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].
Sleep when the game tells you you're tired. Everywhere is safe except obviously dangerous places like the Snake Pit or Meadow. (See last "For Your Amusement" section for a complete list of dangerous places.)
The Guild Hall
Let the hellhound kill you - you're only dreaming. When you awake, frotz yourself to become a source of light. Stand up out of bed. Go west and read the note, then drop it. Go south twice to the Lobby and west into the Store Room. Get the vial and matchbook. Read the vial, then open it and drink the contents, and drop the vial. Read the matchbook. Go east back to the Lobby, open the receptacle, and put in the matchbook. Wait a few turns for the messenger to show up, then open the receptacle again and get the vial. Reading the magazine may be amusing but is not necessary. Go east and get the dusty (meef) scroll. Return west, and then go north twice and west into Belboz's quarters. Open the desk and get the journal. Look behind the wall hanging and get the key. Open the journal and read it. Make a note of the current code. Drop the journal and key. Go east, south and south. Go down from the Lobby to the Cellar and note the description of the trunk. The information needed to translate the code beast into a sequence of buttons is in the infotater, but since this is just copy protection we didn't bother to look at the game object. Look up the beast that was named in the journal, and press the buttons on the trunk in the order indicated. Get the mouldy (aimfiz) scroll and cast it on Belboz directly from the scroll.
For Your Amusement:
Wake me during the opening
dream.
Before you frotz yourself, frotz a grue.
Cast aimfiz on yourself, Duncanthrax, Krill, the Wizard of Frobozz, the servants,
the mailman, the hawker, the author, Helistar, and Frobar (try the last two
several times by saving and restoring).
Read the tenets and sit on the table in the Chamber of the Circle.
Sit on the parrot's perch.
Take the encyclopaedia.
Things you can read about in the encyclopaedia:
Accardi-by-the-Sea, Amathradonis, Amulet of Aggthora, Antharia, Aragain Falls, author, Barbel, Belboz, Borphee, Bozbarland, Chevaux, Dimwit Flathead, Double Fanucci, Duncanthrax, Egreth Castle, Enchanters Guild, Entharion, Fibbsbozza, Flathead Ocean, Flood Control Dam, flumes, Fort Griffspotter, Frigid River, Gabber Tumper, Galepath, glass maze, gnomes, Great Sea, Great Underground Empire, GUE Tech, Gurth, Infocom, infotaters, Jeearr, Kovalli Desert, Krill, Largoneth Castle, Lonely Mountain, Magicland, Mareilon, me, Messengers Guild, Mithicus, Miznia, morgia plants, nymphs, orkan, Quendor, Razor Gorge, Royal Museum, Servants Guild, Softspel, Sorcerer, temporal travel, Thriff, trolls, troglodyte, Wizard of Frobozz, Zork, zorkmids; plus spells, potions, and the infotater beasts (although they all give the same response).
The Forest, River, Fort, Chasm, and Castle
Go northeast to avoid getting torn to shreds by the (real) hellhound. Memorize the pulver spell, and then go east and northeast. Pulver the river and go northeast twice to the cave. Get the soiled (fweep) scroll and the bat guano. Go down into the Pit of Bones, then south to the Torture Chamber. Go west, down, west, southwest twice, and then west. Cast izyuk on yourself and fly west twice across the chasm. Go north and pick a zorkmid. Retrace your steps south, east, (sleep) fly east, east to the Crater, then go north and up twice back to Forest Edge, east, northeast, southeast, and east. Lower the flag, examine it, and get the aqua vial. Go east again and look inside the cannon. Put the bat guano in the cannon, and get the ordinary (yonk) scroll. (You cannot gnusto yonk.) Go west twice back to Fort Entrance. Memorize izyuk twice, and then cast it on yourself (after passing the River Bank a couple times it becomes dangerous, so we fly over it). Go northwest, southwest, izyuk yourself again (ditto the Drawbridge), east twice to the Ruins, down twice, and east to the Toll Gate.
For Your Amusement:
Go up the tree in Twisted Forest and examine the boa.
Fill a vial with water.
Pulver the moat.
Drink the indigo potion in the Torture Chamber.
Bite the zorkmid.
Climb the flagpole.
Wave or wear the flag.
