from: the Asimov collection *************************************** * * * W e l c o m e ! * * * * to another HAYES tutorial to get * * you through another of INFOCOM'S * * brilliant text adventures... * * * * S O R C E R E R * * * * The Second Book In The * * ENCHANTER * * Trilogy * * * *************************************** Well, the folks at INFOCOM have done it again. Another superb text adventure which picks up where ENCHANTER left off. While not quite as difficult as ENCHANTER, SORCERER is nonetheless a very entertaining and challenging adventure, with new twists on old standards (the glass maze comes to mind) and a very logical set of puzzles to solve. While some of you may be working off a pirated copy of this game, I urge you to go out and buy an original. If any software company deserves our continued support, it is INFOCOM. They are truly the pioneers in the field of interactive fiction and they make up for the price of their disks by supplying original and very enter- taining game packages and docs. Besides, one day an original copy of some of these games may be worth some- thing... I can remember a few comic books I wish I'd held on to! Anyway, enough of the commentary... as usual, everything between commas is input and seperate comments are between (parenthesis) or offset by the arrow --->. And away we go... S, (you'll get eaten by the hellhound and then wake up), Frotz Me (can you think of a better light source!), Get Up, W, W, Pull Hanging, Get Key, Open Drawer, Unlock Journal, Read Journal ---> Inside the journal is written a code word which will change every time the disk is booted, much like the space coordinates in STARCROSS were protected. Write this code word down as you will be referring to it in a moment... Drop Key and Journal, E, S, S, W, Get Matchbook and Vial, Open Vial, Drink Potion, Drop Vial, E, Open Mailbox, Put Matchbook in Mailbox, E, Get Scroll, Gnusto Meef, W ---> Now, if you haven't heard the doorbell ring yet, keep typing 'wait' until the mailman arrives and delivers the mail. If you've heard the bell, then the mail is already here... Open Mailbox, Get Orange Vial, D ---> OK, Now we need to unlock this trunk. The combination of buttons to push depends upon the codeword found in Belboz' journal. Follow- ing are the various words and their associated combinations. Example: If the code is 'Blood- worm', you would input: Push White, Push Gray, Push Black, Push Red, Push Gray and the lock would open. Here are the various codes (thanks to the great FINEOUS FINGERS for supply- them!!): Bloodworm: White Gray Black Red Gray Brogmoid: Red Purple Red Black Purple Dorn: Gray Purple Black Gray White Dryad: Black Gray White Red Red Grue: Black Black Red Black Purple Hellhound: Purple White Gray Red Gray Kobold: Red Purple Black Purple Red Nabiz: Purple Black Black Black Red Orc: Red Gray Purple Gray Red Rotgrub: Gray Red Gray Purple Red Surmin: Black Black Purple Red Purple Yipple: Gray Purple White Purple Black ---> OK, the lock should pop open and then you should... Get Moldy Scroll, Aimfiz Belboz, NE ---> That should get you away from the hellhound. I would advise saving the game here, so you don't have to go through all that again if you happen to slip up. Also, from now on, you will find yourself growing sleepy from time to time. Whenever you start feeling tired, just 'Sleep' wherever you are. Make sure, however, that you are not in the middle of solving a time-crucial puzzle like the maze or the coal-bin room where sleep will lead to your doom. I will mention the places where sleep seems to overcome you, so don't worry about this too much. On to the solving... D, D, S (you should be in the Crater), NE, NE, E, N, NE, Memorize Izyuk, Izyuk Me, U, Get Guano and Scroll, Gnusto Fweep, D, SW, U, W, W, NE, SE, E, E, Put Guano in Cannon, Get Scroll, W, Lower Flag, Search Flag, Get Aqua Vial, W, NW, SW, W, D, D, S (you should be back at the Crater), W, Memorize Izyuk, Again (this is so you can re- member the spell longer), Izyuk Me, W, W, N, Get Coin, S, E, Izyuk Me, E,E ---> About this time you may need to sleep. If not, you might want to type 'Wait' a few times until you get tired. Then type 'Sleep'. NE, NE, E, E, Wake Gnome, Give Coin, E, E, N, N ---> Now on to the Maze! You need to memorize the Fweep spell at least 3 times in order to get through this sucker. The spell wears off after a while and you will not be allowed to carry anything (like your spell book) while you are a bat (early bugs let you, but that is cheating...). If you haven't memorized it enough, you'll forget it. So... Drop All but Book, Memorize Fweep, Again, Again, Fweep Me, E, N, E, S, S, W, D, E, E, N, N, U, U, S (you should now return to human form), E, Get Scroll, Drop Scroll in Hole, Fweep Me ---> At this point a Dorn Beast will start coming at you... GET THE HELL OUT! W, W, S, E (bye bye Dorn!), D, D, W, W, U, U, N, N, D, E (your Fweep spell should wear off at this point, so..), Fweep Me, S, E, N, D, W, S, W, U, W ---> You've done it! Now, keep typing 'Wait' until you are human again, then... Get All, S, S, E, Get Scroll, Gnusto Swanzo ---> Here's another good place to save the game. Sleep if you need to... you probably will by the time you get to the amusement park. W, W, W, Search Gnome (AHA!), W, W, SW, SW, S, SW, W (a gnome will appear), Give Coin, W, W, S, Get Ball, Open Aqua Vial, Drink Aqua Potion, Throw Ball at Bunny, Drop Aqua Vial, N, E, E, NE, S, Yonk the Malyon, Malyon the Dragon ---> At this point, keep typing 'Wait' until your muscles feel the effect of the aqua potion wear off. Then... S, Open Orange Vial, E, Drink Potion ---> At this point, your twin should appear. This is an interesting time-puzzle that must be solved correctly in order to get past it with the scroll you find and your spell book still intact. An interesting bit of trivia for all you ZORK fans who always wanted to know what the timber in ZORK I was meant for... In the original mainframe ZORK, which incorporated the best of ZORK I, II, and III combined in one giant adventure, you found the crystal sphere (now found in the aquarium in ZORK II) by tying the rope to the timber and then using it to stop yourself halfway down the chute which ends up in the cellar of ZORK I. The authors have used this little puzzle here to great effect... Anyway, on with the solving... Give Book ---> When you give your spell book to your older self, he will give you a combination number... remember it, then... Drop Vial, E, Set Dial to (whatever number you were given), Open Door, E, Get Rope, U, SW, Get Timber, S, NE, N, W, Tie Rope to Timber, Drop Timber, Drop Rope Down Chute, Climb Down Rope, Get Scroll, Golmac Me, Open Lamp, Get Smelly Scroll, D, Tell Younger Self "The Combination Is (the number you were given)" ---> Remember to use the quotes when you talk to your younger self this way. He should then give you your spell book (think about what just happened!!). You should immediately go... D, (Now 'Wait' a few times until the orange potion wears off and you feel tired), Sleep ---> You might want to save the game before this final set of moves! Gnusto Vardik, Memorize Meef, Again, Drop Book, Swim in Lagoon, D, Meef Weeds, Get Crate, U, W, Drop Crate, Get Book, Open Crate, Get Suit and Can, NE, N, Meef Vines, Spray Repellent on Suit, W, W, Memorize Vardik, Vardik Me, Open White Door, Memorize Swanzo, Swanzo Belboz *** AND THAT DOES IT!!!!! ***