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- 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!
-
-
- Hall. Here Belboz announces his retirement, and names you
- as the new head of the Circle! Congratul