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.
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