| *************************************************************************** | |
| * InvisiClues(tm) * | |
| * The Hint Booklet for * | |
| * ENCHANTER(tm) * | |
| *************************************************************************** | |
| [Copyright by Infocom, Inc. Provided for non-commercial use only, with the | |
| sole intent of making information available that would otherwise be lost. | |
| To whoever presently holds the copyright to the information contained in | |
| this file: if you think the existence of this file violates your copyright, | |
| please complain and the file will be removed. | |
| Typed in from the original hintbook by Paul David Doherty.] | |
| Sample Question | |
| *************** | |
| Why did the dragon wear red sneakers? | |
| A. Search the laundry room. | |
| B. NITFOL the dragon and ask him. | |
| C. Because his blue ones were in the wash. | |
| Table of Contents | |
| ***************** | |
| Starting Out | |
| Eating, Drinking, and Sleeping | |
| Inside The Castle | |
| The Hall of Mirrors | |
| The Library | |
| The Egg | |
| The Temple | |
| The Jewelled Box | |
| The Sea | |
| The Engine Room | |
| The Forest | |
| Magical Spells and Objects | |
| The Adventurer | |
| Maps | |
| The Translucent Rooms | |
| The Winding Stair | |
| Krill | |
| Odds and Ends | |
| When You're Done | |
| Have You Tried? | |
| Scoring Points | |
| The Spells and Their Locations | |
| Starting Out | |
| ************ | |
| Why was I chosen for this task? | |
| A. Otherwise it wouldn't be much of a game. | |
| B. Apparently, Belboz feels that Krill could easily spot and destroy a | |
| powerful Enchanter. | |
| How many times must I go west before I arrive at my destination? | |
| A. It isn't called the Long Road for nothing. | |
| B. Have you read the signs along the road? | |
| C. There's nothing out there. The entire game lies to the east. | |
| Is there anything important in the shack? | |
| A. There is a jug lying in the corner. | |
| B. Have you tried examining the oven? | |
| C. There is a fresh loaf of bread inside the oven. | |
| What can I do about the crone? | |
| A. She is rather helpful in presenting you with a spell scroll. | |
| B. You can summon her from anywhere in the game if you have the proper | |
| spell. | |
| C. There's nothing else she can do for you. | |
| What is the significance of the Lonely Mountain? | |
| A. It is arguably the most beautiful spot in the region. | |
| B. It clearly shows the castle to the east. | |
| How do I signal the monsters approaching by sea? | |
| A. Have you tried waving at them? | |
| B. You might fire a signal flare. | |
| C. What monsters? What signal flare? What a concept? | |
| Eating, Drinking and Sleeping | |
| ***************************** | |
| What do I do when I get thirsty? | |
| A. Have you tried drinking anything? | |
| B. The water from the swamp or ocean isn't good for drinking. | |
| C. The water at the Shady Brook tastes great. | |
| D. The jug can be used to carry a good deal of water. | |
| What do I do when I get hungry? | |
| A. Eat. | |
| B. There is bread somewhere in the shack. | |
| C. It's in the oven. | |
| What do I do when I get tired? | |
| A. Guess! | |
| B. You could simply SLEEP. Be careful, though. Evil things may be lurking | |
| outside the castle. | |
| C. It would be safest to find a bed to sleep on. | |
| D. There is a bed in the castle. | |
| E. In the bedroom, of course. | |
| Where did some of my possessions go while I slept? | |
| A. Perhaps the tooth fairy removed them. | |
| B. Remember that there is great evil in the castle. Something or someone | |
| may have come in the night and removed them. | |
| C. You can use the BLORB spell to protect something valuable (the spell | |
| book is the most important thing to protect). You should use it before | |
| going off to sleep. | |
| Where are the magic pajamas? | |
| A. Have you tried looking under the bed? | |
| B. Have you met the Prince of Kaldorn? | |
