Spellcasting 101 (Walkthrought)
SPELLCASTING 101
- Introduction, Escape, Sorcerer University
- Island of Lost Souls
- Island Where Time Runs Backwards, Island of the Amazons, Restaurant at the End of the Ocean
- Island of the Gods, Fort Blackwand, Stunning Climax
SPELLCASTING 101: SORCERERS GET ALL THE GIRLS - Part 1
INTRODUCTION
So, you want to be a sorcerer? You, Ernie Eaglebeak, sit in your drafty attic room in the town of Port Gekko, dreaming of a life on the campus of Sorcerer University. Classes (GIRLS!), lectures (PARTIES!), tests, fame, and fortune (not to mention Lola Tigerbelly) await if only you can get away from the meanest stepfather in Peloria: Joey Rottenwood. Fate has bigger plans in store for you than you could ever imagine, however, as you travel through this pun-filled adventure.
NOTE: This walkthru will get you through the game in NICE mode. The encounters in NAUGHTY mode are not that much different; I'm sure you'll be able to figure out what to do. I found both modes enjoyable.
ESCAPE!
You begin the game in your attic room awaiting an unavoidable beating from your stepfather. This time, you decide to make a break for it! But how? The door is barred and you're a bit too high to just jump out. There are two ways out that I know of, although I heard there's a third. Any way you go, you'll end up in the same situation. The game starts at 3:35 p.m. Friday; each move takes 5 minutes, and Joey Rottenwood is due to interrupt you at 4:00. So, either WAIT UNTIL 4:00, or try fun stuff like EXAMINE ME or GET RAT.
After Joey's visit, you realize escape is even more imperative because at 7:00, a friend of Rottenwood's (he has friends?) is going to introduce you to the wonderful world of dragon-tending. This will occupy you for the next seven years, dashing your hopes of a career as a wizard (and ending the game). So, get a move on, Eaglebeak!
You don't need the application or love note in the writing desk, but read them for laughs if you like, then get ready for your disgusting escape.
Route one: OPEN LEFT WINDOW. OPEN RIGHT WINDOW. GET HAY. DROP HAY OUT RIGHT WINDOW. JUMP OUT LEFT WINDOW.
Route two: NORTH. OPEN TINY DOOR. GET POTTY. OPEN GRATE. DOWN. DROP POTTY. (You really don't want to keep it, do you?)
Both routes land you in the alley, filthy and naked, with your only way out through the gate to the east; however, you can't go that way yet. Lola, the beat of your heart, has caught her dress on the gate. You'd die of embarrassment if she saw you in this state! To make things worse, Joey appears to "help" Lola. But wait! There's a pair of overalls in the shed to the west.
Unfortunately, the shed door is locked. Fortunately, the key is under the flat rock nearby. Unfortunately, you can't get it. Try MOVE ROCK and GET KEY.
Where'd that foot come from? It's attached to your old teacher, Miss Beancounter, spinster. Lucky for you she's blind as a bat. But if you give her a chance to find her spectacles, clean them, put them on, and get a GOOD look at you, you're dead. What to do? Desperate times call for desperate measures. PUSH BEANCOUNTER. GET KEY. UNLOCK SHED DOOR WITH KEY. OPEN SHED DOOR. Go west, GET OVERALLS, WEAR OVERALLS, and go east twice.
Clad in overalls, Joey mistakes you for the gardener, Jimmy Risingmoon, and lets you plow through amidst vile threats. You then make your way to Sorcerer University's Donkeydung Hall. Your dream of entering the hallowed halls is about to be realized (IF you have your registration form!).
GET IN LINE (this is a good spot to save) and WAIT until you're asked to answer several questions (the game's copy protection is based on documentation checks).
SORCERER U.
The story picks up a few weeks into the term: You are heading across Batguano Court. If you like, read the school newspaper. Besides being rather humorous, you'll notice a change each day (today is Tuesday) as sinister forces encroach.
