Zork II: The Wizard of Frobozz

01.11.1981
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The adventure begins in the Barrow from "Zork I" armed only with the trusty brass lantern and sword of elvish antiquity. The purpose of the game is not initially clear. Like its predecessor, Zork II is essentially a treasure hunt. Unlike the previous game, the ten treasures are tied together by a crude plot. Finding the treasures does not end the game, nor are all the treasures needed to finish the game. Instead, the adventurer must figure out a way to use the treasures in order to reach the game's finale.
You will explore a long-hidden region of the Great Underground Empire, a region dominated by the Wizard of Frobozz. The wizard was once a respected enchanter, but when his powers began to fade he was exiled by Dimwit Flathead. Now bordering on senility, the wizard is still a force to be reckoned with. Your goal, as you venture into the wizard's realm, is to avoid his capricious tricks and learn to control his magic.

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Zork (last 3 games)

31.10.1997

Join forces with Dungeon Master Dalboz and travel throughout the Underground Empire's many locations, such as Hades, Flood Control Dam #3 and The Dungeon Master's Lair.

28.08.1997

The purpose of the game is to explore and emerge successfully from the Undiscovered Underground. The player begins only with a low-quality Lantern and plastic imitation sword, a parody of the starting items from Zorks I, II and III. Upon entering the Undiscovered Underground, the adventurer is trapped by a freak avalanche. The only way to escape is to release the mutant Rat Ants (an echo from Starcross) and to direct them to the avalanche, which they dispatch in a manner reminiscent of Aesop's Fables. The player must demask the Grue vendor to gain the four candy bars and place the relevant objects in the Mud Forum on the appropriate corresponding floor symbols. This unleashes a mutant chase reminiscent of Planetfall where the adventurer stays one step ahead of the Rat Ants because of the shrewdly placed candy bars. However, the escape comes at the cost of unleashing a Rat Ant epidemic onto the empire and forces the adventurer to flee from the wrath of the Grand Inquisitor.

29.02.1996

Travel through five mind-bending worlds to discover the ancient secret of alchemy that will free the trapped souls from evil's grip. Do you dare enter the Forbidden Lands?

Could be interesting

01.09.1982

In the third game of the adventure game series Zork, you are once again a nameless adventurer, only this time you won't travel through a beautiful magical land, but are immediately cast into a deep dungeon. Like in a dream, you hear a mysterious voice telling you that you have passed all the tests but one. When conscience returns to you, you find yourself on the endless spiral of stairs, with only your trusty lantern near you... will you be able to survive the horrors of the Dungeon?

01.06.1977

Zork is one of the earliest interactive fiction computer games, with roots drawn from the original genre game, Colossal Cave Adventure. The first version of Zork was written in 1977–1979 using the MDL programming language on a DEC PDP-10 computer.

01.05.1985

Wishbringer: The Magick Stone of Dreams is an interactive fiction computer game written by Brian Moriarty and published by Infocom in 1985. It was intended to be an easier game to solve than the typical Infocom release and provide a good introduction to interactive fiction for inexperienced players, and was very well received.

15.09.1987

Beyond Zork: The Coconut of Quendor is an interactive fiction computer game written by Brian Moriarty and released by Infocom in 1987. It was one of the last games in Infocom's Zork series It signified a notable departure from the standard format of Infocom's earlier games which relied purely on text and puzzle-solving: among other features, Beyond Zork incorporated an on-screen map, the use of character statistics and levels, and RPG combat elements. The game, Infocom's twenty-ninth, was available on the Amiga (512kb), Apple (128kb), Atari ST, Commodore 128, and IBM (192kb), and the Macintosh (512kb) computers The player explores the Southlands of Quendor somewhat aimlessly at first. Soon, however, a task is bestowed by the Implementors, a group of godlike creatures jokingly based on Infocom's game designers. The Coconut of Quendor, an incredibly powerful artifact that embodies the whole of Magic, has fallen into the claws of an unspeakably foul beast: an Ur-grue. Rumoured to be the spirits of fallen Implementors, Ur-Grues can surround themselves in a sphere of darkness that only sunlight can pierce. The player must recover the Coconut from this monster's grasp or face the unthinkable consequences.

