Regarding the Enchanter Trilogy magic system

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

Regarding eating, drinking and sleeping

Sleeping is written into the steps of this walkthrough. 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. 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. Frotz yourself to become a source of light. Open the oven and get the loaf of bread. Leave the shack and go northeast, southeast, and northeast again. Fill the jug with water from the brook. Go southwest, southeast, and southwest twice, then go south to enter the Crone's hovel. She will give you the scribbled (rezrov) scroll. Go northeast twice to Eastern Fork, then east twice to the castle gate. Rezrov the gate 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, Inside the Castle: Forest, Swamp, and Dungeon

Go north twice to a tower, then up it. Get the egg. Rezrov it, get the shredded scroll, drop the egg, and go back down. Continue east until you reach North Gate. Rezrov the gate, and go north into the forest. Get the crumpled (krebf) scroll. Krebf the shredded scroll and you will have the faded (zifmia) scroll. Go east and nitfol the frogs. Look under the lily pad as they advise to find the damp (cleesh) scroll. Go west, south, west back to the tower, south to another tower, then east, and down unto the dungeon. Open the cell door and go north. Read the writing, move the block, and go east. Get the stained (exex) scroll and the spoon. Go west, south, up, west, and up. The bed here is the only safe place to sleep in the castle. Blorb your spell book, then lie down on the bed and sleep.

Day Two: Hall of Mirrors, Map Room and Engine Room

Stand and open the strongbox, and take your spell book. Examine the bedpost and press the button. Get the gold leaf (vaxum) scroll. Memorize zifmia and vaxum and go down, then north to the other tower, then east into the hall of mirrors. When you see the adventurer look at you, cast zifmia on him to summon him to this world, then vaxum to make him friendly. Go east until you see the very nasty-looking Guarded Door. The adventurer will follow you since you are carrying the spoon, which is valuable. Ask the adventurer to open the door. Go north. Drop the spoon. Get the purple (filfre) scroll, map and pencil. You can't gnusto the filfre spell, but go ahead and cast it! Well, that was fun. Go south, and go the long way around to the other corner of the castle: all the way west, all the way south, then east to South Gate. (If you go straight south, you will be captured by Krill's guards, and you're not equipped to survive that yet.) 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, and then ask him to go southeast and get the scroll. Thank the turtle, and get the brittle (kulcad) scroll. You can't gnusto this one either. Go back down and all the way west, and up to the bedroom. Blorb your spell book again, and sleep.

For Your Amusement:
Cast blorb on the adventurer, and then open the box.
Cast cleesh on the adventurer.
Follow the adventurer around until he says "hello, sailor?", then give him something.
Write on a spell scroll with the pencil.

Day Three: Gallery, Temple, and Library

When you wake, stand and get your spell book. Blorb the brittle scroll, and drop the map and pencil. (The scroll will go missing if you don't watch it, and the map is surprisingly large/heavy, making it hard to pick up other items.) Go down, then east. Go east into the Gallery and extinguish me. Move the lighted portrait to reveal a niche, and get the black (ozmoo) scroll. Frotz yourself again. Go west, west, north, north, west, west, west, northwest, and northeast and refill the jug. Head back into the castle, and keep going east to the second courtyard location. Memorize ozmoo, and continue east into the Temple. You will be captured. Cast ozmoo on yourself and just wait in the cell. After you are "sacrificed", get down off the altar, open the south cell door, go in 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. Open the box and get the vellum (melbor) scroll. Melbor yourself, then go north, then cut east through the temple until you come to the Junction. Go north to the Library. Examine the rat tracks and then reach in the hole you find to get the frayed (gondar) scroll. Go south to South Gate, then west back to the tower and up. Open the strongbox and get the scroll. Drop the dagger. Blorb your spell book before going to sleep.

For Your Amusement:
Listen to the guards' conversation while in the cell.
Talk to or cast vaxum on the guards while in the cell.
Cast cleesh on the guards.

Day Four: Translucent Rooms and Warlock's Tower

Collect the map and pencil as well as your spell book. Go down, east, and down twice into the first Translucent Room. Go south and east. Look at the map. Connect B and K. Connect P and F. Wait until you no longer sense the "evil presence" nearby. Disconnect J and V. Disconnect B and K. Go northeast, southeast, and southwest and get the powerful (guncho) scroll. You cannot gnusto guncho. Leave the Translucent Rooms by going northeast, northwest, southwest, west and north. If you hear a "horrible anguished scream" from the Terror, you did it right. You can drop the map and pencil.

Now it's time to go kick some Krill. (Did these people have no knowledge of marine zoology when they picked that name?) Go up twice out of the dungeon, then east twice to South Gate. Let's pause here and memorize some spells: you'll need vaxum and gondar. Now continue north thrice to Junction, then east twice onto the Winding Stair. Kulcad the stair. The stairway will dissolve and the banister turns into the ornate (izyuk) scroll. Cast izyuk on yourself directly from the scroll. Fly to the east. Gondar the dragon. Vaxum the shape. Then guncho Krill. Congratulations, newest Member of the Circle of Enchanters!

For Your Amusement:
Lead the turtle or the adventurer onto the Winding Stair.
Cast vaxum on the dragon.
Cast cleesh on Krill.

For Your Amusement at various times:
Cast kulcad on anything magical.
Cast guncho on anything that moves: yourself, the adventurer, the frogs, the Terror, the hunched shapes…
Cast blorb and cleesh on yourself.
Use zifmia to summon the Implementors, Krill, Belboz, Entharion, or the Terror.
Try all the other spells on any object you possibly can.

 

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