<!--
	Title: (A Walkthru) Spellbreaker, Part 2
	Author: Mark Revesman
	Source: QuestBuster, v3(10)
	Date: October 1986
	Transcription by Steve Derby
-->

<p class="center"><a href="/library/questbusters-spellbreaker-walkthru">[continued from the September issue]</a></p>

This is the classic twelve ball puzzle, in which you have three weighings on a
balance pan to determine which ball is different In this case, you use JINDAK to
indicate brightness instead of a pan to indicate weight. (the brighter pile does not
necessarily contain the correct cube.) The logic is as follows:

<ol style="list-style-type: upper-alpha;">
<li>Take xl, x2, x7 and x8. JINDAK. Go to either step B) or C).</li>
<li>If the piles glow identically, the correct cube is one of those you removed, in which
	case you:
	<ol>
	<li>Put xl in the first pile. Put x2 in second pile. JINDAK.</li>
	<li>If the piles glow identically, then the correct cube is x7 or x8; otherwise the
		correct one is xl or x2. Regardless, take xl and put x7 in first pile. JINDAK. Go to
		either a), b), c) or d).
		<ol style="list-style-type: lower-alpha;">
		<li>If the piles were identical and aren't now, then x7 is correct</li>
		<li>If the piles were identical and still are, then x8 is correct</li>
		<li>If the piles were not identical and still aren't, then x2 is correct<br>
			. If the piles were not identical but are now, then xl is correct</li>
		</ol></li>
	</ol></li>
<li>If the piles do not glow identically, then the correct cube is one of the
	remaining eight (x3, x4, x5, x6, x9, xlO, xll, x12).
	<ol>
	<li>Remember which pile is brighter.</li>
	<li>Drop all cubes.</li>
	<li>Take x3, x4, xlO, xll and x12. Put x3 and x4 in second pile. Put xlO in first
		pile. Note that the eight cubes left are in three sets: those that are in no pile (xll
		and x12); those that have switched piles (x3, x4 and xlO);
		and those that have remained in the same piles (x5, x6 and x9). Go to either 4), 5) or 6).</li>
	<li>If the piles are now identical, then the correct cube must be in no pile (xll or
		x12). Therefore, take x3. Put xl 1 in second pile. JINDAK. Go to a) or b) below:
		<ol style="list-style-type: lower-alpha;">
		<li>If the piles now glow differently, the correct cube is x 11.</li>
		<li>If the piles are still the same, the correct cube is x12.</li>
		</ol></li>
	<li>If the piles still glow differently, and the same pile is still brighter, then the
		correct cube must be one that has remained in the same pile (x5, x6, or x9). Therefore,
		take x5 and x9. Put x9 in first pile. Put x12 in second pile. JINDAK. Again, the
		three remaining cubes are in three sets: no pile (x5), remained the same (x6) and
		changed piles (x9). Go to a), b) or c) below:
		<ol style="list-style-type: lower-alpha;">
		<li>If the piles no longer glow differently, the correct cube is x5.</li>
		<li>If the piles glow differently with the same pile still brighter, the correct cube
			is x6.</li>
		<li>If the piles glow differently but with the other pile brighter, the correct cube
			is x9.</li>
		</ol></li>
	<li>If the piles still glow differently, but with the other pile brighter, theri the correct
		cube must be the one that changed piles (x3, x4 or xlO). Therefore, take x3 and
		xlO. Put xlO in second pile. Put x12 in first pile. JINDAK. Again, the remaining
		three cubes are in three sets: no pile (x3), remained the same (x4) and changed piles
		(xlO). Go to a), b) or c) below:
		<ol style="list-style-type: lower-alpha;">
		<li>If the piles no longer glow differently, the correct cube is x3.</li>
		<li>If the piles glow differently with the same pile still brighter, the correct cube is x4.</li>
		<li>If the piles glow differently but with the other pile brighter, the correct cube is xlO.</li>
		</ol></li>
	</ol></li>
</ol>

BLORPLE the correct cube (the "x#" cube identifed above) [490]. Take key and book
and burin. Down. Write "sand" on "x#" cube. Unlock cabinet with key. Open
cabinet Take vellum scroll [500.]. Learn BLORPLE. Learn BLORPLE. Put book
in cabinet. Close cabinet Lock cabinet with key. REZROV door. BLORPLE
"sand" cube [525].

Put all in zipper (you may want to drop all but the cubes, burin, knife and vellum
scroll; this is not necessary, but time is of the essence in the next room). Carry the
vellum scroll, burin, "magic" cube and zipper (containing all the other cubes and
the knife for light).

Up. Take sack. Enter zipper. Close zipper. Open sack. Take flimsy scroll
(GIRGOL). Copy GIRGOL to vellum scroll (you must be holding "magic" cube.
Drop flimsy scroll. Transfer everything from the zipper to the sack (nothing but the
flimsy scroll may remain in the zipper, but you will have to act fast or you will die of
hypothermia; the best bet is to keep track of everything you have and pick them up
by name; i.e., take "water" cube and "earth" cube and .... Put all in sack. Take key
and "light" cube ... etc.)

Once everything is in the sack, take the "magic" cube (or never put it in the sack).
BLORPLE "magic" cube [550). Take vellum scroll and knife. East. Wait. Hit
figure (this ensures that he paralyzes you with plenty of time to recover). Wait until
the figure "prepares to jump into the hypercube." GIRGOL. Take "magic"
cube. Put knife (or any non-magical object) into the tesseract [600].

There now, wasn't that easy?
