Spellcasting 101: Sorcerers Get All the Girls чит-файл №1

INTRODUCTION

So, you want to be a sorcerer? You, Ernie Eaglebeak, sit in your drafty
attic room in the town of Port Gekko, dreaming of a life on the campus
of Sorcerer University. Classes (GIRLS!), lectures (PARTIES!), tests,
fame, and fortune (not to mention Lola Tigerbelly) await if only you can
get away from the meanest stepfather in Peloria: Joey Rottenwood. Fate
has bigger plans in store for you than you could ever imagine, however,
as you travel through this pun-filled adventure.

NOTE: This walkthru will get you through the game in NICE mode. The
encounters in NAUGHTY mode are not that much different; I'm sure you'll
be able to figure out what to do. I found both modes enjoyable.

ESCAPE!

You begin the game in your attic room awaiting an unavoidable beating
from your stepfather. This time, you decide to make a break for it! But
how? The door is barred and you're a bit too high to just jump out.
There are two ways out that I know of, although I heard there's a third.
Any way you go, you'll end up in the same situation. The game starts at
3:35 p.m. Friday; each move takes 5 minutes, and Joey Rottenwood is due
to interrupt you at 4:00. So, either WAIT UNTIL 4:00, or try fun stuff
like EXAMINE ME or GET RAT.

After Joey's visit, you realize escape is even more imperative because
at 7:00, a friend of Rottenwood's (he has friends?) is going to
introduce you to the wonderful world of dragon-tending. This will occupy
you for the next seven years, dashing your hopes of a career as a wizard
(and ending the game). So, get a move on, Eaglebeak!

You don't need the application or love note in the writing desk, but
read them for laughs if you like, then get ready for your disgusting
escape.

Route one: OPEN LEFT WINDOW. OPEN RIGHT WINDOW. GET HAY. DROP HAY OUT
RIGHT WINDOW. JUMP OUT LEFT WINDOW.

Route two: NORTH. OPEN TINY DOOR. GET POTTY. OPEN GRATE. DOWN. DROP
POTTY. (You really don't want to keep it, do you?)

Both routes land you in the alley, filthy and naked, with your only way
out through the gate to the east; however, you can't go that way yet.
Lola, the beat of your heart, has caught her dress on the gate. You'd
die of embarrassment if she saw you in this state! To make things worse,
Joey appears to "help" Lola. But wait! There's a pair of overalls in the
shed to the west.

Unfortunately, the shed door is locked. Fortunately, the key is under
the flat rock nearby. Unfortunately, you can't get it. Try MOVE ROCK and
GET KEY.

Where'd that foot come from? It's attached to your old teacher, Miss
Beancounter, spinster. Lucky for you she's blind as a bat. But if you
give her a chance to find her spectacles, clean them, put them on, and
get a GOOD look at you, you're dead. What to do? Desperate times call
for desperate measures. PUSH BEANCOUNTER. GET KEY. UNLOCK SHED DOOR WITH
KEY. OPEN SHED DOOR. Go west, GET OVERALLS, WEAR OVERALLS, and go east
twice.

Clad in overalls, Joey mistakes you for the gardener, Jimmy Risingmoon,
and lets you plow through amidst vile threats. You then make your way to
Sorcerer University's Donkeydung Hall. Your dream of entering the
hallowed halls is about to be realized (IF you have your registration
form!).

GET IN LINE (this is a good spot to save) and WAIT until you're asked
to answer several questions (the game's copy protection is based on
documentation checks).

SORCERER U.

The story picks up a few weeks into the term: You are heading across
Batguano Court. If you like, read the school newspaper. Besides being
rather humorous, you'll notice a change each day (today is Tuesday) as
sinister forces encroach.

GET PAPER. READ NEWS. READ ARTS. READ SPORTS. READ EDITORIAL.

It should be about time for the early afternoon class, Mythology 101.
Head for the appropriate location (you do have a schedule, don't you?),
sit, and TAKE NOTES when class begins. Keep waiting until class is over,
then go northeast from Meltingwolf Hall to Professor Tickingclock's
office to receive an invitation to dinner Wednesday night at 7:30.

