----------------------------------------------------------------------------- Spellbreaker: - Manual - Solve ---------------------------------------------------------------<< EMPIRE >>-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~ | | | Spellbreaker | | | | Docs by | | | | Happy Cynthax Nautilus | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~ | | | | You've distinguished yourself among the young Enchanters by defeating | | the evil Warlock Krill, whose attempt to subjugate the land was thwarted | | by your cleverness, as your inexperience allowed you to succeed where | | others might have failed. This earned you a place on the Circle of En- | | chanters, second only to the great Belboz the Necromancer. Then Belboz | | himself was nearly destroyed, and your rescue of him from the evil demon | | Jeearr earned you the ultimate honor given a mage, the leadership of the | | Circle of Enchanters. | | Now, a crisis has befallen the kingdom. Magic itself seems to be | | failing. Spells fail to work or go strangely awry, the populace is con- | | fused and restive, and even the Enchanters Guild is baffled. A great | | conclave of the Guildmasters is ordained, and it is at this conclave that | | the final conflict between good and evil begins to unfold..... | | | | | | Important Commands : | | Again - this will respond as if you had repeated your previous sent- | | ence. Abbreviation is "G". | | Brief - gives a full description of a location only the first time | | you enter it. Subsequent visits will tell you only the | | name of the location and the objects present. This is the | | default setting unless changed by the VERBOSE or SUPERBRIEF | | commands. | | Diagnose - gives a medical report of your current condition. | | Inventory - lists what you're carrying. Abbrev. "I" | | Look - describes location in full detail. Abbrev. "L". | | Oops - If you accidentally typed something wrong and it responds "I | | don't know the word 'papwe'." You can type "Oops paper" ra- | | ther than typing in the whole sentence in again. | | Quit - Quit to save game, abbrev. "Q". | | Restart - stops story and starts over from the beginning. | | Restore - restores position made using the "Save" command. | | Save - saves game at current position. | | Score - gives score and current ranking. | | Script - tells printer to make transcript of story. | | Spells - tells which spells you have memorized from your spell book. | | Superbrief - no description is given to a location, not even what | | objects are present. This only gives the name of the | | location and eliminates the blank line between turns. | | Time - gives current time of day, abbrev. "T". | | Unscript - stops printer from making a script. | | Verbose - gives description of rooms everytime you enter. | | Wait - makes time go faster in Spellbreaker. | | | | Some recognized verbs : | | ask attack board burn cast climb close count cross cut destroy | | dig disembark drink drop eat enter examine exit extinguish fill | | find fly follow give jump kick kill kiss knock launch lie light | | listen lock look memorize move offer point pour pull push put | | raise read search shake shout show sleep slide smell stand swim | | take tell throw tie touch turn unlock untie wake walk wave | | write | | | | Double Fanucci Cards : (clues) | | | | Forburn the Wily - "The