
                           S P E L L B R E A K E R
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 I would like to express gratitude, no, EXTREME gratitude to Wayne Shipley
who is the real mastermind.  He solved Spellbreaker and helped me along with
hints when I needed them.  A thousand thanks Wayne!

 Now, onto the solve.  In ENCHANTER, you were a beginning magic-user who was
struggling to build your skills.  Your mentor, Belboz the Enchanter bestowed
upon you a mission: to enter the castle of the evil wizard Krill and destroy
him.  Krill could not detect you because of your low experience level.  In
the end you destroyed Krill and gained yourself a position in the Circle of
Enchanters.
 In SORCERER, the second of the trilogy, you as a member of the Circle of
Enchanters had been moved to the guild hall where you lived.  One morning you
awake and find Belboz is gone.  One of your fellow Enchanters has left a note
saying he (your fellow) has taken the beginning magic-users to the town.
Through investigation, you find Belboz has been missing for some time and you
set out to find him.  At the end of the game you confront Jeearr, the demon,
who has captured Belboz and destroy him.  Thus, you gain yourself the honor
of being the Head of the Circle of Enchanters.
 That brings us to SPELLBREAKER.  Magic is failing the land and your fellow
guildmasters are getting uneasy.  At a session of the circle, the
guildmasters express their problems and ask you for help.  Before the end of
the meeting, a bizarre happening occurs.  All of the guildmasters (except
you) are turned into, yes, amphibians!  The stage is set, you glance a figure
in a dark cloak fleeing the room, and your quest has begun.  To find what is
causing the magic to fail.  The solve begins!

 After waiting through the speakers at the meeting and seeing the
dark-cloaked figure flee the chamber, follow the figure out of the building.
Unfortunately, the figure disappears in a cloud of orange smoke.  There is
not way for you to prevent this, so don't fret over it.  Learn the lesoch
spell from your spell book and use it.  (You may have to do this up to 15
times as your magic is very unsteady at the beginning of the game).  After
the smoke clears, you will find a cube.  Take it and return north.  Get
either the bread of the fish (it doesn't matter) and go back south.  When
back in the square, read your spell book.  (???) That spell was not there
before!  Interesting (we're referring to the "blorple" spell in case you
haven't figured it out)....learn this spell and cast it on the cube.

Note: When playing the game, DO NOT FROTZ YOURSELF!

Packed Earth
------ -----
 The spell combined with the cube has teleported you to this room.  The cube
is gone for now, but you'll get it back.  Go east and there ya go, you have
it back.  From the ruins room, go south and pick up the zipper.  Open up the
zipper and get in it (!) (yes, do it).  Now 'l'ook.  Get the scroll and exit
the zipper.  Learn the blorple spell again, and....hold on...

 While I'm on the subject, I suggest you write something on the cubes you
find to identify them.  You need the burin to do so.  It doesn't matter what
you right on them, but I suggest it make sense (I wrote 'earth' on the cube
that takes you to the Packed Earth, etc.).

 Ok, continuing....blorple the 'earth' cube (as I will now call it) and you
are back in the earth room.  Go south and get the 'throck' scroll.  Gnusto
the throck spell.  Now blorple 'earth' once again and this time go down.
You'll have to do so twice as the first time to reel back.  Whoosh!  Ah here
we are falling towards the ground at very high speeds...fun eh?  Don't worry,
a bird will catch you (I hope) and take you to its nest.  When in the nest
get the scroll you find there and gnusto it.  It should be the caskly spell.
Blorple 'earth' once again, go south, then up.
  This place here is very unsteady, but just wait and what do you know, the
rocks start tumbling down to crush you.  No problem, wait until the
description says something like "...the boulders create a curtain above
you..." and then cast the girgol spell (the one on the scroll that was in the
zipper).  Time will stop, and you can climb up the boulders.  Do so, and when
at the top, get the coin.  Go west to the hermit's hut and try to take the
cube.  This should give you a hint for what you do next...anyway, you caskly
the hut and it will reform so that it doesn't need to cube to support it.
Get this cube and blorple it.

Soft Room
---- ----
 Go south from this room into the meadow.  When the cube reappears, write
"soft" on it.  Oh, in case I haven't mentioned it (which I haven't) you can
put a LOT of things in the zipper so feel free to push it to its limit.  Now,
in the meadow, get the shears, and try to get the plant twice.  On the second
time it should come out.  Blorple 'earth'.

