Zork II: The Wizard of Frobozz is a text adventure, a sequel to the classic first Zork. Once again, the game is set in the Great Underground Empire, but this time the main goal is to face off against the titular Wizard.
Like its predecessor, Zork II plays like any other text adventure: there are no graphics - only text - and the player types commands such as "lift cage" or "examine robot".
This must be the guy in the game's name
(Apple II)
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From lush description to a dire threat to my well-being!
(Apple II)
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Well, I can't say I wasn't warned. Plus I get a second chance!
(Apple II)
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Starting location.
(Commodore 64)
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Inside a Gazebo
(Commodore 64)
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Came across a dragon
(Commodore 64)
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Inside the Bank of Zork
(Commodore 64)
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The starting location
(DOS)
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It is pitch black; you are likely to be eaten by a grue.
(DOS)
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I have found a dragon!
(DOS)
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The Wizard's workroom. Most of the stuff on the bench is useless junk, though.
(DOS)
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The Wizard's trophy room - powerful magic prevents you from picking up anything in it. And there is a warning label about that.
(DOS)
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The Wizard's quarters appear differently every time you look at them. There are 7 possible appearances.
(DOS)
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This seems like Wonderland but I don't see the Mad Hatter anywhere.
(DOS)
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Inside the Bank of Zork - one of the tougher puzzles in the game.
(DOS)
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Title
(Macintosh)
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Game start - Narrow Tunnel
(Macintosh)
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Foot Bridge
(Macintosh)
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Great Cavern
(Macintosh)
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Shallow Ford
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Dark Tunnel
(Macintosh)
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North End of Garden
(Macintosh)
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Gazebo
(Macintosh)
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Carousel Room
(Macintosh)
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Game save
(Macintosh)
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Starting location
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Starting location
(Amiga)
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After some exploring, I found a unicorn (colors can be changed with Workbench Preferences).
(Amiga)
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