NOTE: Attending classes, taking notes, and dinner with Prof.
Tickingclock are not crucial to completing the game, but:

A) The classes burn time, provide useful information (if you're not
reading the entire walkthru), and are amusing (as are the notes you
take).

B) If you skip dinner with the Professor, you'll miss some background
information on The Sorcerer's Appliance, and -- more importantly for the
lusty players in NAUGHTY mode -- you'll miss an encounter with Hillary
Tickingclock!

C) You do want to be a good student!

After the late afternoon class, Ethics 101, there are a few ways to
pass the time until the all-important frat parties that start at 8:00
p.m. You can watch the endless game of Malls 'n' Muggers being played in
Frogkisser Hall, explore your room, visit the frat houses, or just WAIT
UNTIL 7:55. Then, from Batguano Court, go southwest, WAIT twice, then
open the SKONN BOX (once Bo Soundofthunder gives it to you). Go
northeast, northwest, WAIT until 8:30, and answer YES (when Gretchen
Snowbunny asks for your help). Now, go south, east, PUT GRETCHEN IN BED,
SEARCH GRETCHEN, and GET KEY.

This first night at Sorcerer's U. you're more tired than you are most
nights, so you may just want to REST. However, if you're eager for
points, you should have enough time to get the FRIMP spell in the
President's House. If not, there's plenty of time to do that later.

Wherever you fall asleep, when you awaken: GET KEY, SPELL BOOK,
NOTEBOOK. The rest of the stuff is unnecessary. (If you had the NAUGHTY
encounter with Gretchen, GET CLOAK and WEAR CLOAK...you oversexed devil,
you!) It's now Wednesday morning. Head to Batguano Court and check out
the new issue of the school paper if you wish, then attend your morning
class: Spellcasting 101!

After the early afternoon class on magical creatures, you've got time
for some spell-gathering and scoring (point-gathering, eager beaver!)
before your dinner date (you're excused from the late afternoon class,
Physical Skills 101, due to a slightly sprained pinkie). Go southwest
from Frogkisser Hall to the Boat Dock. UNLOCK DOOR WITH KEY, OPEN DOOR,
and go northwest. OPEN FRIMP BOX. Go southwest, east, northeast, up, and
SKONN STATUETTE (this, I'm sorry to say, is the only use for that
bust-enlarging spell). CLIMB STATUETTE, OPEN KABBUL BOX, and go down.
GET POPULAR BOOK (endgame surprise!), go down, FRIMP TRAP DOOR, OPEN
TRAP DOOR, and go down. Save the game here.

You've entered the "Maize." Each room has a letter: You want to move
through the rooms spelling the phrase, T-H-I-S-W-A-Y-O-U-T, and end up
in the southwest corner where a trap door will open. So, take the
following route:

Southeast, south, east twice, and southwest. West, south, west twice,
down, and OPEN DISPAR BOX. Up, northeast, north three times, and FRIMP
TRAP DOOR. OPEN TRAP DOOR and go up.

Nothing much else to do today (Wednesday) but to attend the dinner
party in Tickingclock's suite (upstairs from Frogkisser Hall), where you
can listen to the Professor ramble on about the Sorcerer's Appliance,
examine the surfboard, and help Hillary with the dishes afterward (NICE
mode). Then, just REST until morning.

Thursday morning, grab a paper: Things are getting really weird! Attend
your morning class, Math and Science 101, then just go to the Simulation
Lab (East from Meltingwolf Hall), and WAIT until your disheveled mother
appears to give you the talisman. She'll be abducted, you'll be knocked
out, and awaken to find the University in ruins.

