| *************************************************************************** | |
| * InvisiClues(tm) * | |
| * The Hint Booklet for * | |
| * SORCERER(tm) * | |
| *************************************************************************** | |
| [Copyright by Infocom, Inc. Provided for non-commercial use only, with the | |
| sole intent of making information available that would otherwise be lost. | |
| To whoever presently holds the copyright to the information contained in | |
| this file: if you think the existence of this file violates your copyright, | |
| please complain and the file will be removed. | |
| Typed in from the original hintbook by Paul David Doherty.] | |
| Sample Question | |
| *************** | |
| How can I tell if there's a grue in my refrigerator? | |
| A. Are there footprints in the cheesecake? | |
| B. "As you open the door, the refrigerator light goes on." | |
| C. If there were a grue inside, it would dash out as soon as you opened | |
| the door. | |
| Table of Contents | |
| ***************** | |
| The Guild Hall | |
| The Forest-River-Castle Area | |
| Fort Griffspotter | |
| The Crater-Toll Gate Area | |
| The Glass Maze Area | |
| The Amusement Park | |
| The Coal Mine | |
| The Lagoon Area | |
| General Questions | |
| How All the Points Are Scored | |
| Spells, Potions, and Their Locations | |
| For Your Amusement | |
| The Guild Hall | |
| ************** | |
| Is there anything useful or necessary I should do in the dream, before I | |
| wake up? | |
| No. | |
| Can the dream be prolonged? | |
| No. It can never last more than seven turns. | |
| How do I turn on the lights when I wake up in the dark? | |
| A. Remember, you are a magic user. | |
| B. You are holding your spell book. | |
| C. You can read it, even in the dark. | |
| D. The SPELLS command tells you which spells you have currently memorized. | |
| E. CAST THE FROTZ SPELL on something... | |
| F. ...such as yourself or your spell book. | |
| How do I open the heavy wooden door in the Hallway? | |
| A. Try typing OPEN THE HEAVY WOODEN DOOR. | |
| How can I make the invisible tenets appear? | |
| A. The ZIKKLE spell might be useful. | |
| B. Except that there is no ZIKKLE spell. | |
| C. Nor are there invisible tenets. | |
| D. Remember the warning in the introduction: Do not let the presence or | |
| absence of questions, or the lengths of their answers, influence your | |
| play of the game. | |
| Can I talk to the parrot? | |
| A. Try it. | |
| B. As with all other characters, the proper format is PARROT, GIVE ME THE | |
| SCREWDRIVER (for example). | |
| C. No, I guess you can't talk to the parrot. | |
| What can I do with the morgia plant? | |
| A. You could cast the MEEF spell on it. | |
| B. There's nothing useful you can do with it, though. | |
| What can I do with the wall hanging? | |
| A. You can't take it. | |
| B. You might try looking behind it, however. | |
| Can I open the desk in Belboz's Quarters? | |
| A. Yes. | |
| B. How about typing OPEN THE DESK? | |
| What can I do with the infotater? | |
| A. You'll have to read it by referring to the one from your game package. | |
| B. You need the data on the infotater to solve one of the problems in the | |
| game. | |
| What can I do with the journal? | |
| A. It makes interesting reading. | |
| B. But you need to open it first. | |
| C. There's a key hidden somewhere. | |
| D. Listen to the parrot for a while. | |
| E. Apparently, Belboz was in his quarters while he was looking for a | |
| hiding place for the key. | |
| F. It's behind the wall hanging. | |
| What can I do with the amulet? | |
| A. Read the amulet's box. | |
| B. The amulet can tell you how close you are to Belboz. | |
| C. EXAMINE THE AMULET when you want to gauge your proximity to Belboz. | |
| Where are the beds in everyone else's quarters? | |
| Many Enchanters prefer conjuring up their beds only during sleeping | |
| periods. This reduces clutter in one's chamber. | |
| How does the GASPAR spell work? | |
| A. You should cast it on yourself. | |
| B. Preferably after GNUSTOing it first. | |
| C. That way, you will be resurrected if you are "killed." | |
| D. You are (almost always) resurrected to the location where you cast the | |
| spell on yourself. | |
| Where are the boiled chives? | |
| A. According to the cook, boiled chives are Frobar's favorite dish. | |
| B. And he usually eats them late at night. | |
| C. If you could conjure up Frobar's bed, there might be some boiled chives | |
| sitting on it. | |
| D. What a silly question this is! | |
| Where is Frobar? | |
| Ask SORCERER. | |
| Where is Helistar? | |
| Ask SORCERER. | |
| Where is Belboz? | |
| Aye, now there's the rub. | |
| Where are the servants? | |
| Out doing their daily chores, no doubt. | |
| Where are the apprentices? | |
| They've accompanied Frobar into town. | |
| Can I leave the Guild Hall? | |
| A. According to Guild policy, the Guild Hall should never be left | |
| unattended. | |
| B. And you are the only one in the Hall at the moment. | |
| C. So the warning nymph will not let you leave. | |
| D. But this is an emergency. | |
| E. However, there's no other exit. | |
