The Library

Score: 5 Turns: 1

K-Power, v1(7)
Read Time ~1 minute read
Sep-Oct 1984

Screening Room: Strategy

Enchanter

WARNING! This article contains spoilers. Avert your eyes!

Infocom, Inc. AP, AT, C 64, IBM PC/PCjr, TI, TRS-80 I/III (all disk). Product Info: (617) 492-1031
TYPE: Text adventure
IN BRIEF: You're a novice spellcaster on a mission to destroy the evil Krill, a mysterious and powerful warlock. Why did your leaders, the great "Circle of Enchanters," pick you for the job? Well, because Krill would have detected and destroyed any great Enchanter who attempted to get too close. So, it's you, your wits, and a couple of spells against the most ruthless evil the world has ever known. Doesn't quite sound like a piece of cake, does it? If things get a little too rough, take a look at a few of the following hints:

Enchanter screen shot

🗝 Be careful when you sleep outside the castle; your possessions may well be gone when you wake up.

🗝 Keep track of everything you dream (and examine your bed very closely). Compare the dreams to situations you encounter while you are awake.

🗝 There is a way to get the scroll in the "Machinery Room," but not for you. Perhaps an animal that could protect itself from spears and the like might be able to get it for you.

🗝 Be sure not to cast the FROTZ (light) spell on yourself! It won't hurt, but there's a point where darkness is crucial.

🗝 Try talking to any animals you meet; you'll be surprised by what they have to say.

🗝 There is more to the library than meets the eye. Try searching for some rat tracks, and see where they lead.


K-Power, Sep-Oct 1984 cover

This article appeared in
K-Power
Sep-Oct 1984


These historical, out-of-print articles and literary works have been GNUSTOed onto InvisiClues.org for academic and research purposes.

🞀
✖
🞂