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Pontefax

ENCHANTER 126

Jul 18th, 2019
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  1. ENCHANTER in 126 moves
  2. ----------------------
  3.  
  4. This is the lowest number of moves I could find to beat ENCHANTER (Infocom, 1983). Number of moves is defined from the moves counter displayed upon successfully beating the game. Successfully beating the game is defined as defeating Krill using the GUNCHO spell.
  5.  
  6. Tested on Release 29. May or may not work for other releases.
  7.  
  8. General notes:
  9.  
  10. Most actions in this game take exactly one move. Multiple actions on a single line, separated by THEN or a full stop, take multiple moves (otherwise the game would be completable in one move by typing a single mega-command), including multiple commands given to an NPC. Some meta-commands, eg SAVE, RESTORE, BRIEF/VERBOSE, do not take a move, but in-game commands such as INVENTORY and SPELLS do take a move. WAIT usually causes 3 moves to pass, unless something interrupts it. SLEEP causes a LOT of moves to be used, but fortunately we can get by without it.
  11.  
  12. The player can survive until move 195 before they are forced to sleep. However they begin to feel tired from move 85 onwards, which has two effects: it reduces the number of spells they can hold in memory (starts at 4 when wide awake, then reduces by one at moves 85, 95 and 105 to a minimum of 1), and it reduces the amount the player can carry (details undetermined).
  13.  
  14. Without food or drink, the player will die on move 90 from dehydration, otherwise on move 116 from starvation. But we're not going to eat or drink even once. Instead, we are going to deliberately die shortly before turn 90. The game will then revive us with enough sustenance to last about 50 turns before we succumb to thirst OR hunger, which is enough to beat the game.
  15.  
  16. A note on death: the player is always revived in the Eastern Fork, even if they haven't reached it yet. All inventory is retained, except for scrolls. Normal scrolls are left in the room where death occurred, and powerful scrolls are confiscated. The spell book is placed in the player's inventory, even if they didn't have it when they died. All memorized spells are forgotten.
  17.  
  18. The numbers before the following commands refer to the number displayed on the status-line move counter when the command is typed.
  19.  
  20. 0> SE
  21. 1> SE
  22. 2> NE
  23. 3> S
  24. 4> GNUSTO REZROV
  25. 5> BLORB ME
  26. [The first of three deaths. This one is just to get us to the eastern fork, one move faster than walking]
  27. 6> E
  28. 7> E
  29. 8> MEMORIZE REZROV, REZROV, FROTZ AND NITFOL
  30. 9> REZROV GATE
  31. 10> E
  32. 11> S
  33. 12> S
  34. 13> U
  35. 14> REZROV BEDPOST
  36. 15> TAKE GOLD LEAF SCROLL
  37. 16> FROTZ GOLD LEAF SCROLL
  38. [a seemingly odd choice of light source, but bear with me here]
  39. 17> D
  40. 18> E
  41. 19> D
  42. 20> OPEN DOOR
  43. 21> N
  44. 22> MOVE BLOCK
  45. 23> E
  46. 24> TAKE STAINED SCROLL
  47. 25> W
  48. 26> S
  49. 27> U
  50. 28> GNUSTO VAXUM
  51. [the only thing we GNUSTO in the whole game, apart from REZROV. Most spells only need to be used once, and leaving them as scrolls saves moves. VAXUM doesn't need to be GNUSTOed either if you collect the CLEESH scroll, but that takes extra moves]
  52. [note also, we just GNUSTOed our light source out of existence. Now it will be dark when we step into the gallery, and we can pick up the candle as a new light source. The only feasible alternative to this is frotzing the spell book, which would take an extra turn to drop, and we want to have it with us on the other side of the gallery anyway]
