| You've distinguished yourself among the young Enchanters by defeating | | the evil Warlock Krill, whose attempt to subjugate the land was thwarted | | by your cleverness, as your inexperience allowed you to succeed where | | others might have failed. This earned you a place on the Circle of En- | | chanters, second only to the great Belboz the Necromancer. Then Belboz | | himself was nearly destroyed, and your rescue of him from the evil demon | | Jeearr earned you the ultimate honor given a mage, the leadership of the | | Circle of Enchanters. | | Now, a crisis has befallen the kingdom. Magic itself seems to be | | failing. Spells fail to work or go strangely awry, the populace is con- | | fused and restive, and even the Enchanters Guild is baffled. A great | | conclave of the Guildmasters is ordained, and it is at this conclave that | | the final conflict between good and evil begins to unfold..... | | | | | | Important Commands : | | Again - this will respond as if you had repeated your previous sent- | | ence. Abbreviation is "G". | | Brief - gives a full description of a location only the first time | | you enter it. Subsequent visits will tell you only the | | name of the location and the objects present. This is the | | default setting unless changed by the VERBOSE or SUPERBRIEF | | commands. | | Diagnose - gives a medical report of your current condition. | | Inventory - lists what you're carrying. Abbrev. "I" | | Look - describes location in full detail. Abbrev. "L". | | Oops - If you accidentally typed something wrong and it responds "I | | don't know the word 'papwe'." You can type "Oops paper" ra- | | ther than typing in the whole sentence in again. | | Quit - Quit to save game, abbrev. "Q". | | Restart - stops story and starts over from the beginning. | | Restore - restores position made using the "Save" command. | | Save - saves game at current position. | | Score - gives score and current ranking. | | Script - tells printer to make transcript of story. | | Spells - tells which spells you have memorized from your spell book. | | Superbrief - no description is given to a location, not even what | | objects are present. This only gives the name of the | | location and eliminates the blank line between turns. | | Time - gives current time of day, abbrev. "T". | | Unscript - stops printer from making a script. | | Verbose - gives description of rooms everytime you enter. | | Wait - makes time go faster in Spellbreaker. | | | | Some recognized verbs : | | ask attack board burn cast climb close count cross cut destroy | | dig disembark drink drop eat enter examine exit extinguish fill | | find fly follow give jump kick kill kiss knock launch lie light | | listen lock look memorize move offer point pour pull push put | | raise read search shake shout show sleep slide smell stand swim | | take tell throw tie touch turn unlock untie wake walk wave | | write | | | | Double Fanucci Cards : (clues) | | | | Forburn the Wily - "The Encyclopedia Frobozzia calls Double Fanucci a | | 'a game played with cards'. I don't play games; I don't play | | anything.'" | | Never formally studied magic, first won a spell book from an unsus- | | pecting G.U.E Tech student in a 902 Fanucci march, raised the level | | of play in Double Fanucci championships, brought new meaning to the | | word "chiseler", greatest skill:drawing Trebled Fromps, Double Fanucci | | handicap : 0.01. | | | | Dimithio of Borphee - "Magic doesn't have to be great to be useful, nor | | does magic have to be useful to be great." | | Studied under Yooman the Musician Mage, animal lover (adapted nitfol | | spell for egg-laying mammals), tremendously well read and good natur- | | ed, greatest skill : fireworks displays, despised by Holnac the Cynic, | | DF handicap : 127. | | | | Berknip - "No one weeps for a necromancer." | | Survived by 7 children and 39 grandchildren in 750 G.U.E (he has since | | out relived them), greatest skill : assisting historial biographers, | | hobby : antiques (making and