Oh my goodness! What's happening? A hellhound is racing
toward you and it looks hungry! Is death anyway to start your
new position with the Guild of Enchanters? Keep telling
yourself this is only a dream...wait awhile and you'll wake up
snug and safe in your bed inside Guildhall! Whew! But why is
it so dark? Oh! Your FROTZ spell must've worn off during the
night. Oh well, just FROTZ yourself and get up and go west into
the hallway.
Hmmm, what's this? A note's been tacked to your door. Read it
if you want, but you have other things to do...like locating
Belboz! Head south twice to the Lobby and go west into the
Store Room. Take the Ochre Vial and the Matchbook then go east
back to the Lobby. Reading the matchbook tells you about a
nifty new potion you can order! Open the receptacle, put the
matchbook in it then close it. Now go east into the Library.
Later, after you finish the game, come back in here and read the
Encyclopedia Frobizzica. It's loaded with all sorts of
information about your favorite Infocom games! But for now,
just get the scroll, GNUSTO MEEF into your spell book and go
back west to the Lobby.
Now go north once and west into Helistar's Quarters. She's
left behind a shiny new scroll! Get the scroll then GNUSTO
GASPAR into your spell book. Learn GASPAR then GASPAR yourself
(just i case!). If you should happen to inadvertantly die
during the game, the GASPAR spell will restore your character
and put you back to where you last cast the GASPAR spell on
yourself. I hope you won't have to use it! But if you do, at
least you'll have it. Don't forget to re-cast it on yourself if
you *do* die! Go east back into the Hallway and north and west
into Belboz's Quarters. If you start getting hungry or thirsty
messages, open the Ochre Vial and drink the potion. That will
take care of any hunger or thirst for the rest of the game.
When you've used the option, just drop the vial.
In Belboz's Quarters, look behind the tapestry and get the key
that falls to the floor. Now open the desk drawer, get the
journal, unlock it and read it. You'll learn what's happened to
Belboz and what he has designated the current code to be.
Remember this code. Then look at the Infotater that came with
your game. Look up the name of the monster that Belboz named as
the code and note the colors that correspond to the monster.
Write this color code down. You'll need it to open the trunk in
the basement.
Drop the journal and the key and go east and south twice back
to the Lobby. By now, the mailman has arrived and put your
package in the receptacle. Open the receptacle and get the
Orange Vial. The issue of Popular Enchanting is useless. Time
to take your leave of the Guildhall and start your journey to
look for Belboz!
Go down the stairs into the Cellar and push the buttons that
correspond to the monster's colr code. You must do this
correctly or else you'll have to start from scratch! So it's a
good idea to save your game before you start doing any button
pushing!
As you push each button, you'll hear a click. After pushing
the last button, the trunk should pop open revealing a moldy
old scroll! If it doesn't open, restore your game and push the
buttons again.
When you read the scroll, you see it's called AIMFIZ and by
casting it you'll be transported to someone else's location!
Okay, let's AIMFIZ BELBOZ and see if that works!
Oh well, it didn't find Belboz for you, but at least you're out
of the Guildhall! But look at where you're at! There's that
blasted hellhound again and this time it's not a dream!
Quickly! Go northeast to the Forest Edge. Whew! The hellhound
stops in its tracks and bellows at you. Finally, it turns tail
and slinks back into the trees. Looking around, you see a
signpost next to a northern path, the road you just came in on
back to the west, a wide rolling meadow to the east. At the
base of the signpost you see a slimy (ugh!) hole leading down.
Might as well take our chances with the hole right now. So grit
your teeth and go down into the hole.
Part 2
Upon going down the slimy hole you find yourself in a Snake
Pit. Uh, let's not spend anytime here, okay? Go down once more
into the Slimy Room. It's not much better here, but at least
there aren't any snakes or beetles! Go south to the Crater and
west to the Edge of the Chasm. Now is a good time to read your
Spell Book and ee what new spells you've acquired since
defeating the evil Krill in ENCHANTER. Hmmm, a few new ones
have been added! And it seems as if one of the new ones, IZYUK,
is needed right here!
Learn IZYUK twice, then IZYUK yourself and you gently leave the
ground! Go west twice across the Chasm to Elbow Room. Now go
north to the Tree Room. What a splendid sight! Who said
Zorkmids didn't grow on trees? As you take a coin, though, the
entire sight shimmers then disappears! Well, it seems that
there's only one to a customer. Go south and east back to the
Bare Passage, IZYUK yourself again, then fly east twice back to
the Crater.
Time to leave this strange place (for now!) so go north, up
twice back to the Forest Edge then east and northeast to the
River Bank. Don't spend much time here since the River Bank may
deteriorate beneath you! Learn PULVER then PULVER the river and
go down into the dry River Bed. As you look around at the
flopping fish, you see a cave entrance to the northest. Go
northeast into the Hidden Cave. Looking around, you see a pile
of Bat Guano, a Soiled Scroll and an Amber Vial. The Amber Vial
is useless in the game, so you can leave it. But be sure to get
the Soiled Scroll and the Bat Guano! GNUSTO FWEEP into your
Spell Book and go down the hole to the Pile of Bones.