  53. 29> E
  54. 30> LOOK BEHIND LIGHTED PORTRAIT
  55. 31> TAKE BLACK SCROLL AND CANDLE
  56. 32> E
  57. 33> S
  58. 34> SE
  59. 35> NITFOL TURTLE
  60. 36> TURTLE, FOLLOW ME
  61. 37> NW
  62. 38> N
  63. 39> EXEX TURTLE
  64. 40> TURTLE, E. U. SE. TAKE SCROLL. NW. D. W
  65. [why give the turtle seven commands at once, instead of accompanying him to the engine room? This way he drops the KULCAD scroll where we need it (we pick it up on the way to the end-game, after we're done death-warping) without having to spend moves taking and dropping it]
  66. 47> N
  67. 48> N
  68. 49> MEMORIZE REZROV, FROTZ AND BLORB
  69. 50> FROTZ ME
  70. 51> OZMOO ME
  71. [The first of four very random factors in the route. The guards must apprehend you and take you to the temple immediately after you cast the OZMOO spell, which can happen anytime from two turns after entering the banquest hall to some larger number I haven't bothered finding out. If it happens after two turns, you may OZMOO ME as move #50 and then FROTZ ME as move #51 in the cell, without affecting the final turn count]
  72. 52> REZROV DOOR
  73. 53> BLORB ME
  74. [The second death. We reincarnate still with the dagger, and the spell book has been magically returned to our possession. We now do not need to go to the south cell to retrieve anything]
  75. 54> MEMORIZE REZROV, REZROV, VAXUM AND BLORB
  76. 55> E
  77. 56> E
  78. 57> E
  79. 58> N
  80. 59> N
  81. 60> U
  82. 61> REZROV EGG
  83. 62> TAKE SHREDDED SCROLL
  84. 63> D
  85. 64> E
  86. 65> E
  87. 66> E
  88. 67> E
  89. 68> E
  90. 69> REZROV GATE
  91. 70> N
  92. 71> TAKE CRUMPLED SCROLL
  93. 72> KREBF SHREDDED SCROLL
  94. 73> S
  95. 74> W
  96. [A very random moment. The adventurer MUST be in the mirror in Hall of Mirrors Four. Good job that SAVE and RESTORE don't increment the move counter...]
  97. 75> ZIFMIA ADVENTURER
  98. 76> VAXUM ADVENTURER
  99. 77> E
  100. 78> E
  101. 79> POINT TO DOOR
  102. 80> N
  103. [random moment #3. The adventurer MUST NOT take the pencil or the map, until you're finished with them]
  104. 81> TAKE PENCIL
  105. [fun fact: we don't have inventory space to take the map right now. But we don't need to take it. We just need to draw on it]
  106. 82> DRAW FROM F TO P
  107. 83> ERASE FROM F TO P
  108. 84> ERASE FROM V TO M
  109. 85> DRAW FROM M TO P
  110. 86> BLORB ME
  111. [oops, dead again! This final death is a faster way to get back to the south-west part of the castle. It also tops up our hunger and thirst meters with just enough to survive the game]
  112. 87> E
  113. 88> E
  114. 89> E
  115. 90> E
  116. 91> S
  117. 92> CUT ROPE WITH DAGGER
  118. 93> OPEN BOX
  119. 94> TAKE VELLUM SCROLL
  120. 95> MELBOR ME
  121. 96> S
  122. 97> D
  123. 98> D
  124. 99> S
  125. 100> E
  126. 101> SE
  127. 102> TAKE SCROLL
  128. 103> NW
  129. 104> W
  130. 105> N
  131. 106> U
  132. 107> U
  133. 108> E
  134. 109> E
  135. 110> TAKE BRITTLE SCROLL
  136. [the final randomness of the game. There is a good chance that the adventurer will have picked up the scroll. This must not happen!]
  137. 111> N
  138. 112> N
  139. 113> N
  140. 114> N
  141. 115> LOOK AT TRACKS
  142. 116> REACH INTO HOLE
  143. 117> S
  144. 118> E
  145. 119> E
  146. 120> MEMORIZE VAXUM
  147. 121> KULCAD STAIR
  148. 122> IZYUK ME
  149. 123> E
  150. 124> GONDAR DRAGON
  151. [it's really lucky that we can keep our GONDAR scroll when we drop our other belongings. Otherwise we would be forced to sleep, as we are too tired to hold more than one spell in memory]
  152. 125> VAXUM BEING
  153. 126> GUNCHO KRILL
  154.  
  155. Thus beating the game in 126 moves, with a score of 375.
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