17

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Page 1: BERKNIP - mocagh.orgmocagh.org/infocom/spellbreakerti.pdf · BERKNIP "No fll\(' U ICC/JS ... NOli' I'm bCRinninc, IV I,elkt:c ic." So n t.lf D cl ho T ... Available in aU sizes from
Page 2: BERKNIP - mocagh.orgmocagh.org/infocom/spellbreakerti.pdf · BERKNIP "No fll\(' U ICC/JS ... NOli' I'm bCRinninc, IV I,elkt:c ic." So n t.lf D cl ho T ... Available in aU sizes from

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RK

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"No

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(l1h

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UU

It:CT

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Su

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l;f;mJl.:hilJrcn in i'iO

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(he h;ls ,~incc u

ut·rcli\'cd

them)

Grc:nc!iI ~ki

ll: assist;n)! hi~lllf;.:al

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hers

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nhhy: antiq

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collccting)

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licahly afraid llf ~\\'tlrds anJ

po

wd

ered m

ilk V

egctarian

(adap

ted n

ilfol ~pcll

fur raw uystefJi an

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wh

ole !1~h)

D~luh

le F:IIUU

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kap

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"If history (LlIl cCll(h us (he diife-rencc hecu:eeIlR

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ei maR

ic, if t:L

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lt II,~ w

l)',hill.l:."

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r OfMA B

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e Dm

nb

c:uu

," "T

he G

tanu

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ilbar

Mem

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d "T

he C

oco

nu

t ofQ

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eallt)' tit Illu

sion

!" 811m

in G

reater Bo

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et:. RBO A

ttendc:d G,U

,E, T

ech, Q07 -9

11 F;lvnritc a

uth

or: B

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re;'ltest skill: no

ne k

no

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ble F

anucci han

dicap

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0

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RB

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"\V

hen / was a /'0"1, f w

as wid

r/lar an)' Enchanter ,rm

ld become

(I GI(iId"IllS

ll'T.

NO

li' I'm

bCR

inninc, IV I,elkt:c ic."

Son t.lf D

clhoT. :hlv;snr

t(J

Lord D

imw

it Fl;lthcad

Inv

tnw

r of rhe ~

nlma( sp

dJ

Gu

ildm

anc.r ()f G

urth

City

ch

apter ~

mce 9

)3

Presid

cnr n

fGA

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:unh Arh

iters C

on

j.!fcu)

Grc.1[cst skills: arh

itr;Hirl)!.

spc;lkin~ in wn

cues

Rcsp(ln~ible fur rC

5lnr:uiull n(

high cm:hantm

l'lH d

ues

DL

lUblc F

anu

cd h

anJicap

: 41

FOR

BU

RN

T

HE

WILY

"The: E

llqdlJl)ccJru FrllllO~~I<:"cl ((1/h D

,)Uhlt: F

flnlc(c;i cI 'l!'(llIlt'

pla:cd It'itll r.:ar(k' I Jon 'I 1'1(l~' .l!l!llIt'S; I elnn't fib)' w

l),tlliIlJ('

Nev

er rom,a!\y ~(lJd

icd m:ll-!lC

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on ,t spd

ll'l'llk (rom

,III un~u!tpt!

,rin~ (;,U

,E, lc..:h

stud

ent

In :1 9

02

F.lI\u,::ci m

alch

Raised th

e lc\'cI of p

lay 11\ l)uuhl~'

Falluc

el Chatnl'l.lII~IIIP~ B

rou

gh

t new

meanint.:

(I) thc wt'rd

"c

hiseler" Grea(e~t ~ki1l: J

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rch

bl

Fru

mp

s 0,1111,11; F:lTlu":":1 h

and

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RSA

P "T

he hardl'Sf trick is m

aking it louk cas)."

First p

crfon

ned

before royalty, 85

0

AppoilU

cti Roya

l Magician, 8

75

G

rcOltcU

5kill$: juggling, creative

accou

nting

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embe

rship revo

ked fur

du

es evasion, 96

0

Last bt)uk read

: "Mag

ic ..... ith M

irrors"

Do

ub

le Fanu

cd h

and

icap: 19

DIM

ITH

IO

OF B

OR

PHE

E

"lvflJRic Joc,m't Ilat'e to

he greal w

he IISt'{llJ, nnr deles magic hm

'c ru /It.. lut:juJ to hc gre(u

,"

Stu

Jicd u

nd

er Yoo

m;!n, th

e ~,tu

sidan M

aIZe Animal

lu~'er (adaptc.d nitfo

l spt!ll for e~~·

I:tyins mam

mals)

Trc.m

enduusly well rcad an

d

guod natu

red

Greatest skill: fir1.!w

orks disp

lays D

espi,!;cd hy Ho

lna

c (he C

yn

ic D

ouble Fan

ucd

han

dicap

: 117

Page 4: BERKNIP - mocagh.orgmocagh.org/infocom/spellbreakerti.pdf · BERKNIP "No fll\(' U ICC/JS ... NOli' I'm bCRinninc, IV I,elkt:c ic." So n t.lf D cl ho T ... Available in aU sizes from

2

PUT ON THE POWER WHEN YOU NEED IT MOST.

\,\'hl.']) \'iHI g,l.'t [hI..' ur}.!\..' [\1 :->urgl..'. Frtlhi l: : i\\"gi..: ~ 1 ' lg l L" El lUipml."nr rin:,.::­~m: Vl'lIf hL':-t Iw r . . -\(( f'1C r i\'l.' :l11\.[ !i.~h rm,:.'igh{. rhL' :-\I..' rings ; lfL' ;lpprllprbrc filr

\\"lnk i,r 1)1;1\--'\"'\' 1..'11 Dill,hl !.., El l1 l l .... (1 gi1Il l\..'S! :\nd hl..'s r (It , III , hllll[~ln Illt ltlh:r 11..' [$ yilll

("\lInr1c[elv (\111(\..,;11 thL' Ili l\\ lit \1lilgI C, n \l m,ate !" hi )\\' Iloisy. Ring gll,lI'd pfeVI..'I1{$ C1ccidcn ral : ;lpp1l1)! . Chi Ill:'\..' Ir(J1ll ;1 \'ariL'r y lIt [I Hl..'mic ;In i lll:lis.l( J t.'n:-;UfC n)ITt..'({ :-. i:..:. plt:a!'\t: I..'nclt):ic

;ln y ring whid"t is :-;;1(1..' (t lf rr.n'bl'drr .

Please spe( ify des ign

~bgl(: rm )..! . [)t'l lI xl..' 1111 dl.., l ...

··Sell Gw.i !l. j(lgic(ll Aid, .. .. }. B. FJ'(Ii,,~~

Our business philosophy has re mained the- :-,IIllt'

since D imw it Flathead reigned Sllprt~I1lt=: "Se ll gO~l,, 1 Ill i.lgical aids • .It ~I reasonable pmtir , tr~i.H your Clls[Um~ rs likt= super enchanrt'rs. and they' ll always

come b~lC k f~)r nh)re ."

But WJ .ly'S \V i :::~l rJs need ml..1r(' [h,111 1ll<lgic; {h~y need magic rhey can CfUSe. DepenJ,lhility i.lI1d

rt.: lbbiliry ,Irt.' 1Il ,,)T.~ n~ct'ss'lry [h im cn:r in [\I ... b y':i \\\lrld-i.ln ...l {hc Froh\):: tvhlgi c 1vL1~lC Eq\.Ji~'1 mt:11f

CL)Illp<ln )" h;1 :; bcen sell ing ,.J ~~1t'nd"1L' I ~ gULlds for lWt'r 200 yt.';'U:'o.

U ur custLHners (a n expect lmly th~ hight'sr Ljll<llir y a ids, 1l1~1dt' fro m the c hnic~S( m~H l.:'r i i.l l ~ i. 1\,<ti bbl e at ,lny price. A ll FrobtJ:: l'vb gic magiC equirmell{ is

guamnteed (0 be the b~st wt' Cem Inrlke. Try liS ·

soun ; you won't be d isapPl)intt'd!

. . :11127

.. : m )0

NO MORE STICKY SPELL RESIDUE WITH OUR REJECTRON-COATED CAULDRONS. l\b"k' III I(~Y\, m cr; l!. (hl..':'1 "· C.l ll klt\ilb .I f l..' pl' rkl..'[ It)r

11\ixln~, hrc \\ m).! , itnd huhhling ,m y hnlrh Ill" I'\( ·r lt ln. :\ \\' Ilk, "Wllt h l1),\kl..· ... ~( Ifflng ,,';I:,\", . 111...1 lhl..' \1 1'11.1...1 h1:\1.: db­trihute ... hl..';1( :-O!ll\\'! \" and 1..'\-"I..,,, I\", Tlp -pr\ \t II' C, 'lhrt'lI([h In . he:I\·y-d lity h ; mdk-~, it ri~h[ lid, ,1Ild c;ln'cd ~I'lllll t nuke

tll est.' the hnl"t ke tr k·:-, d( ;\11)' 11riCL' .

