| Sorcerer Part I | |
| Well, you took care of Krill and returned to the Guild Hall in | |
| triumph, but things don't look good for you at the moment. Not | |
| when you're standing there facing the slavering jaws of a vicious | |
| hellhound! Fortunately for you, this time, it's only a dream, so | |
| just wait, and you will wake up in your room in the Guild Hall. | |
| Whew! However, it's a bit dark in here, so Frotz your spellbook, | |
| get up, and head West into the hallway. Read the note on your | |
| door if you like, although it's not all that important. It just | |
| lets you know you are here alone. Now's a good a time as any to | |
| tell you that not all the spells you know will be useful in the | |
| game, nor all the potions you will find. So unless you're told | |
| specifically to take an item, you can safely ignore it. Now, | |
| head along South down the hall until you reach the Lobby. Go West | |
| into the Store Room, and pick up the Ochre Vial and the | |
| matchbook. Open the vial and drink the potion, which will prevent | |
| you from becoming hungry and thirsty. Drop the now-empty vial. | |
| Read the matchbook if you like, then return East and place the | |
| matchbook in the receptacle. Moving North twice, and West once, | |
| brings you to Belboz's quarters. Listen to the bird as you lift | |
| the wall hanging, revealing a key. Now examine the desk and open | |
| the drawer. Inside are several items, but the only useful one is | |
| the journal. Use the key to unlock the journal, then read it. | |
| Make *careful* note of the day's code!! Go East to the hall | |
| again, South once, and West into Helistar's room. Here you will | |
| find a scroll of Gaspar. Take and Gnusto the scroll, then head | |
| back to the hall, and South to the Lobby. By this time, you've | |
| probably heard the doorbell chime, which means the mail's in. | |
| Open the receptacle, and inside is an issue of Popular Enchanting | |
| and an Orange Vial. Get the vial, then go East into the Library. | |
| There is a scroll of Meef here. Get and Gnusto that one. Now, | |
| it's time to leave this place. If you've played the game before, | |
| you know that if you try going out the main entrance, you will be | |
| stopped. You may also know that if you DON'T get out, you will | |
| eventually fall asleep and find yourself in the Room of Living | |
| Death, which is MOST unpleasant, and from which there is no | |
| escape. So, now's the time to get a move on! Head down into the | |
| Cellar, where the trunk is. There are five buttons on the trunk, | |
| and each one is a different color. The sequence to open the trunk | |
| is keyed to the code of the day in the journal, and will change | |
| with each game. The code itself is the colors of a monster from | |
| the Infotater. Whatever monster was noted in the journal, look it | |
| up on the Infotater, and make note of its colors, and what order | |
| they are in. Save the game (just in case, because if you make | |
| even one little error, you will not be able to open the trunk!!), | |
| then press the buttons in the proper order as given in the | |
| Infotater. If you've done it right, the trunk lid will spring | |
| open by itself after you push the last button. If the trunk does | |
| not open, restore the game and try again. Ok, so now you have | |
| the moldy scroll of Aimfiz, which is one of those complex ones | |
| that you can only use once. Actually, you only need to use it | |
| once, so that's no problem. All you have to do is figure out | |
| which person you want to exchange places with. Since there aren't | |
| too many choices, it won't take you long to discover it's none | |
| other than Belboz himself. So, Aimfiz Belboz, and you're out of | |
| the Hall and on your way to visiting Jeear! | |
| Sorcerer Part II | |
| Ok, so now you're out of the Hall, but look where the spell took | |
| you: to the same forest you were dreaming of at the start of the | |
| game. And there's the Hellhound, too! And this time, it's no | |
| dream! You better not wait around this time, so immediately head | |
| Northeast to the Forest Edge. Here you will find a Snake Hole, | |
| as well as paths North and East. The North path is mined with | |
| magical mines. This is a red herring in the game, as there is no | |
| way to go safely along the path. You can ignore it without fear | |
| of missing something important. The Snake Hole is another matter, | |
| so climb down into it, and then down again to the Slimy Room, and | |
| South from there into the Crater. Go West to the Chasm's Edge. | |
| You can't jump across the chasm, but flying over is no problem. | |
| Learn Izyuk twice, cast it on yourself once. Now just go West | |
| twice and you will be on the other side. Go North, and you will | |
| be in a room with what appears to be a tree of coins. However, | |
| that's an illusion, and you will only be able to get one coin. | |
| Take it, return to the Chasm Edge, then Izyuk and fly back | |
| across. Now go back the way you came, all the way to the Forest | |
