home *** CD-ROM | disk | FTP | other *** search
- ENCHANTER
- (Infocom)
-
- 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 a while, 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.
-
- 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-coloured 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 Jewelled 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 honour!
-
- 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 Jewelled 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
- possessions, 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.
-
- 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......
-
- ********************************************************************
-