The Optimized Straightforward Walkthru for Enchanter
This FAQ is copyright 2009 by Stanley E. Dunigan (email@example.com).
This FAQ may be posted and used anywhere by anyone as long as it's unaltered,
but always check one of the official websites listed below for the latest
Like all of my optimized straightforward walkthrus, this FAQ is a complete
walkthru for the game that has been optimized and organized to make it as fast
and easy as possible to complete the game. I don't give any reference-style
information, like a list of all spells, or encourage you to do unnecessary
things. In true walkthru fashion, I just tell you the answers without explaining
or rationalizing them. If you want non-spoiler-ish hints, see the Enchanter hint
file on the Universal Hint System (UHS) website at: www.uhs-hints.com.
VERSION 1.0 (4/15/2009) NOTES AND CREDITS:
This is the original release of this FAQ, so I have no special notes or credits
to report yet.
NOTE: This FAQ was written while playing the Enchanter version that came with
the Lost Treasures of Infocom package that was released in 1991 by Activision.
As far as I know, everything will be the same for other game versions.
*** STEP 1: Enter Krill's castle. ***
Go northeast and enter the shack. Ignore the useless lantern, and pick up the
jug. Open the oven and get the loaf of bread that's inside of it. Go south to
exit the shack, then go northeast, southeast, and northeast to find a shady
brook. Fill your jug with water from the brook (FILL JUG).
You now have food for when you get hungry, and water for when you get thirsty.
To make it last, don't drink any water until the game says your lips are
parched, and don't eat any bread until the game says you're fairly starving.
(Don't you just hate it when games make you do dumb, ordinary things like eat
and drink? I know I do.)
Go southwest, southeast, and southwest twice more to reach a deserted village.
Go south to get a "withered crone" to give you a scroll, then read it to learn
that it's the Rezrov spell scroll. Inscribe it in your spell book (GNUSTO
REZROV), then go northeast twice and east twice to reach the castle gate.
To open the gate, use your new opening spell. Unlike the Gnusto spell, you don't
have it automatically memorized, so you'll have to learn it (LEARN REZROV) and
then cast it on the gate (REZROV GATE). All you have to do then to enter the
castle is go east.
*** STEP 2: Get the Zifmia spell scroll. ***
First, cast the Frotz spell on your spell book (FROTZ SPELL BOOK) so it'll act
as a light source. Go north twice to reach the northwest tower, then go up to
the Jewel Room. Get the ornamented egg, then learn the Rezrov spell and cast it
on the egg. That will reveal a shredded scroll that you can take.
Go down, then east five times to reach the North Gate area. Learn Rezrov and
cast it on the gate, then go north to the forest. Get the crumpled scroll, then
read it to find that it's the Krebf spell scroll.
Krebf is only useful to cast one time, so don't bother Gnusto-ing it. Instead,
type KREBF SHREDDED SCROLL to make the shredded scroll into a faded scroll. Read
it to see that it's the Zifmia spell scroll.
*** STEP 3: Get the Gondar spell. ***
Go south to return to the north gate, then go south to the library. Examine the
rat tracks to find a small hole in the wall. If four "hunched and hairy shapes"
walk into the library at this point, go north and then back south.
Reach into the hole to get a frayed scroll, then go back north. Read the scroll
to see that it's the Gondar spell scroll, then Gnusto it into your spell book.
*** STEP 4: Get the Vaxum spell and Ozmoo spell scroll. ***
Go west five times to return to the northwest tower, then go south four times to
reach the southwest tower. Go up to the bedroom, then examine the bedpost to
find the outline of a small compartment. Learn the Rezrov spell, then cast it on
the bedpost. (For some reason, casting it on the compartment won't work.)
Get the gold leaf scroll from the compartment, then read it to find that it's
the Vaxum spell scroll. Gnusto it into your spell book, then go down and east.
Drop your spell book (since it's your light source), then go east to the
gallery. Remove the lighted portrait, then get the black scroll. Read it to find
that it's the Ozmoo spell scroll, then go back west and reclaim your spell book.
