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Sorcerer


by Infocom

     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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