INFOCOM GAME History

Click on Link to Play the Game in Browser, read the Manuals or have a look on the Feelies. (All Links are external Links. Please let me know if they don’t work.)

Link to The Obsessively Complete INFOCOM Catalog
here you can download the original Files from Infocom. It is worth to take a look.

You can find further Information like Manuals, Maps and more on the Infocom Documentation Project Web Page: Link

A Mind forever Voyaging

„If you can look into the seeds of time, and say which grain will grow and which will not…“ –Shakespeare

It’s 2031. The world is on the brink of chaos. In the United States of North America, spiraling crime and unemployment rates, decayed school systems and massive government regulations have led to a lazy, contentious society.

To reverse this critical situation, government and industry leaders have developed a Plan combining the economic freedom and strong moral values of the 1950’s with the technological advancements of the 21st century. Will the Plan ensure peace and prosperity? Or will it set the earth on a suicide course to destruction?

As the world’s first conscious, intelligent computer, only you can visit places that have never been seen before. Only you can view the future. And only you know what must be done to save humanity.

A major departure for Infocom, A Mind Forever Voyaging is reminiscent of such classic works of science fiction as Brave New World and 1984. You’ll spend less time solving puzzles, as you explore realistic worlds of the future.

Ballyhoo

Spangleland! Sawdust and glitter, buffoons and cotton candy! It’s a place where your wildest dreams can come true! At least, that’s what you think…until you get behind the scenes at the big top. Then you learn how easily sweet dreams can turn into nightmares.
  Beyond the spangles lies a seedy world of deception and crime. Exploring the tattered corners of the circus lot, you overhear a conversation about the owner’s daughter. It seems she’s been kidnapped, and the hired gumshoe couldn’t find the nose on his face. Good samaritan that you are, you start poking around on your own.
  But watch your step. As the night progresses, you realize you’re in as much danger as the little girl. For the kidnapper is lurking right there on the lot, trying to set you up for a permanent slot in the freak show.

Border Zone

Where the Iron Curtain divides East and West, the frontier is a no man’s land between freedom and captivity, a place where moments lost or precautions not taken exact a toll in men’s lives. In Border Zone, you cross this barrier not once, but three times, as three different characters in a fast-paced story of international intrigue

The pulse-pounding tension of espionage is heightened by the addition of real time, which ticks on regardless of your actions. As you race against the clock to complete your missions, you’ll find yourself caught up in a spine-tingling adventure that’s far more suspenseful than any spy thriller you’ve ever read.

The story begins on the train to Litzenburg, a peaceful country just outside the Iron Curtain. In the border town of Ostnitz, Constitution day festivities include a speech by the American ambassador. But plans are afoot to destabilize this key neutral territory by assassinating the diplomat. Speeding towards the border through the Eastern bloc country of Frobnia are an easy-going American businessman, an ambitious American spy and a ruthless KGB agent. All three are soon to become entangled in the assassination plot, their lives intertwining as each carries out his perilous assignment.

You’ll see the story from three viewpoints, as you step into the shoes of a different major character in each of the three chapters of Border Zone. Set in separate locations on or near the border, the chapters are complete stories in themselves, each with its own riveting conclusion.

The on-line hints in Border Zone will help you out when you need it. But hints take you only so far. Even when you know exactly what to do, discretion and timing are crucial as you outwit the KGB, evade a snarling pack of search dogs, make a desperate assault on the border, and count down the moments to the assassination.

Border Zone was written by Marc Blank, a pioneer in interactive fiction and the author of such ground-breaking works as Zork and Deadline. In Border Zone, Marc takes the clever plotting and masterly prose of a top-notch thriller, brings it to life through interactive fiction, and intensifies the experience with the addition of real time.

So steel your nerves, and don’t blow your cover, friend. You’ve a long way to go before you come in from the cold.