16.09.1985

Spellbreaker is an interactive fiction computer game written by Dave Lebling and released by Infocom in 1985, the third and final game in the "Enchanter Trilogy". Like most of Infocom's games, it was released for many of the time's popular computer platforms, such as the Commodore 64, Atari ST and Apple II. It is Infocom's eighteenth game. Over the course of events in the trilogy's earlier games from 956 to 957 GUE (Enchanter and Sorcerer), the player's character has progressed from a novice wizard possessing a few weak spells to the leader of the Circle of Enchanters. Now, in 966 GUE (ten years after the events of Enchanter), the very foundations of Magic itself seem to be failing, and the leaders of all the Guilds in the land have gathered to demand answers. In the midst of this impassioned meeting, the crowd is suddenly transformed into a group of toads and newts. Everyone present is affected except for the player and a shadowy figure who flees the hall.

24.06.2003

A train journey abruptly cut off. An enforced stay in a strange City. Intrigue, madmen, and growing sense of being watched... A work of interactive fiction by Emily Short.

31.03.1976

Colossal Cave Adventure is a text adventure game, developed originally in 1976, by Will Crowther for the PDP-10 mainframe. The game was expanded upon in 1977, with help from Don Woods, and other programmers created variations on the game and ports to other systems in the following years. In the game, the player controls a character through simple text commands to explore a cave rumored to be filled with wealth. Players earn predetermined points for acquiring treasure and escaping the cave alive, with the goal to earn the maximum amount of points offered. The concept bore out from Crowther's background as a caving enthusiast, with the game's cave structured loosely around the Mammoth Cave system in Kentucky.

08.07.1983

Planetfall is a science fiction interactive fiction computer game written by Steve Meretzky, and the eighth title published by Infocom in 1983. Like most Infocom games, thanks to the portable Z-machine, it was released for several platforms simultaneously. The original release included versions for the PC (both as a booter and for DOS) and Apple II. The Atari ST and Commodore 64 versions were released in 1985. A version for CP/M was also released. Although Planetfall was Meretzky's first title, it proved one of his most popular works and a best-seller for Infocom; it was one of five top-selling titles to be re-released in Solid Gold versions including in-game hints. Planetfall utilizes the Z-machine originally developed for the Zork franchise and was added as a bonus to the "Zork Anthology". The word planetfall is a portmanteau of planet and landfall, and occasionally used in science fiction to that effect. The book Planetfall written by Arthur Byron Cover, uses the game image on the cover, and is marketed "In the bestselling tradition of THE HITCHHIKER'S GUIDE TO THE GALAXY.[2] A sequel, Stationfall, was released in 1987. Planetfall teleports you 12,000 years into an outrageous future. You joined the Stellar Patrol to explore the galaxy, but all you've seen is the end of a mop - until your ship explodes and you're jettisoned onto a mysterious, deserted planet. Luckily, you have Floyd, a lovable multi-purpose robot with the personality of a mischievous 8-year-old. He's the ideal companion with whom to brave your new world, as you dare its dangers and uncover its secrets.

01.07.2021

"Magic comes with a price. But on your birthday, all your expenses are paid. Welcome to Grooverland." Grooverland is a large parser game that takes over two hours to complete. It is based on the works of author and programmer Chandler Groover, although it does not require previous knowledge of his games to play.

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31.12.1996

You play as a novice glyph support clerk but no one's around but an animated burin. It seems the more experienced support clerks are either lost, got themselves un-implemented, or got stuck in a timeloop. And, of course, everyone else in Zork wants assistance too. No one said your first day on the job would be easy!

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