Zork II

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Zork II: The Wizard of Frobozz is the second game in the Zork trilogy and Infocom's second game. It begins where Zork I left off and continues into Zork III.

Contents

Plot

The player begins in the Barrow from Zork I with only the brass lantern and elvish sword. There are no above-ground areas. The purpose of the game is not clear at the start.

Soon, during the player's wanderings through the rooms (including one that spins, making movement from it random) the Wizard of Frobozz will appear and may cast a spell on you. The Wizard was banished from the council of Enchanters for forgetfulness, but he is still a potent magic force. Your job is to control his magic.

The game plot involves the collection of ten treasures, but the treasures must be used to bribe a demon to perform one task for the player. The sword can also be used as a treasure.

Spells

The Wizard can cast seventeen spells. The twelve that he most commonly uses on you are:

Fall (causes the player to trip, sometimes fatally)

Fumble (causes the player to drop items)

Freeze (causes the player to be frozen in one position, preventing anything but waiting)

Fireproof (causes the target to become unburnable)

Filch (moves the target to the caster's inventory, usually used on the sword)

Fierce (causes the player to become aggressive, may make the sword glow red)

Float (causes the target to rise about five feet in the air)

Ferment (causes the player to become "light-headed", movement becomes random)

Fear (causes the target to be afraid of the caster)

Fantasize (causes the target to see things which are not there)

Fence (prevents the target from moving anywhere)

Feeble (reduces the target's carrying capacity and fighting ability)

All of these wear off after about twenty moves.

The seven special spells are:

Fluoresce (causes the target to glow with light, cast on the player by the wizard if the lamp runs out of power after the player has scored 200 points. This is probably the spell seen in the Enchanter series as frotz)

Fry (destroys the target, used on the adventurer if the player attacks the princess)

Fudge (if cast by the wizard, turns the player into a chocolate statue, if cast by the player after obtaining the wizard's wand, merely causes a strong smell of chocolate to impermeate the room. It is cast by the wizard as a last-ditch effort to control the demon)

Free (frees a captive target, cast by the demon on himself if the player poorly phrases his request for the wand)

Frobnoid, Frobozzle, Frobizz (cast by the wizard toward the end of the game in an unsuccessful effort to control the demon)

Notes

Zork II featured the incredibly difficult "Oddly-angled room" (a room acessed towards the end of the game), which was shaped like a baseball field. The only solution was to walk around the bases, using hints from the bases which glowed with varying levels of brightness. This puzzle has been called "infamously difficult." It also introduced the "Bank of Zork" puzzle, where a player had to avoid the alarms by using the teleport system in the bank exactly right.

Quotes

[after reaching the top of the well in a magic bucket]

You are at the top of the well. Well done.

The next step down to danger...

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