Enchanter (Walkthrough)
ENCHANTER
1 Village, Cell, Portrait, Altar, Jewelled Box
2 Bedroom, Turtle, Egg, Frog, Adventurer
3 Guarded Door, Translucent Room, Library, Stairs, Krill
ENCHANTER: Part 1
You, a young enchanter, stand at the point of decision. You have been sent by the Enchanter's Guild to destroy Krill, the Evil One! Thus begins the story of ENCHANTER, the first in a trilogy from Infocom.
Go southeast twice, then northeast to the Deserted Village. Standing before you is a disheveld hut. Go south into the hut. You can't see much except for a pile of rags that seems to be alive! It hands you a scroll and somehow pushes you back outside the hut! Read the scroll then GNUSTO the spell into your spellbook. Go southwest, northwest twice then northeast. You find yourself in front of a shack. Go north into the shack and get the Jug and the Lamp. Open the oven and get the Loaf of Bread. Now to find you a source of water to drink.
Leave the shack and go northeast, southeast, and northeast again to the Shady Brook. Fill your jug with water here. When you get messages about being thirsty or hungry, eat the bread or drink the water. Your bread supply is limited to the one loaf, but your water supply is endless!
Go southwest, southeast and east twice. You are standing outside the western entrance to the Castle! The place gives you the creeps, but you must enter! Learn your REZROV spell, then REZROV the gates. As they swing open a blast of cold air assails you. Go east inside the gate then FROTZ your lamp. You can FROTZ anything, including yourself! So if you find yourself carrying too many items, you can always drop the lamp and FROTZ something else as a light source.
Go north twice to the Northwest Tower and go up the stairs. Inside you find a beautiful Egg! Take the egg and go back downstairs and south four times to the Southwest Tower. Go east and and downstairs to the Dungeon. Open the cell door and go north into the cell. If you examine the walls, you'll see a loose block. Removing the block reveals a dark passage! Go east into the passage. You see a Stained Scroll! Read the scroll then GNUSTO the spell into your spellbook. Leave the spoon...it's just window dressing.
Go west, south and up the stairs to the South Hall. Drop your lamp (or other light source) and go east into the Gallery. If you'd been carrying your lamp, you wouldn't have seen this spectacle! One of the paintings is glowing! Move the painting aside and you see a black candle burning and a Black Scroll! Take the scroll only (you don't need the candle) then go west and collect your lamp. Read the scroll then GNUSTO it into your spellbook.
Now for the scariest part of your adventure! Go north into the closet. If you're hungry or thirsty, take care of those problems now. Learn OZMOO then OZMOO yourself and drop everything (yes, everything!) you're carrying. Go north and east two times. You find yourself at the center of an ancient Temple! It is obvious that its use was for sacrifices! Suddenly behind you, you hear a low noise and hundreds of creatures capture you and throw you into a cell! Alas, you've been captured! But fear not! Wait once. Eventually, you are carried from your cell and thrown on the Altar! You see a jewelled knife being plunged into your chest! But, remarkably, you feel no pain and pull it out! Luckily, the creatures take no notice of your seeming immortality and you are able to escape unheeded! Go down, west twice and south back into the Closet.
All your possessions are right where you left them! Cut the ropes on the jewelled box with the dagger. As the rope is cut, it seems to be alive and squirms away from the box, lands on the floor, then disappears! Upon opening the box, you find a Vellum Scroll! Get everything you can carry, read the scroll then GNUSTO the spell into your spellbook. If you can't carry the box or the knife, leave them here. But be sure you have your spellbook, the lamp, the egg, the jug of water and the loaf of bread.
ENCHANTER: Part 2
Right about now you may start getting "You're tired" messages. It's time to find someplace to go to sleep! Go south, west and up the stairs. You find yourself in a round bedroom with a huge, soft four-poster bed! Go to bed and soon you are asleep! During the night, you have a strange dream about a damsel carrying a scroll and hiding it in the post of the bed! When you awaken, get up and examine the bedpost. Amazingly, you see a button underneath the outline of a small compartment! Push the button and the compartment opens revealing a Gold Leaf Scroll! Read the scroll then GNUSTO the spell into your spellbook.