| C. You don't need pajamas and there is no Prince of Kaldorn. | |
| What is the significance of the dream with the damsel? | |
| A. The woman is playing with the bedpost. Have you examined it? | |
| B. Examining the post reveals a button. Have you pushed it? | |
| C. In case you wondered, you can't find the button unless you have | |
| experienced the dream. | |
| What is the significance of the dream with the cartoon figure? | |
| The figure is the adventurer. His opening of a door is significant. See | |
| the section on the adventurer. | |
| What is the significance of the dream in which something seems to be lost? | |
| A. It indicates that you no longer have something that you need. | |
| B. The thing is a spell scroll that you have used in the wrong location. | |
| C. The spell is the KULCAD spell. You can use it successfully in a number | |
| of places, but only once correctly. | |
| D. The climbing aspect of the dream is also significant. Have you been | |
| anyplace that implies climbing endlessly? | |
| E. It is the Winding Stair. | |
| What is the significance of the dream with the dancing penguins? | |
| A. Have you seen any other penguins in the game? | |
| B. Did the guidebook to Antarctica help in any way? | |
| C. Have you asked the walrus? | |
| D. Are you still developing answers? | |
| E. Why? | |
| What is the significance of the dream with the glowing face? | |
| A. Is there any place in the castle which is filled with faces of many | |
| types? | |
| B. The place is the portrait gallery. The room in the dream was darkened | |
| and one face was glowing. | |
| C. If you go into the gallery without a light, you can see that one of the | |
| portraits is lit from behind. | |
| D. Looking behind the lighted portrait reveals a secret niche, which | |
| contains a spell scroll. | |
| What is a leading cause of insomnia? | |
| INTERLOGIC games. | |
| What is a leading cure for insomnia? | |
| InvisiClues. | |
| What is as leading cause of Interlogic games? | |
| Insomnia. | |
| Inside The Castle | |
| ***************** | |
| How do I get into the castle? | |
| A. Have you tried opening the gates? | |
| B. Do you have a spell that might be helpful? | |
| C. Try casting the REZROV spell on the gates. | |
| D. The crone in the hovel will give you the REZROV scroll. | |
| E. The hovel is in the village. Try entering it. | |
| What do I use for light in the castle? | |
| A. There is a lantern in the shack. | |
| B. All right. So it doesn't work. How about a spell? | |
| C. Casting the FROTZ spell on any object you are carrying will cause it to | |
| give off light for the rest of the game. Poetic justice might suggest | |
| the battered lantern from the shack, but it's pretty heavy to carry | |
| around. | |
| What's going on in the Dungeon? | |
| A. There is a prison cell next to the dungeon. There is also a path | |
| leading down into a series of Translucent Rooms. | |
| B. Have you examined or read the walls or graffiti? | |
| C. After examining the graffiti, try moving the irregular block. | |
| What can I do with the silver spoon? | |
| A. Have you tried digging a hole with it? | |
| B. Have you tried feeding someone with it? | |
| C. Have you tried gagging someone with it? | |
| D. If you answered "no" to the previous questions, so much the better. | |
| Besides being "valuable," there is nothing to do with it. | |
| The Hall of Mirrors | |
| ******************* | |
| Are the mirrors useful for anything? | |
| A. They make a mess if you break them. | |
| B. They are windows, from your viewpoint. | |
| C. Have you noticed anyone wandering through the underground world as | |
| depicted in the mirror? | |
| D. Occasionally, a bedraggled and weary adventurer will wander through the | |
| area in the mirror. | |
| E. You might be able to summon him with the right spell. | |
| F. The ZIFMIA spell is the one. | |
| Who is the adventurer? | |
| A. Some ZORK player, most likely. | |
| B. It doesn't much matter. You can bet on the fact that he is interested | |