Av .. il .. blc in th ree s i: es: 20 11,. 50 fb . and 100 no. 2ll l1,

5(\ Ib

100 lb. SI..'t c,( 3.

· .. :lt1 l ll

· .. :m20 . . :11l >(1

· .. : m60

HAND-BLOWN FOR GREATER LUMINOUS ENERGY CONDUCTION BY FAMED GLASSMASTER YI GGAM. ThIS i.:-. not rh t' ma:;.s-prl '~ h llt'd !! I:l ::~ yl lt l 11.'''-'l. 1 111 rh ,II.I!H1'­turgk: t\ $ch~11l 1. \'\'1..' CtHllmiss l \\I11;"d YIg,!.,!illl1 \\f rh~ Pl' !rnkl '·,,11ey. g l i.l ~~m ' I ::-le t ll( rhe :\11 {h;lI'I;ll-;I\I!d, [,) L"rei l( 1..' bl,· ,',raWry gb~:- :'o\.1 t:xc(' I ~[I' l n . l 1. it ,I(t\ l ,dh i ll1 !'rp\'",s \'Ilur 1l1'1gic tip h I 25'~(). 't"lgg,llll ~h:lr'~·::- h~:lkas Iprt1prlllla l el1agy Llll1du(cilln; tl1h,,'~, (' tiP . Yl'l I ' 11 :-Ot-'I..' (h e' "litre'lt'nLl'

IInll1 ~di~1[d~· .. And \\'L'\'c ::\\1\\ nn' r 450,(X.)() pieCl'S \\' ith­()\It (lnt: r~turn !

Be.,k",. Tube. S"'"d" Stick

... :m7 . .......... .. . :m4

.. :m2

Ur(k' l'Ing t'rulll rhl" Fntl,.,\:: l\b,!.!K ~Llgil' Eqll i~'mt'nr C; l{,t\( )g is (;1:'[ ilnd fun . :\ nd "kln'err [lIn ..:- IS 1Il 111im<1!.

O ur shipp1l1g dc-piHrmt:nt 1l::C'~ thl' nh'.:-.r ad\·;lI1Ct.'d [em­~'I() ml (r;1\'l,1 tec hn ique'S ~O tha t )'l1 11 g~r II'ltm \ 'CH I W;i ll t

whC'n YO ll tl rde-r it.

3

Page 5: BERKNIP - mocagh.orgmocagh.org/infocom/spellbreakerti.pdf · BERKNIP "No fll\(' U ICC/JS ... NOli' I'm bCRinninc, IV I,elkt:c ic." So n t.lf D cl ho T ... Available in aU sizes from

.....

\\lE BROUGHT BACK GOOD, OLD-FASHIONED TRANSPORT BROOMS,

JUST LIKE GREATGRANDMOTHER USED TO FLY.

\..' )11 1' II h ·rh' . " II "'.I'L' ttl'r [ II t,I..' ;0.; 1 t" ... , rh illl !.!1\IUIh..ll..'d : ' h ~l :­rh,,' \C I '\'\.' J\l\,:ll Ilh l r\..' .lp l"l Ir'\ I .... Tht:<llkl'l..'!\ lbhk" 1.:\,. {l11\llllic ,d

/llrlll l d Ir: lIt" p t 1ri .l l ll 'll 11;J :- I '"·I..·I1IIj ~l..b{ l·l l f l' Il"H: ludl..' cr),:, r; 11 h;dl ( I '1IlI',I!'[IIlVIH. ['I iI :-. 1 1" ..11..' ( 1.: 1..' [' \1 1', ,11\ ... 1 :- r l Irt ll ... hll,.' ld Fullv (ldbp:'dhlt' I~' I"

. \.."I~y ( ,HI \ lilg . "\ 1) ... 1 \\ \ ,' \ ' '1.' I.. k'\'crl " ... 1i:..:.!lI l:-I..'l l , llIf (r. lIhI'I ln bn llll1b;l:-. I lrdirury

... illJl1l, :'\tI( 11h lll~b fl' \\, ; 11\[ \l li rllI ... ·\ · \,.· IY Fli th L lI :- hl l ll l L· ... 1 W t l\ ll l h; ln ... Ht' is nonrskid . NI \~Ldg l <l ],;1:' l1l' \ ' I,.' r l'I..'\' n 111\11"1..' p l", Il.: lil'; d!

:-\\·ailabl t.' illlh rl'c k l1 grh s: 4 II p . lJ IIp. ;Jmll .:! IIp.

-f 1'\1' . :111 19 l) "l' . : 11\2 ) 12 nl' .. : 111; ~

ONLY OUR tviAGlC MONITORS ARE MINED EXCLUSIVELY FROM THE CAVES OF VISlON. D~lI'l 't bl.: tuuit.:.'d b \1 sih.) rrClIIS itnd h' I I(-lllt.':lSllrL.' :- . ~ ,"b\,. rilL.' tr"dit i,ln:tlln'st;J! l""ll IS \ ,,'\I..'

llf thL' \\' I: ;t r...!'s I1I1IS[ 111l 1'1lrt:l1lr ~11\lJt..'((iq: dL'V ICL':' , :\f~L.'r r l',W" l )( rrytn).! L lk~lper ~ l : l ss. d iscrl1ninari nl:! $lltlrh :'i lyc r::. ilrL' (()m lnl-! h;l(k (II uys[al. "C.: 11 .. ' \"1.:1' k-(r. \I ll r (T\'st<l [ ~ :Ir~ mined (ru m tht.: lege nd,lr), C,\\'L':; t) ( V i:·;jll l'l . whi lSt' cla ri ry anl l depth i:-\\'('Irld n:~ ntl\vned. Al l tl UI' gl:l ,s is tl.! \\,-(n.:.'l'. ~rO Llnll (I' C':\<ll"' liE.! rt l IC: r;1I1Ct' .

• m\l llwingly ~h) li s hc'l l. . .

Ava ilable in aU sizes from "egg" to /fju~bo." Colors "vailahle: Clear, Red, Blue, and Black. Egg . . _ . .. . ..... .. ..... _ ..... .... .. . ( klllgtt . Gr.lr' ~frui(

JUlllbl) ... . ... . .. _ ... . .. .. . . .

.. zm34

.. zm39 zm45

. . . . :0150

A FLYING CARPET SO RELIABLE, THE PSYCHIC STORMS OF GOMAR COULDN'T DEFLECT IT FROM ITS COURSE.

You c;\n IOf'l l..: hIgh ,11'''.1 hl\\', "lit Yt1u'll 1''11...'\ ' 1..'1' 11Il lI ,l 1l\'1Il).! (;1["l'cr hL'rtl'r rh:m (Iur::.. Sllpt'rchjlrg~\"ll t II" l jl l ick PIL'k-lI l ' an ... 1 su:;r ; l lnl~~ I I\l' l' . FlI, ,,-II lllllh.:d tl Ir ~ [rt' ng[h ;lnlJ

d llnlhili r\". Eil:-\' !tlll'L1J'h,.' lI\·l."r wah s I"L' ci;11 C IHH11rt;l\"arn [h;lI 1l:'IS ytlU SqllL'~:C' rhrc'Iugh ~rack; (111 ... 1 "r~e: .... ch n lugh C\·t.'n rill." llens.cst [I·'llri .... j ; lms. C,m huil l ul' (I )

63,000 rl's . Sron~ wa:;h;lb't' .

Spec ify colors ~ nd des ign .

Carrer . Supt.' rchnrgt.!1' .. . . __ .. .. . ,

. .... .. :m45() . .. . :m75

MAKE YOUR MARK WITH OUR NEW DIAMOND-TIPPED SCRlBERS. fe. ;'~i~ ()BUZZ i, I.c.,C IC ;\;[.j,G1C ff.jlljPt, lEi'..J T EXCLU:;iVEI

En"lI1t.'~red for c'\'c' n tlt)w anll t:Wlfilnlt.'ed for nn~ life. 01~ \' I)m buri ns G lI1 \\' irhsr;lI1:i FrI},!id Ri\'er V;,l ley (em­pL"r(l ~ures. And (hey lll;lh, ~\'t''' rhe Il''\l)s{ n r...lin;:ny pa rc h ­ment Innk like Fl:ulh';ld rl'yal ::- r;Uln l1c' r y. DI;HlH)nd or mc.·Cln~ (nughncs5 ;11'1. ...1 \·C'rs.u il iry \'1111 ((1 11 ( "lInr l'n .

