[A transcription of packaging, documentation, and feelies for the Gray Box release of Steve Meretzky's Sorcerer. For questions or to report a problem, please contact the Gold Machine Project. Website: https://golmac.org Email: golmac@golmac.org] [This document has 3 sections. To simplify searching and navigation, each section has its own 3-letter code. Pages are identified by code and page number. The sections are: PKB=Package or box ITR=Infotater booklet PEM=Popular Enchanting Browsie and Manual For example, page 5 of the Infotater would be marked "ITR 5."] ----- Package and Box Cover ----- PKB 1 [The Sorcerer box, like all grey boxes, has a shape similar to a broad hardcover book of medium depth. The cover art depicts a flat surface of light grey. Centered on this field is a silvery amulet hung from a simple silver chain. Stylized, diamond-shaped slivers of silver radiate from the amulet. They seem to represent some kind of magical light or power] Below the amulet, small capital letters printed in black ink read: "A NEW EVIL THREATENS THE KINGDOM, AND THE MOST POWERFUL OF ALL ENCHANTERS HAS VANISHED..." Beneath this text, the title is printed in large and elaborate white letters: "SORCERER." Underneath, in fine print: "Second in the ENCHANTER series." The game is labeled as "Fantasy. Advanced Level." ----- PKB 2 [At the top of the back cover, the contents of the sorcerer package are pictured: An issue of Popular Enchanting, A Field Guide to the Creatures of Frobozz, and a game diskette] SORCERER, the second of a spellbinding fantasy series in the tradition of ZORK, takes you on a magical tour through the darker side of Zorkian enchantment. Your journey begins with a cryptic diary--the last trace of the now vanished Belboz the Necromancer, grand and powerful leader of the Guild of Enchanters. It is feared that Belboz is in thrall to evil sorcery. If so, the very existence of the Circle of Enchanters could be forfeit. To rescue the kingdom and locate your mentor in the treacherous mists of time, you must gain the power and cunning of a true Sorcerer. GET INSIDE A STORY. GET ONE FROM INFOCOM! It's like waking up inside a story! Load Infocom's interactive fiction into your computer and discover yourself at the center of a world jam-packed with surprising twists, unique characters, and original, logical, often hilarious puzzles. For the first time, you're more than a passive reader. You can talk to the story, typing in full English sentences. And the story talks right back, communicating entirely in vividly descriptive prose. What's more, you can actually shape the story's course of events through your actions. And you have hundreds of alternatives at every step. In fact, there's so much you can see and do, your adventure can last for weeks and even months. To find the Infocom interactive story that's right for you, just choose any one marked with the level of difficulty listed below that best matches your current level of interactive skill. Junior: Best introduction to interactive fiction. Written for everyone from age 9 up. Standard: Good introductory level for adults. This is Infocom's most popular level of interactive fiction. Advanced: A greater level of challenge. Recommended for those who've already experienced Infocom's interactive fiction. Expert: For real diehards seeking the ultimate challenge in interactive fiction. Then find out what it's like to get inside a story. Get one from Infocom. Because with Infocom's interactive fiction, there's room for you on every disk. INFOCOM [Fine print omitted] ----- FIELD GUIDE TO THE CREATURES OF FROBOZZ [A small paper booklet. The cover has the appearance of birchwood] ----- ITR 1 FIELD GUIDE TO THE CREATURES OF FROBOZZ THIS IS YOUR INFOTATER Due to last year's bankruptcy of the Frobozz Magic Grommel Company, a severe shortage of infotaters (rotating data wheels) has developed. For the duration of this crisis. we are substituting (at the last minute and at great expense) this special birch-bark-bound edition in book form. Borphee Infotaters, Inc. ----- ITR 2 [Blank inside cover flap] ----- ITR 3 BLOODWORM [A drawing of several large, dark-purple or blood red worms lying on each other in a pile. They have long fangs (longer than their heads) that jut out like tusks. The worms also have whiskers or feelers extending from their nose area. Their eyes seem to indicate hostility] Bloodworms live in shallow underground pools of water and are often mistaken for mossy boulders. Their pointy, retractable fangs can extend up to 32 inches during an attack. They are repelled by the smell of boiled chives; always carry some if venturing near known bloodworm spawning grounds. Bloodworms are usually white and gray and black and red and black. ----- IT 4 BROGMOID [A Squat, green humanoid with fangs and a black mohawk. It wears red and black striped pants and a red, sleeveless shirt with yellow lettering. It reads: "Borphee is for Lovers." In rare cases, these squat creatures can achieve the intelligence level of a three-year-old human. Domesticated brogmoids are tame and can even be taught to perform simple tasks. In the wild, they can be seen in huge packs sorting through rock piles for edible rocks. Brogmoids (which live considerably longer in captivity) are red and purple and red and black and purple. ----- ITR 5 DORN [A tall beast with a red, bushy growth atop its head that features more than seven eyes. It has a wide, fanged mouth. It's torso and legs appear to be covered by green material that looks like leaves. Perhaps it is clothing. Two three-toed feet are barely visible underneath the green] The deadly dornbeast should be avoided at all costs - it can paralyze its victim with a single glare from its powerful eyes. (Range: about three feet for young nestlings to about 20 feet for full-grown dorns.) Dorns usually live in crags and shadows near cliff bases. According to the last words of dying explorers. dorns are gray and purple and black and gray and white. ----- ITR 6 DRYAD [A happy-looking female resting in the crook of two large tree branches. She wears a large red and grey blanket, and several strands of beads. Her white hair reaches her waist, and she wears a circle of flowers on her head] Dryads, also known as tree sprites, are beautiful and shy. Many never leave the shade of the tree they were born under. If coaxed. dryads can reveal the location of forest treasures. They are only dangerous in large numbers. and then only if threatened. (Angered dryads have been known to crush attackers under tons of rose petals.) When awake, dryads are black and gray and white and red and red. ----- ITR 7 GRUE [A blotchy black and blue darkness. Peering out of the darkness are two sinister, red-and-yellow eyes] The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is Enchanters, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale. Toxicologists believe that grues are black and black and red and black and purple. ----- ITR 8 HELLHOUND [A dog-like creature with a large, toothy mouth and long claws. There is a skull on the ground near its feet. The Hellhound wears a spiky collar and red waves of heat radiate from its body] When you spot a hellhound, run in the other direction as fast as you can! Hellhounds are fast, fierce and capable of devouring a human 12 times their size in 3 and a half seconds. They normally inhabit burnt-out or enchanted woods and rarely venture beyond their turf, even in pursuit of prey. Hellhounds are purple and white and gray and red and gray. ----- ITR 9 KOBOLD [A large cloud of dust suggests motion and disturbance. Spears, axes, and other weapons jut out of the top of the cloud, while numerous feet appear at the bottom of the cloud] Kobolds are very capable fighters. If attacked, they will fight back: if not attacked. they will fight back anyway. They look very similar to the less aggressive paskalds, but can be easily identified because their middle toe is slightly shorter than the toes that flank it. Kobolds live in small tribes in caverns or in very dark forests and are red and purple and black and purple and red. ----- ITR 10 NABIZ [A head-on look at a large-mouthed serpent of some kind. Its mouth is so wide that its body cannot be seen. It has long fangs, a forked tongue, and a mouth that drips saliva or venom] Nabiz are mostly mouth, which