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].You may wish to save the game immediately before casting a spell, just in case, because in Spellbreaker spells may fail, especially early in the game. (Your chance of success goes up the more of the "featureless white cubes" you have acquired, and specifically if you have two or three cubes whose properties relate to the spell you are trying to cast.)

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. Type spells to find out what spells you currently have memorized; when you sleep, you forget any spells you have memorized.


Sleep when the game tells you you're tired. Everywhere is safe, as far as I know.


In the beginning…

Hang around the Council Chamber for four turns until everyone gets turned into amphibians and reptiles. (What is going on here is that the power of magic is deteriorating, and the guildmasters of the other guilds think that the Enchanters are responsible for the failure of all the practical spells they use.)

Follow the shadow outside. Get the fish and bread. Go south into Belwit Square and wait seven turns for the smoke to dissipate, or cast the lesoch spell. Pick up the featureless white cube. Frotz yourself. Memorize blorple three times (you're going to be using it a lot in this game). Then blorple the cube.

For Your Amusement:
Try to leave, talk, attack whoever is speaking, or cast a spell.
Examine Orkan, Sneffle, Hoobly, Gzornenplatz and Ardis both before and after they become amphibians.
Examine or smell the orange smoke.
Yomin one of the amphibian enchanters.
Try to follow the shadow from Belwit Square.
Try to cast a spell on the guard that blocks the exit south from Belwit Square (to the "storied Manse").
Try repeatedly to cast difficult spells now, before you have any cubes, to see the different failure messages.


Packed Earth, Soft Room, Water Room

Go east. When you enter the Hall of Stone, the cube will reappear in your hand. While you were in Packed Earth you were actually inside the cube, you see.

Use the burin to write something identifying on the cube. For example, write terra on cube. You can then later refer to this cube by its name, such as blorple terra. You must use quotes around words that are already in the game's dictionary, such as "earth". (The names I've chosen in this walkthrough do not require quotes.)

Go south and get the zipper. This is similar to an AD&D bag of holding: you can put any number of things in the zipper and it will never fill, or weigh more. It is also watertight when closed. Open it, reach into the zipper (this step is necessary the first time), and get the flimsy (girgol) scroll. You cannot gnusto girgol.

Blorple the "terra" cube again. This time, go down through the hole. No, really, go down through the hole. Wait a turn or two for a roc to grab you and take you to its nest. (If the roc doesn't show up and you die, just head north from the Boneyard and blorple the cube again.) Grab the stained (caskly) scroll, but you can't take the cube while the mama roc is here. Blorple terra again. Gnusto caskly.

Go south. Get the dirty (throck) scroll and gnusto it. Go up to Cliff Top. Push a rock to start an avalanche. When it says "If you don't do something soon, you will die!", cast girgol from the scroll. Climb up the rocks four times until you get to the Mountain Top. Get the coin and go west into the hut. Ask the hermit about the cube, then caskly the hut. Take the cube and blorple it.

For Your Amusement:
Malyon the cube in the hermit's hut.


Soft Room and Packed Earth again

Go south. That place was spongy, so write "spongy" on the cube. In the Meadow, pick the weed by pulling it twice (don't use the shears). Blorple terra again. Go west, then north. Plant the weed, then throck it. Go down and get the box and dusty (espnis) scroll. Go up and south to leave the cave. Gnusto espnis. Open the box, get the cube, and blorple it.

For Your Amusement:
Follow the rabbit in the Meadow.
Try to sleep in the ogre's cave.
Smell the ogre. Try again after casting snavig on him.


Water Room

Learn blorple. Put everything except the "terra" cube and the rye bread into the zipper and close it. Go south. Drop the bread for the grouper. Get the cube, then the bottle. Blorple terra.


