TDWTF Plays Sorcerer
-
Damn it. I'm hosting this game from work but my save game files are at home.
-
@error_bot up
frotz self
-
up
Tree Branch
You are on a large gnarled branch of an old and twisted tree.A giant boa constrictor is slithering along the branch toward you!
The hellhound leaps madly about the base of the tree, gnashing its jaws.Tree Branch Score: 0 Moves: 1 >frotz self
Although you complete the spell, nothing seems to have happened.The snake begins wrapping itself around your torso, squeezing the life out of
you......and a moment later you wake up in a cold sweat and realize you've been
dreaming.SORCERER
Infocom interactive fiction - a fantasy story
Copyright (c) 1984 by Infocom, Inc. All rights reserved.
SORCERER is a trademark of Infocom, Inc.
Release 15 / Serial number 851108Your frotz spell seems to have worn off during the night, and it is now pitch
black.Your Quarters Score: 5 Moves: 2 >
-
Death is not mandatory in the dream sequence?
-
@error_bot restart
y
-
restart
Your score is 5 of a possible 400, in 2 moves. This puts you in the class of
Charlatan.Your Quarters Score: 5 Moves: 2 Do you wish to restart? (Y is affirmative): >y
Restarting.You are in a strange location, but you cannot remember how you got here.
Everything is hazy, as though viewed through a gauze...Twisted Forest
You are on a path through a blighted forest. The trees are sickly, and there
is no undergrowth at all. One tree here looks climbable. The path, which ends
here, continues to the northeast.A hellhound is racing straight toward you, its open jaws displaying rows of
razor-sharp teeth.Twisted Forest Score: 0 Moves: 0 >
-
@error_bot ne
frotz self
get out of bed
-
ne
Forest Edge
To the west, a path enters the blighted woods, which stretch out of sight. A
signpost stands beside another path leading north, and to the east is a wide
meadow. At the base of the signpost is a slimy hole leading down.
The hellhound stops at the edge of the forest and bellows. After a moment, it
turns and slinks into the trees.Forest Edge Score: 0 Moves: 1 >frotz self
Although you complete the spell, nothing seems to have happened.Forest Edge Score: 0 Moves: 2 >get out of bed
You can't see any of bed here!Forest Edge Score: 0 Moves: 2 >
-
@error_bot down
-
down
Snake Pit
You have entered a shadowy pit full of nooks and crannies. From every
direction you hear the hissing of vipers and the irregular clicking of giant
beetles. Light spills down from above, and a small crack leads further
downward into darkness.Snake Pit Score: 0 Moves: 3 >
-
@error_bot up
-
up
Forest EdgeForest Edge Score: 0 Moves: 4 >
-
@error_bot verbose
-
verbose
Maximum verbosity.Forest Edge
To the west, a path enters the blighted woods, which stretch out of sight. A
signpost stands beside another path leading north, and to the east is a wide
meadow. At the base of the signpost is a slimy hole leading down.Forest Edge Score: 0 Moves: 4 >
-
@error_bot memorize izyuk
-
memorize izyuk
You don't have your spell book. How do you expect to learn a spell without a
spell book?Forest Edge Score: 0 Moves: 5 >
-
-
i
You are empty-handed.Forest Edge Score: 0 Moves: 6 >
-
@error_bot izyuk self
-
izyuk self
You don't have the izyuk spell committed to memory!Suddenly, seemingly from nowhere, a bolt of lightning strikes you in the
center of your chest......and a moment later you wake up in a cold sweat and realize you've been
dreaming.SORCERER
Infocom interactive fiction - a fantasy story
Copyright (c) 1984 by Infocom, Inc. All rights reserved.
SORCERER is a trademark of Infocom, Inc.
Release 15 / Serial number 851108Your frotz spell seems to have worn off during the night, and it is now pitch
black.Your Quarters Score: 5 Moves: 7 >
-
@error_bot restart
y
attack hellhound
frotz self
get out of bed
w
s
s
-
restart
Your score is 5 of a possible 400, in 7 moves. This puts you in the class of
Charlatan.Your Quarters Score: 5 Moves: 7 Do you wish to restart? (Y is affirmative): >y
Restarting.You are in a strange location, but you cannot remember how you got here.