is mostly teeth. They instinctively sense their enemy's weakest point when attacking. Contrary to folklore, they cannot fly, hut they can leap tremendous distances. Nabiz are repulsed by the color blue, which explains that color's popularity in adventurers' garb. Nabiz are purple and black and black and black and red. ----- ITR 11 ORC [An overhead view of a grey-skinned human-like figure with a red scar on his face. He wears white gloves and a grey tunic. In his left hand, he holds a short glowing rod or prism] Once a fearsome race of warriors, the Orcs were civilized by their fondness for computerized adventure games. Although a small segment (the Hi-Res Orcs) enjoy graphic adventures, the vast majority (the Orcs of Zork) prefer interactive fiction. In the reflected light of a CRT screen, Ores appear to be red and gray and purple and gray and red. ----- ITR 12 ROTGRUB [The rotgrub doesn't look like a grub at all. It has birdlike feet. It's tail is scaly and green, with purple feathers. The tail appears reptilian, and waves backward and upward from the rotgrub’ s body. It's purple head had either horns or feelers jutting from the temples, and its eyes are googly and wide. It is smiling broadly and perched atop a piece of food, perhaps bread or cheese] Less than an inch long, the rotgrub lies waiting in food. Once ingested, the rotgrub heads straight for its victim's brain and begins feeding. Rotgrub death is excruciatingly painful and lasts years before a welcome demise. They are totally impervious to all forms of magic, and, even worse, smell like very old cheese. A common house rotgrub is gray and red and gray and purple and red. ----- ITR 13 SURMIN [An animal that looks a bit like a thin mole or a fat rat, with short, coarse fur and a hairless tail. It has flies or insects circling it, and green wavy lines suggest that it has a foul smell] From their malodorous breath to their lice-ridden fur, surmins are utterly repulsive creatures. If they get close enough, they can bore their victims to death by reciting the Greater Borphee Penal Codes. A newly shaved surmin is black and black and purple and red and black. ----- ITR 14 Yipple [A glass jar of chocolate-chip cookies, and a small pile of cookies sitting beside the jar. In both the jar and the pile, a single cookie, somewhat hidden by other cookies, has eyes and a toothy mouth] The Yipple is a master of disguise, able to alter form to match its surroundings. If disturbed in the wild, some yipples may bite. They make wonderful pets, but should never be allowed to rest in the cookie jar if guests are expected. Yipples are violently allergic to many kinds of animal wastes. When placed on a plain white tablecloth, yipples become gray and purple and white and purple and black. ----- ITR 15 [Blank inside cover] ------ ITR 16 [Blank outside cover] ------ PEM 1 [A Cover of the magazine "Popular Enchanting." The cover photo is of Belboz’ s door at the Circle of Enchanters. There is a door knocker that looks like a gargoyle's head. A wooden sign hangs from the knocker, and it reads, "Gone Fishing--Belboz." On the left-hand side of the cover, article descriptions are listed: SPECIAL BOOK EXCERPT" "Spells and the single sorcerer." * The Power of Positive Conjuring: Learning with Gnusto! * Coming Next Month: Should Enchanters in Glass Mazes Throw Spells?] ----- PEM 2 [A feature called "Gazing Into the Orb." It shows a crystal ball floating in the sky and surrounded by clouds] They came to Antharia from all corners of the kingdom: Gurth and Mithicus, the Frigid River Valley, Borphee, even the Gray Mountains. They packed the restaurants, and for the first time in 150 years the Rusty Knife in West Anthar ran out of sea serpent fillet. They completely filled the Zilton Hotel, and in three days spent an estimated Zm20,000 on marble trinkets, Bella Quease souvenirs, Flathead Stadium tickets, and Spenseweed shakes. Yet despite the success of the tourist trade, the pageantry, and the beautiful weather, the 115th Convention of Enchanters and Sorcerers (CES) was an unqualified disaster. Why? "There's too much showing off, too much one-upmanship between the chapters, and no cooperation," said Barbel of Gurth, a Guildmaster and elder member of the Circle of Enchanters. "We're here to share and exchange our advancements in thaumaturgy, and to try to solve our common problems, not to compete against each other in some sort of free-for-all. Frankly, I'm disgusted." And so are we. Conventioneers at CES seemed totally unwilling to discuss, much less resolve, the problems facing the Guild of Enchanters. The chronic glut of Enchanters in and around Thriff, the crippling shortage of Enchanters in the Gray Mountains, the grumblings of some junior Sorcerers about "leadership stagnation," the spiraling costs of an Enchanter's education, the pros and cons of regulating magic potion distribution ...all these issues and more could have benefited from an open dialog among the chapters. Instead, the assembled Enchanters, whose reputation for sobriety and consideration is generally well-deserved, indulged shamelessly on Phlog and Tonics, and made an overall nuisance of themselves. "This is great!" said one apprentice from the Gurth City chapter, after he had happily cast the ZOOKA spell ("turn eggs into overripe cabbage") just as the Thriff chapter sat down to breakfast. Moments later, someone (probably from the Thriff chapter) cast the STEGAW spell ("turn eggs into ripe guano")at the Gurth City chapter breakfast, whose members thereafter were unable to keep anything down. Such pranks may seem harmless, but they do little to improve communication between the chapters. They can also get out of hand. During the opening ceremonies on the first evening of CES, for instance, an Enchanter from Aragain cast the FILFRE spell ("display gratuitous fireworks") inside Convention Hall; literally dozens of other Enchanters subsequently cast FILFRE inside the hall, each trying to outdo the other. Not surprisingly, the old wooden hall caught fire. Just as someone would cast the GONDAR spell ("extinguish fire"), someone else would claim a “better “or "improved" GONDAR spell and restart the fire to display their talents. This went on for nearly an hour before order was called, and the hall suffered much damage. The Guild of Enchanters has successfully regulated itself for hundreds of years. It helped bring stability to the land following the turbulence of the Great Underground Empire's collapse, and today underwrites many fine philanthropic foundations. How ironic and disappointing, then, that it can't turn its wisdom and wonder unto itself, and behave in a more professional and responsible manner, to address its serious problems and ensure a healthier future for us all. ----- PEM 3 [This page has two separate columns. The one on the right contains an advertisement, while the left features letters to the editor] LETTERS TO THE EDITOR To the editor: In your otherwise excellent article on the FILFRE spell, you neglected to mention its derivation. FILFRE is a modification of the expression "Feel Free," which perhaps explains its unrestrained use among some Enchanters. P.D.L., Borphee * To the editor: So Orkan of Thriff is now selling wand racks? He's a Guildmaster, not a carpenter! Next thing you know, actors will be selling salad dressing. H.D.A., Accardi * To the editor: I'm sure many of your readers would be surprised to learn that there are some remote areas of the Empire where people still do not practice magic. An article about these underdeveloped communities would be quite amusing. S.W.G., Mithicus * To the editor: Your recent article entitled "Should Enchanters in Glass Mazes Throw Stones?" reminded me of a few other age-old questions that perhaps modern magic can answer: Which came first, the time paradox or the tamed parrot Awkes? Is a zorkmid truly the root of boll weevils? If the land were the sky and the sky were the land, would things fall up and grow down? S.E.M., Whereabouts Unknown * [Advertisement] ORDER TODAY! The Popular Enchanting HOME SORCERER'S HOW-TO-LIBRARY Volume 1: Build-Your-Own Medieval Village "Simplifies even the most complex problems." Available exclusively from Infocom. [On the advertisement is a drawing of a medieval-looking village with a large castle off in the distance] ----- PEM 