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- SORCERER
-
- An extensive solution taken fron an ST SEWER SOFTWARE docs disk. ŠEdited by Parasite.
-
-
- Oh my goodness! What's happening? A hellhound is racing toward you and it
- looks hungry! Is death anyway to start your new position with the Guild of
- Enchanters? Keep telling yourself this is only a dream...wait awhile and you'll
- wake up snug and safe in your bed inside Guildhall! Whew! But why is it so
- dark? Oh! Your FROTZ spell must've worn off during the night. Oh well, just
- FROTZ yourself and get up and go west into the hallway.
-
- Hmmm, what's this? A note's been tacked to your door. Read it if you want,
- but you have other things to do...like locating Belboz! Head south twice to the
- Lobby and go west into the Store Room. Take the Ochre Vial and the Matchbook
- then go east back to the Lobby. Reading the matchbook tells you about a nifty
- new potion you can order! Open the receptacle, put the matchbook in it then
- close it. Now go east into the Library. Later, after you finish the game, come
- back in here and read the Encyclopedia Frobizzica. It's loaded with all sorts
- of information about your favorite Infocom games! But for now, just get the
- scroll, GNUSTO MEEF into your spell book and go back west to the Lobby.
-
- Now go north once and west into Helistar's Quarters. She's left behind a shiny
- new scroll! Get the scroll then GNUSTO GASPAR into your spell book. Learn
- GASPAR then GASPAR yourself (just in case!). If you should happen to
- inadvertantly die during the game, the GASPAR spell will restore your character
- and put you back to where you last cast the GASPAR spell on yourself. I hope
- you won't have to use it! But if you do, at least you'll have it. Don't forget
- to re-cast it on yourself if you *do* die! Go east back into the Hallway and
- north and west into Belboz's Quarters. If you start getting hungry or thirsty
- messages, open the Ochre Vial and drink the potion. That will take care of any
- hunger or thirst for the rest of the game. When you've used the option, just
- drop the vial.
-
- In Belboz's Quarters, look behind the tapestry and get the key that falls to
- the floor. Now open the desk drawer, get the journal, unlock it and read it.
- You'll learn what's happened to Belboz and what he has designated the current
- code to be. Remember this code. Then look at the Infotater that came with your
- game. Look up the name of the monster that Belboz named as the code and note
- the colors that correspond to the monster. Write this color code down. You'll
- need it to open the trunk in the basement.
-
- Drop the journal and the key and go east and south twice back to the Lobby. By
- now, the mailman has arrived and put your package in the receptacle. Open the
- receptacle and get the Orange Vial. The issue of Popular Enchanting is useless.
- Time to take your leave of the Guildhall and start your journey to look for
- Belboz!
-
- Go down the stairs into the Cellar and push the buttons that correspond to the
- monster's color code. You must do this correctly or else you'll have to start
- from scratch! So it's a good idea to save your game before you start doing any
- button pushing!
-
- As you push each button, you'll hear a click. After pushing the last button,
- the trunk should pop open revealing a moldy old scroll! If it doesn't open,
- restore your game and push the buttons again.
-
- When you read the scroll, you see it's called AIMFIZ and by casting it you'll
- be transported to someone else's location! Okay, let's AIMFIZ BELBOZ and see if
- that works!
-
- Oh well, it didn't find Belboz for you, but at least you're out of the
- Guildhall! But look at where you're at! There's that blasted hellhound again
- and this time it's not a dream! Quickly! Go northeast to the Forest Edge.
- Whew! The hellhound stops in its tracks and bellows at you. Finally, it turns
- tail and slinks back into the trees. Looking around, you see a signpost next to
- a northern path, the road you just came in on back to the west, a wide rolling
- meadow to the east. At the base of the signpost you see a slimy (ugh!) hole
- leading down. Might as well take our chances with the hole right now. So grit
- your teeth and go down into the hole.
