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Spellbreaker

Walkthrough by Bruce A. Smith

Magic is fading in the land and people have come to the Enchanters Guild to see what can be done. Suddenly, a shadowy figure appears in the middle of the Guild and turns everyone (except you, of course) into small amphibians. You chase the figure out of the Guild and your adventure begins.

Each of the games in the Enchanter series is more difficult that its predecessor, and this, the third in the series, is extremely difficult. Many believe it to be the hardest of all the Infocom games. If you're looking for some hard-core brain teasers, than Dave Lebling has created the game for you.

Note: Because magic is failing as a power, it affects your spell casting ability. You may have to relearn and recast spells when they fail. Save the game often, as a failed spell can sometimes leave you in a tough spot.

Council Chamber

LISTEN. AGAIN. AGAIN. AGAIN. S. S. I. READ SPELL BOOK. LEARN LESOCH. LESOCH CLOUD. GET CUBE. WRITE "EARTH" ON CUBE. N. GET BREAD. DROP KNIFE. LEARN BLORPLE. BLORPLE CUBE. FROTZ BURIN.

Packed Earth

E. S. GET ZIPPER. OPEN ZIPPER. REACH INTO HOLE. LOOK IN HOLE. GET SCROLL. READ SCROLL. LEARN BLORPLE. BLORPLE CUBE. D. D. WAIT (five times). LEARN BLORPLE. GET SCROLL. BLORPLE CUBE. W. E. U. READ STAINED. GNUSTO CASKLY. GET SCROLL. READ DIRTY. GNUSTO THROCK. U. U. LEARN CASKLY. LEARN BLORPLE. (Rocks should be coming down in an "almost continuous curtain.") CAST GIRGOL. U. U. U. U. GET COIN. W. CASKLY HUT. GET CUBE. WRITE "SOFT" ON CUBE. BLORPLE "SOFT."

Soft Room

S. PUT COIN AND "SOFT" IN ZIPPER. GET PLANT. AGAIN. LEARN BLORPLE. BLORPLE "EARTH." W. N. PLANT PLANT. LEARN THROCK. THROCK PLANT. D. GET ALL. U. S. SLEEP. READ SCROLL. GNUSTO ESPNIS. OPEN BOX. GET CUBE. PUT BOX IN ZIPPER. WRITE "WATER" ON CUBE. LEARN BLORPLE. BLORPLE "WATER."

Water Room

LEARN BLORPLE. AGAIN. DROP ALL EXCEPT BREAD. S. DROP BREAD. GET CUBE. GET BOTTLE. BLORPLE CUBE. OPEN BOTTLE. GET SCROLL. READ SCROLL. GET ALL. GNUSTO LISKON. LEARN BLORPLE. LEARN LISKON. AGAIN. AGAIN. AGAIN. DROP BOTTLE. PUT BOOK IN ZIPPER. CLOSE ZIPPER. N. LISKON SELF. ENTER OUTFLOW PIPE. W. GET CUBE. W. U. N. N.

Smooth Room

WRITE "CHANGE" ON CUBE. OPEN ZIPPER. GET BOOK. LISKON SNAKE. N. N. LEARN MALYON. LEARN ESPNIS. MALYON IDOL. WAIT. ESPNIS IDOL. WAIT. CLIMB IDOL. LOOK IN MOUTH. GET CUBE. D. WRITE "AIR" ON CUBE. BLORPLE "AIR."

Air Room

N. GET SCROLL. READ SCROLL. GNUSTO TINSOT. BLORPLE "AIR." W. E. ASK ABOUT BLUE RUG. OFFER 200. OFFER 300. OFFER 400. GIVE 500. I. ASK FOR BLUE CARPET. W. LEARN BLORPLE. BLORPLE "CHANGE."

Changing Room

N. GET ROSE. LEARN BLORPLE. BLORPLE CHANGE. W. PUT ROSE IN CARVING. GET ROSE. N. TOUCH W WALL WITH ROSE. W. TOUCH NW WALL WITH ROSE. NW. TOUCH NE WALL WITH ROSE. NE. REZROV PLUG. W. DROP ROSE. GET CUBE. WRITE "PLACE" ON CUBE. LEARN BLORPLE. BLORPLE "WATER."

Water Room (Revisited)

LEARN TINSOT. AGAIN. AGAIN. AGAIN. PUT ALL EXCEPT BURIN IN ZIPPER. CLOSE ZIPPER. N. TINSOT WATER. AGAIN. REZROV TRAP DOOR. WAIT. WAIT. TINSOT WATER. GET ON ICE. U. GET CUBE. WRITE "BONE" ON CUBE. E. N. REZROV CABINET. GET BOOK. OPEN ZIPPER. GET SPELL BOOK. LEARN CASKLY. CASKLY MOLDY BOOK. READ MOLDY BOOK. GNUSTO SNAVIG. S. W. LEARN BLORPLE. U.

Guard Tower

DROP RUG. SIT ON RUG. U. W. W. W. W. D. GET OFF RUG. GET CUBE AND RUG. BLORPLE "WATER." WRITE "STRING" ON CUBE. LEARN SNAVIG. AGAIN. LEARN BLORBLE. PUT ALL IN ZIPPER. CLOSE ZIPPER. S. GET CUBE. SNAVIG GROUPER. D. WAIT (until you are human again). GET ALL. U. BLORPLE CUBE.