Bureacracy

IMPORTANT!
Our records show that you do not have a license to operate this software.
    Normally, you would be required to complete a License Application form and mail it (with proof of purchase) to our Licensing Department, and then wait the customary four to six months for processing.
    Luckily, for your convenience, we have, at the last minute and at great expense, installed a remarkable new on-line electronic application form on this very disk, which will be processed by our modern 24-hour computer service moments after you fill it in.

BUREAUCRACY! Everyone, at one time or another, feels bound up in an endless swathe of red tape. In Bureaucracy, best-selling humorist Douglas Adams draws on his own battles with beadledom to create a hilarious adventure. You’ll find yourself in the midst of a bureaucratic middle so convoluted that you can’t help but laugh.
 You’ve just landed a great new job and moved to a spiffy house in a nice little town. You’re even being sent to Paris this very afternoon for a combination training seminar and vacation. What could possibly go wrong? The answer, of course, is everthing. When the bank refuses to acknowledge your change-of-address form, you’ll find yourself entangled in a series of bureaucratic mishaps that take you from the feeding trough of a greedy llama to the lofty branches of a tree deep in the Zalagasan jungle.
    The distinctive humor that made The Hitchhiker’s Guide to the Galaxy a runaway success will keep you in stitches as you confront a series of bureaucratic puzzles and experience the thrill of outsmarting the powers that be.

Cutthroats

You’re a backwater island’s top diver and foremost expert on local shipwrecks. Which makes you perfect for the job a band of the island’s shadiest characters has in mind for you. It’s a simple business proposition: all you have to do is locate and salvage a fortune in sunken treasure. You stand to gain millions. The only drawback is, it could cost you your neck. Because to successfully recover the treasure, you’ll have to survive the perils of diving in unknown waters – and the even greater danger of an untrustworthy crew. But none of that will stop you from taking the plunge. You’re the type who believes that when stakes are this high, even when your odds are this low, it’s worth running the risks of dealing with Cutthroats.

Deadline

TWELVE HOURS TO SOLVE THE MYSTERY. ONE FALSE MOVE, AND THE KILLER STRIKES AGAIN.

It’s been called „part of the latest craze in home computing“ (TIME magazine), an „amazing feat of programming“ (THE NEW YORK TIMES) and the „Best Adventure of 1983“ (ELECTRONIC GAMES).

It’s DEADLINE, and it pits you, the keen-eyed sleuth, against a 12-hour time limit to solve a classic locked-door mystery. Armed only with the clues inside this package and your own wits, you must sift through myriads of evidence and motives to track down the killer. No easy feat, for all six of your suspects exercise free will — coming and going, scheming and maneuvering independently of your actions. And some of these personalities are so treacherous that, should you make the wrong move, one of them may do you in.

Enchanter

In ENCHANTER, the first of a spellbinding series in the tradition of ZORK, you are a novice magician whom Fate has chosen to do singlehanded combat with a dark and fierce power. But wordly weapons will avail you naught, for your foe is the Evil Warlock who holds sway over the land.

To defeat him, you will have to match your skills as a necromancer against his, casting spells you have learned from your masters in the Circle of Enchanters and other incantations you will acquire as you proceed on your quest.

If you succeed, you will be elevated to a seat in the illustrious Circle; if you fail, your land will be doomed to an eternity of darkness.

Hitchhiker’s Guide to the Galaxy

Beyond question the most mind-bogglingly hilarious story Infocom has ever produced is THE HITCHHIKER’S GUIDE TO THE GALAXY, written and designed by Douglas Adams, author of the phenomenally best-selling novel, and Steve Meretzky, the award-winning designer of Infocom’s PLANETFALL and SORCERER.

As the story begins, you are Arthur Dent, and a bulldozer is preparing to level your house even as an alien space fleet is preparing to level your planet. The incorrigible Mr. Adams has written new material and designed problems especially for this interactive story. So grab a pint of bitter and a couple for the road and join Ford Prefect, Trillian, Zaphod Beeblebrox and Marvin on a cosmic jaunt into the outer reaches where anything can — and does — happen. And don’t forget your towel!