collecting), inexplicably afraid of | | swords and powdered milk, vegetarian (adapted nitfol spell for raw oy- | | sters and crispy whole fish), DF : unmeasurable. | | | | Barsap - "The hardest trick is making it look easy." | | First performed before royalty - 850, appointed Royal Magician - 875, | | Greatest skills : juggling, creative accounting, guild membership re- | | voked for dues evasion - 960, last book read : "Magic with Mirrors", | | DF : 19. | | | | Barbel of Gurth - "When I was a boy, I was told that any Enchanter could | | become a Guildmaster. Now I'm beginning to believe it." | | Son of Delbor, advisor to Lord Dimwit Flathead, inventor of the golmac | | spell, Guildmaster of Gurth City chapter since 933, President of GAC | | (Gurth Arbiters Congress), greatest skills: arbitrating, speaking in | | tongues, responsible for restoration of high enchantment dues, DF han- | | dicap : 42. | | | | Gustar Woomax - "If history can teach us the difference between good and | | bad magic, it can teach us anything." | | Author of "A Brief History of Magic", "Bizboz at Galepath", "Mage vs. | | Archmage", "Revenge of the Dornbeasts", "The Granola Riots", (co-auth- | | ored by Wilbar Memboob), and "The Coconut of Quendor : Reality or | | Illusion?", born in Greater Borphee - 880, Attended G.U.E Tech 907-911 | | Favorite author : Bizboz, greatest skill : none known, DF handicap : | | 620. | | | | Remember that Infocom games can take a whole sentence as a move with pre- | | positions, etc., or several commands separated by a comma, period, or a | | "Then". To move, just enter in the compass direction, i.e. E)ast, NE | | (northeast), or U)p or D)own. "All" or "It" can save typing time, for ex- | | ample, "take the scroll, read it, put it in the box", "examine all the | | dusty scrolls". "All" refers to the objects that are visible, not ones | | that are hidden and uncovered by you. You can say something in quotes, | | 'Say "Hi!"' or talk to someone by typing their name, then a comma, then | | whatever you want to say to them, "Turtle, Follow me". Any further ques- | | tions should be directed to me at : | SOLVE ----- Spellbreaker, the last in the trilogy, is one of Infocom's most challenging games to date. This is a complete solve for it NOT a hint sheet so stop reading now if all you are looking for is hints. An appendix with the answers to Belboz's questions is included at the end of this file along with a brief summary of where the cubes are found and where they go. All commands are in capital letters. Comments are in lower case Repetative commands are sometimes done using 'G'. For instance: LEARN JINDAK.G.G ----------------------------------------------------------------- NOTE: If a spell fails just relearn it and try again. It can happen often in this game. Z, Z, Z, Z, Z, FOLLOW FIGURE, GET ALL, SOUTH, LEARN LESOCH, LESOCH SMOKE, GET CUBE, LEARN BLORPLE, WRITE 1 ON CUBE, BLORPLE 1 (Packed Earth), FROTZ ME, EAST, SOUTH, GET ZIPPER, OPEN ZIPPER, REACH IN ZIPPER, GET SCROLL (Girgol: stop time), LEARN BLORPLE, BLORPLE 1, DOWN, DOWN, Z, Z, Z, Z, GET SCROLL (Caskly: cause perfection), GNUSTO CASKLY, LEARN BLORPLE, BLORPLE 1, SOUTH, GET SCROLL (Throck: grow plants) , GNUSTO THROCK, UP, UP, (Go UP until the description says a continuous curtain of boulders) GIRGOL, UP, UP, UP, UP, GET COIN, WEST, LEARN CASKLY, CASKLY HUT, PUT KNIFE,COIN,BREAD,FISH IN ZIPPER, GET CUBE, WRITE 2 ON CUBE, LEARN BLORPLE, BLORPLE 2 (Soft room), SOUTH, PULL WEED.G, (pruning shears aren't necessary), PUT 2 IN ZIPPER, LEARN BLORPLE , BLORPLE 1, WEST, LEARN THROCK, NORTH, PLANT WEED, THROCK WEED, DOWN, GET BOX,SCROLL (Espnis: sleep), UP, SOUTH, GNUSTO ESPNIS, OPEN BOX, GET CUBE, WRITE 3 ON CUBE, LEARN BLORPLE, BLORPLE 3 (Water Room), LEARN BLORPLE, GET FISH, PUT ALL IN ZIPPER BUT FISH, CLOSE ZIPPER, SOUTH, DROP FISH, GET 3, GET BOTTLE, BLORPLE 3, OPEN BOTTLE, GET SCROLL (Liskon: shrink), OPEN ZIPPER, GET BOOK, GNUSTO LISKON , LEARN LISKON, DROP BOTTLE, PUT ALL IN ZIPPER, NORTH, LISKON ME, ENTER