Here begins a transcript of interaction with SPELLBREAKER. SPELLBREAKER An Interactive Fantasy Copyright (c) 1985 by Infocom, Inc. All rights reserved. SPELLBREAKER is a trademark of Infocom, Inc. Release 87 / Serial number 860904 >restore Okay. >save Okay. >i You are carrying: a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label a gold box a spell book a magic burin a zipper (providing light) The zipper contains: the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "earth" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a smoked fish a knife >n As you leave, the "water" cube reappears in your hand. Oubliette This is an oubliette. Sheer walls rise for twenty feet above you and lean inward to a narrow opening. A small but fast-flowing channel of water runs along the bottom of the chamber between two pipes. >learn blorple Using your best study habits, you learn the blorple spell. >g Using your best study habits, you learn the blorple spell yet another time. >i You are carrying: the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label a gold box a spell book a magic burin a zipper (providing light) The zipper contains: the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "earth" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a smoked fish a knife >get "earth" Taken. >learn snavig Using your best study habits, you learn the snavig spell yet another time. >g Using your best study habits, you learn the snavig spell yet another time. >blorple earth You can't see that here! >blorple "earth" Abruptly, your surroundings shift. Packed Earth This is a small room crudely constructed of packed earth, mud, and sod. Crudely framed openings of wood tied with leather thongs lead off in each of the four cardinal directions, and a muddy hole leads down. >s As you leave, the "earth" cube reappears in your hand. Cliff Middle A narrow ledge, barely wide enough to stand on, interrupts the cliff here. >u Cliff Top This is the upper end of a narrow, winding path up a sheer cliff. From here you can see that any further extension of the path was destroyed by a rock slide at some relatively recent time. There are many rocks precariously balanced above you. It looks like the slightest disturbance could bring them down on you. The hermit's hut is above. >u The pile of rocks looks so unsteady that attempting to climb over it could set off an avalanche. Something you've done has disturbed the rocks above! Dirt and small stones are trickling down. It looks like the whole dike is about to give way! >d Cliff Middle A narrow ledge, barely wide enough to stand on, interrupts the cliff here. Huge rocks and boulders are tumbling down, making an almost continuous curtain above you. If you don't do something soon, you will die! >d Cliff Bottom This is the bottom of a sheer cliff which towers above you. Jumbled rockfalls are all around you. A goat track (at best) leads up, and a well-worn trail heads west. Thousands of tons of rock are tumbling down the mountainside! >w Cave Entrance A well-worn trail terminates here where a cave enters the cliff-side to the north. Outside the cave is a litter of bones, old hides and brush. The smell that issues from the cave is mephitic. To the east is the bottom of a sheer cliff. You hear a noise from within the cave that sounds like a sneeze. You hear the tremendous sliding, deep-voiced roar of thousands of tons of rock tumbling down the mountain to your east. >save Okay. >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the tinsot spell twice, the snavig spell thrice and the blorple spell once committed to memory. You hear the tremendous sliding, deep-voiced roar of thousands of tons of rock tumbling down the mountain to your east. >in Cave This is a natural fissure in the rock which was enlarged with crude skill into a spacious and comfortable room, at least if you're fond of caves. The floor is dirt, hard packed in some parts, loose in others. A low passage leads down. A large ogre bars the passage. There is a weed plant here. It's tall as a tree, with yellow blossoms dripping pollen. The ogre sneezes. >snavig ogre You become just as ugly, bellicose, and sneezy as the ogre. The ogre is even less inclined to let you by. The ogre sneezes. >tickle I don't know the word "tickle." >ogre, hello The ogre grunts nastily at you. The ogre sneezes. >hug ogre I don't know the word "hug." >attack ogre The ogre contemptuously fends you off. The ogre sneezes. >diagnose You are transformed into a ogre, wide awake, and in good health. >examine me You are transformed into a ogre, wide awake, and in good health. >dance I don't know the word "dance." >jump That would be a good trick. >l Cave This is a natural fissure in the rock which was enlarged with crude skill into a spacious and comfortable room, at least if you're fond of caves. The floor is dirt, hard packed in some parts, loose in others. A low passage leads down. A large ogre bars the passage. There is a weed plant here. It's tall as a tree, with yellow blossoms dripping pollen. You are beginning to tire. >d The ogre moves quickly to bar your way. >z Time passes... The ogre, impatient with your presence and your impudent