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Enchanter walkthrough

ENCHANTER (Infocom)
-------------------

(You start at Fork) NE, IN, OPEN OVEN, GET BREAD,JUG AND LANTERN, OUT, NE, SE, 
NE, FILL JUG, SW, SE, SW, SW, S (the witch throws you out again with a scroll in 
your hand), READ SCROLL (rezrov spell), GNUSTO REZROV SPELL, NE, NE, E, E, LEARN 
REZROV, REZROV GATE (it slides open), E, N, FROTZ LANTERN, N, U, GET EGG, 
EXAMINE IT, TURN HANDLE, PRESS KNOB, PULL SLIDE, MOVE CRANK, PUSH BUTTON (the 
egg opens; inside is a scroll), GET SHREDDED SCROLL, READ IT (it is unreadable - 
for now), D, E, E, E, E, E, S, EXAMINE TRACKS (they lead to a small hole), REACH 
INTO HUL (you find a scroll), DRINK WATER, READ FRAYED SCROLL (gondar spell), 
GNUSTO GONDAR SPELL, GET BOOK, EXAMINE IT, READ OF UNSEEN TERROR (it's the one 
in Translucent Room), DROP DUSTY BOOK, N, LEARN REZROV, REZROV GATE (it opens), 
N, GET CRUMPLED SCROLL, READ IT (krebf spell), GNUSTO KREBF SPELL, LEARN KREBF, 
KREBF SHREDDED SCROLL (now it is readable!), READ FADED SCROLL (zifmia spell), 
GNUSTO ZIFMIA SPELL, E, LEARN NITFOL, NITFOL FROGS (you can understand what 
they're saying. They tell you to...), LOOK UNDER LILY PAD (you find yet another 
scroll), READ DAMP SCROLL (cleesh spell), GNUSTO CLEESH SPELL, EAT BREAD, W, S, 
W, W, W, W, W, S, S, S, S, U, LIE DOWN (you dream of a scroll), STAND UP, 
EXAMINE POST, PRESS BUTTON (a compartment opens. Inside is the scroll), GET GOLD 
LEAF SCROLL, READ IT (vaxum spell), GNUSTO VAXUM SPELL, D, E, S, OPEN DOOR, N, 
READ WRITINGS, MOVE BLOCK (you find an opening in the east wall), E, GET STAINED 
SCROLL, READ IT (exex spell), GNUSTO EXEX SPELL, W, S, U, DRINK WATER, E, E, S, 
SE, LEARN NITFOL, LEARN EXEX, NITFOL TURTLE, TURTLE,FOLLOW ME, NW, N, E, U, EXEX 
TURTLE (it can run faster), TURTLE,SE AND GET SCROLL THEN NW (it actually gets 
it for you!), READ BRITTLE SCROLL (kulcad spell. It's too long to be written 
into your book), GET IT, D, W, W, TURN OFF LANTERN, LOOK (one picture is 
glowing), MOVE LIGHTED PORTAIT, GET BLACK SCROLL, READ IT (ozmoo spell), GNUSTO 
OZMOO SPELL, GET CANDLE, LEARN FROTZ, FROTZ CANDLE, LEARN FROTZ, LEARN OZMOO, W, 
N, FROTZ LANTERN (this leaves you with a light source once you get back from the 
temple), DROP ALL BUT CANDLE, S, E, E, N, N, N, WAIT (you are caught and put in 
a cell), OZMOO MYSELF, WAIT (you are sacrificed in the temple, but thanks to 
ozmoo you survive. You take the sacrificial knife), D, W, W, S, CUT ROPE WITH 
DAGGER, DROP DAGGER, GET ALL BUT DAGGER, S, W, U, DRINK WATER, LIE DOWN, STAND 
UP, D, N, N, N, N, LEARN ZIFMIA, LEARN VAXUM (it is a good idea to save here. If 
you take too long finding the adventurer, you can restore from here), E (wait 
till you spot Adventurer), ZIFMIA ADVENTURER (you summon him), LEARN BLORB (now 
wait for the adventurer to approach you), VAXUM ADVENTURER (he becomes 
friendly), SHOW EGG TO ADVENTURER THEN EAST (Spoon and Dagger are also usable. 
Continue this way to Guarded Room), ADVENTURER,OPEN DOOR, U (if he takes 
anything, ask him for it before you...), BLORB ADVENTURER (he is caught in a 
box. This way he won't steal your things), DROP EGG, GET PENCIL AND MAP, D, EAT 
BREAD, W, W, W, W, W, W, S, S, S, S, E, S, D, READ MAP, DRAW LINE FROM F TO P 
(you let the Terror out), WAIT, ERASE LINE BETWEEN B AND R, ERASE LINE BETWEEN M 
AND V, DRAW LINE FROM B TO J (you have locket the Terror up again!), DRINK 
WATER, E, SE, SE, SW, GET SCROLL, READ IT (guncho spell), NE, NW, NW, W, U, U, 
N, DROP MAP AND PENCIL, OPEN BOX (which you earlier opened with Dagger), GET 
VELLUM SCROLL, READ IT (melbor spell), GNUSTO MELBOR SPELL, N, W, W, W, W, NW, 
NE, DRINK WATER, FILL JUG, SW, SE, E, E, SLEEP, E, S, S, LEARN MELBOR,VAXUM AND 
GONDAR, EAT BREAD, E, E, MELBOR MYSELF, N, N, N, E (melbor protects you), E, 
KULCAD STAIRS (they disappear! You fall down, but manage to catch a scroll), 
READ ORNATE SCROLL (izyuk spell), IZYUK MYSELF (you float!), E (now you are 
standing at Krill), GONDAR DRAGON (it vanishes), VAXUM BEING (it smiles and 
vanishes, too), GUNCHO KRILL (he screams and is dissolved. Congratulations, 
you've defeated Krill and deserve the title

