Friday, August 31, 2012

[Adventure] Spellbreaker


                          S P E L L B R E A K E R 
                                 (Infocom)

Notes.
(1) It's a good idea to learn all spells more than once since they
    don't always work!
(2) Whenever a spell is mentioned in this solution, you must cast it
    until it works - this is not a problem with the 'Blorple' spell
    or when you have the "Magic Cube".
(3) It is essential to keep track of where each cube takes you, which
    you do by writing on them with the Burin.
(4) The Zipper is used for storage......if you're told that you're
    carrying too much to pick up another item, then place a few things
    inside the zipper.
(5) Unless you are in imminent danger, sleep almost anywhere EXCEPT
    the Bazaar!
(6) SAVE GAME VERY OFTEN!!!


                               THE SOLUTION

You  start in the Council Chamber carrying a Spell Book, Burin and a Knife.
The Spell Book contains some spells as follows:

        LESOCH............Gust of wind
        YOMIN.............Mind probe
        REZROV............Open locked or enchanted objects
        FROTZ.............Cause something to give off light
        GNUSTO............Write spell into your Spell Book
        MALYON............Animate an inanimate object
        JINDAK............Detect magic

After  a  couple  of moves the BLORPLE spell will automatically be added to
the  Spell  Book. It is used to explore an object's mystic connections. You
start  by  having  permanently  committed  to memory the GNUSTO, REZROV and
FROTZ spells. All others will need to be learned and re-learned as they are
required.  Also  remember that you will not be able to keep as many in your
head at one time if you are tired. If you are tired you will need to SLEEP.
This refreshes you but also makes you forget any temporary spells. When you
awake  you will need to re-learn whatever spells you think you are about to
need. DO NOT GO TO SLEEP UNLESS YOU HAVE THE SPELL BOOK!

From  the Council Chamber go SOUTH to the Guild Hall and TAKE the BREAD and
the  FISH,  then  go  SOUTH  again into Belwit Square. If there is a lot of
smoke  around,  either  LESOCH the smoke - which, like all other spells may
only  work  at  random  -  or  simply  WAIT  until it clears. You will then
discover  a WHITE CUBE. TAKE the CUBE and to identify it - do the same with
ALL  other cubes you find - WRITE "EARTH" ON CUBE. You will only be able to
write  on  the  cubes  if  you are holding the Burin. This is a good way of
being able to identify the cubes later when you may be carrying quite a few
at one time and will need to select a particular one in a hurry.

By  now  the  BLORPLE  SPELL  will  have appeared in your Spell Book. LEARN
BLORPLE  then  BLORPLE "EARTH" CUBE - you may need the inverted commas here
always!  You  will  now  be transported to the Packed Earth Room. FROTZ the
KNIFE to get a source of light.

Go  EAST  to  the  Hall  Of  Stone. TAKE and then OPEN ZIPPER. REACH INSIDE
ZIPPER  to  discover  a  SCROLL.  TAKE  SCROLL then EXAMINE IT. This is the
GIRGOL  SCROLL.  It cannot be GNUSTO'd and therefore can be used ONLY ONCE!
Be  careful where you use it. BLORPLE "EARTH" CUBE - remember you will need
to  constantly  re-learn these spells - to return to the Packed Earth Room.
Go  DOWN  twice.  Don't worry about falling, you will soon be rescued. WAIT
until  you  are  in  the  Roc's  Nest  then TAKE the CASKLY SCROLL. BLORPLE
"EARTH"  CUBE  to  get back to the Packed Earth Room. Don't worry about the
cube in the Roc's Nest at this time.

Go  SOUTH  to  the  Cliff Middle. TAKE the THROCK SCROLL and go UP. Go UP a
couple  of  more  times  until  you are told on screen that you'd better do
something  quickly  or die, then CAST GIRGOL. This time-stopping spell will
halt  the  avalanche.  Now  go  UP  again  until  you  reach the Top of the
Mountain. TAKE the GOLD COIN and go INTO the Hut. ASK the Old Man about the
cube/hut/whatever,  but  then to get the CUBE you must CASKLY THE HUT. This
repairs  the  Hut  so that the Old Man no longer needs the CUBE and you can
now  TAKE  it.  Mark  this  one with the Burin "SOFT". BLORPLE "EARTH" CUBE
again to go back to the Packed Earth Room.

Leave  the  Packed  Earth  Room  -  NOT DOWN!! - WEST (for instance) - then
BLORPLE  "SOFT" CUBE. From the Soft Room go SOUTH and TAKE the SHEARS. PULL
WEED  -  twice  -  to  get it and then it is time to get back to the Packed
Earth Room by the usual method. Go WEST again then NORTH. You should now be
in  the  Ogre's  Cave.  PLANT  THE WEED and then THROCK THE WEED to make it
grow.  The Ogre has hay fever and will now be sneezing so much that you can
go  DOWN  past  him  without  any trouble. TAKE the GOLD BOX and OPEN it to
reveal  another  CUBE.  Mark this one "WATER". The SCROLL is the ESPNIS and
should  be GNUSTO'd at once as should ALL scrolls you find. Back now to the
Packed Earth Room.

Go  EAST  (for  instance) and get the "EARTH" CUBE again. Learn the BLORPLE
Spell  a  couple  of  times  and  FROTZ  the ZIPPER. Put everything but the
"WATER"  CUBE, the "EARTH" CUBE and the piece of BREAD into the ZIPPER then
CLOSE  the  ZIPPER.  BLORPLE THE "WATER" CUBE. You will now be in the Water
Room.  Go  SOUTH  and you should be in some water. The ZIPPER is waterproof
and  will keep things such as your Spell Book safe as long as the ZIPPER is
CLOSED.  You  will now be confronted by a GROUPER which is hungry. You will
also  see  a  BOTTLE  and  the "WATER" cube which you will have dropped and
which  you will need again. Unless you are careful the GROUPER will swallow
one  of  the  things  you are going to need, so quickly DROP THE BREAD! The
GROUPER  will  go  after  this  enabling you to GET BOTTLE THEN GET "WATER"
CUBE. Now back to the Packed Earth Room yet again!

The  BOTTLE  contains a damp SCROLL. Once you have re-opened the ZIPPER and
taken  the  Spell Book, you can GNUSTO the new SCROLL (LISKON). Now go EAST
and  then  NORTH.  You need to have memorised the LISKON, MALYON and ESPNIS
spells here. When you find the SERPENT, LISKON SERPENT. This shrinks it and
you  can go NORTH past it. Go NORTH again to the Room of the Idol. There is
a  CUBE  in  it's  mouth.  The mouth is not open enough to let you take the
CUBE.  The  only  answer is to bring the idol to life with MALYON THE IDOL.
WAIT  until  you are told that it is definately looking for you then ESPNIS
THE IDOL. This makes it fall asleep. If all goes well it will yawn and then
fall over asleep and then turn back to basalt with it's mouth wide open! If
not,  you  may have to do the spell-casting again. Once you succeed you can
TAKE and mark the "AIR" CUBE.

BLORPLE  THE  "AIR"  CUBE then go NORTH. TAKE the TINSOT SCROLL and BLORPLE
THE  "AIR"  CUBE  again.  GNUSTO TINSOT then go WEST to the Bazaar. Go EAST
into the Shop where there are TWO CARPETS for sale. Eventually you want the
BLUE  one. ASK the Merchant about the carpets. HAGGLE! When he asks for 800
Zorkmids, offer 100. When he asks for 700, offer 200, etc. When he asks for
500  Zorkmids  and holds out his hand, GIVE him the GOLD COIN. He will then
give  you  a carpet. Check your INVENTORY before you leave the Shop. If you
have  the  RED  CARPET, ASK MERCHANT FOR BLUE CARPET. He will apologise and
exchange  it!  Once you have left the Shop it will be too late! Now you can
leave.  LOOK UNDER THE CARPET and READ the LABEL you find there. This magic
flying carpet can now be used if and when required.

You  now  need  to learn the LISKON spell and the BLORPLE spell a couple of
times.  Now  go to the Packed Earth Room again and then go EAST to the Hall
Of Stone. DROP ALL here EXCEPT for the "WATER" CUBE and FROTZ SELF to get a
source  of  light. BLORPLE "WATER" CUBE and go UP when you get to the Water
Room.  You  are  now  in  the Oubliette. LISKON SELF to make yourself small
enough  to  be  able  to  ENTER OUTFLOW PIPE. Go WEST and TAKE the CUBE you
find. Go WEST again and then UP into the Ruins Room. NORTH back to the Hall
Of  Stone.  Take your belongings again and EXTINGUISH SELF to stop glowing.
WRITE "CHANGE" on the new CUBE.

Now  you  need  to  learn  the TINSOT spell THREE TIMES and then BLORPLE at
least  ONCE.  Put  the  perishables,  such as the Spell Book, back into the
Zipper  and  CLOSE  it.  BLORPLE "WATER" CUBE then go UP into the Oubliette
again.  Above you, but out of reach, is a Trap Door. REZROV the TRAPDOOR to
open  it.  TINSOT  THE  WATER  to freeze the outflow pipe. TINSOT THE WATER
again  since once was not enough to fully freeze the pipe. When the chamber
is full you will still be a little short of thr Trap Door. TINSOT THE WATER
a  third  time  to  create an ice floe. CLIMB ONTO ICE and you will then be
able to go UP through the Trap Door.

TAKE  and  MARK  the  "BONE" CUBE and then go EAST and NORTH to the Dungeon
Cell.  REZROV  THE  CABINET and get the MOLDY BOOK. If you CASKLY THE MOLDY
BOOK it will become somewhat repaired. READ IT and you will find the SNAVIG
spell.  Get  it  GNUSTO'd right away. Now go SOUTH then EAST then UP to the
Top of the Guard Tower. Drop the CARPET and SIT ON CARPET. A small speck in
the  distance  will  turn out to be Mother Roc approaching. Once you are on
the  CARPET,  go  UP  and then carpet should fly. If not, you couldn't have
READ  the  LABEL!  Once airborne go WEST until you are above the Roc's Nest
then  go  DOWN. DON'T GET LOST!! Now, quickly, get off the carpet, take the
CUBE,  SIT  ON  THE  CARPET and then go UP. You have very little time to do
this.  Iff  the  EGG cracks and you are confronted by the Baby Roc, you are
going  to DIE!! Once in the air, go EAST until you are over the Guard Tower
and go DOWN, GET OFF THE CARPET. TAKE CARPET then go DOWN into the Tower to
escape the Mother Roc. Now is a good time to MARK the latest CUBE "STRING".
See,  aren't  there a lot of cubes?! Good thing we decided to use the Burin
to mark them, eh?!!

Learn  the  SNAVIG  spell  once  and  the BLORPLE a couple of times and put
everything  but  the  "WATER"  and "EARTH" cubes into the Zipper. CLOSE the
ZIPPER and BLORPLE "WATER" CUBE. This time go SOUTH from the Water Room and
firstly  TAKE THE CUBE which drops from your hand. Then SNAVIG THE GROUPER.
You  will  now  turn  into a Grouper. Go DOWN to the Grouper's Nest. WAIT a
couple  of  times  until  you regain your own form then TAKE ALL. Go UP and
BLORPLE  THE  "EARTH"  CUBE once more. You know where you are now. OPEN THE
ZIPPER, TAKE THE BURIN and WRITE "LIGHT" on the new CUBE.

Leave  the  Packed  Earth  Room  and BLORPLE THE "CHANGE" CUBE. This is the
Changing  Room.  Go  NORTH and TAKE THE COMPASS you find there. BLORPLE THE
"CHANGE"  CUBE  again.  The  COMPASS  is needed in the next section but may
require  'charging'. To do this go WEST and PUT COMPASS IN CARVING that you
see  in  the  North Wall. A hole now opens in this Wall. Go NORTH but don't
forget to take the compass first. If you do forget you will have to BLORPLE
THE  "CHANGE" CUBE again to get out. In the area you have noe entered there
are  RUNES on the wall. Some are lead and some silver. Apart from the North
Wall,  if  you  TOUCH  THE  ROSE  TO THE (Direction) WALL, if that wall has
silver runes on it, then another hole will appear through which you can go.
SEARCH  through this area until you are in a room with an ALABASTER PLUG in
the  WEST  wall.  When you find this room, IGNORE the GOLD RUNE. REZROV the
PLUG  and  go  WEST. TAKE THE CUBE you will find and WRITE "NOPLACE" on it,
although  it will only show "NOPLAC" as the program only uses the first SIX
letters of inputs!

BLORPLE  THE  "LIGHT"  CUBE to put yourself into the Light Room. Go WEST to
the  Volcano  Base. WAIT until the LAVA FRAGMENT lands near you then TINSOT
THE  FRAGMENT.  Now  it  is cool enough to take. BLORPLE THE "NOPLAC" CUBE.
From  the Noplace Room go SOUTH onto the Plain. You will see TWO ROCKS. One
near  and one further away. Try to CLIMB onto the nearer rock. No? It wants
feeding!  GIVE  LAVA FRAGMENT TO ROCK. Now you can climb onto the rock. The
idea  here is to trap the other rock in the way that a checkmate is made in
chess.  Map  the  Plain  to  find  an  oddity.  One  corner  (Northwest) is
different!  Using  the  command:  ROCK, WEST or ROCK, SOUTH, etc., make the
Green-Eyed  Rock  carry  you  about  the Plain. Once you go through the odd
Northwest  diagonal  you  will  be able to close in on the Brown-Eyed Rock.
When  the  two  rocks  are near each other, the Brown-Eyed Rock will become
mesmerised.  You  can now CLIMB ONTO THE BROWN-EYED ROCK and TAKE the CUBE.
MARK it "DARK" and then BLORPLE THE "DARK" CUBE. Learn the SNAVIG spell and
go  DOWN  to the Dark Cave from the Dark Room. Make sure that you are NOT a
Light  Source,  but  ensure that something else is such a source, e.g., the
Zipper.  Drop  everything  here and go DOWN to the Grue Cave. SNAVIG A GRUE
and  go DOWN to the Light Pool. CLIMB THE PILLAR and take the CUBE from the
TOP.  CLIMB  DOWN  PILLAR and return UP and UP again to the Dark Cave. Take
all  and  WRITE "FIRE" on the CUBE. When you return to your own self again,
BLORPLE THE "FIRE" CUBE.

You  need  to increase your magical ability to get much further. To do this
you  need to choose a CUBE. For instance, the "EARTH" CUBE. Put this chosen
cube  into the GOLD BOX. The BOX changes slightly. TAKE THE CUBE OUT AGAIN.
Go NORTH from the Fire Room where you should be now, and THROW THE GOLD BOX
onto  the  Outcropping  that you can see. Now BLORPLE (the name of the cube
that  you put in and then out of the box). From the location you are now in
you will be able to go through the exit that was magically blocked earlier.
For example, from the Packed Earth Room you can now go NORTH. This will put
you  beside the GOLD BOX! TAKE THE BOX AND THE CUBE and re-BLORPLE yourself
away. WRITE "MAGIC" on this CUBE.

BLORPLE  "STRING"  CUBE.  From  the String Room go SOUTH to the Enchanter's
Retreat.  Here  you  will meet good old Belboz again. Ask him about various
things  to show you need help and he will ask you a question. The answer is
IN  THE  CARDS THAT CAME WITH THE ORIGINAL GAME PACKAGING! Answer correctly
and  he  will give you a WROUGHT IRON KEY. Now BLORPLE "NOPLAC" CUBE again.
Learn  the  JINDAK  spell  THREE TIMES and the BLORPLE ONCE. Go EAST to the
Inner  Vault and REZROV the DOOR. Go NORTH. You now hava a major problem to
solve  and  only three spells may be cast before the Guards are alerted and
come  to drag you away!! Also NO SAVE POSITIONS ARE POSSIBLE IN HERE!!! The
problem MUST be solved in ONE GO!!

You  will  see  two  piles  of cubes marked 'x1' to 'x10'. If the piles are
JINDAK'd they will GLOW. There is only ONE REAL CUBE and that will make its
pile glow BRIGHTER than the other.

To find the REAL CUBE carefully follow these instructions:

Put  all your bits and pieces in the Zipper to make moving the cubes around
a bit easier.

1.  Take  x1,  x2,  x7,  x8 cubes from the piles. JINDAK. If the piles glow
evenly  then  go to step 2. If the glow is uneven then make a note which is
the brighter one and go to step 5.

2.  Take  x3,  x4.  Put x1, x2 on the first pile. JINDAK. If the piles glow
evenly then go to step 3. If they are uneven then go to step 4.

3.  Take  x1.  Put x7 on the first pile. JINDAK. If the piles are even then
BLORPLE x8, if uneven then take x7 and BLORPLE IT. Now go to step 9.