GET PAPER. READ NEWS. READ ARTS. READ SPORTS. READ EDITORIAL.
It should be about time for the early afternoon class, Mythology 101. Head for the appropriate location (you do have a schedule, don't you?), sit, and TAKE NOTES when class begins. Keep waiting until class is over, then go northeast from Meltingwolf Hall to Professor Tickingclock's office to receive an invitation to dinner Wednesday night at 7:30.
NOTE: Attending classes, taking notes, and dinner with Prof. Tickingclock are not crucial to completing the game, but:
- A) The classes burn time, provide useful information (if you're not reading the entire walkthru), and are amusing (as are the notes you take).
- B) If you skip dinner with the Professor, you'll miss some background information on The Sorcerer's Appliance, and -- more importantly for the lusty players in NAUGHTY mode -- you'll miss an encounter with Hillary Tickingclock!
- C) You do want to be a good student!
After the late afternoon class, Ethics 101, there are a few ways to pass the time until the all-important frat parties that start at 8:00 p.m. You can watch the endless game of Malls 'n' Muggers being played in Frogkisser Hall, explore your room, visit the frat houses, or just WAIT UNTIL 7:55. Then, from Batguano Court, go southwest, WAIT twice, then open the SKONN BOX (once Bo Soundofthunder gives it to you). Go northeast, northwest, WAIT until 8:30, and answer YES (when Gretchen Snowbunny asks for your help). Now, go south, east, PUT GRETCHEN IN BED, SEARCH GRETCHEN, and GET KEY.
This first night at Sorcerer's U. you're more tired than you are most nights, so you may just want to REST. However, if you're eager for points, you should have enough time to get the FRIMP spell in the President's House. If not, there's plenty of time to do that later.
Wherever you fall asleep, when you awaken: GET KEY, SPELL BOOK, NOTEBOOK. The rest of the stuff is unnecessary. (If you had the NAUGHTY encounter with Gretchen, GET CLOAK and WEAR CLOAK...you oversexed devil, you!) It's now Wednesday morning. Head to Batguano Court and check out the new issue of the school paper if you wish, then attend your morning class: Spellcasting 101!
After the early afternoon class on magical creatures, you've got time for some spell-gathering and scoring (point-gathering, eager beaver!) before your dinner date (you're excused from the late afternoon class, Physical Skills 101, due to a slightly sprained pinkie). Go southwest from Frogkisser Hall to the Boat Dock. UNLOCK DOOR WITH KEY, OPEN DOOR, and go northwest. OPEN FRIMP BOX. Go southwest, east, northeast, up, and SKONN STATUETTE (this, I'm sorry to say, is the only use for that bust-enlarging spell). CLIMB STATUETTE, OPEN KABBUL BOX, and go down. GET POPULAR BOOK (endgame surprise!), go down, FRIMP TRAP DOOR, OPEN TRAP DOOR, and go down. Save the game here.
You've entered the "Maize." Each room has a letter: You want to move through the rooms spelling the phrase, T-H-I-S-W-A-Y-O-U-T, and end up in the southwest corner where a trap door will open. So, take the following route:
Southeast, south, east twice, and southwest. West, south, west twice, down, and OPEN DISPAR BOX. Up, northeast, north three times, and FRIMP TRAP DOOR. OPEN TRAP DOOR and go up.
Nothing much else to do today (Wednesday) but to attend the dinner party in Tickingclock's suite (upstairs from Frogkisser Hall), where you can listen to the Professor ramble on about the Sorcerer's Appliance, examine the surfboard, and help Hillary with the dishes afterward (NICE mode). Then, just REST until morning.
Thursday morning, grab a paper: Things are getting really weird! Attend your morning class, Math and Science 101, then just go to the Simulation Lab (East from Meltingwolf Hall), and WAIT until your disheveled mother appears to give you the talisman. She'll be abducted, you'll be knocked out, and awaken to find the University in ruins.