Light Room

SLEEP. OPEN ZIPPER. GET BOOK AND BURIN. LEARN TINSOT. W. WRITE "LIGHT" ON CUBE. TINSOT FRAGMENT. GET FRAGMENT. GET "STRING." LEARN BLORPLE. BLORPLE "STRING."

String Room

S. ASK BELBOZ ABOUT SHADOW. (Answer his question with the trading cards that come in the game package.) LEARN BLORPLE. GET "PLACE." BLORPLE "PLACE."

No Place

S. GIVE FRAGMENT TO ROCK. GET ON ROCK. ROCK, GO N. ROCK, GO SW. ROCK, GO E. ROCK, GO S. ROCK, GO E. ROCK, GO S. GET ON BROWN ROCK. GET CUBE. WRITE "DARK" ON CUBE. LEARN BLORPLE. BLORPLE "DARK."

Dark Room

D. LEARN SNAVIG. DROP BURIN. D. SNAVIG GRUE. D. CLIMB PILLAR. GET CUBE. D. U. U. PUT "STRING," "DARK," AND "WATER" IN ZIPPER. GET BURIN. WRITE "FIRE" ON CUBE. LEARN BLORPLE. WAIT. BLORPLE "FIRE."

Fire Room

N. GET BOX. PUT "FIRE" IN BOX. GET "FIRE." THROW BOX ONTO OUTCROPPING. LEARN BLORPLE. BLORPLE "FIRE." E. GET ALL. LEARN BLORPLE. BLORPLE "PLACE."

No Place (Revisited)

WRITE "MAGIC" ON CUBE. E. LEARN JINDAK. AGAIN. AGAIN. LEARN BLORPLE. PUT ALL IN ZIPPER. REZROV DOOR. SAVE. N.

Outer Vault

This is a variation on the old coin weighing puzzle. It is pretty complicated, but if you follow the steps below you should identify the correct cube and end up in the sand room. If you do not, restore and try again.

Step 1

GET X1, X2, X7 AND X8. CAST JINDAK. If the piles are even then go to step 2. If the piles are uneven, note which pile is brighter then go to step 5.

Step 2

GET X3 AND X4. PUT X1 AND X2 IN THE FIRST PILE. JINDAK. If the piles are even then go to step 3. If the piles are uneven then go to step 4.

Step 3

GET X1. PUT X7 ON THE FIRST PILE. JINDAK. If the piles are even then BLORPLE X8. If the piles are uneven then GET X7. BLORPLE IT.

Step 4

GET X1. PUT X7 ON THE FIRST PILE. JINDAK. If the piles are even then BLORPLE X1. If the piles are uneven then GET X2. BLORPLE IT.

Step 5

PUT X1, X2, X7 ON THE SECOND PILE. GET X9, X10, X11 AND X12. PUT X9 ON THE FIRST PILE. GET X6. PUT X6 ON THE SECOND PILE. JINDAK. If both piles are equal go to step 6. If the piles are uneven the same way they were in step 1, go to step 7. If the piles are uneven in the opposite way they were in step 1, go to step 8.

Step 6

Take all the cubes off of both piles. PUT X10 ON THE FIRST PILE. PUT X11 ON THE SECOND PILE. JINDAK. If the piles are even then GET X12. BLORPLE IT. If the piles are uneven the same way they were in step 1, the GET X11. BLORPLE IT. If the piles are uneven in the opposite way they were in step 1, then GET X10. BLORPLE IT.

Step 7

Take all the cubes off of both piles. PUT X3 ON THE FIRST PILE. PUT X4 ON THE SECOND PILE. JINDAK. If the piles are even then GET X5. BLORPLE IT. If the piles are uneven the same way they were in step 1, then GET X3. BLORPLE IT. If the piles are uneven in the opposite way they were in step 1, then GET X4. BLORPLE IT.

Step 8

Take all of the cubes off of both piles. PUT X6 ON THE FIRST PILE. PUT X1 ON THE SECOND PILE. JINDAK. If the piles are even then GET X9. BLORPLE IT. If the piles are uneven, then GET X6. BLORPLE IT.

Sand Room

D. UNLOCK CABINET WITH KEY. OPEN CABINET. GET SCROLL. READ SCROLL. GET BOOK. LEARN BLORPLE. AGAIN (three times). PUT BOOK IN CABINET. CLOSE CABINET. LOCK CABINET WITH KEY. REZROV DOOR. BLORPLE "X(1-12)." GET BURIN AND "MAGIC." U. GET SACK. OPEN SACK. READ FLIMSY. WRITE GIRGOL ON VELLUM. EMPTY ZIPPER INTO SACK. PUT FLIMSY SCROLL IN ZIPPER. CLOSE ZIPPER. DROP ZIPPER. BLORPLE "MAGIC."

Magic

E. WAIT. HIT FIGURE. WAIT (until the figure is preparing to jump into the hypercube). CAST GIRGOL. GET "MAGIC." PUT SACK IN HYPERCUBE.

Spellbreaker Scoring

Map

Download the map for this game.

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