| F. Well...there's no other physical exit. | |
| G. There is a spell that will allow you to leave. | |
| H. Refer to the question about the AIMFIZ spell. | |
| Where can I find food and water? | |
| A. You've probably slept through breakfast, and dinner is a long way off. | |
| B. There aren't any provisions around the Guild Hall. | |
| C. Magic might come in handy here. | |
| D. Go to the Store Room. | |
| F. [sic] Read the ochre vial. | |
| G. Open it and drink the berzio potion. | |
| H. The effects of this potion will last for several days; this should be | |
| long enough for you to finish the game. | |
| Is the ochre vial useful? | |
| A. Read it. | |
| B. See the previous question. | |
| Why has the calendar been FROTZed? | |
| A. Why does anyone FROTZ something? | |
| B. Perhaps one of the other Enchanters was using it for a light source | |
| yesterday. | |
| Is the depleted matchbook useful? | |
| A. Yes. Read it. | |
| B. The vilstu potion sounds as if it might come in handy. | |
| C. So, send in the matchbook! | |
| D. PUT THE MATCHBOOK IN THE RECEPTACLE in the Lobby. | |
| E. But you have to do it before the mailman arrives, or the vilstu potion | |
| won't arrive until the next day. | |
| Is the encyclopedia useful? | |
| A. Indirectly. It contains many, many interesting entries. | |
| B. Some entries contain clues about events in the game. | |
| C. Try typing READ ABOUT something or LOOK UP something. | |
| How can I get into the Guild Hall attic? | |
| There is no Guild Hall attic. | |
| How can I open the window in the Attic? | |
| A. The REZROV spell will open the window. | |
| B. But then the giant roof owl will swoop in and eat you. | |
| C. And you can't cast the IGNATZ spell on the owl until you've counted the | |
| rutabagas on the ledge outside the window. | |
| D. There is no attic, window, owl, or pile of rutabagas. | |
| E. Remember the warning in the introduction: Do not let the presence or | |
| absence of questions, or the lengths of their answers, influence your | |
| play of the game. | |
| How can I get into the Guild Hall cellar? | |
| Try going DOWN from the Lobby. | |
| How can I open the trunk in the Cellar? | |
| A. The REZROV spell isn't powerful enough. | |
| B. You need to push the buttons in the proper order. | |
| C. The infotater and journal contain the necessary information. | |
| D. Read the journal to find out the current code. | |
| E. Then turn to that animal on your infotater. | |
| F. Then press the colored buttons in sequence corresponding to the colors | |
| listed for that animal. | |
| G. For example, if the current code were DRYAD, you would press the black | |
| button, then the gray button, then the white button, then the red | |
| button, and finally the red button again. | |
| What is the AIMFIZ spell for? How does it work? | |
| A. If you CAST AIMFIZ ON FLOYD (for example), you should be transported to | |
| Floyd's location. | |
| B. Is anyone missing or perhaps in trouble? | |
| C. Try casting it on Belboz. | |
| D. Since Belboz is quite distant (as you can tell by examining the amulet | |
| while still in the Guild Hall), and possibly protected by magical | |
| spells, AIMFIZ does't transport you to his exact location. However, it | |
| does take you to his vicinity (look at the amulet after AIMFIZing). | |
| Is there any significance to the doorbell ringing? | |
| A. Yes. Something else happens at the same time. | |
| B. Where is the front door of the Guild Hall? | |
| C. Wait in the Lobby around the time that the doorbell rings. | |
| D. It's a member of the Messengers Guild making his daily delivery (and | |
| pick-up...?). | |
| E. You have to put the matchbook in the receptacle before he comes, or | |
| you'll never get the vilstu potion. | |
| The Forest-River-Castle Area | |
| **************************** | |
| Why does this area seem so familiar? | |
| A. You "visited" this area in your dream. | |
| B. It must have been a flash of clairvoyance. | |
| How can I avoid the hellhound? | |
| A. Go northeast. | |
| B. Once the hellhound slinks away, it is safe to enter the woods. | |
| C. However, there's nothing of interest in the woods. | |
| How can I avoid the boa? | |
| Don't climb the tree. | |
| How can I get past the Mine Field? | |
| A. There doesn't appear to be a way. | |
| B. Even flying over it doesn't work. | |
| C. Of course, appearances can be deceiving. | |
| D. But not in this case. | |
| How can I avoid the locusts? | |
| Don't dawdle in the Meadow too long. | |
| How can I survive in the Snake Pit? | |
| A. Don't hang around the pit for more than one or two turns. | |
| B. There's nothing useful there anyway. | |
| How can I cross the moat? | |
| A. The Drawbridge is safe to walk on, at first. | |
| B. After the first few times, there's a danger that it may collapse. | |
| C. It collapses because of your weight. | |
| D. You can always pass over the drawbridge safely if you're flying. | |
| How can I enter the moat? | |
| A. Just type DOWN from the Drawbridge. | |
| B. Or say ENTER THE MOAT. | |
| C. There is no way to enter the moat and live. | |
| D. +---------------------------------------------------------------------+ | |
| | | | |
