| Spellbreaker | |
| Part I | |
| Before we start, a few words here. Throughout the game, you will be using the | |
| Blorple spell many times. The walkthru assumes that you are keeping track of | |
| the spells you have memorized, and that you will always have a few Blorple | |
| spells in your head. This is important, as there are some situations in which | |
| not having Blorple ready could be fatal. So, check on that every so often, to | |
| ensure that you have a few Blorples memorized and ready. | |
| Also, from time to time, you will become tired. When that happens, just go to | |
| sleep for awhile. Most places are perfectly safe. You may or may not have a | |
| dream. That doesn't matter, as the dreams are not necessary in any way to | |
| finishing the game. | |
| Finally, remember that when you write a word on a cube, or when you refer to | |
| that cube, you must always put the name in double quotes: "WATER", "AIR", | |
| etc. Oh yes, and keep in mind that this is not the only way to get through | |
| the game. You might want to experiment at certain points (after saving, of | |
| course!) to see if you can come up with another way of doing things. Ok, | |
| let's get on with it! | |
| Just when you thought you would be settling down to a nice, soft job as head of | |
| the Enchanter's Guild, something goes wrong. Very wrong. Magic, good old | |
| dependable magic, isn't so dependable any more. In fact, spells have been | |
| failing or doing strange things all over the place, making for a very unhappy | |
| and disgruntled populace. | |
| Which is why you find yourself attending a meeting of Guildmasters in the | |
| ancient town of Belwit. Listening to the speeches of the various Guild leaders, | |
| you begin feeling a trifle uncomfortable. They're looking for a scapegoat, and | |
| the trend seems to be towards blaming the magic-users (oops). | |
| There's no way to leave the room at the moment, so just stand around and wait | |
| awhile. You won't have to wait too long...suddenly everyone but yourself is | |
| transformed into an amphibious creature! Well, everyone but you and a | |
| mysterious cloaked figure that just slipped out the door. | |
| Follow the figure into the Guild Hall. Pick up the bread and fish, then | |
| continue south. Hmmm. Belwit Square is now filled with a strange orange smoke. | |
| Checking your handy spell book, you decide that Lesoch is what's needed here. | |
| So learn Lesoch and then cast it. As you do, keep in mind that this spell, and | |
| others, may not work the first time. This happens randomly, so be prepared to | |
| learm and cast a spell several times before it does its job. It does make the | |
| game tedious at times, but there is no way around it. | |
| Once the smoke is gone, you see a small white cube on the ground. This is the | |
| first of many such cubes you will be collecting, and it's important that you | |
| be able to distinguish between them. Otherwise, you're going to have a very | |
| hard time finishing the game! So, after taking the cube, write "EARTH" on it. | |
| Now look in your spell book. Blorple? That certainly wasn't there a moment ago. | |
| However, since the spell seems to have appeared at the same moment as the cube, | |
| there's probably a connection between them. So, learn blorple, then blorple | |
| "EARTH". Aha! You have been transported inside the cube to the Packed Earth | |
| Room (by the way, don't bother with the Mayor's house or the guard; they are | |
| red herrings in the game). | |
| The room has several exits, one of which you can't pass through. You will find | |
| this to be true of all the cubes; each has an 'impossible' exit. Later, you'll | |
| learn how to get through those exits, but for now you have better things to do. | |
| First, you'll need some light, so frotz your burin. Then go east into the Hall | |
| of Stone, then south to the Ruins Room. Here you will find a zipper, which is | |
| more than it seems. Unzipping it reveals a large space inside. Get inside and | |
| look around. You'll find a flimsy scroll with the Girgol spell. Take the scroll | |
| and get out again. | |
| The zipper will come in handy for carrying around a great many objects. Since | |
| you won't be needing that knife for quite a while, put it into the zipper now. | |
| Then blorple "EARTH" again. It's time to pay your first visit to the Roc's | |
| nest. | |
| Go down through the hole in the Packed Earth room. This will take more than | |
| one attempt. Once through the hole, you'll find yourself in mid-air, falling | |
| rapidly towards the earth. Don't panic! (Where have I heard that before?) A | |
