(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