| in finding treasures, though. | |
| The Library | |
| *********** | |
| Read any good books lately? | |
| A. The book of legends contains interesting knowledge. You should read the | |
| two legible legends. | |
| B. The Legend of the Unseen Terror is rather frightening. | |
| C. It is also significant. | |
| What can be done with the rat tracks? | |
| A. Have you tried following them? | |
| B. They lead into a hole in the wall. Any idea of what's in the hole? | |
| C. Try reaching in. (Don't be scared!) | |
| The Egg | |
| ******* | |
| What is the egg good for? | |
| A. Breakfast? | |
| B. It certainly appears valuable, but the more interesting thing is that | |
| it has handles, cranks, and the like connected to some machinery | |
| inside. | |
| C. Have you tried turning, pushing, or otherwise manipulating the handles, | |
| cranks, knobs, and buttons? | |
| Can the egg be opened? | |
| A. Sure. Try all of the devices on the outside. After playing with them, | |
| the egg will open. | |
| B. There is an easier way to open the egg, which doesn't require any | |
| manipulation at all. | |
| C. Try the REZROV spell on it. | |
| What can I make with the egg? | |
| A. An omelette, but you will need more than one. | |
| B. Try finding a chicken. | |
| C. What do you think this is, "The Joy of Cooking"? | |
| Can I fix what's inside the egg? | |
| A. The mechanism is working just fine, but the shredded scroll needs some | |
| help. | |
| B. Some magic spell might be of use. | |
| C. Use the KREBF spell. | |
| D. The scroll is located in the forest area. | |
| The Temple | |
| ********** | |
| How can I avoid being taken prisoner in the Temple and adjoining areas? | |
| A. Going into the Temple or Junction will cause you to be taken prisoner | |
| unless you are "protected from evil." | |
| B. If you enter the Temple or Junction directly, there is no way to avoid | |
| being captured. | |
| C. In the Banquet Hall or Library, you will get a warning when the guards | |
| approach. | |
| Can I stop the guards from taking me away? | |
| A. The guards are not very friendly. | |
| B. You can make them friendly with the appropriate magic. | |
| C. You can also kill or "newtralize" them with the proper magic. | |
| Do the guards become bolder as the game goes on? | |
| They certainly do. The more suspicious Krill becomes about your | |
| presence, the bolder they become. | |
| Once I'm taken prisoner, is there any escape? | |
| A. Have you tried befriending the guards? | |
| B. No, there is no way to avoid the sacrifice. | |
| Can I survive the sacrifice? | |
| A. That would require a bit of magic. | |
| B. There is a magic spell that can protect you from the sacrifice. | |
| C. It is the OZMOO spell. A clue to finding it can be found in a dream. | |
| Can I get the dagger from the being that sacrifices me? | |
| A. If you can survive the sacrifice, you can have the dagger. | |
| B. Really. | |
| Is Krill the being that sacrifices me? | |
| What do you think? | |
| When the statue approaches, should I pray or run? | |
| A. Have you tried both possibilities? | |
| B. Did you think to use the spray paint? | |
| C. When the statue approaches, magic has occurred beyond the wisdom of the | |
| implementers. | |
| Will the BOZBAR spell be of use to me? | |
| A. Only if you can find it. And a horse. | |
| B. Look behind the cupboard in the basement of the mansion, just to the | |
| right of the 85-foot yacht and immediately in front of the microwave | |
| tower. | |
| C. You can use it to eradicate lice infestation in ospreys. | |
| D. Note: This spell does not work reliably on Thursdays. | |
| The Jewelled Box | |
| **************** | |
| What is a Gordian Knot? | |
| Read a mythology text. The rope tied around the jewelled box is a good | |
| example of one. | |
| How can I unravel the rope? | |
| You can't do it by hand. It would take forever. | |
| Can I cut the rope? | |
| A. Perhaps, but then only with a magical blade. | |