| giant Roc will come along, grab you in its claws, and fly you to its nest. | |
| In the nest you see a stained scroll, a giant egg, and a white cube under the | |
| egg. There's no way to get the cube right now, so just leave it be and take | |
| the scroll, which has the Caskly spell. Gnusto that into your book, then | |
| blorple "EARTH" once again. This time, go out the south exit. | |
| Now you're on a ledge of a cliff, where you find a scroll with "Throck" on | |
| it. Gnusto that one, too. While you will need the spell only once, remember | |
| that magic might fail at any time, and the scroll will disappear once the | |
| spell is cast, whether or not the spell succeeded. So, always Gnusto spells | |
| when possible. | |
| Here is a good spot to save the game. You're about to start an avalanche, and | |
| if you don't do it just right, you'll have some problems (maybe a lot of | |
| problems!). After saving, climb up to the top of the cliff. Above you are tons | |
| of rock, very precariously balanced. The least touch might bring them rumbling | |
| down, which, as a matter of fact, is what you want to happen. So, push a rock. | |
| As soon as the avalanche begins, cast Girgol. | |
| Now, all the rocks should be frozen in mid-air. Keep going up until you reach | |
| the mountain top. Whew! Take the coin lying there, learn Caskly, then make your | |
| way to the hut. Inside is a grumpy hermit. Also inside, as part of a wall, is | |
| another cube. Unfortunately, a chat with the hermit reveals he won't let you | |
| have it, as it's supporting the wall. | |
| You need that cube, of course. What to do? How about trying the Caskly spell? | |
| AH! The spell has transformed the grubby hut into a fine building! The hermit | |
| doesn't need the cube any longer, so you're free to take it. Write "SOFT" on | |
| the cube, then blorple "SOFT". | |
| Here you are in the Soft Room. Go south to the meadow. Ignore the pruning | |
| shears (another red herring), and get the weed. It will take a couple of tries, | |
| but eventually you will pull the entire plant out of the ground. At this point, | |
| you can stick the "SOFT" cube in the zipper, since you won't be using it again. | |
| Now blorple "EARTH" and go out the west exit. Here you are in front of the | |
| Ogre's cave. The poor thing has a terrible case of hay fever, and you're about | |
| to make it worse. Enter the cave, plant the weed, then throck it. Wow, that | |
| sure did grow, didn't it? The Ogre is overcome with a powerful sneezing fit, | |
| but it won't last forever. So, hop on down that hole, get the box and the | |
| scroll, then up and out of the cave (don't worry, the Ogre won't follow you). | |
| The scroll has the "Espnis" spell; Gnusto that into your spell book. Then open | |
| the box. Inside is another cube. Take that and write "WATER" on it. Look | |
| carefully at the box, and you will see it is decorated with dolphins. There is | |
| a mystic connection between the box and the cubes. Each time you put a | |
| different cube in the box, the design will change to something appropriate for | |
| that cube. For instance, if you put the "EARTH" cube in the box, the design | |
| would change from dolphins to moles. More about the box later; you still have a | |
| few more cubes and scrolls to pick up! | |
| "Spellbreaker" is copyrighted 1985 by Infocom. | |
| This walkthru is copyrighted 1985 by Scorpia, all rights reserved. | |
| Spellbreaker | |
| Part Two | |
| Ok, let's explore this new cube. Blorple "WATER" (guess where you are now?). | |
| You're about to take a dip in the ocean, and you don't want your spell book | |
| getting soggy, so put the book in the zipper, and close the zipper. Make sure | |
| you are holding the bread (this is another good place to save the game, just in | |
| case). | |
| Go south. SPLASH! Oops, you dropped your "WATER" cube. And there's a grouper | |
| swimming nearby with a hungry look in its eyes. Drop the bread (so it won't eat | |
| the cube). As the grouper gobbles your offering, take the cube (before it | |
| sinks), then the bottle. Blorple "EARTH", then go east to the Hall of Stone (by | |
| the way, you won't need the "EARTH" cube again, so you can tuck that away in | |
| the zipper). | |
| While you dry off, open the bottle and get the scroll that's inside (you can | |
| drop the bottle, which has no use in the game). This has the "Liskon" spell | |
| written on it. Get your spell book from the zipper, then Gnusto Liskon and | |
| learn it. Go north, and you come to a passage that is simply filled with a | |
| giant serpent (try Yomin on the snake some time). | |
