Regarding the Enchanter trilogy magic system
You must 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. When you sleep, you forget any spells you 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 it, 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.
Sleep when the game tells you "You are feeling 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 (for example, wait) - you're only dreaming. When you awake, frotz yourself to become a source of light.
Note: I have read that in some versions of the game this action can cause the game to become unwinnable, because SORCERER does not recognize extinguish me. I did not encounter this issue, nor can I see how it would wind up actually being a problem in the one scene I think could be affected. But caveat player: you may want to frotz objects you would be OK dropping, rather than yourself.
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 the matchbook in it. 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. Read it and gnusto it. 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. Notice the description of the trunk. The information needed to translate the code beast found in the joural into the proper sequence of buttons on this trunk is in the "infotater" in Belboz's Quarters, but since this is just copy protection we didn't bother to look at the game object. In the game manual, 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:
During the opening dream, wake up.
Wander around as long as you can in the dream.
Before you frotz yourself, frotz a grue.
In the Chamber of the Circle, read the tenets and sit on the table.
In the Library, take the encyclopedia.
In Belboz's Quarters, talk to the parrot, and sit on the parrot's perch.
In Belboz's Quarters, meef the morgia plant, then pay attention to the last line of the game (just before "would you like to restart...").
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).
Things you can read about in the encyclopedia:
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
Unlike the dream hellhound, this one is real. Go northeast to avoid getting torn to shreds. 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. Read the scroll and gnusto fweep. 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 and east, then fly east, east to the Crater. Go north and up twice back to Forest Edge, then east, northeast, southeast, and east. Lower the flag, examine it, and get the aqua vial. Go east again and look in 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. Go northwest (after passing the River Bank a couple times it becomes dangerous, so we fly over it), southwest, izyuk yourself again (the Drawbridge is also dangerous after passing a few times), 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 while it still contains a potion.
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. You will return to your human form. E. Examine the brick structure. Doesn't the description remind you of a chimney top? Get the parchment scroll (you can't gnusto it without your spellbook) and drop it into the 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. (If you're following this walkthrough tightly, you'll soon get a prompt to sleep. Ignore it for now.) S. E. N. D. W. S. W. U. W. Wait a couple turns for the fweep spell to wear off, and sleep if you need to. Pick up all your belongings, and go south, south, and east. Get the parchment (swanzo) scroll. Gnusto swanzo.
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 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 slot 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. Open the aqua vial and drink the potion. Throw the ball at the bunnies and receive your prize, the glittering (malyon) scroll. Read it and gnusto malyon. Drop the aqua vial. 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 from the yonk scroll, then learn malyon and malyon the dragon. Go south through the revealed passageway.
For Your Amusement:
Yomin the park gnome and hawker.
Play the slot machine repeatedly. (Try to get the jackpot.)
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
This would be a good place to save a game. You should be carrying nothing but the orange potion and your spell book. Go east into the Coal Bin room. Open the orange vial and drink the orange potion. A future you will show up. Drop the orange vial. Your future self will tell you a combination number; make a note of it. Give spell book to older self 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. (If you don't land in the Slanted Room, you were still carrying some other object; restore.) 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] (the number you were told before). Wait one turn; your younger self will hand you 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 your younger self, then see how your actions are described when you become your older self.
Set up a time paradox with your actions in the Slanted Room (save first before entering it). You can do this in four ways:
Leave the Slanted Room without picking up the shimmering scroll at all
Get the shimmering scroll, don't cast golmac, then go down twice to the Lagoon Shore
Get the shimmering scroll, cast golmac, then get the shimmering scroll again (nothing in the game describes it reappearing, but it does), and cast it on yourself again
Cast golmac, go down, but don't inform your younger self of the combination, and go on to enter the lower chute
We're about to go underwater and ruin your spellbook, so memorize the spells you'll need to finish: meef twice, swanzo, and vardik. Go east into the lagoon and dive. (When you're told "won't be able to hold your breath much longer" in this sequence, just surface and then dive again.) Meef the spenseweeds and open the crate. Get the grue suit and you will automatically wear it. (…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:
Repeatedly cast vezza.
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.)
Drink the aqua, orange, or amber potion while under the effect of one of the others.
Drink the amber potion, then wander around in the dark.
Cast malyon on any ordinary object.
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.
Last updated 1/29/2013