Well, the good news is you won't have to turn in those class assignments. The bad news is everyone's gone, the strange Sorcerer's Appliance is gone, and it appears you're stuck on the island. But you're educated enough to use the DISPAR spell on the surfboard in Tickingclock's suite. First, you want to go to the Simulation Lab (if you're not there already). If you've been through the simulation before, you know the simulation spells are always removed at the end by a professor. Now, however, there's no one left to remove them, and you can get them (GUB, VAI, ZEM) permanently. Here's how to do it: SIT, GUB TREE, ZEM ME, and go south. FIGHT ATOMIC DRAGON WITH SWORD, VAI IVY, and CLIMB IVY. PUSH LEVER and OPEN SHACKLES.
Then, end the simulation with either OPEN TRAP DOOR or CLIMB DOWN. The spells you gain are needed at Fort Blackwand. Now, go to the Professor's suite, DISPAR SURFBOARD, and GET SURFBOARD. OPEN BLUBBA BOX, go down, and southwest.
You arrive on the boat dock just in time to hear Professor Peelerofsmallfigs fill you in on the tragic happenings before he expires. So, it's up to you to find the Sorcerer's Appliance and save the world. PUT SURFBOARD IN WATER and GET ON SURFBOARD. Set the left and right dials to the latitude and longitude of the Island of Lost Souls (the foot-shaped island), and PUSH RED BUTTON.
SPELLCASTING 101: SORCERERS GET ALL THE GIRLS - Part 2
THE ISLAND OF LOST SOULS
If you set the coordinates correctly (use the map), you should hit land at The Island of Lost Souls. Reading the sign, you discover that there are 80 souls here, imprisoned in non-human forms by Lars Stormkiller as a penalty for stiffing a cobbler named Waldo Bootlacer. The description of each object is a punny clue to the name of the Lost Soul imprisoned within. The KABBUL spell will restore the soul when used in the form KABBUL NAME. With this in mind, let's begin. (80 souls is a lot: As one gamer said, "Just be glad the city of Chicago didn't stiff the guy!")
The Meadow (5 Souls): Blaise (big fire); Ashley (powdery embers); Charlotte (blackened hayfield); Bernie (damaged leg joint); Bea (flying insect).
Down by the Riverside (6 Souls): Rod (fishing pole); Barb (fish hook with sharp point); Bridgit (pronounced span); Sandford (gritty crossing); Clifford (rock-walled crossing); Brooke (small stream).
West of House (8 Souls): Jim (large metal playset); Peg (short wooden dowel); Jack (lifting device); Carmen (male passengers in auto); Mikey (lock opening device inscribed with "Yours") Belle (glowing button); Matt (rectangular, bristly pad); Dolly (handtruck).
In the Forest (7 Souls): Dawn (sun on east horizon); Woodrow (logs in straight line); Gail (strong wind); Leif (lone bit of foliage); Ernest (ornamental vases in bird home); Wolfgang (dog-like carnivores humming); Robin (red-breasted bird).
Living Room (16 Souls): OPEN SAFE: Chip (poker pot); Adlai (false claim); Nicholas (accounting statement); Ty (man's silk neck ornament); Adam (indivisible particle); Jules (gems in safe); Penny (cent in safe); Buck (dollar coin in safe); Will (legal document in safe).
You must KABBUL the contents below first: Wilhelm (Will's son, heir to ship steering wheel); William (Will's gardener, heir to sweet potato); Wilma (Will's mother, heir to herself); Wilbur (Will's grandson, heir to sticky seed pod); Willie (Will's nephew, heir to fifth letter of alphabet); Wilton (Will's chiropractor, heir to 2000 pound weight); Pierre (stuffed moose, heir to small, round green vegetable)
Kitchen (7 Souls): Waldo (uncooked bread batter on vertical surfaces of room); Patty (flat circle of ground beef); Stu (hearty soup); Ricky (alcoholic lime drink); Sherry (bottle of nutty wine); Pat (tiny square of butter); Frank (hot dog).