| Cast Liskon on the serpent, then continue north after it's shrunk a bit. | |
| Eventually you will come to the temple, which contains nothing of interest | |
| except a giant statue of a rat. If you climb up the statue and look in its | |
| mouth, you will see a cube sitting on the tongue. Unfortunately, there is no | |
| way for you to get your hand inside the mouth; the opening is just a bit too | |
| narrow. | |
| What to do? Learn Malyon and Espnis. Save the game (because timing is very | |
| important here). Cast Malyon on the statue. The spell sure worked, because the | |
| statue is beginning to move. On the other hand, maybe it's not such a good | |
| thing, as the statue is looking around for something to nibble. Cast Espnis. | |
| This must be done at the right moment; if you wait too long, then when the rat | |
| becomes a statue again, it's mouth won't be open wide enough. | |
| Ah, the rat is beginning to get sleepy, and just as it turns back into a | |
| statue, its mouth is wide open in a tremendous yawn. Just what you wanted! | |
| Climb up and get the cube from the mouth. Write "AIR" on the cube. Now, blorple | |
| "AIR". | |
| Go north to the glacier (Brrr!) and get the scroll (which has the Tinsot | |
| spell). Be careful that you don't move at all while here, or you'll have a very | |
| nasty accident! Blorple "AIR" again, then Gnusto Tinsot. Leave the room by | |
| going west. | |
| Aha, you're in a bazaar! That shop with the carpets looks interesting; enter | |
| it by going east. The high-pressure salesman will show you two rugs; one is | |
| a beautiful blue carpet with a cube design, the other is a raggedy old thing | |
| of red material, suitable (maybe) for wrapping fish. It's the blue one that you | |
| want here. | |
| However, you can't just buy it; you'll have to haggle with the merchant. Be | |
| careful to specify that it's the BLUE carpet you want. Now, when you try to | |
| buy it, the merchant will tell you it's 800 zorkmids. Not only is that an | |
| outrageous price, your gold coin is only good for 500 zorkmids. So you'll have | |
| to get him to come down a bit. | |
| Start by offering 100 zorkmids, and each round of haggling, raise your offer | |
| by 100 until he finally settles for 500. When you hand him the coin, he will | |
| give you a carpet. But wait!! Don't go running off just yet! The sneak has | |
| tried to pull a fast one on you....he's given you the RED carpet! (The nerve of | |
| him!) So, before you leave, take the blue carpet. He'll let you do that, but | |
| only if you've made sure to tell him that's the one you wanted during your | |
| haggling. | |
| Now you can leave the shop and put the "AIR" cube in the zipper. Blorple | |
| "WATER". Learn the Tinsot spell at least 3 times. Put your book in the zipper | |
| again, save the game (in case of spell failure), then go north to the | |
| Oubliette. | |
| Here you see a channel of water flowing between two pipes. Far above, you can | |
| also see a trap door. No ladder is handy, but there are other ways of getting | |
| up there. Tinsot the outflow pipe twice (once isn't enough). As the room | |
| becomes filled with water, Tinsot the water. A small ice floe will form. Stand | |
| on that and wait until the water stops. | |
| Now you can easily reach the trap door (Rezrov not necessary; you can open the | |
| trap by hand). Going up takes you to a slimy dungeon and another cube. Write | |
| "BONE" on this one and put it in the zipper; you don't really need to use it | |
| for anything (it takes you back to Belwit Square). Get your spell book, then | |
| saunter along east and north to the cell. | |
| The furnishings of the cell have deteriorated with time, but that mahogany | |
| cabinet looks interesting. It's locked, so use Rezrov to open it. Well, looky | |
| there...a moldy old spell book was inside! Too bad you can't ready anything. | |
| But all is not lost! Learn the Caskly spell and cast it on the book. That's a | |
| little better, but not much. The only legible spell is the Snavig spell. Still, | |
| better than nothing, so Gnusto Snavig before the book falls apart. | |
| Now, at last, it's time to deal with that pesky Roc (you've been waiting for | |
| this, haven't you?). Go back to the dungeon, then up to the tower. There is | |
| a tiny dot approaching from above. This is the roc. Ignore it. Drop the carpet, | |
| sit on it, then say "fly". As you ascend from the tower, the Roc is so | |
| nonplussed it zooms off! (Now, why doesn't that work if you try it at the | |
| nest?) | |
| With the Roc out of the way, the rest is simple. Just continue to fly west | |
