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 Enchanter

 
   
 
 
Enchanter

            THE ENCHANTER Part One

 Welcome to the wonderful world of Enchanter! Before we start, a
few words about the game: first, it helps to make a map as you go
along. You will not be visiting all the locations, and if you
make a misstep somewhere, having a map will save you a lot of
time and trouble. Second, you will need to have food and water
with you most of the time. Make sure you eat and drink when the
program warns you that you are hungry and thirsty. Also, keep in
mind that, if your water supply runs out, you can always get
more, but once the bread is gone, you won't be able to obtain
more food. So, don't go too far astray, or you might starve to
death! Finally, remember to save the game every once in awhile,
especially before doing anything dangerous!
 Ok, the game begins with your being summoned by Belboz to a
council of the Circle of Enchanters. You are told that you must
put an end to Krill, a nasty and powerful Wizard, after which,
with your trusty spell book, you are sent into the game proper,
where you find yourself at a fork in the road. From there, go NE,
then North, and you will be in a shack. Get the jug and the
lantern, then open the oven door and get the bread. You have
food, now you need some water.
 Go South from the shack, then NE, SE, NE to the Shady Brook.
Here you fill your jug with water. Head SW SE to another fork in
the road, and from there SW SW to a deserted village. Well,
almost deserted. There's one place that seems to be inhabited.
You head South, and run into an old crone who hands you a spell
scroll, and pushes you back out the door again. This scroll has
the REZROV spell. Use the GNUSTO spell to write it into your
spell book, then learn the spell. Now, go NE NE, and you're back
at the fork. From there, head along East until you come to the
outer gate of Krill's castle. REZROV the gate, then continue East
to the inside gate.
 Learn the FROTZ, NITFOL, and REZROV spells. FROTZ the lantern,
then go North twice to the tower, and then Up the tower steps to
the Jewel Room. There is an egg here, with all manner of little
switches and doodads on it. You could actually open the egg by
figuring out the proper sequence, but that isn't necessary.
REZROV the egg, and it will open, to reveal a shredded scroll.
There is no way to avoid this, even if you opened it by hand.
Don't worry about that, however. Just get the scroll, and drop
the egg. Learn REZROV once more (very handy, that spell!), then
go Down to the Tower, and from there due East through the four
Mirror Rooms to the North Gate. REZROV the gate.
 Now move out North through the gate to the Woods. Here you find
another spell scroll. This is the KREBF spell, which will repair
the shredded scroll. You will only need this spell once, so you
don't really have to GNUSTO it. In any case, cast the KREBF spell
on the shredded scroll, which will be restored and usable. The
spell on this scroll is ZIFMIA. GNUSTO that one, then walk East
to the Swamp. NITFOL the frogs, who will tell you how to get the
CLEESH spell. GNUSTO that one, too.
 Now, return to the North Gate, and from there go back West
through the Mirror Rooms to the Tower, and then from there due
South until you come to the SouthWest Tower. Go East to the South
Hall, then South to dungeon. Open the cell door and enter the
cell. Examine the walls. Aha! A loose block! Move the block, and
you will be able to move East into a secret room. There is
another spell scroll here, the EXEX spell. Get the scroll and
GNUSTO the spell. You will also find a silver spoon here, but
that item is just "window dressing"; it has no useful purpose in
the game, you should leave it behind. Now go back West, then
South and Up to the South Hall again.
 Drop everything you have, and go East into the Gallery. In the
dark, you will see that one portrait is lit up. Move that, and
you will find a black candle and a black scroll. The scroll holds
the OZMOO spell. Get these items and return West. Pick up your
supplies (you won't need the lantern if you take the candle),
then GNUSTO the OZMOO spell. About now, you're probably feeling a
bit tired. Go West to the Tower, and Up the stairs. Well, look at
that! A comfy featherbed. Get into bed and drift off to sleep.