Well, the good news is you won't have to turn in those class
assignments. The bad news is everyone's gone, the strange Sorcerer's
Appliance is gone, and it appears you're stuck on the island. But you're
educated enough to use the DISPAR spell on the surfboard in
Tickingclock's suite. First, you want to go to the Simulation Lab (if
you're not there already). If you've been through the simulation before,
you know the simulation spells are always removed at the end by a
professor. Now, however, there's no one left to remove them, and you can
get them (GUB, VAI, ZEM) permanently. Here's how to do it: SIT, GUB
TREE, ZEM ME, and go south. FIGHT ATOMIC DRAGON WITH SWORD, VAI IVY, and
CLIMB IVY. PUSH LEVER and OPEN SHACKLES.

Then, end the simulation with either OPEN TRAP DOOR or CLIMB DOWN. The
spells you gain are needed at Fort Blackwand. Now, go to the Professor's
suite, DISPAR SURFBOARD, and GET SURFBOARD. OPEN BLUBBA BOX, go down,
and southwest.

You arrive on the boat dock just in time to hear Professor
Peelerofsmallfigs fill you in on the tragic happenings before he
expires. So, it's up to you to find the Sorcerer's Appliance and save
the world. PUT SURFBOARD IN WATER and GET ON SURFBOARD. Set the left and
right dials to the latitude and longitude of the Island of Lost Souls
(the foot-shaped island), and PUSH RED BUTTON.


THE ISLAND OF LOST SOULS

If you set the coordinates correctly (use the map), you should hit land
at The Island of Lost Souls. Reading the sign, you discover that there
are 80 souls here, imprisoned in non-human forms by Lars Stormkiller as
a penalty for stiffing a cobbler named Waldo Bootlacer. The description
of each object is a punny clue to the name of the Lost Soul imprisoned
within. The KABBUL spell will restore the soul when used in the form
KABBUL NAME. With this in mind, let's begin. (80 souls is a lot: As one
gamer said, "Just be glad the city of Chicago didn't stiff the guy!")

The Meadow (5 Souls): Blaise (big fire); Ashley (powdery embers);
Charlotte (blackened hayfield); Bernie (damaged leg joint); Bea (flying
insect).

Down by the Riverside (6 Souls): Rod (fishing pole); Barb (fish hook
with sharp point); Bridgit (pronounced span); Sandford (gritty
crossing); Clifford (rock-walled crossing); Brooke (small stream).

West of House (8 Souls): Jim (large metal playset); Peg (short wooden
dowel); Jack (lifting device); Carmen (male passengers in auto); Mikey
(lock opening device inscribed with "Yours") Belle (glowing button);
Matt (rectangular, bristly pad); Dolly (handtruck).

In the Forest (7 Souls): Dawn (sun on east horizon); Woodrow (logs in
straight line); Gail (strong wind); Leif (lone bit of foliage); Ernest
(ornamental vases in bird home); Wolfgang (dog-like carnivores humming);
Robin (red-breasted bird).

Living Room (16 Souls): OPEN SAFE: Chip (poker pot); Adlai (false
claim); Nicholas (accounting statement); Ty (man's silk neck ornament);
Adam (indivisible particle); Jules (gems in safe); Penny (cent in safe);
Buck (dollar coin in safe); Will (legal document in safe).

You must KABBUL the contents below first: Wilhelm (Will's son, heir to
ship steering wheel); William (Will's gardener, heir to sweet potato);
Wilma (Will's mother, heir to herself); Wilbur (Will's grandson, heir to
sticky seed pod); Willie (Will's nephew, heir to fifth letter of
alphabet); Wilton (Will's chiropractor, heir to 2000 pound weight);
Pierre (stuffed moose, heir to small, round green vegetable)

Kitchen (7 Souls): Waldo (uncooked bread batter on vertical surfaces of
room); Patty (flat circle of ground beef); Stu (hearty soup); Ricky
(alcoholic lime drink); Sherry (bottle of nutty wine); Pat (tiny square
of butter); Frank (hot dog).

Attic (7 Souls): Bo (tied silky ribbon) "Bo knows KABBUL spells!"; Bill
(duck with long, flat beak); Kermit (canine baseball glove); Bunny
(young rabbit); Teddy (koala bear); Tom (male cat); Knute (salamander).