| to the mountains and soon you will be above the nest. Go down until you land. | |
| Stand up, get the cube, then write "STRING" on it. Blorple "STRING". You will | |
| be in a room full of strands of light. Go south, and you're in the Enchanter's | |
| Retreat. | |
| And here's Belboz. When you talk to him, you will find him a bit suspicious. | |
| Are you *really* you? You'll have to prove it, by answering a question. This | |
| is random, and the answer can be found among the six cards that come with the | |
| game. Just read through them until you come to the right one, and give the name | |
| of the person on the card. | |
| Having established your identity, you can now ask Belboz about the cubes. What | |
| he has to say is interesting, although perhaps not all that enlightening. | |
| However, he does give you a key, so hang on to it, because it's very important. | |
| You can also put the "STRING" cube into the zipper, as you won't be needing it | |
| again. | |
| "Spellbreaker" is copyrighted 1985 by Infocom. | |
| This walkthru is copyrighted 1985 by Scorpia, all rights reserved. | |
| Spellbreaker | |
| Part Three | |
| I hope you feel in the mood for a dip, because it's time to do some more | |
| splashing around (if nothing else, you are certainly going to be the cleanest | |
| Enchanter in the land!). Blorple "WATER". Learn the Snavig spell. To make your | |
| life a bit easir, stuff everything but the fish into the zipper and close it. | |
| Hmm, a bit dark in here, but not to worry, the Grues won't getcha (they come a | |
| little later on...EVIL grin). Save the game. | |
| Go south into the ocean. SPLASH! You dropped the cube again! And that grouper | |
| is back, too. As a safety precaution, drop the fish, then Snavig the grouper. | |
| How about that, it worked! Now you're a grouper, too! Unfortuantely, since you | |
| are now a fish, you can't hold the zipper, and it sinks out of sight. Oh well. | |
| Still, there may yet be hope. Swim down until you reach the grouper's nest. | |
| Aha! There's the "WATER" cube and the zipper, and another cube sitting in the | |
| nest. Of course, you can't do very much right now. So, just wait until you | |
| turn back into yourself again. Now, quickly get everything and head for the | |
| surface. WHEW! You just made it! | |
| After getting a few lungfuls of air, blorple "WATER". Don't bother drying | |
| off, because you're going to be wet again pretty soon. Open the zipper and | |
| get your burin and spell book. Write "LIGHT" on the cube from the nest. Head | |
| north to the Oubliette. | |
| Learn the Liskon spell, then put your book in the zipper and close it. Liskon | |
| yourself. Oooof, what a strange feeling! Now, enter the outflow pipe. You will | |
| be swept along west with the flow of water. As this happens, you will pass by | |
| a cubical object....yep, it's another cube! Get that and keep going west until | |
| you come to a spot where you can climb out. | |
| Go up. Sonovagun! You're back in the Ruins Room! Now, at last, you can put the | |
| "WATER" cube away. Write "CHANGE" on the cube you just found. Get your spell | |
| book and learn Tinsot, then blorple "LIGHT". Go west, and you're on the side of | |
| a volcano. Pretty hot around here! And sizzling lava bits are flying about all | |
| around you. One lands practically at your feet, but it's too hot to touch. | |
| Tinsot the fragment, then take it. Put that and the "LIGHT" cube in the zipper. | |
| Blorple "CHANGE". You're in a bizarre room where the exits keep changing on | |
| you. Go north to the Bare Room. Here you find a superbly-crafted compass rose. | |
| Get that, and blorple "CHANGE" again. This time, go west to the Carving Room. | |
| Examining the wall you see a carving there that closely resembles the compass. | |
| Could it be...? Put the compass in the carving. Sure enough, a small opening | |
| just appeared in the north wall! | |
| Don't go running off just yet. First take the compass! Without that, you won't | |
| get very far. Now, through the hole and into the next room. Here you see eight | |
| walls, each with a direction rune written on it. The trick is to touch the | |
| compass to one of the runes, thereby creating a new opening. You can only go | |
| in a particular direction once. If you check the compass, you'll see that each | |
| time you go in one of the directions, that arm on the compass turns to lead. | |
| Also, some of the runes on the wall are in lead, too. Don't touch those. | |
| Ok, let's move along here. Touch the compass to the NorthWest rune. Go through | |
