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. >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the blorple spell once committed to memory. >learn blorpe I don't know the word "blorpe." >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. >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. >i You are carrying: a magic burin a spell book a zipper (providing light) The zipper contains: the "rock" cube the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears a bottle a knife >get "rock", "earth" the "rock" cube: Taken. the "earth" cube: Taken. >blorple "earth" Abruptly, your surroundings shift. The spell leaves the brown eyed rock behind. 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. >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. >snavig snake You don't have the snavig spell memorized! >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the liskon spell once and the blorple spell twice committed to memory. >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 snavig Using your best study habits, you learn the snavig spell. >snavig snake The spell strains to change you into a serpent, but you're just too small. Finally, you snap back to your normal appearance, and you feel very, very tired. >diagnose You are so tired you can barely concentrate, and in good health. >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 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. >put "earth" in zipper Done. >blorple "rock You forgot a second quote. >blorple "rock" Abruptly, your surroundings shift. Dark Room This room is totally black, so black that you see nothing when you look around it. All light is absorbed by the substance of the place. You can tell it is physical, because you can feel your feet touching the floor, but your eyes tell you nothing. >n You can't go that way. >e You can't go that way. >s You can't go that way. >w You can't go that way. >u Oddly, although there appears to be an exit there, you can't seem to force your way through it. >d As you leave, the "rock" cube reappears in your hand. Dark Cave This is a large cave with a rough floor. You can tell little about the surroundings, because your frotz spell doesn't seem to be working normally here and produces only a wan and sickly glow. The light coming from the zipper has been reduced to a thin, barely glowing stream of tiny blobs that drips, spurts and sputters uselessly to the ground. There it collects into a small pile which is slowly disappearing, perhaps by evaporation. >save Okay. >d You make your way carefully in the almost non-existent light down to an area filled with dim shapes. They move about purposefully, making horrible gurgling noises. The floor is rough and jumbled near the walls, so you haven't been noticed yet. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >d The shapes are coming closer. They have noticed the zipper. They approach you warily, avoiding the tiny drips of light. They grab you, overwhelm you, and devour you, grunting, gurgling, and snapping at each other as they fight over the best parts. **** 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. >e You can't go that way. >w You can't go that way. >u You can't go that way. >s You can't go that way. >l Dark Cave This is a large cave with a rough floor. You can tell little about the surroundings, because your frotz spell doesn't seem to be working normally here and produces only a wan and sickly glow. The light coming from the zipper has been reduced to a thin, barely glowing stream of tiny blobs that drips, spurts and sputters uselessly to the ground. There it collects into a small pile which is slowly disappearing, perhaps by evaporation. >d You make your way carefully in the almost non-existent light down to an area filled with dim shapes. They move about purposefully, making horrible gurgling noises. The floor is rough and jumbled near the walls, so you haven't been noticed yet. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >drop zipper Dropped. The shapes are coming closer. They have noticed the zipper. They approach you warily, avoiding the tiny drips of light. They grab you, overwhelm you, and devour you, grunting, gurgling, and snapping at each other as they fight over the best parts. **** 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. >u You can't go that way. >drop zipper Dropped. >d You stumble blindly down a short passage which opens into what feels like a larger area. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >d Scrabbling and scratching claws are approaching in the dark. The last sound you hear is the gurgling of the pack of grues that devours you with unmentionable enjoyment. **** 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 "rock" cube a magic burin a spell book a zipper (providing light) The zipper contains: the "earth" cube the "nwhere" cube the "light" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears a bottle a knife >drop zipper Dropped. >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. >extinguish zipper (Taking the zipper first) The magical glow fades, leaving you in the dark. >get rose Taken. >frotz rose The casting feels wrong, and sure enough, your whole body feels as if your funny bone has been struck. >g The casting feels wrong, and sure enough, a huge ball of green light appears, then dissipates. >g The casting feels wrong, and sure enough, your fingers grow numb. >g The casting feels wrong, and sure enough, there is a distant rumble of thunder. >g