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. (Hints are given for when this might be necessary, in case you're entering commands rapidly and not paying a lot of attention to room descriptions.) 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 the jug to make it a source of light - you don't need to learn frotz first since you already know it once. (If you're familiar with other games in the series you might be tempted to frotz me - don't, because you can't extinguish yourself, and you'll need to.) 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. Read it and then gnusto rezrov. 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 once. Get the egg. Rezrov it and get the shredded scroll. You can't gnusto this spell, so don't do anything with the scroll just yet. Drop the egg. Go back down. Continue east five times until you reach North Gate. Rezrov the gate, and go north into the forest. Get the crumpled (krebf) scroll. Read it and gnusto it. Krebf the shredded scroll and you will have the faded (zifmia) scroll. Read it and gnusto zifmia. Drink the water. Go east and nitfol the frogs. Look under the lily pad as they advise to find the damp (cleesh) scroll. Read it and gnusto cleesh. Go west, south, west five times back to the tower, south four times to another tower (eat the bread when prompted). Go 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, read it, and gnusto exex. Get 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.
For Your Amusement:
Hang around in the swamp and listen to the frogs for a while.
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, read it, and gnusto vaxum. Memorize zifmia and vaxum. Drink water. Go down, then north four times to the other tower, then east into the hall of mirrors. Watch the room descriptions as you keep going east. When you see the adventurer look at you ("He stops and stares in your direction"), cast zifmia on him to summon him to this world. (If you get to North Gate and this hasn't occurred, return west and keep watching.) When you get him, vaxum the adventurer 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. (You can't gnusto the filfre spell, but go ahead and cast it! Well, that was fun.) Get the map and pencil. Go south. If you go straight south from here, you will be captured by Krill's guards. You're not equipped to survive that yet, so let's go the long way around to the other corner of the castle: west six times to Tower (eat the bread when prompted), south four times to another Tower, then east three times to South Gate. Go south, then southeast to the Beach. Nitfol the turtle, say hello, then ask him to follow you. (Drink the water when prompted around now.) 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 (kulcad) scroll and read it. You can't gnusto this one. Go back down, west four times, and up to the bedroom. Blorb your spell book again, and lie down.
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, open the strong box, 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 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 (ozmoo) scroll. Frotz the jug again. (Around this time you may need to eat bread again.) Go west, west, north, north, west, west, west, northwest, and northeast and refill the jug. Head back into the castle by going southwest, southeast, then east five times to to the second courtyard location (you will need to drink water somewhere in here). 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", go down off the altar, 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. Open the box and get the vellum (melbor) scroll. Melbor yourself. Go north, then go east through the temple four times 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 four times to South Gate, then west back to the tower and up (eat the bread when prompted). Open the strongbox and get the scroll. Drop the dagger. Blorb your spell book before going to sleep. (You may need to drink water around now too.)
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
Stand. 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 two turns 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 (you may need to eat and drink around now), then east twice onto the Winding Stair. Kulcad the stair. The stairway will dissolve and the banister turns into the ornate (izyuk) scroll. You don't need to get this scroll; just 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.
This walkthrough was last tweaked 6/3/2011.