A\'a il able in i\ w id e ranl!t' l) f (o lors.

Burm . D iillllt ,n ... 1 Til'S (2) . ...... .. . .

.. :m l L)

:111 11

Page 6: BERKNIP - mocagh.orgmocagh.org/infocom/spellbreakerti.pdf · BERKNIP "No fll\(' U ICC/JS ... NOli' I'm bCRinninc, IV I,elkt:c ic." So n t.lf D cl ho T ... Available in aU sizes from

OUR MULTI-POCKETED CAPE LETS YOU KEEP DOZENS OF lvlAGICAL AlDS WITHIN ARM'S REACH. Cl'[\lrfll l :1111. 1 ~\l[nt~lrtilhL.:. 1I11r 1(\11\, tU,!.!1'(11) Cll'l' 1:- ;11111, 1·. ( lI[ Ill]' (()lllp iL·tt' nl..:(~ ,md ShllUkk r Irl:'L'd(l1ll {l ~ rdl'r plllr lI ~lt~ll ~i:d . ."\1 124 !",pckers ;m .. ~ tul ly III1 ~ll ,md ,dIll\\" rill:: \\ ',uy wi:;m.l r l l ( ; lIT \' prI1 [t.'CflI1ll ,1!,!, l in s [ l 'I,iI \\ ' irhlHa ft'd tl1!1 \\'c: igh c,l dnwn. Speclill (rl..';lru rt' ~~nt- kl'{ \\'1(h \ 'L";'H:' and \\ '~ Ist~ disp()~~1 1 ~ :, Iu l i:- a Fro hel:: i\'!:lgic E:\(lll~ I\·l·. '

C;lpe i\ \'aibll:de in Il1 DS t G uild cll lnrs .

ErH.: harHer's C<lP~ : Sl11all, tvkdiull1, La rgl' , .. :1112.1 l\!llllognllil ;lV;liL.lblc . :111.1

TO CONDUCT BETTER MAGIC, YOU NEED BETTER WANDS.

O:lk, lIntir\l ~hl..·d (:-'~'l'( lh' \n[ h IlT Wilhl lllr h;ll"hJIcL . :111-4-4 1\ L11'k. Ul1 t il1 1 Sh~d

(:;pcc it y wit h ( Ir \\ ' lr!h )lIi h..llhl ll·)' :1114 1..)

[)\ lg\\\ ll)l!. 1IIlhnl:-hc\.J lSI't:CI(Y with llr \\ ith ~lul h;'1I1dld, :m ~~

Flilish c.'li \\,~1Ih. 1 .s ;,dd :mH

6

EVERY CAP IS SPECIALLY

. TO COUNTERACT ,·ATMOSPHERIC INTERFERENCE.

SPECiAL SALEI cap so good-looking, Y\) lI 'c! never gll l.;'SS ir';., fu ncri,"lna l [ \"It). Firs[ , t'!ur I"bl"lr;\­

wry wizards de\'c' lnpl::d :\ SI"lt:ci:l! impt:'nt'rrnhit.'" lll ,1tt'ri:li wt' cll l R~lyr6i~r(\ r ,

Then, um lit.'slgne r!' inrc.'gm red this rh in, th:xihle fabric il1h! '1 (,IP Ihm In;lkc!­;) (,,1sh ion smr~I11t'"I1( '.lb(l LJ( you t\·e-n' rillll- ylltl \\·c-,H if. Has 1""1('("11 cnared [ll bt' wi\tt:r-resisr;1nr.

Availab le in three colors: Elderbe rr y, Midnight Mnss, and Basic Black.

Please incl u de. h ead [rac in g fo r co rrec t fit.

W i!ardC' r · Abo ;:l\';libblt: wir h hrim

. :11111

. :m13

UNIQUE ION-REVERSING TIPS MAKE THESE OUR MOST ENERGY-EtrICIENT, INVIGORATING BOOTS. Y, ~lI \\'llu ldn'r ex~'ect b C1Ut S [his at[r<lC(l\'t' t{\ be pr.1C(i c) i-hU( [he.y :1re~ /\s Yl)lIr bt"ldy s lnu~h s olf enL"rgy (and YOII kllLl \\' ir wil\), ,"l ur Itn i1.. jll t' inn-rt.'\·el":-:.ing tip:'o CflprU H.:' i.lnd rc.'cyclt' it. :\nd rh e rrClcess is :-ill :'oubde , )'l"l U'1! feci n(, thing but grei.H. Yt)u' [l \\"(\nd~r how you evc r g l.l t a!\mg ~\ · i thput d H:.' I11. Exceprio n. :l !ly (,ntfo rt; !blc- with tlex lbll' all -ruhher $l 11 ~:-; ;1111..1 ~Dft. rliU llll e .. llugs. Fil~ like ~l gl(l\'~ , The:-t:.' a re l""l llr besr-st·llin.!.! bLh.."l rS Io:'\'cr. P!e:1SI."' m C;l sure (1:' 1."' ( Glrt't"u ! !y , :1$ ,ti l btll) (S ar~ Il1Jdc (("l order ,md Ci.1 nth) [ ht" rerllrn~,d .

. ...... ,m85

Page 7: BERKNIP - mocagh.orgmocagh.org/infocom/spellbreakerti.pdf · BERKNIP "No fll\(' U ICC/JS ... NOli' I'm bCRinninc, IV I,elkt:c ic." So n t.lf D cl ho T ... Available in aU sizes from

IF MAGIC FAILS TO PROTECT YOU, TURN TO THE BLADES THAT WILL.

OUR FULL LINE OF SCROLLS OFFERS PERFORMANCE OJYTIONS TO PLEASE EVEN THE MOST FUSSY WIZARD. 8t:i.lut lflll \ ' l,llUIl1 ~ 111 d 1\1rd'\lll~n[ ~('rll l l:i, :' lI i ( ~l h l c' flll' , lTW

;:;pt·11. \X't' buy \IUI' \,\:.,Ilunl f nl lll ~l :- l n~11 1 \' ,ll ;.t~l' in rhl..' Flm~

hc';h..! " ·l l.'ll11t;1il1:' w l lert.· rhey really klll)\\ ' their s h e'tT I,

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Instruction Manual for SPELLBREAKER

Instruction Manual 9

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10 Instruction Manual

Instruction Manual for SPELLBREAKER Welcome to the world of the Enchanter saga - a world founded on magic, where guilds of magicians ha\'e mastered the powers of sorcery; a world now threatened with des tnIction.

'{Oll distinguished yourself among the young En­chanters by defeating the evil warlock Kri ll , whose attempt to subjugate the land was thwarted by your c1evemess, as your inexperience allowed you to succeed where others might have failed. This earned you a place on the Circle of Enchanters, second only to the great Belboz the Necromance r. Then Belboz himself was nearly des troyed, and your. rescue of him from the evil demon Jeearr eamed YO LI the ultimate honor gi\'en a mage , the leadership of the Circle of Enchanters.

Now, a crisis has befallen the kingdom. Magic itseU' seems to be failing. Spells fail to work or go strangely awry, the populace is confused and restive, and e\'en the Enchanters Guild is baffled. A great conclave of the Guildmasters is ordained , and it is at this conclave tha t the fina l conflict between good and e\ il begins to unfold.

If you're fa miliar with Infocom's interactive fiction, you nla), not feel W<e reading this entire manual. However, you should at least read about the use of magic (on page 16), Also look at the appendix of rec­ognized ve rbs (on page 19); some of the ve rbs listed are found in all Infocom stories, willie others are included especially for SPELLBREAl{ER. All \\~z ­ards will want to familiarize themselves with this list.

Table of Contents An Oven'iew Page 12 • What is interactive fiction' • Moving around • Tums and scoring

Tips for Novices 13 Nine useful pointe rs about in teractive fiction

Communicating with SPELLBREAKER 14 .• Basic sentences • Complex sentences • Talking to characters in the story • Vocabulary limitations

Spell Casting 16 • U sing your spell book • IVlemorizing spells • Casting spells Starting and Stopping 17 • Starting SPELLBREAKER (" Boot ing up") • Saving and restoring • Quitting and r"es tarting

Appendix A: Important Commands 18

Appendix B: Some Recognized Verbs 19

Appendix C: SPELLBREAKER Complaints 20

Appendix D: Sample Transcript and Map 21

Appendix E: We're Never Satisfied 23

Appendix F: If You Have Technical Problems 23

Appendix G: About the Aut hor 24

Appendix H: Copyright and Warranty Information 24

Appendix I: Quick Referen ce Guide 25 This brieRy describes the most important things to know about interacti\'e fiction. It is vital [hat you know all these things before you begin your adventure.

