62 lines
2.8 KiB
Plaintext
62 lines
2.8 KiB
Plaintext
1. Browsie back cover.
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In MAGE, third in the ENCHANTER series, the world is menaced
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by the threatened destruction of magic itself, and only you can
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save it.
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You owe your position as head of the Enchanters Guild to your
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clever and innovative use of magic, but now magic has become
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unreliable and intermittent. The foundations of the kingdom
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are threatened.
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Who or what is causing this calamity? In a journey through the
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very structure of the magical universe, from the Zorkian underworld
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to the far reaches of the higher dimensions, you search for
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the source of the unmaking.
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You must use all your wit to prepare for the final confrontation,
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uncovering the tools and powers to meet the ultimate evil. The
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outcome is uncertain when evil's dark purposes are at last exposed,
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but a mage never falters.
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The Table of Contents for the instruction manual is on page 11.
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Take a look at it to find out what you should read before you begin
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the story.
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2. Package back cover.
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MAGE, the mysterious conclusion to the ENCHANTER trilogy, explores
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the strange underpinnings of the Zorkian universe. A world founded
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on magic and sorcery suddenly finds itself without magic, and you,
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the head of the Enchanters Guild, are the only mage who can find
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the reason. The very structure of the universe is under siege, and
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only a journey through the foundation of magic itself will reveal
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the terrifying reason.
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3. Instruction Manual Intro.
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Welcome to the world of the Enchanter saga -- a world founded on magic,
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where guilds of magicians have mastered the powers of sorcery; a
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world now threatened with destruction.
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You distinguished yourself among the young Enchanters by defeating the
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evil warlock Krill, whose attempt to subjugate the land was thwarted by
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your cleverness, as your inexperience allowed you to succeed where
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others might have failed. This earned you a place on the Circle of
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Enchanters, second only to the great Belboz the Necromancer. Then Belboz
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himself was nearly destroyed, and your rescue of him from the evil demon
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Jeearr earned you the ultimate honor given a mage, the leadership of the
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Circle of Enchanters.
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Now, a crisis has befallen the kingdom. Magic itself seems to be
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failing. Spells fail to work or go strangely awry, the populace is
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confused and restive, and even the Enchanters Guild is baffled. A great
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conclave of the Guildmasters is ordained, and it is at this conclave
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that the final conflict between good and evil begins to unfold.
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If you're familiar with Infocom's interactive fiction, you may not feel
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like reading this entire manual. However, you should at least read
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about the use of magic (on page x). Also look at the appendix of
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recognized verbs (on page x); some of the verbs listed are found in all
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Infocom stories, while others are included especially for MAGE. All
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wizards will want to familiarize themselves with this list. |