intrusion, tramples you to a pulp. **** You have died **** You are floating in a dark, silent realm of nothingness. You don't know how much time passes, but eventually you hear the sound of soft footsteps. A figure in a dark cloak comes near. In a voice like ashes, it speaks: "How nice to see you again. Unfortunately, I still have need of you, so this foolishness can't be allowed. You'll have to go back." You find yourself falling down a deep well of darkness, as the figure recedes into infinite distances. Boneyard This is a room of bones. Shoulder blades make up the floor, skulls the walls and leg bones the door frames. The west exit leads into darkness, but the doorway to the north opens onto a seemingly normal street scene. >restore Okay. >restore Okay. >save Okay. >restore Okay. >i You are carrying: a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label a gold box a spell book a magic burin a zipper (providing light) The zipper contains: the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "earth" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a smoked fish a knife >i You are carrying: a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label a gold box a spell book a magic burin a zipper (providing light) The zipper contains: the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "earth" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a smoked fish a knife >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the tinsot spell twice and the snavig spell once committed to memory. >put carpet, box, burin in zipper beautiful blue carpet: Done. gold box: Done. magic burin: Done. >i You are carrying: a spell book a zipper (providing light) The zipper contains: a magic burin a gold box a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "earth" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a smoked fish a knife >learn blorple Using your best study habits, you learn the blorple spell. >g Using your best study habits, you learn the blorple spell yet another time. >learn snavig Using your best study habits, you learn the snavig spell yet another time. >put book in zipper Done. >close zipper. The zipper now looks like an ordinary zipper. >save Okay. >s As you leave, the "water" cube reappears in your hand. You step out of the room and drop precipitously into the Flathead Ocean, making a terrific splash. The "water" cube, lost in the shock of the fall, makes a smaller splash. It is a little less buoyant than you and begins to sink slowly beneath the waves. Mid-Ocean You are swimming in mid-ocean. Floating nearby is the "water" cube. A large grouper swims nearby. >get cube Taken. >snavig grouper You change. You can no longer carry anything. The grouper stares at you with fishy eyes like yours, twiddles fins like yours, opens a huge mouth like yours, and flicking a tail like yours, swims suspiciously around you. >i You are empty-handed. > Hot key -- Undo one turn Continue input... d You swim downward, followed by the nervous grouper. Ocean Floor You are deep beneath the waves, near a small pile of rocks and broken coral that make up the nest of a grouper. A large grouper swims nearby. There is a zipper here (providing light). A white cube labelled "water" is here. The grouper nest contains: a cube >examine rocks The grouper nest contains a cube. >examine zipper This is a silver zipper about two feet long, with very fine teeth. The zipper is closed. >get zipper Your finny fins aren't capable of that. >z Time passes... >z Time passes... >z Time passes... You have become yourself again. Fortunately your gills have stored some oxygen, but you are in danger of drowning. You are beginning to tire. >get all zipper: Taken. the "water" cube: Taken. grouper nest: You must have had a silliness spell cast upon you. cube: Taken. >u You swim upward, desperately trying to hold your breath until you reach the surface. It's a losing battle. You can't hold it any longer, take a breath, and it's pure, sweet air! You have reached the surface. Mid-Ocean You are swimming in mid-ocean. >blorple "water" Abruptly, your surroundings shift. Water Room This is a damp, mossy room. Its floor is mud, and its walls and ceiling are coral. In the gaps in the coral you can see a shimmering film which you realize is actually the outer edge of a huge bubble of air enclosing you. On the north, east and south sides of the room are curtains of bubbles. >i You are carrying: a cube a zipper (providing light) >open zipper Opening the zipper reveals a dimly lit hole. >get burin Taken. >write "fish" on cube The word "fish" is now written on the cube. >put "fish in zipper You forgot a second quote. >put "fish" in zipper Done. You are feeling tired. >sleep Ah, sleep! It's been a long day, and rest will do you good. You stretch out on the floor and drift off, renewing your powers and refreshing your mind. Time passes as you snore blissfully. You dream of a great hard-eyed monster, its insectile arms dipping and turning to the commands of a sorcerer who stands fearless in front of it. You awaken. >i You are carrying: a magic burin a zipper (providing light) The zipper contains: the "fish" cube a spell book a gold box