Instnlction Manual 11

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An Overview Interactive fiction is a story in which you are the main character. Your own thinking and imagination deter­mine the actions of that character and guide the story from start to finish .

Each work of interactive fiction , sllch as SPELLBREAKER, presents you with a series of locations, items, characters, and events. You can interact with these in a variety of ways.

Some wizards have the power to transport them­selves with a mere twitch of the toes. Most of the others, alas, must walk. To move from place to place, type the direction you want to go. When you find yourself in a new location, it' s a good idea to become familiar with your surroundings by exploring the nearby rooms and reading each description care­full y. (You may notice that SPELLBREAKE R occa­sionally refers to a location as a "room," even i.f you are outdoors.) As you explore, it is helpful to make a map of the geography.

12 Instruction Manual

An important element of interactive fiction is puz­zle-solving. You should think of a locked door or a ferocious beast not as a permanent obstacle, but merely as a puzzle to be tackled. Solving puzzles wiU frequently involve bringing a certain item with you, and then using it in the proper way.

In SPELLBREA1(ER, time passes only in re­sponse to your input. You might imagine a clock that ticks once for each sentence you type, and the story progresses only at each tick. Nothing happens wltil you type a sentence and press the RETURN (or ENTER) key, so you can plan your tums as slowly aDd carefully as you want.

To measure your progress, SPELLBREAKER keeps track of your score. YOli may ge t points for solving puzzles, performing certain actions , or visit­ing certain locations. A perfect score is to be strived for, but of course a true Enchanter is above such mundane considerations and will consult the score only to measure progress toward more worthy goals.

Tips for Novic'es 1. In bygone days, Enchanters could recaU e\'en the tiniest events in their uves and project them upon the clouds to the great amusement of the populace. Since you do not currently possess that skill , it's a good idea to draw a map. It should include each 10C<1-

tion , the directions connecting it to adjoining loca­tions, and any interes ting objects there. (See the small sample map that goes along with the sample transcript on page 21. ) Note there are 10 possible directions, plus IN and OUT. 2. Examine all objects you come across. Most ob­jects in the story that you can pick up are important for solving one or more of the puzzles you' ll run into. 3. Save your place often. That way, i.f you mess up or get "killed," you won't have to start over from the begirUling. See page 17 for instructions. 4. Read the story carefuU y. There are often clues in the descriptions of locations and objects, as weU as in labels , engravings, books, and so on. Even strange or dangerous actions may provide clues, and might prove to be fun r You can always save your position first i.f you want. Here's a silly example: > GIVE THE MAGIC GERANIUM TOTHE WOLF The wolf considers, for a moment, eating the geranium instead of you. Then he decides the better of if. He comes closer o nd closer.

In addition to learning something about the culi­nary preferences of wolves, you have a clue that perhaps feeding something else (a steak?) to the wolf would be more useful..

5. Unlike other "adventure games" you may have played , there are many possible routes to the end of SPELLBREA1(ER. Some puzzles have more than one solution; other puzzles don't need to be solved at aU. Sometimes you will have to solve one puzzle in order to obtain the item(s) or information you need to solve another puzzle. 6. You may find it helpfu l to go through SPELLBREAJ<ER with another person. Different people may find different puzzles easy and can often complement each other. 7. If you really have difficul ty, you can order a hint booklet and a complete map using the order form in your package. You don't need this booklet to enjoy the story, bu t it will make solving the puzzles easier. 8. Read the sample transcript on page 21 to get a fee l for how Infocom's interactive fiction works . 9. You can \Vord a command in many different ways. For example, i.f you \Vanted to pick up a dusty scroU , you could type in any of the foUowing: > GET SCROLL > TAKE THE SCROLL > PICK UP THE DUSTY SCROLL

In b et, if the scroU is the only thing in sight that you can take, just typing TAKE would have been enough. But more about that in the next section ...

Instruction Manual 13

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Communicating with SPELLBREAKER In SPELLBREAKER , you type your sentence in plain English each time you see the prompt (». SPELLBREAKER usually ads as if your sentence begins " 1 want to . .. ," although you shouldn' t ,Ietu­ally type those words . You can use words W(e THE if you wan t , and you can use capital letters if YOUlVant; SPELLBREAKER doesn' t care either wa,;,

When you have finished typing a sentence, press the RETURN (or ENTER) key and SPELLBREAKER Will pl'Ocess your request. SPELLBREA](Er~ will then respond! telling you whether your request is .. pOSSible at tillS pomt m the stor y, and what happened as a resu lt.

SPELLBREAKER recognizes vour words bv their first six letters, and aU subse'quen t letters' are Ignored. Therefore, SILVER, SILVERsmi th, and SILVER­ware would aU be treated as the same word bv SPELLBREAKER. -

To move around, just type the desired direction. You can use the eight compass directions: NORTH , SOUTH , EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, and SOUTHWEST. You can abbre\'ia te these t~ N , S, E, W , N E, NW, SE, and SW, respec­tively. You can use UP (or U) and DOWN (or 0). IN and OUT will also work in certain places. .

SPELLBREAKER understands many different kinds of sentences . Here are several examples. (No te some of these objects do not actually <lppe<u' in SPELLBREAKER.)

> WALK NORTH > DOWN > NE > GO UP > TAKE THE SPELL BOOK > READTHE SCROLL > LOOK UNDER THE BED > GOOUT > DROP THE NEWT INTO THE POT > EXAMINE THE LARGE RED DEMON > PUSH THE BLACK BUTTON > SHOOT THE DEMON WITH THE LOADED GUN > G IVE THE MAGIC WAND TO THE FROG > LOOK UNDER THE STATUE > READ THE CRUMBLY YELLOW SCROLL

14 Instruction Manual

You can use multiple objects with certain verbs if >:ou separate them by the word AND or bv a comma. Some examples: -

> TAKE SWORD AND MAGIC KNIF E > DROP THE SPRIG OF IVY, THE MISTLETOE, AND

THE SPOTTED FROG > PUT THE BAT'S FEET ANDTHE BLUE BUBBLY

LIQU ID IN TH E BOWL

You can include several sentences on one input. line if you separa te them b>, the word THEN or by a penou. (Note tha t each sentence will still count as a turn.) You don' t need a period at the end of the input IlIle . For example, you could type all of the following at once, before pressing the RETURN (or ENTER) key:

> READTHE SCROLL. WR ITE " BROKEN " ON IT. OPEN THE GARBAGE CAN THEN DROP THE SCROLL INTO THE GARBAGE CAN

If SPELLB REAKER doesn't underst,Uld one of the sentences on your input line , or if something unusual happens, It will Ignore the rest of your input line (see "SPELLBREAKER Complaints" on page 20) .

The words IT and ALL can be verv use ful. For example:. .

> TAKE TH E SCROLL. READ IT. PUT IT IN TH E BOX > CLOSE TH E HEAVY M ETAL DOOR. LOCK IT > TAKE THE SILVER HELMET. SHINE IT. PUT IT ON > TAKE ALL > EXAMINE ALL THE DUSTY SCROLLS > TAKE ALL EXCEPT THE WET EGG AND TH E KEY > TAKE A LL FROM CABIN ET > DROP ALL BUT THE PENCIL

The word ALL re fers to every visible object except those ll1slde somethmg else. If there were an apple on the grOlUld and an orange inside a cabinet, TAKE ALL would take the apple but not the orange.

There are tlu'ee kinds of questions that SPELLB REAK ER understands: W HO IS (some­one) , W HERE IS (something), and WHAT IS (some­thing). For example;

> W HO IS OR KAN ? > W HERE IS THE SPELL BOOK? > W HAT IS A GRUE?