| | | | |
| | | | |
| | >>This space intentionally left blank.<< | | |
| | | | |
| | | | |
| +---------------------------------------------------------------------+ | |
| How can I survive in the Turret? | |
| A. Pretty easily. Just don't jump. | |
| B. Nice view from the Turret, eh? | |
| How do I enter the West Wing of the ruined castle? | |
| Play Planetfall(tm) instead of Sorcerer. | |
| What is the significance of the indigo vial? | |
| A. Read the vial. | |
| B. Drink the potion. | |
| C. That's about it. | |
| What is the significance of the skeleton in the Torture Chamber? | |
| What skeleton? | |
| How can I survive at the River Bank? | |
| A. You're safe for a couple of turns. | |
| B. After that, there's always a danger of collapse. | |
| C. Except if you're flying. | |
| D. Or if the river has been PULVERed. | |
| How can I cross the river? | |
| A. Trying to fly across it is deadly. | |
| B. There's no way to cross the river. | |
| C. However, there is something interesting you can do there. | |
| D. CAST THE PULVER SPELL ON THE RIVER. | |
| How can I inflate the raft? | |
| A. With the hand-held air pump. | |
| B. It's located on the north shore of the reservoir. | |
| C. The north shore of the reservoir is in Zork(R) I, as are the inflatable | |
| raft and the hand-held air pump. | |
| Help! I keep getting smashed by a wall of water! | |
| A. Don't go on unless you've been to the River Bed. | |
| B. PULVERing the river has only a temporary effect. | |
| C. It isn't safe to stick around any of the dried-up river bed locations | |
| for very long. | |
| How can I cross the stagnant pool? | |
| A. You can't. | |
| B. Really! | |
| What is the amber potion for? | |
| A. Read the label on the amber vial. | |
| B. Try ingesting the potion. | |
| C. The blort potion allows you to see in dark places, even if you don't | |
| have a light source. | |
| D. Unfortunately, grues are afraid of light, not of being seen. | |
| E. So the blort potion is pretty useless in Sorcerer. | |
| Fort Griffspotter | |
| ***************** | |
| Where is the fort? | |
| Walk southeast from the River Bank. | |
| Where should I dig to find the cannonball? | |
| A. What cannonball? | |
| B. +---------------------------------------------------------------------+ | |
| | | | |
| | >>This space intentionally left blank.<< | | |
| +---------------------------------------------------------------------+ | |
| How can I climb the flag pole? | |
| You can't. | |
| Is there any way to lower the flag? | |
| A. Yes. | |
| B. Try LOWER THE FLAG. | |
| Can I sleep in the Barracks? | |
| Sure, why not! | |
| Are there any useful armaments in the Armory? | |
| No. | |
| How can I get the glowing scroll out of the Watchtower? | |
| A. Hide it inside the floor waxer. | |
| B. Don't talk to the rockworm chief. | |
| C. Cast the YIKKLE spell on it. | |
| D. Stop reading nonsense questions. | |
| Is there any significance to the cannon? | |
| A. Yes. REACH INTO THE CANNON. | |
| B. LOOK INSIDE IT. | |
| C. Hmmm. A pile of identical scrolls that bite. | |
| D. Perhaps appearances are deceiving in this case. | |
| E. Look at your infotater again. | |
| F. The pile of scrolls is actually a group of yipples. | |
| G. But there must be a real scroll that they are imitating. | |
| H. Yipples are allergic to certain animal wastes. | |
| I. Such as the bat guano in the Hidden Cave near the river. | |
| J. PUT THE BAT GUANO IN THE CANNON. | |
| How can I fire the cannon? | |
| A. You'll have to find the buried cannonball, first. | |
| B. But there is no buried cannonball. | |
| Can I catch the objects that sprout feet? | |
| A. Don't go on until you've found the ordinary scroll. | |
| B. You can only catch the scrolls that sprout feet if you have the QUELBO | |
| spell. | |
| C. In other words, no. | |
| The Crater-Toll Gate Area | |
| ************************* | |
| What caused the Crater? | |
| A. It's difficult to say for certain. | |
| B. Perhaps an ancient battle between two powerful wizards? | |
| C. Perhaps a cannonball? | |
| D. Perhaps not. | |
| Is there any significance to the moss and lichens in the Slimy Room? | |
| A. Lichens are usually an indication of moisture. | |
| B. Some species of moss are phosphorescent. | |
| C. However, these moss and lichens are completely insignificant. | |
| Can I cross the chasm to the west of the Crater? | |
| A. You can JUMP ACROSS THE CHASM. This will work 20% of the time. | |
| B. A safer way is to cross the chasm while flying. | |
| C. Cast the IZYUK spell on yourself, and then go WEST. | |
| How can I climb the zorkmid tree? | |
| You can't. | |
| Can I pick the zorkmid coins from the zorkmid tree? | |
| A. Try it. | |
| B. Type PICK A COIN or PICK ALL THE COINS. | |
| C. You can get only one coin in the Tree Room. | |
| Is there any significance to the Hall of Carvings? | |
| A. Yes. Especially the carving of the dragon. | |
| B. There's a way to make the dragon come alive. | |
| C. You'll need the MALYON spell. If you don't have it yet, visit the | |
| amusement park. | |
| D. Try casting MALYON on the dragon carving. | |
| E. It doesn't seem to be powerful enough. | |
