It's an expert-level game for the Commodore 64, tougher than both previous adventures. In the future, Infocom's designers will have to go a long way to create a more difficult and intriguing text adventure. Spellbreaker opens with you standing amidst a congregation of Guildmasters in the Council Chamber of the Guild Hall at Borphee. All the Guildmasters are looking to you to explain why the magic of the land has begun to fail. Gloth spells won't fold baker's dough for pastries anymore.
Fripple spells fail to contain wild animals.
And even the locally brewed beer, without benefit of magic, tastes more like cherry soda. But before you can begin to ask your questions, everyone in the crowd except you and a sinister cloaked figure is turned into a frog, toad, salamander, or newt. You're on your own. As with Infocom's other adventures, Spellbreaker uses a very sophisticated parser, the portion of the program that breaks down your English commands and questions into components that the game can process. You can communicate with the program in complete sentences, even stringing together more than one action as long as the command is no longer than two lines of text.