Enchanter Transcript

This transcript is not from Enchanter, but it does show most of the usual things you can do in the story. It contains several simple puzzles and their solutions, and it will give you a good idea of how Infocom's interactive fiction works. The player's sentences appear in capital letters after each prompt (>). The map represents the terrain in the sample transcript as you might have drawn it.

[Picture of a map with 6 rooms. It can be drawn from the transcript so I won't include it.]

Tavern This is a dimly lit tavern, in fairly shabby condition, smelling of strong spirits and unbathed men.  A swinging door leads out to the east.  A drunk is sitting at a table, watching you through half-closed eyes.

>INVENTORY
You are carrying:
  a spell book
  a silver coin
  a pouch

The drunk stands and lurches over to you.  "Spare a coin for a hungry
man?" he asks, his ale-laden breath fouling the air around you.

>GIVE THE SILVER COIN TO THE DRUNK
"Thanks, chum."  The drunk reaches into his tattered cloak.  "Here, take this
magic scroll.  I used to be a magic user, but I couldn't make the grade.
Hope you'll have more luck than me."  He hands you the scroll.

>READ IT
The scroll reads "bozbar spell:  cause an animal to sprout wings."

"Another pint of ale!" cries the drunk, flipping the silver coin to the
bartender.

>GNUSTO THE BOZBAR SPELL
Your spell book begins to glow softly.  Slowly, ornately, the words of the 
bozbar spell are inscribed, glowing even more brightly then the book itself.
The book's brightness fades, but the spell remains!  However, the scroll
on which it was written vanishes as the last word is copied.

>DRUNK, WHERE IS THE WARLOCK?
"He lives in the castle beyond the wide chasm to the south.  At least, that's
what I've heard."  He looks about furtively, a great fear blazing in his
eyes.

>OPEN THE DOOR
Being swinging doors, they swing open and then immediately close again.

>EAST
Road Outside Tavern
There is a horse here, munching on a pile of oats.

>GET ON THE HORSE
You are now on the horse, holding the reins.

>LOOK
Road Outside Tavern, on the horse
The road winds here, leading northeast and southeast.  A seedy tavern lies to
the west.  There is a pile of oats here.

>TAKE PILE OF OATS
You can't reach them from the horse!

>STEER HORSE SOUTH
Using the reins, you bring the horse about to face the south.

>KICK THE HORSE
The horse is too well trained to gallop off the road into the thick woods.  
It rears back on its hind legs, whinnying in confusion.

>STEER HORSE SOUTHEAST
Using the reins, you bring the horse about to face the southeast.

>KICK HOSE
You can't see any hose here.

>KICK HORS
I don't know the word "hors."

>KICK HORSE
The horse begins trotting along the road at a brisk trot.  A new section of
road comes into view...
Crest of Hill, on the horse.
The road crosses the top of a ridge here, sloping downwards to the south and 
the northwest.

>STEER HORSE SOUTH
The horse turns southward, still traveling at a brisk trot.  A new section
of road comes into view...
Edge of Chasm, on the horse.
The road ends suddenly at a wide chasm.  The road leads upward to the north, 
and you can see it continuing on the southern side of the chasm.  Lying in a 
tight coil at the edge of the chasm is a hissing snake.

>HORSE, WHOA
The horse pulls to a stop, scant feet from the edge of the chasm!

>READ THE SPELL BOOK
My Spell Book
gnusto spell:  write a magic spell into your spell book
frotz spell:  cause an object to give off light
urbzig spell:  turn a dangerous object into a harmless one
lobal spell:  sharpen hearing
bozbar spell:  cause an animal to sprout wings

>SPELLS
The gnusto spell is yours forever.  Other than that, you
have no spells memorized.

>LEARN BOZBAR AND URBZIG
bozbar spell:  Using your best study habits, you commit the bozbar
spell to memory.
urbzig spell:  Using your best study habits, you commit the urbzig spell
to memory.

"Hsssss!!!"  The snake coils tighter, as though preparing to strike the
horse.

>CAST THE URBZIG SPELL ON THE SNAKE
The snake is replaced by a clump of daffodils.

>BOZBAR THE HORSE
A pair of handsome brown wings suddenly appears on the horse's powerful
shoulders.  The horse turns in a complete circle, a look of puzzlement on
its face.

>KICK THE HORSE
The horse gallops toward the chasm and over the edge!  It begins
plummeting into the chasm, toward sharp rocks below!  Then, slowly at first
but with increasing sureness, the horse begins beating its powerful
wings.  You rise majestically through the air, sailing gracefully 
across the chasm.  The horse lands gently of the far side, resuming
its brisk trot...
Road to Castle, on the horse.
You are at the southern edge of a wide chasm.  A road leads southward 
toward a castle of black stone.

>WAIT
Time passes...
The horse continues trotting briskly along the road...
Edge of Moat, on the horse.
The black castle looms on the other side of the moat.  The drawbridge is
closed, and the moat looks unswimmable.
A green plant is growing near the edge of the moat.  
A red plant is growing near the edge of the moat.
The horse, sensing the evil ahead, halts at the moat and snorts wildly.

>GET OFF THE HORSE
You are now on your own feet.

>I
You are carrying:
  a spell book
  a pouch

>EXAMINE THE POUCH
The pouch has some writing on it and is currently closed.

>OPEN IT
Opening the pouch reveals a quantity of magic dust.

>READ IT
You can't read a quantity of magic dust!

>READ THE POUCH
The pouch reads "magic dust:  world's most potent fertilizer."

>EXAMINE PLANT
Which plant do you mean, the green plant or the red plant?

>GREEN
It looks like a barnibus viltus, a simple and harmless vine.  
It appears to be newly sprouted.

>SPRINKLE MAGIC DUST ON THE GREEN PLANT
The green plant begins growing at a tremendous rate, shooting long
grasping tendrils across the moat, and growing right up the side of
the castle. The plant has now become a living bridge, which you can
climb up to cross the moat.

>EXAMINE THE RED PLANT
It looks like a speciman of flombus digestus, the dangerous man-eating
plant.  Fortunately, this is a very tiny specimen.

>SPRINKLE MAGIC DUST ON THE RED PLANT
The red plant begins growing at a tremendous rate.  It sprouts giant red
pods, large enough to engulf you!
(They do so.)

                 *** You have died ***

You awake to see Haffibar, the Guild physician, bending over you.  "You'd
better be more careful," she admonishes.  "This is the second time you've
gotten killed.  I overheard some members of the Circle say that if
you die once more, they won't waste another magic spell reviving you."  You
slip back into unconsciousness again, and when you awake you find yourself
outdoors...
Beginning of Road

>SOUTHWEST
Road Outside Tavern
There is a pile of oats here.
A drunk is sleeping at the edge of the road.