East Cellar (10 souls): Archie (large curved letter); Hardy (tough,
unyielding letter); Lucy (letter dressed like a tramp); Dusty (letter
covered with powdery debris); Gabby (chatty letter); Betty (gambling
letter); Lacey (fringed letter); Connie (hustling letter); Goldie
(letter made of shiny yellow metal); Daisy (disoriented letter).

Sound Studio (8 Souls): Mike (recording device); Humphrey (silent
vacuum tube); Carol (joyous Christmas song); Noel (cheery note with "No
L"); Blair (unruly sound); Cy (long moan); Winnie (soft neighing of
horse); Melody (tuneful song).

British Aisles (6 Souls): Gaylord (prancing nobleman); Lulu (two toilet
bowls); Lucille (wax toilet closure); Bobby (police officer); Billy
(nightstick); Laurie (truck).

Whew! One move after restoring the last soul, the restored islanders
will carry you back to the meadow. Among the accolades heaped upon you,
you are presented with a big key to an island! Oh, well, we'll cover
that later. For now, GET ON SURFBOARD, set the dials for The Island
where Time Runs Backwards (the island with the hourglass), then PUSH RED
BUTTON. You're off!


THE ISLAND WHERE TIME RUNS BACKWARDS

Well, if you thought you'd been through some strange stuff already,
wait till you arrive (leave?) at (from?) this island. You're going to
star (you have just starred?) in a production of "Goldilocks and the
Three Mud Devils" (scene 14, take 187 -- you must be a lousy actor!).
Somehow, you're dressed for the part with a dress and golden hair.
Strange, you're covered with dried mud, you just fell off your
surfboard, you're undigesting your last meal, and things just don't feel
right. Stranger still, someone just entered. GET ON THE SURFBOARD.

What's happening here? Simple, you're playing the part in reverse: Time
flows backwards, and you must enter the command that would cause the
OPPOSITE effect that you read in the preceding text. Since you fell off
the surfboard, you GET ON THE SURFBOARD. That was a freebie; from here,
you're on your own! Understand? I hope so because any mistake rips the
fabric of time and ends the game!

Well, next, you're yelled at by the director for dropping a piece of
waybread, and a large piece of waybread rises into your hand. So, DROP
LARGE WAYBREAD. Next, you walk backward to the north. So, naturally, you
enter south. Okay, I'm not going to waste CIS's valuable space
describing everything that's going to happen (unhappen?): I'll let you
see for yourself. Go southwest, JUMP OUT WINDOW, and WAIT twice.

By the sound of things, it seems that the mud devils came home, noticed
that someone had been playing chess with their nuns (NICE mode), someone
had been eating their waybread, and sitting in their mudbaths. The baby
mud devil discovered you in his mudbath, so you jumped out the window.
Let's proceed: GET IN SMALL MUDBATH, GET IN MEDIUM MUDBATH, then GET IN
LARGE MUDBATH. Go up, EAT SMALL WAYBREAD, EAT MEDIUM WAYBREAD, and EAT
LARGE WAYBREAD. PLAY CHESS WITH SMALL NUN, PLAY CHESS WITH MEDIUM NUN,
and PLAY CHESS WITH LARGE NUN.

Okay, now that you've finished (started?) the Mud Devils' house, it's
time to proceed to the end (beginning?) of the scene. Go east, OPEN
DOOR, READ SIGN, and go northwest. EXAMINE PEDESTAL and go north.

Oops! It appears you arrived on the set with a BUNDEROT spell box in
your hand, and you're totally out of character! GIVE BUNDEROT BOX TO
DIRECTOR and GET OFF SURFBOARD.

Suddenly, time resumes its forward progress, and you're on the
surfboard with a BUNDEROT spell box (bet you were wondering what this
weird sequence was all about, weren't you?). OPEN BUNDEROT BOX. Now, set
the surfboard dials for The Island of the Amazons (the Island with a
woman on it). PUSH RED BUTTON, and get ready for some real exertion!

