Advertising BlurbsAdvertisement in COMPUTE!, January 1986:
To keep yourself from being burned to a crisp by a fire-breathing dragon, just cast a nitfol spell.
Oops. Make that a gondar spell.
One moment you're slipping the first disk of The Enchanter Trilogy in your computer - the next you're a novice magician, chosen by fate to battle an evil that threatens the very foundations of magic. And since you're the main character, every decision you make will determine the story's outcome. Suppose, for instance, that when faced with a giant fire-breathing dragon you decide to cast a nitfol spell, which allows you to converse with beasts in their own tongue. You simply type, in plain English:
>CAST THE NITFOL SPELL ON THE DRAGON
And the story responds:
THE DRAGON PAUSES AND ROARS OUT A BENEVOLENT GREETING, WHICH, TO YOUR CHAGRIN, FRIES YOU TO A DELICATE CRISP. YOU HAVE DIED.
Suppose, on the other hand, you decide to invoke a spell that quenches open flames:
>CAST THE GONDAR SPELL ON THE DRAGON
In that case the story responds:
THE DRAGON'S FLAME IS DOUSED IN A TORRENT OF RUSHING WATER. IT DISAPPEARS WITH A TORTUOUS SCREAM.
As you progress from each story in this spellbinding trilogy to the next, the dangers you must face, the spells you must learn and the puzzles you must unravel grow to thrilling proportions. But so will your powers. Conquer the evil that lurks within all three and you'll be elevated from sorcerer's apprentice to Leader of the Circle of Enchanters.
And along the way you'll face situations that are as lively as the text that describes them:
YOU FEEL VERY FUNNY, SORT OF SQUASHED AND PUSHED AND SQUEEZED. YOUR SURROUNDINGS ARE WAVERING, THEN GROWING, THEN WAVERING AGAIN. THE FEELING VANISHES, BUT YOUR SURROUNDINGS ARE TEN TIMES THEIR FORMER SIZE...OR IS IT THAT YOU ARE ONE-TENTH YOUR FORMER SIZE?
Infocom addicts think The Enchanter Trilogy is our best work ever. So aimfiz yourself into your local software store today. And let it cast its spell on you.
Contributed by Belboz (6489) on Oct 17, 2001.
THE ENCHANTER TRILOGY
Journey to a world of magic, where spells are power, and magicians rule the land. The ENCHANTER TRILOGY, which takes place in a universe much like Zork, is considered to be Infocom's most inspired work.
SPELLBREAKER is the complex conclusion to the trilogy, with some of the hardest puzzles in interactive fiction. You have earned the ultimate honor given a mage, the leadership of the Circle of Enchanters. Now, a crisis has fallen. Magic itself is failing, and you alone must save the kingdom even as your own powers fade.
"SPELLBREAKER is sheer joy for those who love role-playing games. It's the perfect conclusion for the "Enchanter" trilogy, which can now join the classic "ZORK" trilogy as a must-have for all fantasy gamers."
Contributed by Belboz (6489) on Oct 09, 2001.
are about to see
the fantastic worlds of Infocom
unfold before your very eyes.
SPELLBREAKER In this riveting conclusion to the Enchanter Trilogy, a world founded on sorcery suddenly finds its magic failing. And you, now leader of the Circle of Enchanters, must uncover and destroy the cause of this paralyzing chaos if civilization is to hold any hope for survival.
Contributed by Belboz (6489) on Oct 05, 2001.
SPELLBREAKER IS HERE!
The Exciting Conclusion to the Enchanter Trilogy
In a world founded on magic, sorcerers rule the land, creating the spells needed to do everything from making bread to taming wild animals. Your position as a leader of the Circle of Enchanters has earned you respect from all others in the kingdom.
But now a crisis has fallen. Magic itself seems to be failing. Spells go strangely awry or cease to work altogether. The populace is becoming restive, and rumblings are heard concerning Enchanters.
A great conclave is held, convening all the guildmasters in the land. One by one, they step forward, describing the devastating effects of the diminished magic. Beer tastes like grue bathwater, pastries are thick and greasy, huntsmen are unable to control wild beasts.
Suddenly, in the midst of a discourse on the difficulty of writing poetry without magical help on the rhymes, the Guildmaster of the Poets undergoes a bizarre transformation. Looking in shock around the room, you find that each and every guildmaster has been turned into an amphibian! All, that is, but yourself...and a shadowy cloaked figure who slips quietly out the door.
Thus begins Spellbreaker, the riveting conclusion to Infocom's Enchanter series (including Enchanter and Sorcerer) and the final chapter in the story of a magician's rise from novice to mage.
Spellbreaker was written by Dave Lebling, co-author of the Zork trilogy and Enchanter and author of Starcross and Suspect. According to Lebling, "You don't have to have played the other games in our fantasy series in order to enjoy this one, although that makes it more fun. People who have played Enchanter and Sorcerer will find familiar moments, and lots of things you found in the Zork series are in here."
There are more characters than in Enchanter and Sorcerer, each with a distinct personality. Spellbreaker also contains technical innovations, such as allowing you to add some words to the already large vocabulary.
Although Spellbreaker is an expert-level game, it's very non-linear, giving you plenty of geography and paraphernalia to enjoy without having to actually solve all the puzzles. Less-experienced players can still have fun exploring the environment, while crackerjacks will find their skills tested by the most challenging puzzles ever concocted by Infocom.
Each Spellbreaker package includes a copy of the Frobozz Magic Magic Equipment Catalog (Special Crisis Edition), a mystical Enchanter's Guild pin, and a set of Enchanter trading cards. It will retail for $49.95 for most systems.
Contributed by Belboz (6489) on Aug 26, 2001.
SPELLBREAKER, the riveting conclusion to the ENCHANTER trilogy, explores the mysterious underpinnings of the Zorkian universe. A world founded on sorcery suddenly find its magic failing, and only you, leader of the Circle of Enchanters, can uncover and destroy the cause of this paralyzing chaos.
The very core of your civilization is under siege, and only a perilous journey through the black foundation of magic itself will yield a chance for survival.
And although your triumph over this unknown Evil is uncertain, you must embark without hesitation and prove yourself the worthiest mage in the land.
Contributed by Belboz (6489) on Mar 30, 2001.