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
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
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
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
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
Of course, this is just the beginning; there will be other tasks
awaiting you in the future......