| B. Have you seen any blade that might be magical? | |
| C. Have you ever been killed by one? If not, don't read the next hints | |
| until you have. | |
| D. The one used to sacrifice you in the Temple might be useful, if only | |
| you could get it without getting it. Get it? | |
| E. See the questions relating to the sacrifice. | |
| Can the adventurer cut the rope? | |
| A. His sword is useless against the magic in the rope. Perhaps there is a | |
| blade with more magic. | |
| B. If you could dispel the magic in the rope, he could probably cut the | |
| rope with his sword. | |
| How can I use magic to open the box? | |
| A. You can't use REZROV because the magic of the rope is stronger. | |
| B. You might use KULCAD (if you have it) to dispel its magic. Then you | |
| could open it easily. | |
| C. Or maybe that's not such a good idea... | |
| The Sea | |
| ******* | |
| How can I swim away from the castle? | |
| A. The backstroke would be easiest. | |
| B. You can't swim in the ocean. | |
| Is the turtle significant? | |
| A. He is significant among turtles, certainly. | |
| B. Have you tried talking to him? | |
| C. You can use the NITFOL spell to speak to the turtle. | |
| D. Once you have cast NITFOL on him, you can ask him to do things for you. | |
| Consult your manual for details. | |
| E. Among the more interesting things he will do for you is follow you | |
| around. Try: TURTLE, FOLLOW ME. | |
| How do I make turtle soup? | |
| A. Find a good cookbook. | |
| B. "The Joy of Cooking" is recommended. | |
| C. You don't make soup in this game. You were probably thinking of | |
| Starcross(tm). | |
| The Engine Room | |
| *************** | |
| Is there any way to shut off the machinery from the Engine Room? | |
| The Control Room happens to be across the way. Unless you can get there | |
| you don't have a chance. | |
| Is there any way to shut off the machinery from the Control Room? | |
| No. | |
| Can I reliably get to the Control Room without becoming a pancake? | |
| A. Yes, but you're not normally fast enough. | |
| B. Do you have any magic that might make you move faster? | |
| C. The EXEX spell can make you fast enough. | |
| D. The EXEX scroll is in the Dungeon area. | |
| Can I get back from the Control Room safely? | |
| A. Apparently not. Even if you have made yourself move quickly, you get | |
| hit by spears and the like. | |
| B. Perhaps someone or something else in the game could survive those | |
| spears. | |
| C. Turtles have pretty tough shells. | |
| D. If you could get the turtle into the Control Room, he would probably | |
| survive the return trip. If you haven't seen the turtle, don't continue | |
| to the next clues. | |
| E. If you haven't spoken with the turtle, don't continue to the next | |
| clues. | |
| F. You can lead the turtle to the Engine Room, and then get him to go into | |
| the Control Room for you. | |
| G. First, you must EXEX the turtle. Then, ask him to go the southeast | |
| [sic] and bring you the scroll. You might, for example, type "TURTLE, | |
| GO SE. TAKE SCROLL. GO NW." | |
| How can I talk to the turtle when it's too noisy? | |
| A. You can't talk to him, but you could try getting his attention. | |
| B. You can either yell or wave at him. | |
| The Forest | |
| ********** | |
| Where is the forest? | |
| A. It is north of the castle. | |
| B. It is beyond the rusty gate. | |
| How do I get into the forest? | |
| A. Open the rusty gate. | |
| B. Since the gate is so rusty, you must use special means to open it. | |
| C. You have to REZROV the rusty gate to open it. | |
| How do I avoid the herd of dragons in the forest? | |
| A. You might try to VAXUM them. | |
| B. You might try using the MELBOR spell on yourself. | |
| C. You might GUNCHO them. | |
| D. What forest dragons? | |
| Is there anything important in the forest? | |
| A. Have you noticed the scroll sitting there in plain sight? | |
| B. The forest borders on the swamp, which is an interesting place. | |
| C. That's all, folks (except for the dragons). | |