THE ISLAND OF THE AMAZONS

If you read the back of the game box, you've probably been itching to
get to this place for a while. Your only legitimate purpose here is to
get one little item, but you'll be lucky to get away alive! These women
hardly ever get a man on their island; they're so desperate for one,
they'll even take scrawny, nerdy sorcerers (no offense intended,
Ernie!). Every time you turn around, they'll be needing your
"assistance." So, resign yourself to some heavy-duty "work," and go
southwest to the Parade Grounds.

You'll be greeted by the Amazon Leader who will direct you to the
V.I.P. suite to the west. Go ahead: There's no sense putting off the
unavoidable. After she avails herself of your "services," OPEN HOPE
CHEST. Argh! Ambushed! Now you know what this Amazon was "hoping" for!
After this encounter, GET SHOES, LOOK UNDER BED, FRIMP BED, and GET
BONNET.

You're bound to be interrupted again while doing this. Getting tired
yet? You've got to make a break for it, soon! Unfortunately, these women
will never let a man leave, but a woman (or a reasonable facsimile)
could sneak out. You have a choice: Die from exertion, having earned the
gratitude of the Amazons, or just NEARLY die from embarrassment as you
sneak past in drag! You've got the high heel shoes and bonnet, so go up
through the air vent.

You're now in the S.I.P. (Somewhat Important Person) suite. There's a
closet, so OPEN CLOSET and GET GOWN.

You're sure to be ambushed by the maid: Just grin and bear (bare) it;
then go up again to get back to the V.I.P. suite. If you're a glutton
for punishment (by now this routine is becoming just that!), open the
door of the S.I.P. suite first. Next, go east to the Parade Ground, then
south to the general store to be abused, this time by the shopkeeper.
Afterwards, GET SWORD and LIPSTICK.

You can read the magazine in the shop if you like; it gives you the
distinct impression the Sorcerer's Appliance and The Five Great
Attachments have been taken to Fort Blackwand. Next, you need to make
your costume change. If you're in NICE mode (nobody would be in NAUGHTY
mode on THIS island, WOULD they?), you can't remove your cloak in front
of the lady! Head back to the V.I.P. suite. Then, REMOVE CLOAK, WEAR
SHOES, WEAR GOWN, WEAR BONNET, and WEAR LIPSTICK.

If you're lucky, you'll finish dressing without another ambush.
High-tail it back to your surfboard (east and northeast) past the
sniggering Amazons in the Parade Ground, then change back into your
normal garb by removing the fashionable garments and wearing your cloak.
GET ON SURFBOARD, and set the dials for the Restaurant at the End of The
Ocean: You NEED some nourishment after what you've just been through!

THE RESTAURANT AT THE END OF THE OCEAN

Unfortunately, you're not going to have time to eat here: The popular
restaurant will go from boom to bust in a few moves (remember your
Ethics 101 lecture on the six stages in the life-cycle of a good
restaurant?). There's a spell floating in mid-air above the water;
you'll have to get it in a roundabout fashion. GET MAJJELLO BOX (watch
your fingers!).

So, now that little Pygmy Shark has your spell box! Well, as long as
you've come this far, go inside and check out the menu. Go north and
EXAMINE MENU. Maurice, your friendly waiter, is at your service. Hm, the
Pygmy Shark looks delicious, doesn't it? ORDER PYGMY SHARK. Boy, this is
one hot spot! WAIT. Gee, suddenly the prices have gone up, they're
cutting back on "extras," and the waiter's getting rather rude! Ah,
here's your order!

Alas, you'll never be able to eat the whole thing, and they don't allow
any takeouts. So, BUNDEROT SHARK (what a waste of food!). There's that
spell box the shark ate (poetic justice, eh?). You've just got time to
OPEN MAJJELLO BOX before the eatery goes bust and you get kicked out
(you're not going to tip Maurice, are you?).

