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Enchanter


     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......

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