Enchanted Castle - SynTax Disk PD 194 Author: Michael Wilk Solution by Bev Truter on PC Starting off in pitch darkness you notice a faint light streaming in from the East, so go E to a Rocky Passageway where some torches are burning on the wall. One of them looks fairly loose, so get torch, W to the Great Hall. You notice a word on the wall here - it changes for each game, so for argument's sake let's call it "manek" - and this will take you to the Great Hall when spoken from anywhere inside the Castle. N-U to a Landing on the stairs, get picture - as you touch the picture it moves up the West wall, revealing a long slide down. W, and you fall down to a cell in the Dungeon, where you can see three stone doors in the North wall opposite the cell, with huge granite stones perched precariously above two of them. Take note of which door looks safe - this also changes with each game - and remember you will be coming through the door from the other side - i.e. moving South towards the cell. So, for example, if you see that the Left door looks safe, then you would choose the Right one later on when confronted by a wall to the South. You are unable to "Save" your position now, as you don't know the magic word for "save", so each time you restart the game you will have to re-visit the cell via the picture on the landing to check out which door to use. "Manek" and you are magically transported back to the Great Hall. N-U-U-W-S to the Music Room. Get oboe - if you try playing it you realize it's clogged with dirt and won't work. N-W-W-SW-SE to a Torture Chamber. Get secateurs, then NW-NE-E-E-SW-S to the Solar. There's a creepy-looking painting here illuminated by two lit candles on the fireplace mantel. Extinguish candles, and the back of the fireplace opens, revealing a dark passage to the West. W-W to the War Room, get sword, "manek" to Great Hall. Drop oboe and sword, as you have a seemingly limited ability to carry things. W-W-SW-SW-W-N to the Elbow Room. When crossing the Courtyard always move in a diagonal direction, via the Gazebo, or the wind will blow out your torch. If this happens, "manek" to the Great Hall, then E, light torch, and soldier on! Back to the Elbow Room...A message over the West wall reads "Abandon hope...." Go North, then South, and the message has altered slightly to "Ye who enter..." Go West from the Elbow Room only when it reads "Ye who..", otherwise you will end up in the dark, minus all your possessions, with no way out. W-W-N-N to the Greenhouse, where a wall of vines blocks further progress North. Cut vines with secateurs and you see a previously hidden door, go N-E to the Eastern side of the Graveyard. Enter Crypt, where you see a candle flickering in the cool draft. Your torch was blown out while crossing the Terrace, so light torch and go South to the Dungeon, choosing the door you saw from the Cell. You are now in the Dungeon North of the cell, and there's a magic word carved into the wall! From now on you can save your position by using "visnu" instead of "save". Get armour, wear armour, "manek" to Great Hall. Drop secateurs, get sword and oboe. E-E-E to the Hall of Dragons, kill dragons with sword (Hiss! Boo!) E-NE to the River's Edge. Wash oboe in river - this transforms it to clean, shiny and playable. SW-W-W-W-W to the Great Hall. Drop sword, remove armour, drop armour, get secateurs. Go W-W-SW to the Gazebo and get the ladder, then go NE-E-E-N-U-U-W-NW to the Menagerie, where a large tiger pacing about prevents you from leaving the room in most directions. Play oboe, and the tiger falls asleep, allowing you to come and go as you please (music soothes the savage breast, and all that...) W-W-N-N to the Conservatory, where you see a chair pushed against the wall. Sit - the chair and wall spin around and you find yourself in another room. In the Boudoir. Break mirror - there was an opening behind it - S-S to the windlass. Cut ropes with secateurs, and you hear a crash from below as the drawbridge falls down. N-N-W-N-N to the Parlor, where you find another magic word written in blood on the wall - "Tragoo". When spoken outside the Parlor, the response is "Done!" - and if you return to the Parlor you see that everything that was in the Parlour has disappeared. W-N to a tumbled-down staircase - the large stones that led up to the West Tower are missing. Drop ladder - it falls across the gap. Up to the West Tower, get statue, Down. If you linger in the Tower too long, your torch blows out, and you will have to "manek" to the Great Hall and relight it in the Rocky Passageway. Shake the porcelain statue, and you hear something rattle inside. If you break the statue it releases a poisonous gas and you are killed, so from the Staircase go S-W to the Western