| F. You'll also need the YONK spell. If you don't have it yet, visit Fort | |
| Griffspotter. | |
| G. CAST THE YONK SPELL ON THE MALYON SPELL. Then CAST THE MALYON SPELL ON | |
| THE DRAGON. | |
| How can I make the invisible carvings appear? | |
| A. The ZIKKLE spell works well on the invisible tenets in the Guild | |
| Hall... | |
| B. ...but you probably had to give up the ZIKKLE spell to the rockworm | |
| tribe. | |
| C. Invisible carvings? ZIKKLE spell? Rockworm tribe? | |
| Who built the underground highway? | |
| A. Probably one of the Construction Guilds. | |
| B. It seems to be a relic of the Great Underground Empire. | |
| C. It was probably built during the reign of King Duncanthrax or one of | |
| the Flatheads. | |
| How can I get past the Toll Gate? | |
| A. Have you tried typing OPEN THE GATE? | |
| B. Have you tried REZROVing the gate? | |
| C. Have you tried typing GNOME, OPEN THE GATE? | |
| D. Of course, you'll have to wake the gnome before you can talk to him. | |
| E. He won't open the gate until you give him a zorkmid. | |
| F. You can get one from beyond the chasm, near the Crater. | |
| G. If you've already given that zorkmid to the amusement park gnome, | |
| you'll have to use the machine in the Casino. | |
| What is the floor waxer used for? | |
| A. Use your imagination. | |
| B. Try turning it on. | |
| C. Have you seen any floors that need waxing? | |
| D. Don't go on until you've been to the Dance Hall. | |
| E. Since there's no Dance Hall, you're obviously ignoring directions. | |
| F. The floor waxer is of no use at all. | |
| G. It's just as well. This model tends to produce waxy yellow build-up. | |
| Is there any significance to the Stone Hut? | |
| Yes. You'll find out more later. | |
| The Glass Maze Area | |
| ******************* | |
| Is there any significance to the statue? | |
| A. Read the inscription. | |
| B. It's a statue of Duncanthrax. | |
| C. In addition to being a King of Quendor, he built the Glass Maze. | |
| Can I make a map of the maze? | |
| Yes. | |
| How big is the maze? | |
| A. It has 27 rooms. | |
| B. They are arranged in a 3 by 3 by 3 array. | |
| Can I survive in maze rooms that don't have a floor? | |
| A. Yes. | |
| B. By flying. | |
| C. Unfortunately, IZYUK doesn't last long enough to get you through the | |
| maze, even if you keep learning it and re-casting it. | |
| D. There is another flying spell. | |
| E. Try the FWEEP spell found in the Hidden Cave near the river. | |
| F. It also has the beneficial side-effect of sonar-like sensing. | |
| Is there anything beyond the maze? | |
| A. Yes. | |
| B. Make a map of the maze. | |
| C. Read the previous question. | |
| D. If you still haven't made it, type FWEEP ME at Outside the Glass Arch, | |
| then go E.N.E.S.S.W.D.E.E.N.N.U.U.S.E. | |
| How do I get back from the Hollow? | |
| A. The only way back is through the glass maze. | |
| B. You'll need the FWEEP spell to get back through it. | |
| C. So you'd better memorize it more than once before you enter the maze | |
| from Outside the Glass Arch. | |
| D. In fact, once the maze has re-arranged itself, you'll need a total of | |
| three FWEEPs to make the round trip. | |
| E. There's a much easier and quicker way, although some players may find | |
| it inelegant. GASPAR yourself at Outside the Glass Arch. Then, get | |
| "killed" in the Hollow or the maze. | |
| How can I get the parchment scroll back from the Hollow? | |
| A. You can't carry it while FWEEPed. | |
| B. And you have to FWEEP yourself to get back. | |
| C. Did you ever wonder what the brick structure is? | |
| D. EXAMINE it. | |
| E. It's the top of a chimney. | |
| F. Chimneys are usually located above fireplaces. | |
| G. If you drop the scroll into the chimney, it will end up in the | |
| fireplace in the Stone Hut. | |
| What causes the maze to re-arrange itself? | |
| A. Picking up the parchment scroll. | |
| B. It is unavoidable. | |
| What rouses the dorn beast? | |
| A. Don't go on until you've been threatened by the dorn beast. | |
| B. Dropping the parchment scroll in the chimney causes the attack. | |
| C. Since this is the only way to get that scroll out of the Hollow, | |
| there's no way to avoid rousing the dorn beast. | |
| How can I kill the dorn beast? | |
| A. There's only one way. | |
| B. It involves entering the maze. | |
| C. It involves flying. | |
| D. Enter a maze room without a floor, while flying. The dorn beast will | |
| pursue you, and plummet. | |
| E. Flying from the Hollow, go W.W.S.E. | |
| Is the brick structure of any significance? | |
| Yes. | |
| The Amusement Park | |
| ****************** | |
| How can I enter the park? | |
| A. You must first summon the park gnome by attempting to go west from the | |
| Park Entrance. | |
| B. He won't let you enter until you pay the admission price of one | |
| zorkmid. | |
| C. You can get a zorkmid coin from the area beyond the chasm near the | |
| Crater. | |
| D. If you already gave that coin to the toll gnome, you'll have to do a | |
| little thinking. | |
| E. What did the toll gnome do with the coin you gave him? | |
| F. SEARCH THE GNOME after he falls asleep again. | |
| What is the significance of the Haunted House? | |
