📰 News & Updates
šŸ—ƒļø Amiga Database
×

šŸ—ƒļø Amiga Knowledge Base

65,174 curated entries on demos, software, hardware and history of the Commodore Amiga

You are browsing as guest

← Back to category

Spellbreaker

S P E L L B R E A K E R (Infocom) Notes. (1) It's a good idea to learn all spells more than once since they don't always work! (2) Whenever a spell is mentioned in this solution, you must cast it until it works - this is not a problem with the 'Blorple' spell or when you have the "Magic Cube". (3) It is essential to keep track of where each cube takes you, which you do by writing on them with the Burin. (4) The Zipper is used for storage......if you're told that you're carrying too much to pick up another item, then place a few things inside the zipper. (5) Unless you are in imminent danger, sleep almost anywhere EXCEPT the Bazaar! (6) SAVE GAME VERY OFTEN!!! THE SOLUTION You start in the Council Chamber carrying a Spell Book, Burin and a Knife. The Spell Book contains some spells as follows: LESOCH............Gust of wind YOMIN.............Mind probe REZROV............Open locked or enchanted objects FROTZ.............Cause something to give off light GNUSTO............Write spell into your Spell Book MALYON............Animate an inanimate object JINDAK............Detect magic After a couple of moves the BLORPLE spell will automatically be added to the Spell Book. It is used to explore an object's mystic connections. You start by having permanently committed to memory the GNUSTO, REZROV and FROTZ spells. All others will need to be learned and re-learned as they are required. Also remember that you will not be able to keep as many in your head at one time if you are tired. If you are tired you will need to SLEEP. This refreshes you but also makes you forget any temporary spells. When you awake you will need to re-learn whatever spells you think you are about to need. DO NOT GO TO SLEEP UNLESS YOU HAVE THE SPELL BOOK! From the Council Chamber go SOUTH to the Guild Hall and TAKE the BREAD and the FISH, then go SOUTH again into Belwit Square. If there is a lot of smoke around, either LESOCH the smoke - which, like all other spells may only work at random - or simply WAIT until it clears. You will then discover a WHITE CUBE. TAKE the CUBE and to identify it - do the same with ALL other cubes you find - WRITE "EARTH" ON CUBE. You will only be able to write on the cubes if you are holding the Burin. This is a good way of being able to identify the cubes later when you may be carrying quite a few at one time and will need to select a particular one in a hurry.
Login
✏ Neu registrieren
Newsletter