4.  Take  x1.  Put x7 on the first pile. JINDAK. If the piles are even then
BLORPLE  x1.  If  the  piles are uneven then take x7. BLORPLE IT. Now go to
step 9.

5.  Put x1, x2, x7 on the second pile. Get x9, x10, x11, x12. Put x9 on the
first  pile.  Get  x6.  Put x6 on the second pile. JINDAK. If the piles are
even  then go to step 6. If uneven in the same way as in step 1, then go to
step 7. If the piles are uneven in the opposite way then go to step 8.

6.  Take  all  the cubes off each pile, in turn and drop them all. Take and
put  x10  on  the  first  pile,  then  take and put all on the second pile.
JINDAK. If the piles are even get x12 and then BLORPLE IT. If the piles are
uneven  as  in step 1, then get x11 and BLORPLE IT. If the piles are uneven
in the opposite way, then get x10 then BLORPLE IT. Go to step 9.

7.  Take  and drop all the cubes from both piles. Take cubes x3, x4. Put x3
on  the first pile and x4 on the second pile. JINDAK. If the piles are even
take  x5  and BLORPLE IT. If the piles are uneven as in step 1 then take x3
and BLORPLE IT. If the piles are uneven in the opposite way then get x4 and
BLORPLE IT. Go to step 9.

8.  Take and drop all the cubes from both piles. Take x6, x1. Put x6 on the
first  pile and x1 on the second pile. JINDAK. If the piles are even get x9
and  BLORPLE  IT. If the piles are uneven then get x6 and BLORPLE IT. Go to
step 9.

9.  If you are now in the Nondescript Room, you've done something wrong. If
you are in the Sand Room then CONGRATULATIONS!!


The  areas  up and down from the Sand Room are actually places in the past.
Places  you  have  been to before. UP goes to the Ruins where you found the
Zipper, and DOWN goes to the Dungeon Cell where you found the MOLDY BOOK in
the  cupboard.  Of  course  things look different because you are now quite
some  time in your own past. The problems in these two areas must be solved
correctly  and  fully  or you will be unable to leave here alive! The basic
idea  is  to leave things in such a way that they will be just as you found
them earlier in the game when time has passed by.

Going DOWN first. UNLOCK the CABINET with the IRON KEY you got from Belboz.
If  the  key  explodes  and kills you, then you must have answered Belboz's
questions  incorrectly!  (ALL the answers are in the set of cards that come
with  the  original  Infocom  game!)  OPEN the CABINET to discover a VELLUM
SCROLL  which  is  blank.  Now  make  sure  that you have the BLORPLE SPELL
memorised  a couple of times because you are about to lose your Spell Book.
Put  the  Spell  Book  in the cabinet. Obviously this will later become the
MOLDY  book you found! CLOSE and then LOCK the CABINET. Remember.....it was
LOCKED  when  you  found  it! TAKE the KEY with you. Remember what the Cell
Door  was  like? O.K. then......REZROV the DOOR and then, before the Guards
arrive, BLORPLE THE "SAND" CUBE.

Now  go UP to the Ruins Room. This is where you will later find the Zipper.
At  the moment there is just a SACK here. Right! TAKE and OPEN the SACK. It
contains  a  FLIMSY SCROLL.....seem familiar? EXAMINE IT. It has the GIRGOL
SPELL  on  it which, as you know, you could only use ONCE........But!....if
you had a BLANK scroll on which to COPY the GIRGOL SPELL?!! WRITE GIRGOL ON
VELLUM SCROLL (with the Burin). Now EMPTY THE ZIPPER INTO THE SACK. PUT THE
FLIMSY SCROLL IN THE ZIPPER and then CLOSE ZIPPER. DROP the ZIPPER. This is
how  you  found  the  room  originally  wasn't it?! All that was here was a
Zipper  containing  a  Flimsy Scroll! TAKE the SACK and BLORPLE THE "MAGIC"
CUBE.

From  the  Magic Room go EAST to the Castle where you will be confronted by
your  shadowy  enemy  at  last!  If  left  to his own pace, the figure will
eventually freeze you to enable him to have enough time to complete certain
deeds.  However, since he is now aware of your increased magical abilities,
he  does  not  realise that after a few moves you will shake off the spell.
Unfortunately,  if  you  let  him freeze you when HE wants to, there is not
enough  time to shake off the spell. You need to annoy the figure enough so
that  he will notice and freeze you much sooner. As soon as you can see the
figure try ATTACK FIGURE. He will freeze you. Now just WAIT for a while. If
you  do  anything  else,  you will be noticed and re-frozen. Do nothing but
WAIT  until  the  freeze  spell  wears  off.  Keep WAITing until the figure
IGNORES  YOU!!  Now,  as  long as you remembered to bring the VELLUM SCROLL
with  the  copy  of  the  GIRGOL  SPELL on it with you, you will be able to
defeat him.

WAIT until the figure is just about to leap into the Hypercube he has built
and  then  CAST  GIRGOL.  Time  will stop and you have a couple of moves in
which  to  win  or  lose!  Remove  the  "MAGIC" CUBE from the Hypercube and
replace  it with the SMOKED FISH. The Hypercube is being built to rearrange
the  Universe  in  the manner that the shadowy figure wants. It is based on
the  item  in the centre of the Hypercube. The figure wants MAGIC hence the
"MAGIC"  cube  is in the middle. If you remove the "MAGIC" cube then do not
put  anything  else  in  there,  then the new Universe will be built around
nothing!  (DESTROYED!!!). If you put any magical item there the figure will
get what he wants. So by using a NON-MAGICAL item, such as the SMOKED FISH,
a totally new Universe will be created.

As time starts again, the figure will enter the Hypercube and you will have
WON THE GAME!!!!

You should now have scored 600/600 and achieved the class of SCIENTIST!!


  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
  
[[category:Adventure]]

[Adventure] Spellbound


SPELLBOUND

Get the glowing bottle from the L-Shaped Room, go to the Roof
Garden, and get the wand of command (it's in the room at the
extreme light). Also get the bottle of liquid. Go to the second
floor, and get the elf horn from Samsun, and Miolnir from Elrand.

Summon Thor and Florin (you may have to go back and wake him up)
to the lift. Give Miolnir to Thor, and command him to help. He'll
fix the lift. Give the bottle of liquid to Florin. Command him
and Thor to sleep. When your energy is getting low, simply take
the bottle of liquid from Florin and hand it back. This will
replenish your strength.

Move to the ground floor, then stand on the pool of liquid. Cast
Armouris Photonicus. You can now drop the glowing bottle and free
Banshee. Take the shield and the candle (from the 3rd floor) and
go to the first room in the Roof Garden - the room with the four
leaf clover. Cast Candellium Illuminatum (make sure you have the
shield!). You'll need the candle if you're to read the ancient
scroll.

Get the red herring from the third floor, and the power-pong
plant from the basement. You can now cast Fumaticus Protectium
- and be able to pass through the gas room on the 1st floor. Get
the trumpet, and give it to Elrand.

Go to the Tower (4th floor) and summon Thor. Command him to help.
His thunderbolt will weaken the wall on the 2nd floor. Go to the
wall on the 2nd floor, summon Elrand, and command him to help.
He'll blow the wall down with his trumpet. Take the two pieces
of brickwork left over from this, and use them to build a way to
get over the Tower (4th floor). Get the javelin from the 4th
floor, and give it to Samsum.

Summon Rosmar to the Secret Tunnel Entrance, give her the pocket
laser, and ask her to help. This will open up the tunnel. Go
through as far as the Pit. Summon Samsun and ask him to help.
He'll throw his platform into the middle of the pit, enabling
Magic Knight to get across. (To make things slightly easier, the
pieces of brickwork can also be used here - but first get both
coloured crystals from the 4th floor).

The broken talisman can be fixed by giving it and the tube of
glue to Florin, and commanding him to help. You can now cast
Project Physical Body by holding the talisman and the crystal
ball.

The idea now is to keep the various characters well-fed, happy,
and to make sure they have plenty of sleep (don't worry about
Banshee). Do this until you have 36 hours left on the clock
(Crystallium Spectralis only works with 36 hours or less to go).
Now go to the Most Magic Room. Hold the white gold ring. Summon
Orik the Clerik, and give him the crystal ball and the book of
Shadows. Cast Crystallium Spectralis, then throw the three
coloured crystals at Gimbal. He'll now be free.

Cast the Release Spell by holding the white gold ring and the
magic talisman. Now go to the last room on the second floor (that
is. the room furthest to the right).

Working your way from right to left along the second floor, blow
the elf-horn and summon the characters in the order you see them
in their portraits.  Once you've summoned the last character
(Gimbal) you'll have successfully sent all the characters home,
and hence completed the game.
  
[[category:Adventure]]

[Adventure] Spectrum Games Database


THE SPECTRUM GAMES DATABASE

HERBERT'S DUMMY RUN

PUBLISHER
Mikro-Gen

AUTHOR
Unknown.

YEAR
1985(?)

CATEGORY
Arcade/Adventure

DESCRIPTION
Another instalment in Mikro-Gen's Wally Week graphic
arcade/adventure series.

CONTROLS
Q - Left, W - Right, CAPS SHIFT - Jump, ENTER - Enter,
Kempston, Sinclair

INSTRUCTIONS
Herbert was visiting a large department store with his Mum and
Dad (Wally and Wilma!) when he got lost! Now the store is a scary
place and full of beasts which will hurt Herbert and make him
cry! Help Herbert to explore the store, manipulating the objects
he finds to help him get into the lost children office where
Wally and Wilma are waiting for him.  Objects are picked up by
walking into them, but you can only carry two objects at any one
time. Some rooms in the game are presented in the form of arcade
sub-games. These aren't just for fun - you have to complete them
to finish the game!

INLAY CARD TEXT
I don't have this, could someone else fill it in?

CHEATS
POKE 36739,X where X is the number of lives you'd like.

Complete solution! Taken from Emulate issue 4 :

1) First of all get the box key and get the honey pot.
2) Now go to the room that the game starts in and jump up on to
the box. This will spring you up to where you can exchange the
honey pot for the teddy.
3) Get the rope. Now with the rope and the teddy go to the arcade
room with the daleks in It.
4) The teddy will go and open the right handside door; you can
now go through this. Jump at the rope in the next room and
itshould extend into a room with a rubberduck, collect this.
5) Load the pop gun (with the cork) and go tothe castle.
6) Exchange the pop gun for the flag andwith the rubber duck go
to the seaside screen. You can now collect the pebbles toload the
catapult.
7) Now get the torch and the bulb, this willmend the torch.
8) Go to the dark room with the bulb and this will enable you to
see. Shoot all the ducks and a couple of rolls of caps should be
dropped. Put these somewhere convenient.
9) Get the A brick and the chocolate 10p and go to the screen
with the till.
11) Climb on top of the brick and walk past the till with the
chocolate 10p, this should now be exchanged for a real 10p.
12) Take the 10p and the bomb and then goto the room with the 10p
slot on the door and jump at it. You will now be in a Blitz game,
and when this is completed you will recelve a cannonball.
13) With this and the rolls of caps go to the room with the
cannon and walk through it.The cannonball will be launched and
a hole in the wall will be made.
14) Pass through this hole and get the spacehopper.
15) Then go back up to get the tennis racket, put the space
hopper in a convenient place.
16) Next go into the Breakout room and complete the game. Once
the Breakout game is completed you should receive a glove.
17) Get the space hopper and with the glove go to Level 1 where
there is a room with a hand guarding a door. You must now jump
into the room behind the hand (the hand will no longer harm you
because you have the glove).
18) You will be in a room with Wally and Wilma at the top of an
escalator. As you have the space hopper you will be able to jump
very high. This means that you can now jump up and switch the
escalator on and be reunited with Wally and Wilma to complete the
game.


SEQUELS/PREQUELS
Automania, Pyjamarama, Everyone's A Wally were all prequels
featuring the Week family.  Three Weeks in Paradise was a sequel,
and the final episode in the Wally series.

SCORES RECEIVED
Unknown off-hand, but all Wally games scored very highly in the
mags.

URL
All of Mikro-Gen's games are available from the following
directory :
ftp://ftp.nvg.unit.no/pub/sinclair/snaps/games/by-company/mikr
o-gen/

The filenames are as follows :
Herbert's Dummy Run :    herberts-dummy-run.zip
Automania :              automania.zip
Pyjamarama :             pyjamarama.zip
Everyone's A Wally :     everyones-a-wally.zip
Three Weeks in Paradise :3-weeks-in-paradise.zip

GENERAL FACTS
Dummy Run was the fourth game to feature the Week family, and the
first one to star Wally's son, Herbert, as the central character.

Herbert previously appeared in Everyone's a Wally, but was only
a little baby then and just crawled around to get in your way!

Herbert makes a further appearance in Three Weeks in Paradise,
where he's in danger of being eaten by Cannibals!

The sub-games included in Dummy Run include Space Invaders with
Daleks, breakout and a Carnival-style shooting gallery!

There is a cheat mode which you can activate by climbing one of
the ropes in the room to the left of where you start and holding
down certain keys. However, I can't remember which rope and which
keys...


NOTES
Not the best of the Wally games, in fact it's probably the worst
(not counting Automania, which is a straight arcade game). That's
not to say it's bad though..it's still a really good game. Some
of the sub-games are great fun on their own.
  
[[category:Adventure]]

[Adventure] Space Quest IV Beta


                       Space Quest IV Beta
                            Debug Keys
                            By Beamer

THG's release of Space Quest 4 is a beta version which still 
contains Sierra's debugging code. A few of these functions have 
always seemed to survive in many of the released versions of 
Sierra's software, but never have we been treated to the number 
of functions available in this release. Following are the 
functions I have discovered and my attempt at interpreting them.

Alt A   gives current status of Ego (Ego is the main character)

Alt B   displays "Script .943 not found" and exits to DOS (???)

Alt C   display changes to the Priority bands. These are the 
        rough areas which control the priority of objects to 
        each other. Hit Alt C again to return to game screen.

Alt D   Debug on/off toggle. This has many commands of it's own, 
        most of which are probably the same as the Alt commands. 
        I haven't experimented with this enough to speak of.

Alt E   Gives info on available objects. The objects displayed 
        vary according to where you are.

Alt F   Gives available memory parameters

Alt G   Allows you to change variable values, if you know the 
        variable names.

Alt I   This is one of the better ones. It displays all the 
        possible inventory items and lets you get anything you 
        want. Just click on anything, or everything, you want! 
        Remember though, getting things this way can cause the 
        program to behave in strange manners.

Alt M   Adds 20 buckazoids to your bankroll. Good when you HAVE 
        to buy that hintbook at the mall and haven't used Alt I 
        for a bank card.

Alt N   This is used to save bug reports (for the code jockeys 
        to decipher).

Alt P   Another screen mode, similar to the Alt C screen. I 
        haven't deciphered the difference. To exit this screen, 
        hit Alt C twice.

Alt R   Gives the room number and additional info for the 
        current room. Use these in conjunction with Alt T.

Alt T   Another biggie. Teleports you to any room (screen) you 
        like. If the room number you enter does not exist, you 
        get dumped back to DOS. Here are just a few valid room 
        numbers:

             25 to 115, in increments of 5, are the rooms you 
             begin Space Quest in. Room 72 is the manhole.
             410  Skate-O-Rama
             391  Software store
             371  Clothes store
             390  Radio Shock
             385  Monolith Burger
             375  Arcade
             340  being tortured by 2 luscious babes
             150  Roger Jr. in the ray
             610  Bar from Space Quest 1
             535  Docking bay on first planet

Alt W   displays "Script .948 not found" and exits to DOS (???)

Alt Y   Allows input of "vanishing" variable.

Alt Z   Exits to DOS

        So, enjoy and have fun.


X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
 Another file downloaded from:                     The NIRVANAnet(tm) Seven

 & the Temple of the Screaming Electron   Taipan Enigma        510/935-5845
 Burn This Flag                           Zardoz               408/363-9766
 realitycheck                             Poindexter Fortran   510/527-1662
 Lies Unlimited                           Mick Freen           801/278-2699
 The New Dork Sublime                     Biffnix              415/864-DORK
 The Shrine                               Rif Raf              206/794-6674
 Planet Mirth                             Simon Jester         510/786-6560

                          "Raw Data for Raw Nerves"
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
  
[[category:Adventure]]

[Adventure] Space Quest III Hint Section


3

This is the Space Quest III hint section.
Please select the area in which you are having trouble.

   1 ... Trash Freighter
   2 ... More on the Trash Freighter
   3 ... Monolith Burger
   4 ... Phleebhut
   5 ... Ortega
   6 ... Pestulon
   7 ... More on Pestulon
   X ... eXit to Series Selection Menu

Please enter selection: 3

Problem:
How do I get money?

You are at the beginning of this category.

   H ... Hint display    N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
You can  sell your gem on  the planet Phleebhut, or  search your
seat in the spaceship.