a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "earth" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a smoked fish a knife >get book Taken. >get "earth" Taken. >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have no spells memorized. >learn blorple Using your best study habits, you learn the blorple spell. >g Using your best study habits, you learn the blorple spell yet another time. >learn snavig Using your best study habits, you learn the snavig spell. >g Using your best study habits, you learn the snavig spell yet another time. >blorple "earth" Nothing happens. >i You are carrying: the "earth" cube a spell book a magic burin a zipper (providing light) The zipper contains: the "fish" cube a gold box a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears a bottle a smoked fish a knife >n As you leave, the "water" cube reappears in your hand. Oubliette This is an oubliette. Sheer walls rise for twenty feet above you and lean inward to a narrow opening. A small but fast-flowing channel of water runs along the bottom of the chamber between two pipes. >blorple "earth" Abruptly, your surroundings shift. Packed Earth This is a small room crudely constructed of packed earth, mud, and sod. Crudely framed openings of wood tied with leather thongs lead off in each of the four cardinal directions, and a muddy hole leads down. >save Okay. >e As you leave, the "earth" cube reappears in your hand. Hall of Stone This is a long hall built of crudely dressed stone. The blocks are as tall as you and the ceiling invisible in the gloom above. Dirt trickles from gaps in the walls and ceiling. The atmosphere is oppressive, and there is a dry, stale smell all around. The corridor extends north and south from here. >n Smooth Room Here a long north-south corridor meets an east-west cross corridor whose walls are polished to almost mirror smoothness. Just to your north is a huge scaly mass which fills the entire cross corridor. Its thickness is more than three times your height and its length is unguessable. >n The serpent completely fills the passage. >read book My Spell Book The snavig spell (shape change). The tinsot spell (freeze). The liskon spell (shrink a living thing). The espnis spell (sleep). The caskly spell (cause perfection). The throck spell (cause plants to grow). The blorple spell (explore an object's mystic connections). The yomin spell (mind probe). The rezrov spell (open even locked or enchanted objects). The frotz spell (cause something to give off light). The gnusto spell (write a magic spell into a spell book). The malyon spell (animate). The jindak spell (detect magic). The lesoch spell (gust of wind). >learn liskon Using your best study habits, you learn the liskon spell. >liskon snake The serpent shrinks. You can see it thinning out, filling less and less of the corridor. At first it doesn't seem to be growing any shorter, but then you realize that this isn't true. It has swallowed so much of its own tail that it makes up the deficiency by disgorging more tail. Finally, just before the spell stops, the tail tip slips out of the snake's mouth and almost disappears down the western corridor. >n The snake is pleasurably stretching its mouth and rippling its scaly body in the unaccustomed space. It barely hisses as you go by. North of Serpent Here a long north-south corridor meets an east-west cross corridor whose walls are polished to almost mirror smoothness. Just to your south is a large snake whose head pokes out of one side of the cross corridor and the tip of whose tail pokes out the other side. You can see that ahead is more of the crudely built main hall, and beyond that is a dark area. >n Temple This is a ruined temple to a forgotten god. Black basalt pillars reach to the ceiling, but some are broken and lie in huge fragments on the ground. The air is stale and filled with the odor of decay. Bats roost in the rafters, the only remaining worshippers. Before the temple stands a tall basalt idol in the form of a huge rodent. Its fang-bedecked mouth is open in an embarrassing yawn. >snavig bat You can't change into the bat. >snavig bats You can't change into the bats. >extinguish zipper The magical glow fades, leaving you in the dark. >snavig grue You don't have the snavig spell memorized! >learn snavig Using your best study habits, you learn the snavig spell. >g Using your best study habits, you learn the snavig spell yet another time. >snavig grue You can't see any grue here (thankfully). >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the snavig spell once committed to memory. >learn blorple Using your best study habits, you learn the blorple spell. >g Using your best study habits, you learn the blorple spell yet another time. >put "earth" in zipper Done. >get "soft" Taken. >blorple "soft" Abruptly, your surroundings shift. It is pitch black. >frotz zipper There is an almost blinding flash of light as the zipper begins to glow! It slowly fades to a less painful level, but the zipper is now a serviceable light source. Soft Room This place is soft, warm and slightly spongy. It glistens in the light. There are passages leading east and south. >e Oddly, although