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                         BALANCES WALKTHROUGH
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"Balances" is a very short game, written by Graham Nelson to demonstrate
the capabilities of the "Inform" parser and to show that anything that
Infocom could do, he can do too.  However, sufficient people seem
interested in playing "Balances" seriously for it to be worth writing a
solution (after all, "Balances" is considerably longer than some of the
games to be found at the IF Archive!).

The magic system is much the same as that in the Infocom trilogy
"Enchanted", "Sorcerer" and "Spellbreaker".

"Spellbreaker" had a number of featureless white cubes that could be
written on; it also had a boneyard, a bazaar and a magic carpet (though
the carpet was more difficult to operate than the one in "Balances"!).

The "filfre" spell to "produce gratuitous fireworks" is a reference to
the scroll in Infocom's "Beyond Zork" that displayed the names of the
authors of that game.

As "Balances" is a demonstration game, the source is available from the
IF Archive at ftp.gmd.de in the directory

   /if-archive/programming/inform/examples/

and should be readable even to people who have never programmed in
Inform.

Gareth Rees <[email protected]>, 12/94

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We should get get started with some information about the background to
the game:

   inventory
   examine book
   who is helistar
   what is the great change
   what is a magic burin

Then we should do what every seasoned adventurer does, and search
everything in sight:

   search furniture

thus uncovering a cedarwood box, which is locked.  But a magic spell
comes to our aid:

   learn rezrov
   rezrov box
   examine box
   look in box
   get grimoire from box
   examine grimoire
   what is a grimoire

"grimoire" is another word for "spell book", no doubt to prevent the
game having to ask you which spell book you mean every time you read
one.  Helistar's grimoire contains a "lleps" spell that may be cast upon
spells you have memorised, and turns them into spells that have the
opposite effect.  For example, you could learn the "mortin" spell (that
causes the immediate death of the caster), "lleps mortin" and then
"mortin", in which case you will have ensured your resurrection in the
event of sudden death.

This is a walkthrough, and we're not intending to die, so there's no
need for that (but if you're curious, see the end of the walkthrough).

Now it's time to set off on the quest.

   out
   north
   north

Our explorations have come to a sudden stop.  But we know what to do!

   search oats
   examine shiny scroll
   gnusto it

Now we have a spell to make animals grow wings, so following the example
of Bellerophon, we grow ourselves a Pegasus and fly away on it:

   learn bozbar
   bozbar horse
   mount horse

We've discovered a featureless white cube, but we can't take it yet.
Instead, we can explore in search of some help:

   north
   learn yomin
   yomin tortoise

"Somewhere inside the tortoise is a sense of wonder at the amazing blue
canopy of the sky".  It would be hard to have been given a clearer hint!

   learn bozbar
   bozbar tortoise
   get chewed scroll

We're not quite finished with the tortoise, yet.  If you hang around for
a few turns, you'll see a tortoise feather fall to the ground.

   take tortoise feather
   northwest
   take sapphire
   examine it
   spells
   examine book

I'm not sure I really understand the reasoning behind the sapphire
puzzle (perhaps it was a late night when Graham was writing it), but
staring into the sapphire has implanted into your mind the "caskly"
spell (for causing perfection).  In connection with the chewed scroll,
it is obvious what to do:

   caskly chewed scroll
   examine torn scroll
   gnusto lobal

So now we have a spell for sharpening hearing, which will come in handy
later.  In the meantime, we could pick up another useful object:

   north
   take carpet
   south

and then enter the cave (but not before we have provided a light
source):

   learn rezrov
   rezrov door
   learn frotz
   frotz burin
   west

We have acquired out first cube!  There will be others (such as the one
we saw back at the snake), so we need to write a label on it to identify
it.

   take cube
   write balance on cube

Then we need to get the scroll.  However, the cave won't let us leave
unless the scales are restored to balance, and the scroll happens to
weigh just as much as the different in weight between a bronze and a
gold (or silver) coin.

There are two solutions.  We could take the scroll and the bronze coin,
and leave the silver coin in place of the bronze.  But we'll need the
silver coin later, so that's a bad idea.  Luckily, it turns out that the
tortoise feather weighs exactly the same as the scroll:

   take crumpled scroll
   put feather on left pan
   examine crumpled scroll
   gnusto urbzig

The "urbzig" spell, to "turn a dangerous object into a harmless one", is
just what we need to deal with the snake:

   out
   southeast
   south
   learn urbzig
   urbzig snake
   get cube
   write snake on it

Now we need to take a ride on the magic carpet, but since it'll take us
to a place where the brandishing of spell books is forbidden, we had
better learn the spells we need in advance:

   learn yomin
   again
   drop carpet
   get on carpet

A third cube is one of the prizes in the lottery, and since we haven't
much money to waste, we'd better cheat by reading the mind of the poor
barker:

   give silver coin to barker
   yomin barker
   again
   get ticket 2306
   give it to barker
   get ticket 5802
   give it to barker
   write lottery on featureless cube
   get on carpet

There doesn't seem to be very much to do now, but we haven't used the
"lleps" spell yet!  It might be worth stopping to consider how the
"lleps" spell might affect the spells you know about, and experimenting.
The opposite of "frotz" causes darkness; the opposite of "yomin" allows
other creatures to read your mind; the opposite of "rezrov" closes and
locks doors; the opposite of "bozbar" removes wings from an object if it
has any; the opposite of "lobal" causes deafness; and the opposite of
"urbzig" turns a harmless object into a dangerous one.

This last spell sounds the most promising.  Let's try it (but not on an
object we're carrying, which is lethal):

   get off carpet
   drop elephant
   learn urbzig
   learn lleps
   lleps urbzig
   urbzig elephant

Oops!  The cuddly toy elephant is replaced by a dangerous cyclops with a
mace.  Or is it a cyclops with a dangerous mace?  Let's find out which:

   learn urbzig
   urbzig cyclops
   learn urbzig
   urbzig mace

Obviously the latter!  Now we have a fourth cube.

   get cube
   write cyclops on it
   what is a cyclops

Now it is time for the endgame, which involves getting into the giant
cubical temple.  Let's spy on the monks:

   east
   examine temple
   listen

The chanting is too faint to make out?  We know what to do about that:

   learn lobal
   lobal me
   listen

The monks tell of "one who will some day enlighten their order".  Could
this be a terrible, terrible pun?

   learn frotz
   frotz temple

I think so.  Lots of disgruntled players complained on
rec.games.int-fiction about this puzzle!  Anyway, there's not much left
to do:

   examine podium
   clean podium
   examine top left socket

Obviously the puzzle is to put the cubes in the correct sockets.  It was
a good thing we labelled them, because otherwise we wouldn't know what
to put where.

   put lottery cube in top left socket
   examine top right socket
   put cyclops cube in top right socket
   examine bottom right socket
   put balance cube in bottom right socket
   examine bottom left socket
   put snake cube in bottom left socket

And we have won!

Perceptive players will have noticed that by following the above script
we have scored 50 out of 51 points.  The traditional "last lousy point"
may be scored by finding the "filfre" spell and casting it; to do so we
could try the following commands near the start of the game:

   learn mortin
   learn lleps
   lleps mortin
   mortin
   learn mortin
   mortin
   get worthless scroll
   examine it
   gnusto filfre
   learn filfre
   filfre
   north

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