Packed Earth, last time

Open the zipper, get the burin, and write "aqua" on the plain cube. Open the bottle and get the damp (liskon) scroll. Get your spell book and gnusto liskon. Go east, then north. Liskon the serpent. Go north twice into the Temple. Climb the idol and look at its eye and in its mouth. Get the knife from the zipper, pry out the opal with it, and take the opal. Climb back down off the idol. Memorize espnis and malyon. Cast malyon on the idol, wait one turn, and then follow with espnis. Wait one more turn. Climb the idol and get the cube. Climb down. Learn blorple until you have it memorized at least twice. Put everything in the zipper except the cube and burin. Blorple the cube.

For Your Amusement:
Snavig and yomin the serpent, both before and after shrinking it.
Malyon the idol while you are on it.


Air Room

Go north. Get the white (tinsot) scroll. Blorple the cube again. Gnusto tinsot. Go west. Write "aero" on the cube. Go east into the Emporium. Get the coin out of the zipper. Ask the merchant about the blue carpet, and buy it. Offer the merchant 400 zorkmids, then 450, then 500. After he takes the coin, do an inventory, and notice the -- hey now!-- red carpet you have. Give it back to the merchant and you will get the blue carpet. Leave the shop and blorple aqua.

For Your Amusement:
Tinsot the glacier.
Try to convince the merchant to sell you a carpet for less than 500 zorkmids.
Offer something other than the coin (or jewel) to the merchant.
Try to cast spells on or attack the merchant.
Caskly the red carpet.


Water Room again

Go north. Memorize tinsot three times and liskon once. Put everything but the aqua cube in the zipper and close it. (It's very important to close the zipper, because that will keep your spellbook dry.) Tinsot the water three times and climb onto the ice floe. Wait one more turn until the water levels out and rezrov the trap door. Go up into the Dungeon. Get the cube. This cube can take you back to the start of the game, via the Boneyard (the place you go when you die). We're not going there now, but go ahead and open the zipper, get the burin, and write "boneyd" on that cube to distinguish it.

Go up into the Guard Tower. Get the carpet out of the zipper, drop it, sit on it, and fly (or go up). Go west four turns and go down to land in the nest. Stand up off the carpet, get the cube, sit on the carpet again, and then fly up out of the nest. Return east four times to the guard tower, land, stand up and get the carpet. Go down, east, then north. Rezrov the cabinet, get the moldy book, and caskly it. Read the moldy book and gnusto the snavig spell. Blorple the (still plain) cube you got from the roc's nest.

For Your Amusement:
Read the carpet label during flight.
Land the magic carpet other than at In Roc Nest or Guard Tower.


String Room

Go south. Write "string" on the cube. Ask Belboz a question (such as ask Belboz about magic) and he will give you a test question. The answer you need is in the six Enchanter Cards that came with the game package. Look up the answer and say "[answer]". Belboz will give you a key. You can ask him about the cubes, the shadow, the snake, magic, and the key; his answer in regards to the cubes is particularly informative.

When you're finished, blorple aqua again.

For Your Amusement:
Give a wrong answer to Belboz's question.

Give a wrong answer to Belboz's question, then try to use the key he gives you later in the game.


Water Room yet again, Light Room, Water Room for the last time

Memorize blorple and snavig. Put everything into the zipper except the fish and close it. Go south. Drop the fish. Snavig the grouper and swim downward. Wait four turns until you become yourself again, then get all to take the zipper and both cubes (you don't have time to take each item individually). Swim upwards and blorple aqua again. Go north. Extract your spell book from the zipper, then blorple the plain cube you picked up underwater.

Go west. Learn tinsot. Wait for a lava fragment to "drop right at your feet." Tinsot it and pick it up. Blorple aqua and go north once more. Pause a moment and write "lumos" on the still-plain cube you have. Now memorize liskon and blorple, and put everything into the zipper and close it. Liskon yourself and go down. Go west twice and get the cube. Go west again, then up. Wait three turns until you return to your normal size. Blorple the cube you got from the pipe.

For Your Amusement:
Try swallowing things when you're a grouper.


