Video Game / Enchanter
trilogy is a series of Interactive Fiction
games published by Infocom
. It is set in the same world as the Zork
The trilogy consists of:
- Enchanter (1983) by Marc Blank and Dave Lebling — The protagonist, a novice enchanter, is sent on a quest to defeat the evil warlock Krill, in the hope that he will be able to pass under the radar where a more powerful enchanter would be detected and defeated.
- Sorcerer (1984) by Steve Meretzky — The protagonist, now a full member of the Circle of Enchanters, investigates when his mentor acts strangely and then goes missing.
- Spellbreaker (1985) by Dave Lebling — The protagonist, now head of the Circle of Enchanters, investigates when the foundations of magic itself become unreliable.
The main magical mechanic involves learning magic words, such as BLORB, FROTZ and NITFOL, each of which has a particular effect.
The tone of the series gets darker as it progresses, and the puzzles more difficult.For the arcade pinball game called
Sorcerer, click here.
This series provides examples of:
- All Just a Dream: At the very beginning of Sorcerer, you find yourself attacked by a Hellhound. You have no choice but to let the beast kill you. Thankfully you wake up in the Guild lodgings, realizing that it's all just a dream. However, when you find the AIMFIZ spell and use it to locate Belboz, you get warped into the same forest path with the same Hellhound, turning this into "Or Was It a Dream?"
- And I Must Scream: In Enchanter, if you wait too long in the endless fall, you'll eventually die from falling forever. Same goes for when Krill casts you into the void near the end of the game.
- Apocalypse How: In Enchanter you enter a village that is suffering Regional Societal Collapse, as only an old woman lives in a hovel. By the time you explore the castle, the days grow darker and darker as time passes, and Krill's doing is turning everything into nearly Planetary Single-Dominant Species Extinction.
Everything you see is grey and lifeless, as though covered with a veil of ash. Sound is muted and there is a faint acrid odor.
- Bag of Spilling: In Spellbreaker, the magic problem affects the protagonist's spellbook, causing you to lose the spells you gathered over the previous two games.
- Bewitched Amphibians: The CLEESH spell turns a person into a frog or a newt.
- Black Cloak/Evil Wears Black: The large, black-robed figure in the Temple, which is later revealed to be the Big Bad Krill himself.
- Bottomless Pits: There is one that is a result of the KULCAD spell on the Endless Stairs in Enchanter, and since it's literally bottomless, you'll eventually die from falling forever.
- Burma-Shave: In Enchanter, if you keep going west from where you started at the Eastern Fork, you can read the signs that go like this:
- Chekhov's Boomerang: The GIRGOL spell in Spellbreaker. And it has to be used at the last second the first time around. It will soon come back to help you once again toward the end of the game, provided that you copy it onto a blank scroll and get the Big Bad to paralyze you in an earlier time of the final confrontation.
- Controllable Helplessness:
- In Sorcerer it is possible for the protagonist to end up in the Chamber of Living Death. There, the protagonist will be horribly torn apart and devoured by hideous parasites, only to not die but regenerate, over and over again, being unable to do anything about it because 'Your agony is too great to concentrate on such an action.'
- Also, in Spellbreaker, the Big Bad freezes you in the final confrontation, leaving you unable to do anything but watch him carry out his evil scheme.
- Copy Protection: Only two games in the series each have one: In Sorcerer, you need to unlock the trunk containing the AIMFIZ spell in the cellar of the Guild Hall by looking up the creature name in Belboz's journal and referring to the Infotater (packaged within the game) to search for the combination color code for one of the twelve creatures in said Infotater. And in Spellbreaker, when Belboz asks you a test question in the String Room, you'll need to look up the six Enchanter Cards (also packaged) to find the correct answer in one of them so that he'll give you a key for later use.
