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Читы для Sorcerer

Чит-файл для Sorcerer

Sorcerer

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Infocom
Издатель:Infocom
Жанры:Adventure (I-Fiction)
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1984 г.

Solution [ENG]

Информация актуальна для
Well, you took care of Krill and returned to the Guild Hall in triumph, but
things  don't  look  good  for  you at the moment. Not when you're standing
there  facing  the  slavering  jaws of a vicious hellhound! Fortunately for
you,  this  time,  it's only a dream, so just wait, and you will wake up in
your  room  in  the  Guild Hall. Whew! However, it's a bit dark in here, so
Frotz your spellbook, get up, and head West into the hallway. Read the note
on  your  door  if  you like, although it's not all that important. It just
lets  you  know  you are here alone. Now's a good a time as any to tell you
that  not  all  the spells you know will be useful in the game, nor all the
potions  you will find. So unless you're told specifically to take an item,
you can safely ignore it.

Now, head along South down the hall until you reach the Lobby. Go West into
the Store Room, and pick up the Ochre Vial and the matchbook. Open the vial
and  drink  the  potion,  which  will  prevent you from becoming hungry and
thirsty.  Drop  the  now-empty  vial.  Read the matchbook if you like, then
return East and place the matchbook in the receptacle.

Moving  North twice, and West once, brings you to Belboz's quarters. Listen
to  the bird as you lift the wall hanging, revealing a key. Now examine the
desk and open the drawer. Inside are several items, but the only useful one
is  the  journal.  Use  the  key  to unlock the journal, then read it. Make
CAREFUL note of the day's code!!

Go  East to the hall again, South once, and West into Helistar's room. Here
you  will  find  a  scroll of Gaspar. Take and Gnusto the scroll, then head
back  to  the  hall,  and South to the Lobby. By this time, you've probably
heard  the  doorbell chime, which means the mail's in. Open the receptacle,
and  inside  is  an issue of Popular Enchanting and an Orange Vial. Get the
vial, then go East into the Library.

There  is a scroll of Meef here. Get and Gnusto that one. Now, it's time to
leave  this  place.  If you've played the game before, you know that if you
try  going  out  the  main entrance, you will be stopped. You may also know
that  if  you  DON'T  get  out,  you  will  eventually fall asleep and find
yourself  in  the  Room of Living Death, which is MOST unpleasant, and from
which  there  is  no escape. So, now's the time to get a move on! Head down
into  the  Cellar, where the trunk is. There are five buttons on the trunk,
and each one is a different colour. The sequence to open the trunk is keyed
to  the code of the day in the journal, and will change with each game. The
code  itself  is  the  colours  of  a  monster from the Infotater. Whatever
monster  was  noted in the journal, look it up on the Info- tater, and make
note  of  its  colours,  and what order they are in. Save the game (just in
case,  because  if  you make even one little error, you will not be able to
open  the  trunk!!), then press the buttons in the proper order as given in
the  Infotater.  If you've done it right, the trunk lid will spring open by
itself  after you push the last button. If the trunk does not open, restore
the game and try again.

Ok,  so  now  you  have  the  moldy scroll of Aimfiz, which is one of those
complex  ones that you can only use once. Actually, you only need to use it
once,  so  that's no problem. All you have to do is figure out which person
you  want  to exchange places with. Since there aren't too many choices, it
won't  take  you  long to discover it's none other than Belboz himself. So,
Aimfiz  Belboz,  and  you're  out  of  the Hall and on your way to visiting
Jeear!

Ok,  so  now  you're out of the Hall, but look where the spell took you: to
the  same forest you were dreaming of at the start of the game. And there's
the  Hellhound,  too!  And  this  time,  it's no dream! You better not wait
around this time, so immediately head Northeast to the Forest Edge.

Here you will find a Snake Hole, as well as paths North and East. The North
path  is  mined  with  magical mines. This is a red herring in the game, as
there is no way to go safely along the path. You can ignore it without fear
of  missing something important. The Snake Hole is another matter, so climb
down  into  it, and then down again to the Slimy Room, and South from there
into the Crater.

Go  West  to  the Chasm's Edge. You can't jump across the chasm, but flying
over  is  no problem. Learn Izyuk twice, cast it on yourself once. Now just
go  West twice and you will be on the other side. Go North, and you will be
in  a  room  with  what  appears  to be a tree of coins. However, that's an
illusion, and you will only be able to get one coin. Take it, return to the
Chasm Edge, then Izyuk and fly back across.