In official Part II MILLIWAYS: the Restaurant at the End of the Universe.

Hollywood Hijinx

Vampire Penguins. A Corpse Line. Meltdown on Elm Street. Who could forget these classic Hollywood movies produced by your uncle, Buddy Burbank? But his greatest masterpiece has yet to be experienced… HOLLYWOOD HIJINX, starring you!
    Your uncle Buddy and Aunst Hildegarde have passed away, but their memory lives on in their Malibu mansion, filled with a lifetime of Hollywood memorabilia. And you’ve inherited it all, with one stipulation- you can only claim your booty if you find the treasures hidden throughout the sprawling beachfront estate. If you can’t find the treasures in one night, you lose the whole caboodle.
    It’s just the sort of thing you’d expect from Aunt Hildegarde and Uncle Buddy. And their home is familiar territory: you spent your childhood summers there with your cousin Herman. Although some say the house is haunted, you’re not fooled. You know that Uncle Buddy, who wore a different polyester leisure suit each day of the week, was always rigging the place with goofy gags and booby traps.
    Inside the house, everything is just as glitzy and full of fun as you remember it to be. There’s the luxurious private screening room, the gold-plated bathroom faucets in the shape of Oscars, and the wacky props from old Buddy Burbank movies.
    The Malibu estate seems like a funhouse at first. But the puzzles you must solve prove that Aunt Hildegarde and Uncle Buddy weren’t just kidding around. Claiming the Burbank bundle turns out to be quite a challenge- and it’s all in your honor.
    HOLLYWOOD HIJINX is as zany as its author, „Hollywood“ Dave Anderson. It’s cram-packed with puzzles that will test yhe wits and tickle the ribs of both first time and experiences players.

Infidel

INFIDEL finds you marooned by your followers in the heart of the deadly Egyptian Desert. A soldier of fortune by trade, you’ve come hither in search of a great lost pyramid and its untold riches. Now, alone, you must locate and gain entry to the tomb, decipher its hieroglyphics and unravel its mysteries one by one. Through the Antechamber, the Barge Room, the Chamber of Ra, death will lick at your heels as you race to the shattering climax of this match of wits between you and the most ingenious architects, builders and murderers of all time — the ancient Egyptians.

Leather Godesses of Phobos

And now…the next exciting episode of humanoids in space!

  How did you, a regular at Joe’s Bar in Upper Sandusky, Ohio, end up on a Martian moon? Can you prevent the hideous space creatures from abducting the naked heiress? Why does scratch ’n‘ sniff #2 smell so familiar? How many uses can you find for a rubber hose? Is it easy to remove a brass bikini? Is it hard to outsmart a robotoid sumo wrestler? Can you stop the Leather Goddesses‘ fiendish plan to turn all Earthlings into sex slaves?

  Learn the answers to these burning questions in LEATHER GODDESSES OF PHOBOS, Infocom’s racy spoof of 1930’s pulp fiction. But first, a word from our sponsor:

  Why put up with only one playing mode, when you can have three! That’s right, three! So whether your tastes run to Tame, Suggestive, or Lewd, LEATHER GODDESSES OF PHOBOS can satisfy you!

The Lurking Horror

Ever since you arrived at G.U.E. Tech, you’ve heard stories about the creepy old campus basements and storage rooms, some so ancient that they contain only rotting piles of unidentifiable junk. Until now, you have never ventured lower than the ground floors of the monolithic classroom and dorm buildings, avoiding the warren of tunnels that connect them.
      But tonight, something draws you down into the mysterious depths of the institute. Perhaps it’s the blizzard raging outside, making the outdoors as threatening as anything you could imagine within. Perhaps it’s the nightmare you had, hinting at horrific mysteries below and leaving you with a strange object that seems to lead you inexorably downward. Or perhaps it’s just another way for you to avoid writing that twenty page term paper you have due tomorrow.
      In any event, you soon find yourself wandering away from your computer and into the dark nether regions of G.U.E. Tech. Suddenly, you’re in a world that rivals your most hideous visions, a realm of horror lurking beneath the calm corridors and study halls.
      Shapes emerge from dark corners. Eerie sounds draw closer. Slimy passageways lead to sights so horrifying that they will feed you nightmares for weeks.
      THE LURKING HORROR recalls the ghastly visions of H.P. Lovecraft and Stephen King, as author Dave Lebling turns an everyday world into a frightening web of uncertainty. The numerous puzzles will challenge both first-time and experienced players, and Lebling’s chilling descriptions will leave you with images you’ll never forget.