4 [A rather imposing drawing of a University building. It has a rotunda and two towers. In front of the building is a large fountain surrounded by buzzards. The picture has the following caption: ""Enchanter Hall on the scenic C. U.E Tech campus, where Belboz the Necromancer recently addressed young enchanters of tomorrow."] BELBOZ AT 200: Is Retirement in His Future? Recently, Belboz the Necromancer was lecturing to a senior class at G.U.E. Tech's School of Enchantment in Greater Borphee. The great thaumaturge departed from his prepared text on "The Baffling Behavior of Babbling Baby Brogmoids Biting Broccoli" to discuss Enchanter's Ethics, a hot issue in magical circles these days, and he gave a predictably levelheaded perspective. "What are the criteria for determining which actions are morally right and morally wrong? The most famous answer is that power and might are never wrong. But can beauty, happiness, or fireworks be ignored? Certainly not. Doing the decent thing in the face of many juicy and despicable alternatives takes enormous willpower and always arouses the skepticism of others. And an orator who sprinkles a speech with flowery and vivid images to keep his audience glued to their seats is no more ethical than a Sorcerer who casts the FOBLUB spell to achieve the same ends." Leaders espousing moderation or temperance are rarely heard or heeded at our universities in these dreary times, yet Belboz received a 30-minute Sitting ovation from his audience. (Belboz had in fact used the FOBLUB spell on the audience, gluing them to their seats.) Such is the respect and esteem accorded to this wise, crinkly-eyed master Sorcerer, who turns 200 years of age this month. Belboz is well-known as a model Sorcerer, an exemplar for all young Enchanters. Born an orphan near Aragain Falls in the Frigid River Valley, . he was the eldest of six brothers and sisters. His guardian uncle, a well-to-do but simple-minded cave digger, tried to get young Belboz interested in construction work, but Belboz talked only about magic, reading everything he could find on the subject. His uncle finally relented and sent Belboz to Borphee Harbor, where he was tutored by a master magician for the next 20 years. ("My uncle thought thaumaturgy was a communicable fish disease, and fancied I sat on a dock for 20 years telling carp to open wide and say 'ah,'" says Belboz.) He then spent a 30-year apprenticeship in the Accardi Chapter of the Guild of Enchanters, became a full-fledged Enchanter in 820 GUE, and traveled south to Gurth and Mithicus, where he pioneered research on anti-caking additives to magic potions. His success in perfecting dozens of spells, notably the LOBAL spell ("sharpen hearing") and the CONBAK spell ("build strong bodies 12 different ways") brought him interprovincial fame and heralded his advancement to Sorcerer after a mere 25 years. Unlike his peers, Belboz criticized the decadence of the royal family and foretold the collapse of the Great Underground Empire. Most fellow Sorcerers thought Belboz's warnings were shrill or foolish, but when the Empire did collapse in 883, Belboz said "I told you so." Belboz then returned to Accardi where, in 910, at the age of153, he became Guildmaster of the Accardi Chapter. Perhaps his greatest success-certainly his most publicized-came in 952, when he destroyed the evil giant Amathradonis. Later that year he became the kingdom-wide Secretary of the Guild of Enchanters, a post which he has held now for two terms. With a life expectancy of 175 years, almost three times that of a layperson, most Sorcerers retire from the Guild and become Magicians Emeritus or Conjuration Consultants long before they become bicentenarians. At 200, Belboz is the oldest member of the Circle of Enchanters and is theoldest Guildmaster ever. Speculation is rampant, then, whether the master Sorcerer has any plans to retire. "We-l-l-l-l," the necromancer pondered last week during an interview with POPULAR ENCHANTING, "I would like to travel. I haven't crossed the Flathead Ocean for over a century. I’d also be interested in visiting more chapters of the Guild; our flummox in Antharia [see the editorial on page 2] dearly shows we need to get our house in order. And certainly, I'd like to be able to do more fishing. But I am, really, just approaching my prime. Even though Ima old, my strengths and powers are at their peak." Asked whether he thought his age impeded his work, Belboz chuckled. ''All Enchanters have youth-casting spells, of course, which accounts for our longevity. I have naturally improved upon these. But I've seen some 100-year-old Enchanters who think older than I do, and therefore they are older than I am. A youth spell affects the body but not the mind. It is worthless if its subject has an old mind." "Leadership stagnation" is a term that has been bandied about lately by a number of junior Sorcerers, who feel that the lifetime appointment of Guildmasters is too long. "Guildmasters are like kings, only worse, “says a Sorcerer who requests anonymity. ''A chapter dangles the Guildmaster post before its members like bait, enticing them to dedicate their life's work and devotion for it. A chapter selects a new Guildmaster only once in 30, 40, even 50 years. All the qualified Sorcerers who don't get chosen adopt a negative attitude knowing they'll never be Guildmasters." This negative attitude, some say, is passed on to Enchanters, who pass it on to apprentices, like some communicable fish disease. While no one mentions Belboz's name specifically, his 47-year tenure as Guildmaster is an obvious target of such complaints. "I disagree completely with the idea that we dangle the Guildmaster's post like bait, and it's simply not true that all other qualified Sorcerers adopt a negative attitude," says Belboz. "I agree there my be some advantages to limiting the term of a Guildmaster. But I’m most upset that a Sorcerer would take offense at not being chosen Guildmaster. A Sorcerer should be above such lowly, jealous, and power-hungry thoughts, and anyone who thinks them deserves to be turned into a newt." So fear not, Belboz fans: The great necromancer is not ready to quit. ''Ask me about my retirement again," Belboz told us, "when I turn 300." [The right column of the page is dedicated to advertisements] NOW! A RESURRECTION SPELL FOR EVEN THE MOST INEXPERIENCED MAGIC CASTER! GASPAR. From the company that developed BLORB and QUELBO comes the world's first gnustoable resurrection spell ~ A breakthrough in magic technology so impressive that only the wizards at United Thaumaturgy could have done it. Look for Caspar soon at spell scroll distributors in your town. UNITED THAUMATURGY: "Spells and a who le lot more ." (OZMOO, by merely circumventing death, is not considered to be a true resurrection spell.) * MAKE REALLY BIG ZORKMIDS! LEARN MAGIC IN JUST 12 WEEKS! Our proven "Learn-at-Home" course lets you study at your own pace. Why spend your life as a woodcutter when magic can open doors for you? Over 70% of our graduates find careers in magic-related guilds. Write: GUETECH, Borphee, Land of Frobozz for full-color catalog. * Orkan the Enchanter, mentor of the Thriff Chapter, says : “I wouldn't go anywhere without my CHEVAUX! " There are Spell Books-then there are CHEVAUX! Only the finest Mithican leather binding. Ample pages of Gnusto-receptive paper able to withstand long study and heated battles. PLUS, the renowned CHEVAUX personalized monogram – the symbol of the discriminating Enchanter. Order from : Priggin, Master Bookbinder and authorized CHEVAUX dealer, Miznia. ----- PEM 6 SPECIAL BOOK EXCERPT: "Spells and the Single Sorcerer" by Wilbar Memboob. [An unremarkable image of a spell book is featured here. On its spine, the title reads "Spelling for Beginners."] {This is the second of three excerpts to appear in POPULAR ENCHANTING magazine. Last month’s installment dismissed many of the myths surrounding single Sorcerers, among them the common notion that single Sorcerers like granola. This month’s installment is adapted from the chapter’ ‘Friendship ...and More," and discusses the importance of making a good first impression. The final excerpt, discussing such practical matters as spells for single-serving potions and Solitaire Fanucci, will appear next month. Wilbar Memboob is the author of "The joy of Spells" and "The Enchanter Never Rings Twice: 101 Uses for REZROV.