Now go back the way you came, all the way to the Forest Edge. This time, go
East to the Meadow (don't stop to admire scenery; those are MEAN locusts on
the  horizon!),  then  Northeast  to the Riverbank. Learn the Pulver spell,
then  Pulver  the  river.  It  will  dry up, and you can move East into the
river, where you will see a small cave to the Northeast.
                                        
Go  there.  Inside,  you  will  find several items. Get the scroll with the
Fweep  spell, and Gnusto it. Then get the bat guano, but leave the vial; it
has no use in the game. Now go down the hole, and you will be at the Pit of
Bones.  If  you  go  South,  you  will  find the Torture Chamber, which has
another  useless  potion,  so  go  Southwest into the Dungeon instead. From
here, go up into the Ruins.

Learn  Izyuk again, then go West across the drawbridge (careful, don't fall
in!!), then West again to the Meadow, where you now cast Izyuk on yourself.
You  have  time  to do that and move before the locusts arrive. Once you're
flying, go Northeast to the Riverbank, and this time, Southeast to the Fort
Entrance.  You  need  to use Izyuk because the river bank has a distressing
tendency to crumble after the first visit.

Around  about  now,  you're  probably feeling sleepy. Don't worry about it,
just  lie  down  and sack out for awhile. You may or may not have a strange
dream.  Ignore  any  dreams,  as  they  are  just  "for  show", and have no
important  clues to the game. When you waken again, go East into the Parade
Ground.  There  is a flag at the top of a tall flagpole; lower the flag and
search  it.  You  will  find an Aqua Vial. Take that, it will come in handy
later.

Now,  go East again, and you will be at the cannon. If you look inside, you
will  see  what  appears  to  be  a pile of scrolls. Actually, they are not
scrolls  at all, but a group of Yipples, peacefully sleeping in the barrel.
However, there IS one real scroll in there, and you will need it later. So,
drop  the bat guano into the barrel, and the Yipples will take off, leaving
the real scroll, with the Yonk spell for you to take.

You are now just about finished above ground. Return to the entrance, learn
Izyuk  twice,  and  fly  Northwest  to the River Bank, and Southwest to the
meadow. Here you should Izyuk again (the drawbridge is like the river bank)
and go East twice to the Ruins.

From  the  Ruins,  go down into the Dungeon, down again to the Highway, and
then East to the Toll Gate and the sleeping Gnome. Wake him up and give him
your Zorkmid. He'll open the gate, then promptly fall asleep again. Go East
through the gate. Ignore the store; that's another red herring in the game.
Continue  East  to the End of the Highway. There's a hut here, but we won't
be  looking  in there just now. Instead, go North to the Entrance Hall, and
then  North  again  to  the Glass Arch. You are about to enter the infamous
Glass Maze.

Getting through it the first time is quite easy; getting out again is quite
another  matter.  There  are  two  ways back, the long and hard way, or the
quick  and  dirty  way. If you want to go the easy route, learn Gaspar once
and  Fweep  once,  then Gaspar yourself right now. If you want do to it the
hard  way,  learn Fweep three times. Ok, drop everything here, go East into
the Maze, and Fweep yourself.

Now  fly  along the following route: North, East, South, South, West, Down,
East, East, North, North, Up, Up, South, East and you're now at the Hollow.
Here  you  will  find  the Swanzp scroll, but you can't do much until Fweep
wears  off. So wait around until you're human again. As soon as you pick up
the scroll, the maze layout will change. Oops! Now what?

Well,  first, drop the scroll down the hole (it's the chimney of the little
hut).  Now  what you do next depends on how you decided to get back out. If
you  opted  for quick and dirty, walk West, West, South, East, and you will
fall  through  the  Maze  and  splatter.  However,  the  Gaspar  spell will
activate,  and your Guardian Angel will restore you to life at the spot the
spell was cast, which in this case was the Glass Arch.

However,  if  you  want  to  do  it  the  hard  way, then here's how: Fweep
yourself,  then  fly  the  following  route: West, West, South, Down, Down,
West,  West,  Up,  Up,  North,  North, Down, East. At about this point, the
spell  will  wear off. Fweep again, and continue: South, East, North, Down,
West, South, West, Up, West, and you're back at the Arch again. Whew!!

Again, wait around till the spell wears off, then pick up everything and go
to  the  hut.  In the fireplace, you will see the Swanzo scroll. Gnusto the
spell,  and  then  take a nap, because by now you're tired again. Awakening
refreshed,  leave  the  hut and head on back to the Toll Gate. The Gnome is
still  here,  and  still  asleep, so now's your chance: search him, and you
will  find  your Zorkmid! All right! Now, keep going West until you come to
the  Bend,  where  you  head Southwest to the Edge of the Crater, then Down
into  the  crater itself. From there, move along South into the North/South
tunnel, and the Southwest to the Amusement Park Entrance.