- Cutting the Knot: In Enchanter, there is a jeweled egg with all the Gordian handles and buttons needed to open it. There are a few ways to open it, and besides the time-consuming way, you either break the egg to get a shredded scroll, or you can use the REZROV spell on the egg... only for the egg to open and reveal a shredded scroll anyway (don't worry, it just needs repairing).
- Darker and Edgier: Than Zork. You're thwarting the plans of Evil Overlords instead of just searching for treasure in a cave and getting rid of a senile wizard along the way.
- Spellbreaker is this for the trilogy itself. The ultimate source of the problems is Inherent in the System, since any sufficiently powerful sorcerer will have an evil shadow; and even if you were to win, it would only be a matter of time until one managed to destroy everything. Of course, you don't even manage to win cleanly, leading to a Downer Ending.
- Death Is Cheap: Most of the games have a mechanism for bringing the protagonist back to life. Examples: In Sorcerer dying actually simplifies a certain puzzle (if you have the GASPAR spell enabled); in Spellbreaker you get brought back to life at the Boneyard (the place for the Death Cube) after you get killed. In Enchanter, with the OZMOO spell enabled, you die briefly via Human Sacrifice... only to return to life in the same place seconds later... with a sacrificial dagger in your chest and no pain in your body at all, even when you pull it out. (Toward the end of Enchanter, Krill seems surprised at your "revival", as he thought he had ritually killed you in front of his hairy ogre servants.)
- Demonic Possession: This is what's behind the mentor's strange actions in Sorcerer. Letting the demon possess you is... not a good idea.
- Dreaming of Things to Come: In Enchanter, if you sleep in bed in a tower a few times, you'll encounter dreams of wandering in a darkened place without any light or possessions while being surrounded by strange faces; or of a cartoon version of yourself wandering up the endless spiral staircase. All of these are clues that may help you press on through the game.
- From Beyond the Fourth Wall: In Enchanter, you can summon an Implementor (that is, one of the developers of the game), who will make a comment about "fixing bugs" and then disappear.
- Human Sacrifice: In Enchanter, hairy ogres make a sacrificial ritual in the castle's temple, and you are chosen as soon as you enter. And for good reason, too: it is necessary to get the sacrificial knife in order to cut the ropes that bind the jeweled box shut that contains the MELBOR spell... provided that you survive getting sacrificed with help from the OZMOO spell.
- Guide Dang It: Spellbreaker was so hard the developers actually apologized and admitted most people would have to use a hint book to finish it.
- I Fell for Hours: Played for drama and taken Up to Eleven: If your KULCAD spell turns the endless stairs into a Bottomless Pit, you'll fall down for hours. If you don't IZYUK yourself or if your IZYUK wears off, you'll fall forever and eventually die.
- If I Can Only Move: At the end of Spellbreaker, the Big Bad paralyzes you and then starts a Just Between You and Me speech that goes on just long enough to let you make one move at the last second to stop him. Unfortunately, by that point your options are limited. Even more awkwardly, you have to deliberately provoke him into paralysing you as soon as possible, so the paralysis wears off in time for you to act; if you try to remain under the radar he'll eventually paralyse you anyway and it won't wear off until after he's already won.
- Impaled with Extreme Prejudice: In Enchanter, the large, black-robed figure (that is, the Big Bad Krill himself) prepares to stab you in the heart with a sacrificial dagger in a Human Sacrifice ritual. With the OZMOO spell on yourself, however, you'll Feel No Pain as the spell turns it into a Bloodless Carnage.
- Played straight, however, in the Engine Room, where if you set a Death Trap after getting the KULCAD spell, the sharp spears skewer you to death.
- Invisible Monsters: The aptly named Unseen Terror from Enchanter.
- The Magic Goes Away: The threat of this sets off the plot of Spellbreaker. In the end, making it happen is the only way to defeat the antagonist. You get a rank of "scientist" for completing the game, since wizard is no longer a useful occupation.
- Mythology Gag: The series makes some cameos from the Zork series (namely, the Adventurer and the map, the Zorkmid, the Grue Repellent, and the temple of Human Sacrifice from the magic table in the Scenic Vista).
