Scorpion's Tale #6 (Enchanter)
Feature by Scorpia
Computer Gaming World Volume 4 Number 3 (June 1984)
Back from the depths of space at last, I see! Well, your favorite chair (and brew!) is waiting; you'll need a breather before embarking on your next journey: an adventure into the realm of magic and wizardry, a trip to the world of ... the Enchanter!
So there you are, spellbook in hand, fresh from a summons from the mighty Circle of Enchanters, wondering if you should have listened to Momma and gone into alligator-wrestling. Fear not! While destroying the evil and powerful Krill is no mean feat, it only looks impossible! However, time passes in this game rather quickly, so you best get a move on (no, NOT west!).
Before you go running off to the castle, it's a good idea to check out the countryside very thoroughly. You're going to be needing food and drink, and Krill is not noted for his hospitality to his enemies. So stock up on supplies while you can. Then, it's off to see the Wizard! Well, perhaps not quite. There ARE one or two things you need to do before you finally have a showdown with Krill. The first one is getting into the castle itself, but that isn't hard. Check your spells, because that's all you'll have to rely on in this game, and you should have the gate open in no time. Once inside, take your time and explore the environs carefully. You'll want to find a comfy place to spend a night or two; who knows, you might even have some sweet dreams as well! Actually, you can sleep just about anywhere, but some places are better than others.
As you map out the castle and adjacent areas, you will come across a number of strange creatures. Some are helpful, some hostile, and a few are only red herrings. The general rule of thumb is: if you can't do anything with/about it, forget it. Just remember it's important to talk to the animals!
On your way to your confrontation with Krill, you will be picking up a few scrolls. Almost all will be useful to you in one way or another, so Gnusto them as you find them. Of course, not all the scrolls will be easy to come by! For instance, there's a scroll in the Control Room that seems impossible for you to obtain safely. Naturally, it's also one of the most important spells in the game. How can you get it? Well, you'll need a little help from a friend. Think about it, slowly, and the answer may come to you.
Then there's that box in the closet! All tied up with magical string, and no apparent way of getting it open. You're just dying to know how to get rid of the string, right? Well, think sharp, and don't be afraid to make a sacrifice or two on this one! While we're still talking about mysterious objects, there's that jeweled egg in one of the towers (shades of Zork Il). There's two ways of getting it open, but both will produce the same result, namely confetti. Don't be alarmed, you have some friends who can help you with this problem as well.
There are also some very interesting places in the castle, as well. The dungeon, for instance, should be given a good look. The Gallery is another room that bears close examination. However, you will probably want to stay out of the temple, at least for now. And then there's everyone's favorite, the Guarded Door. You'll get by with a little help from your (slightly greedy) friend.
Everyone always wants to know about the Translucent Rooms. The first thing to do is look at the book in the library; it makes for informative reading. Then you need a map and something to doodle with. Once you have those, it's a matter of careful timing, so you might want to plan your moves out ahead of time. It's best to save the game first, though, or you might find yourself branded a menace to society!
Another problem everybody asks about are the Endless Stairs. Well, they really are endless! You could go up or down them for hours and hours, and not get anywhere. Which means, of course, there's a lot more here than meets the eye! This, in fact, is the last puzzle of the game to solve before meeting Krill. The solution is a long and complex one. Before you do anything, however, you might want to memorize a few spells, just in case. You never know what might happen!
So, at last you stand in Krill's sanctum! Of course, you'll have to take care of a couple of his friends before you can deal with the wizard himself. But if you came properly prepared, that shouldn't be too hard. In fact, if you've gotten this far, you probably have the means of banishing Krill once and for all. And there's no margin for error here, no time to lose; wait too long, and you'll miss your chance to save the world. So cast your spells carefully!
Ah, victory! However, don't go sitting on your laurels just yet, my friend! There's more work to be done, as you'll find out next time, when you move up to the rank of.... Sorcerer! While you worry about that, I'll give out some miscellaneous clues to other adventure problems that have some people stumped.
ADVENTURE: Can't do anything with the snake?
You'll get past with some help from a little friend.
BLADE OF BLACKPOOLE: Carnivorous plant giving you fits? Find something it wants to eat, and be sweet about it.
INFIDEL: Can't get the scales straight? It helps to be in your cups.
WIZARD AND THE PRINCESS: So you have no money for the peddler? Somewhere, over the....
** IMPORTANT NOTE! **
Once again, my mailing address has changed (don't groan!). This one, however, should last quite awhile longer than the others! The new address is:
Scorpia P.O. Box 338 Gracie Station NY NY 10028
In the meantime, if you sent mail to the other address (the one given in my Starcross column), don't worry; that box will be good until the end of June. Sorry for all the switching around, but things should be stable from now on. Thanks for your patience! (And don't forget you can reach me on the Source at User ID ST 1030, and on CompuServe page GAM-310).
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