You are at the beginning of this category.

   H ... Hint redisplay  N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
What food should I buy?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
What is so important about Astro Chicken?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
Where do I find the decoder ring?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I find out what the secret code in Astro Chicken says?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
What do I do with the decoder ring?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: NC

"NC" is not a valid response here.
C


OK, returning to the Category Selection Menu...

This is the Space Quest III hint section.
Please select the area in which you are having trouble.

   1 ... Trash Freighter
   2 ... More on the Trash Freighter
   3 ... Monolith Burger
   4 ... Phleebhut
   5 ... Ortega
   6 ... Pestulon
   7 ... More on Pestulon
   X ... eXit to Series Selection Menu

Please enter selection: 4

Problem:
How do I get past the lightning?

You are at the beginning of this category.

   H ... Hint display    N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
You can't. You  are walking too far North  when there are better
places for you to go.

You are at the beginning of this category.

   H ... Hint redisplay  N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I get past the snake?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I keep the scorpazoid from killing me?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I get money?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Show Fester at World O' Wonders  your Glowing Gem. Turn down his
first two offers, and accept the third offer.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: 

Hint:
Show Fester at World O' Wonders  your Glowing Gem. Turn down his
first two offers, and accept the third offer.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
What should I buy from Fester at World O' Wonders?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Thermoweave underwear and Orat on a Stick.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I escape the Terminator?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
You can't escape. You must kill the Terminator with the pulleys,
or the pulsating pods.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I kill the Terminator with the pulleys?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Find the  elevator in Mog's foot.  Go up the elevator  and climb
the stairs  to the second level.  Stand on the left  side of the
pulley.  Just  after  the  Terminator  walks  off  of the stairs
towards the gears, type "swing pulley".  Walk up to his body and
get the belt.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: 

Hint:
Find the  elevator in Mog's foot.  Go up the elevator  and climb
the stairs  to the second level.  Stand on the left  side of the
pulley.  Just  after  the  Terminator  walks  off  of the stairs
towards the gears, type "swing pulley".  Walk up to his body and
get the belt.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I kill the Terminator with the pulsating pods?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Lure the Terminator under the  pulsating pods by standing behind
them. Use Orat on a Stick to grab the belt.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How  can  I  get  the  Invisibility  belt  after I've killed the
Terminator with the pulsating pods?

We have no other problems for this category.

   H ... Hint display    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
After you  kill the Terminator, walk  up to his remains  and get
belt. If you still can't get it, use Orat on a Stick to grab the
belt.

We have no other problems or hints for this category.

   H ... Hint redisplay  P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: C


OK, returning to the Category Selection Menu...

This is the Space Quest III hint section.
Please select the area in which you are having trouble.

   1 ... Trash Freighter
   2 ... More on the Trash Freighter
   3 ... Monolith Burger
   4 ... Phleebhut
   5 ... Ortega
   6 ... Pestulon
   7 ... More on Pestulon
   X ... eXit to Series Selection Menu

Please enter selection: 5

Problem:
How can I keep from melting?

You are at the beginning of this category.

   H ... Hint display    N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
You need to wear thermoweave  underwear. You can buy thermoweave
underwear on the planet Phleebhut.

You are at the beginning of this category.

   H ... Hint redisplay  N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
What do I do when I see the ScumSoft men?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Wait for  awhile and see  what they are  doing. As soon  as they
leave,  look through  the telescope,  get the  detonator and the
pole.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
What do I do at the Seismic research campsite?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Look through the telescope, get the detonator and the pole.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
What do I do once I'm inside the base of the generator?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Climb the ladder on the back wall.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
What do I do at the top of the generator?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Walk up to the edge and type, "throw detonator".

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
Where do I find the detonator?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
At the Seismic research sight where the ScumSoft men were.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
The shaky lava bridge has disappeared. How do I get across?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Get the pole, and type, "use the pole".

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
Where do I find the pole?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
At the Seismic research sight where the ScumSoft men were.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I escape Ortega before it blows up?

We have no other problems for this category.

   H ... Hint display    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
You are wasting too much time.  After you blow up the generator,
go straight back to your ship and leave.

We have no other problems or hints for this category.

   H ... Hint redisplay  P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

"N" is not a valid response here.
C


OK, returning to the Category Selection Menu...

This is the Space Quest III hint section.
Please select the area in which you are having trouble.

   1 ... Trash Freighter
   2 ... More on the Trash Freighter
   3 ... Monolith Burger
   4 ... Phleebhut
   5 ... Ortega
   6 ... Pestulon
   7 ... More on Pestulon
   X ... eXit to Series Selection Menu

Please enter selection: 6

Problem:
How do  I make the  planet Pestulon show  up on my  navigational
system?

You are at the beginning of this category.

   H ... Hint display    N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
First decipher the  secret message on the Astro  Chicken game at
Monolith Burger. After  you blow up the generator  on the planet
Ortega, Pestulon will appear on your navigational system.

You are at the beginning of this category.

   H ... Hint redisplay  N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I get past the Scumsoft guards?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
You must wear the Terminators invisibility belt, and turn it on.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How  do I  get into  the Accounting  department without  getting
shot?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Walk  into  the  janitors  closet  on  the  left of the circular
hallway.  Search until  you find  a pair  of overalls.  Wear the
overalls as a disguise.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
What do I do in the Accounting department after I am disguised?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Walk up to each wastebasket  and type "vaporize trash". You will
be able to locate a picture  on the wall that you can photocopy,
and a keycard on the Boss' desk.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How  do I  get past  the door  with the  keycard slot and facial
scanner?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
After you  find the keycard and  photocopy Elmo's picture, type,
"insert keycard" and "show picture".

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I get the picture?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Walk into  the Accounting department, and  vaporize the trash in
each  wastebasket as  you walk  by. To  the left  you will see a
picture and a  copy machine. Take the picture,  copy the picture
on the photocopier, and return the picture.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I get the keycard?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
After you have found the picture, and vaporized all the trash in
the Accounting department, find Elmo's office. If Elmo is in his
office,  leave the  room, and   come back.  When Elmo  leaves, a
keycard will be lying on Elmo's desk.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I get across to free the two guys?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Press the button to extend the bridge.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
How do I free the Two Guys from Andromeda from the Jello?

We have no other problems for this category.

   H ... Hint display    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Press  the  button  to  extend  the  bridge. Then type "vaporize
jello".

We have no other problems or hints for this category.

   H ... Hint redisplay  P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: C


OK, returning to the Category Selection Menu...

This is the Space Quest III hint section.
Please select the area in which you are having trouble.

   1 ... Trash Freighter
   2 ... More on the Trash Freighter
   3 ... Monolith Burger
   4 ... Phleebhut
   5 ... Ortega
   6 ... Pestulon
   7 ... More on Pestulon
   X ... eXit to Series Selection Menu

Please enter selection: 7

Problem:
How do I play Nukem Dukem?

You are at the beginning of this category.

   H ... Hint display    N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Press M to  block, press J to punch, and  use your arrow keys to
move around.  Remember, every wasted  movement will use  up your
energy. Let Elmo come to you and block his punches.

You are at the beginning of this category.

   H ... Hint redisplay  N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
I've  rescued the  two guys,  but the  pirates keep  blasting my
ship. How can I fight back?

   H ... Hint display
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Look at your screen, use WEAPONS SYSTEM.

   H ... Hint redisplay
   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: N

Problem:
I can't seem to lock on to the target when fighting.

We have no other problems for this category.

   H ... Hint display    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: H

Hint:
Make sure your  ship is in ATTACK SPEED. Use  your arrow keys to
track your target, and press the  space bar to fire. Switch your
shield to protect your ship from front attack or rear attack.

We have no other problems or hints for this category.

   H ... Hint redisplay  P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: X

OK, returning to the Series Selection Menu...

Sierra's Get a Hint online

   1 ... Kings Quest Series
   2 ... Space Quest Series
   3 ... Police Quest Series
   4 ... Leisure Suit Larry Series
   5 ... Manhunter Series
   6 ... Hero's Quest, The Colonel's Bequest, Codename: Iceman
   7 ... Conquests Of Camelot, Black Cauldron, Gold Rush!
   X ... eXit to Main Menu

Hintbooks available through Order a Product (Main Menu option 6)

Please enter selection: X

Exiting from Get a Hint, returning to Main Menu...

The following services are available:

 1 ... Get a Hint
 2 ... Customer Support Messages
 3 ... Library of Files
 4 ... Catalog Request
 5 ... Newsletter Request
 6 ... Order a Product
 7 ... Sierra Information Center
 8 ... Technical Bulletins
 9 ... Display/Edit User Account
 X ... Exit (terminate session)

Please select one of the menu options shown, and press RETURN: X

You are about to terminate
this telephone connection!

Are you sure (Y/N)? Y


Ok, thanks for calling The SIERRA BBS!
Hope to see you back again real soon!!







[[category:Adventure]]

[Adventure] Space Quest II Vohol's Revenge The Solution



Space Quest II, Vohol's Revenge       -The Solution-
-----------------------------------------------------

You begin the game sweeping the outer decks of your space ship. As you are
doing your chores, you will hear a sound emitting from your watch. When this
happens, look at your watch and press the button marked 'C' on your watch. Your
superior will order you to clean the just-arrived spaceship. You may press the
other buttons marked 'H' and 'T', but you will not get points for them. They
tell you the [T]ime and your [H]oroscope. Now, press F10 to stop looking at the
watch. Now, walk up the walls (Yes, you can walk on the walls) and situate
yourself in the circle on the ceiling. You will be whisked away inside the
space ship. When inside the space quest, you will go through the process of
decontamination. It only takes a second or two. On the back wall, you will see
an empty hanger. Walk up to it and change your suit. Open your locker and take
the puzzle and the supporter. Now you're all set. Walk through the door on the
left wall.

One of the men will approach you and tell you get your ass over to the
space ship. On the base of the left wall, you will see a little platform. Walk
on the platform and it will carry you to the level above you. Walk in the small
opening in the tube and you will be whisked away to another room.Leave the tube
and enter the space ship. As you are disgusted by the smell of the space ship,
you are abducted by Vohol's men. Vohol will explain his plans to get revenge
from what happened to him in Space Quest I. After his long and winding speech,
he will board you on a spaceship destined to a nearby planet to perform labor
work in his mines. After landing on the planet, his men will attempt to escort
you to the mines, but the hovercraft runs out of fuel and crashes to the earth.
Luckily, you survive the crash, but Vohol's men encounter death, most likely
approaching the gates of hell. Search the dead body lying on the ground and
retrieve the keycard from him. Examine the wreckage and you will notice a
peculiar button. Press the button and the beeping from the hovercraft will
stop. It is advisable to watch out where you are walking around the crash
since there is a pit that you will fall into. Its located on the right hand
side of the screen. Make your way behind the large tree in the back of the
screen and move up. You will then appear in another part of the woods, however,
Vohol's men are on the lookout for you, so you must hide here. Hide behind one
of the bushes on the right hand side of the screen until you cannot see
yourself. Wait awhile until one of Vohol's men appears in a hovercraft
searching for you. If you in an adequate hiding place, the man will leave
and search for you in another place. Now, come out of your hiding place and go
to the bottom-right corner of the screen and go right. You will see a small
being tied to a rope. Being patriotic, you must untie him and he will run away
into the bush. Go to the bottom-left corner and go left. When you are back at
clearing with the two large trees (Where you were hiding), go left and approach
the top-left corner and go up. If you find the right path, you will see a huge
plant-like organism with some pulsating fuzzies in them middle of it. On the
other side of the plant is are some berries. Being careful not to touch ANY of
the roots of the plant, you must make your way through the roots until you make
it to the other side. Now, collect some berries, and make your way back through
the maze of roots. Now, go south again.

On the ground you will notice two small plants. If you kick them, you will die,
so be careful. Take one of the spores from the plants, and venture your way
east. Now, go up the platform ledge and go to the top of the screen then move
west. Then, you will see a mailbox. In your possession is a mail order form
for a magazine. Mail it and the mailbox will whirl, and then a whistle will
fall into the tray. Take the whistle and go east. When you get to the next
screen, go east again, and you will be prompted to insert disk #2. When you
find yourself on the shoreline of a swamp, rub the berries on your body. This
will deter the swamp slug from trying to eat you. Now, walk into the swamp.
When you get into the 2nd screen of the swamp, move towards the top of the
screen and you will eventually find a deep part of the swamp. When that
happens, hold your breath and swim under. You will be in an underground cavern,
and you must follow it until you find your way out the other end. At this end
is a glowing gem. Take the gem and enter the water again and hold your breath
again. Swim back to the swamp, and continue your journey east again. When you
reach the edge of a deep, deep cliff, you must then climb the dead tree
situated at the edge and it will crack and provide a bridge over the cliff.
Walk over the log and walk east again. As you are walking east in the woods,
you will be caught in a booby trap, and blood will rush to yer brain and you
may begin seeing things and dreaming about weird things, then when you wake up,
you will be in a cage with a beast watching the fire burn. What you have to do
is get the guard's attention. Try to talk to him several times, and when he
finally approaches your cage door and stops, throw the spores at him. The fumes
of the spores will kill him. Now, take the keys from him, unlock the door, and
then open it and take the rope from the boulder and make your way north.

You will end up on a small platform in the mountain side. In the distance you
will see the landing platform that you landed on when you arrived on the
planet. Quickly as possible, make your way west. If you are too slow, you
will be discovered and shot by Vohol's men. When you make it west, you will
be in the forest again. Walk west once more and you will be beside the cliff.
Climb onto the log and crawl half way across it. Now, tie the rope to the log
and climb down the rope. (Do not tie the rope to the stump). Down inside the
crack, you will see a large monster growling at you. Move your way down the
rope until your feet hit the bottom of the rope. Now, start swinging the rope.
The rope will swing faster and faster. When you notice the monster swing his
arm at you once, that is your cue to jump to the othe ledge. Don't let him
have a second chance to swing at you. You should make it to the other ledge.
You will be in a dark cave, so walk into the darkness as far as you can, and
then hold out the gem in your hand. It will give you a lot of illumination
inside the darkness. Make your way around the rocks and go all the way to the
end of the cave, until you fall down in a hole. When you fall out into an
opening surrounded by large boulders, some small men will appear and tell you
to follow them. Before you follow them, take the gem from the ground again.
(You dropped it when you fell). Now, follow them south. They will talk to you
thanking you for saving their friend's life, etc, etc and tell you you can stay
as long as you want, and just give the word when you want to leave. There is no
reason to stay there because you already picked up your gem again. Now, type
"Say the word" and they will provide you a means of exiting the place. Climb
down the ladder. You will be in total darkness! Now, to provide some light,
put the gem in your mouth and you will have some light. What you have to do is
find your way out of the underground cavern. Here is a partial map of how to
get out. It may not be exactly to scale, but it should suffice.

(start)
   *                                   Follow the paths and connect to
   |                                   each letter. Move your man to point
___|______________|(a)                 'A', then from point 'A', move to
                  |                    point 'B' then from point 'B', move
             |____|____(c)             to point 'C', then from point 'C',
             |   (b)   |               move to point 'D', and so on, and so
             |____    _|____|(e)       on......
             |    |   (d)   |
             |          ____|
             |         |    |
                       |    |
              _________|____|_
          (g)|             (f)
             |
          (h)|________________* -(get out here)
                             (i)

When you reach a beautiful underground waterfall and a lake, walk into the
water and work your way to follow the current of the water. When you approach
the stream where it forks of into two holes (caves), take the right cave. If
you take the left cave, you will meet your death by falling over a waterfall.
Take the right one! You will approach a whirlpool and get sucked up by it, but
you will not die. You will exit out into a small lake-like pond with an ugly
face carved in the mountain. A waterfall is spewing out of its mouth.
Move right and you will end up in a place where you cannot move anywhere. You
are surrounded by a large rock and trees. Just to be safe, stand in the water
and blow your whistle. A beast that looks somewhat like a tornado will
cut its way through the rock and try to kill you, but because you are in the
water, he will not touch you. What you have to do is throw the puzzle at him.
You must be quick to do this, or he will kill you. Stand on the ground, and
throw it at him and he will leave you alone. Now, walk into the hole the
beast carved for you in the rock.

You will now be outside of the platform where you arrived on when you came to
the planet. A guard will be patrolling the building, so be careful where you
walk, or you will be shot. When the guard looks out when standing in the
middle, and proceeds walking LEFT, then take off to the door and insert the
keycard into the door. If he is walking 'Right', he will see you and kill you.
Be quick! If you do it okay, you will end up on top of the platform and you
will see a spaceship. Walk to the rear of the ship and open the hatch. When at
the controls of the ship, press the "power" button, then turn the dial, and
press the thruster button, and pull back on your joystick (or hit the down-
arrow key on your key pad). You will begin rising. When you exit the atmosphere
of the planet, begin moving in the forward direction. Eventually, Vohol will
get you and take control of the ship, and guide you to his base inside a
very, very large meteor. It is now time to insert disk #3.