Try to go West, and a Gnome will appear and demand a Zorkmid. Give him your
coin, and then proceed West into the park. Of all the places here, only one
is important: the Arcade.

Everything  else  is pretty much for show. So, keep on West until you reach
the  end  of  the  Midway, and then go South into the Arcade. Open the Aqua
Vial, drink the potion, then drop the vial. You are now dexterous enough to
win  a prize, so take the ball and throw it at a bunny. POW! Direct hit! As
the  bunny  goes  flying,  the  hawker will give you a glittering scroll of
Malyon.  You  don't  need to Gnusto this one, as it will be used only once,
and very soon.

Now  leave  the park, and once back in the tunnel, go south and you will be
in  the  Carving  Room. One carving looks like a dragon, and that's the one
you  want.  First, Yonk Malyon. Then, learn Malyon. Finally, Malyon Dragon.
The  souped-up spell brings the Dragon to life! Good thing for you it's not
permanent, or you might have been fried to a crisp!

In  any case, there is now a passage South through the wall. Take that into
the  Sooty  Room.  Now  you're  about to enter the most bizarre part of the
game. Open the Orange Vial. Frotz yourself. Go East into the Coal Bin room.
There  will be a cave-in behind you, so you can't go back now. In addition,
you're  having  some some trouble breathing, so drink the orange potion and
drop  the  vial.  Suddenly,  your Older Self appears, sliding down from the
Upper  Chute!  Listen carefully, and your twin will tell you a number. Make
careful note of it! Now, hand your spellbook to your Twin, who will take it
and dive down the Lower Chute.

Go  East to the Dial Room. There is a dial on the door, which can be set to
any  number  from 0-873. Set it to the number your Twin just gave you. This
is  also a variable number and will change from game to game. Then open the
door,  and  go into the Shaft Bottom. Get the rope. Make sure that you have
nothing with you now but that rope. If you have anything else, drop it.

Climb  up  to  the  Shaft Top. Go Southwest into the mine. A timber is here
(doesn't  that  bring  back  fond  memories  of Zork?). Tie the rope to the
timber,  then continue on Northwest and West. You are now at the top of the
Upper  Chute.  Put  the  beam across the chute, then drop the rope down the
chute. Finally, climb down the rope, and you will be in the Slanted Room.

There  is  a  scroll  here, and also an opened lantern. Get the scroll, and
Golmac  yourself  back  in  time.  Now open the lantern, and get the Vardik
spell.  Time  is running short, so go East down the chute into the Coal Bin
room, where you will see....your Younger Self!

Now,  most  important:  you must do as your twin did before! Tell your Twin
the  combination  to  the  Dial  Room door. Now your Twin will give you the
spell book, just as you did earlier (really one of the neater parts of this
game!).  As  soon  as  you  have  the  book, go down the Lower Chute to the
Lagoon.

Ah,  air  again!  Take  a  deep  breath,  then sleep awhile, because you're
probbaly  tired  again.  Now  learn  Meef  twice,  Swanzo,  once  drop  the
spellbook,  and  go East into the Lagoon. Dive down to the bottom, and Meef
the Spenseweeds, revealing a crate. Get the crate and return to shore.

Drop  and  open  the  crate.  Inside,  among other things, is a can of grue
repellant.  Get that, and walk Northeast along the Ocean Shore and North to
the  Mouth of the River. There is a cave to the West, it's entrance covered
by nasty- looking vines. Meef the vines, and Vardik yourself.

Now,  spray  the  repellant  on yourself and enter the cave. Wow! Grues are
everywhere,  and  they  don't  fear  the  light!!  Fortunately  though, the
repellant  still works. However, I wouldn't advise staying around! So, move
along  West  and  you  will  come  to three doors. Two of them lead to VERY
unpleasant circumstances.

You  don't  want  those, so open the white door. Inside the room is Belboz,
who  is  possessed  by  the  demon Jeear. Swanzo Belboz, and the demon will
leave  him,  and attempt to enter YOUR mind! But the Vardik spell will keep
him  out,  and,  with  no  host  available, he will vanish! Belboz will now
regain  his  senses, and will magic the both of you back to the Guild Hall.
Here  Belboz announces his retirement, and names you as the new head of the
Circle! Congratulations, Sorcerer!

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