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.)


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


The packaging 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 in
cantations 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 bit less straightforward - not necessarily more difficult -than in Enchanter or, say, Infidel.


While Sorcerer seems less lighthearted than 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.