<!--
	Title: (COMPUTER GAMING: Passport to Adventure) Enchanter
	Author: Tracie Forman
	Source: Electronic Games, v2(12)
	Date: May 1984
	Transcription by Steve Derby
-->

*Infocom/Most computers/48K disk*

**Enchanter** begins the second sword-and-sorcery trilogy from Infocom,
the company whose name is synonymous with high-quality text
adventures. Unofficially dubbed "Zork IV," *Enchanter* owes a lot to its
legendary predecessor, both in authorship (**Zork** creators Marc Blank
and Dave Lebling collaborated on this effort) and in genre (the full-text fantasy
uses the Interlogic prose, making the computer capable of understanding
complex commands).

But *Enchanter* sports some interesting twists on the old puzzle-solving
theme. For one thing, food, water, and rest are required for any magician's
acolyte who hopes to stay alive, a concept pioneered in Infocom's
**Planetfall**. Also, there are far fewer objects just lying there to be used.
Instead, the majority of treasures are actually scrolls containing powerful
spells, which must be cast appropriately.

<figure class="float-left">
	<img src="/public/img/articles/eg-passport-to-adventure-enchanter/enchanter-packaging.jpg" alt="Enchanter Packaging">
	<figcaption class="center" style="font-weight: bold;">ENCHANTER (INFOCOM)</figcaption>
</figure>

The young Enchanter starts out with four spells in a spell tome. When a new
spell is found, it must be written into the pages of the book if it's to be reused,
because once the spell is cast, the scroll vanishes. To use any magic
contained in the tome, the wizard must first memorize it.

The scenario is explained in a beautiful, antique-looking scroll, while
game instructions are contained in a "guild directory" pamphlet. While the
packaging isn't as out-and-out brilliant as some of Infocom's other releases,
like **Witness**, it's both attractive and functional.

The game begins with a meeting of the Elders of the Circle of Enchanters.
It seems the evil Warlock has slowly gained power in the eastern lands, and
he must be stopped to free the subjugated population. But the Warlock is
alert to powerful intruders, and the aura generated by an Elder is far too
strong. Therefore, the Council has decided to send you, a mere acolyte, because
your mind is so weak it presents not immediate threat.

Unarmed save for a spell tome (the beginning spells allow players to create
light, speak with animals, write magic, and guard their most precious
possession in a strongbox), the player must find enough food and water to
survive the trip, then journey to the inside of the eastern fortress -- where
the Warlock and his foul servants pay homage to an evil deity.

Good luck! Just one word of warning -- those aren't ketchup stains on
the temple altar!