*** STEP 5: Get the Exex and Kulcad spell scrolls. ***
Go down to reach the dungeon, then open the cell door and go north. In the cell,
examine the writing that's on the walls (EXAMINE WRITING), then remove the
square block that looks loose (REMOVE BLOCK). Go east and get the stained
scroll, then read it to see that it's the Exex scroll.
Go west and south to return to the dungeon, then go up, east twice, south, and
southeast to arrive at a beach. Learn the Nitfol spell, then cast it on the
turtle. Tell the turtle to follow you around (TURTLE, FOLLOW ME), then go
northwest, north, east, and up to reach the engine room.
Cast the Exex spell from the scroll onto the turtle (EXEX TURTLE), then use the
following two commands to get him to fetch you a scroll: TURTLE, GO SE AND GET
SCROLL. YELL AT TURTLE. Get the brittle scroll that he drops, then read it to
find that it's the Kulcad spell scroll.
*** STEP 6: Get the Melbor spell scroll. ***
Go down, west four times, and up to get back to the bedroom. Lie down on the bed
(LIE DOWN) to get some sleep, then get off of the bed (GET UP). Go down to leave
the tower, then go north twice and east twice to reach the center of the
Cast Ozmoo on yourself (OZMOO ME), then drop everything you're carrying (DROP
ALL) and go east. You'll be captured and thrown into a cell. Use the WAIT
command to get taken to the sacrificial altar and stabbed with a magic dagger.
Go down and west, then type GET ALL to pick all your dropped items back up.
Go west and south to reach a closet, then use the sacrificial dagger to cut the
magic rope that's on the jewelled box (CUT ROPE). Open the box and get the
vellum scroll, then read it to see that it's the Melbor spell scroll. Drop the
dagger since you're done with it.
*** STEP 7: Get the magic map and pencil. ***
Go north, west, north twice, and east to return to the hall of mirrors area.
Learn the Vaxum spell, then go east and west along the four-room hall until you
see a bedraggled adventurer in a mirror. If he wanders off before you can do
anything, keep trying. Once you get him standing still, cast Zifmia on him
(ZIFMIA ADVENTURER) to summon him to you, then cast Vaxum on him to friendly him
Show the egg to the adventurer to whet his treasure-hunting appetite (SHOW EGG
TO ADVENTURER), then go east however many times you have to in order to reach
the Guarded Door area. The adventurer will have followed you there, so point at
the door to get him to open it for you.
Go up to enter the map room, then drop the egg or give it to the adventurer. You
can now take both the map and the pencil. If the adventurer makes off with
either of those items, go after him and get it from him.
*** STEP 8: Get the Guncho spell scroll. ***
Return to the dungeon by going down, west six times, south four times, east, and
down. You're now going to use the magic map and pencil to make a safe path to
the Guncho spell scroll without releasing the ancient terror that starts out in
the same translucent room it's in. Do the following moves exactly as listed:
CONNECT B AND K
CONNECT P AND F
DISCONNECT J AND V
DISCONNECT B AND K
To get to the scroll's room, go down, south, east, northeast, southeast, and
southwest. Get the powerful scroll and read it to verify that it's the Guncho
*** STEP 9: Kill Krill. ***
Leave the translucent rooms by going northeast, northwest, southwest, west,
north, and up. Next, go up, east twice, and north, then use the Melbor spell
scroll to protect yourself from the hairy bums (MELBOR ME). Go north twice more,
then east twice to reach the Winding Stair area.
Learn the Gondar and Vaxum spells, then use the Kulcad spell scroll to zap the
magic stairs (KULCAD STAIRS). Read the ornate scroll that you grabbed to find
that it's the Izyuk spell scroll, then cast it on yourself (IZYUK ME). You can
now go east to find Krill in his tower.
He'll summon up a giant dragon to roast you, so immediately use your memorized
Gondar spell (GONDAR DRAGON). Next up is an evil shape with a battle axe. To
turn it friendly, use the Vaxum spell on it (VAXUM SHAPE). Now it's finally time
to trash Krill himself, so do it (GUNCHO KRILL) to get rid of him and win the