Enchanted Castle
----------------

You started in a medieval castle without any knowledge about it. You are to
escape the castle. There are three missions you might also want to do to
complete the wholestory of this beautiful text adventure game.

Walkthrough:
East: One of the torch is not firmly attached. Get it. This would be your
      only light source
West: Great Hall. There is a magic word written here. Some other areas
      would bring you back to here whenever this magic word is spoken.
      There are also other magic words. To distinguish it, we would refer
      this as return magic word.
Up,Up: There is a painting here.
      Try to get it. Whoops, it reveals a secret passage to the west
West: Prison cell
      There is nothing much here except for three doors. Only one of them
      appears to be safe. Remember it, because you would go to this part.
      You are trapped. But don't worry, you have the return magic word.
      so... You are back to Great Hall

Try to explore the castle. If your torch is blown out, return to Great Hall,
and east where you can light it again. If you come to a place where there
is a sign "Abandon Ye..." on the west door then north, south, and west would
allow you to pass the west door. If you are ready then:
1. Passing the Bengal tiger
   Go to music room, get oboe, go to wine-cellar room, wash oboe, back to
   menagerie, play oboe. You put him on sleep
2. Clearing the vines in greenhouse
   Go to rotunda, west, west, west. There is a block with blood dripping on
   it. It is mentioned that there are doors to eastern. So there are actually
   three doors. Go to south east to torture chamber. Get secateur. Go to
   green house. Cut vines
3. Passing the dragon
   From green house, north, east, enter crypt. There is a candle here. If
   your torch is unlighted, light it. Now, the southern wall has three doors.
   Choose the one which appears to be safe (remember). Don't forget to
   adjust the orientation. Inside, there is an armor. Get it.
   There is also a magic word to save your game here.
   Return to Great Hall. Go to rotunda, southwest, south. See the candles?
   Blow them. The fireplace to the west open. West, West, Get sword,
   Go to the hall of dragons. Wear armor. Kill dragons
4. To get to other part of castle
   Go to theatre, west, north, north. Sit on a strange chair. You are
   transported to other room.
5. Looking for keys?
   Go to gazebo, get ladder. Transport to the other part of castle. Go to
   cruciform, north. Drop ladder, climb up ladder and you would find a
   statue there. Get statue but don't break it. Down, south, and west.
   You are standing on balcony above the terrace. Throw statue. Smash!
   Return to Great Hall, Go to terrace. Get a set of keys.
6. Passing basilisk
   Go to lord bedroom. Open closet. Now, a basilisk is hiding there.
   Run, You would be safe if you don't run to the room where you come in or
   you don't run to a dead end. To get rid of it, from lord bedroom, north,
   north (cruciform), east. There is a magic word that whenever is spoken
   somewhere else, everything there would be disappeared. So south, and say
   the magic word.
7. Fetching the Star of diamond
   Bring the set of keys with you. Go to lord chamber, south, down until
   you come to the nursery room, west. Notice the furnace? unlock it,
   open it, and you can get the Star
8. Exploring rooms behind hall of dragon
   Go to catacomb east of it. Southeast. Northeast. Keep trying to go to
   northeast until you found a bridge. Cross it. You would find a chained
   troll. If you have the keys with you, unlock it. He would steal the
   keys from you. Unless you have had the star of diamond, you won't need
   them anymore. East, north, west on the edge of a pit. Down. You entered
   a Zimbu house (This one too is just like the basilisk will be after you).
   So grab the book fast. Up, south, south, cross the bridge and burn it.
   There the Zimbu can't swim
9. Rescue the princess from ugliest witch
   Bring the book, go to chapel. Get the cross (witch is afraid of).
   Transport to other room. Go to library. Place book and the bookshelf
   slide over revealing a downward passage. down, down. Northwest, get
   the flask. Southeast, northeast, get the wand. Southwest, down.
   There is a frog there. From infamous story, kiss the frog and the
   frog become a princess. Get princess and she would follow you unless
   you said the return magic word.
10.More rooms to explore
   Go to theatre, west to a den. There is a crack on a floor. If you pour
   the liquid, you would find that there is a room below. So wave the wand.
   Down, down, get box which apparently is a triggered timebomb. Save your
   game here. Go to basilisk closet, down to nursery room, south, throw
   box, north. Wait until it explodes (Take a lot of time). south, northeast,
   west to the fountain of champagne. Fill flask. East (Tearoom), up, south,
   Get the bell.
11.More magic word
   Go to rotunda, west, west, south to the talking skull. This time, it
   gives a very useful advice. The place it mention is the well. Go there.
   (south of garden). Pour champagne. You amused something there. Return
   to the Great Hall, go to hall of dragon, go to catacomb east of it,
   northeast to a river. Fill flask with mineral water. Back to the well
   and pour the water. Listen the magic word carefully
12.Passing the Bengal tiger again
   With wand, go to kitchen, south, and wave it. Presto! delicious food
   appears. Get it. Go to menagerie. Feed tiger
13.Opening your way out
   Get the secateur. Transport to other part of castle. A large mirror is
   standing there. Break it. It allows you to go south, south where you
   find a windlass. This one is used to raise and lower the drawbridge below.
   The windlass is stuck however, so cut the rope. Snap! the drawbridge
   fall down. you are not done yet, need to raise the locked portcullis.
   Back to Great Hall, bring the bell with you, go to menagerie, northeast
   to the room of three. Ring the bell three times. A unicorn would let you
   to take a golden key from it. Go to the entrance, unlock portcullis and
   say the magic word from the well.
14.Last thing
   You have the star diamond and the princess now. You also has opened the
   gate. The last thing is to demolish the castle. Now, go to reception room
   where there is a chandelier is swaying around. Light chandelier. Go to
   stable, burn hay. Oops, you drop your torch. Don't attempt of getting it.
   Instead, run east, east, south, west, south, south to finish this
   incredible game

wangsawm@prism.cs.orst.edu

ead 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......