-
- Upon going down the slimy hole you find yourself in a Snake Pit. Uh, let's not
- spend anytime here, okay? Go down once more into the Slimy Room. It's not much
- better here, but at least there aren't any snakes or beetles! Go south to the
- Crater and west to the Edge of the Chasm. Now is a good time to read your Spell
- Book and see what new spells you've acquired since defeating the evil Krill in
- ENCHANTER. Hmmm, a few new ones have been added! And it seems as if one of the
- new ones, IZYUK, is needed right here!
-
- Learn IZYUK twice, then IZYUK yourself and you gently leave the ground! Go
- west twice across the Chasm to Elbow Room. Now go north to the Tree Room. What
- a splendid sight! Who said Zorkmids didn't grow on trees? As you take a coin,
- though, the entire sight shimmers then disappears! Well, it seems that there's
- only one to a customer. Go south and east back to the Bare Passage, IZYUK
- yourself again, then fly east twice back to the Crater.
-
- Time to leave this strange place (for now!) so go north, up twice back to the
- Forest Edge then east and northeast to the River Bank. Don't spend much time
- here since the River Bank may deteriorate beneath you! Learn PULVER then PULVER
- the river and go down into the dry River Bed. As you look around at the
- flopping fish, you see a cave entrance to the northest. Go northeast into the
- Hidden Cave. Looking around, you see a pile of Bat Guano, a Soiled Scroll and
- an Amber Vial. The Amber Vial is useless in the game, so you can leave it. But
- be sure to get the Soiled Scroll and the Bat Guano! GNUSTO FWEEP into your
- Spell Book and go down the hole to the Pile of Bones.
-
- Now go southwest and up to the Ruins. Nothing to see or do here, so learn
- IZYUK and go west twice back to the Meadow. IZYUK yourself and fly northeast
- and southeast to the Fort Entrance. If you hadn't been flying, you most
- certainly would've fallen into the river! (That river bank has started looking
- awfully unstable!) If you're feeling sleepy, you can go to sleep here.
-
- Go east onto the Parade Ground. You see a flagpole and high above, the flag of
- Quendor fluttering in the breeze! Lower the flag and examine it. While doing
- so, you notice a secret pocket and in the pocket you find an Aqua Vial! Take
- the vial and go east to the Gun Emplacement. Looking down into the barrel of
- the huge cannon, you see what appears to be a pile of ordinary scrolls! But
- when you try to take one, your fingers get nipped by sharp little teeth! If you
- read about YIPPLES in your Infotater, you'll soon learn that that's what you've
- found inside the barrel! Put the Bat Guano into the cannon barrel. As you do,
- dozens of little scrolls pour out and run away in every direction! When you
- look back inside the barrel, though, you see one ordinary scroll is left! Take
- the Ordinary Scroll. You can't GNUSTO it because of its complexity. Just carry
- it with you.
-
- Time to leave, so go west twice to the Fort Entrance. You'll have to learn
- IZYUK twice again because you'll have to go back via the River Bank. IZYUK
- yourself and fly northwest and southwest to the Meadow. Now IZYUK yourself
- again and fly east twice into the Ruins. The reason for this second IZYUK is
- because the Drawbridge has the same bad habit of disintegrating!
-
- Go down twice to the Highway and east to the Toll Gate. A fat gnome is
- sleeping soundly behind the toll gate. Waken him and give him the Zorkmid. As
- you hand him the coin, he lifts the gate allowing you to pass through, then he
- promptly falls back asleep...poor old thing! Go east twice then north twice to
- Outside the Glass Arch.
-
- Learn FWEEP three times, drop all your possessions and prepare to enter the
- strangest maze you've ever seen!
-
- Go east to the Inside of the Glass Maze. All around you, you see Glass! The
- walls, the floors, the ceilings are all clear! It's impossible to tell what's
- there and what isn't! This is where FWEEP will help you out, so FWEEP yourself
- once. Amazing! You've turned yourself into a Bat! But, better yet, you've now
- got a built-in sonar and can "see" where the openings are! Follow closely, now,
- and don't get lost!