The casting feels wrong, and sure enough, nothing happens. >g The casting feels wrong, and sure enough, nothing happens. >blorple "dark" There isn't anything here with "dark" written on it. >i You are carrying: a compass rose a zipper The zipper contains: the "earth" cube the "nwhere" cube the "light" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a knife the "rock" cube a magic burin a spell book >blorple "rock" Abruptly, your surroundings shift. It is pitch black. >frotz rose There is an almost blinding flash of light as the compass rose begins to glow! It slowly fades to a less painful level, but the compass rose is now a serviceable light source. Dark Room This room is totally black, so black that you see nothing when you look around it. All light is absorbed by the substance of the place. You can tell it is physical, because you can feel your feet touching the floor, but your eyes tell you nothing. >i You are carrying: a compass rose (providing light) a zipper The zipper contains: the "earth" cube the "nwhere" cube the "light" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a knife a magic burin a spell book >d As you leave, the "rock" cube reappears in your hand. Dark Cave This is a large cave with a rough floor. You can tell little about the surroundings, because your frotz spell doesn't seem to be working normally here and produces only a wan and sickly glow. The light coming from the compass rose has been reduced to a thin, barely glowing stream of tiny blobs that drips, spurts and sputters uselessly to the ground. There it collects into a small pile which is slowly disappearing, perhaps by evaporation. >save Failed. >drop rose Dropped. >save Okay. >i You are carrying: the "rock" cube a zipper The zipper contains: the "earth" cube the "nwhere" cube the "light" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a knife a magic burin a spell book >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. >d You stumble blindly down a short passage which opens into what feels like a larger area. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >snavig grue You feel yourself changing in a very unpleasant way. Your claws feel odd, and you have an uncontrollable tendency to slaver. You gurgle vilely to yourself, worrying about the presence of light. Directly in front of you, a horrific creature recoils with a look of shocked surprise. It scuttles off, perplexed. Grue Cave A natural amphitheater carved out of the underground rock opens from several small passages. The cave is crowded with grues of all shapes and sizes. At the lowest point of the cave a small pool of light has gathered, glowing very dimly (from a human point of view). The grues avoid it, and in fact it hurts your eyes to look at it for very long. In the middle of the pool is a short, squat pillar with something on top of it. This is the object of all the attention. The grues seem to regard the pillar or its contents with awe. >save Okay. >slaver You do that very well for such an inexperienced grue. >d You enter the pool, which is composed of the accumulated dribbles of light that have made their way to this uttermost bottom of a dark dimension. The light tickles at first, but then it begins to burn and your eyes are hurting severely. Light Pool This is a small pool or pond of light, very dim by human standards, but painful for a grue to even look at. In the center of the pool is a pillar which sticks up out of the light. > Hot key -- Undo one turn Continue input... frotz me Your mouth cannot form the words of spells while you are changed into a grue. >u Dark Cave This is a jumbled, rough cave with many small passages leading in and out, and one large one leading down. There is a compass rose here. >get rose Taken. >i You are carrying: a compass rose (providing light) the "rock" cube a zipper The zipper contains: the "earth" cube the "nwhere" cube the "light" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a knife a magic burin a spell book >diagnose You are transformed into a grue, wide awake, and in good health. >d Grue Cave A natural amphitheater carved out of the underground rock opens from several small passages. The cave is crowded with grues of all shapes and sizes. At the lowest point of the cave a small pool of light has gathered, glowing very dimly (from a human point of view). The grues avoid it, and in fact it hurts your eyes to look at it for very long. In the middle of the pool is a short, squat pillar with something on top of it. This is the object of all the attention. The grues seem to regard the pillar or its contents with awe. >d You enter the pool, which is composed of the accumulated dribbles of light that have made their way to this uttermost bottom of a dark dimension. The light tickles at first, but then it begins to burn and your eyes are hurting severely. Light Pool This is a small pool or pond of light, very dim by human standards, but painful for a grue to even look at. In the center of the pool is a pillar which sticks up out of the light. >examine grue The grues look exactly as you would expect, only worse. The burning sensation gets worse and worse. You struggle against it, but the light is just too much. You lose consciousness, sink to the bottom of the pool, and expire. **** 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. >examine grue The grues look exactly as you would expect, only worse. >u Dark Cave This is a jumbled, rough cave with many small passages leading in and out, and