Typed in by Dave Rees (rees@cs.bu.edu) from the instruction manual accompanying the Infocom game "Enchanter". NOTE: The transcription I have for Sorcerer is the same as this. So this can be representative of both of them. ----------------------------------------------------------------------------- Sample Transcript and Map This transcript is not from ENCHANTER, but it does show most of the usual things you can do in the story. It contains several simple puzzles and their solutions, and it will give you a good idea of how Infocom's interactive fiction works. The player's sentences appear in capital letters after each prompt (>). The map represents the terrain in the sample transcript as you might have drawn it. [Picture of a map with 6 rooms. It can be drawn from the transcript so I won't include it.] Tavern This is a dimly lit tavern, in fairly shabby condition, smelling of strong spirits and unbathed men. A swinging door leads out to the east. A drunk is sitting at a table, watching you through half-closed eyes. >INVENTORY You are carrying: a spell book a silver coin a pouch The drunk stands and lurches over to you. "Spare a coin for a hungry man?" he asks, his ale-laden breath fouling the air around you. >GIVE THE SILVER COIN TO THE DRUNK "Thanks, chum." The drunk reaches into his tattered cloak. "Here, take this magic scroll. I used to be a magic user, but I couldn't make the grade. Hope you'll have more luck than me." He hands you the scroll. >READ IT The scroll reads "bozbar spell: cause an animal to sprout wings." "Another pint of ale!" cries the drunk, flipping the silver coin to the bartender. >GNUSTO THE BOZBAR SPELL Your spell book begins to glow softly. Slowly, ornately, the words of the bozbar spell are inscribed, glowing even more brightly then the book itself. The book's brightness fades, but the spell remains! However, the scroll on which it was written vanishes as the last word is copied. >DRUNK, WHERE IS THE WARLOCK? "He lives in the castle beyond the wide chasm to the south. At least, that's what I've heard." He looks about furtively, a great fear blazing in his eyes. >OPEN THE DOOR Being swinging doors, they swing open and then immediately close again. >EAST Road Outside Tavern There is a horse here, munching on a pile of oats. >GET ON THE HORSE You are now on the horse, holding the reins. >LOOK Road Outside Tavern, on the horse The road winds here, leading northeast and southeast. A seedy tavern lies to the west. There is a pile of oats here. >TAKE PILE OF OATS You can't reach them from the horse! >STEER HORSE SOUTH Using the reins, you bring the horse about to face the south. >KICK THE HORSE The horse is too well trained to gallop off the road into the thick woods. It rears back on its hind legs, whinnying in confusion. >STEER HORSE SOUTHEAST Using the reins, you bring the horse about to face the southeast. >KICK HOSE You can't see any hose here. >KICK HORS I don't know the word "hors." >KICK HORSE The horse begins trotting along the road at a brisk trot. A new section of road comes into view... Crest of Hill, on the horse. The road crosses the top of a ridge here, sloping downwards to the south and the northwest. >STEER HORSE SOUTH The horse turns southward, still traveling at a brisk trot. A new section of road comes into view... Edge of Chasm, on the horse. The road ends suddenly at a wide chasm. The road leads upward to the north, and you can see it continuing on the southern side of the chasm. Lying in a tight coil at the edge of the chasm is a hissing snake. >HORSE, WHOA The horse pulls to a stop, scant feet from the edge of the chasm! >READ THE SPELL BOOK My Spell Book gnusto spell: write a magic spell into your spell book frotz spell: cause an object to give off light urbzig spell: turn a dangerous object into a harmless one lobal spell: sharpen hearing bozbar spell: cause an animal to sprout wings >SPELLS The gnusto spell is yours forever. Other than that, you have no spells memorized. >LEARN BOZBAR AND URBZIG bozbar spell: Using your best study habits, you commit the bozbar spell to memory. urbzig spell: Using your best study habits, you commit the urbzig spell to memory. "Hsssss!!!" The snake coils tighter, as though preparing to strike the horse. >CAST THE URBZIG SPELL ON THE SNAKE The snake is replaced by a clump of daffodils. >BOZBAR THE HORSE A pair of handsome brown wings suddenly appears on the horse's powerful shoulders. The horse turns in a complete circle, a look of puzzlement on its face. >KICK THE HORSE The horse gallops toward the chasm and over the edge! It begins plummeting into the chasm, toward sharp rocks below! Then, slowly at first but with increasing sureness, the horse begins beating its powerful wings. You rise majestically through the air, sailing gracefully across the chasm. The horse lands gently of the far side, resuming its brisk trot... Road to Castle, on the horse. You are at the southern edge of a wide chasm. A road leads southward toward a castle of black stone. >WAIT Time passes... The horse continues trotting briskly along the road... Edge of Moat, on the horse. The black castle looms on the other side of the moat. The drawbridge is closed, and the moat looks unswimmable. A green plant is growing near the edge of the moat. A red plant is growing near the edge of the moat. The horse, sensing the evil ahead, halts at the moat and snorts wildly. >GET OFF THE HORSE You are now on your own feet. >I You are carrying: a spell book a pouch >EXAMINE THE POUCH The pouch has some writing on it and is currently closed. >OPEN IT Opening the pouch reveals a quantity of magic dust. >READ IT You can't read a quantity of magic dust! >READ THE POUCH The pouch reads "magic dust: world's most potent fertilizer." >EXAMINE PLANT Which plant do you mean, the green plant or the red plant? >GREEN It looks like a barnibus viltus, a simple and harmless vine. It appears to be newly sprouted. >SPRINKLE MAGIC DUST ON THE GREEN PLANT The green plant begins growing at a tremendous rate, shooting long grasping tendrils across the moat, and growing right up the side of the castle. The plant has now become a living bridge, which you can climb up to cross the moat. >EXAMINE THE RED PLANT It looks like a speciman of flombus digestus, the dangerous man-eating plant. Fortunately, this is a very tiny specimen. >SPRINKLE MAGIC DUST ON THE RED PLANT The red plant begins growing at a tremendous rate. It sprouts giant red pods, large enough to engulf you! (They do so.) *** You have died *** You awake to see Haffibar, the Guild physician, bending over you. "You'd better be more careful," she admonishes. "This is the second time you've gotten killed. I overheard some members of the Circle say that if you die once more, they won't waste another magic spell reviving you." You slip back into unconsciousness again, and when you awake you find yourself outdoors... Beginning of Road >SOUTHWEST Road Outside Tavern There is a pile of oats here. A drunk is sleeping at the edge of the road.