| It's just an interesting place to visit. | |
| What is the significance of the Flume? | |
| A. Have you tried riding the Flume? | |
| B. To do so, just type GET IN THE LOG BOAT. | |
| C. Wasn't that a fun ride? | |
| D. There's nothing important about the Flume. | |
| What is the significance of the Roller Coaster? | |
| A. Have you tried riding the Roller Coaster? | |
| B. To do so, just type GET IN THE CAR. | |
| C. Wasn't that a fun ride? | |
| D. There's nothing important about the Roller Coaster. | |
| What is the significance of the Arcade? | |
| A. There aren't any video games there, of course. | |
| B. But the hawker and his game booth are important. | |
| What should I do with the hawker? | |
| A. Play his game. | |
| B. TAKE THE BALL and then THROW THE BALL AT THE BUNNIES. | |
| How can I win the hawker's game? | |
| A. Have you tried throwing the ball at the bunnies? | |
| B. It's a difficult game. You could use some help. | |
| C. There's a magic potion that's useful here. | |
| D. It's located in the fort. | |
| E. LOWER THE FLAG and then EXAMINE IT. | |
| F. DRINK THE FOOBLE POTION before throwing the ball. | |
| What is the significance of the Casino? | |
| A. It seems pretty run down. | |
| B. The odd machine with the lever is still working, though. | |
| How does the odd machine work? | |
| A. Pull the lever. | |
| B. It is a slot machine. | |
| C. If three identical symbols appear in the windows, you will get a | |
| payoff. This happens (on the average) one out of every sixteen tries. | |
| D. If the three matching symbols are pots of gold, you hit the jackpot. | |
| Unfortunately, this is fatal. This happens (on the average) one out of | |
| every sixty-four tries. | |
| E. Otherwise, the payoff is one zorkmid coin. This happens (on the | |
| average) three out of every sixty-four tries. If you paid off the park | |
| gnome before paying the toll gnome, this is the only way to get a coin | |
| for the toll. | |
| F. For a better way to pay both gnomes, read the first question in this | |
| section. | |
| The Coal Mine | |
| ************* | |
| How can I keep the ceiling from caving in? | |
| You can't. It will always cave in when you enter the mine. | |
| How can I breathe in the coal mine? | |
| A. You can survive only three turns without the aid of magic. | |
| B. You need a potion. | |
| C. It's the vilstu potion, which you must acquire before you leave the | |
| Guild Hall. | |
| D. See the matchbook question in the Guild Hall section. | |
| How can I get past the door in the Dial Room? | |
| A. READ THE SIGN. | |
| B. EXAMINE THE DIAL. | |
| C. You'll have to find out the combination. | |
| D. Unfortunately, Ernie Flathead is probably long gone. | |
| E. Only someone who has already been through it can tell you. | |
| F. Take the vilstu potion, and then wait in the Coal Bin Room. | |
| Who is the person who looks just like my twin? | |
| A. The person looks just like you, only more dishevelled. | |
| B. It is your own older self. | |
| C. There must be some time travel going on here. | |
| Should I give my spell book to my "twin"? | |
| It makes sense to trust your older self, since your interests are | |
| almost certainly mutual. After all, where would your older self be if | |
| you went and got yourself "killed"? | |
| Can I make a map of the coal mine? | |
| A. Yes, but you don't have much time until vilstu wears off. | |
| B. Dropping an object in each room of the coal mine will individualize it, | |
| and thus making a map of the area will be easier. | |
| C. There are only three rooms called Coal Mine, but sometimes a passage | |
| returns to the same room that it left from. | |
| Can I go down the coal chute at Top of Chute? | |
| Sure. DOWN or ENTER THE CHUTE will do it. | |
| What was that flash of orange light? | |
| A. VEZZA might be helpful here. | |
| B. There is a room off the middle of the coal chute. | |
| C. You can get to it if you've found the timber in the coal mine. | |
| D. Tie the rope to the timber, drop the timber at Top of Chute, and then | |
| throw the rope down the chute. | |
| E. If you are tired, or holding anything, you will lose your grip on the | |
| rope. | |
| What is the purpose of the GOLMAC spell? | |
| A. READ it. | |
| B. Temporal travel means traveling in time. | |
| C. This is obviously how your older self was able to meet you earlier, in | |
| the Coal Bin Room. | |
| D. CAST GOLMAC ON ME, then go DOWN to the Coal Bin Room. | |
| What is the purpose of the kerosene lamp? | |
| A. It lights the Slanted Room. | |
| B. Something unusual happens when you GOLMAC in the Slanted Room. | |
| C. After casting GOLMAC on yourself, OPEN THE LAMP. | |
| D. The smelly scroll wasn't there when you arrived, because you yourself | |
| removed it the "last time through" the cycle. | |
| What happened to the objects I dropped into the coal chute at Top of Chute? | |
| When you drop objects into the upper coal chute, they land in the Coal | |
| Bin Room, where they get buried in the coal (except for a few large | |
| objects, such as the timber or the floor waxer). | |
| What should I do when I meet my younger self? | |