one large one leading down. There is a compass rose here. >z Time passes... >z Time passes... >z Time passes... You have become yourself again. >l Dark Cave This is a large cave with a rough floor. You can tell little about the surroundings, because your frotz spell doesn't seem to be working normally here and produces only a wan and sickly glow. The light coming from the compass rose has been reduced to a thin, barely glowing stream of tiny blobs that drips, spurts and sputters uselessly to the ground. There it collects into a small pile which is slowly disappearing, perhaps by evaporation. There is a compass rose here. >examine rose Ornate arms indicating the directions grace this lovely silver compass rose. The central knob tells which arm goes with which direction. The arms are decorated with mythological scenes. Oddly, some of the arms are finely wrought silver chased with gold, while some of the arms (north, west, northeast, northwest) are made of ornate lead or pot-metal chased with brass. >frotz rose The casting feels wrong, and sure enough, your fingers grow numb. >get it Taken. >blorple "rock" Abruptly, your surroundings shift. Dark Room This room is totally black, so black that you see nothing when you look around it. All light is absorbed by the substance of the place. You can tell it is physical, because you can feel your feet touching the floor, but your eyes tell you nothing. >frotz rose Have you forgotten that you already frotzed the compass rose? >i You are carrying: a compass rose (providing light) a zipper The zipper contains: the "earth" cube the "nwhere" cube the "light" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a knife a magic burin a spell book >d As you leave, the "rock" cube reappears in your hand. Dark Cave This is a large cave with a rough floor. You can tell little about the surroundings, because your frotz spell doesn't seem to be working normally here and produces only a wan and sickly glow. The light coming from the compass rose has been reduced to a thin, barely glowing stream of tiny blobs that drips, spurts and sputters uselessly to the ground. There it collects into a small pile which is slowly disappearing, perhaps by evaporation. >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the snavig spell once and the blorple spell once committed to memory. >learn blorple Using your best study habits, you learn the blorple spell yet another time. >i You are carrying: the "rock" cube a compass rose (providing light) a zipper The zipper contains: the "earth" cube the "nwhere" cube the "light" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a knife a magic burin a spell book >snavig grue You can't see any grue here (thankfully). >d You make your way carefully in the almost non-existent light down to an area filled with dim shapes. They move about purposefully, making horrible gurgling noises. The floor is rough and jumbled near the walls, so you haven't been noticed yet. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >snavig grue You don't have the snavig spell memorized! The shapes are coming closer. They have noticed the compass rose. They approach you warily, avoiding the tiny drips of light. They grab you, overwhelm you, and devour you, grunting, gurgling, and snapping at each other as they fight over the best parts. **** 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. >learn snavig Using your best study habits, you learn the snavig spell yet another time. >d You stumble blindly down a short passage which opens into what feels like a larger area. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >snavig grue You feel yourself changing in a very unpleasant way. Your claws feel odd, and you have an uncontrollable tendency to slaver. You gurgle vilely to yourself, worrying about the presence of light. Directly in front of you, a horrific creature recoils with a look of shocked surprise. It scuttles off, perplexed. Grue Cave A natural amphitheater carved out of the underground rock opens from several small passages. The cave is crowded with grues of all shapes and sizes. At the lowest point of the cave a small pool of light has gathered, glowing very dimly (from a human point of view). The grues avoid it, and in fact it hurts your eyes to look at it for very long. In the middle of the pool is a short, squat pillar with something on top of it. This is the object of all the attention. The grues seem to regard the pillar or its contents with awe. >z Time passes... >z Time passes... >z Time passes... >z Time passes... You have become yourself again. You are immediately noticed by the startled grues. The one drawback of this essentially light-free environment is that it is also adventurer-free. The grues are overjoyed to find this deficiency remedied. You are probably less so. **** 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. >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 blorple 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. >i You are carrying: the "rock" cube a zipper The zipper contains: the "earth" cube the "nwhere" cube the "light" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a knife a magic burin a spell book >d You stumble blindly down a short passage which opens into what feels like a larger area. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >snavig grue You feel yourself changing in a very unpleasant way. Your claws feel odd, and you have an uncontrollable tendency to slaver. You gurgle vilely to yourself, worrying about the presence of light. Directly in front of you, a horrific creature recoils with a look of shocked surprise. It scuttles off, perplexed. Grue Cave A natural amphitheater carved out of the underground rock opens from several small passages. The cave is crowded with grues of all shapes and sizes. At the lowest point of the cave a small pool of light has gathered, glowing very dimly (from a human point of view). The grues avoid it, and in fact it hurts your eyes to look at it for very long. In the middle of the pool is a short, squat pillar with something on top of it. This is the object of all the attention. The grues seem to regard the pillar or its contents with awe. >z Time passes... >z Time passes... >z Time passes... >d You enter the pool, which is composed of the accumulated dribbles of light that have made their way to this uttermost bottom of a dark dimension. The light tickles at first, but then it begins to burn and your eyes are hurting severely. Light Pool This is a small pool or pond of light, very dim by human standards, but painful for a grue to even look at. In the center of the pool is a pillar which sticks up out of the light. >z Time passes... You have become yourself again. >l Light Pool This is a small pool or pond of light, very dim by human standards, but painful for a grue to even look at. In the center of the pool is a pillar which sticks up out of the light. >save Okay. >l Light Pool This is a small pool or pond of light, very dim by human standards, but painful for a grue to even look at. In the center of the pool is a pillar which sticks up out of the light. >examine pillar It's too dark to see! >d You can't go that way. >u 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. >restore Okay. >frotz me The casting feels wrong, and sure enough, your fingers grow numb. >u 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. >restore Okay. >u 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. >restore Okay. >i You are carrying: the "rock" cube a zipper The zipper contains: the "earth" cube the "nwhere" cube the "light" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube the "air" cube the "soft" cube a pair of pruning shears a bottle a knife a magic burin a spell book >get rose Taken. >put rose in zipper Done. >d You make your way carefully in the almost non-existent light down to an area filled with dim shapes. They move about purposefully, making horrible gurgling noises. The floor is rough and jumbled near the walls, so you haven't been noticed yet. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >close zipper The zipper now looks like an ordinary zipper. It is pitch black. Scrabbling and scratching claws are approaching in the dark. The last sound you hear is the gurgling of the pack of grues that devours you with unmentionable enjoyment. **** 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. > Hot key -- Undo one turn Continue input... snavig grue You feel yourself changing in a very unpleasant way. Your claws feel odd, and you have an uncontrollable tendency to slaver. You gurgle vilely to yourself, worrying about the presence of light. Directly in front of you, a horrific creature recoils with a look of shocked surprise. It scuttles off, perplexed. The light from the compass rose hurts your eyes. Grue Cave A natural amphitheater carved out of the underground rock opens from several small passages. The cave is crowded with grues of all shapes and sizes. At the lowest point of the cave a small pool of light has gathered, glowing very dimly (from a human point of view). The grues avoid it, and in fact it hurts your eyes to look at it for very long. In the middle of the pool is a short, squat pillar with something on top of it. This is the object of all the attention. The grues seem to regard the pillar or its contents with awe. The shapes are coming closer. They have noticed the compass rose. They approach you warily, avoiding the tiny drips of light. They grab you, overwhelm you, and as in addition to their other nasty habits, grues are cannibalistic, they devour you, grunting, gurgling, and snapping at each other as they fight over the best parts. **** 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: a magic burin a spell book a zipper (providing light) The zipper contains: the "rock" cube the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears a bottle a knife >exgtinguish zipper I don't know the word "exgtinguish." >extinguish zipper The magical glow fades. >i You are carrying: a magic burin a spell book a zipper The zipper contains: the "rock" cube the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears a bottle a knife >get knife, bottle knife: Taken. bottle: Taken. >frotz kinfe I don't know the word "kinfe." >frotz knife A bright purple ball of light issues from your fingers and collapses like a deflated balloon on the ground. >frotz bottle A bright purple ball of light issues from your fingers and collapses like a deflated balloon on the ground. >frotz shears A bright purple ball of light issues from your fingers and collapses like a deflated balloon on the ground. >i You are carrying: a bottle a knife a magic burin a spell book a zipper The zipper contains: the "rock" cube the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >diagnose You are wide awake, and in good health. >frotz burin A bright purple ball of light issues from your fingers and collapses like a deflated balloon on the ground. >i You are carrying: a bottle a knife a magic burin a spell book a zipper The zipper contains: the "rock" cube the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >get "rock" Taken. >i You are carrying: the "rock" cube a bottle a knife a magic burin a spell book a zipper The zipper contains: the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the blorple spell once committed to memory. >learn blorple 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. >learn snavig Using your best study habits, you learn the snavig spell yet another time. >blorple "rock" Abruptly, your surroundings shift. The spell leaves the brown eyed rock behind. It is pitch black. >frotz knife There is an almost blinding flash of light as the knife begins to glow! It slowly fades to a less painful level, but the knife is now a serviceable light source. Dark Room This room is totally black, so black that you see nothing when you look around it. All light is absorbed by the substance of the place. You can tell it is physical, because you can feel your feet touching the floor, but your eyes tell you nothing. >frotz bottle There is an almost blinding flash of light as the bottle begins to glow! It slowly fades to a less painful level, but the bottle is now a serviceable light source. >put bottle in zipper Done. >d As you leave, the "rock" cube reappears in your hand. Dark Cave This is a large cave with a rough floor. You can tell little about the surroundings, because your frotz spell doesn't seem to be working normally here and produces only a wan and sickly glow. The light coming from the knife has been reduced to a thin, barely glowing stream of tiny blobs that drips, spurts and sputters uselessly to the ground. There it collects into a small pile which is slowly disappearing, perhaps by evaporation. You are beginning to tire. >i You are carrying: the "rock" cube a knife (providing light) a magic burin a spell book a zipper The zipper contains: a bottle (providing light) the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >drop knife Dropped. >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. >i You are carrying: the "rock" cube a magic burin a spell book a zipper The zipper contains: a bottle (providing light) the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >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. >i You are carrying: the "rock" cube a magic burin a spell book a zipper The zipper contains: a bottle (providing light) the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >close zipper The zipper now looks like an ordinary zipper. >save Okay. >l Dark Cave This is a large cave with a rough floor. You can tell little about the surroundings, because your frotz spell doesn't seem to be working normally here and produces only a wan and sickly glow. The light coming from the knife has been reduced to a thin, barely glowing stream of tiny blobs that drips, spurts and sputters uselessly to the ground. There it collects into a small pile which is slowly disappearing, perhaps by evaporation. There is a knife here (providing light). >i You are carrying: the "rock" cube a magic burin a spell book a zipper >d You stumble blindly down a short passage which opens into what feels like a larger area. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >snavig grue You feel yourself changing in a very unpleasant way. Your claws feel odd, and you have an uncontrollable tendency to slaver. You gurgle vilely to yourself, worrying about the presence of light. Directly in front of you, a horrific creature recoils with a look of shocked surprise. It scuttles off, perplexed. Grue Cave A natural amphitheater carved out of the underground rock opens from several small passages. The cave is crowded with grues of all shapes and sizes. At the lowest point of the cave a small pool of light has gathered, glowing very dimly (from a human point of view). The grues avoid it, and in fact it hurts your eyes to look at it for very long. In the middle of the pool is a short, squat pillar with something on top of it. This is the object of all the attention. The grues seem to regard the pillar or its contents with awe. >z Time passes... >z Time passes... >z Time passes... >z Time passes... You have become yourself again. You are immediately noticed by the startled grues. The one drawback of this essentially light-free environment is that it is also adventurer-free. The grues are overjoyed to find this deficiency remedied. You are probably less so. **** 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. > Hot key -- Undo one turn Continue input... d You enter the pool, which is composed of the accumulated dribbles of light that have made their way to this uttermost bottom of a dark dimension. The light tickles at first, but then it begins to burn and your eyes are hurting severely. Light Pool This is a small pool or pond of light, very dim by human standards, but painful for a grue to even look at. In the center of the pool is a pillar which sticks up out of the light. >open zipper Opening the zipper reveals a brightly lit hole. You have become yourself again. >i You are carrying: the "rock" cube a magic burin a spell book a zipper The zipper contains: a bottle (providing light) the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >u Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. The shapes are coming closer. They have noticed the bottle. They approach you warily, avoiding the tiny drips of light. They grab you, overwhelm you, and devour you, grunting, gurgling, and snapping at each other as they fight over the best parts. **** 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. > Hot key -- Undo one turn Continue input... restore Okay. >d You stumble blindly down a short passage which opens into what feels like a larger area. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >snavig grue You feel yourself changing in a very unpleasant way. Your claws feel odd, and you have an uncontrollable tendency to slaver. You gurgle vilely to yourself, worrying about the presence of light. Directly in front of you, a horrific creature recoils with a look of shocked surprise. It scuttles off, perplexed. Grue Cave A natural amphitheater carved out of the underground rock opens from several small passages. The cave is crowded with grues of all shapes and sizes. At the lowest point of the cave a small pool of light has gathered, glowing very dimly (from a human point of view). The grues avoid it, and in fact it hurts your eyes to look at it for very long. In the middle of the pool is a short, squat pillar with something on top of it. This is the object of all the attention. The grues seem to regard the pillar or its contents with awe. >z Time passes... >z Time passes... >z Time passes... >d You enter the pool, which is composed of the accumulated dribbles of light that have made their way to this uttermost bottom of a dark dimension. The light tickles at first, but then it begins to burn and your eyes are hurting severely. Light Pool This is a small pool or pond of light, very dim by human standards, but painful for a grue to even look at. In the center of the pool is a pillar which sticks up out of the light. >u Grue Cave A natural amphitheater carved out of the underground rock opens from several small passages. The cave is crowded with grues of all shapes and sizes. At the lowest point of the cave a small pool of light has gathered, glowing very dimly (from a human point of view). The grues avoid it, and in fact it hurts your eyes to look at it for very long. In the middle of the pool is a short, squat pillar with something on top of it. This is the object of all the attention. The grues seem to regard the pillar or its contents with awe. You have become yourself again. You are immediately noticed by the startled grues. The one drawback of this essentially light-free environment is that it is also adventurer-free. The grues are overjoyed to find this deficiency remedied. You are probably less so. **** 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. >d You stumble blindly down a short passage which opens into what feels like a larger area. Grue Cave This is a large underground chamber filled with nightmarish, barely visible shapes. There is very dim light issuing from somewhere near the center of the room. >snavig grue You feel yourself changing in a very unpleasant way. Your claws feel odd, and you have an uncontrollable tendency to slaver. You gurgle vilely to yourself, worrying about the presence of light. Directly in front of you, a horrific creature recoils with a look of shocked surprise. It scuttles off, perplexed. Grue Cave A natural amphitheater carved out of the underground rock opens from several small passages. The cave is crowded with grues of all shapes and sizes. At the lowest point of the cave a small pool of light has gathered, glowing very dimly (from a human point of view). The grues avoid it, and in fact it hurts your eyes to look at it for very long. In the middle of the pool is a short, squat pillar with something on top of it. This is the object of all the attention. The grues seem to regard the pillar or its contents with awe. >z Time passes... >z Time passes... >z Time passes... >d You enter the pool, which is composed of the accumulated dribbles of light that have made their way to this uttermost bottom of a dark dimension. The light tickles at first, but then it begins to burn and your eyes are hurting severely. Light Pool This is a small pool or pond of light, very dim by human standards, but painful for a grue to even look at. In the center of the pool is a pillar which sticks up out of the light. >climb pillar On Pillar You are on top of a short marble pillar surrounded by a pool of light. Squinting through the intolerable glare, you can see that the other grues are staring at you with a mixture of amazement and fear. A white cube is here. You have become yourself again. >examine pillar It's too dark to see! >open zipper Opening the zipper reveals a brightly lit hole. Enough rays escape to dimly light the area. >examine pillar This is the stump of a marble pillar covered with eroded glyphs. It barely projects out of the pool of light. The grues seem awed by it. >read pillar The only readable ones say "D.L. 1985." >get cube Taken. >i You are carrying: a cube the "rock" cube a magic burin a spell book a zipper The zipper contains: a bottle (providing light) the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >write "dark" on "rock" You replace the word "rock" with the word "dark". >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the snavig spell once and the blorple spell twice committed to memory. >write "grue" on cube The word "grue" is now written on the cube. >blorple "dark" Abruptly, your surroundings shift. Dark Room This room is totally black, so black that you see nothing when you look around it. All light is absorbed by the substance of the place. You can tell it is physical, because you can feel