there appears to be an exit there, you can't seem to force your way through it. >s As you leave, the "soft" cube reappears in your hand. Meadow This is a warm, sunny meadow nestled among low hills. Wildflowers abound, and insects buzz lazily through the air. The grass is soft and thick. Birds drift serenely through the sky, where puffy white clouds decorate the bright blue background. >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >l Meadow This is a warm, sunny meadow nestled among low hills. Wildflowers abound, and insects buzz lazily through the air. The grass is soft and thick. Birds drift serenely through the sky, where puffy white clouds decorate the bright blue background. >examine rabbit What rabbit? I guess he was late for something. >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >z Time passes... >snavig rabbit What rabbit? I guess he was late for something. >get "earth" Taken. >put "soft" in zipper Done. >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the blorple spell once committed to memory. >learn snavig Using your best study habits, you learn the snavig spell. >g Using your best study habits, you learn the snavig spell yet another time. >learn blorple Using your best study habits, you learn the blorple spell yet another time. >g Using your best study habits, you learn the blorple spell yet another time. >blorple earth You can't see that here! >blorple" earth" Abruptly, your surroundings shift. Packed Earth This is a small room crudely constructed of packed earth, mud, and sod. Crudely framed openings of wood tied with leather thongs lead off in each of the four cardinal directions, and a muddy hole leads down. You are beginning to tire. >sleep Ah, sleep! It's been a long day, and rest will do you good. You stretch out on the floor and drift off, renewing your powers and refreshing your mind. Time passes as you snore blissfully. You dream of strangely garbed magicians floating in midair. You awaken. >learn snavig Using your best study habits, you learn the snavig spell. >g Using your best study habits, you learn the snavig spell yet another time. >learn blorple Using your best study habits, you learn the blorple spell. >g Using your best study habits, you learn the blorple spell yet another time. >g Using your best study habits, you learn the blorple spell yet another time. >save Okay. >e As you leave, the "earth" cube reappears in your hand. Hall of Stone This is a long hall built of crudely dressed stone. The blocks are as tall as you and the ceiling invisible in the gloom above. Dirt trickles from gaps in the walls and ceiling. The atmosphere is oppressive, and there is a dry, stale smell all around. The corridor extends north and south from here. >extinguish zipper The magical glow fades, leaving you in the dark. >s Oh, no! Something lurking nearby snuck up and devoured you! **** You have died **** You are floating in a dark, silent realm of nothingness. You don't know how much time passes, but eventually you hear the sound of soft footsteps. A figure in a dark cloak comes near. In a voice like ashes, it speaks: "How nice to see you again. Unfortunately, I still have need of you, so this foolishness can't be allowed. You'll have to go back." You find yourself falling down a deep well of darkness, as the figure recedes into infinite distances. Boneyard This is a room of bones. Shoulder blades make up the floor, skulls the walls and leg bones the door frames. The west exit leads into darkness, but the doorway to the north opens onto a seemingly normal street scene. >n Belwit Square This is Belwit Square. To the north is the ancient Guild Hall. A wide cobblestone street runs east and west. To the south is the storied Manse, home of the Mayors of Borphee for generations. Out of the corner of your eye, you see the dark-cloaked figure. At first oblivious to you, it straightens up, startled and surprised, then vanishes. >s A remarkably surly guard blocks your way. >n Guild Hall This is the entrance to the Guild Hall in Borphee. To the north is the Council Chamber, and to the south is an exit leading outside. >n Council Chamber You are in the Council Chamber of the ancient Guild Hall at Borphee. To the south is the entry of the Guild Hall. Scurrying wetly hither and yon around you are many brightly colored newts, efts, and salamanders. Toads and frogs hop excitedly about. >snavig toad You don't have the snavig spell memorized! >learn snavig Using your best study habits, you learn the snavig spell. >g Using your best study habits, you learn the snavig spell yet another time. >learn blorple Using your best study habits, you learn the blorple spell. >g Using your best study habits, you learn the blorple spell yet another time. >snavig toad You can't change into Sneffle. >snavig frog You can't change into Gzornenplatz. >snavig salamander You don't have the snavig spell memorized! >learn snavig Using your best study habits, you learn the snavig spell. >g Using your best study habits, you learn the snavig spell yet another time. >g Using your best study habits, you learn the snavig spell yet another time. >g Using your best study habits, you learn the snavig spell