		      Member of Circle of Enchanters
		         with a score of 400/400

Jacob Gunness - d. 23/11-1990.

Below I have included a complete spell list, which I hope you will find useful!



			  Enchanter Spell List
			  --------------------
REZROV SPELL - open even locked or enchanted objects
Found: In Witch's hovel
Use: On gates and the egg. 

GNUSTO SPELL - write a magic spell into a spell book
Found: In spell book right from the start
Use: As described on scrolls.

BLORB SPELL  - safely protect a small object as though in a strong box
Found: In spell book right from the start
Use: On adventurer in Map Room. Make sure you have both map and
pencil before you cast it or these objects will be lost.

NITFOL SPELL - converse with the beasts in their own tongue
Found: In spell book right from the start
Use: On frogs. They will tell you about the Damp Scroll. And
on the turtle. Tell it to follow you.

FROTZ SPELL  - cause something to give off light
Found: In spell book right from the start
Use: On the lantern or, even better, the book. Do NOT cast it on yourself, as 
you must be able to turn off your light source in the Gallery.

GONDAR SPELL - quench an open flame
Found: In Library. Examine the rat tracks and reach into the hole
Use: Learn it before you kulcad the stairs and cast it on the dragon later.

KREBF SPELL  - repair willful damage
Found: In Forest outside the North Gate
Use: Cast it on Shredded Scroll to form Faded Scroll with the zifmia spell.

ZIFMIA SPELL - magically summon a being
Found: In Jewel Room inside the egg. Also see above
Use: Cast it on the adventurer in Hall of Mirrors

CLEESH SPELL - change a creature into a small amphibian
Found: In Swamp under the lily pads. See under nitfol
Use: On being in Warlock's Tower or on adventurer in Map Room.

VAXUM SPELL  - make a hostile creature your friend
Found: In Bedroom. Lie in bed, examine the post and finally push the button.
Use: On adventurer after having cast zifmia on him.

EXEX SPELL   - make things move with greater speed
Found: In Secret Tunnel
Use: On turtle before sending it to Control Room. Alternatively you can cast it 
on yourself and run to Control Room from Engine Room, but you won't make it.

OZMOO SPELL  - survive unnatural death
Found: In Gallery behind Lighted Painting. Turn off the light and see!
Use: Memorize it before you are caught and thrown into the cell
then cast it on yourself to avoid being killed on the altar.

MELBOR SPELL - protect magic user from harm by evil beings 
Found: In Closet. Use the dagger from the Altar to cut the rope on the box.
Use: Cast it on yourself before venturing east beyond the Junction.

The following spells are too long to be written in your book:

FILFRE SPELL - create gratuitous fireworks
Found: In Map Room beyond Guarded Door
Use: It is just an ad for Infocom, but use it if you like!

KULCAD SPELL - dispel a magic spell
Found: In Control Room (southeast of Engine Room). Ask the turtle to get it.
Use: On the stairs. They will vanish (he-he!)

IZYUK SPELL  - fly like a bird
Found: You grasp it on the way down after using kulcad on the stairs
Use: Cast it on yourself and go east.

GUNCHO SPELL - banish the victim to another plane of existence
Found: In Translucent Room (point P)
Use: On Krill to end the game

Jacob Gunness - 3/2-1991.

*****************************************************
Displayed on the Classic Adventures Solution Archive:
http://hjem.get2net.dk/gunn/
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