In official Part II : The LURKING HORROR II Online Link

Moonmist

More ghosts haunt the misty sea-coast and stone ramparts of Cornwall than anyplace else on earth. One such soul roams Tresyllian Castle: a pale phantom with flaxen hair and a luminous, flowing gown. It seems like a fanciful legend… until the spectral „White Lady“ threatens the life of your friend Tamara!

Arriving at the fog-shrouded castle, you meet a cast of eccentric characters ranging from a blue-blood debutante to an overly helpful butler. Has one of them donned the ghostly guise of the White Lady? Or has the drowned lover of Lord Jack, Tamara’s fiancé, returned to haunt her successor? Perhaps the spectre is seeking the valuable treasure hidden somewhere in the lavish rooms and secret passageways of the castle. The solution to the mystery, as well as the location of the treasure, changes in each of the four variations of Moonmist.

Get ready to spend the night in a haunted castle. But don’t sleep too soundly. The next victim might be you.

Nord and Bert

You are standing at the edge of a barren field. A steady wind, having secreted away the topsoil, is now drifting sandy dirt across the plain. A scant sign of life here is a freshly-burrowed molehill on the ground.
> MAKE A MOUNTAIN OUT OF THE MOLEHILL
There is a tremendous rumbling in the distance, getting louder and louder, until it is deafening. The dirt around the molehill crumbles away as mighty, jagged granite peaks emerge from deep underground. The surrounding landscape transforms into a fertile valley before your very eyes.
    Infocom’s first collection of short stories takes you to a place where nothing is quite as it seems. It’s a place where you really can make a mountain out of a molehill, where ‚the fur is flying‘ is taken literally, and where a bow can be turned into a beau.
    Each of the eight stories in Nord and Bert Couldn’t Make Head or Tail of It involves a different type wordplay. You’ll find yourself challenging your wits and your memory to come up with the cliches, spoonerisms, and other verbal trickeries needed to complete the puzzles. But don’t view this as a hard row to hoe. Nord and Bert contains built-in hints, which you can call upon when the going gets rough.
    All eight stories take place in the mixed-up Town of Punster. However, no two contain the same people, locations, or objects. Each is played independently of the others, although you’ll use passwords obtained in seven of the stories to get into the eighth. As for mapping, it’s out the window. You simply type where you want to go. 
    The tall tales in Nord and Bert are every bit as fun and clever as Infocom’s other interactive fiction storiesThey can each be completed in one sitting, making them a highly entertaining way to spend an evening, alone or with friends. Nord and Bert was authored by Jeff O’Neill, whose mind is constantly working on artful new turns of phrase.

Planetfall

„Join the Patrol, and see the Galaxy!“ You took the poster’s advice, bait and all, and marched right over to the recruitment station near your home on the backwater planet of Gallium. Images of exotic worlds, strange and colorful aliens and Deep Space heroism had danced in your head as you signed the dotted line. And since that day the closest you’ve come to Deep Space heroism was scrubbing down the radioactive leper colony on Ishmael-3.
    But suppose that jumbo fortune cookie you got at Qwang’s Take-Out Asteroid last shore leave was right. Maybe you will indeed narrowly escape disaster. It’s even possible that you’ll actually travel to an unknown corner of the Universe, where you’ll save a doomed planet- or die in the attempt. In fact, we’ll guarantee it – every crumb of it – because that’s just the way the cosmic cookie crumbles.

