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16-BIT. 100 % HERZ // KICKSTART 3.1 // WORKBENCH LOADED

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Main Content - Walkthroughs
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68%
CPU Usage
512KB
Chip RAM
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Processes
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.