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, as far as I know.
In the beginning…
Hang around the Guild Hall just looking and listening 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 cloaked figure outside. Get the fish and bread. Go south into Belwit Square and wait for the smoke to dissipate, or cast the lesoch spell. Pick up the featureless white cube. Frotz yourself. Memorize blorple a few times - you're going to be using it a lot in this game. Then blorple the cube.
For Your Amusement:
Examine or smell the orange smoke.
Yomin one of the amphibian enchanters.
Follow the shadow from Belwit
Square.
Packed Earth, Soft Room, Water Room
Go east. The cube will reappear - while you were in Packed Earth you were actually inside the cube. Write something identifying, such as "terra", on the cube with the burin. You can later refer to this cube by its name, such as blorple terra. (You will have to use quotation marks around words that are already in the game's dictionary, such as "earth". The names I've chosen in this walkthrough will 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 in, and get the flimsy (girgol) scroll. You cannot gnusto girgol.
Blorple the cube again. This time, go down through the hole. No, really, go down through the hole. Wait while a roc grabs you and takes you to its nest. (If the roc doesn't show and you die, just head north from the Boneyard and blorple the cube again.) Grab the stained (caskly) scroll; you can't take the cube while the mama roc is here. Blorple terra again. Now, go south. Get the dirty (throck) scroll. Go up. Start an avalanche by pushing a rock. Cast girgol, then climb up the rocks 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. Pick the weed by pulling it up (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 espnis (sleep) scroll, then up and south to leave the cave. 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
Write "aqua" on the plain cube. Open the bottle and get the damp (liskon) scroll. Go east, then north. Liskon the serpent. Go north twice. Climb the idol and look at its eye and in its mouth. Pry out the opal with the knife, and take it. Climb back down off the idol. Memorize espnis and malyon. Cast malyon on the idol, wait one turn, and then follow with espnis. Climb up the idol and get the cube, and blorple it.
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. Write "aero" on the cube and get the white (tinsot) scroll. Blorple aero again. This time, go west, then east into the carpet shop. Ask the merchant about the blue carpet, and try to buy it. Offer the merchant 400 zorkmids, then 450, then 500. After he takes the coin, look at the carpet you have. Hey! That's the wrong one! 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.
Caskly the red carpet.
Water Room again
Go north. Memorize tinsot thrice and liskon once. Put everything but the aqua cube in the zipper and close it. 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 taking you through the Boneyard (the place you go when you die); we're not going there now, but go ahead and write "boneyd" on that cube to distinguish it. Get the carpet out of the zipper. Go up into the Guard Tower, drop the carpet, sit on it, and fly. Go west four turns and land in the nest. Stand up off the carpet, get the cube, and then fly back out of the nest. Return east to the guard tower, land, stand up and get the carpet. Go down, east, then north. Rezrov the cabinet, get the mouldy book, and caskly it. Read the 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 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.
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 the zipper and both cubes (get all; you don't have time to do it individually). Swim upwards and blorple aqua again. Go north, then blorple the (plain) cube you picked up underwater. Go west. Wait for a lava fragment to narrowly miss hitting you, then tinsot it and pick it up. Blorple aqua (what, again?) 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 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. Write "change" on the cube and 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. To open one of the directions, touch the rune with the compass rose. 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. Say hello to the rock. Give it the lava fragment, then climb on. This would be a good point to save the game. What you are trying to do is trap the brown-eyed rock and get close to it. Move by saying rock, [direction].
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The following sequence usually works: west, northeast, east, south, south, and east. The brown-eyed rock will be mesmerized by the green-eyed one, and you can now jump from one to the other. Get the cube and blorple it (What is going on here is that you are in a 5x5 grid as shown at left, starting in the marked positions. It may help to use something as counters. The diagonal at top left is the key to solving the puzzle since it lets you catch up to the other rock.) For Your Amusement: |
Dark Room
Go down. Write "nyght" on the cube. Memorize blorple and snavig. Extinguish yourself and save the game. Go down into the Grue Cave and snavig a grue. (If you get et, just restore.) Go down into the pool of light, then climb the pillar. Get the cube. Climb down, then go up and up again to the Dark Cave you started in. Frotz yourzelf. Blorple the cube.
For Your Amusement:
Yomin a grue.
Look at and attack a grue while you are a grue.
Slaver while a grue.
Read the pillar.
Fire Room
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 cube in the box, then remove it. Throw the box to the outcropping. Blorple boneyd and go west through the magic exit. Get the box and cube. Blorple none again.
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 thrice and blorple once. Put everything in the zipper (you don't need to close it). Rezrov the door and go north into the Outer Vault. Follow the clues below:
Clue 1: The first JINDAK should be done with four cubes on each pile. TAKE X1, X2, X7, and 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 then 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 IN THE FIRST PILE. JINDAK. (X1, X2, X5, and X6 on the first pile. The second pile remains the same.) If the piles are even then read clue 3. If the piles are uneven, then 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 then BLORPLE X8. If the piles are uneven then 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 then BLORPLE X1. If the piles are uneven then 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, then read clue 6. If the piles are uneven the same way they were in clue 1, then read clue 7. If the piles are uneven in the opposite way they were in clue 1, then 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 the same way they were in clue 5, then GET X11. BLORPLE IT. If the piles are uneven in the opposite way they were in clue 5, then 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, then TAKE X5. BLORPLE IT. If the piles are uneven the same way they were in clue 1, then GET X3. BLORPLE IT. If the piles are uneven in the opposite way they were in clue 1, then 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 then GET X9. BLORPLE IT. If the piles are uneven, then 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:
Hit the alarm fairy.
Sand Room
Memorize blorple twice. Go down. Write "sands" on the "x#" cube. Unlock the cabinet with the key and open it. 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 last plain cube and blorple it.
Magic Room
Exit to the east. Write "majik" on the cube. Wait one turn and a shadowy figure will appear. Attempt to attack it and it will freeze you in place. Now wait and listen while you thaw out. Continue waiting until the shadow makes ready to jump into the hypercube, then cast girgol. Remove the majik cube from the center of the hypercube and replace it with a non-magical object (such as the knife). Congratulations, scientist!
For Your Amusement:
Yomin the shadow.
For Your Amusement at various times:
Frotz a grue in a dark room (except the area off the Dark Room cube).