Changing Room

Go north and get the compass rose. Open the zipper, get the burin, and write "change" on the cube. Blorple it again. This time, go west. Put the compass rose in the carving. Get the rose again and go north. There are four possible routes through this maze: W NW NE, W NE NW, NW NE W, or NW W NE. First touch the desired rune with the compass rose, then move in that direction. When you get to the room with the gold rune, rezrov the alabaster plug and go west. Get the cube and blorple it.


No Place - the Plain

Go south. Write "none" on the cube. Get the fragment from the zipper. Say hello to the rock. Give it the lava fragment, then climb on. Save the game.

The picture below shows the initial position of this puzzle. It may help to draw a sketch of the grid and use something as counters. What you are trying to do is get onto the same grid-point as the brown-eyed (or "brown") rock, which moves every turn. Move yourself by saying rock, [direction].

5 by 5 grid with markers of rocks' initial positions

The following sequence usually works, though it depends on exactly how the brown rock moves: west, northeast, east, south, south, and east. If you are successful, the brown-eyed rock will be mesmerized by the green-eyed one, and you can now jump to brown rock. Get the cube and blorple it.

For Your Amusement:
Sleep on or pet the green-eyed rock.
Give fish or bread to the green-eyed rock.
Show (rather than give) the lava fragment to the rock.
Cast a spell (other than blorple) at the Plain.


Dark Room

Frotz the knife or some other handy object. (It is easier to do so here, where you definitely can cast the spell, than in the specially dark area you will be entering, where you almost certainly will not be able to.) Go down. Write "nyght" on the cube. Memorize blorple and snavig. Extinguish me (to end the frotz spell on yourself) and drop your lit object here. (This should bleed into the next room and prevent you from getting eaten when you go down again, but it might still be a good idea to save the game.)

Go down into the Grue Cave. Snavig a grue. Save again. Go down into the Light Pool, then climb pillar. Get the cube. Climb down, then go up and up again to the Dark Cave you started in. If you have not yet "become yourself again", wait until you have. Pick up your lit object. Blorple the cube.

For Your Amusement:
Snavig a grue without extinguishing yourself first.
Yomin a grue.
Look at and attack or eat a grue while you are a grue.
Eat an inventory object while you are a grue.
Slaver or gurgle while a grue.
Read the pillar.


Fire Room

Frotz yourself again and extinguish the object you lit. Go north. Write "fyre" on the cube. Examine the outcropping. Get the boneyd cube (just to give it a use) and the box that we haven't used all story long. Put the boneyd cube in the box, then remove it. Throw the box to the outcropping. Blorple boneyd and go west through the "magic" exit. (Each of the cubes has one of these "magic exits" that "you can't seem to force your way through" without first putting the cube in the box the way you just did.) Get the box and cube. Gee, this seems to be a rather special magic cube, doesn't it? Write "majik" on it with the burin. Get the "none" cube from the zipper and blorple it.

For Your Amusement:
Fly to the Outcropping on the magic carpet.
Try casting tinsot on the carpet first.
Melt the lava.


The Vault

Go east. Ignore the treasure and memorize jindak three times and blorple once. (Notice that you "easily" learn spells now, after picking up the cube you just got.) Put everything in the zipper. Rezrov the door. Save the game just in case you get the following sequence wrong, and go north into the Outer Vault.

This is, joy of joys, a 12-coin-weighing logic puzzle. Follow the clues below:

Clue 1: The first JINDAK should be done with four cubes on each pile. TAKE X1, X2, X7, X8. JINDAK. (X3, X4, X5, and X6 on the first pile. X9, X10, X11, and X12 on the second pile.) If the piles are even, read clue 2. If the piles are uneven, notice which pile is brighter, then read clue 5.

Clue 2: TAKE X3, X4. PUT X1, X2 ON THE FIRST PILE. JINDAK. (X1, X2, X5, and X6 on the first pile. The second pile remains the same.) If the piles are even, read clue 3. If the piles are uneven, read clue 4.