yet another time. >g Using your best study habits, you learn the snavig spell yet another time. >snavig salamander You can't change into Hoobly. >snavig newt You can't change into Ardis. >snavig eft They are hopping around so wildly it's hard to do anything with them. >learn yomin Using your best study habits, you learn the yomin spell. >g Using your best study habits, you learn the yomin spell yet another time. >g Using your best study habits, you learn the yomin spell yet another time. >l Council Chamber You are in the Council Chamber of the ancient Guild Hall at Borphee. To the south is the entry of the Guild Hall. Scurrying wetly hither and yon around you are many brightly colored newts, efts, and salamanders. Toads and frogs hop excitedly about. >yomin frog You feel a strong impression of intent, careful stalking of a beetle. >yomin toad Sneffle is searching intently for flies. >yomin salamander You get a strong feeling of torpidity. >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the snavig spell twice and the blorple spell twice committed to memory. >learn yomin Using your best study habits, you learn the yomin spell. >g Using your best study habits, you learn the yomin spell yet another time. >yomin newt You get a feeling of surprise and terror. >yomin eft They are hopping around so wildly it's hard to do anything with them. >i You are carrying: the "earth" cube the "water" cube a spell book a magic burin a zipper The zipper contains: the "soft" cube the "fish" cube a gold box a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "air" cube a pair of pruning shears a bottle a smoked fish a knife >restore Okay. >i You are carrying: the "water" cube a spell book a magic burin a zipper (providing light) The zipper contains: the "soft" cube the "fish" cube a gold box a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "air" cube a pair of pruning shears a bottle a smoked fish a knife >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the snavig spell twice and the blorple spell thrice committed to memory. >put "water" in zipper Done. >i You are carrying: a spell book a magic burin a zipper (providing light) The zipper contains: the "water" cube the "soft" cube the "fish" cube a gold box a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "air" cube a pair of pruning shears a bottle a smoked fish a knife >i You are carrying: a spell book a magic burin a zipper (providing light) The zipper contains: the "water" cube the "soft" cube the "fish" cube a gold box a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "air" cube a pair of pruning shears a bottle a smoked fish a knife >d As you leave, the "earth" cube reappears in your hand. Midair You are in midair. You are dizzyingly high above an abandoned guard tower. You have begun to fall. You are falling towards the ground, wind whipping around you. >z Time passes... You are falling towards the ground, wind whipping around you. >z Time passes... Suddenly, from above, you are hit by a crashing blow! You twist and see that a huge bird has taken you in its talons. The bird is nearly the size of an elephant. It closes its huge claws gently around you, squawks (nearly suffocating you with its fetid breath), and takes off towards the west. >snavig roc The roc grips you firmly in its talons. Your attempts to cast a spell just make it hold you tighter. The roc gains height and heads west towards the distant Flathead Mountains. >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the snavig spell twice and the blorple spell thrice committed to memory. The roc continues to fly west towards the mountains. >z Time passes... You are rapidly approaching a rocky eyrie containing an enormous nest. >z Time passes... The roc circles over its nest, settles to the ground, and releases you. You arrive in the roc's nest. The baby roc, ravenous like all young birds, gobbles you down. **** You have died **** You are floating in a dark, silent realm of nothingness. You don't know how much time passes, but eventually you hear the sound of soft footsteps. A figure in a dark cloak comes near. In a voice like ashes, it speaks: "How nice to see you again. Unfortunately, I still have need of you, so this foolishness can't be allowed. You'll have to go back." You find yourself falling down a deep well of darkness, as the figure recedes into infinite distances. Boneyard This is a room of bones. Shoulder blades make up the floor, skulls the walls and leg bones the door frames. The west exit leads into darkness, but the doorway to the north opens onto a seemingly normal street scene. >restore Okay. >i You are carrying: the "water" cube a spell book a magic burin a zipper (providing light) The zipper contains: the "fish" cube a gold box a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "rose" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears a bottle a smoked fish a knife >put "water" in zipper Done. >save Okay. >unscript Here ends a transcript of interaction with SPELLBREAKER. SPELLBREAKER An Interactive Fantasy Copyright (c) 1985 by Infocom, Inc. All rights reserved. SPELLBREAKER is a trademark of Infocom, Inc. Release 87 / Serial number 860904