Plundered Hearts

In the 17th century, the seas are as wild as the untamed heart of a young woman. But when you set out on the schooner Lafond Deux, bound for the West Indies, your thoughts are only of your ailing father who awaits your care. Little do you know that your innocent journey will soon turn to dangerous adventure.
   You barely survive an encounter with pirates, whose plans for you include a fate worse than death. The explosives, the rocky reefs, the vicious crocodile – all these are obstacles which you must overcome with cunning and agility. True, it’s not easy; but at least you can control your fate. What you cannot control is much more dangerous: your passion for Nicholas Jarmison, the handsome pirate captain.
   Tall and lean, with azure eyes that penetrate deep into your soul, he makes your blood quicken despite his unsavory past. When you’re in his arms, swirling around the dance floor or secluded in the flowered depths of the gazebo, you are apt to forget your mission.
   But don’t dally too long with Nick. For your father is waiting, and on his rescue lies the fate of more than one man. Prepare for adventure on the high seas, lass. You’ll need every bit of pluck you can muster.    In PLUNDERED HEARTS, Infocom brings your wildest fantasies to life. You’ll thrill to spine-tingling peril, heart-pounding romance, and challenging predicaments. To create this exotic adventure, author Amy Briggs read hundreds of romance novels, researched 17th century costumes and ships, and was wooed by a dashing pirate.

Sea Stalker

There’s something down the in the ocean, something terrifying. And you have to face it — because only you can save the Aquadome, the world’s first undersea research station.

The alarm sounds, and your submarine, the Scimitar, is docked nearby. But not so fast — you haven’t even tested the Scimitar in deep water, and the crew in the Aquadome may have a traitor in its ranks. So be careful! You have many possibilities to consider, mysteries to unravel and life-and-death decisions to make!

Success won’t come easily. It may not come at all — because, if you challenge the deep without using all your wits, you just might wind up as shark bait!

Sherlock: The Riddle of the Crown Jewels

MORIARTY HAS SET A DEADLY TRAP FOR SHERLOCK HOLMES. AND ONLY YOU CAN STOP HIM…

Travel back in time to Victorian London, where the city is bustling with preparations for Her Majesty’s Golden Jubilee. Crowds of sightseers and souvenir vendors fill the streets in eager anticipation of the Jubilee Week events. Newspapers detail the gala array of festivities. Sumptuous receptions for foreign dignitaries. Special services at Westminster Abbey. A Royal Procession through the streets of London. And the Queen reigning over all, resplendent in the Crown Jewels.

At least, that’s the official plan. Unbeknownst to the celebrants thronging the city, a crisis has arisen: the Crown Jewels have been stolen from the Tower of London. If they’re not recovered before the festivities begin, the theft will be exposed and the government will fall into international disgrace.

Only 48 hours remain to solve the crime. With Scotland Yard failing to make headway, the Prime Minister calls on Sherlock Holmes, the famous consulting detective. But riddles left at the scene of the crime include a direct challenge to Holmes, who suspects a deadly trap. To throw the scoundrel off his guard, Holmes turns the investigation over to you, his trusted cohort, Dr. Watson.

With Holmes by your side, you use your wits, intuition, and myriad of clues to solve the riddles and piece together the mystery. Your search for the jewels and the villain leads you all over London, from the most popular tourist attractions to the seediest back alleys. As Big Ben strikes each successive hour and dangerous complications impede your progress, you realize you’re facing that most dastardly of foes, Holmes’s archnemesis… the vile Professor Moriarty.

Sherlock: The Riddle of the Crown Jewels is the first story in Infocom’s new Immortal Legens series, developed by Challenge, Inc. Using Infocom’s sophisticated development tools, Challenge lends its own brand of puzzles and plotting to interactive fiction. In The Riddle of the Crown Jewels, author Bob Bates brings Holmes’s London to life, filling it with familiar characters and locations. On-screen hints provide clues when your magnifying glass falls short of the task.