Go downstairs and east three times, eating and/or drinking as necessary. At the South Gate, go south then southeast to the Beach. Lumbering along the sand is an enormous turtle! Learn NITFOL then NITFOL the turtle. The turtle lifts its head and says "Hello" to you! No time to chitchat now, though! Tell the turtle to follow you then go northwest, north and east to the Southeast Tower. Go upstairs. The noise in the Engine Room is horrible! Screeching, pounding, grinding noises issue from an Infernal Machine in the room. You can see something that might be a scroll laying across the room, but trying to get it yourself would be fatal! If the turtle isn't with you, wait until he arrives. Learn EXEX then EXEX the turtle. He shimmers and trembles for a moment but doesn't seem to notice.
It is important that you give the turtle a multiple command now since he may not be able to hear you when he gets across the room. Tell the turtle to go southeast, get the scroll, and to go northwest. The turtle's rapid movements seems to have made the machine speedup! But he's so speedy he dodges the pounding hammer easily! He races across and picks up the scroll, then turns around and heads back! His return sets off a trap, though, and spears fly at him from all directions! Luckily, his shell protects him and he races back to you, drops the scroll at your feet and says "Not bad, huh?" Thank him, get the scroll and go back downstairs. This is one of the "Powerful" scrolls. You can read it, but because of its complexity, you cannot GNUSTO it into your spellbook. You must carry it with you the rest of the game.
Go west four times, north four times and east to the Hall of Mirrors One. We're going to pass through the Halls of Mirrors the first time no matter what happens! Just ignore the Adventurer if you see him. We'll deal with him later! Go east four times to the North Gate. Learn REZROV then REZROV the gate. Go north into the forest. There, laying beneath a tree, is a Crumpled Scroll! Get the scroll (you won't need to GNUSTO it since we'll only be using it once). Learn REZROV again then REZROV the egg. The egg opens but unfortunately, as it is opened, a series of shredders, knives and other cutting implements have shredded its contents...another Scroll!
Ah, not to worry! The scroll you've just found will fix it! Read the scroll then KREBF the Shredded Scroll. As you cast the spell, the Crumpled Scroll disappears, but the Shredded Scroll is now whole! Read the scroll then GNUSTO the spell into your spellbook. Keep the egg, though, you'll need it later on.
Go east into the Swamp. Lounging around on lily pads is a group of frogs, croaking about who knows what! Learn NITFOL then NITFOL the frog. It pauses briefly in its conversation and says "Hello". Suddenly you hear the frogs say "Look under the lily pads"! Amazing! When you do so, you see a Damp Scroll! Get the scroll, read it, then GNUSTO the spell into your spellbook.
Learn both ZIFMIA and VAXUM and go west, south and west into the Hall of Mirrors Four. Eat and drink as necessary. Keep going east and west until you see the Adventurer wandering around. When you see him, ZIFMIA the poor guy. He suddenly appears before your eyes looking a bit bewildered and a whole lot afraid! Quickly VAXUM the adventurer and he calms greatly! He eyes your possessions intently. Wonder what he wants? Must be that Jewelled Egg! Let's make him earn his reward though!
ENCHANTER: Part 3
Go west until you reach the North Gate. The Adventurer should be following you. Don't give him anything yet or he won't follow you! Go east to the Guarded Door. What a horrible sight! All those tentacles, the sign, the gargoyles! Who'd make such an awful thing! Don't panic, though, calmly (if you can!) tell the adventurer to open the door. He looks at you nonchalantly and calmly ignorning all the horrible things happening to him, opens the door and enters!
Go north into the Map Room and look at the Adventurer. He may have picked up the items he found in the Map Room before you arrived. But, if you give the adventurer any "treasure" items you're holding and then get the pencil and the map, he should give them to you. Leave the Purple Scroll. It's not necessary for completing your quest. Check your inventory at this time too. You should be holding the pencil, the map, the Brittle Scroll, a lamp (or other light source), the loaf of bread, jug of water and your spell book.
If you're getting tired, you can sleep anywhere, but you'll have weird dreams!
Go south, west six times, south four times, east and down twice to the Translucent Room. What an odd room! The walls are creamy and thin. The exit to the south is perfectly round and pitch black! This is perhaps the toughest puzzle in the game. What you're actually looking at is a black pencil mark! If you read your pencil, you'll see it's magic! Now read the map. The map consists of a series of lines connected to letters. You're standing at point "B" right now. Your pencil only has two draws and two erases left to it. So follow closely and don't get lost! We're off to trap a Demon!