Attic (7 Souls): Bo (tied silky ribbon) "Bo knows KABBUL spells!"; Bill (duck with long, flat beak); Kermit (canine baseball glove); Bunny (young rabbit); Teddy (koala bear); Tom (male cat); Knute (salamander).
East Cellar (10 souls): Archie (large curved letter); Hardy (tough, unyielding letter); Lucy (letter dressed like a tramp); Dusty (letter covered with powdery debris); Gabby (chatty letter); Betty (gambling letter); Lacey (fringed letter); Connie (hustling letter); Goldie (letter made of shiny yellow metal); Daisy (disoriented letter).
Sound Studio (8 Souls): Mike (recording device); Humphrey (silent vacuum tube); Carol (joyous Christmas song); Noel (cheery note with "No L"); Blair (unruly sound); Cy (long moan); Winnie (soft neighing of horse); Melody (tuneful song).
British Aisles (6 Souls): Gaylord (prancing nobleman); Lulu (two toilet bowls); Lucille (wax toilet closure); Bobby (police officer); Billy (nightstick); Laurie (truck).
Whew! One move after restoring the last soul, the restored islanders will carry you back to the meadow. Among the accolades heaped upon you, you are presented with a big key to an island! Oh, well, we'll cover that later. For now, GET ON SURFBOARD, set the dials for The Island where Time Runs Backwards (the island with the hourglass), then PUSH RED BUTTON. You're off!
SPELLCASTING 101: SORCERERS GET ALL THE GIRLS - Part 3
THE ISLAND WHERE TIME RUNS BACKWARDS
Well, if you thought you'd been through some strange stuff already, wait till you arrive (leave?) at (from?) this island. You're going to star (you have just starred?) in a production of "Goldilocks and the Three Mud Devils" (scene 14, take 187 -- you must be a lousy actor!). Somehow, you're dressed for the part with a dress and golden hair. Strange, you're covered with dried mud, you just fell off your surfboard, you're undigesting your last meal, and things just don't feel right. Stranger still, someone just entered. GET ON THE SURFBOARD.
What's happening here? Simple, you're playing the part in reverse: Time flows backwards, and you must enter the command that would cause the OPPOSITE effect that you read in the preceding text. Since you fell off the surfboard, you GET ON THE SURFBOARD. That was a freebie; from here, you're on your own! Understand? I hope so because any mistake rips the fabric of time and ends the game!
Well, next, you're yelled at by the director for dropping a piece of waybread, and a large piece of waybread rises into your hand. So, DROP LARGE WAYBREAD. Next, you walk backward to the north. So, naturally, you enter south. Okay, I'm not going to waste CIS's valuable space describing everything that's going to happen (unhappen?): I'll let you see for yourself. Go southwest, JUMP OUT WINDOW, and WAIT twice.
By the sound of things, it seems that the mud devils came home, noticed that someone had been playing chess with their nuns (NICE mode), someone had been eating their waybread, and sitting in their mudbaths. The baby mud devil discovered you in his mudbath, so you jumped out the window. Let's proceed: GET IN SMALL MUDBATH, GET IN MEDIUM MUDBATH, then GET IN LARGE MUDBATH. Go up, EAT SMALL WAYBREAD, EAT MEDIUM WAYBREAD, and EAT LARGE WAYBREAD. PLAY CHESS WITH SMALL NUN, PLAY CHESS WITH MEDIUM NUN, and PLAY CHESS WITH LARGE NUN.
Okay, now that you've finished (started?) the Mud Devils' house, it's time to proceed to the end (beginning?) of the scene. Go east, OPEN DOOR, READ SIGN, and go northwest. EXAMINE PEDESTAL and go north.
Oops! It appears you arrived on the set with a BUNDEROT spell box in your hand, and you're totally out of character! GIVE BUNDEROT BOX TO DIRECTOR and GET OFF SURFBOARD.
