| Typed in by Dave Rees (rees@cs.bu.edu) from the instruction manual | |
| accompanying the Infocom game "Enchanter". | |
| NOTE: The transcription I have for Sorcerer is the same as this. So this | |
| can be representative of both of them. | |
| ----------------------------------------------------------------------------- | |
| Sample Transcript and Map | |
| This transcript is not from ENCHANTER, but it does show most of the | |
| usual things you can do in the story. It contains several simple | |
| puzzles and their solutions, and it will give you a good idea of how | |
| Infocom's interactive fiction works. The player's sentences appear in | |
| capital letters after each prompt (>). The map represents the terrain in | |
| the sample transcript as you might have drawn it. | |
| [Picture of a map with 6 rooms. It can be drawn from the transcript so | |
| I won't include it.] | |
| Tavern | |
| This is a dimly lit tavern, in fairly shabby condition, smelling of strong | |
| spirits and unbathed men. A swinging door leads out to the east. A drunk | |
| is sitting at a table, watching you through half-closed eyes. | |
| >INVENTORY | |
| You are carrying: | |
| a spell book | |
| a silver coin | |
| a pouch | |
| The drunk stands and lurches over to you. "Spare a coin for a hungry | |
| man?" he asks, his ale-laden breath fouling the air around you. | |
| >GIVE THE SILVER COIN TO THE DRUNK | |
| "Thanks, chum." The drunk reaches into his tattered cloak. "Here, take this | |
| magic scroll. I used to be a magic user, but I couldn't make the grade. | |
| Hope you'll have more luck than me." He hands you the scroll. | |
| >READ IT | |
| The scroll reads "bozbar spell: cause an animal to sprout wings." | |
| "Another pint of ale!" cries the drunk, flipping the silver coin to the | |
| bartender. | |
| >GNUSTO THE BOZBAR SPELL | |
| Your spell book begins to glow softly. Slowly, ornately, the words of the | |
| bozbar spell are inscribed, glowing even more brightly then the book itself. | |
| The book's brightness fades, but the spell remains! However, the scroll | |
| on which it was written vanishes as the last word is copied. | |
| >DRUNK, WHERE IS THE WARLOCK? | |
| "He lives in the castle beyond the wide chasm to the south. At least, that's | |
| what I've heard." He looks about furtively, a great fear blazing in his | |
| eyes. | |
| >OPEN THE DOOR | |
| Being swinging doors, they swing open and then immediately close again. | |
| >EAST | |
| Road Outside Tavern | |
| There is a horse here, munching on a pile of oats. | |
| >GET ON THE HORSE | |
| You are now on the horse, holding the reins. | |
| >LOOK | |
| Road Outside Tavern, on the horse | |
| The road winds here, leading northeast and southeast. A seedy tavern lies to | |
| the west. There is a pile of oats here. | |
| >TAKE PILE OF OATS | |
| You can't reach them from the horse! | |
| >STEER HORSE SOUTH | |
| Using the reins, you bring the horse about to face the south. | |
| >KICK THE HORSE | |
| The horse is too well trained to gallop off the road into the thick woods. | |
| It rears back on its hind legs, whinnying in confusion. | |
| >STEER HORSE SOUTHEAST | |
| Using the reins, you bring the horse about to face the southeast. | |
| >KICK HOSE | |
| You can't see any hose here. | |
| >KICK HORS | |
| I don't know the word "hors." | |
| >KICK HORSE | |
| The horse begins trotting along the road at a brisk trot. A new section of | |
| road comes into view... | |
| Crest of Hill, on the horse. | |
| The road crosses the top of a ridge here, sloping downwards to the south and | |
| the northwest. | |
| >STEER HORSE SOUTH | |
| The horse turns southward, still traveling at a brisk trot. A new section | |
| of road comes into view... | |
| Edge of Chasm, on the horse. | |
| The road ends suddenly at a wide chasm. The road leads upward to the north, | |
| and you can see it continuing on the southern side of the chasm. Lying in a | |
| tight coil at the edge of the chasm is a hissing snake. | |
| >HORSE, WHOA | |