You will now be docked in Vohol's base, but oddly enough, you do not see any
guards. You are curious as to what Vohol as in store for you. Walkways are
extending in almost every direction. Take one of the paths going towards the
east or the west. Either way, you will find an elevator. Walk inside the
elevator and look around. You will notice a panel with buttons on it. The
buttons are labelled One, Three, Four, and Five. The second level is NOT
accessible from the elevators. Now, press "three" and you will be transported
to level three. As you walk along level 1, you will notice a door with a button
on it. This is the only thing I found interesting on this level. Push the
button and walk inside the door and take a look. It will be dark, but you will
notice that you are in a janitor's closet. In there is a plunger. Take the
plunger. On each end of the levels is an elevator. Make your way to any one of
the elevators and transport yourself to level four. On this level, you will
find a door. Push the button and inside the door you will find a glass cutter.
You obviously have to take it. As you continue on looking around level three,
you will find a bathroom. In the empty stall in the bathroom, take the toilet
paper and leave the bathroom. Make your way to an elevator and go to level
five. Up there you will find a door that contains a waste basket. Take the
waste basket. Also visible are a pair of overalls. Take the overalls and a
lighter will fall out. Take this also. Also on this level is a kissing
monster with red lips who will give you a juicy french kiss. I don't see any
significance to this love monster yet. On any of the levels, you may
see a floor-walker waxing the floors. Run away from it! If you don't, he
will flatten you and end yer' game. Now, go back down to level one in front
of your space ship. 

You will now see a path extending downwards. Walk down the path and you will
be trapped in between two barriers and the floor is moving slowly out from
underneath you. At the VERY last minute, stick your plunger to the barrier.
You will be safe. When the floor closes again, climb down from the plunger.
You will subsequently lose your plunger, but you do not need it. To the right
and the left are two exits. On both exits are some killer-robots. Before you
go in any direction, put the toilet paper inside the waste basket, then drop
the waste basket on the floor and light the paper. This will cause the heat-
sensitive sprinklers to go off on the ceiling short-circuiting the robots.
After your slick job has been completed, go right until you find yourself in
a room where Vohol is sitting on a platform looking at you. What you have to do
is walk up the stairs towards him. You will be shot by a laser-beam, but your
game is NOT over. You will eventually be minituarized and stored into a small
jar. Cut the jar with the glass cutters and you will see a vent to your left.
Climb inside the vent and push the button on the back wall. This will shut off
the life-support systems thus killing Vohol. Go back through the vents and
walk to your left. By now, you will see a keyboard, monitor, and a switch.
Walk up to the switch and pull it. Now, the screen will ask you if you want
to enlarge or reduce. You want to enlarge, so type enlarge on the keyboard
and go back inside the jar and you will be enlarged again. Search Vohol's
dead body and you will notice a password on him. This password is SHSR.
Look at the flashing screen and type in the password SHSR to abort the
launch of the clone-salesmen. Now, make yer' way up the second flight of
stairs.

You will now be outside of the meteor in some sort of tunnel. Beside you is
a box. Open the box and wear the oxygen mask found inside. Walk along the
tunnel until you find yourself inside the base again. You should save your
game now as its not hard to die. The sound of a blaring siren is ringing
through your ears. You must escape from the meteor-base right away.
Walk left and after two (2) screens, type "PUSH BUTTON", but don't hit
the return key. Walk one more screen left and when you see the robot standing
on the wall, as quick as you can push the button to open the pod door and
type "ENTER POD". This may take a few tries as you have to be extremely
quick as the robot can kill you very easy. When inside the pod, press the
launch button. Ahh! You have escaped from Vohol's base, but your problems
are not over yet!! Your oxygen supply is about to go empty, so you must
walk around the pod and find the chamber. Open it and climb inside.
You have saved the universe and the planets from certain destruction!
You are waiting for someone to find you... Soon!


-- Thanks for playing Space Quest II --

-- Brought to you by The Undertaker and Captain Caveman --

-- Brought to Orange County by Shadow World Industries B.B.S.  714-968-5405 --

-- Call these fine boards:    Shadow World Insdustries  714-968-5405
                              TripWire TECHnologies     714-964-1146
                              Wellspring                714-856-7996  --

Compliments of John Doubleday







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                          "Raw Data for Raw Nerves"
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[[category:Adventure]]

[Adventure] Sorceror Of Claymorgue Castle


             THE SORCEROR OF CLAYMORGUE CASTLE (Adv. Int.)
             ---------------------------------------------

(You begin on a field outside the castle) GO MOAT, HOLD BREATH, SWIM DOWN, GET TOWEL, SWIM DOWN, SWIM EAST, BREATHE, U, GET CRATE, S, DROP CRATE, S, PUSH EAST (the wall moves), CAST SEED (the door opens), W, PULL WEST, GET UNRAVEL, GET METHUSELAH, E, PUSH SOUTH, D, CAST LYCANTHROPE (the rats run off), GO HOLE, GET * STAR, GO HOLE, WALK UP, GET * STAR, N, N, DROP STAR, DROP STAR, E, CAST UNRAVEL (the rope supporting the chandelier will soon fall down), W, W, PULL LEVER (the drawbridge is lowered), DROP WOOD, E, N, OPEN CABINET (you find Bliss Spell), GO DRAIN, HOLD BREATH, SWIM DOWN (4 times), LOOK BOTTOM (you find a * STAR), CAST BLISS (you return to the field, floating above the ground), GO DRAWBRIDGE, E, E, S, PUSH EAST, GO DOOR, D, GO LAVA (using Bliss you float across the lava - but hurry!), S, GET * STAR, GET DIZZY DEAN, N, N, U, U, W, N, DROP STAR, DROP STAR, GET CRATE, E, GO CHANDELIER, GET * STAR, CAST WICKED QUEEN (the glass turns into a mirror), GET MIRROR, CAST LIGHT (the chandelier floats up), GO LOFT, THROW CRATE (it breaks open), GET POTION, JUMP (using Bliss you survive), GO CRATE, GO HOLE, GET METAL, GO HOLE, JUMP, W, GET BRICK, W, GO DRAWBRIDGE, LOOK BATTLEMENTS, CAST DIZZY, THROW BRICK, AT CAN ('SAVE' first - hitting or not is randomized!), E, E, GET CAN, OPEN CAN, USE METAL, LOOK CAN (another * STAR), DROP CAN, DROP METAL, DROP TOWEL, DROP MIRROR, S, PUSH EAST, GET DUST, W, DRINK POTION, PUSH DOWN (the potion saves you), THROW DUST, GET * STAR, LOOK DRAGON (here's yet another star * STAR), GO HOLE, GET * STAR, GET FIREFLY, W, U, N, DROP METHUSELAH, GET PERMEABILITY, GET STAR, W, GO DRAWBRIDGE, W, DIG (ah! en * STAR), W, CAST FIRE, AT TREE, LOOK ASHES (and another * STAR), CAST PERMEABILITY, CAST FIREFLY (you are inside the tree), DROP STAR (8 times), CAST YOHO (you appear on the field again), GO DRAWBRIDGE, E, E, GET METHUSELAH, GET STAR, GET STAR, GET STAR, GO FOUNTAIN, GET * STAR, CAST METHUSELAH (to survive!), GO CENTREPIECE, GO SHAFT, GET * STAR, CAST YOHO, DROP STAR (5 times), SCORE (you have collected all the stars and hence solved the game!) 


SPELLS

Bliss - takes you from the bottom of the moat and up, across the lava       and down from the loft.
Dizzy Dean - helps you to hit the can on the battlements.
Fire - ignites a tree in the forest. This leaves a star in the ashes.
Firefly - provides light inside the tree.
Light - lifts the chandelier to the loft.
Lycanthrope - scares the rats away.
Methuselah - cures the disease when you are on the fountain.
Seed - opens the door in the dusty room.
Permeability - allows you to enter the tree in the forest.
Unravel - brings down the chandelier in the ball room.
Wicked Queen - gathers the shards of glass on the chandelier into a         mirror.
Yoho - takes you to the field.

Jacob Gunness - d.22/9-1990.  
[[category:Adventure]]

[Adventure] Sorcerian


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 SORCERIAN
   Part 1

 INTRODUCTION

 Due to the unique manner in which SORCERIAN is presented, this walkthru will be
a guide to finding your way through the various quests. After you've solved each
quest, before exiting back to the menu screen, take the time to travel back
through the quests' landscapes to locate hidden goodies -- items which won't be
discovered until after the quest is over.

 CREATING CHARACTERS

 You can create up to ten characters, but most parties may only consist of up to
four characters; several quests only allow three characters to participate.

 Generally, fighting characters (fighters and dwarves) have low (or minus)
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intelligence, but high strength and vitality; magical characters (wizards and
elves) have high intelligence but low (or minus) strength and vitality. At
various points in the quests, these attributes become important: High vitality
is required to open doors in the later quests; intelligence is needed to use the
magic in the items you will acquire; karma is important when talking to the NPCs
you'll meet, getting better prices, and for dealing with the priest in the
temple on the "Go to Town" menu. Other important stats are dexterity,
protection, magic protection (the ability to escape magical traps), and age.
And, as is true in most games of this type, male characters have higher strength
and vitality than females, but the ladies have higher karma and intelligence.

 So, give your character a name, select their class (fighter, dwarf, elf, or
wizard), their sex, and press ENTER to see what point bonus you get. Fighters
and dwarves get relatively high bonus points, while wizards and elves get lower
bonuses; females get lower bonuses than males, regardless of class. If you get a
bonus lower than five points, you might want to consider deleting the character
and trying again. Additional bonus points can be gained by raising the
character's starting age. You receive one additional point for increasing the
age of fighters, dwarves, and wizards by two years; elves' ages increase in
increments of five years per point.
 !CompuServe CIS:TEG-11022


 Spread the bonus points around your characters' stats. Strength, dexterity, and
intelligence are the best ones to add to at the beginning; the other stats will
go up with experience, training, worship, and magic item acquisition.

 OCCUPATIONS

 This gets rather tricky. The occupations carry stat bonuses and penalties with
them. For example, some occupations may lower your character's strength but
increase his intelligence. Refer to the SORPRO.HLP file in LIBrary 9 -- CRPGs --
in The Gamers' Forum for a list of occupations, bonuses, penalties, and
earnings. There are four occupations which carry no point penalties (Farmer,
Florist, Housekeeper, and Cook). If you don't change your characters'
occupations, they'll all be Farmers. One of the quests requires that certain
occupations be included in the party. These will be noted at the beginning of
the quest.

 When you view the Occupations Menu, only those jobs printed in gold can be
selected by the character; occupations printed in purple cannot be selected; the
character's current occupation will be printed in white. The gold coins paid per
 !CompuServe CIS:TEG-11024

year will be listed at the top of the screen, and this will change as you move
the cursor to the different jobs. Note: Karma will affect the annual pay of your
characters; the higher the karma, the higher the pay.

 GOING TO TOWN

 After you've generated at least four characters, save them, and go into town.
Take each character to the weapons shop for outfitting; if they're not fully
equipped, they can't go on quests. That's all you need to do in town at the very
beginning. After you've been through the first quest, you'll do much more here.
The following paragraphs explain the functions of the various town locations:

 WEAPONS SHOP: In addition to buying weapons and armor, you can sell items and
potions: Don't! The prices you'll get are ridiculously low. Instead, sell them
after a quest is over (on the "end of quest" menu) to get fantastically high
prices.

 MAGICIAN: Come here to enchant items, retrieve those already enchanted, remove
enchantments from items, and to resurrect the dead (it's cheaper than the
temple, and karma's not a factor). Item enchantment takes three years to
 !CompuServe CIS:TEG-11026

complete and costs vary. Remember that you can only add one god's influence to
an item per enchantment request. So, if you want to create a sword with two Mars
influences, you'll have to enchant it twice -- that's six years. (Refer to the
MAGIC.SOR file in LIBrary 9 -- CRPGs -- in the Gamers' Forum for explicit
details.)

 HERBALIST: You can buy potions here, or you can have the herbalist mix the
herbs you've found in the quests. Note that all the potions listed in the
documentation aren't available; refer to it when you're having herbs mixed to
get those not for sale.

 While I'm talking about the herbs and potion mixtures, I'll touch briefly on
the creation of potions by characters skilled in Herbs. As mentioned, not all
the potions listed in the documentation can be purchased; some need to be mixed
by the herbalist. On the quests, you'll find the five different herbs which
combine to create potions. Refer to the documentation to have the herbalist mix
a potion he doesn't carry from your list of herbs. Once you have that potion,
the game will automatically "clone" it if the character possessing the potion
has Herb Knowledge and if the proper herbs are in _any_ character's possession.

 !CompuServe CIS:TEG-11028

 To summarize: If your Herb Knowledge character has a potion of Cure and a
potion of Anti-Magic, and if the party's carrying five Verbenas and two Savorys,
the Cure potion (Verbena) could be cast six times, or the Anti-Magic (Verbena
and Savory) and Cure (Verbena) potions could be cast three times each. It's a
bit tricky and requires a close check of your herb/potion inventory, but you'll
get the hang of it as you go along.

 TEMPLE: While seemingly unimportant, a visit to the temple is necessary after
each quest to keep your karma high and to keep you in the gods' good graces.
Donate gold and make a confession to raise the negative karma of a character.
Only do this once a year, though. Praying after each quest is equally important;
doing so lets the gods know you're worthy of their intercession -- essential if
you need to resurrect a fallen hero. Only use the resurrect feature in the
temple if the magician isn't guaranteeing a 100% rate of success, or if his
price is beyond your means.

 ELDER'S HOUSE: Until you have a character trained in Item Knowledge, bring
items you find in quests here to be identified. The elder will charge for his
services, but it's money well spent. In addition, he'll tell you various legends
about which combination of gods create which spells; be sure to answer YES when
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he offers to tell you the legends. He'll only tell you a legend after he's
identified one of your items. It's a good idea to make notes of what influences
your items have for future reference. If an especially powerful spell is on an
item, he'll charge you to "turn on" the magic spell. Again, the prices for this
service will vary.

 THRONE ROOM: This is where you come to gain level and stat increases after a
quest. These will be automatically bestowed if you're ready to go up a level.
The king will also tell you how many points are required to gain your next
increase. Be sure to bring both your participating and non-participating
characters here; even inactive characters will gain experience during their year
of occupational duty.

 TRAINING FIELD: Bring your characters here for training. Training takes two
years to complete regardless of the skill in which you're being trained. After
the first quest, the best skills to train your characters in are Item Knowledge,
Trap Escapes, and Herb Knowledge. The other skills are equally important, but
get several quests "under your belt" before you spend the two years to learn
them.

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 MUSICIAN'S GUILD: I'm still not certain what this place does, but it's free,
and the music's pretty if you have a music card in your computer.

 After all your characters have been to town this first time, save them, create
a party, and you're ready for your first quest!

 THE QUESTS

 In order to avoid repetitious directions, I've given names to each of the rooms
you'll visit in the various quests. I'll give you detailed instructions to reach
the room the first time; afterward, I'll refer to it by name only (e.g., "Go
back to the Throne Room"). At the end of the quests, I'll give you a list of
special items I was able to locate which aren't listed on the "Items" pages at
the beginning of the quest descriptions in the SORCERIAN documentation.
Consequently, I'll mention those items which are listed in the documentation,
but which I couldn't locate.

 FIGHT THE DRAGON

 When your heroes are experienced enough, after you've organized a party, you'll
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be given the option to Fight the Dragon. This quest is murderous; it doesn't
appear to be an actual quest, but more of a dragon-bashing expedition. I was not
able to complete that quest, but it looks pretty straightforward; just close
your eyes, cross your fingers, and pray.

 Now, on with the quests!

 SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.

 This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
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 SORCERIAN
   Part 2

 THE STOLEN SCEPTER

 Put your fighters in the front, your magic user (if you have one) in the back,
and press your CAPS LOCK key so that you'll have your characters' hit and magic
points displayed at all times. Go to the right across the bridge (Ball Room),
jump, and get the blue ball. Go left, fall down into the chasm (don't worry
about falling; your characters won't ever take hit points from falls), and go
all the way right to the hole.

 Go through the hole (Demon Room), right, and insert the blue ball in the hole
next to the door to open it. Enter the door and fight the Bogards (Bogard Room).
The magic user's Wooden Cane has a fireball spell on it. Hold down the ENTER key
to use it. This is a good place to gain experience; if you position your party
just right, the Bogards can't reach them, but pile up in a nice, tight column,
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making them easy pickings. Allow them to pile up so that your party can regain
their hit points. Then, fight them and make your way to the right to the Stone
Switch. Jump and touch the switch to enter the Rat Room. Don't jump in front of
any holes in the Rat Room which have rats (red eyes) in them unless you want to
fight the rat hordes which come forth when you do.