| the hole that appears. Touch the compass to the West rune, and go through the | |
| hole. Now, touch the NorthEast rune and go through that opening. Ah! Here's a | |
| room with an opening already created...but it's plugged up! | |
| No matter, a quick Rezrov, and that obstacle is gone. Go through the hole on | |
| the west wall. Well, well. Here's another cube (what else?). Write "VOID" on | |
| that cube (by the way, you can drop the compass, as you don't need it any | |
| more). Blorple "VOID", which takes you to a very strange room indeed! | |
| Go south, and you will find yourself on a plain, next to a large, green-eyed | |
| rock. Here is a good place to save, as you're about to play a little game of | |
| tag with that brown-eyed rock yonder, the one with the cube on its back. | |
| You can't walk over to it; the surface is much too slippery. Even if you could, | |
| that wouldn't help much, as the rock will move away from you. So you're going | |
| to need some form of transportation. Get the lava fragment and offer it to the | |
| green-eyed rock. After it digests this little tidbit, it will allow you to | |
| climb on its back, and will take you wherever you want to go. | |
| If you've played this part of the game before, you may be wondering if it | |
| really is possible to catch up to the brown-eyed rock. Well, it IS possible, | |
| and, in fact, actually quite easy (honest!). | |
| The first thing to do is map out the area completely. You'll see that the plain | |
| is composed of 15 locations. They almost form a square, except for the upper | |
| left-hand corner, which comes down on a diagonal. This is what allows you to | |
| catch up to the brown-eyed rock. It's best to make a large diagram of the area, | |
| and use two small objects (such as a dime and a penny) to represent yourself | |
| and the brown rock, moving each object on the diagram as you and the rock move | |
| in the game. | |
| OK, now the fun begins. Tell the green-eyed rock to move west. The brown-eyed | |
| rock will move randomly either north or south. Don't worry about that; it | |
| doesn't matter in the least (just keep track of it on your diagram). Next you | |
| move to the northeast. The brown-eyed rock will move randomly again, either | |
| north or south. Move east. Once you are in this position, the brown-eyed rock | |
| is effectively trapped. Start going south. The brown-eyed rock will also go | |
| south (usually) until it reaches the bottom of the diagram. At that point, it | |
| will go west (most of the time). However, when it does so, it will be right | |
| below you, and you can move south onto the same square! If the rock happens | |
| to go north instead of west, no problem; you can catch it by going east. | |
| All right, now just jump over to the brown-eyed rock, take the cube from its | |
| back, and climb down. Write "BLACK" on the cube, learn Snavig, then blorple | |
| "BLACK". Hmm, certainly an appropriate name for THIS cube...you are in total | |
| darkness. Trial and error will show you the only way out is down, which takes | |
| you to a dark cave, where your burin isn't doing such a great job of providing | |
| light. | |
| As a matter of fact, you *don't* want any light here, so put the burin in the | |
| zipper and close it. Now, go down again. Shudder! You're in a Grue cave, and | |
| there are plenty of them lurking in the darkness. You don't want to be noticed, | |
| so snavig grue. Whew! Now you can go investigate that strange pool of light. | |
| Here you see a pillar with a cube on top. Fortunately, it's not hard to reach. | |
| First go down into the pool, then climb the pillar and take the cube. Now climb | |
| down, and go up (make sure you DON'T say "climb up", or you'll be back up the | |
| pillar again!). Go up again and you're away from the Grues. After that, just | |
| hang around until you are yourself again, then get your burin and write "FIRE" | |
| on the cube. | |
| "Spellbreaker" is copyrighted 1985 by Infocom. | |
| This walkthru is copyrighted 1985 by Scorpia, all rights reserved. | |
| Spellbreaker | |
| Part Four | |
| Now it's time to pay a second visit to the volcano, and learn the secret of | |
| the gold box. Blorple "FIRE". Here you are in a different spot on the side of | |
| the volcano. A little further away, you can see an unmelted outcropping with | |
| a cube on it. The distance between is too far to jump, but you just might be | |
| able to throw something there. | |
| Put the "FIRE" cube in the gold box (the design will change), then take it out | |
| again. Throw the gold box onto the outcropping...it will just make it there. | |