 From Packed Earth, go west, then north.  The ogre here is suffering from hay
fever (how nice).  Plant the ragweed and cast the throck spell on it.  While
the ogre is writhing on the ground, go down into his lair.  Get the box and
the scroll.  Go back out of the lair, and then exit the cave itself.  Read
the scroll and gnusto the espnis spell.  Open up the box and (!) another cube
(yes, these cubes do mean something) will be revealed.  Take this and blorple
it.

Water Room
----- ----
 Now, learn blorple a couple of extra times and put the spell book in the
zipper (and close the zipper) then retrieve the bread or the fish from
wherever you put it.  Make sure nothing that would be ruined if it got wet is
exposed and then go south.
Splash!  Into the ocean you go.  Floating nearby will be the cube you got to
the water room with and a bottle.  There should also be a pesky grouper
swimming nearby.  Drop whatever food you brought with you and the grouper
will eat it and depart.  You can now get the bottle and the cube.  It will
take you two turns as they are floating different directions.  Now, get out
of this place by 'blorple'ing the cube that got you here.  You should be back
at the Water Room.  Now, open the zipper, and get your spell book out.  Open
the bottle and get the scroll you find inside.  Gnusto the liskon spell.  Now
you can do the next thing two ways, in two steps, which is long, or in a more
direct route.  We'll be taking the direct route.  Go north from the Water
Room.  In this area, learn the liskon spell and once again put the spell book
in the zipper and close the zipper.  Now liskon yourself, and go down.  You
should be in the channel of water.  The current will shove you along, so you
might as well go west.  Once inside the pipe read the descriptions carefully,
for in one of them it mentions a indentation in which a white blockish item
is.  Yes, it is another cube so retrieve it before the current shoves you on.
When you reach the ruined pipe, go up and get out.  I might as well tell you
now, write 'change' on the cube you just got and put it away.  You won't need
it just yet.  Now go north twice.
 Whoa!  Pretty big serpet huh?  Well, we'll just have to correct that won't
we?  Use the liskon spell to shrink that baby down to size and saunter on
past.  Go north once again and you should be in the temple.  Take the shears
and climb the rodent idol.  Say "PRY EYE WITH SHEARS" and the rodent's opal
eye should pop out.  Grab it!  With that done, climb back down and learn the
spells malyon, and espnis.  Malyon the idol, wait one turn, and then espnis
him.  Keep on waiting until he falls into dreamland.  When he is asleep,
climb him and get the cube that is in his mouth.  Blorple the cube.

Air Room
--- ----
 Go north, get the tinsot scroll and gnusto it.  Blorple the white cube (it
should be the only one without any writing on it).  When back in the air
room, go west.  When you reach the Bazaar, you might as well label the white
cube 'air'.  With that done, go into the shop to the east.  The merchant will
come up and offer you some carpets.  Be sure to say "BUY BLUE CARPET FROM
MERCHANT".  Even though he won't react, the statement will be put away for
later.  Now, offer 200 to the merchant.  The merchant will tell you his price
is 800.  So, go up a hundred and offer 300.  He'll go down to 700.  You go up
to 400, he'll drop to 600.  And there!  You both will settle on 500.  Before
you leave, check your inventory.  Ah ha!  He gave you the red carpet, but you
wanted the blue!  So say "TRADE RED CARPET" and he'll give you the blue
carpet, and the magic carpet, which are one and the same.  Now exit the man's
shop before he really becomes unmanageable.  Once outside, put the blue carpet
in the zipper and blorple the water cube.  From here go north.  Learn the
tinsot spell four (4) times.  Put the spell book in the zipper and close it
(yup, you're gonna get wet again).  Now, tinsot the outflow pipe.  Do so once
again and the water should start rising.  Wait until the water has moved you
up to near the trap door and then tinsot the water once again.  An ice floe!
Well get on it!  Now rezrov the trap door, and go up.  Get the cube you find
here and write 'bones' on it.  You'll never have to use this cube so put it
away.  Go east and then north into the cell.  Rezrov the cabinet and you'll
find a book that is a bit trashy.  Fix it up!  Use the caskly spell on the
book and you'll be able to read the snavig spell.  Gnusto it.  From here go
back south and west.  Then get the carpet from the zipper and go up the
stairs.  Drop the carpet then "SIT ON CARPET".  You'll now see a bird flying
at you (the same one!).  (You should have sometime before the next move.  Put
everything but the 'water' cube in the zipper).  When the bird reaches the
tower and is circling it, go 'u'p.  Zoom!  You wing your way into the air and
startle that bird so much he just takes off.  Now go west four (4) times.
You should be above a bird's nest.  Descend into the nest.  Don't
dilly-dally, do the next movements one after another.  Get off the carpet,
get the cube, sit back on the carpet and take off.  Write "string" on the
cube you just got.  Fly back east four times to the tower and land.  The bird
will begin coming again so stand up, get your carpet, and go down.  Blorple
the "string" cube.