} Many otherwise fine and distinguished Sorcerers are shy or ugly, or, generally, both. This does not mean, however, that they must lead a solitary existence or abstain from the simple pleasures of courtship. Several thaumaturgical suppliers sell a wide assortment of self-improvement spells and potions, and unless you are "kobold ugly," most will work with few or no unpleasant side effects. It is impossible to predict when a particular self-improvement spell or potion will be needed (unless one is a very, very good Sorcerer). Carrying a six-pack of assorted potions can therefore save a situation. For instance, suppose you were walking beside a field of blossoming dragondils, and you met an attractive person of the opposite sex. Should this person remark "Aren't the dragondils lovely," you might reply: "Oh, is that what they are?" or simply "Yes." or, worse, "I've seen nicer." But if you had in your possession the SIRANO potion, you might surreptitiously quaff it and reply: "As lovely and golden as the rain-washed air is clear and sparkling, and fragrant and fresh as your eyes are poetic and inspiring." You must of course realize that you get what you pay for. Some so-called "discount" or "bargain" potions are no bargain at all. ASIRANO potion that wears off mid-sentence can be disastrous, as you're likely to say the first thing that comes to your mind, which is bound to be ridiculous: "Your lips are like rubies, your eyes like alabaster, your hands like ...like poached rotgrub." Once you have captured your new acquaintance's attention with a charming or witty remark, you must act fast! Many Sorcerers cast the FAIFT spell (''change appearance to look younger'') on themselves. This is generally a mistake. If your face is reminiscent of a frog, you will suddenly look like a tadpole; if you're overweight, you may become a piglet. A better strategy is to cast the IMALI spell ("worsen eyesight") on your friend. The spell is painless and temporary, and should your dupe comment upon blurry vision, you might remember Elvis Flathead's hit "Love Is Blind," and suggest that your kindhearted spell in fact prevented total blindness. Before I am accused of condoning deceit as the basis for a relationship, let me state outright that the casting of spells--on yourself or on your partner--is permissible only for the first few days of a relationship. If you cannot keep your acquaintance's interest without magic, then you should let go and part ways. Particularly reprehensible are reports of Sorcerers casting body-deforming spells like BAYALA and MUSDEX on an unwilling partner to satisfy a personal preference. [There is an advertisement in the lower-left corner of the page] Don't Be Stuck Shorthanded! NYMPH-O-MANIA -Temporary Nymph Services- Nymphs available by the hour, by the day, by the week! We use exclusively the most polite and well-bred nymphs! Warning nymphs, guard nymphs, and serving nymphs our specialty! NYMPH-O-MANIA outlets are located throughout the kingdom. Visit one today! ----- PEM 7 [A drawing of a tattered banner occupies the top of the page. It reads: "Words of Wisdom."] The Power of Positive Conjuring: Learning with GNUSTO To the layperson, the GNUSTO spell is unspectacular. There are no loud noises, no pyrotechnics, no feelings of euphoria when it is cast, no changes in the environment, no great insights into the world- nothing to indicate that it is one of the cornerstones of thaumaturgy as practiced today. Yet it enables Enchanters to cast and recast spells countless times reliably and effectively, freeing up magicians' time for research into new and improved spells, and bringing magic to the people, thus indirectly improving the health and welfare of the general populace. A few old-fashioned Sorcerers show contempt or impatience with the GNUSTO spell, preferring instead to cast spells directly from scrolls rather than writing them into a book first. "There's no danger, no excitement anymore," says a retired Sorcerer from Mithicus who wishes to remain anonymous. "In the good old days, you had to be careful when you used your spells. They were good only once, so you couldn't go around turning every unfriendly critter that crossed your path into a newt. Nowadays, Enchanters CLEESH first and ask questions later." But such disdain for the GNUSTO spell is increasingly rare, since most Sorcerers were born after its discovery and grew up accepting and enjoying it. In fact, the "safety net" feature of GNUSTO does not make the Enchanter's life less exciting but gives the Enchanter the opportunity to use a particularly handy spell more than once. Certainly no one argues that spells cast directly from scrolls are easier to use or are more effective; spells copied into books with GNUSTO lose none of their complexity or potency. One obvious shortcoming of GNUSTO is that it cannot write extremely powerful magic spells into a spell book. Most scholars believe that the GNUSTO spell itself is too weak, though the Spell Science Lab at G.U.E. Tech is testing a very GNUSTO-receptive paper which it hopes will be sensitive enough to allow even the most ancient and mighty spell to be copied. What does the future have in store for GNUSTO? "I think it will continue to be the most popular spell we manufacture, “says a spokesperson at United Thaumaturgy. "It's certainly changed the industry." That it has: Smoothscroll Draughtsmen, once the largest supplier of common spell scrolls, now markets such diverse products as glow-in-the-dark bookmarks and synthetic toad warts. In fact, the only scrolls Smoothscroll now makes are high-priced custom-made spell scrolls which are "GNUSTO-protected" to prevent unauthorized copying. Spellshack recently unveiled its OTSUNG spell(“erase spell written in book with GNUSTO").And International Business Magic is trying to transfer the "safety net" properties of GNUSTO to a new spell that would work on magic potions. [The rightmost column of the page contains personal and want ads] For sale: Rubber spell scrolls, rubber magic wands, rubber spell books, rubber avocados, and more! Great for gags! Largest selection of rubber products anywhere! Write for free catalog (must be over 54 years of age). BoxQ5. * Lost: CLEESH spell scroll. Dropped while frog-watching in swamp. Small reward. Box 136. * Lost: Useless brass lantern. Has great sentimental value. Dropped long ago, far away. Would appreciate information leading to its return. Box 21. * [A drawing (meant to be a singles photo, perhaps) of a two-headed humanoid, one male and one female] Personal: Dull, irritating Enchanter (M) seeks exciting, loving F for magic moments and possible lasting relationship. Must be truthful and kind, or good liar. No pros or adventurers need reply. Box Y3. * Personal: Shy, outgoing Enchanter (F) seeks lively, quiet Enchanter (M) to share the pleasures of smokeless fires. Must enjoy sadness. Box K9. * Wanted: Need one (1) KULCAD spell scroll; will pay top dollar. Used mine foolishly; won't make same mistake. Box F4. * Wanted: Enchanter for minor Cyclops eradication work, 2 to 4 days per month. Experience desirable. Box S4. * Wanted: Letters, reminiscences, etc. by or about the thaumaturge Berzio, who invented the GNUSTO spell; for biography by noted scholar and Frobber. BoxT6. ----- BEM 8 [A full-page ad for Nate's Discount Scroll House] WHY PAY MORE? SCROLLS (Showing List Price, then NATE'S lower rate) FROTZ zml2 zm8 REZROV zml2 zm9 BLORB zml6 zml2 NITFOL zml6 zmI4 QUELBO zml9 zml5 GRIGPO zm26 zm20 YOMIN zm28 zm22 ONKIK zm38 zm31 YIMFIL zm46 zm36 VEZZA zm90 zm74 Potions (List price first, Nate's second) BERZIO zm4 zm2 IGNATZ zm4 zm3 VILSTU zm4 zm3 ONBIT zm4 zm3 KWIN zm4 zm3 WALDOE zm4 zm3 KNALB zm6 zm4 BLORT zml2 zm10 SPECIALS (List first, Nate's second) MAGIC AMULETS zm120 zm99 BII Wand zm88, zm80 UT Wand zm72 zm61 SS Wand zm29 zm12 72 Count Scroll Rack zm12 zm4 144 Count Scroll Rack zm18 zm6 Wand Rack zm12 zm2 OTHER (List first, Nate's second) Small mortar with pestle zm1 zm1/2 Medium mortar with pestle zm1 zm1/2 Large mortar with pestle zm2 zm1 TONGUE OF OWL zm1 2zml JAR OF NEWT EYES zm2 zm1 JAR OF GROUND MORGIA zm2 zm1 BAT WINGS (pair) zm4 zm3 TOAD WARTS (doz.) zm4 zm2 DRAGON SCALES (ca.) zm10 zm8 ----- PEM 9 Instruction Manual for Sorcerer ----- PEM 