| SORCERER - The step-by-step solution | |
| This is a step-by-step solution to Steve Meretzky's "Sorcerer", the | |
| second part of Infocoms "Enchanter" trilogy. | |
| It's a very short solution, so you won't see all the locations, and some | |
| puzzles are not solved. Please refer to this type of solution only if | |
| you're absolutely stuck on a puzzle! | |
| The points you get for an action are given in brackets {like this}. | |
| z {5}. frotz me. stand up. w. w. move hanging {15}. open desk. get key. | |
| open journal. read journal (current code!). e. s. s. w. get orange vial | |
| and matchbook. e. open receptacle. put matchbook in it. open vial. drink | |
| potion {10}. n. w. get scroll. gnusto gaspar. e. s. e. get scroll {10}. | |
| gnusto meef. w. open receptacle. get orange vial {10}. d. press ..., ..., | |
| ..., ..., ... button (according to current code) {25}. get scroll. aimfiz | |
| belboz {25}. | |
| ne. learn pulver. e. ne. pulver river. d. ne {20}. get all. d. gnusto | |
| fweep. sw. u. w. w. ne. se. e. e. put guano in barrel. get scroll {10}. | |
| w. lower flag. examine it. get aqua vial. w. learn izyuk. g. g. izyuk me. | |
| nw. sw. w. d. d. s. w. izyuk me. w. w. n. get coin {15}. s. e. izyuk me. | |
| e. e. s. sw. w. give coin. w. w. w. learn gaspar. gaspar me. pull lever | |
| (until a coin falls out). sleep. drop journal. get coin. e. s. open aqua | |
| vial. drink potion. drop amber, aqua, ochre vial and key. get ball. throw | |
| ball at bunny {10}. gnusto malyon. n. e. e. ne. n. ne. ne. e. e. wake | |
| gnome. give coin {20}. e. e. n. learn gaspar. gaspar me. learn fweep. | |
| drop all. n. e. | |
| fweep me. n. e. s. s. w. d. e. e. n. n. u. u. s. e {20}. get scroll. drop | |
| scroll into hole. z. z (now you're dead...). get all. s. e. get scroll | |
| {25}. gnusto swanzo. w. w. w. w. w. sw. sw. s. s. yonk malyon. learn | |
| malyon. malyon carving. s {20}. z (until you get tired). sleep. e. | |
| open orange vial. drink potion. give spell book (now your older self | |
| tells you a combination). e. set dial to (combination). open door {20}. | |
| e. get rope. u. nw. get beam. nw. w. put beam over chute. tie rope to | |
| beam. drop all into chute. d {20}. get scroll. golmac me. open | |
| compartment. get smelly scroll {25}. e. z. say to twin "the combination | |
| is (combination)". d {20}. ne. z. z. sleep. learn meef. g. drop all. s. | |
| d. meef weeds. get crate. u. n. drop crate. open it {15}. get suit, | |
| scroll, spell book. n. meef vine. w. w {20}. open white door {20}. learn | |
| swanzo. vardik me. swanzo belboz {20}. | |
| Now you have a full score of 400 points. You've beaten the evil Jeearr - | |
| and you are the new leader of the Circle of Enchanters. Congratulations! | |
| (c) 1989 by Paul David Doherty, Lindenallee 4, D-1120 Berlin | |
| "Sorcerer" (c) 1984 by Infocom, Inc. (Revision 13, 851021) | |
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