 Go left until you see a hole without rats (almost to the left wall), and enter
it (Water Jug Room). Go to the jug and jump twice to get it. Go right through
the door into the Bat Room. Dash to the right (hold the Shift and right-arrow
keys down) and go through the door (Two-Jug Room). Go through the left-hand door
first. Jump twice to put water in the jug (One-Jug Room) then, go through the
right-hand door (Skeleton Room). Dash right and enter the first door you come to
(Spike Room). Heal up, then dash across the spikes to the left wall to get the
first Crystal. Dash back to the right, heal, go through the door, and dash right
to the next door. Go through it (Bridge Room) and head right to the torch. Jump
up to reveal a hidden door in the Rat Room (directly below you). Then, continue
to the right, and go through the door. You're back in the Ball Room.

 Go back to the Rat Room, go right, and through the door. Go up the stairs,
through the door, and walk to the right to find the second Crystal. Then, walk
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to the left hole, and enter it. Go back to the Rat Room and make your way to the
Two-Jug Room.

 Put one Crystal in the left jug and the other in the right jug. This has
drained a particularly nasty acid lake; take the Crystals from the jars. Go
through the right-hand door to the Acid-Drop Room. Go through the middle door
and dash right (even more bats!) to the stone switch. Jump up and touch it (you
won't get any flashing lights this time), race back, and jump up to get back
into the Acid-Drop Room. Go back through the left-hand door, and work your way
back to the Ball Room, then on to the Demon Room. Get the blue ball, exit the
room, then go left and through the door (3-Door Room).

 Dash all the way to the right (watch your head!), and go through the last door
into the Torch Room. Insert the ball in the niche, and enter the door (Acid Lake
Room). Go all the way to the right and leap over the last gap to the ledge. Go
to the statue and take the jewel. (Note: The trap won't affect your fighter
characters' ability to fight.) Go left and make your way back to the Demon Room.
(Don't forget to take the ball with you!)

 Heal completely, then insert the jewel in the Demon's hands to open the
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right-hand door. Kill the two hydras with your fighters' swords (fireballs won't
work on them) for 250 experience points (EPs), and go right to get some Savory.
Exit the Hydra Room, take the Jewel, open the left-hand door, and enter it. Go
back to the Acid-Drop Room, insert the jewel in this statue's hands, remove it,
and go back to the Acid-Lake Room. (Inserting the jewel in the second demon's
hands removes a stone trap blocking your progress under the statue in the
Acid-Lake Room.)

 Go all the way right, down into the gap, stop, and heal. Now, go all the way
right to the chest. Fight the Ouks, get the Scepter, Long Sword, and Sage. Then,
go back to the 3-Door Room. Enter the middle door (Goran's Room), go down the
stairs, and talk to Goran. Leave him, go left, and through the next door you
come to (Hole Room). Go all the way right and through the door at the top of the
stairs. You'll find yourself in the Spike Room. Unfortunately, it's still in
operation. Jump right and enter the Skeleton Room.

 Now that you've found the Scepter, all the monster activity has halted. Take
your time to stroll through the caverns, touching walls to find herbs. Go to the
Ball Room, then return to Goran's Room. He should be gone. Go to where he was
sitting to find Goran's Axe.
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 When you're ready to leave, go back to the Ball Room. Save your game, go to the
ledge's edge, and jump across the chasm. You want to get out with that blue
ball! If you fall down to the lower level, restore, and try again until you make
it. Go all the way left and the quest is over. Make sure you have the following
items in your inventory before exiting the quest: Long Sword, Scepter, Blue
Ball, two Crystals, Water Jug, Goran's Axe, and Jewel.

 Give the Scepter to the king for gold. Sell the crystals, jewel, and jug. Keep
the Long Sword and Goran's Axe (use the DIVIDE option on the menu), and the Blue
Ball (it has a resurrect spell on it). Sell the short sword of the fighter who
receives the Sword and/or Axe (press the right-arrow key to get to your
characters' items for selling purposes). Disband the party, go to town to
convert herbs into potions, to visit the king for stat increases, for training
(if you wish), and to pray at the temple. In addition to gaining experience
through battles, training will net you experience. Be sure to visit the king
after training in case you've gained a level.

 Repeat the Lost Scepter quest until each of your fighters has a Long Sword,
your magic user (if you have one) has a Blue Ball and a Scepter (you only need
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to give it to the king once; refuse the second time you complete the quest), and
each of your characters has at least 600 hit points. Train one character in
Items, another in Herbs, and a third in Traps before starting the next quest.

 HINT: While training is in progress, item enchantment should be done if you
want. That way, instead of having to play through three years' worth of quests
before an item's ready, you only have to wait one additional year after
training's completed.

 THE LOST TALISMAN

 Lots of traps in this quest; put your character with Trap Knowledge in the lead
before examining anything!

 Battle your way right and through the hole in the hedge (Left Hedge Room).
Then, go all the way right and stand under the cross. You hear the voice of the
Forest God who tells you what you must do and gives you the Golden Pedestal.
Head back to the Left Hedge Room, then go right, and up the stairs (Hill Top
Room). Wait at the top until the Hill Giants reach you. Do battle with them
until you win. Go right to receive the Emerald Ring.
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 Go downstairs to the right (Well Room), go left, and through the hole in the
hedge (Sap Room). Jump over and get the Jar of Sap. Exit back to the Well Room,
and go through the wooden door into the Statue Room. The statue's trapped.
Examine it twice to open the stone slab, then heal before entering the opening
(Destru's Room). Equip your fighters with the Long Swords (if you haven't done
so already), your magic user with the Crystal Ring (it has the Heal spell on
it), and do battle with Destru. HINT: Destru is putty in the hands of a Long
Sword-wielding dwarf! Hold down the Spacebar, stay close to where his balls of
light coalesce, and beat on him until you win. (Press the ENTER key when you
need to heal your characters. Note that use of the Crystal Ring uses magic
points; magic points regenerate quickly.) After the battle, you receive Destru's
Diamond Staff which will get you through most of the doors.

 Heal and go through the right-hand door to the Purple Worm Room. Go left to the
door just before the ornate statue and use the Emerald Ring to open it. Enter
the room and examine the mediating man twice. After he tells you what a terrible
thing you've done, go back to the Purple Worm Room, jump over the worms, go all
the way left, heal, and go through the hole into the Chronodemon Room. Dash down
the hill, and left to the stone slab. Examine it twice, then go through the door
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to its right. Now, examine the niche twice. When the sand starts pouring
through, exit this room, cross over the ex-slab, and go through the door into
the Niche Room.

 Enter the open niche, and go right though the door into Ria's Room. Talk to her
and do as she bids. Go left, upstairs, through the door into the Well Bottom
Room. Then, go all the way right, jump onto the rope, and climb it. As you do,
you drop the pedestal (it can't be helped). You're back in the Well Room. Go
right, upstairs, and examine the door until it opens. Enter it to find Ria's
uncle. Talk to him, and after he leaves, go back to the Well Room, and down into
the water. Walk right to learn you can't find the pedestal. Exit the well (don't
go back up the rope!), and you find wet footprints leading left. Follow them and
a hidden door is revealed to you.

 Go through it, down the stairs, and through the door. You're back in the Purple
Worm Room. Return to the Chronodemon Room, go left up the hill through the door,
up and through the next door, then stop and heal. Fight the Sand Maribo to earn
500 EPs. HINT: Stand on the lower stairs to the left of its lair, and make it
have to go to the bottom of the stairs to _your_ left. Hold both the Spacebar
and the up-arrow keys down continuously. Eventually, it will be impaled on your
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swords.

 Go back to Ria's Room to report in. She tells you about a dungeon key dropped
nearby. Make your way back to the Well Room, go right, and through the hole in
the hedge to the 3-Door Room. Go through the middle door, jump down, through the
door, and talk to the guard. Go left past the door to get the Dungeon Key, then
through the door you just passed into the Ceiling Trap Room. After Ria opens the
door for you, dash left into Ria's Room, heal, and talk to her again. Return to
the Purple Worm Room (via the secret door in the Well Bottom Room), dash right
to the top of the hill (you'll see more footprints leading that way), and use
the Dungeon Key to open the door. Enter the Dungeon Room, go down, and talk to
Ria's Uncle. He gives you the Shrine Key, but won't come with you.

 Leave him, and return to the Purple Worm Room. Go left and through the first
door you come to. When you take the Golden Pedestal, the door closes. Put the
Dungeon Key on the altar in its place to reopen the door, then leave. Go back to
Destru's Room, and enter the left-hand door (with the Shrine Key). Get the
Talisman, return to the 3-Door Room, and go through the right-hand door. Walk
all the way to the bottomless swamp. You'll automatically throw the Talisman
into the swamp. The Forest God rewards you with 500 EPs, and the quest is at an
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end.

 Wander around the scenery, bumping into walls to find herbs, and climbing down
into the water in the Well Bottom Room to find the Fog Robe. Before leaving the
quest, you should have the following items in your inventory: Emerald Ring,
Diamond Staff, Shrine Key, and Fog Robe. Be sure to identify these items (use
APPRAISE on the "end of quest" menu). Sell the Key, and DIVIDE the remaining
items to your magic user. Make the decision of whether you want to keep the Fog
Robe or the standard Robe of Protection (which your magic user currently has).

 SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.

 This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
Last page !CompuServe CIS:TEG-11114




 SORCERIAN
   Part 3

 LUCIFER'S FLOODGATE

 Enter the first opening you come to (Powder Room) and get some White Powder.
You'll come back here two more times for white powder. The powder is used to
extinguish flames that are hiding one of the five swords you'll need in order to
solve this quest.

 Leave this room and head right. Go through the first door; as you go down the
stairs, touch the third lamp to learn about messages hidden in other lamps. Go
through the door at the bottom of the steps into the 3-Door Room, then through
the door to your right. Touch the extinguished lamp (second lamp down the
stairs) twice to remove a blockage in the Rod Room. Go back upstairs and through
the far left door. Fight your way across the bridge and go through the door.
Touch the second lamp down the stairs to get another clue.
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 Heal up and go through the door at the bottom of the stairs. Save your game,
enter the water, and kill the two Kraken for 2,000 EPs. Exit the water (left),
then leap from island to island (above the lake) to get the Gabriel Sword (on
the fourth island). There's sage on the fifth island, and savory on the seventh.
There's nothing else further to the right. On the way out of this room, go to
the left wall to get lavender.

 Go upstairs, through the door, then hurry across the bridge (try to avoid the
mud being thrown by the Golems above you), and go to the wall to find lavender.
Enter the left door. After the battle with the Lizardmen, touch the second and
fifth lamps for clues. (You've already found the sword above the lake.) Now,
have your strongest character push the fourth rod to stop the waterfall. Leave
the room, go back across the bridge, and go through the far left door.

 Fight your way across the bridge to the third hole and enter it. Throw the
white powder on the flame to find the Rafael Sword. Exit, go back to the left,
across the bridge, through the door, up, and through the center door. Go up,
through the door, and all the way left back to the Powder Room for more white
powder. Exit, and go all the way right, past the door, and up the narrow crawl
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space. Examine the sword you find (it matches the Rafael Sword) again, to place
the Rafael Sword over it and open the door.

 Fight your way downstairs and through the door to another door with a sword
next to it. This sword matches the Gabriel Sword. Open and enter this door, then
examine the extinguished lamp on the staircase. When you do, you hear the sound
of something moving overhead. That's all you can do here for now. So, go back
upstairs, retrieving your sword as you go. Ah! A hidden door has been revealed;
go through it. Strange place, this, but it's sort of like one of those "slide
the block" puzzles. If you have CAPS LOCK on, turn it off so you can see the
entire room.

 It looks like you can only go a short distance, but if you stomp on the block
without a blinking light (press down-arrow), you'll see it will go down one
"square" for each stomp. Note the reaction of the other blocks in the room! Stop
three times to uncover the Silver Sword. Jump up the "stepping stones," go left,
and stomp on the first blinking stone to lower it. Now, you can exit the room.
Leave this area (up), and head all the way right to find lavender. (Remember to
take the Rafael Sword before you go back downstairs!)

 !CompuServe CIS:TEG-11861

 Go back down to the main level, left, and through the door. Cross the bridge
and go through the far right door. Go upstairs (Troll Room), fight the trolls
(they looked like mummies to me), and put the Silver and Gabriel Swords in the
empty niche to open the door. Go through and throw powder on the fire. Return to
the Powder Room, get more white powder, and return to the Troll Room. Throw the
second handful of powder on the fire to find the Michael Sword. Take it, exit
the room, get your Silver and Gabriel Swords from the niche, and go back to the
3-Door Room.

 Go through the right door, all the way left, and place the Michael Sword in the
niche. Go through the door into another of those sliding-block puzzle rooms.
Turn off your CAPS LOCK key to see the entire room. Stomp the first non-blinking
block, then stomp on the second non-blinker. Go to the left, down the stepping
stones to the bottom, right to the wall, and push up on the non-blinker to
reveal the Crystal Sword. Go up, over, and down to get the Sword.

 To exit this room, go back down the center set of stepping stones, go left, and
push up on the far left blinker. Go up through the center steps, back to the
door, and exit. Take the Michael Sword from the niche, go all the way to the
left wall for some sage, then exit back to the 3-Door Room.
 !CompuServe CIS:TEG-11863


 Go through the middle door, up, and right. Go up the narrow crawl space, place
the sword to open the door, then go through the door, and use the swords to open
the other doors barring your progress. Work your way through the doors in this
manner until you come to Lucifer's Floodgate. Place the Silver Sword on the left
and the Crystal Sword on the right to open the gate.

 Take the Silver and Crystal Swords and exit, collecting your other swords as
you go. Now that the Floodgate is open, the monsters are quiet. Explore all
areas before leaving. Before ending the quest, make sure you have the following
items in your inventory: Rafael (6 Mars, 4 Saturn), Michael (7 Mars, 3 Saturn),
Gabriel (8 Mars, 2 Saturn), Crystal (6 Jupiter, 8 Sun), and Silver (7 Sun, 7
Venus) swords.

 THE CURSED OASIS

 Go to your right through the opening into the Desert of Pillars. Battle your
way across the desert to the opening and enter it. You wind up inside a well.
Don't wait around long, but exit the well to the left to find sage, then go
right into the tunnel. Go through the tunnel to the Castle's front, and through
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the door.

 Start fighting immediately to get through the Berserkers. Wade through the
fountain (left), and go through the door on the lower level. You can't help the
girl yet, so go under her and through the door, across the screen, through the
other door, and down the stairs to your left to the Kitchen. Talk to Olvara;
don't go near her fire or you'll get a nasty burn.

 Go back upstairs, exit this entire area, fight the Berserkers, and go up to the
door on the upper level. Go through it, upstairs, and out the door to the
Walkway Room. On this long walkway is a number of doors. The first one leads to
the Upper Winch Room; the second leads to the Lower Winch Room. These winches
need to be turned to free the girl. Unfortunately, they're rusted tight; you'll
need oil to loosen them.

 Before entering the third door, heal. This door leads to a swamp which houses a
suspicious-looking dragon fountain, complete with statue. Wait around long
enough and both the dragon and statue come to life. Vanquish Ruwan and his
Golden Dragon for 1,500 EPs. That's all there is in this room; you'll never need
to come back. Go back to the Walkway Room and enter the fourth door.
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 Go downstairs and through the door into the Piston Room. Avoid the "pistons,"
and make your way to the lower left-hand corner into the well. Go down to the
Ocula Room. These things are quite nasty. The free-floating pillars (baskets)
control the gates which lead to the other sections in the room. To use them, get
behind the pillar and stomp. If you can catch the oculas in the gates, that will
kill them; otherwise, just beat on them. Work your way through the room to the
upper left-hand corner, and go through the door into the Oil Room. (Don't go
through any of the lower openings, yet.)

 In the Oil Room, dash to the shelves; examine the jars which are the second
from the left to get the oil. Go back through the Ocula Room and make your way
back to the Walkway Room. Go to the Upper Winch Room and oil the winch connected
to the rope. Go back to the Oil Room for more oil, go to the Lower Winch Room,
and oil that winch. As you do, the winch begins to turn. While you're in this
area, return to the Oil Room for more oil; you'll need to oil two more times
before the quest ends.

 Return to the Kitchen (via the lower-level door in the Berserker yard) and talk
to Olvara to receive her thanks and a gift for freeing Riala. Heal, then go
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right, and go through the door (under the stairs). Be very careful with these
poisonous snakes; if your characters become poisoned, they'll never heal (unless
you have a Cure potion with you).