- Non-Standard Game Over: If you mess up in the endgames, you can get a negative score and the title "Menace to Society" for unleashing a horror upon the world.
- No-One Could Survive That: Toward the end of Enchanter, when you come face to face with Krill, he seems utterly surprised to see you alive, as he thought he had killed you in a Human Sacrifice ritual in front of his hairy slaves. This is also Justified, since you had the OZMOO spell on yourself to help you cheat death.
- Religion of Evil: In Enchanter, there are hunched and hairy figures in the temple, making some bloodcurdling chant to a demon statue with dripping fangs and razor-sharp talons.
- Sealed Evil in a Can: In Enchanter, your job is to defeat Krill without disturbing the Cosmic Horror that's sealed below his castle. The tie-in novel by Robin Bailey takes the tack that your character accidentally did release the thing, and now it's up to the book's protagonist to stop it.
- Self-Destructing Security: In Enchanter there's an mechanical egg with a scroll inside. No matter how you open it, the egg shreds the scroll so it's unusable. You later get a spell that allows you to reconstitute the scroll and learn the spell on it.
- Shout-Out: Some of the spell names; for instance, NITFOL, which lets you talk to the animals, is named after Hugh Lofting.
- Speaks Fluent Animal: The NITFOL spell in Enchanter allows you to talk to animals. Also a Trope Codifier, as NITFOL is named after Hugh Lofting, author of the Doctor Dolittle series, which became the former Trope Namer for "The Doctor Dolittle".
- Stable Time Loop: One in Sorcerer and two interlinked loops in Spellbreaker.
- Stepping Stones in the Sky: Spellbreaker has this as a puzzle solution ... though it makes a little more sense jumping up rocks when you've stopped time in the middle of the rock collapse.
- Time Stands Still: The recurring Girgol spell does this.
- Time Travel: The time travel spell, GOLMAC, is used for a series of puzzles in Sorcerer, and a rather more fundamental method is used in Spellbreaker.
- Turtle Power: In Enchanter, a turtle is one of the friendly creatures you encounter, and a useful ally in getting one necessary item.
- Twelve Coins Puzzle: Implemented in Spellbreaker as a puzzle involving the magical power levels of a set of physically-indistinguishable white cubes.
- Unwinnable by Design:
- In Enchanter, the Kulcad scroll can only be used once. It cancels magic. Since every puzzle you encounter is basically a magical trap, the spell allows you to "cheat" your way past any one puzzle in the game. Doing this gives you no warning that you've done anything wrong — until you get to the endgame and lack the spell you need to win.
- If you fail the copy protection in Spellbreaker, the game lies to you and tells you that you passed it. Many hours later, at the very end of the game, Belboz will suddenly appear and imprison you below the earth, with no warning as to why, what you did wrong, or when.
- Unwitting Pawn: In Spellbreaker, the player character.
- Vancian Magic: Spells have to be memorized each time you want to cast them, although apparently you can "master" a spell to retain it in your mind permanently.
- Video Game Lives: Sort of played straight throughout Enchanter, as when you die, Belboz resurrects you and returns you to where you started in the Eastern Fork. However, his powers are limited, so you have to be very careful. Die too many times, and it's Game Over for you. Near the end, the KULCAD spell subverts this, because if you die during the long fall or the battle with Krill, it's an immediate Game Over.
- Sorcerer averts this, because if you die without casting the GASPAR spell, it's also an immediate Game Over.
- With This Herring: In Enchanter, you are a novice sent to kill Krill with almost no spells to start with. Gets a Hand Wave that Krill would detect a more powerful mage and raise appropriate defenses.
- Wizard Needs Food Badly: Enchanter requires you to eat regularly, or else die of starvation. Players found this so annoying that very early in Sorcerer you obtain a magical potion that enables you to go without food and water almost indefinitely. Spellbreaker dispenses with starvation mechanics entirely.