Suddenly, time resumes its forward progress, and you're on the surfboard with a BUNDEROT spell box (bet you were wondering what this weird sequence was all about, weren't you?). OPEN BUNDEROT BOX. Now, set the surfboard dials for The Island of the Amazons (the Island with a woman on it). PUSH RED BUTTON, and get ready for some real exertion!
THE ISLAND OF THE AMAZONS
If you read the back of the game box, you've probably been itching to get to this place for a while. Your only legitimate purpose here is to get one little item, but you'll be lucky to get away alive! These women hardly ever get a man on their island; they're so desperate for one, they'll even take scrawny, nerdy sorcerers (no offense intended, Ernie!). Every time you turn around, they'll be needing your "assistance." So, resign yourself to some heavy-duty "work," and go southwest to the Parade Grounds.
You'll be greeted by the Amazon Leader who will direct you to the V.I.P. suite to the west. Go ahead: There's no sense putting off the unavoidable. After she avails herself of your "services," OPEN HOPE CHEST. Argh! Ambushed! Now you know what this Amazon was "hoping" for! After this encounter, GET SHOES, LOOK UNDER BED, FRIMP BED, and GET BONNET.
You're bound to be interrupted again while doing this. Getting tired yet? You've got to make a break for it, soon! Unfortunately, these women will never let a man leave, but a woman (or a reasonable facsimile) could sneak out. You have a choice: Die from exertion, having earned the gratitude of the Amazons, or just NEARLY die from embarrassment as you sneak past in drag! You've got the high heel shoes and bonnet, so go up through the air vent.
You're now in the S.I.P. (Somewhat Important Person) suite. There's a closet, so OPEN CLOSET and GET GOWN.
You're sure to be ambushed by the maid: Just grin and bear (bare) it; then go up again to get back to the V.I.P. suite. If you're a glutton for punishment (by now this routine is becoming just that!), open the door of the S.I.P. suite first. Next, go east to the Parade Ground, then south to the general store to be abused, this time by the shopkeeper. Afterwards, GET SWORD and LIPSTICK.
You can read the magazine in the shop if you like; it gives you the distinct impression the Sorcerer's Appliance and The Five Great Attachments have been taken to Fort Blackwand. Next, you need to make your costume change. If you're in NICE mode (nobody would be in NAUGHTY mode on THIS island, WOULD they?), you can't remove your cloak in front of the lady! Head back to the V.I.P. suite. Then, REMOVE CLOAK, WEAR SHOES, WEAR GOWN, WEAR BONNET, and WEAR LIPSTICK.
If you're lucky, you'll finish dressing without another ambush. High-tail it back to your surfboard (east and northeast) past the sniggering Amazons in the Parade Ground, then change back into your normal garb by removing the fashionable garments and wearing your cloak. GET ON SURFBOARD, and set the dials for the Restaurant at the End of The Ocean: You NEED some nourishment after what you've just been through!
THE RESTAURANT AT THE END OF THE OCEAN
Unfortunately, you're not going to have time to eat here: The popular restaurant will go from boom to bust in a few moves (remember your Ethics 101 lecture on the six stages in the life-cycle of a good restaurant?). There's a spell floating in mid-air above the water; you'll have to get it in a roundabout fashion. GET MAJJELLO BOX (watch your fingers!).
So, now that little Pygmy Shark has your spell box! Well, as long as you've come this far, go inside and check out the menu. Go north and EXAMINE MENU. Maurice, your friendly waiter, is at your service. Hm, the Pygmy Shark looks delicious, doesn't it? ORDER PYGMY SHARK. Boy, this is one hot spot! WAIT. Gee, suddenly the prices have gone up, they're cutting back on "extras," and the waiter's getting rather rude! Ah, here's your order!
Alas, you'll never be able to eat the whole thing, and they don't allow any takeouts. So, BUNDEROT SHARK (what a waste of food!). There's that spell box the shark ate (poetic justice, eh?). You've just got time to OPEN MAJJELLO BOX before the eatery goes bust and you get kicked out (you're not going to tip Maurice, are you?).
