Regarding the Enchanter trilogy magic system

You must learn (memorize) a spell before you can cast it. In most cases, doing so immediately beforehand will suffice, so memorization will generally not be mentioned in this walkthrough. Most spells will work in either of two syntaxes: cast [spell name] on [object] or simply [spell name] [object].Type spells to find out what spells you currently have memorized. Read your spell book to find out what spells you know in general. Whenever you get a scroll, read it and then gnusto the spell, so that you commit the spell to your spell book. (You must be holding your spell book in your hands to do so.) Some spells cannot be gnustoed and this will be noted.

Regarding eating, drinking and sleeping

Sleeping is written into the steps of this walkthrough (there is only one safe location to sleep inside the castle). Eat the bread whenever the game says you are hungry, and drink the water whenever it tells you you're thirsty. The bread will last the game, while you'll have to refill the water jug once; this is included here.

Day One, outside the castle

Go northeast, then north to enter the shack. Get the jug. Ignore the lamp, as it doesn't work. You could frotz it to make it a source of light, but it's unneeded weight in your inventory. Instead, frotz the jug (+20 = 20), which you need to carry anyway. Don't frotz yourself, as you might be tempted to do if you've played Spellbreaker. This will render the game unwinnable, since Enchanter does not understand extinguish me, and at one point you need to be in the dark. (You can extinguish other items in the normal way.)

Open the oven and get the loaf of bread. Leave the shack and go northeast, southeast, and northeast again to the Shady Brook. Drink water (+15 = 35), then fill the jug with water from the brook. Go southwest, southeast, and southwest twice to the Deserted Village, then go south to enter the crone's hovel. She will give you the scribbled scroll (rezrov: open even locked or enchanted objects). Read it and then gnusto rezrov. Go northeast twice to Eastern Fork, then east twice to Outside Gate. Rezrov the gate (+20 = 55) and go east to enter the castle.

For Your Amusement:
Go west from Fork and read all the signs on the Long Road. ("...Burma Shave.")

Day One, beyond the castle gate: Forest, Swamp, and Dungeon

Go north twice to a Tower, then up once to the Jewel Room. Get the egg. Rezrov it (+10 = 65) and get the shredded scroll. You can't read this scroll at the moment, so just hang onto it for now. Drop the egg. Go back down, then east five times through the Hall of Mirrors until you reach the North Gate. (If you see the adventurer in the Hall of Mirrors, ignore him for now.) Rezrov the gate, and go north into the Forest.

Get the crumpled scroll (krebf: repair willful damage). Read it and gnusto krebf. Krebf the shredded scroll (+5 = 70) and you will have the faded scroll (zifmia: magically summon a being). Read it and gnusto zifmia. Go east to the Swamp and nitfol the frogs. Look under the lily pad as they advise to find the damp scroll (cleesh: change a creature into a small amphibian). Read it and gnusto cleesh.

Go west, south, west five times back to the Tower, then south four times to another Tower. Go east, and down into the Dungeon. Open the cell door and go north into the Cell. Read the writing, move the block, and go east into the Secret Passage. Get the stained scroll and the spoon. Read the stained scroll (exex: make things move with greater speed) and gnusto exex. Go west, south, up, west, and up to the Bedrom. The bed in the Bedroom is the only safe place to sleep in the castle. Blorb your spell book, then lie down on the bed.

(+10 whenever you eat the bread the first time = 80)

For Your Amusement:
Hang around in the swamp and listen to the frogs for a while.

Day Two: Hall of Mirrors

Notice, in the dream, that the noble damsel does something to the bedpost. Stand, open the strong box, and take your spell book. Examine the bedpost and press the button. Get the gold leaf scroll (vaxum: make a hostile creature your friend) (+20 = 100), read it, and gnusto vaxum. Memorize zifmia and vaxum. Go down, then north four times to the other tower. Save the game. Go east into the Hall of Mirrors.