 When you're past the snakes, enter the center door, fight the Berserkers, then
examine the jar. It's trapped, so be sure the front character has Trap
Knowledge. Examine the jar until you hear sliding block sounds, and you find
Savory. Leave (fight more snakes), and go through the right door. Cross the
walk, go through the door, and fight more snakes. Go through the center door
(even _more_ snakes!), and perform the same examination on this jar as you did
on the other. This time, you'll find Sage.

 Go back through the left-hand doors until you get back to the Kitchen, and go
back to the Walkway Room (via the upper-level door in the Berserker yard). Go
all the way left and you'll see the stones of the wall have moved inward,
opening up an alcove. When you enter the alcove, you'll see a jar. Upon
examination, you learn it's Holy Water.

 Go back to the Kitchen and talk to Olvara. She tells you to take it to Riala
who's at the Oasis (where the quest began). Leave the Castle (right), the
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Courtyard (left), through the tunnel and Sandworms into the well (left), and
cross the Desert of Pillars (left) back to the Oasis. Give Riala the Holy Water.
When see looks at it, she tells you it's hydrochloric acid and gives it back to
you. Go back to the Kitchen and talk to Olvara again.

 She tells you to go back to the Oasis for some herbs which you are to bring to
her. Do so (Riala has the herbs). Olvara takes the herbs and tells you about a
magic barrier Ruwan has setup around the Oasis, and that burning the herbs
should remove it. This time, the "Oasis" being referred to is not the one where
Riala is, but is beyond where you found the acid.

 Go back to the Walkway Room, and walk to the far left. You'll see another set
of stones has moved inward (this is the barrier to which Olvara referred), and a
door within a room beyond the Alcove has been revealed. Go through the door, and
you'll be in the upper level of the Oil Room. Continue left and you're told a
wall with a keyhole blocks your way and that there are wedges at the top and
bottom of the door. Yes, back to Olvara, who tells you Ruwan hid the key in the
Desert of Pillars. Leaver her and go back to the Desert of Pillars. Go to the
tallest pillar (second to the left of the castle in the background). When you
examine it, you automatically pour the acid on the pillar, which dissolves into
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a key.

 Go back to the Walkway Room, and go left to the wall. However, when you use the
key, the wall still won't open; must be those wedges! Go back to the Ocula Room.
Now open and close the gates until you can go through the right-hand exit at the
bottom. Go down and over through the door. Fight snakes, then go to the jar. You
will oil and turn it as you examine it. Doing this removes one of the wedges.
Leave and go back to the Oil Room, get more oil, then return to the Ocula Room.
This time, open and close the gates until you can go through the left-hand exit
at the bottom. Go down and over through the door, fight the Berserkers, then oil
this jar to remove the second wedge. Return to the upper level of the Oil Room.

 This time when you approach the wall (left), it will be gone. Continue left to
find real Holy Water. Then, return to the Oasis, and give the water to Riala to
end the quest. Be sure to examine the entire area before leaving.

 SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.

 This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
Last page !
CompuServe CIS:TEG-11890




 SORCERIAN
   Part 4

 THE TOWER OF THIEVES

 Warning: Be sure to put CAPS LOCK on because these thieves are tough!

 Go right, through the door, and upstairs. Go through the right door, fight your
way up, and through the door. Go upstairs and through the second door. Go
upstairs and through the door. Go all the way to the right, through the door,
upstairs, and left through the first door. Go left and through the door. Walk
all the way left into the Chapel Room, and get the jug from the altar.

 Go right, through the door, right, down, and through the door. Go all the way
to the left, through the door, down, through the door, and right. Go down,
through the door, fight your way downstairs, and through the door. Then, go left
and through the Narrow Tower door. Go downstairs, right, and fill the jug with
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wine. (You'll need to fill the jug two more times.)

 Exit the Wine Room (left and up), then go right, through the door, and up. Go
through the door, upstairs, left, and through the second door. Go upstairs,
through the door, right, and through the door. Go upstairs, left, through the
second door, up, and through the left-hand door into the Key Room. Hanging on a
pillar to the left of the man is a gray key (it's difficult to see); however, he
won't let you near it. Get him drunk; give him the wine. He asks for more, so
don't delay! Return to the Wine Room, fill the jug, and come back to the Key
Room. Give the man the second jug. It's still not enough, and he demands more!
Make one last wine run, and give him the third jug. That does the trick; after
he's asleep, get the key and leave this room (forever).

 Go through the right door into the 3-Door Room, right, and through the middle
door (there are three on this walkway) into Zorak's Room. In this room, talk the
man (Zorak...but he's really not; you'll learn this later on). Leave his room
and go right through the last door. Fight your way upstairs and through the
door. You have one more battle. When you go through the door, stay there; all
the thieves will congregate on the left side of the walkway. When you're ready,
go upstairs and fight your way through the right-hand door into the Elevator
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Room. Talk to Oram. He won't let you ride...yet! Go back to Zorak's Room and
talk to him again. Return to Oram; this time he let's you ride.

 A word about the elevator. As it moves (up only), jump to the left or right to
access the various tower levels. Make sure your speed is relatively slow (3 or
higher) to make the jumps easier. If you miss, step off the elevator, fall down
a level, and try again.

 Get on the elevator and exit left just above the Elevator Room (you should
still see Oram on your screen). Fight the thief to gain his Pass. Leave his room
and just step to the right off the ledge. Don't get back on the elevator. Fall
down to the main level, go through the door, then through the left-hand door.
Show the guard your pass, through the left door, upstairs, and through the door
to the Ball Room. Embedded in the left pillar are red and blue balls. Take the
blue ball (you can't take both) and leave. Go back to the Elevator Room, ride up
one level, and exit to the left. Go through the door, downstairs, all the way
left, and down. These two jugs contain save, verbena, and lavender. Go up and
back to the Elevator.

 Now, it gets a little tricky. Jump on, then off to exit to the lower of the two
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right-hand levels. Go all the way right, and talk to Kuore. He gives you a clue
about Zorak's odd behavior. Leave Kuore, get on the Elevator, and ride up one
more level. Exit to the lower of the two right-hand levels. Go right, upstairs,
and open the door with the blue ball. Enter and head right. You've found
Princess Zeyna, but she's afraid of you and won't talk. Leave her, return to the
Ball Room, replace the blue ball, and take the red. Leave (right, down, right),
and go through the door (on the guard's level).

 Go down, through the door, and down. Go through the door, all the way right,
and through the door. Go down, through the door, and left (you'll fall to the
next level down). Go through the door, left, through the door, down, and through
the door. Go left (you'll fall to the next level down again), through the door,
and down. Go through the door, down, left, and through the door. Go down,
through the door, right, and open the gate with the red ball.

 Go over and talk to the Baron. After he dies, leave, take the red ball, and
return to the Ball Room. Replace the red ball, take the blue, and go back to
Princess Zeyna's Room. This time, she talks to you (because you've been to see
the Baron), and she gives you the Pendant. Suddenly, into the room comes Zorak!
(But is he really?) Before you can react, the floor opens beneath your feet and
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you find yourself falling.

 Down, down you plunge into the strange realm beneath the Tower into a
subterranean lake (Lake Room). Leave the lake (left), and go through the
opening. Continue all the way left through the last hole, then left again
through the opening. Go right, through the hole, and down. A fierce Shadow
Dragon awaits you! Whack it with your swords for 2,000 EPs, then go left, up,
and through the hole.

 Go over to this contraption, stand on the right-hand block, and stomp to make
the upper block rise. (You'll find out why, soon.) Leave here, go all the way
right, and down into the water (watch out for the killer Gar!). Take the right
fork (not the downward one), down at the next intersection, exit the water, and
go left. Go through the hole, then right down into another of the lake's
tributaries. This water is either acidic or poisonous because your characters
start losing hit points. Dash down, right, and up to Zorak's Island and his
final resting place. Examine his bones and you learn of his door puzzle: "From
where the sun sets, one land, three skies coming together opens the door."

 Here on his island is another of those contraptions (like the one the Shadow
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Dragon was guarding). Stand on each of the blocks and stop to make each of the
upper platforms rise. Return to Zorak's bones to find the Mark. (The "one land"
refers to the left-hand stone block in the other room remaining down; the "three
skies" refers to the other blocks being raised to the "skies.")

 Exit the island to the right (more poisonous water), dash down, right, and up
to the last room in the door puzzle. (If you didn't put the platforms in the
proper order, you would have been stopped by the currents from getting here.)

 The "shelf" in this room is useless. Stand on the lower block and stop to raise
the upper platform. Now, let's go find out what we've opened up. Go back to the
Island, exit to the left, dash down, left, up, and out. Go up and through the
hole, right, and down into the water. Go down, left, up, and left at the fork.
Go down at the intersection, left, down, left, and up. You'll automatically
float to the top.

 Exit the water, go through the door at the top, all the way left, up, and talk
to the Wizard. Even though you've solved the puzzle, he demands the Pass. Give
it to him (you'll get another from Kuore). Enter the water and follow it until
you're sucked upward and spat out into the wine fountain (whew!).
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 Go back to the Elevator Room and ride it back to Kuore's Room (up one level and
off at the first right). Talk to him and he'll give you another Pass. (Be sure
to tell him you'll help!) Leave his room and make your way to the Chapel Room
where you found the jug on the altar. You'll find a guard's been posted here.
Show him your new pass and go left into the Chapel. Inside, it appears a
wedding's in progress. When you approach the couple, you learn the false Zorak
is about to marry Zeyna. The chapel becomes dark, and the Princess and Zorak
disappear. Talk to the remaining man in the chapel, the leave.

 Go back to the Elevator Room and take it to the top level. Go up, through the
door, up, through the door, and left through the upper door. Go all the way left
to the Widow's Walk where you find Zorak and Zeyna. Talk to him, and he finally
reveals himself as a Major Demon, and demands that you give him the Pendant.
Suddenly, he transforms from Zorak into his true appearance, and begins to
assault you with magic. Leave and go back to Kuore's Room. Kuore tells you the
only thing which will defeat the demon is the Garateen, a holy sword carved with
sacred runes, and that it comes from Zorak's and Zeyna's home country. The
Garateen can be found in the underground on Zorak's Island.

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 To return to the underground, go to the right-hand level just above Kuore's
Room via the Elevator, go through, and through the door. Talk to the sleeper.
After he finishes, walk to the right wall. When you touch it, it pushes away
revealing a passage. Walk all the way right, and you'll find a breach in the
floor. Jump into the gap and you'll be back underground.

 (Note: If you play through this quest a second time and have the Garateen sword
in your inventory, you will not need to return to Zorak's Island to get another
one unless you want to get a second (or third!) to give to your other fighters.)

 After you have the Garateen, return to the Widow's Walk to do battle with the
demon. The best strategy is to stand still, jump in place continuously, and use
the Spacebar to fight. After the battle, talk to Zeyna, give her the Pendant,
and get 2,000 EPs. Return to the lower level of the Tower and exit left to end
the quest. Before leaving make sure you have the Garateen in your possession.

 THE MASTER OF THE DARK MARSH

 Don't stand still for too long, or the zombies will get you. Talk to the woman
in the doorway. Tell her you'll help, then go right, and enter the first hole.
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Go down to the left and over to the chest to find three herbs. Go back up to the
hole, leap out, go right, and fall into the second hole. Work your way right and
down to the chest for three more herbs. Leave this room, and go right through
the hole in the hedge. (If you inadvertently take the Wolfsbane or Mandragora,
put it back or Leeza won't talk to you.)

 In the Water Caverns, the bubbles will take your hit points, so don't stand
around. Go down and through the first door. Go right and through this door. Go
left, jumping over the moving pillars, and enter Leeza's Room. Talk to her until
she accepts your help. Tell her you'll get the cauldron and she'll tell you
where it is. Then, she'll warn you of zombies. Leave her and go back (right)
into the Water Caverns.

 Go all the way right as far as you can. Pass the trees and the door to reach
the Old Castle Ruins. Continue right until you see an odd pillar which appears
to be hanging suspended and attached to another pillar. When you see it, jump on
the pillar which is in the ground. Just _barely_ move to the right and jump to
find the cauldron. Fighting as you go, return to Leeza's Room. Go left and put
the cauldron in the fireplace. Then, go talk to Leeza to learn what ingredients
are required for the potion.
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 Leave her and go back to the Water Caverns. Go to the lower level and open the
chest to get the Mandragora. Then, go to the upper door (right above you), and
enter it. Go up to the chest above you and get the Wolfsbane. Return to Leeza's
Room, put the two herbs into the pot, and go back to the Water Caverns. Go all
the way left until you're outside again. Follow the directions carefully because
it gets a little tricky.

 Go left until you see the guard. (Talk until he says, "What do you think you're
doing?" Greet each guard you see until they say something about being sick.) Go
through the center, go left twice, go through the center twice, go right threT
times, down twice, right, and talk to the sick guard. Leave to the left, then
come back (he'll be gone). Go right to get the Bloodstone.

 Go left twice, center twice, left three times, down, left, down twice, left
twice, and talk to the sick guard. Leave to the right, then come back. Go left
to get the Moonstone. Return to the Water Caverns by going right three times,
center twice, right, down twice, right, center, right, down, and right all the
way back.

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 Once you're back in the Water Caverns, go all the way right to the first tree,
and insert the Moonstone in the hole. Next, go right to the next tree, and
insert the Bloodstone in the hole. Come back (left) to the door (which will now
open), and enter it. Jump to get the beehive. Leave the room, take both stones,
and return to the Water Caverns.

 One thing left to do before the potion can be brewed. Go up and left to the
door, enter it, then go right and through that door. Go left, through the next
door, then right to the pillar. Jump to get the Jack's Flame. Now, head right
again to confront Fragiore. Accept his challenge to fight the Red Dragon. Beat
on it with your swords until it turns to stone, cracks into little pieces, and
disappears. Now, you're ready to free Leeza from Fragiore's spell.

 Return to Leeza's Room. Put the hive in the pot, then talk to her. Go back to
the pot and place the Jack's Flame under it. After the fire's going, talk to
Leeza again. Now, go to the fire, get the pot, and give it to Leeza. She takes a
sip and is transformed to her former self. When she leaves, go back to the Water
Caverns, go left, through the door, left, through the door, and all the way left
to collect your reward and end the quest. Before ending the quest, make sure you
have the following items in your inventory: Coin of Joy, Moonstone, and
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Bloodstone.

 SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.

 This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
Last page !CompuServe CIS:TEG-11937




 SORCERIAN
   Part 5

 THE DRAGON KING

 Note 1: Only three characters may participate in this quest.

 Note 2: You must have a Fortune-Teller and a Doctor (or Nurse) in your party.
If your current character roster can't take accept these jobs, you'll need to
create a character who can. (I had two wizards and one of my seasoned fighters
in the party; the second wizard was a new character I created for this quest
only.)

 Go left, through the door, talk to the King's brother, then leave. Put your
Doctor in the lead, then go through the fourth door to the right into the Temple
(the other doors are barred or locked). Talk to the man who tells you he has the
sickness. Talk to him again to heal him. He tells you to bring Lili to him when
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you find her. (I was never able to do this.) Leave, go right, and enter the big
white building. Talk to the man until he gives you the Wise Man's Cane.

 Put your Fortune-teller in the lead, leave, go up the hill (right) and into the
water. Jump on the blocks in this order: center, left, and right. Go down the
hill and left into the hole. Talk to the man who opens the door to Lili's Room
for you. Enter, go down, right, up the ladder, back to the left, and talk to
Lili. After you purify the water, she gives you the Golden Key. Put your Doctor
back in front, and leave by going all the way right, through the wall, and up
the well. Jump right at the top of the well to exit.

 Continue right and enter the white building. Talk to the man who gives you Tree
Medicine. Leave and go right across the bridge. With the exception of Vadis and
his underground creatures, you won't kill anything; when you hit something, it
changes (briefly) back to human form, and bounces away.

 Head right and go into the first opening (not a door) you see. Go down the
ladder, all the way left, and up the left-most ladder. Go to the pig and talk to
it. It takes the Tree Medicine and reverts back to Prince Frederick. He gives
you the Scroll. That's all you need down here. Go through the door. Go all the
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way right, down the hill, and turn left. Walk to the wall. It crumbles at the
touch of the Wise Man's Cane. Go left and into the hole. Go right to the red
gate. The Golden Key shines on the gate, and it opens to reveal Bibi, Lili's
sister. After she leaves, exit this cave and return to Lili's Room.

 Lili tells you to come back to her after you talk to the people at the Temple.
So, leave and go back to the Temple (all the way left back into the town area).
When the priest sees you have Lili's Key, he gives you the Hermit's Robe. Go
back to Lili who will enchant the robe for you.