String Room
------ ----
 From this room go south.  Ah, here is Belboz!  Good old Belboz!  Say
"BELBOZ, HELLO".  Hmmm, not happy to see you huh?  Now say "BELBOZ, WHAT
ABOUT MAGIC".  He will begin explaining what is going on how someone is
impersonating you and he wants to know if you are real.  He'll ask you a
question and to find the answers you must refer to the cards which came with
your package.  On the cards are the answers to Belboz's questions.  After
correctly answering, Belboz will give you a key (put it in the zipper, you'll
need it).  Just for fun, show Belboz a cube and he'll explain a little of
what they are.  Say bye to Belboz, and blorple 'water'.
 Ok, major move here.  Learn the snavig spell and put all perishables in the
zipper, and close the zipper.  (You mean you don't like getting wet?).  Go
south, and grab the cube before the grouper can eat it.  The fish will begin
swimming around, so you can make your move.  Enter "SNAVIG GROUPER" and you
will turn yourself into a grouper.  Swim down now to the grouper's nest and
wait.  Yes, wait until you turn back into a human.  When this happens, type
"GET ALL".  This having been done (you're running out of air!), go up.  Gasp!
You made it!  Blorple the 'water' cube.  When you reach the Water Room, write
"light" on the cube you just got, put everything but your book and the
'light' cube in the zipper, and go north once again.  From here, blorple the
'light' cube.

Light Room
----- ----
 Here, go west to the volcano.  Learn the tinsot spell while you are waiting
around.  Sooner of later a red hot lava fragment will appear from the lava.
Tinsot this and get it.  Put it in the zipper.  Now, get that 'change' cube
you got some time ago and blorple it.  On we go...

Change Room
------ ----
 Go north from this room.  Get the compass rose and blorple the 'change' cube
once again.  When back in this room, go west.  You should now be in a room
with a sculpture of the compass rose.  When here, insert the rose itself into
the carving.  A small hole should appear, why not go through it?  Not yet!
Get the rose you just inserted, and THEN go through the hole.

 This is one of the trickier problems of the game.  Follow these commands
exactly.  Touch west wall with rose, west.  Touch northeast wall with rose,
northeast.  Touch northwest wall with rose, northwest.  Rezrov alabaster.
West.  Get the cube.  Write 'none' on this cube.  Blorple it.

No Place
-- -----
 This is another strange place in the game.  Admire it all you want, but
eventually go south.  Here you will encounter a talking rock.  Try getting on
him.  Ooooo.....how can we manage this?  He wants food...(try feeding him the
fish if you have it just for fun)....give him the lava fragment you got.  Oh!
There ya go!  That is what he wanted.  He'll now let you ride him.  So do so.

 This is another of the more puzzling sections of the game.  Actually, what
you are trying to do is cut off the brown-eyed rock in the distance who has
the cube on its back.  But, you see the brown-eyed rock moves at random
whenever you move so there are no set commands.  Here is a map of the valley
so you can trap him in a corner of something:

    *--*--*
   /|  |  |
  / |  |  |
 *--*--*--*  <- You start on the spot second from the left on this row.
 |  |  |  |
 |  |  |  |
 *--*--*--*
 |  |  |  |
 |  |  |  |
 *--*--*--*

 When you do corner the rock, type "JUMP ONTO BROWN ROCK".  You'll leap onto
him from the green rock.  Get the cube he has and write 'dark' on it.
Blorple it and onward......