your feet touching the floor, but your eyes tell you nothing. >d As you leave, the "dark" cube reappears in your hand. Dark Cave This is a large cave with a rough floor. You can tell little about the surroundings, because your frotz spell doesn't seem to be working normally here and produces only a wan and sickly glow. The light coming from the bottle has been reduced to a thin, barely glowing stream of tiny blobs that drips, spurts and sputters uselessly to the ground. There it collects into a small pile which is slowly disappearing, perhaps by evaporation. There is a knife here (providing light). >get knife Taken. >put knife in zipper Done. >i You are carrying: the "dark" cube the "grue" cube a magic burin a spell book a zipper The zipper contains: a knife (providing light) a bottle (providing light) the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >put "dark", "grue" in zipper the "dark" cube: Done. the "grue" cube: Done. >learn blorple Using your best study habits, you learn the blorple spell yet another time. >spells The gnusto, rezrov, and frotz spells are yours forever. Other than that, you have the snavig spell once and the blorple spell twice committed to memory. >i You are carrying: a magic burin a spell book a zipper The zipper contains: the "grue" cube the "dark" cube a knife (providing light) a bottle (providing light) the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "roc" cube the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >get "roc" Taken. >blorple "roc" Abruptly, your surroundings shift. String Room This is the nexus of a web of multicolored strings and threads of light. They come in from the far distance in graceful curves or tangled, jagged paths. In the center of the room they tie together into a ball that looks like gossamer yarn or glowing cotton candy. One bright set of threads points south to a gap in the weave and another points east to a similar gap. >save Okay. >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 "roc" cube reappears in your hand. Enchanters' Retreat The Enchanters' Retreat is an old stone structure perched high in the mountains. For generations, retired (or even burnt-out) enchanters have come here to breathe the clean mountain air, watch the stars, and rest from their exertions. The appointments are simple, the fare is unsophisticated, but those here have a look of quiet contentment that is easy for you to envy. Belboz is meditating here. >save Okay. >hello, belboz "Hello." Belboz doesn't seem pleased to see you. >ask belboz about magic Belboz looks at you suspiciously. "You were here a few days ago, or rather someone who resembled you strongly enough to be your twin was here. This being betrayed its true nature, however, as it did not know facts which would be trifles to even the rawest apprentice. It fled before I could capture it. Prove to me that you are truly yourself, and answer me a question. Who invented the golmac spell?" >barbel of gurth "Good! I knew it was you all along. What may I do for you?" He fumbles in his pouch for a moment. "First, let me give you this." He hands you a wrought iron key. "It may prove useful." >ask belboz about magic "I can tell you nothing which you do not already know. We live in perilous times." >ask belboz about the key "It was left nearby." >ask belboz about the snake "This serpent brings to mind the great Ouroboros, said to encircle the world." >ask belboz about the cubes Belboz looks at the cube for a while, turning it over and over in his hands. "There is a legend about cubes. When the foundations of the world were laid down, it is said that the elemental powers and forces were symbolized during the making by small cubes. The cubes and the forces were merged in a way that our knowledge no longer comprehends. When the making was done, the cubes were hidden away where their powers could not be tampered with. If someone has gained access to them, or rediscovered the knowledge of their making, we are in terrible danger. One who had power over these cubes could change the very structure of our universe. Such a one would have powers I do not care to contemplate." Belboz gives back the cube. >ask belboz about shadow "I have encountered such creatures, but this one is unfamiliar to me. They are sometimes spirits of the dead, or demons, or even illusory sendings." >i You are carrying: a wrought iron key the "roc" cube a magic burin a spell book a zipper The zipper contains: the "grue" cube the "dark" cube a knife (providing light) a bottle (providing light) the "nwhere" cube the "light" cube the "earth" cube a smoked fish a gold box the "water" cube a beautiful blue carpet Sitting on the beautiful blue carpet you see: a label the "dung" cube the "change" cube a compass rose the "air" cube the "soft" cube a pair of pruning shears >write "string" on "roc" You replace the word "roc" with the word "string". >put "string" in zipper Done. >l Enchanters' Retreat The Enchanters' Retreat is an old stone structure perched high in the mountains. For generations, retired (or even burnt-out) enchanters have come here to breathe the clean mountain air, watch the stars, and rest from their exertions. The appointments are simple, the fare is unsophisticated, but those here have a look of quiet contentment that is easy for you to envy. Belboz is meditating here. >score Your score is 420 of a possible 600, in 1232 moves. This puts you in the class of Expert Sorcerer. >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