10 [blank page] PEM 11 Instruction Manual for SORCERER Welcome to the world of the Enchanter saga--a world where magic is commonplace, a world where guilds of professional magic-users spend their lifetimes mastering the intricacies of thaumaturgy, a world where great forces of evil must constantly be held at bay. In your late youth you left home to join the Guild of Enchanters. After years of schooling, you achieved the rank of Apprentice Enchanter. In fulfillment of an ancient prophecy, you were sent to find Krill, an evil warlock who had loosed a pestilence upon the land, and who threatened the very existence of the Circle of Enchanters. Only someone guileless and inexperienced in the ways of magic could slip into Krill's realm unnoticed. By defeating Krill, you earned a seat on the Circle of Enchanters, sitting at the right hand of your mentor, the leader of the Guild, Belboz the Necromancer. Several years have passed, and you have grown very close to Belboz as you studied under his tutelage, learning the ways of magic from one of the world's most learned practitioners. But lately, Belboz has seemed troubled, preoccupied, withdrawn ... small things only a friend would notice. You have even heard frightening noises coming from his chamber, and the voices of conversation when Belboz was supposedly alone. His temper has seemed short the last few days, and the look in his eyes sends cold shivers down your back. Could some evil spirit be at work here? You are sleepless from worry-Belboz is possibly the most powerful Enchanter in the kingdom. If his powers were used by the forces of darkness instead of the forces of light, who knows what would result? And now, unbeknownst to you, Belboz has vanished. If you’re experienced with Infocom's interactive fiction, you may not feel like 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 verbs (on page 19); some of the verbs listed are found in all Infocom stories, others are included especially for SORCERER. All wizards will want to familiarize themselves with this list. Table of Contents An Overview Page 12 * What is interactive fiction? * Moving around * Turns and scoring Tips for Novices 13 Nine useful pointers about interactive fiction Communicating with SORCERER 14 * Basic sentences * Complex sentences * Talking to characters in the story * Vocabulary limitations Spell Casting 16 * Using your spell book * Memorizing spells * Casting spells Starting and Stopping 17 * Starting SORCERER ("Booting up") * Saving and restoring * Quitting and restarting Appendix A: Important Commands 18 Appendix B: Some Recognized Verbs 19 Appendix C: SORCERER 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 Author 24 Appendix H: Copyright and Warranty Information 24 Appendix I: Quick Reference Guide 25 This briefly describes the most important things to know about interactive fiction. It is vital that you know all these things before you begin your adventure. ----- PEM 12 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, such as SORCERER, 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, 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 carefully. (You may notice that SORCERER occasionally refers to a location as a "room," even if you are outdoors.) As you explore, it is helpful to make a map of the geography. 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 will frequently involve bringing a certain item with you and then using it in the proper way. In SORCERER, 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 until you type a sentence and press the RETURN (or ENTER) key, so you can plan your turns as slowly and carefully as you want. To measure your progress, SORCERER keeps track of your score. You may get 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. ----- PEM 13 Tips for Novices 1. In bygone days, Enchanters could recall even the tiniest events in their lives 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 location, the directions connecting it to adjoining locations, and any interesting objects there. (See the small sample map that goes along with the sample transcript on page 21.) Note that 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, if you mess up or get "killed," you won't have to start over from the beginning. See page 17 for instructions. 4. Read the story carefully. There are often clues in the descriptions of locations and objects, as well as in labels, engravings, books, and so on. Even strange or dangerous actions may provide clues and might prove to be fun! You can always save your position first if 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 it. He comes closer and 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" that you may have played, there are many possible routes to the end of SORCERER. Some puzzles have more than one solution; other puzzles don't need to be solved at all. 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 helpful to go through SORCERER with another person. Different people may find different puzzles easy and can often complement each other. 7. If you really have difficulty, 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, but it will make solving the puzzles easier. 8. Read the sample transcript on page 21 to get a feel for how Infocom's interactive fiction works. 9. You can word a command in many different ways. For example, if you wanted to pick up a dusty scroll, you could type in any of the following: GET SCROLL TAKE THE SCROLL PICK UP THE DUSTY SCROLL In fact, if the scroll is the only takable thing in sight, just typing TAKE would have been enough. But more about that in the next section ... ----- PEM 14 Communicating with SORCERER In SORCERER, you type your sentence in plain English each time you see the prompt (> ). SORCERER usually acts as if your sentence begins "I want to ... ," although you shouldn't actually type those words. You can use words like THE if you want, and you can use capital letters if you want; SORCERER doesn't care either way. When you have finished typing a sentence, press the RETURN (or ENTER) key and SORCERER will process your request. SORCERER will respond, telling you whether your request is possible at this point in the story, and what happened as a result. SORCERER recognizes your words by their first six letters, and all subsequent letters are ignored. Therefore, SILVER, SILVERsmith, and SILVERware would all be treated as the same word by SORCERER. 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 abbreviate these to N, S, E, W, NE, NW, SE, and SW, respectively. You can use UP (or U) and DOWN (or D). IN and OUT will also work in certain places. SORCERER understands many different kinds of sentences. Here are several examples. (Note that some of these objects do not actually appear in SORCERER.) WALK NORTH DOWN NE GO UP TAKE THE SPELL BOOK READ THE SCROLL LOOK UNDER THE BED GO OUT DROP THE NEWT INTO THE POT EXAMINE THE LARGE RED DEMON PUSH THE BLACK BUTTON SHOOT THE DEMON WITH THE LOADED GUN GIVE THE MAGIC WAND TO THE FROG LOOK UNDER THE STATUE READTHE CRUMBLY YELLOW SCROLL You can use multiple objects with certain verbs if you separate them by the word AND or by a comma. Some examples: TAKE SWORD AND MAGIC KNIFE DROP THE SPRIG OF IVY, THE MISTLETOE, AND THE SPOTTED FROG PUT THE BAT'S FEET AND THE BLUE BUBBLY LIQUID IN THE BOWL You can include several sentences on one input line if you separate them by the word THEN or by a period. (Note that each sentence will still count as a turn.) You don't need a period at the end of the input line. For example, you could type all of the following at once, before pressing the RETURN (or ENTER) key: READ THE SCROLL. WRITE ON IT. DROP THE IDOL INTOTHE LAKE THEN LOCK THE DOOR THEN GO EAST The words IT and ALL can be very useful. For example: TAKE THE SCROLL. READ IT. PUT IT IN THE BOX CLOSE THE HEAVY METAL DOOR. LOCK IT TAKE THE SILVER HELMET. SHINE IT. PUT ITON TAKE ALL EXAMINE ALL THE DUSTY SCROLLS TAKE ALL EXCEPT THE WET EGG AND THE KEY TAKE ALL FROM CABINET DROP ALL BUT THE PENCIL The word ALL refers to every visible object except those inside something else. If there were an apple on the ground and an orange inside a cabinet, TAKE ALL would take the apple but not the orange. If SORCERER doesn't understand one of the sentences on your input line, or if something unusual happens, it