| What is the significance of the frogs? | |
| A. The frogs know everything about the swamp. | |
| B. You should listen to them. | |
| C. You have to NITFOL the frogs before you can understand them. | |
| D. The frogs will tell you where to find a scroll. | |
| E. There is a scroll under a lily pad. | |
| How can I turn one of the frogs into the Prince of Kaldorn? | |
| A. Kiss them. | |
| B. KREBF them. | |
| C. KULCAD them. | |
| D. OK, so they're real frogs... | |
| E. Frogs can dream, can't they? | |
| Magical Spells and Objects | |
| ************************** | |
| What is Thaumaturgy? | |
| The study of magic. | |
| How, exactly, does one cast a spell? | |
| There are two ways, long and short. Assuming there is a spell named | |
| BOZBAR, you can type either "BOZBAR something" or "CAST BOZBAR AT/ON | |
| something." You can cast a few spells without any particular object in | |
| mind, in which case you can type either "BOZBAR" or "CAST BOZBAR." | |
| How long do spells last? | |
| That depends on the spell. Some last forever. Others last only a short | |
| period of time. | |
| Is there a limit to how many times I can cast a spell? | |
| A. You can cast most spells whenever needed. | |
| B. You can use some only once. This is most often true with spells of | |
| great power. | |
| Do I always need to copy spells into my book? | |
| A. No, you can cast a spell exactly once from the scroll you find it on. | |
| If you do this, the scroll disappears. | |
| B. It is always a good idea to copy them into your book, when possible. | |
| You can then use them many times. | |
| Why can't I copy some spells into my spell book? | |
| A. They are clearly different in some way from the others. | |
| B. They are the most powerful spells. You can use them only once, after | |
| which they disappear. | |
| What on earth is the FILFRE spell good for? | |
| Effect. | |
| How many spells can I keep memorized? | |
| A. Initially three, plus the GNUSTO spell, which is yours forever. | |
| B. Each day it becomes possible to keep one additional spell memorized. | |
| Why do I have trouble with spells when I get tired? | |
| When you get tired, you tend to forget spells that you have memorized. | |
| In addition, it becomes harder to memorize new spells. | |
| What happens when I've exceeded the number of spells I can memorize? | |
| You will probably forget one. | |
| Why does Belboz take powerful spells away from me? | |
| A. He doesn't trust you with them. | |
| B. This is to prevent you from solving problems by getting yourself | |
| killed. You can't get those spells back once Belboz has taken them from | |
| you. | |
| How can I use the KULCAD spell? | |
| A. If you haven't seen the KULCAD scroll, don't read further. | |
| B. Many objects in the game are magical or have had magical spells cast | |
| upon them. The KULCAD spell will dissipate that magic. | |
| C. Are there any objects in the game that seem to be unreal? | |
| D. Are there objects that seem impossible or act illogically? Don't read | |
| further unless you are completely stumped. | |
| E. Among other illusions are the banquet setting, the guarded door, and | |
| the infinite Winding Stair. Other magical objects include the map, | |
| pencil, and rope. There are others too, and each can be changed with | |
| the KULCAD spell, some with disastrous results. Have fun finding them! | |
| F. Of course, you can use the spell only once, so you'll have to figure | |
| out which of the objects you can't deal with in another way. Some may | |
| be best to ignore. | |
| The Adventurer | |
| ************** | |
| How can I meet the adventurer? | |
| A. If you haven't even seen any adventurer, don't continue. | |
| B. If you haven't gotten the ZIFMIA spell, don't continue. | |
| C. When the adventurer appears in the "mirror," you can cast the ZIFMIA | |
| spell to summon him to you. | |
| Why doesn't the adventurer seem to like me? | |
| A. Maybe it's your breath? | |