OUTFLOW, WEST, GET CUBE, WEST, UP, OPEN ZIPPER, GET BURIN, WRITE 4 ON CUBE, GET BOOK, LEARN BLORPLE, BLORPLE 4 (Changing room), NORTH, GET ROSE, LEARN BLORPLE, BLORPLE 4, WEST, PUT ROSE IN CARVING, GET ROSE, NORTH, TOUCH ROSE TO WEST, WEST, TOUCH ROSE TO NW, NW, TOUCH ROSE TO NE, NE, REZROV ALABASTER, WEST, GET CUBE, WRITE 5 ON CUBE, GET 1, LEARN BLORPLE, BLORPLE 1, EAST, NORTH, LEARN LISKON, LISKON SERPENT, NORTH, NORTH, LEARN MALYON, LEARN ESPNIS, MALYON IDOL, Z, ESPNIS IDOL, Z, CLIMB IDOL, GET CUBE (in mouth), WRITE 6 ON CUBE, (The following is optional: PUT ALL IN ZIPPER, GET KNIFE, PRY OUT OPAL WITH KNIFE, GET OPAL, PUT KNIFE,OPAL IN ZIPPER, GET BOOK,6,BURIN) PUT ALL IN ZIPPER BUT BOOK,6,BURIN, LEARN BLORPLE, BLORPLE 6, LEARN BLORPLE, NORTH, GET SCROLL (Tinsot: freeze), BLORPLE 6, GNUSTO TINSOT, WEST, GET COIN, EAST, POINT AT BLUE CARPET, OFFER 200, OFFER 300, OFFER 400, OFFER 450, GIVE COIN TO MERCHANT , I, GIVE RED CARPET TO MERCHANT, WEST, LEARN BLORPLE, GET 3, BLORPLE 3, LEARN TINSOT.G.G, NORTH, PUT ALL IN ZIPPER, CLOSE ZIPPER, REZROV TRAP DOOR, TINSOT OUTFLOW.G, Z, Z, Z, Z, TINSOT WATER, CLIMB ICE FLOE, UP, GET CUBE, OPEN ZIPPER, GET BURIN, WRITE 7 ON CUBE, EAST, NORTH, REZROV CABINET, GET SPELL BOOK AND MOLDY BOOK, LEARN CASKLY, CASKLY MOLDY BOOK, GNUSTO SNAVIG (Shape change), LEARN BLORPLE, GET CARPET AND 3, SOUTH, WEST, UP, DROP CARPET, SIT ON CARPET, FLY, WEST, WEST, WEST, WEST, DOWN, STAND, GET CARPET, GET CUBE, BLORPLE 3, WRITE 8 ON CUBE, LEARN BLORPLE, LEARN SNAVIG, PUT ALL IN ZIPPER, CLOSE ZIPPER, SOUTH, GET 3, SNAVIG GROUPER, DOWN, Z, Z, Z, Z, GET ALL, UP, BLORPLE 3, OPEN ZIPPER, GET BOOK AND BURIN, WRITE 9 ON CUBE, LEARN BLORPLE, NORTH, BLORPLE 9, WEST, LEARN TINSOT, TINSOT FRAGMENT, GET FRAGMENT, LEARN BLORPLE, GET 8, BLORPLE 8, SOUTH, SHOW BOX TO BELBOZ (Answers for question see below), LEARN BLORPLE, GET 5, BLORPLE 5, PUT 7,8,9 IN ZIPPER, SOUTH, GIVE FRAGMENT TO GREEN ROCK, CLIMB GREEN ROCK (Follow brown rock trying to move it towards NW corner, use diagonals when available. Direct rock by using command ROCK, direction. You are trying to mezmorize it.), CLIMB ON BROWN ROCK, GET CUBE, WRITE 10 ON CUBE, LEARN BLORPLE, BLORPLE 10, LEARN BLORPLE, DOWN, DOWN, ENTER LIGHT, CLIMB PILLAR, GET CUBE, WRITE 11 ON CUBE, BLORPLE 11, GET BOX AND 1, PUT 1 IN BOX, GET 1, NORTH, THROW BOX TO OUTCROPPING, LEARN BLORPLE, BLORPLE 1, NORTH, GET ALL, WRITE 12 ON CUBE, PUT BOX,1,10,BURIN IN ZIPPER, LEARN BLORPLE, BLORPLE 5, EAST, LEARN BLORPLE, LEARN JINDAK.G.G.G, PUT ALL IN ZIPPER, REZROV DOOR, (Save now!) NORTH, GET X1,X2,X7,X8, JINDAK, Do the following... It is assumed that x1,x2,x3,x4,x5,x6 come from the first pile and x7,x8,x9,x10,x11,x12 come from the second pile. If the alarm goes off just RESTORE the game and try again. 1 - If both piles glow of the same brightness then x1, x2, x7, or x8 is a special cube. If this is true then: PUT X1 ON FIRST PILE, PUT X7 ON SECOND PILE, JINDAK, A - If the piles glow of different brightness then the cube just put on the brighter pile is the special cube, get it and continue with the solve. B - If the piles glow of equal brightness then x2 or x8 is the special cube. Do the following: PUT X2 ON FIRST PILE, PUT X8 ON SECOND PILE, JINDAK, C - Take the cube just put on the brighter pile. ------------------------------------ 2 - If the piles glow of different brightness then remove one cube from the dimmer pile then do the following: Remove a cube from the brighter pile then JINDAK if both piles glow of equal brightness then you have the special cube. Continue on to the rest of the game. If both piles glow of different brightness then replace the cube just removed from the brighter pile and then remove a different cube. JINDAK. Continue this process until you find both piles are of equal brightness. YOU NOW HAVE THE RIGHT CUBE. It will be called the X? cube from now on. NOTE: once you BLORPLE this cube, you SHOULD be in the Sand Room, if NOT, then RESTORE the game and try again. --------------------------------- BLORPLE