Back outside (by the Sail-Thru window), GET ON SURFBOARD, and set the dials for the latitude and longitude of The Island of the Gods! Oops, what's wrong with the right dial? You can't seem to find the latitude setting. (Oh Boy! A puzzle! A puzzle!) No problem for a wizard of your caliber: Just MAJJELLO RIGHT DIAL, set the right dial again, PUSH RED BUTTON, and you're off!
SPELLCASTING 101: SORCERERS GET ALL THE GIRLS - Part 4
THE ISLAND OF THE GODS
Through your incredible adventures, you've managed to get the necessary items to go where few mortals have gone before: the fabled Island of the Gods! Your surfboard comes to a halt at the Gateway of the Gods -- a huge portal which just happens to be locked, denying you entrance. But, you just happen to have the key to that portal, given to you by the grateful Mayor Blaise! So, UNLOCK ISLAND WITH BIG KEY, and go north twice.
Passing through the Garden of the Gods, you enter the Condo of the Gods, a beautiful lobby with apartments to the east and west. To the east is the abode of Baccarat and Bagatelle, gods of war and peace, respectively. Not much is going to happen here, the real "action" is to be found in the west apartment where Ocarina and Glockenspiel make their home.
Glock, god of ugliness, is insanely jealous when it comes to Ock, and the last thing a mere mortal wants to do is be caught alone in Ock's presence when Glock shows up. So, HIDE BEHIND DRAPES, and WAIT until Ock and Glock enter the apartment. They have a heated argument over Glock's suspicions that SOMEONE has been helping Ock do crossword puzzles (NICE mode), and that she hasn't been letting him help her with them for 67,912 weeks!
After Glock storms off in a rage, Ock sneaks out the latest puzzle, and as you WAIT, you watch her strain her brain. You have an intense DESIRE to help her, and finally you blurt out the answer to a toughie, attracting the goddess of beauty's attention. Well, you just have to continue, so HELP OCARINA WITH PUZZLE.
After a thoroughly enjoyable (intellectual) experience with Ock, she gives you a reward in the form of a GWEEK spell box. But wait! Is that Glock's heavy footstep approaching? No time to hide; you're about to become one melted mortal! Oh well, at least you can get another spell and a few points before you become ancient history. OPEN GWEEK BOX.
Glockenspiel barges in ready to toast you! But instead, he drags you outside to the Garbage Dump of the Gods, north of the Condo. A millennium's worth of garbage is accumulated here, and Glock has volunteered you to clean it ALL up! (Maybe death by lightning bolt would be more merciful.) Fortunately, you have the means to handle it. GWEEK GARBAGE DUMP, then BUNDEROT GARBAGE DUMP.
Behold! You have done what all the gods could not (or were too lazy to do): You have recycled the Garbage Dump of the Gods into the Meadow of the Gods (it should have been Ernie's Meadow, in my opinion)! In the process, you uncovered a GOBERDUNA spell box, hidden for ages. You also seem to have started an argument among the gods over the new use for the meadow. Time to make your exit. OPEN GOBERDUNA BOX, go south three times, and LOCK ISLAND WITH BIG KEY (you don't want these omnipotent, immature beings unleashed, do you?).
Now, GET ON SURFBOARD and set the controls for Fort Blackwand, where you know the Sorcerer's Appliance has been taken. PUSH RED BUTTON, and you soon arrive at the Lagoon, where the dreaded Loch Pick Monster blocks your path. No sweat! Just GOBERDUNA SERPENT, and the knotty problem is solved!
FORT BLACKWAND
Head east from the lagoon. Does this look familiar? This is the castle in the Sorcerer U. simulation lab! This time, however, you've got to get it right the first time. Okay, Equipment check: Lead-plated sword? Got the GUB, ZEM, and VAI spells from the simulator? Well, then, GUB TREE, ZEM ME, and go south. FIGHT ATOMIC DRAGON WITH SWORD, VAI IVY, then CLIMB IVY. PUSH LEVER and OPEN SHACKLES.
