ENCHANTER (Infocom) ------------------- (You start at Fork) NE, IN, OPEN OVEN, GET BREAD,JUG AND LANTERN, OUT, NE, SE, NE, FILL JUG, SW, SE, SW, SW, S (the witch throws you out again with a scroll in your hand), READ SCROLL (rezrov spell), GNUSTO REZROV SPELL, NE, NE, E, E, LEARN REZROV, REZROV GATE (it slides open), E, N, FROTZ LANTERN, N, U, GET EGG, EXAMINE IT, TURN HANDLE, PRESS KNOB, PULL SLIDE, MOVE CRANK, PUSH BUTTON (the egg opens; inside is a scroll), GET SHREDDED SCROLL, READ IT (it is unreadable - for now), D, E, E, E, E, E, S, EXAMINE TRACKS (they lead to a small hole), REACH INTO HUL (you find a scroll), DRINK WATER, READ FRAYED SCROLL (gondar spell), GNUSTO GONDAR SPELL, GET BOOK, EXAMINE IT, READ OF UNSEEN TERROR (it's the one in Translucent Room), DROP DUSTY BOOK, N, LEARN REZROV, REZROV GATE (it opens), N, GET CRUMPLED SCROLL, READ IT (krebf spell), GNUSTO KREBF SPELL, LEARN KREBF, KREBF SHREDDED SCROLL (now it is readable!), READ FADED SCROLL (zifmia spell), GNUSTO ZIFMIA SPELL, E, LEARN NITFOL, NITFOL FROGS (you can understand what they're saying. They tell you to...), LOOK UNDER LILY PAD (you find yet another scroll), READ DAMP SCROLL (cleesh spell), GNUSTO CLEESH SPELL, EAT BREAD, W, S, W, W, W, W, W, S, S, S, S, U, LIE DOWN (you dream of a scroll), STAND UP, EXAMINE POST, PRESS BUTTON (a compartment opens. Inside is the scroll), GET GOLD LEAF SCROLL, READ IT (vaxum spell), GNUSTO VAXUM SPELL, D, E, S, OPEN DOOR, N, READ WRITINGS, MOVE BLOCK (you find an opening in the east wall), E, GET STAINED SCROLL, READ IT (exex spell), GNUSTO EXEX SPELL, W, S, U, DRINK WATER, E, E, S, SE, LEARN NITFOL, LEARN EXEX, NITFOL TURTLE, TURTLE,FOLLOW ME, NW, N, E, U, EXEX TURTLE (it can run faster), TURTLE,SE AND GET SCROLL THEN NW (it actually gets it for you!), READ BRITTLE SCROLL (kulcad spell. It's too long to be written into your book), GET IT, D, W, W, TURN OFF LANTERN, LOOK (one picture is glowing), MOVE LIGHTED PORTAIT, GET BLACK SCROLL, READ IT (ozmoo spell), GNUSTO OZMOO SPELL, GET CANDLE, LEARN FROTZ, FROTZ CANDLE, LEARN FROTZ, LEARN OZMOO, W, N, FROTZ LANTERN (this leaves you with a light source once you get back from the temple), DROP ALL BUT CANDLE, S, E, E, N, N, N, WAIT (you are caught and put in a cell), OZMOO MYSELF, WAIT (you are sacrificed in the temple, but thanks to ozmoo you survive. You take the sacrificial knife), D, W, W, S, CUT ROPE WITH DAGGER, DROP DAGGER, GET ALL BUT DAGGER, S, W, U, DRINK WATER, LIE DOWN, STAND UP, D, N, N, N, N, LEARN ZIFMIA, LEARN VAXUM (it is a good idea to save here. If you take too long finding the adventurer, you can restore from here), E (wait till you spot Adventurer), ZIFMIA ADVENTURER (you summon him), LEARN BLORB (now wait for the adventurer to approach you), VAXUM ADVENTURER (he becomes friendly), SHOW EGG TO ADVENTURER THEN EAST (Spoon and Dagger are also usable. Continue this way to Guarded Room), ADVENTURER,OPEN DOOR, U (if he takes anything, ask him for it before you...), BLORB ADVENTURER (he is caught in a box. This way he won't steal your things), DROP EGG, GET PENCIL AND MAP, D, EAT BREAD, W, W, W, W, W, W, S, S, S, S, E, S, D, READ MAP, DRAW LINE FROM F TO P (you let the Terror'en out), WAIT, ERASE LINE BETWEEN B AND R, ERASE LINE BETWEEN M AND V, DRAW LINE FROM B TO J (you have locket the Terror up again!), DRINK WATER, E, SE, SE, SW, GET SCROLL, READ IT (guncho spell), NE, NW, NW, W, U, U, N, DROP MAP AND PENCIL, OPEN BOX (which you earlier opened with Dagger), GET VELLUM SCROLL, READ IT (melbor spell), GNUSTO MELBOR SPELL, N, W, W, W, W, NW, NE, DRINK WATER, FILL JUG, SW, SE, E, E, SLEEP, E, S, S, LEARN MELBOR,VAXUM AND GONDAR, EAT