Clue 3: TAKE X1. PUT X7 ON THE FIRST PILE. JINDAK. (X7, X2, X5, and X6 on the first pile. The second pile remains the same.) If the piles are even, BLORPLE X8. If the piles are uneven, TAKE X7. BLORPLE IT. Now read clue 9.

Clue 4: TAKE X1. PUT X7 ON THE FIRST PILE. JINDAK. (X7, X2, X5, and X6 on the first pile. The second pile remains unchanged.) If the piles are even, BLORPLE X1. If the piles are uneven, TAKE X2. BLORPLE IT. Now read clue 9.

Clue 5: PUT X1, X2, and X7 ON THE SECOND PILE. GET X9, X10, X11, and X12. PUT X9 ON THE FIRST PILE. GET X6. PUT X6 ON THE SECOND PILE. JINDAK. (X3, X4, X5, and X9 on the first pile. X6, X1, X2, and X7 on the second pile.) If both piles are equal, read clue 6. If the piles are uneven in the same way they were in clue 1, read clue 7. If the piles are uneven in the opposite way they were in clue 1, read clue 8.

Clue 6: Take all of the cubes off of both piles. PUT X10 ON THE FIRST PILE. PUT X11 ON THE SECOND PILE. JINDAK. If the piles are even then GET X12. BLORPLE IT. If the piles are uneven in the same way they were in clue 5, GET X11. BLORPLE IT. If the piles are uneven in the opposite way they were in clue 5, GET X10. BLORPLE IT. Now read clue 9.

Clue 7: Take all of the cubes off of both piles. PUT X3 ON THE FIRST PILE. PUT X4 ON THE SECOND PILE. JINDAK. If the piles are even, TAKE X5. BLORPLE IT. If the piles are uneven in the same way they were in clue 1, GET X3. BLORPLE IT. If the piles are uneven in the opposite way they were in clue 1, GET X4. BLORPLE IT. Now read clue 9.

Clue 8: Take all of the cubes off of both piles. PUT X6 ON THE FIRST PILE. PUT X1 ON THE SECOND PILE. JINDAK. If the piles are even, GET X9. BLORPLE IT. If the piles are uneven, GET X6. BLORPLE IT. Now read clue 9.

Clue 9: If you've ended up in the Sand Room: congratulations! If you've ended up in the Nondescript Room: too bad, you didn't follow the directions accurately.

For Your Amusement:
Try to cast spells other than jindak or blorple.
Hit the alarm fairy.


Sand Room

If the room description reminds you of an hourglass, you've got the right idea. Going up or down from this room sends you back in time, so you need to (re)set both of the rooms you wind up in to the ways that they were when you first entered them earlier in the story. Get your spell book and memorize blorple twice.

Go down into the Dungeon Cell. Get the burin and write "sands" on the "x#" cube. Get the key, unlock the cabinet with it, and open the cabinet. Take the vellum scroll. Put your spellbook in the cabinet, close it and lock it again. Rezrov the cell door. Blorple sands. Go up. Get the sack and open it. Take the flimsy (girgol) scroll. Copy girgol onto vellum, then empty zipper into sack. Put the flimsy scroll into the zipper, close it, and drop it. Get the majik cube and blorple it.


Magic Room

Make sure you are holding the vellum scroll. Exit to the east. Wait one turn and a shadowy figure will appear. Attempt to attack the shadow and it will freeze you in place. Now wait and listen for five turns while you thaw out. Continue waiting three more turns, until the shadow "prepares to jump into the hypercube". Cast girgol. Remove the majik cube from the center of the hypercube and put a non-magical object (such as the knife or bottle) in the tesseract.

Congratulations, Scientist!

For Your Amusement:
Yomin the shadow.

Leave the center of the hypercube empty (don't insert any item).


For Your Amusement at various times:
Eat an inventory object.
Frotz a grue in a dark room (except the area off the Dark Room cube).

While falling (not flying) in Midair, try to move around.
Try swear words.
Cast
yomin on all the characters in the game.
Slaver or gurgle while not a grue.

 

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last updated 11/13/2013