Surprise, surprise! The damsel in the revealing dress is Lola Tigerbelly! She's pretty bossy, Ernie; what DO you see in her? TAKE PURSE. (Hey, you've already been in drag, so what's wrong with carrying a purse?) Among other things, her purse contains a flamethrower, just what every defenseless damsel needs for the occasional mugger or kidnaper (why didn't it help her this time, you wonder?).
You must stop the fiend from using the Sorcerer's appliance to destroy the world. So, overcome your fear of the unknown, OPEN TRAP DOOR, and go down.
Before you are three gates of Bronze, Silver, and Gold. Before each gate is an "X," also wrought in Bronze, Silver, and Gold. Standing on an "X" opens the gate of its color. Unfortunately, you can't stand on all three at once. Luckily, you can tell Lola to stand on one. This still leaves you one person short. But, isn't that picture on the wall rather familiar? Nice piece of "Art!" STAND ON GOLD X. LOLA, STAND ON SILVER X. KABBUL ART. ART, STAND ON BRONZE X.
The way your heartthrob Lola reacts to Art's appearance should make your blood boil! Again I ask, WHAT DO YOU SEE IN HER? Oh, well, with all three gates open, go west where you will encounter....
THE STUNNING CLIMAX!
You enter a huge chamber wherein rests the Sorcerer's Appliance! Also, the chamber just happens to hold Professor Tickingclock, who's manacled to a wall, as well as the hideous monster who did so many horrible things, including the the despicable act of ravaging Lola! Yes, this beast must be the worst creature in all Peloria: your stepfather, Joey Rottenwood!
You may as well WAIT while Rottenwood tells his story. (Isn't that always what happens in the movies? You're forced to listen to the villain tell his entire life's story? There ought to be a law!). But, when Joey prepares (with a dramatic pause) to press both buttons on the Appliance at once, it's time for Ernie Eaglebeak to make his move!
Remember that delightful book, "Endgame Surprise," that you just haven't been able to put down? GIVE POPULAR BOOK TO JOEY. Rottenwood, instantly absorbed in the book, is no longer able to press both buttons simultaneously! He sits down, totally engrossed at the prospect of a good read, and triggers the destruct mode on the Sorcerer's Appliance! A spell box, EKSLAKSIA (spell of unloading), falls out of the machine! Tickingclock informs you that in 15 minutes (that's three moves) the Appliance will explode, taking this corner of Peloria with it; the only way to override it is to dump at seven tons of whale poop on it!
(Aren't you on the edge of your seat right now?)
Fifteen minutes: CAST BLUBBA. If you've done this before, you know the whale knocks your spell book out of your hands. With 10 minutes (two moves) left, you can't GET BOOK, OPEN EKSLAKSIA BOX, and CAST EKSLAKSIA. So, what do you do, now?
Ten minutes: You make the ultimate sacrifice: BURN SPELL BOOK. Your most prized possesion goes up in smoke as the flamethrower blasts it! Why, oh, why did you do it? (My apologies to Legend Entertainment and Steve Meretzky: I have to give away this little secret from the manual). If you open a spell box in the presence of your spell book, it goes into the book. Otherwise, the spell is cast and lost.
Five minutes: OPEN EKSLAKSIA BOX. The spell, with no direction, has the general effect of causing everyone (including the whale) to dump their loads. The Appliance's destruct sequence is aborted, everyone is free -- the entire Sorcerer U. gang, your mother, and Rottenwood (who slinks away). The Appliance is taken through a portal to the sequel, and Tickingclock transports you all back to the University. Lola runs off to Balmoral City to shop, you get hit with a huge tuition bill, reprimanded for using level 5 spells, and advanced out of Spellcasting 101 to return in SPELLCASTING 201: THE SORCERER'S APPLIANCE.