will ignore the rest of your input line (see "SORCERER Complaints" on page 20). There are three kinds of questions that SORCERER understands: WHO IS (someone), WHERE IS (something), and WHAT IS (something). For example: WHO IS ENTHARION? WHERE IS THE SPELL BOOK? WHAT IS A GRUE? You can use quotes to say something "out loud." For example: SAY "HELLO" ----- PEM 15 You will meet other people and creatures in SORCERER. You can "talk" 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, GIVE ME THE WAND. CLEAN OFF THE SANDALS Notice that in the last two examples, you are giving a person more than one command on the same input line. SORCERER 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, SORCERER will sometimes decide that there is only one possible object that you could mean. When it does so, it will tell you. For example: >UNLOCK THE DOOR (with the key) The door is now unlocked. If your sentence is ambiguous, SORCERER 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 this only at the very next prompt. For example: >SLICE THE SCROLL What do you want to slice the scroll with? >THE SCIMITAR The scroll is reduced to paper dolls. or >TAKE THE SCROLL Which scroll do you mean, the evil enchanted scroll or the lovely vellum scroll? >ENCHANTED The evil in the scroll flows inexorably up your arm. It seems to be seeking out your heart! SORCERER 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." However, if SORCERER doesn't recognize the words SUN or HORIZON in your input, you can assume that they are not important to your completion of the story, except to provide you with a more vivid description of where you are or what is going on. SORCERER recognizes over 1000 words, nearly all that you are likely to use in your sentences. If SORCERER doesn't know a word you used, or any of its common synonyms, you are almost certainly trying something that is not important in continuing your adventure. ----- PEM 16 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 .m this realm carry the penalty of heightened 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 (albeit lowly) wizard, you have a personal spell book, in which you record the spells you are capable of using. Your book contains a few spells before the story begins; others may be added during 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 spell and scroll permanently, so it is much better to write them into your spell book. Then, you can use them many times. You may write newly found spells into your spell book by using the GNUSTO spell ("writes magic") which you learned early in your career. Once a spell IS written in your spell book, It may be used again and again. (Some spells are too powerful to be written by a wizard of your limited experience. Such spells may still be used if they are found on scrolls, but the spell will be gone after it is used.). Reading your book lists the spells you have written, along with their meanings. You might 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 number of spells 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 which spells are memorized and how many times each one has been memorized. (This is helpful because a spell memorized twice can be used twice before being forgotten.) You can use spells either by saying CAST (the spell's name) AT/ON (something) or, more simply, by saying: (the spell s name) (something). Some spells. are so general in application that they require no object-Just typing the spell name is enough. For example, suppose there were a spell named BOZBAR that you had written in your spell book or were carrying on a spell scroll. Both LEARN BOZBAR and MEMORIZE BOZBAR would make the spell available for immediate use. Then BOZBAR HORSE or CAST BOZBAR AT HORSE or CAST THE BOZBAR SPELL AT THE HORSE would all have the same effect: BOZBAR the poor horse. Magic takes other forms besides classic spell casting. Magic potions, for instance, usually found in Vials, work their magic when ingested. Many items throughout the land are imbued with magical qualities that can be revealed to the brave and inquisitive wizard. ----- PEM 17 Starting and Stopping Starting the story: Now that you know what to expect in SORCERER, it's time for you to "boot" your disk. To load SORCERER, follow the instructions on the Reference Card in your package. An introductory sentence should appear, followed by a description of the story's starting location. Then the prompt (> ) will appear, indicating that SORCERER is waiting for your first command. Here's a quick exercise to help you get accustomed to interacting with SORCERER. Try typing the following next to the first prompt (> ): GO NORTH EAST Then press the RETURN (or ENTER) key. SORCERER will respond with: Forest Edge To the west, a path enters the blighted woods, which stretch out of sight. A signpost stands beside another path leading north, and to the east is a wide meadow. At the base of the signpost is a slimy hole leading down. The hellhound stops at the edge of the forest and bellows. After a moment, it turns and slinks into the trees. Now try typing: READ THE SIGN After you press the RETURN (or ENTER) key, SORCERER will respond: ***!!! > > > WARNING< < < !!!*** This path is protected by a Magic Mine field installed by the Frobozz Magic Mine Field Company. Saving and restoring: It will probably take you many days to complete SORCERER. Using the SAVE feature, you can continue at a later time without having to start over from the beginning, just as you can place a bookmark in a book you are reading. SAVE puts a "snapshot" of your place in the story onto another disk. If you are cautious, you may want to save your place before (or after) trying something dangerous or tricky. That way, you can go back to that position later, 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 instructions for saving and restoring on your Reference Card. Some computers require a blank disk, initialized and formatted, for saves. Using a disk with data on it (not counting other SORCERER saves) may result in the loss of that data, depending on your computer. You can restore a saved position any time you want. To do so, type RESTORE at the prompt (», and press the RETURN (or ENTER) key. Then follow the instructions on your Reference Card. You can then continue the story from the point where you used the SAVE command. You can type LOOK for a description of where you are. Quitting and restarting: If you want to start over from the beginning, type RESTART and press the RETURN (or ENTER) key. (This is usually faster than re-booting.) Just to make sure, SORCERER will ask if you really want to start over. If you do, type YES and press the RETURN (or ENTER) key. If you want to stop entirely, type QUIT and press the RETURN (or ENTER) key. Once again, SORCERER will ask if this is really what you want to do. Remember when you RESTART or QUIT: if you want to be able to return to your current position, you must first do a SAVE. ----- PEM 18 Appendix A Important Commands There 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 -SORCERER will usually respond as if you had repeated your previous sentence. Among the cases where AGAI N will not work is if you were just talking to another character. You can abbreviate AGAIN to G. BRIEF-This tells SORCERER to give you the full description of a location only the first time you enter it. On subsequent visits, SORCERER will tell you only the name of the location and the objects present. This is how SORCERER will normally act, unless you tell it otherwise using the VERBOSE or SUPERBRIEF commands. DIAGNOSE-SORCERER will give you a medical report of your physical condition, and will tell you whether you're tired, thirsty, or hungry. INVENTORY-SORCERER will list what you are carrying. You can abbreviate INVENTORY to I. LOOK-This tells SORCERER to describe your location in full detail. You can abbreviate LOOK to L. QUIT-This lets you stop. If you want to save your position before quitting, follow the instructions in the "Starting and Stopping" section on page 17. You can abbreviate QUIT to Q. RESTART-This stops the story and starts over from the beginning. RESTORE-This restores a position made using the SAVE command. See "Starting and Stopping" on page 17 for more details. SAVE-This makes a "snapshot" of your current position onto your storage