Encyclopedia Frobozzia calls Double Fanucci a | | 'a game played with cards'. I don't play games; I don't play | | anything.'" | | Never formally studied magic, first won a spell book from an unsus- | | pecting G.U.E Tech student in a 902 Fanucci march, raised the level | | of play in Double Fanucci championships, brought new meaning to the | | word "chiseler", greatest skill:drawing Trebled Fromps, Double Fanucci | | handicap : 0.01. | | | | Dimithio of Borphee - "Magic doesn't have to be great to be useful, nor | | does magic have to be useful to be great." | | Studied under Yooman the Musician Mage, animal lover (adapted nitfol | | spell for egg-laying mammals), tremendously well read and good natur- | | ed, greatest skill : fireworks displays, despised by Holnac the Cynic, | | DF handicap : 127. | | | | Berknip - "No one weeps for a necromancer." | | Survived by 7 children and 39 grandchildren in 750 G.U.E (he has since | | out relived them), greatest skill : assisting historial biographers, | | hobby : antiques (making and collecting), inexplicably afraid of | | swords and powdered milk, vegetarian (adapted nitfol spell for raw oy- | | sters and crispy whole fish), DF : unmeasurable. | | | | Barsap - "The hardest trick is making it look easy." | | First performed before royalty - 850, appointed Royal Magician - 875, | | Greatest skills : juggling, creative accounting, guild membership re- | | voked for dues evasion - 960, last book read : "Magic with Mirrors", | | DF : 19. | | | | Barbel of Gurth - "When I was a boy, I was told that any Enchanter could | | become a Guildmaster. Now I'm beginning to believe it." | | Son of Delbor, advisor to Lord Dimwit Flathead, inventor of the golmac | | spell, Guildmaster of Gurth City chapter since 933, President of GAC | | (Gurth Arbiters Congress), greatest skills: arbitrating, speaking in | | tongues, responsible for restoration of high enchantment dues, DF han- | | dicap : 42. | | | | Gustar Woomax - "If history can teach us the difference between good and | | bad magic, it can teach us anything." | | Author of "A Brief History of Magic", "Bizboz at Galepath", "Mage vs. | | Archmage", "Revenge of the Dornbeasts", "The Granola Riots", (co-auth- | | ored by Wilbar Memboob), and "The Coconut of Quendor : Reality or | | Illusion?", born in Greater Borphee - 880, Attended G.U.E Tech 907-911 | | Favorite author : Bizboz, greatest skill : none known, DF handicap : | | 620. | | | | Remember that Infocom games can take a whole sentence as a move with pre- | | positions, etc., or several commands separated by a comma, period, or a | | "Then". To move, just enter in the compass direction, i.e. E)ast, NE | | (northeast), or U)p or D)own. "All" or "It" can save typing time, for ex- | | ample, "take the scroll, read it, put it in the box", "examine all the | | dusty scrolls". "All" refers to the objects that are visible, not ones | | that are hidden and uncovered by you. You can say something in quotes, | | 'Say "Hi!"' or talk to someone by typing their name, then a comma, then | | whatever you want to say to them, "Turtle, Follow me". Any further ques- | | tions should be directed to me at : | | | | Free Haven (415) 946-9813 10 meg BBS/CF "Mages of the Blue Star" | | Breaking Away (415) 945-6316 20 meg BBS/CF | | | | Until then, | | | | ---==: Happy Cynthax Nautilus :==--- | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] [] A Solve To Spellbreaker [] [][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][] This is not a help file; it is a solve. Furthermore this solve will not always follow a word for word format. This is because the game changes with every boot up and in some places every time you get into a room. There are many places in this solve where you will have to put things in your zipper or take them out. Again I must stress that this is NOT a word for word solution. In order to finish the game you must recover 13 cubes. Each of these 13 cubes take you to different rooms when you use the blorple spell on them. All the cubes look alike except for the last one you get. To tell them apart you must put them in a magic box which you aquire soon in the game. Once you put them in the box, the box depicts an animal. The animal for each cube is different and this is how you disern them. The following is a list of the cubes and where they take you. Cube Room ----------------------------------------------------------------- Moles Packed Earth Rabbits Soft Room Dolphins Water Room Eagles Air Room Worms Bone Room Spiders Web Room Fireflies Light Room Butterflies Changing Room Owls Nothing Room Grues Dark Room Salamanders Fire Room Unicorns Magic Room Turtles Sand Room Onto the solve..... Z.Z.Z.S.GET ALL.LEARN LESOCH.G.G.LEARN BLORPLE.S.LESOCH (UNTIL IT WORKS).GET CUBE.BLORPLE CUBE PACKED EARTH ------------ FROTZ KNIFE.E.S.GET ZIPPER.OPEN ZIPPER.BLORPLE CUBE PACKED EARTH ------------ D.D.Z (UNTIL ROC CATCHES YOU).Z(UNTIL ROC TAKES YOU TO HER NEST).GET SCROLL.GNUSTO CASKLY.LEARN BLORPLE.BLORPLE CUBE.S.GET SCROLL.GNUSTO THROCK.GET SCROLL FROM ZIPPER.U.Z(UNTIL LARGE BOULDERS ARE ABOUT TO FALL).GIRGOL.U(UNTIL YOU REACH TOP OF MOUNTAIN).GET COIN.W(IN THE HERMETS HOUSE).LEARN CASKLY.CASKLY HUT (UNTIL IT WORKS).GET CUBE.LEARN BLORPLE.BLORPLE CUBE SOFT ROOM --------- S.GET WEED.G.PUT CUBE IN ZIPPER.LEARN BLORPLE.BLORPLE CUBE PACKED EARTH ------------ W.W.N.PLANT WEED.LEARN THROCK.THROCK WEED.D.GET ALL.U.S. GNUSTO ESPNIS.OPEN BOX.GET CUBE.LEARN BLORPLE.BLORPLE CUBE WATER ROOM ---------- LEARN BLORPLE.PUT ALL IN ZIPPER.GET FISH.GET KNIFE.CLOSE ZIPPER.S.DROP FISH.GET CUBE.GET BOTTLE.BLORPLE CUBE WATER ROOM ---------- IN THE MANNER DESCRIBED ABOVE GET THE MOLE CUBE.LEARN BLORPLE. BLORPLE CUBE PACKED EARTH ------------ OPEN BOTTLE.GET SCROLL.GNUSTO LISKON.LEARN LISKON.E.N.LISKON SERPENT.N.N. (THE FOLLOWING SEQUENCE YOU MAY HAVE TO DO SEVERAL TIMES UNTIL IT WORKS CORRECTLY) LEARN MALYON.LEARN ESPNIS.MALYON IDOL.Z.ESPNIS IDOL.Z.Z.Z.(IF IT WORKED CORRECTLY THEN CONTINUE). CLIMB IDOL.GET CUBE.LEARN BLORPLE.BLORPLE CUBE AIR ROOM -------- LEARN BLORPLE.N.GET SCROLL.GNUSTO TINSOT.BLORPLE CUBE AIR ROOM -------- W.E.OFFER 300.OFFER 400.OFFER 500.DROP RED CARPET.GET BLUE CARPET.W.LEARN BLORPLE.(FIND DOLPHIN CUBE) BLORPLE CUBE WATER ROOM ---------- N.LEARN TINSOT.G.G.G.G.PUT ALL IN ZIPPER BUT KNIFE.CLOSE ZIPPER.TINSOT OUTFLOW PIPE.TINSOT OUTFLOW PIPE(SOMETIMES THE SPELL DOESN'T WORK SO DO IT UNTIL IT DOES TWICE).Z.Z.Z.REZROV DOOR.TINSOT WATER (UNTIL IT WORKS).GET ON ICE FLOW.U.GET CUBE.E.N.REZROV CABINET.GET MOULDY BOOK.LEARN CASKLY.CASKLY MOULDY BOOK (UNTIL IT WORKS).GNUSTO SNAVIG.S.W.U.DROP CARPET.SIT ON CARPET.U.W (UNTIL YOU ARE AT THE ABOVE THE MOUNTAINS).N (UNTIL YOU ARE ABOVE THE NEST).LEARN BLORPLE.D.GET OFF CARPET.GET ALL.BLORPLE CUBE WEB ROOM -------- S.SHOW CUBE TO BELBOZ.ANSWER HIS QUESTION CORRECTLY.