Sorcerer

SORCERER, the second of a spellbinding fantasy series in the tradition of ZORK, takes you on a magical tour through the darker side of Zorkian enchantment. Your journey begins with a cryptic diary – the last trace of the now-vanished Belboz the Necromancer, grand and powerful leader of the Guild of Enchanters. It is feared that Belboz is in thrall to evil sorcery. If so, the very existence of the Circle of Enchanters could be forfeit. To rescue the kingdom and locate your mentor in the treacherous mists of time, you must gain the power and cunning of a true Sorcerer.

Spellbreaker

SPELLBREAKER, the riveting conclusion to the ENCHANTER trilogy, explores the mysterious underpinnings of the Zorkian universe. A world founded on sorcery suddenly finds its magic failing, and only you, leader of the Circle of Enchanters, can uncover and destroy the cause of this paralyzing chaos.
    The very core of your civilization is under siege, and only a perilous journey through the black foundation of magic itself will yield a chance for survival.
    And although your triumph over this unknown Evil is uncertain, you must embark without hesitation and prove yourself the worthiest mage in the land.

Starcross

STARCROSS, Infocom’s science fiction mind-bender, launches you headlong into the year 2186 and the depths of space. And not without good reason, four you are destined to rendezvous with a gargantuan starship from the outer fringes of the galaxy. Upon docking with the strange craft, you must succeed in gaining entry to its mysterious interior. Once within, you will encounter a microcosm of the galaxy, peopled with both harmful and helpful beings. But the great starship serves a far larger purpose than mere cultural exchange. It bears a challenge that was issued eons ago, from light-years away- and only you can meet it.

Stationfall

What a trotting krip! Since your incredible heroics in Planetfall, where you risked life and limb to save the planet Resida, things have hardly changed at all. Sure, you were promoted to Lieutenant First Class, but this only meant that your dull life of cleaning grotch cages was replaced by an equally dull life of paperwork. Now you’ve got another assignment tailor- made for a grotchbrain: pilot a spacetruck to a nearby station to pick up a load of trivial forms. Trot and double trot!

But all is not lost. By a happy twist of fate, your companion for the journey is your old pal Floyd! That’s right, it’s the same mischievous little robot, crayons and paddleball at the ready, who was your helpful buddy in Planetfall.

Getting to the space station is easy. But once there, you find it strangely deserted. Even the seedy space village surrounding the station is missing its ragtag tenants. A spooky alien ship carrying only an empty pedestal rests in a docking bay. An ostrich and an Arcturian balloon creature are found, abandoned but in perfect health. The commander’s log describes the mysterious breakdown of machinery, demonstrated by a roving hull-welder who seems bent on your destruction. And finally even Floyd begins acting oddly…

Steve Meretzky, whose interactive fiction successes include The Hitchhiker’s Guide to the GalaxyTM and Leather Goddesses of PhobosTM won a Best Computer Software Designer award for Planetfall. Infocom fans, consistently rating Planetfall among their favorite computer games, have been begging for a sequel. Even if you’ve never played Planetfall, you will enjoy Stationfall: the puzzles will challenge your intellect, the humor will keep you laughing, and Floyd will win your heart.

Suspect

YOU’RE GUILTY UNTIL PROVEN INNOCENT

You have walked into a hotbed of deceit and trickery. And now they’re accusing you of something you couldn’t have done. But they have proof that you did it. „You’re a killer,“ they say.And until you can prove them wrong, you’re guilty as charged – murder.

Among society’s upper crust, murder is the kind of nastiness that must be cleaned up quickly. So isn’t it convenient that you, a struggling journalist looking for a good time and a good story, end up the scapegoat? The evidence is stacked against you, and you’re being forced to prove your own innocence. And someone else’s guilt. But, no one wants to help you. You’re an outsider. And only an outsider could be so rude as to accept an invitation to the social event of the season. Then spoil it all.