| A. What happened the last time this meeting occurred? | |
| B. If you gave your older self the spell book before, then your younger | |
| self should now give you the spell book. | |
| C. You'd better give your younger self the combination to the door in the | |
| Dial Room. | |
| D. Otherwise your younger self will never be able to get to the Slanted | |
| Room and find GOLMAC and become your older self... | |
| E. ...or more simply, you will cease to exist! | |
| How can I get my younger self to give me my spell book? | |
| A. Remember, _you_ were the younger self 20 or 30 turns ago. | |
| B. Your younger self will do whatever _you_ did when _you_ were the | |
| younger self. | |
| C. If you gave your spell book to your older self, then your younger self | |
| will give it to you. | |
| Aargh! This coal mine puzzle has me totally befuddled! Help! | |
| A. Don't go on until you're completely stumped by the coal mine. | |
| B. The entire goal of the coal mine puzzle is to obtain the smelly | |
| (VARDIK) scroll. | |
| C. Time is of the essence, since vilstu will eventually run out. | |
| D. One sequence that will work (starting from the Sooty Room): | |
| FROTZ ME. OPEN THE ORANGE VIAL. E. DRINK THE ORANGE POTION. Z. GIVE | |
| BOOK TO OLDER SELF. E. TURN DIAL TO (combination). OPEN DOOR. E. TAKE | |
| ROPE. U. SW. TAKE TIMBER. NW. W. TIE ROPE TO TIMBER. THROW ROPE DOWN | |
| CHUTE. DROP ALL. D. TAKE SCROLL. GOLMAC ME. OPEN LAMP. TAKE SCROLL. D. | |
| YOUNGER SELF, THE COMBINATION IS (combination). D. | |
| The Lagoon Area | |
| *************** | |
| Why did some of my possessions vanish as I entered the lower chute? | |
| A. You changed time in such a way that it became impossible for you to | |
| have those possessions. | |
| B. For example, you never told your younger self the combination, thus you | |
| yourself could never have been told it by your older self, thus you | |
| couldn't have objects from beyond the dial door. | |
| Where are the objects I dropped into the lower chute in the Coal Bin Room? | |
| Objects that you drop into the lower chute end up at the bottom of the | |
| lagoon. | |
| Can I get back up the lower coal chute? | |
| No. | |
| Can I enter the lagoon? | |
| A. Try going east from the Lagoon Shore. | |
| B. "If you want to enter the lagoon, say so." | |
| C. Try ENTER THE LAGOON. | |
| Is there anything significant about the lagoon? | |
| A. Yes. | |
| B. Have you gone DOWN to the floor of the lagoon? | |
| C. Lovely clump of spenseweeds, eh? (It would be a shame if anything | |
| happened to them.) | |
| D. MEEF THE SPENSEWEEDS. | |
| How can I breathe underwater? | |
| A. You can survive only a few turns underwater. | |
| B. Naturally, the vilstu potion will allow you to stay underwater as long | |
| as it lasts. | |
| C. But if you've solved the coal mine problem, you've already used up the | |
| vilstu potion. | |
| D. Fortunately, you need to be underwater for only a few turns. | |
| E. And, you can always go up for air and dive back down. | |
| How can I take the wooden crate? | |
| A. It's pretty heavy. | |
| B. You'll probably have to drop everything else before you try to move it. | |
| C. You probably can't move it if you're tired. | |
| How can I climb the cliffs? | |
| A. The cliffs are unclimbable. | |
| B. The cliffs are too tall to fly over. | |
| C. The cliffs are bigger than a breadbox. | |
| D. The cliffs are not made of marzipan. | |
| E. The cliffs are a good subject for a long, useless question. | |
| How can I enter the ocean? | |
| A. Have you tried going EAST from the shore of the ocean? | |
| B. "Entering the ocean is certain death." | |
| C. Have you tried ENTER THE OCEAN? | |
| D. As advertised, "Certain death." | |
| How can I cross the river at its mouth? | |
| A. It has a big mouth. | |
| B. In other words, there's no way. | |
| How can I enter the cave with the vines? | |
| A. The vines are deadly. | |
| B. Fortunately, they are susceptible to magic. | |
| C. Try the MEEF spell. | |
| Omigosh! A pack of grues! What should I do? | |
| A. Light usually takes care of grues, but these are mutated. | |
| B. Have you found the Frobozz Magic Grue Protection Kit? | |
| C. It's on the Lagoon Floor. See the lagoon question. | |
| D. What you need is inside the crate. | |
| E. The lamp is useless, of course, because of the mutation. | |
| F. Either the grue suit or the repellent will suffice. | |
| G. SPRAY ME WITH REPELLENT or WEAR THE GRUE SUIT. (Warning: the repellent | |
| wears off after several turns!) | |
| How can I destroy the machinery in the Mammoth Cavern? | |
| A. Have you tried DESTROY THE MACHINERY? | |
| B. You can't destroy the machinery. | |
| C. Instead, you should destroy the machinery operator: Jeearr. | |
| Which door should I open? | |
| A. You could try all three... | |
| B. But a true Sorcerer in this situation probably wouldn't be able to SAVE | |
| and RESTORE. | |
| C. The VEZZA spell would be helpful here. | |
| D. Open the white wooden door. | |
| How can I get out of the Hall of Eternal Pain? | |
| A. You can't. | |
| B. Really. | |
| How can I get out of the Chamber of Living Death? | |
| A. You can't. | |
| B. Really. | |
| How can I rouse Belboz? | |
