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- THE ENCHANTER Part One
-
- Welcome to the wonderful world of Enchanter! Before we start, a few words
- about the game: first, it helps to make a map as you go along. You will not
- be visiting all the locations, and if you make a misstep somewhere, having
- a map will save you a lot of time and trouble. Second, you will need to have
- food and water with you most of the time. Make sure you eat and drink when
- the program warns you that you are hungry and thirsty. Also, keep in mind
- that, if your water supply runs out, you can always get more, but once the
- bread is gone, you won't be able to obtain more food. So, don't go too far
- astray, or you might starve to death! Finally, remember to save the game
- every once in awhile, especially before doing anything dangerous!
-
- Ok, the game begins with your being summoned by Belboz to a council of
- the Circle of Enchanters. You are told that you must put an end to Krill, a
- nasty and powerful Wizard, after which, with your trusty spell book, you are
- sent into the game proper, where you find yourself at a fork in the road.
- From there, go NE, then North, and you will be in a shack. Get the jug and
- the lantern, then open the oven door and get the bread. You have food, now
- you need some water.
-
- Go South from the shack, then NE, SE, NE to the Shady Brook. Here you
- fill your jug with water. Head SW SE to another fork in the road, and from
- there SW SW to a deserted village. Well, almost deserted. There's one place
- that seems to be inhabited. You head South, and run into an old crone who
- hands you a spell scroll, and pushes you back out the door again. This
- scroll has the REZROV spell. Use the GNUSTO spell to write it into your
- spell book, then learn the spell. Now, go NE NE, and you're back at the
- fork. From there, head along East until you come to the outer gate of
- Krill's castle. REZROV the gate, then continue East to the inside gate.
-
- Learn the FROTZ, NITFOL, and REZROV spells. FROTZ the lantern, then go
- North twice to the tower, and then Up the tower steps to the Jewel Room.
- There is an egg here, with all manner of little switches and doodads on it.
- You could actually open the egg by figuring out the proper sequence, but
- that isn't necessary. REZROV the egg, and it will open, to reveal a shredded
- scroll. There is no way to avoid this, even if you opened it by hand. Don't
- worry about that, however. Just get the scroll, and drop the egg. Learn
- REZROV once more (very handy, that spell!), then go Down to the Tower, and
- from there due East through the four Mirror Rooms to the North Gate. REZROV
- the gate.
-
- Now move out North through the gate to the Woods. Here you find another
- spell scroll. This is the KREBF spell, which will repair the shredded
- scroll. You will only need this spell once, so you don't really have to
- GNUSTO it. In any case, cast the KREBF spell on the shredded scroll, which
- will be restored and usable. The spell on this scroll is ZIFMIA. GNUSTO that
- one, then walk East to the Swamp. NITFOL the frogs, who will tell you how to
- get the CLEESH spell. GNUSTO that one, too.
-
- Now, return to the North Gate, and from there go back West through the
- Mirror Rooms to the Tower, and then from there due South until you come to
- the SouthWest Tower. Go East to the South Hall, then South to dungeon. Open
- the cell door and enter the cell. Examine the walls. Aha! A loose block!
- Move the block, and you will be able to move East into a secret room. There
- is another spell scroll here, the EXEX spell. Get the scroll and GNUSTO the
- spell. You will also find a silver spoon here, but that item is just "window
- dressing"; it has no useful purpose in the game, you should leave it behind.
- Now go back West, then South and Up to the South Hall again.
-
- Drop everything you have, and go East into the Gallery. In the dark,
- you will see that one portrait is lit up. Move that, and you will find a
- black candle and a black scroll. The scroll holds the OZMOO spell. Get these
- items and return West. Pick up your supplies (you won't need the lantern if
- you take the candle), then GNUSTO the OZMOO spell. About now, you're
- probably feeling a bit tired. Go West to the Tower, and Up the stairs. Well,
- look at that! A comfy featherbed. Get into bed and drift off to sleep.
-
-
- THE ENCHANTER Part Two
-
- While you sleep, you have a dream. The dream is an indication of the
- location of another scroll. When morning comes, get up, then examine the
- bedpost. Aha! A hidden switch! Press it, and a compartment will open up,
- revealing the VAXUM spell. Get that scroll and GNUSTO the spell. It will
- soon be time for you to get yourself killed (among other things), so learn
- the OZMOO, NITFOL, and EXEX spells.
-
- Go down the stairs, the head East until you come to the South Gate. Go
- South from there to the meadow, then SE to the Shore. Here you will see a
- giant turtle with a rainbow-colored shell. Cast NITFOL on the turtle, then
- tell him to follow you. Return to the South Gate and go East from there to
- the base of the SouthEast Tower. Go up the stairs, and you will be in the
- Engine Room, which is full of all sorts of dangerous and incomprehensible
- machinery. Cast EXEX spell on the turtle, then tell him to go SE and get the
- scroll.
-
- The speed spell will make him fast enough to dodge safely through that
- room into the Control Room, where the Kulcad spell scroll is. On his way
- back, he'll set off a trap, but his heavy shell will protect him. You
- couldn't have managed it, because you have no protection from the sharp
- spears. The turtle will give you the scroll, then return to the beach. The
- Kulcad spell is too powerful for you to GNUSTO, so you'll have to just hold
- on to the scroll until you need it. And now, it's time for you to die.