| B. Have you found the mouthwash? | |
| C. More likely, he sees you as an unpredictable wizard, like the ones he's | |
| read about. He's probably more frightened than unfriendly. | |
| D. He will be much more inclined to do as you request if you make him your | |
| friend. | |
| E. There is a spell that makes people/things friendly. If you haven't seen | |
| it, don't continue. | |
| F. Casting the VAXUM spell on the adventurer will make him friendly. | |
| What can the adventurer do for me? | |
| A. If you haven't summoned him, don't continue. | |
| B. If you haven't made him your friend, don't continue. | |
| C. When he is your friend, he will do simple things for you, like giving | |
| you items he has or opening doors. | |
| D. Have you ever dreamed about the cartoonish figure who opens a door and | |
| wanders up a flight of stairs? Why do you suppose it was such a | |
| frightening dream? | |
| E. Have you ever noticed that he doesn't find anything interesting about | |
| the Guarded Door room? | |
| F. The monstrous door is a powerful illusion, and as with other forms of | |
| magic, it is most effective on magic users. | |
| G. You can KULCAD the door and dispel the illusion. | |
| H. However, you then lose the ability to use KULCAD elsewhere. | |
| I. If you either point at the door with the adventurer present, or ask him | |
| to open it for you, the illusion will be broken. | |
| How can I get the adventurer where I need him? | |
| A. If you aren't sure where you need him, don't continue. | |
| B. What is the distinguishing property of adventurers? | |
| C. Greed. | |
| D. If you are holding a treasure and you have charmed the adventurer | |
| (using VAXUM), he will follow you. Also, you might try leaving a | |
| treasure at the place you need him. He will see it and enter. | |
| Maps | |
| **** | |
| Are any of the maps useful? | |
| A. The ones on the walls are useful for a student of history. | |
| B. The one on the ground is very useful for a student of thaumaturgy. | |
| C. You are a student of thaumaturgy. | |
| D. It is useful to you. Q.E.D. | |
| How can I remove the globe? | |
| A. Have you tried the SWANZO spell? | |
| B. There's no SWANZO spell in this game. You can't remove the globe. | |
| What is the map on the ground good for? | |
| A. Does the configuration of points and lines remind you of anyplace in | |
| the game? | |
| B. The map is a representation of the Translucent Rooms and their | |
| connections. | |
| What can I do with the pencil? | |
| A. Have you tried writing with it? | |
| B. Have you tried writing with it on the map? | |
| C. Have you tried connecting points on the map or erasing lines between | |
| points? | |
| D. Connecting and disconnecting the points on the map CHANGES the | |
| Translucent Room maze to agree with the map. | |
| Can I sharpen the pencil? | |
| A. Did you try? | |
| B. No, this is a magic pencil. You can't sharpen it. For that matter, you | |
| can't get any more eraser, either. | |
| The Translucent Rooms | |
| ********************* | |
| What is the evil presence I feel in the Translucent Rooms? | |
| A. If you haven't felt it, don't read any of the following questions and | |
| their answers. | |
| B. Read any good legends lately? | |
| C. The Legend of the Unseen Terror is strange, but true. The Terror lives | |
| in the unconnected room in the Translucent Room maze. If you can feel | |
| its presence, you have given it a chance to escape! | |
| Once the evil presence is released, can I stop it? | |
| A. If you can trap it within the Translucent Room area, you will be safe. | |
| B. Try erasing lines on the map to disconnect passages. The presence moves | |
| once per turn, much as you do. | |
| Why stir up the evil presence anyway? | |
| A. Re-read the Legend of the Unseen Terror in the legend book. | |
| B. The Terror was lured by a spell of great power. It might be helpful in | |
| defeating Krill. | |
| How, exactly, do I get the powerful scroll? | |