| Edge. This time, go East to the Meadow (don't stop to admire | |
| scenery; those are MEAN locusts on the horizon!), then Northeast | |
| to the Riverbank. Learn the Pulver spell, then Pulver the river. | |
| It will dry up, and you can move East into the river, where you | |
| will see a small cave to the Northeast. Go there. Inside, you | |
| will find several items. Get the scroll with the Fweep spell, and | |
| Gnusto it. Then get the bat guano, but leave the vial; it has no | |
| use in the game. Now go down the hole, and you will be at the Pit | |
| of Bones. If you go South, you will find the Torture Chamber, | |
| which has another useless potion, so go Southwest into the | |
| Dungeon instead. From here, go up into the Ruins. Learn Izyuk | |
| again, then go West across the drawbridge (careful, don't fall | |
| in!!), then West again to the Meadow, where you now cast Izyuk on | |
| yourself. You have time to do that and move before the locusts | |
| arrive. Once you're flying, go Northeast to the Riverbank, and | |
| this time, Southeast to the Fort Entrance. You need to use Izyuk | |
| because the river bank has a distressing tendency to crumble | |
| after the first visit. Around about now, you're probably feeling | |
| sleepy. Don't worry about it, just lie down and sack out for | |
| awhile. You may or may not have a strange dream. Ignore any | |
| dreams, as they are just "for show", and have no important clues | |
| to the game. When you waken again, go East into the Parade | |
| Ground. There is a flag at the top of a tall flagpole; lower the | |
| flag and search it. You will find an Aqua Vial. Take that, it | |
| will come in handy later. Now, go East again, and you will be at | |
| the cannon. If you look inside, you will see what appears to be a | |
| pile of scrolls. Actually, they are not scrolls at all, but a | |
| group of Yipples, peacefully sleeping in the barrel. However, | |
| there IS one real scroll in there, and you will need it later. | |
| So, drop the bat guano into the barrel, and the Yipples will take | |
| off, leaving the real scroll, with the Yonk spell for you to | |
| take. You are now just about finished above ground. Return to | |
| the entrance, learn Izyuk twice, and fly Northwest to the River | |
| Bank, and SouthWest to the meadow. Here you should Izyuk again | |
| (the drawbridge is like the river bank) and go East twice to the | |
| Ruins. | |
| Sorcerer Part III | |
| From the Ruins, go down into the Dungeon, down again to the | |
| Highway, and then East to the Toll Gate and the sleeping Gnome. | |
| Wake him up and give him your Zorkmid. He'll open the gate, then | |
| promptly fall asleep again. Go East through the gate. Ignore the | |
| store; that's another red herring in the game. Continue East to | |
| the End of the Highway. There's a hut here, but we won't be | |
| looking in there just now. Instead, go North to the Entrance | |
| Hall, and then North again to the Glass Arch. You are about to | |
| enter the infamous Glass Maze. Getting through it the first time | |
| is quite easy; getting out again is quite another matter. There | |
| are two ways back, the long and hard way, or the quick and dirty | |
| way. If you want to go the easy route, learn Gaspar once and | |
| Fweep once, then Gaspar yourself right now. If you want do to it | |
| the hard way, learn Fweep three times. Ok, drop everything here, | |
| go East into the Maze, and Fweep yourself. Now fly along the | |
| following route: North, East, South, South, West, Down, East, | |
| East, North, North, Up, Up, South, East and you're now at the | |
| Hollow. Here you will find the Swanzp scroll, but you can't do | |
| much until Fweep wears off. So wait around until you're human | |
| again. As soon as you pick up the scroll, the maze layout will | |
| change. Oops! Now what? Well, first, drop the scroll down the | |
| hole (it's the chimney of the little hut). Now what you do next | |
| depends on how you decided to get back out. If you opted for | |
| quick and dirty, walk West, West, South, East, and you will fall | |
| through the Maze and splatter. However, the Gaspar spell will | |
| activate, and your Guardian Angel will restore you to life at the | |
| spot the spell was cast, which in this case was the Glass Arch. | |
| However, if you want to do it the hard way, then here's how: | |
| Fweep yourself, then fly the following route: West, West, South, | |
| Down, Down, West, West, Up, Up, North, North, Down, East. At | |
| about this point, the spell will wear off. Fweep again, and | |
| continue: South, East, North, Down, West, South, West, Up, West, | |
| and you're back at the Arch again. Whew!! Again, wait around | |
| till the spell wears off, then pick up everything and go to the | |
| hut. In the fireplace, you will see the Swanzo scroll. Gnusto the | |
| spell, and then take a nap, because by now you're tired again. | |
| Awakening refreshed, leave the hut and head on back to the Toll | |
| Gate. The Gnome is still here, and still asleep, so now's your | |