-
- Go down the stairs, then West to the Hall and North to the Closet. Pick
- up the Jeweled Box and continue North to the Courtyard. Don't bother trying
- REZROV on the Box; even that spell isn't powerful enough to open it. Just go
- East to the front of the temple, drop everything you have, then go East once
- more. You will be captured and put in a cell to await a sacrificial
- ceremony, at which you will be the guest of honor.
-
- Now, OZMOO yourself, and Wait. The creatures will soon come for you,
- and you will be offered up on an altar and a knife plunged into your heart.
- Because of the OZMOO spell, you won't really be dead. However, you now have
- the means of opening the Jeweled Box. Once you are on your feet again, step
- down from the altar, amd go East back to the courtyard. Cut the rope, then
- open the box and get the MELBOR scroll. Pick up the rest of your possesions,
- and GNUSTO the MELBOR spell.
-
- Now, learn MELBOR, VAXUM and ZIFMIA, then head West, West to the Inside
- Gate, and from there to the Mirror Rooms. Here you must wait until you see
- the Adventurer on the other side of the mirror. At that point, ZIFMIA
- Adventurer, and he will appear before you, a little bit upset. Since you
- have a move to spare here, MELBOR yourself, then VAXUM the Adventurer, who
- will now be very friendly towards you. He will also be looking at your
- inventory with covetous eyes.
-
- As soon as he's been VAXUM'd, head directly East until you come to the
- Guarded Room. Don't worry, your new friend will follow you along. Once at
- the door (and you should carefully read the description of it; it's really
- amusing), tell the Adventurer to open it. He will do so, and the illusions
- of monsters will disappear, revealing only a plain wooden door. Go North
- through the door into the Map Room.
-
- Here is one of those variable things in the game. There are several
- objects in this room, two of which, the map and the pencil, are crucial to
- your success. Sometimes, the Adventurer will pick up one or both of these
- items. You must get them back from him before he leaves, or you may never
- catch up to him again, in which case the game is lost. If the Adventurer
- picks up something you need, tell him to give it to you, and he will. In any
- case, you should drop the dagger now because you don't need it anymore. You
- also won't need the purple scroll with the FILFRE spell. Make sure you have
- the map and the pencil, then go back to the North Gate, and from there South
- to the Library.
-
- Examine the ashes on the floor, then the tracks in the ashes. These
- will lead you to a mousehole in the wall. Reach inside, and you will find
- the scroll with the GONDAR spell. GNUSTO that one. While you're poking about
- here, you might hear gutteral voices coming towards you. Don't worry; the
- MELBOR spell will keep you protected from any of the hairy creatures that
- might enter the room.
-
-
- THE ENCHANTER Part Three
-
- There is also a dusty old book here that you might want to read, as it will
- help you to understand what you're doing next. From the Library, return to
- the South Hall, then go down into the dungeon, and down once more to the
- first Translucent Room. You will probably be tired now, so just go to sleep
- right where you are; nothing will hurt you. You only had to sleep in the bed
- to have the dream to find the VAXUM spell.
-
- When you wake up, eat and drink if necessary, then drop your spell book
- and the jug. Look at the map, and you will see some lettered points
- connected by lines. This is a magic map of the area where you are now. If
- you connect two adjacent points with the pencil, an opening will actually
- appear between those two rooms. Likewise, if you erase a line between two
- points, then you close off the opening between the two rooms. However, you
- can only use the eraser twice and the point twice before each becomes
- useless. Now that you know what you have, let's put it to some good use.
-
- You are standing at the moment at point B on the map. From there, move
- South, East, NE, SE, and you will be at point F. The point all by itself, P,
- is where the Unseen Terror currently resides, and you are about to free it.
- Draw a line from P to F. You will see the opening appear in the wall before
- your eyes, and then a very scared Belboz will appear briefly with a warning.
- Now, move SW twice (the first time you won't get anywhere) and you will be
- at point P, where the GUNCHO spell is.
-
- Now, erase the line from B to R, which will keep the Terror from
- escaping. Also erase the line from M to V, which traps him in the rooms
- again. Pick up the GUNCHO scroll, and make your way to point J. Draw a line
- from J to B, then walk West to B and get your spell book. Learn the CLEESH,
- GONDAR, and MELBOR spells. The GUNCHO spell is too strong to be written in
- your book, so you'll have to carry the scroll with you.
-
- Now, go Up twice to the South Hall. MELBOR yourself, then go West to
- the South Gate, and from there due North to the Junction. At that point,
- head East twice to the Winding Stairs. This is another powerful illusion; no
- matter how much you walk up or down, you will never get anywhere. KULCAD the
- stairs, and they will disappear, leaving you over a Bottomless Pit!
- Fortunately, the bannister turned into a vellum scroll containing the IZYUK
- spell. IZYUK yoursel, and fly East into (ta-da!) The Warlock's Tower!
-
- Here, at last, you come face-to-face with Krill himself. However,
- before you can take care of him, you will have to get rid of a couple of his
- friends. When the dragon attacks, GONDAR the dragon, and when the being
- attacks, CLEESH him. Now, you're ready for the main event. As Krill begins
- his chant, GUNCHO him. He is banished forever from this plane of existence,
- and you have become a member of the Circle Of Enchanters!!
-
- Of course, this is just the beginning; there will be other tasks
- awaiting you in the future......
- É™
- əEnchanters!!
-
- Of course, this is just th