X?, DOWN, GET KEY AND BOOK, DOWN, LEARN ESPNIS, ESPNIS ME , UNLOCK CABINET WITH KEY, OPEN CABINET, LEARN BLORPLE.G.G.G, PUT BOOK IN CABINET, GET SCROLL (blank), CLOSE CABINET, LOCK CABINET WITH KEY, GET BURIN, PUT ALL IN ZIPPER BUT BURIN,X?,SCROLL, REZROV DOOR, BLORPLE X?, UP, GET SACK, OPEN SACK, GET FLIMSY SCROLL, EMPTY ZIPPER INTO SACK, WRITE GIRGOL ONTO VELLUM SCROLL, PUT FLIMSY SCROLL IN ZIPPER, CLOSE ZIPPER, DROP ZIPPER, GET 12, BLORPLE 12, GET KNIFE, EAST, Z, Z, GET 2, Z, Z, Z, Z, Z, Z, Z, Z, GIRGOL, GET 12, PUT KNIFE IN HYPERCUBE CONGRATULATIONS!!!! ----------------------------------------------------------------- Appendix A -------- - Gustar Woomax, Chronicler of Magic "If history can teach us the difference between good and bad magic, it can teach us anything." - Author of "A brief history of magic","Bizboz at Galepath", "Mage versus Archmage","Revenge of the Dornbeasts", "The Granola Riots" co- authored by Wilbar Memboob, and "The Coconut of Quendor: Reality or illusion?" - Born in Greater Borphee, 880 - Attended G.U.E. Tech 907-911 - Favorite Author: Bizboz - Greatest Skill: None Known - Double Fanucci Handicap: 620 (Note: This is a really bad DF player!) ----------------------------------------------------------------- Dimithio of Borphee, The Cheerful Sorcerer, founder of Borphee Enchanter Guild "Magic doesn't have to be great to be useful, nor does magic have to be useful to be great" - Studied under Yooman, the musician Mage - Animal lover (adapted Nitfol spell for egg-laying mammals) - Tremendously well read and good natured - Greatest Skill: Fireworks Display - despised by Holnac the cynic - Double Fanucci Handicap: 127 ----------------------------------------------------------------- Barbel of Gurth, Arbiter, Diplomat "When I was a boy, I was told that any Enchanter could become a Guildmaster. Now I'm beginning to believe it." - Son of Delbor, advisor to Lord dimwit Flathead - Inventor of the Golmac spell - Guildmaster of Gurth City chapter since 933 - President of GAC (Gurth Arbiter Congress) - Greatest Skills: Arbitrating, speaking in tounges - Responsible for restoration of high enchantment dues - Double Fanucci Handicap: 42 ----------------------------------------------------------------- Barsap, Royal Magician (Turned into a Newt, 972) "The hardest trick is making it look easy" - First performed before royalty, 850 - Appointed Royal Magician, 875 - Greatest Skills: Juggling, Creative Accounting - Guild Membership revoked for dues evasion, 860 - Last book read: Magic with mirrors - double Fanucci Handicap: 19 ----------------------------------------------------------------- Berknip, Oldest Active Necromancer (662-750, 841-present) "No one weeps for a necromancer" - Survived by 7 children and 39 grandchildren in 750 G.U.E. (he has since out re-lived all of them) - Greatest Skill: assisting Historical Biographers - Hobby : antiques (making and collecting) - Inexplicably afraid of swords and powdered milk - Vegetarian (adapted nitfol spell for raw oysters and crispy whole fish) - Double Fanucci handicap: Unmeasureable ----------------------------------------------------------------- Forburn the Wily, Double Fanucci Champion "The Encyclopedia Frobozzica calls Double Fanucci a 'game played with cards.' I don't play games; I don't play anything." - Never formally studied magic - First won a spell book from an unsuspecting G.U.E. Tech student in a 902 Fanucci match - Raised the level of play in Double Fanucci Championships - Brought new meaning to the word "chiseler" - Greatest Skill: Drawing Trebled Fromps - Double Fanucci Handicap: 0.01 ----------------------------------------------------------------- Appendix B -------- - CUBES Where found Goto Belwit square 1 Packed earth Hut 2 Soft room Ogre cave(in box) 3 Water room Pipe 4 Changing room Octagonal room(lead) 5 No place Idol 6 Air room Dungeon 7 Boneyard Roc's nest 8 String room Grouper 9 Light room Rock 10 Dark room Pool of light 11 Fire room Outcropping 12 Magic room Outer Vault X? Sand room