 Leave and go all the way right as far as you can. Jump over the volcano for
now, go to the wall to find some hyssop, then enter the door. Talk to the King.
When he sees the robe you have with you, the madness leaves him, and he tells
you where Serina is. The citizens he enchanted are once again themselves.

 Go right, through the door, down the ladder, and all the way right to find some
lavender. Then, go up the ladder, fight your way to the wall, and touch it with
the scroll. At its touch, the wall collapses. Go right, down the ladder, and
left through the hole. Go down and all the way to right to the gate. As you
reach it, the door opens, and Serina steps forth. (Note that Serina will join
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your party, has hit points, and items in her possession. Don't get her killed
off!) Take her back to the King, then take her back into town to the Castle
where her father waits. He gives you gold and EPs, and Serina gives you her
necklace. The father tells you about the cane being used to build bridges, and
about a fabulous sword called Dragonslayer.

 Leave Serina and her father, and go back to talk to the King. He tells you
where Vadis is. Leave him, go right, and jump into the volcano. Because you have
the robe, you survive the lava's heat. Travel down, right, and up out of the
lava.

 Go down the stairs and right into the chasm (don't talk to the man, yet). At
the bottom, jump right and go to the wall to find some savory. Go left across
the lava, take the stairs to the "stone pipe," and go down. Talk to the man who
gives you the Dragonslayer sword. Go up the pipe, go right, and up the pipe
(just left of the lava).

 Now, go talk to the man and let him transform the cane into a bridge. Put your
characters with the highest hit points at the front and back; sandwich the
character with the lowest hit points in between them. Heal completely, and if
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you have a magic user with a Heal spell, turn it on!

 Jump, go across the bridge (right), and battle Vadis. The strategy to beat
Vadis is to hit its last end-section. As Dragonslayer hits an end, it dissolves.
Keep hitting until it's completely gone. Go right to find some savory, then go
back to the man and get the cane back. Return to the King for your end-of-quest
reward.

 Before ending the quest, you should have the following items in your inventory:
Wise Man's Cane (3 Jupiter, 4 Mercury, 1 Venus), Hermit's Robe (4 Jupiter, 2
Saturn, 2 Moon, 1 Venus), Golden Key, Scroll, Necklace (2 Jupiter, 2 Sun, 2
Moon, 2 Venus), Dragonslayer, and the Sacred Shield (6 Jupiter, 2 Moon). Note: I
was never able to locate the Potion of Longevity mentioned in the documentation.

 RIDDLE OF THE RED JEWEL

 Before organizing your party for this quest, I strongly suggest you have a lot
of Cure potions or a magically-charged item with the Cure spell on it. There are
several extremely poisonous insects and snakes in this adventure. Also, during
the quest, do not look for the hidden herbs while you're playing. Instead,
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search for them after you've found and healed the Red Jewel. There is a lot of
arcade action in this adventure involving the "dash-jump" maneuver. When I refer
to it, hold down the shift key and the up-arrow key at the same time to jump off
the logs. I will tell you which direction (left or right) to move after the jump
has been executed.

 Go right, up the stairs, all the way right, and enter the hole in the tree.
Now, go left, up, and to the left edge of the log (do not go through the hole
yet). Save your game, dash-jump to the left, and try to land in the bird's nest
below you (Nest Room). (If you miss, restore, and try again.) Now, dash-jump
from the Nest Room to the right, to land on the unconnected log where the hut
is. Enter the hut and talk to the person inside to receive the Fairy Tears.

 Exit the hut, go right, upstairs, and insert the Tears in the pipe (it looks
like a periscope) to make the Elves' Bridge solid. Go right, dash-jump right,
cross the bridge to the right, and retrieve the Tears from the pipe. Go right
through the tree hole, left, and up the blue "elevator" (Elevator Room) to the
level above the inaccessible hut.

 Go left, up the stairs to the Dark Elves Room, and go right. Insert Tears,
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cross the bridge, enter the hut to learn about the scales, leave, and go through
the tree hole. Dash-jump to the left across the bridge, upstairs, and through
the tree hole at the left to the Scales Room. You can't do anything with the
scales just yet. Go up the left stairs, dash-jump to the right, and fall down
past the two right-hand logs back to the Dark Elves Room. Go downstairs (left)
to the left edge of the log. Dash-jump to the right, then immediately change
direction to the left to land on the level with a door and a hut directly below
it.

 Heal completely, go left, and enter the door. Kill the silkworms, then leave.
Go left, and dash-jump right to the next level down. If you miss the log, go
through the tree hole to get back there. Now, go through the previously closed
door, and talk to Teto to get the letter. Leave the hut, go all the way right,
and jump down to ground level. Go all the way right, up the stairs, and "stomp"
on the fifth step to go down into that grassy-looking strip.

 Go right and talk to the person guarding the machinery. When he sees the
letter, he lets you go to the lever. Go right and touch the lever to turn off
the blue "elevator." Leave the Machinery Room, go all the way back left, up, all
the way right through the hole, left, through the hole, right across the bridge,
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down, right, and jump-dash over the missing bridge.

 Go through the hole and left into the hut. Talk to the person to learn about
the location of additional Tears (birds' nests), then leave. Go to the left edge
of the log and fall straight down. Go into the hut and approach the person.
You'll automatically be shooed out and deposited outside a tree hole. Go back to
the Nest Room, get the Tears you find, and go back to the Machinery Room to turn
the elevator back on.

 Go back to the Dark Elves Room, right to the middle of the bridge, and enter
the hole in the foliage (about midway across the bridge). Talk to the person who
tells you how to get the Jewel. Leave and go to the Scales Room. Heal
completely, then enter the right-hand door. Kill the moth (jump on the tallest
of those pistoning logs), heal up, and leave. As you leave the room, the
left-hand weight lowers. Enter the left-hand door and get the Red Jewel.

 Return to the Dark Elves Room, go to the edge of the log at the bottom of the
stairs (left), dash-jump to the right, then fall straight down through the
bridge at the right to land on the log with the hut, and enter it. This time,
when you approach the person, he opens the door to the Sacred Fountain room for
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you. Enter the room, go down, and enter the water. When you do, the Red Jewel is
healed and turns yellow.

 Leave this hut and head all the way left to end the quest. Reminder: Search for
the herbs. The ones I found were all on the ground level and were all detected
by jumping while moving left and right. Before ending the quest, make sure you
have the following in your inventory: Fairy Tears, Letter, and the Yellow Jewel.
Give the Jewel to the King if you want, or divide it to your magic user, and
have the Town Elder turn on the spell it contains: Become Air.

 SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.

 This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
Last page !CompuServe CIS:TEG-12344




 SORCERIAN
   Part 6

 THE DARK MAGICIAN

 You are limited to three party members in this quest, but you don't have to
include special occupations (see "The Dragon King").

 Go right from the Main Room and go through the door. Go downstairs, and through
the door. Dash right, go through the door into the Demon Room, go right, and
through this door. Now, go all the way right to where the trail dips downward.
Stand directly over the supporting pillar (directly below you), and go up to
enter the hidden door.

 Walk over to the front of the first blue grate and search to find the Dungeon
Keys. Enter this blue grate and search in the upper-left corner of the room for
another hidden door. Enter it and take the Moon Stone. Go through the left door,
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up, and through the door back to the upper level of the Main Room. Go left, jump
down, go all the way right, and enter the door into the Pedestal Room. Place the
Moon Stone on the right holder.

 Leave the Pedestal Room, go left, and through the door back to the Demon Room.
Go right, through the door, and this time, go all the way right across the
bridge. Jump to the upper level, enter the door at the right end, and go through
the left-hand blue grate to find Orsa. Talk to him, and he will join your party.
Immediately equip his Saint's Robe.

 Leave his cell and go right through the second blue grate. This cell only
contains a clue about the Gold Pillars (not those in the Demon Room, though), as
does the other cell (next to the one where you found the hidden door). Exit the
Dungeon Area (for good) and return to the Pedestal Room.

 Orsa knows spells of teleportation which involve the Moon and Star Stones. So,
stand in the stone arch (between the pedestals) to travel to the Garbug Room.
Dash right across the lava, enter the door, and take the Star Stone. Go through
the right door, stand between the pillars, and "stomp." Now, you can exit the
area via the right door or go back to the Pedestal Room the same way you got
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here; for now, go through the right door, head left, and go into the Giant
Snakes Room. Dash left, through the door, and enter the Column of Light Room.

 Stand in the light to rise to the top, then step off to the right. (Note: If
you bump your head at the top of the Column, you'll loose HPs.) The door at the
top returns you to the left side of the Demon Room. Return to the Main Room
(right and through the door), and go back to the Pedestal Room.

 Place the Star Stone in the empty holder, heal completely, and enter the stone
arch once more. Go right (you can use the "islands" if you want), and as you
pass the third island, the Blue Dragon attacks! Try to get onto one of the
islands, jump in place, and stab at it with your swords. After the battle, go
right to get the Steel Sword, then return to the Pedestal Room. Take the Moon
Stone, enter the arch, and touch the loose stone to lower the pillars. Go left
to find savory, then return to the Pedestal Room. Replace the Moon Stone, take
the Star Stone, and enter the arch.

 Dash across the lava, enter the door, and return to the Demon Room. (After
lowering the two pillars, you can't get back to the Demon Room via the Main
Room.) Hm, some alterations have been made since your last visit. Go up the
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stairs, enter the door, and go right to find the Sun Stone. (Read the tablet on
the way. It contains a clue about how to exit after the quest is over.)

 Return to the Demon Room, go right, and through the door. Go across the bridge,
and through the door at the right end of the lower level. Go down, through the
door, and battle your way to the door at the right. Heal, enter the door, and
confront Ghedis (he's easy with Orsa's help). After Orsa leaves, go back and
search for herbs in the cavern walls, then return to the upper level to the
right of the bridge. Go to the low point and exit through the hidden door. Enter
the first cell, go through the door in there, go left, up, left, and down to the
Main Room. Before leaving take: Star Stone, Moon Stone, Sun Stone, Dungeon Keys,
and Steel Sword. (8 Mars, 1 Jupiter, 6 Sun, 2 Venus: It has the Sun Ray spell on
it; have the Elder activate it.)

 THE CURSED SHIP

 Another three-member limitation in this quest. Make sure you have a character
with at least 20 Vitality.

 Enter the ship (through the door) and talk to the Captain to learn what's
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happening. We'll take care of getting Joshua off the ship, first. Go all the way
left, down the hatch, downstairs into the Upper Crew Level, and left through the
door. This is Lucas's Room. Talk to him, leave, go left through the gap in the
bulkhead and to go left through the door. This is Jeremiah's Room. Talk to him,
leave, go back right through the bulkhead, all the way right, and through the
door on the lower level at the far right side.

 Go down and through the door to the Lower Crew Level. Go left, down the ladder,
left, down the next ladder, and left into Jacob's Room. Go to the desk, read the
diary, and get the Hatchway Key. Leave Jacob's Room, go right, up the ladder,
and work your way left to the upper level of the Lower Crew Level. The last of
the rooms you need to visit is Ezekiel's. The door to his room has a barrel on
either side of it. Talk to him, then exit Ezekiel's Room and return to the Main
Deck (topside).

 Go to the middle mast and climb it to the very top. Night should occur
immediately; if it doesn't, you missed one of the crew's rooms. Return to all
four rooms to make sure you've hit them all before you go back up to the top of
the middle mast. As soon as night falls, go to the left side of the mast's top
cross-beam to receive a light from St. Elmo's Fire. (It doesn't show up in your
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inventory, but it does seem to make your characters glow with light.) After you
receive the light, go back down to the Main Deck, then make your way back down
to the door which leads into Jacob's Room.

 Go all the way right, up the ladder, and through the door to your left. Go
down, through the door into Door Room One. Work your way down to the lowest
level and go right. Climb up and over to the top right side and continue right
into Door Room Two. Go right down, over to the door, and enter it. Go up,
through the door, and into the Aft Room. Go up, through the door on the middle
level, and all the way left to talk to Joshua. Go back to the Aft Room, up, and
through the door on the top level at the left into the Two Barrel Room (so named
because there are two barrels here that may be examined). Go down, left through
the door into the Ghostly Room. (I haven't found anything which will protect you
from the ghosts, yet.)

 Climb to the upper left-hand exit and go left. In the next room, go through the
lowest level's exit to the left, and continue on the lower level to the left
until you reach the Macaw's Room (watch the rats!). Go up to the bird. As you
make a grab for it, it flies away. Return to the Main Deck, climb the mast at
the far right, and dash-jump left to the middle mast's cross-beam to get the
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Macaw.

 Return to the Aft Room and take the bird to Joshua. He decides he should go
ashore and joins your party. Return to the Main Deck, go talk to the Captain;
then, take Joshua ashore, and return to the ship. Tell the Captain you'll help
solve the murder. Now, go back and visit all the crew's rooms again. Lucas's
will be locked, but you'll find him loitering outside Jeremiah's door.
Jeremiah's not feeling just right, and Ezekiel's lost his axe. After leaving
Ezekiel's Room, return to the Main Deck, and climb the middle mast to the top
again. You find Jeremiah's on watch.

 Now, go back down to the Lower Crew Level, and enter Jacob's Room to catch
Lucas snooping. When he leaves, return to the Upper Crew Level, go to the right,
and down to the lowest level in this area. Enter the door on the left which was
previously locked: This is your party's room. When you enter the room, you
should hear a sound. Leave the room, and return to the Two Barrel Room where you
find Ezekiel waiting. Talk to him, then return to Door Room One where you find
Jeremiah, dead, and take his Desk Key.

 Working your way all the way left via the upper levels, go to the Hidden Door
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Room. Go to and examine the one barrel sitting atop a crate to find the secret
door. Enter it, and fight all the rats while working your way up and right to
the bloody axe. Take it, then return to Jeremiah's body, go through the door,
and return to Ezekiel's Room. Talk to him, leave, and go to Jeremiah's Room. Go
to his desk and read his diary.

 Return to the Main Deck and talk to the Captain. Tell him you found the killer
(keep answering "Yes") until he tells you to return to your room. Go down the
first hatch you see (left), down the stairs, left, and through the door into
your quarters. As you enter the room, the ship sets sail, shakes, and you find
yourself tossed ashore on a grassy island. Go right to the shrine. Continue
right where you find Lucas who warns you to leave. Head all the way left where
you find Lucas once more. He's badly hurt; talk to him, take his Cabin Key, and
return to the ship (through the hole in the hedges). Go to Lucas's room and
search his desk to find an Auger. Take it and return to the Two Barrel Room. On
your way, you find a bloody, dying Ezekiel. Talk to him to learn what he saw.
After he dies, continue to the Two Barrel Room. Go to the top left-hand barrel
and examine it to get the Holy Water.

 Return to where the "Captain" waits and confront him. After you sprinkle the
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Holy Water on him, he regains his senses, but you hear something evil calling
from the island. Go back to the island, head right, and do battle with the
Archdemon. He looks nasty, but he's easy. After the battle, return to the
Captain and talk to him. He thanks you, then asks if you'll climb up the mast to
see why the sail won't open. Climb the left mast and jump on the cross-beam to
free the sail. Climb down, go right, and you find the Golden Bottle. Return to
the Captain, exit the ship, and go left to end the quest.

 Note: Nothing you find in this quest can be divided among your characters, not
even the Golden Bottle (it has four charges of every god on it). So, give it to
the King for 1,000 extra EPs (or sell it for 145 gold pieces). Also, I found no
herbs in this quest.

 SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.

 This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
Last page !CompuServe CIS:TEG-12364




 SORCERIAN
   Part 7

 GARDEN OF THE GODS

 This quest is limited to three characters. Go right and enter the first door
(Wine Shop). Talk to the merchant, then leave. Enter the next shop (General
Store) and talk to this man. Exit, continue right, and enter the next door. It's
an empty house, but the right wall has verbena. Leave, enter the last door to
the right and take the Red Seed in the right corner.

 Exit, go all the way right (past the temple; you can't do anything here, yet),
go up the hill, and through the hole (Blue Mountains). Don't stand around too
long, but dash right and through the hole (Black Mountains). This is another
place in which you don't want to tarry. Dash all the way right, go through the
hole, and approach the gatekeeper. As you do, he tells you that you can't go any
closer because you're mortals. But he seems to be thirsty. If you could find
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some wine....

 Go all the way left back to the Wine Shop and talk to the merchant. Luckily, he
found a bottle of wine. Take it and go back to the gatekeeper. Now that his
thirst is quenched, he lets you through the gate. Stand in the sparkling curtain
and ascend to the porch. Don't stand here too long or you'll be hit by the
shooting stars. Go right, through the portal, and continue right into Zeus's
Chambers. When he sees you, he growls about uninvited guests, summons a
whirlwind, and tosses you out.