The Glass Maze
Wake the gnome and give him your zorkmid. After he falls asleep again, search him to get your zorkmid back. Go east twice and north twice. Memorize fweep three times, cast it on yourself, and go east into the maze. From here: N. E. S. S. W. D. E. E. N. N. U. U. S. E. Examine the brick structure. Get the parchment scroll (you can't gnusto it without your spellbook) and drop it into the brick thing (it's the top of a chimney). Fweep yourself again and go W. W. S. E (goodbye dorn beast!). D. D. W. W. U. U. N. N. D. E. Fweep yourself one more time. S. E. N. D. W. S. W. U. W. Wait a couple turns for the spell to wear off. (sleep) Pick up all your belongings, and go south, south, and east. Get the parchment (swanzo) scroll.
For Your Amusement:
Yomin the toll gnome while he's asleep.
Frotz the gnome.
Frotz the zorkmid before you give it to the gnome.
Rezrov the toll gate.
The Amusement Park
Go west five times to the Bend, then southwest twice, south, and southwest. Try to go west. Give the attendant gnome the zorkmid and go west. You can amuse yourself with the Haunted House (north), Log Flume (south), Roller Coaster (west, then north), or the machine in the Casino (west twice), but the place you actually need to go is west, then south to the Arcade. Take the hawker's ball, then open the aqua vial and drink the potion. Throw the ball at the bunnies and receive your prize, the glittering (malyon) scroll. Exit the park by going north and east twice, then go northeast and south. Wait until "your muscles feel limp for a moment." Yonk malyon, then learn it and malyon the dragon. Go south through the revealed passageway.
For Your Amusement:
Yomin the park gnome and hawker.
Malyon the statue of Duncanthrax.
Malyon the bunnies.
Leave the Arcade with the ball.
Pulver the log flume ride.
Malyon the dragon a second time.
The Coal Mine
Go east into the Coal Bin room. Open the orange vial and drink the potion. A future you will show up. Drop the orange vial. Your future self will tell you a combination number. Give xir your spell book and then go east into the Dial Room. Turn the dial to the number you were told and open the door. Go east into the mine. Get the rope and go up, southwest, get the timber, northwest, and west. Tie the rope to the timber, drop the timber, and throw the rope down the chute. Climb down the rope. Take the shimmering (golmac) scroll and cast it on yourself from the scroll. Open the lamp and get the smelly (vardik) scroll (again, you can't gnusto without your spellbook - in this case you don't have the time anyway). Go down. Say younger self, the combination is [number] and you will hand yourself your spellbook. Go down. Read the smelly scroll and gnusto vardik. The vilstu potion leaves you exhausted, so sleep.
For Your Amusement:
Rezrov the door with the dial.
Yomin your older self and younger self.
Do silly things as the younger self, and then see how your actions are described
when you become the older self.
Set up a time paradox. You can do this in one of four ways: Enter the lower
chute after casting golmac without informing your younger self of the combination;
when the shimmering scroll reappears after the first time you cast golmac,
pick it up and cast it again; leave the Slanted Room before casting golmac;
carry the shimmering (golmac) scroll out of the Slanted Room.
Defeating Jeearr
We're about to go underwater and ruin your spellbook, so memorize some spells: meef twice, swanzo, and vardik. Go east into the lagoon and dive. When you start to run out of air in this sequence, just surface and then dive again. Meef the spenseweeds and open the crate. Get the grue suit. (…Grue suit?? Ok, I could handle a maze in the shape of a baseball diamond, but now you're just making stuff up.) Go north twice. Meef the vines and go west twice. Open the white door. Vardik yourself and then swanzo Belboz. Congratulations, Leader of the Circle of Enchanters! But magic can't last forever in this world…
For Your Amusement:
Open a full potion vial while underwater (try the indigo or amber potions).
Cast izyuk or fweep while underwater.
Turn on the floor waxer from the Store (past the toll gate) while underwater.
(To get it there in the first place, drop it in the Coal Bin Room as the younger
self, then pick it up again when you are the older self before you exit the
mine.)
For Your Amusement at various times:
Yomin yourself.
Examine yourself while frotzed or as a bat.
Perform an inventory while a bat.
Sleep while flying.
Gaspar yourself in the Guild Hall, one of the dry river bed locations, or
the glass maze, and then get killed elsewhere in the game. (The gaspar scroll
is in Helistar's quarters. It was skipped in this walkthrough since picking
it up scores no points and judicious saved games achieve almost the same effect.)
Take the aqua, orange, or amber potion while under the effect of one of the
others.
Sleep in a dangerous location. (Try the Guild Hall, River Bed, Coal Mine,
Twisted Forest, Tree Branch, Snake Pit, Mine Field, Meadow, Drawbridge, River
Bank, Hollow, Surface of Lagoon, Lagoon Floor, and Belboz's Hideout.)