<!--
	Title: (COMPUTER GAMING: PASSPORT TO ADVENTURE) Sorcerer
	Author: Louise Kohl
	Source: Electronic Games, v2(15)
	Date: October 1984
	Transcription by Steve Derby
-->

*Infocom/Most computers/32K Disk*

Chapter two in Infocom's thaumaturgical adventure series, **Sorcerer** is a
worthy sequel to **Enchanter**, as well as a fine game in itself. Giving players the
benefit of the doubt, Infocom has promoted the player for vanquishing the
evil Krill in the earlier game -- not something everyone can claim.

No longer a mere apprentice mage, the gamer even gets a private room in
the headquarters of the Guild of Enchanters. There's not much time to
enjoy this luxury, however, because on awakening the new wizard discovers
that everyone else has left headquarters. While most of them
have accompanied Frobar to town to prepare for the upcoming Guild picnic,
your old friend and mentor, Belboz -- long head of the guild -- seems to
have disappeared with a less innocuous itinerary. Investigation of his
room indicates that his departure was rather sudden -- his afternoon tea is
cooling in the cup and his parrot is muttering ominous things to himself.
(This parrot, by the way, is something of a quick study, so it pays to listen to
what he has to say. "Pollibar wants a cracker" is only one of them.)

<img class="float-left" src="/public/img/articles/eg-passport-to-adventure-sorcerer/sorcerer-screen-shot.jpg" alt="Sorcerer Screen Shot">

Unlike its predecessor, *Sorcerer* does not provide a handy loaf of bread
or jug of water, so they gamer must discover some other way of staving off
starvation. However there is in this game an encyclopedia which the
curious gamer will find very useful for looking up more complete information
on anything unusual or obscure.

The packing is not as flamboyant as in some other Infocom adventures
like **Planetfall** and **Infidel** but, as usual, it's witty and helpful. A handy item
is the Infotator, a reference wheel which, among other things, helps
players familiarize themselves with the bizarre and often dangerous fauna
that populate the countryside. In addition, the enchanter has a trusty
spell book. These and old-fashioned wits should win through to a successful
conclusion eventually, although novices may want to refer to the
thoughtfully provided current issue of *Popular Enchanting*. The player starts
with a spell book that has a few incantations to begin with, including a
couple that any thaumaturge worth his salt has permanently memorized,
and one which allows mindreading. Other spells, and some magic potions,
can be found throughout the game. Spell use is the same as in *Enchanter* --
memorization is necessary before casting. However, you can memorize a
spell more than once for multiple use over a period of time. The gamer will
also need money -- one Zorkmid, to be exact -- and there are no banks.

The player may feel that there is one too many logical puzzles in *Sorcerer*,
which could lead to frustration (not to mention repeated re-booting). The
"tricky" bits seem a big less straightforward -- not necessarily more difficult --
than in *Enchanter* or, say *Infidel*.

While *Sorcerer* seems less light-hearted that *Enchanter*, it is, on the
whole, an excellent adventure game -- carrying all the hallmarks of humor
and the unexpected that Infocom provides. Solving puzzles, casting spells at
appropriate times and full exploration are the main points of play. Little actual
violence is required of the gamer, although he may find himself on the
receiving end if there is a miscalculation.

The search for Belboz takes the player through some very diversified
real estate -- incorporating almost everything from coal mines and
amusement parks to glass mazes and abandoned forts. It will also lead to
Jeear -- an evil demon who makes Krill look like a benevolent uncle. In fact,
the threat hanging over the land this time seems substantially more serious
than in *Enchanter*. Still, there could be another promotion in a successful
solution -- and don't be afraid to stoop to petty theft. After all, you are
out to save the world from unspeakable horror.