(FIND DOLPHIN CUBE).LEARN BLORPLE.BLORPLE CUBE WATER ROOM ---------- LEARN BLORPLE.LEARN SNAVIG.PUT ALL IN ZIPPER BUT KNIFE.CLOSE ZIPPER.S.GET CUBE.SNAVIG GROUPER.D.Z(UNTIL YOU ARE YOURSELF AGAIN).GET ALL.U.BLORPLE CUBE LIGHT ROOM ---------- W.Z(UNTIL FRAGMENT APPEARS).LEARN TINSOT.TINSOT FRAGMENT(UNTIL IT WORKS).GET FRAGMENT.(GET DOLPHIN CUBE)LEARN BLORPLE.BLORPLE CUBE WATER ROOM ---------- N.LEARN LISKON.PUT ALL IN ZIPPER BUT KNIFE.CLOSE ZIPPER.LISKON SELF (UNTIL IT WORKS).ENTER OUTFLOW PIPE.W.GET CUBE.W.U.LEARN BLORPLE.BLORPLE CUBE CHANGING ROOM ------------- N.GET ROSE.LEARN BLORPLE.BLORPLE CUBE CHANGING ROOM ------------- W.PUT ROSE IN CARVING.GET ROSE.N.TOUCH ROSE TO W RUNE.W.TOUCH ROSE TO NE RUNE.NE.TOUCH ROSE TO NW RUNE.NW.REZROV ALABASTER.W GET CUBE.LEARN BLORPLE.BLORPLE CUBE NOTHING ROOM ------------ S.DROP FRAGMENT.CLIMB ROCK.ROCK, GO S.ROCK, GO N.G.ROCK, GO SW ROCK, GO S.ROCK, GO E.G.G.(THE NEXT MOVE DEPENDS ON WHICH DIRECTION THE OTHER ROCK MOVED LAST, IF HE WENT N THEN: ROCK, GO E. IF HE WENT W THEN: ROCK, GO S).CLIMB OTHER ROCK.GET CUBE.LEARN BLORPLE.BLORPLE CUBE DARK ROOM --------- D.DROP KNIFE.LEARN SNAVIG.LEARN BLORPLE.PUT ALL IN ZIPPER.CLOSE ZIPPER.D.SNAVIG GRUE.ENTER POOL.CLIMB PILLAR.GET CUBE.Z(UNTIL YOU ARE YOURSELF AGAIN).BLORPLE CUBE FIRE ROOM --------- PUT CUBE IN BOX.GET CUBE FROM BOX.N.THROW BOW ON OUTCROPPING LEARN BLORPLE.BLORPLE CUBE FIRE ROOM --------- W.GET ALL.(FIND OWL CUBE).LEARN BLORPLE.BLORPLE CUBE NOTHING ROOM ------------ E.SAVE GAME.(THE NEXT ROOM YOU ENTER CHANGES EVERY TIME YOU ENTER IT).LEARN JINDAK.G.G.G.G.LEARN BLORPLE.REZROV DOOR.N.GET X2,X7 JINDAK.(IF BOTH PILES ARE EQUAL THEN PUT BOTH BACK AND JINDAK AGAIN THEN SEE WHICH PILE GLOWS MORE BRIGHTLY, IF THE FIRST ONE GLOWS MORE BRIGHTLY THEN GET X2 CUBE AND BLORPLE IT.IF IT WAS THE SECOND ONE THAN GET X7 AND BLORPLE IT).(IF THE PILES ARE OF DIFFERENT BRIGHTNESS THEN REMEMBER WHICH ONE WAS BRIGHTER, IF THE FIRST PILE GLOWED BRIGHTER THAT MEANS THE LOWER NUMBERED CUBE IS THE RIGHT ONE IF THE SECOND PILE GLOWED BRIGHTER THAT MEANS THE HIGHER NUMBERED CUBE IS THE RIGHT ONE).GET X3,X8.JINDAK.(IF EQUAL THAN USE THE HIGHER OR LOWER NUMBERED CUBE AS DESCRIBED ABOVE).IF NOT EQUAL THEN GET X4,X9.REPEAT PREVIOUS IF EQUAL, IF NOT EQUAL THEN RESTORE AND TRY AGAIN. YOU MAY HAVE TO DO THIS SEVERL TIMES. SAND ROOM --------- D.UNLOCK CABINET WITH KEY.OPEN CABINET.GET SCROLL.LEARN BLORPLE G.G.G.G.G.G.PUT BOOK IN CABINET.CLOSE CABINET.LOCK CABINET WITH KEY.REZROV DOOR.BLORPLE (THE X CUBE YOU GOT TO THE SAND ROOM WITH) SAND ROOM --------- DROP ALL BUT BURIN,SCROLL,BOX,ZIPPER.(FIND UNICORN CUBE).PUT CUBE IN BOX.GET ALL CUBES.PUT ALL CUBES IN ZIPPER.GET ALL CUBES.PUT ALL CUBES IN ZIPPER.(UNTIL ALL CUBE BUT THE UNICORN CUBE ARE IN THE ZIPPER).U.GET SACK.OPEN SACK.COPY GIRGOL ON VELLUM SCROLL EMPTY ZIPPER INTO SACK.GET FLIMSY SCROLL.PUT FLIMSY SCROLL IN ZIPPER.CLOSE ZIPPER.DROP ZIPPER.GET BOX.GET CUBE FROM BOX.BLORPLE CUBE MAGIC ROOM ---------- E.Z.HOLD CUBE.Z(UNTIL THE SHADOWY FIGURE IS ABOUT TO JUMP INTO THE HYPERCUBE).GIRGOL.GET CUBE FROM HYPERCUBE.PUT SACK IN HYPERCUBE! THERE YOU HAVE IT! 600 OUT OF 600....THERE MAY BE FLAWS IN THE SOLUTION BECAUSE I AM DOING THIS STRICTLY FROM MEMORY. -Davros-