Now go southwest and up to the Ruins. Nothing to see or do
here, so learn IZYUK and go west twice back to the Meadow.
IZYUK yourself and fly northeast and southeast to the Fort
Entrance. If you hadn't been flying, yu most certainly
would've fallen into the river! (That river bank has started
looking awfully unstable!) If you're feeling sleepy, you can go
to sleep here.
Go east onto the Parade Ground. You see a flagpole and high
above, the flag of Quendor fluttering in the breeze! Lower the
flag and examine it. While doing so, you notice a secret pocket
and in the pocket you find an Aqua Vial! Take the vial and go
east to the Gun Emplacement. Looking down into the barrel of
the huge cannon, you see what appears to be a pile of ordinary
scrolls! But when you try to take one, your fingers get nipped
by sharp little teeth! If you read about YIPPLES in your
Infotater, you'll soon learn that that's what you've found
inside the barrel! Put the Bat Guano into the cannon barrel.
As you do, dozens of little scrolls pour out and run away in
every direction! When you look back inside the barrel, though,
you see one ordinary scroll is left! Take the Ordinary Scroll.
You can't GNUSTO it because of its complexity. Just carry it
with you.
Time to leave, so go west twice to the Fort Entrance. You'll
have to learn IZYUK twice again because you'll have to go back
via the River Bank. IZYUK yourself and fly northwest and
southwest to the Meadow. Now IZYUK yourself again and fly east
twice into the Ruins. The reason for this second IZYUK is
because the Drawbridge has the same bad habit of disintegrating!
Go down twice to the Highway and east to the Toll Gate. A fat
gnome is sleeping soundly behind the toll gate. Waken himand
give him the Zorkmid. As you hand him the coin, he lifts the
gate allowing you to pass through, then he promptly falls back
asleep...poor old thing! Go east twice then north twice to
Outside the Glass Arch.
Learn FWEEP three times, drop all your possessions and prepare
to enter the strangest maze you've ever seen!
Part 3
Go east to the Inside of the Glass Maze. All around you, you
see Glass! The walls, the floors, the ceilings are all clear!
It's impossible to tell what's there and what isn't! This is
where FWEEP will help you out, so FWEEP yourself once. Amazing!
You've turned yourself into a Bat! But, better yet, you've now
got a built-in sonar and can "see" where the openings are!
Follow closely, now, and don't get lost!
Go north, east, south twice, west, down, east twice, northtwice, up twice, south and east. Whew! Solid ground again!
You're outside the Maze and see a parchment scroll here! But as
you pick it up, you hear fiendish laughter and out of the corner
of your eye, you see the glass in the Maze shift ever soslightly! Now what? Someone's shifted the paths inside and
it's the only way out of here! Drop the scroll down the hole
(you can't possibly carry the scroll when you become a bat
again!). FWEEP yourself again and.... Uh-oh. Now you've done it! From the base of the cliff, a hugeDorn Beast comes galloping and roaring toward you! Quickly
re-enter the Maze! Remember, though, that the panels have
shifted and with that Dorn Beast on your, uh, "heels," you can't
afford t make any mistakes!
Go west twice, south and east. The Dorn Beast, not realizing
it can't fly comes charging after you! It lets out a
high-pitched squeal and goes plummeting to its death! Thank
goodness! Now you can continue at a more leisurely (but not TOO
leisurely!) pace. Go down twice (past the splattered remains of
the Dorn Beast), west twice, up twice, north twice, down and
east. Here, the FWEEP spell will wear off, so FWEEP yourself
again and continue by going south, east, north, down, west,
south, west, up, and west to the Outside of the Glass Arch.
You'll continue to fly for a few more turns, so wait until the
FWEEP spell wears off, then pick up all your possessions, go
south twice and enter the Hut. Inside the fireplace of the Hut
you see the Parchment Scroll! Get the scroll and GNUSTO SWANZO.
You should be getting pretty tired by now, too, so go to sleep
and take a breather.
Once you're bright-eyed and bushy-tailed again, go out, and
west twice back to the gnome. With a little petty larceny in
your heart, search the (still) sleeping gnome. In one of his
pockets you find and take your Zorkmid back. No time for guilty
feelings, though, so go west twice back to the Bend, southwest
to the Edge of the Crater and down into the Crater.
From here go down into the Winding Tunnel and southwest to the
Park Entrance. When you try to enter the Park, though, a force
field bars your way and soon, a gawdily dressed gnome appears
and tells you admittance to the Park is one Zorkmid! Well,
crime doesn' pay afterall! Give the pilfered Zorkmid to the
gnome and go west twice and south to the Arcade.
A hawker is standing here inside a "Bash the Bunny" booth and
is asking you to try your hand at this innocent passtime! Time
to put the Aqua Vial to use. Open the vial and drink the
potion. Suddenly, your muscles vibrate and you feel stronger!