 Go left to the Black Mountains. As you go, you drop the Red Seed. Leave to the
right, then come back; the seed has sprouted. Do this once more, and soon, a
vine worthy of climbing rises before you. Climb the vine up to the first porch,
exit to the left, and go visit Dionysus. He, too, seems thirsty, and asks that
you bring him a tribute the next time you visit him. Return to the vine and
climb up to the next two porches. Exit to the right (leave the left for later),
enter the door, and talk to Hephaestos. He sends you on an errand to Apollo.

 Go back to the vine, climb up to the last two porches, and exit to the left
(leave the right for later) to visit Apollo. When he learns that Hephaestos sent
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you, he gives you the Seed of Flame, then asks a favor: to find out what
Aphrodite (whom he loves) wants. Go back to Hephaestos and give him the Seed of
Flame. He rewards you with a bottle of his Golden Wine. Take the wine and return
to Dionysus. He takes the wine and tells you that Aphrodite longs for the red
fruit which grows on the vine.

 Go to the vine, climb down, and get the red fruit. Go back to Apollo and give
him the fruit. He gives you some gold and tells you how Zeus might be appeased.
Now, go see Aphrodite (on the right side of this level). She tells you about the
harp and needing someone to play it. Go back to the vine, climb down one level,
and exit to the left. Go all the way left and you find Anna. Talk to her and she
joins your party. Return to Aphrodite. When you tell her about Anna, you get the
harp.

 Return to the vine, go back down to the ground level, and return to Zeus. Anna
immediately begins to play. Talk to Zeus to receive his thanks. He tells you
about Adana stealing his Bracelet, which is what had angered him so.

 Go back to the General Store and talk to the man. Then, go to the Wine Shop and
speak to the wine merchant. Suddenly, the wine merchant disappears, and in his
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place is the Shrine Maiden, Adana! She transports you to the top of a mountain
and attacks you. Go to the tallest peak to kill her. When you do, Zeus's
Bracelet falls into your hand. After you've retrieved the bracelet, you find
yourself back in the Wine Shop. Talk to the merchant for 10 gold coins. Go to
the General Store for another 10 gold coins.

 Now, exit, go right, and enter the Temple. It's too dark for you to see, but
gradually, your eyes become accustomed to the darkness, and you see a bag of 100
gold coins in the right corner.

 At this point, the quest can be ended. You have the option of returning the
bracelet to Zeus for 200 gold coins and 50 EPs; or, you can take it with you (it
contains the Barrier Spell). In the Blue Mountains, you should find a Shield
with 4 Jupiter enchantments (in a ravine just to the right of the door). There's
also hyssop growing in these mountains. Search the flowerpots on the gods'
porches for verbena. After you've explored, exit the quest by going all the way
left.

 THE CAVERNS OF ICE

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 Enter the door in the facade into the Icicle Room, go right, and through the
door into the First Polar Room. Go through the left door, down, and through the
door into the Second Polar Room. Go through the right door into the Angel Room,
and through the door at the bottom of the stairs into the Cell. Talk to both
prisoners for clues to the puzzles Sukoram has placed on the doors. Return to
the Second Polar Room, go through the left door, down, and enter the Lever Room.
You'll see something twinkling on the pillar above the door. Go up and get the
Lever.

 Now, go all the way left to the pile of bones to get a clue about the doors in
the Lettered Doors Room: "C thrice...B twice...A once." Return to the Angel Room
and get the letter "A." Then, return to the Icicle Room, dash all the way left,
and enter the door into the Hell Room. Go to the first "L" and replace it with
the "A" to "heal hell." Go back to the First Polar Room, go through the right
door, down, and into the Demon Room. Fight the killer snakes and go left. Enter
the water, do down, around, and up to the God Room. Exit the water, go left,
through the door, down, and enter the door into the Lettered Doors Room.

 Go left and enter the "C" door; go right and enter "C"; go right and enter "C."
Now, go right until you loop back to the "B" door, and enter it; go left and
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enter "B" once more. Finally, go right, and enter the "A" door. You should be in
the Refrigerant Room. (If you're not, go back through the door, and try again.)
Walk to the pipe going into the ground and use the Lever to turn off the gas
fueling the refrigeration unit. Exit, then go back through the same door ("A"),
and return to the Demon Room.

 Go back to the Icicle Room and go right. You'll see three frozen waterfalls.
Use them as stepping stones to get to the upper level and go through the door.
Go down and enter the Evoke Room. Jump up and touch the "V" to open a secret
door (don't enter it yet!) Go through the right door into the Blast Room and
talk to Kahzeh. To free him you'll need to change the "Blast" to "Bless."

 Go back to the Evoke Room, take the last "E" from the word, return to the Blast
Room, and place the "E" where the "A" is. Now, go right, through the door, and
battle Sokuram. You'll need to use the waterfalls to rise high enough to kill
him (he's the one with the hammer and lightning bolts). After the battle, go
right, and take the letter "S" from the word. Return to the Blast Room and place
the "S" where the "T" is to free Kahzeh from his prison. As a reward, you
receive the Tears of Wind from him.

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 Go right and through the door into Ekim's Room. He's easy to beat. After you
do, the quest is over. Return to the Demon Room, enter the water, and search the
walls for the Shield. Then, return to the bones in the Lever Room to find the
Armor. Return to the Icicle Room, exit through the middle door, and go left to
end the quest. The Armor has 9 Jupiters; the Shield has 6 Jupiters and 2 Suns.
Give the Tears of Wind to the king for 400 extra EPs.

 THE CURSE OF MEDUSA

 This quest is limited to three characters. Go right and enter each of the three
houses. The first has a fireplace, the second is empty, and the third has herbs
stored in the right-hand cupboard. At the end of the quest, the fireplace in the
first house will contain a valuable treasure.

 Exit the last house, go right past the stone people, continue right over the
bridge, and go down into the hole you find (it's a depression in the grass). Go
left until you see Medusa. Immediately, go right, take the Mirror Shield, and
continue right to the rope. Go up the rope, exit, and talk to Anna, who joins
your party. Go back to the stone people and examine the one standing by himself
to the left of the mine entrance. This is Anna's master; she takes the Antidote
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from him.

 Now, go into the mine entrance, and go right until you see Medusa. Again, as
soon as you see her, go left and exit the mine. Go right, across the bridge, and
you should see a knothole in a tree. Enter the knothole and talk to all the
people you see down there. Exit, go right, and back down into the hole in the
ground. Go left, and this time when you see Medusa, dash-jump over her to get
into the newly opened mine tunnel. Go left to the jar and get the Blue Cord.

 Go back to the right, dash-jump over Medusa again, and continue right, up the
rope, and out. Go right to where the stones are piled around the tree on the
riverbank, and throw the Blue Cord into the water to get your weapons' power
increased. You're now ready to battle Medusa.

 Go back down into the mine, find Medusa, and kill her. After the battle, go all
the way left to exit the mine, and talk to the girl standing where Anna's master
was. She tells you that he's gone into the mountains to look for Anna. Go all
the way left as if to end the quest. As you do, Anna will leave your party.
Continue left; suddenly, Medusa's live head comes flying at you! To kill her
once and for all, stand in place (do not jump), face left, and attack with your
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swords. When she finally dies, her head is severed, turned to stone, and dropped
at your feet. You take the head automatically.

 Return to the mine where you fought Medusa, go all the way right to the rope,
and search the right-hand wall for the Armor. Go up the rope, jump to the left
(into the bushes on the next screen), and get the Laurel Rod. Finally, exit the
mine, go all the way left, and enter the house with the fireplace. Search the
fireplace to find the Ring of Power. Exit all the way left to end the quest.
Give Medusa's Head to the king, sell the Mirror Shield, and equip your party
with the Armor (contains the Resurrect Spell, 10 Jupiters, 2 Suns, and 2
Venuses), the Ring of Power (contains the Turn Spell, 7 Jupiters, 6 Suns, and 1
Moon), and the Laurel Rod (contains the Bolt Spell, 1 Mars, 3 Jupiters, 1 Sun,
and 7 Mercuries).

 SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.

 This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
Last page !CompuServe CIS:TEG-12383




 SORCERIAN
   Part 8

 THE MISSING MAGICIAN

 Go right through the spinning stone columns and all the way right to the wall
to find lavender. Then, go through the opening into the Machine Room. Go through
the right door into the Lava Pool Room and go across the moving ledges to the
other side. Turn and face back to the left to see something glittering. Dash
left across the lava to get the Flame Crystal. Dash back to the right, all the
way right, and down into Stairwell One (there are a lot of these, so keep them
straight). Go down and enter the stone tube. Go down into the Harpy Room, dash
left, and enter the door. Go left and examine the globe to learn how to stop its
spinning; there's hyssop in the right wall.

 Exit this room, return to the stone doorway in the Lava Pool Room, and get the
Red Gemstone. Go back to the Harpy Room, go all the way right, down the tube to
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Stairwell Two, down, and down into the tube to the Fireball Room. Go left,
insert the Red Gemstone into the square niche to open the grate, and dash left
to the doorway into the Amoeba Room. Go right, down to Stairwell Three, down,
and down through the tube into the Ogre Room. Go left, down the tube to
Stairwell Four, down, and down the tube to Kaji's Room. Go right and talk to
her. Insert the Flame Crystal to release her. She gives you advice on defeating
Haiko, and the Energy Rod.

 Go back up to the Ogre Room, right, and touch the gate. Go right to the central
globe and examine it. As you do, a force draws you into the globe and deposits
you in a different room. Work your way down to and take the Morning Star (lower
right). The writing on the wall tells you the weapon will destroy something.

 Return to Kaji's Room, get the Flame Crystal, and dash right, up, and through
the door into Haiko's Room. Start attacking the flames shooting up from the
floor. The more you extinguish, the lower Haiko will come. You must get him down
to the highest level your party can jump before you can destroy him. After the
battle, go right to find Chain Mail.

 Return to the Machine Room (all the way back up to the top level) and hit the
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globe with the Morning Star to destroy it. Now, return to the Harpy Room, go
left over the bouncing columns, enter the opening, and destroy this globe. When
you do, the door out closes; you must destroy the two bouncing balls in order to
reopen the door.

 Go back to the Fireball Room, dash left to the other grate, and insert the
Flame Crystal to open it. Go all the way left, up the tube to Stairwell Five,
and up to the Missing Magician's Room. Go up to him to learn what the quest was
really about. After he returns you to the surface, you may want to go back to
get the Red Gemstone and Flame Crystal (Fireball Room), or to search for herbs.
To end the quest, return to the Machine Room, go through the left door, and
continue left.

 Sell the Crystal and Gem, divide the Mail and Morning Star to your fighters,
and give the Energy Rod to your magic user.

 THE WATER OF LIFE

 Before beginning this quest, I strongly advise that: You have at least three
Cure potions or an item enchanted with the Cure spell with you, and some means
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of resurrecting your characters (they'll die several times); you put your magic
user somewhere in the middle of your party; you have a method to heal your
characters quickly. Also, expect to be attacked immediately upon entering just
about all the rooms in this quest (there are a few "safe" rooms).

 Dash right, leap to the upper ledge, and enter the hole. Go right to enter the
Pillar Demons Room. The tactic that worked best for me was to stand in place and
jump while I used the Spacebar to attack. When standing in front of the left
column, face left; face right in front of the right column. After the battle
(good for 2,000 EPs), go left, through the hole, down to the lower level, and
all the way right (stay on the lower level), through the hole into the Long
Room. Dash right, examine the hand to take it, and go left through the left-hand
hole into the Two Door Room. Jump down, go right, down, and through the hole
(you can't open these doors yet) into Heart Rome One. Go down and through the
door at the lower right into the Muscle Control Room. Touch the red spot next to
the muscle to activate it: This is an elevator of sorts you'll use elsewhere.
Every time you use it, you will need to come here to reactivate it.

 Return to Heart Room One, go left, up at the first opportunity, and through the
hole into Heart Room Two. Go right, through the hole into the Stomach Room, and
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right, then left to the bottom level. Go through the left hole, over to the
right door, and through it into the Cask Room. Go to the cask and examine it to
get some advice and the Tuning Fork. Exit this room, go through the left hole to
get back to the Stomach Room, then back through the hole on the upper level to
get back to Heart Room Two.

 Go down to the lowest level of Heart Room Two and enter the door. Put the
Tuning Fork on the left stand; you should hear a loud sound. Go back to the
Stomach Room, go down, and through the hole on the right side into the Acid Lake
Room. Save your game before making another move, then jump from ledge to ledge
until you reach the door on the right side of the lake; enter it. Go up and
right to get the first of three Crystal Valves. There's savory on the ledge
above the crystal. Exit this room, save your game once more, and return to Heart
Room Two. Go down through the door and take the Tuning Fork.

 Go back to the right, get to the upper level of Heart Room Two, go left, and
through hole back to Heart Room One. Go down, left, up, and right through the
hole back to the Two Door Room. Go left and work your way back to the Long Room.
Dash right (talk to the rope where the hand was hanging for more cryptic clues),
and go through the hole into the Elevator Room. Jump onto the elevator, ride it
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up, and jump off to the right. Go through the hole into the Cilia Room,
dash-jump right, and enter the Valve Control Room. (Stepping on the waving cilia
is what deactivates the elevator.) Insert the Crystal Valve into the right-hand
niche and return to Heart Room One (go right, through the square hole, left and
over the top of the elevator, down through the hole back to the Long Room, left
to the Two Door Room, and through the hole).

 Go to the Muscle Control Room and reactivate the elevator. Then, go back to
Heart Room One, left, and through the first hole you come to on the lower level
to Heart Room Four. Go down and through the door on the bottom right. Place the
Tuning Fork; you should hear an unclear sound. Exit this room, go left, up, and
through the top hole back to the Two Door Room. Go up and enter the right-hand
door to Crawler Room One. Go right, down, and through the hole to the Slug Room.
Go right, through the hole, get the second Crystal Valve, and return to the Two
Door Room.

 Now, go back to the Valve Control Room, remove the right-hand crystal, and
insert a crystal in the left-hand niche. Return to Heart Room One, reactivate
the elevator, then go back to Heart Room Four. Go down, right, through the door,
and get the Tuning Fork. Exit this room and go up to the left at your first
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opportunity back to Heart Room Two. Go right, down, and left on the middle level
(above the lowest level's door). Go left and through the hole into the Bivalve
Room. Go through the upper hole to Heart Room Three, all the way right, through
the door, and place the Tuning Fork; you should hear a clear sound.

 Exit the room, go all the way left, down, and through the hole into the Leech
Room. Dash down, left, up, left, and down. Go through the door into the Stone
Arch Room. Go left, upstairs, and through the door into Crawler Room Two. Go
right, get the last Crystal Valve, return to the Leech Room, and go back to
Heart Room Three. Go right, up, and right to retrieve your Tuning Fork. Then,
return to the Valve Control Room. Remove the left-hand crystal, and insert a
crystal into the middle niche.

 Return to the Long Room, and go through the new hole in its center. You see
some odd changes in the heart walls; passages once open are now closed.
Reactivate the elevator, go back to Heart Room One, then return to the Bivalve
Room. Go up through the hole, and all the way right to the door. Enter and place
the Tuning Fork; you should hear a clear sound. Go back to Heart Room Two,
right, and through the hole into the Stomach Room. Go down, left, and all the
way right through the hole into the Acid Lake Room. This time, you're going to
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have to enter the acid. Jump down, dash-jump left (to get out of the acid as
quickly as possible), and enter the hole. You're back in the Leech Room at its
far right side. Go all the way left, through the door, and back to the Stone
Arch Room. Go through the arch, dash all the way right past the muscle, and go
through hole to get back to the Two Door Room.

 Now, you can enter the left-hand door. On the other side, you find another of
those muscle elevators. Ride it up, jump off to the right, and enter the hole.
You've found the Water of Life Room. Take the Water from the statue. At this
point, all the monsters have been deactivated with the exception of the cilia
and those pulsing yellowish spots; you'll still lose hit points when you touch
them. Return to the Valve Control Room and take the middle crystal. You'll need
to use the new hole connecting the Long Room and Heart Room One to get back
there.

 Now, return to the Two Door Room, back to the Stomach Room, and through the
lower left hole. Go through the door, down, and get the Potion from the Cask
Room. Return to Heart Room One, reactivate the elevator, then go back to the
Bivalve Room, up, and right to the door to retrieve your Tuning Fork. Now, go
back to the Long Room. Go through the right hole into the Elevator Room, and
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ride it up to the Cilia Room. Dash-jump left, go through the hole, and head left
to end the quest.

 Give the Water of Life to the king for 2,000 extra EPs, sell the crystals and
the tuning fork, and divide the potion.

 SORCERIAN is published by Nihon-Falcom and distributed by Sierra On-Line.

 This walkthru is copyright (c) 1990 by Barbara Baser. All rights reserved.
Last page !  
[[category:Adventure]]