Balcony, which overlooks the marbled Terrace far below. Throw statue over balcony and it smashes on the terrace floor. "Manek", Drop oboe and secateurs, W-W-SW-SW-W-N-N-S-W to Terrace. Amongst the bits of broken porcelain you find a set of keys, get keys. "Manek", then return to Boudoir (N-U-U-W-NW-W-W-N-N, sit). W-NW-N-W to the Lord's Chamber, where you see a closet with a closed door to the South. Open door, and the Basilisk is after you! N-N-E-S to the Sewing Room, say "Tragoo", and the Basilisk disappears along with everything else in the Parlor. W-W-S to Closet, where a forbidding staircase spirals downwards. D-D-D-W to the Furnace Room. Unlock furnace with keys, open furnace, and you have found the priceless Star Diamond! Get diamond, "manek", drop diamond. E-E-E-E-SE-NE to the Bridge. Cross bridge to the Troll's Grotto, where an ugly Troll is chained to the wall. Unlock chains with keys, and the ungrateful creature nicks the set of keys and hotfoots off into the distance, never to be seen again. E-W-D to the bottom of the pit. Get book, U-S-S, cross bridge, then burn the bridge - it was made of wood and burns to cinders, preventing the Zimbu from following you. SW-NW (keep on trying the NW direction until it works) W-W-W-W to Great Hall, N-U-U-W-S-SE to the Chapel. Get cross and back to the Boudoir, NW-N-NW-W-W-N-N-sit. N to the Library, where empty shelves line the walls at an accessible height. Put book in shelf and a trapdoor in the floor opens, revealing a staircase leading downwards. D-D to the Witches' Den, where they all cower away from your cross. North to a Laboratory, get the flask of bubbling liquid, S-NE to the Sorcerer's Chamber, get wand, SW-U-U to Library. Drop flask, D-D-D to the Witches' Repository where all kinds of animals are on the loose. Get frog, (Yes, you've guessed it - this is the Handsome Prince {Beautiful Princess if you're of the male persuasion} in frog mode.) U-U-U to Library, "manek" to Great Hall, drop frog and cross. Leave the frog well alone for now, as he/she tends to get lost as a Prince - he will follow you if you "get Prince", but can't "manek" with you to the Great Hall. By now you are probably in desperate need of food, so trot along W-S to the Refectory, wave wand and delicious food appears on the table. Get food, eat food, wave wand and more food appears - leave it on the table for now. E-S-W to the Reception Room, light chandelier, then E-N-N-N-U-U-W-NW-W-W to the Den which has a narrow crack running down the middle of the floor. Wave wand - the floor parts and you can drop down to a dark tunnel. Drop wand, D-D to a room of explosives where an overturned box ticks ominously. Get box, U-U-N-N-sit-W-NW-N-W-S-D-D-D-S to an Alcove where there's a sealed door to the Northeast. Drop box, N-W, and wander around until you hear the KARBOOM of an explosion, then return to the Alcove. A small opening has been blasted in the NE wall, so NE-U to Stone Steps. Drop torch, South to a turret where you see a silver servants' bell with three clappers. Get bell, N, get torch, "manek" to Great Hall. W-S to Refectory, get food, N-E-N-U-U-W-NW to the Menagerie. The explosion woke the tiger, so feed tiger (he promptly falls asleep again) and go NE to the Room of Threes. Ring bell, ring bell, ring bell. A golden key falls from the glistening mane of one of the unicorn heads on the wall. Drop bell, get key, SW-W-W-N-N-sit-N to Library. Get flask, "manek" to Great Hall. Pour liquid (you are left holding an empty flask), then E-E-E-E-NE to the river's edge. Fill flask - it now contains sparkling mineral water from the river. SW-W-W-W-W-S-S-W-W-S to the Gatehouse. The drawbridge is down, but the portcullis is locked, so unlock portcullis with the golden key, drop key. If you try opening the portcullis, you discover you're not strong enough - it weighs several tons, Crikey! "Manek", W-W-SW-SW-W-N-N-S-W-W-S-S to the Well. It was once used to supply drinking water to the castle, but is dry now.... Pour water in well - the earth trembles and a low voice from the well tells you about the word "Xceron" which is equal to the strength of forty men. "Manek" to Great Hall. Drop flask, get frog and diamond. Kiss frog - it changes to a Prince/Princess who has a tendency to wander off - follow Prince, get Prince and he will follow you. From Great Hall go W-W-SW-SW-W to the Stables, where piles of dry hay lie about on the floor. Remember before proceeding that you must have the chandelier in the Reception room lit, as you will lose the torch in the next bit. Burn hay - flames rise to the ceiling and you drop the torch. E-E-S-W-S to the Gatehouse. Say "Xceron" and the portcullis slowly rises. Go South, and you have escaped from the evil Castle and won the game. Congratulations! - o -