BREAD, E, E, MELBOR MYSELF, N, N, N, E (melbor protects you), E, KULCAD STAIRS (they disappear! You fall down, but manage to catch a scroll), READ ORNATE SCROLL (izyuk spell), IZYUK MYSELF (you float!), E (now you are standing at Krill), GONDAR DRAGON (it vanishes), VAXUM BEING (it smiles and vanishes, too), GUNCHO KRILL (he screams and is dissolved. Congratulations, you've defeated Krill and deserve the title Member of Circle of Enchanters with a score of 400/400 Jacob Gunness - d. 23/11-1990. Below I have included a complete spell list, which I hope you will find useful! Enchanter Spell List -------------------- REZROV SPELL - open even locked or enchanted objects Found: In Witch's hovel Use: On gates and the egg. GNUSTO SPELL - write a magic spell into a spell book Found: In spell book right from the start Use: As described on scrolls. BLORB SPELL - safely protect a small object as though in a strong box Found: In spell book right from the start Use: On adventurer in Map Room. Make sure you have both map and pencil before you cast it or these objects will be lost. NITFOL SPELL - converse with the beasts in their own tongue Found: In spell book right from the start Use: On frogs. They will tell you about the Damp Scroll. And on the turtle. Tell it to follow you. FROTZ SPELL - cause something to give off light Found: In spell book right from the start Use: On the lantern or, even better, the book. Do NOT cast it on yourself, as you must be able to turn off your light source in the Gallery. GONDAR SPELL - quench an open flame Found: In Library. Examine the rat tracks and reach into the hole Use: Learn it before you kulcad the stairs and cast it on the dragon later. KREBF SPELL - repair willful damage Found: In Forest outside the North Gate Use: Cast it on Shredded Scroll to form Faded Scroll with the zifmia spell. ZIFMIA SPELL - magically summon a being Found: In Jewel Room inside the egg. Also see above Use: Cast it on the adventurer in Hall of Mirrors CLEESH SPELL - change a creature into a small amphibian Found: In Swamp under the lily pads. See under nitfol Use: On being in Warlock's Tower or on adventurer in Map Room. VAXUM SPELL - make a hostile creature your friend Found: In Bedroom. Lie in bed, examine the post and finally push the button. Use: On adventurer after having cast zifmia on him. EXEX SPELL - make things move with greater speed Found: In Secret Tunnel Use: On turtle before sending it to Control Room. Alternatively you can cast it on yourself and run to Control Room from Engine Room, but you won't make it. OZMOO SPELL - survive unnatural death Found: In Gallery behind Lighted Painting. Turn off the light and see! Use: Memorize it before you are caught and thrown into the cell then cast it on yourself to avoid being killed on the altar. MELBOR SPELL - protect magic user from harm by evil beings Found: In Closet. Use the dagger from the Altar to cut the rope on the box. Use: Cast it on yourself before venturing east beyond the Junction. The following spells are too long to be written in your book: FILFRE SPELL - create gratuitous fireworks Found: In Map Room beyond Guarded Door Use: It is just an ad for Infocom, but use it if you like! KULCAD SPELL - dispel a magic spell Found: In Control Room (southeast of Engine Room). Ask the turtle to get it. Use: On the stairs. They will vanish (he-he!) IZYUK SPELL - fly like a bird Found: You grasp it on the way down after using kulcad on the stairs Use: Cast it on yourself and go east. GUNCHO SPELL - banish the victim to another plane of existence Found: In Translucent Room (point P) Use: On Krill to end the game Jacob Gunness - d. 3/2-1991.