Enchanter (Activision and Infocom/Infocom)

Last modified on April 9th, 2005

Enchanter

Hints

  1. The Jeweled Box: Think sharp... you might have to risk your life for this one, but the sacrifice is worth it. Get the point?
  2. The Engine Room 3: Do like Dr. Dolittle, only get a substitute... teacher.
  3. The Gallery: Too much light is bad for the eyes, dreamer.
  4. The Adventurer: First, get his attention (why not give him a call?). Then, get on his good side.
  5. The Guarded Door: You'll get by with a little help from your friends.
  6. The Map: This is child's play. Have you been below the dungeon? And don't chew on the pencil!
  7. The Guncho Scroll: Remember that a pencil has two ends, and two functions. Don't be afraid to let the cat out of the bag, so long as you can close the bag again.
  8. The Winding Stairs: Bet you didn't know your character was a mime.

(Solution)

From the Fork in the road, go northeast and then north. Open the Oven and Get the Bread. Get the Jug and Lantern. Now go south, east, southeast, and then northeast and drink the water. Get water and go southwest, southeast, southwest twice, and then south. An old hag will give you a scroll. Throughout the game you will be finding these spell scrolls. Some spells you will never need. Some you may need to use more than once. You write the ones you need to use more than once in your spell book - "FWEEP" is one of these, so read the Scroll: GNUSTO FWEEP. Go northeast twice, and then east twice. Memorize FWEEP. FWEEP the gate and go east.

You have reached the castle. Whenever you feel hungry or thirsty, drink the water or eat the bread. Now Read the Book and memorize FROTZ. FROTZ the Lamp, and go south twice, then east, and south. Open the door, and go north. Read Writing and remove Block. Go eat and get and read the Scroll: GNUSTO EXEX. Go west, south, and up, and drop all. Now go east and get the Lighted Portrait and Scroll. Go west and get all. Read the Scroll: GNUSTO OZMOO. Go north twice, then east. Memorize OZMOO, and go east. OZMOO Me.

Wait for a couple of turns by typing "L" or "I". You will now be sacrificed, but the OZMOO spell will keep you alive! Now go down and open the south door. Go south and get all. Go north, west twice, and south. Cut the rope with the Dagger. Open the Box and Get and read the Scroll: MELBOR Me. Go south, west, and up. Get in bed and Sleep.

You have now protected yourself (to a degree) against the powerful magic of Krill. This allows you to at least face him and use the powerful KULCAD spell. At the moment, you should pay attention to the dream you have. Notice the Princess who seems to hide a scroll in the bedpost. When you awaken, get out of bed and examine the Bedpost. Push the button and get and read the Scroll: GNUSTO VAXUM. Now go down, east three times, south, and southeast. Memorize NITFOL. NITFOL Turtle. Memorize EXEX. EXEX Turtle

Now you have a supercharged Turtle! By the way, if you ever get sleepy from here on, just type in "Sleep". Now you want the Turtle to follow you, so say "Turtle, follow me" and then go northwest, north, east, and up and say "Turtle, southeast, get Scroll, northwest" and You've got the KULCAD spell!

Get the Scroll and say "Turtle, stay". Go down, west, north four times, and follow the tracks. Reach in the Hole and read the Frayed Scroll. Now go north and memorize FWEEP. FWEEP the gate. Go north and get and read the Crumpled Scroll. Go south, west five times, and up. Memorize FWEEP, then FWEEP the Egg. KREBF Shredded Scroll. Get the Scroll and go down. Memorize VAXUM and go east.

Now you should mess around in the Hall of Mirrors until you see the ZORKING Adventurer. You should then ZIFMIA Adventurer and VAXUM Adventurer. Show the Dagger to the Adventurer. Now go east until you are in the Guarded Room and point at the door. Go north and drop all but Bread, Jug and Lamp. Get the Map and Pencil and go south. Close the door.

It is very important that the adventurer does not take your spell book, your Brittle Scroll or your Frayed Scroll. If he has, you must restart the game at the last saved game, and be sure you close the door to the room so he doesn't get those three items while you are off defeating the Great Terror!

If you now look at the map, you will notice that it maps the strange translucent rooms you find below the dungeon. If you noticed the tunnels connecting the rooms down there, they were perfectly round and made of carbon. Well this magic map can make and erase these magic tunnels just by you drawing and erasing lines on the map! However, you only have a couple of lines worth of pencil left, so you have to use it wisely! The Scroll you need in order to defeat Krill lies in the room marked "P" but so does the ultimate evil terror, who is guarding it. The idea is to release this creature by creating a tunnel to "P", but to trap the terror in other rooms before it gets a chance to escape the translucent rooms and join forces with Krill!

First, get down to the first room below the dungeon. Go west six times, south four times, east, south, down, south, east, northeast, and southeast. Connect F and P and go southwest twice. Get the Scroll and erase B and R, and erase V and M, Go northeast, then northwest twice, and connect B and J. Go west and read the powerful Scroll. Go up twice, east twice, north five times, and east. Open the door and go north. Drop the Map and Pencil. Get all but Map and Pencil. Go south, west, south twice, and east twice. Now to undo Krill's magic stairs and get the bastard!

Memorize VAXUM. KULCAD Stair. Read the ornate Scroll. IZYUK Me. Go east and GONDAR Dragon. VAXUM Being. GUNCHO Krill. The End!

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