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