| A. Please don't read these answers unless you have read the preceding | |
| ones. The problem will otherwise be ruined. | |
| B. You can use the pencil to make new passages in the Translucent Rooms. | |
| Similarly, you can use the eraser to disconnect passages. You can type | |
| anything like MAKE A LINE BETWEEN POINT X AND POINT Z and DISCONNECT | |
| THE LINE BETWEEN P AND J. | |
| C. There are a number of solutions to the problem, which can be stated | |
| this way: How can I connect passages in such a way as to re-trap the | |
| Terror within the maze while allowing access to its lair? | |
| D. The following sequence will work: Start at room M. CONNECT P AND F. | |
| CONNECT M AND P. ERASE M AND V. ERASE P AND F. Then, you can simply go | |
| into room P and collect the scroll which is lying there. | |
| The Winding Stair | |
| ***************** | |
| How long does the Winding Stair continue? | |
| A. How far have you gone? | |
| B. The stair appears to continue infinitely in both directions. | |
| C. Doesn't that seem a bit peculiar? | |
| D. The stair cannot be real. It must be magical. | |
| E. Thus, you can dispel the illusion with the KULCAD spell. Be careful! | |
| Krill | |
| ***** | |
| Who is Krill? | |
| Ask the game. | |
| What is he doing? | |
| A. He is in the process of subjugating the land by means of a potent spell | |
| that he is composing. | |
| B. If you don't stop him, eternal night will fall over the land. | |
| C. And that will be that. | |
| Why do things in the castle seem to deteriorate with time? | |
| A. Perhaps entropy is increasing dramatically in the area. | |
| B. You may have had a dream that tells you why. | |
| C. Krill is doing it, by means of some terrible spell, which he is brewing | |
| during the course of the game. The effects of the spell are the | |
| dissolution of rooms in the castle and the lengthening of night. | |
| How can I find Krill? | |
| A. Did you try summoning him? | |
| B. His fortress is protected by a magic spell. | |
| C. Unless you have the KULCAD spell, don't continue. | |
| D. There is a dream involving climbing which is a hint. | |
| E. The endless stair is an illusion. If you KULCAD it, you can enter his | |
| hideaway. But watch out! | |
| How do I survive the bottomless pit? | |
| A. Presumably, you have used KULCAD on the Winding Stair. If not, proceed | |
| no further. | |
| B. The bannister turns into a useful scroll. (What a coincidence!) | |
| C. The scroll contains the IZYUK spell, which allows you to fly. | |
| D. Don't waste time using GNUSTO first, especially since you don't have | |
| your spell book. Cast it directly from the scroll. | |
| E. Krill's hideaway is to the east. Be careful! | |
| How can I defeat Krill? | |
| A. If you haven't found the KREBF spell, don't continue. | |
| B. You can undo some of the damage he is causing by casting KREBF in the | |
| various rooms that have been damaged by him. | |
| C. This is only a temporary measure, however, and somewhat of a waste of | |
| time. | |
| D. If you haven't entered the Warlock's Tower, don't continue. | |
| E. You must fend off the two monsters that he sets after you and then | |
| deliver the coup de grace. | |
| F. If you haven't gotten the GUNCHO scroll, read no further. | |
| G. You must use the GUNCHO spell on him when you get the chance. | |
| H. Remember that you had best memorize all the spells you'll need before | |
| entering Krill's presence. | |
| How do I defeat the dragon? | |
| A. Did you try throwing the water at him? | |
| B. Did you try befriending him? | |
| C. Do you have any spell that might be more appropriate? | |
| D. Use the GONDAR spell. See the section on the Library. | |
| How do I defeat the shape? | |
| A. It's pretty mean. | |
| B. It could certainly be friendlier. | |
| C. Use the VAXUM spell on it. Alternately, the CLEESH spell will also | |
| work. | |
| How do I defeat the mongoose? | |
| A. If you haven't found the FILFRE spell, don't continue. | |
| B. Have you read the book "Mongoose on the Loose?" | |