Back outside (by the Sail-Thru window), GET ON SURFBOARD, and set the
dials for the latitude and longitude of The Island of the Gods! Oops,
what's wrong with the right dial? You can't seem to find the latitude
setting. (Oh Boy! A puzzle! A puzzle!) No problem for a wizard of your
caliber: Just MAJJELLO RIGHT DIAL, set the right dial again, PUSH RED
BUTTON, and you're off!


THE ISLAND OF THE GODS

Through your incredible adventures, you've managed to get the necessary
items to go where few mortals have gone before: the fabled Island of the
Gods! Your surfboard comes to a halt at the Gateway of the Gods -- a
huge portal which just happens to be locked, denying you entrance. But,
you just happen to have the key to that portal, given to you by the
grateful Mayor Blaise! So, UNLOCK ISLAND WITH BIG KEY, and go north
twice.

Passing through the Garden of the Gods, you enter the Condo of the
Gods, a beautiful lobby with apartments to the east and west. To the
east is the abode of Baccarat and Bagatelle, gods of war and peace,
respectively. Not much is going to happen here, the real "action" is to
be found in the west apartment where Ocarina and Glockenspiel make their
home.

Glock, god of ugliness, is insanely jealous when it comes to Ock, and
the last thing a mere mortal wants to do is be caught alone in Ock's
presence when Glock shows up. So, HIDE BEHIND DRAPES, and WAIT until Ock
and Glock enter the apartment. They have a heated argument over Glock's
suspicions that SOMEONE has been helping Ock do crossword puzzles (NICE
mode), and that she hasn't been letting him help her with them for
67,912 weeks!

After Glock storms off in a rage, Ock sneaks out the latest puzzle, and
as you WAIT, you watch her strain her brain. You have an intense DESIRE
to help her, and finally you blurt out the answer to a toughie,
attracting the goddess of beauty's attention. Well, you just have to
continue, so HELP OCARINA WITH PUZZLE.

After a thoroughly enjoyable (intellectual) experience with Ock, she
gives you a reward in the form of a GWEEK spell box. But wait! Is that
Glock's heavy footstep approaching? No time to hide; you're about to
become one melted mortal! Oh well, at least you can get another spell
and a few points before you become ancient history. OPEN GWEEK BOX.

Glockenspiel barges in ready to toast you! But instead, he drags you
outside to the Garbage Dump of the Gods, north of the Condo. A
millennium's worth of garbage is accumulated here, and Glock has
volunteered you to clean it ALL up! (Maybe death by lightning bolt would
be more merciful.) Fortunately, you have the means to handle it. GWEEK
GARBAGE DUMP, then BUNDEROT GARBAGE DUMP.

Behold! You have done what all the gods could not (or were too lazy to
do): You have recycled the Garbage Dump of the Gods into the Meadow of
the Gods (it should have been Ernie's Meadow, in my opinion)! In the
process, you uncovered a GOBERDUNA spell box, hidden for ages. You also
seem to have started an argument among the gods over the new use for the
meadow. Time to make your exit. OPEN GOBERDUNA BOX, go south three
times, and LOCK ISLAND WITH BIG KEY (you don't want these omnipotent,
immature beings unleashed, do you?).

Now, GET ON SURFBOARD and set the controls for Fort Blackwand, where
you know the Sorcerer's Appliance has been taken. PUSH RED BUTTON, and
you soon arrive at the Lagoon, where the dreaded Loch Pick Monster
blocks your path. No sweat! Just GOBERDUNA SERPENT, and the knotty
problem is solved!

FORT BLACKWAND

Head east from the lagoon. Does this look familiar? This is the castle
in the Sorcerer U. simulation lab! This time, however, you've got to get
it right the first time. Okay, Equipment check: Lead-plated sword? Got
the GUB, ZEM, and VAI spells from the simulator? Well, then, GUB TREE,
ZEM ME, and go south. FIGHT ATOMIC DRAGON WITH SWORD, VAI IVY, then
CLIMB IVY. PUSH LEVER and OPEN SHACKLES.