Go south through the hole, east, northeast and southeast. Now draw a line from Point "F" to Point "P". Suddenly a black hole appears on the southwest wall! You feel something incredibly evil lurking close to you. But don't despair! Go southwest twice and erase the line from Point "R" to Point "B" and also erase the line from Point "M" to Point "V". With that out of the way, look around the room. You see a Scroll emanating great power here! Right now, though, your load is too heavy to pick it up. Drop your lamp then learn FROTZ and FROTZ the jug. If you've been drinking your water all along, the jug should be about empty. After we're through here, we'll go fill it up again.
Get the Powerful Scroll. You cannot GNUSTO it into your spellbook, though, because of its strength. You'll have to carry it with you until you need to use it. Go northeast, northwest twice and draw a line from Point "J" to Point "B" and go west through the new opening you've made. As you do so, you hear an anguished cry as the Demon you've trapped with your line drawing and erasing realizes its plight!
Go up twice to the South Hall, then go west, north twice, and west twice to the Western Road. We're going to refill the jug now. Go west, northwest, and northeast to the Shady Brook. Fill the jug and go southwest, southeast, and east three times back inside the gate. Time to wrap up your quest with a visit to the library!
Go north twice to the Northeast Tower, and east five times to the North Gate. Learn MELBOR then MELBOR yourself. Go south into the Library. As you enter the library you hear voices to the south. If you're thirsty or hungry, drink or eat as needed. If you run out of bread at this point, don't worry. You're almost through!
Look at the floor and you see rat tracks! Follow the tracks to the hole and reach inside the hole. You've found and taken a Frayed Scroll! Right about now, the voices you heard burst into the room! Since you've MELBOR'ed yourself, though, they don't take much notice and soon leave. Go north to the North Gate, learn MELBOR and MELBOR yourself once more (just to be on the safe side), then read the Frayed Scroll and GNUSTO the spell into your spellbook. Time to vanquish Krill!
Go south twice to the Junction. Drop everything except the spellbook, the Brittle Scroll and the Powerful Scroll. If you're sleepy, sleep here. When you wake up, eat (if you have any bread left) and drink from the jug. Drop these items but retain your spellbook and the two scrolls.
Learn the following spells: GONDAR, CLEESH, and FROTZ. Now go east onto the landing then east again. It's pitch black in here! FROTZ yourself...reaching up and down as far as you can see is an Endless Stairway! If you read the KULCAD spell, you'll see that it removes the illusions caused by great magic! This is obviously some trick played by Krill to keep himself safe! KULCAD the stairs. As the Brittle Scroll disappears, the stairway you're standing on begins to dissolve, leaving you standing on thin air! Blast! You find yourself falling toward a pit that is several hundred feet away!
As you freefall towards your certain doom, you try to grasp the last fading bannister! This, too, soon disappears and is replaced by an Ornate Scroll! Quickly read the Ornate Scroll. Thank goodness it's a scroll that causes you to fly! IZYUK yourself! Whew! At least you're not falling any more! You flap your "wings" and gently rise back up to the place where the landing used to be. Go east through the door.
As you "float" through the door, you come face to face with Krill! As he practices his illusions and other powerful spells, he takes notice of you and in a deep, powerful voice scoffs at you and calls you unpleasant names. As a final show of his contempt for you, he snaps his fingers and a huge fire breathing dragon appears before you!
Quickly GONDAR the dragon! From nowhere a torrent of water quenches the fire from the dragon and it disappears with a scream! Krill appears amused at your spell and snaps his fingers once more. This time, a battle-axe bearing monster appears and advances toward you! CLEESH the shape and it turns into a somewhat amusing newt! The battle-axe, unsupported, falls to the floor, neatly slicing the newt in half!
Krill has finally lost all his patience and begins to chant a spell, the likes of which shake the very tower you're standing in! Without a moment to spare, GUNCHO Krill! As the first words of the GUNCHO spell reach his ears, he falls back and tries to continue with his spell. However, the GUNCHO spell is far too powerful for him and eventually, he screams, speaks a spell of power, and disappears! As Krill's evil magic loosens its hold on the Castle, the surrounding towers (including the one you're standing in!) begin to dissolve and disappear! You feel yourself falling...falling....
Suddenly you see a burst of light and find yourself back within the Circle of Enchanters! Belboz rises and speaks about how Krill's evil has been ended by you, a novice, and allows you entrance to the Circle of Enchanters! Congratulations!
ENCHANTER is copyrighted by Infocom, Inc., 1984.