| chance: search him, and you will find your Zorkmid! All right! | |
| Now, keep going West until you come to the Bend, where you head | |
| Southwest to the Edge of the Crater, then Down into the crater | |
| itself. From there, move along South into the North/South tunnel, | |
| and the Southwest to the Amusement Park Entrance. | |
| Sorcerer Part IV | |
| Try to go West, and a Gnome will appear and demand a Zorkmid. | |
| Give him your coin, and then proceed West into the park. Of all | |
| the places here, only one is important: the Arcade. Everything | |
| else is pretty much for show. So, keep on West until you reach | |
| the end of the Midway, and then go South into the Arcade. Open | |
| the Aqua Vial, drink the potion, then drop the vial. You are now | |
| dexterous enough to win a prize, so take the ball and throw it at | |
| a bunny. POW! Direct hit! As the bunny goes flying, the hawker | |
| will give you a glittering scroll of Malyon. You don't need to | |
| Gnusto this one, as it will be used only once, and very soon. | |
| Now leave the park, and once back in the tunnel, go south and you | |
| will be in the Carving Room. One carving looks like a dragon, and | |
| that's the one you want. First, Yonk Malyon. Then, learn Malyon. | |
| Finally, Malyon Dragon. The souped-up spell brings the Dragon to | |
| life! Good thing for you it's not permanent, or you might have | |
| been fried to a crisp! In any case, there is now a passage South | |
| through the wall. Take that into the Sooty Room. Now you're | |
| about to enter the most bizarre part of the game. Open the Orange | |
| Vial. Frotz yourself. Go East into the Coal Bin room. There will | |
| be a cave-in behind you, so you can't go back now. In addition, | |
| you're having some some trouble breathing, so drink the orange | |
| potion and drop the vial. Suddenly, your Older Self appears, | |
| sliding down from the Upper Chute! Listen carefully, and your | |
| twin will tell you a number. Make careful note of it! Now, hand | |
| your spellbook to your Twin, who will take it and dive down the | |
| Lower Chute. Go East to the Dial Room. There is a dial on the | |
| door, which can be set to any number from 0-873. Set it to the | |
| number your Twin just gave you. This is also a variable number | |
| and will change from game to game. Then open the door, and go | |
| into the Shaft Bottom. Get the rope. Make sure that you have | |
| nothing with you now but that rope. If you have anything else, | |
| drop it. Climb up to the Shaft Top. Go Southwest into the mine. | |
| A timber is here (doesn't that bring back fond memories of | |
| Zork?). Tie the rope to the timber, then continue on Northwest | |
| and West. You are now at the top of the Upper Chute. Put the beam | |
| across the chute, then drop the rope down the chute. Finally, | |
| climb down the rope, and you will be in the Slanted Room. There | |
| is a scroll here, and also an opened lantern. Get the scroll, and | |
| Golmac yourself back in time. Now open the lantern, and get the | |
| Vardik spell. Time is running short, so go East down the chute | |
| into the Coal Bin room, where you will see....your Younger Self! | |
| Now, most important: you must do as your twin did before! Tell | |
| your Twin the combination to the Dial Room door. Now your Twin | |
| will give you the spell book, just as you did earlier (really one | |
| of the neater parts of this game!). As soon as you have the book, | |
| go down the Lower Chute to the Lagoon. Ah, air again! Take a | |
| deep breath, then sleep awhile, because you're probbaly tired | |
| again. Now learn Meef twice, Swanzo, once drop the spellbook, and | |
| go East into the Lagoon. Dive down to the bottom, and Meef the | |
| Spenseweeds, revealing a crate. Get the crate and return to | |
| shore. Drop and open the crate. Inside, among other things, is a | |
| can of grue repellant. Get that, and walk Northeast along the | |
| Ocean Shore and North to the Mouth of the River. There is a cave | |
| to the West, it's entrance covered by nasty-looking vines. Meef | |
| the vines, and Vardik yourself. Now, spray the repellant on | |
| yourself and enter the cave. Wow! Grues are everwhere, and they | |
| don't fear the light!! Fortunately though, the repellant still | |
| works. However, I wouldn't advise staying around! So, move along | |
| West and you will come to three doors. Two of them lead to VERY | |
| unpleasant circumstances. You don't want those, so open the white | |
| door. Inside the room is Belboz, who is possessed by the demon | |
| Jeear. Swanzo Belboz, and the demon will leave him, and attempt | |
| to enter YOUR mind! But the Vardik spell will keep him out, and, | |
| with no host available, he will vanish! Belboz will now regain | |
| his senses, and will magic the both of you back to the Guild | |
| Hall. Here Belboz announces his retirement, and names you as the | |
| new head of the Circle! Congratulations, Sorcerer! | |
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