| 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...... | |
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