Dark Room
---- ----
 (Quite a variety of places in this game, no?)  Here we are in the Dark Room.
Opposite of the Light Room.  You can't figure out where the exits are by
looking so just try to move around....(in case you are really inept, the
exits are up and down).  Go down.  You should now be in a dark cave.  What
you do now, is take your current light source (whatever you frotzed) and put
it in the zipper.  Then take some object you care little about and frotz it.
Drop this second frotzed item.  Close the zipper and the only source of light
should be what you dropped.  Ok, that done, get your spell book (if you put
it in the zipper) and learn the snavig spell.  Remember!  If your spell book
is your light source, put it back in the zipper and close the zipper!  Now,
go down once again.  You should be in pitch black...but wait!  No!  I can't
be!  Yes it is, your good old friends the grues are here, as they are in just
about every Infocom game, but you see them only as shapes.  Cast the snavig
spell on the shapes, and you become a grue (never thought you would stoop
this low huh?).  The description should now be listed in a grue's point of
view.  Wait four (4) (I believe it is four, perhaps you should save the game
in the Dark Cave in case four is not right) times and then go down or say
'enter pool'.  You'll immerse yourself in the light which begins to burn at
your eyes, you are a grue you know...go up, and you'll be on top of the
pillar.  By now you should have changed into a human but the grues will not
enter the light to get you.  Ah, what have we here?  Another cube!  Take this
cube and write 'fire' on it.  Blorple the 'fire' cube.

Fire Room
---- ----
 (Water Room, Fire Room...hmmm) Ok, to solve the puzzles of this room, you
need to figure out the nature of the gold box you have (you didn't drop it
did you?).  Go north from the room and you should be on top of the volcano
you were at the base of before.  In the distance you can see an outcropping.
Go ahead and examine outcropping.  Too far to jump...this is where the box
comes in.  You take the 'fire' cube, and put it in the box.  (Gasp!) I hear
you say, didn't know that happened...well later on you can waste your time
putting all of the cubes in the box to see what happens, right now, remove
the 'fire' cube from the box and throw the box to the outcropping.  Blorple
the 'fire' cube.  From the Fire Room there is a west exit.  You couldn't get
through this exit before if you had tried.  Now you can.  Go west.  On the
outcropping you are!  Get your gold box, and put it in the zipper.  Take the
cube you find and watch things happen.  You see, this is the last cube you
are trying to find (well there are four more, but you will see what happened
to them later).  Label it 'power'.  You see, this cube is indeed a power
cube.  When you have it, you can learn/memorize unlimited spells, and your
spells are strengthened themselves.  From the outcropping, get the 'none'
cube and blorple it.  When back in No Place, go east to the Inner Vault.  If
you had come here before and tried to rezrov the vault door, you will know it
doesn't work.  But look at what I told you a few sentences before.  Yes,
rezrov the vault door and it will open.  I suggest you save the game now.
Learn the jindak spell and go north into the Outer Vault.

 This is another random place in the game so there are no set commands for
it.  There are cubes in piles like so:


                 x1                                x7
             x2      x3                        x8      x9
        x4       x5       x6             x10      x11       x12

 (Well perhaps they don't look like that but that is a good way to see them)

 Jindak the cubes.  One of the piles will glow brighter then the other.  Get
a cube from the brighter pile and blorple it.  If you are taken to
'Nondescript Room' then go south and get another cube from that pile and
blorple it.  If this also takes you to the 'Nondescript Room' then just
restore the game and try again.  The thing is: there is one cube in the
brighter pile that means something.  Just keep blorpling until you find it.
When you do, you shall behold....