Suspended

They said you would sleep for half a millennium — not an unreasonable length of time, considering you’d be in limited cryogenic suspension. Your body would rest frozen at the planet’s nerve center, an underground complex 20 miles beneath the surface. Your brain, they told you, would be wired to a network of computers; your mind would continue to operate at a minimal level, overseeing maintenance of surface-side equilibrium. And you would not awake, so they promised, until your 500 years had elapsed — barring, of course, the most dire emergency.

Then, and only then, you would be awakened to save your planet by strategically manipulating six robots, each of whom perceives the world differently. But such a catastrophe, you have been assured, could not possibly occur.

Good morning.

Trinity

The time is out of joint;
O cursed spite, That ever I was
born to set it right!

— Hamlet I.v.

It’s the last day of your $599 London vacation. Unfortunately, it’s also the first day of World War III. Only seconds remain before an H-bomb vaporizes the city.. and you with it.
Unless you escape to another time, another dimension.

For every atomic explosion unlocks the door to a secret universe; a plane between fantasy and reality, filled with curious artifacts and governed by its own mischievous logic. You’ll criscross time and space as you explore this fascinating universe, learning to control its inexorable power.

Trinity leads you an a journey back to the dawn of the atomic age… and puts the course of history in your hands.

Wishbringer

It’s an ordinary day in your ordinary little town, and you’ve been performing your ordinary mail clerk’s duties in an altogether ordinary way. But there’s something quite extraordinary in today’s mail. It’s a ranson note for a kidnapped cat, and it will lead you through unbelievably harrowing adventures to Wishbringer, a stone possessing undreamt-of powers. For though the note in question is addressed to someone in your ordinary little town, it’s postmarked for Special Delivery to Parts Unknown. And its true destination is somewhere beyond your wildest dreams, c/o the magic of Infocom’s interactive fiction.

Witness

FEBRUARY 1938, LOS ANGELES. FDR’s New Deal is finally rolling. Hitler’s rolling, too; this time through Austria. But as Chief Detective for a quiet burgh on the outskirts of L.A., you’ve got other fish to fry.

One gilt-edged society dame is dead. And now it looks like some two-bit grifter is putting the screws to her multi-millionaire old man. Then you step in and the shakedown turns ugly. You’re left with a stiff and a race against the clock to nail your suspect… unless you get nailed first!

Nobody said a sordid familiy affair like this was going to be a cinch. Everyone from the knock-out heiress to the poker-faced butler may end up in the slammer before it’s over. Ahead of you is a Gordian knot of motives and alibis. And the only testimony you can trust is that of your own eyes — because you are The WITNESS.

Zork Zero: The Revenge of Megaboz

>A New Look. A New Challenge. A New Beginning.

The Great Underground Empire is in its heyday. Upscale condos crowd the massive caverns. Subterranean highways stretch from Aragain to the Fublio Valley. And no adventurer has yet set foot in the open field west of the white house.

But now both town and countryside are being abandoned, their inhabitants fleeing in the wake of a dread wizard’s curse. The curse has already disposed of the royal Flathead family. It threatens to destroy the entire kingdom – unless you can stop it.

Your quest will take you to every corner of the empire, as you seek out objects ranging from the absurd to the sublime. The quixotic jester will test you with games, riddles, and tricks. The the immense Flathead palace and its environs offer a multitude of surprises.

Zork Zero combines the best of the legendary Zorkian universe with the latest technology in interactive storytelling. It has all the richness and depth you expect from Infocom interactive fiction, including such intriguing packaging elements as a wizard’s secret spell, an unusual blueprint, and a „Lives of the Twelve Flatheads“ calendar. Communicating with the story is easier than ever, with all the features you’ve been asking for:

  • a new friendlier parser
  • optional mouse interface
  • on-screen hints and mapping

Author Steve Meretzky, whose award-winning stories include Planetfall, The Hitchhiker’s Guide to the Galaxy, and Leather Goddesses of Phobos, lends his characteristic whimsy to the tale.

Zork 1

>Throw the sack at the troll.
The troll, who is remarkably coordinated, catches the brown sack and, hot having the most discriminating taste, gleefully eats it. The flat of the troll’s axe hits you on the head…

Welcome to Zork I: The Great Underground Empire.