Drop the vial and take the ball from the hawker. As you throw
the ball at the bunny, it goes spinning around! The hawker
gives you a Glittering Scroll as your prize and tells you to
"scram"! No time to argue with him right now. Go north, east
twice, northeast an south to the Hall of Carvings.
Part 4
On the southern wall, you see an extremely lifelike carving of
a dragon! Read both the Ordinary Scroll and the Glittering
Scroll. You'll see that YONK augments the power of one scroll
and that MALYON gives life to inanimate objects. Do you think
we should bring this dragon to life? It's certain you can't go
any farther and that dragon might be hiding a secret entrance!
YONK the MALYON scroll then MALYON the dragon. The words of
the MALYON scroll glow brightly for a moment and the dragon
comes impossibly to life! As the stones from the wall fall
around it, it roars with pain and anger! When it sees you, it
thinks all this pain is caused by you! It rears back its huge
head and with smoke billowing from its nostrils, prepares to
turn you into a crispy critter! Just as the dragon takes a step
toward you, it suddenly reverts to stone! Whew...saved! But
look! Whee the dragon used to be, there is now an entrance
into a southern passage!
Before you go south into the passage, wait until your muscles
feel limp. Then open the Orange Vial. You should only be
carrying the Orange Vial and your Spell Book now. Go south into
the Sooty Room. The noxious odor of sulfur comes from the room
to the east. But there is no other way to go, so go east. As
you enter the Coal Bin Room, you hear a thunderous roar behind
you as the entrance is sealed shut by the collapsing tunnel!
Not only that, the air in here isn't going to be breathable for
long! Quickly drink the potion from the Orange Vial then drop
the vial. As you do so, someone slides down the coal chute! As
you look closely, you seem to be looking at your twin!
Make careful note of the number your "twin" gives you, then
give him your Spell Book. When you hand him your book, he takes
it and makes a mad dive down the coal chute leaving you quite
alone! No time to waste, however, since your potion won't last
long! Go east into the Dial Room and set the dial on the door
to the number your older self gave you. Open the door and go
east into the Shaft Bottom. You should be empty handed. If
you're not, drop everything you're carrying! Get the rope you
see here and go up and southwest to the Coal Mine. Tie the rope
to the beam you see here and get the beam. Now go northwest and
west to the Top of the Chute. Put the beam across the chute,
drop the rope down the chute and climb down the rope.
As you climb down the rope, ou clamber inside a small opening
you see off to the side of the chute and find yourself in the
Slanted Room. If you'd been carrying anything, you wouldn't
have been able to get in here. Looking around the room you see
a Shimmering Scroll and an odd lantern with an open drawer in
it. Read the scroll and you see it's for a spell that will take
you back in time! GOLMAC yourself and open the lantern. Inside
the lantern you find a Smelly Scroll! Take the Smelly Scroll
(leave the Shimmering Scroll) and quickly go east down the coal
chute! Your VILSTU potion has about run out and it's doubtful
you will survive unless you can get out of here quickly!
When you arrive back in the Coal Bin Room, standing before you
is your younger self! He/You is dropping an Orange Vial!
Quickly tell your younger self what the combination to the Dial
is! When he gives you the Spell Book, go down the chute and
outside to....
Fresh air and a Lagoon! As your VILSTU potion wears off, you
get incredibly sleepy -- an unfortunate side effect -- so go to
sleep. When you wake up, learn MEEF twice and SWANZO once.
Drop everything you're carrying and go east into the Lagoon and
dive. On the bottom of the Lagoon you see a tangle of
spenseweeds. MEEF the weeds and get the crate they were hiding.
Go west back to the Lagoon Shore, drop and open the crate. Get
only the Grue Repellent. Get the Smelly Scroll and go northeast
and north to the Mouth of the River. Those are stinging vines
around the cave entrance and they'll kill you! MEE the vines
and read the Smelly Scroll. The scroll is a protection scroll!
VARDIK yourself, spray the Grue Repellent on yourself and go
west twice past the Grue Lair into the Mammoth Cavern.
Before you stand three doors. Belboz is behind the White Door.
The other two doors open to miserable, everlasting, certain
pain and agony! Open the White Door and you see Belboz lying
here in a trance of some sort! SWANZO Belboz. As you do, you
see the translucent shape of Jeearr rise from Belboz's body. It
wafts towards you and "feel" a disembodied voice threatening to
take possession of your body from wherein it will reign in
terror for a thousand thousand years! As it begins to contract
around you, it suddenly senses your protection from the VARDIK
spell! Screaming in terror and agony, Jeearr knows he has been
beaten! With a final scream, he disappears and all is quiet.
Slowly, Belboz rises, questions you briefly, then speaks a
spell that returns you both to the Chamber of the Circle of
Enchanters. There, he tells the others what you have done and
that he has finally found one to replace him when he steps down