-
- Go north, east, south twice, west, down, east twice, north twice, up twice,
- south and east. Whew! Solid ground again! You're outside the Maze and see a
- parchment scroll here! But as you pick it up, you hear fiendish laughter and
- out of the corner of your eye, you see the glass in the Maze shift ever so
- slightly! Now what? Someone's shifted the paths inside and it's the only way
- out of here! Drop the scroll down the hole (you can't possibly carry the scroll
- when you become a bat again!). FWEEP yourself again and....
-
- Uh-oh. Now you've done it! From the base of the cliff, a huge Dorn Beast
- comes galloping and roaring toward you! Quickly re-enter the Maze! Remember,
- though, that the panels have shifted and with that Dorn Beast on your, uh,
- "heels," you can't afford to make any mistakes!
-
- Go west twice, south and east. The Dorn Beast, not realizing it can't fly
- comes charging after you! It lets out a high-pitched squeal and goes plummeting
- to its death! Thank goodness! Now you can continue at a more leisurely (but
- not TOO leisurely!) pace. Go down twice (past the splattered remains of the
- Dorn Beast), west twice, up twice, north twice, down and east. Here, the FWEEP
- spell will wear off, so FWEEP yourself again and continue by going south, east,
- north, down, west, south, west, up, and west to the Outside of the Glass Arch.
-
- You'll continue to fly for a few more turns, so wait until the FWEEP spell
- wears off, then pick up all your possessions, go south twice and enter the Hut.
- Inside the fireplace of the Hut you see the Parchment Scroll! Get the scroll
- and GNUSTO SWANZO. You should be getting pretty tired by now, too, so go to
- sleep and take a breather.
-
- Once you're bright-eyed and bushy-tailed again, go out, and west twice back to
- the gnome. With a little petty larceny in your heart, search the (still)
- sleeping gnome. In one of his pockets you find and take your Zorkmid back. No
- time for guilty feelings, though, so go west twice back to the Bend, southwest
- to the Edge of the Crater and down into the Crater.
-
- From here go down into the Winding Tunnel and southwest to the Park Entrance.
- When you try to enter the Park, though, a force field bars your way and soon, a
- gawdily dressed gnome appears and tells you admittance to the Park is one
- Zorkmid! Well, crime doesn't pay afterall! Give the pilfered Zorkmid to the
- gnome and go west twice and south to the Arcade.
-
- A hawker is standing here inside a "Bash the Bunny" booth and is asking you to
- try your hand at this innocent passtime! Time to put the Aqua Vial to use.
- Open the vial and drink the potion. Suddenly, your muscles vibrate and you feel
- stronger! Drop the vial and take the ball from the hawker. As you throw the
- ball at the bunny, it goes spinning around! The hawker gives you a Glittering
- Scroll as your prize and tells you to "scram"! No time to argue with him right
- now. Go north, east twice, northeast an south to the Hall of Carvings.
-
- On the southern wall, you see an extremely lifelike carving of a dragon! Read
- both the Ordinary Scroll and the Glittering Scroll. You'll see that YONK
- augments the power of one scroll and that MALYON gives life to inanimate
- objects. Do you think we should bring this dragon to life? It's certain you
- can't go any farther and that dragon might be hiding a secret entrance!
-
- YONK the MALYON scroll then MALYON the dragon. The words of the MALYON scroll
- glow brightly for a moment and the dragon comes impossibly to life! As the
- stones from the wall fall around it, it roars with pain and anger! When it sees
- you, it thinks all this pain is caused by you! It rears back its huge head and
- with smoke billowing from its nostrils, prepares to turn you into a crispy
- critter! Just as the dragon takes a step toward you, it suddenly reverts to
- stone! Whew...saved! But look! Where the dragon used to be, there is now an
- entrance into a southern passage!
