Zork Trilogy

01.01.1987
Genre: Adventure
Zork Trilogy is a compilation of all three of Infocom's original Zork games: - Zork I: The Great Underground Empire - Zork II: The Wizard of Frobozz - Zork III: The Dungeon Master The package also includes an item that was featured as an in-game object in Zork games: the Zorkmid Coin.
Zork is an interactive fiction computer game. Infocom released Zork as a commercial game for personal computers, split due to memory limits of personal computers compared to the mainframe system. The three titles released commercially were Zork: The Great Underground Empire – Part I in 1980 (later known as Zork I), Zork II: The Wizard of Frobozz in 1981, and Zork III: The Dungeon Master in 1982. Plot The original MIT version of Zork (also called Dungeon) combines plot elements from all three of the following games, which were made available for commercial sale. Zork I: The Great Underground Empire The game takes place in the Zork calendar year 948 GUE (although the passage of time is not notable in gameplay). The player steps into the deliberately vague role of an "adventurer". The game begins near a white house in a small, self-contained area. Although the player is given little instruction, the house provides an obvious point of interest. Zork II: The Wizard of Frobozz The player begins in the Barrow from Zork I armed only with the trusty brass lantern and the elvish sword of great antiquity from before. The objective of the game is not initially clear, but the player is pursued throughout by the titular wizard. Zork III: The Dungeon Master The player begins at the bottom of the Endless Stair from Zork II. Zork III is somewhat less of a straightforward treasure hunt than previous installments. Instead, the player—in the role of the same "adventurer" played in Zork I and Zork II—must demonstrate worthiness to assume the role of the Dungeon Master.

Part of collection:
Zork (last 3 games)

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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.

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