              THE ENCHANTER Part Two

 While you sleep, you have a dream. The dream is an indication of
the location of another scroll. When morning comes, get up, then
examine the bedpost. Aha! A hidden switch! Press it, and a
compartment will open up, revealing the VAXUM spell. Get that
scroll and GNUSTO the spell. It will soon be time for you to get
yourself killed (among other things), so learn the OZMOO, NITFOL,
and EXEX spells.
 Go down the stairs, the head East until you come to the South
Gate. Go South from there to the meadow, then SE to the Shore.
Here you will see a giant turtle with a rainbow-colored shell.
Cast NITFOL on the turtle, then tell him to follow you. Return to
the South Gate and go East from there to the base of the
SouthEast Tower. Go up the stairs, and you will be in the Engine
Room, which is full of all sorts of dangerous and
incomprehensible machinery. Cast EXEX spell on the turtle, then
tell him to go SE and get the scroll.
 The speed spell will make him fast enough to dodge safely
through that room into the Control Room, where the Kulcad spell
scroll is. On his way back, he'll set off a trap, but his heavy
shell will protect him. You couldn't have managed it, because you
have no protection from the sharp spears. The turtle will give
you the scroll, then return to the beach. The Kulcad spell is too
powerful for you to GNUSTO, so you'll have to just hold on to the
scroll until you need it. And now, it's time for you to die.     
Go down the stairs, then West to the Hall and North to the
Closet. Pick up the Jeweled Box and continue North to the
Courtyard. Don't bother trying REZROV on the Box; even that spell
isn't powerful enough to open it. Just go East to the front of
the temple, drop everything you have, then go East once more. You
will be captured and put in a cell to await a sacrificial
ceremony, at which you will be the guest of honor.
 Now, OZMOO yourself, and Wait. The creatures will soon come for
you, and you will be offered up on an altar and a knife plunged
into your heart. Because of the OZMOO spell, you won't really be
dead. However, you now have the means of opening the Jeweled Box.
Once you are on your feet again, step down from the altar, amd go
East back to the courtyard. Cut the rope, then open the box and
get the MELBOR scroll. Pick up the rest of your possesions, and
GNUSTO the MELBOR spell.
 Now, learn MELBOR, VAXUM and ZIFMIA, then head West, West to the
Inside Gate, and from there to the Mirror Rooms. Here you must
wait until you see the Adventurer on the other side of the
mirror. At that point, ZIFMIA Adventurer, and he will appear
before you, a little bit upset. Since you have a move to spare
here, MELBOR yourself, then VAXUM the Adventurer, who will now be
very friendly towards you. He will also be looking at your
inventory with covetous eyes.
 As soon as he's been VAXUM'd, head directly East until you come
to the Guarded Room. Don't worry, your new friend will follow you
along. Once at the door (and you should carefully read the
description of it; it's really amusing), tell the Adventurer to
open it. He will do so, and the illusions of monsters will
disappear, revealing only a plain wooden door. Go North through
the door into the Map Room.
 Here is one of those variable things in the game. There are
several objects in this room, two of which, the map and the
pencil, are crucial to your success. Sometimes, the Adventurer
will pick up one or both of these items. You must get them back
from him before he leaves, or you may never catch up to him
again, in which case the game is lost. If the Adventurer picks up
something you need, tell him to give it to you, and he will. In
any case, you should drop the dagger now because you don't need
it anymore. You also won't need the purple scroll with the FILFRE
spell. Make sure you have the map and the pencil, then go back to
the North Gate, and from there South to the Library.
 Examine the ashes on the floor, then the tracks in the ashes.
These will lead you to a mousehole in the wall. Reach inside, and
you will find the scroll with the GONDAR spell. GNUSTO that one.
While you're poking about here, you might hear gutteral voices
coming towards you. Don't worry; the MELBOR spell will keep you
protected from any of the hairy creatures that might enter the
room.

               THE ENCHANTER Part Three

 There is also a dusty old book here that you might want to read,
as it will help you to understand what you're doing next. From
the Library, return to the South Hall, then go down into the
dungeon, and down once more to the first Translucent Room. You
will probably be tired now, so just go to sleep right where you
are; nothing will hurt you. You only had to sleep in the bed to
have the dream to find the VAXUM spell.
 When you wake up, eat and drink if necessary, then drop your
spell book and the jug. Look at the map, and you will see some
lettered points connected by lines. This is a magic map of the
area where you are now. If you connect two adjacent points with
the pencil, an opening will actually appear between those two
rooms. Likewise, if you erase a line between two points, then you
close off the opening between the two rooms. However, you can
only use the eraser twice and the point twice before each becomes
useless. Now that you know what you have, let's put it to some
good use.
 You are standing at the moment at point B on the map. From
there, move South, East, NE, SE, and you will be at point F. The
point all by itself, P, is where the Unseen Terror currently
resides, and you are about to free it. Draw a line from P to F.
You will see the opening appear in the wall before your eyes, and
then a very scared Belboz will appear briefly with a warning.
Now, move SW twice (the first time you won't get anywhere) and
you will be at point P, where the GUNCHO spell is.
 Now, erase the line from B to R, which will keep the Terror from
escaping. Also erase the line from M to V, which traps him in the
rooms again. Pick up the GUNCHO scroll, and make your way to
point J. Draw a line from J to B, then walk West to B and get
your spell book. Learn the CLEESH, GONDAR, and MELBOR spells. The
GUNCHO spell is too strong to be written in your book, so you'll
have to carry the scroll with you.
 Now, go Up twice to the South Hall. MELBOR yourself, then go
West to the South Gate, and from there due North to the Junction.
At that point, head East twice to the Winding Stairs. This is
another powerful illusion; no matter how much you walk up or
down, you will never get anywhere. KULCAD the stairs, and they
will disappear, leaving you over a Bottomless Pit! Fortunately,
the bannister turned into a vellum scroll containing the IZYUK
spell. IZYUK yoursel, and fly East into (ta-da!) The Warlock's
Tower!
 Here, at last, you come face-to-face with Krill himself.
However, before you can take care of him, you will have to get
rid of a couple of his friends. When the dragon attacks, GONDAR
the dragon, and when the being attacks, CLEESH him. Now, you're
ready for the main event. As Krill begins his chant, GUNCHO him.
He is banished forever from this plane of existence, and you have
become a member of the Circle Of Enchanters!!
 Of course, this is just the beginning; there will be other tasks
awaiting you in the future......
 

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