You can use quotes tn say something "out loud ." For example:

> SAY " HELLO"

You C<Ul wri te a word on an object in the game if you want : > WRITE " GARLIC" ON THE BAG > W RITE " VALUABLE" ON THE ANCIENT SCROLL

You will meet other people and creatures in SPELLBREAKER, You can "tall\"to some of these beings by typing their name, then a comma, then whatever you want to say to them, Here are some examples:

> IMP, WHERE IS MY SPELL BOOK? > HENCHMAN, FOLLOW ME > ADVENTURER, KILL THE MONSTER THEN GIVE ME

THE SWORD > SQUIRE, G IVE ME THE WAN D. CLEAN OFF TH E

SANDALS Notice that in the last two examples, you are giv ing a person more than one command on the same input line ,

SPELLBREAKER tries to guess what you really mean when you don' t give enough informa­tion , For example, if you say that you want to do something, but not what you want to do it to or with, SPELLBREAKER w ill sometimes decide that there is only one possible object you cou ld mean . When it does so, it will tell )'ou. For example:

> UNLOCK THE DOOR (with the key) The door is now unlocked.

If your sentence is ambiguous, SPELLB REA J< E R will ask what you really mean. You can answer most of these questions briefly by supplying the missing information, rather than typing the entire input again. You can do th.is only at the very next prompt. For example:

> SLICE THE SCROLL What do you wont to sl ice the scroll v/i th? > TH E SCIMITAR The scrall is reduced to paper dolls.

or

> TAKE THE SCROLL Which scroll do you mean. the evil enchanted scrall or the lovely vellum scroll? > ENCHANTED The evil in th e scroll flows inexorably up your arm . It seems to be seeking out your heart!

SPELLBREAKER uses many words in its de­scriptions that it will not recognize in your senten­ces. For example, you might read , "The bright-red sun sets slowly into the horizon." H owever, if SPELLBREAKER doesn' t recognize the words SUN or HORIZON in your input, you can assume they are not important to your completion of the story, except to provide you wi th a more vivid de­scription of where you are or what is going on. SPELLBREAJ<:'ER recognizes over 900 words, nearly all that you are W;e\y to use in your sentences . If SPELLBREAI<ER doesn' t know a word you used, or any of its common synonyms , you are almost ce l·tainly trying something that is not impor tant in continuing your adventure,

Instruction Manual 15

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Spell Casting Spells are a way of performing magic. Each spell is known by the one-word name through which the spell can be used. Magic spells usually have a dura­tion and sometimes a delay before they can be used again. Remember: Magic spells are dangerous things, particularly to wizards. Wizards' heightened abilities in this realm carry the penalty of heighteneci sensitivity to spells cast by others. Sometimes a spell which a mundane person would not even notice will have a profound effect upon you.

As a certified wizard, you have a personal spell book, in which you record the spells you are cap­able of using. Your book con tains a few spells before the story begins; others may be added dur ing your travels.

You may find spell scrolls here and there. These are extremely valuable objects. They may be used directly to cast spells, but so doing uses up the spe ll and scroll permanently, so it is much better to write them into your spell book . Then, you can use them many times.

16 Instruction Manual

You may write newly found spells into your spell book by usmg the GNUSTO spell ("writes magic"), which you learned early in your career. Once a spe ll is written in your spell book , it may be used again and again. (Some spells are too powerful to be writ­ten in to a spell book. Such spells mal' still be Llsed If they are found on scrolls, but the spell wi ll be gone after it is used .)

Reading your book lists the spells vou have writ­ten, along with their meanings. You n-ught experi­ment with the spells already in your book to learn their uses.

Before a spell in your book can actually be used, it must be memorized. Only a small numbe r· of spe lls can actually be memorized at one time, and when you use a spell you have memorized, you forget it. You must relearn a spell to use it again. The SPELLS command lets you know w l-uch spells are memorized and how many times each one has been memorized. (This is helpful because a spell memorizecJ twice can be used twice before being forgotten.)

You can use spells either by saving CAST (the speU's name) ATION (something) or. more simplv, by saying: (the spell's name) (something). Some· spells are so general in applica tion that they require no objec t -- just typing the spell name is enough.

For example, suppose thert were a speU named BOZBAR that you had written in your spe ll book or were GUTying on a spe ll scroll. Both LEARN BOZBAR and M EMORIZE BOZBAR would make the spell a,·ail­able for immecJiate use. T hen BOZBAR HORSE or CAST BOZBAR AT HORSE or CAST THE BOZBAR SPE LL AT THE HORSE would all have the sa me f'ffect: BOZBAR the poor· horse .

Magic ta kes other· forms besides classic spe ll casting. lVlagic potions, for instance. usuaJI \" found til vials, \\"ork theu- magic when ingested. r\1any items throughout the land are imbued with m; r ~ica l qualities that can be [·evealed to the br;r'·e and .. inquisi tive wizard.

Starting and Stopping Stm1ing the stOI)"." Now tbat you know II'hat to expect in SPELLBREAKER, it 's time for you to "boot" your disk . To load SPELLB REAKER. follow the lnstnrctions on the Reference Card in your package.

The story lI'ill begin lI'ith a description of the Council Chamber. the oper1ing loc;rtion. Then the prompt ( » will appear, indicating that SPELLBREAKER is waiting for your first command.

Here 's a quick exercise to help you get accus­tomed to interacting with SPELLBREAKER. Try the following command first:

> GOSOUTH

Then press the RETU RN (or ENTER) kev. SPELLBREAKER ,~ill respond witb: .

Annoyed guildmasters make woy grudgingly. You hear muttering obout " arrogant enchanters" os you try ta leave the chamber . Finally, Orkan af Thriff, ane of your colleagues, says '.'Stay. Be quiet. Dan't embarrass us."

Then Sneffle of the Guild of Bakers will speak for a while. T rv:

> LOOK AT SN EFFLE

After you press the RETURN (or ENTER) key, SPELL B REAJ<ER will respond:

Sneffle is a sma ll daughy gentleman whose person is splotched here and there with flour.

Saving and n'storing: It will probably take you man)' davs to complete SPELLBREAI<ER. Using the SAVE feature . you can continue at a la ter time with­out having to start ol'er from the beginning, just as you can place a bookmark in a book you are reading. SAVE puts a '·snapshot·' of your pl;rce in the story onto another disk. [f vou are cautious, vou mal' want to sa,·e ,·our place before (or after) tr-yulg sonietiting dangerous or tricky. That way, you can go back to that pos ition l;rter, even if you have gotten lost or '·killed'" since then.

To save your place in the story, type SAVE at the prompt (» , and then press the RETURN (or ENTER) key. Then follow the instnrctions for saving and re­storing on your Reference Card . Some computers r·equire a blank disk , initialized and formatted, for saves. Using a disk with data on it (not counting other SPELLBREAJ<ER saves) mal' result in the loss 01 that data, depending on your·compute r. YOli

can sal'e your position as often as you like by using add itional blank disks.

You can restore a saved position any time you want. To do so, type RESTOR E at the prompt (>), and press the RETURN (or ENTER) kev. T hen follow the instructions on your Reference C~rd. You can then coritinue the story from the point where vou used the SAVE command . You can type LOOK for a description of where you are.

quitting and resi1l11iJ1g: I f you want to start over from the begiruling, type RESTART and press the RETURN (or ENTER) key. (Tllis is usuallv faster tban re-booting.) Just to make sure, SPELL13REAl<ER wil l ask if you really IVant to start over. If you do, type Y or YES and press the RETURN (or ENTER) key.

If you want to stop entirely, type Q U IT and press the RETURN (or ENTER) key. Once again, SPELLBREAKER will ask If this is really what vou IVant to do. .

Remember when you RESTART or QUIT: if vou want to be able to return to YOUf current position, ) 'OU must first do a SAVE.

Instn[ction Manual 17

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Appendix A Important Commands T here are a number of one-word commands which you can type instead of a sentence . You can use them over and over as needed. Some count as a turn ; others do not. Type the command after the prompt (» and press the RETURN (or ENTER) key.

AGAIN - SPELLBREAK ER will usuaJJy respond as if you had repeated your pre\~ous sentence . Among the cases where AGA IN will not work is if you were just talking to another character. You can abbreviate AGAIN to G .

BRIEF - This tells SPELLBREAKER to give you the full description of a loca tion only the first time you enter it. On subsequent visits, SPELLBREAKER "'~ tell you only the name of the location and the . objects present. This is how SPELLBREAKER will normally act, unless you tell it otherwise using the VERBOSE or SUPERBRIEF commands.

DIAGNOSE-SPELLBREAKER will give you a medical report of your physical condition, and will tell you whether you're ti.r ed, thirsty, or hungry.

INVENTORY -SPELLBREAKER will ti st what you are carrying. You can abbre~ate INVENTORY to I. LOOK - This tells SPELLBREAl{ ER to describe your location in full detail. You can abbreviate LOOK to L.