| Now, blorple "FIRE", and go EAST through the "impossible" exit. AHA! Now you | |
| are on the outcropping! And that is the secret of the box. If you leave it | |
| behind somewhere (except inside another cube), you can go back to wherever it | |
| is by going through the "impossible" exit of whichever cube was last in the | |
| box. This will work with any of the cubes. | |
| Ok, pick up the cube from the outcropping. WOW! What was that??? As soon as you | |
| touch the cube, a surge of power runs through your body. This must be SOME | |
| cube...and it sure is. Write "MAGIC" in the cube. As long as you have the | |
| "MAGIC" cube, you can learn an unlimited number of spells, and some of them | |
| will be more powerful (which will come in handy shortly). | |
| Enough dilly-dallying here! Blorple "VOID", and go through the east exit, which | |
| brings you to the inner vault. Here is a good place to save the game. For one | |
| thing, once you pass through the door into the outer vault, you WILL NOT be | |
| able to save the game!! So, learn Jindak several times (four should be enough), | |
| save now, then rezrov the door (the spell is more powerful, and the door will | |
| open). Go north into the outer vault. | |
| Here you see two piles of cubes, labeled "X1" through "X12". Eleven of these | |
| cubes are dummies; only one is a real cube. The trick is to determine which one | |
| is the right one, in the time allowed before that obnoxious alarm fairy shows | |
| up. Also, each time you enter the vault, the right cube is determined randomly; | |
| this is why you aren't permitted to save the game here...that would make things | |
| much too easy! | |
| Now, here is one way of determining the right cube. Remember that your time is | |
| limited here, so don't waste a single move! First, cast Jindak. Both piles will | |
| glow, but one will glow brighter than the other. That's the one with the real | |
| cube. | |
| So far, so good. Take 3 cubes from each pile (you can do this with one | |
| command), and cast Jindak again. There are two possibilities: either both piles | |
| will glow the same (in which case, the right cube is one of the three in your | |
| hand), or one pile will still be brighter (in which case, it's one of the three | |
| still left in the pile). | |
| For purposes of example, suppose the first pile glowed brighter when you | |
| originally cast Jindak. This tells you that the right cube must be among X1-X6. | |
| So you take X1-X3 from the first pile and X7-X9 from the second (it is crucial | |
| to keep the number of cubes in each pile equal when casting Jindak). Now you | |
| cast Jindak again. Both piles glow equally bright. | |
| Now you know that the right cube must be among X1-X3. What you need to do now | |
| is split the cubes up, so one more Jindak will indicate proper one. You also | |
| need to keep the piles balanced. So you put (say) X1 and X7 on the first pile, | |
| and X2 and X8 on the second pile. Cast Jindak again. | |
| If the first pile glows brighter, then X1 is the right cube. If the second | |
| pile glows brighter, X2 is it, and if both piles are the same in brightness, | |
| then the cube is X3. | |
| That was the first case. Now suppose, after you took X1-X3 and X7-X9, the first | |
| pile still was brighter. Then the right cube must be among X4-X6. The first | |
| thing to do is get rid of the cubes you are currently holding. The easiest way | |
| is to just stuff everything into the zipper (all the dummy cubes disappear | |
| anyway when you leave the vault) with a "put all in zipper" command. | |
| Ok, now you take X4, X5, X10, and X11. You put X4 on the second pile, and X10 | |
| on the first pile, and cast Jindak. If the first pile glows brighter, you know | |
| the cube must be X6. If the second pile glows brighter, obviously it's X4. And | |
| if both glow the same, then the cube is X5. | |
| This method will work, regardless of which pile the right cube is in. It does | |
| help to keep track of your moves on paper, so you don't become confused as | |
| you move the cubes around (which could easily happen). | |
| Once you have the right cube, blorple it immediately, because the guards will | |
| be coming in the door (there just isn't any way of shutting up that fairy). You | |
| will be in the Sand Room. Funny sort of room....kinda reminds you of an | |
| hourglass, doesn't it? In fact, the room could be considered a sort of time | |
| machine (by the way, this is another good place to save!). | |
| There are two exits, up and down. You must go down first, where you will find | |
| yourself in a familiar place...the cell where you found the moldy spell book. | |
