* Sorcerer 1. Frotz me (or the spell book). Get up. 2. Take all. Open mailbox. Before the mailman comes, put matchbook in mailbox. When you get thirsty and hungry, open vial. Drink potion. 3. Look behind hanging. Get key. Open desk. Get box. Open and read journal. You may leave the journal and infotater. 4. Take Gaspar scroll. 5. Look in mailbox. Get orange via. Get and read magazine. 6. Take Meef scroll. Read about the names and places mentioned in the calendar and journal. 7. Press (the five colors corresponding to the "Current Code" as taken from the infotater in the package). Take Aimfiz scroll. This is a good game save point. Aimfiz Belboz. 8. You can't deal with either the hellhound or boa constrictor. 9. To avoid inventory management problems, it's wise to Drop All But Book, Amulet, and Orange Vial. 10. Izyuk Me. West. 11. Take Zorkmid. Fear not, one is enough. Don't forget to Izyuk back across the chasm. 12. Take Fweep spell. Take guano and amber vial, useless as it is. Don't forget to try the indigo potion from the torture chamber, which also has no real use in the game. Get here by pulver-ing the river. 13. Wake gnom. Give Zorkmid. When he promptly falls asleep, look in pockets. Leave the waxer in the store. 14. Learn 3 fweep spells. Fweep me. As a bat, move N.E.S.S.W.D.E.E.N.N.U.U.S.E. 15. Take Swanso scroll. Put scroll in hole. Fweep me. Don't dally about. Move W.W.S.E.D.D.W.W.U.U.N. N.D.W. Fweep me. S.E.N.D.W.S.E. 16. Take all. Izyuk me. Up. West. 17. Get Swanzo spell from fireplace. 18. Lower flag. Search flag. Get aqua vial. 19. Put guano in barrel. Get Yonk spell. 20. Give the poor guy the Zorkmid. 21. Take the ball. Open aqua vial and drink potion. Throw ball at bunnies. Get Malyon spell. 22. Learn Malyon. Yonk Malyon. Malyon the dragon. A good place to save the game. 23. Open orange vial. Drink potion. Write down the combination your "self" gives you. Give spell book. 24. Turn dial to (the combination). Open door. East. Get Rope. 25. Tie rope to timber. 26. Drop all but rope. Throw rope down chute/ 27. Take Golmac spell. Golmac me. Open lantern. Take Vardik scroll. 28. Self, combination is (whatever it was). Get Spell book (back) from self. 29. Meef the Spenseweeds. Get crate. (Try reading your spell book if you didn't drop it before your swim.) Sleep before proceeding, or you may forget some spells. 30. Meef the vines. Wearing the Grue suit and/or with your lantern on, and having learned a Vardik and Swanzo spell, charge on to the west for the final confrontaion. 31. Open White door. Vardik me. Swanzo Belboz. Victory, 400 points and a promotion are thine! *The spells of the Sorcerer Spell Description Location GNUSTO Write a magic spell into the spell book Spellbook VEZZA View the future Spellbook PULVER Cause liquids to dry Spellbook IZYUK Fly like a bird Spellbook YOMIN Mind probe Spellbook REZROV Open even locked or enchanted objects Spellbook FROTZ Cause something to give off light Spellbook MEEF Cause plants to wilt Library GASPAR Provide for your own resurrection Helistar's AIMFIZ Transport to someone else's location Trunk FWEEP Turn caster into bat Hiddencave SWANZO Exorcise an inhabiting presence Chimney YONK Augment the power of certain spells Cannon MALYON Bringto life inanimate objects Arcade GOLMAC Travel temporally Slantroom VARDIK Shield mind from evil spirit Slantroom *Potions of the Sorcerer Color Name Description Location Ochre Bezio Obviate need for food Store Orange Vilstu Obviate need for breathing Mail box Indigo Flaxo Exquisite torture Tortureroom Amber Blort Ability to see in dark Hidden cave Aqua Fooble Increase muscular coordination Flag Ïä1ÏÏä7ÏClaude Gigu}reÏä2ÏÏä8Ï 585-2238