Everything is hazy, as though viewed through a gauze...Twisted Forest
You are on a path through a blighted forest. The trees are sickly, and there
is no undergrowth at all. One tree here looks climbable. The path, which ends
here, continues to the northeast.A hellhound is racing straight toward you, its open jaws displaying rows of
razor-sharp teeth.Twisted Forest Score: 0 Moves: 0 >attack hellhound
Trying to attack a hellhound with your bare hands is suicidal.The hellhound reaches you and tears you apart with its powerful teeth.
...and a moment later you wake up in a cold sweat and realize you've been
dreaming.SORCERER
Infocom interactive fiction - a fantasy story
Copyright (c) 1984 by Infocom, Inc. All rights reserved.
SORCERER is a trademark of Infocom, Inc.
Release 15 / Serial number 851108Your frotz spell seems to have worn off during the night, and it is now pitch
black.Your Quarters Score: 5 Moves: 1 >frotz self
You are bathed in a sickly yellow light, bright enough to read by.Your Quarters, in the bed
This is your chamber in the Hall of the Guild of Enchanters, with a doorway to
the west. A private chamber is a great privilege, especially for an Enchanter
as young as yourself, but how many Enchanters can say they defeated the
infamous Krill?Your Quarters Score: 5 Moves: 2 >get out of bed
You are now on your feet.Your Quarters Score: 5 Moves: 3 >w
Hallway
Rooms lie to the east and west from this north-south corridor. A heavy wooden
door, currently closed, leads north.
Tacked to the doorframe of your room is a note, hurriedly scribbled on
parchment.Hallway Score: 5 Moves: 4 >s
Hallway
Rooms lie to the east and west from this north-south corridor. A large marble
archway to the south leads into an open area.Hallway Score: 5 Moves: 5 >s
Lobby
This is the entrance lobby of the Guild Hall. Befitting the status and wealth
of the Guild, the lobby is finished with polished Antharian marble, inlaid
with intricate patterns of silver leaf. To the north is a wide arch, and
smaller openings flank the area on the eastern and western sides, as well as
the northeastern and northwestern corners. A narrow stair leads downward.
Through another arch to the south, you can see the entrance steps and the main
road into town.
Affixed to the southern arch is an ornate brass receptacle, intended for use
by messengers.Lobby Score: 5 Moves: 6 >
-
-
w
Store Room
This is a closet for storage. The only exit is east.
Among the provisions here is a small ochre-colored vial, closed and labelled
with tiny lettering.
There is a calendar here (providing light).
There is a depleted matchbook here.Store Room Score: 5 Moves: 7 >
-
@error_bot take matchbook
e
open receptacle
put matchbook in receptacle
-
take matchbook
Taken.Store Room Score: 5 Moves: 8 >e
Lobby
Affixed to the southern arch is an ornate brass receptacle, intended for use
by messengers.Lobby Score: 5 Moves: 9 >open receptacle
Opened.Lobby Score: 5 Moves: 10 >put matchbook in receptacle
Done.Lobby Score: 5 Moves: 11 >
-
@error_bot w
take all
-
w
Store Room
Among the provisions here is a small ochre-colored vial, closed and labelled
with tiny lettering.
There is a calendar here (providing light).Store Room Score: 5 Moves: 12 >take all
ochre vial: Taken.
calendar: Taken.Store Room Score: 5 Moves: 13 >
-
@error_bot open vial
drink potion
e
e
-
open vial
Opening the ochre vial reveals ochre potion.Store Room Score: 5 Moves: 14 >drink potion
The potion was completely tasteless.Store Room Score: 15 Moves: 15 >e
Lobby
Affixed to the southern arch is an ornate brass receptacle, intended for use
by messengers.
The receptacle contains:
a depleted matchbookLobby Score: 15 Moves: 16 >e
Library
This is a study chamber for members of the Guild. Usually, there would be
several elder Enchanters patiently training novices, but no one is here at the
moment. The only exit is west.
Lying open on a stand in one corner is a heavy volume, probably a copy of the
Encyclopedia Frobizzica.