| But...the room isn't a wreck, it looks new! All the furniture is in good | |
| condition, and the door is on the cell. And there's the mahogany cabinet, with | |
| the lock in working condition. What's up? | |
| Well, for those of you who played "Sorcerer", you might remember the incident | |
| of the coal mine, where you met yourself coming and going. This is the same | |
| sort of situation. Everything must be as you found it when you first blorpled | |
| the "water" cube. So, unlock the cabinet with the key you received from | |
| Belboz. | |
| Inside is a vellum scroll. Take that. Now comes the fun part. You must put | |
| your beloved spell book into the cabinet. So, you best memorize some spells | |
| before you do that. Actually, all you need to do is learn the blorple spell | |
| a few times, because you are getting near the end game, and it's really the | |
| only one you need now (well, almost). | |
| Ok, the book goes into the cabinet. Lock the door, then rezrov the cell door. | |
| WHAM! The door flies open, and you can hear guards coming. Blorple the "X" | |
| cube from the vault. If you did anything wrong in the cell, you will die on | |
| your way to the cube (in which case, restore and try again), but we'll hope | |
| that doesn't happen. | |
| Now (save again, just in case) go through the up exit of the Sand Room. Here | |
| you are in the Ruins Room...back when it was being flooded. You see a sack on | |
| the floor. Get that and open it. Inside is a flimsy scroll with Girgol on it. | |
| Take the scroll. And just as you did in the cell, you must see to it that | |
| everything here was just as you found it. | |
| Empty the zipper into the sack. Now, copy the Girgol scroll onto the vellum | |
| scroll. Put the flimsy scroll into the zipper, close it, and drop it. At last, | |
| you are ready for the end game and your showdown with the mysterious cloaked | |
| figure. | |
| "Spellbreaker" is copyrighted 1985 by Infocom. | |
| This walkthru is copyrighted 1985 by Scorpia, all rights reserved. | |
| Spellbreaker | |
| Part Five | |
| OK! Blorple the "MAGIC" cube. Once inside, make sure you are holding the vellum | |
| scroll with Girgol and the knife. You might also want to save here, in case | |
| you make a mistake later on (being branded a "menace to society" is so terribly | |
| embarrassing!). | |
| Go through the east exit. You will find yourself in an eerie throne room. Just | |
| wait a bit and the shadowy figure will appear on the throne. Keep waiting, and | |
| the figure will explain what this has all been about. However, you don't want | |
| to wait too long. Attack the figure. You will be frozen in place. The figure | |
| would have done this to you anyway, but timing is critical here. You must get | |
| yourself frozen as soon as possible, so the spell will wear off in time for | |
| you to stop your shadow self from completing its grand project. | |
| So, there you are, rigid and unmoving. After making its explanations, the | |
| figure will take the cubes from you, and begin constructing the Hypercube, the | |
| most potent magical force ever. As it does so, the freeze spell slowly begins | |
| to wear off. Little by little, your body thaws out. | |
| Now you must be careful here. The Girgol spell must be cast at the proper | |
| moment, or all is lost. No matter when you thaw out completely (and it | |
| absolutely has to be completely), keep waiting until the figure is just about | |
| to jump into the Hypercube. NOW, cast Girgol! | |
| Time has stopped, but it won't be stopped for very long. Don't waste any | |
| moves here, you only have two. First, get the "MAGIC" cube from inside the | |
| Hypercube. It will be difficult, but you will manage it. Next, put the knife | |
| in the Hypercube. | |
| Just as you do that, time resumes...but the figure had already been on its | |
| way into the cube, and it can't stop now. It is drawn to the center, but the | |
| "MAGIC" cube is no longer there! The whole cube begins to collapse on itself. | |
| You have saved the world (indeed, the universe)! However..... | |
| However, there was a price for that. You have not only put an end to the | |
| nefarious plans of your shadow self, you have also put an end to all magic, as | |
| Belboz tells you. And, considering what you learned from your shadow self, | |
| perhaps that is really the better way. Congratulations, Scientist.....and | |
| Spellbreaker! | |
| "Spellbreaker" is copyroghted 1985 by Infocom. | |
| This walkthru is copyrighted 1985 by Scorpia, all rights reserved. | |
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