| The horse pulls to a stop, scant feet from the edge of the chasm! | |
| >READ THE SPELL BOOK | |
| My Spell Book | |
| gnusto spell: write a magic spell into your spell book | |
| frotz spell: cause an object to give off light | |
| urbzig spell: turn a dangerous object into a harmless one | |
| lobal spell: sharpen hearing | |
| bozbar spell: cause an animal to sprout wings | |
| >SPELLS | |
| The gnusto spell is yours forever. Other than that, you | |
| have no spells memorized. | |
| >LEARN BOZBAR AND URBZIG | |
| bozbar spell: Using your best study habits, you commit the bozbar | |
| spell to memory. | |
| urbzig spell: Using your best study habits, you commit the urbzig spell | |
| to memory. | |
| "Hsssss!!!" The snake coils tighter, as though preparing to strike the | |
| horse. | |
| >CAST THE URBZIG SPELL ON THE SNAKE | |
| The snake is replaced by a clump of daffodils. | |
| >BOZBAR THE HORSE | |
| A pair of handsome brown wings suddenly appears on the horse's powerful | |
| shoulders. The horse turns in a complete circle, a look of puzzlement on | |
| its face. | |
| >KICK THE HORSE | |
| The horse gallops toward the chasm and over the edge! It begins | |
| plummeting into the chasm, toward sharp rocks below! Then, slowly at first | |
| but with increasing sureness, the horse begins beating its powerful | |
| wings. You rise majestically through the air, sailing gracefully | |
| across the chasm. The horse lands gently of the far side, resuming | |
| its brisk trot... | |
| Road to Castle, on the horse. | |
| You are at the southern edge of a wide chasm. A road leads southward | |
| toward a castle of black stone. | |
| >WAIT | |
| Time passes... | |
| The horse continues trotting briskly along the road... | |
| Edge of Moat, on the horse. | |
| The black castle looms on the other side of the moat. The drawbridge is | |
| closed, and the moat looks unswimmable. | |
| A green plant is growing near the edge of the moat. | |
| A red plant is growing near the edge of the moat. | |
| The horse, sensing the evil ahead, halts at the moat and snorts wildly. | |
| >GET OFF THE HORSE | |
| You are now on your own feet. | |
| >I | |
| You are carrying: | |
| a spell book | |
| a pouch | |
| >EXAMINE THE POUCH | |
| The pouch has some writing on it and is currently closed. | |
| >OPEN IT | |
| Opening the pouch reveals a quantity of magic dust. | |
| >READ IT | |
| You can't read a quantity of magic dust! | |
| >READ THE POUCH | |
| The pouch reads "magic dust: world's most potent fertilizer." | |
| >EXAMINE PLANT | |
| Which plant do you mean, the green plant or the red plant? | |
| >GREEN | |
| It looks like a barnibus viltus, a simple and harmless vine. | |
| It appears to be newly sprouted. | |
| >SPRINKLE MAGIC DUST ON THE GREEN PLANT | |
| The green plant begins growing at a tremendous rate, shooting long | |
| grasping tendrils across the moat, and growing right up the side of | |
| the castle. The plant has now become a living bridge, which you can | |
| climb up to cross the moat. | |
| >EXAMINE THE RED PLANT | |
| It looks like a speciman of flombus digestus, the dangerous man-eating | |
| plant. Fortunately, this is a very tiny specimen. | |
| >SPRINKLE MAGIC DUST ON THE RED PLANT | |
| The red plant begins growing at a tremendous rate. It sprouts giant red | |
| pods, large enough to engulf you! | |
| (They do so.) | |
| *** You have died *** | |
| You awake to see Haffibar, the Guild physician, bending over you. "You'd | |
| better be more careful," she admonishes. "This is the second time you've | |
| gotten killed. I overheard some members of the Circle say that if | |
| you die once more, they won't waste another magic spell reviving you." You | |
| slip back into unconsciousness again, and when you awake you find yourself | |
| outdoors... | |
| Beginning of Road | |
| >SOUTHWEST | |
| Road Outside Tavern | |
| There is a pile of oats here. | |
| A drunk is sleeping at the edge of the road. | |
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