The servants have been lax lately, for a scroll is lying among the dust in the
corner.Library Score: 15 Moves: 17 >
-
@error_bot read scroll
gnusto meef
-
read scroll
(taking the dusty scroll first)
The scroll reads "meef spell: cause plants to wilt".Library Score: 25 Moves: 18 >gnusto meef
Your spell book begins to glow softly. Slowly, ornately, the words of the meef
spell are inscribed, glowing even more brightly than 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.Library Score: 25 Moves: 19 >
-
-
w
Lobby
Affixed to the southern arch is an ornate brass receptacle, intended for use
by messengers.
The receptacle contains:
a depleted matchbookLobby Score: 25 Moves: 20 >
-
@error_bot n
e
-
n
HallwayHallway Score: 25 Moves: 21 >e
Frobar's Quarters
This is the room of Frobar the Enchanter. There isn't much here in the way of
furnishings, Frobar being a pretty dull kind of guy.Frobar's Quarters Score: 25 Moves: 22 >
-
@error_bot w
w
look in desk
take all from desk
look behind curtain
-
w
HallwayHallway Score: 25 Moves: 23 >w
Helistar's Quarters
Helistar is one of the foremost members of the Circle, and this is her private
chamber.
Among Helistar's possessions is a scroll, new and shiny.Helistar's Quarters Score: 25 Moves: 24 >look in desk
You can't see any desk here!Helistar's Quarters Score: 25 Moves: 24 >take all from desk
I don't see what you're referring to.Helistar's Quarters Score: 25 Moves: 25 >look behind curtain
I don't know the word "curtain".Helistar's Quarters Score: 25 Moves: 25 >
-
@error_bot take all
-
take all
shiny scroll: Taken.The Guild Hall doorbell chimes.
Helistar's Quarters Score: 25 Moves: 26 >
-
@error_bot e
n
w
look behind curtain
-
e
HallwayHallway Score: 25 Moves: 27 >n
Hallway
Tacked to the doorframe of your room is a note, hurriedly scribbled on
parchment.Hallway Score: 25 Moves: 28 >w
Belboz's Quarters
The personal chamber of Belboz, who presides over the Circle of Enchanters, is
appointed with a beautiful woven wall hanging, an exotic morgia plant, and a
wide darkwood desk crafted by the artisans of Gurth. The hallway lies to the
east.
Pacing back and forth on a perch in the corner is Belboz's prized pet parrot,
native to the jungles of Miznia.Belboz's Quarters Score: 25 Moves: 29 >look behind curtain
I don't know the word "curtain".Belboz's Quarters Score: 25 Moves: 29 >
-
@error_bot look behind hanging
-
look behind hanging
As you move the tapestry, a key falls out from behind it and lands on the
floor."Squawk! Belboz, the Circle is waiting for you. Squawk!"
Belboz's Quarters Score: 40 Moves: 30 >
-
@error_bot take key
look in desk
take all from desk
-
take key
Taken."Squawk! Pollibar want a cracker! Squawk!"
Belboz's Quarters Score: 40 Moves: 31 >look in desk
Opening the desk drawer reveals a tiny box, an infotater, and a journal.Belboz's Quarters Score: 40 Moves: 32 >take all from desk
tiny box: Taken.
infotater: Taken.
journal: Taken."Squawk! You should never have let down your mindshield, you doddering old
Enchanter. Squawk!"Belboz's Quarters Score: 40 Moves: 33 >
-
@error_bot gnusto gaspar
-
gnusto gaspar
Your spell book begins to glow softly. Slowly, ornately, the words of the
gaspar spell are inscribed, glowing even more brightly than 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."Squawk! Belboz, the Circle is waiting for you. Squawk!"
Belboz's Quarters Score: 40 Moves: 34 >
-
@error_bot e
s
s
take all from receptacle
-
e
Hallway
Tacked to the doorframe of your room is a note, hurriedly scribbled on
parchment.Hallway Score: 40 Moves: 35 >s
HallwayHallway Score: 40 Moves: 36 >s
Lobby
Affixed to the southern arch is an ornate brass receptacle, intended for use
by messengers.Lobby Score: 40 Moves: 37 >take all from receptacle
I don't see what you're referring to.Lobby Score: 40 Moves: 38 >