| C. How about using the YUMZO spell? | |
| D. There is no mongoose in this game. | |
| E. By the way, do you know the plural of mongoose? | |
| F. Just checking. | |
| Odds and Ends | |
| ************* | |
| What is happening when my mind is "probed"? | |
| A. Krill is the one doing the probing. | |
| B. Whenever you try to write or cast a spell of great power, both Krill | |
| and Belboz, being powerful wizards, take notice. | |
| Is Enchanter really Zork IV? | |
| A. Is the sky green? | |
| B. Does a bear build laser weapons in the woods? | |
| Will there be a sequel to Enchanter? | |
| A. Certainly. | |
| B. ZORK V. | |
| When You're Done | |
| **************** | |
| Do the spells' names have any meaning? | |
| A. Some do, some don't. | |
| B. GONDAR is an anagram of DRAGON. NITFOL is a backwards, and somewhat | |
| modified, rendering of Hugh Lofting's name (he is the author of the Dr. | |
| Doolittle stories). | |
| C. EXEX is an obscure reference to a very slow mainframe computer. FILFRE | |
| is a modification of the expression "Feel Free," which is commonly | |
| uttered by game writers. | |
| D. The others are either obliquely related to the original mainframe | |
| version of ZORK, or totally arbitrary. Any relation between the names | |
| of spells and persons, living or dead, is a pity for the persons | |
| involved. | |
| Do spells work on unintended objects? | |
| Oh yes. Try a bunch of spells on random objects. | |
| Have You Tried...? | |
| ****************** | |
| (When you think you've seen everything) | |
| casting the KULCAD spell on everything remotely magical? | |
| casting the GUNCHO spell on everything that moves? | |
| talking to or befriending the guards in the cell? the dragon? | |
| listening to the guards' conversation while in the cell? | |
| sleeping outside the grounds of the castle? | |
| using BLORB on yourself? the adventurer? | |
| giving something to the adventurer after he says "Hello, Sailor"? | |
| using ZIFMIA to summon the implementers? Krill? Belboz? Entharion? the | |
| Terror? | |
| using CLEESH on Krill? the adventurer? yourself? the guards? | |
| reading all of the signs along the Long Road? | |
| leading the adventurer or turtle onto the Winding Stair? | |
| writing on spell scrolls with the pencil? | |
| Scoring Points | |
| ************** | |
| (As a last resort) | |
| 20 points for opening the iron gate | |
| 20 points for making light | |
| 25 points for finding the GONDAR scroll (in the Library) | |
| 10 points for opening the egg | |
| 5 points for repairing the scroll destroyed by the egg | |
| 25 points for finding the OZMOO scroll (in the gallery) | |
| 35 points for surviving the sacrifice | |
| 25 points for opening the jewelled box | |
| 20 points for finding the VAXUM scroll (in the bedroom) | |
| 10 points for summoning the adventurer | |
| 35 points for getting behind the guarded door | |
| 50 points for getting the GUNCHO scroll and re-trapping the Terror | |
| 25 points for getting the KULCAD scroll using the turtle | |
| 10 points for eating food (the first time) | |
| 15 points for drinking water (the first time) | |
| 20 points for dispelling the stair illusion | |
| 50 points for defeating Krill | |
| 400 Total points | |
| The Spells and Their Locations | |
| ****************************** | |
| (Use only as a last resort) | |
| Spells Locations | |
| GNUSTO Spell Book | |
| BLORB Spell Book | |
| NITFOL Spell Book | |
| FROTZ Spell Book | |
| REZROV Hovel (given by the crone) | |
| KREBF Forest | |
| CLEESH Swamp (under a lily pad) | |
| GONDAR Library (in the rat hole) | |
| OZMOO Gallery (behind the lighted portrait) | |
| VAXUM Bedroom (in the bedpost) | |
| EXEX Dungeon cell (behind a loosened block) | |
| MELBOR Closet (in the jewelled box) | |
| ZIFMIA Jewel Room (in the egg) | |
| FILFRE Map Room | |
| KULCAD Control Room | |
| IZYUK Winding Stair/Bottomless Pit | |
| GUNCHO Translucent Room "P" | |
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