Surprise, surprise! The damsel in the revealing dress is Lola
Tigerbelly! She's pretty bossy, Ernie; what DO you see in her? TAKE
PURSE. (Hey, you've already been in drag, so what's wrong with carrying
a purse?) Among other things, her purse contains a flamethrower, just
what every defenseless damsel needs for the occasional mugger or
kidnaper (why didn't it help her this time, you wonder?).

You must stop the fiend from using the Sorcerer's appliance to destroy
the world. So, overcome your fear of the unknown, OPEN TRAP DOOR, and go
down.

Before you are three gates of Bronze, Silver, and Gold. Before each
gate is an "X," also wrought in Bronze, Silver, and Gold. Standing on an
"X" opens the gate of its color. Unfortunately, you can't stand on all
three at once. Luckily, you can tell Lola to stand on one. This still
leaves you one person short. But, isn't that picture on the wall rather
familiar? Nice piece of "Art!" STAND ON GOLD X. LOLA, STAND ON SILVER X.
KABBUL ART. ART, STAND ON BRONZE X.

The way your heartthrob Lola reacts to Art's appearance should make
your blood boil! Again I ask, WHAT DO YOU SEE IN HER? Oh, well, with all
three gates open, go west where you will encounter....

THE STUNNING CLIMAX!

You enter a huge chamber wherein rests the Sorcerer's Appliance! Also,
the chamber just happens to hold Professor Tickingclock, who's manacled
to a wall, as well as the hideous monster who did so many horrible
things, including the the despicable act of ravaging Lola! Yes, this
beast must be the worst creature in all Peloria: your stepfather, Joey
Rottenwood!

You may as well WAIT while Rottenwood tells his story. (Isn't that
always what happens in the movies? You're forced to listen to the
villain tell his entire life's story? There ought to be a law!). But,
when Joey prepares (with a dramatic pause) to press both buttons on the
Appliance at once, it's time for Ernie Eaglebeak to make his move!

Remember that delightful book, "Endgame Surprise," that you just
haven't been able to put down? GIVE POPULAR BOOK TO JOEY. Rottenwood,
instantly absorbed in the book, is no longer able to press both buttons
simultaneously! He sits down, totally engrossed at the prospect of a
good read, and triggers the destruct mode on the Sorcerer's Appliance! A
spell box, EKSLAKSIA (spell of unloading), falls out of the machine!
Tickingclock informs you that in 15 minutes (that's three moves) the
Appliance will explode, taking this corner of Peloria with it; the only
way to override it is to dump at seven tons of whale poop on it!

(Aren't you on the edge of your seat right now?)

Fifteen minutes: CAST BLUBBA. If you've done this before, you know the
whale knocks your spell book out of your hands. With 10 minutes (two
moves) left, you can't GET BOOK, OPEN EKSLAKSIA BOX, and CAST EKSLAKSIA.
So, what do you do, now?
                               
Ten minutes: You make the ultimate sacrifice: BURN SPELL BOOK. Your
most prized possesion goes up in smoke as the flamethrower blasts it!
Why, oh, why did you do it? (My apologies to Legend Entertainment and
Steve Meretzky: I have to give away this little secret from the manual).
If you open a spell box in the presence of your spell book, it goes into
the book. Otherwise, the spell is cast and lost.

Five minutes: OPEN EKSLAKSIA BOX. The spell, with no direction, has the
general effect of causing everyone (including the whale) to dump their
loads. The Appliance's destruct sequence is aborted, everyone is free --
the entire Sorcerer U. gang, your mother, and Rottenwood (who slinks
away). The Appliance is taken through a portal to the sequel, and
Tickingclock transports you all back to the University. Lola runs off to
Balmoral City to shop, you get hit with a huge tuition bill, reprimanded
for using level 5 spells, and advanced out of Spellcasting 101 to return
in SPELLCASTING 201: THE SORCERER'S APPLIANCE.

SPELLCASTING 101: SORCERERS GET ALL THE GIRLS is published by Legend
Entertainment and distributed by MicroProse.

This walkthru is copyright (c) 1991 by Venger. All rights reserved.