Watch the room descriptions as you keep going east. When you see the adventurer and he "stops and stares in your direction", cast zifmia on him to summon him to this world. (+10 = 110) It won't work if he "stares in your direction but seems not to see you". If you get all the way east to North Gate and haven't seen the adventurer, return west and keep watching. If you stll haven't seen him by the time you arrive back at the tower, restore rather than wasting time walking back and forth.

Cast vaxum on the adventurer to make him friendly. He will soon start to wander around looking for treasure, and will follow you if you're carrying something valuable. Somewhat like the Thief in Zork I (or indeed like you, ahem), he'll pick up anything he finds lying around, which can be frustrating; unlike the Thief, he won't steal from you or attack you. If you find that something you dropped has gone missing, the adventurer has it. You can track him down, vaxum him, and take it back from him, but due to the game's time constraints, you may want to just restore a game and try again.

For Your Amusement:
Cast blorb on the adventurer, then open the box.
Cast cleesh on the adventurer.
Follow the adventurer around until he says "hello, sailor?", then give him something.

Day Two continued: Map Room and Engine Room

Go east once past the North Gate to the very nasty-looking Guarded Door. Since you're carrying the silver spoon, the adventurer will follow you. Ask the adventurer to open the door. (+35 = 145) Go up to the Map Room. Get the map and pencil. Drop the spoon. Go down, west, and south into the Library. (Don't hang around in here too long, or you'll get caught. If "the low, guttural voices seem to be coming in your direction", escape to the north, then return.) Examine the dusty book. Read the Legend of the Unseen Terror.

If you go south from the Library, you will be captured by the guards you can hear to the south, whom you're not yet equipped to survive. So let's go the long way around to the other corner of the castle: north, west six times to Tower, south four times to the other Tower, then east three times to South Gate.

From the South Gate, go south, then southeast to the Beach. Nitfol the turtle, say hello, then ask him to follow you. Go northwest, north, east, and up to the Engine Room. Cast exex on the turtle. Say turtle, go se then get the scroll then go nw. Now say turtle, thanks. Get the brittle scroll (kulcad: dispel a magic spell) and read it. (+25 = 170) You can't gnusto kulcad. Go back down, west four times, and up to the Bedroom. Blorb your spell book again, and lie down.

For Your Amusement:
Try repeatedly to open the Guarded Door.

Get the purple scroll in the Map Room and cast the filfre spell from it.
Examine the globe in the Map Room.
Write on a spell scroll with the pencil.

Read the Legend of the Implementers in the dusty book.

Day Three: Gallery, Temple, and Library

In the dream, notice the face "brightly lit (unlike the rest)". When you wake, stand, open the strong box, and get your spell book. Blorb the brittle scroll. (If you carry it with you through the upcoming sacrifice sequence, it will be permanently taken from you and you will be unable to finish the game.) Go down, then east twice into the Gallery. Extinguish jug. With the light off, you can now see one portrait is lighted. Move the lighted portrait to reveal a niche, and get the black scroll (ozmoo: survive unnatural death). (+25 = 195) Read it and gnusto ozmoo.

Frotz the jug again. Now we need to refill it. Go west, west, north, north, west, west, west, northwest, and northeast to Shady Brook. Drink from the brook and refill the jug. Head back into the castle by going southwest, southeast, then east five times to the second Courtyard location. Memorize ozmoo, and continue east into the Temple. You will be captured and put in a Cell.

Cast ozmoo on yourself and wait two turns. After you are "sacrificed" (+35 = 230), go down off the altar into the Temple. Open the south cell door, go south and get your possessions. Go back north out of the Cell, then west twice and south into the Closet. Cut the rope with the dagger, then drop the dagger. Open the box (+25 = 255) and get the vellum scroll (melbor: protect magic users from harm by evil beings). Read it and gnusto it. Melbor yourself.

Go north, then go east four times to the Junction. Go north to the Library. (This time, you can ignore it if the "low, guttural voices seem to be coming in your direction.") Examine the rat tracks and then reach in the hole you find to get the frayed scroll (gondar: quench an open flame). (+25 = 280) Read it and gnusto gondar. Go south four times to South Gate, then west three times back to the tower and up to the Bedroom. Open the strongbox and get the brittle scroll. Blorb your spell book before going to bed.