18 Instruction Manual

OOPS - If you accidentally mist),pea word, such that SPELLBREAKER doesn't understand the word, \,ou can correct yourself on the next line bv typing OOPS and the correct 1Y0rd. Suppose , for example, you typed PUT TH E BOOJ ON TH E DU STY SHELF and were told " [I don ' t know the word 'booj.')" You could type OO PS BOOK rather than retYPlllg the entu'e sentence .

QUIT - This lets you stop. If you want to save your position before quitting, fo llow the instruct ions in the "Starting and Stopping" section on page 17. You can abbreviate Q UIT to Q.

RESTART - Tllis stops the story and starts over [rom the beginning. RESTORE - Tllis restores a position made using the SAVE command. See "Star t ing and Stopping" on page 17 for more details.

SAVE - Tllis makes a "snapshot" of your current position onto your stor<lge disk. You can return to a saved position in the futu re usmg the RESTOR E com­mand. See "Starting and Stopping" on p,lge 17 for more details.

SCORE-SPELLBREAKER will show your current score and a ranking which is based on thm score .

SCRIPT - T lus command tells your printer to begin making a transc lipt of the story as you venture on­wards. A transcript may aid your memory but IS not necessary. I t will work only on certain compute rs; re<ld your Reference Car el for details.

SPELLS - T llis cOIllIll<lnel lists the spe lls you currently have memorized fmm YOUf spell book.

SUPERBRIEF - This commands SPELLBREAKER to display only the nilille of a place you h<ll'e entered, even if VOli h<lve neve l' been t ilere before . In t1lis mode, SPEL L B r~E,'1,KE1~ will not el'en mention II'ilich objects are present.. Of cou rse, YOli can alw<l)'s get a desCl'ipt iun of your loc<ltion, anel the items there, by t)'ping LOOK. In SUPERB RIEF mocie , the blank line between turns will be etimimted. This moele is meanl [or pl<lvers whu are alreacil' ve ry fa­nMar with the geography. Also set' VERBOSE :lI1d BRIEF.

TIME- This gives YOli the current time of dav in the :; tnry. You G ill abbreviate TIME to T.

UNSCRIPT -Tllis comm:mds vOllr printer to stop ma king a transcript.

VERBOSE-Tllis te lls SPELL BREAJ\ER th,l t you W<lnt il complete description of e:1Ch location, and the objects in it. every t.i me VOli en ter a location, even ifvou 've been there beflire. AJso see BR IEF ami SUPERBR IEF.

VERSION - SPELLBREAI<ER rt' sponds by show­ing you the release number and tile se l' ia l number of I'our copy of t ile story. Pleilse inc lucie tllis informa­tion if you eve l' repor t a " bug" in the stor y.

WAIT - T ilis \I·i ll cause time in the story to pass. Normally, bet\\'een turns, nothing happens in the story. You couldlt'al'e your compu ter, take :1 nap, and return to the 5tOI-Y to fi nd th,lt nothing has changed. You C,111 use WAIT to make time pass in the story lI'ithout doing anything. For ex,lmple, you can wait fo r a specific time, Ot' wa it for an e\'ent to happell , etc . Yuu can ,1bbre\'iate WAIT to Z.

Appendix B Some Recognized Verbs This is only a partial list of the verbs that SPELLBREA KE R understands . There are many more. Reme mber you can use a variety of preposi­t ions with them. For example, LOO K can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK THROUGH, LOOK AT, <lnd so on.

ASK EXIT MEMOR IZE ATTACK EXTINGUISH MOVE BOARD FI LL O FFER BURN FIND O PEN CAST FLY PO INT CLIM B FOLLOW PO UR CLOSE GIVE PULL COUNT JUM P PU SH CROSS KICK PUT CUT KILL RAISE DESTROY KISS READ DIG KNOCK SEARCH DISEMBARK LAUNCH SHAKE DR INK LIE SHOUT DROP LIGHT SHOW EAT LISTEN SLE EP ENTER LOCK SLIDE EXAMIN E LOOK SM ELL

STAND SWIM TAKE TELL TH ROW TIE TOUCH TU RN UNLOCK UNTIE WA KE WALK WAVE W RITE

I ns truction M anual 19

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Appendix C SPELLBREAKER Complaints SPELLBREAKER will complain if you type a sen­tence that confuses it completely. SPELLBREAKER will then ignore the rest of the input line. (Unusual events, such as being attacked, may also cause SPELLBREAKER to igrore the rest of the sentences you typed, since the event may have changed your situation drastically.) Some of SPELLBREAKER's complaints:

I DON'T KNOW THE WORD " __ ". The word vou typed is not in the story 's vocabulary. Sometimes using a synonym or replu'as ing will help. If not, SPELLBREAKER probably doesn't know the ide;l you were trying to get across.

YOU USEDTHEWORD " __ " IN AWAY TH AT I DON 'T UNDERSTAND. SPELLBREAKER knows the word you typed, bu t couldn' t use it in that sense. Usuallv tlus is because SPELLBREAKER knows the word as a different part of speech. For example, if you typed GIVE M E A KISS , you are using KISS as a noun, bu t SPELLBREAKER might know KISS only as a verb, as in KISS THE FROG.

THERE WAS NOVERB IN TH AT SENTENCE! U nless you are answering a question, each sentence must have a verb (or a command) in it somewhere.

THERE SEEMS TO BE A NOUN MISSING IN TH AT SENTENCE. This usually means your sentence was incomplete, such as EAT THE BLUE or PUT THE BOOK IN THE.

20 Instruction Manual

: ; .... . . ,I;

THERE WERE TOO MAN Y NOUNS IN TH AT SEN­TENCE .. I\.n example is PUT THE SOUP IN THE BOWL W ITH THE LADL'E, which has three noun " phrases," one more than SPELLBREAKER can digest in a single action.

I BEG YOUR PARDON? You pressed the RETURN (or ENTER) key without typing '1l1),thi.ng.

IT'S TOO DARK TO SEE ! In the storv, there is not enough ligh l for you to per form your action.

YOU CAN'T SEE ANY _ _ HERE. The object you referred to was not accessible to vou. It mal' be somewhet'e else, inside a closed container, and so on.

THE OTHER OBJECT(S) THAT YOU MENTIONED ISN'T (AREN'T) HERE. You referred to one or more objec ts in the same sentence, some of which ,u'en't present or accessible.

I CAN 'T USE MULTIPLE (IN)DIRECT OBJECTS WITH " __ " You can use multiple objects (that is, nouns or noun plll'ases separated by AND or a comma) or the word ALL only with cer tain verbs. Among the more use ful of these \'erbs are TAKE , DRO P, and PUT. An example of a verb tha t will not work \\·ith multiple objects is EXAMINE: you couldn't say EXAM­INE ALL or EXAMINE THE BOWL AND THE SWORD.

YOU CAN 'T GO THAT WAY. There is no passage or exit in the direction you want to move.

I DOI'\l'T UNDERSTAND TH AT SENTENCE. The sen­tence YOll typed mity have been gibberish, such as TA KE ROPE WITH READ. Or, ,"QlI ma), have typed a reasonable sentence but used a smta;o( that SPELLBREAKER does not recogi-uze, such as WAVE OVER TH E MOUNTAIN . T ry rephrasing the sentence.

I il

' . ,. ~

Appendix D Sample Transcript and Map This tritnscript is not from SPELLBREA1<ER, but il does show most of the usual things you can elo tn the story. I t contains se\'eral simple puzzles and theu' solu~tons, and .it will give you it good idea of how Info­com S Ulteract t\'e fictton works. The player's senten­~·~s appear in capital letters aft r each prompt (». I he lIlap represents the terraul in the sample tran­scnpl ;IS you l1lJght have dr all'n it.

Rood N ear Braak You 're standing on a wide, bumpy north-south rood. An Impenetrable fOI'est lies to the east, and a babbling brook runs along the rood to th e west. A sign is leaning agoinsl a pile of pebbles and small stones.

> READTHE SIGN The sign has twa arrows: one pointing north marked " To Greener Pastures," and one pointing south marked " To Garnforb's Grocery. "

> GO NORTH Rood Near Bridge A small wooden bridge to the west spans the brook and leads (you can see) to sunny, open pastures, where birds Sing and swoop playfully. A wide rood leading south runs parallel wi th the brook and disappears into the dark shadows. An impenetrable forest lies to the east and north of here is a marsh. '

O n the for side of the bridge is a troll, either dead or sleeprng .

Guarding the bridge here is a buck-toothed cyclops wielding a mace. He scowls as you approach. > W EST The cyclops roars at you, swings his mace, and tries to bite you . You jump out of the way.