| A. Don't continue until you've seen Belboz. | |
| B. If you just wait for a little while, he will wake up. | |
| C. But, obviously, this isn't the right thing to do. | |
| D. You want to exorcise Belboz. | |
| How can I exercise Belboz? | |
| A. Take him for a walk around the block. | |
| B. A regimen of push-ups and squat thrusts would also help. | |
| How can I exorcise Belboz? | |
| A. Don't continue until you've seen Belboz. | |
| B. Don't continue until you've obtained the SWANZO spell. | |
| C. CAST SWANZO ON BELBOZ. | |
| D. Oops. Perhaps you'd better protect yourself first. | |
| E. Don't continue until you've obtained the VARDIK spell. | |
| F. CAST VARDIK ON ME then CAST SWANZO ON BELBOZ. Voila. | |
| How can I kill Belboz? | |
| A. Kill your friend and mentor??? | |
| B. The diamond-studded knife looks promising. | |
| C. Try KILL BELBOZ WITH THE KNIFE. | |
| D. Well, perhaps if you protected your own mind first... | |
| E. Don't continue until you've obtained the VARDIK spell. | |
| F. CAST VARDIK ON ME then KILL BELBOZ WITH THE KNIFE. | |
| G. Still not the optimum ending, right? | |
| H. You want to exorcise Belboz. | |
| General Questions | |
| ***************** | |
| Are potions liquids or powders? | |
| Yes. | |
| What is a nymph? | |
| Look it up in the encyclopedia in the Library. | |
| Is it okay to rifle through the belongings of fellow Enchanters? | |
| A. In general, that would not be proper behavior. | |
| B. But this is an emergency. | |
| Where is it safe to sleep? | |
| A. The Guild Hall isn't safe until you've rescued Belboz. | |
| B. It's safe to sleep almost everywhere else. | |
| C. Some obvious exceptions: the river bed locations, inside the coal mine, | |
| Twisted Forest, Tree Branch, Snake Pit, Mine Field, Meadow, Drawbridge, | |
| River Bank, Hollow, Surface of Lagoon, Lagoon Floor, and Belboz's | |
| Hideout. | |
| D. You might want to try sleeping in those locations, just to see what | |
| happens...but do a SAVE first. | |
| Are the dreams meaningful? | |
| A. No, none of the dreams contains any useful information. | |
| B. In fact, these dreams all appeared in Enchanter(tm), also. | |
| C. Perhaps you suffer from recurring dreams. | |
| Is the YOMIN spell useful? | |
| A. Not really. | |
| B. It is sort of interesting to use, though. | |
| What is guano? | |
| GUANO -- n. (gwan-o) A substance composed chiefly of excrement and used | |
| as fertilizer. | |
| Where is the scroll with the ZIKKLE spell? | |
| A. The leader of the rockworm tribe can tell you. | |
| B. But first you need to learn rockworm speech. | |
| C. You can do that by reading the invisible carvings in the Hall of | |
| Carvings. | |
| D. You can make them visible using the ZIKKLE spell. | |
| How can I dry out wet spell books and wet scrolls? | |
| You can't. Once your spell book or a scroll has gotten wet, it's | |
| useless. | |
| Is the VEZZA spell important? | |
| A. It provides a few hints. | |
| B. But you could finish the game without ever using it. | |
| C. Note that two of the glimpses are previews of the third Enchanter game: | |
| the pile of white blocks, and the Guildmasters meeting in Borphee. | |
| Why do I sometimes suddenly cease to exist? | |
| A. Don't continue unless you've used the GOLMAC spell. | |
| B. A time travel paradox is involved. | |
| C. One way to "poof" out of existence is to enter the lower chute after | |
| casting GOLMAC without informing your younger self of the combination. | |
| This sets up a paradox. | |
| D. Another way to "poof" is to cast GOLMAC on yourself a second time (the | |
| scroll re-appears on the ground of the Slanted Room when you GOLMAC). A | |
| second dose of this spell sends you too far back in time to meet your | |
| younger self, thus creating another paradox. | |
| E. Two other ways to "poof" are to leave the Slanted Room before casting | |
| GOLMAC, or to carry the shimmering scroll out of the Slanted Room. | |
| How were the spells and potions named? | |
| A. GNUSTO, FROTZ, REZROV, and IZYUK are taken from Enchanter. | |
| B. FWEEP is the sound that the deranged bat in Zork I makes. Perhaps it is | |
| repeating the last word it ever heard as a human. | |
| C. AIMFIZ is ZIFMIA backwards. ZIFMIA, in Enchanter, causes someone to be | |
| transported to YOUR location. | |
| D. GOLMAC is short for gold machine, the time travel device in Zork III. | |
| The gold machine was probably imbued with this spell. | |
| E. YOMIN is an anagram of the name of an actor who played a famous | |
| mind-prober on a sci-fi TV show. | |
| F. MALYON is a corruption of Pygmalion, a sculptor who (according to | |
| ancient Greek legend) brought his creation to life. | |
| G. FOOBLE is a potential reset code in Suspended(tm). | |
| H. YONK is a reference to the author's birthplace. | |
| I. Some others are the names of Infocom employees. | |
| How All the Points Are Scored | |
| ***************************** | |
| (Use only as a last resort) | |
| 5 points for waking up from the opening dream | |
| 15 points for finding the key to Belboz's journal | |
| 10 points for drinking the berzio potion | |
| 10 points for picking up the dusty scroll | |