For Your Amusement:
Examine the paintings in the Gallery, and cast zifmia on the portraits of Dimwit Flathead and the Wizard of Frobozz.
Listen to the guards' conversation while in the cell.
Talk to the guards while in the cell.
Cast nitfol, vaxum, and cleesh on the guards.
Cast vaxum on the hunched figures in the Temple.
Cast kulcad on the rope, then have the adventurer cut it with his sword.

Day Four: Translucent Rooms and Warlock's Tower

Stand. Open the strong box and collect your spell book. Go down, east, and down twice into the first Translucent Room. Go south and east. Look at the map.

B       J
!      / \
!     /   \
!    /     \
!   K       V
!          / \
!         /   \
!        /     \
R-------M       F
\      /
 \    /
  \  /
    H       P

You entered at B and are now at M. The Terror, as well as a scroll that you need, are at P. The pencil has the power to create and destroy actual room connections by drawing or erasing them, but only has enough graphite to draw twice, and enough eraser to erase twice.

Connect B and K. Connect P and F. Wait two turns until "you can no longer sense the evil presence nearby". (The Terror went from P to F, F to V, and then V to J, seeking the exit path you made when you connected B and K.) Disconnect J and V. (The Terror has presumably moved to K.) Disconnect B and K. (You've trapped the Terror, but still left an exit path for yourself.) Go northeast, southeast, and southwest and get the powerful scroll (guncho: banish the victim to another plane of existence). You cannot gnusto guncho. Leave the Translucent Rooms by going northeast, northwest, southwest, west and north (back to B). If you hear a "horrible anguished scream" from the Terror, you did it right. (+50 = 330) Read the powerful scroll. Drop the map and pencil.

Now it's time to go kick some Krill. Go up twice out of the dungeon, east twice to South Gate, north thrice to Junction, and east twice onto the Winding Stair. Memorize vaxum and gondar. Kulcad the stair; the stairway will dissolve. (+20 = 350) Don't worry about the items you drop; you'll keep hold of the powerful guncho scroll you need. Do an inventory. Notice you are now also holding an ornate scroll (izyuk: fly like a bird). Read it, then cast izyuk on yourself directly from the scroll. Fly east into the Warlock's Tower. Gondar the dragon. Vaxum the shape. Then guncho Krill. (+50 = 400/400)

Congratulations, newest Member of the Circle of Enchanters!

For Your Amusement:
Lead the turtle or the adventurer onto the Winding Stair.
While falling down the bottomless pit, wait four times.
Cast vaxum and nitfol on the dragon.
Cast cleesh and vaxum on Krill.

For Your Amusement at various times:
Try swear words.
Sleep repeatedly and see all the different dreams.
Cast kulcad on anything that appears magical: the banquet, the frogs, the pencil...
Cast guncho on anything that moves: yourself, the adventurer, the turtle, the frogs, the Terror, the hunched figures...
Cast blorb, nitfol, and cleesh on yourself.
Cast zifmia on the old woman, the Implementers, Krill, Belboz, Entharion, the Terror, and yourself.
Try all the other spells on any object you possibly can.


For further entertainment, you may be interested in these lists of bugs in Enchanter: Nathan Simpson external link, Graeme Cree external link, XyzzyNews external link


Frotz an object (first time)20
Drink water (first time)15
Eat bread (first time)10
Rezrov gate20
Rezrov egg10
Krebf the shredded scroll5
Get gold leaf (vaxum) scroll20
Cast zifmia on adventurer10
Get past Guarded Door35
Get brittle (kulcad) scroll25
Get black (ozmoo) scroll25
Survive the sacrifice35
Open box25
Get frayed (gondar) scroll25
Trap the Terror in the Translucent Rooms50
Cast kulcad on stairway20
Cast guncho on Krill50


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last updated 9/25/2020