> INVENTORY You are carrying:

your spell book a pouch containing several gold nuggets

The cyclops spits out a horrible assortment of syllables that you barely decipher as a demand for all your valuables.

> READ THE SPELL BOOK My Spell Book gnusto spell: write a magic spell into your spell book frotz. spell : couse on abject to give off light urbz lg spell : turn a dangerous ob ject into a harmless one

The cyclops again utters some threatening sounds, this lime louder.

> SPELLS The gnusto spell is yours forever. Other than that, you have the urbZlg spell committed to memory once and the fratz spell committed to memory once.

The cyclops raises his mace above his head and leans back, preparing to leap at you and strike you full force With the mace!

InstllJction Manual 21

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> CAST TH E URBZIG SPELL O N THE CYCLO PS The cyclops is replaced by a moth, which flu tters away. The mace fa lls to the ground. > TAKE THE MAXE I don't know the word" moxe". > O O PSMACE The mace is much too heavy for you to lift, let a lone corry. > W EST Bridge You're sta ndi ng on a sma ll wooden bridge spanni ng a bobbling brook. You can see su nny, open postures west of here, where birds sing a nd swoop playfu lly. As you cross the bridge, the boards creak loud ly. The troll wa kes up and pulls a long nasty knife out of his shabby clothes. He points the knife in your direction as he hisses, " Gold! Give me your gold!" > MEMO RI ZE URBZIG urbzig spell : Using your best study habits, you commit the urbzig spell to memory. The troll jobs the knife in your direction, his blood-red eyes dripping with greed. "Give me your gold, and maybe you'll live! " he hisses. > URBZIG TROLL You speak the words of th e spell perfectly, but nothing happens! The troll seems surprised . "Your magic foils you, eh? Ha!" He adjusts his grip on the long nasty knife and wal ks slowly towa rd you, looking fo r the most vulnerable port of your throat. > GO EAST TH EN SO UTH Road Near Bridge There is a mace here. Rood Near Brook A sign is leaning against a pile of pebbles and sma ll stones. > WEST Just as you're about to step into the bobbling brook, you see giant electric eels light up in anticipa tion of electro­cuting a nd devouring you. Yo u. step back away from the brook.

22 Instruction Manual

> SO UTH Rood Outside Gornfarb's The wide, bumpy rood continues north and south here. Nestled among the thick forest fo liage is a stone building with a closed block door and no windows. Above the doar is a sign. > READ THE SIGN "Gornfarb's Grocery Open Every Day (Proprietor May be Napping-Knock Several Ti mes) " > KNOCK ON TH E DOOR You knock on the door. > AGAI N You knock aga in on the doo r. > AGAIN You knock again on the door. Suddenly the door opens, and you hear a voice inside soy "Come in, come in! "

> GO INTO TH E HUT As you step into the hut, the door shuts quickly behi nd you, leaving you in total darkness. You can't see a thing. Da rkness A voice in the dark mumbles something about not being able to find a match. > FROTZ THE SPE LL BOOK There is an almost blindi ng fl ash of light as the spell book begins to glow! It slowly fades to a less painful level, but the spell book is now quite usable as a light source. Gornforb's Grocery You 're standing in a nearly empty store. A closed block door leads west. Severol empty glass jars, a n empty bog, and a pencil are a ll you see on the dusty shelves. Gornfarb, the storekeeper, conti nues to look in all the empty jars. "I think there's a match in here somewhere." > TAKE TH E EMPTY BAG " No, no," says Gornfarb. " No bag unless you buy something." Garnfarb looks about and picks up the penci l. " Here. This will cost you 100 gold nuggets." > O FFE R 1 GOLD NUGGET "2 gold nuggets, and not a zorkmid cheaper! " says Gornfa rb sternly. > BUY THE PENC IL Gornforb tokes 2 gold nuggets from you, hands you the pencil, and opens the door. "Thank you, come again, come again."

1-.t.

~ [,[ i '

> GORNFO RB, GIVE ME THE PAPE R BAG " Help yourself, toke it if you wont it, thank you, come again, come aga in." He stands by the door, impa tien tly waiting for you to leave. > TAKE THE BAG Taken. "Good day, good day," says Gornforb impa tiently.

> LEAVE TH E STO RE As you step outside, the block door slams shut behind you. Road Outside Gornforb's > NO RTH Rood Nea r Brook A sign.is lean ing aga inst a pile of pebbles and smal l stones. > TAK E PEBBLES THE N PUT TH E PEBBLES IN THE BAG Token. Okay, the pebbles are now in the bag. > WRITE "GOLD" O N THE BAG Okay, the bog now has "gold" written on il. >NW Rood Near Bridge There is a mace here. Bridge As you cross the bridge, the boards creak loudly. The troll hears you coming and quickly pu ts hi s long nasty knife to your throa l. "This time you sholl not li ve !" > SHOW THE BAG TOTHE TRO LL The trol l's blood-red eyes bulge disgustingly when he sees the word "gold" on the bog. He drops his knife and reaches for the bog. > PUT THE BAG INTO THE BROOK "Gold!" shrieks the tro ll with pleasure, as he dives into the brook after the bog. Suddenly you hear another shriek, this time of agony; some throshing in the water below you; and then a ll is quiet, save for the singing of the birds to the wesl. > GO WEST Greener Pastures, Near the Bridge This is the edge of one of the most idyllic spots ill the land. Rare and beautiful birds quickly enci rcle you, sens­ing no maliciousness in your heart . They look at you with curiosity and wonder, and then hu nd reds of them grab hold of your clothes and lift you up up up over magnifi­cent fields of green and gold to a destination not dis­cussed in this sample tronscript.

Appendix E We're Never Satisfied Here at the Cambridge-by-the -Sea chapter of the lnfocom Game Writers Guild, we take great pride in the quality of our stories. Even after they 're "out the door:' we're constantly improving, honing, and per­fecting them.

Your input is important. No ma tter how much testing we do, it seems some "bugs" never crawl into view until thousands of you begin doing all those wild and crazy things to the s tory. If you find a bug, or if vou think a certain puzzle was too hard or too easy: or if you have some other sugges tion, or if 'IOU 'c1 just like to te ll us your opinion of the story, drop LI S a note! We love every excuse to s top work­ing. and a letter from you isjust such an excuse! W'rite to :

Infocom, Inc . 125 CambridgePark Drive Cambridge, MA 02140 Attn : ORKAN

Appendix F If You Have Technical Problems You can call the lnfocom Technical Support Team to report "bugs" and technical problems, but not for hin ts to solve puzzles , at (617) 576-3190 . If your disk develops a problem within ninety (90) days after purchase , we will ['eplace it at no charge . Otherwise, the re is a replacement fee of $5 (U .S . currency) . If vou call to report a bug, please provide your release ttumber, which you ca.n find by ty ping VERSIO N. Please re tum your registration card if you'd like to be on our mailing list and receive our newsletter, 77}(' Nel(' ZOl'il Times .

Instruction Manual 23

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AppendixG About the Author Dave Lebling was born in Washington, D. C. and grew up in suburban Maryland. He attended the Massachusetts Institute of TeciUlologv, and worked at MIT's Labora tory for Computer Science, where he developed an interest in computer entertain­ments. He was a co-author of the originailllain£rame ZORK. He has co-authored ZORK I, ZORK II , ZORK III, and ENCHANTER, and written STARCROSS, SUSPECT, ane! SPELLBREAKER on his own. He is married and lives in a suburb of Boston, where his appetite for the printed wo re! is restrained only by the vo lu me of his house.

24 Instruction Manual

AppendixH Copyright and Warranty Information Limited Warrantv This S(lf\wilft' product ~nd tilt' att adu:d in~ truCli{)nilI1lla!t>rii1b art.' S\)!e! "AS IS," without \\,j1rr;lIl[ r :15 ttl tlll'ir perrorm;m<:t.', The (' min' risk <1:-:; tu the qUill ity illld performance of [he ro rnpuie rsoftwCll'e pro­~r;\m is assul11~d by tbe use r.