It beckons you into a world fraught with danger and discovery. Using all the cunning you can muster, you’ll plunge far below the surface of the earth in search of the incomparable treasures of Zork. But this is no mere treasure hunt. During your amazing journey, you’ll come face to face with creatures so outlandish, they defy description. And you’ll wander through an underground domain so vast, with so many twists and turns, it can offer you new surprises no matter how many times you explore it.

Zork 2

The Wizard appears, floating nonchalantly in the air beside you. He grins sideways at you.
The Wizard incants „Fantasize,“ but nothing happens. He shakes the wand. Nothing happens. With a slightly embarassed glance in your direction, he vanishes.

EXPECT THE UNEXPECTED WHEN YOU TAKE ON ZORK II: THE WIZARD OF FROBOZZ.
As you explore the subterranean realm of Zork, you’ll continually be confronted with new surprises. Chief among these is the Wizard himself, who’ll constantly endeavor to confound you with his capricious powers. But more than that, you’ll face a challenge the likes of which you’ve never experienced before.

Zork 3

An old, oddly youthful man turns toward you slowly. His long, silver hair dances about him as a fresh breeze blows. „You have reached the final test, my friend! You are proved clever and powerful, but this is not yet enough! Seek me when you feel yourself worthy!“

ZORK III: The Dungeon Master draws you into the deepest and most mysterious reaches of the Great Underground Empire. Nothing is as it seems. And the one responsible for the shadow and darkness — the Dungeon Master — embodies the greatest mystery of all.

In this test of wisdom and courage, you will face countless dangers. But what awaits you at the culmination of your odyssey is well worth risking all.

Zork – The Undiscovered Undergound

Grubald the Bold, Matchlick the Mighty, Linklaw the Lucky; all of the great Heroes are busy, laid up, contracted or dead. So it is you who gets to explore a never before seen part of the Great Underground Empire, giving you the chance to finally see a Grue by daylight! This game was developed by Activision and released as a prequel to their adventure „Zork: Grand Inquisitor.“

ZORK Triologie

ONLINE Link

Zork – Beyond Zork

The Legend of Zork continues with an exciting new style of interactive fiction.

The Zork® Trilogy has sold nearly one million copies, making it the most popular entertainment software product ever! Now, Infocom introduces an exciting new Zorkian universe that’s bigger and better than ever. Beyond Zork blends the puzzles and fine prose of interactive fiction with the combat and character-building of role-playing games, and enhances the whole with an incredible new interface.

  Dream times have befallen then Kingdom of Quendor. The wizards have mysteriously disappeared. The Enchanter’s Guild Hall lies in ruins. Villages are abandoned, drunken men mutter strange tales, and vicious monsters haunt the streets and wastelands. Now it falls on you, a lowly peasant, to unravel the meaning behind these ominous events. Will you accept the challenge?
  Of course you will. For you’re a hardy adventurer, ready to confront the most fearsome foe. And in , you have an arsenal of new weapons and abilities at your disposal.
  You start by designing your own character. Choose from such diverse attributes as strength, endurance, compasion, and luck, or let the computer select for you. As you venture onward, your character will evolve, reflecting your success in your quest.
  Beyond Zork’s sophisticated new interface makes interactions more natural than ever. In the heat of battle, the special function keys let you strike the decisive blow with a single keystroke. There’s even an on-screen map to chart your progress!
  As you grow in experience and abilities, you realize that you’re being prepared for a great task, a task of which you know nothing… as yet. Your search for the answer will lead you deep underground, where unspeakable monsters guard the world’s most fabulous treasure – the fabled Coconut of Quendor. 
  Beyond Zork was written by Brian Moriarty, award-winning author of Wishbringer® and Trinity®. Fans of Infocom’s fantasy series will recognize characters and locations from previous stories, while old and new players alike will enjoy exploring the Zorkian landscape as their challenge increases and their character grows in strength and power.

extra

How to play IF Games Guide Card