Sand Room
---- ----
 This is my favorite part of the game.  It sort of appeals to me.  Perhaps
you'll see why because this part of the game deals with rooms you have
already been in....somewhen....
 To begin with save your game, and then you must go down.  You can't go up
first or everything will be screwed up.  Go down and you will reach the
prison cell you were at before, but look!  It is not in ruins anymore.
You've moved back in time.  Just for fun, try blorpling the 'x' cube to get
you back to the Sand Room and read the description carefully.  It has to do
with your memories, so to get out of the room safely, you must arrange the
room so that with the effects of time, the room will be exactly the way it
was when you entered it in the beginning of the game.  Back to the
Cell....let's analyze what it was like when you went in it the first time:
(1) The cabinet had to be rezroved as the lock was intact.  If you try
rezroving the cabinet now, the lock will be destroyed, so that won't work.
You must use the key to unlock the cabinet and get the vellum scroll you find
inside.  (2) A decaying book was in the cabinet.  Book?  Yes, your spell book
must go.  So learn a few extra blorples and put the book in the cabinet.
Close the cabinet up and lock it with the key.  Now, one more thing to make
it right...(3) The door to the cell had been torn off, as if by a 'rezrov'
spell.  It's fairly simple, you must rezrov the door.  The door will be blown
off and you'll hear guards outside.  Everything is right and it's time to go.
So blorple the 'x' cube and you'll make it safely back to the Sand Room.
 Ok now take EVERYTHING out of the zipper and drop it on the ground.  When
this is done, get all the cubes, and put them in the zipper.  In addition,
get the vellum scroll, the burin, and the opal eye.  This is all you need to
finish the game.  So leave the rest of the stuff where it is and go up.
 Here you appear in the ruins room back in the time when it was being
flooded.  Think again how the Ruins room was before when you entered it the
first time.  The zipper was here with a girgol spell in it.  Get the sack and
open it, ha!  There is your girgol spell.  Now don't make useless commands as
the water is rising and you must do this quickly.  Get the girgol spell out
of the sack and enter:
>Write girgol on vellum scroll
 Using the burin you will copy the girgol spell onto the vellum scroll (which
is blank in case you didn't examine it).  Now put the girgol spell in the
zipper, and put whatever else you are holding EXCEPT the zipper in the sack.
Now get all the cubes out of the zipper.  You'll only be able to take about
7, but don't worry cause you'll have some more time.  Watch to see when you
take the 'power' cube because it is the one cube you want to keep out of the
sack.  Keep typing 'get all cubes from zipper' and 'put all cubes (but
'power') in sack' until you are sure you have all the cubes out of the zipper
and only the girgol scroll is inside it.  Then close the zipper, and drop it.
By now the water is probably up to your waist but you're done so blorple the
'power' cube.

Magic Room
----- ----
 That was the last time you need to use a cube.  You're approaching the end
of the game, but you still need some items.  Get the vellum scroll, and the
opal eye out of the sack so you have them handy.  Then go east.

Castle
------
 This is the last room in the game.  This part of the game gets my vote as
second favorite.  The descriptions are very enthralling to read and in the
end, you feel like you really have done something.  Just wait until the
figure appears on the throne.  Keep waiting and listen to what he is saying
(it really is interesting....he tells you how he found the 'earth' cube along
with four other cubes (I wonder what they are?) and let you find the rest for
him...devious character, isn't he?).  When the figure says "...have become
almost as powerful as you!..." you'll have your cue.  Hit the figure.  He'll
freeze you with some spell.  Wait now and read the descriptions carefully
because they are fascinating...he uses the cubes to construct a hypercube
which will give him ultimate power.  You'll also notice as you are waiting
that his freeze spell is wearing off.  If I timed it right, the freeze spell
should totally end just as the figure takes the 'power' cube, places it in
the hypercube, and prepares to jump in.  You have one move left before the
shadow destroys everything...what to do?  It's obvious, use the girgol spell,
stop him from jumping in.  Cast the girgol spell and he'll be caught in
mid-leap.  Now, take the 'power' cube out of the hypercube (just say 'get
"power" cube') and put the opal eye in.  This will take two turns, and at the
end of those two turns the girgol spell will wear off.  The shadow no longer
wants to jump into the hypercube, but he has no choice, he is already in
mid-leap.  He plunges into the tesseract and the game is won.  The ending is
quite interesting.  Since you put a non-magical item in the hypercube, all
magic was destroyed from the world along with the shadow.  A new age has
begun, Belboz explains.  Magic is gone from the world, never to return, but
the new world without magic will serve us better.  What age are they talking
about?  The game offers an explanation as to where magic has gone to and why
our present day world has none.  Just looking at your class will tell you
what the new age is: Scientist.  Later on...

(Since I never told you, the 'bones' cube will take you to the Boneyard,
which is where you would have gone if you had died...but you didn't..right?)

*****