| 10 points for taking the vilstu vial from the mailbox | |
| 25 points for taking the moldy scroll from the trunk | |
| 20 points for casting AIMFIZ on Belboz (or Jeearr) | |
| 20 points for reaching the Hidden Cave | |
| 10 points for taking the ordinary scroll from the cannon | |
| 15 points for taking the coin from the zorkmid tree | |
| 20 points for getting the gnome to open the toll gate | |
| 10 points for getting the glittering scroll from the hawker | |
| 20 points for reaching the Hollow | |
| 25 points for taking the parchment scroll from the fireplace | |
| 20 points for reaching the Sooty Room | |
| 20 points for opening the door in the Dial Room | |
| 20 points for reaching the Slanted Room | |
| 25 points for taking the smelly scroll from the kerosene lamp | |
| 20 points for reaching the Lagoon Shore | |
| 15 points for opening the wooden crate | |
| 20 points for reaching the Mammoth Cavern | |
| 20 points for entering Belboz's Hideout | |
| 25 points for exorcising Belboz while VARDIKed. | |
| Spells, Potions, and Their Locations | |
| ************************************ | |
| (Use only as a last resort) | |
| Spells Locations | |
| GNUSTO your spell book | |
| FROTZ your spell book | |
| REZROV your spell book | |
| IZYUK your spell book | |
| PULVER your spell book | |
| YOMIN your spell book | |
| VEZZA your spell book | |
| GASPAR Helistar's Quarters | |
| MEEF Library | |
| AIMFIZ Cellar (in the trunk) | |
| FWEEP Hidden Cave | |
| YONK Gun Emplacement (in the cannon) | |
| MALYON Arcade (from the hawker) | |
| SWANZO Hollow | |
| GOLMAC Slanted Room | |
| VARDIK Slanted Room (in the lamp, after casting GOLMAC on | |
| yourself) | |
| Potions Locations | |
| ochre (berzio) Store Room | |
| orange (vilstu) Lobby (in the receptacle, if you send for it) | |
| indigo (flaxo) Torture Chamber | |
| amber (blort) Hidden Cave | |
| aqua (fooble) Parade Ground (inside the flag) | |
| For Your Amusement | |
| ****************** | |
| (After you've finished the game) | |
| Have you tried: | |
| typing WAKE ME during the opening dream? | |
| casting AIMFIZ on yourself, Duncanthrax, Krill, Barbel, Orkan, the Wizard | |
| of Frobozz, the servants, the mailman, the hawker, the author? | |
| casting AIMFIZ on Helistar or Frobar? (Try these two several times.) | |
| sitting on the table in the Chamber of the Circle? | |
| sitting on the parrot's perch? | |
| reading the tenets in the Chamber of the Circle? | |
| taking the encyclopedia? | |
| casting YOMIN on yourself, your older self, your younger self, the | |
| troglodyte, the hawker, the park gnome, and the toll gnome (while he | |
| sleeps)? | |
| examining yourself while FROTZed or FWEEPed? | |
| examining the boa? | |
| FROTZing a gnome? | |
| FROTZing a grue in the dark? | |
| doing an inventory while FWEEPed? | |
| going to sleep while flying? | |
| casting MALYON on the bunnies, the statue, the dorn beast corpse, or the | |
| bones in the Pit of Bones? | |
| casting MALYON on the dragon a second time? | |
| PULVERing the moat or the flume? | |
| filling a vial with water? | |
| climbing the flagpole? | |
| waving or wearing the flag? | |
| asking a character about himself? | |
| REZROVing the door in the dial room, or the toll gate? | |
| giving a FROTZed coin to a gnome? | |
| biting a coin? | |
| leaving the Arcade with the ball? | |
| casting IZYUK or FWEEP while underwater? | |
| turning on the floor waxer while underwater? | |
| opening a (full) potion vial while underwater? | |
| taking the fooble, vilstu, or blort potion while under the effect of one | |
| of the others? (Try this several times.) | |
| dying with your GASPAR location in the glass maze, in a river bed room, or | |
| in the Guild Hall? | |
| doing crazy things as the younger self, and then seeing how your actions | |
| are described when you become the older self? | |
| MEEFing the morgia plant, and then looking at the very last line of the | |
| game (assuming a 400 point finish)? | |
| Things you can read about in the encyclopedia: | |
| ACCARDI-BY-THE-SEA | |
| AMATHRADONIS | |
| AMULET OF AGGTHORA | |
| ANTHARIA | |
| ARAGAIN FALLS | |
| AUTHOR | |
| BARBEL | |
| BELBOZ | |
| BORPHEE | |
| BOZBARLAND | |
| CHEVAUX | |
| DIMWIT FLATHEAD | |
| DOUBLE FANNUCCI | |
| DUNCANTHRAX | |
| EGRETH CASTLE | |
| ENCHANTERS GUILD | |
| ENTHARION | |
| FIBBSBOZZA | |
| FLATHEAD OCEAN | |
| FLOOD CONTROL DAM | |
| FLUMES | |
| FORT GRIFFSPOTTER | |
| FRIGID RIVER | |
| GABBER TUMPER | |
| GALEPATH | |
| GLASS MAZE | |
| GNOMES | |
| GREAT SEA | |
| GREAT UNDERGROUND EMPIRE | |
| GUE TECH | |
| GURTH | |
| INFOCOM | |
| INFOTATERS | |
| JEEARR | |
| KOVALLI DESERT | |
| KRILL | |
| LARGONETH CASTLE | |
| LONELY MOUNTAIN | |
| MAGICLAND | |
| MAREILON | |
| ME | |
| MESSENGERS GUILD | |
| MITHICUS | |
| MIZNIA | |
| MORGIA PLANTS | |
| NYMPHS | |
| ORKAN | |
| QUENDOR | |
| RAZOR GORGE | |
| ROYAL MUSEUM | |
| SERVANTS GUILD | |
| SOFTSPEL | |
| SORCERER | |
| TEMPORAL TRAVEL | |
| THRIFF | |
| TROLLS | |
| TROGLODYTE | |
| WIZARD OF FROBOZZ | |
| ZORK | |
| ZORKMIDS | |
| plus spells, potions, and the infotater animals | |
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