-
- Before you go south into the passage, wait until your muscles feel limp. Then
- open the Orange Vial. You should only be carrying the Orange Vial and your
- Spell Book now. Go south into the Sooty Room. The noxious odor of sulfur comes
- from the room to the east. But there is no other way to go, so go east. As you
- enter the Coal Bin Room, you hear a thunderous roar behind you as the entrance
- is sealed shut by the collapsing tunnel! Not only that, the air in here isn't
- going to be breathable for long! Quickly drink the potion from the Orange Vial
- then drop the vial. As you do so, someone slides down the coal chute! As you
- look closely, you seem to be looking at your twin!
-
- Make careful note of the number your "twin" gives you, then give him your
- Spell Book. When you hand him your book, he takes it and makes a mad dive
- down the coal chute leaving you quite alone! No time to waste, however, since
- your potion won't last long! Go east into the Dial Room and set the dial on
- the door to the number your older self gave you. Open the door and go east
- into the Shaft Bottom. You should be empty handed. If you're not, drop
- everything you're carrying! Get the rope you see here and go up and southwest
- to the Coal Mine. Tie the rope to the beam you see here and get the beam. Now
- go northwest and west to the Top of the Chute. Put the beam across the chute,
- drop the rope down the chute and climb down the rope.
-
- As you climb down the rope, you clamber inside a small opening you see off to
- the side of the chute and find yourself in the Slanted Room. If you'd been
- carrying anything, you wouldn't have been able to get in here. Looking around
- the room you see a Shimmering Scroll and an odd lantern with an open drawer in
- it. Read the scroll and you see it's for a spell that will take you back in
- time! GOLMAC yourself and open the lantern. Inside the lantern you find a
- Smelly Scroll! Take the Smelly Scroll (leave the Shimmering Scroll) and quickly
- go east down the coal chute! Your VILSTU potion has about run out and it's
- doubtful you will survive unless you can get out of here quickly!
-
- When you arrive back in the Coal Bin Room, standing before you is your younger
- self! He/You is dropping an Orange Vial! Quickly tell your younger self what
- the combination to the Dial is! When he gives you the Spell Book, go down the
- chute and outside to....
-
- Fresh air and a Lagoon! As your VILSTU potion wears off, you get incredibly
- sleepy -- an unfortunate side effect -- so go to sleep. When you wake up, learn
- MEEF twice and SWANZO once. Drop everything you're carrying and go east into
- the Lagoon and dive. On the bottom of the Lagoon you see a tangle of
- spenseweeds. MEEF the weeds and get the crate they were hiding. Go west back
- to the Lagoon Shore, drop and open the crate. Get only the Grue Repellent. Get
- the Smelly Scroll and go northeast and north to the Mouth of the River. Those
- are stinging vines around the cave entrance and they'll kill you! MEEF the
- vines and read the Smelly Scroll. The scroll is a protection scroll! VARDIK
- yourself, spray the Grue Repellent on yourself and go west twice past the Grue
- Lair into the Mammoth Cavern.
-
- Before you stand three doors. Belboz is behind the White Door. The other two
- doors open to miserable, everlasting, certain pain and agony! Open the White
- Door and you see Belboz lying here in a trance of some sort! SWANZO Belboz. As
- you do, you see the translucent shape of Jeearr rise from Belboz's body. It
- wafts towards you and "feel" a disembodied voice threatening to take possession
- of your body from wherein it will reign in terror for a thousand thousand
- years.
-
- As it begins to contract around you, it suddenly senses your protection from
- the VARDIK spell! Screaming in terror and agony, Jeearr knows he has been
- beaten! With a final scream, he disappears and all is quiet.
-
- Slowly, Belboz rises, questions you briefly, then speaks a spell that returns
- you both to the Chamber of the Circle of Enchanters. There, he tells the others
- what you have done and that he has finally found one to replace him when he
- steps down as the Head of the Circle...you!