REVIEWS COURTESY OF ZXSR

C&VG (Computer & Video Games) Issue 41, Mar 1985   page(s) 18

[Game to be added to database first]

Infocom's new fantasy series expands the horizons of the Great Underground Empire beyond the Zork trilogy. Part of the once extinct GUE has been re-inhabited, but now the emphasis is on magic, rather than finding treasure and fighting other characters.

In Enchanter and Sorceror, the currency is the familiar Zorkmid and Frobozz magical devices abound! But the Adventurer's way of going about solving the mysteries and completing the games is somewhat different.

Paul Coppins has been defeating the evil Krill in Enchanter whilst KEITH CAMPBELL, as a junior Sorceror, has been rescuing his mentor - Belboz the Necromancer. Here Keith and Paul present an in-depth rundown on the series.

IN THE PACKAGE

As with all Infocom games, it's worth having a closer look at the packaging.

Within the simple cardboard box containing Enchanter is an inner folder, distinctively coloured with symbolic drawings. Tucked away inside is an instruction booklet produced in the form of a Medieval Guild directory and a piece of off-white paper closely representing parchment, upon which are written your orders. All this is closed by the seal of the circle of Enchanters.

Sorceror comes complete with a holding pouch containing ,a 12 page issue of "Popular Enchanting" magazine which is really a comprehensive guide to playing the game, in satirical form. An Infotater is also included, being a large cardboard disc revolving within an outer case. It contains codes to which you will have to refer to get very far in the game.

Oh, and of course! With each package you get a disc!

SPELL CASTING FOR BEGINNERS

Enchanter and Sorceror are games in which the player must learn as he goes along. Information found it various books and documents will stand him in good stead - once read, he can skip them next time around, possibly saving valuable moves.

More important, though is the acquisition of magical skills and in this respect it is important to understand just how spell-casting works. A spell may be resident within the Enchanter or Sorceror and he will only need to cast it for it to take effect. The power and number of spells so readily available will depend on the experience of the Enchanter, but among them will almost certainly be the Gnusto spell, used to write spells into a spell book.

A spell is found on a scroll and may be cast directly from it. In such circumstances, however, the spell can be used only once and is then gone forever - turned into dust. Alternatively, it may be written into a spell book. This is the Enchanter's most valuable tool - without it he is lost. A spell, when written in the book, must be memorized before each casting - a slightly tedious chore, but with the bonus that it remains in the book for further use.

There are one or two spells that are too powerful for the Gnusto spell to copy into the book - these can only be cast direct from the scroll. It follows, therefore, that the use of such a spell must be considered very carefully.

Each spell has a name and the READ SPELLS command lists which spells are currently available to an Enchanter. A typical list would be Gnusto, Rezrov, Frotz, Gaspar, Meef and Izyuk. Remembering which spells are in the book, which have been memorized and their purposes is not as difficult as it sounds.

You get a real feeling of magical power, when, with confidence. you can cast the right spell at the right time in a competent manner!

ENCHANT YOUR SYSTEM!

Enchanter is available for computers with a disc drive only. The range of versions includes Atari 400/800, Apple II, Commodore 65, IBM PC, Per, TRS-80 Models I and III, DEC RT-11, DEC Rainbow, Osborne, TI-99/4A and CP/m. Price varies according to version.

ENCHANTER

The warlock Krill has subjected the land to his evil powers for far too long. Many a powerful Enchanter has been pitted against him by the Circle of Enchanters. All have failed, cut down by his evil hand.

The elders of the circle, headed by the great and powerful Belboz, have summoned you, a novice in the art of magic, in a last desperate attempt to overthrow him. Belboz and other experienced Enchanters have such great powers they can be sensed by Krill at incredible distances. It is hoped that your powers are still weak, so that you will be able to enter Krill's castle unnoticed.

Hopefully, once there, you will be able to unlock the darkest secrets of the castle, gaining enough magical power for the final battle.

As the Adventure starts, the Enchanter finds himself at a fork in the road. It's decision time right from the start! After taking that decision (and which is the best you'll have to find out for yourself!) the easy part of the game is over and you find yourself outside the castle gates.

Here the fun starts, for since you are a novice, there is no way you can get close to the evil Krill, and live, during the early stages of this truly magical Adventure. If you are to have any chance of defeating Krill in battle, you must find spells in the hope that by pitting your magic against his, you win the battle to the death - Enchanter-style.

The search for the spell scrolls is long and hard. It seems quite easy at first, but after a while things become really tough and the correct use of magic rapidly becomes a matter of life and death.

The magic used throughout the Adventure varies a great deal, from simple spells like one for talking to animals, to one powerful enough to break even the greatest degree of Enchantment. In addition, each of the many spells may have more than one possible use. The "Rezrov" spell, for example, is used for opening locked doors and other such objects without keys and is a great help in cracking many a tormenting puzzle. There - I have given a clue. I must watch it!

It was a real shame that my magic battle with Krill could not have lasted longer. Still, I did enjoy fighting fire with fire, as it were, and it made a very welcome change from the usual hacking away with swords and axes.

You could say that it made the Wizard of Frobozz look like an amateur.

In Enchanter (and Sorceror, too) the necessity to eat, drink and sleep is taken into account, almost as in real life.

It is while one is sleeping that some very intriguing clues may be obtained in the form of strange dreams.

The enjoyment of the game is increased all the more by subtle references to Zork and Frobozz throughout the game. One could almost call Enchanter "Zork IV with magic", for there is even an Adventurer to be found complete with elvish sword and brass lamp. Every so often he stops to ask the way to Flood Control Dam No. 3, or say "Hello, sailor!"

If you liked Zork, you'll love Enchanter - it's magic!


REVIEW BY: Paul Coppins

Transcript by Chris Bourne

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