disk. You can return to a saved position in the future using the RESTORE command. See "Starting and Stopping" on page 17 for more details. SCORE-SORCERER will show your current score and a ranking which is based on that score. SCRIPT-This command tells your printer to begin making a transcript of the story as you venture onwards. A transcript may aid your memory but is not necessary. It will work only on certain computers; read your Reference Card for details. SPELLS-This command lists the spells you currently have memorized from your spell book. ----- PEM 19 SUPERBRIEF-This commands SORCERER to display only the name of a place you have entered, even if you have never been there before. In this mode, SORCERER will not even mention which objects are present. Of course, you can always get a description of your location, and the items there, by typing LOOK. In SUPERBRIEF mode, the blank line between turns will be eliminated. This mode is meant for players who are already very familiar with the geography. Also see VERBOSE and BRIEF. TIME-This gives you the current time of day in the story. You can abbreviate TIME to T. UNSCRIPT-This commands your printer to stop making a transcript. VERBOSE-This tells SORCERER that you want a complete description of each location, and the objects in it, every time you enter a location, even if you’ve been there before. Also see BRIEF and SUPERBRIEF. VERSION-SORCERER responds by showing you the release number and the serial number of your copy of the story. Please include this information if you ever report a "bug" in the story. WAIT-This will cause time in the story to pass. Normally, between turns, nothing happens in the story. You could leave your computer, take a nap, and return to the story to find that nothing has changed. You can use WAIT to make time pass in the story without doing anything. For example, you can wait for a specific time, or wait for an event to happen, etc. You can abbreviate WAIT to Z. Appendix B Some Recognized Verbs This is only a partial list of the verbs that SORCERER understands. There are many more. Remember that you can use a variety of prepositions with them. For example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK THROUGH, LOOK AT, and so on. ASK EXAMINE LOCK ATIACK EXIT LOOK BOARD EXTINGUISH MEMORIZE BURN FILL MOVE CAST FIND OPEN CLIMB FLY POINT CLOSE FOLLOW POUR COUNT GIVE PULL CROSS JUMP PUSH CUT KICK PUT DESTROY KILL RAISE DIG KISS READ DISEMBARK KNOCK SEARCH DRINK LAUNCH SHAKE DROP LIE SHOUT EAT LIGHT SHOW ENTER LISTEN SLEEP SLIDE Smell SPRAY STAND SWIM TAKE Tell THROW TIE TOUCH TURN UNLOCK UNTIE WAKE WALK WAVE ----- PEM 20 Appendix C SORCERER Complaints SORCERER will complain if you type a sentence that confuses it completely. SORCERER will then ignore the rest of the input line. (Unusual events, such as being attacked, may also cause SORCERER to ignore the rest of the sentences you typed, since the event may have changed your situation drastically.) Some of SORCERER's complaints: I DON'T KNOW THE WORD "(your word)". The word you typed is not in the story's vocabulary. Sometimes using a synonym or rephrasing will help. If not, SORCERER probably doesn't know the idea you were trying to get across. ICAN'T USE THE WORD "(your word)" HERE. SORCERER knows the word you typed, but couldn't use it in that sense. Usually this is because SORCERER knows the word as a different part of speech. For example, if you typed TURN ON THE LIGHT, you are using LIGHT as a noun, but SORCERER might know LIGHT only as a verb, as in LIGHT THE LAMP. I CAN'T FIND AVERB IN THAT SENTENCE! Unless 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 THAT SENTENCE! This usually means that your sentence was incomplete, such as EAT THE BLUE or PUT THE BOOK IN THE. IFOUND TOO MANY NOUNS IN THAT SENTENCE. An example is PUT THE SOUP IN THE BOWL WITH THE LADLE, which has three noun "phrases," one more than SORCERER can digest in a single action. I BEG YOUR PARDON? You pressed the RETURN (or ENTER) key without typing anything. IT'S TOO DARK TO SEE! In the story, there is not enough light for you to perform your action. I CAN'T SEE ANY (object) HERE. The object you referred to was not accessible to you. It may be somewhere 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 objects in the same sentence, some of which aren't present or accessible. I CAN'T USE MULTIPLE (IN)DIRECT OBJECTS WITH "(your verb)." You can use multiple objects (that is, nouns or noun phrases separated by AND or a comma) or the word ALL only with certain verbs. Among the more useful of these verbs are TAKE, DROP, and PUT. An example of a verb that will not work with 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 DON'T UNDERSTAND THAT SENTENCE. The sentence you typed may have been gibberish, such as TAKE ROPE WITH READ. Or, you may have typed a reasonable sentence but used a syntax that SORCERER does not recognize, such as WAVE OVER THE MOUNTAIN. Try rephrasing the sentence. ----- PEM 21 Appendix D Sample Transcript and Map This transcript is not from SORCERER, but it does show most of the usual things you can do in the story. It contains several simple puzzles and their solutions, and it will give you a good idea of how Infocom's interactive fiction works. The player's sentences appear in capital letters after each prompt (> ). The map represents the terrain in the sample transcript as you might have drawn it. [A small, hand drawn map leading from "Edge of Moat" to castle] Tavern This is a dimly lit tavern, in fairly shabby condition, smelling of strong spirits and unbathed men. A swinging door leads out to the east. A drunk is sitting at a table, watching you through half-closed eyes. > INVENTORY You are carrying: a spell book a silver coin a pouch The drunk stands and lurches over to you. "Spare a coin for a hungry man?" he asks, his ale-laden breath fouling the air around you. > GIVE THE SILVER COIN TO THE DRUNK ''Thanks, chum." The drunk reaches into his tattered cloak. "Here, take this magic scroll. I used to be a magic user, but I couldn’t make the grade. Hope you'll have more luck than me." He hands you the scroll. >READ IT The scroll reads "bozbar spell: cause an animal to sprout wings." "Another pint of ale!" cries the drunk, flipping the silver coin to the bartender. >GNUSTOTHE BOZBAR SPELL Your spell book begins to glow softly. Slowly, ornately, the words of the bozbar spell are inscribed, glowing even more brightly than the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. > DRUNK, WHERE IS THE WARLOCK? "He lives in the castle beyond the wide chasm to the south. At least, that's what I've heard." He looks about furtively, a great fear blazing in his eyes. >OPEN THE DOOR Being swinging doors, they swing open and then immediately dose again. > EAST Road Outside Tavern There is a horse here, munching on a pile of oats. >GETON THE HORSE You are now on the horse, holding the reins. > LOOK Road Outside Tavern, on the horse The road winds here, leading northeast and southeast. A seedy tavern lies to the west. There is a pile of oats here. ----- PEM 22 > TAKE PILE OF OATS You can't reach them from the horse! > STEER HORSE SOUTH Using the reins, you bring the horse about to face the south. > KICK THE HORSE The horse is too well trained to gallop off the road into the thick woods. It rears back on its hind legs, whinnying in confusion. > STEER HORSE SOUTHEAST Using the reins, you bring the horse about to face the southeast. > KICK HOSE You can't see any hose here. > KICK HORS I don’t know the word "hors." > KICK HORSE The horse begins trotting along the road at a brisk trot. A new section of road comes into view... Crest of Hill, on the horse. The road crosses the top of a ridge here, sloping downwards to the south and the northwest. > STEER HORSE SOUTH The horse turns southward, still traveling at a brisk trot. A new section of road comes into view... Edge of Chasm, on the horse. The road ends suddenly at a wide chasm. The road leads upward to the north, and you can see it continuing on the southern side of the chasm. Lying in a tight coil at the edge of the chasm is a hissing snake. > HORSE, WHOA The horse pulls to a stop, scant feet from the edge of the chasm! > READ THE SPELL BOOK My Spell Book Gnusto spell: write a magic spell into your spell book Frotz spell: cause an object