Howl'\'c !". to tht' originllJ pun.:h:lser of a disk prepC1(I!'U by lnfo('om and c'lr rying th(' ln fcl(OllllabL' l on th e: disk jacket. Infocn m. Inc. wnl'­r:mts tIlt' medium un which the: program is re('Mded to be free ((lIIll cldf"rl~ II1I11:Hl'riills :lIId f<luity worknmnship und!?f nO(f1l:l1 use illill s('("icl.' for;1 ilt'ri()(1 (If ninef~' (90) d<lYs fro lllthe dale UlPUITh,,::c, If dur ing Ihis pl.'rind:1 dt' fc( t un till' 11ledium should OCCllr, t he Illediwn ma~' be (elunll.' d to I nfo~:o f1l, I ilL' , or W ,Ill illJthoriz('d I II(OCOI11, Inc dt';;It'f, and Inioctlnl, Inc. wi ll repl:lce tht' ll1~dillm without charge' lu fOll, Your S(llt, ;mel t'xt'lu~i\le remedy in th~ c'vt'nl Of:l defi:L't i$ (~X­im,'~::. ly limllL'd to rt'plal't'I1lt'llf of llil' IlWUiWll ,IS p]'(l\'ided ~b()"l' , Tl1i$ W;11Ti11l I y g l\ 't'~ Y')!1 ~pel' i!k !egall'lght s .Jntl ~'Oll may :llsu h;I\'(' lJ lllt'r fights which v;lrr irom :;.1:Hc In SI:lt,' ,

THE ABOVE WAR RANTIES FOR GOODS AI~E IN Ll EI! OF !I LI. W"'~R .. \NT IES , EWRESS, I"'IPLIED. Ol~ STATUTORY. IN · CLl'D I NI~, HUT NOT LIMITED TU. !INY I"IPLIED II'ARI~ .. \N· TIES OF MERCII.-INT!IBILITY .. IND FITNESS I'OJ{ tI I'ARTICUl!I R 1'1I 1lPl1SE AND OF ANY OTH EI~ 1V.~lm;\NTY OB· 1.1(;XrION 0:-1 THE P,IRT OF INFOCO~1. INC. SO~ IE ST,lTES 1>0 :-IOLILLClII' LIMITIITICINS ON HOII' LONG AN IMl' l.I Erl \\,""RANTY I. .. I~TS, SO THE ABOVE I.I~IIT.~TION ~IAY t(OT APP LY TO YllU. IN NO EVENT SHALL INr-OCO~ 1. INC. Oil ,INYONE ELSE I\'HO HAS BEEN INVOI.VED IN THE CRE IITI ON ,IND f'IWIlLICTION OF THI S C()~ I PLJTE I~ SOnW,\ IlE PRL1· GI~MI BE LlAIlI.E FOR INDIRECT. SPEC IAL. OR CONS E· (WENTI;\J . [l,I ~IAGES, SUC H liS. HUT NOT W,IITEil TO. LOSS OF ;INTICIf'ATE ll PROr- ITS em BENEFITS RESllLT INC FIW~ I THE llSE OF Hil S PIWC I~.'\iI 1. OR .'I" ISINe OliT OF ANY RRE.-ICH OF THIS W .. IRR.-INTY. SOo·ll' STAT ES 1)0 t(OT.'I LI.O\l' THE E\CI.llSI()N O l~ L1MIT!lTI ON OF INC IDENTAL OR ("0:-1. SEQUENTI ,II. D.'IiII.~CES. SO TIIE ABOVE LI~'IITi\TI()N ~1i\Y NUT ,IP['I.Y TO YOU.

N,B, .. \fl t' l tht: warranty period, ;1 l.!t'(I.'..:ti\'l·Inkll.:om di:"k lllily bl' I'cltll'llt:'d 10 Info~'(\Il1 , Inc, wilh'l ('heck or 1lll,)I1!;',' nrdc1' for$S ,OU U.s, \'IIITt' n(' ~' fur repl:ln:m{' lll. '

COJlyrighl Tilt' t'l1d{l~cd 501IW:ln.: product 1:' \'upyri!!hted .11ld all nghl s art' re­!'>t"'j'\' I' ,j iJy Il1io(UIll , 1111', 11 is puhlished c:-:dusiq:ly by InfocCl1l1, I ilL' ,

The! distribut ion ;Hld :->:tlt' orlhi~ prodlKt :lr~ U1ll.!nderl for I hi: li St" n i' fill' l)riginal pun: ha~er only ami fo r ust: unly on thl- fC)lnputer S~'Stc111 :'llL'l irll~d, L;l\\'Iul U;;t'rs (If this program art' hc- l't"iJr 11l'l"nse:d only Ie, fe-ad lilt.' progr;,ull fmm its lllt'diull1ln lO memory vI' a compuIl"r :,olely klr Iht' !)\Irpn$t' (If c:-:t'('\ lling I ll(' prtlgr~\[l1 , Copying (exCt'pt fur (l ilt' b;h'kup ropy 1)1\ Iho!'.~ syslt'll1S \\'hiel1 provide for il-$r!e Refr:re rll,:e Card ). clupiira ting , :'ot' !tlng, tlI' mht! r\\'ist" riis lr ihmill!,! this pnll!ur t i~;1 \' i~llat llll1 tlf t hI..' 1;1\\',

Tl1i:-; 1ll:IIllI;rl :lI1d ;111 l, tlll'rd'KUIl1I.'Il I:lli\ill cunliutled hc:' I't' in ;11'\' ctlpy­n!-! IH t~d and all nf.!hl~ rc':>t'I'\'L'd hy Infncolll , Inl, Tht's!..' d(lrllmrnl ~ m; I ~' Illl i. III whllk til' 111 1';11'1. b~ ( 1Ipi.::d, plinlnl'opiecl, reprodut'cd, tl'iIll:"l:Ill'd, tIl' rt"(hl~'t"d 1/1 ,111\' dl'clr,ll1i,' IIlI-'dium nr mal'hint!-rC::ldablt' (Inn wltlllHlt pnOr \'II I1 Se lll ,'11l \\'rlll11g, tmlll Inl0cnlll, Inc,

\-\'il!ill ! \'lfll;ltlllIlS Ilf tIlt' (Ilpy rij.!hl L;IW IJ( tIlt' l lniled S I :1tl~~ ra il I e:'oLIII

in \' 1\'11 (bmi1~l' :' llf II I> t ll $ :,I), r)oO III addit ion It) :ll' lll:rl d;lIllagt's_ plu~ ailllin:,! pen:llti,.. .. ,If up lt l\. I1 r: ~'l'ar imprisulllllel]t anci im $IO,OO/l filll',

zo rn~ is;1 fq:i::'lt'rt'li [ri1d~[l);\r\.; ,If In(uUlI1l, Inc,

SPE LI.BR L IKl'R . ENCHANTER. STARCllOSS. 'Ill" SlIS I'E,'T al'L' tf:ld<-'lI1arK:; of in(uco!l} , Inc 0 1'.J~5 In focolll, !r IC ,

Pnflit'd in If,S, .. \ ,

Appendix I Quick Reference Guide 1. To start the story C'boot up"), see the separate Reference Card in I'our SPELLBREAK EH package. 2. When you see the prompt (» on your screen, SPELLBREAKER is waiting for your input. There are four kinds of sentences or commill1cb thal SPELLB REAKER understands:

A. Direction commands: To move from place to pla,:e, just type the direction you wan t to go: N (m NORTH), E, S, W, NE , SE, NW. SW. i.J (or UP) , D, IN , OUT. B. Actions: Just type whatever you wanl to do. Some examples : READ THE BOOK or OPEN THE DOOR or LOOK TH RO UGH THE WINDOW or MEMOR IZE THE BOZBAR SPELL. Once you're familiar with simple commands, you'll IVanlto USt~ more complex ones as described in "Comllluni­eating with SPELLB HEAKEH" on page 14. C. Commands given to other characters: To talk to characters in the story, type their name , then a COl1lma, then what \"ou want to saY to them. For example: ADV ENTU RER , GIVE ME TH E AX E or OLDMAN , GO WEST. D. Speci;d one-wo rdl~ommands: Somc one-word commands, such as INVENTORY or DIAGNOSE. !,~I"<:~ vou specific information or alfect your output. A list of these appears in the" Impo l· tant Com­mands" appendix on page 18.

3. Important! Afte r typing your sentence or com­mand . you must press the RETURN (or ENTER) key before SPELLBREAKER will respond . 4. On most computers, your screen will hilve a spe­ci;d line called the status line. It te lls vou the name of your current loca tion, your score, and the number of turns you have taken. S. You can pick.up and G ilT)' many of the items you' ll ~nd in the story. Fm t,xample, if you type TAKE THE FLASK, you will be carrying it. Type INVENTORY to SCt! ;1 list of the items you are cm-rying. G. When you lVa nt to stop, save your place for later, or start over, read the" Starting and Stopping" sec­tion 011 pal''' 17. I. If you have trouble, refer to the specilic section of the 111,lI1ual for lIlore ddailed instructions .

Instruction Manual 25

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