjoy the ride.
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}
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How do I get the cube from In Roc Nest?
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@enumerate{
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The mother roc is very protective of her egg. You
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won't be able to get near the cube while she's in
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the nest.
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There is a way to get to the roc's nest without
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being taken there by the mother roc.
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If you haven't been to the Air Room, leave the
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nest and work on another puzzle for now. Don't
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forget to take the stained scroll while you are
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here; it's useful.
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Have you managed to get the magic carpet in the
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bazaar? If not, get it.
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You can fly to the roc's nest on the magic carpet.
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Is the mother roc still there? There's a time
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when you can get to the roc's nest without the
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mother roc being home.
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Have you been to the Guard Tower above the
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Dungeon? If not, don't continue.
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The speck on the horizon is the mother roc.
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If you fly on the magic carpet to the roc's nest
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(four turns to the west from the tower) the
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mother roc will be away from the nest, searching
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for food. Now's your chance to get the cube.
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}
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Holy farmer's breakfast! The roc's egg hatched! What do I
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do????
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@enumerate{
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This time, you're really outmatched. Don't fight
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the baby roc.
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All you can do is run away.
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You have one turn to get away, so if you don't
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have any means of immediate escape, you might as
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well type KILL ME.
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}
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How do I get out of the roc's nest?
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@enumerate{
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It's a long way down.
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You can BLORPLE out.
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You can fly back on your magic carpet, but only
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if you know the location of the Guard Tower.
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}
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@MajorHeading(The Temple)
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What do I do with the idol?
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@enumerate{
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Have you examined it?
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It's kind of difficult from down here.
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Try climbing the idol.
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Then try examining its features...
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...such as its eye or mouth.
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}
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How do I get the eye?
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@enumerate{
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Why not use a tool to help you out?
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Try PRY THE OPAL WITH THE BURIN or PRY THE EYE
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WITH THE KNIFE.
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}
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I've found a cube here, but I can't take it.
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@enumerate{
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It's because your hand is too big or, if you
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LISKONed yourself, your arm is too short to fit
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between the fangs and reach the cube.
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The idol is solid basalt, so you can't break into
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its mouth or REZROV it open.
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Maybe you can get the rodent idol to open its
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mouth.
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You'll probably have to MALYON THE IDOL.
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At what time is your mouth open widest?
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Right. When you're yawning.
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Try to CAST ESPNIS ON THE IDOL to make it yawn.
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Basalt idols can't yawn, so you'll need to MALYON
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THE IDOL before you CAST ESPNIS ON IT. This will
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get it to yawn.
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}
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I've gotten the idol to "open up" to me, but it "closed"
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again. What do I do?
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@enumerate{
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He who hesitates isn't always lost.
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Wait for one turn after casting MALYON before
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casting ESPNIS. This will catch the idol in a
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full cheek-stretching yawn.
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}
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@MajorHeading(The Soft Room)
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How can I get through the west exit?
|
|
@enumerate{
|
|
See the north exit question for Packed Earth.
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|
}
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What is the significance of the rabbit?
|
|
@enumerate{
|
|
The author of the story is fond of rabbits, so he
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put one in the meadow.
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He is fond of various other creatures as well.
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|
}
|
|
I followed the rabbit down into the rabbit hole. What do I
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|
do with the cakes I found?
|
|
@enumerate{
|
|
Wait a minute. This isn't @u[Alice in Wonderland]...
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|
...or even @u[Zork II].
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|
|
Phony questions deserve phony answers!
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|
}
|
|
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?
|
|
} |