to give off light urbzig spell: turn a dangerous object into a harmless one lobal spell: sharpen hearing bozbar spell: cause an animal to sprout wings > SPELLS The Gnusto spell is yours forever. Other than that, you have no spells memorized. > LEARN BOZBAR AND URBZIG bozbar spell: Using your best study habits, you commit the bozbar spell to memory. urbzig spell: Using your best study habits, you commit the urbzig spell to memory. "Hsssss!!!" The snake coils tighter, as though preparing to strike the horse. > CAST THE URBZIG SPELL ON THE SNAKE The snake is replaced by a clump of daffodils. > BOZBAR THE HORSE A pair of handsome brown wings suddenly appears on the horse's powerful shoulders. The horse turns in a complete circle, a look of puzzlement on its face. > KICK THE HORSE The horse gallops toward the chasm and over the edge! It begins plummeting into the chasm, toward sharp rocks below! Then, slowly at first but with increasing sureness, the horse begins beating its powerful wings. You rise majestically through the air, sailing gracefully across the chasm. The horse lands gently on the far side, resuming its brisk trot ... Road to Castle, on the horse. You are at the southern edge of a wide chasm. A road leads southward toward a castle of black stone. > WAIT lime passes ... The horse continues trotting briskly along the road ... . Edge of Moat, on the horse. The black castle looms on the other side of the moat. The drawbridge is closed, and the moat looks unswimmable. A green plant is growing near the edge of the moat. A red plant is growing near the edge of the moat. The horse, sensing the evil ahead, halts at the moat and snorts wildly. >GETOFFTHE HORSE You are now on your own feet. ----- PEM 23 >1 You are carrying: a spell book a pouch > EXAMINE THE POUCH The pouch has some writing on it and is currently closed. >OPEN IT Opening the pouch reveals a quantity of magic dust. > READ IT You can't read a quantity of magic dust! >READTHE POUCH The pouch reads "magic dust: world's most potent fertilizer." > EXAMINE PLANT Which plant do you mean, the green plant or the red plant? >GREEN It looks like a barnibus viltus, a simple and harmless vine. It appears to be newly sprouted. >SPRINKLE MAGIC DUSTON THE GREEN PLANT The green plant begins growing at a tremendous rate, shooting long grasping tendrils across the moat, and growing right up the side of the black castle. The plant has now become a living bridge, which you can climb up to cross the moat. > EXAMINE THE RED PLANT It looks like a specimen of flombus digestus, the dangerous man-eating plant. Fortunately, this is a very tiny specimen. >SPRINKLE MAGIC DUSTON THE RED PLANT The red plant begins growing at a tremendous rate. It sprouts giant red pods, large enough to engulf you! (They do so.) ***You have died*** You awake to see Haffibar, the Guild physician, bending over you. "You'd better be more careful," she admonishes. ''This is the second time you've gotten killed. I overheard some members of the Circle say that if you die once more, they won't waste another magic spell reviving you." You slip back into unconsciousness again, and when you awake you find yourself outdoors ... Beginning of Road > SOUTHWEST Road Outside Tavern There is a pile of oats here. A drunk is sleeping at the edge of the road. Appendix E We're Never Satisfied Here at the Cambridge-by-the-Sea chapter of the Infocom 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. Your input is important. No matter how much testing we do, it seems that some "bugs" never crawl into view until thousands of you begin doing all those wild and crazy things to the story. If you find a bug, or if you think a certain puzzle was too hard or too easy, or if you have some other suggestion, or if you'd just like to tell us your opinion of the story, drop us a note! We love every excuse to stop working, and a letter from you is just such an excuse! Write to: Infocom, Inc. 55 Wheeler Street Cambridge, MA 02138 Attn: BELBOZ Appendix F If You Have Technical Problems You can call the Infocom Technical Support Team to report "bugs" and technical problems, but not for. hints to solve puzzles, at (617) 576-3190. If your disk develops a problem within ninety (90) days after purchase, we will replace it at no charge. Otherwise, there is a replacement fee of$5 (U.S. currency). If you call to report a bug, please provide your release number, which you can find by typing VERSION. Please return your registration card if you’d like to be on our mailing list and receive our newsletter, THE NEW ZORK TIMES. ----- PEM 24 Appendix G About the Author Steve Meretzky was born in mid-1957, frightening the Soviet Union into the early launching of its Sputnik satellite. Meretzky's gestalt was shaped by a number of painful childhood experiences, including rooting for the New York Mets. He blames his interactive fiction on a combination of growing up in Yonkers and studying at MIT. (We use "studying" in the most general sense.) Meretzky has never been a rutabaga farmer and believes that eating granola is a decision that should be left to the individual's conscience. Meretzky now lives near Boston and has been working for Infocom since 1982 as an experimental alternative lifestyle to unemployment. He apologizes for PLANETFALL~ and SORCERER, but refuses to take full responsibility for THE HITCHHIKER'S GUIDE TO THE GALAXY": [Copyright and warranty information omitted] ----- PEM 25 Appendix I Quick Reference Guide 1. To start the story ("boot up"), see the separate Reference Card in your SORCERER package. 2. When you see the prompt (» on your screen SORCERER is waiting for your input. There are four kinds of sentences or commands that SORCERER understands: A. Direction commands: To move from place to place, just type the direction you want to go: N (or NORTH), E, S, W, NE, SE, NW, SW, U (or UP), D(OWN), OUT. B. Actions: Just type whatever you want to do. Some examples: READ THE BOOK or OPEN THE DOOR or LOOK THROUGH THE WINDOW or MEMORIZE THE BOZBAR SPELL. Once you're familiar with simple commands, you'll want to use more complex ones as described in "Communicating with SORCERER" on page 14. C. Commands given to other characters: To talk to characters in the story, type their name, then a comma, then what you want to say to them. For example: ADVENTURER, GIVE ME THE AXE or OLD MAN, GO WEST. D. Special one-word commands: Some one-word commands, such as INVENTORY or DIAGNOSE give you specific information or affect your output. A list of these appears in the "Important Commands" appendix on page 18. 3. Important! After typing your sentence or command, you must press the RETURN (or ENTER) key before SORCERER will respond. 4: On most computers, your screen will have a special line called the status line. It tells you the name of your current location, your score, and the number of turns you have taken. 5. You can pick up and carry many of the items you'll find in the story. For example, if you type TAKE THE FLASK, you will be carrying it. Type INVENTORY to see a list of the items you are carrying. 6. When you want to stop, save your place for later or start over, read the "Starting and Stopping" section on page 17. 7. If you have trouble, refer to the specific section of the manual for more detailed instructions. ----- PEM 26 [This final page of the booklet has been decorated to look like a scroll] In SORCERER, second in the ENCHANTER series, the fate of the -kingdom is once' again in your hands. You are a gifted Enchanter, whose skillful and cunning use of magic enabled you to defeat the Evil Warlock. Krill. This victory earned you a place in the elite Circle of Enchanters, where you sit next to your mentor, the great Belboz the Necromancer. During the past several years. you have become one of his favorite pupils. but over the last few you’ve perceived certain subtle. sinister changes in his personality. . . Now Belboz has vanished, leaving behind only a cryptic diary. You must search for him through mazes and mines and the treacherous mists of time, Only your cleverness and magical abilities can rescue Belboz from whatever evil has befallen him and save the Circle of Enchanters from destruction. The Table of Contents for the instruction manual is on page 11. 'Take" a look at it to find out what you should read before you begin the story.