Written by Joe Pranevich
Spellbreaker started as a chase, then it became a hunt for macguffin cubes, now we are finally closing out through some of the most devious puzzles every created for adventure games. We’ve just about reached the end the last original “Zork” game. This has been a game that I have in turn loved and hated. It’s the longest Infocom game so far. Despite my previous misgivings, I am enjoying it more as it cruises to the finale.
Last week, I continued my quest for cubes. I found one deep in the sea, discovered when I transformed myself into a clone of a particularly annoying fish. I found a second after racing a roc to its nest, and a third after helping a green-eyed boulder play a game of bumper cars with her brown-eyed friend. This game likely makes no sense to anyone not actively playing it, but there have been a few great puzzles recently. With that cube retrieved, I can teleport point to a new cube room: Dark. That has two exits, but as usual only one that I can pass through. I descend into a strange dark cave-- let’s go find some grues!
Last week, I continued my quest for cubes. I found one deep in the sea, discovered when I transformed myself into a clone of a particularly annoying fish. I found a second after racing a roc to its nest, and a third after helping a green-eyed boulder play a game of bumper cars with her brown-eyed friend. This game likely makes no sense to anyone not actively playing it, but there have been a few great puzzles recently. With that cube retrieved, I can teleport point to a new cube room: Dark. That has two exits, but as usual only one that I can pass through. I descend into a strange dark cave-- let’s go find some grues!





